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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: The Park

3A and 3B: Too-Dark Park

3A

Out on the topmost deck and balcony, the enemies no longer have height advantage, and you can always retreat back into the building and stand at the door if a Horde is summoned. But to progress, you must step onto the paved deck and across one of the three deck bridges to a new cobblestone road littered with parked traffic. There is a park entrance behind a parked coach.

This is a key location to keep safe, as you should gain entrance into the park only when Infected threats on the deck and road areas are safely nullified, as you don’t want foes following you in. Hold your ground at the park entrance, taking foes down until no more are lurking.

3B

Then enter the park itself. The continuation of the park is to your right, although the initial circular tree planting area and formal grounds (now overrun with weeds and the undead) has a couple of possible item pick-ups around its perimeter.

As the Infected begin to sport a more formal type of attire, you realize you’ve stumbled into a wedding gathering, but there’s little sign of the happy couple. Just a familiar, terrified weeping that you’ve heard before....

3C, 3D, and 3E: Here Comes the Bride

3C

Whether or not you’re fighting enemies in the initial grassy park courtyard, it is recommended you deliver the last killing blow to an enemy before venturing farther into the park.

Atop the next set of shallow steps are the remains of a wedding ceremony. All the guests are the frothing foes you’ve been slaying, and the scattered plastic chairs, and two white tents (the one on the right has a speaker) lead to a gazebo, where the corpse bride is sitting on the ground, weeping.

3D

There are a number of ways to deal with this Witch, who is just as vicious and aggressive as those you’ve previously encountered, although this one is clad in the tattered remains of a bride’s dress. Here are a few plans to try:

1. Each of your team should take extreme care, stepping around the Witch and giving her a wide berth, moving around the perimeter of the gazebo without startling her and then fleeing to the band stage, toward the Safe Room.

2. A secondary plan can also work if you dash past her before she wakes up, then fight her, and the Horde she automatically summons when she’s disturbed, on the cobblestone street close to the Safe Room. You’re more exposed to Special Infected attacks if you try either of these two plans.

3. If there’s a raging storm, the Witch becomes more angry and chases the nearest Survivor when they step too close to her. If the storm is brewing, wait for it to pass before stepping near the Witch.

4. You can switch on the monitor speaker, which is sitting atop the amplifier to the right of the plastic chairs. This freaks the Witch out immediately and she launches an attack on the Survivor responsible, or the human within her path to the human who turned on the speaker.

5. If you decide to startle the Witch, be sure your teammates are scattered about, and all are training their weapons on her. Lobbing in a Fuel Can from the bottom of the steps (3C) and causing a fire that the Witch has to run through allows you to drop her before she can damage any of your team.

3E

No matter if you defeat the Witch quickly or not, you still have to face the Horde of lobotomized and decaying wedding guests. This is the perfect time for a projectile weapon; tell your team you’re about to throw one, so you don’t all lob in a Pipe Bomb or Molotov at the same time, and then shoot the zombies like rotting fish in a barrel.

If you’re being troubled by Special Infected, or you want to make a stand in a locale with a little more protection, move through the park, following the dangling lights toward the road with the illuminated streetlamp, and make a stand on the stage.

If you’re yelling orders to your teammates, stand near the microphone for a little amplified fun! Otherwise, check both tents and hold off the enemies here, which works well unless you’re struck by Boomer bile or Spitter spittle.

Remember that one of the tents may have a Foot Locker to ransack! However, with so many directions from which the undead can appear, it is preferable you leave the wedding party and take to the upper street with as much haste as you can muster.

3F and Finish: Cobblestone Carnage

3F

The final, mad dash to the Safe Room involves dashing up the park exit steps, turning right, and then hugging the left buildings as you sprint along another street, keeping to the sidewalk because this offers protection on your left, and exit into the Safe Room, which is inside the structure with the whitewashed brick work.

Along the way, expect a final series of attacks from Special Infected, but you’ll usually encounter more docile normal zombies, which make for a quick exit.

FINISH

There’s a small cul-de-sac to your right around the edge of the park, but there’s no need to investigate that area unless you want to be waylaid by a Special Infected.

The same is true of the coach parked at the far end of the street, which offers nothing except a few more Infected to topple.

A better plan would be to tag a couple of foes, waking up the rest of them, and then slaughter them from the Safe Room entrance before you shut the door and take a breather. Next stop: Underground!

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