LLLLL EEEEEEE FFFFFFF TTTTTTTT LLLLL EEEEEEE FFFFFFF TT LLLLL EEE FFF TT LLLLL EEEEEEE FFFFFFF TT LLLLL EEEEEEE FFFFFFF TT LLLLLLLLLLL EEE FFF TT LLLLLLLLLLL EEEEEEE FFF TT 4444 4444 4444 4444 4444 4444 444444444444 444444444444 4444 4444 4444 4444 4444 DDD EEEEEE A DDD DD D EEEEEE A A DD D DD D EE A A DD D DD D EEEEEE A A DD D DD D EEEEEE AAAAAAAAA DD D DD D EE AAAAAAAAAAA DD D DD D EEEEEE A A DD D DDD EEEEEE A A DDD Left 4 Dead FAQ/Walkthrough For the PC By Raining Metal (Boocatcher5@hotmail.com) Version 1.03 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.00 Basics 2.01 Controls 2.02 Heads Up Display 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 3.00 Campaign/Survival Walkthrough 3.10 No Mercy 3.11 The Apartments 3.12 The Subway 3.13 The Sewers 3.14 The Hospital 3.15 The Rooftop Finale ------------------------------------------------------------------------------- 3.20 Death Toll 3.21 The Turnpike 3.22 The Drains 3.23 The Church 3.24 The Town 3.25 The Boathouse Finale ------------------------------------------------------------------------------- 3.30 Dead Air 3.31 The Greenhouse 3.32 The Crane 3.33 The Construction Site 3.34 The Terminal 3.35 The Runway Finale ------------------------------------------------------------------------------- 3.40 Blood Harvest 3.41 The Woods 3.42 The Tunnel 3.43 The Bridge 3.44 The Train Station 3.45 The Farmhouse Finale ------------------------------------------------------------------------------- 3.50 The Last Stand 3.51 The Lighthouse 4.0 More Tips 4.1 General Tips 4.2 Working Together 4.3 Against Infected 4.4 As Infected 4.5 Supply & Demand 4.6 Environmental Tips 4.7 Survival 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< ================== Salutations readers! RainingMetal is here to help out any Survivors caught amongst the Infected in need! Since GameFAQs apparently did not have an overall strategy guide for the PC version of Left 4 Dead, I decided to make one myself. Another reason why I made this guide is the fact that the PC verison of Left 4 Dead didn't come with a complete manual (much like most of Valve's other games). --------------------- 1.1 >Version History< --------------------- Version 1.03 Made more tips on the walkthrough, and added more content to the general tips. ------------------------------------------------------------------------------- Verison 1.02 Made more notes to the Walkthrough (concerning one-way passages and combat tips), and added a nice title to the guide. ------------------------------------------------------------------------------- Verison 1.01 Added the Achievements list, and made a few adjustments to the Tank tips. There's bound to be a lot of improvements here! ------------------------------------------------------------------------------- Version 1.00 Initial Release. Nothing special. ============= 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: Melee Attack/Heal Other/Give to Other. Middle Click: Scope. 1: Select Primary Weapon. 2: Select Sidearm. 3: Select Grenade. 4: Select Medkit. 5: Select Pills. R: Reload. E: Use. Q: Select previous Weapon. 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). ----------------------- 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 for Survivors (besides the givens, such as current Weapon and crosshairs: -Player's Current & Temporary Health (bottom-right) -Teammates' Current & Temporary Health (bottom-left to bottom) -Player's Inventory & Ammunition (left) -Teammates' Inventory (next to Teammates' Current & Temporary Health) -Who protected/saved who recently (right) -What Special Infected was killed recently (right) -Time endured (top, Survival only) -Record Time/Goal Time (top, Survival only) -Special Notes (will appear from time to time) -Tutorial Notes (will appear from time to time) The following are displayed in the HUD for Infected: -Player's Current Health (bottom-right) -Teammates' Current Health (bottom-left to bottom) -Ability status meter (bottom-left) 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 third time, they will die the next time they run out of Health. 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. 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. Presumably immune, they must travel across hazardous lands in order to escape from the calamity that is the Infection. ******* *Louis* ******* Appearance: Black, fairly skinny, bald. Attire: White shirt, red tie. Preferred Weapons: Submachine Guns, Assault Rifles. Former Occupation: Business Manager. Likes: Living normally, plans. Dislikes: Anarchy, things not going according to plan. Basically the average joe of the group of four, Louis just wants everything to go back to normal. He's fairly optimistic, and he's always willing to help out his friends if they're in need. He's also rather scared of people in hoodies, especially Hunters. ********* *Francis* ********* Appearance: Tough, muscular, shaved. Attire: Black vest, white T-shirt. Preferred Weapons: Shotguns. Former Occupation: Biker. Likes: Vests, mittens. Dislikes: Anything that isn't vests or mittens. At the other end of the spectrum, Francis is a rebellious, brutal pessimist. In fact, he pretty much hates everything that isn't vests (or mittens). He treats the Infection as the world's biggest barfight, so he's certainly eager to fill the zombies full of lead. Sometimes he shows his soft side when he's around Zoey, or when he's about to die. ****** *Zoey* ****** Appearance: Female, young. Attire: Red jacket. Preferred Weapons: Submachine Guns, Sniper Rifles. Former Occupation: Student. Likes: Movies, Pop Culture. Dislikes: Lies. Zoey is a former student at her university, who spent most of her time watching movies. She does have an idea of what to expect when the Infection began to spread, although she certainly was surprised at how fast the zombies truly were. ****** *Bill* ****** Appearance: Old, grim, white hair. Attire: Green beret, green uniform. Preferred Weapons: Shotguns, Assault Rifles. Former Occupation: Soldier. Likes: Surviving. Dislikes: Francis, Vietnam. Bill is not a happy man. As if the traumatizing experiences in the cold war weren't enough, Bill was distressed when he found out there was an Infection going around. The good thing news is that all of his army training is about to pay off for a second time. ------------------- 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. ***************** *Common Infected* ***************** Appearance: Normal-looking, save for blank eyes and pale skin. Abilities: Claw. Health: 1-10. 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. 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. ******** *Hunter* ******** Appearance: Wears a hoodie, rather normal-looking. Sometimes crawls on all fours. Abilities: Pounce, Claw. Health: 250. Anticipate him: When he screams or growls, when there's a zombie that's jumping far in the sky, when the Hunter chime is heard. 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! The Hunter's chime consists of a few offbeat, yet high-pitched notes. ******** *Smoker* ******** Appearance: Tall, has a rather long tongue. Has green spores surrounding him. Abilities: Tongue drag, Claw. Health: 250. Anticipate him: When he coughs, when there are green spores in the distance, when the Smoker chime is heard. 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. The Smoker's chime is a series of disorganized piano notes. ******** *Boomer* ******** Appearance: Fat. Really fat. Abilities: Vomit, Claw. Health: 50. Anticipate him: When his fat belly is spotted, when the Boomer chime is heard. One of the first special Infected ever conceived by the guys at Valve, the Boomer doesn't have many direct attacks. However, his Vomit attracts the Horde when put on a Survivor, so try to stay away from them. When killed, his belly explodes, covering any Survivor nearby with Vomit. He doesn't pop when pushed away, so take advantage of this. The Boomer's chime has very low-pitched notes. ****** *Tank* ****** Appearance: Huge, muscular. Walks on all fours. Abilities: Claw, Rock Throw. Health: 3000-8000. Anticipate him: When the Tank's theme is heard. 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. The Tank's theme is a diabolical theme that can be heard as soon as he starts to engage the Survivors. ******* *Witch* ******* Appearance: Female, wears barely any clothing, pale. Abilities: Claw. Health: 500-1000. Anticipate her: When her cries are heard, when the Witch's theme is heard. 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! ------------------- 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. ---------------------- 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. The Flashlight is directly attached to the Weapons, so reloading or shoving will decrease the efficiency of the Flashlight. ******************** *Uzi Submachine Gun* ******************** Clip Size: 50. Carrying Capacity: 480. Power per shot: 20. Rate of Fire: Automatic. Range: Medium. Reload Speed: Medium. Type: Primary Weapon (1st Tier). Best used on: Hunters, Smokers, Boomers. The Submachine Gun 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. ***************** *M3 Pump Shotgun* ***************** Clip Size: 8. Carrying Capacity: 128. Power per shot: 240. Rate of Fire: Pump. Range: Short. Reload Speed: Fast to Slow. Type: Primary Weapon (1st Tier). Best used on: Hunters, Boomers, Witches. 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). When reloading an entire clip, the Shotgun must pump before it can fire again. Be sure not to have an empty clip! ******************* *M16 Assault Rifle* ******************* Clip Size: 50. Carrying Capacity: 360. Power per shot: 33. Rate of Fire: Automatic. Range: Medium. Reload Speed: Medium. Type: Primary Weapon (2nd Tier). Best used on: Hunters, Smokers, Boomers. 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! ***************** *M4 Auto Shotgun* ***************** Clip Size: 10. Carrying Capacity: 128. Power per shot: 228. Rate of Fire: Semi. Range: Short. Reload Speed: Fast to Slow. Type: Primary Weapon (2nd Tier). Best used on: Hunters, Boomers, Witches, Tanks. Like the Assault Rifle, the Auto Shotgun is a straight upgrade from the Pump Shotgun. Not only does it have two extra shells in its clip, but it can fire must faster! It's especially deadly against Tanks. Shotguns, including the Pump Shotgun, are capable of killing the Witch in one hit (see Tips Against Infected). When reloading an entire clip, the Shotgun must pump before it can fire again. Be sure not to have an empty clip! ********************* *Ruger Hunting Rifle* ********************* Clip Size: 15. Carrying Capacity: 180. Power per shot: 90. Rate of Fire: Semi. Range: Long. Reload Speed: Slow. Type: Primary Weapon (2nd Tier). Best used on: Smokers, Boomers, Tanks. The Hunting Rifle is a powerful sniper rifle, making it very dangerous against Smokers and Tanks. 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). ************* *1911 Pistol* ************* Clip Size: 15/30. Carrying Capacity: Infinite. Power per shot: 35. Rate of Fire: Semi. Range: Medium. Reload Speed: Fast/Medium. Type: Sidearm. Best used on: Various. The Pistol is the typical Sidearm for the Survivor. Regardless of what primary Weapon the Survivor is carrying, the Pistol always has its uses. For the rifleman, the Pistol can be used to conserve ammo. For the shotgunner, it's one's tool for long-range attacks. And it's the sniper's best friend for fighting up close and personal. The Pistol never runs out of ammo, and, if another Pistol is found, this Weapon can be dual-wielded. *********** *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! ****************** *Molotov Cocktail* ****************** Explosion Type: Fire. Type: Grenade. Best used on: Tanks, Witches. 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! ************ *Health Kit* ************ Type: First Aid. 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. ************ *Pain Pills* ************ Type: First Aid. 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 in sight. ----------------- 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. 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: "Clear!" West: "Cover Me!" NorthWest: "I'm with you!" Replies: Center: "Ready?" North: "Laugh" Northeast: "Be Careful" East: "Negative" Southeast: "No" South: "Sorry" Southwest: "Yes" West: "Hurrah!" NorthWest: "Thank you" ----------------- 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 hold out until rescue arrives. 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. 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! ---------------- 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. 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: ********* *Minigun* ********* Type: Environmental Object. The Minigun is a lethal Weapon, but is practically glued onto the floor. It cannot turn a full 360 degrees, but the firepower is worth all this trouble. Be sure to have a friend for cover, especially when there's a Hunter or Smoker around! The Minigun takes a second to wind up, so keep it spinning when anticipating an attack. ************** *Propane Tank* ************** Type: Carryable Object. 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: Carryable Object. 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: Carryable Object. 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. ************ *Ammo Cache* ************ Type: Environmental Object. Ammo Caches are very important, as it fills up ammunition levels completely. Don't be afraid to visit them multiple times. ******* *Doors* ******* Type: Environmental Object. Doors are pretty much self explanatory. However, the Infected will not open doors, and will instead claw their way at it. Be sure to close any Doors once everyone's passed through it to slow down the Infected. Tanks and Witches can break through most doors easily. Some doors lead to dead ends. These dead ends aren't entirely pointless though, as they may have supplies or extra Infected in them. If a Survivor has been killed, they can be brought back into the game if someone opens up the door and rescues them. ********************** *Safe House/Safe Room* ********************** Type: Zone. The Safe House is a sanctuary filled with Supplies (such as Medkits and Ammo Caches). The Safe House also hosts a metal red door (known as a Safe House Door). All types of Infected (except for Tanks) cannot pass a closed Safe House Door. When leaving a Safe House, be sure that everyone has a Medkit (or all the Medkits in the Safe House are taken). There are signs throughout the level that point to the direction of the Safe House (they look like houses with a cross in it). The level will only end once the Safe House's door is closed and no Infected have made it into the Safe Room (if they have, kill them). ******************* *First Aid Station* ******************* Type: Environmental Object. First Aid Stations are nailed to the wall, and are red and have the words "First Aid" written on them. Obvious statements aside, they usually carry Pills, or in rarer and far luckier circumstances, Health Kits. Know where these gems are: they can save lives! ****** *Cars* ****** Type: Environmental Object. Cars are usually harmless, unless they have flashing lights inside (which means that they will alert the Horde if touched or shot at), or if a Tank's around (which means the Tank can easily throw them at the Survivors). In general, it's not usually safe to stand around most Cars. Trucks and Vans, however, are usually good vantage points. ************* *Panic Event* ************* Type: Avoidable Horde-drawing event. Panic Events attract the horde, usually at the worst times. Panic Events must be avoided at all costs, so try not to get vomited on by a Boomer, touch a flashing Car, or go through Metal Detectors! Panic Events caused by too much dawdling will have its unique chime before the action starts. ***************** *Crescendo Event* ***************** Type: Unavoidable Horde-drawing event. Crescendo Events also anger the Horde, but they must often be activated to get through the level. A notice will always pop up when a Crescendo Event's nearby, so be prepared for some fighting! ******** *Finale* ******** Type: Unavoidable Horde-drawing event. The Finale is always located at the end of the Campaign. There's always a Radio of some sort there. Talking to the Radio will have the vehicle driver encouraging the Survivors to prepare, and talking to the Radio again will have the vehicle driver come to the rescue. Be sure not to talk to the Radio twice until everyone's prepared! Finales consist of two waves of Hordes, followed by a Tank after each wave. ------------------- 2.12 >Achievements< ------------------- This is a list of Achievements obtainable in the game (Survival related Achievements can only be aquired in the PC version, along with Outbreak). Campaign (Instant): -Drag and Drop: Rescue a Survivor from a Smoker's tongue before he/she takes damage. -Brain Salad: Kill 100 Infected with headshots. -Tongue Twister: Kill a Smoker who has grabbed you with his tongue. -Blind Luck: You or another Survivor take no damage after being vomited on by a Boomer. -Pyrotechnician: Blow up 20 Infected in a single explosion. -My Bodyguard: Protect any Survivor from an attacking Infected 50 times. -Tankbusters: Kill a Tank without it dealing any damage to any Survivors. -No Smoking Section: Kill 10 Smokers as they are pulling helpless Survivors. -Hero Closet: Rescue a Survivor trapped in a closet. -Hunter Punter: Shove a Hunter off of a pinned and helpless Survivor. -101 Cremations: Set 101 Infected on fire. -Towering Inferno: Light a Tank on fire with a Molotov. -Witch Hunter: Kill a Witch without any Survivors taking damage from her. -Ground Cover: Save another Survivor from a Special Infected while on the ground. -Spinal Tap: Kill an Infected with a single blow from behind. -Dead Stop: Punch a Hunter as he is pouncing. -Burn the Witch: Light a Witch with a Molotov. -No One Left Behind: Beat a campaign with all 4 Survivors alive. -Jump Shot: Headshot a Hunter while he's leaping. -Clean Kill: Shove a Boomer and then kill him without him splashing on anyone. -Dead Giveaway: Heal a fellow Survivor when your own health is below 10. -Helping Hand: Revive 50 incapacitated Survivors. -Back 2 Help: Leave a safe room to save an incapacitated teammate and bring them back safely. -Pharm-Assist: Give pain Pills to 10 Survivors. -Field Medic: Heal 25 Survivors with Health Kits. -Cr0wnd: Kill a Witch with a single headshot. -Man VS Tank: Single-handedly kill a Tank. -Red Mist: Kill 1000 Infected with the Minigun. -Zombie Genocidist: Kill 53,595 Infected. Campaign (Campaign Completion): -Mercy Killer: Complete No Mercy. -Toll Collector: Complete Death Toll. -Dead Baron: Complete Dead Baron. -Grim Reaper: Complete Blood Harvest. -Stand Tall: Survive a campaign without being incapacitated. -Do Not Disturb: Sneak past all Witches in a campaign without disturbing one. -Akimbo Assassin: Survive an entire campaign without using Primary Weapons or the Minigun. -Zombicidal Maniac: Survive any campaign on Expert -Unbreakable: Finish a campaign without ever using a Health Kit on yourself. -Untouchables: No Survivors take damage after contacting the rescue vehicle. -Stomach Upset: All Survivors complete a campaign without being vomited on. -Safety First: Play an entire campaign with no Survivors taking friendly fire damage. -What are you trying to prove?: Survive all campaigns on Expert. -Nothing Special: Survive a campaign with no Survivors taking damage from Special Infected. Versus: -Double Jump: Pounce two different Survivors in one life as a Hunter. -Chain Smoker: Constrict two Survivors in one life as a Smoker. -Big Drag: Drag a Survivor 100 feet with your tongue as a Smoker. -Dead Wreckening: Dole out 5000 total Survivor damage as a Special Infected. -Barf Bagged: Cover four Survivors with Boomer bile at once. -All 4 Dead: Kill all four Survivors in one life as a Tank. -Lamb 2 Slaughter: As an Infected, incap a Survivor who has entered and left a Safe Room. -Outbreak: Catch a rare strain of infection from a player-controlled Boomer, then pass it on to someone else. Survival: -Bronze Mettle: Earn a Bronze medal in Survival mode on any official level. -Silver Bullets: Earn a Silver medal in Survival mode on any official level. -Violence is Golden: Earn a Gold medal in Survival mode on any official level. -Distinguished Survivor: Earn at least a Bronze medal on every official Survival level. -Heroic Survivor: Earn at least a Silver medal on every official Survival level. -Legendary Surivvor: Earn a Gold medal on every official Survival level. -Last Stand: Complete one round of Survival on The Last Stand. =========================== 3.00 >Campaign Walkthrough< =========================== This is the walkthrough for each Campaign. Although the locations of Weapons, supplies, enemies, etc. will vary due to the nature of the Director, the path to escape will remain the same. I'll only state the path that must be taken to simply pass the level (should any Boss Infected be encountered, try to take the Against Infected tips into consideration. Also, try to work as a team throughout these journeys). =============== 3.10 >No Mercy< =============== Tagline: "Curing the Infection, one bullet at a time." Objective: Make your way to Mercy Hospital for a rooftop rescue. Location: Fairfield. Setting: Urban, Hospital. Rescue Vehicle: News 5 Helicopter. No Mercy is considered to be the most popular Campaign in the entire game, due to its dark urban setting and signature Hospital. The Campaign also starts off where the introduction cutscene (seen when loading the game) ends. --------------------- 3.11 >The Apartments< --------------------- Difficulty: Easy. Crescendo Event: None. Unique Panic Events: Alarm Car. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. After seeing the Helicopter fly by, grab a Weapon and a Health Kit. Be sure that everyone has a Weapon and a Health Kit. There are two ways into the apartments below; going through the Door and down the stairs, or breaking the glass window on the room and drop down to the room underneath. From those points, locate another set of stairs heading downward. There's bound to be Infected across both paths, so clear each and every room of them. Check this floor's rooms for supplies and extra Infected to kill. The floor also has a hole in it leading to another floor below. Be sure to explore this floor thoroughly before hopping down. Also, be sure to drop down the hole together and make sure nobody is left on the top of the hole (as they can be easily killed by Hunters and Smokers). There may be some supplies in the closet on the opposite side of the hole too. Check the last floor's rooms for supplies before heading outdoors (bathrooms, closets, etc). Head left and check the Cars to see if they have any extra Pistols. The Door to the left leads to a supply room, which may or may not contain various supplies. After checking out that room, continue advancing through the alley leading to the street. Eyes and ears for Infected lurking in or above the alley. Turn right and go through the Door to the right. This structure has a First Aid Station in it, which almost always contains Pills (although there may be a Health Kit in Versus mode). After checking the structure, head back outside on the street. Alternatively, instead of going through the aforementioned building, head straight across the street, behind the truck. This storage area is dark, but it still leads to the level's Safe House. In both cases, watch out for Boomers that try to take advantage of the Survivors' greed and the tight areas. Both paths lead to the Safe House, located past the descending stairs. Avoid the Alarm Car and head down the Stairs. The Safe House is just up ahead. Enter it and close the Door to complete the level. ----------------- 3.12 >The Subway< ----------------- Difficulty: Medium. Crescendo Event: Generator Switch. Unique Panic Events: Alarm Car. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. Before heading out, try taking a few cheap shots at the Infected outside the Safe Room. When ready, head out, and take a few more shots at the Infected below the hole. Before jumping down, however, be sure to use up all the extra Health Kits in the Safe Room, and grab some more Ammo. Beware of the hole in the ceiling in this area, as Smokers and Hunters often like to perch themselves up there. Jump down, and fight off any Infected in the way. The narrow corridor has a vent and maybe even some Grenades. The vent leads to some stairs. The flight of stairs leading up leads to a dead end, but it may have more Grenades. Back at the hole, there's another flight of stairs. Both the stairs and the vent leads to a defunct escalator, which leads to a room with two booths, some tables, and various (useless) phones. There may be some better Weapons on the table next to one of the booths, and in the booths themselves could be some Grenades or Pills. When ready, turn left and head up either flight of stairs. They lead to the subway system. Check the benches and subway cars for supplies, and follow the subway tunnel. In the middle of a tunnel is a table beside a subway car which always has a pile of Ammo on it (and possibly Weapons too). Keep following the tunnel through the subway train to the end of the line (Beware! Tanks tend to ambush the Survivors here). There's a table which may or may not have some good Weapons on it. The room to the right may have some extra supplies. The door to the left leads to some more stairs going upward. This is the way to advance. The floor above is quite desolate, so kill off any Infected that may be wandering around, and then move across the room. Check the table for anything interesting, and then head up more stairs. Watch out for the hole in the ceiling! Welcome to the Generator Room. There are likely to be Molotovs on the tables surrounding the opposite end of the door. There's also a First Aid Station in the room to the right, along with a Minigun. To exit this room, head to the steel door and activate the switch. Make sure everyone's ready before flipping the switch. Find a good place to stay and fight. There's the corner with the pipe, which is fairly fortified. There's also the room with the First Aid Station in it, which has the Minigun (someone should cover the hole in this room should the Survivors stay here). Once the wave of Infected is destroyed, head through the Steel Door and go up the stairs (again). See the lighted room? Go there and take some Ammo from the pile, and secure the Weapons there if there's any. Head out the other door and check the rooms for more supplies. While it's tempting to jump out the window and onto the street, resist that temptation and head down the stairs (after searching every room on this floor). Search the floor for more supplies, and then head out. One way is through the doors directly leading to the street. Another way is out the emergency exit that connects to an alley leading further up the street. Watch out for any Boss Infected that happen to spawn in this miserable lane. Regardless, move across the street, avoiding the Alarm Car in front of the building ahead, and then enter the pawn shop. Enter the Safe Room and relax. ********** *Survival* ********** The Generator Door may open, but there's still no way out! One good place to hide is at the upper floor (once the door's open). Another place to camp is at the corner with the pipes. Of course, once a Tank comes, it's a good time to displace! ----------------- 3.13 >The Sewers< ----------------- Difficulty: Medium. Crescendo Event: Station Lift. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, Pistol, 4 Health Kits, Ammo Pile. Exit the Safe Room, and meet a fork in the alley. The left path leads directly to the building connected to the next area. The right path leads to a storage room with supplies, and a garage with even more supplies! Head through the door. In the kitchen, find the washroom, as it may contain supplies. Go outside and take a look at the warehouse. This is the area the Survivors must head to next. First, however, turn right, and shoot the gas station pumps, causing them to explode (make sure nobody's near the gas station). With that hazard out of the way, check the garage to the right for any goodies, then approach what's left of the gas station. To the right is a dumpster connected to a room with an abundance of supplies. To the left is a lift that will extend to the rooftop. Find a good place to stand when the lift is activated. One good spot is the room next to the dumpster (have one Survivor run to the lift and then run back). Another way to get through this is to make a run for the windows ahead, leading to a storage room. In either case, this will be a long fight. After slaughtering dozens of zombies, head to the warehouse, and drop down the hole. Make use of the First Aid Station's supplies, and check the closet. Be sure to grab a bunch of Ammo from the pile on the desk as well. This is another area with lots of rooms in it, so check them out. Beware of Boomers and Hunters lurking in the darkness. The dark storage room is where the Survivors must head to. Get past this room and through the door. Turn right and check the room to the left for some extra items. Navigate through the hallways and down the stairs to a room full of fuel tanks (they won't explode. There are two ways down to the sewer; one at the end of this room, and one in the room to the right. Before entering the sewers, make sure there are no Hunters or Smokers in the area, as the Survivors cannot go back and help any stragglers. Head down and follow the lights (don't worry, they are in no way related to Heaven or death). Locate a door in the sewer. Nab anything in this room, then crawl through the tunnel to another portion of the sewer. This area has a ladder. Exterminate any Infected down here before climbing back to the surface. If the surface is full of Infected, make a break for the dumpster to the right and hold out. Otherwise, head to the front doors of Mercy Hospital. In front of that is an Ambulance that will contain Health Kits or Pain Pills. Search the reception room for any additonal supplies, then get into the Safe Room! ********** *Survival* ********** The lower areas of the warehouse are blocked off, as well as the room next to the dumpster. Avoid the garage, as it has a Car in it. Instead, try making a break for the upper floor of the warehouse, and hide in it! This is a formidable position to stand, although there's not a pack of Ammo here. Try saving Ammo for Tanks. ------------------- 3.14 >The Hospital< ------------------- Difficulty: Hard. Crescendo Event: Elevator. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, 4 Health Kits, Ammo Pile. Exit the Safe Room once everyone's decided on a Weapon. The path to the left leads to a dead end, but one might as well kill the Infected there anyways. The path to the right leads to a stairwell. Before heading up though, explore all the rooms in this floor to prevent an overflow of Infected. Head up the stairs and go through either the lobby or through the rooms to the right. Step up the stairs and walk straight through (take a peek at the rooms to the left for anything interesting). Watch out for any Smokers that will try to pull the Survivors off the ledge of the lobby. Go up the stairs in the same stairwell and then turn right (the area to the left is dull, and will not likely contain anything good). Go through the doors and then explore this area's rooms. This area also has the Elevator (there's no way the Survivors are willing to walk all the way to the roof!). Grab some Ammo from the pile, and then find a good place to sit down and hold out. One good place to stay is the room on the opposite side of the hallway from the elevator. Another good place is the corner next to the Ammo clump. When the elevator's here, get in and stay out of sight of the hallway (try not to get pulled by a Smoker)! After sending the elevator up, listen to a few good jokes or small talk in the elevator. Beware of any Hunters that may try to ambush the Survivors in the elevator through the hole in the roof. Once the elevator reaches the 28th floor, get out. The grates leading to the shaft may lead to some hidden Infected. Keep advancing and head to the edge of the floor. When trying not to fall off, the Survivors must follow the path leading to the Safe Room. Try not to get lost in the beams or walls. Along the way, there may be a Boss Infected waiting for the Survivors, so deal with it accordingly. The place is spacious enough for the Survivors to take appropriate action. Eventually, the Safe Room will be in sight, so enter it pronto! ********** *Survival* ********** Yikes! This place is tight! One good place to hold out is in the room with the double-doors (near where the Survivors would normally enter this room). Auto Shotguns are the way to go here! ------------------------- 3.15 >The Rooftop Finale< ------------------------- Difficulty: Insane! Crescendo Event: Rooftop Radio. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, 2 Pipe Bombs, 2 Molotovs, 4 Health Kits, Ammo Pile. Make sure everyone has a Weapon, two Pistols, a Grenade, and a Health Kit before heading out. Go up the stairwell. The exit is near the other end of the hallway. Fight through the hallway (be sure to kill any Infected lurking in the rooms on either side), and then turn left to find the elevator shaft. Crawl through the grate and climb the ladder. Climb another ladder attached to the stationary elevator box leading to the rooftop (again, make sure nobody is left behind to die at the hands of Infected). Clear the area of infected, and jump onto the helipad (don't leave anybody behind just like before!). Turn right to find a building with a Radio in it. There is a First Aid Station here, along with some Weapons and Ammo. On the top of the building is a Minigun and a ladder leading to the peak of the building (this structure is changed in Versus mode). There may be some Grenades on the various structures, so grab some if needed. Don't hesitate to plant any explosives around the various buildings either. Ready? Answer the Radio twice. The Helicopter is on its way, so hold out! Find a good place to defend. There's the Radio structure, which is arguably the most versatile position to stay on. Underneath the helipad also works. The Radio structure also has a set of stairs that only has two doors leading to it. In any case, if a Tank arrives, it's usually a good idea to displace and run. Try not to stay too close to the edge if the Tank's around. He's strong enough to launch a Survivor off the building (or maybe even to the moon! Well, maybe not)! Once two waves of Infected have been defeated (and two Tanks have been slain), the helicopter will arrive at the helipad. Make a break for the helipad (use a Pipe Bomb to distract the Infected) and hop on! The helicopter flies out of the scene safely! ********** *Survival* ********** A good position to stay (although it's hard to get to) is the concrete cube that's not too far from the Radio building. To get to it, get onto the building with the Grenades and hop across onto the generator. Hop again to get to the cube. Most Infected will have difficulty getting there (Tanks on the other hand, are insanely lethal). ================= 3.20 >Death Toll< ================= Tagline: "Hell came to Earth. These four are gonna send it back." Objective: Get to the small town of Riverside for a waterfront rescue. Location: Riverside. Setting: Suburban. Rescue Vehicle: The Slaters' Boat. This Campaign takes place in the woods, then in a quiet typical town. It is well-known for the Church Guy. ------------------- 3.21 >The Turnpike< ------------------- Difficulty: Easy. Crescendo Event: None. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits. Grab the items in the trunk, and then follow the street. Watch out for Infected lurking in the forests to the sides (especially Smokers). Since the bridge is out, head down the sides of the bridge and climb the ladders on the other side. Head into the tunnel. To the left is a passageway that passes through the pile of rubble blocking the tunnel. In the tunnel itself, keep an eye on the sides for any supplies. Jump over the cars and then head left, down the stairs. There are two ways into the next room, which has a pile of Ammo, and likely some Grenades and/or Pills. The room itself is probably full of Infected, so flush them out with a Pipe Bomb. The exit is on the upper level of this room, opposite of its entrance. Outside the tunnel is an open woodland area with a fence. Run straight across and the Safe House is above the area, which can be accessed by sprinting up the hill. Ignore the area left of the Safe House. ----------------- 3.22 >The Drains< ----------------- Difficulty: Medium. Crescendo Event: Floodgate. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. In this relatively large Safe Room, go up the stairs and shoot the Infected outside. When ready, head out. In the drains, go through either drain opening. The one ahead leads downward, while the one on the right leads to the upper levels. They both lead to a circular room with Weapons. Get to the lower levels (either via the first path or climbing down the ladder). The area is likely to be full of Infected, so grab those weapons and shoot them to bits! When ready, go up the ramp and check the closet for anything interesting. Next, head right and enter the room. The only way to get to the other side is to activate the bridge. When everyone's good to go, flip the switch (get up there by climbing a ladder and crossing a catwalk). Fight off the Infected at this point, until the floodgate is closed. Walk across the floodgate and enter the room ahead. It has a pile of Ammo and a First Aid Station. Turn left and enter another tube. Enter either path and then climb up through either the broken stairs or the manhole once grabbing all the supplies in this area. Head outside for some fresh air, and then turn left twice (around the building). There's a dark room to the left that may contain supplies (and, in worse cases, a Witch). The safe room is up ahead in the building (in the caboose). Avoid the Infected and get in there! ********** *Survival* ********** A strange glitch here is to use a Pipe Bomb to launch the wooden crate under the catwalk up to the area opposite of the switch. Then use Propane Tanks to push the box to the alcove above. The Survivors can make a break for the Safe Room this way! Playing fairly, the best place to hold up is the area next to the switch (the switch itself is on fire, so don't go near there). ----------------- 3.23 >The Church< ----------------- Difficulty: Medium. Crescendo Event: Church Guy. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits. Exit this cramped Safe Room and prance into the trainyard. Try not to get lost. The building to the right may contain some good weapons, along with the two floors of the tower located directly in the middle of the field. When finished with those places, head straight across to the long building. Go up the stairs to the left and check the building's rooms for anything useful. From there, walk across the wooden plank that leads outside the trainyard's fences. Land on one of the lower cars and check the shack for anything left behind. Advance across the road and check the shack to the right, as it contains a First Aid Station, and possibly some more Weapons. When ready, keep walking on the road. The cabin in the middle of nowhere is hard to miss, so enter it. It has a pile of Ammo, and maybe even some guns in the living room! Search the entire house for goodies, then exit on the other side. Be careful, as Boss Infected like to hang out here. Examine the misplaced ambulance for Health Kits or Pills. Enter the gap in the fence and check the shack for any items. There's lights in the church, so run across the graveyard and enter the church. Before opening the Safe Room door, there's a room with Weapons and Ammo. Then approach the red door. The Safe Room seems to be occupied, and the guy inside there isn't willing to let our heroes in! He's even summoned the Infected to the church (with the bell)! Find a good place to stay and fight against the Infected in the church! As a sign of poetic justice, the miserable Church Guy transforms into an Infected (seems he wasn't immune after all!), so kill him with pleasure and rush into the Safe Room! ********** *Survival* ********** It's a reunion with the Church Guy, and he's here to stay! Try hiding in a corner of the church (opposite of the door), or on the benches outside. All Survivors should use Auto Shotguns, in order to deal with Tanks swiftly. --------------- 3.24 >The Town< --------------- Difficulty: Hard. Crescendo Event: Forklift. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, 4 Health Kits, Ammo Pile. Climb the ladder and collect the supplies in the second floor of the Safe Room. Exit through the door and notice all the Infected outside (a Hunting Rifle may work well here). When prepared, climb down the ladder and go down the hill. There may be Infected near the van to the right. Head to the store and enter it. There's a pile of Ammo on the small room's table. Exit the store and feel free to take a peek inside the room that failed to hold out. Turn left and find the court. Go through the rooms to the left and head out to another part of the town. Follow the road and hop onto the truck to get a good view. Once all Infected have been purged from this area, check the room to the left for Ammo. The way out of this maze is on a balcony. To get up there, hop onto the van. Check the office's washrooms to the left. Done? Smash a window and hop out. Get down onto the street, and grab any Weapons and Ammo on the tables. Once everyone's good to go, activate the forklift. The best place to stand is at the benches, near the Minigun. The Infected will crawl over the rubble blocking the street. They will also be climbing over the riot fence on the opposite side, as well as through the windows of the office. Try not to get overwhelmed and be sure to cover all flanks. The Minigun is vulnerable to the Infected running around the van. When the area is clear, run over the ramp made out of the rubble that's now over the forklift, and hop onto the other side (being wary of any Infected lurking on the road). Head to the end of the street and turn left after passing the bus. In the alley, turn left, and feel free to browse through the buildings. Turn left again and go up the stairs (don't bother going into the rooms beneath the stairs). Hop out of the window and cross the planks. In this fashion, jump to the alley on the right side of the fence. Make sure nobody is left on the rooftop to get killed by Smokers or Hunters. The Safe Room is to the right, so get in there! ********** *Survival* ********** The Street is wide open, but there are ways of living for a long time here. The riot fences is a good spot, as the Infected will (strangely) only attack from one of the two flanks at a time! The Tank can also be seen a mile (or kilometer) away, providing enough time to fill his guts full of lead! --------------------------- 3.25 >The Boathouse Finale< --------------------------- Difficulty: Insane! Crescendo Event: Boathouse Radio. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, Ammo Pile. Exit the Safe Room and explore the garage for any supplies. Exit through the door on the other end, and notice all the Infected around this area. There's likely a Pipe Bomb on the humvee, so make a dash for it and throw it to flush those zombies out! Head for the house and check its rooms for supplies (a Health Kit is in the bathroom, and some Pills are often found in the kitchen). Ready to move out? Head out the yard and exit the suburbs, then go for the shack straight ahead (watch out for any ambushing Infected). There's another Health Kit and more supplies in this shack. Go up the hill with the wooden fences and then advance into the woodlands (Boss Infected like to ambush the Survivors at this point, so advance with caution). The house to the left contains yet another Health Kit and more supplies, so don't miss it! The house to the right rarely contains anything of interest, so just ignore it. The third house in this area is past the two other houses. There's a Radio in the house. Talk to the man on the other side. He and his wife happen to have a boat. The washroom in this cabin contains Pills. Grenades are located on the house's rear, on the balcony, and on the second floor. Ideal places to hang out are on the balcony and house, on the rear, on the dock away from the house, and on the rocks on the opposite side. There's also the washroom and closet. Ask the man to get moving, and run to wherever the Survivors are going to hide. The Infected will swarm, so it doesn't hurt to use the Minigun on the balcony to tear them up (it's unable to target the areas to the left, so have someone cover that area). A Molotov is more than capable of burning any Infected that tries to climb the ledge left of the Minigun. Pipe Bombs can also lure the Infected in sight of the Minigun. Tanks will often appear far in the distance, so a Hunting Rifle and the Minigun will be able to give him some damage before he even gets close! Once the boat arrives, make a mad dash for the dock in the distance, and wait for the boat to come to a complete stop. Pipe Bombs can draw away the Infected. When the boat stops, jump in! The boat manages to navigate out of the scene. ********** *Survival* ********** There are a number of places to stay until death. There's the rocks, the dock, and the rear. All of these places can hold out for quite a while. Try not to lead the Tank into the water; it's more than capable of extinguishing fires. =============== 3.30 >Dead Air< =============== Tagline: "Their flight just got delayed. Permanently." Objective: Get to the runway of Metro Airport for an airlift rescue. Location: Newburg. Setting: Urban, Airport. Rescue Vehicle: Metro International Airplane. Dead Air is another urban campaign. Unlike No Mercy, it's not completely dark, as the sun is still setting (or is that fire in the distance?). Its signature feature is the Airport. It also houses the biggest amount of unique Panic Events. --------------------- 3.31 >The Greenhouse< --------------------- Difficulty: Easy. Crescendo Event: None. Unique Panic Events: Car Alarm. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Pipe Bombs, 4 Molotovs, 4 Health Kits, Ammo Pile. Since the area ahead contains Infected, feel free to throw a Pipe Bomb or two in there to kill them. Go through the garden and exit the greenhouse. Walk the plank connecting the two buildings and enter the rooms to the left (eyes out for any Smokers lurking in the alleys below). Explore the rooms and head out the windows on the other side. Climb the ladder to the right and hop off the ledges on the other side (make sure no one is left behind to die at the hands of the Infected). Enter through the hole in the building ahead and go down the stairs (there could be a Pistol here). There may be supplies or Infected to the left. To the right is the exit. Jump onto the eighteen-wheeler and enter the hotel ahead, avoiding the Alarm Car here. Enter the kitchen (which is the Safe Room) and close the door. ---------------- 3.32 >The Crane< ---------------- Difficulty: Medium. Crescendo Event: Crane. Unique Panic Events: Alarm Car. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. Exit the Safe Room. Notice the freezer to the right? Not even a Tank can get past its door (should it arrive around here). Exit the storage room and clear the alley from the Infected. Climb up the mound of garbage to get to the other side of the fence (there's no getting back!). Get over the cardboard boxes to get up on top of the truck. Climb the ladder over the truck and go up the stairs (beware of Special Infected on the stairs). Enter the apartments through the windows and then head to the hallway (hopefully some Weapons will appear in the bedroom). Check the rooms on the sides of the hallway for any supplies. Head up the stairs and check the room to the left for more supplies. Go to the room on the right and see if there's any good Weapons on the desk. Check the other two rooms for anything of interest and then hop out the window to the right, onto the rooftops. If there's a Tank around here, be sure not to stay too close to the edges of the roofs! Notice the dumpster that's being hung by the crane. Clear the area of zombies and then, when ready, climb the ladder on the crane and activate the switch. While the dumpster is being lowered, the Infected will arrive! Use the Gas Cans to light the field on fire, or use Molotovs or Pipe Bombs. One good spot to stay is in the crane itself. When the Infected become docile, head to the dumpster and climb the ladder that's attatched to it. Navigate across the rooftops and then enter the building through the windows. Examine all the rooms in this building, then head to the office. There's a plank leading to another building, so cross it. The area has a First Aid Station and an Ammo Pile, and maybe even some Weapons! Take a peek in the smaller rooms, and then go down the stairs. On all floors of the office cubicles, there are a few other rooms that may be of interest to the Survivors. Beware of Boss Infected here. At the bottom floor, check the rooms for even more supplies, and exit through either the main door or through the alley. Avoid the Alarm Car (it can be triggered early from the area mentioned at the start of paragraph four), and jump into the building across the street. Enter the Safe Room once all the rooms in the building have been explored. ********** *Survival* ********** There's a neat glitch to surpass the hardships of The Crane. See that eighteen- wheeler truck on the street below? Hop onto the building's ledge and hold "Jump" and "Action" while falling onto the truck (the Survivors will somehow survive this way, otherwise they will certainly perish). Another Survivor must save them by doing the same (the second Survivor will somehow be able to pull the other Survivor up without being incapacitated). Jump off the truck (avoiding the area around the truck itself) and then head to the alley. Remember: One Survivor must be left behind to activate the Crane! ---------------------------- 3.33 >The Construction Site< ---------------------------- Difficulty: Hard. Crescendo Event: Burning Barricade. Unique Panic Events: Alarm Car. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. Take a peek through the Safe Room's second floor window and shoot all Infected in sight. Head out and turn left. Follow the alley to find some scaffoldings. There's a ladder on one of them, and that one will likely be holding some Grenades, Weapons, or an Ammo Pile on top. From there, walk onto the concrete area, and notice the wooden barricade blocking the alley. Before shooting the Gas Can next to the barricade, find a position to hide. The scaffoldings ahead of the concrete area is a nice area to stand, along with the stairs not far from the barricade. Another way to pass through this is to throw a Molotov into the sky from across the site (where a staircase near a corner is) to blow up the barricade, and then make a run for the Safe Room at the start of the level. Regardless, destroy the can to burn down the planks. Fight off the horde, then advance through the alley. Explore the rooms to the sides and then make use of the Ammo Pile in the corner. Turn left and head to the street (check the room to the left for anything). Head to the police car and then turn right after passing the fence. Keep an eye on the rooftops and the generator fields for Hunters and Smokers. The dark room likely contains some supplies. Head back out and then go right around the generator and then go around (or through) the generator area to the right. Walk towards the fire and then enter the building to the right. Explore this room for supplies before going through the door to the left. There's a First Aid Station, an Ammo Pile, and maybe even some Weapons here! Head out the door next to the window to continue. Explore the washrooms before going through the hole in the wall. There may be even more supplies in the room to the left. Go around the crashed plane and then head left. Beware of Smokers and Hunters that lurk on the highway above. Explore the luggage for some supplies and notice the airport's garage on the other side. Avoid the Alarm Car nearby and enter the garage (be careful around the cars, as Tanks love to throw them). Go right and then right again to find some supplies. Head up the ramp and notice the stairwell straight ahead. There may be supplies around the corner, but nonetheless, the Survivors must head upstairs. The room to the right may contain some supplies if lucky. Walk across the sky bridge and then enter the Safe Room to the left. ********** *Survival* ********** This is a difficult place to fight, since the barricade will not fall, and most of the areas in this map are vulnerable to various Infected. One area is the stairwell, another is one of the scaffoldings. In either case, be sure to have an escape route once the Tank says hello (or have everyone use the Auto Shotgun to blast him away). ------------------- 3.34 >The Terminal< ------------------- Difficulty: Hard. Crescendo Event: Van. Unique Panic Events: Metal Detector. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, 4 Health Kits, Ammo Pile. After reading some graffiti, head out and take a look at the floor below. Feel free to take a few cheap shots at the Infected (especially Tanks or Witches if they appear down there), and then head through the offices. The corridor is very linear, but it does have rooms on its sides that will likely contain Grenades and Pills. At the end of the corridor are some boxes that may hold some Weapons (so grab them to fill up on Ammo). Go down the deactivated escalator and then head to the desk (most of the time there are Grenades here). The van must be activated to break through the pile of crap that's blocking the way into the luggage department. Places to camp include the corner underneath the escalator, the bathrooms, or the desk. When the Infected have all been massacred, go to the luggage department and make use of the Ammo Pile. Crawl through the vent and into the luggage transfer area. Follow the stairs and catwalks (feel free to explore the areas to the sides). Go through the double doors and then turn right after walking straight a bit. Avoid the metal detectors and use the Ammo Pile that's next to the statue (watch out for any Smokers that intend to drag a Survivor straight through the metal detectors!). Check the restraunt, shop, and bathrooms in this area before going up the escalator. The path out of here is straight ahead, but there may be some goodies to the rooms on the left. The Safe Room itself is to the right. Be sure to avoid the chairs and enter the Safe Room! ********** *Survival* ********** As mentioned before, the best spot to fight is under the escalator. Stay in the darkness (it seems to be safer than the rest of the map). ------------------------ 3.35 >The Runway Finale< ------------------------ Difficulty: Insane! Crescendo Event: Truck Pump. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, 4 Health Kits, Ammo Pile. Go outside and witness a spectacular plot device (a crashing plane). Jump off the catwalk and head right, towards the tanker truck. The pilot's alive and well, but he needs help! Be prepared for the worst, so grab any supplies next to the truck and plant some traps around where the Survivors plan to hold out. Places include the truck itself (there's a ladder to climb on top of the truck, and there's also a Minigun nearby), the mound on the other side of the plane, and a little itty-bitty room off in the distance in the building. Regardless, activate the pump to refuel the plane (its fuel tank is empty, apparently). Beware of Smokers off in the distance, as they like to hide in the catwalks above. Also, stay away from the large objects when the Tank comes by. Treat them like cars. Keep holding them off until the second Tank has been killed. The plane is good to go! Wait for its hatch to open up, and run in! The plane flies off into the distance. ********** *Survival* ********** The itty-bitty room is blocked off, but the mound's position is even better! There are extra piles of luggage that can serve as vantage points. Make sure one person has the Hunting Rifle ready in case of Smoker attacks (it's also extremely effective versus Tanks far away). ==================== 3.40 >Blood Harvest< ==================== Tagline: "No hope, no cure, no problem." Objective: Find a rural holdout being used by the military to rescue Survivors. Location: Allegheny. Setting: Rural. Rescue Vehicle: Military APC. Blood Harvest is a sharp contrast to all the other campaigns, as most of its scenery is foresty and open. It's also considered to be the last campaign. ---------------- 3.41 >The Woods< ---------------- Difficulty: Easy. Crescendo Event: None. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. Grab any gear on the picnic table and proceed through the forest. Follow the path and don't get lost in the trees (Infected will come out of the woods). There's another picnic bench that usually contains Grenades. Cross the birdge and enter the trailer. Use the Ammo Pile inside and nab any supplies in and around the trailer. Keep following the road. The tracks are down below, but don't even think about hopping through the gap in the fence to reach them! Instead, stay on the road, as it leads to the Safe House. With company, run to the Safe House to end the level. Easy as pie! ----------------- 3.42 >The Tunnel< ----------------- Difficulty: Medium. Crescendo Event: Emergency Door. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. Explore the two rooms left of the Safe Room, and then go down the stairwell on the opposite side of the hallway. Check both offices on this floor for Weapons. Crawl out of the window in the room with the table onto a catwalk. From there, go down the ramp to get to the lower floor. There's a table in front of the ramp with an Ammo Pile and maybe Weapons. Head to the small room next to the table. There's a First Aid Station here, and probably some explosive cans. More importantly, there's an emergency door here that must be opened to advance. Find a position to stay before opening it. The Survivors can hold out in the room with the emergency door, or on the catwalk (there's an area on the catwalk where the Infected cannot reach). They can also fight in the corner next to the Ammo Pile. Regardless, once they have defeated the hordes of Infected, the Survivors must pass through the open emergency door and go up the stairs. Check the rooms upstairs and head to the left side of the building. Exit through either the door or the windows (which lead to a metal awning). Then head into the tunnel to the left, and follow the tracks. There are various obstacles in the way, but there's always a way around it (jumping on other obstacles, climbing ladders, etc). There are also some rooms to the sides that may have goodies in them. Some of the obstacles are one-way passages (meaning that the Survivors need to get through them quickly to avoid being left behind to die). Eventually, there will be an obstacle that cannot be passed, so go into the corridor to the left and walk through it. The Safe Room is at the end of the hallway. ********** *Survival* ********** The catwalks closest to the emergency door serve as one of the best places to fight, as most Infected cannot reach that area (but beware of Smokers, Tanks, and sometimes Hunters). ----------------- 3.43 >The Bridge< ----------------- Difficulty: Hard. Crescendo Event: Train Engine. Unique Panic Events: None. Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Pile. The path out of here is to the left, but the path right leads to some more corridors and rooms that may contain some supplies. Once outside, be careful of any Infected lurking in the forest (especially Boss Infected). Follow the obvious path towards the building above. Enter it and follow the hallways, stairs, etc. There may be some Pills, Grenades, or Weapons in the neglected areas of this building. Head out and follow the tracks to the left. The barn to the right always has an Ammo Pile, and maybe Weapons as well. Keep walking on the tracks (don't worry, no train is going to zoom by). The cabin on the left contains a First Aid Station, an Ammo Pile, and maybe another spot for Weapons. Notice the boxcar on the tracks across from the cabin. Keep running on the tracks, as they lead to a stationary train engine. The engine can be reversed to knock the bridge near the cabin down. The cabin, the barn, or the top of the boxcar are suitable areas to rest. If ready, activate the engine and hurry back! Once the waves of Infected have been suppressed, head to the now toppled bridge. Climb the bridge and hop onto the cliff above. If a Tank appears here, try not to fall off the cliff. The path on the cliff leads to the next Safe House (next to a dead cow). ********** *Survival* ********** The cabin is by far the best place to fight. Each survivor should crouch in all four corners of the room with the Ammo Pile and the First Aid Station in it. In this fashion, the Survivors can monitor each entry to the room. Shotguns are highly recommended for Survival. ------------------------ 3.44 >The Train Station< ------------------------ Difficulty: Insane! Crescendo Event: None. Unique Panic Events: Alarm Car. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, 4 Health Kits, Ammo Pile. The Health Kits are on the shelf in the Safe Room. Exit the Safe Room and follow the path. There's a barn up ahead, with Grenades and Ammo on the second floor. There may be a Pistol in the first floor too. Continue on the path, which leads to the train station. Leap onto the awning (to avoid falling down the cliff). Enter the station and explore it and its many rooms for supplies. Head to the other side of the station and avoid the Alarm Car hidden amongst the trees. Keep following the tracks (feel free to climb up onto the parked train cars to gain the advantage against any angry Infected). There's another station to the right of the tracks with supplies. Continue on the tracks once this building has been examined. Yet another building lies ahead to the right side of the tracks. The tracks are blocked by some crashed cars here. Enter the building's basement and climb up two floors (be sure to explore each floor for supplies; Health Kits usually appear here when the Survivors are on their last legs). The top floor has a window that leads to the other side of the tracks. Safely drop to the tracks and cross the bridge, which has a train car in the middle of it (which also happens to be this level's Safe Room). Beware, a Tank usually appears on the bridge, so don't be afraid to retreat if necessary! Hanging on by just a thread? Be grateful this nightmarish level doesn't have a Crescendo Event! --------------------------- 3.45 >The Farmhouse Finale< --------------------------- Difficulty: Insane! Crescendo Event: Farmhouse Radio. Unique Panic Events: Crop Fields (unavoidable). Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, 4 Health Kits, Ammo Pile. Exit the train car and keep following the tracks. There's a boxcar at the end that the Survivors must climb up. A path is located at a cliff "connected" to the boxcar. Notice the signs left by the military here, along with the crop fields below the cliff. Make sure everybody's ready, because entering the fields will cause the crows to fly, making noise, and thus, attracting hordes of Infected (birds, bloody useless!). The Survivors can make a mad dash to the tractor, or to the barn. The fields are difficult to navigate through, so the tractor may be the better place to run to (it's closer). When the Infected have been repelled, head to the farm house (it's quite hard to miss). Collect the supplies in the house (there are objects of interest in both floors), then talk to the soldier on the radio. Places to stay together include the barn next to the house (second floor), the shed (opposite side of the house from the barn), and the second floor of the house. All of these locations are heavily fortified, so pick one of them and have one Survivor call the soldier a second time and make a break for that location. There's no Minigun, so the Tank will likely have to be dealt with by a Molotov and some extra punishment. Should the Survivors be in the house when the Tank arrives, they MUST head outside to deal with the Tank to prevent them from being bashed around in a tight room. Once two waves and two Tanks have been slaughtered, the military APC will drive by and will stop between the barn and the house (apparently, the military couldn't afford a gunner for extra protection). Hop into the APC and hope a Tank doesn't come by to ruin everything! ********** *Survival* ********** As stated earlier, the barn and the shed work well in Survival. Avoid staying in the house, as Tanks will not wait for the numerous waves of Infected to stop (being caught outdoors with Infected and a Tank is considered a worse-case scenario). ===================== 3.50 >The Last Stand< ===================== Tagline: "It doesn't end well." Objective: Hold out as long as possible. Location: Outside Riverside. Setting: Forest. Rescue Vehicle: None. The Last Stand never has a happy ending, since the Survivors always get themselves killed in Survival Mode. This campaign is speculated to take place after "Death Toll". --------------------- 3.51 >The Lighthouse< --------------------- Difficulty: Insane! Crescendo Event: Generator. Unique Panic Events: None. Safe Room Inventory: Assault Rifle, Auto Shotgun, Hunting Rifle, Pistol, lots and lots of Health Kits, Grenades, Pistols, and explosives. The generator is located in the lowest part of the lighthouse building. Places to hide include the top of the lighthouse, or in one of the rooms. As always with Survival mode, be sure to prepare before triggering the generator. This includes planting traps around where the Survivors plan to hide, and grabbing supplies that are far away from the same position. Try to monitor each and every entry way, and when a Tank comes, focus fire on him. Gas Cans and Molotovs work wonders against Tanks. =============== 4.0 >More Tips< =============== Here are more tips that apply to every one of these Campaigns, since what will occur during those times are extremely likely to occur. ------------------ 4.1 >General Tips< ------------------ These are just some general tips to being a good Survivor. -Don't hesitate to explore certain areas for extra supplies, but don't fall too far behind! This is especially important in Versus mode. -Don't waste ammo. Unlike most of Valve's shooter games, the enemies here don't drop weapons. -While reloading, shoving doesn't interrupt the reloading process. ---------------------- 4.2 >Working Together< ---------------------- One of the most important aspects of Left 4 Dead is teamwork. Don't even dream that the name of this game is related to proper tactics here. -Microphones are extremely useful in transferring vital information on the battlefield. This includes a zombie-infected battlefield, so don't be afraid to use the microphone for any means of communication when the need arises. -Be sure to stick with at least one other Survivor, in case a Smoker or Hunter drops by. Never go off into hostile areas alone! -When in front, stay out of the line of fire from other Survivors. Crouching helps a bundle. -If the situation looks too convoluted to use bullets when crowded, shove away those Infected to prevent any friendly-fire incidents. -Who needs Health? There's the person who is low on Health, the one who only has temporary Health, and there's the individual who ran out of first aid supplies. -Bullets and Grenades will hurt Survivors. Shoving doesn't. -Try not to leave any Survivors behind (in Versus, sometimes Survivors will need to be left behind in order to help the others escape and score points). ---------------------- 4.3 >Against Infected< ---------------------- The biggest enemy of the Survivors is, of course, the hordes of Infected. ***************** *Common Infected* ***************** -See any dawdling zombies? Shoot them with the Pistol so that they cannot attack the Survivors later on. -Pipe Bombs work extremely well against Common Infected, whether if it's in the middle of a Crescendo/Panic Event, or when clearing out a room full of Infected. -Molotovs also kill Common Infected very quickly. If an Infected is on fire, it is harmless and will die soon. -Only use primary Weapons on them if they're too numerous to be taken out with Pistols. -If a limb falls off an Infected, it's dead. Hunting Rifles will always kill Common Infected in a single shot. -Aim for the head. This also applies to any other Infected. ********* *Hunters* ********* -Always stay with another Survivor upon hearing or seeing a Hunter. -Hunters will growl when they are about to pounce. They are completely silent otherwise. -Hunters scream when they pounce. -A burning Hunter will deal more damage when pouncing. -Try shoving a Hunter away when it is in the air to disorient it. -If a Hunter is on a Survivor, knock him off, and kill him! -A Hunter can easily be bludgeoned to death. ********* *Smokers* ********* -As with Hunters, pick a Survivor to stay close by upon noticing a Smoker. -Smokers are often seen in the distance. They leave green spores around the areas they recently have been standing in for a couple of seconds. -If a Smoker is pulling a Survivor, shoot the Smoker, its tongue, or knock the Survivor off the tongue. Even resort to shooting at the Survivor if necessary! ********* *Boomers* ********* -If the Boomer is trying to hide, try finding its large belly. -When a Boomer is close, shove it away, and shoot it (make sure no other Survivors are near the Boomer when this happens). -When vomited on, try not to panic, and shove away at any Infected until the slime clears up. -If the Boomer vomited on another Survivor, use a Pipe Bomb to draw away the new Horde. Take advantage of the fact that the Horde is going after the slimy Survivor, so don't be afraid to get in the way and fight dirty! -Protect any Survivors that are vomited on by Boomers. ******* *Tanks* ******* -Listen for angry growling and snarling. Tanks do that. -Stay away from cars, furniture, and other large objects when the Tank is around and about. -Light him on fire as soon as possible! Fire can make a considerable difference! However, try not to throw a Molotov at him when other Survivors are close to him (fire can hurt Survivors too). -When a Tank's climbing, he's vulnerable to any sort of attack. Same goes for when he's throwing rocks. -When a Tank's throwing a rock, try to dodge the rock and stay away from the front of the Tank. -Auto Shotguns, Hunting Rifles, and Miniguns are the best kinds of weapons against Tanks. Assault Rifles and even Pistols can do their share of damage against Tanks as well. -If the Tank is on fire, try running away from him, and hope that he dies of attrition (and the burning). ********* *Witches* ********* -A Witch can be heard sobbing a mile away. Upon hearing her, shut off those Flashlights! -Even in the darkest areas, Witches are still visible due to a red glow around her. -Tell any allies of her location. -Avoid going near her at all costs. -If she's in the way of an important path, try sneaking around her. Don't get too close! -If the Witch is getting angry, leave her be for a few seconds, and wait for her to cry again. -Shotguns are the only weapons that can kill a Witch in a single shot. -Try burning a Witch. This will slow her down and hurt her. -The Survivor who startled the Witch should run away immediately. Everyone else should shoot at her before she can get at the Survivor. -She can also be startled from a distance with the Hunting Rifle. Fast as she is, a distance long enough should provide the Survivors some time to kill the Witch on her trip. ----------------- 4.4 >As Infected< ----------------- In Versus mode, players are split into two teams. Both teams will have to play as the Infected at one point or another. Most of the time, the Infected team will consist of two Hunters, one Smoker, and one Boomer (with the occasional Tank). ********* *General* ********* -Lonely Survivors are excellent targets for Infected, the same applies to incapacitated Survivors and stragglers. -Prioritize the weaker Survivors first (they are outlined in red). -Try working together with other Infected. -Try luring the Survivors to Alarm Cars and Witches. -If there is a spot where the Survivors cannot go back (like holes), try attacking the last Survivor to make it through that point (the other Survivors can do little to help the victim). -Try not to spawn too early. Noises will cause the Survivors to get all jumpy. ******** *Hunter* ******** -Crouch, then fire in order to pounce. Wait for the Infected meter to fill up before leaping. -Pouncing can also be used for long-jumping. -Upon being pryed away from a Survivor, run! -Survivors covered in Boomer vomit are suitable targets. -If a Smoker is pulling a Survivor, pounce anyone trying to save the victim. -Or just pounce the victim to let the Smoker pull a different target. ******** *Smoker* ******** -Select a Survivor to pull, aim, and then fire (the crosshairs will turn red if the Smoker is able to pull the Survivor). -If the Smoker misses, he'll have to wait a few seconds before firing again. -If the Smoker is repelled, he'll have to wait a few moments before firing again. -High points are the Smoker's favourite locations to visit. -Try pulling Survivors towards a ledge, or towards Alarm Cars/Witches. -Work with Boomers, so that the Boomer can vomit on the Survivor once the Survivor's close enough to the Smoker. -Pull Survivors downward. Fall damage counts too when using a Smoker. -Incapacitated Survivors cannot be pulled. ******** *Boomer* ******** -When close enough to the Survivors, aim and vomit! The Boomer will have to wait a long time before he can vomit again. -Survivors covered in Boomer bile are outlined in purple. -If the Boomer manages to live after vomiting, run away! Try to vomit on the Survivors a second time. -Tight corners are suitable areas to ambush the Survivors. -Feel free to vomit on a pounced or constricted Survivor. -A Survivor on a ladder is completely helpless against the Boomer. -Avoid thin walls. ****** *Tank* ****** -Act fast when controlling the Tank! Dawdle too long and someone else will take over! -When someone else controls the Tank, make an attempt to use the Tank as a distraction for a sneak attack (or try to help out the Tank in any way possible). -If the Survivors are far away, chuck a rock at them (the Tank can look around and aim at a different area while throwing, but cannot actually move). -Avoid the open, and avoid fire! -Feel free to toss cars. --------------------- 4.5 >Supply & Demand< --------------------- In a zombie-infested world, the Survivors must make good use of every peice of supply they encounter. -Upon seeing any items, pick them up. Keep track of how many Grenades, Health Kits, and Pills every Survivor has in hand. -Does someone need Pills, and are there any extra Pills lying about? Feel free to give some Pills to the needy, and then take the spare Pills on the ground. -Does everyone have Pills, but there are still extra cases of Pills? Use them and take an extra pack. -See an extra Health Kit? Use it on the most injured Survivor (even if the Survivor isn't too badly hurt), or save it in case of a bigger emergency. -Take a look at the spare item and use the "Look!" voice command in order to tell the others that there's an item here. This also applies to Ammo and Weapons. ------------------------ 4.6 >Environmental Tips< ------------------------ The world of zombies is a hostile place. However, there are some parts of the world that the Survivors can use to their advantage. -Close any Doors upon passing through or by them. This will slow down any Infected trying to pursue the Survivors. -Shoot through Doors to create a hole in them, allowing the Survivors to open fire on the Infected (don't damage the Door too much though, it can break). -Corners are effective places to hide during a Panic or Crescendo Event. -During Panic or Crescendo Events, Survivors can use choke points to gain the advantage against Infected. Choke points include narrow hallways, rooms with a single entrance, or high areas with only one place to get to there. Beware of Smokers! -ALWAYS stay away from Alarm Cars. -When going through a part in the campaign where the Survivors cannot go back to (like a hole), make sure everyone passes through safely. Don't go through such a passage alone either. ------------------- 4.7 >Survival Tips< ------------------- In Survival mode, the rules change quite drastically. Even though the Survivors WILL get killed by the massing Infected, it is still important to live as long as possible. -Take plenty of time to decide where to stay and plant traps (Gas Cans, Propane Tanks, etc). -Shotguns and Hunting Rifles are usually the better Weapons, due to their higher carrying capacities (unless the area to stand has an Ammo Pile). -If there is an Ammo Pile nearby, use Assault Rifles. -Use Pistols against Common Infected, and use Primary Weapons versus Special Infected and Tanks. -Fire is a precious asset against Tanks. -If a Tank is absent, staying in one place is an effective tactic. -When a Tank arrives, try to displace and scramble! Auto Shotguns work wonders against Tanks. -Hunting Rifles also can deal loads of damage against Tanks from a distance. -In Versus and Survival, the Survivors can only shove so much until they get tired (in this case, they'll have to wait a second before shoving again). =================== 5.0 >And the Rest!< =================== All of this will cover up the rest of the guide. =========== 5.1 >F.A.Q< =========== Q: Where else can I get Left 4 Dead tips? A: Left 4 Dead Wiki is an excellent place to get information. Q: I only want to get a certain part of this guide! What can I do? A: Select what's necessary and then right click and click on copy (or select and then press control C). Then go to some other word document, right click, and paste (or press control V). Print away! Q: I want to contribute to this guide by writing some information for it! A: Go right ahead. E-mail me at Boocatcher5@hotmail.com. Be free to e-mail me some more questions. Rules for it are explained below. ================= 5.2 >Email Guide< ================= Here are some ground rules for making e-mails. 1. Spam is stupid. Never EVER write that kind of stuff. 2. Spell correctly with good grammar. 3. Don’t ask something that’s already inside this guide. 4. Try to make your strategy neat, because I will directly take your strategy from your E-mail. Also, pressing enter at the end of each line would help. 5. Don’t forget about the subject (Left 4 Dead)! Then I will know what the topic is about. 6. Don't ever try to contact me through a messenger program. Ever. 7. If there's an error or a vital note for the guide missing, please inform me of it immediatley. 8. If you're going to criticize my guide, please leave some constructive criticism, instead of a death threat (if you leave a death threat, I will block you). Just give me these things if you want to contact me about the guide. 1. Strategies on incomplete stuff. 2. Expansions on current walkthroughs. 3. Additional FAQs. 4. Other stuff to make this guide interesting. ------------------ 5.3 >Website List< ------------------ This is a list of the Websites that this guide is available to: -GameFAQs. -GameSpot. -Neoseeker. -Cheat Happens. -Super Cheats. ============= 5.4 >Credits< ============= -Me, the Author. -Left 4 Dead Wiki for giving me vital information on the game. -Valve for the game itself. -GameFAQs for uploading this guide. ---------------------- 5.5 >Legal Disclaimer< ---------------------- Copyright 2009 Brett Sim This may be not rewritten under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without permission before so. Use of this guide on any other web site or as a part of any public display is strictly, indisputably prohibited, and a violation of copyright. Failure to comply with the above terms can result in a lawsuit. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to get some information from this guide, they must be confirmed and chosen by the author, Raining Metal. If you do not agree with the terms here, you should not use this guide any further. Thank You.