Post: Crysis 2 Extreme Guide
03-29-2011, 05:31 PM #1
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Crysis 2 is set in catastrophic New York city destroyed by Alien invasion. Alien enemies are armed with deadly weaponry and excellent sensory abilities that test players’ skill.

Surrounded by destruction, players harness the superhuman abilities of the Nanosuit to level the playing field, becoming the ultimate weapon on a mission to save New York.

Single Player Walkthrough Guide

You need assistance in completing the story? Here's some videos: (These are available on HD too Smile)
Mission 1: In at the Deep End
[ame="https://www.youtube.com/watch?v=DvfZHKtMm2c&feature=player_embedded"]Mission 1[/ame]

Mission 2: Second Chance
[ame="https://www.youtube.com/watch?v=HKm5gdr1AYE&feature=relmfu"]Mission 2[/ame]

Part 2:
[ame="https://www.youtube.com/watch?v=2s70mvbpcmY&feature=relmfu"]Part 2[/ame]

Mission 3: Sudden Impact
[ame="https://www.youtube.com/watch?v=dGgBS8aain0&feature=player_embedded"]Mission 3[/ame]

Mission 4: Road Rage
[ame="https://www.youtube.com/watch?v=pY2XIdU_Cek&feature=relmfu"]Mission 4[/ame]

Mission 5: Lab Rat
[ame="https://www.youtube.com/watch?v=QPSzeCBlh10&feature=player_embedded"]Mission 5[/ame]

Note:
I'll update the list when TheMediaCows will upload more videos.
[multipage=Weapons Guide]
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You have total of 3 slots for weapons in Crysis 2. You can equip one primary weapon, one secondary weapon and last spot is for explosives.

Everything you need to know about
weapons and explosive types that you can equip in these slots will be find in below.

Sub Machine Guns
You like to Run and Gun ? SMG's are for you and following details on every SMG in Crysis 2 will help you find the best suited to your style.

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Feline
SMG with high capacity magazine and an impressive rate of 1200 RPM when fired in full auto. The Feline uses 4.7mm pistol ammunition and small bullet size and increasing magazine capacity without discernible impact on stopping power.

Feline can mount many attachments, including a laser pointer and reflex sight to increase the weapon’s accuracy and range.

Accuracy – 8/20
Rate of Fire – 18/20
Range – 7/20
Damage – 3/20
Mobility – 16/20

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K-Volt
Electrostatic Pellet Gun

Accuracy – 9/20
Rate of Fire – 13/20
Range – 12/20
Damage – 5/20
Mobility – 15/20

Assault Rifles
Are you more of a patient player with varied gameplay? You like to take your time with aim and like to take the shots from range? You should probably use AR's in Crysis 2. Following information on every AR in the game will help you to find the gun that you like.

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SCAR
Mk. 20 Super Combat Assault Rifle

The weapon can mount a variety of attachments including l grenade launchers and combat scopes, making it an excellent tactical choice to adapt to the rapidly changing combat situations conflicts.

Accuracy – 11/20
Rate of Fire – 11/20
Range – 11/20
Damage – 12/20
Mobility – 12/20

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Grendel
Mk. 24 Heavy Assault Rifle 3 Round Burst

The Grendel is a heavy caliber battle rifle with immense stopping power. It features both semi and burst-fire modes, and allows easy customization to provide both short and ranged combat options.

This versatility combined with its devastating power and pierceability make it perfect for assaulting heavily armored units and enemies behind cover.

Accuracy – 16/20
Rate of Fire – 15/20
Range – 13/20
Damage – 15/20
Mobility – 10/20

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Scarab
MK. 21 Superior Combat Assault Carbine

SCARAB offers increased ammunition storage per-magazine with zero impact on combat effectiveness. The SCARAB differs from the SCAR in its shorter barrel, which makes the weapon excellent for close-quarter combat, and a higher rate of fire with 900 per minute compared to 700 on the SCAR.

It is a valuable alternative to submachine guns, offering a compact design without sacrificing fire-power. The weapon can mount a variety of attachments including a silence, shotgun and combat scopes, making it excel at close quarter combat.

Accuracy – 10/20
Rate of Fire – 15/20
Range – 9/20
Damage – 11/20
Mobility – 13/20

Sniper Rifles
Want to Snipe ? Following are the options available to you. Everything you wanted to know about each sniper rifle in the game.

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DSG–1
Semi Automatic Sniper Rifle

Has a 8 (+1) shot magazine and is now semi-automatic.

Accuracy – 19/20
Rate of Fire – 7/20
Range –19/20
Damage – 13/20
Mobility – 7/20

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M20 14 Gauss
Electromagnetic Anti Material Rifle

M2014 Gauss is an advanced anti-material rifle that combines increased power and muzzle velocity with reduced recoil. Its unrivaled muzzle velocity provides a greater range, less bullet drop and less wind drift than its nearest rivals.

Accuracy – 19/20
Rate of Fire – 3/20
Range –19/20
Damage – 17/20
Mobility – 5/20

Shoguns
Shotgun can be used to play for fun or can be used tactically. Anyway, first and foremost you should know the pros and cons of options available to you. This is exactly what you will find out reading this section.

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Jackal
Semi-Automatic Shotgun
Jackal is accurate, low-recoil, rapid-fire 12 gauge shotgun rounds downrange in an urban combat zone. It’s reliable weapon with high rate of fire and optional high-capacity magazine.

Accuracy – 5/20
Rate of Fire – 9/20
Range – 1/20
Damage – 10/20
Mobility – 15/20


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Marshall shotgun
Marshal
Pump Action Shotgun

With its high capacity internal magazine, the Marshall can hold a large amount of shells, addressing concerns over limited ammo capacity. The additional rail mount options provide a new level of adaptation, which enables rapid customization in the field.

When using the 12 gauge ammunition types, it is even possible to attach compact silencers. Marshall provides excellent short-range stopping power against all targets, making it an essential piece of equipment for riot-control and urban combat operations.

Accuracy – 3/20
Rate of Fire – 2/20
Range – 3/20
Damage – 15/20
Mobility – 15/20

Heavy Machine Guns
Like to camp? Take cover and shoot blindly? Or just a patient guy who likes defending behind the cover. In any case, following is the heavy weaponry available to you in. You will find every bit of information about each of the Heavy Machine Guns to decide which one to choose.

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Mk.60 Mod 0
Medium Machine Gun

Accuracy – 11/20
Rate of Fire – 9/20
Range – 14/20
Damage – 13/20
Mobility – 3/20

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L-Tag
Launcher – Tactical Air Burst Grenade

The L-TAG is an advanced grenade launcher and can fire a variety of 60mm large-caliber smart grenades. L-Tag provides precise control over how and when a grenade should detonate making it an great choice for Urban environments.

You can also bounce grenades around corners or deploy minefields. That all comes at a price of reduced range. L-Tag grenades include a proximity sensor that can differentiate between friend and foe making it more lethal.

Accuracy – 5/20
Rate of Fire – 5/20
Range – 17/20
Damage – 13/20
Mobility – 5/20

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X-43 Mike
Microwave Induced Klystron Emitter.

The X-43 Microwave Incendiary Klystron Emitter (MIKE) is a high-power experimental directed-energy weapon based around weaponized microwaves. The MIKE compensates for its limited range and high energy consumption with its sheer power. Thick metal shielding provides partial protection, but the MIKE’s microwave beam can easily penetrate body armor, car doors and storage tanks.

The MIKE is best described as “Flamethrower 2.0”. Both share the same battlefield role, but the microwave cannon uses advanced technology to bypass armor and attack from the inside.

Accuracy – 8/20
Rate of Fire – 19/20
Range – 7/20
Damage – 5/20
Mobility – 7/20

Secondary Weapons

What would you do when you run out of ammo ? Run or hide? Or would you opt your secondary weapon as the last resort before you look for a gun on the battlefield. It would benefit you if you know the pros and cons of the secondary weapon you just switched when you ran out of bullets infront of the enemy.

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M12 Nova
Semi-automatic pistol.

Accuracy – 13/20
Rate of Fire – 15/20
Range – 9/20
Damage – 3/20
Mobility – 19/20

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Hammer
A Heavy Semi-Automatic Pistol with 9 (+1) rounds per magazine.

Accuracy – 15/20
Rate of Fire – 11/20
Range – 5/20
Damage – 5/20
Mobility – 17/20

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AY-69
Machine Pistol

Accuracy – 9/20
Rate of Fire – 14/20
Range – 7/20
Damage – 1/20
Mobility – 19/20

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Majestic Pistol
High Powered revolver, carries up to 6 rounds per mag.

Accuracy – 17/20
Rate of Fire – 7/20
Range – 12/20
Damage – 9/20
Mobility – 16/20

Explosives
You will need explosives, lots of explosives for different purposes while playing Crysis 2. Following are the types of explosives available that you can equip in case you need these.

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JAW
Rocket launcher.

Unlike the LAW, the rocket launcher has only one round in it; it has also a different targeting sight. Good for destroying armor.


Swarmer
Multi-shot rocket launcher (Only available on Single Player)

Swarmer is a large weapon, about the size of an ammo crate. It holds up to 64 rockets, and shoots 8 rockets at a time. It has a homing functions which only can be used when locked on to a target.
M17 Frag Grenade
Grenade

It seems that now the player can’t throw it while holding another weapon. It has the same launch reticule of the L-TAG but upside down.

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C4
Advanced explosive charge

Good anti-tank weapon if rocket launcher isn't available.



Other weapons

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Knife
The knife can be used only with stealth kills (cloaked).

Melee to activate a stealth kill when behind an enemy.
The player must be directly behind the enemy or the notification will not appear.

Smoke grenade
Good for providing cover or disorienting.

Fists
The player can use their fists to fight in hand-to-hand combat.

Attachments:


  • Laser Sight
  • Gauss Attachment
  • Small Shotgun Attachment
  • Grenade Launcher
  • Reflex Sight
  • Assault Scope
  • Sniper Scope
  • Silencer
  • Holographic Decoy


Note:
More weapons will be updated and detailed later.

[multipage=Multiplayer Strategy Guide]
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Crysis 2 multiplayer is fast and intensive. Use of Nanosuit will spice up things a bit more. You will be relying heavily on your nanosuit abilities for many reasons.

To help you play the game better, this useful guide that will walk you through all the weapons, nanosuit Modules, multiplayer classes, and maps specific strategies in Crysis 2.

Crysis 2 Game Modes
Crysis 2 features TDM dubbed to “Instant Action” and “Crash Site” game modes. In Crash Site game mode, you need to defend the crash pod dropped randomly at different places in the map.

Team Instant Action
There is nothing new about this mode except that you will be playing it in Crysis 2. This mode is perfectly suited to test Nanosuit’s abilities as there is only one objective and that is to kill as many as you can in a given time.

It depends on your psyche whether you adopt aggressive approach using armor or prefer sneaky kills using the stealth mode. Being only a good shooter won’t make you a better player as you need to learn the nanosuit and how to counter it at the same time.

Crash Site
In this mode, teams are supposed to guard Ceph Drop Pods to earn points. The team with maximum points will win the battle. These pods will be revealed periodically just like the headquarters in Call of Duty series.

Beside teamwork, this mode requires aggression followed by tactical approach.

Crysis 2 NanoSuit Modules
These modules will render nanosuit with different abilities. Choose the one you like and the one that suits your gamestyle better.

There are three types of Nanosuit modules you can equip in Crysis 2 and these are Armor, Stealth and Power. You have number of options available and you can choose the one that complements your game style. More info on Nanosuit Module Guide.

You will find it difficult to adjust at the start, but once you get a grip of how you should use your nanosuit abilities, you will start enjoying the game. The best way is to practice to pop into cloak, hunt for an opponent, pop out of cloak, and finally throwing up your armor and shoot your enemy.

You shouldn’t use both of these abilities at the same time as it drains your suit energy almost too quickly. Remember, everyone seems to have their armor on all the time. So if you get into a fight with someone who has armor mod on and you don't, you will probably lose every time.

Crysis 2 Weapon Guide
Read Weapon Guide first Winky Winky.

Whatever weapon you choose, one thing to remember is that you have got to aim. Firing from the hip almost never works.

Since the game is new not everything is balanced in terms of damage done by guns, spawning, etc. Snipers are way too powerful. You won’t find many snipers in the game but when one shows up, it gets frustrating; they cloak, hunt, fire one shot, then re-cloak. Though, you can successfully back-track their location using nanosuit abilities.

Crysis 2 Class Guide
Read Crysis 2 Multiplayer Class Guide that provides an overview of each multiplayer class.

Crysis 2 Maps Guide
Coming Soon!

Crysis 2 Multiplayer Tips
1#You can scan your environment using your nanosuit’s Nano Vision, which highlights every important object that surrounds you.

Mark these enemies and they will appear on your HUD and radar even when you aren’t in nano vision mod. Very useful to track and finish off your enemies.

2#This isn't a game that easily allows you to run-and-gun even on the easiest difficulties. Remember nanosuit abilities and expect that your opponents will probably be waiting for you in cloak mode.

You just can’t just pop up in front of these baddies and expect to finish them off with your aim. Your best shot is to search for the enemies in stealth mode, finish them off with your armor on, and leave the area before you alert other enemies nearby.

3# There will be situations when you would run out of your suit energy just in the wrong time. You will be exposed with enemies nearby. In these situations your best bet is to get cover. Your suit energy recharges very fast when not in use, so you just need to survive few seconds.

It’s best to stay in cover and wait when your enemies run out of their suit energy. Never go into firefight without armor mod on or you will end up dead every time unless you take the enemy from behind.

4# Make good use of the mounted machine guns that you can find at certain locations. While you can cover some area with these machine guns, you should know that you can detach them and carry with you anywhere.

You can place them at any of the tactical spots and rack up kills. Though, picking up these guns will slow you down so keep your armor up.

5# Collecting dog tags will earn your kill streak rewards, the type of kill streak reward you earn by collecting 3, 5 or 7 dog tags will be dependent on the map you are playing.

[multipage=Multiplayer Class Guide]
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Crysis 2 features four multiplayer classes in its multiplayer mode, which are: Assault, Gunner, Scout, and Sniper. Each of these classes come with default weapons and nanosuit modules that are pre-installed keeping in the mind the role of the class.

If you are more into stealth, like to sneak behind the enemy lines, then you should pick Scout. If you like to stay behind the cover and defend, pick Gunner. If you like to perform a long range assassins, Sniper. If your gamestyle is combination of run-and-gun and defense, pick Assault.

Every class has its pros and cons in the default load-out, if you don’t like the guns or nanosuits in the default load-out, create your own custom class that suits you more.

You need to unlock the custom class in the Crysis 2 multiplayer, but once unlocked you can create your own class with custom weapons and nanosuit modules.

Guide to each class in Crysis 2 Multiplayer.

Assault
You will start with a “SCAR Mk. 20 Superior Combat Assault Rifle” as your primary weapon while you have a “Hammer Pistol” as your secondary weapon plus a Frag grenade. Default Assault class fits to all who like to run-and-gun.

Gunner
You will have a “Mk.60 Mod 0 Medium Machine Gun” as your primary weapon while a “Hammer Pistol” as your secondary weapon and a frag grenade. If you like to sit behind a cover and take your enemies in range, then default Gunner class is best choice for you.

You can take your position on building rooftops and other high places where you can cover a lot of area and make the best out of the range and power of your machine gun.

Scout
Carries a pump action as the primary weapon while the Hammer Pistol is the back up firearm. There are flash bangs which can be used in distress times.

Scout is probably the most difficult class to play with, but not if you are stealthy and know how to take advantage of your suit abilities. Maximum armor will help you a lot in your close encounters, so it's suggested to use it.

Sniper
There is a sniper scope over DSG-1 rifle for distant shooting. This class comes with Hammer Pistol as the secondary weapon along with some flash bangs.

If you patience is your game, with added stealth then be a sniper. Your nanosuite's cloak ability will be your best friend while sniping. You can cleverly hide yourself from enemies while taking them out from range.

How to Create Your Custom Class
Weapons
There are three slots for weapons available to you. First is your primary weapon, second slot is for your secondary weapon, and third slot is for an explosive.

You can find detailed information on every weapon in Crysis 2 Weapons Guide.

Nano Suit
There are three types of nanosuit modules available to you. These are Armor, Stealth and Power. You can add one specific nanosuit module in each slot. Armor modules go into Armor slot, Stealth modules go into Stealth slot and Power modules go into Power slot.

More info on Nanosuit Modules Guide.
[multipage=Nanosuit Modules Guide]
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Your custom loadout offers 3 types of modules you can add to your Nanosuit, and these are: Armor, Stealth and Power.


Each come with its strength and weakness, which one to select depends how you play the game.

Crysis 2 – Armor Nanosuit Module
Crysis 2 Armor Nanosuit module deals with protection of the player from the enemy players or environment.
Credit goes to MysticalX, he already posted this:
Originally posted by another user
Crysis 2 – Armor Nanosuit Modules



Air Stomp III
Perform a powerful downwards attack when in the air. Looks good on the eye, but very hard to pull (Probability of dying in the air against players with good aims) though can be a good surprise.
Upgrade II
No Damage suffered from falling long distances.
Upgrade III
Faster Recovery After Air Stomp Attacks.



Threat Tracer III
Highlights Incoming Bullet Paths. You can easily back track enemy players; especially snipers if you opt to use this module. Very handy in foliage environment where it is very difficult to keep track of enemy snipers.
Upgrade II
Highlights Incoming Grenades.
Upgrade III
Highlights Explosives Nearby.


Proximity Alarm III
Automatic Warning When Enemy is Nearby. Can be annoying at times, since it keeps on reminding you about the enemy and the frequency increases with upgrades but very handy perk for a camper.
Upgrade II
Increased Warning Frequency when an enemy is nearby.
Upgrade III
Maximum Warning Frequency when an enemy is nearby.



Armor Enhance III

Reduces Drain Speed of Energy when in Armor Mode. Reducing the drain speed energy means you will able to use the Maximum Armor mode for longer period of time. Second Upgrade provides the necessary movement bonus.
Upgrade II
Increase Movement Speed in Armor Mode.
Upgrade III
Protects Against the Nanosuit Jammer Bonus.


Nano Recharge III
Faster Health Recharge. Your health regenerates faster, faster than usual. Can be very handy perk in close quarter combat environment.
Upgrade II
Faster Suit Energy Recharge.
Upgrade III
Shorter Delay before Health Starts Recharging.


Detonation Delay III
Delays the detonation of nearby Grenades. Not much useful since if you keep your ears open, you can actually hear the grenades falling nearby and always have enough time to avoid these.
Upgrade II
Delays the detonation of enemy explosives.
Upgrade III
Provides an automatic Defenses against enemy missile attacks.


Energy Transfer III
Restores Nanosuit Energy with each Kill. Again something I would rather not use simply because your Nanosuit energy regenerates automatically though slowly. You can sacrifice those few seconds recovering the Nanosuit Energy for a better Nanosuit Module.
Upgrade II
Restores additional Nanosuit Energy with each kill.
Upgrade III
Restores Full Nanosuit energy with each kill.



Crysis 2 – Stealth Nanosuit Modules

Crysis 2 Stealth Nanosuit module deals with infamous stealth mode. There are different options available to you that enhance your Nanosuit’s Stealth.



Stealth Enhance III
Faster transition in and out of stealth mode. That can actually help you a lot in creating the distraction and getting the kills. Especially with Upgrade II you become clearly invisible; hard to spot on while the regular stealth mode only works well in range, very easy to spot anyone in stealth mode nearby.
Upgrade II
No shadow cost in Stealth mode.
Upgrade III
Reduces Energy Drain in Stealth Mode.


Blind Spot III
Provides protection from enemy maximum radar bonus. You go radio silent or whatever that’s called.
Good for assaulter/camper – who likes to take his time and move from cover to cover. If you are going to run-and-gun anyway, avoid this.

Upgrade II
Provides protection from enemy tagging.
Upgrades III
Become less visible to enemies in Nano Vision.


Covert Ops III
Reduces the sound of Footsteps.
Upgrade II
Provides protection from the ceph Airstrike bonus.
Upgrade III
Enemy footsteps are louder within range.


Jammer III
Scrambles the radar of enemies within range. You will be radio silent more like hidden from enemy. Few easy kills if enemy don’t anticipate someone nearby, they would come blindly. It depends on you to use this perk effectively.
Upgrade II
Provides protection against enemy radar jammer attacks.
Upgrade III
Scrambles the radar of enemies within an increased range.



Tracker III

Highlights the footsteps of the nearby enemies. Highlighting doesn’t actually works well and can easily confuse. Don’t follow the footsteps, you will get into trouble. Upgrade II can make it worthwhile showing the enemy routes but it can also turn into a trap.
Upgrade II
Highlights enemy routes with direction.
Upgrade III
Highlights enemy routes with increased frequency.


Cloak Tracker III
Identifies whereby nearby enemies enter stealth mode. You can track nearby enemies in Stealth Mode, and kill them off. This perk would identify even those with no shadow cast.
Upgrade II
Increase the visibility of the cloaked enemies.
Upgrade III
Maximum visibility of cloaked enemies.


Visor Enhance III
Highlights enemies through weapon scope. Not useful enough, unless you can’t see properly and have to rely on glasses just like me.
Upgrade II
Provides protection against flash bang grenades.
Upgrade III
Reduces energy cost of Nano Vision.



Crysis 2 Power Nanosuit Modules

Crysis 2 Power Nanosuit module includes all the Nanosuit modules that enhance your suit’s power.



Side Pack III

Allows an additional magazine of primary ammunition to be carried. Rather practice with your secondary and look for the guns on the battlefield.
Upgrade II
Allows an additional grenade or explosive to be carried.
Upgrade III
Allows additional attachment ammunition to be carried.


Point Fire Enhance III
Reduces the spread of Primary weapons when shooting from the Hip. Steady Aim – helps with Sub Machine Guns to start with. If you don’t like to aim down sight, this perk can actually come in handy.
Upgrade II
Reduces the spread of secondary weapon when shooting from the hip.
Upgrade III
Reduces the spread from mounted weapons when shooting from the hip.


Aim Enhance III
Decreases weapon recoil when aiming down sight. Weapon Recoil will keep the aim steady but you can learn to control the recoil or fire the weapon in burst and use some other perk instead.
Upgrade II
Reduces Aim Shake from explosives.
Upgrade III
Increases mobility when aiming down sight.


Weapon Pro III
Faster Weapon Reloading. Can help in panic situations when you just fire the whole magazine and have enemies still in front of you. But That’s that.
Upgrade II
Faster Aiming Down Sight.
Upgrade III
Faster Switching between weapons.


Loadout Pro III
Allows an additional Primary Weapon to be carried in place of secondary weapon. Good deal for kill hungry Cryplayers in the wild.
Upgrade II
Removes the weight penalty from weapon attachment.
Upgrade III
Increases mobility speed when carrying heavy weapons.


Rapid Fire Pro
Faster Fire Rate on primary weapons. Keep track of the ammunition since faster fire rate would also deplete your ammunition quickly.
Upgrade II
Faster Fire Rate on secondary weapon.
Upgrade III
Faster Fire Rate on mounted weapons.


Mobility Enhance III
Reduces energy drain from sprinting and jumping. Again this perk’s effectiveness depends on how you play. If you cautiously approach the battlefield, this isn’t for you.
Upgrade II
Increases Ledge Grab Speed.
Upgrade III
Faster Firing After Sprinting.


Retriever III
Automatically collect Dog Tags from killed enemies.
Upgrade II
Support Bonuses require one less Dog Tag to activate.
Upgrade III
Support Bonuses remain active for longer.


[multipage= Dog Tags, Car Keys, Cameras, Souvenir, Emails and Easter Eggs Location Guide]
If you are already completed Crysis 2 on your console then you should give a shot to its collectibles scattered throughout the singleplayer campaign.

Some of them are easy while others may require you to replay the specific level again since you can miss these. For some collectibles, you can come back for others you might need a restart.


Dog Tags
[ame="https://www.youtube.com/watch?v=5CJss9q2Wes"]All Dog Tags Locations[/ame]

Car Keys
[ame="https://www.youtube.com/watch?v=SIZo7YLmVZc"]All Car Keys Locations[/ame]

Cameras
[ame="https://www.youtube.com/watch?v=oojs4khec6o"]All Speed Cameras Locations[/ame]

Emails
[ame="https://www.youtube.com/watch?v=wBIzLI7BQLM"]All Emails Locations[/ame]

Souvenirs
[ame="https://www.youtube.com/watch?v=St0AAOAsldk&feature=player_embedded"]All Souvenir Locations[/ame]

Easter Eggs
[ame="https://www.youtube.com/watch?v=wOKkVPLyKvM&feature=player_embedded"]Easter Eggs Guide[/ame]

[multipage=Trophy/ Achievement Guide]
Check my guide You must login or register to view this content.

[multipage=Credits & Sources]

You must login or register to view this content. for most part of guide.

You must login or register to view this content. for Souvenir locations .

You must login or register to view this content. for Easter Eggs locations.

You must login or register to view this content. for other location guides.

You must login or register to view this content. for some images.

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You must login or register to view this content. for Trophy/Achievement Guide and editing and shortening.

Yeah mostly copy pasted, but it took some time (couple hours), so please no flaming.
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The following 4 users say thank you to Janne for this useful post:

Goleggett, Ju1cy, MysticalX, RZRs_Edge
03-29-2011, 07:17 PM #2
MysticalX
GamerzRevolution
thanks for leaving the credits Winky Winky

is it o.k if i copy the other stuff to the Team-Blizzard Forum ?
03-29-2011, 07:19 PM #3
Originally posted by MysticalX View Post
thanks for leaving the credits Winky Winky

is it o.k if i copy the other stuff to the Team-Blizzard Forum ?


Yeah, copy if you want Winky Winky
03-29-2011, 07:21 PM #4
MysticalX
GamerzRevolution
Originally posted by Ropponen View Post
Yeah, copy if you want Winky Winky


thnx ill do tomorrow Winky Winky ill send you the link by Pm ok ?
03-29-2011, 08:05 PM #5
.JiampyPotter
So Much Win.
Originally posted by Ropponen View Post
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Crysis 2 is set in catastrophic New York city destroyed by Alien invasion. Alien enemies are armed with deadly weaponry and excellent sensory abilities that test players’ skill.

Surrounded by destruction, players harness the superhuman abilities of the Nanosuit to level the playing field, becoming the ultimate weapon on a mission to save New York.

Single Player Walkthrough Guide

You need assistance in completing the story? Here's some videos: (These are available on HD too Smile)
Mission 1: In at the Deep End
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Mission 2: Second Chance
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Part 2:
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Mission 3: Sudden Impact
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Mission 4: Road Rage
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Mission 5: Lab Rat
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Note:
I'll update the list when TheMediaCows will upload more videos.
[multipage=Weapons Guide]
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You have total of 3 slots for weapons in Crysis 2. You can equip one primary weapon, one secondary weapon and last spot is for explosives.

Everything you need to know about
weapons and explosive types that you can equip in these slots will be find in below.

Sub Machine Guns
You like to Run and Gun ? SMG's are for you and following details on every SMG in Crysis 2 will help you find the best suited to your style.

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Feline
SMG with high capacity magazine and an impressive rate of 1200 RPM when fired in full auto. The Feline uses 4.7mm pistol ammunition and small bullet size and increasing magazine capacity without discernible impact on stopping power.

Feline can mount many attachments, including a laser pointer and reflex sight to increase the weapon’s accuracy and range.

Accuracy – 8/20
Rate of Fire – 18/20
Range – 7/20
Damage – 3/20
Mobility – 16/20

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K-Volt
Electrostatic Pellet Gun

Accuracy – 9/20
Rate of Fire – 13/20
Range – 12/20
Damage – 5/20
Mobility – 15/20

Assault Rifles
Are you more of a patient player with varied gameplay? You like to take your time with aim and like to take the shots from range? You should probably use AR's in Crysis 2. Following information on every AR in the game will help you to find the gun that you like.

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SCAR
Mk. 20 Super Combat Assault Rifle

The weapon can mount a variety of attachments including l grenade launchers and combat scopes, making it an excellent tactical choice to adapt to the rapidly changing combat situations conflicts.

Accuracy – 11/20
Rate of Fire – 11/20
Range – 11/20
Damage – 12/20
Mobility – 12/20

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Grendel
Mk. 24 Heavy Assault Rifle 3 Round Burst

The Grendel is a heavy caliber battle rifle with immense stopping power. It features both semi and burst-fire modes, and allows easy customization to provide both short and ranged combat options.

This versatility combined with its devastating power and pierceability make it perfect for assaulting heavily armored units and enemies behind cover.

Accuracy – 16/20
Rate of Fire – 15/20
Range – 13/20
Damage – 15/20
Mobility – 10/20

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Scarab
MK. 21 Superior Combat Assault Carbine

SCARAB offers increased ammunition storage per-magazine with zero impact on combat effectiveness. The SCARAB differs from the SCAR in its shorter barrel, which makes the weapon excellent for close-quarter combat, and a higher rate of fire with 900 per minute compared to 700 on the SCAR.

It is a valuable alternative to submachine guns, offering a compact design without sacrificing fire-power. The weapon can mount a variety of attachments including a silence, shotgun and combat scopes, making it excel at close quarter combat.

Accuracy – 10/20
Rate of Fire – 15/20
Range – 9/20
Damage – 11/20
Mobility – 13/20

Sniper Rifles
Want to Snipe ? Following are the options available to you. Everything you wanted to know about each sniper rifle in the game.

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DSG–1
Semi Automatic Sniper Rifle

Has a 8 (+1) shot magazine and is now semi-automatic.

Accuracy – 19/20
Rate of Fire – 7/20
Range –19/20
Damage – 13/20
Mobility – 7/20

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M20 14 Gauss
Electromagnetic Anti Material Rifle

M2014 Gauss is an advanced anti-material rifle that combines increased power and muzzle velocity with reduced recoil. Its unrivaled muzzle velocity provides a greater range, less bullet drop and less wind drift than its nearest rivals.

Accuracy – 19/20
Rate of Fire – 3/20
Range –19/20
Damage – 17/20
Mobility – 5/20

Shoguns
Shotgun can be used to play for fun or can be used tactically. Anyway, first and foremost you should know the pros and cons of options available to you. This is exactly what you will find out reading this section.

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Jackal
Semi-Automatic Shotgun
Jackal is accurate, low-recoil, rapid-fire 12 gauge shotgun rounds downrange in an urban combat zone. It’s reliable weapon with high rate of fire and optional high-capacity magazine.

Accuracy – 5/20
Rate of Fire – 9/20
Range – 1/20
Damage – 10/20
Mobility – 15/20


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Marshall shotgun
Marshal
Pump Action Shotgun

With its high capacity internal magazine, the Marshall can hold a large amount of shells, addressing concerns over limited ammo capacity. The additional rail mount options provide a new level of adaptation, which enables rapid customization in the field.

When using the 12 gauge ammunition types, it is even possible to attach compact silencers. Marshall provides excellent short-range stopping power against all targets, making it an essential piece of equipment for riot-control and urban combat operations.

Accuracy – 3/20
Rate of Fire – 2/20
Range – 3/20
Damage – 15/20
Mobility – 15/20

Heavy Machine Guns
Like to camp? Take cover and shoot blindly? Or just a patient guy who likes defending behind the cover. In any case, following is the heavy weaponry available to you in. You will find every bit of information about each of the Heavy Machine Guns to decide which one to choose.

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Mk.60 Mod 0
Medium Machine Gun

Accuracy – 11/20
Rate of Fire – 9/20
Range – 14/20
Damage – 13/20
Mobility – 3/20

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L-Tag
Launcher – Tactical Air Burst Grenade

The L-TAG is an advanced grenade launcher and can fire a variety of 60mm large-caliber smart grenades. L-Tag provides precise control over how and when a grenade should detonate making it an great choice for Urban environments.

You can also bounce grenades around corners or deploy minefields. That all comes at a price of reduced range. L-Tag grenades include a proximity sensor that can differentiate between friend and foe making it more lethal.

Accuracy – 5/20
Rate of Fire – 5/20
Range – 17/20
Damage – 13/20
Mobility – 5/20

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X-43 Mike
Microwave Induced Klystron Emitter.

The X-43 Microwave Incendiary Klystron Emitter (MIKE) is a high-power experimental directed-energy weapon based around weaponized microwaves. The MIKE compensates for its limited range and high energy consumption with its sheer power. Thick metal shielding provides partial protection, but the MIKE’s microwave beam can easily penetrate body armor, car doors and storage tanks.

The MIKE is best described as “Flamethrower 2.0”. Both share the same battlefield role, but the microwave cannon uses advanced technology to bypass armor and attack from the inside.

Accuracy – 8/20
Rate of Fire – 19/20
Range – 7/20
Damage – 5/20
Mobility – 7/20

Secondary Weapons

What would you do when you run out of ammo ? Run or hide? Or would you opt your secondary weapon as the last resort before you look for a gun on the battlefield. It would benefit you if you know the pros and cons of the secondary weapon you just switched when you ran out of bullets infront of the enemy.

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M12 Nova
Semi-automatic pistol.

Accuracy – 13/20
Rate of Fire – 15/20
Range – 9/20
Damage – 3/20
Mobility – 19/20

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Hammer
A Heavy Semi-Automatic Pistol with 9 (+1) rounds per magazine.

Accuracy – 15/20
Rate of Fire – 11/20
Range – 5/20
Damage – 5/20
Mobility – 17/20

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AY-69
Machine Pistol

Accuracy – 9/20
Rate of Fire – 14/20
Range – 7/20
Damage – 1/20
Mobility – 19/20

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Majestic Pistol
High Powered revolver, carries up to 6 rounds per mag.

Accuracy – 17/20
Rate of Fire – 7/20
Range – 12/20
Damage – 9/20
Mobility – 16/20

Explosives
You will need explosives, lots of explosives for different purposes while playing Crysis 2. Following are the types of explosives available that you can equip in case you need these.

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JAW
Rocket launcher.

Unlike the LAW, the rocket launcher has only one round in it; it has also a different targeting sight. Good for destroying armor.


Swarmer
Multi-shot rocket launcher (Only available on Single Player)

Swarmer is a large weapon, about the size of an ammo crate. It holds up to 64 rockets, and shoots 8 rockets at a time. It has a homing functions which only can be used when locked on to a target.
M17 Frag Grenade
Grenade

It seems that now the player can’t throw it while holding another weapon. It has the same launch reticule of the L-TAG but upside down.

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C4
Advanced explosive charge

Good anti-tank weapon if rocket launcher isn't available.



Other weapons

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Knife
The knife can be used only with stealth kills (cloaked).

Melee to activate a stealth kill when behind an enemy.
The player must be directly behind the enemy or the notification will not appear.

Smoke grenade
Good for providing cover or disorienting.

Fists
The player can use their fists to fight in hand-to-hand combat.

Attachments:


  • Laser Sight
  • Gauss Attachment
  • Small Shotgun Attachment
  • Grenade Launcher
  • Reflex Sight
  • Assault Scope
  • Sniper Scope
  • Silencer
  • Holographic Decoy


Note:
More weapons will be updated and detailed later.

[multipage=Multiplayer Strategy Guide]
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Crysis 2 multiplayer is fast and intensive. Use of Nanosuit will spice up things a bit more. You will be relying heavily on your nanosuit abilities for many reasons.

To help you play the game better, this useful guide that will walk you through all the weapons, nanosuit Modules, multiplayer classes, and maps specific strategies in Crysis 2.

Crysis 2 Game Modes
Crysis 2 features TDM dubbed to “Instant Action” and “Crash Site” game modes. In Crash Site game mode, you need to defend the crash pod dropped randomly at different places in the map.

Team Instant Action
There is nothing new about this mode except that you will be playing it in Crysis 2. This mode is perfectly suited to test Nanosuit’s abilities as there is only one objective and that is to kill as many as you can in a given time.

It depends on your psyche whether you adopt aggressive approach using armor or prefer sneaky kills using the stealth mode. Being only a good shooter won’t make you a better player as you need to learn the nanosuit and how to counter it at the same time.

Crash Site
In this mode, teams are supposed to guard Ceph Drop Pods to earn points. The team with maximum points will win the battle. These pods will be revealed periodically just like the headquarters in Call of Duty series.

Beside teamwork, this mode requires aggression followed by tactical approach.

Crysis 2 NanoSuit Modules
These modules will render nanosuit with different abilities. Choose the one you like and the one that suits your gamestyle better.

There are three types of Nanosuit modules you can equip in Crysis 2 and these are Armor, Stealth and Power. You have number of options available and you can choose the one that complements your game style. More info on Nanosuit Module Guide.

You will find it difficult to adjust at the start, but once you get a grip of how you should use your nanosuit abilities, you will start enjoying the game. The best way is to practice to pop into cloak, hunt for an opponent, pop out of cloak, and finally throwing up your armor and shoot your enemy.

You shouldn’t use both of these abilities at the same time as it drains your suit energy almost too quickly. Remember, everyone seems to have their armor on all the time. So if you get into a fight with someone who has armor mod on and you don't, you will probably lose every time.

Crysis 2 Weapon Guide
Read Weapon Guide first Winky Winky.

Whatever weapon you choose, one thing to remember is that you have got to aim. Firing from the hip almost never works.

Since the game is new not everything is balanced in terms of damage done by guns, spawning, etc. Snipers are way too powerful. You won’t find many snipers in the game but when one shows up, it gets frustrating; they cloak, hunt, fire one shot, then re-cloak. Though, you can successfully back-track their location using nanosuit abilities.

Crysis 2 Class Guide
Read Crysis 2 Multiplayer Class Guide that provides an overview of each multiplayer class.

Crysis 2 Maps Guide
Coming Soon!

Crysis 2 Multiplayer Tips
1#You can scan your environment using your nanosuit’s Nano Vision, which highlights every important object that surrounds you.

Mark these enemies and they will appear on your HUD and radar even when you aren’t in nano vision mod. Very useful to track and finish off your enemies.

2#This isn't a game that easily allows you to run-and-gun even on the easiest difficulties. Remember nanosuit abilities and expect that your opponents will probably be waiting for you in cloak mode.

You just can’t just pop up in front of these baddies and expect to finish them off with your aim. Your best shot is to search for the enemies in stealth mode, finish them off with your armor on, and leave the area before you alert other enemies nearby.

3# There will be situations when you would run out of your suit energy just in the wrong time. You will be exposed with enemies nearby. In these situations your best bet is to get cover. Your suit energy recharges very fast when not in use, so you just need to survive few seconds.

It’s best to stay in cover and wait when your enemies run out of their suit energy. Never go into firefight without armor mod on or you will end up dead every time unless you take the enemy from behind.

4# Make good use of the mounted machine guns that you can find at certain locations. While you can cover some area with these machine guns, you should know that you can detach them and carry with you anywhere.

You can place them at any of the tactical spots and rack up kills. Though, picking up these guns will slow you down so keep your armor up.

5# Collecting dog tags will earn your kill streak rewards, the type of kill streak reward you earn by collecting 3, 5 or 7 dog tags will be dependent on the map you are playing.

[multipage=Multiplayer Class Guide]
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Crysis 2 features four multiplayer classes in its multiplayer mode, which are: Assault, Gunner, Scout, and Sniper. Each of these classes come with default weapons and nanosuit modules that are pre-installed keeping in the mind the role of the class.

If you are more into stealth, like to sneak behind the enemy lines, then you should pick Scout. If you like to stay behind the cover and defend, pick Gunner. If you like to perform a long range assassins, Sniper. If your gamestyle is combination of run-and-gun and defense, pick Assault.

Every class has its pros and cons in the default load-out, if you don’t like the guns or nanosuits in the default load-out, create your own custom class that suits you more.

You need to unlock the custom class in the Crysis 2 multiplayer, but once unlocked you can create your own class with custom weapons and nanosuit modules.

Guide to each class in Crysis 2 Multiplayer.

Assault
You will start with a “SCAR Mk. 20 Superior Combat Assault Rifle” as your primary weapon while you have a “Hammer Pistol” as your secondary weapon plus a Frag grenade. Default Assault class fits to all who like to run-and-gun.

Gunner
You will have a “Mk.60 Mod 0 Medium Machine Gun” as your primary weapon while a “Hammer Pistol” as your secondary weapon and a frag grenade. If you like to sit behind a cover and take your enemies in range, then default Gunner class is best choice for you.

You can take your position on building rooftops and other high places where you can cover a lot of area and make the best out of the range and power of your machine gun.

Scout
Carries a pump action as the primary weapon while the Hammer Pistol is the back up firearm. There are flash bangs which can be used in distress times.

Scout is probably the most difficult class to play with, but not if you are stealthy and know how to take advantage of your suit abilities. Maximum armor will help you a lot in your close encounters, so it's suggested to use it.

Sniper
There is a sniper scope over DSG-1 rifle for distant shooting. This class comes with Hammer Pistol as the secondary weapon along with some flash bangs.

If you patience is your game, with added stealth then be a sniper. Your nanosuite's cloak ability will be your best friend while sniping. You can cleverly hide yourself from enemies while taking them out from range.

How to Create Your Custom Class
Weapons
There are three slots for weapons available to you. First is your primary weapon, second slot is for your secondary weapon, and third slot is for an explosive.

You can find detailed information on every weapon in Crysis 2 Weapons Guide.

Nano Suit
There are three types of nanosuit modules available to you. These are Armor, Stealth and Power. You can add one specific nanosuit module in each slot. Armor modules go into Armor slot, Stealth modules go into Stealth slot and Power modules go into Power slot.

More info on Nanosuit Modules Guide.
[multipage=Nanosuit Modules Guide]
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Your custom loadout offers 3 types of modules you can add to your Nanosuit, and these are: Armor, Stealth and Power.


Each come with its strength and weakness, which one to select depends how you play the game.

Crysis 2 – Armor Nanosuit Module
Crysis 2 Armor Nanosuit module deals with protection of the player from the enemy players or environment.
Credit goes to MysticalX, he already posted this:


[multipage= Dog Tags, Car Keys, Cameras, Souvenir, Emails and Easter Eggs Location Guide]
If you are already completed Crysis 2 on your console then you should give a shot to its collectibles scattered throughout the singleplayer campaign.

Some of them are easy while others may require you to replay the specific level again since you can miss these. For some collectibles, you can come back for others you might need a restart.


Dog Tags
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Car Keys
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Cameras
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Emails
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Souvenirs
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Easter Eggs
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[multipage=Trophy/ Achievement Guide]
Check my guide You must login or register to view this content.

[multipage=Credits & Sources]

You must login or register to view this content. for most part of guide.

You must login or register to view this content. for Souvenir locations .

You must login or register to view this content. for Easter Eggs locations.

You must login or register to view this content. for other location guides.

You must login or register to view this content. for some images.

You must login or register to view this content. for Nanosuit Modules guide

You must login or register to view this content. for Trophy/Achievement Guide and editing and shortening.

Yeah mostly copy pasted, but it took some time (couple hours), so please no flaming.

Wow cant you post something else that dosent been posted/facepalm heres the first that was posted You must login or register to view this content. LoL Extreme guide trying too copy? Nah its ok im not mad but bro its already been posted make a Killzone3 guide or something elseHappy
03-30-2011, 04:50 AM #6
Originally posted by JiampyPotter View Post
Wow cant you post something else that dosent been posted/facepalm heres the first that was posted You must login or register to view this content. LoL Extreme guide trying too copy? Nah its ok im not mad but bro its already been posted make a Killzone3 guide or something elseHappy


My guide is much better and longer and I've already made Killzone 3 guide.
03-30-2011, 04:54 AM #7
.JiampyPotter
So Much Win.
Originally posted by Ropponen View Post
My guide is much better and longer and I've already made Killzone 3 guide.


Yeah but trying to make me look bad its very low for you cos im new here,Taking credit to new guys.Try taking credit to a mod and see how you end up.BTW Dont get mad just saying the truth
03-30-2011, 03:57 PM #8
MysticalX
GamerzRevolution
I smell Backseatmoderation ?

let the guy post owke he made an good guide so dont flame him Winky Winky

he already mentioned that allot was Copy&Paste but for me it doesnt matter it looks nice and all sorted together Winky Winky he made 8 guide in 1 guide , so other dont have to make 8 guides we have 1 guide for all the needs right now Winky Winky

and welcome ( cuz ur new )

The following user thanked MysticalX for this useful post:

Janne
03-31-2011, 05:45 PM #9
RZRs_Edge
Shut the **** up Donny
Originally posted by JiampyPotter View Post
Yeah but trying to make me look bad its very low for you cos im new here,Taking credit to new guys.Try taking credit to a mod and see how you end up.BTW Dont get mad just saying the truth


You need to calm down a bit. You're acting like you have exclusive internet rights to making Crysis 2 guides.
There's plenty of people made guides before you and there's plenty more still to come.
Keep working on your own and maybe it'll get the recognition you think it deserves. But don't tell others they're not allowed make guides.

Anyway, back to the thread. Good guide Ropponen :y: Should come in handy.
03-31-2011, 08:30 PM #10
.JiampyPotter
So Much Win.
Originally posted by MysticalX View Post
I smell Backseatmoderation ?

let the guy post owke he made an good guide so dont flame him Winky Winky

he already mentioned that allot was Copy&Paste but for me it doesnt matter it looks nice and all sorted together Winky Winky he made 8 guide in 1 guide , so other dont have to make 8 guides we have 1 guide for all the needs right now Winky Winky

and welcome ( cuz ur new )


Nah its ok it dosent matter maybe ill go outside and make something productive Winky Winky

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