6A, 6B, 6C, and 6D: Going Underground
6A
You’re not here to listen to the dulcet tones of a jazz warbler; this Jazz Club also holds the entrance to Phase I of the thrilling Historic Rayford Under the River Tour. Force your way into the bar with the small stage and small collection of items to grab, and then move past the bar, checking the toilets at the top of the steps, near the sealed elevator shaft.
There may be an item on the wooden bench. More importantly, a Tank may charge up the steps, so listen for its bellows and then back up to the bar while blasting it. Keep two of your team behind the monster to attack it from multiple directions.
6B
The “tour” begins at the bottom of the steps. Ignore the elevator you can’t access and instead wind your way past a desk and into the ruined, underground chamber. With one teammate periodically watching the way you came, stand at the doorway and cut down nearby foes before advancing in.
If no Special Infected are spotted, step onto the slightly raised platform and follow it around to the right, through the brick wall with openings, and into a second chamber with a few strewn items and some barrels. Reconvene at the doorway here and check that you’re not being followed or sandwiched by foes.
6C
Step through the door, blasting anything that isn’t human, and spin right, looking down a long, underground passageway with two large alcoves along the right side. These usually have something waiting to pounce on you, so beware of that as you edge forward.
Be ready to back up if a Tank or Witch makes an appearance. This is a place to use a projectile, and there’s more items in the alcoves to gather to replenish your stock.
6D
The long passage ends at a connecting room with numerous pillars and supports, and opens into an antechamber at the top of a metal stairwell. Spitters and crowds of undead can make the going slightly frantic, so take a clustered, but slow and measured advance when moving. Gather items to aid you (such as Incendiary rounds or Fuel Cans) from nearby alcoves. The stairs end as abruptly as the tour—at a drop down to a watery mire and complete darkness.
It is incredibly important to stay on the stairs, shooting foes as they climb to reach you, and to keep your quartet close because the Special Infected tend to creep up and ambush you before you’re all down in the sewer section (Area 7). Refrain from dropping a projectile; you’ll need all of them in a moment.