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 achvmnts 
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Joined: Fri May 30, 2008 8:52 pm
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Post achvmnts
I hear the trick to getting the achvmnt for killing the tank with melee-weapons-only is the chainsaw. Same with the one for killing a rushing charger with a melee weapon. I walked up on a witch with a chainsaw and kicked her ass, btw.

The one for honking 10 clown's noses is super hard to get in single player because your team mates kill em before you can get to em. (push the clown to honk his nose)

Make sure you play the 'Hard Rain' level. It's pretty crazy.

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Wed Nov 25, 2009 12:40 am
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Post Re: achvmnts
Played hard rain last weekend... damn... good thing I had a partner on that one I was completely lost. Somehow in her drunken state she lead us back where we needed to be lol.
I'm liking the game so far, prolly gonna grab the PC version soon.

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Wed Nov 25, 2009 6:47 am
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Post Re: achvmnts
Does it still count if he's on fire?

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Wed Nov 25, 2009 9:34 am
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Post Re: achvmnts
Also, you can honk his nose 3 or 4 times before he dies. There's always a bunch of zombies around him, so just rush in and start pushing all the zombies out of the way until you get to him. There a few in the tunnel of love, and a couple when you come out of there, and then there's a whole bunch of 'em on the roller coaster.

Oh, also... when you come out of the tunnel of love, a clown will lead a whole horde over a wall... that's a good time to get the achvmnt for starting a clown +10 zombies on fire with a molitov. There's a couple good opportunities for dropping a molitov off the roller coaster too...

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Wed Nov 25, 2009 10:19 am
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Post Re: achvmnts
Furball wrote:
Oh, also... when you come out of the tunnel of love, a clown will lead a whole horde over a wall...

Left 4 Dead doesn't work like that. Where things spawn is dynamic. They use the "AI Director" See the explanation below.

Quote:
The artificial intelligence of Left 4 Dead features a dynamic system for game dramatics, pacing and difficulty called the "Director". Instead of fixed spawn points for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new experience for each playthrough.[6] The Director also creates mood and tension with emotional cues, such as visual effects, dynamic music, and character communication.[7].

Valve has termed this dynamic set-up "procedural narrative".[21] In addition to the AI Director, there is a second Director that controls music. It was created as a way to keep the music interesting throughout the game. The music Director monitors what a player has experienced to create an appropriate mix. The process is client-side and done by a multi-track system. Each player hears their own mix, which is being generated as they play through the game, and dead players watching a teammate hear their teammates' mix.[22]

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Thu Nov 26, 2009 1:44 pm
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Post Re: achvmnts
yea the damn directors been putting up fenses and barracades where I really do not need them and removing door nobs where I wish there had been some... damn you directors!!!! *shaking fist and gritting teeth*

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