Safe room

Safe Rooms, also known as Safe Houses, are the way most of the chapters (save for the finales) of Left 4 Dead end: a barricaded, impenetrable safe house for Survivors to rest inside of in between fending off hordes of the Infected. Safe rooms are easily identified by the big red metal doors that they all have. Once all Survivors are inside the room and have closed the door, the next chapter will load. Most safe rooms are equipped with three things: first aid, ammo, and weapons (generally Tier 1, but Tier 2 are added on later chapters in campaigns).



Safe rooms are the only part of a map where Survivors are completely safe. None of the Infected can break down the doors, save for the Tank, but the Tank can only knock down the door at the start of a level if the Survivors attempt to hide inside. The safe door at the end of a level is totally indestructible, however. Of course, if the doors remain open, any Infected may enter the room until the door is closed. If an Infected enters the safe room, it must be killed or pushed out of the room before the next level will load. Common Infected try to reach into the safe room door at the beginning of the level if they notice the Survivors, but usually pose no threat, and can be disposed of very easily.

The Survivors

 * If you can, try to be proactive about enemies outside—shoot what you can see, clear the area for a safer, easier entrance to the chapter.
 * When in Versus mode, try to leave the starting safe house as soon as you can, the quicker the better. The longer you linger will only result in the Infected having a better coordinated first strike against you and your teammates.
 * As everyone knows, the Witch has a nasty tendency to spawn in the way of the Survivors. One easy way to get rid of her without much fighting, assuming you are close to the beginning of a chapter, is to send one healthy (51% health and above; you'll need the speed) Survivor to pester the Witch, and then have them quickly run back to the safe room with her in pursuit. The Witch can't break down the door, and since she is no longer programmed to simply eviscerate everybody, will simply run away at this point, leaving everybody Scott free. This is not recommended for Versus.
 * If faced with a Tank on The Subway, but you aren't quite in a position to take it on competently, try to run back to the starting safe room. The Tank will pursue you, but it won't climb up to the door. Eventually it will run away. This is not recommended for Versus.
 * On certain levels, such as The Crane, Infected can reach through holes in the wall surrounding the safe room and do damage, so stay clear of these.

The Infected

 * While the door cannot be breached, Infected can sneak in when the Survivors are nearing the goal. Often one person will break away and attempt to run to the safe room, making themselves prime targets for the claws of a Hunter or the tongue of a Smoker.
 * The safe room is the last point where Infected can really team up on the survivors. Make the most of the final point by organizing in front of the safe room, and then keeping one Infected inside the room for good measure. Try to position a Boomer outside to vomit or explode on your target, as the horde that will quickly come will further slow the Survivors down.
 * While the Infected cannot spawn until the survivors exit the safe room, it also gives a good opportunity to organize a powerful first wave. Organize the Infected team early to hit them just as they are coming out. The sooner Survivors are hurt, the sooner Survivors will have to use their first aid.