Thursday, August 1, 2013

Crysis 2: Walkthrough

Game Missions

In the Deep End & Second Chances
Sudden Impact
Road Rage
Lab Rat
Gate Keepers
Dead Man Walking
Seat of Power
Dark Heart
Semper Fi or Die
Corporate Collapse
Train to Catch
Unsafe Haven
Terminus
Power Out
Eye of the Storm
Masks Off
Out of the Ashes
A Walk in the Park


In the Deep End

The submarine is a tutorial level. Follow the instructions and head to the surface with your marine fire team. If you fail this mission, you may want to play another type of videogame.

Second Chances

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You start off with an empty handgun. As any soldier will tell you, a weapon without ammunition is the world's heaviest paperweight (only more useless, since you can reasonably throw a paperweight and kill someone -- but that's a story for another day).
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NOTE THAT THIS WALKTHROUGH IS WRITTEN FOR SUPER-SOLDIER DIFFICULTY, SO FOR CERTAIN ENCOUNTERS WE'LL ASSUME YOU HAVE ALL THE MODULES AND ATTACHMENTS FROM A PREVIOUS PLAYTHROUGH. YOU CAN QUICKLY EARN MOST (IF NOT ALL) THE MODULES AND ATTACHMENTS FOR CRYSIS 2 ON THE CAMPAIGN'S RECRUIT DIFFICULTY.

The game will not teach you much about the different functions until you need them (a mistake only with weapons), so hold your BACK / SELECT / Weapon Attachment key to bring up the attachments menu (the button on the console versions accesses the suit modules and the weapon attachments, so hold or tap to see either or). Any attachments earned before can be immediately used, as well as any modules.
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Power jump the break in the hallway, and power jump / mantle again when you reach the hole. When stuck in Crysis 2, try and look for a way forward by looking up and down. You have the ability to climb moderately high platforms with the power-jump (better than the El-Crap-O Mjollnir armor).
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After the VISOR tutorial, drop down to the ammunition bin and restock the NOVA handgun. Just like in S.T.A.L.K.E.R. Shadow of Chernobyl, you want to take up an automatic weapon ASAP. There is a SCARAB near one of the ammo bins, but you can also neutralize the two C.E.L.L. (CryNet Enforcement and Local Logistics) mercenaries and loot their weapons.
Since you do not have cloaking active yet, those enemies will more than likely see you when you approach Castle Clinton. Just deal with it -- preferably by shooting them until they stop moving.
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Take a SCARAB and head inside the brown castle building at the top of the stairs. You will get the cloaking tutorial next.
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Cloak and get close (crouch and move to avoid making too much noise) to stealth kill the enemy. If you fire, you will alert the other two sentries in the courtyard.
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Remain ducked, recharge the cloak (de-cloak, let the energy refill, then re-cloak) and either explore (take out the enemies and explore) or hop through the crack in the wall to get to the next area.
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The best method of entry is the stealth entry (Tactical Point 2). Ignore the CELL soldiers and drop into the street. Make a bee-line for the opening in the barrier / wall and remember that to keep from making too much noise, move whilst crouched. Secondly, allow your energy to recharge when you are alone and unseen (behind hard cover). Move while cloaked, and you can't go wrong.
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You actually don't need to approach the lockdown door. If you know where you are going, you can head straight for the decontamination tents and minimize your chances of being killed by enemies.
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Enemies abound in the CELL encampment -- once you duck into the decon facility, there are no enemies until go past the door with the operable switch. Use that time to recharge your energy.
Kill the two sum'bitches in the decon area. Cloak and stealth kill to save on ammunition. If you did everything as IGN prescribed, you will have not spent more than a few rounds worth of ammunition.
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Operate the laptop to open the door to the street. When the door jams, tear the damn thing apart with your bare hands (go to the door and use it). If personal quarrels could be resolved this easily, we wouldn't have an over-populated planet.
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Head down the street and go through the drugstore / pharmacy to get to the alley leading onwards. The armor tutorial will be the final time you cannot do anything but look around. Activate maximum armor and drop back into the alley away from enemies.
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When and where possible, you want to cloak and avoid enemies. In fact, ifHalo Reach wasn't so hung up on special suit modules, the cloaking would've made the game much like Crysis 2. Use cloaking to sneak by the enemies. If you want to, claim the FELINE from an enemy, or take the one near the ammo bin.

Bonus Task » Food for Thought

After the armor tutorial, you can drop the giant donut on one of the enemy soldiers patrolling the street. This satisfies the condition for this bonus task. Note that causing an alert may play havoc with the patrol pattern, so adopt a cloak (and crouch) on the roof. Mark the enemies and watch for one of them to stray under the giant donut, then Lard Lad his ass.
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The best thing to do is use the Tactical Point for stealth. Drop into the sewers and make your way through the tunnels to the other side of the CELL barricade.

Bonus Task » Speeding Ticket · 1 / 10

Triggering the ten traffic cameras in the game satisfies this condition. Overlooking the intersection with the giant donut is a traffic camera (going towards the C.E.L.L. fortress). Sprint towards it to make the camera snap a photo.
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Exit the sewer behind the CELL barricade and head for the subway. If you decided to fight through the enemies (not a wise choice, but an alternate solution), you can get behind the enemies the same way, or by using the alley on the street. Naturally, using the brute force method only works on Normal and easier settings, since enemies are lethal on Veteran or harder.
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Once in the sewer, you only linger for a few more seconds as you head for the exit. You will have your nano-vision (thermal vision primarily) activated. At this point, all your suit powers will be available. Remember that on a replay campaign, you can still purchase suit modules from the very start of the campaign, provided you have enough nano-catalyst.
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Rip apart some craptastic fencing and locate the CELL soldier who will have his face ripped off by Ceph bio-harvesters. From there, power jump through the hole in the ceiling and leave the level using the stairs.
Sudden Impact Walkthrough
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Start off by heading for the end of the hall. You won't have enemies to deal with until you reach the parking structure on the street.
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THE MARSHALL IS A HANDY PUMP-ACTION SHOTGUN FOR CLOSE ENCOUNTERS. WHILE YOU DO NOT HAVE A SUPPRESSOR FOR IT (YET), YOU WILL UNLOCK IT IN THIS STAGE IF YOU HAVEN'T ALREADY. THE SHOTGUN CAN BE FOUND IN THE BLOCKED ROOM NEAR WHERE YOU START THE LEVEL.

Decide on whether or not you want the FELINE or MARSHALL before you step on the pedestrian walkway (you cannot come back up). The FELINE can use the pistol silencer you find at the start of the parking lot, while the MARSHALL uses the larger suppressor used for the SCARAB and DSG-1 you find at the top of the parking lot.
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Take the Stealth NOVA from the ground at the parking lot, if you don't have the pistol silencer already (if you are on the console version of Crysis 2, you may have to, due to an attachment erasing bug). Silence your weapons (FELINE the first time, the SCARAB or MARSHALL on subsequent trips) and head into the structure.
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Mark the enemies and proceed to cloak and sneak through their area. You can take out the lone sentry near the explosive barrel in the cage, then move on.
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Stick behind the cars to let your energy recharge when you need it. For the most part, you can sneak by most, if not all, the enemies here. Anyone who disagrees should be riddled with bullets without any hesitation. Make it to the top level and exit the structure via the upper gate.
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You should see the sewer grate you can take (it's a Tactical Point) on the street past the parking lot's fencing. Take the Stealth SCARAB from the ammunition bin on the stairs, and proceed to the next blue RV (rendezvous) point however you can.
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You can approach the crash site by the rooftop or the sewer, but which ever way you do it, look for a ramp leading down to the second parking lot. You want to head down into it, since it places you closer to the objectives.
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There's almost no one in the second parking lot, so stay in a corner to scan with your VISOR and recharge. Ignore Gould's orders to inspect the escape pods. All that does is light up the real objective. Instead, head out into the debris pit and locate a hole in the ground.
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The hole you're looking for in the crash site goes down to some sort of subterranean office. Head down into it and take the JAW (Joint Anti-armor Weapon). JAWs, as explained on our weapons page, are crucial to defeating the large Ceph walkers (Pingers). Without them, you will find it hard to get close, deploy C4 and escape before you are destroyed.
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BY SKIPPING YOUR INVESTIGATION OF THE ESCAPE PODS, YOU SAVED YOURSELF 5 MINUTES OF EXTRA WORK AND LETHAL ENGAGEMENTS WITH CELL MERCENARIES. INVESTIGATING THE ESCAPE PODS ONLY AWARD YOU WITH EXTRA DIALOGUE FROM GOULD, ONE OF THE WIMPIEST QUASI-SCIENTISTS WE'VE SEEN IN A LONG, LONG WHILE.

Hence, when you find any JAWs, you should learn to husband their stock (maximum of four, unless the game gltiches) and use them only against the Ceph Pingers.
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Entering the hole with the JAW will prompt Gould to mark the elevator shaft you need to access the room itself. Head back outside, go up the slope, avoid enemies, and rip open the elevator doors. Drop down to get to safety. At this point in time, you can leave your cloak un-used until you reach the sewers.
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Scan the bio-mass by using the VISOR to mark the spot with the objective marker. Climb out of the room by going over the now busted-open window. There will be only one enemy until you reach the sewers, so you take out the shotgun or assault rifle and get ready to kill some ass.
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Step out and get yourself violated by an alien Ceph scout (runner). Once it releases you, remain vigilant (you can cloak to try and stalk it) and hunt it down. Kill the enemy alien and "use" its corpse to take the alien DNA tissue. You will get 100 nano-catalyst and the ability to buy modules (if this is your first campaign).

Bonus Task » Speeding Ticket · 2 / 10

Triggering the ten traffic cameras in the game satisfies this condition. While on the dusty street and heading to the sewers, stay on the right side of the (vehicular) road. You will trigger the camera as you sprint through the EMAT checkpoint.
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Go through the dusty streets and keep a silencer on your SCARAB or FELINE. If you have a silenced MARSHALL, you will need to get close to enemies before killing them (one or two shots), so that might put you at greater risk of discovery (and then being shot to death).
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Allow the enemies to kill one another before proceeding -- remember that you only gain nano-catalyst from slain Ceph, not CELL soldiers, so prioritize your murder spree. For the most part, you gain nothing (except less ammo) when you engage in combat with CELL soldiers.
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Avoid or neutralize the remaining Ceph near the crashed bus, and locate the door which leads to the level exit. Once you enter that space, enemies (unless in ardent pursuit) will leave you alone. Go upstairs to end the level.
Road Rage Walkthrough

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Head upstairs to get the tail end of a conversation between Lockheart and Strickland. Once they're done having their military lovers' spat, check out the yard and the enemy placement. The weapons here (SCAR) are not suppressed, but if you want, you can pick one up to unlock the attachments related to the weapon.
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The best method to approach the next section would be to use the Tactical Point of stealth. Get up on the train tracks, cloak and move towards the objective marker. You can snipe the enemies from atop (note that enemies can see and fire through the track's slats and grating) or just drop to the street and slowly make your way to the marker.
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Get onto the freeway using the rubble. While on the ramp going up, you can rest and recharge the suit's energy. You will need a full tank to move (cloaked) past the two CELL vehicles and the fire teams they bring. Fighting them is possible, but remember the enemy has two active heavy machineguns.
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Try to sneak by the CELL technicals, since you have to deal with another CELL fireteam when the rappel down from the bridge. If you can cloak and hop over the tractor trailer blocking the tunnel, you're practically safe, as enemies cannot get around the obstacle to get to you.
It may make some sense to sprint (while cloaked) for the last part to reach the trailer, vault over, and drop down before you take too much damage and die.
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Trigger the quake event and note that you spawn enemies only once you are down on the ground (on the fallen highway). Use the VISOR, not nano-vision, to mark enemies. Nano-vision is handy, but not if you are moving around a lot while cloaked.
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Approach the CELL checkpoint and use the Tactical Point for stealth again. Drop into the sewer and beware of the suspicious CELL mercenary who occasionally tosses down a hand grenade. Get past all that pop out of the poop tubes. If you didn't draw attention to yourself, you should be mostly clear of enemies (again, mark them all while in the sewer).
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From the sewer exit, head for the break in the wall past the bungalows. An emplaced heavy machinegun will be at the break, but if you maintain your distance while cloaked, you can sneak by the enemies and head for the armored car.
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The armored car has infinite ammunition and heavy firepower. Use it to destroy the enemy vehicles (the technicals are harmless, but the enemy armored cars will kill you) and drive up the road to the tunnel.
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The tunnel -- enemies are in it. Before heading in, learn to avoid parked and abandoned vehicles. For some reason, they all have enough gasoline in them to explode like car-bombs, which in turn, damages (then destroys) your armor unit. Blow up cars that look suspiciously untouched in the tunnel, just to be safe. You have no time limit, and limitless ammunition.

Bonus Task » Speeding Ticket · 3 / 10

This traffic camera is in the vehicular tunnel, just past the spare CELL armored car in the right lane. Stop when you get around the barricade and look around -- you should see a spare vehicle for your use. The camera is attached to one of the support pylons adjacent to the side of the road facing the ocean.
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While maintaining your progress, stop and check around (use the VISOR) for extra JAWs if you need them. The JAWs are either plentiful, or very limited, depending on your engagement. You might as well stock up on the maximum of four when you can!
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The armored car also has a machinegun, so if you need to switch positions (this stops the armored car), you can pop out of the hatch and use the heavy machinegun to down enemy infantry. Don't detach the gun until you decide to leave your vehicle -- you can't re-attach it.
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There are two spare armored cars in the tunnel. One at the start of the tunnel, the other at the final blockade in the tunnel (right before you fight it out with two enemy armored cars). Use them if your current vehicle is smoking, or suffered a few rocket hits for the final showdown outside the tunnel.
Destroying the two enemy APCs is a matter of exploiting the terrain so you can block incoming fire, but get your own rockets and gunfire to shoot the enemy. While you can cloak and sneak by the enemies, it's a rather long walk to Gould's hideout.
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There is C4 explosive in the container by the water (along with a third spare APC). If you manage to clear the whole place, stock up on weapons and ammunition. There is one final CELL mercenary who rushes out the door to greet you (by shooting you in the face) at the level exit. Be prepared (or cloaked) and turn the tables on the encounter. When you enter the building, you finish the level.
Lab Rat Walkthrough
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Cloak and either opt to snipe or sneak to the next marker. If you don't have it yet, definitely kill the sniper and take his DSG-1. Otherwise, if you are on a serious replay and want to sneak, skip the b.s. and start acting like Snake.
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If you want to sneak by, try taking out the vehicle on the highway and using the roadway to get to the building quickly. Just avoid the CELL patrols and stick to a silenced SCARAB.
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Drop down into the warehouse and enter. Note that enemies can still follow you in, so make it a point not to be seen while recharging your energy stores. Wait for enemies to turn before attacking them with stealth kills.
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The heavy machinegun in the warehouse can be handy if you manage to take it upstairs. Get rid of the sentry and enter the elevator only if you're ready to move on from the wharf area (there are secrets in the wharf area and in the warehouse).
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Once upstairs, drop the heavy machinegun near the ammunition box so you can stealth kill the sentry at the door. The remaining two enemies with stealth kills, then shoot out the server to destroy it. Once you do, head back to the room near the elevator.
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The room by the elevator is moderately safe. Enemies might come up the elevator to look for you (not always), so you can place C4 there (and detonate) if you feel the need to. However, since IGN recommends you hide there anyway, you should be on hand to fire and neutralize enemies while waiting.
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THE AMMUNITION BIN NEAR THE ELEVATOR HAS A LOT OF AMMO, AND IS DESIGNED TO REFILL ALMOST ALL OF YOUR AMMUNITION. RETREAT TO IT WHEN YOU RUN OUT OF AMMO.

Avoid the CELL gunship and retaliate with the JAWs you've stockpiled. If you simply started on this stage, there should be JAWs in Gould's lab. Use the VISOR to locate them.
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To re-stock your ammo, and to change things up with the chopper fight, CELL mercenaries rappel down from the roof. If you remain cloaked though, most of them will remain on the roof and never come down. You will have to weigh your desire for more weapons (some soldiers do drop JAWs) to avoiding unnecessary conflict.
Use nano-vision to easily pick out the enemies when they are on the roof, or when the drop tear gas to obscure your vision.
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Watch for enemies coming up the lift, and tag the gunship with three square JAW strikes. Failing that, you can take the heavy machinegun and hose it down. Once the enemy craft crashes, jump in the hole.
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Head to the bottom floor of the building and shoot (or melee-shatter) the locks on the grating. Drop down through and get to the girder that bridges the gap from one building to the next.
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Cloak and sneak (or stealth kill) once last time. Since you have to melee-shatter the lock to enter Gould's building, you may need to kill all the guards beforehand (not always necessary). Head up the lift and meet Gould.
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Sit through Gould's exposition and exit the room once you're done talking. The assassination team will rarely be able to hit you in the apartment, but leaving would be a good idea since those are live rounds.
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Hide in the elevator and wait for the enemy to appear in the hallway before you stealth kill him. The remaining enemies will have to be neutralized by conventional means. Go in and get rid of them however you can. You can armor-up while cloaked (it drops the cloak), giving you excellent protection as you reappear to open fire.
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Approach the blue marker and you will automatically end the level.

Gate Keepers Walkthrough
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Skip across the rooftops (note that falling off will kill you unless you use the unpatched Air Stomp glitch). Locate the broken brick walls that lead to the malfunctioning work scaffold. Stand on the platform and it will carry you down to the ground safely.
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Once on the ground, you can take your time shadowing the Ceph scouts. Once they are killed by CELL soldiers, you can take their nano-catalyst and move on. Since the enemies are doing the work for you, just sit back and scavenge what you can after the battle.
The way in is through the door at the corner bank (or whatever old-timey building that is). Wait for the CELL mercs to appear (opening the door) before you cloak and sneak in. You won't need anything heavy, so don't feel bad leaving the heavy machineguns at the checkpoint.
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If you need some more C4 explosives, scan around with the VISOR at the checkpoint. There should be two units of explosive at the cashier's counter in the deli shop opposite the CELL strongpoint. If you don't need anything, don't risk discovery by exploring and head for the exit instead.
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Go through the building and head for the next plaza. There will be no enemies until you reach sight of the church.
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Take out the enemy at the overlook by the church and take the JAW. From there, you can some tactical options you can consider. The naturally fastest (and most efficient) method is to place explosives on the armory tents, and get the mission over with.

Bonus Task » Speeding Ticket · 4 / 10

A camera is on the western street bordering the church. If you did not alert any enemies, you can safely decloak and sprint at the camera to trigger it without causing any alarm.
If you're feeling malicious, or just want to try for more kills, you can snipe enemies from the sniper's perch to the church's east side. Just remember that human enemies give up nothing, but Ceph enemies yield nano-particles for module purchases.
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The two weapon depot-tents are the same (but on different sides of the church). Just cloak, walk right in, and prime the marked container to explode (you have 10 seconds to get out of Dodge). It's so easy, even a caveman-terr'ist with cloaking technology can do it. IGN is referring to the crappy Hirogen from Star Trek Voyager.
Remember, the timer for detonation only starts when you trigger / prime the explosive cannister. Before that happens, you can take your leisure by remaining in the ammunition depot tent to recharge energy.
Story 06 047 thn.jpg Story 06 048 thn.jpg</div> Once you take your sweet time blowing up the two depots, head for the orange bungalow in the courtyard. It should be unlocked now (chiefly as a monster closet). Enter and operate the security switch inside -- this permits you to leave the level.
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BEFORE LEAVING THIS LEVEL, CONSIDER TAKING A DSG-1 WITH SILENCER (AND FULL AMMUNITION) WITH YOU TO THE NEXT STAGE. IT'S NOT NECESSARY, BUT IT'S HANDY TO GET A JUMP ON THE NEXT FIGHT.

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After using the switch in the orange bungalow, go north (behind) it and head down to the street. The electrified fence blocking access to the level exit will be safe to use now. Go through the gate and push forward (no enemies in the basement) to end the level.
Dead Man Walking Walkthrough
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You will start off at the top of Corner Tower. Peering down, you can make out some enemies. If you have a full load of sniper rifle ammunition, you can probably snipe and kill some, if not all, of the enemies on the buildings (you can ignore the soldiers on the street, as you do not need to go down to that level unless you are searching for secrets).
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IF YOU HAVE AIR STOMP, YOU CAN GLITCH THE GAME BY PERFORMING A STOMP JUST BEFORE YOU IMPACT THE GROUND TO SURVIVE THE DROP. USING ARMOR MODE (AS THE GAME SUGGESTS) WILL ALSO WORK.

While you can start tackling the enemies after the drop, it's probably a better bet (on Super-Soldier / Veteran anyway) to down the enemies on the rooftop where you can snipe. Once the first rooftop is clear, you can drop and hop over without fear of being harassed.
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If you have to take down the snipers up close, put the roof super-structure to block line-of-sight then shoot out the legs of the enemies. Stay away from the large circular structure where the sniper is, as enemies will destroy it when they suspect enemy activity. Take the weapons after the dust clears.
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The way to the suit cradle in the bank vault is via the foot-bridge from the building adjacent to the one with the snipers. Power jump from the roof to reach it (if you drop see below). Start clearing the way forward with well-placed sniper fire.
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Watch for the CELL fireteam escorting the Technical on the street. You may want to take them out first, should they be able to see you while you work over their buddies on the bank's rooftop. While you can get off one shot while cloaked, it's enough to drain your energy reserve to almost nothing.
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IF YOU FALL OFF THE BUILDINGS AND DROP INTO THE STREETS, READ THIS SECTION ON HOW TO GET BACK TO THE ROOFTOPS.

Locate the scaffolding by the building attached to the foot-bridge. Mantle onto the scaffolding and eventually, you will find an opening into the building once more.
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If you fell off — Inside the building, locate the stairs in the corner and go up. It's pretty obvious how you get back to the roof from here.
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A chopper will attack you once you get close to the bank roof entrance -- if you neutralized the other enemies already, you will have an easy time to land a JAW hit on this chopper and down it. There are JAWs and C4 near the ammunition bins on the bank's roof.
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Explosives are required to destroy the doors to the bank. Since C4 is somewhat difficult to use in fluid battle, consider using a single charge for the purpose of breaching the entrance. Head down but remain cloaked, as there are three enemies at the bank's security station.
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Unlock the bank's elevator, then ride the lift down to Gould's level. Meet him and watch the scene unfold once you approach the suit cradle.
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After you are back in control, revive your own ass using the suit's defibrilator (do it three times). When you can move again, cloak and stay alive. The exit is actually the manhole to your right once you get back up, but the blue marker won't appear until a set amount of time has passed. Until then, you may want to just sit tight, avoid combat, and wait. When the marked manhole appears, approach it to end the level.
Seat of Power Walkthrough
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There are no real enemies (the harvesters are just nano-catalyst bonuses) until you go past the police building and into the plaza. Enjoy the sights of empty and infected New York.
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Zip through the EMAT center. Unless you're looking for the collectible items, there's no point in staying there. No enemies, and worse of all, no weapons and ammunition.
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Aside from the harvesters, there are some weapons and some ammunition bins here in case you need them. There are a lot of Ceph scout enemies in this level, so if you are interested in taking them out for their paltry 100 nano-credits, go right ahead.
On Veteran / Super-Soldier, you may want to skip fighting and simply cloak / sneak to the end of the level. You need not even fight the Ceph Devastator near the level exit.
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If you are intent on sneaking through the Ceph held plaza, drop off the bridge and head for the red-brown brick building on the right. The tactical point for the ledge grab (and cloaking) is the key to sneaking by the enemies patrolling the city-platz. Head into the window and be aware of the enemy sentries around you.
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Avoid or stealth kill the enemies in your way and head downstairs. You can recharge energy here (middle of the stairway) as it hides you from enemy view when you are crouched. If you have the cloaking energy to spare, you may want to take one of the heavy machineguns from the barricade (just in case). If you are confident in your sneaking though (and the improved suit modules), you can skip all that work and just move on.
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Head for the next zone. On the way there, you can restock any ammunition you may have spent. The radio with the conspiracy buff will lead the way. You won't need cloaking to examine the tactical options in the second clearing, but you will need cloaking to sneak by all the Ceph patrols.
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Slip by the patrols on the left side (while facing city hall). That's practically the only way to go, as the right side is too steep to power jump. Put the edge of the map to your left and the rest of the stage to the right and steer clear of the Ceph patrols. Killing the weaker enemies here (for nano-catalyst) should be done on easier settings.

Bonus Task » Speeding Ticket · 5 / 10

After passing through the Ceph infested park, you will approach a ramp leading to a bungalow with weapons (designed to let you destroy the Ceph Devastator near the level exit). The camera is at the bottom of the ramp to the weapons bungalow.
Once you hit the shallow pool past the destroyed park, you're fairly in the clear (Ceph do not take notice of you as you head up the ramp). However, if you drew their attention, they will follow and attack you as far as the upper reaches of the level (practically the end).
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The weapons in the bungalow are primarily for destroying the CEph Devastator and its weaker buddies (some sort of elite commander worth 300 nano-credits). If you're not hard up on money (esp. not after a replay), you should do yourself a favor and sneak by all the enemies here.
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The barricades are good for temporarily stopping and recharging energy, but make it a point to be cautious as you need to swing close to the Devastator to make it to the exit. Once you get behind / past the juggernaut, you practically have a clear line to the exit.
Dark Heart Walkthrough
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The subway station here has one human soldier (who gets killed 2 minutes into the mission) and the rest are all Ceph. If you want nano-catalyst, this is the stage to play over and over again (you can stop after hitting a checkpoint, as your nano-chit total is auto-saved).
RTENOTITLE

REPLAYING THIS LEVEL OVER AND OVER MAY BE BORING, BUT DONE ON THE EASIEST DIFFICULTY SETTING, YOU CAN AMASS ENOUGH NANO-CREDITS FROM KILLING THE CEPH TO BUY ALL THE SUIT MODULES IN CAMPAIGN.

New weapons here include the M-60 (Pig) and HAMMER (handgun). For the record, only the M-60 will be of any use in later stages. You can stealth and sneak by almost all the enemies in this level.
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If you decide to explore the subway platform, there is an LMG (light machinegun) at Tactical Point 1 (explore). Just follow the corridor to the ammunition bin where the weapon is.
A handy attachment for the M-60 is the laser-sight, meaning you can essentially waddle around and shoot enemies with some ease (like Halo). Otherwise, head straight for the exit, and don't bother passing GO to collect $200.
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Locate the CELL fireteam Hargreaves sent in, and proceed past them to the next subway platform. This platform (with the explosive cannister) has no enemies save the harmless Ceph harvesters. Destroy them for some quick cash (or ignore them -- once you have all the modules, collecting nano-catalyst is pointless).
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The second CELL fireteam has an X-43 MIKE microwave cannon. It's a charge-able weapon (with a large shot reserve). The weapon is fairly rare (there seems to be only four in the game, including the one found here) and only has reserve ammo when you collect another X-43.

Bonus Task » Popcorn

Only organic Ceph enemies are subject to the X-43 MIKE's attacks (the weapon is never offered when human enemies are around). Kill 20 enemies with the X-43 MIKE and you satisfy this condition.
Hold the trigger to emit a constant barrage of microwaves on a target. While it may "stun" the enemy, it will continually damage them faster than most conventional weapons (which fire slower and shoots projectiles at earthly speeds).
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Blow the tunnel and head for the first pit. If you choose not to kill every alien in the pit, you can choose to sneak up to the alien spore structure and sabotage it by "using" the fluid cannister on the front facing of the structure.
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Escape the first pit by heading for the raging fire past the bus wreck. There will be a DSG-1 near some grenades at the start of the second pit, but those weapons are unnecessary if you're doing it Splinter Cell style.
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The second pit's structure is similar to the first, but you have a better chance to remain undetected if you climb onto its platform from the left (basically, to the Ceph Devastator's right if its facing the pit's center).
Put some room between you and the Devastator by going behind the structure, then approaching the front to hack the spore building. If you approached from the stage's right side (the Devastator's left), you can make a beeline for the spore conduit.
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Exit the second pit via the container that leads "up" to the tactical point where you "ascend". Ascend the side of pit #2 (electric boo-ga-loo) and use the robotic anime-tentacle to get to the road leading to the third spore structure (it will not be in a pit).
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There will be two Ceph soldiers who hot-drop (Nit-pick — if the Ceph are subterranean or aquatic, why are they deployed like Orbital Drop Shock Troopers?) on the road. If you cloak, you can take out one, then the other with stealth kills so you secure the area near the ammunition bin at the switchback.

Bonus Task » Hole in One

Near the third alien spore structure, there is a circular hole where water drains down into it. Grab and throw a Ceph into the hole to satisfy this condition. Note that grabbing an enemy decloaks you, and you cannot grab the Ceph Devastator, only the smaller assault units.
Sneak by the Devastator and defence units to get to the third spore structure (behind the Devastator). Once you do, you practically head for the final destination (to the spore conduit's right).
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With all three spore conduits infected with the suit's own virus, you can walk into the viral stream and corrupt it. Don't relax yet marine ( see which game this line comes from ) and await a quick time event that will occur once you get blown through the roof.
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Slam the displayed button multiple times to avoid dying. Follow the rest of the button prompts to progress.
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Unlike the traditional QTE, most of Crysis 2's events are surprising and unexpected. Of course, none of the QTEs in the game can top the awesomeness of Ninja Blade (todome!).
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Escape the pit by heading back topside and sprinting to the chopper. Regardless how fast you are, the wave will end the level for you.
Semper Fi or Die Walkthrough
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All the weapons are gone from your inventory, but your marine buddy Chino will offer you the MAJESTIC, which is essentially a high-powered hunting revolver. If you have unlocked the ACOG (or assault scope) by picking up a Ranged SCAR, you can make the gun your personal hand-held sniping weapon.

Bonus Task » Band of Brothers

The four marines (including Chino) who rescue you in the start of the level cannot be slain until they reach the safety of the building. Before moving off (after taking the Majestic), mark them on your VISOR. Thereafter, everything else that moves is a viable target.
For best results, locate the marine with the HMG. Take the weapon (that marine can get killed with no effect on this condition), and stand on the nearby container. Chino's marines head for the trench (generally) and you can stand tall and snipe/blast the Ceph as they approach to attack. Naturally, you want to do all this on the easiest difficulty to avoid any extra hassle.
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You can locate a SCAR a little further away though, so you should make an effort to keep it handy for the upcoming firefight. If you are not interested in keeping the marines alive for the bonus, you can opt to perch yourself at the edge of the pit and snipe the Ceph.
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When the enemies on the ground are slain (collect the nano-catalyst if you want), the Ceph dropship will make a strafing run. Head for the marked building and neutralize the remaining Ceph to find a safe haven. You can restock ammunition and grenades from the bins before moving on.
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The fight with the Ceph at the shallow pool is optional. You can cloak and sneak by, although you will find the use of the Improved Stealth and Energy Recharge modules very handy for this long-distance sneak. Get atop the highway using the yellow containers, and head for the shorn pipe. You can hide inside to recharge your suit's energy stores.
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There is a Ceph Devastator near this broken pipe. If possible, get into it to get a much needed rest stop for your suit's batteries. Otherwise, you get sighted and start a very tough firefight (considering all the Ceph that are around).
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Past all the Ceph, you will hear more conspiracy radio. Just past the radio will be a short highway section with a HummVee. The goal is to drive the car back to the marines and fend off an attack by the alien bastards .... without the assistance of Duke Nukem.

Bonus Task » Speeding Ticket · 6 / 10

There's a camera on the "wall" at the top of the rubble ramp by the first parked HummVee. To trigger it, you need to sprint and jump off the ramp, then use armor mode to absorb the impact.
The enemies on the highway are sparse. If they are on the road, they can be run over by your vehicle. Don't bother using the mounted machinegun, as you can detach it at the end of the ride and use it for the next battle.
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At the end of the ride, take the heavy machinegun from the HummVee and help your marines fight through the Ceph Devastator and its supporting infantry to the rally point (the hill past the elevated train).
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Don't take issue with leaving your marines to die (most of them are surprisingly tough for this section, and Chino is practically invulnerable). Head up to the train car and sit inside it. This way, you are protected from the bottom, sides, and top, and can fire (reasonably) out of cover.
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From this perch, you can watch the assault take place, and respond within the means provided by your Gauss attachment, SCAR and MAJESTIC.
RTENOTITLE

DON'T WORRY IF YOU WANT TO HIDE LIKE A COWARD. THE ALLIED NPCS HAVE INFINITE AMMO AND CAN EVENTUALLY DESTROY THE CEPH GUNSHIP IF LEFT ALONE. ON SUPER SOLDIER AND VETERAN DIFFICULTIES, YOU ARE MORE IMPORTANT THAN ANYONE ELSE WHEN IT COMES TO SURVIVAL.

There will be several waves of Ceph -- and multiple Devastators (one after another), so you need to have some serious firepower. Exhaust your own supply of stuff before venturing out to the rally point bins to replenish supplies (because there's a lot of it).
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After you, or your allies, destroy the Ceph Gunship (remember, your allies have infinite ammo -- you do not), regroup with the marine Chino at the top of the bluff. A dog-tag will be near the ammo bin as you trudge to the exit, so be aware.
Consider taking a silenced SCARAB and an M-60 (just in case you have to do the heavy lifting / fighting without a heavy machinegun). When you want to hose something down, the LMG is a great weapon.
Corporate Collapse Walkthrough
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Proceed forward and take down the enemies who attack the marines ahead of you. Whether they survive or not is moot. Keep pushing forward with Chino and get to the clearing in front of the Hargreave-Rasch building (the clearing with the Statue of Liberty's head).
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The goal is to enter the Hargreave-Rasch building to get some data. To do that, you need to use the broken armored car's cannon and missiles to punch a hole in the security shutter. Getting to the APC is essentially a sneaking exercise, so that's rather self-explanatory.
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Once the hole is created, you may want to disembark and cloak as there's a Devastator that hot-drops down once you do. Get out of Dodge when you can, or you die and start back from the roadblock.
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Head into the parking lot (swim under the obstacle) and start "gearing up" like in Metal Gear. Cloak and stealth kill the enemies who come to inspect the splashing water, and grab a SCARAB (for silent takedowns) and restock your M-60.
The grenadier enemies here have the L-TAG, a grenade lobbing weapon you may have found while wandering in the clearing outside (it was in an ammo bin in a building basement). We didn't bother pointing it out since the weapon is pretty useless for encounters in the parking lot on any difficulty.
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Sneak to the security checkpoint and be ready to clash with a small fireteam of CELL mercenaries at the lobby. Try to prevent them from taking the emplaced machinegun (you can use it yourself by detaching it). Take it along with you, as you will need it shortly.
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To take the heavy machinegun along, drop the weapon then operate the switch to open the elevator doors. Take the HMG again and drop it inside the elevator before you press the switch. Clunky, and Agent 47 had a better way to interface with his own gaming world.
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The non-Tifa Lockheart douchebag has orders to ambush you at the terminal. With this knowledge, you just need to know that enemies spawn at the elevator and the sides when you approach the conspicuous terminal in the middle of the room. When they do, you can be cloaked and try to slip by them (head back to the elevator).
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Secure the area near the elevator so you have a place to fall back to for energy. Use armor mode to bolster your defences and the heavy machinegun to make quick work of the enemy in the room. Should be easy, esp. if you track them beforehand.
Use the computer after all the enemies are gone, and then follow the sewer pipe (after the flood event). You will reconnect with your marine buddies and a very large alien war machine.
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The Ceph Pinger battle-machine can fire plasma shots or launch a pulse explosive. Either kills you quickly on Super Soldier, but the machine's best offence is the "ping" which is an EM pulse. If you are hit by it, your energy drains to zero, denying you armor and decloaking you.
RTENOTITLE

THE PINGER IS INVULNERABLE TO ALL WEAPONS FIRE EXCEPT EXPLOSIVES FROM THE JAW OR C4. FURTHERMORE, IT'S ONE WEAK SPOT IS THE RED CYLINDER ON ITS BACK (THE ONE THAT PUMPS WHEN THE MACHINE PINGS). IT TAKES PATIENCE TO WAIT FOR A CLEAR SHOT (AND WITH THE MACHINE NOT MOVING) BEFORE YOU FIRE A ROCKET. TAKE YOUR TIME — THIS FIGHT IS EASY COMPARED TO THE LATER ONES.

Play the mouse hunting the lion and sneak around (give the Pinger a good distance) while you bring it down with the JAW. There's plenty of JAW shots (and C4) to take down the machine, so don't miss (and don't hurry).
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Once you get this pretty sight of the Ceph battle machine being destroyed, collect the nano-catalyst it drops (2000 credits), then scan the area for munitions, C4, and JAWs you didn't use before approaching the marked soldier to end the level.
Train to Catch Walkthrough
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You drop into a firefight with some Ceph and marines, so do yourself a favor by cloaking and fleeing into the building where the aliens burst from (it's some kinda checkpoint). Inside, load up on the ammunition for the M-60 (you may need it if you are careless with the heavy machinegun).
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The next street has a full-out battle between marines and aliens. There's a Devastator on one of the corner buildings as well, but your friendly marines can help you take it down (depends what they are firing on at the time). Stock up on the JAWs (you can use a shell before leaving) and drop into the street.
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There are two missile batteries on the street -- one at each end. Switch them back on by locating their switches (blue markers) and operating them. The missiles will fire on the Ceph transport as it strafes the ground, so it will eventually be take down.
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The street is a tough battle, and Ceph continually hot-drop in until the transport is destroyed. The best course of action (COA) is to use cloaking to mask your movement, and get the missile turrets activated without engaging the enemy. The marines at the barricade will draw the attention for you.

Bonus Task » Speeding Ticket · 7 / 10

Before entering the burning library, there is a traffic camera eye-balling the street near the EMAT gate. Trigger it before entering the library but after destroying (or evading) the enemies on the street.
When the airship is firing from above, locate some cover from the sky -- the open containers are placed on the middle of the street for exactly this purpose. If you're hidden well enough, you can duck and recharge energy while in them before moving out once more.
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Enter the library when you've had your fill of resupplying. Note that you can take the heavy machineguns at the barricade and enter the burning library (drop the HMG, open the door, then pick it up again).

Bonus Task » Literary Agent

When prompted for a Tactical Assessment in the burning library, one of the tactical points on your VISOR are the books you need to scan. Simply scan the tactical point to satisfy this condition.
Guard yourself against fire by using armor mode. You should have plenty of energy to run through the fires blocking the doorways to the exit. Follow the blue marker to get back outside.
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Go through the final few rooms of the library stacks and head outside. There will be activity outside, so get ready to rumble.
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The back entrance of the library is being attacked. Instead of standing at the stairs and getting slaughtered, try firing from the top of the building you emerge from. You should get enough of a vantage point to fire down on the enemies, and with the HMG, you have a pretty potent weapon to ice the oncoming extra-terrestrials.
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Finish off the enemies and move onto the next encounter. More aliens and a Devastator will appear. If you fail, you can try the L-TAG you found back on the backstairs, but with the marines backing you up and the HMGs lying around, you should be pretty set-up.
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Take the battle to the fountain (again, more Ceph and a Devastator) and use the explosive barrels as extra firepower. If you power kick a barrel, you can ignite it by shooting it. Load up on ammunition once more, as you will face another alien fight (more Devastators).
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Take up station at a barricade (so you can duck and recharge energy for your armor mode) and hose the incoming enemies with your weapons. If you have a few rounds left in your HMG (say 40 or so), consider dropping it and using your regular weapons on the peon Ceph. When the Devastator drops in, you want the power of the HMG to chip away its (unseen) lifebar.
When all the enemies are dead, open the gate to let the convoy in, and board the marked vehicle to end the mission.
Unsafe Haven Walkthrough
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You start with a sit-rep from Colonel Barclay. You won't be doing much but a quick sneak and infiltration mission, so if you're not looking for secrets, the level will be over quickly.
RTENOTITLE

IF YOU'RE HARD UP ON NANO-CATALYST, AND CAN DEAL WITH INFINITE ENEMIES, THIS STAGE WILL CONTINUALLY SPAWN CEPH SCOUTS IN SQUADS OF THREE. SINCE AMMUNITION IS LIMITED, YOU MAY NEED TO RESORT TO USING STEALTH KILLS OR MELEE TO KILL THEM FOR THEIR NANO-PARTICLES.

Head to the loading dock, rip open the gate and head for the marine-manned checkpoint. The Ceph in the street can be avoided while cloaked (you can lift the gate while cloaked). Your marine escorts will take the brunt of the damage, but that's what they're for.
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Meet Sergeant Rainer (.... Wolfcastle ... haha) and get the assignment to blow the detonators at the Onyx Building. Leave the weapons you find at the bridge and proceed out while cloaked. The reason is there'll be more enemies (specifically, a Devastator) when you've completed the detonator task and return to Sergeant Rainer.
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Use the partially blown out building on the side of the street to reach the Onyx Building. While going through the building, note that it's where the demo team is stationed (and where the bomb's trigger will be after you prime the bombs in the Onyx Building).

Bonus Task » Speeding Ticket · 8 / 10

After meeting the Marine Sergeant and tasked with blowing up the Onyx Building, you will have free reign in the street between the barricade and your objective. There is a coffee shop called the "Suburban Chronicle" -- the traffic camera is on the street adjacent to this establishment.
Try and recognize the layout a bit before you wander too far. Unless you are unnecessarily drawing attention to yourself, staying in the building's halls will keep you safe from the marauding Ceph on the street.
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Notice that one of the elevator shafts is open, and leads up one floor higher than the one you can mantle onto from outside. The demolition team is up there, and you will need to reach them after priming the bombs in the Onyx Building.
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Aliens continually spawn from the Onyx Building (it's a spot you cannot reach) to keep the stage occupied and busy. Sneak to the parking office to unlock the gate blocking access to the underground carpark.
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Head into the parking lot and locate the three bombs on your VISOR. It's advisable to prime the two bombs on the upper level of the car park first, then the one on the bottom level, as you spawn enemies when you go down either of the ramps.
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If you're into weapons, there is the GRENDEL assault rifle, which is pretty unimpressive. The SCARAB can be silenced, the SCAR has a great sniping weapon (the Gauss attachment) and both can fire automatically and burn up enemies up close. The GRENDEL's 3-round burst is fun if you're playing an earnest military shooter, but the Ceph aren't human ...
Stick with the SCARAB, and if you're hard up for a marksman weapon, use the DSG-1. For everything else, there are a lot of other weapons you can use that are more effective than the GRENDEL.
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After priming the three bombs, make your way past the enemies (cloaking helps) and to the building where the demolition team was. Locate the open elevator door that lets you power jump to the next floor via the elevator shaft.
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Kill the enemies on the second floor and approach the switch to get a cut-scene. After the building topples, and the streets are dusty, head back to the bridgehead where you met Rainer. It will be tagged by a blue marker on your HUD.
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Destroy the Ceph Devastator who appears at the bridgehead. You can use the C4 you find to chunk the hefty bastard, or burn up the heavy machinegun that overlooks the Devastator's spawn point.
After you destroy the Ceph Devastator (killing it is a must to clear the mission -- try the heavy machineguns at the barricade), fill up on C4 if you're low. You may find the charges handy in the next stage.
Terminus Walkthrough
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Go through the station (it's a cinematic of sorts) and soak in the atmosphere. All the weapons you had before are present, but there will be more for a big-ass fight later in the stage.
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You regain control (sort of) after you meet Barclay, Chino and Gould at the entrance. Follow them to the elevator, then stick to Barclay and ride the elevator down.
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Go into the command center and wait for Barclay to cut you loose. The next fight is the only one in the level, but it's against a Pinger, and an infinite number of Ceph soldiers (one pair at a time) who appear until you kill the Pinger.
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In Grand Central Station's main hall, the lower office is a somewhat safe place to loiter and recharge energy. So long as you're not spotted through the windows, you can be somewhat safe. There are SWARMER launchers dotted around the arena, but the best weapon is still the JAW.
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Don your stealth and sneak around the battlefield to find a good spot to ambush the Pinger's weak spot. Remember the best time to fire is when the machine has stopped moving to scan, shoot or right after a ping. Don't waste any shots, and you should have plenty of ammunition to destroy it.
RTENOTITLE

A LITTLE DETAIL YOU MAY NOTICE ABOUT THE JOINT ANTI-ARMOR WEAPON — IF YOU PICK UP A JAW WHILE YOU STILL HAVE AT LEAST ONE ROCKET, YOU WILL ONLY GAIN ONE MORE SHOT. HOWEVER, IF YOU PICK UP A JAW WHILE YOU HAVE NO SHOTS LEFT, YOU WILL GAIN A JAW AND A SPARE SHOT.

IF YOU'RE REALLY HARD UP ON JAW AMMUNITION (OR YOU MISS WITH THE WEAPON A LOT), GO WITH THE TACTIC OF EXPENDING ALL YOUR JAW ROCKETS BEFORE PICKING UP ANOTHER JAW TO PROLONG YOUR AMMUNITION SUPPLY.

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When the Pinger is dead, don't race to the vehicle immediately. Re-stock your weapons and take the destroyed Pinger's 2000 nano-catalyst. Once you board the vehicle, there's no going back.
Power Out Walkthrough
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The level starts off with no enemies, but ends with a big ass battle, much like the previous mission. Unlike the past few Pinger fights though, you will fight against the machine and its alien escorts alone (no marine help).

Bonus Task » Speeding Ticket · 9 / 10

Before you drop into the Times Square (starts the battle), check the poles near the EMAT barricade for this traffic camera.
That means you should have the Improved Cloaking module and Energy Recharge module to prolong your time stealthed. Not being seen means you can move to pre-designed "safe" spots in the arena to recharge and avoid enemy contact.
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Dropping into Times Square is a one-way trip to Murdertown. Ceph will hot-drop in and attack the marines, forcing you to seek shelter in the subway entrances or in the small kiosk in the center of the arena.
The kiosk is a supply shack with some ammo bins, JAWs, C4, and weapons (including the JACKAL). Use your supplies wisely (there are JAWs and ammo bins on the sides of the arena as well) or you will be hard-pressed to destroy the Pinger later.
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If you're a total hard-ass (e.g., you are playing on Super-Soldier), let your marines take down the enemies. That's what they're there for anyway, since they will all retreat and disappear during the appearance of the Pinger. Let them expend their limitless ammunition destroying the peon Ceph while you scout the place and mark JAWs, ammo bins, and other items.
There are three sets of subway entrances around the arena. One of them is a dead-end while the other two seem to be connected to one another. The tunnels are designed to let you travel unnoticed underground to avoid enemies and the Pinger. Learning where these entrances are can save you later -- you can recharge energy while in the tunnels.
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When power is out, you will be hinted to use "nano-vision" to find enemies. You can do that, but do yourself one better by marking them with your VISOR so you can use the energy for cloaking instead.
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REMEMBER THAT THERE WILL ALWAYS BE TWO CEPH SCOUTS IN THE ARENA ONCE THE PINGER SHOWS UP. THOSE TWO UNITS WILL PATROL THE AREA IN A SET PATTERN, INCREASING THE RISK OF YOU BEING DETECTED WHEN YOU MAKE AN ATTACK ON THE JAW.

SHOULD YOU KILL A CEPH SCOUT, A NEW SCOUT WILL HOT-DROP FROM THE MAP EDGE AND RESUME THE PATROL. SINCE IT'S A NEW ENEMY, YOU NEED TO SPEND TIME MARKING IT ON YOUR VISOR. THE BEST WAY TO APPROACH THE FIGHT IS TO AVOID KILLING THE SCOUTS UNLESS THEY DIRECTLY THREATEN YOUR SURVIVAL.

FOCUS ON DESTROYING THE PINGER, BECAUSE ONCE IT'S GONE, THE ARENA WILL BE CLEARED OF ENEMIES AND YOU CAN RESUPPLY.

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Hide like a craven coward (or a smart warrior) and mark the JAWs, C4, and supplies you need to fight the Pinger. With the arena dark, the marks on your VISOR appear even more visible. Mark the Pinger and its escorts as well, so you learn to attack one while avoiding the others.
Use the subway tunnels to recharge the energy and slowly chip the Pinger away with the JAWs. Remember — once you start firing JAWs, pick up new ones only after you run out to get more warheads (two rockets instead of one).
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Resupply before regrouping with Barclay. Locate the alien spire and enter it once Hargreave explains the situation. You have some Quick Time Events to do, so stay awake.
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Enter the tower and get ejected from it again. Hit the defibrillator to restart yourself, then head for the Osprey before you're caught and dead. Once aboard, you should be fine and the level ends with that.
Eye of the Storm Walkthrough
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This whole level is primarily a stealth mission. Even when you are accosted by Commander Lockheart (and his dickish insults), you can sneak right up to the control tower and assassinate his ass.

Bonus Task » Stealth Assassin (Part 1 of 2)

Power down the sub-station without triggering an alert or be discovered by an enemy. Although the condition doesn't kick in until you get Hargreave's message about the EMP trap in the green building, it's wise to practice stealth at the beginning to avoid complications (changes in enemy patrols, etc.)
You can skip out on the stealth for this mission, but that makes the game far more difficult than you need it to be. While you will have plenty of ammunition to take down all the CELL mercenaries, that's just unnecessary effort.
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After killing the first guy (at the stairs where you come out of the water), head up the lighthouse to take out the marksman on overwatch. If you go towards the green building in the distance and decloak (you will have to, in order to recharge), the sniper will spot you. Stealth kill him and consider taking the DSG-1 so you can engage in some silent marksmanship exercises.
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Evade the patrols and head for the ruins in the distance. There is a CELL squad stationed at the ruins, and you can sneak past them all without expending a single shot. Use the debris and walls to hide yourself when you need an energy recharge.
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The "left" side of the ruins is a better bet for sneaking (the lighthouse would be behind you) although any route is fine, so long as you have a place to stop and recover suit energy to maintain the visual cloak.
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Make for the green house and shoot for the tactical point for stealth entry. Slip past the CELL Technical and mantle onto the containers near the open window.
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Note that jumping up onto the container and then making another jump into the building will completely your suit's energy. Quickly hide and remain still (unless there's an enemy nearby inside -- although there usually isn't) until you can cloak and move out again.
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Inside the building, there's a one way trip to the generator area. Drop down the hole and worm your way through the building's basement. It will lead to an exit (from the building) on the upper level.
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Use the power jump to reach the building exit. It should be a pretty quick exit as Hargreaves drones on about the EM trap Lockhart has set for you.
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The sub-station with the generator you need to disable is guarded like a fortress. You can use the Path-Finding module to track enemies while they patrol, or simply use cloaking and move in after you marked the dangers ahead.

Bonus Task » Stealth Assassin (Part 2 of 2)

Power down the sub-station without triggering an alert or be discovered by an enemy. The best thing to do is sneak into the substation, use the elevator, and remain cloaked. You can actually use the Improved Cloaking module to literally go from the start of the generator room to the switch (includes the slide) on one full meter.
If you have to kill, do it silently. Even if you do use stealth kills, the enemies do check in and may discover the body. The best thing is to make a (cloaked) run for the switch and not worry about killing enemies and remaining in the room (risking discovery).
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Move around the watchtower by the water and seek to enter the generator building's door. There should be enemies nearby, but none are directly in your way to enter the building.
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Watch for the enemies on the Technical and the sentries on the catwalk above the entrance. If you manage to go inside, you can recharge your energy once you enter the elevator.
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If you take out the sentry at the entrance of the generator room, you can cloak and sneak your way to the switch. If you don't, and decide to stealth kill the rest of the enemies, you will run the risk of being discovered.
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Just watch for enemies coming up the stairs and make your way to the hallway with the electrical sparks. Slide by ducking while sprinting. Operate the switch to shutdown the electricity.
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Use nano-vision to assist your navigation during escape. Focus on leaving the building, since you are in a very confined space. Enemies can see in the dark as well as you, and since you pull on the same energy reservoir for both armor and vision modes, you wind up disadvantaged (esp. in numbers).
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Once you're outside, you can sneak to the room where Lockheart intends to trap you. Avoid the fireteams on the road and take an indirect approach to the next objective marker.
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Inside the storeroom where Lockheart traps you, locate the door and get ready to go inside and shoot the locks off the flooring. When you do, you enter the sewers and can come out in the grounds around the watchtower where Lockheart is.
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Cloak and climb out of the sewers. You need not kill all the enemies wandering the place, but you may want to secure a small vantage point so you can check things out.
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Cloaking and approaching the command tower where Lockheart snipes at you from is the best strategy on Super-Soldier. Don't bother fighting the enemies — simply cloak and get close to end this particular task.
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The hard part would be entering the door of the tower. There's usually an enemy or two there, but you can occasionally sneak past (or shoot past) them. Once you are in the tower, you can hole up and fight back. Otherwise, head upstairs to the room where Lockheart is.
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Switch to armor mode to start the cut-scene where you fight Lockheart. Once he's gone, fee free to sneak back out, or use the GAUSS weapon to take some pot-shots at enemies past the nano-wall. You may want to think the crowd while you still can -- once you're on the ground, you are completely exposed.
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Enter the room marked on your VISOR and you will end the level.
Masks Off Walkthrough
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Taa Strickland will bail your ass out. In doing so, all your weapons are belong to her — you essentially start with a SCARAB, and that's it. It'll be good enough for what you're going to do though, so head out.
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Avoid the CELL checkpoint and clear the area out from the storeroom. The SCARAB is one weapon, and consider taking the GAUSS or similar later (after meeting Hargreave). Do not bother with the GRENDEL, or as IGN calls it, the least interesting gun-shaped paperweight in the world of videogames.
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Clear out the lobby, since you want to restock on ammo and grenades. You can use the storeroom to silently snipe or stealth kill enemies as they come in to investigate. Head upstairs once you're done.
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Cloak at the top of the stairs (before going into the gallery). In an effort to rearm, you can kill the rest of the enemies here, although you can do just as well sneaking by.
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The sentry on the scaffolding and the one at the emplaced machinegun are dangerous adversaries. Take them out and recloak.
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Stock up on grenades and detach the mounted gun if need be. You will only start using them after you meet Hargreaves, so the effort to take the HMG may not be worth it.
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Meet Hargreaves in the study, and pan your camera right. Notice the stairs? Go up them and escape after you perform the injection.
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Take the syringe and upgrade your suit with the Tunguska protocol. After you recover, head up the stairs previously mentioned and cloak. Depart via the secret passage when it opens up and start moving.
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Exercise caution when going through the junked rooms. Avoid the electricity by using the wooden pallets on the ground to get across the flooded room. You can find a GAUSS, L-TAG and some other heavy firepower in the weapons locker before you exit the Prism proper.
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You can fight or sneak past all the crap on the Prism's grounds (a stealthy escape is better). While you can kill a few Ceph on the way out, they do get hot-dropped back into the playfield when replacements are needed. Hence, it's to your advantage to leave without stirring up too much trouble.
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Cloak and let your CELL allies draw enemy attention. You can sneak through the first clearing, head up the lift, and enter the area of the second clearing via the red-green vehicle garage door.
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As you near the foot of the bridge, avoid the Ceph Devastators (there are two simultaneously active) and do your best to make progress without discovery. Stopping to fight may be a bad idea, as the Ceph really out-number you and the CELL.
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Get into the lift that takes you to the next level of the bridge. During the ride, you should be safe, so feel free to decloak and recharge the energy.
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For the broken bridge, head to the upper deck and start sneaking past the aliens to the very end. There are Devastators that drop in as you near the end, so you certainly do not want to fight them on such broken terrain.
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Once you reach the end of the bridge, don't check out yet. There is still a QTE to handle to avoid being killed. Once you're falling into the water, after performing all the button inputs, the mission should be over.

Bonus Task » Speeding Ticket · 10 / 10

The final traffic camera is on the upper deck of the truss bridge, just past the missing persons billboards. It will be attached to steel arches above the road, and not to the sides as usual.
Out of the Ashes Walkthrough
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Get up and meet Strickland and Gould near the convoy. You may want to explore the area before boarding your vehicle (there's a secret collectible here). In any case, load up on weapons that do damage so you can be well outfitted later.
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Ride the vehicle and shoot liberally at anything that threatens you. Since you have infinite ammunition, that should be easy. If it moves, it dies.
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An alien robo-phallus will destroy your APC, and automatically boot you off the gun-ride. Cloak and head for the building occupied by the Ceph.
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Your goal is to enter the building and ride the lift up to secure an overwatch point. Take the C4 explosives in the hotel lobby if you need them. For the most part, you may not need any of that at all.
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Ride the lift up and explore while cloaked. You can locate the destroyed hallway leading to the emplaced machinegun — should you take it, you can start killing the Ceph that patrol the overwatch room with little trouble.
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Don't linger at the emplacement, because enemies can come at you from behind. Take the gun and head back to the hallway entrance to lure enemies into your killzone. Enemies cannot jump through the window where the gun was pointing out from.
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To deal with the Ceph Gunship, lower you VISOR and mark it for an airstrike. That done, you can move on to the next zone.
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Sneak through the next zone (and to the exit). Locate the top of the greenhouse and aim for the tactical point which details "Ledge Grab".
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Get up onto the square greenhouse near the Ledge Grab tactical point and aim for evading the Ceph Devastator and heading for the marked rooftop. Once you reach it, the mission ends.
A Walk in the Park Walkthrough
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There are no enemies until you reach the wall of rubble near the amphitheater. You may want to stealth kill them to avoid alerting enemies.
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There is a large battle at the amphitheater you can simply avoid. Stock up on ammo, cloak and start your sneaking approach. There is a Devastator (or two) as well as many Ceph, so fighting is a last resort.
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Recharge in the trench as you approach the Amphitheater. Go up the stairs and away from this battlefield to move on. The game doesn't award you for killing enemies en masse. Take the M-43 MIKE from the secret container (see collectibles for this level) so you can lay waste to the enemies later.
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The final encounter requires you to kill four elite Ceph (the cloaked guys). If you have the M-43 MIKE, you should make short work of them. If not, you will need some heavy firepower (like a SCAR or SCARAB with extended magazines).
The alien spore structures should be approach by stealth (with some silent shooting, when necessary). For the most part, you corrupt the spore facility and move on to a new target, leaving the patrolling enemies in limbo.
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The second alien target is on the opposite side of the first one -- you can corrupt one side or the other first, but the final alien spore target will open a tunnel that leads to the final clearing.
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Walking from the first to the second alien spire is dangerous, since Ceph can see you easily and there are plenty of Devastators around. Make sure you have full energy, improved cloaking, and are aware of which enemies (mark them) are where so you can take refuge and recharge your energy!
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The final alien spire (the third one) is highly exposed, so make a dash for it when you are cloaked and full of energy. Once you corrupt it, make a beeline for the tunnel, but make sure you stocked up on ammo beforehand.
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Once you enter the final tunnel, you cannot back out. You only have a K-VOLT and some ammo at the final battle, so if you are low on ammo, you may need to revert to stealth kills to get your point across (not advisable on Super-Soldier).
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Try placing a C4 charge at the tunnel to the final spire — when enemies go through the chokepoint, blow the charges. It won't kill them, but it will weaken them enough that you can toss more grenades or explosives (JAWs are neat) to finish them off.
The enemies are cloaked and will appear very faintly unless you have the Cloak Detection module active (they appear as bad black shadowy outlines then). That module only helps (or nano-vision) here, but you want the energy for armor mode (esp. on Super-Soldier) since you die so easily from weaponsfire.
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After defeating the four cloaked enemies (required to advance the story), other cloaked Ceph will guard the final portal. Simply cloak and do your best to power jump and mantle to the entryway (approach the cliff's rightside to get a grip). Once you enter the portal, follow the QTEs to get to the end and deliver victory.


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