Dead Before Dawn/Anna is gone

"Everything is so fucked up. You know what, bet it was those goddamn terrorists, if you ask me."

- CJ

Anna is gone is the second chapter of the Custom Campaign Dead Before Dawn.

Campaign
At the beginning, the AI Survivors will grab:
 * Bill will grab a Pump Shotgun.
 * Francis will grab a Pump Shotgun.
 * Louis will grab a Pump Shotgun.
 * Zoey will grab a Pump Shotgun.

This is not always absolute; the AI Survivors may occasionally attempt to balance out the ratio of firearms depending on what the human players pick up first.

If you came from the previous map, they keep the weapons they had already.

When you leave the saferoom and follow the tunnel, you end up in a fuel-station. Nearby, there is a radio with someone talking. Answer him to get his name and an idea where you should go. Leave the station at the front-side. There might be a car coming from the left - don't try to open it, it will have bad consequences. Now you got a choice: Either, you go left and follow the street or you go right and through the park.

Right path: You pass a crashed car and find a walk path, leading through a tunnel (there might be a Witch in the tunnel, watch it) to a camping-place with a possible spawn for weapons. Follow the path a bit more and you end up at a parking lot. Both paths are now the same again. Left path: This way is shorter. After a few meters, the street is blocked, but you can walk below the highway to a parking lot. From the highway, you will hear a Tank. Be careful, he might jump down. Through a Asian looking gate, you end up on the main parking lot

Here, you can hear a chopper above you. The pilot tells you to go to the suburbs so he can fly you out. Go into the small building and refill your ammunition, if needed and check the nearby area for weapons. Then, follow the path into a tunnel. You should hear an explosion. If you walk a bit further, you see the chopper, crashed on the ground and blocking your way. So, the only choice you have is to go into the house - watch out for the blade at the backside, it might go loose and incapacitate your survivor. You go into the house and face a piano you can play to call a horde. Go upstairs straight into the bedroom. Left, you see a radio, which can be used to hear some news about what's going on elsewhere. On the right, you find a bathroom with two First-Aid-kits and a hole in the ground. Jump down and go through the only door open. Left, you find a tin-can with ammo and on the kitchen-counter. Leave the house through the hole in the wall and head for the tunnel in front of you and right after, some Tier 2-weapons on the left. After a short trip, you find a playground with a castle-like building. On the left, there is a barricade with a lever, near some benches at the center is a chalk-outline with a possible spawn for a Sub Machine-gun. Use the lever to set it on fire. This will call the Horde. After fighting off the Horde, go into the now open tunnel and straight into the saferoom.

You made it, now it's time to head to The Crossroads Mall.

Versus
waiting for info