Weapon/Enemy Guide by Joylock
Crysis on SuperCheats.com
Crysis: Weapon and Enemy Guide:
& 
Crysis: Warhead: Weapon and Enemy Guide:


Guide Started: March 25, 2008
by Alan Chan (joylock @ hotmail.com)

The latest version of this guide may be found at www.gamefaqs.com


The Usual:
This document is mine. Please don't rip it off or take credit for it.
That being said, feel free to post it on any site you want, provided you a) 
don't make any changes to it, and b) don't charge money for it. You 
don't even have to get my permission to post it (as long as it remains
unaltered), but it would be nice if you emailed me and let me know 
(joylock @ hotmail.com).

However: If you do post this guide on your web site, UNDER NO CIRCUMSTANCES
REMOVE !!ANY!! PART OF IT, INCLUDING THE HEADER WITH CONTACT INFORMATION AND
DISCLAIMERS. ESPECIALLY DO NOT REMOVE THE LINE "The Latest Version of This
FAQ can be found at www.gamefaqs.com". Thank you.


Purpose of this Guide:

Despite being a fairly major release, I noticed that there aren't many
FAQs written for Crysis and its stand-alone expansion pack, Warhead.
So, I browsed through the game files and wrote this detailed FAQ
for the game's single-player weapons and enemies. I hope you find it useful.



TABLE OF CONTENTS:

CRYSIS:
  GAME MECHANICS:
     - The Nanosuit
  WEAPONS:
     - Attachments
     - Backup Weapons
     - Primary Weapons
     - Explosive Weapons
  ENEMIES:
     - Enemy Soldiers
     - Enemy Vehicles
     - Aliens
     - Bosses
CRYSIS WARHEAD:
   CRYSIS WARHEAD NEW GAME MECHANICS:
   CRYSIS WARHEAD NEW WEAPONS:
   CRYSIS WARHEAD ENEMIES:
     - Enemy Soldiers
     - Enemy Vehicles
     - Aliens
     - Bosses



****************
*GAME MECHANICS*
*******************************************************************************


-  The damage enemies take varies based on what body part is hit:
      Head = 5000%
      Torso = 120%
      Body Armor = 75%
      Limbs = 65%
      Hands/Feet = 30%


-  The damage the player takes also varies based on where the enemy 
   shoots them:
      Head = 100%
      Torso = 100%
      Body Armor = 45%
      Limbs = 65%
      Hands/Feet = 30%


-  Game difficulty primarily effects how quickly your health regenerates.
   In Normal difficulty, your health regenerates 10 units per second in
   Armor Mode, while on Delta difficulty your health regenerates 4 units
   per second in Armor Mode. Game difficulty does not seem to affect
   the amount of damage enemies do with their weapons, or how much health
   they have.


-  The 1.2 patch increases the damage done by the most common 
   player-fired weapons, allowing you to kill enemy soldiers with fewer shots
   than in the unpatched version. The weapons mainly affected were the
   pistol, FY71, and SCAR (all of whom had their damage increased by
   around 50%). The stats and commentary in this FAQ were written
   for the patched version of the game.

   The 1.2 patch was also supposed to decrease the damage done by enemy
   weapons when fired at the player, but due to a programming oversight
   this never happens, as weapons do the exact same amount of damage
   whether used by the player or by enemy soldiers. As a practical result,
   after the patch enemies can survive fewer shots, but this also applies
   to the player.



===============
=THE NANOSUIT:=
===============================================================================


-  In Crysis, you have 100 units of health, and your nanosuit will 
   gradually regenerate any health you lose after taking damage. On 
   Normal difficulty, health recharges at a rate of about 10 units per 
   second in Armor Mode, and 5 units per second in all other suit 
   modes. Note that your health recharges at a rate of only about 70% if 
   you're moving instead of standing still. Also, if you take damage, your 
   health recharge will be interrupted, and it'll take about a second or 
   two before your health starts recharging again. Also note that your 
   health regeneration rate is affected by difficulty; on Delta difficulty, 
   you only recharge health at a rate of 4 units per second in Armor 
   Mode, and 2 units per second in any other mode.


-  Besides health, you also have 100 units of suit energy, which powers 
   the various special functions of your nanosuit. Suit energy recharges 
   at a rate of about 20 units per second. Unlike health, suit energy 
   recharges constantly, and won't be interrupted even if you take 
   damage.


-  Additionally, your nanosuit acts as heavy body armor and 
   significantly reduces the damage your health takes from enemy 
   attacks. For example, while an enemy assault rifle normally does 80 
   damage per hit, your health will only take about 20 to 30 damage. 
   Unfortunately, your Armor Mode shield doesn't benefit from this 
   reduced damage, and takes full damage from enemy attacks.


-  Finally, your nanosuit has 4 different functional mode, each mode 
   uses suit energy to perform a different special function. Intelligent 
   tactical use of each of your 4 suit modes will aide you greatly 
   throughout the game.


   ARMOR MODE: Armor Mode is the default mode of your nanosuit. 
   While in Armor Mode, your suit energy serves as a "shield", and any 
   damage you take will be subtracted from your suit energy instead of 
   your health. Only when your suit energy is depleted by gunfire will 
   you take direct damage to your health. Your health also regenerates 
   twice as quickly as normal when you're in Armor Mode.

   Unfortunately, your Armor Mode shield actually isn't all that strong: it 
   only lets you take 2 or 3 bullets more than you could in any other 
   mode. For example, a single hit from an enemy assault rifle will take 
   off 80 of your 100 units of suit energy. This is because your Armor 
   Mode shield takes full damage from enemy attacks, instead of 
   benefiting from your suit's damage-reducing body armor like your 
   health does.

   However, 2 or 3 bullets can mean the difference between life and 
   death. Also, your shield energy constantly regenerates, even while 
   you're taking damage from automatic gunfire, so even after the first 
   couple of hits, it still provide a slight, constant cushion absorbing 
   some of the damage you're taking to your health. Armor Mode also 
   allows you to survive attacks that would otherwise kill you (i.e. a 
   single sniper round is normally fatal, but in Armor Mode it merely 
   knocks out your shield and takes you down to about 50% health). 


 
   STRENGTH MODE: Strength Mode, which causes your nanosuit to 
   glow red, greatly increases your physical strength. It allows you to 
   jump higher (with a vertical leap of more than 12 feet), punch harder, 
   and throw objects with more force. It also lets you aim and fire your 
   weapon much more steadily; Strength Mode causes your crosshair 
   to drift less when you're aiming through a sniper scope, and it also 
   reduces the bullet spread when firing an automatic weapon, 
   especially the minigun.

   With Strength Mode, you can kill enemies with a single punch, or 
   throw an object such as a barrel or crate at them for an instant kill 
   (without strength mode, thrown objects usually only knock enemies 
   down for several seconds). 

   Each application of Strength Mode costs a different amount of suit 
   energy;
      Jumping: 35 units per jump
      Throwing: 12 units per throw
      Melee Attacks:10 units per punch
      Firing: 3.5 units per shot when firing a weapon  



   SPEED MODE: Speed Mode, which causes your suit to glow yellow, 
   greatly increases your speed. In speed mode, you walk at the same 
   speed you normally run. You can also run in Speed Mode, about as 
   fast as a speeding car. Walking in Speed Mode doesn't use up suit 
   energy at all. However, running in Speed Mode uses up suit energy, 
   and very quickly too. You can only run for a total of about 3 seconds 
   before your suit runs out of energy. Even with your suit energy 
   depleted, you can still walk in Speed Mode at the same speed you 
   normally run. Speed Mode also allows you to punch and melee 
   attack faster, at a slight cost in suit energy per punch/melee strike. 


 
   CLOAK MODE: Cloak Mode is a Predator-like cloaking device which 
   renders you invisible to enemies. While in Cloak Mode, you can 
   sneak past enemies without them noticing you. It even helps you 
   escape from enemies who are already alerted to your presence and 
   firing at you (although enemies will still occasionally spray wildly at 
   your previous known position or chuck a frag grenade at the place 
   where they last saw you). 

   Cloak Mode constantly uses up suit energy; the rate at which it uses 
   up energy depends on how fast you're moving. When standing still, 
   the cloak uses up 1 unit of energy every 2 seconds, allowing you to 
   remain cloaked for almost a minute and a half. When walking 
   normally, you use up more than 9 units per second, allowing you to 
   move for about 10 seconds before decloaking. To reduce the cloak's 
   power consumption, try moving slowly while crouched. When your 
   suit energy is reduced to about 10 units, Cloak Mode automatically 
   shuts off, and the suit defaults back to Armor Mode.

   The cloak is very good, but not perfect. It emits a slight buzzing 
   sound, and you still cast a shadow on the ground. Functionally, 
   enemies will be able to notice you if you're standing about a dozen 
   feet away from them.

   If you fire your weapon or perform an attack while in Cloak Mode, 
   your suit energy will automatically drop to 0, and you'll be booted 
   back into Armor Mode and forced to dive for cover from all the 
   enemy soldiers who can suddenly see and shoot at you. A much 
   better strategy is to manually switch to Armor Mode, fire your 
   weapon, then quickly switch back to Cloak Mode. Because this 
   doesn't empty your suit energy, this allows you to pick off enemies 
   one-by-one, while still remaining hidden. You even regain about 10 
   to 20 units of suit energy during your brief attack period in Armor 
   Mode.

   In the jungle, it's a good idea to hide in foliage, then switch to Armor 
   Mode to recharge your suit energy. Enemies can't see you when 
   you're hiding in foliage or tall grass. Use the cloak to move from 
   foliage to foliage to sneak past enemy patrols. 



**********
*WEAPONS:*
*******************************************************************************


-  In Crysis, you are allowed to carry 2 primary weapons, 1 backup sidearm,
   as well as a missile launcher, C4 charges, and an assortment of grenades.
   All weapons and ammo have to be manually picked up with the USE key;
   simply running over them doesn't do anything except kick them around.


-  Ammo in Crysis is persistent. If you have 300 spare bullets for your SCAR
   rifle, and drop your SCAR rifle, when you pick up a SCAR rifle a few
   levels later, you'll find that you'll still have those 300 bullets in
   reserve.


-  Most weapons do reduced damage as range increases. Short-range weapons
   such as the submachine gun are more affected than long-range weapons
   such as the assault rifles. Attaching a silencer to a weapon causes
   that weapon's bullets to dramatically decrease in power as range
   increases.


-  The 1.2 patch increases the damage done by the most common 
   player-fired weapons, allowing you to kill enemy soldiers with fewer shots
   than in the unpatched version. The weapons mainly affected were the
   pistol, FY71, and SCAR (all of whom had their damage increased by
   around 50%). The stats and commentary in this FAQ were written
   for the patched version of the game.

   The 1.2 patch was also supposed to decrease the damage done by enemy
   weapons when fired at the player, but due to a programming oversight
   this never happens, as weapons do the exact same amount of damage
   whether used by the player or by enemy soldiers. As a practical result,
   after the patch enemies can survive fewer shots, but this also applies
   to the player.



==============
=ATTACHMENTS:=
===============================================================================


-  Each of the game's weapons can be modified with various nanotech-
   created attachments, such as silencers, scopes, and undermounted 
   grenade launchers. You can acquire new attachments by collecting a 
   weapon with that attachment on it. There are 5 different categories of 
   attachments, however not all weapons can fit all 5 categories (i.e. a 
   shotgun can be outfitted with a flashlight/laser pointer and a scope, 
   but not a silencer or a grenade launcher).


-  Once collected, an attachment is permanently in your inventory.
   For example, if you attach a sniper scope to a rifle, then drop
   that rifle, you won't "lose" the sniper scope, and will still be
   able to attach it to all your other weapons.



(1): 

Silencer: A silencer reduces the noise produced by a firearm, thus 
preventing enemies from being alerted to your presence when you 
fire that weapon. Normally, when you fire a weapon, the enemy will 
hear the noise, spin around to your direction, and move to your 
location to investigate. With a silencer equipped, the enemy won't be 
able to tell where the shots are coming from (although they may 
move to investigate the area where you bullet LANDED, as it makes 
a noise on impact). The BIG DRAWBACK to the silencer is that it 
causes your bullets to rapidly lose power as distance increases. At 
50 meters or more, you bullets barely hurt enemies; you might as 
well be shooting spitwads at them. Because it seriously reduces the 
damage your weapons do, I generally recommend not equipping the 
silencer by default, only in specific situations when you want to be 
stealthy. As a stealthy Delta Force special forces soldier, you begin 
the game with this attachment available.


 
(2): 

Laser Pointer: A laser aiming module that creates a red target dot on 
whatever you aim your weapon at. This replaces your crosshair 
when you have it equipped, and it serves a similar function. The 
laser pointer also makes your weapon much more accurate, by 
decreasing the spread of the bullets. It's GREAT if you like running-
and-gunning "from the hip". Although the laser emits a bright red 
beam that gives away your location, enemies don't seem to be able 
to see it at all (multiplayer is a whole different story). A laser pointer 
can first be obtained at the enemy HQ near the beginning of Mission 
3: Relic; you can get it from a submachine gun dropped by one of the 
KPA Special Forces soldiers sent in as reinforcements during your 
attack. 
 
Flashlight: A flashlight attached to the barrel of your firearm, for 
manuevering in the dark. If only they had these on Mars (a crack 
which you've probably already heard a thousand times). Unlike your 
Nightvision goggles, the flashlight doesn't use up battery power and 
can be kept on indefinitely. The drawback is that enemies can see 
your flashlight beam. If you've got one on while cloaked, enemies will 
be able to spot you regardless of your cloak (why they can't likewise 
spot the laser pointer is anyone's guess). Like the silencer, you start 
the game with this attachment available.
 


(3): 

Grenade Launcher Attachment: An undermounted grenade launcher 
that fires a grenade shell, which explodes on impact. The shell is 
affected by gravity and travels in an arc, but still travels reasonably 
far with a range of more than a few dozen feet. Rifle grenades have 
a smaller splash damage radius than frag grenades, but are still 
effective against enemy infantry and light vehicles (LTVs and patrol 
boats). You can carry a total of 10 rifle grenades (plus 1 in the 
chamber). Rifle grenades are pretty rare, and can only be found in 
enemy armories or weapon stockpiles. 

Tactical Attachment: The tactical attachment fires a tranquilizer dart 
that knocks out enemy soldiers for 60 seconds. The dart is 
completely silent, and is a good way to take down a KPA soldier 
without alerting other nearby enemies. You'll probably want to run 
over to them and either shoot them in the head with a silenced shot, 
or melee them to death, otherwise they'll just get back up again after 
a minute. You have an unlimited number of darts, but you have to 
wait 10 seconds after firing a dart before you can fire another one. 
You start the game with this attachment available.


 
(4): 

Iron Sights: The basic iron sights attached to the weapon by default. 
Iron sights provide only a very slight zoom, but allow you to target 
enemies more accurately that just firing from the hip with the 
crosshair. When firing from iron sights (or any scope), you also get 
less bullet spread during automatic fire. It takes some skill and 
practice to aim with these properly. They also obstruct the bottom 
half of the screen when you're aiming down them.
 
Reflex Sights: A red dot reflex scope. Provides only a very slight 
zoom, but is easier to aim with than iron sights, as the red dot inside 
the scope indicates exactly where your bullet will hit. The reflex 
scope also gives you a clearer view than iron sights, as the lower 
half of the screen isn't obstructed by the weapon itself. You start the 
game with this attachment available.

Assault Scope: The assault scope provides a fixed 3x zoom, allowing 
you to target more distant enemies than with the naked eye alone. 
This makes medium-long range combat much easier, although it's 
not really powerful enough for true long-range sniping. You can first 
acquire an assault scope by picking up a precision rifle from an 
enemy sniper or stockpile in Mission 2: Recovery.

Sniper Scope: The best scope available for long range combat, the 
sniper scope is a variable scope that features a 3x and a 10x zoom, 
allowing you to snipe enemies from long range. This works great for 
both assault rifles and sniper rifles, and allows you to pick off 
enemies from relative safety. You can get a sniper scope in Mission 
3: Relic off an enemy sniper's precision rifle.


 
(5):

FY71 Normal Ammo: The normal ammo for the Korean FY71 assault 
rifle.

FY71 Incendiary Ammo: Incendiary rounds for the FY71. These are 
very powerful; they can kill enemy soldiers in just 2 hits, and also 
work well against the basic alien enemies. Unfortunately, they're 
rather rare, and can only be found at certain very specific enemy 
weapon stockpiles. You can first acquire incendiary rounds at the 
end of Mission 4: Assault, in a warehouse armory inside the enemy 
harbor. You can carry 300 rounds of incendiary ammo, plus 31 
rounds in the clip (the same amount as normal FY71 ammo).



=================
=BACKUP WEAPONS:=
===============================================================================


Fists:
Damage: 80 

DESCRIPTION:

These are your hands. Obviously, you'll always have them (you'd 
really be in trouble if you didn't). You can punch enemies for decent 
damage; most enemies die after about 3 to 4 punches. You can also 
use Strength Mode to increase the damage of your punches, 
allowing you to kill any standard enemy soldier with a single punch. 
Punching isn't particularly practical, especially in a large firefight, but 
it's a fun way to take out lone enemies.

You can also perform a melee attack with any of your firearms. The 
damage varies from 50 to 80 depending on the firearm (i.e. the pistol 
does 50 damage, the minigun and alien MOAC do 80 damage, while 
most weapons including rifles do 65 damage). Meleeing is a good 
way to deal with enemies if they somehow end up right in your face.

ENEMY USAGE: 
 
Enemy soldiers will never fight bare-handed, but they can melee you 
with the butt of their firearms at close range.


=====


Pistol:
Faction: U.S.A. and North Korea
Damage: 60 
Rate of Fire: 450 rpm 
Clip Size: 20 (+1 in the chamber) 
Max Ammo: 
   Single Pistol: 200 + 21
   Dual Pistols: 200 + 42
Damage Drop: After 25 meters, 0.3 per meter
Attachments: (1) (2)

BRIEF BLURB:

A pistol, which you'll always carry as a sidearm along with your 2 
primary weapons. Makes a decent backup weapon, but isn't as good 
as a primary weapon in a firefight. Can fire in 2-shot bursts for 
quicker takedowns, but this also results in increased recoil. Can also 
be dual-wielded, increasing the number of bullets you can fire before 
needing to reload (dual-wielding does not increase your rate of fire, 
as you fire the pistols alternately instead of both at once).

DETAILED DESCRIPTION: 
 
Modeled on the USSOCOM pistol (aka the H&K Mk23 pistol), this 
sidearm is carried by both Korean and U.S. forces as a backup 
weapon. You start the game with a pistol and a SCAR assault rifle. 
You can also pick up a second pistol to dual wield pistols akimbo. 
When dual 
wielding, you can fire off twice as many rounds before needing to 
reload. The pistol can be fired either in single-shot, or 2-shot burst 
mode. 2-shot burst allows you to deliver a double-tap with each 
trigger pull, but also results in increased recoil pulling your aim 
upward.

The pistol has decent stopping power; 3 or 4 shots should kill an 
enemy solder. With the 2-shot burst, that's just 2 trigger pulls. You 
also start the game with a silencer and a laser-aiming module for the 
pistol, increasing it's accuracy when firing "from the hip". 
Unfortunately, the pistol's lower rate of fire and lack of automatic fire 
make it less potent in combat than an assault rifle.

Pistol ammo is less common than FY71 assault rifle ammo, but you'll 
still usually find pistol ammo at all enemy weapon stockpiles, and 
some enemies also drop pistols after being killed.

The pistol's not as useful as a primary weapon (such as a SCAR or 
FY71 assault rifle), but you'll always carry them throughout the 
game, so they make a decent backup weapon if you run low on 
ammo for your two primary weapons. 

ENEMY USAGE: 
 
Pretty much every enemy soldier in the game carries a pistol as a 
sidearm. If the ammo mag on their primary weapon runs out, and 
you're still in their line of sight, enemies will sometimes whip out their 
pistol and open fire on you instead of pausing to reload their primary 
weapon. Enemy snipers also carry pistols, and will use them if you're 
too close to safely fire at with the precision rifle. In the first couple of 
missions, you'll also find a few unprepared enemies who are armed 
only with a pistol. Enemies with pistols are the lowest priority threat, 
but they can still kill you if you've been weakened by assault rifle fire.



==================
=PRIMARY WEAPONS:=
===============================================================================


SCAR:
Faction: U.S.A 
Damage: Normal Rounds: 120 
        Grenade Launcher: 250 
Rate of Fire: 700 rpm 
Clip Size: 40 (+1 in the chamber) 
Max Ammo: 280 + 41 
Damage Drop: After 50 meters, 0.1 per meter 
Attachments: (1) (2) (3) (4)

BRIEF BLURB: 

The U.S. assault rifle, significantly better than its Korean counterpart 
(the FY71). Does more damage, has a larger clip size, a higher rate 
of fire, and is also slightly more accurate too. Can be used in short 
bursts to pick off enemies at long range, or go full-auto to mow down 
enemies at close range. Unfortunately, you won't be able to get 
ammo for it for much of the game, which usually forces you to use 
the FY71 instead. Makes a decent weapon in the later levels for 
fighting aliens, though.

DETAILED DESCRIPTION: 
 
The SCAR assault rifle is the standard weapon of the U.S. forces in 
Crysis. You, your Delta Force squadmates, and almost all U.S. 
Marines seen in the game carry one into combat. An ergonomic and 
highly engineered weapon, it is superior to the North Korean FY71 
assault rifle in every way; it has a higher rate of fire, greater stopping 
power (50% stronger than the FY71), a larger clip size, and slightly 
less bullet spread when firing in full-auto. Even heavily armored 
enemy soldiers should drop after only 2 or 3 hits from the SCAR. In 
fact, the SCAR's higher damage and rate of fire combine to let it do 
almost twice as much damage over the same period of time as the 
FY71 would. You start the game equipped with a SCAR assault rifle 
and a pistol.

On a side note, the SCAR in Crysis seems to be modeled on the 
canceled XM-8 assault rifle, rather than the actual SCAR-L assault 
rifle.

With its high accuracy, the SCAR works well at long range for picking 
off distant foes with short bursts. With its high rate of fire and 
powerful bullets, it also works well at close to medium range for 
mowing down enemies with full-auto fire in close quarters. It's one of 
the most versatile weapons in the game.

The big drawback to the SCAR is that ammo for it is extremely rare 
for most of the game, as you won't be finding any ammo for it on the 
North Korean dominated island. You're pretty much limited to the 
bullets you start with, plus a couple clips you can take off killed 
teammates in the game's first level. As a result, you'll probably be 
forced to use the FY71 instead once you run out of bullets for the 
SCAR. SCAR ammo does become more common in the game's later 
missions once U.S. forces are introduced to the conflict, but it's still 
not nearly as common as FY71 ammo.

ENEMY USAGE: 
 
None of your North Korean enemies are armed with this American 
weapon, and obviously the aliens that show up later in the game 
won't be using it either. The SCAR is, however, carried by practically 
every U.S. Marine seen in the game. You can acquire SCARs and 
SCAR ammo from U.S. stockpiles, and if a Marine dies you can get 
their weapon from them.


=====

 
FY71:
Faction: North Korea 
Damage: Normal Rounds: 80 
        Incendiary Rounds: 150
        Grenade Launcher: 250 
Rate of Fire: 620 rpm 
Clip Size: 30 (+1 in the chamber) 
Max Ammo: 300 + 31
Damage Drop: After 50 meters, 0.2 per meter 
Attachments: (1) (2) (3) (4) (5)

BRIEF BLURB:

The Korean assault rifle; most of your enemies carry one, so ammo 
for it is extremely common. Although not quite as good as the SCAR, 
it is still a very good weapon that works well for close, medium, and 
long range combat. It's got great accuracy and no recoil, and can be 
used to snipe enemies at long range once you get a sniper scope. 
This should serve you well as your primary weapon for most of the 
game. For particularly tough enemies, you can load it with powerful 
incendiary bullets.

DETAILED DESCRIPTION: 

The FY71 assault rifle is the primary weapon used by the enemy 
North Korean soldiers for most of the game. It's pretty much a 
standard first-person shooter assault rifle. It holds 30 rounds per clip, 
fires at 620 rounds per minute, and kills enemy soldiers in 3 or 4 
shots. Modeled after the AK-47 series of assault rifles, it's a typical 
signature weapon for military entertainment bad guys. The FY71 is a 
rugged and reliable firearm; although it's not quite as good as the 
U.S. SCAR assault rifle, it's still a great weapon that works well in 
most situations. 

Although not quite as good as the SCAR, the FY71 is still an assault 
rifle. It's accurate, fast, and reasonably powerful. You can use it to 
snipe enemies at long range (especially after you acquire a scope), 
as well as to mow them down in close-quarters combat with full-auto 
bursts. It makes a good primary weapon for most of the game. 
Additionally, the FY71 can load powerful incendiary rounds, which do 
even more damage than SCAR rounds. Unfortunately, incendiary 
ammo is even harder to find than SCAR ammo, and only shows up 
at select enemy stockpiles.

Since almost every enemy in the game carries one, and since ammo 
for it is plentiful at enemy weapon stockpiles, you'll always have 
plenty of FY71 ammo to work with.  Note that in the last few Korean 
missions (the end of Mission 4, and Missions 5 and 6) enemies stop 
carrying the FY71 so much, primarily using the submachine gun 
instead. As a result, you'll find less ammo for it in the field, although 
FY71 ammo is still plentiful at enemy weapon stockpiles.

ENEMY USAGE: 
 
The FY71 is carried by most of the enemy soldiers you'll encounter, 
especially in the game's first few missions. Later in the game, 
however, enemy soldiers seem to prefer the submachine gun, 
especially those guarding enemy bases and headquarters.

Enemies are reasonably good with their FY71 assault rifles. They 
can kill you in several hits, and are reasonably accurate shots even 
as they spray you with automatic fire. Good use of cover and your 
suit's abilities is essential for survival.


=====

 
Shotgun:
Faction: North Korea
Damage: Normal Spread: 50 x 10 
        Narrow Spread: 35 x 10 
Rate of Fire: 60 rpm 
Clip Size: 8 
Max Ammo: 40 + 8
Damage Drop: After 15 meters, 2.0 per meter 
Attachments: (2) (4)

BRIEF BLURB: 
 
A powerful combat shotgun, great for mowing down enemies at close 
to medium range. It's strong enough to kill enemy soldiers in just one 
direct shot. It can be fired in either wide spread or narrow spread 
mode. Wide-spread does more damage and allows you to hit a 
larger area, while narrow spread is more accurate (you can actually 
snipe enemies at several dozen feet away with it). It's surprisingly 
effective for medium range run-and-gun combat, and in narrow 
spread mode a single shot can be lethal up to several dozen feet. 
Quite similar to the original Doom 1 & 2 shotgun, actually. The 
shotgun also works very well against the Alien Troopers in the 
game's later levels.

DETAILED DESCRIPTION: 

A powerful combat shotgun, modeled after the Benelli M4 Super 90. 
The shotgun packs a punch, firing a spread of 10 pellets that at close 
range can kill any enemy soldier in one shot, or kill basic alien 
enemies with 2 or 3 shots. Enemy soldiers often carry shotguns, and 
you can acquire one about halfway through the game's first mission.

The shotgun can be fired in either wide or narrow firing mode. Wide 
firing mode does more damage, but disperses the shells in a wider 
spread. This is good for hitting fast-moving enemies at close range 
(you don't have to be so accurate), but means you can't really hit 
anything at medium to long range. Narrow firing mode fires a 
narrower cone of pellets; it does less damage, but the narrow spread 
allows you to accurately hit enemies even at longer range. When 
aiming with a reflex sight or using a laser sight to increase accuracy, 
the narrow spread lets you can kill enemy soldiers with just 1 or 2 
shots even at several dozen feet away!

Unlike most other FPS shotguns, the Crysis shotgun isn't limited to 
just close-quarters combat. It's also very effective for medium range 
run-and-gun shooting, especially if equipped with an accuracy-
improving laser sight. In narrow spread mode, it's even effective 
even at near-long range. It's great for clearing out enemy bases, or 
any other sort of combat that takes place at less than 100 feet. Even 
running around firing from the hip, you can still mow down enemy 
soldiers at medium range with just a single shot. The shotgun is also 
great for killing the fast-moving, melee-focused Alien Troopers in the 
game's later levels.

Ammo for the shotgun is pretty common; enemies often drop 
shotguns, and shotgun ammo is quite common at enemy weapon 
stockpiles.
 
ENEMY USAGE: 

Many enemies carry shotguns; and ever squad of enemy soldiers 
usually has at least 2 or 3 guys with shotguns. When used by 
enemies, the shotgun really isn't much stronger than an assault rifle. 
A close-range blast from an enemy shotgun does only slightly more 
damage than an assault rifle bullet. Also, most of the game takes 
place at medium to long range, where the shotgun's lethality is 
reduced somewhat by distance. When enemies use the shotgun, 
their pellet spread is pretty wide; they still do decent damage at 
medium range, and it's easy for them to hit you, but at least they 
won't be quite as lethal as automatic fire from an assault rifle.


=====


Submachine Gun:
Faction: North Korea 
Damage: 45 
Rate of Fire: 950 rpm 
Clip Size: 50 (+1 in the chamber) 
Max Ammo: 350 + 51
Damage Drop: After 25 meters, 0.5 per meter 
Attachments: (1) (2) (4)

BRIEF BLURB: 
 
A fast-firing submachine gun, designed for close-to-medium range 
combat. Has a higher rate of fire than an assault rifle, as well as a 
fast reload speed and a larger clip size; however it doesn't work as 
well at long range, and the bullets are significantly less damaging. 
The SMG also suffers from recoil, and will drift upwards during 
automatic fire. It's not quite as good as the FY71 assault rifle, but 
ammo for it is very common in the later Korean levels, since most 
KPA soldiers start to use it instead of the FY71 as their primary 
weapon.

DETAILED DESCRIPTION: 

The submachine gun is a compact weapon with a very high rate of 
fire, designed for spraying out a high volume of bullets in close-to-
medium range combat. It seems to be modeled on the MP7 PDW 
(seen in Half Life 2), but larger in size. Korean forces begin carry 
submachine guns by the game's 3rd mission. 

The submachine gun has a higher rate of fire, a faster reload speed, 
and a larger clip size than an assault rifle, allowing you to spray a 
higher volume of bullets during automatic fire. On the downside, the 
individual bullets are weaker than those of an assault rifle (it takes 
about 4 to 6 shots to kill an enemy soldier), and the submachine gun 
is also less accurate, largely limiting it to close or medium range 
combat. The submachine gun's high rate of fire also gives it quite a 
bit of recoil; unlike an assault rifle, the submachine gun's aim will 
climb upward during automatic fire due to the recoil.

The submachine gun's weaker bullets actually undermine its higher 
rate of fire and clip size; it does less damage over the same period of 
time as a SCAR or FY71 assault rifle would, as well as less damage 
with a full clip of fire. Still, it's by no means bad, and works well for 
close-quarters room-clearing, or mowing down enemies at medium 
range. I suppose it's a good backup weapon if you run low on assault 
rifle ammo. Just don't try sniping with it. Note that, while the 
submachine gun works fine against standard Korean soldiers, it is 
markedly less effective than an assault rifle against stronger 
enemies, such as Nanosuit Soldiers or Alien Troopers.

Submachine gun ammo is less common than FY71 ammo for the 
game's first few missions, although you can still get some at many 
enemy weapon stockpiles. From the end of Mission 4 onwards, 
enemies begin carrying submachine guns almost exclusively instead 
of FY71 assault rifles, so submachine gun ammo suddenly becomes 
much more common than FY71 ammo.
 
ENEMY USAGE: 
 
Submachine guns are first seen near the beginning of Mission 3: 
Relic, wielded by KPA Elite Special Forces soldiers who are sent to 
the Korean HQ base as reinforcements during your attack. While 
enemy soldiers usually carry FY71 assault rifles or shotguns, they'll 
sometimes use submachine guns instead.

From the end of Mission 4: Assault, enemies seem to swap the FY71 
assault rifle for the submachine gun as their primary weapon of 
choice. Pretty much every enemy in the harbor HQ at the end of 
MIssion 4 carries a submachine gun instead of a FY71 rifle; the 
same is true of most of the enemy soldiers in MIssion 6: Awakening.


=====


Precision Rifle:
Faction: North Korea 
Damage: 250 
Rate of Fire: 44 rpm 
Clip Size: 10 (+1 in the chamber) 
Max Ammo: 30 + 11
Damage Drop: None 
Attachments: (2) (4)

BRIEF BLURB:

The precision rifle is essentially a bolt-action sniper rifle. There's a 
delay of 1.36 seconds between each shot to bolt the next bullet into 
the chamber. It's very accurate, and the damage done by its bullets 
doesn't decrease over distance. A single shot to the chest is enough 
to kill any standard enemy soldier (even those wearing armor), 
however a shot to the limbs will knock them to the ground, but leave 
them still alive with a small amount of health. The precision rifle is a 
good 1-shot, 1-kill weapon for picking off enemies at long range once 
you get a sniper scope, but ammo for it is pretty uncommon.

DETAILED DESCRIPTION: 
 
The precision rifle is a sniper rifle modeled on the H&K PSG-1. 
Unlike the PSG-1, the precision rifle is bolt-action, so you'll have to 
manually bolt a new round into the chamber after each shot, result in 
a delay of about 1.36 seconds between each shot. A powerful 
weapon, the precision rifle can kill any standard enemy soldier (even 
heavily armored ones) with a single round to the chest. A round to 
the limbs won't be fatal, but will seriously injure an enemy soldier as 
well as be powerful enough to knock them down on the ground for 
several seconds.

Extremely accurate, the precision rifle is designed for long-range 
combat. With a sniper scope, you can zoom in on enemies at long 
range, and pick them off from safely outside their effective range of 
fire. You first acquire a sniper rifle in Mission 2: Recovery, but it'll 
only be equipped with an assault scope, which doesn't zoom far 
enough for the precision rifle to be used to optimum effect. Only 
when you get a sniper scope in Mission 3: Relic does the precision 
rifle really shine. 

Unfortunately, precision rifle ammo is quite rare. You often won't find 
any at enemy weapon stockpiles, so the only way to replenish your 
ammo is to kill enemy snipers and take their weapons. This is a 
shame, because the one-hit kill, long-range nature of the precision 
rifle makes it a fun weapon to use.
 
Ultimately, the precision rifle is useful to carry, but the scarcity of 
ammo prevents you from using it as much as you'd like. Also, once 
you get a sniper scope, you can snipe enemies pretty well with short 
bursts from your assault rifle, so you don't actually NEED the 
precision rifle for anything. It just does the job a bit better (with 1-hit 
kill shots to the chest at any range, whereas the assault rifle needs 
several shots at longer range to do the job).

ENEMY USAGE: 
 
The precision rifle is only used by enemy snipers, and enemy 
Nanosuit Soldiers. It is VERY powerful; in Armor Mode, a single hit 
will knock off all your armor as well as more than half of your health, 
and a second shot will kill you. In any other mode, a single shot is 
fatal if the enemy manages to land a headshot or torso shot on you. 
Enemies are also extremely accurate with it, and will always hit you 
even at a few hundred meters away if you just stand still. To survive 
against snipers, you'll need to keep moving, find cover, and counter-
snipe them before they can kill you.
 
CRYSIS WARHEAD NOTES: 
 
In Crysis: Warhead, the precision rifle is carried by several North 
Korean Snipers as well as several North Korean Nanosuit Soldiers. 
Fortunately, enemies do much less damage with the precision rifle in 
Warhead than they did in the original Crysis (80 damage in Warhead 
compared to 250 damage in Crysis) and it takes about 5 shots from 
their weapons to kill you in Armor Mode (which gives you plenty of 
time to cloak or dive for cover). As a result, enemy snipers are no 
longer the 1-or-2-hit-kill major threats they were in the original game, 
which makes fighting them much easier.


=====


Gauss Rifle: 
Faction: U.S.A.
Damage: 500
Rate of Fire: 30 rpm 
Clip Size: 5 (+1 in the chamber) 
Max Ammo: 20 + 6
Damage Drop: None 
Attachments: (2) (4)

BRIEF BLURB:
 
The gauss rifle operates similarly to a railgun, firing a metal slug at 
supersonic speeds and leaving a blue contrail in its wake. It has a 
slow rate of fire (with a delay of 2 seconds between each shot), but is 
very powerful. It can kill KPA soldiers or Alien Troopers in 1 shot, or 
kill light armor vehicles, Nanosuit Soldiers, or Alien Scouts in just 2 
shots. Unfortunately, it's no use against heavy armored vehicles 
such as helicopters, tanks, or APCs. Functionally, it's very much a 
more powerful version of the sniper rifle. It's kind of overkill against 
KPA soldiers, but works very well in the game's later levels for 
shooting down Alien Scouts (against whom it's probably your best 
weapon).

DETAILED DESCRIPTION: 
 
A high-tech future weapon used exclusively by U.S. forces, the 
gauss rifle fires a large metal slug at supersonic speeds for massive 
damage against whatever it ends up hitting. If you shoot a human 
being with it, expect their body to be blown a couple dozen feet 
through the air. In gameplay terms, it's a railgun (in fact it's 
appearance and firing animation is surprisingly similar to the old Red 
Faction railgun). The gauss rifle has a relatively slow rate of fire 
(there's a 2 second delay between each shot), but it's very powerful; 
it kills standard enemy soldiers in 1 shot and light enemy vehicles 
(such as LTVs or Patrol Boats) in 2 or 3 shots. It also kills Alien 
Troopers in 1 shot, and Alien Scouts in just 2 shots. Unfortunately, 
it's a heavy weapon that slows you movement rate down somewhat. 
You first acquire a gauss rifle at the end of Mission 5: Onslaught, 
from a U.S. supply drop.

Like the precision rifle, the gauss rifle serves as a sniping weapon for 
long-range combat. It's designed for use against infantry and light 
vehicles. Unfortunately, it has no effect against heavier enemy 
vehicles (you can't shot down helicopters or blow up tanks with it). It 
is, however, fairly effective even against the large alien 
warmachines. The gauss rifle is THE BEST WEAPON for taking out 
Alien Scouts, and you should always carry one in the last couple of 
missions solely for fighting Alien Scouts with.

Gauss ammo is pretty rare, especially when you first acquire it. 
However, a single gauss ammo pickup usually gives you the 
maximum 20 rounds you can carry. Gauss ammo is also more 
common in the last couple missions of the game, especially in areas 
where you really need it (i.e. for fighting swarms of Alien Scouts). 

ENEMY USAGE: 
 
Fortunately, no enemy Korean soldiers will ever get their hands on a 
gauss rifle. However, you'll occasionally see U.S. Marines fighting 
with gauss rifles against the aliens in the game's last couple of 
missions. Unfortunately, this is mostly for show, as the game is 
designed so that Marines' attacks do very little damage to most of 
the larger alien warmachines.

CRYSIS WARHEAD NOTES: 
 
In Crysis: Warhead, a handful of North Korean soldiers are equipped 
with gauss rifles captured from fallen U.S. Marines. These guys are 
extremely dangerous, and can kill you in a single direct hit even if 
you're at full health and armor. You need to kill them quickly before 
they can kill you (Cloak Mode helps a lot in this regard). Fortunately, 
these guys are extremely rare, and there are only about 3 of them in 
the entire game.


=====


Minigun:
Faction: North Korea
Damage: 90 
Rate of Fire: 1200 rpm 
Clip Size: 500 
Max Ammo: 500 + 500
Damage Drop: After 50 meters, 0.2 per meter 
Attachments: (2)

BRIEF BLURB: 
 
The minigun is pretty much what you'd expect; it has an extremely 
high rate of fire, but average to below-average accuracy. As a result, 
it lets you spray out an incredible amount of bullets, but you can't 
precision target specific enemies at long range with it. It also has a 
very slight spin-up time, which causes a small delay between when 
you press the fire button and when the gun actually begins to fire. 
The minigun also slows you down when you have it equipped. 
Overall, I don't really recommend it, as I prefer the more accurate 
and versatile assault rifles instead. Your mileage may vary. It's only 
available in 2 of the game's 11 missions anyway.

DETAILED DESCRIPTION: 

The Hurricane minigun is exactly what it sounds like; a huge spinning 
minigun that spits out powerful bullets at an incredible rate of fire. 
The minigun does more than twice as much damage over the same 
period of time as the FY71 assault rifle, and can shred multiple 
enemy soldiers very quickly. On the downside, there's a split-second 
spin-up time before the minigun begins firing, and its accuracy is 
rather low. Also, the longer you fire the minigun, the wider the bullet 
spread becomes. The minigun is also heavy, and will cause your 
movement speed to slow down while you have it equipped.

The minigun's performance can be improved when firing in strength 
mode; in strength mode, it won't weigh down your movement speed, 
and the bullet spread is reduced as your increased strength lets you 
hold the weapon more steadily during automatic fire.

In the single-player campaign, the minigun is actually only available 
in Mission 6: Awakening, and Mission 11: Reckoning. Ammo for it is 
actually reasonably findable in the levels where it is available; every 
minigun ammo pickup gives you 500 bullets, and you can find ammo 
in weapon stockpiles or from killed enemy Nanosuit Soldiers.

I actually prefer the precision of the assault rifle over the 
indescriminate mass damage of the minigun, but your personal 
mileage may vary.
 
ENEMY USAGE: 
 
The minigun is so heavy that a normal human soldier can't possibly 
wield it. As a result, it is used exclusively by elite enemy Nanosuit 
Soldiers. You'll face a total of 6 Nanosuit Soldiers armed with 
miniguns, although fortunately only 1 or 2 at a time will fight you at 
once.

When wielding the minigun, enemy Nanosuit Soldiers have a very 
high rate of fire, but reduced (yet still decent) accuracy at long range. 
Still, they're a walking machinegun turret and can cut you to pieces 
with a second or two of constant fire. Firing from cover and/or using 
cloak to get the drop on them is essential for victory.

CRYSIS WARHEAD NOTES:

Minigun-wielding Nanosuit Soldiers do not appear in Crysis: 
Warhead, so you won't see any enemies wielding the minigun 
against you. You can, however, find one or two miniguns laying 
around in enemy weapon stockpiles, but it and ammo for it are 
extremely rare.


=====


Alien MOAC:
Faction: Aliens 
Damage: 150 
Rate of Fire: 800 rpm 
Clip Size: 5 seconds of constant fire before overheating 
Max Ammo: Infinite
Damage Drop: None 
Attachments: (2)

BRIEF BLURB: 

The Alien MOAC fires ice shards, and functions essentially like an 
alien minigun. It has a high rate of fire, a split-second spin-up time, 
significant bullet spread at long range, etc. The big advantage of the 
MOAC is that it has inifinite ammo, but will overheat after 5 seconds 
of continuous fire, requiring it to cool down for a second or two 
before you can fire it again. It's a decent weapon for fighting Alien 
Troopers and Alien Scouts with. As with the minigun, it's only 
available in 2 of the game's 11 missions.

DETAILED DESCRIPTION: 

The alien MOAC (MOlecular ACcelerator)  is a large alien cannon 
that rapid-fires damaging shards of ice at high speed. In size, shape, 
and behavior, it's very much like an alien minigun. It even has a split 
second "spin-up time" before it begins firing. The MOAC is more 
accurate than the minigun, and doesn't suffer from increasing spread 
during full-automatic fire. The MOAC also has infinite ammo, but 
overheats after 5 seconds of constant firing, requiring a second or 
two to cool down before it can fire again. Like the minigun and gauss 
rifle, the MOAC is rather heavy, and slows your movement rate down 
somewhat.

Prophet appears out of nowhere wielding a MOAC in the middle of 
Mission 8: Paradise Lost, and gives it to you soon afterwards. In the 
singleplayer campaign, the MOAC is only available to you in Mission 
8 and Mission 9. 

Unfortunately, the aliens are pretty resistant to their own weapons. 
Alien Troopers only take 30% damage from the MOAC (45 damage 
per shot), and Alien Scouts take only 40% damage from it (60 
damage per shot). Then again, the aliens have partial resistance to 
most other weapons too. The MOAC still works decently well against 
aliens due to its high rate of fire; you can kill Alien Troopers with a 
couple seconds of constant fire, and Alien Scouts can be shot down 
with about 2 or 3 full 5-second bursts.

The MOAC's got infinite ammo, and it works decently well against 
Troopers and Scouts, so you might as well use it while you have it. 
Switch to the gauss rifle for shooting down Scouts once it becomes 
available, though, since it's much more effective than the MOAC 
against Scouts.
 
ENEMY USAGE: 
 
Although no-one except Prophet and yourself will wield the player-
usable version of the alien MOAC, most aliens and alien 
warmachines are equipped with their own versions of the MOAC, 
which they use to rapid-fire ice shard bullets at you.

CRYSIS WARHEAD NOTES: 
 
The usable version of the MOAC does not appear in Crysis: 
Warhead. Enemy Alien Troopers are still equipped with their own 
version of the MOAC to fight you with, though.



====================
=EXPLOSIVE WEAPONS:=
===============================================================================


Missile Launcher:
Faction: U.S.A. and North Korea
Damage: 300 
Rate of Fire: 60 rpm 
Clip Size: 3 

BRIEF BLURB: 

A compact, 3-shot disposable missile launcher with a built-in scope 
and laser sight, designed as an anti-vehicle weapon. The missile 
launcher is pretty much your only practical means of taking out 
heavily armored vehicles, such as helicopters, tanks, or APCs. You 
really should always carry one around, just in case you end up in a 
firefight with a heavy vehicle. The launcher's laser sight can be used 
to guide missiles (they'll home in on the red dot), allowing you to 
track moving targets with your missiles. You'll be familiar with the 
concept if you've played Half Life. Note that missiles cannot turn 
around 180 degrees, so if you miss a target, the missile won't be 
able to circle around and hit it again like the RPG rounds in Half Life 
2 can.

DETAILED DESCRIPTION: 

The missile launcher is a disposable, 3-shot anti-vehicle weapon 
used by both U.S. and North Korean forces, and serves as your main 
method of taking down enemy helicopters and tanks in Crysis. The 
missile launcher comes pre-loaded with 3 missile shots, and must be 
discarded after all 3 shots have been fired. It's carried seperately 
from your pistol and your 2 primary weapons, so you can always 
carry one regardless of whatever else you're holding.

The missile launcher is pretty much the only weapon you have that's 
effective against enemy helicopters, enemy tanks, and enemy APCs, 
so you'll always want to have one with you for sudden helicopter or 
tank attacks. Fortunately, in most areas where helicopters or tanks 
may attack you, you can find spare missile launchers laying around if 
you search carefully enough. Enemies in Mission 5 and Mission 6 
also carry missile launchers that you can take from them.
 
The missile launcher comes with both a laser targeting light and a 
targeting scope. The scope can be used to target vehicles at a 
longer distance, while the laser dot shows where the weapon is 
aimed when firing from the hip. The launcher also emits a beeping 
sound to let you know the dot is aimed at a target (useful for fast-
moving targets, like helicopters).

The missiles are actually semi-guided; they'll curve to follow 
whatever you point the laser dot at (if you've played the Half Life 
series, the concept should be familiar). The missiles are less 
manueverable than those in Half Life (they can't fly in circles or do a 
180 degree turn), so while the dot is useful for adjusting the missile's 
path to track a moving target (i.e. a helicopter), if the missile actually 
flies past your target, you can't make it curve back for a second try.

ENEMY USAGE: 
 
Mission 5: Onslaught is filled with enemy soldiers carrying missile 
launchers, who will use them to blast the U.S. tanks, including the 
one you yourself are driving. Fortunately, enemies tend to not use 
their missile launchers on you if you're traveling on foot (although 
they occasionally do, and can kill you in 1 or 2 hits). Somewhat 
unfairly, enemies with missile launchers can fire an unlimited number 
of shots, instead of being limited to only 3. They don't even have to 
pause to reload.

Several enemies in Mission 6: Awakening also carry missile 
launchers, but don't seem to actually use them.


=====


Explosive Charges:
Damage: 1000
Max Ammo: 4

DESCRIPTION: 

Explosive C4 charges, which can be attached to walls or enemy 
vehicles, or simply laid down on the ground. C4 is extremely 
powerful; a single charge can destroy pretty much any enemy 
vehicle. The downside is that you can't throw the charges more than 
a few feet, so you actually have to walk up to whatever you want to 
blow up and plant the charge manually.

To detonate C4, press the zoom key to switch to the detonator, then 
press the fire button to blow up any C4 charges you've laid down.

C4 is an alternative to taking out enemy tanks or APCs, if you don't 
have a missile launcher available. Use cloak to sneak up behind the 
enemy vehicle, then plant a charge on its vulnerable rear area, then 
run to cover and quickly detonate the charge before the vehicle 
notices you and opens fire.


=====


TAC Cannon:
Faction: U.S.A. 
Damage: 10000

DESCRIPTION: 

In the single-player campaign, the TAC Cannon is used exclusively 
for killing the final boss. You aren't even allowed to fire it at anything 
else. Basically, the TAC Cannon is a tactical nuclear cannon that 
fires a small, guided nuclear shell and is loaded with at least 3 shots. 
The TAC Cannon needs to lock onto a target before firing, and t 
takes 3.5 seconds for the cannon to do so. On the plus side, once 
the target is locked, you can fire-and-forget since the shell is 
computer guided.



===========
=GRENADES:= 
===============================================================================


Frag Grenade: 
Damage: 250 
Max Ammo: CRYSIS: 10 
          CRYSIS WARHEAD: 16

DESCRIPTION: 

These are your basic frag grenades. You throw them, and they 
explode a couple seconds after landing. Frag grenades have a good-
sized splash damage radius, and can wipe out an entire group of 
enemy soldiers. Enemy soldiers will notice grenades and try to run 
away from them, but they usually don't succeed as long as they're 
reasonably close to where the grenade lands (enemy soldiers in 
Crysis actually have pretty good A.I., but rather slow reflexes). Even 
enemies caught at the very edge of the blast who manage to survive 
will be knocked to the ground for several seconds.

Frag Grenades are reasonably common; enemy soldiers don't drop 
them when killed, but they are almost always found at enemy 
weapon stockpiles. You often get 5 grenades in a single ammo 
pickup, which is half the total amount you can carry. Feel free to use 
them frequently, as needed.

ENEMY USAGE: 
 
Enemy grenadiers (distinguished by an armored collar they wear 
around their neck and shoulders) carry grenades, and use them to 
either attack you or flush you out of cover. They are extremely skilled 
and accurate, and can usually land a grenade right at your feet from 
a distant of several dozen feet away.

Enemy grenades usually aren't fatal (as long as you have full 
health/armor and are in Armor Mode), but they do knock off all your 
armor as well as more than half of your health, and are therefore 
best avoided if possible. They also have a nasty habit of destroying 
whatever cover you were hiding behind (A LOT of cover objects in 
Crysis are destroyable).

CRYSIS WARHEAD NOTES: 
 
In Crysis: Warhead you can carry a larger total number of frag 
grenades at a time. Psycho in Warhead can carry a maximum of 16 
frag grenades, compared to a max of 10 for Nomad in Crysis. This 
can be helpful for dealing with Warhead's greater concentration of 
enemies and more frequent firefights.


=====

 
Smoke Grenade: 
Max Ammo: 10

DESCRIPTION: 

Smoke grenades produce a large cloud of gray smoke, which 
obstructs the view of enemies and prevents them from seeing your 
position. Note that being inside the smoke itself causes the blinding 
effect, so for best results, you should throw them at your enemies, 
not drop them at your feet. Although smoke grenades don't do 
anything your suit's Cloak Mode does better, they can be useful to 
escape if you're out in the open with no suit energy to cloak with.

Smoke grenades are pretty rare, and you'll only find them at a few 
enemy weapon stockpiles.

ENEMY USAGE: 
 
Enemy Nanosuit Soldiers use smoke grenades in combination with 
flashbangs to disorient you. Some regular enemy soldiers also use 
smoke grenades, but this rarely happens.


=====

 
Flashbang: 
Max Ammo: 10

DESCRIPTION: 

Flashbangs explode a second or so after landing, producing a bright 
flash and loud noise that disorients enemy soldiers for a few 
seconds. They're a good way to buy yourself some time if you find 
yourself surrounded by flanking enemies, or under assault by 
overwhelming numbers. Note that enemy Nanosuit Soldiers are 
immune to flashbangs, which seems to be one area in which their 
suits are superior to yours.

Flashbangs are pretty rare, and you'll only find them at a few enemy 
weapon stockpiles. Use them when you can, but don't expect them 
to be common enough to be a core element of gameplay.
 
ENEMY USAGE: 

Flashbangs are used exclusively by Korean elite Nanosuit Soldiers. 
They'll use them in combination with smoke grenades to disorient 
you, while they move in for the kill with their submachine guns, or 
snipe you from long range with their precision rifles. Note that 
flashbangs are actually MORE deadly than frag grenades, because if 
you get shot while disoriented, it's an instant kill regardless of your 
health or armor. You can avoid the flashbang's effect by turning 
away from it before it explodes, or hiding behind a piece of cover that 
obstructs your view of the flashbang.



**********
*ENEMIES:* 
*******************************************************************************


-  It should be noted that the 1.2 patch for Crysis increased the damage
   done by certain weapons (namely the pistol, FY71, and SCAR) by roughly
   50%. This guide was written with the 1.2 patch changes in mind. If
   you're playing an unpatched version of Crysis, enemies can
   survive slightly more bullets than they can in the patched game.


=================
=Enemy Soldiers:= 
===============================================================================


North Korean Soldier:
Appearance: North Korean soldier wearing a camouflage uniform 
            (appearance varies by class). 
Health: 180
Primary Weapons:
   FY71 assault rifle: 80 damage
   Shotgun: 100 damage
   Submachine Gun: 45 damage
Secondary Weapons:
   Pistol: 60 damage
   Missile Launcher: 300 damage
Other Attacks:
   Melee Attack: 65 damage 
   Frag Grenades: 250 damage

DESCRIPTION: 

The standard soldiers of the Korean People's Army (KPA) will be 
your main opponents for the majority of the game. They range all the 
way from unarmored grunts, to Heavy Guard wearing a full suit of 
heavy body armor, to Elite Special Forces soldiers with optimal 
training and equipment. However, they all share the same basic 
behaviors and combat tactics. In essence, they're your basic FPS 
soldier-type enemies.

What distinguishes KPA soldiers from most other FPS soldier types 
is that there are a LOT of them. It's not uncommon for you to fight 
more than a dozen of them at once in a single minor encounter; 
going into an enemy base can involve you versus a few dozen KPA 
soldiers if you took the Rambo approach and went in guns blazing, 
thus alerting everyone to your presence.

Individually, KPA soldiers aren't exceptionally tough; it only takes 
about 2 or 3 direct hits from the assault rifle to kill an unarmored 
soldier, and even armored Heavy Guard soldiers go down after only 
about 3 or 4 shots (enemies do take more shots to kill at longer 
range, and also if you hit them in the arms or legs instead of the 
chest). Their weapons do decent damage against you, however, and 
it only takes several direct hits from their assault rifles to kill you.

KPA soldiers have pretty good A.I., being highly mobile moving 
targets that strafe while firing, make decent use of cover, and will 
take advantage of their large numbers to try to flank and surround 
you. Ultimately, however, you're a nanosuit-wearing Special Forces 
Supersoldier, and they're... not.

You'll fight a total of about 600+ North Korean soldiers throughout 
the entire game (the game helpfully keeps track of how many 
enemies you've killed in each level in your save game info).
 
BEHAVIOR:

KPA soldiers patrol in squads of several at once, usually led by a 
KPA Squad Leader wearing a red beret. KPA also have pretty good 
hearing, and will run across a town or base to investigate if they hear 
gunfire and screams coming from the other side. In certain areas 
(such as the school house village in Mission 2: Recovery or the 
harbor base in Mission 4: Assault) it can seem like enemies are 
respawning around you as you mow them down; this is simply 
enemy soldiers from other areas of the base running over to where 
you are to investigate what all the commotion is about.

Enemies will cautiously approach your last known location if they 
lose sight of you. Enemies equipped with grenades also tend to 
throw them to flush you out of cover if you hide behind a solid object 
or inside a house.

In actual combat, enemies are fairly mobile, tending to strafe while 
firing and also trying to run behind cover. Enemies react to return fire 
and, if shot at, enemies usually sidestep or slide sideways away from 
your shots to try and dodge your fire. If caught out in the open with 
no place to hide (or if you try to headshot them and miss), enemies 
will sometimes duck and fire to present a smaller target profile. If 
pressed, enemies will often retreat into better cover.

Depending on their A.I. type, enemies will either try to camp behind 
cover defensively, aggressively advance on your position from cover 
to cover, or flank around to your sides. In all cases, enemies spread 
out across a level to a decent degree instead of clustering in one 
spot for an easy kill. 

Enemies move and operate in coordinated squads: attacking 
together, providing each other with covering fire, and advancing 
together in a coordinated manner.
 
KILL STRATEGY: 

Overall, KPA soldiers are easy enough to kill individually or even in 
groups of several. One or two bursts of assault rifle should bring 
each KPA soldier down, and once you get the better scopes such as 
the assault scope or the sniper scope, you can mow KPA soldiers 
down from long range where their own ability to shoot back at you is 
lessened. If KPA soldiers are grouped together closely or inside an 
enclosed space, you can toss a frag grenade at them to wipe them 
all out at once.

In all firefights, you should fire from behind cover to minimize the 
damage you take from enemy return fire, and also so you'll have a 
place to hide and regenerate your health if you get hit a few times. 
Be ready to switch to a different piece of cover if an enemy grenadier 
lands a frag grenade at your feet.

All enemy soldiers are extremely vulnerable to the cloaking device; 
they will often stop firing completely once you vanish from their sight 
(although they will still move to your last known position to 
investigate), and are completely unable to see you unless they're 
only several feet away from you. They do occasionally fire wildly or 
toss a grenade at your last known position, so it's a good idea to 
reposition yourself after cloaking.

One extremely cheap tactic is to decloak (by switching to a different 
armor mode), shoot a KPA soldier in the head, then cloak again. 
Normally, firing a weapon drains all your suit energy in cloak mode, 
but if you decloak manually, fire, and recloak, this doesn't happen. 
You can use this to murder multiple KPA soldiers at will, as they 
seem unable to spot or shoot at you when you're cloaked, even if 
they see you pop in and out of sight right in front of them.

VARIANTS:

North Korean soldiers use a "component" system to distinguish 
themselves from each other and fulfill different combat roles. There 
are 4 different "component" types that mix together to create different 
soldiers. 

Soldiers Type: Infantrymen (Camp), Recon (Jungle), or Special 
Forces (Elite)

Armor Type: Light or Heavy

Equipment Type: Standard, Grenadier, Laser-aiming Module, 
Antitank, or Special Forces 

A.I. Type: Cover, Camper, Flanker, or Leader 

NOTE: Special Forces (Elite) soldiers are always equipped with the 
Special Forces equipment type.

-  SOLDIER TYPE VARIANTS:

North Korean soldiers come in 3 basic ranks; Infantry (Camp 
soldiers), Recon (Jungle soldiers), and Special Forces (Elite 
soldiers).

Infantry (Camp): These are the standard soldiers of the Korean 
People's Army (KPA). Their uniforms come in a variety of shades 
(grey, green, and brown), and they will serve as you main opposition 
for most of the game. Infantry soldiers are usually encountered 
guarding enemy bases or outposts, or patrolling in open areas. They 
come in different armor, equipment, and A.I. variants (see below).
 
Recon (Jungle): Recon soldiers patrol the wild jungle areas of the 
island. They are usually encountered out in the jungle, or in remote 
outposts or checkpoints away from the main KPA bases. They wear 
black facepaint, green or brown uniforms, as well as pieces of green 
grass attached to their uniforms to help them blend in with the 
environment. Behavior-wise, they are identical to standard Infantry 
soldiers, and come in various armor, equipment, and A.I. variants. 

Special Forces (Elite): These are the most skilled North Korean 
units, aside from General Kyong's personal Elite Guard of Nanosuit 
Soldiers. Special Forces soldiers have black facepaint, and their 
armor and uniforms are a much darker shade than that of the 
standard North Korean soldiers. Special Forces soldiers have more 
accurate aim than normal soldiers, and are also much better 
equipped: they always wear armored vests (all except for Elite Light 
Flanker soldiers), always carry grenades, and are always outfitted 
with laser-aiming modules and silencers on their weapons. They also 
have assault scopes if equipped with FY71 assault rifles. (Special 
Force soldiers are discussed in detail in their own section below).

-  ARMOR VARIANTS:

North Korean soldiers come in two armor variants; Light and Heavy. 
At first, you'll fight Light soldiers exclusively. A few Heavy Camper 
shotgun soldiers guard the schoolhouse near the end of Mission 2: 
Recovery, and Heavy soldiers become increasingly more common 
from Mission 3 onwards. This category refers to how much armor the 
enemy soldier is equipped with, with Heavy soldiers being much 
better armored than Light soldiers.

Body armor reduces the damage enemies take from torso shots 
down to 75% (whereas unarmored enemies take 120% damage 
when shot in the torso).

Helmets protect enemies from headshots. If a bullet strikes a 
helmeted enemy in the head, it will knock off the helmet but leave the 
enemy unharmed. However, this only applies to unaimed shots fired 
"from the hip". Headshot an enemy soldier while aiming with sights, 
and he'll die instantly, helmet or not.

Light: Light soldiers tend to wear simple uniforms, without helmets or 
body armor. Light Camper soldiers do wear a medium armored vest 
(and often a helmet), but no shoulder pads. Light Squad Leaders 
always wear a full set of body armor, including a medium armor vest 
and shoulder pads. 
 
Heavy: Heavy soldiers are always equipped with body armor. They 
also wear a heavier armored vest than the Light soldiers (although 
the effect is purely cosmetic and doesn't actually provide better 
protection). They also tend to wear full body armor, including a 
helmet, heavy armor vest, and shoulder pads.
 
-  EQUIPMENT VARIANTS:

All North Korean soldiers come equipped with a primary weapon 
(FY71 assault rifle, submachine gun, or shotgun), as well as a pistol 
sidearm. Certain soldiers are also given additional equipment packs 
to fulfill specialized combat roles.

Standard: This North Korean soldier has no extra equipment. They 
essentially are only armed with their primary weapon (which has no 
attachments), and their pistol sidearm.

Laser-Aiming Module: This North Korean soldier simply has a laser-
aiming module attached to their primary weapon. It makes their aim 
more accurate, but also allows you to spot their location by the red 
laser beam their weapon emits.

Grenadier: Some North Korean soldiers are armed with frag 
grenades, which they use to attack you or flush you out of cover. 
These guys can be distinguished by a thick, dark brown armored 
collar they wear around their neck and shoulders. They are 
extremely skilled and accurate throwers (able to often land grenades 
right at your feet, even if you're behind cover or at long range), and 
use their grenades fairly often, especially when you try to hide 
behind cover. These guys are actually pretty common; every squad 
of enemy soldiers will usually have at least 2 or 3 grenadiers. 
 
Shotgunner: North Korean soldiers armed with shotguns are visually 
distinguished by caches of shotgun shells strapped to their arms and 
legs. This is purely a cosmetic difference (you can't actually pick up 
the shells from the corpse or anything). 

Shotgun Grenadier: Some North Korean shotgun soldiers are also 
equipped with frag grenades. These guys have both the shotgun 
caches and armored collar on their uniform.

Antitank Soldier: In addition to their primary firearm, this soldier is 
equipped with a missile launcher for taking out enemy tanks and 
other vehicles. There are a LOT of these in Mission 5: Onslaught, 
and Mission 6: Awakening. Two or three of them can easily wipe out 
a U.S. tank, but fortunately they seldom (but do occasionally) use 
their missile launchers against you if you're on foot.

Special Forces: All Elite Special Forces soldiers carry grenades, and 
have the signature armored collars of grenadiers. They are also 
outfitted with silencers, laser-aiming modules, and assault scopes (if 
they carry a FY71 assault rifle). Their pistols are also silenced as 
well.
 
-  A.I. VARIANTS: 
 
There are 3 basic A.I. types in Crysis: Cover, Camper, and Flanker 
(There are also 3 special A.I. types: Squad Leaders, Snipers, and 
Nanosuits). All standard North Korean soldiers (including Elite 
Special Forces) are one of the 3 basic types: 
 
Cover: Cover soldiers are the most standard A.I. type. They advance 
on your position while firing, moving from cover to cover to protect 
themselves from your return fire. Cover soldiers are intermediately 
armored; Light Cover soldiers have no armor (except for Elite 
Special Forces), and Heavy Cover soldiers have fully body armor but 
one or no shoulder pads.

Camper: Camper soldiers are a more defensive A.I. type. Instead of 
advancing on you, they tend to dig in on a secure position and 
defend it against your attempts to move in. Camper soldiers are 
usually found defending mission objectives or enemy bases. To aid 
their defensive role, Camper soldiers are more heavily armored than 
normal. Light Camper soldiers still wear armored vests, and Heavy 
Camper soldiers wear full body armor with all armor pieces (i.e. they 
always have two shoulder pads, and usually a helmet). 

Flanker: Flanker soldiers are the sneakiest A.I. type. Instead of 
advancing on you in a straight line, Flanker soldiers will attempt to 
circle around you in order to attack you from the sides or back and 
catch you by surprise. They like to use both objects and foliage as 
cover to sneak around you. They also do not provide covering fire, 
preferring to sneak to your side and shoot you directly. Flanker 
soldiers are more lightly armored than normal, probably to assist 
their manueverability. Light Flanker soldiers wear no body armor or 
helmet, and Heavy Flanker soldiers wear a medium armor vest only, 
with no shoulder pads or helmet.


=====


North Korean Elite Special Forces Soldier:
Appearance: North Korean soldier wearing black facepaint, dark 
            uniform, and full body armor. 
Health: 180
Primary Weapons:
   FY71 assault rifle: 80 damage
   Shotgun: 100 damage
   Submachine Gun: 45 damage
Secondary Weapons:
   Pistol: 60 damage
Other Attacks:
   Melee Attack: 65 damage 
   Frag Grenades: 250 damage 

DESCRIPTION: 

Korean Elite Special Forces soldiers are the most skilled enemy 
soldiers you'll face in the game, aside from General Kyong's handful 
of Nanosuit Soldiers. They can be distinguished by the black 
facepaint they wear, as well as the fact their uniforms are several 
shades darker than those worn by normal Korean soldiers. Special 
Forces soldiers are notably much more accurate with their weapons 
than standard Korean soldiers.

All Special Forces soldiers carrying full equipment. They always 
wear full body armor and helmets (with the except of Light Flankers, 
who lack armor). Special Forces soldiers also always carry 
grenades, and are also always equipped with laser-aiming modules 
and silencers on their firearms. 

There are a total of about 80 Special Forces soldiers in the game. 
They first appear in Mission 3: Relic, where Special Forces Flanker 
soldiers are dropped off by helicopter as reinforcements at the 
various enemy bases and checkpoints if you're spotted and the 
alarm is sounded. About 3 dozen or so Special Forces Flanker 
soldiers also hunt you down towards the end of Mission 3, as you're 
trying to escape at night through the level from the dig site to the 
extraction point. A few Special Forces soldiers also appear at a 
roadblock in Mission 5: Onslaught. Finally in Mission 6: Awakening, 
groups of Special Forces soldiers (backed up by Nanosuit Soldiers) 
guard both the Ore Crusher, as well as the mine where General 
Kyong is holed up.
 
BEHAVIOR: 

Special Forces soldiers have the same behavior and use the same 
tactics as the game's other Korean soldiers. The major difference is 
that they are noticeably more accurate with their firearms, and also 
since all of them are equipped with grenades, they all have the ability 
to use grenades against you.

Otherwise, they use the same general tactics as other enemy 
Korean soldiers, moving in coordinated squads, using cover, closing 
in on and sometimes attempting to flank around your position, 
providing each other with covering fire, etc.
  
KILL STRATEGY: 

Special Forces soldiers can be taken out using the same basic 
strategies you've been using against the standard Korean soldiers. 
They're a bit tougher, more accurate, and better equipped than most 
enemy soldiers, but ultimately they're still regular humans who are no 
match for you and your superpowered regenerating nanosuit.

Notably, Special Forces solders are just as vulnerable to the cloaking 
device as the basic soldiers, so it's easily enough to use the cloaking 
device to get the drop on them and pick them off one by one.


=====


North Korean Squad Leader:
Appearance: North Korean officer wearing red beret, armored collar, 
            and fully body armor with armored shoulder pads. 
Health: 180
Primary Weapons:
   FY71 assault rifle: 80 damage
   Shotgun: 100 damage
   Submachine Gun: 45 damage
Secondary Weapons:
   Pistol: 60 damage
Other Attacks:
   Melee Attack: 65 damage 

DESCRIPTION: 

North Korean Squad Leaders can be identified by the red berets they 
wear. Squad leaders lead squads of North Korean soldiers into 
combat, issuing them orders and coordinating their movements and 
attacks. Most enemy squads you encounter in the game will have a 
squad leader calling the shots. North Korean Infantrymen, North 
Korean Recon, and North Korean Special Forces all have squad 
leaders. Squad leaders also come in both Light or Heavy variants. 
Infantrymen squad leaders sometimes use Camper or Flanker A.I., 
but otherwise squad leaders use their own unique A.I. set and are 
neither Cover, Campers, or Flankers.

Regardless of their military branch or armor level, squad leaders 
always wear full body armor, with one or two shoulder pads. They 
also wear the same armored collar grenadiers do, even though 
squad leaders are never equipped with grenades. They also never 
come equipped with missile launchers.
 
BEHAVIOR: 

Squad leaders have the same basic behaviors and tactics as the 
game's other enemy soldiers. However, in their role as squad 
leaders they issue orders to the soldiers under their command, 
coordinating the movements of their squad. Kill the squad leader will 
reduce the cohesion and combat effectiveness of an enemy squad, 
although the difference is pretty subtle and not that much of a factor.

Squad leaders seem to have a slightly higher than average fondness 
for shotguns, although they also often carry FY71 assault rifles or 
submachine guns. Squad leaders don't really hang back in combat, 
and aren't afraid to charge in on your position alongside the rest of 
their men.
  
KILL STRATEGY: 

Squad leaders can be killed using the same tacics you'd use against 
any other standard North Korean soldier. Since they always wear 
body armor, they're slightly more durable than an unarmored soldier, 
but individually they still die pretty easily.


=====


North Korean Sniper:
Appearance: North Korean soldier wearing light uniform, with no 
            body armor or helmet. 
Health: 180
Primary Weapon: 
   Precision Rifle: 250 damage 
Secondary Weapon: 
   Pistol: 60 damage
Other Attacks: 
   Melee Attack: 65 damage

DESCRIPTION: 

The North Korean forces in Crysis include a number of snipers 
armed with precision rifles. Although unarmored, wearing only light 
uniforms with no helmet or body armor, snipers can be dangerous as 
they can pick you off at long range, often without you even being 
able to figure out where you're being shot from.

Snipers can actually be pretty dangerous; depending on where they 
hit you, they can kill you with just 2 shots to the body if you're in 
Armor mode (a single sniper shot will knock out your entire suit 
energy bar and more than half of your health). They can often kill you 
in a single shot if you're in any other suit mode.

Snipers first appear in Mission 2: Recovery, where their precision 
rifles with be equipped with assault scopes. From Mission 3: Relic 
and onwards, snipers will have more powerful sniper scopes instead. 
On the plus side, they're actually pretty rare, and I only counted 
about 16 of them throughout the entire game. Most Missions have 
between 2 to 6 snipers, usually found guarding major enemy 
outposts.
 
BEHAVIOR: 

Snipers are typically found in high-up locations such as sniping 
towers or cliffs, where they snipe at you using their precision rifles. 
They've got good accuracy, and will usually hit you unless you're 
behind cover or using your cloaking device to hide from them. 
 
Snipers really don't move around that much, although they will dodge 
around and try to take cover if shot at. Even snipers up in sniper 
towers will duck down behind the tower's side walls when shot at.

If you get within close range of a sniper, they'll put away their 
precision rifle and pull out a pistol to fight you with at close range.
 
KILL STRATEGY: 

The best way to deal with snipers is to counter-snipe them, ideally 
before they become aware of you and start shooting at you. Your 
FY71 assault rifle is actually accurate enough to counter-snipe a 
sniper at long range, provided you're equipped with a sniper scope 
so you can actually zoom far enough to see them. Be sure to 
counter-snipe from near or behind cover, so you'll have a place to 
hide and regenerate if you get hit.

Alternatively, you can sneak up on snipers using foliage and your 
cloaking device, then mow them down at close to medium range with 
your weaponry of choice.

Because you're equipped with a regenerating nanotech supersuit, 
enemy snipers aren't the frustrating instant-death annoyances they 
are in games like Medal of Honor: Allied Assault or Iron Storm. Still, 
they can kill you in just two shots, so you want to watch out for them 
and kill them as quickly as possible.


=====


North Korean Nanosuit Soldier: 
Appearance: Elite soldier wearing a nanosuit with green and tan 
            armor plates. 
Health: 500
Suit Energy Armor: 250
Primary Weapons: 
   Precision Rifle: 250 damage 
   Submachine Gun: 45 damage
Other Attacks: 
   Melee Attack: 65 damage
   Smoke Grenades 
   Flashbangs

DESCRIPTION: 

North Korean Nanosuit Soldiers are the elite of the elite for the North 
Korean forces, and the most powerful North Korean enemy infantry 
units in the game. They are equipped with the same superpowered 
nanosuits that you are wearing, giving them access to the same 
assortment of superpowers that you have. Design-wise, I actually 
prefer the clunkier look of the NK nanosuits compared to the US 
version, as the NK version looks more like an armor-plated combat 
suit, as opposed to the US's muscle-shaped black fetish wear.

Like NK Special Forces soldiers, Nanosuit Soldiers are significantly 
more accurate than standard North Korean troops. They're quite 
dangerous with both their long range precision rifles and their 
medium range submachine guns.

Nanosuit Soldiers are also much more durable than regular enemy 
soldiers. Additionally, they can use Armor Mode to survive even 
more damage; it takes almost half a clip of assault rifle fire to kill one 
in Armor Mode. It even takes 2 gauss rifle shots or 2 direct rocket 
launcher hits to kill a Nanosuit Soldier in Armor Mode. Nanosuit 
Soldiers are also unaffected by headshots, as they do not take extra 
damage from being shot in the head. They are also immune to 
flashbangs, and cannot be grabbed or thrown (you can still knock 
them down by throwing stuff at them, though).

Standard enemy Nanosuit Soldiers are equipped with both precision 
rifles and submachine guns. They use the precision rifles to snipe at 
you from long range, and fire at you with the submachine gun for 
close to medium range combat. They also toss smoke grenades and 
flashbangs at you to confuse and disorient you. Their flashbangs are 
particularly dangerous, because taking a single bullet hit will kill you 
if you're "stunned" from a flashbang hit.

Enemy Nanosuit Soldiers are actually extremely rare. In fact, there 
are only 6 regular Nanosuit Soldiers and 6 Nanosuit Soldiers with 
miniguns in the ENTIRE GAME. You fight 4 regular Nanosuit 
Soldiers at night in the graveyard at the end of Mission 3: Relic, and 
2 regular Nanosuit Soldiers serve as snipers guarding the rooftops of 
the rock crusher in Mission 6: Awakening.

NANOSUIT POWERS: 

Enemy Nanosuit Soldiers can use Armor mode, Strength mode, and 
Cloak mode. Armor mode (their default mode) acts as a sort of 
"energy shield" that absorbs the damage from your attacks, allowing 
them to absorb 3 or 4 bullet hits before you can directly damage their 
health. They use Strength mode for melee attacks (a single punch 
will kill you in 1 hit), and also to allow them to jump up to high 
platforms (such as a pillar or tomb) for a better position to snipe at 
you. Nanosuit Soldiers also use Cloak mode to sneak around when 
not in combat, or while trying to flank or advance on you or to escape 
from gunfire. Fortunately, they always disengage their cloak once 
they start shooting at you.

One consequence of their nanosuit power use is that, just like you, 
they are more vulnerable to damage while not in Armor mode. If a 
Nanosuit Soldier is in Cloak mode or Strength mode, you can kill 
them with a burst of several assault rifle bullets or a single gauss rifle 
shot.

In addition to their nanosuit powers, enemy Nanosuit Soldiers also 
have regenerating health, just like you do. Their health gradually and 
constantly recharges, so you need to kill them quickly in one go 
instead of trying to fight them with hit-and-run tactics. 
 
BEHAVIOR: 

Because Nanosuit Soldiers are equipped with both long-range 
precision rifles and medium-range submachine guns, they'll vary 
their tactics based on their distance to you. At long range, they'll 
snipe at you with their precision rifles, and will manuever to a 
different position for a better shot if you try to run or hide. At close to 
medium range, they'll switch to standard infantry tactics; blasting at 
you with automatic submachine gun fire, strafing sideways while 
firing, dodging away from your return fire, taking cover (regenerating 
health while doing so), and attempting to flank or advance on your 
position. Regardless of range, Nanosuit Soldiers will also 
occasionally chuck smoke grenades or flashbangs at you between 
shots to try and disorient you.

At long range, enemy Nanosuit Soldiers will use Strength mode to 
jump up on high objects such as pillars or tombs, in order to get a 
better position to snipe you from. They will also use Cloak mode 
while hunting you to hide and prevent you from shooting them while 
they manuever around; they will only disengage their cloaks when 
they actually fire at you.

Finally, if you get within melee range, enemy Nanosuit Soldiers will 
activate Strength mode and try to punch you. A single Strength-
enhanced punch will kill you, so you want to avoid getting that close 
to them.

One notable attribute of North Korean Nanosuit Soldiers is that, 
unlike regular North Korean soldiers, they always speak in Korean 
instead of English, which disguises their tactical chatter from you 
(unless you happen to understand Korean yourself). 
 
KILL STRATEGY: 

Nanosuit Soldiers are considerably tougher than standard enemy 
soldiers, but they're really not that tough when you consider how 
incredibly rare they are. You can kill an enemy Nanosuit Soldier with 
about half a clip of assault rifle fire, which is just a couple seconds of 
sustained automatic fire. The shotgun also works very well against 
Nanosuit Soldiers, and can kill them in just 2 shots (1 shot if they're 
not in Armor Mode). By firing from cover and using aim mode to 
maximize your accuracy, you can take out enemy Nanosuit Soldiers 
using the same general tactics you use against standard enemy 
soldiers. Just remember to kill them with a single sustained attack, 
because their health regenerates if you don't press your attack.

Surprisingly, Nanosuit Soldiers are also still vulnerable to tranquilizer 
darts. A single hit from a tranq dart will knock out a Nanosuit Soldier 
just as effectively as it would a regular enemy soldier. You can then 
kill them at your leisure while they're unconcious.

Nanosuit Soldiers are also just as vulnerable to your Cloak mode as 
regular enemy troops. They can't see you while you're cloaked, so 
you can just cloak, wait for them to get close, then uncloak and 
unload on them with sustained assault rifle fire before they realize 
what's happening.

The only thing that doesn't really work against Nanosuit Soldiers are 
explosives, due to their enhanced health and armor. So don't bother 
trying to kill them with a frag grenade, because they can survive the 
blast.


=====


North Korean Nanosuit Minigunner:
Appearance: Elite soldier wearing a nanosuit with green and tan 
            armor plates. 
Health: 750
Suit Energy Armor: 375
Primary Weapon: 
   Minigun: 90 damage
Other Attacks: 
   Melee Attack: 65 damage

DESCRIPTION: 

Some North Korean Nanosuit Soldiers are equipped with miniguns, 
giving them devastating medium range firepower. Their nanosuit-
augmented strength makes them the only soldiers in the game 
capable of wielding the minigun as a man-portable weapon. Besides 
their very damaging, extremely high rate of fire weaponry, Nanosuit 
Soldiers with miniguns are also even tougher than standard Nanosuit 
Soldiers, capable of surviving even more damage (it takes more than 
half a clip of assault rifle fire to kill one). As a trade-off, their ability
to use nanosuit powers and behave tactically are reduced.

Nanosuit Soldiers with miniguns do not use their cloaking device, nor 
can they throw grenades. They also do not seem to use strength 
mode to jump up to higher platforms. They mostly just remain in 
Armor mode and walk towards you while blasting away with their 
miniguns; the only other suit power they really use is Strength mode, 
which they only use to punch you if you get too close to them.

Like standard Nanosuit Soldiers, Nanosuit Soldiers with miniguns 
have regenerating health, so you want to kill them quickly before 
they have a chance to heal any damage you inflict on them.

These guys are extremely rare. There are only 6 of them in the entire 
game, all appearing in Mission 6: Awakening. 2 are guarding the 
rock crusher, 2 are guarding the entrance to the mine/excavation site 
where General Kyong is holed up (alongside a dozen or so North 
Korean Special Forces soldiers), and 2 can be found inside the mine 
tunnels leading to the excavation site itself.
 
BEHAVIOR: 

Nanosuit Soldiers with miniguns can be very dangerous. Their 
weapons do good damage and have an extremely high rate of fire, 
and can kill you very quickly unless you seek cover. They're also 
quite accurate, even at long range, so you'll take damage from them 
even if they're firing at you from several dozen feet away. Think of 
them as walking machinegun turrets.

As a trade-off to their heavy firepower and enhanced durability, these 
guys are tactically pretty simple. They mostly just walk towards you 
while blasting away with their miniguns, although they sometimes 
stand in one spot and fire at you instead. They will, however, react 
relatively intelligently if you fire back. They usually try to dodge 
sideways if you fire at them, and can sidestep and fire at the same 
time, and will often sidestep behind cover if you shoot at them, in 
order to protect themselves and regenerate their health. They can 
also exhibit searching and flanking behavior if you try to hide or dig 
into cover.
 
KILL STRATEGY: 

As with standard Nanosuit Soldiers, you need to kill nanosuit 
minigunners quickly with sustained automatic fire, in order to prevent 
them from regenerating their health. A good strategy is to fire at them 
with a scoped assault rifle, while firing from behind cover to reduce 
the damage you take from their miniguns. At close range, 2 or 3 
shotgun blasts should be sufficient to do them in.

Also like standard Nanosuit Soldiers, these guys are vulnerable to 
tranquilizer darts and the cloaking device. You can knock them out 
with a tranq dart, then kill them while they're unconcious, or use 
cloak to get close to them before decloaking and unloading a clip of 
assault rifle fire into their torsos.



=================
=Enemy Vehicles:= 
===============================================================================


ShiTen Mounted Machine Gun Turret:
Damage: 60
Rate of Fire: 800 rpm

DESCRIPTION: 
 
These mounted heavy machinegun turrets are scattered throughout 
the game, typically positioned at checkpoints, roadblocks, or the 
entrances to enemy bases. An enemy soldier is usually stationed at 
the machinegun turret, and other enemy soldiers can also run over 
and take control of any unmanned machinegun turrets. 

Turrets deal fairly high damage and have a high rate of fire and good 
accuracy, making them markedly more dangerous than an enemy 
soldier armed simply with an assault rifle. Taking out enemy soldiers 
manning turrets should be your number one priority in most firefights.

If you get shot at by a turret, you should take cover to protect 
yourself. You can either snipe the soldier manning the turret (an 
assault scope or sniper scope helps), or use your Cloak Mode to 
sneak up on the turret and take out the gunner from close range. 
Also, turrets are limited to about a 90 degree cone of fire in front of 
them, so if you can flank them from the sides they won't be able to 
shoot at you. 


=====


Light Tactical Vehicle: 
Health: 
   Hull: 180
   Engine: 160
   Wheels: 100 
   Lights: 45
Weaponry: 
   Machine Gun Turret: 60 damage
Damage Modifiers: 
   Bullets: 2% 
   Melee: 5%
   Gauss Rounds: 15% 
   Frag Grenades: 25% 
   Missile Launcher: 200%
   C4 Explosive Charges: 100%

DESCRIPTION: 

The Light Tactical Vehicle is essentially a lightly armored Jeep with a 
machine gun turret on top. The LTV is decently armored, and 
requires a few clips of assault rifle fire to destroy. Enemy LTVs 
typically carry two enemy soldiers; a driver and a machine-gunner. 
Killing the driver causes the vehicle to stop moving, whereas killing 
the machine-gunner causes it to stop shooting at you.

Like the ShiTen mounted machine gun turret, the LTV's mounted 
machine gun is very dangerous, with great accuracy and high 
damage. You'll want to take cover from the machine gun fire or kill 
the machine-gunner as soon as possible, or else you'll be cut to 
shreds in seconds.

BEHAVIOR: 

Most enemy LTVs in Crysis will simply drive to a fixed position, then 
idle stationary there, opening fire on you if you come into the LTV's 
machine-gunner's line of sight. In this sense they function pretty 
much like a mounted machinegun turret.

Some LTVs will actually drive around and patrol an area. If they spot 
you, the driver will keep chasing you while the machine-gunner 
opens fire on you. This is actually pretty rare; the only LTV I 
remember doing this specifically is the one guarding the harbor HQ 
in Mission 4: Assault.

KILL STRATEGY: 

Because of their armor, LTVs are impractical to take out with small 
arms fire. Sure, you could blow one up with a few clips of assault rifle 
fire, but doing so is kind of a waste of ammo. It's much easier to take 
out the machine-gunner with a couple well-aimed bursts of assault 
rifle fire, at which point the LTV is no longer a threat to you (although 
the driver may get out and try to shoot you, or continue driving 
around and possibly run you over if you're not paying attention).

You can also blow up a LTV with one or two frag grenades (if you're 
lucky, you might even flip it over and render it inoperative), but again 
it's much simpler to just kill the gunner. 

Probably the easiest way to take out an LTV is to use your cloak to 
sneak up on the LTV without getting shot, then decloak and blast the 
machine-gunner with a well-aimed burst.

Alternatively, the LTV has a major "weak spot" in the form of a fuel 
can stored in the rear of the vehicle. A single bullet to the fuel can 
will cause the entire LTV to explode, killing the occupants as well as 
any enemy soldiers standing next to the vehicle.


=====


Truck: 
Health:
   Hull: 600
   Engine: 400
   Fuel Tanks: 120
   Wheels: 150 
   Lights: 45
Weaponry: 
   Machine Gun Turret: 60 damage 
Damage Modifiers:
   Bullets: 2% 
   Melee: 5%
   Gauss Rounds: 15% 
   Frag Grenades: 25% 
   Missile Launcher: 200%
   C4 Explosive Charges: 100%

DESCRIPTION: 

The North Korean forces use convoy trucks to transport soldiers 
across the island. Enemy trucks typically carry a squad of North 
Korean soldiers riding in the back, as well as a driver, and a 
machine-gunner manning the mounted machinegun turret on top of 
the truck.

As with the mounted machinegun turret and LTV's machinegun 
turret, the truck's machinegun turret is pretty dangerous, and you'll 
want to use cover and your cloaking device to avoid getting shot by 
it.

Trucks are pretty durable, and you can't really destroy them with 
small-arms fire. Explosives work alright against them, however, and 
you can also destroy them by shooting their fuel tank. However, your 
main concern is killing the enemy soldiers they carry, since the truck 
isn't a threat once the machine-gunner and the soldiers have been 
eliminated.
 
BEHAVIOR: 

Enemy trucks behave extremely simply. They drive to a pre-set 
position, then off-load a squad of enemy soldiers who will patrol the 
area looking for you. A machine-gunner will usually remain behind to 
man the turret and fire on you if you approach the truck itself.
 
KILL STRATEGY: 

Like LTVs, Trucks have a fuel tank that you can shoot for an instant 
kill. The fuel tank should be a metal cylinder on the right side of the 
truck just behind the cab. Shoot it, and the truck will explode, killing 
any enemy soldiers inside it or standing near it.

Otherwise, enemy trucks really aren't much of a threat, your main 
concern is killing the squad of soldiers they drop off.


=====


Patrol Boat: 
Health:
   Hull: 1250
Weaponry: 
   Machine Gun Turret: 60 damage
Damage Modifiers: 
   Bullets: 10% 
   Melee: 10%
   Gauss Rounds: 50% 
   Frag Grenades: 100% 
   Missile Launcher: 400%
   C4 Explosive Charges: 400%

DESCRIPTION: 

Enemy motorized patrol boats drive around the waters off the 
island's shore, and will open fire on you if they spot you. Patrol boats 
are crewed by a driver and a machine-gunner manning the boat's 
machinegun turret.

If the boat's driver is killed, the boat will stop moving, but the 
machine-gunner will continue firing at you with the boat's turret. If the 
machine-gunner is killed, the boat is no longer a threat to you, and 
the driver will usually drive away to retreat. Sometimes, the driver will 
beach the boat further down the shore, and attack you with a pistol 
when you reach that area. 

Patrol boats are pretty tough, so small arms fire really isn't an option 
against them. If you fight one, your main concern is killing the 
machine-gunner to stop the boat from firing at you.

BEHAVIOR: 

Patrol boats basically drive around in the ocean patrolling the shores 
of the island. If a patrol boat spots you on the shore, the driver will 
typically drive around in circles while the machine-gunner opens fire 
on you. Patrol boats have very long range and can spot, fire at, and 
hit you from a considerable distance away.
 
KILL STRATEGY: 

Patrol Boats are fairly resistant to gunfire; unlike with LTVs, you can't 
really defeat them even with a couple clips of assault rifle fire. While 
you CAN eventually destroy a patrol boat with gunfire, it'll take so 
much ammo that doing so is simply impractical.

The best way to take out a patrol boat is to kill the machine-gunner, 
preferably with well-aimed assault rifle fire assisted by a scope. With 
the gunner dead, the boat is essentially harmless to you, as the 
driver is unable to do anything except drive away and maybe beach 
the boat downriver and try to ambush you with a pistol later on. 
Alternatively, you can simply evade patrol boats, using cover and 
your cloaking device to move away from the shoreline if a patrol boat 
spots you and starts shooting at you.

The gunner and driver can be tough to hit if the boat is in motion, 
which it usually is as long as the driver is alive. You can fire the 
assault rifle in bursts and try to lead your shots, or hide behind cover 
and wait until the boat pauses momentarily for you to get a better 
shot.

Alternatively, you can run from the patrol boat by moving further 
inland, using cover such as rocks or the jungle trees until the boat 
loses track of you.


=====


Attack Helicopter: 
Health:
   Hull: 300
   Wings: 150
   Rotor: 200
   Rear Rotor: 150
   Rotor Tail: 100
Weaponry: 
   Coaxial Gun: 30 damage 
   Hellfire Missiles: 110 damage
Damage Modifiers: 
   Bullets: 2% 
   Melee:  0%
   Gauss Rounds: 2% 
   Frag Grenades: 25% 
   Missile Launcher: 100%
   C4 Explosive Charges: 100%

DESCRIPTION: 

North Korean attack helicopters appear semi-regularly thorughout 
the game, usually called in as air support after you start an attack 
against an enemy base. Attack helicopters are heavily armed, 
capable of attacking with both a coaxial-mounted machine gun, and 
Hellfire missiles. They can kill you extremely quickly (especially with 
a missile barrage), and it's also very difficult to take cover from their 
attacks since they fire at you from the air, and can very easily circle 
behind you if you try to hide behind an object on the ground.

Attack helicopters possess heavy armor, and are incredibly resistant 
to small arms fire. They're almost impossible to take out with bullets; 
you can use up all your assault rifle ammo against them and barely 
phase them, and even emptying a fully-loaded minigun into a 
helicopter will only seriously injure it at best. Since they're airborne, 
you can't really hit them with grenades either. In fact, the only 
weapon you have that can really destroy enemy attack helicopters is 
the missile launcher.

You'll fight a total of about 9 attack helicopters throughout the game. 
They first appear in Mission 3: Relic, and will make semi-regular 
appearances throughout Missions 4, 5, and 6. Attack helicopters are 
also occasionally seen dropping off enemy soldier reinforcements, 
but these helicopters won't actually attack you, and typically fly off 
after delivering their troops.
 
BEHAVIOR: 

Attack helicopters circle around you overhead, while peppering you 
with machinegun fire from their coaxial-mounted turret. Occasionally, 
attack helicopters can also launch a barrage of a few hellfire missiles 
at you. These missiles are very powerful and will generally kill you if 
they hit; fortunately, helicopters very rarely use them.

Helicopters are very persistant, and will follow you throughout the 
level once they spot you. If they lose track of you (i.e. if you use 
Cloak Mode to disappear), they'll continue to patrol the area where 
you were last seen in hopes of spotting you again. They also often 
fire a burst of machinegun fire and occasionally a couple missiles at 
the spot you were last seen.

If you take cover behind something to avoid the helicopter's gunfire, 
they'll try to circle around behind you to get a better angle to shoot at 
you.
 
KILL STRATEGY: 

The only weapon you have that can really take out an attack 
helicopter is the missile launcher (a tank cannon also works, but 
obviously that's only an option if you have a tank). If you don't HAVE 
a missile launcher, or the one you do have isn't fully loaded with 3 
missiles, then you're kinda in trouble if you run into an attack 
helicopter. Sudden appearances by attack helicopters are one of the 
prime reasons you should ALWAYS have a fully loaded missile 
launcher with you at all times.

If you do have a missile launcher, taking out an attack helicopter is 
straightforward enough. Aim the missile launcher's red laser 
targeting dot at the helicopter to "paint" it as a target, then fire a 
missile at the helicopter to damage it. The missile should home in on 
the laser dot, and strike the helicopter accurately despite it being a 
moving target. Even with homing missiles, hitting a helicopter is still 
much easier if you wait for it to stop moving and hover in one spot for 
a couple seconds. It usually takes 2 or 3 missiles to blow up a 
helicopter, but the missile launcher has a good rate of fire, and you 
can shoot down an attack helicopter relatively quickly.

Because the attack helicopter will be shooting you with its 
machinegun the entire time, it's a good idea to fire at it from behind 
cover to try and avoid getting shot up while you're targeting it with 
youre missile launcher. A good strategy is to hide behind cover, then 
pop out and shoot the helicopter during the pauses between its 
machinegun bursts.

If you don't have a missile launcher, you can usually find one in an 
ammo stockpile somewhere nearby where the helicopter first 
appears and attacks you. Use Cloak Mode, foliage, or buildings to try 
and hide from the helicopter, and search around for an ammo 
stockpile with a missile launcher in it for shooting down the 
helicopter.

One final thing you really should try to avoid is having to fight an 
attack helicopter and enemy soldiers at the same time. Because 
attack helicopters are brought in as air support, they can attack you 
in areas where enemy soldiers are also patrolling. Try to engage the 
helicopter away from the soldiers to avoid having to fight both at 
once. If an attack helicopter appears in the middle of a firefight 
against enemy soldiers, try to hide somewhere where the helicopter 
can't get to you (such as inside a building or train car), and take out 
the soldiers from cover before facing the helicopter.


=====

 
Tank:
Health:
   Hull: 1200
   Engine: 700
   Turret: 800
   Treads: 490
   Fuel Tanks: 100
Weaponry: 
   Tank Cannon: 300 damage 
   Coaxial Gun: 30 damage 
   Machine Gun Turret: 60 damage
Damage Modifiers: 
   Bullets: 0% 
   Melee: 0%
   Gauss Rounds: 0% 
   Frag Grenades: 0% 
   Missile Launcher: 200%
   C4 Explosive Charges: 150%

DESCRIPTION: 

A North Korean main battle tank. Extremely heavily armored, with a 
powerful main cannon that can rotate 360 degrees, as well as a 
mounted machinegun turret for taking out any enemy infantry that try 
to get close.

Tanks are very powerful; the main cannon can kill you in one shot, 
and the machine gun can cut you down pretty quickly if you try to get 
close to the tank. Their heavy armor also makes them completely 
immune to almost all forms of small arms fire, including bullets, 
gauss rounds, and even frag grenades. The only weapons you have 
that can damage a tank are the missile launcher, C4 explosive 
charges, and (in Mission 5: Onslaught) a tank of your own.

You encounter two tanks near the end of Mission 2: Recovery, after 
clearing out the large village being held by the North Koreans. You 
also face about 14 enemy tanks throughout Mission 5: Onslaught, 
which is essentially one long running tank battle with you behind the 
controls of your own American main battle tank.
 
BEHAVIOR: 

Tank behavior is straightforward enough; they drive around looking 
for you, and will open fire on you with their main cannon once they 
spot you. They also will shoot you with their machinegun turret at 
medium-to-close range if you try to get close to them.

On the plus side, their rate of fire is fairly low, as there's a couple 
seconds delay between each shot of their main cannon.
 
KILL STRATEGY: 

Tanks are completely immune to small arms fire. Bullets, frag 
grenades, and even gauss rifle rounds are absolutely useless 
against a tank. The only portable weapons you can carry that have 
any effect against a tank are the missile launcher, and C4 explosive 
satchels.

The most straightforward way to destroy an enemy tank is to shoot it 
with the missile launcher. The tank's armor is thicker in the front and 
top, and weaker in the sides and rear. If you shoot a tank in the front 
or top, there's a chance it will take 4 missiles (and thus 2 missile 
launchers) to destroy it. Shoot the tank in the sides or rear, though, 
and it should only take 3 missiles to blow it up. Missile launchers are 
usually pretty common around areas where you have to fight tanks; 
there are a few in the school and town hall in the village where you 
fight 2 tanks in Mission 2: Recovery, and many enemy soldiers will 
drop missile launchers when killed in Mission 5: Onslaught.

You can also use Cloak mode and foliage to sneak up on an enemy 
tank, then attach a C4 charge to them and detonate it to blow them 
into scrap metal. However, this requires getting close to the tank, 
and will only work if there's foliage nearby for you to hide and 
recharge your energy, due to the cloak's high power drain.

In Mission 5: Onslaught, you'll battle about a dozen or so enemy 
tanks throughout the level. Fortunately, you'll have access to a U.S. 
tank of your own to fight them with. It takes 3 direct hits from your 
tank cannon to destroy an enemy tank, and your own tank can only 
take several hits before it is destroyed. There are two tactics you can 
use to maximize the survival of your own tank; "snipe" enemy tanks 
from long range to reduce their ability to hit you, and at medium 
range fire at the enemy tanks while moving to make yourself a 
moving target. If your tank takes more than 90% damage, you'll just 
have to bail out and progress on foot. Don't worry too much, as you 
can get a new tank at a couple points further down the level.


=====


APC:
Health:
   Hull: 750
   Engine: 450
   Turret: 650
   Wheels: 50
Weaponry:
   APC Cannon: 200 damage
   APC Rocket Launcher: 300 damage
Damage Modifiers: 
   Bullets: 0% 
   Melee: 0%
   Gauss Rounds: 0% 
   Frag Grenades: 0% 
   Missile Launcher: 200%
   C4 Explosive Charges: 150%

DESCRIPTION: 

North Korean APCs (Armored Personnel Carriers) appear in Mission 
6: Awakening, and serve as sort of mini-tanks. Like tanks, APCs are 
heavily armored and can only be damaged by high explosives. APCs 
are armed with a rapid-fire main cannon that shoots small explosive 
shells, as well as a side-mounted rocket launcher.

The APC's main cannon is really dangerous; not only can it kill you in 
just 1 or 2 hits, but it also has a relatively high, fully automatic rate of 
fire. This makes APCs more dangerous than tanks, since tanks can 
only shoot at you once every couple of seconds.

APCs are quite rare; there are only 3 of them in the entire game. 
One patrols the village and rock crusher yard, and one guards the 
entrance to the mining complex where General Kyong is holed up. 
There's also an unmanned APC in the rock quarry near the mining 
complex; if you're quick, you can actually hijack this APC and take it 
for a ride. However, the APC's pilot is standing next to it, and if he 
gets alerted to trouble before you kill him, he'll hop into the APC and 
drive around looking for you.
 
BEHAVIOR: 

APCs pretty much patrol an area, looking for trouble. Once you 
START trouble (i.e. by running into the North Korean village HQ or 
rock crusher yard and shooting up the place), any nearby APCs will 
move to your location and start firing at you with their main cannon 
(as well as the occasional rocket). If you take cover, APCs can drive 
around to get a better angle to fire at you from. APCs typically don't 
move when they're firing at you, which makes them an easier target 
for you to hit with your missile launcher or explosive charges.
  
KILL STRATEGY: 

Like tanks, APCs' heavy armor makes them are completely immune 
to small arms fire, including from heavy weapons like the minigun or 
gauss rifle, and even from frag grenades. The only portable weapons 
you carry that can take out an APC are the missile launcher and C4 
explosive charges. It takes 3 missile launcher shots, or a single C4 
explosive charge, to destroy an APC. Also, if you manage to take 
control of an APC of your own, you can use it to destroy enemy 
APCs.

The easiest way to take out an APC is with a fully-loaded missile 
launcher. Take cover behind something really solid to protect 
yourself from the APC's cannon, then pop out and fire a missile at 
the APC whenever it's not shooting at you. 3 hits should cause the 
APC to explode into scrap. You can find missile launchers stockpiled 
in the village, there's one in a weapons stockpile in the rock crusher 
yard, and some of the enemy soldiers in the level also drop missile 
launchers.

If you don't have a missile launcher, you'll have to sneak up on the 
APC and plant a C4 explosive charge on it. Use the environment to 
stay out of the APC's line of sight while advancing on it, and use your 
Cloak mode whenever you have to move through it's direct line of 
sight. Once you get close enough, toss the explosive charge onto the 
APC's hull, then quickly dive for cover and detonate the charge.



=========
=Aliens:= 
===============================================================================


Naked Alien:
Appearance: Water-like alien lifeform with a transparent, amoeba-
            like body. Has a Predator-like head, a humanoid torso with
            two arms, and several tentacles for "legs". 
Health: Melee: 400 
        Ranged: 600
Attacks: 
   Light MOAC: 40 damage
   Melee Attack: 250 damage

DESCRIPTION: 

The alien lifeform is encountered only in Mission 7: Core, inside the 
zero-gravity environment of the alien mothership. This is the alien in 
its natural state, outside of the assorted robotic exosuits you fight for 
most of the game.  

You'll often only face 1 or 2 aliens at a time, although they can 
sometimes appear in groups of 3 or 4 at once. They're not very 
aggressive, though, and if you move quickly you can often fly past 
them to the next section of the ship without taking any damage. They 
are hostile, however, and will attack you if you hang around and let 
them.
 
BEHAVIOR: 

Aliens are very agile in their natural zero-gravity environment, able to 
quickly swim through the air and manuever around. They're usually 
constantly on the move, seldom stand still, and can be tricky to hit. 
They're also quite flightly and will use hit-and-run tactics; attacking 
you, then quickly swimming away to hide behind objects in the 
environment when you try to counter-attack.

The aliens' most basic attack is to charge at you and ram you. This 
does heavy damage; in Armor Mode a single hit will knock off all 
your suit energy and almost half of your health, while in any other 
suit mode it can kill you outright. Additionally, aliens can often 
ambush you from behind or the sides due to the wide open, zero-
gravity environments you fight them in. After ramming you, the alien 
will swim away from you quickly and try to hide, waiting several 
seconds before coming out and trying to ram you again. 

Some aliens are also equipped with hand-held MOAC pistols, which 
they will use to shoot a rapid-fire stream of ice-shard bullets at you. 
Aliens armed with MOACs can still try to ram you, but will mostly 
float at long range and pelt you with ice-shards. They also tend to 
dart around between MOAC bursts, and if you try to chase them or 
shoot at them they'll swim away and hide for several seconds before 
popping out from somewhere else to attack you again. The aliens' 
MOAC pistol is roughly on par with the North Korean submachine 
gun in terms of damage.
 
KILL STRATEGY: 

Aliens are somewhat tougher than North Korean soldiers, but not too 
tough. You can still kill them with several assault rifles bullets, or a 
couple shotgun blasts. The most difficult part about fighting aliens is 
actually hitting them, since they move pretty quickly, seldom stand 
still, and are fond of swimming out of your line of sight and hiding 
behind obstacles. You also fight them in a zero-gravity environment, 
so they can appear and disappear from all directions. Probably the 
best time to shoot them is when they're charging at you, since they'll 
be moving in a straight line and thus are an easier target. The 
assault rifle works well for shooting aliens are medium or long range, 
while the shotgun works well if they get too close to you.

When fighting aliens, the biggest thing you should probably 
remember is patience. Because of their tendency to run away and 
hide when attacked, you'll be doing a lot of chasing and waiting if you 
want to fight and kill them.

Also, while fighting aliens, you should constantly keep moving in 
order to make it harder for them to hit you with their ramming attacks 
and MOAC fire. If an alien gets close to you, you can actually grab it 
by the throat, immobilizing it and allowing you to punch it to death. 

While floating in zero-gravity, you can also press RUN+LEFT or 
RUN+RIGHT to jet sideways several feet. This is useful for dodging 
aliens that are charging at you.

One major thing to remember about the aliens is that you often don't 
have to fight them. Instead, you can just run away from them and 
proceed to the next section of the alien ship. Unlike Korean soldiers, 
aliens don't constantly shoot at you once they spot you, instead 
spending a lot of time swimming away and hiding for several 
seconds before trying to attack. As a result, you can often safely 
ignore them, and they won't have a chance to harm you as long as 
you don't remain in the same area as them for too long.


=====


Alien Trooper: 
Appearance: 4-foot tall floating mechanical robot squid with 4 metal 
            "leg" tentacles and 2 small "arm" tentacles. 
Health: 700
Attacks: 
   Fast Light MOAC: 40 damage 
   Melee Attack: 100 damage
Damage Modifiers:
   Pistol: 120% 
   SCAR: 90% 
   FY71: 90% 
   Shotgun: 70% 
   Submachine Gun: 80% 
   Precision Rifle: 150% 
   Gauss Rifle: 150%
   Minigun: 50% 
   Alien MOAC: 30% 
   Missile Launcher: 300%
   Frag Grenade: 300%

DESCRIPTION: 

The Alien Trooper is the basic foot-soldier of the alien attack force. 
Troopers are tougher, more accurate, and more agile than human 
soldiers, and are equipped with a MOAC gun that shoots rapid-fire 
streams of ice-shards. The Trooper's alien armor gives it some 
resistance to small arms fire; it takes slightly reduced damage from 
most automatic weapons. Combined with their high health, this 
makes Alien Troopers fairly durable, although you can still bring 
them down with about a dozen assault rifle hits or 2 to 3 shotgun 
blasts.  Troopers can survive roughly the same amount of damage 
as Korean Nanosuit Soldiers,  but unlike Nanosuit Soldiers their 
health doesn't regenerate.

Alien Troopers cannot actually fly. Instead, they float a few feet 
above the ground, hovering around the environment. They can also 
use their tentacles to cling to objects, walls, and ceilings, as well as 
to hop around with dozen-foot-high jumps.

Notably, Alien Troopers glow bright blue and self-destruct a few 
seconds after being killed. This energy explosion does heavy 
damage and will kill you in one hit if you're standing too close to them 
when they explode. As a result, you should remember to stay away 
from killed Alien Troopers, even as you're dodging around to avoid 
the attacks of their still-living squadmates.

Alien Troopers typically attack in groups ranging from 2 or 3 up to 
several at once. They only appear in the last few missions, and you'll 
fight a total of approximately 60 of them throughout the entire game. 
About 24 Alien Troopers attack you throughout Mission 8: Paradise 
Lost. You'll fight about 5 to 7 of them in Mission 9: Exodus (along 
with a couple dozen Alien Scouts), and will fight about 28 of them 
throughout the corridors of the U.S. aircraft carrier in Mission 11: 
Reckoning.
 
BEHAVIOR: 

Alien Troopers basically float around an area, and will attack you 
once they spot you. Unlike Korean soldiers, they don't really take 
cover or try to flank you, although they do move around while firing, 
and can also jet sideways several feet to dodge incoming fire.

At long range, Alien Troopers will float around while shooting at you 
with their MOAC guns. Damage-wise, this is similar to submachine 
gun fire, and can do serious harm to you if you don't manage to hide 
behind cover or use Cloak mode to disappear. While you can slightly 
minimize the damage from MOAC fire by dodging around, you'll only 
survive if you take cover or kill the Alien Trooper before it does too 
much damage.

At close range, Alien Troopers will strike you with their tentacles. 
This does fairly high damage. Sometimes, Alien Troopers can even 
kill you with only one hit even if you're at full health and armor. This 
usually happens if they strike you from behind. Otherwise, you can 
survive a few hits from them before dying.

Finally, Alien Troopers have a sort of "ram" attack where they leap 
more than dozen feet into the air, then activate some sort of 
afterburner and jet at you at high speed. This attack does high 
damage if it hits, and like their melee strikes can kill you in one hit if 
they nail you from behind.

Alien Troopers are quite fond of their melee attacks, and if they have 
a clear path towards you will often quickly float towards you in order 
to get within melee striking range. At long range, they'll also often 
use their "ram" attack to get close to you quickly.
 
KILL STRATEGY: 

A lot of your fights against Alien Troopers will take place at close 
range, especially due to their fondness for melee attacks. The 
shotgun is one the best weapons you have against Alien Troopers. It 
only takes about 2 to 3 shotgun blasts to kill an Alien Trooper, and 
they're pretty easy to hit at close range since they don't dodge 
around very much when right in your face. Thus, one of the most 
effective strategies against Alien Troopers is to run up to them and 
blast them with the shotgun a few times. Just remember to stay out 
of range of their melee strikes, and to keep moving to minimize the 
threat of other Troopers hitting you from behind. 

When fighting Troopers at long range, you can snipe them with 
bursts of assault rifle fire, although they do move around and dodge 
sideways to avoid your fire. If fighting them at long range, it's a good 
idea to take cover behind something and pop in and out of cover to 
shoot them. Alternatively, if you have the gauss rifle, you can snipe 
the Troopers at long range for an easy one-hit-kill.

If an Alien Trooper gets right in your face, you can sometimes grab it 
by the throat, immobilizing it and allowing you to punch it to death. 
This is kind of random, though; unlike Korean soldiers, the game 
doesn't always let you grab Alien Troopers even if you're right in front 
of them (this is likely due to buggy hitbox detection).

Finally, aliens are just as vulnerable to your Cloak mode as North 
Korean soldiers. You can go into Cloak mode at any time to escape 
from Alien Troopers and find someplace to recover health and 
energy, or move to a better cover position to fire at them from.


=====


Alien Trooper Leader:
Appearance: Alien Trooper with a large, glowing, fan-like headcrest. 
Health: 700
Attacks:
   Fast Light MOAR: 5 damage (1.5 freeze speed) 
   Melee Attack: 100 damage
Damage Modifiers:
   Pistol: 120% 
   SCAR: 90% 
   FY71: 90% 
   Shotgun: 70% 
   Submachine Gun: 80% 
   Precision Rifle: 150% 
   Gauss Rifle: 150%
   Minigun: 50% 
   Alien MOAC: 30% 
   Missile Launcher: 110%
   Frag Grenade: 300%

DESCRIPTION: 

Alien Trooper Leaders are a modified version of the standard Alien 
Trooper. They can be distinguished by their large, fan-like 
headcrests with glowing trails of energy running through them. As 
the name suggests, they seem to serve an "officer"-type role in the 
alien forces, and are usually accompanied by 2 or 3 standard Alien 
Troopers.

Unlike standard Alien Troopers, Trooper Leaders are equipped with 
a MOAR weapon instead of a MOAC weapon. Instead of rapid-firing 
ice shards at you, the MOAR fires a freezing beam which freezes 
you solid if it manages to hit you for about a second or so. While 
frozen, a single hit from a Trooper's tentacles or ice bullets (or 
sometimes even the impact from falling over onto the ground) will 
shatter you and kill you instantly. However, if you avoid getting hit, 
you should recover from the freezing effect after several seconds.

Alien Trooper Leaders are actually extremely rare. In fact, you'll only 
see about 4 of them in the entire game. In Mission 8: Paradise Lost, 
Prophet kills one in the cutscene where you meet up with him again, 
and one attacks you along with a couple standard Alien Troopers 
towards the end of the level. An Alien Trooper Leader and a few 
standard Alien Troopers attack you inside the carrier in Mission 11: 
Reckoning, and an Alien Trooper Leader and two standard Troopers 
constantly respawn and attack you during the final boss fight.
 
BEHAVIOR: 

Alien Trooper Leaders behave pretty much the same as standard 
Alien Troopers. They float around a few feet above the ground, jet 
sideways to try and dodge incoming fire, leap around the battlefield, 
and attack with melee attacks, leaping attacks, and their MOAR 
freeze ray.

The Alien Trooper Leader's version of the freeze ray is actually pretty 
weak, and they'll almost never manage to freeze you as long as you 
keep moving.
 
KILL STRATEGY: 

As with the standard Alien Troopers, you can take out an Alien 
Trooper Leader with a couple sustained bursts of assault rifle fire, or 
about 2 or 3 close-range shotgun blasts. They're really nothing 
special, and their lack of a MOAC gun actually makes them weaker 
than standard Troopers considering how generally ineffective their 
freeze ray is against you.


=====

 
Alien Scout: 
Appearance: 10-foot tall floating mechanical squid with 5 trailing 
            tentacles. About the size of a transport truck. 
Health: 2000
Attacks: 
   MOAC: 20 damage 
   Singularity Cannon: 250 damage
Damage Modifiers:
   Pistol: 70% 
   SCAR: 45% 
   FY71: 65% 
   Shotgun: 70% 
   Submachine Gun: 100% 
   Precision Rifle: 130% 
   Gauss Rifle: 200%
   Minigun: 80% 
   Alien MOAC: 40% 
   Missile Launcher: 200%

DESCRIPTION: 

The larger of the two main alien units, the Scout is the alien 
equivalent of an air vehicle. When attacking, the Scout flies around 
high in the air, while blasting you with an accurate, narrow, rapid-fire 
beam of ice shards from its MOAC gun, as well as the occasional 
incredibly powerful blast from its Singularity Cannon (fortunately, not 
all Scouts are equipped with Singularity Cannons). Scouts are 
sometimes also deployed as enemy troop transports, using their 5 
tentacles to carry and drop off 3 to 5 Alien Troopers before flying 
away. 

Scouts are quite tough; unlike human vehicles, they can be brought 
down with small arms fire, but it still takes a decent amount of ammo 
to kill one (they can take almost 2 full clips of assault rifles fire to kill).

You'll fight a total of about 45 to 50 Scouts through the entire game. 
They're first encountered in Mission 8: Paradise Lost, where 4 will 
attack you one at a time throughout the level. Mission 9: Exodus 
mostly consists of several battles against swarms of Scouts, totalling 
about 23. You'll dogfight about 8 Scouts in Mission 10: Ascension, 
and several Scouts will attack the deck of the U.S. aircraft carrier in 
Mission 11: Reckoning during the initial invasion, and also during the 
final boss fights.
 
BEHAVIOR: 

Scouts essentially circle around overhead while raining down an 
accurate, narrow, rapid-fire beam of ice shards at you with their 
MOAC weapon. On the plus side, they move at an average speed 
and aren't too difficult to hit. Scouts will sometimes hover several 
dozen feet above your head and rain MOAC fire down directly on 
you, and they'll sometimes fly around in strafing runs, speeding over 
you while shoot you before turning around and flying over you again.

Sometimes, a Scout will fly off to long range and hover in one spot 
while blue energy builds around its "beak". This is a sign that the 
Scout is charging up and preparing to fire its Singularity Cannon. The 
Scout's Singularity Cannon takes about a second to charge and fire, 
and launches a blue vortex ball which travels at average speed, and 
explodes on impact, doing heavy damage. A single hit from the 
Singularity Cannon will critically injure you if not kill you outright, and 
is powerful enough to blow up light armored vehicles in one shot. 
Fortunately, the Singularity Cannon's brief charge time and average-
speed projectile makes it very easy to dodge as long as you keep 
moving. 
 
KILL STRATEGY: 

You typically fight Scouts out in the open, where there's very little 
cover available to hide behind from their MOAC fire. Unlike 
machinegun fire, the Scout's MOAC fire is focused on a very narrow area, 
making it more like a narrow beam than a wide cone of bullet spray. 
Thus, you can avoid a decent amount of the Scout's MOAC fire by 
moving around, run-strafing sideways, and making it more difficult for 
the Scout to track you with its fire. While dodging around, return fire 
at the Scout with your own weapon. Scouts can be brought down 
with a couple clips of assault rifle fire, or 2 to 3 full 5-second bursts 
from the alien MOAC weapon. 

Probably the ABSOLUTE BEST weapon against the Alien Scouts is 
the gauss rifle. It only takes 2 gauss rifle shots to bring down an 
Alien Scout, and the gauss rifle's perfect accuracy and long-range 
(combined with a scope) makes it fairly easy to hit Alien Scouts with 
it. Indeed, there are a few points in the game (in Mission 9: Exodus) 
where you'll be ordered to shoot down several Alien Scouts with a 
stationary anti-aircraft gun; you're actually better off fighting them on-
foot with the gauss rifle, as the anti-aircraft gun is extremely 
vulnerable to their Singularity Cannon attack (you can't dodge 
around while inside it, and a single hit from the Singularity Cannon 
will blow up the AA gun and kill you).

Finally, if pressed, you can use Cloak Mode to hide from the Scout 
and move to a better, safer position from which to attack it from.



=========
=Bosses:= 
===============================================================================
 

General Kyong:
Appearance: North Korean Colonel-General, who looks like Dr. No, 
            wearing nanosuit armor with no helmet.  
Health: 1600
Suit Energy Armor: 800
Primary Weapon:
   Minigun: 90 damage
Other Attacks:
   Melee Attack: 65 damage

DESCRIPTION: 

General Kyong is the relatively young leader of the North Korean 
forces in Crysis, and the game's main human antagonist. You fight 
him in a one-on-one battle at the end of Mission 6: Awakening. Like 
his nanosuit-wearing elite guards, Kyong is also equipped with a 
nanosuit, and fights wielding a powerful minigun. 

Kyong has a really high amount of health. He has more than 3 times 
as much health as a standard Nanosuit Soldier (in addition to the 
damage-absorbing benefits of the nanosuit's Armor mode), and it 
takes several precision rifle shots or a full clip of submachine gun fire 
to kill him. Additionally, just like regular Nanosuit Soldiers, Kyong's 
nanosuit constantly regenerates his health and Armor Mode energy, 
allowing him to heal any damage you do to him if you don't kill him 
quickly enough. Finally, despite the fact he's not wearing a helmet, 
Kyong is unaffected by headshots, and takes no extra damage from 
being shot in the head.

You start the boss battle against Kyong without any weapons, but an 
assortment of guns are scattered around on the ground floor of the 
small combat arena in which you fight him. You can find pistols, 
submachine guns, precision rifles, and a shotgun from the various 
ammo piles or dead Nanosuit Soldiers around the arena.
 
BEHAVIOR: 

General Kyong basically runs around on the upper platform of the 
combat arena, occasionally stopping to stand still and blast at you 
with his minigun for several seconds. Kyong always stays on the 
upper platform, and never comes down to the ground floor unless 
you knock him off the upper platform yourself by throwing something 
at him.

Unlike regular nanosuit minigunners, Kyong can't move and shoot at 
the same time. He always stands still when firing his minigun, and 
won't sidestep or move to cover when shot at. Kyong doesn't really 
use cover at all, and pretty much just runs back and forth when he's 
not shooting at you.

Kyong also doesn't use most of his nanosuit powers at all. The only 
nanosuit ability he ever uses besides the default Armor mode is 
Strength mode, which he only uses to punch you if you get too close. 
Keep your distance, though, because his Stength-augmented punch 
will kill you in one hit.
 
KILL STRATEGY: 

Despite his boss-like durability and powerful weapon, General Kyong 
is actually an extremely easy boss. His attacks are very easy to 
avoid, and he can easily lose track of you entirely if you run out of his 
line of sight or use your cloaking device. The main challenge in 
fighting General Kyong is that he has ridiculously high health, and 
also regenerates any damage you do to him if you don't kill him 
quickly enough. Thus, you can't really beat him with hit-and-run 
tactics (such as popping in and out of cover to shoot him between his 
minigun bursts), and instead need to kill him quickly with one or two 
sustained attacks.

Just like Dr. Krieger's extreme vulnerability to crotch shots in Far Cry, 
General Kyong has a major, hilarious weakness... thrown barrels! In 
the unpatched version of the game, throwing a barrel at him in 
Strength mode would kill him outright in one hit. After the latest 
patch, thrown barrels no longer kill him, but it will still damage him 
and knock him to the ground for a few seconds, during which he'll be 
completely vulnerable, allowing you to just walk over to him and 
pump him full of lead. 

If Kyong is on the right side of the upper platform, you can even 
knock him into the water by tossing a barrel at him. Like the aliens 
from Signs, North Koreans in Far Cry are apparently weak against 
water. General Kyong will die after several seconds of floating in the 
water (and he's also unable to shoot at you or do much of anything 
while in the water).

Finally, if you want to kill Kyong in a straightforward manner, the 
shotgun is the best weapon to use. It only takes 3 or 4 shotgun 
blasts to kill Kyong, which can be quickly delivered in the space of a 
couple seconds. Get up on the upper platform, take cover and wait 
for him pause between minigun bursts, then pop out and blast him to 
death. The submachine gun or precision rifle are NOT recommended 
for this fight, as they take a lot of shots to kill him with, and also 
barely harm him faster than his health regenerates.


=====

 
Alien Hunter (Exosuit): 
Appearance: 60 foot tall alien war machine; a 40 foot body walking 
            on 4 tentacle-like legs (looks a lot like a War of the
            Worlds Martian Tripod).  
Health: 6000
Attacks: 
   MOAR: 5 damage (4.0 freeze speed) 
   Singularity Cannon: 500 damage 
   Grab Attack:
Damage Modifiers: 
   Bullets: 15%
Body Part Damage Modifiers:
   Leg Shots: 25%
   Torso Shots: 50%
   Head Shots: 100%
   Weak Point Shots: 200%

DESCRIPTION: 

This giant alien war machine is the largest and most powerful alien 
unit seen yet, other than the massive alien warship itself. The 
Exosuit is huge ground unit that walks on 4 tentacle-like legs, slowly 
advancing forward towards its intended goal while obliterating 
everything that gets in its way. The Exosuit can briefly be seen in 
Mission 7: Core, walking past a viewing port inside the alien 
mothership. It next makes a major appearance at the end of Mission 
9: Exodus, which features a huge battle between the Exosuit and a 
few dozen U.S. Marines (who, like you, are unable to harm it or stop 
its progress due to its impenetrable energy shield). The Exosuit is 
finally confronted in a boss battle at the very end of the game, in 
Mission 11: Reckoning, where it appears on the carrier deck of the 
U.S.S. Lexington, forcing you and a handful of U.S. Marines to fight 
it. Fortunately, the Exosuit's invincible energy shield gets disrupted 
once the battle begins by means by Plot Device, but it is still an 
incredibly tough opponent that will require a vast amount of firepower 
to bring down. 
 
BEHAVIOR: 

The Exosuit basically stands in one spot on the carrier deck, 
rampaging with its energy weapons and tentacles. It has 3 basic 
attacks; grabbing and throwing things with its tentacles, a MOAR 
freeze beam, and a Singularity Cannon.

The Exosuit is fond of grabbing and throwing things. It will often send 
a small tentacle out of its "mouth" to grab the U.S. Marines who are 
helping you fight it, and hurl them through the air. This kills them, but 
isn't much of a threat to you since it doesn't actually aim the bodies 
at you. Likewise, the Exosuit will occasionally use one of its 2 front 
"leg" tentacles to grab a truck and throw it; this would kill you if it 
actually hit you, but the Exosuit just seems to toss the object in a 
random direction instead of directly at you, so you're unlikely to be hit 
unless you're really unlucky. Finally, if you get too close to it, the 
Exosuit will grab you and throw you through the air. This actually 
doesn't do as much damage as it seems like it would, and isn't much 
of a threat to you (although being thrown does stun you for a couple 
seconds after you hit the deck).

The Exosuit is also equipped with a powerful MOAR freeze-beam, 
which it will fire at you at regular intervals. The MOAR beam is quite 
powerful, and can freeze you in less than a second of exposure. 
While you can recover after being frozen for a few seconds, being 
frozen can be quite dangerous, as you'll shatter into pieces if you get 
hit by any single attack (such as an Alien Scout's MOAC fire) while 
frozen. You'll also sometimes die randomly if you topple over and hit 
the deck too fast. You should try to avoid the MOAR beam by hiding 
behind an object when the Exosuit fires it at you (you can usually 
spot the Exosuit charging up its MOAR beam for a couple seconds 
before firing).

Finally, the Exosuit is equipped with a powerful Singularity Cannon, 
which it will occasionally fire at you. A single hit from the Singularity 
Cannon will kill you outright. However, it takes a few seconds for the 
Exosuit to charge up the Singularity Cannon, during which it will 
open its "beak", kneel down, and glow with energy. When it does 
this, you should take cover behind an object to avoid the Singularity 
Cannon shot.
 
KILL STRATEGY:

Once Helena Rosenthal disables the Exosuit's invulnerable energy 
shield, defeating it is simply a matter of blasting it until it dies. This is 
easier than it sounds, though, as the Exosuit can take a LOT of 
damage. Besides having very high health, the Exosuit also takes 
significantly reduced damage (only 15% of normal) from all bullet-
based projectile weapons (including the Gauss Rifle). 

Apparently, the Exosuit's mouth is its weak spot and it takes extra 
damage if you shoot it there (part of the Exosuit's hull will explode 
and it'll shake for a split second to let you know you're shooting the 
right spot), but even if you consistently shoot its "weak spot" it still 
takes a lot of hits to bring it down.

In fact, the Exosuit is so tough that most of your standard weapons 
aren't going to be any good against it. You can forget about trying to 
kill it with an assault rifle. The Exosuit is even resistant against the 
gauss rifle; you can shoot it with every single gauss rifle round you 
can carry, and it'll still not take too much damage.  

Frankly, the only weapons I've found to be effective against the 
Exosuit are the minigun and the missile launcher. There's an infinite 
crate of missile launchers on the carrier deck, so you'll always have 
missile launchers available to you for the fight. The minigun is a bit 
tricker; it's VERY effective against the Exosuit, but there isn't one 
available on the carrier deck (although there are a couple boxes of 
minigun ammo near the door to the carrier interior). In order to have 
a minigun to use against the Exosuit, you need to pick up the 
minigun you get at the beginning of the level, and keep it with you 
throughout the entire level so you'll have it available to fight the 
Exosuit at the end. (NOTE: There IS a minigun is a dead-end room 
just past the lab where you pick up the TAC Cannon, but it's rather 
easy to miss).

If you have the minigun, just blast away at the Exosuit on full auto. 
Unloading a full load of 1000 rounds into the Exosuit should kill it (if 
you consistently hit its weak spot, you can sometimes manage to kill 
it with about 500 rounds). You should take cover behind something if 
the Exosuit tries to blast you with its MOAR freeze-beam or 
Singularity Cannon, but otherwise just stand in one place and shoot 
the Exosuit with your minigun. Using the minigun, this fight is 
surprisingly easy.

If you don't have a minigun, you'll just have to take the Exosuit down 
with missiles. It takes about 20 missile hits to bring down the Exosuit, 
which means you'll need to use about 6 or 7 missile launchers to do 
the job. You can grab a new missile launcher from the launcher crate 
on the carrier deck whenever you use up the 3 shots your current 
launcher holds. Be sure to dodge behind cover whenever the Exosuit 
attacks you, and also keep an eye out for Alien Scouts that may 
appear and attack you during the fight. Be sure to shoot down any 
Scouts that appear with your gauss rifle.


=====

 
Alien Warrior (Alien Warship): 
Appearance: Massive, battleship-sized alien spaceship, more than 
            150 feet tall and 350 feet long. 
Health: N/A
Attacks: 
   Alien Turrets: 20 damage 
   MOAR: 5 damage (0.65 freeze speed) 
   Dual Singularity Cannons: 500 damage

DESCRIPTION: 

The true final boss of the game is a giant Alien Warship (referred to 
as the Alien Warrior in the in-game files) that rises out of the ocean 
to challenge you after you destroy the Exosuit. You may have 
noticed the Alien Warship floating overhead at the end of Mission 8: 
Paradise Lost. Destroying the Warship basically involves dismantling 
it over a series of 3 "phases" in which you take out the assorted 
weapons mounted on it, while also occasionally dealing with Alien 
Scouts and Alien Troopers that appear while you're busy fighting it.
 
BEHAVIOR: 

The Alien Warship floats in front of the port side of the U.S. aircraft 
carrier you're standing on. It floats in one spot, and doesn't really 
move around, although it does drift left and right slightly. The 
Warship attacks with MOAC ice-shard fire from the four turrets 
mounted on its front, as well as a powerful MOAR freeze beam from 
its main front cannon. If you take too long, the Warship will also 
occasionally fire its two powerful side-mounted Singularity Cannons 
at you. A single hit from either Singularity Cannon will kill you 
instantly. Fortunately, the Warship rarely fires the cannons and also 
fires them one at a time, instead of both at once. Each cannon also 
produces a large blue targeting beam a couple seconds before the 
cannon actually fires. The beam shows you the path of the cannon's 
shot, making it quite easy to avoid as long as you're paying attention.
 
KILL STRATEGY: 

PART I: THE TURRETS: 

Your first task in defeating the Alien Warship is to destroy the four 
turrets mounted on the front of the Warship. Each turret takes 3 
gauss rifle shots or 2 missile hits to destroy. You should take cover 
behind an obstacle to protect yourself from the turrets' MOAC fire 
and the Warship's MOAR freeze-beam, then pop out to shoot the 
turrets with your gauss rifle. This part of the fight is actually pretty 
easy, and you should destroy the four turrets without much trouble.

PART II: THE ARMS: 

After taking out the turrets, you'll need to destroy the Warship's two 
side-mounted Singularity Cannon "arms". To destroy each arm, you 
need to shoot down the 3 Alien Scouts that attack when Helena 
attempts to "hack" each arm (as always, the gauss rifle is your best 
weapon against Scouts, and kills them in 2 shots). After the Scouts 
are destroyed, Helena will drop the shields around the Singularity 
Cannon arm, allowing you to blast it with your TAC cannon.

PART III: THE MAIN HATCH: 

Once the Singularity Cannon "arms" are down, the Warship will float 
overhead above the deck of the aircraft carrier. You need to destroy 
two additional turrets that are mounted to the sides of the Warship's 
main underbelly hatch. Finally, you need to destroy the metal 
shielding covering the main hatch with a couple missile launcher 
shots, and then finally fire a TAC cannon shot through the main 
hatch to finally destroy the boss and end the game. 

Probably your biggest challenge while trying to destroy the main 
hatch is the fact a squad of 3 Alien Troopers (consisting of 1 Alien 
Trooper Leader and 2 Alien Troopers) will appear and attack you. If 
you kill the 3 Alien Troopers, 3 more will launch out of the Warship's 
main hatch, and will continue to infinitely respawn. These Troopers 
have the annoying tendency to one-hit-kill you with a backstab attack 
while you're busy shooting at the Warship's hatch.

The best way to deal with the final part of this boss fight is as follows; 
first, destroy the 2 turrets quickly with your gauss rifle before the 3 
Troopers appear. Then, use Cloak mode to hide from the Troopers, 
and kill 2 of them with hit-and-run tactics. As long as the 3rd Trooper 
is still alive, new Troopers won't respawn from the Warship. Use 
Cloak mode to hide until the 3rd Trooper loses track of you and 
wanders off, then decloak, destroy the main hatch's covering with a 
few missiles, then power up and fire your TAC cannon through the 
main hatch to win the game.



*****************
*CRYSIS WARHEAD:*
*******************************************************************************


************************************
*CRYSIS WARHEAD NEW GAME MECHANICS:* 
*******************************************************************************


-  In Crysis Warhead, you take noticeably less damage from enemy handheld
   firearms than you did in the original Crysis. This is because each
   handheld weapon has a different damage value when fired by the player
   or when fired by an AI soldier. However, in the original Crysis, all
   weapons used the player damage values regardless of whether they were
   fired by the player or by the enemy.
   
   In Crysis Warhead, the player's weapons do normal damage, while the
   enemy's weapons now use the reduced enemy weapon damage values. Most
   enemy firearms do 50% as much damage as those held by the player.
 
   As a result of this, you can survive about twice as much damage in
   Crysis Warhead than you could in the original Crysis. 

   Note that unique weapons that cannot be used by the player, such as
   vehicle-mounted weapons or alien weapons, are unaffected and do about
   as much damage as they did in the original Crysis.



*****************************
*CRYSIS WARHEAD NEW WEAPONS:* 
*******************************************************************************


-  NOTE: Dual-wielding has been somewhat altered in Crysis Warhead. In the
   original Crysis, dual-wielded weapons (the pistols) were fired one
   after the other, which doubled the number of shots you could fire
   before needing to reload, but didn't affect your rate of fire.

   In Crysis Warhead, each pistol is fired seperately, with the left pistol
   fired by the left mouse button and the right pistol fired by the right
   mouse button. This allows you to fire both pistols simultaneously,
   doubling your rate of fire.

   Unfortunately, firing the right pistol CANNOT be remapped to another
   key. Even if you bind an alternative function (i.e. jump or crouch)
   to the right mouse button, pressing the right mouse button will remain
   the only way for you to fire the right pistol. Even after a year
   Crytek has not addressed this with a patch, so there's no reason to
   assume that they're ever going to.



AY69 Machine Pistol:
Faction: North Korea
Damage: 45
Rate of Fire: 950 rpm 
Clip Size: 40 (+1 in the chamber)
Max Ammo: 
   Single Pistol: 400 + 41
   Dual Pistols: 400 + 82 
Damage Drop: 0.2 per meter 
Attachments: (1) (2)

BRIEF BLURB: 

A full-auto machine pistol that serves as an alternative sidearm to the 
standard semi-automatic pistol. Damage and rate of fire are actually 
comparable to a submachine gun, and the machine pistol can put out 
a lot of lead in a short period of time. On the downside, it has below 
average accuracy and high recoil, and damage decreases noticeably 
at long range, making it best suited for close-range combat. Can be 
dual-wielded for double the firepower. A decent backup weapon, but 
not as useful or versatile as an assault rifle. Is quite powerful at close 
range when dual-wielded, though.

DETAILED DESCRIPTION: 

An new sidearm introduced in Crysis Warhead, the AY69 machine 
pistol is a potential alternative to the standard pistol sidearm. Like the 
pistol, the AY69 is carried as a backup sidearm in addition to your 2 
primary weapons.

The AY69 machine pistol features a full-auto, very high rate of fire as 
well as a large clip size, making it akin to a submachine gun. Indeed, 
the weapon's damage, rate of fire, and clip size are all comparable to 
that of the game's standard submachine gun. 

On the downside, the machine pistol has significant recoil, causing 
your aim to quickly rise upwards during full-auto fire. The AY69 also 
cannot be mounted with a sight or scope, and damage also 
decreases noticeably at long range, making it best suited for close to 
medium range combat only.

Like the standard pistol, the AY69 machine pistol can be dual-
wielded for double the firepower. The left mouse button fires the left 
pistol, while the right mouse button fires the right pistol. Both 
machine pistols can be fired at once, resulting in twice as much lead 
being put out in the same period if time. You can also alternate 
between machine pistols, firing the left pistol until it runs dry, then 
firing the right pistol while you reload the left. 

Unfortunately, a major bug in Crysis Warhead prevents you from 
binding the pistols to any other key besides the left and right mouse 
buttons. For example, only the right mouse button fires the right 
pistol, and there is absolutely no way to rebind it to another key or 
mouse button. Even after almost a year, Crytek still hasn't fixed this 
in a patch, so there's no expectation that they're ever going to. Just 
something to keep in mind if you're not the sort who uses the 
standard control configuration.

Overall, the machine pistols work well for good close-to-medium 
range combat, especially if you dual-wield them for double the 
firepower. I found them noticeably more useful than the standard 
pistol, especially due to the high, full-auto rate of fire. Still, they're not 
as versatile as a primary weapon such as an assault rifle or shotgun, 
which work for both close and long range combat. The AY69s make 
for good backup weapons, but you'll still be mainly using your 
primary weapons for most of the game.
 
ENEMY USAGE:

A few enemy soldiers are equipped with an AY69 machine pistols 
instead of a primary weapon such as an assault rifle or shotgun. 
These are usually low-level, unarmored enemy soldiers. Surprisingly, 
though, they actually do slightly more damage and have a noticeably 
higher rate of fire than enemy soldiers equipped with assault rifles. 
They still don't do that much damage, however, and have below 
average accuracy at long range, so they're not a major threat.

Some enemies also carry an AY69 instead of a standard pistol as 
their sidearms, and will sometimes pull out the AY69 to fight you with 
if they run out of bullets in their primary weapon and are too close to 
you to safely reload.


=====


FGL40 Automatic Grenade Launcher: 
Faction: North Korea
Damage: 250
Rate of Fire: 80 rpm
Clip Size: 6 
Max Ammo: 36 + 6
Damage Drop: N/A 
Attachments: (2)

BRIEF BLURB: 

A grenade launcher with a six-round revolver cylinder. Lobs 
explosive grenades which travel a few dozen feet and explode on 
impact. Grenade rounds do good explosive damage, similar to that of 
a frag grenade. Good against groups of enemy soldiers, or light-
armored enemy vehicles. Can also take out an enemy ASV with 
several shots, but is useless against heavily-armored APCs. Can 
also fire EMP grenades which disrupt enemy vehicles, Nanosuits, or 
Alien Troopers. Ammo is fairly uncommon, but you can usually find a 
lot of it just prior to a boss battle or major fight.
 
DETAILED DESCRIPTION: 

This six-shot grenade launcher is the second of Crysis Warhead's 
two major new weapons. The grenade launcher fires explosive 
grenades that travel for a few dozen feet and explode on impact. 
They are affected by gravity and travel in an arc, but still have decent 
range and also travel further and faster than a simple thrown frag 
grenade. The damage of each individual grenade is also comparable 
to that of a frag grenade explosion. A single grenade can wipe out a 
tightly spaced group of enemy soldiers, and you can take out light 
enemy vehicles such as LTV Jeeps with just a couple grenade hits. 
You can even take out a well-armored ASV with several grenade 
hits. Unfortunately, the grenade launcher is no good against heavily-
armored enemy APCs, which are too well armored to be damaged 
by grenades.

Instead of a standard cross-hair, the grenade launcher instead 
displays a tiered rangefinder that takes practice to use properly. This, 
combined with the grenade's trajectory arc, makes the grenade 
launcher difficult to aim precisely at long range. Instead, it's best 
suited for firing at targets at medium range. Still, with the weapon's 
splash damage, you don't need to aim too precisely when fighting 
enemy soldiers, and enemy vehicles present relatively large targets 
that are easier to hit.

In addition to standard frag grenades, the grenade launcher can also 
be set to fire EMP grenades. These grenades emit a burst of 
electromagnetic energy that disrupts enemy electronics for several 
seconds; this works well for disabling enemy vehicles, Nanosuit 
Soldiers, and Alien Troopers.

While grenade launcher rounds usually explode on impact, they can 
be toggled to remote bombs which lodge into the ground and only 
explode after being triggered. This can be used to set up traps and 
ambushes by laying down multiple bombs in a single area, but I 
never really found much use for it personally.

Grenade launcher ammo is fairly uncommon, and can only be found 
at a few enemy weapon stockpiles. You'll mostly find a grenade 
launcher and ammo for it just prior to a boss battle or major shootout. 
Still, whenever you do find a grenade launcher, there's usually a 
decent amount of ammo for it nearby, so you should definitely feel 
free to use this powerful weapon whenever you come across one. 
However, you might not want to lug the weapon around with you 
everywhere you go, since there's not really enough ammo 
throughout the game to use it as your default weapon, and it takes 
up one of your 2 primary weapon slots.
 
ENEMY USAGE: 

You won't find any enemy soldiers equipped with grenade launchers. 
U.S. marines and Delta Force soldiers don't seem to carry them 
either. This is strictly a player-only weapon, which is just as well as 
the explosive splash damage and decent rate of fire would make 
enemies equipped with it quite annoying, especially at close to 
medium range.


=====


PAX Plasma Accumulator Cannon:
Damage: 3300 
Rate of Fire: 23 rpm

DESCRIPTION: 

The PAX is an experimental plasma accumulator cannon that you 
can acquire at the end of Crysis Warhead's very last mission, just 
prior to fighting the game's final boss. The PAX fires a powerful 
plasma charge that hits instantly and does massive damage, enough 
to kill pretty much any enemy in the game other than the final boss in 
a single hit. The plasma charge also has splash damage at the point 
of impact, which can allow you to kill multiple enemies if they're 
grouped together. It's rather similar to the alien's Singularity Cannon, 
except it hits instantly instead of firing an average-speed energy 
projectile.

On the downside, the rate of fire is quite low, and there is a delay of 
more than 2.5 seconds after each shot before the weapon is ready to 
fire again. Additionally, the PAX has a maximum range of about a 
100 feet or so, after which the energy blast will simply explode even 
if it hasn't yet reached its target. Also, the weapon's damage seems 
to decrease noticeably as range increases, so that it's most effective 
within a few dozen feet or so. Also, be very carful about using this 
weapon at close range, as the splash damage can kill you also. 
Indeed, using it on a target less than 15 or 20 feet in front of you is 
downright suicidal.

It's still an extremely powerful weapon than can destroy Alien 
Troopers and Alien Scouts in a single shot, and can bring down the 
final boss in just 8 or so shots. An excellent weapon once you figure 
out how to use it properly, although it does have its quirks that can 
get you killed the first couple of times you fire to fight with it. I highly 
recommend using it, both for clearing the area of Troopers and 
Scouts, and also for defeating the final boss (against whom it's 
probably the only practical weapon available).


=====


Mine (AT):
Damage: 1000
Max Ammo:

DESCRIPTION:

A laptop-sized, disc-shaped anti-tank mine. AT mines were usable in 
the original Crysis' multiplayer mode, but only make an appearance 
in the single-player game in Crysis Warhead. AT mines are basically 
laid down on the ground in front of you. If an enemy steps on one, or 
an enemy vehicle rolls over one, it will hop into the air and explode, 
dealing extremely high damage. The game is kind of finicky about 
where it lets you lay down AT mines, though, and they can usually 
only be put down in an open area outdoors. One good hit is usually 
enough to bring down most enemy vehicles, provided you can 
actually get them to drive over one.

Unfortunately, mines are quite rare. You can occasionally find them 
in enemy weapon stockpiles, but you'll only find a handful of them 
throughout the entire game. They're also kind of difficult to use, as 
there are few locations in the game where you can set them up in 
such a way that they'll be beneficial to you (sniping enemies is much 
easier than laying down mines and luring them into an ambush). I 
never found much use for them, but your mileage may vary.


=====


Mine (Claymore): 
Damage: 290 
Max Ammo:

DESCRIPTION:

A block-shaped mine that, when stuck into the ground in front of you, 
will emit a laser trip wire several feet in front of it. If an enemy steps 
in front of the claymore mine, it'll explode instantly, dealing significant 
damage. Intended for anti-personnel usage, claymore mines can 
placed pretty much anywhere, and work well for setting up indoor 
ambushes. Like AT mines, they were available in the original Crysis' 
multiplayer mode, but only appear in single-player in Crysis 
Warhead.

As with AT mines, claymore mines are unfortunately quite rare. You 
can occasionally find them in enemy weapon stockpiles, but you'll 
only find a handful of them throughout the entire game. They're also 
kind of difficult to use, as there are few locations in the game where 
you can set them up in such a way that they'll be beneficial to you 
(sniping enemies is much easier than laying down mines and luring 
them into an ambush). I never found much use for them, but your 
mileage may vary.


=====


Nanodisruptor Grenade: 
Max Ammo: 10

DESCRIPTION: 

A new grenade type introduced in Crysis Warhead, the 
nanodisruptor grenade is designed specifically for use against 
Nanosuit Soldiers. The grenade produces a bubble of electrical 
energy for a second or so; any Nanosuit Soldiers caught in the 
bubble will have their nanosuits shut down for several seconds. The 
bubble has a decent radius of more than a dozen feet. With their 
nanosuits disabled, enemy Nanosuit Soldiers are unable to use suit 
powers such as Cloak or Strength Mode, and are also easier to mow 
down as they are no longer protected by the nanosuit's suit energy 
armor. 

Nanodisruptor grenades also work against Alien Troopers. Alien 
Troopers hit by a nanodisruptor burst will deactivate and fall to the 
ground for several seconds, allowing you to finish them off while 
they're stunned. This is great for thinning out a crowd of several Alien 
Troopers, or disabling a Guardian Trooper that's shielding nearby 
Alien Troopers.

Nanodisruptor grenades can be found in enemy weapon stockpiles, 
usually just prior to a fight against several enemy Nanosuit Soldiers. 
They're noticeably less common than frag grenades, but are more 
common than flashbangs or smoke grenades. You'll mostly find them 
in Mission 3: Adapt or Perish, and Mission 4: Frozen Paradise, the 
two levels where you mainly fight Nanosuit Soldiers and Alien 
Troopers.

ENEMY USAGE:

Enemy Nanosuit Soldiers in Warhead are equipped with EMP 
grenades, which function essentially the same as nanodisruptor 
grenades. They have a decent radius of more than a dozen feet, and 
will completely deactivate your Nanosuit for several seconds, leaving 
you vulnerable to gunfire as well as preventing your HUD from 
displaying your current health and energy status. Fortunately, even 
with your Nanosuit disabled your health can still take several hits 
before you die. Also, enemy Nanosuit Soldiers are sometimes 
caught in the blast of their own EMP grenades, which results in their 
own suits shutting down.



*************************
*CRYSIS WARHEAD ENEMIES:*
*******************************************************************************


-  Enemy handheld firearms do noticeably reduced damage in Crysis Warhead
   than they did in the original Crysis (see NEW GAME MECHANICS for details).
   As a result, most enemy soldiers do 50% damage with their handheld
   firearms when compared to the original Crysis.



=================
=Enemy Soldiers:=
===============================================================================


North Korean Soldier:
Appearance: North Korean soldier wearing a camouflage uniform 
            (appearance varies by class). 
Health: 180
Primary Weapons:
   FY71 assault rifle: 40 damage
   Shotgun: 100 damage
   Submachine Gun: 20 damage
Secondary Weapons:
   Pistol: 30 damage
   AY69 Machine Pistol: 45 damage
   Missile Launcher: 200 damage
Other Attacks:
   Melee Attack: 65 damage 
   Frag Grenades: 200 damage

DESCRIPTION: 

Once again, the standard soldiers of the North Korean army will be 
your primary opponents in Crysis Warhead. They still use the same 
equipment and tactics as they did in the original Crysis, operating in 
coordinated squads and making decent using of flanking, covering 
fire, and grenades to combat you. As in the original game, North 
Korean soldiers often operate in large groups, and you'll often find 
yourself battling more than a dozen at once.

The enemy soldier A.I. has been slightly tweaked in Warhead to 
address some of the deficiencies seen in the original Crysis. For 
example, when you use Cloak mode to vanish in front of them, 
enemies will now often fire blindly for a couple seconds or even toss 
a grenade at your last known position, instead of just staring blankly 
at the spot where you were previously standing.

One notable difference in Crysis Warhead is that enemy soldiers do 
significantly reduced damage with handheld firearms such as assault 
rifles or submachine guns. Indeed, most enemies do about 1/2 as 
much damage with handheld firearms than they did in the original 
Crysis. The reason for this is that, in the original Crysis, both the 
player and enemies did the exact same amount of damage with each 
weapon. However, in Crysis Warhead, enemies do noticeably 
reduced damage with equippable weaponry than the player does. 
Non-standard weapons (i.e. vehicle-mounted machineguns, or alien 
weapons) still do the same amount of damage as they did in the 
original Crysis, though.


=====


North Korean Elite Special Forces Soldier:
Appearance: North Korean soldier wearing black facepaint, dark 
            uniform, and full body armor. 
Health: 180
Primary Weapons:
   FY71 assault rifle: 40 damage
   Shotgun: 100 damage
   Submachine Gun: 20 damage
Secondary Weapons:
   Pistol: 30 damage
Other Attacks:
   Melee Attack: 65 damage 
   Frag Grenades: 200 damage

DESCRIPTION: 

As in the original Crysis, North Korean Elite Special Forces soldiers 
are the most skilled and well-equipped standard enemy soldiers in 
the game. They have better accuracy than standard enemy soldiers, 
and always come equipped with full body armor and frag grenades, 
as well as laser aiming modules and silencers mounted on their 
weapons. However, they're still regular human opponents, while 
you're a supersoldier equipped with a super-powered regenerating 
nanosuit.

Surprisingly, Special Forces soldiers are actually extremely rare in 
Crysis Warhead; indeed, only three squads of Special Forces 
soldiers appear in the entire game, and you'll only face a total of 
about 18 of them. Almost all of them are equipped with FY71 assault 
rifles. 

A squad of 6 Special Forces soldiers (led by a Special Force Squad 
Leader) are dropped off by helicopter at the end of the pier at the 
very end of Mission 2: Shore Leave to serve as your final opponents 
on that level (for kicks you can actually shoot down the helicopter 
with a missile launcher before it can drop them off). Finally, in the 
game's final mission, Mission 7: All the Fury, a squad of 5 Special 
Forces soldiers are guarding the airport hangar where the Warhead 
casket is being held, while a final squad of 7 Special Forces soldiers 
(led by a Special Forces Squad Leader) are guarding the area 
around the radio tower at the very end of the map, which you need to 
enter and activate to trigger the game's final battle.


=====


North Korean Squad Leader:
Appearance: North Korean officer wearing red beret, armored collar, 
            and fully body armor with armored shoulder pads. 
Health: 180
Primary Weapons:
   FY71 assault rifle: 40 damage
   Shotgun: 100 damage
   Submachine Gun: 20 damage
Secondary Weapons:
   Pistol: 30 damage
   AY69 Machine Pistol: 45 damage
Other Attacks:
   Melee Attack: 65 damage
   Frag Grenades: 200 damage

DESCRIPTION:

Once again, most enemy patrols in Crysis Warhead are led by a red 
beret-wearing Squad Leader who coordinates the movements and 
actions of the soldiers under his command. Squad Leaders are 
always equipped with body armor, but otherwise aren't noticeably 
tougher or more skilled than regular North Korean soldiers. Squad 
Leaders use all the standard enemy movement and tactics, and 
aren't afraid to charge ahead into battle alongside the rest of their 
men. The most noticeable difference is that in Crysis Warhead 
enemy Squad Leaders are sometimes equipped with frag grenades, 
whereas they never used them in the original Crysis.


=====


North Korean Sniper:
Appearance: North Korean soldier wearing light uniform, with no 
            body armor or helmet. 
Health: 180
Primary Weapon:
   Precision Rifle: 80 damage 
Secondary Weapon:
   Pistol: 30 damage
   AY69 Machine Pistol: 45 damage
Other Attacks: 
   Melee Attack: 65 damage

DESCRIPTION: 

There are a handful of North Korean snipers in Crysis Warhead, 
mostly found in watch towers at the game's various enemy bases. 
Additionally, a pair of enemy snipers equipped with body armor can 
be found guarding the pier at the end of Mission 2: Shore Leave.

North Korean snipers are much less dangerous in Warhead than 
they were in the original Crysis, since they do significantly less 
damage with their sniper rifles. In Crysis, an enemy sniper could kill 
you in 2 shots (1 shot if you weren't in Armor Mode), whereas in 
Crysis Warhead enemy snipers do less than 1/3rd as much damage 
as they did in the original game, and it takes about 5 shots for them 
to kill you (which gives you plenty of time to cloak or dive for cover 
and regenerate).

As in the original Crysis, you can counter-snipe enemy snipers with a 
scoped assault rifle, or a sniper rifle of your own.


=====


North Korean Nanosuit Soldier: 
Appearance: Elite soldier wearing a nanosuit with green and tan 
            armor plates. 
Health: 500
Suit Energy Armor: 250
Primary Weapon Loadouts: 
   (06) Submachine Gun + Precision Rifle
   (02) Shotgun + Precision Rifle
   (04) Shotgun + Missile Launcher
   (02) Shotgun + Gauss Rifle
   (12) Submachine Gun
   (02) Precision Rifle
   (01) Missile Launcher
Other Attacks: 
   Melee Attack: 65 damage
   EMP Grenades

DESCRIPTION: 

The enemy's elite, superpowered Nanosuit Soldiers return in Crysis 
Warhead, and play a more significant role in the game than they did 
in the original Crysis. Nanosuit Soldiers are noticeably more common 
in Crysis Warhead than they were in Crysis, and you'll face a couple 
dozen of them fighting through the ice sphere in Mission 3: Adapt or 
Perish and Mission 4: Frozen Paradise (they are the only North 
Korean forces you encounter inside the ice sphere, as their 
nanosuits allow them to survive the below-freezing temperatures 
whereas regular humans would be instantly frozen solid). You'll also 
witness a few shootouts between North Korean Nanosuit Soldiers 
and alien Troopers and Scouts.

There are about 6 Nanosuit Soldiers in Mission 3: Adapt or Perish, 
and about 22 in Mission 4: Frozen Paradise (the number seems to 
vary a bit, as a few may be killed by Alien Troopers before you 
encounter them). A final Nanosuit Soldier attacks you alongside 
several standard North Korean soldiers in an underground 
warehouse room near the end of Mission 5: Below the Thunder. 
There are a total of about 29 Nanosuit soldiers throughout the entire 
game (not counting those Nanosuit soldiers seen driving ASVs inside 
the ice sphere).

ATTRIBUTES: 

Nanosuit Soldiers have the same superpowered nanosuits that you 
do, giving them the same assortment of powers including increased 
durability, regenerating health, regenerating Armor Mode armor, 
Strength Mode for enhanced jumps and punches, and Cloak Mode to 
conceal their movements when not attacking.

Nanosuit Soldiers also have a much wider weapon selection in 
Crysis Warhead than they did in the original Crysis. Besides their 
standard submachine gun + precision rifle loadout, you'll also 
encounter Nanosuit Soldiers equipped with shotguns, missile 
launchers, and even gauss rifles.

Instead of flashbangs and smoke grenades, Nanosuit Soldiers are 
now equipped with EMP grenades, which disrupt your own nanosuit 
for several seconds, disabling your suit modes (including the 
protective Armor Mode) and preventing you from regenerating your 
health. Fortunately, you can still survive several submachine gun 
shots with your nanosuit disabled, but it's still a good idea to take 
cover and hide if a Nanosuit Soldier manages to nail you with an 
EMP grenade. On the plus side, Nanosuit Soldiers sometimes get 
caught in the blast of their own EMP grenades (especially when 
fighting indoors at close quarters), disabling their own nanosuits.

Nanosuit Soldiers usually appear in teams of 3. They fight using 
standard enemy infantry tactics, manuevering from cover to cover, 
sidestepping away from enemy fire, providing each other with 
covering fire, and tossing EMP grenades to attack enemies or flush 
them out of cover. They can also use their nanosuit's Strength Mode 
to leap more than a dozen feet upwards to reach a high platform or 
ledge to fire at their enemies from. When searching an area for 
enemies, Nanosuit Soldiers also fade into Cloak Mode to search for 
trouble while remaining hidden themselves.

Overall, Nanosuit Soldiers are noticeably tougher than standard 
enemy soldiers, but can still be brought down with sustained 
automatic weapons fire. It takes quite a lot of submachine gun fire to 
kill them, but they can be brought down reasonably well with half a 
clip of assault rifle fire, or a couple shotgun blasts. You can also use 
nanodisruptor grenades against them to shut down their nanosuits 
for several seconds, leaving them vulnerable to your weapons.



=================
=Enemy Vehicles:=
===============================================================================


Light Tactical Vehicle: 
Health: 
   Hull: 180
   Engine: 160
   Wheels: 100 
   Lights: 45
Weaponry: 
   Machine Gun Turret: 60 damage
Damage Modifiers: 
   Bullets: 2% 
   Melee: 5%
   Gauss Rounds: 15% 
   Frag Grenades: 25% 
   Missile Launcher: 200%
   C4 Explosive Charges: 100%

DESCRIPTION:

Just like in the original Crysis, this light armored Jeep is the most 
commonly encountered enemy vehicle seen in the game. LTVs are 
typically crewed by a driver, as well as a gunner on the roof-mounted 
machinegun turret. LTVs are usually found patrolling the island 
roads, as well as circling around inside enemy bases, and the 
gunner will open fire on you with the vehicle's machinegun once he 
spots you.

LTVs are best dealt with by sniping the gunner down with a couple 
quick bursts of assault rifle fire. Once the gunner is dead, the LTV 
poses a limited threat, as enemy soldiers never seem to run over to 
take the dead gunner's place, and the LTV driver almost always ends 
up getting out of the vehicle to shoot at you or driving in circles 
instead of actually trying to run you over.

LTVs can also be destroyed by shooting the exposed spare fuel tank 
mounted on the vehicle's rear. If you have a heavy weapon such as 
a grenade launcher or gauss rifle, a few shots will also blow the 
vehicle up nicely.


=====


Truck: 
Health:
   Hull: 600
   Engine: 400
   Fuel Tanks: 120
   Wheels: 150 
   Lights: 45
Weaponry: 
   Machine Gun Turret: 60 damage 
Damage Modifiers:
   Bullets: 2% 
   Melee: 5%
   Gauss Rounds: 15% 
   Frag Grenades: 25% 
   Missile Launcher: 200%
   C4 Explosive Charges: 100%

DESCRIPTION:

You'll also encounter a few enemy troop transport trucks in Crysis 
Warhead. Mostly, trucks will drive to a pre-scripted location and drop 
off the squad of enemy soldiers riding in the rear hold. Trucks do 
have a roof-mounted machinegun turret that enemy soldiers may 
sometimes take control of to fire at you. The turret is pretty powerful 
and accurate, and the gunner should therefore be a priority target for 
you. He's easy enough to snipe with a couple assault rifle bursts, 
though.

Trucks can be destroyed by shooting the exposed fuel tank on their 
right underside just behind the cab. You can also blow them up with 
heavy weapons or high explosives, although you'll probably want to 
save those for heavier enemy vehicles such as helicopters or APCs, 
since the truck itself isn't much of a threat, only the enemy soldiers it 
drops off are.


=====


Attack Helicopter: 
Health:
   Hull: 300
   Wings: 150
   Rotor: 200
   Rear Rotor: 150
   Rotor Tail: 100
Weaponry: 
   Coaxial Gun: 30 damage 
   Hellfire Missiles: 110 damage
Damage Modifiers: 
   Bullets: 2% 
   Melee:  0%
   Gauss Rounds: 2% 
   Frag Grenades: 25% 
   Missile Launcher: 100%
   C4 Explosive Charges: 100%

DESCRIPTION:

You'll face a handful of enemy attack helicopters in Crysis Warhead. 
However, they're actually quite rare, as much of the game takes 
place either inside the ice sphere (which is too cold for helicopters to 
navigate) or inside underground tunnels. Typically, a single attack 
helicopter will fly overhead and open fire on you when you attack a 
major enemy base. Dodge around, use cover, try to get indoors, or 
use your Cloak Mode to evade helicopter gunfire.

Helicopters are heavily armored and nearly impossible to bring down 
with small arms fire. Pretty much the only weapon you have that's 
any good against them is the missile launcher, which is why you 
should try to always carry a fully loaded missile launcher around with 
you. It usually takes 2 or 3 missile launcher shots to destroy an 
attack helicopter. Fortunately, you can usually find a missile launcher 
nearby in an enemy weapons stockpile whenever you end up 
confronted by an attack helicopter.


=====


ASV:
Health:
   Hull: 500
   Engine: 420
   Wheels: 180
Weaponry: 
   Armored Vehicle Mounted Machinegun: 40 damage
Damage Modifiers (General): 
   Bullets: 2% 
   Melee: 2%
   Gauss Rounds: 15% 
   Frag Grenades: 0% 
   C4 Explosive Charges: 150%
Damage Modifiers (Hull & Engine): 
   Gauss Rounds: 10%
   Frag Grenades: 50%
Damage Modifiers (Wheels):
   Bullets: 50%
   Gauss Rounds: 30%
   Frag Grenades: 50%

DESCRIPTION: 

The Armored Security Vehicle, or ASV, is a new enemy vehicle you'll 
face in Crysis Warhead. The ASV is basically a heavily armored 4-
wheel armored car with a computer-controlled machinegun turret 
mounted on the roof. 

Because the ASV's machinegun turret is computer-controlled, the 
gunner is safe inside the vehicle, so you can disable the turret by 
shooting the gunner like you can with an LTV or truck. The only way 
to stop an ASV from attacking you is to blow it up completely.

ASVs are well armored, and almost impossible to destroy with small 
arms fire. They can even survive sustained fire from vehicle-mounted 
machineguns. They even take several shots from the gauss rifle or 
grenade launcher to destroy. You can destroy an ASV with a single 
missile launcher shot, however. Unfortunately, missile launchers 
aren't always available nearby when ASVs are encountered.

ASVs typically appear during the game's 2 vehicle chase sequences 
in Mission 2: Shore Leave and Mission 6: From Hell's Heart, and 
you'll also find several ASVs being driven by North Korean Nanosuit 
Soldiers battling aliens inside the ice sphere  during Mission 3: Adapt 
or Perish and Mission 4: Frozen Paradise.

BEHAVIOR: 

ASVs basically drive back and forth while pounding their targets with 
machinegun fire from their roof mounted turrets. They can't really 
perform complex manuevers, but they can somewhat drive around to 
get a better angle on you if you try to hide behind cover.

ASVs encountered during vehicle chase sequences pretty much 
follow your own vehicle while shooting at you. They're very difficult to 
destroy even using your own vehicle mounted machinegun turret, so 
it's best to try to outrun them instead.
 
KILL STRATEGY: 
 
ASVs are quite tough. The easiest way to destroy them is to shoot 
them with a single missile launcher shot. Unfortunately, if you're not 
already carrying a missile launcher when you encounter an ASV, you 
might not be able to find a missile launcher to pick up near the ASV. 
You can also use Cloak Mode to get close to them and plant a C4 
explosive charge or Anti-Tank mine near them, which should destroy 
them in 1 blast. ASVs can also be destroyed with several grenade 
launcher shots, although they will eat up a decent portion of your 
available grenade launcher ammo. 

Fortunately, when encountered inside the ice sphere in Mission 3 
and Mission 4, ASVs are often occupied fighting against alien war 
machines, allowing you to simply drive or run past them without 
actually engaging them in combat. This is probably the best course 
of action to take, since they're rather difficult to kill without a missile 
launcher.

Towards the end of Mission 3: Adapt or Perish, you and Eagle Team 
(a squad of allied Delta Force nanosuit soldiers) need to travel 
through a frozen valley on foot to reach the end of the level. About 
halfway through, you'll pass through a frozen village guarded by 2 
enemy ASVs, who you'll have to bring down to proceed (you can run 
past them, but Eagle Team will refuse to run and will stay behind to 
fight the ASVs). You can bring down each ASV with a missile 
launcher shot, but if you don't have a missile launcher you'll have to 
search the village for explosive ammo to destroy the ASVs with.


=====


APC:
Health:
   Hull: 750
   Engine: 450
   Turret: 650
   Wheels: 50
Weaponry: 
   APC Cannon: 200 damage 
   APC Rocket Launcher: 300 damage
Damage Modifiers: 
   Bullets: 0% 
   Melee: 0%
   Gauss Rounds: 0% 
   Frag Grenades: 0% 
   Missile Launcher: 200%
   C4 Explosive Charges: 150%

DESCRIPTION:

The APC is basically a heavily armored mini-tank equipped with an 
automatic main cannon that rapid-fires explosive shells, as well as a 
side-mounted rocket launcher. The APC's cannon is very dangerous, 
as it has a high rate of fire and yet is also extremely powerful and 
can gib you in just 1 or 2 hits. Good use of cover to protect yourself 
is vital when facing APCs.

APCs are completely resistant to small arms fire (including gauss 
rifle rounds and grenade launcher shots), and can only be damaged 
with high explosives such as the missile launcher or C4 explosive 
charges. Since an APC's heavy weapons make it extremely 
dangerous to approach, you're best off destroying them with 2 or 3 
missile launcher shots. Fortunately, you'll usually be able to find 
several missile launchers at nearby enemy weapons stockpiles 
whenever you encounter enemy APCs. Cloak Mode is VERY helpful 
in lining up a shot on an APC without having to worry about its return 
fire.

You'll encounter 2 APCs guarding the roads bordering the seaside 
resort at the very end of Mission 1: Call Me Ishmael. These APCs 
shouldn't be too difficult to take down, as the village's houses, walls, 
and bordering forest offer plenty of cover to hide from the APCs' line 
of sight while you prepare to blast them with a missile launcher.

You'll also encounter about 7 APCs patrolling the airport runway at 
the very end of the game's final level, Mission 7: All the Fury. You'll 
need to search the area for missile launcher pickups and use them to 
fight your way past each APC to reach the end of the runway and the 
radio tower at the end which you need to activate to begin the 
game's final battle. Don't be afraid to turn back and backtrack to 
search the previous area for missile launchers if you run out of 
missile launchers and see additional APCs ahead of you.



=========
=Aliens:=
===============================================================================


Alien Trooper Mk II: 
Appearance: 4-foot tall floating mechanical robot squid with 4 metal 
            "leg" tentacles and 2 small "arm" tentacles. 
Health: 525
Attacks:
   Fast Light MOAC Mk II: 30 damage
   Melee Attack: 100 damage
Damage Modifiers:
   Pistol: 120% 
   SCAR: 90% 
   FY71: 90% 
   Shotgun: 70% 
   Submachine Gun: 80% 
   Precision Rifle: 150% 
   Gauss Rifle: 150%
   Minigun: 50% 
   Alien MOAC: 30% 
   Missile Launcher: 300%
   Frag Grenade: 300%

DESCRIPTION: 

The basic alien infantry soldier encountered in Crysis Warhead is the 
Alien Trooper Mk II. While mostly identical to the Alien Troopers 
seen in the original Crysis, these new Troopers have some minor 
tweaks and modifications.

The Alien Trooper Mk II's MOAC weapon does slightly less damage 
than the version seen in Crysis. It can still kill you with sustained fire, 
though, especially from multiple Troopers at the same time. Their 
melee attacks are also still quite dangerous. Alien Trooper MK IIs 
also now emit a blue searchlight whenever they are looking for you if 
you enter Cloak Mode or hide behind cover for a prolonged period of 
time.

Alien Trooper Mk IIs also have somewhat less health than the 
Troopers seen in Crysis, making them somewhat easier to bring 
down. The shotgun is particularly effective against them and can kill 
them in just a couple blasts, although a burst of several assault rifle 
bullets will also do the job.
 
BEHAVIOR: 

Alien Troopers float a few feet above the ground, hovering across 
the battlefield. They cannot fly, although they can use their tentacles 
to leap large distances. They have decent agility and can jet 
sideways several feet to dodge enemy fire, and will sometimes jump 
up into the air and jet towards you from a few dozen feet away in an 
attempt to ram you.

Noticeably, Alien Trooper A.I. has been tweaked and improved 
somewhat in Crysis Warhead. Alien Troopers now use some human 
infantry tactics, dodging in and out of cover, operating in squads, and 
attempting to flank their enemies. They fight more like human 
soldiers, with multiple Troopers spreading out and concentrating their 
MOAC fire on a single target, instead of being so reliant on getting 
close and using their melee attacks.

As usual, Alien Trooper will self destruct a few seconds after being 
killed. This explosion is powerful enough to kill you if you're standing 
next to their bodies when this happens, so you want to stay clear of 
killed Alien Troopers while fighting their surviving squadmates.
 
KILL STRATEGY:

Alien Troopers are noticeably more durable than North Korean 
soldiers, but can still be brought down with a reasonable amount of 
firepower. The shotgun is excellent against them, and in narrow 
spread mode can bring down an Alien Trooper in 2 shots from 
several dozen feet away. You can also kill them with a burst of 
several assault rifle rounds, either sniping them from a distance or in 
close quarters combat. If you have a gauss rifle with a sniper scope, 
you can even snipe Alien Troopers with a single gauss rifle shot from 
long range. As with any enemy soldier, good use of cover is 
important to hide from their MOAC fire.

You can also disable Alien Troopers for several seconds by with 
either thrown nanodisruptor grenades, or EMP grenades fired from 
the grenade launcher. You can then mow the disabled Troopers 
down with your weapons while they're immobile, or use the time 
they're stunned to concentrate on killing any remaining active 
Troopers.


=====


Alien Guardian Trooper: 
Appearance: Alien Trooper with a large, glowing, fan-like headcrest. 
Health: 750
Attacks:
   Fast Light MOAC Mk II: 30 damage
   Melee Attack: 100 damage
Damage Modifiers:
   Pistol: 120% 
   SCAR: 90% 
   FY71: 90% 
   Shotgun: 70% 
   Submachine Gun: 80% 
   Precision Rifle: 150% 
   Gauss Rifle: 150%
   Minigun: 50% 
   Alien MOAC: 30% 
   Missile Launcher: 300%
   Frag Grenade: 300%

DESCRIPTION: 

A new alien enemy introduced in Crysis Warhead, the Alien 
Guardian Trooper is similar in appearance to the Alien Trooper 
Leaders from Crysis, but have entirely different behavior. Like 
standard Alien Troopers, the Alien Guardian Trooper is equipped 
with a rapid-fire MOAC icicle gun, hovers across the battlefield, and 
uses its tentacles to make large leaps as well as for powerful melee 
attacks. 

The Alien Guardian Trooper's main feature is that it emits a energy 
beam that creates bubble-like shields around up to 2 nearby Alien 
Troopers. The energy shields created by the Alien Guardian Trooper 
protect the standard Alien Troopers from your gunfire. Additionally, 
grenades thrown at the energy shields will bounce off and fly straight 
back in your direction. Shielded Alien Troopers will continue to move 
around and shoot at you, and the Guardian Trooper will also shoot at 
you while simultaneously shielding nearby Troopers.

Alien Guardian Troopers are also somewhat tougher and more 
durable than standard Alien Troopers. Fortunately, they're rather 
uncommon, and you won't encounter too many of them throughout 
the game (you'll rarely see more than one in the same general area 
or battlefield). 

BEHAVIOR: 

Alien Guardian Troopers behave much like standard Alien Troopers. 
The only major difference is the energy beam they emit that 
creatures impenetrable bubble shields around up to 2 nearby 
standard Alien Troopers. The Alien Guardian Trooper itself is not 
shielded, and needs to be destroyed in order to make the shielded 
Troopers vulnerable. 
 
KILL STRATEGY: 

The Alien Guardian Trooper should be a priority target, since 
destroying it is the only way to shut down the energy shields it 
creates and therefore make the shielded Troopers vulnerable. The 
Guardian Trooper can be killed in pretty much the same manner as 
any standard Alien Trooper; 2 or 3 shotgun blasts, a little over half a 
clip of assault rifle fire, or a single well-aimed gauss rifle shot from 
long range. While a Guardian Trooper can survive somewhat more 
damage than a standard Alien Trooper, the difference isn't 
particularly dramatic.

The shielded Alien Troopers may get between you and the Guardian 
Trooper. If this happens, you'll just have to strafe or flank around 
them to get a clear shot at the Guardian Trooper, since the shielded 
Troopers are protected from your weapons.

You can also shut down a Guardian Trooper with a well-thrown 
nanodisruptor grenade or EMP grenade from the grenade launcher. 
Just be careful when sending grenades at the Guardian Trooper, as 
the grenades will bounce back at you if they hit an energy shielded 
Trooper instead.


=====


Alien Scout: 
Appearance: 10-foot tall floating mechanical squid with 5 trailing 
            tentacles. About the size of a transport truck. 
Health: 2000
Attacks:
   Scout Beam: 20 damage 
   Singularity Cannon: 250 damage
Damage Modifiers:
   Pistol: 100% 
   SCAR: 80% 
   FY71: 90% 
   Shotgun: 60% 
   Submachine Gun: 100% 
   Precision Rifle: 150% 
   Gauss Rifle: 100%
   Minigun: 100% 
   Missile Launcher: 400%

DESCRIPTION: 

Alien Scouts return in Crysis Warhead as the alien's main air support 
unit. Scouts basically fly around overhead, circling over you while 
firing a damaging ice beam down at you. Unlike Crysis , where 
Scouts were equipped with a rapid-fire ice pellet machinegun, Scouts 
in Crysis Warhead are equipped with a narrow continuous ice beam. 
It's visually different, but has pretty much the same effect, since the 
Scout's original MOAC weapon fired a narrow stream of projectiles 
also. Since their attack is a narrow beam, you can avoid it by 
dodging around a lot to prevent them from tracking you with the 
beam.

Scouts' resistances to small arms fire has noticeably changed in 
Crysis Warhead. They're somewhat more vulnerable to automatic 
weapons such as the assault rifle or submachinegun, but are 
noticeably less vulnerable to the gauss rifle. While Scouts could be 
brought down with just 2 gauss rifle shots in Crysis, in Crysis 
Warhead it takes at least 4 gauss rifle shots to do the job. On the 
plus side, the missile launcher does twice as much damage to 
Scouts in Warhead than it did in the original Crysis, and Scouts can 
now be brought down with just 2 missile launcher shots. They still 
take reduced damage from the shotgun, but can still be brought 
down with a dozen or so shotgun blasts fired in narrow spread mode.

Overall, Scouts are more resistant to the gauss rifle in Warhead, but 
it still works well in bringing them down. If you don't have a gauss 
rifle, you can also shoot them down with a couple clips of assault rifle 
fire, a dozen or so shotgun blasts, or a couple missile launcher shots 
if you have a missile launcher to spare.


=====


Alien Scout Bomber: 
Appearance: 10-foot tall floating mechanical squid with 5 trailing 
            tentacles. About the size of a transport truck. Has an
            orange energy glow instead of the standard blue energy glow. 
Health: 2000
Attacks: 
   Smart Bomb Launcher: 200 damage
Damage Modifiers:
   Pistol: 100% 
   SCAR: 80% 
   FY71: 90% 
   Shotgun: 60% 
   Submachine Gun: 100% 
   Precision Rifle: 150% 
   Gauss Rifle: 100%
   Minigun: 100% 
   Missile Launcher: 400%

DESCRIPTION: 

The second of two new alien enemies introduced in Crysis Warhead, 
the Scout Bomber is an orange Alien Scout. Instead of being 
equipped with an ice beam and a Singularity Cannon, the Scout 
Bomber instead flys around overhead while dropping heat-seeking 
rolling mines known as Smart Bombs onto the battlefield. These 
Smart Bombs seek you out once they hit the ground, rolling towards 
you at an average speed and detonating when they hit you. Smart 
Bombs do heavy damage and can knock out your armor and most of 
your health with a direct hit.

Like regular Scouts, Scout Bombers can be brought down with 4 
gauss rifle shots, a couple clips of assault rifle fire, or a dozen or so 
shotgun blasts.

Alien Scout Bombers are actually extremely rare; in fact, only 2 of 
them appear in the entire game. One appears as part of one of the 
final waves of enemies at the end of Mission 4: Frozen Paradise 
when you're defending the mine entrance alongside Eagle Team, 
and one appears during the game's final battle in Mission 7: All the 
Fury.
 
BEHAVIOR: 

Alien Scout Bombers pretty much fly around overhead while 
dropping Smart Bombs onto the battlefield. They have no other 
means of attack, although they do fly in circles to make themselves a 
somewhat more difficult moving target.
 
KILL STRATEGY:

Scout Bombers can be brought down in much the same way as 
standard Alien Scouts. 4 shots from the gauss rifle or 2 missile 
launcher shots are probably the simplest ways to defeat them, 
although sufficient automatic weapons fire also works if the gauss 
rifle or missile launcher are not available. By the time you fight the 
2nd Scout Bomber, you should be able to acquire the PAX, the 
game's ultimate weapon. One direct hit from that bad boy should 
blast the Scout Bomber to pieces.



=========
=Bosses:=
===============================================================================


Alien Hunter (Exosuit): 
Appearance: 60 foot tall alien war machine; a 40 foot body walking 
            on 4 tentacle-like legs (looks a lot like a War of the Worlds
            Martian Tripod).  
Health: 6000
Attacks: 
   MOAR: 5 damage (4.0 freeze speed) 
   Singularity Cannon: 500 damage
   Grab Attack:
Damage Modifiers: 
   Bullets: 20%
Body Part Damage Modifiers:
   Leg Shots: 25%
   Torso Shots: 50%
   Head Shots: 100%
   Weak Point Shots: 200%

DESCRIPTION: 

You and your allied Eagle Team nanosuit soldiers will battle a 
collosal Alien Exosuit walker in a boss battle at the end of Mission 3: 
Adapt or Perish. Oddly, this particular Exosuit lacks the indestructible 
energy shield the one in the original Crysis had, so defeating it is 
simply a matter of shooting it until it dies. It is VERY durable, 
however, and requires a huge amount of firepower to defeat.

The Exosuit is fought inside a small frozen North Korean outpost, 
with several small buildings to take cover behind, as well as multiple 
enemy weapons stockpiles you can run over to in order to retrieve 
ammo. There's also a machinegun turret in the outpost, but you can't 
really use it yourself as one of your Eagle Team teammates will run 
over and occupy it instead. 

BEHAVIOR: 

The Exosuit basically stands in one spot, attacking you and your 
Eagle Team teammates with its MOAR freeze beam and Singularity 
Cannon. It can also grab and throw you if you get too close to it, but 
otherwise doesn't grab and throw objects as much as the Exosuit 
fought at the end of the original Crysis did. On the downside, the fact 
the Exosuit spends less time grabbing and throwing stuff means that 
it'll be using its MOAR freeze beam and Singularity Cannon attacks 
much more often. In particular, the Exosuit seems to fire its powerful 
Singularity Cannon much more often than in the original Crysis, 
which can kill you in a single direct hit. Fortunately, Both the 
Exosuit's freeze beam and Singularity Cannon attacks take a second 
or two to charge up, warning you about when it's about to fire and 
giving you plenty of time to dodge behind cover.
 
KILL STRATEGY:

Your Eagle Team teammates do noticeably reduced damage to the 
Exosuit with their attacks, in order to ensure that the responsibility for 
killing it falls mostly on you the player. Eagle Team does do a decent 
job of distracting the Exosuit, however, and their attacks do some 
damage. They're also unkillable (running out of health only results in 
them being knocked unconcious for several seconds), so you don't 
need to worry about them during the fight.

The Exosuit is highly resistant against small arms fire, even from the 
gauss rifle. Explosive attacks such as the missile launcher or 
grenade launcher work well against it, however. Try to aim all your 
attacks at the Exosuit's "mouth" in order to do the most damage. 
Also, be sure to dodge behind cover whenever the Exosuit looks like 
it's charging up an attack shot.

I found that probably the easiest and fastest way to bring down the 
Exosuit is to shoot it with grenade launcher rounds. You should be 
able to bring it down with 30 or so grenade launcher shots, which 
shouldn't take too long since the grenade launcher has a decent rate 
of fire and also holds up to 42 rounds of ammo. However, due to the 
grenade launcher's arcing trajectory, you'll have to get relatively 
close to the Exosuit to be able to hit it accurately. That's OK, though, 
since there are still buildings and crates at close range that you can 
use as cover from the Exosuit's attacks.


=====


Alien Evil Hunter (Red Exosuit): 
Appearance: 60 foot tall alien war machine; a 40 foot body walking 
            on 4 tentacle-like legs (looks a lot like a War of the
            Worlds Martian Tripod).  
Health: 50000
Attacks: 
   Hunter Beam: 50 damage
   Hunter Turrets: 10 damage 
   Hunter Smart Turrets: 200 damage
Damage Modifiers: 
   Bullets: 15%
Body Part Damage Modifiers:
   Leg Shots: 0%
   Torso Shots: 50%
   Head Shots: 75%
   Weak Point Shots: 200%

DESCRIPTION: 

This highly modified Red Exosuit serves as Crysis Warhead's final 
boss, and makes its appearance at the very end of Mission 7: All the 
Fury. With it's 4 large tentacle legs and 2 claw-like smart rocket 
launchers, this giant red walking war machine is rather akin to a alien 
Giant Enemy Crab, and it will fight you on the huge wide open airport 
runway. 

Like the regular Exosuit boss, the Red Exosuit is resistant to small 
arms fire, taking only 15% damage from bullets and gauss rifle 
rounds. The Red Exosuit is also INSANELY durable, and can survive 
several times as much damage as even the already powerful 
standard Exosuit boss. The Red Exosuit's attacks are also entirely 
unlike those of the standard Exosuit, and it has a number of 
damaging weapons systems to attack you with.

Fortunately, immediately before you face the Red Exosuit, you're 
given access to the game's ultimate weapon, the PAX Plasma 
Accumulator Cannon. While you don't NEED to use the PAX to 
defeat the Red Exosuit (you can hop into an ASV and drive around 
shooting it with the ASV's turret, for example), the PAX is probably 
the fastest and easiest way of dealing with the Red Exosuit.

In addition to the Red Exosuit, the airport runway area is also 
swarming with Alien Troopers and Alien Scouts. It's best to wipe out 
the Troopers and Scouts before triggering the appearance of the 
Red Exosuit, so you won't have to worry about their attacks while 
you're busy fighting the Red Exosuit itself.
 
BEHAVIOR: 

The Red Exosuit has a number of unique weapons systems to attack 
with.

Firstly, for long range combat, the Red Exosuit is equipped with two 
large, claw-like Smart Turrets. These Smart Turrets fire a spread of 
several heat-seeking smart rockets that travel at average speed and 
home in on your position. These rockets are very powerful; a single 
rocket will critically injure you, and the splash damage from two 
rockets will kill you outright. 

Secondly, for medium range combat, the Red Exosuit is armed with 
a powerful "Hunter Beam" that replaces the standard MOAR freeze 
beam used by the normal Exosuits. The Hunter Beam is a purple 
energy beam that does heavy continuous damage and can cut you 
down in less than a second of constant exposure. Since it's a beam, 
though, you can try to avoid it by dodging around, although even a 
glancing hit does 50 damage. The Red Exosuit will open its jaw and 
charge up the Hunter Beam for a second or two before firing, giving 
you some time to try to run for cover.

Finally, for medium to close range combat, the Red Exosuit is 
equipped with 2 defensive shoulder-mounted turrets that fire narrow 
ice beams similar to those used by the Alien Scouts. These ice 
beams do minor damage (1/2 as much as the Scout's beam does), 
but do continuous damage. As with the main Hunter Beam, you can 
avoid or reduce the damage you take from the turret beams by 
dodging around to avoid being exposed for too long.

Additionally, if you get too close to it, the Red Exosuit can pick you 
up and throw you several dozen feet. Fortunately, this only does 
modest damage. The Red Exosuit can also step on you if run around 
directly under it, which does heavy damage and can kill you outright 
if you're even moderately wounded for its other attacks.

The Red Exosuit will basically stride towards you while blasting you 
with its various weapons. It uses its heat-seeking rockets at long 
range, and will attack with its two shoulder-mounted ice beams and 
well as the main Hunter Beam at medium or close range. At 
distances of less than a 100 feet or so, the Red Exosuit likes to walk 
right up to and even right over you, which puts you at risk of being 
stepped on.
 
KILL STRATEGY:

The Red Exosuit first appears when you pass the crashed plane 
carrying the PAX and run down the runway in the direction of the 
airport hangar. Before triggering the Red Exosuit's appearance, you'll 
probably want to equip the PAX and use the airplane as cover to kill 
any Alien Troopers or Alien Scouts running around, as you don't 
want them following you when you run forward to face the Exosuit.

It's actually a bad idea to fight the Red Exosuit in the middle of the 
airport runway itself. The runway is a huge, wide open area with 
almost no good place to hide or take cover from the Exosuit's 
attacks. The PAX also has a limited range, so it's pretty much 
impossible to snipe the Exosuit from the few pieces of cover that 
ARE available.

Instead, when the Exosuit appears, you want to ignore it and keep 
running forward towards the area near the airport hangar where the 
Warhead container is. This area has several stacked shipping 
containers you can use as cover to hide from the Exosuit's attacks, 
and it's also close enough for your PAX shots to affect the Exosuit. 
There should be a hole in the fence near the hangar area that you 
can slip through to get inside. The Exosuit itself shouldn't attack you 
until you get its attention by getting too close to it or shooting at it, 
since when it first appears it should be occupied with fighting 
O'Neill's VTOL as well as a squad of North Korean soldiers and an 
LTV on the ground.

Once hiding behind the shipping containers, you'll want to use the 
PAX to take out any Alien Scouts or Alien Troopers nearby so they 
won't bother you when you fight the Exosuit. Cloak Mode is helpful 
for blasting the aliens then hiding when they return fire.

Finally, once the area is clear of any other opposition, pop out of 
cover and shoot the Exosuit with the PAX. Aim for the mouth to do 
the most damage. The Exosuit should start walking over to you as 
soon as you start shooting it. I've found that it takes about 8 or so 
shots to kill the Exosuit. If you fire quickly enough, you should be 
able to destroy the Exosuit just as it reaches you and grabs you with 
a tentacle. 

If the Exosuit launches smart rockets at you, use the containers as 
cover to hide from them. If the Exosuit walks over to you to try and 
shoot you or step on you, you can dodge around through the 
containers trying to get away from it and put enough distance 
between you and it for you to turn around and continue shooting it 
with the PAX (using Speed Mode or Cloak Mode helps, just avoid 
getting stepped on by one of the Exosuit's legs).



END OF TEXT

COPYRIGHT 2009 ALAN CHAN