Left 4 Dead 2

Left 4 Dead 2

ELLIS MUST DIE (Campaign/Mutation)
Ellis Must Survive (Map/Script analysis/Walkthrough) (SPOILERS)
Here's a list of stuff I noticed whilst going thorough the scripts and the hammer map.

If you want to play through this blind, look away now.

Weapons
Every weapon you have can deal damage via shoving. It takes ~5 shoves to kill a common. Special Infected do not spawn naturally, so take your time.

That crappy stick you get given at the start has a 1/300 chance of dealing 99,999 damage on a hit.

Crates
(I checked the script for this)
This is where you get the good stuff. At the start of the map, each crate spot is evaluated. Each spot as a 9 in 10 chance to spawn a crate (Though some are forced). Each crate has a 1 in 6 chance of being rigged. Destroying a rigged crate will kill you if you are too close.

Most crates come in 4 "stars". This is usually random, but there is code for forced stars. 1 gives the "worst" items and 4 gives the best.
  • Star 1 - Default colour - 50%
  • Star 2 - Green - 30%
  • Star 3 - Purple - 20%
  • Star 4 - Red - 10%

Rigged crates have a slightly darker colour.

Crates also have a random inventory "slot" assigned (Crates can be forced to always drop slot 0):
  • Slot 0(Always a primary) - 13.3%
  • Slot 1(Environment(Gas cans/Propane tanks etc.)/Secondaries/Gnome) - 13.3%
  • Slot 2 (Environment/Throwables/Ammo packs) - 20.0%
  • Slot 3 (Environment/Defibs/Pills) - 20.0%
  • Slot 4 (Pills/Adrenaline/Throwables/Ammo packs) - 26.7%

Guaranteed star 4 crates will have a 50% chance of being Slot 0 or Slot 1.

Rigged crates will not drop anything, regardless of colour.

Star 1
Slot 0:
  • Scout - 50%
  • AWP - 50%
Slot 1:
  • Oxygen tank - 50%
  • Propane tank - 50%
Slot 2:
  • Oxygen tank - 50%
  • Propane tank - 50%
Slot 3:
  • Defibrillator (useless?) - 10%
  • Oxygen tank - 30%
  • Propane tank - 30%
  • Pills - 30%
Slot 4 is always pills.

Star 2
Slot 0:
  • Pump shotgun - 16.7%
  • Chrome shotgun - 16.7%
  • MP5 - 16.7%
  • Silenced SMG - 16.7%
  • Uzi - 16.7%
  • Grenade launcher - 16.7%
Slot 1:
  • Melee(Golf club, Shovel, Baseball bat, Cricket bat, Guitar, Tonfa, Pitchfork) - 33.3%
  • Fireworks crate - 33.3%
  • Gas can - 33.3%
Slot 2:
  • Molotov - 50%
  • Pipe bomb - 50%
Slot 3 is always a medkit.
Slot 4:
  • Pills - 50%
  • Adrenaline - 50%

Star 3
Slot 0:
  • Benelli M4 - 20%
  • SPAS-12 - 20%
  • Hunting rifle - 20%
  • Military sniper - 20%
  • SCAR - 20%
Slot 1:
  • Melee(Crowbar, frying pan) - 50%
  • Gnome - 50%
Slot 2:
  • Default pistol - 25%
  • Molotov - 25%
  • Pipe bomb - 25%
  • Bile jar - 25%
Slot 3 is always explosive ammo.
Slot 4:
  • Molotov - 50%
  • Pipe bomb - 50%

Star 4
Slot 0:
  • AK - 33.3%
  • M16 - 33.3%
  • SG552 - 33.3%
Slot 1:
  • Magnum - 20%
  • Melee(Axe, Katana, Knife, Machete) - 35.6%
  • Melee(Crappy stick) - 4.4%
  • Chainsaw - 50%
Slot 2:
  • Default pistol - 25%
  • Molotov - 25%
  • Pipe bomb - 25%
  • Bile jar - 25%
Slot 3 is always explosive ammo.
Slot 4:
  • Molotov - 50%
  • Pipe bomb - 50%

Traps/Guaranteed crates
First floor
Guaranteed: The first crate you encounter will always be star 1. Breaking this crate will spawn a common in the safe room.

Turn right before the set of doors and a charger will spawn. There are 2 crate spots beyond the trigger. This cannot be avoided if you returned here via the third floor and have not triggered this previously.

There may be a crate under the stairs. Breaking it will spawn a jockey.

Second floor
Go into the lobby and a hunter will spawn. This cannot be avoided.

Guaranteed: In the room where the hunter spawns, there will be a guaranteed weapon.

Guaranteed: Go past the hunter room to the elevators. There will be a star 3 crate. Breaking it will spawn 2 boomers.

Approach the skylight and 3 commons will fall from the ceiling. This cannot be avoided.

Third floor
At the top of the staircase, there will be 9 crates. The middle one on the bottom left is the only one out of these that is not rigged.

Opening the 2nd set of double doors to exit the office room will spawn a smoker behind you. This cannot be avoided. (The doors are unbreakable until the smoker spawns.)

In the doorway ahead there is a tripwire. It will explode and kill you if you touch it, but destroying the slightly larger red box next to it will disarm the trap. (You could physically avoid it, but that's risky.) (Commons, and presumably other physics objects can also disarm tripmine traps - I tested this with a pipe bomb and you need to be precise with your throws if you can't lure any commons)

Instead of going to the stairs, you can proceed through the hall through 2 other tripmine traps:

On the left, there is a potential crate spawn, alongside a tripmine trap in a single doorway .

Guaranteed: If you proceed further straight, and go between 2 tripmines, then turn right, you will find a star 4 crate on an elevator. However, you will have to go through the charger trap again if you did not trigger that at the start.

Fourth floor lobby
On your way into the reception, there will be 2 tripmines.

Making your way past the 2nd tripmine will spawn a hunter in the lobby ahead. This cannot be avoided.

Entering the reception area will spawn 2 boomers near the counter. This cannot be avoided.

The doorway to the storage room contains another tripmine. (I think they can be disarmed by the boomers exploding)

Guaranteed: The rooms on the side along the way contain a potential crate spawn, but only the last one on the right is not guarded by a single door tripmine. The one that is not guarded contains a weapon spawn.

Guaranteed: The room with the key contains 3 guaranteed crate spawns.

Picking up the key will spawn a small horde: they mostly come from a door in the room, and a few from the vent above. The vent above will also spawn a smoker. This cannot be avoided. Duh.

Fourth floor ward
If you go in the first room on the left, and into the bathroom on the left, there will be a potential crate spawn guarded by a tripmine.

If you proceed straight on, you will encounter a turret, and Coach's corpse. This cannot be avoided. You have to let go. It's not your fault. (I doubt you could skip the vent section)

Guaranteed: To the left, in direct view of the turret, is a star 4 crate. This is the only crate spawn where you are in danger of being shot by the turret/

Going straight ahead from the place where you first heard the turret warning is a potential crate spawn guarded by a tripmine.

If you turn right and go towards the vents, a smoker will spawn. This cannot be avoided.

Going into the vents will spawn a boomer straight ahead. This cannot be avoided.

Elevator panic event
As said before, no special infected spawn, so take as much time as you need.

There's a 2nd turret, which also is unfortunately hostile. This cannot be avoided.

Guaranteed: While these aren't crates, there are 2 incendiary and 2 explosive ammo packs where the ammo pile would usually be. This is essentially so you can refill ammo.

If you head away from the elevator, past the 2nd turret and into the ward, a boomer will spawn.

Pressing the elevator button will start a panic event. You've played this map before (I hope).

While the panic event isn't much of a trap, several special infected will spawn at specific intervals (because the director can't spawn them):
  • A smoker - 8 seconds
  • 2 hockeys - 16 seconds
  • A hunter and a charger - 24 seconds
  • A spitter - 28 seconds
The turrets should take good care of some of them. Only the charger cannot be taken out in 1 melee swing.

As a side note, do you hear something? Well ♥♥♥♥.

It'll sit still if you sit still.

Up, up and away

There's a turret guarding the exit. This cannot be avoided.

Guaranteed: If you turn to your right, there's a tripmine guarding a guaranteed gas can and potential crate spawn.

You have to move left, where there's 3 tripmines blocking a single doorway. Jesus.
Once you get past that, there's a smoker spawn.

Guaranteed: Head along the normal path and you'll encounter another turret. There's a guaranteed star 3 crate behind it.

Head past the the turret and a charger will spawn.This cannot be avoided.

Past the charger spawn, there's a thin ledge that you'll need to pass through. You should be able to make it though as long as you're not an idiot.

Guaranteed: Next, you'll need to jump a gap. Behind it, there's a tripmine guarding a guaranteed crate spawn.

Guaranteed: Right ahead, you'll see 3 guaranteed crate spawns.

Making your way through, you'll spot another turret. There's a tripmine guarding a room next to the turret, but you can shove your way into that room, so you don't need to ever consider that entrance.

There's another tripmine near the saferoom, but the saferoom is right ♥♥♥♥♥♥♥ there.

Open it and you'll beat this godforsaken map.

Oh.

Yep. It's plural. There's 2 of them. Lure them into the tripmines/turret. If you have a molotov, use it. Maybe you ought to play Glubtastic instead.
Last edited by ancientevil581; 21 Apr @ 11:55am
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ChamoChimi  [developer] 21 Apr @ 12:44pm 
prove it
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