Port Finale

"You guys are the only family I got! Take care of each other!"

- Bill

"BIIILLLLL!!!"

- Zoey


 * For the actual in-game port, see Rayford Port.
 * For the finale of The Passing, see The Port.

Port Finale is the third and last chapter in both The Sacrifice campaign and the Left 4 Dead game. With safety almost within reach, a lowered road bridge near Rayford Port prevents the Survivors taking their chosen sailboat (refer The Sacrifice comic) out to sea.

The only way to raise the bridge is to switch on a series of portable electric generators, but the noise this creates drives all the Infected in the area into a frenzy and the Survivors face their greatest challenge yet.

The Survivors
At the beginning of the map, the Survivor Bots will grab:


 * Bill will grab an Assault Rifle (Left 4 Dead) or a variant of the same type (Left 4 Dead 2).
 * Francis will grab an Auto Shotgun (Left 4 Dead) or a Hunting Rifle variant (Left 4 Dead 2).
 * Louis will grab an Assault Rifle (Left 4 Dead) or an Auto Shotgun variant (Left 4 Dead 2).
 * Zoey will grab a Hunting Rifle (Left 4 Dead) or an Assault Rifle variant (Left 4 Dead 2).

Method 1
thumb|300px|right Survivors begin by proceeding down an alley into the garage of a store, where throwables and secondary healing items may be found. When players exit through the front door, they will enter the finale area (which is the same area as the Port with a few changes).

Before starting the finale, it is advised to clear the area of wandering Common Infected. Players begin the finale by starting any of the three generators on the map. This finale is different from all of the others: every time a generator is started, the Director will spawn a Tank and a horde. Either one can arrive first or sometimes both can even arrive simultaneously. Starting multiple generators will spawn multiple Tanks and hordes at the same time.

It is advised to start from the generator in the middle of the map since the surrounding area is best suited for fighting the Tank; thereafter, players should start the other two generators during a horde as doing so will delay the Tanks and give players more time to find a better location to fight them.

It is advised not to start up multiple generators at the same time unless players either want the achievement or are capable of fighting multiple Tanks at once; however, if the players wish take this option, it is advisable to regroup at the generator closest to the bridge as it will take time for the Tanks to arrive at the location, the area gives good fields of fire and supplies are close at hand. In fact, a first-rate team of Survivors working fast enough may be able to kill the Tanks one by one as they arrive; however, on rare occurances, a Tank might spawn in the building where the original Surivors use to cover the new ones, so caution is advised.

After all three generators are started, the bridge's gate will soon lower, thus allowing the Survivors to proceed onto the bridge deck. All live Survivors must be either on the bridge deck or above it on the railings before the bridge can be raised, along with the Tanks spawned by the generator must be killed. Once all survivors are on the bridge, one of them climbs up the ladder and activates the bridge to raise it.

The bridge will begin to rise, but it will stop and the instruction go out to "restart the generator". A player (the doomed Sacrificer) must jump off the bridge and run to the closest generator to restart it whilst the rest of the Survivors provide covering fire from the bridge. The choice and follow-through must be made quickly as four Tanks will rapidly appear on the scene.

If the Sacrificer is incapacitated, dragged, charged, or ridden to a location that makes assistance from those on the bridge impossible, the remaining Survivors will need to send yet another Survivor down to restart the generator. After the generator is reactivated successfully, a closing cut scene will show the Sacrificer surrounded by the Infected and finally being overrun, thus signalling the campaign's end.

When choosing whom to sacrifice, it is advised to choose a player with sufficient health and skill to outrun Tanks and other Infected. If such a volunteer is not available, then the Survivor with highest health is the next best option. Throwables are useful at this stage, as Pipe bombs and Bile bombs or Bill's Shit respectively. can lure away the Common Infected allowing a quick sprint to the generator provided no Special Infected intervene.

This is the only chapter in the game which requires at least two Survivors to be alive at any given time. Moreover, at least one Survivor must be present on the bridge after it has risen. Failure to meet these criteria will result in a loss and the chapter will restart from the beginning.

Method 2
Tips A good spot to camp out after activating the generators is at bridge's closed gate with Gas Cans pre-positioned on the road in front. From there, Infected can only attack from two directions: from the riverside tavern on the right and from the direct front―an ideal killing zone. When the Tank arrives, one of the Gas Cans is fired and he is coned with concentrated gunfire. If he gets too close, evasion involves jumping over the railing next to the tavern, running and gunning down the alley and back around to the bridge―as appropriate.
 * On this level, players absolutely must stick together. If they do not, individuals will get mobbed and easily killed by the massive mobs.
 * There are really two tactics to use when going about this level. Firstly, it can be tackled in the same way as if one were doing the Chaos Generator achievement and the team splits up to activate the generators simultaneously. This strategy is fast, but since the team is split up, Special Infected are given an open opportunity to take down isolated individuals who have little hope of being rescued (please also refer the above Method One narrative for additional comments on this "simultaneous start" ploy). Secondly, the team can activate each generator in turn, sticking together for mutual support and facing down the Tank and horde attacks in detail. As noted in the Method One narrative above, this is arguably the safest ploy.

It is essential to remember that there will be three generator-start-triggered hordes and Tanks before the bridge will lowed followed by a Grand Finale involving an endless horde and four Tanks. As soon as the bridge lowers, every team member must sprint onto it quickly. At this point, a good strategy is to have one person move up the ladder and rush to the button while the other three kill off the horde so that they do not swarm onto the bridge. Keep a sharp eye out for Special Infected and gun them down instantly as if any player is snared or incapped at this point, the entire plan will be thrown into disarray.

Watch out for the Hunter, Jockey, Smoker and Charger. Their ability to incap players and disrupt the team can make an ultimate sacrifice worthless or impossible.

Tanks do not have a frustration meter, but this may be corrected in a future patch.

The Infected
Tips There is a way of surprising the Survivors at the end of the finale when one Survivor has to restart the generator: When you become a Tank (which everyone on the infected team will), you can jump from the roof of the two-story clubhouse next to the bridge onto the platform where the mounted gun is; doing so will occupy the Survivors with trying to deal with the Tank and almost assure the defeat of the Survivor attempting to sacrifice himself.
 * As always, be sure to hit the lone wolves. They certainly won't be common on this level, but if the rare chance one Survivor decides to run off, hit him.
 * If the Survivors are trying to get the Chaos Generator achievement, make sure that you attack any of the generators that has one person at them.
 * Smokers and Spitters are most effective on the rooftop near the middle generator; also, they are good on the open walkway near the generator closest to the safe room.
 * When the moment of Sacrifice comes, send all of the Tanks to the generator―if you can incapacitate the one Survivor trying to Sacrifice him/herself, then another Survivor has to come, and so on.

Easter Eggs

 * On the Left 4 Dead version of the Port Finale, when you reach the bar, you will see the same jukebox. The only differences there are that the buttons on the jukebox have a glow around it, and it can play only one song when it's started, being a random choice of any of the Left 4 Dead 2 songs from The Passing Jukebox.
 * The generators from The Passing's Port are yellow, unlike on The Sacrifice, where they are white.
 * The Angels of Death Graffiti is shown in the beginning safe room. The Graffiti is also seen in the Crash Course DLC.