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    FAQ/Walkthrough by SENIORBILL

    Version: 1.0 | Updated: 11/07/11 | Printable Version | Search This Guide

    
    
    
    
                                    Crysis
    
                            FAQ/Walkthrough for PS3
                                By SENIORBILL
                          Version 1.0 November 7, 2011
                       Copyright 2011 by William Poneta
    
                           E-mail: bilpon1@yahoo.com
    
    
                                TABLE OF CONTENTS
    
    
    <I001> INTRODUCTION
    <I002> TOOLS OF THE TRADE
    <I003> CONTROLS
    <I004> WALKTHROUGH
    = = = = = = = = = = = = = = =
    
        CHAPTERS
    
    =<CH01>>CONTACT
    =<CH02>>RECOVERY
    =<CH03>>RELIC
    =<CH04>>ASSAULT
    =<CH05>>ONSLAUGHT
    =<CH06>>AWAKENING
    =<CH07>>CORE
    =<CH08>>PARADISE LOST
    =<CH09>>RECKONING
    =<CH010>EXODUS
    
    = = = = = = = = = = = =
    = INTRODUCTION  <I001>  =
    = = = = = = = = = = = =
    
    It is August 14, 2020. A US Special Forces team has been covertly inserted onto
    the Pacific island of Lingshan. The remote island has been invaded and occupied
    by a large force of the North Korean military, under the command of their most
    notorious commander, General Kyong. The US Special Forces team is tasked with
    the extraction of an archeological team that was researching on the island.
    There is, however, much more to this mission than a simple rescue of the
    scientists. The scientists have found something-something truly ancient,
    intelligent, malevolent and not of this world, and General Kyong is determined
    to possess it at any cost. The inevitable clash of the two forces is soon
    dwarfed by the realization that an alien evil has been awakened-an invasion of
    the planet Earth is underway.
    
    This Crysis walkthrough details gameplay that is viable on all four difficulty
    levels. Its details were gained through game play on the PS3. The classic 2007
    game, Crysis, was released for the PS3 and XBOX 360 on October 4, 2011 as a DLC.
    The game has transitioned superbly to the console platform, with no serious
    technical issues, with excellent graphics, good quality AI, minimal glitches and
    superb game play and gunplay. Accepting the fact that the storyline features
    first contact with a malevolent alien force, the game features plausible
    missions rather than contrived ones and their flow is natural, fast paced,
    varied and the open-world allows great flexibility in strategy and combat
    tactics.
    
    The open world environment of Crysis allows great flexibility in game play. The
    highly varied environment will take you from lush tropical jungles through rocky
    wooded highlands, river valleys and canyons and finally into the heart of an
    ancient alien stronghold, awakened from an eon of cold slumber by the curiosity
    of some and a quest for power by others. The environment offers great freedom of
    movement in the pursuit of missions, which is enhanced by the player’s ability
    to use effective stealth tactics to modify the flow of the action.
    
    Crysis has four difficulty levels: “Easy,” “Normal,” “Hard” and “Delta.” The
    gunplay and flow of the game is the same for all. Enemy AI will get a bit
    tougher, a lot more aggressive and a lot more aware as the level increases; but
    the most noticeable difference is in Nomad’s own vulnerability-he can take much
    more damage on “Easy” and live than he can on “Delta.” This fact makes stealth
    tactics, sniping, picking your battlefields, infiltration and calculated
    avoidance more important on the tougher levels than on the easier ones. On
    “Delta,” for example, you can’t use bullying tactics and survive-it isn’t even
    advised on “Easy.” Stealth tactics work extremely well in Crysis and should be
    fully exploited on all levels of play.
    
    = = = = = = = = = = = = = = =
    = TOOLS OF THE TRADE  <I002>  =
    = = = = = = = = = = = = = = =
    
    WEAPONS:
    
    The player can carry two primary weapons and a pistol as a secondary weapon.
    Finding a second pistol will allow you do wield dual pistols, doubling their
    damage output. You can also carry a guided missile launcher, C4 explosive
    charges and a variety of grenades. Both the primary and secondary weapons have
    selectable options, allowing some of them to be equipped with a variety of
    sights, with silencers, flashlights, grenade launchers and with the option to
    shoot tranquilizer darts. Many of these options are original equipment while
    others are acquired during game play. You start the game with a SCAR assault
    rifle and a pistol. Thereafter, the player has the choice of taking weapons from
    corpses or from munitions caches.
    
    Pistol:  The standard pistol is carried in addition to your two allowable
    primary weapons. Ammo for it is plentiful and if you pick up a second pistol
    they can be dual wielded, doubling their damage output. The pistol, however,
    will never be a first choice in any scenario. It can be useful on occasion if
    you aren’t carrying a silenced weapon, since a silencer and laser sighting are
    its default options.
    
    SCAR assault rifle: The SCAR assault rifle is the main assault rifle carried by
    the US forces and is an excellent weapon, far superior to the KPAs KY71 assault
    rifle. Its damage output, rate of fire and accuracy, especially when equipped
    with a scope, are excellent. When the sniper scope is available it is a
    respectable long-range option to the Precision Rifle. The iron and reflex
    sighting also make it a good close-quarters weapon. It also has the ability to
    shoot tranquilizer darts that render an enemy unconscious for about a minute.
    When you acquire the grenade launcher attachment it packs additional punch
    against vehicles, gun emplacements and troop concentrations; but the SCAR has
    one shortcoming-its ammo is rare, especially in the early chapters of the game
    when you are solo with the KPA who don’t use it. That said, economical usage
    would allow you to carry one rather than the weaker KY71 assault rifle for most
    of the game’s early chapters. In the middle and later stages, its ammo is more
    available, both from fallen comrades and the occasional US stockpile.
    
    FY71 assault rifle: The FY71 assault rifle is the primary weapon carried by the
    KPA, especially early in the game, and if your SCAR runs dry it will be, by
    default, your assault rifle of choice. It is a good weapon, but falls short of
    the SCAR in every category except ammo availability. Like the SCAR it is capable
    of being equipped with a grenade launcher and its incendiary ammo is much more
    potent that its normal rounds, when/if you find them. Like the SCAR, it also
    allows the user to shoot tranquilizer darts. If you are a “spray-and pray”
    shooter, it will replace the SCAR as your assault rifle.
    
    Shotgun: The shotgun is hands-down the best close-quarters weapon available in
    the game. Its normal wide-spread mode is extremely potent and will kill KPA
    soldiers with a single blast-alien soldiers in one or two at point blank range.
    Its alternative mode chokes the spread, giving it greater range but it also
    reduces its power. The reflex sight is particularly suited to the shotgun,
    making it effective at a distance with the choked option. Ammo for it is also
    very common. Unfortunately it can’t be silenced, but once you acquire it, its
    utility makes it hard to drop in favor of any other weapon. It will likely be,
    once available late in chapter one, imbedded in one of your primary slots for
    much of the balance of the game and is a must for those that prefer close combat
    rather than sniping. The shotgun has a slow one shell at a time loading
    animation, so reload frequently or you may be caught loading when you need to be
    shooting.
    
    Submachine Gun: The fast firing submachine gun becomes a common weapon of the
    KPA early on. Once these weapons appear, ammo for it is plentiful. While a good
    weapon, it can’t compare with the shotgun for close-quarters combat and it
    doesn’t measure up to the SCAR assault rifle for mid or long-range utility. That
    said, the submachine gun has minimal recoil, puts a lot of lead on target
    quickly and when equipped with a scope it can be quite effective. If your choice
    is between the submachine gun and the KY71 assault rifle-take the submachine
    gun.
    
    Precision Rifle: The Precision Rifle is an awesome weapon. It is death come
    calling, killing KPA with a single shot, and its great range and accuracy make
    it a game changer if sniping rather than constant intimate combat is your thing.
    Ammo is rare at caches, but nearly every sniper tower will yield ten, oftentimes
    twenty rounds, sufficient to allow it to claim a primary slot for a dedicated
    sniper. While it can’t be silenced, it can be teamed with cloaking tactics to
    drastically improve your survivability by wiping out enemy snipers, gun
    emplacements and hammering the enemy to even the odds while you remain out of
    their range. When equipped with the reflex sight, the Precision Rifle can act as
    a powerful single-shot weapon at closer ranges.
    
    Minigun: The minigun is a medium machine gun that has one purpose-concentrated
    firepower. Nomad can tote one because of the extra strength imparted by the
    nanosuit. During the narrow windows when it is available, it is a decent
    alternative to the shotgun for close-quarters combat. It has a huge 500 round
    magazine that can provide ample firepower, but it comes with a small but
    significant flaw, it takes a brief interval to spin up to speed, making
    targeting fast moving enemies-like alien squid-more difficult. It will
    ultimately be instrumental in the game’s final battle.
    
    Gauss Rifle: The Gauss Rifle is a tremendously powerful sniper rifle. First
    available in chapter 5, it will totally demolish any KPA that is unfortunate
    enough to get into its sights, blowing its victims asunder like rag dolls. It
    can also be equipped with iron or reflex sights, making it a potent one-shot
    one-kill assault rifle. Its ammo is extremely rare until the latter stages of
    the game when it becomes more common and it is the primary weapon against the
    flying aliens and tougher foes.
    
    MOAC: This alien weapon is acquired late in the game and is the alien version of
    the minigun but one without the spin-up time. Once acquired it is extremely
    useful against its makers. Its only real shortfall is its tendency to overheat,
    requiring a brief interval to once again become operational.
    
    TAC: The TAC canon is acquired during the final stages of the game and serves a
    single purpose. It must first acquire its target and will then launch a small
    tactical nuke-enough said-bosses beware!
    
    Missile launcher: This is a shoulder-mounted weapon that can be used against all
    targets, but is vital in the destruction of helicopter gunships and heavy armor.
    They aren’t uncommon at weapons caches or on enemy corpses and they are commonly
    found during encounters where their use is required against gunships and heavy
    armor. The missile launcher contains three rounds that can be guided to its
    target and its three missiles can be fired rapidly. You can carry only one
    three-round launcher so always re-supply after expending your missiles.
    
    C4 explosive charges: C4 charges are powerful, remotely detonated explosives.
    They are best employed against stationary targets like AAA guns but are
    effective against armor if you can get close enough, and the cloak can allow you
    to do so. One well-placed C4 charge will destroy a tank. You can also lay
    charges at chokepoints as anti—personnel weapons-just be sure you are out of its
    hefty blast radius.
    
    Grenades: There are three types of grenades: fragmentation, smoke and flash
    grenades. The most useful is the fragmentation grenade, and they are quite
    effective against personnel and APCs. Be aware-they are quickly spotted by the
    enemy, who react swiftly to get out of their blast radius. The smoke grenades
    are less useful, but nanosuited KPA (Korean People’s Army) soldiers will
    oftentimes employ them to obscure your vision. The flash grenades are much less
    prominent.
    
    Ammunition: As a US Special Forces operative in enemy territory, most of the
    ammo you find will be KPA, but then so are the weapons. You can acquire the ammo
    from any weapon’s magazine you find, but only if you are carrying that weapon.
    At weapons caches you can load up on any kind of ammo whether you are carrying
    that weapon or not. Always fill up on everything; but, in general, ammo is far
    more than adequate, even plentiful for most weapons-only the sniper rifles,
    Precision and Gauss, are uncommon at weapon’s caches. The US Marine’s assault
    rifle, the SCAR, isn’t as common, being American, at munitions piles; but,
    unless you’re a “spray and pray” gunner, there is enough SCAR ammo to keep it in
    your hands, if desired, for much of the game.
    
    THE NANOSUIT:
    The top-secret nanosuit is worn by select members of the Special Forces team and
    imparts great strength, speed and partial invulnerability to its wearer. It also
    has powers that are not quite understood, being able to collect data on and
    somehow interface with the alien intelligence. Its two modes: armor mode and
    cloak mode, will be described below. Only one mode can be active at a time.
    
    THE CLOAK: The nanosuit is equipped with a cloaking device that allows its user
    to virtually disappear, but you can still be spotted if an enemy gets too close
    or if you make a noisy passage. The cloak gives the player the option of using
    stealth, rather than or coupled with force to accomplish tasks. This perk makes
    going solo against many doable and also gives the option of bypassing the enemy
    entirely or choosing your own rules of engagement by choosing the battleground.
    
    The cloak can only remain active for as long as your energy level is adequate.
    The faster you move, the faster your energy drains. You can stand for a
    prolonged interval in the open and recon an area while cloaked, accessing the
    enemy numbers, their disposition, vehicles and weapon emplacements and placing
    them on your radar so you know their location. Always take the time to recon
    enemy positions, identifying cover spots, like foliage, boulders, buildings,
    blind spots, etc. to penetrate enemy installations before plunging into combat.
    Moving at a snail’s pace can also allow one to cross large exposed areas without
    detection.
    
    Shooting through the cloak or enemy fire into the cloak will deplete its energy.
    Integral to combat in Crysis is learning to de-cloak to kill and to quickly re-
    cloak to maintain stealth. This cloaking ability is what makes combat tactics
    more flexible than most other first-person shooters.
    
    ARMOR: The nanosuit also allows its wearer, already hardened against enemy fire
    to enhance it by activating armor mode. This does not make you invulnerable but
    does allow you to take more damage. Like the cloak, this mode drains energy even
    when you aren’t taking damage but you can shoot while in armor mode without
    penalty.
    
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    Playstation 3 DEFAULT CONTROLS >: <I003>
    
    PLAYERS CONTROLS:
    
    START button:  - - - - - - -  >Pause Action/Game Options
    
    SELECT button: - - - - - - -  >Mission Screen/Map Screen.
    SELECT button (hold): - - - - >Weapon Options
    
    LEFT analog stick: > - - - - ->Move/Select options (menu/weapon)
    LEFT analog stick (L3 hold): ->Sprint (drains your energy)
    
    RIGHT analog stick: - - - - - >Look/Aim weapon
    RIGHT analog stick (R3 press):>Melee
    
    LEFT button (L1): - - - - - - >Aim equipped weapon/drop item
    LEFT button (L1): - - - - - - >Zoom out with map opened/Zoom in binoculars
    
    Left button (L2): - - - - - - >Activate/Deactivate Armor mode
    
    RIGHT button (R1): - - - - -  >Fire Weapon/Throw grenade
    RIGHT button (R1): - - - - -  >Zoom in with map opened
    
    RIGHT button (R2): - - - - -  >Activate/Deactivate Cloak mode
    
    TRIANGLE button: - - - - - -  >Select or Switch Weapon
    TRIANGLE button (hold): - - - >Weapon options
    TRIANGLE button: - - - - - -  >Toggle weapon options (With SELECT held)
    
    CIRCLE button: - - - - - - -  >Crouch
    CIRCLE button (hold): - - -   >Go Prone
    CIRCLE button: - - - - - - -  >Toggle weapon options (With SELECT held)
    
    SQUARE button: - - - - - - -  >Reload weapon/pick up item/interact/throw item
    SQUARE button (hold): - - - - >Power throw item (drains energy)
    SQUARE button - - - - - - - - >Toggle weapon attachment (With SELECT held)
    
    X button: - - - - - - - - - - >Jump
    X button (hold): - - - - - -  >Power-jump
    X button  - - - - - - - - - - >Toggle weapon scope options
    
    UP ARROW: - - - - - - - - - - >Use binoculars (Hold L1 to zoom in)
    
    DOWN ARROW: - - - - - - - - - >Night vision
    
    LEFT ARROW: - - - - - - - - - >Toggle weapon fire mode options
    
    RIGHT ARROW: - - - - - - - -  >Equip grenade
    
    
    VEHICLE CONTROLS—Vehicle, Boat, Tank:
    
    
    SQUARE:  - - - - - - - ->Enter/Exit (Vehicle/Boat/Tank)
    
    RIGHT button (R1) - - - >Fire coaxial machinegun (Tank)
    RIGHT button (R1) - - - >Fire turret gun from turret (Vehicle/Boat)
    
    RIGHT button (R2) - - - >Forward/Accelerate (Vehicle/Boat/Tank)
    
    LEFT button (L1): - - - >Fire turret weapon from driver’s seat (Vehicle/Boat)
    LEFT button (L1): - - - >Fire main canon (Tank)
    
    LEFT button (L2): - - - >Reverse (vehicle/Boat/tank); Brake (Vehicle/Tank)
    
    LEFT ANALOG STICK - - - >Steer (Vehicle/Boat/Tank)
    
    RIGHT ANALOG STICK  - - >Look (Vehicle/Boat/Tank)
    
    TRIANGLE - - - - - - - >Switch from driver/gunner position (vehicle/Boat)
    
    UP ARROW - - - - - - - >Change view (Vehicle/Boat)
    
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                           = = = = = = = = = = = = = =
                         = CRYSIS WALKTHROUGH  <I004> =
                           = = = = = = = = = = = = = =
    
    
    = = = = = = = = = = = = = = = =
    =  CHAPTER 1: CONTACT  <CH01>  =
    = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 1 actions as outlined:
       SCAR assault rifle (Starting weapon)
       Pistol-standard sidearm (Starting weapon)
       FY71 assault rifle (Taken from KPA corpse during early game play)
       Shotgun (Acquired late in chapter 1)
    
    August 14, 2020, approaching Lingshan Island, in the Philippines Sea.
    
    Seven days after receiving an urgent transmission and a distress call from Dr.
    Rosenthal’s archaeological research team on the Pacific island of Lingshan, a
    United States Special Forces team is en route to the island to attempt a covert
    rescue operation. For reasons unknown the island has abruptly been invaded and
    occupied by an elite force of the North Korean military.
    
    As part of the rescue team, you take on the role of Nomad, a Special Forces
    Marine wearing a top-secret nanosuit imparting superior strength and speed,
    armor protection and the ability to cloak, or become virtually invisible. During
    the aerial insertion you are struck by “something” and your parachute fails to
    open. The nanosuit’s HUD has malfunctioned. You plunge into the water, saved
    from death by the remaining integrity of the nanosuit.
    
    Your mishap has landed you far from the targeted landing zone and your first
    goal is to get onto the beach. Swim straight ahead from your entry point to get
    onto the beach. Your initial weapons are a standard pistol and a SCAR assault
    rifle. Prophet, the unit’s commander does a remote reboot and your nanosuit’s
    malfunction clears. You now have a destination or waypoint on your map. The team
    has been separated during the insertion and your goal is to rendezvous with
    Jester.
    
    The game’s initial objectives act as a tutorial, giving details on movement,
    weapons training, suit functions, etc. Move across the beach and enter the rocky
    ravine as you move toward the waypoint. Not far ahead you will encounter three
    KPA-Korean People’s Army-soldiers. Attach the silencer to the Scar assault rifle
    (hold SELECT, press TRIANGLE), as prompted and toggle to reflex sighting (hold
    SELECT, press X). While not required, open the SCAR’s “Tactical Attachments”
    (hold SELECT, press O) and toggle (press the LEFT ARROW) until the dart icon
    appears at the lower right of HUD.
    
    This is the SCAR assault rifle’s tranquilizer dart option-this mode silently
    incapacitates an enemy for about a minute and you have an infinite supply of
    darts. You just have to administer the “coup de grace” to the darted enemy
    before he revives. Darting a foe is oftentimes more stealthy than a headshot-it
    puts the enemy down without an outcry; and the enemy is less likely to sound an
    alert when a companion is darted. This tactic is particularly effective at this
    point of the game because you haven’t yet acquired an assault or sniper scope
    for more precise targeting.
    
    Switch to your pistol (hold TRIANGLE, press DOWN ARROW) and silence it (hold
    SELECT, press TRIANGLE.) With both weapons silenced, reselect your SCAR assault
    rifle and continue forward.
    
    After you jump the short ledge, activate your cloak (press R2) and the first
    enemy soldier will be on the elevated rock outcropping to your right. De-cloak
    and put him out silently with a tranquilizer dart. Equip your silenced pistol
    and finish him off if his body is visible on or if has fallen from the rock
    shelf-if not finish him after dealing with his two comrades-just remember he
    will revive in about a minute. A headshot with any weapon is a one-shot kill but
    a lethal blow to the body will require several rounds.
    
    Firing a weapon, administering a melee blow, punching or throwing a grenade
    through the cloak exhausts your energy reserve, negating the cloaking effect;
    so, to maintain your energy reserve and the cloaking effect, de-cloak or
    activate armor, shoot or perform the action and then re-cloak after you address
    the threat. This is a tactic that will serve you extremely well throughout the
    entire campaign on Lingshan Island.
    
    Once your energy has fully recharged, cloak, move around the rock outcropping
    and use your binoculars (press the UP ARROW) to “tag” the two KPA soldiers
    farther down the beach. Zoom in (press L1) to get a closer look. Any enemy that
    is seen (with the small lens in the center of the binocular’s field) is “tagged”
    and will appear on your map when they are within a hundred yards or so.
    
    Cloak and move past the boulder and into the foliage of the bush near the palm
    tree near the cliff on your left. Get a bead on one of the KPA through the
    foliage and dart him. Re-cloak, move closer and dart the remaining soldier. Note
    that there is a brief interval before you can fire the second dart. Swap to your
    pistol and put a bullet into the head of each before they can revive.
    
    Your task is still to locate Jester; and, now that the three hostiles are down,
    use your binoculars to look toward the waypoint. This will tell you how far in
    meters it is to Jester. Before starting in his direction, examine the enemy
    corpses to acquire an FY71 assault rifle and ammo. While it is not as good a
    weapon as the SCAR, this common weapon of the KPA and its ammunition are much
    more plentiful and it will now occupy your second primary weapon slot-use it or
    the pistol to finish darted foes to save SCAR ammo.
    
    Continue unopposed using speed mode (hold L3 or the left analog stick while
    moving forward) through the trees near the shoreline to locate Jester. Another
    team member, Aztec comes on line. Something hit him on the way down and his
    parachute lines are tangled up in a tree. He is suspended and needs help.
    
    Stay on Jester’s heels as he leads you through the gloomy forest to Aztec’s
    landing site farther inland. The sounds of a firefight and of frightened voices
    can be heard as you rush to the rescue, but Aztec hasn’t survived the insertion.
    His corpse is suspended in a tree and four KPA corpses surround him, but they
    aren’t his victims. Someone or something has killed them all! The corpses are
    badly mangled!
    
    After Prophet vaporizes Aztec’s remains to prevent the North Koreans from
    getting his nanosuit, take his SCAR ammo and continue through the wooded canyon
    toward the landing zone. You will be advised that a KPA patrol is in the
    vicinity. Power-jump the ledge and a two-man KPA patrol is working its way down
    the canyon toward you. Get into the foliage near the large boulder and dart the
    first soldier and then the second one when he investigates the predicament of
    his comrade. Finish them with the silenced pistol or the silenced FY71 assault
    rifle and collect their ammo.
    
    Be advised that using the island’s abundant foliage to both hide in and for
    recharging is of paramount importance to the successful utilization of stealth
    in Crysis. This tactic, teamed with cloaking will oftentimes allow you to move
    across exposed terrain, to maneuver into position for sniping or to recharge
    safely. Even seemingly low ground cover can be sufficient to maintain stealth if
    you crouch or go prone. A station to station, going from bush to boulder to
    bush, approach will allow infiltration that would otherwise be impossible as
    your energy level would decay leaving you un-cloaked and vulnerable.
    
    As you continue through the canyon another transmission from Prophet will advise
    you that just ahead a KPA GPS jamming device is interfering with long-range
    communications and his tactical display is down. The jammer will need to be shut
    down. This mission is a secondary objective and it will appear as a yellow
    waypoint on your map.
    
    Continue through the canyon, going toward the GPS jammer’s waypoint. The
    forest’s gloom will soon give way to daylight when you reach an overlook above a
    KPA occupied village. Remain cloaked as you survey it with your binoculars,
    noting the positions of and “tagging” the four hostiles. Sweep the ocean to
    locate the boat patrol and note the location of ammo supplies in the small
    complex of shacks below. The portable green trailer with the jamming device
    sports a tall spinning antenna and sets near the beach.
    
    Move toward the complex, cloaked and with your silencer in place. With care you
    can make your way to the GPS jamming device without alerting the four roving
    defenders. Two are combing the beaches, one to the east of the area and one to
    the north.
    
    With a full charge, cloak and go down the slope, stopping to recharge behind the
    large fern on the slope above the palm tree. Recon the area, taking note of the
    positions of the “tagged” KPA on your radar; and, when clear, work your way east
    to recharge behind the wooden crate. Cloak and walk very slowly, to save energy,
    from behind the crate to the GPS array and interact with it to shut it down. If
    necessary, use a tranquilizer dart or a silenced head shot on any KPA soldier
    near the array. Waste no time in moving south to recharge behind a boulder.
    Cloak and start toward the next objective, putting distance between yourself and
    the village.
    
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    Note: A firefight or even your intrusion being noted will raise the alert level
    and will initiate a search and a call for reinforcements. An APC with a two-man
    crew will quickly reinforce the four-man garrison, coming from the road to the
    southeast. One member of the crew will man the APC’s turret machinegun and the
    other will join the search. A boat patrol will also heed the call and supply
    firepower from the water. If this happens, use the cloak to get into the clump
    of vegetation on the west side of the compound near the cliff and systematically
    eliminate all of the searchers and the APC gunner. The position provides ample
    cover and you can’t easily be flanked. You can also target the APC gunner from
    there. When the GPS is disabled, raid the building for ammo and a second pistol
    and then continue on foot. You can also commandeer the APC if it is available
    and continue up the road, but at this point this can be detrimental to covert
    operations.
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    After Prophet informs you that the LZ is overrun and that you have a hostile
    checkpoint ahead, you will encounter a pair of KPA on foot patrol coming toward
    you. Move stealthily toward them, staying in the undergrowth near the
    mountainside, Recon ahead when you reach a rock ramp heading up grade. You can
    go up the rock ramp and when the KPA are below, push the stack of logs down onto
    them but if your timing isn’t perfect, at least one of them will survive. The
    best way to address them is to get into the bush near the base of that ramp and
    dart them as they approach and then finish them with your silenced pistol.
    
    Since this document recommends stealth tactics rather than brute force, going
    afoot rather than in vehicle is the best way to avoid letting the enemy control
    the action. Extensive use of the cloaking mode greatly enhances your chances of
    success even with long odds. Note that the enemy won’t detect you if you de-
    cloak while in foliage or behind objects to recharge your energy. Unless they
    are on alert and are right on top of you, you won’t normally be detected even in
    seemingly scant vegetation. When in enemy territory, penetrating hostile
    installations or when crossing open areas, recon it for available cover spots to
    remain undetected as you bypass or infiltrate.
    
    Continue forward without opposition and don’t listen to the suggestion to use
    speed mode near the wide beach-there are no time constraints in the entire game
    and you will encounter six KPA soldiers on the broad beach. Enter stealthily; if
    you are driving, abandon that vehicle before reaching the beach or you will
    quickly be surrounded and in the heat of battle on the enemy’s terms.
    
    Before continuing forward, recon the beach area from the safety of the abundant
    foliage. Work your way east, recharging in the foliage, as you move along the
    mountainside. One of the six spread out KPA will be manning the turret weapon of
    an APC on the far side of the beach, and any firefight in this area will quickly
    bring another roving APC to investigate. There is no good reason to rile these
    guys up, so work your way into the foliage near the APC gunner and wait. Stay in
    the foliage-you won’t even have to stay cloaked-and wait for the APC patrol from
    the east to approach. This is its turnaround point and if you have killed the
    other APC gunner it will probably stop to investigate. Let it turn around and
    leave. Toggle the silenced SCAR to single shot and take out the APC gunner on
    the beach with a headshot. This will preclude the APC from joining any action
    down the road and won’t raise the alert status.
    
    Proceed east from the beach on foot, staying cloaked or in the undergrowth
    alongside the road. When Prophet advises you that near the landing zone, “enemy
    forces are dug in deep,” you will have to get past a three-man KPA patrol just
    ahead. You can power-jump the ledges on the cliff to survey the patrol lounging
    below, but taking them out from that distance without a scoped weapon is
    difficult. A better strategy is to sneak in extremely close. As long as you can
    hear their voices you are totally safe. Put them out one by one with
    tranquilizer darts from the nearby foliage. They won’t even take notice of their
    mates dozing off one by one. Finish them with your silenced pistol or KY71
    assault rifle. Keep an eye on the road during this ordeal, that APC is periodic.
    Alternatively, after Prophet’s warning you can skip the encounter and a possible
    meeting with the patrolling APC by swimming northeast across the bay to the
    beach. If you do, stay underwater to escape the attention of the patrol boats
    and the KPA on the beach, cloaking as you go ashore.
    
    The roadway you are traveling is the routine patrol route of a two-man APC crew-
    the one you allowed to go about its business at the beach. Check ahead with your
    binoculars and if the APC is stopped, make a stealthy approach along the
    mountainside and dart the gunner and his driver and finish them off. An
    oceanside village occupied by a large contingent of KPA lay ahead. If that APC
    wasn’t sitting near the roadway it is still driving its route, so stay off the
    road as you advance on foot.
    
    You can employ speed mode until you receive information from Prophet that there
    is a lot of enemy activity in your area and he advises you to maintain a low
    profile. Slow down and advance through the cover on the right side of the
    roadway.
    
    On the distant outskirts of the oceanside village you will see an APC sitting
    alongside the roadway. You can either bypass it or you can dart the gunner and
    his sidekick and then finish them to prevent their intervention if an alert is
    sounded at the oceanside complex ahead. Be aware that the unpredictable APC
    patrol will periodically travel this road.
    
    You can easily bypass the entire oceanside complex by staying on the high ground
    to its east. If an alert is sounded the spread out garrison will quickly be
    reinforced. There are, however, fragmentation grenades in the north building
    near the shore. They can easily be acquired by approaching it from the far side
    of the complex. Sneak into the building from the foliage due east of it,
    crossing the open area and the road and making a recharging stop in the low
    ground cover near the palm tree before entering the shack on the ocean’s side.
    
    If you go for the grenades, exit and move northeast past the fence and recharge
    in the low vegetation. Either way, just beyond the compound you will receive a
    secondary objective. Infiltrate a KPA command center for valuable intelligence.
    
    This time heed Prophet’s speed mode suggestion as you sprint up the road, but
    when you see the guardrail, begin a slow advance through the undergrowth.
    Prophet’s belated announcement of a checkpoint ahead comes too late to stop your
    vehicle if you’re driving. Creep forward and locate the two KPA scouts coming
    down the roadway and silently dart them to prevent them from sounding an alert,
    summoning reinforcements from the guard post just ahead-you want them oblivious
    to your presence. Finish them off before continuing.
    
    The guard post just ahead on the knoll has six hostiles and it can be bypassed
    but it is worth taking so that you can acquire a shotgun. Sneak in the backside
    and silently snipe the soldier in the garage with your silenced SCAR. Quickly
    retreat into the foliage of a bush on the southwest slope. The body will soon be
    discovered and the remaining KPA will start searching and will come into your
    sights. Silently eliminate then one by one. If an alert is sounded or the
    skirmish is prolonged an APC and possibly a beach patrol from one of the beach
    gun emplacements may arrive and join in the action.
    
    When you have secured the compound, grab a shotgun from one of your victims,
    exchanging it with one of your assault weapons-keep the SCAR assault rifle if it
    isn’t low on ammo and replace the more common, less valuable KY71 assault rifle.
    
    The shotgun is an excellent addition to your arsenal. Note that toggling the
    fire mode changes the spread pattern from wide to narrow. Wide spread is more
    potent, but the narrow spread is much more effective at a distance. When you
    have expended a few shells, take note of its slow one-shell-at-a-time loading
    animation and don’t get caught in a reload when you need to be shooting. There
    are also fragmentation grenades available in the east building.
    
    Start northeast toward your secondary objective. If the APC entered the battle
    at the guard post, take it; if it didn’t, advance slowly and look for it on the
    main roadway or farther east nearer the objective. Be aware that there is a
    three-man gun emplacement monitoring the beach well west of the objective, and
    any altercation with the APC in that area will draw an investigating patrol from
    the beach.
    
    Continue toward the objective and when prompted or when the “Hill Side Café”
    sign appears, start a stealthy advance. A careful player can sneak into the
    command trailer to access the computer for the intelligence if he is patient and
    uses the cloak and terrain to his advantage. There are four KPA patrolling the
    area near the command trailer but two are frequently far afield, patrolling as
    far away as the beaches. The APCs crew, if present, and KPA from the beach will
    augment these numbers if an alert is raised.
    
    After Prophet suggests cloaking and sneaking into the guard post, angle
    northwest from the “Hill Side Café” sign down to the beach area and begin
    infiltrating the facility, starting near the rocks close to the shoreline. Get
    in the low vegetation to recharge, staying out of sight of the KPA on the beach
    to the southwest and the gun emplacement on the heights to the north. There is a
    long open stretch of beach ahead with no cover. Recon the beach for a KPA
    patrol, move onto the beach and veer right to crouch under the large leafed fern
    to recharge.
    
    Recon ahead and when the beach is clear of KPA, slowly move across the open area
    going toward the waypoint. Stop briefly near the large leafed plant to recharge.
    The cover is sufficient if no patrol is in that immediate area-don’t press your
    luck by staying there too long. Continue north and take cover in the low
    vegetation near the rocks. This is out of sight of the gunner in the emplacement
    above.
    
    Recharge and go up the grade and slowly move through the sparse grass toward the
    boulders where you can again recharge in the low ground cover. Recon and
    continue toward the objective, moving through the gap in the boulders, among the
    grass clumps and into the low ground cover near a pair of small boulders. This
    places you in sight of the command trailer. Quickly monitor the trailer’s entry,
    allowing any patrolling KPA to move away, and then waste no time moving
    stealthily into it.
    
    Get the intelligence. The new intel has revealed that the island has been
    forcibly evacuated in just a few days and that the notorious General Kyong is
    commanding elite troops in whatever enterprise they have embarked upon on this
    remote island.
    
    It is now time to exit. You can take the time to make a stealthy retreat but it
    is time for some violence. Use the trailer’s entry as cover to kill the first
    KPA to show himself. The others will quickly respond, allowing you to
    systematically slaughter them with the shotgun. If the APC wasn’t addressed
    earlier it will also fire at you from the distance complicating the ordeal a
    bit.
    
    There are six more combatants who will remain largely oblivious to the nearby
    confrontation. They are manning several gun emplacements and a walkway
    overlooking the water behind the command trailer. They are optional kills, but
    many have shotguns whose ammo you can take. Go right after exiting the trailer
    and kill the gunner at his mount. Farther back, overlooking the ocean, three
    more KPA man a catwalk. You can usually hide behind the storage crate and dart
    the first three without provoking a firefight. Another is usually positioned in
    the elevated shack and another is at a gun emplacement on the far end. Gather
    all the shotgun ammo after eliminating them.
    
    If you haven’t addressed the APC back at the guard post or on your way to the
    command post, watch for it as you travel back toward the guard post. Take one of
    the parked vehicles if you didn’t drive there. If they didn’t come to
    investigate the firefight at the trailer, expect a two-man patrol, three if the
    third has abandoned his gun turret on the beach, to fire on you as you pass
    their beach emplacement. You can actually use your binoculars to scan the beach
    area for them before leaving the command trailer area. Man the turret if you
    have the APC to take them out or exit your vehicle if need be. Drive up to the
    vacated guard post and exit the vehicle.
    
    There is a checkpoint just east of the guard post manned by three hostiles. Go
    behind the garage and take the dirt path toward it, staying cloaked as you
    approach it. You can use fragmentation grenades, as prompted, to help clear the
    hostiles; but if you get in close by using the cover provided by the rock wall
    on the right side of the area, you can tranquilize two of the defenders. Before
    they revive, cloak, advance and shotgun the third and don’t bother finishing the
    others because if the affair is prolonged or noisy, up to a half dozen KPA
    soldiers will come to investigate from an overlook on the steep hill beyond.
    Just hustle through the barrier and go left past the second barrier. Enter the
    canyon and be well ahead of any reinforcements as you jump the ledges.
    
    Proceed along the canyon to the distress signal’s rendezvous point. You will
    meet with Prophet and what is left of the team near the archaeologist’s research
    ship that has somehow been stranded in the highlands. Something is afoul-deep
    cold in isolated pockets on a tropical island, ships on a mountaintop, mutilated
    corpses everywhere. The team wants answers, but Prophet can or will offer none.
    Before you can continue the mission, a flying squid-like monstrosity swoops in
    and snatches Jester, flying away with him. The team now has a strong clue of
    what this outing to this remote island is all about.
    
    Follow Psycho out of the deep freeze and through the open high country as you
    search for Jester. Ahead an alien squid decimates a North Korean patrol and then
    flies off looking for more victims. As a seismic tremor rocks the earth, jump
    down over the ledge as a flying squid moves up the canyon to end chapter one.
    
    = = = = = = = = = = = = = = = =
    =  CHAPTER 2: RECOVERY  <CH02>  =
    = = = = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 2 actions as outlined:
      SCAR assault rifle (In your possession at the start of chapter 2)
      Shotgun (In your possession at the start of chapter 2)
      Pistol standard sidearm (In your possession at the start of chapter 2)
      Precision rifle (Acquired from a KPA corpse during chapter 2 game play)
      Missile launcher (Acquired during chapter 2 game play)
    
    After locating Jester’s corpse and witnessing his subsequent incineration, take
    his SCAR and/or his ammo clips and move out with the team-keep your shotgun. The
    new objective is to capture the communications trailer. This is accomplished
    without incident because “something” has killed the entire KPA garrison.
    
    While Prophet awaits further communications and Psycho defends the perimeter, he
    dispatches you solo to scout for information on the location of the hostage in
    the nearby village. Psycho will join you there as soon as possible. The hostage
    might have information on the location and disposition of the archaeological
    team.
    
    Go southeast out of the compound and take the APC parked near the road. After
    the warning from Prophet on hostiles, keep an eye on the roadway ahead. When you
    see the APC, stop and man the gun turret and hammer the gunner and his crew.
    
    A two-man patrol may respond to the ruckus and come up the path from the beach
    near the “Hill Side Café” sign. Either kill or bypass them after your encounter
    with the APC.
    
    As you drive forward, guardrails will appear on the roadway near the drop off.
    Stop and continue on foot from that point. Prophet will soon give you a
    secondary objective-accessing the KPA network.
    
    Stay cloaked or in cover on the roadway and be prepared to deal with four KPA
    soldiers coming from the hillside on the right. The first is scouting ahead and
    will be the first to come onto the road. Stay in the foliage near the cliff and
    take him silently. Take his Precision Rifle, replacing your shotgun. It is
    equipped with an assault scope and now your SCAR assault rifle will also have
    that option. The next three KPA will be coming down the hillside. Use the
    boulders near the road or, if they are tardy showing, on the slope to ambush
    them.
    
    Continue up that hillside toward the secondary objective. If the altercation was
    noisy, watch your back for three KPA reinforcements coming up from the beach.
    Continue up the grade, remaining cloaked when you aren’t in cover to recharge.
    You will soon see a six-man patrol coming down the hill. Snipe them with the
    silenced scoped SCAR from the cover of the foliage near the path to eliminate
    them as they search for the source of your gunfire. Continue moving up the
    roadway toward the communications trailer.
    
    There are seven defenders guarding the elevated compound that must be killed
    before you can access the KPA network. Cloak as you crest the hill and then veer
    right up the knoll, using the bushes to recharge your energy to allow you to
    stay concealed. Recon the command post to locate your targets. Use the cover of
    the boulder and the foliage on the knoll to snipe the KPA with the silenced SCAR
    and when they take notice switch to the Precision Rifle. Move near or into the
    shack to root out any survivors of your sniping.
    
    The download reveals the exact coordinates of the hostage-a schoolhouse in the
    nearby village. It also provides information about the incoming fleets position.
    
    Search the premises and the KPA corpses for ammo, taking an FY71 assault rifle
    if you’re the spray and pray type and have misspent your SCAR ammo. You can also
    find a Precision Rifle and a North Korean guided missile launcher and
    fragmentation grenades outside of the shack on the east end. You should now be
    carrying the Precision Rifle and an assault rifle-hopefully the SCAR.
    
    Look east from the elevation to see your next assignment-the large compound in
    which the hostage is being held in a schoolhouse. Start the trek, but don’t
    hurry down the slope. Go slowly, monitoring the slope with your binoculars to
    locate the six-man KPA patrol scouting the hillside. Once they are pinpointed,
    return to the top of the hill and use the range of the Precision Rifle to take
    them out from the high ground. Before continuing down slope grab a shotgun from
    one of your victims, replacing the Precision Rifle.
    
    Stealthily descend the hill and scout the complex from the cover of the wooded
    knoll overlooking the bridge. You will see a pair of gun emplacements on either
    side of the entrance into the large compound beyond. Recharge and make your way
    to a boulder on the riverbank near the bridge to recharge. Mine fields restrict
    access via the compound’s perimeter, but you can avoid the minefields by
    crossing the river, wading the shallow water near or under the bridge. It is
    your safest ticket into the compound.
    
    Cloak, move across the river on the left side of the overhead bridge and
    recharge with the vacant shack looming above on your left. Cloak and go up the
    slope and work your way into the ground cover near the isolated tree, crouching
    in the foliage. Take out the gunner in left gun emplacement with a tranquilizer
    dart or a headshot and if no alert is raised by a nosy KPA, slowly move around
    the emplacement, going left past the bundles and recharge in the gap between the
    tracks of the bulldozer.
    
    If your intrusion was discovered initiating an alert, toggle the silenced SCAR
    to single shot and use the cover of the foliage to systematically kill the
    numerous KPA that will conduct a futile search for you near the gate. You can
    run up an impressive body count. Either way, your goal is to make it to the left
    side of the compound to recharge near that bulldozer.
    
    Start your advance toward the schoolhouse by entering the building to the east
    of the bulldozer. If there is no alert active, this area should be quiet;
    confront the enemy only if absolutely necessary.
    
    Begin a slow walk to the schoolhouse. You should have just enough energy to
    evade being discovered by the gunners in the emplacements on the roof of the
    schoolhouse. Enter the building and go into the room on the left for a recharge.
    If you haven’t been seen you can move up the stairs and down the hall to free
    the captive but it’s rare that the KPA will let it be so easy.
    
    If discovered stay in the ground-level room and use the doorway as cover to
    shotgun the KPA as they enter the hallway. If a general alarm is raised, KPA
    will flock toward the schoolhouse. Some may target you through the windows, so
    watch that side as well. The shotgun toggled to narrow spread can reach out and
    touch the KPA outside those windows. If this happens, pile up the corpses; grab
    ammo from the dead and head up the stairwells to free the captive.
    
    Psycho will finally join you at the doorway to the hostage’s prison. The
    hostage, planted by the CIA, will inform you and Psycho of where she believes
    anyone living from her team can be located-the excavation site. Something is
    killing people-that something, she believes, just doesn’t want anyone on the
    island and she thinks that they have awakened that something with their invasive
    research.
    
    While Psycho takes charge of the hostage, you must now neutralize the enemy
    armor that is entering the compound before he can get her to safety. Two KPA
    tanks have rumbled into the area.
    
    Make your way out of the room and go up the short stairwells to the roof. Take
    down any KPA on the rooftop and locate the KPA tank roving the area. Use the
    missile launcher in your inventory to knock out the first tank. It will take all
    three missiles to make it a smoking hulk. Grab the launcher lying on the ammo
    crate on the rooftop; but, before addressing the second tank, you will need to
    watch for KPA coming up the stairwell to your position. Secure the stairwell
    before taking on that second tank.
    
    It is sometimes difficult to get a line on that second tank, so if you need to
    leave the rooftop, keep the shotgun and the SCAR, although if it is low on ammo,
    another SCAR will be available after you complete the current mission. The
    Precision Rifle on the roof is an excellent weapon, but it only has ten rounds-
    leave it unless the SCAR needs to be replaced.
    
    There is a missile launcher in the center room on the ground level as well as a
    variety of grenades. If needed there are several more launchers in the nearby
    structure-the Town Hall; but if you want to restock there you will have to
    battle the numerous KPA defending the building. Although not a mission,
    additional intelligence can also be gathered in the second story office of the
    Town Hall.
    
    Once the second tank is destroyed, it is now time to move south to the new
    rendezvous point. Exit the compound and go south past the storage sheds, jump
    over the block wall and walk southeast up the steep grade, moving toward Prophet
    at the rendezvous. Locate the rock ledges to the right of the waterfall. Jump
    the first ledge and take the SCAR assault rifle and ammo clips from the
    munitions crates. Jump up the other ledges and start west on the dirt path on
    the high ground above the river.
    
    Move down the path overlooking the river canyon and stay cloaked as you scout
    ahead. You will soon see a four-man KPA foot patrol coming toward you. Get into
    the foliage near the drop off and ambush them, sniping them with the silenced
    SCAR. Be aware that several more KPA will occasionally respond to the action and
    come in from behind you.
    
    Prophet will soon change the rendezvous point because of heavy KPA activity in
    his vicinity. The KPA nearest you are involved in a firefight not far ahead. Get
    in close and ambush the four survivors while they are distracted by the battle,
    sniping from the safety of the nearby foliage. There are pockets of frost on the
    ground near a civilian victim.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: An alternate approach to the following procedure can succeed using stealth
    rather than force. After you ambush the four KPA and pass Bedowski’s remains,
    Prophet advises you that there are KPA ahead. This will be a party of around
    ten. Rather than fighting them, cloak and make your way east into the river,
    crossing to the far side. To be successful you mustn’t trigger an alert. Hide
    behind one of the boulders and recharge, allowing the KPA to pass by on the
    hillside you just vacated. Be aware that a KPA sniper is not far ahead, but he
    is on a ledge and can’t see you over the brow of the escarpment. Continue
    southeast in the river, recharging behind boulders or in vegetation.
    
    When Prophet says he has spotted hostiles on the other side of the river-now
    your side, stop under cover and use your binoculars to check that the opposite
    hillside is clear of the KPA patrol; and then move forward around the rocks
    jutting into the river and recharge in the small niche with the tall clump of
    grass. Scout the hillside across the river again. A red bereted KPA is lagging
    behind, standing near a tree, dart him, recharge and power-jump the ledges near
    your hiding spot to get onto the ledge above.
    
    Remaining undiscovered is now vital. Use a tranquilizer dart on the nearby
    sniper and finish him off before he revives. If there is no alert, move forward
    and get in the foliage and dart the KPA standing near the mountainside. Don’t
    finish him off; keep moving very slowly along the mountainside. There are two
    groups of KPA ahead, two not far from the one you just put down and three
    farther on. If you move slowly and know their positions you can easily sneak
    past them, recharging out of their sightlines.
    
    If stealth isn’t your cup of tea, move forward on the rock shelf after
    eliminating the sniper and take out a few KPA with the silenced SCAR until an
    alert is sounded. Move back on the rock shelf and grab the Precision Rifle and
    begin killing KPA as they come at you.  There are over a dozen and the narrow
    ledge is a decent chokepoint, funneling them into your sights. Use cover and
    cloaking tactics and shotgun anyone who gets in close. When all the hostiles are
    down replace the Precision Rifle with your SCAR and head for the waypoint to
    meet Prophet.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    As you move along, a transmission warns you to look alert, a large KPA patrol is
    ahead. Cloak and keep going, staying near the mountainside, recharging in the
    low foliage when needed. You need to prevent an alert from sounding so move
    carefully. Jump down the ledge and recharge in the crevice beyond it. Power-jump
    out of the crevice and take shelter in the low foliage under the tree sitting on
    the low rock shelf, which will be at your back. Look northeast and when the
    large patrol shows in the low area begin sniping them from the foliage. They
    won’t have a clue where you are so kill them all without moving from your spot.
    If you remain crouched you won’t even need to stay cloaked unless one searches
    in your direction.
    
    When the area is secured, jump onto the low rock shelf and Prophet will warn you
    that he has spotted hostiles on the other side of the river. Stay cloaked as you
    move east through the woodland, there is a sniper on a rock shelf on the other
    side of the river that will fire on you and raise an alert if he spots you. Jump
    down from the high ground and take shelter in the foliage and allow another four
    man KPA patrol to bypass you. They may make life easy for you by drifting down
    towards the river well out of your path.
    
    Continue forward keeping the cliff generally on your right side, cloaking and
    recharging to stay out of sight of the numerous KPA infesting the opposite side
    of the river. When you get near the falls, jump down and head back downriver,
    moving stealthily along the channel until the cliff breaks allowing you to bear
    right, exiting the riverbed. Recharge under cover and move through the gap in
    the ledge, having now left the KPA behind.
    
    Continue toward the waypoint without opposition and when you approach the
    waterfall, you will find Prophet near a cave entrance.
    
    It seems that Prophet knew all along that the CIA had an agent on the
    archaeology team. The CIA has known for a while that Dr. Rosenthal had evidence
    of something ancient and technological, and they are determined to know what it
    is and why the North Koreans are so determined to control it. The second chapter
    ends after you talk to Prophet and enter the cave.
    
    = = = = = = = = = = = = = =
    = CHAPTER 3: RELIC  <CH03>  =
    = = = = = = = = = = = = = =
    
    Weapons used in chapter 3 actions as outlined:
      SCAR assault rifle (In your possession at the start of chapter 3)
      Shotgun (In your possession at the start of chapter 3)
      Pistol standard sidearm (In your possession at the start of chapter 3)
      Precision Rifle (Acquired during chapter 3 game play)
      Missile Launcher (Acquired during chapter 3 game play)
    
    After Prophet informs you that another KPA jammer is blocking communication, a
    flying alien squid will swoop in and take him. You will be left on your own to
    continue the rescue operation. With your commanding officer MIA, the satellite
    uplink failed and your map offline, you are offered extraction by the nearby
    fleet; you decline, wanting to complete the mission since you have good
    intelligence on Rosenthal’s location. You now have a secondary mission-disable
    the GPS jamming station.
    
    Move up the dirt pathway toward the secondary objective. Take Prophet’s SCAR
    assault rifle ammo and the grenade launcher attachment that lies on the path.
    Note that you can now toggle it to launch grenades-you have six grenades and you
    will now occasionally find rifle grenades at ammo stockpiles.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: The following procedure suggests stealth tactics to infiltrate the KPA
    stronghold and accomplish the mission without confrontation. Success depends on
    your staying undetected-even a cautionary alert can scramble the KPA, causing
    them to hunt unpredictably. An alternative approach is to simply annihilate the
    large garrison and the APCs that will enter any extended firefight. You now have
    a grenade launcher attachment so light armored vehicles are no problem. If you
    can get into one of the trailers you can stack the bodies up near the doorway
    with your shotgun. Note that you can actually destroy the jamming trailer with
    grenades, rifle grenades or missiles rather than interacting with them.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Continue until you can do reconnaissance on the large compound below, cloaking
    when you see the grave marker to avoid possible detection by the roadway
    checkpoint below and on your right. Make your way to the overlook. The GPS
    jammer is on the far side of the heavily defended area and a firefight or even
    detection in the large area will scramble the KPA and stealth tactics will
    become much more difficult.
    
    Locate and tag all the nearby KPA soldiers to put them on radar. When the area
    below is clear of hostiles move down the hillside near the dirt path, staying
    near the mountainside. Get into the foliage of the isolated bush to recharge. If
    you were somehow spotted, dart any suspicious KPA soldier but be advised that a
    takedown or a corpse will soon be detected, triggering an alert; and additional
    KPA from the northern checkpoint and APC crews will further reinforce the large
    garrison. If discovered you can usually lay low in cover and wait for the alert
    to subside before moving on but the hostiles will still be roaming
    unpredictably.
    
    Recharge in the foliage and continue to make your way slowly south near the
    mountainside, re-charging in the thick brush ahead near the cliff. From the
    foliage, check the fenced area to be clear and slowly make your way to the lower
    section of fencing. Recharge in a bush, power-jump the fence and go straight
    ahead and recharge in the foliage against the fence. Check the area ahead and
    near the APC to be clear of hostiles. Move southwest past the APC, across the
    main road and get behind the corrugated metal fence to recharge between the two
    trees.
    
    Unless an alert has been triggered the palm grove on the southwest side of the
    plantation is always free of enemy activity and the guard post beyond is out of
    the sightline of the plantation. Work your way down the fence, taking note of
    the green KPA trailer with the jamming unit as you cross the break in the fence.
    Recharge in the niche at the end of the fence and then check the shack ahead to
    be clear. Cloak, move forward and re-supply at the munitions crates, being sure
    to take the rifle grenades, which are the only good reason for visiting this
    cache.
    
    Reverse course and recharge in the niche before cloaking and going east along
    the fence. Recharge between the palms and toggle the SCAR’s attachment to enable
    the grenade launcher, arrow to the grenade mode and load a grenade. Step to the
    end of the fence, de-cloak, face west, take aim at the jamming trailer and make
    it a smoking hulk with a rifle grenade and then quickly re-cloak.
    
    Start south on foot, recharging behind the fences or in the foliage as you make
    your way toward the next objective-scouting another KPA base for additional
    intelligence. With the noise you just made, watch for KPA in your wake and an
    APC from the guard post to the west coming to investigate the incident. Before
    the road makes a sharp turn to the right, go left onto the dirt path.
    
    Move up the dirt path toward the objective and as you crest the rise, begin a
    stealthy advance, staying cloaked and near cover to locate the pair of KPA
    scouts guarding the approach. Toggle the SCAR to again shoot tranquilizer darts
    and hit both KPA scouts to put them down. Advance along the left side of the
    path to keep out of sight of the sniper tower and the hovering gunship. Finish
    the darted KPA with silent headshots. If these takedowns occur too close to the
    swinging bridge, the sniper in the tower may take note and signal an alert. Stay
    behind the rocks or in foliage out of the sightline of the circling gunship and
    let the alert level decay if that happens.
    
    The narrow suspension bridge is the only route into the heavily defended base.
    Two machinegun emplacements, a sniper in the tower and a large garrison guard
    that approach. You can actually just cloak and cross the bridge, but paving the
    way will make the entry and gathering the intel easier. The hard to see gunner
    in the emplacement on the right and the sniper in the tower are the most
    critical kills.
    
    Stay in the sturdy bush on the left side of the chasm to eliminate the two
    machine gunners and the sniper in the tower with your scoped assault rifle. If
    the KPA in the emplacement to the right is staying out of your sights, feed him
    a rifle grenade-you will have to compensate a bit for drop, but they are a very
    effective addition to your arsenal. Other KPA will oftentimes re-man the guns-
    take them out and remain in the bushes to clear any additional targets. The
    gunship overhead won’t be a problem unless you get caught in the open uncloaked
    and it will eventually lose interest and move off.
    
    Recharge, cloak and slowly walk, to minimize your energy drain, cross the bridge
    and take refuge in the bushes on the right side of the bridge for a needed
    recharge. Begin skirting the enclosure by going counterclockwise past the right
    gun emplacement and continuing around the outside of the rock wall. Recharge in
    the foliage, jump the rock wall and get onto the sniper’s tower.
    
    Take the Precision Rifle, now equipped with a sniper scope, and its extra ammo,
    replacing your trusty but easily replaced shotgun. Locate the sniper tower to
    the southeast beyond the objective trailer and take out the sniper with the
    sniper scoped silenced SCAR. If the KPA aren’t scrambling begin uncloaking and
    killing KPA, ducking out of their sightline to recharge as needed. When the KPA
    become aware of the death raining down upon them, switch to the un-silenced SCAR
    to address the closer targets and use the Precision Rifle on the more distant
    ones. There are at least a dozen hostiles in the area, so continue to thin their
    ranks. Many will gather at the base of the tower, kill as many as possible,
    shooting them from above with your SCAR. Don’t use grenades or you may drop the
    tower, placing you among the enemy below. When the area is secured, keep the
    SCAR and the Precision Rifle as your primary weapons and descend the tower. Some
    of these KPA soldiers are now armed with submachine guns.
    
    The submachine gun is actually a very good weapon. While not as potent as the
    SCAR, it has very little recoil and its high rate of fire puts a lot of lead on
    target. Its stability makes it a decent mid-range sniper when equipped with
    either the assault or sniper scope and it can be silenced. It stands above the
    FY71 assault rifle for stopping power; so if you have the choice, take the
    submachine gun over the FY71 assault rifle.
    
    Stop at the trailer as you start for the objective and re-supply-there are rifle
    grenades there as well as other munitions. Get to the command trailer to
    download the information, which yields the exact location of the excavation
    site. With the latest intelligence you will now be heading for the excavation
    site. The map on the wall is actually an accurate depiction of the route to the
    excavation site.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: When Prophet suggests taking a vehicle and sticking to the roads-don’t,
    that method kick’s open the front door of a hornet’s nest; disregard the
    communication-the best way into the site is by swimming and walking. Driving
    makes you run the gauntlet of the KPA in the marsh, the guard post to the south
    and the river guard post where you must cross the river and then it puts you
    under the guns of the excavation site at your destination.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Exit the trailer, cloak and climb the southeast sniper’s tower. Take the
    Precision Rifle ammo and the missile launcher. Use your binoculars to scan the
    marshy area to the southeast. Taking on the numerous KPA in the region below
    isn’t really necessary to continue; but this, being a shooter, demands some
    additional carnage and cleansing the area will pay dividends later in the
    chapter. Begin eliminating the KPA patrolling the marshy area to the southeast.
    Use the range of the Precision Rifle to slaughter the more distant KPA
    patrollers and your sniper-scoped SCAR assault rifle on any closer targets. With
    a little patience you can kill ten hostiles from your perch making an entry to
    the guard post to the south less challenging.
    
    Once the marshy area is cleared it is actually out of your way to challenge the
    guard post to the south, so you can skip the battle detailed below and start
    southeast toward the waypoint, swimming the river and continuing with the
    procedure detailed after the taking of the guard post. The guard post, however,
    has a decent supply of munitions available, including Precision Rifle ammo and
    missile launchers and the terrain provides great sniping platforms.
    
    With the marsh cleared, descend the tower and go south past the gun emplacement,
    jump the fence, cross the road and get into the undergrowth to avoid crossing
    the open marsh under the remaining guns of the southern guard post. Make your
    way east through the undergrowth until you have a good view of the post. A small
    contingent of KPA occupies the guard post to the south. Stay in the foliage near
    the cliff. Scout the area and take out the gunner in the sandbagged emplacement.
    Continue picking off the KPA with the sniper rifle as they come into view and
    watch for one of them to re-man the turret. Move in to root out any survivors
    and raid the shack. It is brimming with munitions including missile launchers
    and a Precision Rifle whose ammo you can take.
    
    Continue east toward the objective and another small KPA installation will
    appear near the water in the valley and another south of it. There is no reason
    to challenge the guard post; you can easily bypass it by going northwest on the
    bluff, dropping down and swimming across the water, angling for the trees to the
    east where the shore is walkable. Once there, continue northeast toward the
    excavation site’s waypoint.
    
    Approach the site by keeping to the far left, staying alongside the cliffs to
    avoid the more open country. Recharge in the foliage and watch for a two-man KPA
    patrol in the low area close to the site when the sniper tower becomes prominent
    on the high ground to your right. Silently take out the two KPA with
    tranquilizer darts and then finish them off. Your next victim will be the sniper
    in the tower but your sightline from the low area makes this difficult since he
    oftentimes can’t be seen.
    
    Continue up the hillside to the east, staying stealthy until you reach the
    overlook. Recon the site, staying in the foliage as you creep northeast. It
    isn’t necessary to address any of the KPA spread throughout the large compound.
    Pinpoint the location of the machinegun emplacement near the complex of green
    KPA modular structures as you walk the ridge. While not totally necessary-you
    can just sneak in behind him-silently put the machine gunner down to remove him
    from the equation. Recharge in the foliage and jump down. Advance and jump down
    to the left of the fence behind the gun emplacement. Turn left or north and move
    around to the rear of the modular structures and enter the unguarded rear entry.
    If there are KPA in the long hallway near the dome’s entry, employ a rifle
    grenade to clear them. Turn left and interact with the entry door to enter the
    dome.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: If the entry procedure above is too easy or you want to top off your
    Precision Rifle ammo-and you are going to need a lot of rounds quite soon or if
    you just enjoy sniping KPA, continue up the hillside after darting the two KPA
    and follow the procedure that follows instead of that in the paragraph above.
    
    Stay in cover in the foliage and silently kill the sniper in the nearby tower.
    Drop down from the ridge, recharge in the foliage, jump the rock wall and get
    onto the tower. Do recon on the complex to locate the two snipers in the towers
    on the far southeast side of the compound and the turret gunner to the northeast
    and another to the east near the dome. Additional KPA will also patrol the large
    area. Use the silenced SCAR to eliminate the turret gunner to the northeast, and
    then any of the patrolling KPA that are visible, including the one near the
    sandbagged emplacement to the east. When your presence is known, switch to the
    Precision Rifle and take out the two snipers in the towers. Begin wasting the
    KPA that will now respond to your incursion, using the un-silenced SCAR on the
    closer targets and the Precision Rifle on the distant ones. You will now have to
    watch for KPA going onto the ridge where you began the action by taking out the
    first sniper.
    
    When you run out of targets, descend from the tower and carefully make your way
    toward the other sniper towers. Be ready to deal with any additional KPA,
    including the turret gunner to the right who may have remained at his post. Grab
    the Precision Rifle ammo from the first tower. Continue sniping if necessary
    before power-jumping or going around the fence to the get to the next tower for
    the Precision Rifle ammo. Clear the area if need be although if you did a
    methodical job of sniping, there won’t be any survivors.
    
    Make your way to the dome at the excavation site by jumping from the tower onto
    the metal rooftops and then going north around the fence, across the open area
    and then along the mountainside before jumping down into the depressed area
    encircling the dome. The entry to the dome is via the green KPA modular
    structures and there may still be several KPA milling near the entry. Stay out
    of sight near the dome, shoulder your missile launcher and devastate them with a
    salvo of missiles; or you can let them live another day by cloaking your way
    forward, jumping onto the entry structures and using the back entrance.
    
    Enter the doorway, front or rear, raid the ammo piles and restock your missiles
    from the cache near the hallway leading into the dome.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    After you interact with the entry door and enter the dome, a cutscene shows Dr.
    Rosenthal imploring the General not to open the newly discovered artifact-the
    fossil is still alive and may be extremely dangerous. It seems it is a complete
    version of a 2,000,000-year-old artifact, partial remains of which were
    previously found in Siberia and Afghanistan. Too late! The General doesn’t
    listen and an explosion killing Rosenthal rocks the dome and the site is
    immediately frozen by a blast of frigid air. It is now known that General Kyong
    is holding the remainder of the excavation team at another site in the
    mountains.
    
    Exit the now frigid dome. The detonation will normally have most of the KPA
    fleeing the dome area; but if you go left from the exit, expect a daring hostile
    or two to be lurking in the passage near the exit. If your SCAR is low on ammo,
    exchange it for a KY71 assault rifle but don’t take a shotgun from the entrance
    cache at this point. Recon the exit before moving out, there may still be a few
    KPA active in the immediate area. Move out of the modular structure warily. Turn
    right after passing the munitions crates and go west, go up the short incline,
    turn right and jump over the rock barrier.
    
    There will be six or eight KPA prowling in the area ahead, but they are spread
    out; and will, as often as not, move away from you. Go stealthy, scouting ahead
    as you work your way west along the mountainside. Try to avoid contact,
    recharging in bushes as you make your way along the cliff face. If you can’t
    avoid a KPA patrol, snipe them from a distance while remaining in the foliage,
    using the silenced assault rifle to remain concealed.
    
    Stay near the mountainside until you reach the shoreline and you will see a
    guard post on the left and a small islet ahead. Swim across to the islet and
    silently eliminate the two KPA you will find there. Look southwest toward the
    trees that are across the river from the snag-that part of the shoreline is your
    destination. A helicopter gunship will begin searching. Board the boat and when
    the gunship is out of the area, pilot the boat toward those trees. Exit the boat
    and get into the cover of the foliage to avoid the attention of the gunship.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: The distance to the extraction point is long and hazardous. An alternative
    to the procedure below is to make your way onto the island after reaching the
    river by the procedure above. There are two KPA on the island and the boat is
    nearby. Kill them and commandeer the boat and speed up the river. If you and
    your boat survive the trip over the waterfall, continue speeding up river,
    racing past the guard post at the bridge; all the while the helicopter gunship
    will be making passes at you. You will have to abandon the boat at some point to
    address the gunship and perhaps another patrol boat. If your boat doesn’t
    survive the falls you will have to fight and sneak your way downriver and take
    out the gunship before reaching your destination, which is far away. All in all,
    the procedure below is less hazardous, more controllable and has better options.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: If you don’t mind long-distance walking, wading and swimming you can just
    stay near/in the river, jumping down over the falls and making your way to the
    distant checkpoint by following the river. There are several areas where
    resistance is possible, but stealth tactics can keep the alert level down and
    will allow you to avoid confrontations until you reach the boggy area near the
    destination. You can in fact take to the river at any time during the procedure
    below to avoid the bridge and the convoy if so desired and to save Precision
    Rifle ammo. Another consideration will be your lack of a shotgun going into the
    chapter’s final confrontation-not critical but significant.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    At some point you will have to deal with the pesky helicopter gunship and it can
    be difficult to get a bead on it from near the river, so scramble up the steep
    grade onto the river bluff. Start west along the bluff, staying cloaked or under
    cover as the persistent gunship circles.
    
    The marshy area you recently cleared will now be free of patrols and the guard
    post, if you bypassed it, won’t be a problem as you move west away from it. Only
    four KPA will defend the large compound where you gathered intel on the exact
    location of the excavation site. Continue along the bluff avoiding a tussle with
    the chopper in this rather exposed area.
    
    Move over the rock barrier to get into the compound. Get onto the southeast
    sniper’s tower; and, if you haven’t been seen, the four defenders are normally
    grouped near the APC in the roadway. Take them out with sniper fire or use a
    missile launcher and then restock your missiles from those on the tower. Watch
    for those hostiles from the east, but they are usually far off and not much of a
    threat unless you linger in the area. The gunship must now be addressed, so find
    a sheltered spot and take it down and then restock the launcher-there is one in
    a KPA trailers as well as on the tower.
    
    Exchange your assault rifle for a shotgun-hang onto the Precision Rifle. There
    are shotguns in one of the trailers as well as other munitions.
    
    Commandeer either the truck or the APC and start down the switchback road,
    making the left turn, the right, the left and stopping before making the next
    right turn. Get out and get across the road and into cover.
    
    There are seven KPA at or near the bridge-two on the bridge deck, three below
    near the river and two near the shack. Advance under cloak, recharging in the
    bushes and cross the river on the left side. Recon the area and carefully enter
    the shack and stock up on munitions-it has missile launchers and large stocks of
    ammo, as well as a Precision Rifle whose ammo you can take.
    
    The idea is to now conserve your Precision Rifle ammo-at least a dozen rounds-
    for a looming battle where it and the shotgun are your best chances for survival
    against tough opponents.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: Once again you can take to the river and make your way to the landing
    zone. If you stay along either side of the river you can avoid the convoy with
    its sizable force of KPA. A patient player can sneak past the convoy and steal
    one of their APCs and drive away unscathed. Conserving that potent Precision
    Rifle ammo for a looming confrontation is also prudent.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    If your intrusion hasn’t triggered an alert, simply take the APC and drive west
    paralleling the river toward the objective. When the aircraft streak overhead,
    Strickland will inform you that the hostage has been taken to safety and that
    your “Limey” friend is back in play-you are informed that there is a massive
    military buildup at the mine.
    
    When you see a big truck stopped ahead in the roadway, be advised that it is
    only part of a large enemy convoy. You can avoid that large group of hostiles by
    swimming across the river or you can fight your way past them. If you choose
    avoidance, get off the road, cross the river and continue through the wetlands
    to the waypoint, staying out of sight of the gunship by staying cloaked as much
    as possible.
    
    If you choose to fight, commence the action by hitting the red barrel with your
    rifle and use the missile launcher to hit the big truck when the KPA scramble.
    Hit groups with your remaining missiles. There will be about ten KPA in the
    convoy so use the cover provided by the niches in the mountainside to finish
    them off. Remember to conserve the sniper ammo as much as possible. Watch out
    for incoming frag grenades as you shelter near the cliff. Make sure the area is
    cleared and restock your missiles and ammo near the convoy.
    
    Commandeer one of the convoy’s escort APCs, and when a fallen tree blocks the
    road, advance toward the seemingly abandoned walled cemetery. Just stay cloaked
    and the helicopter gunship will move off as you near the waypoint. You must now
    clear the area so that a VTOL can safely land.
    
    Begin searching for hostiles. The four KPA filtering into the landing zone,
    usually from the surrounding hillsides, are equipped with nanosuits-cheap
    “knockoffs” according to Nomad, but still quite challenging. Stay cloaked, near
    cover and use your binoculars to tag them, sweeping the area to place them on
    your radar. You can tackle them in two ways, up close with shotgun blasts or
    with the Precision Rifle sporting the reflex sight or you can stand off and
    sniper them with the Precision Rifle.
    
    The most survivable method is to take to the hills and get in cover. Use the
    binoculars to locate and tag the hostiles, putting them on your radar whenever
    possible to track them for sniping. Use the scattered cover of the bushes on the
    hillsides overlooking the graveyard to snipe with the Precision Rifle. Be
    patient, these guys won’t usually charge into your sights. They are rather
    unpredictable, oftentimes hiding to ambush you or even flanking you in pairs.
    When you fire, cloak and change your position, moving away from their known
    positions to avoid a chance meeting or to maneuver towards them to blast them at
    close quarters when you have reduced their numbers. Just stay cloaked or out of
    their sightline to recharge and keep an eye on your radar and use the binoculars
    as much as possible to pinpoint them for sniping. Some of them will have
    Precision Rifle ammo-so loot their corpses to stock up when possible. Once the
    four nanosuited KPA are down, the VTOL will land. Enter it to end chapter three.
    
    = = = = = = = = = = = = = = =
    = CHAPTER 4: ASSSAULT  <CH04> =
    = = = = = = = = = = = = = = =
    
    Weapons used in chapter 4 actions as outlined:
      Shotgun (In your possession at the start of chapter 4)
      Precision Rifle (In your possession at the start of chapter 4)
      Pistol standard sidearm (In your possession at the start of chapter 4)
      Missile Launcher (In your possession at the start of chapter 4)
      SCAR assault rifle (Acquired at the start of chapter 4)
      C4 explosive charges (Acquired during chapter 4 gameplay)
    
    The VTOL touches down, dropping you and the team into an area that is under
    heavy fire from North Korean anti-aircraft artillery. SAM missile batteries are
    also active, making life difficult for friendly aircraft. The mission is to
    secure the harbor but the KPA artillery is pounding the ridge you are on.
    
    Take a SCAR assault rifle from a deceased Marine, replacing your Precision
    Rifle, and take some SCAR ammo. Keep your shotgun. Sprint south with the team as
    US warplanes roar overhead. Stock up at the shack-there is a Precision Rifle
    there-take the Precision Rifle ammo clip but keep your SCAR assault rifle and
    your shotgun. Continue with the team to an overlook where you will meet with
    Lieutenant Bradley. The presence of the team has been compromised and three AAA
    batteries are shelling your position and warplanes are being lost to SAM
    activity. Your first task is to neutralize the AAA batteries.
    
    Activate armor and jump from the cliff near the briefing site to the road below.
    An APC will come toward you from the north. Hide behind a boulder and when the
    APC and its crew stops nearby destroy it with a rifle grenade from the SCAR
    assault rifle.
    
    Proceed north slowly on the roadway. Stop near the “SPEED LIMIT 35” sign and
    locate the three-man KPA foot patrol moving toward the road on the right. Move
    across the road, get into the foliage and let them get onto the roadway before
    you use the silenced sniper-scoped SCAR to take them out from a distance. If
    this was a noisy affair, expect two latecomers, arriving to investigate the
    firefight.
    
    After Psycho informs you he is heading for the harbor, another APC will come
    toward you. Destroy it with a rifle grenade. If the earlier takedowns were
    stealthy and you didn’t confront those two latecomers mentioned earlier, the
    two-man patrol will either be emerging onto the roadway or they will still be on
    the dirt path on the left side of the road. This will be within sight of the
    checkpoint just down the road. If necessary, jump onto the low rock shelf on the
    left side of the road and ambush them so they don’t flank you as you continue
    forward.
    
    The checkpoint just ahead seems quiet but is manned by six KPA. Jump onto the
    slightly elevated area on the right side of the road. Move forward to get a good
    view of the checkpoint, which is a fueling station. As you approach it on the
    rock shelf, a pair of KPA soldiers will emerge from the building; one will move
    to man the gun turret. Hit the gas pumps with sniper fire from the foliage to
    start the festivities. Additional KPA will start to emerge from the structure.
    Use the cover on the rock shelf to snipe into the compound. Watch for flankers
    who may try to come up the incline when your position is known. Move in with the
    shotgun to finish any survivors. As you loot the premises or if the fight is
    prolonged, watch for three additional KPA soldiers arriving from the footpath
    from the other side of the road.
    
    The first anti-aircraft artillery battery is just a short distance up the road.
    Don’t take a vehicle or the facility will go on alert. Walk toward it, staying
    in the undergrowth on the left side of the road. The AAA battery will commence
    firing as you approach the facility-just not at you. The sniper in the tower is
    already dead so make your way to the base of sniper’s tower by recharging behind
    the cargo bundles.
    
    A small force of four KPA soldiers defends the AAA battery and one is manning
    the sandbagged gun turret in the roadway. If they aren’t on alert, two of them
    will probably be within the blast radius of the red barrel on the left near the
    shack-crouch near a cargo bundle out of the sightline of the KPA and snipe the
    barrel and then snipe any survivor of the explosion. Cloak and climb the tower
    and use the booming Precision Rifle to secure the area. There should still be
    two KPA to put down. Reclaim your SCAR assault rifle or shotgun, whichever one
    you dropped, and descend the tower. Help yourself to the ammo, grenades, C4
    explosive charges and missile launchers from near the shack close to the bridge.
    
    Expend a missile to destroy the AAA gun or use a block of the C4. The
    destruction of the AA artillery will draw in an enemy gunship. The chopper
    doesn’t stick around unless you are seen so hide in the small shack; or you can
    let yourself be seen and then use the missile launcher to take it down. You can
    restock your missiles from the cache.
    
    Start south toward the next AAA emplacement’s waypoint and jump down onto the
    beach, staying cloaked or in cover so that you aren’t spotted by the patrol
    boats.
    
    Look southwest across the harbor. The second battery sits on the island-like
    peninsula where you can see a line of palm trees. These are the trees on the
    left, not those on the small island on the right. Allow the patrol boat to leave
    the area. Either swim underwater toward those palms or take the boat to the same
    spot-but taking the boat can spoil your entry if a patrol boat fires on you. In
    case a patrol boat has returned to the area, cloak as you go ashore near the
    boat dock. In addition to the AAA gun, there are four machine gun emplacements
    on the peninsula manned by a garrison of seven KPA.
    
    It isn’t necessary to first engage the defenders; you can target the AAA unit
    with the missile launcher by creeping south along the rock wall and then turning
    north around it toward the waypoint. The explosion will kill some of the
    hostiles as well as destroying the AAA gun. You can then begin to address the
    surviving KPA as they come to you. Take shelter near the rock ledge and gun them
    down. Jump onto the elevated area and hunt down the survivors on the far end of
    the fortification-some or all of the three gunners may still be at their posts.
    There is a pesky sniper on the tower west of the peninsula-if he sees you he
    will target you, so don’t go uncloaked where he can get a shot at you until you
    take him out. If you are toting the Precision Rifle, you can snipe him, swim
    across the bay, avoiding the mines and climb the tower for ten rounds of ammo.
    
    You will have been informed that there is yet another auxiliary AAA battery
    active to the southeast. Be sure to stock up on C4, missiles and ammo from the
    cache near the eastern gun emplacement before proceeding to that target.
    
    Go southeast unopposed on the dirt road toward the APC and then go right or
    counterclockwise around the base of the mountain and across the beach before
    taking to the water when the shoreline ends. As you approach the shore to the
    east, you will be contacted. There is valuable intelligence available at a
    nearby KPA installation. Its yellow icon will appear on your map. Get ashore and
    start for the secondary objective.
    
    When the roadway forks, check the right fork for a two-man KPA patrol, take them
    out silently if they are nearby. If this is done too far down the road, expect
    two more KPA coming down from the rock shelf to investigate. Continue toward the
    secondary objective by taking the left fork, which parallels the mountainside to
    the north.
    
    This facility is defended by six KPA. Get in close, staying near the cliff face
    and cloaking when in sight of the tower. Crouch in the low ground cover near the
    mountain and silently take out the sniper in the tower. Climb the tower and
    locate the combatants near the sandbagged gun emplacement near the road. Use a
    rifle grenade to knock out the crew, which will rile up the remaining KPA.
    
    A helicopter gunship will arrive and will now be hovering above the facility
    searching for you. If it can see you it will target the tower, so stay cloaked
    or out of its sightline as you snipe the remaining KPA. Temporarily swap the
    SCAR for the Precision Rifle so you can acquire the extra ammo and then exchange
    the Precision Rifle for the SCAR again. Get off of the tower before the gunship
    can pinpoint you and blast off its canopy, exposing you to its guns.
    
    Find cover near one of the shacks and use your missile launcher to eliminate the
    gunship. Locate the computer terminal in the southeast building and get the
    intelligence. It yields the position of a munitions store in the harbor. Get a
    missile launcher from the crates near the road before departing.
    
    Move southwest out of the compound, taking the dirt road rather then the paved
    one. When you reach the beach near the fork, continue south along the shoreline
    toward the harbor. Go warily, but the shoreline isn’t patrolled even when you
    get near the facility and there should be no resistance unless you have
    triggered an alert.
    
    Veer east when you see the tall storage tanks on your left and approach the high
    barbwire topped fence by going past the vacant guardhouse. Power-jump the fence
    between the connected “SCHINDLIER” storage tanks where a lone palm tree stands
    beyond the fence. Stand back when you jump so you clear the angled barbwire atop
    the fence. Recharge between the tall tanks, cloak and move forward and jump the
    next fence.
    
    This should put you behind a large storage tank where you can safely recharge.
    You must now cross the loading dock storage area, staying out of sight of the
    sniper on the warehouse to the east who will spoil your entry if he sees you.
    Activate your cloak, go around the tank and move forward toward the wire spools.
    Angle left between the container and the spool and continue through the gap
    between the white tank on the left the ruptured K-MOL container on the right.
    Move into the small niche formed by the three rusty-red SPC containers.
    
    Psycho has entered the harbor and is positioned on the loading cranes framework.
    He will have your back as you attempt to destroy the nearby AAA gun. The AAA gun
    is just south of your hidey-hole. Things should be peaceful if you haven’t
    triggered an alert with your entry and the numerous KPA infesting the loading
    dock and the wharf to the south will be scarce but stay cloaked, the occasional
    sentry may happen by.
    
    If you are discovered this niche is a good place to shotgun KPA if you are
    besieged. Most will march into range of your shotgun allowing you to pile up KPA
    corpses but a smart one may fire from a distance or from the gap where two of
    the containers don’t quite come together.
    
    Either way, recharge, face south toward the AAA gun, cloak and then power-jump
    atop the container. Survey the area around the AAA gun. De-cloak, toss a C4
    charge onto the AAA gun, cloak and drop back into your niche, armor up and
    detonate it, taking out the gun and anyone else nearby. Quickly recharge, cloak,
    jump up again, drop down near the destroyed AAA gun and move forward and jump
    the wall. Shotgun anyone surviving the guns destruction but getting over that
    wall is your priority.
    
    Psycho will inform you that the cruiser in the harbor is jamming the GPS, so you
    now must board the enemy vessel to remedy the situation. You will hear Psycho
    sniping KPA, keeping many of them off your trail.
    
    There are numerous KPA in the wharf area, which will include a sniper or two
    manning turret guns on the roof of the north warehouse on your east. Recharge
    near the wall and look at the cruiser ahead. Cloak and jump into the water, dive
    and swim underwater around the stern of the vessel. When you pass the propeller,
    bear right around the far side of the vessel and surface between it and the
    wharf. Swim to the second ladder from the near corner, and with a full charge,
    cloak, climb the ladder and you will be at a break in the cruiser’s railing
    where you can make a power-jump to get aboard.
    
    Before your energy fails equip the shotgun, enter the nearby open hatch, and
    kill the KPA as you progress. There are usually three or four on the cruiser,
    but some will be on the upper works. Go up the inside stairwell, turn left as
    you exit the structure and re-enter it at the other end. Make your way to the
    controls and blast the jamming electronics in the attaché case with your shotgun
    so they can’t be re-activated.
    
    You are now instructed to “paint” the cruiser for an air strike. Cloak and exit
    the control room, and, if needed, grab a missile launcher from the crate. There
    may still be a hostile or two on the cruiser so go warily. A helicopter gunship
    will now be circling above. Use the cover provided by the upper works of the
    cruiser to bring down the gunship. Restock your missiles from the crate near the
    hatch.
    
    Go up the stairs near the hatch and hunt down any KPA on the upper deck. You
    must now locate and eliminate the KPA on the wharf that you avoided earlier by
    taking a swim. There are two gun emplacements-only one is usually manned-on the
    warehouse roof to the northeast and another, from your angle, hard-to-see one on
    the wharf to the southeast. Check the cluster of cargo containers below on the
    southwest side of the wharf and the warehouse area to the east. Diligent sniping
    can pay dividends when you must get onto the wharf. There will also be an APC
    cruising the wharf as well. Use the SCAR and its grenade launcher to annihilate
    anything moving. Jump down onto the wharf through that break in the railing.
    
    Don’t let your guard down as you prepare to “paint” the cruiser, there may be a
    KPA or two lurking inside the warehouse and several more will probably drift in
    from the north. Position yourself along the northeast corner of the warehouse to
    mask your location and use your binoculars to paint the target. A fighter jet
    will make a pass and sink the cruiser. The landing zone, however, isn’t secure
    until you take down another helicopter gunship-although this final gunship isn’t
    always a requirement. After taking down the gunship, if required, take the time
    to grab another missile launcher from behind the gun mount near the rail cars
    and take care, KPA could still be active and another APC is lurking, usually
    behind the parked railcars.
    
    Make your way east, following the railroad tracks and power-jump the fence.
    Before continuing to the landing site where friendly armor is being unloaded,
    stop in the building on your left and take the rifle grenades and FY71 ammo.
    Chapter four ends as a tank round clears the rubble from the entrance to the
    tunnel.
    
    = = = = = = = = = = = = = = = =
    = CHAPTER 5: ONSLAUGHT  <CH05> =
    = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 5 actions as outlined:
      Shotgun (In your possession at the start of chapter 5)
      SCAR assault rifle (In your possession at the start of chapter 5)
      Pistol (secondary weapon in your possession at the start of chapter 5)
      Precision Rifle (Acquired early in chapter 5)
      Missile Launcher (In your possession at the start of chapter 5)
      C4 explosive charges (In your possession at the start of chapter 5)
      Gauss Sniper Rifle (Sniper rifle is acquired at end of chapter 5)
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: The open-world flexibility of game play is ably demonstrated in chapter 5.
    It is actually easier, especially on “Hard” or “Delta” to accomplish the tank
    portion of this chapter by going afoot, rather than in a tank. A “Note” later in
    the chapter details will specify how this is accomplished.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Heavy armor has been airlifted onto the island and you must man a tank as the
    armored force moves into the valley to confront General Kyong’s forces. Securing
    the train station is the first objective. Exit the tunnel and drive straight
    ahead on the railroad tracks. Stop atop the hill and begin the action by hitting
    the tank on the low ground. A more distant tank can be hard to pinpoint and
    isn’t much of a threat but target it anyway.
    
    With the enemy armor ablaze, drive southwest toward the waypoint, staying near
    the tree line on the left. You will be notified that there is heavy resistance
    at the train crossing ahead. After you intersect the road there will be an enemy
    tank on your left side, coming out of the undergrowth. An enemy bunker lays to
    your right-the KPA there will launch missiles at you, so bombard it. Check the
    low area for additional armor in the distance.
    
    Just beyond the next turn a tank will be partially obscured by a low rock wall.
    Use the cliff to partially mask your position and hammer it. Knock out the KPA
    anti-tank positions-just saturate the area to the rear and to the right of the
    tank. Cut down any foot soldiers carrying missile launchers and then continue
    toward the train station.
    
    As you approach the train station, stop and take out the APC on the right side
    of the road. KPA soldiers with missile launchers will pour out of the structures
    to defend the station. Use the tank’s canon to obliterate the structures and the
    machine gunner in the open railcar. Two KPA will get onto the heights and will
    shoot anti-tank weapons from above. Look high above the station and knock out
    the tower and pound the elevated ledge to knock out any KPA located there. Hit
    the blockading boxcar to clear the roadway. If you need missiles, rifle grenades
    or ammo, scour the wreckage of the building for what you need. If the KPA tank
    parked there is in better shape than yours, take it.
    
    Continue toward the objective, staying left on the roadway rather than following
    the tracks. After a tremor rocks the earth, bringing down parts of the mountain
    ahead, a pair of helicopter gunships will rise into the air. Target the gunships
    but, shortly after the gunships arise, you must concentrate your fire on the KPA
    tank that will appear in the undergrowth on the left side of the road.
    
    Friendly tanks will now be nearby as you descend the winding hillside road near
    the small guard post. Knock out any lurking KPA armor and kill the two defenders
    of the guard post. Take the C4 charges, missile launcher and other munitions you
    need. If a gunship is still harassing you, knock it out with missiles and re-
    supply before moving on. Commandeer the fresh KPA tank parked there if needed.
    
    Continue ahead and you will encounter an APC on the road. You are informed that
    three AAA batteries must now be addressed. A pair of enemy tanks will appear in
    the low area on the right side of the road. Stay on the higher ground to destroy
    the armor in the low area. One of them will try to get onto the roadway to
    engage you. An enemy gunship will also hover.
    
    Just beyond the KPA have set up a tank barrier. Stay on the hillside and hit the
    APC near the barrier and then saturate the area with canon fire to wipe out the
    KPA foot soldiers many of which have anti-tank weapons. Go left around the tank
    trap and stop.
    
    Rotate the turret west and knock out the first of the AAA batteries with a canon
    shot. If you have lost your tank, just target the AAA gun from the roadway with
    the missile launcher.
    
    Another of the AAA batteries lay ahead on a rock shelf near the water. Stop well
    short of the mined barrier and locate the AAA battery to the right and take it
    out with a volley from the tank’s turret gun. It sets to the right of the
    prominent rock outcropping. Saturate the surrounding area to kill the KPA
    defending the position, many of whom have missile launchers. If you had to
    abandon your tank, you can easily target the gun with missiles, after which you
    may get bombarded with both small fire and missiles. Steal the boat at the dock
    and pilot it to the boat dock across the water; or if things are too hot you can
    jump into the water and swim underwater to the island and then swim to the boat
    dock and enter the shack to recharge.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: There is an alternate method of completing the armor part of this mission
    without driving the tank. The incredible open-world nature of Crysis allows you
    to accomplish this with ease by going cross-country. The following procedure
    outlines the route and is especially useful on the hardest levels.
    
    Exit the tank and move forward out of the tunnel, staying on the tracks. There
    are two tanks in the valley below, one at the base of the slope and another in
    the distance-let your side deal with them and continue unopposed southwest on
    the tracks. When you see a lone palm tree on the right side of the tracks, recon
    ahead. An enemy tank lies ahead. You can take it out with a missile launcher or
    you can sneak up to it, using the conveniently placed brush clumps along the
    cliff to recharge. Get close, staying in the foliage, and toss a C4 explosive
    charge onto it. Back off, armor up and the single charge will knock out the
    tank.
    
    Advance and recharge behind the burning hulk of the tank. Move forward into the
    vegetation on the right side of the tracks and locate the gunner on the APC near
    the mountainside at the tank barrier. Take him out with a sniper round. There is
    a pair of KPA on the tall knoll beyond-one of them has a Precision Rifle, the
    other has a missile launcher. Hit the red barrel when a hostile is near it. Use
    the SCAR to sniper any survivor of the blast.
    
    Continue on the tracks and go up the slope to the knoll and take a missile
    launcher from a corpse and take the C4 charges from the crate. Take the
    Precision Rifle, replacing the shotgun and grab the ten rounds from the other
    rifle. Scout ahead from the heights. In the distance you can see the train
    station and a sniper’s platform high above it.
    
    As you move southwest toward the train station on the high ground, you will be
    appraised that a boxcar containing munitions is blocking the roadway at the
    train station. Move off the knoll along the tracks. When your progress is
    blocked by the gap in the roadbed, get onto the high ground to bypass it.
    Continue forward on the heights, roughly keeping the cliff on your left until
    you abruptly reach a cliff high above the train station-try not to fall off the
    cliff if you are sprinting.
    
    Recon the complex below and then snipe the APC gunner and anyone else that is
    visible. Maneuver to get a view of the nearest tank north of the station and use
    your missile launcher to take it out. Don’t hit the KPA tank parked on the west
    side of the train station-you will need its firepower.
    
    Make an armored drop down to the ledge and then to the ground and recharge
    behind the defensive barrier. As you stealthily enter the compound, moving west
    along the barrier, the marines will start to land. Continue west across the
    tracks and the road and start south toward the tank. There are several missile
    toting KPA still defending the station. Kill any KPA you encounter but your goal
    is that tank. Board the tank and decimate the KPA in the station with the tank’s
    canon, including the turret gunner in the railcar. Level the building and take
    out the munitions boxcar blocking the roadway. If a pair of KPA are visible on
    the slope behind the tank blast them.
    
    Exit the tank and start up the steep slope behind the tank. If you didn’t get
    those two KPA you may encounter them on that slope. Continue up the grade and
    take out the sniper in the tower. Climb the tower, take the Precision Rifle
    ammo-20 rounds-and use the heights to locate and finish clearing any surviving
    hostiles from the station to secure it. If anyone was left standing they may now
    come up the path to you, so be aware.
    
    Descend once the station is cleared and grab a missile launcher and any other
    munitions you need-including rifle grenades. Continue south out of the station
    on the roadway, taking to the woodland on the left as the area opens up. A
    seismic shudder shakes the ground, crumbling the mountain in the distance as you
    gain height and proceed south, staying to the heights, well above the roadway.
    You are advised that a major KPA munitions depot is now the main mission.
    
    An enemy gunship will now be in the air. You can take it down or just stay under
    cover so it doesn’t spot you as you continue south along the mountainside, using
    the abundant foliage as cover to recharge. When the terrain forces you off the
    heights, carefully cross the open area, using the scattered bushes near the
    cliffs to recharge. Allow the chopper to move off a bit to help the transit of
    this exposed area if necessary.
    
    If you expended your missiles on the gunship, rather than avoiding it, you can
    re-supply at the guard post to the west of this exposed area. There is a clump
    of trees just east of it that allows you to snipe at least one of its two
    defenders. There are missile launchers, C4 charges and other munitions there. If
    you made this side trip, return east to the open area.
    
    Continue southeast upgrade into the rocky forest, staying near the cliffs as you
    move south. You will be advised that three AAA batteries will need to be
    neutralized before you can destroy the depot. You will soon reach a small farm.
    There is a Precision Rifle and C4 in the small shack. An enemy tank can be seen
    below and the icons for the three AAA emplacements now loom just ahead.
    
    Continue southeast on the path, again staying near the cliffs as you leave the
    shack, go down a long grade, up another grade and down to a break in the
    foliage. In the valley below there is a tank barrier. You will now be due east
    of the yellow icon. Locate the opening in the foliage and locate the AAA gun in
    the distance. Use the range of the Precision Rifle to snipe its two defenders.
    There are KPA at a tank barrier below, just ignore them and move south on the
    path until you see a rock shelf above the water in the distance.
    
    Locate the AAA gun sitting on the shelf and hit it with a missile to take it
    out. A gunship will now be hovering in that area. Use your last two missiles to
    bring it down.
    
    Return north on the path to where you targeted the first AAA gun’s crew. Check
    the area below to be clear. There is a tank barrier to the north with several
    KPA toting missile launchers. Cloak and slide down to ground level and get into
    the foliage to recharge. You have the option to either ignore the hostiles at
    the tank barrier or you can silently snipe them-a noisy encounter, however,
    might draw in a KPA tank from the west.
    
    Cross the road and use the clumps of brush to make your way west to the AAA
    hulk. Be aware that there is a KPA tank just a short distance to the south, so
    remain cloaked or out of its sightline. If a KPA soldier is still alive,
    silently kill him and take a missile launcher from a KPA corpse. Toss a block of
    C4 onto the AAA gun and start a stealthy retreat to the southwest, using the low
    patches of vegetation to recharge.
    
    If you failed to eliminate the gunship earlier and it is still searching, it is
    vital that it doesn’t see you because the tank will close on you, its canon
    blazing. Locate the narrow dirt path that goes west off the main road toward the
    boat dock and detonate the C4 when you are in cover. As you approach the water,
    be aware that a pair of KPA will come down the path to investigate the
    explosion. You can let them pass or challenge them. Swim to the small island to
    the south and then swim underwater, allowing your energy to recharge, before
    cloaking to emerge near the boat dock. Continue with the procedure below.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Recharge your energy behind the truck near the boat dock. There are two snipers
    on the high ground to your left defending the munitions depot. Start up the
    hill, cloaking until you are out of their sightline. When the road veers left,
    go straight through the foliage, recharge, jump the low rock ledge, cross the
    dirt road and get into the foliage at the crest of the hill near the tracks.
    There is an enemy checkpoint to the east and if you are seen the KPA sentry will
    target you-take out anyone showing himself with the silenced SCAR-the KPA will
    probably be at the sandbagged turret gun.
    
    Continue west, cloaked and recharging in the brush clumps on the roadway on the
    left side of the tracks near the cliffs. There are nine KPA in the area to the
    west, with three in the guard post far to the west, two in the sniper tower, two
    guarding the AAA gun and a two-man patrol will normally be roving nearby. One is
    usually near the dirt road and the other combing the bushes nearer the cliff
    face.
    
    Get in cover and sniper anyone in the area. The two-man gun crew should be
    milling around the AAA gun. Target the AAA gun’s crew with your silenced SCAR.
    If any loud shots were fired, continue to watch your back for any nosy KPA
    soldier from that checkpoint to the east who may also come to investigate the
    ruckus.
    
    There are two snipers in the tower on the high platform to the west. If you
    aren’t cloaked they are probably firing on you. Move in closer to the AAA gun,
    staying on the high ground, and get a sightline on the snipers through the
    foliage. Take them both out with the Precision Rifle. Use your missile launcher
    to destroy the AAA gun below. With the gun destroyed you will be informed that
    you have another task. You need to get onto the overlook to the west and “paint”
    that munitions depot for an airstrike. Many of the soldiers around the AAA gun
    have missile launchers so grab one to replace the one you just expended.
    
    Continue west from the AAA emplacement, moving back onto the high promontory on
    the right side of the road that overlooks the track area. The two KPA from the
    checkpoint to the west will be on alert because of the explosion and will be
    searching. Be advised that a sniper will also be active on a rock ledge
    overlooking the compound with the abandoned sniper’s tower to the west.
    
    Locate the three KPA-the binoculars will best allow you to find the sniper
    concealed in the foliage on the ledge to the left of the sniper’s tower. Take
    him out and then locate and eliminate the two roaming KPA before descending. If
    you need Precision Rifle ammo, you will see a rock ramp leading to the ledge
    where the sniper was concealed but there are also twenty rounds on the objective
    tower as well. If you go for the ammo, don’t let the tank in the valley beyond
    see you or you will be targeted.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: If “painting” the munitions depot for an air strike is too easy for you,
    you can do it in person. Go east toward the depot and find a place to sniper the
    two KPA in the tower in the village with the depot. Make your way up the road
    and take out the soldier at the gun mount guarding the entry road and any others
    near him. As you sneak your way onto the tower friendly VTOLs will arrive. Climb
    the tower and begin sniping. You can actually complete the mission from the
    tower by targeting the open-sided munitions cache with your missile launcher or
    you can get in close and place a C4 charge on one of the gas tanks, munitions
    crates or even on the nearby AAA gun.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    Make your way onto elevated sniper’s tower to paint the munitions depot to
    summon an air strike. Take the Precision Rifle ammo and descend. You are advised
    that you can get a Gauss Rifle from a supply drop to the south. Take the APC
    near the tracks and drive south along the tracks past the wrecked AAA gun to the
    supply VTOL. Take the potent Gauss Rifle and a box of ammo.
    
    Just past the VTOL there is a barrier manned by a few KPA. Use the APCs turret
    to waste the KPA there and any near the trailer beyond it. Overhead VTOLs are
    arriving with the marines.
    
    It is now time to push ahead to the mine and there is another KPA barrier ahead.
    Help the marine force and gunships eliminate the KPA, who have a gun emplacement
    on the right side of the barrier. Use the Gauss Rifle to snipe the enemy and as
    you penetrate the barrier, check for survivors. Keep away from the mines by
    staying on the tracks.
    
    Before continuing south on the tracks to the waypoint, return north to the VTOL
    supply ship and raid the remaining ammo box to max out your supply of Gauss
    rounds. Retrace your route south past the barrier. Something has destroyed the
    roadway. Jump over the fissure to end chapter five.
    
     = = = = = = = = = = = = = = = =
    = CHAPTER 6: AWAKENING: <CH06>  =
     = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 6 actions as outlined:
      Precision Rifle (In your possession at the start of chapter 6)
      Gauss Rifle (In your possession at the start of chapter 6)
      Pistol (Secondary weapon in your possession at the start of chapter 6)
      Missile Launcher (In your possession at the start of chapter 6)
      Shotgun (Acquired during/after the battle with General Kyong)
      SCAR assault rifle (Acquired during/after the battle with General Kyong)
    
    You are now carrying two sniper rifles-the potent Gauss and the Precision Rifle.
    Move forward, using the roadway on the left. You will be instructed to get to
    the landing zone. Shortly after a secondary task to gather intelligence
    concerning the disposition of the hostages will be given. After a tremor shakes
    the area, advance and a truck loaded with explosive barrels will come into view.
    Use the Precision Rifle to quickly hit the sniper in the tower beyond the truck
    and then hit a red barrel in the truck to clear any nearby hostiles. Watch your
    back as you advance through the undergrowth on the right side of the road, which
    will keep you out of sight as a helicopter hovers overhead-ignore it but stay in
    cover and be prepared for a KPA patrolling nearby.
    
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    Note: You can actually get to the secondary objective by taking out the KPA near
    the gate by hitting a red barrel in the truck, killing the sniper in the tower
    and knocking out the machinegun nest on the right side of the entry. You can
    then sneak through the gap in the fence on the left side of the entry gate. You
    don’t even have to address the tank, but you’re carrying two sniper rifles for a
    reason and paving the way as outlined below will save you a lot of Precision
    Rifle rounds, since you would have to fight your way into the objective building
    using a lot of rounds. You will also have to get past the tank on the far side
    of the compound or it will follow you into the next area if you fail to
    eliminate it here.
    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
    
    With your immediate area secured and while in cover, snipe the KPA gunner in the
    emplacement on the right side of the gate and any other KPA in the area. When
    the tank arrives hit it with missiles, and then move forward and jump the tall
    fence near the watchtower. Kill any nearby KPA and climb the watchtower. Begin
    taking targets of opportunity with the Precision Rifle. With a bit of patience
    you can drastically reduce the enemies’ numbers. Don’t ignore the area to the
    southeast-you will need to go there, so snipe as many KPA there as possible.
    
    With the area secured, equip the Precision Rifle with the reflex sight and fill
    up on ammo from the extra clips on the tower. Climb down from the tower and
    power-jump the fence, cloak and cross the road and enter the hole in the fence
    on the opposite side near the mined area.
    
    Move east between the fence and the building, going toward the secondary
    objective. At the far end of the building, check around the corner for hostiles,
    and enter the objective building. Raid the munitions, stocking up on anything
    useful. Cloak and make your way to the stairwell on the southeast end of the
    building. If your sniping was thorough you should only have to expend a few
    Precision Rifle rounds to clear the floor. Usually three survivors will need to
    be put down. There will be additional munitions piles to loot before you reach
    the computer terminal that is in a corner on the upper level. The intel reveals
    that the hostages are being held in the mine by General Kyong-that is your next
    objective.
    
    Head south and jump the fence and take the APC, stopping when the bulldozer
    appears ahead. The mine complex is crawling with hostiles and they must be
    eliminated to make it safe for the incoming fleet. There are about ten KPA,
    including two turret gunners and an APC gunner. There are also four KPA elite
    soldiers wearing nanosuits and some carry deadly Precision Rifles or miniguns.
    
    Stir up the locals by locating and killing the two distant turret gunners on the
    overhead catwalk near the structures with your Precision Rifle. Take out anyone
    else showing himself and toss a C4 explosive charge near the bulldozer but don’t
    detonate it. Equip the Gauss Rifle with the reflex sight for any chance close
    encounter, cloak and move into the mine and go to the right and up the stairs.
    You will see the icons on your radar moving toward your former position. Move
    along the metal fence, striving to avoid any contact, and recharging behind the
    fence. When you reach the slag pile, stay on the back slope, out of their
    sightline and detonate the C4. This has a tendency to make them move more toward
    your starting position.
    
    Hustle around the slag and start south towards the tall silo ahead-a tall
    building with “BSW Mining Corp” will be to its right as you move toward it. Go
    up the metal stairwells and take the ladder to the top.
    
    Keep in mind that you can remain cloaked for a long time if you aren’t moving as
    you recon the mine to pinpoint the nanosuits and the APC gunner. Stay low so the
    APC can’t target you and use the sniper-scoped Gauss to take out as many
    nanosuits as possible and then take out the APC gunner with the Precision Rifle.
    Don’t spare the ammo, you have thirty spare rounds on the roof; and, truth to
    tell, there doesn’t really seem to be much of a difference between the Precision
    Rifles and the Gauss Rifles effect on the nanosuits.
    
    Some of the hostiles will gravitate to places where you can’t see them, but they
    will wander into range. Hitting red barrels near their locations or tossing
    grenades can also kill or drive them out into the open. The nanosuits don’t
    usually hide for long. They will drift into the open trying to hit you-big
    mistake. If need be, descend to mop up anyone that has dug into a hidey-hole.
    
    When all of the hostiles are down a helicopter gunship will enter the fray. If
    you are still on the silo, this can be dicey, so stay cloaked until you have a
    good shot. Take it down and replenish your missiles and ammo before going for
    the mine. If you have at least six Gauss Rifle rounds-keep it, if not trade it
    for a shotgun-there is one at an ammo pile. Top off all your ammo and C4 charges
    and grab a fresh missile launcher.
    
    The VTOLs have arrived and it is now up to you to infiltrate the mine by leading
    the spearhead. You should be equipped with the Precision Rifle and the Gauss
    Rifle, unless it is low on ammo-a shotgun if it is.
    
    When you come to the quarry pits, recon the area below from the heights. A tank,
    APC and a cargo truck will start south from the north end of the quarry. When
    the tank stops below take it out with missiles and then take out the APC near
    the shacks and any KPA near it by targeting the red barrel. Go north from where
    the tank convoy came and make a series of armored jumps down. Re-supply your
    missile launcher from the cache in the depressed area.
    
    Start back to the south side of the quarry, staying on the west ledge just above
    the lowest level. Cloak as you move past the two containers and use the cover
    provided by the lone container to snipe the turret gunner and his companion
    across the chasm. Another tank to the southwest will need your attention before
    you can advance safely. Peek around the container and hit it before it sends a
    barrage your way.
    
    Move west on the ledge and snipe anyone below near the truck or near the cluster
    of KPA trailers in the low area to the south. Slip down to the low area and make
    your way to the supply trailers, staying on the ledge behind them to approach
    without being detected. There will be resistance with one KPA in the trailer and
    several others in the vicinity. Go into the trailer, gun down the soldier and
    grab the submachine gun or the KY71 to save Precision Rifle ammo. Use the
    trailer’s entry as a chokepoint to take out the remaining KPA. Regain your
    Precision Rifle and restock your ammo; and, before continuing, collect a missile
    launcher from one of the KPA corpses or from a cargo bundle near one of the
    trailers.
    
    Make the turn northeast up the grade toward the fortified mine entrance. There
    are two machinegun nests near the mud road, but they aren’t manned. Continue
    north around the stronghold, staying on the perimeter until you see the
    bulldozer. Get the action started by sniping around the bundles, taking the
    turret gunner to the right of the mine entrance and then any KPA that shows
    itself. Back away and armor-up when they throw grenades. The machinegun nest on
    the left side of the entry will now become active-take it out and additional KPA
    will re-man the sites. With four kills under your belt, the back-up team should
    now be arriving.
    
    Look toward the mine’s entry and use your missile launcher to eliminate any KPA
    there and to soften up the two nonosuited KPA. The arrival of the US Marines has
    drawn some of the hidden KPA to the turret guns. Continue clearing KPA from
    there and try to get the nanosuits before moving toward the mine’s entry. Use
    the Gauss Rifle equipped with the reflex sight as you mop up.
    
    With the outer area cleared, cloak and step into the entry and locate the enemy
    with your binoculars. Some will be on the elevated gallery in the rear and
    others in the wings. Identify the nanosuited KPA and then toss a C4 charge into
    the room near the entry. Step back out of the entry and use the Gauss Rifle or
    the Precision Rifle to concentrate fire on the nanosuit. Use the doorway as a
    chokepoint, killing and ducking to recharge or regain health. When your radar
    indicates the enemy is creeping toward the entry, back off, armor-up and
    detonate the C4. You can repeat this with another charge. If you failed to get
    the nanosuit he will eventually come calling. When the five or sometimes six KPA
    including the nanosuit are dead, grab a minigun if your Gauss or Precision Rifle
    is out of ammo.
    
    Head into the mine, which shakes with a seismic tremor, and go up the ramp or
    the stairwell into the mine tunnel. Follow the tracks, bearing right before the
    boarded over tunnel. Stay cloaked as you progress and watch for another KPA
    soldier in a nanosuit after you make the turn. If you are cloaked you can get
    out of his sightline and lay a C4 charge or two in the tunnel and lure him into
    it by showing yourself, or you can gun him down. When he is toast, make a pair
    of armored jumps down the elevator shaft and continue east through the tunnel.
    
    Jump the gap onto the board walkway and continue on, following the series of
    flares through the jumbled tunnels until you hear voices ahead.
    
    During a cutscene, two nanosuited KPA will knock you out and after you revive
    you will hear an argument between a hostage and General Kyong, who believes he
    has a powerful new power source-not a temple important only to archaeologists.
    He is warned against releasing it but when the artifact is activated an
    explosion rocks the area. Only the hostage, Kyong and you are left standing.
    
    There are numerous weapons located in the area. Your weapons and all your ammo
    have been lost so when you gain control of Nomad, cloak and go left and take the
    SCAR and the two extra ammo clips. Take the pistol and its ammo but leave the
    shotgun so it isn’t lost in the battle. Do yourself a big favor, when you
    acquire a weapon, quickly toggle the flashlight and the laser sighting off.
    General Kyong can more easily track you with them active.
    
    After acquiring the SCAR, avoid General Kyong and try to locate the Precision
    Rifle. If both of Kyong’s nanosuited companions were toting Precision Rifles;
    and, if one wasn’t lost in the explosion, it will be laying on the floor on the
    starting level east of that central structure. It isn’t always there-too bad;
    there may be only a submachine gun instead.
    
    With Kyong on your radar it is relatively easy to stay away from him. You can
    play a bit of cat and mouse with Kyong as you stock up on ammo in the lower
    area. You can even start administering some damage with the SCAR or by throwing
    items at him, which knocks him down and does some damage. You can easily circle
    the central structure to keep out of his sightline.
    
    Go up the stairwell onto the catwalk above and grab the Precision Rifle that is
    normally there-or if you already have one-its ammo from the grating. With the
    sniper rifle in hand, go up the narrow flight of stairs to the highest elevation
    near the alien artifact’s power source. Try to save the Precision Rifle ammo,
    especially if you have twenty rounds. Kyong won’t come up those stairs; he will
    oftentimes mill around the base of the stairs but he won’t come up the stairs.
    If you activate armor and go prone when he fires at you, he can’t administer
    much damage to you from anywhere in the grotto.
    
    Pinpoint his location with your binoculars and begin to punish Kyong-headshots
    are the most damaging-toggle the SCAR to the single-shot option for better
    control, changing from reflex to scope sighting when he changes his location.
    You have a rifle grenade-hit him with it when he is in a good position to deal
    good damage. If you use the Precision Rifle it will usually bring him down with
    about ten shots, especially if many are to the head, but it will take 50 to 70
    with the SCAR. Take your time, make most of your shots count and duck out of his
    sightline when he fires that minigun at you, armoring-up and going prone when he
    has his best sightline.
    
    After Kyong goes down, re-supply, grabbing ammo for everything. Hopefully you
    didn’t use the Precision Rifle to kill General Kyong. With the reflex sight
    selected it is devastating against the foes you will face next and if you have
    twenty rounds-all the better. Take a shotgun and don’t leave the grotto without
    a full complement of shells. Kyong’s minigun is a decent alternate, especially
    if he didn’t use most of its ammo. If both the Precision Rifle and the minigun
    are low on ammo, take a submachine gun to team with the shotgun.
    
    Meet a frantic Helena Rosenthal at the elevator. The cavern is collapsing and
    you are trapped on the elevator. You are compelled to tell Helena that,
    unfortunately, her father was killed at the other site. A VTOL lowers a rope and
    Helena is rescued but you aren’t so lucky-you must find your way out where you
    will then be picked up. The elevator falls to the bottom of the cavern. Chapter
    six ends.
    
    = = = = = = = = = = = = =
    = CHAPTER 7: CORE  <CH07> =
    = = = = = = = = = = = = =
    
    Weapons used in chapter 7 actions as outlined:
      Shotgun (In your possession at the start of chapter 7)
      Precision Rifle (In your possession at the start of chapter 7)
      Pistol (Standard sidearm in your possession at the start of chapter 7)
      Minigun (Acquired in the alien labyrinth)
    
    After the extraction of the hostage, the elevator plummets to the cavern’s floor
    with you aboard-there will be no easy way out for you! Fully re-supply your ammo
    from the scattered cartons, if you didn’t before, and head south from the
    elevator and up the stairs. Go across the metal walkway and into the tunnel.
    Knock the obstructing bars aside and enter the steaming crevasse.
    
    Your suit’s radar has failed in the alien environment, so navigation will
    quickly become complicated. Your biggest problem as you penetrate the alien core
    could be getting turned around and returning to areas you have already passed
    through. Communication is still working, however, so you can relay the semi-
    organic, crystalline structured nature of the, at this point, linear path into
    the alien’s bastion. The alien construct is frigid-cryogenic frigid.
    
    Soon a circular portal giving access to a circular tunnel will appear; and, at
    the far end, a hatch will open to admit you to a more open walkway in a larger
    grotto. As you proceed an alien sentinel can be seen hovering above. Don’t waste
    your ammo shooting at it-it can’t be damaged and it will just drift away.
    Continue along the alien walkway and suddenly gravity is lost. You are now
    floating, and the cold has temporarily frosted over your visor. Don’t move until
    it clears or you can become disoriented.
    
    To your right there is an open brightly glowing portal. Enter it and move
    through the truly alien tube. You should get a fleeting glimpse of an alien
    squid inside the partially barred portal on the right. Dislodge the bars and
    follow it into the crystalline maze, moving toward the blue light through the
    semi-organic passage. You will begin moving against a strong current and you
    once again get a glimpse of the alien squid in the murk ahead. When you see a
    frigid haze pouring from an overhead gap in the tunnel, obscuring the passage-
    armor up, the creature will ram you.
    
    When you see the corkscrew-like device, blast the bright filament of the
    gyrating device on the right to stop the current. Continue forward moving along
    the glowing corkscrew device and enter the crystalline tube. When you get to the
    spot with multiple paths, take the structured blinking portal and a denizen of
    this labyrinth will confront you up close during a cutscene.
    
    Move into that portal and follow the structured tunnel until you must dislodge
    the bars on the left side of the passage to penetrate deeper into the frigid
    labyrinth. You will enter another structured passage and then a large chamber.
    There are five active power cells around the cavern that must be destroyed to
    stop the current, allowing you to continue. The devices look like gyrating light
    bulbs and reside on the large mechanical armatures.
    
    As you start to take out the devices with shotgun blasts to the glowing
    filaments, the aliens will begin to ram and fire projectiles at you to prevent
    your actions. The best way to survive is to take out the first two filaments as
    quickly as possible, which stirs up the hornet’s nest. It isn’t necessary or
    economical to try to kill all the squid as you locate and destroy the remaining
    filaments; try to avoid their ire by staying cloaked as much as possible,
    uncloaking briefly to blast a power device as you move on to the next. An up
    close-up shotgun blast or two to the squid will do the job-a single well-aimed
    shot with the Precision Rifle, if you have it, is also sufficient.
    
    When the current is subdued, take the yellow-bordered portal where the current
    was emerging to get away from the darting squid. Be advised that they may follow
    you for a short distance. Move through the passages, veering into the left
    passage at the fully grated portal. You must then knock out the obstructing
    grates to continue. Turn left into the structured passage and it will lead you
    to another portal and then into another large chamber.
    
    A squid will confront you as you enter. Have your shotgun ready for it and blast
    it at point blank range. Stock up on shotgun ammo in the chambers side grottos.
    Take the incendiary ammo for the FY71 as well. The squid must like to gather
    stuff. Both ammo and weapons, including a minigun, are available here. If you
    have the Precision Rifle and it is low on ammo, take the minigun. If you have a
    submachine gun replace it with the minigun. The FY71 assault rifle shooting
    incendiary ammo is also a decent option.
    
    Opposite your entry you can look through a glass portal to the chamber beyond.
    Note the cycling of the obstructive energy fields through which you must pass.
    To the left of the viewing port there is a tunnel that will take you into that
    chamber.
    
    Bear right as you exit the tunnel and be prepared for squid. There are about
    eight or so infesting the chamber, but it isn’t necessary to wipe them out even
    on the toughest level. Move toward the first of the transparent energy fields.
    The field apparatuses operate slowly, and they aren’t a problem-you just have to
    wait for a blaze of light after which the obstructing field will drop, allowing
    you to pass. You can battle the squid but combat is largely an option. Once you
    take out your initial attackers and get to the first field, remain cloaked and
    since they won’t see you they won’t attack unless they accidentally bump into
    you. The cloak lasts a long while when you aren’t moving or shooting through it,
    so be patient and confront the menace when you are recharging-then re-cloak.
    Take note of the light flashing and promptly move through both obstructions as
    they clear in turn. When you are past them, enter the left portal where the
    current is entering. You will be whisked along as if in a movie land “wormhole”
    and will eventually emerge, after a brief alien stopover, from another
    “wormhole” at the entry to yet another large cavern.
    
    A squid or two patrol the chamber so watch out as you raid the grottos for ammo-
    fill up on shotgun shells; and, if you have the minigun, on ammo for it. Note
    that the exit is at the west end, beyond the strange bright crystalline
    football-shaped apparatus. It is not available at this point.
    
    At the far eastern end of the chamber a glass barrier reveals a huge invasion
    force of alien squid and they will quickly notice your intrusion into their
    frigid domain. A hammering noise ushers in increased alien activity and more
    squid will begin to enter your chamber. Many of them seem to be guarding the
    exit portal on the far end, which has been enabled. Again it isn’t necessary to
    kill all of them or any of them. Your only goal is to get to the now glowing
    exit portal. Stay along the left wall to secure that flank, firing on the squid
    only increases their awareness and aggression. Try to be recharged to maximize
    cloaked time as get near exit on the west side of the chamber. Numerous squid
    guard the exit, but with luck and an active cloak you can push through it into
    the chamber beyond.
    
    Start across the chamber toward the exit gateway. Allow your cloak to recharge
    and when the lights die, don’t stop, continue pushing forward toward the exit.
    When the lights come back on, squid will attack-get into the exit alcove and get
    into a corner. Begin killing the attacking squid point blank with the Precision
    Rifle, the shotgun or whatever else you have-melee them if necessary. De-cloak
    to shoot and cloak to regain health if you are hit. After four or five kills the
    apparatus in front of the door will start to power up and a few more kills will
    enable it. Suddenly you are expelled from the alien core.
    
    = = = = = = = = = = = = = = = = = =
    = CHAPTER 8: PARADISE LOST  <CH08> =
    = = = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 8 actions as outlined:
      Shotgun (In your possession at the start of chapter 8)
      Precision Rifle (In your possession at the start of chapter 8)
      or
      Minigun (In your possession at the start of chapter 8)
      Pistol (secondary weapon in your possession at the start of chapter 8)
      MOAC (Acquired from Prophet during gameplay)
    
    You have escaped the alien nest and so have numerous squid. The tropical island
    has turned frigid near the expanding alien sphere and you need to get moving to
    keep from freezing and to locate the Marines whom operational command has lost
    contact with.
    
    Go right from your starting point. The path down the mountainside is linear and
    easy to follow. Choosing to fight all the squid on the way down will probably
    get you killed and will tax a full supply of ammo. The best way is to try to
    avoid the majority or all of the squid by using cloaking tactics.
    
    Just beyond the wreckage where you find the munitions, the path turns hard
    right. Half a dozen squid are dropped by an alien “transport” and they will
    congregate there in a swarming pack. You have two choices, use the shotgun or
    whatever else you have at point blank range to eliminate the mob, whose corpses
    will now explode shortly after their death; or-highly advised-avoid a pitched
    battle that will haunt you the rest of the descent by carefully cloaking past
    them. While you can defeat these mobs of squid, you will find yourself unable to
    reload or forced to endure a deadly corpse explosion when you are backed into a
    corner. There are also areas where you can recharge if your stealth tactics have
    kept them off your tail. Remember to move slowly to conserve energy.
    
    Continue downgrade. If you are fighting them tooth and nail you will need to
    grab the shotgun ammo in the shack beyond the shallow crevasse. That side trip
    will be a magnate for additional attacks; or-highly advised-you can just bypass
    the shack by jumping into the crevasse and continue your flight.
    
    Whether you’re killing or sneaking, get into the crevasse and start downgrade.
    Soon a “transport” alien will drop another mob of squid. If you weren’t cloaking
    past them, do so now. Continue down slope and one last mob of squid will be
    dropped. Hide behind cover to recharge and you can make it past them without
    incident. Once clear of the aliens continue down slope. There are several routes
    down; the most straightforward leads past a burning vehicle. Just move toward
    the waypoint, jumping down when necessary until you will reach an overlook.
    
    During a cutscene you will drop down into a compound filled with the corpses of
    the missing Marines-frozen in the glacial cold. When a squid “transport” drops a
    mob of squid, Prophet, still alive, will enter the fray and he has an alien
    weapon called a MOAC. Team up with him to eliminate the enemy. There is a
    trailer near the start that not only contains ammo but is also a defensible
    position. Just armor up when any nearby victims explode.
    
    Prophets suit, however, has malfunctioned and in the deep cold he is in grave
    danger of freezing. When the wave of squid is down, he will give you his alien
    weapon-the MOAC; it is essentially an alien minigun but it has infinite ammo,
    doesn’t have the wind-up time, but it will overheat if fired too long, requiring
    a brief period to cool down and become operational again.
    
    Evacuation is now paramount but you must first fight off a wave of squid. Once
    again get near the trailer to cover your “six” and team with Prophet to ward off
    the wave. When the area is secured an alien “transport” will plummet to the
    ground and when it explodes, an outlet on the far side of the area is blasted
    open.
    
    Move toward the gap with Prophet following. You must now fight the enemy off as
    Prophet battles the cold on the way to the evacuation point. His suit
    malfunction is causing a rapid energy drain. After the aliens temper tantrum,
    lead him to the burning vehicle so he can warm up. There is little or no
    opposition at this first stop. Keep your eyes on Prophet’s energy meter at the
    bottom of your screen, and don’t let it fall to zero or Prophet is history; but
    when it hits 100% start for the next waypoint.
    
    Escort Prophet toward the next waypoint, jump into the crevasse and allow
    Prophet to warm up near the burning vehicle. Squid will harass your retreat,
    soaring high above and the smaller squid may join them. Stop at the burning
    vehicle to allow Prophet’s failing suit to recharge. Hold off any aliens and
    start for the next waypoint as soon as possible.
    
    The path to the next fire is through a fissure and both aerial and ground aliens
    will attack. Fight you way to the next fire and hold off the alien menace as
    Prophet recharges and then start for the final waypoint. The overhead bridge
    appears above and the opposition is heavy as you start up the slope towards it.
    There are several fires here but Prophet exhorts you to get across-so don’t stop
    unless it means you will lose him. If his energy is good, even if you have lost
    him in the confusion, he will make it even if you can’t locate him in the
    confusion of battle. An enormous alien war vessel cruises overhead as you race
    across the partially wrecked bridge to end chapter eight.
    
    = = = = = = = = = = = = = = = =
    =  CHAPTER 9: EXODUS  <CH09>  =
    = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 9 actions as outlined:
      Shotgun (In your possession at the start of chapter 9)
      MOAC (In your possession at the start of chapter 9)
      Pistol (Secondary weapon in your possession at the start of chapter 9)
      Missile Launcher (Acquired during chapter 9 gameplay)
      Gauss Rifle (Acquired during chapter 9 game play)
      APC turret weapon (Used on the trip down the mountain)
      AAA artillery guns (Found in the valley near the crash and Evac sites)
    
    The deepening cold has produced a cold fog making visibility poor. Just ahead
    there is a beleaguered group of Marines near a building. Go into the building
    with Prophet to meet Sergeant Keegan. He will communicate that his orders are to
    retreat down the mountain to an extraction point in the valley below as soon as
    possible. The growing alien sphere looms over the area.
    
    Exchange your trusty shotgun for the Gauss Rifle in the building and grab an
    ammo box. Take the missile launcher as well. Keep the MOAC-the shotgun is easily
    replaced-the alien weapon is not.
    
    The squid have arrived and are now assailing the force through the cold fog.
    Your task is now to help the Marines wipe them out so you can continue to the
    extraction point. The Gauss Rifle is the best weapon to take down the flying
    squid, and the MOAC will do the job close quarters and will conserve Gauss
    rounds. Equip the reflex sight for targeting the quick moving aliens and don’t
    waste ammo as you help eliminate the mob of swirling squid. Concentrate on the
    larger flying squid, using the Gauss Rifle to take them down. The Marines will
    deal with most of the smaller squid.
    
    After most of the squid are eliminated, you will get the order to pull out. Grab
    those extra Gauss rounds from the building and get to the APCs. You will man a
    gun turret as the convoy travels away from the frigid cold surrounding the
    expanding sphere. As your convoy descends toward the valley a pair of flying
    aliens bring down the EVAC VTOL with Helena aboard.
    
    As you go down the mountain the tropical warmth will return and the flying squid
    will need to be held off. Man the turret gun (UP ARROW to the change view) and
    bring them down as you descend the switchbacks; watch your vehicle’s damage
    meter and hope that an exploding alien corpse doesn’t fall onto it or directly
    in its path where it will explode.
    
    When you have survived the onslaught the fractured pavement will require you to
    abandon the vehicle. Start down the mountain road with Prophet and move toward
    the waypoint, bearing right before the bridge to the VTOL crash site. Once there
    you must defend the site until Prophet arrives to pull Helena from the crash
    wreckage. When you have a shot, de-cloak, shoot and quickly re-cloak to keep
    from being swarmed by the flying squid. Note that there hasn’t been a checkpoint
    since you boarded the APC at the top of the hill until Prophet begins the
    rescue.
    
    Man the nearby AAA gun and start to annihilate the flying squid assaulting the
    force at the crash site. Watch the weapon’s damage indicator and when it alarms,
    get off of it before it can explode. Take refuge in a bush to help mask your
    location and de-cloak to use your Gauss Rifle to target the aliens-there are
    additional Gauss rounds in the opened VTOL if you need them. With alien
    opposition waning, another VTOL is en-route and you must secure the landing
    site.
    
    When the VTOL makes a successful extraction, taking Helena and Prophet away.
    Start for the final landing zone for your own escape-the brass doesn’t want to
    lose the data in your suit-or you, hopefully. An enormous scorpion-like alien
    “tank” has emerged. Don’t fight it; keep going through the river toward the
    waypoint where the Marines have commandeered some KPA AAA guns.
    
    Grab the Gauss Rifle ammo on the crate and once again man an AAA gun. Flying
    squid will again swirl and the “tank” will also approach. Don’t bother with it,
    clear the skies and don’t get destroyed with the AAA gun. If the gun is
    destroyed, get into a bush and use the scoped Gauss on the flying aliens until
    the area is safe enough for a landing. When the VTOL arrives to the north, get
    into it. The chapter ends as the heroic tough-talking Major Strickland and the
    Marine force stays behind to finish the alien juggernaut. Won’t be the last time
    you see one of those.
    
    = = = = = = = = = = = = = = = = =
    =  CHAPTER 10: RECKONING  <CH10>  =
    = = = = = = = = = = = = = = = = =
    
    Weapons used in chapter 10 actions as outlined:
      Minigun (Acquired during gameplay)
      Gauss Rifle (Acquired during gameplay
      Missile launcher (Acquired during gameplay)
      TAC canon (Acquired in the ship’s armory)
    
    The VTOL has arrived safely on the aircraft carrier and a captured alien is on
    display on the flight deck. A power surge revives the creature and the marines
    hammer it down with gunfire. Helena recalls how the aliens seem to thrive on
    energy. You are informed that Admiral Morrison needs to speak to you in CDC.
    Your transmissions have caused quite a stir. Psycho says Prophet is shaken-up
    over the affair. You are now weaponless.
    
    Enter the nearby hatch and follow Psycho to CDC to see Admiral Morrison.
    Interact with the hatch to enter CDC. The joint chiefs have issued an order to
    nuke the island and Helena is concerned about adding energy to the sphere. It is
    a power sink, a biological entity that thrives on raw power. Intelligence,
    however, has detected alarming activity on the island and has detected a
    transmission aimed at the nearby M33 galaxy-well nearby in comic terms-only
    4,000,000 light years away. They see no alternative to a nuclear bomb, but
    Helena is adamant about not adding more energy to the sphere-a living biological
    unit-but she isn’t a military bigwig, just a scientist-what does she know?
    
    You must now get to the armory. Just follow the “Armory” signs to get there and
    continue on to find Prophet in the diagnostic chair. Prophet has been able to
    acquire and integrate alien tech into his suit, which may prove immensely
    helpful in the battle with the aliens. Prophet knows a nuke isn’t an answer to
    the alien threat and he wants to return to the island.
    
    You take the diagnostic chair so data can be retrieved from your suit. Helena
    believes sending an overload signal to the aliens via the nanosuit while they
    are vulnerable may be the best alternative-not a nuke. Before you exit a
    researcher enters with a TAC cannon-a weapon allowing the firing of a tactical
    nuke, much like a grenade launcher. “Whatever will they think of next?”
    
    The technicians have found a way to make your suit interact with the alien
    psyche, possibly making you a walking weapon against the aliens. Follow the
    soldier or the “Bridge” signs through the corridors and up the stairs to the
    bridge. You learn that Prophet has gone rogue, knowing a nuke isn’t the answer
    and he has commandeered a VTOL and returned to the island. Admiral Morrison has
    his orders to launch the nuke. Helena is still trying to convince him that it
    isn’t a good idea-they feed off of energy and a nuke may make them stronger.
    
    Helena’s exhortations are to no avail; the nuke hits the island. Out of the
    radioactive cloud the sphere can be seen expanding exponentially and flying
    squid are soon attacking the carrier, breaching the hull. You are dispatched to
    the flight deck to battle the horde. You are, however, without weapons.
    
    Melee the twisted hatch and before using the stairwell go into the burning
    compartment ahead and grab the Gauss Rifle and the pistol. Descend the first two
    flights of stairs and grab the minigun and ammo drum and proceed down the
    stairwells. Identify the way to the flight deck by using the doors with green
    lights. As you reach the flight deck aliens are soaring overhead. Grab the Gauss
    Rifle and a box of Gauss ammo and take a missile launcher. Begin targeting the
    aliens with your weapons. On the harder levels, using the hatch as a retreat
    increases your survivability. Re-supply when your reserves run low so you don’t
    waste the reserves. There are several Gauss Rifle cartons and minigun bullets
    drums.
    
    When the squid retreat, move south toward the waypoint marked by a flare. Wait
    with the Marines for the flight deck’s elevator and follow them into it. The
    reactor core has been breached and you must get to the engineer to assist in the
    shutdown. Follow the Marines into the storage hangar and jump down onto the
    elevator, which plunges down.
    
    Enter the partially flooded compartment and take whatever munitions you want
    from the table with the deceased Marine. Move north through the water and into
    the corridors heading for the waypoint. The concussion from an explosion ahead
    reaches you. Melee the doors and a Marine will inform you that the creatures are
    aboard. Make your way up the stairwell to the engineer. He says you must disable
    the main breakers to begin a reactor shutdown.
    
    Go through the hatches, down the stairs and through the water. The breakers are
    up the stairs to the left of the blue hatch. Go up the stairs and disable them.
    Go down the stairs and through the partially flooded hatches-first entering
    through the blue hatch-to initiate the SCRAM sequence on the reactor. You’ll
    have to power-jump the wall and go through the breach. There is a ladder that
    will get you into a service duct. Crouch and take the duct and then jump down
    and hit the red button on the control console as instructed. This will initiate
    the SCRAM sequence, inserting the control rods.
    
    When several of the rods jam, squid pour into the chamber drawn to the power.
    Helena uses your nanosuit to transmit a signal and an overload kills the aliens.
    You must now get into the reactor room to push down the three rods. Activate
    armor and interact with the rods to avert a meltdown. Move quickly, interacting
    as fast as possible with each rod and then get out-you don’t have to wait for
    them to go down before going to the next rod.
    
    But your work is never done. Another wave of hostiles is inbound and you are
    desperately needed on deck. Follow the green-lit doors and make your way with
    armor active past the generator to the stairwell. Jump onto the generator
    housing to minimize your time in the electrified water. The green doors will
    lead you past Admiral Morrison and will again take you to the partially
    submerged hangar. After you start for the ammo elevator, several squid will
    attack. Kill them, using the doorway to restrict their approach angle. The Gauss
    Rifle yields single-shot kills. Take the ammo elevator to the storage hangar.
    
    A half dozen squid will attack, lure them out and retreat to near the elevator
    to restrict their attack options. Make your way across the storage room and into
    the adjacent room where the Marines are battling the squid. Help them eliminate
    the horde and exit the hangar to the northeast and follow the green doors.
    
    When the abandon ship order is given, continue forward. Kill the squid coming
    through the breach, but before going for the flight deck you must first do a
    side mission. You need that TAC cannon. Go up the stairs and follow the “Armory”
    signs and get the weapon. There will be several squid to kill on the way. Take
    the TAC canon. It is a special weapon and doesn’t replace either of your primary
    weapons.
    
    Once again follow the green doors, fighting your way through the corridors. Grab
    the Gauss ammo from the counter on the left and continue through the smoky
    corridors and past the Admiral, whom a pair of squid is assailing. Help
    eliminate the squid but the Admiral doesn’t make it. Just before getting onto
    the flight deck top off your Gauss ammo from the counter to the right.
    
    Activate the cloak, get on deck and grab ammo for the minigun, a missile
    launcher and anything else you need. If you don’t have a Gauss Rifle there is
    one to the right of the hatch.
    
    A gigantic, scorpion-like alien “tank” has appeared on the flight deck.
    Fortunately is doesn’t move from its starting position. In addition to its
    grabbing tentacles is can spew a deadly stream of ice shards. It also will
    broadcast a concussive blast that is fatal if its hits you while you are
    exposed.
    
    Move north and get behind the wrecked VTOL. It will provide decent shelter from
    the “tanks” deadly attacks. While you can move about to attack it on the lower
    levels, the left end of the wreckage seems to provide the best protection from
    its attacks on the higher levels. The monstrosity must be killed and Helena will
    broadcast a signal to weaken it.
    
    From behind the VTOL wreckage, deal some initial damage to the creature with the
    missile launcher. When it opens its glowing “mouth,” activate armor and duck for
    cover behind the hulk of the VTOL. The ice shards are deadly; so don’t get
    caught in their path. Let your energy recharge and equip the minigun and lay
    into it. It can absorb a lot of punishment-aim for its “mouth” for increased
    damage and activate armor and move into cover when it attacks.
    
    Flying squid will now begin to join the battle-one at a time. Take them out with
    the Gauss Rifle as they filter into the fray. Use the cloak to get a bead, using
    the body of the wreck to shield your position from the creature, de-cloak, to
    save energy for your shield, and hammer the flying squid. If it deduces your
    position it will fire its deadly MOAC from above where it is harder for you to
    target it and more difficult for you to stay out the creatures sight. Continue
    to punish the creature and re-supply your Gauss and minigun ammo from the nearby
    caches. Alternate squid control duty with minigun fire while armoring in cover
    during its attacks. It will eventually drop. Stay away from its corpse, as it
    will then explode massively.
    
    Don’t admire your handiwork. Re-supply everything in your possession, including
    your missile launcher. Make your way back to the VTOL wreck and prepare for
    battle.
    
    An enormous alien warship will now approach the carrier. It has four hard-to-see
    canon ports that you must destroy to allow Helena in the VTOL to approach it to
    take down its shields. These canons are at the corners of its “torso” and appear
    like closed alien eyes which are easier to pinpoint once you fire on it and they
    open to fire ice shards back at you. Use the edge of the hulk as cover and fire
    a Gauss round into the behemoth and when the shutter over a canon port opens,
    hit the canon with Gauss rounds. This behemoth will also project frigid blasts
    that will obscure your vision leaving you highly susceptible to enemy fire. You
    must wiggle the analog stick to free yourself, and this can be a real pain when
    it happens repeatedly.
    
    The scoped Gauss Rifle is your best tool to neutralize the canons although a
    lone well-aimed missile shot or even the minigun can also do the job. It will
    take multiple Gauss rounds to take them out.
    
    With the canons down, several flying squid will appear. You must now thin their
    ranks so Helena in the VTOL can get close enough to send a signal to disable its
    shields. Be aware that it has a concussive blast that is telegraphed by a streak
    of blue energy. When you see it, go the other direction are you will be starting
    over.
    
    After you take out a pair of the squid, Psycho will swoop down in the VTOL and
    Helena will hack down one of the warship’s shields. Man the TAC canon and
    acquire the target (hold L1)-the huge, now highlighted, appendages on either
    side-and fire the tactical nuke (press R1) to take down the first shield. You
    will still have to fight off the flying squid as you continue providing cover
    fire for the VTOL. When Helena drops the second shield, employ the TAC weapon to
    take it out.
    
    The warship will now come close, hovering over the carrier and it will begin
    releasing even more squid. You must now blast the hatch on its underside open so
    you can use the TAC canon to destroy it and the squid will be swarming to stop
    you. If you can hit the hatch with a missile or two it will open-Gauss Rifle
    rounds or minigun fire will also work but will take time and the squid are
    unrelenting in their defense of the warship. Train the TAC canon at the opening;
    fire and the monstrosity will begin to crumble. Don’t be caught under it.
    
    You must now get to the VTOL and there will still be squid resisting your
    flight. Make your way through the burning rubble to the VTOL at the waypoint on
    the flight deck. As you fly away the alien craft collapses onto the carrier.
    After you rescue the daring dangling damsel from a plunge into the Pacific
    Ocean, a powerful burst of energy erupts from the dying alien warship and it and
    the carrier disappear into the Pacific Ocean in a swirling vortex.
    
    Your escape from the horrors of the sphere and its alien spawn is now assured,
    but it seems Prophet has survived the rigors of the Sphere and the nuclear
    cataclysm visited upon it-new information has him in the Sphere battling the
    invaders on their turf. Nomad can’t and won’t abandon him. It is now time to
    join Prophet and take the fight to the invaders. Nomad is on his way to join
    him. Semper fi!
    
    Congratulations on your completion of Crytek’s/Electronic Arts 2011 re-release
    of the 2007 PC title, Crysis! If you enjoyed this game, I highly recommend the
    2011 release, Crysis 2, which is a superb sequel to its outstanding predecessor.
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
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    GameFaqs: Crysis  by  SENIORBILL            Page 1 of 53