Crysis 3 FAQ/Walkthrough for Xbox 360 and PS3 By SENIORBILL Version 1.0 April 29, 2013 Copyright 2013 by William Poneta E-mail: bilpon1@yahoo.com //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ TABLE OF CONTENTS Chapter 1: Post-Human <> Chapter 2: Welcome to the Jungle <> Chapter 3: The Root of All Evil <> Chapter 4: Safeties Off <> Chapter 5: Red Star Rising <> Chapter 6: Only Human <> Chapter 7: Gods and Monsters <> <> The Crysis Saga <> Weapons and Powers \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\/////////////////////////////////////// <> <> Crysis: It is August 14, 2020. A U.S. Special Forces team has been covertly inserted onto the Pacific island of Lingshan. The remote island has been invaded and occupied by a large force of the North Korean military, under the command of their most notorious commander, General Kyong. The U.S. Special Forces team is tasked with the extraction of an archeological team that was doing research on the island. It is feared that they have been captured or worse. There is, however, much more than a simple rescue mission. The scientists have found something-something truly ancient, intelligent, malevolent and not of this world. General Kyong is determined to possess it at any cost. The inevitable clash of the two forces is soon dwarfed by the realization that an alien evil has been awakened-an invasion of the planet is underway. Crysis 2: It is the year 2023 and New York City is under siege-contagion, earth tremors, floods, corporate intrigue, bands of mercenaries, martial law, even rumors of alien occupation have made the metropolis a quarantine zone-it is an urban jungle of chaos, death and destruction on a citywide scale. The mercenary, Prophet, encased in a top-secret Nanosuit, giving its wearer formidable capabilities, has been dispatched to access the state of affairs, but has perished and passed the Nanosuit on to Alcatraz, whether he wants it or not. The awful truth is that New York has been targeted as the first nail in the coffin of all mankind. The Cephs have technology against which mankind cannot win without an equally advanced technology of their own. Alcatraz receives the suit from Prophet and must do battle with both CELL forces, seeking to exploit alien technology, and the Ceph seeking to expand their power and dominate the planet. The campaign takes place in the wreckage of New York City; and, like Crysis, in the end the threat seems to have been neutralized. Crysis 3: It is 2047 and CELL Industries personnel have succeeded in manipulating Ceph technology, creating a global energy monopoly. The result is a population indebted to the point of servitude. CELL is toying with forces, however, that may be beyond their control. They have enclosed New York City under an enormous Liberty Dome which contains the ruins of the great city and a secret that could spell the extinction of mankind or the very destruction of the planet itself. Because of the nanite technology fundamental in Ceph technology, Prophet has been resurrected. He joins a partisan movement that is attempting to combat the excesses of CELL. They soon discover that the Ceph have again awakened from their slumber and mankind is facing extinction if the alienÕs agenda isnÕt foiled. TOOLS OF THE TRADE This walkthrough advocates stealth as much as possible and at least 70% of the kills will be with the Predator Bow. The cloak remains a vital tool and sets the game, as do the other Crysis titles, above all others for effective stealth actions. Crysis 3 has a huge variety of weapons, which have numerous attachments and enhancements. The player can carry only two primary weapons at a time, but can also tote either JAW rockets or R.E.X. charges as well as fragmentation grenades. Weapons can be exchanged for dropped weapons or others most often found near ammo crates. When you acquire a weapon, press and hold ÒSelectÓ to view the weaponÕs options. These range from silencers, assault scopes, laser sights, etc. to grenade launchers and alternate fire modes. An automatic assault rifle, for instance, may be able to toggle into a grenade launcher. Weapons include sniper rifles, machine guns, pistols, shotguns, specialty weapons as well as heavier weapons like JAW rocket launchers, R.E.X. explosives, grenades launchers and the ability to pick up mounted turret weapons like the HMG. (Heavy Machine Gun) Prophet can also now wield Ceph weapons like the Bolt Rifle or the Reaper Cannon. These are awesome additions to the Crysis arsenal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Not all options are always available on weapons. When acquiring one, toggle through its options to see what is available on that model. Some have prefixes added, indicating a certain characteristic, like ÒStealthÓ or ÒRanged.Ó - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = The Predator Bow: The most notable and useful new weapon in the game is the Predator Bow. This hi-tech version of an ancient weapon is truly the gameÕs go- to weapon. It can be fired through the cloak without an energy drain, is deadly, has four different types of heads and the arrows can be recovered and used repeatedly. The electric heads easily neutralize electronics and the explosive heads have the effect of a perfectly placed grenade. The regular arrows will kill any normal enemy-human or Ceph. It is the perfect stealth weapon. This walkthrough advocates stealth as much as possible and at least 70% of the kills will be made with the Bow. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Pistols: Generally speaking, pistols are back-up weapons. They are adequate until better options are available and those options become available before you need to fire a weapon. M 12 (Flashlight) Nova: This is your first weapon and the weakest. It can be equipped with a silencer. You probably wonÕt fire one in the entire game. Hammer: This is a potent handgun that can be a decent weapon. Its silencer reduces damage as normal but it can be equipped with a laser sight as well as an iron sight. It is a decent backup weapon in a pinch. Majestic: This revolver is potent and can be equipped with an assault scope making it a decent mid-range sniping option until something better comes along. Its low ammo capacity can be a problem. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Shotguns: Marshall: The Marshall is the most potent shotgun available, and it can be silenced making it a good option for stealthy work. It can be equipped with iron and reflex sights. Because of the utility of the Predator Bow and the availability of new weapons, its usefulness is limited as the game progresses. Jackal: The Jackal is an automatic shotgun capable of putting a lot of lead on target quickly. It doesnÕt have the damage of the Marshall and because it canÕt be silenced it isnÕt a good stealth weapon in a game of stealth. Its electric shot, available at special ammo cases, can be useful against electronics and the slugs pack punch. Normally this would rate higher in value, but the array of weapons available diminishes its usefulness. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Sniper Rifles: DSG-1 sniper rifle: This sniper rifle is still a premier weapon. It can be equipped with a silencer to address distant targets to maintain stealth and is quite potent. Even with numerous weapon choices it remains a preferred option. M20 14 Gauss Sabot rifle: This sniper rifle is extremely powerful, capable of single shot kills on normal enemies, and it is a viable option for addressing boss types. A single round, for example, will dispatch a tough Reaver and three will kill a Devastator. It has one setback-rarity and low ammo capacity, making it mostly a use and replace weapon-too bad! = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Assault Rifles and Sub-Machine Guns: Scarab: While not the most potent assault rifle, this weaponÕs versatility still makes it a viable choice in a game with better choices. The new mini-typhoon mode makes it deadly but an ammo-eater. SCAR: The SCAR is superior to the Scarab in nearly every category and useful early in the game; but, like the Scarab, it is outclassed by other weapons as the game progresses. Still, having one is never a liability. Feline: This sub-machine gun has a very high rate of fire, can be equipped with numerous different sights, can be equipped with a silencer, and can be useful until the CELL begin dropping the SCAR. It is useful only very early in the campaign. Grendel: The high damage output of the Grendel is dampened by its inability to be silenced. Its damage is on par with the potent MK 60. When equipped with a scope, it is also a decent mid-range sniper. That lack of a silencer greatly reduces its utility in the game but it does pack a punch and is quite useful if things get noisy. MK.60 MOD 0: This machine gun is a heavy hitter, and while it canÕt be silenced, it is hard to pass up. It has a large capacity and slices through the enemy with relative ease. Some come with various scope options. Its high capacity/high damage output makes it one of the gameÕs better compliments to a ranged weapon- although a noisy one. FY7 IM assault rifle: This weapon is new to the Crysis arsenal. It is an excellent addition and is superior to most of the assault weapons in most categories. Its only shortcoming is its inability to be silenced and its late arrival in the campaign. While not all options are always available, the incendiary ammo can be found in special ammo cases and has punch. Typhoon: This new CELL minigun fires at a prodigious rate and will mow down normal enemies like a lawn mower does grass. It has one shortfall. It burns through its huge magazine in short order. That said, there is no better non-Ceph complement to a ranged weapon to keep you equipped for any situation. Resupply your ammo at specialty ammo cases. This is a premier weapon and you wonÕt want to replace it once you use it. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Specialty Weapons: K-Volt: This weapon is hard to classify. It is a specialty weapon that uses static charges best used against electronics-pass em by. M.I.K.E.: This unusual weapon fires a stream of microwaves at an enemy, causing its internals to heat and rupture. They are deadly when held on target, but that feature can prove hazardous to your health. You can do better. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Grenade launcher: L-Tag: This is a grenade launcher and is highly damaging but carries only eight grenades. It is a use and get something else weapon since you can only carry two primary weapons, although you can resupply at grenade cases. Its destructive power, however, is unquestionable and it is very useful in situational battles. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Others: This will include weapons that can be carried other than your two slotted weapons. JAW rocket launcher: The JAW is an extremely powerful weapon. They are generally available when situational hazards require their use. They are the go-to weapon for enemy gunships and juggernaut-type aliens. Not to be generally deployed against lesser foes, unless they can be quickly replenished. R.E.X. charges: Like the JAW these can be found when youÕre gonna need em,Õ and they pack even more punch than the JAW. DonÕt waste them on lower-level enemies- save them for the Juggernaut-types-like Pingers or Devastators. These charges can be placed or thrown and then detonated remotely on demand. That said, the JAW has more utility. Fragmentation Grenades: Grenades are powerful weapons and are generally available. Be aware that the hostiles will run from them, but they usually arenÕt quite fast enough. They can also be used to finish off tougher foes when youÕre out of R.E.X. charges or JAW rockets. HMG: The HMG is a mounted heavy machine gun that can be used in place or detached and carried without sacrificing a slotted weapon. It has no special attachments and cannot be silenced, and when its drum is empty it must be discarded, but never pass up the opportunity to use one. It has a large capacity and a short burst kills any but the toughest of the tough. Even a Devastator will fall before an HMG. They are frequently encountered and I will frequently advocate using them. It only shortfall is that it must be put down to interact with the environment. Pick it back up! AGL: These grenade launchers are rare but are extremely destructive, have a large capacity and are also very rare. Twice during the game they will be imbedded into the structure of a mission. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Ceph Weaponry: Bolt Sniper: This Ceph weapon is first available in chapter 2 and is used to eliminate Ceph cannons. While rather rare and good, at most, for only eight shots, this weapon is awesome. It will kill a Devastator with a single shot. Reaper Cannon: This extremely potent weapon is oftentimes dropped by Devastators and you donÕt want to leave it lay. Its energy depletes rapidly but until it does it is death come calling. Look for them during the Boss battles. Like all Ceph weaponry it can be carried in addition to your two primary weapons but must be dropped to equip another weapon. Pinch Rifle: This energy weapon is the standard weapon of the rank-and-file Ceph Infantry Unit. It can be carried in addition to your two primary weapons and provides very good service until it runs out of energy. X-Pac Mortar: This weapon has enormous punch but, like Ceph weapons, it will exhaust its energy quickly. Its normal mode rains energy bolts on the victims and the secondary mode projects a more directed charged shot. Like the Reaper Cannon these are extremely useful during boss battles. Incinerator: This weapon is a Ceph flamethrower that is dropped by Scorchers that donÕt self-destruct. Take a Scorcher out with an electric arrow or other electric weapons and it will leave one behind. The weapon is deadly at close range but not much for stealth. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Nanosuit Powers: The Nanosuit can be upgraded by finding Nanosuit Upgrade Modules, which will be found scattered throughout the environment. Cloak: The Nanosuit enables Prophet to activate a cloaking device that renders him all but invisible. He will only be spotted if he gets right in the face of the enemy or if his footsteps betray his presence. The cloak also consumes energy. The faster he moves, the faster the energy level drains. He can still be heard, however, but moving while crouched reduces the sound of his footfalls, allowing stealthy movement. Stealth is what makes the Crysis series stand above many shooters. The player can actually make kills and navigate through heavily defended areas by careful movement and by the prudent use of cover to recharge his energy reserves. As a combat tool it is as important as any weapon. Cloak, move into position, uncloak, kill the enemy, immediately cloak and move off to repeat the process. The addition of the Predator Bow makes the cloak even more effective in combat. You can shoot through it without draining your energy-a huge advantage in a game of stealth. Melee: The Nanosuit imparts deadly power to melee blows. It is a viable, even favored option, when an enemy manages to get in close. A single melee blow will kill Ceph Infantry Units. Activating armor mode is advised whenever possible to reduce trauma during these encounters. DonÕt sell this option short-it is very effective when needed. Armor: Activating the NanosuitÕs armor mode hardens the player against environmental damage. It will drain energy when used. It is especially effective when an explosive is detonated in his vicinity. It is also effective when in a face-to-face firefight, giving him higher resistance but not invulnerability to enemy fire. Enabling armor mode also allows him to jump from high places and survive the ordeal. It cannot be used while cloaked. Nanovision: This suit option allows Prophet to see in smoke or dust filled environments, keying on heat variations as well as using light enhancement to identify the enemy, weapons, hidden entries, etc. It can be a lifesaver when an earth tremor raises obstructing dust in the hostile battle zones of New York. Its ability to identify heat sources makes it extremely useful for locating and targeting enemies both during low light conditions and in the cluttered debris filled wastelands of the city, even when the sneaky buggers try to hide behind objects. Clicking it on and off in hostile territory will become standard procedure, and it is especially useful while locating targets for sniping. The Visor: The visor is a multi-function device displaying tactical and environmental information on your HUD. It can be used to spot and ÒtagÓ hostiles for easier tracking and it will display the position of weapon and ammo caches and hack-able objects like Turret Guns and Mines. A ÒtaggedÓ enemy will show on the HUD even when the visor is closed. /////////////////////////////////////////////////////////////////////////////// <> Chapter 1: Post Human <> ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: It is the year 2047 and CELL Industries has become the dominant political and military entity on the planet. By manipulating alien technology, they have molded a global monopoly on energy and reduced billions to a state of servitude. They have erected Liberty Dome over the ruins of New York City to contain the Ceph and to conceal their presence from the world. The Ceph seem to have been rendered harmless since the deadly outbreak left the city in ruins and its population decimated. CELL Industries personnel have captured Prophet because they covet the technology incorporated into his Nanosuit. A resistance movement has intelligence on the operation, and they have infiltrated the Liberty Dome and CELLÕs defenses and are staging a rescue to recover the Òhardware,Ó or Prophet, as he was once known. ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Follow Psycho as he makes his way across the deck, staying on his heels so you donÕt lose him in the network of walkways and stairwells. Psycho has a personal vendetta with CELL and he wants revenge on those that brutally removed his Nanosuit and those of his comrades. After they enter the facility, Psycho will tell you to silence the handgun. Equip the silencer, but you shouldnÕt have to use the weapon. Activate the cloak as Psycho opens the door and move into the control room. Make a stealth knife kill on the CELL agent manning the console. Grab his Feline SMG and equip its silencer. It will provide more punch than the handgun. Crouch near your first kill to recharge your energy and to tag the four CELL agents in the adjoining chamber. This can be done through the wall and will allow you to track your opponents. Cloak and stand near the exit of the control room. There are two Cell troops in the low area and another in an elevated control room across the chamber. A lone sentry will patrol back and forth on the far side. Let him patrol to the right end of the far area and when he turns back, recharge, cloak and start toward the far side; stop behind the tan tarps to recharge and continue around the walkway and make a stealth kill on the sentry. If the kill is seen, an alert will summon a pair of reinforcements, but it shouldnÕt be if the kill is clean. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: A prudent player will just pass by the two CELL agents in the low area. Killing them, however, will allow you to acquire a Marshall shotgun from one of your victims, but these will soon be available anyway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Whether an alert is given or not, just continue around the walkway until you reach a stairwell. Go up the stairwell with the cloak activated and kill the CELL agent in the control room. Grab the Datapad on the console near your victim. You will frequently find these items on consoles or on CELL corpses. They will give further details and insights into the struggle with the CELL and the Ceph. Jump over the rail, grab some ammo from the crate and open the hatch for Psycho. Allow your energy to recharge as you follow Psycho deeper into the facility. When he stops, continue through the hatch and a cutscene will roll. Psycho will give you a weapon-the Predator Bow. This is an awesome weapon and will immediately prove its worth as you proceed through the CELL stronghold. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: The Predator Bow is both silent and deadly. It can be fired through the cloak without draining its energy, making it superior to firearms for stealth. It also features interchangeable tips. The standard arrow is good for personnel, the electric for defeating electronic devices, the super-thermite acts much like a grenade and the airburst is an aerial frag. The one shortcoming of the Bow is the rarity of arrow caches. Retrieving your standard arrows should be taken into consideration during combat. Their locations can be seen on your active HUD- whether imbedded in a corpse or in a wall-go get em. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once again follow Psycho down the stairwell. Tag the eight hostiles through the wall and equip the Predator Bow before entering. Psycho will hang back and provide support after you open the hatch to enter the adjoining area. There may be a CELL agent or two in the near area. If they are, use the Bow to put them down and then retrieve your arrows while, of course, remaining cloaked. The exit is in the upper area on the right side of the chamber and is your goal. Killing all of the CELL personnel isnÕt necessary but this is an excellent proving ground for the Predator Bow. Use the large bundles near the entry to stay out of the hostiles sightlines and to recharge as you select each new victim. Being able to shoot through the cloak, without an energy loss, will allow you to make multiple kills. Keep an eye on both stairwells. When the CELL agents realize that their numbers are shrinking, they will begin searching and a few reinforcements will be called in. Be sure to replace the 9 MM handgun with a Marshall shotgun when one of your victims drops one. The Marshall can be silenced and will be a valuable addition to your arsenal. When the CELL ranks are reduced or eliminated, cloak and start down the right stairwell, eliminating anyone on the walkway as you proceed to the far side of the room. Move slowly to conserve energy and recharge behind the large bundles at the far end. You must now go up the stairwell on the right. Kill anyone in the area, cloak and go up the stairwell and then turn left and go up to the next level. If there are still hostiles, recharge behind the bundles before continuing up the two stairwells and moving through the hatch. Psycho will join you and you will again be following him as he exits the structure. Dane and BanditÕs diversion is under way, allowing Psycho to snipe a CELL agent in the locked control room. Look through the window on the left and locate the ÒlockÓ to begin the simple hack, giving access to the control room. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: Hacking is a simple process. You can pinpoint a hack-able object, like a hatch, Automated Turret Gun or a Mine, by highlighting it with your visor. When the jagged wave appears you can begin the hack. A sphere symbol will cycle up and down and you must catch it in the box on the wave by pressing the indicated button. Easy hacks will require only one or two interactions, tough ones up to half-a-dozen. There is a Nanosuit Upgrade Module called ÒSensor UpgradeÓ that will make the action easier. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Your position has been identified and it is time to move along, but Psycho rages on about CELL and their brutal skinning tactics. Many of the boys didnÕt survive the skinning ordeal. Psycho did and he is totally pissed-he wants to see the face of his torturer and he wants to kill him and all CELL personnel. After his tirade, follow him into the rain and he will go up the ladder to provide cover for your infiltration of the elevated bridge. Continue ahead under cloak and recharge in the corner near the console. The stairwell is just ahead. Cloak and go up it and kill the CELL sentry and then the other on the far side. Before you energy is depleted, move forward to the center of the bridge, go left and move ahead and take cover behind the plate on the railing. Take a second to tag the remaining six hostiles and use the Bow to eliminate any CELL agents that come up the stairs to search. There is an arrow crate near the exit so maintaining stealth is more important than retrieving your arrows at this point. A helicopter will arrive and fly back and forth searching. DonÕt let it spot you. Your position will be out of the chopperÕs sightline but a roving CELL agent, on alert with his buddies falling like flies, may be scouting and see you. When the helicopter hovers you can bring it down with a couple of super- thermite tipped arrows by shooting through the cloak but shooting it down is an option. Either way, continue wasting the enemy and then go to the stairwell and locate the defenders near the exit. A pair will usually cower behind the low barrier and at least one more will be nearby. Use an airburst frag arrow to eliminate the two behind the barrier and stick the other to clear the way to the exit. Raid the arrow crate near the exit and hack the hatch before moving into the passageways beyond. YouÕll come to a circular hatch where you will go through decontamination. DonÕt take the K-Volts in the next chamber-they wonÕt really be needed or useful in the coming action or in the game. Open the next hatch, cloak and look out through the observation window. Tag the eight CELL agents defending the large chamber. You must now make your way counter clockwise around the chamber to the exit in the far corner. The exit is via another narrow corridor there. Start toward the exit by moving right out of the observation room and down the long corridor. Turn left and go to the end of the corridor. With full energy start down into the area below, go slowly to conserve energy and avoid the patroller on your way through the open area. Killing him or anyone in the chamber will quickly be noted, alerting the defenders who will summon reinforcements. Just continue ahead, go up the stairs and turn right into the corridor which is marked by a pulsing orange glow. Continue through the operating room; and, after cloaking, move down the green corridor. Move to the opening and use the Predator Bow to kill the CELL agent looking over the railing. Retrieve your arrow and consider replacing the Feline with a SCAR. Tag the remaining seven defenders and note the stairwell in the central area on the right side. If a CELL agent is on lookout on the elevated deck on the right, put him down with an arrow. The exit is across the chamber on the upper deck and more CELL personnel will need to die along the way. Return to the corridor to recharge. Exit the corridor under cloak and begin a counterclockwise circuit by going to the right, down the stairs and recharging out of the defenders sightlines. This is a hit-or-miss proposition and you may be spotted by a patroller on the opposite side. Continue around and be aware that additional hostiles will augment the force when they begin dropping like flies. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: If youÕre spotted you can return to the entry corridor and use it as a chokepoint. You can wipe out the enemy as they approach along the narrow walkway while you remain cloaked or in cover to charge. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Your energy isnÕt sufficient to make your way up the stairwell and into cover, so start eliminating CELL through your cloak with the Bow while remaining behind cover. You will be able to resupply your arrows near the exit, so donÕt go out of a safe path to retrieve them. YouÕll need to go up the stairwell, around to the left and about half-way to the opposite end to find an opening, which is lit by a pulsing orange glow. This will get you into a corridor that leads to the exit. Before using the hatch, go past it to resupply your arrows at the crate. Continue ahead but before opening the next hatch, have your energy full and the cloak active. Two guards defend the corridor and when you move forward, a panel swings aside exposing an Automated Gun. Hack the gun to turn it on the defenders or just kill them before advancing and then hack the gun. Be aware that a single electric arrow will also neutralize Turret Guns. You will soon encounter numerous Automated Guns and Mine fields that you can hack, turning them against the enemy to aid your cause. Hack the hatch and once again you will join Psycho after he neutralizes a couple of CELL. It seems that he has now become a team player-fancy that. The tough old fart is sweet on his commander, Claire, and she apparently returns the favor. Psycho opens the shutter to reveal New York 2.0. The CELL network has erected a containment dome over the ruined city. The nefarious corporation has achieved a global monopoly on electrical power by exploiting dangerous alien technology. Much of the worldÕs population is now indebted to them and many are virtual slaves. Prophet, however, sees something even more sinister in the situation. The Ceph have a plan and he fears that their designs are far worse than even those of CELL Industries. \\\\\\\////// Chapter 2: Welcome to the Jungle <> ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: With the ÒhardwareÓ liberated, it is time to get to the resistanceÕs makeshift headquarters to report to the Regional Commander, Claire Fontanelli. What remains of New York City is sweltering under the Liberty Dome. It was erected by CELL Industries to contain and exploit Ceph technology. The Ceph have presumably become dormant since the last incident but who knows what goes on in that dome. Psycho and Prophet are about to find out and perhaps damage CELLs grip on their power monopoly. ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ As you advance with Psycho you will realize that he is sweet on Claire, New YorkÕs Regional Commander, and that she reciprocates. He wants the affair kept secret and there are, indeed, secrets in the relationship. When your suit malfunctions, you will find four Nanosuit Upgrade Modules in a wall unit. Spend them as you see fit-the ÒExtended Cloak,Ó ÒEnergy Upgrade,Ó ÒSensor UpgradeÓ and the ÒAssassinÓ skill are all quite useful and in different skill sets. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You will find Nanosuit Upgrade Modules scattered about the environment. A symbol not unlike a saddle will mark their locations. There are four different rows of upgrades and only one upgrade per row can be active at one time. Initially securing one upgrade in each column is the best approach. ÒSensor UpgradeÓ in row one, ÒEnergy UpgradeÓ in row two, ÒExtended CloakÓ in row three and ÒAssassinÓ and ÒHeavy ArmorÓ in row four are excellent early choices. These can be changed at any time to adapt to the situation. ÒSensor Upgrade,Ó for example, can be activated for hacking. Note that upgrades cost different numbers of modules. ÒExtended CloakÓ (3 Modules) and ÒSensor UpgradeÓ (1 Module) were the first two upgrades chosen in this document. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Continue out of the structure with Psycho and enter the Liberty Dome. The overgrown ruins of New York City are sweltering and are controlled by CELL forces. Psycho will talk of how CELL Industries created a power monopoly-a monopoly which allowed them to dominate society worldwide. He will stop when you reach a CELL Minefield. Open your visor and hack the ÒskullÓ to not only neutralize the field for friendlies but to turn it against the enemy. You can also shoot the Mines. Psycho will lead you past a defunct Pinger which still affects your suit with an energy surge. Bash in the iron gate and continue to the waypoint. The open area is defended by a CELL defense tower sporting three deadly energy cannons. Crossing the kill zone surrounding them will require a long detour, but Prophet wants to cut through it since CELL forces are closing in. Without his Nanosuit, Psycho is a mere human and he is disturbed by not being the super- badass he once was. Prophet now gets to do all the fun stuff while he provides support and intel. The task is to find a weapon powerful enough to destroy the three elevated cannons which can obliterate anything moving in the sector. There are four potential weapon cache locations in the kill zone where you may find the needed weapon. Avoiding being targeted is essential even for Prophet, but the process is simple. When in the open, remain cloaked or invite death; you must use the scattered debris, like rail cars, for cover to recharge out of sight of the cannonÕs laser designators. The first cache is to the left and is about 77 meters away. Move toward the blue building and recharge alongside the building. This will be out of the sightline of the target acquisition system of the tower. Cloak and move on to the cache. There will be nothing there. Move toward the next cache on the right and stop to recharge behind the wrecked train car and then behind one of them beyond-you canÕt risk your energy being depleted while you are in the open. YouÕll find nothing at the second cache, so recharge behind the wrecked armored vehicle before continuing. The next cache is nearly 100 meters away and is closer to the tower. Start for it and charge behind the hulk before entering the water. Take shelter near the cliff to recharge. Swim along the cliff and exit the water where the rock ledge is lowest. Get behind the wreck to recharge before moving on to the cache. There will be a couple of Scarab rifles but nothing with the needed punch. The last cache is over 150 meters away. Use the wreckage ahead to shelter as you move toward it. Continue slowly along the tracks to conserve energy and then jump down into the low area near the wreckage to get to the final cache. Stay near the rock ledge to stay out of the towerÕs sight. You will find several dead Ceph and one of them dropped a Ceph Bolt Sniper. Approaching it has a momentary draining effect on your Nanosuit. Psycho canÕt believe that you can operate it. The Ceph weapon has awesome power but very limited energy-itÕs good for only eight shots. These Ceph weapons can be carried without sacrificing one of your primary weapons but it must be dropped when you want to switch weapons. You canÕt go wrong wielding Ceph weapons. They are all extremely potent. There are three cannons on the tower and it takes only one shot from the Bolt Rifle to destroy each of them. Cloak and step out, hit one of them and get back to cover to recharge. Repeat the process to destroy the remaining cannons. With the cannons destroyed, CELL agents will be entering the sector to hunt whoever destroyed the automated system. Hack the Minefield and start toward the new waypoint which is part of the route to PsychoÕs location. Stop at the arrow crate, if needed, near the derelict train car. With the auto defense system destroyed, CELL troops are entering the area and you can either attempt to sneak past them or you can obliterate whoever challenges you with the remaining shots in the Bolt Sniper and then with the Predator Bow. There are boulders to shelter behind to recharge but the surviving CELL will spread out making it increasingly difficult to avoid detection if you linger in the swampy area. Four additional troops will arrive via a helicopter when you cross the swamp. Turn to the right at the waypoint and the next waypoint will lead you under a fractured overpass toward PsychoÕs location. Before reaching Psycho, however, an optional Secondary Mission to locate the origin of a CELL Locator Beacon is offered. This will require you to move under the fractured overpasses toward the new optional waypoint. If you left any CELL standing in your wake, they will have dispersed into the kill zone. A pair of CELL troops will be guarding the Locator Beacon. Kill both with the Predator Bow to avoid attracting any additional hostiles. Grab the Datapad to secure the CELL Security Codes. Hack the orange Weapons Pod to acquire a Nanosuit Upgrade Module. The ÒAssassinÓ upgrade is a good place to spend the Module, but you can stockpile it instead and spend it on ÒEnergy UpgradeÓ when you acquire another module. Continue on to Psycho at the waypoint. You will now be moving on to the train yard via the tunnels. Activate armor mode and drop through the opening. Psycho joins you and leads the way forward. Your ability to use the Ceph weapon and your radical suit appearance has people wondering about your humanity-is Psycho one of them? Continue through the passages following Psycho. Raid the arrow case in the side grotto and just beyond Psycho will climb a ladder when you reach a closed gate. You will be going through the gate. Activate the cloak before entering. There will be eight defenders in the large chamber beyond and many of them will be on the upper deck. Stay near the entry and behind the rusty metal plate on the railing to hack the mounted gun near the central area. It will turn on the opposition and most likely clear the lower area. The CELL troops on the upper deck will survive, so pick your targets and shoot them through the cloak with the Predator Bow. Use the cover provided by the metal plate to recharge in safety. An airburst frag can take out those behind cover. A survivor or two may need to be hunted down. Restock your ammo and grenades; and, if you havenÕt done so already, consider replacing your Feline with a SCAR assault rifle-some feature grenade launchers and it is, overall, a better weapon. Gather your arrows and make your way up the stairwells. Move along the splintered tracks and make a power jump over the gap to rejoin Psycho. As you move along, you will find several deceased comrades. Grab the Black Box from the corpse and continue on. There will be gunfire beyond the gate. Open it and Ceph Stalkers will be assaulting the CELL troops in the grassy area below. Descend and be prepared for the ambush tactics of a pair of Stalkers. As their name would indicate they will stalk rather than just attack on sight. Get into the far right corner, as viewed from your entry point. This is near the exit gate made noticeable by the glowing light. If a Stalker is reckless enough to lurk near the red barrels, shoot them to create an explosion. If you can locate them hiding in the grass below, tossing a grenade or shooting a super-thermite arrow near one will also do the trick- sometimes you can get them both. If not blast them as they get in close. With the Stalkers neutralized the lighted exit is released so continue into more overgrown tunnels. Hack or just shoot the stubborn devices controlling the laser Mines and resupply your arrows, if needed, in the side grotto. Kick the debris in the tunnel aside and, if needed, access the ammo chest ahead-you can spot it with your visor. The way forward, however, is via the tunnel on the right near the debris. This passage also has a laser Mine trap. Shoot the lasers or try to disable them-sometimes they are stubborn-and move on to the exit. Grab any needed ammo and grenades before climbing the stairwells. YouÕre now at the North Rail Yard and the numerous defenders seem to know that trouble is on the way. Cloak and put down the CELL lookout on the nearby walkway. Grab your arrow and recon the place under cloak. There are eight or more CELL in the lower yard and more in the upper areas. Use your visor to tag them all. A search will bring the hostiles to your location near the entry-stay there. Remain cloaked and have the Predator Bow equipped, they will hunt you and the stairwell will lead them into your ambush. Retreat to the entry area to charge or to flee from incoming EMP or explosive grenades. When the oppositionÕs numbers are manageable-there will be several on the upper decks that can be taken down with airburst frag arrows-take the stairs down and work your way to the far end of the yard, recharging whenever youÕre out of the sightlines of any survivors. The flooded area under the tracks is a good place to avoid being detected from above, but reinforcements will arrive by chopper when you move toward the far side of the yard. There is another flooded area you can shelter in to engage the reinforcements but you can usually just recharge there and go up the stairs. There may be a few CELL patrollers in the upper area. Go right at the top of the stairs and continue into the structure. Kill any patrolling hostile and move to the far side, staying cloaked to hack the gun on the walkway near the exit. It will eliminate any nearby CELL troops but it may attract one or more from the rear area. Take out anyone coming to investigate and then hack the slightly elevated Turret Gun you can see on the platform beyond the first one you hacked. It will clear that area. Cloak and go out on the walkway near the first hacked gun, going left around the walkway and then up the stairwell. Use the zipline to get across the station where you will crash through the wall. An MK.60 is available near the ammo chests. Its rapid potent firepower can be helpful in the looming engagement but it canÕt be silenced like the Feline or the SCAR but stealth wonÕt play a part in the next engagement. The Marshall shotgun, however, will also get the job done. As you prepare to exit the station, a CELL scrambling device causes interference, disabling your visor. Exit and activate armor mode and donÕt linger-go straight ahead toward the blue building, maneuvering over and around obstructions and looking for the tracks. Stalkers will begin to circle to your position-so donÕt have a static one-going slow or stopping will make you an easier target. A set of tracks will lead you to a metal platform. Interact with the scrambler to deactivate it. This will give you a waypoint to find Psycho. You will have to wend your way through the undergrowth and clutter, fending off Stalkers to get to Psycho. There is a Weapons Pod that you can hack nearby that contains an L-Tag grenade launcher. Your real resource, however, is a mounted grenade launcher, or AGL. Man it and detach it to give yourself more flexibility of movement. Over a dozen Stalkers will assail your position before Psycho is prepared to depart. Activate your armor and donÕt spare the grenades. They wreak havoc on the Stalkers. When Psycho gives the word, follow him. Keep the AGL and watch for a Stalker or two as you go for the exit. When you arrive at the exit, the locked gate is even beyond the capability of the Nanosuit, but Psycho, scornful of HQÕs bullsÑ-t, has an alternate plan. Follow him to a tanker car. Push it and you both get aboard during a cutscene. You can fire on the Stalkers as it rolls toward the gate or just save your ammo- they donÕt have ranged attacks. The momentum of the car smashes the gate and a few CELL troops will fire on you. It plunges through a darkened tunnel and during a cutscene all hell breaks loose. A CELL tank is destroyed in the collision. After the carnage, youÕre on your way to meet PsychoÕs girlfriend at the safe house. Prophet wants to know why he is being referred to as Òhardware.Ó \\\\\\////// Chapter 3: The Root of all Evil > /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: System X, located deep underground inside the Zuckerman Energy Nexus, is the source of CELL Industries power generation. They are harvesting a seemingly limitless power source; it is a remnant of the Ceph occupation-but what are they harvesting? A hydroelectric dam provides 500 megawatts into a separate grid and it provides power to their defense net. Prophet speculates that there is something about System X that scares CELL, prompting them to keep the two systems separated. Taking out the System X facility should deal a massive blow to CELLs operations and their power base. With Prophet in tow, the insurgents might actually succeed in destroying it but Prophet has had visions- visions of humanities extinction. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The insurgents are beleaguered by CELL forces and are forced to stay on the run, using makeshift headquarters with makeshift equipment. Claire is aghast at the appearance of the coveted Òhardware;Ó but Karl Rasch, the creator of the Nanosuit, is truly impressed by Prophet. The Nanosuit and perhaps its wearer are partly human, partly Ceph and partly synthetic. Prophet, however, canÕt get a read on Rasch, one of the NanosuitÕs creators. Although on the defensive, the partisans have a plan to deal CELLÕs energy operations a devastating blow. Exit with Psycho and resupply your arrows if needed. Upon exiting you will see the hydroelectric dam which is feeding 500 megawatts of power into CELLs high altitude defense network. System X is housed at the nearby Zuckerman Energy Nexus complex and it is the energy source giving CELL Industries a global power monopoly. It rather than the dam with its conventional generation is the main target but the hydroelectric generators are the first objectives. The two systems supply separate grids, which causes Prophet to speculate that CELL may fear something about System X. He also wants to know why the regional commander is so freaked-out by his Nanosuit. Psycho only knows that she and her group rescued him from the skinning lab. Follow Psycho along the ledge, jumping the ledges and crouching to get past the debris until he leads you into a structure with an elevator shaft. Stock up on ammo and grab the R.E.X. charges. Psycho will force the doors open. Activate armor and step into the shaft. Naturally the car crashes into the ruins below. Swim out of the flooded shaft and go right to get out of the rubble. A chopper is dropping a couple of CELL troops and they are assembling with others CELL troops below. Before they can disperse, equip an airburst frag arrow and use it to devastate their ranks. Quickly take down the survivors and jump down into the deep pool of water, recharge and collect your arrows. The commotion will draw troops from the surrounding areas so move out. Quickly tag as many of the numerous troops in the large area as possible-there are about twenty. The objective is an entryway near the cliffs on your left but there is not much cover along the cliffs. Before CELL forces converge, move toward the dam, staying on the near or left side of the cluttered ruins in the central area. Be aware of flankers and enemy positions as you recharge behind the limited cover. You will likely have to take down a few CELL patrollers along the way. Bear to the left to get near the cliff and when you get near the dam, hack the Automated Turret Gun near the entry platform. A CELL trooper will be manning an HMG and the Turret should put him down as well as any additional forces nearby. Inside the structure is an orange Weapons Pod and behind it another Automated Gun. Either hack the Gun or use an electric arrow to quickly neutralize it. Hack the Weapons Pod to acquire a Nanosuit Upgrade Module. DonÕt linger. CELL forces will respond to the action and will be coming your way. Continue past the Weapons Pod and call the elevator and start up. There will be a pair of CELL agents outside the elevator, so activate the cloak. They may fire into it when the doors open so stay to the side to put them down. Before exiting the elevator, hack the Mine just outside of it. There is ammo and a Weapons Pod that you can hack in the chamber as well. Take the Typhoon-it is a deadly weapon but it goes through ammo extremely fast. You can, however, restock at special ammo crates which will be increasingly available as the game progresses. Hack the lasers in the doorway, cloak and step out onto the deck. Use the plate on the railing as shelter for recharging, to tag and to take out the CELL troops that defend the walkway. About eight hostiles will need to be put down. Keep watch for incoming grenades and move away or just renter the structure to avoid them. When the opposition wanes, go down the stairs and use the cover near the edge of the walkway to put down any CELL coming forward and to hack the Turret Gun ahead. It will take down the CELL troops on the far end. You can now get to the first hydroelectric generator via the stairwell on the left. YouÕll have to hack the doorÕs lasers. Inside youÕll find a JAW launcher and a special Ammo crate. I find the JAW launchers to be more useful than the R.E.X. charges-take your pick; you can only carry one or the other. Go unopposed down the many flights of stairs to the generator. You will have received a Secondary Mission to re-program the CELL anti-air units and before dealing with the first generator hack the console to complete the secondary objectives. Grab the JAW launcher and then interact with the generator to shut it down. Move back up the stairs. CELL reinforcements are on the way and the sound of a chopper can be heard. Before you reach the top, locate the air vents on the landing. Interact to knock out the air vent on the right-as you face the exit- crouch and move through it and knock out the exterior vent. The next objective is in sight across the water. Cloak and swim across, diving to recharge before exiting near the stairwell. Cloak and go up the stairwell. Watch for that attack helicopter when you turn left and go up another stairwell. Hack the door lasers. There will be a couple of CELL troops inside to deal with. Hack the Weapons Pod and move down the stairs to the generator. Grab the DSG-1 sniper rifle and interact with the second generator. There is no time to initiate a shutdown by using the overrides because a perimeter breach has been detected, an alert issued and additional CELL forces are scrambling. Prophet helps the destructive process along by twisting the generatorÕs support structure and things start coming apart. Go up the stairs, jumping the gap when a flight tumbles down. Cloak after jumping the gap and kill the two CELL troops on the landing. Knock out the left vent grating, crouch and move through it and knock out the exterior vent. It is time for some bonus damage-knocking out the dam itself. The new waypoint is only a short distance away. Either go down the stairwells or just jump into the water. Swim to the waypoint and set the charges. During the ensuing cutscene, a pair of CELL choppers will discover you; as the scene continues you will turn away and take a zipline to escape the explosions and the choppers. The explosive charges rupture the damn, sweeping you away into the ruins of the city. You have a bit of a tiff with Claire over your human status, but you also receive a new assignment. You must get to the harvesting facility to shut down System X. Wonder what it is harvesting? Move up the watercourse that was once a city street going in the direction of the waypoint. A Secondary Mission to locate the origin of a CELL Locator Beacon will be offered. Rather than going over the falls, stay on the ledge to the left and move through the ruins toward the secondaryÕs waypoint. The route is uneventful until you encounter a group of half a dozen CELL troops about 100 meters short of the objective. Avoid the CELL troops by remaining cloaked and staying to the left along the cliffs. You will not only find the Security Gate Codes at the waypoint, but also an arrow crate and a Nanosuit Upgrade Module. Double back and check the area ahead. Since you bypassed the CELL troopers earlier, you will encounter them as you advance up the stream. There are about ten hostiles in the area and a stealthy hunter can use the Predator Bow to kill them all and can then resupply his arrows near the downed aircraft. With the area cleared of hostiles, continue forward and the path will narrow down into a crevice. When the facility comes into view, hack the elevated Turret to neutralize the gun and turn it against the enemy. Clear the two CELL sentries guarding the gate and when you approach the ramp the Gate Security Codes you acquired earlier will cause the gate to open, allowing access to the facility. The Energy Nexus has been operating without safe guards and the civilians are now being evacuated. Cloak and move up the ramp and into the facility to do recon. Hack the Mines below. Tag anyone in sight and stay near the entry ramp and use the Predator Bow to eliminate any targets coming to investigate the breach. Back off onto the ramp to recharge if needed. Start left around the upper walkway, putting down any CELL agents necessary as you proceed. Stay cloaked and use the barriers on the rails to shelter for recharging. You can descend and hack the orange Weapons Pod or just continue around the elevated walkway. On the final turn, in the lower area, take cover behind the large objects. There will be a Mobile Gun Platform moving back and forth on the walkway. Take it out with an electric arrow. If your incursion was stealthy you can now move toward the lift; if not, additional troops will begin arriving near the lift. Stay in cover, if needed, to wipe them out. Before using the lift, make your way to the little shack across the narrow walkway to find a Nanosuit Upgrade Module and ammo. If necessary, use the shack to recharge and to address any surviving CELL defenders. Find and board the lift. Take it down to the harvesting facility. There will be no hostiles defending it. Locate the crane controls near the suspended cargo container. Activate it to re-position the container and then just continue along the catwalk and go up the stairs to the first pressure regulator and restore it. Return to that container you re-positioned and jump onto it and then to the walkway beyond. Use the waypoint for the proper direction. Interact with the second console. Jump back to the container and then back onto the catwalk near the console. An overhead defense Turret sporting a pair of guns will activate. Locate it and use electric or explosive arrows to take out the two guns. You can use the structure near the console to thwart the Turrets targeting as it moves about. Initiate the pain-in-the-rear hack on the console. Make sure ÒSensor UpgradeÓ is activated for this hack-youÕll need it. With the hack completed, move around the catwalk and get onto the lift. Activate your cloak before you exit and kill the four CELL defenders. The enigmatic Karl Rasch will discourse about freedom as you go up the staircase to interact with the keyboard. An emergency shutdown is initiated. When the System X containment field fails, the Alpha-Ceph is released from the Harvesting facility-whoops! The system then self-destructs and Prophet is hurled out of the facility. The Alpha-Ceph is free of the generating facility and is initiating the procedure to summon a full-blown invasion force from its home world. Psycho speculates that the extinction event of ProphetÕs vision is beginning. Prophet isnÕt so pessimistic-the malevolent creature is now in the open where it can be killed. Perhaps the situation is, indeed, a turd sandwich without bread but one with a dash of mustard. CELL has lost its meal ticket and Prophet has a plan to defeat it by getting into its Òhead.Ó Prophet needs to find a Nanosuit Cradle and he will rendezvous with Psycho at a CELL skinning laboratory. Claire says to take care; there are some things that canÕt be forgiven. \\\\\\////// Chapter 4: Safeties Off <> //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: The truth is finally known. The captive Alpha-Ceph was the source of CELLÕs limitless energy and the foundation of their global domination. Because the Ceph hive-mind could get into his head, Prophet believes that maybe he can get into theirs. In order to find out, he needs to get to a Nanosuit Cradle where he can be reprogrammed. Psycho knows just where to find one-the skinning laboratory where he and his comrades were brutally skinned by CELL scientists to acquire the Ceph technology in their Nanosuits. Claire warns him that there are things there that cannot be forgiven; and, where anything CELL is concerned, Psycho isnÕt forgiving-not even a little. //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ The chapter begins with a cutscene. The destruction has thrown Prophet into a swampy area. He is hiding in shallow water, his presence obscured by the undergrowth and the gloom. The patrolling CELL troopers seem terrified by something called ÒRed Star RisingÓ and they abandon a missing colleague and their search for Prophet. Psycho hasnÕt heard the term but he will run it by the minds at headquarters. You must now make your way out of the area to reach the park and numerous CELL troopers havenÕt abandoned the search. Start by tagging the enemy to track their positions-most will be well ahead-and start moving toward the waypoint. Searchlights will sweep the area but they really arenÕt a problem if you stay cloaked when out in the open. When the arrow crate appears to the left on your visor, go to it to resupply if you need arrows. As you work your way forward, find safe areas amid the ruins to recharge, killing CELL troops with the Bow when necessary. About 150 meters short of the waypoint, Psycho will call giving you a Secondary assignment. There is intelligence that might identify the bastards that skinned him and perhaps resolve some of his personal problems. Start toward the new waypoint and be aware that the enemy will now be spread out-watch your back when you need to recharge. When you get to the structures, there will be an Automated Turret Gun to hack. A few CELL defenders will occupy the structures so silently kill anyone the Turret Gun didnÕt get after you jump up into the ruin. Stay in the structures and be aware of enemy activity as you work your way toward the Secondary MissionÕs waypoint. Hack the Minefields to turn them on the enemy as you continue through the structures. Jump into the ruined structure at the waypoint and youÕll find the information as well as other Datapads on a table inside. The file has been redacted and Psycho is bitterly disappointed. With the Secondary assignment completed, move toward the Primary waypoint. YouÕll have to hack an Automated Turret Gun on the adjoining structure. There will be CELL troops near the structure and the chatter of the hacked Turret Gun may attract others. Use the structure to thin out the CELL if they come calling. Continue toward the waypoint and approach the next structure from the side and maneuver into the rear area to hack the Mines and then enter the structure. Stay cloaked as you take out the scattered CELL troops in the place and then hack the Mines and the Turret Gun on the other end. Go up the stairwells to get to the top level. Expect CELL troops to be in or coming into the area. Locate the zipline. Grab the Nanosuit Upgrade Module from the back room where youÕll also find ammo. Take the zipline to the adjoining structure. There is more trouble at headquarters. Karl Rasch is now AWOL. Work your way toward the waypoint through the structure, dropping through the debris to a floor below and then moving forward and taking the stairwell beyond. Pick your way counter clockwise through the ruined interior and youÕll find the exit near a pool table. All hell is breaking loose outside the building as the Alpha-Ceph and its minions rampage. CELL forces are now on the defensive. The hive is awakening and you are warned by Claire to steer clear of the nearby Ceph Mindcarrier. You think the opposite-you want to get into their heads by approaching it. Your new task is to approach the Mindcarrier which is about 200 meters away. You need to interact with it despite ClaireÕs warnings. Ceph are roving the area. Tag them so you know their positions. Set the Predator Bow to maximum pull to deal with the aliens and take out any that are prowling nearby before you begin moving toward the objective. Stay cloaked and on the left margin of the open area. Recharge when in cover when the Ceph are in blind spots and shoot through the cloak to kill any Ceph that approach you. There is an arrow crate on an elevated ruin. If you choose to use one, youÕll find that the Pinch Rifles they carry are excellent weapons and can be carried in addition to your two primary weapons but maintaining stealth at this point is the better option. There is also a Nanosuit Upgrade Module in a lighted ruin. There are a lot of roving Ceph, so when you get within about 50 meters of the objective, climb into the structure, recharge, cloak and go for the Mindcarrier. The Mindcarrier is on another elevated ruin. Jump up for a brief interaction. After the uneventful liaison you will inform Psycho that you are on your way. Start through the structure, going toward the waypoint. When you reach the street, flames emanate from a structure just ahead and the screams donÕt bode well but you can proceed unchallenged for a ways. Use the visor to locate a Nanosuit Upgrade Module inside a structure and farther along you can hack the Weapons Pod and beyond an arrow crate can be found on a second floor. As you approach the double blue doors, several CELL personnel will burst out of it, on fire and screaming. A Ceph Scorcher will follow and you will be knocked back. Use an electric arrow to easily dispose of it and any of its kind you meet down the road. Take the Incinerator it drops. The flamethrower is an awesome close-quarters weapon but not much for stealth. Work your way through the ruined complex of rooms and there will be a half-dozen Scorchers ahead to deal with. Claire says that there is also a disabled Pinger just ahead that you can hack. This will be a Secondary Mission and is, of course, optional. Cloak and use electric and, if necessary, super-thermite arrows to destroy any Scorchers in your way and then go past the Pinger before hacking it. Keeping your distance will keep you alive when it animates, broadcasting an EMP wave. It will attack the remaining Scorchers. Continue on to the Primary waypoint, watching for any surviving Scorchers. YouÕll be passing through another ruined structure where youÕll find arrows, ammo and grenades. Continue out the far side. Ahead are numerous Ceph Infantry Units prowling about as is several flying Spotters-these drones are a real pain. These pesky machines can sense your presence and they will emit an EMP blast that will quickly drain your energy. If you get a shot, use an electric arrow on them. Use stealth to infiltrate, staying near the margins of the area and charging in cover. It will be difficult to get past them all without killing a few and it is possible to simply wipe them out. If you opt to kill them all, you can resupply your arrows from the case atop the ruin. A stairwell inside the building will get you to the upper level and you can then jump to the arrow crate. The control box for the entry ramp is on the far side. Enter and go left around the walkway to get to the doorway to meet Psycho. He will take you up in the elevator. Follow him through the wreckage of the mazelike facility and when he says to open the door, take the Nonosuit Upgrade Module from the opposing chamber before doing so. Psycho vents about the murdering bastards that ran this shop of horrors and expresses his desire to kill them all. Continue on to the skinning lab and the Nanosuit Cradle. Claire will open the hatch into the laboratory. Psycho operates the cradle with Prophet the subject. Memories pour out and Claire is concerned about the disposition of the nanites and their effect on Prophet but she believes that he can now make a clear link with the Ceph. Psycho is able to access archival files and they reveal that Claire was one of the people involved in the process of skinning him and his comrades. She says she was forced and isnÕt proud of it. No more romance-bad time anyway. Prophet sticks up for her but obeying orders is not an excuse. A pissed off Psycho calls Prophet anything but a man. He blames him for following orders and getting his own men killed. He is done with them both and leaves to fight his own battles. \\\\\\////// Chapter 5: Red Star Rising <> /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: Archangel, which controls the massive CELL power network, is programmed for a worst case scenario. The Alpha-Ceph is in the process of building a conduit to transport Ceph forces to earth for a global invasion. Extinction for the human race looms. Archangel controls a weaponized orbital distribution platform that can draw enormous power from its global grid and redirect it at will. It has been authorized to initiate the most aggressive protocol available-the total obliteration of New York City-a protocol called ÒRed Star Rising.Ó Prophet believes that the energy exchange is capable of blasting holes in the earth, potentially destroying the planet. He believes that if he can interact with a Mindcarrier that he may be able to reverse the awakening, prompting CELL to call off the strike. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Claire has retrieved information about Red Star Rising. Archangel is a key part of CELLs information and control network but the escape of the Alpha-Ceph will elicit dire consequences for New York City. It will initiate the destruction of the entire city by directing a strike from an orbital platform. With the Alpha-Ceph rampaging and CELL operations in chaos, annihilation from orbit now seems imminent. Claire talks of evacuation but Prophet says that invasion of the planet by the aliens is now in the works and that CELLÕs misguided action may actually destroy the planet. If he can interact with the hive mind via another Mindcarrier he may be able to reverse the awakening, reducing the threat and CELL will be able to call off the strike. Claire is concerned that the interaction could turn Prophet into a Ceph because of the volatility of the nanites in his system. He is willing to take the risk-what other choice is there? YouÕll find yourself only a couple of hundred meters from the Mindcarrier. Go through the ruined building and jump onto the red conduit and use it and the one beyond to get to an elevated ruin with ammo and grenade crates. A zipline located there will take you to another elevated ruin. Look toward the waypoint. There is a Weapons Pod on the right that you can hack. Continue toward the waypoint and a dying CELL agent near a ruined structure says that everybody is going to die. CELL is going to obliterate the entire city. Use your visor to locate the Nanosuit Upgrade Module in the building. A few Ceph will be prowling near the Mindcarrier which is clearly visible. There is also an elevated ruin nearby where you can find an arrow crate. If needed, you can make your way along the rock ledge and jump the gap to get to the arrow crate. You can waste the prowling Ceph with the Predator Bow from there and then resupply your arrows before proceeding to the objective, but you can just as easily cloak and walk to the Mindcarrier to interact instead. You become connected with the hive mind and all about the Ceph kneel in subservience believing that you are the Alpha. The real Alpha soon dispels the notion and you find yourself thrown away from the Mindcarrier. There is a Pinch Rifle at your feet and for a time your energy is super charged and isnÕt depleting. Waste the half dozen Ceph that come at you. Continue past the Mindcarrier and a Devastator will enter the fray. You can easily just avoid it or you can take it out. It will usually drop either a Reaper Cannon or an X-Pac Mortar. Both are awesome weapons, albeit short-lived. As you make your way toward the distant waypoint through the flooded area, you will banter with Claire. You believe that an even deeper interaction with the hive mind could allow you to control it. She has additional information on Archangel. She believes deployment is imminent and that you must reach the control center to prevent the deployment. When you come to the drop off, start tagging the CELL-the Stalkers can be seen but not tagged. CELL agents are holed up in a building on the left and are being assailed by numerous Stalkers. Let them battle it out before jumping down and heading for the CELL position on the left. There will likely be a lone CELL agent surviving on the second floor near the HMG. Make your way out of the ruined structure, going toward the waypoint. The route is through shallow water and if you keep your visor active youÕll see an Automated Turret Gun to hack before it sees you. There is a Nanosuit Upgrade Module near the gun mount. This area is a dead end so you will have to backtrack, going back through the ruins to get to the watercourse that was once a street. Take the mounted HMG. Locate the elevated Turret Gun on the right side of the route and hack it. There will still be Stalkers there but you can usually bypass most of them by staying cloaked. Jump down with armor active and continue ahead. When bars block the way, use the visor to check the positions of the Stalkers. Cut left and clear the area, if needed, and move into the ruins to bypass the obstruction. If you fired on any Stalkers keep watch for more coming to check out the racket. YouÕll have to weave your way past some wrecked washing machines, go up the stairs and then emerge near some wrecked military vehicles. Scavenge the area for ammo and another Nanosuit Upgrade Module. Take the vehicle and drive through the wreckage of the city. It a long drive but there is no opposition so take it slow so you donÕt destroy the noisy vehicle or youÕll be walking. Using the tower in the distance as a guide will get you to a ramp formed by a leaning building-if you miss it no problem, youÕll get there anyway. Veer left onto an elevated but narrow stretch of roadway leading onto a bridge. ClareÕs group is in big trouble and they desperately need your help. Stop about 300 meters short of the objective. CELL troopers have a checkpoint up ahead and two of them have JAW launchers. Advance on foot and use the vehicles on the right to recharge. Use the Predator Bow with an airburst frag to hit the milling CELL troops and then use the Bow to kill the remaining hostiles one at a time. The widespread destruction in the city has made this the end of the line. There is a gaping chasm beyond the checkpoint. Enter the building on the left and go down the numerous stairwells and then armor-up and jump into the water. Activate your armor and make your way down the ledges. ClaireÕs resistance group is under heavy assault and believes that e-vac may be hopeless. The Ceph are everywhere and are annihilating everything human. She says you should concentrate on stopping Archangel. As you emerge into the open, Psycho, all business, is back in the picture. Just below there is another Weapons Pod. Hack it and upgrade your weapons if you can. Despite her plea the mission is still to reach Claire and provide support. Keep your armor activated as you jump down the rock ledges. There is a vehicle armed with missiles near an ammo crate. You must now move up the canyon. You can take the vehicle which is armed with missiles or you can go afoot. It is easier, especially on the tougher levels, to go on foot and following will be the best way to do so. You will encounter resistance along the way from both Ceph and, at times, the CELL. If you drive, just try to keep the vehicle intact as you attempt to pick your targets on the cluttered route. Stay to the left the entire way until you reach the locked gate. Losing the vehicle along the way does not necessarily end the mission. You can continue on foot. Going on foot is actually the easier way. About the time you reach the smoking hunk of a Pinger a CELL chopper, making passes up and down the valley, will come toward you. It wonÕt see you if you stay cloaked and you can recharge in the battlefield debris or when it is at the far end of a pass. There are smoking hulks, half-buried containers, gutted vehicles, hunks of buildings, etc. littering the route-just donÕt get caught in the open when uncloaked. If the chopper decides to hover, take it down with a JAW to make the trek easier-you can provoke it by shooting at it and then cloaking. It will hover allowing you to put it down. There will be a CELL position on top of the two broken hulks in the shallow waterway. There is a crashed chopper short of the second hulk near the left cliff where you can recharge and grab some ammo and JAWs. There is an Automated Turret Gun atop the hulk that you can hack. Shelter to recharge on the left side of the hulk. Continue on, staying near the left cliff and recharging between the halves of the ship. A structure will fall ahead. Move under the ship and use the visor to locate the CELL tank ahead. Move to the right and use the cliff to get close and use a JAW to eliminate it. Move past the wrecked tanks and continue toward the left side of the stranded ship. About this time a Secondary Mission, offering a vehicle upgrade-a tank-is made available and its waypoint will appear near the left cliff. This is optional and the Pinger and Devastators patrolling just ahead make it a bit of a deathtrap to use the tank. Continue advancing near the cliff, recharge in the greenery and then behind the tank before moving from hulk to hulk on your way to the structure ahead. A Pinger and Devastators will patrol. Sneak past any lurking Devastators and scavenge the ammo and JAWs before going up the stairwells and opening the gate. Jump the rail and get through the gate-killing the tough Ceph here is an option. Continue on foot or grab a vehicle. The resistance ahead will be light. Walk or drive forward, go through the circular tunnel and continue on until the way is blocked by a wrecked tank. Claire and the group are on their way to the Archangel Command Center but time is short. The orbital platform will have a window to target New York City in fifteen minutes. Take the Gauss Sabot sniper rifle near the ammo crates. Psycho calls giving you a Secondary Mission. There is a generator inside the CELL Command Center that provides power to its air defenses. He needs you to knock it out so they can put down. Survey the battlefield below the cliffs. CELL troops with positions on the Command CenterÕs structure are battling the Ceph to defend their stronghold. There is a Devastator and numerous other Ceph assailing them. Save your gauss rounds and locate the zipline on the far left side of the ledge. Cloak and ride down. The location is sheltered from the battlefield so just start around the rear of the huge structure. Claire informs you that a disoriented Rasch has been found. He survived in a Ceph hot zone-curious. Jump onto the elevated conduits and locate the Devastator ahead with your visor. Use the Gauss sniper rifle to put it down. There are also three Scorchers in the vicinity so equip your electric arrows and advance under cloak or expend your gauss rounds from range to knock them out. If you favor the deadly but short- range weapon, kill at least one Scorcher with an electric arrow and grab an Incinerator. Hack the gate. A couple of CELL sentries will be just inside. You can use the Incinerator to kill them or you can put them down with the Bow to remain less conspicuous. Either way, the opening of the gate will be noticed and CELL troops will migrate towards it. About ten CELL troopers are in the area and if you killed the three Scorchers, the ramp is a good place to recharge when needed as you await CELL troops arriving from both directions. Shoot arrows through the cloak and retreat to the ramp, if needed, to recharge. When the opposition wanes, go right moving up the two stairwells and then start counter clockwise around the walkway. When you reach the turn there is an Automated Turret Gun that you can hack to help deal with the troops near the generator. Take it out with a R.E.X. charge or just shoot it with a JAW. Continue toward the objective, staying on the upper walkways. YouÕll find a CELL defender near the console that controls the bridge. Kill him and use the console to lower the bridge. There is an Automated Turret Gun below that you can hack. Across the bridge, a couple of CELL troopers will defend the Command CenterÕs entry. Stay cloaked as you cross the bride to clear them and to reach the entrance on the rear side of the central structure. Interact with the hatch to gain entry. With the strike imminent, Claire will need you at a console. The energy discharge from Archangel is only 5% of the necessary yield for a chain reaction but it was just what the Alpha-Ceph needed. New York City may not have been obliterated but a wormhole to M33 is opening and will transport a massive invasion force of earth. Rasch, who greatly extended his life with Ceph technology, was a catalyst for the AlphaÕs designs. Claire is a victim of his betrayal. The Alpha Ceph has initiated Stage 3 of their plan, and the plan must be foiled to save mankind from oblivion. \\\\\\////// Chapter 6: Only Human <> ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: The Ceph have opened a wormhole to its parent galaxy M33. This is Stage 3 of their plan and an army of Ceph will soon be coming through the conduit. This will likely mean the extinction of human life on earth. The mission is to shut down that energy beam at all costs. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////// Claire was mortally wounded in the episode with Rasch, and the VTOL they took flight in was shot down by Ceph gunships. Psycho has relented and is despondent over ClaireÕs death. He feels helpless; he is still only a simple human and shutting down the beam seems far beyond his capabilities. Prophet was rendered powerless by Rasch during the Alpha encounter and Psycho, being human, saved them. It is now just Prophet and Psycho-and this one last mission must make a difference. The brash old Psycho is back-it is time to kick ass. Prophet will infiltrate Ceph territory and disable the artillery and Psycho will pilot a VTOL craft to destroy them. Restock your arrows and ammo. Kick the debris aside and go right through the wreckage, moving along the rubble shelf. YouÕll find an DSG-1 sniper rifle near some crates. Cloak and go to the overlook. Tag the Ceph patrolling near the cannon. The cannon will receive a dose of energy from the battery and will then fire into the sky. The battery, rather than the cannon, is your destination but the tandem is in close proximity. DonÕt jump down to street level. Just continue to the right, jump down into the ruins and continue ahead. Kick the sofa out of the doorway as you make your way toward a zipline. DonÕt alert the aliens by firing on them. Cloak and take the zipline across. There will be a Ceph prowling nearby, use the Predator Bow to put it down. Take the potent Bolt Rifle it drops. Tag the Ceph on the opposing structures and start dropping them with the Bolt Rifle. With the CephÕs ranks diminished, hack the Weapons Pod. With all available victims downed, locate the ledge below. Activate armor mode and drop down onto it. There is a large hunk of twisted metal there that you can get behind to recharge your energy. From there armor-up and drop to the street. To avoid possible detection, get across the street and into the shadow of the structure with the artillery. Watch for a pod to deploy a Ceph Turret Gun nearby and stay cloaked to hack it, use an electric arrow to disable it or just get out of its field of vision. Skirt clockwise around the structure to locate a circular conduit just short of the lighted area. It will give access to the ruined structure. There is a smaller conduit on the left side of the main passage. Use Nanovision to locate it and jump into it. Crouch and make your way through it and into the structure. When you emerge youÕll be in the interior of the demolished structure. Stay cloaked as you start to kill the Ceph. There is also a Turret Gun on a ledge outside the building that you can hack to turn it on the Ceph. Go up the concrete incline near the ammo crate and locate the position of the battery. It will be feeding power via an intermittent arcing to the cannon. There will be several Ceph in the upper area near the battery so take them out with ranged fire or the Bow. Check their dropped weapons and power jump to the level above. Oftentimes one of these creatures will be toting a Bolt Sniper rather than a Pinch Rifle. You can then access the battery by going up an incline and through a doorway. Just approach it to momentarily disable it. Psycho will swoop down in the VTOL and take out the cannon. There are two more cannons to neutralize. Use you visor to check the area. A Ceph ship will deploy half-a-dozen Ceph in the area and a pair will come up to the site to check on the silenced cannon. Take them out before jumping down and starting for the unit on the right. Stay on the high ground to tag the remaining Ceph below and then begin sniping the four Ceph from the elevated cover. If you donÕt have a sniper rifle, stay cloaked and get to closer quarters so you can use the Bow or another silenced weapon. Move through or skirt around the elevated ruins. Grab a Pinch Rifle if you encounter one to give yourself some extra firepower. After the transmission revealing the progression of the white hole, and after you have crossed the open area, a Secondary Mission, requesting a scout of a crashed VTOL site will become active. The optional mission will take you off to the right, through the shallow water and toward the isolated building towering in the distance. Just move toward the waypoint and when the trapped airmen call out, just pick up the debris and toss it aside to free them. Inside the VTOL is a variety of weapons including a rare FY7 IM assault rifle, JAW launchers and other items. Continue straight toward the Primary objective. The only opposition youÕll encounter on the way is from Ceph gunships. Making it across the open area with the shallow water will either require you to knock out the two Ceph gunships or you can traverse the open area by moving through the partially buried conduits that will take you toward the objective. If you opt for the conduits, the best choice, stay to the left where you can find debris to hide behind until you locate the conduits. There is a Weapons Pod near a leg of an arching spine which you can locate with your visor. It contains a Gauss Sabot sniper rifle. There is sometimes a Bolt Rifle near a Ceph corpse nearby as well. A conduit near the Pod will allow you to recharge before moving on. There are JAW rockets along the way, near or in the half dozen conduits spaced along the route. You can use them to shoot down the gunships but it isnÕt really necessary to do so. At the last conduit just locate the circular tunnel straight ahead with your Nanovision and get into it under cloak. Enter the dark tunnel, activate Nanovision and go straight ahead-donÕt take the tunnel to the left. You will exit near a ledge. Jump up, search the area with your visor and hack the Mine to your left. A patrolling Ceph may trigger it, if not kill it with an arrow. Activate the cloak as you advance into the structure. Raid the munitions-the visor will pinpoint the appropriate entry point. Start advancing through the ruins, using the Predator Bow to kill the roving Ceph. There will be a Devastator lurking and it will eventually take note of its minions dropping and it will come calling. A couple of super-thermite arrows will take it out. As you advance on the booming cannon above, take note of the energy arc showing the position of the battery. Hack the Turret Gun to turn it on the Ceph. With the area cleared, go up the rubble slope to interact with the battery, allowing Psycho to fly in and knock out the cannon. Psycho warns you that the Ceph are reinforcing. The opposition may include a Devastator and/or a Scorcher. A stealthy player doesnÕt really have to engage any of these Ceph but a pair will quickly come to investigate the failure of their artillery and are easy victims. You can then either use the cloak to sneak past the Ceph in the low area and then put distance between you and them or use the Gauss Sabot sniper rifle to kill them all including the Devastator. Continue toward the waypoint and use the visor to locate the Weapons Pod ahead. The Pod contains a M.I.K.E. Grab it if you fancy the weapon. Beyond is an open area patrolled be pesky Ceph gunships. Rather than entering the open area, exposing yourself to the gunships, go to the right through the ruins until you come to an opening. If you have JAW rockets, you can take down the pesky gunships although these particular ones seem difficult to target effectively. YouÕll find more JAWs near the edge of the area, near the vehicle, in the conduits and at ammo caches- youÕll probably need them if you try to take out the gunships. There is also a vehicle parked on the far right side. A Secondary Mission to help the crew of an APC that is located several hundred meters away becomes available. Let the Ceph gunships circle away, armor-up and drop down. There is a ruin to the right that will give you shelter and another JAW. Drive toward the APC, enter the side passage where it is located and hack the Minefield to free it. You can then go with the tank crew and man the HMG but it isnÕt advised. Pilfer the crashed VTOL beyond it for a Nanosuit Upgrade Module, an FY7 IM and an arrow case. Rather than manning the HMG on the tank, take a pass and exit the side passage, turn left and move ahead with full energy for the cloak. A Pinger patrols there so get into the conduit to take refuge. There is a JAW available there. Take out the Pinger with a pair of rockets. Another Secondary Mission to help a besieged mortar battery becomes available. There are two Pingers ahead, so move along the towering cliffs to your left, charging when you are out of the Pingers sightline. You will be in a precarious position in this area, since an EMP from a Pinger can expose you and distant Automated Guns may also spot and target you. Stay in the shallow depression near the cliff and get behind the tank where youÕll find another JAW as well as ammo. You will be heading straight for the mortar battery. If a Pinger is searching the area use your JAW rockets to put it down. Cross the shallow water and go into the circular conduit where you will find another JAW. Move through and hack the Minefield to your left and swim toward the objective, staying near or on the left shore. Move in on the two Ceph Infantry Units assaulting the mortar crew and take them out. There are ammo chests, an L-Tag and a Datapad there to pilfer. This side mission isnÕt without benefits-the crew says to select targets for them as you advance. Advance through the water and the mortar crew will be ready. Select the first Pinger on your visor and the crew will take it out. Do the same for the second if you didnÕt knock it out earlier. The mortar is dry but your way forward is cleared. The waypoint is now only about 200 meters away. Hack the Minefields and raid the munitions cache. Move up the incline and the cannon will be in sight. Jump the ledge near a mounted HMG and get onto the inclined slab to get a sightline to hack the Automated Turret Gun to help put down the patrolling Ceph. Hack the Weapons Pod where youÕll find a Gauss Sabot sniper rifle and an L-Tag. This is a good place to really load up on heavy weapons. Grab the HMG and go up the incline and supplement your Gauss sniper rifle with a Typhoon. Go across the narrow bridge-like structure and continue down the incline and past the zipline- donÕt use it. From the overlook, tag the Ceph and begin killing them. Armor-up and jump down to the low area. Be prepared for a couple of Scorchers as you go up the incline. There will be a few more Ceph near the cannon. Just go up the rubble slope to the third battery and interact. With the last cannon destroyed, Psycho needs a safe place to land. As he circles Psycho will be will be hammering the Ceph with the aircraftÕs guns. Help him out. When he lands, make your way through the rubble as needed to get to him. He will now take you through a dizzying ride. You are manning a cannon and Ceph gunships will spiral in from all angles while your own gunship is twisting and turning. When the craft is damaged he will set it down for a quick once-over and you will have to defend it with an AGL. The Ceph arenÕt hard to kill in the clutter which has poor lighting-just hard to see to kill. When you do finally take off a tough Mastermind will appear and force you back to the ground. You will have to badly damage this tough Boss to get it to pull you in for a battle of the minds. Mash the prompt when it does. Your reward is a swarm of Ceph including, usually, a Devastator. Once you take them out youÕll have to again damage the Mastermind for another of its hugs after which it is done for. Your best strategy is to circle away from it to avoid its EMP blasts which will drain your energy. Use the most potent weapon available. There will be an L-Tag, JAWs and other heavy weapons around the area. There are also plenty of concrete barriers to hide behind. Try for the weak spot on its back to punish it. Grenades and super-thermite arrows also work well. DonÕt skimp, youÕll soon be stripped of your arsenal anyway. When the Mastermind goes down, go toward the waypoint for Columbus Circle. A cutscene eventually places you in a dark subterranean cave under the Circle. Pick up the 9 MM handgun. Your suit has malfunctioned and you have no communications, armor or cloak. \\\\\\////// Chapter 7: Gods and Monsters <> ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Storyline: The Alpha-Ceph has opened a wormhole to its parent galaxy. If it isnÕt killed and the wormhole closed, the earth will be invaded by a massive force of Ceph and the extinction of mankind assured. ItÕs crunch time. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\//////////////////////////////////////// You have a 9 MM handgun and your Predator Bow but weapons arenÕt your immediate problem. You must make your way out of the dark caverns with only a splash of light from the flashlight. Advance through the narrow crevice, crouch to get under the car and kick the debris aside. Pass under the tram wreckage and a tremor rocks the area. Continue along the rock shelf in the dusty gloom and the Ceph will be in your head briefly. Keep going through the crevice and go past the wreckage and jump up the ledges. Crouch and continue on as the ceiling crumbles and the floor gives way. You take a plunge into a waterway. Follow the flowing water and you will take another plunge and another Ceph hallucination will occur. Continue out of the crevice and cross the spine into the burning area. Follow the watercourse down grade and it will transition into a dry circular conduit. Another hallucination will occur. YouÕre clear of the dark tunnels but your cloak and armor are still unavailable. Go left on the rock shelf and a Ceph gunship will fly past as you cross over to the right side of the cavern where you will find a couple of JAW launchers, ammo, an arrow case and a Datapad. There is also a Weapons Pod on the nearby ledge. Jump up to hack it and take the M.I.K.E. and the Nonosuit Upgrade Module near it. There is still no Primary or Secondary Mission. Go down the incline past the arrow case and take cover behind the spine. There is a Mine to hack on the left. A Scorcher and a roving Ceph Infantry Unit will also need to be put down. Kill the Scorcher with an electric arrow and you can get its Incinerator but only after you hack the Turret Gun below-it is deadly since you have no cloak or armor. YouÕll have to locate a spot where you can hit it without being killed-just peek around an obstruction, have ÒSensor UpgradeÓ active and donÕt waste any time doing it. This should eliminate all or most of the Ceph below. There will sometimes be a flying drone to deal with as well. Use your visor to check for the most potent Ceph weapons lying about as you make your way down the incline onto the metallic deck. The Mindcarrier across the deck is clearly visible as the upper and lower parts arc energy. There should be a Bolt Rifle near it-take it. Interact with the Mindcarrier. After a brief hallucination you will emerge super-charged and with the Bolt Rifle. The half-dozen Ceph that attack, including a Devastator, are meat-metal meat but meat. Ceph weapons have unlimited energy during your super-charged state. The Turret Gun will still be active as well. You must now approach the second Mindcarrier. Start toward the waypoint which is opposite the first Mindcarrier. This will be where the Devastator appeared, which didnÕt have the courtesy of leaving behind a Reaper Cannon when he met the great Alpha-in-the-Sky. This path requires you to jump two ledges and will get you into another crevice. Ahead is a hallucination, an arrow case, an ammo crate, a Datapad and a Weapons Pod. When the hallucination is over and the power boost abated, the suit will be back online and a pair of Secondary Missions to locate the origin of a CELL Locator Beacon and one to disable the Cooling Structure, which somehow shuts down Ceph sentries, are available. Continue through the crevice behind the Pod and, after you kill the Ceph lookout, you will see the second Mindcarrier ahead. It will be to the far left when you move down the incline. Tag the numerous Ceph ahead and take note of the Turret and Mine locations. Watch for a flying Spotter drone and for prowling Ceph as you advance down the rocky incline. YouÕll cross a stream. You can now just move toward the Mindcarrier-all paths are viable. It isnÕt necessary to wipe out the Ceph in the area but hacking the Mine and the Turret Gun is. Interact with the Mindcarrier. After the interaction you will be super-charged, so wipe out and Ceph, which will include at least one Devastator. The Secondary Mission to sabotage the cooling system is near the second Mindcarrier but it is on a lower ledge. You can see it on a spine below. Carefully drop down, hack the Smart Mine and interact with the Ceph Hologram on the spine. Movement here is somehow restricted but you can reach the objective with a bit of effort. Go out the opposite side and jump up the ledges. The CELL Locator Beacon is a good distance to the east through the rocky terrain. Start for it, jumping ledges when required and using the visor to locate and neutralize any Ceph you encounter. You should pass a supply area with an arrow case and other items. As you approach the waypoint you will hear the mechanical huffing of a Pinger. There is a pair of Turret Guns near it that you can hack, allowing them to attack the Pinger and the Ceph near it. If needed finish it off with JAWs or another heavy weapon. The missionÕs waypoint requires you to get onto the rock shelves. YouÕll find an APC with a cannon that you can use on the Pinger or on the late arriving Ceph. There is also a Weapons Pod and a Datapad there. Start toward the final Mindcarrier which is not far away. Just move toward its waypoint through the rocky terrain. There will be Ceph roving near it. If you can get to it without taking on the entire bunch you will be super-charged when you emerge from the encounter, making clearing the area easier. The wormhole is below on the metal platforms-you can see the energy column from above. There will be Ceph defending the area, likely including a Devastator and a Scorcher. While you are still super-charged, just jump down and fight your way through the alien landscape. Go across the connecting bridge and out onto the projecting bridge to interact with the energy stream. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: An advantage can be gained during the final Boss battle by equipping the following modules: ÒSensor Upgrade,Ó ÒEnergy Upgrade,Ó ÒExtended Cloak,Ó and ÒHeavy Armor.Ó ÒSensor UpgradeÓ will allow you to quickly hack Turret Guns. ÒEnergy UpgradeÓ will reduce the time it takes to recharge. The ÒExtended CloakÓ will extend your cloaking time when Ceph enter the battle, and ÒHeavy ArmorÓ will enhance your ability to withstand damage from the Alpha-Ceph. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You will be on a low platform when the Alpha-Ceph, embodied in a drill-like machine, will emerge and the battle is on. It has a ÒheadÓ with three cone- shaped ÒfingersÓ mounted on a serpentine tentacle. The tentacle gives it good mobility. When any of the three fingers glow, it will be preparing to shoot energy bolts in either a staccato or a concentrated blast. When you see the glow, get behind cover. There are boulders, ledges and derelict vehicles behind which you can take shelter. If the fingers retract and it becomes a drill-run like hell or youÕre dead. This attack will be brief but fatal if it catches you. You will be warned when you hear ÒonslaughtÓ or Òvulnerability predicted.Ó Heed the warnings. In order to make the Alpha vulnerable, you must punish the head. Use the potent weapons scattered about the site to do so, and it will eventually spread the fingers, revealing the glowing energy arteries feeding them. Hit the base of the finger to inflict substantial damage. The Alpha will then draw you toward it and you will have to mash the prompt during the mind battle with it. The above scenario will repeat three times before the Alpha is ready for the coup dÕŽtat. It isnÕt, however, quite so straightforward or simple. After the Alpha draws you in, it will go dormant for a short time but half-a-dozen Ceph, including Devastators and Reavers will enter the fray. They will first appear on the far side of the battlefield. Hack the Turret Guns ringing the site and try to put them down before the Alpha returns to the battle. You can use the cloak to advantage during these skirmishes. There are several batteries, if they arenÕt destroyed during the action, that can give you a big advantage against both the Alpha and his minions. Using them to punish and then destroy an artery is advised since your weaponÕs energy doesnÕt drain. There are weapons scattered about and you will need them. In addition to the Pinch Rifles, X-Pac Mortars and the Reaper Cannons that were dropped by the Ceph, there are regular weapons like JAWs, L-Tags, and a Gauss sniper rifle. In the heat of battle you may be tested when your energy weapon is depleted with those energy arteries exposed. This is where using those batteries will shorten the battle considerably. JAW rockets, gauss rounds and L-Tag grenades can also do the job. So, in summation, you must damage the head while avoiding its different attacks, punish the energy arteries and then have a mind battle. While it recovers, you will have to deal with half-a-dozen Ceph. This will repeat a second time with the Ceph succumbing to your attacks on the third round. Psycho will enter the fray and hammer the crippled Alpha and then be knocked out of the sky. It will finally die when Prophet sends an arrow into its core. You canÕt free Psycho and you will be hurled into orbit with a lot of other debris. During the cutscene you will push off from a bus, bounce from more debris and land on an orbital weapons platform. Hack the console and you will have control of its energy weapon. Just bump the control stick to move the cursor to the target. DonÕt bear on the control stick or you will lose control and the cursor will circle and mankind is lost; but you can try again and save mankind-no pressure, its space after all and a game with a checkpoint. Press the fire trigger to go to the ending cutscene. Earth and humanity is saved, but have we learned anything. CELL is defunct but its avaricious use of radical technology nearly ended it all. Prophet is recovering after the removal of his Nanosuit. Memories of friends haunt him as he throws the tags of his team into the water. He made mistakes and a price was paid; but, after all, Laurence Barnes is only human. It would seem that the Crysis is over, the Ceph defeated, CELL Industries in disarray and Prophet on his way to becoming fully human once again. But the Ceph have been here since before mankind mastered fire and who is to say that on some remote island, under an ice sheet or on the bottom of the ocean that a hive isnÕt stirring and thirsty for revenge. The Ceph know where we are and if a fourth Crysis is thrust on the world, perhaps the Prophet will rise again. Thanks for using this document. If you have questions, comments, etc., feel free to contact me at the E-mail address on the title page.