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3-3

Drilling Facilities

Riding Josh's boat through the Drilling Facilities: red tanks, two floodgates (the second with two Gatling Guns), the M3 shotgun and the fight with transformed Irving around his patrol boat

Irving 1 BSAA Emblem (18/30) · 2 treasures Emblem 18: only at floodgate 1, before you reboard the boat M3: case at the second floodgate (in the shop from 4-1) M29 maxed out: unlocks the S&W M500 (₦30,000) The Rocket Launcher skips Irving's first phase Shotguns are useless from the boat: rifle or machine gun

You play as Chris and Sheva, aboard Josh Stone’s boat as he takes you through the Drilling Facilities (Oil Field - Drilling Facilities) after Irving’s patrol boat. Almost everything is shot from the moving boat: red tanks, barrels and Majini on bridges and walkways. You only go ashore twice, at two floodgates you have to open: the first with a lever, and the second, guarded by two mounted Gatling Guns, with two switches at once. The M3 shotgun is at the second one. The chapter ends with transformed Irving, a sea creature circling his patrol boat, the fight that closes the swamp arc. The boat doesn’t turn back: whatever you leave behind at a floodgate stays behind in this run.

Chapter order: Josh’s boat: the chase, red tanks → emblem 18 under the overpass → floodgate 1: Kipepeo, the base’s red tanks, lever across the gap, crossbowmen → low pipes (“Duck” QTE) → floodgate 2: two Gatling Gun nests, Emerald (Marquise), Sapphire (Pear), M3, two switches at once → Irving’s patrol boat: Irving.

Before you start

Shop (Item Management at the start of 3-3). Sell the 3-2 treasures (₦25,000 between the gems, the 2 Jewel Beetle, the 2 Venom Fang, the Jewel Bangles and the Gold Rings); the dock’s gold suitcase was already added as cash. Upgrades that open now:

Rocket Launcher. If you spent the free one from 3-1, buy one for ₦10,000: one hit ends Irving’s first phase at once. M3. You pick it up in this chapter and it already has ₦25,000 of upgrades open (firepower 450, reload 2.70, capacity 10). You can buy them when you continue from a checkpoint (the Item Management screen comes up there too) or at 4-1. What to buy now: rifle upgrades (S75 or Dragunov) and machine-gun upgrades, the guns this chapter uses; the shotgun barely comes out.

Loadout. Most of this chapter is shot from a moving boat, so the shotgun is no use: bring a machine gun or, better, a sniper rifle for the red tanks and the distant shooters. A Flash Grenade or the Stun Rod helps with the Kipepeo. Against Irving, use the mounted guns on his boat; they don’t spend your ammo.

What you can miss. Emblem 18 can only be reached around floodgate 1: once you’re back on the boat and it goes through the gate, there’s no way back. The M3 is at floodgate 2 and is lost (for this run) if you board without it. The Emerald (Marquise) exists only here. If you miss something, replay 3-3 from Chapter Select.

Difficulty. Missed QTEs often mean instant death: on Professional the first button you press counts, so don’t mash. Irving’s bite does 300 damage or kills outright (sources don’t say what decides it). Professional removes some fixed ammo.

S rank on Normal (one source only, unconfirmed): accuracy ≥70%, ≥30 kills, 0 deaths and ≤19:00. There are only 2 treasures (₦4,000) and 1 emblem.

The boat chase

Josh drives the boat; the two of you shoot. Two boats with two Majini each chase you from behind: deal with them with any gun.

  1. Turn around with the rifle: the bridge has four large red oil tanks. Shoot them to kill the nearby Majini in one go.
  2. The barrel on the wooden bridge, beside a crossbow Majini.
  3. A Majini on the left with a barrel.
  4. Two more on a bridge with tanks beside them: shoot the tanks.

Red tanks and barrels do the work the whole way; save your ammo. Killing 3 Majini with one drum or tank explosion earns the Baptism by Fire award, and these groups by the tanks look like a good spot (no source confirms it here; the safe spot is 2-1).

Before you get off the boat: BSAA Emblem 18/30 (3-3 #1). Just before the first floodgate, the boat passes under a metal overpass. The emblem is on its underside. Before you get off, turn to the back of the boat and shoot it. If you miss it, you get two more chances, both before you reboard: with the rifle from the top of the path, just before the jump across the water, or on foot on your way to the lever. Some see it as a silver glint and others as a blue one; it’s the same emblem. Once the boat passes floodgate 1 you can’t go back.

Floodgate 1

The boat stops at a base with a door blocking the way. Climb up and take either path (left or right): both lead up top.

Be the Knife. The crossbowmen at this gate (and at floodgate 2) are a chance at this rare award (4.9% on Steam): deflect a bolt with the knife. Kill all but one, stand in his line of fire with the Knife out and slash just as the bolt arrives. If you get hit, heal and keep going: the crossbowman doesn’t run out. The best spot is still 2-1’s container maze.

Getting back on the boat is a checkpoint. Last call for emblem 18.

The pipes

The boat passes under two low pipes: press the “Duck” QTE or take a very heavy hit. There are more red tanks between them: keep shooting the barrels and tanks you see.

Floodgate 2: the Gatling Guns

Next to where you climb up: 2 barrels, 15 handgun rounds, 10 rifle rounds and a Herb (Green). When you reach the low wall, look left and up: Majini pour out of the cabin above the gate and man two mounted Gatling Guns. About 15 Majini in total.

The two switches. Two switches sit side by side and must be pulled at the same time (partner action; with the AI, Sheva takes the other). They open the gate and bring a second wave of Majini and Kipepeo. Trick: pull them before you loot, so both waves come back to back and you can then loot in peace.

Floodgate 2 loot

Sweep all of it before boarding the boat: once it leaves, floodgate 2 is behind you.

Back on the boat: cutscene on Irving’s patrol boat, and the boss begins.

Co-op and Sheva AI

Boss — Irving

Irving injects a parasite derived from the control Plaga and becomes a giant sea creature with tentacles and a toothed mouth. He fights from the water around his patrol boat. The boat has 2 mounted machine guns and 2 mounted launchers at the front, plus a First Aid Spray at the back. HP by part: parasite (the bulb on his head and back) 12,000, tentacle A 8,500, tentacle B immortal, and Irving’s body 13,000. Damage: spiked tentacle 200, slap 180, bite 300 or instant death.

Gun split: take the machine gun on the side he comes from. Your partner takes the other machine gun if Irving is behind, or a launcher if he is at the side. The mounted guns are enough: don’t spend your own ammo. But to dodge you have to get off the machine gun.

  1. Phase 1, the sides of the boat. Irving dives and raises spiked tentacles (about four) on one side. They aim where you stood when the attack began: keep moving and dodge with the QTE when it appears. Shoot the bulging middle (the black mark) of each tentacle until it breaks.
  2. He surfaces. Once enough tentacles are down, Irving comes up. Shoot the pale circular patch / pulsing bulb on his head and back: it flashes red when hit.
  3. His other attacks. Squid tentacles that ram or grab one of you (shoot them to make them let go); a quick slap-down from above (QTE or shoot it); and, now and then, a bite over the deck (QTE or step away). Watch his map icon: if it charges straight at the boat, the bite is coming. Repeat it all on the other side.
  4. Shortcut: one hit from the Rocket Launcher (the one in your inventory, not the mounted launcher) anywhere on Irving during phase 1 ends it at once.
  5. Phase 2, the stern. After enough damage, a cutscene: Irving grabs the stern and opens his mouth, and Irving’s human body shows on his tongue. Fire both machine guns at the body on the tongue and at the tentacles holding the boat.
  6. His phase 2 attacks: he lets go, dives and lunges to bite (back off or QTE), or raises spiked tentacles while still exposed. If you don’t deal enough damage, the cycle repeats.
  7. Ammo: if you run low, damaged tentacles can drop ammo. An infinite Rocket Launcher finishes him quickly.
  8. Reward: he drops nothing. Before dying, Irving mentions “the cave”. You earn the Completed Chapter 3-3 award and the Ricardo Irving Library file. With chapter 3 cleared and 5 emblems, Bonus Features lets you buy (500 points each) the Crocodile and Irving (Transformed) figurines; with 10 emblems, Josh.

Don’t leave without: emblem 18 under the overpass (turn around before getting off the boat; last chance before reboarding at floodgate 1) · the Emerald (Marquise) in the drawer between the Gatlings (found only here) · the Sapphire (Pear) on the right-hand boardwalk · the M3 on the west pier before returning to the boat · the ammo in floodgate 2’s two shacks. For 4-1, bring every Flash Grenade you have and a free slot for the Grenade Launcher.

Chapter photos

Bosses

In this chapter

Tick them as you pick them up: it is the same progress as on Collectibles and Files.

BSAA Emblems0/1

Treasures0/2

Files0/1

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