Crisis 3 walkthrough. Achievement guide. Under Columbus Square, New York

Chapter 1

After watching the introductory video, we get out of the cryo-chamber and follow the Psycho into the next compartment. Having exchanged a couple of words, we open the weapons menu (“BACK”) and install a silencer on our current weapon. In addition, you can install a laser sight, however, there is practically no benefit from it. When Crazy opens the door, activate the camouflage ("RB") and carefully remove the guard who is throwing up overboard. Having picked up his rifle, we equip it with a silencer (the game is designed in such a way that it is easiest (and most importantly, most interesting) to pass it in stealth) and turn right. Having split 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 most silent) and a high level of tension (the most effective), we help the partner to climb up, after which we take out the nanovisor. Its functionality differs little from the functionality of the visor from the second part. Just point the sight at the enemy or equipment and wait until the triangle turns green.

Having marked all the mercenaries, we squat down and activate the camouflage. It is better not to engage in an open firefight, as this, even at the lowest difficulty level, can turn into death for your character. The easiest way is by small dashes (and stops to recharge the "batteries" of the suit) to get to the final goal, 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 will have to pick the lock using the suit hack device. This is not difficult to do - just 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 outside and use the scanner to mark another group of enemies. Like last time, getting past them will not be difficult. "Batteries" can be recharged behind the boxes, after making sure that you are not noticed from the upper deck.


#2

Be careful - if you make a mistake and you are noticed, then a helicopter will take off into the air. Needless to say, hiding from him would be next to impossible, I guess. Having reunited with the Psycho, we hack the control panel and silently (or with a shot from a shotgun, if before that you acted openly) we remove a lone mercenary talking on the phone. Going down, we fold the bow and take out firearms. You can leave the silencer, however, it will be much easier to go through the rest of this episode in the open. After clearing the room, we climb to the upper level and go through the only open door, after which we turn right. Finding the elevator, press the call button and go down. Before the cabin reaches the desired floor, turn on invisibility and jump to the side. When the mercenaries make sure that the elevator is empty and stop shooting, we 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

After talking with the Crazy, we select a blue container from the floor (in the future they will be indicated by the visor symbol) and press the "BACK" button. Having bought 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 Crazy until he asks us to hack the mine sensors. Having done this, we cross the bridge over the cliff and turn right. Having broken the door with his foot, we go up the stairs and watch the video. Our task is to destroy the CELL defensive tower. Jumping down, turn on the disguise and run to the farthest marker. Having examined the boxes with cartridges, we move over the fence and tear out his weapon from the "hands" of the stiffened alien. Having activated the "reinforced armor" mode, we jump out from behind the shelter and open fire on the turret guns. The charges in the Zeff toy are infinite (for now), so you don’t have to worry too much about this. When finished, turn on the disguise and slowly move forward. Having met with a group of mercenaries, we mark them with the help of a nanovisor and take out a bow.


#4

You can ignore Psycho's advice regarding arrows with an electric tip - they are not very effective in water, as they stun only those soldiers who stand directly next to the epicenter of the "explosion". Calculating the exact distance is difficult, so it's best to save your arrows for when you really need them. After clearing the territory (or sneaking past), we climb up the slope and meet with the Crazy. After a little chat, we jump into the hatch and go forward along the tunnel to the first turn. Once in the next room with enemies, turn on invisibility and use the suit to hack the turret. She will not kill everyone, however, and such assistance 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 far from everywhere), we go up the stairs and move forward along the bridge. After jumping over the cliff (for this you need to take a good run up and hold down the jump button), turn left and watch the video.

Chapter 3

Having picked up an improved rifle (a good replacement for a bow if it has run out of arrows - silent, roomy, with an optical sight) and stuffing our pockets with cartridges, we slowly follow the Crazy forward, skirting the collapsed sections of the floor. Having jumped down for a partner, we turn around and run straight to the first turn - we go there. Having crossed the blockage (for this you will need to sit down), we open the indicated doors and jump into the elevator shaft. After examining the elevator, we jump to the next cabin 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 briefing, we shoot at the center of the “heap” and enjoy the result. Having finished off the remaining enemies with the help of carbon arrows (be sure to return them before leaving), we jump down and mark the reinforcements that have arrived at the noise with the help of a visor. This will make it a little 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'll do. We have two paths - right and left. There is not much difference, so choose for yourself.


#5

Having reached the elevator (it is better not to engage in an open battle, because even at the lowest level of difficulty, this can result in great trouble for you), we go upstairs and watch the video. To disable the dam, it is necessary to disable two generators. Having jumped into the water, we dive deeper and row to the left hull. Having climbed 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 can’t be heard above), we return to the 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 it will not be necessary to fight. You can also complete a side quest here. They do not affect the plot in any way, but their implementation is generously rewarded with points for pumping the costume. But since this pumping is useless - it's definitely not worth wasting time on side missions. Returning to the surface, we jump into the water and set the explosives at the base of the dam.


#6

After recovering from 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 neutralized enemy mines, we climb into a giant dry pipe and run forward to the stop. Once at the CELL base, we hack the turret and, having activated the camouflage, 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 desired floor and watch the video. Our task is to find out the nature of the origin of the CELL energy source and destroy it. Going down, 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. Having finished, we interact with the marked control panel and watch the video.


#7

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

Let's take a step back right now. Yes, Crysis often does not allow for 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 fights!

30th Gate, New York

A certain armed team, led by a colorful Crazy, frees the Prophet. Actually, for him you will play. By the way, only the Prophet had a suit left. From the rest of the team, such a useful piece of equipment was requisitioned by CELL. We get a gun, we rise 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 camouflage mode and carefully go 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 we will have a ventilation shaft in front of us. We get out along it, open the door at the other end of the passage and let in Psycho. Go down with him. We continue the passage of 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 a specific task. We go to an even lower level, open the next door on the list. We carefully destroy the enemy that is to the right of us, and then we will finish off the person at the control panel. We go to the next location. There is a locked door, the opening of which was made in Be careful, because any mistake reduces the stock of time!

In general, the complete passage of "Crisis 3" (despite the criticism caused by its linearity) can often make you want to play the game again, since in many places there are "crossroads" where you can make decisions that directly affect the ending.

And again we have to go down. At this time, Crazy, justifying his nickname, comes into a bad mood, as he really lacks the taken away suit. Then we have to choose which enemies to deal with in the first place: on the upper or lower level. After that, we go to a 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 view the passage of "Crisis 3" with Karn, where this moment is separately and in detail signed.

We pass through two large locations, which are protected by automatic turrets: they can also be hacked, so they should not cause you much 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 way to do it, because after your intervention they will mow down the CELL fighters. Again we go out to Psycho and finally go upstairs. We see that a real jungle has appeared under the protective dome, formed due to the active use of alien technologies.

Pennsylvania Station, New York

There is a niche in the wall with an upgrade kit: we pick it up and improve our suit. After we got out, we reach the minefield. Turning on the visor, we neutralize those mines over which the red skull "flies". Together with Psycho, we break the door and quickly go upstairs. The psycho stays and marks the targets. You jump off and take turns visiting all the places that were marked by a 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 soon as possible. At that moment, it is extremely necessary to immediately activate the armor, otherwise you will receive a huge damage to the health of the hero. Having reached the farthest point of the park, we finally find a killer alien sniper rifle, with which we can easily deal with all the watchtowers.

By the way, "Crisis 3", the passage of which we describe, offers players much less weapons than it was in the previous two parts. In principle, it is much easier for stealth fans 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 these parts are a rather scarce thing. Of course, this is more about high levels of complexity, but still.

Thus ends the first stage of "Crisis 3". The walkthrough (part 1, of course) was easy enough, but it will be much more difficult further on, so get ready for hot battles!

Way forward

After that, you can completely neutralize the minefield and go towards the lake. It is better to use electric arrows: if you shoot one at a time 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 Psycho. Important! Before you jump off the road, you must definitely activate the armor. We go through the sewers, open the door in the technical passage ... and hear the voices of the enemies that are waiting for us ahead.

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

Neutralization of enemies

To get 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 Psycho will take the upper path. Here we are in for an unpleasant surprise in the form of stalkers who lurk in the grass. To counter them, you have to activate your armor. Again we go into the sewers.

In front of the traps there is a small opening to the right: turn into it if you want to properly replenish your spent stock of arrows. Again we go to the turrets, according to the old memory, we will reprogram them. 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 along the left side and one by one to destroy the adversaries from the bow. Don't get carried away: you need to constantly use cover, because otherwise you will instantly perish under the fire of the turret. Having passed to the other side of the location, we go up, find the stairs and go down. Outside, stalkers are in full swing, 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 fully reveal the characters' 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).

Take a closer look: somewhere in the distance, a red light is flashing, which is the source of interference. We go to him, simultaneously fighting off enemies with all our might. It is best to go from above, along the roofs of the wagons. 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 Crazy. Since the gates are closed, you have to stomp along the rails, getting to the tank. We push it and comfortably rush through the tunnel. You can shoot enemies, but it is not necessary.

Nassau Street, Financial District, New York

We reach the shelter, where we meet with Claire, as well as with Rush. We go down, follow the Crazy and together with him we jump higher. We crouch down through the rubble. So we get to the elevator, the door of which must be opened by a 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 landing with might and main from the helicopter. We carefully approach the dam from the left flank, after which we get inside through the main entrance.

Sabotage in generator rooms

Since there are lasers on all the thresholds, 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 bit, and then get out through a small hatch. Having got out into the corridor along the ventilation shaft, destroy the enemies in the location.

Hacking another control panel, we pass further along the dam, keeping the path 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 on top, because at this time an enemy helicopter flies there. We go and go until we see which 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, we install a good explosive charge there and leave the dam.

Path in the swamp

The area 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, because otherwise he can greatly complicate our life. Go to a narrow passage: the stream of water rushing through it will lead you to the desired goal in any case. We 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 cleared. Using the lift, we rise to the upper level, and there we again look for a way down. Having gone down, we adjust a couple of terminals and restore them in the system.

Important! To get to the second of them, you have to jump on 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. Having climbed up, we eliminate all enemies and turn off the Nexus.

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

Delancey Street, Chinatown, New York

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

Here we are met by a whole bunch of mines. Having neutralized them, we climb into the annex and go upstairs. We find a passage to another building. Then you need to climb up the stairs, find the door, break it down and get out. Here, for the first time in the entire game, we will meet Ceph foot soldiers. After you destroy them, you need to go to the building from which the angry 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 way was pretty easy, but from now on you will have to work hard!

New discoveries

Attention! It is necessary to seize the moments and fire exclusively on 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 him, we get out through the building to the other side of the street, where you can find a whole bunch of the same arsonists. You don't need to fight with them. Cross to the right side of the street and move towards the laboratory, where they are taking off the 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 Psycho.

We go down the elevator and follow 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 Psycho. As you can see, there are interesting plot twists in Crisis 3 as well. Walkthrough (part 3) will give us answers to all the remaining questions!

Pearl Street, Two Bridges, New York

So, we will soon learn that the very "Star Rising" is nothing more than the planned destruction of New York. We go out to the roof of the building, through the red pipes we make our way further. Near the "transportation of the brain" we destroy all the Cephs we meet. We find a hologram, for a few seconds we appear before the enemies in the form of Alpha Ceph, after which they lag behind us. Unfortunately, the real Boss appears after only a couple of seconds, after which they pounce on you with redoubled energy.

While you're behind cover, be sure to pick up alien weapons! The fact is that at this time the energy supply 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 hasten to help Claire.

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

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

We go to the control room. Since the enemies managed to raise the bridge, you need to climb higher again and activate the control panel. We go further and meet with the right team, which should help us prevent the cataclysm. We are almost done with Crisis 3 (walkthrough). Alpha Cepha is the only boss left in your path. It's time to destroy him too!

Under Columbus Square, New York

Going a little further, you will find yourself in a closed space. We'll have to pick up the only gun and go forward. There we fall into the water, but we have to climb even lower. We get into the cave and continue to go 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 this, numerous Cephs appear, so a friendly turret will come in handy.

On the left side (slightly higher from the floor) there is a passage. We jump there and go deeper into the cave. Having got out from 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 brain of the Cephs, we find mines and reprogram them.

Don't forget to pick up a powerful alien weapon: after all, we have almost finished the passage of the game "Crisis 3"! The final promises to be hot, and therefore additional weapons will not hurt. Again we move along the left side, getting to the last point of transportation of the brains of the Cephs. We get to the wormhole and finally close it.

Last fight

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

Be sure to look for red capsules, as they help you become invulnerable to enemy attacks for a short time! Again and again we repeat the cycle until we wait for the capitulation of the Alpha Ceph.

We told you about the features of the game Crysis 3, and now you will probably be interested to know what are the secrets of its passage. Exactly Crysis 3 Walkthrough, as you may have guessed from the name, and will be discussed in our "conversation". Well, let's get started.

Walkthrough Crysis 3 - Posthuman

After you watch a couple of videos and go through the training, you should not forget to put a silencer on your gun and you should move while sitting. The psycho will open the door in front of you and you will turn on the stealth mode, after that go to the stairs that are on the right, then go up to the control room, where you need to turn on the light. We will immediately warn you that while you are going to this room, you will meet several enemies on your way, and therefore it is better to move as quietly as possible and deal with them as carefully as possible. Put on a muffler!

After that, you have to continue to follow already with your partner. You will get a bow, after which you will need to go down and open the door. Here you have to clear the location with the enemy, for which it is best to use invisibility and radar in order to plan your actions most effectively. You dealt with the enemies and approached the next door, the alarm was noisy.

Run up to the right window and, using the scanner, open the door - this is a kind of mini-game in which you need to press a certain button at the moment when the slider turns yellow.

Then you have to go through the room and go down the stairs, where there will be another cleaning of the location, which must be done as quietly as possible, because the enemy can raise the alarm, and this is fraught with the arrival of a helicopter, from which you will need to hide - therefore, silence here is the main guarantee success.

The location is cleared and you need to enter another door, behind which you have to go through the corridors to the required point. Noise is allowed here. But then, after you find yourself in a spacious hall, another “silent clearing” awaits you, after which you need to go further through the upper platforms, then through the corridor to the right, then another door, another corridor, a tunnel break and finally - then the arrival to the partner.

Walkthrough Crisis 3 - Welcome to the Jungle

We continue walkthrough Crysis 3. You and Psycho make your way through the corridors and out into the street, yes, and don't forget to grab the suit upgrader along the way. A changed city opens before your eyes, but there is no time for lyrics.

Follow the checkpoint, deactivating the mines along the way. After that, you need to knock out the door (you just can’t open it). Climb the stairs with a friend, after which you have to search for weapons, but you need to wait for Psycho to show the sectors.

Now you need to turn on the stealth mode again and quickly proceed through the shelters to the farthest zone. Here you take a gun and shoot at the rocket launchers placed on the tower.

Then meet with your partner and follow to the control point. On your way, of course, opponents will come across - you have to shoot electric arrows (do not forget to activate them) into the water when the corporation soldiers are in it. Well, the soldiers coped, and now you should, hiding from enemies with the help of bushes, go to the next point.

You met with Psycho again and ended up in the sewers. You have to follow your partner through the tunnel, after you find yourself at a dead end, turn into the left opening - here you are at the location next to the C.E.L.L. Now you need to hack the turrets and set them up against the soldiers, also using cover behind the iron columns. After climbing up the stairs, you need to eliminate the remaining soldiers (they have their backs to you, and this is easy to do), then run along the ledge and jump.

You passed several corridors and ended up in a room with grass, where alien monsters settled down, which you need to track using a thermal imager and kill them. The main thing here is in no case to jump into the bushes - then you will be surrounded Cephs. Then you break the hatch, go up the stairs (the corridors are full of lasers, so you need to be careful), knock out the door, go up the stairs again. Before going to a large location, it is better to determine the location of all the soldiers. First, quietly deal with the soldiers on the balcony, then reprogram three turrets, and to move forward, use small passages, which are enough on the location. After that, go up and follow the rope further.

You find yourself in the fields and the suit no longer works, so you have to jump on the wreckage of buses to the left on the map, where you will find a switch that you have to activate. Be careful - there are a lot of Cephs in the bushes. After that, you need to go back to the building where you came from, where you will meet Psycho. A machine gun hangs on the ledge, you need to remove it and kill the aliens. Head with a friend to the exit, quickly run up to the car and push it.

Walkthrough Crisis 3 - Root of Evil

Before your eyes are the ruins of the building - you and Psycho need to go through them, your path will be blocked by a wall, but there is a small opening through which you need to crawl on your haunches. Psycho will open the elevator, you need to climb into it, then, after falling, get out of the ruins and go outside.

Now there is a path to the dam through the huge ruins, so jump on the existing ledges. Here it is preferable to be invisible more often and shoot at enemies only with a bow. It must be said right away that there will be a lot of corporation soldiers on your way, so do not count on a quick passage.

Finally, you have reached the dam. Here you need to go to its right side, where there is a corridor in which numerous lasers are constantly moving - you will need to crawl under them, get to the door, open it and go into the elevator. On the required floor, go up into the mine. Wait until the soldiers become less vigilant, then abruptly return to the booth and eliminate the opponents. Before you go to the top of the dam, do not forget to take a sniper rifle with cartridges from the table. Now your goal is 2 fans, they are highlighted. Everything is simple here, eliminate enemies from a rifle and go into the indicated rooms where you need to turn off the mechanisms. After that, swim under the dam and plant the bomb.

Now your path lies to without a corporation. Here, by and large, you will meet 2 enemy units that you can easily get around, hiding behind buildings, stones, or vegetation. Finally, you have reached the base, here, in order to get to a larger location, you must kill the guards before entering. The path to the elevator will not be easy. Therefore, it is better to immediately become invisible and go on the right side (there are more places where you can hide on it). There will be a lot of opponents here - you will have to use grenades and exploding arrows, a rifle, or a machine gun with a rifle scope.

After that, you go down underground, go all the way to the right, where you have to restore the power supply, press another switch (it is located in the same place as the first one, only on the left). Due to the fact that the bridge is broken, you have to get to the required place using the ledges. After returning to the surface, in order to get to the elevator, you will have to swim under water to the ledge, which is located on the right at the very beginning of your path. The fact is that the corridors along which one could simply be blocked with the help of lasers and it is impossible to bypass them.

Walkthrough Crysis 3 - Remove the fuse

This level is divided into a couple of large areas, passing through which you will find yourself in the laboratory.

The first location is divided into a lot of equipment, destroyed houses and an enemy outpost, to overcome which you will have to constantly stay in invisible mode and destroy soldiers with a bow. Arrows here are best spent sparingly - you will need a lot of them. After you deal with the C.E.L.L. soldiers, you will need to go through a small passage from the local flora and find yourself in a huge house.

Here you need to deactivate 2 minefields and 2 turrets. Then climb the stairs through the destroyed floors. You will come across a lot of corporation soldiers, but they walk alone, so you can just bypass them. We got to the roof, then go down the rope into the park.

Here begins the second location, which is almost twice as large as the first. The remains of houses and bushes have come to replace the ruins, and instead of the soldiers, the Cephs are waiting for you, who are distinguished by “mind and ingenuity”, and in order to kill them you will have to constantly move and use a bow - if the alien guests hear the noise of shots, then the whole crowd will instantly start shooting and throwing you with bombs, making it difficult for you to survive. After that, a large box will lie in front of you, which you need to break open and pick up a grenade launcher from it. As soon as you get to the right point, be ready to meet with the arachnid cef - you need to turn on invisibility and shoot grenades at him.

Then you will pass burning houses and get to a small field with spiders - turn on invisibility, go down, bypass them and go left. Of course, you can fight them, but that would just be a waste of time. A little more, and you will find yourself in the laboratory, but you need to go through the last ruins. To begin with, you destroy 3 flying balls with a machine gun or a grenade launcher (here, how the soul lies), and it is better to deal with a detachment of Cephs with a bow or grenades. Then go into the laboratory on the right side and go through a couple of corridors with Psycho.

Crysis 3 Walkthrough - Scarlet Star Rising

On the roofs of the houses you need to get to the Ceph brain transporter, near which you will see a couple of aliens that you need to eliminate using a bow. After that, on the ground in front of you you will see a Ceph rifle - you need to take it and destroy the enemies.

But that's not all - there will be another huge cef, which is better to kill with exploding arrows. Go further, turn right at the crossroads, but do not go down. Two locations await you, in which aliens and corporation soldiers will be opponents. Here, only you decide to destroy them, or bypass using disguise - you do not have to fight them.

After that, get into the car and go to the desired point. As soon as you reach the bridge, be prepared for the resistance of the corporation soldiers. Here you need to become invisible and throw grenades at them. When they run out, deal with the remaining enemies with a machine gun, then go into the room on the left, carefully, using protection, jump down, get back into the car and drive to the battlefield. However, do not rush to get into the thick of it - go over the mountains to the left, where you will transfer to the tank, after that, start a showdown with aliens. After clearing, open the gate and move on.

Now you need to go to the Archangel's command center, and you can do this using 2 paths - short or bypass. The second one is preferable - although it will take more time, you will not meet a single enemy on your way. After opening the gate, go to the elevator, but be careful. This area is very similar to the base at the "Root of Evil" level, so there are a lot of enemies here, and use a bow and reprogrammed turrets to destroy them. After that, you need to go up the elevator.

Crisis 3 walkthrough - Just a man

We continue the passage of the game Crysis 3. You need to pick up supplies and go to the first checkpoint, where you need to destroy the Ceph sensor. Once in front of the destroyed house, become invisible and destroy enemies, and before turning off the sensor, be sure to make sure that no one is nearby.

Through the fields guarded by alien ships that lead to two other sensors, you need to make your way carefully: take cover behind the debris. First you need to go to the right, save a squad of people who will give you a rocket launcher that destroys ships. However, the ideal option would be not to go to the ruins, where there are a lot of Cephs, but not far from the main entrance, go to the sewer passage, which will allow you to immediately exit at the sensor and turn it off. And the Cephs from the ship will be eliminated by Psycho.

After that, you should head to the left side of the map, where you can help another squad, whose soldiers on the tank will take you to the required point, where you have to deal with the spider-like aliens. On the next ruins, you will need to move literally right next to the walls, after which you will find a passage to the sensor that you need to turn off. After that, your friend will appear again, who will kill the opponents, and put you on his ship.

Now there was an opportunity to deal with enemy ships and detachments, firing at them from a machine gun. After you complete this task, you will have a fight with the leader of the aliens, who is not so difficult to kill. To do this, you need to turn on invisibility, surround and shoot in the back, it is better to use a grenade launcher for this. Sometimes the boss will try to capture you with the power of thought - press jump. After 3 captures, you will be able to kill him, but you need to constantly hide - two of his successful attacks and your death is inevitable.

Walkthrough Crisis 3 - Gods and Monsters

Using a flashlight, you will get out of the cave - for this you can use any of the available passages.

Then you get to the transport zone, take the machine gun, reprogram the turrets, which will kill the Cephs.

Now you are waiting for, perhaps, the most boring moments of this mission. You have to visit three more zones, reaching certain positions and killing enemies with the help of turrets. Sometimes you will be able to find various weapons that speed up the process of passing.

After you pass the movement zones, prepare for the battle with the Alpha Ceph. In fact, it’s easy to deal with him - shoot in the eyes, run away (otherwise he will be cut into pieces). If the Alpha Ceph fails to hit you, he will shoot, after which 3 dots will form around his head - you must quickly destroy them. After you eliminate one, quickly press the spacebar - this must be done 3 times.

Passage of game Crysis 3 it's finished. Now enjoy the final cutscene until the end of the credits - all "Game over".

West 30s Gate, Liberty Dome, New York

The personality of Alcatraz, the protagonist of Crysis 2, was destroyed by alien spores, after which it was replaced by a nanosuit with the personality of Lawrence Barnes - "The Prophet", who copied it into the suit's memory before putting it on Alcatraz and committing suicide, since he was already dying due to alien infestation. 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, CELL Corporation practically seized power in the world. All this time she kept Alcatraz the Prophet captive, experimented on him and all that, we don't know for sure, and it doesn't really matter. He is currently on a ship bound for 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 lashes the deck, but in a nanosuit it is not terrible. We go down the ladder, or just jump, to another ship and follow the Crazy. We climb the stairs and go inside. The first CELL soldier can be killed stealthily with a knife, or with a silenced pistol. He has a good machine for short distances. You can throw a load on the mercenary in front if you shoot at its mounts. Then decide for yourself whether you want to go quietly, using disguise, or with a twinkle. For the last option, 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 underneath. We continue to follow a friend. He is handing us the most powerful weapon of the future - a nano bow with nano arrows, called the Predator. Not bad, soon they will probably invent a nano-stick and nano-stones. In the meantime, we are content with what they give and go down the stairs for the Crazy. Here on deck, it's just the perfect place to test out the nanobow. 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, the Psycho will climb the stairs on the other side.

Going out on deck, you can see a helicopter and explosions in the distance. You will need to make a hack to go further. The matter is elementary, included in the training before the start of the game. You can play it at any time by selecting "Training" in the "Campaign" section of the main menu. She will answer most of your questions about the management of the game. Turn on the tactical visor [B], select the target and press [F], then click at a certain moment. We go down. Here's the screen showing Psycho during the extraction from the Nanosuit. It is a very painful memory for him. We go further and clean up a new area. The helicopter can be shot down with just one exploding arrow. To install it, press [X] and select "explosive fragmentation" ammunition from the list. Break open the door and go inside. The psycho is behind, so we go on all alone. We pass through the scanning chamber and find ourselves in a compartment with very strange mechanisms. Radiation comes from them, and the people who are here wear protective suits. We pass by, through a room with armchairs retractable from the ceiling. We fall into another room, with tanks that emit a bluish light and contain strange objects. Possibly alien origin. We break the glass and go forward. There is a turret here that needs to be hacked while in stealth mode and fully seeing it in front of you. After that, we meet with 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 this impromptu greenhouse came to taste.

Chapter 2: Welcome to the Jungle

We leave the elevator and follow the Psycho. He will stop before upgrading for the suit. We take it, then press [H] and get into a large perk selection menu. Now we have four points, and we need to distribute them wisely, building a successful sequence. We can also see stat changes and requirements that need to be met to get a more powerful variant of each perk. When you decide, you can go outside, right into the jungle.

Westside Yard, Pennsylvania Station, New York

In this place, I really want to turn on 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 lianas and moss, the tops of trees are visible from their roofs, mushrooms peck in the shadow of the skeleton of a taxi, and the amount of grass grows From the front, even a couple of deer come, 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. wants you to break mines.You need to aim at the mark with a red skull.After passing through the mined bus station, we stumble upon a frozen tripod cef, Screamer.He has been standing like that for a very long time and, most likely, is dead.The psycho is trying to open the door to the passage, but not maybe without a nanosuit. Prophet will have to help him. The railroad is long abandoned, rusty and overgrown with vegetation, but we are not here to ride the train de. Here Crazy shows the Prophet a watch tower that looks out for violators and can deliver a missile strike. The old comrade himself was completely unglued and different, 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 map shows the places where weapons should be located. You can only move in stealth mode. Even the tall grass in the 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. It's an alien sniper rifle. With its help, you can shoot three rocket launchers on the tower. Now you need to hack the minefield to go further. Interesting: if the mines still do not affect the CELL soldiers, then why mark them? We jump over the collapsed train and move on. The enemy has already landed on ... the lake? Well, more like a big puddle. This is a great chance to try out electric tipped arrows for our nanobow. We shoot between two walking soldiers and admire the result. And what circles diverge on the water! We finish off the rest, including the arrived landing by helicopter, which cannot be shot down. We go further.

An additional task appears: find the source of the CELL location. Its marker is not easy to spot, so activate the visor and mark it. We pass under the destroyed bridge. Here, a couple of soldiers are trying to break open the container, but they can't. But the Prophet can do it, and inside there is one point for upgrading the nanosuit.

You know, that voice talking about rebel activity… not to mention the ruined city, the corporation that took over, the return of the hero to the ranks after twenty years… personally, it reminds me a lot of Half-Life 2, City 17, Gordon Freeman, the totalitarian government with harvesters. This is not to mention the nanosuit and all the similarities of the story with aliens in the previous parts. I will not mention 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 something in the future.

At the top we find Psycho. I wonder how he got here before us? We jump into the hole in the floor. The prophet slams against the stones, and the Crazy descends on a cable. It's also called a friend. We move further along the tunnel. We open the door while Crazy climbs the stairs. We go through the door and break open the turret. She will not live long, but she can take someone with her. We kill the rest and climb up the stairs to the top, on the way. The psycho is already here. We scatter and, holding the gap, we 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 wagon, take ammunition and move on. We pass through the door and see ... a living cef! He killed the CELL squad and disappeared somewhere. We jump down into the tall grass ... and find the cef of the Hunter, even two. The psycho also saw such, says that they are wild. We go further through the channels. Mines on the walls easily explode from one bullet, so there is no point in wasting arrows on them, as the game advises. We climb the stairs and find ourselves in the rear of the CELL squad. 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 whereabouts. It is also worth doing hacking turrets. And landing assistance is expected from the roof. At the other end of the depot, we climb the stairs and go to the goal along the top. This is a rope on which you can slide to the exit. CELL turned on the suit blocker, so we don't have a tactical visor. Although all other modes are in order. And there are also a lot of Ceph hunters who hid in the grass, and we won’t be able to detect them. However, this is not a problem if you climb higher, for example, onto the roof of the car. So you can shoot them with almost impunity, especially if you previously picked up a grenade launcher. The 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 Crazy, who is behind the stationary machine gun. Behind it is a pyramid-shaped container in which a grenade launcher is hidden. But the machine gun is still preferable to unhook. We follow Psycho. The tunnel cannot be opened even by the Prophet, 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, shooting at the sides if they wish.

Chapter 3

Crazy brings Prophet to the headquarters of the resistance. Here, Claire is trying to command a dozen squads of rhinestones. I wonder, hugging in front of everyone, does he and Psycho really think that no one will notice anything? And this dangling old man is Karl Ernst Rasch, the creator of the nanosuit. Here are ALL four characters of the game assembled. Claire and Rush don't trust Prophet much, but are happy to send him away to 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 spectacle, the rendering distance and detail are amazing. The lunatic wants to get out of here as soon as possible before we are identified as the headquarters of the resistance. Three helicopters rush past, they could notice two travelers. Where Crazy stops, you will need to crouch and crawl into a narrow passage. From here you can see a huge antenna. But for now, we need to turn off the power to the dam. The psycho opens the elevator doors, it's hard for an old man without a suit. We jump down into the shaft, onto the roof of the second elevator. He can't stand it 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, landing from a helicopter. We fix them with the help of a visor and go to kill. They are so good that they all die with one grenade. Two more large groups on the left and right. This is a very large area, it is not necessary to go straight to the blue marker. There are many soldiers here, several vertical positions, several turrets. If you go to the left, you can find a Nanosuit Upgrade Kit guarded by two turrets and a Heavy. As well as 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 an elevator on the right. I chose just him. Passed easily under the lasers, but turning on the elevator betrayed the Prophet. The elevator stopped and we 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! Here you can find a container with a typhoon and a sniper rifle. The 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 down. 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 deal with the equipment, but simply breaks some pipes with his hands, from which the whole structure collapses. The stairs collapse, but a long jump allows you to climb up and so on. To blow up the helicopter, you can use the rocket launcher, which is located at the exit. But in general, this entire zone can be passed by changing only heavy machine guns. Now we go to the second tower with the 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 by planting explosives. Why then did we bother with generators? The Prophet is surrounded by CELL helicopters, but he jumps off the dam on a cable and detonates the bomb. Here is an explosion! Water washes away the dam, fills the streets and forms a small city river. Claire treats Prophet like a goddamn robot, which is starting to get annoying.

Moving on, you need to find a certain System X complex. Along the course, you can find a certain CELL beacon. But swimming 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 a crashed helicopter carrying a suit upgrade, as well as some data. Now we 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 won't even notice it. Hmm. If you go to the right, you can find a bonus to upgrade the suit. There is none on the left. We break open the turret, neutralize the mines, and you can begin to storm the System X complex. You can get inside in different ways, there are wide drainage pipes to the left and right. Once inside, you can start the operation and clear the complex of interfering soldiers. The unfortunate little robot does not need to be touched. We climb into the elevator cabin and go down underground. To go 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 remote control. A raging defensive installation can be calmed down with the help of heavy weapons. Or breaking the most complicated lock on the console in the center. Now we take the elevator to the very top. CELL are well established here, but where are they up to Romeo One? At the very top, you can disable the Nexus. What a surprise, it turns out that all this time the CELLs have been using the Alpha Ceph as their secret power source. Well, now he is free, thanks to the efforts of the Prophet and the forces of resistance.

Chapter 4

Delancey Street, Chinatown, New York

Once in Chinatown, the Prophet encountered a CELL detachment. For some reason he killed one, but the others did not find the body and left. The highly detailed nanotoad, familiar to us from the video clips of the game, also visited the frame. So we're in a flooded Chinatown. CELL roam the swamp, and the Prophet at this time can climb to the second floors of the destroyed buildings. If desired, you can play "Predator" or "Rimbaud" from yourself. Electric arrows work great. There are also several turrets and minefields. There is also an observation tower with searchlights. Crazy thinks that there is CELL data nearby, including information about who tortured him. Interesting idea, let's go and check it out. "Some problems of a personal nature," mean. As long as it's not me, whatever. The desired folder is located near the helicopter crash site. Looks like it doesn't have what Crazy is looking for. You can return to the main goal. You will need to climb to the top floor of a residential, high-rise building 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 finally collapse. You need to overcome this maze and go out into the street.

Here we meet Alpha Ceph again. And others, smaller. Claire's fears are understandable and interesting: could the mind of the Prophet, or rather a nanosuit, be captured by the collective mind of the Cephs? For now, let's just have some fun and hunt Ceph Footmen. From the body of one of them, you can pick up an alien machine gun. They also have a shotgun. After killing 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 we need to move on. Ahead, CELL soldiers are burning alive. They also fight the Cephs, but lose hopelessly. There would be a dozen fighters in nanosuits here ... oh wait, they were all destroyed. Soon we come to the door and meet with a new Ceph - Pyro. And he is not alive, but a robot. His armor is serious, especially on top. Therefore, we do not shoot when he is defending himself. It is 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 big friend around all the time! Next, we meet a flying round Ceph reconnaissance robot. He is followed by a whole detachment of infantrymen. The next goal is to get to the elevator. We break open the control panel on the side, the bridge falls, we rise and see a huge tower.

Psycho is already waiting in the elevator car. We rise with him above and go in. It’s like Mamai walked around here. Furniture scattered, CELL bodies everywhere. Psycho was kept in these laboratories and Cephs were studied. Some copies are still locked inside. The other one seems to have come loose. The psycho will stop in front of the door and ask you to open it. Inside, apparently, the place where the nanosuit was ripped off him alive. And no one alive. Someone to take revenge. It can be said that the evil committed here returned to these people a hundredfold. However, not to everyone. 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

Pearl Street, Two Bridges, New York

In order to stop the Alpha Ceph, who escaped through the fault of the Prophet, to freedom, CELL decides to launch an orbital strike on New York. Our sentient suit is sure that this will lead to the apocalypse. But how can he be sure that these visions are really a prediction, and that it is not his actions that will lead to their realization? Let's see. In the meantime, we still need to move somewhere. Look for the Ceph brain transport device. Through strange red pipes you can move from one building to another. The second one will have a small armory with weapons and one suit upgrade. You can also move down. Near the fallen helicopter, you can take a light machine gun. Opponents in the form of infantrymen's cefs walk below, near the artifact we need. By the way, the nano-soldier tokens that the Prophet picked up in the laboratory are now hanging on the bow. We approach the spire and interact with the hologram. Eh, it's almost done! The Prophet almost got an army of Cephs at his disposal, pretending to be their Alpha male! The real boss did not like this, and now he will have to fight with this army. When the first foot soldiers run out, they will drop the robot - the Destroyer. He is armed with a mortar and very well armored. Effectively use any explosive. And you can pick up a mortar.

Now you need to go to the Archangel control station. But for now, our thoughts return to the road, where a squad of hunters is attacking the CELL soldiers who have settled in the building. The latter have an easel machine gun. We'll still need it. As well as hacking two turrets in a neighboring house. We continue moving towards the tower. In CELL they like to build everything very long. Below in the swamp hunters swarm. We kill them and go up the stairs through the dry cleaners. At this time, Claire says that her squad urgently needs help. The archangel will wait. So we get in the buggy and let's go! No weapons, but no one shoots at us. We drive onto the bridge, get out of the buggy and start making our way through the soldiers. We go down one of the bridge supports, along the numerous stairs, and jump into the water.

The psycho came to his senses and returned to duty. He will take care of Claire. Now the Prophet can again go to his goal. We carefully jump down the ruins to the ground. Here we are waiting for a new buggy equipped with a rocket launcher! There is no armor, but it should hurt to bite. But rarely, the charges are just nothing. However, on the site of the main hostilities, it will be possible to steal a tank! Look for the side quest marker and make hell for the Cephs. The gate opens with a mechanism to the left of them, you can climb the stairs there. We continue our way across the battlefield. We drive into the railway tunnel. After it, 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. Cephs bombard the tower. Crazy gives an additional task - to destroy the air defense tower system. This place is also surrounded by Cephs. At the very left, the first one you meet, you can pick up a couple of powerful guns with which you can deal with the rest. Only the CELL people will remain. The object indicated by the marker must simply be destroyed from any weapon. For example, from an easel machine gun, on the second level.

When the Prophet enters the CELL command center, the Cephs are already leaving somewhere. You can enter from different sides, but inside the goal is the same. The moment you get close to the bridge, it will suddenly rise. Fortunately, there is a control panel at the beginning on our side. Now you can go over the bridge and enter the elevator. I wonder why CELL makes elevators in such a strange shape? Not a rectangle or a circle. Everyone was already upstairs - Crazy, Claire and Rush. I wonder how they went through the same thing as the Prophet? Passed CELL and Cephs? Meanwhile, the Archangel made a puff and was stopped. Instead, a tunnel opened up to another…galaxy, I guess. From it should begin the invasion of the Cephs. Rush turns out to be a traitor, he was enslaved by the Cephs when he climbed into their collective mind. We did everything according to his orders, freed the Alpha Ceph and opened a short way to the Earth for the aliens. Somehow, Rush manages to kill, Claire and Crazy quickly retreated, and the Prophet miraculously landed right in the VTOL cockpit. But they were all shot down in one place. Claire died at the hands of Rush. Crazy and Prophet set out to kick the asses of the Cephs.

Chapter 6

West 52nd, Hell's Kitchen, New York

In order for Crazy to fit the VTOL here, you must first turn off the air defense. But in the beginning, you need to get to it by killing the Cephs wandering around. Among them there are new ones - Shadows. They are armed with a sniper rifle. Perhaps it is most effective to approach them at a minimum distance and just shoot them. Do not forget that it is desirable to jump down in maximum armor mode! We rise to the roof to the Ceph installation, the Prophet will independently absorb the energy of the battery that feeds it. The Cephs did not like this very much, so their reinforcements come to you. There is a choice of which setting to turn off next.

First I went to the one in the northeast, "Bravo". On the way, an SOS signal was received from a detachment of rebel mortars. On the ground, by the way, you can find the lonely 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 drive along the bottom. The water level is too high for him. Therefore, we swim to the mortars on our own, kill a couple of infantrymen and get mortar support as a reward. Screamers roam here, very tenacious Cephs. Using 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 the point "Charlie". Around it, the rebels also need help - they are stuck in a minefield. After their release, the grateful tankers will let the Prophet go for a machine gun on their BMP. To abuse hospitality, however, is not worth it. The machine gun is useless against flying Ceph robots. Therefore, it is better to arm yourself with a rocket launcher and take them off. An additional mission also appears - to find a downed VTOL aircraft. The door is blocked by a container, and there are living rebels inside. The reward is supplies, weapons, costume modifications, things inside. The last air defense installation is guarded by a lot of Cephs, who have surrounded themselves with mines from all sides. So they ended at the air defense cephs.

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

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

This creature has strong telekinesis and hurls scrap metal bombs in volleys. There are a lot of covers in the arena, behind which you can hide from volleys, as well as several powerful guns and ammo boxes. So: we hide behind shelters, turn on the armor and go out to the Leader. We shoot until his volley starts. We hide, reload and go out to the next run. Covers need to be changed sometimes. The enemy will pull the Prophet to him, you will have to quickly, quickly hammer [space] to escape. Then smaller Ceph help will appear, but powerful cannons can be removed from them. The remaining time we repeat the previous steps 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 a pile of rubble of the surrounding skyscrapers. Not a single person could survive this.

Chapter 7

Under Columbus Square, New York

…so it is good that the Prophet is not a man. He just gets up, brushes 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 nanobow remained. We go until it falls even deeper into the water. The glitches, or memories caused by Ceph overmind interference, continue to escalate. It seems that here, under Columbus Square, these strange caves created by aliens have long been located. Soon we 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. It's not even necessary to fight now - you can go around and approach this contraption that will charge the batteries of the Prophet. He will be temporarily invincible. Now the fight can begin! When the enemies run out, or you get bored, you can continue on your way.

A task will appear - find the CELL lighthouse. Looks like they've been to these caves before. And one more task - turn off the cooling of the turrets. Perhaps this is where you should start, because there are a lot of turrets here. The hologram is at the bottom, right below the first turret. From here you can also get to the first of the devices to gain energy. This is the only way to fight this strongest pack of Cephs. Now let's go look for the CELL cache, marked with a beacon. There will be one large robot, for the destruction of which you need to use a stuck tank. Looks like it's marked with a beacon. Several powerful cannons are also scattered around. We continue our journey to the brain transport device.

Fight with Alpha Ceph

After a new recharge, we will look for a wormhole, and with it the Alpha Ceph. The best weapon is the Ceph mortar, which lies here. In the beginning, you need to shower him with shots, and then knock out one of his vulnerable red dots - when the drill limbs turn red. And then fight off the capture. This whole structure with a tunnel in the middle also drills the rock of the cave, bringing down the stones, right on the Prophet. Judging by the abundance of technology, CELL also tried to destroy the wormhole, but nothing came of them. 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 hit 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 fight will end instantly. After the second call, the game will be saved. All that remains is to finish off the last batch of Cephs, and Alpha Ceph himself.

Once in the wormhole, the Prophet found himself in orbit around the planet, surrounded by scrap metal, where he observed the exit of a huge Ceph ship that emerged from the hypertunnel. The Prophet's prophecy has finally come true. But not completely. It's not the end of the world yet. He hacked into the Archangel satellite, after which he focused the beam on the vulnerable point of the ship. You need to hold the sight on this point until the charge circle is filled, and shoot. This is the end of the alien threat. The earth is saved, and Lawrence Barnes, better known as the Prophet, has fallen on a tropical island where no one will look for him. And if he does, well, he's pretty good at disguise now.

“Twenty-three years ago, Ceph aliens invaded our world. We stopped them. I stopped them. But the CELL Corporation immediately seized the opportunity, filling the power vacuum, and rapidly grew in size and influence to world domination. CELL took us by surprise... even me... They call me Prophet... And I'm the only one who knows what's coming. CELL is not the main threat to our world. The most powerful alien - alpha tsei - is still alive. He showed me a piece of the future... He knows what drives me. What I believe. That being a good soldier ultimately means only one thing... one simple question. What are you willing to sacrifice? When they came to me with the nanosuit, I sacrificed Lawrence Barnes - who I once was - to become a Prophet. When my flesh and blood began to interfere with me, I replaced them like a detail. Victory isn't cheap. Each time you pay a little more. I've seen a glimpse of what's to come... and there's nothing left of me to stop it.

If the greatest war machine fails... what will we do? What will i do?!"

Post-man.

West 30th Gate, Liberty Dome, New York.

04:30, November 29, 2047.

The team, led by Psycho, infiltrates the boat and frees the Prophet. The one we will play for. We're the only ones left with the nanosuit. From the rest, including Psycho, he was removed by CELL. We get a gun and follow the partner. We go upstairs and enter the room. We put on a pistol to jam. When the door opens, turn on the masking mode and turn left. Silently kill the enemy in front of the control panel. Let's go downstairs, go straight, then turn right and get to the ventilation shaft. On it we will get out upward and we will open the door on the other end to let in Psycho. We go down together.

We get a bow that has three types of arrows - carbon, electric, explosive. We go down even lower, open the door. The easiest way is to first kill the enemy on the upper bridge and the one on the right. We pass into the next area and get out. The door is locked, so turn on the visor and look through the windows on the left. We hack the system by pressing the button in time when the beacon shifts to the desired frequency. Inaccurate fixations reduce the time given for cracking. It is located in the upper right corner. We go inside and go down. The lunatic is enraged by those who took away his suit. We go outside, mark all the enemies. Let's deal first with those who are on the upper or lower level. We get to the entrance, hack the control panel on the left. We pass through two large zones. Turrets can be hacked, just like systems. After that, they will be hostile against the CELL fighters. We meet with Psycho and take the elevator upstairs. The city has turned into a real jungle, thanks to CELL, who use alien technology.

Welcome to the jungle.

Westsight Yard, Pennsylvania Station, New York.

08:05, November 29, 2047.

We leave the elevator and follow the Psycho. We take the modernization kit from the wall and improve the characteristics of the suit. We get out, we get to the minefield. We neutralize the one over which the red skull is depicted (we first turn on the visor). We help the Crazy break through the door and go upstairs. We enter the High Line Park, which is controlled by a watchtower. We jump down and visit each of the points marked by the Crazy. We constantly use disguise so that the tower does not notice us, and often hide behind shelters. If, nevertheless, the tower noticed us, then we hide as quickly as possible. We activate armor at this moment and thus we do not receive damage to health. We get to the farthest point, where the alien sniper rifle lies. With it, we can easily destroy the guns on the tower.

We neutralize the minefield and head to the lake. By shooting at the water with an electric arrow, you can hit several enemies at once that are close to each other. Meet Psycho under the freeway. Before jumping down, activate the armor. We move through the sewers. Let's open the door and hear the voices of the enemies that are waiting for us. So let's turn left and take a detour. In the center is a turret that can be hacked. To climb the train tracks, you need to cross to the other side and climb the stairs. We accelerate and hold the jump button to get over to the Crazy. The psycho will take the upper path, and we will jump over the obstacle and go to the door. We find stalkers in the grass. To counter them, we use armor. We pass into the sewer. Before the traps, turn right and replenish the supply of arrows. Let's go back to the laser installations and hack each of them. We neutralize another row of traps, break through the door and go upstairs.

Enemies are located on a vast territory, and at the top in the center is a turret. The easiest way is to go up on the left side and destroy the enemies with a bow. Also, do not forget to use cover so as not to be under fire from the turret. We pass to the other side and climb up. We get to the zipline and go down. We get out, where the stalkers are in charge. In addition, something creates interference and because of this it is impossible to monitor the state of the nanosuit. If you look closely, you can see a flashing red light in the distance - this is the blocker. We get to it, simultaneously destroying enemies. It is best to climb onto the wagons and fight off the attacking Cephs from here. We shoot at the explosive barrel next to the blocker.

We head to the cliff where Crazy took a position. We stand behind a stationary device and shoot all the creeping enemies. After a couple of minutes, we leave the turret and follow the Psycho. The gate leading to the tunnel is closed. Therefore, we will go along the rails and get to the tank. Let's push it from behind and rush into the tunnel. Along the way, we can shoot enemies, although this is not required.

The root of evil.

Nassau Street, Financial District, New York.

13:45 November 29, 2047

In a small haven of allies, we meet with Claire and get acquainted with Rush. We go forward and go down. We follow the Psycho, we jump higher. On all fours we pass through the wreckage. We get to the elevator, Crazy will open the door. We jump first into the first cabin, then to the second and finally fall down. We go outside, CELL fighters land from the helicopter. We approach the dam from the left flank and penetrate through the main entrance. Lasers are installed on the thresholds, so we pass through them using the stealth mode. Open the elevator door and go upstairs. When the elevator stops, wait a bit and jump up through the opened hatch. We will get out into the corridor through the ventilation shaft and destroy the enemies.

Hack the control panel to the left of the passage. On the dam we get to the northern generator. We go inside on the right side, after breaking the control panel. We go down, simultaneously exterminating the fighters. We bring down the generator and go upstairs. A helicopter appeared outside, so we will get to the southern generator by water. On the lower level there is a ventilation shaft that will lead us directly to the generator. Similarly, we disable it and go upstairs. Let's go through the same mine and the weak spot on which we install the explosive charge. Using the zipline, we leave the dam.

We follow the flooded area to the collection complex. Along the way, we will encounter a few opponents. At the top of the island is a sniper, we kill him first. We reach a narrow passage. A powerful stream of water will take us forward. We get to the complex and go around it on the left side. We jump into the sewer system and penetrate the territory of the complex through the pipe. Do not forget that mines are installed here, so we first break them open. We go up, use one of the lifts to go down. We restore the air pressure in the control circuit. This is done by activating two terminals. To get to the second one, we jump onto the blocks. After that, a turret will appear, so we activate the armor mode and quickly get to the central lift. Rising up, we eliminate the enemies and make a controlled shutdown of the Nexus.

Remove from fuse.

Delancey Street, Chinatown, New York.

19:00 November 29, 2047

While the CELL fighters are walking around the area, we eliminate them one by one. We learn about the launch of a certain Scarlet Star Rising. First of all, we destroy the three separated enemies. We will hit one of them with a carbon arrow, and we will kill two with a shot of an electric arrow at the water. We continue to move along the left side. We clean the dilapidated buildings from opponents and move on to the next zone.

We neutralize the minefield, after which we penetrate the building and rise higher and higher. Stairs for each floor are located in different places. We pass to another building using the zipline. Then let's go forward and jump down. We go up the stairs, break through the door and get out. We are faced with foot soldiers - the infantry unit of the Cephs. Destroy them and move forward. We get to the building, from where the arsonist breaks out. We shoot at his red part, which he likes to hide behind strong armor. We can also hack the arsonist, and then it will turn off for a few seconds. Through the building we will get out to the other side, where we will find even more arsonists. Let's go to the right side and move on to the suit removal lab. First of all, we hack the flyers, who can easily detect us. We run to the laboratory, lower the bridge and meet the Psycho at the elevator.

We go down and follow the partner. We are looking for a functional nanosuit dock, where we will unlock the suit. It is revealed that Claire had a hand in removing the Psycho suit.

Scarlet Star Rising.

Pearl Street, Two Bridges, New York.

06:15, November 30, 2047

New York City is in peril as the Archangel prepares to enter the third stage called "Rising of the Scarlet Star" and wipe the metropolis from the face of the Earth. We go out to the roof and jump down. We pass to the red pipes and go through them to other buildings. We destroy the Cephs near the transportation of the brain. We interact with the hologram, after which the Cephs take us for the Alpha Ceph and stop attacking. But after a few seconds, the real Alpha Ceph appears and the enemies are trying to kill us again. Being behind cover, we select alien weapons. As long as we hold it in our hands, the energy of the suit stops depleting for a while.

We pass forward and face the Cephs and CELL fighters. If we do not want to face the first, then we will go around on the left side and clear the buildings from the shooters. We get to the road and use transport. We go to help Claire. The bridge is no longer passable, so we jump over the rusted buses. We shoot grenade launchers in the upper positions. At the end, turn left and go down to the very bottom.
We go outside, jump down using the armor. By the road there is a transport on which we overcome long distances. We can also shoot enemies from the built-in rocket launcher. We arrive at the gate, leave the transport and go up on the left side. We interact with the control panel and open the gate. We continue to drive until we hit the barricade. On our own we head to the command center of the Archangel. Break open the gate and get inside. We get to the protection systems and first of all we neutralize the turret. Then we select remote explosives and use it to destroy the specified equipment.

We head to the control room. The enemies have raised the bridge, so let's climb higher and activate the control panel. We pass forward, unlock the door through the panel on the right. We meet with the team to prevent the third stage.

Just a human.

West 52nd, Hell's Kitchen, New York.

11:50, November 30, 2047

After landing, we meet with Psycho. We encourage him to continue to fight against the Cephs. We jump down and get out of the building. We move straight, then jump down and go along the right side. We get to the zipline, slide down. From the top position, we destroy the enemies in any possible way. We jump down using the armor mode. We go around the building from behind and rise to the air defense of the Cephs. Capsules with enemies can fall at any moment, so we are constantly in stealth mode. We enter the room with the device of the cefs and give the Psycho the opportunity to shoot the enemy structure.

There were two more points with air defense. Approaches to the one on the left are guarded by screamers. We are trying to penetrate the territory of the air defense through the lower sewer pipes. At the last point, pyrocephs and aviation patrol. After turning off all air structures, we follow the VTOL aircraft, destroy the enemies and climb onto the roof. We use a stationary machine gun and shoot enemy aircraft until the VTOL instrument panel fails. After landing, we hold the defense. Suddenly, an unknown enemy appears and pulls us towards him. Having broken from the grip, we begin to shoot the enemy. We collect all kinds of weapons scattered throughout the territory. Ceph attracts various objects to himself and creates weapons around him. Therefore, we destroy the parts that have not yet formed over the enemy in time. The enemy will try several times to pull us towards him, at this moment we quickly and often press the button shown on the screen. Having won, we reach the circle of Columbus.

Gods and monsters.

Under Columbus Square, New York.

15:55 November 30, 2047

Waking up in a confined space, pick up a gun and follow the narrow passage. We fall into the water and jump even lower. After passing through the pipe, we will shift to the left side, climb higher and cross the bridge. We pass into the cave and continue to go straight. We mark enemies to make it easier to destroy them. We neutralize the minefield and break open the turret on the left. We approach the transportation of the brain of the Cephs. Numerous enemies will appear again, and a hacked turret will help to destroy them in time.

A passage to the cave has opened on the left, we jump higher and go deeper inside. We get out on the other side and jump down. We neutralize the turret on the rock on the left. We are approaching the transportation of the brain of the Cephs and reprogramming the mines. Let's pick up more powerful alien weapons to destroy strong enemies. We move along the left side, jump higher and get to the last transportation of the brain of the Cephs. After that, we will go to the right and jump down, taking advantage of invulnerability. We get to the Ceph wormhole and close it.

We jump higher and proceed to the fight with the Alpha Ceph. We shoot a huge metal head, dodge blows in time and hide behind various objects when the enemy shoots at us. After that, the cef will try to pull us towards him, at this time we quickly and often press the button shown on the screen. Having asked for leave, we mark the enemies that have appeared and destroy them until the Alpha Ceph reappears. We also periodically interact with red capsules to gain immortality for a short period of time. We repeat the initial actions until the complete surrender of the Alpha Ceph.

After a series of videos, we find ourselves in space. We fly up to the laser installation and hack it. We direct the laser at the enemy target. In order to accurately aim, the movement buttons only set the direction for the sight, and do not fully control it. Watch the final video.