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Crysis 2

Crysis 2

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Welcome to Crysis 2! In this 2011 shooter from Crytek and EA, you'll don the Nanosuit to fight back against the alien Ceph invasion threatening New York City. Master advanced Nanosuit abilities like armor mode and cloak, and utilize a vast arsenal of weapons to overcome the alien threat. This thrilling shooter is perfect for players looking for intense combat and environmental destruction.

This guide is here to help you conquer every aspect of the game. We'll provide critical mission walkthroughs, detailing strategies for challenging encounters and boss fights. You'll also find tips on weapon effectiveness and advanced Nanosuit techniques to ensure your survival. Whether you're playing on PC, Xbox 360, or PlayStation 3, our guide will equip you to defeat the Ceph and experience everything Crysis 2 has to offer.

Part 1

Your guide to Crysis 2 Part 1, 'In At The Deep End.' Learn how to survive the initial chaos of New York City and master your Nanosuit.

Alright, so you've just booted up Crysis 2 and you're probably wondering what's going on. New York City? Under siege? Alien invasion? Yeah, it's a mess. Basically, the super-soldier Prophet was supposed to check things out but, well, he didn't make it. He passed his fancy Nanosuit to Alcatraz, and now it's your problem. This suit is your ticket to surviving the urban jungle, giving you near-superhuman abilities. The bad news? Earth is pretty much screwed unless you figure out what the Cephalopods are up to and how to fight back with your own advanced tech.

Before we dive into the action, let's talk gear. You can only lug around two primary weapons at a time, but don't worry, you'll find plenty. You can also carry JAW rockets, C4 explosives, and fragmentation grenades. Keep an eye out for ammo crates and dropped weapons to swap out your loadout. When you grab a new weapon, hit the 'Select' button to see all its attachments – think silencers, scopes, laser sights, and even alternate fire modes. Some assault rifles, for example, can switch to a shotgun mode!

You'll encounter a variety of weapons, from pistols to shotguns, sniper rifles, and heavy ordnance like rocket launchers and mounted turrets. Each weapon can have different attachments and sometimes even prefixes like 'Stealth' or 'Ranged' that hint at its specialty.

Let's break down some of the early stuff you'll be using:

  • Pistols: Your basic sidearm. The M12 Nova is likely your first, pretty weak but sometimes comes with a silencer. The AY69 is an automatic machine pistol that fires fast but doesn't hit too hard. The Hammer is a more potent handgun, good as a backup, and can take a silencer and laser sight. The Majestic revolver is a decent mid-range option if you slap an assault scope on it, but watch that low ammo count.
  • Shotguns: The Marshall is a beast, and it can even be silenced for some sneaky close-quarters work. It's a top-tier weapon. The Jackal is an automatic shotgun that lays down a lot of fire quickly, but you'll need to keep a close eye on your ammo. It can take an extended clip and a reflex sight.
  • Sniper Rifles: The DSG-1 is another top-tier weapon. Slap a silencer on it, and it becomes incredibly versatile, especially for stealth. You can equip sniper, assault, or reflex sights. We'll be relying on this one a lot. The M2014 Gauss is super powerful, capable of one-shot kills on regular enemies.

This guide will cover Chapter 1: 'In At The Deep End' and help you navigate the chaos. Stick with me, and we'll get through this.

Part 2

Crysis 2 weapons guide covering Assault Rifles, Specialty Weapons, Grenade Launchers, Heavy Weapons, and Nanosuit upgrades. Learn about the Scarab, Grendel, X-43 Mike, JAW rockets, C4, and more.

Assault Rifles and Sub-Machine Guns:

Scarab: A versatile assault rifle, useful in the early game due to its silenced option and three scope choices. It can also be toggled into a shotgun. It's often a primary weapon before the Stealth Marshall and Stealth DSG-1 become available.

Scar: An early-game weapon with assault rifle, grenade launcher, and scoped gauss rifle modes, but it cannot be silenced. It is outclassed as the game progresses.

Feline: A sub-machine gun with a high rate of fire, available with iron, reflex, or laser sights, and an extended magazine. It can be silenced, making it an alternative to the Scarab. Its drawback is easily expending ammunition.

Grendel: This weapon can be toggled into a shotgun and has higher damage output than the Scarab, comparable to the MK 60 MOD (a community-made modification that changes the game) 0. With a scope, it functions as an excellent mid-range sniper. Its main drawback is the lack of a silencer. It appears late in the game.

MK.60 MOD 0: A heavy machine gun with a large capacity that excels against enemies. It cannot be silenced but occasionally comes with an assault scope option. Its high capacity and damage make it a go-to weapon.

Specialty Weapons:

K-Volt: A specialty weapon using static charges, best used against cloaked aliens during the endgame.

X-43 Mike: This weapon fires microwaves that cause enemies to heat and rupture. It is deadly when held on target but can be hazardous to your health. These rare weapons become more available and prominent late in the game.

Grenade Launcher:

L-Tag: A grenade launcher that can deploy proximity mines. It is highly damaging but carries only 8 grenades, making it a use-and-replace weapon due to the two-primary-weapon limit. It is very useful in situational battles.

Others: These are weapons that can be carried outside of your two primary weapon slots.

JAW Rocket Launcher: An extremely powerful weapon that can be shot directly or guided. They are usually available when environmental hazards require them. You can carry four JAW rockets in inventory, though sometimes up to five. They are the go-to weapon for enemy gunships and juggernaut-type aliens. Avoid using them on lesser foes unless they can be quickly replenished.

C4: These explosives pack more punch than the JAW and are found when needed. Save them for Juggernaut-types like Pingers or Devastators, or Advanced Ceph when they can be quickly replaced. C4 can be placed or thrown and detonated remotely.

Fragmentation Grenades: Powerful and generally available weapons. Hostiles will attempt to evade them. They can finish off tougher foes when C4 or JAW rockets are depleted.

Swarmer: Fires a salvo of rockets, not very accurate but capable of saturating a small area. Effective against Devastators and can inflict significant damage on Pingers. Not effective against boss types.

HMG: A mounted heavy machine gun that can be detached and carried without sacrificing a primary weapon slot. It has no attachments and cannot be silenced. When its drum is empty, it must be discarded. It has a large capacity and short bursts can kill most enemies, including Devastators. It must be put down to interact with the environment.

Nanosuit Powers:

The Nanosuit can be upgraded by collecting Nano Catalyst particles from dead Ceph. The amount of Nano Catalyst you get depends on how many aliens you kill and if you collect the Catalyst before it vanishes. You can also harvest Catalyst from other combatants' kills.

Part 3

Discover essential Crysis 2 Part 3 strategies for mastering stealth, Nanosuit upgrades like Cloak and Nanovision, and effective combat tactics against CELL and Ceph.

This section focuses on advanced tactics for Crysis 2, emphasizing the strategic use of the Nanosuit's abilities and upgrades to overcome alien confrontations and human mercenaries. It details how to effectively utilize stealth, cloaking, and Nanovision, alongside combat techniques like melee and armor mode, to conserve Nano Catalyst and achieve mission objectives.

Key Nanosuit Upgrades and Abilities:

  • Armor Enhance (100 Nano Catalyst): Reduces suit energy used while armored.
  • Threat Tracer (100 Nano Catalyst): Shows the source and direction of incoming hostile gunfire.
  • Covert Ops (1,000 Nano Catalyst): Dampens footstep sounds for silent upright movement.
  • Mobility Enhance (600 Nano Catalyst): Reduces energy for jumping and sprinting, aids ledge grab speed.
  • Stealth Enhance (10,000 Nano Catalyst): Greatly reduces energy used while cloaked, ideal for stealth operations.
  • Nano Recharge (8,000 Nano Catalyst): Faster health and energy regeneration.
  • Cloak Tracker (16,000 Nano Catalyst): Helps pinpoint cloaked aliens, essential for the final battle.
  • Cloak: Renders Alcatraz nearly invisible, consuming energy faster with movement. Crouching reduces noise; Covert Ops upgrade allows silent walking. Stealth Enhance is crucial for prolonged cloaking.
  • Melee: A powerful close-quarters option, capable of instantly killing Ceph Assault Units. Armor mode is recommended during melee encounters.
  • Armor: Hardens Alcatraz against damage, draining energy. Effective against explosives and firefights. Allows survival from high falls. Cannot be used while cloaked.
  • Nanovision: Allows vision in smoke or dust by detecting heat variations and light enhancement, useful for identifying enemies and weapons in cluttered environments.
  • The Visor: A multi-function HUD displaying tactical information, enemy tagging, distances, and weapon/ammo cache locations, with zoom capability. Tagged items remain visible on the HUD.

Enemy Overview:

  • The C.E.L.L.: Human mercenaries employing tactics like taking cover, flanking, and using explosives. They can be killed with headshots or a few body shots, but their weaponry varies from pistols to rocket launchers.
  • Cephalopods (Ceph): The primary alien threat.
    • Ceph Assault Unit: The most common unit, using energy projectile attacks or melee strikes.

Tactics Emphasized:

  • Utilizing advantageous shooting platforms, “safe spots,” and flanking maneuvers.
  • Employing hit-and-run cloaking forays.
  • Acquiring Heavy Machine Guns (HMGs) for effective harvesting of Ceph.
  • Running away as a viable survival option, especially on higher difficulties.
  • Making kills and navigating defended areas through careful movement and cover usage.
  • The cycle of: Cloak, move into position, uncloak, kill, immediately cloak, and move off.

Part 4

Navigate the challenges of Crysis 2 Part 4. Learn enemy weaknesses, optimal strategies, and essential upgrades like the Cloak Tracker for survival.

Walkthrough
  1. 1
    Chapter 1: In At The Deep End
    • The opening cutscene establishes the dire situation in New York, with news of contagion, riots, and martial law leading to a city-wide quarantine.
  2. 2
    The player is introduced to the "USS Nautilus" carrying the reconnaissance extraction team "Omega One" into the quarantine zone.
  3. 3
    Omega Team discusses the mission, with one soldier, Alcatraz, suffering from a hangover.
  4. 4
    The primary objective is to find a bioengineer named Dr. Nathan Gould.
  5. 5
    A sudden hull breach forces the soldiers to evacuate the submarine.
  6. 6
    Follow the team, crouching when prompted, and assist in opening the pressure hatch.
  7. 7
    Swim out of the breach, following the team and their bubble trail.

Enemy Analysis:

  • Advanced Ceph Assault Unit: Similar to the Ceph Assault Unit but more aggressive and three times as durable. Susceptible to melee attacks, but requires multiple hits.
  • Cloaked Ceph Assault Units: Amped-up Advanced Assault Units, twice as durable. Primarily encountered near the Cephalopod Litho-ship, with brief appearances in Chapter 6 catacombs. The "Cloak Tracker" upgrade (16,000 Nano Catalyst) is vital for dealing with them.
  • Devastator: Large, lumbering Cephs with two ranged attacks (rapid fire energy, rocket-like). Often accompanied by other Ceph. Can be defeated with three JAW launcher hits, two C4 charges, HMG, L-Tag, Swarmer, or a dozen DSG-1 rounds. Killing them is usually optional.
  • Pinger: Enormous enemy with a turret-like body that fires energy streams and can emit an EMP burst. Keep distance from EMP, use JAW rockets (at least five needed), or C4 (four detonated nearby). Accompanying Ceph and lack of heavy ammo are common challenges. The red device on its "back" is a weak spot. L-Tag, Swarmer, and grenades also damage it.

General Walkthrough Philosophy:

  • The walkthrough is based on multiple playthroughs across different difficulty levels (Recruit, Soldier, Veteran, Supersoldier).
  • Enemy AI becomes more responsive and uses cover/flanking on higher difficulties.
  • Alcatraz's vulnerability increases significantly on higher levels.
  • Stealth is a highly viable tactic, advocating a hit-and-run approach, using cover, and sometimes bypassing enemies, especially on "Supersoldier."
  • While gunplay is essential, stealth complements it.
  • Weapon choices are flexible, but certain weapons like the DSG-1 and HMG are crucial for specific strategies. Interchangeable weapons include Scarab/Feline/Scar and Ranged Grendel/M20 14 Gauss/DSG-1.

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