Killing Floor 2 Cheats, Codes, Hints and Walkthroughs for PC Games.

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 Killing Floor 2 Cheats

Killing Floor 2

Cheat Codes:
Submitted by: David K.

While in-game, pause and press the tilde key, enter any of the following 
cheats for desired effect.
(These are the same working cheats in the first Killing Floor.)

Effect                                                Code
Change gravity                                      - setgravity #
Change player speed                                 - setspeed # (*)
Disable fly/ghost mode                              - Walk
disable in-game clipping (Go through anything)      - Ghost
Enable slowmotion (higher value, faster gameplay)   - slomo #
Fly around the map                                  - Fly
God Mode                                            - God
Maximum Ammunition                                  - Allammo

(*) (sets to default when changing weapons)	

Steam Achievements:
Complete the following Tasks to earn the listed achievement. To view 
your achievements and stats in Steam, select "Community", then search
for the game hub that corresponds to [Killing Floor 2]. Select the 
"View Stats" drop down option, then choose the option for your username's 

Achievement              How to unlock
Arc Action             - Beat Paris On Hell On Earth Difficulty.
Bastille Brawl         - Beat Paris on Suicidal Difficulty.
Controlled Environment - Beat Biotics Lab On Hell On Earth Difficulty.
Limited Contact        - Beat Biotics Lab On Hard Difficulty.
Open For Testing       - Beat Biotics Lab On Normal Difficulty.
Restricted Access      - Beat Biotics Lab On Suicidal Difficulty.
Seine Skirmish         - Beat Paris On Hard Difficulty.
Tower Tussle           - Beat Paris On Normal Difficulty.

The Field Medic Guide:
Written by Mr. Fahrenheit.

Keeping your team alive is essential to Killing Floor 2 and sometimes that puny 
syringe will not save your team. I'm Mr. Fahrenheit and I will try to teach you 
how to become a somewhat acceptable field medic. Let's begin.

-=Basic Playstyle=-
First thing first, the name of the perk is called field medic. True there is 
field in the name but we aren't talking about that one. Your main job is to 
be a medic. That's why your team was yelling at you to switch to it! Don't go 
wandering off by yourself because chances are that someone is going to need 
healing and what's going to happen when no one is there to heal them? That's 
right, THEY DIE! And we don't want that happening.

Like I said in my gameplay basics guide (which is really outdated, maybe I 
should do something about it...) it is always better if you stick to your perk 
weapons. Well medic is an exception because when leveling up medic, your weapons 
don't get any extra boost. I don't know the actual names for any of the guns so 
I'm just calling them what I want to call them.

Starting Pistol: Just like in Nazi zombies this pistol is really only there so 
you can get them points. Unlike nazi zombies you can have more than 2-3 weapons 
and the weight of this gun is only 1 so it's always good to have one if you are 
at 14 weight. The pistol is only slightly better than the 9mm without skills 
that boost your damage (but we'll get to that later).

SMG: Just like the in game description this is literally just the pistol but 
on steroids. The SMG doesn't heal faster/better/more efficient than the pistol 

Shotgun: Probably the most underrated of the medic weapons. The shotgun is 
great for clearing large ammounts of zeds and is pretty reliable at killing 
large zeds if you are in a pinch. Without any damage buffs the gun lacks damage
though. It is mainly used for the bonus dart efficiency and as a secondary 
when your assault riffle is out.

Assault Riffle: This is THE medic gun you want. GET THIS OR ELSE. The dart 
regen is so good and with damage buffs this is a pretty good scrake killer 
and without buffs it's an extremely efficient trash killer.

Every 5 levels each perk will get new skills. These are the skills for the medic.
Just like the weapons I don't actually know the names for any of these despite 
playing medic a lot. Don't bully me for it tho... 

Symbiotic Health V. Resilience: This is the main part where medics choose their 
playstyle. Resilience give extra resistance with missing health and Symbiotic 
Health gives +25 health and whenever you heal an ally you get healed 10%. 
Symbiotic health is good for medics who mainly heal and don't want to monitor 
their own health at the same time. Resilience is interesting because there is 
a strategy where medics (especially at lv 25 with 175 armor) buy armor and get
themselves low on health to keep their armor up. Symbiotic health synergizes 
with future skills (that we'll get to) and Resilience is good for medics who 
are solo or the last one alive (trust me, it happens more than you might think).

Adrenaline Shot V. Combat Doctor: Adrenaline Shot synergizes with symbiotic 
health and will give yourself and allies a 10% speed boost for 5 seconds per
heal (up to 30%). Combat Doctor gives a pernament 10% boost to speed and a 
50% extra mag capacity. Adrenaline Shot is really useful because not only is
the boost stronger but it also gives it to teamates. Combat Doctor is also 
pretty good mainly for the extra capacity. Some people swear by the 10% and
say it gets them to their team faster but I can tell you from experience 
that the mag capacity is the main reason why I think it's on par with 
Adrenaline Shot.

Cogulant booster V. Acidic rounds: Cogulant booster gives anyone healed 
(including yourself) a 5% boost in damage for 5 seconds (stacking up to 20%).
Acidic rounds are interesting because it makes all perk weapons inflict 
poison damage. Poison deals up to a maximum of 3 damage per second (without 
buffs). Pretty impressive right? Yeah you're right. It's not very good. At 
least not yet. Poison also distracts zeds like fire. It can panic some zeds
and inturrupt their abilities.

ZED TIME: Airborne Agent V. ZED TIME: Zedactive: Airborne agent is a clear 
winner no doubts. All medics can agree that airborne agent is too good (even
solo). Airborne agent releases a healing gas (like the medic grenade) around
you so you can just run past teamates and heal them. Just like a medic nade 
you can damage zeds with it and on most difiiculties you can go waves without
shooting and still get kills just because of this skill. Zedactive is too 
underwhelming... It claims it deals "Massive" poison damage but like I 
previously mentioned, poison is only good for distracting zeds so acidic 
rounds would be good enough if you even want poison. It also says it slows
zeds but honestly I've never noticed it with my time using the skill. 
It's just better to use airborne agent.

-=Personal Preference=-
Keep in mind that this is my personal preference on how I play the perk 
and this isn't me telling you how to do it right.

Basic playstyle: When using the left side of the skills I take care of 
trash zeds and heal teamates. Medic nade is super good at giving everyone 
buffs fast and when in a pinch I use it to get the bonus damage against 
large zeds. With the right side I am a do it all medic. I take care of 
any zeds even large ones. I normally do the armor strat with this side as
well since I am acting like a commando and just sitting in the back.

What I think is "Better": I am pretty familiar with using both sides of the 
perk but I think that the left side is better than the right. Left side 
applies heals for yourself and giving damage to you and someone else it 
better than giving yourself damage (even though you can stack the two for
40%). Left side is a lot easier to manage than right side, for new players
and veterans alike. Right side is definately harder to manage but it makes
you more than "just the medic". The poison on the right side is fine but 
if you are able to make a demo one-shot scrakes the poison doesn't even m

Weapons: I ALWAYS go with all medic weapons even though it is good to get 
other stuff from other perks. I know that there is some stuff with medic 
with pulverizer for a large zed killer and one with a crossbow for stun 
instead of shotgun for stun but I personally like the shotgun for the 
heals and because it's satisfying to use and because I have never tried 
any of the other ideas yet so I'm not the guy to go to for weapon choice...

How to Unlock Lore Master and Botanica Arena's (Elysium Map):
Written by JackalTaco

This guide is going to be a quick explanation on how to unlock and enter the 
Botanica and Lore Master arenas in the map Elysium. Once accessed during the 
ongoing event you will get the weekly challenge completed and some vault cash!

-=Botanica Arena=-
First, lets start off with the Botanica Arena as the chances of getting either 
arena are about equal. To simplify I will put this guide in steps. Also before 
I start I'd like to mention that KF2's 'Endless' mode is best for accessing 
these areas as you have more time to do what you gotta do!

-=Step 1=-
On Endless mode you will enter a random arena every odd number of turns, play
 until you enter the Forest Arena (this is the arena with wooden cabins in 
the forest).

-=Step 2=-
Before killing the last zombie you have to find 3 frozen roses in this arena 
and their locations are as follows:

One in an outhouse toilet.
One in a garden near the caverns.
Last one is next to a dog house (kennel).

-=Step 3=-
Once you have these you want to wait to be teleported back to the Elysium 
arena and once there you put the roses in the coloured vases that are around 
the centre of the map.

Once you have done this Botanica will open, however, this part is important! 
Just because you have unlocked Botanica does not mean that will be the next 
arena you go to, it is still randomised so it's a matter of chance - so keep 
playing until you get to the arena with the large tree in the middle.

It may be worth reading the next part as it's possible to do both in the 
same endless match, just a matter of luck and skill to stay alive.

-=Lore Master Arena
As mentioned in the last part, it's better to do this in Endless mode as you 
have more rounds and a better chance of gaining entry to these arenas.
Back to it mes amis!

-=Step 1=-
Keep playing the Elysium arena until you get to the Desert Arena - this is 
the one with all the sand!

-=Step 2=-
Once in the Desert Arena, you need to find all 4 tomes before you kill the 
last zombie! 
These look like glowing red books and are in the following locations:

* One at the spawn location.
* One in a pool.
* One in a cave.
* Last one is at the top of the ramp to the left.

-=Step 3=-
Once you have these you want to wait to be teleported back to the Elysium Arena. 
Once there you have to go to the pedestals and place all 4 tomes (Afterwards it 
will say "The Lore Master Knows!").

Again you need to keep playing until you enter the Lore Master Arena as the 
arenas are still randomised. You'll know when you get there: there's a huge 
corpse giant in the middle of the arena.

Extra Damage Trick:
Written by Lonindess

Here is one trick for every class who has some extra dosh to make boss wave easyer 
or any other wave.

-=Trick for Extra Damage=-
When shop opens here is what you have to do:

* Drop your weapon if you canít carry Sentinel (3Kg needed).
* Buy Sentinel 500 dosh.
* Use 1 Sentinel.
* Drop your Sentinel OR sell it. It sells for 325 (If I remember correctly). 
  So it only costs 175.
* Pick up your own weapon and you are ready to go!

Basically free turret. Extra fire power!

-=Some notes or good info to know about Sentinel=-
For Sentinel haters

Well positioned Sentinel will not backstab or make Scregs or Pounders mad at the 
wrong time.

* If you drop a Sentinel after using it and somebody uses your Sentinel. 
  Then itís gonna explode yours. So dropping Sentinel isnít that good idea.
* If you use Sentinel where boss spawns. It can do damage while boss has itís 
  spawning video (When there was Sentinel bugg I killed boss without the video 
* Sentinel explosion does too little damage to boss. So using a new turret is 
  better idea rather than mid maxing itís value with the explosion.
* If you use Sentinel and shoot big zed or boss (or any other zed). Commando 
  will get 50% of the XP. Meaning that your class right now will get 50% and 
  commando gets other 50% if the turret shot the zed. But if only turret shot 
  it and somebody else kills it. It gets full value.
* Sentinel is really good way to level Commando up without playing him. I got 
  him 0 to 25 level, tier 3 to 4 with only using Sentinel with other classes.
* Sentinel explosion is mostly for stagger and not damage (Staggers: Scregs/
  every other smaller zed but doesnít stagger raged pounders or non raged one. 
  It always doesnít stagger.).
* Sentinel counters E.D.A.Rís really well. So if you hate E.D.A.Rís buy Sentinel.
  It sucks vs bloats and armoured duuds.
* There is a bug where Sentinel explosion can do damage to you. So you can kill 
  yourself with the explosion 100 to 0 instantly or just chunks you. I still 
  donít know how (Same goes to Gunslinger grene. I know it does damage to you
  but I had 2-3 times where it 100 to 0 me even with armour). I tried to 
  replicate both of these cases multiple times but always failed. Now you know.
* Sentinel is good on almost every class. It worked for Support, Berserker, 
  Surivalist. Failed with Sharpshooter and Demolition. Because itís hard to 
  get 3Kg on them. But it all depends what guns you use.
* Donít know what to do with 3 Kg? Buy Sentinel. Sentinel is extra firepower. It 
  literally increases your Damage per second and covers your back (But dropping 
  Sentinel is the biggest problem. It takes time. So you might even do less 
  damage if you drop your Sentinel at the wrong time).

-=Small other tip=-
* I donít know if people are doing it but here it is.

-=Medic pistol=
* 500 dosh free upgrade without weight gain = More heals!

How to Become an Indestructible Berserker:
Written by The Stock Engineer

-=Medic RPG-7 + Melee of Your Choice=-
* Step One: Get dosh
* Step Two: Buy a melee weapon of your choice any will do, but if you want 
  maximum healing you could go for hemoclobber.
* Step Three: Buy medic RPG

If you are low on health you can either heal with syringe or you could do this.

Aim at a 30* degree angle down in front of you and shoot the medic missile. if 
done correctly you will gain health from the explosion.

To gain the full potential of the heal JUMP and whilst mid air aim down and a 
little bit in front of you so that the missile has enough time to arm.

You can also aim at walls and inch closer to get an idea of the arming distance 
once firing close to the wall. This will also heal you as well.

If you ??? this up, pray to god that the fleshpound or scrake chasing you will 
show you mercy.

The Medic RPG can also be good with dealing FPs and QPs. normally 2 shots at 
most on HOE rarely 3 shots if you donít aim for centre of mass.

You can basically do this with any perk, but dreadnaught beserker gives you the 
most health + with added armour youíre indestructible.

With the Hemo + RPG7 beserker playstyle you can substitute as a medic.

Tips to Beat HoE Solo:
Almost every perk can handle Solo.

But if we talk about objectives i prefer medic with healthrower (especially if 
you need to escort a drone).

Medic genades and HMTech grenade rifle for later waves is a key for victory.

As for etiquette..well, here is a few things:

* Donít kill weak Zeds if you see when Commando kills them, a competent player is 
  able to make a longer Zed times, which will be extremely beneficial to the whole
* Do not play as Firebug in front of Sharpshooter. Fire prevents him from aiming 
  and besides, a large amount of fire also affects to fps.
* When playing as a Demo do not take Destroyer of the Worlds, because of the 
  nuclear bombs (mushrooms) which makes a screen shake, which also prevents 
  experienced players to aim.
* If you can pick up a dead playerís weapon, take it to the Trader and give it 
  to the player who lost it when he died.
* If possible, share the money.
* If you play as Medic, donít take Combat skills if you play with other players. 
  Your main task is healing others.

In general i would say the difficulty decrease like 2-3-4-5-6-1

1 player is easiest, 2 & 3 player most difficult to play.

For hoe singleplayer you should be lv25 and know the map you want to play, also
note that there are max count of active ZEDs is 12. Use these 12 to your advantage.
Also note that the teleport feature of ZED donít work for big ones, so while crawler
might teleport right behind the next wall to stop your kite, this will never happen 
with big zeds.

For multiplayer hoe i would say everything you need is common sense, there is no 
high complexe coop thinking necessary for hoe. The teams who fail do this because
they made serious mistakes, like raging multiple big ones with fire, not healing 
as medic, not defending as zerk, stealing weapons and/or money, all these basic 
non-coop things.

Just do whatís good for the team (whatís also good for you), thatís everything, 
including obvious things like: play on a difficult right for your time/skill/
experience, play on a server with low enough ping, use a perk that fits to the 
current team (e.g. no second commando) and so on.

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