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The Alleys

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"Unless anyone has a better plan..."

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Chapter 1
The Alleys
Campaign Crash Course
Crash Course Chapter Chronology
Chapter 1
The Alleys
Chapter 2
The Truck Depot Finale


The Alleys is the first chapter in Crash Course.

Contents

[edit] Strategy

Also see: Tactics

All campaign walkthroughs are done on Normal difficulty in single player, and are meant to give tips on what to do and generally point out things that might otherwise be missed.

There are, of course, a few key things to always remember:

  • Stop, look, and listen.
    • Stopping to observe your surroundings might allow you to prepare for something nasty, like a Witch, Tank, or Special Infected in a really bad place for them to be.
  • Things can always get worse.
    • Are you and your teammates all hurting, your health down under 50%? Well, guess what? The Director is feeling particularly sadistic; you are now facing a Tank with tier 1 weapons.
  • Teamwork.
    • This cannot be stressed enough. Left 4 Dead is supposed to be a cooperative game. Communicate with your teammates, if you're playing with others, or if you're by yourself with the AI, point out things they might otherwise miss. In all cases, watch out for each other and take care of each other. You are not going to survive the zombie apocalypse by yourself.
  • Be ready for anything.
  • Don't panic.

The survivors helicopter crashed. Now they have to find a way to get out of that town. Again!

[edit] Campaign

There are 4 First-aid kits near the crashed helicopter. Also, there is one Submachine Gun and one pump shotgun in that area. There is a building where pills often spawn there near the heli.

[edit] Versus

[edit] The Infected

See also: The Boomer, The Charger, The Hunter, The Jockey, The Smoker, The Spitter, The Tank

Though they might be immune to the Infection, they aren't immune to death; no one is. Work together to make sure they're victims of this rampant virus, one way or another.


Over-all Tips

  • Lone wolves. Mmm, mmm, mmm, tasty.
  • The Survivors all have outlines around them, showing their status and location. Green means they're healthy. Yellow means they're hurt. Red means they're low on health. Purple means they've been covered in Boomer bile. You can probably discern which to seek out first if possible.
  • Think like a Survivor. When you play as one, when are the worst times that something could come at you? Exploit that knowledge.
  • Teamwork, as aforementioned. Has a Boomer gotten their bile all over the Survivors? Jump one of them or a clean one. They can't see their teammates' aura until they're clean...and by then it might be too late.
  • As much as teamwork is a strength for you and your enemies, a lack of it will be their downfall. If you can focus all of your energy on killing one of the Survivors, the rest will be that much easier to take down. Not only will they have one less gun, but they will have three Survivors to your three incapacitating Infected.

Boomers: There are numerous areas in The Alleys in which Boomers can go completely undetected even if they are directly in front of a Survivor. Some of these areas include the dark shadowy portions of the rooms found in the first alley with the empty moving van. If a Boomer manages to spawn and crouch inside the dark patches of the small hardware room beside the truck, he/she can go completely unnoticed by Human-controlled Survivors often mistaking the camouflaged Boomer as a black trash bag until the Survivor finds the time to examine the dark spot. Another useful strategy for Human-controlled Boomers would be to mislead survivors by breaking the last or second skylight panel in the warehouse but refrain from unloading your bile. Once the survivors find the shattered panel as a false alarm, try vomiting on them from the open skylight that you consider the least expected opening above the warehouse or simply leap down from the open skylight panel that had been already passed by the survivors as being secure and catch the group off guard. Another more common method would be to camp in the Witch's spawning area(s) in order to vomit on survivors too reluctant to crown the Witch. If that is not possible simply "use the Witch as a hostage" by standing close to her making your explosion as a trigger to startle her. Another useful strategy would be to camp on the bridge above the Survivors prior to the finale and vomit on them as they pass by.

Hunters: The Alleys is by far the best section to put Human-controlled Hunters skills to the test. The first narrow alley is extremely useful for Hunters to practice and demonstrate their "wall-jumping" skills/techniques. If a group of skilled Hunters have mastered all possible techniques for pouncing on survivors in the beginning portion of the level, they could gain make themselves into potential threats to the survivors trek. Halfway through the level past the warehouse, the Witch has a tendency to spawn around that area. Hunters could use this to their advantage by performing a technique already known to many long term players of the game as the, "witch barrier". This technique mainly involves harboring as many of the Human-controlled Hunters as possible around the Witch but avoid crouching down to charge your jumps until the survivors body profiles are within line of sight since the Hunter will begin to growl and ruin the element of surprise. Once the survivors are irritably close to the Witch's personal space, have all of the Hunters charge at any survivor they find as being a safe and clear pounce. Also, try to pounce once the Witch has been startled.

Tank: The tank randomly in The Alleys but the most common spawn points are before reaching the bridge or while the survivors are crossing the bridge. There are many cars, dumpsters, and forklifts that can be thrown at the survivors, so use this as your advantage. This is is one opportunity to get the 20 cars pile-up achievement (dumpsters work as well). It's much easier to win before the survivors reach the bridge since they are usually caring a pump shotgun or sub-machine gun. Other than that the tank uses the same tactics in the other campaigns.

[edit] Survival

See also: The Survivors

The survivors fired the Howitzer. But that shot wasn't strong enough to break down the barricade and now endless hordes of infected are coming. How long can The Survivors hold out?

Over-all Tips

  • Teamwork is essential to long-term survival.
  • In this mode, most of the popular choke points, closets and easily defensible corners are removed. Even if you find one that has not been removed, it is not recommended that you fight from there as the Tank will quickly defeat you when he arrives.
  • You have an infinite amount of time to prepare. Use this to your advantage. Take as much time as you can to set up gas cans, propane tanks, oxygen tanks and to find a good place to fight from.
  • When searching for a place to fight from, remember that you need a location that not only limits where the horde attacks from, but also gives you a fair chance against the Tank. You need to either be able to fall back and deal with the Tank easily, or have a good enough vantage point to kill him before he can get too close.
  • Ammunition is a problem. Unless you are being overrun with Infected or fighting a Tank, try to use your pistols as much as possible. Conserving ammunition should be a priority, as trying to get more during a horde attack can often be fatal. When you do head out for ammunition, remember to take at least one teammate with you.

Table Method

Near the place where pipe bombs, pills and Molotovs are found, there is a room with a table. The Survivors have to stand on or be near the table. To make this method work, 3 survivors should grab auto shotguns and 1 survivor an assault rifle to protect them from Smokers.
Note: The wall near the hummer can be broken by the infected.

Shelf Method

In the room adjacent to the one above there should be a single shelf in the corner of the room, Have two survivors stand on the shelf with assault rifles, and the others against or near the shelf with auto shotguns or assault rifles. When the Tank comes either go out into the open and fight him, or have the two on the ground lead him a merry dance around the room.
Note: There are weapons right in front of the shelf, two pipe bombs and six Molotovs on the shelf, and some pills in the adjacent rooms, so supply runs should be rare.
Note: The vent to the right of the shelf will be used by special infected.
Note: This works with A.I.

[edit] Trivia

  • The body of the Chopper Pilot can be found directly behind the starting point of this chapter. Each Survivor will comment on this, excluding Bill.


Dead Helicopter Pilot
Warehouse Office Graffiti
  • Francis thinks that the Survivors are in Canada but Louis/Zoey will often point out that they are in Pennsylvania. This also indicates the location they are in.
  • When entering the Warehouse, Safe room Graffiti can be found in the small room adjacent to the entrance. Judging by the fact that the graffiti is found in a room that is not an official "safe room", the graffiti found inside the room supports some theories that a group of bikers were using it as a makeshift safe room.
  • Judging by the graffiti mentioned above, the bikers mentioned in the graffiti are believed to have taken a similar view on the Infection in a manner much like that of Francis since the graffiti features a tally made by a biker gang which more than likely represents a Infected kill count for each biker. The tic marks on the tally marked with different colored marker could probably represent the amount of Special Infected killed, or could just have been the use of any drawing implement available at the time (hence why they're right after the next, and there are none towards the end). In conclusion, the bikers' reaction to the outbreak can be seen as being more practical than serious due to their aggressive and violent nature.
  • Some graffiti features the title "Angels of Death" and skulls below with names on them, as well as a large group of tallies (660). It may indicate that, most likely, a band of bikers (according to the name and the skulls) stayed there till their death and counted their kills as they held out.
  • There is a note next to the sketches of the gang skulls mocking them saying, "World is coming to an end and they are drawing pictures." The writing above it inscribes, "SICK Bastards", probably agreeing with the previous comment on the bikers moral values.
  • Francis mentions working for a delivery company after passing by a delivery truck. He continues and claims he quit because some guy laughed at his shorts.
  • The new starting menu screen takes place of the fallen helicopter of The Alleys. However, this menu screen update may be exclusive to the PC version of the game since the menu screen for the X-box version appears to be completely unchanged.
  • It is possible that this level is a test of the new director abilities to be seen in Left 4 Dead 2, at least in part. For example, the alarmed cars can be in different places around the level, and random weapon spawn where they aren't always in groups, a trend seen in beta footage for Left 4 Dead 2.

[edit] Gallery




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Campaigns
Left 4 Dead Left 4 Dead 2

No Mercy
The Apartments / The Subway / The Sewer / The Hospital / Rooftop Finale
Dead Center
The Hotel / The Streets / The Mall / Atrium Finale

Crash Course
The Alleys / The Truck Depot Finale
Dark Carnival
The Highway / The Fairgrounds / The Coaster / The Barns / The Concert

Death Toll
The Turnpike / The Drains / The Church / The Town / Boathouse Finale
Swamp Fever
Plank Country / The Swamp / The Shantytown / The Plantation

Dead Air
The Greenhouse / The Crane / The Construction Site / The Terminal / Runway Finale
Hard Rain
The Milltown / The Sugar Mill / Mill Escape / Return To Town / Town Escape

Blood Harvest
The Woods / The Tunnel / The Bridge (Left 4 Dead) / The Train Station / Farmhouse Finale
The Parish
The Waterfront / The Park / The Cemetery / The Quarter / The Bridge (Left 4 Dead 2)

The Last Stand
The Lighthouse