Left 4 Dead 2 Scavenge Mode Strategy Guide V0.2
Copyright 2009 Finn Haverkamp
http://invisiblestudio.blogspot.com
finnhaverkamp@gmail.com

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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.--Weapon Location Guide--
6A. Mall Atrium
6B. Motel
6C. Plank Country
6D. Milltown
6E. Sugar Mill
6F. Park
7.--Scavenger Achievment List--
8. --Version History and Legal Info--

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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 yourself to not by a pile of crud?

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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 to
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 in 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 Survivors, the 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 simply
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 simple 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, assembly-line 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: 
If a Survivor is attacked while dumping a can into the tank, his or her
dumping progress will reset to zero, and they'll 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 the, 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.

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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 "U" key will 
initiate 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 vide 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 the 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 at least
groups of two or four. Special Infected have an exponentially more difficult
time breaching Survivors' defenses if they 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.

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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 "U" 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, they're present 
location, they're 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. As they are able to voice
chat with living 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 totake 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 grip. A suuccesful lure will take good timing and 
coordination.

4G. Combined Assault:
When the Survivor 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 
less 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 dead, 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 their 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.)

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5. Special Infected Types

5A. Hunter:
Primary Attack: Pounce
To Pounce, you must first crouch (default: hold down the "crouch" 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. Hunter's 
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 Survivor at a
time, and with an ally at hand, they're 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 he is killed, his tongue is shot, or the Survivor or Smoker 
is shoved.

Approach: Far to 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 pull them 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. Jockey's 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 opbstacle, he
will stop and continuosly slam the Survivor into the ground until killed.

Approach: Medium to Medium

Charges are notoriously difficult to land properly but, when succesful, can 
be detrimental to enemy survival. 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 
more importantly, will 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 
wall 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 less 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 occasionally explode as well. 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.

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 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. Spitter's
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.

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6. Weapon Location Guide

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6A. Mall Atrium
-----------------------

Starting Area:
----------
Auto Shotgun
Scar
Bat
5 Pipe Bombs
3 Molotovs
5 Adrenaline Shots
4 Pill Bottles

Counter:
----------
2 Pipe Bombs
1 Bile Jar

Staircase: 
----------
Fireax

End of Hall: 
----------
AK
Katana

2nd Floor Corner:
----------
Sniper Rifle

2nd Floor Overlook:
----------
Scar
Molotov
1 Pill Bottle


-----------------------
6B. Motel
-----------------------

Starting Area:
----------
Scar
AK
Auto Shotgun
Katana
Bat
Crowbar
2 Pipe Bombs
2 Moltovs
2 Adrenaline shots
2 Pill Bottles

2nd Floor Walkway: 
----------
Assault Rifle
Hunting Rifle
Crowbar
1 Pill Bottle

1st Room, 1st Floor:
----------
Chrome Shotgun.

2nd Room, 1st Floor Bathroom: 
----------
Bile Jar

Far Room, 1st Floor: 
----------
2 Pipe Bombs
1 Moltov

1st Room, Top Floor: 
----------
1 Pipe Bomb
2 Adrenaline Shots
1 Pill Bottle

3rd Room, Top Floor: 
----------
2 Pipe Bombs

Office Kitchen:
----------
2 Pipe Bombs

Base of Ladder:
----------
Moltov

Between Signs:
----------
Grenade Launcher
Pills

Air Conditioner on Roof:
----------
Guitar
2 Pipe Bombs
1 Molotov


-----------------------
6C. Plank Country
-----------------------

Starting Area:
----------
Auto Shotgun
AK
Scar
2 Molotov
3 Adrenaline
2 Pills

Covered Walkway:
----------
Chrome Shotgun
Cricket Bat
2 Pill Bottles

Raised Boardwalk House:
----------
Assault Rifle

Ground-level House
----------
2 Pipebombs

Riverside Picninc Tables:
----------
Scar
2 Pipebombs
1 Pill Bottle

Dock:
Frying Pan (hidden inside wooden floor)


-----------------------
6D. Milltown
-----------------------

Starting Area:
----------
Auto Shotgun
Scar
AK
2 Molotovs
2 Pipebombs

Picnic Tables: 
----------
2 Molotovs
2 Adrenaline Shots
2 Pill Bottles

Upstairs Balcony: 
----------
Frying Pan

Burnt Roof:
----------
Fireax

Back Right House: 
----------
Assault Rifle
Crowbar
1 Pill Bottle

Tree House: 
----------
Chrome Shotgun
2 Adrenaline Shots
1 Pill Bottle

Back Left Raised Porch: 
----------
Scar

Fenced Backyard: 
----------
Chrome Shotgun
Katana

Parking Lot: 
----------
Assault Rifle

Truck:
----------
Scar
2 Molotovs

"Burger Tank" Kitchen: 
----------
2 Health Kits
2 Pill Bottles

"Burger Tank" Roof: 
----------
Grenade Launcher
Adenaline Shot
Molotov


-----------------------
6E. Sugar Mill
-----------------------

Starting Area: 
----------
Auto Shot
Scar
AK
Bat
2 Pipe Bombs
2 Molotovs
2 Adrenaline Shots
2 Pills

2nd Floor, Top of Stairs: 
----------
Crowbar
Katana

3rd Floor, Far Corner:
----------
2 Molotovs
Adrenaline Shot

Top of First Tower:
----------
Katana
Crowbar
Bile Jar
2 Moltovs

Top of Second Tower:
----------
2 Moltovs
2 Pipe Bombs.

Bridge:
----------
Assault Rifle
Chrome Shotgun
AK
Explosive Ammo
Bile Jar
Pills

Behind Second Tower, Ground:
----------
2 Pipe Bombs
2 Molotovs

Back Surveillance Room: 
----------
Katana
Crowbar
Incendiary Ammo
Pills

Engine Room:
----------
Grenade Launcher
Crow Bar
2 Pipe Bombs
Pills


-----------------------
6F. Park
-----------------------

Starting Area:
----------
Frying Pan
Chrome Shotgun
Scar
AK
2 Adrenaline Shots
Pills

Gazebo: 
----------
Assault Rifle
Machete
2 Molotovs
1 Adrenaline Shot
Pills.

Bathrooms:
----------
Chrome Shotgun
Guitar
2 Molotovs
2 Pipe Bombs
1 Adrenaline Shot
2 Pills

Tunnel:
----------
Scar
Tonfa
2 Molotovs
2 Pipe Bombs
2 Pill Bottles

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7. 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.

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8. Version History:
Version 0.1 -- 11/27/2009: Strategy Guide, First Version, Complete.
Version 0.2 -- 11/30/2009: Fixed minor factual errors. Layout revision.

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