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    Walkthrough by actsai

    Version: 1 | Updated: 11/18/08 | Search Guide | Bookmark Guide

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

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