Left 4 Dead 2

Left 4 Dead 2

158 ratings
Helms Deep Reborn Survival Guide
By 「A」 and 2 collaborators
A guide for one of the most intense and action-filled survival maps for L4D2. This guide will walk you through each stage, providing information on what strategies are best and will allow you to survive if executed properly. There are spoilers just so you know.
   
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Introduction
This is for version 18 of this map.

*Download links have been removed. I believe the one on gamemaps is safe but I'm not linking anything to be sure.



The red dot is where you'll need to go for the 2nd stage. The white line is where you'll need to defend for the 3rd stage and where you'll be heading out in the 6th stage. The yellow line is the path to the keep, the 4th stage. The room I circled with a black outline is where the 5th stage will be. You can be dragged off by a smoker on the 5th stage if you decide to sit outside the windows.

In a game centralized around cooperative play, survival is unquestionably the most important mission. Make friends and work together to kill zombies and survive. As always, it is recommended that you start off in single player mode to learn the game's mechanics. It is not recommended that you jump straight into other modes with experienced players as they may give you a hard time and end up kicking you if you don't know how to pull your own weight.

In this guide we're not covering aspects of Survival mode but one map in particular that has many players stumped. That map is Helms Deep Reborn. Yes, the place from Lord of the Rings.

For learning basic L4D2 terminology, refer to this guide:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=130902328#33238

For learning how to play Versus, refer to this guide:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=113762019

For learning how to play Realism Expert, refer to this guide:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=118236296

Read on for survival tips.

Note: Official Dedicated servers do work for this map.
The Armory


Gearing Up
You spawn with a katana, a first aid kit, and some peelz. It isn't a good idea to take any special ammo--you won't need it at all. Believe me, I've carried a box of explosive ammo from the start of the game all the way back to the keep without ever deploying in between. Save it for when you return.

It's best to just take what you need. I recommend 2 players take tier 1s and switch them out for snipers on the wall. The other 2 can take the AK or or whatever it is they feel like using. Remember that the L4D1 survivors will drop an M16 at one point while you're holding the wall. Take 2 throwables at most, if you defend correctly that's all you'll need. I highly warn against taking a grenade launcher. Use it if you absolutely know that you know how to, not because you think it'll increase the size of your imaginary e-penis. Taking the magnum is entirely up to you, I personally prefer taking it if I decide to take a grenade launcher.

Be sure that everyone is ready before heading out.
Stage 1: The Deeping Wall

The Wall is the first of six stages that you need to defend. The Wall is arguably the easiest section since the L4D1 survivors annihilate most of the infected that come from the right, and as long as you stay near the L4D1 survivors, most of the infected will attack from the right.

It isn't the best idea to stay on the left since the infected have easy access to you, and it's far easier to snipe from the right side anyway. If you prefer to stay on the left, let your teammates know they should keep a lookout in case you get pinned.

Save the biles in case someone gets incapped in front of the wall, otherwise there is no need to use biles for this stage. Try and save them for later stages as it is far more useful then.



Defenses


There are 3 lines of defense in front of the wall:
  • the 2 gas cans located at the bottom of the banners/flagpoles and the 1 located near the rock where the path to the gate is
  • the long line of gas cans and oxygen tanks across most of the area in front of the wall
  • and the small bunch of gas cans located at the bottom of the ladders on the left side of the wall.
You won't want to waste them all from the get-go as they should be used when the infected start pushing. At the beginning, try and pick up the gas can at the bottom of the flagpoles for later usage. Try to save the gas cans near the L4D1 survivors so that you can use it after the wall breaks.




This pic has a little trick I like to use for insurance when the wall breaks as some players take an unnecessary amount of time to set up after it breaks. Simply throw a molotov at the ground in front of the small crack between the two sets of turrets (this is where the break in the wall will be/is) and it'll start spinning, then when the wall breaks it'll automatically drop.


4 Minute Mark


The middle of the wall breaks off at the 4 minute mark but, contrary to popular belief, you don't need to keep it lit the entire time. Use the fire only when your team starts getting overwhelmed (usually happens when tanks start attacking in twos).

After the wall breaks, one player can stay on the right side of the wall and do their best to hold off infected using the turrets and/or with their weapons while the other three players give support and manage the fire and the rest of the left side. You could also do two teams of two if you prefer, just make sure to watch the tanks and SI. Also be wary of smokers and chargers that like to drag and charge players off the wall.



6:30 Mark and Retreating


This is the mark when the players on the right side of the wall should start to retreat. At the 7 minute mark, a message will come up, signaling a retreat up the stairs located on the left side behind the wall. It isn't a good idea to try and hold off infected in this area anymore as the ammo piles and the L4D1 survivors will de-spawn. Note that the L4D1 survivors will drop supplies but it's best to leave them for now.
Stage 2: The Stairs

The 2nd of the six stages. At the 7 min. mark the L4D1 survivors are despawned and you can and should retreat upstairs. Try and save some fire for this part, at least 2 molotovs/gas cans/fireworks are recommended. Hold the stairs for as long as possible. Have one person with a sniper or AK defend the stairs while the rest of the players hold back the tanks. At around 9 minutes Legolas moves on automatically (if he doesn't move on before from infected getting into the tunnel) but the notice to defend the gate won't come up until someone crosses the burning hay. If you're down a player, or especially if you're down more than one player coming into this stage, try and defend/stall for as long as possible even if only for 30 seconds as the next stage can be tedious if you retreat immediately.


Retreating Too Early
This is the one thing that tends to end the game early aside from dying, of course. If you need HP, heal or grab the pills quickly and return to defending. Do not give up your position too early as that may allow infected to overwhelm you and force you to start the next stage too early or a restart if you're not able to outrun them.
Stage 3: The Gate
The 3rd of the 6 stages. This is the stage that determines whether you have a good chance of making it to the end or if your trip will be cut short since a lot of players are clueless as to what to do here. COMMUNICATE WITH YOUR TEAMMATES!

The Lever


The first thing that you should do here is teleport and revive any dead players using a lever on the gate near the weapons. If you're coming in alone, defibrillate (defib) one player, let that player get the other defib and run to the nearby crates to get the third defib. Do this before you heal or do anything else and drop the few gas cans along the way. Every second counts.



Using Fire


Fire lasts approximately 13 seconds and it is necessary that you try and hold the gate until just under 15 min. (when it automatically breaks). Scattered around the area are 14 molotovs, 6 gas cans and 2 boxes of fireworks, adding up to 22 ways to start fire and with each one lasting 13 seconds that equals approximately 286 seconds or 4 min. 46 seconds. This doesn't mean you need to waste everything, however, as it is definitely possible to hold off the infected for some time with pure firepower (requires at least 2 people with AK(s)/military sniper(s)) which is ideal for the last minute as you'll need as many supplies as you can get your hands on for the next 2 stages. The most efficient strategy for using fire is for 2 players to exhaust the molis on the top part of the gate then for 1 to go to the surrounding area to find more, go back and then the other player goes to look, etc. After all molotovs on the top part have been used then that's when you start tossing gas cans/boxes of fireworks. Use pipes if you feel the infected are starting to get too close to the gate.



Retreating/Losing the Gate early

Once the gate breaks, it is impossible to hold that area since infected will be able to infiltrate through other ways. The path being protected by the burning hay will be opened in 25 seconds after losing the gate as that's when the hay burns out and the other 2 paths open up within 2 seconds of losing it. Retreat immediately when this happens. Be careful during this process--having 2 players get incapped is the last thing you want to happen. If you lose the gate early (<11 min.) either expect to restart or to barely make it into the keep by the skin of your teeth. Just a warning.

The picture above with the molotov is accessible by opening the door in the room left of the gate. Open it as if you were to open any regular door.
Stage 4: The Keep
The 4th of the 6 stages. This is where things get tougher.

The Witch


The most obvious and first problem here is the witch that spawns at the entrance. Luckily, those sneaky devils that created this map were nice enough to put a small storage area right above where the witch is containing 2 gas cans (non-carriable), an oxygen tank and a propane tank. Shoot the planks to get the supplies to fall and use them to kill the witch. Incendiary ammo located in front of the keep's entrance can also be used.



Lever #2


There is another lever in the keep to teleport and revive dead players that for whatever reason died before getting into the keep. If there's a player outside that isn't within reach and is incapped, wait for him/her to die before using it because you'll need as much firepower as you can get.



Funneling

The strategy is relatively simple for this stage--mow down infected coming through the middle and use fire for whenever tanks get close as space to kite is limited from the start. SI will still be coming through but their numbers will have lowered in comparison to how many were coming during the first 3 stages. DO NOT go into the armory all at once. Leaving the entrance unattended even for a couple of seconds may allow you to be overrun.


The gas can batch



These gas cans serve as a last resort line of defense if the infected are pushing you back too much. Using these comes at a cost, however, as the turret becomes lit and virtually unusable. If you're defending correctly, you shouldn't ever need to use these. Honestly, using them is a reliable sign that you're not doing a very good job of defending and you need to step it up a notch.


Preparing for the next stage



Deploy explosive ammo in front of the stairs on the left as that's where the next stage is and where they'll be put to the best use. At the 19 min. mark you will receive a notice that the armory will be closed in 1 min., so obviously that means the armory will be closed at the 20 min. mark. Be sure to drop any weapons that aren't the military sniper or AK, restock ammo, and collect any other supplies (I personally recommend getting the magnum if someone hasn't already). At 20 min. a notice about the horses going on rampage will come up. That's your cue to be ready to head upstairs. Try and save the explosive barrel seen in the pic above for the next stage when it's getting tougher to keep the infected back.

Stage 5: Upstairs
The 5th of the 6 stages and in my opinion the hardest. Use magnums here to conserve ammo. The ammo pile disappears (not sure when, I think around the 22 min. mark) and it's almost a guarantee that you'll burn through all of it here if you don't use secondaries.

Holding Out

It is absolutely necessary that you try and hold the keep for as long as possible and you don't let infected push you back. If tanks are close, go upstairs, kill them, and then go back down but do not get incapped as there is no lever to bring you back like in the last 2 stages. Once infected start pushing too much to hold them back downstairs, start defending from upstairs.



Defending the Stairs

There are some strange physics in the stairs that will force infected to climb sometimes but other times they can just run up regularly. Focus your fire on the tank(s), you'll most likely end up killing any CI/SI that will get in the way so don't worry too much about them. If you are unable to kill the tank(s) before he/they get to the top, unload. Sheer brute force is key to this part. Kill the tanks then push back. If done correctly, you should be able to hold out for until at least the 22 min. mark.



Pushed Back


When you get pushed farther back, bait the tank into coming through the middle or he'll go through the edges of the windows to avoid taking damage and this makes it easier for him to wreak havoc. DO NOT GET CORNERED. It is almost always a guaranteed incap if a tank corners someone and in this stage that can also be a possible restart. Take as many pills as needed and use explosive rounds on the M60 for when infected start getting too close for comfort.



Retreating

At around 25:06, the door all the way in the back will shatter and you can now climb to the top. There's a box of fireworks there, not sure why since there's no use for it from then on. Quickly retreat to the top and await the teleportation back to the armory. Heal once at the top if you have a kit (or heal others, duh). There is no threat when you're at the top.
Stage 6: The Last Stand
The last of the 6 stages, and yes I did have to give it a cliché title.

Back to the Armory


You will be teleported back to the armory, have 20 sec. to gear up and heal. Get melee, preferably katanas or machetes while in the armory. Throwables aren't necessary for this part but take em if you left any. You will then be teleported into the middle of the keep.



In the Keep, Out the Gate


The doors will automatically be destroyed after a few seconds and you will be forced to rush through the horde, out through the gate path, and out into the front of the wall. Try and have 1 person lead while the other 3 kill any infected slowing down the leader. No SI will spawn in this part, tanks will be waiting in the front of the wall but all infected will be killed after you get past the boulder/rock in front of the gate path. The screen lighting will then look something like in the pic above.



Backs Against the Wall



Head towards the wall and be ready to hold out until around the 30 min. mark. CI will attack for about 30 sec. from when they spawn then the Gandalf statue will have a sort of bile effect drawing them all away and that's when the tanks spawn. Slow-motion during the fight against the tanks is normal although there have been issues with lag when it activates.





Extra Supplies



And remember the L4D1 survivors' supplies will still be there if you left them.
The Finish Line


At approximately 30 min. all the infected are automatically killed and the map is done. From then on you can get whatever time your heart desires. The tradition is for everyone to climb the tower and jump off but if you wish to kill each other or do other things, have at it. ;P


Supply Info
This is a section on the number of supplies across the map. Some numbers may be off, not so easy to gather information during a zombie invasion.

Armory
  • 1 SCAR
  • 1 AK47
  • 1 Military Sniper
  • 1 Hunting Rifle
  • 1 M16
  • 1 Uzi
  • 1 Silenced SMG
  • 1 Chrome Shotgun
  • 1 Pump Shotgun
  • 1 Spas-12
  • 1 Tactical Shotgun
  • 3 Pipe Bombs
  • 6 Molotovs
  • 1 Chainsaw
  • 2 Defibrillators
  • 1 Magnum
  • 1 Sword & Shield
  • 1 M60
  • 2 Grenade Launchers
  • 3 Machetes
  • 1 CS Knife

The Wall
  • 2 Bile Bombs
  • 1 Defibrillator
  • 4 Molotovs
  • 8 Pipe Bombs
  • 4 Bottles of pills
  • 9 Usable gas cans/boxes of fireworks
  • 1 Military Sniper
  • 2 M60s
  • 1 M16 (L4D1 survivors drop it)
  • 1 Silenced SMG
  • 1 Chainsaw
  • 6 Turrets

The Stairs
  • 2 M60s
  • 1 First Aid kit
  • 1 Bottle of pills

The Gate
  • 1 Magnum
  • 7 First Aid kits
  • 4 Pipe Bombs
  • 14 Molotovs
  • 1 Silenced SMG
  • 1 Military Sniper
  • 1 AK47
  • 1 SCAR
  • 1 Box of Incendiary Ammo
  • 4 Defibrillators
  • 1 Revival Lever
  • 2 Explosive barrels
  • 1 Box of laser sights
  • 3 Ammo piles
  • 3 Bottles of pills
  • 8 Gas cans/boxes of fireworks

The Keep
[Excludes supplies originally in the armory]
  • 4 First Aid kits
  • 2 Defibrillators
  • 1 Box of Explosive or Incendiary Ammo
  • 2 Bottles of pills
  • 1 Molotov
  • 1 Explosive barrel
  • 1 Turret
  • 1 Revival Lever
  • 1 Box of laser sights (spawns inside the armory)

Upstairs
  • 1 Propane tank
  • 12 Bottles of pills
  • 1 Defibrillator
  • 1 Box of fireworks (after door is broken)
  • 2 Pipe Bombs
  • 1 Frying pan
  • 1 First Aid kit (on top of the shelf)
  • 1 Magnum
  • 1 M60
  • 1 Explosive barrel
  • 1 Box of Explosive Ammo

For some weapons, such as the weapons at the gate, multiple may be obtained yet for others such as the silenced SMG inside the armory there's only one. I also ask that you NOT get weapons you do not know how to use properly (such as the oh-so popular grenade launcher) as it's irritating having someone be unreliable when a player on the team gets pinned, etc.
33 Comments
White Woman Extinction Bringer 24 Sep, 2020 @ 5:02pm 
How to beat Helm's Deep:
1. Don't play it
ANARCHIST 28 Apr, 2019 @ 11:42am 
but what about music?
John Helldiver 6 Jan, 2016 @ 8:17pm 
Dx Put a smily face for the dots ;D
「A」  [author] 5 Jan, 2016 @ 5:25pm 
Tried to link his site and it was removed by steam filters. :[
John Helldiver 4 Jan, 2016 @ 9:09pm 
You should link his actual site so he gets more traffic. It's only fair.
「A」  [author] 4 Jan, 2016 @ 5:12pm 
Oh, they removed it.

Here's the link for it on gamemaps: http://www.gamemaps.com/details/2664
「A」  [author] 4 Jan, 2016 @ 5:09pm 
Go to the workshop, search for "Helms Deep" and subscribe to it.
InlandMarrow446 4 Jan, 2016 @ 3:11pm 
how do i download it
John Helldiver 6 Oct, 2015 @ 5:19pm 
It's actually still on the guy's main site or whatever along with on a modding forums, but it's not ass conveniant as clicking a button. I'm afraid it'll actually die out from this...
「A」  [author] 6 Oct, 2015 @ 4:51pm 
That sucks. I still have the .vpk for this version, may upload it somewhere in the future if it seems necessary.