Crysis

Level Walkthrough

About This

This simple but complete guide is on DELTA difficulty; its my
second run through Crysis single player (first on EASY and got
as far as the tank mission) depending on your play style DELTA
is not much harder than EASY. I'm not writing these at the
side of playing so detail recollection is not possible. After
a prerecorded cinematic the campaign loads.

No texture information that could be found in either the manual
or cheatcode listing will be here. And I will try to limit
spoilers so you would still want to finish the game to see the
cinematics. To do that I will skip mundane or objectives storied
but not performed in the game.

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+-------------------+
| Level 1 - CONTACT |
+-------------------=

This I checked it is possible to ante up on DELTA difficulty by
not resorting to cloak mode. You started out in an in engine
cinematic (all cinematics in Crysis are in engine) para-jump,
few seconds into the jump some unknown knocked out your chutes
and everyone's navigation; they land on all over the place but
you have the priviledge of falling full force to the ocean. Some
emergency restoration put you back on course,

Level 1 Section 1 - Find Jester

Follow the green dot on the map; it is marking where to get to,
this is meant as much a tutorial since you are told what are the
other keys here. You in fact had to deal with some KPA soldiers
right before Jester, he is one actually landed near the flair.
When you get to the green dot he will shout out "Over here" and
end this objective.

Level 1 Section 2 - Assist Aztec

This part has not much going on. Aztec got himself entangled upon
a tree, Prophet is the squad leader tells you to reach him;
strength jump some rocks when prompted; half way he screamed
over the radio about something terrifying and quote bible in
possibly Spanish; I'm not sure myself, then radio went silent.
Prophet tells you two double time to get to him, way too late he
is already dead and along with 4 KPA patrols; Jester makes the
observation that no way Aztec gunned them down and something else
is. Yeah, tell us something we don't know. Take SCAR ammo left.

Level 1 Section 3 - Proceed to rendevous point
(LZ first, then change to interior)

After brief exchange; Prophet tells you to regroup, Jester will
stay to investigate further, leaving you to clear the path. Sure
enough a roaming patrol of 2 KPA soldiers shows up in the
distance and closing in. Prophet did tell you to go in cloak to
gun them down; if you haven't done so equip the SCAR with
silencer via C to bring up options. Proceed on after dealing
with them. However this is level-ending primary objective and
you will be interrupted with other objectives.

Level 1 Optional 1 - Disable jammer

After running through the woods, a cinematic view labeled First
Light will display the hallmark of Crytek and Far Cry, a section
of the island on one side with sandy beaches and seeing through
the distance, but the jammer is right down the slop to the
makeshift outpost below, why this is optional is beyond me but
it is beneficial to complete it. Few guards here and the patrol
boat in shooting distance. You don't want MG shells to coming
toward you. Dealing with them is a piece of cake. But they could
call in a squad for reinforcement by flair up toward the sky,
brace yourself IF that is the case. In my last run I gunned
all of them down in a Spec Op way that does imply all sorts of
travel options.

Level 1 Optional 2 - Infiltrate North Korean command outpost

After completing Optional 1, it does seem to have only the
primary objective left but in an appropriate location Prophet
radios in that you are in the vincinity and gathering info is a
good secondary objective for you to do. In my last run I have
the options:

- do I go on foot?
- do I drive the jeep I gunned out?
- do I swim my way?
- do I drive the boat I gunned out?

By land the foot or jeep route fight your way through various
checkpoints on the beaches and roaming jeep patrol, by sea there
was another patrol boat previously out of shooting distance but
it is now. Gun them down if you want to. The Command Outpost
Trailer is up on a penisula stretch at the edge of this area.
Impossible to just sneak in uncloaked but in my last run I made
a rackus elsewhere and gunned them down one by one when they
came. Go in the trailer, use the laptop as access, F by default,
done this objective; take grenades behind it. Leave. Drive the
trucks for kicks and speed.

Level 1 Section 3 - Proceed to rendevous point

Back to primary, it is in fact on a U turn to the interior part
of the island, there are three shacks there with a military jeep
parked there; I can't actually do a Kamakazi run in Crysis but
I gun the entire squad down for kicks too, grab grenade pack
there if you want, proceed, Prophet tells you checkpoints ahead
and best grenade them; never liked the supreme mayhem approach.
Gunned them down one by one in silence. Running along up to the
overlook to gun them down if you want. But interior after Lusca
Call is free of enemy and just finishes up the level.

Level 1 Intermission 1 - Run after Jester.

Prophet did tell you to join him/Psycho/Jester because he can't
even describe what he's seeing. Cinematic opens up on a brief
exchange; a Matrix Alien burst out grabbing Jester, Prophet
shouts to run after him. You can hear on the way this Matrix
guy kills 2 KPA soldiers with Jester in tow. No enemies at all
just have you running toward where the guy dumps Jester's body.

+--------------------+
| Level 2 - RECOVERY |
+--------------------+

After finding Jester's body; Prophet decides to stay on mission.
At such early point you should still have standard issued SCAR,
take the ammo from him and disregard sanctity of the dead for a
moment.

Level 2 Section 1 - KPA COMM Outpost

Prophet intend to hit the outpost right in front, but no dice,
it is already being cleared out by aliens; Prophet sent you to
rescue hostage further down the road in the town. Alone as
always, Crysis is a Lone Wolf game; Psycho says he is
"supporting you when in position" but never did...

Leve 2 Section 2 - Rescue Hostage

She is at the school building. There I say it right out. You
have 3 general methods of attacking this. Either go by the road
to the town front entrance or drop down to the water to reach
a mined outskirt on the side the 3rd is involving a side road
and optional objective. Mines are visible circular disks of
jumping-waist type hit it with poison darts to safely trip it
afar (2 meters at least).

Depending on how to tackle it, you might enter the town with
school right in front of you. The first class room from the
front entrance is empty, 2nd room is a KPA ammo dump with
guards there. At this point Prophet radios you the rescue
signal is definitely from within school. She is being
interrogated as you approach, open the door and triggers
cinematics: Psycho decloaks and knock out door and the KPA guy
there, the cute CIA spy (for bunch of polygons anyway) gave
you more clear picture of what and why KPA was so interested
with Dr. Rosenthal's archeological work.

Level 2 Section 3 - Clear path by blowing up tanks

Those need rocket launchers, 3 hits each to take down. One
circles around school the other on the main road. Launchers at
the ammo dump. if you did take the Black Op approach this is
guaranteed to make the foot soldiers go gaga. Psycho is the one
giving you this improptu task; do it. Prophet tells you to
rendevous in the hills behind.

Level 2 Section 4 - Proceed up river

I wish Prophet is a real person so I can give him a piece of my
mind. He will keep telling you he is investigating further
upriver and follow him on his heel, proceed on the trail
alongside river or drop down the river; I suggest the trail
approach, better for any method of play here. It ends at the cave.

Level 2 Optional 1 - Investigate KPA radio station

Recall that at the start road to the town folks out into the
road or drop down to the beach, if you chose the road it will
folk out again with a foot trail, this is the route of optional
objective, further into the trail Prophet radios in that a radio
station target of opportunity is up ahead, dispatch or sneak the
5 guards there, get info and ammo, this does little besides
reading that the hostage is in the school building and firm
coordinates on it.

There is a way to sneak in town; despite Prophet's suggestion of
rocketing to distract. It is on the right side from the main
entrance where you will run into a KPA soldier urinating; this
foot trail is not guarded.

+-----------------+
| Level 3 - RELIC |
+-----------------+

This is a wide open level conveniently separated into 3 sections
with chokepoints between them, it begins with Prophet at the
side telling you situation is FUBAR with a jammer nearby that
blocks JSOC. An alien flyer burst out and grab him; now this is
bad, you are the only one in field with a jammer nearby only
audio communication is possible. A Major Strickland butt in to
assume intel op for you. The first thing is knocking out jammer.

Level 3 Section 1 - Disable jammer

At this point rocketing it is possible especially from the
elevated position you are at, although doing that way would make
all of them gaga with 2 of them backtrack the smoke to your
position. This jammer is more powerful and it completely
knockout your compass if you come near it, so be certain its
at the middle of settlement next to the trailer and KPA
transport. It is in fact optional but this objective is just
along the way. This jammer is vastly more powerful than the one
before it.

Level 3 Section 2 - Infiltrate KPA Base

Strickland tells you to gather intel for them to prepare a major
offensive. This base s heavily fortified; for a forward field
base it is. Two MG nests each at front and back also 2
watchtowers with snipers. Once you managed to get in guards
stand in front or inside the trailer with terminal, at least 2
but I did count 3 at last run.

The rickety bridge is the backway while the winding road down
the river lead to the front; on my Delta tries the rickety
bridge always collapsed before I can get to there but sneaking
via that route is very difficult even at Easy so going around
to the front is better way; an unguarded shooting range is
attached to this base with a small patch of wall using half
height panels that in cloak mode you can jump over and into
the base.

Level 3 Section 3 - Infiltrate research dome

This is even more heavily fortified than the last, to start with;
still at the forward field base cloak climb onto the watchtower
that is not facing the rickety bridge to see a Vietnam-style KPA
soldiers patrolling the countryside. Snipe them off one by one;
then follow Strickland's suggestion of drive to where you need
to go. By the way that is the road to the dome, on my first play
I got disoriented and spent hours drive and snipe on the other
side of river until I realized wrong way. You achieved this
objective simply by getting to the place.

Another cinematics ensues; Rosenthal is forced to work while
General Kyong holds others at the 'temple' entrance deep in the
mine. Arguement between Rosenthal and Kyong erupts on how to
proceed, when this discovery suddenly comes alive and laid waste
in the dome, Strickland radios you to evac. Quite straight
forward objective but quite difficult to complete especially with
nano-suit KPA Special Forces in cloak at the end, 4 of them to
boot. Kill them and get into VTOL transport to initiate cutscene
and end it.

+-------------------+
| Level 4 - ASSAULT |
+-------------------+

A good map; it contains nearly every possible moves possible in
Crysis; except driving tanks which happens after this level. You
start off at landing at the rear, Psycho and pilot tell you this
point is as safe as possible. Even though it is indeed some
distance away.

Level 4 Section 1 - Meet Lt. Bradley

Just follow the soldier to the overlook to meet, this is a
chore-style no brainer.

Level 4 Section 2 - Disable the two AAA guns

How you do it is up to you; either C4 or rocket the anti air
tanks. Although watch it, a Hind Mark II helicopter shows up
after the first destruction of AAA unit. There is a C4 on the
table beside the AAA at the bridge while grab rocket launcher
outside the shack on the inner beach before going to the AAA at
the peninsula.

Level 4 Section 2 - Last AAA tank in the harbour

After dealing with the 2 triple A tanks, Psycho radios in he is
at the harbour, just ran into a previously unknown anti-air
hiding in the midst of containers. If you did not complete the
optional before it Psycho will give you a location of ammo dump
that does have better items including C4 and rocket launcher.
There are guards in the vicinity including 2 right beside the
anti-air you need to destroy.

Level 4 Section 3 - Disable jammer

This doesn't block your JSOC but does prevent the F-22 Raptors
getting lock-on the cruiser. Deal with the guards around
appropriately. Strength jump on a bent railing around the helipad
to get onto the cruiser. The thing is just a laptop at the bowel
of the ship; it is the only open room on the ship so you won't
miss it. But in case you might run to the front aimlessly turn
left immediately from the stairs connecting helipad to the rest
of ship. Turn off jammer via the laptop.

Level 4 Section 4 - Paint the target cruiser with binocular

Jump off the ship; preferably on the watery side but the hard
pier is fine if no one is shooting at you, binocs the ship and
left click to have the F-22 getting fix and blow the cruiser to
the bottom of the sea.

Level 4 Section 5 - Blow the helicopter to smithereens

Before the heavy VTOL can land a KPA Hind Mk 2 is guarding,
blow it off the sky, straight forward. Mission ends with heavy
VTOL puts the tanks down and you meet Strickland in person at
the train tunnel.

Level 4 Optional 1 - Gather intel from KPA outpost

About few hundred meters before the harbour right beside the
road there is a small settlement used as makeshift outpost, a
laptop within one of the shack reveils that there are two ammo
dumps inside two warehouses within the harbour. The one close
to the entrance is one with C4 and rocket launcher.

+---------------------+
| Level 5 - ONSLAUGHT |
+---------------------+

The only tank level, both good and bad it is so big a level with
chokepoints separate it to 3 sections (with 3 chokepoints spread
out progressively in a triangular layout). Tanks in Crysis is in
fact modeled to be weaker than what is in COD 2: Crysis' tanks
can be affected by terrain and have no damage control to
"regenerate HP" so hop out and play on foot if you are not
experienced. On my last try, I managed to use abandoned KPA APC
until near the end but certainly needed to hop out from time to
time. And rocket launchers are liberally spread here so you
won't run out.

Level 5 Section 1 - Capture train station

This is the first chokepoint separating what's before and after
in this level, at least 4 foot soldiers, 1 jeep and 1 abandoned
tank with watchtower sniper-nest and rocket launchers hiding at
the cliff on the right and positioned as 1st line of defense.
There is a foot trail from an outhouse leading to flank the
first line on the right.

Since APC rapid fires I used it, fire anything moving in that
area. Friend-Or-Foe within Crysis will prevent friendly fire in
even Delta. Shell the watchtower and suspected hiding fox hole
too, see the physics in motion as sniper is plunging to his
death if you have not yet figured the game is physics-intensive.
The carriages right after the locomotives can be blown too.

Level 5 Section 2 - Sabotage the tank factory

After train station the next objective is set far away at the
end of the map while you just cleared train station. See the
optionals for Crysis hand holding you to complete it easier and
more colourful way. Helicopters show up here to harass you.
Oil barrels strew about there in the factory site (was it armory?
... hmm can't remember) shoot and blow one to chain the rest
up.

Hint: helicopters can be shot down by tanks, serious trial-error
and reticle leading is required and obviously it must be done
afar to allow the limited angle of tanks.

Level 5 Section 3 - Link up for the final push toward
excavation site

Some KPA guards along the way but nothing substantial. Moving
along but at the end you see earthquake or deliberate KPA
sabotage ripped the road apart. Your character radios Strictland
that no reinforcement (perhaps soldiers are non-entity here) can
get through but you decide to go along.

Level 5 Optional 1 - RPG troop ahead

Can't even remember right but Strictland yells out that you
should deal with those foot soldiers ahead before the rest can
push up to the train station.

Level 5 Optional 2 - 3 triple A units

There is no meaning to complete this and next optional if you
have no intention to complete the "colourful" way I mention.
Simply put F-22 Raptors armed with precision bombs can't launch
air-strike until AAA shield is gone and target coordinate being
painted. The first anti-air is behind a tree cropping in the 2nd
area with foot soldiers and a tank guarding it. The other two
are at the 3rd area each some way behind the double chokepoints
separating the two areas. Each have some foot soldiers guarding,
I suggest going for the right side since that is where all other
actions are and not to mention it is elevated.

Level 5 Optional 3 - Paint the target with your binocs

This is why I suggest going right to begin with. You are already
at this ideal surveillance position that Strickland sent you.
Do what you did for blowing the cruiser last level see the
Raptors coming and bombing.

Level 5 Optional 4 - Get Gauss rifle

A powerful weapon that proves its worth in metal later on, but
this set of hardware and ammo will be stripped away by Kyong next
level. Get and learn to hold it if you like to.

+---------------------+
| Level 6 - AWAKENING |
+---------------------+

A fun level to go through but it does have some nano-suits, I
counted 8 of those. This map is divided into 3 areas:
Administrative compound, refinery compound, and the mine. The
roads about 100 meters separating those 3 areas are minimally
patrolled. With one position being the perfect sniping ground.
Admin compound can be circled around and ignored.

Level 6 Section 1 - Clear out for landing zone for the VTOLs

Strickland radios you the promised reinforcement rest on you
clear out a zone to land. Upon reaching it your character have
some dialogue about the area (refinery) is crawling, can't help
it Strickland says, you dispatch the guards there, including
2 free-roaming nano-suits and two more nano-suits cloaking
posted at the rooftops. One behind conveyor belt one on the 2nd
highest building there. See general hint to know how to dispatch
them easy on Delta.

Level 6 Section 2 - Get to the mine entrance

After VTOLs land and before you head out, snipe/rocket off any
opposition down below at the mine compound; you are at the
perfect position to do so in gaming history; elevated position
with precision rifle and RL. There are 3 tanks, some jeeps and
foot soldiers, some are positioned in a safe position to begin
with so expect at least 2 of them on foot got away from your
eagle eye. When you are so close to the entrance guards
reinforcing the gunned down squad pours out, 2 of them
nano-suits, not cloaked.

Level 6 Section 3 - Proceed to the site deep in the mountains

The rest is quite linear so mapping is useless here. The shaft
is opened only on the side for crews not the main door for
loading trucks. You will see guards and one of them being
nano-suit. Dispatch them, there is one more cloaked nano-suit
hiding to ambush you behind last cart there. Dispatch him,
clear way to the end, some jumping puzzle obstacle along the way
but no combat at all.

+----------------------+
| Boss - General Kyong |
+----------------------+

Very easy fight; think of it as prolonged nano-suit fight with
possible WWE Smackdown. At the end of Level 6 you cloakly
observe Kyong and Helena the way you cloaked to spy Rosenthal.
But as you do that a nano-suit stalker suddenly Strength himself
beside you and knock you out. When you come to you are being
held nano-disabled and stripped of weaponry in a COD 4-esque
way face to face with Kyong; he forced open the Alien structure
and nano-suits in the area all being irradiated; him being too
strong to cloak, you magically recharged, others gone. But
weapons do lying around to use, shoot him or Smackdown stuff at
him until he is dead.

+----------------+
| Level 7 - CORE |
+----------------+

This might be a map you like or not; but certainly stands out.
At the time Kyong falls the entire cave is collapsing, a VTOL
arrives in time to evac Helena Rosenthal but just few seconds
short for you. Determining that you need to get out in a hurry
you chose to go through that alien structure for some hatch or
doorway on the other side.

You will lose radio contact soon after entering; for all the
fake loopings and unaccustomed Descent disorientation this is
fairly linear level. I say Descent because you will soon lose
gravity and navigate like in Descent except no mapping.

The aliens in their unarmoured form look like jellies except
they propell fast and strike hard, only in full nano armour mode
and full health you can survive a hit. But physically they are
frail, a grab and throw enough to kill one. There are also
instances where you have to shoot some glowing orange power
generators to drop a force field to proceed.

This level is a visual treat and providing a story transition,
from this point on, the story is KPA bailed out leaving US with
some KPA hardware to clean the mess. When you get to a large
cylindrical room with hordes coming out, lying in wait, a door
is timed for a while after and gone thru it to end this level.

+-------------------------+
| Level 8 - PARADISE LOST |
+-------------------------+

Gravity is restored when you exit the ice cannon; as you exit a
bright bolt comes out too freezing the land in the immediate
area. Starting here the game became more and more linear COD-like
so I played only once. Not in anyway bad but COD itself is better
with lighter requirement.

Level 8 Section 1 - Find the missing squad

Radio and full JSOC is restored here so Strickland tells you to
join a stranded squad nearby, there are alien foot soldiers all
over but sneaking by is preferred unless you have Gauss to go
one-shot-wonder on them which I believe I didn't have. When you
manage to get to them they are all flash frozen.

Level 8 Section 2 - Defend Prophet

You did not know a squad of alien is nearby to ambush you.
Prophet managed to done even better than you to survive and adapt
an alien MOAC minigun-like weapon. However that exposes him and
with damaged suit he can't evac by himself alone. Stood your
ground with him, a counter on incoming shows up.

He will offer you that gun but it is not good; like a minigun
with infinite but overheats. Also alien foot soldiers explodes
short while after death. Prophet won't die with heavy wound but
with his failing suit he could get flash freeze if he exert too
much without heating for recharge.

Level 8 Section 3 - Escort Prophet out of ice sphere

The linear nature is very visible here, and the safe house
positions are designed to place in a linear way that you have
to lead Prophet to use them every one of them. Do not stray to
false loops along the way. The level ends when you cross the
bridge out of ice sphere.

+------------------+
| Level 9 - EXODUS |
+------------------+

When you are out of the sphere. You happen to meet up a platoon
of US marines holed up in the inn right outside.

Level 9 Section 1 - Meet up with Lt. Keegan

Not much, just walk up to him on your left.

Level 9 Section 2 - Hold the line against aliens

Messy fight, just do hold the line even though after a while the
platoon realizes this is not possible with puny SCARs and decides
to evac down the hill.

Level 9 Section 3 - Ride down the hill

Prophet will instruct you to get on the same Humvee and be
impromptu gunner, if what you have played through so far has yet
to convince you this is a COD-me-too campaign I have no idea what
will. Savour the rush, that is what COD/half of Crysis is about.

Level 9 Section 4 - Rescue Helena Rosenthal

Her VTOL was shot down. She's the remaining scientist that has
some notion of what are we dealing with so rescue her is
priority. You need to hold the air-borne aliens off while
Prophet Strength forces the jammed door open. A KPA tripple A
is being abandoned nearby make use of it but hop out when too
damaged or that you even managed to get it intact throughout
the ordeal.

Level 9 Section 5 - Retreat to evac position

A mini-boss alien exosuit quad-pod burst out just as when Helena
is evacuated, Strickland radios you to retreat and leave the
marines buying you time to evac. Appears that your romp through
alien structure records important data that has yet to extracted.
You retreat to the position and slag/sneak alien foot soldiers
in between. Those nameless marines do held that exosuit monster
off since it is not after you. Stood and fight at the evac
position, when exosuit pushes to this point Strickland tells
you to lift off while he will stay to buy you time. Mission ends
with the exosuit crushing Strickland.

+----------------------+
| Level 10 - ASCENSION |
+----------------------+

Today's weather: shitstorm... while the pilot PAs out this he is
killed by an ice shard. You rush and become this VTOL's crack
pilot. The control is simple: WASD-space + mouse (button 1 for
minigun and 2 for rocket, guided so you need to lock on first)

Level 10 Section 1 - Get to USS Constitution

This is the only primary objective here. Fight off the alien
air-bornes alongside, the only part to watch out is when you pass
the bridge that you and Prophet went through, 2 tornadoes also
forms here when you fly through; scrape the left side of the
valley if you need to, the tornadoes are much bigger than they
appears and must be avoided at all cost. Some optional evac
objectives pops out and when you reach the beach Psycho starts
yapping from Constitution. When he is done the mission ends and
lands for you.

Level 10 Optional - Evac others

I recall missing at least one of them, 3 evacs total, do it if
you want to spice up things a bit or have no idea where to fly,
you provide air support another VTOL do the actual landing.

+----------------------+
| Level 11 - RECKONING |
+----------------------+

The marines aboard your VTOL appreciate your crack flight that
got them to safety. The hatch opens up with Psycho and Helena
tows a dead alien air-borne onto Constitution's deck, it sucks
power and Psycho quickly subdue it.

The first half of this ending mission is in fact setting up
story for the climatic ending. It has you traverse key locations.
But explosive event that begun with Admiral Morrison shooting off
a nuke on the island but only realize that they eat nuclear
energy for breakfast.

Aliens now gain enough strength to attack offshore enmasse.
One of first more dangerous event is have you shutting off the
reactor on a flooded deck. Follow the instructions. Radiation
only comes when you enter the reactor chamber. You will also see
some alien foot soldiers syphooning nuclear power there but
Helena figures out how to knock them down just by having you in
the proximity. They died before you have to melee them.

The ship's engineer tells you 3 jammed control rods in front of
you must be pushed manually. Go Strength mode and push them in.
One at a time max 2 and run out to control room to recoup from
radiation damage.

After done that fight your way back up and go to bridge, some
cinematics involving mortally wounded Morrison and gun the
alien that killed Morrison down. He wants you to go to flight
deck to help out. But you have to detour to get the TAC Launcher.

+---------------------------+
| Mini-boss - Alien Exosuit |
+---------------------------+

Very easy just lob enough albeit tiresome large amount of weapon
fire and it would die, it had no fatal weapon but a Freeze Ray
that you must wiggle out by A-D or you die, a bug here to watch
out the bridge building is hollow. When it dies Psycho and Helena
swing around to pick you up from the doomed ship. But it is yet
to be over.

+----------------------------+
| Final boss - Alien Warship |
+----------------------------+

This hovering monstrousity rose beside the doomed carrier and
have shields that Helena can't get close due to unshielded
cannon can gun out anyone close. Gause those, 2 on its
"shoulder" and 2 more on "waist".

After destroy the guns and Helena got close enough to drop its
shield, TAC the "arms" off, this is the only instance of TAC
Launcher in use in single-player plus one more at the very end.
The hit effect is a bit underwhelming but who cares. The aliens
aboard gotten real mad and hover onto the flight deck to release
elite foot soldiers, here is a physics bug in my favour where it
gotten entangled and exploded. What should be happened without
the bug is that elite squad will be reinforced if you dealt
directly with them so blow the hatch that they come from with
Gauss (hatch has glowing blue lines so you can't miss it) TAC
the blown hatch to kill the warship. Due to the bug I killed
ship effortlessly.

After that, run madly to evac from the sinking tangled mass
toward the bow of the ship, Psycho piloted the VTOL there,
final cinematic ensues, you decided to bring the fight to the
island instead of linking up with US Pacific reinforcement.
Now you know how to fight them, leaving a cliffhanger ending
there. Likely for a Crysis 2 game in the future. Warhead is
just parallel story line from Psycho's POV.

+-------+
| HINTS |
+-------+

1. Stay crouch, a system similar to Commandos is in play here,
this cuts visibility and accuracy of shots of your foes.

2. CryENGINE gave dense foliage its own object, use it; it is as
good as safe houses.

3. Houses are destructable, the buildings are mostly shanty type
even more easily destroyed; I did make the mistake of throwing a
KPA off watchtower hoping the vehicle shack right behind will
hold the body out of sight it didn't, he crashed through and
essentially raised alarm.

4. Open-ended: kill only when needed, sneak by is fine.

5. Nano-suits are strong, defeat them: as strong as they come,
they are as every bit vulnerable to poison darts as ordinary
foot soldiers, use it to knock their lights out, then have your
way with them using either silenced SCAR OR FY71. Same general
strategy for cloaked mode or otherwise.

6. Cloaked nano-suits: before applying above, rouse them up
using a laud weapon on some collapsible physical object. Stay
cloaked in a foliage or just lay low ASAP, let them zero-in to
your general area, only through being closer does cloaking
leaves visible trail. And Spy phones or near proximity you
will hear constant static like a TV without reception.

7. Similar to above but visible trail applies to you as well, so
in cloak is in no way safe to get close to your foe.

8. They will investigate unexpected sounds, watch out for it.

9. Deal with the KPA helicopters first if they show up, 2 rocket
hits.

10. Kamakaze run the vehicles, they are as if on a handbrake so
you do need to time very close to the target.

+----------+
| Vehicles |
+----------+

1. KPA Patrol Boats, 1 gunning position, 1 driver, 6 transport
positions (only 1 at most and seldomly being used to transport)
1 rocket hit.

2. KPA Patrol Jeeps, 1 gunner, 1 driver, unused 3 other seatings.
1 rocket.

3. Unarmed local pickups, and no other types, this is only good
for quick transport. 1 rocket.

4. KPA Troopcarrier Trucks (hooded/unhooded), same as jeeps but
obviously bigger.

5. KPA APC/tank/anti-air: you will get the chance to use them
once. APC is the best all-around treaded vehicle that rapid
fires. Tanks need 3, APC 2 hits, anti-air 1 hit.

6. KPA Helicopter: fictional Hind Mk II, familiar Soviet Hind
body but no bubble canopies that tips me off this is fictional.
Not yours to fly in single-player, kill them when seeing them.
2 rockets

7. US VTOL: fictional air transport for a squad plus wounded
six at maximum, VTOL is in fact describing generally Vertical
Takeoff Or Landing; else known as Vector Thrust jets starting
with British Harrier follow up with US F-22 Raptor, currently
those are real and no more others in the real world. See, you
learnt something here.

8. US F-22 Raptor: true VTOL today, you don't get to fly them.

9. US Humvee: equivelent to KPA patrol jeeps, civilian name is
the Hammer.

10. US Tank: the one here is unnamed, you play one in Onslaught
though I did quickly hop out for a KPA APC.

11. Alien Sentinels, fly overhead and pesky like the KPA
helicopter, whip 2 Gauss at it.

+-----------------+
| ...Urgh... bugs |
+-----------------+

This is unpatched Special 3-Disc Edition Crysis playing here,
and none of them is game-ending serious; half of which is
physics error. Not reproducable for most of them.

- Spinning barrel, in way like a toy top. While realistically
it should be just a jerk in one loop around the rim.

- Corrupt skyline texture, that makes the whole thing feel like
playing on a Holodeck while USS Enterprise is on the verge of
being blown by a Romulan Warbird.

- Entangled flying foes, happened to me twice. Once with KPA
Hind II on Harbour the other is alien warship on
USS Constitution. Instant death to those foes.

- Physical frail human body for you, either slip or dead foe
bounce off wall close-quarter to hit you, not sure it is a bug
or partially design error, instant death.

- Missing mission objective, the final meet up with Prophet
after blowing the tanks are not showing up in RECOVERY, but the
game does indeed proceed so the display is not triggered but on
my last run knowing what to do I still successfully ended the
mission.

HAVE FUN, I'M NOT MUCH OF FPS FAN SO DON'T LOOK FOR ME ONLINE.
I don't like going online to be dropped in amongst a bunch of
seasoned FPS players that ruins experience for everyone.

If you do have questions in SP, welcome to give me questions
at [email protected].