Sometimes the location or specific atmospheric conditions of a place affects a minority of the population and they roam a particular area alongside the general population of Common Infected.
These oddities are known as Uncommon Infected (AKA “Uncommon Common”). Each of the five campaigns has its own Uncommon Infected, which has the same behavior, health, and lack of higher brain functionality as the Common Infected.
Here’s how they differ:
CEDA Agent
Campaign: Dead Centre
Strengths:
Immune to fire.
A government agent clad in a once-protective (but bulky) hazmat suit, this shambling entity arrives in a variety of suit colors, all of which are flame resistant.
This means that the Molotov projectile is useless against these foes. Use any other attack to defeat them: Shooting them in the head or damaging them with Melee Weapons is encouraged.
The CEDA Agents also carry Boomer Bile (a projectile weapon known as Bile Bombs). If you have an empty inventory slot, look for the Bile vial on the Agent’s corpse, pick up the Bile, and use it later.
Clown
Strengths:
Amusing Squeaks and honks; common infected attraction.
With squeaky shoes that summon Common Infected behind them, these ravenous fairground workers offer a horrific and humorous takedown opportunities.
Although susceptible to all attacks that damage Common Infected, Clowns usually bring a “posse” with them, thanks to their choice in oversized footwear.
This means you’re likely to encounter more Infected when Clowns are about, and you can watch them “gather” Common Infected behind them.
They also have a nose that honks, but only if you Melee Shove them.
Mudman
Strengths: Unimpeded by marsh water; mud-throwing capabilities.
At home in the murky marshland and ready to impede your progress as well as your vision, this muddy maniac uses flung mud (at least, you hope it’s mud and not a dirty protest) and rotting claws to make a point.
Mudmen are faster than Common Infected as they move on all fours, so fire on them instead of attempting to outrun them.
Their attack coats your vision with mud, but this is more of an inconvenience that a real threat. Dispatch Mudmen as you would a normal zombie, using Melee Weapons if your vision is too blurred to see your team.
Road Crew
Strengths: Wear noise-muffling head gear, and therefore immune to Pipe Bombs and Bile Bomb clouds.
Construction workers driven rabid by viral infections or worse litter the landscape in the milltown and sugar mill locales.
They may be extremely visible with reflective jackets (and eyes), but their helmet gear covers their ears.
This means they pretty much only react to movement they see. You can sneak past them if they’re looking the other way, even if you’re engaged in light combat.
Road Crew Infected do not swarm a Pipe Bomb when it is thrown, or a Bile Bomb cloud (only the target). These projectiles are useless unless you aim them so they land within the vicinity of this zombie type.
They can still hear car alarms and run to targets with bile on them, though.
Riot Guard
Strengths: Wearing bulletproof uniforms; impervious to weapons from the front.
Rent-a-riot-cops aren’t officially part of CEDA, but this government agency hired them to provide crowd control and gave them bulletproof uniforms to make them feel like real police.
Of course, the extra protection this offers the rabid form of the Riot Guard means their fronts are able to withstand even close-range blasts and slashes.
The best method of killing them is to inflict damage when they’re turned around, either after you’ve inflicted Melee Shove, or when they attack another teammate and you can target their backs.