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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. They also have a chance of dropping Bile Bombs. Rarely, an infected Jimmy Gibbs Jr spawns during the finale. He has a lot of health, is immune to fire like the CEDA infected, can blind you with oil like the mudmen and ignores bile bombs and pipe bombs.
* In [[../Dead Center/]], Zombies are wearing CEDA biohazard suits, making them fireproof. They also have a chance of dropping Bile Bombs. Rarely, an infected Jimmy Gibbs Jr spawns during the finale. He has a lot of health, is immune to fire like the CEDA infected, can blind you with oil like the mudmen and ignores bile bombs and pipe bombs.
* In [[../The Passing/]], there will be infected survivors with high health, but they run as soon as they're shot, and they drop pipe bombs, molotovs, first aid kits and pills. He's very hard to headshot due to his bulletproof helmet and he's immune to fire ammunition.
* In [[../The Passing/]], there will be infected survivors with high health but runs as soon as they're shot, but drops pipe bombs, molotovs, first aid kits and pills. He's very hard to headshot due to his bulletproof helmet and he's immune to fire ammunition.
* In [[../Dark Carnival/]], Clown zombies will squeak as they move, attracting the horde. You can also honk their horn with a melee shove, letting you get an achievement.
* In [[../Dark Carnival/]], Clown zombies will squeak as they move, attracting the horde. You can also honk their horn with a melee shove, letting you get an achievement.
* In [[../Swamp Fever/]], Mudmen will crawl towards you at a much faster speed than normal infected, and their attacks will try to blind you with mud.
* In [[../Swamp Fever/]], Mudmen will crawl towards you at a much faster speed than normal infected, and their attacks will try to blind you with mud.
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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. DO NOT attack them using a melee weapon, as you're guaranteed to get bile on you after killing it.
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 most challenging aspect of playing a Boomer is getting into range of Survivors, particularly in outdoor areas. Often attacking from the top of a climb point is the best option in this situation, as you can just throw yourself into Survivors who will goo themselves when they attack you. If they clue onto this and start shoving and finding range, run right after them, claw them in the back, then back up quickly. They should miss the next shove, at which stage you run in and they'll be frustrated enough to shoot. Ideally this leaves them at the back, and the only one covered in bile.
{{-}}
{{-}}
==The Smoker==
==The Smoker==
[[Image:L4d-boss-art-smoker.jpg|right|150px]]
[[Image:L4d-boss-art-smoker.jpg|right|150px]]
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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.
An effective strategy around handrails and trees is to shoot the tongue from cover. Survivors will usually push your victim free, but everyone but the pusher will assume you are dead. This gives you a brilliant opportunity to quickly find a different angle, or snag that same guy back again. Any injured survivors will tend towards the back of the formation because of their reduced movement speed, so even when you see a tight formation, lining up the "limper" will usually present an opportunity to drag them backwards.
{{-}}
{{-}}


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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. The exception to this is pouncing from great height, which can deal up to 25 dmg. This can be exceptionally handy if you need to take the "edge" off a particular player who's staying centered and defending his team, or to quickly kill off survivors crossing an open area. During the pounced animation, the hunter is crouched low enough that benches, desks and the bottoms of stairwells can provide adequate cover, even if other survivors are near, just deny them the angle for a response shot. Even better, make your presence known to a lone wolf, make him run for cover, then pounce him once he's holed up out of range of saving. The Hunter is fast enough to effectively harass and intimidate the other team without pulling the trigger right away. You are most likely to deal a significant amount of damage however by pouncing a survivor in one of the following situations:
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.
* Top or bottom of a ladder or stairwell where angles are convoluted and survivors have to move in single file.
* Single survivor holing up in a room or ducking behind cover.
* When Survivors break into pairs and another Infected makes a move, pounce the victim's buddy and force the whole team backwards while inflicting damage.
* When a Survivor is "psyched out" you can chase him away from his team and then pounce him.


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==
[[Image:L4d2-boss-art-spitter.jpg|right|150px]]
[[Image:L4d2-boss-art-spitter.jpg|right|150px]]
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* Into spit. This is better than fire, as it will do damage at a faster rate, and will not hurt you in the process.
* Into spit. This is better than fire, as it will do damage at a faster rate, and will not hurt you in the process.
* Into an oncoming horde. If the horde doesn't go for the ridden survivor, they will act as an obstacle to any rescuers, and if they do, then you are almost guaranteed an incap.
* Into an oncoming horde. If the horde doesn't go for the ridden survivor, they will act as an obstacle to any rescuers, and if they do, then you are almost guaranteed an incap.
*Through doorways that lead into side-stream hallways and rooms with obstacles. Even a right angled wall can break a team up. This will protect you from long-range fire and make other Survivors risk themselves and lose direction from chasing you into far corners.
* Away from other survivors. This, in itself, is a hazard.
* Away from other survivors. This, in itself, is a hazard.


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==The Tank==
==The Tank==
[[Image:L4d-boss-art-tank.jpg|right|150px]]
[[Image:L4d-boss-art-tank.jpg|right|150px]]
* '''Health''': 3000-8000(depending on difficulty and game mode)
* '''Health''': 6000
* '''Abilities''': Smacking things, throwing rocks
* '''Abilities''': Smacking things, throwing rocks


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==The Witch==
==The Witch==
[[Image:L4d2-boss-art-witch.jpg|right|150px]]
[[Image:L4d2-boss-art-witch.jpg|right|150px]]
* '''Health''':1000
* '''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. More experienced players will usually employ a tactic called cr0wning, which involves a shotgun user to fire at the back of the Witch's head. If all the pellets connect, one can easily take down a Witch in one hit.
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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