Left 4 Dead 2 Walkthrough :
This walkthrough for Left 4 Dead 2 [PC] has been posted at 14 Jul 2010 by keith745 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up keith745 and share this with your freinds. And most important we have 3 other walkthroughs for Left 4 Dead 2, read them all!
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2.03 The Survivors 2.04 The Infected 2.05 The Director 2.06 Weapons & Items 2.07 Difficulty 2.08 Voice Commands 2.09 Game Modes 2.10 The Lobby 2.11 The Environment 2.12 Achievements 2.13 Glossary 2.14 Types of Players 3.00 Campaign/Survival Walkthrough 3.10 Dead Center 3.11 The Hotel 3.12 The Streets 3.13 The Mall 3.14 The Atrium Finale ------------------------------------------------------------------------------- 3.20 Dark Carnival 3.21 The Highway 3.22 The Fairgrounds 3.23 The Coaster 3.24 The Barns 3.25 The Concert ------------------------------------------------------------------------------- 3.30 Swamp Fever 3.31 Plank Country 3.32 The Swamp 3.33 The Shantytown 3.34 The Plantation ------------------------------------------------------------------------------- 3.40 Hard Rain 3.41 The Milltown 3.42 The Sugar Mill 3.43 Mill Escape 3.44 Return to Town 3.45 Town Escape ------------------------------------------------------------------------------- 3.50 The Parish 3.51 The Waterfront 3.52 The Park 3.53 The Cemetery 3.54 The Quarter 3.55 The Bridge 4.00 More Tips 4.01 General Tips 4.02 Working Together 4.03 Versus Tips 4.04 Against Infected 4.05 As Infected 4.06 Supply & Demand 4.07 Environmental Tips 4.08 Survival Tips 4.09 Scavenge Tips 4.10 Achievement Tips 5.1 And The Rest! 5.1 F.A.Q 5.2 Email Guide 5.3 Website List 5.4 Credits 5.5 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 > Introduction < ================== Yeah! That's right! RainingMetal pre-ordered and had his head start on Left 4 Dead 2! Released a mere year after the previous installment, the Left 4 Dead series revolves around zombie-killing and escape. This time, the game all goes down south... --------------------- 1.1 > Version History < --------------------- Version 0.98 Added more info on map-specific Survival tips. ------------------------------------------------------------------------------- Version 0.97 Added new ASCII art to the title. Added the Achievement tips. ------------------------------------------------------------------------------- Version 0.96 Added the One-Way Passage article in the Environment section, and added notices regarding One-Way Passages and Crescendo Events throughout the walkthrough. Added GameRevolution to the website list. Added a strategy on Scavenge by Teh Thief. ------------------------------------------------------------------------------- Version 0.95 Initial release. Could use a bit more information on map-specific Survival and Scavenge tips. ============= 2.00 > Basics < ============= This section will provide the basics to Left 4 Dead. --------------- 2.01 > Controls < --------------- These are the controls for the PC version of Left 4 Dead. Note that the controls can be changed via the options menu. Both Sides Mouse: Look around. W: Move Forward. A: Move Left. S: Move Backward. D: Move Right. Space Bar: Jump. Ctrl: Crouch (hold). Shift: Walk (hold). C: Voice Chat. U: Type Team Only Message. Y: Type Public Message. T: Spray logo. M: Select Team (Versus Mode only). H: See Server info. Tab: Scoreboard/Status Screen. Esc: Main Menu. F1: Vote Yes. F2: Vote No. F5: Screen Capture Survivor Left Click: Fire Weapon/Throw Grenade/Use Item. Right Click: Shove Attack/Heal Other/Give to Other. Middle Click: Scope. 1: Select Primary Weapon. 2: Select Secondary Weapon. 3: Select Grenade. 4: Select Pack. 5: Select Consumable. R: Reload. E: Use. Q: Select previous Item. F: Turn on/off Flashlight. Z and X: Voice Commands. Infected Left Click: Infected Ability. Right Click: Melee Attack/Throw Rock. E: Move to Survivor position (spawning mode only). Screenshots can be found under C:/Program Files/Steam/steamapps/common/ left 4 dead2/left4dead2/screenshots. ----------------------- 2.02 > Heads Up Display < ----------------------- This is a brief description of the Heads Up Display, which is visible throughout the escape of the Survivors. The following are displayed in the HUD throughout the game (besides the givens, such as current Weapon and crosshairs): -Direction of where any damage taken came from (red lines appearing in the middle of the screen) -Occasionally a bit of blood -Tutorial Notes (will appear from time to time) The following are displayed in the HUD for Survivors : -Player's Current & Temporary Health (bottom-right) -Teammates' Current & Temporary Health (bottom-left to bottom) -Player's Inventory & Ammunition (right) -Teammates' Inventory (next to Teammates' Current & Temporary Health) -Who protected/saved who recently (left) -What Special Infected was killed recently (left) -Time endured (top, Survival only) -Record Time/Goal Time (top, Survival only) -Special Notes (will appear from time to time) The following are displayed in the HUD for Infected (the Infected view the world in a distorted, coloured vision): -Player's Current Health (bottom-right) -Teammates' Current Health (bottom-left to bottom) -Ability status meter (bottom-left) -Type of Infected currently playing as (bottom-left) -Teammates' status meter (bottom-left to bottom) All of the Survivors start out with 100 Health points. Should they run out of Health points, permanent or temporary, they will become Incapacitated, and will need help getting back on their feet. Should they get Incapacitated a second time, they will die the next time they run out of Health without having a Health Kit applied to them. It is impossible to get back to 100 HP after being hit once. When a Survivor's Health drops below 40 HP, their speed will decrease. A Survivor clinging onto 1 HP will be VERY slow. All Survivors can be seen through walls, as they will be shown as a blue silhouette. Any Survivor who is under attack by a Special Infected (being pounced on, got puked on by a Boomer, got incapacitated, etc.) will have an orange outline, or will have an orange silhouette. This also applies to Survivors trapped in Rescue Closets. Enemies covered in vomit will have a purple outline. The Infected can see how heavily damaged each Survivor is, by identifying the colour of their outline (Green, Yellow, or Red). They can also see the Survivors' silhouettes as well as their fellow special Infected (save for the Witch). -------------------- 2.03 > The Survivors < -------------------- There are four playable Survivors in Left 4 Dead 2. Presumably immune, they must travel across hazardous lands in order to escape from the calamity that is the Infection. ****** *Nick* ****** Appearance: Short brown hair, a bit of jewelry, green eyes. Attire: White suit. Preferred Weapons: Submachine Guns, Assault Rifles. Subtitle Colour: Blue. Former Occupation: Gambler, Conman. Likes: Money, bling, candy, billiards. Dislikes: His ex-wife, people who suck at shooting, peanuts, roller coasters, Ellis, Francis. He thought he would make a quick stop at the casinos in the riverboats, but since the Infection came along, Nick will have to stay down south a bit longer than he planned. ******* *Ellis* ******* Appearance: Brown eyes, brown hair, short. Attire: T-Shirt, baseball cap. Preferred Weapons: Hunting Rifles, Sniper Rifles. Subtitle Colour: White. Former Occupation: Mechanic. Likes: Horses, cars, Jimmy Gibbs Jr, The Midnight Riders. Dislikes: Special Infected, Nick. Ellis, the optimistic vehicle mechanic, doesn't fear the Infection all that much. He's pretty sure he's indestructible, he enjoys the simple pleasures in life, and he might even enjoy fighting the Infected, one by one. ********** *Rochelle* ********** Appearance: Black, short hair, brown eyes. Attire: T-Shirt. Preferred Weapons: Submachine Guns, Assault Rifles. Subtitle Colour: Pink. Former Occupation: News Reporter. Likes: Socializing, discovery. Dislikes: Being stuck in the middle of things, popularity contests. An unpopular news reporter from Cleveland, Rochelle was supposed to get some information out of Savannah after a promotion. But, like everyone else, she got stranded in the midst. She won't simply stay there though! ******* *Coach* ******* Appearance: Black, bald, chubby. Attire: Short-sleeved shirt. Preferred Weapons: Pump Shotguns, Auto Shotguns. Subtitle Colour: Purple. Former Occupation: Teacher. Likes: Chocolate, the Bible, The Midnight Riders, Jimmy Gibbs Jr. Dislikes: Witches, stairs. Coach used to be a teacher (first in football, then in health), but now it seems that the Infection will teach him a few more things. He's ready to take on the hordes of Infected, if it means to restore the simple life. ------------------- 2.04 > The Infected < ------------------- This is the main antagonist of the game: The Infected. Along with the predictable and numerous Common Infected, there is a bunch of more mutated and, hence, much more dangerous variations. Special Infected often appear throughout the levels, and will always try to attack the Survivors on sight. Most of them can take down a lonely Survivor without resistance. Boss Infected are even rarer than the Special Infected, as they often have the strength to kill off, or at least Incapacitate a careless Survivor without much difficulty. Expect a Boss Infected to be up ahead when there are few Common Infected around... ************** *The Infected* ************** Type: Common Infected. Appearance: Normal-looking, save for blank eyes and pale skin. Abilities: Claw, Climb. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting. The Common Infected is a typical zombie character. They aren't very strong, but in numbers, they are very difficult to get through without any firepower. They often attack by simply charging at the Survivors head-on, but sometimes they are simply wandering around certain areas of the map. Take advantage of this and kill the idle ones with Pistols to conserve ammo. Numerous things attract hordes of Infected (known as simply Hordes), such as Car Alarms, noises, and the Boomer's Vomit. They do more damage to the front than to the back. ***************** *Hazmat Infected* ***************** Type: Common Infected. Appearance: In yellow/green hazard suits. Abilities: Claw, Climb, Immunity to fire. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting. Hazmat Infected aren't too different from regular Infected, save for being impervious to flames of any sort. Don't waste Moltovs, Gas Cans, and the like on these enemies and simply shoot or smash them. Some Hazmat Infected drop Bile Bombs that the Survivors can use. **************** *Clown Infected* **************** Type: Common Infected. Appearance: Clown makeup, striped pants. Abilities: Claw, Climb, Attract Infected. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting, squeaky noises. Clown Infected can be quite a nusiance when there are other Common Infected around, since their squeaky shoes attract them (and spawn a few more) whenever they see a Survivor. Take them out quickly before they can fill the area to the brim with Infected! Their noses can be honked by shoving them in the face. ********* *Mud Men* ********* Type: Common Infected. Appearance: Covered in mud, crawls on all fours. Abilities: Claw, Climb, Swim, Mud Smear. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting. Some people like swamps, but not nearly as much as Mud Men. Mud Men are more agile than the regular Infected, and are rather fast in the water. When they attack Survivors, they smear mud on the Survivors' faces, obscuring vision. ****************************** *Construction Worker Infected* ****************************** Type: Common Infected. Appearance: Construction uniforms and hats. Abilities: Claw, Climb, Ignore Pipe Bombs, Resistance to Melee weapons and Headshots. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting. Thanks to their equipment, Construction Worker Infected can ignore Pipe Bombs, and can take a beating against Melee weapons and Headshots. Nobody really talks about them that much... *************** *Riot Infected* *************** Type: Common Infected. Appearance: Riot gear. Abilities: Claw, Climb, Immunity to damage to the front. Health: 30/50/90. Anticipate them: When a Panic/Crescendo Event has been triggered, when they notice any Survivors, when someone has been vomited on by a Boomer, when the Horde chime is heard. Sounds Emitted: Generic grunting, generic shouting. For some reason, the Survivors don't use the vests used by the Riot Infected when finished. Riot Infected are fully armoured in the front, forcing Survivors to shove them in order to spin them around. Their weak portions are at the rear. Riot Infected sometimes drop Tonfas. ************************** *Fallen Survivor Infected* ************************** Type: Common Infected. Appearance: Ammo belts, helmet. Abilities: Claw, Climb, Explode. Health: 30/50/90. Anticipate them: When somebody activated cheats in the game. Sounds Emitted: Generic grunting, generic shouting. A cut Infected, Fallen Survivors will explode in a gulf of fire when killed. Maybe they'll return in an upcoming update... ***************** *Zombie Gibbs Jr* ***************** Type: Common Infected. Appearance: Racecar Uniform. Abilities: Claw, Climb, Oil Smear, Immunity to fire. Health: 1000. Anticipate him: At the Atrium near his car. Sounds Emitted: Generic grunting, generic shouting. Poor Jimmy Gibbs. He might be stumbling in the Atrium if the Survivors are lucky (or unlucky) enough to meet him in person. ******** *Hunter* ******** Type: Special Infected. Appearance: Wears a damaged hoodie. Sometimes crawls on all fours. Abilities: Pounce, Claw. Health: 250. Anticipate him: When there's a zombie that's jumping far in the sky, when the Hunter chime is heard. Sounds Emitted: Growling, high-pitched screams (when attacking). Hunters are extremely dangerous to any lonely Survivor. They jump and pounce on their prey, and when they get on top of a Survivor, he will claw the Survivor to death until the Hunter is pryed off of the Survivor, the Hunter is killed, or the Survivor is killed. Be sure to stick around with a buddy upon locating a Hunter! ******** *Smoker* ******** Type: Special Infected. Appearance: Tall, has a few rather long tongues. Has green spores surrounding him. Abilities: Tongue drag, Claw. Health: 250. Anticipate him: When there are green spores in the distance, when the Smoker chime is heard. Sounds Emitted: Coughing, hacking, Smeagol-esque screams (when attacking, AI only). The Smoker is the only Infected (save for the Tank) that can attack the Survivors from a distance. The Smoker drags his victims towards him until the victim is stuck, or the victim is close enough to the Smoker for him to whack him or her to death. When trying to stick together, put the Smoker on the top of the "Must kill" list. Upon dying, the Smoker leaves behind a green cloud that impairs vision and speech for the Survivors when near it. ******** *Boomer* ******** Type: Special Infected. Appearance: Fat. Really fat. Abilities: Vomit, Claw, Explode. Health: 50. Anticipate him: When his/her fat belly is spotted, when the Boomer chime is heard. Sounds Emitted: Obese grunts. One of the first special Infected ever conceived by the guys at Valve, the Boomer doesn't have many direct attacks. However, his/her Vomit attracts the Horde when put on a Survivor, so try to stay away from them. When killed, his/her belly explodes, covering any Survivor nearby with Vomit. He/she doesn't pop when pushed away, so take advantage of this. ********* *Charger* ********* Type: Special Infected. Appearance: Huge, has one bulky arm. Abilities: Charge, Claw. Health: 600. Anticipate them: When there's a fast-moving big zombie running around, when a wall has been smashed. Sounds Emitted: Grumbles, Shouts. Chargers, like Hunters, are devastating to lonely Survivors. When they are about to charge, try to run out of the way before he can grab anyone. When charging, they can only run in a straight direction. They can deal lots of damage to their targets, so eliminate them quickly. ********* *Spitter* ********* Type: Special Infected. Appearance: Tall and lanky, has spit coming out of her mouth. Abilities: Spit, Claw. Health: 100. Anticipate them: When there's drool coming out of an Infected's mouth, when she spits. Sounds Emitted: High-pitched squeals and shouts. Due to the excessive corner-camping of Survivors, some Infected got jealous and took the Spitter course (okay, maybe it didn't happen THAT way). Spitters are basically the Molotov Cocktail for Infected. The acidic pools that emit from their spits become rather large, and are extremely devastating. Spitters don't usually make much sounds, which makes them even more dangerous. They take a bit of time in order to be able to spit again, and they will release a small pool of spit when they die. ******** *Jockey* ******** Type: Special Infected. Appearance: Hunched. Abilities: Latch, Claw. Health: 325. Anticipate them: When there's a midget Infected spotted. Sounds Emitted: Abnoxious laughs. Jockeys are also much like Hunters. However, Jockeys do less damage over time, but can move their targets to certain places, like towards Spitter pools, Witches, Boomers (anything that comes to the Jockey's imagination). Survivors latched to Jockeys can resist such movement, but it's rather difficult. ****** *Tank* ****** Type: Boss Infected. Appearance: Huge, muscular. Walks on all fours. Abilities: Claw, Rock Throw. Health: 3000-8000. Anticipate him: When the Tank's theme is heard, when there are hardly any Common Infected around. Sounds Emitted: Deep grunts and snarls. Hulking shouts. The Tank is one of the two Boss Infected, and he's very powerful! Along with being able to knock away Survivors with his fists, he can also throw Rocks at far away Survivors. The Tank can also knock cars and other similar objects out of his way, or towards Survivors. To defeat him, the Survivors must concentrate fire on him. ******* *Witch* ******* Type: Boss Infected. Appearance: Female, wears barely any clothing, pale. Abilities: Claw. Health: 500-1000. Anticipate her: When the Witch's theme is heard, when there are hardly any Common Infected around. Sounds Emitted: Cries, growls, shouts, screams. The other Boss Infected. The Witch, unlike most other Infected, is only aggressive when she is startled. She is initially set at one spot, crying. The best way to get past a Witch is to sneak past her. The Witch will get startled by Flashlights, people who get too close to her, or by being shot or lit on fire. If anyone gets too close to her, she'll get more and more angry (listen to her voice to hear how angry she is). If she's left alone long enough, she'll begin to cry again. If the Witch is startled, she'll go after whoever startled her (this will be notified on the HUD immediately). If the Witch manages to reach her startler, the startler will get Incapacitated. Upon startling the Witch (hopefully not on purpose), shoot her! Witches act differently in certain times of the day. During the night, she just sits idly until startled. During the day, she slowly walks and wanders around. ------------------- 2.05 > The Director < ------------------- The Director is a special sort of AI that determines where certain items appear throughout the levels (most importantly, Health Kits and Pain Pills). The Director is known to be easy-going on Easy, but ruthless and sadistic on Expert. The Director also coordinates when the Horde attacks, depending on how the Survivors are doing. The Director also controls the music in the game. The Director can also change the pathways in various levels. They still lead to the same areas though. ---------------------- 2.06 > Weapons & Items < ---------------------- These are the Weapons and items that will be needed in order to escape the dangers of the Infected. Included amongst all of these are the Flashlight and Melee attacks. The Flashlight can be used to see in the dark, and the Melee attack can be used to shove away Infected. Recoil affects every weapon, and firing consistently will increase the amount of recoil, thus decreasing the accuracy of the weapon. Moving around also increases recoil. To decrease recoil, crouch and stay still while firing in controlled bursts. When reloading, the clip goes down to 0, but the capacity will increase by how many bullets there were in the previous clip. In short, this does not waste away any clips, but when reloading, the Survivor must finish reloading in order to fire again. ******************** *Uzi Submachine Gun* ******************** Clip Size: 50. Carrying Capacity: 650. Power per shot: 20. Rate of Fire: Automatic. Range: Medium. Recoil: Medium. Reload Speed: Medium. Type: Primary Weapon (1st Tier). Best paired up with: Any Secondary Weapon. Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys. The Uzi is a very balanced Weapon. It's pratically useful against most Infected, and is effective at any range. It runs out of ammo quickly though. ******************************** *MAC-10 Silenced Submachine Gun* ******************************** Clip Size: 50. Carrying Capacity: 650. Power per shot: 25. Rate of Fire: Automatic. Range: Medium. Recoil: Medium. Reload Speed: Medium. Type: Primary Weapon (1st Tier). Best paired up with: Any Secondary Weapon. Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys. The MAC-10 is more powerful, albeit less accurate than the Uzi. There's little difference between the two SMGs otherwise. ***************** *M3 Pump Shotgun* ***************** Clip Size: 8. Carrying Capacity: 56. Power per shot: 25-250. Rate of Fire: Pump. Range: Short. Recoil: Low. Reload Speed: Fast to Slow. Type: Primary Weapon (1st Tier). Best paired up with: P220 & Glock, Magnum .50. Best used on: Hunters, Boomers, Witches, Chargers. The Pump Shotgun, much like all other Shotguns in various games, is deadly up close, but weak at long range. The Pump Shotgun is effective at slaying Hordes up close, and can also be used to kill off Hunters after knocking them back. Shotguns, including the Pump Shotgun, are capable of killing the Witch in one hit (see Tips Against Infected). ************************** *Remington Chrome Shotgun* ************************** Clip Size: 8. Carrying Capacity: 56. Power per shot: 25-248. Rate of Fire: Pump. Range: Medium. Recoil: Low. Reload Speed: Fast to Slow. Type: Primary Weapon (1st Tier). Best paired up with: P220 & Glock, Magnum .50. Best used on: Hunters, Boomers, Witches, Chargers. The Chrome Shotgun has less spread in its shots than the Pump Shotgun, making it more effective at slightly longer ranges. Shotguns, including the Chrome Shotgun, are capable of killing the Witch in one hit (see Tips Against Infected). ********************* *Ruger Hunting Rifle* ********************* Clip Size: 15. Carrying Capacity: 150. Power per shot: 90. Rate of Fire: Semi. Range: Long. Recoil: High. Reload Speed: Slow. Type: Primary Weapon (1st Tier). Best paired up with: Melee Weapons. Best used on: Smokers, Boomers, Tanks, Spitters. The Hunting Rifle is a powerful sniper rifle, making it very dangerous against Smokers and Tanks (in fact, it's good against all special Infected). It's also good for getting headshots. Contrary to popular belief, it's not capable of killing Witches in one hit (but it does good damage against the Witch nonetheless). The Hunting Rifle is extremely inaccurate when on the move, but any shot fired when standing still is a guaranteed hit. It is also capable of killing Common Infected in a single hit. Its bullets can also penetrate through multiple Common Infected. ******************* *M16 Assault Rifle* ******************* Clip Size: 50. Carrying Capacity: 360. Power per shot: 33. Rate of Fire: Automatic. Range: Medium. Recoil: Medium. Reload Speed: Medium. Type: Primary Weapon (2nd Tier). Best paired up with: Any Secondary Weapon. Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys. The Assault Rifle a straight upgrade from the Submachine Gun in almost every category (except Ammunition). A few shots from the Assault Rifle is enough to kill off a single Common Infected. It's very effective against Hunters, Smokers, and Boomers. Just be sure not to run out of ammo! ********************* *AK-47 Assault Rifle* ********************* Clip Size: 40. Carrying Capacity: 360. Power per shot: 58. Rate of Fire: Automatic. Range: Long. Recoil: High. Reload Speed: Medium. Type: Primary Weapon (2nd Tier). Best paired up with: Any Secondary Weapon. Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys. The AK-47 is accurate, but suffers more to recoil when moving. Much like the Hunting Rifle, the AK-47 is best used when stationary. ********************* *SCAR-L Combat Rifle* ********************* Clip Size: 60. Carrying Capacity: 360. Power per shot: 44. Rate of Fire: Burst. Range: Long. Recoil: Low. Reload Speed: Long. Type: Primary Weapon (2nd Tier). Best paired up with: Any Secondary Weapon. Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys. The Combat Rifle fires in bursts of 3 shots, although it's not necessary to keep pressing the trigger to keep firing. Like the AK-47, it's more effective at longer ranges, although it doesn't get as affected by accuracy as much. It takes quite a while to reload. ********************* *M4 Tactical Shotgun* ********************* Clip Size: 10. Carrying Capacity: 90. Power per shot: 30-253. Rate of Fire: Semi. Range: Short. Recoil: Medium. Reload Speed: Fast to Slow. Type: Primary Weapon (2nd Tier). Best paired up with: P220 & Glock, Magnum .50. Best used on: Hunters, Boomers, Witches, Tanks, Chargers. Like the Assault Rifle, the Auto Shotgun is a straight upgrade from the Pump and Chrome Shotguns. Not only does it have two extra shells in its clip, but it can fire must faster! It also has a higher carrying capacity than the Pump and Chrome Shotguns It's especially deadly against Tanks. Shotguns, including the Tactical Shotgun, are capable of killing the Witch in one hit (see Tips Against Infected). ************************ *SPAS-12 Combat Shotgun* ************************ Clip Size: 10. Carrying Capacity: 90. Power per shot: 28-252. Rate of Fire: Semi. Range: Medium. Recoil: Medium. Reload Speed: Fast to Slow. Type: Primary Weapon (2nd Tier). Best paired up with: P220 & Glock, Magnum .50. Best used on: Hunters, Boomers, Witches, Tanks, Chargers. The SPAS-12 is equally as deadly as the M4, as well as being more accurate in exchange for reduced pellets per shot. Shotguns, including the Combat Shotgun, are capable of killing the Witch in one hit (see Tips Against Infected). ***************** *G3 Sniper Rifle* ***************** Clip Size: 30. Carrying Capacity: 180. Power per shot: 90. Rate of Fire: Semi. Range: Long. Recoil: High. Reload Speed: Very Slow. Type: Primary Weapon (2nd Tier). Best paired up with: Melee Weapons. Best used on: Smokers, Boomers, Tanks, Spitters. The G3 is superior to the Ruger Rifle in almost every way. It's insanely deadly against almost any Infected at long ranges. It's also respectably accurate when on the move too. ********************** *M79 Grenade Launcher* ********************** Clip Size: 1. Carrying Capacity: 30. Power per shot: 400. Rate of Fire: Single. Range: Long. Recoil: N/A. Reload Speed: Slow. Type: Primary Weapon (Special Tier). Best paired up with: Any Secondary Weapon. Best used on: Hordes, Tanks, Chargers. Grenade Launchers are insanely powerful against crowds and big targets. Although they can't stumble Tanks, they can do lots of damage against them. Beware of friendly fire; a Grenade is capable of cutting a healthy Survivor's stamina in half! Grenades for Grenade Launchers cannot be found in Ammo Caches. ********************** *P220 & Glock Pistols* ********************** Clip Size: 15/30. Carrying Capacity: Infinite. Power per shot: 36. Rate of Fire: Semi. Range: Medium. Recoil: Low. Reload Speed: Fast/Medium. Type: Secondary Weapon. Best paired up with: Any Primary Weapon. Best used on: Various. The P220 & Glock Pistols are essentially the same pistol. The Pistol never runs out of ammo, and, if another Pistol (of either kind) is found, these Weapons can be dual-wielded. If a Melee weapon-wielding Survivor is incapacitated, he/she will use a single Pistol instead. ******************* *Magnum .50 Pistol* ******************* Clip Size: 8. Carrying Capacity: Infinite. Power per shot: 80. Rate of Fire: Semi. Range: Long. Recoil: High. Reload Speed: Medium. Type: Secondary Weapon. Best paired up with: Pump Shotguns, Auto Shotguns. Best used on: Smokers, Spitters, Boomers. The Magnum Pistol cannot be dual-wielded due to its immense recoil and strength. It packs enough of a punch on its own, as it can kill Common Infected in one hit (most of the time). ***** *Axe* ***** Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Melee weapons are very effective against crowds (maybe even legions) of Infected. Just swing away and watch the Infected perish! Keep in mind that hits from Melee weapons can also hurt teammates. The Axe, other than the pre-order exclusive Baseball Bat, might be the most common Melee weapon in the game. ************** *Baseball Bat* ************** Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Those who pre-ordered Left 4 Dead 2 will be able to use the Baseball Bat. Those who didn't can still use this weapon if they are playing with someone who did. ************* *Cricket Bat* ************* Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. What kind of an American neighbourhood plays Cricket? Common in Dead Center and Swamp Fever. ********* *Crowbar* ********* Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Those who want to become badass physicists can use the Crowbar. Common in Dead Center and Hard Rain. ***************** *Electric Guitar* ***************** Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Real Guitar Heroes smash their insturments on Zombies! Common in Dead Center, Dark Carnival, and The Parish. ************ *Frying Pan* ************ Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. A comedy tool, equally as effective as a Zombie killing utility. Common in Swamp Fever and The Parish. ******** *Katana* ******** Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Likely the most popular Melee weapon in the game! Common in Dead Center, Dark Carnival, and Hard Rain. ********* *Machete* ********* Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. The Machete can cut through Infected just as easily as it does to plants. Common in Swamp Fever and The Parish. ************* *Tonfa Baton* ************* Clip Size: N/A. Carrying Capacity: N/A. Power per shot: 500. Rate of Fire: Swing. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected. Riot Infected often drop these weapons, but they can also be found elsewhere. Common in The Parish. **************** *STiHL Chainsaw* **************** Clip Size: 100 cells. Carrying Capacity: Power per shot: 100. Rate of Fire: Automatic. Range: Melee. Recoil: N/A. Reload Speed: N/A. Type: Secondary Weapon. Best paired up with: Hunting Rifles, Sniper Rifles. Best used on: Common Infected, Witches. The Chainsaw stands among the rest of the Melee weapons, as it doesn't require one to keep swinging to deal damage! It's very effective in certain Crescendo Events, and against Witches! The Chainsaw requires to be revved up in order to be used, which takes a few seconds. If the Chainsaw runs out of power, it will automatically be replaced by a P220 Pistol. *********** *Pipe Bomb* *********** Explosion Type: Explosive. Type: Grenade. Best used on: Hordes. Having trouble with meddling zombies? The Pipe Bomb is the solution! Throw a Pipe Bomb at a vacant location, and the stupid zombies will be attracted to its pretty light! Then get ready to witness a spectacular explosion of satisfaction and gore! Disclaimer: The Pipe Bomb does not attract Special Infected, and the makers of Pipe Bombs do not claim responsibility for this quirk. ****************** *Molotov Cocktail* ****************** Explosion Type: Fire. Type: Grenade. Best used on: Boss Infected. The Molotov Grenade instantly explodes when the bottle hits something, so try to throw it at something hostile. It's very effective against the Tanks (it makes killing Tanks easier!), and it's also useful for slowing down a Witch, should the need to get her out of the way arise. Try not to light a Hunter on fire though, searing hands can hurt! The fire caused by the Molotov can also damage Survivors as well, so take care when using these cocktails! *********** *Bile Bomb* *********** Explosion Type: Bile. Type: Grenade. Best used on: Special Infected, Boss Infected. Bile Bombs summon a Horde to attack its target, or attracts Common Infected towards that area. Effective during Finales. ************ *Health Kit* ************ Type: Pack. Left Click to: Heal self. Right Click to: Heal a teammate. The Health Kit is capable of healing Survivors. It takes five seconds to heal, so use it when there are no hostile zombies around. The Health Kit restores 80% of one's lost health, so use it wisely. *********** *Ammo Pack* *********** Type: Pack. Left Click to: Deploy Pack. Right Click to: N/A. Ammo Packs come in two varieties: Incendiary and Explosive. When receiving Ammo from these boxes, the Survivor's Primary Weapon will receive its respective Ammo Upgrade. The Ammo Upgrades will be immediately applies to the weapon. An Ammo Pack can only be used once by each Survivor. *************** *Defibrillator* *************** Type: Pack. Left Click to: Revive dead Survivor. Right Click to: N/A. A Defibrillator is especially useful in Versus and Realism levels. When revived, the Survivor will start off with 50 Health. ************ *Pain Pills* ************ Type: Consumable. Left Click to: Consume Pills. Right Click to: Give Pills to a teammate. Pain Pills give a Survivor temporary pain relief (which is 50 temporary Health points in gamer talk). The temporary health diminishes overtime, so it's best to use it in the middle of a fight (yes, it's quick and easy to swallow these Pills). Pills can be donated to another Survivor to help them out, or when there's spare Pills/Adrenaline in sight. ********************* *Adrenaline Injector* ********************* Type: Consumable. Left Click to: Inject Adrenaline. Right Click to: Give Injector to a teammate. Adrenaline Injectors provide a Survivor 25 temporary Health points, and will give them a boost in speed and immunity to melee fatigue and slowing attacks for 15 seconds. In this state, they can also swing Melee weapons faster. ----------------- 2.07 > Difficulty < ----------------- Left 4 Dead has 4 levels of Difficulty; Easy, Normal, Advanced, and Expert. Notable Easy Notes: -The Tank has 3000 health points. -The Witch has 500 health points. -Friendly Fire does not inflict damage on teammates (except fire and explosions). -Health Kits and Pain Pills are common and easy to find. -This difficulty is an easy (and cheap) way of earning most Achievements. Notable Normal Notes: -The Tank has 4000 health points. -The Witch has 1000 health points. -Friendly Fire inflicts 10% damage on teammates. -Health Kits and Pain Pills are often hidden in secret areas (outside of the Safe Zones). Notable Advanced Notes: -The Tank has 6000 health points. -The Witch has 1000 health points. -Friendly Fire inflicts 50% damage on teammates. -Health Kits and Pain Pills are scarce. Notable Expert Notes: -The Tank has 8000 health points. -The Witch has 1000 health points, and can kill a Survivor instantly. -Friendly Fire inflicts 100% damage on teammates. -Health Kits are never found outside of the Safe Zones. -Pain Pills are fairly common. -The Infected will react much more quickly. --------------------- 2.08 > Voice Commands < --------------------- There are two menus for Voice Commands. There's one for Orders (Z) and one for Replies (X). To use the menu, hold the Voice Command key and then point at a quote on the menu with the mouse. Release the key to speak. Orders Menu: Center: "Look!" North: "Let's Go!" Northeast: "You take the lead" East: "Hurry!" Southeast: "Nice Job!" South: "Wait here!" Southwest: "I'll save you!" West: "Be Careful!" NorthWest: "I'm with you!" Replies: Center: "Ready?" North: "Laugh" Northeast: "Taunt" East: "Argh!" Southeast: "No" South: "Sorry" Southwest: "Yes" West: "Hurrah!" NorthWest: "Thank you" Characters will also say various other things when certain actions occur. Some of them are scripted in the Campaigns. ----------------- 2.09 > Game Modes < ----------------- There are a number of game modes available. All of them, however, contain the slaughter of zombies, and the goal of making it out alive. Co-op Campaign/Single Player: In this mode, the four Survivors must make it through the Campaign in order to escape from certain calamity. Each level is divided by a Safe House, which is the area the Survivors must travel to in each level. At the end of the Campaign, the Survivors must complete an objective for rescue to arrive. Single Player is a lot like the regular Campaign, except that nobody else can join the game. Versus: This is similar to the Campaign mode, but four additional players can take control of various Special Infected. There are two teams of four, and each team must make more points than their opponents to win the game. Teams swap roles of being the Survivors and Infected, and the winning team in each round gets to play as the Survivors first. Points are determined through how far each team got through the level. Bonus points are awarded to those who make it to the Safe Room and do more damage as the Infected. There are also various level changes. Survival: Survival is another game mode where the Survivors must hold out as long as they can to achieve their own records on the maps. This mode requires proper planning and decisive decisions (or in some cases, glitches). Bronze Medals are awarded to those who last longer than 4 minutes, Silver Medals are given to anyone who participates in 7 minute escapades, and only the best of the best will earn the Gold Medal for enduring 10 minutes! Scavenge: There's an objective in the middle of the map, and it needs to be fueled. Fuel Cans are littered throughout the field, and it's the Survivors' jobs to collect them and fill up the object with gas before time runs out. Every Fuel Can collected will buy the Survivors 20 seconds on the timer. The Infected team must stop the Survivors from collecting Fuel Cans at all costs. When the round ends (either when the timer reaches zero and nobody has a Fuel Can in their hands, or when the Survivors are all killed), teams switch, and the process repeats itself. Scores are determined by rounds won, Cans collected, and time taken. There are up to 1, 3, 5, or 10 rounds in a game. Realism: There's no way the Survivors can see through walls in real life! Realism changes all that, among other things. Realism can be applied to Co-op mode, and on any difficulty. Auras around objects and players are no more, and Common Infected are much stronger! The only way to bring back dead Survivors is with the Defibrillator, or by advancing to the next round (no Rescue Closets!). Witches kill players instantly, regardless of the actual difficulty. ---------------- 2.10 > The Lobby < ---------------- Upon starting a game, players will be sent to a Lobby. Campaign and Survival Lobbies can carry up to four players, while Versus Lobbies can have a maximum of eight. Lobby Options: -Game Options: The Lobby Leader can change the settings of the game, including Difficulty, Campaign, Level, and Server Type. -Character Selection: Anyone can select any of the four Survivors to play as, although any characters already picked by players cannot be selected. -Invite Friends: Anyone can invite their Friends over to play on any server if there's room. -Permissions: Want to play with only Friends? The Lobby Leader can make it so that only Friends can join the game. The Lobby Leader can also kick a player in the lobby. Players can also vote in the middle of the game. Votes types consist of Campaign changes, player kicking, and restarting the game if something goes wrong. ---------------------- 2.11 > The Environment< ---------------------- Along with the various Weapons the Survivors will carry, there are several other objects and items they must take note of: ************** *Propane Tank* ************** Type: Explosive Can. The Propane Tank can be carried around with a Survivor, but they must drop it if they want to use their Weapons. If a Propane Tank is shot, it will explode instantly. Try using these as traps during Crescendo Events and Finales (I guess Hank Hill really did have a good reason to respect Propane). The Propane Tank is white and round. ********* *Gas Can* ********* Type: Explosive Can. The Gas Can can also be carried around. However, it needs to be dropped in order to use any regular items. Gas Cans explode in a firey blaze when shot, much like a Molotov. The Gas Can is a red gasoline bottle. ************* *Oxygen Tank* ************* Type: Explosive Can. Rarer than the Propane Tank or Propane Tank, the Oxygen Tank explodes when shot. It takes a few seconds for it to explode (not unlike a fuse), so get away from it when it's about to blow! The Oxygen Tank is thin and green. ********** *Fuel Can* ********** Type: Goal Object. During Scavenge games, Fuel Cans must be collected in order to win the round. Fuel Cans are orange, but function similarily to Gas Cans. Dropped Fuel Cans are vulnerable and can be detonated by a Spitter. Don't worry if they explode; more can be obtained at the spot that the Fuel Can started from! It takes 2.5 seconds to pour in all the Fuel from the Can to the object. Any damage will |
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Another Left 4 Dead 2 Walkthrough :
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