Walkthrough left dead

Left 4 Dead 2 is a cooperative shooter. You can play the game either alone or in the company of friends or random players from the Internet. The developers placed the main emphasis on cooperative game and online modes, so completing Left 4 Dead 2 does not take much time. There are only 4 levels here, through which you will have to run with your squad and try to survive in this race from point A to point B.

In this article we will understand all the intricacies of the gameplay, character classes and consider short walkthrough all levels.

What's the point?

The game is a 4-person shooter in which you will have to destroy zombies in large numbers. There is no main plot or narrative here. You and your friends are a group of survivors who need to get from one safe zone to another. The game is divided into classes, so team interaction is important. But opponents can also have different abilities, so the walk will not be easy. Complete walkthrough Left 4 Dead 2 will take approximately 5-6 hours if your team works well. In order to understand the gameplay, let's look at the classes of players and enemies.

Hero classes

In the second part of the game, all classes are represented by separate heroes. Their story is told throughout the story campaign. So, at the beginning of the game you can choose one of the following heroes:

  • Trainer. African American from Savannah. In his youth, he played for the college football team, but due to an injury he had to give up his sports career. As time passed, the coach lost his former form and works as a physical education teacher. He doesn't give his name, so his companions call him Coach.
  • Nick. Gambler and a scammer. Usually such people are not trusted, but in the current conditions there is no choice. Before the apocalypse, Nick traveled around cities and made his living in a casino. It is difficult for him to find a common language with his team due to constant cruel jokes and jokes towards his companions.
  • Rochelle. 29-year-old female journalist. She loves to communicate and is open to conversations. After her promotion, her superiors send her to Savannah to report on the events taking place. Rochelle is already returning back through the crowds of zombies with her new acquaintances.
  • Ellis. A young guy with a kind soul and openness to people, works as a car mechanic. He is not at all afraid of zombies, which he constantly proves with his actions. Constantly comments on everything that happens around him.

Characters from the first part of the series were also added to the game in the addition The Sacrifice.

Enemy classes

During the passage of Left 4 Dead 2 you will meet the same enemies as in the first part: ordinary zombies, a hunter, a smoker, a fat man, a tank and a witch. In addition to them, rare infected were added - scientists, clowns, mud-dwellers, and so on. You will have to destroy them using different tactics. Read more about this below.

Weapon

All weapons are completely migrated from the first part of the game. A grenade launcher and a machine gun were added to it. Their ammunition is limited for one level, so you have to spend it wisely. In addition, melee weapons were introduced to replace pistols with endless ammo. 11 types of melee weapons differ in attack speed and damage radius. Each of them deals 500 damage to normal enemies. The strengthened tank and witch receive 5% and 25% damage, depending on the number of lives.

The range of additional items has been expanded. The following were added to the first aid kits: a defibrillator, which can be used once, and syringes with adrenaline.

Gameplay Basics

The entire passage of Left 4 Dead 2 is divided into races between safe zones (safe rooms). The squad starts the level in one safe room. In it, players can prepare, choose tactics, weapons, and so on. At the end of the level, you are saved (if successful) from a hostile location. The next level also starts from the safe zone.

You can play the campaign with 3 friends or bots. For example, start playing Left 4 Dead 2 with a girl, and the other two players will be replaced by bots whose actions are as close as possible to the behavior of real players. The artificial intelligence in the game is called the Director. It automatically adjusts to the players' actions and ability levels. As a result, the weather, the number of enemies and other conditions change, which makes repeat playthroughs of campaigns interesting. This game has 8 modes. In this article we will look at single or co-op playthrough levels.

The entire main campaign consists of 5 stories:

  • Extinct center.
  • Gloomy carnival.
  • Swamp fever.
  • Terrible rain.
  • Coming.

Let's look at each of them in more detail.

Walkthrough of Left 4 Dead 2: part 1

First story line starts on the roof of the hotel. The group of survivors that you and your friends play as were supposed to be picked up by rescuers, but things didn’t go according to plan. As it turns out, the team needs to make their way through the entire hotel and get to the helipad. Their lives depend on this, so they need to act immediately.

The first level is an extinct hotel. You need to get to the first floor from the roof. In narrow corridors filled with infected, melee weapons will be effective. Constantly look back and don't let zombies surround you, otherwise the passage will end in failure. In front of the elevator, listen to the dialogue about the end of the world and move on - another crowd of monsters will be waiting for you outside the door. Be sure to choose an automatic machine. After shooting enemies, run into the safe zone.

On the second level the streets await you. Immediately destroy all enemies to prevent yourself from being surrounded. There is a basement on the right - we move there. Near the basement we climb up the stairs and go into the building. There is a weapons store here, where you need to stock up on items and ammunition to the maximum. We reach the shopping center. Here you need to gradually fire at the floors with enemies. At the end of the mission you need to refuel the car using a bottle. Due to the small volume of the container, you will have to run for gasoline 10 times. To avoid dying and finish the campaign faster, run from the car to the gas station and back, not paying attention to the enemies that will appear constantly. After the car is refueled, you can leave this place. The first campaign is completed.

Walkthrough of Left 4 Dead 2: part 2

The second campaign begins with bad news - your car stalls on the road, and it is not possible to repair it. Now you will have to run to the safe zone on foot, shooting back from enemies. We reach the motel and the circus, go into the room on the right.

After leaving the safe zone we find ourselves at the carnival. Here we clear out the crowds of infected. After passing through several areas, you will find yourself in the Tunnel of Love, at the end of which a safe room awaits players.

Next comes the "Roller Coaster" part. Everything is the same in large quantities - shoot all opponents. At the end we go to the recreation area, where you need to launch a signal flare from the stage. All that remains is to wait for the savior, and at the same time protect yourself and your teammates from zombies. It is most convenient to shoot from the stage, since this is where the helicopter will land. At the end we fly away with the team.

Part 3

Walkthrough Left 4 Dead 2 continues with the Swamp Fever chapter. Here you have to make your way through a swampy area, where you will come across new monsters - mud worms. At the beginning, we travel by train, where we learn that Nick killed the driver because he was infected. We get off the train and begin our journey to the city. Using a boat, we get to the shelter through crowds of enemies.

Next, players find themselves in a swamp. You should move strictly on safe pieces of land, avoiding bogs. Mudmen will constantly crawl out of the bushes - beware of their spitting mud. We run forward until we hit the road. Near it we turn right and find an old house, which will be a refuge.

Leaving the room, you will find yourself in the countryside. Follow the road to the planter's house. In it we go up to the second floor and call for help. As usual, defend yourself until the rescue squad comes for you. This concludes part 3 of the walkthrough of Left 4 Dead 2.

Part 4

Having escaped from the plantation by ship, we set off along the city. The ship is running low on fuel, so players must disembark near the town. We move through it and find a safe shelter. The level is simple and straightforward, so you shouldn't have any problems with it.

Now we find ourselves in a location with witches and ordinary zombies. We quickly clear the location and leave the factory onto the street. On the street we run through the reeds. Along the way, take a can of gasoline with you - it will come in handy.

Next, the players will have to make their way back. You have stocked up on fuel, now you need to get to the ship again. During the escape to the shore, heavy rain will begin, causing visibility to deteriorate. Otherwise everything is the same. At the end we get to a house near the plantation and call for help from the roof of the building.

Final part

The last chapter in the passage of Left 4 Dead 2 is the most difficult, both in single mode and in cooperative mode. The level consists of one mission, but it is very long and difficult. You start on the shore. The end of the location is the helipad, but you still need to get to it alive. You will have to make your way through the streets of New Orleans, filled with the infected and all kinds of unique enemies that were encountered in the game.

Save first aid kits - they will come in handy in the finale. At the end of the path, players will find a direct bridge to the end point. All enemies will be joined by tanks and fat men. The safest thing to do is move along the roofs and shoot enemies from above. Left 4 Dead 2's single player playthrough ends when you are rescued by a helicopter at the end of the level.

When passing alone, you can only rely on your own strength. Artificial intelligence doesn't always work correctly, so single player campaign is not popular with players. We recommend that you start playing Left 4 Dead 2 with friends, or at least one friend. This way you can help the team and communicate during the battle. On high level difficulties team actions play a huge role in survival, especially in the latter. If you have any difficulties during the game, then you can watch a stream of the passage of Left 4 Dead 2 on any game resource - a gameplay video will help you quickly understand how to get through this or that moment.

Left 4 Dead 2 - not only interesting game for a group of 4 people for a couple of evenings, but also a shooter with high replayability, cool dynamics and team interactions. On this moment Nothing is known about the release of the third part, so we recommend that you familiarize yourself with the previous game if you missed it!

If you are having problems with Walkthrough of the game Left 4 Dead, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. Left 4 Dead. In the most difficult places we add pictures that can help you. Walkthrough of Left 4 Dead read on our website.

Without mercy

First, you need to go to the subway station. You will be disturbed by fat men, dead men and trackers; they bind their victims with the help of their tongue. Select weapons and everything else, open doors and close them, use the button that is responsible for the action. If there are too many enemies and they are close to each other, it is best for you to use bombs and grenades. Once outside the house, use the machine to find the second pistol. Shoot two at once. Visit warehouses and other premises, where you can get supplies of medicines and pills. Choose a medicine, approach your people, press and hold the button to treat them. Once you find yourself at the subway station, close the doors behind you and after that, the first task will be completed.

Follow the subway, along the way you will meet the Bruiser. It is located in a room, it will be similar to a garage. Get out into the street, there you will see another room, there you will need to open the doors. While it opens, you need to fight zombie attacks. There is a turret to the right of it, stand behind it, which will greatly simplify your task. There will be many dangerous creatures here, such as witches. You need to keep your distance from them because they are very dangerous at close range. After entering the room, kill enemies through the window. Get out, follow along until you get to the pawnshop, where you will find a shelter. Move up the sewer. Quite a dark place, expect attacks from all sides. In order to get to the top, you need to go through a small tunnel until you get to the hospital. WITH reverse side stairs, up, there is a tank. The area is quite narrow, so you should move as quickly as possible to avoid becoming a victim. In the car that is parked near the hospital, find a first aid kit and quickly enter the hospital, first throwing a grenade. Go into the shelter and close the door behind you.

Hospital

There will be many opponents in this location. There is both a witch and a tank on top of the building. Kill the witch, use the bomb while she cries. Use the clues on the walls to figure out which way to go next. When you find the elevator, it's time for a pretty tough attack from your enemies. Choose a side and start keeping it from your enemies. Ammo supplies are on the table near you. Before you get on the elevator and leave, replenish your weapons. After going to the top, kill enemies from a long distance. The walls show which way you should go next. Leave the shelter, go, navigate using the arrows on the walls and floor. After this, you will find yourself on the roof, follow the radio transmitter and send S.O.S. signals. It is worth waiting a little for the helicopter to arrive, while you will need to destroy a couple of waves of enemies. Climb to a position from above and shoot at everything you see. After the helicopter arrives, run to it and sit inside, shoot back at the enemies that will run after you. Shoot from the cannons located on the roof of the building, but do not forget that you may be attacked from behind.

Interesting fact: The game has a rather interesting system in its structure, its name is “Director”. And it is precisely this that determines at what moment the horde’s attack will begin, what kind of enemies will attack you, and in what places this or that weapon and ammunition for it are located. She also distributes the dead in locations. She is responsible for ensuring that every time you enter the game, a completely different picture emerges before you. It is also unique in that it evaluates in real time how the player behaves and, depending on this, dynamically distributes opponents, supplies, and so on. Therefore, the game will often present you with quite unique situations, which is why you need to act wisely, otherwise you may be left with only a knife and an empty clip already halfway through the level, while the shelter will still be very close.

List of victims

Follow the road until you see that it is destroyed. Go down, kill enemies in the area and climb to the other side of the building. Turn off and follow the path to the shelter, which is located inside the building. Keep moving towards salvation. You need to go through the sewer and go up. When you choose, run to the left and find the doors that lead to a saving shelter. Use a Molotov cocktail to block the zombies' path. Use cylinders to destroy large groups of enemies. Near the passage to the house where the tank is located.

Leave the shelter and follow the carriages. There will be a tank here. To move further by carriages, you need to go through the fence and then turn to the right. To deal with the enemy, stop in one of the houses, and also go into the remaining one. At first they won’t let you in there and you will have to kill a couple of zombies. Now we need to move through the city streets. You can get to a safe place along the roofs. Go through and jump behind the fence. There is a shelter on the right side. Leave the house and follow the forest path. Take a look at the Christmas trees; smokers and ordinary zombies may be hiding behind them. When the path goes to the right, you can see the house. Inside it will be ammunition and first aid kits. Collect as much as you need, then fight off enemy attacks until a boat appears. Using the walkie-talkie, you need to talk twice. To the left of the building is a pier. Run to him for salvation.

Interesting fact: the game is primarily cooperative, so don’t forget about your allies, who need to be saved in a timely manner when they are on the verge of death. But do not forget that while you are helping your friend, you can easily be torn to shreds by nearby opponents, so before you provide first aid to your comrades, try to clear the location as much as possible from enemy units, and then take on helping a friend. There are four difficulty levels in the game. Depending on each of them, the number of enemies at the levels will be determined, as well as how much damage the dead will cause. The weapons that one of the characters can carry is quite limited; he can only carry one type of weapon at a time. This is either the main weapon - a pistol, a grenade, a first aid kit and pain killers. Therefore, when you come across another first aid kit on your way, you can treat the sickest person, and then pick it up, but there simply won’t be room for the fifth grenade in your pocket, so, sadly, you will have to leave it lying on the ground.

Stale air

We need to get to the hotel, there will be an opportunity to hide for some time and heal our wounds. Make your way through the destroyed house and buildings, also use the roofs of houses. Leave the shelter and go down the steps to the bottom. During the descent, you will meet a tank. Upon arrival down the street, follow the street to the police car and try not to shoot at the car, because the alarm may go off, which could subsequently attract enemies to you. You have arrived at some airport. You just need to walk through the streets to the airport building and on the left there are underground parking spaces. Follow it, defeat the tank. Go up to the second floor, then to the third, there is shelter there. You will be indoors. We need to get to the runway. Follow the terminal, turn on the car, to clear your path. Start attacking your opponents. Approach where the car left; on the left you will see doors to the luggage compartment. Go there, follow the stairs to the waiting room. There is a shelter here. You are on the runway. We need to go to the plane. As you approach it, you will find a radio transmitter near the lying body. It is located near the gas station. Open the refueling tap and get ready to fight off the attack. After filling the tank, the blue hatch at the back of the plane will open. Get inside.

Blood Harvest

Follow the forest road. On one of the cars you will find pills and a gun. Don't even try to jump down, it's dangerous. As you approach a large building, you will find cover. Go through the large tunnel where the rails are. Use mixtures and bombs to neutralize the enemy group. Kill the tank near the cover. You are on top. Follow the path, killing enemies along the way, until you reach a dead end. Nearby is a trailer with levers. Pull one of them, the trailer will crash and break the bridge that will take you to the shelter.

Leave the shelter, follow the path until you reach a small building. On the second floor of this building, there is a tank. After killing him, jump out the window and follow the path through the bridge to the shelter. Along the way, watch out for the red signs near the doors. They will indicate which direction you should go next so as not to go astray. Your task is to get to the house where there are two tanks. I advise you to stock up on weapons and get out to the roof of the second floor. From there there will be simply an excellent position for shooting local scum. When a truck appears, get inside and after that, the game will be over. You will clearly have a desire to go through the second part of these wonderful and atmospheric adventures in a post-apocalyptic world, so you can easily find a walkthrough for Left 4 Dead 2 here, on GreatGamer.ru.

At the time of writing, nothing concrete is known about the third part of the gaming zombie series Left 4 Dead 2, but not so long ago Valve released the network shooter Left 4 Dead 2 on Steam for free access. For several hours, the game could be downloaded for free , the Steam service repeatedly fell and was revived, the influx of people wanting to get the game for free was monstrous. This once again confirms the popularity of the video game, which, however, not all fans are able to complete. Therefore, this article will briefly but informatively talk about the sequential passage of all levels of the main campaign in Left 4 Dead 2.

Level No. 1.

Dead Center. Hotel.

We start on the roof of the hotel, which was supposed to serve as an evacuation point, but, as it turned out, was already abandoned. The goal is to break through the extinct center, infested with zombies, and get to the helipad. We begin to move towards the departed helicopter. We constantly look around and fight off zombies with improvised means such as a crowbar, bat or axe. We go downstairs and open the door. A crowd of zombies will immediately rush over us. It is better to fight back without leaving the door, otherwise the enemy may surround you, and this will be worse. After clearing the room, we go forward and enter one of the rooms through the left door. There, too, moving to the left, you will need to walk along the balconies and reach the window. From there we run along the corridor, first to the right, and then to the left, until we run into the elevator. There we have a scene with dialogues about the coming end of the world, after which we quickly open the doors and prepare for another large-scale battle with a crowd of undead. Here we can pick up a machine gun, after which we make our way through the kitchen to the bedroom, and from there to the living room. When you kill all the evil spirits there, you need to be careful, because the fat man can spew out his infectious liquid on you. After the victory, we retreat to cover.

Streets.

We stock up on weapons and open a shelter. At the nearest location, it is better to immediately destroy all the surrounding zombies, after which we move to the right until the basement is visible. There may be a witch in the basement, so be careful. Coming out of the cave, we move to the left, shoot back from the zombies jumping from the bushes and climb up the stairs. While we are climbing, zombies will continue to attack. We climb into the building, after which we follow this route: left, forward, and then right. There is a weapons store waiting for us there. Here we need to stock up on everything we can to the maximum. Then press the button and move further up. There we will see a supermarket. We run into it, take a bottle of Coca-Cola, which, sad as it may be to say, was the goal of our mission, after which we immediately run back to the button near the weapons store. We leave Coca-Cola, go through the burnt car and go to the shelter.

Shopping mall.

Everything is simple here. We run along the floors and shoot the enemy, do not allow ourselves to be surrounded, and press our backs against the walls. As soon as the sound of a siren is heard, we immediately move to the third floor and turn it off.

Atrium.

The goal of the mission is to refuel Jimmy Gibbs' car. However, this will not be so easy. In order not to get involved in constant battles with crowds of regenerating dead, you just need to run after bottles of gasoline without reacting to what is happening and without shooting back. After ten walks the car will be refueled and we will be able to leave such an unfriendly place.

Level No. 2.

Dark Carnival. Motorway.

Everything is very bad. The car stalled right on the highway. The remaining journey will have to be done on foot. Run forward along the highway, shooting back from zombies. Do not leave the side of the road, constantly look around, because here the enemy often attacks from behind. Having passed a section of the road, we head to the motel, where we again clear out all the zombies. After the motel we move down towards the hill, climb it and see the local circus tent. We go to the right, turn 90° and run to the shelter.

Carnival.

Everything is simple here. We walk around the fairground and kill everyone we don’t like. No complications or mysteries. After which our group will find ourselves in the “Tunnel of Love”, after passing which we will be able to get to the shelter.

Roller coaster.

Also, no special mysteries, except for the systematic shooting of everyone who suggests themselves. No labyrinths or difficulties with choosing a direction.

Concert.

We head to the recreation area, climb onto the stage and give the prearranged signal to the helicopter. While he is flying, the zombies will come like flies to honey. We occupy the center of the stage and shoot back from there, after which we evacuate by helicopter.

Level No. 3.

Swamp Fever. Town.

Here we make our way through the swamps. The level is marked by the fact that in the swamps we will be met by the so-called. Mudmen are a special type of zombie, but first we find ourselves in a train carriage. During the trip, we are told that Nick killed the driver because he was infected. We get out of the car and move deeper into the city. Turning right at the first intersection, we will see a pier with a small boat. After riding the boat, we move towards the shelter, while simultaneously shooting back from the advancing crowds of zombies.

Swamp.

A difficult and unpleasant mission. You need to walk, choosing the ground, not the liquid bogs. Mud bugs will actively attack from the bushes, throwing infected clods of dirt at us. We move forward all the time, after which we hit the road, on which we will need to turn right towards the house, which will play the role of our temporary shelter.

Slum.

We quickly run through the village, without stopping anywhere, because no profit awaits us here, but it is very dangerous. At the end of a linear and straight level, like an arrow, we hide in our next shelter.

Plantation.

We move along picturesque village roads, gradually moving to the left, until you see the house of the planter himself, who was long ago destroyed by zombies. We run into the house and go up to the second floor. We go out onto the balcony, jump down from there and call for help near the gate. Until help arrives, we traditionally fight off enemy attacks.

Level 4.

Hard Rain. Town near the factory.

Our ship runs out of fuel and we are forced to land in front of a small town. We move towards the shelter through the entire locality, firing back at the enemy popping up everywhere. There shouldn't be any hiccups.

Sugar factory and escape from the factory.

Hordes of zombies and a dozen witches await us here. Yes, yes - 12 witches will be hiding in dark corners throughout the plant. It is advisable not to linger here and quickly get out into the fields. Having reached the shelter through the reeds, you must take gasoline with you.

Return to the city and escape from the city.

The return and retreat with bottles of gasoline in our bosoms takes place the same way we got here. No big surprises. The only thing is that due to the onset of rain, visibility will sharply decrease. Zombies will crawl out right under your nose. At the very end, we will need to climb onto the roof of the house near the plantation and call Virgil.

Level No. 5.

The Parish.

The last level is extremely difficult. If we describe all its details even superficially, the description will stretch over several pages. The mission starts on the shore and ends on a bridge, which you need to cross to run to the helipad, call a helicopter and hold out until it arrives. On the streets of New Orleans, and that’s where all the action will take place, you won’t be crowded with hostile undead creatures running around everywhere. Here we will have to say goodbye to Virgil and make our way through several missions, fighting off zombies both on the streets and indoors. You won't be able to rest here at all. We especially need mutual assistance and support from each team member - to each. Above all, saving on first aid kits. Don’t forget to pick up wounded partners from the ground. The final bridge will not let you get lost. Here we will be met by the entire royal army with an increased number of especially dangerous tanks and fat men. The key to survival is jumping on cars and firing from their roofs, although zombies jump onto cars very easily, but such protection is better than no protection at all. While passing the level, we try not to attract the signal. Separately, you need to be very careful when shooting zombie guards in body armor. They die extremely reluctantly.

But there is good news: if your group has reached not only the last level, but also the bridge, then you will already be so trained, and the actions of the group will be so coordinated that the passage will happen as if automatically. And the main thing to remember is that the game will end as soon as one team member goes into the forest and the other goes to the wood. Only the most united squad can win.

The father had three sons. The younger one is a fool, naturally, but that’s not what we’re talking about now. He gave them a broom and said, break it. The eldest took a broom and... and broke it. “Quartet I”, play “Election Day” Have you watched the films of the creator of the zombie genre, John Romero? With his light hand

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The father had three sons. The younger one is a fool, naturally, but that’s not what we’re talking about now. He gave them a broom and said, break it. The eldest took a broom and... and broke it.

“Quartet I”, play “Election Day”

Have you watched the films of the creator of the zombie genre, John Romero? With his light hand, we have been frightened for four decades now by creatures that have found a second life after death. They don't scare, they just make you want to survive. And now welcome to another film where you will get the main role. I think you asked something about the fee? Yes, it will be life... your life. Or a memorable inscription in the credits.

This crazy world

The epidemic hit the world out of the blue. It was probably a strain of the rabies virus - it affected nervous system a person, and he turned into a brainless animal, apathetically wandering around the surroundings and perking up only at the sight of potential food. Every day there were more and more sick people, the authorities began to build fortifications and refugee camps, and the military was brought in. But they all became victims, most fell ill, and the most resistant to infection were torn apart by the thirsty. Two weeks from the moment of the first infection were enough for the world to go crazy. Literally.

Some people are lucky - they are immune. Although it is now unknown which fate is better, for most of humanity they have become the subject of hunting, and their chances of survival are approaching zero. Four lucky people managed to get together, and now they have a long journey ahead in search of salvation.

They need to go to a known evacuation site in one of four campaigns of five episodes each. The goal is quite clear - to reach the next shelter as intact as possible, and especially without losing anyone along the way.

Players are constantly made to understand that they are not the first to take this path to salvation. There are always painted houses - a hint and a kind of sign “Salvation is here”. And the shelters themselves are covered with so many phrases on a variety of topics - from “None of you will be saved” to “I miss the Internet” and from “The army left us to die” to “Vasya was here.”

Along the way, you can also come across the corpses of less fortunate survivors - here lies a body torn in two, over there - a bloody trail from the dragging of another unfortunate person, and here - a natural mess. Occasionally you can find a body covered with a blanket - the previous group lost a comrade, but they could not bury him. I wonder if among them is Carol, whom her friends waited for three days in the shelter, or if she still managed to escape? What about other people who left inscriptions?

Five times more dangerous

If there were only ordinary infected people in the game, it would be a simple shooting of crowds of enemies. They may be numerous, but they rush straight towards the chosen victim, which makes their destruction monotonous and boring. However, despite the number, they are only a background for the main action - the fight for one's own life. After all, there are also special, deadly infected people who don’t let you relax even for a second. The capabilities of all four survivors depend only on the selected equipment and the player himself, while the infected are divided into classes with a very narrow specialization.

The fat man, swollen from underdigested food, is frail, but extremely dangerous up close. You need to think carefully - “is it worth shooting at him?” He dies quickly and noisily - everyone around him finds himself head over heels in an unpleasant substance, and all that remains of the fat man on the ground is his legs and loin. This is what is called “getting into trouble” - the contents of the stomach attract hordes of ordinary infected. However, even from a certain distance, the fat man is capable of causing mischief by pouring vomit on the survivors.

Hunters are not so big fans of getting into fights; they prefer loners straying from the team. After all, the creature’s jump leaves the survivor completely helpless, he can only scream and call for help while his chest is torn apart by sharp claws. Dropping a hunter is easy, killing a little more difficult, but the cost of a mistake can be very high.

Smokers do not engage in close combat. They grab the chosen victim with their long tongue, drag it towards them, like a spider drags a fly on its web, and strangle it. Maybe they are less dangerous than hunters, but their task is different - to divide the group in order to tear them to shreds one by one.

Two more types of special infected are rare, but each encounter becomes a challenge. The tank throws survivors tens of meters away, and three hits are enough to go to the next world. Moreover, he is so thick-skinned that only a few horns will calm his mutated body. The great danger and vitality of the enemy bring confusion to the ranks of the survivors, forcing them to commit rash acts.

The witch falls out of the picture. She is also deadly, but she is in no hurry to attack first. As soon as the survivors hear her cry, their tactics instantly change - the flashlights turn off, and the movement proceeds stealthily. If you anger a lady offended by the whole world, she will give a light to the character who disturbed her, and it’s good if she gets by with just a first aid kit.

Friend is known in trouble

Left 4 Dead - First of all team game, and you need to think not only about yourself, but also about your comrades. A loner will not survive - against most infected he is helpless even on minimal difficulty and will be torn to shreds within the first hundred meters. There are no special frills in this - we don’t rush forward if someone is lagging behind, we don’t press all the buttons in a row while running, we listen to our comrades, we shoot down the infected attacking them and carefully look around. And, of course, don’t forget to share medicine, because the health of the most shabby one determines the speed of movement of the entire group. You can even do without microphones, although with voice communication the passage becomes an order of magnitude more efficient.

It takes about an hour to complete one campaign. But you can “pause the game” and walk away, at which time the player’s character will come under computer control and will still fight. This will weaken the team somewhat, but will not allow those remaining to get bored while waiting.

In battle, coordinated play is even more important for a team of infected. After all, each one, one by one, is still a dead guy, almost something goes wrong, and you still have to be a spectator for half a minute. But witches and tanks are rare, and it is not a fact that they can be used with a fatal outcome for survivors. Only a joint and coordinated attack will have an effect - the fat man begins it, causing a horde of ordinary infected, and those whom he did not hit are butchered by hunters and smokers.

Director for you

Left 4 Dead features an interesting system called AI Director. It is she who determines when the horde’s attack will begin, what opponents will be encountered, and where weapons and supplies will be located. She is also responsible for placing passive zombies on the levels. Such interference artificial intelligence allows you to replay it over and over again, since you can’t say that around this corner there will be good guns waiting for us, a tank will appear over there, and in the next building there will definitely be a smoker.

The game is sensitive to player actions, dynamically adjusting the difficulty of the passage. If a group breaks through crowds of infected with the tenacity of a bulldozer, they will be trampled by more and more waves of evil spirits, and the cartridges they will encounter are much higher than average. Otherwise, the Director will create one or two first aid kits in one of the rooms along the way, throw up some ammunition and slightly reduce the pressure. You won't be able to sit in a secluded place - the hordes will come at different intervals, but the level will never run out of infected.

But the Director is still a joker, and the algorithm fails at times. Almost everyone who has played is familiar with the picture - the survivors have a dozen rounds of ammunition between them, they are hobbling with all their strength, falling on both legs, there is not a single first aid kit within reach, there is still half a map to the shelter... and then a tank appears. Welcome to the beginning of the level, gentlemen.

There is so much in this sound

The fact that you can navigate by sound is not new for online action films. But here its importance has increased; players hear almost most of the information about their surroundings and have the opportunity to prepare. And if they see it earlier, things are already bad. A scream was heard in the distance - a horde is approaching, and there are only a few seconds to take a position against the wall or run into the room. Is there a disgusting sound of belching behind the wall? Why go there - a charge into the wall solves the problem, and the fat man turns from a bomb into harmless red confetti. The hunter's cry behind his back means only one thing - they are beating our people. The time has come to hit them with a rifle butt in their impudent faces gray hood.

But the sound is simply well implemented. A real innovation is applied in music - it is not turned on often, and which one will play depends on the current situation, the behavior of the player, the state of his character. Moreover, each of the four companions has their own music created.

The player does not see the player from afar

Everything would be fine, but with the search for companions to go through and opponents in battles, problems begin. Using regular in-game tools, finding a suitable server can be problematic - there is not even basic information on the quality of communication, and the selection is managed by the generator random numbers. Unless you can join a group with your own servers, you still need to find a suitable one based on a number of criteria.

Creating a game from scratch is also a slow process. Often, despite the large number of people who want to play, you have to wait until all the places are filled to start a full-fledged game.

But even during the game itself, unexpected surprises happen. You can easily go through four episodes of the battle with your team, play well and significantly outscore your opponents, but on the fifth the server can change teams. It's nice, damn it. Or the server will change mode from campaign to battle, or vice versa.

For network game There are very few cards. Four campaigns, albeit an hour and a half on the “expert” difficulty, somehow you can understand that this is a long-term activity. But only two of them are suitable for battle, and after three days they become known far and wide.

Even despite a number of shortcomings, the game is by far the best action movie with a cooperative mode, and in a battle between two teams it can compete for primacy with the leaders of the genre.

Game modes

You can play Left 4 Dead with three people different ways:

  • Play through the campaign alone with any of the four survivors, with the remaining three controlled artificial intelligence. We will not dwell on this mode in detail; it is just a pale shadow of more interesting game options.
  • Going through a campaign with other players gives a lot of impressions and opportunities - from receiving rewards to playing at the maximum, expert difficulty level.
  • Participate in a battle where players from two teams take turns going through each episode of the selected campaign. First, some play as survivors, others as infected, and then they switch.

Campaign

Co-op mode, where four players must go through five episodes, and in the last of them wait for the arrival of a rescue vehicle. The higher the difficulty, the more the outcome depends on the players’ ability to get used to each other. Loners cannot survive; one infected person is enough to send such a hero to the next world.

If someone leaves the game, it doesn't matter. He will be immediately replaced by a very intelligent bot, albeit one that does not grab stars from the sky. The same thing will happen if the player needs to step away - he will take a “time out”, and part of the path his character will go through under computer control.

Restarting a level only causes the death or incapacity of all characters; if there is someone standing, there are still chances to successfully complete the episode. After some time, in one of the rooms, usually in front, a silhouette will appear shouting “save!” Having opened the door, we get a comrade on the team, he has only half of the maximum health and a simple weapon in his hands. But it is worth remembering that a team of three will most likely survive until the moment of a happy reunion, and a single person has practically no chance. If you run to the shelter not in in full force, the dead will be reborn under the same conditions.

Advice: close the doors of the closets, a dead character cannot be reborn in an open room, and it may turn out that you will have to walk halfway to get to him.

An exception is made only for the final battle, where after calling rescuers the death of the survivor is final. The battle lasts several minutes, and the loss of any of the players long before the transport arrives on high difficulty is fraught with loss.

Single player game similar to a cooperative, but the partners are bots with very limited intelligence (even compared to a cooperative), which greatly affects the interestingness. It is necessary to mention this method of passing only in order not to remain silent about a feature - the death of the player character leads to a restart of the level, regardless of the condition of other survivors.

Battle

In battle, everything is different - teams go through levels in turn, each episode begins with a clean slate, the goal of the survivors here is to go as far as possible, and the infected are to prevent them from doing this. Success is determined by the number of points, they are given for the average distance traveled, and then modifiers come into play - the average amount of health, the level of difficulty, the number of people who reached the shelter. Interestingly, the last parameter is one of the most important, since it significantly increases the final score, but the only one saved will not increase it - there is no point in abandoning your comrades in trouble.

For a team of survivors, the passage differs little from the campaign, but the difficulty of the game changes dramatically. Ordinary infected behave completely normally for the normal difficulty level, but special ones roll such numbers that after the battle, passing on “expert” no longer seems difficult. The cardinal difference is that there are no rebirths, death occurs only once, each such loss is irreparable for the team.

On a note: The battle maps are somewhat different from those in the campaign. The difference is especially striking in the construction on the roof of Mercy Hospital.

Playing as the infected has nothing in common with playing as their opponents. Each individual is a weakling, but this is compensated by their complete freedom and endless life. At the beginning of the party or after death, they appear in an intangible form right among the survivors and can move unnoticed by them for as long as they like, although they are not able to cause harm in this form. But almost at any moment they can materialize in the game world where it is beneficial for them, as long as the survivors cannot see this place. The available space is also much larger - they can climb onto roofs and eaves, and overcome obstacles using alternative routes.

The balancing of the sides is interestingly implemented. If survivors who leave the game can be replaced by computer-controlled bots, then the infected are deprived of this opportunity, and there may be less than four of them in the game. This is compensated by changing the time between death and rebirth - with a full team it is twenty seconds, for three - fifteen, and a loner gets three seconds to rest. But this head start is of little use - the infected can only defeat the survivors all together.

The reverse is also true - if the infected managed to kill one of the survivors, they receive a numerical advantage, and at the same time a serious penalty to the time before revival. Therefore, joint activities become even more important.

In the final battle, the rules change slightly for the infected. They are no longer free to think for a long time and choose a place for revival in ghost mode, the appearance occurs immediately, and forward to the barricades of the survivors.

About the benefits of a healthy lifestyle

This is how it usually happens in games... A lot of health is great. Not enough - you need to look for a first aid kit. In Left 4 Dead everything is somewhat more complicated, and therefore we will devote Special attention hygiene and care for yourself and your friends.

At the beginning, each survivor has one hundred health points. When receiving any damage, he loses them - this is familiar. But when they fall to zero, the character does not yet die, but becomes helpless and falls to the ground, while his capabilities are greatly limited. Now he has three hundred health points, but they are temporary (marked with vertical stripes) and gradually decrease. When this scale reaches zero, then the bony one with the scythe will come.

A character who has fallen to the ground has a chance to survive - other survivors can save him. To do this, you need to stand nearby and hold the action key (E); in this case, the rescuer himself becomes helpless for some time. A survivor raised from the ground has very little health - twenty units. But they are not permanent, but temporary, they fall in the same way as for a fallen survivor, and gradually decrease to one. And this is another fall from any breeze. It’s a dangerous thing - you can fall in a row once, twice... three times in this counting room will no longer happen, instead of a spare life there will be death.

Also, a survivor can fall through his own carelessness or “thanks” to the efforts of a smoker or tank. In this case, rescue by comrades is also necessary and additional health is lost, but after that the health remains at the same level as it was before the fall.

This is interesting: The diminishing health bar of a helpless survivor is accompanied by interesting visual effects. When the health bar of a lying character creeps up to zero, the screen begins to gradually darken. The one who breaks down observes a different picture - one can see how his hands are weakening; first one breaks down, and towards the end of the scale the second one breaks down.

In addition to the number of steps to death, health affects another important characteristic- speed of the survivor. When full, they run very briskly, but in a half-dead state they limp on both legs and can barely move. Need I say that this directly affects survival?

That's right, we need to get treatment. There are two ways to restore health in the game. The first is with the help of a first aid kit. It takes some time, but we achieve “full” health. The second is painkillers, they are used instantly, but their effect is temporary and the penalty to speed is reduced, but not removed.

Difficulty levels

The campaign can be played cooperatively or alone at four different difficulty levels. There are a few more enemies, but not by much; the determining factor in resistance to players will be the danger of individual enemies. At a normal level, one hit from an ordinary infected person takes away two units of health, and the only trouble is that it makes it difficult to move. It’s already five o’clock at the “master”, a large crowd can simply bite to death. The real danger awaits the survivors on the “expert”, where each infected person who reaches them gnaws off twenty units of health. Five bites or blows - and the survivor falls to the ground, another dozen and a half slaps send his soul flying in search of a rebirth point. The danger of special infected also increases - they become significantly “thicker”, doubling the number of health points on “expert” compared to normal difficulty, and the damage inflicted also increases.

Battles take place on one difficulty - normal, but the survivor players are not pitted against computer-controlled dummies, but other players. In the right hands, Special Infected become noticeably more dangerous due to the greater frequency of attacks and their consistency.

Infected

Commonly infected

People who have fallen ill with an unknown infection, who have lost their minds as a result of the epidemic and now want only one thing - to eat. Usually they are not particularly attentive and active - they stand, lie or sit, not paying attention to anything. But if you shine a flashlight on them or just come close, they suddenly become active and rush at the survivor. Individually they are practically not scary - they die from one shot to the head from any weapon, or from two to five bullets to the body or limbs (depending on the weapon), one hit from a shotgun or rifle. Even if one of the zombies reaches us, we throw them away with a blow from a weapon ( right button mice), and then we kill. The approach can be heard by screams and stomping from the attack side.

Do you know that: Running zombies first appeared in the film “28 Days Later” in 2002, and before that they slowly waddled and took numbers.

But loners are only a small difficulty in passing. A horde will appear periodically - dozens of ordinary infected, rushing towards the survivors. Usually the Director throws up the crowd, but not only he can provoke its appearance. Throwing trouble at the runners is the fat man vomiting on the survivors, the car alarm going off, the use of levers that open the way for further passage, and the final battle while waiting for transport.

Manic Zombie Slayer

It is best to hide in some corner so that your back is covered and shoot back. Ideally, go into a room with one exit, but then you need to listen for the appearance of a tank. A room with several doors and windows is also suitable, but the density of fire in each direction in this case is significantly reduced, and reloading must be coordinated. It’s much worse if the horde finds you in an open field - all you have to do is press your backs against each other and shoot back.

Bloody Mist

A horde attack is an excellent cover for your own attack; at this moment, the survivors are occupied with immediate danger and there is a chance to bring the infected closer than usual. It will be very good if the fat man splashes people and blinds them, then the smoker and the hunter will have a chance to take people away.

In ghost mode, the infected can move anywhere unnoticed, but cannot harm opponents.

Hunter

One of three special infected who harass survivors throughout their journey from shelter to shelter. Looks like a normal infected, but always wears a gray hoodie and brown pants with patches. From a distance it can be recognized by a very specific roar periodically emitted by the hunter; He screams loudly every time he jumps. Most often it moves by crawling, since only from this position can it carry out its attack on the victim, and at the same time it can jump very actively, including on walls. Having attacked a survivor, the hunter tears at the helpless victim with his claws until he is driven back or killed.

Hunting the hunter

As in general in the game, you need to watch out for each other - if someone is attacked by a hunter, the first thing you can do is throw him off with a blow from the butt. If this is impossible due to the distance, you need to shoot, but certainly not with a shotgun, so as not to hit your friend you are saving. An excellent option is a hunting rifle, the head is practically motionless, and you can put one fatal bullet into it without the danger of hitting a comrade. For some time after the blow, the hunter loses orientation in space - these few seconds should be enough to finish him off. The attacking hunter is clearly visible - sitting on the victim, he is painted with a bright red outline, only the inscription “shoot here” is missing. Nothing limits the visibility of this danger - neither the walls, nor the fat man's vomit.

But attacks should be prevented whenever possible. It is clear that you can destroy from afar, this is a natural desire, but the method is not the most effective. But to hit at the moment of jumping on you is very necessary. Before reaching the target, the hunter loses his orientation in the same way and turns into a prey.

Double Jump

The Hunter is perhaps the most difficult class to play for the infected, and at the same time the most common - it drops in about half of the total cases. The controls will be unusual for a beginner - you must always hold down the Control key to move on all fours and be able to jump at the right moment. And if you press “forward” at the same time, the jumps will be much further. The hunter can also run along walls.

A hunter's head-on attack on the entire four only leads to premature death without any damage. You need to choose the moment and jump only after gaining an advantage. At a minimum, it should be a horde attack, even better - backed up by a fat man. But the best cases are the separation of a squad of survivors for some reason. This could be a player who lags behind or runs away from the group, but this happens extremely rarely with experienced teams. Interaction with players who have received other classes is much more effective. If the smoker pulls the victim away from the group, those remaining are likely to split up. This is where you have to jump on someone alone, and it doesn’t matter whether it’s a rescuer or someone standing still. Two hunters are also not bad, since they will instantly neutralize half of the team, and keeping the others in place is the task of the remaining pair.

Smoker

A creature with a long tongue hanging from its mouth, slightly taller than a normal infected one. He constantly coughs, for which he was nicknamed the smoker; by this sound you can determine his location. You can also detect it by sight - a dark green cloud constantly swirls around him, and he himself is dressed in a marsh-colored shirt and blue jeans. This class is vaguely reminiscent of a sniper, because the smoker’s task is to snatch the victim with his long tongue and pull him towards him. The captured survivor at first simply reaches out to the infected, and then becomes completely incapacitated, gradually losing health. If you kill the smoker, it explodes, leaving behind a large cloud of green smoke; it is not dangerous in itself, but there is almost no visibility in it.

No smoking here

A trivial piece of advice for the game that can be repeated over and over again is to watch the terrain and especially the rear. Having heard any sound, you need to look and control the space - the point is that the captured survivor has a few seconds to finish off the smoker who grabbed him. Even if the capture was from the back, during this time you can try to dodge and start firing. A captured and already helpless survivor can also be freed - you need to shoot at the tongue, killing him is quite simple, one or two bullets are enough.

If the smoker has already dragged the victim to him, only his comrades can save him by killing the infected person. But in this case, the survivor is also a hostage, covering the monster with his body, and people will have to run up close so as not to touch their fellow sufferer.

Grab and pull

The smoker's advantage over other specially infected individuals is the ability to attack from a long distance. But a regular attack is fraught with death, the infected person does not have much health, so we need to use tricks, and here the terrain will help us. The easiest way is to attack from cover: through a fork in a tree, through a window or a hole in a door, from a roof, from a hole in the ground, or at least some boxes - that is, you need to reduce your own profile to the smallest possible area in order to kill for as long as possible. Well, aerobatics is to pull a survivor to a place where his comrades can save him only with very big problems, that is, so that he has to run around very far.

Just like a hunter, you need to catch the moments when the group splits up. Moreover, organize them together with the players of your team - at least in pairs with a hunter, playing the first or second role.

Fat man

The task of the last of the ordinary special infected is to spit out and die in time. The result should be the same - a crowd of people running towards the surviving infected. But at least two people should vomit, because zombies run only towards the victim. The fat man looks like an overly bloated person, and is audibly identified by his constant belching.

His weapon is vomit, which blinds survivors caught in it. The screen turns green, and everything around it becomes outline; gradually the picture becomes clearer. The death of a fat man next to survivors has the same effect; The explosion radius of this biobomb is several meters, and people nearby are thrown back and lose orientation. Regardless of the method, indigestion products that come into contact with people cause a horde, thereby causing trouble.

On a note: the outline of those spat upon is painted in different colors, for the survivors themselves it is orange, and for the infected it is purple.

Blind luck

Again, listening to your surroundings comes first. The fat man can be heard much better than the other special infected as he tries to get even closer. But you shouldn’t jump out and kill him head-on - you should approach this issue a little more carefully so as not to end up head over heels in an unpleasant substance.

If the fat man is not visible, but can be heard behind the wall, it is possible to kill him on the spot - only thick concrete walls cannot be pierced through, but in most cases the line will kill even a frail infected person without harm. It happens that there is no such opportunity, but the fat man is standing around the corner - this is also not a problem. If it’s close, then the belly can be seen much earlier than the head, and if it’s far away, then you can kill it without any problems. Well, if the fat man is very close, you need to push him away with the butt and only then kill him, but there must be space behind him, otherwise there will be no sense, and even from intense courting with the butt he can be torn apart - that’s all for good health.

What to do if the fat man's attack was successful? If only one is dirty, it’s okay, the horde’s attack will only go to him, and all that remains is to fight off the infected who run up close with the butt. The rest take down the fleeing hordes and take down the first ones to run up. With two smeared ones it’s almost the same, only the task is a little more complicated. And if three or all four come under attack, the situation becomes critical, you need to huddle together and try to at least press yourself against the wall, without ceasing to throw back the infected with blows from the butt.

Spit everything

While the hunter and the smoker are most interested in situations where the survivors are scattered away from each other, the fat man is most interested in situations when they gather as tightly as possible. After all, his task is to spit on as many survivors as possible at one time in order to deprive them of their vision and cause a horde of ordinary infected.

It is better to choose a point to appear in front of the movement of the survivors; catching up with them on short legs is problematic; they will almost certainly shoot you at the sound. But there are exceptions, when the group is stuck for some reason, here it is necessary to choose based on the safest and most convenient position for attack. Good meeting places are rooms and corners, that is, everything where you can approach the survivors at the required distance with almost impunity. It's a good idea to get between people so they can't be pushed out of the explosion. But best place for a fat man - vertical stairs, of which there are not so many game levels; players very often gather together on them, and during the rise they are helpless.

Despite his frailty, the fat man is the main class for launching a joint attack; his successful attack gives everyone else a chance to tear the survivors to pieces.

Tank

The most terrible and terrible of all the special infected is the tank. It occurs no more than twice per level, and as a rule, only once. An exception is made only for the final battles, where, in addition to the usual appearances general rules, two will appear while waiting for transport and an arbitrary number of times after its arrival. The appearance of a tank can be determined by the alarming music, and when it approaches, by the stomping and shaking of the ground.

Thick-skinned tank - if the fat man has fifty health units, the hunter and smoker have two hundred and fifty each, then he has four thousand in battle and at the normal difficulty level.

The tank has two types of attack. The main one is melee; you need to run up to the survivor and hit him. Additional - throwing stones: the tank picks up a plate and throws it at the enemy; it takes longer. The damage is approximately equal to that of a survivor with in full health you need to get hit three times to fall to the ground. But their effect is somewhat different - a blow with a fist throws you a decent distance and, if it happens on the roof, can even throw a person down with an instant fatal outcome, and a throw with a stone only knocks you over to the ground and allows the monster to get closer to the victim.

Flaming Brute

The degree of danger of a tank depends on many factors. One of them is simple luck. The director can throw it to survivors in narrow rooms or in open spaces. The latter is much preferable - you need to keep your distance from the tank, and “in the field” there are more opportunities for this. The solution when meeting indoors is to run to where there is open space, if necessary using bombs to destroy the usual infected. But the most important factor when meeting a tank is the current health of the survivors, because the healthy one runs faster than a tank, and the half-dead one limps more slowly. But the tank also has a second attack - throwing stones. But it is visible in advance - the monster lifts a piece of the slab above its head, and therefore at this moment you need to run away behind the obstacle.

Completely different efforts are required to destroy a tank during the campaign and in battle. When the opponent is the computer, even if the game is on maximum difficulty, it rarely throws up any more problems. And the players of the opposing team will not sit still, they will use the appearance of the tank for their own purposes, and they will also have to look around.

Good remedy against a tank - the use of Molotov cocktails, fuel cans and gas cylinders. Fire is especially good because, having caught fire, the tank burns until it dies, additionally losing health - its life lasts no more than a minute. Well, fire from the main weapon greatly shortens the life of this infected person.

All four are dead

You have to play as a tank infrequently, once or twice during a full campaign of five episodes. When the Director decides to throw him onto the playing field, the player he has chosen loses control of his character and is possessed by a thug. That is, for some time the advantage is even greater - before the death of the previous incarnation, a fifth character appears in the team. You can't wait for the right moment to attack when playing as a tank - it has a control scale. If the infected does not cause damage to the survivors, it begins to decrease and control passes to the other player.

Simply running after the survivors may not achieve results, since healthy people are simply faster than the clumsy colossus. Therefore, victims need to be chosen not just the closest ones, but preferably the wounded ones, so that they can be caught up. If everyone is healthy, an alternative attack on the nearest one will help - throw a stone and quickly run to the one lying down. A survivor can make a mistake and hide in a corner - this must be used and beaten until he falls to the ground. In some places, especially the roof of Mercy Hospital in the campaign of the same name, you can throw survivors off the roof with blows - this is instant death.

Any tank attack will throw the team of survivors into disarray, and they will almost certainly get separated. At this moment, infected players of other classes should also come into play; they will make the tank’s job easier. If the composition is successful for this situation, without the fat man, three smokers and hunters in any combination can take away the remaining trio.

It is important: As a tank, you also need to play carefully - I have repeatedly seen how the thug kills hunters and smokers, putting an end to the efforts of his team.

Witch

The most harmless and, at the same time, the most dangerous creature in the game. The witch is the only one of the infected who never attacks first, she just sits and cries about her difficult female lot. But she is a nervous person; if you get close, she gets angry, she also doesn’t like shooting above her ear, and she certainly can’t stand the light of lanterns. The first and last warning - crying gives way to growling. And it’s better to quickly leave her and wait until she calms down. If it fails, the survivors will get very serious problems. The witch always rushes only at the one who angered her, and instantly knocks it to the ground, and then tears it with huge claws until it dies - its own or the victim's. If she survives, she runs away in an unknown direction and does not attack the second person. But death rarely comes with a witch; most often, failure costs one first aid kit.

How much it will interfere with the passage depends only on the will of the Director. The main thing is to listen carefully to where her crying is coming from. Sometimes it’s quite possible to get past the witch without any problems; more often than not, it’s enough to turn off the flashlight and sneak past, even if it’s one at a time. But sometimes meeting with it cannot be avoided in any way - all that remains is to destroy it.

How to kill a witch?

Ideally, you need to move away from it as far as possible, as far as visibility allows, and shoot from a hunting rifle, and when it runs, shoot without interruption. But this option is still that spherical horse in a vacuum. In practice, this is rarely possible; most often, survivors do not have a rifle, and the spaces may be closed. Oxygen and propane cylinders, canisters, Molotov cocktails will help - for the first meeting with her. The doors will also serve as a small obstacle; the witch breaks them through very quickly, but she also has little health, so the time gained may be enough. Well, if things are really bad, there is no space, no improvised means, no grenades, there is only one way left - one is angry from the maximum possible distance and tries to run away, and the rest shoot at the mutant.

What is the use for the infected?

The Witch is the only one of the special infected who is controlled by artificial intelligence in battle and appears on the map at the request of the Director. But it is a force to be reckoned with on both sides, and the infected must use it to win whenever possible. It is worth attacking survivors trying to get past her, the fat man's vomiting will be especially effective for summoning a horde - after all, opponents will have to stop to fight back. The Smoker can also benefit by drawing one of the survivors onto the witch. And the hunter just sat behind her. Yes, and changing the focus of your opponents’ attention on a dangerous target can be used for your own purposes.

The tank has no chance now - all the survivors are healthy and run faster than him.

Weapons and items used

The number of items carried by one survivor is strictly limited - one of each type. These are the main weapons, pistols, grenade, first aid kit and pain pills. All. If you come across another first aid kit, you can treat the patient himself, and then pick it up, and all that remains is to lick your lips for the fifth grenade.

On a note: Any object that the character can hold in his hands can be used to fight off the infected. In this case, the blow hits all enemies within sight, and they are thrown back - if you hit continuously, you can not let the monsters come within striking distance.

Primary Weapon

All main weapons in the game are divided into two groups - initial and improved. The first is found only in shelters in the first three episodes of campaigns and nowhere else. It is noticeably inferior in characteristics to the improved one. Advanced samples are also found in shelters, closer to the end, in the fourth and fifth episodes, but much earlier it can be found during the game, starting from the second.

It is important: The more empty the clip is, the longer it will take to reload.

Submachine gun

The first of two types of “starting” weapons, survivors who die during the campaign also appear with it. It has very low damage - to kill one ordinary infected person, it will take up to five bullets to the body. This is compensated by the enormous rate of fire. But this is also a drawback - the clip runs out in a matter of seconds, and cartridges must be saved more than in any other weapon, because they can be carried no more than five hundred and twenty. Normal mode shooting - in very short bursts, long bursts should only be used against specially infected ones, otherwise you may be left without ammunition. Even during a horde attack, you should not empty clip after clip; the correct behavior in this case is to stay slightly behind your comrades with shotguns and cover them, taking out the infected from the flank with minimal ammunition consumption, preferably with headshots.

Pump-action shotgun

Second starting weapon. A lethal thing in close combat, capable of demolishing several ordinary infected in one shot. This is a huge advantage, but there are also a lot of disadvantages. Already at an average distance it is impossible to inflict serious damage - even on an ordinary zombie you will have to spend several shots, this reduces the value of the weapon in open spaces, you will have to switch to a pistol. Also on the negative side is reloading - loading eight rounds takes a decent amount of time. But here you can be cunning and fill the clip after one or two shots, or the player must be covered by the others, and he himself will fight back with the butt.

The last drawback is again... lethal force. You need to be very, very careful with a shotgun - if a direct hit on a friend on normal difficulty can only wound, then on “expert” it will simply knock you out. Shots nearby can also cause damage - the shot spreads along a cone. If there is a danger of hitting another survivor, it is better to move the butt once or twice.

One shotgun in a team is required, the main place of a survivor with it is on the front line. Here he will not hit his comrades in front, but he himself is able to hold back a large crowd of ordinary infected, and he will also get the special ones who approach.

Assault rifle

Let's move on to improved weapons. At first glance, there are not many differences with a submachine gun, but in practice there are many more differences - this is the most balanced weapon, suitable for almost all situations. The remaining samples are more specialized.

The destructive power of an assault rifle is very high, one bullet in the head of an infected person breaks it open like a ripe watermelon, the same amount is required to tear off limbs, and if it hits the torso - two. But it has added penetrating ability - you can penetrate several creatures in one shot. This will be especially useful during horde attacks; with minimal effort, the crowd of infected is destroyed as it approaches. If there are a lot of enemies, you need to use fan shooting at head level.

Cartridges for assault rifle It also needs to be taken care of, although this is not as critical as in the case of a submachine gun - the rate of fire is lower, and a reserve of four hundred or so will last for a longer time. But still, in most cases you need to try to fire in short bursts.

There should be two or three assault rifles in a group of survivors, the remaining weapons are specialized.

Automatic shotgun

Everything that has been said about the pump-action shotgun also applies to the automatic shotgun. The most serious difference is that it is significantly superior to the younger model in terms of rate of fire. Less significant, but pleasant, is the clip for ten rounds instead of eight, but at the same time the time for full loading increases proportionally.

Sniper rifle

It would seem, why would a rifle with an optical sight be needed in a game with crowds of weak enemies? It is not particularly popular among players, but the sniper has its own niche.

The disadvantages are a small magazine, only fifteen rounds and a long reload time. But the advantages more than outweigh them - the sniper rifle has the highest damage of the main weapon; in order to kill an ordinary infected person, you just need to hit him. Add to this the enormous penetrating ability - with one shot you can kill half a dozen zombies during a horde attack.

But there is another factor that casts a significant vote against the use of a sniper rifle. The game is online, and don’t forget about the requirements for connection quality - response time greatly affects the ability to hit the target.

Gun

Low damage, weak penetration and mediocre accuracy. With such parameters, will the weapon be useless? Not at all - after all, a pistol is an additional weapon that is always carried by a survivor. You don't even need to look for cartridges - they are endless. So there will always be a use for the pistol.

For the main automatic weapons, there are very often not enough cartridges; when they will be found is unknown, and therefore they must be protected. Destruction of single ordinary survivors, of whom there are plenty of levels standing and sitting, is just that. One shot in the head - twice a corpse, three in the torso - the same result. For greater efficiency, it is worth crouching before shooting, this way you can quickly clear a decent area. And during fast movement, the pistol performs well in the same conditions against lone zombies. With a shotgun the situation is different: one shot - at least one corpse, but only at close distances, the damage noticeably decreases with distance, and therefore again it’s worth switching to pistols.

Initially, the survivor has only one copy of this weapon, but almost immediately more can be found in the game levels. This is an increase in the clip from fifteen rounds to thirty, an increase in the rate of fire and a decrease in the frequency of reloading. A pair of pistols is only slightly inferior in rate of fire to an assault rifle, it all depends on the frequency of torture of the mouse button.

For a survivor who has fallen to the ground, a pistol is a lifesaver, because he cannot use his main weapon. But the effectiveness of either one or two in an injured position is much lower than in a normal state, since the rate of fire drops to almost two shots per second, and the accuracy is noticeably reduced. But this is enough to kill a fellow hunter who is rushing to our aid, or to shoot a smoker.

Stationary machine gun

Encountered only a few times throughout the entire campaign in certain locations - twice in the levels and finals of the first three campaigns. The ammo is infinite, the rate of fire, damage and penetration power is higher than any main weapon.

But there are also disadvantages - the survivor behind the machine gun is limited in his actions and is completely dependent on the actions of his companions. He has absolutely no control over what is going on behind his back. It is also very vulnerable to a smoker - the place is always open, and you can get close to it from almost any direction.

You need to get used to using a stationary machine gun. It doesn't start shooting right away - it takes a few seconds to spin the barrel. But continuous shooting is also impossible - the machine gun overheats (it’s easy to see - it gradually turns red), stops firing and stops for five seconds, to resume fire you need to wait again until it starts rotating at full speed. It’s easy to combat this - you need to fire in bursts with short pauses, enough for the weapon to cool down, and so short that you don’t have time to stop.

Bombs and Molotov cocktails

They are found on levels in the most random places - search and you will find. Action different types is fundamentally different, so it is better for the group to equip itself with more variety.

Advice: do not store grenades for a rainy day; if all four survivors have them, the Director will be much less likely to add new ones.

Molotov cocktail

He's a Molotov cocktail. If you throw it anywhere, a fire will ignite at the point of impact and spread quite quickly over a decent area. A survivor or infected person who gets there catches fire, but the creatures are in a worse situation - they burn until they die, losing health

You can use Molotov cocktails during horde attacks, blocking narrow passages. As a rule, you need to throw on an area that has already been traversed, so as not to block your path forward. A very important point is the fight against a tank. If you throw a grenade at his forehead, he will die much faster.

Another use is for territory control; this is especially important in battle. If there are special infected behind you and there is no other way, feel free to put up a fire wall. The enemy will have to wait until everything burns down and miss the survivors, or flee and lose health.

Homemade bombs

It is unknown who was the creator of this ingenious invention, but better help in the fight against crowds of ordinary infected cannot be found. A squeaking beacon is installed on each tube, attracting the attention of the creatures to the bomb - they run to it from all over the area, where they are blown to pieces.

Bombs can be used for defense, distracting the fleeing horde, they are especially effective after a successful attack by the fat man. The second use case is suitable for clearing the area through which you will run.

Medicines

First aid kit

Allows you to restore health. But you won’t be able to raise it to the full one hundred percent with which the character starts the game - one first aid kit heals eighty percent of existing damage. That is, if you raise and patch up a fallen person, he will have four-fifths of his maximum health, and if you spend another portion of medicine on him, he will already have ninety-six. It turns out that, on the one hand, early treatment is unprofitable, and on the other hand, waiting for your own half-dead state is also dangerous.

While using the first aid kit, the survivor is motionless and helpless for several seconds - he must be covered by his comrades. Receiving damage, and even more so an attack from a hunter or smoker, interrupts the application of bandages.

Painkiller pills

The tablets have no shortage of first aid kits in terms of time of use, they can be eaten instantly. But they also provide temporary health, which gradually drops to its original value. That’s why they have their own purpose - they need to be used in battle, when there are enemies on all sides, there is no time to fully heal, and your health is rapidly dwindling.

On a note: tablets can be transferred to each other, and the character who receives them ends up in their hands, and not in their inventory.

Items used

As you progress, you will come across additional items that can be used in the fight against the infected. They can be carried from place to place, while the survivor's hands are occupied. They can be thrown forward if you use the attack key, or placed in front of you using the same button (E) as for picking them up. The first option is used if you need to use it right now - throw it and shoot, but there is a danger of driving the object into an area that cannot be shot. The second is when preparing defense.

Red containers - fuel cans. When bullets hit them, they behave exactly the same as a thrown Molotov cocktail - the contents light up and spread, blocking the passage and destroying the infected.

There are also gas cylinders. Small white round-shaped ones - with propane, when hit, they instantly explode, destroying everything around. They are not very effective against crowds, but they perform well against tanks and witches. Elongated greenish ones are oxygen, they are less useful. After the shot they hiss for a while and only then explode - it can be problematic to guess the situation after a few seconds.

It is important: a cylinder or canister can explode in the hands of a survivor if another, out of the kindness of their hearts, falls into it.

Restocking

Ammunition

Ammunition is found in small piles throughout the levels and in all shelters. They can replenish the ammunition of any weapon, from a submachine gun to a sniper rifle. To take more cartridges with you, you need to reload, and then take spare ones.

First aid stations

The only thing that is constant in the game world is first aid stations. These are large red boxes on the walls and can be found in some shelters and levels. Inside you can find first aid kits or pills, up to four in total. There is a strong feeling that the Director creates the content at the moment of opening, so it’s not worth rushing and grabbing it right away, especially if there’s a tough fight ahead in this place.

Be careful on the fragments of civilization, do not feed yourself zombies!

1 2 All

The father had three sons. The younger one is a fool, naturally, but that’s not what we’re talking about now. He gave them a broom and said, break it. The eldest took a broom and... and broke it.

“Quartet I”, play “Election Day”

Have you watched the films of the creator of the zombie genre, John Romero? With his light hand, we have been frightened for four decades now by creatures that have found a second life after death. They don't scare, they just make you want to survive. And now welcome to another film where you will get the main role. I think you asked something about the fee? Yes, it will be life... your life. Or a memorable inscription in the credits.

This crazy world

The epidemic hit the world out of the blue. It was probably a strain of the rabies virus - it affected the human nervous system, and he turned into a mindless animal, listlessly wandering around the neighborhood and perking up only at the sight of potential food. Every day there were more and more sick people, the authorities began to build fortifications and refugee camps, and the military was brought in. But they all became victims, most fell ill, and the most resistant to infection were torn apart by the thirsty. Two weeks from the moment of the first infection were enough for the world to go crazy. Literally.

The first thought upon seeing a plane crash: “Could it really be our plane?!”

Some people are lucky and are immune. Although it is now unknown which fate is better, for most of humanity they have become the subject of hunting, and their chances of survival are approaching zero. Four lucky people managed to get together, and now they have a long journey ahead in search of salvation.

They need to go to a known evacuation site in one of four campaigns of five episodes each. The goal is quite clear - to reach the next shelter as intact as possible, and especially without losing anyone along the way.

Players are constantly made to understand that they are not the first to take this path to salvation. There are always painted houses - a hint and a kind of sign “Salvation is here.” And the shelters themselves are covered with so many phrases on a variety of topics - from “None of you will be saved” to “I miss the Internet” and from “The army left us to die” to “Vasya was here.”

Along the way, you can also come across the corpses of less fortunate survivors - here lies a body torn in two, over there - a bloody trail from the dragging of another unfortunate person, and here - a natural mess. Occasionally you can find a body covered with a blanket - the previous group lost a comrade, but they could not bury him. I wonder if Carol is among them, for whom her friends waited for three days in the shelter, or did she still manage to escape? What about other people who left inscriptions?

Five times more dangerous

If there were only ordinary infected people in the game, it would be a simple shooting of crowds of enemies. They may be numerous, but they rush straight towards the chosen victim, which makes their destruction monotonous and boring. However, despite the number, they are only a background for the main action - the fight for one’s own life. After all, there are also special, deadly infected people who don’t let you relax even for a second. The capabilities of all four survivors depend only on the selected equipment and the player himself, while the infected are divided into classes with a very narrow specialization.

There is only one survivor left - you can pounce with impunity and tear him with your claws. When else will they come to his aid... if at all?

The fat man, swollen from underdigested food, is frail, but extremely dangerous up close. You need to think carefully - “is it worth shooting at him?” He dies quickly and noisily - everyone around him finds himself head over heels in an unpleasant substance, and all that remains of the fat man on the ground is his legs and loin. This is what is called “getting into trouble” - the contents of the stomach attract hordes of ordinary infected. However, even from a certain distance, the fat man is capable of causing mischief by pouring vomit on the survivors.

Hunters are not so big fans of getting into fights; they prefer loners straying from the team. After all, the creature’s jump leaves the survivor completely helpless, he can only scream and call for help while his chest is torn apart by sharp claws. Dropping a hunter is easy, killing a little more difficult, but the cost of a mistake can be very high.

Smokers do not engage in close combat. They grab the chosen victim with their long tongue, drag it towards them, like a spider drags a fly on its web, and strangle it. Maybe they are less dangerous than hunters, but their task is different - to divide the group in order to tear them to shreds one by one.

Two more types of special infected are rare, but each encounter becomes a challenge. The tank throws survivors tens of meters away, and three hits are enough to go to the next world. Moreover, he is so thick-skinned that only a few horns will calm his mutated body. The great danger and vitality of the enemy bring confusion to the ranks of the survivors, forcing them to commit rash acts.

The witch falls out of the picture. She is also deadly, but she is in no hurry to attack first. As soon as the survivors hear her cry, their tactics instantly change - their flashlights turn off and they move stealthily. If you anger a lady offended by the whole world, she will give a light to the character who disturbed her, and it’s good if she gets by with just a first aid kit.

Friend is known in trouble

The smoker pulled up the survivor, and the fat man called a crowd on him. A deadly combination.

Left 4 Dead is primarily a team game, and you need to think not only about yourself, but also about your comrades. A loner will not survive - against most infected he is helpless even on minimal difficulty and will be torn to shreds within the first hundred meters. There are no special frills in this - we don’t rush forward if someone is lagging behind, we don’t press all the buttons in a row while running, we listen to our comrades, we shoot down the infected attacking them and carefully look around. And, of course, don’t forget to share medicine, because the health of the most shabby one determines the speed of movement of the entire group. You can even do without microphones, although with voice communication the passage becomes an order of magnitude more efficient.

It takes about an hour to complete one campaign. But you can “pause the game” and walk away, at which time the player’s character will come under computer control and will still fight. This will weaken the team somewhat, but will not allow those remaining to get bored while waiting.

In battle, coordinated play is even more important for a team of infected. After all, each one individually is still a dead guy, almost something goes wrong, and you still have to be a spectator for half a minute. But witches and tanks are rare, and it is not a fact that they can be used with a fatal outcome for survivors. Only a joint and coordinated attack will have an effect - the fat man begins it, causing a horde of ordinary infected, and those whom he did not hit are butchered by hunters and smokers.

Director for you

The infected cannot break through the door of the shelter, but there is no point in sitting behind it.

Left 4 Dead features an interesting system called AI Director. It is she who determines when the horde’s attack will begin, what opponents will be encountered, and where weapons and supplies will be located. She is also responsible for placing passive zombies on the levels. Such intervention of artificial intelligence allows you to replay it again and again, since it cannot be said that good guns will be waiting for us around this turn, a tank will appear over there, and there will definitely be a smoker in the next building.

The game is sensitive to player actions, dynamically adjusting the difficulty of the passage. If a group breaks through crowds of infected with the tenacity of a bulldozer, they will be trampled by more and more waves of evil spirits, and the cartridges they will encounter are much higher than average. Otherwise, the Director will create one or two first aid kits in one of the rooms along the way, throw up some ammunition and slightly reduce the pressure. You won't be able to sit in a secluded place - the hordes will come at different intervals, but the level will never run out of infected.

But the Director is still a joker, and the algorithm fails at times. Almost everyone who has played is familiar with the picture - the survivors have a dozen rounds of ammunition between them, they are hobbling with all their strength, falling on both legs, there is not a single first aid kit within reach, there is still half a map to the shelter... and then a tank appears. Welcome to the beginning of the level, gentlemen.

There is so much in this sound

The fact that you can navigate by sound is not new for online action films. But here its importance has increased; players hear almost most of the information about their surroundings and have the opportunity to prepare. And if they see it earlier, things are already bad. A scream was heard in the distance - a horde is approaching, and there are only a few seconds to take a position against the wall or run into the room. Is there a disgusting sound of belching behind the wall? Why go there - a charge into the wall solves the problem, and the fat man turns from a bomb into harmless red confetti. The hunter's cry behind his back means only one thing - they are beating our people. The time has come to hit them with a rifle butt in the insolent face in the gray hood.

But the sound is simply well implemented. The real innovation is applied in music - it is not turned on often, and which one will play depends on the current situation, the behavior of the player, the state of his character. Moreover, each of the four companions has their own music created.

The player does not see the player from afar

The defense in the room after starting in the airport hall paints the walls red.

Everything would be fine, but with the search for companions to go through and opponents in battles, problems begin. Using regular in-game tools, finding a suitable server can be problematic - there is not even basic information on the quality of communication, and the selection is managed by a random number generator. Unless you can join a group with your own servers, you still need to find a suitable one based on a number of criteria.

Creating a game from scratch is also a slow process. Often, despite the large number of people who want to play, you have to wait until all the places are filled to start a full-fledged game.

But even during the game itself, unexpected surprises happen. You can easily go through four episodes of the battle with your team, play well and significantly outscore your opponents, but on the fifth the server can change teams. It's nice, damn it. Or the server will change mode from campaign to battle, or vice versa.

There are negligible cards for online play. Four campaigns, albeit an hour and a half on the “expert” difficulty, somehow you can understand that this is a long-term activity. But only two of them are suitable for battle, and after three days they become known far and wide.



Even despite a number of shortcomings, the game is by far the best action movie with a cooperative mode, and in a battle between two teams it can compete for primacy with the leaders of the genre.


ADVANTAGES FLAWS
Fun
9
great team play, need to take care of each other, constant sense of dangerfew cards... very few cards
Graphic arts
10
graphic effects, character development, the influence of graphics on players’ perception of the world
Sound
10
one of the main information channels of player perception, music
Game world
9
constant tension and a sense of danger, a desire to survive appearslack of information about the disaster
Convenience
8
controls, “invisible” visual and audio prompts for the direction of movement during the gamesearch problems suitable games and servers, failures

Game modes

There are three different ways to play Left 4 Dead:

    Play through the campaign alone with any of the four survivors, with the remaining three controlled by artificial intelligence. We will not dwell on this mode in detail; it is just a pale shadow of more interesting game options.

    Going through a campaign with other players gives a lot of impressions and opportunities - from receiving rewards to playing at the maximum, expert difficulty level.

    Participate in a battle where players from two teams take turns going through each episode of the selected campaign. First, some play as survivors, others as infected, and then they switch.

Campaign

Co-op mode, where four players must go through five episodes, and in the last one, wait for the rescue transport to arrive. The higher the difficulty, the more the outcome depends on the players’ ability to get used to each other. Loners cannot survive; one infected person is enough to send such a hero to the next world.

A player in a campaign can leave at any time, this is reflected in his name.

If someone leaves the game, it doesn’t matter. He will be immediately replaced by a very intelligent bot, albeit one that does not grab stars from the sky. The same thing will happen if the player needs to step away - he will take a “time out”, and part of the path his character will go through under computer control.

Restarting a level only causes the death or incapacity of all characters; if there is anyone standing, the chances of successfully completing the episode remain. After some time, in one of the rooms, usually in front, a silhouette will appear shouting “save!” Having opened the door, we get a comrade on the team, he has only half of the maximum health and a simple weapon in his hands. But it is worth remembering that a team of three will most likely survive until the moment of a happy reunion, and a single person has practically no chance. If you do not reach the shelter in full force, the dead will be reborn under the same conditions.

Advice: close the doors of the closets, a dead character cannot be reborn in an open room, and it may turn out that you will have to walk halfway to get to him.

An exception is made only for the final battle, where after calling rescuers the death of the survivor is final. The battle lasts several minutes, and the loss of any of the players long before the transport arrives on high difficulty is fraught with loss.

The single player game is similar to co-op, but the partners are bots with very limited intelligence (even compared to co-op), which greatly affects the interestingness. It is necessary to mention this method of passing only in order not to remain silent about a feature - the death of the player character leads to a restart of the level, regardless of the condition of other survivors.

Battle

In battle, everything is different - teams go through levels in turn, each episode begins with a clean slate, the goal of the survivors here is to go as far as possible, and the infected are to prevent them from doing this. Success is determined by the number of points, they are given for the average distance traveled, and then modifiers come into play - the average amount of health, the level of difficulty, the number of people who reached the shelter. Interestingly, the last parameter is one of the most important, since it significantly increases the final score, but the only one saved will not increase it - there is no point in abandoning your comrades in trouble.

For a team of survivors, the passage differs little from the campaign, but the difficulty of the game changes dramatically. Ordinary infected behave completely normally for the normal difficulty level, but special ones roll such numbers that after the battle, passing on “expert” no longer seems difficult. The cardinal difference is that there are no rebirths, death occurs only once, each such loss is irreparable for the team.

In ghost mode, the infected can move anywhere unnoticed, but cannot harm opponents.

On a note: The battle maps are somewhat different from those in the campaign. The difference is especially striking in the construction on the roof of Mercy Hospital.

Playing as the infected has nothing in common with playing as their opponents. Each individual is a weakling, but this is compensated by their complete freedom and endless life. At the beginning of the party or after death, they appear in an intangible form right among the survivors and can move unnoticed by them for as long as they like, although they are not able to cause harm in this form. But almost at any moment they can materialize in the game world where it is beneficial for them, as long as the survivors cannot see this place. The available space is also much larger - they can climb onto roofs and eaves, and overcome obstacles using alternative routes.

The balancing of the sides is interestingly implemented. If survivors who leave the game can be replaced by computer-controlled bots, then the infected are deprived of this opportunity, and there may be less than four of them in the game. This is compensated by changing the time between death and rebirth - with a full team it is twenty seconds, for three - fifteen, and a loner gets three seconds to rest. But this head start is of little use - the infected can only defeat the survivors all together.

The reverse is also true - if the infected managed to kill one of the survivors, they receive a numerical advantage, and at the same time a serious penalty to the time before revival. Therefore, joint activities become even more important.

In the final battle, the rules change slightly for the infected. They are no longer free to think for a long time and choose a place to respawn in ghost mode, the appearance occurs immediately, and forward to the barricades of the survivors.

About the benefits of a healthy lifestyle

This is how it usually happens in games... A lot of health is great. Not enough - you need to look for a first aid kit. In Left 4 Dead, everything is somewhat more complicated, and therefore we will pay special attention to hygiene and care for ourselves and our comrades.

At the beginning, each survivor has one hundred health points. When he receives any damage, he loses them - this is familiar. But when they fall to zero, the character does not yet die, but becomes helpless and falls to the ground, while his capabilities are greatly limited. Now he has three hundred health points, but they are temporary (marked with vertical stripes) and gradually decrease. When this scale reaches zero, then the bony one with the scythe will come.

The screen turns gray - this means that two steps to death have already been taken, losing health to zero will be fatal.

A character who has fallen to the ground has a chance to survive - other survivors can save him. To do this, you need to stand nearby and hold the action key (E); in this case, the rescuer himself becomes helpless for some time. A survivor picked up from the ground has very little health - twenty units. But they are not permanent, but temporary, they fall in the same way as for a fallen survivor, and gradually decrease to one. And this is another fall from any breeze. It’s a dangerous thing - you can fall in a row once, twice... three times in this counting room will no longer happen, instead of a spare life there will be death.

Also, a survivor can fall through his own carelessness or “thanks” to the efforts of a smoker or tank. In this case, rescue by comrades is also necessary and additional health is lost, but after that the health remains at the same level as it was before the fall.

This is interesting: The diminishing health bar of a helpless survivor is accompanied by interesting visual effects. When the health bar of a lying character creeps up to zero, the screen begins to gradually darken. The one who breaks down observes a different picture - one can see how his hands are weakening; first one breaks down, and towards the end of the scale the second one breaks down.

In addition to the number of steps to death, health affects another important characteristic - the speed of the survivor. When full, they run very briskly, but in a half-dead state they limp on both legs and can barely move. Need I say that this directly affects survival?

That's right, we need to get treatment. There are two ways to restore health in the game. The first is with the help of a first aid kit. It takes some time, but we achieve “full” health. The second is painkillers, they are used instantly, but their effect is temporary and the penalty to speed is reduced, but not removed.

Difficulty levels

The campaign can be played cooperatively or alone at four different difficulty levels. There are a few more enemies, but not by much; the determining factor in resistance to players will be the danger of individual enemies. At a normal level, one hit from an ordinary infected person takes away two units of health, and the only trouble is that it makes it difficult to move. It’s already five o’clock at the “master”, a large crowd can simply bite to death. The real danger awaits the survivors on the “expert”, where each infected person who reaches them gnaws off twenty units of health. Five bites or blows - and the survivor falls to the ground, another dozen and a half slaps send his soul flying in search of a rebirth point. The danger of special infected also increases - they become significantly “thicker”, doubling the number of health points on “expert” compared to normal difficulty, and the damage inflicted also increases.

Battles take place on one difficulty - normal, but the survivor players are not pitted against computer-controlled dummies, but other players. In the right hands, Special Infected become noticeably more dangerous due to the greater frequency of attacks and their consistency.

Infected

Commonly infected

From the roof, if you wish, you can shoot the infected standing below. But there is little point in destroying half a dozen out of several hundred.

The bloodstain and limbs on the floor are a clear reference to the movie Living Dead, the only thing missing is a lawn mower.

People who have fallen ill with an unknown infection, who have lost their minds as a result of the epidemic and now want only one thing - to eat. Usually they are not particularly attentive and active - they stand, lie or sit, not paying attention to anything. But if you shine a flashlight on them or just come close, they suddenly become active and rush at the survivor. Individually they are practically not scary - they die from one shot to the head from any weapon, or from two to five bullets to the body or limbs (depending on the weapon), one hit from a shotgun or rifle. Even if one of the zombies reaches us, we throw them away with a blow from a weapon (right mouse button), and then kill them. The approach can be heard by screams and stomping from the attack side.

Do you know that: Running zombies first appeared in the film “28 Days Later” in 2002, and before that they slowly waddled and took numbers.

But loners are only a minor difficulty in passing. A horde will appear periodically - dozens of ordinary infected, rushing towards the survivors. Usually the Director throws up the crowd, but not only he can provoke its appearance. Throwing trouble at the runners is the fat man vomiting on the survivors, the car alarm going off, the use of levers that open the way for further passage, and the final battle while waiting for transport.

Manic Zombie Slayer

It is best to hide in some corner so that your back is covered and shoot back. Ideally, go into a room with one exit, but then you need to listen for the appearance of a tank. A room with several doors and windows is also suitable, but the density of fire in each direction in this case is significantly reduced, and reloading must be coordinated. It’s much worse if the horde finds you in an open field - all you have to do is press your backs against each other and shoot back.

Bloody Mist

A horde attack is an excellent cover for your own attack; at this moment, the survivors are occupied with immediate danger and there is a chance to bring the infected closer than usual. It will be very good if the fat man splashes people and blinds them, then the smoker and the hunter will have a chance to take people away.

Hunter

One of three special infected who harass survivors throughout their journey from shelter to shelter. Looks like a normal infected, but always wears a gray hoodie and brown pants with patches. From a distance it can be recognized by a very specific roar periodically emitted by the hunter; He screams loudly every time he jumps. Most often it moves by crawling, since only from this position can it carry out its attack on the victim, and at the same time it can jump very actively, including on walls. Having attacked a survivor, the hunter tears at the helpless victim with his claws until he is driven back or killed.

Hunting the hunter

Traces on the wall are an opportunity for the infected to climb into places inaccessible to survivors.

In the metro there is another way for the hunter - along the carriages.

As in general in the game, you need to watch out for each other - if someone is attacked by a hunter, the first thing you can do is throw him off with a blow from the butt. If this is impossible due to the distance, you need to shoot, but certainly not with a shotgun, so as not to hit your friend you are saving. An excellent option is a hunting rifle, the head is practically motionless, and you can put one fatal bullet into it without the danger of hitting a comrade. For some time after the blow, the hunter loses orientation in space - these few seconds should be enough to finish him off. The attacking hunter is clearly visible - sitting on the victim, he is painted with a bright red outline, the only thing missing is the inscription “shoot here”. Nothing limits the visibility of this danger—neither the walls nor the fat man’s vomit.

But attacks should be prevented whenever possible. It is clear that you can destroy from afar, this is a natural desire, but the method is not the most effective. But to hit at the moment of jumping on you is very necessary. Before reaching the target, the hunter loses his orientation in the same way and turns into a prey.

Double Jump

The Hunter is perhaps the most difficult class to play as the Infected, and at the same time the most common - it drops in about half of the total cases. The controls will be unusual for a beginner - you must always hold down the Control key to move on all fours and be able to jump at the right moment. And if you press “forward” at the same time, the jumps will be much further. The hunter can also run along walls.

A hunter's head-on attack on the entire four only leads to premature death without any damage. You need to choose the moment and jump only after gaining an advantage. At a minimum, it should be a horde attack, even better - backed up by a fat man. But the best cases are the separation of a squad of survivors for some reason. This could be a player who lags behind or runs away from the group, but this happens extremely rarely with experienced teams. Interaction with players who have received other classes is much more effective. If the smoker pulls the victim away from the group, those remaining are likely to split up. This is where you have to jump on someone alone, and it doesn’t matter whether it’s a rescuer or someone standing still. Two hunters are also not bad, since they will instantly neutralize half of the team, and keeping the others in place is the task of the remaining pair.

Smoker

A creature with a long tongue hanging from its mouth, slightly taller than a normal infected one. He constantly coughs, for which he was nicknamed the smoker; by this sound you can determine his location. It can also be detected by sight - a dark green cloud constantly swirls around him, and he himself is dressed in a marsh-colored shirt and blue jeans. This class is vaguely reminiscent of a sniper, because the smoker’s task is to snatch the victim with his long tongue and pull him towards him. The captured survivor at first simply reaches out to the infected, and then becomes completely incapacitated, gradually losing health. If you kill the smoker, it explodes, leaving behind a large cloud of green smoke; it is not dangerous in itself, but there is almost no visibility in it.

No smoking here

Not a bad position for a smoker, although it was possible to move even further to the right.

The last survivor was pulled away by the smoker; this time the infected got their way.

A trivial piece of advice for the game that can be repeated over and over again is to watch the terrain and especially the rear. When you hear any sound, you need to look and control the space - the idea is that the captured survivor has a few seconds to finish off the smoker who grabbed him. Even if the capture was from the back, during this time you can try to dodge and start firing. A captured and already helpless survivor can also be freed - you need to shoot at the tongue, killing him is quite simple, one or two bullets are enough.

If the smoker has already dragged the victim to him, only his comrades can save him by killing the infected person. But in this case, the survivor is also a hostage, covering the monster with his body, and people will have to run up close so as not to touch their fellow sufferer.

Grab and pull

The smoker's advantage over other specially infected individuals is the ability to attack from a long distance. But a regular attack is fraught with death, the infected person does not have much health, so we need to use tricks, and here the terrain will help us. The easiest way is to attack from cover: through a tree fork, through a window or a hole in a door, from a roof, from a hole in the ground, or at least some boxes - that is, you need to reduce your own profile to the smallest area possible in order to kill for as long as possible. Well, aerobatics is to pull a survivor to a place where his comrades can save him only with very big problems, that is, so that he has to run around very far.

Just like a hunter, you need to catch the moments when the group splits up. Moreover, organize them together with the players of your team - at least in pairs with a hunter, playing the first or second role.

Fat man

The task of the last of the ordinary special infected is to spit out and die in time. The result should be the same - a crowd of people running towards the surviving infected. But at least two people should vomit, because zombies run only towards the victim. The fat man looks like an overly bloated person, and is audibly identified by his constant belching.

His weapon is vomit, which blinds survivors caught in it. The screen turns green, and everything around it becomes outline; gradually the picture becomes clearer. The death of a fat man next to survivors has the same effect; The explosion radius of this biobomb is several meters, and people nearby are thrown back and lose orientation. Regardless of the method, indigestion products that come into contact with people cause a horde, thereby causing trouble.

On a note: the outline of those spat upon is painted in different colors, for the survivors themselves in orange, and for the infected - in purple.

Blind luck

Do you see anything? This is exactly how a survivor feels after an encounter with a fat man.

After death, a fat man is left with a sirloin and many, many enemies.

Again, listening to your surroundings comes first. The fat man can be heard much better than the other special infected as he tries to get even closer. But you shouldn’t jump out and kill him head-on - you should approach this issue a little more carefully so as not to end up head over heels in an unpleasant substance.

If the fat man is not visible, but can be heard behind the wall, it is possible to kill him on the spot - only thick concrete walls cannot be pierced through, but in most cases the line will kill even a frail infected person without any harm. It happens that there is no such opportunity, but the fat man is standing around the corner - this is also not a problem. If it’s close, then the belly can be seen much earlier than the head, and if it’s far away, then you can kill it without any problems. Well, if the fat man is very close, you need to push him away with the butt and only then kill him, but there must be space behind him, otherwise there will be no sense, and even from intense courting with the butt he can be torn apart - that’s all for health.

What to do if the fat man's attack was successful? If only one is dirty, it’s okay, the horde’s attack will only go to him, and all that remains is to fight off the infected who run up close with the butt. The rest take down the fleeing hordes and take down the first ones to run up. With two dirty ones it’s almost the same, only the task is a little more complicated. And if three or all four come under attack, the situation becomes critical, you need to huddle together and try to at least press yourself against the wall, without ceasing to throw back the infected with blows from the butt.

Spit everything

While the hunter and the smoker are most interested in situations where the survivors are scattered away from each other, the fat man is most interested in situations when they gather as tightly as possible. After all, his task is to spit on as many survivors as possible at one time in order to deprive them of their vision and cause a horde of ordinary infected.

It is better to choose a point to appear in front of the movement of the survivors; catching up with them on short legs is problematic; they will almost certainly shoot you at the sound. But there are exceptions, when the group is stuck for some reason, here it is necessary to choose based on the safest and most convenient position for attack. Good meeting places are rooms and corners, that is, everything where you can approach the survivors at the required distance with almost impunity. It's a good idea to get between people so they can't be pushed out of the explosion. But the best place for a fat man is vertical stairs, of which there are not so many in the game levels; players very often gather together on them, and during the rise they are helpless.

Despite his frailty, the fat man is the main class for launching a joint attack; his successful attack gives everyone else a chance to tear the survivors to pieces.

Tank

The most terrible and terrible of all the special infected is the tank. It occurs no more than twice per level, and as a rule, only once. An exception is made only for the final battles, where, in addition to the usual appearances according to the general rules, two will appear while waiting for transport and an arbitrary number of times after its arrival. The appearance of a tank can be determined by the alarming music, and when it approaches, by the stomping and shaking of the ground.

Thick-skinned tank - if the fat man has fifty health units, the hunter and smoker have two hundred and fifty each, then he has four thousand in battle and at the normal difficulty level.

The tank has two types of attack. The main one is melee; you need to run up to the survivor and hit him. Additional - throwing stones: the tank picks up a plate and throws it at the enemy; it takes longer. The damage is roughly equal, with a survivor at full health needing to take three hits to fall to the ground. But their effect is somewhat different - a blow with a fist throws you a decent distance and, if it happens on the roof, can even throw a person down with an instant fatal outcome, and a throw with a stone only knocks you over to the ground and allows the monster to get closer to the victim.

Flaming Brute

There is no chance for the tank now - all the survivors are healthy and run faster than him.

Well, the meeting with the tank while defending the elevator ended fatally for me. I will be a spectator until my comrades complete the level or die.

The degree of danger of a tank depends on many factors. One of them is simple luck. The director can throw it to survivors in narrow rooms or in open spaces. The latter is much preferable - you need to keep your distance from the tank, and “in the field” there are more opportunities for this. The solution to an indoor encounter is to run to where there is open space, using bombs if necessary to destroy the common infected. But the most important factor when meeting a tank is the current health of the survivors, because a healthy one runs faster than a tank, and a half-dead one limps slower. But the tank also has a second attack - throwing stones. But it is visible in advance - the monster lifts a piece of the slab above its head, and therefore at this moment you need to run away behind the obstacle.

Completely different efforts are required to destroy a tank during the campaign and in battle. When the opponent is the computer, even if the game is on maximum difficulty, it rarely throws up any more problems. And the players of the opposing team will not sit still, they will use the appearance of the tank for their own purposes, and they will also have to look around.

A good remedy against a tank is the use of Molotov cocktails, fuel cans and gas cylinders. Fire is especially good because, once it catches fire, the tank burns until it dies, additionally losing health - its life lasts no more than a minute. Well, fire from the main weapon greatly shortens the life of this infected person.

All four are dead

You have to play as a tank infrequently, once or twice during a full campaign of five episodes. When the Director decides to throw him onto the playing field, the player he has chosen loses control of his character and is possessed by a thug. That is, for some time the advantage is even greater - before the death of the previous incarnation, a fifth character appears in the team. When playing as a tank, you cannot wait for the right moment to attack - it has a control scale. If the infected does not cause damage to the survivors, it begins to decrease and control passes to the other player.

Simply running after the survivors may not achieve results, since healthy people are simply faster than the clumsy colossus. Therefore, victims need to be chosen not just the closest ones, but preferably the wounded ones, so that they can be caught up. If everyone is healthy, an alternative attack on the nearest one will help - throw a stone and quickly run to the one lying down. A survivor can make a mistake and hide in a corner - this must be used and beaten until he falls to the ground. In some places, especially the roof of Mercy Hospital in the campaign of the same name, you can throw survivors off the roof with blows - this is instant death.

Any tank attack will throw the team of survivors into disarray, and they will almost certainly get separated. At this moment, infected players of other classes should also come into play; they will make the tank’s job easier. If the composition is successful for this situation, without the fat man, three smokers and hunters in any combination can take away the remaining trio.

It is important: As a tank, you also need to play carefully - I have repeatedly seen how the thug kills hunters and smokers, putting an end to the efforts of his team.

Witch

The most harmless and, at the same time, the most dangerous creature in the game. The witch is the only one of the infected who never attacks first, she just sits and cries about her difficult female lot. But she is a nervous person; if you get close, she gets angry, she also doesn’t like gunfire over her ear, and she certainly can’t stand the light of lanterns. The first and last warning is that crying gives way to growling. And it’s better to quickly leave her and wait until she calms down. If it fails, the survivors will get very serious problems. The witch always rushes only at the one who angered her, and instantly knocks him to the ground, and then tears him with huge claws until he dies - his own or the victim. If she survives, she runs away in an unknown direction and does not attack the second person. But death rarely comes with a witch; most often, failure costs one first aid kit.

How much it will interfere with the passage depends only on the will of the Director. The main thing is to listen carefully to where her crying is coming from. Sometimes it is quite possible to pass the witch without any problems; more often than not, you just need to turn off the flashlight and sneak past, even if only one by one. But sometimes meeting with it cannot be avoided in any way - all that remains is to destroy it.

How to kill a witch?

Another survivor did not make it to the shelter.

At the last health points of a fallen survivor, the screen becomes foggy.

Ideally, you need to move away from it as far as possible, as far as visibility allows, and shoot from a hunting rifle, and when it runs, shoot without interruption. But this option is still that spherical horse in a vacuum. In practice, this is rarely possible; most often, survivors do not have a rifle, and the spaces may be closed. Oxygen and propane cylinders, canisters, Molotov cocktails will help - for the first meeting with her. The doors will also serve as a small obstacle; the witch breaks them through very quickly, but she also has little health, so the time gained may be enough. Well, if things are really bad, there is no space, no improvised means, no grenades, there is only one way left - one is angry from the maximum possible distance and tries to run away, and the rest shoot at the mutant.

What is the use for the infected?

The Witch is the only one of the special infected who is controlled by artificial intelligence in battle and appears on the map at the request of the Director. But it is a force to be reckoned with on both sides, and the infected must use it to win whenever possible. It's worth attacking survivors trying to get past her, the fat man's vomiting will be especially effective for summoning a horde - after all, opponents will have to stop to fight back. The Smoker can also benefit by drawing one of the survivors onto the witch. And the hunter just sat down behind her. Yes, and changing the focus of your opponents’ attention on a dangerous target can be used for your own purposes.

Weapons and items used

The number of items carried by one survivor is strictly limited - one of each type. These are the main weapons, pistols, grenade, first aid kit and pain pills. All. If you come across another first aid kit, you can treat the sickest person, and then pick it up, and all you can do is lick your lips for the fifth grenade.

On a note: Any object that the character can hold in his hands can be used to fight off the infected. In this case, the blow hits all enemies within sight, and they are thrown back - if you hit continuously, you can not let the monsters come within striking distance.

Primary Weapon

All main weapons in the game are divided into two groups - initial and improved. The first is found only in shelters in the first three episodes of campaigns and nowhere else. It is noticeably inferior in characteristics to the improved one. Advanced samples are also found in shelters, closer to the end, in the fourth and fifth episodes, but much earlier it can be found during the game, starting from the second.

It is important: The more empty the clip is, the longer it will take to reload.

Submachine gun

The first of two types of “starting” weapons, survivors who die during the campaign also appear with it. It has very low damage - to kill one ordinary infected person, it will take up to five bullets to the body. This is compensated by the enormous rate of fire. But this is also a drawback - the clip runs out in a matter of seconds, and cartridges must be saved more than in any other weapon, because they can be carried no more than five hundred and twenty. The normal firing mode is very short bursts; long bursts should only be used against special infected people, otherwise you may be left without ammo. Even during a horde attack, you should not empty clip after clip; the correct behavior in this case is to stay slightly behind your comrades with shotguns and cover them, taking out the infected from the flank with minimal ammunition consumption, preferably with headshots.

Pump-action shotgun

A handsome man in a hospital gown is about to receive a bullet in the forehead.

Second starting weapon. A lethal thing in close combat, capable of demolishing several ordinary infected in one shot. This is a huge advantage, but there are also a lot of disadvantages. Already at an average distance it is impossible to inflict serious damage - even on an ordinary zombie you will have to spend several shots, this reduces the value of the weapon in open spaces, you will have to switch to a pistol. Also on the negative side is reloading - loading eight rounds takes a decent amount of time. But here you can be cunning and fill the clip after one or two shots, or the player must be covered by the others, and he himself will fight back with the butt.

The last drawback is again... lethal force. You need to be very, very careful with a shotgun - while a direct hit on a friend on normal difficulty can only wound you, on expert difficulty it will simply knock you out. Shots nearby can also cause damage - the shot spreads along a cone. If there is a danger of hitting another survivor, it is better to move the butt once or twice.

One shotgun in a team is required, the main place of a survivor with it is on the front line. Here he will not hit his comrades in front, but he himself is able to hold back a large crowd of ordinary infected, and he will also get the special ones who approach.

Assault rifle

Let's move on to improved weapons. At first glance, there are not many differences with a submachine gun, but in practice there are many more differences - this is the most balanced weapon, suitable for almost all situations. The remaining samples are more specialized.

The destructive power of an assault rifle is very high, one bullet in the head of an infected person breaks it open like a ripe watermelon, the same amount is required to tear off limbs, and if it hits the torso - two. But it has added penetrating ability - you can penetrate several creatures in one shot. This will be especially useful during horde attacks; with minimal effort, the crowd of infected is destroyed as it approaches. If there are a lot of enemies, you need to use fan shooting at head level.

Ammunition for an assault rifle also needs to be protected, although this is not as critical as in the case of a submachine gun - the rate of fire is lower, and a reserve of four hundred or so will last for a longer time. But still, in most cases you need to try to fire in short bursts.

There should be two or three assault rifles in a group of survivors, the remaining weapons are specialized.

Automatic shotgun

Everything that has been said about the pump-action shotgun also applies to the automatic shotgun. The most serious difference is that it significantly exceeds the younger model in terms of rate of fire. Less significant, but pleasant, is the clip for ten rounds instead of eight, but at the same time the time for full loading increases proportionally.

Sniper rifle

It would seem, why would a rifle with an optical sight be needed in a game with crowds of weak enemies? It is not particularly popular among players, but the sniper has its own niche.

The disadvantages are a small magazine, only fifteen rounds and a long reload. But the advantages more than outweigh them - the sniper rifle has the highest damage of the main weapon; in order to kill an ordinary infected person, you just need to hit him. Add to this the enormous penetrating ability - with one shot you can kill half a dozen zombies during a horde attack.

But there is another factor that casts a significant vote against the use of a sniper rifle. The game is online, and don’t forget about the requirements for connection quality - response time greatly affects the ability to hit the target.

Gun

Low damage, weak penetration and mediocre accuracy. With such parameters, will the weapon be useless? Not at all - after all, a pistol is an additional weapon that is always carried by a survivor. You don’t even need to look for cartridges - they are endless. So there will always be a use for the pistol.

For the main automatic weapons, there are very often not enough cartridges; when they will be found is unknown, and therefore they must be protected. Destruction of single ordinary survivors, of whom there are plenty of levels standing and sitting, is just that. One shot in the head - twice a corpse, three in the torso - the same result. For greater efficiency, it is worth crouching before shooting, this way you can quickly clear a decent area. And during fast movement, the pistol performs well in the same conditions against lone zombies. With a shotgun the situation is different: one shot - at least one corpse, but only at close distances, the damage noticeably decreases with distance, and therefore again it’s worth switching to pistols.

Initially, the survivor has only one copy of this weapon, but almost immediately more can be found in the game levels. This is an increase in the clip from fifteen rounds to thirty, an increase in the rate of fire and a decrease in the frequency of reloading. A pair of pistols is only slightly inferior in rate of fire to an assault rifle, it all depends on the frequency of torture of the mouse button.

For a survivor who has fallen to the ground, a pistol is a lifesaver, because he cannot use his main weapon. But the effectiveness of either one or two in an injured position is much lower than in a normal state, since the rate of fire drops to almost two shots per second, and the accuracy is noticeably reduced. But this is enough to kill a fellow hunter who is rushing to our aid, or to shoot a smoker.

Stationary machine gun

A very successful situation - the tank went straight to the machine gun, and now it’s also going to get into the fire.

Encountered only a few times throughout the entire campaign in certain locations - twice in the levels and finals of the first three campaigns. The ammo is infinite, the rate of fire, damage and penetration power is higher than any main weapon.

But there are also disadvantages - the survivor behind the machine gun is limited in his actions and is completely dependent on the actions of his companions. He has absolutely no control over what is going on behind his back. It is also very vulnerable to a smoker - the place is always open, and you can get close to it from almost any direction.

You need to get used to using a stationary machine gun. It doesn't start shooting right away - it takes a few seconds to spin the barrel. But continuous shooting is also impossible - the machine gun overheats (it’s easy to see - it gradually turns red), stops firing and stops for five seconds, to resume fire you need to wait again until it starts rotating at full speed. Dealing with this is simple - you need to fire in bursts with short pauses, sufficient for the weapon to cool down, and so short that you do not have time to stop.

Bombs and Molotov cocktails

They are found on levels in the most random places - search and you will find. The effect of different types is fundamentally different, so it is better for the group to equip itself with more variety.

Advice: do not store grenades for a rainy day; if all four survivors have them, the Director will be much less likely to add new ones.

Molotov cocktail

He's a Molotov cocktail. If you throw it anywhere, a fire will ignite at the point of impact and spread quite quickly over a decent area. A survivor or infected person who gets there catches fire, but the creatures are in a worse situation - they burn until they die, losing health

You can use Molotov cocktails during horde attacks, blocking narrow passages. As a rule, you need to throw on an area that has already been traversed, so as not to block your path forward. A very important point is the fight against the tank. If you throw a grenade at his forehead, he will die much faster.

Another use is for territory control; this is especially important in battle. If there are special infected behind you and there is no other way, feel free to put up a fire wall. The enemy will have to wait until everything burns down and miss the survivors, or flee and lose health.

Homemade bombs

It is unknown who was the creator of this ingenious invention, but better help in the fight against crowds of ordinary infected cannot be found. A squeaking beacon is installed on each tube, attracting the attention of the creatures to the bomb - they run to it from all over the area, where they are blown to pieces.

Bombs can be used for defense, distracting the fleeing horde, they are especially effective after a successful attack by the fat man. The second use case is suitable for clearing the area through which you will run.

Medicines

First aid kit

Allows you to restore health. But you won’t be able to raise it to the full one hundred percent with which the character starts the game - one first aid kit heals eighty percent of existing damage. That is, if you lift and patch up a fallen person, he will have four-fifths of his maximum health, and if you spend another portion of medicine on him, he will already have ninety-six. It turns out that, on the one hand, early treatment is unprofitable, and on the other hand, waiting for your own half-dead state is also dangerous.

While using the first aid kit, the survivor is motionless and helpless for several seconds - he must be covered by his comrades. Receiving damage, and even more so an attack from a hunter or smoker, interrupts the application of bandages.

Painkiller pills

The tablets have no shortage of first aid kits in terms of time of use, they can be eaten instantly. But they also provide temporary health, which gradually drops to its original value. That’s why they have their own purpose - they need to be used in battle, when there are enemies on all sides, there is no time to fully heal, and your health is rapidly dwindling.

On a note: tablets can be transferred to each other, and the character who receives them ends up in their hands, and not in their inventory.

Items used

The gas station explodes significantly, which can be used for defense.

As you progress, you will come across additional items that can be used in the fight against the infected. They can be carried from place to place, while the survivor's hands are occupied. They can be thrown forward by using the attack key, or placed in front of you using the same button (E) as for picking them up. The first option is used if you need to use it right now - throw it and shoot, but there is a danger of driving the object into an area that cannot be shot. The second is when preparing defense.

Red containers - fuel cans. When hit by bullets, they behave exactly the same as a thrown Molotov cocktail - the contents ignite and spread, blocking the passage and destroying the infected.

There are also gas cylinders. Small white round-shaped ones - with propane, when hit, they instantly explode, destroying everything around them. They are not very effective against crowds, but they perform well against tanks and witches. Elongated greenish ones are oxygen, they are less useful. After the shot they hiss for a while and only then explode - it can be problematic to guess the situation after a few seconds.

It is important: a cylinder or canister can explode in the hands of a survivor if another, out of the kindness of their hearts, falls into it.

Restocking

Ammunition

Ammunition is found in small piles throughout the levels and in all shelters. They can replenish the ammunition of any weapon, from a submachine gun to a sniper rifle. To take more cartridges with you, you need to reload, and then take spare ones.

First aid stations

The only thing that is constant in the game world is first aid stations. These are large red boxes on the walls and can be found in some shelters and levels. Inside you can find first aid kits or pills, up to four in total. There is a strong feeling that the Director creates the content at the moment of opening, so it’s not worth rushing and grabbing it right away, especially if there’s a tough fight ahead in this place.



Be careful on the fragments of civilization, do not feed yourself zombies!