Left 4 Dead

Left 4 Dead

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Gold Miners L4D Survival Guide
Por guyguy e 3 colaborador(es)
This comprehensive guide is your go-to resource for survival mode in Left 4 Dead. Brought to you by Gold Miners, the international community for survival enthusiasts.
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Introduction
Survival mode offers intense and challenging gameplay with tons of replayability; however, teamwork and strategizing are paramount. The following guide includes strategies for all official Left 4 Dead survival maps, without relying on the use of glitches, exploits, or cheats to achieve gold medals and times beyond. If you're having trouble achieving certain goals, we recommend finding a team of like-minded individuals to aid on your conquest to survive!

Each map will include:
  • Item counts*
  • Positions (with visual representations)
  • Notes of what to look out for & map-specific tips
*Counts may vary, and you'll be told why. Additionally, the pills and kits the survivors spawn with are included. The item count images show the minimum number of items.

Acknowledgements
Thanks to the following (listed in alphabetical order):
Azimuth, Drotz, guyguy, Henry, HeXaGoN, Hysterisch, TheKevSham, Licksore, Nathan, sauce, ϟḱ¥ђ℮αґт. Last but not least, the Gold Miners group, and you, for reading the guide!
Core Concepts
Ammo Runs
There are breaks between waves of tanks, which survivors can utilize for an opportunity to make ammo runs. Breaks occur at the following times:
  • 1:30
  • 2:30
  • 4:00
  • 6:00
  • 9:00
  • 12:00
Breaks normally occur at the aforementioned times; keep in mind that the tank’s spawn location will often determine how fast it is killed, and by extension, affect the timing of ammo runs. Tank spawns become inconsistent after 12:00, with no predetermined break times. Afterwards, to avoid being ambushed during ammo runs, survivors should keep in mind the location of infected across the map.

Tank Spawns
Tanks spawn at the following times:
  • 0:40
  • 1:55
  • 2:55
  • 4:25
  • 5:25
  • 5:35
  • 7:05
  • 7:45
  • 8:25
  • 10:05
  • 10:45
  • 11:20
  • 11:30
  • 12:50
After 12:50, tank spawns become inconsistent across maps and rounds. Assume 1-2 tanks will spawn per minute, the timing which may be influenced by how often SI are dying. There can be up to 3 tanks at a time, although it's rare for there to be more than 2.

Special Infected Spawns
Similarly to tanks, there is a spawn limit to how many special infected may be present at once. The limit initially starts out at 1, but those numbers increase quickly as the round progresses.
  • There may only be 1 boomer at a time.
  • There may only be 3 hunters at a time.
  • There may only be 4 smokers at a time.
Overall, there can only be 7 special infected concurrently present.

Stuck Special Infected
Every map in Left 4 Dead suffers from special infected getting stuck, which will affect the progression of longer rounds. This is not a concern for those just looking to get gold medals.

In survival mode, the director will spawn extra tanks to compensate for the stuck special infected. Freeing the stuck special infected will decrease the tank spawn rate. We've included a section for each map detailing how to do so.

Other Tips
  • Situational awareness is vital. Use sound cues to locate infected and check on the status of your team. We suggest lowering the volume of your game music.
  • Communication is paramount. Call out threats. Make sure your team knows where tanks & specials are and what they're doing.
  • Map knowledge is arguably the most important factor in improving your records. Playing maps will teach you nuances such as where the infected tend to move and spawn from, where items are, etc.
  • Movement speed is determined by your current hp levels. 40 and above allows survivors to move at full speed (220 units per second). 1 to 39 induces limping (150 units), which is roughly 68% of the normal speed, putting you at a slower pace than the tank (210 units). In comparison, temp 1 is extremely slow (85 units) at only 38% of the normal speed.
  • Pills should be used in times of emergency when you need an extra boost to prevent from getting incapacitated. Medkits should be used when health is low and there is sufficient time to heal.
  • The game doesn’t end when you die. Utilize your spectator camera to advantage and call out threats for teammates from blind spots. To enable, go to “multiplayer” options and set “spectating free look” to enabled.
Weapon Stats
All map strategies (excluding Gas Station) have the entire team using the auto shotgun. The auto shotgun is by far the most powerful weapon in Left 4 Dead, thanks to its high damage output, decent range, fast reload, and good penetration.

Below is information on the damage output of each weapon present in survival mode. Bear in mind that tanks have 4000 health in survival mode.

Auto Shotgun:
  • Damage per shot: 286 (11 pellets, 26 damage each)
  • Damage per magazine: 2860
  • Shots required to kill a tank: 14 (1.4 magazines)

Assault Rifle:
  • Damage per shot: 33
  • Damage per magazine: 1650
  • Shots required to kill a tank: 122 (2.44 magazines)

Hunting Rifle:
  • Damage per shot: 90
  • Damage per magazine: 1350
  • Shots required to kill a tank: 45 (3 magazines)

Dual Pistols:
  • Damage per shot: 36
  • Damage per magazine: 1080
  • Shots required to kill a tank: 112 (3.7 magazines)

General Tactics
Reloading & meleeing simultaneously
You can reload & melee infected at the same time, but only if you start reloading before you melee. If you try to reload while meleeing, this will not work.

Wallbanging
Many of the walls in Left 4 Dead can actually be shot through. This is known as wallbanging. Some walls are too thick to be shot through, and the effectiveness of weapon penetration varies.

Shotgun Tactics
Lining up shots
Shots from the auto shotgun penetrate through commons like wet paper towels. Take advantage of this and move around so that more common infected fall under your crosshair. If all the commons on the map were in a conga-line in front of you, you could kill them all with 1-2 shots.

Saving your magazine
Make sure you don't use up your whole magazine on commons & specials! Reload frequently and keep enough shells in your magazine so you can instantly delete tanks at any given time.

Saving the last shell
When using the shotgun, if you empty your magazine (a.k.a. "shooting to 0"), not only will your survivor load shotgun shells much slower, they will also have to cοck the shotgun afterwards. This wastes lots of precious time. It is advisable that you reload with at least 1 shell in your magazine.
If you find yourself accidentally shooting to 0, you can ♥♥♥♥ the shotgun after loading 1 shell by firing, thereby restoring the reload speed back to normal.

Throwables, Gas Cans, Propane, & Oxygen Tanks
A common mistake made by new survival players is overusing throwables & gas cans. While it is a viable tactic in campaign mode, in survival, it is necessary to be able to deal with large numbers of infected without having to resort to such items.

Fires caused by gas cans & molotovs can be rather harmful, because they greatly increase the speed of tanks (30% faster) and the damage that hunters do. Fire also obscures vision. While ideal for killing off large amounts of commons running through a chokepoint, it’s less optimal towards tanks or special infected.

This isn't to say items should never be used. If somebody gets incapacitated, and the horde is making reviving that survivor extremely difficult, it's not a bad idea to use gas cans & throwables. Make sure to store them in a place where they will not be accidently shot.

Propane & oxygen tanks are borderline useless. They instantly kill common infected, but merely stumble tanks & special infected. They do no damage whatsoever to tanks. Storing them in your hold spot can be risky, as a stray shot can cause devastating damage to your team.
Pill Conversion
A feature from campaign mode, pill conversion, has carried over to survival mode. Pill conversion is when pills turn into medkits under certain conditions.

The main 4 criteria for pill conversion are: survivor health, survivor inventory, line of sight, & navigation flow.

Survivor health threshold is 49 permanent health and below. Temporary health does not affect it. The conversion is based on each individual living survivor. Dead survivors will not be factored into the conversion.

Medkits present in the survivor’s inventory will prevent pills from converting, as they are treated as permanent health. Medkits should be treated as a separate entity (survivor with 80 health); a survivor with both a medkit on them and over 50 permanent health will prevent the conversion of 2 pills rather than just 1. Pills in inventory & unused medkits on the map do not factor for this.

A hardlock occurs when any survivor is within 900 units, and also has direct line of sight to the pills in question.

The navigation flow is the distance from the start saferoom to the end saferoom in campaign/versus modes. Even though neither are used in survival mode, the director still uses nav flow for pill conversion. The director will hardlock the conversion based on progression of the furthest survivor. Once progression has been made, it can’t be undone. BH Bridge, Warehouse, & Lighthouse have exceptions.
Generator Room
*There is a cabinet containing pills on this map, which are subject to conversion.

Positions
  • 1 survivor covering the left side (A)
  • 2 survivors in the middle, against the back wall (B & C)
  • 1 survivor on the right against the wall (D)

Notes
On this map, there is not much time to kill tanks. The tanks have to be killed before reaching the survivors or it will be detrimental.

Survivor A is in charge of the left side. They are prone to common hordes & constant smoker tongues, in which pillars can be utilized to cut them promptly. Survivor A is responsible for baiting tanks into the pillars repeatedly, plus inducing the tank to punch debris away from the holdout spot, effectively buying time for everyone else to shoot.

Survivors B & C shoot everything but prioritize tanks, smoked survivors, & hunters.

Survivor D is also similar to B & C, but may need to heed tank rocks more often.

  • Ammo runs should be done as a team; cover your teammates until everyone returns safely.
  • All survivors should dodge rocks. Survivor A can safely dodge left, while the remaining 3 should move right. Tanks will try to compensate for the sideways movement and miss their target.
  • The debris from destroyed pillars can be very annoying. Tanks however can get stuck, making them easier to kill.
  • The pills upstairs can be useful, however, do keep in mind they can convert into medkits.

Stuck Spots
To the left of the holdout spot, specials can get stuck behind the rocks blocking the stairway.

Next to where the hero closet is in campaign mode, straight ahead to the right, smokers like to huddle and wait for a recharge, but are easy for Survivor A to kill with some cover.

At the hole in the ground of the minigun room, boomers can get stuck at the edge of the hole, which you can shoot from below.

Smokers can get stuck between this generator & metal support beam, but they can be shot through the floor with a hunting rifle.
Gas Station
*There is a cabinet containing pills on this map, which are subject to conversion.

Positions
  • 1 survivor on the roof near the stain on the wall, using shotgun (A)
  • 1 survivor behind survivor A as support, using shotgun (B)
  • 1 survivor sniping, guarding the lift (C)
  • 1 survivor sniping, guarding the ladder (D)

Notes
Survivor A & B will be clearing out most of the commons. For unimpeded movement, we recommend not crouching, as specials & tanks will drop from the roof above. If the screen is shaking with no tank in sight, check with snipers whether the tank is above or not.

You can dodge tank rocks by moving right; it is important to not back away from incoming roof tanks too soon, or else they will target the snipers. If a tank is climbing the lift ladder, 1 shotgunner stays put and focuses on commons, while the other turns around to support the snipers in killing the tank.

Survivor C & D should not prioritize commons, unless they are either attacking them, or blocking the shotgunners from backing up from tanks. Snipers will be taking out most of the specials plus chipping at distant tanks, which should be near dead by the time they reach the shotgunners. These survivors are also responsible for communicating tank position.

  • The gas station should be kept intact. It can be shot to blow up tanks; however the smoke from the aftermath will obscure the survivors' vision for the entire round.
  • If making a run to the pill cabinet, it is highly advisable that snipers switch to shotguns first. Survivors should be at low health, so pills will convert to medkits.

Ammo Runs
Shotgunners should go for ammo one at a time when there is a lull in the horde. The 2 best routes are pictured here. There is a small ledge at the base of the lift (at the green circle) that if landed on, will not cause the survivor to take any fall damage.

Sniper ammo runs, however, are exactly what one may expect. Just go down the ladder, grab ammo, and go back up.

Stuck Spots
Specials can get stuck on the other side of the fence inside the burger tank restaurant.

Specials can get stuck on the other side of the gas station building, some of which may come to the fence but not all.

Survivor D can snipe specials that get stuck near the fire exit pictured here. Survivor C can move to where the shotgunners are to clear specials next to the vent. If all 4 survivors move to the room above the medkit cabinet and hug the far-side wall, all specials in the alleyway behind the gas station will instantly despawn.

Boomers can get stuck above the shotgunners, and can be shot when jumping.

Infected can get stuck behind the shelves of boxes inside the main warehouse building.

Smokers will sometimes get stuck on the climbable pole on the outside of the far building.

Infected can get stuck against the blockade that prevents you from advancing in the campaign. They can be shot through in the room above.
Hospital

Positions — Shotgun Strategy
  • 1 survivor on the left (A)
  • 2 survivors in the middle (B & C)
  • 1 survivor on the right (D)

Notes
The holdout spot is Room 407. To access the room before the round starts, survivors must melee the doors until they are broken. After 12 minutes, it is advisable to switch to the pistol strategy to reduce the need for ammo runs.

Positions — Pistol Strategy
  • 2 survivors at the left hospital bed (A & B)
  • 2 survivors at the right hospital bed (C & D)

Notes
Survivors will remain in Room 407 and crouch next to the hospital beds at the right side of the room. Crouching delays hunter pounces, and makes it so if a smoker pulls a survivor, they will get caught on a bed rather than getting pulled into the hallway.

Shotgun ammo should be reserved for tanks only, or if a survivor is incapacitated. When the survivors' screens start shaking, pull out shotguns immediately. Someone will get punched if anybody pulls out their shotgun late (after seeing the tank).

Stuck Spots
Boomers will sometimes stand around the corner of the doorway when using the pistol strategy.

Boomers can get stuck inside Room 413.

Infected can get stuck inside the ceiling vents of Room 411.

Infected can get stuck inside the hole in the roof of Room 415.

Infected will sometimes get stuck on the unbreakable door to the closet near the elevator.
Rooftop

Positions
  • 1 survivor covering the front & left (A)
  • 1 survivor covering the front (B)
  • 1 survivor covering the front & right (C)
  • 1 survivor covering the back & far right (D)

Notes
Survivor A covers the left side of the holdout position, dealing with commons climbing up the pipe, as well as specials climbing the ladder on the left before they get too close.

Standing on the ledge may grant better visibility for incoming tanks & specials, however this is risky thanks to possible smoker pulls from ground level. Be wary of tanks climbing the ledge behind and to the left. If a tank starts to do so, walk out onto the pipe to lure the tank away.

Survivor B & C both cover the open area out front, and will be constantly deadstopping/skeeting hunters and dodging rocks.

Survivor C needs to keep distance with the front ledge, as hunters may scratch through it. If survivor A is occupied, survivor C can clear specials from the left side ladder.

Survivor D focuses on the right & back ledges, as well as the far right area (the lower area where all the commons come from). Their job is to keep commons off the other survivors, as well as call out back/right tanks. If there are double tanks, or another survivor is pounced, immediately help if possible.

  • If you play pressed up against a ledge, tank punches are more likely to deal damage instead of punching you off the roof.
  • If you're about to get hit by a tank, do not jump! You will die.

Stuck Spots
1 survivor will clear stuck specials with the hunting rifle during ammo runs. It's important that the other survivors stay nearby and cover the survivor who's using the hunting rifle. When specials are cleared, return to the holdout spot.

Specials can get stuck to the left of the holdout behind this machinery.

On the other side of the rooftop in front of the hold spot, there's another spot here where specials get stuck on.

Boomers get stuck at the minigun ladder and ambush survivors when they go for ammo.
Drains

Positions
  • 1 survivor in the front crouching and dealing with hunters (A)
  • 1 survivor directly behind survivor B, clearing commons off them (B)
  • 1 survivor in the back corner, pistoling front (C)
  • 1 survivor next to survivor C, standing against the fuse box and next to the wall (D)

Notes
Survivors in the back just pistol everything they see, both in the front & across the bridge, and switch to their shotguns when tanks arrive.

Survivor A has to be good at deadstopping/skeeting hunters, and will prioritize the specials in front over shooting tanks. Occasionally they will also need to cut smoker tongues using the bridge (via jumping). Tank rocks should be promptly baited into the right side wall.

The rest of the team should be ready to free survivor A in case they get pounced by a hunter, or pulled by a smoker.

When going for ammo, check for specials before you leap. Never go into the water, take the catwalk instead.

Stuck Spots
Special infected can get stuck behind the spools in the water. Tanks can also get stuck in a certain ceiling section where they are able to climb on the pipes. These can all be cleared via pistols.

Boomers like to camp in the tunnel leading to the saferoom (which would be accessible in campaign mode). If all 4 survivors go to the bridge, the boomer will move out from hiding and can be shot.

Smokers can get stuck by the tunnel pillars.

Boomers will sometimes hide in the hole above the medkits.
Church

Positions
  • 1 survivor at the hole/gap with the sandbags (A)
  • 1 survivor blocking the doorway (B)
  • 1 survivor guarding the back (C)
  • 1 survivor standing on the piano keys (D)

Notes
Survivor A kills everything in front of the gap; however, do not stand directly in it. Stand right of the tipped over benches, remaining behind the sandbags. Not only do commons line up more while standing here, hunters are prevented from directly jumping at you, and smoker tongues can be cut with the wall by moving right. When a tank comes from the gap, back straight up and go in a counterclockwise circle around the piano; this is to avoid leading the tank into survivor B.

Survivor B should be wary of smokers once the wall in front of them breaks. The left edge of the broken wall is non-solid, and smoker tongues can go through it. The same goes for the barred windows in the small room. If a tank comes from the doorway, bait it similarly like survivor A—straight back, but this time, clockwise around the piano.

Survivor C holds next to the rail. 80~90% of the infected will come from the window by the rail. Infected can be shot from anywhere through the walls in the back. Assist with tanks whenever possible. If a tank comes from the back window, lead them to the corner right of survivor B, or led to the molotovs by the saferoom door.

Survivor D will stand on the piano keys, playing as support. If the window between survivor A & B is broken, smokers may attempt to pull—thus, it is advisable to use the map geometry to cut the tongue.

When going for ammo, survivors will leave through the gap and hug the left wall. They will hold at the pile long enough for one of the survivors to snipe stuck smokers. Keep in mind infected will rain down from the roof, and spawn inside when survivors are not in the church.

Gas cans are stored above where the inaccessible door & platform are.

Stuck Spots
Specials can get stuck on the tombstones, most of them are breakable by shooting them.

Smokers can get stuck against the wall directly ahead of the ammo pile, which can be cleared with a rifle.

Specials can get stuck outside the graveyard's left wall; sometimes they can be shot when jumping nearby, but typically you need a well aimed molotov throw to free them.
Street

Positions
  • 3 survivors watch the front, the rightmost in front (A, B, & C)
  • 1 survivor watching the back (D)

Notes
Survivor A stands near the lamp post at the bottom of the ramp. Be ready to move in case infected drop from the windows above. It is crucial to be able to deadstop/skeet hunters, as well as using the lamp post to cut smoker tongues. If a tank begins to follow, lead the tank around the right side pillars of the hold area.

Survivor B should stand a bit further back than survivor A, so that tank rocks will target the sides for safer dodging. Be prepared to help survivor D when they need assistance (i.e. if a tank comes from the back).

Survivor C’s job is similar to survivor A's. Lead tanks around the left side tree, and then over to the right side pillars. Likewise, help survivor D with any tanks that come their way.

Survivor D has the easiest job of them all; back should always take precedence. Even if there are double tanks, survivor D should focus on the back and ensure the area is clear before switching focus elsewhere.

Stuck Spots
Specials can get stuck on the far side street behind the bus.

Specials can get stuck on the barrier next to the white van.

Specials can get stuck in the offices above on the right side.
Boathouse

Positions
  • 1 survivor on the left side (A)
  • 1 survivor covering the door (B)
  • 1 survivor on the right side (C)
  • 1 survivor on the ammo pile as support (D)

Notes
Survivor A needs to beware of tank rocks & hunters coming from the left side through the trees. Hunters can also jump from the water below the deck or from the bushes. Common infected may climb the left-side railing, and also drop from the window above, so it's inadvisable to stand too far forward.

Survivor B needs to block the doorway, which may be at times obscured thanks to smoke. They have to be able to dodge smoker tongues coming from the front of the house, and help with tanks regardless of where they come from whenever possible.

Survivor C stays underneath the balcony, so that commons do not aggro onto other survivors. This also makes shooting commons easier, as they will be going up the stairs rather than dropping from the balcony. Smokers can pull through the broken wall on the left.

If a tank comes through the middle of the house, help to kill it. Whenever dealing with a right-side tank, do note that rocks can go through the support beams of the balcony—do not try to bait tank rocks into them. Occasionally right-side tanks climb the balcony next to the minigun—if this happens, survivor C can maintain their line of sight on the tank to lure it back down.

Survivor D’s primary job is to kill any common infected that come from behind & drop from above. Be ready to support other survivors when needed, including freeing stuck special infected. Take heed that tanks may come from the back.

Stuck Spots
Directly in front & across from the main boathouse, smokers can get stuck on the rock between the trees.

Smokers can get stuck against some trees on the far right.

Smokers can get stuck left of the gazebo (the building with picnic tables), against this rock.
Crane

Positions
  • 1 survivor covering front (next to the chimney) (A)
  • 1 survivor against the back fence (B)
  • 1 survivor by the chimney helping back & right (C)
  • 1 survivor in the corner (D)

Notes
Survivor A needs to keep the front of the cage clear of infected, particularly hunters. Even if unable to instantly kill them, shooting the hunters to make them jump away is important, as stumbling can be devastating.

Smokers will sometimes attempt to pull from the right side of the concrete platform (near & below the ammo pile area). They can also be present atop the brick building accessible by the dumpster event. Use the chimney to dodge smoker tongues.

The fence to the right is non-solid—in particular the section from the entrance to the chimney, meaning tank rocks will go through it as if it doesn’t exist.

Survivor B supports wherever help is needed. For smokers beyond the dumpster event area, dodge and use the crane itself to cut tongues.

Survivor C can shoot infected through the brick walls of the back building. They can dodge tongues coming from behind the A/C by crouching. Smokers from the concrete platform will attempt to grab. When there are front tanks, focus on keeping the horde in check and prevent hunters from entering the cage.

Survivor D should keep infected from climbing over the back & right fences. Assist with killing all tanks.

  • When tanks drop from the crane, all 4 survivors should tunnel vision on the tank to ensure it dies before anyone gets punched.
  • Boomer cannot puke but can explode through the fence.

Ammo Runs
Ammo runs are dangerous. It is better to have 2 survivors go at a time, while the other 2 cover them from inside the cage. When the first 2 survivors return, they should move into position to cover the other 2 survivors while they get ammo.

While rare, smokers will sometimes come from the rooftop just beyond the ammo pile, and you can be instantly pulled off the back side to your death.

Stuck Spots
Boomers may get stuck on the A/C unit on the roof across from the ammo pile.

Smokers can get stuck on the edge of the doorway inside the brick building.

Specials can get stuck on a ledge on this far building, typically it only happens late into long games (60+ min). Killing smokers fast enough may or may not affect it happening, nothing you can do about it sadly.
Construction Site
*Some pills on this map are subject to conversion.

Positions
  • 1 survivor on the right scaffolding (A)
  • 1 survivor on the front scaffolding (B)
  • 1 survivor on the left scaffolding (C)
  • 1 survivor on the wooden platform (D)

Notes
Survivor A will have a ridiculous amount of commons, and sometimes tanks, funneling in from the cement cylinders. Anything that gets close enough to the ladder will climb it. Beware of ground level smokers; you can use the cement pillars or scaffolding itself to cut tongues. As for the cement wall on the far right, all types of infected can come through those windows.

As for survivor B, they will need to watch for commons & tanks that will first climb onto the cement bags directly below, then proceed to advancing on the scaffolding. Survivor B will be targeted by hunters & smokers in the front a lot, due to being in closest proximity. Use the pillars & beams around you to cut smoker tongues.

Survivor C will have the occasional tank spawn, but most commons will come from the spools below next to the scaffolding. Smokers will try to grab from the ground level windows of the cement wall. When it’s less hectic, support survivor A & B.

Survivor D as a support role, helps whenever and wherever assistance is needed. Downing tanks quickly should be of most importance.

  • Note the height difference in the wooden platform and scaffolding; dropping to get ammo from the latter will not result in fall damage.
  • Ammo runs should be done one survivor at a time, the other 3 will hold position and provide cover.
  • You can get atop the cylinders with a crouch jump, or a normal jump on the jutted out sand bag nearby the right scaffolding.

Stuck Spots
Specials can get stuck where the hero closet is in campaign.

Specials can get stuck on the fire escape, which is in the alley leading to the starting saferoom.

The alley that leads to the gas can event; a little past the right doorway, specials can get stuck on the cement bags next to the scaffolding.
Terminal
*On lower graphics settings, certain pieces of debris will be invisible.

Positions
  • 3 survivors in a diagonal line starting from the van (A, B, & C)
  • 1 survivor on the luggage conveyor watching the right side (D)

Notes
Survivor A needs to be further forward than anyone else. This is to ensure that tank rocks target them and can be dodged safely. When leading tanks, lead them straight back to the fence. It is important to move in a straight line when backing up to prevent friendly fire.

Survivor A will mostly focus on what's in front of the van, unless there are double tanks to the right. In the event there is just one tank on the right, focus on controlling the horde before shooting the tank. Survivor A should be able to deadstop/skeet hunters consistently as well. The kiosk next to ammo can be used to cut smoker tongues and break tank rocks.

Survivor B will assist if there is a tank right. Be attentive to smokers & hunters that come from the right side of the kiosk.

Survivor C hangs further back. They will often be the first to deal with stray common infected that leak from above. They will assist with the front some; however, their main concern is protecting survivor D and helping them with tanks.

Survivor D will need to listen for tanks that spawn above and to the right. When there are front tanks, controlling the commons should take precedence so that everybody else can deal with tanks without interference. When tanks drop from above on the right, there are 2 main options: lead the tank straight back to the corner where the left wall & fence meet, or buy time by baiting the tank to climb over the desk. If there are double tanks and a tank is coming from the right, it's probably best to bait the tank over the desk.

  • Sometimes tanks will throw rocks while still above on the right. They WILL NOT always target survivor D. All survivors should be ready to take evasive action.

Stuck Spots
Specials can get stuck beneath the broken skylight, right behind the wall. Typically they will huddle on the left side, which can be reached with a hunting rifle or a molotov.

Specials can get stuck atop the stairs. A molotov thrown behind the debris can be used to free them. Alternatively, they can be shot but this is risky due to commons. Do not go alone to unstuck these—the whole team should be involved. One survivor should accompany them, while the other 2 remain at the bottom for cover.

Specials can get stuck in the hallway, in between the breakable walls, which are up the stairs and past the barricade.

Specials can get stuck behind the fence to the above right. They can be picked off with a hunting rifle from atop the van.

Specials can get stuck out of bounds to the left & behind the van. They can be seen through the window above the van, and shot with a hunting rifle.

Very rarely, smokers will rarely get stuck on this ledge, above & behind where the team normally holds.
Runway

Positions
  • 1 survivor watching the left (A)
  • 1 survivor middle-left next to the pillar (B)
  • 1 survivor in the back (C)
  • 1 survivor on the right (D)

Notes
Survivor A should bait tank rocks into the left wall, and can use the pillar to dodge smokers as well.

Survivor B will be targeted by smokers & hunters a lot, the latter constantly lit thanks to the fire pit. Assist with shooting left tanks when possible, and watch for tank rocks thrown from the fuel truck area.

Survivor C stands further back and acts as general support. Be mindful of the fence behind, as infected can spawn back there.

Survivor D stands a bit further forward, to funnel commons, aggro tanks, and cut smoker tongues with the support beams of the airport terminal. Unfortunately, the hitboxes do not line up with the models, and you will have to learn through practice where they are exactly. Infected can sometimes come from the terminal above as well. For the most part, survivor D will focus on covering the front and ignore left tanks.

  • Since ammo runs are noticeably longer, it would be advisable to run for ammo earlier than on other maps.
  • Prioritize using pistols; but do not shy from using the shotgun if needed to control the horde, as ammo is not as important as health.

Ammo Runs
The red highlights are regular attack spots for specials.

Stuck Spots
Specials can linger at the fire pit in the center.

Smokers can get stuck on the fence to the left of the hold corner.

Specials will sometimes get stuck against the piece of broken plane here.
Warehouse
*There is a cabinet containing pills on this map, which are subject to conversion. Additionally, several other pills (randomized) on the map may also convert.

Positions
  • 1 survivor guards the stairs (A)
  • 1 survivor sits in the furthest corner (B)
  • 1 survivor stands near the guard rail on the right (C)
  • 1 survivor near the pillar with the cement bags (D)

Notes
Survivor A watches the stairs almost exclusively; unless there are double tanks on the catwalk, survivor A mostly deals with commons.

Survivor B is a support position that will also pick off specials on ground level, such as smokers that like to hide behind the silos. Survivor B will assist with all tanks.

Survivor C should be positioned so that they can see the far catwalk area. They can easily dodge smokers by using the metal beams near the railing. Stay close to the railing when backing up from tanks to ensure there is no friendly fire.

Survivor D must be attentive to the occasional catwalk hunter. You can easily dodge smokers tongues & tank rocks by hiding behind the cement bags near the shelving.

  • The hitboxes of tank rocks can bleed through the railing; all survivors should keep some distance from the railing when a tank is throwing a rock that will hit near it.
  • It is common practice to switch positions frequently to minimize ammo runs, as most tanks will come from the catwalk.

Ammo Runs
Use the catwalk, then go down the stairs. Do not rush ammo runs, as incoming tanks are easier to kill upstairs. Pipe bombs are very useful, typically one survivor will throw through the doorway to alleviate chokepoint stress.

Stuck Spots
Specials can get stuck inside the medkit room’s vent.

Boomers can get stuck under the stairs, near the door that leads to the medkit room.

Specials can get stuck behind these boxes, which are below the windows you come out of in campaign.

Specials can get stuck on both floors, inside the rooms on either side. You can shoot through doors for the far pistol side that can’t be entered.
Bridge (Blood Harvest)
*There is a cabinet containing pills on this map, which are subject to conversion.

Positions
  • 1 survivor covering the left window (A)
  • 1 survivor on top the table, mostly covering the windows (B)
  • 1 survivor by the side room door (C)
  • 1 survivor near the back door (D)

Notes
Survivors A & B should make sure to consistently have less than 128 shots in reserve, ensuring they can shotgun spam at all times. Meaning, instead of grabbing ammo, survivors grab from the gun spawn instead for a new weapon with a full clip.

Survivor A will primarily focus on the windows, looking away only to help with tanks and/or when the others are surrounded.

Survivor B stays crouched whenever possible, and stays out of the way so others can shoot around them when tanks come from any given direction. The table can be used to dance tanks when survivor B has aggro.

Survivor C mostly focuses on the door, but needs to be constantly aware of the nearby left window. Tanks will sometimes drop from these windows, or come from the side room window. During these situations, retreat swiftly to the corner with the coffee table, so when the tank punches only one survivor gets hit.

Survivor D will often see tanks drop in the back, to climb back onto the roof again. Sometimes the tank will drop on the back doorstep and rush in. When this happens, back up straight to the windows.

  • All survivors must shoot the tank regardless of position!
  • You can shoot through just about all of the walls of the house.
  • Keep the horde out of the room as much as possible. With the horde gone, there is room to maneuver around the room and avoid tank punches.
  • Once the tank climbs, it will land on a random side. Pay attention to audio cues for directional hints. Try to chip at the tank while it is climbing.
  • Using the explosives & gascans is ill-advised!

Stuck Spots
Specials can get stuck on the other side of the crashed traincars past the starting lever.

Specials can get stuck against the railcar ladders.

Specials can get stuck against the traincar you crash to start the event.

Specials can get stuck at either side of the bridge above.

Hunters can get stuck on top of the hill, opposite side of the train track from the house.

Smokers can get stuck against the tree/rock on the cliff above the house where you head in campaign.
Farmhouse
*Extra pill spawns are randomized. The 4 listed here are just those the survivors start with (i.e. the bare minimum). Pills may spawn in the barn, shed, or the farmhouse itself.

Positions
  • 1 survivor covering the back (A)
  • 1 survivor in the middle (B)
  • 2 survivors covering the front hole (C & D)

Notes
Survivor A just shoots commons climbing up, and sometimes tanks when there is one. They will back up from tanks into the corner behind. Survivor A covers the back ladder when there is a tank front, as special infected like to climb there.

Survivor B will mostly shoot back commons as well, and focus on the ladder, where most specials on the map can be found. Swivel around if there’s a tank in front.

Survivors C & D clear commons climbing on the outside roof of the barn. In addition, these 2 should be prepared to deadstop/skeet hunters often.

Medkit Run
Drop from the front hole and go to the backdoor of the farmhouse. Grab medkits, head upstairs for pipe bombs on the counter, and advance into the larger bedroom without a rug. Wait at the window if there’s a tank, then return to the barn through the front hole.

Stuck Spots
Boomers can get stuck at the base of the ladder beneath the survivors, which can be shot through the floor.

Specials can get stuck against any of the boarded windows inside the farmhouse. This is easily fixed by breaking them before the round starts.
Bridge (Crash Course)

Positions
  • 2 survivors covering the front hole (A & B)
  • 1 survivor covering the hole in the wall (C)
  • 1 survivor situated back at the main entrance (D)

Notes
All walls in the building for the holdout are thin enough to be shot through.

Survivor A will be dodging smoker tongues constantly. In addition, survivor A can sometimes hear when the boomer is stuck below the bridge. When leading tanks along the left wall, be mindful to not get stuck on the edge of the boarded up window. The table can be utilized to buy the team more time by making the tank climb it as well.

Survivor B is in charge of making sure nothing gets through the hole. If a tank is on your trail, back up while keeping close to the right wall. Watch out for the pile of cement bags & drywall, then continue towards the table. Make sure to call out stuck specials at the gate if any. Alternate with survivor A when going for ammo runs, there should always be someone guarding the hole.

Survivor C is tasked with freeing stuck specials from the 3 major spots, covering the hole when survivor A or B goes for ammo, and assist in killing all tanks.

Survivor D will have their attention divided amongst multiple entrances, as they will be greeted by hunters from the back hole, plus smokers both outside the windows & broken walls in the other room. It is important that commons do not leak through the doorway and interfere with other survivors. When a tank comes, as with everyone else, move towards the table to buy time.

Stuck Spots
Specials can get stuck behind this gate, which fails to be destroyed by the explosion that starts the round. Survivor B can use a hunting rifle to snipe at their feet under the gate.

Smokers can get stuck near the hole in the wall by survivor D, leaning towards the top part on the other side.

Boomers can get stuck among the car blockage underneath the bridge; survivor C can aim for them through the wall next to the window.
Truck Depot

Positions
  • 1 survivor in the back (A)
  • 1 survivor at the front right sandbags (B)
  • 1 survivor at the front left sandbags (C)
  • 1 survivor at the front sandbags (D)

Notes
Past 14 minutes into the round, communication becomes vital due to a higher tank pace than usual. Skeeting hunters are relatively risky; play it safe and kill from a distance, or chip at them before they lunge. Do not trust the sandbags to prevent you from being pulled over by smokers, that is, until they get stuck late game.

Survivor A focuses on the commons coming from the two gaps between the sandbags in the back. Hunters that aren’t chipped will leap, and can also come from the blue building roof. Boomers will sometimes sit at the base of buses, waiting for survivors to make a move first (shoot them through the bus edge). Any back tanks, and ones dropping off the left side window of the brick building, should be chipped as much as possible before they climb the buses. Never back into the other survivors—better stay against the sandbags opposite to where the tank is, so only one survivor gets hit.

Survivor B should beware of hunters like survivor A. When a tank approaches, back into the left side sandbags, so the rest of the team has a good angle to shoot.

Survivor C watches the area in front of the buses, yet also needs to keep an eye of the window on the left. Although not commonplace, be wary of the pipe in between garage doors—hunters might leap from the top of it.

Survivor D will often be targeted by tank rocks; should they come from the roof (just to the right of the garage doors), dodge forward on the buses towards the trucks.

Ammo Runs
Ammo runs can be notoriously difficult, as it is very easy to get horded, not to mention potentially getting stuck on commons when attempting to climb back onto the buses. It is recommended that the team coordinates to go one at a time, in a set specific order even, as remaining survivors have an excellent vantage point on high ground. Ammo runs should be aborted if there is a tank up.

Stuck Spots
If the walls beneath the minigun don't break, specials can get stuck.

Boomers can get stuck just around the corner here, past the generator.

Specials can get stuck against the breakable railing on the stairwell inside.
Traincar

Positions
  • 1 survivor at the back as hunter fodder (A)
  • 1 survivor at the back corner supporting survivor A, and any of the front survivors who may get pounced (B)
  • 1 survivor on the front left side (C)
  • 1 survivor on the front right side, standing a little further ahead (D)

Notes
Survivor A shall be dealing with threats by sound & memorization more than sight, as there is no way to get rid of the bush in the back. Be mindful of hunters that leap from the gap in the broken fence/top of the broken traincar; make sure to aim upwards when deadstopping. They also have a tendency to lurk around the boat, or the underside of the ramp. Smokers can be dodged actively, or entrusted to survivor B.

Survivor B has 2 major tasks to tackle. First, to constantly free stuck smokers in the back; failure to do so will result in more tanks. Second, assist the front side when needed, including tanks.

Survivor C kills anything from the front, dodging smoker tongues by simply backing up, or standing when previously crouching to stay out of view. Tank rocks have the uncanny ability to curve around the tree and edge of the boat, so play it safe! When tanks come from the front, make sure to back up a bit earlier before survivor D. Should they climb the boat, cover survivor D while they lead it off.

Survivor D should lead tanks around the back of the boat. Occasionally they may climb; in the event they do, warn survivor A that the tank may drop on their head. Be mindful of the fence itself, as there is a part where you can get stuck on it.

  • The gas cans if stored near the front tree, can fall through the map if shot.
  • Ammo runs should follow along the fence, then in between the boats to the shotgun spawn.
  • Shoot commons at a distance. Covering is important, do not tunnel vision.
  • You can remove the front tree bush if the "Effect Detail" setting in options is on "Low". However tank rocks will not be visible at a distance like this, nor affects the back tree bush.
  • The small boats can be destroyed before the round starts with 7 melee attacks. The safest way to do it is standing on the metal of the boat nose.

Stuck Spots
Smokers can get stuck above the crashed train cars. By crouching near the front, survivor B can pistol them.

Boomers can get stuck next to the fire, survivor A can walk forward a small amount to free it.
Port

Positions
  • 1 survivor at the left door (A)
  • 1 survivor guarding stairs & middle, positioned next to railing (B)
  • 1 survivor leaning on the shelves watching right (C)
  • 1 survivor nearby survivor B, watching stairs & right (D)

Notes
Gascans are most effective in the alley below survivor A.

Survivor A deals with anything that comes from the door, and secondly the stairs to the right. Beware of smoker tongues that will shoot from many angles outside, as well as hunters from the bridge (which can be shot through the railings). Should a tank approach, lead to the corner on the left (where the gas cans spawn) away from the team.

Survivor B mainly focuses on the stairs, the gap in the railing, and occasionally helping survivor A with the left. Smokers at the warehouse entrance below will sometimes target you.

Survivor C will be in charge of the back. Make sure the area is under control, as to not distract from incoming left or stair tanks.

Survivor D will fill in temporarily for others while they go for ammo. Upon their return, go back to the railing. Survivor D is the best candidate for freeing smokers behind the green fence opposite survivor A due to the angle. Tanks drop from above and land on the ground below; be wary that rarely, they might land on the railing itself.

Medkit Run
Go out the door near survivor A, and drop off at the other end of the catwalk. Walk along the building walls and grab medkits, making sure to cover for each other. Head for the garage door and past the generators, heading up the stairs towards the holdout spot.

Stuck Spots
Smokers can get stuck behind the green fence on this roof, nearest to survivor A, which can be pistoled through this wall.

Boomers can get stuck above the back skylight; freeing it is as easy as moving forward.
Lighthouse
*2 pills on this map are subject to conversion.

Positions
  • 1 survivor sitting on the pipe bomb stack (any further right leaves one vulnerable to roof smokers), covering front & right (A)
  • 1 survivor beside covering, and is the designated smoker shover (to control the smoke) (B)
  • 1 survivor likewise standing to the left, covering the front, right, & left (C)
  • 1 survivor at the most left, covering the front & left (D)

Notes
Survivor A will lead tanks that come from the far right side or the ladder, in a clockwise fashion around the lighthouse staying just out of melee range to prevent tanks switching aggro onto other survivors. Smokers may pull survivors if they sit further right than the pipe bombs.

Survivor B should melee smokers off the platform. Most smokers will attempt to ladder climb; killing them atop the ladder will obscure survivor A & B’s vision. Specials below can be killed before they climb by pistoling through the floor. When there is a left tank, stand to shoot over the head of survivor C. While survivor A is leading the tank, maintain distance as to not pull aggro.

Survivor C shoots climbing commons & any tank possible. If practical, stand during right tanks to shoot over the head of survivor B.

Survivor D will be focusing on the pipe below, where special infected will often get stuck and can be pistoled through the floor. Tanks from the left should be led counterclockwise around the lighthouse.

  • When the screen shakes, pull your shotguns out BEFORE you see the tank, as they will be close.

Ammo Runs
Survivors should start looking to grab ammo when they have 50 shotgun shells remaining. It is extremely important to clear stuck specials on the ladder before dropping for ammo (never leap without looking #yolo). Go for ammo on the roof above the event start generator. Survivors should go 2 at a time; the second half of the team should wait till the first half makes it back up the ladder. Retreat back to the hold positions if there is a tank nearby.

Stuck Spots
Boomers can get stuck against this infected ladder on the hillside; go to the edge of the hill to free it.

Boomers can get stuck against a breakable wall inside the house.

Smokers can get stuck within the trees, located near the far fence at the edge of the map. A molotov can be used to kill them.

Smokers can get stuck against the trees down the hill and to the right.

Specials regularly become stuck at the left pipe & ladder base; just shoot them through the floor.

Specials sometimes spawn underneath the map. No solution at this time available, but they seem to despawn over time.

Specials can sometimes get stuck on the cliff nearby the fence.
29 comentários
Amarenamann 7 fev. 2024 às 13:08 
"I was born 87 years ago. For 65 years I've ruled as Tamriel's Emperor. But for all these years, I've never been the ruler of my own dreams. I have seen the gates of Oblivion, beyond which no waking eye may see. Behold, in darkness, a doom sweeps the land. This is the 27th of Last Seed, the year of Akatosh, 433. These are the closing days of the Third Era, and the final hours of my life."

—Bilbo Baggins
Skyheart  [autor] 12 jan. 2023 às 20:16 
read the "weapon stats" section
Sir JayTuutius 12 jan. 2023 às 19:41 
Are there any specific weps to use?
Papazhoom 14 jun. 2022 às 8:21 
nice
Zozano 2 fev. 2021 às 21:16 
I'm currently running a l4d1 achievement group, add me as a friend and ill invite you to the group, many of us are attempting these survival levels.
Tensor 13 jan. 2021 às 4:40 
what is chip damage?
Sv. Prolivije 26 set. 2019 às 11:04 
thanks
Marques 27 jan. 2019 às 7:13 
Nice job
guyguy  [autor] 18 set. 2016 às 8:46 
Hi all,
Thanks for the comments. Gold miners group has been invite only due to technical reasons (spammers) but anyone is welcome. Unfortunately I don't think too many players there (myself included) are active. I sent invites to all that asked.