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.

There is also an unavoidable panic event during the whole level. 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
After the journey in the second chapter, the Survivors have the gas cans strapped to their backs and are ready to go. However, they find that there is a severe storm going on. You have to arm yourselves for a battle with the infected and then leave the comfort of the safe room. Once you exit, you begin your journey back to Burger Tank. The Survivors then make their way through the sugar cane field, where a Tank can spawn, to the elevator and back up to the sugar mill. With the storm making it hard to see and hear each other, make sure you stick together.

The Survivors then exit the elevator and backtrack down the main sugar mill facility and make their way to a now flooded and almost completely Witch-less sugar mill. Be careful, as a Tank my spawn here. Once you exit the main building, you will be in front of a silo. On the silo is a ladder, but before you go up, make sure you find items in the building next to it. You then make your way across the metal catwalks until you're almost back to the ramp that got you in. Then you walk to your left and there will be a pipe going through a gaping hole. Walk on the pipe until you've turned around. After this, it is quite useful to get on the damaged silo until you get the garage-like building. From there, you backtrack into the brick building and the safe-house is in the building dead ahead. Congratulations! You are now ready to start loading The Return To Town map.

Tips
Survivors should take every possible item from the gas station safe room, as they will not return to it, unlike in previous chapters. Upon exiting the station, take out as many Common Infected as quickly as possible, to save from them attacking when the storm reaches hurricane conditions, which is fatal on advanced and expert difficulties. Then the team should form a single-file line, and quickly follow each other through the field and reach the elevator. Try to stay at the middle until you find the pipe; this should make navigating in the sugar field a bit easier. Be careful in the sugar cane field. A Survivor could be abducted by a Jockey, and by the time you realize it, it would be too late; thus, teamwork is vital.

Search the shed near the elevator for supplies, and then ride the elevator up. Beware, since the building counts as shelter, a Witch could be taking refugee inside, so it is crucial you know where she is if you hear crying. Travel downstairs, outside. Check the house to your immediate left for weapons, if you are low on ammo. Head through the mill, being sure to keep high ground, as the water below slows you down significantly. Yet another house can be found to the left of the first section of the mill, which is usually rich in supplies. Be sure to check this house.

Continue forward, through the second part, checking the next house for yet even more supplies. Travel through here, and beware of any Witches, as they usually spawn on the path you need to take. If you are particularly good at "cr0wning," you could grab a shotgun from any of the before houses, to safely remove any Witches in your path. This, however, is not recommended on expert, of course, as the rate for failure is much higher, and the penalty is much greater, so avoidance remains the best strategy.

Once out of this section of the mill, you are basically home free, but Witch spawns are still possible, and on very rare occasions, a Witch could spawn directly in front of the safe room door. If such happens, you could attempt to lure one of the AI teammates to it to startle it; however, it is a risky move. Proceed to the safe room, and shut the door. Chapter compete! Congratulations!

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.
 * 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 turned over irrigation line, and the pipe in the ground.