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Scavenger Mode Guide by Gryffin
Version: 0.2 | Updated: 11/30/09
Left 4 Dead 2 Scavenge Mode Strategy Guide Copyright 2013 Finn Haverkamp http://invisiblestudio.blogspot.com email@example.com http://steamcommunity.com/id/invisiblestudio http://steamcommunity.com/sharedfiles/filedetails/?id=163639637 ------------------------------------------------------------------------------ Table of Contents: 1.-- Steam Etiquette 2.-- What is Scavenge Mode? 2A. General Description 2B. The Timer 2C. Gas Cans and You 3.-- Playing as Survivor 3A. No Teamwork, No Cans 3B. Communication 3C. Know Your Place 3D. Stick Together 3E. Don't Fall Behind 3F. Don't Get Ahead 3G. Stay Calm 3H. Heal Earlier 3I. Bullets Pierce Walls 3J. Use Bombs Wisely 3K. Berth Walls Wide 3L. Respawn Time is Go Time 3M. Adapt 4.--Playing as Special Infected 4A. Patience 4B. Communicate 4C. Reconnaissance 4D. Coordinate 4E. Synchronized Strikes 4F. Bait and Tackle 4G. Combined Assault 4H. Focus Fire 4I. The Element of Surprise 4J. Zombies Like Cars 4K. Rochelle 5. --Special Infected Types 5A. Hunter 5B. Smoker 5C. Jockey 5D. Charger 5E. Boomer 5F. Spitter 6.--Scavenger Achievment List 7. Version History and Legal Info ------------------------------------------------------------------------------ 1. Steam Etiquette -Assuming you are playing the PC version of Left 4 Dead 2, you will be using Valve's Steam engine to play multiplayer. Here are a couple of etiquette tips to have friendly matches against others. Kudos: -Opposing team playing particularly well? Give them a high five, tell them they're tearing you apart, even a simple "gg" at the end of a round will let everyone know that there is a friendly, nice person behind that avatar and not a cold-hearted, uh, zombie. Earnest compliments never hurt. Vote Kick: -Every so often, a person on your team will be quite noobishly performing particularly poorly. This person may even be you sometimes, when you're not in the groove. Some others on your team may take it upon themselves to "save the game" and kick said noob. Your vote counts, but remember, there is a person who is getting excluded, not some ephemeral AI. What's more important to you, that you win the game, or that you help someone new learn to play and prove to yourself that you're not a pile of crud? ------------------------------------------------------------------------------ 2. What is Scavenge Mode? 2A. General Description: Scavenge Mode is one of several modes in Left 4 Dead 2 wherein two teams of players, each ideally comprised of four players, take turns playing as Survivors and Special Infected. As Survivors, players must work as a team to collect gas cans scattered around the level and load them into a central tank. As Special Infected, players must use their unique capabilities to stop the enemy Survivors from collecting gas cans. Scavenge games are played in Rounds, teams taking turns each round playing as Survivors and Special Infected. The point for a round goes to whichever team collected the most cans as Survivors that round. If your team plays Survivors first, you should endeavor to collect all 16 cans in the level. However, if you play Survivors second, you need only collect one can more than had the opposing team. Tie breaker goes to whichever team collected the cans fastest. 2B. The Timer: Each round begins with 1:20 on the timer. Each gas can loaded into the tank adds an additional 20 seconds. Most rounds, play will continue into overtime, the only requirment being that at least one Survivor is carrying a gas can. Drop the can or have it knocked from your hands, and overtime ends. Load the can into the tank, and another 20 seconds is added to the clock. 2C. Gas Cans and You: -There are 16 gas cans scattered throughout each level, oftentimes in pairs. Survivors may carry one can at a time. As Survivor, your goal is to carry and empty every can into the container in the starting area. But on top of the general information, there are a couple of tips that will go miles in helping you load additional cans. Cans Can Be Thrown: Tossing cans off of rooftops, over walls, or farther down a road will speed up can-count quickly. Constantly be thinking of new ways and areas to toss cans. On the Motel level, for example, there are two walls which, though seemingly in the way, are easily surpassed with a toss. With the help of a jump, cans may be tossed over the chain-link fence blocking the inner side of the highway overpass. Similarly, cans may be thrown over the white adobe wall surrounding the pool and fed right into the container, bucket-brigade style. Cans Keep Overtime: Overtime is absolutely essential to winning Scavenge. If your about to time-out, grab as many cans as you are able and book it to the tank. But be careful, if you are latched onto by a Smoker, Hunter, Jockey, or Charger, or are otherwise incpacitated by general infected, you will drop the can and overtime will end (assuming none of your ally survivors are carrying a can). Load your can into the tank as soon as possible to earn an extra 20 seconds. Preventing Dumping: While playing Special Infected, you can reset a stall a Survivor who is dumping a can. If a Survivor is attacked while dumping a can into the tank, his or her dumping progress will reset to zero, and he or she will have to spend another three or so seconds dumping again. In a pinch, right-click attacking a Survivor may give you those extra few seconds you need for your primary attack to recharge or for an ally Special Infected to arrive. Survivors who have been vomitted upon by Boomers, additionally, have a difficult time dumping cans because of all of the general infected attacking them. Cans Explode: Cans are flammable. Shooting them, whether or not they've been previously picked up, will cause them to explode and set the area ablaze. Additionally, Spitters have the unique ability to destroy cans with their acid. Note: only cans which have been previously carried and are highlighted yellow will be affected by Spitter goo. If cans sit in Spitter acid for a few seconds, they will explode, likely destroying nearby grounded cans as well. ------------------------------------------------------------------------------ 3. Playing as Survivors As Survivors, your goal is to collect as many cans as possible and dump them in the tank at the starting area. Each can you dump will add 20 seconds to the clock, increasing your time to retrieve more cans until you've obtained all 16. In this section, we discuss many tips to being part of a successful Survival team. 3A. No Teamwork, No Cans: Teamwork is key to winning Scavenge. If you rush off on some special-ops agenda, you are guaranteed to get ganked by Special Infected and will soon after die, endagering your allies and your chances of winning. If you ignore everything else this guide has to offer, at least take away the necessity of cooperation. 3B. Communication: Constant communication is mandatory if you want to compete with quality Scavenge teams. I highly recommend a headset or microphone. I got mine for $20, and it works excellently. Barring access to a mic, the "Y" key will initiate text chat with fellow Survivors and allow you to keep in touch. Survivor teams should be coordinating who will be travelling with whom, who is in danger, spotted Special Infected, anything that could be useful. 3C. Know your Place: As with all teams in human societies, leaders and followers will naturally assume their roles. However, often two people will feel they are suited for leadership of your team and will vie for dominance. If you are one of these contending leaders, know when to push for your alpha status and when to cede control. Strong leaders take command of their teammates without being cruel and without coordinating every single step they take. Strong leaders should know the map and have solid ideas about where to go and what to do and how to compete with your parituclar opponents. Strong leaders are not control freaks but coordinators; the goal is not to destroy your team under your wrath but to crush the opposition under your combined efforts. Strong leaders listen to teammates and consider their input. Team functioning falters beneath two combatting leaders. Know when you should fight for your right and when you should let the other guy take command. 3D. Stick Together: Excepting rare circumstances, never go off alone. Always stay in groups of two or four. Special Infected have an exponentially more difficult time breaching Survivors' defenses if the Survivors have teammates to back them up. Stay confident. Usually, Special Infected players will panic and pounce on a Survivor amidst his or her cohorts. Not to worry, with you right by the Survivor's side, the Special Infected will not only cause minimal damage, but will have to sit out 20 seconds for his or her impatience. 3E. Don't Fall Behind: Don't lag behind the pack. Survivors stick together. And if the rest of the team is moving faster than you are, then catch up. But also, let your team know that you've fallen behind; ask for them to wait for a moment for you to catch up. Survivors who fall behind get ganked, forcing other Survivors to turn around and save them and jeopordizing the coordination of the team. 3F. Don't Get Ahead: This is even more important than "Don't Fall Behind," because you are the only person in control of your own pace. Survivors do not have a personal vendetta; they are not on a heroic crusade; Survivors work as a team. Wait for teammates. Sure, you may know the map better. You may know exactly what you need to do to win. But without your team, you're gonna get ganked, and all heck will break loose. Before you know it, your team will be screaming in your ear, asking you "Why did you get ahead?" Then you'll be ashamed. So ashamed. 3G. Stay Calm: The goal of the Special Infected is to create panic. When faced with scare tactics, remain calm. Work together to fend off whatever threat is hindering you. I promise you, time is not as pressing as that piddly clock would have you believe. Take your time. Slowly but steadily push through opposition and collect cans one or two at a time. Despite initial impressions, this is not a race. Scavenge is a game of endurance. Calmly approach each challenge and you will come out on top. 3H. Heal Earlier: If you're injured, even if you've got 30 or so temporary health remaining, heal now. Takes advantage of lulls in the action to heal yourself or your allies. Don't have time? Pop some pills, shoot some adrenaline, what ever it is you need to keep going strong. Then, once you get the chance, heal. It doesn't matter that you just took some pills; the effect will wear off sooner than you likely expect, and by then, the Special Infected will be back for more. 3I. Bullets Pierce Walls: In the modern era of first-person-shooters, bullets have the miraculous life-like ability to pierce walls or zombies. Take advantage of this game-mechanic to shoot Special Infected holed up in buildings or latched onto Survivors. Bullets can pierce floors as well. Next time a Jockey is riding a friend upstairs at the Motel, go below them and pump them from below. 3J. Use Bombs Wisely: Pipe bombs are possibly the single most useful tool available to a Survivor. General infected, as it so happens, are the greatest threat to a Survivor team's coordination. Most levels have pipe bombs at the beginning and in several places throughout the area, but they're limited regardless. Wait for the right moment to throw pipe bombs, until the horde is at your doorstep rather than over the fence. Careful, though, pipe bombs will injure allies and set off car alarms. 3K. Berth Corners Wide: Boomers have a habit of hiding behind corners to vomit upon unsuspecting Survivors. Avoid this travesty by taking wide turns around corners and leaving large gaps between you and potential hiding spots. 3L. Respawn Time is Go Time: Killing two or three Special Infected in quick succession buys a VIP pass to gas cans. With no Special Infected to hinder you, make use of your 20 seconds while you can and load as many cans as you are able. If you have not already, retrieve the farther cans first, as they are harder to get with Special Infected around. 3M. Adapt: Scavenge mode has lots of approach options. Will you get the three beneath the tunnel first, or the two in the gazebo, or split for both? This guide will not cover all of the general approaches for one key reason: things change. One important factor is your team's skill level and knowledge of the level. For example, an experienced team playing on the Mall will split up, whereas a newer team may be better off staying together the whole time. Regardless, there is no set path to take in any level in Scavenge; good teams will adapt to the situation. Know when and where you are needed or when to ask your teammates for assistance. Almost nothing goes according to plan, so be ready to react on the fly. ------------------------------------------------------------------------------ 4. Playing as Special Infected Special Infected Types: There are six Special Infected types playable in Scavenge mode, including four "incapacitator" types and two support types. The four incapacitators are Hunter, Smoker, Jockey, and Charger. The two support types are Spitter and Boomer. Special Infected will never spawn in duplicates and will never spawn as all incapacitators. You are guaranteed to have a Spitter or Boomer at all times, if not both. Each type has its use, and each requires a different approach to taking down Survivors. But before we can discuss each type in detail, we need to discuss general Special Infected tips and strategy. 4A. Patience: Special Infected have a 20 second respawn cooldown inbetween lives. Avoid dying immediately by excercising the human virtue of patience. Don't let the timer pressure you. All good things come to those who wait, including winning. There is no need to pounce on your target as soon as you spawn, especially if the Survivors are grouped together. Wait for the right moment. 4B. Communicate: Communication is key to winning Scavenge mode with any Special Infected team. Voice-chat, though not required, is extremely helpful for staying in touch with your fellow Special Infected. Alternatively, the "Y" key chats exclusively with Special Infected. Let your team know what type you are, where you're going, who you're targeting, and make suggestions for coordinated strikes. Communicate often; take lives. 4C. Reconnaisance: Much of your communication should be reconaissance focused. Keep tabs on Survivors. Note who they're with or if they're alone, their present location, their destination, and whether or not they're carrying a gas can. Use character names as opposed to player names. Saying things like, "Ellis is alone on the third floor!" can relay extremely useful information to teammates and may very well change their agenda. While dead, spectating, you are still able to voice chat with active Special Infected. Dead Special Infected can make excellent scouts by zooming around the map, unlike those who are alive and bound to their bodies. 4D. Coordinate: As a Survivor, going it solo will only get you killed. The same rule holds true for Special Infected. Survivors tend to stick together in groups of two or four, but incapacitator-type infected are able to target only one Survivor at a time. Trigger-happy incapcitators who rush into a Survivor pack are asking for a swift and shameful death, not to mention 20 seconds of Survivor free-time. If necessary, get in position for a strike, but wait the additional 10 or seconds for your ally Special Infected to respawn as well. I cannot stress enough the practice of waiting, waiting for the right moment to attack as a team or until a Survivor is vulnerable. Remember: the team that stalks together pwns together. 4E. Synchronized Strikes: These are a lot harder to pull off than it might seem. But if you are able, timed assaults are an excellent method of demolishing a Survivor team. Survivor pairs are particulary vulnerable to synchronized incapacitator strikes. As mentioned earlier, reconnaisance is extremely helpful to knowing when, and whom, to strike. Two incapacitators, like a Smoker and a Jockey, are able to double-pin a Survivor pair, dealing massive damage, even killing one or two, until the other pair is able to arrive. 4F. Bait and Tackle: Similar to synchronized strikes, if you are able to pull away one Survivor, another Survivor is bound to arrive to help. Be prepared for this and have another Special Infected ready to take out the helper as well. You'll have to be quick, though, because it doesn't take much to free a Survivor from a Special Infected's grip. A suuccessful lure will take good timing and coordination. 4G. Combined Assault: When the Survivors split into teams of two, you Special Infected will likely split as well. Don't. It's ok to sacrifice a couple of cans short-term for fewer cans in the long run. When Survivors split up, all Special Infected should converge upon a single pair and deal as much damage as possible. Outnumbering your opponents greatly increases your odds of a successful gank. And with only two Survivors remaining, you've got this round in the bag. 4H. Focus Fire: You can check Survivor vitals and inventory by holding the "Tab" key. Oftentimes, one Survivor will become significantly injured, as also indicated by the color of his or her character outline. Red means hurt. It is wise to relay this information to your Special Infected team and attempt to coordinate a sustained strike against that individual. Try as best you can to not let that Survivor heal him or herself before you have a chance to take action. Because once the Survivors number three, their chances of getting more cans is significantly reduced. 4I. The Element of Surprise: The less the Survivors know about you, the better. Any information, including your Special Infected type and, worse yet, your location, is at the very least helpful to Survivors if not detrimental to you. All of the Special Infected automatically emit audible gloops, roars, and coughs, alerting Survivors to your location if nearby. Additionally, initiating an attack, such as pouncing or charging, will cause your Special Infected to hiss, scream, etc. quite loudly. Survivors will immediately know you've sprung an attack and will respond instantaneously. 4J. Zombies Like Cars: Beeping cars can be found in several levels just waiting to blare their anti-theft alarm. Oftentimes, Survivors will trip the alarm of their own accord, presumably accidently. But as a Special Infected, you can actually take matters into your own hands. Standing blatantly behind a car will often urge Survivors to shoot not only at you, but, via proxy, the car as well, tripping an alarm that will summon quite the hefty horde. 4K. Rochelle: Statistically speaking, most good players play as Rochelle. Why? I don't know. But as Special Infected, keep an eye out for Rochelle first; don't expect her to be just another chump. (I'm not making this up. Rochelle is most often the best player on any team.) ------------------------------------------------------------------------------ 5. Special Infected Types 5A. Hunter: Primary Attack: Pounce To Pounce, you must first crouch (default: hold down the CTRL key), and wait for the charge circle to complete. Left clicking will send the Hunter flying towards the target location. Landing on a Survivor will pounce him or her down, afterwhich the Hunter will automatically tear at his or her face until either the Survivor is dead or the Hunter is shoved or killed. Approach: Far to Near Hunters are named quite aptly. To play one effectively, you have to stalk your prey, surprise them when they least expect it, take out the stragglers. Optimally, approach from a from a hidden distance. Pouncing upon a Survivor will lock you in that spot, leaving you extremely vulnerable to ally fire. Pick your battles. Wait for that sweet moment when a Survivor gets left behind, like on a second story when all of his or her allies are below. Know when to flee. As a Hunter, you have the unique capability to run away. Don't think of it as being a coward, but as a method of survival. Hunters can leap away remarkably quickly, avoiding the painful 20 second cooldown time, and giving them further opportunities to pounce again. Combatting Hunters: Look up. Hunter's like to hide in trees and on rooftops. As always, stay in groups. Like all incapacitator types, Hunter's can pounce only one Survivor at a time, and with an ally Survivor at hand, the Hunter is as good as dead. 5B. Smoker Primary Attack: Choke When your targeting recticule is red, you can snag a Survivor, pulling him or her towards you. The pull is fairly slow, and the Smoker will be locked in place until either he is killed, his tongue is shot, or the Survivor or Smoker is shoved. Approach: Far Smoker's work best at a distance and when hidden. Even the little cover afforded by shrubbery will deter a Survivor from shooting you and may give you those extra few hits you need to incapacitate your target. It is highly unadvisable to choke Survivor's point-blank. You'll be an easy target and won't last long. 5C. Jockey Primary Attack: Lunge Jockeys are able to jump atop a Survivor's head and ride him or her to a dangerous distance. Approach: Near to Far The Jockey's lunge distance is short. You will have to be either very close to a Survivor or attack them from above to land on their head successfully. Watch the targetting recticule as well. While the circle is still forming, the Jockey will not attach. The cooldown between lunges is very short, but it does prevent rapid clicking. Wait that extra half a second to take a second lunge. The Ride: Once you are riding a Survivor, pull him or her as far away as possible. Use corners and walls to your advantage, breaking the line of sight between yourself and your target's allies. Jockeys can also pull Survivor's off of ledges, forcing them to grab the ledge and instantly incapacitating them. Look out for these opportunites. 5D. Charger Primary Attack: Charge Once initiated, the Charger rushes in a straight line, allowing no deviation or continued control. The charge will bowl through any Survivors it hits and grab onto one Survivor in particular. When the Charger hits an obstacle, he will stop and continuously slam the Survivor into the ground until killed. Approach: Medium Charges are notoriously difficult to land properly but, when succesful, can be detrimental to enemy survival. Trying to Charge from a point-blank distance doesn't work. If you Charge at a Survivor who is directly in front of you, the Charger himself will stumble and botch the attack. You must be at a medium ot far distance when you begin the Charge to actually latch onto a Survivor. Charges hit any Survivors in their path, giving a few extra seconds for a second Special Infected to combo attack any knocked allies before they have a chance to kill the Charger. Once latched, Chargers ignore shoving effects and must be shot. The best use of the Charger is from upper stories. Charging a Survivor off of a floor or two causes them to take additional damage from falling damage, usually instantly incapacitating them if not killing them outright. 5E. Boomer Primary Attack: Vomit The Boomer can vomit a short distance on any number of Survivors. Survivors who have been puked upon will not only call a zombie horde upon them, but will also, and more importantly, be blinded, losing basic vision and the ability to see highlighted allies or items. Approach: Hidden to Near Boomers are the key to winning Scavenge mode. A good Boomer is irreplacable by any other Special Infected type, and no Special Infected team can win without a Boomer's help. The blinding effects of the vomit almost completely debilitate a Survivor; the loss of the ability to see highlighted allies is particularly crippling. Equally important, zombie hordes can deal significant damage to Survivors and slow their progress to a crawl, costing them valuable seconds. Unfortunatley, Boomers are also amongst the most difficult to play, especially against a well-trained Survivor team. Playing a Boomer properly requires good positioning and timing. As a Boomer, know where to hide. There are scarce few spots in most levels where the Boomer is able to hide well enough. You must be both hidden from view and close enough to hit Survivors with your vomit. Hiding behind corners and walls is recommended. The second factor of playing a good Boomer is timing. Zombie hordes spawn in waves. If a horde has just spawned and been fended off, vomitting upon a Survivor will yield fewer zombies than desireable. Try to time your vomit when there has not been a horde too recently. Boomers explode upon death. Close Survivors will be hit with vomit and close-by gas cans will flung into the air. Try to get in close so that, even if you are able to vomit upon one Survivor, you may be able to explode upon another. The Rocket Boom: Rocket Booming is when you jump off of a roof and spawn mid-air, while you're still hidden from view, landing directly on top of the Survivors. You cannot vomit while air borne. But what does happen is the Survivors panic and shoot you point-blank, exploding vomit all over themselves. Supporting the Boomer: When playing as incapacitator infected alongside a Boomer, target non-vomitted Survivors. Survivors who are covered in vomit will be highlighted purple and will already be confused. Take out non-puked Survivors to prevent them from protecting their blinded allies. 5F. Spitter Primary Attack: Spit The Spitter shoots a a glob of acid at a target location. The acid spreads to a large area, rapidly damaging Survivors caught in its goo and catching gas cans on fire as well. Approach: Hidden and Far The Spitter has very little health. It is best to stay far away, as your Spit can travel a good distance. The number one mistake most players make when playing Spitter is to camp the gas tank. This is a flawed strategy. As Spitter, it is far superior to be proactive. Spit upon gas tanks sitting anywhere, not just at the gas tank. Players have quickly adapated to the Spitter's common camping method and will counter it approriately. Spitters can be of much better use by attacking throughout the level at the right moments. Destroying cans is far from the only use of the Spitter. Incapacitated or latched Survivors are extremely susceptable to Spitter goo. Team up with incapacitator types to quickly deal high damage to a Survivor. ----------------------------------------------------------------------------- 6. Scavenger Achievement List Strenth in Numbers -Form a team and beat an enemy team in 4v4 Versus or Scavenge. Qualified Ride -As the Jockey, ride a Survivor for more than 12 seconds. Back in the Saddle -As the Jockey, ride the Survivors twice in a single life. Rode Hard, Put Away Wet -As the Jockey, ride a Survivor and steer them into a Spitter's acid patch. Great Expectorations -As the Spitter, hit every Survivor with a single acid patch. A spittle help from my friends -As the Spitter, spit on a Survivor being choked by a Smoker. Scattering Ram -As the Charger, bowl through the entire enemy team in a single charge. Meat Tenderizer -As the Charger, grab a Survivor and smash them into the ground for a solid 15 seconds. Long Distance Carrier -As the Charger, grab a Survivor and carry them over 80 feet. Hunting Party -Win a game of Scavenge. Gas Guzzler -Collect 100 gas cans in Scavenge. Cache and Carry -Collect 15 gas cans in a single Scavenge round. Scavenge Hunt -Stop the enemy team from collecting any gas cans during a Scavenge round. Fuel Crisis -Make a Survivor drop a gas can during overtime. Gas Shortage -Cause 25 gas can drops as a Special Infected. ------------------------------------------------------------------------------ 7. Version History: Version 0.1 -- 11/27/2009: Strategy Guide, First Version, Complete. Version 0.2 -- 07/25/2013 Legal Info: This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.