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==The Horde== | ==The Horde== | ||
* '''Health''': Variable (usually less than 50) | * '''Health''': Variable (usually less than 50) | ||
* '''Abilities''': None (besides clawing and kicking) | * '''Abilities''': None (besides clawing and kicking) | ||
[[Image:L4D-Infected-group.jpg|right|300px]] | |||
The Horde are by far the most common enemy, and are little more than zombified versions of ordinary people. However, they are most certainly not slow - they can outrun the survivors. Although they are weak individually, they often make up for it in sheer number. Fortunately, their head is very weak, and one shot from any weapon to the head will kill them. These zombies are generally the first responders to any alarm, whether from a car, building, or from any other source of loud noise. | The Horde are by far the most common enemy, and are little more than zombified versions of ordinary people. However, they are most certainly not slow - they can outrun the survivors. Although they are weak individually, they often make up for it in sheer number. Fortunately, their head is very weak, and one shot from any weapon to the head will kill them. These zombies are generally the first responders to any alarm, whether from a car, building, or from any other source of loud noise. | ||
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Players cannot play as members of the Horde, although when playing as one of the lesser special infected (i.e. not the Tank) it is often advantageous to time your attacks with Horde swarms to maximize the chaos you can cause. | Players cannot play as members of the Horde, although when playing as one of the lesser special infected (i.e. not the Tank) it is often advantageous to time your attacks with Horde swarms to maximize the chaos you can cause. | ||
== Uncommon infected == | == Uncommon infected == | ||
In each of the five campaigns, you will occasionally encounter a infected that behaves different than normal. | In each of the five campaigns, you will occasionally encounter a infected that behaves different than normal. | ||
* In [[../Dead Center/]], Zombies are wearing CEDA biohazard suits, making them fireproof | * In [[../Dead Center/]], Zombies are wearing CEDA biohazard suits, making them fireproof. | ||
* In [[../Dark Carnival/]], Clown zombies will squeak as they move, attracting the horde. You can also honk their horn. | |||
* In [[../Dark Carnival/]], Clown zombies will squeak as they move, attracting the horde. You can also honk their horn | * In [[../Swamp Fever/]], Mud zombies will crawl towards you, and their attacks will try to blind you. | ||
* In [[../Swamp Fever/]], | * In [[../Hard Rain/]], there are construction workers wearing hard hats. | ||
* In [[../Hard Rain/]], there are construction workers wearing hard hats | * In [[../The Parish/]], some zombies are wearing full frontal body armor; bullets will bounce off harmlessly. | ||
* In [[../The Parish/]], some zombies are wearing full frontal body armor; bullets will bounce off harmlessly | |||
==The Boomer== | ==The Boomer== | ||
* '''Health''': 50 | * '''Health''': 50 | ||
* '''Abilities''': Vomiting, exploding | * '''Abilities''': Vomiting, exploding | ||
[[Image:l4d-boss-art-boomer.jpg|right|120px]] | |||
Boomers don't look menacing; they're morbidly obese, and slow. Unfortunately they are also full of Horde-attracting vomit. If these get too close they can puke all over you, severely reducing your vision and attracting a swarm of the Horde to attack you. Moreover, when they die, they explode, showering everything in the nearby area with the stuff, and that includes any survivors that are too close. The vomit effect lasts for about 20-25 seconds. During this time, be advised that it becomes very difficult to see, and the telltale halos and names of other survivors disappear, as well as having the vomit music playing over the top. As a result, you cannot distinguish a pounced or constricted survivor except by reduced vision, and survivors may look a lot like infected. | Boomers don't look menacing; they're morbidly obese, and slow. Unfortunately they are also full of Horde-attracting vomit. If these get too close they can puke all over you, severely reducing your vision and attracting a swarm of the Horde to attack you. Moreover, when they die, they explode, showering everything in the nearby area with the stuff, and that includes any survivors that are too close. The vomit effect lasts for about 20-25 seconds. During this time, be advised that it becomes very difficult to see, and the telltale halos and names of other survivors disappear, as well as having the vomit music playing over the top. As a result, you cannot distinguish a pounced or constricted survivor except by reduced vision, and survivors may look a lot like infected. | ||
To minimize the damage that a Boomer can cause, kill it from a distance so it can't shower anyone nearby with its bile, and so it can't vomit over anyone. If you find yourself toe-to-toe with a Boomer, quickly hit it with your melee attack, which will stun it and knock it back. Put a little more distance between you, then shoot it. In this regard Boomers are very easy to kill, but this is a drawback when you shoot one that is suddenly face to face with you by accident | To minimize the damage that a Boomer can cause, kill it from a distance so it can't shower anyone nearby with its bile, and so it can't vomit over anyone. If you find yourself toe-to-toe with a Boomer, quickly hit it with your melee attack, which will stun it and knock it back. Put a little more distance between you, then shoot it. In this regard Boomers are very easy to kill, but this is a drawback when you shoot one that is suddenly face to face with you by accident. | ||
===Versus Mode=== | ===Versus Mode=== | ||
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Also, it is worthwhile to note when playing as the Smoker and Hunter that the Boomer's vision/halo obstruction means that many teams will not be able to detect a helpless survivor until their vision has returned or the music has stopped playing after survivors have been recently-Boomered. Therefore, it's generally a good idea to attack non-Boomered survivors since their friends may not notice in time. | Also, it is worthwhile to note when playing as the Smoker and Hunter that the Boomer's vision/halo obstruction means that many teams will not be able to detect a helpless survivor until their vision has returned or the music has stopped playing after survivors have been recently-Boomered. Therefore, it's generally a good idea to attack non-Boomered survivors since their friends may not notice in time. | ||
The | ==The Smoker== | ||
* '''Health''': 250 | * '''Health''': 250 | ||
* '''Abilities''': Constricting, releasing gas clouds | * '''Abilities''': Constricting, releasing gas clouds | ||
[[Image:L4d-boss-art-smoker.jpg|right|150px]] | |||
The Smoker is tall and lanky, but the main thing is his ridiculously long tongue. This can easily reach distances of 100 feet when stretched, and if it connects with a survivor will wrap around them and begin to drag them back towards him. After a few seconds of being wrapped the survivor can no longer move, and if they are pulled against a solid object, suspended from above, or dragged into the Smoker's waiting grasp, they will start to take damage. A survivor that has been in the grip of the Smoker's tongue for too long can no longer rescue themselves, and must be saved. Upon death, the Smoker also releases a cloud of thick smoke, which obscures vision and also causes any survivor who walks through it to start coughing for a few seconds, preventing voice communication. | The Smoker is tall and lanky, but the main thing is his ridiculously long tongue. This can easily reach distances of 100 feet when stretched, and if it connects with a survivor will wrap around them and begin to drag them back towards him. After a few seconds of being wrapped the survivor can no longer move, and if they are pulled against a solid object, suspended from above, or dragged into the Smoker's waiting grasp, they will start to take damage. A survivor that has been in the grip of the Smoker's tongue for too long can no longer rescue themselves, and must be saved. Upon death, the Smoker also releases a cloud of thick smoke, which obscures vision and also causes any survivor who walks through it to start coughing for a few seconds, preventing voice communication. | ||
You can save a fellow survivor in four ways; melee the Smoker, kill it, melee the trapped survivor, or shoot the tongue. You will hear the telltale music spike when a survivor has been constricted, so quickly find them and free them before they start taking damage either from being constricted or from attacking members of the Horde. Being completely constricted deals anywhere between 5 and 30 damage per second or two depending on the difficulty you're playing on, so make sure you spot entangled survivors quickly. Smokers will often try and attack from obscured positions like rooftops, through windows, or from just around a corner, and try to stick close to a straggling survivor in case a Smoker decides to attack them and the survivor cannot use the brief period of control that they have to kill the Smoker. You can also see where one has been recently | You can save a fellow survivor in four ways; melee the Smoker, kill it, melee the trapped survivor, or shoot the tongue. You will hear the telltale music spike when a survivor has been constricted, so quickly find them and free them before they start taking damage either from being constricted or from attacking members of the Horde. Being completely constricted deals anywhere between 5 and 30 damage per second or two depending on the difficulty you're playing on, so make sure you spot entangled survivors quickly. Smokers will often try and attack from obscured positions like rooftops, through windows, or from just around a corner, and try to stick close to a straggling survivor in case a Smoker decides to attack them and the survivor cannot use the brief period of control that they have to kill the Smoker. You can also see where one has been recently by the spore trail it leaves behind in the air as it walks. | ||
===Versus Mode=== | ===Versus Mode=== | ||
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If there are any cars with alarms or witches around, a great strategy would be to stand behind it and pull someone towards it with your tongue. When the teammates shoot at you, they may hit the witch or alarm causing even more havoc. Alternatively, try aiming for spots which drag survivors off ledges; although they don't lose much actual health from this if they are helped up it still incapacitates a survivor. | If there are any cars with alarms or witches around, a great strategy would be to stand behind it and pull someone towards it with your tongue. When the teammates shoot at you, they may hit the witch or alarm causing even more havoc. Alternatively, try aiming for spots which drag survivors off ledges; although they don't lose much actual health from this if they are helped up it still incapacitates a survivor. | ||
==The Hunter== | |||
* '''Health''': 250 | * '''Health''': 250 | ||
* '''Abilities''': Leaping, pinning survivors | * '''Abilities''': Leaping, pinning survivors | ||
[[Image:L4d-boss-art-hunter.jpg|right|150px]] | |||
The only real distinguishing features of the Hunter compared to other infected are the fact that they crawl a lot more, leap around, and have a hood. The Hunter's main attack is its pounce, which after crouching for a short amount of time will allow them to leap a great distance. If this leap hits a survivor, they will be instantly pinned, unable to fight back as the Hunter rips their torso to shreds. Also, there can be more than one Hunter in action at any given time, unlike with all other special infected. | The only real distinguishing features of the Hunter compared to other infected are the fact that they crawl a lot more, leap around, and have a hood. The Hunter's main attack is its pounce, which after crouching for a short amount of time will allow them to leap a great distance. If this leap hits a survivor, they will be instantly pinned, unable to fight back as the Hunter rips their torso to shreds. Also, there can be more than one Hunter in action at any given time, unlike with all other special infected. | ||
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===Versus Mode=== | ===Versus Mode=== | ||
When playing as a Hunter, you should aim to cause havoc and assist fellow infected where possible. A Hunter pouncing into a close formation of survivors will likely do no damage even if the pounce connects, as you will just get melee'd off or killed before you can start dealing damage. Instead, try and target survivors that are a bit ahead or behind, to maximise the chance that you will survive long enough to deal damage | When playing as a Hunter, you should aim to cause havoc and assist fellow infected where possible. A Hunter pouncing into a close formation of survivors will likely do no damage even if the pounce connects, as you will just get melee'd off or killed before you can start dealing damage. Instead, try and target survivors that are a bit ahead or behind, to maximise the chance that you will survive long enough to deal damage. You are most likely to deal a significant amount of damage however by pouncing a survivor in one of the following situations: | ||
* Caught in a Horde swarm (the surrounding Horde act as a temporary meat shield from survivor fire). | * Caught in a Horde swarm (the surrounding Horde act as a temporary meat shield from survivor fire). | ||
* Saving someone constricted or pounced (by another Hunter). | * Saving someone constricted or pounced (by another Hunter). | ||
* More than a ten-second time gap away from another survivor. | * More than a ten-second time gap away from another survivor. | ||
In Versus 10 seconds equates to roughly 30-50 damage, and if everything goes well it might be longer before you are removed from the survivor you are ravaging. Also, longer pounces, in which the Hunter spends longer in the air, will do contact damage upon connecting with a survivor, up to a maximum of 25 damage. Pounces which exceed 15 damage are generally difficult to pull off but if successful is a significant contributor to the infected team, and will put low-health survivors even closer to the critical incap point. | In Versus 10 seconds equates to roughly 30-50 damage, and if everything goes well it might be longer before you are removed from the survivor you are ravaging. Also, longer pounces, in which the Hunter spends longer in the air, will do contact damage upon connecting with a survivor, up to a maximum of 25 damage. Pounces which exceed 15 damage are generally difficult to pull off but if successful is a significant contributor to the infected team, and will put low-health survivors even closer to the critical incap point. | ||
It is not often that you will incapacitate a survivor unless they are already weak, let alone kill one, but none of the lesser special infected are designed to outrightly kill survivors with ease. | |||
==The Spitter== | ==The Spitter== | ||
* '''Health''': 100 | * '''Health''': 100 | ||
* '''Abilities''': Corrosive spit, exploding | * '''Abilities''': Corrosive spit, exploding | ||
[[Image:L4d2-boss-art-charger.jpg|right|150px]] | |||
The Spitter is a new special infected to L4D2, and one of the more unsettling in terms of appearance. She is quite tall, with a disturbingly long neck and a bloodied, half-dissolved bottom jaw. She also dribbles bright green goo as she walks around. She can spit a corrosive spitball a significant distance, which will drop to the ground and explode, making a puddle of bright green acid which will inflict continuous damage on any survivor standing in it. This damage rate increases the longer the survivor stands in it and will dissipate after 8 seconds or so. When killed, the Spitter will explode, dropping the same corrosive substance in a much smaller puddle. | The Spitter is a new special infected to L4D2, and one of the more unsettling in terms of appearance. She is quite tall, with a disturbingly long neck and a bloodied, half-dissolved bottom jaw. She also dribbles bright green goo as she walks around. She can spit a corrosive spitball a significant distance, which will drop to the ground and explode, making a puddle of bright green acid which will inflict continuous damage on any survivor standing in it. This damage rate increases the longer the survivor stands in it and will dissipate after 8 seconds or so. When killed, the Spitter will explode, dropping the same corrosive substance in a much smaller puddle. | ||
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In total these opportunities show up a lot as Spitter, making her very useful and very dangerous. However, with 100 health she is very weak indeed, and like with the Smoker, as you can attack from range, do so, and from obscured positions wherever possible. Especially in Scavenge, any survivor team worth their salt will be on the lookout for you to stop you causing havoc. The Spitter is not particularly slow, so if you are threatened, move to cover immediately. Attack from a different angle next time to avoid a survivor waiting for you to return to your previous position and killing you. | In total these opportunities show up a lot as Spitter, making her very useful and very dangerous. However, with 100 health she is very weak indeed, and like with the Smoker, as you can attack from range, do so, and from obscured positions wherever possible. Especially in Scavenge, any survivor team worth their salt will be on the lookout for you to stop you causing havoc. The Spitter is not particularly slow, so if you are threatened, move to cover immediately. Attack from a different angle next time to avoid a survivor waiting for you to return to your previous position and killing you. | ||
==The Jockey== | ==The Jockey== | ||
* '''Health''': 325 | * '''Health''': 325 | ||
* '''Abilities''': Leaping, riding survivors | * '''Abilities''': Leaping, riding survivors | ||
[[Image:L4d2-boss-art-jockey.jpg|right|150px]] | |||
The jockey is a midget-sized infected, that will attempt to leap onto other players and ride them. Once it climbs onto a survivor, it will try to pull the survivor away from the group and into other hazards or hordes. | |||
=== | ==The Charger== | ||
* '''Health''': 600 | * '''Health''': 600 | ||
* '''Abilities''': Charging, Pummelling | * '''Abilities''': Charging, Pummelling | ||
[[Image:L4d2-boss-art-charger.jpg|right|150px]] | |||
The charger is a smaller version of the tank, recognized by having one strong arm. It's first attack is to ram one of the survivors at full speed, either knocking them down or throwing them back. If not stopped, it will continue the attack by grabbing the survivor, and pummelling them against the ground. | |||
==The Tank== | |||
* '''Health''': 6000 | |||
* '''Abilities''': Smacking things, throwing rocks | |||
* | |||
[[Image:L4d-boss-art-tank.jpg|right|150px]] | [[Image:L4d-boss-art-tank.jpg|right|150px]] | ||
No need to search for telltale signs of this big, bad, pulsating wall of muscle; every step it takes makes a thud that can be heard for miles and shakes the screen. This is the strongest of all the playable infected (second only to the Witch, who cannot be played as) and the toughest of any enemy you will come across. Up close, its punches do a ton of damage (between 30 and 80, depending on difficulty) and knocks survivors flying, stunning them momentarily. At a distance, it can also throw chunks of rocks ripped from the ground, which do a similar amount of damage and also stun. The Tank can also utilise objects in the environment (like cars) by smacking them into survivors. | No need to search for telltale signs of this big, bad, pulsating wall of muscle; every step it takes makes a thud that can be heard for miles and shakes the screen. This is the strongest of all the playable infected (second only to the Witch, who cannot be played as) and the toughest of any enemy you will come across. Up close, its punches do a ton of damage (between 30 and 80, depending on difficulty) and knocks survivors flying, stunning them momentarily. At a distance, it can also throw chunks of rocks ripped from the ground, which do a similar amount of damage and also stun. The Tank can also utilise objects in the environment (like cars) by smacking them into survivors. | ||
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The Tank's objective is very simple; smash the survivors to pieces. Although this sounds simple, it is a good idea to briefly consider where you are fighting before rushing in with the Tank and engaging the survivors; remember that in open areas the survivors have the upper hand and can quickly whittle down your health. Also, do not change who you attack until your target is incapacitated; this indecision wastes valuable killing time, which to be effective you cannot afford to do. You are more likely to deal a crippling amount of damage by hitting one survivor until they are incapacitated than by trying to hit all of them. However, if you cannot chase down a survivor, hit them with a rock to stun them, or find a closer one to go after. Finally, do not underestimate punchable objects; they are capable of incapacitating any survivor they hit whilst moving. | The Tank's objective is very simple; smash the survivors to pieces. Although this sounds simple, it is a good idea to briefly consider where you are fighting before rushing in with the Tank and engaging the survivors; remember that in open areas the survivors have the upper hand and can quickly whittle down your health. Also, do not change who you attack until your target is incapacitated; this indecision wastes valuable killing time, which to be effective you cannot afford to do. You are more likely to deal a crippling amount of damage by hitting one survivor until they are incapacitated than by trying to hit all of them. However, if you cannot chase down a survivor, hit them with a rock to stun them, or find a closer one to go after. Finally, do not underestimate punchable objects; they are capable of incapacitating any survivor they hit whilst moving. | ||
==The Witch== | ==The Witch== | ||
* '''Health''': | * '''Health''': Variable (anywhere from 200 to 3000) | ||
* '''Abilities''': Powerful claws, one-hit knockdown | * '''Abilities''': Powerful claws, one-hit knockdown | ||
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She doesn't want to be disturbed, but if you shine your flashlight at her for too long, shoot her, or stay too close to her, you will anger her, and that's not something you want to do. On all difficulties, one hit from the Witch will incapacitate you, and given how fast she runs, fleeing rarely works. On Expert, this one hit will actually kill you outright even from full health, and to top it off the Witch is easier to startle. Once you are incapacitated, the Witch will scream for a few moments and proceed to continue slashing. | She doesn't want to be disturbed, but if you shine your flashlight at her for too long, shoot her, or stay too close to her, you will anger her, and that's not something you want to do. On all difficulties, one hit from the Witch will incapacitate you, and given how fast she runs, fleeing rarely works. On Expert, this one hit will actually kill you outright even from full health, and to top it off the Witch is easier to startle. Once you are incapacitated, the Witch will scream for a few moments and proceed to continue slashing. | ||
Fortunately, the Witch is only interested in killing the survivor who startled her, and once she has succeeded she will simply run away screaming and covering her face. Also, she does not often have that much health, and a few seconds of sustained fire will often do a decent amount of damage to her, if not kill her. More often than not, though, it is better to avoid the Witch wherever possible. Sometimes however this is not possible, as the Witch may spawn in a doorway or corridor which is impossible to get past without startling her. If this is the case, have everyone take aim at her, then one person fires to startle her, who then runs away. On easier difficulties this usually works especially if the startler gets a bit closer with either shotgun | Fortunately, the Witch is only interested in killing the survivor who startled her, and once she has succeeded she will simply run away screaming and covering her face. Also, she does not often have that much health, and a few seconds of sustained fire will often do a decent amount of damage to her, if not kill her. More often than not, though, it is better to avoid the Witch wherever possible. Sometimes however this is not possible, as the Witch may spawn in a doorway or corridor which is impossible to get past without startling her. If this is the case, have everyone take aim at her, then one person fires to startle her, who then runs away. On easier difficulties this usually works especially if the startler gets a bit closer with either shotgun. | ||
Even though the witch is powerful and deadly, she can still be confused or blocked by terrain (for example, she can get stuck descending a ladder or climbing a ledge if there is a player in the way.) | Even though the witch is powerful and deadly, she can still be confused or blocked by terrain (for example, she can get stuck descending a ladder or climbing a ledge if there is a player in the way.) | ||
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You cannot play as the Witch, but when she is around it can sometimes be worthwhile to try and force the survivors to trigger her. Dragging a survivor across a Witch with the Smoker's tongue is always a good bet, or trying to time attacking the survivors as a Boomer so that a Horde swarm appears and one of the survivors accidentally shoots the Witch. | You cannot play as the Witch, but when she is around it can sometimes be worthwhile to try and force the survivors to trigger her. Dragging a survivor across a Witch with the Smoker's tongue is always a good bet, or trying to time attacking the survivors as a Boomer so that a Horde swarm appears and one of the survivors accidentally shoots the Witch. | ||
{{Footer Nav|game=Left 4 Dead 2|prevpage= | == See Also == | ||
*[http://forums.steampowered.com/forums/showthread.php?t=778290 Left 4 Dead Statistics] on Steampowered.com forum | |||
*[http://hellforge.gameriot.com/blogs/Hellforge/Left-4-Dead-Infected-Weapon-Statistics Left4Dead Weapon and Infected Statistics] | |||
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