Achievement guide. Achievement guide crysis 3 mission 7 walkthrough

  • 16.01.2021

In recent years, there have not been many really resonant interesting games... Many modern projects are typical "stamping" that no longer evokes any emotions. Quite another matter - "Crisis 3"! Passing it, despite its strict linearity, is really fascinating. However, judge for yourself!

Let's make a digression right away. Yes, Crysis often does not allow a wide exploration of the territory, but this is not the game "Dino Crisis 3", the passage of which is based on such research! Our task is to get as much adrenaline as possible in exciting battles!

30th Gate, New York

An armed team led by a colorful Psycho frees the Prophet. Actually, you will play for him. By the way, only the Prophet was left with a suit. The rest of the team had such a useful piece of equipment commandeered by CELL. We get a pistol, go up after our partner to the second floor, after which we wind a silencer on our weapon. What else will Crisis 3 offer us? The passage should continue in the same silent mode.

As soon as the door opens, you need to turn on the cloaking mode and carefully walk to the left. Before we see the enemy, whom we silently eliminate. After that, you need to go down, go straight and to the right, after which there will be a ventilation shaft in front of us. We get out along it, open the door at the other end of the passage and let the Psycho in. Together with him you go down. We continue passing the game "Crisis 3".

Obtaining a bow

We get our main weapon, that is, the bow. He has a wide range of arrows, each type is suitable for solving specific tasks. We go to an even lower level, we open the next door on the list. We carefully destroy the enemy that is to our right, and then we will finish off the man behind the control panel. We go to the next location. There is a locked door, the opening of which was done in. Be careful, as in case of any mistake, the margin of time is reduced!

Generally full walkthrough"Crisis 3" (despite the criticism caused by its linearity) is often capable of causing the desire to replay the game, since in many places there are "crossroads" where you can make decisions on which the ending directly depends.

And again we will have to go down. At this time, Crazy, justifying his nickname, comes into a bad mood, since he really misses the taken away suit. Then we have to choose which enemies to deal with in the first place: at the top or at the bottom. After that, we go to the new entrance, and this time, in the same way as described above, we break the control panel located on the left. If you do not quite understand the hacking algorithm, we advise you to watch the passage of "Crisis 3" with Karn, where this moment is described separately and in detail.

We pass through two large locations, which are protected by automatic turrets: they can also be hacked, so they shouldn't bring you big trouble. In general, "Crisis 3", the passage of which is described in the article, offers players many similar mini-quests. Over time, you get used to them and start to decide "on the machine."

By the way, this is the best thing to do, since after your intervention they will mow down the CELL fighters. We go out to Psycho again and finally go upstairs. We see that a real jungle has appeared under the protective dome, formed thanks to the active use of alien technologies.

Penn Station, New York

There is a niche in the wall with an upgrade kit: we take it and improve our costume. After we got out, we reach the minefield. Turning on the visor, we neutralize those mines over which the red skull "flies". Together with the Psycho we break down the door and quickly go upstairs. Crazy stays and marks targets. You jump off and take turns visiting all the places that have been marked by your partner.

Since the territory is guarded by watchtowers, you need to use disguise as often as possible and constantly use all available shelters. If you are still noticed, you will have to "make legs" as quickly as possible. At that moment, it is imperative to immediately activate the armor, since otherwise you will receive huge damage to the hero's health. Having reached the farthest point of the park, we finally find a lethal alien sniper rifle, with which we can easily deal with all the watchtowers.

By the way, "Crisis 3", the passage of which we are describing, offers players much fewer weapons than it was in the previous two parts. In principle, it is much easier for fans of "stealth" here, since you can use only one bow. The rest of the categories of gamers will have to get used to the idea that cartridges in the local area are quite scarce. Of course, this is more related to high levels of difficulty, but still.

This is how the first stage "Crisis 3" ends. The passage (part 1, of course) was quite simple, but it will be much more difficult further, so get ready for some hot battles!

Further path

After that, you can completely neutralize the minefield and go towards the lake. It is better to use electric arrows: if you shoot this at the moment when there are several enemies in the water at once, then you will probably be able to "put" several of them at once.

We get to the freeway, under it we find the Psycho. Important! Before jumping off the road, you must activate the armor. We go through the sewer, we open the door in the technical passage ... and we hear the voices of the enemies that await us ahead.

We turn left and stomp around, leaving enemies with a nose. Again, you will come across a sentry turret, which is best to hack. We move to the other side of the location, we find ourselves on the railway tracks. In general, the passage of "Crisis 3" is unlikely to give you a lot of problems in terms of where to go: as we said, the game is very linear, it goes "on the knurled".

Neutralizing enemies

To get over to your partner, you need to accelerate and hold down the jump button. You need to jump over the obstacle and get to the door, while Crazy follows the upper path. An unpleasant surprise awaits us here in the form of stalkers hiding in the grass. To resist them, you will have to activate your armor. We go to the sewers again.

In front of the traps there is a small lapel to the right: turn into it if you want to properly replenish your spent stock of arrows. Again we go to the turrets, we reprogram them from old memory. After that, you can safely break the door and go upstairs. What else has prepared for us the passage of "Crisis 3"?

Nothing good awaits there: there are a lot of enemies throughout the territory, and a combat turret is installed in the center. It is best to carefully walk on the left side and one by one destroy the adversaries from the bow. We are not carried away: you need to constantly use cover, otherwise you will instantly perish under the fire of the turret. After passing to the other side of the location, go upstairs, find the stairs and go downstairs. Outside, stalkers are in full control, and some bastard interferes and makes it impossible to track the state of the suit.

A small plot digression: if you are a fan of the game, and you are interested in a really interesting "Crisis 3", the passage in Russian is not for you. Unfortunately, the translation does not reveal in all the subtleties the characters of the characters and the twists and turns of the plot, so connoisseurs are advised to familiarize themselves with the English version (if language skills allow, of course).

Look closely: somewhere in the distance, a red light is blinking, which is the source of interference. We go to him, along the way fighting off enemies with all our might. It is best to go from above, along the roofs of the carriages. There is a barrel not far from the malicious blocker: we shoot at it, it explodes and destroys the device. Note that the passage of the game "Crisis 3", despite the linearity of the latter, rarely offers such "pianos in the bushes": as a rule, to destroy something, you still need an explosive charge.

After that, we follow to the cliff, where we finally see the Psycho. Hiding behind a stationary device, we carefully destroy the enemies approaching you. After a couple of minutes, their flow weakens and you can follow the Psycho. Since the gates are closed, you have to stomp on the rails to get to the cistern. We push it and comfortably rush through the tunnel. You can shoot enemies, but not necessarily.

Nassau Street, Financial District, New York

We reach the shelter, where we meet with Claire, as well as with Rush. We go down, we follow the Psycho and together with him we jump higher. We crawl on our haunches through the wreckage. So we get to the elevator, the door of which must be opened by the partner. First you have to jump into the first cabin, from it - into the second, only after which you will finally get down. Just in time: CELL employees are parachuting from the helicopter. We carefully get up from the left flank to the dam, after which we get inside through the main entrance.

Sabotage in generator sets

Since there are lasers on all the rapids, it is imperative to turn on the masking mode before going inside. We open the elevator door, slowly go upstairs. The elevator stops. You need to wait a little, and then get out through a small hatch. After getting out into the corridor along the ventilation shaft, destroy the enemies in the location.

Having broken into the next control panel, we pass further along the dam, keeping the way to the generator. We go to the right, not forgetting to break another control panel before that. After that, you can go down, simultaneously destroying the enemy fighters. Having brought down the generator, we jump into the water and go to the southern generator. You can't go over the top, because at this time an enemy helicopter arrives there. We go and go until we see along which it will lead you straight to the generator. Again we commit an act of vandalism and quickly go upstairs.

Again we go along the ventilation shaft, we reach the marked place, install a good charge of explosives there and leave the dam.

Path in the swamp

The terrain above is flooded, but that shouldn't stop you on your way to the rally point. You will meet opponents, but there will be relatively few of them. Having reached the island, first of all we track down and destroy the sniper, as otherwise he can greatly complicate our life. Go to the narrow passage: the rushing stream of water along it will in any case lead you to the desired goal. Carefully sneak up to the complex, and then go around it on the left side. Then you need to jump into the ubiquitous sewer system in order to get inside the complex through it.

Do not forget that in these parts, mines are scattered in all corners, which must be disarmed. Using the lift, we rise to the upper level, and there we are again looking for a way down. Going down, we adjust a couple of terminals and restore them to the system.

Important! To get to the second of them, you have to jump onto the blocks. Immediately after that, an automatic turret will rise, and therefore we quickly activate the armor and rush in the direction of the central lift. Climbing upstairs, we eliminate all enemies and turn off the Nexus.

This is how the passage of "Crisis 3", part 2 ends. It's time for new achievements!

Delancey Street, Chintown, New York

While the enemy fighters calmly (and one by one) are pacing the streets, you can carefully shoot them with a bow. Behind this fascinating activity we are caught by the news of the launch of a certain "Rise of the Scarlet Star". At this moment, we notice that three enemies separated from the main group of the enemy. We hit the fastest with a carbon arrow, and kill the two remaining ones by sending an electric shot into the water along which they are walking. We move to the next zone on the left side of the street, simultaneously destroying all enemies that come across in the way.

Here we are met by a whole bunch of mines. Having neutralized them, we climb into the extension and go upstairs. We find a passage to another building. Then you need to go up the stairs, find the door, break it down and get out. Here, for the first time in the whole game, we will meet the infantrymen of the Cephs. After you destroy them, you need to go to the building from which the enraged arsonist breaks out. Finally, you will meet with a worthy opponent, whom the passage of the game "Crisis 3" offers to defeat. Part of the journey was pretty easy, but from now on you will have to sweat!

New discoveries

Attention! It is necessary to seize the moments and fire exclusively at its red part, which is hidden under strong armor most of the time. To disable it for a few seconds, you can hack the Pyro.

Having finished with it, we get out through the building to the other side of the street, where you can find a whole crowd of the same arsonists. There is no need to engage in battle with them. Go to the right side of the street and move towards the laboratory, where they are taking off suits. Be sure to hack the flyers along the way, otherwise they will raise the alarm as soon as you are discovered. Arriving at the laboratory, lower the bridge at the elevator. Here you will once again meet with the Psycho.

We go down the elevator and go for the ubiquitous partner. We are looking for the latest update for the costume and finally unlock it. Along the way, we find out that it was Claire who participated in the removal of the ill-fated costume from the Psycho. As you can see, there are interesting plot twists and turns in "Crisis 3". Walkthrough (part 3) will give us the answers to all the remaining questions!

Pearl Street, Two Bridges, New York

So, we will soon learn that the same "Star Rising" is nothing more than the planned destruction of New York. We leave on the roof of the building, we make our way through the red pipes. Near the "transportation of the brain" we destroy all the met cephs. We find the hologram, for a few seconds we appear before the enemies in the form of Alpha Cep, after which they lag behind us. Unfortunately, the real Boss appears after only a couple of seconds, after which they lash out at you with renewed vigor.

While you are behind cover, be sure to pick up alien weapons! The fact is that at this time the energy reserve of your suit stops depleting for some time.

Helping Claire

Going forward, we encounter numerous cephs and CELL fighters. Having fought off some of them, we rush to Claire's aid.

Go outside and jump down, after activating the suit's armor. Try to shoot enemy transports and lonely fighters from a long distance, without wasting the energy of the suit. With these exciting things to do, you won't even notice how you get to the Archangel's command center. Of course, you have to break open the gate and get inside.

First, you need to get close to the control loop and neutralize the combat turrets. Then we find explosives at the location and destroy all equipment. What else is preparing for us the passage of "Crisis 3"? The finale is close, and therefore even more exciting and dangerous tasks await us!

We go to the control room. Since the enemies managed to raise the bridge, it is necessary to climb higher again and activate the control panel. We pass further and meet with the faithful team, which should help us prevent the cataclysm. We've almost finished Crisis 3 Walkthrough. Alpha Cefa is the only Boss that stands in your way. It's time to destroy him too!

Under Columbus Square, New York

Going a little further, you find yourself in a confined space. We'll have to pick up the only pistol and go ahead. There we fall into the water, but we have to climb even lower. We fall into the cave and continue walking straight. It is better to mark enemies in advance, so it will be much easier to destroy them. Then we neutralize and break open the combat turret, which is located on the right side. Immediately after that, numerous cephs appear, so a friendly turret will come in handy.

There is a passage on the left side (just above the floor). We jump there and go deeper into the cave. Having got out on the other side, we jump down. Again we meet the turret and we are engaged in its "domestication". Having approached the transport system of the Ceph brain, we find mines and reprogram them.

Do not forget to pick up a powerful alien weapon: after all, we have almost finished the passage of the game "Crisis 3"! The finale promises to be hot, and therefore additional weapons will not interfere in any way. Again we move on the left side, approaching the last point of transportation of the brains of the cephs. We get to the wormhole and finally close it.

The last fight

Getting ready for the final battle with Alpha-cef. It is important to fire on the head, hiding in time behind massive cover during retaliatory fire. As soon as Cef tries to pull you up to him, we quickly and often click on the button whose name appears on the monitor. During periods of calm, we move back and destroy the approaching enemies.

Be sure to look for red capsules, as they help to become invulnerable to enemy attacks for a short time! We repeat the cycle over and over again until we wait for the surrender of Alpha-tsef.

West 30th Gate, Liberty Dome, New York

The identity of Alcatraz, the protagonist of Crysis 2, was destroyed by alien disputes, after which it was replaced with a nanosuit for the identity of Lawrence Barnes - the "Prophet", who copied it in memory of the costume before putting it on Alcatraz and committing suicide, since he was already dying due to alien infection. With such a cunning explanation, the developers "returned" the Prophet to the ranks. In the third part, he is the main character.

Two decades have passed since the events of the second part. During this time, the CELL corporation practically seized power in the world. All this time, she kept Alcatraz the Prophet captive, conducted experiments on him and all that, as if we do not know, and it does not really matter. V this moment he is on a ship going to New York to separate the nanosuit from the body, which has already been done with all the other soldiers wearing the nanosuits. The game begins with a resistance group led by Michael Sykes - "Psycho", sneaking onto the ship and freeing the Prophet.

At this very moment, we are handed control. A heavy downpour is pouring down the deck, but in the nanosuit it is not terrible. We go down the ladder, or just jump to another ship and follow the Psycho. We go up the stairs and go inside. The first CELL soldier can be secretly killed with a knife, or with a silenced pistol. He has a good close-range assault rifle with him. On the mercenary in front, you can throw off the load if you shoot at its mounts. Then decide for yourself whether you want to walk quietly, using disguise, or with a twinkle. For the latter, large red barrels are placed here. We pass to the other side, go down the stairs and open the door for the Psycho. An alternative quiet route is through the ventilation that runs downstream. We continue to follow our comrade. He hand over to us the most powerful weapon of the future - a nanobow with nanarrows, called "Predator". Not bad, they will probably invent nano-stick and nano-stones soon. In the meantime, we are content with what they give and go down the stairs for the Psycho. Here on deck is the perfect place to test the nano-bow. Targets at different distances and heights. Disguise does not disappear when fired! This is perhaps the most valuable thing in it. You can also pick up used arrows. When all opponents are killed, Psycho will climb the stairs on the other side.

Going out onto the deck, you can see a helicopter and explosions in the distance. You will need to make a hack to go further. It's an elementary matter, part of the training before the start of the game. You can complete it at any time by selecting "Training" in the "Campaign" section of the main menu. She will answer most of your in-game control questions. Turn on the tactical visor [B], select the target and press [F], then click in a certain moment... We go downstairs. This screen shows the Crazy being removed from the nanosuit. For him, this is a very painful memory. We pass further and clean up a new area. A helicopter can be shot down with just one exploding arrow. To install it, press [X] and select the "explosive fragmentation" ammunition from the list. We break open the door and go inside. The psycho lagged behind, so we go on completely alone. We pass through the scanning chamber and find ourselves in a compartment with very strange mechanisms. Radiation emanates from them, and people who are here are wearing protective suits. We pass by, through a room with armchairs extending from the ceiling. We find ourselves in another room, with reservoirs emitting bluish light and containing strange objects. Possibly alien in origin. We break the glass and go forward. A turret is encountered here, which must be hacked, being in stealth mode and fully seeing it in front of you. After that, we meet with the Psycho. It offers a view of New York 2.0, covered with a dome. And, I must say, overgrown with all sorts of plants, which liked this makeshift greenhouse.

Chapter 2. Welcome to the jungle

We leave the elevator and follow the Psycho. He will stop before upgrading for the costume. We take it, then press [H] and get into a large menu for selecting perks. Now we have four points, and we need to distribute them wisely, building a successful sequence. We can also observe changes in characteristics and requirements that need to be fulfilled, having received a more powerful version of each perk. When you decide, you can go outside, right into the jungle.

Westside Yard, Penn Station, New York

In this place, I really want to include the immortal composition Guns N "Roses - Welcome To The Jungle. There is simply darkness of all kinds of vegetation around, the walls of buildings are covered with vines and moss, the tops of trees can be seen from their roofs, mushrooms hatch in the shadow of the taxi frame, and the amount of grass grows per person, can not be counted. In front even comes a couple of deer, who already feel in New York as in a real forest. Perhaps the first exit into the "urban jungle" can be remembered for a long time. Delightful sight. Admiring the landscapes, we approach the Psycho, who wants you to crack the mines. You need to aim at the mark with a red skull. After passing through a mined bus station, we come across a frozen tripod cep, Screamer. maybe without a nanosuit. The Prophet will have to help him. The railway has long been abandoned, rusted and overgrown with vegetation, but we are not here to go by train de. Here Crazy shows the Prophet a watchtower, which looks out for intruders and can launch a missile strike. The old comrade himself is completely unstuck and differs, but you can understand him, now he is just a man, one of those whom he could kill dozens at a time before. Therefore, the Prophet will go under the bullets.

The places where the weapon should be located are marked on the map. You can only move in stealth mode. Even tall grass in a ditch does not protect against detection. While recharging energy, you need to hide behind large obstacles. We simply inspect the places one by one until the last point remains. We jump down and find dead cephs, as well as their weapons. This is an alien sniper rifle. With its help, you can shoot three rocket launchers on the tower. Now you need to break open the minefield in order to go further. Interesting: if mines still do not work on CELL soldiers, then why mark them? We jump over the collapsed train and move on. Has the enemy already landed on ... the lake? Well, rather in a big puddle. This is a great chance to try out the electric tipped arrows for our nano-bow. We shoot between two walking soldiers and admire the result. And what circles are dispersed in the water! We finish off the rest, including the arriving assault force in a helicopter, which cannot be shot down. We pass further.

Appears additional task: Find the source of the CELL location. Its marker is not easy to see, so activate the visor and mark it. We pass under the destroyed bridge. Here, a couple of soldiers try to break into the container, but cannot. But the Prophet can do it, and inside there is one point for upgrading the nanosuit.

You know, this voice that speaks about the activity of the rebels ... not to mention the destroyed city, the corporation that seized power, the hero's return to the ranks twenty years later ... personally to me it strongly reminds of Half-Life 2, City 17, Gordon Freeman, a totalitarian government with combines. This is not to mention the nanosuit and all the similarities of the story with aliens in the previous parts. I will not recall the similarities between these games anymore, but you will easily notice them yourself. However, this is just my subjective feeling, reinforced at the moment by rails and trains, and by something in the future.

Upstairs we find Psycho. I wonder how he got here before us? We jump into the hole in the floor. The Prophet slaps against the stones, and the Psycho descends on the rope. And also a friend is called. We move along the tunnel further. We open the door while the Psycho climbs the stairs. We go through the door and break open the turret. She will not live long, but she will be able to take someone with her. We kill the rest and climb up the stairs on the way. Crazy is already here. We run up and, holding the space bar, find ourselves near it. We pass forward, we select a black box from the wrist of a soldier who was not killed by us. We jump over the carriage, take the ammunition and move on. We pass through the door and see ... a live tsef! He interrupted the CELL detachment and disappeared somewhere. We jump down into the tall grass ... and we find the Hunter's head, even two. The psycho also saw such, says that they are wild. We go further through the channels. The mines on the walls easily explode from one bullet, so there is no point in wasting arrows on them, as the game advises. We rise along the stairs and find ourselves in the rear of the CELL detachment. There are a lot of them here, so you need to mark them all with a visor at the beginning in order to know their location. Hacking turrets is also worth doing. And landing help is expected from the roof. At the other end of the depot, we go up the stairs and go along the top to the goal. This is a cable that you can slide on to the exit. CELL have enabled suit blocker, so we don't have a tactical visor. All other modes are fine though. And there are also a lot of ceph-hunters who hid in the grass, and we will not be able to detect them. However, this is not a problem if you climb higher, for example, on the roof of a carriage. So you can shoot them with almost impunity, especially if you previously picked up a grenade launcher. A blocker is such a small antenna standing on a large concrete platform. There is a red barrel next to it, and there are also cartridges nearby. Now you can make your way to the Psycho, who is behind the stationary machine gun. Behind it is a pyramid-shaped container that contains a grenade launcher. But the machine gun is still preferable to unhook. We follow the Psycho. Even the Prophet cannot open the tunnel, but he can push the fuel tank along the old rusty rails. Both old warriors climb onto the roof and rush on it through the tunnel, firing on the sides if desired.

Chapter 3. Root of Evil

The psycho brings the Prophet to the headquarters of the resistance. Here Claire is trying to command a dozen squads of rhinestones. Interestingly, hugging in front of everyone, he and the Psycho really think that no one will notice anything? And this old man dangling around is Karl Ernst Rush, the creator of the nanosuit. That's ALL four characters in the game in the collection. Claire and Rush do not trust the Prophet very much, but happily send him away, save their lives and destroy CELL. And none of them believe his prophetic visions.

Nassau Street, Financial District, New York

The exit from the headquarters leads directly to the dam. An epic sight, draw distance and detail are amazing. The psycho wants to get out of here as soon as possible, until the headquarters of the resistance has not been calculated on us. Three helicopters are rushing by, they could spot two travelers. Where the Psycho stops, you will need to sit down and crawl into the narrow passage. A huge antenna is visible from here. But for now, we need to disconnect power from the dam. The psycho opens the elevator doors, it is difficult for an old man without a suit. We jump down into the mine, onto the roof of the second elevator. He breaks down and falls into the water. We get out and find ourselves in a dark basement.

At the exit from it, an enemy detachment is found, parachuting from a helicopter. We fix them with the help of the visor and go to kill. They stand so well that they all die with one grenade. Two more large groups to the left and right. This is a very large area, it is not at all necessary to go straight to the blue marker. There are many soldiers here, several vertical positions, several turrets. If you go left, you can find a nanosuit upgrade kit, guarded by two turrets and a machine gunner. And also an elevator leading to the top of the dam. In the middle are the ruins of a skyscraper, dark and overgrown with moss. There is also a lift on the right. I chose just that. It passed easily under the lasers, but the activation of the elevator revealed the Prophet. The elevator stopped and had to climb out onto the roof. From it there is a passage to the ventilation shaft. While the CELL mercenaries are hammering into the elevator, we go around them and jump right on their heads! A container with a typhoon and a sniper can be found here. Typhoon is still more relevant, since there will be a lot of enemies. But in general, there are many options, do what you want.

We find the first tower immediately. We make our way inside and go downstairs. Here we reprogram the CELL anti-aircraft battery and turn off the generator. New soldiers are approaching, so the Prophet does not waste time trying to figure out the equipment, but simply breaks some pipes with his hands, from which the entire structure collapses. The staircase collapses, but a distant jump allows you to climb up and so on. To explode the helicopter, you can use the rocket launcher, which is located at the exit. But in general, this entire zone can be passed, replacing only heavy machine guns. Now we go to the second tower with a generator, identical to the first. You can turn it off by simply using the controls. Now the Prophet decides to bring down the entire dam, planting explosives. Why then were we messing with generators? The Prophet is surrounded by CELL helicopters, but he leaps from the dam on a cable and detonates a bomb. This is an explosion! The water washes away the dam, fills the streets and forms a small city river. Claire sees the Prophet as a goddamned robot, and this is already getting annoying.

Moving on, we need to find a certain complex of System X. Along the course of the current, you can find a certain CELL lighthouse. But sailing is still not as interesting as jumping over the ruins. Soon a large detachment of the enemy stands in our way. Just behind them is the path to the crashed helicopter carrying the upgrade of the suit, as well as some data. Now you can return to the main task. We pass further downstream and climb into the formed cave. We cross a small waterfall and meet ... two squirrels! If you hit one, the other will not even notice it. Hmm. If you go to the right, you can find a bonus for upgrading the costume. There is no such thing on the left. We break open the turret, defuse the mines, and you can begin to storm the System X complex. You can get inside in different ways, there are wide drainage pipes on the left and right. Once inside, you can proceed to the operation and clear the complex of interfering soldiers. You don't need to touch the unfortunate little robot. We climb into the elevator car and go down underground. To get up, you need to turn on the crane using a small screen. Then we make our way through the container and restore the air pressure with the help of one, and then another one. A raging defensive installation can be pacified with heavy weapons. Or by breaking the most difficult lock on the console in the center. Now we take the elevator to the very top. CELL have taken a good foothold here, but where are they to Romeo One? At the very top, you can disable the Nexus. What a surprise, it turns out, all this time CELL has been using Alpha-cefa as their secret power source. Well, now he is free, thanks to the efforts of the Prophet and the forces of resistance.

Chapter 4. Remove from the fuse

Delancey Street, Chinatown, New York

Once in Chinatown, the Prophet encountered the CELL detachment. For some reason he killed one, but the others did not find the body and left. The shot also featured a highly detailed nano-toad familiar to us from the videos of the game. So we are in a flooded Chinatown. CELLs roam the swamp, and the Prophet at this time can climb to the second floors of destroyed buildings. If you wish, you can play yourself "Predator" or "Rambo". Electric booms work great. There are also several turrets and minefields. There is also an observation tower with spotlights. Crazy thinks there is CELL data nearby, including information about who tortured him. An interesting idea, let's go and check it out. "Some problems of a personal nature," then. As long as it's not me, as long as you like. The desired folder is located next to the helicopter crash site. Looks like there isn't what Psycho is looking for here. You can go back to the main goal. You will need to climb to the top floor of a residential, multi-storey building in order to use the cable. Claire will say that Karl Rush escaped from the base to no one knows where. The house, meanwhile, is shaking, ready to collapse completely. You need to overcome this maze and go out into the street.

Here we again meet Alpha-cefa. And others, smaller. Claire's fears are understandable and interesting: Could the mind of the Prophet, or rather the nanosuit, be taken over by the collective mind of the Cephs? For now, let's just have some fun and hunt the Infantry Chiefs. From the body of one of them, you can pick up an alien machine gun. They also have a shotgun. After interrupting the aliens, we get to their strange structure. We hear the voice of Rush, we see visions, we call Psycho. What the hell happened? It is only clear that you need to move on. Ahead, CELL soldiers are burning alive. They also fight the cephs, but are hopelessly losing. There would be a dozen fighters in nanosuits ... oh, wait, they were all destroyed. Soon we come to the door and meet a new ceph - the Pyro. Moreover, he is not alive, but a robot. His armor is serious, especially on top. Therefore, we do not shoot when he is defending himself. Better to use something powerful like grenades, rockets, explosive arrows. Bullets are practically useless. We pass through the building and meet many more of the same arsonists. If hacked, they become harmless for a short time. In an additional task, you need to hack the Screamer robot. It would be nice to have such a great friend around all the time! Further we meet a flying round robotic scout tsef. A whole detachment of infantry follows him. The next goal is to get to the elevator. We break open the control panel from the side, the bridge descends, we rise and see a tremendous tower.

Crazy is already waiting in the elevator car. We rise with him higher and go in. It was as if Mamai had walked. Furniture is scattered, all over the body of CELL. In these laboratories, they kept Psycho and studied the cephs. Some of the specimens are still locked inside. And the other seemed to have escaped. The psycho will stop in front of the door and ask to open it. Inside, apparently, is the place where the nanosuit was ripped off him alive. And no one alive. There is no one to take revenge on. We can say that the evil committed here has returned to these people a hundredfold. However, not all. One of them survived. The psycho leaves in an unknown direction. And the Prophet will have to stop the Rising of the scarlet star.

Chapter 5. The Rise of the Scarlet Star

Pearl Street, Two Bridges, New York

To stop the escaped, through the fault of the Prophet, Alpha-tsef, CELL decides to launch an orbital strike on New York. Our sentient suit is confident that this will lead to the apocalypse. But how can he be sure that these visions are indeed predictions, and that it is not his actions that will lead to their realization? Let's see. In the meantime, we need to move somewhere again. Look for a Ceph brain transport device. On strange red pipes you can go from one building to another. The second will have a small warehouse with weapons and one outfit upgrade. You can also move downward. Near the fallen helicopter, you can take a light machine gun. Opponents in the form of infantrymen are walking below, near the artifact we need. By the way, on the bow there are now nanosoldier tokens that the Prophet picked up in the laboratory. We approach the spire and interact with the hologram. Eh, but it almost turned out! The Prophet nearly got his hands on an army of Cephs, transforming them into an Alpha Male! The real boss did not like it, and now he will have to fight with this army. When the first infantrymen run out, they will drop the robot - the Destroyer. He is armed with a mortar and very well armored. Use any explosive effectively. And the mortar can be picked up.

Now you need to go to the control station "Archangel". But for now, our thoughts return to the road, where a detachment of hunters is attacking the CELL soldiers who have settled in the building. The latter have a heavy machine gun. It will still be useful to us. As well as breaking into two turrets in a neighboring house. We continue towards the tower. They love to build everything very long in CELL. Below in the swamp hunters swarm. We kill them and climb the stairs through the dry cleaning. At this time, Claire says that her squad urgently needs help. Archangel will wait. So get in the buggy and go! No weapons, but no one is shooting at us. We drive onto the bridge, get out of the buggy and begin to fight our way through the soldiers. We go down one of the pillars of the bridge, along the numerous stairs, and jump into the water.

The psycho came to his senses and returned to duty. He'll take care of Claire. Now the Prophet can go to his goal again. We carefully jump over the ruins to the ground. A new buggy equipped with a rocket launcher awaits us here! There is no armor, but it should hurt to bite. But rarely, there is nothing at all. However, it will be possible to hijack a tank at the site of the main hostilities! Look for a side quest marker and create cefam hell. The gate is opened by a mechanism to the left of them, you can climb there by stairs. We continue our way across the battlefield. We enter the railway tunnel. After him we find ourselves in front of a blocked road. A man will pass here, but a tank will not. Here you can pick up a Gauss Cannon. The cephs are shelling the tower. Psycho gives an additional task - to destroy the tower air defense system. This place is also surrounded by cephs. At the very left, the first of the counter, it will be possible to pick up a pair of powerful cannons, with which you can deal with the rest. Only the CELL people will remain. The object indicated by the marker simply needs to be destroyed from any weapon. For example, from a heavy machine gun, on the second level.

When the Prophet enters the CELL command center, the cephs are already going somewhere. You can enter from different sides, but inside the goal is the same. The moment you approach the bridge, it suddenly rises. Fortunately, there is a control panel at the beginning of it on our side. Now you can go over the bridge and enter the elevator. I wonder why CELL makes elevators so strangely shaped? Not a rectangle or a circle. Everyone was already upstairs — Crazy, Claire, and Rush. I wonder how they went through the same as the Prophet? Passed CELL and cef? In the meantime, the Archangel made a goof and was stopped. Instead, a tunnel opened into another ... galaxy, I guess. From there the Ceph invasion should begin. Rush turns out to be a traitor, he was enslaved by the Cephs when he climbed into their collective mind. We did everything at his behest, freed Alpha-tsef and opened a short road to Earth for the aliens. Somehow Rush manages to kill, Claire and Psycho quickly retreated, and the Prophet miraculously landed right in the VTOL cabin. But they were all hit in one place. Claire was killed by Rush. The Crazy and the Prophet intend to kick the cef's asses.

Chapter 6. Only Human

West 52nd, Hell's Kitchen, New York

In order for the Psycho to fit the VTOL aircraft here, you must first turn off the air defense. But in the beginning, you need to get to it by interrupting the cephs wandering around. Among them there are new ones - Shadows. They are armed with a sniper rifle. Perhaps the most effective way is to approach them as close as possible and simply shoot them. Do not forget that it is advisable to jump down in maximum armor mode! We rise to the roof to the cefov installation, the Prophet will independently absorb the energy of the battery that feeds it. The Cephs really didn't like it, so their reinforcements come to you. There is a choice of which setting to disable next.

First I went to the one in the northeast, Bravo. On the way, there was a SOS signal from a detachment of insurgent mortars. On the ground, by the way, you can find the lone head of the Statue of Liberty. And next to her - a whole tank! The joy, however, did not last long - this tank does not know how to ride along the bottom. The water level is too high for him. Therefore, we swim to the mortarmen on our own, kill a couple of infantrymen and receive mortar support as a reward. Screamers, very tenacious cephs, roam here. With the help of the visor, you can mark the target for mortar fire. With their help, you can destroy the Screamers. Further, the road runs through several destroyed buildings, and at the end there will be exactly the same air defense installation. It was the Bravo point.

And now it’s the turn of Point Charlie. Near it, the rebels also need help - they are stuck in a minefield. After their release, grateful tankers will let the Prophet go for a machine gun on their BMP. Do not overuse the hospitality, however. The machine gun is useless against flying cef robots. Therefore, it is better to arm yourself with a rocket launcher and remove them. Also appears additional mission- find the downed VTOL aircraft. The door is blocked by a container, and there are living rebels inside. The reward is supplies, weapons, costume modification, which are inside the item. The last air defense installation is guarded by a lot of cephs, who surrounded themselves with mines from all sides. So we ran out of air defense centers.

It is necessary to clear the place from the newly arrived cephs so that the Psycho can sit on his VTOL aircraft. Now we take the place of the arrow. The flight will continue until all enemy aircraft are destroyed or the VTOL aircraft is shot down. Therefore, we try not to smear, and everything will work out.

After landing on the roof, the battle with the Chief of the Cephs will begin.

This creature possesses strong telekinesis and hurls bombs from scrap metal in volleys. In the arena, there are many shelters behind which you can hide from volleys, as well as several powerful cannons and ammunition boxes. So: we hide behind shelters, turn on the armor and go out to the Leader. We shoot until his volley starts. We hide, recharge and go out to the next run. Shelters need to be changed sometimes. The adversary will pull the Prophet to him, you will have to quickly and quickly hammer in [the space] in order to escape. Then the help of smaller cephs will appear, but powerful cannons can be removed from them. The remaining time we repeat the previous actions with shelters, until the creature dies. It remains to leave the roof. Alas, but busy with the boss, the Prophet missed the expansion of the white hole, or the portal to the world of the cephs. Then he fell and fell under the rubble of the surrounding skyscrapers. No human could survive this.

Chapter 7. Gods and Monsters

Under Columbus Square, New York

… Therefore it is good that the Prophet is not a man. He just gets up, dust himself off and walks, as if nothing had happened - the suit took the blow, and now he is recovering. The weapon, however, was lost, only a pistol with a flashlight and a faithful nanoluk remained. We go until it falls even deeper into the water. Glitches, or memories caused by the Ceph superintelligence continue to build up. It seems that here, under Columbus Square, these strange caves, created by aliens, have long been located. We soon find direct confirmation of this in the form of a huge structure. You can't jump down, so we are looking for a workaround on the right. Here we find cartridges and rocket launchers. Cephs begin to meet ahead. You can pick up one of their guns. Fighting now is not even necessary - you can go around and go to this contraption, which will charge the batteries of the Prophet. He will be temporarily invulnerable. Now the carnage can begin! When you run out of enemies, or you get bored, you can continue on your way.

The task will appear - to find the CELL beacon. They seem to have been to these caves before. And one more task is to turn off the cooling of the turrets. Perhaps this is where you need to start, because there are a lot of turrets here. The hologram is at the bottom, right below the first turret. From here you can get to the first of the devices to gain energy. This is the only way to fight this strongest pack of Cephs. Now we go to look for the CELL cache, marked by a beacon. There will be one large robot, to destroy which you need to use a stuck tank. It seems that it is he who is marked with a beacon. Several powerful cannons are also scattered around. We are continuing our approach to the brain transportation device.

Fight with Alpha-cef

After a new recharge, we will look for the wormhole, and with it the Alpha-cepha. Best weapon- the mortar of the cephs, which lies here. At the beginning, you need to shower him with shots, and then knock out one of his vulnerable red points - when the drill limbs turn red. And then fight off the capture. This whole structure with a tunnel in the middle also drills into the rock of the cave, bringing down stones right on the Prophet. Judging by the abundance of equipment, CELL also tried to destroy the wormhole, but they failed. But the turrets can be hacked and brought back to life, they will help against small cephs. Now you need to find a source of energy and recharge. Kill the cephs, and then kick Alpha one more time. And most importantly, you need to jump down to the battery at the moment when Alpha turns into one big drill, otherwise the battle will end instantly. After the second run, the game will be saved. It remains only to finish off the last batch of cephs, and the Alpha-cef itself.

Falling into the wormhole, the Prophet found himself in orbit of the planet, surrounded by scrap metal, where he watched the exit of a huge ceph ship that emerged from the hypertunnel. The prophecy of the Prophet has finally come true. But not completely. This is not the End of the World yet. He hacked into the Archangel satellite, and then aimed the beam at the vulnerable point of the ship. You need to hold the sight at this point until the circle of charge is filled and shoot. This is the end of the alien threat. The earth was saved, and Lawrence Barnes, better known as the Prophet, fell on a tropical island where no one would look for him. And if he does, well, now he can disguise himself quite well.

Chapter 1. Post-Human

After watching the introductory video, we get out of the cryo-chamber and follow the Psycho into the next compartment. With a few words, open the weapons menu ("BACK") and install a silencer on our current weapon. In addition, you can install a laser sight, however, it is practically of no use. When the Psycho opens the door, activate the camouflage ("RB") and carefully remove the guard vomiting overboard. Having picked up his rifle, we equip it with a silencer (the game is built in such a way that it is easiest to pass it (and most importantly, it is most interesting) in stealth) and turn right. After breaking up with a friend, we go down the stairs and deal with three bored guards. Having opened the doors for the Psycho, we get a bow and open the weapons menu. Having chosen carbon arrows (the quietest) and a high tension level (the most effective), we help the partner to go upstairs, after which we take out the nanovisor. Its functionality is not much different from the functionality of the visor from the second part. Just aim at the enemy or equipment and wait for the triangle to turn green.

Having marked all the mercenaries, we squat down and activate the camouflage. It is better not to enter an open firefight, as this, even at the lowest difficulty level, can result in death for your character. The easiest way is to reach the final goal with small dashes (and stops to recharge the suit's "batteries"), killing only those enemies that prevent you from passing. Having reached the destination, we stumble upon a locked door and contact the Psycho. There is no workaround, so you have to pick the lock using the suit hack device. It is not difficult to do this - it is enough to press the button indicated on the screen in time. Having finished, we go inside and go down the stairs, where our partner is already waiting for us. After talking with him, we go out into the street and using the scanner we mark the next group of enemies. Just like last time, it won't be difficult to get past them. "Batteries" can be recharged behind the crates, making sure that you are not spotted from the upper deck.


#2

Be careful - if you make a mistake and you are noticed, then a helicopter will rise into the air. Needless to say, it will be almost impossible to hide from him. Having reunited with the Psycho, we hack the control panel and silently (or by a shot from a shotgun, if you acted in the open before) we remove a lone mercenary talking on the phone. Going downstairs, fold the bow and take out firearms... You can leave the muffler, however, it will be much easier to go through the rest of this episode in the open. After cleaning the room, we climb to the upper level and go through the only open door, after which we turn to the right. Finding the elevator, press the call button and go downstairs. Before the cabin gets to the desired floor, turn on invisibility and jump to the side. When the mercenaries are convinced that the elevator is empty and stop shooting, break open the turret located behind them and enjoy the spectacle. Having opened the doors for the Psycho, we go up the stairs and watch the video.


#3

Chapter 2. Welcome to the Jungle

After talking with the Psycho, we pick up a blue container from the floor (hereinafter they will be denoted by the visor symbol) and press the "BACK" button. Having redeemed the skills you are interested in (there is zero sense from them - so you don't have to bother too much), we go out into the street and run after the Psycho until he asks us to hack the mine detectors. Having done this, we get over the bridge over the cliff and turn right. Having broken down the door with your foot, we rise up the stairs and watch the video. Our task is to destroy the defense tower CELL. Jumping down, turn on the disguise and run to the farthest marker. After examining the boxes with cartridges, we climb over the fence and pull out his weapon from the "hands" of the numb alien. After activating the "enhanced armor" mode, we jump out from behind cover and open fire on the turret guns. The charges in the Ceff toy are endless (for now), so don't worry too much about that. When finished, turn on the disguise and slowly move forward. Having met with a group of mercenaries, we mark them with a nanovisor and take out a bow.


#4

You can ignore the Psycho's advice regarding arrows with an electric tip - in the water they are not very effective, since they stun only those soldiers who are directly next to the epicenter of the "explosion". Calculating the exact distance is difficult, so it’s better to save arrows when you really need them. After clearing the territory (or sneaking past), we climb up the slope and meet with the Psycho. After chatting a little, we jump down into the hatch and go forward through the tunnel until the first turn. Once in the next room with enemies, turn on invisibility and use the suit to break the turret. She will not kill everyone, however, and such help can be very useful if you are playing on a difficulty level above average. Having finished off the remaining soldiers with the help of carbon arrows (do not forget to pull them out of the corpses - you can replenish the stock of arrows only with the help of special containers, which are not everywhere), go up the stairs and move forward along the bridge. Jumping over the cliff (for this you need to run well and hold down the jump button), turn left and watch the video.

Chapter 3. The Root of All Evil

Having picked up an improved rifle (a good replacement for the bow, if that one has run out of arrows - silent, roomy, with a telescopic sight) and stuffing our pockets with cartridges, we slowly follow the Psycho forward, skirting around the collapsed areas of the floor. Jumping down for a partner, we turn around and run straight to the first turn - we go there. Having climbed over the blockage (for this you need to sit down), we open the indicated doors and jump into the elevator shaft. After examining the elevator, we jump over to the adjacent cab and watch the video. Having emerged from the water, turn on invisibility and equip the bow with arrows with a detonating head. When the CELL mercenaries gather in a heap for instructions, shoot at the center of the “heap” and enjoy the result. Having finished off the remaining enemies with the help of carbon arrows (before leaving, be sure to return them back), jump down and mark the reinforcements that arrived at the noise with the help of the visor. This will make it somewhat easier for you to play hide and seek in the future. Our main task is to get to the top of the dam and destroy it. This is what we will do. We have two paths - right and left. There is not much of a difference, so make your own choice.


#5

Having reached the elevator (it is better not to engage in open combat, because even at the lowest difficulty level, this can result in tremendous trouble for you), go upstairs and watch the video. To shut down the dam, two generators must be disabled. Jumping into the water, we dive deeper and row to the left body. Climbing into the ventilation (there is another way, however, it is much more difficult and dangerous), we go down the stairs and turn off the first generator. Having fought off the mercenaries (you can make some noise - you cannot be heard above), we return to Fresh air and go to the right building. It is practically no different from the previous one (the layout is one-to-one), so you most likely will not have any problems. True, this time you will not have to fight. Here you can also execute side quest... They do not affect the plot in any way, but their fulfillment is generously rewarded with points for pumping the costume. But since this pumping is useless, it is definitely not worth wasting time on side missions. Returning to the surface, we jump into the water and set up explosives at the base of the dam.


#6

Having regained consciousness after the explosion, we get out to the shore and contact Claire. Having received a new task, we turn left and swim under the collapsed building. Having defused enemy mines, we climb into a giant dry pipe and run forward until it stops. Having found ourselves at the CELL base, we break open the turret and, after activating the camouflage, we head to the elevator, while the mercenaries deal with the out of order weapons. If everything went well and you were not spotted, click on the button for the required floor and watch the video. Our task is to find out the nature of the origin of the energy source CELL and destroy it. Going downstairs, we take out the bow and prepare for battle. After cleaning the room, we cut down the security system and go up to the second floor. There are several computers here, each of which needs to be turned off. When finished, we interact with the marked control panel and watch the video.


#7

Chapter 1. Post-Human

After watching the introductory video, we get out of the cryo-chamber and follow the Psycho into the next compartment. With a few words, open the weapons menu ("BACK") and install a silencer on our current weapon. In addition, you can install a laser sight, however, it is practically of no use. When the Psycho opens the door, activate the camouflage ("RB") and carefully remove the guard vomiting overboard. Having picked up his rifle, we equip it with a silencer (the game is built in such a way that it is easiest to pass it (and most importantly, it is most interesting) in stealth) and turn right. After breaking up with a friend, we go down the stairs and deal with three bored guards. Having opened the doors for the Psycho, we get a bow and open the weapons menu. Having chosen carbon arrows (the quietest) and a high tension level (the most effective), we help the partner to go upstairs, after which we take out the nanovisor. Its functionality is not much different from the functionality of the visor from the second part. Just aim at the enemy or equipment and wait for the triangle to turn green.

Having marked all the mercenaries, we squat down and activate the camouflage. It is better not to enter an open firefight, as this, even at the lowest difficulty level, can result in death for your character. The easiest way is to reach the final goal with small dashes (and stops to recharge the suit's "batteries"), killing only those enemies that prevent you from passing. Having reached the destination, we stumble upon a locked door and contact the Psycho. There is no workaround, so you have to pick the lock using the suit hack device. It is not difficult to do this - it is enough to press the button indicated on the screen in time. Having finished, we go inside and go down the stairs, where our partner is already waiting for us. After talking with him, we go out into the street and using the scanner we mark the next group of enemies. Just like last time, it won't be difficult to get past them. "Batteries" can be recharged behind the crates, making sure that you are not spotted from the upper deck.


#2

Be careful - if you make a mistake and you are noticed, then a helicopter will rise into the air. Needless to say, it will be almost impossible to hide from him. Having reunited with the Psycho, we hack the control panel and silently (or by a shot from a shotgun, if you acted in the open before) we remove a lone mercenary talking on the phone. Going downstairs, put the bow and take out the firearm. You can leave the muffler, however, it will be much easier to go through the rest of this episode in the open. After cleaning the room, we climb to the upper level and go through the only open door, after which we turn to the right. Finding the elevator, press the call button and go downstairs. Before the cabin gets to the desired floor, turn on invisibility and jump to the side. When the mercenaries are convinced that the elevator is empty and stop shooting, break open the turret located behind them and enjoy the spectacle. Having opened the doors for the Psycho, we go up the stairs and watch the video.


#3

Chapter 2. Welcome to the Jungle

After talking with the Psycho, we pick up a blue container from the floor (hereinafter they will be denoted by the visor symbol) and press the "BACK" button. Having redeemed the skills you are interested in (there is zero sense from them - so you don't have to bother too much), we go out into the street and run after the Psycho until he asks us to hack the mine detectors. Having done this, we get over the bridge over the cliff and turn right. Having broken down the door with your foot, we rise up the stairs and watch the video. Our task is to destroy the defense tower CELL. Jumping down, turn on the disguise and run to the farthest marker. After examining the boxes with cartridges, we climb over the fence and pull out his weapon from the "hands" of the numb alien. After activating the "enhanced armor" mode, we jump out from behind cover and open fire on the turret guns. The charges in the Ceff toy are endless (for now), so don't worry too much about that. When finished, turn on the disguise and slowly move forward. Having met with a group of mercenaries, we mark them with a nanovisor and take out a bow.


#4

You can ignore the Psycho's advice regarding arrows with an electric tip - in the water they are not very effective, since they stun only those soldiers who are directly next to the epicenter of the "explosion". Calculating the exact distance is difficult, so it’s better to save arrows when you really need them. After clearing the territory (or sneaking past), we climb up the slope and meet with the Psycho. After chatting a little, we jump down into the hatch and go forward through the tunnel until the first turn. Once in the next room with enemies, turn on invisibility and use the suit to break the turret. She will not kill everyone, however, and such help can be very useful if you are playing on a difficulty level above average. Having finished off the remaining soldiers with the help of carbon arrows (do not forget to pull them out of the corpses - you can replenish the stock of arrows only with the help of special containers, which are not everywhere), go up the stairs and move forward along the bridge. Jumping over the cliff (for this you need to run well and hold down the jump button), turn left and watch the video.

Chapter 3. The Root of All Evil

Having picked up an improved rifle (a good replacement for the bow, if that one has run out of arrows - silent, roomy, with a telescopic sight) and stuffing our pockets with cartridges, we slowly follow the Psycho forward, skirting around the collapsed areas of the floor. Jumping down for a partner, we turn around and run straight to the first turn - we go there. Having climbed over the blockage (for this you need to sit down), we open the indicated doors and jump into the elevator shaft. After examining the elevator, we jump over to the adjacent cab and watch the video. Having emerged from the water, turn on invisibility and equip the bow with arrows with a detonating head. When the CELL mercenaries gather in a heap for instructions, shoot at the center of the “heap” and enjoy the result. Having finished off the remaining enemies with the help of carbon arrows (before leaving, be sure to return them back), jump down and mark the reinforcements that arrived at the noise with the help of the visor. This will make it somewhat easier for you to play hide and seek in the future. Our main task is to get to the top of the dam and destroy it. This is what we will do. We have two paths - right and left. There is not much of a difference, so make your own choice.


#5

Having reached the elevator (it is better not to engage in open combat, because even at the lowest difficulty level, this can result in tremendous trouble for you), go upstairs and watch the video. To shut down the dam, two generators must be disabled. Jumping into the water, we dive deeper and row to the left body. Climbing into the ventilation (there is another way, however, it is much more difficult and dangerous), we go down the stairs and turn off the first generator. Having fought off the mercenaries (you can make some noise - you cannot be heard at the top), we return to fresh air and go to the right building. It is practically no different from the previous one (the layout is one-to-one), so you most likely will not have any problems. True, this time you will not have to fight. Here you can also complete a side quest. They do not affect the plot in any way, but their fulfillment is generously rewarded with points for pumping the costume. But since this pumping is useless, it is definitely not worth wasting time on side missions. Returning to the surface, we jump into the water and set up explosives at the base of the dam.


#6

Having regained consciousness after the explosion, we get out to the shore and contact Claire. Having received a new task, we turn left and swim under the collapsed building. Having defused enemy mines, we climb into a giant dry pipe and run forward until it stops. Having found ourselves at the CELL base, we break open the turret and, after activating the camouflage, we head to the elevator, while the mercenaries deal with the out of order weapons. If everything went well and you were not spotted, click on the button for the required floor and watch the video. Our task is to find out the nature of the origin of the energy source CELL and destroy it. Going downstairs, we take out the bow and prepare for battle. After cleaning the room, we cut down the security system and go up to the second floor. There are several computers here, each of which needs to be turned off. When finished, we interact with the marked control panel and watch the video.


#7

Crysis 3 walkthrough which you will find on our website, is the final part of the story of the Prophet - the commanders of the Cell Corporation special squad, who developed the famous nanosuits. You have to return to New York 23 years after the last alien invasion, and believe me, a lot has changed there. But more on that later, but for now let's see how the passage of Crysis 3 begins.

As soon as you start the single player campaign, you will be prompted to go through the tutorial mode. By the way, the world of the training regime is very similar to the world of Tron. In general, there is nothing special there, but if you have never played any of the games in this series before, you can go through it. However, if you started a workout, but realized that you didn’t need it, you can easily exit it by pauses in the menu. The campaign itself awaits immediately after us.

Our old friend Psycho with several comrades infiltrates the aircraft carrier of the Sell corporation and frees the Prophet from the cryocapsule. Well, it's time to get started.

Crysis 3 walkthrough: Mission 1

So here we are.

We go down and run after the Psycho. Across the bridge, take the stairs up and now you are inside. There is a door in front of us and the Prophet informs us that we need to make everything a devil of special noise. So, we activate the weapons menu and put on the silencer.

The door opens to reveal the unsuspecting soldier Sell.

We turn on the disguise mode, sneak up from behind and use the melee button to kill the villain. Next, we head to the door on the right and go down the stairs.

We will have a view of the whole room, keep to the left and go downstairs. Here we will see a few more soldiers, we will cut out the first one first:

And then we will turn around and destroy the second one at the control panel.

Let's wait in the shelter, restore energy and move on. There will be another patrolman at the far end of the room on the upper level.

We secretly kill him and go forward towards the target marker. So here we are:

You can climb the stairs and kill another soldier, or you can use the ventilation and crawl through unnoticed. Also, the ventilation hatch was outside on the left side on the upper tier.

We approach the door, replenish the ammunition, if necessary, and open the door. We meet with the Psycho and follow him. After some time, he will give us a bow (Fuck Yeah!), We go downstairs and open the door. We found ourselves outside again, in front of us is an open area and many Sell soldiers.

Here you can act as you want: stealthily or go ahead, the main thing is to destroy all the fighters so that Psycho can get through. Remember that arrows fired from a bow can be collected, use this opportunity to keep ammunition with you. When you have dealt with all the Sell fighters, climb the stairs and follow the Psycho. Soon you will reach a door that needs to be hacked remotely. Turn on the visor and move the cursor over the green indicator.

Follow the Psycho and go outside again. There will also be an open area with many soldiers, like last time, but in addition to the soldiers, there will also be a combat helicopter that we need to shoot down. We take out the crossbow, go to the weapon settings and switch to explosive arrows.

We shoot down the helicopter, we kill the soldiers, we go further. On the way to the Dome of Liberty, you will pass through another large room, where you will need to kill everyone or slip by unnoticed. So, one way or another, you will reach the turret, which will not allow you to go further.

Turn on the visor and hack it. Follow the Psycho. When you are prompted to take a set of modules for a suit, take them, go to the module settings panel and pump 4 features with the number 1 in each column. Then place the upgraded features in a row, crossed with orange, to make up a set of skills.

Now it's time to get out into the urban jungle!

Crysis 3 walkthrough: Mission 2

Go outside and walk towards the target marker.

When you reach the minefield, turn on the nanovisor to detect the location of the mines and hack their mechanism.

To do this, move the cursor over the skull image.

Run towards the target marker and talk to the Psycho. We are now in front of a large field, closely watched by a deadly rocket launcher, ready to dust whatever it finds.

The psycho will throw off the coordinates of things to you, which will need to be destroyed using this installation. You run towards them and try to stand so that the laser sights of the installation are near your targets. Destroy several targets in this way, and then pick up the Tsef cannon.

Aim and destroy three guns on the setup.

On the way, you have to go through a small pond, in which there will also be several Sell soldiers. Shoot from the alien cannon at the water to fry several foes at once.

We go to the target marker and meet with the Psycho at the hatch leading down.

Now you can turn around, go outside and immediately turn right. Then, when the opportunity presents itself, right again. There you will see a couple of Sell soldiers and a red box. Eliminate enemies, break open the crate, and grab a set of suit modules. Well that's it, bonus. Go back and jump down.

Follow the Psycho through the tunnel until you split up, move forward and exit into an open area. There will be several Sell soldiers and a turret.

Reprogram it and it will take out most of the enemies. Finish off those who survived, and climb the stairs.

Move towards the target marker and soon exit into an overgrown area. There will be two hunters here, deal with them, and then move forward. You will soon find yourself at a fork. Let's go left first and replenish the ammunition.

Then we go into the passage to the right and reprogram the traps.

We move forward, neutralize two more traps, and leave the door. Climb the stairs and exit into a large open area teeming with Sell soldiers. In stealth mode, jump down and look around, we need to get here.

You can get to this platform only by going to the end of the map and climbing the stairs. So we start moving forward. After passing about halfway, look up, there will be a turret.

Reach the target marker and use the zipline. Go out the door and run straight ahead until you reach the Psycho, killing the attacking hunters along the way. Take a place behind the grenade launcher and fight off the attack until the Psycho will solve all the issues.

Follow your partner, push the carriage and climb onto it. After the spectacular scene, the second mission will be completed.

Crysis 3 walkthrough: Mission 3

We follow the Psycho, we reach the elevator and jump down, we pass forward and go out to another open area, where there is a bunch of Sell soldiers.

Turn on invisibility and go around the building that you see on the right hand in the previous screenshot.

Hide behind the cover, wait for the energy scale to replenish, enter the invisibility mode again and head towards the stairs. There will be a turret that you need to hack and cause a lot of trouble to your enemies.

After the path is clear, climb the stairs and a door with laser beams will appear before your eyes.

Take an object and throw it into the doorway. After that, a turret will appear at the other end of the corridor, reprogram it and go forward.

You go into the elevator and go upstairs. Above they are already waiting for us! Activate the armor to avoid bullet damage as the soldiers fire at the elevator and climb into the cabin roof hatch. Climb into the ventilation on the left and walk forward until you see an exit.

Open the hatch, kill the guards, for example with an explosive arrow or a grenade, and climb out of the ventilation shaft.

Break open the container, take the buns and go outside.

Now we will need to hack two generators: south and north. Let's start with the southern one. Go down the stairs and go forward, killing Sell soldiers along the way. Take the first left and head towards the building. Walk around her on the right

And you will see the ventilation hatch below.

Climb into it, then go down the stairs and here it is, the generator. Before you break it to hell, turn on the visor, find an additional target in the form of hacking enemy air defenses and complete it. The hack panel is located right in front of the generator. After you destroy the generator, head to the ventilation shaft and get out of the building.

Here, new enemies and a combat helicopter will await us, but it does not pose a danger, since the hacked air defense system will quickly deal with it.

Now we are heading to the northern generator. However, first, let's go to the end of the dam and climb the stairs. Here, breaking the lock, you can find ammunition and other goodies.

So, now we leave and go to the building with the generator. We go around it on the right and see another door, the protection of which must be hacked.

We go inside, go down, hack the generator, go out. Now we need to blow up the dam. We jump into the water, swim towards the target marker, set the explosives and watch the awesome scene.

Now we are in a flooded block. We go forward to the target marker, when you enter the cave, turn here:

Here you can still observe deer with glowing tracks.

One of these deer will lead you straight to the Nanosuit Upgrade Kit. Hooray!

We go back and see a small cave right on the course.

We climb up there and go forward. We pass to the waterfall and mark the targets.

We pass forward and stop. There will be a turret at the top, which will need to be defused.

We get down and turn left.

On the right side of the wall, you will see a passage framed in red metal.

Walk along it, turn left, enter stealth mode and climb the stairs.

Upstairs, sit in the shelter, because a robot with a machine gun is patrolling here. One of the most effective ways to eliminate him is to take a crossbow, select an explosive tip and thrust directly into the piece of iron.

Now we move to the elevator, but do not go into it yet, but turn right.

We pass to the blue building and take a set of improvements for the costume.

We go back and go into the elevator.

We go down and go along the left bridge all the way forward, and then to the right.

In front of us there will be a crane control panel.

We interact with him, and the large bandura on the left will move to the side.

We interact with the remote control, go back, jump onto a large metal hanging thing and do the same procedure again. Apparently, as a result of our actions, the defense mechanism is activated, and we will be attacked by a mobile cannon from above.

It will need to be deactivated using the control panel nearby.

Now we move to the target marker and enter the elevator. We go upstairs, and then go up the spiral staircase.

We interact with the control panel, watch a spectacular scene, and this completes the third mission.

Crysis 3 walkthrough: Mission 4

So, the night, the flooded area and the Sell soldiers. Move diagonally towards the target marker.

When about a hundred meters from the target, turn in the opposite direction and pay attention to the illuminated dilapidated building.

Jump up to the second floor and enter the doorway. Here you will find ammo and a set of upgrades for the nanosuit.

We continue to walk forward and jump upstairs.

Go forward in stealth mode and turn right, there will be a turret, which is better to defuse.

We go there and soon we will find ammunition. We jump down, so here is our goal:

We go to the left side and turn right, there will be a door, and behind it a staircase upstairs.

We go up and use the zipper. We pass through the building until we leave on the other side.

There will be a lot of cephs here, so if you don't want to make a lot of noise, it's better to use masking and head towards the target marker. Soon we will see the ceph tower.

After it, we move forward, and to the left after the first passed building, 150 meters from the target, there will be a box with a grenade launcher, which will soon be very useful to us.

We approach the door, the dying Sell soldiers will run out of it, as well as a new, hitherto unseen type of tsef, which the grenade launcher will help us to defeat. Next, we go into the doorway and move towards the target marker, now let a huge centipede in the middle of the field serve as a guide.

This is the Screamer. It can and even should be intercepted using a visor and a standard hacking algorithm.

Flamethrowers like the one we recently dunked also roam the area. They can also be hacked if you like, although the screamer after reprogramming will deal with them, at least partly. Further we move to the left of the screamer and see a slight rise.

We rise, we pass into the passage to the right, and then into the door behind him.

We pass a few more doors until we find ourselves here:

We jump down and enter the disguise mode, there will be many cephs, as well as flying drones, so it's better not to enter the battle. Walking a little forward, retreat into the ruins on the right.

Catch your breath, regain energy and walk forward again. Move towards the target marker and go around the building on the right side. You will see the control panel shortly.

Interact with him to lower the stairs and go inside.

Follow the target marker, but do not approach the Psycho.

Walk around the other side of the platform and find a set of mods for the costume.

Now just follow the Psycho, watch the cut-scene, and the mission will end.

Crysis 3 walkthrough: Mission 5

We move to the target marker and stop on a hillock.

We jump down and enter the disguise mode, there will be several cephs, if your fists itch, you can interrupt them. Next, we head to the electrified structure.

We activate the alien control panel and watch the cut-scene. After her, we will have to fight with several ordinary cephs and one large one. The most effective way is to run around the "fat man" and shoot him in the back, preferably from a bazooka, if there is one, but explosive arrowheads will also come off. It can also be killed with ordinary weapons, but it will take longer.

Then immediately to the left.

Soon you will find yourself on a small hill, and in front of us, in a small reservoir, Sell soldiers will fight against the cephs.

You can take advantage of the fact that there is water everywhere, grab a bow, choose electric tips and kill several targets at once.

However, you can just walk by. As we jump off, go forward to the end of the area, then turn left and again find ourselves on a hill.

We jump down, go to the destroyed house and go into the door.

We rise along the stairs, we pass into a row of doors and again we leave outside.

Behind the first APC you can find cartridges.

Behind the second is a set for improving the costume.

We continue to move towards the target marker. When you get to the burning canvas

look to the right, there you will see more ammunition and a vehicle that can be used.

Get behind the wheel and drive towards the target marker.

When you cross the destroyed bridge, the first bus will be a soldier Sell with an RPG, so eliminate him before he eliminates you. It will not be possible to drive further, so we get out of the car and go on foot.

There will be a few more soldiers here, deal with them. You go into the passage and go down the stairs until the cut-scene starts playing.

So, we go outside.

We jump down the ledges, note that on the first one on the left you can find a box with buns.

We go downstairs and get into the car.

We are driving towards the target marker. On the way we will be met by a hostile helicopter.

Deal with it using the flare launchers installed on the car. A little ahead there will be soldiers with RPGs and a turret, which it would be desirable to reprogram.

Near the building on which the turret was installed, there is another vehicle (in case the old one is no longer able to drive), as well as ammunition. We are moving forward, soon an armored personnel carrier will appear in front of us.

Take the RPG (or C4) and blow it up. We continue to move. We will soon find ourselves in an open area.

There will be a large ceph here, as well as some Sell soldiers and a turret. Turn on invisibility and run to the area on the left. Here you can find patrons, a real gift for those in need. Now we go up the stairs

and interact with the switch.

The gate below will open, we get into the car and drive through them. There will be another armored personnel carrier, you know what to do with it, after that we move forward again. We enter the tunnel, drive to the end and go out into the open area.

We pass forward and turn on the visor to detect all targets. Let's complete a side mission and destroy the defense of the command center.

We turn left and go towards the target marker. There will be a big ceph here, let's not get involved in a fight with him, but just go further in invisibility mode to the installation that needs to be destroyed.

There will be a turret in front of her, so be careful. When you hack the turret, the installation will need to be blown up with an RPG or C4. Then we turn to the left of the installation (facing it) and go forward. Attention, there will be a minefield nearby, so disarm the mines just in case.

There will also be several flamethrowers and a large titanium, you can fight with them, or you can go straight to the switch at the gate and activate it.

We go inside, we wet the soldier Sell and we turn right.

We go up the stairs, we neutralize the cannon, it kills the soldiers, we go straight ahead, turn left, we neutralize another turret, and we come to the bridge that rises and does not allow us to go further. Standing directly in front of the bridge, turn around 180º and you will see the bridge control panel on a small hill.

The deed is done, the bridge went down, we go along it and we go into the elevator.

We watch the cut-scene. The fifth mission ends here.

Crysis 3 walkthrough: Mission 6

At first, everything is quite simple, we go to the target marker, kill a couple of cefu and turn off the air protection.

We will have two more goals, but let's turn on the visor and do a couple side missions... First, let's find the downed VTOL aircraft and free the trapped soldiers.

Supplies can also be found in the back of the plane. Now let's help the valiant soldiers on the BMP and neutralize the mines, because of which they cannot budge.

Disarm the mines using the already familiar mechanism and get into the BMP for the machine gun.

Destroy the first screamer on the way, get off the armored vehicles and get into the car next to you.

Use the visor before driving, as the entire map is a minefield. Let's first go left to complete the side mission, which is to free the mortar squad.

This is necessary in order to easily destroy the screamers, of which there are many. Just turn on the visor and mark the target, and the mortars will figure it out further. Now we go to the nearest main goal.

We climb up.

Here we enter the invisibility mode and reprogram the enemy cannon.

After we get rid of the cef installation, go back and use the zipline.

Walking (running or driving) to the last target marker. Remember to use the visor to spot minefields. When you get closer to your destination, you will see an enemy turret. Hack it.

After you destroy the last tower of the cephs, go to the Psycho ship and climb into the compartment. Now you will need to shoot down all enemy ships. As soon as you deal with them all, Psycho will land on a building nearby, sit down at the grenade launcher and hold back the waves of cephs. After that, a fight with a large four-armed alien awaits us. Just shoot his surroundings (flying metal debris), after which he will pull you to him, and you will need to quickly press the hot key that appears on the screen. Repeat this procedure several times and the enemy feeds. Go through the opening, and the mission will end.

Crysis 3 walkthrough: Mission 7

We find ourselves in a cave.

Just go ahead, you can't get lost here. Sooner or later, you will come out to the metal core of the cave.

We go around the rock along the metal platform to the right

and we climb up.

We pass along the cave forward and before the exit we turn into the tunnel on the right.

We pass forward and soon we will see a turret on the left, which we will hack.

The turret will clear the way for us, after which we need to run to the source of power of the cephs, which is indicated by the target marker. Now we need to find a couple more of the same. We go towards the target marker and climb up the stones.

We pass a little forward, turn on the visor and mark an additional target.

We go to the marker of the additional goal, this will also allow us not to get lost. We go to the remaining sources of power, killing crowds of cephs along the way. After the last source, we climb up and meet it - Alpha Tsefa!

Pick up alien guns, shoot at him, shorten from his attacks. Especially you need to strain when he curls up into a drill and begins to drill everything around. Soon it will appear weak spots- orange areas on which it will be necessary to focus the fire. After you pick one of these areas, and Alpha Cef pulls you in, press the hotkey quickly to counterattack. After that, he will retreat and you will need to fight with the more strengthened soldiers of the cephs. Since Alpha Cef has only 3 weak areas, you have to do the same procedure three times. That's it, Alpha Tsef is defeated!