Pick up the Medkit and nearby weapons in the opening location. At the beginning of every level there are several Medkits, which are thick, rectangular red packs, and several weapons. Head over and pick them up. On the first level, they sit on a table right next to the door.
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: Crash Course DLC
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: The Passing DLC
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: The Sacrifice DLC Review
Cheat Codes (demo version)
Quick healing
- Pistol: Your automatic first weapon. Pistols are weak but accurate and, most importantly, have unlimited ammunition. If you find another one on the ground, you can pick it up to dual wield them, effectively giving you double power, shots, and firing rate.
- Medkits: Medkits heal your character completely. You can also use them to heal teammates. You can only hold one at any time. You should always try and have 2-3 Medkits, at a minimum, in your party.
- Melee Weapons: Katanas, baseball bats, chainsaws, crowbars, and other melee weapons attack in a wide swath in front of you, often killing Infected instantly. They are good options in the early difficulties, and, with the exception of chainsaws, can be used infinitely. They replace your pistol.
Left 4 Dead | |
---|---|
Genre(s) | First-person shooter, survival horror |
Developer(s) | Valve South(2008) Valve Corporation(2009) |
Publisher(s) | Valve Corporation |
First release | Left 4 Dead November 17, 2008 |
Latest release | Left 4 Dead 2 November 17, 2009 |
Left 4 Dead is a series of cooperative first-person shooter, survival horror video games developed by Valve Corporation. Set in the days after a pandemic outbreak of a viral strain transforming people into zombie-like feral creatures, the games follow the adventures of four survivors attempting to reach safe houses and military rescue while fending off the attacking hordes.
The games encourage cooperative play between up to four players, each taking the role of one of the survivor characters and the computer controlling any unassigned characters. Players use a combination of melee weapons, firearms, and thrown objects to fend off attacks from the bulk of the infected creatures, while using an assortment of healing items to keep their group alive. Certain unique infected creatures pose a more difficult challenge, typically requiring teamwork to take down effectively. The games are overseen by an 'AI Director', designed to give the players a more dramatic experience based on their performance, penalizing players for stalling while rewarding players with special weapons by taking longer or riskier paths. The Director also makes gameplay dynamic, meaning that no two playthroughs are quite the same.
- 1Video games
- 4Gameplay
Video games[edit]
2008 | Left 4 Dead |
2009 | Crash Course DLC |
Left 4 Dead 2 | |
2010 | The Passing DLC |
The Sacrifice DLC | |
2011 | |
2012 | Cold Stream DLC |
- Left 4 Dead was released in November 2008. The game's development was started by Turtle Rock Studios, who were bought by Valve during the game's creation, with continued development occurring at Valve's studios.
- Left 4 Dead 2 was released a year later in November 2009. Valve attributed the short turnaround between the titles as a result of having many ideas to expand on the first game, but more than could be reasonably done through software patching or downloadable content. The fast turnaround of the sequel was initially criticized by many players of the first game, leading to a temporary effort to boycott the second game. Valve helped to placate matters, demonstrating that it was still developing content for the first game, including a crossover campaign, 'The Passing', between the characters of both games.
Downloadable content[edit]
- Crash Course is the first downloadable content (DLC) campaign for Left 4 Dead. It is free on PC, but not for Xbox 360. It was released on September 29, 2009. According to Valve it is meant to bridge the gap between No Mercy and Death Toll.
- The Passing is the first DLC crossover campaign of Left 4 Dead 2, which includes a new campaign and 'new co-operative challenge modes of play' and introduces a new firearm, the M60; the Golf Club, and a new Uncommon Infected called the Fallen Survivor. It was released April 22, 2010.
- The Sacrifice is a three-chapter DLC for both Left 4 Dead and Left 4 Dead 2 and was released on October 5, 2010. Taking place after Blood Harvest and is considered to be the prologue to The Passing, as both campaigns are connected to each other.
- Cold Stream DLC is the third DLC for Left 4 Dead 2. It was announced in a blog post on February 16, 2011. Cold Stream was released on March 22, 2011 in beta form on Steam, and it was officially released in its final form on Steam on July 24, 2012. Cold Stream was released on the Xbox Marketplace August 3, 2012 for 560MSP. It was created by map making community member Matthew Lourdelet and features various wall graffiti featuring the author's friends.
Spin-offs and crossovers[edit]
- The Mercenaries: No Mercy makes a return on the PC version of Resident Evil 6. As an exclusive to No Mercy, Capcom and game developer Valve had teamed up to allow Left 4 Dead 2 content for No Mercy. The content includes the main cast from Left 4 Dead 2 being playable characters with their own loadouts alongside the Witch and the Tank replacing the Bloodshot and the Napad as enemies.
- Pixel Force: Left 4 Dead is a downloadable indie game where the game is played as if it were released for NES.
- Left 4 Dead: Survivors (Left 4 Dead: 生存者たち(Seizonshatachi)) is a version of Left 4 Dead 2 released on December 10, 2014 for Japanese arcades by Taito.[1] The game features the same scenarios and locations as L4D2, but features a different cast of survivors unique to this edition.
- The No Mercy level of Left 4 Dead appeared as DLC for the cooperative-shooter Payday: The Heist.
- On August 20, 2015, a free update was released for the PC version of the game Zombie Army Trilogy which imported the eight survivor characters from the Left 4 Dead games.
- In March 2017, asymmetric horror game Dead by Daylight released the 'Left Behind' DLC for PC, which unlocked Bill as a playable character. It also unlocked Zoey, Ellis, Francis and Rochelle costumes for Meg, Dwight, Jake and Claudette respectively.
- Back 4 Blood is an upcoming title from Turtle Rock Studios, the original developers of Left 4 Dead. The title will not be published by Valve, requiring it to be an original IP, but is intended to be a spiritual successor to the Left 4 Dead series.[2]
Comics[edit]
Tied to the release of 'The Sacrifice' downloadable content, a four-part web comic drawn by Michael Avon Oeming was released to describe the events of the first set of survivors, Bill, Louis, Zoey, and Francis, that led them to meet the second group, Coach, Ellis, Rochelle, and Nick.[3][4] Each of the parts provides a backstory for each of the first survivor characters at the onset of the pandemic, and also follows directly up on the final campaign from the first game, 'Blood Harvest', where the survivors, identified as carriers, are taken to a secure military facility. The use of the comic medium to expand the game's story outside of the game's bounds has been used by Valve before in promoting Team Fortress 2.[5]
Merchandise and other products[edit]
Within Left 4 Dead 2, a fictional southern rock band called the Midnight Riders was introduced. Several songs have been produced for the game and tie-in promotions. Two of them, 'Midnight Ride' and 'One Bad Man', have appeared as downloadable content for the Rock Band series via the Rock Band Network.[6] Valve released a series of holiday cards themed after the survivors, created by Alexandria Neonakis.[7] Three plush toys have been released based on the Left 4 Dead series' infected; first with the Boomer, and later with the Hunter and the Tank. They are to be followed by two more plush toys yet to be released. They were also created by Alexandria Neonakis.[8][9]
In June 2011, it was confirmed that Valve had signed a deal with NECA, to produce action figures, which includes Left 4 Dead and other Valve series. There are two figures produced so far, Left 4 Dead's Boomer (which was released in June), and Left 4 Dead 2's Smoker (which was released in November).[10]
Future[edit]
Valve has not yet made any direct statement related to future games in the series, though Chet Faliszek said in 2012 that like Valve' other games, a sequel had not been ruled out.[11] Rumors from 2013 through 2016 led players to believe that Valve was developing Left 4 Dead 3, with a target release date in 2017.[12][13][14][15][16] However, by this point, Turtle Rock was no longer working with Valve but instead had been developing the asymmetrical multiplayer game Evolve. However in April 2019, Tyler McVicker, a YouTube creator that has researched Valve's releases, reported that while Left 4 Dead 3 had been in development at some point at Valve, it had been subsequently cancelled a few years earlier. Assets that McVicker had obtained showed a level comparable to assets used in Counter-Strike: Global Offensive, and indicted that very little other work appeared to have been done on the title.[17]
Setting[edit]
The Left 4 Dead games take place in the days following a pandemic outbreak of an infection that transforms humans into feral, zombie-like creatures, seeking to kill those yet to be infected. Within the United States, the Civil Emergency and Defense Agency (CEDA) orders the creation of safe zones with the aid of the military, and evacuates as many people as possible to these areas, aiming to transfer them to islands and ocean-going ships, as the infected are unable to cross bodies of water. A number of people are discovered to be immune to the infection, though they can carry and unintentionally spread it to others. In both games, four of these 'Carriers' or otherwise just immune humans, meet and become the game's 'Survivor' characters, making their way to safe houses and extraction points.
Characters[edit]
- The first game follows four survivors as they travel from Pennsylvania to Florida. The game's four Survivors are:
- Bill: an old chain smoking Vietnam War veteran.
- Louis: a frazzled IT analyst. The most optimistic of the four.
- Francis: an outlaw biker who hates everything, except for vests.
- Zoey: a college student who loves horror movies.
- The second game follows another group as they travel from Savannah, Georgia to New Orleans, Louisiana, and features four new Survivors:
- Coach: a portly high school football coach.
- Ellis: a talkative mechanic. Optimistic, a little naive, and a 'good ol' boy' who finds the zombie apocalypse fun and exciting.
- Nick: a pessimistic gambler and con artist.
- Rochelle: a low-level TV reporter.
- The Japanese arcade version of the second game follows the same route and story, but features four Survivors exclusive to the Arcade edition:
- Yusuke: a Japanese college student visiting America on vacation.
- Haruka: a Japanese schoolgirl visiting America on a school trip.
- Sara: a Japanese-American tour guide.
- Blake: an American bartender and army veteran.
Gameplay[edit]
The Left 4 Dead games are first-person shooters incorporating survival horror elements. A player controls one of the four Survivor characters, and has the ability to move, jump, and use weapons in their possession. Players are limited to two weapons: a main firearm with limited ammunition taken from ammo caches, and either one (or two pistols) sidearm with unlimited ammunition or a melee weapon. Players also have three additional inventory slots. The third slot gives the player a thrown weapon, including a Molotov cocktail, a pipe bomb that can be used to lure a horde towards it before it explodes, or a bile jar that can be used to lure a horde to a specific area. The fourth slot provides for either a health kit which they can use on themselves or the other survivors, a defibrillator to revive a dead Survivor, or a special ammo deployment kit providing unique ammo such as explosive bullets. The fifth inventory slot is used for pain pills, giving the player a temporary health boost, or an adrenaline shot, temporarily increasing the player's speed. Some environmental objects like propane tanks or gasoline cans can be carried and thrown at hordes, upon which they can be fired upon as a makeshift explosive, but cannot be stored in the player's inventory. In Left 4 Dead 2, limited-use weapons such as the chainsaw or the machine gun can also be carried in a similar manner. The player can use whatever object they are holding to temporarily push back any Infected surrounding them.
A health bar is used to track each character's health; players are aware of the state of each other's health and special items, and each character is shown to other players through an outlined silhouette on the game's HUD, regardless of walls that separate the characters, and colored based on their health state. A character's health suffers from attacks from any Infected, environmental effects such as fires, and from friendly-fire incidents. When a character's health falls below a certain level, the character will not be able to move as fast until they can restore their health. If the player's health drops to zero, they become incapacitated, and a new temporary health bar appears, representing a bleed out period. Should this bar drop to zero, the character dies, and can only be restored either through a defibrillator, appearing later in a level in a 'rescue closet' from which they must be freed, or when the remaining players reach the safe house. Otherwise, an incapacitated character can be revived with the assistance of any other character. However, if a character becomes incapacitated three times in a row without using a first-aid kit, they will immediately die the third time. Similarly, if a character falls over an edge, they will hang precariously for a limited time, falling to their death if they are not assisted in time.
In the main campaign mode, each campaign is divided into two to five sections. For all but the last section, the goal of the players is to reach the safehouse at the end of the level, where fresh supplies of weapons, ammo, and health items are typically found. In the final section, the campaign comes to a climax and requires the players to either make a stand against waves of Infected as they wait for a rescue vehicle, fill up an escape vehicle's gas tank while fending off the horde, or race through a gauntlet of Infected to make their way to the rescue point.
Additional game modes are also available. A 4-on-4 competitive mode is available, where in alternating matches, one side controls the Survivor characters while the other controls unique Infected creatures. When playing as the Survivors, the goal remains the same as the normal campaign mode. The Infected side tries to prevent the Survivors from making their way to the safehouse; should they be killed by the survivors, they will respawn later as a new creature. Scoring is based on how far the Survivors get and other factors, with the team with the most points at the end of a campaign considered the winner. Other modes are based on single-situation standoffs where the Survivors have to hold out as long as possible.
In Left 4 Dead 2 two additional modes have been introduced. In 'realism' mode, several of the video game aspects are removed from the game, such as the identification of the location of teammates via their silhouette, the respawning of dead characters later in rescue closets, and more severe damage models. The sequel also features 'mutations', game modes based on either the campaign or competitive modes where specific rules may be in place. For example, one mutation may give all the Survivor characters chainsaws from the start, while another may make every unique infected appear as a specific type, such as the Tank.
Both games support user-generated content through new maps and campaigns using tools provided by Valve; Left 4 Dead 2 also provides support for custom mutations. Valve has further supported the user community by highlighting popular third-party maps, and including select ones in software patches for the game.
AI Director[edit]
The Left 4 Dead series uses a collection of artificial intelligence routines, collectively the 'AI Director', to monitor and alter the gameplay experience in response to the players. Valve's primary goal with the AI Director was to promote replayability of the games' campaigns, as their previous multiplayer games with this feature, such as Counter-Strike and Team Fortress 2 have shown thriving communities of players that continue to play the games despite the limited number of maps available due to the unpredictable nature of online play.[18] In considering this for Left 4 Dead, Valve identified that many games use static events that always occur at fixed points in a level, or limited dynamic events where one of several events could occur at fixed points. Valve themselves had used this idea in some key battles in Half-Life 2: Episode Two where the spawning of Combine forces would be based on the player's location.[19] They recognized that such systems do not promote replayability or cooperation: players could easily memorize where events would occur, and those that had yet to experience the events would slow other players down.[18] With the concept of the AI Director, Valve believed it could capture the same chaos and randomness that would occur in Counter-Strike and Team Fortress 2 in the cooperative gameplay experience, transforming it from simple memorization to a skills challenge.[18] Valve has further termed this approach 'procedural narrative', creating a new story each time the game is played.[20]
The AI Director has several facets that combine to form 'structured unpredictability' for each playthrough.[18] The Director first procedurally generates a dramatic flow for the level, which identifies the size and location of hordes of common infected and uncommon infected throughout the level. The procedural generation considers each traversable area on the map, using pathfinding algorithms that Valve had incorporated into Counter-strike computer-controlled characters, and the 'flow' of the map—the general direction from the start of the level to the safe house. As players progress through the map, the Director will spawn infected in areas near the players and out of sight, while removing infected from earlier portions of the map the players have passed through.[18] The placement also considered the 'Escape Route', the shortest path through the map, and will increase encounters along this route to increase the difficulty.[18] Spawning rules are different for each of the infected; hordes are more often spawned behind players to take them by surprise, while special infected like the Hunter and Smoker will spawn ahead of the players, giving their individual AI the opportunity to lay in wait for the players.[18] Procedural generation is also used to place weapons and other items throughout the level.[18] Weapons and equipment can be programmed by the map designer to be generated by the Director at fixed points, allowing for some predictability for the players, and to give some creative control to the design for story-telling and visual effects.[18]
Overriding the procedural generation is the aim to create 'active dynamic pacing' of the game by continuous monitoring of players, and altering the predetermined pacing to react to this.[18] Each player character is tracked by a metric called the Survivor Intensity, which increases as the character takes damage, becomes incapacitated, or another character dies nearby, among other effects, and slowly decays in time. The Director will alter its previously developed schedule for spawning of infected to build up Survivor Intensity to a certain threshold; when this occurs, the game sustains this peak for a few seconds, then enters a period where it relaxes and reduces the spawning of infected, allowing the players to finish their current encounter and allow their Survivor Intensities to fall away from the threshold. The Director then repeats this cycle until the players have reached the end of the level.[18]
The boss infected encounters are generated through different means, creating a sequence based on cycling without repetition between three situations: Tank, Witch, or 'No event'.[18] Boss events are then generated based on the number of areas the players have passed through. These events are not modified by the dynamic pacing of the game; Valve discovered when these were controlled by the pacing, players would often be at too high of an intensity to allow these encounters to occur. Keeping the events on a separate track allows the pacing to be unpredictable, further enhancing the replayability goal of the Director.[18]
A sample series of encounters (with progress from left to right) during a level playthrough of Left 4 Dead.[18] The top bar shows the original population of common (white icons), special (colored icons) and boss (large icons) procedurally generated by the AI Director prior to starting the level. The second bar is the monitored 'Survivor Intensity', with the red 'Relax' sections occurring immediately after the Intensity reaches a threshold limit. The third bar is the actual population generated while playing the level; certain common hordes have been removed due to the Intensity being high and in a 'relaxed' state, while other hordes and uncommons have been added when the Intensity is very low near the end of the level.
The Director also creates mood and tension with emotional cues, such as visual effects, audio cues for specific types of infected, and character communication.[21] Within Left 4 Dead 2, the Director has the ability to alter placement of walls, level layout, lighting, and weather conditions, and reward players for taking more difficult routes with more useful weapons and items.[22][23] A dedicated Director routine dynamically controls music and other ambient sound effects, monitoring what a player has experienced to create an appropriate sound mix. The process is client-side and done by a multi-track system. Each player hears their own mix, which is being generated as they play through the game, and dead players watching a teammate hear their teammates' mix.[24]
Valve sees the AI Director as a tool to be used for other games. A software patch for the cooperative game Alien Swarm added a game mode, Onslaught, that used a version of the AI Director from Left 4 Dead to dynamically generate enemies for the players to fight.[25]
Valve has investigated the use of biofeedback from the players directly as input for the Director. At the 2011 Game Developers Conference, Valve demonstrated a simple test where a player, fitted with a device to measure skin conductance level, played through a Left 4 Dead 2 level. Certain in-game actions, such as hearing a threatening noise or passing an opening doorway, would cause the skin conductance to rise. Valve postulates that such information fed into the Director could create a much more effective player experience.[26]
Infected characters[edit]
The Infected characters within the game are divided into four categories. The most abundant are the 'common' infected, the least deformed of the infected creatures. Alone, these infected are weak, but in large numbers, they pose a significant threat to the Survivors. Often, the Director will engineer a 'horde', where a large number of the common infected charge the players. Hordes can also be created by setting off in-game 'crescendo events' that usually involve some loud noise created by the players, or by activating a car alarm. As such, many individual levels feature a unique, noisy event, such as the raising of a rusty elevator, where a very large horde will be attracted, with the players given forewarning so that they can prepare for the onslaught.
A second type of infected introduced in Left 4 Dead 2, are the 'uncommon infected'. Uncommon infected are unique to certain campaigns and, though not any stronger than the common infected, have a special ability that can hamper the players' progress. For example, the uncommon infected in 'Hard Rain' are infected road workers that are still wearing protective ear pieces, making them immune to the lure of pipe bombs.
The third type of infected creature are the 'special' infected. Each of these creatures appear less frequently during a campaign, and are designed to keep the players working together as a team. They have very specific vocalizations, as well as leitmotifs which are inserted into the game's soundtrack when the AI Director places one, allowing Survivor players some forewarning. They serve as playable characters for the Infected in the games' versus modes.
- Hunter - a nimble and agile Infected that is able to leap large distances and tackle a single Survivor, who will take damage until either they are killed or the Hunter is either killed or shoved off. The pounced Survivor is rendered completely incapable of taking action, encapsulating the intent of the special infected: they must be rescued by other Survivors as they cannot help themselves.
- Smoker - an Infected with a long tongue that it uses to ensnare and strangle Survivors, rendering them helpless until the tongue is hit or the Smoker killed or stunned with explosives or shoving. When killed, it leaves a cloud of smoke that temporarily obscures the Survivors' vision and makes them cough.
- Boomer - a slow-moving bloated Infected that vomits bile onto Survivors; though not harmful itself, the bile attracts common infected to the character. When killed, a Boomer explodes, covering any nearby Survivors in more bile.
- Spitter - an Infected that spews a large amount of acidic 'spit' at the Survivors. Survivors standing in the 'goo' suffer quickly-increasing damage until they move out of the puddle. The Spitter herself is quite weak and upon her death, she leaves a small puddle of acid that also damages Survivors.
- Charger - an Infected with a large mutated arm that attacks by charging Survivors at high speed. The charge attack is capable of knocking down and effectively stunning every Survivor at once, and the Survivor at the forefront of the attack is carried as far as the Charger runs or until the Charger hits a wall, at which point the Charger begins to pummel the Survivor. Survivors being pummeled are completely helpless and will be killed unless the Charger is killed. The Charger is also unique among the Special Infected in that, due to its hulking size, it cannot be shoved; only frag rounds and explosives can stumble a charger. The charger is also quite lethal in its standard melee attack while not charging.
- Jockey - a small Infected with a hunchback that can 'ride' a Survivor, hence the name. A Jockey can control a Survivor's movement while riding them, steering the Survivor into danger. A Survivor suffers damage as long as a Jockey rides them and is completely helpless unless the Jockey is shoved or killed.
Finally, there are two special 'boss' infected characters that the AI Director includes at rare moments:
- The Witch - an infected woman with glowing eyes and long clawed fingers. Witches are unique in that they are passive, preferring to be left alone to cry. However, if a Survivor 'startles' her, either with their flashlight, by invading her space, or by damaging her, she will charge that Survivor and automatically incapacitate them. Once incapacitated, the Witch will viciously attack the downed Survivor until either they are killed or she is. If she kills the Survivor who initially disturbed her, then she will run away. On higher difficulty levels, a Witch can automatically kill a Survivor. She is not particularly durable, but she can run faster than Survivors, making it difficult to slay her before someone takes damage. She is the strongest and fastest infected on foot. However, she has the second most hit points, behind the Tank. She can be stunned by explosives and frag rounds.
- The Tank - an enormous Infected with superhuman strength. The Tank can charge Survivors and smash them to the floor, or can throw debris, rocks, and cars at them, the latter resulting in instant incapacitation. Kiting is a valid tactic, but Survivors must do so for an extended period of time, a Tank on Normal difficulty has ten times the health of all the Survivors combined. In versus —modes, players may not control the Witch, and may only play as a Tank if the AI Director has already chosen to spawn one. He is the second strongest infected and has the highest number of hit points by far over all of the other infected. Due to his gargantuan size, the Tank can only be stumbled by exploding oxygen canisters or propane tanks. In Left 4 Dead: The Sacrifice, he is Bill's murderer.
References[edit]
- ^Yin-Poole, Wesley (April 30, 2014). 'There's a new Left 4 Dead.. for Japanese arcades'. Eurogamer. Gamer Network. Retrieved April 30, 2014.
- ^Yin-Poole, Wesley (March 14, 2019). 'Turtle Rock returns to its Left 4 Dead roots with Back 4 Blood'. Eurogamer. Retrieved March 14, 2019.
- ^Mastrapa, Gus (September 15, 2010). 'Left 4 Dead Comic Tells Story Between Missions'. Wired. Retrieved March 10, 2011.
- ^'Left 4 Dead: The Sacrifice comic launches with part one'. Game Daily. September 14, 2010. Retrieved March 10, 2011.
- ^O'Conner, Alice (August 14, 2009). 'Valve Talks Team Fortress 2 Comic Book Plans, Movie and TV Show Possibilities'. Shacknews. Retrieved July 8, 2010.
- ^Fletcher, JC (April 16, 2010). 'Left 4 Dead 2's 'The Passing' rolls into town next week'. Joystiq. Retrieved March 10, 2011.
- ^Pigna, Kris (November 14, 2009). 'Send Your Season's Greetings with Valve's Kickass Holiday Cards'. 1Up.com. Archived from the original on March 5, 2016. Retrieved February 5, 2016.
- ^Ransom-Wiley, James (December 19, 2010). 'Left 4 Dead Hunter & Tank plushes shipping December 27'. Engadget. Retrieved February 5, 2016.
- ^Quillen, Dustin (May 3, 2010). 'Valve Selling $49.99 Left 4 Dead 2 Plushies'. 1Up.com. Archived from the original on March 4, 2016. Retrieved February 5, 2016.
- ^Moore, Joe (July 21, 2011). 'SDCC 2011 NECA Previews Valve Toys'. The Toyark - News. Retrieved February 5, 2016.
- ^https://www.eurogamer.net/articles/2012-10-01-valves-chet-faliszek-on-steam-greenlight-counter-strike-and-the-future-of-left-4-dead
- ^https://www.vg247.com/2013/06/19/half-life-3-left-4-dead-3-source-2-spotted-in-leaked-valve-archive/
- ^https://www.vg247.com/2014/05/23/half-life-3-left-4-dead-3-minh-le-interview/
- ^https://www.vg247.com/2016/02/24/half-life-3-and-left-4-dead-3-references-found-in-vive-benchmark-tool/
- ^https://www.vg247.com/2016/07/05/left-4-dead-3-valve-employee-may-have-leaked-news-of-the-games-development/
- ^https://www.express.co.uk/entertainment/gaming/632481/Left-4-Dead-3-Half-Life-3-Release-Date-Characters-Valve-PS4-Xbox-One-PC
- ^https://www.gamesradar.com/alleged-left-4-dead-3-leak-is-29-exceedingly-dull-screenshots/
- ^ abcdefghijklmnBooth, Michael (2009). 'The AI Systems of Left 4 Dead'(PDF). Valve Corporation. Retrieved March 7, 2011.
- ^'Left 4 Dead 2 Interview'. eurogamer.net. July 3, 2009. Retrieved July 5, 2009.
The AI director—I don't want to say it fell out of Half-Life 2, but it was definitely a jumping-off point of stuff we did in Half-Life 2, particularly Episode 2. There are a couple of key battles where the number of Combine, and where they come at you from, uses something like that. It's much cruder than what we accomplished with Left 4 Dead, but there was some of that there
- ^Newell, Gabe (November 21, 2008). 'Gabe Newell Writes for Edge'. Edge. Archived from the original on September 9, 2012. Retrieved November 22, 2008.
The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.
- ^Gabe Newell (2008). EA E3 Presentation Video (Video presentation). Left 4 Dead 411.
- ^Walker, John (June 1, 2009). 'Left 4 Dead 2: Exclusive RPS Preview'. Rock, Paper, Shotgun. Retrieved June 1, 2009.
- ^'E3 09 Live Game Demos at GameSpot'. GameSpot. June 2, 2009. Retrieved June 2, 2009.
- ^Valve Corporation (2008). Left 4 Dead. PC. Level/area: No Mercy (developer commentary).
Tim Larkin: We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in Left 4 Dead has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of Left 4 Dead is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to Left 4 Dead.
- ^Senior, Tom (August 24, 2010). 'Aliens Swarm adds AI Director, gets even harder'. PC Gamer. Retrieved March 7, 2011.
- ^Scimeca, Dennis (March 4, 2011). 'Valve on the Importance of Using Sweat to Make Games Better'. G4 TV. Retrieved March 7, 2011.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Left_4_Dead_(series)&oldid=901646212'
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: Crash Course DLC
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: The Passing DLC
Strategy Guide/Walkthrough/FAQ - Left 4 Dead 2: The Sacrifice DLC
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Cheat CodesAt the Steam control panel, Right Click the 'Left 4 Dead 2' option, and select 'Properties' under the 'My Games' tab. In the General tab, select 'Set Launch Options', enter '-console' in that field, and accept it. Start the game, and the console window should appear at the main menu. Enter 'bind p toggleconsole' as a console command. Then, type one of the following 'map [map name]' codes and press [Enter] to load the corresponding map. Note: The same entries can be used with the 'changelevel [map name]' or 'changelevel [map name]' codes during the game.
Alternately, at the main menu, select 'Options', then choose the 'Keyboard/Mouse' selection. Enable the 'Allow Developers Console' option. Press ~ to display the console window. Enter 'bind p toggleconsole' as a console command. Then, type one of the following 'map [map name]' codes and press [Enter] to load the corresponding map:
Dead Center
- map c1m1_hotel
- map c1m2_streets
- map c1m3_mall
- map c1m4_atrium
Remote access to hyper-v manager. Dark Carnival
- map c2m1_highway
- map c2m2_fairgrounds
- map c2m3_coaster
- map c2m4_barns
- map c2m5_concert
Swamp Fever
- map c3m1_plankcountry
- map c3m2_swamp
- map c3m3_shantytown
- map c3m4_plantation
Hard Rain
- map c4m1_milltown_a
- map c4m2_sugarmill_a
- map c4m3_sugarmill_b (Mill Escape level) map c4m4_milltown_b (Return To Town level) map c4m5_milltown_escape
The Parish
- map c5m1_waterfront_sndscape (Demo level; will glitch graphics until you quit the game) map c5m1_waterfront
- map c5m2_park
- map c5m3_cemetery
- map c5m4_quarter
- map c5m5_bridge
While playing the game, press P or ~ to display the console window. Enter 'sv_cheats 1' to enable cheat mode. If you entered the code correctly, the message 'Server cvar 'sv_cheats' changed to 1' will appear. You can now enter one of the following codes to activate the corresponding cheat function. Note: Enabling cheat codes will disable achievements from being earned.
Result | Cheat Code |
Toggle God mode for entire team | god [0 or 1] |
Toggle no clipping mode | noclip |
Toggle Incendiary Ammo upgrade | upgrade_add incendiary_ammo |
Toggle Explosive Ammo upgrade | upgrade_add explosive_ammo |
Toggle Laser Sight upgrade | upgrade_add laser_sight |
Toggle infinite ammunition | sv_infinite_ammo [0 or 1] |
Refill health | give health |
Refill ammunition | give ammo |
Get ammo for primary weapon | impulse 101 |
Spawn double pistol | give pistol |
Spawn Magnum | give pistol_magnum |
Spawn auto shotgun | give autoshotgun |
Spawn chrome shotgun | give shotgun_chrome |
Spawn pump shotgun | give pumpshotgun |
Spawn SPAS shotgun | give shotgun_spas |
Spawn SMG | give smg |
Spawn silenced SMG | give smg_silenced |
Spawn AK-47 | give rifle_ak47 |
Spawn M16 | give rifle |
Spawn combat rifle | give rifle_desert |
Spawn hunting rifle | give hunting_rifle |
Spawn sniper rifle | give sniper_military |
Spawn grenade launcher | give weapon_grenade_launcher |
Spawn Hunter claws | give melee |
Spawn Boomer Bile | give vomitjar |
Spawn chainsaw | give chainsaw |
Spawn frying pan | give frying_pan |
Spawn guitar | give electric_guitar |
Spawn katana | give katana |
Spawn machete | give machete |
Spawn nightstick | give tonfa |
Spawn Molotov cocktail | give molotov |
Spawn pipe bomb | give pipe_bomb |
Spawn active pipe bomb under you | boom |
Spawn propane tank | give propanetank |
Spawn gas can | give gascan |
Spawn oxygen tank | give oxygentank |
Spawn first aid kit | give first_aid_kit |
Spawn defibrillator | give defibrilator |
Spawn adrenaline | give adrenaline |
Spawn pain pills | give pain_pills |
Spawn a zombie | z_spawn zombie |
Spawn Spitter | z_spawn spitter |
Spawn Jockey | z_spawn jockey |
Spawn Charger | z_spawn charger |
Spawn common zombie | z_spawn zombie |
Spawn zombie horde | z_spawn mob |
Spawn Boomer | z_spawn boomer |
Spawn Hunter | z_spawn hunter |
Spawn Witch | z_spawn witch |
Spawn Smoker | z_spawn smoker |
Spawn Tank | z_spawn tank |
Spawn special Infected | z_spawn [Infected name] |
Level select | map [map name] |
Level select | changelevel [map name] |
Toggle received damage, but cannot die | buddha [0 or 1] |
Toggle if bots do friendly fire damage | sb_friendlyfire [0 or 1] |
Set amount of damage done to survivors | z_pounce_damage [number] |
Set no clipping mode speed; default is '5' | sv_noclipspeed [number] |
Bot teammates shoot nonstop | sb_openfire or open_fire |
Change zombie health | z_health [number] |
Change zombie speed | z_speed [number] |
Set maximum range of Smoker's tongue attack; default is '750' | tongue_range [number] |
Set amount of time before a burning Witch dies from fire | z_witch_burn_time [number] |
Toggle witch to change targets or focus on the survivor that first alerted her | z_witch_allow_change_victim [0 or 1] |
Toggle controllable Boss Infected on any map | director_no_human_zombies [0 or 1] |
Toggle never ending panics | director_panic_forever [0 or 1] |
Force panic event | director_force_panic |
No mob rushes | director_no_mobs [0 or 1] |
Remove all bots | Ent_Remove |
Set damage for a Witch's attack does | z_witch_damage [number] |
Set maximum number of regular zombies | z_common_limit [number] |
Set maximum health of tank | z_tank_health [number] |
Set number of seconds until player loses control of the tank from not attacking survivors | z_frustration_lifetime [number] |
Set probability of infected CEDA agents carrying bile jars | sv_infected_ceda_vomitjar_probability 0.1 |
Disable all wanderers, mobs, specials, and Bosses | director_stop |
Third person view | thirdperson |
Over the shoulder third person view | thirdpersonshoulder |
Toggle crosshairs | crosshair [0 or 1] |
Toggle set fixed camera in third person or third person shoulder mode | thirdperson_mayamode |
Disable third person view | firstperson |
Disable all cheats | sv_cheats 0 |
Commit suicide | kill or explode |
Quit game | quit |
At the Steam control panel, Right Click the 'Left 4 Dead 2 Demo' option, and select 'Properties' under the 'My Games' tab. In the General tab, select 'Set Launch Options', enter '-console' in that field, and accept it. Start the game, and the console window should appear at the main menu. Enter 'bind p toggleconsole' as a console command. Close the console window, and start a single player game. While playing the game, press P to display the console window, then enter 'sv_cheats 1' to enable cheat mode. If the message 'Can't use cheats now; please exit to main menu and start your own server with 'map mapname' so that you can enable cheats.' appears, enable the 'map c5m1_waterfront' or 'map c5m2_park' code. You will return to the main menu. Enable either 'map' code again, then enable the 'sv_cheats 1' code again. Then, type one of the following codes and press [Enter] to activate the corresponding cheat function:
Result | Cheat Code |
Toggle God mode for entire team | god [0 or 1] |
Gain health | give health |
Defibrillator | give defibrilator |
Adrenaline | give adrenaline |
First aid kit | give first_aid_kit |
Pain Pills | give pain_pills |
Toggle no clipping mode | noclip |
Toggle Incendiary Ammo upgrade | upgrade_add incendiary_ammo |
Toggle Explosive Ammo upgrade | upgrade_add explosive_ammo |
Toggle Laser Sight upgrade | upgrade_add laser_sight |
Toggle infinite ammunition | sv_infinite_ammo [0 or 1] |
Refill ammunition | give ammo |
Double pistol | give pistol |
Magnum | give pistol_magnum |
Auto shotgun | give autoshotgun |
Chrome shotgun | give shotgun_chrome |
Pump shotgun | give pumpshotgun |
SPAS shotgun | give shotgun_spas |
SMG | give smg |
Silenced SMG | give smg_silenced |
AK-47 | give rifle_ak47 |
M16 | give rifle |
Combat rifle | give rifle_desert |
Hunting rifle | give hunting_rifle |
Sniper rifle | give sniper_military |
Grenade launcher | give weapon_grenade_launcher |
Hunter claws | give melee |
Boomer Bile | give vomitjar |
Frying pan | give frying_pan |
Guitar | give electric_guitar |
Machete | give machete |
Nightstick | give tonfa |
Molotov cocktail | give molotov |
Pipe bomb | give pipe_bomb |
Propane tank | give propanetank |
Gas can | give gascan |
Oxygen tank | give oxygentank |
Spawn Spitter | z_spawn spitter |
Spawn Jockey | z_spawn jockey |
Spawn Charger | z_spawn charger |
Spawn common zombie | z_spawn zombie |
Spawn zombie mob | z_spawn mob |
Spawn Boomer | z_spawn boomer |
Spawn Hunter | z_spawn hunter |
Spawn Witch | z_spawn witch |
Spawn Smoker | z_spawn smoker |
Spawn Tank | z_spawn tank |
Commit suicide | kill |
Quit game | quit |
Use an adrenaline shot, then use your medikit to heal. This takes a much less time, especially when you are dealing with a horde.
Surviving large hordesFind a corner, and have a melee weapon equipped. Hold [Melee] while aiming at the approaching zombies. Note: You may get hit a few times.
Defeating special InfectedUse the following tactics to kill special Infected:
Boomer: Shoot at the stomach while staying as far back as possible.
Charger: Get close to it. This will prevent it from charging, and then it can only inflict melee damage. This makes it easier to kill it with any weapon (melee or gun).
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Hunter: When it is in its pouncing position, use a shotgun to nudge it away, then shoot it in the face. Alternately, use the shove move while it is jumping at you to force it to stumble back, thus preventing it from landing on you.
Jockey: Get into a huddle with your teammates, and wait for the Jockey to appear. When you see it, all teammates can shoot the Jockey at the same time. Huddling together will prevent it from launching at you. Alternately, use the shove move while it is launching at you to force it to stumble back, thus preventing it from landing on you.
Smoker: Use a similar strategy as with the Charger. You must get directly in front of it before killing it. The Smoker uses its tongue to grab survivors from far distances, but it cannot do that when you are very close.
Spitter: Shoot at the head, and be ready to get out of the way when it spits.
Tank: Go to high ground, and shoot at it while dodging it. In Co-op mode, use a grenade launcher for a frontal assault while your teammates fire at its back with shotguns. Alternately, do not try to deal any damage to the Tank, but instead hide somewhere and let the survivor A.I. kill it.
In the bar in the abandoned town, find the jukebox, and play it to hear 'Eat Your Brains' by Jonathan Coulton.
Portal referenceIn The Parish: The Park, when you reach the bar with the jukebox inside, keep skipping through the songs to eventually hear the song 'I'm Still Alive' from Portal.
Easy 'A Spittle Help From My Friends' achievementStart a versus match with friends. Play as the Spitter, and have a friend as the Smoker. Have your friend start choking a survivor with the Smoker, then spit on the survivor with the Spitter while the Smoker is choking them to get the 'A Spittle Help From My Friends' achievement.
Easy 'Back In The Saddle' achievementPlay against a friend. Jump on the back of a bot as the Jockey, and have your friend melee you off. Run away to recover. Then, jump on a survivor's back to get the 'Back In The Saddle' achievement.
Easy 'Beat The Rush' achievementEasy 'Dismemberment Plan' achievementIn Dead Center: The Atrium Finale in Survival mode, kill the bots so they do not steal your kills. Then, grab the grenade launcher and a bile bomb. Once the horde starts, throw the bile bomb, and wait for a large number of them to get around it. Then, fire the grenade launcher at the horde around the bile bomb. You should get the 'Dismemberment Plan' achievement as long as their were a large number of zombies standing around the bile bomb.
Easy 'Fried Piper' achievementEasy 'Gong Show' achievement
In Dark Carnival: The Barns, find the strength-testing mini-game in the first area. Inject adrenaline, and hit it with a melee weapon to get the 'Gong Show' achievement.
Easy 'Guardin' Gnome' achievementIn Dark Carnival: The Fairgrounds, find the shooting range. Score over 500 points to make a garden gnome appear. Carry the gnome to the end of the level, and board the chopper with it at the end of Dark Carnival: The Concert to get the 'Guardin' Gnome' achievement.
Easy 'Level A Charge' and 'Scattering Ram' achievementsEasy 'Robbed Zombie' achievementIn Dead Center: The Streets, reach the 'Save 4 Less' store where you must get the cola. Kill all the CEDA agents along the way, and collect the vials of Boomer vomit they drop (not all CEDA agents will drop Boomer vomit). If you still need more vials of Boomer vomit once you reach the store, just set off the alarm, and hordes will keep coming with random CEDA agents.
Easy 'Rode Hard' achievementStart a versus match with friends. Play as the Jockey, and have a friend as the Spitter. Then, jump onto a survivor as the Jockey, and steer them into the Spitter's acid to get the 'Rode Hard' achievement.
Easy 'Shock Jock' achievementIn Dead Center: The Atrium Finale in Survival mode, have a human survivor go up to the top of the stairs, shoot out an area of the glass railing, and jump off so they die. Then, grab the defibrillator, and revive them. Restart the level again, and repeat this until you get the 'Shock Jock' achievement.
Easy 'Stache Whacker' achievementIn Dark Carnival: The Barns, find the Whack-A-Mole mini-game. Get a score of 42 to get the 'Stache Whacker' achievement.
Easy 'The Quick And The Dead' achievementIn Dead Center: The Atrium Finale in Survival mode, kill any bots so they cannot revive the human survivor. Grab an adrenaline shot. Then, go up to the top of the stairs, shoot out an area of the glass railing, and have a human survivor fall off where the glass railing was so they are hanging onto the edge. Inject the adrenaline shot, and revive them. Have them fall off the edge again, and revive them again. Repeat this until you get 'The Quick And The Dead' achievement.
Easy 'Violence In Silence' achievementIn The Parish: The Cemetery, when you reach the impound lot area with all the cars, just use a melee weapon to kill the Infected. The computer players will not set off an alarm. All the red cars have car alarms, so try to stay by the white cars. Once you make it past the area with all the cars without setting off an alarm, you will get the 'Violence In Silence' achievement once you make it to the safe house.
Tank Left 4 Dead
Easy 'Wing And A Prayer' achievementNote: All three other players must be bots for this trick to work. Before the alarm goes off, clear all explosive items and do not use incendiary ammo. Then, crouch in the corner near the exit to the plane so the Infected cannot get you from behind or either side. Once the alarm is sounded and the horde start attacking, throw a Molotov to block the entrance. After that, the computer players should stand in front of you and take the damage. Just stay in the same place the entire time, and you should get the 'Wing And A Prayer' achievement.
Steam achievementsSuccessfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.
- A RIDE DENIED: Kill a Jockey within 2 seconds of it jumping on a Survivor.
- A SPITTLE HELP FROM MY FRIENDS: As the Spitter, spit on a Survivor being choked by a Smoker.
- ACID REFLEX: Kill a Spitter before she is able to spit.
- ARMORY OF ONE: Deploy an ammo upgrade and have your team use it.
- BACK IN THE SADDLE: As the Jockey, ride the Survivors twice in a single life.
- BARREL ROLLED: Kill a Special Infected with an exploding barrel.
- BEAT THE RUSH: In a Survival match, get a medal only using melee weapons.
- BRIDGE BURNER: Survive the Parish campaign.
- BRIDGE OVER TREBLED SLAUGHTER: Cross the bridge finale in less than 3 minutes.
- BURNING SENSATION: Ignite 50 Common Infected with incendiary ammo.
- CACHE AND CARRY: Collect 15 gas cans in a single Scavenge match.
- CHAIN OF COMMAND: Kill 100 Common Infected with the chainsaw.
- CHAOS GENERATOR: Have all 3 generators running at once in 'The Sacrifice' finale.
- CL0WND: Honk the noses of 10 Clowns.
- CLUB DEAD: Use every melee weapon to kill Common Infected.
- CONFEDERACY OF CRUNCHES: Finish a campaign using only melee weapons.
- Connecting Fight: Play a Versus game on Dead Air from start to finish.
- CRASS MENAGERIE: Kill one of each Uncommon Infected.
- DEAD IN THE WATER: Kill 10 swampy Mudmen while they are in the water.
- DISMEMBERMENT PLAN: Kill 15 Infected with a single grenade launcher blast.
- FRIED PIPER: Use a Molotov to burn a Clown leading at least 10 Common Infected.
- FUEL CRISIS: Make a Survivor drop a gas can during overtime.
- GAS GUZZLER: Collect 100 gas cans in Scavenge.
- GAS SHORTAGE: Cause 25 gas can drops as a Special Infected.
- GONG SHOW: Prove you are stronger than Moustachio.
- GREAT EXPECTORATIONS: As the Spitter, hit every Survivor with a single acid patch.
- GUARDIN' GNOME: Rescue Gnome Chompski from the Carnival.
- HEAD HONCHO: Decapitate 200 Infected with a melee weapon.
- HEARTWARMER: In a Versus match, leave the saferoom to defibrillate a dead teammate.
- HUNTING PARTY: Win a game of Scavenge.
- KILL BILL: Have Bill sacrifice himself for the team.
- LEVEL A CHARGE: Kill a Charger with a melee weapon while they are charging someone.
- LONG DISTANCE CARRIER: As the Charger, grab a Survivor and carry them over 80 feet.
- MEAT TENDERIZER: As the Charger, grab a Survivor and smash them into the ground for a solid 15 seconds.
- MIDNIGHT RIDER: Survive the Dark Carnival campaign.
- PRICE CHOPPER: Survive the Dead Center campaign.
- QUALIFIED RIDE: As the Jockey, ride a Survivor for more than 8 seconds.
- RAGIN' CAJUN: Survive the Swamp Fever campaign.
- ROBBED ZOMBIE: Collect 10 vials of Boomer vomit from infected CEDA agents you have killed.
- RODE HARD, PUT AWAY WET: As the Jockey, ride a Survivor and steer them into a Spitter's acid patch.
- SACRIFIZZLE: As a Special Infected, incap someone who is trying to sacrifice themselves.
- SCATTERING RAM: As the Charger, bowl through the entire enemy team in a single charge.
- SCAVENGER HUNT: Stop the enemy team from collecting any gas cans during a Scavenge match.
- SEPTIC TANK: Use a bile grenade on a Tank.
- SHOCK JOCK: Revive 10 dead Survivors with the defibrillator.
- SOB STORY: Navigate the sugar mill and reach the safe room without killing any Witches.
- SPIT HAPPENS: As the Spitter, hit every Survivor with a single acid patch.
- STACHE WHACKER: Prove you are faster than Moustachio.
- STILL SOMETHING TO PROVE: Survive all campaigns on Expert.
- Stream Crosser: Survive the Cold Stream campaign on any difficulty.
- STRENGTH IN NUMBERS: Form a team and beat an enemy team in 4v4 Versus or Scavenge.
- TANK BURGER: Kill a Tank with melee weapons.
- THE QUICK AND THE DEAD: Revive 10 incapacitated Survivors while under the speed boosting effects of adrenaline.
- THE REAL DEAL: Survive a campaign on Expert difficulty with Realism mode enabled.
- Valve Gift Grab 2011 - L4D2: Collect three gifts dropped by Special Infected in Versus Mode.
- VIOLENCE IN SILENCE: Navigate the impound lot and reach the cemetary safe room without tripping any alarms.
- WEATHERMAN: Survive the Hard Rain campaign.
- WING AND A PRAYER: Defend yourself at the crashed airliner without taking damage.
The following achievements require 'The Passing' bonus downloadable content:
Left 4 Dead 2 Boomer Story
- Torch Bearer: Survive The Passing Campaign.
- Port of Scavenge: Play 5 full games of Scavenge on The Port.
- Fore!: Knock off the heads of 18 infected with the golf club.
- Til It Goes Click: Using the M60, kill 25 infected without letting go of the trigger.
- Killing Them Swiftly To This Song: Play the new Midnight Riders song on a jukebox.
- Wedding Crasher: As the Charger, grab a Survivor and crash them through 8 chairs at the wedding.
- Cache Grab: Open 5 foot lockers.
- Kite Like a Man: Kill a tank only with damage from the original Survivors.
- Grave Robber: Collect 10 items dropped by a Fallen Survivor.
- Mutant Overlord: Play 6 Mutations.
The following achievements require 'The Sacrifice' bonus downloadable content:
- Supreme Sacrifice: Complete 'The Sacrifice'.
- Kill Bill: Have Bill sacrifice himself for the team.
- Barrel Rolled: Kill a Special Infected with an exploding barrel.
- Chaos Generator: Have all 3 generators running at once in 'The Sacrifice' finale.
- Sacrifizzle: As a Special Infected, incap someone who is trying to sacrifice themselves.
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