Specimens & Bosses

KF2 Early Survival Guide (Italian Community Guide)

This page paraphrases an Italian community guide written when Killing Floor 2 had just reached Early Access. It is a friendly overview of what the game was like then: the maps, the perks, the survivors and the specimens. The author stresses that KF2 changed a lot from the first game, so old tactics do not carry over.

The game

KF2 is a co-op horror shooter for up to 6 players. At that stage there was a single mode, Survival: your team fights through waves of ZEDs (typically 4, 7 or 10 waves), earning money for kills to buy stronger weapons at the Trader. Later waves bring the heavy ZEDs.

Maps

Six maps were available:

  • Burning Paris: streets, alleys, buildings and the metro.
  • Volter Manor: an old villa with an underground laboratory.
  • Outpost: a Horzine mountain base in snowy surroundings, with both long and short range fights.
  • Biotics Lab: a Horzine lab with huge halls and claustrophobic corridors.
  • Catacombs: small, narrow and very dark, with only a couple of wide areas; the flashlight drains fast.
  • Evacuation Point: streets, corridors and a cafe; a large map with many blind spots.

Each map has a Trader Pod that opens at the end of every wave, and a marker shows the fastest route to it. Tips from the guide:

  • Memorize the map to find ammo, weapons and the Pod quickly, and learn the good places to fight.
  • Every map hides 30 Dosh medallions; destroying them all gives an achievement.
  • Unlike KF1, doors do not respawn or repair between waves and have limited strength, so save them for critical moments.

Perks and survivors

The six perks are Berserker (melee), Support (heavy weapons), Field Medic, Commando (assault), Demolitionist and Firebug. Each has its own weapons, strengths, weaknesses and skill upgrades such as night vision, tactical reload or bigger magazines, and focuses on a particular kind of ZED (Support, for instance, handles Scrakes and Fleshpounds at close to medium range).

There are seven main survivors (more with KF1, Red Orchestra 2 and Chivalry owners). They do not differ in stats, only in voice lines.

Ana Larive Ana Larive: a French punk, good with weapons.

Donovan Bulldog Donovan Bulldog: the American tough guy.

Rob Briar Rob Briar: a returning KF character with a new look, English.

Mr. Foster Mr. Foster: the face of Killing Floor, English; he debuted as a KF1 DLC character.

Reverend Alberts Reverend Alberts: a priest.

Hayato Tanaka Hayato Tanaka: a Japanese gangster type.

DJ Scully DJ Scully: the joker of the group.

KF1 owners also get the Classic Briar and Masterson with their original voice actors.

Classic characters Classic characters for KF1 owners.

Specimens

Most ZEDs return from KF1, tougher and redesigned:

  • Clot: weak and slow, dangerous in numbers; its grab shifts your view.
  • Cyst: new, a clumsier, slower Clot that also grabs.
  • Slasher: weak, a bit faster than Clot and Cyst.
  • Gorefast: fast, with a blade arm that hits hard; slightly tougher.
  • Bloat: slow, average resistance, vomit blurs vision and drains health, so keep away.
  • Stalker: weak but fast and cloaked (Commando can see it).
  • Crawler: spider-like, jumps a lot, weak but annoying.
  • Husk: medium durability; shoots fireballs at range and burns with a stream up close (at Suicidal and above).
  • Siren: low health and slow, but her scream stuns, deals big damage and destroys grenades nearby.
  • Scrake: tall, chainsaw, resistant to explosives; slow when calm, very fast when enraged.
  • Fleshpound: slow at first but enrages with its hand-drills if not hit or hit by weak weapons; deadly alone.

The boss is Hans Volter, who appears after wave 11 with a cutscene. He is fast, hits hard in melee and at range (rifles, grenades), and gains an invulnerability shield when near death. He also locks onto the nearest player to drain their health, and talks a lot.

General tips

  • In early waves buy only ammo, grenades and armor, saving money for later.
  • Stay close enough to help each other, but do not steal each other's kills.
  • Balance the perks: six Support players at high difficulty do not work.
  • Every player carries a medical syringe; use it on yourself when no Medic can help. If you cannot heal a running teammate, keep moving rather than stalling the group.

FAQ

How many players and modes did early KF2 have?
It was a 6-player co-op horror shooter with only the Survival mode at that point in development.
Which perks existed in this early build?
Berserker, Support, Field Medic, Commando, Demolitionist and Firebug.
What should I buy in the first waves?
Ammo, grenades and armor, and save the money for better weapons later.