Welcome to Crysis 3, a sci-fi FPS where you step into the Nanosuit of Prophet. You'll be battling both the alien Ceph and the human CELL corporation across a New York City reclaimed by nature. Expect intense firefights, stealth options, and the signature Nanosuit abilities that let you tear through enemies or become invisible.
This guide is here to help you conquer every challenge Crysis 3 throws at you. We'll cover detailed mission walkthroughs, ensuring you know how to approach each encounter, whether you're going in guns blazing or using stealth. We'll also guide you to all the collectibles scattered throughout the overgrown urban jungle, so you don't miss a thing on your path to saving humanity.
Part 1
Understand the Crysis 3 story, from the original Crysis on Lingshan island to the events in 2047 New York City under the Liberty Dome.
Crysis: It is August 14, 2020. A U.S. Special Forces team is inserted onto Lingshan island to extract an archeological team. The island is occupied by North Korean military forces under General Kyong. Scientists discovered something ancient, intelligent, malevolent, and not of this world. General Kyong wants it at any cost. An alien evil is awakened, and an invasion of the planet is underway.
Crysis 2: It is 2023 and New York City is under siege from contagion, earth tremors, floods, corporate intrigue, mercenaries, martial law, and rumors of alien occupation, making the metropolis a quarantine zone. The mercenary Prophet, encased in a top-secret Nanosuit that grants formidable capabilities, is dispatched to assess the situation but perishes and passes the Nanosuit to Alcatraz. New York has been targeted as the first step in the extinction of mankind. The Cephs possess technology that mankind cannot counter without equally advanced technology. Alcatraz receives the suit from Prophet and must battle both CELL forces, seeking to exploit alien technology, and the Ceph, seeking to expand their power and dominate the planet. The campaign takes place in the wreckage of New York City. The threat appears to have been neutralized in the end.
Crysis 3: It is 2047. CELL Industries personnel have manipulated Ceph technology, creating a global energy monopoly that has led to a population indebted to the point of servitude. CELL is toying with forces beyond their control. They have enclosed New York City under an enormous Liberty Dome, which contains the ruins of the city and a secret that could spell the extinction of mankind or the destruction of the planet. Because of the nanite technology fundamental in Ceph technology, Prophet has been resurrected. He joins a partisan movement combating CELL's excesses. They discover that the Ceph have awakened again, and mankind faces extinction if the alien agenda isn't foiled.
Tools of the Trade: This walkthrough advocates stealth, with at least 70% of kills using the Predator Bow. The cloak (a Nanosuit ability) remains a vital tool for effective stealth actions. Crysis 3 features a variety of weapons with numerous attachments and enhancements. You can carry only two primary weapons at a time, plus JAW rockets or R.E.X. charges, and fragmentation grenades. Weapons can be exchanged for dropped weapons or those found near ammo crates. When you acquire a weapon, press and hold “Select” to view its options, which can range from silencers, assault scopes, and laser sights to grenade launchers and alternate fire modes. An automatic assault rifle, for instance, may toggle into a grenade launcher. Weapons include sniper rifles, machine guns, pistols, shotguns, specialty weapons, and heavier weapons like JAW rocket launchers, R.E.X. explosives, grenade launchers, and mounted turret weapons like the HMG (Heavy Machine Gun). Prophet can also wield Ceph weapons like the Bolt Rifle or the Reaper Cannon. Not all options are always available on weapons; toggle through options to see what is available on a specific model. Some weapons have prefixes like “Stealth” or “Ranged.”
The Predator Bow: The most notable and useful new weapon is the Predator Bow. This hi-tech version of an ancient weapon can be fired through the cloak without an energy drain, is deadly, has four different types of heads, and arrows can be recovered and used repeatedly. Electric heads neutralize electronics, and explosive heads have the effect of a grenade. Regular arrows kill any normal enemy, human or Ceph. It is the perfect stealth weapon.
Part 2
Crysis 3 Part 2 weapons guide covering pistols, shotguns, sniper rifles, assault rifles, and specialty weapons. Learn about the M 12, Hammer, Majestic, Marshall, Jackal, DSG-1, M20 14 Gauss Sabot, Scarab, SCAR, Feline, Grendel, MK.60 MOD 0, FY7 IM, Typhoon, K-Volt, M.I.K.E., L-Tag, and JAW.
- 1Pistols: Generally considered backup weapons, adequate until better options are found.
- 2M 12 (Flashlight) Nova: Your first and weakest pistol, can be equipped with a silencer. You likely won't fire it during the entire game.
- 3Hammer: A potent handgun that serves as a decent backup weapon, featuring a silencer, laser sight, and iron sight.
- 4Majestic: A potent revolver that can be equipped with an assault scope for mid-range sniping, though its low ammo capacity is a drawback.
- 5Shotguns:
- 6Marshall: The most potent shotgun, can be silenced for stealthy work, and equipped with iron and reflex sights. Its usefulness diminishes as better weapons become available.
- 7Jackal: An automatic shotgun capable of rapid fire but lacks the damage and silencing capability of the Marshall. Its electric shot and slugs can be useful, but its overall usefulness is limited by other available weapons.
- 8Sniper Rifles:
- 9DSG-1 sniper rifle: A premier weapon, it can be equipped with a silencer for stealthy long-range engagements and remains a preferred option.
- 10M20 14 Gauss Sabot rifle: Extremely powerful, capable of single-shot kills on normal enemies and effective against bosses like Reavers and Devastators. Its rarity and low ammo capacity make it a use-and-replace weapon.
- 11Assault Rifles and Sub-Machine Guns:
- 12Scarab: A versatile assault rifle, made deadly by its mini-typhoon mode, though it consumes ammo rapidly.
- 13SCAR: Superior to the Scarab in most categories and useful early on, but eventually outclassed by other weapons.
- 14Feline: A sub-machine gun with a high rate of fire, silencer, and various sight options, useful only very early in the campaign before the CELL starts dropping the SCAR.
- 15Grendel: High damage output is hampered by its inability to be silenced. It can be used as a mid-range sniper with a scope, but its lack of a silencer reduces its utility.
- 16MK.60 MOD (a community-made modification that changes the game) 0: A heavy-hitting machine gun with a large capacity and high damage output, making it a good complement to a ranged weapon, though it is noisy.
- 17FY7 IM assault rifle: New to the Crysis arsenal, it is superior to most assault weapons but cannot be silenced and arrives late in the campaign. Incendiary ammo can be found in special ammo cases.
- 18Typhoon: A minigun with a prodigious rate of fire that can quickly eliminate normal enemies. Its main drawback is its rapid ammo consumption. Resupply ammo at specialty ammo cases.
- 19Specialty Weapons:
- 20K-Volt: A specialty weapon using static charges, best used against electronics.
- 21M.I.K.E.: Fires microwaves that cause enemies to rupture, but holding the beam on target can be hazardous to your health.
- 22Grenade launcher:
- 23L-Tag: A highly damaging grenade launcher with a limited capacity of eight grenades, useful for situational battles.
- 24Others:
- 25JAW rocket launcher: An extremely powerful weapon, typically available when situational hazards require it, and the go-to for enemy gunships and juggernauts.
- Pistols are generally backup weapons.
- The Marshall shotgun can be silenced for stealth.
- The DSG-1 sniper rifle is a premier weapon for stealthy engagements.
- The Typhoon minigun is a premier weapon for close-quarters combat.
- The JAW rocket launcher is ideal for heavy targets like gunships and juggernauts.
Part 3
Crysis 3 weapons like the Reaper Cannon and Bolt Sniper, plus Nanosuit powers like Cloak and Armor. Learn how to use them effectively.
- 1R.E.X. Charges: These can be found when needed and pack more punch than the JAW. Save them for Juggernaut-types like Pingers or Devastators. They can be placed or thrown and detonated remotely.
- 2Fragmentation Grenades: These are powerful and generally available weapons. Enemies will run from them, but are often not fast enough to escape. Use them to finish off tougher foes when out of R.E.X. charges or JAW rockets.
- 3HMG (Heavy Machine Gun): This mounted weapon can be used in place or detached. It has no special attachments and cannot be silenced. When its drum is empty, it must be discarded. It has a large capacity and a short burst can kill most enemies, including Devastators. It must be put down to interact with the environment, so pick it back up.
- 4AGL (Grenade Launchers): These are rare but extremely destructive grenade launchers with a large capacity. They will be embedded into the structure of a mission twice during the game.
- 5Bolt Sniper: This Ceph weapon is first available in chapter 2 and is used to eliminate Ceph cannons. It is rare and good for at most eight shots, killing a Devastator with a single shot.
- 6Reaper Cannon: This potent weapon is often dropped by Devastators. Its energy depletes rapidly, but it is extremely powerful until depleted. Look for them during boss battles. Like all Ceph weaponry, it can be carried in addition to your two primary weapons but must be dropped to equip another weapon.
- 7Pinch Rifle: This is the standard energy weapon of the rank-and-file Ceph Infantry Unit. It provides very good service until it runs out of energy.
- 8X-Pac Mortar: This weapon has enormous punch but exhausts its energy quickly. Its normal mode rains energy bolts, and the secondary mode projects a more directed charged shot. It is extremely useful during boss battles.
- 9Incinerator: This Ceph flamethrower is dropped by Scorchers that don’t self-destruct. Take a Scorcher out with an electric arrow or other electric weapons to make it drop one. It is deadly at close range.
- 10Cloak: The Nanosuit enables invisibility. You will only be spotted if you get right in an enemy's face or if your footsteps betray your presence. Cloaking consumes energy; faster movement drains energy faster. Moving while crouched reduces sound for stealthy movement. The Predator Bow can be used without draining energy while cloaked.
- 11Melee: The Nanosuit imparts deadly power to melee blows, effective when an enemy gets close. A single melee blow kills Ceph Infantry Units. Activating armor mode is advised to reduce trauma during these encounters.
- 12Armor: Activating armor mode hardens you against environmental damage and drains energy. It is effective against explosions and in firefights, providing higher resistance. It allows you to survive high falls and cannot be used while cloaked.
- 13Nanovision: This suit option allows you to see in smoke or dust by keying on heat variations and using light enhancement to identify enemies, weapons, and hidden entries. It is useful for locating and targeting enemies in low light or cluttered environments.
- 14The Visor: This multi-function device displays tactical and environmental information on your HUD (Heads-Up Display). It can be used to spot and “tag” hostiles for easier tracking and displays the position of weapon and ammo caches and hack-able objects like Turret Guns and Mines. A “tagged” enemy will show on the HUD even when the visor is off.
- Use R.E.X. charges and JAW rockets for Juggernaut-types, not lesser foes.
- Enemies are often not fast enough to escape Fragmentation Grenades.
- Never pass up the opportunity to use an HMG; they are frequently encountered and very effective.
- The Bolt Sniper kills a Devastator with a single shot.
- The Reaper Cannon is extremely potent and should be picked up when dropped by Devastators.
- The X-Pac Mortar is extremely useful during boss battles.
- Take out Scorchers with electric weapons to get the Incinerator flamethrower.
- Stealth is a key combat tool; use Cloak, move into position, uncloak, kill, and move off.
- Moving while crouched reduces the sound of your footfalls, allowing stealthy movement.
- The Predator Bow makes the cloak even more effective in combat as you can shoot through it without draining energy.
- Activating armor mode is advised whenever possible to reduce trauma during melee encounters.
- Enabling armor mode allows you to jump from high places and survive.
- Clicking Nanovision on and off in hostile territory will become standard procedure, especially for sniping.
- The visor can be used to spot and “tag” hostiles for easier tracking.
Part 4
Follow Psycho through the CELL stronghold in Crysis 3's Post Human mission. Learn stealth tactics and how to use the Predator Bow.
- 1Follow Psycho closely, staying on his heels as you navigate walkways and stairwells.
- 2When Psycho opens the door to the facility, activate your cloak and move into the control room.
- 3Perform a stealth knife kill on the CELL agent at the console.
- 4Take the agent's Feline SMG and equip its silencer.
- 5Crouch near your first kill to recharge your energy and tag the four CELL agents in the adjoining chamber using your HUD (Heads-Up Display).
- 6Cloak and stand near the control room exit. Two CELL troops are in the low area, one in an elevated control room, and a lone sentry patrols the far side.
- 7Let the sentry patrol to the right end of the far area. When he turns back, recharge, cloak, and move towards the far side.
- 8Stop behind the tan tarps to recharge, then continue around the walkway and perform a stealth kill on the sentry. A clean kill prevents reinforcements from being summoned.
- 9Continue around the walkway to a stairwell.
- 10Activate your cloak, go up the stairwell, and kill the CELL agent in the control room.
- 11Grab the Datapad from the console near the fallen agent. These provide insights into the conflict.
- 12Jump over the rail, grab ammo from the crate, and open the hatch for Psycho.
- 13Allow your energy to recharge as you follow Psycho deeper into the facility.
- 14Continue through the hatch where a cutscene (a non-interactive story sequence) will play, and Psycho will give you the Predator Bow.
- 15Follow Psycho down the stairwell. Tag the eight hostiles through the wall and equip the Predator Bow before entering the adjoining area.
- 16Psycho will hang back and provide support after you open the hatch. Eliminate any CELL agents in the near area using the Bow and retrieve your arrows while cloaked.
- 17The exit is in the upper right side of the chamber. Use the large bundles near the entry for cover (a position that conceals you from enemy fire) and to recharge.
- 18Keep an eye on both stairwells as CELL agents may call for reinforcements if they notice their numbers decreasing.
- 19Replace your 9 MM handgun with a Marshall shotgun if you find one dropped by a victim, as it can be silenced.
- 20Once CELL ranks are reduced, cloak and proceed down the right stairwell, eliminating any hostiles on the walkway.
- 21Move slowly to conserve energy and recharge behind the large bundles at the far end.
- 22Go up the stairwell on the right, eliminate anyone in the area, cloak, and ascend the next stairwell, then turn left and go up to the next level.
- Equip the silencer on your handgun before engaging.
- You can pass by the two CELL agents in the low area to conserve resources, though killing them yields a Marshall shotgun which will become available later.
- The Predator Bow can be fired while cloaked without draining energy, making it superior to firearms for stealth.
- Retrieve standard arrows from corpses or walls, their locations are visible on your active HUD (Heads-Up Display).
- The Predator Bow has interchangeable tips: standard for personnel, electric for devices, super-thermite like a grenade, and airburst for aerial targets.
- Use large bundles for cover and to recharge energy while selecting targets.
- Being able to shoot through the cloak allows for multiple kills without energy loss.
- Be sure to replace your 9 MM handgun with a Marshall shotgun when available.
- Move slowly to conserve energy and recharge behind cover.
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