The Town

The Town is the fourth chapter of the second campaign, Death Toll. It begins inside of a safe house constructed within a church that draws a border between rural and suburban Riverside. Unfortunately, the Infection has hit this small town hard. The Survivors' goal for this chapter is to make their way to the river, where there's still a chance that they might be rescued.

Campaign
When starting from this chapter, the AI Survivors will usually grab...
 * Bill will grab an assault rifle.
 * Francis will grab an auto shotgun.
 * Louis will grab an assault rifle.
 * Zoey will grab a hunting rifle.

Otherwise, they will keep the weapons they had in the last chapter (see The Church for a list of weapons they will grab there).

That Church Guy, what a nut! But, by some miracle, you've made it. Regardless of how you started, whether you had to go through hordes of zombies to get here or you're just starting out, collect your bearings and stock up on supplies. If you got here from the last chapter, heal up if anyone got hurt, grab some ammo, and get ready to head out for a night on the town.

Before you hit the streets, take a look outside from the roof. Common Infected are more than likely running around. Now is a nice time to brush up on your sniping skills; grab a hunting rifle and fire away. The great thing is that more weapons are just behind you. Whenever you're ready to go, take whatever other weapon you want to use, and jump (or climb, there are two ladders) down. Make sure to check to the far right, if you don't want to get ambushed. It's dark there, and there's a hummer. Great place for the Infected to hide. Check it out if you want to be safe, but ultimately, you can either go into a former store and a warehouse for supplies, or just take a shortcut through a space in the buses along the failed barricade. Go left down the street, turn the corner, and...
 *  Watch it! This is one of the more likely places for a Tank or Witch to spawn. If a Tank does show up here, make sure you stay away from the cars littering the parking lot. They'll knock you out instantly. 

Head into the building. Occasionally, some pills may appear on the counter. Go through the door, and on the unfinished side to your right, sometimes some grenades of some sort might appear. Get outside, and keep going down the street.
 *  This is another likely place for a Tank or Witch to spawn. Again, if the Tank decides to waltz in here, avoid the cars! 

Now, there's a van in the corner, and a sign pointing up. Just don't go up yet. Look inside of the darkened building next to it, as ammo and occasionally other useful things may spawn here. Once you've had your fill, jump up on the van and move into the abandoned office building. Check for more items as you go inside, especially in the bathrooms to the left of the door. There usually isn't much in the cubicles, nor in the next room. Go in there anyway for the safest way to jump down into the street below.
 *  Things love to spawn around here. Be very careful if a Tank spawns; it really hurts when it knocks you out of the window! If the Witch has spawned near the minigun (read as: somewhere in front of), open fire at her, and she should go down fairly easy. They also might spawn on the other side of the wall of debris, so unless you're facing one before the fight starts, be ready for whatever might lie over yonder hill! 

Down here, sometimes health items spawn on the table, and weapons always show up. A minigun sits behind some sandbags, and a forklift holds up a slab of concrete next to a huge wall of debris. Your sixth sense has probably been made razor sharp now, and they're not wrong; you're about to run into a Crescendo Event. Stock up, and once everyone is ready, hit the switch on the forklift. Normally, this would not go wrong and cause hordes of the ill to come running at you, but now, a bit of the concrete breaks away and smashes into the car which had previously appeared to have been off. An alarm sounds, and shenanigans trouble ensues.

You really have two ways of dealing with this; stay and fight, or try to run for it. The former is more advisable than the latter, especially if you haven't met up with anything particularly nasty lately. You can try to use the minigun, as long as someone watches the gunner's back as Infected do climb over the walls and pour from the building above. Occasionally, one of the boarded-up buildings get broken open by the waves of the Infected. That is a very nice place to fight the horde from; they can only come in from one direction, and you can see it. Wait it out, no matter what you do (unless you're already running), and once the coast is clear, get moving! You're almost to that safe house. Get over the mound and run down the street, turn the corner around the bus (be careful to watch out for Special Infected!) and head into the dark alleyway.
 *  This alley is the last place a Tank or Witch will be likely to spawn, which is especially great since teams of the Survivors tend to be overwhelmed at this point. Be extra careful if you haven't faced one or either of them recently! 

Sometimes, there isn't much, but going inside of the two buildings along the way might reward you somehow. The rooms under the stairs at the end rarely yield much, so they aren't really worth looking into unless you're desperate. Head up the stairs, cross the wood bridge, and make your way to the other side of the fence. Hurry up and get inside that safe house, before something else happens!

You've made it. Great job. Take a breather, look at how you did, and get ready for Boathouse Finale.

Trivia

 * The supermarket nearby where you leave the safe room contains supplies and sometimes weapons, depending on the difficulty. Also there are several bodies including a woman slumped up against a wall. In the Sewer map of the No Mercy campaign, a message on the wall written by a person called "Sharon" said they were going to find a supermarket and fortify it. It would seem that this is where they made their final stand.

Easter Eggs

 * In the initial safe room, one may find that the words "Better Safe than Sorry" have been written numerous times on the wall, apparent evidence to the "Church Guy's" insanity. This is a possible reference to the infamous line, "the cake is a lie," written by the Rat Man throughout Portal. This may also be a possible reference to the Jack Nicholson movie, The Shining, in which Jack writes the phrase "All work and no play makes Jack a dull boy" repeatedly.