Down in the bayou of Louisiana, all hell has broken loose in this second entry of the multiplayer zombie-fest. Players assume the role of four new survivors, each with their own personality and new dialog. The game leads them through the southeastern region of the US -- from Savannah, Georgia through the bayou country, and climaxing in New Orleans' French Quarter.
This co-operative action horror FPS takes you and your friends through the cities, swamps and cemeteries of the Deep South, from Savannah to New Orleans across five expansive campaigns. You'll play as one of four new survivors armed with a wide and devastating array of classic and upgraded weapons. In addition to firearms, you’ll also get a chance to take out some aggression on infected with a variety of carnage-creating melee weapons, from chainsaws to axes and even the deadly frying pan. You'll be putting these weapons to the test against (or playing as in Versus) three horrific and formidable new Special Infected. You'll also encounter five new "uncommon" common infected, including the terrifying Mudmen.
Here we are roughly one year after the release of Left 4 Dead, and its sequel is already out. For Valve, Left 4 Dead 2 represents an unusually speedy turnaround time considering the delays and release date fuzziness generally associated with its games, notably in the years leading up to Team Fortress 2 and the still mysterious status of Half-Life 2: Episode 3. Despite that history and the potential concerns associated with how soon this game is showing up after the first, Left 4 Dead 2 is very much a complete game, much more so than the original, and is without a doubt the better product. If you're still in the mood to group up with friends and slay packs of ravenous undead, then it doesn't get any better than this. However, if you're tired of Left 4 Dead's gameplay formula, the sequel, as good as it is, may not be enough to warrant a purchase. It's a game that's more about refinement and augmentation of existing features instead of offering something dramatically new.
As a result, after you've played Left 4 Dead 2, it's difficult to go back to the original without a mild sense of disappointment. Remember, of Left 4 Dead's four original campaigns, only two were set up for Versus play right out of the gate. It wasn't until Valve released the Survival Pack months later that players got the full Versus experience as well as the now-standard timed Survival mode. Left 4 Dead 2 has five full and more interesting campaigns, a more fleshed out and distinctive setting with some fantastic action set pieces, more personality, more modes, and in general gives you more to do. In many ways, I wish this would have been the product that was released first since it feels much more full-featured than the original, and the fiercely team-oriented style of gameplay wouldn't have been as familiar then as it is now.
It's entirely possible you're someone who never played the first and have no idea what I'm talking about, so I'll take a step back for a moment. It's the zombie apocalypse, and you play as one of four human Survivors who attempt to shoot their way through hordes of fast-moving "infected" (which I'll refer to as zombies) to get to the end of a map. The sequel is set in the American southeast and the new cast of characters is more memorable this time around, as they seem more aware of their situation, chattering away and commenting on specific parts of the environment as they battle through. Ellis' inane stories while huddled in safe houses are a particular highlight as he waxes on about accident-prone acquaintances while mobs of bloodthirsty zombies converge on his position, at which point the others understandably tell him to shut his mouth.
That's not what you should be doing while playing, however. More effectively than most other titles out there, Left 4 Dead 2 forces you to work as a team if you want to win. You need to talk, and you need to participate. Every member of your four person squad of Survivors needs to be communicating about what they're doing, calling out locations for ammunition, weapon, and health pickups, and asking for help when in trouble. The catch is that no stage ever plays out the same way, because there's an artificial intelligence called the Director governing the action. Packs of common zombies can attack at any time, and if what the Director throws at you proves too challenging, your path of progression through a stage may even get swapped around to make things easier. It makes every experience different, and encourages repeat play as it adapts to challenge players of any skill level.
More zombie types make the gameplay even more unpredictable.Like before, there are multiple difficulty settings, with Normal serving as a good entry-level challenge while on Expert only those with the best communication, decision-making, and reaction skills will survive. Left 4 Dead 2's Realism mode makes the challenge even more daunting, removing helpful glows around items and weapons amongst other things, meaning it's all up to your communication skills to call out ammunition and item pickups or to let people know you're in trouble. If you're the type of player who generally shies away from a conversation and prefers to remain silent, then you're not going to like Left 4 Dead, mostly because your team isn't going to do very well if everyone's only interacting on a minimal level. Because of how much teamwork is required in Left 4 Dead, it's also one of the best games out there for triggering an emotional response in players, which works both ways. If you manage to pull through, you feel a much greater sense of accomplishment, and if you're losing, it can be singularly frustrating since your success is just as reliant on the behavior of those around you as it is on your own personal skill.
Bots are still included, though, so if you do want to run through the five campaigns by yourself that's entirely possible, and should a person have to drop out midway through a campaign, an artificial intelligence will take over so you don't have to all give up. Your computer-controlled teammates will work alongside, making accurate shots, swapping out weapons, reviving, trading items and healing when necessary. It's nowhere close to as entertaining an experience, but it's still functional and playable solo. Ideally, like when preparing for a dungeon run in an MMO, you'll be able to get a full party together to tackle the challenges, and it's an experience that's at its best when in a full Versus game.
Versus is also where you'll be challenged the most, as four players will be running through as Survivors and four others controlling the powerful boss zombie types. These include the Tanks, Boomers, Smokers, and Hunters from the first game, in addition to the new Spitters, Jockeys, and Chargers. The new boss zombie special powers add layers to the gameplay, such as the Spitter's acid pool that can do heavy damage over time to anyone who stumbles into it. The Jockey's ability to take over control of a Survivor's direction of movement makes for even more interesting combination possibilities here, and overall the addition of these new boss zombies adds in a welcome amount of depth and, if you're playing as Survivors, unpredictability to the play experience. If your Infected team is working together you can time Boomer bile attacks with Jockey jumps and Spitter attacks so large groups of common zombies are attacking while one Survivor stumbles under a Jockey's control and the rest are slowly dying in a pool of acid.
Left 4 Dead 2 Cheats
At the main menu, go to Options and toggle the developer console on. Now you'll be able to open your the console by pressing ~ (or the key above Tab).
Type sv_cheats 1 in the console. This will enable the cheats. When you get the message "sv_cvar_cheats_changed_to 1," type in the following codes for the desired effect. Note: these cheats are mainly from Left for Dead, and may not work in the sequel.
tongue_range X - (Default 750) Sets the maximum range of the smoker's tongue attack
z_pounce_damage X - X is amount of damage you want to do to survivors
z_witch_burn_time - X is amount of time before a burning Witch dies from fire (does not affect damage caused by fire)
z_health - Change Zombie Health
z_speed - Change Zombie Speed
director_no_human_zombies 0/1 - Toggles controllable Boss Infected on any map
director_panic_forever 0/1 - Toggles never ending panics
director_force_panic - Forces a panic event
give ammo - Full Ammunition
give pistol - Get Pistol
impulse 101 - Spawn Ammo To Your Primary Weapon
give autoshotgun - Spawn auto shotgun
give health - Spawn full health
give gascan - Spawn gascan
give hunting_rifle - Spawn hunting rifle
give molotov - Spawn molotov
give oxygentank - Spawn oxygen tank
give pain_pills - Spawn pain pills
give pipe_bomb - Spawn pipebomb
give propanetank - Spawn propanetank
give rifle - Spawn an Mk 47 (machine gun)
give first_aid_kit - Spawn first aid kit
z_spawn weapon_SMG - Spawn the SMG
god - Invincibility
buddha 1 - just like god but you receive damage(sometimes if you are the only survivor left you can't receive damage from infected)
sb_openfire or open_fire (console will tell) - makes your bot teammates shoot nonstop
director_no_mobs - No mob rushes
firstperson - Play in first person (default); this cheat is only necessary if thirdperson mode is enabled
Ent_Remove - Removes All Bots
z_witch_damage X - Sets the amount of damage a Witch's attack does
thirdperson_mayamode - Sets the camera to be fixed in place while in either third person or third person shoulder mode Enter once to turn on and enter again to turn off
thirdperson - Sets the camera to be in third person mode
thirdpersonshoulder - Sets the camera to over-the-shoulder third person mode
z_common_limit - Sets the maximum amount of regular zombies
z_tank_health X - Sets the maximum health of the Tank
z_frustration_lifetime X - Sets the number of seconds until the player loses control of the Tank from not attacking survivors
sb_friendlyfire - Toggles bot friendly fire damage
director_stop - Shuts off all wanderers, mobs, specials, and bosses
z_spawn zombie - Spawns 1 Zombie
boom - Spawns a active pipebomb under you
fire - Spawns a lighted molotov right on the floor under you
z_spawn - spawns a special infected (infected names: hunter, boomer, smoker, witch,tank, spitter, charger, jockey)
z_spawn mob - spawns a zombie horde
z_spawn boomer - Spawns boomer at location of crosshair
z_spawn hunter - Spawns hunter at location of crosshair
z_spawn smoker - Spawns smoker at location of crosshair
z_spawn tank - Spawns tank at location of crosshair
noclip - Toggles No Clipping Mode
z_witch_allow_change_victim - True/False setting that allows the witch to change targets instead or focus on the one survivor that alerted her first
sv_infinite_ammo 1 - Unlimited Ammunition
Vocalize - Vocalizes/makes the player say anything like vocalize playereatpills
tongue_fly_speed X - x= amount of speed that you want for the smoker's tongue
z_pounce_door_damage X - x= desired amount of damage to pounce through doors
sb_give XXXX - x= desired entity to give to your bot teammates (the console should give you a list)
retry - You can unlock achievements while using cheats (after entering sv_cheats 1, enter retry)
In part 2 of Dark Carnival you'll come across a well-lit shooting range with carnival mascot Moustachio emblazoned on it. Also note the yard gnome in the box -- your prize for getting 750 points. Get this high score by activating the game (via the red button) and shooting everyone but the blue peanut (you'll lose points if you hit this target!). Hit the yellow and green Moustachio target for extra points. The gnome (which you may recognize from Half-Life 2 Episode 2) will be released if you get a high score and so will scores of infected, so beware!.
Carry the gnome all the way to the end of the scenario (board the chopper) to unlock the Guardin' Gnome Achievement. You can drop Gnome Chompsky and pick it back up. You can also drop it in a safe room and it will be there after the break. Finally, you can use the gnome to repel zombies as you would with a weapon.
Left 4 Dead 2 Game Walkthrough
Left 4 Dead 2 Advanced Weapons Guide
by kratosorione | |Contact Author
L4D2 has been out for several years but for new players (or open-minded
veterans who enjoy reading about others' perspectives), this guide is meant to
give an overview of each weapon class/type and their relative pros/cons. A lot
of information covered here is common-sense knowledge, but I also include some
more subtle details that come from my experience (1000+ hours) playing this
game on the hardest modes it has to offer.
Ultimately the choice of weapon depends on your playstyle (do you like to play
long-range support or prefer to rush?), your team (does everyone else have a
sniper rifle?), the map (open outdoor spaces vs. small indoor spaces), the game
mode (versus, mutations, campaign, realism, etc.), aesthetics (love that
AK-skin? Can't part with that M4 sound mod?) and last but not least, skill.
Regardless of which weapon you choose to specialize in, just know in advance
that the L4D2 developers have done an extraordinary job of balancing weapons in
this game so there is no such thing as a bad choice.
Let it be known in advance that the majority of my time has been spent playing
cooperative campaign modes, so this guide will be heavily focused on that area.
I will add a little bit of my experience with versus at the end of the guide.
SMGs (smg vs silenced smg)
The SMG has greater accuracy, the silenced SMG has greater DPS; that's all
there is to it.
In most situations, the silenced SMG is the overall a better choice, due to its
higher DPS (the 2nd highest ranged dps in the game in fact). It functions
relatively well as a run-and-gun rushing weapon. While its accuracy is not
something to boast about, crouching and burst firing will allow you to get
headshots and pick off smokers even at long range. Tack on a laser sight and
you've got one hell of a deadly gun with high rate of fire, generous magazine
size, and immense ammo pool.
Pump Shotguns (pump vs chrome shotgun)
The chrome shotgun is the better weapon here simply because of its tight pellet
spread. If your aim is good, you can basically use it like a sniper rifle from
short to medium ranges. Pump shotguns are slightly more effective than smgs for
rushing. They also come in handy for quickly crowning witches if it's necessary
to do so, although there are usually safer alternatives.
Assault rifles (SCAR vs M16 vs AK-47)
Assault rifles are perhaps the most versatile weapons in the game. They can be
adapted to any situation. You really can't go wrong with choosing an assault
rifle, whereas snipers/shotguns are more specialized and may not be as
effective in some circumstances.
Most experienced players would argue that the AK-47 is the best assault rifle
in the game, and they would be mostly justified because it boasts the highest
DPS of any ranged weapon in the game, far outclassing the other two assault
rifles. However, its biggest weakness is its spread after the first shot and
its dismal running accuracy. If you pick the AK-47, crouch firing is a
necessity. Be especially careful of smokers as there is very little chance of
freeing yourself if you don't get a headshot within the first couple shots
after getting smoked.
The SCAR is the other face of the coin. What it lacks for in DPS, it makes up
for in far superior running accuracy. While some players dislike the 3 round
burst fire, its spread is extremely tight, which makes the SCAR not only an
outstanding run-and-gun weapon, but also a very effective marksman weapon for
picking off specials from afar. Its 60-round magazine gives it enough firepower
to take down multiple specials at a time without the need for reloading.
The M16, is the middle ground assault rifle, with accuracy lying in between
that of the AK and the SCAR. However, the reason the M16 should be avoided if
other assault rifles are available is its poor DPS and more importantly, low
ammo capacity. If you use an M16 as your primary, you will almost surely find
yourself running out of ammo soon.
Auto-shotguns (SPAS vs M4 Super 90)
Shotguns, like sniper rifles, are specialized weapons, which means they are
ideal for certain situations and are subpar in others. Auto-shotguns are ideal
for rushing. If you like to take the lead and set the pace for your team, this
is a good choice. They are also well-suited for indoor environments such as the
hospital level of No Mercy. Autoshotguns can dish out an incredible amount of
damage, but only for a short time. The main drawback to the autoshotgun is its
reload time. If you are cornered by a horde and run out of shells, you will
have to rely on your secondary.
Due to the limited range of shotguns, it is inadvisable to shoot specials from
afar. This means that you will have to wait for specials to get close before
you can kill them. Although this seems like a significant disadvantage, once
you become experienced with timing, distance, and dodging/dead-stopping,
killing jockeys, chargers, and hunters with autoshotguns becomes very easy. The
smoker on the other hand, will always be your worst nightmare.
The difference between the autoshotguns is mostly cosmetic, with the one caveat
that the SPAS has a bit tighter spread than the M4 Super 90.
Sniper rifles (hunting rifle vs military sniper)
The military sniper is NOT simply a version of the hunting rifle with double
the ammo capacity. For experienced players, the difference between the military
sniper and the hunting rifle is like night and day. They cater to very
different playstyles and situations. Both guns sport the same damage per shot
and rate of fire, so what exactly is the difference between them?
Accuracy vs. ammo capacity. The hunting rifle has the best running accuracy of
any gun in the game (the SCAR comes close), which means it can be used as a
rushing weapon. Because snipers are one-shot kill to common infected on
non-realism modes, the hunting rifle can be used almost like a shotgun, except
with better ammo capacity, reload rate, and range. Tack on the fact that the
hunting rifle sports a scope that can be used for support and to pick off
specials at extreme ranges, and you have yourself an exceptionally versatile
The military sniper has noticeably poorer running accuracy. You will sometimes
find yourself missing even when shooting at nearly point-blank range if you are
running. Thus, to use the military sniper effectively, you must stop and pause
for each shot. This is not necessarily a disadvantage, but it requires a very
different playstyle. Say for example there's a jockey running up to you at
twelve o'clock and it's too close to get a scoped shot in. With a hunting
rifle, you have the option of backpeddling while shooting and you will most
likely kill it before it can jump onto you. On the other hand, with the
military sniper, backpeddling is not an option due to the atrocious running
accuracy. This means that you must stand perfectly still and try to kill it
before it reaches you or deadstop it. This is considerably more risky,
especially when there are multiple specials and/or zombies around you
distracting you and requires much more skill.
The main advantage the military sniper has over the hunting rifle is the
doubled magazine size, which can be a lifesaver on game modes like hard eight
where running out of bullets means the difference between surviving and a wipe.
In general though, 15 rounds is more than enough to kill a few specials
(especially if you are skilled with headshots). Thus, the large magazine size
of the military sniper gives it an edge for stationary defense situations (such
as the rooftop of No Mercy) while the high accuracy of the hunting rifle makes
it better suited for running panic events and the likes.
A little side-note about laser sights. Lasers significantly improve the
hip-fire and running accuracy of smgs, assault rifles, and sniper rifles.
Because the improvement is a fixed percentage, it will be more noticeable on
guns that originally had very poor accuracy. Thus, the silenced smg, the AK-47,
and the military sniper benefit the MOST from laser sights, covering up their
most significant weaknesses and making them better weapons overall than their
Melee weapons are one hit kill on any difficulty or game mode to commons and
specials (with the exception of the charger, which takes two). Certain melee
weapons are better than others. Overall, you want a good balance between swing
speed and range, which makes the katana and the bat the 2 best melee weapons.
Melee weapons are extremely effective at taking on hordes, whether it means
hiding in a cubby and having them run into your sword, or charging into a horde
during a panic event and cutting them down. They are also the only weapons that
may get you out alive if you are completely surrounded by commons on all sides.
The machete and frying pan boast a slightly faster swing speed but reduced
swing arc, while the opposite is true for the fire axe and guitar. Logically,
it follows that if you are cornered by a horde, the axe will be much more
effective, but if you are running and being a ninja, the machete will be better.
Think of the magnum as a sniper rifle with 8 rounds and no scope. Its accuracy
is a bit worse, but still admirable. Its reload speed is decent, and so is its
running accuracy. In fact, it makes a perfectly fine primary weapon (especially
on expert realism). However, unlike melee weapons, it will not save you from a
horde unless you are in a very defensible position (such as in a narrow spot,
or behind a door). The main advantage of the magnum is that it is much less
risky to use than melee. Say you run out of ammo on your primary and need to
finish off a charger, jockey, or hunter. Trying to melee will most likely get
you scratched or punched, and on expert, that will take a huge chunk out of
your health bar. On the other hand, finishing them off with a quick headshot or
two with a magnum is pretty much risk-free.
Grenade Launcher and Chainsaw
These weapons are VERY difficult to use well. In skilled hands they can be
extremely effective, but in the wrong hands they will be a serious detriment to
the team. These are high-risk, high-reward type weapons.
The chainsaw is very powerful for defending narrow choke points or for panic
events where you have a constant horde in your face (barns level on Dark
Carnival or the 2nd level of Cold Stream). However, its noise makes it very
difficult to hear zombies sneaking up behind you. Also, common infected will
tend to flank you from the sides from time to time and you will need to be able
to adjust your saw direction quickly. It may be easier to use the chainsaw in
3rd person mode for these reasons.
The GL will kill any special except for the charger with a DIRECT hit, but the
hit box for a direct hit is rather small and requires precision aim and target
leading. On the other hand, if you miss but still manage to catch the special
in the splash, you will stumble it, but do negligible damage.
The GL is fun to use do to its cool arcing effect, high damage bonus against
tanks, and sense of reward for killing specials when you connect. If you want
to have fun and your team is doing well, then by all means try the grenade
launcher. However, to put it simply, there is nothing a GL can do that another
gun can't do better. If you want to pick off specials from range, the sniper is
far superior and more reliable. If you want DPS against a tank, the assault
rifles are much more effective.
If are using a GL, make sure you have a magnum. It will become your primary
weapon and you will need it.
Game modes and recommended weapon combos:
Expert realism campaign
Any new player to L4D2 will quickly notice that zombies are significantly
harder to kill on realism. This is due to the fact that damage from body shots
are reduced drastically, which means headshots are critical. This is important
because it decreases the effectiveness of some weapons more than others.
The sniper rifles, due to the nature of their slow fire rate, get nerfed the
most in relative terms. What used to be one-shot kills for commons are now
three-shot kills. This means that sniper rifles are no longer effective as
primary weapons for cleaning up common infected, but they are still good as
secondary weapons (such as for killing specials).
Rapid fire weapons like the M16 and smgs are now much more effective due to
high chance of getting headshots.
Shotguns are still effective since they are still 1-2 shot kill at close ranges
(assuming your aim is good enough to make most pellets hit)
The magnum comes into a league of its own being the only gun that Valve didn't
nerf on realism. For some strange reason, it is still one-shot kill anywhere on
the body, which makes the magnum the ideal primary weapon for cleaning up commons.
Assault rifle + magnum
Autoshotgun + magnum
This game mode deserves mention on its own because of its high demand on
organized teamwork and carefully-executed tactics compared to regular campaign
For those of you not familiar with the mutation, hard eight throws eight
specials at you at a time (as opposed to four) and the spawn rate for the
specials is increased. Furthermore, they seem to spawn continuously during some
tank battles, which exponentially increases the difficulty of certain finales
(such as the scavenge maps). For these reasons, hard eight is generally
accepted to be the ultimate cooperative challenge in L4D2.
To cope with the continuous onslaught of specials, you will need a weapon combo
that combines generous ammo capacity with accuracy. Thus shotguns are rendered
However, hard eight also demands that you move fast, as rushing will reduce the
total number of special waves (and thus chances of wipes) you have to deal with
on each level. For this reason, it is imperative that the lead rusher (aka
"special bait") has a weapon with decent running accuracy (the hunting rifle or
SCAR). The person in front will usually bear the brunt of the special
onslaught, and will almost certainly require support from the rear. Thus,
having multiple snipers supporting from the back is a good idea. In general,
the action is so fast-paced and the demands of getting specials off your pinned
teammates quickly are so great that you will want to prioritize accuracy,
followed by magazine size, and then DPS when choosing a weapon.
SCAR + magnum
Military sniper + magnum
Hunting rifle/autoshotgun + magnum/melee (lead rusher only)
In versus, player-controlled specials can spawn much closer to you, and of
course are much less predictable. This means that you will often not have an
opportunity to pick off specials from long range using say a sniper rifle,
unless your team is forced apart (such as by a tank, horde, etc.) Most of the
specials you encounter will be right there in your face, requiring you to
dodge/evade them at very close ranges. Rushing is essential on versus, friendly
fire is negligible, and your formations will be very tight. Thus, autoshotguns
are ideal weapons.
It is important to point out that commons are on normal difficulty and are
there only to slow down the survivors or distract them. Thus, melee weapons are
the preferred secondaries since you no longer need to be as careful against
common infected. You will see experienced versus players rushing with
bats/katanas swinging even after getting boomed, which is something you will
not see in an expert campaign.
Autoshotgun + melee
SCAR/sniper rifle + melee
Hope this guide was helpful. Good hunting.