Killing Floor 2

Killing Floor 2

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100% Achievements & Gameplay Knowledge
由 Gunz 和其他 1 人合作完成
This guide will show and explain the 307 current achievements within Killing Floor 2 along with a ton of gameplay tips and knowledge. I have compiled as much information for other guides, walkthroughs, and long time veterans of the game.
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Introductions
Hello, my name is Gunz and I hunt achievements in games. In this guide I will be outlining and explaining the best ways to get certain achievements and covering most of the games statistics and info. This guide also covers many, if not all, gameplay information and walkthroughs of enemies and levels. Some sections will contain achievements and information while some will only contain achievement information. This guide will not contain any lore or background information regarding the characters, enemies, bosses or levels. This guide and its stats will be based on the Hell on Earth difficulty. Much of the information presented, mainly on Zeds, is only a small portion and heavily summarized or presented in the least complex way. Also the people and groups of those who helped in compiling information and who helped me getting achievements will be mentioned below. Now there is 307 total achievements at the time of writing this, there is no time to waste.
General Gameplay Knowledge & Tips
Starting Out-
When opening the game for the first time you might be intimidated by the amount of achievements or the amount of other complicated stuff. Fret not for I can explain most of the general UI and what to do when you first launch Killing Floor 2.

Main Menu-
The main menu shows a ton of stuff, it shows you and your class rank, the daily challenges, the gear you could equip, and your vault just to name a few. It may seem confusing at first but the main ones to focus on when starting is the Perks tab(which I refer to as Classes), the Find a Match Button and the Options tab. Before getting in a match, you should probably use the Options to best suit your way of play or make it how you want it to look while playing. Next would be to take an overview of the Perks/Class tab, just to get a feel for what the icons are, their bonuses and the weapons they use. Lastly, familiarize yourself with the Find a Match button and select the parameters for the match your looking for. I strongly recommend playing on Normal for a few matches to get a feel for the Zeds mechanics, the Bosses mechanics and the weapons you like best.

Matches-
When you are selecting what match you want to play in, you will see a couple of tabs. Mainly how long do you want the match to be, what difficulty and what map. The best way of learning in this game is to get your hands dirty and let the game stick you where ever. You can select the option ANY within the length and map drop down tabs but do keep the difficulty on Normal or Hard depending if you want a beginners challenge. Once in the match, it may ask you to select a Class but might make you Commando by default so be sure to check that before saying ready. Although you can change Class and their bonuses mid-game, that is only available during the trading phase at the end of each match. Meaning if you make a mistake selecting your Class or Class bonuses then you're stuck with them until the end of the round. Your main goal is to blow up Zeds and act like you know what you're doing. That being said, keep an eye on your health and ammo as they tend to go down very often or without you noticing until its too late. Also keep an eye on your surrounds, all the time. Whether you turn your FOV up or constantly turning to see what's behind you are both great ways of keeping a clear path ahead and to stay alive.

Solo or Together?-
While playing together does offer benefits of numbers and more firepower but being solo might be your only option for the later achievements. You see, KF2 is scaled to the amount of players in a lobby. On top of that, whenever you go up in difficulty the damage of each Zed is multiplied by a certain multiplier depending on the Zed or Boss. For example the average multiplier for the Hell on Earth difficulty is around 1.44x in a multiple player lobby. This is not an accurate multiplier but the AVERAGE and does not account all Zeds and Bosses individual multipliers. In actuality there is 19 different multipliers for each individual Zed and Boss. Alternatively, playing solo has an AVERAGE multiplier of 1.06x. Let me state this again, this is an AVERAGE of all combined 19 Zeds and Bosses. For example, a simple Clot on Normal difficulty has a multiplier of 0.5x Solo but a 1.75x multiplier on Hell on Earth Solo.

Maps & Difficulties-
Each map will have it own special quirk or its own way of playing it. The best piece of advice I can give when beating a map on any difficulty is to KEEP MOVING! Stopping anywhere in a map is asking to be surrounded with no way out. A tactic I used to beat many of the Hell on Earth maps is to find a route to in, either a circle or something similar. This applies to all difficulties for all maps as the most of the Zeds you come across spawn at your side and will naturally follow behind you. While Zeds will always spawn in front to try and stop you, they are usually smaller Zeds in small groups. One such map that this works very well on is DieSector where Zeds will constantly spawn in front of you and box you in if you stop for a couple of seconds. That's along with Catacombs since it is very small with little to no room for errors. More maps and their strategies will be discussed in their respected sections.

Weapon Combinations-
All Classes have a ton of weapons to choose from resulting in some players being overwhelmed and not knowing what is better than the other. Fret not as damage output will be discussed in their respected sections. Although it comes down what the situation calls for. In higher difficulty games you may see players switching high tier weapons for lower tier weapons or switching Classes and weapons altogether. An example would be in Hell on Earth matches, I typically will finish the game with the S12 Shockgun and the AA12 even though I usually don't use the AA12 unless in dire need. Having a backup gun can make or break your run even though it might be redundant. Keep in mind the weight of weapons as you can only carry a specific amount depending on your Class. Lastly, weight also plays a role in how fast your player can move around.
Classes & Perks
Classes in Killing Floor 2 are instrumental in winning a game on harder difficulties which will be discussed later. For now, each class in KF2 uses specific weapons and has perks that support or enhance said weapons. So while you can use Support class weapons with the Commando class, you don't get the Commando class perk bonuses and skills on said weapons. Here I will outline each class, the weapons they should use, including DLC weapons, and the class perks with their benefits. (Before you comment that they are called Perks and not Classes, it makes it easier to refer to them as classes when I discuss their level perks and bonuses.)

There are 10 classes to choose within KF2, choose any that suits your play style. The classes include the following:
Berserker- Mainly uses melee weapons
Commando- Mainly uses assault rifles and machine guns
Demolishionist- Mainly uses explosives and breaching weapons
Field Medic- Mainly uses weapons that heal you and teammates combines with other weapons
Firebug- Mainly uses weapons with a fire aspect such as a flamethrower
Gunslinger- Mainly uses pistols and akimbo pistols
Sharpshooter- Mainly uses long range weapons such as snipers and marksman weapons
Support- Mainly uses shotguns
SWAT- Mainly uses SMG's
Survivalist- Mainly uses all weapons along with Survivalist specific weapons

Each class contains 5 perks or skills in total spaced out every 5 levels. These usually enhance the weapons specific to that class and the other aspects of the class such as firebug doing more damage over time. Along with the class perks based on levels, there are class bonuses that increase every level or are always active with an even bigger buff at level 25. Perk configurations will be discussed within specific class tabs.

Regardless of class, there are 6 achievements based on a classes level. Just by playing with a class and grinding through the levels should net you these achievements fairly easily.
Berserker Class & Achievements

Class - Berserker
Starting Items:
Crovel Survival Tool, EMP Grenades and 9mm Pistol

XP Objectives:
Deal Damage with Berserker Weapons & Kill Zeds near other players

Perk Bonuses:
Always Active- Night Vision Capability & Clots cannot grab you

Per Level- Weapon Damage +1% Per Level & Damage Resistance +3% Per 5 Levels

At Level 25- Perk Weapons Deal +25% Damage & Damage Resistance is 15%

Perk Skills:
Level 5 - Survival
Dreadnaught: Increases total Health by 100%. Making it 200% total
Skirmisher: Move 20% faster and sprint 25% faster when using perk melee weapon. Regenerates 1 points of Health every second

Level 10 - Combat
Vampire: Heal 3 point of Health for every Zed killed with Perk Weapons. Attack 20% faster with perk melee weapons
Butcher: Attack 20% faster and do 20% more damage with melee weapons

Level 15 - Close Combat
Resistance: Gain 20% Resistance to all damage and another 20% resistance to Poison and Sonic damage
Parry: Parrying with a perk melee weapon reduces damage taken by 30%, increases attack speed by 5% and melee damage by 35% for 8 seconds

Level 20 - Power
Smash: Hard attacks with perk melee weapons do 50% more damage, 25% more damage to head hits and 200% more stumble power
Massacre: Light attacks with perk melee weapons do 30% more damage and all attacks with perk melee weapons are 5% faster

Level 25 - Advanced Training
ZED TIME - Berserker Rage: Whenever Zed Time is enabled, you heal 50% and immobilize all nearby zeds
ZED TIME - Spartan: In Zed Time, you attack with perk weapons in real time

Achievements
The achievements for Berserker are straight forward in that you need to simply level up this class and beat maps with this class on various difficulties. Looking at the Steam or achievement chart, it will simply explain what you have to do to gain it.

Reach Level 5-25 Berserker: Play the game enough either by yourself or with friends/ random players. I recommend play in public lobbies as stated before, you will get a boost in XP if near other players and killing Zeds near others.

Perk Configuration-
Many players get stumped or confused of what perks they should run for their class. Fret not as I will provide a strong suggestion as to what you should equip to make the harder difficulties easier. I usually equip these perks in order from level 5 to 25.
  • Lvl 5 - Skirmisher
  • Lvl 10 - Butcher
  • Lvl 15 - Resistance
  • Lvl 20 - Massacre
  • Lvl 25 - ZED TIME - Berserker Rage

[Weapons]
  • Crovel Tool - 49 Primary Damage
  • Piranha Pistol(DLC) - 115 Primary Damage
  • Dual Piranha Pistol(DLC) - 115 Primary Damage
  • VLAD-1000 Nailgun - 35 Damage Per Pellet
  • Katana - Up to 75 Primary Damage
  • Road Redeemer(DLC) - Up to 75 Primary Damage
  • Fire Axe - Up to 90 Primary Damage
  • Hemoclobber - Up to 80 Primary Damage
  • Zweihander(DLC) - Up to 85 Primary Damage
  • Pulverizer - Up to 80 Primary Damage
  • HRG Teslauncher - 68 Damage
  • Blood Sickle(DLC) - Up to 70 Damage Foldeded / Up to 120 Damage Unfolded
  • Static Strikers - Up to 95 Primary Damage
  • Eviscerator - 300 Primary Damage
  • Bone Crusher - Up to 80 Primary Damage
  • Battleaxe - Up to 120 Primary Damage
  • Ion Thruster(DLC) - Up to 92 Primary Damage
  • EMP Grenade - 25 Damage

Playstyle- As stated above, there are specific ways to play each class to make the hardest difficulty go by easier. In regards to controls, Middle Mouse button will allow you to block while holding a melee weapon across all classes. Berserker however has bonuses when blocking or taking damage while blocking as stated above.
While playing on Hell on Earth difficulties as a Berserker, you will want to use the Blocking button religiously. While there is a Berserker class firearm but that is usually available toward the end of the game. Therefore you must use melee weapons for most of the rounds and to avoid being demolished by Zeds. Next is running away. I know it sounds like a baby move or not efficient but combined with blocking makes Hell on Earth very manageable. Specifics for each map and classes will be discussed in the maps tabs.

Achievements-
Listed below are the achievements tied with the Beserker class. They consist of beating any map with the Berserker class on a specific difficulty and gaining levels with this class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Commando Class & Achievements

Class - Commando
Starting Items:
AR-15 Varmint Rifle, 2 HE Grenades, KF-BAR Knife, 9mm Pistol

XP Objectives:
Deal Damage with Commando Weapons
Kill Stalkers with Commando Weapons

Class Bonuses:
Always Active- Night Vision Capability & Call out Cloaked Zeds & Teammates also see Cloaked Zeds

Per Level-
Perk Weapon Damage: +1% Per Level
Cloaked Enemy Detection: 10 + 2m Per Level
Health Bar Detection: 10 + 2m Per Level
Zed Time Extension: 1 + 1 Second Per 5 Levels
Reload Speed: +2% Per 5 Levels
Recoil Reduction: +2% Per Level

At Level 25-
Perk Weapon Damage: +25%
Cloaked Enemy Detection: 60m
Health Bar Detection: 60m
Zed Time Extension: up to 6 times, 3 seconds each
Reload Speed: +10%
Recoil Reduction: +50%

Perks Per 5 Levels-
Level 5 - Ammo Management
Tactical Reload: Increases reload speed with perk weapons
High Capacity Mags: Increases magazine capacity of perk weapons by 50%

Level 10 - Tactics
Fallback: Increases damage with 9mm Pistol and KF-BAR by 85% and increases weapon switching speed 50%
Impact Rounds: Increases stumble power for perk weapons by 150%

Level 15 - Survival
Tenacious: Increases total Health and Armor by 25% (125% total)
Prepared: Carry up to 20% more ammo for each weapon

Level 20 - Weapon Specialist
Hollow Point Rounds: Increases damage of perk weapons 30%
Eat Lead: Increase magazine capacity of perk weapons 100%

Level 25 - Advanced Training
ZED TIME - Tactician: During Zed Time, you reload perk weapons at full speed and switch perk weapons twice as fast
ZED TIME - Machine Gunner: During Zed Time, you do 3% more damage with perk weapons and shoot 3x faster with all guns

Playstyles-
Commando posses a multiple playstyles ranging from long range, tapping heads to up close and personal, CQB and mowing down enemies. You may need to use all playstyles within Commando depending on the map at hand or difficulty at hand. More will be discussed at the specific maps.

Perk Configuration-
Here I will list the best configurations for the Commando class for different scenarios. They will be listed in order from level 5 through level 25. Keep in mind all of these benefits will be assisted by passive bonuses, Per Level bonuses and at Level 25 bonuses .

[Heavy Zeds]
  • Lvl 5 - High Capacity Mags
  • Lvl 10 - Fallback
  • Lvl 15 - Tenacious
  • Lvl 20 - Hollow Point
  • Lvl 25 - ZED TIME - Machine Gunner

[Normal Zeds]
  • Lvl 5 - Tactical Reload
  • Lvl 10 - Fallback
  • Lvl 15 - Tenacious
  • Lvl 20 - Eat Lead
  • Lvl 25 - ZED TIME - Machine Gunner

[Weapons(Damage is Per Bullet)]
  • AR-15 Varmit Rifle - 30 Damage
  • Sentinel(DLC) - 10 Damage
  • SA80 L85A2 Bullpup - 32 Damage
  • FAMAS Masterkey(DLC) - 35 Damage(Rifle) / 30 Damage(Shotgun)
  • Kalashnikov AK-12 - 40 Damage
  • Mkb.42(H) Carbine Rifle - 50 Damage
  • SCAR-H Assault Rifle - 55 Damage
  • Stoner 63A LMG - 30 Damage
  • Minigun(DLC) - 38 Damage
  • MG3 Shredder(DLC) - 35 Damage
  • HE Grenade - 300 Damage

Achievements-
Below are the achievements tied with the Commando class wherein you simply gain levels and beat maps on specific difficulties. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Demolitionist Class & Achievements

Class - Demolishionist
Starting Items:
HX25 Grenade Pistol, 2 Half-Sticks of Dynamite, Utility Knife & 9mm Pistol

XP Objectives:
Deal Damage with Demolishionist Weapons
Kill Fleshpounds with Demolishionist Weapons

Class Bonuses:
Always Active-
Grenade Supplier: Teammates can get free grenades by interacting with the Demolishionist.
Door Traps: Can set traps on doors by welding them a certain amount.
Reactive Armor: Deals explosive damage to nearby Zeds when should have otherwise died and allows to survive with 5 HP once per wave.

Per Level-
Perk Weapon Damage: +1% Per Level
Explosive Resistance: 10% + 2% Per Level
Extra Explosive Ammo: +1 Per 5 Levels

At Level 25-
Perk Weapon Damage: +25%
Explosive Resistance: +60%
Extra Explosive Ammo: +5

Perks Per 5 Levels-
Level 5 - Technique
Bombardier: Increase damage of explosive perk weapons by 25%.
Shock Trooper: Increased reload speed of Perk weapons and increases their knockback power 10%.

Level 10 - Explosives
High Impact Rounds: Increases direct hit damage with explosive weapons by 25%.
Extra Rounds: Increase the maximum ammo for explosive perk weapons by 5. Does not apply to C4.

Level 15 - Advanced Techniques
Sonic Resistant Rounds: Your explosives are immune to the Sirens scream and will always explode.
Fragmentation Rounds: Increase area of effect of explosive perk weapons by 50%.

Level 20 - Weapon Techniques
Armor Piercing Rounds: Increase damage of direct hits to critical areas with perk weapons by 50%.
Concussive Rounds: Increase reaction, stun, stumble, and knockdown power of perk weapons by 50%.

Level 25 - Advanced Explosives
ZED TIME - Destroyer of Worlds: During Zed Time your explosives dish out massive radiation damage, poisoning Zeds, and explosive rounds will explode at any range.
ZED TIME - Mad Bomber: During Zed Time, you shoot and reload in near real-time, the area of effect of perk weapons increases 25%, and explosive rounds will explode at any range.

Playstyles-
Demolishionist can be most effective at medium to long ranges due to some of the weapons requiring a certain distance between you and the enemy to be effective. These weapons include, but are not limited to, the M79 Grenade Launcher, RPG-7 & M32 Grenade Launcher. Keep this in mind when selecting a map and more will be discussed in specific maps.

Perk Configuration-
As Demolitionist, perk configuration will be critical in maxing out the damage output. Configurations will be listed from level 5 through level 25.

For Normal to Suicidal Difficulties:
  • Lvl 5 - Bombardier
  • Lvl 10 - High Impact Rounds
  • Lvl 15 - Sonic Resistant Rounds
  • Lvl 20 - Armor Piercing Rounds
  • Lvl 25 - ZED TIME - Mad Bomber

[Weapons(Per Projectile)]
  • HX25 Grenade Pistol - 10 Damage(Impact) / 30 Damage (Explosion)
  • C4 Explosives - 820 Damage
  • HRG Bombardier - 10 Damage(Grenade Impact) / 50 Damage(Grenade Explosion)
  • M79 Grenade Launcher - 150 Damage(Impact) / 225 Damage(Explosion)
  • HRG Tommy Boom - 30 Damage(Impact) / 35 Damage(Explosion)
  • HRG Crossboom - 10 Damage(Impact) / 350 Damage(Explosion)
  • M16 M203 Assault Rifle - 33 Damage(Rifle) / 230 Damage(Explosion)
  • Seal Squeal - 125 Damage(Ballistic) / 250 Damage(Explosive)
  • HRG Kaboomstick - 15 Damage(Impact) / 38 Damage(Explosion)
  • RPG-7 - 150 Damage(Impact) / 750 Damage(Explosion)
  • Seeker Six - 125 Damage(Impact) / 160 Damage(Explosion)
  • Blunderbuss(DLC) - 300 Damage(Impact) / 250 Damage(Explosion)
  • Gravity Imploder(DLC) - 150 Damage(Impact) / 320 Damage(Explosion)
  • ZED MKIII(DLC) - 50 Damage(Projectile) / 100 Damage(Rocket) / 200 Damage(Rocket Explosion)
  • M32 Grenade Launcher - 150 Damage(Impact) / 225 Damage(Explosion)
  • 1/2 Stick of Dynamite - 300 Damage

For Hell on Earth Difficulties there is a way to max out Demolitionist's ammo capacity and damage. Say you are using the RPG-7 weapon with the above configuration you will only get 20 rockets before you run dry. So KF2 veterans will do something known as skill/perk switching where during the trader pod phase you switch perks, use the trading pod for more ammo, drop the weapon, then switch back to the original configuration, lastly pick up the dropped weapon. You should see that RPG-7 now will have 30 rockets since you switched from High Impact Rounds to Extra Rounds, bought ammo for the weapon, dropped the weapon, then switched back and picked up the weapon. the game will not deduct the rounds if the weapon is not in your inventory. This not only keeps your damage high but gives you more rounds for Hell on Earth maps.

Below are the achievements tied with the Demolitionist classes and mainly involve you playing the class to earn levels and beating maps on specific difficulties. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.

Field Medic Class & Achievements

Class - Field Medic
Starting Items:
HMTech-101 Pistol, 2 Medic Grenades, Scalpel & 9mm Pistol

XP Objectives:
Dealing Damage with Field Medic Weapons
Healing Teammates

Class Bonuses:
Always Active-
There is no "Always Active" bonuses for the Field Medic Class

Per Level-
Syringe Recharge Rate: +8% Per Level
Syringe Potency: +2% Per Level
Bile Resistance: +2% Per Level
Armor Bonus: +3% Per Level

At Level 25-
Syringe Recharge Rate: +200%
Syringe Potency: +50%
Bile Resistance: 50%
Armor Bonus: +3% Per Level

Perks Per 5 Levels-
Level 5 - Conditioning
Symbiotic Health: Increase total Health 25%. Healing Teammates will heal you for 10% of your total Health.
Resilience: Increase damage resistance 1% per Health point lost, up to 50%.

Level 10 - Movement
Adrenaline Shot: Shooting Teammates with healing darts increases their movement speed 10% for 5 seconds. This can stack up to a 30% bonus.
Combatant Doctor: Increase magazine capacity of perk weapons by 50% and movement speed by 10%.

Level 15 - Damage
Focus Injection: Shooting Teammates with healing darts increases the damage they inflict by 5% for 5 seconds. This can stack up to a 20% bonus.
Acidic Rounds: Perk weapons can poison Zeds, inflicting poison damage over time.

Level 20 - Combat Technician
Coagulant Booster: Shooting Teammates with healing darts increases their damage resistance by 10% for 5 seconds. This can stack up to a 30% bonus.
Battle Surgeon: Increase damage with perk weapons by 20%.

Level 25 - Advanced Tech
ZED TIME - Airborne Agent: You release a healing gas during Zed Time, healing nearby Teammates.
ZED TIME - Zedative: During Zed Time, damaging Zeds with perk weapons will slow them 30% and do massive amounts of poison damage.

Playstyle-
The Field Medic has a pretty slim range of playstyles when playing with others but can be anything you want it to be solo. With others, your primary concern is keeping your team alive and happy but solo its about surviving. The most effective weapons while playing with others are HMTech-101 SMG, HMTech-201 Shotgun & HMTech-501 Grenade Rifle. While playing solo some preferable weapons are the Hemoclobber, HMTech-201 Shotgun and the Medic version of the Sharpshooters Railgun. There are other weapons but thats for you to decide while finding your favorite class.

Perk Configuration-
Field Medic will have a different configuration depending on if youre playing solo or with others. Listed configuration will be listed in order from level 5 through level 25.

[Playing with other players]
  • Lvl 5 - Symbiotic Health
  • Lvl 10 - Adrenaline Shot
  • Lvl 15 - Focus Injection
  • Lvl 20 - Coagulant Booster
  • Lvl 25 - ZED TIME - Airborne Agent

[Playing Alone]
  • Lvl 5 - Symbiotic Health
  • Lvl 10 - Combatant Doctor
  • Lvl 15 - Acidic Rounds
  • Lvl 20 - Battle Surgeon
  • Lvl 25 - ZED TIME - Zedative
This changes due to the first configuration leaning toward healing your teammates whil the second focuses on dealing damage and also keeping you alive to keep killing.

[Weapons(Damage Per Projectile)]
  • HMTech-101 Pistol - 20 Damage
  • HMTech-201 SMG - 20 Damage
  • HRG Healthrower - ~12 Base Damage
  • HMTech-301 Shotgun - 25 Damage
  • Hemoglobin - 120 Damage(Not Including Other Effects)
  • Mine Reconstructor(DLC) - 35 to 350 Damage(Impact) / 40 to 400 Damage(Mines)
  • HMTech-401 Assault Rifle - 35 Damage
  • HRG Incision - 400 Damage(Primary) / 75 Damage(Healing Dart)
  • HRG Vampire - 20 to 200(Blood Ball) / 320 Damage(Crystal Spike)
  • Corrupter Carbine(DLC) - 275 Damage
  • HRG Medic Missile - 700 Damage(Explosion) / 100 Damage(Impact)
  • HMTech-501 Grenade Rifle - 47 Damage(Bullet) / 50 Damage(Grenade Impact) / 60 Damage(Healing Cloud)
  • Healing Grenade - 50 Damage(Explosion)

Below are the achievements tied to the Field Medic class that mainly include playing the class to earn XP and beating difficulties on any map. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Firebug Class and Achievements

Class - Firebug
Starting Items:
Caulk n' Burn, 2 Molotov Cocktail, Fireman's Knife & 9mm Pistol

XP Objectives:
Dealing damage with Firebug Weapons
Killing Crawlers with Firebu Weapons

Class Bonuses:
Always Active-
Firebug has no "Always Active" bonuses

Per Level-
Perk Weapon Damage: +0.8% Per Level
Perk Weapon Reload Speed: +0.8% Per Level
Resist Zed Fire Damage: 30% + 2% Per Level
Immunity to your own Fire: 25% + 3% Per Level
Starting Ammo: +10% Per 5 Levels

At Level 25-
Perk Weapon Damage: +20%
Perk Weapon Reload Speed: +20%
Resist Zed Fire Damage: 80%
Immunity to your own Fire: 100%
Starting Ammo: +50%

Perks Per 5 Levels-
Level 5 - Supplies
Bring the Heat: Increase damage with fire weapons by 35%.
High Capacity Fuel Tank: Increase fuel tank capacity and magazines for all perk weapons by 100%.

Level 10 - Spicy
Barbecue: Perk weapons' burn effect lasts 150% longer, increasing damage over time.
Ground Fire: Ground fires deals 3x damage and reduce Zed movement speed by 30%.

Level 15 - Burn
Napalm: Burning Zeds that make contact with other Zeds will light them on fire and the burn effect lasts 150% longer.
Zed Shrapnel: Zeds you kill with fire have a 30% chance to explode, damaging and knocking down nearby Zeds.

Level 20 - Flame
Heat Wave: Zeds struck at point blank range with fire will stumble back.
Firestorm: Increase range of the Caulk n' Burn, Flamethrower, and Microwave Gun.

Level 25 - Advanced Training
ZED TIME - Pyromaniac: During Zed Time, you attack with perk weapons in close to real-time and never run out of ammo.
ZED TIME - Inferno: During Zed Time, any Zeds hit with fire are slowed 30% and take 50% more burning damage.

Playstyle-
Firebug has a mob clearing tactic or to creating distance between you and the enemy. With other players or solo, it is one of the most powerful classes due to its capability of clearing large amounts of enemies, deal massive amounts of damage and keep a safe distance between you and the Zeds. You mainly want to keep a medium to semi-long range playstyle as to not only utilize many of the classes perks and bonuses but to also gain the full effect of the fire and weapons Firebug uses.

Perk Configuration-
Firebug has the ability to clear large amount of Zeds with little ammo, cause stumble to Zeds and deal massive damage means the proper perks can make or break the Firebug. The following goes through level 5 through level 25.
  • Lvl 5 - High Capacity Fuel Tank
  • Lvl 10 - Ground Fire
  • Lvl 15 - Zed Shrapnel
  • Lvl 20 - Heat Wave
  • Lvl 25 - ZED TIME -Inferno

[Weapons]
  • Caulk n' Burn - 10 Base Damage
  • Spitfire - 40 Base Damage
  • Dual Spitfire - 40 Base Damage
  • Dragonsbreath - 35 Damage(Per Projectile) / 8 Base Damage(Flames)
  • Mac 10 - 28 Base Damage
  • HRG Scorcher - 333 Base Damage(Impact)
  • Flamethrower - 18 Base Damage
  • HRG Incendiary Rifle - 30 Damage(Projectile) / 230 Damage(Grenade Impact) / 100 Damage(Grenade Explosion)
  • HRG Dragonsblaze - 28 Damage(Projectile) / 8 Base Damage(Fire)
  • Microwave Gun - 16 Damage(Projectile) / 10 Damage(Splash)
    Husk Cannon - 100 to 500 Damage(Depends on Time Held)
  • Thermite Bore(DLC) - 150 Damage(Impact) / 150 Damage(Explosion) / 10 Damage(Residual Flames)
  • Helios Rifle - 50 Damage
  • Molotov Cocktail - 60 Damage(Explosion) / 10 Damage(Residual Flame)

Below are the achievements tied to the Firebug class and can be gained simply by playing the class and earning levels along with beating map difficulties with this class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Gunslinger Class & Achievements

Class - Gunslinger
Starting Items:
Dual 1858 Revolvers, 2 Nail Bombs, Bowie Knife & 9mm Pistol

XP Objectives:
Deal Damage with Gunslinger Weapons
Headshots with Gunslinger Weapons

Class Bonuses:
Always Active-
There are no "Always Active" bonuses for Gunslinger

Per Level-
Perk Weapon Damage: +1% Per Level
Bullet Resistance: 5% + 1% Per Level
Movement Speed: +0.8% Per Level
Recoil: +1% Per Level
Zed Time Reload Speed: +3% Per Level

At Level 25-
Perk Weapon Damage: +25%
Bullet Resistance: 30%
Movement Speed: +20%
Recoil Reduction: +25%
Zed Time Reload Speed: +75%

Perks Per 5 Levels-
Level 5 - Techniques
Steady: Ignore movement speed penalty for iron sights and drastically reduce weapon bob with perk weapons.
Quick Draw: Reduce recoil penalty for shooting from the hip, increase movement speed 5%, and switch perk weapons 50% faster.

Level 10 - Skill
Rack 'em Up: Consecutive headshots with perk weapons increase damage by 10%, up to a maximum of 50%.
Bone Breaker: Increase damage with perk weapons 20% and inflict 30% more damage to arms and legs.

Level 15 - Advanced Techniques
Line 'em Up: Suffer no damage reduction from shooting through Zeds to hit other Zeds with perk weapons.
Speedloader: Increase reload speed with perk weapons.

Level 20 - Critical Hits
Skullcracker: Headshots with perk weapons slow Zeds 30%.
Knock 'em Down: Shooting sprinting Zeds in the legs massively increases knockdown power. Shooting Zeds in the chest with perk weapons massively increases stumble power.

Level 25 - Master Techniques
ZED TIME - Whirlwind of Lead: During Zed Time, your perk weapons can't run out of ammo.
ZED TIME - Fan Fire: During Zed Time, your perk weapons will shoot 3x faster and reload in real-time.

Playstyle-
Gunslinger is a sort of all around wildcard given that they can tap fire Zed heads from far away or fan the hammer up close and personal. Some of the guns Gunslinger uses are better up close due to that particular gun have poor sights while most guns are fine for both styles of play. It depends on if you want to stick with a CQB style, stay back and tap heads or mix the two together.

Perk Configuration-
There are 2 ways to go about perks for Gunslinger. There is one configuration for base game weapons and another for those lobby sharing or who have the DLC/Season Pass more specifically for the G18C.
[Base Game Configuration]
  • Lvl 5 - Quick Draw
  • Lvl 10 - Rack 'em Up
  • Lvl 15 - Speedloader
  • Lvl 20 - Skullcracker
  • Lvl 25 - ZED TIME - Fan Fire

[DLC/Lobby Sharing Configuration]
  • Lvl 5 - Steady
  • Lvl 10 - Rack 'em Up
  • Lvl 15 - Speedloader
  • Lvl 20 - Skullcracker
  • Lvl 25 - ZED TIME - Fan Fire

[Weapons(Damage Per Projectile, No Dual Weapon Variants)]
  • 1858 Revolver - 50 Damage
  • M1911 Pistol - 50 Damage
  • HRG Winterbite - 49 Damage(Projectile) / 20 Damage(Explosion)
  • Rhino(DLC) - 75 Damage(Not Including Shrapnel)
  • .50 Desert Eagle - 91 Damage
  • .500 Magnum Revolver - 160 Damage
  • Glock 18c(DLC) - 37 Damage
  • AF2011-A1 - 106 Damage(Per Shot)
  • HRG Disrupter - 80 Damage(Primary) / 120 Damage(Alt-fire)
  • Nail Bomb - 100 Damage

Below are the achievements tied with the Gunslinger class which mainly involve beating maps on a certain difficulty while playing as the Gunslinger. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Sharpshooter Class & Achievements

Class - Sharpshooter
Starting Items:
Winchester 1894, 2 Freeze Grenade, Kukri & 9mm Pistol

XP Objectives:
Dealing damage with Sharpshooter Weapons
Getting headshots with Sharpshooter Weapons

Class Bonuses:
Always Active-
There are no "Always Active" bonuses for Sharpshooter

Per Level-
Headshot Damage: +1% Per Level
Improved Recoil Reduction: +1% Per Level
Weapon Switch Speed: +2% Per Level

At Level 25-
Headshot Damage: +25%
Improved Recoil Reduction: +25%
Weapon Switch Speed: +50%

Perks Per 5 Levels-
Level 5 - Movement
Sniper: Increase damage by 25% when stationary and using perk weapons.
Marksman: Increase shooting speed by 25% and movement speed by 10% when using perk weapons.

Level 10 - Basic Technique
Stability: Increase damage 30%, movement speed 50%, and reload speed 20% while crouching and using a perk weapon.
Ballistic Shock: Increase stun power of perk weapons by 100%.

Level 15 - Skill
Rack 'em Up: Each consecutive headshot with a perk weapon increases damage by 10%, up to a maximum of 50%.
Tactical Reload: Increases reload speed with perk weapons.

Level 20 - Equipment
Dead Eye: Reduce recoil 10% and increase headshot damage 10% when using iron sights with a perk weapon.
Always Prepared: Carry up to 25% more ammo for perk weapons and grenades.

Level 25 - Master Techniques
ZED TIME - Assassin: Any headshots with perk weapons have a 5% chance to trigger Zed Time. During Zed Time, increase headshot damage with perk weapons by 35%.
ZED TIME - Ranger: Any headshots with perk weapons have a 5% chance to trigger Zed Time. During Zed Time, your headshots with perk weapons will stun any Zed.

Playstyles-
As the name implies, Sharpshooter should have a medium to long range playstyle but depending on the map you may not have that luxury. As Sharpshooter it may be more effective to get closer to Zeds than keeping a distance. This is because you want to not make more mistakes with your aim and have less room for failure. Along with that is Sharpshooter is a Heavy Zed destroyer and is usually seen being switched to in later rounds by veteran players. Even though the Classes name Sharpshooter may imply to keep your distance and such, it may be more effective to get closer to lower the chance of missing heavy shots.

Perk Configuration:
Sharpshooter has 2 configurations that pair best with specific weapons and can be changed during the trader phase. Meaning that you can switch your perks once you have the listed weapon.
[M14/FN FAL Configuration]
  • Lvl 5 - Marksman
  • Lvl 10 - Stability
  • Lvl 15 - Rack 'em Up
  • Lvl 20 - Always Prepared
  • Lvl 25 - ZED TIME - Ranger

[Railgun/M99 Configuration]
  • Lvl 5 - Sniper
  • Lvl 10 - Stability
  • Lvl 15 - Rack 'em Up
  • Lvl 20 - Always Prepared
  • Lvl 25 - ZED TIME - Ranger

[Weapons(Per Projectile)]
  • Winchester 1894 - 80 Damage
  • SPX 464 Centerfire - 165 Damage
  • Crossbow - 350 Damage
  • M14 EBR - 80 Damage
  • HRG Beluga Beat - 100 Damage(Uncharged) / 240 Damage(Charged)
  • HRG Head Hunter - 50 Damage
  • Mosin Nagant(DLC) - 250 Damage(Projectile) / 100 Damage(Bayonet Stab)
  • HV Storm Cannon - 150 Damage
  • Rail Gun - 560 Damage(Unguided) / 280 Damage(Guided)
  • FN FAL ACOG - 70 Damage
  • Compound Bow(DLC) - 250 Damage(Sharp Arrow) / 50 Damage(Cryo Impact) / 75 Damage(Cryo Explosion)
  • M99 AMR - 850 Damage
  • Freeze Grenade - 25 Damage

Below are the achievements tied with the Sharpshooter class and mainly involve beating maps on certain difficulties with the class and playing the class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Support Class & Achievements

Class - Support
Starting Items:
SG 500 Pump-Action, 2 Frag Grenades, Machete & 9mm Pistol

XP Objectives:
Dealing Damage with Support Weapons
Welding Doors

Class Bonuses:
Always Active-
Ammo Backpack: Teammates can get free ammo by interacting with the Support player
Door Repairs: Able to repair doors destroyed by the Zeds

Per Level-
Welding Proficiency: +3% Per Level
Shotgun Damage: +1% Per Level
Shotgun Penetration: +20% Per Level
Ammo: +1% per Level
Increased Weight Capacity: +1 per 5 Levels

At Level 25-
Welding Proficiency: +75%
Shotgun Damage: +25%
Shotgun Penetration: +500%
Ammo: +25%
Increases Weight Capacity: +5 (20 Total Weight)

Perks Per 5 Levels-
Level 5 - Ammo Management
High Capacity Magazines: Increase magazine capacity of perk weapons by 50%.
Tactical Reload: Increase reload speed with perk weapons.

Level 10 - Training
Fortitude: Increase Health by 50%.
Salvo: Increase damage of perk weapons by 30%.

Level 15 - Firepower
Armor Piercing Shot: Greatly increase penetration with perk weapons.
Tight Choke: Decrease shot spread of perk weapons by 50%.

Level 20 - Logistics
Resupply Pack: Your teammates can get 30% ammo and 20% Armor restored by interacting with you once per wave. You can carry up to 20% more ammo for your perk weapons.
Concussion Rounds: Increase stumble power for perk weapons 150%.

Level 25 - Advanced Training
ZED TIME - Penetrator: During Zed Time, your perk weapons penetrate through any targets they hit.
ZED TIME - Barrage: During Zed Time, your perk weapons shoot in near real-time.

Playstyles-
Support is my favorite class and I can say that a medium range playstyle is the most beneficial and effective either solo or with teammates. Without the use of DLC weapons, it deals massive overall damage to all Zeds and can easily penetrate through multiple Zeds with one shot. The best thing a support can do is train Zeds into a line and shoot down that line to not only save the most ammo but cause the most amount of damage. Not only can you give your squad ammo and a little armor but handle weapons that can take down Heavy Zeds with a couple of rounds.

Perk Configuration-
Support is a lot like Field Medic wherein the configuration depends on if your play with others or not. Due to that, there will be 2 configurations to best suit one or the other.

Playing with a Squad:
  • Lvl 5 - High Capacity Magazines
  • Lvl 10 - Salvo
  • Lvl 15 - Tight Choke
  • Lvl 20 - Resupply Pack
  • Lvl 25 - ZED TIME - Barrage

Playing Solo(Personal Build):
  • Lvl 5 - Tactical Reload
  • Lvl 10 - Salvo
  • Lvl 15 - Tight Choke
  • Lvl 20 - Concussion Rounds
  • Lvl 25 - ZED TIME - Barrage

[Weapons(Per Bullet)]
  • SG 500 Pump-Action - 20 Damage
  • HRG Buckshot - 32 Damage
  • Dual HRG Buckshot - 32 Damage
  • Double-Barrel Boomstick - 25 Damage
  • HZ12 Multi-Action - 20 Damage
  • HRG Ballistic Bouncer - Between 15 & 300 Damage
  • M4 Combat Shotgun - 30 Damage
  • Frost Fang(DLC) - 30 Damage(Shotgun) / 75 Damage(Melee)
  • AA-12 Auto Shotgun - 20 Damage
  • Doomstick - 40 Damage
  • S12 Shockgun(DLC) - 28 Damage(Shotgun) / 200 Damage(EMP Explosion)
  • HRG Blast Brawlers - 39 Damage(Shotgun) / Up to 100 Damage(Melee)
  • Frag Grenade - 200 Damage

Below are the achievements tied with the Support class which mainly involve beating maps with this class on certain difficulties and playing the class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
SWAT Class & Achievements

Class - SWAT
Starting Items:
MP7 SMG, 2 Flashbangs, Tactical Knife & 9mm Pistol

XP Objectives:
Dealing Damage with SWAT Weapons
Killing Clots with SWAT Weapons

Class Bonuses:
Always Active-
There is no "Always Active" bonuses for SWAT

Per Level-
Perk Weapon Damage: +1% per Level
Bullet Resistance: 5% + 1% per Level
Increased Mag Size: +4% per Level
Weapon Switch Speed: +1% per Level

At Level 25-
Perk Weapon Damage: +25%
Bullet Resistance: 30%
Increased Mag Size: +100%
Weapon Switch Speed: +25%

Perks Per 5 Levels-
Level 5 - Specialization
Heavy Armor Training: While you have Body Armor, you only take Health damage from sonic attacks and Clots can't grab you. You begin each game with 50% armor.
Tactical Movement: No movement penalty for using iron sights or crouch movement with perk weapons.

Level 10 - Assault Techniques
Close Combat Training: Increase damage with your 9mm Pistol and Tactical Knife by 85%. You begin each game with Dual 9mm Pistols.
Tactical Reload: Increase reload speed with perk weapons.

Level 15 - Equipment
Suppression Rounds: Increase stumble power 100% with all perk weapons.
Ammo Vest: Carry up to 30% more ammo for each perk weapon.

Level 20 - Defensive Techniques
Assault Armor: Maximum Armor increases by 50% (150% Total). You begin each game with 50% Armor, which stacks with the Armor gained from Heavy Armor Training (so you can start with 100% Armor).
Cripple: Multiple hits with perk weapons will slow Zeds down up to 30%. Head and weak spot shots apply it twice as fast.

Level 25 - Specialist Training
ZED TIME - Battering Ram: During Zed Time, you move in real-time and deal massive damage and knockdown to any Zed that touches you.
ZED TIME - Rapid Assault: During Zed Time, when using perk weapons you have unlimited ammo, shoot in near real-time, and increase stumble power by 100%.

Playstyles-
SWAT mainly uses SMG's and other small caliber guns. This entails bullet spread and high fire rates causing the player to either miss vital shots or waste ammo. Most veteran SWAT players will tap fire to ensure a greater chance of landing headshots and to not waster much ammo. This is tricky when reffering to Heavy Zed since their health pools are significantly larger and possibly harder to land clean shots on. This means that either you need to have decent aim or keep a semi-medium range of play to be the most effective with hitting Zeds cleanly but also to not waste to much ammo. This is helped by some of the perks allowing you to gain more movement speed and more armor, allowing to out run Zeds or take more hits.

Perk Configuration:
SWAT has a unique of configuring as it should be changed after wave 1 of any length game. This is to maximize the potential survival and damage output for the first wave, mainly on Hell on Earth.
[Wave 1]
  • Lvl 5 - Heavy Armor Training
  • Lvl 10 - Close Combat Training
  • Lvl 15 - Ammo Vest
  • Lvl 20 - Assault Armor
  • Lvl 25 - ZED TIME - Battering Ram

[After Wave 1]
  • Lvl 5 - Tactical Movement
  • Lvl 10 - Tactical Reload
  • Lvl 15 - Ammo Vest
  • Lvl 20 - Cripple
  • Lvl 25 - ZED TIME - Rapid Assault

[Weapons(Per Projectile)]
  • MP7 SMG - 16 Damage
  • Tommy Gun - 30 Damage
  • MP5RAS SMG - 25 Damage
  • P90 SMG - 30 Damage
  • HRG Nailgun - 40 Damage Per Projectile
  • Heckler & Koch UMP - 45 Damage
  • Riot Shield & Glock 18 - 28 Damage(Projectile) / 35 Damage(Shield Bash) / 25 Damage(Impulse)
  • Kriss SMG - 33 Damage
  • HRG Stunner - 80 Damage(Primary) / 20 Damage(Impact) / 40 Damage(Explosion)
  • G36C Assault Rifle(DLC) - 45 Damage
  • HRG Bastion - 33 Damage
  • Flashbang - 125 Damage

Below are the achievements tied with SWAT classes that mainly involve beating maps at certain difficulties with the SWAT class and just playing with the class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Survivalist Class & Achievements

Class - Survivalist
Starting Items:
Random Starting Weapon or A Pre-Selected Weapon of your choice, 2 Grenades of your choice(HE, Molotov, Medic, etc.), Gore Shiv Melee & 9mm Pistol

XP Objectives:
Dealing Damage with any Weapon
Killing Clots with any Weapon

Class Bonuses:
Always Active-
Heavy Body Armor: Armor must be depleted suffering Health Damage(Except Sonic Damage)

Per Level-
Weapon Damge: 0.6% per Level
Global Damage Resistance: 1% per Level
Extra Body Armor: 1% per Level
Zed Time Reload Speed: +3% per Level

At Level 25-
Weapon Damage: +15%
Global Damage Resistance: 25%
Extra Body Armor: +25%
Zed Time Reload Speed: +75%

Perks Per 5 Levels-
Level 5 - Weapon Handling
Tactical Reload: Increase reload speed with Commando, Gunslinger, and SWAT weapons.
Heavy Weapon Training: Increase reload speed with Demolitionist, Sharpshooter, and Support weapons.

Level 10 - Survival Techniques
Medic Training: Increase potency of all your healing by 30% and decrease cooldown of your syringe and healing darts by 50%.
Melee Expert: Increase melee attack speed by 20%, inflict 75% more damage, and move 25% faster when using any melee weapon.

Level 15 - Equipment
Ammo Vest: Carry up to 15% more ammo for all weapons and your grenade becomes a Medic Grenade.
Weapon Harness: Increase carrying capacity by 5 and your grenade becomes a Molotov Cocktail.

Level 20 - Destruction
Spontaneous Zed-plosion: Zeds you kill have a 30% chance to explode, damaging and knocking down nearby zeds.
Make Things Go Boom: Increase explosive resistance 40% and area of effect of all Explosives by 40%.

Level 25 - Specialist Training
ZED TIME - Madman: During Zed Time, all your weapons shoot 3x faster.
ZED TIME - Lockdown: During Zed Time, all your weapons can stun any Zed.

Playstyles-
As the name states, the Survivalist is a multi-trick pony in that it takes a little bit of everything from each class. This means youre not confined to specific weapons but rather you can use every weapon along with the specific Survivalist weapons. This means you can have any playstyle you want due to not being confined by your weapons. While playing Survivalist, it is up to you in whether you play at a long range or in CQB. After looking over the perks for the class, you will see it supports every style of play meaning there is no right or wrong way of going about it.

Perk Configuration-
Survivalist can be a mixed bag depending on who you speak with. Therefore my configuration is exactly that, personal preference. Although it may not be what you like, thats what this class revolves around is being adaptive to your style of play.
  • Lvl 5 - Heavy Weapon Training
  • Lvl 10 - Melee Expert
  • Lvl 15 - Ammo Vest
  • Lvl 20 - Spontaneous Zed-plosion
  • Lvl 25 - ZED TIME - Madman

[Weapons(Per Projectile)]
  • Reducto Ray(DLC) - 3 Base Damage
  • Freezethrower - 10 Base Damage(Per Direct Hit)
  • HRG Locust - 45 Damage(Explosion) / 25 Damage(Bleeding)
  • HRG Arc Generator - 21 Base Damage
  • Killerwatt - 55 Base Damage

Below is the achievements tied with the Survivalist class is simply beating maps on a certain difficulty playing as Survivalist and playing the class. These achievements are fairly simple and you should gain these during your time of learning the fundamentals of the game and exploring classes and maps.
Cyst

Cyst:
Slow and dull, Cysts are an easy kill and easy XP. They dont do a lot of damage but have the ability to grab the player if they are not playing as the Berserker class. If they miss their chance to grab you they will tend to fall over, giving you distance.
[Class]
  • Normal
[Health]
  • Normal - 75HP Body / 15HP Head
  • Hard+ - 100HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 11XP
[Base Dosh Value]
  • 7 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - None
  • Hell on Earth(Solo) - None
[Weaknesses]
  • Assault Rifles - +50% Damage
  • SMG's - +50% Damage
  • Handguns - +1% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Slashing - -15%Damage(Does not apply to basic knifes)
  • Microwave - -75% Damage
Clot

Clot:
Clots are the base Zed where they are simply there to slow you down or take your ammo. They do have the ability to grab the player if they are not playing as the Berserker class.
[Class]
  • Normal
[Health]
  • Normal - 75HP Body / 15HP Head
  • Hard+ - 100HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 11XP
[Base Dosh Value]
  • 7 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.75x
[Weaknesses]
  • SMG's - +50% Damage
  • Handguns - +1% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Slashing - -15% Damage(Does not apply to basic knifes)
  • Microwave - -75% Damage
Slasher

Slasher:
Slashers are the problem child out of the clot and cyst family, They are fast both in running speed and attack speed meaning on higher difficulties, they can shred your armor and health if they gang up on you. Although more intimidating than the clot and cyst, it does have the health as a regular clot.
[Class]
  • Normal
[Health]
  • Normal - 75HP Body / 15HP Head
  • Hard+ - 100HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 11XP
[Base Dosh Value]
  • 7 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - None
  • Hell on Earth(Solo) - None
[Weaknesses]
  • SMG's - +50% Damage
  • Handguns - +1% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Slashing - -15% Damage(Does not apply to basic knifes)
  • Microwave - -75% Damage
Crawler

[[b]u]Crawler:[/u][/b]
My second least favorite, the Crawler is a pain in the ass since its low to the ground, sometimes hard to hit, is very fast and can deal a ton of damage when in groups. They normally spawn in groups of 3 to 7 and in higher difficulty lobbies, that will include the Elite Crawler.
[Class]
  • Normal
[Health]
  • Normal - 41HP Body / 15HP Head
  • Hard+ - 55HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 10XP
[Base Dosh Value]
  • 7 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.75x
[Weaknesses]
  • Assault Rifles - +50% Damage
  • SMG's - +50% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Fire - -10% Damage
  • Microwave - -80% Damage
Stalker

Stalker:
My least favorite Zed as they are always there when you least want them to be. The Stalker has the ability to completely go invisible making it difficult to spot in time and shoot before taking damage. That is unless you are playing the Commando class wherein which you can uncloak them for you and your team.
[Class]
  • Normal
[Health]
  • Normal - 56HP Body / 15HP Head
  • Hard+ - 75HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 10XP
[Base Dosh Value]
  • 15 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.75x
[Weaknesses]
  • Assault Rifles - +50% Damage
[Strengths]
  • SMG's - -10% Damage
  • Fire - -15% Damage
  • Rifles - -15% Damage
  • Explosives - -25% Damage
  • Microwave - -80% Damage
Gorefast

Gorefast:
The Gorefast is a bit stronger than previous Zeds but is also slow until aggravated with some form of damage or by getting to close. Due to the Gorefast having only 1 arm with an attached blade means if you eliminate the arm, its automatically eliminated. That being said, if you only damage the blade than it wont due as much as damaging the base of the blade. When they are decapitated or have no head than their attacks due 50% less damage. When the Gorefast blocks, it takes 20% less damage from all incoming attacks.
[Class]
  • Normal
[Health]
  • Normal - 150HP Body / 37HP Head
  • Hard+ - 200HP Body / 50HP Head
[Base XP]
  • Normal - 11XP
  • Hard+ - 14XP
[Base Dosh Values]
  • 12 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.1375x
[Weaknesses]
  • Shotguns - +60% Damage
  • Rifles - +25% Damage
  • Assault Rifles - +20% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Fire - -15% Damage
  • Microwave - -15% Damage
  • Slashing - -20% Damage
  • Piercing - -25% Damage
  • Toxic - -25% Damage
Bloat

Bloat:
The Bloat is a is largest Normal Zed meaning it posses the most health out of all of them. Not only does it have a melee attack with its 2 meat cleavers but has other abilities involving it bile. It can vomit on the player, hindering the players view and damage them for 10 seconds. If the bloat is not killed with a headshot then it will explode, possibly covering you and teammates in bile but if the difficulty is above Normal it will leave behind a bile puddle that can be stepped on or shot causing a smaller explosion of bile. Flashbangs do make the Bloat hazy for 10 seconds and when the Bloat blocks with its cleavers, it does block 10% of incoming damage. Lastly, when the head is decapitated or gone it lasts for 6 seconds instead of the normal 5 seconds.
[Class]
  • Normal
[Health]
  • Normal - 303HP Body / 56HP Head
  • Hard - 405HP Body / 75HP Head
  • Suicidal - 486HP Body / 78HP Head
  • Hell on Earth - 526HP Body / 82HP Head
[Bile Damage]
  • Body Explosion Damage - 12
  • Puke Mine Damage - 15
  • Vomit Damage - 12
[Base XP]
  • Normal - 17XP
  • Hard - 22XP
  • Suicidal - 30XP
  • Hell on Earth - 34XP
[Base Dosh Value]
  • 17 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.5x
  • Hell on Earth(Solo) - 1.125x
[Strengths]
  • Microwave - -20% Damage
  • Explosives - -50% Damage
  • Assault Rifles - -65% Damage, except AR-15 which is just -60%
  • Handguns - -65% Damage, except 9mm which is just -35%
  • SMG's - -65% Damage
  • Bludgeon - -70% Damage
  • Rifles - -70% Damage
  • Slashing - -70% Damage
  • Piercing - -75% Damage
  • Shotguns - -75% Damage
  • Toxic - -75% Damage
Siren w/Dead Silence Achievement

Siren:
The Siren is special in the fact that its main attack is not melee based but rather AOE attack with its scream/siren, as the name entails. If you do get close, the siren will not swipe with her hands but rather lunge and try to bite the player. The scream/siren can be interrupted with a melee but can do a massive amount of damage to all players in its radius. Much like the Rioter, it has armor but the armor cannot be destroyed meaning damage done to its harness will reduce by 50%. Lastly, Sirens are the only Zeds that can out right destroy thrown grenades.
[Class]
  • Normal
[Health]
  • All Difficulties - 230HP Body / 155HP Head
[Base XP]
  • Normal - 11XP
  • Hard+ - 15XP
[Base Dosh Value]
  • 25 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1x
  • Hell on Earth(Solo) - 0.75x
[Strengths]
  • Explosives - -15% Damage
  • Microwave - -15% Damage
  • Toxic - -25% Damage
  • Fire - -50% Damage
  • Piercing - -50% Damage

Dead Silence:
Below are the achievements tied with the Normal Zeds discussed above. The only achievement is with the Siren and it kill her before uses her Sonic Scream Ability. Most of the time you will hear her before you see her. At a certain distance she will do nothing but walk toward while making her sound effects and in that moment you can shoot her mainly in the head. If you dont get it right away, just always keep a distance between you and her. Lastly, only shoot her in the head as discussed above her metal harness reduces oncoming damage by 50%.
Husk

Husk-
The Husk, in my opinion, is much like the Bloat in that it can deal massive amounts of damage with a single attack. Except the Husk can shoot fireballs from a distance where the Bloat cannot shoot anything. The Husks can deal massive amounts of damage from afar and up close but has a massive weak spot that isnt its head. The Husk has a fuel tank on its back, like most flamethrowers have, and can typically make the Husk to explode, not only killing it but causing damage to nearby Zeds but no damage to the player. Conversely, it has a self-destruct method that if the player gets to close on higher difficulties, the Husk will ground pound and explode causing damage to both the player and nearby Zeds but only when their health is 15% or lower. It also has an attack that will set the nearby ground on fire and spray flames at the players causing massive damage. Lastly, they have a chance to replace an E.D.A.R..
[Class]
  • Special
[Spawn Rate]
  • Normal - 8%
  • Hard - 10%
  • Suicidal - 15%
  • Hell on Earth - 21%
[Health]
  • Normal - 346HP Body / 150HP Head / 56HP Backpack
  • Hard - 462HP Body / 200HP Head / 75HP Backpack
  • Suicidal - 462HP Body / 200HP Head / 75HP Backpack
  • Hell on Earth - 600HP Body / 220HP Head / 82HP Backpack
[Fire Damage]
  • Fireball Explosion Damage - 25HP
  • Fireball Burn Duration - 5s & 0.2x Every Second(Combined with Fireball Explosion)
  • Flamethrower Damage - 4HP-1HP Depending on Distance
  • Flamethrower Burn Duration - 5s & 0.5x Every Second(Combined with Flamethower Damage)
  • Suicide/Ground Pound Damage - 190HP
[Base XP]
  • Normal - 15XP
  • Hard - 20XP
  • Suicidal - 27XP
  • Hell on Earth - 31XP
[Base Dosh Value]
  • 17 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.5x
  • Hell on Earth(Solo) - 1.125x
[Weaknesses]
  • Microwave - +15% Damage
[Strengths]
  • Bludgeon - -15% Damage
  • Handguns - -15% Damage, does not apply to 9mm Pistols or 1858 Revolvers
  • Explosives - -25% Damage
  • Slashing - -25% Damage
  • SMGs - -25% Damage
  • Toxic - -25% Damage
  • Rifles - -30% Damage
  • Assault Rifles - -40% Damage
  • Fire - -50% Damage
  • Piercing - -50% Damage
Rioter

Rioter:
The Rioter is the older brother of the Clot and has some unique abilities like the Stalker. The Rioter has the ability to buff other Zeds around them, temporarily giving them extra damage for a short period of time or until you kill them. They will always have armor meaning when its not destroyed they cannot run all the time, only when you are very far from them will they sprint shortly to catch up to you. The only time they can fully sprint is when all of their armor is destroyed. Lastly they act much like clots where they can grab you and hold you until you disrupt it with a melee or other form of damage. The best way to take them down is their legs since they are unarmored meaning you will waste less ammo trying to get through their armor and you get straight to their HP pool. The Rioter dosent spawn normally but rather will take the place of a regular Clot. If you're playing in endless mode they will spawn regardless of difficulty. Along with that, if you play Endless on Normal or Hard then they will not buff other Zeds regardless.
[Class]
  • Special
[Spawn Rate]
  • Normal - 0%
  • Hard - 0%
  • Suicidal - 25%
  • Hell on Earth - 35%
[Rally Buff]
  • Clot, Cyst, Slasher: +100%
  • Bloat: +50%
  • Crawler, E.D.A.R., Fleshpound, Gorefast, Gorefiend, Husk, Quaterpound, Siren, Scrake, Stalker: +20%
[Health]
  • Normal - 225HP Body / 93HP Head
  • Hard+ - 300HP Body / 125HP Head
[Armor]
  • Normal - 337HP Body / 375HP Head
  • Hard+ - 450HP Body / 500HP Head
[Base XP]
  • Normal - 8XP
  • Hrd+ - 11XP
[Base Dosh Value]
  • 7 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - None
  • Hell on Earth(Solo) - None
[Weaknesses]
  • SMG's - +50% Damage
  • Handguns - +1% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Slashing - -15% Damage(Does not apply to basic knife)
  • Microwave - -75% Damage
Elite Crawler

Elite Crawler:
The Elite Crawler is similar in every way to the regular Crawler besides the obvious color palette change but its size is a larger as well making it a little easier to hit. It also has an on death passive attack if they are not killed with a headshot they will explode and leave behind a poisonous cloud. Regardless of difficulty, the poison will do the same amount of damage. Much like the Rioter, they will take the place of a normal Crawler when they spawn.
[Class]
  • Special
[Spawn Rate]
  • Normal - 0%
  • Hard - 1%
  • Suicidal - 15%
  • Hell on Earth - 20%
[Explosion/Poison Damage]
  • Explosion Damage: 4HP
  • Explosion/Cloud Duration: 10 Seconds
[Heath]
  • Normal - 41HP Body / 15 Head
  • Hard+ - 55HP Body / 20HP Head
[Base XP]
  • Normal - 8XP
  • Hard+ - 10XP
[Base Dosh Value]
  • 8 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.75x
[Weaknesses]
  • Assault Rifles - +50% Damage
  • SMG's - +50% Damage
[Strengths]
  • Bludeon - -10% Damage
  • Fire - -10% Damage
  • Microwave - -80% Damage
Gorefiend

Gorefiend:
Much like the Gorefast, they have blades attached to their arms except the Gorefiend has 2 unlike the Gorefast. Also like the Gorefast, once it is decapitated or has no head, its attacks do 50% less damage and when its blocking it will take 20% less damage just like the Gorefast. Unlike the Gorefast, shots to its blades only reduces the damage by 80% instead of 90%. Lastly, the Gorefiend takes the spawn of a Gorefast just like Rioters and Elite Crawlers.
[Class]
  • Special
[Spawn Rate]
  • Normal - 10%
  • Hard - 25%
  • Suicidal - 35%
  • Hell on Earth - 45%
[Health]
  • Normal - 300HP Body / 112HP Head
  • Hard+ - 400HP Body / 150HP Head
[Base XP]
  • Normal - 11XP
  • Hard+ - 14XP
[Base Dosh Value]
  • 12 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.75x
  • Hell on Earth(Solo) - 1.1375x
[Weaknesses]
  • Shotguns - +60% Damage
  • Rifles - +25% Damage
  • Assault Rifles - +20% Damage
[Strengths]
  • Bludgeon - -10% Damage
  • Fire - -15% Damage
  • Microwave - -15% Damage
  • Slashing - -20% Damage
  • Piercing - -25% Damage
  • Toxic - -25% Damage
E.D.A.R.(Elite Defense & Assault Robots)

E.D.A.R.(Elite Defense & Assault Robot):
The E.D.A.R. is the only fully robotic enemy in KF2 and the same across all 3 variants besides weapon type. They do come in 3 forms, the Bomber, the Blaster, and Trapper E.D.A.R. The Bomber is equipped with shoulder mounted rocket launchers, the Blaster is equipped with 2 blasters that fire lasers, and the Trapper has the ability to lock the player for a maximum of 2.5 seconds unless interrupted. The E.D.A.R.s all have armor on their head and torso and when destroyed will cause side effects discussed below. Their weak spot is different from other Zeds as its on their chest known as their power core. When destroyed they will explode causing an EMP type effect causing nearby Zeds to be stunned, disoriented and Stalkers become uncloaked for a couple of seconds. The E.D.A.R. has the chance to not only replace a Stalker but also the chance to replace a Husk. The below information applies to all varients.
[Class]
  • Special
[Spawn Rate]
  • Normal - 8%
  • Hard - 10%
  • Suicidal - 15%
  • Hell on Earth - 21%
[Attacks]
  • Blaster - 7 Base Damage
  • Bomber Rocket - 10 Base Damage
  • Melee - 10 Base Damage
[Health]
  • Normal - 581HP
  • Hard & Suicidal - 775HP
  • Hell on Earth - 1007HP
[Armor]
  • Normal - 450HP Head / 39HP Torso
  • Hard & Suicidal - 600HP Head / 52HP Torso
  • Hell on Earth - 780HP Head / 67HP Torso
[Base XP]
  • Normal - 15XP
  • Hard - 20XP
  • Suicidal - 27XP
  • Hell on Earth - 31XP
[Base Dosh Value]
  • 17 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.5x
  • Hell on Earth(Solo) - 1.125x
[Weaknesses]
  • Microwave - +325% Damage
  • Explosives - +150% Damage
  • Fire - +50% Damage
  • Bludgeon - +25% Damage
  • Slashing - +25% Damage
  • Shotguns - +20% Damage
  • Assault Rifles - +5% Damage
  • SMGs - +5% Damage
[Strengths]
  • Piercing - -15% Damage
  • Toxic - -50% Damage
Scrake w/Hack and Slash Achievement

Scrake-
The Scarake is a slow, lumbering Zed that deals massive damage if you get to close. Due to its massive sizes means it has a massive health pool but is also slow when not fully aggravated. Once their health is dropped to a certain percentage will send him into a rage making him sprint at the player until either killed or the player is killed. The Scrake is also capable of doing a massive amount of damage due to KF2 having a very complex damage system meaning not only will he do his base damage with the multiplier listed below, but also multiplied by its animation. Although many Zeds have this mechanic, the Scrake is the best example of KF2 damage system. Although the Scrake can block when not enraged, it only reduces incoming damage by 10% and when decapitated he bleeds out in 6 seconds rather than the normal 5 seconds. Lastly, the Scrake and the following heavy Zeds have a variety of health depending on the difficulty and players in the lobby.
[Class]
  • Heavy
[Health(Solo)]
  • Normal - 935HP Body / 510HP Head
  • Hard - 1100HP Body / 600HP Head
  • Suicidal - 1210HP Body / 630HP Head
  • Hell on Earth - 1210HP Body / 660HP Head
[Damage Multiplier]
  • Hell on Earth(Online) - 1.25x
  • Hell on Earth(Solo) - 0.8125x
[Base XP]
  • Normal - 34XP
  • Hard - 45XP
  • Suicidal - 60XP
  • Hell on Earth - 69XP
[Base Dosh Value]
  • 75 Dosh
[Weaknesses]
  • Unexploded RPG-7 Rocket - + 300% Damage
  • Microwave - +10% Damage
[Strengths]
  • Shotguns - -10% Damage
  • Handguns - -20% Damage
  • Piercing - -25% Damage
  • Explosives - -60% Damage
  • Fire - -70% Damage
  • Toxic - -75% Damage

Hack and Slash Achievement-
The Hack and Slash achievement is fairly simply only asking the player to kill their first Scrake. There is no way to miss this and you simply need to play the game while working on other achievements.
Quarterpound

The Quarterpound is the Fleshpounds younger brother in the fact its slightly smaller, deals less damage and has less health. The Quarterpound is not only its own enemy in normal rounds of play but is also King Fleshpounds minions if he were to spawn. When playing on Suicidal difficulty the Quarterpound has a 20% chance to spawn already enraged and a 33% chance when playing Hell on Earth. They also have chance to take the place of a normal Fleshpound but instead of spawning 1 Quarterpound it will spawn 2. Also like the normal Fleshpound, they have a power core in the middle of their chest that acts as a weakspot similar to the heads of other Zeds. When they are enraged, the only ways for them to be stopped is an EMP disruption, not seeing the player for 30 seconds or landing a hit on the player. The power core takes 10% extra damage from all sources. Unlike their big brother counter part, the Quarterpound is not weak to explosive damage but have a lower resistance overall. Lastly, when they are decapitated they will bleed out in 7 seconds rather than the normal 5 seconds.
[Class]
  • Heavy
[Health]
  • Normal - 375HP Body / 325HP Head
  • Hard - 562HP Body / 487HP Head
  • Suicidal - 825HP Body / 682HP Head
  • Hell on Earth - 862HP Body / 702HP Head
[Base XP]
  • Normal - 17XP
  • Hard - 22XP
  • Suicidal - 30XP
  • Hell on Earth - 34XP
[Base Dosh Value]
  • 75 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.05x
  • Hell on Earth(Solo) - 0.6825x
[Strengths]
  • Handguns - -25% Damage
  • Piercing - -25% Damage
  • Rifles - -25% Damage
  • Shotguns - -25% Damage
  • Assault Rifles - -38% Damage
  • Bludgeon - -38% Damage
  • Slashing - -38% Damage
  • SMGs - -38% Damage
  • Fire - -63% Damage
  • Toxic - -69% Damage
Fleshpound w/It's Only a Flesh Wound Achievement

The Fleshpound is the Quarterpound's older brother in the fact of its size, health and damage. It is by far the most powerful Zed aside from individual bosses. The Fleshpound can become enraged by being damaged by a player, not being attacked for a certain amount of time or they can already spawn enraged. The only way for them to be stopped when they are enraged is an EMP disruption, not seeing the player for 30 seconds, they are killed or landing a hit on a player. Similar to its younger brother, they have a power core in the middle of their chest that acts as their weakpoint taking 10% extra damage from all sources. It can spawn enraged, on suicidal with a 20% chance and a 33% chance for Hell on Earth.
[Class]
  • Heavy
[Health]
  • Normal - 1125HP Body / 487HP Head
  • Hard - 1500HP Body / 650HP Head
  • Suicidal - 1650HP Body / 682HP Head
  • Hell on Earth - 1800HP Body / 715HP Head
[Base XP]
  • Normal - 35XP
  • Hard - 47XP
  • Suicidal - 63XP
  • Hell on Earth - 72XP
[Base Dosh Value]
  • 200 Dosh
[Damage Multiplier]
  • Hell on Earth(Online) - 1.25x
  • Hell on Earth(Solo) - 0.8125x
[Weaknesses]
  • Explosions - +50%
[Strengths]
  • Handguns - -25% Damage
  • Piercing - -25% Damage
  • Rifles - -25% Damage
  • Shotguns - -25% Damage
  • Bludgeon - -40% Damage
  • Assault Rifles - -50% Damage
  • Slashing - -50% Damage
  • SMGs - -50% Damage
  • Fire - -70% Damage
  • Toxic - -75% Damage

It's Only a Flesh Wound Achievement-
This achievement is fairly easy and much like Hack and Slash wherein you are to kill your first Fleshpound. This will be naturally obtained within your achievement hunting journey but a some advice would be to gain distance, shoot their power core when you are at a good distance and they are not enraged and during Zed time to shoot them in the head.
The Patriarch w/Quick on the Trigger Achievement

The Patriarch-
The Patriarch is the most recognizable boss in KF2 since he not only has a clever system of staying alive longer but hurls insults at you along with his bullets and missiles. Patriarch can flee up to 3 times before his final stage. When he flees, he will turn invisible and run as far from the player as possible and heal, then return to fight. Patriarch dosent have any special minions unlike other bosses and can spawn Clots, Crawler, Stalkers and others when he flees to heal. His method of attack can change depending on difficulty and what stage of fleeing he was in. Similar to a Fleshpound, Patriarch can become enraged for 16 seconds if he sees you kill one of his minions. Oddly enough, his weakspots are not his head, arms, legs or chest. His weakspots are his chest tentacle that is only visible for very brief moments when he attacks with it and his bulging right shoulder. Both of these weakpoints take 30% more damage while the rest of his body has varying damage reduction.
[Class]
  • Boss
[Health]
  • Normal - 2812HP
  • Hard - 3750HP
  • Suicidal - 4237HP
  • Hell on Earth - 5212HP
[Attacks(Hell on Earth)]
  • Melee - 55
  • Minigun - 8 Per Shot
  • Missile Explosion - 70
  • Mortar Explosion - 70
[Damage Multiplier]
  • Hell on Earth(Online) - 1.45x
  • Hell on Earth(Solo) - 0.754x
[Base XP]
  • Normal - 1291XP
  • Hard - 1694XP
  • Suicidal - 1790XP
  • Hell on Earth - 1843XP
[Base Dosh Value]
  • 500 Dosh
[Strengths]
  • Microwave - -10% Damage
  • Assault Rifles - -50% Damage
  • Fire - -50% Damage
  • Handguns - -50% Damage
  • Piercing - -50% Damage
  • Rifles - -50% Damage
  • SMGS - -50% Damage
  • Toxic - -50% Damage
  • Explosives - -60% Damage
  • Shotguns - -60% Damage

Phase 1:
Patriarch will spawn and approach the player cloaked/invisible until he is close enough to a player. Once close enough he will uncloak and depending on distance, can swing at the player, use his minigun or fire rockets at the player. Once his health is around 42.5% he will summon his minions to help in trying to take you down until he reaches 35% health then he will flee. He can run for 6 to 25 seconds and stop to heal. Before he heals he will summon minions and those minions will consist of 2 Clots, 3 Stalker, a Crawler and a Gorefast. When he heals, he should regain 99% of his health.

Phase 2:
Patriarch now can use his chest tentacle to grab players and drag them in where he will melee the grabbed player. He also unlocks the ability to use mortars where Patriarch aims his left hand in the are and fires 3 volleys that track the player. Lastly he can now charge at the player resulting in him gaining a massive amount of distance to smack the player. Although he already he had his minigun attack in Phase 1, he can now walk while firing. When he flees to regain health, instead of regaining 99% of his health but instead 95% of his current health. Patriarch can now spawn the previously stated Zeds along with a Bloat and a Siren.

Phase 3:
Patriarch in Phase 3 dosent have much change from Phase 2 except for the amount of minions he can spawn, the type of minion and how much health he regains once he flees. Only difference in Phase 3 is the amount of Zeds that spawn, him being able to now spawn a Husk and now he will gain 85% health apon him using his last syringe. This will move into the end of the game where the player kills Patriarch or dies to him and his minions.

Quick on the Trigger Achievement-
For the achievement Quick on the Trigger, the player needs to kill Patriarch before healing in his fleeing stage. This can be a little tricky due to the fact he cloaks making it very difficult to track him while he is fleeing. To make this as easy as possible you should play solo on a low difficulty with a high level class. I recommend either Support or Sharpshooter since they are great for taking down larger Zeds and dealing massive amounts of damage with few ammo. Since you will be playing on a lower difficulty and have a all the perks unlocked in that Class, you should be taking him out pretty fast. Usually before he start fleeing he will have a small animation meaning you can capitalize and unload as much ammo as you can. Also, ZED TIME is likely to occur during him running away since he is able to kill other Zeds if he runs into them, its not all the time but it can happen. This is likely to happen given the amount of achievements you need to get so anytime you see him without the achievement just try follow the above tips.
The Matriarch w/End of the Line Achievement

The Matriarch-
The Matriarch is nothing similar to the Patriarch in fact of damage and health aspects. Matriarch has armor that has its own individual health pools aside from its actual health pool along with a shield when she spawns. She does have phases but instead of regaining health, she instead changes her attacks and speed along with being able to be cloaked. If the player gets to close and she is unable to use either her plasma ray or electric beam then she will use her claw to swing at the player instead.
[Class]
  • Boss
[Health]
  • Normal - 4900HP / 2000HP Shield / 1225HP Head Dome / 1225HP Arm Cannon
  • Hard - 6300HP / 3000HP Shield / 1575HP Head Dome / 1575HP Arm Cannon
  • Suicidal - 7000HP / 4500HP Shield / 1750HP Head Dome / 1750 Arm Cannon
  • Hell on Earth - 8400HP / 5600HP Shield / 2100 Head Dome / 2100 Arm Cannon
[Attacks(Hell on Earth)]
  • Melee - 55 Damage
  • Plasma Cannon - 7 Damage Per Tick
  • Tesla Blast - 65 Damage
  • Warning Siren - 35 Damage
  • Lightning Storm - 65 Damage
[Damage Multiplier]
  • Hell on Earth(Online) - 1.45x
  • Hell on Earth(Solo) - 0.725x
[Base XP]
  • 1843
[Base Dosh Value]
  • 500 Dosh
[Strengths]
  • SMG's - -50% Damage
  • Assault Rifles - -50% Damage
  • Shotgun - -40% Damage
  • Handguns - -50% Damage
  • Rifle - -50% Damage
  • Fire - -50% Damage
  • Microwave - -90% Damage
  • Explosives - -40% Damage
  • Piercing - -50% Damage
  • Poison - -5% Damage

Phase 1-
Matriarch will spawn with her shield already active and will have the respective health as stated above. She will also spawn Blaster and Trapper E.D.A.R.s.

Phase 2-
Matriarch no longer has her shield and can still use the main attacks as Phase 1. This means she is at 75% health and can now additionally spawn Bomber E.D.A.R's which will replace the Blaster E.D.A.R.

Phase 3-
Matriarch is now at 50% health and has lost her Head Dome and Arm Cannon meaning she moves into her other attacks. She will now use her Lightning Storm and Warning Siren attacks which require her to be close to the player along with now being able to spawn all 3 variants of E.D.A.R's.

Phase 4-
Matriarch is now at 25% health and the only difference is she is now able to cloak herself until at a certain distance from the player.

End of the Line Achievement-
The End of the Line achievement is fairly easy since its simply to kill Matriarch. In your time of playing KF2 you are bound to get this since it can be gotten on any difficulty.
Dr. Hans Volter w/Die Volter Achievement

Dr. Hans Volter-
Dr. Hans Volter is a very unique boss in the sense of his attacks and behaviors. Hans Has a few ways of killing the player, such as using his assault rifles, gas and explosive grenades, draining your health and his minions. He will also have a special technique of healing that is like Patriarchs. When he is at a certain health in a certain phase he will use a shield while he is running away, then quickly turn round and rush the player to try and grab the player. At this point he will drain the players health and add it to his health pool. If the player is to destroy the shield before being grabbed then Hans will be tossed to the ground and starts the next phase without regaining health. His weakspot is not only his head but also his backpack.
[Class]
  • Boss
[Health]
  • Normal - 5268HP
  • Hard - 6084HP
  • Suicide - 6307HP
  • Hell on Earth - 8013HP
[Shield]
  • Phase 1 - 1965HP
  • Phase 2 - 2457HP
  • Phase 3 - 2948HP
[Attacks]
  • Explosive Grenade - 95 Damage
  • Gas Grenade - 7 Damage Per Tick
  • Melee - 70 Damage
  • Assault Rifles - 10 Damage
[Damage Multiplier]
  • Hell on Earth(Online) - 1.25x
  • Hell on Earth(Solo) - 0.7625x
[Base XP]
  • Hell on Earth - 1843XP
[Base Dosh Value]
  • 500 Dosh
[Weaknesses]
  • RPG-7 - +20% Damage
  • Fire - +10% Damage
[Strengths]
  • Rifles - -10% Damage
  • Assault Rifles - -20% Damage
  • Handguns - -20% Damage
  • Piercing - -20% Damage
  • Shotguns - -20% Damage
  • SMGs - -20% Damage
  • Toxic - -90% Damage

Phase 1-
When Hans spawns and is in eyesight of the player, he will throw gas grenades at the player along with using his assault rifles. He cannot run while throwing his grenades along with using his grenade barrage. When his health reaches a certain percentage and enters his hunting stage. If he grabs the player during phase 1, he will take 60% of that players health until hes finished or his shield is broken.

Phase 2-
Phase 2 has Hans doing the same as the last phase but can now sprint after the player if the player is out of his sights or to far away. He can also use his HE Grenades along with his gas grenades along with being able to move while doing so. When he reaches a certain percentage he will again enter his hunting stage but if he grabs the player will only take 41% of the players health.

Phase 3-
Phase 3 has Hans doing his previous attacks but now is able to use his "Frenzy" melee attack. He simply runs at the player and slashes at the player much like the Slasher Zed. He also wont use his gas grenades any more but trades it for his gas grenade barrage which has more gas grenades and that means more damage. During his hunting stage, he now will only take 25% of the players health.

Phase 4-
Hans is almost dead and will no longer enter his hunting stage and will no longer use his basic HE Grenade attack but will also trade it for the barrage version like his gas grenade variant.

Die Volter Achievement:
Die Volter is much like the Matriarch achievement where you are to simply kill Hans for the first time. You will get this in your time of playing the game but be sure to keep your distance with him and during his hunting stage, shoot him directly and only shooting the shield wont do as much damage as shooting him directly.
Abomination

Abomination-
Abomination is the big, ugly and by the easiest boss in KF2. He not only has the biggest hitbox but also as the most armor making his health even bigger. No worry as when you damage his armor you will also damaging his health. He also has not ranged weapons unlike Patriarch or Hans. He posses 2 giant axes, vomit and his minions. His main damage is mainly will come from his minions and his vomit rather than his melee as long as your keeping your distance.
[Class]
  • Boss
[Health]
  • Normal - 5850HP
  • Hard - 7200HP
  • Suicidal - 8100HP
  • Hell on Earth - 9450HP
[Armor]
  • Head - 1100HP
  • Torso - 4800HP
  • Spine - 3600HP
[Attacks]
  • Fart - 5 Damage
  • Gorge - 50 Damage
  • Melee - 55 Damage
  • Puke Mine - 18 Damage
  • Vomit - 20 Base Damage
[Damage Multiplier]
  • Hell on Earth(Online) - 1.2x
  • Hell on Earth(Solo) - 0.624x
[Base XP]
  • Normal - 1291XP
  • Hard - 1694XP
  • Suicidal - 1790XP
  • Hell on Earth - 1843XP
[Base Dosh Value]
  • 500 Dosh
[Strengths]
  • Microwave - -10% Damage
  • Assault Rifles - -50% Damage, except AR-15 which is -60%
  • Fire - -50% Damage
  • Handguns - -50% Damage, except 9mm Pistol which is -35%
  • Piercing - -50% Damage
  • Rifles - -50% Damage
  • SMGs - -50% Damage
  • Toxic - -50% Damage
  • Explosives - -60% Damage
  • Shotguns - -60% Damage


Abomination Spawns-
Abomination Spawns are a boss only Zed tied to Abomination, as the name implies. They dont due any melee or ballistic but rather explosive damage. This is combined with the Bloats and Abominations vomit damage.
[Class]
  • Minion
[Health]
  • Normal - 52HP
  • Hard - 142HP
  • Suicidal+ - 150HP
[Base XP]
  • Normal - 8XP
  • Hard+ - 10XP
[Base Dosh Value]
  • 10 Dosh

Useful Info-
Abomination does most of his damage, from my playtime, through his minions if you keep your distance. His minions will only do damage when they explode which is caused by being close to the player or is killed. When Abomination has a piece of his armor broken he will be stunned for a small amount of time. During this you can either gain distance or damage him by any means, and due to his weight it takes him a couple of seconds to get up.
King Fleshpound

King Fleshpound-
King Fleshpound is my least favorite boss due to him having the most DPS out of the bosses. In my opinion, when doing a HOE run he can either make or break a run do to him doing a masive amount of damage with his melee attacks(which can depend on the animation) and his chest lazer beam. He will activate a shield when he reaches a certain health percentage much like Hans.
[Class]
  • Boss
[Health]
  • Normal - 5512HP
  • Hard - 7262HP
  • Suicidal - 8750HP
  • Hell on Earth - 10500HP
[Shield]
  • Normal - 1800HP
  • Hard - 2700HP
  • Suicidal - 4000HP
  • Hell on Earth - 5000HP
[Attacks]
  • Chest Beam - 12 Damage Per Tick
  • Ground Pound Explosion - 44 Damage
  • Final Ground Pound Explosion - 55 Damage
  • Melee - 75 Damage
  • Shield Shatter Explosion - 30 Damage
[Damage Multiplier]
  • Hell on Earth(Online) - 1.2x
  • Hell on Earth(Solo) - 0.78x
[Base XP]
  • 1291 XP
  • 1694 XP
  • 1790 XP
  • 1843 XP
[Base Dosh Value]
  • 2500 Dosh
[Strengths]
  • Microwave - -10% Damage
  • Explosives - -20% Damage
  • Handguns - -25% Damage
  • Piercing - -25% Damage
  • Rifles - -25% Damage
  • Shotguns - -25% Damage
  • Bludgeon - -40% Damage
  • Assault Rifles - -50% Damage
  • Slashing - -50% Damage
  • SMGs - -50% Damage
  • Fire - -70% Damage
  • Toxic - -75% Damage

Phase 1-
King Fleshpound will spawn aggravated and will charge at the nearest player and will continue to due so until his attack makes contact with a player or is damaged enough to deploy his shield. When he is not aggravated, you will have around 10 seconds to create distance, heal and reload before he becomes re-aggravated and charges. These breaks only happen when he makes contact with a player or stops slightly due to another Fleshpound in its way or to ground pound.

Phase 2-
In this phase he will have activated his shield and on lower difficulties, his chest beam. He can use the chest beam regardless of the shields status and can deal massive damage to the player regardless of players armor and health standing. To avoid taking some or all of the beams damage is to crouch. Nine times out of ten, you will be just below his area of attack and he can do nothing about it. This only works if the player and King Fleshpound are on a semi flat surface and helps if you dont have any other minions attacking the player since it would cause the player to un-crouch. Keep that in mind as you move on with him until he is defeated.
Maps and Strategies
Maps-
Maps make up most of the achievements in Killing Floor 2 and can sometimes be a total pain given their layout. Such maps can include Catacombs, Black Forest and Volter Manor just to name a few. In each tab for the maps I will include a video outlining the collectible locations, bullet points on where they are(incase you dont want to watch the video) and some tips for moving about the map the best. If you dont feel like the route I have outline works best for you then feel free to find your own that is most comfortable for you. Some maps will include both a video and a list of the collectibles while others will have just a video. Remember to keep moving, either in a circle or in a similar fashion as stopping for to long can cause you to get surrounded really fast.

Route Strategies-
Plainly said, find an easy loop you can repeat over and over again. A loop seems to be the best way to keep a distance between you and the Zeds. Staying in one spot tends to have the Zeds pile up very fast making you dead in a matter of seconds. Moving keeps the game going and can make or break your run for the maps achievements. Your loop/route should be somewhat open since Zeds will always be in front of you. If your loop contains to many small or confined halls then you run the risk of not being able to move around some Zeds if you run out of ammo. Keep you loop as open as you can along with keeping indoor or confined spaces to a minimum for the reason above. Depending on the map, your loop can be long or short. For example, the maps Descent and Catacombs have very small levels meaning your route will be short and cramped. Other Maps like Dystopia 2029 or Zed Landing having your route be fairly long and open. Using doors and having each long stretch of your route have some cover to block ranged attacks from Bosses and Zeds. Doors cause the Zeds to pause in order to open it giving you well needed space. Lastly, account for times when your main route is blocked for some reason and either have a shortcut you can quickly go into or be able to think on the fly because it can make or break your run.

Tips-
Doors and small openings will be your best friend as they allow you to fully utilize your classes perks. Classes like Firebug and Field Medic use many AOE attacks so having Zeds spread out in open areas means their perks are wasted but when your route has a good amount of doors and choke points, means they can use their perks to its full potential. Other classes such as Support or Demolishionist can have the same benefits but are also super effective outside of the choke points since their attacks are great for both AOE and direct damage. Use grenades to break apart groups of low end Zeds or to give space on your back end. Be warned that your grenade can hurt you more than the Zeds so be aware that they dont bounce very far.
Airship w/Powered by Steam Achievement & More
Airship-
Airship takes place on a small blimp thing piloted by a fancy British guy. Not a huge of this map but it still pretty fun.

Collectibles-
Airship has a unique collectible being the steam cell since, you know, its on a steam powered airship. Also no list this time.

Achievements-
Airship has 5 achievements, 2 for finding 10 collectibles and 4 for beating the map on the various difficulties.
Ashwood Asylum w/Money Mania Achievement & More
Ashwood Asylum-
Ashwood Asylum has no outstanding features to talk about. All I can really say its somewhat spacious both indoors and outdoors.

Collectibles-
Ashwood dosent have the the Steam Battery/Cell but actually has the Glowing Red Skull collectible. Also no list this time(Sorry).

Achievements-
Given the new maps that Tripwire added they also added a new style of achievement. Instead of beating the map on all difficulties, you will only have to beat it on two difficulties and collect 10 collectibles. Making this map only have 3 achievements.
Barmwich Town w/Not Night Lamps Achievement & More
Barmwich Town-
Barmwich town is one of my favorite maps to test class with weapon and perk configurations. Although it fairly cramped and can easily give you sweaty palms or break a HOE run.

Collectibles-
There is a total of 30 collectibles but you only need 10. The collectible not a gold chain this time but a red glowing skull(not the demon one with horns). No list this time. Some collectible locations may not be included or have shifted locations.

Achievements-
Barmwich Town has 3 achievements since its a late update map and they are fairly simple. 2 achievements for beating the map on hard or higher difficulty and beating the map on HOE difficulty. The third is for finding 10 collectibles within the map.
Biotics Lab w/Biotics Bling Achievement & More
Biotics Lab-
Biotics Lab is a cramped nightmare with narrow halls and little room for breathing. This tended to be a harder map for me to complete but there are a few ways to work with the map and it features. Since most of it is hallways or small rooms its a requirement to keep moving and only focus on the Zeds in front of you and only the Zeds attacking you from behind.

Collectibles-
Biotics Lab has Gold Chains as the collectibles making it somewhat easy to spot. Below is a video and bullet points of all collectibles.
[Collectible Locations]
  • 1. Across the Giant Shredder on a small platform.
  • 2. In the same room/area, below the scaffolding with the trading pod in between black biohazard barrels.
  • 3. To the right of the 2nd collectible, behind a pile of black boxes in the corner.
  • 4. In the room with freezing cold frost and fog, it will be on the ceiling in the silver air duct area.
  • 5. In a small office next to the previous room, it will be hanging on the wall with a hanging biohazard suit.
  • 6. From there, you should move to the autopsy room across from the semi bowl like room attached to the freezing room. There will be an opening in the wall with a rolling table in front of it and a MRI like machine next to it. It will be in that small hole with the machine and rolling table in front of it.
  • 7. In the same room you will see a wall of hexagon pods with Horzine logos on them. There will be a slight pod jutting out from the wall and the collectible will be in there.
  • 8. There is a small corridor with biohazard suits in lockers/cabinets with glass doors. If your passing from the autopsy room, the collectible will be on the doorframe above next to a CCTV camera.
  • 9. Passing all the way through that corridor and the room its connected to, you will see a room with desks and black shelves. If you stand on one of the desks you will see the collectible on top of the black shelving unit.
  • 10. Walking out of the room down the metal stairs, the last one will be underneath those stairs in the pile of cardboard boxes.

Objective-
This map was one of the harder of the Objective maps,probably cause I only play Support. I did play most of the objective game modes with a partner(Hes listed in the contributors section) but some classes have a better time with the maps space compared to others.

Achievements-
The achievements involve the collectibles and beating the map on various difficulties. Using the above info, it should make the process easier. However, the objective achievements can be a pain in the ass. This is where the classes play a massive role in making it easier or harder due to the starting point and confined space. Its best to use Firebug or Field Medic at least on level 20 to make it as easy as possible. You can use other classes but Firebug and Field Medic offer great AOE damage for the crawlers and stalkers in the confined space. Please refer to the classes section on best perk configuration. Lastly, it will be rough and is best to go at it alone as the damage multipliers will be lower, the quantity of Zeds will be lower and your damage on Zeds and bosses will be greater.
Biolapse w/Nobel Prize for Destruction Achievement & More
Biolapse-
Biolapse is another level to level type concept like The Descent making it very small in size. Each level is confined making it harder for you. Follow the advice for The Descent and you should be alright

Collectibles-
The collectibles are not the gold chain this time but rather a gold fetus like statue. No list this time.

Achievements-
There are only 3 achievements this time compared to some other maps having 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Black Forest w/Black Forest Babies Achievement & More
Black Forest-
Black Forest is very open, which can make your run easy or very hard. Due to it being somewhat darker than most other maps it can be difficult to spot Zeds like Crawlers or Stalkers. This also effects the ability to see the collectibles since they are a blackish purple color. The long sight lines can also offer Husks and Bosses to fire projectiles at you and damage you from long distances.

Collectibles-
The collectibles are small little blackish purple bean things and are hard to spot if not in good lighting. Below is a video outlining the locations along with a list of their locations.
[Collectible Locations]
  • 1. Starting at the end of the train car thats partially in the tree, the first collectible will be in that train car toward the higher end of the car. Make sure the train car is on your right side and you should see it when looking up into the car.
  • 2. Following the train cars down on your left, you will find a car that you can pass through. Passing through and instantly turning right you will see the next collectible between a couple of tree branches.
  • 3. From the last collectibles position, you should move slightly to the right and forward and see a train car suspended on a rock and in some trees. The collectible should be on the outside of the front of the car.
  • 4. Going back to the train cars which will now be on your right, you will see the last car that you can walk into. Walking into the car and turning right you will see the collectible on the floor.
  • 5.Passing all the way through the car, in between the stone support pillars toward the broken sign and house you will enter the home. From the front door, walk to the right and stop to look up and to the left in the attic/loft area and should see it attached to a wooden beam.
  • 6. Moving down and through the backdoor of the house, you should see a a rock on your left if your moving straight from the backdoor. From that rock, you should move slightly left and down a small hill and see the collectible on the ground.
  • 7. From there, you should see a small path moving toward the river. Cross the river and you should see a large rock on your left upon crossing and the collectible should be up on the high end of the rock.
  • 8. From there, move straight toward the nearest tree and past that should be a few others(because it a forest). This specific tree will be in front of another large rock. Looking up into one of those trees should be the collectible.
  • 9. Moving to the right you will come across another rock on the edge of the map. The collectible will be nested in that rock.
  • 10. Lastly moving left and up you will find a path and a railroad track with wooden train cars on it. You will see the end of the line of cars that's has a broken down red car with a path to its left when looking at its back. Going up that path and looking back at the car you will see the last collectible on the roof of the car.

Achievements-
The only achievements are the collectibles and beating the map on different difficulties. Using the above info should help you but some class may work better than others. If you play Firebug here than you may not do as well as Demolishionist. This is because of the openness so playing a sort of medium to long range class may benefit you more. Firebug will still be great for later game but remember you can switch classes mid game depending on the type of Zeds. Bosses are another story since you dont have much cover to block incoming attacks. Bosses like Patriarch and King Fleshpound can be a real hassle since their ranged attack falloff is very high. Best advice is to try and keep some cover in between you and the boss to reduce damage. Although some trees may not totally block all of the damage, its still better than nothing.
Burning Paris w/Paris Plunder Achievement & More
Burning Paris-
Given the amount of turmoil and the amount of revolutions France has been in, its no surprise its at it again. In all seriousness, this map is a staple of Killing Floor 2 and is one of my favorite maps. Its well lit and has both open areas and smaller, more confined spaces. This map also offers great resources to defeat bosses and create well deserved breathing room.

Collectibles-
The collectibles are shiny gold chains, the same as the one on Biotics Lab. Below are is a walkthrough video along with bullet points of the locations.
[Collectible Locations]
  • 1. Starting in the hotel like building at the top of the staircase, opposite side of the trading pod. You will see a blocked off hallway with suitcases and bellhop carts and the first collectible will be hanging off a suitcase near the back corner in the blocked off area.
  • 2. From the same position of the first collectible, looking left at the giant chandelier in the main room. The collectible will be hanging off of that chandelier near the top.
  • 3. From there, move past the trading pod into the hallway on its right. Down that hallway you will see a bellhop cart at the end. The collectible will be hanging on that bellhop cart.
  • 4. Go back down the hallway you just came from and go below the trading pod into a under the stairs area. There will be a pile of suitcases and another bellhop cart that's tipped on its side. The collectible will be on the pole of the tipped over cart.
  • 5. Move into the main room and you will boarded up desks. Look into the second booth and you will see the collectible hanging on the wall.
  • 6. Head out of the hotel like building through the front entrance and head right toward a blocked off road. You will see a green pillar with posters on it and next to it will be the collectible lying on the ground.
  • 7. From there, turn around and head toward the white moving van. With the van on your right you will see a small tree with a metal guard around it. The collectible will be hanging on that guard of the tree.
  • 8. From there, to the right you will see the entrance to the subway part of the map. Head around to the back of that subway entrance structure and you will see it hanging on the back of the overhang and just above a crepe stand.
  • 9. To the right of there you will see another blocked off road with a firetruck and a tipped over blue car. Next to the tipped over car is a tree with another guard on it. The collectible will be hanging off the branch of the tree.
  • 10. Lastly, turn to your right and head into the bar through the main entrance. Once through, turn around and look up at the smoke detector and you will see the last collectible hanging from it.

Achievements-
Burning Paris is fairly straight forward with the achievements involving beating the map on certain difficulties and getting all of the collectibles. Best advice for the difficulties is to follow a certain route and depending on the boss is to either shorten your route or elongate it since some bosses are better with ranged attacks while others need to be close to be most effective.
Catacombs w/Catacombs Cash Achievement & More
Catacombs-
Catacombs is one of, if not the most confined map in Killing Floor 2. This makes it a nightmare to complete higher difficulties do to the little amount of breathing room and room for error. That being said, this is my least favorite map and took me the longest to complete for Hell on Earth.

Collectibles-
The collectibles are the same as Burning Paris, that being the gold chains. Like before, there will be a video showing you and a list with its locations.
[Collectible Locations]
  • 1. Starting the sewer spillway area with flowing green liquid. Looking up into the main spillway you will find the collectible hanging from a large pipe within the main spillway.
  • 2. From there with the main spillway at your back, head toward the trading pod and into the room furthest right. In there you will see 2 pipes in the middle of the room with the collectible hanging in between those 2 pipes.
  • 3. From there you will continue to head through the room and you will see a small generator on the right with the collectible behind it.
  • 4. Go back through the room you went through and pass all the way through the spillway room. Before entering through the doorway, look up and you will see the collectible hanging from the ceiling.
  • 5. Enter that afor mentioned doorway and head left toward the staircase. Before heading down, look to the right near the door frame and you will see the collectible laying on the floor.
  • 6. Head down that staircase and make a left then head straight. You will then see a metal grate on the left and the collectible will be laying on the ground within the grate.
  • 7. From there, head down the small staircase and at the bottom will be a sort of broken doorway with a red sign in spanish next to it. The collectible will be hanging within that doorway area.
  • 8. Directly to the right of that will be a hole in the wall. Pass through there and directly to the right you will see a wooden boat. The collectible will be hanging within the boat.
  • 9. Head to the left of that toward the trader pod and the collectible will be hanging on a rock behind that specific trader pod.
  • 10. Lastly, in that same position you will look up and to the right. You should see the last collectible hanging from the rocky roof.

Achievements-
Like the other maps, there are only the collectibles achievement and the difficulty achievements. Following the above advice should help you get them fairly easy and quickly.
Castle Volter w/Cult of Personality Achievement & More
Castle Volter-
Castle Volter feels like a low effort map considering its size and lack of detail to other maps. I personally dont like it and how far away some location might be or how long it takes to find the last Zed.

Collectibles-
There are a total of 23 collectibles and they are not the standard gold chain but the Hans Volter plushie. No list this time. Below is a video outlining the 10 most common locations(Some locations might be removed or shifted).

Achievements-
There are only 3 achievements as its a late update map. 2 achievements for 1, beating the map on hard difficulty or above and another beating the map on HOE difficulty. The last one for finding 10 collectibles.
Carillon Hamlet w/Hidden Globes Achievement & More
Carillon Hamlet-
Carillon Hamlet is what I imagine if a Hallmark movie set crossed with The Walking Dead. Also has a special place in my heart since I played this map on release.

Collectibles-
The collectible is not a demon skull or realistic eye but a normal skull with a detailed design around the eyes. No list this time.

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Crash w/Lost Goods Achievement & More
Crash-
Crash is a great holiday map but thats the only real plus about it. I dont particularly enjoy it and there are better holiday themed maps.

Collectibles-
There a total of 36 collectibles on this map and its not a gold chain but a snowglobe to match the holiday theme. No list again. Below is a video to find the 10 most common collectibles(Some may be removed or shifted to another location).

Achievements-
There are 3 achievements for Crash as its a late update map and they are fairly simple to gain. 2 achievements for beating the map on hard or greater difficulty and another for beating the map on HOE difficulty. The last would be to find 10 of the 36 collectibles.
Containment Station w/Can't Be Contained Achievement & More
Containment Station-
Containment Station is mainly large hallways and large rooms. This is great since it gives the player ample room to move around even within the hallways. This also provides doorways and choke points much like Catacombs which certain classes can take full advantage of.

Collectibles-
The collectibles for Containment Station is yet the gold chain. Below is a video outlining where they are and a list also explaining where they are.
[Collectible Locations]
  • 1. Starting in the room with yellow support beams laying on the ground with large creates, the first collectible will be high up in the ceiling are around the entry point for the tracks to transport boxes.
  • 2. In that same room, you will find a pile of black boxes in one of the corners. The next collectible will laying on the floor behind said boxes.
  • 3. From there, head to the opposite doorway or the one closest to the trader pod. In the connecting hallway you will need to loo up and to the left at the running pipes. In one of the sections of times you will slightly see the next collectible hanging behind said pipes.
  • 4. Continuing down that hall and to the left you will enter a slightly bigger hall with very large room that's blocked off by railings. Once you make it around that halls left and right turn area, you will see a track/rail like thing and the next collectible will be hanging from said track/rail thing. Should be next to hanging create as well
  • 5. From there you should see a trading pod in the corner against the railing, the next collectible will directly behind it.
  • 6. Head into the room behind you with the red couches and potted plants. You will find the next collectible under the couch closest to the doorway you entered from.
  • 7. In the same room you will see a long planter to the right of the couch you were just at. The next collectible is sitting in that planter.
  • 8. From there head right through the door way with the 2 vending machines next to it. Through that doorway you will see a large create with a pile of boxes next to it. The next collectible will be between the create and the pile of boxes.
  • 9. From there, follow the red couches and planters and within one of the planters you will find the collectible laying within one of the said planters.
  • 10. Lastly, turn left and head all the way the hall into a lab like room with the Husk pounding in a glass box. Go past the Husk and trader pod, through the door way and mid way down the hall you will look up and see the last collectible in the rafters.

Achievements-
Like other maps it only has the collectible achievement and the difficulties. If you use some of the above advice you should be just fine.
Desolation w/You are my Only Hope Achievement & More
Desolation-
Desolation is kind of a large map making breathing easier and room for mistake also being high.

Collectibles-
No gold chain this time but a disk/puck that projects a Horzine hologram logo. No list again

Achievements-
This map only has 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
DieSector w/Its aD.A.R.able Achievement & More
DieSector-
DieSector is special in that you cannot play it on Survival but only on Endless. This means the achievements are slightly different and getting the collectibles can be easier as you're not limited by time.

Endless-This was the last achievement I had to get before getting all of the achievements. HOE for this map can be a pain in the ass. Due to the map being so small and the area that are somewhat open tend to have stuff in the way. Along with that there is a boss every 5 rounds meaning if you make it all the way to round 25 but fail to beat the boss then you just wasted 30 minutes or more. Some advice that helped me is to have a route that goes from floor to floor. So if your route start on the bottom floor, make sure you use the upper floor before starting the loop over. Most of the time Zeds wont spawn in front of you and if one does than its usually something weak. Due to the map being small you would think there is a decent amount of cover for bosses but I found it to be the opposite. So when you have the distance gained on the boss, keep yourself close to a good amount of cover before dealing damage. Someone like King Fleshpound can corner you with his attacks or his Quarterpounds. While someone like Hans Volter can cram your hallway with a ton of gas or HE grenades. Since I played Support most of the time I can say that having the S12 Shockgun and AA12(AA12 and M1014 if you dont have the DLC) are the best combo for heavy Zed takedowns. Firebug tends to be most useful for the large clusters of small Zeds while Sharpshooter tends to be only for heavy Zeds. Overall, the tactics that I found most helpful is to only focus on heavy Zeds when they are around and to keep moving. Distance is your friend and can mean you get the achievements for this map, or you just wasted 30-45 minutes.

Collectibles-
DieSector uses a little bobble head like figure of the D.A.R. character model. Below will be a video outlining the locations of the collectibles.(No list this time)

Achievements-
This map has been very tricky for me as surviving 25 waves on higher difficulties is very difficult. Surmounted by how cramped the map is makes it challenging to say the least. This does contain the regular 5 achievements, 4 for beating 25 waves on certain difficulties and 1 for finding 10 collectibles.
Dystopia 2099 w/Like Tears in Rain Achievement & More
Dystopia 2099-
Dystopia 2029 is Europe when they finally work together and evolve. Its very spacious and offers you breathing room and big room for mistakes since you will have a sense of comfort with said space.

Collectibles-
We are back to the standard gold chain instead of something else that`s cooler. No list again

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Evacuation Point w/Point Paper Achievement & More
Evacuation Point-
Evacuation Point has a large amount of indoor space and only a small amount of free outdoor space. My best route will be discussed below but there are many barriers and small corridors to look out for.

Collectibles-
The collectibles for Evacuation Point are, yet again, the gold chain. Below is a video showing you where they are along with a list of where they as well.
[Collectible Locations]
  • 1. Starting at a corner of the map with a hole in the brick wall and black SUV that's on fire. From there you will see a metal doorway on your right along with a scissor lift that's fully extended with the first collectible hanging at the very top of the scissor lift.
  • 2. Moving through the afor mentioned metal doorway and straight ahead will be a stacked pile of sandbags against a brick wall. In between the sandbags and the brick wall will be the next collectible laying on the ground.
  • 3. Directly ahead will be a giant ship. You will want to head into its under belly and you will come across the first stair case. At the bottom of that staircase will be a pile of cardboard boxes with the next collectible laying on the ground in that pile of boxes.
  • 4. From there, head back out of that staircase and follow the white moving vans down until you see a blue bus and another white moving van with blood in it. The next collectible will be laying within the bloody white van.
  • 5. Head directly right and up the following staircase. Go past the nearby trading pod through a passageway and through a doorway with a restaurant plaque above it. Continue forward until you see a an exit door to your right and head all the way down until you reach an intersection where you will want to head through the right passage. Head forward until you come across a sandbag area with a spotlight within it. The next collectible will be within that sandbag area and next to the spotlight on the ground.
  • 6. Head into the room with 2 escalators and another trader pod. Stand in the room with the right escalator in front of you and look into its left side gap. In that gap you will find the next collectible in that far back gap.
  • 7. From there head down the escalator you were just looking at and at the bottom take a left. You will see a small booth and the next collectible will be sitting on a counter with a small slot revealing it.
  • 8. Head back past both escalators and into a bar & grill like room with a red counter. The next collectible will be behind that red counter laying on the floor.
  • 9. Head out the brick hole in the wall where you started and head to the back of the armored vehicle with sandbags and boxes. The next collectible will be sitting on a metal step attached on the back of the vehicle.
  • 10. Finally head directly left and you will see a blocked off area with a bright red light. The last collectible will be sitting on a box behind that sandbag barrier directly next to the red light

Achievements-
These achievements are the same as most other maps where you have to get the 10 collectibles and beat the map on various difficulties.
Elysium w/From Here to Eternity Achievement & More
Elysium-
Elysium is based off the Greek mythological place and I highly recommend you read about it. Also it has a level to level system like The Descent but most of the maps are a lot bigger than the others.

Collectibles-
Elysium strangely has snowglobes despite having no snow. No list again

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Farmhouse w/Darkness Dolls Achievement & More
Farmhouse-
Farmhouse is a dark and confined map making room for error small and possibility for Zeds to pile up be very large. Given that are only to main buildings on the map and its pretty small compared to other maps, its safe to say most of your fighting will be outside.

Collectibles-
The collectibles are different than most maps since they are a ventriloquist doll, very similar to to the Goosebumps "Slappy" doll. Below is a video of their locations and a list of their locations as well.
[Collectible Locations]
  • 1. Starting with the player looking at the front of the barn, turn around and head toward the corner of the map with a lone tree next to it. The first collectible will be laying under a broken wooden fence beam.
  • 2. Head back toward the front of the barn and look into the drivers seat, since its an American style vehicle, and the next collectible will be sitting in the seat.
  • 3. Next head into the barn and you will see the next collectible underneath the trucks front tire.
  • 4. Directly left you will see the next collectibles legs sticking out from a pile of hay.
  • 5. Up the stairs into the loft of the barn, you will find the next collectible sitting on a beam near the roof of the barn.
  • 6. Head back to the blue truck and out the side door then head right. Go toward the fence and you will see another broken wooden beam similar to the first collectible location. This time the collectibles head will be sticking out of the ground.
  • 7. From there, head toward the house and down through the concrete cellar entrance. Go toward the basement staircase and under it you will find the next collectible with its top half inside a cardboard box, next to a wooden barrel.
  • 8. Past the basement staircase you will enter a room with no walls but rather insulation only. The next collectible will be laying on a makeshift table.
  • 9. Now head up the basement stairs and make a right. You will see the next collectible sitting inside a white sink.
  • 10. Finally head out the door directly to the right and to the nearest corner of the map. You will find the last collectible sitting in a tree sort of high up.

Achievements-
This map is similar to most other where you have to beat it on various difficulties and finding the collectibles. Should be easy if you follow the above advice.
Hellmark Station w/Old Skull Achievement & More
Hellmark Station-
Hellmark Station is your average British or New York subway system. This means you are going to be swarmed fairly fast by many men

Collectibles-
The collectible is not a gold chain again but a demon skull that explodes with blood when destroyed. No list again
https://www.youtube.com/watch?v=cO3RedbgM2A

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Hostile Ground w/You've Got Red on You Trophy Achievement & More
Hostile Grounds-
Hostile Grounds is similar in map layout to Burning Paris. That being said, the tactics and routes will be kept the same. Hostile Grounds offer more space top side and slightly more room in the subway system making it somewhat easy on higher difficulties. Sadly, much like Burning Paris, it also takes place in France contrary to the map description.

Collectibles-
The collectibles are, again, the gold chains. Below is the video for the most common 10 locations and a list as well.
[Collectible Locations]
  • 1. Start at the intersection containing a white van stuck in a sinkhole and a blue sedan with a body in the front seat. Move toward a yellow containment tent and the first collectible will be laying on the floor next to bodies in body bags.
  • 2. To the right you will see metal fire exit staircases attached to a building. The second collectible will be high up on that said metal stair case hanging.
  • 3. To the left you will see a street blocked off by a high metal fence and in the left corner will be a hole with blood and trash next to it. The next collectible will be hanging past that hole on a building.
  • 4. Directly behind you will then be a trader pod and the next collectible will be sitting behind that trader pod.
  • 5. Go past the first collectible location and continue all the way down until you reach the gate with someones skin hanging off of it. There will be a small green trash can with the next collectible sitting inside.
  • 6. To the left will be a slightly open garage with a white car sitting inside. Underneath that car will be the next collectible nearest the back left tire.
  • 7. Head right and take the nearest left and head down until you reach the closest right doorway. You will enter a bar like building with a bunch of pool tables. Directly to the right of the doorway will be a piano and the next collectible will be underneath that piano.
  • 8. Head left to out the other entrance and you will see a ambulance to the right. The next collectible will be in the back on the ambulance's floor.
  • 9. Head left and down the subway entrance and at the bottom will be two payphones. The next collectible will behind the payphone on the left.
  • 10. Head left toward the subway trains and through that door take a right. You will see small green gates and the last collectible will be in that gated area in a corner near other unused green gates.

Achievements-
Hostile Grounds is similar to every other map in that you only need to beat it on set difficulties and find 10 collectibles. If take into consideration the above advice than you should get these fairly easy.
Infernal Realm w/Infernal Relics Achievement & More
Infernal Realms-
Infernal Realms takes place in what I imagine to be France on a rainy day. This map tends to be fairly open providing the player with a lot of room to play with. That can also be a downside with certain bosses and their ranged attacks.

Collectibles-
Infernal Realms is special in the fact it has a different collectible than most other maps. This time it is a red eyeball which can be fairly tricky since most of the map is a similar color. Below is a video outlining 10 locations along with a list.
[Collectible Locations]
  • 1. Starting in a long hallway with a dead end and a swinging pendulum in the sky you will see tall skeleton statues with swords. The first will be sitting in the eye socket of the statue.
  • 2. Turn to the left to the green trader pod and you will see an inaccessible ledge with broken fencing. Next to one of the broken fences you will see a rock with the next collectible sitting on it.
  • 3. Now head down the hallway toward the spinning clock/symbol. At the intersection take a left and head all the way down until you reach a corner. There you will see the next collectible sitting on the floor inside a cage.
  • 4. Now head right and stay on the left side going down and underneath into a hallway with bone arches. Go all the way through and at the end go left through another bone passage. In that second bone passage you will find the next collectible in the third archway intermingled with the bones.
  • 5. Head all the way through the bone corridor toward the flame/torch thing. Take a left and then a right going down the stairs and then keep straight until you have made it up the small staircase. Take a right and head straight down another staircase until your in another archway area and the next collectible will be on the wall in one of the symbols made out of bone.
  • 6. Now completely make you way through the archway area until you come into a room with a giant skull fountain with green liquid. While standing in front of the giant skull, turn right at a group of three statues and the next collectible will be sitting in the eye socket of the biggest statue.
  • 7. From there, head left toward the trader pod and go half way up the staircase at the end. On the half way landing you will see an indent filled with bones and other gore. The next collectible will be sitting in one of the skulls eye sockets on the left.
  • 8. Now fully head up the stairs and take a left into the room with a four armed statue that has fire under it. The next collectible will be underneath a small tower of skull hosting a green flame.
  • 9. Directly next to the statue with four arms will be a column made of bones. The next collectible in the eye socket of one of the skulls within that column.
  • 10. Lastly, head to the left and down the small staircase then keep right through the small doorway. You should see a cage with a, still alive, Clot and the last collectible will be sitting in the rocks next to said cage.

Achievements-
Infernal Realms has the number of achievements as most other maps in that you need to beat the map on various difficulties and collect all 10 collectibles.
Krampus Lair w/A World Under Glass Achievement & More
Krampus Lair-
Krampus Lair is a little like Descent without changing levels each round but rather changing levels every couple of rounds. The map also tends to be on the cramped side of the map pool.

Collectibles-
Krampus Lair introduces the Snow Globe collectible with its special collection noise. Below will be a video outlining 10 collectible locations along with a list of collectible locations. BE WARNED that the video is old and may contain outdated collectible locations that either no longer exist or have moved.
[Starting Area]
  • 1. Spawning next to the snow cat vehicle will be a small rock containing a collectible.
  • 2. From spawn, keep left and through the "Keep Out" sign pathway until you reach the building structure. Once entering you should see a fireplace to your left and past that will be a creepy candle holder on the wall with the collectible inside it.
  • 3. From collectible location #2, keep right until you reach a workbench with green items and then head right again until you see a pile of christmas colored barrels and you should see the collectible on top of one of the barrels.
  • 4. From collectible location #3, move forward to the nearest doorway and once through look left to see the collectible within a pile of barrels, branches and other christmas junk.
[Second Area]
  • 1. Once at the second area trader pod you should see some nearby tables. Underneath/behind the furthest table from the trader pod will be the collectible.
  • 2. Find the trap area within the second area. Once there you will see a small walk in between the trap area and another area. Withing that other area will be a large log against the walkway with a christmas barrel next to and the collectible will be on top of the barrel.
  • 3. Find the outside sign hanging from some chains that says "WARNING" in blood. With your back to that sign you will see a sled thing holding a lot of logs and the collectible will on the base of the sled under some logs.
  • 4. From collectible location #3, You will see another large pile of logs with a dead elf laying over the top of a log. The collectible will be on top of the large pile of logs.
  • 5. From the pass through of the starting area into the second area you will see a sinkhole that is barricaded off. From there you should head left until you see a pine tree with the collectible beneath it or at its base.
[Basement/Underground Area]
  • 1. Once entering the underground area, keep left to the trader pod and just past the trader pod will be the collectible.
  • 2. From the trader pod, keep left until you're on a catwalk area and you will see a banner that says "A Lazy Elf is a Dead Elf". Just above that banner will be the collectible sitting on top of a branch just above the banner.
  • 3. Staying on the catwalk as collectible location #2, you will want to look into the sink hole with a portal at the bottom. You should see a small window with the next levels trader pod beyond it and just below that window will be the collectible.
  • 4. Past the banner next to the catwalk will be locked cells and hanging cages. There should be a large crack with hanging cages within it and the collectible sitting on a ledge.
  • 5. From collectible location #4, head right until you come across a cage on the floor next to a ramp leading down. Within that cage will be the collectible on the cages base.
  • 6. From the ramp between the second area and basement area, there will be a grinder looking thing with hay, elf bodies and other farm like equipment. The collectible will be behind the small bucket containing an elf body.
[Coal Mine Area]
  • 1. Upon going down the ramp you will be faced with an intersection and to the left side of the intersection will be the collectible within the walls just behind a a board.
  • 2. With the trader pod to your back, head out and left until you come across a tipped over coal cart and semi-collapsed hall. On top of the rock pile before the hall will be the collectible.
  • 3. From collectible location #2, have the collectible location to your back and keep right until you reach the doorway into the boos level. Just above the doorway will be the collectible on the rock edge.
  • 4. From collectible location #3, continue straight until you reach the small area of blood with an elf body and look up. There should be wooden support beams and the collectible will be sitting on top of those beams.
[Boss Level]
  • 1. When spawning in you should see a long scroll with a list of names leading up to a bone throne. On the bone throne will be the collectible.
  • 2. While looking at the trader pod, head past it all the way down until you reach 2 large wooden cages, one tipped over and the other not. Within the tipped over cage will be the collectible in between the wooden bars of the cage.
  • 3. Underneath the trader pod will be a cave full of rolled up scrolls. In that pile of scrolls will be the collectible closest to the metal looking scroll.

Achievements-
Krampus Lair has the normal 5 achievements, 4 for be the map on the various difficulties and 1 for finding 10 collectibles.
Lockdown w/Shocking Discovery Achievement & More
Lockdown-
Lockdown sets you in a cramped space, IN SPACE! It tends to be very cramped but it has a lot of doors making it easy to gain breathing room.

Collectibles-
Lockdown has the battery collectible. Below is a video outlining the collectibles location.(Sorry no list this time.)

Achievements-
This map has the regular 5 achievements, 4 for beating the map on various difficulties and 1 for collecting 10 collectibles.
Monster Ball w/Spooky Scary Skeletons Achievement & More
Monster Ball-
Monster Ball is special since Hans is throwing a party and you're uninvited. There is also a secret within the map with an attached achievement called Deaths Door. Much Like COD Zombies, there is a small easter egg involving "opening the Alchemist Room" within the map.

Collectibles-
Monster Ball has the Red Skull Collectible like some other maps but at least its not the gold chain again. Below is a video outlining the locations of 10 collectibles(BE WARNED the listed video is old and some locations may be changed or removed as of current Killing Floor 2). There will also be a list with some collectible locations.
[Collectible Locations]
  • 1. Right at the start of the game you will spawn with a large wooden door in front of you and a black carriage to your back. Before entering the map there will be a large bowl atop a pedestal holding fire. The collectible will be at the foot of pedestal slightly behind some rocks.
  • 2. Also within the spawn area you will see a building with 3 gargoyles. The collectible will be to the right of the middle gargoyle.
  • 3. Upon entering the main map area, you will see horse stables and carriages to your right. Also in that corner is more horse tending equipment with the collectible in that right corner on top of a barrel.
  • 4. Still within that first are you should see a trader pod and next to it will be a collection of wooden barrels. The collectible will be behind the trader pod and behind the collection of barrels next to the bushes.
  • 5. From the wooden door you just entered from keep left until you reach a small landing area with 2 gothic benches and a small metal gate. Behind that metal gate will be the collectible up against the left most wall.
  • 6. From collectible location #5, move under the archway with the firetrap until you reach 2 tables containing drinks and 2 orange and black cakes. Behind the table with the cakes will be the collectible next to some barrels. You may have to jump in order to see it.
  • 7. From collectible location #6, move into the room with neon writing on the wall but not into the dance floor area. Upon entering you will see a doorway to the left, head through and go all the way to the end until you're on top of 3 large metal beams. Go to the furthest beam and look left and you should see the collectible on the ledge of a rock.
  • 8. From collectible location #6, move into the room with neon writing on the wall but not into the dance floor. There will be a table on the right side of the room with a slice of cake, cups and bottles. The collectible will be on the floor, behind the table in the corner with a large pillar and stone railing.
  • 9. Make your way to the dance floor with the floating DJ booth. On the booth you should see the DJ(Hans in a Vampire costume) and next to him will be the collectible.
  • 10. On the dance floor, have you back up against the railing closest to the DJ booth and look up to the above landing area. You should see the collectibles glow to the right of the landing past the broken part of the railing.

Deaths Door Achievement-
Below will be a video outlining the steps to get this easter egg along with a list with the steps as well(Much like the collectibles). I found it best to play Monster Ball on Endless with Normal difficulty.
[Deaths Door Steps]
  • 1. Gain enough money to open the door. You should need 1250 Dosh.
  • 2. You will need to press 3 buttons within a wave, so the game cannot be paused. From the dance floor, head all the way down the hall with swinging bells and you should see a stone sticking out of the wall. Once that's pressed, make your way under the dance floor into a room before the trader pod. There should be an opened indent with a neon colored face, it may look a little abstract, with a candle stick you can activate(The stone block must be activated or you will not see the painted face). Finally head up and into the library and there will be a book sticking out of the shelf next to the trader pod for you to activate.
  • 3. The achievement should have popped but you can head back into the alchemists room and directly left of the entrance will be small glass cubes with stick borders and the easter egg will be within that glass cube.

Achievements-
Monster Ball has 6 achievements. 4 for beating it of the various difficulties. 1 for finding all of the collectibles and 1 for completing Death Door, the easter egg.
Moonbase w/The Dark Side of the Moon Achievement & More
Moonbase-
Moonbase is just Elon Musk`s vision for human expansion to other planets. It does have low gravity making movement more difficult and mistakes easier.

Collectibles-
Moonbase has the white batteries instead of the standard gold chain. No list again

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Netherhold w/Forgotten Knowledge Achievement & More
Netherhold-
Netherhold was a hard map for me since its very claustrophobic leaving much room for mistake. Also kinda looks like my house ngl.

Collectibles-
Much like Hellmark Station, Netherhold has demon skulls that explode with blood when destroyed instead of the standard gold chain. No list again

Achievements-
There are only 3 achievements instead of 5. 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Nightmare w/Letting the Demons Out Achievement & More
Nightmare-
Nightmare is the love child of Descent and Tragic Kingdom. Frankly I love it since each level has a theme to it making it more entertaining yet it can be difficult since many of the levels are small. Unlike Decent, Nightmare has no endless mode.

Collectibles-
This map is special in its collectibles with no gold chains but a very cool clown mask. Nightmare has many levels so there will be a list for each level. Also a video will be provided, BE WARNED that this video is old meaning some collectibles may not be where they are shown or listed.
[Starting Area]
  • 1. When spawning in with your back to the muscle car there will be a splintered tree stump next to said car. The collectible will be inside that tree stump.
  • 2. From the spawn, keep left until you reach a blocked off mine shaft looking thing. Looking into that mine shaft area you will see the collectible at the far end of the blocked off mine shaft.
  • 3. From the spawn, keep right until you reach the house and to the right of the house will be a campsite like area. Within that are will be a blue cooler with the collectible inside.
[Surgery/Morgue Level]
  • 1. From spawn, keep right until you reach the barrier and to the right will be body cooler/lockers with the collectible sitting on the rolling bed.
[Tragic Kingdom/Twisted Carnival Level]
  • 1. Looking at the large bloat like head, turn around and keep right. There will be a blocked off staircase with the collectible sitting behind the barricade and underneath the staircase.
  • 2. Within the middle of the map will be a undead themed carousel and the collectible will be near the top over the face of one of the skeletons.
[War Torn Level]
  • 1. Near the trader pod will be a dead end with a crashed airplane next to it. The collectible will be underneath that planes propeller in the dead end area.
  • 2. Directly next to the trader pod will be a building in the background with many windows. The collectible will be sitting in the first row of windows toward the right side of the building.
  • 3. From the platform nearest the trader pod, look directly across until you see a group of child statues. On one of the child states will have the collectible on its face.
[Spider Level]
  • 1. Nearest the small cave with a red light will be a small waterfall. The collectible will be on the ground behind that waterfall.
  • 2. In the top part of the map will be small pillar of rock. Within one of those pillars will be the collectible in a small notch in the pillar.
[Living Room w/Clown Level]
  • 1. Locate the giant clown sitting on the couch(Cant miss it). The collectible is underneath the couch nearest the front right leg.
  • 2. Locate the doorway in the kitchen area with a wooden ramp with a cooler. Look in the right side through a small crack and you'll see the collectible within that crack in the door.
[Boss Level]
  • I find a little hard to follow given that there are no noticeable landmarks to follow so be sure to get the ones above and you'll be set. The above video has the locations if you become stuck.

Achievements-
Since Nightmare dosent have objective it will only have 5 achievements. 4 for beating the map on all difficulties and 1 for finding all the collectibles.
Nuked w/Davy Crockett Achievement & More
Nuked-
Nuked is another staple map of KF2 and is my least favorite for the objective game mode. It tends to be very open as long as you stay outside.

Collectibles-
Nuked has a unique collectible unlike many other maps with it being a small blue nuke. Below is a video outlining 10 collectibles and a list of the locations aswell.
[Collectible Locations]
  • 1. Starting with you in the round-a-bout area with a statue atop a pillar and a trader pod surrounded by concrete barriers. The first collectible will be on top of the statue pillar area.
  • 2. From there head toward the bus and behind it will be a trash can against the building next to it. The next collectible will be sitting in that trashcan.
  • 3. Now head up the slight ramp area past the tipped over blue car until you reach a barricaded area on the left side of the buildings wall. There will be an armored vehicle inside the blocked off area and the collectible will be past the front side of the vehicle sitting on some sandbags.
  • 4. Continue forward until you reach a middle section of the road filled with concrete, sandbags and sheet metal surround a small statue. The collectible will be to the left of the statue laying on the floor.
  • 5. Now head to the other side of the statue barricade thing into the entrance of the embassy building. Keep left until you reach the trader pod with the next collectible being behind the desk next to the trader pod, in between a trashcan and a wall.
  • 6. Further left will be an entrance to go into the basement of the embassy, head down until you see small sections filled with hospital equipment. There, within one of the sections, you will find the next collectible toward the back of the wall behind a medical tool cart and a IV bag holder.
  • 7. From there, head left and once through the door take another left and you should see the trader pod at the end of the hall past a doorway and before that doorway is a couple of green lockers. The next collectible is in the locker without a door.
  • 8. Directly behind the lockers is another doorway with a small ramp, once through the doorway immediately turn around and loop toward the top of the doorway. To the right of it you should see the nest collectible on a ledge.
  • 9. From the doorway you just passed through and keep right up the stairs with the yellow lights. You will enter a maintenance like room with the collectible being atop a metal shelf.
  • 10. Head outside of that room and keep right until you see yellow quarantine tents. Within the right most tent will be a collectible in that tents back right corner.
  • 11. From there, turn around and head toward the trader pod in the corner. There will be a cop car sitting next to it with a collectible sitting in the back seat.
  • 12.While look at the side of the cop car, turn left and head toward the entrance of the embassy and stand on the stairs to it but dont enter. Turn around to the opposite side of the entrance and look up to see another collectible on a ledge.
  • 13. From there, head left until you reach a corner of the map with a large opening within the wall of the map(There should be a white bus with a "Evacuation" text on the side of it). Within that opening to the left side of it will be another collectible.
  • 14. From collectible point #9 or#10 you should see an entrance with a burning white moving van partially in. Head through there until you reach the trader pod. Behind the trader pod will be the collectible laying on the floor.
  • 15. From there, keep left out of that area until you reach collectible point #4. To the right of the main entrance of the embassy building will be a basement entrance and another ramp to the right of the basement entrance. Head up the ramp until you are at the top. There will be a small wooden ramp and underneath that ramp will be a collectible underneath in a box.

Objective-
Given that nuked is so small and cramped, you either need to be on your toes or have your partners be on the same wavelength. Most of the objectives will initially take place inside so a good ides is to play a Firebug or Medic for the AOE damage. If you have partners then always have a Support and/or a Sharpshooter for larger Zeds. Once you are able to stay outside without taking damage, stay there unless you need to go inside for an objective. Run around the map in a circle fashion and pick off Zeds as you do so. If you stop for a few seconds on this map you will be cornered or overwhelmed. The toughest part will be the beginning as there is a flood of crawlers making the Firebug the best choice. Then you will be stuck in the basement with limited space to move, making Support and Demo a great choice for welding the doors either with or without traps. Past that is mainly easier tasks both inside and outside, so keep moving and keep your eyes peeled.

Achievements-
Nuked as the original 5 achievements involving finding 10 collectibles and beating the map on various difficulties. It also has 2 achievements for the objective game mode.
Outpost w/Outpost Offerings Achievement & More
Outpost-
Outpost is a map that a lot of people start on and contains an interesting layout. This map also contains and extra mode called objective which adds more achievements.

Collectibles-
Outpost has gold chains like many other maps. Below is the video outlining their locations and a list as well.
[Collectible Locations]
  • 1. Starting at the outside helipad, you will find a small pile of black boxes covered in snow. The first collectible will be sitting on the boxes.
  • 2. Head into the only doorway from there and the next collectible will be on the security counter in between the two metal detectors.
  • 3. Head into the main control room and all the way to the bottom floor. You will see another pile of black boxes next to the number "03" painted on the wall. The next collectible will be sitting on a box in said pile of boxes.
  • 4. Now head into the circle part of the main control room with the large orange screens surrounding the round pillar. The next collectible will be on the floor next to the far right orange screen.
  • 5. Finally head through the doorway closest to you from collectible #4 with the title "Shooting Range". While making your way through the hall you will see a booth with the plaque titled "Armory" above it. The collectible will be sitting on the counter toward the right side of the booth.
  • 6. Fully make your way down the hall until you see a doorway labeled "Exit" and head right once you pass through. You will come across snow cat like vehicles and the next collectible will be inside one of the that has an ajar door.
  • 7. From there, head down into an indent like area with two large propane tanks in the corner. The next collectible will be sitting in between those two propane tanks.
  • 8. Head into the garage closest to you and turn left toward the trader pod and you should see the next collectible close to the pod.
  • 9. Next head up the stair behind the trader pod and into the loft like area with metal shelves. The next collectible will be behind the left most shelves on its right side.
  • 10. Lastly, head through the the door labeled "Bunker Exit" and once you've made it all the way through you should see another snow cat. The last one will be sitting on the floor in between the wall and the snow cat vehicle.

Achievements-
Outpost has nine achievements contrary to most other maps only having five. The first five are to beat Outpost on certain difficulties and collecting ten collectibles. The other four are to beat Outpost again but this time on the objective game mode. Following the above tips should make it somewhat easier.

Prison w/Perilous Prison Achievement & More
Prison-
Prison can feel like Catacombs at some point but is overall a fun map. Given the amount of choke points for Zeds to pile up on, its fun and easy for most classes.

Collectibles-
Prison is special in the fact of the collectible is not a gold chain. This time its a bar of soap with a piece of rope on it. Below is a video outlining the most common spots for collectible as long as a list.
[Collectible Locations]
  • 1. Starting in the infirmary which has a trader pod in it, there will be a flipped gurnee in the corner and the first collectible will be laying on the floor behind it.
  • 2. Looking at the trader pod in the infirmary, turn right toward the doorway and head through there and keep right. Counting the cells on your right, the next collectible will be in the 6th cell underneath the bed.
  • 3. From there, turn left and you should see a green table. The next collectible will be underneath the table.
  • 4. Forward of the green table is a overhang with a railing, hop over the railing and drop down heading through the doorway into the rec yard. In the rec yard you will see a radio tower thing and the next collectible will be hanging just below the announcer speakers.
  • 5. Past the radio tower thing will be a bush in the corner and the next collectible will be sitting in the bush.
  • 6. Head toward the doorway leading into the cafeteria and once through there turn left into a small room with a stair case and a small pile of green office desks. The next collectible will be laying underneath one of the green desks.
  • 7. Head back into the cafeteria and you will see counters with food trays laying in it. The next collectible will be laying in one of the food containers.
  • 8. From there, head left and then right through the first doorway leading into a training yard area with a trader pod. You should see a barricade thing made of wood and chain link fencing and through that will be a makeshift ramp made out of tables, wood and other things. The next collectible will be underneath the makeshift ramp.
  • 9. From there, head back and right toward the trader pod. Make a left once there and you should see a green bleacher type thing with sheet metal and wood stacked against it. The next collectible will be laying behind it.
  • 10. Lastly with the bleacher type thing to your right, head into the doorway straight infront of you. The last collectible will be directly right behind a radiator once through the doorway.

Achievements-
Prison contains 5 achievements with collecting all of the collectibles and beating the map on different difficulties. Since the map dosent have the objective game mode it dosent have an increased amount of achievements.
Powercore w/Surge Breaker Achievement & More
Powercore-
Powercore is like Descent and Nightmare since it has multiple levels meaning collectibles are going to be easier to find in your game. Also making your routes small and cramped.

Collectibles-
Powercore has a different collectible compared to other maps. This map has the battery/canister collectible. Below is a video outlining all collectible locations.(Sorry no list this time)

Achievements-
This map only has the regular 5 achievements. 4 for beating it on various difficulties and 1 for finding 10 collectibles.
Rig w/ Marine Research Achievement & More
Rig-
Rig is what actually happened at the BP oil spill instead of what the news told you.

Collectibles-
Rig has the disk/puck hologram projector of the Horzine logo instead of the standard gold chain. No list again.

Achievements-
This map has 3 achievements, 2 for beating the map on various difficulties and 1 for finding 10 collectibles.
Sanitarium w/Oleaginous Old Ones Achievement & More
Sanitarium-
Sanitarium lets you experience what its like to entertain Lovecraft's Cthulhu. Although most of the map takes place indoors or underground.

Collectibles-
Sanitarium's collectible is similar to the Black Forest in that its a semi-purple growth/tumor. No list again.

Achievements-
Sanitarium has the 3 achievements that came with the 2019 Christmas update meaning you dont have to beat the map on all difficulties. You only have to beat the map on 2 difficulties and find the 10 collectibles.
Santa's Workshop w/Yule Shoot Your Eye Out Achievement & More
Santa's Workshop-
Santa's Workshop is what happens if workers were not allowed to form unions. Also its a great map overall and extra special if you play it during the winter months.

Collectibles-
Santa's Workshop has a neat little holiday collectible, that being a little dosh snow globe. Also no list this time.

Achievements-
Santa's Workshop has 5 achievements, 1 for finding 10 collectibles and 4 for beating the map on the various difficulties.
Shopping Spree w/A Special Deal Achievement & More
Shopping Spree-
Shopping Spree takes place in, you guessed it, a shopping mall. Honestly the layout if very cool and some of the store and very well designed.

Collectibles-
Shopping Spree has the basic golden dosh necklace, also no list this time.

Achievements-Shopping Spree has 5 achievements, 1 for finding 10 collectible and 4 for beating it on the various difficulties.
Spillway w/Money Down the Drain Achievement & More
Spillway-
Spillway is difficult to describe in the fact I dont know quite what this place is suppose to be or what people did here prior to the outbreak.

Collectibles-
Spillway has the basic golden dosh necklace. Not list this time.

Achievements-
Spillway has 5 achievements, 1 for find 10 collectibles and 4 for beating the map on the various difficulties.
Steam Fortress w/All This Science I Don't Understand Achievement & More
Steam Fortress-
Steam Fortress is, in my opinion, the hardest objective map aside from Nuked. Although Nuked is tough because is small and cramped, Steam Fortress has many slim and tight passage ways that make it feel smaller than Nuked. Although its big, it feels small in the sense of maneuverability being so limited. Try to have fun because I sure didn't.

Strategies-
There is not much to say that will give you an ultimate advantage but something that helped me was staying top side. Somewhere near the rocket control like station or the place where you raise the rocket as there are two exits in case things get cramped. If that happens, you can move in a circle like pattern or around the pit where the rocket emerges from. Otherwise you should only go underground for objectives or to run back to the top section of the map. If you're having trouble completing this solo then feel free to ask Reddit(what I did) or another KF2 forum as others may be having the same issue or just want to help out. Just a well known note is that the more players you have in the lobby, the more Zeds that spawn. Other than that, this map gave me the most difficulties and took well over a few dozen tries with and without partners.

Achievements-
Steam Fortress has 5 achievements, 1 for finding 10 collectibles as always but the other 4 are for completing the map on all difficulties ONLY in objective mode. This means you don't have to do survival, only objective. Below is a guide for 10 collectibles on Steam Fortress:
Subduction w/Projections from the Deep Achievement & More
Subduction-
Subduction is a fairly entertaining map while the collectibles were fairly tricky to find when the map first came out. Another bonus would be the S12 Shockgun that came with the map update.

Collectibles-
There are a total of 20 collectibles and they are not the gold chain but the hologram projector. No list this time. Below is a video outlining the 10 most common locations)some locations may be removed or shifted).

Achievements-
There is a total of 3 achievements since its a late update map. 2 achievements are for beating the map on hard or greater difficulty and another for beating the map on HOE difficulty. The last is for finding 10 collectibles out of the 20.
The Descent w/Hans Off the Merchandise Achievement & More
The Descent-
The Descent has the smallest per map size out of any map. I say "per map" since the map layout changes after every round. This can make getting 10 collectibles tricky as getting a map layout is up to RNG.

Collectibles-
Below will be a video outlining the 3 collectibles on each map along with lists for each level. There is always 3 collectibles per level and its not a gold chain again but actually a little Hans Volter Plushie.
[Starting Area]
  • 1.While looking at the far windows once you spawn in, there will be a white barrier with a diamond pattern. The collectible will be in the blocked off area's corner next to the white fence.
  • 2. Head down to the middle of the staircase and keep right as you will see a cellar entrance off to the right side. The collectible will be sitting on the floor to the entrance of the cellar.
  • 3. There will be a sectioned off area containing 3 trees. The collectible will be inside the sectioned off area in the corner.
[Level with Giant Blood Pipes & Control Room with Overgrown Vegetation]
  • 1. When dropping in head into the control room with the trader pod. To the left of the pod will be a electrical box with the collectible sitting on top.
  • 2. Head under the split blood pipes and look up to see a metal airduct/pipe. On that pipe you will see the collectible near a corner of that metal airduct/pipe.
  • 3. Now head directly underneath the floor you were just on and you will find the collectible behind the base of a blood pipe behind a blue barrel.
[Level that look like a Medieval Dungeon/Torture Area]
  • 1. While look at the trader pod, head right until you're in a corner with a bench full of skulls and a skinned corpse on a table. The collectible will be tucked behind the wooden barrel and below the weapon rack.
  • 2. While looking at the trader pod, head left until you see an archway that you can slightly walk into. The collectible will be sitting on the floor in the right corner of that archway.
  • 3. While having your back to the hanging corpses on the high metal gate and facing the pit with cages, look up into the hold in the roof. There will be a broken pipe with the collectible peaking out.
[Level that's a Large Autopsy/Morgue]
  • 1. While facing the trader pod and a wall to your left head right until you see vertical body coolers. The collectible will be in between to slightly extended vertical tables.
  • 2. With the trader pod to your back, follow the wall to your right until you reach a barrier. To the right of that barrier will be a corner of chairs and metal lockers with the collectible sitting on a chair.
  • 3. With the trader pod to your back, head left until you reach another barrier. While facing the barrier, look up and left until you see a metal airduct/pipe and the collectible will be sitting on the metal airduct/pipe.
[Level that's a Large Sewer/Water Treatment Plant]
  • 1. With the trader pod to your back, head down the stairs and keep right. There will be a small room with blue barrels in the room and in front of the entrance. The collectible will be in that room in front of wooden box.
  • 2. At the trader pod, head toward the ledge but don't go over it. At the edge of the ledge, look to the left and in between the broken railing and pipe you will see sitting on a barrel. If you do fall down than head to the blue barrel and pallet barrier, then look left to see the collectible.
  • 3. Look at the giant water treatment machine in the middle of the room. At the base of the machine will be the collectible.
[Level with a Machine with Bubbling Green Liquid out of the top]
  • 1. To the right of the trader pod will be a blocked off walkway. The collectible will be behind the barrier of the walkway.
  • 2. With the trader pod to your back, head forward and keep right. You will find a corner with barrels and a blocked off hallway. The collectible will be on the right side of the barrier next to a wooden box.
  • 3. From the 2nd collectible location, turn around and head straight until you see a pillar surrounded with barrels and a pile of gore at its base. The collectible will be tucked in the barrels.
[Level that's a Mine with Flowing Lava]
  • 1. From the spawn, head left until you see a small hole in the wall blocked off by rocks and wooden beams. The collectible will be on the left most wall next to the mine cart.
  • 2. From collectible location 1, turn around to look at the trader pod and you will see the collectible up on a concrete beam.
  • 3. With the trader pod to your back, head up the large stairs and look into the right corner once at the top. The collectible will be sitting within the corner on a barrel.
[Level with Smoke on the Floor, Science Equipment and Test Tubes filled with Corpses]
  • 1. At the trader pod, look up at the corpse transport system and the collectible will be hanging from a hook.
  • 2. With the trader pod to your back, head forward and keep right. Once in the connecting room, look up and you will see metal beams and the collectible will be sitting on one of the beams.
  • 3. From collectible location 2, turn around and head down the stairs until you see a metal tube/chamber filled with gore and protruding spikes. The collectible will be behind that tube/chamber.
[Level with Large Glass Room Filled with Corpses]
  • 1. To the left of the trader will be a small indent with the collectible being tucked into a collection of barrels.
  • 2. With the trader pod to your back, head left then right all the way down. You will see 2 test tubes, one with a corpse and one without. The collectible will be in between them behind a small surgical tool cart.
  • 3. To the left of collectible location 2 will be a small staircase, head down until you reach the end. There will be a metal shelf with the collectible on it.
[Level that is the Inside of a Lavish Home with Overgrown Vegetation]
  • 1. From the spawn, head right and go all the way down until you reach the last room. There you will see a large wooden bookshelf with the collectible on top
  • 2. From spawn, head down the stair until you see a small bookshelf on the left. The collectible will be on the right side of the bookshelf
  • 3. From spawn, head left and go past the trader pod area but not past the second indented area. there will be a barricade of furniture with the collectible being to the right of a bookshelf to the left of the barrier.
[Boss Room]
  • 1. With your back to the trader pod, head up the left side and there will be a corner with cages covered in gore with the collectible being to the right of that corner.
  • 2. In the room you will find the "throne" or a large chair covered in flesh and the collectible will be to the right, sitting on the barrel.
  • 3. From the trader pod, keep right and up the stairs until you reach the first right side corner. This corner will also be filled with cages, hanging corpses and gore. the collectible will be inside a cage against the far wall.

Achievements-
There are 5 achievements for collecting 10 collectibles and beating the map on various difficulties.
The Tragic Kingdom w/The Wonderful World of Merchandising Achievement & More
The Tragic Kingdom-
The Tragic Kingdom has a soft spot in my heart due to its contrasting sides of a fun and lovable map and its gross and bloody messes. Along with its mini games around the map and the rides you can activate.

Collectibles-
Below will be a video outlining 10 locations along with a list. Tragic Kingdom's collectibles are not gold chains but a really cool plushy of a clown like bloat that makes a burping noise when shot. Also the video may contain locations that no longer exist so beware.
[Collectible Locations]
  • 1. Starting at the generator, there will be a white moving truck with the first collectible sitting on top of the cap of the truck.
  • 2. With your back to the generators control panel, head right and down into the "river of love" like area. There will be a center mound with 2 control panels and the next collectible will be underneath one of the cabinets.
  • 3. From collectible #2, head out the exit closest to the trader pod within the "tunnel of love" area. Head down the river and keep right until you reach a small bridge blocked by 2 small boats. Looking into the blocked off area you should see the collectible sitting on a boat.
  • 4. Behind you will now be a small passage to the carousel and snack shacks. The next collectible will be inside the middle shack/yellow shack on top of the counter.
  • 5. Now head directly behind you until you reach the carousel control panel and you should see a small yellow trailer to its right. The collectible will be sitting on top of the trailer toward the left most corner.
  • 6. Head through the queue until you reach the "Tragic Kingdom" gateway. The collectible will be to the right of the gateway sitting within the bushes on the ground.
  • 7. From there, turn around to see a ticket like shack with a plaque above it saying "Bilete". The collectible will be behind the ticket like shack.
  • 8. Now head into the small pre-entry area with a large sign containing a large voodoo looking head with a hat. To the right of the large head will be a boarded up shack with a flashing purple light. There will be a small alley to the left of that shack with the collectible sitting in.
  • 9. Head back out toward the Tragic Kingdom gate and head past the "Pop-the-Clot" mini game and trader pod. You will see a roller coaster to your left while moving through. To your right will be a building containing the roller coasters controls and some cars. While looking at the roller coasters controls, head left until you are met with another coaster car. The collectible will be sitting within that coaster car.
  • 10. Make your way to the roller coaster control panels and keep following the track until there is another break near the "Feed the Pound" mini game. Head past it toward the generator but head left once you see the cage like trap. Directly through the doorway will be a small pile of creates with the collectible sitting behind it.

Achievements-
The Tragic Kingdom has no objective game mode and only has 5 achievements. 1 for finding 10 collectibles and the other 4 for beating the map on various difficulties.
Volter Manor w/Manor Money Achievement & More
Volter Manor-
Volter Manor tends to be very claustrophobic since you are mainly confined to the halls of the manor. While there is a maze like area and a pretty large basement, they have very slim halls making it a deathtrap.

Collectibles-
Again the collectible is the gold chain. Below is a video showing 10 common locations and a list aswell.
[Collectible Locations]
  • 1. Starting at the outdoor fountain with a goatman holding a trident, the first one will be laying withing the bottom of the fountain.
  • 2. From there, Head right up into the porch like area and the next collectible will be laying on the ground next to a wooden support beam and the end of the wooden railing.
  • 3. From there, turn back toward the fountain and you will see a door leading into a master bedroom area with a piano. The next collectible will be laying on top, inside the piano.
  • 4. Now head toward the bed area and you will see the trader pod in the corner. Head towards it and you will see a cabinet with poles meant to hold clothing hangars. The collectible will be hanging on said poles inside the cabinet.
  • 5. From there, head past the foot of the bed toward the doorway and continue until you reach the intersection. From there, turn left and into a room with animal head on the wall and billiard tables and the next collectible will be hanging inside a small cabinet with a billiards triangle and billiard balls.
  • 6. Behind the fireplace in collectible number 5 will be a staircase, once down the staircase head right. Past the 4 suits of armor will be a vase and flowers in the middle of the room, turn left and you will see the collectible on a small counter/table.
  • 7. From there you will see a statue and the next collectible will be hanging from his hands.
  • 8. Past the statue will be a staircase, head up and left but dont go through the door leading outside but the further left door. Once through the door, go right, down another small staircase and you should see a lit fire to the left. The next collectible is laying on the floor by the fire.
  • 9. Behind the fireplace will be a doorway leading into a dinning room area. The next collectible will be hanging from the chandelier.
  • 10. Finally you will see a doorway leading outside. Head through there and immediately turn left to the small fountain thing. The last collectible will be laying on the bottom tier of that fountain thing.

Achievements-
Volter Manor has the regular 5 achievements involving beating the map in various difficulties and finding all of the collectibles. Follow the above tips to help with Hell on Earth difficulties.
Zed Landing w/ALAN!!!!!! Achievement & More
Zed Landing-
By far my favorite map for no particular reason. Offers ample room for activities and is well lit so there is no guessing if there is a Zed in a corner or not.

Collectibles-
Zed Landing is different than most maps as its collectible is a volleyball with a face on it. Very similar to the volleyball from the movie Castaway(duh). Below will be a video and a list containing their locations.
[Collectible Locations]
  • 1. Starting on the beach with the plane to your back, you will see some boxes laying on the beach. There will be partially broken box and the first collectible will be underneath that partially broken box.
  • 2. From there, you will want to find the beach edge with the planes broken wing in the background. When approaching that beach you will be stopped by rocks and just beyond that will be another mound of sand with the collectible on top of the mound.
  • 3. Head back toward the front of the plane and you will see a cage on some rocks with the collectible sitting inside the cage.
  • 4. Near that cage, there will be a ledge you and Zeds can jump off of with 2 large rocks in front of it. The collectible will be sitting within the rocks below the ledge itself.
  • 5. To the left of the ledge will be another large rock under a archway. The collectible will be sitting on top of that rock under the archway.
  • 6. Now head left and up the staircase to the left of collectible spot #5. Take the first left while going up the staircase and go all the way to the end and turn left to look at the edge and the front of the plane. The collectible will be sitting within the rocks to the left of the ledge.
  • 7. From there, turn around to the other staircase and head up until you reach the large tree. There will be a small pile of skulls and the collectible will be sitting among them.
  • 8. In the same area there are hanging totems or cruel dream catchers off the tree. The next collectible will be hanging in the totem closest to the trader pod.
  • 9. From there, there will be large rocks near the trader pod and one of the rocks has a palm tree next to it(Most likely to the left of collectible #8). The collectible will be sitting in between the rock and the palm tree
  • 10. Close to collectible spot #9, there will be a small window made out of rocks and the next collectible will be sitting toward the bottom of the rock window.

Achievements-
Zed Landing is much like Nuked since it does have the objective game mode. This map also has 9 achievements with 8 of them for beating the map on survival and objective on various difficulties. The other achievement is for collecting 10 collectibles.
Final Message
Thank You
This guide way to long to make as I started college and had life get in the way. In some of the sections you can see the effort fall off compared to some of the other sections, for which I'm sorry. However I hope this helps at least a little either with an achievement or just learning about the game. Thanks for reading and be sure to leave a comment in case others want help getting something done and thanks to Poor huwyhte Carl as he helped both with the guide and some of the achievements listed.
1 条留言
Attitude Audit Corp. 10 月 29 日 上午 1:26 
wow what a masterpiece:steamthumbsup: