Crysis: Weapon and Enemy Guide:
&
Crysis: Warhead: Weapon and Enemy Guide:


Guide Started: March 25, 2008
by Alan Chan (joylock @ hotmail.com)

The latest version of this guide may be found at www.gamefaqs.com


The Usual:
This document is mine. Please don't rip it off or take credit for it.
That being said, feel free to post it on any site you want, provided you a)
don't make any changes to it, and b) don't charge money for it. You
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know
(joylock @ hotmail.com).

However: If you do post this guide on your web site, UNDER NO CIRCUMSTANCES
REMOVE !!ANY!! PART OF IT, INCLUDING THE HEADER WITH CONTACT INFORMATION AND
DISCLAIMERS. ESPECIALLY DO NOT REMOVE THE LINE "The Latest Version of This
FAQ can be found at www.gamefaqs.com". Thank you.


Purpose of this Guide:

Despite being a fairly major release, I noticed that there aren't many
FAQs written for Crysis and its stand-alone expansion pack, Warhead.
So, I browsed through the game files and wrote this detailed FAQ
for the game's single-player weapons and enemies. I hope you find it useful.



TABLE OF CONTENTS:

CRYSIS:
 GAME MECHANICS:
    - The Nanosuit
 WEAPONS:
    - Attachments
    - Backup Weapons
    - Primary Weapons
    - Explosive Weapons
 ENEMIES:
    - Enemy Soldiers
    - Enemy Vehicles
    - Aliens
    - Bosses
CRYSIS WARHEAD:
  CRYSIS WARHEAD NEW GAME MECHANICS:
  CRYSIS WARHEAD NEW WEAPONS:
  CRYSIS WARHEAD ENEMIES:
    - Enemy Soldiers
    - Enemy Vehicles
    - Aliens
    - Bosses



****************
*GAME MECHANICS*
*******************************************************************************


-  The damage enemies take varies based on what body part is hit:
     Head = 5000%
     Torso = 120%
     Body Armor = 75%
     Limbs = 65%
     Hands/Feet = 30%


-  The damage the player takes also varies based on where the enemy
  shoots them:
     Head = 100%
     Torso = 100%
     Body Armor = 45%
     Limbs = 65%
     Hands/Feet = 30%


-  Game difficulty primarily effects how quickly your health regenerates.
  In Normal difficulty, your health regenerates 10 units per second in
  Armor Mode, while on Delta difficulty your health regenerates 4 units
  per second in Armor Mode. Game difficulty does not seem to affect
  the amount of damage enemies do with their weapons, or how much health
  they have.


-  The 1.2 patch increases the damage done by the most common
  player-fired weapons, allowing you to kill enemy soldiers with fewer shots
  than in the unpatched version. The weapons mainly affected were the
  pistol, FY71, and SCAR (all of whom had their damage increased by
  around 50%). The stats and commentary in this FAQ were written
  for the patched version of the game.

  The 1.2 patch was also supposed to decrease the damage done by enemy
  weapons when fired at the player, but due to a programming oversight
  this never happens, as weapons do the exact same amount of damage
  whether used by the player or by enemy soldiers. As a practical result,
  after the patch enemies can survive fewer shots, but this also applies
  to the player.



===============
=THE NANOSUIT:=
===============================================================================


-  In Crysis, you have 100 units of health, and your nanosuit will
  gradually regenerate any health you lose after taking damage. On
  Normal difficulty, health recharges at a rate of about 10 units per
  second in Armor Mode, and 5 units per second in all other suit
  modes. Note that your health recharges at a rate of only about 70% if
  you're moving instead of standing still. Also, if you take damage, your
  health recharge will be interrupted, and it'll take about a second or
  two before your health starts recharging again. Also note that your
  health regeneration rate is affected by difficulty; on Delta difficulty,
  you only recharge health at a rate of 4 units per second in Armor
  Mode, and 2 units per second in any other mode.


-  Besides health, you also have 100 units of suit energy, which powers
  the various special functions of your nanosuit. Suit energy recharges
  at a rate of about 20 units per second. Unlike health, suit energy
  recharges constantly, and won't be interrupted even if you take
  damage.


-  Additionally, your nanosuit acts as heavy body armor and
  significantly reduces the damage your health takes from enemy
  attacks. For example, while an enemy assault rifle normally does 80
  damage per hit, your health will only take about 20 to 30 damage.
  Unfortunately, your Armor Mode shield doesn't benefit from this
  reduced damage, and takes full damage from enemy attacks.


-  Finally, your nanosuit has 4 different functional mode, each mode
  uses suit energy to perform a different special function. Intelligent
  tactical use of each of your 4 suit modes will aide you greatly
  throughout the game.


  ARMOR MODE: Armor Mode is the default mode of your nanosuit.
  While in Armor Mode, your suit energy serves as a "shield", and any
  damage you take will be subtracted from your suit energy instead of
  your health. Only when your suit energy is depleted by gunfire will
  you take direct damage to your health. Your health also regenerates
  twice as quickly as normal when you're in Armor Mode.

  Unfortunately, your Armor Mode shield actually isn't all that strong: it
  only lets you take 2 or 3 bullets more than you could in any other
  mode. For example, a single hit from an enemy assault rifle will take
  off 80 of your 100 units of suit energy. This is because your Armor
  Mode shield takes full damage from enemy attacks, instead of
  benefiting from your suit's damage-reducing body armor like your
  health does.

  However, 2 or 3 bullets can mean the difference between life and
  death. Also, your shield energy constantly regenerates, even while
  you're taking damage from automatic gunfire, so even after the first
  couple of hits, it still provide a slight, constant cushion absorbing
  some of the damage you're taking to your health. Armor Mode also
  allows you to survive attacks that would otherwise kill you (i.e. a
  single sniper round is normally fatal, but in Armor Mode it merely
  knocks out your shield and takes you down to about 50% health).



  STRENGTH MODE: Strength Mode, which causes your nanosuit to
  glow red, greatly increases your physical strength. It allows you to
  jump higher (with a vertical leap of more than 12 feet), punch harder,
  and throw objects with more force. It also lets you aim and fire your
  weapon much more steadily; Strength Mode causes your crosshair
  to drift less when you're aiming through a sniper scope, and it also
  reduces the bullet spread when firing an automatic weapon,
  especially the minigun.

  With Strength Mode, you can kill enemies with a single punch, or
  throw an object such as a barrel or crate at them for an instant kill
  (without strength mode, thrown objects usually only knock enemies
  down for several seconds).

  Each application of Strength Mode costs a different amount of suit
  energy;
     Jumping: 35 units per jump
     Throwing: 12 units per throw
     Melee Attacks:10 units per punch
     Firing: 3.5 units per shot when firing a weapon



  SPEED MODE: Speed Mode, which causes your suit to glow yellow,
  greatly increases your speed. In speed mode, you walk at the same
  speed you normally run. You can also run in Speed Mode, about as
  fast as a speeding car. Walking in Speed Mode doesn't use up suit
  energy at all. However, running in Speed Mode uses up suit energy,
  and very quickly too. You can only run for a total of about 3 seconds
  before your suit runs out of energy. Even with your suit energy
  depleted, you can still walk in Speed Mode at the same speed you
  normally run. Speed Mode also allows you to punch and melee
  attack faster, at a slight cost in suit energy per punch/melee strike.



  CLOAK MODE: Cloak Mode is a Predator-like cloaking device which
  renders you invisible to enemies. While in Cloak Mode, you can
  sneak past enemies without them noticing you. It even helps you
  escape from enemies who are already alerted to your presence and
  firing at you (although enemies will still occasionally spray wildly at
  your previous known position or chuck a frag grenade at the place
  where they last saw you).

  Cloak Mode constantly uses up suit energy; the rate at which it uses
  up energy depends on how fast you're moving. When standing still,
  the cloak uses up 1 unit of energy every 2 seconds, allowing you to
  remain cloaked for almost a minute and a half. When walking
  normally, you use up more than 9 units per second, allowing you to
  move for about 10 seconds before decloaking. To reduce the cloak's
  power consumption, try moving slowly while crouched. When your
  suit energy is reduced to about 10 units, Cloak Mode automatically
  shuts off, and the suit defaults back to Armor Mode.

  The cloak is very good, but not perfect. It emits a slight buzzing
  sound, and you still cast a shadow on the ground. Functionally,
  enemies will be able to notice you if you're standing about a dozen
  feet away from them.

  If you fire your weapon or perform an attack while in Cloak Mode,
  your suit energy will automatically drop to 0, and you'll be booted
  back into Armor Mode and forced to dive for cover from all the
  enemy soldiers who can suddenly see and shoot at you. A much
  better strategy is to manually switch to Armor Mode, fire your
  weapon, then quickly switch back to Cloak Mode. Because this
  doesn't empty your suit energy, this allows you to pick off enemies
  one-by-one, while still remaining hidden. You even regain about 10
  to 20 units of suit energy during your brief attack period in Armor
  Mode.

  In the jungle, it's a good idea to hide in foliage, then switch to Armor
  Mode to recharge your suit energy. Enemies can't see you when
  you're hiding in foliage or tall grass. Use the cloak to move from
  foliage to foliage to sneak past enemy patrols.



**********
*WEAPONS:*
*******************************************************************************


-  In Crysis, you are allowed to carry 2 primary weapons, 1 backup sidearm,
  as well as a missile launcher, C4 charges, and an assortment of grenades.
  All weapons and ammo have to be manually picked up with the USE key;
  simply running over them doesn't do anything except kick them around.


-  Ammo in Crysis is persistent. If you have 300 spare bullets for your SCAR
  rifle, and drop your SCAR rifle, when you pick up a SCAR rifle a few
  levels later, you'll find that you'll still have those 300 bullets in
  reserve.


-  Most weapons do reduced damage as range increases. Short-range weapons
  such as the submachine gun are more affected than long-range weapons
  such as the assault rifles. Attaching a silencer to a weapon causes
  that weapon's bullets to dramatically decrease in power as range
  increases.


-  The 1.2 patch increases the damage done by the most common
  player-fired weapons, allowing you to kill enemy soldiers with fewer shots
  than in the unpatched version. The weapons mainly affected were the
  pistol, FY71, and SCAR (all of whom had their damage increased by
  around 50%). The stats and commentary in this FAQ were written
  for the patched version of the game.

  The 1.2 patch was also supposed to decrease the damage done by enemy
  weapons when fired at the player, but due to a programming oversight
  this never happens, as weapons do the exact same amount of damage
  whether used by the player or by enemy soldiers. As a practical result,
  after the patch enemies can survive fewer shots, but this also applies
  to the player.



==============
=ATTACHMENTS:=
===============================================================================


-  Each of the game's weapons can be modified with various nanotech-
  created attachments, such as silencers, scopes, and undermounted
  grenade launchers. You can acquire new attachments by collecting a
  weapon with that attachment on it. There are 5 different categories of
  attachments, however not all weapons can fit all 5 categories (i.e. a
  shotgun can be outfitted with a flashlight/laser pointer and a scope,
  but not a silencer or a grenade launcher).


-  Once collected, an attachment is permanently in your inventory.
  For example, if you attach a sniper scope to a rifle, then drop
  that rifle, you won't "lose" the sniper scope, and will still be
  able to attach it to all your other weapons.



(1):

Silencer: A silencer reduces the noise produced by a firearm, thus
preventing enemies from being alerted to your presence when you
fire that weapon. Normally, when you fire a weapon, the enemy will
hear the noise, spin around to your direction, and move to your
location to investigate. With a silencer equipped, the enemy won't be
able to tell where the shots are coming from (although they may
move to investigate the area where you bullet LANDED, as it makes
a noise on impact). The BIG DRAWBACK to the silencer is that it
causes your bullets to rapidly lose power as distance increases. At
50 meters or more, you bullets barely hurt enemies; you might as
well be shooting spitwads at them. Because it seriously reduces the
damage your weapons do, I generally recommend not equipping the
silencer by default, only in specific situations when you want to be
stealthy. As a stealthy Delta Force special forces soldier, you begin
the game with this attachment available.



(2):

Laser Pointer: A laser aiming module that creates a red target dot on
whatever you aim your weapon at. This replaces your crosshair
when you have it equipped, and it serves a similar function. The
laser pointer also makes your weapon much more accurate, by
decreasing the spread of the bullets. It's GREAT if you like running-
and-gunning "from the hip". Although the laser emits a bright red
beam that gives away your location, enemies don't seem to be able
to see it at all (multiplayer is a whole different story). A laser pointer
can first be obtained at the enemy HQ near the beginning of Mission
3: Relic; you can get it from a submachine gun dropped by one of the
KPA Special Forces soldiers sent in as reinforcements during your
attack.

Flashlight: A flashlight attached to the barrel of your firearm, for
manuevering in the dark. If only they had these on Mars (a crack
which you've probably already heard a thousand times). Unlike your
Nightvision goggles, the flashlight doesn't use up battery power and
can be kept on indefinitely. The drawback is that enemies can see
your flashlight beam. If you've got one on while cloaked, enemies will
be able to spot you regardless of your cloak (why they can't likewise
spot the laser pointer is anyone's guess). Like the silencer, you start
the game with this attachment available.



(3):

Grenade Launcher Attachment: An undermounted grenade launcher
that fires a grenade shell, which explodes on impact. The shell is
affected by gravity and travels in an arc, but still travels reasonably
far with a range of more than a few dozen feet. Rifle grenades have
a smaller splash damage radius than frag grenades, but are still
effective against enemy infantry and light vehicles (LTVs and patrol
boats). You can carry a total of 10 rifle grenades (plus 1 in the
chamber). Rifle grenades are pretty rare, and can only be found in
enemy armories or weapon stockpiles.

Tactical Attachment: The tactical attachment fires a tranquilizer dart
that knocks out enemy soldiers for 60 seconds. The dart is
completely silent, and is a good way to take down a KPA soldier
without alerting other nearby enemies. You'll probably want to run
over to them and either shoot them in the head with a silenced shot,
or melee them to death, otherwise they'll just get back up again after
a minute. You have an unlimited number of darts, but you have to
wait 10 seconds after firing a dart before you can fire another one.
You start the game with this attachment available.



(4):

Iron Sights: The basic iron sights attached to the weapon by default.
Iron sights provide only a very slight zoom, but allow you to target
enemies more accurately that just firing from the hip with the
crosshair. When firing from iron sights (or any scope), you also get
less bullet spread during automatic fire. It takes some skill and
practice to aim with these properly. They also obstruct the bottom
half of the screen when you're aiming down them.

Reflex Sights: A red dot reflex scope. Provides only a very slight
zoom, but is easier to aim with than iron sights, as the red dot inside
the scope indicates exactly where your bullet will hit. The reflex
scope also gives you a clearer view than iron sights, as the lower
half of the screen isn't obstructed by the weapon itself. You start the
game with this attachment available.

Assault Scope: The assault scope provides a fixed 3x zoom, allowing
you to target more distant enemies than with the naked eye alone.
This makes medium-long range combat much easier, although it's
not really powerful enough for true long-range sniping. You can first
acquire an assault scope by picking up a precision rifle from an
enemy sniper or stockpile in Mission 2: Recovery.

Sniper Scope: The best scope available for long range combat, the
sniper scope is a variable scope that features a 3x and a 10x zoom,
allowing you to snipe enemies from long range. This works great for
both assault rifles and sniper rifles, and allows you to pick off
enemies from relative safety. You can get a sniper scope in Mission
3: Relic off an enemy sniper's precision rifle.



(5):

FY71 Normal Ammo: The normal ammo for the Korean FY71 assault
rifle.

FY71 Incendiary Ammo: Incendiary rounds for the FY71. These are
very powerful; they can kill enemy soldiers in just 2 hits, and also
work well against the basic alien enemies. Unfortunately, they're
rather rare, and can only be found at certain very specific enemy
weapon stockpiles. You can first acquire incendiary rounds at the
end of Mission 4: Assault, in a warehouse armory inside the enemy
harbor. You can carry 300 rounds of incendiary ammo, plus 31
rounds in the clip (the same amount as normal FY71 ammo).



=================
=BACKUP WEAPONS:=
===============================================================================


Fists:
Damage: 80

DESCRIPTION:

These are your hands. Obviously, you'll always have them (you'd
really be in trouble if you didn't). You can punch enemies for decent
damage; most enemies die after about 3 to 4 punches. You can also
use Strength Mode to increase the damage of your punches,
allowing you to kill any standard enemy soldier with a single punch.
Punching isn't particularly practical, especially in a large firefight, but
it's a fun way to take out lone enemies.

You can also perform a melee attack with any of your firearms. The
damage varies from 50 to 80 depending on the firearm (i.e. the pistol
does 50 damage, the minigun and alien MOAC do 80 damage, while
most weapons including rifles do 65 damage). Meleeing is a good
way to deal with enemies if they somehow end up right in your face.

ENEMY USAGE:

Enemy soldiers will never fight bare-handed, but they can melee you
with the butt of their firearms at close range.


=====


Pistol:
Faction: U.S.A. and North Korea
Damage: 60
Rate of Fire: 450 rpm
Clip Size: 20 (+1 in the chamber)
Max Ammo:
  Single Pistol: 200 + 21
  Dual Pistols: 200 + 42
Damage Drop: After 25 meters, 0.3 per meter
Attachments: (1) (2)

BRIEF BLURB:

A pistol, which you'll always carry as a sidearm along with your 2
primary weapons. Makes a decent backup weapon, but isn't as good
as a primary weapon in a firefight. Can fire in 2-shot bursts for
quicker takedowns, but this also results in increased recoil. Can also
be dual-wielded, increasing the number of bullets you can fire before
needing to reload (dual-wielding does not increase your rate of fire,
as you fire the pistols alternately instead of both at once).

DETAILED DESCRIPTION:

Modeled on the USSOCOM pistol (aka the H&K Mk23 pistol), this
sidearm is carried by both Korean and U.S. forces as a backup
weapon. You start the game with a pistol and a SCAR assault rifle.
You can also pick up a second pistol to dual wield pistols akimbo.
When dual
wielding, you can fire off twice as many rounds before needing to
reload. The pistol can be fired either in single-shot, or 2-shot burst
mode. 2-shot burst allows you to deliver a double-tap with each
trigger pull, but also results in increased recoil pulling your aim
upward.

The pistol has decent stopping power; 3 or 4 shots should kill an
enemy solder. With the 2-shot burst, that's just 2 trigger pulls. You
also start the game with a silencer and a laser-aiming module for the
pistol, increasing it's accuracy when firing "from the hip".
Unfortunately, the pistol's lower rate of fire and lack of automatic fire
make it less potent in combat than an assault rifle.

Pistol ammo is less common than FY71 assault rifle ammo, but you'll
still usually find pistol ammo at all enemy weapon stockpiles, and
some enemies also drop pistols after being killed.

The pistol's not as useful as a primary weapon (such as a SCAR or
FY71 assault rifle), but you'll always carry them throughout the
game, so they make a decent backup weapon if you run low on
ammo for your two primary weapons.

ENEMY USAGE:

Pretty much every enemy soldier in the game carries a pistol as a
sidearm. If the ammo mag on their primary weapon runs out, and
you're still in their line of sight, enemies will sometimes whip out their
pistol and open fire on you instead of pausing to reload their primary
weapon. Enemy snipers also carry pistols, and will use them if you're
too close to safely fire at with the precision rifle. In the first couple of
missions, you'll also find a few unprepared enemies who are armed
only with a pistol. Enemies with pistols are the lowest priority threat,
but they can still kill you if you've been weakened by assault rifle fire.



==================
=PRIMARY WEAPONS:=
===============================================================================


SCAR:
Faction: U.S.A
Damage: Normal Rounds: 120
       Grenade Launcher: 250
Rate of Fire: 700 rpm
Clip Size: 40 (+1 in the chamber)
Max Ammo: 280 + 41
Damage Drop: After 50 meters, 0.1 per meter
Attachments: (1) (2) (3) (4)

BRIEF BLURB:

The U.S. assault rifle, significantly better than its Korean counterpart
(the FY71). Does more damage, has a larger clip size, a higher rate
of fire, and is also slightly more accurate too. Can be used in short
bursts to pick off enemies at long range, or go full-auto to mow down
enemies at close range. Unfortunately, you won't be able to get
ammo for it for much of the game, which usually forces you to use
the FY71 instead. Makes a decent weapon in the later levels for
fighting aliens, though.

DETAILED DESCRIPTION:

The SCAR assault rifle is the standard weapon of the U.S. forces in
Crysis. You, your Delta Force squadmates, and almost all U.S.
Marines seen in the game carry one into combat. An ergonomic and
highly engineered weapon, it is superior to the North Korean FY71
assault rifle in every way; it has a higher rate of fire, greater stopping
power (50% stronger than the FY71), a larger clip size, and slightly
less bullet spread when firing in full-auto. Even heavily armored
enemy soldiers should drop after only 2 or 3 hits from the SCAR. In
fact, the SCAR's higher damage and rate of fire combine to let it do
almost twice as much damage over the same period of time as the
FY71 would. You start the game equipped with a SCAR assault rifle
and a pistol.

On a side note, the SCAR in Crysis seems to be modeled on the
canceled XM-8 assault rifle, rather than the actual SCAR-L assault
rifle.

With its high accuracy, the SCAR works well at long range for picking
off distant foes with short bursts. With its high rate of fire and
powerful bullets, it also works well at close to medium range for
mowing down enemies with full-auto fire in close quarters. It's one of
the most versatile weapons in the game.

The big drawback to the SCAR is that ammo for it is extremely rare
for most of the game, as you won't be finding any ammo for it on the
North Korean dominated island. You're pretty much limited to the
bullets you start with, plus a couple clips you can take off killed
teammates in the game's first level. As a result, you'll probably be
forced to use the FY71 instead once you run out of bullets for the
SCAR. SCAR ammo does become more common in the game's later
missions once U.S. forces are introduced to the conflict, but it's still
not nearly as common as FY71 ammo.

ENEMY USAGE:

None of your North Korean enemies are armed with this American
weapon, and obviously the aliens that show up later in the game
won't be using it either. The SCAR is, however, carried by practically
every U.S. Marine seen in the game. You can acquire SCARs and
SCAR ammo from U.S. stockpiles, and if a Marine dies you can get
their weapon from them.


=====


FY71:
Faction: North Korea
Damage: Normal Rounds: 80
       Incendiary Rounds: 150
       Grenade Launcher: 250
Rate of Fire: 620 rpm
Clip Size: 30 (+1 in the chamber)
Max Ammo: 300 + 31
Damage Drop: After 50 meters, 0.2 per meter
Attachments: (1) (2) (3) (4) (5)

BRIEF BLURB:

The Korean assault rifle; most of your enemies carry one, so ammo
for it is extremely common. Although not quite as good as the SCAR,
it is still a very good weapon that works well for close, medium, and
long range combat. It's got great accuracy and no recoil, and can be
used to snipe enemies at long range once you get a sniper scope.
This should serve you well as your primary weapon for most of the
game. For particularly tough enemies, you can load it with powerful
incendiary bullets.

DETAILED DESCRIPTION:

The FY71 assault rifle is the primary weapon used by the enemy
North Korean soldiers for most of the game. It's pretty much a
standard first-person shooter assault rifle. It holds 30 rounds per clip,
fires at 620 rounds per minute, and kills enemy soldiers in 3 or 4
shots. Modeled after the AK-47 series of assault rifles, it's a typical
signature weapon for military entertainment bad guys. The FY71 is a
rugged and reliable firearm; although it's not quite as good as the
U.S. SCAR assault rifle, it's still a great weapon that works well in
most situations.

Although not quite as good as the SCAR, the FY71 is still an assault
rifle. It's accurate, fast, and reasonably powerful. You can use it to
snipe enemies at long range (especially after you acquire a scope),
as well as to mow them down in close-quarters combat with full-auto
bursts. It makes a good primary weapon for most of the game.
Additionally, the FY71 can load powerful incendiary rounds, which do
even more damage than SCAR rounds. Unfortunately, incendiary
ammo is even harder to find than SCAR ammo, and only shows up
at select enemy stockpiles.

Since almost every enemy in the game carries one, and since ammo
for it is plentiful at enemy weapon stockpiles, you'll always have
plenty of FY71 ammo to work with.  Note that in the last few Korean
missions (the end of Mission 4, and Missions 5 and 6) enemies stop
carrying the FY71 so much, primarily using the submachine gun
instead. As a result, you'll find less ammo for it in the field, although
FY71 ammo is still plentiful at enemy weapon stockpiles.

ENEMY USAGE:

The FY71 is carried by most of the enemy soldiers you'll encounter,
especially in the game's first few missions. Later in the game,
however, enemy soldiers seem to prefer the submachine gun,
especially those guarding enemy bases and headquarters.

Enemies are reasonably good with their FY71 assault rifles. They
can kill you in several hits, and are reasonably accurate shots even
as they spray you with automatic fire. Good use of cover and your
suit's abilities is essential for survival.


=====


Shotgun:
Faction: North Korea
Damage: Normal Spread: 50 x 10
       Narrow Spread: 35 x 10
Rate of Fire: 60 rpm
Clip Size: 8
Max Ammo: 40 + 8
Damage Drop: After 15 meters, 2.0 per meter
Attachments: (2) (4)

BRIEF BLURB:

A powerful combat shotgun, great for mowing down enemies at close
to medium range. It's strong enough to kill enemy soldiers in just one
direct shot. It can be fired in either wide spread or narrow spread
mode. Wide-spread does more damage and allows you to hit a
larger area, while narrow spread is more accurate (you can actually
snipe enemies at several dozen feet away with it). It's surprisingly
effective for medium range run-and-gun combat, and in narrow
spread mode a single shot can be lethal up to several dozen feet.
Quite similar to the original Doom 1 & 2 shotgun, actually. The
shotgun also works very well against the Alien Troopers in the
game's later levels.

DETAILED DESCRIPTION:

A powerful combat shotgun, modeled after the Benelli M4 Super 90.
The shotgun packs a punch, firing a spread of 10 pellets that at close
range can kill any enemy soldier in one shot, or kill basic alien
enemies with 2 or 3 shots. Enemy soldiers often carry shotguns, and
you can acquire one about halfway through the game's first mission.

The shotgun can be fired in either wide or narrow firing mode. Wide
firing mode does more damage, but disperses the shells in a wider
spread. This is good for hitting fast-moving enemies at close range
(you don't have to be so accurate), but means you can't really hit
anything at medium to long range. Narrow firing mode fires a
narrower cone of pellets; it does less damage, but the narrow spread
allows you to accurately hit enemies even at longer range. When
aiming with a reflex sight or using a laser sight to increase accuracy,
the narrow spread lets you can kill enemy soldiers with just 1 or 2
shots even at several dozen feet away!

Unlike most other FPS shotguns, the Crysis shotgun isn't limited to
just close-quarters combat. It's also very effective for medium range
run-and-gun shooting, especially if equipped with an accuracy-
improving laser sight. In narrow spread mode, it's even effective
even at near-long range. It's great for clearing out enemy bases, or
any other sort of combat that takes place at less than 100 feet. Even
running around firing from the hip, you can still mow down enemy
soldiers at medium range with just a single shot. The shotgun is also
great for killing the fast-moving, melee-focused Alien Troopers in the
game's later levels.

Ammo for the shotgun is pretty common; enemies often drop
shotguns, and shotgun ammo is quite common at enemy weapon
stockpiles.

ENEMY USAGE:

Many enemies carry shotguns; and ever squad of enemy soldiers
usually has at least 2 or 3 guys with shotguns. When used by
enemies, the shotgun really isn't much stronger than an assault rifle.
A close-range blast from an enemy shotgun does only slightly more
damage than an assault rifle bullet. Also, most of the game takes
place at medium to long range, where the shotgun's lethality is
reduced somewhat by distance. When enemies use the shotgun,
their pellet spread is pretty wide; they still do decent damage at
medium range, and it's easy for them to hit you, but at least they
won't be quite as lethal as automatic fire from an assault rifle.


=====


Submachine Gun:
Faction: North Korea
Damage: 45
Rate of Fire: 950 rpm
Clip Size: 50 (+1 in the chamber)
Max Ammo: 350 + 51
Damage Drop: After 25 meters, 0.5 per meter
Attachments: (1) (2) (4)

BRIEF BLURB:

A fast-firing submachine gun, designed for close-to-medium range
combat. Has a higher rate of fire than an assault rifle, as well as a
fast reload speed and a larger clip size; however it doesn't work as
well at long range, and the bullets are significantly less damaging.
The SMG also suffers from recoil, and will drift upwards during
automatic fire. It's not quite as good as the FY71 assault rifle, but
ammo for it is very common in the later Korean levels, since most
KPA soldiers start to use it instead of the FY71 as their primary
weapon.

DETAILED DESCRIPTION:

The submachine gun is a compact weapon with a very high rate of
fire, designed for spraying out a high volume of bullets in close-to-
medium range combat. It seems to be modeled on the MP7 PDW
(seen in Half Life 2), but larger in size. Korean forces begin carry
submachine guns by the game's 3rd mission.

The submachine gun has a higher rate of fire, a faster reload speed,
and a larger clip size than an assault rifle, allowing you to spray a
higher volume of bullets during automatic fire. On the downside, the
individual bullets are weaker than those of an assault rifle (it takes
about 4 to 6 shots to kill an enemy soldier), and the submachine gun
is also less accurate, largely limiting it to close or medium range
combat. The submachine gun's high rate of fire also gives it quite a
bit of recoil; unlike an assault rifle, the submachine gun's aim will
climb upward during automatic fire due to the recoil.

The submachine gun's weaker bullets actually undermine its higher
rate of fire and clip size; it does less damage over the same period of
time as a SCAR or FY71 assault rifle would, as well as less damage
with a full clip of fire. Still, it's by no means bad, and works well for
close-quarters room-clearing, or mowing down enemies at medium
range. I suppose it's a good backup weapon if you run low on assault
rifle ammo. Just don't try sniping with it. Note that, while the
submachine gun works fine against standard Korean soldiers, it is
markedly less effective than an assault rifle against stronger
enemies, such as Nanosuit Soldiers or Alien Troopers.

Submachine gun ammo is less common than FY71 ammo for the
game's first few missions, although you can still get some at many
enemy weapon stockpiles. From the end of Mission 4 onwards,
enemies begin carrying submachine guns almost exclusively instead
of FY71 assault rifles, so submachine gun ammo suddenly becomes
much more common than FY71 ammo.

ENEMY USAGE:

Submachine guns are first seen near the beginning of Mission 3:
Relic, wielded by KPA Elite Special Forces soldiers who are sent to
the Korean HQ base as reinforcements during your attack. While
enemy soldiers usually carry FY71 assault rifles or shotguns, they'll
sometimes use submachine guns instead.

From the end of Mission 4: Assault, enemies seem to swap the FY71
assault rifle for the submachine gun as their primary weapon of
choice. Pretty much every enemy in the harbor HQ at the end of
MIssion 4 carries a submachine gun instead of a FY71 rifle; the
same is true of most of the enemy soldiers in MIssion 6: Awakening.


=====


Precision Rifle:
Faction: North Korea
Damage: 250
Rate of Fire: 44 rpm
Clip Size: 10 (+1 in the chamber)
Max Ammo: 30 + 11
Damage Drop: None
Attachments: (2) (4)

BRIEF BLURB:

The precision rifle is essentially a bolt-action sniper rifle. There's a
delay of 1.36 seconds between each shot to bolt the next bullet into
the chamber. It's very accurate, and the damage done by its bullets
doesn't decrease over distance. A single shot to the chest is enough
to kill any standard enemy soldier (even those wearing armor),
however a shot to the limbs will knock them to the ground, but leave
them still alive with a small amount of health. The precision rifle is a
good 1-shot, 1-kill weapon for picking off enemies at long range once
you get a sniper scope, but ammo for it is pretty uncommon.

DETAILED DESCRIPTION:

The precision rifle is a sniper rifle modeled on the H&K PSG-1.
Unlike the PSG-1, the precision rifle is bolt-action, so you'll have to
manually bolt a new round into the chamber after each shot, result in
a delay of about 1.36 seconds between each shot. A powerful
weapon, the precision rifle can kill any standard enemy soldier (even
heavily armored ones) with a single round to the chest. A round to
the limbs won't be fatal, but will seriously injure an enemy soldier as
well as be powerful enough to knock them down on the ground for
several seconds.

Extremely accurate, the precision rifle is designed for long-range
combat. With a sniper scope, you can zoom in on enemies at long
range, and pick them off from safely outside their effective range of
fire. You first acquire a sniper rifle in Mission 2: Recovery, but it'll
only be equipped with an assault scope, which doesn't zoom far
enough for the precision rifle to be used to optimum effect. Only
when you get a sniper scope in Mission 3: Relic does the precision
rifle really shine.

Unfortunately, precision rifle ammo is quite rare. You often won't find
any at enemy weapon stockpiles, so the only way to replenish your
ammo is to kill enemy snipers and take their weapons. This is a
shame, because the one-hit kill, long-range nature of the precision
rifle makes it a fun weapon to use.

Ultimately, the precision rifle is useful to carry, but the scarcity of
ammo prevents you from using it as much as you'd like. Also, once
you get a sniper scope, you can snipe enemies pretty well with short
bursts from your assault rifle, so you don't actually NEED the
precision rifle for anything. It just does the job a bit better (with 1-hit
kill shots to the chest at any range, whereas the assault rifle needs
several shots at longer range to do the job).

ENEMY USAGE:

The precision rifle is only used by enemy snipers, and enemy
Nanosuit Soldiers. It is VERY powerful; in Armor Mode, a single hit
will knock off all your armor as well as more than half of your health,
and a second shot will kill you. In any other mode, a single shot is
fatal if the enemy manages to land a headshot or torso shot on you.
Enemies are also extremely accurate with it, and will always hit you
even at a few hundred meters away if you just stand still. To survive
against snipers, you'll need to keep moving, find cover, and counter-
snipe them before they can kill you.

CRYSIS WARHEAD NOTES:

In Crysis: Warhead, the precision rifle is carried by several North
Korean Snipers as well as several North Korean Nanosuit Soldiers.
Fortunately, enemies do much less damage with the precision rifle in
Warhead than they did in the original Crysis (80 damage in Warhead
compared to 250 damage in Crysis) and it takes about 5 shots from
their weapons to kill you in Armor Mode (which gives you plenty of
time to cloak or dive for cover). As a result, enemy snipers are no
longer the 1-or-2-hit-kill major threats they were in the original game,
which makes fighting them much easier.


=====


Gauss Rifle:
Faction: U.S.A.
Damage: 500
Rate of Fire: 30 rpm
Clip Size: 5 (+1 in the chamber)
Max Ammo: 20 + 6
Damage Drop: None
Attachments: (2) (4)

BRIEF BLURB:

The gauss rifle operates similarly to a railgun, firing a metal slug at
supersonic speeds and leaving a blue contrail in its wake. It has a
slow rate of fire (with a delay of 2 seconds between each shot), but is
very powerful. It can kill KPA soldiers or Alien Troopers in 1 shot, or
kill light armor vehicles, Nanosuit Soldiers, or Alien Scouts in just 2
shots. Unfortunately, it's no use against heavy armored vehicles
such as helicopters, tanks, or APCs. Functionally, it's very much a
more powerful version of the sniper rifle. It's kind of overkill against
KPA soldiers, but works very well in the game's later levels for
shooting down Alien Scouts (against whom it's probably your best
weapon).

DETAILED DESCRIPTION:

A high-tech future weapon used exclusively by U.S. forces, the
gauss rifle fires a large metal slug at supersonic speeds for massive
damage against whatever it ends up hitting. If you shoot a human
being with it, expect their body to be blown a couple dozen feet
through the air. In gameplay terms, it's a railgun (in fact it's
appearance and firing animation is surprisingly similar to the old Red
Faction railgun). The gauss rifle has a relatively slow rate of fire
(there's a 2 second delay between each shot), but it's very powerful;
it kills standard enemy soldiers in 1 shot and light enemy vehicles
(such as LTVs or Patrol Boats) in 2 or 3 shots. It also kills Alien
Troopers in 1 shot, and Alien Scouts in just 2 shots. Unfortunately,
it's a heavy weapon that slows you movement rate down somewhat.
You first acquire a gauss rifle at the end of Mission 5: Onslaught,
from a U.S. supply drop.

Like the precision rifle, the gauss rifle serves as a sniping weapon for
long-range combat. It's designed for use against infantry and light
vehicles. Unfortunately, it has no effect against heavier enemy
vehicles (you can't shot down helicopters or blow up tanks with it). It
is, however, fairly effective even against the large alien
warmachines. The gauss rifle is THE BEST WEAPON for taking out
Alien Scouts, and you should always carry one in the last couple of
missions solely for fighting Alien Scouts with.

Gauss ammo is pretty rare, especially when you first acquire it.
However, a single gauss ammo pickup usually gives you the
maximum 20 rounds you can carry. Gauss ammo is also more
common in the last couple missions of the game, especially in areas
where you really need it (i.e. for fighting swarms of Alien Scouts).

ENEMY USAGE:

Fortunately, no enemy Korean soldiers will ever get their hands on a
gauss rifle. However, you'll occasionally see U.S. Marines fighting
with gauss rifles against the aliens in the game's last couple of
missions. Unfortunately, this is mostly for show, as the game is
designed so that Marines' attacks do very little damage to most of
the larger alien warmachines.

CRYSIS WARHEAD NOTES:

In Crysis: Warhead, a handful of North Korean soldiers are equipped
with gauss rifles captured from fallen U.S. Marines. These guys are
extremely dangerous, and can kill you in a single direct hit even if
you're at full health and armor. You need to kill them quickly before
they can kill you (Cloak Mode helps a lot in this regard). Fortunately,
these guys are extremely rare, and there are only about 3 of them in
the entire game.


=====


Minigun:
Faction: North Korea
Damage: 90
Rate of Fire: 1200 rpm
Clip Size: 500
Max Ammo: 500 + 500
Damage Drop: After 50 meters, 0.2 per meter
Attachments: (2)

BRIEF BLURB:

The minigun is pretty much what you'd expect; it has an extremely
high rate of fire, but average to below-average accuracy. As a result,
it lets you spray out an incredible amount of bullets, but you can't
precision target specific enemies at long range with it. It also has a
very slight spin-up time, which causes a small delay between when
you press the fire button and when the gun actually begins to fire.
The minigun also slows you down when you have it equipped.
Overall, I don't really recommend it, as I prefer the more accurate
and versatile assault rifles instead. Your mileage may vary. It's only
available in 2 of the game's 11 missions anyway.

DETAILED DESCRIPTION:

The Hurricane minigun is exactly what it sounds like; a huge spinning
minigun that spits out powerful bullets at an incredible rate of fire.
The minigun does more than twice as much damage over the same
period of time as the FY71 assault rifle, and can shred multiple
enemy soldiers very quickly. On the downside, there's a split-second
spin-up time before the minigun begins firing, and its accuracy is
rather low. Also, the longer you fire the minigun, the wider the bullet
spread becomes. The minigun is also heavy, and will cause your
movement speed to slow down while you have it equipped.

The minigun's performance can be improved when firing in strength
mode; in strength mode, it won't weigh down your movement speed,
and the bullet spread is reduced as your increased strength lets you
hold the weapon more steadily during automatic fire.

In the single-player campaign, the minigun is actually only available
in Mission 6: Awakening, and Mission 11: Reckoning. Ammo for it is
actually reasonably findable in the levels where it is available; every
minigun ammo pickup gives you 500 bullets, and you can find ammo
in weapon stockpiles or from killed enemy Nanosuit Soldiers.

I actually prefer the precision of the assault rifle over the
indescriminate mass damage of the minigun, but your personal
mileage may vary.

ENEMY USAGE:

The minigun is so heavy that a normal human soldier can't possibly
wield it. As a result, it is used exclusively by elite enemy Nanosuit
Soldiers. You'll face a total of 6 Nanosuit Soldiers armed with
miniguns, although fortunately only 1 or 2 at a time will fight you at
once.

When wielding the minigun, enemy Nanosuit Soldiers have a very
high rate of fire, but reduced (yet still decent) accuracy at long range.
Still, they're a walking machinegun turret and can cut you to pieces
with a second or two of constant fire. Firing from cover and/or using
cloak to get the drop on them is essential for victory.

CRYSIS WARHEAD NOTES:

Minigun-wielding Nanosuit Soldiers do not appear in Crysis:
Warhead, so you won't see any enemies wielding the minigun
against you. You can, however, find one or two miniguns laying
around in enemy weapon stockpiles, but it and ammo for it are
extremely rare.


=====


Alien MOAC:
Faction: Aliens
Damage: 150
Rate of Fire: 800 rpm
Clip Size: 5 seconds of constant fire before overheating
Max Ammo: Infinite
Damage Drop: None
Attachments: (2)

BRIEF BLURB:

The Alien MOAC fires ice shards, and functions essentially like an
alien minigun. It has a high rate of fire, a split-second spin-up time,
significant bullet spread at long range, etc. The big advantage of the
MOAC is that it has inifinite ammo, but will overheat after 5 seconds
of continuous fire, requiring it to cool down for a second or two
before you can fire it again. It's a decent weapon for fighting Alien
Troopers and Alien Scouts with. As with the minigun, it's only
available in 2 of the game's 11 missions.

DETAILED DESCRIPTION:

The alien MOAC (MOlecular ACcelerator)  is a large alien cannon
that rapid-fires damaging shards of ice at high speed. In size, shape,
and behavior, it's very much like an alien minigun. It even has a split
second "spin-up time" before it begins firing. The MOAC is more
accurate than the minigun, and doesn't suffer from increasing spread
during full-automatic fire. The MOAC also has infinite ammo, but
overheats after 5 seconds of constant firing, requiring a second or
two to cool down before it can fire again. Like the minigun and gauss
rifle, the MOAC is rather heavy, and slows your movement rate down
somewhat.

Prophet appears out of nowhere wielding a MOAC in the middle of
Mission 8: Paradise Lost, and gives it to you soon afterwards. In the
singleplayer campaign, the MOAC is only available to you in Mission
8 and Mission 9.

Unfortunately, the aliens are pretty resistant to their own weapons.
Alien Troopers only take 30% damage from the MOAC (45 damage
per shot), and Alien Scouts take only 40% damage from it (60
damage per shot). Then again, the aliens have partial resistance to
most other weapons too. The MOAC still works decently well against
aliens due to its high rate of fire; you can kill Alien Troopers with a
couple seconds of constant fire, and Alien Scouts can be shot down
with about 2 or 3 full 5-second bursts.

The MOAC's got infinite ammo, and it works decently well against
Troopers and Scouts, so you might as well use it while you have it.
Switch to the gauss rifle for shooting down Scouts once it becomes
available, though, since it's much more effective than the MOAC
against Scouts.

ENEMY USAGE:

Although no-one except Prophet and yourself will wield the player-
usable version of the alien MOAC, most aliens and alien
warmachines are equipped with their own versions of the MOAC,
which they use to rapid-fire ice shard bullets at you.

CRYSIS WARHEAD NOTES:

The usable version of the MOAC does not appear in Crysis:
Warhead. Enemy Alien Troopers are still equipped with their own
version of the MOAC to fight you with, though.



====================
=EXPLOSIVE WEAPONS:=
===============================================================================


Missile Launcher:
Faction: U.S.A. and North Korea
Damage: 300
Rate of Fire: 60 rpm
Clip Size: 3

BRIEF BLURB:

A compact, 3-shot disposable missile launcher with a built-in scope
and laser sight, designed as an anti-vehicle weapon. The missile
launcher is pretty much your only practical means of taking out
heavily armored vehicles, such as helicopters, tanks, or APCs. You
really should always carry one around, just in case you end up in a
firefight with a heavy vehicle. The launcher's laser sight can be used
to guide missiles (they'll home in on the red dot), allowing you to
track moving targets with your missiles. You'll be familiar with the
concept if you've played Half Life. Note that missiles cannot turn
around 180 degrees, so if you miss a target, the missile won't be
able to circle around and hit it again like the RPG rounds in Half Life
2 can.

DETAILED DESCRIPTION:
</pre><pre id="faqspan-2">
The missile launcher is a disposable, 3-shot anti-vehicle weapon
used by both U.S. and North Korean forces, and serves as your main
method of taking down enemy helicopters and tanks in Crysis. The
missile launcher comes pre-loaded with 3 missile shots, and must be
discarded after all 3 shots have been fired. It's carried seperately
from your pistol and your 2 primary weapons, so you can always
carry one regardless of whatever else you're holding.

The missile launcher is pretty much the only weapon you have that's
effective against enemy helicopters, enemy tanks, and enemy APCs,
so you'll always want to have one with you for sudden helicopter or
tank attacks. Fortunately, in most areas where helicopters or tanks
may attack you, you can find spare missile launchers laying around if
you search carefully enough. Enemies in Mission 5 and Mission 6
also carry missile launchers that you can take from them.

The missile launcher comes with both a laser targeting light and a
targeting scope. The scope can be used to target vehicles at a
longer distance, while the laser dot shows where the weapon is
aimed when firing from the hip. The launcher also emits a beeping
sound to let you know the dot is aimed at a target (useful for fast-
moving targets, like helicopters).

The missiles are actually semi-guided; they'll curve to follow
whatever you point the laser dot at (if you've played the Half Life
series, the concept should be familiar). The missiles are less
manueverable than those in Half Life (they can't fly in circles or do a
180 degree turn), so while the dot is useful for adjusting the missile's
path to track a moving target (i.e. a helicopter), if the missile actually
flies past your target, you can't make it curve back for a second try.

ENEMY USAGE:

Mission 5: Onslaught is filled with enemy soldiers carrying missile
launchers, who will use them to blast the U.S. tanks, including the
one you yourself are driving. Fortunately, enemies tend to not use
their missile launchers on you if you're traveling on foot (although
they occasionally do, and can kill you in 1 or 2 hits). Somewhat
unfairly, enemies with missile launchers can fire an unlimited number
of shots, instead of being limited to only 3. They don't even have to
pause to reload.

Several enemies in Mission 6: Awakening also carry missile
launchers, but don't seem to actually use them.


=====


Explosive Charges:
Damage: 1000
Max Ammo: 4

DESCRIPTION:

Explosive C4 charges, which can be attached to walls or enemy
vehicles, or simply laid down on the ground. C4 is extremely
powerful; a single charge can destroy pretty much any enemy
vehicle. The downside is that you can't throw the charges more than
a few feet, so you actually have to walk up to whatever you want to
blow up and plant the charge manually.

To detonate C4, press the zoom key to switch to the detonator, then
press the fire button to blow up any C4 charges you've laid down.

C4 is an alternative to taking out enemy tanks or APCs, if you don't
have a missile launcher available. Use cloak to sneak up behind the
enemy vehicle, then plant a charge on its vulnerable rear area, then
run to cover and quickly detonate the charge before the vehicle
notices you and opens fire.


=====


TAC Cannon:
Faction: U.S.A.
Damage: 10000

DESCRIPTION:

In the single-player campaign, the TAC Cannon is used exclusively
for killing the final boss. You aren't even allowed to fire it at anything
else. Basically, the TAC Cannon is a tactical nuclear cannon that
fires a small, guided nuclear shell and is loaded with at least 3 shots.
The TAC Cannon needs to lock onto a target before firing, and t
takes 3.5 seconds for the cannon to do so. On the plus side, once
the target is locked, you can fire-and-forget since the shell is
computer guided.



===========
=GRENADES:=
===============================================================================


Frag Grenade:
Damage: 250
Max Ammo: CRYSIS: 10
         CRYSIS WARHEAD: 16

DESCRIPTION:

These are your basic frag grenades. You throw them, and they
explode a couple seconds after landing. Frag grenades have a good-
sized splash damage radius, and can wipe out an entire group of
enemy soldiers. Enemy soldiers will notice grenades and try to run
away from them, but they usually don't succeed as long as they're
reasonably close to where the grenade lands (enemy soldiers in
Crysis actually have pretty good A.I., but rather slow reflexes). Even
enemies caught at the very edge of the blast who manage to survive
will be knocked to the ground for several seconds.

Frag Grenades are reasonably common; enemy soldiers don't drop
them when killed, but they are almost always found at enemy
weapon stockpiles. You often get 5 grenades in a single ammo
pickup, which is half the total amount you can carry. Feel free to use
them frequently, as needed.

ENEMY USAGE:

Enemy grenadiers (distinguished by an armored collar they wear
around their neck and shoulders) carry grenades, and use them to
either attack you or flush you out of cover. They are extremely skilled
and accurate, and can usually land a grenade right at your feet from
a distant of several dozen feet away.

Enemy grenades usually aren't fatal (as long as you have full
health/armor and are in Armor Mode), but they do knock off all your
armor as well as more than half of your health, and are therefore
best avoided if possible. They also have a nasty habit of destroying
whatever cover you were hiding behind (A LOT of cover objects in
Crysis are destroyable).

CRYSIS WARHEAD NOTES:

In Crysis: Warhead you can carry a larger total number of frag
grenades at a time. Psycho in Warhead can carry a maximum of 16
frag grenades, compared to a max of 10 for Nomad in Crysis. This
can be helpful for dealing with Warhead's greater concentration of
enemies and more frequent firefights.


=====


Smoke Grenade:
Max Ammo: 10

DESCRIPTION:

Smoke grenades produce a large cloud of gray smoke, which
obstructs the view of enemies and prevents them from seeing your
position. Note that being inside the smoke itself causes the blinding
effect, so for best results, you should throw them at your enemies,
not drop them at your feet. Although smoke grenades don't do
anything your suit's Cloak Mode does better, they can be useful to
escape if you're out in the open with no suit energy to cloak with.

Smoke grenades are pretty rare, and you'll only find them at a few
enemy weapon stockpiles.

ENEMY USAGE:

Enemy Nanosuit Soldiers use smoke grenades in combination with
flashbangs to disorient you. Some regular enemy soldiers also use
smoke grenades, but this rarely happens.


=====


Flashbang:
Max Ammo: 10

DESCRIPTION:

Flashbangs explode a second or so after landing, producing a bright
flash and loud noise that disorients enemy soldiers for a few
seconds. They're a good way to buy yourself some time if you find
yourself surrounded by flanking enemies, or under assault by
overwhelming numbers. Note that enemy Nanosuit Soldiers are
immune to flashbangs, which seems to be one area in which their
suits are superior to yours.

Flashbangs are pretty rare, and you'll only find them at a few enemy
weapon stockpiles. Use them when you can, but don't expect them
to be common enough to be a core element of gameplay.

ENEMY USAGE:

Flashbangs are used exclusively by Korean elite Nanosuit Soldiers.
They'll use them in combination with smoke grenades to disorient
you, while they move in for the kill with their submachine guns, or
snipe you from long range with their precision rifles. Note that
flashbangs are actually MORE deadly than frag grenades, because if
you get shot while disoriented, it's an instant kill regardless of your
health or armor. You can avoid the flashbang's effect by turning
away from it before it explodes, or hiding behind a piece of cover that
obstructs your view of the flashbang.



**********
*ENEMIES:*
*******************************************************************************


-  It should be noted that the 1.2 patch for Crysis increased the damage
  done by certain weapons (namely the pistol, FY71, and SCAR) by roughly
  50%. This guide was written with the 1.2 patch changes in mind. If
  you're playing an unpatched version of Crysis, enemies can
  survive slightly more bullets than they can in the patched game.


=================
=Enemy Soldiers:=
===============================================================================


North Korean Soldier:
Appearance: North Korean soldier wearing a camouflage uniform
           (appearance varies by class).
Health: 180
Primary Weapons:
  FY71 assault rifle: 80 damage
  Shotgun: 100 damage
  Submachine Gun: 45 damage
Secondary Weapons:
  Pistol: 60 damage
  Missile Launcher: 300 damage
Other Attacks:
  Melee Attack: 65 damage
  Frag Grenades: 250 damage

DESCRIPTION:

The standard soldiers of the Korean People's Army (KPA) will be
your main opponents for the majority of the game. They range all the
way from unarmored grunts, to Heavy Guard wearing a full suit of
heavy body armor, to Elite Special Forces soldiers with optimal
training and equipment. However, they all share the same basic
behaviors and combat tactics. In essence, they're your basic FPS
soldier-type enemies.

What distinguishes KPA soldiers from most other FPS soldier types
is that there are a LOT of them. It's not uncommon for you to fight
more than a dozen of them at once in a single minor encounter;
going into an enemy base can involve you versus a few dozen KPA
soldiers if you took the Rambo approach and went in guns blazing,
thus alerting everyone to your presence.

Individually, KPA soldiers aren't exceptionally tough; it only takes
about 2 or 3 direct hits from the assault rifle to kill an unarmored
soldier, and even armored Heavy Guard soldiers go down after only
about 3 or 4 shots (enemies do take more shots to kill at longer
range, and also if you hit them in the arms or legs instead of the
chest). Their weapons do decent damage against you, however, and
it only takes several direct hits from their assault rifles to kill you.

KPA soldiers have pretty good A.I., being highly mobile moving
targets that strafe while firing, make decent use of cover, and will
take advantage of their large numbers to try to flank and surround
you. Ultimately, however, you're a nanosuit-wearing Special Forces
Supersoldier, and they're... not.

You'll fight a total of about 600+ North Korean soldiers throughout
the entire game (the game helpfully keeps track of how many
enemies you've killed in each level in your save game info).

BEHAVIOR:

KPA soldiers patrol in squads of several at once, usually led by a
KPA Squad Leader wearing a red beret. KPA also have pretty good
hearing, and will run across a town or base to investigate if they hear
gunfire and screams coming from the other side. In certain areas
(such as the school house village in Mission 2: Recovery or the
harbor base in Mission 4: Assault) it can seem like enemies are
respawning around you as you mow them down; this is simply
enemy soldiers from other areas of the base running over to where
you are to investigate what all the commotion is about.

Enemies will cautiously approach your last known location if they
lose sight of you. Enemies equipped with grenades also tend to
throw them to flush you out of cover if you hide behind a solid object
or inside a house.

In actual combat, enemies are fairly mobile, tending to strafe while
firing and also trying to run behind cover. Enemies react to return fire
and, if shot at, enemies usually sidestep or slide sideways away from
your shots to try and dodge your fire. If caught out in the open with
no place to hide (or if you try to headshot them and miss), enemies
will sometimes duck and fire to present a smaller target profile. If
pressed, enemies will often retreat into better cover.

Depending on their A.I. type, enemies will either try to camp behind
cover defensively, aggressively advance on your position from cover
to cover, or flank around to your sides. In all cases, enemies spread
out across a level to a decent degree instead of clustering in one
spot for an easy kill.

Enemies move and operate in coordinated squads: attacking
together, providing each other with covering fire, and advancing
together in a coordinated manner.

KILL STRATEGY:

Overall, KPA soldiers are easy enough to kill individually or even in
groups of several. One or two bursts of assault rifle should bring
each KPA soldier down, and once you get the better scopes such as
the assault scope or the sniper scope, you can mow KPA soldiers
down from long range where their own ability to shoot back at you is
lessened. If KPA soldiers are grouped together closely or inside an
enclosed space, you can toss a frag grenade at them to wipe them
all out at once.

In all firefights, you should fire from behind cover to minimize the
damage you take from enemy return fire, and also so you'll have a
place to hide and regenerate your health if you get hit a few times.
Be ready to switch to a different piece of cover if an enemy grenadier
lands a frag grenade at your feet.

All enemy soldiers are extremely vulnerable to the cloaking device;
they will often stop firing completely once you vanish from their sight
(although they will still move to your last known position to
investigate), and are completely unable to see you unless they're
only several feet away from you. They do occasionally fire wildly or
toss a grenade at your last known position, so it's a good idea to
reposition yourself after cloaking.

One extremely cheap tactic is to decloak (by switching to a different
armor mode), shoot a KPA soldier in the head, then cloak again.
Normally, firing a weapon drains all your suit energy in cloak mode,
but if you decloak manually, fire, and recloak, this doesn't happen.
You can use this to murder multiple KPA soldiers at will, as they
seem unable to spot or shoot at you when you're cloaked, even if
they see you pop in and out of sight right in front of them.

VARIANTS:

North Korean soldiers use a "component" system to distinguish
themselves from each other and fulfill different combat roles. There
are 4 different "component" types that mix together to create different
soldiers.

Soldiers Type: Infantrymen (Camp), Recon (Jungle), or Special
Forces (Elite)

Armor Type: Light or Heavy

Equipment Type: Standard, Grenadier, Laser-aiming Module,
Antitank, or Special Forces

A.I. Type: Cover, Camper, Flanker, or Leader

NOTE: Special Forces (Elite) soldiers are always equipped with the
Special Forces equipment type.

-  SOLDIER TYPE VARIANTS:

North Korean soldiers come in 3 basic ranks; Infantry (Camp
soldiers), Recon (Jungle soldiers), and Special Forces (Elite
soldiers).

Infantry (Camp): These are the standard soldiers of the Korean
People's Army (KPA). Their uniforms come in a variety of shades
(grey, green, and brown), and they will serve as you main opposition
for most of the game. Infantry soldiers are usually encountered
guarding enemy bases or outposts, or patrolling in open areas. They
come in different armor, equipment, and A.I. variants (see below).

Recon (Jungle): Recon soldiers patrol the wild jungle areas of the
island. They are usually encountered out in the jungle, or in remote
outposts or checkpoints away from the main KPA bases. They wear
black facepaint, green or brown uniforms, as well as pieces of green
grass attached to their uniforms to help them blend in with the
environment. Behavior-wise, they are identical to standard Infantry
soldiers, and come in various armor, equipment, and A.I. variants.

Special Forces (Elite): These are the most skilled North Korean
units, aside from General Kyong's personal Elite Guard of Nanosuit
Soldiers. Special Forces soldiers have black facepaint, and their
armor and uniforms are a much darker shade than that of the
standard North Korean soldiers. Special Forces soldiers have more
accurate aim than normal soldiers, and are also much better
equipped: they always wear armored vests (all except for Elite Light
Flanker soldiers), always carry grenades, and are always outfitted
with laser-aiming modules and silencers on their weapons. They also
have assault scopes if equipped with FY71 assault rifles. (Special
Force soldiers are discussed in detail in their own section below).

-  ARMOR VARIANTS:

North Korean soldiers come in two armor variants; Light and Heavy.
At first, you'll fight Light soldiers exclusively. A few Heavy Camper
shotgun soldiers guard the schoolhouse near the end of Mission 2:
Recovery, and Heavy soldiers become increasingly more common
from Mission 3 onwards. This category refers to how much armor the
enemy soldier is equipped with, with Heavy soldiers being much
better armored than Light soldiers.

Body armor reduces the damage enemies take from torso shots
down to 75% (whereas unarmored enemies take 120% damage
when shot in the torso).

Helmets protect enemies from headshots. If a bullet strikes a
helmeted enemy in the head, it will knock off the helmet but leave the
enemy unharmed. However, this only applies to unaimed shots fired
"from the hip". Headshot an enemy soldier while aiming with sights,
and he'll die instantly, helmet or not.

Light: Light soldiers tend to wear simple uniforms, without helmets or
body armor. Light Camper soldiers do wear a medium armored vest
(and often a helmet), but no shoulder pads. Light Squad Leaders
always wear a full set of body armor, including a medium armor vest
and shoulder pads.

Heavy: Heavy soldiers are always equipped with body armor. They
also wear a heavier armored vest than the Light soldiers (although
the effect is purely cosmetic and doesn't actually provide better
protection). They also tend to wear full body armor, including a
helmet, heavy armor vest, and shoulder pads.

-  EQUIPMENT VARIANTS:

All North Korean soldiers come equipped with a primary weapon
(FY71 assault rifle, submachine gun, or shotgun), as well as a pistol
sidearm. Certain soldiers are also given additional equipment packs
to fulfill specialized combat roles.

Standard: This North Korean soldier has no extra equipment. They
essentially are only armed with their primary weapon (which has no
attachments), and their pistol sidearm.

Laser-Aiming Module: This North Korean soldier simply has a laser-
aiming module attached to their primary weapon. It makes their aim
more accurate, but also allows you to spot their location by the red
laser beam their weapon emits.

Grenadier: Some North Korean soldiers are armed with frag
grenades, which they use to attack you or flush you out of cover.
These guys can be distinguished by a thick, dark brown armored
collar they wear around their neck and shoulders. They are
extremely skilled and accurate throwers (able to often land grenades
right at your feet, even if you're behind cover or at long range), and
use their grenades fairly often, especially when you try to hide
behind cover. These guys are actually pretty common; every squad
of enemy soldiers will usually have at least 2 or 3 grenadiers.

Shotgunner: North Korean soldiers armed with shotguns are visually
distinguished by caches of shotgun shells strapped to their arms and
legs. This is purely a cosmetic difference (you can't actually pick up
the shells from the corpse or anything).

Shotgun Grenadier: Some North Korean shotgun soldiers are also
equipped with frag grenades. These guys have both the shotgun
caches and armored collar on their uniform.

Antitank Soldier: In addition to their primary firearm, this soldier is
equipped with a missile launcher for taking out enemy tanks and
other vehicles. There are a LOT of these in Mission 5: Onslaught,
and Mission 6: Awakening. Two or three of them can easily wipe out
a U.S. tank, but fortunately they seldom (but do occasionally) use
their missile launchers against you if you're on foot.

Special Forces: All Elite Special Forces soldiers carry grenades, and
have the signature armored collars of grenadiers. They are also
outfitted with silencers, laser-aiming modules, and assault scopes (if
they carry a FY71 assault rifle). Their pistols are also silenced as
well.

-  A.I. VARIANTS:

There are 3 basic A.I. types in Crysis: Cover, Camper, and Flanker
(There are also 3 special A.I. types: Squad Leaders, Snipers, and
Nanosuits). All standard North Korean soldiers (including Elite
Special Forces) are one of the 3 basic types:

Cover: Cover soldiers are the most standard A.I. type. They advance
on your position while firing, moving from cover to cover to protect
themselves from your return fire. Cover soldiers are intermediately
armored; Light Cover soldiers have no armor (except for Elite
Special Forces), and Heavy Cover soldiers have fully body armor but
one or no shoulder pads.

Camper: Camper soldiers are a more defensive A.I. type. Instead of
advancing on you, they tend to dig in on a secure position and
defend it against your attempts to move in. Camper soldiers are
usually found defending mission objectives or enemy bases. To aid
their defensive role, Camper soldiers are more heavily armored than
normal. Light Camper soldiers still wear armored vests, and Heavy
Camper soldiers wear full body armor with all armor pieces (i.e. they
always have two shoulder pads, and usually a helmet).

Flanker: Flanker soldiers are the sneakiest A.I. type. Instead of
advancing on you in a straight line, Flanker soldiers will attempt to
circle around you in order to attack you from the sides or back and
catch you by surprise. They like to use both objects and foliage as
cover to sneak around you. They also do not provide covering fire,
preferring to sneak to your side and shoot you directly. Flanker
soldiers are more lightly armored than normal, probably to assist
their manueverability. Light Flanker soldiers wear no body armor or
helmet, and Heavy Flanker soldiers wear a medium armor vest only,
with no shoulder pads or helmet.


=====


North Korean Elite Special Forces Soldier:
Appearance: North Korean soldier wearing black facepaint, dark
           uniform, and full body armor.
Health: 180
Primary Weapons:
  FY71 assault rifle: 80 damage
  Shotgun: 100 damage
  Submachine Gun: 45 damage
Secondary Weapons:
  Pistol: 60 damage
Other Attacks:
  Melee Attack: 65 damage
  Frag Grenades: 250 damage

DESCRIPTION:

Korean Elite Special Forces soldiers are the most skilled enemy
soldiers you'll face in the game, aside from General Kyong's handful
of Nanosuit Soldiers. They can be distinguished by the black
facepaint they wear, as well as the fact their uniforms are several
shades darker than those worn by normal Korean soldiers. Special
Forces soldiers are notably much more accurate with their weapons
than standard Korean soldiers.

All Special Forces soldiers carrying full equipment. They always
wear full body armor and helmets (with the except of Light Flankers,
who lack armor). Special Forces soldiers also always carry
grenades, and are also always equipped with laser-aiming modules
and silencers on their firearms.

There are a total of about 80 Special Forces soldiers in the game.
They first appear in Mission 3: Relic, where Special Forces Flanker
soldiers are dropped off by helicopter as reinforcements at the
various enemy bases and checkpoints if you're spotted and the
alarm is sounded. About 3 dozen or so Special Forces Flanker
soldiers also hunt you down towards the end of Mission 3, as you're
trying to escape at night through the level from the dig site to the
extraction point. A few Special Forces soldiers also appear at a
roadblock in Mission 5: Onslaught. Finally in Mission 6: Awakening,
groups of Special Forces soldiers (backed up by Nanosuit Soldiers)
guard both the Ore Crusher, as well as the mine where General
Kyong is holed up.

BEHAVIOR:

Special Forces soldiers have the same behavior and use the same
tactics as the game's other Korean soldiers. The major difference is
that they are noticeably more accurate with their firearms, and also
since all of them are equipped with grenades, they all have the ability
to use grenades against you.

Otherwise, they use the same general tactics as other enemy
Korean soldiers, moving in coordinated squads, using cover, closing
in on and sometimes attempting to flank around your position,
providing each other with covering fire, etc.

KILL STRATEGY:

Special Forces soldiers can be taken out using the same basic
strategies you've been using against the standard Korean soldiers.
They're a bit tougher, more accurate, and better equipped than most
enemy soldiers, but ultimately they're still regular humans who are no
match for you and your superpowered regenerating nanosuit.

Notably, Special Forces solders are just as vulnerable to the cloaking
device as the basic soldiers, so it's easily enough to use the cloaking
device to get the drop on them and pick them off one by one.


=====


North Korean Squad Leader:
Appearance: North Korean officer wearing red beret, armored collar,
           and fully body armor with armored shoulder pads.
Health: 180
Primary Weapons:
  FY71 assault rifle: 80 damage
  Shotgun: 100 damage
  Submachine Gun: 45 damage
Secondary Weapons:
  Pistol: 60 damage
Other Attacks:
  Melee Attack: 65 damage

DESCRIPTION:

North Korean Squad Leaders can be identified by the red berets they
wear. Squad leaders lead squads of North Korean soldiers into
combat, issuing them orders and coordinating their movements and
attacks. Most enemy squads you encounter in the game will have a
squad leader calling the shots. North Korean Infantrymen, North
Korean Recon, and North Korean Special Forces all have squad
leaders. Squad leaders also come in both Light or Heavy variants.
Infantrymen squad leaders sometimes use Camper or Flanker A.I.,
but otherwise squad leaders use their own unique A.I. set and are
neither Cover, Campers, or Flankers.

Regardless of their military branch or armor level, squad leaders
always wear full body armor, with one or two shoulder pads. They
also wear the same armored collar grenadiers do, even though
squad leaders are never equipped with grenades. They also never
come equipped with missile launchers.

BEHAVIOR:

Squad leaders have the same basic behaviors and tactics as the
game's other enemy soldiers. However, in their role as squad
leaders they issue orders to the soldiers under their command,
coordinating the movements of their squad. Kill the squad leader will
reduce the cohesion and combat effectiveness of an enemy squad,
although the difference is pretty subtle and not that much of a factor.

Squad leaders seem to have a slightly higher than average fondness
for shotguns, although they also often carry FY71 assault rifles or
submachine guns. Squad leaders don't really hang back in combat,
and aren't afraid to charge in on your position alongside the rest of
their men.

KILL STRATEGY:

Squad leaders can be killed using the same tacics you'd use against
any other standard North Korean soldier. Since they always wear
body armor, they're slightly more durable than an unarmored soldier,
but individually they still die pretty easily.


=====


North Korean Sniper:
Appearance: North Korean soldier wearing light uniform, with no
           body armor or helmet.
Health: 180
Primary Weapon:
  Precision Rifle: 250 damage
Secondary Weapon:
  Pistol: 60 damage
Other Attacks:
  Melee Attack: 65 damage

DESCRIPTION:

The North Korean forces in Crysis include a number of snipers
armed with precision rifles. Although unarmored, wearing only light
uniforms with no helmet or body armor, snipers can be dangerous as
they can pick you off at long range, often without you even being
able to figure out where you're being shot from.

Snipers can actually be pretty dangerous; depending on where they
hit you, they can kill you with just 2 shots to the body if you're in
Armor mode (a single sniper shot will knock out your entire suit
energy bar and more than half of your health). They can often kill you
in a single shot if you're in any other suit mode.

Snipers first appear in Mission 2: Recovery, where their precision
rifles with be equipped with assault scopes. From Mission 3: Relic
and onwards, snipers will have more powerful sniper scopes instead.
On the plus side, they're actually pretty rare, and I only counted
about 16 of them throughout the entire game. Most Missions have
between 2 to 6 snipers, usually found guarding major enemy
outposts.

BEHAVIOR:

Snipers are typically found in high-up locations such as sniping
towers or cliffs, where they snipe at you using their precision rifles.
They've got good accuracy, and will usually hit you unless you're
behind cover or using your cloaking device to hide from them.

Snipers really don't move around that much, although they will dodge
around and try to take cover if shot at. Even snipers up in sniper
towers will duck down behind the tower's side walls when shot at.

If you get within close range of a sniper, they'll put away their
precision rifle and pull out a pistol to fight you with at close range.

KILL STRATEGY:

The best way to deal with snipers is to counter-snipe them, ideally
before they become aware of you and start shooting at you. Your
FY71 assault rifle is actually accurate enough to counter-snipe a
sniper at long range, provided you're equipped with a sniper scope
so you can actually zoom far enough to see them. Be sure to
counter-snipe from near or behind cover, so you'll have a place to
hide and regenerate if you get hit.

Alternatively, you can sneak up on snipers using foliage and your
cloaking device, then mow them down at close to medium range with
your weaponry of choice.

Because you're equipped with a regenerating nanotech supersuit,
enemy snipers aren't the frustrating instant-death annoyances they
are in games like Medal of Honor: Allied Assault or Iron Storm. Still,
they can kill you in just two shots, so you want to watch out for them
and kill them as quickly as possible.


=====


North Korean Nanosuit Soldier:
Appearance: Elite soldier wearing a nanosuit with green and tan
           armor plates.
Health: 500
Suit Energy Armor: 250
Primary Weapons:
  Precision Rifle: 250 damage
  Submachine Gun: 45 damage
Other Attacks:
  Melee Attack: 65 damage
  Smoke Grenades
  Flashbangs

DESCRIPTION:

North Korean Nanosuit Soldiers are the elite of the elite for the North
Korean forces, and the most powerful North Korean enemy infantry
units in the game. They are equipped with the same superpowered
nanosuits that you are wearing, giving them access to the same
assortment of superpowers that you have. Design-wise, I actually
prefer the clunkier look of the NK nanosuits compared to the US
version, as the NK version looks more like an armor-plated combat
suit, as opposed to the US's muscle-shaped black fetish wear.

Like NK Special Forces soldiers, Nanosuit Soldiers are significantly
more accurate than standard North Korean troops. They're quite
dangerous with both their long range precision rifles and their
medium range submachine guns.

Nanosuit Soldiers are also much more durable than regular enemy
soldiers. Additionally, they can use Armor Mode to survive even
more damage; it takes almost half a clip of assault rifle fire to kill one
in Armor Mode. It even takes 2 gauss rifle shots or 2 direct rocket
launcher hits to kill a Nanosuit Soldier in Armor Mode. Nanosuit
Soldiers are also unaffected by headshots, as they do not take extra
damage from being shot in the head. They are also immune to
flashbangs, and cannot be grabbed or thrown (you can still knock
them down by throwing stuff at them, though).

Standard enemy Nanosuit Soldiers are equipped with both precision
rifles and submachine guns. They use the precision rifles to snipe at
you from long range, and fire at you with the submachine gun for
close to medium range combat. They also toss smoke grenades and
flashbangs at you to confuse and disorient you. Their flashbangs are
particularly dangerous, because taking a single bullet hit will kill you
if you're "stunned" from a flashbang hit.

Enemy Nanosuit Soldiers are actually extremely rare. In fact, there
are only 6 regular Nanosuit Soldiers and 6 Nanosuit Soldiers with
miniguns in the ENTIRE GAME. You fight 4 regular Nanosuit
Soldiers at night in the graveyard at the end of Mission 3: Relic, and
2 regular Nanosuit Soldiers serve as snipers guarding the rooftops of
the rock crusher in Mission 6: Awakening.

NANOSUIT POWERS:

Enemy Nanosuit Soldiers can use Armor mode, Strength mode, and
Cloak mode. Armor mode (their default mode) acts as a sort of
"energy shield" that absorbs the damage from your attacks, allowing
them to absorb 3 or 4 bullet hits before you can directly damage their
health. They use Strength mode for melee attacks (a single punch
will kill you in 1 hit), and also to allow them to jump up to high
platforms (such as a pillar or tomb) for a better position to snipe at
you. Nanosuit Soldiers also use Cloak mode to sneak around when
not in combat, or while trying to flank or advance on you or to escape
from gunfire. Fortunately, they always disengage their cloak once
they start shooting at you.

One consequence of their nanosuit power use is that, just like you,
they are more vulnerable to damage while not in Armor mode. If a
Nanosuit Soldier is in Cloak mode or Strength mode, you can kill
them with a burst of several assault rifle bullets or a single gauss rifle
shot.

In addition to their nanosuit powers, enemy Nanosuit Soldiers also
have regenerating health, just like you do. Their health gradually and
constantly recharges, so you need to kill them quickly in one go
instead of trying to fight them with hit-and-run tactics.

BEHAVIOR:

Because Nanosuit Soldiers are equipped with both long-range
precision rifles and medium-range submachine guns, they'll vary
their tactics based on their distance to you. At long range, they'll
snipe at you with their precision rifles, and will manuever to a
different position for a better shot if you try to run or hide. At close to
medium range, they'll switch to standard infantry tactics; blasting at
you with automatic submachine gun fire, strafing sideways while
firing, dodging away from your return fire, taking cover (regenerating
health while doing so), and attempting to flank or advance on your
position. Regardless of range, Nanosuit Soldiers will also
occasionally chuck smoke grenades or flashbangs at you between
shots to try and disorient you.

At long range, enemy Nanosuit Soldiers will use Strength mode to
jump up on high objects such as pillars or tombs, in order to get a
better position to snipe you from. They will also use Cloak mode
while hunting you to hide and prevent you from shooting them while
they manuever around; they will only disengage their cloaks when
they actually fire at you.

Finally, if you get within melee range, enemy Nanosuit Soldiers will
activate Strength mode and try to punch you. A single Strength-
enhanced punch will kill you, so you want to avoid getting that close
to them.

One notable attribute of North Korean Nanosuit Soldiers is that,
unlike regular North Korean soldiers, they always speak in Korean
instead of English, which disguises their tactical chatter from you
(unless you happen to understand Korean yourself).

KILL STRATEGY:

Nanosuit Soldiers are considerably tougher than standard enemy
soldiers, but they're really not that tough when you consider how
incredibly rare they are. You can kill an enemy Nanosuit Soldier with
about half a clip of assault rifle fire, which is just a couple seconds of
sustained automatic fire. The shotgun also works very well against
Nanosuit Soldiers, and can kill them in just 2 shots (1 shot if they're
not in Armor Mode). By firing from cover and using aim mode to
maximize your accuracy, you can take out enemy Nanosuit Soldiers
using the same general tactics you use against standard enemy
soldiers. Just remember to kill them with a single sustained attack,
because their health regenerates if you don't press your attack.

Surprisingly, Nanosuit Soldiers are also still vulnerable to tranquilizer
darts. A single hit from a tranq dart will knock out a Nanosuit Soldier
just as effectively as it would a regular enemy soldier. You can then
kill them at your leisure while they're unconcious.

Nanosuit Soldiers are also just as vulnerable to your Cloak mode as
regular enemy troops. They can't see you while you're cloaked, so
you can just cloak, wait for them to get close, then uncloak and
unload on them with sustained assault rifle fire before they realize
what's happening.

The only thing that doesn't really work against Nanosuit Soldiers are
explosives, due to their enhanced health and armor. So don't bother
trying to kill them with a frag grenade, because they can survive the
blast.


=====


North Korean Nanosuit Minigunner:
Appearance: Elite soldier wearing a nanosuit with green and tan
           armor plates.
Health: 750
Suit Energy Armor: 375
Primary Weapon:
  Minigun: 90 damage
Other Attacks:
  Melee Attack: 65 damage

DESCRIPTION:

Some North Korean Nanosuit Soldiers are equipped with miniguns,
giving them devastating medium range firepower. Their nanosuit-
augmented strength makes them the only soldiers in the game
capable of wielding the minigun as a man-portable weapon. Besides
their very damaging, extremely high rate of fire weaponry, Nanosuit
Soldiers with miniguns are also even tougher than standard Nanosuit
Soldiers, capable of surviving even more damage (it takes more than
half a clip of assault rifle fire to kill one). As a trade-off, their ability
to use nanosuit powers and behave tactically are reduced.

Nanosuit Soldiers with miniguns do not use their cloaking device, nor
can they throw grenades. They also do not seem to use strength
mode to jump up to higher platforms. They mostly just remain in
Armor mode and walk towards you while blasting away with their
miniguns; the only other suit power they really use is Strength mode,
which they only use to punch you if you get too close to them.

Like standard Nanosuit Soldiers, Nanosuit Soldiers with miniguns
have regenerating health, so you want to kill them quickly before
they have a chance to heal any damage you inflict on them.

These guys are extremely rare. There are only 6 of them in the entire
game, all appearing in Mission 6: Awakening. 2 are guarding the
rock crusher, 2 are guarding the entrance to the mine/excavation site
where General Kyong is holed up (alongside a dozen or so North
Korean Special Forces soldiers), and 2 can be found inside the mine
tunnels leading to the excavation site itself.

BEHAVIOR:

Nanosuit Soldiers with miniguns can be very dangerous. Their
weapons do good damage and have an extremely high rate of fire,
and can kill you very quickly unless you seek cover. They're also
quite accurate, even at long range, so you'll take damage from them
even if they're firing at you from several dozen feet away. Think of
them as walking machinegun turrets.

As a trade-off to their heavy firepower and enhanced durability, these
guys are tactically pretty simple. They mostly just walk towards you
while blasting away with their miniguns, although they sometimes
stand in one spot and fire at you instead. They will, however, react
relatively intelligently if you fire back. They usually try to dodge
sideways if you fire at them, and can sidestep and fire at the same
time, and will often sidestep behind cover if you shoot at them, in
order to protect themselves and regenerate their health. They can
also exhibit searching and flanking behavior if you try to hide or dig
into cover.

KILL STRATEGY:

As with standard Nanosuit Soldiers, you need to kill nanosuit
minigunners quickly with sustained automatic fire, in order to prevent
them from regenerating their health. A good strategy is to fire at them
with a scoped assault rifle, while firing from behind cover to reduce
the damage you take from their miniguns. At close range, 2 or 3
shotgun blasts should be sufficient to do them in.

Also like standard Nanosuit Soldiers, these guys are vulnerable to
tranquilizer darts and the cloaking device. You can knock them out
with a tranq dart, then kill them while they're unconcious, or use
cloak to get close to them before decloaking and unloading a clip of
assault rifle fire into their torsos.



=================
=Enemy Vehicles:=
===============================================================================


ShiTen Mounted Machine Gun Turret:
Damage: 60
Rate of Fire: 800 rpm

DESCRIPTION:

These mounted heavy machinegun turrets are scattered throughout
the game, typically positioned at checkpoints, roadblocks, or the
entrances to enemy bases. An enemy soldier is usually stationed at
the machinegun turret, and other enemy soldiers can also run over
and take control of any unmanned machinegun turrets.

Turrets deal fairly high damage and have a high rate of fire and good
accuracy, making them markedly more dangerous than an enemy
soldier armed simply with an assault rifle. Taking out enemy soldiers
manning turrets should be your number one priority in most firefights.

If you get shot at by a turret, you should take cover to protect
yourself. You can either snipe the soldier manning the turret (an
assault scope or sniper scope helps), or use your Cloak Mode to
sneak up on the turret and take out the gunner from close range.
Also, turrets are limited to about a 90 degree cone of fire in front of
them, so if you can flank them from the sides they won't be able to
shoot at you.


=====


Light Tactical Vehicle:
Health:
  Hull: 180
  Engine: 160
  Wheels: 100
  Lights: 45
Weaponry:
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 2%
  Melee: 5%
  Gauss Rounds: 15%
  Frag Grenades: 25%
  Missile Launcher: 200%
  C4 Explosive Charges: 100%

DESCRIPTION:

The Light Tactical Vehicle is essentially a lightly armored Jeep with a
machine gun turret on top. The LTV is decently armored, and
requires a few clips of assault rifle fire to destroy. Enemy LTVs
typically carry two enemy soldiers; a driver and a machine-gunner.
Killing the driver causes the vehicle to stop moving, whereas killing
the machine-gunner causes it to stop shooting at you.

Like the ShiTen mounted machine gun turret, the LTV's mounted
machine gun is very dangerous, with great accuracy and high
damage. You'll want to take cover from the machine gun fire or kill
the machine-gunner as soon as possible, or else you'll be cut to
shreds in seconds.

BEHAVIOR:

Most enemy LTVs in Crysis will simply drive to a fixed position, then
idle stationary there, opening fire on you if you come into the LTV's
machine-gunner's line of sight. In this sense they function pretty
much like a mounted machinegun turret.

Some LTVs will actually drive around and patrol an area. If they spot
you, the driver will keep chasing you while the machine-gunner
opens fire on you. This is actually pretty rare; the only LTV I
remember doing this specifically is the one guarding the harbor HQ
in Mission 4: Assault.

KILL STRATEGY:

Because of their armor, LTVs are impractical to take out with small
arms fire. Sure, you could blow one up with a few clips of assault rifle
fire, but doing so is kind of a waste of ammo. It's much easier to take
out the machine-gunner with a couple well-aimed bursts of assault
rifle fire, at which point the LTV is no longer a threat to you (although
the driver may get out and try to shoot you, or continue driving
around and possibly run you over if you're not paying attention).

You can also blow up a LTV with one or two frag grenades (if you're
lucky, you might even flip it over and render it inoperative), but again
it's much simpler to just kill the gunner.

Probably the easiest way to take out an LTV is to use your cloak to
sneak up on the LTV without getting shot, then decloak and blast the
machine-gunner with a well-aimed burst.

Alternatively, the LTV has a major "weak spot" in the form of a fuel
can stored in the rear of the vehicle. A single bullet to the fuel can
will cause the entire LTV to explode, killing the occupants as well as
any enemy soldiers standing next to the vehicle.


=====


Truck:
Health:
  Hull: 600
  Engine: 400
  Fuel Tanks: 120
  Wheels: 150
  Lights: 45
Weaponry:
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 2%
  Melee: 5%
  Gauss Rounds: 15%
  Frag Grenades: 25%
  Missile Launcher: 200%
  C4 Explosive Charges: 100%

DESCRIPTION:

The North Korean forces use convoy trucks to transport soldiers
across the island. Enemy trucks typically carry a squad of North
Korean soldiers riding in the back, as well as a driver, and a
machine-gunner manning the mounted machinegun turret on top of
the truck.

As with the mounted machinegun turret and LTV's machinegun
turret, the truck's machinegun turret is pretty dangerous, and you'll
want to use cover and your cloaking device to avoid getting shot by
it.

Trucks are pretty durable, and you can't really destroy them with
small-arms fire. Explosives work alright against them, however, and
you can also destroy them by shooting their fuel tank. However, your
main concern is killing the enemy soldiers they carry, since the truck
isn't a threat once the machine-gunner and the soldiers have been
eliminated.

BEHAVIOR:

Enemy trucks behave extremely simply. They drive to a pre-set
position, then off-load a squad of enemy soldiers who will patrol the
area looking for you. A machine-gunner will usually remain behind to
man the turret and fire on you if you approach the truck itself.

KILL STRATEGY:

Like LTVs, Trucks have a fuel tank that you can shoot for an instant
kill. The fuel tank should be a metal cylinder on the right side of the
truck just behind the cab. Shoot it, and the truck will explode, killing
any enemy soldiers inside it or standing near it.

Otherwise, enemy trucks really aren't much of a threat, your main
concern is killing the squad of soldiers they drop off.


=====


Patrol Boat:
Health:
  Hull: 1250
Weaponry:
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 10%
  Melee: 10%
  Gauss Rounds: 50%
  Frag Grenades: 100%
  Missile Launcher: 400%
  C4 Explosive Charges: 400%

DESCRIPTION:

Enemy motorized patrol boats drive around the waters off the
island's shore, and will open fire on you if they spot you. Patrol boats
are crewed by a driver and a machine-gunner manning the boat's
machinegun turret.

If the boat's driver is killed, the boat will stop moving, but the
machine-gunner will continue firing at you with the boat's turret. If the
machine-gunner is killed, the boat is no longer a threat to you, and
the driver will usually drive away to retreat. Sometimes, the driver will
beach the boat further down the shore, and attack you with a pistol
when you reach that area.

Patrol boats are pretty tough, so small arms fire really isn't an option
against them. If you fight one, your main concern is killing the
machine-gunner to stop the boat from firing at you.

BEHAVIOR:

Patrol boats basically drive around in the ocean patrolling the shores
of the island. If a patrol boat spots you on the shore, the driver will
typically drive around in circles while the machine-gunner opens fire
on you. Patrol boats have very long range and can spot, fire at, and
hit you from a considerable distance away.

KILL STRATEGY:

Patrol Boats are fairly resistant to gunfire; unlike with LTVs, you can't
really defeat them even with a couple clips of assault rifle fire. While
you CAN eventually destroy a patrol boat with gunfire, it'll take so
much ammo that doing so is simply impractical.

The best way to take out a patrol boat is to kill the machine-gunner,
preferably with well-aimed assault rifle fire assisted by a scope. With
the gunner dead, the boat is essentially harmless to you, as the
driver is unable to do anything except drive away and maybe beach
the boat downriver and try to ambush you with a pistol later on.
Alternatively, you can simply evade patrol boats, using cover and
your cloaking device to move away from the shoreline if a patrol boat
spots you and starts shooting at you.

The gunner and driver can be tough to hit if the boat is in motion,
which it usually is as long as the driver is alive. You can fire the
assault rifle in bursts and try to lead your shots, or hide behind cover
and wait until the boat pauses momentarily for you to get a better
shot.

Alternatively, you can run from the patrol boat by moving further
inland, using cover such as rocks or the jungle trees until the boat
loses track of you.


=====


Attack Helicopter:
Health:
  Hull: 300
  Wings: 150
  Rotor: 200
  Rear Rotor: 150
  Rotor Tail: 100
Weaponry:
  Coaxial Gun: 30 damage
  Hellfire Missiles: 110 damage
Damage Modifiers:
  Bullets: 2%
  Melee:  0%
  Gauss Rounds: 2%
  Frag Grenades: 25%
  Missile Launcher: 100%
  C4 Explosive Charges: 100%

DESCRIPTION:

North Korean attack helicopters appear semi-regularly thorughout
the game, usually called in as air support after you start an attack </pre><pre id="faqspan-3">
against an enemy base. Attack helicopters are heavily armed,
capable of attacking with both a coaxial-mounted machine gun, and
Hellfire missiles. They can kill you extremely quickly (especially with
a missile barrage), and it's also very difficult to take cover from their
attacks since they fire at you from the air, and can very easily circle
behind you if you try to hide behind an object on the ground.

Attack helicopters possess heavy armor, and are incredibly resistant
to small arms fire. They're almost impossible to take out with bullets;
you can use up all your assault rifle ammo against them and barely
phase them, and even emptying a fully-loaded minigun into a
helicopter will only seriously injure it at best. Since they're airborne,
you can't really hit them with grenades either. In fact, the only
weapon you have that can really destroy enemy attack helicopters is
the missile launcher.

You'll fight a total of about 9 attack helicopters throughout the game.
They first appear in Mission 3: Relic, and will make semi-regular
appearances throughout Missions 4, 5, and 6. Attack helicopters are
also occasionally seen dropping off enemy soldier reinforcements,
but these helicopters won't actually attack you, and typically fly off
after delivering their troops.

BEHAVIOR:

Attack helicopters circle around you overhead, while peppering you
with machinegun fire from their coaxial-mounted turret. Occasionally,
attack helicopters can also launch a barrage of a few hellfire missiles
at you. These missiles are very powerful and will generally kill you if
they hit; fortunately, helicopters very rarely use them.

Helicopters are very persistant, and will follow you throughout the
level once they spot you. If they lose track of you (i.e. if you use
Cloak Mode to disappear), they'll continue to patrol the area where
you were last seen in hopes of spotting you again. They also often
fire a burst of machinegun fire and occasionally a couple missiles at
the spot you were last seen.

If you take cover behind something to avoid the helicopter's gunfire,
they'll try to circle around behind you to get a better angle to shoot at
you.

KILL STRATEGY:

The only weapon you have that can really take out an attack
helicopter is the missile launcher (a tank cannon also works, but
obviously that's only an option if you have a tank). If you don't HAVE
a missile launcher, or the one you do have isn't fully loaded with 3
missiles, then you're kinda in trouble if you run into an attack
helicopter. Sudden appearances by attack helicopters are one of the
prime reasons you should ALWAYS have a fully loaded missile
launcher with you at all times.

If you do have a missile launcher, taking out an attack helicopter is
straightforward enough. Aim the missile launcher's red laser
targeting dot at the helicopter to "paint" it as a target, then fire a
missile at the helicopter to damage it. The missile should home in on
the laser dot, and strike the helicopter accurately despite it being a
moving target. Even with homing missiles, hitting a helicopter is still
much easier if you wait for it to stop moving and hover in one spot for
a couple seconds. It usually takes 2 or 3 missiles to blow up a
helicopter, but the missile launcher has a good rate of fire, and you
can shoot down an attack helicopter relatively quickly.

Because the attack helicopter will be shooting you with its
machinegun the entire time, it's a good idea to fire at it from behind
cover to try and avoid getting shot up while you're targeting it with
youre missile launcher. A good strategy is to hide behind cover, then
pop out and shoot the helicopter during the pauses between its
machinegun bursts.

If you don't have a missile launcher, you can usually find one in an
ammo stockpile somewhere nearby where the helicopter first
appears and attacks you. Use Cloak Mode, foliage, or buildings to try
and hide from the helicopter, and search around for an ammo
stockpile with a missile launcher in it for shooting down the
helicopter.

One final thing you really should try to avoid is having to fight an
attack helicopter and enemy soldiers at the same time. Because
attack helicopters are brought in as air support, they can attack you
in areas where enemy soldiers are also patrolling. Try to engage the
helicopter away from the soldiers to avoid having to fight both at
once. If an attack helicopter appears in the middle of a firefight
against enemy soldiers, try to hide somewhere where the helicopter
can't get to you (such as inside a building or train car), and take out
the soldiers from cover before facing the helicopter.


=====


Tank:
Health:
  Hull: 1200
  Engine: 700
  Turret: 800
  Treads: 490
  Fuel Tanks: 100
Weaponry:
  Tank Cannon: 300 damage
  Coaxial Gun: 30 damage
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 0%
  Melee: 0%
  Gauss Rounds: 0%
  Frag Grenades: 0%
  Missile Launcher: 200%
  C4 Explosive Charges: 150%

DESCRIPTION:

A North Korean main battle tank. Extremely heavily armored, with a
powerful main cannon that can rotate 360 degrees, as well as a
mounted machinegun turret for taking out any enemy infantry that try
to get close.

Tanks are very powerful; the main cannon can kill you in one shot,
and the machine gun can cut you down pretty quickly if you try to get
close to the tank. Their heavy armor also makes them completely
immune to almost all forms of small arms fire, including bullets,
gauss rounds, and even frag grenades. The only weapons you have
that can damage a tank are the missile launcher, C4 explosive
charges, and (in Mission 5: Onslaught) a tank of your own.

You encounter two tanks near the end of Mission 2: Recovery, after
clearing out the large village being held by the North Koreans. You
also face about 14 enemy tanks throughout Mission 5: Onslaught,
which is essentially one long running tank battle with you behind the
controls of your own American main battle tank.

BEHAVIOR:

Tank behavior is straightforward enough; they drive around looking
for you, and will open fire on you with their main cannon once they
spot you. They also will shoot you with their machinegun turret at
medium-to-close range if you try to get close to them.

On the plus side, their rate of fire is fairly low, as there's a couple
seconds delay between each shot of their main cannon.

KILL STRATEGY:

Tanks are completely immune to small arms fire. Bullets, frag
grenades, and even gauss rifle rounds are absolutely useless
against a tank. The only portable weapons you can carry that have
any effect against a tank are the missile launcher, and C4 explosive
satchels.

The most straightforward way to destroy an enemy tank is to shoot it
with the missile launcher. The tank's armor is thicker in the front and
top, and weaker in the sides and rear. If you shoot a tank in the front
or top, there's a chance it will take 4 missiles (and thus 2 missile
launchers) to destroy it. Shoot the tank in the sides or rear, though,
and it should only take 3 missiles to blow it up. Missile launchers are
usually pretty common around areas where you have to fight tanks;
there are a few in the school and town hall in the village where you
fight 2 tanks in Mission 2: Recovery, and many enemy soldiers will
drop missile launchers when killed in Mission 5: Onslaught.

You can also use Cloak mode and foliage to sneak up on an enemy
tank, then attach a C4 charge to them and detonate it to blow them
into scrap metal. However, this requires getting close to the tank,
and will only work if there's foliage nearby for you to hide and
recharge your energy, due to the cloak's high power drain.

In Mission 5: Onslaught, you'll battle about a dozen or so enemy
tanks throughout the level. Fortunately, you'll have access to a U.S.
tank of your own to fight them with. It takes 3 direct hits from your
tank cannon to destroy an enemy tank, and your own tank can only
take several hits before it is destroyed. There are two tactics you can
use to maximize the survival of your own tank; "snipe" enemy tanks
from long range to reduce their ability to hit you, and at medium
range fire at the enemy tanks while moving to make yourself a
moving target. If your tank takes more than 90% damage, you'll just
have to bail out and progress on foot. Don't worry too much, as you
can get a new tank at a couple points further down the level.


=====


APC:
Health:
  Hull: 750
  Engine: 450
  Turret: 650
  Wheels: 50
Weaponry:
  APC Cannon: 200 damage
  APC Rocket Launcher: 300 damage
Damage Modifiers:
  Bullets: 0%
  Melee: 0%
  Gauss Rounds: 0%
  Frag Grenades: 0%
  Missile Launcher: 200%
  C4 Explosive Charges: 150%

DESCRIPTION:

North Korean APCs (Armored Personnel Carriers) appear in Mission
6: Awakening, and serve as sort of mini-tanks. Like tanks, APCs are
heavily armored and can only be damaged by high explosives. APCs
are armed with a rapid-fire main cannon that shoots small explosive
shells, as well as a side-mounted rocket launcher.

The APC's main cannon is really dangerous; not only can it kill you in
just 1 or 2 hits, but it also has a relatively high, fully automatic rate of
fire. This makes APCs more dangerous than tanks, since tanks can
only shoot at you once every couple of seconds.

APCs are quite rare; there are only 3 of them in the entire game.
One patrols the village and rock crusher yard, and one guards the
entrance to the mining complex where General Kyong is holed up.
There's also an unmanned APC in the rock quarry near the mining
complex; if you're quick, you can actually hijack this APC and take it
for a ride. However, the APC's pilot is standing next to it, and if he
gets alerted to trouble before you kill him, he'll hop into the APC and
drive around looking for you.

BEHAVIOR:

APCs pretty much patrol an area, looking for trouble. Once you
START trouble (i.e. by running into the North Korean village HQ or
rock crusher yard and shooting up the place), any nearby APCs will
move to your location and start firing at you with their main cannon
(as well as the occasional rocket). If you take cover, APCs can drive
around to get a better angle to fire at you from. APCs typically don't
move when they're firing at you, which makes them an easier target
for you to hit with your missile launcher or explosive charges.

KILL STRATEGY:

Like tanks, APCs' heavy armor makes them are completely immune
to small arms fire, including from heavy weapons like the minigun or
gauss rifle, and even from frag grenades. The only portable weapons
you carry that can take out an APC are the missile launcher and C4
explosive charges. It takes 3 missile launcher shots, or a single C4
explosive charge, to destroy an APC. Also, if you manage to take
control of an APC of your own, you can use it to destroy enemy
APCs.

The easiest way to take out an APC is with a fully-loaded missile
launcher. Take cover behind something really solid to protect
yourself from the APC's cannon, then pop out and fire a missile at
the APC whenever it's not shooting at you. 3 hits should cause the
APC to explode into scrap. You can find missile launchers stockpiled
in the village, there's one in a weapons stockpile in the rock crusher
yard, and some of the enemy soldiers in the level also drop missile
launchers.

If you don't have a missile launcher, you'll have to sneak up on the
APC and plant a C4 explosive charge on it. Use the environment to
stay out of the APC's line of sight while advancing on it, and use your
Cloak mode whenever you have to move through it's direct line of
sight. Once you get close enough, toss the explosive charge onto the
APC's hull, then quickly dive for cover and detonate the charge.



=========
=Aliens:=
===============================================================================


Naked Alien:
Appearance: Water-like alien lifeform with a transparent, amoeba-
           like body. Has a Predator-like head, a humanoid torso with
           two arms, and several tentacles for "legs".
Health: Melee: 400
       Ranged: 600
Attacks:
  Light MOAC: 40 damage
  Melee Attack: 250 damage

DESCRIPTION:

The alien lifeform is encountered only in Mission 7: Core, inside the
zero-gravity environment of the alien mothership. This is the alien in
its natural state, outside of the assorted robotic exosuits you fight for
most of the game.

You'll often only face 1 or 2 aliens at a time, although they can
sometimes appear in groups of 3 or 4 at once. They're not very
aggressive, though, and if you move quickly you can often fly past
them to the next section of the ship without taking any damage. They
are hostile, however, and will attack you if you hang around and let
them.

BEHAVIOR:

Aliens are very agile in their natural zero-gravity environment, able to
quickly swim through the air and manuever around. They're usually
constantly on the move, seldom stand still, and can be tricky to hit.
They're also quite flightly and will use hit-and-run tactics; attacking
you, then quickly swimming away to hide behind objects in the
environment when you try to counter-attack.

The aliens' most basic attack is to charge at you and ram you. This
does heavy damage; in Armor Mode a single hit will knock off all
your suit energy and almost half of your health, while in any other
suit mode it can kill you outright. Additionally, aliens can often
ambush you from behind or the sides due to the wide open, zero-
gravity environments you fight them in. After ramming you, the alien
will swim away from you quickly and try to hide, waiting several
seconds before coming out and trying to ram you again.

Some aliens are also equipped with hand-held MOAC pistols, which
they will use to shoot a rapid-fire stream of ice-shard bullets at you.
Aliens armed with MOACs can still try to ram you, but will mostly
float at long range and pelt you with ice-shards. They also tend to
dart around between MOAC bursts, and if you try to chase them or
shoot at them they'll swim away and hide for several seconds before
popping out from somewhere else to attack you again. The aliens'
MOAC pistol is roughly on par with the North Korean submachine
gun in terms of damage.

KILL STRATEGY:

Aliens are somewhat tougher than North Korean soldiers, but not too
tough. You can still kill them with several assault rifles bullets, or a
couple shotgun blasts. The most difficult part about fighting aliens is
actually hitting them, since they move pretty quickly, seldom stand
still, and are fond of swimming out of your line of sight and hiding
behind obstacles. You also fight them in a zero-gravity environment,
so they can appear and disappear from all directions. Probably the
best time to shoot them is when they're charging at you, since they'll
be moving in a straight line and thus are an easier target. The
assault rifle works well for shooting aliens are medium or long range,
while the shotgun works well if they get too close to you.

When fighting aliens, the biggest thing you should probably
remember is patience. Because of their tendency to run away and
hide when attacked, you'll be doing a lot of chasing and waiting if you
want to fight and kill them.

Also, while fighting aliens, you should constantly keep moving in
order to make it harder for them to hit you with their ramming attacks
and MOAC fire. If an alien gets close to you, you can actually grab it
by the throat, immobilizing it and allowing you to punch it to death.

While floating in zero-gravity, you can also press RUN+LEFT or
RUN+RIGHT to jet sideways several feet. This is useful for dodging
aliens that are charging at you.

One major thing to remember about the aliens is that you often don't
have to fight them. Instead, you can just run away from them and
proceed to the next section of the alien ship. Unlike Korean soldiers,
aliens don't constantly shoot at you once they spot you, instead
spending a lot of time swimming away and hiding for several
seconds before trying to attack. As a result, you can often safely
ignore them, and they won't have a chance to harm you as long as
you don't remain in the same area as them for too long.


=====


Alien Trooper:
Appearance: 4-foot tall floating mechanical robot squid with 4 metal
           "leg" tentacles and 2 small "arm" tentacles.
Health: 700
Attacks:
  Fast Light MOAC: 40 damage
  Melee Attack: 100 damage
Damage Modifiers:
  Pistol: 120%
  SCAR: 90%
  FY71: 90%
  Shotgun: 70%
  Submachine Gun: 80%
  Precision Rifle: 150%
  Gauss Rifle: 150%
  Minigun: 50%
  Alien MOAC: 30%
  Missile Launcher: 300%
  Frag Grenade: 300%

DESCRIPTION:

The Alien Trooper is the basic foot-soldier of the alien attack force.
Troopers are tougher, more accurate, and more agile than human
soldiers, and are equipped with a MOAC gun that shoots rapid-fire
streams of ice-shards. The Trooper's alien armor gives it some
resistance to small arms fire; it takes slightly reduced damage from
most automatic weapons. Combined with their high health, this
makes Alien Troopers fairly durable, although you can still bring
them down with about a dozen assault rifle hits or 2 to 3 shotgun
blasts.  Troopers can survive roughly the same amount of damage
as Korean Nanosuit Soldiers,  but unlike Nanosuit Soldiers their
health doesn't regenerate.

Alien Troopers cannot actually fly. Instead, they float a few feet
above the ground, hovering around the environment. They can also
use their tentacles to cling to objects, walls, and ceilings, as well as
to hop around with dozen-foot-high jumps.

Notably, Alien Troopers glow bright blue and self-destruct a few
seconds after being killed. This energy explosion does heavy
damage and will kill you in one hit if you're standing too close to them
when they explode. As a result, you should remember to stay away
from killed Alien Troopers, even as you're dodging around to avoid
the attacks of their still-living squadmates.

Alien Troopers typically attack in groups ranging from 2 or 3 up to
several at once. They only appear in the last few missions, and you'll
fight a total of approximately 60 of them throughout the entire game.
About 24 Alien Troopers attack you throughout Mission 8: Paradise
Lost. You'll fight about 5 to 7 of them in Mission 9: Exodus (along
with a couple dozen Alien Scouts), and will fight about 28 of them
throughout the corridors of the U.S. aircraft carrier in Mission 11:
Reckoning.

BEHAVIOR:

Alien Troopers basically float around an area, and will attack you
once they spot you. Unlike Korean soldiers, they don't really take
cover or try to flank you, although they do move around while firing,
and can also jet sideways several feet to dodge incoming fire.

At long range, Alien Troopers will float around while shooting at you
with their MOAC guns. Damage-wise, this is similar to submachine
gun fire, and can do serious harm to you if you don't manage to hide
behind cover or use Cloak mode to disappear. While you can slightly
minimize the damage from MOAC fire by dodging around, you'll only
survive if you take cover or kill the Alien Trooper before it does too
much damage.

At close range, Alien Troopers will strike you with their tentacles.
This does fairly high damage. Sometimes, Alien Troopers can even
kill you with only one hit even if you're at full health and armor. This
usually happens if they strike you from behind. Otherwise, you can
survive a few hits from them before dying.

Finally, Alien Troopers have a sort of "ram" attack where they leap
more than dozen feet into the air, then activate some sort of
afterburner and jet at you at high speed. This attack does high
damage if it hits, and like their melee strikes can kill you in one hit if
they nail you from behind.

Alien Troopers are quite fond of their melee attacks, and if they have
a clear path towards you will often quickly float towards you in order
to get within melee striking range. At long range, they'll also often
use their "ram" attack to get close to you quickly.

KILL STRATEGY:

A lot of your fights against Alien Troopers will take place at close
range, especially due to their fondness for melee attacks. The
shotgun is one the best weapons you have against Alien Troopers. It
only takes about 2 to 3 shotgun blasts to kill an Alien Trooper, and
they're pretty easy to hit at close range since they don't dodge
around very much when right in your face. Thus, one of the most
effective strategies against Alien Troopers is to run up to them and
blast them with the shotgun a few times. Just remember to stay out
of range of their melee strikes, and to keep moving to minimize the
threat of other Troopers hitting you from behind.

When fighting Troopers at long range, you can snipe them with
bursts of assault rifle fire, although they do move around and dodge
sideways to avoid your fire. If fighting them at long range, it's a good
idea to take cover behind something and pop in and out of cover to
shoot them. Alternatively, if you have the gauss rifle, you can snipe
the Troopers at long range for an easy one-hit-kill.

If an Alien Trooper gets right in your face, you can sometimes grab it
by the throat, immobilizing it and allowing you to punch it to death.
This is kind of random, though; unlike Korean soldiers, the game
doesn't always let you grab Alien Troopers even if you're right in front
of them (this is likely due to buggy hitbox detection).

Finally, aliens are just as vulnerable to your Cloak mode as North
Korean soldiers. You can go into Cloak mode at any time to escape
from Alien Troopers and find someplace to recover health and
energy, or move to a better cover position to fire at them from.


=====


Alien Trooper Leader:
Appearance: Alien Trooper with a large, glowing, fan-like headcrest.
Health: 700
Attacks:
  Fast Light MOAR: 5 damage (1.5 freeze speed)
  Melee Attack: 100 damage
Damage Modifiers:
  Pistol: 120%
  SCAR: 90%
  FY71: 90%
  Shotgun: 70%
  Submachine Gun: 80%
  Precision Rifle: 150%
  Gauss Rifle: 150%
  Minigun: 50%
  Alien MOAC: 30%
  Missile Launcher: 110%
  Frag Grenade: 300%

DESCRIPTION:

Alien Trooper Leaders are a modified version of the standard Alien
Trooper. They can be distinguished by their large, fan-like
headcrests with glowing trails of energy running through them. As
the name suggests, they seem to serve an "officer"-type role in the
alien forces, and are usually accompanied by 2 or 3 standard Alien
Troopers.

Unlike standard Alien Troopers, Trooper Leaders are equipped with
a MOAR weapon instead of a MOAC weapon. Instead of rapid-firing
ice shards at you, the MOAR fires a freezing beam which freezes
you solid if it manages to hit you for about a second or so. While
frozen, a single hit from a Trooper's tentacles or ice bullets (or
sometimes even the impact from falling over onto the ground) will
shatter you and kill you instantly. However, if you avoid getting hit,
you should recover from the freezing effect after several seconds.

Alien Trooper Leaders are actually extremely rare. In fact, you'll only
see about 4 of them in the entire game. In Mission 8: Paradise Lost,
Prophet kills one in the cutscene where you meet up with him again,
and one attacks you along with a couple standard Alien Troopers
towards the end of the level. An Alien Trooper Leader and a few
standard Alien Troopers attack you inside the carrier in Mission 11:
Reckoning, and an Alien Trooper Leader and two standard Troopers
constantly respawn and attack you during the final boss fight.

BEHAVIOR:

Alien Trooper Leaders behave pretty much the same as standard
Alien Troopers. They float around a few feet above the ground, jet
sideways to try and dodge incoming fire, leap around the battlefield,
and attack with melee attacks, leaping attacks, and their MOAR
freeze ray.

The Alien Trooper Leader's version of the freeze ray is actually pretty
weak, and they'll almost never manage to freeze you as long as you
keep moving.

KILL STRATEGY:

As with the standard Alien Troopers, you can take out an Alien
Trooper Leader with a couple sustained bursts of assault rifle fire, or
about 2 or 3 close-range shotgun blasts. They're really nothing
special, and their lack of a MOAC gun actually makes them weaker
than standard Troopers considering how generally ineffective their
freeze ray is against you.


=====


Alien Scout:
Appearance: 10-foot tall floating mechanical squid with 5 trailing
           tentacles. About the size of a transport truck.
Health: 2000
Attacks:
  MOAC: 20 damage
  Singularity Cannon: 250 damage
Damage Modifiers:
  Pistol: 70%
  SCAR: 45%
  FY71: 65%
  Shotgun: 70%
  Submachine Gun: 100%
  Precision Rifle: 130%
  Gauss Rifle: 200%
  Minigun: 80%
  Alien MOAC: 40%
  Missile Launcher: 200%

DESCRIPTION:

The larger of the two main alien units, the Scout is the alien
equivalent of an air vehicle. When attacking, the Scout flies around
high in the air, while blasting you with an accurate, narrow, rapid-fire
beam of ice shards from its MOAC gun, as well as the occasional
incredibly powerful blast from its Singularity Cannon (fortunately, not
all Scouts are equipped with Singularity Cannons). Scouts are
sometimes also deployed as enemy troop transports, using their 5
tentacles to carry and drop off 3 to 5 Alien Troopers before flying
away.

Scouts are quite tough; unlike human vehicles, they can be brought
down with small arms fire, but it still takes a decent amount of ammo
to kill one (they can take almost 2 full clips of assault rifles fire to kill).

You'll fight a total of about 45 to 50 Scouts through the entire game.
They're first encountered in Mission 8: Paradise Lost, where 4 will
attack you one at a time throughout the level. Mission 9: Exodus
mostly consists of several battles against swarms of Scouts, totalling
about 23. You'll dogfight about 8 Scouts in Mission 10: Ascension,
and several Scouts will attack the deck of the U.S. aircraft carrier in
Mission 11: Reckoning during the initial invasion, and also during the
final boss fights.

BEHAVIOR:

Scouts essentially circle around overhead while raining down an
accurate, narrow, rapid-fire beam of ice shards at you with their
MOAC weapon. On the plus side, they move at an average speed
and aren't too difficult to hit. Scouts will sometimes hover several
dozen feet above your head and rain MOAC fire down directly on
you, and they'll sometimes fly around in strafing runs, speeding over
you while shoot you before turning around and flying over you again.

Sometimes, a Scout will fly off to long range and hover in one spot
while blue energy builds around its "beak". This is a sign that the
Scout is charging up and preparing to fire its Singularity Cannon. The
Scout's Singularity Cannon takes about a second to charge and fire,
and launches a blue vortex ball which travels at average speed, and
explodes on impact, doing heavy damage. A single hit from the
Singularity Cannon will critically injure you if not kill you outright, and
is powerful enough to blow up light armored vehicles in one shot.
Fortunately, the Singularity Cannon's brief charge time and average-
speed projectile makes it very easy to dodge as long as you keep
moving.

KILL STRATEGY:

You typically fight Scouts out in the open, where there's very little
cover available to hide behind from their MOAC fire. Unlike
machinegun fire, the Scout's MOAC fire is focused on a very narrow area,
making it more like a narrow beam than a wide cone of bullet spray.
Thus, you can avoid a decent amount of the Scout's MOAC fire by
moving around, run-strafing sideways, and making it more difficult for
the Scout to track you with its fire. While dodging around, return fire
at the Scout with your own weapon. Scouts can be brought down
with a couple clips of assault rifle fire, or 2 to 3 full 5-second bursts
from the alien MOAC weapon.

Probably the ABSOLUTE BEST weapon against the Alien Scouts is
the gauss rifle. It only takes 2 gauss rifle shots to bring down an
Alien Scout, and the gauss rifle's perfect accuracy and long-range
(combined with a scope) makes it fairly easy to hit Alien Scouts with
it. Indeed, there are a few points in the game (in Mission 9: Exodus)
where you'll be ordered to shoot down several Alien Scouts with a
stationary anti-aircraft gun; you're actually better off fighting them on-
foot with the gauss rifle, as the anti-aircraft gun is extremely
vulnerable to their Singularity Cannon attack (you can't dodge
around while inside it, and a single hit from the Singularity Cannon
will blow up the AA gun and kill you).

Finally, if pressed, you can use Cloak Mode to hide from the Scout
and move to a better, safer position from which to attack it from.



=========
=Bosses:=
===============================================================================


General Kyong:
Appearance: North Korean Colonel-General, who looks like Dr. No,
           wearing nanosuit armor with no helmet.
Health: 1600
Suit Energy Armor: 800
Primary Weapon:
  Minigun: 90 damage
Other Attacks:
  Melee Attack: 65 damage

DESCRIPTION:

General Kyong is the relatively young leader of the North Korean
forces in Crysis, and the game's main human antagonist. You fight
him in a one-on-one battle at the end of Mission 6: Awakening. Like
his nanosuit-wearing elite guards, Kyong is also equipped with a
nanosuit, and fights wielding a powerful minigun.

Kyong has a really high amount of health. He has more than 3 times
as much health as a standard Nanosuit Soldier (in addition to the
damage-absorbing benefits of the nanosuit's Armor mode), and it
takes several precision rifle shots or a full clip of submachine gun fire
to kill him. Additionally, just like regular Nanosuit Soldiers, Kyong's
nanosuit constantly regenerates his health and Armor Mode energy,
allowing him to heal any damage you do to him if you don't kill him
quickly enough. Finally, despite the fact he's not wearing a helmet,
Kyong is unaffected by headshots, and takes no extra damage from
being shot in the head.

You start the boss battle against Kyong without any weapons, but an
assortment of guns are scattered around on the ground floor of the
small combat arena in which you fight him. You can find pistols,
submachine guns, precision rifles, and a shotgun from the various
ammo piles or dead Nanosuit Soldiers around the arena.

BEHAVIOR:

General Kyong basically runs around on the upper platform of the
combat arena, occasionally stopping to stand still and blast at you
with his minigun for several seconds. Kyong always stays on the
upper platform, and never comes down to the ground floor unless
you knock him off the upper platform yourself by throwing something
at him.

Unlike regular nanosuit minigunners, Kyong can't move and shoot at
the same time. He always stands still when firing his minigun, and
won't sidestep or move to cover when shot at. Kyong doesn't really
use cover at all, and pretty much just runs back and forth when he's
not shooting at you.

Kyong also doesn't use most of his nanosuit powers at all. The only
nanosuit ability he ever uses besides the default Armor mode is
Strength mode, which he only uses to punch you if you get too close.
Keep your distance, though, because his Stength-augmented punch
will kill you in one hit.

KILL STRATEGY:

Despite his boss-like durability and powerful weapon, General Kyong
is actually an extremely easy boss. His attacks are very easy to
avoid, and he can easily lose track of you entirely if you run out of his
line of sight or use your cloaking device. The main challenge in
fighting General Kyong is that he has ridiculously high health, and
also regenerates any damage you do to him if you don't kill him
quickly enough. Thus, you can't really beat him with hit-and-run
tactics (such as popping in and out of cover to shoot him between his
minigun bursts), and instead need to kill him quickly with one or two
sustained attacks.

Just like Dr. Krieger's extreme vulnerability to crotch shots in Far Cry,
General Kyong has a major, hilarious weakness... thrown barrels! In
the unpatched version of the game, throwing a barrel at him in
Strength mode would kill him outright in one hit. After the latest
patch, thrown barrels no longer kill him, but it will still damage him
and knock him to the ground for a few seconds, during which he'll be
completely vulnerable, allowing you to just walk over to him and
pump him full of lead.

If Kyong is on the right side of the upper platform, you can even
knock him into the water by tossing a barrel at him. Like the aliens
from Signs, North Koreans in Far Cry are apparently weak against
water. General Kyong will die after several seconds of floating in the
water (and he's also unable to shoot at you or do much of anything
while in the water).

Finally, if you want to kill Kyong in a straightforward manner, the
shotgun is the best weapon to use. It only takes 3 or 4 shotgun
blasts to kill Kyong, which can be quickly delivered in the space of a
couple seconds. Get up on the upper platform, take cover and wait
for him pause between minigun bursts, then pop out and blast him to
death. The submachine gun or precision rifle are NOT recommended
for this fight, as they take a lot of shots to kill him with, and also
barely harm him faster than his health regenerates.


=====


Alien Hunter (Exosuit):
Appearance: 60 foot tall alien war machine; a 40 foot body walking
           on 4 tentacle-like legs (looks a lot like a War of the
           Worlds Martian Tripod).
Health: 6000
Attacks:
  MOAR: 5 damage (4.0 freeze speed)
  Singularity Cannon: 500 damage
  Grab Attack:
Damage Modifiers:
  Bullets: 15%
Body Part Damage Modifiers:
  Leg Shots: 25%
  Torso Shots: 50%
  Head Shots: 100%
  Weak Point Shots: 200%

DESCRIPTION:

This giant alien war machine is the largest and most powerful alien
unit seen yet, other than the massive alien warship itself. The
Exosuit is huge ground unit that walks on 4 tentacle-like legs, slowly
advancing forward towards its intended goal while obliterating
everything that gets in its way. The Exosuit can briefly be seen in
Mission 7: Core, walking past a viewing port inside the alien
mothership. It next makes a major appearance at the end of Mission
9: Exodus, which features a huge battle between the Exosuit and a
few dozen U.S. Marines (who, like you, are unable to harm it or stop
its progress due to its impenetrable energy shield). The Exosuit is
finally confronted in a boss battle at the very end of the game, in
Mission 11: Reckoning, where it appears on the carrier deck of the
U.S.S. Lexington, forcing you and a handful of U.S. Marines to fight
it. Fortunately, the Exosuit's invincible energy shield gets disrupted
once the battle begins by means by Plot Device, but it is still an
incredibly tough opponent that will require a vast amount of firepower
to bring down.

BEHAVIOR:

The Exosuit basically stands in one spot on the carrier deck,
rampaging with its energy weapons and tentacles. It has 3 basic
attacks; grabbing and throwing things with its tentacles, a MOAR
freeze beam, and a Singularity Cannon.

The Exosuit is fond of grabbing and throwing things. It will often send
a small tentacle out of its "mouth" to grab the U.S. Marines who are
helping you fight it, and hurl them through the air. This kills them, but
isn't much of a threat to you since it doesn't actually aim the bodies
at you. Likewise, the Exosuit will occasionally use one of its 2 front
"leg" tentacles to grab a truck and throw it; this would kill you if it
actually hit you, but the Exosuit just seems to toss the object in a
random direction instead of directly at you, so you're unlikely to be hit
unless you're really unlucky. Finally, if you get too close to it, the
Exosuit will grab you and throw you through the air. This actually
doesn't do as much damage as it seems like it would, and isn't much
of a threat to you (although being thrown does stun you for a couple
seconds after you hit the deck).

The Exosuit is also equipped with a powerful MOAR freeze-beam,
which it will fire at you at regular intervals. The MOAR beam is quite
powerful, and can freeze you in less than a second of exposure.
While you can recover after being frozen for a few seconds, being
frozen can be quite dangerous, as you'll shatter into pieces if you get
hit by any single attack (such as an Alien Scout's MOAC fire) while
frozen. You'll also sometimes die randomly if you topple over and hit
the deck too fast. You should try to avoid the MOAR beam by hiding
behind an object when the Exosuit fires it at you (you can usually
spot the Exosuit charging up its MOAR beam for a couple seconds
before firing).

Finally, the Exosuit is equipped with a powerful Singularity Cannon,
which it will occasionally fire at you. A single hit from the Singularity
Cannon will kill you outright. However, it takes a few seconds for the
Exosuit to charge up the Singularity Cannon, during which it will
open its "beak", kneel down, and glow with energy. When it does
this, you should take cover behind an object to avoid the Singularity
Cannon shot.

KILL STRATEGY:

Once Helena Rosenthal disables the Exosuit's invulnerable energy
shield, defeating it is simply a matter of blasting it until it dies. This is
easier than it sounds, though, as the Exosuit can take a LOT of
damage. Besides having very high health, the Exosuit also takes
significantly reduced damage (only 15% of normal) from all bullet-
based projectile weapons (including the Gauss Rifle).

Apparently, the Exosuit's mouth is its weak spot and it takes extra
damage if you shoot it there (part of the Exosuit's hull will explode
and it'll shake for a split second to let you know you're shooting the
right spot), but even if you consistently shoot its "weak spot" it still
takes a lot of hits to bring it down.

In fact, the Exosuit is so tough that most of your standard weapons
aren't going to be any good against it. You can forget about trying to
kill it with an assault rifle. The Exosuit is even resistant against the
gauss rifle; you can shoot it with every single gauss rifle round you
can carry, and it'll still not take too much damage.

Frankly, the only weapons I've found to be effective against the
Exosuit are the minigun and the missile launcher. There's an infinite
crate of missile launchers on the carrier deck, so you'll always have
missile launchers available to you for the fight. The minigun is a bit
tricker; it's VERY effective against the Exosuit, but there isn't one
available on the carrier deck (although there are a couple boxes of
minigun ammo near the door to the carrier interior). In order to have
a minigun to use against the Exosuit, you need to pick up the
minigun you get at the beginning of the level, and keep it with you
throughout the entire level so you'll have it available to fight the
Exosuit at the end. (NOTE: There IS a minigun is a dead-end room
just past the lab where you pick up the TAC Cannon, but it's rather
easy to miss).

If you have the minigun, just blast away at the Exosuit on full auto.
Unloading a full load of 1000 rounds into the Exosuit should kill it (if
you consistently hit its weak spot, you can sometimes manage to kill
it with about 500 rounds). You should take cover behind something if
the Exosuit tries to blast you with its MOAR freeze-beam or
Singularity Cannon, but otherwise just stand in one place and shoot
the Exosuit with your minigun. Using the minigun, this fight is
surprisingly easy.

If you don't have a minigun, you'll just have to take the Exosuit down
with missiles. It takes about 20 missile hits to bring down the Exosuit,
which means you'll need to use about 6 or 7 missile launchers to do
the job. You can grab a new missile launcher from the launcher crate
on the carrier deck whenever you use up the 3 shots your current
launcher holds. Be sure to dodge behind cover whenever the Exosuit
attacks you, and also keep an eye out for Alien Scouts that may
appear and attack you during the fight. Be sure to shoot down any
Scouts that appear with your gauss rifle.


=====


Alien Warrior (Alien Warship):
Appearance: Massive, battleship-sized alien spaceship, more than
           150 feet tall and 350 feet long.
Health: N/A
Attacks:
  Alien Turrets: 20 damage
  MOAR: 5 damage (0.65 freeze speed)
  Dual Singularity Cannons: 500 damage

DESCRIPTION:

The true final boss of the game is a giant Alien Warship (referred to
as the Alien Warrior in the in-game files) that rises out of the ocean
to challenge you after you destroy the Exosuit. You may have
noticed the Alien Warship floating overhead at the end of Mission 8:
Paradise Lost. Destroying the Warship basically involves dismantling
it over a series of 3 "phases" in which you take out the assorted
weapons mounted on it, while also occasionally dealing with Alien
Scouts and Alien Troopers that appear while you're busy fighting it.

BEHAVIOR:

The Alien Warship floats in front of the port side of the U.S. aircraft
carrier you're standing on. It floats in one spot, and doesn't really
move around, although it does drift left and right slightly. The
Warship attacks with MOAC ice-shard fire from the four turrets
mounted on its front, as well as a powerful MOAR freeze beam from
its main front cannon. If you take too long, the Warship will also
occasionally fire its two powerful side-mounted Singularity Cannons
at you. A single hit from either Singularity Cannon will kill you
instantly. Fortunately, the Warship rarely fires the cannons and also
fires them one at a time, instead of both at once. Each cannon also
produces a large blue targeting beam a couple seconds before the
cannon actually fires. The beam shows you the path of the cannon's
shot, making it quite easy to avoid as long as you're paying attention.

KILL STRATEGY:

PART I: THE TURRETS:

Your first task in defeating the Alien Warship is to destroy the four
turrets mounted on the front of the Warship. Each turret takes 3
gauss rifle shots or 2 missile hits to destroy. You should take cover
behind an obstacle to protect yourself from the turrets' MOAC fire
and the Warship's MOAR freeze-beam, then pop out to shoot the
turrets with your gauss rifle. This part of the fight is actually pretty
easy, and you should destroy the four turrets without much trouble.

PART II: THE ARMS:

After taking out the turrets, you'll need to destroy the Warship's two
side-mounted Singularity Cannon "arms". To destroy each arm, you
need to shoot down the 3 Alien Scouts that attack when Helena
attempts to "hack" each arm (as always, the gauss rifle is your best
weapon against Scouts, and kills them in 2 shots). After the Scouts
are destroyed, Helena will drop the shields around the Singularity
Cannon arm, allowing you to blast it with your TAC cannon.

PART III: THE MAIN HATCH:

Once the Singularity Cannon "arms" are down, the Warship will float
overhead above the deck of the aircraft carrier. You need to destroy
two additional turrets that are mounted to the sides of the Warship's
main underbelly hatch. Finally, you need to destroy the metal
shielding covering the main hatch with a couple missile launcher
shots, and then finally fire a TAC cannon shot through the main
hatch to finally destroy the boss and end the game.

Probably your biggest challenge while trying to destroy the main
hatch is the fact a squad of 3 Alien Troopers (consisting of 1 Alien
Trooper Leader and 2 Alien Troopers) will appear and attack you. If
you kill the 3 Alien Troopers, 3 more will launch out of the Warship's
main hatch, and will continue to infinitely respawn. These Troopers
have the annoying tendency to one-hit-kill you with a backstab attack
while you're busy shooting at the Warship's hatch.

The best way to deal with the final part of this boss fight is as follows;
first, destroy the 2 turrets quickly with your gauss rifle before the 3
Troopers appear. Then, use Cloak mode to hide from the Troopers,
and kill 2 of them with hit-and-run tactics. As long as the 3rd Trooper
is still alive, new Troopers won't respawn from the Warship. Use
Cloak mode to hide until the 3rd Trooper loses track of you and
wanders off, then decloak, destroy the main hatch's covering with a
few missiles, then power up and fire your TAC cannon through the
main hatch to win the game.



*****************
*CRYSIS WARHEAD:*
*******************************************************************************


************************************
*CRYSIS WARHEAD NEW GAME MECHANICS:*
*******************************************************************************


-  In Crysis Warhead, you take noticeably less damage from enemy handheld
  firearms than you did in the original Crysis. This is because each
  handheld weapon has a different damage value when fired by the player
  or when fired by an AI soldier. However, in the original Crysis, all
  weapons used the player damage values regardless of whether they were
  fired by the player or by the enemy.

  In Crysis Warhead, the player's weapons do normal damage, while the
  enemy's weapons now use the reduced enemy weapon damage values. Most
  enemy firearms do 50% as much damage as those held by the player.

  As a result of this, you can survive about twice as much damage in
  Crysis Warhead than you could in the original Crysis.

  Note that unique weapons that cannot be used by the player, such as
  vehicle-mounted weapons or alien weapons, are unaffected and do about
  as much damage as they did in the original Crysis.



*****************************
*CRYSIS WARHEAD NEW WEAPONS:*
*******************************************************************************


-  NOTE: Dual-wielding has been somewhat altered in Crysis Warhead. In the
  original Crysis, dual-wielded weapons (the pistols) were fired one
  after the other, which doubled the number of shots you could fire
  before needing to reload, but didn't affect your rate of fire.

  In Crysis Warhead, each pistol is fired seperately, with the left pistol
  fired by the left mouse button and the right pistol fired by the right
  mouse button. This allows you to fire both pistols simultaneously,
  doubling your rate of fire.

  Unfortunately, firing the right pistol CANNOT be remapped to another
  key. Even if you bind an alternative function (i.e. jump or crouch)
  to the right mouse button, pressing the right mouse button will remain
  the only way for you to fire the right pistol. Even after a year
  Crytek has not addressed this with a patch, so there's no reason to
  assume that they're ever going to.



AY69 Machine Pistol:
Faction: North Korea
Damage: 45
Rate of Fire: 950 rpm
Clip Size: 40 (+1 in the chamber)
Max Ammo:
  Single Pistol: 400 + 41
  Dual Pistols: 400 + 82
Damage Drop: 0.2 per meter
Attachments: (1) (2)

BRIEF BLURB:

A full-auto machine pistol that serves as an alternative sidearm to the
standard semi-automatic pistol. Damage and rate of fire are actually
comparable to a submachine gun, and the machine pistol can put out
a lot of lead in a short period of time. On the downside, it has below
average accuracy and high recoil, and damage decreases noticeably
at long range, making it best suited for close-range combat. Can be
dual-wielded for double the firepower. A decent backup weapon, but
not as useful or versatile as an assault rifle. Is quite powerful at close
range when dual-wielded, though.

DETAILED DESCRIPTION:

An new sidearm introduced in Crysis Warhead, the AY69 machine
pistol is a potential alternative to the standard pistol sidearm. Like the
pistol, the AY69 is carried as a backup sidearm in addition to your 2
primary weapons.

The AY69 machine pistol features a full-auto, very high rate of fire as
well as a large clip size, making it akin to a submachine gun. Indeed,
the weapon's damage, rate of fire, and clip size are all comparable to
that of the game's standard submachine gun.

On the downside, the machine pistol has significant recoil, causing
your aim to quickly rise upwards during full-auto fire. The AY69 also
cannot be mounted with a sight or scope, and damage also
decreases noticeably at long range, making it best suited for close to
medium range combat only.

Like the standard pistol, the AY69 machine pistol can be dual-
wielded for double the firepower. The left mouse button fires the left
pistol, while the right mouse button fires the right pistol. Both
machine pistols can be fired at once, resulting in twice as much lead
being put out in the same period if time. You can also alternate
between machine pistols, firing the left pistol until it runs dry, then
firing the right pistol while you reload the left.

Unfortunately, a major bug in Crysis Warhead prevents you from
binding the pistols to any other key besides the left and right mouse
buttons. For example, only the right mouse button fires the right
pistol, and there is absolutely no way to rebind it to another key or
mouse button. Even after almost a year, Crytek still hasn't fixed this
in a patch, so there's no expectation that they're ever going to. Just
something to keep in mind if you're not the sort who uses the
standard control configuration.</pre><pre id="faqspan-4">

Overall, the machine pistols work well for good close-to-medium
range combat, especially if you dual-wield them for double the
firepower. I found them noticeably more useful than the standard
pistol, especially due to the high, full-auto rate of fire. Still, they're not
as versatile as a primary weapon such as an assault rifle or shotgun,
which work for both close and long range combat. The AY69s make
for good backup weapons, but you'll still be mainly using your
primary weapons for most of the game.

ENEMY USAGE:

A few enemy soldiers are equipped with an AY69 machine pistols
instead of a primary weapon such as an assault rifle or shotgun.
These are usually low-level, unarmored enemy soldiers. Surprisingly,
though, they actually do slightly more damage and have a noticeably
higher rate of fire than enemy soldiers equipped with assault rifles.
They still don't do that much damage, however, and have below
average accuracy at long range, so they're not a major threat.

Some enemies also carry an AY69 instead of a standard pistol as
their sidearms, and will sometimes pull out the AY69 to fight you with
if they run out of bullets in their primary weapon and are too close to
you to safely reload.


=====


FGL40 Automatic Grenade Launcher:
Faction: North Korea
Damage: 250
Rate of Fire: 80 rpm
Clip Size: 6
Max Ammo: 36 + 6
Damage Drop: N/A
Attachments: (2)

BRIEF BLURB:

A grenade launcher with a six-round revolver cylinder. Lobs
explosive grenades which travel a few dozen feet and explode on
impact. Grenade rounds do good explosive damage, similar to that of
a frag grenade. Good against groups of enemy soldiers, or light-
armored enemy vehicles. Can also take out an enemy ASV with
several shots, but is useless against heavily-armored APCs. Can
also fire EMP grenades which disrupt enemy vehicles, Nanosuits, or
Alien Troopers. Ammo is fairly uncommon, but you can usually find a
lot of it just prior to a boss battle or major fight.

DETAILED DESCRIPTION:

This six-shot grenade launcher is the second of Crysis Warhead's
two major new weapons. The grenade launcher fires explosive
grenades that travel for a few dozen feet and explode on impact.
They are affected by gravity and travel in an arc, but still have decent
range and also travel further and faster than a simple thrown frag
grenade. The damage of each individual grenade is also comparable
to that of a frag grenade explosion. A single grenade can wipe out a
tightly spaced group of enemy soldiers, and you can take out light
enemy vehicles such as LTV Jeeps with just a couple grenade hits.
You can even take out a well-armored ASV with several grenade
hits. Unfortunately, the grenade launcher is no good against heavily-
armored enemy APCs, which are too well armored to be damaged
by grenades.

Instead of a standard cross-hair, the grenade launcher instead
displays a tiered rangefinder that takes practice to use properly. This,
combined with the grenade's trajectory arc, makes the grenade
launcher difficult to aim precisely at long range. Instead, it's best
suited for firing at targets at medium range. Still, with the weapon's
splash damage, you don't need to aim too precisely when fighting
enemy soldiers, and enemy vehicles present relatively large targets
that are easier to hit.

In addition to standard frag grenades, the grenade launcher can also
be set to fire EMP grenades. These grenades emit a burst of
electromagnetic energy that disrupts enemy electronics for several
seconds; this works well for disabling enemy vehicles, Nanosuit
Soldiers, and Alien Troopers.

While grenade launcher rounds usually explode on impact, they can
be toggled to remote bombs which lodge into the ground and only
explode after being triggered. This can be used to set up traps and
ambushes by laying down multiple bombs in a single area, but I
never really found much use for it personally.

Grenade launcher ammo is fairly uncommon, and can only be found
at a few enemy weapon stockpiles. You'll mostly find a grenade
launcher and ammo for it just prior to a boss battle or major shootout.
Still, whenever you do find a grenade launcher, there's usually a
decent amount of ammo for it nearby, so you should definitely feel
free to use this powerful weapon whenever you come across one.
However, you might not want to lug the weapon around with you
everywhere you go, since there's not really enough ammo
throughout the game to use it as your default weapon, and it takes
up one of your 2 primary weapon slots.

ENEMY USAGE:

You won't find any enemy soldiers equipped with grenade launchers.
U.S. marines and Delta Force soldiers don't seem to carry them
either. This is strictly a player-only weapon, which is just as well as
the explosive splash damage and decent rate of fire would make
enemies equipped with it quite annoying, especially at close to
medium range.


=====


PAX Plasma Accumulator Cannon:
Damage: 3300
Rate of Fire: 23 rpm

DESCRIPTION:

The PAX is an experimental plasma accumulator cannon that you
can acquire at the end of Crysis Warhead's very last mission, just
prior to fighting the game's final boss. The PAX fires a powerful
plasma charge that hits instantly and does massive damage, enough
to kill pretty much any enemy in the game other than the final boss in
a single hit. The plasma charge also has splash damage at the point
of impact, which can allow you to kill multiple enemies if they're
grouped together. It's rather similar to the alien's Singularity Cannon,
except it hits instantly instead of firing an average-speed energy
projectile.

On the downside, the rate of fire is quite low, and there is a delay of
more than 2.5 seconds after each shot before the weapon is ready to
fire again. Additionally, the PAX has a maximum range of about a
100 feet or so, after which the energy blast will simply explode even
if it hasn't yet reached its target. Also, the weapon's damage seems
to decrease noticeably as range increases, so that it's most effective
within a few dozen feet or so. Also, be very carful about using this
weapon at close range, as the splash damage can kill you also.
Indeed, using it on a target less than 15 or 20 feet in front of you is
downright suicidal.

It's still an extremely powerful weapon than can destroy Alien
Troopers and Alien Scouts in a single shot, and can bring down the
final boss in just 8 or so shots. An excellent weapon once you figure
out how to use it properly, although it does have its quirks that can
get you killed the first couple of times you fire to fight with it. I highly
recommend using it, both for clearing the area of Troopers and
Scouts, and also for defeating the final boss (against whom it's
probably the only practical weapon available).


=====


Mine (AT):
Damage: 1000
Max Ammo:

DESCRIPTION:

A laptop-sized, disc-shaped anti-tank mine. AT mines were usable in
the original Crysis' multiplayer mode, but only make an appearance
in the single-player game in Crysis Warhead. AT mines are basically
laid down on the ground in front of you. If an enemy steps on one, or
an enemy vehicle rolls over one, it will hop into the air and explode,
dealing extremely high damage. The game is kind of finicky about
where it lets you lay down AT mines, though, and they can usually
only be put down in an open area outdoors. One good hit is usually
enough to bring down most enemy vehicles, provided you can
actually get them to drive over one.

Unfortunately, mines are quite rare. You can occasionally find them
in enemy weapon stockpiles, but you'll only find a handful of them
throughout the entire game. They're also kind of difficult to use, as
there are few locations in the game where you can set them up in
such a way that they'll be beneficial to you (sniping enemies is much
easier than laying down mines and luring them into an ambush). I
never found much use for them, but your mileage may vary.


=====


Mine (Claymore):
Damage: 290
Max Ammo:

DESCRIPTION:

A block-shaped mine that, when stuck into the ground in front of you,
will emit a laser trip wire several feet in front of it. If an enemy steps
in front of the claymore mine, it'll explode instantly, dealing significant
damage. Intended for anti-personnel usage, claymore mines can
placed pretty much anywhere, and work well for setting up indoor
ambushes. Like AT mines, they were available in the original Crysis'
multiplayer mode, but only appear in single-player in Crysis
Warhead.

As with AT mines, claymore mines are unfortunately quite rare. You
can occasionally find them in enemy weapon stockpiles, but you'll
only find a handful of them throughout the entire game. They're also
kind of difficult to use, as there are few locations in the game where
you can set them up in such a way that they'll be beneficial to you
(sniping enemies is much easier than laying down mines and luring
them into an ambush). I never found much use for them, but your
mileage may vary.


=====


Nanodisruptor Grenade:
Max Ammo: 10

DESCRIPTION:

A new grenade type introduced in Crysis Warhead, the
nanodisruptor grenade is designed specifically for use against
Nanosuit Soldiers. The grenade produces a bubble of electrical
energy for a second or so; any Nanosuit Soldiers caught in the
bubble will have their nanosuits shut down for several seconds. The
bubble has a decent radius of more than a dozen feet. With their
nanosuits disabled, enemy Nanosuit Soldiers are unable to use suit
powers such as Cloak or Strength Mode, and are also easier to mow
down as they are no longer protected by the nanosuit's suit energy
armor.

Nanodisruptor grenades also work against Alien Troopers. Alien
Troopers hit by a nanodisruptor burst will deactivate and fall to the
ground for several seconds, allowing you to finish them off while
they're stunned. This is great for thinning out a crowd of several Alien
Troopers, or disabling a Guardian Trooper that's shielding nearby
Alien Troopers.

Nanodisruptor grenades can be found in enemy weapon stockpiles,
usually just prior to a fight against several enemy Nanosuit Soldiers.
They're noticeably less common than frag grenades, but are more
common than flashbangs or smoke grenades. You'll mostly find them
in Mission 3: Adapt or Perish, and Mission 4: Frozen Paradise, the
two levels where you mainly fight Nanosuit Soldiers and Alien
Troopers.

ENEMY USAGE:

Enemy Nanosuit Soldiers in Warhead are equipped with EMP
grenades, which function essentially the same as nanodisruptor
grenades. They have a decent radius of more than a dozen feet, and
will completely deactivate your Nanosuit for several seconds, leaving
you vulnerable to gunfire as well as preventing your HUD from
displaying your current health and energy status. Fortunately, even
with your Nanosuit disabled your health can still take several hits
before you die. Also, enemy Nanosuit Soldiers are sometimes
caught in the blast of their own EMP grenades, which results in their
own suits shutting down.



*************************
*CRYSIS WARHEAD ENEMIES:*
*******************************************************************************


-  Enemy handheld firearms do noticeably reduced damage in Crysis Warhead
  than they did in the original Crysis (see NEW GAME MECHANICS for details).
  As a result, most enemy soldiers do 50% damage with their handheld
  firearms when compared to the original Crysis.



=================
=Enemy Soldiers:=
===============================================================================


North Korean Soldier:
Appearance: North Korean soldier wearing a camouflage uniform
           (appearance varies by class).
Health: 180
Primary Weapons:
  FY71 assault rifle: 40 damage
  Shotgun: 100 damage
  Submachine Gun: 20 damage
Secondary Weapons:
  Pistol: 30 damage
  AY69 Machine Pistol: 45 damage
  Missile Launcher: 200 damage
Other Attacks:
  Melee Attack: 65 damage
  Frag Grenades: 200 damage

DESCRIPTION:

Once again, the standard soldiers of the North Korean army will be
your primary opponents in Crysis Warhead. They still use the same
equipment and tactics as they did in the original Crysis, operating in
coordinated squads and making decent using of flanking, covering
fire, and grenades to combat you. As in the original game, North
Korean soldiers often operate in large groups, and you'll often find
yourself battling more than a dozen at once.

The enemy soldier A.I. has been slightly tweaked in Warhead to
address some of the deficiencies seen in the original Crysis. For
example, when you use Cloak mode to vanish in front of them,
enemies will now often fire blindly for a couple seconds or even toss
a grenade at your last known position, instead of just staring blankly
at the spot where you were previously standing.

One notable difference in Crysis Warhead is that enemy soldiers do
significantly reduced damage with handheld firearms such as assault
rifles or submachine guns. Indeed, most enemies do about 1/2 as
much damage with handheld firearms than they did in the original
Crysis. The reason for this is that, in the original Crysis, both the
player and enemies did the exact same amount of damage with each
weapon. However, in Crysis Warhead, enemies do noticeably
reduced damage with equippable weaponry than the player does.
Non-standard weapons (i.e. vehicle-mounted machineguns, or alien
weapons) still do the same amount of damage as they did in the
original Crysis, though.


=====


North Korean Elite Special Forces Soldier:
Appearance: North Korean soldier wearing black facepaint, dark
           uniform, and full body armor.
Health: 180
Primary Weapons:
  FY71 assault rifle: 40 damage
  Shotgun: 100 damage
  Submachine Gun: 20 damage
Secondary Weapons:
  Pistol: 30 damage
Other Attacks:
  Melee Attack: 65 damage
  Frag Grenades: 200 damage

DESCRIPTION:

As in the original Crysis, North Korean Elite Special Forces soldiers
are the most skilled and well-equipped standard enemy soldiers in
the game. They have better accuracy than standard enemy soldiers,
and always come equipped with full body armor and frag grenades,
as well as laser aiming modules and silencers mounted on their
weapons. However, they're still regular human opponents, while
you're a supersoldier equipped with a super-powered regenerating
nanosuit.

Surprisingly, Special Forces soldiers are actually extremely rare in
Crysis Warhead; indeed, only three squads of Special Forces
soldiers appear in the entire game, and you'll only face a total of
about 18 of them. Almost all of them are equipped with FY71 assault
rifles.

A squad of 6 Special Forces soldiers (led by a Special Force Squad
Leader) are dropped off by helicopter at the end of the pier at the
very end of Mission 2: Shore Leave to serve as your final opponents
on that level (for kicks you can actually shoot down the helicopter
with a missile launcher before it can drop them off). Finally, in the
game's final mission, Mission 7: All the Fury, a squad of 5 Special
Forces soldiers are guarding the airport hangar where the Warhead
casket is being held, while a final squad of 7 Special Forces soldiers
(led by a Special Forces Squad Leader) are guarding the area
around the radio tower at the very end of the map, which you need to
enter and activate to trigger the game's final battle.


=====


North Korean Squad Leader:
Appearance: North Korean officer wearing red beret, armored collar,
           and fully body armor with armored shoulder pads.
Health: 180
Primary Weapons:
  FY71 assault rifle: 40 damage
  Shotgun: 100 damage
  Submachine Gun: 20 damage
Secondary Weapons:
  Pistol: 30 damage
  AY69 Machine Pistol: 45 damage
Other Attacks:
  Melee Attack: 65 damage
  Frag Grenades: 200 damage

DESCRIPTION:

Once again, most enemy patrols in Crysis Warhead are led by a red
beret-wearing Squad Leader who coordinates the movements and
actions of the soldiers under his command. Squad Leaders are
always equipped with body armor, but otherwise aren't noticeably
tougher or more skilled than regular North Korean soldiers. Squad
Leaders use all the standard enemy movement and tactics, and
aren't afraid to charge ahead into battle alongside the rest of their
men. The most noticeable difference is that in Crysis Warhead
enemy Squad Leaders are sometimes equipped with frag grenades,
whereas they never used them in the original Crysis.


=====


North Korean Sniper:
Appearance: North Korean soldier wearing light uniform, with no
           body armor or helmet.
Health: 180
Primary Weapon:
  Precision Rifle: 80 damage
Secondary Weapon:
  Pistol: 30 damage
  AY69 Machine Pistol: 45 damage
Other Attacks:
  Melee Attack: 65 damage

DESCRIPTION:

There are a handful of North Korean snipers in Crysis Warhead,
mostly found in watch towers at the game's various enemy bases.
Additionally, a pair of enemy snipers equipped with body armor can
be found guarding the pier at the end of Mission 2: Shore Leave.

North Korean snipers are much less dangerous in Warhead than
they were in the original Crysis, since they do significantly less
damage with their sniper rifles. In Crysis, an enemy sniper could kill
you in 2 shots (1 shot if you weren't in Armor Mode), whereas in
Crysis Warhead enemy snipers do less than 1/3rd as much damage
as they did in the original game, and it takes about 5 shots for them
to kill you (which gives you plenty of time to cloak or dive for cover
and regenerate).

As in the original Crysis, you can counter-snipe enemy snipers with a
scoped assault rifle, or a sniper rifle of your own.


=====


North Korean Nanosuit Soldier:
Appearance: Elite soldier wearing a nanosuit with green and tan
           armor plates.
Health: 500
Suit Energy Armor: 250
Primary Weapon Loadouts:
  (06) Submachine Gun + Precision Rifle
  (02) Shotgun + Precision Rifle
  (04) Shotgun + Missile Launcher
  (02) Shotgun + Gauss Rifle
  (12) Submachine Gun
  (02) Precision Rifle
  (01) Missile Launcher
Other Attacks:
  Melee Attack: 65 damage
  EMP Grenades

DESCRIPTION:

The enemy's elite, superpowered Nanosuit Soldiers return in Crysis
Warhead, and play a more significant role in the game than they did
in the original Crysis. Nanosuit Soldiers are noticeably more common
in Crysis Warhead than they were in Crysis, and you'll face a couple
dozen of them fighting through the ice sphere in Mission 3: Adapt or
Perish and Mission 4: Frozen Paradise (they are the only North
Korean forces you encounter inside the ice sphere, as their
nanosuits allow them to survive the below-freezing temperatures
whereas regular humans would be instantly frozen solid). You'll also
witness a few shootouts between North Korean Nanosuit Soldiers
and alien Troopers and Scouts.

There are about 6 Nanosuit Soldiers in Mission 3: Adapt or Perish,
and about 22 in Mission 4: Frozen Paradise (the number seems to
vary a bit, as a few may be killed by Alien Troopers before you
encounter them). A final Nanosuit Soldier attacks you alongside
several standard North Korean soldiers in an underground
warehouse room near the end of Mission 5: Below the Thunder.
There are a total of about 29 Nanosuit soldiers throughout the entire
game (not counting those Nanosuit soldiers seen driving ASVs inside
the ice sphere).

ATTRIBUTES:

Nanosuit Soldiers have the same superpowered nanosuits that you
do, giving them the same assortment of powers including increased
durability, regenerating health, regenerating Armor Mode armor,
Strength Mode for enhanced jumps and punches, and Cloak Mode to
conceal their movements when not attacking.

Nanosuit Soldiers also have a much wider weapon selection in
Crysis Warhead than they did in the original Crysis. Besides their
standard submachine gun + precision rifle loadout, you'll also
encounter Nanosuit Soldiers equipped with shotguns, missile
launchers, and even gauss rifles.

Instead of flashbangs and smoke grenades, Nanosuit Soldiers are
now equipped with EMP grenades, which disrupt your own nanosuit
for several seconds, disabling your suit modes (including the
protective Armor Mode) and preventing you from regenerating your
health. Fortunately, you can still survive several submachine gun
shots with your nanosuit disabled, but it's still a good idea to take
cover and hide if a Nanosuit Soldier manages to nail you with an
EMP grenade. On the plus side, Nanosuit Soldiers sometimes get
caught in the blast of their own EMP grenades (especially when
fighting indoors at close quarters), disabling their own nanosuits.

Nanosuit Soldiers usually appear in teams of 3. They fight using
standard enemy infantry tactics, manuevering from cover to cover,
sidestepping away from enemy fire, providing each other with
covering fire, and tossing EMP grenades to attack enemies or flush
them out of cover. They can also use their nanosuit's Strength Mode
to leap more than a dozen feet upwards to reach a high platform or
ledge to fire at their enemies from. When searching an area for
enemies, Nanosuit Soldiers also fade into Cloak Mode to search for
trouble while remaining hidden themselves.

Overall, Nanosuit Soldiers are noticeably tougher than standard
enemy soldiers, but can still be brought down with sustained
automatic weapons fire. It takes quite a lot of submachine gun fire to
kill them, but they can be brought down reasonably well with half a
clip of assault rifle fire, or a couple shotgun blasts. You can also use
nanodisruptor grenades against them to shut down their nanosuits
for several seconds, leaving them vulnerable to your weapons.



=================
=Enemy Vehicles:=
===============================================================================


Light Tactical Vehicle:
Health:
  Hull: 180
  Engine: 160
  Wheels: 100
  Lights: 45
Weaponry:
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 2%
  Melee: 5%
  Gauss Rounds: 15%
  Frag Grenades: 25%
  Missile Launcher: 200%
  C4 Explosive Charges: 100%

DESCRIPTION:

Just like in the original Crysis, this light armored Jeep is the most
commonly encountered enemy vehicle seen in the game. LTVs are
typically crewed by a driver, as well as a gunner on the roof-mounted
machinegun turret. LTVs are usually found patrolling the island
roads, as well as circling around inside enemy bases, and the
gunner will open fire on you with the vehicle's machinegun once he
spots you.

LTVs are best dealt with by sniping the gunner down with a couple
quick bursts of assault rifle fire. Once the gunner is dead, the LTV
poses a limited threat, as enemy soldiers never seem to run over to
take the dead gunner's place, and the LTV driver almost always ends
up getting out of the vehicle to shoot at you or driving in circles
instead of actually trying to run you over.

LTVs can also be destroyed by shooting the exposed spare fuel tank
mounted on the vehicle's rear. If you have a heavy weapon such as
a grenade launcher or gauss rifle, a few shots will also blow the
vehicle up nicely.


=====


Truck:
Health:
  Hull: 600
  Engine: 400
  Fuel Tanks: 120
  Wheels: 150
  Lights: 45
Weaponry:
  Machine Gun Turret: 60 damage
Damage Modifiers:
  Bullets: 2%
  Melee: 5%
  Gauss Rounds: 15%
  Frag Grenades: 25%
  Missile Launcher: 200%
  C4 Explosive Charges: 100%

DESCRIPTION:

You'll also encounter a few enemy troop transport trucks in Crysis
Warhead. Mostly, trucks will drive to a pre-scripted location and drop
off the squad of enemy soldiers riding in the rear hold. Trucks do
have a roof-mounted machinegun turret that enemy soldiers may
sometimes take control of to fire at you. The turret is pretty powerful
and accurate, and the gunner should therefore be a priority target for
you. He's easy enough to snipe with a couple assault rifle bursts,
though.

Trucks can be destroyed by shooting the exposed fuel tank on their
right underside just behind the cab. You can also blow them up with
heavy weapons or high explosives, although you'll probably want to
save those for heavier enemy vehicles such as helicopters or APCs,
since the truck itself isn't much of a threat, only the enemy soldiers it
drops off are.


=====


Attack Helicopter:
Health:
  Hull: 300
  Wings: 150
  Rotor: 200
  Rear Rotor: 150
  Rotor Tail: 100
Weaponry:
  Coaxial Gun: 30 damage
  Hellfire Missiles: 110 damage
Damage Modifiers:
  Bullets: 2%
  Melee:  0%
  Gauss Rounds: 2%
  Frag Grenades: 25%
  Missile Launcher: 100%
  C4 Explosive Charges: 100%

DESCRIPTION:

You'll face a handful of enemy attack helicopters in Crysis Warhead.
However, they're actually quite rare, as much of the game takes
place either inside the ice sphere (which is too cold for helicopters to
navigate) or inside underground tunnels. Typically, a single attack
helicopter will fly overhead and open fire on you when you attack a
major enemy base. Dodge around, use cover, try to get indoors, or
use your Cloak Mode to evade helicopter gunfire.

Helicopters are heavily armored and nearly impossible to bring down
with small arms fire. Pretty much the only weapon you have that's
any good against them is the missile launcher, which is why you
should try to always carry a fully loaded missile launcher around with
you. It usually takes 2 or 3 missile launcher shots to destroy an
attack helicopter. Fortunately, you can usually find a missile launcher
nearby in an enemy weapons stockpile whenever you end up
confronted by an attack helicopter.


=====


ASV:
Health:
  Hull: 500
  Engine: 420
  Wheels: 180
Weaponry:
  Armored Vehicle Mounted Machinegun: 40 damage
Damage Modifiers (General):
  Bullets: 2%
  Melee: 2%
  Gauss Rounds: 15%
  Frag Grenades: 0%
  C4 Explosive Charges: 150%
Damage Modifiers (Hull & Engine):
  Gauss Rounds: 10%
  Frag Grenades: 50%
Damage Modifiers (Wheels):
  Bullets: 50%
  Gauss Rounds: 30%
  Frag Grenades: 50%

DESCRIPTION:

The Armored Security Vehicle, or ASV, is a new enemy vehicle you'll
face in Crysis Warhead. The ASV is basically a heavily armored 4-
wheel armored car with a computer-controlled machinegun turret
mounted on the roof.

Because the ASV's machinegun turret is computer-controlled, the
gunner is safe inside the vehicle, so you can disable the turret by
shooting the gunner like you can with an LTV or truck. The only way
to stop an ASV from attacking you is to blow it up completely.

ASVs are well armored, and almost impossible to destroy with small
arms fire. They can even survive sustained fire from vehicle-mounted
machineguns. They even take several shots from the gauss rifle or
grenade launcher to destroy. You can destroy an ASV with a single
missile launcher shot, however. Unfortunately, missile launchers
aren't always available nearby when ASVs are encountered.

ASVs typically appear during the game's 2 vehicle chase sequences
in Mission 2: Shore Leave and Mission 6: From Hell's Heart, and
you'll also find several ASVs being driven by North Korean Nanosuit
Soldiers battling aliens inside the ice sphere  during Mission 3: Adapt
or Perish and Mission 4: Frozen Paradise.

BEHAVIOR:

ASVs basically drive back and forth while pounding their targets with
machinegun fire from their roof mounted turrets. They can't really
perform complex manuevers, but they can somewhat drive around to
get a better angle on you if you try to hide behind cover.

ASVs encountered during vehicle chase sequences pretty much
follow your own vehicle while shooting at you. They're very difficult to
destroy even using your own vehicle mounted machinegun turret, so
it's best to try to outrun them instead.

KILL STRATEGY:

ASVs are quite tough. The easiest way to destroy them is to shoot
them with a single missile launcher shot. Unfortunately, if you're not
already carrying a missile launcher when you encounter an ASV, you
might not be able to find a missile launcher to pick up near the ASV.
You can also use Cloak Mode to get close to them and plant a C4
explosive charge or Anti-Tank mine near them, which should destroy
them in 1 blast. ASVs can also be destroyed with several grenade
launcher shots, although they will eat up a decent portion of your
available grenade launcher ammo.

Fortunately, when encountered inside the ice sphere in Mission 3
and Mission 4, ASVs are often occupied fighting against alien war
machines, allowing you to simply drive or run past them without
actually engaging them in combat. This is probably the best course
of action to take, since they're rather difficult to kill without a missile
launcher.

Towards the end of Mission 3: Adapt or Perish, you and Eagle Team
(a squad of allied Delta Force nanosuit soldiers) need to travel
through a frozen valley on foot to reach the end of the level. About
halfway through, you'll pass through a frozen village guarded by 2
enemy ASVs, who you'll have to bring down to proceed (you can run
past them, but Eagle Team will refuse to run and will stay behind to
fight the ASVs). You can bring down each ASV with a missile
launcher shot, but if you don't have a missile launcher you'll have to
search the village for explosive ammo to destroy the ASVs with.


=====


APC:
Health:
  Hull: 750
  Engine: 450
  Turret: 650
  Wheels: 50
Weaponry:
  APC Cannon: 200 damage
  APC Rocket Launcher: 300 damage
Damage Modifiers:
  Bullets: 0%
  Melee: 0%
  Gauss Rounds: 0%
  Frag Grenades: 0%
  Missile Launcher: 200%
  C4 Explosive Charges: 150%

DESCRIPTION:

The APC is basically a heavily armored mini-tank equipped with an
automatic main cannon that rapid-fires explosive shells, as well as a
side-mounted rocket launcher. The APC's cannon is very dangerous,
as it has a high rate of fire and yet is also extremely powerful and
can gib you in just 1 or 2 hits. Good use of cover to protect yourself
is vital when facing APCs.

APCs are completely resistant to small arms fire (including gauss
rifle rounds and grenade launcher shots), and can only be damaged
with high explosives such as the missile launcher or C4 explosive
charges. Since an APC's heavy weapons make it extremely
dangerous to approach, you're best off destroying them with 2 or 3
missile launcher shots. Fortunately, you'll usually be able to find
several missile launchers at nearby enemy weapons stockpiles
whenever you encounter enemy APCs. Cloak Mode is VERY helpful
in lining up a shot on an APC without having to worry about its return
fire.

You'll encounter 2 APCs guarding the roads bordering the seaside
resort at the very end of Mission 1: Call Me Ishmael. These APCs
shouldn't be too difficult to take down, as the village's houses, walls,
and bordering forest offer plenty of cover to hide from the APCs' line
of sight while you prepare to blast them with a missile launcher.

You'll also encounter about 7 APCs patrolling the airport runway at
the very end of the game's final level, Mission 7: All the Fury. You'll
need to search the area for missile launcher pickups and use them to
fight your way past each APC to reach the end of the runway and the
radio tower at the end which you need to activate to begin the
game's final battle. Don't be afraid to turn back and backtrack to
search the previous area for missile launchers if you run out of
missile launchers and see additional APCs ahead of you.



=========
=Aliens:=
===============================================================================


Alien Trooper Mk II:
Appearance: 4-foot tall floating mechanical robot squid with 4 metal
           "leg" tentacles and 2 small "arm" tentacles.
Health: 525
Attacks:
  Fast Light MOAC Mk II: 30 damage
  Melee Attack: 100 damage
Damage Modifiers:
  Pistol: 120%
  SCAR: 90%
  FY71: 90%
  Shotgun: 70%
  Submachine Gun: 80%
  Precision Rifle: 150%
  Gauss Rifle: 150%
  Minigun: 50%
  Alien MOAC: 30%
  Missile Launcher: 300%
  Frag Grenade: 300%

DESCRIPTION:

The basic alien infantry soldier encountered in Crysis Warhead is the
Alien Trooper Mk II. While mostly identical to the Alien Troopers
seen in the original Crysis, these new Troopers have some minor
tweaks and modifications.

The Alien Trooper Mk II's MOAC weapon does slightly less damage
than the version seen in Crysis. It can still kill you with sustained fire,
though, especially from multiple Troopers at the same time. Their
melee attacks are also still quite dangerous. Alien Trooper MK IIs
also now emit a blue searchlight whenever they are looking for you if
you enter Cloak Mode or hide behind cover for a prolonged period of
time.

Alien Trooper Mk IIs also have somewhat less health than the
Troopers seen in Crysis, making them somewhat easier to bring
down. The shotgun is particularly effective against them and can kill
them in just a couple blasts, although a burst of several assault rifle
bullets will also do the job.

BEHAVIOR:

Alien Troopers float a few feet above the ground, hovering across
the battlefield. They cannot fly, although they can use their tentacles
to leap large distances. They have decent agility and can jet
sideways several feet to dodge enemy fire, and will sometimes jump
up into the air and jet towards you from a few dozen feet away in an
attempt to ram you.

Noticeably, Alien Trooper A.I. has been tweaked and improved
somewhat in Crysis Warhead. Alien Troopers now use some human
infantry tactics, dodging in and out of cover, operating in squads, and
attempting to flank their enemies. They fight more like human
soldiers, with multiple Troopers spreading out and concentrating their
MOAC fire on a single target, instead of being so reliant on getting
close and using their melee attacks.

As usual, Alien Trooper will self destruct a few seconds after being
killed. This explosion is powerful enough to kill you if you're standing
next to their bodies when this happens, so you want to stay clear of
killed Alien Troopers while fighting their surviving squadmates.

KILL STRATEGY:

Alien Troopers are noticeably more durable than North Korean
soldiers, but can still be brought down with a reasonable amount of
firepower. The shotgun is excellent against them, and in narrow
spread mode can bring down an Alien Trooper in 2 shots from
several dozen feet away. You can also kill them with a burst of
several assault rifle rounds, either sniping them from a distance or in
close quarters combat. If you have a gauss rifle with a sniper scope,
you can even snipe Alien Troopers with a single gauss rifle shot from
long range. As with any enemy soldier, good use of cover is
important to hide from their MOAC fire.

You can also disable Alien Troopers for several seconds by with
either thrown nanodisruptor grenades, or EMP grenades fired from
the grenade launcher. You can then mow the disabled Troopers
down with your weapons while they're immobile, or use the time
they're stunned to concentrate on killing any remaining active
Troopers.


=====


Alien Guardian Trooper:
Appearance: Alien Trooper with a large, glowing, fan-like headcrest.
Health: 750
Attacks:
  Fast Light MOAC Mk II: 30 damage
  Melee Attack: 100 damage
Damage Modifiers:
  Pistol: 120%
  SCAR: 90%
  FY71: 90%
  Shotgun: 70%
  Submachine Gun: 80%
  Precision Rifle: 150%
  Gauss Rifle: 150%
  Minigun: 50%
  Alien MOAC: 30%
  Missile Launcher: 300%
  Frag Grenade: 300%

DESCRIPTION:

A new alien enemy introduced in Crysis Warhead, the Alien
Guardian Trooper is similar in appearance to the Alien Trooper
Leaders from Crysis, but have entirely different behavior. Like
standard Alien Troopers, the Alien Guardian Trooper is equipped
with a rapid-fire MOAC icicle gun, hovers across the battlefield, and
uses its tentacles to make large leaps as well as for powerful melee
attacks.

The Alien Guardian Trooper's main feature is that it emits a energy
beam that creates bubble-like shields around up to 2 nearby Alien
Troopers. The energy shields created by the Alien Guardian Trooper
protect the standard Alien Troopers from your gunfire. Additionally,
grenades thrown at the energy shields will bounce off and fly straight
back in your direction. Shielded Alien Troopers will continue to move
around and shoot at you, and the Guardian Trooper will also shoot at
you while simultaneously shielding nearby Troopers.

Alien Guardian Troopers are also somewhat tougher and more
durable than standard Alien Troopers. Fortunately, they're rather
uncommon, and you won't encounter too many of them throughout
the game (you'll rarely see more than one in the same general area
or battlefield).

BEHAVIOR:

Alien Guardian Troopers behave much like standard Alien Troopers.
The only major difference is the energy beam they emit that
creatures impenetrable bubble shields around up to 2 nearby
standard Alien Troopers. The Alien Guardian Trooper itself is not
shielded, and needs to be destroyed in order to make the shielded
Troopers vulnerable.

KILL STRATEGY:

The Alien Guardian Trooper should be a priority target, since
destroying it is the only way to shut down the energy shields it
creates and therefore make the shielded Troopers vulnerable. The
Guardian Trooper can be killed in pretty much the same manner as
any standard Alien Trooper; 2 or 3 shotgun blasts, a little over half a
clip of assault rifle fire, or a single well-aimed gauss rifle shot from
long range. While a Guardian Trooper can survive somewhat more
damage than a standard Alien Trooper, the difference isn't
particularly dramatic.

The shielded Alien Troopers may get between you and the Guardian
Trooper. If this happens, you'll just have to strafe or flank around
them to get a clear shot at the Guardian Trooper, since the shielded
Troopers are protected from your weapons.

You can also shut down a Guardian Trooper with a well-thrown
nanodisruptor grenade or EMP grenade from the grenade launcher.
Just be careful when sending grenades at the Guardian Trooper, as
the grenades will bounce back at you if they hit an energy shielded
Trooper instead.


=====


Alien Scout:
Appearance: 10-foot tall floating mechanical squid with 5 trailing
           tentacles. About the size of a transport truck.
Health: 2000
Attacks:
  Scout Beam: 20 damage
  Singularity Cannon: 250 damage
Damage Modifiers:
  Pistol: 100%
  SCAR: 80%
  FY71: 90%
  Shotgun: 60%
  Submachine Gun: 100%
  Precision Rifle: 150%
  Gauss Rifle: 100%
  Minigun: 100%
  Missile Launcher: 400%

DESCRIPTION:

Alien Scouts return in Crysis Warhead as the alien's main air support
unit. Scouts basically fly around overhead, circling over you while
firing a damaging ice beam down at you. Unlike Crysis , where
Scouts were equipped with a rapid-fire ice pellet machinegun, Scouts
in Crysis Warhead are equipped with a narrow continuous ice beam.
It's visually different, but has pretty much the same effect, since the
Scout's original MOAC weapon fired a narrow stream of projectiles
also. Since their attack is a narrow beam, you can avoid it by
dodging around a lot to prevent them from tracking you with the
beam.

Scouts' resistances to small arms fire has noticeably changed in
Crysis Warhead. They're somewhat more vulnerable to automatic
weapons such as the assault rifle or submachinegun, but are
noticeably less vulnerable to the gauss rifle. While Scouts could be
brought down with just 2 gauss rifle shots in Crysis, in Crysis
Warhead it takes at least 4 gauss rifle shots to do the job. On the
plus side, the missile launcher does twice as much damage to
Scouts in Warhead than it did in the original Crysis, and Scouts can
now be brought down with just 2 missile launcher shots. They still
take reduced damage from the shotgun, but can still be brought
down with a dozen or so shotgun blasts fired in narrow spread mode.

Overall, Scouts are more resistant to the gauss rifle in Warhead, but
it still works well in bringing them down. If you don't have a gauss
rifle, you can also shoot them down with a couple clips of assault rifle
fire, a dozen or so shotgun blasts, or a couple missile launcher shots
if you have a missile launcher to spare.


=====


Alien Scout Bomber:
Appearance: 10-foot tall floating mechanical squid with 5 trailing
           tentacles. About the size of a transport truck. Has an
           orange energy glow instead of the standard blue energy glow.
Health: 2000
Attacks:
  Smart Bomb Launcher: 200 damage
Damage Modifiers:
  Pistol: 100%
  SCAR: 80%
  FY71: 90%
  Shotgun: 60%
  Submachine Gun: 100%
  Precision Rifle: 150%
  Gauss Rifle: 100%
  Minigun: 100%
  Missile Launcher: 400%

DESCRIPTION:

The second of two new alien enemies introduced in Crysis Warhead,
the Scout Bomber is an orange Alien Scout. Instead of being
equipped with an ice beam and a Singularity Cannon, the Scout
Bomber instead flys around overhead while dropping heat-seeking
rolling mines known as Smart Bombs onto the battlefield. These
Smart Bombs seek you out once they hit the ground, rolling towards
you at an average speed and detonating when they hit you. Smart
Bombs do heavy damage and can knock out your armor and most of
your health with a direct hit.

Like regular Scouts, Scout Bombers can be brought down with 4
gauss rifle shots, a couple clips of assault rifle fire, or a dozen or so
shotgun blasts.

Alien Scout Bombers are actually extremely rare; in fact, only 2 of
them appear in the entire game. One appears as part of one of the
final waves of enemies at the end of Mission 4: Frozen Paradise
when you're defending the mine entrance alongside Eagle Team,
and one appears during the game's final battle in Mission 7: All the
Fury.

BEHAVIOR:

Alien Scout Bombers pretty much fly around overhead while
dropping Smart Bombs onto the battlefield. They have no other
means of attack, although they do fly in circles to make themselves a
somewhat more difficult moving target.

KILL STRATEGY:

Scout Bombers can be brought down in much the same way as
standard Alien Scouts. 4 shots from the gauss rifle or 2 missile
launcher shots are probably the simplest ways to defeat them,
although sufficient automatic weapons fire also works if the gauss
rifle or missile launcher are not available. By the time you fight the
2nd Scout Bomber, you should be able to acquire the PAX, the
game's ultimate weapon. One direct hit from that bad boy should
blast the Scout Bomber to pieces.



=========
=Bosses:=
===============================================================================


Alien Hunter (Exosuit):
Appearance: 60 foot tall alien war machine; a 40 foot body walking
           on 4 tentacle-like legs (looks a lot like a War of the Worlds
           Martian Tripod).
Health: 6000
Attacks:
  MOAR: 5 damage (4.0 freeze speed)
  Singularity Cannon: 500 damage
  Grab Attack:
Damage Modifiers:
  Bullets: 20%
Body Part Damage Modifiers:
  Leg Shots: 25%
  Torso Shots: 50%
  Head Shots: 100%
  Weak Point Shots: 200%

DESCRIPTION:

You and your allied Eagle Team nanosuit soldiers will battle a
collosal Alien Exosuit walker in a boss battle at the end of Mission 3:
Adapt or Perish. Oddly, this particular Exosuit lacks the indestructible
energy shield the one in the original Crysis had, so defeating it is
simply a matter of shooting it until it dies. It is VERY durable,
however, and requires a huge amount of firepower to defeat.

The Exosuit is fought inside a small frozen North Korean outpost,
with several small buildings to take cover behind, as well as multiple
enemy weapons stockpiles you can run over to in order to retrieve
ammo. There's also a machinegun turret in the outpost, but you can't
really use it yourself as one of your Eagle Team teammates will run
over and occupy it instead.

BEHAVIOR:

The Exosuit basically stands in one spot, attacking you and your
Eagle Team teammates with its MOAR freeze beam and Singularity
Cannon. It can also grab and throw you if you get too close to it, but
otherwise doesn't grab and throw objects as much as the Exosuit
fought at the end of the original Crysis did. On the downside, the fact
the Exosuit spends less time grabbing and throwing stuff means that
it'll be using its MOAR freeze beam and Singularity Cannon attacks
much more often. In particular, the Exosuit seems to fire its powerful
Singularity Cannon much more often than in the original Crysis,
which can kill you in a single direct hit. Fortunately, Both the
Exosuit's freeze beam and Singularity Cannon attacks take a second
or two to charge up, warning you about when it's about to fire and
giving you plenty of time to dodge behind cover.

KILL STRATEGY:

Your Eagle Team teammates do noticeably reduced damage to the
Exosuit with their attacks, in order to ensure that the responsibility for
killing it falls mostly on you the player. Eagle Team does do a decent
job of distracting the Exosuit, however, and their attacks do some
damage. They're also unkillable (running out of health only results in
them being knocked unconcious for several seconds), so you don't
need to worry about them during the fight.

The Exosuit is highly resistant against small arms fire, even from the
gauss rifle. Explosive attacks such as the missile launcher or
grenade launcher work well against it, however. Try to aim all your
attacks at the Exosuit's "mouth" in order to do the most damage.
Also, be sure to dodge behind cover whenever the Exosuit looks like
it's charging up an attack shot.

I found that probably the easiest and fastest way to bring down the
Exosuit is to shoot it with grenade launcher rounds. You should be
able to bring it down with 30 or so grenade launcher shots, which
shouldn't take too long since the grenade launcher has a decent rate
of fire and also holds up to 42 rounds of ammo. However, due to the
grenade launcher's arcing trajectory, you'll have to get relatively
close to the Exosuit to be able to hit it accurately. That's OK, though,
since there are still buildings and crates at close range that you can
use as cover from the Exosuit's attacks.


=====


Alien Evil Hunter (Red Exosuit):
Appearance: 60 foot tall alien war machine; a 40 foot body walking
           on 4 tentacle-like legs (looks a lot like a War of the
           Worlds Martian Tripod).
Health: 50000
Attacks:
  Hunter Beam: 50 damage
  Hunter Turrets: 10 damage
  Hunter Smart Turrets: 200 damage
Damage Modifiers:
  Bullets: 15%
Body Part Damage Modifiers:
  Leg Shots: 0%
  Torso Shots: 50%
  Head Shots: 75%
  Weak Point Shots: 200%

DESCRIPTION:

This highly modified Red Exosuit serves as Crysis Warhead's final
boss, and makes its appearance at the very end of Mission 7: All the
Fury. With it's 4 large tentacle legs and 2 claw-like smart rocket
launchers, this giant red walking war machine is rather akin to a alien
Giant Enemy Crab, and it will fight you on the huge wide open airport
runway.

Like the regular Exosuit boss, the Red Exosuit is resistant to small
arms fire, taking only 15% damage from bullets and gauss rifle
rounds. The Red Exosuit is also INSANELY durable, and can survive
several times as much damage as even the already powerful
standard Exosuit boss. The Red Exosuit's attacks are also entirely
unlike those of the standard Exosuit, and it has a number of
damaging weapons systems to attack you with.

Fortunately, immediately before you face the Red Exosuit, you're
given access to the game's ultimate weapon, the PAX Plasma
Accumulator Cannon. While you don't NEED to use the PAX to
defeat the Red Exosuit (you can hop into an ASV and drive around
shooting it with the ASV's turret, for example), the PAX is probably
the fastest and easiest way of dealing with the Red Exosuit.

In addition to the Red Exosuit, the airport runway area is also
swarming with Alien Troopers and Alien Scouts. It's best to wipe out
the Troopers and Scouts before triggering the appearance of the
Red Exosuit, so you won't have to worry about their attacks while
you're busy fighting the Red Exosuit itself.

BEHAVIOR:

The Red Exosuit has a number of unique weapons systems to attack
with.

Firstly, for long range combat, the Red Exosuit is equipped with two
large, claw-like Smart Turrets. These Smart Turrets fire a spread of
several heat-seeking smart rockets that travel at average speed and
home in on your position. These rockets are very powerful; a single
rocket will critically injure you, and the splash damage from two
rockets will kill you outright.

Secondly, for medium range combat, the Red Exosuit is armed with
a powerful "Hunter Beam" that replaces the standard MOAR freeze
beam used by the normal Exosuits. The Hunter Beam is a purple
energy beam that does heavy continuous damage and can cut you
down in less than a second of constant exposure. Since it's a beam,
though, you can try to avoid it by dodging around, although even a
glancing hit does 50 damage. The Red Exosuit will open its jaw and
charge up the Hunter Beam for a second or two before firing, giving
you some time to try to run for cover.

Finally, for medium to close range combat, the Red Exosuit is
equipped with 2 defensive shoulder-mounted turrets that fire narrow
ice beams similar to those used by the Alien Scouts. These ice
beams do minor damage (1/2 as much as the Scout's beam does),
but do continuous damage. As with the main Hunter Beam, you can </pre><pre id="faqspan-5">
avoid or reduce the damage you take from the turret beams by
dodging around to avoid being exposed for too long.

Additionally, if you get too close to it, the Red Exosuit can pick you
up and throw you several dozen feet. Fortunately, this only does
modest damage. The Red Exosuit can also step on you if run around
directly under it, which does heavy damage and can kill you outright
if you're even moderately wounded for its other attacks.

The Red Exosuit will basically stride towards you while blasting you
with its various weapons. It uses its heat-seeking rockets at long
range, and will attack with its two shoulder-mounted ice beams and
well as the main Hunter Beam at medium or close range. At
distances of less than a 100 feet or so, the Red Exosuit likes to walk
right up to and even right over you, which puts you at risk of being
stepped on.

KILL STRATEGY:

The Red Exosuit first appears when you pass the crashed plane
carrying the PAX and run down the runway in the direction of the
airport hangar. Before triggering the Red Exosuit's appearance, you'll
probably want to equip the PAX and use the airplane as cover to kill
any Alien Troopers or Alien Scouts running around, as you don't
want them following you when you run forward to face the Exosuit.

It's actually a bad idea to fight the Red Exosuit in the middle of the
airport runway itself. The runway is a huge, wide open area with
almost no good place to hide or take cover from the Exosuit's
attacks. The PAX also has a limited range, so it's pretty much
impossible to snipe the Exosuit from the few pieces of cover that
ARE available.

Instead, when the Exosuit appears, you want to ignore it and keep
running forward towards the area near the airport hangar where the
Warhead container is. This area has several stacked shipping
containers you can use as cover to hide from the Exosuit's attacks,
and it's also close enough for your PAX shots to affect the Exosuit.
There should be a hole in the fence near the hangar area that you
can slip through to get inside. The Exosuit itself shouldn't attack you
until you get its attention by getting too close to it or shooting at it,
since when it first appears it should be occupied with fighting
O'Neill's VTOL as well as a squad of North Korean soldiers and an
LTV on the ground.

Once hiding behind the shipping containers, you'll want to use the
PAX to take out any Alien Scouts or Alien Troopers nearby so they
won't bother you when you fight the Exosuit. Cloak Mode is helpful
for blasting the aliens then hiding when they return fire.

Finally, once the area is clear of any other opposition, pop out of
cover and shoot the Exosuit with the PAX. Aim for the mouth to do
the most damage. The Exosuit should start walking over to you as
soon as you start shooting it. I've found that it takes about 8 or so
shots to kill the Exosuit. If you fire quickly enough, you should be
able to destroy the Exosuit just as it reaches you and grabs you with
a tentacle.

If the Exosuit launches smart rockets at you, use the containers as
cover to hide from them. If the Exosuit walks over to you to try and
shoot you or step on you, you can dodge around through the
containers trying to get away from it and put enough distance
between you and it for you to turn around and continue shooting it
with the PAX (using Speed Mode or Cloak Mode helps, just avoid
getting stepped on by one of the Exosuit's legs).



END OF TEXT

COPYRIGHT 2009 ALAN CHAN