You play as Chris and Sheva, following Irving from the 3-1 gondola to the Ndipaya Execution Grounds and then to Tricell’s Oil Field. The first half is a swamp with a raft and a crocodile, a cave with gems and the Tricell camp. The second half is the refinery, where three valves shut off the flame jets and two Chainsaw Majini wait at the ziplines; then Josh Stone turns up again and you have to defend him twice while he opens doors, with a third Chainsaw. The chapter ends with a 2:00 countdown along the dock, which is when emblem 17 and a gold suitcase become reachable. There are no key items, no new weapons to pick up and no shop mid-chapter.
Chapter order: tunnel → ledge over the swamp (sniping) → docks: the bridge goes up → crank and raft (crocodile, QTE) → cave (2 gems in torches) → Tricell tents (emblem 16, file) → refinery: tower valve → zipline to the barred door (south centre): Chainsaw Majini #1 → zipline to the other valve (south-west): Chainsaw Majini #2 → Cephalo → Control Facility: defend Josh (2 Big Man) → elevator → catwalks → second defence (Chainsaw Majini #3) → dock: Irving escapes → 2:00 countdown (emblem 17, suitcase, Big Man and Adjule) → end.
Before you start
Shop (Item Management at the start of 3-2). Sell every 3-1 treasure (₦31,000: the Ceremonial Mask, the 7 Beetle (Brown), the 2 Blue Enigma and the rest). Upgrades that open now:
- S&W M29: firepower 2,700 and capacity 11 (₦15,000). That puts ₦58,000 of M29 upgrades on sale in total.
- M92F: firepower 250 and capacity 30 (₦7,000).
- Ithaca M37: firepower 360 and capacity 12 (₦6,000).
- H&K MP5: firepower 120 and capacity 100 (₦10,000).
- S75: firepower 1,050 and capacity 15 (₦4,000).
- Dragunov SVD: firepower 900 and capacity 15 (₦6,000).
- H&K P8: firepower 240, reload 0.85 and capacity 19 (₦13,000).
- VZ61: capacity 140 (₦1,500).
Weapons on sale: the S&W M29 (₦4,000) and the Rocket Launcher (₦10,000), both since you picked them up in 3-1; the H&K P8 (₦4,000); the Stun Rod (₦3,000; from 3-1 per most sources, though Evil Resource says after 3-2); and Proximity Bombs at ₦1,500 per pack of 5. What to buy: firepower for the M29, your gun for the three Chainsaws; if your guns are weak, 10–15 Proximity Bombs instead. Capacity upgrades refill the gun: buy them with the magazine empty.
Loadout. This chapter has three Chainsaw Majini (Oil Field), and the saw kills in one hit. Proximity Bombs work on them and for mining the catwalks before Josh’s second defence. A magnum or a sniper rifle shortens those fights a lot, and the rifle also clears the swamp from above. Bring grenades for the dock and the tight corridors, and a Flash Grenade for the Cephalo at the refinery exit and the swamp’s Kipepeo. The two Incendiary Grenade you find on the way are great against the Adjule at the end. Keep saving the Rocket Launcher for Irving (3-3).
What you can miss. The Tricell tents (emblem 16, file, Jewel Beetle, Ruby (Square)) are left behind as soon as you go through the refinery door. The 2 Venom Fang exist only here and need both refinery Chainsaws dead. Emblem 17 and the gold suitcase only become reachable during the countdown, and the dock Big Man’s Gold Ring is on that clock too. Nothing is lost for good: the chapter can be replayed from Chapter Select.
Difficulty. On Veteran and Professional (and on Normal if you haven’t died) the Chainsaws get up once more after falling. On Professional money doubles (the suitcase gives ₦6,000) and some fixed ammo is removed. The raft crocodile and the saw kill instantly on every difficulty.
S rank on Normal: accuracy ≥70%, ≥50 kills, 0 deaths and ≤19:00. The 11 treasures add up to ₦25,000, plus a ₦3,000 suitcase.
Execution Grounds: tunnel and swamp docks
The tunnel. Three containers hold random items. Stepping out onto the ledge plays a cutscene of Majini feeding a BSAA agent to a crocodile.
The swamp docks. The enemies haven’t seen you yet. Open with sniper headshots from the ledge: it is a safe high spot, and they have to run the walkways to reach you. Some carry bows: kill those first. Drop down on the left and break the vases on the jetties: two at the end of one jetty and two at the other end. Moving around brings 3 more Majini. By the ladder and the bridge, a cutscene: a Majini raises the bridge with a switch and more arrive. Fight them up close with the shotgun. Wetlands Majini jump a lot, which makes this a good spot for the Lead Aspirin award (a headshot kill on a Majini in mid-leap).
The Kipepeo. One of the Wetlands Majini on the docks carries a Kipepeo (100–1,000 HP), a flying parasite.
- Stop it coming out: shoot the host in the knee and finish it from behind with Neck Breaker or Throat Slit.
- If it’s out: it sidesteps when you aim at it, so fire when it holds still. Its weak points are the head and wings. A Flash Grenade kills it, and so does the shotgun.
- Watch out: it grabs you and strangles you with its tail, and if you’re already badly hurt it snaps your neck. Heal before you close in.
Crank and raft
One player turns the red crank and the other rides the raft. Boarding the raft is a checkpoint.
- On the raft a crocodile attacks 3 times: you must hit the dodge QTEs, and a miss is instant death. The crocodiles here can’t be killed.
- On the crank you are alone against Wetlands Majini.
- Solo, you don’t get to choose: Sheva takes the crank and you ride the raft, so the crocodile QTEs are yours. On the newer versions, Action Assist (Options > Game Settings) makes them easier.
- In co-op, whoever takes the crank should clear the area before starting to turn.
At the far end, kick the switch to lower the bridge, break open the locked door and rejoin your partner. Cross the bridge toward the cave.
The torch cave
Walking up is a checkpoint. Two torches hang on the right: shoot the first for the Ruby (Pear) and the second for the Sapphire (Square) (₦1,000 each). Pick them up from the floor.
The Tricell tents (no way back)
Cutscene on arrival. Take everything here: once you go through the refinery door you can’t come back.
- 3 Gold (Small) in the tall grass. Snakes live there (and one roams free by the tents) and drop eggs.
- Jewel Beetle (₦2,000) on top of the first barrel, in the rainbow-sheened oil pool in front of the tents.
- Incendiary Grenade by the tent entrance.
- Inside one tent, a First Aid Spray. In the other, the file Type 3 Plagas Field Test, on the bed (why the Ndipaya jump so well and where the Giant Majini come from).
- Two barrels behind the tents and two inside the shack.
- BSAA Emblem 16/30 (3-2 #1): go out through a tent’s back door into the gap between the tents and the rock face. Look into the narrow space where the two tents meet: the emblem is wedged among the sacks. It is only visible from behind. Handgun.
- Ruby (Square) (₦1,000): stand facing the refinery door and turn around: it is on the cliff wall, on the right as you approach.
Refinery: the three valves
Cutscene: Irving leaves. From the entrance ledge, kill the two archers first, on the platforms to the left and right. Dropping down brings a wave. Two barrels here hold an Incendiary Grenade and a Proximity Bomb. The goal is to shut off the flame jets blocking the exit with three red valves. Each valve brings its own wave, so don’t wake both Chainsaws at once:
- Central tower valve (climb the ladder; it’s the only one without a zipline). It shuts one jet, opens the ziplines and brings a wave of 4 or more Majini: kill them all before moving on. Jewel Beetle (₦2,000) opposite the valve, on the metal frame at about Chris’s shoulder height.
- First zipline: to the south-centre platform, the one with the barred door. It’s the zipline that leads to a platform with a door off it. Land first and turn the valve before your partner lands: per Fandom, Chainsaw Majini #1 spawns once you’ve both arrived (Evil Resource and IGN say when you unbar the door). Then empty the barrels and open the door. Killing it gives a checkpoint, so do this side first: if the second one kills you, you don’t have to redo the first.
- Second zipline: to the south-west platform, with the other valve. Chainsaw Majini #2 appears when you get there, but you have time to turn the valve before it reaches you.
Each refinery Chainsaw drops a Venom Fang (₦3,000), a treasure found only in this chapter. They can be avoided, but it isn’t worth it. The full strategy is in the boss section at the end.
Exit. A few Majini come from ahead and one carries a Cephalo (3,000 HP): use a Flash Grenade or shoot the parasite from range. Better still, shoot the suspect’s knee and finish it from behind (Neck Breaker or Throat Slit) so it never comes out.
Control Facility: Josh’s first defence
Cutscene: Josh Stone is alive. Josh hacks the elevator while Majini come over the fences, through the windows on both sides and through a door behind the elevator. If Josh dies, the mission fails: stay close to him and split the sides with your partner (one per window).
- 2 Big Man Majini come in through the windows (2,500–3,000 HP, punches that send you flying). A shotgun shell makes one block (arms crossed) and a low leg shot drops it to its knees; then melee. Each drops a Jewel Bangle (₦1,000).
- Empty the barrels in this first room.
- Control Facility loot: between the rooms and the catwalks there are handgun ammo, shotgun shells, machine-gun ammo, rifle ammo and a Proximity Bomb, plus whatever the barrels give (random). Take it all: you need it for the second defence and the dock run.
Elevator, catwalks and the second defence
Elevator and catwalks. Riding the elevator up is a checkpoint. Cross catwalks at different heights; archers appear. Loot everything and, once the area is clear, plant Proximity Bombs on the catwalks by the door.
Second defence. Josh opens a sealed door. Cutscene: a crowd with Chainsaw Majini #3 rides up in the elevator.
- Climb the nearby ladder and shoot from above with the rifle; the mines on the catwalks slow the first ones.
- The Chainsaw reaches the door before it opens, so kill it: it drops a Gold Ring (₦5,000).
- Enemies respawn endlessly until you leave, so go as soon as the door opens.
The infinite-ammo Rocket Launcher (unlocked by clearing the campaign with a total time under 5 hours) clears the elevator group in one shot. Past the door, Josh splits off. The last yard has no enemies, and the building the Majini came through has 2 barrels.
The dock: before the countdown
No enemies until you take the right-hand path down toward Irving’s boat, so set everything up calmly.
- Barrels: 2 at the entrance, 2 on the left path (by a locked house), 1 on the lower right and 2 in the shacks.
- Fixed dock loot: handgun ammo, machine-gun ammo, rifle ammo and a Hand Grenade. Take them now: there’s no time to search during the countdown.
- Trick: before the cutscene, plant Proximity Bombs in front of each shack, because that is where enemies come out once the countdown starts.
Walking between the two shacks by the boat triggers a cutscene: Irving escapes with the hooded woman and leaves charges behind. Checkpoint and a 2:00 countdown.
The 2:00 countdown
As soon as the countdown starts, turn back and go down the ramp to the area you couldn’t explore before:
- a barrel under the shack;
- BSAA Emblem 17/30 (3-2 #2): kick open the red door of the small shack on the right; the emblem is on its wall. Handgun;
- a suitcase of gold at the end of the pier (₦3,000; ₦6,000 on Professional).
Then run for Josh:
- Shoot the padlock on the iron door.
- A Big Man and 4 Adjule come out of the cabin ahead (the cabin has 2 barrels). The dogs can’t climb, and an Incendiary Grenade or the shotgun handles them as a pack. This Big Man drops a Gold Ring (₦5,000; Evil Resource says Jewel Bangle, but most sources say Gold Ring).
- The staircase has two tripwire bombs: shoot them from a distance.
- Four Majini come out of the last shack, and Josh covers you from below.
Reaching the end of the dock ends the chapter as long as time remains; you don’t need to kill everything. If time is tight, skip the Big Man: his Gold Ring comes back when you replay the chapter. Clearing it earns the Completed Chapter 3-2 award and the Sheva Alomar Library file. Farming: the gold suitcase gives ₦3,000 in 30–40 seconds if you quit and save right after taking it.
Co-op and Sheva AI
- Crank and raft: the crank player fights alone while the other does the QTEs. Solo, Sheva keeps the crank.
- Ziplines: they split the pair if only one rides. Whoever lands first turns the valve; then fight the Chainsaw together so nobody is left alone with it.
- Josh’s defences: one per window; whoever has the shotgun takes the Big Men. With the AI, stay near Josh: Sheva follows you, so both of you cover him.
Boss — Chainsaw Majini
There are three in this chapter: two in the refinery and one in Josh’s second defence. It is tall with a sack over its head. One saw hit decapitates you, and a graze from the tip puts you in DYING. The refinery yard is wide: here you can use the rifle calmly.
Tells: the swing with a scream or laugh has an obvious wind-up (step out of the arc); the swing without a scream is faster and also kills; stand behind it or knife its back and it spins 180° with the saw.
- Distance and magnum. It is slower than a normal Majini. With the S&W M29 or the rifle, hit its head from range until it staggers. Never let it pin you against a railing.
- Cheap method: Proximity Bomb + punch. Plant a bomb in its path and walk it over it. While it is stunned, melee (a punch out-damages almost any gun). Repeat. If it kneels, Chris uses Uppercut and Sheva Somersault; after a head stun, Hook or Twist Kick.
- With good guns: shotgun up close, melee, keep moving. Never stand still.
- The other Majini. Kill the ones nearby first: if one grabs you, it leaves you open to the saw. In co-op, one player keeps the Chainsaw busy while the other cleans up.
- Really dead? On Veteran and Professional, and on Normal if you haven’t died (dynamic difficulty), it gets back up berserk: it falls slowly gripping the saw in both hands, lands face up, and the chain keeps running. It has little HP left: rifle or machine gun from range; one grenade or Proximity Bomb stops it and a second kills it. It is dead when the saw goes quiet.
- Reward: the two in the refinery drop a Venom Fang (₦3,000) each; the one in the second defence, a Gold Ring (₦5,000).
Don’t leave without: the 2 gems in the cave torches · the barrel’s Jewel Beetle and the cliff’s Ruby (Square) before crossing into the refinery · emblem 16 behind the tents and the file on the bed · the tower’s Jewel Beetle · both Venom Fang · the Big Men’s 2 Jewel Bangle · the third Chainsaw’s Gold Ring · the Control Facility and dock ammo · and, on the countdown, emblem 17, the gold suitcase and the dock Big Man’s Gold Ring. For 3-3, bring the unused Rocket Launcher and a rifle and machine gun with ammo.



