Left 4 Dead 2 FAQ/Walkthrough


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 Left 4 Dead 2 FAQ/Walkthrough
 For the PC
 By Raining Metal
 Version 0.98
 
 ===================
 >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
 2.13 Glossary
 2.14 Types of Players
 
 3.00 Campaign/Survival Walkthrough
 3.10 Dead Center
 3.11 The Hotel
 3.12 The Streets
 3.13 The Mall
 3.14 The Atrium Finale
 -------------------------------------------------------------------------------
 3.20 Dark Carnival
 3.21 The Highway
 3.22 The Fairgrounds
 3.23 The Coaster
 3.24 The Barns
 3.25 The Concert
 -------------------------------------------------------------------------------
 3.30 Swamp Fever
 3.31 Plank Country
 3.32 The Swamp
 3.33 The Shantytown
 3.34 The Plantation
 -------------------------------------------------------------------------------
 3.40 Hard Rain
 3.41 The Milltown
 3.42 The Sugar Mill
 3.43 Mill Escape
 3.44 Return to Town
 3.45 Town Escape
 -------------------------------------------------------------------------------
 3.50 The Parish
 3.51 The Waterfront
 3.52 The Park
 3.53 The Cemetery
 3.54 The Quarter
 3.55 The Bridge
 
 4.00 More Tips
 4.01 General Tips
 4.02 Working Together
 4.03 Versus Tips
 4.04 Against Infected
 4.05 As Infected
 4.06 Supply & Demand
 4.07 Environmental Tips
 4.08 Survival Tips
 4.09 Scavenge Tips
 4.10 Achievement Tips
 
 5.1 And The Rest!
 5.1 F.A.Q
 5.2 Email Guide
 5.3 Website List
 5.4 Credits
 5.5 Legal Disclaimer
 
 To search for the section wanted in this Guide, Highlight the Number beside the
 subject (Such as 3.3) and press Ctrl + C, then F, and then V. This will
 activate a finding system to look for the text put in (in this case, a number
 with a decimal) and simply click “Next”.
 
 ==================
 1.0 >Introduction<
 ==================
 Yeah! That's right! RainingMetal pre-ordered and had his head start on Left 4
 Dead 2! Released a mere year after the previous installment, the Left 4 Dead
 series revolves around zombie-killing and escape. This time, the game all goes
 down south...
 
 ---------------------
 1.1 >Version History<
 ---------------------
 
 Version 0.98
 
 Added more info on map-specific Survival tips.
 
 -------------------------------------------------------------------------------
 
 Version 0.97
 
 Added new ASCII art to the title. Added the Achievement tips.
 
 -------------------------------------------------------------------------------
 
 Version 0.96
 
 Added the One-Way Passage article in the Environment section, and added notices
 regarding One-Way Passages and Crescendo Events throughout the walkthrough.
 Added GameRevolution to the website list. Added a strategy on Scavenge by Teh
 Thief.
 
 -------------------------------------------------------------------------------
 
 Version 0.95
 
 Initial release. Could use a bit more information on map-specific Survival and
 Scavenge tips.
 
 =============
 2.00 >Basics<
 =============
 This section will provide the basics to Left 4 Dead.
 
 ---------------
 2.01 >Controls<
 ---------------
 These are the controls for the PC version of Left 4 Dead. Note that the
 controls can be changed via the options menu.
 
 Both Sides
 Mouse: Look around.
 W: Move Forward.
 A: Move Left.
 S: Move Backward.
 D: Move Right.
 Space Bar: Jump.
 Ctrl: Crouch (hold).
 Shift: Walk (hold).
 C: Voice Chat.
 U: Type Team Only Message.
 Y: Type Public Message.
 T: Spray logo.
 M: Select Team (Versus Mode only).
 H: See Server info.
 Tab: Scoreboard/Status Screen.
 Esc: Main Menu.
 F1: Vote Yes.
 F2: Vote No.
 F5: Screen Capture
 
 Survivor
 Left Click: Fire Weapon/Throw Grenade/Use Item.
 Right Click: Shove Attack/Heal Other/Give to Other.
 Middle Click: Scope.
 1: Select Primary Weapon.
 2: Select Secondary Weapon.
 3: Select Grenade.
 4: Select Pack.
 5: Select Consumable.
 R: Reload.
 E: Use.
 Q: Select previous Item.
 F: Turn on/off Flashlight.
 Z and X: Voice Commands.
 
 Infected
 Left Click: Infected Ability.
 Right Click: Melee Attack/Throw Rock.
 E: Move to Survivor position (spawning mode only).
 
 Screenshots can be found under C:/Program Files/Steam/steamapps/common/
 left 4 dead2/left4dead2/screenshots.
 
 -----------------------
 2.02 >Heads Up Display<
 -----------------------
 This is a brief description of the Heads Up Display, which is visible
 throughout the escape of the Survivors.
 
 The following are displayed in the HUD throughout the game (besides the
 givens, such as current Weapon and crosshairs):
 -Direction of where any damage taken came from (red lines appearing in the
 middle of the screen)
 -Occasionally a bit of blood
 -Tutorial Notes (will appear from time to time)
 
 The following are displayed in the HUD for Survivors :
 
 -Player's Current & Temporary Health (bottom-right)
 -Teammates' Current & Temporary Health (bottom-left to bottom)
 -Player's Inventory & Ammunition (right)
 -Teammates' Inventory (next to Teammates' Current & Temporary Health)
 -Who protected/saved who recently (left)
 -What Special Infected was killed recently (left)
 -Time endured (top, Survival only)
 -Record Time/Goal Time (top, Survival only)
 -Special Notes (will appear from time to time)
 
 The following are displayed in the HUD for Infected (the Infected view the
 world in a distorted, coloured vision):
 
 -Player's Current Health (bottom-right)
 -Teammates' Current Health (bottom-left to bottom)
 -Ability status meter (bottom-left)
 -Type of Infected currently playing as (bottom-left)
 -Teammates' status meter (bottom-left to bottom)
 
 All of the Survivors start out with 100 Health points. Should they run out of
 Health points, permanent or temporary, they will become Incapacitated, and will
 need help getting back on their feet. Should they get Incapacitated a second
 time, they will die the next time they run out of Health without having a
 Health Kit applied to them. It is impossible to get back to 100 HP after being
 hit once. When a Survivor's Health drops below 40 HP, their speed will
 decrease. A Survivor clinging onto 1 HP will be VERY slow.
 
 All Survivors can be seen through walls, as they will be shown as a blue
 silhouette. Any Survivor who is under attack by a Special Infected (being
 pounced on, got puked on by a Boomer, got incapacitated, etc.) will have an
 orange outline, or will have an orange silhouette. This also applies to
 Survivors trapped in Rescue Closets. Enemies covered in vomit will have a
 purple outline.
 
 The Infected can see how heavily damaged each Survivor is, by identifying the
 colour of their outline (Green, Yellow, or Red). They can also see the
 Survivors' silhouettes as well as their fellow special Infected (save for the
 Witch).
 
 --------------------
 2.03 >The Survivors<
 --------------------
 There are four playable Survivors in Left 4 Dead 2. Presumably immune, they
 must travel across hazardous lands in order to escape from the calamity that is
 the Infection.
 
 ******
 *Nick*
 ******
 
 Appearance: Short brown hair, a bit of jewelry, green eyes.
 Attire: White suit.
 Preferred Weapons: Submachine Guns, Assault Rifles.
 Subtitle Colour: Blue.
 Former Occupation: Gambler, Conman.
 Likes: Money, bling, candy, billiards.
 Dislikes: His ex-wife, people who suck at shooting, peanuts, roller coasters,
 Ellis, Francis.
 
 He thought he would make a quick stop at the casinos in the riverboats, but
 since the Infection came along, Nick will have to stay down south a bit longer
 than he planned.
 
 *******
 *Ellis*
 *******
 
 Appearance: Brown eyes, brown hair, short.
 Attire: T-Shirt, baseball cap.
 Preferred Weapons: Hunting Rifles, Sniper Rifles.
 Subtitle Colour: White.
 Former Occupation: Mechanic.
 Likes: Horses, cars, Jimmy Gibbs Jr, The Midnight Riders.
 Dislikes: Special Infected, Nick.
 
 Ellis, the optimistic vehicle mechanic, doesn't fear the Infection all that
 much. He's pretty sure he's indestructible, he enjoys the simple pleasures in
 life, and he might even enjoy fighting the Infected, one by one.
 
 **********
 *Rochelle*
 **********
 
 Appearance: Black, short hair, brown eyes.
 Attire: T-Shirt.
 Preferred Weapons: Submachine Guns, Assault Rifles.
 Subtitle Colour: Pink.
 Former Occupation: News Reporter.
 Likes: Socializing, discovery.
 Dislikes: Being stuck in the middle of things, popularity contests.
 
 An unpopular news reporter from Cleveland, Rochelle was supposed to get some
 information out of Savannah after a promotion. But, like everyone else, she got
 stranded in the midst. She won't simply stay there though!
 
 *******
 *Coach*
 *******
 
 Appearance: Black, bald, chubby.
 Attire: Short-sleeved shirt.
 Preferred Weapons: Pump Shotguns, Auto Shotguns.
 Subtitle Colour: Purple.
 Former Occupation: Teacher.
 Likes: Chocolate, the Bible, The Midnight Riders, Jimmy Gibbs Jr.
 Dislikes: Witches, stairs.
 
 Coach used to be a teacher (first in football, then in health), but now it
 seems that the Infection will teach him a few more things. He's ready to take
 on the hordes of Infected, if it means to restore the simple life.
 
 -------------------
 2.04 >The Infected<
 -------------------
 This is the main antagonist of the game: The Infected. Along with the
 predictable and numerous Common Infected, there is a bunch of more mutated and,
 hence, much more dangerous variations. Special Infected often appear throughout
 the levels, and will always try to attack the Survivors on sight. Most of them
 can take down a lonely Survivor without resistance. Boss Infected are even
 rarer than the Special Infected, as they often have the strength to kill off,
 or at least Incapacitate a careless Survivor without much difficulty. Expect a
 Boss Infected to be up ahead when there are few Common Infected around...
 
 **************
 *The Infected*
 **************
 
 Type: Common Infected.
 Appearance: Normal-looking, save for blank eyes and pale skin.
 Abilities: Claw, Climb.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard.
 Sounds Emitted: Generic grunting, generic shouting.
 
 The Common Infected is a typical zombie character. They aren't very strong, but
 in numbers, they are very difficult to get through without any firepower. They
 often attack by simply charging at the Survivors head-on, but sometimes they
 are simply wandering around certain areas of the map. Take advantage of this
 and kill the idle ones with Pistols to conserve ammo. Numerous things attract
 hordes of Infected (known as simply Hordes), such as Car Alarms, noises, and
 the Boomer's Vomit. They do more damage to the front than to the back.
 
 *****************
 *Hazmat Infected*
 *****************
 
 Type: Common Infected.
 Appearance: In yellow/green hazard suits.
 Abilities: Claw, Climb, Immunity to fire.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard. 
 Sounds Emitted: Generic grunting, generic shouting.
 
 Hazmat Infected aren't too different from regular Infected, save for being
 impervious to flames of any sort. Don't waste Moltovs, Gas Cans, and the like
 on these enemies and simply shoot or smash them. Some Hazmat Infected drop Bile
 Bombs that the Survivors can use.
 
 ****************
 *Clown Infected*
 ****************
 
 Type: Common Infected.
 Appearance: Clown makeup, striped pants.
 Abilities: Claw, Climb, Attract Infected.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard.
 Sounds Emitted: Generic grunting, generic shouting, squeaky noises.
 
 Clown Infected can be quite a nusiance when there are other Common Infected
 around, since their squeaky shoes attract them (and spawn a few more) whenever
 they see a Survivor. Take them out quickly before they can fill the area to the
 brim with Infected! Their noses can be honked by shoving them in the face.
 
 *********
 *Mud Men*
 *********
 
 Type: Common Infected.
 Appearance: Covered in mud, crawls on all fours.
 Abilities: Claw, Climb, Swim, Mud Smear.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard.
 Sounds Emitted: Generic grunting, generic shouting.
 
 Some people like swamps, but not nearly as much as Mud Men. Mud Men are more
 agile than the regular Infected, and are rather fast in the water. When they
 attack Survivors, they smear mud on the Survivors' faces, obscuring vision.
 
 ******************************
 *Construction Worker Infected*
 ******************************
 
 Type: Common Infected.
 Appearance: Construction uniforms and hats.
 Abilities: Claw, Climb, Ignore Pipe Bombs, Resistance to Melee weapons and
 Headshots.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard.
 Sounds Emitted: Generic grunting, generic shouting.
 
 Thanks to their equipment, Construction Worker Infected can ignore Pipe Bombs,
 and can take a beating against Melee weapons and Headshots. Nobody really talks
 about them that much...
 
 ***************
 *Riot Infected*
 ***************
 
 Type: Common Infected.
 Appearance: Riot gear.
 Abilities: Claw, Climb, Immunity to damage to the front.
 Health: 30/50/90.
 Anticipate them: When a Panic/Crescendo Event has been triggered, when they
 notice any Survivors, when someone has been vomited on by a Boomer, when the
 Horde chime is heard.
 Sounds Emitted: Generic grunting, generic shouting.
 
 For some reason, the Survivors don't use the vests used by the Riot Infected
 when finished. Riot Infected are fully armoured in the front, forcing Survivors
 to shove them in order to spin them around. Their weak portions are at the
 rear. Riot Infected sometimes drop Tonfas.
 
 **************************
 *Fallen Survivor Infected*
 **************************
 
 Type: Common Infected.
 Appearance: Ammo belts, helmet.
 Abilities: Claw, Climb, Explode.
 Health: 30/50/90.
 Anticipate them: When somebody activated cheats in the game.
 Sounds Emitted: Generic grunting, generic shouting.
 
 A cut Infected, Fallen Survivors will explode in a gulf of fire when killed.
 Maybe they'll return in an upcoming update...
 
 *****************
 *Zombie Gibbs Jr*
 *****************
 
 Type: Common Infected.
 Appearance: Racecar Uniform.
 Abilities: Claw, Climb, Oil Smear, Immunity to fire.
 Health: 1000.
 Anticipate him: At the Atrium near his car.
 Sounds Emitted: Generic grunting, generic shouting.
 
 Poor Jimmy Gibbs. He might be stumbling in the Atrium if the Survivors are
 lucky (or unlucky) enough to meet him in person.
 
 ********
 *Hunter*
 ********
 
 Type: Special Infected.
 Appearance: Wears a damaged hoodie. Sometimes crawls on all fours.
 Abilities: Pounce, Claw.
 Health: 250.
 Anticipate him: When there's a zombie that's jumping far in the sky, when the
 Hunter chime is heard.
 Sounds Emitted: Growling, high-pitched screams (when attacking).
 
 Hunters are extremely dangerous to any lonely Survivor. They jump and pounce on
 their prey, and when they get on top of a Survivor, he will claw the Survivor
 to death until the Hunter is pryed off of the Survivor, the Hunter is killed,
 or the Survivor is killed. Be sure to stick around with a buddy upon locating a
 Hunter!
 
 ********
 *Smoker*
 ********
 
 Type: Special Infected.
 Appearance: Tall, has a few rather long tongues. Has green spores surrounding
 him.
 Abilities: Tongue drag, Claw.
 Health: 250.
 Anticipate him: When there are green spores in the distance, when the Smoker
 chime is heard.
 Sounds Emitted: Coughing, hacking, Smeagol-esque screams (when attacking, AI
 only).
 
 The Smoker is the only Infected (save for the Tank) that can attack the
 Survivors from a distance. The Smoker drags his victims towards him until the
 victim is stuck, or the victim is close enough to the Smoker for him to whack
 him or her to death. When trying to stick together, put the Smoker on the top
 of the "Must kill" list. Upon dying, the Smoker leaves behind a green cloud
 that impairs vision and speech for the Survivors when near it.
 
 ********
 *Boomer*
 ********
 
 Type: Special Infected.
 Appearance: Fat. Really fat.
 Abilities: Vomit, Claw, Explode.
 Health: 50.
 Anticipate him: When his/her fat belly is spotted, when the Boomer chime is
 heard.
 Sounds Emitted: Obese grunts.
 
 One of the first special Infected ever conceived by the guys at Valve, the
 Boomer doesn't have many direct attacks. However, his/her Vomit attracts the
 Horde when put on a Survivor, so try to stay away from them. When killed,
 his/her belly explodes, covering any Survivor nearby with Vomit. He/she
 doesn't pop when pushed away, so take advantage of this.
 
 *********
 *Charger*
 *********
 
 Type: Special Infected.
 Appearance: Huge, has one bulky arm.
 Abilities: Charge, Claw.
 Health: 600.
 Anticipate them: When there's a fast-moving big zombie running around, when a
 wall has been smashed.
 Sounds Emitted: Grumbles, Shouts.
 
 Chargers, like Hunters, are devastating to lonely Survivors. When they are
 about to charge, try to run out of the way before he can grab anyone. When
 charging, they can only run in a straight direction. They can deal lots of
 damage to their targets, so eliminate them quickly.
 
 *********
 *Spitter*
 *********
 
 Type: Special Infected.
 Appearance: Tall and lanky, has spit coming out of her mouth.
 Abilities: Spit, Claw.
 Health: 100.
 Anticipate them: When there's drool coming out of an Infected's mouth, when she
 spits.
 Sounds Emitted: High-pitched squeals and shouts.
 
 Due to the excessive corner-camping of Survivors, some Infected got jealous and
 took the Spitter course (okay, maybe it didn't happen THAT way). Spitters are
 basically the Molotov Cocktail for Infected. The acidic pools that emit from
 their spits become rather large, and are extremely devastating. Spitters don't
 usually make much sounds, which makes them even more dangerous. They take a bit
 of time in order to be able to spit again, and they will release a small pool
 of spit when they die.
 
 ********
 *Jockey*
 ********
 
 Type: Special Infected.
 Appearance: Hunched.
 Abilities: Latch, Claw.
 Health: 325.
 Anticipate them: When there's a midget Infected spotted.
 Sounds Emitted: Abnoxious laughs.
 
 Jockeys are also  much like Hunters. However, Jockeys do less damage over time,
 but can move their targets to certain places, like towards Spitter pools,
 Witches, Boomers (anything that comes to the Jockey's imagination). Survivors
 latched to Jockeys can resist such movement, but it's rather difficult.
 
 ******
 *Tank*
 ******
 
 Type: Boss Infected.
 Appearance: Huge, muscular. Walks on all fours.
 Abilities: Claw, Rock Throw.
 Health: 3000-8000.
 Anticipate him: When the Tank's theme is heard, when there are hardly any
 Common Infected around.
 Sounds Emitted: Deep grunts and snarls. Hulking shouts.
 
 The Tank is one of the two Boss Infected, and he's very powerful! Along with
 being able to knock away Survivors with his fists, he can also throw Rocks at
 far away Survivors. The Tank can also knock cars and other similar objects out
 of his way, or towards Survivors. To defeat him, the Survivors must concentrate
 fire on him.
 
 *******
 *Witch*
 *******
 
 Type: Boss Infected.
 Appearance: Female, wears barely any clothing, pale.
 Abilities: Claw.
 Health: 500-1000.
 Anticipate her: When the Witch's theme is heard, when there are hardly any
 Common Infected around.
 Sounds Emitted: Cries, growls, shouts, screams.
 
 The other Boss Infected. The Witch, unlike most other Infected, is only
 aggressive when she is startled. She is initially set at one spot, crying. The
 best way to get past a Witch is to sneak past her. The Witch will get startled
 by Flashlights, people who get too close to her, or by being shot or lit on
 fire. If anyone gets too close to her, she'll get more and more angry (listen
 to her voice to hear how angry she is). If she's left alone long enough, she'll
 begin to cry again.
 
 If the Witch is startled, she'll go after whoever startled her (this will be
 notified on the HUD immediately). If the Witch manages to reach her startler,
 the startler will get Incapacitated. Upon startling the Witch (hopefully not on
 purpose), shoot her!
 
 Witches act differently in certain times of the day. During the night, she just
 sits idly until startled. During the day, she slowly walks and wanders around.
 
 -------------------
 2.05 >The Director<
 -------------------
 The Director is a special sort of AI that determines where certain items appear
 throughout the levels (most importantly, Health Kits and Pain Pills). The
 Director is known to be easy-going on Easy, but ruthless and sadistic on
 Expert. The Director also coordinates when the Horde attacks, depending on how
 the Survivors are doing. The Director also controls the music in the game. The
 Director can also change the pathways in various levels. They still lead to the
 same areas though.
 
 ----------------------
 2.06 >Weapons & Items<
 ----------------------
 These are the Weapons and items that will be needed in order to escape the
 dangers of the Infected. Included amongst all of these are the Flashlight and
 Melee attacks. The Flashlight can be used to see in the dark, and the Melee
 attack can be used to shove away Infected.
 
 Recoil affects every weapon, and firing consistently will increase the amount
 of recoil, thus decreasing the accuracy of the weapon. Moving around also
 increases recoil. To decrease recoil, crouch and stay still while firing in
 controlled bursts.
 
 When reloading, the clip goes down to 0, but the capacity will increase by how
 many bullets there were in the previous clip. In short, this does not waste
 away any clips, but when reloading, the Survivor must finish reloading in order
 to fire again.
 
 ********************
 *Uzi Submachine Gun*
 ********************
 
 Clip Size: 50.
 Carrying Capacity: 650.
 Power per shot: 20.
 Rate of Fire: Automatic.
 Range: Medium.
 Recoil: Medium.
 Reload Speed: Medium.
 Type: Primary Weapon (1st Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys.
 
 The Uzi is a very balanced Weapon. It's pratically useful against most
 Infected, and is effective at any range. It runs out of ammo quickly though.
 
 ********************************
 *MAC-10 Silenced Submachine Gun*
 ********************************
 
 Clip Size: 50.
 Carrying Capacity: 650.
 Power per shot: 25.
 Rate of Fire: Automatic.
 Range: Medium.
 Recoil: Medium.
 Reload Speed: Medium.
 Type: Primary Weapon (1st Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys.
 
 The MAC-10 is more powerful, albeit less accurate than the Uzi. There's little
 difference between the two SMGs otherwise.
 
 *****************
 *M3 Pump Shotgun*
 *****************
 
 Clip Size: 8.
 Carrying Capacity: 56.
 Power per shot: 25-250.
 Rate of Fire: Pump.
 Range: Short.
 Recoil: Low.
 Reload Speed: Fast to Slow.
 Type: Primary Weapon (1st Tier).
 Best paired up with: P220 & Glock, Magnum .50.
 Best used on: Hunters, Boomers, Witches, Chargers.
 
 The Pump Shotgun, much like all other Shotguns in various games, is deadly up
 close, but weak at long range. The Pump Shotgun is effective at slaying Hordes
 up close, and can also be used to kill off Hunters after knocking them back.
 Shotguns, including the Pump Shotgun, are capable of killing the Witch in one
 hit (see Tips Against Infected).
 
 **************************
 *Remington Chrome Shotgun*
 **************************
 
 Clip Size: 8.
 Carrying Capacity: 56.
 Power per shot: 25-248.
 Rate of Fire: Pump.
 Range: Medium.
 Recoil: Low.
 Reload Speed: Fast to Slow.
 Type: Primary Weapon (1st Tier).
 Best paired up with: P220 & Glock, Magnum .50.
 Best used on: Hunters, Boomers, Witches, Chargers.
 
 The Chrome Shotgun has less spread in its shots than the Pump Shotgun, making
 it more effective at slightly longer ranges. Shotguns, including the Chrome
 Shotgun, are capable of killing the Witch in one hit (see Tips Against
 Infected).
 
 *********************
 *Ruger Hunting Rifle*
 *********************
 
 Clip Size: 15.
 Carrying Capacity: 150.
 Power per shot: 90.
 Rate of Fire: Semi.
 Range: Long.
 Recoil: High.
 Reload Speed: Slow.
 Type: Primary Weapon (1st Tier).
 Best paired up with: Melee Weapons.
 Best used on: Smokers, Boomers, Tanks, Spitters.
 
 The Hunting Rifle is a powerful sniper rifle, making it very dangerous against
 Smokers and Tanks (in fact, it's good against all special Infected). It's also
 good for getting headshots. Contrary to popular belief, it's not capable of
 killing Witches in one hit (but it does good damage against the Witch
 nonetheless). The Hunting Rifle is extremely inaccurate when on the move, but
 any shot fired when standing still is a guaranteed hit. It is also capable of
 killing Common Infected in a single hit. Its bullets can also penetrate through
 multiple Common Infected.
 
 *******************
 *M16 Assault Rifle*
 *******************
 
 Clip Size: 50.
 Carrying Capacity: 360.
 Power per shot: 33.
 Rate of Fire: Automatic.
 Range: Medium.
 Recoil: Medium.
 Reload Speed: Medium.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys.
 
 The Assault Rifle a straight upgrade from the Submachine Gun in almost every
 category (except Ammunition). A few shots from the Assault Rifle is enough to
 kill off a single Common Infected. It's very effective against Hunters,
 Smokers, and Boomers. Just be sure not to run out of ammo!
 
 *********************
 *AK-47 Assault Rifle*
 *********************
 
 Clip Size: 40.
 Carrying Capacity: 360.
 Power per shot: 58.
 Rate of Fire: Automatic.
 Range: Long.
 Recoil: High.
 Reload Speed: Medium.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys.
 
 The AK-47 is accurate, but suffers more to recoil when moving. Much like the
 Hunting Rifle, the AK-47 is best used when stationary.
 
 *********************
 *SCAR-L Combat Rifle*
 *********************
 
 Clip Size: 60.
 Carrying Capacity: 360.
 Power per shot: 44.
 Rate of Fire: Burst.
 Range: Long.
 Recoil: Low.
 Reload Speed: Long.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hunters, Smokers, Boomers, Spitters, Jockeys.
 
 The Combat Rifle fires in bursts of 3 shots, although it's not necessary to
 keep pressing the trigger to keep firing. Like the AK-47, it's more effective
 at longer ranges, although it doesn't get as affected by accuracy as much. It
 takes quite a while to reload.
 
 *********************
 *M4 Tactical Shotgun*
 *********************
 
 Clip Size: 10.
 Carrying Capacity: 90.
 Power per shot: 30-253.
 Rate of Fire: Semi.
 Range: Short.
 Recoil: Medium.
 Reload Speed: Fast to Slow.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: P220 & Glock, Magnum .50.
 Best used on: Hunters, Boomers, Witches, Tanks, Chargers.
 
 Like the Assault Rifle, the Auto Shotgun is a straight upgrade from the Pump
 and Chrome Shotguns. Not only does it have two extra shells in its clip, but it
 can fire must faster! It also has a higher carrying capacity than the Pump and
 Chrome Shotguns It's especially deadly against Tanks. Shotguns, including the
 Tactical Shotgun, are capable of killing the Witch in one hit (see Tips Against
 Infected).
 
 ************************
 *SPAS-12 Combat Shotgun*
 ************************
 
 Clip Size: 10.
 Carrying Capacity: 90.
 Power per shot: 28-252.
 Rate of Fire: Semi.
 Range: Medium.
 Recoil: Medium.
 Reload Speed: Fast to Slow.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: P220 & Glock, Magnum .50.
 Best used on: Hunters, Boomers, Witches, Tanks, Chargers.
 
 The SPAS-12 is equally as deadly as the M4, as well as being more accurate in
 exchange for reduced pellets per shot. Shotguns, including the Combat Shotgun,
 are capable of killing the Witch in one hit (see Tips Against Infected).
 
 *****************
 *G3 Sniper Rifle*
 *****************
 
 Clip Size: 30.
 Carrying Capacity: 180.
 Power per shot: 90.
 Rate of Fire: Semi.
 Range: Long.
 Recoil: High.
 Reload Speed: Very Slow.
 Type: Primary Weapon (2nd Tier).
 Best paired up with: Melee Weapons.
 Best used on: Smokers, Boomers, Tanks, Spitters.
 
 The G3 is superior to the Ruger Rifle in almost every way. It's insanely deadly
 against almost any Infected at long ranges. It's also respectably accurate when
 on the move too.
 
 **********************
 *M79 Grenade Launcher*
 **********************
 
 Clip Size: 1.
 Carrying Capacity: 30.
 Power per shot: 400.
 Rate of Fire: Single.
 Range: Long.
 Recoil: N/A.
 Reload Speed: Slow.
 Type: Primary Weapon (Special Tier).
 Best paired up with: Any Secondary Weapon.
 Best used on: Hordes, Tanks, Chargers.
 
 Grenade Launchers are insanely powerful against crowds and big targets.
 Although they can't stumble Tanks, they can do lots of damage against them.
 Beware of friendly fire; a Grenade is capable of cutting a healthy Survivor's
 stamina in half! Grenades for Grenade Launchers cannot be found in Ammo Caches.
 
 **********************
 *P220 & Glock Pistols*
 **********************
 
 Clip Size: 15/30.
 Carrying Capacity: Infinite.
 Power per shot: 36.
 Rate of Fire: Semi.
 Range: Medium.
 Recoil: Low.
 Reload Speed: Fast/Medium.
 Type: Secondary Weapon.
 Best paired up with: Any Primary Weapon.
 Best used on: Various.
 
 The P220 & Glock Pistols are essentially the same pistol. The Pistol never runs
 out of ammo, and, if another Pistol (of either kind) is found, these Weapons
 can be dual-wielded. If a Melee weapon-wielding Survivor is incapacitated,
 he/she will use a single Pistol instead.
 
 *******************
 *Magnum .50 Pistol*
 *******************
 
 Clip Size: 8.
 Carrying Capacity: Infinite.
 Power per shot: 80.
 Rate of Fire: Semi.
 Range: Long.
 Recoil: High.
 Reload Speed: Medium.
 Type: Secondary Weapon.
 Best paired up with: Pump Shotguns, Auto Shotguns.
 Best used on: Smokers, Spitters, Boomers.
 
 The Magnum Pistol cannot be dual-wielded due to its immense recoil and
 strength. It packs enough of a punch on its own, as it can kill Common Infected
 in one hit (most of the time).
 
 *****
 *Axe*
 *****
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Melee weapons are very effective against crowds (maybe even legions) of
 Infected. Just swing away and watch the Infected perish! Keep in mind that hits
 from Melee weapons can also hurt teammates. The Axe, other than the pre-order
 exclusive Baseball Bat, might be the most common Melee weapon in the game.
 
 **************
 *Baseball Bat*
 **************
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Those who pre-ordered Left 4 Dead 2 will be able to use the Baseball Bat. Those
 who didn't can still use this weapon if they are playing with someone who did.
 
 *************
 *Cricket Bat*
 *************
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 What kind of an American neighbourhood plays Cricket? Common in Dead Center and
 Swamp Fever.
 
 *********
 *Crowbar*
 *********
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Those who want to become badass physicists can use the Crowbar. Common in Dead
 Center and Hard Rain.
 
 *****************
 *Electric Guitar*
 *****************
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Real Guitar Heroes smash their insturments on Zombies! Common in Dead Center,
 Dark Carnival, and The Parish.
 
 ************
 *Frying Pan*
 ************
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 A comedy tool, equally as effective as a Zombie killing utility. Common in
 Swamp Fever and The Parish.
 
 ********
 *Katana*
 ********
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Likely the most popular Melee weapon in the game! Common in Dead Center, Dark
 Carnival, and Hard Rain.
 
 *********
 *Machete*
 *********
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 The Machete can cut through Infected just as easily as it does to plants.
 Common in Swamp Fever and The Parish.
 
 *************
 *Tonfa Baton*
 *************
 
 Clip Size: N/A.
 Carrying Capacity: N/A.
 Power per shot: 500.
 Rate of Fire: Swing.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected.
 
 Riot Infected often drop these weapons, but they can also be found elsewhere.
 Common in The Parish.
 
 ****************
 *STiHL Chainsaw*
 ****************
 
 Clip Size: 100 cells.
 Carrying Capacity: 
 Power per shot: 100.
 Rate of Fire: Automatic.
 Range: Melee.
 Recoil: N/A.
 Reload Speed: N/A.
 Type: Secondary Weapon.
 Best paired up with: Hunting Rifles, Sniper Rifles.
 Best used on: Common Infected, Witches.
 
 The Chainsaw stands among the rest of the Melee weapons, as it doesn't require
 one to keep swinging to deal damage! It's very effective in certain Crescendo
 Events, and against Witches! The Chainsaw requires to be revved up in order to
 be used, which takes a few seconds. If the Chainsaw runs out of power, it will
 automatically be replaced by a P220 Pistol.
 
 ***********
 *Pipe Bomb*
 ***********
 
 Explosion Type: Explosive.
 Type: Grenade.
 Best used on: Hordes.
 
 Having trouble with meddling zombies? The Pipe Bomb is the solution! Throw a
 Pipe Bomb at a vacant location, and the stupid zombies will be attracted to its
 pretty light! Then get ready to witness a spectacular explosion of satisfaction
 and gore! Disclaimer: The Pipe Bomb does not attract Special Infected, and the
 makers of Pipe Bombs do not claim responsibility for this quirk.
 
 ******************
 *Molotov Cocktail*
 ******************
 
 Explosion Type: Fire.
 Type: Grenade.
 Best used on: Boss Infected.
 
 The Molotov Grenade instantly explodes when the bottle hits something, so try
 to throw it at something hostile. It's very effective against the Tanks (it
 makes killing Tanks easier!), and it's also useful for slowing down a Witch,
 should the need to get her out of the way arise. Try not to light a Hunter on
 fire though, searing hands can hurt! The fire caused by the Molotov can also
 damage Survivors as well, so take care when using these cocktails!
 
 ***********
 *Bile Bomb*
 ***********
 
 Explosion Type: Bile.
 Type: Grenade.
 Best used on: Special Infected, Boss Infected.
 
 Bile Bombs summon a Horde to attack its target, or attracts Common Infected
 towards that area. Effective during Finales.
 
 ************
 *Health Kit*
 ************
 
 Type: Pack.
 Left Click to: Heal self.
 Right Click to: Heal a teammate.
 
 The Health Kit is capable of healing Survivors. It takes five seconds to heal,
 so use it when there are no hostile zombies around. The Health Kit restores 80%
 of one's lost health, so use it wisely.
 
 ***********
 *Ammo Pack*
 ***********
 
 Type: Pack.
 Left Click to: Deploy Pack.
 Right Click to: N/A.
 
 Ammo Packs come in two varieties: Incendiary and Explosive. When receiving Ammo
 from these boxes, the Survivor's Primary Weapon will receive its respective
 Ammo Upgrade. The Ammo Upgrades will be immediately applies to the weapon. An
 Ammo Pack can only be used once by each Survivor.
 
 ***************
 *Defibrillator*
 ***************
 
 Type: Pack.
 Left Click to: Revive dead Survivor.
 Right Click to: N/A.
 
 A Defibrillator is especially useful in Versus and Realism levels. When
 revived, the Survivor will start off with 50 Health.
 
 ************
 *Pain Pills*
 ************
 
 Type: Consumable.
 Left Click to: Consume Pills.
 Right Click to: Give Pills to a teammate.
 
 Pain Pills give a Survivor temporary pain relief (which is 50 temporary Health
 points in gamer talk). The temporary health diminishes overtime, so it's best
 to use it in the middle of a fight (yes, it's quick and easy to swallow these
 Pills). Pills can be donated to another Survivor to help them out, or when
 there's spare Pills/Adrenaline in sight.
 
 *********************
 *Adrenaline Injector*
 *********************
 
 Type: Consumable.
 Left Click to: Inject Adrenaline.
 Right Click to: Give Injector to a teammate.
 
 Adrenaline Injectors provide a Survivor 25 temporary Health points, and will
 give them a boost in speed and immunity to melee fatigue and slowing attacks
 for 15 seconds. In this state, they can also swing Melee weapons faster.
 
 -----------------
 2.07 >Difficulty<
 -----------------
 Left 4 Dead has 4 levels of Difficulty; Easy, Normal, Advanced, and Expert.
 
 Notable Easy Notes:
 -The Tank has 3000 health points.
 -The Witch has 500 health points.
 -Friendly Fire does not inflict damage on teammates (except fire and
 explosions).
 -Health Kits and Pain Pills are common and easy to find.
 -This difficulty is an easy (and cheap) way of earning most Achievements.
 
 Notable Normal Notes:
 -The Tank has 4000 health points.
 -The Witch has 1000 health points.
 -Friendly Fire inflicts 10% damage on teammates.
 -Health Kits and Pain Pills are often hidden in secret areas (outside of the
 Safe Zones).
 
 Notable Advanced Notes:
 -The Tank has 6000 health points.
 -The Witch has 1000 health points.
 -Friendly Fire inflicts 50% damage on teammates.
 -Health Kits and Pain Pills are scarce.
 
 Notable Expert Notes:
 -The Tank has 8000 health points.
 -The Witch has 1000 health points, and can kill a Survivor instantly.
 -Friendly Fire inflicts 100% damage on teammates.
 -Health Kits are never found outside of the Safe Zones.
 -Pain Pills are fairly common.
 -The Infected will react much more quickly.
 
 ---------------------
 2.08 >Voice Commands<
 ---------------------
 There are two menus for Voice Commands. There's one for Orders (Z) and one for
 Replies (X). To use the menu, hold the Voice Command key and then point at a
 quote on the menu with the mouse. Release the key to speak.
 
 Orders Menu:
 Center: "Look!"
 North: "Let's Go!"
 Northeast: "You take the lead"
 East: "Hurry!"
 Southeast: "Nice Job!"
 South: "Wait here!"
 Southwest: "I'll save you!"
 West: "Be Careful!"
 NorthWest: "I'm with you!"
 
 Replies:
 Center: "Ready?"
 North: "Laugh"
 Northeast: "Taunt"
 East: "Argh!"
 Southeast: "No"
 South: "Sorry"
 Southwest: "Yes"
 West: "Hurrah!"
 NorthWest: "Thank you"
 
 Characters will also say various other things when certain actions occur. Some
 of them are scripted in the Campaigns.
 
 -----------------
 2.09 >Game Modes<
 -----------------
 There are a number of game modes available. All of them, however, contain the
 slaughter of zombies, and the goal of making it out alive.
 
 Co-op Campaign/Single Player:
 In this mode, the four Survivors must make it through the Campaign in order to
 escape from certain calamity. Each level is divided by a Safe House, which is
 the area the Survivors must travel to in each level. At the end of the
 Campaign, the Survivors must complete an objective for rescue to arrive. Single
 Player is a lot like the regular Campaign, except that nobody else can join the
 game.
 
 Versus:
 This is similar to the Campaign mode, but four additional players can take
 control of various Special Infected. There are two teams of four, and each team
 must make more points than their opponents to win the game. Teams swap roles of
 being the Survivors and Infected, and the winning team in each round gets to
 play as the Survivors first. Points are determined through how far each team
 got through the level. Bonus points are awarded to those who make it to the
 Safe Room and do more damage as the Infected. There are also various level
 changes.
 
 Survival:
 Survival is another game mode where the Survivors must hold out as long as they
 can to achieve their own records on the maps. This mode requires proper
 planning and decisive decisions (or in some cases, glitches). Bronze Medals are
 awarded to those who last longer than 4 minutes, Silver Medals are given to
 anyone who participates in 7 minute escapades, and only the best of the best
 will earn the Gold Medal for enduring 10 minutes!
 
 Scavenge:
 There's an objective in the middle of the map, and it needs to be fueled. Fuel
 Cans are littered throughout the field, and it's the Survivors' jobs to collect
 them and fill up the object with gas before time runs out. Every Fuel Can
 collected will buy the Survivors 20 seconds on the timer. The Infected team
 must stop the Survivors from collecting Fuel Cans at all costs. When the round
 ends (either when the timer reaches zero and nobody has a Fuel Can in their
 hands, or when the Survivors are all killed), teams switch, and the process
 repeats itself. Scores are determined by rounds won, Cans collected, and time
 taken. There are up to 1, 3, 5, or 10 rounds in a game.
 
 Realism:
 There's no way the Survivors can see through walls in real life! Realism
 changes all that, among other things. Realism can be applied to Co-op mode, and
 on any difficulty. Auras around objects and players are no more, and Common
 Infected are much stronger! The only way to bring back dead Survivors is with
 the Defibrillator, or by advancing to the next round (no Rescue Closets!).
 Witches kill players instantly, regardless of the actual difficulty.
 
 ----------------
 2.10 >The Lobby<
 ----------------
 Upon starting a game, players will be sent to a Lobby. Campaign and Survival
 Lobbies can carry up to four players, while Versus Lobbies can have a maximum
 of eight.
 
 Lobby Options:
 -Game Options: The Lobby Leader can change the settings of the game, including
 Difficulty, Campaign, Level, and Server Type.
 -Character Selection: Anyone can select any of the four Survivors to play as,
 although any characters already picked by players cannot be selected.
 -Invite Friends: Anyone can invite their Friends over to play on any server if
 there's room.
 -Permissions: Want to play with only Friends? The Lobby Leader can make it so
 that only Friends can join the game.
 
 The Lobby Leader can also kick a player in the lobby.
 
 Players can also vote in the middle of the game. Votes types consist of
 Campaign changes, player kicking, and restarting the game if something goes 
 wrong.
 
 ----------------------
 2.11 >The Environment<
 ----------------------
 Along with the various Weapons the Survivors will carry, there are several
 other objects and items they must take note of:
 
 **************
 *Propane Tank*
 **************
 
 Type: Explosive Can.
 
 The Propane Tank can be carried around with a Survivor, but they must drop it
 if they want to use their Weapons. If a Propane Tank is shot, it will explode
 instantly. Try using these as traps during Crescendo Events and Finales (I
 guess Hank Hill really did have a good reason to respect Propane). The Propane
 Tank is white and round.
 
 *********
 *Gas Can*
 *********
 
 Type: Explosive Can.
 
 The Gas Can can also be carried around. However, it needs to be dropped in
 order to use any regular items. Gas Cans explode in a firey blaze when shot,
 much like a Molotov. The Gas Can is a red gasoline bottle.
 
 *************
 *Oxygen Tank*
 *************
 
 Type: Explosive Can.
 
 Rarer than the Propane Tank or Propane Tank, the Oxygen Tank explodes when
 shot. It takes a few seconds for it to explode (not unlike a fuse), so get away
 from it when it's about to blow! The Oxygen Tank is thin and green.
 
 **********
 *Fuel Can*
 **********
 
 Type: Goal Object.
 
 During Scavenge games, Fuel Cans must be collected in order to win the round.
 Fuel Cans are orange, but function similarily to Gas Cans. Dropped Fuel Cans
 are vulnerable and can be detonated by a Spitter. Don't worry if they explode;
 more can be obtained at the spot that the Fuel Can started from! It takes 2.5
 seconds to pour in all the Fuel from the Can to the object. Any damage will
 interrupt the process. Untouched Fuel Cans have a white outline, while dropped
 Fuel Cans will have an orange outline.
 
 ***************
 *Cola Six-Pack*
 ***************
 
 Type: Goal Object.
 
 Sold at Safe 4 Less convinience marts, the Cola Six-Pack contains six bottles
 of the finest Cola. Features unbreakable bottles and attracts gun store owners.
 
 ****************
 *Gnome Chompski*
 ****************
 
 Type: Goal Object.
 
 Gnome Chompski was a popular gift to whoever could score 750 points in the
 shooting gallery game until the Infection hit. Now there's only one of them
 left. The Gnome Chompski gnome is invulnerable.
 
 *************
 *Machine Gun*
 *************
 
 Type: Environmental Object.
 
 Replacing the Minigun is the Machine Gun. It is insanely deadly against Common
 Infected, so long as they are within range. Try not to let it overheat!
 
 ************
 *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. Ammo Caches come in two forms;
 Ammo Dumps and Ammo Cans.
 
 ***********************
 *Laser Sight Installer*
 ***********************
 
 Type: Environmental Object.
 
 The Laser Sight increases the accuracy of a Primary Weapon. Be sure to pick a
 good weapon to stick with!
 
 *******
 *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.
 
 ********
 *Ladder*
 ********
 
 Type: Environmental Object.
 
 Ladders frequently appear throughout various levels. When climbing them,
 Survivors nor Infected can attack or reload until they reach either end of the
 ladder, or jump off. There are certain ladder-esque objects that only the
 Infected can climb (they are indicated as paths with hand icons printed on
 them). If a Survivor is reloading, and then goes onto a ladder, he/she will
 have to start reloading all over again after dismounting.
 
 *******************
 *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.
 
 **********************
 *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).
 
 ********
 *Closet*
 ********
 
 Type: Zone.
 
 Closets are those little rooms to the sides of the main path of the level. They
 often contain various supplies, like Pills or Grenades. More importantly, if a
 Survivor has been killed in battle, they can be brought back into the game if
 another Survivor opens the door of the Closet they are trapped in. During Panic
 Events, Infected can also appear inside them, so be sure to close the Doors of
 these Closets whenever possible!
 
 *****************
 *One-Way Passage*
 *****************
 
 Type: Zone.
 
 One-Way Passages are passages that players cannot go back through. Before going
 through a One-Way Passage, be sure to collect any supplies on this side of the
 Passage before crossing to the next. Also, make sure everyone passes through
 safely; the Infected love to take advantage of any Survivors that fall behind
 when the rest of them already crossed the One-Way Passage! Survivors and
 Infected MUST take note of One-Way Passages.
 
 *************
 *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. Fierce storms can
 also attract lots of Infected, apparently.
 
 ****************************
 *Stationary 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! Stationary Crescendos simply require the
 Survivors to hold out long enough for the Hordes to expire.
 
 **************************
 *Gauntlet Crescendo Event*
 ************************** 
 
 Unavoidable Horde-drawing event.
 
 Some Crescendo Events require another trigger to be activated in order to make
 the Horde stop coming. Others just won't stop until the Survivors reach the
 Safe Room! For the Gauntlet-style Crescendos, Melee Weapons shine (especially
 the Chainsaw!).
 
 ********
 *Finale*
 ********
 
 Type: Unavoidable Horde-drawing event.
 
 The Finale is always located at the end of the Campaign. It takes considerable
 planning to prepare for certain Finales. Most require the Survivors to hold out
 in one area until rescue arrives (and fight off four waves of Infected).
 Traditional Finales consist of a wave of Infected, followed by a Tank, then
 another wave of Infected, and another Tank! When rescue arrives, both a Horde
 of Infected and a Tank will be chasing the Survivors in hot pursuit! Other
 finales have different strategies, such as a Scavenge-style game, or a race to
 another point! In Versus Mode, Infected cannot spawn wherever and whenever they
 want.
 
 -------------------
 2.12 >Achievements<
 -------------------
 This is a list of Achievements obtainable in the game.  Campaign Completion
 Achievements can only be obtained on Official Campaigns.
 
 Campaign (Instant):
 -Acid Reflex: Kill a Spitter before she is able to spit.
 -A Ride Denied: Kill a Jockey within 2 seconds of it jumping on a Survivor.
 -Armory of One: Deploy an Ammo Upgrade and have the entire team use it.
 -Burning Sensation: Ignite 50 Common Infected with Incendiary Ammo. 
 -Chain of Command: Kill 100 Common Infected with the chainsaw.
 -CL0WND: Honk the noses of 10 Clowns.
 -Club Dead: Use every melee weapon to kill Common Infected.
 -Crass Menagerie: Kill one of each Uncommon Infected.
 -Dead in the Water: Kill 10 swampy Mudmen while they are in the water.
 -Dismemberment Plan: Kill 15 Infected with a single Grenade Launcher blast.
 -Fried Piper: Using a Molotov, burn a Clown leading at least 10 Common
 Infected.
 -Gong Show: Prove you are stronger than Moustachio.
 -Head Honcho: Decapitate 200 Infected with a melee weapon.
 -Level a Charge: Kill a Charger with a Melee Weapon while they are charging.
 -Robbed Zombie: Collect 10 Bile Bombs from Hazmat Infected you have killed.
 -Septic Tank: Use a Bile Bomb on a Tank.
 -Shock Jock: Revive 10 dead Survivors with the Defibrillator.
 -Stache Whacker: Prove you are faster than Moustachio.
 -Tank Burger: Kill a Tank with Melee Weapons.
 -The Quick and the Dead: Revive 10 Incapacitated Survivors while under the
 speed-boosting effects of Adrenaline. 
 
 Campaign (Campaign Completion):
 -Price Chopper: Complete the Dead Center Campaign.  
 -Midnight Rider: Complete the Dark Carnival Campaign.
 -Ragin' Cajun: Complete the Swamp Fever Campaign.
 -Weatherman: Complete the Hard Rain Campaign.
 -Bridge Burner: Complete the Parish Campaign.
 -Confederacy of Crunches: Complete a Campaign using only Melee Weapons.
 -Guardin' Gnome: Rescue Gnome Chompski from the Carnival.
 -Still Something to Prove: Complete all Campaigns on Expert.
 -The Real Deal: Complete a Campaign on Expert with Realism enabled.
 
 Campaign (Level Completion):
 -Bridge over Trebled Slaughter: Cross the Bridge Finale in less than three
 minutes. 
 -Sob Story: Navigate the Sugar Mill and reach the Safe Room without killing any
 Witches. 
 -Violence in Silence: Navigate the impound lot and reach the cemetery Safe Room
 without tripping any Car Alarms.
 -Wing and a Prayer: Defend yourself at the crashed airliner without taking
 damage. 
 
 Versus:
 -A Spittle Help from my Friends: Spit on a Survivor being choked by a Smoker as
 a Spitter.
 -Back in the Saddle: Ride the Survivors twice in a single life as a Jockey.
 -Great Expectorations: Hit every Survivor with a single acid patch at once as a
 Spitter. 
 -Heartwarmer: In a Versus round, leave the Safe Room to Defibrillate a dead
 teammate.
 -Long Distance Carrier: Grab a Survivor and carry them over 80 feet as a
 Charger.
 -Meat Tenderizer: Grab a Survivor and smash them into the ground for 15
 seconds as a Charger.
 -Qualified Ride: Ride a Survivor for more than 12 seconds as a Jockey.
 -Rode Hard, Put Away Wet: Ride a Survivor and steer them into a Spitter's
 acid patch as a Jockey.
 -Scattering Ram: Bowl through the entire enemy team in a single charge as a
 Charger.
 -Strength in Numbers: Form a team and beat an enemy team in 4v4 Versus or
 Scavenge. 
 
 Survival:
 -Beat the Rush: Get a medal only using Melee Weapons. 
 
 Scavenge:
 -Cache and Carry: Collect 15 Fuel Cans in a single Scavenge round.
 -Fuel Crisis: Make a Survivor drop a Fuel Can during overtime.
 -Gas Guzzler: Collect 100 Fuel Cans in Scavenge.
 -Gas Shortage: Cause 25 Fuel Can drops as a Special Infected.
 -Hunting Party: Win a game of Scavenge.
 
 ---------------
 2.13 >Glossary<
 ---------------
 There are many terms in Left 4 Dead that are quite important, and will
 prominently be mentioned during gameplay or in this guide.
 
 1st Tier Weapons: Submachine Guns and Pump Shotguns.
 
 2nd Tier Weapons: Assault Rifles, Auto Shotguns, and Scoped Rifles.
 
 9mm Pistols: P220 & Glock Pistols.
 
 Acid: Spitter Spit.
 
 Barf: Boomer Vomit.
 
 Bile: Boomer Vomit.
 
 Boss Infected: The two greater Special Infected; Tank and Witch. They appear
 occasionally throughout the Campaigns, and often appear without the Hordes of
 Infected around.
 
 Constricted: Being damaged by a Smoker. When a Survivor is pulled close enough
 to the Smoker, or the Survivor cannot be pulled farther any longer, the
 Survivor begins to take damage.
 
 Graffiti: Graffiti, which may provide the Survivors a bit of entertainment on
 the wall.
 
 Grenade: Pipe Bomb, Molotov, or Bile Bomb.
 
 Helpless: A Survivor being pounced on by a Hunter, choked by a Smoker, bashed
 by a Charger, or ridden by a Jockey.
 
 Mollie: Molotov Cocktail.
 
 Pounced: Being damaged by a Hunter.
 
 Protect: Kill an Infected harming another Survivor's back.
 
 Rescue: Get a Survivor back into the game from a Rescue Closet.
 
 Save: Kill a a helpless Survivor, or help a Survivor back on their feet.
 
 Special Infected: The six lesser Special Infected; Hunter, Smoker, Boomer,
 Charger, Spitter, and Jockey. They appear frequently throughout the Campaigns.
 
 Supplies: Various usable items including Pain Pills, Health Kits, and Weapons.
 
 The Midnight Riders: A Metallica-esque band.
 
 Uncommons: Uncommon Infected.
 
 Zombies: Common Infected.
 
 -----------------------
 2.14 >Types of Players<
 -----------------------
 There's many types of people to encounter online. Most of them are okay, but
 some are even better and care about the safety of others more than maybe even
 themselves (be sure to add these kinds of people as friends). Others are
 completely rotten, and should be kicked out of the game immediately. Left 4
 Dead is much like MMORPGs such as World of Warcraft, and the likes of Ninjas
 and griefers must never be tolerated.
 
 Good Players (very good to stick around with):
 -Are adept and they know what they're doing.
 -Know all the maps inside and out.
 -Will do their best to not leave their teammates behind.
 -Use their Mics responsibly, or uses Voice Commands.
 -Stick together with the rest of the group.
 -Will tell others where supplies are at.
 -Wait for everyone else before initiating Crescendo Events.
 -Will apologize for anything bad they've done.
 
 Bad Players:
 -Leave players behind because "the game's called Left 4 Dead".
 -Always shoot their teammates intentionally.
 -Rush through the level ahead of their teammates.
 -Berate their teammates.
 -Will waste Medkits, Pills, etc intentionally.
 -Spam songs through their Mics.
 -Initiate Crescendo Events on sight.
 
 New Players (not to be confused with Bad Players):
 -Don't really know the game all that well.
 -Often shoot their teammates by accident.
 -Don't use communication well.
 -Usually get lost.
 
 What to do with these players? Let's see...
 
 Good Players:
 -Feel free to invite them to be a friend! Play again sometime!
 -Have fun!
 
 Bad Players:
 -Leave THEM 4 Dead as a sign of poetic justice.
 -Boot them out of the game with extreme prejudice.
 -Convince the other players to vote him out.
 -Constantly berate THEM in order to make them quit (Warning: may backfire).
 -Kill them over and over and over, and refuse to help them at all.
 
 New Players:
 -Give them advice and orders.
 -Tell them that they should play on Easy difficulty first.
 -Tell them to press Y to talk.
 
 ===========================
 3.00 >Campaign Walkthrough<
 ===========================
 This is the walkthrough for each Campaign. Although the locations of Weapons,
 supplies, passages, enemies, etc. will vary due to the nature of the Director,
 the general path to escape will remain the same. I'll only state the paths 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). Some parts of the Campaigns
 will differ between Co-op and Versus mode (other than the actions of the
 Infected).
 
 ==================
 3.10 >Dead Center<
 ==================
 
 Tagline: "Prices aren't the only things getting slashed."
 Objective: Head to Liberty Mall and get out of the city using a car.
 Location: The Vannah, Liberty Mall.
 Uncommon Infected: Hazmats.
 Setting: Urban.
 Rescue Vehicle: Racecar.
 
 The first Campaign in Left 4 Dead 2. This Campaign will show how much harder
 Left 4 Dead 2 is compared to Left 4 Dead 1.
 
 ----------------
 3.11 >The Hotel<
 ----------------
 
 Difficulty: Easy.
 Time of Day: Day.
 Crescendo Event: Elevator Escape.
 Unique Panic Events: None.
 Safe Room Inventory: 4 Melee Weapons, 9mm Pistol, 4 Health Kits.
 
 Grab the weapons on the table after seeing the helicopter fly away. Make sure
 at least one person is armed with Pistols in order to deal with Boomers and
 Spitters. Head down the stairwell and fight the Infected in the hallways. The
 hallways lead to various rooms that may contain extra supplies. One of the
 rooms has a map, along with more weapons. Keep advancing across the halls.
 
 Okay, there's no way the Survivors can pass through the hallways now with the
 fire in the way. The elevators here are out, so head down the stairwell and
 continue on the lower floors. One of the rooms is filled with fire, so don't
 open it! If it's too late, the Survivors will have to resort to walking on the
 ledges of the windows to get past it. Keep advancing across the hallways
 (checking every room for supplies). There should be some working elevators at
 the end of the path, so make sure everyone is inside before activating it.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 After the Survivors introduce each other, the elevator will stop. The Survivors
 will have to open the elevator doors and engage the Infected! A Bile Bomb
 thrown at one of the many fires on this floor can take care of the majority of
 the Horde. There is also a Silenced Submachine Gun on the floor, so take it!
 
 The only way out is towards the right end of the hall. To the right of this
 hall is a room with Chrome Shotguns and other precious supplies. Advance into
 the kitchen. Hop over the table to get past the fires, and head towards the
 firey lobby. Avoid the flames and run towards the reception room (there may be
 supplies in the corners of the lobby). The Safe Room is directly across from
 this point, so run!
 
 ------------------
 3.12 >The Streets<
 ------------------
 
 Difficulty: Medium.
 Time of Day: Day.
 Crescendo Event: Cola Heist.
 Unique Panic Events: None.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, 9mm Pistol, 4 Health Kits,
 Ammo Cache.
 
 Once everyone's made their pick on a weapon, head out. Clear the marketplace of
 any Infected, and head towards the road. Check the tents and moving trucks for
 some goodies, then run on the road leading downwards. Head into the passage to
 the right. There's an Axe hanging on the wall. Go down the stairs.
 
 Check the closet at the other end. A Chainsaw or a Grenade Launcher may be in
 there. The door to the right leads to the road (be sure to check the rest of
 the room for more guns and whatnot). The way across is to the left (the right
 is blocked). There's a primary weapon on the truck. Cross the grass.
 
 There's another truck on the other road, containing various weapons. On the
 same road is a dumpster. Climb it to get on the other side of the wall. Enter
 the building.
 
 There's a closet in here, which may contain some useful supplies. The stairs
 leads to Tier 2 Weapons, an Ammo Cache, and a First Aid Station. Once
 everyone's picked their piece, head out onto the catwalk. A Pipe Bomb can flush
 out the Infected that's likely to be hanging around on the road below.
 
 ---------------
 One Way Passage
 ---------------
 
 Hop down onto the vehicle and onto the road. Since the road's blocked, head up
 the stairs near the road to advance. Just keep walking across the linear path,
 keeping an eye out for Infected along the way. The path leads to Whitaker's Gun
 Store.
 
 There's a collection of (nearly) every Primary Weapon in the game here, along
 with four Health Kits and a Laser Sight Installer. Pick a weapon and be sure to
 stick with it for the rest of the game (or for as long as possible). Answer the
 door to chat with the owner.
 
 He's barricaded himself in a room, and will clear a path to the mall for the
 Survivors if they get him some Cola from the Save 4 Less store. The store is
 directly across from the gun shop. Head to the front door of the store.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 When prepared, open the doors (it will sound an alarm). The six-pack of Cola is
 located at the end of the store. Someone will have to pick it up. The Horde is
 coming! A Pipe Bomb or a Bile Bomb can distract the Hordes of Infected long
 enough for the Cola carrier to make it out of the store. A good idea is to have
 two Survivors watch the door outside the store to carve a path for the Cola
 carrier.
 
 Head left around the hedges and then go up the stairs back to Whitaker. Put the
 Cola in the slot, and Whitaker will blow up the barricade blocking the way to
 the mall. Fight off the remaining Infected and then go across the roads.
 
 Check the various tents for supplies. The mall is hard to miss, so head there
 as soon as possible!
 
 ---------------
 3.13 >The Mall<
 ---------------
 
 Difficulty: Hard.
 Time of Day: Day.
 Crescendo Event: Glass Window/Emergency Door.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Try not to switch weapons from the last level in order to keep the Laser Sights
 Upgrade. Clear out the Infected outside on the other side of the Safe Room Door
 and then head out. Try not to get caught by the Special Infected here. Search
 the furniture for supplies and then walk up the escalator.
 
 Although the gate behind the top of the escalator is the Survivors' next
 destination, the furniture in this room and the dressing rooms may contain some
 extra supplies. Check those before heading towards the gate. There's a pistol
 under the gate.
 
 Head down the escalator. In open areas like these, watch out for Smokers.
 There's an item next to the vase. Keep advancing through the corridors and then
 head up the escalator (but check the bathrooms; they may contain valuable
 items!).
 
 ---------------
 One Way Passage
 ---------------
 
 At this floor, hop on top of the broken door leading to the narrow hallways.
 Examine the various rooms to the side; there's weapons and maybe even an Ammo
 Cache in one of the rooms.
 
 There's a forking point at this intersection. The left path will lead to some
 more hallways on the same floor towards a Glass Window in a clothes shop. The
 right path leads downward towards an Emergency Door. Be sure to examine each
 and every room on the way. There's also a First Aid Station on the way too,
 both of them next to the Crescendo Event.
 
 For the Glass Window, DO NOT SHOOT IT. Damaging the Window will raise the
 alarm. Be very careful in the clothes shop, as there are still some Infected
 wandering around here.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 When ready, hit it! The alarm's all the way on the third floor. Navigate up the
 escalators to get up there (a Pipe Bomb or a Bile Bomb can buy the Survivors
 some time). Melee weapons are effective at carving through hordes of Zombies
 like these. Quickly head into the security room on the third floor and shut off
 the alarm to stop the waves. There's an abundance of supplies here too, if
 anyone needs them.
 
 Head down the stairwell and then turn right. The narrow corridor is the perfect
 place for a Charger to be waiting, so prepare for any. The corridor leads to a
 room with boxes and hopefully some supplies. The exit is hard to miss.
 
 Move up the escalator and then head towards the Safe Room (it's at the far end
 of this floor). Run inside!
 
 ------------------------
 3.14 >The Atrium Finale<
 ------------------------
 
 Difficulty: Insane!
 Time of Day: Day.
 Crescendo Event: Racecar Scavenge.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Before heading out, consider splitting up into two teams of two while the
 Survivors talk about the legacy of Jimmy Gibbs Jr. Remember who to stick by and
 what to do during this finale.
 
 Grab some gear and head on out. Examine the bathrooms (the Survivors will never
 know what they could find in there!). Head to the atrium and cross the bridge.
 Enter the elevator.
 
 The Survivors will discuss their plan to escape. Notice all the Fuel Cans (with
 white outlines) lying around the place. Those are all the Cans required to fill
 up the Racecar lying in an inneglectible area.
 
 -------------------------
 Finale! Prepare to fight!
 -------------------------
 
 Now here's where the teams system comes into play: Team A must search for Fuel
 Cans throughout the atrium and they must pass them to Team B, who will stand by
 the Racecar to fill it up with Fuel (this is to prevent long walks and Spitter
 ambushes).
 
 Both stairwells leading to the second and third floors can only be accessed on
 the first floor. The stalls near the Racecar contain Medkits, Weapons, and
 Ammo. There are also Consumables and Grenades lying about. The Infected will
 come through the doors on the walls.
 
 As with all Scavenge games, DO NOT SHOOT THE FUEL CANS. However, if they are
 shot, don't worry! They will respawn at the place they were first found. Try
 not to let any Special Infected ambush a lonely Survivor!
 
 Team A can also monitor the safety of Team B if Team A has a long range Weapon
 with them. A Sniper Rifle can take out a Charger on a Survivor from Team B from
 a great distance! Don't even think about jumping off the rails (unless jumping
 onto a stall)! When half of all the Fuel Cans have been collected, a Tank will
 show up. Destroy the Tank before collecting any more Cans! When he's out,
 continue on the search.
 
 When the Racecar is fueled up, get in!
 
 **********
 *Survival*
 **********
 
 No need to scurry around the map this time. The tops of the stalls are a good
 place to fight.
 
 **********
 *Scavenge*
 **********
 
 The same rules apply here. Treat this game like a Versus match and focus more
 on gathering and loading Fuel! What's worse is that Infected can actually spawn
 anywhere they want this time! The Survivors are short on time, so head to the
 nearest Fuel Can!
 
 ====================
 3.20 >Dark Carnival<
 ====================
 
 Tagline: "You must be this tall...TO DIE!"
 Objective: Reach the concert and set up the rock show for a helicopter rescue.
 Location: Whispering Oaks Amusement Park.
 Uncommon Infected: Clowns.
 Setting: Amusement Park.
 Rescue Vehicle: Helicopter.
 
 Thought Dead Center was hard? Dark Carnival's even harder! With all the
 Infected roaming the place, the Survivors must do what they can to break
 through! Not even Moustachio (the park's mascot) can help the Survivors!
 
 ------------------
 3.21 >The Highway<
 ------------------
 
 Difficulty: Easy.
 Time of Day: Night.
 Crescendo Event: None.
 Unique Panic Events: Alarm Cars.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits.
 
 Grab the supplies and then head on towards the cars on the highway when
 everyone's prepared. Whispering Oaks is where the Survivors are headed, so hop
 on top of the cars and navigate through. There's usually something cool in the
 truck ahead.
 
 Go around the bus and the truck by heading left. Follow the off-ramp (but check
 the road in front of the blocked bridge for supplies). The off-ramp leads to a
 humvee with weapons and an Ammo Cache beside it. Follow the road that it's on,
 leading under the bridge.
 
 Either head up left before crossing the second bridge or head right after
 crossing aforementioned bridge. Either way, the best way forward is to head up
 onto the second bridge. From there, the Survivors can board the billboard,
 which has a Hunting Rifle on it. Jump off the billboard onto the roof of the
 kitchen quarters.
 
 There's another weapon on this roof. Examine the rooms of this building, as
 they WILL contain various supplies. When all the rooms have been peeked, head
 to the two-story motel.
 
 Check every single room in the motel, including their bathrooms for more and
 more supplies! The room in the corner of the second floor is broken, but will
 likely contain something sweet, like a Chainsaw or a Health Pack. Avoid the
 parking lot, and keep an eye out for any Infected hoping to force the Survivors
 towards that Alarm Car!
 
 Eventually, the Survivors will reach a fence, blocking the first floor. To get
 past it, head through the rooms to the right; they lead to the other end of the
 fence.
 
 When all of the rooms on this end have been explored, follow the stone road to
 a hill. The campsite on the lower end of this hill is home to (more) supplies.
 
 ---------------
 One Way Passage
 ---------------
 
 Time to slide down the hill! Don't worry, the Survivors won't take any damage
 from this fall! Try landing on the flat areas, where supplies usually lay. Make
 sure everyone slides down before a Hunter/Smoker/Charger/Jockey ambushes the
 last guy.
 
 Upon reaching the valley, advance right, and keep straight. Eyes out for
 supplies, and avoid the water (it's not toxic, but it will certainly slow down
 the Survivors). There's a hill leading upward to the left of this river. The
 Infected will likely pop up from behind the plants.
 
 There it is, Whispering Oaks! Check the truck, then advance towards the trailer
 behind the Alarm Car. Make a run for the Safe Room!
 
 **********
 *Survival*
 **********
 
 This is a relatively easy Survival map with bots. Head to the corner on the
 street next to the fence (where the Survivors first enter this area). The
 Infected will only come from one direction, and with bots alone, the Survivors
 should be able to get a bronze medal. Perfect for Beat the Rush!
 
 **********
 *Scavenge*
 **********
 
 There's numerous Fuel Cans sitting on the billboard. They can be thrown to
 ground level where the Survivors can easily retrieve and use them for the
 Generator. Some of the Fuel Cans are lying out far on the road!
 
 ----------------------
 3.22 >The Fairgrounds<
 ----------------------
 
 Difficulty: Medium.
 Time of Day: Night.
 Crescendo Event: Merry-Go-Round.
 Unique Panic Events: None.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, Magnum Pistol, 4 Health
 Kits, Ammo Cache.
 
 Gather the weapons and then head on out. The gates are to the right. Pass them
 and search the ticket booths. The trailer to the right also contains valuable
 items. Other places of interest in this area include the bathrooms to the left
 of the central stall, and the kitchen to the extreme left.
 
 There's also a minigame at the far end of this region. A shooting gallery that
 functions with REAL guns. Pick up the weapons on the picnic table nearby and
 use them on this game if the Survivors have the time.
 
 To play this game, the Survivors must shoot at thieves and Moustachios, and not
 at Lil' Peanut (despite how much we hate him!). Gnome Chompski is rewarded to
 whoever gets 750 points here! Like any carryable item, he needs to be carried
 and whoever carries him cannot fire.
 
 Keep moving among the tents. To the right is a building, so enter it. There are
 supplies in the rooms of this building. The exit is on the other side. Just
 keep following the path.
 
 There are weapons under the tent. Collect them and follow the road. We've
 reached Kiddieland! Settle down Ellis. Start exploring this juvenile land by
 heading right, and checking the picnic tables. Then head into the two
 washrooms. Advance towards the left side of this area and take a look inside
 the kitchen.
 
 The alley near the kitchen is the way to go. Check the truck to the left and
 the storage room to the left after turning right. Ahead is a room with a First
 Aid Station, Weapons, and an Ammo Cache. Go up the stairs and up the ladder to
 continue.
 
 On the roof, there's a small room to the left at the back end. It contains
 Weapons and other useful devices. Go up the stairs and then slide down the
 slide (or go down the stairs, whichever's closer). There's another flight of
 stairs at ground level, leading towards the other end of the noticeable fence.
 
 After going up the stairs, head into the room to the left to find more Weapons,
 more Ammo, and a First Aid Station. Make use of all of the items here, because
 the Survivors will need it!
 
 ---------------
 One Way Passage
 ---------------
 
 Jump down onto the cement. There's a room in the building behind. With luck,
 the Survivors will find a Chainsaw or something.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Head to the Merry-Go-Round. See that switch on the wall? Left 4 Dead mechanics
 dictate that the Merry-Go-Round is noisy, and that this switch activates it.
 Flip the switch, and the gates will open! Rush around the ride to the other
 side and flip the switch on that end to stop the ride! Infected will be rushing
 from every end, so use Melee Weapons or Shotguns to carve through! The end of
 this level is located farther behind the termination switch, within the Tunnel
 of Love!
 
 A Pipe Bomb or Bile Bomb can keep the Infected at bay while the Survivors make
 a run for the Safe Room. Jump over the line ropes and dive in!
 
 ------------------
 3.23 >The Coaster<
 ------------------
 
 Difficulty: Hard.
 Time of Day: Night.
 Crescendo Event: Screaming Oak Roller Coaster.
 Unique Panic Events: None.
 Safe Room Inventory: 2 Tier 2 Weapons, 4 Health Kits, Ammo Cache.
 
 Tunnel of Love? Why not a Haunted House Ride? Never mind.
 
 Collect any necessary equipment and then exit the Safe Room. Go up and down the
 ramps accordingly and then notice the Tunnel of Love's river. There's always a
 Melee Weapon inside the ticket booth of love to the left. In the Tunnel of
 Love, be sure to check ALL the rooms with pictures in them, even if supplies
 seldom appear in them.
 
 Eventually, the Survivors will come across some doors or vents leading to some
 plumbing rooms of love. There's bound to be supplies of love in these rooms
 somewhere.
 
 Nearby is the maintenance room of love, to the left. Head in there since the
 river of love is blocked by a gate of love. Go up the stairs (there may be a
 gun in the corner) and walk on the catwalks of love.
 
 The storage room of love often contains another gun and some other supplies.
 Exit through the door towards the vents of love.
 
 -------------------------
 One Way Passage (of love)
 -------------------------
 
 There's a hole of love in the floor, so go down there (a Pipe Bomb or Molotov
 can flush out the Infected below). Drop down (make sure nobody is left
 behind!) and then keep following the river of love again. The exit is to the
 right, so ditch the Tunnel of Love along with these lame puns (of love).
 
 There's a few Weapons in this room. Collect them if necessary. Head to the
 building directly across. It has a First Aid Station, filled with Pills (or
 hopefully, Medkits!). When the building's clear head out and see the Screaming
 Oak Roller Coaster! Before going over the fence towards the ride, check the
 nearby truck for anything interesting (Ammo Packs, Weapons, etc).
 
 ---------------
 One Way Passage
 ---------------
 
 When everyone's over the fence, head towards the ride entrance and get ready.
 Whenever prepared, hit the switch and watch the Screaming Oak zoom across its
 tracks (don't worry, it only does one circuit). Once the gate opens, move!
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Careful on these tracks! A Charger, Smoker, or Jockey could easily ruin things
 here! A Spitter can also deny access across, so keep an eye on them too!
 Grenades are especially useful here, as they draw the Hordes away. Chainsaws
 are also insanely effective.
 
 ---------------
 One Way Passage
 ---------------
 
 There's a steep drop on the track, so don't run too fast to prevent any
 accidents. Just keep focusing on turning off the switch on the other station
 of the ride!
 
 If not everyone makes it to the station, keep covering fire to whoever did.
 When all the Infected have been destroyed, go over the bridge towards the Safe
 House. Whew!
 
 ----------------
 3.24 >The Barns<
 ----------------
 
 Difficulty: Insane!
 Time of Day: Night.
 Crescendo Event: Ticket Gate.
 Unique Panic Events: Moustachio Minigames.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Grab some gear and head on out after shooting up some Infected outside. This
 area is relatively open, and there are two ways of entering the next; in
 between the tents or through the eating shack.
 
 There's Moustachio's strength tester! The Survivors can try on their own, they
 will never be able to outdo Moustachio without being healthy and without having
 Adrenaline benefits. Aim carefully at the red block to ring the bell. Whoever
 broke the tester gets the according Achievement. Beware! Breaking this machine
 will attract the Horde!
 
 Cut through the bumper cars and exit on the other side. The entrance to the
 stage (and the exit of this level) is located on the other end of the fence. Go
 towards the tents in this area.
 
 Another Moustachio game. This one involves the Survivors hitting Moustachio
 moles. Pistols are a good weapon to use here. Just keep "inserting tokens"
 until 42 Moustachio moles have been hit. Anyone who participated gets the
 Achievement! The celebratory noises made by the machine also attract the Horde.
 Check the nearby buildings and tents for supplies.
 
 Get into the barns and go through the doors through more barns. Some may have
 ladders that lead to supplies. The last barn contains Weapons and the exit.
 Climb on top of the hay and navigate across the barn rooftops (walk on the
 ladders to get over them).
 
 ---------------
 One Way Passage
 ---------------
 
 Hop down at the end. There may be some Health Kits here if the Survivors are
 lucky. Turn right and then climb the scaffoldings. There's an Ammo Cache here.
 The Hordes will be alerted forever once the Ticket Gate's button is hit, so be
 prepared! There are a few Gas Cans littered here.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 The scaffolding itself is a formidable place to hold out until the Gate opens.
 Destroy any Spitter, Smoker, or Jockey in sight! When the Gate is open, make a
 run through it!
 
 Molotovs, Chainsaws, and Incendiary Ammo are the Survivors' most valuable
 assets in this frantic hour! A Molotov can be thrown at the back to prevent
 Infected pursuits. A Pipe Bomb or Bile Bomb can also be thrown to repel the
 Common Infected.
 
 Hop over the fences and dash into the Safe Room! Hurry!
 
 **********
 *Survival*
 **********
 
 Survival tips COMING SOON!
 
 ------------------
 3.25 >The Concert<
 ------------------
 
 Difficulty: Insane!
 Time of Day: Night.
 Crescendo Event: Rock Concert.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Recover from the last level's escapade, and then head on out. The hallway
 leading to the stadium is fairly linear, with bathrooms on the sides on the way
 (they contain supplies). Upon reaching the stadium, the area's filled with
 Infected! A Pipe Bomb can flush them all out.
 
 Survey the scenery. There's Health Kits located in a First Aid Station at the
 top of the central bleachers or on the stage, and there's Weapons and an Ammo
 Cache on the stage or at the bottom of the central bleachers. There's various
 Grenades on the equipment boxes, and some Adrenaline Shots and Pills scattered
 on both of the scaffolding towers and near the DJ equipment. A Grenade Launcher
 is always standing at the top of the lower tower, and a Sniper Rifle at the top
 of the higher tower. Several Guitars are available for use on the stage, and
 there are a few Defibrillators on both towers. A bunch of Fireworks are in some
 boxes next to the central bleachers (they act like Gas Cans), and some actual
 Gas Cans near the ends of the stadium.
 
 Whew! Think this is a godsend? The Survivors will need it, as the fighting
 space is very open! Grab any gear that's necessary, and the find a hiding spot.
 The stage and the towers are among some places. When everyone's ready, turn on
 the lights and initiate the music! Feel free to scream into the microphone too.
 
 -------------------------
 Finale! Prepare to fight!
 -------------------------
 
 Here they come! From either location, the Grenade Launcher is going to be a
 wonderful asset in this crazy finish! When on the stage, there's a button next
 to the microphone that activates the pyrotechnics, lighting any Infected on
 fire that's stupid enough to run through them. Some Special Infected will
 appear on the bleachers. Take them out with the Sniper Rifle or Grenade
 Launcher!
 
 That's one bad Tank! Focus fire on it! From Fireworks to Molotovs, just do
 anything that will hinder its process! When the Tank and the guitar solo have
 ended, another wave of Infected will press the attack! Repeat the process to
 both the Infected and the Tank. In the middle of the break, feel free to use
 a Medkit to recover.
 
 The helicopter's here! Pay attention to where it flies. If it appeared to the
 left, it will head to the right bleachers (assuming the Survivors are looking
 at this from the stage). If it appeared to the right, it will head to the left
 bleachers. Get on top of the bleachers and hop onto the helicopter!
 
 **********
 *Survival*
 **********
 
 There are various areas to hold out. One is the stage, of course, as it
 contains loads of supplies. Another is one of the bleachers. For that, the
 Survivors should deploy some Ammo Packs to even the odds. In both cases, Tanks
 can be seen far away.
 
 ==================
 3.30 >Swamp Fever<
 ==================
 
 Tagline: "The only cure is dying."
 Objective: Carve through the swamps to a plantation house where a boat is
 coming to the rescue.
 Location: Jungle Plantation.
 Uncommon Infected: Mud Men.
 Setting: Swamps.
 Rescue Vehicle: Virgil's fishing boat.
 
 Since this campaign only contains Stationary Crescendo Events, Left 4 Dead 1
 players will feel most at home here. There's a lot of water here, imparing
 movement throughout this level. This campaign is also home to a lot of Ammo
 Packs and Grenade Launchers.
 
 --------------------
 3.31 >Plank Country<
 --------------------
 
 Difficulty: Medium.
 Time of Day: Night.
 Crescendo Event: River Raft.
 Unique Panic Events: Jukebox.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits.
 
 Nick shot the pilot, and now the Survivors need to find their way out of the
 swamps. Collect the gear inside the boxcar and then head on out. There's
 supplies near the gas station and the garage. There's also a road leading to
 a village.
 
 The various buildings in the village will contain precious supplies, such as
 Ammo Packs, Defibrillators, and Consumables. The Survivors might find a Grenade
 Launcher or a Chainsaw if they're lucky. In the cookhouse is a Jukebox. The
 Survivors can listen to it if they want, but they need to keep on moving.
 
 The town ends at the river, and the only way across it is on the River Raft. On
 the other end. Know what this means?
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Get prepared at the docks and then hit the switch. There's bound to be a gun or
 two on the picnic tables. The Hordes of Zombies will come after the Survivors
 here until the Survivors board the Raft! When the Raft arrives, waste no time
 on hopping in!
 
 After a bit of chit-chat, walk out of the Raft onto the planks. The planks are
 a good place to walk on, as the water will certainly slow down the Survivors.
 The planks lead left or right. Both paths lead to areas containing supplies (a
 shack to the left and a picnic plateau to the right). There's another building
 on the way containing even more supplies.
 
 When the two paths converge, they lead to a covered section of the bridge with
 a Hunting Rifle and a few other interesting things. Go down the stairs. The
 planks lead to the right, so walk on them (or cross the disgusting waters).
 
 The path to the Safe Room (inside a pipe) is non-linear, but isn't too easy to
 get lost in. It has a light above its entrance. There may be a Grenade or two
 near some trees as well.
 
 **********
 *Survival*
 **********
 
 Survival tips COMING SOON!
 
 **********
 *Scavenge*
 **********
 
 Scavenge tips COMING SOON!
 
 ----------------
 3.32 >The Swamp<
 ----------------
 
 Difficulty: Medium.
 Time of Day: Night.
 Crescendo Event: Airplane Breach.
 Unique Panic Events: None.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, 4 Health Kits, Ammo Cache.
 
 Grab the items inside the tunnel and the exit into the water. The Survivors
 will have to traverse through this yucky region, and will also have to deal
 with groups of Infected (less if they throw a Pipe Bomb out there). There's
 also the Mudmen lurking around the waters.
 
 At the end of the pond is a boat containing lucious supplies. It's also near
 a path through the swamp. Head towards the sunlight and stay on the ground;
 nobody likes to get wet with their clothes on (and don't even think about
 stripping nude!).
 
 There's a dead parachutist near here, along with the remains of a shack. Both
 contain some supplies. On the way is also a dock, containing more supplies.
 
 Eventually, the Survivors will reached a crashed plane, with Tier 2 Weapons and
 various other goodies inside (if it can be called that). The emergency exit
 leading to the other end of the swamp will trigger an alarm.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Either the elevated wing of the plane or near one of the seats is a good place
 to hold out. The Infected will come from both ends of the plane. Try not to
 jump off the wing of the plane; it's not easy to get back.
 
 ---------------
 One Way Passage
 ---------------
 
 There are multiple ways to get through the swamp from here, but on the way, the
 Survivors should encounter a dock, a ground-level shack, the remains of a
 shack, and a shack underwater, all of them containing valuable supplies. Near
 the water shack is the shores to some land and the road.
 
 The humvee to the left on the road also has more supplies next to it. Follow
 the road and then head right when the road is blocked. The Safe House is just
 ahead. Avoid the forest to the right and head inside.
 
 ---------------------
 3.33 >The Shantytown<
 ---------------------
 
 Difficulty: Hard.
 Time of Day: Night.
 Crescendo Event: Crossing the Plank.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Refuel and exit after flushing out the Zombies. Check every building in the
 village for supplies, then enter the building with the lantern on it. Exit on
 the other side after grabbing its contents. Ignore the dead cows in the field.
 
 The path here is lit up by burning barrels and more lanterns. Be sure to
 examine EVERY SINGLE BUILDING in this area. Follow the boardwalk instead of
 crossing the waters for speed.
 
 There's a point where the Survivors will have to go up the stairs on the
 boardwalk to some elevated planks. They lead to houses on the edges of cliffs.
 Each of these houses also (and predictably) contain some supplies. There's one
 house with a lit lantern on it; this is the way to the next area.
 
 It also contains supplies more valuable than the ones in the other houses
 combined. Likely Health Kits, Defibrillators, and Weapons! Exit on the other
 side of this house and then follow the path (the one that's not full of trees).
 The path leads to another village; this one having a bunch of elevated shacks
 on top of waters.
 
 Cross the planks leading to the shacks and cross through them. One of the
 planks needs to be lowered in order to cross. Unfortunately, it's rather rusty
 and noisy. Guess what happens next.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Try to cross the plank as soon as possible and try to hold out in one of the
 shacks. The shacks will contain Propane Tanks and Gas Cans, so throw them out
 before somebody accidentally shoots them! Watch out for Infected climbing out
 of the waters, and keep an eye out for Spitters, Chargers, and Smokers trying
 to ruin the fun!
 
 Cross the shacks and exit to the landmass on the other end. It leads to the
 Safe Room, elevated in a building. Go up the stairs and head inside.
 
 ---------------------
 3.34 >The Plantation<
 ---------------------
 
 Difficulty: Insane!
 Time of Day: Day.
 Crescendo Event: Virgil to the Rescue.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Make use of all the supplies in this Safe Room and then exit into the sunlight.
 Witches here will still think it's night time. Clear the woods of Infected, and
 head to the town. Each of the town's buildings contain supplies, but watch out
 for crafty Special Infected taking advantage of the Survivors' greed.
 
 Follow the road leading to the plantation building. Take advantage of the back
 yard's open field and use a Pipe Bomb or something to lure any Hordes here. Go
 up the ladder leading to a window to enter the plantation chateau.
 
 ---------------
 One Way Passage
 ---------------
 
 What a desolate building! But somebody forgot a few supplies; namely Grenades
 on the cabinet. There's also Weapons and Medkits in the front yard (on the
 tables or near the hedges). An apparently poorly placed Machine Gun is on the
 front deck, overviewing the front yard (it's not as useful as the Survivors
 will think it is). There's also a radio next to the door of the front yard.
 
 Speak to the radio. Why hello Virgil! Good to hear from someone for, well,
 however long it was to get through this campaign! Although it's rude to keep
 someone waiting, don't answer him again until the Survivors have a game plan.
 
 Usually the best place to fight is at the stairwell of the chateau. Others are
 some of the dead-end rooms on the first floor. Another is in the front yards
 directly in front of the gate. When ready, answer Virgil (someone can use the
 Machine Gun to cover the caller's run to the others, and then ditch the
 weapon if the Survivors are hiding in the chateau).
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Yikes! The Infected are coming from all sorts of directions! Just keep fighint
 and fighting and fighting! Take out any Spitters on sight! When the chaos
 reaches an intermission, a Tank will arrive! Shoot the crap out of the Tank
 before he can inflict harm on our heroes. Use any Medkits in the aftermath if
 necessary.
 
 And another wave of Zombies attacks. Repeat the first step of the previous
 paragraph. After this, there will be a Tank to fight. Kill it, and...
 
 There's another Tank?! Try not to get caught off guard! Work together to
 destroy this second monstrosity! Try to recover from this disaster and head to
 the yard door.
 
 Kaboom! Somehow the door exploded and now the Survivors must head to the dock
 to reach Virgil before the Infected catch up! Jump on the Boat!
 
 **********
 *Survival*
 **********
 
 It just doesn't get any easier, does it? The foyer is still a formidable place
 to fight.
 
 ================
 3.40 >Hard Rain<
 ================
 
 Tagline: "Come Hell and high water."
 Objective: Get some gas for Virgil's boat, but be careful on the way back; a
 little rain may become a terrifying storm any second.
 Location: Ducatel.
 Uncommon Infected: Worker Infected.
 Setting: Suburbs, hurricane.
 Rescue Vehicle: Virgil's fishing boat.
 
 Ever notice how remembering environments are not really important except for
 writers like me? Now ordinary players must remember environments here, as this
 brutal campaign forces the Survivors to trek back to where they started! Oh,
 and there's also the infamous Witch-infested mill...
 
 -------------------
 3.41 >The Milltown<
 -------------------
 
 Difficulty: Easy.
 Time of Day: Day.
 Crescendo Event: None.
 Unique Panic Events: Car Alarms.
 Safe Room Inventory: 4 Melee Weapons.
 
 No gun bag, no problem! This is all part of the "Director's" plan! Grab a Melee
 Weapon (or stick with the P220) and then head into the Burger Tank restaurant.
 
 Collect the two Health Kits in the First Aid Station, as well as two more
 Health Kits on the counter from the group of four (or save some for the
 Finale). There's also Grenades on the same counter; a Pipe Bomb can get rid of
 all these pesky Infected! Grab the guns on the table (Bots will ALWAYS take the
 Hunting Rifle) and then exit the building.
 
 Head to the nearby gas station. No gas, as expected. The only other gas station
 in this district is beyond the local sugar mill.
 
 ---------------
 One Way Passage
 ---------------
 
 Go up the ramp over the fence and then climb onto the trailer and hop down on
 the other end. And now it's raining.
 
 Feels like a daytime Death Toll doesn't it? What? Never mind. Explore all the
 buildings in the neighbourhood (but if the Survivors are at full capacity, save
 the supplies). Among the places they will visit are a playground, a
 construction site (usually containing an Ammo Pack or something), and a garage
 sale (with Weapons for only $5.99, but it's free anyways!). There's also
 certain buildings that contain Tier 2 Weaponry (they're much bigger than the
 average house). One of them is near the aforementioned site.
 
 There's also a treehouse with a Hunting Rifle in it, plus an ambulance with
 Pills and Adrenaline (sometimes a Health Kit too) near the garage sale. Keep
 cutting through the houses until the Survivors reach a huge warehouse with a
 Safe Room in it. It's nice to spare the supplies in the buildings near it.
 
 **********
 *Survival*
 **********
 
 Survival tips COMING SOON!
 
 **********
 *Scavenge*
 **********
 
 There's Fuel Cans on both ends from the playground's Generator. Try to throw
 down the Fuel Cans from the buildings to save time.
 
 ---------------------
 3.42 >The Sugar Mill<
 ---------------------
 
 Difficulty: Insane!
 Time of Day: Day.
 Crescendo Event: Site Elevator.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 First Aid Station, Pills, Adrenaline, Grenades, Ammo Cache.
 
 Wowzers! That's a lot of supplies. First off, BE SURE TO USE THE HEALTH KITS IN
 THE FIRST AID STATION FIRST BEFORE TAKING THE ONES ON THE TABLE. Unlike the
 Health Kits on the table, the ones in the First Aid Station often get replaced
 by more. Once everybody has a decent weapon, open the Safe Room.
 
 Check the room to the right. Although rare, it may contain an Ammo Pack or
 something. Exit this building and fight the wandering Infected idling around
 the entrance to the sugar mill.
 
 Enter the large building and check each of the little rooms for supplies (if
 full up, remember where these supplies are at). Exit on the other end and
 notice the rain getting harsher and harsher. Enter the building through the
 open room. There might be something of interest on the table.
 
 Head through the open passage. A Witch is usually wandering around here, so try
 to avoid her. The rooms to the right contain a few lockers, vending machines,
 and, more importantly, Consumables! Yeah! Well, if the Survivors are not
 interested in using them now, they can save 'em for later.
 
 Head to the wall, then make a u-turn around the wall to the left. There may be
 another Witch around this region. There's also a shack, that could contain more
 items of interest. Go up the ramp and enter the generator room.
 
 Why couldn't Witches like sulfur instead? Why couldn't the Survivors enjoy the
 smell of sugar instead of watching out for the immense amount of Witches? And
 why couldn't Tanks be repelled by sugar? Ahem. Excuse me.
 
 There's a room on top of the catwalks next to the generator often containing
 more Weapons, and more supplies (if there's a Witch in there, wait for her to
 wander herself out and pass through). In order to get there, simply hop onto
 the parts of the generator to get on top of the catwalks. There's also a small
 hard-to-notice room with lockers and supplies in it on the other end of the
 generator. No matter how good one's CR0WNING skills are; it's still a good idea
 to politely let a Witch alone, especially here.
 
 Exit this area to a field with puddles and silos. The trailer next to them also
 contains some valuable stuff (Weapons, Grenades, etc). Enter the large
 unfinished site.
 
 It's dark in here. Go up the stairs and check each floor for supplies (this is
 even more important if the Survivors had some unfortunate encounters with the
 Witches). The only way down to the cane fields is down the noisy Elevator.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Get ready, and get set when the Elevator ascends to this floor. The Infected
 will come by to say hello, so fight them all off until the Elevator arrives!
 Most will be coming from the stairs or from the cane fields, but some will
 climb up the pipes! Shoot them before they can reach the Survivors! When the
 Elevator's here, get in (unless there's a Spitter around; shoot her first).
 
 Dum de dum, the Elevator's bringing the Survivors down to the cane field.
 Examine the shack nearby for supplies (it's quite important for Survivors who
 have suffered through the Elevator fight). Then head into the cane field.
 Follow the pipe until it ends.
 
 More Witches? Will the sadism never end? Be careful as the Survivors trek
 through the cane field; the Witches are not easy to spot in the midst of the
 agriculture. Ears out for the telltale music. Or just run towards the sign and
 pray.
 
 Whew! Made it out alive? Head into the gas station and into the Safe Room!
 
 **********
 *Survival*
 **********
 
 In this strange layout, the Survivors can access the generator room or the
 lands near the trailer. Among the places to hold out are the trailer, the
 generator cabin, and the locker room. Be sure to hog all the Explosive Cans and
 bring them to wherever the Survivors are holding out. There's only one entrance
 to each of the locations (except the trailer, with the broken roof and all).
 Use Gas Cans to light up the only entrance to bring on the hurt to the
 Infected. Avoid using the Grenade Launcher until absolutely necessary.
 
 **********
 *Scavenge*
 **********
 
 Scavenge tips COMING SOON!
 
 ------------------
 3.43 >Mill Escape<
 ------------------
 
 Difficulty: Hard.
 Time of Day: Night.
 Crescendo Event: None.
 Unique Panic Events: Hurricanes.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 9mm Pistols,
 Melee Weapons, 6 Health Kits, Melee Weapons, Pills, Adrenaline, Grenades, Ammo
 Cache.
 
 Recharge with whatever's inside the Safe Room. Everyone's already carrying a
 Fuel Can on their backs, so all the Survivors have to do is to return to the
 Burger Tank Restaurant. Doesn't sound too hard, does it?
 
 Go out and clear out the Infected. The Storm will really hit here, and the
 Infected will arrive! Shoot them all and stick together! Whenever the Storm
 booms, the Infected will usually attack! Cross the cane field.
 
 Luckily, the rain drove most of the Witches away, and the ones who didn't leave
 are stationary. Trek through the field and try to find the pipe. Then board the
 elevator. Try to go through the part of the field that the Survivors didn't go
 through before, as there may be Health Kits lying near the crops.
 
 No Hordes this time. Head down the stairs and reach the Trailer to refuel on
 Ammo. Climb onto the silos and cross them towards the generator room. Land on
 the catwalks and head into the room with the supplies in it.
 
 Exit through the catwalks. Try to stay on the pipes and avoid the water. Check
 the trailer and the vending machine room to reuse supplies left behind. Cross
 the pipes above and try to enter the big building from here.
 
 The second floor of this building is a place where the Survivors haven't
 reached on their first trip here (or maybe they did and they went back for some
 reason). Check the rooms on both of the floors before making a run to the Safe
 Room!
 
 ---------------------
 3.44 >Return to Town<
 ---------------------
 
 Difficulty: Hard.
 Time of Day: Night.
 Crescendo Event: None.
 Unique Panic Events: Hurricanes.
 Safe Room Inventory: Remains of Sugar Mill's Safe Room Inventory.
 
 Take everything the Survivors can get their hands on in this Safe Room; they
 won't be coming back. Open the Safe Room door and head towards the roof of the
 nearby building.
 
 The entire town's flooded! Stay on the high ground to maintain a good
 travelling velocity (speed). Check each of the open buildings for supplies left
 behind and keep going through the waters if necessary. Go through the various
 checkpoints (the garage sale, the treehouse, and the playground). The path is
 fairly linear here, albeit flooded and foggy.
 
 If a Tank is every encountered here, try to get onto high ground and shoot it
 before he can toss a vehicle onto an unfortunate Survivor! A Molotov still
 works on the water, strangely.
 
 Lights can also guide the Survivors, as the lights on the buildings somehow
 came on during this time. There's a Safe Room in one of the buildings (not
 accessible before). Enter it, quickly!
 
 ------------------
 3.45 >Town Escape<
 ------------------
 
 Difficulty: Hard.
 Time of Day: Night.
 Crescendo Event: Burger Tank signal.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Pills, Adrenaline, Ammo Cache.
 
 ---------------
 One Way Passage
 ---------------
 
 Take everything from this building and then exit the Safe Room. Cross the ramp
 over the fence and head straight to the Burger Tank.
 
 Whatever remained in the Burger Tank Restaurant is still here, so grab some
 gear and then head to the roof. The switch to activate the sign to signal
 Virgil is on the roof. The roof itself is by far the best place to fend off the
 Infected in a traditional Finale fashion.
 
 -------------------------
 Finale! Prepare to fight!
 -------------------------
 
 Activate the sign and fight off the bad guys! Snipers can easily spot Smokers
 and Spitters from this view, and the Infected are fairly easy to pick off.
 There's also a few consumables on the roof, and there's a hole leading to the
 rest of the supplies in the restaurant. Enter the Tank, then another horde,
 then another Tank. For the Tanks, they'll usually enter through where the
 Survivors came from. Shoot him down before he can get to the building! Watch
 out for any crafty Special Infected coming to ruin the battle!
 
 Virgil's here! He's here! Get out of the building and make a beeline for the
 docks, where his boat is waiting. Hop on in before the Tank can toss the nearby
 van at the Survivors, killing them instantly!
 
 =================
 3.50 >The Parish<
 =================
 
 Tagline: "This time it all goes south."
 Objective: Fight through zombie-infested New Orleans to the bridge, where the
 military has a chopper waiting.
 Location: Bienville.
 Uncommon Infected: Riot Infected.
 Setting: Urban.
 Rescue Vehicle: Rescue Helicopter.
 
 It's come to this. The big uneasy. The rescue site is on the other end of this
 city, but the military has something other than evacuation on their minds...
 
 ---------------------
 3.51 >The Waterfront<
 ---------------------
 
 Difficulty: Easy.
 Time of Day: Day.
 Crescendo Event: None.
 Unique Panic Events: Jukebox, Car Alarm.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, Melee Weapon, 4 Health Kits.
 
 So long Virgil! Take the items from the table and then go up the ramp leading
 to the town. Flush out the Infected on the roads, then cross through the hole
 in the wall straight ahead.
 
 ---------------
 One Way Passage
 ---------------
 
 There's even more Zombies on the other road. The road itself is blocked, so go
 up the ramp and enter the room to the right; it contains a few more Weapons.
 Hop down on the other end of the blockade and head into the tavern.
 
 There's a Jukebox here, and maybe a door leading to the yards. Other ways into
 the yard is through the alley near the road ahead, or over a fence. One or two
 of these ways are usually blocked. There's also a Pistol at the end of the
 sidewalk.
 
 Enter the yard and head into the white building's kitchen. There's another
 Weapon on the counter, as well as numerous Frying Pans. There's absolutely
 nothing in the freezer or the washrooms (except for possible replacement
 Survivors). Exit the restaurant and avoid the Alarm Car right in front of the
 sidewalk. The Safe Room is right next to the riot fence.
 
 ---------------
 3.52 >The Park<
 ---------------
 
 Difficulty: Medium.
 Time of Day: Day.
 Crescendo Event: Trailer Alarm.
 Unique Panic Events: None.
 Safe Room Inventory: Submachine Gun, Pump Shotgun, Frying Pan, 4 Health Kits,
 Grenades, Pills, Adrenaline, Ammo Cache.
 
 Feel free to read the graffiti on the walls and then exit the Safe Room. A Pipe
 Bomb can easily kill off the Infected lurking in the plaza. There's a humvee
 with items in its trunk and to its side. Go up the stairs and enter the park.
 
 There's three ways to get through the park, all of them open and all of them
 containing some sort of Weapon. There's the tea house to the left, the hedge
 field to the center, and the washrooms to the right. Try to reach all of them
 to gain more and more supplies. Exit on the other end.
 
 Follow the road and head to the tent. There's always two Health Kits here.
 Enter the alley and try to cross it before a Charger can bowl through. On the
 other end is what used to be a queue.
 
 A bunch of Weapons are on the table, and there's another one next to a door on
 the left sidewalk. Grenades can be found near the luggage piles. Enter the
 trailer.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Warning: Alarm will sound if door is opened. That's a decent reason why there
 are so many Consumables on the table. When everyone's prepared (be sure to use
 all the supplies provided on the table), head on out (the Alarm will actually
 trigger when one Survivor steps outside). The button to turn off the Alarm is
 located on a construction site in the middle of the plaza.
 
 Rush through the lanes and navigate through the maze of fences. Beware of
 Chargers and Spitters taking advantage of this tight space. On the way to the
 scaffolding is a table containing a Weapon and a Consumable. Make use of them
 and continue towards the site.
 
 Go up the ladders and shut off that Alarm ASAP. Fight off the remaining Zombies
 at the top of the scaffolding (there's a Scoped Rifle and some Melee Weapons on
 the top). When the area's clear, go down and check the bodies next to the bus
 station for some Grenades. Enter the bus station's entrance to the right.
 
 Head on through (there's more Grenades within the station) and head into the
 parking lot with the buses in it. There's more Grenades lying around the
 sidewalks. Turn right and head straight for the Safe Room.
 
 **********
 *Survival*
 **********
 
 The scaffolding is the best place to hold out, open as it may be. Plant the
 Explosive Cans near the scaffolding to fend off the Infected. There are
 numerous Grenades on the site, as well as a Submachine Gun and a Scoped Rifle.
 Don't forget about that Grenade Launcher!
 
 **********
 *Scavenge*
 **********
 
 Scavenge tips COMING SOON!
 
 -------------------
 3.53 >The Cemetery<
 -------------------
 
 Difficulty: Hard.
 Time of Day: Day.
 Crescendo Event: Impound Lot.
 Unique Panic Events: Car Alarms.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 4 Health Kits,
 Ammo Cache.
 
 Head on out and follow the supports of the freeway. There's often some supplies
 near the supports or near that camping bag over there. The Survivors should run
 into a small town.
 
 Head into the far building. The first floor contains a Pistol (or maybe a
 Chainsaw). Go up the ramp and enter the second floor; it contains more Weapons,
 and more supplies. Follow the long balcony and hop down onto the bus, then hop
 down onto the side opposite of where the Survivors came in.
 
 The road's blocked by a fence. Get around it to the left and take the supplies
 from the shelves. There's a trailer on the road often containing more valuable
 stuff. Notice the house with the stairs outside. It can be accessed by going
 straight through the hole in the fence, or through the unfinished building to
 the right.
 
 ---------------
 One Way Passage
 ---------------
 
 Inside this building is even more supplies. Exit through the gap in the wall
 and make a 10-point landing onto the roof of the trailer. There's a lot of
 unfinished or desolate buildings in this neighbourhood...
 
 Enter the building that looks the most complete (not including the previously
 mentioned building). The second floor has a room with supplies and a tally on
 the wall (if it isn't Zombies, I wouldn't want to know). Cut through the first
 floor and exit through yet another hole in a wall.
 
 Feel free to think there's some supplies on top of the trailer to the right
 (some might be there). The way forward is left, however. Enter through the hole
 in the house and take all of the supplies from this building (there's often an
 Ammo Cache around here somewhere). Exit through another hole in a wall and onto
 the street.
 
 ---------------
 One Way Passage
 ---------------
 
 Clear out the Infected walking around here and then enter the sewer. Don't
 worry, nobody is going to break their legs when they enter it. However, this is
 the perfect spot for a Spitter to severely weaken the Survivors, so don't waste
 time here. There's an Auto Shotgun (and maybe a Grenade Launcher) at the bottom
 of the hole.
 
 Trek through the large, stinky room and climb up the ladder in the center.
 Woah! That's a lot of Cars! To make things worse, some of them are rigged with
 Alarms! And to top it all off, it IS possible for a Tank to be waiting here!
 
 ------------------------------------------------
 Crescendo Event, maybe! Prepare to fight, maybe!
 ------------------------------------------------
 
 There's a couple of Weapons (including Melee ones) behind, feel free to take
 them. Navigate carefully through the Impound Lot (Melee Weapons can help out a
 lot here). Identify which Cars are rigged (they have glowing lights) and pass
 through them quickly. There's sometimes supplies in the ticket booth. Go up the
 ladder and onto the freeway.
 
 WOOOOOOOOOOOOOOSSSHHHHH!
 
 The path across the freeway is no more. Check the ambulance for supplies
 (usually Health Kits and Weapons), then head towards the gap in the road.
 
 ---------------
 One Way Passage
 ---------------
 
 Clear out the Infected below and then jump down onto the pile of rubble. Check
 the shack at the bottom of the hill for more Weapons. Enter the graveyard (at
 least the Infected aren't actually undead!).
 
 Here's where it gets a bit inconvinient for writers like me. The path through
 the graveyard varies due to the fences and tombs changing between games. The
 path is still linear, and regardless of what path they take, the Survivors
 should search every nook and cranny for supplies. There's a lot of Machetes in
 this forsaken field.
 
 Eventually, the Survivors will reach the exit out of the cemetary. Head onto
 the road (check the truck at the end of the road for more supplies) and then go
 downward.
 
 The Safe Room is inside the resturaunt's storage room. The resturaunt itself
 may contain Health Kits outside the Safe Room.
 
 ------------------
 3.54 >The Quarter<
 ------------------
 
 Difficulty: Hard.
 Time of Day: Day.
 Crescendo Event: Parade Float.
 Unique Panic Events: Car Alarms.
 Safe Room Inventory: Assault Rifle, Auto Shotgun, Scoped Rifle, 9mm Pistol, 4
 Health Kits, Ammo Cache.
 
 Kaboom! The military's not looking for Survivors any more! Don't worry though,
 according to the climatic ending policy, none of the bombs will actually hit
 the Survivors on their way out of this level.
 
 Grab some guns and then head into the yard with the fountain. After exploring
 the nearby buildings, head to the condo on the opposite end of this yard. Go up
 the stairs and check the second floor for Weapons (they're hard to miss).
 
 ---------------
 One Way Passage
 ---------------
 
 At the top of the balcony is a road. Feel free to pick off every single
 Infected on it (or use a Pipe Bomb), then hop down on the road. Check all the
 open doors on this street. The one at the far end leads to the rest of the
 level.
 
 Check the tavern's tables for goodies, and enter the bar. Go up the stairs and
 across the billiards tables (checking for supplies on the way), and check the
 room to the left (more Weapons).
 
 ---------------
 One Way Passage
 ---------------
 
 Hop down onto the boxes. Make sure everybody makes it down safely. Head on out
 and cross through the alley. Enter the building and up the stairs. If a Tank
 appears here, get back out to even the playing odds.
 
 Collect the supplies on the second floor (and use the Ammo Cache), then go onto
 more balconies and then hop down onto that black roof over there. The only way
 to get across to the other buildings on the opposite end is to bring the Float
 in the yard across (how convinient for it to have some scaffoldings the right
 height on top of it!). There's a pair of Molotovs on the scaffoldings on the
 dark roof.
 
 ----------------------------------
 Crescendo Event! Prepare to fight!
 ----------------------------------
 
 Contrary to popular belief, the dark roof is a terrible place to hold out while
 the Float makes its way across. Instead, head to the stairwell connecting the
 lower balconies to the ground. A single Molotov can easily cover the ground
 next to the stairwell. When the Float stops, head across (watch out for Smokers
 on the rooftops!).
 
 Check the rooms and then go down the stairs. Check THESE rooms and then head
 outside. Stroll across the alley and head into the building. There's a First
 Aid Station here, and a couple of Weapons on the counter. Head across this lane
 and enter the building on the opposite end (there's often supplies in the rooms
 to the left).
 
 Into this condo. Explore all the rooms in this building before going out onto
 the porch of the second floor (I once found a Health Kit and a Grenade Launcher
 in one of these rooms!).
 
 ---------------
 One Way Passage
 ---------------
 
 Hop down onto the alley and use the Ammo Cache. The Survivors are almost there!
 Just cross the alley and to the parking lot. Feel free to take a look in the
 rooms of the nearby building. Head towards the freeway and then turn right. The
 Safe Room is straight ahead.
 
 -----------------
 3.55 >The Bridge<
 -----------------
 
 Difficulty: Insane!
 Time of Day: Day.
 Crescendo Event: Crossing the Bridge.
 Unique Panic Events: None.
 Safe Room Inventory: Assault Rifles, Auto Shotguns, Scoped Rifles, Pistol, 8-10
 Health Kits, Pills, Adrenaline, Grenades, Ammo Cache.
 
 This is it. The final showdown. There's a good reason for there to be this many
 Health Kits in one Safe Room. Use as many Health Kits as possible while still
 keeping a total of four on hand. Do the same with all the other supplies.
 
 Head to the outdoors and answer the radio next to the dead body. The last
 helicopter out of here is on the other end of the bridge. Get ready to cross
 the Table Bridge, it's going to be a wild ride!
 
 -------------------------
 Finale! Prepare to fight!
 -------------------------
 
 Activate the switch to bring down the Bridge and then get across! Pick one end
 of the Bridge to stay together on (left is usually the safest for now). Avoid
 the gaps in the Bridge! As with all Moving Crescendos, Melee Weapons can help
 significantly.
 
 There's a bunch of Weapons next to the 18-wheeler. The benefits of Adrenaline
 can really help out here. Go up the "ramp". There's an ambulance behind the
 upper floor of the ramp containing Pills and Adrenaline; use them. Keep
 crossing the Bridge! Hop down onto the vehicles and keep moving forward!
 
 Yikes! A Tank here of all places?! Stick to the scaffolding to avoid being
 crushed by a tossed Car! Keep filling up that Tank with lead! There's a truck
 with more precious supplies in it.
 
 To get past this next obstacle, climb up the tanker truck and then hop to the
 elevated portion of the broken Bridge. Try not to be disoriented by the slanted
 part of the Bridge.
 
 ---------------
 One Way Passage
 ---------------
 
 The Survivors are nearly there! Hop down the trucks and cross the linear path.
 There's an abundance of Pipe Bombs here; use them to fend off the Infected
 while everyone heads to the helipad! Ignore the stupid Machine Gun and make a
 beeline through the path leading to the helipad. Board the Helicopter and watch
 the spectacular explosion of the Bridge! Yahoo!
 
 **********
 *Survival*
 **********
 
 The Survivors start at the Helicopter, which will not move. Establish a
 foothold on the road leading to the Bridge. There's a couple of Weapons here.
 Gather the Explosive Cans and set them up near the tent. When ready, activate
 the radio and head back! The Infected always come from the front (away from the
 Bridge), but sometimes appear on the opposite end of the road.
 
 ================
 4.00 >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.
 
 -------------------
 4.01 >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.
 
 -Aim for the head.
 
 -While reloading, shoving doesn't interrupt the reloading process. Climbing a
 Ladder does.
 
 -The Survivors can only shove so much until they get tired (in this case,
 they'll have to wait a second before shoving again).
 
 -The more powerful weapons can penetrate through thin walls (this is effective
 against Boomers).
 
 -A dead Survivor will drop his or her items, so use them if necessary. However,
 it's rude to take their supplies and then Defibrillate them. Let the revived
 Survivor take their weapons back.
 
 -The Flashlight is directly attached to the Weapons, so reloading or shoving
 will decrease the efficiency of the Flashlight.
 
 -Enabling subtitles helps greatly.
 
 -Is there hardly any Infected wandering around here? A Boss Infected is likely
 to be ahead!
 
 -In Expert mode, a Survivor may be better off dying if he/she is low on Health
 and the Survivors are near the end of the level. A resurrected Survivor will
 start off with 50 points of Health!
 
 -The same applies to Defibrillators. Make good use of them!
 
 -Friendly fire does not apply to Helpless Survivors. Take advantage of this
 when using the Grenade Launcher.
 
 -----------------------
 4.02 >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 Special Infected
 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, Grenades, and Melee Weapons will hurt Survivors. Shoving doesn't.
 
 -Try not to leave any Survivors behind. Try not to let any Survivors die
 either.
 
 -Bile Bombs will never cover Survivors.
 
 ------------------
 4.03 >Versus Tips<
 ------------------
 Versus is much more different from Co-op, and it's much more terrifying. While
 it uses the many factors of Normal difficulty, it should be treated as Expert.
 
 -Be sure to know the terrain of the level before doing it on Versus. Nothing
 can jeopardize a team more than a lost Survivor.
 
 -Whoever slows down behind is often left behind.
 
 -Survivors cannot be rescued from Closets after they are killed, making
 Defibrillators much more valuable.
 
 -No matter what happens, stay together! Should the team split up, split up in
 groups of two.
 
 -The Infected like to ambush Survivors when they are using their Health Kits.
 
 -Due to the quicker pace and constant moving, Shotguns and Melee Weapons are
 usually a good pick. Avoid using the Hunting Rifle except in Finales.
 
 -Keep moving from room to room.
 
 -Focus on reaching as far through the level as possible.
 
 -Grenade Launchers can stun most Special Infected.
 
 -----------------------
 4.04 >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.
 
 -Fires also kill Common Infected very quickly. If an Infected is on fire, it is
 harmless and will die soon. Molotovs are useful when trying to massacre some
 Infected that run through a certain choke point.
 
 -Bile Bombs summon an extra Horde of Zombies if there isn't already one around.
 
 -Only use primary Weapons on them if they're too numerous to be taken out with
 Pistols.
 
 -If a leg or head falls off an Infected, it's dead. Scoped Rifles will always
 kill Common Infected in a single shot.
 
 -Don't be afraid to shoot any Infected attacking another Survivor's back.
 
 -During the last parts of the Finale, a Bile Bomb can distract the crowds of
 Infected long enough to reach the exit.
 
 *********
 *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. Extra points
 for shooting it in mid-air!
 
 -If a Hunter is on a Survivor, knock him off, and kill him!
 
 -A Hunter can easily be bludgeoned to death.
 
 -Explosions can stun Special Infected, including Hunters.
 
 *********
 *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!
 
 -If a Smoker failed to grab a Survivor with its tongue, approach it and shoot
 it! This is guaranteed kill.
 
 -A Survivor only has a second to react when being pulled by a Smoker before
 losing control.
 
 -Melee Weapons can cut the tongue.
 
 *********
 *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 or Bile 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.
 
 -Try shooting through walls if a Boomer is attempting to hide.
 
 -Male and Female Boomers emit different noises. Identify both of them.
 
 *********
 *Charger*
 *********
 
 -If a Charger is attempting to charge, get out of the way!
 
 -Chargers cannot be shoved.
 
 -Since Chargers can only charge in a straight line, avoid running into him and
 kill him when he misses.
 
 -Take out Chargers at long range.
 
 -Chargers often just head straight for Survivors if they miss on their charge.
 Kill him before he can do more damage!
 
 *********
 *Spitter*
 *********
 
 -Upon hearing a Spitter, displace!
 
 -Spitters are almost as fragile as Boomers, so use any long-range weapon to
 take them out.
 
 -Avoid Acid Puddles at all costs.
 
 -Don't even think about using Melee Weapons against Spitters!
 
 -Eyes out for their glowing drool.
 
 ********
 *Jockey*
 ********
 
 -Like Hunters, Jockeys can be shoved in mid-air, and can be shoved off its
 victims (albeit with greater difficulty).
 
 -If leaped on by a Jockey, try to resist its movements! Also, turn around to
 have the Jockey towards the rest of the Survivors so that they can kill it.
 
 -Grenade Launchers are very effective against Jockeys.
 
 *******
 *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).
 
 -Tanks are faster when on fire in Co-op and Survival modes, but slower in
 Versus.
 
 -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, Scoped 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).
 
 -Beware of Special Infected when dealing with a Tank.
 
 -If a Tank is covered in Bile, don't attack the incoming Horde and focus on the
 Tank. Only use a Bile Bomb on a Tank if a Horde is already around.
 
 *********
 *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 a Scoped Rifle. Fast as she is,
 a distance long enough should provide the Survivors some time to kill the Witch
 on her trip.
 
 -The Chainsaw is capable of killing the Witch safely (as the weapon is strong
 enough to render her helpless if activated long enough). Do this from behind.
 
 -Explosive Ammunition can stun Witches. A fully loaded Automatic Weapon filled
 with Explosive Ammunition can kill a Witch safely.
 
 -Whoever didn't startle the Witch should never use Incendiary Ammo on her.
 
 ------------------
 4.05 >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.
 
 -Think of the worst times a Special Infected can appear as a Survivor.
 
 -Special Infected cannot trigger Alarm Cars.
 
 -Smash any Doors to bits.
 
 -Survivors are defenseless when climbing ladders.
 
 ********
 *Hunter*
 ********
 
 -Crouch, then fire in order to pounce. Wait for the Infected meter to fill up
 before leaping.
 
 -Pouncing from high areas will cause more damage.
 
 -Pouncing can also be used for long-jumping and high-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.
 
 -Pouncing on a Survivor on an Acid Puddle is very effective.
 
 -Pouncing alone deals quite a bit of damage when done right. Aim a little
 higher than the Survivor.
 
 -When pouncing from high areas, try not to miss the Survivors to deal damage
 on the first pounce.
 
 ********
 *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 and other
 obstacles.
 
 -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.
 
 -Attack from long-range.
 
 ********
 *Boomer*
 ********
 
 -When close enough to the Survivors, aim and vomit! The Boomer will have to
 wait a long time before he/she can vomit again.
 
 -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, constricted, or downed Survivor.
 
 -A Survivor on a ladder is completely helpless against the Boomer.
 
 -Avoid thin walls.
 
 -The Boomer Bile doesn't overlap, so don't bother trying to explode on a
 Survivor after vomiting on him/her!
 
 -The Boomer can also change the direction he/she's vomiting to cover more
 Survivors.
 
 *********
 *Charger*
 *********
 
 -Chargers love narrow hallways, as they can bowl through the Survivors with
 ease.
 
 -Charge straight into a cluster of Survivors; anyone not caught by the arm will
 be knocked down to the floor, stunned.
 
 -Chargers can also bring Survivors to ledges.
 
 -Charge from the front, not behind.
 
 -Try to attack as close as possible.
 
 -The Charger is essentially a reverse Smoker.
 
 *********
 *Spitter*
 *********
 
 -See Survivors camping in a cluster? Spit on them!
 
 -Try spitting on areas the Survivors MUST go in order to delay them.
 
 -An incapacitated or trapped Survivor is delicious game for an Acid Puddle.
 
 -Spitters can detonate dropped Fuel Cans.
 
 -Acid Puddles do not damage other Infected other than the Spitter herself.
 
 -Try to stay out of sight.
 
 -Any helpless Survivor is doomed to an Acid Puddle!
 
 ********
 *Jockey*
 ********
 
 -In addition to leaping on, Jockeys can take control of Survivors by landing on
 them.
 
 -Think of whatever obstacle comes to mind and steer the Survivor there.
 
 -Other Special Infected also count.
 
 -Try to go for the healthier Survivors, as they will move faster.
 
 -If there are no other obstacles available, bring the victim as far away as
 possible from his/her friends.
 
 ******
 *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.
 
 -There are some walls in some levels that can be destroyed. The Tank can get a
 good clean ambush this way!
 
 -When a Survivor is incapacitated, move onto the next Survivor and let a Hunter
 or a Boomer finish him/her off.
 
 -Try knocking a Survivor off a cliff.
 
 -Avoid targeting Survivors that are helpless.
 
 -Almost always go for Survivors covered in Boomer Bile.
 
 ----------------------
 4.06 >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, Packs,
 and Consumables every Survivor has in hand.
 
 -Does someone need Consumables and are there any extra Consumables lying
 about? Feel free to give some Consumables to the needy, and then take the spare
 Consumables on the ground.
 
 -Does everyone have Consumables, but there are still extra Consumables? 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.
 
 -If everyone has a Health Kit and there is an Ammo Pack lying around, pick up
 the Ammo Pack and deploy it, then take back the Health Kit.
 
 -If not everyone has a Health Kit, take an Ammo Pack or a Defibrillator and
 save it for later.
 
 -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, Weapons,
 and people.
 
 -Upon receiving Pills or Adrenaline from another Survivor, it's not always
 mandatory to consume them right away (in fact, it's quite rude if the Survivor
 doesn't really need to do it at all).
 
 -Bots do not pick up, nor use Grenades, Chainsaws, Grenade Launchers, Ammo
 Packs, or Defibrillators.
 
 -Too many Defibrillators? Have a Survivor under 50 Health? Kill off that
 Survivor and use a Defibrillator to bring him/her to 50 Health instead of
 wasting a precious Health Kit.
 
 -------------------------
 4.07 >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 Stationary Crescendo
 Event.
 
 -During Panic or Stationary 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, Chargers, and Spitters!
 
 -ALWAYS stay away from Alarm Cars and edges.
 
 -Try to reload before or after climbing a ladder.
 
 -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.
 
 -Melee Weapons are a must for Gauntlet Crescendos.
 
 --------------------
 4.08 >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).
 
 -Use Secondary Weapons 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. Keep an eye
 out for Spitters.
 
 -When a Tank arrives, try to displace and scramble! Auto Shotguns work wonders
 against Tanks. Tanks have less health in Survival Mode, but that doesn't make
 them a lesser threat!
 
 -Scoped Rifles also can deal loads of damage against Tanks from a distance.
 
 -Most of the time, stay together. When a Tank comes, displace!
 
 -Smokers, Hunters, and Spitters are top priority targets aside from Tanks.
 
 -Feel free to establish all the Ammo Packs in the map in wherever the Survivors
 plan to defend. But only use the Ammo Packs until the need arises.
 
 -Try to use Grenade Launchers first.
 
 -Pick Pills over Adrenaline.
 
 -Bile Bombs can lure the Infected to Tanks.
 
 -ALWAYS install Laser Sights onto every Weapon available. It's even possible to
 transfer them over to certain locations for safekeeping.
 
 --------------------
 4.09 >Scavenge Tips<
 --------------------
 Scavenge requires more teamwork than ever before! Coordination is key to
 victory!
 
 ***********
 *Survivors*
 ***********
 
 -Always split up into two teams, or one. Each team must find Fuel Cans and
 deliver them to the Generator. Try to put the Fuel into the Generator as soon
 as possible!
 
 -Defend whoever is pouring in the Fuel.
 
 -When carrying Fuel, if the outline around the Fuel hole is red, the Survivor
 cannot pour it in. If it is white, the Survivor can.
 
 -Try not to accidentally toss the Fuel Can when trying to pour it in!
 
 **********
 *Infected*
 **********
 
 -Spitters are much rarer in this game, and much more valuable. Whenever there
 is a dropped Fuel Can (outlined in orange), SPIT ON IT!
 
 -If a Survivor dropped a Fuel Can, attack them and bring them away from it!
 
 -Ambush the Survivors where the Fuel Cans and the Generator are.
 
 -Always target Survivors carrying Fuel Cans first.
 
 Here's a tip by Teh Thief:
 
 "If you are a Spitter and there is a Survivor pouring Fuel, spit on him/her.
 It can do several things, such as:
 -Damaging the Survivor.
 -Stopping the pouring process (They can't pour when apat on, the bar keeps
 resetting).
 -Hopefully will make the Survivor drop the Can and it will explode from Acid."
 
 ---------------------
 4.10 Achievement Tips
 ---------------------
 Some people are willing to put their lives on the line to get every single
 Achievement in the game (well, maybe not like that).
 
 ------------------
 Campaign (Instant)
 ------------------
 These can be obtained in any Campaign.
 
 Acid Reflex:
 Simply use a Sniper Rifle on a Spitter from long range. Easy as pie.
 
 A Ride Denied:
 Shoot a Jockey as soon as he takes control of a Survivor.
 
 Armory of One:
 Try to deploy an Ammo Pack on an area the Survivors CANNOT miss, like a choke
 point.
 
 Burning Sensation:
 Just keep shooting up Zombies and collecting Incendiary Ammo.
 
 Chain of Command:
 Use Chainsaws during Gauntlet Crescendo Events.
 
 CL0WND:
 Shove Clowns in the face. It can be the same Clown over and over.
 
 Club Dead:
 Just grab Melee Weapons and kill at least one Infected with it.
 
 Crass Menagerie:
 Note that this doesn't include Riot Infected, Fallen Survivors, or Zombie Gibbs
 Jr.
 
 Dead in the Water:
 Pipe Bombs and Grenade Launchers are very effective against swimming Mud Men.
 
 Dismemberment Plan:
 If a Survivor is pounced, chances are that Common Infected will also be
 attacking him/her. Use a Grenade Launcher on that crowd (it won't damage the
 Survivor). Bile Bombs can also lure Infected to a single area.
 
 Fried Piper:
 Throw Molotovs at crowds. Chances are that a Clown is in there.
 
 Gong Show:
 Take Adrenaline, use it, and bash a Melee Weapon on the red cube to break the
 machine.
 
 Head Honcho:
 Keep chopping off heads with Melee Weapons.
 
 Level a Charge:
 A Charger has 600 Health while Melee Weapons only take out 500. Weaken a
 Charger by shooting it, then swing at it when it Charges. Swing true.
 
 Robbed Zombie:
 Hazmats only appear in the first two levels of Dead Center.
 
 Septic Tank:
 Just throw that Bile Bomb at that Tank.
 
 Shock Jock:
 If somebody is below 50 HP, they can be killed and Defibrillated to bring them
 back. Sometimes better than using a Health Kit!
 
 Stache Whacker:
 Whack 42 moles in the Whack-A-Moustachio game.
 
 Tank Burger:
 Chainsaws are the most effective for this Achievement.
 
 The Quick and the Dead:
 If somebody is down, use Adrenaline and bring them back up. Shouldn't be more
 than a second.
 
 ------------------------------
 Campaign (Campaign Completion)
 ------------------------------
 These can only be obtained in official Campaigns.
 
 Price Chopper, Midnight Rider, Ragin' Cajun, Weatherman, Bridge Burner:
 Just complete the Campaigns on any difficulty. Be sure to survive and play
 through the entire Campaign for maximum success.
 
 Confederacy of Crunches:
 Do not even think of shooting a single bullet, even from a Pistol when
 Incapacitated! Grenades are OK.
 
 Guardin' Gnome:
 The Gnome can be obtained by getting over 750 points in the shooting gallery.
 Shoot the targets (but not Lil' Peanut) in order to win the Gnome. The Gnome
 must be carried like an Explosive Can all the way to the Helicopter. Be sure to
 hold the Gnome in between Safe Rooms. Even those who don't make it will get
 this Achievement as long as the Gnome made it to the Helicopter.
 
 Still Something to Prove:
 Conquer all the Campaigns on Expert! Salute those who got this Achievement!
 
 The Real Deal:
 "Simply" defy all odds and complete a Campaign on Expert with Realism.
 
 ---------------------------
 Campaign (Level Completion)
 ---------------------------
 These can only be obtained in its according level. The Survivors can simply
 start from that level and gain their respective Achievements.
 
 Bridge over Trebled Slaughter:
 At the beginning, try to stick to the left side, as it is the straightest.
 Consider avoiding the first Tank to bypass the incoming Horde.
 
 Sob Story:
 Try not to startle, and try not to kill any Witches! If somebody startled one,
 leave them to die (as long as they know the objective), and run straight to the
 Safe Room! Don't do anything stupid.
 
 Violence in Silence:
 Use Melee Weapons only when inside the Impound Lot. Identify which Cars are
 booby-trapped and get out of the Lot. Get into the Safe Room to get this
 Achievement.
 
 Wing and a Prayer:
 There are some areas in the plane that allow Survivors to hold out safely.
 
 ------
 Versus
 ------
 The Infected Achievements can be obtained on Versus or Scavenge Mode. The
 Survivor-specific Achievements can only be obtained in Versus.
 
 A Spittle Help from my Friends:
 If a Survivor is being choked by a Smoker, Spit on it.
 
 Back in the Saddle:
 If the Jockey managed to Incapacitate a Survivor, retreat and try to ride
 another one!
 
 Great Expectorations:
 See the Survivors corner-camping? Teach them a lesson by Spitting on them!
 
 Heartwarmer:
 If somebody got killed outside the Safe Room, shock them and bring them to the
 Safe Room for more points.
 
 Long Distance Carrier:
 Falls also count towards this Achievement. Consider pushing Survivors over
 ledges to their death in Dead Center.
 
 Meat Tenderizer:
 If someone was stupid enough to go solo, grab them and bash them into
 submission.
 
 Qualified Ride:
 Same as Meat Tenderizer, just with a Jockey. Try not to bring them over a ledge
 in order to ride them for twelve seconds.
 
 Rode Hard, Put Away Wet:
 If somebody is trying to get out of an Acid Puddle, bring them back in!
 
 Scattering Ram:
 If the Survivors are practically glued together, rip them apart!
 
 Strength in Numbers:
 Find a good and competent group of buddies and then beat the living daylights
 out of the enemy team.
 
 --------
 Survival
 --------
 These can obtained in Survival Mode. Keep in mind that in order to obtain
 Medals, be sure to wait until the round is reset after the Survivors have lost.
 
 Beat the Rush:
 Remember: This can only be obtained upon earning a NEW Medal. This means that
 if someone got a Bronze Medal on a map without only using Melee Weapons, they
 will have to get a Silver Medal on the same map if they hope to get that
 Achievement there. Get this Achievement as soon as possible.
 
 --------
 Scavenge
 --------
 These can only be obtained in Scavenge Mode.
 
 Cache and Carry:
 If the enemy team is bad enough, try to collect all Fuel Cans.
 
 Fuel Crisis:
 Somebody carrying a Fuel Can? Attack them!
 
 Gas Guzzler:
 Play Scavenge over and over and over.
 
 Gas Shortage:
 Force or prompt the Survivors to drop their Fuel Cans.
 
 Hunting Party:
 Pray for a good team in Scavenge.
 
 ===================
 5.0 >And the Rest!<
 ===================
 All of this will cover up the rest of the guide.
 
 -----------
 5.1 >F.A.Q<
 -----------
 
 Q: Wait, Riot Cop Infected?
 A: Riot Infected are not included in the "Censored" version of Left 4 Dead 2.
 
 Q: Where else can I get Left 4 Dead 2 tips?
 A: Left 4 Dead Wiki is an excellent place to get information.
 
 Q: What's your Steam account name?
 A: [email protected]. My Steam nickname is Newman (RM). Extra points for
 finding out what the RM stands for.
 
 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 (omit the
 brackets).
 
 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 sending me e-mails.
 
 1. Spell correctly with good grammar.
 
 2. Don’t ask something that’s already inside this guide.
 
 3. 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.
 
 4. Don’t forget about the subject (Left 4 Dead 2)! Then I will know what the
 topic is about.
 
 5. Don't ever try to contact me through a messenger program. Ever.
 
 6. If there's an error or a vital note for the guide missing, please inform me
 of it immediatley.
 
 7. If you're going to criticize my guide, please leave some constructive
 criticism.
 
 8. Don't forget to leave your nickname so that I can put it on the credits!
 
 Just give me these things if you want to contact me about the guide.
 
 1. Strategies on incomplete stuff.
 
 2. Additional FAQs.
 
 3. Other stuff to make this guide interesting.
 
 Here's a list of things not to send me (I will block whoever sends me the
 following):
 -Spam
 -Death Threats
 -Invitations to Facebook, Myspace, any kind of blogging websites (because I
 never use them)
 
 ------------------
 5.3 >Website List<
 ------------------
 This is a list of the Websites that this guide is available to:
 
 -GameFAQs.
 -GameSpot.
 -Neoseeker.
 -Game Revolution.
 -Super Cheats.
 
 -------------
 5.4 >Credits<
 -------------
 
 -Me, the Author.
 -Left 4 Dead Wiki for giving me vital information on the game.
 -Teh Thief for the Scavenge tip.
 -GlassGiant.com for providing an ASCII program.
 -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.
 
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