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Left 4 Dead 2 eGuide
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Contents

  • Essentials
    • Display
      • The Screen
    • Game Modes
      • Introduction
      • Campaign
      • Realism
      • Versus
      • Survival
      • Scavenge
      • Single-Player
    • The A.I. Director
      • How It Works
    • Game Difficulty
      • About
    • Movement and Combat
      • On Maneuvers
      • Taking a Stance
      • Ranged Combat
      • Melee Combat
      • Health and Life
      • The Environment
    • Survival Tips and Tricks
      • Survivor General Tips
      • Infected General Tips
    • Survivors
      • The Cast
    • The Infected
      • Common Infected
      • Uncommon Infected
      • The Boomer
      • The Charger
      • The Hunter
      • The Jockey
      • The Smoker
      • The Spitter
      • The Tank
      • The Witch
    • Weapons and Equipment
      • Primary Weapons
      • Secondary Weapons
      • Mounted Weapons
      • Projectile Weapons (Belt Items)
      • Weapon Enhancements (Backpack Items)
      • Explosive Objects (Carry Only)
      • First Aid (Backpack Items)
      • Health Enhancements (Belt Items)
    • Achievements Appendix
      • Achievements
  • Walkthrough
    • Campaign Introduction
      • Looking 4 Guidance?
    • Dead Center
      • Dead Center Overview
      • Vannah Hotel Floor 8
      • Vannah Hotel Floor 7
      • Vannah Hotel Lobby
      • CEDA Quarantine & Overpass
      • Walkway To Whitaker’s
      • Maul Near Liberty Mall
      • Mall: Kappel’s and Middle Mezzanine
      • Mezzanine Mayhem
      • Security and Safe Rooms
      • Filling Up the Blue 22
    • Dark Carnival
      • Dark Carnival Overview
      • Highway & Off-Ramp
      • Whispering Oaks Ravine
      • Fairground Entrance
      • Chaos in Kiddieland
      • Murder at the Merry-Go-Round
      • Tunnel of Love
      • The Screaming Oak
      • The Barns
      • Barn Storming
      • The Concert
    • Swamp Fever
      • Swamp Fever Overview
      • Plank Country
      • Alligator Sanctuary
      • Rudimentary Pathways
      • Waterlogged Wade to Crash Site
      • Tracks Past the Shacks
      • Shanty Town Center
      • Shanty Town Bridge and Outskirts
      • Plantation Village
      • Plantation Mansion
    • Hard Rain
      • Hard Rain Overview
      • Burger Tank
      • Streets of Rage
      • Entrance and Refinery 1
      • Refinery 2, Plant Ruins, and Cane Field
      • Backtrack through Field, Plant, and Refinery
      • Retreat to the Safe Room
      • To the Safe Room on Second Street
      • Town Escape
    • The Parish
      • The Parish Overview
      • Bienville District
      • Bienville Park
      • Bedlam at the Bus Depot
      • Urban Flight
      • Sam’s Hot Impound Lot
      • The Cemetery of Saint Roche
      • One-Way Street and Jazz Club
      • Slaughter in the Quarter
      • Mayhem on the Mean Streets
      • A Bridge Too Far
      • Attack at the Military Evac
    • Scavenge Mode
      • Scavenge Mode: Basics
      • Dead Center: Atrium
      • Dark Carnival: Motel
      • Swamp Fever: Plank Country
      • Hard Rain: Milltown
      • Hard Rain: Sugar Mill
      • The Parish: Park
    • Survival Mode
      • Survival mode: Basics
      • Dead Center: Atrium
      • Dark Carnival: Motel
      • Dark Carnival: Stadium Gate
      • Dark Carnival: Concert
      • Swamp Fever: Plank Country
      • Swamp Fever: Plantation
      • Hard Rain: Burger Tank
      • Hard Rain: Sugar Mill
      • The Parish: Bus Depot
      • The Parish: Bridge
  • DLC
    • The Passing
      • New Features
      • Campaign: The Riverfront
      • Campaign: Streets & Alleyway
      • Campaign: The Park
      • Campaign: Pool Hall
      • Campaign: Pipe works
      • Campaign: River Tour
      • Campaign: The Sewers
      • Campaign: The Port
      • Scavenge Maps
      • Survival Maps
  • Video
    • The Basics: Top Ten Tips
    • Know Your Enemy (Part 1)
    • Know Your Enemy (Part 2)
    • Leave Them Dead: Weapons Detail
    • Tips Scavenge and Survival Modes
    • Campaign Tactics: Dead Center
    • Campaign Tactics: Dark Carnival
    • Campaign Tactics: Swamp Fever
    • Campaign Tactics: Hard Rain
    • Campaign Tactics: The Parish

Left 4 Dead 2 Guide › DLC › The Passing

Campaign: River Tour

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.

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