The Park

The Park is the second chapter of the campaign The Parish.

Walkthrough
The chapter starts in a 99 Cent store. In there you will often find Pipe bombs, Molotovs, Adrenaline, Pills, Tier 1 Weapons and Frying pans. Once you leave the room, you will come to a street that is blocked off, an Army Humvee, which occasionly can hold pills, adrenaline, or various throwable weapons, and a giant staircase. Make your way up the stairs and to the Bienville Park. Once in side the park there will be an underpass where you may find some pills or adrenaline, sometimes also a throwable weapon. After that you will have to make your way through a maze of hedges. Make your way to the middle of the hedge maze and you will see a generator with a randomly spawned Tier 1 or Tier 2 Weapon. Take the path to the left of the generator to an open area with a gazebo. The gazebo typically has melee weapons (machete, guitar most often) a few Tier 1 weapons and a select Tier 2 weapon amongst the white chairs underneath it.

If you take the right path there should be a restroom. There is a chance of finding a melee weapon and possibly a Tier 2 in both places though the melee weapons would be inside the restrooms. Head behind the bathroom and go toward the row of buildings. Go left and you will see a generator. Behind the generator is a small canopy which usually has 2 first aid kits or 1 kit and 1 defibrillator. Throwable weapons, pills and/or adrenaline can often be found next to the door at the far end of this area. Head through the door to the right of the generator. On the other side, there is a trailer to the left. This is the Crescendo Event. There are healing items and other supplies inside. Once you're ready, open the door and head to the tower to turn off the alarm. You must make your way from one end to the other while fighting off infinite numbers of Common and Special Infected. After this you will make your way through an abandoned bus station, leading you to a lot filled with buses. At the far end of the lot, take the way to the right, and the safe house is directly in front of you.

Infected Tips

 * The Director has a habit of spawning a Wandering Witch around the gazebo or the middle of the park. Try to use that to your advantage by pulling or riding a survivor into her personal space bubble.
 * A Tank can incapacitate a team of survivors quickly if he spawns near the starting safe-room or right before the trailer, as the start contains a car you can incap survivors with, and the area between the park and the trailer contains a dumpster. In some cases, it is possible to incap all 4 survivors at once with these if they're bunched together, making for a very easy round.
 * There are two areas where the survivors can get back fallen teamamtes. The first one is the restroom on the right side of the park, and the other is a door inside a wall next to the trailer that causes the Crescendo event. Try to stop them from opening these areas if you have killed any of their teammates already, as another survivor to deal with will not help you in any way other than to get an achievment such as "All 4 Dead", "Barf Bagged", "Spit Happens", or "Scattering Ram"
 * The Crescendo Event will probibly be the best area for Infected. use the following tips in that area.
 * Jockeys can really be helpful during the race to the alarm. While the survivors are busy trying to mow dow a horde of infected, try riding one backwards in the map. This will slow down the survivors, damage their companion, and give your teammates time to respawn. For maximum damage, ride the survivor into an oncoming horde of common infected, which will more than likely incap the victim, slowing the survivors down even more.
 * Chargers are a lot more powerful in the crescendo event, as the fences make the area very cramped (in a good way for you). Charges will be very hard to dodge, and a well aimed one could allow you to bowl into all 4 survivors and separate one of them from the rest. Also, the nearby common infected help, as they can act as both a way to slow down the remaining survivors from getting to their pinned comrade, and also work as a sort of meat shield for you, lowering the damage you will take from the survivors before they get closer. Both help you to incap or even kill your victim.
 * Spitter acid will slow the survivors down during the crescendo event, as they will not be able to cross it without taking damage, which, when mixed with damage from the waves of commons, will make crossing acid a very unwanted choice. Your objective as a Spitter will obviously be to spit directly in their path, preferably close to them, as it will slow them down even more. If you're about to die, try to die right in front of them, as this will cause the same general effect. The acid will also get your teamates time to respawn.
 * The waves of common infected spawned by the alarm are extremely helpful. If a survivor is on the top of the tower, quickly try to stop him from shutting it off. Pull or ride them off with a Smoker or Jockey, or pin them with the Hunter.
 * Boomers are easy prey here, as the fences make them easy to shoot before you can barf on the humans. Try staying out of the survivors' sights until you get close to them, and if you need to recharge your bile, hide behind a solid wall instead of running away, but don't practically hug the wall, as parts of your bloated body will stick though the walls, giving the survivors an easy kill, and not allowing the bile from the explosion to cover them.
 * Remember to climb over fences if needed, as running straight toward survivors from a distance will probibly get you killed quickly.
 * Keep track of where the survivors are, as you do not want them to shut of the alarm.

Trivia

 * If a Witch spawns in the area before the trailer, and if you evade it and get inside the trailer, it's possible to shoot the witch through a small window at the door and kill the Witch without it harming any of the survivors.


 * During the Crescendo Event, if you look behind the table that's under the tent, there are two dead CEDA operatives in Hazmat suits.
 * Outside the trailer Coach remarks the gunned down zombies aren't zombies but gunned down humans.
 * In the demo when you got to the saferoom at the end all of the better weapons (Tier 2) appeared meaning all you could do is to sit around and wait for a Horde or some of the Special Infected.
 * This chapter has no specific layout changed meaning there is no different path other than the weapons.
 * Sometimes, a Tank will spawn on top of the trailer and go through the glass window at the top of the trailer and will proceed to attack the survivors.
 * The cereal boxes in the safehouse at the beginning apparently contains a free Team Fortress 2 figure, according to the backside of the boxes (and there are 10 of them)
 * There is an effective shortcut at the rolling crescendo (watch-tower alarm) by jumping onto the table that is underneath the awning, then jumping onto a pole that is holding it up. Get a running start for momentum to jump on top of the adjacent barbed-wire fence. Either drop to the ground and climb the two ladders, or cross the tarp a bit farther ahead and then jump to only have to climb the second ladder.
 * This seems to be patched as of the official release, as when you attempt to jump on the table, you are unable to reach the pole due to your character erratically shaking.
 * Before the Crescendo event is activated, Coach will read from one of the posters and say the following line. "Warning, Alarm will sound if door is opened before receiving clearance from tower." The poster he is reading from actually says "Warning, Alarm will sound if trailer is exited before clearance from tower."
 * It is also curious as to how the alarm turns itself on. It does not activate when survivors open the door, nor when they go outside to stand on the trailer's staircase. Only when they touch the road does the alarm go off, yet no one is there to turn the alarm on, though it may have a motion detector.
 * It also seems odd that the Military or CEDA would install an alarm that would attract infected. This could be that even after the events of Left 4 Dead and before the Survivors arrival in Left 4 Dead 2, they still do not understand much about the infection, especially due to the fact they failed to prevent the Infection from spreading quickly.
 * One explanation could be that the structure was an early attempt at quarantine measures where individuals or groups who made it to the location could be examined. If someone opens the door, a certain amount of time passes where a guard at the outpost gets confirmation from a guard on the ground (Via radio or other means, possible hand signals). This guard then presses the button to prevent the alarm from going off. In a situation where infected people who had not yet turned were able to force their way in the alarm would alert those on the “protected” side to be on their guard.

Videos

 * *IGN Video: Left 4 Dead 2 PC Games Gameplay - E3 2009: Safe Room
 * IGN Video: Left 4 Dead 2 PC Games Gameplay - E3 2009: Garden Maze
 * IGN Video: Left 4 Dead 2 PC Games Gameplay - E3 2009: Stop the Alarm