Left 4 Dead 2

Left 4 Dead 2

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The use of Grenades in the Realism - Impossible mode
By Вепрь



Technical features, tactics, competent application!
   
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{Introduction}


In this Guide, we will analyze each Grenade in detail. The mechanics of their work and features. Let's learn how to throw correctly.

Let's determine when to use it and when not to. I will tell you about the possible scenarios and the consequences of their use.

Have a nice review!



{Pipe Bomb Description}


First, you need to study the mechanics of the grenade in order to further understand why exactly such a throw is performed in a particular situation.


When a grenade flies out of your hands, a ball-shaped zone forms around it.

All infected except [Bosses, Special Forces, and Zombie Builders] start running towards the grenade regardless of whether the player is vomiting or the Vomit Can is activated.


Pipa is a priority for Infected People in absolutely any game situation!

Exception:

Infected people will not run to the Pipe if they have already started attacking the player (both standing and out of action).

In order to force the Infected to run to the Pipe, even after the attack begins, they must be pushed away.



Technical features:


  • The pipe has a very high initial velocity .

Much higher than the speed of Zombies, given that Infected people need a little time to accelerate to maximum speed, and the range is limited.

Accordingly, if you throw a Grenade at an angle, somewhere far away, the infected who are nearby will first run after the Pipe, but due to the rapid removal of the grenade, the Zombies will quickly find themselves out of its range. Accordingly, they will immediately turn around and start attacking you.



  • The time until the Grenade explodes is 6 seconds.
If you make a long-range throw and the Infected still find themselves in the range of the Grenade, then you need to understand that most likely they simply will not have time to reach it and the explosion will occur earlier.



  • Getting into the out-of-reach zone .

There are a lot of places on any map where, if they get into them, the Infected will either stand still and wave their hands, or they will try to climb onto the object that the grenade hit.

Any of these situations will lead to the Infected remaining alive after the explosion. Such places include (Cars, Wagons, Containers, Cabinets, some tables, Trash cans, Balconies, Roofs of buildings, and many other places).



Thus, taking into account all these factors, it is possible to identify the main points, adhering to which, the Pipe roll will be executed correctly.

In the future, when describing situations in which it will be necessary to use a Pipe, the throw will have to be performed adhering to these points.



How to make the right throw:


  • The roll is performed as close as possible to those Infected whom we want to distract and neutralize.

  • The grenade must land in an open area where there is access for the Infected.

  • Do not throw a Grenade outside the map area. (The infected will not run there. The grenade will be thrown into an empty one).

  • Take into account the time before the grenade explodes - 6 seconds.

  • Consider the consequences of the explosion. Do not throw a grenade in the direction where there is a car with an alarm or a Witch.


{Pipe Bomb - Application}


There are several situations in which you need to use a Pipe.

Using a Grenade in such situations will save the lives of you and your comrades. We will consider these situations below. And now I will list situations in which a Grenade is often thrown, but in fact it was not needed there.



Situations where you should ABANDON a throw:



  • Do not make idle throws at those Zombies that are just standing in the way or attacking you in small groups.
These infected people do not pose a great danger.



  • It is not necessary to throw a Pipe in order to clear the territory of infected people who fill it. (Without emergency).
These infected must be shot and killed in close combat. You can handle them without a grenade.



  • Don't drop the Pipe if you find another one on the way.
Inform other players about her location. This Grenade will help you avoid becoming a victim of a restart in the future.



  • Do not throw a Pipe when the next wave is approaching, if:
1) 3 or more players are alive and with normal health. Playing as a team, you can handle this wave without a grenade.

2) You are in a safe place where zombies attack you without being surrounded from all sides.



Always try to save the Grenade for a special occasion. Since when you really need it, and you don't have it, it's obvious that the consequences won't be long in coming.



Situations where you should MAKE a roll:



  • Surrounding yourself with a large number of Infected people, without being able to take a convenient position to repel an attack.
In this situation, you should throw almost at your feet, with a slight deviation in the opposite direction from your movement.



  • When it is necessary to quickly rescue an out-of-order player, but there is no one to cover at the moment.
It is important to understand here that the time required to save a player [both prone and hanging] = 5 seconds, and the duration of the Pipe = 6 seconds. Accordingly, the grenade is thrown strictly before the rescue begins.

An important point is that throwing a Pipe will not distract those Infected who have already started hitting the victim. Therefore, before throwing a Grenade, you need to use the butt, and after that, throw the Pipe and immediately start the rescue.

Those infected that you push away with the butt of your rifle will run towards the grenade after being stunned, provided that you make the right throw.



  • When puking Fat.
Obviously, it is necessary to assess the situation, as in all other situations. If the barf occurred in a place where there is no problem taking up positions for cover, then there is no need to use a Grenade.

Another thing is when the barf occurred in an open area, and there is a significant distance between the players, then there is a strong need to use Pipes.

The throw is performed in the area of the location of the vomited player, taking into account the distance, so that the Grenade does not fly under his feet. It is advisable to throw a Grenade as close to the player as possible without causing damage from the explosion

It was about a situation where a puked player is surrounded. Obviously, if, when Vomiting, Zombies do not run from all sides, but from a specific side, then the throw is performed in that direction, or you can refuse to throw at everything if there is no strong danger.



  • When fighting a Tank, a Pipe can help you out in three situations:

1) The appearance of an unexpected wave of Infected caused by the puking of a Fat Man or the activation of a car alarm.


2) The appearance of the Tank at a time when the territory has not yet been cleared of Infected. Or when the terrain does not allow for a safe battle and there is an urgent need to move further along the map, where Zombies have already appeared.


3) Stunning a Tank with a Grenade explosion.

When you are running at a slow speed, it is obvious that you will try to keep a safe distance from the Tank. But, in the case when the Tank still starts attacking you, then the Pipe helps us out.

Given the delay before the Grenade explodes (6 seconds), a timely and correctly thrown Pipe stuns the Tank with its explosion, which gives us the opportunity to gain valuable time and increase the distance.



  • Stunning a Sitting Witch with a Pipe - Bomb
There are situations in which it is necessary to kill a Witch, and this can only be done by stunning her with an explosion. In the absence of the necessary weapons or fragmentation cartridges, in the absence of an opportunity to approach from behind, in the absence of fire, etc., You can stun a sitting Witch with a Pipe.

Yes, it requires training. You need to be prepared for this situation. At first, it will be difficult to do this. But after giving it literally an hour or two, you will do it with almost 100% probability.


You can find out how to properly stun a Sitting Witch with a Pipe in another Guide:

https://cs2bus.com/sharedfiles/filedetails/?id=3361264005


  • During the Events.
Some of the Events (Panic Event) require reaching a certain place where it will be disabled in order to be successful. Or, the Event won't end at all until the survivors are in the Shelter.

The presence and timely use of Pipes when passing through such sections of the map greatly facilitates the task, and is often the key to victory.



  • In order to get to the rescuers.
In the finals of any Campaign, the survivors will need to get to the rescuers who arrived for them. The same Homemade grenade will help you overcome the route from the place of defense to the evacuation.



A deliberate, well-aimed and timely Pipe throw can change the course of the entire game. And the result of this throw will contribute to either a successful completion or another restart. It would seem that it was just one Grenade...


{Molotov - Description}


The Molotov Cocktail's functionality is not very wide and rather primitive. However, there are several features that you need to know and consider when using it.



Technical features:


  • The most important point to consider when throwing.

Molotov does not pass through zombies, nor does he fly through glass windows (when colliding with a window, the glass breaks, and Molotov falls to the floor in the same place).

If you enter the room to repel the attack of a large wave of Infected, then the Hammers must be thrown above the level of the Zombie's head (or in advance) so that it flies forward.

Otherwise, he will hit the Infected and fall in the same place. I often made this mistake myself and burned the whole team. Obviously, such a throw ended with a restart.



  • Molotov fire does not immediately spread to its maximum radius.

The gorenje area increases with time. Accordingly, you should try to make throws away from your location, at a safe distance. And after the throw, do not approach the edge of the fire, as you will receive damage from it before you see that it has begun to expand.



  • Hitting a bottle against an alarm machine causes it to activate.

Molotov's fall next to the car will not lead to anything bad. However, the collision of the Bottle with the car body will cause the alarm to go off.



  • Deep water will not allow the fire to ignite.

Molotov's throws into deep areas of water will be ineffective. The bottle will just fall into the water and won't light up. In addition, Molotov will not be able to be picked up again, he will simply disappear.



  • As in the case of the Pipe Bomb, Molotov also has zones where his fire will not spread across the area.

After entering these places, the fire will burn with a very small flame, in a very small area, or it will not burn at all.

These places include:

Cars, Wagons, Containers, Generators, Electrical cabinets, some tables, cracks between boxes and walls, cracks between buses and trucks, various cracks in walls and textures, etc.



Thus, taking into account all these features, it is possible to single out the main points, adhering to which, the Molotov throw will be executed correctly.:



How to make the right throw:


  • The Bottle's landing distance should ensure that the fire burns safely for the players and expands further. Gorenje

  • The Molotov landing area must be a surface that can be stepped on by a player or an infected person, otherwise the flame will not spread.

  • Make sure that there are no obstacles on the flight path (Zombies, unbroken window panes, and other possible obstacles).

  • Avoid the possibility of a collision between a bottle and an alarm machine.

  • Prevent Molotov from entering deep water.

  • Take into account the burning time of the flame (15 seconds) and do not block possible escape routes with fire. Gorenje


There is a high risk of being incapacitated by the mucus of the Spittoon. If the Spittoon was killed very recently, then the Molotov throw can be considered safe, since there will be no need to leave the territory in the near future.


{Molotov - Application}


There are several situations in which the use of Molotov would be appropriate and necessary.

But before we get to the need to use a Cocktail, we need to specify the situations in which it is often used, and in fact it would be better to hold it back.


Situations where you should ABANDON a throw:

  • No need to throw Hammers at an area where the infected are just standing.

Infected people who didn't even have time to notice you and start running to attack. In this situation, throwing a bottle will be ineffective. With fire, you will hit no more than 10 - 15 infected (and this is at best), which could easily be defeated without using fire.

Besides, they didn't even pose a danger to you, as their location was controlled and their behavior predictable.

  • There's no point in using a Cocktail just because you've found another one.

Inform other players about his location and he will save you in the future.

  • I do not recommend using Molotov Cocktails when you and your team have entered a closed room with one exit to repel another wave of Infected People.

There are several reasons, namely:


1) There is a very high risk that the throw will be unsuccessful due to the collision of the bottle with the Infected, which will instantly stop the Cocktail and it will fall to the ground, right under your feet. (This is exactly the situation that I described at the beginning).


2) Gorenje flame eliminates the possibility to immediately leave the room , and accordingly, the first spit of the Spittoon, it is the failure of the entire team. (Except for the possibility of escaping by climbing on some object in the room. But, you know, that often the spit extends to these objects).


3) The flame severely restricts visibility, and this leads to the following troubles:

Special Infected people do not die from fire instantly, they have a little time to attack. Accordingly, the Smoker may unexpectedly make a grab and drag you into the fire. It is also very difficult to see the Bully, Hunter and Jockey, their attack from the fire will be unexpected and the chance of not receiving damage is much less.

We can draw a small conclusion that if there is a need to throw Hammers in this situation [for example, low health of the entire team or another Big wave (caused by a car alarm, etc.)], then at least it should not be done so that the fire burns flush with through the doorway, and throw it a short distance away. To have an overview and the opportunity to quickly leave the room.


In fact, the decision to use Molotov must be made quickly, but well thought out. Just one accidental, thoughtless and hasty throw can lead to bad consequences. (In the worst case, it's obviously a restart).


Therefore, I believe that it is necessary to approach the Molotov throw responsibly, since you can expose not only yourself, but also the whole team. (Even if only you are affected by your Molotov, it will still be considered damage to the entire team, since the team as a whole has become weaker with loss of health, and even worse if it has led to death).


Situations where you should MAKE a roll:

  • When repelling attacks from Infected people during a panic event.

Since during the Events the survivors are attacked by large waves of Infected mixed with Special Ones, it makes sense to protect yourself and the team with fire. The main thing is to make the right throw and take into account all the factors described above.

  • To cover up a puking player.

Molotov will help out very well in a situation where Vomiting has occurred in an open area. In most cases, the player will be surrounded, and accordingly, using Hammers, we will be able to cut off part of the routes, thereby covering the player's back.

  • When the Tank appears.

Using a Molotov when a Tank appears makes it much easier and faster to kill it.

Without additional damage to the Tank, it will burn down exactly 85 seconds after it is ignited.


There are several important points to know when using a Molotov against a Tank:


1) Do not rush to throw the bottle as soon as the Tank is in sight.

If the Tank is far away, then you may not be able to finish and the fire will light up in front of the Tank. The fact is that the Tank will not go into the fire, if the survivors are far away, it will specifically bypass it. He will go through the fire only if the Survivor is nearby.


2) When setting fire to a Tank, it is very important not to block the escape route with fire.


3) It is necessary to throw the Hammers clearly in front of the Tank at his feet, so that he does not have time to run past the fire while it is burning.

Ideally, I recommend throwing a bottle at the moment when the Tank is about to throw a stone. Since he is standing still at this moment, the chance of a successful throw is close to 100%.


4) Consider the terrain and the route of your retreat.

This item refers to an area where there is water that can extinguish a Tank. You can do everything right and set fire to the Tank on land, but if your escape route is through water, then it will just be a wasted Hammer.

  • In the finals, it's best to hold the Hammers to set the Tank on fire.

  • When a large wave of infected people appears.

To understand the last point, it is necessary to briefly describe what waves there are, how often they appear, and how many Infected people there may be in each wave.

On the official servers, there is a clear limit on the number of Infected People alive at the same time, which can be randomly dropped off by the director, namely 30.
(z_common_limit 30).


The waves of ordinary Infected that appear with the help of the director (that is, random waves) can be of two types:


1) Normal wave:

The number of infected in a typical wave can range from 10 to 30.

(z_mob_spawn_min_size 10)
(z_mob_spawn_max_size 30)


The interval between the usual waves of Infected is in the range of 90 to 180 seconds.
(from 1.5 to 3 minutes).

(z_mob_spawn_min_interval_expert 90)
(z_mob_spawn_max_interval_expert 180)


2) Big wave:

The number of Infected in the big wave is fixed and amounts to 50 Zombies. The limit on the number of infected people on the map does not apply to the big wave.

(z_mega_mob_size 50)

The interval between Large waves of Infected people ranges from 420 to 900 seconds (from 7 to 15 minutes).

(z_mega_mob_spawn_min_interval 420)
(z_mega_mob_spawn_max_interval 900)


I RECOMMEND using Hammers specifically to repel the attack of a Large Wave.


Normal waves of Infected are relatively frequent and very rarely reach their maximum value of 30 zombies (There are not enough resources for these waves).

Playing as a team, there is no problem defeating a regular wave. But when a Big Wave starts attacking you, it can get you into a lot of trouble.


It's actually not that difficult to determine that there is a Big Wave going on. Knowing their spawn interval and a large number of Infected people are fixed, you can easily determine that it is she who is coming at you.


There is another way to identify exactly a Big Wave - this is a musical accompaniment.

The Big wave has a distinctly different melody, but in order to begin to distinguish them, you need to listen thoughtfully to the melodies of the waves and develop this skill over time. (When I was playing with the music on, I could distinguish large waves by the characteristic roughness of the melody. The sound of an ordinary wave is soft and slowly rising, while that of a Large Wave is rougher


{Bile Jar - Description}


The most significant and necessary Grenade. Its use should be approached extremely responsibly and seriously. We need to think very carefully before throwing this grenade.


Technical features:


  • The action time is 20 seconds.
  • Range of action is unlimited
All Ordinary Infected People will run for Bile, in the absence of other priority goals.



1) A can of Vomit falls to the ground, within the boundaries of the card, without hitting anyone.


The most common situation that occurs most often. Activated Bile instantly attracts all the Ordinary Infected People on the map.

An important point is the limit on the number of simultaneously live Infected on the map of 30 units. So, if there were less than 30 Infected People on the map at the time of activation of Vomiting, then the director creates the MISSING NUMBER OF ZOMBIES.

In this situation, ONLY ORDINARY INFECTED [/b][/u] escape to the activated Bile. Special infected, a Tank, as well as a zombie Builder (Wearing a helmet) They won't throw up.



2) A can of Vomit enters any of the Infected (except the Witch) before touching the ground.


If Vomit gets on an Infected Person (any Ordinary, Special, or Tank), this Zombie becomes THE PRIORITY TARGET IS for all other Dead.

That is, in the place where the Jar collided with the Infected, a zone appears into which the Zombies will run only after the Infected vomit dies.



It also has its own peculiarities:


  • When ANY Zombie vomits, ALL Infected People start attacking it, including Zombie Builders, all Special Ones, and even a Tank. (Do not refer to the Witch).
After the death of a vomited Infected, all Ordinary Zombies head to the area of action of the Bile. Tank, Special and Zombie Builders switch to Survivors.


  • A vomited Zombie does not run into the area of the Bile. As his eyes become covered with a layer of mucus, he becomes disoriented and begins to run erratically around the area.

Accordingly, the rest of the Infected tend to attack him, and thus it turns out that all the Infected run around the map and do not gather in a pile. There is very little benefit from such a throw, as Zombies run in all directions and running past you can unexpectedly cause damage.

If the Infected do not have time to kill the Vomited Zombie and run to the Vomiting activation zone, then after the Bile stops, the Dead will attack you from all sides.



3) When a Fat Survivor Vomits, throwing Vomit on the ground will be USELESS, as the vomited Survivor will be THE PRIORITY TARGET.


But if you hit an Infected Person with a Can of Vomit, the vomited Zombie becomes the same priority target as the vomited Survivor.

The more Infected People are vomited, the less they will attack the vomited Player.

Zombies that are closer to the Infected Person who Vomits will attack the Infected Person, and those that are closer to the Player will attack the Player.



  • A puked Tank will always be a priority target, even when there is a puked Player.

If you throw a Can of vomit into a Tank after the Fat Man has vomited up a Survivor, then the Infected will attack the Tank.

(If the Infected have already started hitting the puked Player [even if he is out of action], then it is enough to push them away with the butt and they will switch to the Tank).



4) If you hit a Witch with a Can of Vomit.


This throw obviously deserves the title - {The most unsuccessful throw}


Hitting a Witch with a Can of Vomit will instantly frighten her and she will start attacking the one who threw the Vomit.



In the case of the Witch, there are several features:


a) Hitting a calm Witch with a Can - The Witch starts attacking the one who threw the Vomit.

b) The frightened Witch will change her target if another Player hits her with Bile.

c) The witch ignores the vomit of other infected people.

If the Player scares the Witch, then throwing a Can at a Tank or other Infected Ones will not force her to change her target.



5) Getting a Can of Vomit into the Zombie's reach.


[Roofs of buildings, terrain outside the map, Special places on the map]. In this situation, since the Infected cannot get to the Bile activation point, they just stand still and wave their hands. After the duration of the Vomiting has expired, the Infected will continue to attack the Survivors.

This throw is considered as a breakdown of the mechanics of Baila's work [as in the case of Pipe-Bomb and Molotov].

Since the function of the Vomit Jar is just to make the Infected run to the place where the Bile splash occurred, and not to the Survivors. Try to avoid such throws.



6) The Jar hits the Alarm Machine.


The collision of the Bayla with the car body causes its activation.


{Bile Jar - Application}


Taking into account all the above situations and the specifics of the mechanics of the Vomit Jar, we can identify the main points, adhering to which we will be able to make the right throw.



How to make the right throw:


  • The landing of the grenade should be in an open area where there is access for the Infected.

  • The grenade must not hit any of the Infected (unless the situation requires it).

  • Bayla must not get into the car with the alarm.

  • Take into account the action time of 20 seconds (do not throw ahead of time).

  • The direction of the throw should be such that the running stream of Infected does not interfere with your progress along the route.



Bile Jar is a very valuable and relatively rare grenade [except for some cards]. Therefore, I highly recommend not to scatter it left and right without reasonable reasons. There are very few basic situations for which you should save a Jar of Vomit and use it in compliance with the above points.



Situations where a grenade should be USED:


1) The most important point to keep in mind is always.

  • In any Campaign, there is at least one Event [mostly more than one], which, in order to successfully complete, requires breaking through an endless stream of Infected, to overcome a certain route to the Shelter, or to disable it.

First of all, you should take care of the Jar of Vomit just for the successful completion of such Events. Thus, you need to think not one step ahead, but all the Chapters ahead. Since a Can of Vomit does not appear on all chapters.

Sometimes, when you find a Jar of Vomit in the first chapter, you have to carry it almost to the last chapter.


  • If there is a clear understanding that a Can of Vomit will not play a key role in the future, or you know for sure that the chance of a Baila appearing in the future will not be a problem, then it makes sense to resort to using Vomiting based on the points that will be described below.



2) Use a Can of Vomit in the final chapter to rescue an out-of-order (player/players).

  • In the finals, the waves are longer and more dangerous. If one or more Players fail, using Vomit will greatly facilitate the task of rescue. You have time not only for lifting, but also for treatment.



3) Throw the Bile into the Tank.


There are several situations in which it is worth activating the Baila on the Tank:

  • All team members have health below 40 points.
Since not all areas of the map have the ability to safely drive a Tank at a slow running speed, it makes sense to resort to purposefully barfing the Tank.

It's best to do this before setting fire to [Since a burning Tank breaks through Infected People more easily].

You throw Bile at a Tank, it is immediately surrounded by Infected People and causes damage to it [including Special Ones and Zombie Builders]. While the Tank is being held by the Infected, you and your team try to inflict as much damage as possible. With well-coordinated work, the Tank dies faster than the Vomiting action ends.

Since we take into account the duration of Vomiting (20 seconds), at the end of its operation, you can ideally throw any balloon [Canister, Molotov, Pipe], thereby killing all Infected and stunning the Tank [if an explosive resource was used], winning those most precious seconds.

With proper and timely alternation of resources, the Tank will not pose any danger at all.


  • If a Player pukes and no one has Pipes, and there is no defibrillator, or it makes sense to try to save it.
In this situation, it would be the right decision to puke the Tank to save the player. After Vomiting, the Tank becomes a priority target for all Infected. Immediately after the activation of Bile, I recommend following the steps described in the previous paragraph.


  • With the simultaneous appearance of a Tank and a wave of Infected [At the start of some Events, activation of a car Alarm, etc.].

In any case, the wave of Infected will greatly interfere with the battle with the Tank [if there is no way to constantly step back and stall for time]. Accordingly, activating Vomiting on the Tank will be the most profitable option. Again, adhering to the actions described in the original paragraph.


  • If there is an area where it is extremely inconvenient or impossible to drive a Tank.


These places include:


a) Areas where it is not possible to consistently bypass the Tank or drive in a circle.

b) The presence of a large amount of water.

Setting fire to a Tank in a watery area is obviously useless. And keeping a safe distance is extremely problematic. Because the speed of the Survivor in the water is slower than the speed of the Tank.

When a Tank appears on the listed areas of the map, Vomiting activated on it and following the actions described in the initial paragraph will be the key to victory and safe disposal of the Tank.



4) Activate Vomiting on an already frightened Witch in order to save the Player.


If the Player ACCIDENTALLY scared the Witch, then there are many options for how to save the Player from the frightened Witch. But, there are situations when there is no more suitable option than to take the hit.


Such situations include:


a) The slow running speed of the player who scared the Witch and the lack of a nearby door or a convenient place to safely keep her at a distance [this is not about stairs or buggy places, but about areas where you can jump and (or) walk in circles, etc.].


b) There is no way to set fire to a frightened Witch.

c) The team does not have a Grenade Launcher or Fragmentation rounds to stun the frightened Witch.

d) The team does not have a Defibrillator, or it makes sense to try to keep it, since most of them have little health, and there is still a long way ahead of you.


If you find yourself in a similar situation, you can save the Player by throwing up on a frightened Witch. As soon as the Bile gets into the Witch, she immediately changes her target to the Jar owner.

Once the Bile is activated, your task will be to keep the Witch at a safe distance and deal damage with shooting or melee weapons, depending on the situation. Your team members must also take part in the Witch's murder.

Do not forget that activated Vomiting will not only force the Witch to change her target, but also cause the Infected to start attacking the Witch. This should be taken into account, and ideally, it is desirable that the team also has a Pipe to distract the Infected.


{Conclusion}


Obviously, understanding how to properly dispose of a particular Grenade comes with experience. It is physically impossible to describe all possible game situations within this Guide.

In most cases, you will have to improvise and thereby gain experience. Personally, my advice is to analyze each of your throws and look at the result, draw conclusions and try to do better and more correctly next time.


I hope that the Guide was useful for you. I wish you lots of fun and team games!

I am always happy to answer any questions in a personal message.




I recommend reading other Guides on the Realism - Impossible mode:

https://cs2bus.com/sharedfiles/filedetails/?id=3218650812