Left 4 Dead 2

Left 4 Dead 2

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The Passing: A Basic Guide
By ShadowLeggy
Basic guide with a few tips for The Passing campaign
   
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Unique Features
Fallen Survivors
  • Fallen survivors are found wearing army-like attire, ammo belts and a boonie hat.

  • They can sometimes be found carrying a health kit, pills, molotov and pipe-bomb. These items will be clearly visible. Whether they carry one, none or any combination of these items is random.

  • They have more health than regular infected. Once they are attacked by gunfire, they will run off extremely fast. Even with some stronger firepower they take more shots to go down than usual. However, a melee attack will take them out with one hit. Bumping stumbles them like normal.
Foot Lockers
  • Green boxes that will have the basic "item glow" around them. They can be opened.
  • Inside there will be an infinite supply of either pills, adrenaline, molotovs or pipe-bombs.
  • Some Hero Closets contain foot lockers. But if the Hero Closet is opened even once, it
    will disable its ability as a spawn point for dead survivors. Be wary and open wisely!
  • There is actually a set amount of foot lockers throughout the entire campaign, roughly around five or six. This means you could get foot lockers scattered evenly throughout the campaign, or all clustered together in one chapter. Keep note of this so you can predict how many will be left.
New Weapons
  • Golf Club and the M60.
  • Both weapons will show up at least once during the campaign.
Chapter 1: The Riverbank
Park & Parking Lot
  • There is almost always a Fallen Survivor near the starting area.
  • Sometimes one of the cars in the parking area will have an alarm.
Inside the Store
  • The basic shotgun and machine gun can be found on the first floor.
  • Often there are temporary health or grenades found on the first floor.
  • The bathroom on the right always has a first-aid box which contains pills.
  • There's always either a propane tank, oxygen tank or gas can in the hallway.
  • The second floor may possibly have one, two or even three foot lockers, scattered
    throughout the first two office rooms, as well as the tiny closet found just past the bar.
  • The closet past the bar also doubles as a Hero Closet.
Parking Lot Path
  • There can sometimes be one or two alarm cars scattered throughout the area.
  • Regardless of alarm cars or not, Bots don't like to use gunfire in this area. It's
    recommended that you try to hurry through quickly so they can use their guns.
  • Tanks often spawn in this area. Have a molotov ready and beware of the cars.
  • There is always an alarm car when you make the 90° turn to head up the path.
  • Sometimes there is one last alarm car just before heading into the apartments.
Apartment Building
  • This seems to be another area where Fallen Survivors tend to spawn.
  • The first floor will have either pistols, a magnum, explosive or fire ammunition.
  • The second floor may have a random stock of some main hand weapons.
  • If not on the second floor, the guns will be up some stairs to the third floor instead.
  • At the top of the third floor is a Hero Closet that may contain a foot locker.
  • If no explosive/fire ammo was found downstairs, it's usually with the guns instead.
Highrise Path
  • This area can result in instant death if a Charger carries you off the ledge.
  • In each far corner of the balcony, there is sometimes temporary health and/or grenades.
  • Past the bridges to the left is a porta-potty that is a one-character Hero Closet.
Park & Wedding
  • In the back left area are 2 random main hand guns, sometimes with health and grenades.
  • Hugging the left wall, there is sometimes temporary health or a grenade hidden in the trees.
  • Scattered throughout the wedding area are gas cans, propane tanks and/or oxygen tanks.
  • There is always a sitting Wedding Witch blocking the way of the only exit in the area.
  • CHEAP TRICK: You're able to hop on the corner of the table the speaker sits on. From there, you can jump onto the speaker itself, then the tent. Shoot the Witch or light her on fire. She
    won't have any idea where you are! Though sometimes she may attack a player on the ground.
  • Once the Witch is startled, this will trigger a horde event (whether the song is played or not).
Tents & Back Alley
  • There will always be a variety of weapons in one or both wedding tents.
  • Sometimes there are also foot lockers, health items or grenades in the tents.
  • Talking into the microphone on the mini-stage has an echo similar to Dark Carnival.
  • Sometimes another Fallen Survivor will be lurking around between these areas.
  • Behind the bus in the back alley is the Saferoom. But beware if you are the last survivor standing. For some reason, special infected can spawn behind the exiting Saferoom door.
Chapter 2: Underground
Alley & Street
  • There is almost always a Fallen Survivor near the starting area.
  • There's no real reason to go left unless you want to clear out the horde.
  • The left building has random weapons and sometimes temporary health or a grenade.
  • The tattoo parlor usually has melee weapons, temporary health, grenades or a gas can.
  • You could skip the pool hall entirely and go straight into the construction ditch if desired.
Pool Hall & Construction Ditch
  • It's recommended to enter through the back door, as there are usually items back there.
  • Sometimes there is a foot locker tucked away by the door in the back corner of the room.
  • There will be a random assortment of weapons throughout, usually other items as well.
  • There is a jukebox you can play to get the achievement "Killing Them Swiftly to this Song".
  • Once you drop into the construction ditch, the only way back up is by going through the
    concrete tunnel, and jumping onto the other concrete cylinders lined up against the wall.
  • Both the pool hall and construction ditch tend to have a Tank or Witch spawn.
  • From this point onward, Witches tend to spawn at any given area that follows.
  • Head for the door down the small staircase. The other alley has virtually nothing in it.
  • Easter Egg: Go up to the fence and you might see the Midnight Riders tour bus!
Inside the Buildings
  • There will be a gun or two upon entering the building, usually some items in the back.
  • Up the first flight of stairs are some pistols and magnums. Coach's lines are the funniest.
  • Up the second flight of steps (in the building), the first door is actually a Hero Closet.
  • There are sometimes temporary health items and grenades in the smaller following rooms.
  • In the room at the end of the hall is sometimes a foot locker, guns and other items.
  • The crossway is a dangerous area, especially against Smokers, Chargers and Jockeys.
  • The top floor of the next building sometimes has a foot locker, health kit or defibrillator.
  • The lower floor usually has a gun or two. It's safe to go out of the windows to the street below.
Streets & Jazz Club
  • There usually tends to be a Fallen Survivor that spawns around this area.
  • Otherwise, the streets are more or less empty save for the staircase next to the club.
    There, you can sometimes find either a health kit, defibrillator or explosive/fire ammunition.
  • This is another frequent area where a Tank or Witch will usually spawn.
  • Inside the jazz club will be a random gun and usually plenty of various other items.
  • There is also a Hero Closet on the left just before the underground staircase.
Under the River
  • There will be various weapons scattered throughout this entire area, all in plain sight.
  • If a Fallen Survivor wasn't spawned outside or escaped, he'll probably be down here.
  • There can sometimes be two foot lockers down here: The first one is when you are just entering the underground, tucked in a dark corridor. The other is behind some orange mesh.
  • In the area with the orange mesh, there are usually lots of items along the right corridor.
  • Sometimes special infected spawn behind the boards on the left, unable to break through.
  • Before the long, downward flight of stairs there is usually some items tucked in a small room.
Staircase & Sewers
  • Book it down the stairs. At times there may be a Fallen Survivor, but nothing else.
  • The drop from the stairs to the sewer is a point of no return. Be careful of special infected!
  • CO-OP TIP: If you know there is a Tank down in the sewer, send down the person who has the lowest health while everyone else remains above. Fighting the Tank in this area is an absolute nightmare and should be avoided if possible. Lead him upstairs where he will stay lit on fire.
  • SINGLE PLAYER: You have no choice but to all go down. Try to get to the ladder quickly as possible so that you can lead the Tank to a dry area. You can also run him around in circles.
  • Regardless of a Tank spawn or not, try to get to the ladder as quickly as possible.
  • There will always be 2 health kits, an M60, melee weapon and ammo pile in this area.
  • The only door here is on the far opposite side of the ammo dump. It's a Hero Closet.
  • Grab as many gas cans as there are human players- You can use them for a trick later on.
  • Poosh da button! Be warned that the jump down is a point of no return.
Sewer Panic Event
  • Run, run, run! If more than one person has a pipe-bomb or bile jar, you can use one here.
  • If you missed the Fallen Survivor previously, he might turn up down here instead.
  • Climb the ladder that shows up around the middle-rightish. If there are Bots with you, try not to rush immediately ahead. Otherwise they tend to drop off the ledge, back into the water like idiots.
  • Push the next button and keep on running. Hopefully you still have your gas can with you.
  • The drop from that platform into the water is the final point of no return for this campaign.
  • If you have another pipe-bomb or bile jar, you can use it. Sometimes it's better to use here.
  • Once you get to the end of the tunnel, there's usually temporary health, grenades or gas cans.
  • Book it up the stairs, but watch out. A special infected always seems to spawn at that spot.
  • Once you kill the special infected and make it upstairs, you'll finally reach the Saferoom.
Chapter 3: The Port
Path to the Port
  • The Pointless Golf Club Trick: There is almost always a golf club in the final Saferoom. If
    you bump it at the right angle, it will roll along the floor in an infitie circle. It's truly mezmorizing.
  • There's nothing of interest out here. If you wait around too long, Special Infected will spawn.
  • Easter Egg: You can give pills to Louis! Unconfirmed rumors say that this spawns more items.
Gas Run on the Port
  • Your main area will be where you get off the elevator. Weapons, ammo and kits are here.
  • The goal here is to gather all the gas cans and fill the generator. Remember all those normal gas gans you lugged with you throughout the campaign? You can use them here as fillerup freebies!
  • The rest of the cans are marked throughout the area. 10 for single player, 16 for co-op modes.
  • All sorts of items are scattered across this map. Try to take note where everything is just in case.
  • Francis and Zoey will call out to you. If you look up at them, they will throw down different items. Along with Louis, they also provide cover with a sniper rifle, assault rifle and a huge turret gun.
  • Thrown Items Include: Pills, Adrenaline, pipe-bomb, molotov, bile jar, chainsaw or a health kit.
    Sometimes the chainsaw will get caught on the railing and they'll throw down pistols by accident.
My Personal Strategy
  • First thing is first, I get the normal red cans filled up into the generator. A few people have told me that with each can you use, it triggers more horde or more Tanks, but that's an urban myth. I've played this map so many times with many different ways of playing and it doesn't change.

  • In the start I go for the closest cans, tossing them into the main area where there's cover. It's easier since the group is still nearby at that point. It's a good way to see what items are close. Note that gas cans on campaign mode won't explode in Spitter goo, regardless of flashing glow.

  • I don't try to go for the far-off cans until the first Tank shows up. That's because when the Tank is around, horde and special infected spawn at a significantly smaller rate. As long as I'm able to avoid the Tank and keep a sharp eye for the special infected that do spawn, it works really well.

  • While getting the far-off cans, I like to use Adrenaline if I have it. Obviously speeds the process.

  • When the two Tanks show up, I try to wait until I know where they're both coming from before I go to get any more cans. It's really easy to get sandwiched by them, and that's... nnnnnnno good!

  • If the horde gets to be really crazy, that's when I use a grenade. Any type works well if used right, but throwing boomer bile into main area works the best since the L4D1 gang will mow 'em down.
Additional Notes
  • If there is anything I left out or faulty information, please let me know.
  • Is the formatting okay, or should I seperate bullets with a space?

Thanks for reading my guide, hopefully it proves useful.


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28 Comments
Mirza Wolfie 24 May, 2014 @ 1:11pm 
This a nice guide, it's useful enough though if you want, you can add a guide i made to make the finale easier. as a optinal thing.
ShadowLeggy  [author] 4 Oct, 2013 @ 1:11am 
Guide Edit:
Added some important information about foot lockers.
Listed the different items that Francis and Zoey toss down.
Included the usefulness of Adrenaline for the gas run on The Port.
Joe 3 Oct, 2013 @ 11:23am 
good :sentry:
Nuclear Rat 3 Oct, 2013 @ 8:59am 
@DerpFace987: The teammates usually see the spitter before it shoots, you see, the area that I stack up cans is a wide open area, not leaving much room for spitters to hide.
Just Dan 3 Oct, 2013 @ 7:16am 
@salajinoano: what if you throw them all on a big pile and then a spitter makes the cans explode? because spit happens :D
Just Dan 3 Oct, 2013 @ 7:14am 
nope i didnt have any mutations or mods on
ShadowLeggy  [author] 3 Oct, 2013 @ 3:38am 
@Kandy Kane: I'll have to try that too. I just kinda tossed the pills haphazardly and they automatically went to Louis the one time I tried.

@DerpFace: Hmm maybe that was a weird glitch? I know that in some modded modes (particularly Ryman's Mutation Mods) many of them have a Tank appear as soon as the campaign begins.

@salajinoano: Oh really? I think that's pretty lucky, I usually approach the fence each time to see when it appears, but it only happens maybe 1 out of 10 times. And when it does show up, the character you're playing as is usually genuinely surprised like it's not a normal occurence. And I should add that too, I forgot that I usually use Adrenaline too, when getting far-off cans. Thank you! I might make some more guides later on, I started with this one since it's so much shorter, but doing the others could be fun too.
Nuclear Rat 2 Oct, 2013 @ 3:08pm 
The Midnight Riders' tourbus "easter egg" shows up everytime I play the map. I think it might not be an easter egg, but a part of the campaign itself. Also, when I play the finale, i end to grab all the farther gas cans and stack them up in a nearby street, after I'm done getting cans, I take them down the street one by one, throwing them. I end up using an adrenaline shot to get all of the cans in the generator quickly. Great guide, I'd love to see guides on other campaigns as well, such as The Sacrifice or Swamp Fever. Good job.
Just Dan 2 Oct, 2013 @ 3:55am 
i once started the passing and instead of the talk shit there was a tank theme so when the screen lowerd there where me as ellis rochelle nick and coach standing there with a tank on the car XD
(SOGA) SouthernBoy 1 Oct, 2013 @ 5:12pm 
gg