***Official Left 4 Dead 2 Thread***

L4D2 VS game next Friday guys. Need 1 more spot filled, but probably have the 8th if he ever signs onto steam.

Player list:

Link, Catface, Butcher, Robert1986, Buckz, Sharpygxr, Maxi,?,...

Also, if any of you know that Steve! is still alive, give us a shout! ;)
 
I don't know how many of you still play L4D2, but I've picked it up again this week. I've been playing the awesome "Helm's Deep Reborn" multi-stage survival map [see here for download].


Anyway, I wrote out a rough survival guide for a couple of friends, so I figured I'd repost it here. If you play this map, check it out:


HELM'S DEEP REBORN SURVIVAL GUIDE:

Basics:

- As you know, the map is broken into various stages. The game forces you to relocate at each stage, by removing the ammo pile, so it's important to move at the right time(s).

- There are lots of throwables, but they need to be rationed. Using molotovs at the right time the game becomes (relatively) straightforward, but if you run out at critical times then you will get overrun and die sharpish.

- A tank will spawn every minute. At 6mins, 9mins, 12mins (and so on) the game spawns two tanks at once. *These are the key times to watch out for!* Two tanks will rape you hard if you have zombies and specials running at you as well.

- The most important pickups are the magnums, as this alleviates the lack of ammo issue. There is only one available right at the start, but more should be picked up when they become available.

- Weapons: IMO the sniper rifle is the one to go for, at the start. It does a lot of damage, ammo lasts ages, and you can get specials from far away. You have a wide open space in front of the wall that zombies have to traverse, so a long-range weapon is ideal.


*** Stage 1: [0-4 mins] ***

This is the easy part... Everybody should stick to the right of the wall, next to the original survivors. Don't run around - especially if you're playing with bots as they will follow you and get themselves pwnt. Remember, zombies will swarm towards the players, so if they're all in one place you get a nice clean bottleneck to kill zombies. Basically you want to wait out this easy part with minimal ****ups.

- Tanks: Don't waste molotovs on tanks at this stage... they come only one at a time, and by the time they get into molotov range they will be at least 75% dead anyway. Just shoot them. When a tank comes into range of the original survivors they will switch their fire to it, so you can have 7 guns firing on one tank. It will die quick and easy. Note that three full clips of the sniper rifle will take down a tank, so, with two sniper guys prioritising the tank, you can easily kill it before it even gets into range of the wall.

- Apart from the tanks, keep an eye out for specials and kill them from range, if possible.

- Stay away from the edge, lest smokers pull you down.

- There are two bile jars; these should be used for cover if someone gets pulled off the wall. Lob bile jar, and res the player (if needed) then run back. There are two, so you can get two pulldowns without anyone actually dying.

- Make sure you top up on ammo just before 4 mins - you'll need it.



*** Stage 2: [4-7 mins] ***

This stage is dominated by the two tanks that appear at 6 mins (they'll show up in the distance about 5:40 and reach the wall at about 6mins). They need to be killed before the 7min mark so that you can grab ammo and fall back before the pile disappears.

- The ammo pile on the wall disappears now, and appears in front of the breach. Despite this, it's best to stay with the original survivors. If everyone's together, most zombies will still try to come up the ramp. The original survivors will take care of any few that come through the breach and up the stairs.

- Save ammo as much as possible - magnum guy should be firing constantly, others should use ammo only for picking off specials, or if a mass of zombies break through. The 5-min tank will need to be killed, and then come the infamous two tanks at 6mins.

- For the 6-min tanks: Do as much damage as possible while they're in the distance, focusing on one tank. When the first tank is down, drop back, grab ammo, and lob a molly into the breach. The tank won't burn (there is water in the breach), but it will stop the swarm of zombies. From here on, keep a constant firewall in the breach (if you saved mollys there should be more than enough fire for this, if you run out lob gas cans).

- Take down the second tank, but keep an eye out for specials. The immobilising specials (smoker, hunter, jockey, charger) are *higher priority than the tank*. Take them out first if they're around, then focus on the tank. You can burn the second tank if you like, but wait until it's out of the water. If the zombie hoarde is blocked by fire, and there are no specials around, the tank will die in no time at all.

- At 7mins the ammo pile in front of the breach will disappear. Grabbing ammo just before 7mins is essential - probably the most important ammo grab in the game!



*** Stage 3 [7-9 mins] ***

Fall back and head up the stairs. Here you have no ammo pile here, so conservation is essential.

- There are two chainguns at the top. These are *not for ****ing spamming fire at zombies*. They are for tanks. Grab them only when a tank approaches. The basic zombies and specials should be taken out with magnum, melee, or what remains of your ammo. Save the belt guns for the tank. If two guys have a belt-gun then a tank will go down in seconds.

- Remember that there are two ways for the tank to get up - up the stairs or up the cliff face. If the tank comes up the stairs, rape it. If it comes up the cliff face, back off down the corridor a little when it emerges, and do it in with chainguns.

- You will need to kill two tanks here - one at the 7min tank, and one at 8min. At 9 mins two tanks will appear at once... It's unlikely you will have enough ammo left to pwn these two, so back off across the firewall when they arrive (Legolas lets you past at 9mins).



*** Stage 4 [9 - 15 mins] ***

This is essentially "phase two" of the map. If everyone 'behaves' and fire is used properly, it should be pretty easy. If not, it will be a total cluster****.

- Note that there is a magnum in this area - you go past it as you enter. By now you have two guys with magnums, which will be important later.

- This stage is all about defending the gate. It will take the zombies a while to head up the ramp to the gate [will be about 10:30 before they reach the gate], and you need to keep a constant stream of fire until ~14 mins.

- So, *save molotovs!*. There are 6 around the area above the gate, there are two a little to the right of the gate, and there are three on a pile of hay that's down and to the right. On top of this, you can bring one per player with you from the earlier stage, and there are gas cans / fireworks as well.

- Shout out before throwing a molly, so that you don't get people doubling up. As soon as you throw, run to get another molotov. Go for the more distant ones early on, so you have the option of grabbing a nearby one later if / when the **** hits the fan.

- If they're all thrown properly, then you will get to 14mins with a firewall easily. If the gate is breached (...only takes a few zombies getting through) then tanks and specials will swarm through and you will die quickly, as this place is **** to defend (so many entry points).

- Throw molotovs through the gaps. Don't get on top of the wall or you will be smokered off - only go up there if *absolutely ****ing necessary* (i.e. if a few zombies make it through the firewall - kill em quick then get down).

- On 14 mins, fall back to the keep. Take a box of explosive ammo with you if at all possible.


- IMPORTANT: just to the right of the gate [where the two molotovs are] is a lever. You can pull this to teleport any dead players to that location. There are two defibs right next to it, so if someone dies *pull that ****ing lever* and res them back stat.



*** Stage 5 [15 - 20 mins] ***

This should be the easiest stage, once you actually get into the keep. The door to the keep is a giant zombie deathtrap, there is loads of ammo, weapons, molotovs and even chainguns in the keep. Also a mounted gun.

- The tough part is getting in - there is a witch guarding the door. If you have explosive ammo she is dead easy to kill [explosive ammo staggers specials]. If not, then someone is going to go down. Use any remaining throwables to keep the hoard away while you res the downed player.

- Once inside the keep, just fire the **** through the door constantly. Save mollys for tanks. It's not important to burn the tank itself (he won't last long inside the keep), but use them to stop zombies coming in while you pwn the big guy.

- As always, top up on ammo right before the 20 min mark - this is the last ammo you will get for 10 mins.

- Note that there is yet another magnum here (that makes three for those who are counting). Grab the ****er.



*** Stage 6 [20 - 30 mins] ***

From here you fall back to the spiral staircase of death. There is no ammo here apart from a couple of belt guns at the top. On the plus side, it takes zombies and tanks AGES to climb the stairs, and you can basically **** on them at your leisure.

- By staying a few steps ahead and using magnums, you can pretty much hold the stairs indefinitely. Fall back when the tank comes, then push back forward again through the regular zombies to regain your place near the bottom of the stairs.

- Ration the beltgun ammo. Use only on tanks, and only if you find yourself getting pushed further and further up the stairs.

- At about 28 or 30 mins (can't remember exactly when) the dawn comes, and you a message. When this happens everyone needs to go to the top of the tower. Once everyone is up, you will be teleported back into the keep (where you started). You will have a few seconds to grab equipment, before the doors open and the final stage begins.



*** Stage 7: [30+ mins] ***

- Once the keep doors open you will need to run out, through the oncoming hoard, through the gates you were defending, and out into the open. Basically it's Leroy Jenkins time - run and gun, stay together, and don't die. An autoshotty, or better yet an AK, will be the best bet for this part.

- When you get down the ramp and into the main you will see Gandalf. The zombies will run towards him like he's a bile jar, so back away and murder them. As always, prioritise the specials.

- If you survive for a few minutes here then you will win. Yay! Fireworks mark your victory, and the zombies stop coming.

- Head back up the tower and jump off for a traditional gravity-induced suicide.
 
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