Mill Escape

"Ok, everybody gassed up and good to go?"

- Nick "STORM!! Nobody wander off!"

- Ellis

In the Mill Escape, the weather has begun to deteriorate as the Survivors turn around to bring the fuel back to Virgil's boat. Due to storm clouds blocking out the sun, all the Wandering Witches are now back to normal. This chapter has more Worker Infected than the previous chapter, but fewer Witches. You should try avoid the water as it will cause you to move more slowly.

Possibly on account of the weather conditions, the entire chapter is characterised by hypersensitive Infected who spot the Survivors at a distance and attack without undue hesitation. As the Survivors move through the Sugar Mill, the storm will periodically swell for a short amount of time. During this time, the Survivor's vision is shortened and a Horde may attack. Ironically, when the storm kicks up, Witch-like screams can be heard if one listens closely, suggesting the storm has some sort of major, unexplainable effect on them, which causes them to shriek wildly, and evade to seek shelter, explaining why there are much fewer Witches in this level, and the few that still remain are mostly found under some sort of cover (roofs, pipes, etc.).

When the storm hits with full force, microphone 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 microphone, do not expect fellow Survivors to hear you clearly or at all sometimes. This effect is lessened indoors, and can be avoided altogether if Steam chat is used in place of in-game chat. However, this effect was left out of the 360 port of the game.



Walkthrough
Everyone has been prepared up with a Gas can strapped to their back. This gas can cannot be burst into flames as it is a special can for the boat. Grab whatever you need and hurry up. If you have begun from The Sugar Mill, players will have an advantage if their team is doing poorly; health kits. There usually tends to be various throwables, a melee weapon and mostly Adrenaline shots. As stated above, players who started from The Sugar Mill have an advantage; their guns. As the guns here are always the same, players will always expect to find a M16, Hunting Rifle, Tactical Shotgun, Pistols and a Pump Shotgun.

If players have a Bile jar, it is recommended to throw it outside in a view where everyone can gun the oncoming Infected down. This is because there is a minor chance of a Tank spawning in the nearby gun field, and it is best to have no Infected surviving to impede your progress back. Go to the other room of the diner, and there usually tends to be nothing, but occasionaly various items can be found there. Go inside the cane field and make your way through, taking note of the storm and espically Witches who tend to spawn near the pipeline or outside the elevator.

Check the shed for supplies (don't if you've ransacked it from before), and go up onto the elevator. If any Specials have spawned (excluding the Hunter), they should be attempting to run aimlessly into the elevator's top, where they will not retaliate back and can be killed easily from the safety of your elevator. Spitters should be taken note of as their acid pool can deal damage to the Survivors farthest from the control buttons. Clear the building, and always watch for the tankers outside. Special Infected tend to spawn there, especially Tanks.

Run to the middle floor and get into the trailer. Restock up on guns and supplies (supplies if started from here) and get up to the sugar tankers. Watch out for Smokers, as they will try to pull off a Survivor backwards near the building you just passed. Keep moving until you reach the next trailer, which also has guns and supplies (if you started here). Restock up and move quickly, reaching a pipe which makes a short U-turn. If you've left some supplies in the small covered shed from before, raid it quickly before a storm comes in. Keep moving to the next trailer for a small restock. It is highly recommended to move in the water unless you are looking for the advantage as Smokers can pull people off, dealing moderate damage and delaying your escape.

Keep moving into the last building, checking both floors for supplies. Get into the saferoom quickly before another storm comes in. Congratulations! You've just reached the fourth checkpoint in Hard Rain!

Notes:
 * It is vital to stay with your team, especially on Realism or when the storm kicks up.
 * If you're playing as the Infected, when the chapter is about to start, go hide in the cane field with your team. It's a wonderful place to ambush Survivors as it is very hard for them to see you through the canes and rain. Boomers will find sneaking up to Survivors easier, giving them a better chance of survival. Spitters can launch their attack without being seen. The Smoker's tongue is hidden by the cane, so it's harder to follow the tongue and find the smoker. Jockeys and Chargers can separate Survivors by great distances, and along with Hunters, can attack from any direction. Think Jaws: you can see them, but they can't see you. What's more, the rain makes your musical cues and vocals hard to hear at some points. However, Survivor Bots can find you, so if there are any bots, target them so the player can get killed more faster.
 * Molotov are almost useless from now on. Pipe bombs and Boomer Biles should be used from now on due to the rain's effect on the fire.
 * Note the weapons from the last part you just took in. This allows you to find leftover items, and of course, replenish ammo, especially when doing the weapon swap glitch. However weapons are barely found, and all the weapons are the same.
 * For Survivors, try to have rally points if you get lost. Any landmark that can be distinguished is good, such as the bright yellow ladder, the overturned irrigation line, and the pipe in the ground.
 * An adrenaline item is needed, as falling in the water makes you easy prey for any Witches, Tanks or other Infected in the area.
 * Tanks prove deadly, since if the Tank punches someone off on the "wheat" field side, they will have to wait for the next rescue closet, and cannot be defibrillated. The Tank can also do it on the Sugar Tank side, but the victim can be defibed.
 * The point where the Survivors exit the elevator up into the mill is a good spot for Chargers, as you can charge a Survivor off the ledge. This will instantly kill them, but you won't die. Be careful though, as the remaining Survivors know you're there, which could lead to you dying while climbing back up.