Bilder Zombies

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From Wikimedia Commons, the free media repository. Subcategories This category has the following 33 subcategories, out of 33 total. Media in category "Zombies" The following files are in this category, out of total.

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The Smoker can drag players that he has captured with his tongue towards himself, though he remains stationary and cannot move.

The Smoker is also momentarily paralyzed for a few seconds after having his tongue removed from his captive by another Survivor.

In Left 4 Dead 2 , the Smoker has six tongues, the addition seems to be cosmetic. The Tank is the biggest and strongest of all the Infected and is reasonably fast, only slowing if hit with large amounts of automatic weapons fire or when lit on fire Versus in Left 4 Dead only and any mode aside Versus on Left 4 Dead 2.

He is the only player-controllable "Boss Infected. The blow can send Survivors off high hazards to their deaths. He is also capable of throwing chunks of concrete that he rips out of the ground to momentarily stun Survivors, dealing the same amount of damage as a punch would.

He can also punch large objects e. The fact that the Tank is absurdly tough and it's terrifying amount of damage, combined with its extreme mobility, makes it hard to take out without teamwork or strategies.

Nevertheless, the Tank will die within 30 to 45 seconds if set on fire varying with the difficulty , except in Versus. When controlled by a player, the Tank has a "Control Meter"; unless the player is able to locate and hit one of the Survivors, the Control Meter of the Tank will slowly lessen, and once it runs out, the player will lose control of the Tank to another randomly assigned player or eventurally, an AI.

When idle, the sound that a Tank makes is heavy breathing. The Survivors are alerted of an approaching Tank by dramatic music, furious roars and, when they are dangerously close, the screen will start to shake.

The Charger's main attack is charging forward and plowing into the Survivors, hence the name. On a successful charge, he will grab and carry a single Survivor while knocking down the others.

Once the Charger has hit a wall or other surface, or after he has run a certain distance, he will begin slamming his captive into the ground and also into the wall and the ceiling if there is one until an ally frees them.

If he misses and hits a wall, he will stumble for a few seconds and becomes vulnerble. If a Charger smashes into anything when not grabbing a survivor, he takes 2 damage instead and is stumbled for 1 second.

The Charger can be detected by the Survivors by the warped growling noise he makes. He will announce his charge with a loud bellow.

The Charger appears to have a rocky or calloused surface on his larger right arm, which is what he uses to inflict most of his force when charging, while his other arm appears to have no bones or muscle, flopping around uselessly.

Because of his hulking size, the Charger cannot be shoved off with melee, and must be killed in order to release his victim. If a Survivor has explosive rounds, they will dislodge the Charger from the Survivor and cause him to stumble.

Any Survivor that has been knocked out of the way during his charge will fly a considerable distance and slowly stand back up, making the Charger a deadly foe in cramped hallways or near high passageways, but not in open areas.

He is a small Infected that attacks Survivors by clinging to them from behind and literally riding the Survivor while attacking them.

He can shift his weight around and cause the Survivor to stumble in his desired direction, giving this Special Infected a type of control over the Survivor.

Survivors who are being ridden by the Jockey can attempt to "resist" the Jockey, causing the Jockey to slow and even pause for a second, which allows other players a chance to catch up and knock the Jockey off.

Jockeys can ride Survivors into dangerous situations, such as into natural hazards, Witches, or other Infected; a Jockey can also pull a Survivor off a ledge, causing them to become incapacitated, or riding them to their death if they are not resisting.

The Jockey seems to have a spinal disease, similar to kyphosis, giving him a hunched appearance. He also has a maniacal laugh which gives away his location and is constantly twitching, giving him a sort of hyperactive nature.

She possesses the ability to spit a green ball of acid from long distances, which, upon hitting the ground, will expand into a large puddle and damage any Survivors who make contact with it.

After spitting, however, the Spitter is temporarily paralyzed for a second, giving the Survivors a chance to kill her.

The Spitter makes these high-pitched noises that gives away her location. The longer the Survivor stands in it, the more damage the Survivor takes from the goo.

This ability allows the Spitter to aid other Special Infected; for instance, if a Hunter pounces a Survivor, a Spitter can spit upon that Survivor, causing even more damage.

However, in spite of such a useful ability, the Spitter is very weak in terms of health, so taking out a Spitter is an easy task. Upon death, the Spitter leaves a similar, smaller kind of puddle that has the same effect on the Survivors.

She is one of the most powerful Infected if Survivors are caught standing in her spit, and are too distracted to move quickly due to other Infected or a lack of awareness at damage being dealt.

On Scavenge Mode or any finale requiring gas cans, when they are dropped, the spit will ignite them if left in the goo long enough.

The Witch generally only appears a few times per campaign , and is passive unless provoked by flashlights, gunfire, or Survivors in close proximity.

She is the second "Boss Infected. She is very powerful, capable of incapacitating and even killing Survivors with one hit.

When the Director spawns a Witch, the faint chord of the Witch music will play, allowing veterans of the game to quickly prepare for the "obstacle.

The Witch cries loudly. When nearby, Survivors will mention they hear her and warn teammates to turn off their flashlight.

It is best to avoid her if possible. Witches can be startled if a Survivor stands too close to her, damages her, or shines their flashlight on her from a close to moderate distance.

The Witch is very rarely found in small rooms and normally stays off the main route, but has been found in front of safe rooms or even inside the safe room , doorways, and in the middle of streets.

Once a Witch has killed a Survivor or cannot pathfind to her target, she will retreat from the area and despawn.

However, in some strange cases, the Witch has been known to kill the closest Survivor to her. This does not usually happen, and when it does, the Witch runs off as normal after killing the Survivor.

Also, if a Survivor blocks the Witch from attacking the Survivor who startled her, she will attack the Survivor blocking her and either incapacitate the blocking player and run away or incapacitate or kill on Expert or non-easy Realism mode both the blocking player and the player who startled her.

If the Witch is lit on fire Molotov, Incendiary ammo, Gas can while she is chasing a Survivor, she will immediately start chasing after whoever burned her.

In Left 4 Dead 2 's Hard Rain campaign, a large number of Wandering Witches have infested an abandoned sugar mill , which the Survivors must traverse to obtain fuel for their rescue boat.

Originally, there was going to be a Special Infected named the Screamer. Wearing a straitjacket, he would run from Survivors, hide, then let out a scream attracting the Horde.

However, he was removed because game testers found out that he's extremely hard to locate before he can summon a horde, therefore easily disrupting game balance.

His ability was given to the Boomer's bile instead. However, in Left 4 Dead 2 , there exists a type of Uncommon Infected called the Clown which can attract a small Horde of idle Common Infected around him with his squeaky shoes.

When shot, the Fallen Survivor attempts to run away, much like what the producers had planned for the Screamer. A Special Infected called the "Leaker" was being developed.

It had similar attacks as the Spitter and Boomer, and the ability to plant itself in the ground and act as a landmine.

It was removed because it alerts Survivors with very obvious cues when arming itself, effectively meaning that it can't fight Survivors at all.

Sign In Don't have an account? Start a Wiki. God damn it! I'm covered in goo! If necessary take a look on the talk page to know what needs to be cleaned up.

Categories :. The Infected. Introduced in Left 4 Dead 2. The Boomer. The Hunter. The Smoker. The Tank.

The Charger.

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They are capable of climbing ladders and scaling objects, as well as breaking down weak walls and doors. They cannot break down safe room doors, so you should be relatively safe inside of a closed safe room.

This type of Infected are attracted by flashlights , loud noises such as car alarms , or by Boomer bile.

They appear to lack self-preservation, but do appear to have some intelligence, such as in the Hard Rain or The Passing campaign: the Horde will attack when the storm picks up and there is minimal visibility.

Throughout Left 4 Dead , the physical appearance and dress of Common Infected are consistent with the particular location being visited.

For example, in Mercy Hospital , the Infected are medical staff, patients and maintenance personnel, whilst at Metro International Airport , Common Infected include flight, cabin and ramp crew plus business executives.

In more neutral locations such as Riverside or Daughtery Farm , Common Infected appear as generic "everypersons, " including servicemen wearing camouflage, blue collar and office workers and young adults through to late-middle-aged individuals of both sexes.

The same principle applies throughout Left 4 Dead 2 , but given this game's diverse locales, the range of physical variation displayed is considerably wider relative to Left 4 Dead.

A horde as one would appear in the Farmhouse Finale. Common Infected attack in a horde. Common Infected are weak when alone, but are strong in number.

Be alert and prepared when you hear the music cue of an incoming Horde. The Horde can easily bring down any uncoordinated team, especially on Expert.

Each Uncommon Infected is unique to the campaign it appears in excluding DLC campaigns and has its own special ability that makes it slightly to moderately more dangerous than Common Infected.

The Special Infected have higher intelligence than the Common Infected, as they are not attracted by car alarms or loud noise and are able to run away if required to set up an ambush.

They are also more aggressive than the Common Infected, as they will actively attack Survivors rather than passively sitting in a stupor until disturbed except for the Witch and the Tank, which will wait for the Survivors to alert or attack them.

The Director is able to spawn them at almost any time according to the difficulty and how the Survivors are doing.

Seven of the Special Infected are playable by human players in the following gameplay modes :. The Boomer is a Special Infected that vomits a special bile at Survivors , which temporarily blinds them and draws a Horde of Common Infected to them.

At a distance the Boomer isn't much of a threat; their large size and low health make them an easy target against any weapon at mid or long range.

However, if within range, they can vomit on Survivors, attracting the Horde. When they die, they explode, covering any Survivors who are close enough with bile, blinding them and causing them to stumble backwards.

The Boomer is notorious on the Expert difficulty for being able to snipe Survivors. Boomers can be anticipated because of the near-constant gurgling they make.

In Left 4 Dead 2 , there is also a female Boomer, although the gender has no effect on gameplay. The Hunter is a Special Infected that has the least visible mutations, and can be mistaken for a Common Infected.

The Hunter is absurdly fast and agile, capable of quickly scaling walls. Additionally, he can pounce and pin down Survivors, clawing at their abdomen until either the victim is dead or the Hunter has been knocked off or killed by another Survivor.

Hunters are not the most physically robust Infected, having relatively low health, and thus it doesn't take very much to kill them.

When the Hunter crouches down in preparation to pounce, he growls, giving himself away to any nearby Survivors. However, whilst standing, he makes no noise.

The Hunter is the only Special Infected that can remain absolutely silent. In Left 4 Dead 2 , they can be killed with a melee weapon while in the state of pouncing by aiming upwards and hitting, although this is fairly difficult, as timing is vital and it's easier to kill them from a distance with a high-powered primary weapon.

The Smoker is an ambush class that can strangle Survivors with their long tongue, similar to Half-Life 's Barnacle. The help of another Survivor is required to escape from a Smoker's hold There's a short delay before it starts to drag you, during which a shotgun blast may kill it in easy, and doing so successfully grants an achievement.

As the name implies, Smokers emit smoke when killed to impair Survivors' vision. A Smoker also will frequently cough, letting the Survivors know when he is in the area.

The Smoker can drag players that he has captured with his tongue towards himself, though he remains stationary and cannot move. The Smoker is also momentarily paralyzed for a few seconds after having his tongue removed from his captive by another Survivor.

In Left 4 Dead 2 , the Smoker has six tongues, the addition seems to be cosmetic. The Tank is the biggest and strongest of all the Infected and is reasonably fast, only slowing if hit with large amounts of automatic weapons fire or when lit on fire Versus in Left 4 Dead only and any mode aside Versus on Left 4 Dead 2.

He is the only player-controllable "Boss Infected. The blow can send Survivors off high hazards to their deaths. He is also capable of throwing chunks of concrete that he rips out of the ground to momentarily stun Survivors, dealing the same amount of damage as a punch would.

He can also punch large objects e. The fact that the Tank is absurdly tough and it's terrifying amount of damage, combined with its extreme mobility, makes it hard to take out without teamwork or strategies.

Nevertheless, the Tank will die within 30 to 45 seconds if set on fire varying with the difficulty , except in Versus.

When controlled by a player, the Tank has a "Control Meter"; unless the player is able to locate and hit one of the Survivors, the Control Meter of the Tank will slowly lessen, and once it runs out, the player will lose control of the Tank to another randomly assigned player or eventurally, an AI.

When idle, the sound that a Tank makes is heavy breathing. The Survivors are alerted of an approaching Tank by dramatic music, furious roars and, when they are dangerously close, the screen will start to shake.

The Charger's main attack is charging forward and plowing into the Survivors, hence the name. On a successful charge, he will grab and carry a single Survivor while knocking down the others.

Once the Charger has hit a wall or other surface, or after he has run a certain distance, he will begin slamming his captive into the ground and also into the wall and the ceiling if there is one until an ally frees them.

If he misses and hits a wall, he will stumble for a few seconds and becomes vulnerble. If a Charger smashes into anything when not grabbing a survivor, he takes 2 damage instead and is stumbled for 1 second.

The Charger can be detected by the Survivors by the warped growling noise he makes. He will announce his charge with a loud bellow.

The Charger appears to have a rocky or calloused surface on his larger right arm, which is what he uses to inflict most of his force when charging, while his other arm appears to have no bones or muscle, flopping around uselessly.

Because of his hulking size, the Charger cannot be shoved off with melee, and must be killed in order to release his victim. If a Survivor has explosive rounds, they will dislodge the Charger from the Survivor and cause him to stumble.

Any Survivor that has been knocked out of the way during his charge will fly a considerable distance and slowly stand back up, making the Charger a deadly foe in cramped hallways or near high passageways, but not in open areas.

He is a small Infected that attacks Survivors by clinging to them from behind and literally riding the Survivor while attacking them.

He can shift his weight around and cause the Survivor to stumble in his desired direction, giving this Special Infected a type of control over the Survivor.

Survivors who are being ridden by the Jockey can attempt to "resist" the Jockey, causing the Jockey to slow and even pause for a second, which allows other players a chance to catch up and knock the Jockey off.

Jockeys can ride Survivors into dangerous situations, such as into natural hazards, Witches, or other Infected; a Jockey can also pull a Survivor off a ledge, causing them to become incapacitated, or riding them to their death if they are not resisting.

The Jockey seems to have a spinal disease, similar to kyphosis, giving him a hunched appearance. He also has a maniacal laugh which gives away his location and is constantly twitching, giving him a sort of hyperactive nature.

She possesses the ability to spit a green ball of acid from long distances, which, upon hitting the ground, will expand into a large puddle and damage any Survivors who make contact with it.

After spitting, however, the Spitter is temporarily paralyzed for a second, giving the Survivors a chance to kill her.

The Spitter makes these high-pitched noises that gives away her location. The longer the Survivor stands in it, the more damage the Survivor takes from the goo.

This ability allows the Spitter to aid other Special Infected; for instance, if a Hunter pounces a Survivor, a Spitter can spit upon that Survivor, causing even more damage.

However, in spite of such a useful ability, the Spitter is very weak in terms of health, so taking out a Spitter is an easy task.

Upon death, the Spitter leaves a similar, smaller kind of puddle that has the same effect on the Survivors. She is one of the most powerful Infected if Survivors are caught standing in her spit, and are too distracted to move quickly due to other Infected or a lack of awareness at damage being dealt.

On Scavenge Mode or any finale requiring gas cans, when they are dropped, the spit will ignite them if left in the goo long enough.

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