Crysis Guide

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    : Matthew Rorie

    s finally here. After years of hype, Crysis has arrived on the PC amidst a flurry of nerds feverishly upgradingeir video cards to ensure that they can run this latest system killer with all the bells and whistles. Read ourview to see if the game is worth the cost of an 8800-class video card.

    t if you're the sort that just wants to get right into the action, skip what even our critics have to say and read. The following game guide covers all of the Crysis essentials, including key information on how to get the mot of your nanosuit, an overview of the enemies and weapons that you'll encounter, some general strategic tipsd, of course, a complete walkthrough of the solo campaign. About the only aspect of the game that isn'tvered here is the multiplayer, and you should be able to pick up plenty of tips on that by checking out threadsour forums.

    e following pages serve up the inside skinny on the following Crysis features:

    Nanosuit

    erested in getting the most out of your spiffy, high-tech nanosuit? Look here for the lowdown.

    Weapons

    eck this section for details on the instruments of death-dealing that Crysis has to offer.

    Vehicles

    ving around on a sunny island in the south seas is a snap with the tips included in this section of the guide.

    Enemies

    rth Koreans and aliens provide some tough opposition in Crysis. Get some essential information on how to guem down here.

    General Strategies

    search of some quick advice? Read through this bullet-point list.

    Walkthrough

    hen the North Koreans get you down, turn here for detailed advice on how to foil their nefarious plans.

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    Nanosuit

    thing says Crysis quite like your nano-powered battle suit. These groovy red-and-black threads are what thehionable super-commando wears to go into battle against the North Korean army and any extraterrestrials thppen to be in the vicinity, and they're just as utilitarian as they are stylish.

    of the suit enhancements can be accessed with a click of the third mouse button and then selected by rotatinadial menu. Or you can flip them on directly with hotkeys. You'll want to learn the latter, as the radial menu is

    bit clunky for quick access when you get into serious firefights.

    Not only the Romulans have cloaking devices.

    rmor

    st used when in a big scrap with lots of enemies and no cover is readily available, maximum armor is a lastsort power that gives you the ability to withstand more damage than normal. You can fire it up by choice rightfore attacking an enemy position head-on, though, as it enables you to absorb a lot of extra hurting beforeng down for the count. It also clicks on by default whenever the power runs out when you have cloak

    tivated.

    loak

    ven the massive number of enemies in Crysis, this power is the one that you will use the most. By which we

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    ean all the freaking time. Cloak can be employed in all situations, although it is at its best when you want to pin the midst of a gang of enemies and take them by surprise, or when you need to sneak past an enemytrol. It is also invaluable when approaching enemy positions like bases or machine-gun nests, as it gives youe ability to run across open stretches without being seen (and shot into itty bitty pieces).

    e only drawback with cloak is its power draw. It sucks your suit dry in moments, especially if you're running, su have to be careful that you don't run out of juice in mid-sneak and wind up turning visible in the middle of aaring. Power consumption is really cut down if you're crawling, though. So if you've got the patience, drop int

    prone position and creep forward. This will be rewarded with oodles more time to invisibly flank enemies.

    While nanosuits may look an awful lot like high-tech fetishwear, you wouldn't want to take on the North Koreaarmy wearing anything else .

    peed

    other big-time power drain, maximum speed is best utilized when either attacking gangs of enemies or runninay from gangs of enemies after realizing that you've bitten off more than you can chew. It is also a plus whenu're trying to make good time running down roads. Doing this can sometimes cause you to race into trouble,ough. You move so fast that you can easily wind up in the middle of an enemy patrol before you know it, withur suit running on empty.

    trength

    ximum strength is cooler in theory than it is in reality. Sure, it sounds awesome to be able to dial up superength and choke the life out of North Koreans. But in reality, you're generally taking on so many enemies in

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    efights that getting up close and personal with one leaves a half-dozen or more with clear shots at your back.

    e passive mode of maximum strength is more useful, as it allows you to make Jedi-like high jumps up walls,nch open stuck doors, and the like. Of course, it's not nearly as nifty as snapping necks, so you won't hear asuch about it in the press releases.

    Weapons

    spite the futuristic setting, most weapons in Crysis are standard military hardware similar to what can be founmost other shooters. From the run-of-the-mill pistol to the de rigeur missile launcher, there aren't manyrprises here.

    istol

    rt of your default weapon load-out, this .45 lookalike is only noteworthy because you can duel-wield it, Johnoo-style, after picking up a second one from a convenient North Korean corpse.

    CAR Rifle

    other default weapon is the SCAR, a stock shooter submachine-gun that can be useful in close battles purelye to its rapid fire rate. Its bullets don't do a lot of damage, however, and their impact barely seem to slow dowher aliens or North Koreans.

    Y71

    is generic automatic rifle is a jack-of-all-trades through most of Crysis, as it seems to be the main weapon of

    e North Korean army. It can be switched over to single fire mode, scoped for use as a sniper rifle, quieted withilencer, and tricked out with a flashlight. Its only drawback is fairly wimpy shot power. You need to fire quite

    w rounds with the FY71 to take out the average KPA soldier, unless you skip right to the good stuff and shootm in the head.

    hotgun

    ybe the best weapon in the game due to its heavy damage and stopping power. Reload times are alsopressive, making it the perfect weapon for close-quarters combat with North Koreans and aliens. It can also bodified with a flashlight and a laser sight (after you pick up the North Korean SMG, of course).

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    It may look like pretty average, but you can make a lot of Crysis go boom in impressive ways with your FY71

    assault rifle.

    orth Korean SMG

    t much different than the SCAR, except for the laser sight that you can take from it and then adapt to yourher weapons. This laser is more of a cosmetic upgrade (due to the way it glows eerily in nighttime battles) tharuly useful battle aid, however.

    auss Rifle

    rt of a high-tech shotgun that fire electrical rounds, the gauss isn't all that useful in practice because of a slowoad time. Swap it out for the shotgun whenever possible.

    recision Rifle

    unremarkable variant on the FY71. The two weapons seem to be interchangeable.

    Missile Launcher

    e weapon of choice when you need to take out a KPA helicopter or gunship. It also comes in handy towards td of the game when assaulting enemy fortifications, or when you need to take down flying aliens quickly.eply satisfying to fire.

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    Minigun

    rprisingly not as useful as you might expect. It takes a long time to spin up, and it doesn't do as much damagit should, especially against choppers and aliens. The minigun is still needed in scraps when you need to pile of hurt on opponents, although it is tough to use when battling at close range with numerous enemies. It alsighs you down when running, which makes it a pain to deal with when fighting speedy alien fliers later in theme.

    Nothing ends an argument as fast as whirling up the good ol' minigun. It could use a little more oomph, but it'still a blast to shoot.

    lien MOAC

    r a supposed alien super-weapon, the MOAC is kind of gutless. The gun has nifty rapid-fire action and unlimitemmo, but its icy projectiles don't carry much weight and plink off the armor of alien enemies. Overheating isother problem. At any rate, you only get to use it in levels eight and nine before Prophet takes it away, so atst you don't have much time to get annoyed with its poor performance.

    AC Cannon

    t really a weapon so much as the deus ex machina that lets you take on the boss at the end of the game, as n't be used in any other battles. Very powerful, with only a single drawback in that it takes an eternity to lock

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    to a target.

    rag Grenades

    mmonly found in the hands of the KPA throughout the game, frag grenades are really only useful when you'reacking a fixed enemy location or when you want to scatter an enemy patrol. KPA soldiers are almost alwaysart enough to scramble away from thrown grenades before they explode, and all of the aliens in the game artoo speedy for grenades to have any appreciable effect.

    moke Grenades

    u only encounter these a few times in the game. They can be useful when assaulting a tough KPA position, buey're pretty much a waste of time when you can turn invisible with the click of a button.

    Vehicles

    u can drive just about every vehicle you encounter in Crysis. Chances are good that you won't often want to ghind the wheel, however, as smart enemies typically turn them into sitting ducks. Stay in a truck too long andances are awfully good that it'll be blown to bits along with your nanosuit-wearing self.

    orth Korean Trucks

    variety of trucks can be found scattered around the North Korean camps and patrol locations on the island. Thost popular model (aside from unarmed civilian pickups) is a jeep-like half-track with a gun turret mounted one top, while you also frequently come across larger semi-style trucks with similar roof guns.

    ither is much use for driving, unless you want to cut down on travel time. Each get blown up pretty easily byemy grenades and gunfire. It's best to just use these vehicles as gun turrets on wheels. Hop in them, go rightthe main gun, and use it to blast any nearby KPA goons. Then get out before the North Koreans turn it intour coffin.

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    ure, you can drive trucks in Crysis. But you probably won't want to, when they function better as gun turrets o

    tires.

    merican and North Korean Tanks

    th an allied and an enemy tank can be driven in just a single level in the game, the tank-rush special calledslaught. There isn't much to choose from between the two models. The American tank seems to be faster,ile its North Korean counterpart seems to take more damage, although this is only a guess given how little timu spend in them. Both are pretty nimble for video-game tanks, meaning that they're fairly easy to drive unlessu get all Evel Knievel on hills.

    TOL

    st like the tanks described above, an American VTOL can be flown in just a single mission, in this case the

    nultimate Ascension. And thank heavens for that. These clunky aircraft are like the Yugos of the sky. They turnfully slowly, have pathetic top-end speed, aren't great with inclement weather, and don't stock much in they of missiles. Just like the KPA's trucks, you're best off not trying to move a VTOL very far. Use it as a floatingn turret. Or better yet, just fly straight ahead as fast as you can and cross your fingers.

    Enemies

    any aspect of Crysis feels skimpy, it's the rogues gallery of bad guys you get to shoot. The only foes in theme are North Korean soldiers, North Korean assault choppers, and two different types of alien. Great artificial

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    elligence and intense battles mean that you don't notice the lack of variety too often, thankfully.

    PA Soldier

    hough they come in different uniforms and tote different weapons, the average Korean People's Army (KPA toeir friends) soldier remains the same throughout Crysis. Each seems to possess the same intelligence and desikill the "American pig" invading his turf. Look for them to be outfitted for different situations accordingly. Inels set deep in the jungle, expect KPA patrols to be decked out in full camo outfits, while bases are staffed wi

    unts and officers in regular uniforms.

    Kim Il Sung wants YOU for the KPA.

    nerally, the KPA carry pistols, FY71s, shotguns, and SMGs. Some are scattered throughout the game with bodmor that makes them harder to kill (although all North Koreans can take a pretty crazy amount of punishmentfore going down). And in select late-game levels, such as in the tank mission Onslaught, you run across KPA

    ons tricked out with missile launchers.

    PA Nanosuit Soldier

    u only encounter these North Korean knockoffs of yourself on a few occasions in Crysis. A couple of them firstow up in the cemetery at the end of level three, Relic, but most can be found in level six, Awakening, at theck crusher and in the mine. The later nanosuit-wearing KPA also come equipped with miniguns, making themmidable opponents. They never seem to take much advantage of suit functions like cloak, however, whichves them open to counter-attack.

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    PA Assault Helicopter

    egular pain in the posterior, KPA choppers show up to harass you at numerous times throughout Crysis. Theyck your movements closely, forcing you to keep cloaked and crawl through the jungle. Remain visible toicopters for too long and they'll rip you apart with machine-gun fire or incinerate you in seconds with a missilely handheld missile launchers do a good job of blasting these whirlybirds out of the sky, although you can tak

    em out with miniguns in a pinch.

    lien Ectomorph

    ly encountered on the alien ship in level seven, Core, these presumably organic creatures are fast and deadlyme seem to shoot ice pellets at you, while others take the fight up close and personal and attack melee-style.u can be killed instantly by these rushing attacks.

    ankfully, these aliens often ignore you. Give them a wide berth on their ship and they simply go about theirsiness for the most part. Only engage them when you absolutely have to, as you're at a serious disadvantage e weightless alien ship.

    lien Trooper

    ese man-size mechanical fliers with robotic tentacles and bug-like faces are the shock troops of the alien armyey can shoot ice bullets at you from and do heavy damage with their tentacles. Most bullets plink off of theiretal carapaces, although they can be stopped in their tracks by shotgun rounds. Speed is their biggest weaponthey can leap on top of you and tear you to shreds before you have a chance to react.

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    Say, didn't Keanu Reeves blow you guys up in the Matrix movies already?

    lien Hunter

    nters, which look a lot like robotic octopi, are the toughest opponents in Crysis, with the exception of the fewss monsters encountered at the end of the game. They look and move a lot like the drones that sliced up

    orpheus's ship in The Matrix. Their biggest characteristic is speed, as they slither through the air very quicklyd can fire both a freeze ray that can kill you in your tracks and a machine-gun-like barrage of ice. When theseechanical menaces get close to you, they can rip you apart with their tentacles, Doc Ock-style. Swarms of themn be found the later levels of the game, providing you with some extremely difficult battles.

    Walkthrough

    of the below was written up based on a playthrough with Crysis set on Normal difficulty. So expect more

    uble with those pesky North Koreans and weird-looking alien gizmos if you bump things up to Hard or Delta,hough the basics should be similar across all four of the game's difficulty settings. The game design is alsoetty fluid when it comes to enemy positioning, so don't expect either the KPA or the aliens to always be in theations described below.

    o, the tips below generally cover just one way to kill the bad guys and reach all of the main and secondaryjectives. There are lots more, of course. Your nifty battle suit provides many options when it comes toughtering everything that walks, runs, or slithers ominously through the air, and levels have been designed tocommodate different approaches to reaching goals. Experiment and see what works best for your particularying style.

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    General Strategy Tips

    q KPA soldiers are smart. Charging them head-on is suicide, so stick to the weeds and keep cloaked as ofteas possible.

    q Be patient! Sit back and observe KPA positions when cloaked, or kill one and then hide while all of theenemy comes out to see what's going on. Many KPA are dressed in full camouflage, making them almostimpossible to see in the jungle. Patience also applies when fighting aliens, but for different reasons. Allaliens in the game, from the ghostly creatures on the alien ship to the flying robots, are very fast, so you

    have to make each shot count. Firing wildly will just get you killed, usually while you're reloading from asenseless bit of blasting away.

    q Rely on your cloak. While it's easy to get caught up in the excitement of battle and forget about thisessential power, be sure to monitor your suit's recharge levels and turn cloak on as often as possible whefighting.

    able the scope on your FY71 and shoot the KPA from afar. It's only fair, given how heavily they outnumber yo

    q Attacking enemy bases requires some strategizing. Always try to whittle down KPA numbers from longdistances using the FY71 and its scope. After you notch a few victims, consider moving in under cloak anmopping up the survivors with one-shot kills from the shotgun.

    q Don't try to kill every enemy that you encounter. Some KPA patrols are so loaded for bear that it's betterto cloak and sneak past them. The same goes for aliens. Trying to kill all of the organic aliens during theship level, for instance, is dumb because most ignore your presence unless you open fire on them. Andtrying to kill all of the flying octopi during the VTOL escape is flat-out impossible. The better part of valoris a good idea in many levels. Don't bother playing Rambo.

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    1 Contact

    et to the Beach

    er a preamble about the North Koreans taking over the Lineshan Islands in the Philippines Sea and kidnappine members of an archaeological team led by a Professor Rosenthal, you and your five-man team of Americanecial Forces super-commandos hit the silk. Your codename is Nomad (given name Jake Dunn), your boss is

    ophet, and the other three are Psycho, Aztec, and Jester (don't get too attached to the latter two). It may be20, but all the usual military clichs are in evidence here, from the grizzled commander who's seen it all to theazy guy with the Aussie accent.

    s a bit of a bumpy ride to terra firma, though, and only your suit saves you from death in the drink. You splashwn pretty close to the shore, so begin with a short swim to the nearby beach and wait for a moment for yourt's power to come back online.

    endezvous with Jester

    th that done, say hi to the cute turtle and the crab and head up the narrow inlet. Go through the brief tutorialhow to crouch, crawl, grab things, and activate your suit functions. Seems pretty straightforward. Then get scombat.

    Test out the nanosuit cloak on the first KPA that you encounter. They can't spot you even when they practicallywalk right over and shine a flashlight in your face.

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    er Prophet gives you the heads up about nearby North Koreans, switch on cloak mode and make sure yourapon is silenced. Walk forward, look up on your right, and kill the first guard on the cliff. Then use the big rocead for cover and move forward. A combination of cloak and cover will let you flank and easily take out the twA soldiers by the red flare. You might want to use your suit strength to throttle them, or shoot them with youtol, as ammo is in somewhat short supply at the start of the game.

    ntinue down the beach. Head into the brush, checking the map for your target location. Hey there, Jester.

    ssist Aztecten to Aztec's radio message. Follow Jester. He flips his flashlight on, so he's easy to track in the pre-dawn

    oom. Uh-oh, Aztec didn't make it. Prophet makes him go poof to keep the suit out of North Korean handsough seeing as they can't grow their own food, it's hard to imagine that they'd be able to do much with sci-fittle armor). Seems like something ripped the KPA goons apart, too, though. What the hell is going on here?

    isable GPS Jamming Device

    ster heads off, leaving you to tackle a KPA GPS jamming device interfering with your map system. Headward, jumping rocks with the nanosuit on strength when needed. You soon come to a pleasant vistaerlooking a beach, with the sun rising in the distance.

    fortunately, this interlude is interrupted by KPA soldiers below you. Activate cloak and jump down. Go proned crawl to the right towards a KPA truck. Kill the soldier manning the gun turret first, then the driver. Hop intoe truck and turn the gun on the nearby guards.

    atch out for fire from patrolling gunboats, as they can kill you in a few seconds. Hit maximum speed. Run backthe portable GPS thingie by the ramshackle beach base and use it to shut it down. Collect the FY71 and pistol

    mmo from the shack before leaving the area.

    ccess KPA Tactical Information

    ove up the beachside road past the two trucks. Engage the cloak and crawl in the bushes on the left. Terminate two guards. Be sure to check them for weapons and ammo, as you're probably running low on supplies byw.

    tivate max speed. Race up the road until it opens on the beach again, then use the cloak to hop between the rocks. Stick to the right and stay under cover until you approach another KPA truck. Kill the soldiers here, hoo the turret, and blast their buddies.

    ait for a second truck that may come up behind you if you've made enough racket. Take it out with the turret approaches. If it doesn't drive up to you, activate stealth and creep around the bend in the road behind the firck. Get up close and kill everyone in sight.

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    Never tackle a KPA truck head-on. Instead, use cloak to creep right up alongside the cab and terminate the

    gunner with a quick shot to the head.

    ove along the beachside road again. Another truck awaits. Keep in the brush on the right side again, flank theck, and take it out. Hop in and use the turret gun to kill the KPA soldiers across the road. Be patient and waitthem to reveal themselves, as sometimes they don't all attack immediately and you can get ka-boomed by a

    enade if you hop off the truck too quickly.

    ttacking The Enemy Base

    e cloak to get close to the base up the road without being seen. Blow away the oncoming KPA goons byaking and taking cover behind rocks and weeds. You should have picked up a shotgun by now, which is perfeclose-range killing. Of course, you can also take the easy way out and drive the last truck you encountered

    o the base and strafe everything that moves.

    ntinue up the road, either cloaked or driving, killing every soldier on the way. Stop to laugh at how theynounce their presence with goofy lines like "Die you American pig!" Drive up the hill to the command post. Stathe gun turret and wait for the KPA to all reveal themselves. Kill them all.

    t the truck and run into the base. Access the laptop and swipe the North Korean tactical info. Hmm. Seems likme top general named Kyong is running the show and is commanding some kick-ass special forces.

    ove further into the base up the stairs. Activate cloak. Run into the midst of the KPA soldiers at the lookout anthem all with extreme prejudice. Grab the nearby frag grenades. Watch out for fire from a gunboat patrolling

    e waters below. Don't bother opening up on it with the gun turrets nearby, as it seems impossible to destroy

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    em this way.

    reak Through the KPA Checkpoint

    a little backtracking. Check your map and head up the hill towards the KPA checkpoint. Listen to Prophet'sdio message about something weird up ahead. A machine-gun nest is your first problem, but it's easy to dealth. Either toss a few grenades or hit max speed and race up to the three KPA soldiers and blow them away.

    ad up the path. Three KPA approach. A grenade can take out all of them, or you can hit stealth and surpriseem with a hail of shotgun fire. Keep going till you reach the top. Creep close and throw a couple of grenadeso the checkpoint, then open fire on the survivors. An explosive barrel there can be detonated with a couple ofots, although it doesn't seem to have as much killing power as the grenades.

    endezvous at Distress Signal

    rn on max speed. Race back down the path and enter a narrow crevice on the right. Use max strength to jumto the cliffs. Prophet, Jester, and Psycho are just ahead. Hey, how'd that boat get here?

    Grenades and explosive barrels are a dangerous mix.

    atch the cutscene where everybody argues about what's really going on. Be properly freaked out when someange metallic thing smashes through the boat and grabs Jester.

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    ind Jester

    n through the hole in the boat after the big tentacled creature and Jester. Follow Prophet and Psycho throughe jungle, getting glimpses of the alien as it crashes through the brush and wipes out some hapless KPAopers.

    scover Jester's remains. Say a prayer as Prophet vaporizes him just like he did Aztec.

    2 Recovery

    apture Communications Trailer

    t much to see here. Just move straight ahead and drop down, then Prophet will clear up your objective for yo

    ind Hostage in the Village

    ophet lets you know that a hostage from the research team is being held in the village just ahead. Your goal isrescue this person post-haste. By doing so, you'll get your first real taste of the outstanding squad combatatured in Crysis.

    gin by heading up the road. Hop in the nearby half-track and drive it a little ways forward. Go slow, as anemy truck will be joining you shortly. Jump into your turret when it approaches and blow away the gunner anbuddies.

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    Paths into the jungle are crowded with enemy patrols. Shoot them from long range, as shown here, then cloak

    and move in closer to mop up.

    t the truck and proceed forward cautiously. Head up the first path you encounter on the right. KPA soldiers arerywhere, so use your cloak and move quickly from one rock to the next, or drop and crawl forward. By nowu should know the drill.

    ait until the North Koreans get close, then start blasting with the shotgun if you've got the ammo. Whatever yo, don't stop moving, as this crew is loaded with grenades and isn't shy about using them. Don't get cocky,her. The KPA use the brush really well for camouflage in this battle, so be absolutely sure that you've killed althem before poking your head up. Nothing ruins Nomad's day faster than an unseen enemy with a shotgun.

    econdary: Access North Korean Tactical Network

    ep moving up this jungle path and Prophet will radio you about a North Korean base just ahead. He then give

    u the secondary objective of accessing the KPA tactical network once again to determine what the bad guys ato.

    e your cloak to get close to the base. Hide behind the buildings on the left, then move further up and hunkerwn behind the corrugated metal fence while your cloak regenerates. Crawl around the fence with your cloaktivated. Creep up the path slowly. A patrol will come around the corner. Blast them when you get into a goodooting position.

    en proceed further and get close to the KPA in the station itself. Gun them down, too. Access the network jusyou did before. Click on speed for a change and run around to the front of the base. Shoot the troops here an

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    d up big time on FY71 ammo and grenades. A precision rifle and a rocket launcher that can come in handywn the road are also located here. Shame you can't carry everything.

    cidentally, you can take the easy way out and lob a grenade into the base. Unfortunately, this both kills all theA and blows up the tactical network hardware, causing you to fail the mission. So tread lightly unless you loveol ka-booms.

    ind Hostage in the Village (Again)

    KPA truck may show up on the road below as you're leaving the base, so move cautiously. It's best to take aek down from the outcropping looking over the road. If the truck shows up, pull up your scope and kill thenner and his friends. Or drop some grenades. Six of one, half-dozen of the other.

    Thanks to your cloaking system, this KPA goon never saw it coming.

    rn speed on when the way is clear and zip down the road and to the left toward the village. Cloak and clear oe patrol here. Psycho now radios to say that he'll provide backup when you enter the village. The first in a longe of unfulfilled promises.

    e cloak again to cross the bridge. Stay on the road, as there are mines to the left and right. Get ready for onege firefight with half the North Korean army. Specific strategies don't work in this section, as you wind up beinnted by a dozen or so soldiers in this small shantytown of shacks, machine-gun nests, and a garage. Just bery cautious and use cover and cloak constantly. You can also set up shop in the garage, ducking inside togenerate your cloak on a regular basis. Snipe as many enemies from long distance with the scope on the FY71m this location, too.

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    hen everybody's dead, scrounge ammo from the corpses and buildings. Then check out the town hall. It's the building dead ahead (just look for the flag). Storm inside and blast the handful of guards, then check the

    mputers upstairs for info on the hostage. It seems he or she is being interrogated in the town school. Collecte ammo and grenades upstairs, then move outside and back down the street towards the school.

    nfiltrate the School and Find the Hostage

    with the town hall, the school is easy to locate as it's the only other big building in this flyspeck of a burg. Ru

    ound to the main entrance, then enter the building. Edge around the corner to the right and get ready to bloway the two KPA troops that will confront you on the stairwell.

    ad upstairs. Listen carefully and you'll hear voices from a room down the hall to your right. Did somebody sayA? Move up to the closed door there for a brief tutorial in North Korean interrogation techniques. Huh, thoughwould be a lot more brutal than that.

    ycho appears. Gee, thanks for the assistance a few minutes ago, buddy. A cutscene depicts Psycho bursting ine room and freeing a female research assistant who had been working with Professor Rosenthal. She's prettyaked out about how her team unearthed an ancient artifact. It first looked like a statue left behind by anknown civilization, but turned out to be some kind of beacon that they apparently "woke up." At any rate, sheetty sure that something on the island doesn't want people there, and flatly refuses to go back to the dig site.

    Psycho hangs out with the babe while you take on a pair of tanks single-handedly. Nice work if you can get it

    estroy the KPA Tanks

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    st after the girl finishes her story, you get the depressing news that the KPA have rolled some tanks into towncourse, Psycho tells you to take care of them while he stays behind looking after this comely former hostage.e, what a hero.

    ad up to the roof of the school, grab the frag grenades there. They're of little or no use against armor, thougfollow up by leaving the building and heading towards the ocean. Use your cloak or max speed to make sureu survive the trip.

    ght beside a couple of KPA metal trailers near the shore is a shack stocked with loads of ammo and two missilnchers. Grab one of the latter (you can only carry one at a time) and head back to the tank. Three roundsould blow it to kingdom come. Then go back for the other one and use it to detonate the second tank when itives.

    et to the Rendezvous Point

    ycho radios an all-clear when the second tank goes up in flames, which Prophet follows with a request foreryone to meet at a rendezvous point. Check your map, then leave the village using the exit opposite to wheru entered. Move right into the jungle. Power jump twice up some rocks and head toward a waterfall. Prophet

    en tells you to join him.

    roceed to Prophet's Location

    ove right of the waterfall. Jump up on more rocks. Head up another jungle path. Use cloak to get to anvenient rock just ahead and to the right. Hunker down and watch for the KPA to approach. Be very, verytient here. The brush cover is thick, which makes it tough to spot enemies, let alone actually shoot them. Cloanvaluable here. Snipe the enemies with the scoped FY71, then move in to mop up at close range with theotgun.

    er you've killed everyone, you receive another message from Prophet. This time you're to hook up in the cavestem farther up the path that you're currently on.

    ead Upriver to the Cave System

    other KPA patrol arrives after you move just a few feet down the path. Repeat the tactics you just employed tughter their comrades, sticking close to the ground and using cloak as often as possible. After the battle endsounge up some ammo. Most of the KPA troops here seem to be toting shotguns, so you should be able to mat your ammo pretty quickly.

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    eep down and use your scoped FY71 to kill the North Koreans set up across from the stream. Just running ove

    with all guns blazing will get you shot to pieces.

    ep moving up the path until Prophet radios with a warning about more KPA just across the stream. Run downthe stream on your left before you get to the crossing. Don't reveal yourself here or you'll get blasted to bits be North Koreans hiding in the high ground above the water. Instead, switch on your cloak and crawl forward.oss the stream and move behind a huge rock to the right.

    ait for the KPA to reveal themselves and then start wasting them with the shotgun. The one-shot kills that theotgun provides are a necessity here, due to the sheer number of enemies that will rush you. Use cloakenever possible. Again, be cautious before moving out of cover. There are lots of North Korean soldiers here,luding a couple that like to hide themselves in the reeds downstream, and they can take you out quickly withotgun blasts of their own.

    ce the carnage ends, take the path leading up and to the right. Head for the waterfall you glimpse through thes. You soon find Prophet, who admits that the "research assistant" just rescued was actually a CIA agent

    eping an eye on Professor Rosenthal. He doesn't seem to know what's actually going on here, though. The twyou head into the caves and the level comes to a close.

    3 Relic

    isable North Korean GPS Jamming Station

    mediately after Prophet complains about another North Korean jammer messing with the team's GPS data, he

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    ts scooped up by what looks to be the same sort of thing that grabbed Jester. You don't get a chance to goer him, however, as you're immediately radioed by Major Strickland with command and offered a chance to gthis rock. You turn it down, of course, preferring to try and rescue the research team from the North Koreansthe CIA agent has provided a good idea where they're being held captive.

    st things first, though. There's a GPS jammer to take out. Move straight ahead and you'll run into a Northrean base almost immediately. It seems to have been set up in the middle of a farm, as the first thing youtice is a range of strange-looking palm trees that sort of functions like a cornfield.

    Making your way to another GPS jammer, one dead North Korean at a time.

    nore the odd plants for the moment, though. A truck is right in front of you. Cloak and creep up to take out thnner and crew. Resist the temptation to hop into the truck and use the gun turret; all this will do is make you ting duck for the hordes of KPA soldiers up ahead.

    stead, cloak and move into the "cornfield." Stalk the enemy troops here using cloak as needed. You can also

    ove quickly toward the buildings on your left and use them for cover, moving in and out when you need a fewoments to recharge your suit energy.

    hen it seems like most of the KPA have been cleared out, leave the building and head down the road. Cloak anove forward to the truck idling at the edge of the property. Kill everyone in sight, then jump into the half-trackn turret and get ready to blast another incoming truck. You can make it go boom pretty impressively, whichould immolate all the North Koreans in the vicinity.

    cktrack to the building you just left and look towards the center of the field to spot the GPS trailer. Access itsntrols just like you did with the GPS system in the first level to shut down the jamming and get your map back

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    ine.

    nfiltrate the KPA Military Base and Gather Intelligence

    ickland radios you as soon as the jammer goes down with information about a KPA base on the nearbyoreline. Check its location on the map, then head south out of town. Three machine-gun nests block your wayoak and crawl to the right, flanking the machine-gun on the highest ground. Shoot the gunner in the head, taker the weapon, and blast the other machine-gun nests and the surrounding KPA grunts.

    Cloaked and crawling is the only sensible way to approach one machine-gun nest, let alone three of them.

    t back on the road again. Take the path to the left. Two KPA soldiers lie in wait a little ways ahead, so cloakd get ready to introduce them to your shotgun.

    mp into the river and swim across to the base. Move uphill towards the enemy headquarters just as the settin

    n starts to make everything hazy. It would be romantic if there weren't hundreds of crazed North Koreans tryikill you. Lots of KPA line the road ahead and an assault helicopter soon joins the fun from above. Cloak earlyd often. Even a brief breather to recharge allows the chopper time to focus its guns on you, so don't stop forything.

    hen you reach the KPA encampment, look for a metal trailer just ahead and to the left of the main entrance.ke cover from the chopper and the guards in there. Sneak in and out at will when cloaking to shotgun andpe troops on the ground. Make sure to take out the enemy snipers in the watchtowers right away.

    er clearing most or all of the grunts, check out the big truck right in front of the trailer and its great big gun.

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    n out, hop into the cab, leap into the gun turret, and blast that irritating chopper until it flies away or goesom. As soon as the coast is clear, exit the truck and look for a trailer in the center of the base loaded withmputer equipment. Access the main PC there to grab the information requested by HQ.

    roceed to the Excavation Site

    ally! According to command, the way to the dig site is finally clear. You're directed to head there right awayd find out what Professor Rosenthal and the North Koreans are really up to.

    eck your map and head out of the base. Cloak and move slowly, as you'll almost immediately encounter KPAops with new weaponsSMGs with laser sightsalongside a truck. Aside from the cool way that the red laserht up the gloom, though, the SMGs really aren't all that great. You can swap out an existing weapon for one,d use the laser sight on other weapons now, but both the shotgun and the FY71 are most useful.

    he jungle around the dig site is loaded with camouflaged KPA soldiers, so keep your cloak up and avoid gettin

    into a pitched firefight that you'll almost certainly lose.

    er eliminating the North Koreans here, command recommends driving to the next objective. This is pretty mucide, however, as a pack of KPA soldiers are waiting right around the first bend. Getting into a gun turret with

    at many enemies approaching is tantamount to painting a bullseye on your helmet. So skip getting behind theeel for running up to the first bend in the road. Flip on your scope and snipe a few KPA, then cloak and run a

    em for some shotgun fun.

    ntinue down the road past the little farm, watching out for any KPA stragglers manning the machine-gun nestcked away near the chicken coop. Keep going until you reach a stream and hear the familiar thumping of a

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    opper's rotors again. Swim across the stream to the dock, taking note of the boat tied up here, then cloak andnt the KPA regulars in the vicinity. Use the boathouse for cover as you snipe and shotgun your enemies.

    nfiltrate the Research Dome

    ad up the road to the excavation site. Strickland soon radios and directs you to the research dome, wheresenthal can probably be located and a lot of questions answered.

    veritable regiment of North Koreans is patrolling the jungle here, forcing you to proceed cautiously. Keep yourak up as much as possible. Try to sneak by some enemies, as even your nanosuit isn't a match for five or sixopers all blasting away at you at the same time. Slipping past unnoticed is easier here, too, as some of the KPotlight their positions with laser-sighted SMGs and flashlights.

    e excavation site itself is a large-scale version of the base infiltrated earlier, with even more watchtowers andachine-gun nests. You'll first need to take care of a machine-gun nest on the left across a shallow ravine. Cloat as close as you can, then use your scope to snipe the gunner in the head.

    Storming the dig site requires some finesse and a lot of careful cloaking.

    de in the brush until your suit-power regenerates, then cloak again and move to the main entrance of the dige. Snipe the guard on the watchtower directly ahead and then scramble for cover behind the large containers e left of the gateway. At this point you'll be into a huge scrap with a dozen or more KPA grunts. As usual, relythe cloak and take cover often. Use the shotgun as much as possible, as you need to take enemies down witgle shots to avoid getting swamped by their superior numbers.

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    ce everything has been cleared out, move further into the base and find the road leading down to the researcme. Watch for the machine-gun nests. Cloak and snipe the guard manning the gun on the left first, then takever behind the corrugated metal wall and eliminate the remaining KPA as they attack. After this, cloak andove forward to take care of the other two nests on the right, as well as a watchtower off to the left.

    n into the dome, pausing briefly to shotgun the dimwitted KPA guard who runs directly at you out of the mainorway. Grab the FY71, shotgun, and pistol ammo in the corridor on the way to the actual dig site. Open theor and watch Professor Rosenthal arguing with a North Korean general via video uplink. Apparently the Northreans are holding Rosenthal's daughter hostage and are engaged in dangerous experiments with what seem tcarbon-based machines that predate mankind by two million years.

    er some ominous additional talk about these living fossils, everything goes haywire. An electrical surge of somrt flash-freezes Rosenthal and ices up the entire room. Command tells you to get the hell out of the dig site ant to a downriver extraction point marked on your map, and the brass apparently means it this time.

    Professor Rosenthal finds out first hand what he's discovered beneath the mountain.

    roceed to the Extraction Point

    w you need to backtrack to the boat you spotted below the dig site. Lots of KPA stand in your way now,ough, as reinforcements arrive just as you leave the research dome. Night has now fallen, making it evenugher to spot enemy soldiers.

    e first crew of North Korean cannon fodder can be found just outside the excavation pit to the left. Cloak andst them quickly with the shotgun. Stay cloaked and head back to the main entrance into the site encampmen

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    ore KPA can be found there, along with a half-track. Snipe the gunner, then take his place in the turret and kilbuddies.

    oceed back down the jungle road. You can take the truck if you want to try a kamikaze run through the KPAops now lining the path, but you face so much firepower that your ride stands a good chance of getting blownbits. Staying on foot makes the most sense, as does trying to keep out of sight.

    oak and crawl through the brush on the right of the road. Watch for laser sights and flashlights, and try to avontact whenever possible. About two-thirds of the way back you can simply drop down to the shoreline and

    ake your way to the boat. Thankfully, there are no KPA in the boathouse.

    p in the boat and head off toward the point marked on your map. You won't get far, though, as you have toke the boat over a waterfall almost immediately. Even if you survive this without blowing up or getting jammethe rocks, you have to abandon ship just up-river as the North Koreans have set up a barricade.

    any rate, keep low and keep cloaked as soon as you lose your boat. That damned chopper is back, too, so yoed to stay down to avoid getting strafed or blown to kingdom come by a rocket. Climb onto the beach on theht side and cloak to creep past the guards and the trucks by the bridge. Don't bother trying to engage anybodre, as if the tons of KPA don't kill you, the chopper will.

    p into the river on the other side of the bridge and run for your life. The chopper trails you all the way to thetraction point, forcing you to keep moving all the time. Keep the cloak up as much as possible, being sure to gone and get under the cover of brush or long grass whenever you need a breather to regenerate suit power. Ast the swampy terrain provides a lot of scrub to hide beneath.

    ep plowing through this marshy terrain and you'll eventually reach a spooky cemetery. Interesting spot for ak-up.

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    e KPA may have nanosuits, but they don't have good soldiers to wear them. Somebody needs to tell these gu

    that they have a cloak feature.

    ecure the Extraction Point So the VTOL Can Land

    ur work isn't quite done yet. The LZ is still hot, so you have to clear the area before Vulture 26 can pick you uad to the far side of the cemetery wall to confront a brand-new enemyKPA soldiers in nanosuits. Nomad telmmand that they seem to be cut-rate nanosuits, but still, these guys can cloak just like he can, so they're a bia threat.

    ell, they could have been a threat. As it is, however, the idiots wearing the suits seem to have a fetish forghts. So just sit back and wait for them to leap onto the big rocks outside the cemetery walls, then shotgun

    em at your leisure. Blast a handful of these nanosuit-clad goons and the VTOL will come down to whisk youay.

    4 Assault

    Meet Lieutenant Bradley

    ep out of the VTOL and into a war zone. Apparently your little covert operation against the North Koreans hasupted into a full-blown war with troops running all over the place, fighter planes crashing into the ground, andillery blasting in the distance.

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    low the soldier in front of you to Lieutenant Bradley. He's stationed down by the water. Listen to him bitchingout North Korean anti-aircraft guns, then stare in amazement as you volunteer to take them out single-ndedly.

    l hell is breaking loose with the North Koreans, so why not volunteer for a suicide mission to take out some Aguns?

    estroy the Anti-Aircraft Units

    eck the map and head back to the main road. Scrounge ammo off any dead KPA you find; you'll need it. Headthe first AA gun on your map, but take a quick detour down a dirt path towards a waterfall on the way. Loadsammo is stored in the shack here by the green flare. Don't swap the shotgun for the SCAR automatic rifle,ough. It's awfully similar to the FY71, and you need the one-shot stopping power of the shotgun in closearters.

    cktrack to the paved road. Cloak and move into the brush on the left side of the road. Creep up to the KPAck and blow away the gunner. Then take his place and blast his comrades as they approach. Be sure to watchur back, as three KPA can approach from the rear with SMGs at the ready.

    ave the truck and continue down the highway. Psycho radios something about being your eyes up above andoking for sniper roosts, but he's as useless here as he's been all along, so don't count on him providing any heoak and get ready for the arrival of another truck. Shoot the crew as they drive past.

    A patrols are all over the road ahead. Use the tall grass on the sides of the road for cover and cloak as often assible. Snipe from a prone position in the weeds to thin their numbers, then cloak to creep up close and

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    patch the survivors with your shotgun.

    awl forward to the gas station. Use cloak to reach the metal fence near the speed-limit sign. Start killing theA in front of you, but keep an eye out for a patrol emerging from the jungle across the road. If KPA numberse too heavy around the gas station, take a few shots at the pumps to blow up the entire place. Just make sureu're at a good distance, as the ensuing fireball is huge. After the smoke clears, go around the back of the gastion and load up on FY71 ammo.

    ep moving down the road until you reach a small town and a KPA checkpoint. There are lots of North Koreans

    re, but also lots of cover, so you shouldn't have too much trouble taking them out. As always, be sure tomediately kill anyone who tries to man the machine-gun nest.

    Drag some explosive barrels over to the first AA gun and set them off with a couple of well-placed shots.

    oss the road to the first AA gun. Grenades are useless, so pick up the nearby red explosive barrels and moveem over to the base of the weapon. Then back off a little ways to clear the splash damage radius and detonat

    em with a couple of shots. Scratch one AA gun.

    to AA gun number two, further up the same road. This one is a lot tougher. First of all, you're shadowed evep of the way by another North Korean assault chopper. And second, there are gangs of KPA lining the roadead, along with a gunboat pacing you in the water.

    patient with your approach. Crawl in the tall grass and snipe enemies whenever possible, especially around thdge. Try not to leave any KPA alive here, as they'll later hem you in after you blow up the second AA gun.

    eaking of that second AA gun, it can be found straight ahead up the dirt road, set into a trench guarded by a

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    achine-gun emplacement. As always, go slow here and use your scope to make head shots as often as possiblst be ready to scramble right after you shoot, as the chopper locks in on your position almost instantaneouslyd riddles you with bullets.

    er clearing the opposition around the machine-gun, enter the trench and run past the AA gun. Take out the laA goon with your shotgun and grab a missile launcher from the ammo pile on the right. Now blow up thatmned helicopter, which should feel really, really good. Take a moment to blast that irritating gunboat to hell,o. Then turn your sights on the AA gun and make it go boom.

    econdary: Gather Intel from KPA

    st as you start heading towards AA gun number three, Psycho radios with a request that you hit a KPA base toipe some intel. The best way to get there is to check your map for the right heading, then drop into the waterd swim over to the nearby beach. The base is just ahead, in the form of the usual rickety shantytown.

    Hack into the KPA network for more intel info.

    huge KPA presence plus the arrival of yet another helicopter makes it best to cloak and sprint to the objective,top that can be found in a shack to the right. After you've downloaded the goods, lead the chopper back to thnch where you destroyed the second AA gun. Grab another missile launcher from the ammo dump andinerate this whirlybird as well. Mmm, still feels good, doesn't it?

    estroy the Anti-Aircraft Units (Again)

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    ally, it's on to AA gun number three. It can be found in the middle of a shipping yard beside a dock currentlyying host to a North Korean cruiser. Approach it by skirting around the beach on an adjacent island, thenimming across the narrow inlet.

    ad into the heavy brush on the left. Look for a break in the fence surrounding the yard. Cloak and sneakough here, then blast the two KPA behind the containers to your left. Run into the big warehouse to your righ

    platoon of KPA will be on your heels, so take cover as soon as you get inside. Go prone to make your cloak lasger and begin sniping North Koreans as they approach. Try for head shots, as their numbers mean you don'tve any time to mess around riddling enemies with bullets. Steadily retreat as they press you, and don't berried about moving out the back door onto the dock, as there is lots of cover there.

    mb to the rooftop of the office building in the shipping yard and you'll easily be able to take care of the AA gubelow.

    hen the coast is clear, leave the warehouse and run across the yard past the burning wreckage. Cloak andeck out the office building directly in front of you. Snipe the two gunners on the rooftop. Note the AA gun to t

    ht. Cloak again and move forward very cautiously, as KPA are all over the place here. Use cover smartly andmploy the shotgun for one-shot kills if you've got enough ammo to get away with this. Otherwise, try for scopead shots with the FY71.

    ter the office building slowly, making sure to blow away all opposition on the inside. Go up the landing, entere office, and head right into a virtual candy store of ammo. Just about everything is in here, including missilenchers. Grab one and go up to the roof. Guards seem to spawn in up here, so even if you killed the twonners earlier, be ready to kill one or two more KPA grunts. After all opposition has been put down, walk to thege of the roof, take aim at the rotating radar dish on the AA unit, and turn it into rubble. If there's a gunboatt on the water in the harbor, be sure to blast it, too.

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    abotage the Jammer on the North Korean Cruiser

    ur work's not quite done, unfortunately. The North Koreans are once again jamming GPS systems, so now youed to take shut down the computer system on the cruiser docked right in front of you.

    sist the temptation to just walk over there. It looks quiet, but a dozen or more KPA and a truck appear out ofwhere as soon as you approach the ship. Jump down from the roof and move towards the vessel, but pull bacsoon as you encounter any resistance. Race back to the office building, grab another missile launcher, and

    mb the stairs once more. Then blow up the truck and all adjacent North Koreans from the safety of this highrch.

    hen the flames and screams of pain have died down, head back down and grab another missile launcher. Leavm the main entrance and walk towards the ship. A truck will soon appear between a couple of storagentainers, but it's no match for the missile launcher.

    e maximum strength to jump on board the ship near the stern. Whip out your shotgun and make short work oe KPA that can found just up the stairs inside the ship. Locate the GPS system and switch it off.

    aint Target for Air Strikeycho now radios in and says the way is clear for an air strike to sink the cruiser. You have to set it up, thoughpainting the ship with a laser from your binoculars. Retreat back to the office rooftop once more, pausing on

    e way to grab another missile launcher. Train your binoculars on the ship and click the left mouse button to cathe fighters, then sit back and watch the fireworks.

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    Blowing up KPA helicopters with missile launchers just never gets old.

    ecure the Harbor

    st one more job awaits you. Another chopper arrives just as the cruiser starts sinking into Davy Jones' locker,d it's your task to clear the airspace so VTOL transports can land with heavy armor needed for the next step oe operation. So blow the chopper out of the sky with the missile launcher you just scarfed from downstairs,eady.

    endezvous with Major Strickland at the Railway Tunnel

    ave the office building and head right. Use maximum strength to power jump over the shipping yard fence.ad down the road to the railroad tracks. Make a quick pit stop in the shack on your left and stock up on FY71

    mmo. Turn left at the tracks and say hello to Major Strickland and a whole bunch of tanks. Watch the cutscene

    him blowing open the railway tunnel and get ready for an armored assault.

    5 Onslaught

    ush Ahead to the Train Station

    d now for something completely different. For this mission you get to cruise around in tanks. Unfortunately, th't a Sunday drive; it's a blitz through heavy North Korean defenses comprised of armor and RPG-toting KPA

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    ops.

    art by rolling down the train tracks at full speed. Eliminate the enemy armor blocking the way. Go off road toe right. Do not slow down for anything. Ignore the KPA tanks and troops, as pausing to fight them will only geu pinned down by a murderous crossfire and blasted to scrap metal.

    Before rolling into the train station, be sure to absolutely incinerate everything. Pay particular attention to theridge directly in front of you, which will soon host a veritable Shriner's convention of KPA goons with missile

    launchers.

    ll forward with the pedal floored until you reach a small hill and some KPA armor on the right. Slow down herd take out the tank, then keep firing until the entire vicinity is a ball of flame. Don't let up, as the RPG-armeddiers can destroy your ride in moments.

    sh forward into the railway station dead ahead. Go slowly. Very slowly. RPG gunners are all over the place.ok for them in the watchtower straight in front of you on the hill, on the hill to the far left, in and around the

    xcars, and to the right of the road. Basically, take your time and methodically blow up everything.

    en when things look to be clear, don't just rush into the station. Creep forward and get ready for more RPGops to appear in the jungle along the rise overlooking the yard. Open up on this location with everything you't, as the pesky little buggers have a habit of surviving precision shooting. Only when no more fire is comingm this ridgeline is it safe to occupy the train station. The all-clear seems to be signaled by an allied soldiernning into the town ahead of your tank, so wait until you see this before rolling forward.

    econdary: Destroy the Boxcar

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    w the way forward is blocked by a train. You're given orders to destroy it, which can be handled by a roundm the main gun of your tank. If you're out of tank ammo (which is pretty likely given the amount of firingeded to kill all of those RPG jerks), check out the buildings on the left for C4 explosives and missile launchers.

    abotage the North Korean Munitions Dump

    andon your old tank for a North Korean one that's pulled up right behind you at the train tracks. It should beded with shells and damage-free.

    ove forward in your new ride up the dirt road towards the KPA tank depot and ammo dump now noted on youap. A weird earthquake starts, causing huge chunks of rock to explode out of the side of the mountain straightead.

    econdary: Destroy the Anti-Aircraft Artillery

    st as you start off toward the depot, Major Strickland changes his mind and asks you to take out three AA gunmove these defenses and the way will be clear to destroy the depot and ammo dump with an airstrike.

    AA guns are much softer targets when you're sitting behind the massive cannon of a tank.

    ankfully, this is a lot easier than the previous charge through the enemy lines. Start by heading west to thein tracks, then follow them south-southeast. This tackles the AA guns in a slightly backwards fashion, althougng in this order lets you get a better handle on the terrain here, which is a bit confusing due to elevation

    anges.

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    stroy the checkpoint set up on the tracks, being careful to kill all KPA soldiers quickly, as many carry RPGs. Anemy chopper appears here as well, but you can make short work of it with your main cannon.

    ce the opposition has been eliminated, keep moving forward up the tracks until you spot the AA gun, onceain distinguished by its rotating radar dish. Shoot it with your main gun. Turn around and go back the way yome. Slide to the right and drop down as soon as you can. The first AA gun is straight ahead by the water. It'sarded by a tank and a couple of KPA regulars, but a few long-distance shots from your cannon takes care of aposition and the AA gun itself.

    e last one is a little trickier. Lots of KPA soldiers guard this region. So take it slow and do a lot of machinenning from long-range before moving in. The AA gun itself is situated behind a hill by the water, forcing you tve the road and roll close to the shoreline to get a clear firing position. Make sure you've eliminated allposition before sidling up to the AA gun, as this position you need to take to target it leaves you very vulnerabattack.

    aint the Munitions Dump for an Airstrike

    back the way you came, up the hill to the tracks. Follow it to a location just shy of where you detonated the

    st AA gun, then leave the tank and climb the hill overlooking the water and the tank depot. Use your binoculartarget the dump and watch American air power blow the KPA base to smithereens.

    S jets make short work of this North Korean munitions dump. It was just a little bit tougher to target the site fthe flyboys, however.

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    roceed to the Mine

    w that the way ahead is clear, you're ordered to proceed to the mine. A secondary objective of picking up auss rifle is provided along the way, but it involves simply entering the parked VTOL you'll spot on the way andabbing the weapon and its ammo out of the back. Unfortunately, the gauss isn't anything to write home aboutyou want, drop it as soon as you complete the objective.

    n down the road leading past the depot. American marines will be in the process of mopping up any remaininA opposition. A roadblock up ahead causes some grief, but you can make short work of it by utilizing a missilencher scrounged from a dead KPA soldier near a trailer to the left of the road.

    ove beyond the checkpoint, pausing only to load up on ammo and grenades from dead enemies piled in theachine-gun nest to your right. The road is torn up from the earlier earthquake, however, so at this pointmmand tells you that you're on your own again. Big surprise.

    6 Awakening

    roceed to the Landing Zone Next to the Crusherw it's finally time to see what the big mystery is all about. Head up the road to the left. A fresh quake hits,using a sonic boom to blast past you. The mountain ahead seems to be coming apart, revealing a glowing blud-white structure apparently buried beneath the rock.

    econdary: Infiltrate the Office and Retrieve the Hostages

    ove toward the mining complex straight ahead. Begin your assault by blowing up the explosive barrels on the

    ck of the truck waiting to enter the compound. Cloak and dive into the weeds on the right side of the road.pe the soldiers manning the machine-gun nest and the watchtower. Then spin around and take care of the Kming out of the jungle behind you.

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    Clearing a KPA compound is a lot easier with the assistance of a missile launcher.

    oak and enter the mining compound. Restock on ammo in the first building on the right. Consider swapping oue gauss rifle for the shotgun if you still have the gauss, as the former is far more effective in close quarters ans a faster firing rate. Be sure to pick up a missile launcher here for use against the North Korean tank patrolline grounds. Grab another missile launcher once you use up the three shots of the first one on the enemy armo

    oceed to run-and-gun through the rest of the KPA here. Duck into the buildings and behind cover when youed to regenerate suit power needed for the cloak. North Korean intel can be found in a building to the right ofe main gate. Blast the KPA goons on the stairwell with your shotgun. Head upstairs into a big computer roomd use the laptop in the corner to download the required information for Major Strickland.

    roceed to Landing Zone (Again)

    w get back to your main mission. Go to the back of the base and switch on maximum strength to vault the wa

    d razor wire. Walk a few feet through the jungle and drop down to a big industrial mining complex and rockusher. This area is loaded with KPA, including a couple in nanosuits with a new weapona pretty devastatingnigun that can shred you in seconds if you're not careful.

    gin by climbing up the hill right in front of you. Cloak and snipe some enemies. Try to kill at least one of thenosuit soldiers, who should be standing on the closest conveyor belt. Take your time here. Be patient and waithe KPA to reveal themselves, and snipe them from long distances as much as possible before engaging them

    ectly.

    er things settle down a bit, leave the hill and move to the left, where a number of objects can be used for

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    ver. Be sure to keep a good distance from the explosive barrels and the big propane tank, though, as a couplebullets sent your way at the wrong time can turn your lights out in a hurry.

    Tackling the mining refinery is a challenging task. Stay cloaked and use this hill for cover as much as possible

    oak and hop from one object to the other, gradually making your way to the refinery. Snipe the guards mannie machine-gun nests on the upper level of the building and the other soldier on the roof of the building to theleft. Keep an eye out for the other nanosuit-wearing KPA. When you spot him, cloak and get as close as

    ssible, then hammer him with the shotgun until he drops. You can also sneak by everybody and climb the stepthe machine-gun nests, which can of course be turned against the KPA on the ground below.

    t another North Korean assault chopper joins the party at this point. Knock it out of the sky with a couple ofll-placed shots from the missile launcher. If you don't have a missile launcher, run to the far end of the crushelding and climb the steps. At the very top is a minigun and enough ammo to blow the whirlybird apart.

    nfiltrate the Mining Complexpair of VTOLs arrive to mark the clearing of the landing site. They don't actually send out any troops to helpu, of course, although you can hop in them for more gauss rifles and ammo. Whoopee.

    jor Strickland now orders you to enter the mining complex proper. Check your map and make your way downt track. Keep cloaked as much as possible. Run up to the KPA that approach and kill them with your shotgun.

    u soon enter a mining quarry where a North Korean tank is patrolling back and forth. Go to the far end of it,en drop down to the pit floor where there are a lot of trailers and other objects that can be used for cover.

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    otgun the two KPA troops by the truck directly in front of you, then creep forward to a stash of missilenchers on a crate under a camo cover. Terminate the tank with extreme prejudice, then grab another missilencher.

    Scratch one more KPA tank.

    ove on to another pit with features similar to the first. First, empty your new missile launcher on the Northrean tank found to the left near a group of trailers. Then cloak and slaughter the KPA grunts in the vicinity. Ass will be close-range combat, feel free to fire up your shotgun. Scrounge ammo from the dead soldiers and ailer after the smoke clears. Be sure to grab a missile launcher from one of your victims before leaving the

    ene.

    mb out of the quarry past the barbed-wire fence. Next up is a huge battle at the North Korean fortifications seat the mine entrance. There are a couple of machine-gun nests and at least two nanosuit soldiers with

    niguns here, all dug in behind concrete blocks and trenches. Thankfully, you can cloak and use these trenchescover to get into shotgun killing range. As before, try and engage the nanosuit-wearing KPA from close

    tance with your shotgun. That way they won't even get the chance to spin up their miniguns.

    ocate the Hostages

    ter the darkened mine. Flip on your night vision for a better look at the place, which seems to be falling apartore nanosuit KPA are just inside with miniguns. Cloak and get close to play more sweet shotgun music. Swapt your shotgun for a minigun here if you're running low on shotgun ammo, as you won't find any more for aile.

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    ander through the tunnel to an elevator shaft, then drop down to the lower floor. Go past the sparking light anwn the tunnel with rickety floorboards. Cross a big cavern and hit maximum speed as soon as you hear thecks falling from above. Zip forward and to the right to avoid being crushed instantly by the avalanche, then leaer the chasm.

    ten to voices up ahead. Sounds like the enigmatic General Kyong and his hostages. Watch a bit of thegument between Kyong and a young woman who must be Rosenthal's daughter Helena. Enjoy being knockedt and dragged to an audience with the general where he smacks you around. Hmm, he's a bit of aegalomaniac, isn't he? Take in the not-so-shocking murder and a blinding light show.

    General Kyong probably wasn't expecting power like this. At any rate, he won't have to deal with hisdisappointment for very long.

    liminate General Kyong

    ss battles don't get much easier than this. Right after the electrical surges demolish the chamber, Generalong grabs a minigun and attacks you. At this point, however, your suit comes back online, so all you have to davoid taking any damage is click on your cloak.

    ts of weapons and ammo litter the floor of the chamber. Grab an SMG right in front of you, then move forwarthe darkened space behind Kyong. Stock up on ammo here, then kill the general with a steady stream ofnfire. Being on a slightly elevated landing seems to prevent him from seeing you even when your cloak is off,you should be able to kill him almost instantly.

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    er Kyong meets an untimely end, Helena Rosenthal waves you over to an elevator. Join her and she tells youout a way out. Unsurprisingly, the elevator jams en route to this unexciting departure. You call down a VTOL fescue, but it can't get close enough for a proper pick-up. While Helena leaps to safety by hurling herself out oe elevator and into the waiting arms of a dangling American soldier, you're out of luck. As the VTOL flies awayu ride the plummeting elevator back down to the cavern floor you just escaped.

    7 Core

    ind A Way Out of the Cave

    t the elevator and dig through the rubble for as much ammo as you can find. There isn't a lot, but you'll needery shell, so take a good look around. Ditch the sluggish minigun for the speedy SMG, as it will be much moreeful in the quick-paced battles to come.

    hen you've collected all of the ammo, climb the stairs to where General Kyong tried to play god. Leave the cavough the disturbingly orifice-like portal. The terrain immediately changes to something icky and organic, likeu're in the throat of some monstrous beast. Radio contact with command soon disappears and the temperatummets so fast that your visor ices up. Gravity then vanishes, too, letting you're know that you're not in Kansaymore.

    After getting a close-up look at how hideous the aliens are, you won't feel any compunctions about welcomingthem to Earth by shooting them in the face.

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    alls also virtually vanish at this point. Tiny motes of something that look like stars give the appearance thatu're floating in a ship with clear walls in the middle of deep space, which makes it tough to get your bearings ots. This landscape is surreal and disorienting, so don't expect to get from one end of it to the other withouttting turned around a few times. Generally, though, you can get where you need to go by following theghtest lights and a yellow-glowing electrical tube that runs through the entire place.

    yhow, a portal is now open on the right side of this big chamber. Take it and follow the tunnel to a grill that isoken open in front of you by the tentacles of some barely glimpsed creature. Go against the current that Nomaentions until you reach a point where it is too strong to fight any longer. Shoot one of the glowing machines innt of you to clear the way forward.

    though the alien ship is at first spooky and majestic, it soon seems just bizarre and confusing. Everything is spoorly lit and swampy that it can be hard to get your bearings.

    ntinue to follow the bluish lights and the yellow energy tube. Entering one portal kicks off a cutscenehlighting the arrival of an icky alien that seems like some kind of ectoplasmic squid. Blast it with your SMG an

    ep moving. You soon emerge in a huge room with a tunnel in its center. As before, though, the currentevents you from exiting through this passage. Float around and blast the machines ringing the perimeter of thom to ease off the current, taking care to avoid the aliens zipping around. They generally won't bother you toouch if you keep your distance, which is a good thing since ammunition is in short supply at this point.

    ad down the tunnels until you come out in the largest room yet, a massive circular chamber dominated by aachine that seems to be doing some sort of automated welding. Force fields go up and down as the big weldeoves along, so you need to time your movements to get across the cavernous facility. Keep up towards the topthe room to avoid the aliens flitting around the bottom.

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    ast The Energy Shields

    hen you get past all three energy shields, look up and go through the portal on the left above the glowinglow tube. Current may block you at first, but just wait it out. At this point it seems like you enter hyperspace.e tunnel around you flashes past and those tiny motes turn into bright streaks. It looks and feels a lot like thep Jodie Foster took in Contact.

    entually this surreal transit system dumps you in another huge room. Look out the windows to one side andu'll see dozens of those machine things that killed Jester and Prophet. Is somebody manufacturing an army?eck out the chamber and you'll see a couple of clouds of junk sucked up from the island floating around nearo bright lights. Venture into them and collect ammo for the SMG and shotgun.

    ar out, man. Like Dark Side of the Moon, some parts of the alien vessel might be better appreciated with a fewtokes.

    ove down the chamber to a huge doorway. It opens on a long cathedral-like hallway. Float down to the far endit to trigger the lights going out and the arrival of more alien squid creatures. Start blasting them. Try to keepur back up against the side of the structure at all times, as the creatures will otherwise ambush you from alles. Just one or two smacks from these aliens can kill you, so you have to be careful when avoiding theiracks. Use the shotgun here whenever possible, as a couple of blasts with it at close range can cause these

    onsters to explode. Even the pistol can scare them off, by the way, so don't give up if you run out of ammo foe better weapons.

    er a few minutes of this, the machines in the room really start doing, uh, something, and generating a lot ofctricity and smoke. You get a garbled communication from command that seems to indicate you're near ant, and soon enough you find a tunnel that leads you back outside. Gee, that was, um, fun?

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    8 Paradise Lost

    ind the Missing Marines

    , it's good to be back in the sunny South Pacific. Or not. A blast of frigid air is expelled from the alien structurNomad crawls out, knocking his rescue VTOL out of the sky and turning this tropical paradise into instant

    kimo Pie. Major Strickland radios you asking for a situation report and to inform you that an evacuation orders been given. Man, about freaking time.

    course, instead of just getting the hell off of Arctic Isle, you have to look for some missing marines. To begins rescue mission, head down the mountain via the path on the right. Take a moment to enjoy this suddennter wonderland. Just a moment, though, as you're being tracked by robotic bug-like creatures with flat, almobuki-mask faces and the ability to shoot what seems to be some sort of ice daggers. Don't stand and fightem; you don't have the weapons or the ammo to take them on at this point. (If you do decide on a scrap, takete that all alien machines self-destruct after you've shot them down. Keep clear of their carcasses or you might blown up with them.)

    Nobody's going to be able to convince these marines about the reality of global warming.

    stead, race down the mountain using max speed as often as possible. Take a second to observe how the flyingbotic octopi (you'll now get a better look at these guys for the first time, and immediately recognize them frome snatch-and-grab moments from the beginning of the game) occasionally throw some of the smaller bugechanisms into your path. Stop near the burning car and snag the shotgun ammo. It's still not enough to let yo

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    y Rambo, though, so keep moving.

    efend Prophet

    op into a clearing at the bottom to discover that the missing marines have been turned into tastee pops. Just utscene starts revealing how you're going to join them in the frozen treat aisle, Prophet jumps in out ofwhere and saves your ass with an alien weapon called a MOAC. He doesn't have time for long-windedplanations about how he survived his alien abducti