The Plantation

The Plantation is the fourth and final chapter in Swamp Fever. In this finale, the Survivors must hold out through wave after wave of Infected in a two story plantation house until Virgil arrives to take them up river. This finale is unique in that the Survivors will have to fight two Tanks simultaneously right before the rescue vehicle arrives.

The Heavy Machine Gun on the second floor has a limited firing arc, as it can only view out into the plantation fields, and cannot cover any part of the house itself. When the boat comes and the doors explode open, jumping from the balcony to the ground below incapacitates the Survivor; therefore, it is advised to use the stairs or jump down onto the makeshift bridge. Although you can jump from the left side and land on the railing on the ground, which will cause no damage if done correctly.

Strategy
Also see: Tactics

All campaign walkthroughs are done on Normal difficulty in single player, and are meant to give tips on what to do and generally point out things that might otherwise be missed.

There are, of course, a few key things to always remember: It's been a long run, but you've finally made it to the plantation! Just hold out in one piece, and you can get out to evacuation.
 * Stop, look, and listen.
 * Stopping to observe your surroundings might allow you to prepare for something nasty, like a Witch or Special Infected in a really bad place for them to be. Maybe even a Tank at possible times.
 * Teamwork.
 * This cannot be stressed enough. Left 4 Dead 2 is supposed to be a cooperative game. Communicate with your teammates, if you're playing with others, or if you're by yourself with the AI, point out things they might otherwise miss. In all cases, watch out for each other and take care of each other. You are not going to survive the zombie apocalypse by yourself.
 * Be ready for anything.
 * Don't panic.

Campaign
At the beginning, the AI Survivors will grab:
 * Nick will grab an Assault Rifle.
 * Coach will grab an Auto Shotgun.
 * Rochelle will grab an Assault Rifle.
 * Ellis will grab a Sniper Rifle.

Once all the players have stocked up on ammo, selected their firearm of choice, healed, and grabbed any other items exit the safe room. The Survivors will be in a marshy area with plenty of bushes and trees which are hide common infected and well as special Infected very well so stay on your toes. Directly ahead of the safe room exit is a hill that leads up to a small grouping of houses. Make your way up to the houses disposing of any infected in your path. As you go up the hill there will be a barn to your left which usually houses pipe bombs and molotovs as well as other random weapons. Make your way past the barn and you will come to a dirt road that runs left and right with houses on either side. You will notice that the correct way to proceed is to the right, but there are houses to the left that can be explored. Exploring the houses can be a good idea since they usually hold pipe bombs, molotovs, adrenaline, pain pills, and various melee weapons and firearms. Before exploring make sure you at least stay in pairs and that the whole team knows what is going on so no one goes on ahead or gets left behind. Keep in mind too that if you explore the houses a horde will most likely be sent at you so be prepared to fight. Whether or not you explored the houses continue down the dirt road to a T intersection, this time you will notice that you have to go left but there is a large house right in the middle of where the road splits that can be explored. This house usually has some nice goodies especially on the roof where tier 2 weapons usually are, as well as an ammo pile. To get to the roof simple go up the stairs to the second floor and jump out the open window overlooking the roof. Taking time to explore this house will also most likely result in a horde coming for the Survivors so be ready.

Continue down the dirt road past a broken down tractor and turn left. You will see the plantation house in front of you as well as the long walk up to it. Move quickly up to the mansion being mindful of the infected that like to hide behind the trees. Once you get up to the house you will notice that the main door is blocked up there is a ladder to the right that leads up to some scaffolding. Move quickly up the ladder, a good idea is to have one person go up the ladder while the other 3 Survivors keep guard and once he or she is at the top take up an over watch position and protect the next Survivor climbing up. Do this until all four Survivors are on the scaffolding and then move into the open window to what appears to be a child's room. There will be a large hole in the floor to jump down but be warned this is a point of no return so if a Survivor gets incapacitated at the top while the other three are at the bottom there will be no way to save him or her. Now you are in a dark and spooky mansion. Turn on your flashlight and be aware that there are zombies around. Explore the mansion thoroughly because there are many useful items. Some area of interest are right after you come out of the room you dropped down in turn right and you should see a front door open walk towards it and the stairs leading up should be on your left and there should be another hall to the right. Down this hall is a shelf which usually has all 3 throwable items as well as health kits and defibrillators. The upstairs should also be explored and you may notice a balcony with a mounted machine gun. This may seem like the perfect place to hold out, but the Infected usually come from behind so the gun is for all intents and purposes worthless. Head outside of the mansion and you will be in a large garden area. This usually holds many useful items as well. There should be a port-a-potty with a table next to it that has guns and an ammo pile near it. You should also notice some crates that sometimes have health kits, ammo, and guns on them. Thoroughly explore the garden for all items. Once you have explored both the garden and the mansion talk with your team about how you want to hold out and who is taking what weapons. Use one of the strategies listed below or come up with your own its your choice.

Once you are prepared send someone to the gates at the far end of the garden to contact Virgil on the radio. While it is a good idea to send 2 Survivors to the gate to use the radio. It is not required since the Survivor should have enough time to make contact and then run back to the group before the Infected arrive. Hold out and kill the Infected as they come at you. Be aware that tanks love to spawn on this level and at some points if the director is feeling very nasty it will spawn 2 tanks at the same time. the large opening of the mansion and garden should be enough to run and shoot the tanks but be careful of running into a dead end in the garden or getting lost in the mansion. After a while the evacuation boat will arrive (as they always do) and the Survivors should make a break for it covering each other and running past the gates to the waiting boat. Use pipe bombs or boomer bile to draw off the Infected and molotovs to cover the area behind you as you run. At the point of getting to the boat, it dosen't matter who makes it or not, but it takes longer to wait for the survivors to die than it is to help the other 3 get to the boat. Congrats, you beat Swamp Fever.

Gate method
Hold down the radio area by the gate, as it makes it easier to tackle the horde when they come at you. Have one person hold the left side and another person hold the right side of the gates. You need to have two people hold the center aisle by the gate. You can also handle the Tanks with ease because it is difficult to become cornered. If the ammo pile spawns down the middle row then the ammo runs will be easier. However, be careful; it is possible for 2-4 Tanks to spawn in this finale, sometimes even at the same time. This method is good because once rescue arrives, you don't have to run much to reach it since you're at the gate and you're so close to the boat. However, the gates will explode causing you some damage so be prepared to move out of the way a little after killing the second Tank(s).

Front Left Room method
There is also a room in the front left of the first floor that allows only two ways in for the horde to come at you. This makes it easy to control concentrated with fire. Specials are pretty easy to take care of if the Survivors are working together to keep the doorways clear. Once the Tank music starts, go out the door into the garden to avoid and kill him. Make sure to ammo up during this time, head back into the room and repeat. As an added bonus pipe bombs, fire, and bile are usually close by in the hallway.

If you want to go solo, go up the stairs, turn right, head down the hallway and turn left where there is a huge gaping hole on the floor. Camping there could be useful especially if the ammo and guns are located at the railing of the stairs. The Infected cant climb through the hole in the floor, so they can only get to you from the front. After dealing with the tanks, go back to the same place.

Immediately after the two Tanks are dead all the Survivors should run to the gate, and throw a Bile Bomb once the "Skin on our Teeth music" plays; So long as the last Tank doesn't spawn on the other side of the gate, no zombies will be there, the CI will be distracted and the tank shouldn't reach you if you keep moving.

Balcony Method
Another choice is to hold out of the balcony, near the Heavy Machine Gun. Although few zombies come from the maze itself, a bile bomb will turn all Common Infected into easy targets. Have one person watch each entry point with the fourth person acting as a back-up. If your team decides to use this strategy, watch out for Spitters; they can cause massive amounts of damage as well as seperating you group. Jockeys, Chargers, and Hunters shouldn't be much of a problem as long as you watch each others' backs. Boomers are rare threats, as the only point the Director spawns them is on the roof, forcing them to 'kamikazie'. Smokers can pull you off the balcony at some points, so be careful. Your team should deal with the Tank on the ground, as the house doesn't hold much room to manuver and attack. However, you can also use this to your advantage during the duo of Tanks you must fight after the second wave of Infected. The close spaces inside the house will cause the Tanks to damage each other, weakening them or even killing one of them.


 * This is a strategic spot if the ammo is at the top of the stairs.
 * One person should grab a shotgun, and the rest carry rifles.
 * Common Infected will come at you from all sides, so have at least one person watching an entry point at all times. It is advised you bring gas cans and use it to provide cover if the team needs a brief break.
 * When the Tank(s) spawns, take some ammo and go down to the garden where you can avoid him in the maze.
 * At the time Virgil comes, throw a bile or pipe bomb and run to the boat. Adrenaline is useful here for hurting players, as the effects will allow them to not only run at normal speed on land but in water as well.

Gateway Method

 * When you get to the garden, there is a big gate at the far end.
 * Have everyone grab melee weapons and a rifle of some sort.
 * Infected will come at three sides, so have each on the left and right, two pointing to the front.
 * Tanks are considerably easy to kill because of the mazes in the garden. Even when blocked by bushes, the Tank is still visible because of his large body.
 * Be careful when Virgil comes because he WILL blow down the gate.
 * Reaching him should be easy because your team is close to his boat.

Stairway Method

 * Inside the mansion, there is a stairway near the heavy machine-gun.
 * Very useful spot since most Infected will come funneling from downstairs.
 * If you run out of bullets, grab the ammo pile near you while one person takes your place.
 * Be careful if some Infected fall from the roof. So watch your back at all times.
 * Go out to the garden when the Tank spawns, since indoors are not as effective.


 * 1) However, skillful players can lure the Tank into a doorway. If he's stuck there, have fun killing him.
 * 2) Always separate in groups of two, so that the Tank can't pick anyone off.
 * If one of the Survivors have a pipe/bile bomb, use it when Virgil comes to distract the Infected.
 * 1) Use adrenaline if one isn't available.
 * 2) To cover your bases, use adrenaline even if one is available.

Glory Hole Method

 * Use the stairs to go up to the second floor and head down the hallway to the right.
 * There is a large hole in the floor that can be jumped over if timed correctly it may take a few tries although it is not very hard.
 * Look around and you will notice to your right there are some stair leading down to the first floor which can also be used.
 * Have two survivors stand on the stairs and kill any infected trying to come up them and have the other 2 guard the doorway that leads to the large hole in the floor.
 * This is a good defensive spot since the infected can not jump the hole and have to climb up leaving lots of time to kill them and then ones trying for the stairs have to run in the open and are easily shot.
 * Smokers are the main special infected to worry about with this methond because if you get dragged down the hole it will take a bit to get back to the other Survivors.
 * When the tank music cues up wait to see if it is on the first or second floor. If it is on the first run up stairs and jump the hole and lead it on a chase. If it is on the second floor run down the stairs and again lead it on a chase.
 * Once the tanks are dead quickly return to your defensive spot and continue to hold out.
 * The main drawback of this method is if two tanks spawn which happens sometimes with this level they can come from both the first and second floor basically trapping the survivors. The best way to get out of this if it does happen is to wait for the tank on the first floor to start coming up the stairs and then drop down a hole on the second floor and with a little luck you should be behind the tank and able to lead them out into the open.

Versus
Though they might be immune to the Infection, they aren't immune to death; no one is. Work together to make sure they're victims of this rampant virus, one way or another. Do not let the Survivor escape, use any means neccesary!

This can be one of the easiest finales in both games if the survivors know where to hold out and are expirenced. It is highly recommended to try to kill at least one survivor before the Plantation house is reached since once the Survivors are set up and entrenched it is hard to get at them.

Over-all Tips The Plantation is suited well for all types of special infected because it involves both indoor and outdoor parts. There are a few key spots to attack during this level and the oppurtunity for survivors to explore multiple houses can leave them spread out and open for attack, use this to your advantage.
 * Lone wolves. Mmm, mmm, mmm, tasty.
 * The Survivors all have outlines around them, showing their status and location. Green means they're healthy. Yellow means they're hurt. Red means they're low on health. Purple means they've been covered in Boomer bile. You can probably discern which to seek out first if possible.
 * Think like a Survivor. When you play as one, when are the worst times that something could come at you? Exploit that knowledge.
 * Teamwork, as aforementioned. Has a Boomer gotten their bile all over the Survivors? Jump one of them or a clean one. They can't see their teammates' aura until they're clean...and by then it might be too late.
 * As much as teamwork is a strength for you and your enemies, a lack of it will be their downfall. If you can focus all of your energy on killing one of the Survivors, the rest will be that much easier to take down. Not only will they have one less gun, but they will have three Survivors to your three incapacitating Infected.

Chargers: This level has some wide open areas at the begining so use that to your advantage. When the survivors first leave the safe room try hiding behind some of the bushes in the marsh and jump out in front of the survivors, knocking them back and hopefully dealing a lot of damage early on. If this is not to your liking you can wait out in the small grouping of houses and try to get a survivor that has broken off from the group to explore. Another good option is to wait in the barn and right when the survivors get to the top of the hill charge at them and carry one all the way down the hill back into the marsh, this will slow down progress and hopefully catch the survivors off guard. As the survivors are making there way to the Plantaion house they will most likely encounter at least one horde use this to your advantage to disrupte the survivors progress. Attacking from the grove of trees that leads up to the Plantation is not ideal because there are too many static objects (mostly trees) and the survivors can easily spot you. Once inside the mansion use the darkness to your advantage. Again attack survivors that are not with the group searching for more items. The hedges outside can be ideal for chargeing survivors since it is easy for rescuing survivors to get turned around and it will take londer for them to reach you. Once the radio call is made for rescue the infected need to ramp up there effort. Charging at entrenched survivors can be deadly as skilled players will be able to take you down quickly. That being said if your only option is to charge directly into gun fire then do so as you may get lucky. Try attacking during large hordes and if possible from the sides or behind the survivors, but the tactics really depend on where the survivors hold out. If they do hold out on the balcony try to charge one off the top as the drop will cause extra damage. Although it is risky you could wait for the tank to spwan and attack with him as players will be distracted fighting off the larger tank. If the survivors do end up lasting until help arrives all is not lost, the water near the boat is an instant kill so charging one of the survivors off the dock can be advantagous.

Jockey: This level has lots of areas suited for you. The marsh area in at the start is not ideal, but a quick jockey attack against a survivor that is taking their time leaving the safe room could be devestating. The grouping of houses is more ideal for this guy. The houses to the left of the road are recommended since for some reason usually only one survivor will explore them. Whatever house you choose wait by the side behind a tree or bushes if possible. When a survivor goes inside quickly follow them in and jump them. Othere survivors will hopefully be far away looking in other houses and distracted so there will be time for the jockey to do his thing. The large house at the T intersection can be ideal for attack as well, it offers rooms to hide in and if a survivor goes to check what is on the roof which they usually do you could jump him or her and ride them off the roof causing extra damage. After the houses the open areas will not be friendly to the jockey, if you must attack with him try picking off the last in the group and slow down the survivors. Once inside the mansion use the dark to your advantage. Survivors will split up looking for items so this can be a great time to attack. The darkness of the mansion combined with its larger size can sometimes confuse survivors trying to come to the rescue. Once the radio is used efforts need to be ramped up. Survivors will be trying to stay close and form a tight group, your job is to break this up. Depending on where they hold out usually governs tactics, but try to get survivors that are reloading or not paying attention because of a horde. If the survivors hold out on the balcony try to ride one off the top causeing extra damage. When the resuce boat arrives try to jump the last survivor in the group, usually Survivors get tunnel vision once help arrives and will not notice that their friend is being taken away by a jockey. Once they do realize it will be too late and going back will be next to impossible.

Smokers: The outdoor areas are more suited to the smoker. That being said there are really no great locations for a smoker in this level. Like the jockey your best bet for an early attack is to wait near the houses for the survivors to split up and explore. If you can manage to entangle a survivor who is away from the group you can deal a lot of damage. This can be very deadly if combined with another pinning infected (Charger, Hunter, Jockey) to pin two survivors at the same time. Once the survivors get to the mansion they will need to climb up scaffolding to get inside, here is your best bet to cause havoc. There are two options wait at the bottom with a clear shot of the hole the survivors go in, if you can reach a survivor with your toungue pull them down and back to the ground causing extra damage and slowing down the team. Another method that is harder to pull off is to climb the ladder and wait just outside the hole. Wait until there is only one survivor standing at the top of the hole and ensnare him or her. The other survivors will be cut off from sending help and you can easily kill one of the survivors. Once the survivors are inside the mansion use the darkness to your advantage. Hide and ensnare anyone who is by themselves. Once help is called your efforts need to be increased. The smoker can be ideal for pulling survivors apart which is good for tightly formed groups. If the survivors use the glory hole method to try to survive you are one of the biggest assests to your team. Pull survivors that are watching the hole on the second floor and they will either be pulled down the hole away from their team or ensnared by you. Once help arrives try to pick off the last survivor trying to escape, like with the jockey most survivors get tunnel vision when running for rescue and will not notice a survivor is ensnared.