Killing Streak: Volume Three picks up immediately after Volume Two. Doug hails you over the radio with a new lead: a small patrol convoy in Old Town has been ambushed by the same faction targeting his people. This chapter is short but punishing if you stall, with a crowd-control opener, a quick investigation, a scripted knockout, and a high-pressure run through the dark.

Killing Streak: Volume Three prerequisites and rewards

  • Prerequisite: complete Killing Streak: Volume Two.
  • Region: Old Town.
  • Recommended level: 1.
  • Rewards: 2 Beginner Manuals, 4,000 XP.

Loadout prep: bring throwables and expect Spitters

Before you approach the convoy site, craft or stock up on area-denial throwables. Molotovs and Hand Grenades are specifically effective for quickly thinning the Infected around the trucks. Plan to prioritize two Spitters perched on truck roofs; eliminating them early prevents chip damage while you manage the crowd.

General approach: stay mobile, use verticality when available, and cycle throws to keep the mob staggered. This encounter is about control, not sustained melee.

Clear the convoy, then secure the Convoy Access Card

Once the area is under control, resist the urge to start the investigation immediately. First, locate the Infected wearing military armor and loot the Convoy Access Card. That key opens the military tank in the convoy and protects your access to supplies before the scene advances.

Open the tank and grab guaranteed loot

Use the access card on the tank to claim a small set of items before the plot moves on. You can expect:

  • Modern Saber (Rare Long Sword)
  • Mine
  • Canned Food

Collect these now—once the next sequence triggers, you won’t want to linger.

Investigate the scene to trigger the cutscene

With the tank looted, investigate the three points at the convoy:

  • Tracks on the ground
  • Crates behind the truck
  • The body near the truck

Interacting with the body triggers a cutscene. There’s a bomb beneath it, and you’re knocked out as the scene fades.

Wake up at night and run for Town Hall

You come to at night. Volatiles are active nearby, and there’s no upside to fighting them here. Make a direct run back to Town Hall to check in with Doug and complete the objective. Stick to rooftops and light sources where possible and avoid detours; the reward sits behind that conversation.

Tip: If you’re low on stamina or healing, this is a sprint-first section. Don’t overcommit to skirmishes once you’re spotted—break line of sight and keep moving.

Known quirk: day–night mismatch after the explosion

Some players report waking to daylight even though the quest step expects nighttime. Treat it as a visual mismatch—the objective and enemy behavior align with night conditions. The safest play remains a straight run to Town Hall.

Turn-in and what follows

Speak to Doug at Town Hall to finish the chapter and collect 2 Beginner Manuals and 4,000 XP. This side story is part of a multi-step arc; once this segment is complete, the follow-up (Volume Four) becomes available.