Crysis warhead guide pdf




















Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Guide and Walkthrough by Morpheus Version: 1. All rights reserved. Things go wrong. Back to the present. Follow the soldier's orders and make your way to the ridge. Once you reach the village, something big will take you out.

After waking up by Emerson's promptings, you'll see the package take off. Eventually you'll get another objective. You know the drill. Monitor events and receive next instructions. Generally, you'll want to use stealth through most of the game, or at least a fair amount of cover. The greatest danger you can be in is when the enemy surrounds you, giving your armor no chance to recharge. In short, don't get caught in a shooting range. Keep moving on, watch the pretty explosions as the jets fly overhead.

At the very least, you should tag them with your binoculars and keep an eye on the jeep as it trundles around. You'll also get some comms about intel that you can pick up. It's on the way, so stop by. Make your way down the hill to the small KPA encampment. Stealth is a perfectly viable option here, just make sure to keep behind cover when you're recharging your energy. Inside one of the containers is a cache of explosives, so be sure to stop by and pick those up for some fun later.

In the container next to it, there are also two AY69 sub-machine guns, which at this point are better than the pistol you're carrying. Also in here in the intel, so download that. You'll learn some facts, including the name of your big bad: Colonel Lee. Then you'll get another secondary objective.

You can also shoot them all. Either way. If you want the long way, you're also able to swim around to the other side, but it takes a little more time. Destroy it. You can just make a beeline for the yellow marker when you get the objective, swimming across the water. It's not very well-defended, and either using force or stealth can be accessed easily. Inside the building you can find an assault scope, FY71 and ammo, explosive charges, claymores, and grenades.

Use some of the charges on the station that large device with the radar dish rotating on it. Keep in mind that the explosion will alert anyone that isn't dead. Team Idaho says thanks. You're welcome. Along the way, there'll be a roadblock that O'Neill will take out for you, and nearby there'll be some soldiers with shotguns. Other than that there isn't much else worth noting.

Do keep an eye out for the men on the mounted guns: you don't want to take them on a frontal assault, just cloak up and move around them, or take them out quickly with a headshot. Up next is the resort. Multiple vehicles including a tank patrol its perimeter, the area is infested with KPA, and except for some bushes on the outside, there's not a lot of places to hide.

The area does get bombed from time to time, however, which might take out one or two targets. Anyway, make sure to head to the lookout point and tag as many targets as you can; you'll want to know where they are at a given point. You need to take out all the reinforcements to continue.

Try not to be too obvious about what you're doing, or more enemies will be called in and you'll be shelled heavily. You'll need to take out the enemies in the beach house. The front is pretty well guarded, so sneak around and take them out from behind.

The hut in the middle island holds explosives as well as some enemies to take out. There's a bunch of ammo and some more SMGs, but make sure to get the missile launcher at least.

Unless you're good with some tossed explosives, make good use of that missile launcher and unload a few missiles into it. Then head back to the beach house. You'll need to shoot some soldiers to get the game to realize you've secured the area, so do so. There are a few patrols hidden throughout the area, so either stick to the bushes and cloak yourself, or make sure you know where they are so you can gun them down before they swarm you.

Along the way, near the western ridge, you can find a pair of pistols and grenades. Soon you'll reach O'Neill's smoking wreckage. To the south-east of it you'll find a shotgun, F7Y1, and ammo. Stick to the underbrush as you approach, there are patrols about.

Follow the green dot, and you'll hear a beeping noise, alerting you to the pilot's chair, where the camera you need is. Get there before it leaves. It's not too bad if you're playing some of the easier difficulty levels, as you can shoot enemies as you drive by them.

If you don't get control of the turret while driving, however, this part is a little worse. If you get out of your vehicle, they'll begin firing at O'Neill's substantially-weaker vehicle, so you need to sit tight and just switch between the driver's seat 1 and the gunner's seat 2 as the situation demands.

Luckily, O'Neill won't drive off without you. As you make your way forward, make sure to differentiate between the importance of targets. Shoot red, exploding barrels to take care of enemies nearby. Take car of vehicles early on to avoid them pursuing you. People can be run over for fun and profit.

Your priority targets should be gunners, mounted on the ground or on vehicles. They can do some heavy damage to you.

You'll pass a checkpoint on a bridge, then get a new objective. Get O'Neill to this new location. You'll soon leave the paved road, just make sure you follow O'Neill and you'll get back on.

Soon afterwards, you'll pull up a dirt road and meet your VTOL and its escort under heavy attack. You must neutralize them before the VTOL can take off. Keep under cover behind rocks, but if you're so inclined, you can cloak yourself, move under cover, and see how much damage you can do to the enemy from behind. There's a bunch of ammo and a variety of guns including precision rifles here to replenish your reserves.

Just keep shooting all the enemies until Psycho says the LZ is safe. Infiltrate the harbor and figure out a way to get onboard. Otherwise walk along the road. On the beach is a small outpost with some ammo and explosives, including a missile launcher. If you've got a precision rifle, now is a good time to use it. Be careful, though: if you're spotted and don't act quickly, a flare will be sent up, calling in a helicopter. Make sure to tag it if this happens.

Helicopters are irritating buggers that can be eluded, but not lost. They're good at spotting you in the underbrush, and they hurt when they shoot. Stay cloaked, stay in the bushes, and move fast. Or, if you have a missile launcher handy, shoot it out of the sky with a couple shots. The roadblock ahead can be cleared with your rifle, or avoided entirely with stealth, your choice. Just make sure to watch out for the watch tower and mounted machine gun. There's a cache of ammo near the tower, including another missile launcher.

Access it. As always, running in guns-a-blazing is an option, but not recommended. If you want to play it quietly, look the south side of the complex for a broken fence that'll give you access. Move in if you need to re-equip.

Useful if you need to take down electronics You can jump over some razor wire to take a quieter approach, but there's enough cover to allow you a fighting change otherwise. It's also a good time to test out your new grenade launcher, if you picked it up.

Keep in mind that making yourself known will sound an alarm and bring in reinforcements. Head into one of the containers to find your objective. Get onboard. You'll have a run near the sub where you'll have no cover at all. In this case, simply jump into the water and find the closest ladder that you can.

Make your way onto the sub and jump right in. You must stop him. Follow Emerson's instructions to capture him. Hey look, all your weapons are gone. Wait until the big freaky thing is gone before you jump out of the sub, grabbing some nano-disrupters along the way.

There are some weapons right outside the sub, but there are also some KPA in nano-suits. Conveniently, we have nano-disrupters, so use them after grabbing the weapons. You'll have to take down the soldiers. It's slippery as hell and the camera sucks, so take a bit of time to get accustomed to it. The mines have a good chance of killing you outright, and the aliens will give chase and sap your health.

Simply follow what Emerson is saying. At one point you'll see a group of KPA fighting a massive spider alien thing. This is where you get out. Find the stairs that lead up the ridge, and follow them. You will need to leave the hovercraft behind. Thankfully they're also weaker, but they still explode after they've been defeated. Sometimes you'll see one or two covered in an impenetrable shield: this means that there's another nearby generating that shield, so you'll want to take that one down first.

Don't forget that these aliens can be grabbed and beaten like the KPA infantry. Make your way around them any way you can. Keep going and you'll run into Eagle Team, another group of nano-suit-equipped commandos.

Reach it to move to the next valley. Just keep pushing forward and they'll follow. Head along the dirt road, but try not to stay in the open. Since you're in the front, more often than not you'll be the target, and those ice beams hurt. There's also going to be one or more flyers, so watch the skies. When the path turns to east, on the western side there's a cache of ammo just as some KPA vehicles turn the corner. Grab the grenade launcher in the cache and unload on KPA before moving forward.

You'll enter a large area filled with destroyed vehicles, weapons, and ammo. For three years now, Crytek have been busy pushing the technological boundaries of video gaming through their work on CryEngine2, the beast which powers Crysis.

The results of their efforts are obvious - CryEngine2 crams virtually every type of special effect found in other games into Crysis: motion blur, depth of field, full dynamic soft shadows, soft particles, HDR lighting, destructible vegetation, detailed physics, realistic animations, and excellent artificial intelligence to name a few.

The game world literally feels like it's a living, breathing environment, and that's not an exaggeration. If there's one thing which most people will complain about, it's the amount of computing power necessary to make Crysis live up to its promise. This isn't surprising of course, as we've known for quite a while how advanced Crysis would be. While Crytek's programming skills are evident in the way the game seems to be quite optimized despite the sheer amount of work the engine is doing at any one time, there is still plenty of scope to tweak and customize the game further to suit your individual needs.

This guide attempts to cut through all the conflicting information about Crysis and provide all the working tips and tweaks, along with a range of other useful information, all in one handy source. There are no quick fixes in the guide, but there's plenty of detail for those of you willing to experiment. Note: This guide refers to the latest version of Crysis, Version 1. Make sure to check back regularly for updates. Archive of TweakGuides.

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