Town Escape

The Town Escape has the Survivors use a Burger Tank sign to signal to Virgil that they have brought back fuel, which attracts a horde of infected they must fight until Virgil arrives ashore. If you are incapacitated on the AC on top of the Burger Tank, AI survivors will not revive you. When the hurricane hits with full force, mic chat can be severely affected due to the way the audio channels layer. This is likely an intended effect by Valve in order to maintain an aura of realism. While you can still use the mic, do not expect fellow survivors to hear you clearly or at all sometimes. This effect is lessened indoors.

Survivors
The Survivor's experience here will vary a lot, depending on what they left behind the first time around.The more health packs and grenades you left behind, the more you'll have to use this time around. Regardless, depending on the strategy used this can arguably be the easiest finale.

Note: Like in in the previous two chapters (Mill Escape and Return to Town) there is no point setting the Tank on fire as the rain seems to put it out before it does any significant damage.

Rooftop Method

Possibly the easiest way to do this finale. You setup a defense from the top of the Burger Tank. Inside the Burger Tank Method
 * The advantages of this spot are huge.
 * Not only do you have a great view to snipe incoming Common and Special Infected alike (particularly useful for the Tank) but you also force any infected besides the Smoker, the Spitter or the Hunter to go through the painfully slow climbing animation before being able to even touch the survivors.
 * The water doesn't hold up on roof (possibly owing to the huge hole in the middle) meaning survivors aren't slowed by the flood while on top of the structure.
 * Restocking between waves of Infected/Tanks is very fast. Just jump down the middle hole, grab what you need and run up through the stairs up front, the service stairs on the side, or the van in the back. You should be able to make it back on top easily before the new Horde arrives.
 * Remember to stock up on ammo, health or weapons before calling for rescue, as well as between waves.
 * You have two choices of setup here:
 * Set one survivor overlooking the front, another taking care of the back, and two clearing the middle (remember zombies will climb through the hole in the middle) and pick off infected as they approach. On the one hand it's easier to spot and kill Special Infected before they get near, but on the other hand survivors are more prone to being dragged off by a Smoker or a sneaky Jockey.
 * Set up all survivors around the AC behind hole in the middle, and pick off infected as they climb up the sides of the building, with at least one survivor minding any Infected that try to climb up the middle hole. On the one hand this method keeps you far safer from being dragged off the roof and onto the street, but on the other hand it gives certain infected (like a Charger) an easier time getting on the roof where they could potentially do a lot of damage.
 * Regardless of your tactic, once a Tank is announced, all Survivors should look try to spot him as soon as possible. The Tank will usually spawn at one end of the map, and spotting it soon will provide a pretty big range which the Tank must travel while being slowed by the water and from which the Survivors can open fire at will, while the Tank can do little more than throw easy to dodge rocks and run for cover. While this usually isn't enough to kill it, it's usually enough to damage it considerably before he even gets a chance to hit anyone.
 * If the Tank manages to get on the rooftop Survivors should scatter immediately but stay on the roof as long as possible. All the obstacles and elevation changes make navigation difficult for the Tank, particularly the ledges which a survivor can jump and the AI Tank often climbs. When the Tank gets too close, jump ship (either through the middle hole or through the sides of the structure) but prepare to run up again, as the flooded streets seem to slow you down more than the Infected. Additionally, constant elevation changes are terrible for the Tank, and invaluable for Survivors.

Setting up inside the Burger Tank.
 * The Burger Tank is good option to defend from. It forces the Infected through choke points and offers a clear view and firing-line for most of the surroundings while keeping the Infected from just walking in. The downside is the severally limited mobility due to the tight and cluttered space of the Burger Tank and the flood water.
 * When defending inside the Burger Tank, melee weapons should be a great advantage as they provide the ability to clear through many infected at once and no reloads. Melee weapons can often be found in the back, near the place Survivors initially start, as they generally spawn in surplus.
 * When setting up inside the Burger Tank, Survivors should be mindful that Special Infected will have a much easier time spawning close to them, or sneaking up to the defense.


 * Survivors should be particularly careful with Spitters, specially if combined with a Boomer's bile or a Charger's knockdown, as their reduced mobility will be a great problem in avoiding it's acid spit.


 * During Tank events it's crucial to spot early on which side the Tank is coming from, and trying to force it to go through the entire structure. The tight and cluttered environment is harder for the Tank to navigate than the Survivors, which should buy the team time to do heavy damage.

Back of the Map Method

Setting up at the back of the map, at the spot rescue arrives.
 * This spot has the distinct advantage of funneling infected in front of you. They can not spawn in the water, therefore they always spawn in front of you.
 * If using this method Survivors should be extremely careful as, although they'll have a clear line of sight to any threat, most Special Infected can knock one off into the water and either incapacitate or instantly kill them.
 * Chargers can charge a survivor off the peer for an instant kill or cause them to fall or be incapacitated "hanging" from the simple knock back.
 * Jockeys can ride a survivor off the peer. If the survivor is resisting the Jockey, it'll merely incapacitate them as "hanging", if not they'll fall off for an instant kill.
 * Hunters can cause survivors to fall off and be incapacitated "hanging" from the knockback of pouncing a survivor nearby.
 * Boomers can knock survivors off and incapacitate them from the knockback of exploding.


 * In this spot, Tanks are exceedingly dangerous as a single punch can easily knock a survivor off for an instant kill, and, ironically, the tables turn and Survivors as the Tank is funneled to the Survivors, they are left with very little place to run to. If using this spot one should move immediately once the Tank music starts.

Trivia

 * Often times at the end of the finale a Tank will spawn very close to the rescue boat. Make sure to kill him if you see him because if he hits your team while they're on the boat, 1 of 2 things will happen. Either you will be hit towards the edge of the boat and be hanging off the side or the Tank will hit you over the edge and into the river also causing you to die.