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To the dev, keep up the good work because I do think there's some good to be found in this. The environments were, as mentioned, really nice looking, with an interesting concept on top. A redux of this campaign with improved gameplay could make for a five star experience.)
Ok, I'll bite. I actually really liked this chapter... Emphasis on LIKED.
The finale holdout area looks really nice! It merges all of the environmental elements of the previous four chapters together in one giant area with plenty of spots to explore. Despite the holdout length this time being TWENTY FUCKING MINUTES, you really won't have that much trouble with the first ten. I spent my first playthrough of this chapter roaming around the map while taking out the occasional group of common infected or tank.
The remaining 10 minutes, though, are another story.
This is actually the easiest chapter... If you have Left 4 Bots 2 installed.
According to some of the comments here, there is a 10 minute holdout section before you can access the saferoom at the very end. I mention these comments here because I actually skipped the entire event by having the bots warp directly into the saferoom then killing myself. If you were getting tired of having to deal with the increasing length of these holdouts, I would recommend doing the same.
There are 2 guaranteed tanks before this holdout section, but they're pretty easy to beat as you actually get molotovs and gascans in this chapter. Was about damn time.
Once you finally manage to survive, you will have to enter a cave(with a guaranteed witch blocking the entrance) where the saferoom is located. Taking a page out of Chapter 2's book, this saferoom is also blocked off, this time by wooden planks. What you're meant to do here is use a nearby axe to hack at the wood until it breaks down, but there is nothing in the campaign that indicates this. I only knew what to do because I read a comment here mentioning it.
In case your trigger finger was getting itchy, breaking down the barricade also starts a horde event, so you'd better work fast!
This was the chapter that caused five of my eight retries. Coincidentally, the guaranteed number of tanks that spawn in this chapter is also five, AND you have to hold out for five minutes. Does this mean you get five medkits and five throwables? Fuck no! You get zero. OF EACH.
Ok, you might get one molotov if you're super lucky, but that only happened to me once.
I actually couldn't get through this chapter without utilizing a godspot. I refuse to name where this godspot is located as I don't want it to get patched, but you'll likely find it pretty easily if you explore the cabin where the five minute holdout event happens. You will need to do some maneuvering to avoid getting punched off by tanks, but it works wonders against the common infected... To the point where the gameplay can devolve into watching the bots clear out the area for you while you spam random voicelines.
This is where the first of MANY holdout sections is triggered; you have to fend off the infected for 3 minutes in total before the barricade blocking saferoom access is removed. 2 of those 4 guaranteed tanks I mentioned earlier show up here... "Here" being an elevated area where you will very likely meet certain death if, say, you get punched off while fighting the tanks. I would recommend moving back down as soon as you begin the holdout section to avoid enjoying sky blue.