Crysis Level Walkthrough About This This simple but complete guide is on DELTA difficulty; its my second run through Crysis single player (first on EASY and got as far as the tank mission) depending on your play style DELTA is not much harder than EASY. I'm not writing these at the side of playing so detail recollection is not possible. After a prerecorded cinematic the campaign loads. No texture information that could be found in either the manual or cheatcode listing will be here. And I will try to limit spoilers so you would still want to finish the game to see the cinematics. To do that I will skip mundane or objectives storied but not performed in the game. NOW LEGAL STUFF... This FAQ was solely intended for the public use. It cannot be reproduced, retransmitted, or re-written in any other form except by explicit authorization from the author. Any violation of this code will result in violators being prosecuted under the law. 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In short, this is intended only as a gamer service from one peer to the other, it is to be used AS SUCH but any use beyond that is not right and legal owner has the right to go after you. +-------------------+ | Level 1 - CONTACT | +-------------------= This I checked it is possible to ante up on DELTA difficulty by not resorting to cloak mode. You started out in an in engine cinematic (all cinematics in Crysis are in engine) para-jump, few seconds into the jump some unknown knocked out your chutes and everyone's navigation; they land on all over the place but you have the priviledge of falling full force to the ocean. Some emergency restoration put you back on course, Level 1 Section 1 - Find Jester Follow the green dot on the map; it is marking where to get to, this is meant as much a tutorial since you are told what are the other keys here. You in fact had to deal with some KPA soldiers right before Jester, he is one actually landed near the flair. When you get to the green dot he will shout out "Over here" and end this objective. Level 1 Section 2 - Assist Aztec This part has not much going on. Aztec got himself entangled upon a tree, Prophet is the squad leader tells you to reach him; strength jump some rocks when prompted; half way he screamed over the radio about something terrifying and quote bible in possibly Spanish; I'm not sure myself, then radio went silent. Prophet tells you two double time to get to him, way too late he is already dead and along with 4 KPA patrols; Jester makes the observation that no way Aztec gunned them down and something else is. Yeah, tell us something we don't know. Take SCAR ammo left. Level 1 Section 3 - Proceed to rendevous point (LZ first, then change to interior) After brief exchange; Prophet tells you to regroup, Jester will stay to investigate further, leaving you to clear the path. Sure enough a roaming patrol of 2 KPA soldiers shows up in the distance and closing in. Prophet did tell you to go in cloak to gun them down; if you haven't done so equip the SCAR with silencer via C to bring up options. Proceed on after dealing with them. However this is level-ending primary objective and you will be interrupted with other objectives. Level 1 Optional 1 - Disable jammer After running through the woods, a cinematic view labeled First Light will display the hallmark of Crytek and Far Cry, a section of the island on one side with sandy beaches and seeing through the distance, but the jammer is right down the slop to the makeshift outpost below, why this is optional is beyond me but it is beneficial to complete it. Few guards here and the patrol boat in shooting distance. You don't want MG shells to coming toward you. Dealing with them is a piece of cake. But they could call in a squad for reinforcement by flair up toward the sky, brace yourself IF that is the case. In my last run I gunned all of them down in a Spec Op way that does imply all sorts of travel options. Level 1 Optional 2 - Infiltrate North Korean command outpost After completing Optional 1, it does seem to have only the primary objective left but in an appropriate location Prophet radios in that you are in the vincinity and gathering info is a good secondary objective for you to do. In my last run I have the options: - do I go on foot? - do I drive the jeep I gunned out? - do I swim my way? - do I drive the boat I gunned out? By land the foot or jeep route fight your way through various checkpoints on the beaches and roaming jeep patrol, by sea there was another patrol boat previously out of shooting distance but it is now. Gun them down if you want to. The Command Outpost Trailer is up on a penisula stretch at the edge of this area. Impossible to just sneak in uncloaked but in my last run I made a rackus elsewhere and gunned them down one by one when they came. Go in the trailer, use the laptop as access, F by default, done this objective; take grenades behind it. Leave. Drive the trucks for kicks and speed. Level 1 Section 3 - Proceed to rendevous point Back to primary, it is in fact on a U turn to the interior part of the island, there are three shacks there with a military jeep parked there; I can't actually do a Kamakazi run in Crysis but I gun the entire squad down for kicks too, grab grenade pack there if you want, proceed, Prophet tells you checkpoints ahead and best grenade them; never liked the supreme mayhem approach. Gunned them down one by one in silence. Running along up to the overlook to gun them down if you want. But interior after Lusca Call is free of enemy and just finishes up the level. Level 1 Intermission 1 - Run after Jester. Prophet did tell you to join him/Psycho/Jester because he can't even describe what he's seeing. Cinematic opens up on a brief exchange; a Matrix Alien burst out grabbing Jester, Prophet shouts to run after him. You can hear on the way this Matrix guy kills 2 KPA soldiers with Jester in tow. No enemies at all just have you running toward where the guy dumps Jester's body. +--------------------+ | Level 2 - RECOVERY | +--------------------+ After finding Jester's body; Prophet decides to stay on mission. At such early point you should still have standard issued SCAR, take the ammo from him and disregard sanctity of the dead for a moment. Level 2 Section 1 - KPA COMM Outpost Prophet intend to hit the outpost right in front, but no dice, it is already being cleared out by aliens; Prophet sent you to rescue hostage further down the road in the town. Alone as always, Crysis is a Lone Wolf game; Psycho says he is "supporting you when in position" but never did... Leve 2 Section 2 - Rescue Hostage She is at the school building. There I say it right out. You have 3 general methods of attacking this. Either go by the road to the town front entrance or drop down to the water to reach a mined outskirt on the side the 3rd is involving a side road and optional objective. Mines are visible circular disks of jumping-waist type hit it with poison darts to safely trip it afar (2 meters at least). Depending on how to tackle it, you might enter the town with school right in front of you. The first class room from the front entrance is empty, 2nd room is a KPA ammo dump with guards there. At this point Prophet radios you the rescue signal is definitely from within school. She is being interrogated as you approach, open the door and triggers cinematics: Psycho decloaks and knock out door and the KPA guy there, the cute CIA spy (for bunch of polygons anyway) gave you more clear picture of what and why KPA was so interested with Dr. Rosenthal's archeological work. Level 2 Section 3 - Clear path by blowing up tanks Those need rocket launchers, 3 hits each to take down. One circles around school the other on the main road. Launchers at the ammo dump. if you did take the Black Op approach this is guaranteed to make the foot soldiers go gaga. Psycho is the one giving you this improptu task; do it. Prophet tells you to rendevous in the hills behind. Level 2 Section 4 - Proceed up river I wish Prophet is a real person so I can give him a piece of my mind. He will keep telling you he is investigating further upriver and follow him on his heel, proceed on the trail alongside river or drop down the river; I suggest the trail approach, better for any method of play here. It ends at the cave. Level 2 Optional 1 - Investigate KPA radio station Recall that at the start road to the town folks out into the road or drop down to the beach, if you chose the road it will folk out again with a foot trail, this is the route of optional objective, further into the trail Prophet radios in that a radio station target of opportunity is up ahead, dispatch or sneak the 5 guards there, get info and ammo, this does little besides reading that the hostage is in the school building and firm coordinates on it. There is a way to sneak in town; despite Prophet's suggestion of rocketing to distract. It is on the right side from the main entrance where you will run into a KPA soldier urinating; this foot trail is not guarded. +-----------------+ | Level 3 - RELIC | +-----------------+ This is a wide open level conveniently separated into 3 sections with chokepoints between them, it begins with Prophet at the side telling you situation is FUBAR with a jammer nearby that blocks JSOC. An alien flyer burst out and grab him; now this is bad, you are the only one in field with a jammer nearby only audio communication is possible. A Major Strickland butt in to assume intel op for you. The first thing is knocking out jammer. Level 3 Section 1 - Disable jammer At this point rocketing it is possible especially from the elevated position you are at, although doing that way would make all of them gaga with 2 of them backtrack the smoke to your position. This jammer is more powerful and it completely knockout your compass if you come near it, so be certain its at the middle of settlement next to the trailer and KPA transport. It is in fact optional but this objective is just along the way. This jammer is vastly more powerful than the one before it. Level 3 Section 2 - Infiltrate KPA Base Strickland tells you to gather intel for them to prepare a major offensive. This base s heavily fortified; for a forward field base it is. Two MG nests each at front and back also 2 watchtowers with snipers. Once you managed to get in guards stand in front or inside the trailer with terminal, at least 2 but I did count 3 at last run. The rickety bridge is the backway while the winding road down the river lead to the front; on my Delta tries the rickety bridge always collapsed before I can get to there but sneaking via that route is very difficult even at Easy so going around to the front is better way; an unguarded shooting range is attached to this base with a small patch of wall using half height panels that in cloak mode you can jump over and into the base. Level 3 Section 3 - Infiltrate research dome This is even more heavily fortified than the last, to start with; still at the forward field base cloak climb onto the watchtower that is not facing the rickety bridge to see a Vietnam-style KPA soldiers patrolling the countryside. Snipe them off one by one; then follow Strickland's suggestion of drive to where you need to go. By the way that is the road to the dome, on my first play I got disoriented and spent hours drive and snipe on the other side of river until I realized wrong way. You achieved this objective simply by getting to the place. Another cinematics ensues; Rosenthal is forced to work while General Kyong holds others at the 'temple' entrance deep in the mine. Arguement between Rosenthal and Kyong erupts on how to proceed, when this discovery suddenly comes alive and laid waste in the dome, Strickland radios you to evac. Quite straight forward objective but quite difficult to complete especially with nano-suit KPA Special Forces in cloak at the end, 4 of them to boot. Kill them and get into VTOL transport to initiate cutscene and end it. +-------------------+ | Level 4 - ASSAULT | +-------------------+ A good map; it contains nearly every possible moves possible in Crysis; except driving tanks which happens after this level. You start off at landing at the rear, Psycho and pilot tell you this point is as safe as possible. Even though it is indeed some distance away. Level 4 Section 1 - Meet Lt. Bradley Just follow the soldier to the overlook to meet, this is a chore-style no brainer. Level 4 Section 2 - Disable the two AAA guns How you do it is up to you; either C4 or rocket the anti air tanks. Although watch it, a Hind Mark II helicopter shows up after the first destruction of AAA unit. There is a C4 on the table beside the AAA at the bridge while grab rocket launcher outside the shack on the inner beach before going to the AAA at the peninsula. Level 4 Section 2 - Last AAA tank in the harbour After dealing with the 2 triple A tanks, Psycho radios in he is at the harbour, just ran into a previously unknown anti-air hiding in the midst of containers. If you did not complete the optional before it Psycho will give you a location of ammo dump that does have better items including C4 and rocket launcher. There are guards in the vicinity including 2 right beside the anti-air you need to destroy. Level 4 Section 3 - Disable jammer This doesn't block your JSOC but does prevent the F-22 Raptors getting lock-on the cruiser. Deal with the guards around appropriately. Strength jump on a bent railing around the helipad to get onto the cruiser. The thing is just a laptop at the bowel of the ship; it is the only open room on the ship so you won't miss it. But in case you might run to the front aimlessly turn left immediately from the stairs connecting helipad to the rest of ship. Turn off jammer via the laptop. Level 4 Section 4 - Paint the target cruiser with binocular Jump off the ship; preferably on the watery side but the hard pier is fine if no one is shooting at you, binocs the ship and left click to have the F-22 getting fix and blow the cruiser to the bottom of the sea. Level 4 Section 5 - Blow the helicopter to smithereens Before the heavy VTOL can land a KPA Hind Mk 2 is guarding, blow it off the sky, straight forward. Mission ends with heavy VTOL puts the tanks down and you meet Strickland in person at the train tunnel. Level 4 Optional 1 - Gather intel from KPA outpost About few hundred meters before the harbour right beside the road there is a small settlement used as makeshift outpost, a laptop within one of the shack reveils that there are two ammo dumps inside two warehouses within the harbour. The one close to the entrance is one with C4 and rocket launcher. +---------------------+ | Level 5 - ONSLAUGHT | +---------------------+ The only tank level, both good and bad it is so big a level with chokepoints separate it to 3 sections (with 3 chokepoints spread out progressively in a triangular layout). Tanks in Crysis is in fact modeled to be weaker than what is in COD 2: Crysis' tanks can be affected by terrain and have no damage control to "regenerate HP" so hop out and play on foot if you are not experienced. On my last try, I managed to use abandoned KPA APC until near the end but certainly needed to hop out from time to time. And rocket launchers are liberally spread here so you won't run out. Level 5 Section 1 - Capture train station This is the first chokepoint separating what's before and after in this level, at least 4 foot soldiers, 1 jeep and 1 abandoned tank with watchtower sniper-nest and rocket launchers hiding at the cliff on the right and positioned as 1st line of defense. There is a foot trail from an outhouse leading to flank the first line on the right. Since APC rapid fires I used it, fire anything moving in that area. Friend-Or-Foe within Crysis will prevent friendly fire in even Delta. Shell the watchtower and suspected hiding fox hole too, see the physics in motion as sniper is plunging to his death if you have not yet figured the game is physics-intensive. The carriages right after the locomotives can be blown too. Level 5 Section 2 - Sabotage the tank factory After train station the next objective is set far away at the end of the map while you just cleared train station. See the optionals for Crysis hand holding you to complete it easier and more colourful way. Helicopters show up here to harass you. Oil barrels strew about there in the factory site (was it armory? ... hmm can't remember) shoot and blow one to chain the rest up. Hint: helicopters can be shot down by tanks, serious trial-error and reticle leading is required and obviously it must be done afar to allow the limited angle of tanks. Level 5 Section 3 - Link up for the final push toward excavation site Some KPA guards along the way but nothing substantial. Moving along but at the end you see earthquake or deliberate KPA sabotage ripped the road apart. Your character radios Strictland that no reinforcement (perhaps soldiers are non-entity here) can get through but you decide to go along. Level 5 Optional 1 - RPG troop ahead Can't even remember right but Strictland yells out that you should deal with those foot soldiers ahead before the rest can push up to the train station. Level 5 Optional 2 - 3 triple A units There is no meaning to complete this and next optional if you have no intention to complete the "colourful" way I mention. Simply put F-22 Raptors armed with precision bombs can't launch air-strike until AAA shield is gone and target coordinate being painted. The first anti-air is behind a tree cropping in the 2nd area with foot soldiers and a tank guarding it. The other two are at the 3rd area each some way behind the double chokepoints separating the two areas. Each have some foot soldiers guarding, I suggest going for the right side since that is where all other actions are and not to mention it is elevated. Level 5 Optional 3 - Paint the target with your binocs This is why I suggest going right to begin with. You are already at this ideal surveillance position that Strickland sent you. Do what you did for blowing the cruiser last level see the Raptors coming and bombing. Level 5 Optional 4 - Get Gauss rifle A powerful weapon that proves its worth in metal later on, but this set of hardware and ammo will be stripped away by Kyong next level. Get and learn to hold it if you like to. +---------------------+ | Level 6 - AWAKENING | +---------------------+ A fun level to go through but it does have some nano-suits, I counted 8 of those. This map is divided into 3 areas: Administrative compound, refinery compound, and the mine. The roads about 100 meters separating those 3 areas are minimally patrolled. With one position being the perfect sniping ground. Admin compound can be circled around and ignored. Level 6 Section 1 - Clear out for landing zone for the VTOLs Strickland radios you the promised reinforcement rest on you clear out a zone to land. Upon reaching it your character have some dialogue about the area (refinery) is crawling, can't help it Strickland says, you dispatch the guards there, including 2 free-roaming nano-suits and two more nano-suits cloaking posted at the rooftops. One behind conveyor belt one on the 2nd highest building there. See general hint to know how to dispatch them easy on Delta. Level 6 Section 2 - Get to the mine entrance After VTOLs land and before you head out, snipe/rocket off any opposition down below at the mine compound; you are at the perfect position to do so in gaming history; elevated position with precision rifle and RL. There are 3 tanks, some jeeps and foot soldiers, some are positioned in a safe position to begin with so expect at least 2 of them on foot got away from your eagle eye. When you are so close to the entrance guards reinforcing the gunned down squad pours out, 2 of them nano-suits, not cloaked. Level 6 Section 3 - Proceed to the site deep in the mountains The rest is quite linear so mapping is useless here. The shaft is opened only on the side for crews not the main door for loading trucks. You will see guards and one of them being nano-suit. Dispatch them, there is one more cloaked nano-suit hiding to ambush you behind last cart there. Dispatch him, clear way to the end, some jumping puzzle obstacle along the way but no combat at all. +----------------------+ | Boss - General Kyong | +----------------------+ Very easy fight; think of it as prolonged nano-suit fight with possible WWE Smackdown. At the end of Level 6 you cloakly observe Kyong and Helena the way you cloaked to spy Rosenthal. But as you do that a nano-suit stalker suddenly Strength himself beside you and knock you out. When you come to you are being held nano-disabled and stripped of weaponry in a COD 4-esque way face to face with Kyong; he forced open the Alien structure and nano-suits in the area all being irradiated; him being too strong to cloak, you magically recharged, others gone. But weapons do lying around to use, shoot him or Smackdown stuff at him until he is dead. +----------------+ | Level 7 - CORE | +----------------+ This might be a map you like or not; but certainly stands out. At the time Kyong falls the entire cave is collapsing, a VTOL arrives in time to evac Helena Rosenthal but just few seconds short for you. Determining that you need to get out in a hurry you chose to go through that alien structure for some hatch or doorway on the other side. You will lose radio contact soon after entering; for all the fake loopings and unaccustomed Descent disorientation this is fairly linear level. I say Descent because you will soon lose gravity and navigate like in Descent except no mapping. The aliens in their unarmoured form look like jellies except they propell fast and strike hard, only in full nano armour mode and full health you can survive a hit. But physically they are frail, a grab and throw enough to kill one. There are also instances where you have to shoot some glowing orange power generators to drop a force field to proceed. This level is a visual treat and providing a story transition, from this point on, the story is KPA bailed out leaving US with some KPA hardware to clean the mess. When you get to a large cylindrical room with hordes coming out, lying in wait, a door is timed for a while after and gone thru it to end this level. +-------------------------+ | Level 8 - PARADISE LOST | +-------------------------+ Gravity is restored when you exit the ice cannon; as you exit a bright bolt comes out too freezing the land in the immediate area. Starting here the game became more and more linear COD-like so I played only once. Not in anyway bad but COD itself is better with lighter requirement. Level 8 Section 1 - Find the missing squad Radio and full JSOC is restored here so Strickland tells you to join a stranded squad nearby, there are alien foot soldiers all over but sneaking by is preferred unless you have Gauss to go one-shot-wonder on them which I believe I didn't have. When you manage to get to them they are all flash frozen. Level 8 Section 2 - Defend Prophet You did not know a squad of alien is nearby to ambush you. Prophet managed to done even better than you to survive and adapt an alien MOAC minigun-like weapon. However that exposes him and with damaged suit he can't evac by himself alone. Stood your ground with him, a counter on incoming shows up. He will offer you that gun but it is not good; like a minigun with infinite but overheats. Also alien foot soldiers explodes short while after death. Prophet won't die with heavy wound but with his failing suit he could get flash freeze if he exert too much without heating for recharge. Level 8 Section 3 - Escort Prophet out of ice sphere The linear nature is very visible here, and the safe house positions are designed to place in a linear way that you have to lead Prophet to use them every one of them. Do not stray to false loops along the way. The level ends when you cross the bridge out of ice sphere. +------------------+ | Level 9 - EXODUS | +------------------+ When you are out of the sphere. You happen to meet up a platoon of US marines holed up in the inn right outside. Level 9 Section 1 - Meet up with Lt. Keegan Not much, just walk up to him on your left. Level 9 Section 2 - Hold the line against aliens Messy fight, just do hold the line even though after a while the platoon realizes this is not possible with puny SCARs and decides to evac down the hill. Level 9 Section 3 - Ride down the hill Prophet will instruct you to get on the same Humvee and be impromptu gunner, if what you have played through so far has yet to convince you this is a COD-me-too campaign I have no idea what will. Savour the rush, that is what COD/half of Crysis is about. Level 9 Section 4 - Rescue Helena Rosenthal Her VTOL was shot down. She's the remaining scientist that has some notion of what are we dealing with so rescue her is priority. You need to hold the air-borne aliens off while Prophet Strength forces the jammed door open. A KPA tripple A is being abandoned nearby make use of it but hop out when too damaged or that you even managed to get it intact throughout the ordeal. Level 9 Section 5 - Retreat to evac position A mini-boss alien exosuit quad-pod burst out just as when Helena is evacuated, Strickland radios you to retreat and leave the marines buying you time to evac. Appears that your romp through alien structure records important data that has yet to extracted. You retreat to the position and slag/sneak alien foot soldiers in between. Those nameless marines do held that exosuit monster off since it is not after you. Stood and fight at the evac position, when exosuit pushes to this point Strickland tells you to lift off while he will stay to buy you time. Mission ends with the exosuit crushing Strickland. +----------------------+ | Level 10 - ASCENSION | +----------------------+ Today's weather: shitstorm... while the pilot PAs out this he is killed by an ice shard. You rush and become this VTOL's crack pilot. The control is simple: WASD-space + mouse (button 1 for minigun and 2 for rocket, guided so you need to lock on first) Level 10 Section 1 - Get to USS Constitution This is the only primary objective here. Fight off the alien air-bornes alongside, the only part to watch out is when you pass the bridge that you and Prophet went through, 2 tornadoes also forms here when you fly through; scrape the left side of the valley if you need to, the tornadoes are much bigger than they appears and must be avoided at all cost. Some optional evac objectives pops out and when you reach the beach Psycho starts yapping from Constitution. When he is done the mission ends and lands for you. Level 10 Optional - Evac others I recall missing at least one of them, 3 evacs total, do it if you want to spice up things a bit or have no idea where to fly, you provide air support another VTOL do the actual landing. +----------------------+ | Level 11 - RECKONING | +----------------------+ The marines aboard your VTOL appreciate your crack flight that got them to safety. The hatch opens up with Psycho and Helena tows a dead alien air-borne onto Constitution's deck, it sucks power and Psycho quickly subdue it. The first half of this ending mission is in fact setting up story for the climatic ending. It has you traverse key locations. But explosive event that begun with Admiral Morrison shooting off a nuke on the island but only realize that they eat nuclear energy for breakfast. Aliens now gain enough strength to attack offshore enmasse. One of first more dangerous event is have you shutting off the reactor on a flooded deck. Follow the instructions. Radiation only comes when you enter the reactor chamber. You will also see some alien foot soldiers syphooning nuclear power there but Helena figures out how to knock them down just by having you in the proximity. They died before you have to melee them. The ship's engineer tells you 3 jammed control rods in front of you must be pushed manually. Go Strength mode and push them in. One at a time max 2 and run out to control room to recoup from radiation damage. After done that fight your way back up and go to bridge, some cinematics involving mortally wounded Morrison and gun the alien that killed Morrison down. He wants you to go to flight deck to help out. But you have to detour to get the TAC Launcher. +---------------------------+ | Mini-boss - Alien Exosuit | +---------------------------+ Very easy just lob enough albeit tiresome large amount of weapon fire and it would die, it had no fatal weapon but a Freeze Ray that you must wiggle out by A-D or you die, a bug here to watch out the bridge building is hollow. When it dies Psycho and Helena swing around to pick you up from the doomed ship. But it is yet to be over. +----------------------------+ | Final boss - Alien Warship | +----------------------------+ This hovering monstrousity rose beside the doomed carrier and have shields that Helena can't get close due to unshielded cannon can gun out anyone close. Gause those, 2 on its "shoulder" and 2 more on "waist". After destroy the guns and Helena got close enough to drop its shield, TAC the "arms" off, this is the only instance of TAC Launcher in use in single-player plus one more at the very end. The hit effect is a bit underwhelming but who cares. The aliens aboard gotten real mad and hover onto the flight deck to release elite foot soldiers, here is a physics bug in my favour where it gotten entangled and exploded. What should be happened without the bug is that elite squad will be reinforced if you dealt directly with them so blow the hatch that they come from with Gauss (hatch has glowing blue lines so you can't miss it) TAC the blown hatch to kill the warship. Due to the bug I killed ship effortlessly. After that, run madly to evac from the sinking tangled mass toward the bow of the ship, Psycho piloted the VTOL there, final cinematic ensues, you decided to bring the fight to the island instead of linking up with US Pacific reinforcement. Now you know how to fight them, leaving a cliffhanger ending there. Likely for a Crysis 2 game in the future. Warhead is just parallel story line from Psycho's POV. +-------+ | HINTS | +-------+ 1. Stay crouch, a system similar to Commandos is in play here, this cuts visibility and accuracy of shots of your foes. 2. CryENGINE gave dense foliage its own object, use it; it is as good as safe houses. 3. Houses are destructable, the buildings are mostly shanty type even more easily destroyed; I did make the mistake of throwing a KPA off watchtower hoping the vehicle shack right behind will hold the body out of sight it didn't, he crashed through and essentially raised alarm. 4. Open-ended: kill only when needed, sneak by is fine. 5. Nano-suits are strong, defeat them: as strong as they come, they are as every bit vulnerable to poison darts as ordinary foot soldiers, use it to knock their lights out, then have your way with them using either silenced SCAR OR FY71. Same general strategy for cloaked mode or otherwise. 6. Cloaked nano-suits: before applying above, rouse them up using a laud weapon on some collapsible physical object. Stay cloaked in a foliage or just lay low ASAP, let them zero-in to your general area, only through being closer does cloaking leaves visible trail. And Spy phones or near proximity you will hear constant static like a TV without reception. 7. Similar to above but visible trail applies to you as well, so in cloak is in no way safe to get close to your foe. 8. They will investigate unexpected sounds, watch out for it. 9. Deal with the KPA helicopters first if they show up, 2 rocket hits. 10. Kamakaze run the vehicles, they are as if on a handbrake so you do need to time very close to the target. +----------+ | Vehicles | +----------+ 1. KPA Patrol Boats, 1 gunning position, 1 driver, 6 transport positions (only 1 at most and seldomly being used to transport) 1 rocket hit. 2. KPA Patrol Jeeps, 1 gunner, 1 driver, unused 3 other seatings. 1 rocket. 3. Unarmed local pickups, and no other types, this is only good for quick transport. 1 rocket. 4. KPA Troopcarrier Trucks (hooded/unhooded), same as jeeps but obviously bigger. 5. KPA APC/tank/anti-air: you will get the chance to use them once. APC is the best all-around treaded vehicle that rapid fires. Tanks need 3, APC 2 hits, anti-air 1 hit. 6. KPA Helicopter: fictional Hind Mk II, familiar Soviet Hind body but no bubble canopies that tips me off this is fictional. Not yours to fly in single-player, kill them when seeing them. 2 rockets 7. US VTOL: fictional air transport for a squad plus wounded six at maximum, VTOL is in fact describing generally Vertical Takeoff Or Landing; else known as Vector Thrust jets starting with British Harrier follow up with US F-22 Raptor, currently those are real and no more others in the real world. See, you learnt something here. 8. US F-22 Raptor: true VTOL today, you don't get to fly them. 9. US Humvee: equivelent to KPA patrol jeeps, civilian name is the Hammer. 10. US Tank: the one here is unnamed, you play one in Onslaught though I did quickly hop out for a KPA APC. 11. Alien Sentinels, fly overhead and pesky like the KPA helicopter, whip 2 Gauss at it. +-----------------+ | ...Urgh... bugs | +-----------------+ This is unpatched Special 3-Disc Edition Crysis playing here, and none of them is game-ending serious; half of which is physics error. Not reproducable for most of them. - Spinning barrel, in way like a toy top. While realistically it should be just a jerk in one loop around the rim. - Corrupt skyline texture, that makes the whole thing feel like playing on a Holodeck while USS Enterprise is on the verge of being blown by a Romulan Warbird. - Entangled flying foes, happened to me twice. Once with KPA Hind II on Harbour the other is alien warship on USS Constitution. Instant death to those foes. - Physical frail human body for you, either slip or dead foe bounce off wall close-quarter to hit you, not sure it is a bug or partially design error, instant death. - Missing mission objective, the final meet up with Prophet after blowing the tanks are not showing up in RECOVERY, but the game does indeed proceed so the display is not triggered but on my last run knowing what to do I still successfully ended the mission. HAVE FUN, I'M NOT MUCH OF FPS FAN SO DON'T LOOK FOR ME ONLINE. I don't like going online to be dropped in amongst a bunch of seasoned FPS players that ruins experience for everyone. If you do have questions in SP, welcome to give me questions at firstname.lastname@example.org.
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