The Passing Anne co-op: the wedding, the underground, and the port
Halfway through the streets sits the Witch bride. The underground chapter starts at 18% flow. The port finale is all about the hold.
Learn the pace before the route
At a normal Anne co-op pace, you cover roughly 3% to 5% of the flow between waves. Treat a chapter as 100%: door to saferoom costs 20 to 30 waves.
Each chapter below is split by flow percentage. To see the spawns for a stretch, click the link at the end of that chapter. The visualizer loads the map and places the whole team at that progress.
c6m1 Riverbank: a bride at the halfway mark
The first 30% is streets and overpass. The road is wide; four abreast pushes spread past 800. Lead hugs one side, rear trails the other. Expect 6 to 8 waves here.
Around the halfway mark is the wedding lawn, and the Witch bride sits right on the path. Walk around the back rows of chairs. If you cannot, agree who clears and who watches. A pin after the startle dumps the wave immediately. This is where the chapter wipes most.
The last 40% runs along riverside warehouses. Corners between containers are dense and the Boomer 250-to-550 band applies the whole way. Do not relax on the final 3 to 4 waves.
- Hold spots
- Around the wedding lawn, clear waves staggered between the rows of chairs and never heal mid-lawn; in the warehouse stretch back into container corners.
- Segment plan
- First 30% (~7 waves): streets and overpass, do not fan out. Middle (~9 waves): from the wedding lawn to the riverside warehouses (30–60%) the high points are all lit (stands, container tops) — Witch-startle wipes happen here. Last 30% (~7 waves): warehouse corners are dense, rear watches behind.
Open this chapter in the spawn visualizer
Explore this chapter interactively: drag survivors, scrub progress, and spawn waves in the live simulator
c6m2 Underground: you start at 18%
The starting saferoom sits around 18% of the Nav flow, with a backtrack zone hanging behind the spawn. Looting backwards gains no progress and Anti-Bait still reads it as a stall. Head straight forward.
The historic tour gate mid-chapter is a long event. Waves keep rolling until the gate opens. Split kits and top off ammo before the button, hold the room corners on both sides of the gate, and do not stand four across the doorway.
The sewer stretch spawns along its length, ahead and behind. Tighten spacing through the pipes in single file, and check both ends of the exit before people climb.
- Hold spots
- Hold event waves in the room corners flanking the tour gate; in the sewers hold both pipe mouths and never stop mid-pipe.
- Segment plan
- First 40% (~10 waves): walk straight out, never backtrack; an ultra-long chapter, save supplies. Middle (~9 waves): the tour-gate event zone at 40–60% is the chapter density peak, split meds before the button. Last 30% (~7 waves): sewer density drops sharply but spawns come from both ends, tighten spacing.
Open this chapter in the spawn visualizer
Explore this chapter interactively: drag survivors, scrub progress, and spawn waves in the live simulator
c6m3 Port: four thousand units of flow
Finales do not run on the push pace. Waves are event-driven; the hold and the rotation are the real game.
Total Nav flow here is just over four thousand units, among the shortest on the server. The job is gas cans into the generator: one can poured, one wave in. Two carry, two clear, and rotate together. Never let the can carrier walk alone.
- Hold spots
- Two carry cans while two clear from warehouse wall corners, staggered; relocate together and never bunch at the generator.
- Segment plan
- Setup: density is still low early — scout the can locations first. Rotation: it only gets denser (550+ candidates in the back half), rotate holds and never overstay. Endgame: the last two or three cans are the riskiest, two escort one pour.
Open this chapter in the spawn visualizer
Explore this chapter interactively: drag survivors, scrub progress, and spawn waves in the live simulator
The bride section, separately
The Witch on the wedding lawn sits directly on the route and is where this map claims the most runs. The trouble in AnneHappy is not her health but the chain reaction after a startle: someone gets grabbed and goes down, the team enters a vulnerable state, the next wave releases immediately, and whoever went to revive gets picked off too.
- Decide first: go around or kill:The line along the back row of chairs usually gets you past her. Say so before you take it — do not have half the team detour while half walks straight on.
- If you kill her, assign someone:One person handles it while the other three turn and watch the surroundings. Do not have all four aiming at her.
- Position before you shoot:Do not do it in the middle of the lawn. Pull back to the chairs or a building edge so you have something behind you first.
- Re-form immediately afterwards:This is when people relax most, and the wave checks do not let up just because the Witch is dead.
One detail that gets missed: the street section before the lawn is wide, and four people walking abreast easily blow past the spread limit. Tighten the formation before the lawn, not when you are already in front of the Witch.