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Guide and walkthrough for "Crysis". Review of the game Crisis Core: Final Fantasy VII Weapons and equipment

Walkthrough of Crysis:

Part one

Landing on the island

We see a video in which a group of Special Forces in suits lands on the island. The first task is to go to the meeting point with the Jester. We move along the map to the green beacon, simultaneously understanding the control buttons. We kill the first Koreans who settled on the way to the desired point in a temporary camp on the seashore.

We meet the Jester and run after him through the night jungle. We learn to use the suit in power mode, we jump like a mountain goat over tall pebbles. We arrive at the landing site and find several picturesque corpses. We go further, we receive an additional task - to disable the jammer in the enemy camp. We go to the yellow beacon and go to the shore.

We pass along the road leading to the camp on the left side, kill the guards, then run into the camp in stealth mode and capture a car with a machine gun. We shoot the Korean boat from it. That's it, the camp is ours. We approach the jammer and turn it off (use the action button on the terminal). We get into the car and drive along the road.

We drive along the road to the river bank (killing Koreans in passing), and there we meet an ambush from a car with a machine gunner and several narrow-eyed brothers. We put them away and move on. The road leads us to a temporary camp, which we demolish. A new task appears - to bomb the command post (CP) of the Koreans.

We drive along the road, destroying a Korean checkpoint along the way. We drive up to the checkpoint by car, put down all the dissatisfied people, and enter the Korean computer network. Don't forget to search the checkpoint. At the top (along the stairs) there are grenades and cartridges.

We get back into the car, drive to the previous Korean checkpoint (already demolished by us), leave the car there and go on foot. We kill several warriors behind the barbed wire, then climb to the top of the cliff and destroy the observation post there (an exploded barrel - and the observation post is no more), collect grenades kindly laid out by the enemy. We return to the barbed wire and see the inscription loading.

Weasel Challenge

We jump over the rocks and find our special forces group, which discovered a frozen ship in the mountains. We watch the video in which the first alien appears. We run down with the squad and jump from the cliff into a new load.

We see the corpse of one of the group. He crashed on the rocks. A new mission begins with this optimistic shot.

Trespasser

We enter the destroyed Korean camp. We receive two tasks: free the hostages in the village and capture the command trailer of the Korean troops.

We get into the car, drive along the road, and take out several groups of the enemy. Using the beacon on the map, we find the enemy camp. Carefully! The earth is mined! However, mines are very easy to destroy by firing at them with a weapon.

We walk through the dilapidated buildings of our Korean comrades and find a school. It is guarded by a pair of machine gunners on the roof and several soldiers inside. We carry everyone out, and on the top floor behind the door we find a hostage.

We watch the video, after which we get a new mission - stop the enemy tanks. On the ground floor there is a weapons warehouse. We take the rocket launcher and head out. The tank is undermined with three shots (if you shoot at the front armor, then with four). We receive a new task, go to the beacon, see the loading.

Crossing

We walk along the river, shooting at small gangs of Korean troops. We reach the waterfall, cross to the other side of the river and go until we meet the special forces. We talk with him, go into the cave. Loading.

Behind

We go to the checkpoint, seize the car and kill all those who disagree. Let's move on. We find a jammer in the neighboring camp and turn it off. We get into the car, drive along the road towards the target, along the way shooting narrow-eyed brothers around the planet with a machine gun. At the fork we turn right and reach a destroyed bridge.

We look for a detour, drive along the road a little back and to the right, destroy a small Korean camp, after which we find ourselves on the second bridge. An enemy helicopter drops a group of soldiers, we mash them into a bloody pulp, and we go left across the bridge to the green dot on the map.

Upon arrival, we find ourselves in a large camp with a lot of people. Advice: watch out for snipers on towers! Shoot them from a prone position using scopes.

Having dealt with the indignant Asians, we go into the computer database, download the data, and receive a new task - to get to the excavation site. While leaving the camp we meet an unfriendly group of aborigines, we put them to rest in eternal sleep.

We get into a car (preferably a Kamaz), drive along the road, shooting persistent sellers of machine guns and pistols (well, Koreans, that is). In one of the buildings on the way to the excavations we find an enemy weapons warehouse, including machine guns.

Having reached the excavations, we find a solemn meeting of a couple of dozen Asians. We calm them down, go into the room, go along the corridor to the door with the code. Let's open it.

We see a video in which a doctor and a Korean general are having a rather nervous conversation. At the end of the video, an ice explosion awaits us.

Wow! Everything is covered in ice, the figures of people in the room have turned into ice! After the screen is completely cleared, we receive a new task - to find an evacuation point. We get into the car and drive along the road back. At different points along the way, emergency gathering places for Koreans will be waiting for us, designed to prevent us from leaving their possessions. The crowning achievement of the pursuit will be a helicopter, which will take quite some time to tinker with.

The most effective way to shoot down a helicopter is with a rocket launcher. If there are no or few shells in the weapon, you will have to finish off the helicopter using the machine guns of the vehicles scattered around the map. By the way, the helicopter loves to launch rockets that blow up cars the first time. Therefore, be careful.

Having dealt with the helicopter, we move towards the beacon. We reach a bridge that is familiar to us, and from there we turn right and drive along the river to the south. It is preferable to go in a Kamaz, as there are kamikaze Koreans in cars on the road. They love to crash into our car at full speed.

We reach the evacuation point and receive another task - to clear the area around the evacuation point. We fight with four comrades in the same suits as ours (it’s best to unload a shotgun at them at close range), after which a transport plane arrives and evacuates us from the map. Loading.

Invasion

We see a video about the landing at another point. At the exit of the plane we receive a task: to find Lieutenant Bradley. We find her using the beacon on the map and talk with her. We immediately receive another task: destroy enemy air defense systems (two pieces).

We go to the river, kill the people guarding the pier. It is advisable to shoot the Koreans in the boat patrolling the river, otherwise they may blow up the boat that we will need to board.

We first sail by boat to the island, where we kill several enemies. Then we swim to the left, to the first air defense indicated on the map. We jump up the rocks, deal with the guards and the sniper on the tower, and blow up the air defense using either explosives or a rocket launcher.

A helicopter appears, which we shoot down with two missiles or from a machine gun from the nearest trench. We climb onto the tower, take a sniper rifle and kill the five Koreans who organized an ambush on the bridge.

We get into the car they kindly provided, drive along the road and just before the enemy checkpoint we meet another helicopter. We shoot him from the machine gun of the car, go to the checkpoint, activate the computer.

We go to the seashore, swim through the water towards the joyful blinking of the green beacon. We detect air defense with guards that need to be destroyed. We blow up the air defense. A plane with our special forces arrives. New missions appear - to destroy the last enemy artillery.

We swim back, then walk along the shore to a huge river complex (it’s best to jump over a fence somewhere in the center and hide in a corner). We encounter violent resistance from Koreans (about three dozen armed with machine guns). We kill them all, after which we blow up the last air defense. A helicopter appears, which we also shoot down. We jump on board the Cruiser (from the pier), kill several guards with shotguns in the cabin and finally turn off the jammer (the computer is on the table).

After this, we move away from the cruiser at a respectful distance and use binoculars to point the laser sight at the ship. A friendly plane arrives and bombs the Korean cruiser. Then a Korean helicopter arrives, which quickly falls after being hit by two missiles (ammunition, including rocket launchers, lies in a large heap in a building not far from the cruiser).

We run to the lighthouse to meet Strickland, who is already waiting for us in the tank. The tunnel ahead explodes, and we ride the tank to Loading with joyful screams.

Team Idaho

We drive a tank through a field somewhat reminiscent of the Kursk Bulge. The advice is to stay on the right behind the allied tank, or rather, hide behind it. Otherwise you won't last long. We shoot down enemy helicopters first.

We drive through a field and find a Korean military checkpoint. We destroy it, transfer to a brand new tank, blow up a freight car on the path of the column and move on.

We reach the bulls and get out of the tank. We use a rocket launcher to finish off an enemy tank driving nearby, deal with the guards and blow up the enemy’s first air defense. We return to the road, get into the car, and drive forward. We shoot down another helicopter with a rocket launcher and destroy a bunch of enemies near the defensive trench. Carefully! There are mines here! We get out of the car, go to the shore, get into the boat and go to the green beacon to destroy another air defense.

We jump onto the rock, destroy the enemy guards and blow up the last air defense. Using binoculars, we aim at the desired square and blow up the Koreans.

We get on the car and go back. Along the way we take a Gauss rifle, dropped to help us. Together with the special forces brigade, we clear the enemy command post and follow the light of the beacon to the ditch in the ground. Loading.

Tremors

We run to the right along the railway tracks, bypassing the checkpoint. We quietly go behind the wall and climb onto the tower. There we kill a sniper, after which we use a sniper and pistols (very convenient) to kill a couple of dozen idiots who came running in response to the noise. After the showdown is over, we look for an office with a computer, download data about the hostages at the mine, get into the truck and drive further down the road.

And here is a surprise! A heavily fortified base with several machine gunners in the same suits as ours. For a more effective battle, you need to throw the truck and run along the right wall behind the buildings. It's much easier to defend there, and then you can capture the machine gun on the suspension bridge between the buildings. Cyborgs with machine guns are best killed with a gauss rifle, or even better with a captured minigun. At some point, a helicopter will fly in to help the Koreans. We shoot him down with a rocket launcher.

After clearing the base, our transport arrives and drops off a special forces group. We collect ammunition, get into the car and drive further along the winding road.

We drive along the road around the pit dug by the Koreans, kneading small groups of enemies. At the very approaches to the entrance to the mine we encounter fierce enemy resistance in the form of cyborgs with miniguns (we shoot them from the enemy’s stationary captured machine guns).

Having killed the cyborgs, we go into the room and kill another five Koreans and one machine gunner. We go through the tunnels to the elevator shaft, jump down, go further along the crumbling hole, we see a colorful rockfall in front of us (it’s better not to stick your nose there).

We wait until the rockfall stops, go to the right, and jump over the crevice. We hear voices. We go to the light of the beacon and go out into the room where General Kiang and Elena (the hostage) are talking. After this, the fist of the cyborg, sneaking up from behind, extinguishes the video image.

We're coming to our senses. We see a video in which we even take part (in the form of a prisoner). After the big explosion, we grab the precision rifle on the floor and begin to shoot Kyang in the head. Having shot the entire magazine, we grab the machine gun and finish it off.

We collect the weapons we need (be sure to take a shotgun with cartridges), we sit in the elevator to the hysterically screaming Elena. Let's go up. The cave begins to shake. They manage to pull Elena up, but after a strong shake we fall down.

You are thrown from an airplane into the water. Using the map as your guide, get to the landing point on the shore. Move southeast along the map and meet with Jester. After warning about enemies on the radio, kill the first one with a silencer. A little further away there will be two more soldiers - sneak up on them unnoticed and kill them. Pick up weapons and ammunition. Using the radar, get to Jester and follow him into the jungle. At some point you will need to switch to the suit's "power" mode in order to jump onto the cliff. After the “meeting” with Jester, turn off the flashlight, put on a silencer, turn invisible and kill the soldiers ahead. Go ashore. Prophet will indicate where the GPS jammer is located. Invisibility, get close to the soldiers and quietly remove them, turn off the generator. Get to the jeep and kill the soldier in it before he notices you, jump into the jeep, kill the rest of the soldiers and blow up the boat. Drive along the road, kill the soldiers you meet, the shooter in the next jeep, get into it and drive on. Then you can fight your way through the soldiers, but It's easier to sneak along the cliff on the right. The Prophet will tell you that you need grenades. You can sneak into the camp and take them, or, moving further along the coast, take them at a small post and at the same time complete an additional task. Then follow the radar and you will cross to the next level.

2: Recovery

Trespasser

On the way, we go to the destroyed Korean camp, we get a couple of tasks: 1. Free the hostages 2. Capture the command trailer.

We get into the car, drive along the road, and take out several groups of the enemy. Using the beacon on the map, we find the enemy camp. Carefully! The earth is mined! However, mines are very easy to destroy by firing at them with a weapon.

We walk through the dilapidated buildings of our Korean comrades and find a school. It is guarded by a pair of machine gunners on the roof and several soldiers inside. We carry everyone out, and on the top floor behind the door we find a hostage.

We watch the video, after which we get a new mission - stop the enemy tanks. On the ground floor there is a weapons warehouse. We take the rocket launcher and head out. The tank is undermined with three shots (if you shoot at the front armor, then with four). We receive a new task, go to the beacon, see the loading.

Crossing

We move along the river, firing at the Korean teams, then we reach the territory of the waterfall, crossing to the other side of the river, we will meet an ally. We reach the cave, discuss a short dialogue, and then go into the cave. . .

3: Relic

Once you watch the video, follow the path. Coming out of the jungle, you will see a village. It's better to turn on masking, because... A jeep will approach you below on the right. Now you have 2 options: Go for a ram and kill all the soldiers, the second is to hide and disable them. I advise you to leave one jeep intact, because... It is better to travel further by jeep. After turning off the jammer, get into the jeep, ignore the checkpoint and ram it. Then be careful - along the way you will meet a truck with soldiers. Slow down somewhere nearby and, disguised, move slowly towards the truck and shoot at the gas tank. And then deal with the soldiers. You don't have to go back to the jeep. Move on. You will meet a truck again. Do as you did last time. Once you've dealt with everyone, run to the small house and take the grenade launcher from there. Or if you have one, wait for the helicopter to arrive. It’s better to shoot him right away, before he lands his troops. Then get into the jeep again and drive to the goal. You will be taken to a base with a field. As always, you need to get information there. It's up to you to decide how. Go to your intended goal. You'll have to shoot well here. There are snipers in the towers. Finish off them first, and then use sniper rifles to shoot the machine gunners. Go into the building with excavations and watch the video. Leaving the building, it will already be night. It is best to activate camouflage and move slowly, because... there are soldiers everywhere. Soon you will see 3 soldiers guarding the boat. Kill them and get in it. As you move forward, don't pay attention to everyone. When you reach the cemetery, you will see soldiers like you, in a nanosuit. Killing is not difficult. The main thing is to keep constant fire on them. After killing them, get into the VTOL.

4: Assault

After the cutscene, follow the soldier. As soon as you get to the commander, watch the video. Then I advise you to return to the small hut. There, take the SCAR machine gun and ammunition. Now you need to destroy 2 anti-aircraft guns. The first one is located after the gas station near the bridge. The second one is after it along the road to the right. To get to the first one, activate disguise. You will come across 2 jeeps, so hide in the bushes. After you destroy the first anti-aircraft gun, a helicopter will head towards you. Destroy it with the grenade launcher, which lies in the place with the explosives. Next, run across the bridge. There is a jeep at the end of the bridge, shoot the grenade launcher you used to shoot at the helicopter. There should be 1 shell left. Once you destroy the jeep, go right. There you will meet 2 anti-aircraft guns. You shouldn't have any problems with soldiers. After that, you will be given a task: to steal the data. There will be soldiers in the village. You can shoot everyone again or hide and steal the data. But after that, a helicopter will arrive anyway. Therefore, I advise you to take a disguise and run through the houses in search of a grenade launcher. After that, run to the port. Don't go through the main gate. Jump over the fence. There, run to the hangar. Deal with everyone and take a submachine gun like an Uzi. There is another anti-aircraft gun in the port, destroy it. After that, clear 2 more hangars. Approach them carefully, activate your disguise and move on. There, first of all, you will find incendiary ammunition and grenade launchers. Go further to the machine gunner. Throw a grenade at him. Having dealt with him, activate the disguise, run up to the jeep and shoot at the machine gunner. Now a helicopter will fly up to you, shoot it down with a grenade launcher. If you run out, return to the ammunition hangars where there were incendiary cartridges. It will be useful to you again later. After shooting down the helicopter, jump onto the ship, clear it of Koreans, and run to the laptop. After that they will tell you to mark it. Jump off the ship. Turn on your binoculars and aim at him. After that, a helicopter will be sent to you again. Shoot it down like last time. Now run towards your intended target. Listen to the dialogue. I advise you to move away from the Major's tank, because... sometimes the GG dies during the shot. That's it, the level is over.

5: Onslaught

Team Idaho

Making your way on a tank into the jungle steppe, we stay on the right behind a friendly tank, otherwise we will die. Helicopters are an object of paramount importance, i.e. We shoot them down first.

We reach the bulls and get out of the tank. We use a rocket launcher to finish off an enemy tank driving nearby, deal with the guards and blow up the enemy’s first air defense. We return to the road, get into the car, and drive forward. We shoot down another helicopter with a rocket launcher and destroy a bunch of enemies near the defensive trench. Carefully! There are mines here! We get out of the car, go to the shore, get into the boat and go to the green beacon to destroy another air defense.

We jump onto the rock, destroy the enemy guards and blow up the last air defense. Using binoculars, we aim at the desired square and blow up the Koreans.

We get on the car and go back. Along the way we take a Gauss rifle, dropped to help us. Together with the special forces brigade, we clear the enemy’s command post and follow the light of the beacon to the ditch in the ground, and move on.

6: Awakening

We run to the right along the railway tracks, bypassing the checkpoint. We quietly go behind the wall and climb onto the tower. There we kill a sniper, after which we use a sniper and pistols (very convenient) to take down a couple of dozen idiots who came running in response to the noise. After the showdown is over, we look for an office with a computer, download data about the hostages at the mine, get into the truck and drive further down the road.

And here is a surprise! A heavily fortified base with several machine gunners in the same suits as ours. For a more effective battle, you need to throw the truck and run along the right wall behind the buildings. It's much easier to defend there, and then you can capture the machine gun on the suspension bridge between the buildings. Cyborgs with machine guns are best killed with a gauss rifle, or even better - with a captured minigun. At some point, a helicopter will fly in to help the Koreans. We shoot him down with a rocket launcher.

After clearing the base, our transport arrives and drops off a special forces group. We collect ammunition, get into the car and drive further along the winding road.

We drive along the road around the pit dug by the Koreans, kneading small groups of enemies. At the very approaches to the entrance to the mine we encounter fierce enemy resistance in the form of cyborgs with miniguns (we shoot them from the enemy’s stationary captured machine guns).

Having killed the cyborgs, we go into the room and kill another five Koreans and one machine gunner. We go through the tunnels to the elevator shaft, jump down, go further along the crumbling hole, we see a colorful rockfall in front of us (it’s better not to stick your nose there).

We wait until the rockfall stops, go to the right, and jump over the crevice. We hear voices. We go to the light of the beacon and go out into the room where General Kiang and Elena (the hostage) are talking. After this, the fist of the cyborg, sneaking up from behind, extinguishes the video image.

We're coming to our senses. We see a video in which we even take part (in the form of a prisoner). After the big explosion, we grab the precision rifle on the floor and begin to shoot Kyang in the head. Having shot the entire magazine, we grab the machine gun and finish it off.

We collect the weapons we need (be sure to take a shotgun with cartridges), we sit in the elevator to the hysterically screaming Elena. Let's go up. The cave begins to shake. They manage to pull Elena up, but after a strong shake we fall down.

7:Core

Laws of nature

We run forward along the half-buried passage and enter the alien structure. We are losing contact with the satellite. We enter a hall with a thing riding on top and find ourselves in weightlessness. We turn into the passage on the bottom right, if you count from the entrance to the hall.

We fly along long corridors until we discover that the air flow has not become stronger. We see working energy rods ahead, which prevent us from moving forward. We shoot them and continue moving until we find ourselves in a closed cave with a hole in the ceiling. Let's fly there...

Wow! We see a video with some creepy creature made of protoplasm, which throws us out of the hatch. We climb in there again, kill the creature (it’s best used with a shotgun). We fly further. In the large cave-chamber, you need to shoot all the energy rods so that the path of air flows opens. It’s a good idea to shoot the creatures guarding the room first.

We fly forward and appear in another room. The passages in the force fields here open one by one. We wait for the nearest passage to open and fly further. Then - another section, in which several evil amoebas are waiting for us. In this place you can also replenish spent ammunition. We carefully look around and in the bluish-green niches, cartridges and weapons are floating among the debris. After which we shoot the amoebas, fly through the cave and fly into the wind tunnel.

At enormous speed we are dragged through endless tunnels until we are finally spat out in a spacious, bright hall. We fly up to the glass and look at the huge spiders. After this, a passage opens and several pieces of protoplasm appear. We kill them, go through the tunnel to the next room.

This is the last section of the cave. When we reach approximately the middle, a signal begins to howl. The light in the cave goes out. It is best to be in a corner at this time, because when the light comes on, you will be surrounded by a dozen evil creatures.

There is no need to deal with them. We are looking for a huge stone pipe where the air flows. This is the exit from the cave. We fly there and leave this kingdom of unearthly technologies and evil pieces of mucus.

8: Paradise Lost

Descent from the mountain

We run down the mountain in a spiral, shooting small blue aliens (best of all - with a shotgun or with a gauss rifle). We reach the first beacon, we see a destroyed detachment of marines. Then the Prophet appears with an alien cannon in his hands and with a damaged suit. He needs to be protected. We repel the attack of the blue-faced jumpers, armed with the alien cannon, which the Prophet threw on the boxes nearby. Now we need to bring the Prophet out of the cold wasteland that the mountain has turned into.


We run from beacon to beacon, which mark burning cars on the map. Near them, the Prophet warms up a little, after which he needs to run further. You don’t need to pay special attention to the aliens jumping from all sides, shooting them only near burning cars. We run through several points, jump onto the bridge, and run along it. We see the loading.

At this level there is a place where you need to jump into a pit and protect the Prophet from alien evil spirits. Save before jumping into the pit, as sometimes there are glitches. For example, you protected the Prophet, killed all the octopuses, but the passage does not open. There's nothing you can do, you need to boot up and go through this place again. After the passage has opened, run with the Prophet from one green dot on the map to the next. There he will be able to replenish the suit's energy. Don’t pay too much attention to the evil spirits, destroy the most annoying ones. Don't follow the Prophet either, try to run to the next point on the map, he won't die from the creatures

9: Exodus

Citadel

Now you need to hold the defense of the house on the mountain together with the Striker squad. The infantrymen themselves will shoot small creatures, but they will have to deal with the flying hunters themselves. Each one needs to be hit with two missiles. It is best to shoot at them from the roof, although the likelihood of dying on the roof under enemy bullets is higher.

Having destroyed the hunters, we receive a new task. You need to get into the car (in the shooter's place) and shoot the flyers while the rapid descent from the mountain continues. There will be about a dozen creatures in total, so you won’t be bored.

We drive up to the cliff and get out of the car. The road collapses under the car. That's it, we no longer have transport.

Hunter

We see the scene of a transport shuttle accident with alien flyers circling above it. We run along the road down to the scene of the accident and climb into the surviving air defense nearby. We shoot down two flyers. Special forces appear and run to rescue Elena. Now you need to concentrate and quickly shoot the flyers who have arrived in large numbers and dream of sending the Nomad comrades to the next world.

Having destroyed all the flyers, we see that the Spider appears on the battlefield. We receive a new task - to run to Strickland’s group. We run in the direction of the green beacon and run to the military camp.

We get a new mission - to clear the sky and allow the transporter to land. We sit down in free air defense and start firing machine guns. After completing the task, we see that a spider has reached the camp. Our task is to leave the air defense and run to the transport shuttle. We see a colorful and sad video of Strickland’s death and fly away.

10: Ascension

Evacuation to an aircraft carrier

We take control of the shuttle and fly to the first yellow beacon. Here you need to destroy the enemy flyers (don’t forget to maintain altitude using the afterburner - Shift by default). We destroy them and fly on. We see an ice sphere and steam escaping from the ground. We descend a little and press ourselves against the left side of the rock so as not to break. We fly further, go around the rock, and arrive in the valley. There are several flyers there that also need to be destroyed.

After this, the directional beacon is lost, but there is only one road here - along the river bed to the ocean. We fly forward, destroying all the flyers. We reach the edge of the map. That's it, mission accomplished.

11: Reckoning

You go down into the hold, scientists read data from your suit. You climb the stairs to the bridge to the captain, Prophet flies to the island, the captain receives confirmation from the Pentagon and launches a nuclear bomb on the island, but as expected by the scientists who argued about the advisability of launching the bomb, the nuclear attack on the island did not bring any good... Created by the Aliens the dome over the island, where the temperature was below zero, grew several times and swallowed the entire island. As a result, an attack on the ship begins. Going out onto the deck on the left, pick up the Gauss Rifle with a telescopic sight. There are cartridges scattered inside the ship and on the deck - this should be enough to repel the attack. After the end of the attack, we receive a task: to help the engineer in the hold. We go down from the deck along the stairs on the starboard side of the ship and get to the engineer. Some closed doors are opened with fists in the suit's power mode. We go further into the hold, go up the stairs to the flashing red lamp, turn on the switch right under it, go through the door that opens from below, “force” jump into the hole in the wall, go up the stairs and in the reactor control room press the red button. Elena will “overload” the enemies that appear with a sound signal. You will have to push in the rods that are not retracted manually in the suit's power mode, and then return to the deck. A healthy “spider” awaits you on the deck, the one we saw in the DX10 comparison videos, after which the final boss, “Mother Ship,” will emerge from behind the left side. He is killed as follows:

  1. We kill 4 cannons at the edges of the “body”
  2. With a sound signal, Elena removes the shield from her left “hand”
  3. Point the TAC Gun at the left “arm” and explode it
  4. Remove the shield and explode the right hand
  5. Then the boss climbs onto the deck, while a hole opens in his belly
  6. Point the TAC Gun at the “heart” and blow it up

We quickly jump onto the plane and watch the death of the main alien and, in fact, our ship. We receive a radio signal that Prophet survived a nuclear explosion and head towards it - a clear hint of a sequel...

Be sure to complete the missions marked on your radar in the lower left corner of your monitor with yellow dots. Failure to complete these tasks may be the reason why some scripts in the game do not work (the cave is filled with stones, etc.). In addition, in the game the major tells you over the radio what to do and, most importantly, how to do it. For example: “now find a boat and move there and there” - that is, it is clear that it will be much easier to get to the point by boat. Listen carefully and try to do as you are told - this will not only be correct, but the passage itself will be easier. Although the choice, of course, is yours.

Change your play style by customizing your nanosuit and weapons. To ensure your bullets always hit the target, shoot in force mode using optical sight. This way you can shoot from a machine gun at distant targets - but remember that the power of the shot decreases with increasing distance. In speed mode, you can shoot a rifle while running. To improve your shooting accuracy, use a target designator and red dot sight to compensate for rifle movement.
When you need to quickly hide and there is no energy left in the suit, jump into the nearest bushes and lie down, there is an 80% chance that enemies will not notice you. And remember, when you have the choice between playing neatly and playing with a "tank" style, always choose the first option, it will save you ammo and nerves.

Our suit is unique, first of all, in that it can heal wounds, although this point can be understood in different ways: the fact is that now there is a fashion for eliminating first aid kits in the game, usually when the screen begins to pulsate red, it means we need quickly find cover and catch your breath (this happened in CoD2-4, halo2-3 and other games), however, it all looked like a very arcade game. But the Kraytek people decided to give their own explanation for this with the help of a suit.

Actually, here's what it looks like:

Well, okay, we’ve got acquainted with the appearance, now let’s move on to the most important thing - the features of its control. In order to call up the costume control menu, you need to click on the mouse wheel (you can change it in the settings), well, then we will see something like this:

In the screenshot we see the suit control menu (please note that it will be there as long as we hold the call button). It has 5 buttons, only 4 of which relate directly to your equipment, you can select them using the keyboard, but the easiest way is by pressing the wheel and moving the mouse towards the desired option (very convenient). In the lower right corner we see 2 stripes: blue and green. Blue is the energy of your suit, its state depends on the frequency of using the suit options (more about them below). Green - your health, about what its length depends on, try it, guess for yourself. Both parameters can be restored. Well, now about the main thing:

1) Let's start with the button on which the machine is drawn. It has absolutely nothing to do with the suit and simply duplicates the button for calling the “weapon upgrade menu” (which is on the keyboard).

2) The icon with the shield icon is the maximum armor, after its activation we hear a specific crackling sound, and the suit turns white in places. Bullets fired at us cause damage, but vital energy does not decrease until the suit's energy runs out.

3) Icon with arrows - this parameter increases your speed, after activating it you will move noticeably faster, and when you press the left Shift you will accelerate even more, becoming an almost indomitable target for the enemy, however, the energy of the suit will not last long. Don't even think about running through the entire level, however, at the right moments you can quickly speed up for 3-4 seconds.

4) The fist icon is the maximum strength. When activated, you will be able to jump higher than the second floor, and also throw objects much further and stronger, for example, kill a Korean with a barrel in one go, or hit with your fist so that the hut immediately collapses. There was a lot of talk on the forums that when “max strength” is activated, health regeneration is accelerated, but I didn’t notice this.

5) And finally, the invisibility button. When activated, you become invisible, and the suit takes on the color of the environment, however, when moving, the energy of the suit quickly drops; when standing idle in one place, the energy still decreases at a rate of 1 point per 2 seconds. In general, you will not become completely invisible, but it will be difficult to detect you, however, during the game you will have to face Koreans dressed in similar equipment more than once, and it will be very difficult to kill them. Well, multiplayer without this option is like a writer without a hand. You will use this option most often. Attention! If you shoot while in stealth, the suit's energy will drop to zero and "maximum armor" will automatically turn on. In fact, it’s quite simple to kill Koreans in similar suits: find a secluded place, put on a tactical attachment and unload the clip into the guy lying down.

The developers promised us a lot of weapons, including a large variety of different cartridges for our beloved AK-47, as well as the opportunity to get alien weapons and even upgrade them... But much of what was promised to us turned out to be untrue...

So, let's begin:

SOCOM- in the options you can find a silencer, as well as a choice of one of 2 - a laser sight or a flashlight, our first friend’s clip has as many as 20 rounds. Also, you can choose the type of shooting: double shot and single (the lack of a long burst is a little disappointing)... But the most important thing is that you can use 2 pistols, and this is a little, a lot of 40 shots, but the range is not the same...

SCAR- your main weapon in a single-player campaign. Although it bears the name of a modern SCAR, the SCAR in Crysis is very similar to the XM-8 rifle. It has a 40-round magazine.

FY-71 Kalashnikov assault rifle- although the game is more of a parody of this instance, in short, the wizards from Kraytek decided that the legendary machine gun will become exactly like this by 2020. In the game, this model is called FY71, and you will mainly have to shoot from it. So, we have a clip of 30 rounds, there are 3 types of firing: regular burst, single shots, and you can also switch to shooting with sleep darts - we have an infinite number of them, however, they take a very long time to recharge, they can put the enemy to sleep for a while , however, they are fatal to animals... Almost all weapon upgrades available in the game, from sniper scopes to flashlights, are available for this machine gun.

Shotgun: The only shotgun in the game. Very useful in close combat, however, low accuracy and accuracy prevent it from being a full-fledged weapon.

DSG1 The DSG1 sniper rifle is capable of killing an enemy without a nanosuit in one shot and also becomes much more effective when combined with the DSR-1 EMF grenade. Like any sniper rifle, it has a huge firing range, but also a very low rate of fire. Has a 10-round magazine and can be modified with:

SMG- Lightweight submachine gun with a 50-round clip and a high rate of fire, firepower it is, of course, lower than the SCAR and FY71, but this is partially compensated by the high rate of fire and lower recoil. In addition to the main mode, it also has a single mode, but it is of little use.

Hand grenade launcher The LAW hand grenade launcher was designed after the M136 AT4 model, which was used mainly to disable tanks, helicopters and other equipment. It is equipped with a new generation motion detection device, thanks to which the missile is easily aimed at the target, and the LAW also has a fully manual mode. Equipped with three projectiles.

Shi Ten The shi ten machine gun is a prototype of a machine gun that was installed on the turret of Chinese Type 88 tanks. It is equipped with jeeps and boats, as well as strategic places on maps in multiplayer games and single player campaigns. Depending on the installation location, the machine gun has 500 and 200 rounds, respectively. Cannot be modified.

Weapons in multiplayer:

C4– a large package of plastic explosive of enormous destructive power. Can be attached to almost any object. Has a remote control.

Claymore This anti-personnel mine is used mainly in ambushes and to defend points from enemy infantry. Inside the claymore there are metal balls that affect an area of ​​up to 100 meters in front of the device. Available in multiplayer.

Anti-tank mine M15. The M15 is used to undermine enemy equipment on roads and small fords. Particularly effective when used on rough terrain. Available in multiplayer.

Automatic towers These guns are improved versions of the systems volley fire, which are used in many infantry troops around the world. For example, the Danish Goalkeeper, the American Phalanx and the Chinese Type 730. However, automatic turrets in the Crisis have been supplemented rocket launchers and automatically attack an enemy target approaching the base. Available in multiplayer.

Hunter (healthy four-legged alien)
It appears only 2 times in the game, and you only get to kill it once, and even then - at the last level. Most vulnerable to MiniGun (Hurricane) and Rocket Launcher (LAW). The easiest way to kill this boss is to constantly take the rocket launcher, which lies in unlimited quantities next to his feet. This method, however, is fraught with serious consequences. Fortunately, there are a lot of rocket launchers scattered around at the level, and we won’t need them either.

Scout (Healthy flying alien)
Found starting from the Paradise Lost level. Most vulnerable to Gauss Rifle. 2 hits are enough to destroy. When meeting this monster, the main thing is not to stand still. You need to constantly move or look for cover.

Trooper (Small, fast and most common)
Found starting from the Paradise Lost level. It is most vulnerable to Gauss Rifle, although it is difficult to hit due to the slow charging of the weapon. The most suitable option for destroying it is grenades and a shotgun. We throw a grenade at our feet and run away. Destruction with a shotgun will require 3-4 accurate hits.

Warrior (Final Boss)
Found at the Ascension level (last level). You can only kill him with a TACgun (Nuclear weapon) and you will also need a Rocket Launcher. Before the meeting, you should stock up on Gauss, a Rocket Launcher and a TACgun. We hide behind the boxes, next to which there is an unlimited supply of Rocket Launchers. And we begin to fire at the small guns that are located near the 2 big guns. After destroying them, we are told to take the TAC and destroy one of the main guns. To do this, simply aim the sight at the gun and wait for the TAC to take aim. Let's shoot! One weapon has been removed. We repeat the operation to destroy the second weapon. After this, Warrior begins to move and ends up above us. We destroy his belly with the help of Rocket Launchers and after his “insides” are visible, we shoot with the TACgun. That’s it! The boss is defeated.

Alien (aliens without suits)
Found only on alien ships. Since there are very few weapons in the level, we will use the nano-suit. We turn on Protection and wait for the alien to fly up to us. Let's grab him. We turn on Maximum Strength and hit him in the face!

NanoAsian (Koreans in nano-suits)
Vulnerable to Gauss and MiniGun. The most important thing when meeting them is not to stand still. The main thing is to try to get behind them. For this we need Disguise.

In the final Crisis Core the main character dies. If you don't know this, there's not much point in picking it up - all the best that the new game strives to offer will pass you by. Moreover: if you don’t know this, you haven’t passed Final Fantasy VII, which is unforgivable for any person at all interested in Japanese RPG.

But for so many (for millions!) FF VII- not just “one of”. She is “the one.” The closest one. Most dear. It is with her - with her world, her characters - that the warmest memories, delights, joys, experiences are associated. From a plot point of view, it is still considered the best among the numbered "Finals".

But the “extensions” to this plot, which appeared much later than the FF VII(after the merger Square and Enix), fans had mixed reactions. Some even spat at the movie "Advent Children" ( Advent Children), berating his focus on action rather than characters.

Gameplay Dirge of Cerberus in comparison with other shooters it can only be called mediocre, and many considered the idea of ​​​​unknown soldiers from underground to be far-fetched. With a new part Compilation of Final Fantasy VII everything is also not at all rosy.

In the exhibition hall of the corporation building you can see models of all vehicles used in FF VII, - from a motorcycle and buggy to a space rocket.

The Zach we see at the beginning of the game is just ridiculous. Fortunately, his personal growth is more than noticeable and quite well shown.

Impressions from Crisis Core full of contradictions. On the one hand, she is stunningly beautiful. You can admire the scenes on the engine endlessly. Music by Takeharu Ishimoto - like reworkings of original works Nobuo Uematsu, as well as their own compositions - are very in tune with the spirit of the game and, moreover, are very good in themselves.

The voice acting is not only excellent, but also perfectly matches the movements of the characters’ lips. The menus look catchy and stylish. Character design is in the best traditions of Tetsuya Nomura. And, as in Dirge of Cerberus, visiting familiar places is thrillingly pleasant. Midgar, Junon, Costa del Sol, Gongaga, Nibelheim...

On the other hand, there are a lot of “buts”. Too much to justify all the demands placed on Crisis Core hope. How many millions of people do you think bought a PSP just to return to their favorite world? FF VII? And how many of them will be disappointed after getting acquainted with the game that they waited patiently for a good four years? We tend to think that many. And we can explain why.

The plot of the game, for example, fans should know anyway - at least a good half of it. The one where it tells how the young recruit Zach rose to the rank of Soldier First Class, how he met the flower girl Iris, how he became friends with the future hero FF VII Cloud, about the events in Nibelheim and the tragic death of Zack on the road to Midgar.

Here details, little things, staging of scenes are more important - and here Crisis Core does not lose face. Moreover, sometimes she manages to really touch the player's heartstrings - take the same farewell scene before leaving for Nibelheim! Zach promises his beloved to return as soon as possible, he is sure that this will be just another routine mission - but we know that everything is not so, we know: his fate is already sealed...

In other words, with fan service in Crisis Core Everything is fine. The only thing is that many episodes, including the notorious Nibelheim incident, are noticeably distorted, so scrupulous fans who know FF VII by heart, they can easily be dissatisfied.


Zach is relaxing on the beach. Suddenly, Genesis divers jump out of the water! And he’ll grab a beach umbrella and let’s bludgeon them! Yes, the developers are kidding me.

Sephiroth's fan interrogates Zack. One thing is unclear - how does she know about the attack that Sephiroth will learn only after five years?

However, the expected storyline about Zach and his friends in Crisis Core the matter did not end there. the main role assigned to the renegade Soldier Genesis (the same G from Dirge of Cerberus, who is “played” by the famous Japanese singer Kamui Gackt). His story is as vague as it is pretentious. The characters act illogically, change motivations from one to another like gloves, and are even pompous beyond measure.

Quotes from the play Loveless (mentioned in FF VII, but here it has taken on a completely different shade) make up a good half vocabulary Genesis itself. In other words, everything in Crisis Core not directly related to FF VII, is a crime against common sense.

And the gameplay is also a problem. Combat system looks like "edited" Kingdom Hearts- with disabled jumps, without the ability to rotate the camera in battle and, most importantly, without Reaction-commands Round arena small sizes, limited by invisible walls; on it is Zach and several monsters. "Square" button - somersault to the side, the main means of defense; “triangle” is a block that helps out when a lunge cannot be avoided.

"Cross" - attack. You cannot select a target manually; Zach will run towards the monster he is looking at. this moment, and hits him. Because of this, problems may arise with choosing targets, because turning towards the desired enemy and making sure that the cursor appears on it is not the same as quickly selecting this very enemy yourself. And Zack has only one attack; we will see this combo of several attacks throughout the entire game.

But thanks to Reaction teams, battles in the already mentioned Kingdom Hearts 2 looked simply amazing - almost like in "Advent Children". And now for some reason we are again seeing the monotonous swinging of a sword.

There are, of course, other types of attacks, but to use them you need to obtain and equip the appropriate materials and spend AP points each time - that is, they have equal rights with magic. It must be said that there are really a lot of materials, but only a few of them are useful.

Gravity, removing a quarter or half of the enemy's HP. Treatment. A barrier that reduces the damage Zak takes. Finally, an obscenely powerful punch, replacing the sword attack towards the end of the game. Everything else is tinsel, which you can easily do without.

"Anti-soldier's look." Are the developers kidding me?

Mini-game: cut rockets with a sword. Who just made this up?

However, all this most likely applies to those playing at the difficulty level Hard. On Normal Crisis Core is completed using monotonous clicking on the attack button and occasional healing; the entire materia combination system, which allows you to gain access to new skills and upgrade Zach's characteristics, turns out to be completely unnecessary. But not if you decide to complete optional missions.

But we can’t think of why you might want to go through them. Yes, each of them has some semblance of a plot attached (rather far-fetched). But there is nothing valuable in it. Even missions directly related to FF VII(the war with Wutai, the beginning of Yuffie's career as a matter hunter), are executed so poorly that you could burst into tears. The gameplay there consists of searching for the boss and then killing him. In all three hundred missions.

Three. Hundreds! There are less than a dozen decorations for all these missions. Unnecessary battles on the way to the bosses are at every turn. How boring this all is is beyond description. Some apologists Crisis Core trying to appeal to portability PSP, noting that the missions are ideal for five-minute warm-ups in transport - but you might as well close your eyes and count sheep. It makes exactly the same sense.

And, by the way, about battles. IN Crisis Core they do not occur according to the standard “one after several steps” pattern. After all, as mentioned earlier, they require an “arena” of a certain size, which, for example, will not fit in narrow corridors. So in these same corridors there will be no battles, even if there is a crack - but at every fork, every turn, every more or less wide area, a company of monsters is guaranteed to await us.

Moreover, the battle is activated every time the hero steps into this very invisible “arena”. Imagine the situation: Zack goes to the chest. There's a fight along the way. After the battle, he takes a step in the wrong direction - moves literally a pixel - and, then taking a step back, again, a second later, finds himself in the same “arena”, where the same enemies are waiting for him again. And on the way back from the chest - again. Creepy?

Formally, there is no shortage of various monsters, but in the plot you almost always have to fight with people - either with Wutai soldiers, or with Genesis clones. It gets boring.

Just like the original FF VII, Cloud throws Sephiroth into the abyss. OVA Last Order, where Sephiroth jumped off himself, can now be confidently considered non-canonical.

Something here is one more one-winged psychopath than it should be. Get out of my Nibelheim, Kamui Gackt!

And also Crisis Core overflowing with useless mini-games, tasks in the spirit of “fetch!” and other tinsel that dilutes the already not the best gameplay. The local “stealth” mini-game generally breaks all records of inappropriateness: what was in Fahrenheit, compared to her - real Splinter Cell . To the authors Crisis Core there is something to learn from the original FF VII, in which the mini-games were executed much better.

And even despite these tricks, Crisis Core will only take a dozen hours. This is probably for the best - monotonous battles will not get boring. If you take on missions, which we so diligently discourage you from doing, then the duration of the game will increase four times. But the pleasure you can get from Crisis Core will decrease in the same proportion.

We saved mention of the worst idea for the game until last. As you can see in the screenshots, the roulette wheel is constantly spinning in the upper left corner of the screen. She's called DMW, and from her to Crisis Core depends... almost everything. Three units in a row in battle? Gain invulnerability! Three identical character portraits? Activated Limit skill. Or summon monster flies - if his portraits suddenly replaced the faces of the heroes.

When two identical faces appear, the game pauses and the so-called modulation phase begins - and only if chance provides three "sevens" in this phase, Zach will gain a level. The only way. They say that the game has an invisible experience counter that forces the loss of these “777”, but in reality everything turns out differently: you can earn three levels in five minutes, then reload from the last save and not get a single one for an hour and a half with the same conditions.

“It’s enough to look at God’s light, see the clouds on the horizon and mountains piled up in the distance, hear the roar of a forest waterfall and the singing of birds, and the thought involuntarily comes to mind: what is a captain like in comparison with the splendor of nature?”

J. Hasek, “The Adventures of the Good Soldier Schweik”

We've been waiting for this game. We counted the days on the calendar, argued until we were hoarse on forums, shook out our piggy banks and watched video materials over and over again, marveling at the tropical realism. Our hearts demanded new graphics. Our eyes demanded beauty. And all this unprecedented splendor is created by the developers Crytek given in an action movie Crysis generous portions.

Jake Dunn, an American super-soldier with the call sign "Nomad", as part of a small team, lands at night on the tropical Philippine island of Lingshan, where a week ago the North Korean army arrived, drove out the inhabitants from the island and captured a group of peaceful archaeologists digging in the mountains. But when a special soldier gets down to business, an evil dental enemy trembles, because we have at our disposal not only weapons and the innate ability to handle any equipment, but also a nanosuit of the future that protects from bullets, heals, disguises, accelerates and from time to time gives heroic strength. Under the tropical sun, among fragile palm trees and flimsy houses, Nomad's comrades arrange Vietnam for the Koreans with a slight admixture of "Predator" in order to eventually get to the aliens of an irritable disposition buried in the mountain.

Soldier Jake

The game looks almost as good as we were promised. If we compare wildlife Crysis with videos that were released drop by drop by the developers, it is clear that the lighting effects suffered. Perhaps the developers simplified the game of chiaroscuro in order to somehow reconcile the game with modern hardware and allow owners of super-powerful expensive machines to run the game at maximum settings - even with a low resolution. At the same time, the game can be easily tamed on weaker machines, but... who would want to sacrifice the main feature of Crysis for the sake of speed - the magnificence, the riot of graphics technology?

And here everything is as they promised us: the bushes crumple and bend, and palm trees in battle are effectively cut down in bursts, only to slowly collapse with a crash onto the ground strewn with blades of grass, pebbles and woody debris. Light clouds hang in the blue sky, in which only a closely peering player can discern their mathematical origin.

The sun is beautiful here, shining through the windows of the huts with an extended dynamic range. The houses, in turn, are clearly divided into strong, indestructible buildings and huts made of boards and slates. The latter develop from the slightest explosion that happens nearby. Yes, on this island you need to carefully look at the materials before hiding behind a barn or fence. You can even hit him over the head with a board. It’s the same story with trees - palm trees are fragile (grass is grass), but deciduous trees give good protection.

When falling palm trees, barrels flying around, boards and multi-meter cable reels can change the topography of the battlefield at any second, it’s not easy even for the player - for a long time I will not forget the moment when the walls of the shed in which I was hiding, from the explosion of a grenade, smoothly “bloomed” into wooden flower, revealing the Nomad to the eyes of the feisty, bloodthirsty Koreans.

Artificial intelligence has a hard time in such conditions, but, to the credit of Crytek programmers, the soldiers of the virtual DPRK cope with the task of navigating rough terrain at the very least. With everything else, things are not so good - the AI ​​in the game sometimes falls into tactical insanity, often runs straight into machine gun fire and generally does not fight very competently, losing heavily to fighters from Half-Life 2.

My battery is almost done

The lack of tactical thinking is more than compensated for by accuracy. Each burst of the trained “artificial Korean” flies right to the target, and here the health is reduced to zero very quickly, and the armor of the nanosuit helps to “catch” only two or three bullets before the battery runs out.

The black nanosuit is beautiful, the silhouette of its electronic muscles is impressive, but something definitely needs to be done about the energy crisis. The miracles of strength, speed and strength in the game shown in the introductory video are unrealistic, since the charge of the suit is enough to either compensate for several hits, or for five to six seconds of speed, or for three or four power strikes, jumps or throws - or for a few seconds of camouflage when moving (you can stand still under disguise for longer, but there’s not much point in this, especially since the enemy notices the hero very well up close).

With dead batteries, the suit is useless, and it is recharged only when the hero is not using superpowers and bullets with grenades are not flying at him. It's clear that the developers didn't want to accidentally make the game too easy, but the draconian restrictions meant that the only thing really useful in the game was the disguise feature. In short dashes, from stump to stump, the hero overcomes space. Hide, reload, hide, reload - and so on ten times under the voice comment: “Maximum stealth... Maximum armor...” This is not how we imagined the everyday life of a super soldier in a super suit, not at all.

Promising technology scattered around the island also often inspires false hopes. It’s not bad sometimes to get into an SUV or truck with a machine gun and mow down the defenders of a checkpoint from afar, but driving fragile vehicles on the roads is not only dangerous (any meeting with the enemy could be the last), but also simply inconvenient. In a couple of places, you can really cut a corner or two on a boat or car, but in those cases when you are directly told that you should use the technology, you should be skeptical about the developers’ proposal.

These are all really minor balance issues... but they're still problems. Take, for example, a rocket launcher with three missiles. You can only take one “pipe” with you, and until you shoot all three charges, you cannot replenish the supply - you just need to pick up a new rocket launcher. When a player is forced to shoot into the sky to replenish ammunition, this is not realism, but rather ill-consideredness. It would seem like a trifle, but in some places these weapons are scattered so generously that it is more convenient for the player to return each time (sometimes by car) half the level to pick up a new “pipe”. And so on several times.

Second chance for a first impression

The game plot is also presented in a unique way. In a standard blockbuster action movie ( Doom 3, Half-Life) it is customary to demonstrate story scenes at the beginning - the developers smoothly introduce the player to the flow of things, ending the relatively long introductory mode with a “cascade resonance”, also known as a “big badabum”. In this way, the player simultaneously masters the controls, receives first information about the world, is imbued with its spirit and acquires motivation.

In Crysis, everything is exactly the opposite - from the very beginning the hero is packed into a suit and literally kicked out onto an island, where the Korean People's Army and flying alien octopuses, strongly reminiscent of the Matrix's war machines, are already waiting for his entire group. And there, among the beautiful palm trees and squealing Koreans, our Nomad goes through task after task according to one simple scheme - he runs to the next point on the map, dealing with patrols along the way, and in the next camp, at the risk of his life, obtains information or turns off the switch of the silencer that is interfering The US Army takes control of the island.

For the first time it's fresh and interesting. The second time doubts arise, and the third time questions arise: for how long? The developers chase the player through vast levels, engaging in narcissism - they have something to brag about, but the gameplay quickly gets boring. And the palm trees are no longer pleasing, and you already know every Korean soldier by sight as if they were your own, and you already want to quietly walk around the patrols along the edge of the level, “along the wall.”

Only towards the middle of the game does the plot smoothly begin to come to life, sometimes revealing oddities like this task: to capture and completely clear a Korean cruiser of enemies in order (follow the twists of the scriptwriters’ thoughts) to press a button on the cruiser and disable its protection so that US aircraft could bomb it the cruiser is in half. Gradually, the gameplay unwinds like a spring - the player is put into an unusually fragile tank, then given the opportunity to look into the alien ship that we have heard so much about, and sent into battle on aircraft. At this point in the game, almost all nonlinearity disappears, and the scripts grab the hero by the scruff of the neck, but here’s a miracle - the gameplay blossoms a little and really becomes more diverse. But such story tracks are definitely better than meaningless freedom in the jungle.

And then fate throws the hero onto an aircraft carrier, and here a new quality suddenly appears in the game from somewhere. The characters gain depth, and Crysis suddenly delivers everything a top-notch action movie needs - great plot, motivation, atmosphere, cascading resonance. It’s just that this happens towards the end, when the endless rows of palm trees have already been passed, and the first impression of the game is based on the dreary running between the field camps of the barrel-plug Korean army. And when the game ends, even the plot that was cut off in mid-sentence with the potential for a sequel is no longer particularly moving.

The plot itself is moderately banal - in a good way. Characters, situations and types are easily recognized. There is also an extra, “the third corpse on the left,” and bodies torn to pieces by someone unknown, hanging from the trees. There is a cute archaeologist girl, local Alix Vance. The Koreans are commanded, of course, by an evil general, a typical villain of Asian appearance, reminiscent of the actor Carey-Hiroyuki Tagawa. It will not do without an elderly irritable general, a supporter of tough measures. And, of course, a major will be found calling the soldiers “son” and bravely distracting the attention of the huge walking Martian machines. Well, not exactly Martian ones, of course...

From the pathos of some of the dialogues (“Leave me, save yourself!” - “We won’t abandon our own!”) a suspicion creeps in that the writers were not so much aiming at a specific audience as they were quietly laughing slightly at the cliches of patriotic American cinema. It's a pity, but everything that is interesting, talented and... alive in the plot appears only at the end of the game.

Crysis was made by talented and passionate people, otherwise there would not have been these sunny jungles, timid crabs and dreamy turtles. I would not remember the wet deck of an aircraft carrier and the streams of rain flowing down the matte side of carrier-based fighters. But the project cannot be pulled off by graphics alone. Plot slacks, shortcomings and numerous balance problems plague Crysis. All that the developers managed to do perfectly in it are palm trees and golden sand.

ADVANTAGES FLAWS
Fun
6
relative freedom at the beginning, varied gameplay at the end drawn-out plot, monotonous and unreasonably large levels
Graphic arts
10
hyper-realistic tropical island, destructible environment. Enemies' bodies instantly disappear
Sound
10
atmospheric sounds of the jungle. Radar music signals approaching enemies not noted
Game world
10
traditionally gorgeous tropical island useless and unreasonably large levels, lame artificial intelligence
Convenience
7
special abilities of the hero that help diversify traditional battles imbalance of suit and weapon, poorly usable equipment, errors in scripts

Weapons and equipment

The nanosuit, which the main character will carry with him (or rather, on himself) throughout the entire game, is the pinnacle of American science and military equipment 2020. He will allow the Nomad to literally single-handedly defeat all the DPRK troops present on the island. Of course, the aircraft carrier fleet will breathe in the back of our hero, and his partners will not refuse from time to time make a promise support, but our hero will do all the work alone until the last levels.

The weapons in the game are implemented in an interesting way, although in some places the draconian restrictions on portable ammunition are clearly unjustified, and the principle of “two types of weapons of each class” looks like a tribute to fashion. The system of attachments and improvements is very unusual and fresh - you can attach something interesting to almost every type of weapon: a laser or optical sight, a flashlight (jealous, Doom 3), a silencer or an under-barrel grenade launcher. This can be done at any time, adjusting the arsenal to suit your own tactical plans.

Nanosuit

A stylish suit, a muscular exoskeleton well protects the hero from external influences, and makes it possible to withstand several bullets or a grenade explosion at an average distance without harm to health. In the right situations, the suit can cover the wearer with effective Predator-style camouflage. To make camouflage more effective, it makes sense to be further than five meters from the enemy or behind him.

This is interesting: The hero's flashlights and laser sights do not reveal his disguise. In addition, even in disguise mode, the hero casts a shadow. It's funny, but so be it.

The suit's charge is spent most efficiently if the hero stands (sits, lies) in place. When moving, the charge is consumed very quickly and only lasts for a few seconds. The suit has one battery, common to all functions, so under fierce fire, when the hero is already battered, it will be difficult to go from armor mode to invisibility (especially since the enemy often fires a couple of bursts at random when he sees that the hero has disappeared in front of him nose). It only makes sense to go into stealth mode from cover, and you should immediately estimate whether the hero will have time to run to the next cover in order to quietly catch his breath and recharge in armor mode.

In addition, any shot or grenade throw in stealth mode instantly disables it and at the same time resets the entire charge of the suit to zero, making the hero defenseless. Hence the rule - before throwing a grenade at the feet of an unsuspecting patrol, you must first exit camouflage into armor mode. This is inconvenient, but the developers, instead of providing for automatic mode switching, for some reason decided to complicate the player’s life in this way.

Advice: In order not to move the mouse every time through the radial menu of the suit called up with the middle button, it is worth adding the most commonly used modes - invisibility and armor - to the hotkeys.

The speed mode is rarely used - mainly when the hero gets into a really bad situation and he urgently needs to hide behind a stone or wall in order to pretend to be invisible and escape to a more advantageous position. However, even in this case, it is more effective to use a regular sprint (the hero’s default speed is relatively low - he runs at a lazy jog).

The power mode is also not for everyone - the game mechanics, the meager energy reserves of the suit and the simple fact that it is much easier to use a weapon will not allow the player to effectively grab and throw barrels, boxes, turtles and enemies. However, in several places the force will have to be used according to the plot - where it is necessary to jump to a height like a Jedi or to knock out a jammed door with your fist.

This is interesting: You can grab not only Korean soldiers by the throat, but also aliens, and even their mechanical flying soldiers. There is also little benefit in this possibility, but an alien grabbed by the throat looks funny.

In addition, the suit also has the ability to heal wounds in parallel with restoring battery charge. There is a night vision device that is used extremely rarely. There is a built-in scuba tank. And yet, like a piano in the bushes, the suit has purely cosmetic features... that is, a space feature - nozzles for jet propulsion in zero gravity.

Gun

“One” justifies its use in the game for two reasons. Firstly, the hero can easily take two pistols and shoot from them the Macedonian way. Secondly, it is easy to attach silencers to pistols to act covertly.

For your information: Despite the elements of stealth, there is no way to deal with the enemy really silently (for example, to silently remove a sentry) in the game. Either way, the hero is guaranteed to alarm the entire neighborhood.

In addition, pistols have another good advantage - the magazine size of twenty rounds allows you to conduct dense fire for quite a long time without reloading.

Automatic SCAR

The main weapon in the game, the futuristic machine gun of the main character, is convenient, accurate, with little recoil. At the first levels, the player is guaranteed to burn out all the ammunition in several battles, so he will have to throw it away reluctantly. However, towards the end of the game it will be returned to you. You can attach a muffler to the machine.

Automatic FY71

This Kalashnikov-like assault rifle is used by Korean soldiers. It is good in its own way, but, as often happens, it cannot boast of accuracy. However, it has one important advantage - magazines for the FY71 are lying around in almost any weapons warehouse, and you can almost always replenish ammunition. In addition, it almost always makes sense to look for machine guns in the grass when harvesting after hot battles.

In addition, you can attach a grenade launcher to the machine gun - this is an additional convenience.

This is interesting: It is worth finding the weapons of fallen enemies as quickly as possible - bodies in the game disappear very quickly, leaving behind only an indistinct puddle of blood, and in the grass, without any landmarks, it is very difficult to find machine guns.

Shotgun

A shotgun is very useful in the game, as it is almost always possible to engage the enemy at close range. You can hide around the corner to lure out the enemy, or simply use the stealth mode.

When fired at point-blank range, the shotgun is destructive - with one shot it will demolish an average soldier, with two - an ordinary alien (and with three - the main character, if they shoot at him). Shotgun ammo is usually easy to come by, too, so I would consider this weapon to be the most useful in the game.

Sniper rifle

A sniper rifle is good, despite the fact that it takes up valuable space in the hero’s things, sometimes making it difficult to take a machine gun or shotgun with him. Its scope is limited - in the jungle it is not always possible to find a good shooting position. But one hit to the head or torso is fatal, and enemies very often foolishly expose themselves to the shot, so you can find a place for a rifle in the arsenal of a hero traveling through the jungle.

For your information: However, you should not hope to clear the enemy base from afar with a rifle and then walk around it with a nog. The sudden appearance of an enemy around a corner due to the will of scripts (spawn) in the game is a common occurrence.

Submachine gun

The submachine gun is not bad for close-range combat, when you need to quickly, cheaply and angrily take out the enemy without allowing him to come to his senses. It is used mainly in the mid-game. You can take it with you to the alien ship to stun the guests from the M33 nebula, who are big fans of pretending to be a ghost with a motor.

In addition, you can attach a silencer to the submachine gun.

Gauss rifle

Logically, the Gauss rifle should have replaced sniper rifle. It gives enormous damage, the charge flies far and does not obey the laws of gravity (however, bullets here do not obey it either). However, several serious drawbacks make the gun not very useful in normal combat:

  • the Gauss rifle reloads very slowly after each shot;
  • You can only take twenty-five “cartridges” with you;
  • The rifle does not have an optical sight and is not expected to. Why is not clear. This is the nineteenth century.

True, even these unpleasant moments are redeemed by the ability to knock a Hunter out of the sky with two shots, so this rifle will come in handy at the last levels.

Rocket launcher

Convenient thing! The rocket is controlled remotely and flies towards the laser point, as was implemented in Half-Life. One hit takes out a car, two hits an anti-aircraft gun or an armored car, four hits a tank. A helicopter usually requires two or three hits, depending on your luck.

The hero experiences tantalum torment, in front of whom there are several rocket launchers scattered, of which you can take only one, with three rockets. If the rockets are not completely used up, you cannot simply replace the rocket launcher with a fresh one. Since it is almost always worth having a couple of missiles on hand, this leads to some fun manipulations, including shooting at random objects and driving a car from the battlefield to ammunition deposits.

For your information: In addition, you cannot change the rocket launcher for a new one while the last rocket is still flying. So it's better to shoot at the nearest garage, and not at the clouds.

Rapid fire machine gun

A multi-barreled machine gun is a heavy weapon. It is not very convenient in battles against nimble people; it is best used in the fight against aliens and their sinister mechanisms.

We have seen the same machine gun in dozens of games and films. It spins up slowly and shoots tightly, albeit with a wide spread. The damage, however, is not particularly strong, but a machine gun can be used as a substitute for a rocket launcher.

MOAC

This is an alien weapon, modified to resemble an earthly soldier in the field (how a simple soldier did it with his hands and without a single nail - I’m afraid we will find out only in the next episodes).

This weapon does not freeze the enemy, as in Duke Nukem 3D, but simply throws bursts of sharp icicles at him. The damage is about the same as from a submachine gun. The only major advantage of MOAC is its endless ammo capacity. However, it is worth monitoring the overheating (or hypothermia?) of the weapon. The overheated gun shuts down for a few seconds, which is especially annoying when you're surrounded by evil cybernetic invaders. So you should only shoot from it in short bursts.

The hero will be allowed to use MOAC only at two levels. Then they will take it away, so prepare yourself mentally for the seizure of the alien gun.

Frag grenades

Traditionally useful thing. With the help of a well-thrown grenade, you can blow up a car, suppress a machine-gun nest, or even completely destroy an entire patrol leisurely strolling along a forest path. However, if the soldiers manage to rush away from the grenade, they may survive. It all depends on luck.

It is also a very good idea to cover the approaches to an occupied defensive position with grenade throws and listen to the screams of enemies who discover the ambush. However, they themselves are not fools to throw “shards” at the hero. The hero's suit tracks such surprises while still in flight and marks the flying grenade with a red frame.

Smoke grenades

They are used infrequently, but they can be used if desired - for example, when for a saving throw into the forest there is not enough energy from the suit and it is necessary to cover the retreat with a strong smoke screen.

Flash grenades

Flashes are convenient when the hero has to break into a room where an enemy is waiting for him. A few seconds of disorientation are usually fatal for those caught in a flashbulb.

However, it is usually more profitable to throw an ordinary grenade into a doorway or window - so that the enemies will get sick with a guarantee.

Demolition charges

C4 explosive. A good replacement for the rocket launcher. The principle of use is simple - we sneak under the cover of invisibility to a tank or anti-aircraft gun, throw C4 on the armor and give it a go, taking out the red button along the way. One click, and all that remains from the technology are memories. This is a dangerous business, so demolition charges are the weapon of real adventurers.

Enemies

In total, in the game, oddly enough, not counting technology, there are exactly three types of enemies - Korean soldiers, robotic paratroopers and flying alien Hunters (turtles, crabs, birds and farm animals do not count). Of course, this is not much by modern standards, but problems with diversity are observed only at the beginning of the game, when you have to smoke the same people out of the forest over several levels.

Korean soldiers

The soldiers of the Korean People's Army play the role of abstract humanoid enemies standing in the way of the US Army, which is making its way to very specific non-humanoid enemies.

North Korean fighters are well trained in shooting training - they shoot very accurately, skillfully throw grenades and are deadly behind machine guns. Beware of boats and cars loaded with Korean riflemen. The Koreans are armed with machine guns, submachine guns, shotguns and pistols. They make attempts to outflank the hero where possible, but do not show miracles of mutual assistance and consideration - they pursue the hero very reluctantly, often “yawn” at the post and quickly “forget” about the whereabouts of the evil capitalist Yankee as soon as he sneaks around the corner.

The soldiers are so dedicated to the Juche cause that even a few bullets will not stop them from continuing the fight. Simply put, they are unusually “rejected” for a game that in some moments claims to be realist.

Korean special forces

Under the leadership of the wise Kim Jong Il (his portrait will appear several times in the game), the Korean people managed to reproduce American technology and create their own nanosuits - with increased armor, with the strength to jump like a cheerful bunny on a hill, and, of course, with camouflage. Korean special forces are found only in a couple of places in the game, but the enemies do not know how to use the suit properly, and usually they are easy to outplay, using stealth, folds of the terrain and powerful weapons.

Cars and boats

Every Korean truck, SUV or boat is equipped with a machine gun, and sometimes it comes with a marksman. Fortunately, the player will almost always have the opportunity, seeing danger ahead, to quickly hide in the shadows and prepare an asymmetrical response - throw a grenade or hit the side with a rocket. If neither one nor the other is at hand, the hero will be saved by one and only sniper shot. No one will replace the shooter killed behind the machine gun, and the driver will not think of trying to run over the hero, so the problem is solved.

Helicopters

They play the same role as helicopters from Half-Life - namely, they interfere with life with terrible force. The main weapon of the helicopter is a machine gun, the second is missiles. It is very difficult to hide from flying Koreans, even in dense foliage. It seems there is some kind of clever equipment on board that allows you to detect the hero, even if visual contact is impossible.

A rocket launcher is used against helicopters. All other weapons are ineffective, although in some cases you can try using a rapid-fire or heavy machine gun.

Tanks, armored cars, air defense armored vehicles

Korean tanks are serious and sometimes very painful. Fortunately, our first meeting with them will take place on our terms - they will confidently enter the village, and you will have several rocket launchers. Three or four hits will destroy the tank. In an open field, the developers will confront the hero with them only on one level. At the same time, he himself will control the modified Abrams and will be able to solve the problem with two or three shots from a cannon.

Aliens

In their original form, aliens will only be found in one place in the game - they cannot tolerate earthly conditions and to move they use extremely bulky exoskeletons (each the size of a nine-story building). In their natural habitat, on their ship, they look like amoebas rapidly fluttering in weightlessness with a weakly defined head and limbs. Their speed allows them to painfully butt the main character. Some are holding ice cannons - those same MOAC cannons. True, the hero will not be able to pick up trophies until he leaves the ship for fresh air.

Alien landing

These are small robotic “drones”, drones the size of a large octopus. They levitate low above the ground and can make high jumps. Their tentacles are very dangerous in close combat, and on top of that, many have built-in ice-throwing weapons. Mechanical paratroopers are most dangerous in open space, where you will have to seriously run from them. In confined spaces, the best weapon against them is a shotgun.

Hunters

The most dangerous enemies, not counting the game "bosses". Most of all, in appearance and habits, they resemble mechanical octopuses from the Matrix universe. In close combat, Hunters are fast and deadly, from a distance they accurately hit with a powerful freezing jet and love to bomb the ground with ice blasts. Every meeting with the Hunter is stressful, and not every time the player will have a powerful stationary machine gun or rocket launcher at his disposal. The Hunter will easily fly over almost any obstacle through the air, so the player can only rely on accuracy and rush around in circles, hoping to confuse the Hunter.

Walkthrough

A group of archaeologists led by the Rosenthals (father and daughter) dug up something in the mountains of a tropical island that could change the fate of the whole world. Having learned about this, North Korean troops and a US aircraft carrier force rushed to the island.

The Koreans were the first to do so. They captured the archaeologists and prudently evacuated the entire population of the island. But they underestimated the curiosity of the American generals.

Five US special forces soldiers parachute over the island on a dark night. And everything would be fine, but an inquisitive alien who arrived at the noise of the plane unwittingly played on the side of the Koreans, and... fate scattered us!

Contact

The Nomad's parachute collapsed, but the nanosuit, at the cost of some shock, absorbed the impact of the water. The hero gets ashore (“Hello, turtle!”), reloads his suit and takes out his favorite machine gun. Ahead is the course of a young fighter.

This is a bug: If the game doesn't look very attractive and you're sure you've set the settings to high, try lowering them to medium and then returning them to high.

Having learned to run, jump, squat and do a prone position, operate a suit and throw boxes, the hero turns right and comes face to face with curious Korean soldiers who have come to see who is throwing signal lights ashore, contrary to fire safety rules. From now on, these guys will become your “best” friends for the next five levels.

Advice: In a direct confrontation, Korean soldiers are invincible, so the hero will have to be cunning, hide, dodge, cheat and use dishonest tactics. Fortunately, in many cases, the most tedious parts of the game can be bypassed by passing the Koreans “along the wall” and without engaging in battle.

Having dealt with the Koreans and admiring the schools of crabs on the shore, the Nomad meets with the Jester, and together they listen to terrifying radio messages from the Aztec hanging in the branches, who seems to be eating someone.

Of course, even a sprint will not help the unfortunate Aztec. One thing is good - the Korean soldiers surrounding him also had a hard time. There are no survivors. The leader of the group, the Prophet, remotely vaporizes a corpse and a suit hanging in the trees (this technology is another reason to try not to be captured).

The cruiser must be captured and then destroyed. Orders are not discussed.

It's time to move on. The next task is to meet the surviving members of the group scattered around the cape. A power jump will allow the Nomad to climb onto a high ledge, behind which a Korean patrol is waiting for him. “Turn on your disguise, deal with them simply and quietly.” It will not work quietly - any aggression will lead to unmasking, noise and shooting, but here the player can learn to move in short dashes, getting closer to the enemy.

While an unexpected dawn comes to the island, the player receives a new task - to destroy equipment that is jamming the GPS signal. How helpless are the soldiers of the 2020th century, weaned off maps and tablets! However, an order is an order.

For your information: green dots (and arrows on the minimap) indicate the goals of the main tasks. Yellow dots and arrows indicate secondary, optional goals. In principle, the hero cannot get lost on the island - each level is limited by insurmountable mountains and invisible walls.

After admiring the magnificent sunrise scenery, take out your binoculars. Time to make plans and reflect. How, one wonders, can one deal with a small group of soldiers guarding a jammer that successfully reaches satellites in geostationary orbit?

There are several ways here. You can carefully roll down the mountain under invisibility, strike a few times and hide in the house (there is ammunition inside), peeking out only to finish off the remaining ones. You can try to sneak up to the silencer in short runs, hiding among the chickens.

There are high chances that the Koreans will fire a signal flare and a boat will come in response to the noise and bring in a car with reinforcements and a machine gun (if it doesn’t get stuck on the road - this sometimes happens with the local AI).

Advice: Korean jeeps have, in addition to the shooter, one weakness- a can of gasoline attached behind the car. One shot and the car flies into the air. Trucks have a weak spot - the gas tank.

You will have to get to the next meeting point around the entire cape, teeming with soldiers and jeeps. You can try to cross the space by water if you manage to shoot shooters on boats. No sooner had the hero reached his destination than he was given a new order - to get into the fortified camp and get secret materials there. Preferably - quietly.

You can do this any way you want, including breaking into the base with guns at the ready and simply using a military trailer (trailer) as cover. But the “quiet” method works great if you hide in the rocks from patrols on the road.

This is interesting: The North Korean military uses English and keyboards in documents and on computers, and their monitors show images without being connected to computers or even to the network - they naturally sparkle with empty connectors.

Once inside the trailer, take a breath and carefully download the information. Apparently, the operation to capture the island is led by a certain General Ri Chang Kiong, who is engaged only in serious operations under the cover of special forces. What kind of archaeologists are these if both the USA and Korea are hunting for them?

Take the bunch of fragmentation grenades from the table. Now you can return to the main task - the search for the surviving group members who are waiting for the hero at the appointed place. On the way back, the game will ask you to get into a pickup truck (it looks like a classic Toyota), but it’s better not to do this if you haven’t cleared the entire area of ​​everything unfriendly, including boats.

With the help of grenades, the easiest way to deal with a machine gun nest installed on a mountain road. In order not to get involved in another battle, immediately turn left, climb onto the ledges in a few jumps and meet your partners, looking in surprise at a hefty boat lying in the mountains and at the same time frozen through. The explanation most likely sounds like this: the aliens decided to take the boat for collection into the ship, but halfway they got stressed and decided to throw the heavy “souvenir”.

The familiar electrical noise on the suit's internal screen suggests that we are not alone here. However, the soldiers arrange a banal movie skirmish with the commander: “What have you gotten us into?” - "None of your business!" In addition, a map is discovered with a marked area that appears to be the site of the excavation.

Suddenly the boat explodes, an alien Wellsian creature appears in the gap, grabs the Jester, waves him a couple of times like a flag and carries him off into the forest, perhaps with triumphant cries: “But the little man will be lighter than the boat!” How come I didn’t guess right away?”

Long and persistent pursuit will only lead to the fact that the heroes find themselves at the next level.

Recovery

“Dead,” says the fighter with the call sign “Psycho,” looking at the tortured corpse of the Jester, and notes: “However, we’ll die like flies.”

Tanks are unusually vulnerable. You'll likely use up all three available tanks in a matter of minutes.

Of the entire group, three survived - commander Prophet, soldier Psycho and Nomad, our alter ego. Discovering that the alien has spared the team the trouble of capturing a mobile communications post directly ahead, the Prophet bravely sends the Nomad to a nearby village where the Koreans are rumored to be holding an archaeologist hostage.

On the shore, Korean soldiers relax as they look at the scenery. Patrols are roaming. There is a lone jeep with a machine gun - it is ready to rush on command to where the evil Yankees are found. Turn right - side task: infiltrate the network again. To do this, most likely, you will have to storm the hillock with the radar station. The area is poorly suited for hide and seek, and someone is always on duty in the house. But fighting a half-dozen Korean soldiers in the surrounding area isn't the worst of it. It is assumed that you will naturally storm the village under the mountain, destroying the entire garrison. The village is covered with barbed wire, anti-tank hedgehogs and minefields.

This is interesting: the mines are not buried in the ground - lazy soldiers simply laid them out in beautiful patterns. It is easy to clear such a field - just hit a mine and it jumps up and detonates.

You can make your fate easier if you take a sniper rifle on the same hill and pre-process the approaches to the village. But this will not solve the problem of two machine-gun nests behind the bridge - here the dead soldiers will be replaced by their comrades.

A fight with an open visor is suicide, so I advise you to cross the bridge under invisibility as quickly as possible, hide in one of the machine gun nests, and then make your way to the gas station, where weapons and flash grenades are laid out right at the cash register, which will be very helpful when storming buildings . You can defend here for a very long time. If you're lucky, your partners will cause additional chaos and fire in the village.

The hostage is being held in a school building behind the city hall. Try to clear the entire village of enemies if possible before breaking into the door. It turns out that all the way this lazy Psycho was hiding somewhere behind your back. How to fight a garrison, you won’t wait for him, but how to show off in front of a hostage, it’s him right away. The hostage is a young archaeologist and part-time CIA agent. She will tell the usual story about what archaeologists dug up not that, and asks you to take her to a safe place. The Psycho will take care of guarding the hostage with great pleasure, and we will, as usual, have to take the rap for him and fight with two tanks that arrived in the village in response to the noise and screams.

Rocket launchers are stored on the ground floor of the school, and on the roof you are relatively safe, so tanks will not become a big problem for the hero. Another couple of rocket launchers lie in one of the houses closer to the shore.

Only one hostage was freed - the second was sent deep into the island, accompanied by soldiers. This means that we have to go there - from a small waterfall with a small rainbow, up along the stone ledges (power mode) and along the river bed. Beware of patrols - they may try to bypass you along the river bank in the “blind spot”.

Another hundred meters - and we find a second hostage, somewhat out of shape - he looks like a popsicle, and there are icicles sticking out of his back. His guards fire in all directions, quoting the behavior of the movie “Predator”. Aliens were clearly at work here too.

To meet the Prophet and take a shortcut through the caves, you will have to overcome the rest of the valley teeming with enemy soldiers. There are two ways to do this - hard and easy. Hard involves fighting each patrol in a tight jungle environment. An easy way is to sneak along the right “wall”, hiding behind the stones and using invisibility. The first is for fighters, the second is for pacifists.

The Prophet, on the way to the cave, will confirm that the hostage is a CIA agent and that the office has been monitoring nosy archaeologists for many years. This is the last thing he will say before he is kidnapped by our old acquaintance - a flying alien friend.

Will they eat the Prophet or not? The nomad learns this only after five levels.

Relic

Again our hero is alone, completely alone - with the task of disabling another GPS jammer. Major Strickland, the ground operations commander, will be in touch. He will offer the Prophet evacuation, but our hero is not the type to escape from the island halfway, especially since, according to the CIA agent, archaeologists and Dr. Rosenthal personally are being kept at the excavation site.

Where the excavation site itself is - this can only be found out when the satellite navigation starts working.

Below the slope and behind the cabbage beds is a banana plantation, it must be taken by storm, the hero has no other choice. The position is very uncomfortable; there are no reliable shelters. You can start by hiding behind the rocks and blowing up the jeep. Sheds are poorly suited for protection - they literally fall apart at the slightest shock. Only a military trailer is suitable for taking up defensive positions in it. By the way, our target - the jammer - is standing two steps from the trailer.

Having received an order to break into the next Korean base and steal the next intelligence data there, avoid the temptation to get into the truck. You can shoot from a cannon if you wish, but I categorically do not recommend taking it for trips - it will be riddled with holes at the next checkpoint under the mountain. There is no need for the hero to appear there at all. It is better to go straight east and south to reach a well-fortified base along the mountain road.

Taking the base by storming it via a hanging bridge is not a good idea. I advise you to go around the base along the river counterclockwise, where the road meanders like a snake, and quietly sneak along the fence. Here the hero has the opportunity to sneak into the trailer with secret computers undetected. To do this, you need to hide behind defensive sandbags, then get into the house and “backyards,” trying not to catch the eye of the sentries from the towers, to reach the coveted trailer.

This time the soldiers posted a guard near the computer, so you will have to fight your way back. This is not so difficult if you shoot enemies for a while while sitting in an invulnerable trailer, and cover your retreat with smoke grenades.

Now we have information that somewhere nearby is the very excavation site where the shocking finds were discovered. There may also be hostages there. Major Strickland will offer you the use of a car to get to the location. No thanks! Deliberately sabotage advice is something new.

Rice fields swarming with Korean soldiers are not the best place for a truck. The easiest way is to go around the fields along the southern cliffs, without engaging in battle and hiding in the thickets. Pay attention to the boat - we will need it very soon. Carefully move along the right “wall” towards the base installed at the excavation site. Defensive structures, concrete blocks and trash cans are placed so well that the hero can get into the round tent without raising an alarm at all. The necessary chain of shelters for recharging invisibility can be found there. Carefully jump into the pit in its northern part and, in the same quiet way, go to the northern door - it is not guarded.

Yep, here comes our Dr. Rosenthal. His daughter is in the hands of General Kiong, and the doctor obediently examines the two-million-year-old alien specimen found underground. It turns out that Rosenthal’s team had already found alien debris in different places on the planet, and here, on a tropical island, an entire “Hunter” combat vehicle was discovered. And somewhere in the mountains there is also a certain “temple”, which is also of interest to Korean science and the American military.

While talking with the Korean general, the doctor discovers that his exhibit is coming to life. Electric tension hangs in the air again. Rosenthal barely has time to greet the nomad, who has lost his invisibility, before a blast of cold turns him into an ice statue. Minus one archaeologist. There are two of them left and it seems that General Kiong is keeping them with him.

The major will radio the Nomad to evacuate and inform him that reinforcements are heading towards the camp. This is a small problem, since it is already dark outside, and hiding in the bushes on the way back is much easier.

Your task is to make your way south, to the cemetery, literally through the entire level. The path can be long and tedious if you get into a fight with every patrol and every checkpoint. But there is a way to shorten part of the road, if you take a military boat, rush along the river and carefully jump from the waterfall. A helicopter will fly ahead - it can be eliminated by temporarily mooring to the shore and simply planting two missiles into it. Ahead, the river will be blocked by another boat - try to overcome the barrier, firing furiously and trying to blow up two barrels of fuel on the wooden pier.

If you break through, everything is fine, all that remains is to deal with the second helicopter. If not, that's okay too. Under the cover of smoke bombs and invisibility, “leave the longboat” to the left bank of the river and there quietly move towards the same cemetery.

There is something curious about choosing a quiet churchyard as a place for evacuation. But this churchyard is not so quiet. Something rustles among the trees, flickers pale blue and shoots sparks. And these are Korean special forces in nanosuits. Hide among the tombs and you will easily identify your enemies. All that remains is to destroy them.

A futuristic aircraft arrives, reminiscent of both the transports from Starship Troopers and the Imperial shuttle from Star Wars" He will take you away from this level - perhaps the most boring of all.

There is still no news about the Prophet, and Major Strickland promises the hero participation in a small, victorious war... Participation in the war? Why! We are offered to single-handedly win this war!

Assault

After a few unquoted quotes from Saving Private Ryan, we are introduced to Lieutenant Bradley. The platoon is pinned down by fire, there are many wounded and killed - but since there is a super soldier here, it makes sense to send him to suppress air defense so that the planes can bomb the artillery covering the platoon with fire.

We have to blow up two air defense installations. Easier than that! And just like that, the night is coming to an end. It's always more pleasant to fight in the morning.

Move along the road to the northwest, destroying everything unfriendly along the way. Before reaching the gas station, turn left - it makes sense to sneak along the northern rocks, so the hero will meet only one patrol. You can blow up the first air defense installation from afar, hiding in the forest - it will take one missile. You can clear the area in front of the bridge, but this is not necessary - the hero, after waiting until the noise subsides, can jump to the waterfall and quickly swim across the mouth of the river. Most likely, you will first have to get rid of the helicopter - this will take the two remaining missiles.

Ahead is a village, in one of the houses of which a computer with valuable information is hidden. You can sneak into a house and steal data secretly without raising an alarm. However, it still makes sense to raise the tararam in order to drag away one of the rocket launchers lying in a visible place.

Getting rid of the second air defense installation is much more difficult. The inner bay is too heavily shot at, so it is best to turn away from the village along the road to the south and, hiding behind the rocks, fire at the anti-aircraft guns from afar.

It turns out that the mobile installation was not the last - the North Korean army prudently hid one more in the port. Well, the hare is sad, but there is nothing to do - you have to clean the port with your bare hands under the watchful gaze of the Psycho, who, unknown how, made his way onto the rail crane, where he can see everything from above.

An invitingly open sewer hatch indicates best way penetration into the port. Once you get out and get rid of the soldier, begin a slow and smooth clearing of the port. This activity is tedious, but not too difficult if you take one building after another without haste. In the large hangar in the northeast there is a weapons warehouse. After the air defense installation explodes joyfully, with sparks, you must be prepared for the fact that several enemy soldiers will suddenly “hatch” in the port. It’s easy to get rid of a lone boat by blowing it up or killing the shooter. Jeeps are easy to blow up with a grenade from around the corner.

But even now, when the last anti-aircraft gun has been blown up, aviation cannot do anything with the port already cleared of the enemy. The cruiser is in the way, jamming all frequencies so that neither a bomb nor a missile can hit it. However, what advanced technologies do once agricultural North Korea have? The nomad has no choice but to jump onto the unwittingly open left side of the cruiser, arrange total democratization for his team and disable the protection.

All that remains is to destroy the helicopter that arrived in response to the noise, mark the cruiser by “shooting” at it with binoculars, and the job is done - troops land on the port, completely cleared of enemies, and tanks descend from the sky not far from the blocked entrance to the railway tunnel. You have to use one of them. Jump over the fence or go around it.

And here is Major Strickland himself in one of the tanks: “Comrade Nomad, do you know how to drive a tank?” - “You’re insulting me, Comrade Major!” - “Then go ahead, let’s kick their fillets!”

This is interesting: Please note - Strickland's tank is armed not with a regular cannon, but with a tank version of the Gauss cannon.

Onslaught

At this level, a lot depends on how long you can protect your fragile tank from shells and missiles. Together with you, another group of tanks will storm the valley. Don't skimp on shells for enemy vehicles and fighters with rocket launchers.

The major's order is to seize the railway depot. Most likely, by this time your tank will already be dead or run out of shells. It’s okay - rocket launchers are scattered around generously (every second enemy soldier “shares” them). In addition, there is an ownerless Korean tank at the station, which no one pays attention to. You can transfer to it.

Move forward, carefully looking out for helicopters with the “sting” of the tank - it is very easy to shoot them down with a cannon, since at first they fly like sleepy flies. You just need to make allowances for the ballistic reduction of the projectile.

Ahead is a mountain, under which, deep in the mines, an evil Korean general is holding the last two hostages - Helen Rosenthal and some other small fry. However, what is it? The earth trembles, in front of all the honest people, gigantic pieces of the mountain break off and slowly fall to the ground, revealing details of a rather large spaceship clearly of extraterrestrial origin. The earthlings are not bothered by such a trifle, and the battle continues.

The major's next task is to eliminate (yes, again!) three air defense installations so that air support aircraft can destroy the base in half. Here it makes sense not to rush, but to let your partners go ahead and very carefully shoot both enemy tanks and soldiers with missiles. If the second tank breaks down, again, no problem. The houses next to the palm plantation have a third one. Try not to lose him as long as possible, otherwise you will have to engage in a firefight in person, get close to these very anti-aircraft guns in an open field and blow them up. It's not very difficult, but incredibly tedious - as if we were back to the first levels again. It's good that you will always be able to return and replenish your supply of missiles.

When the last anti-aircraft gun stops interfering with our planes, the Nomad will be given one more task - to climb onto the dominant hill and use binoculars to guide the planes to the target. There are snipers on duty on the hill, on the tower (they are eliminated by one rocket hit), and several more soldiers may be on duty at the post under the mountain.

As a reward for your valor, you will be offered to take a Gauss rifle. In principle, there is no harm in doing this in order to clear the roadblock of enemies on the way to your next goal - the mines.

Awakening

Rock falls of such magnitude should have flattened and destroyed all the mines built under the mountain. But the mines are intact, the general and the prisoners are inside, and they seem to be doing well. And our hero... well, he will again have to storm the factory buildings at his quarry alone.

The task sounds something like this: “We would land troops to help you, but it’s dangerous in that area. We have looked for a place to land, and you, please, provide it.”

First, you should make sure that General Kiong is really in the mine. To do this, you need to get into a well-guarded warehouse and download information from a computer the old fashioned way. The easy way do this does not exist. You'll have to play Rambo one way or another, but it's easier to complete the task if you go around the warehouse's perimeter and enter in stealth mode. Now the hero’s task is to get into the desired house, where he will find a good defensive position, supplies of shotgun cartridges (on the first floor) and other useful things (on the second). The house is simply crawling with enemies, so grenades and a shotgun are your best friends here.

As soon as the alarm is raised, a small armored car takes off and starts circling around the yard. Why he does this is unclear, because the player can easily kill him with a rocket launcher, remaining out of reach. Another option is to throw explosives, of which there are so many on the second floor, onto the armored car under the cover of invisibility.

The next stop is the rock grinding shop, where Strickland wants to land. It is better to get to it not along the road or along the western edge of the level (although this is also an option due to convenient positions behind the carriages), but directly through the hill, so that the Nomad will be under the cover of a hefty pile of rock. Looking out from behind it from the right slope, you can pretty much thin out the defenders of the base. Pay attention to the citizens in nanosuits - they are armed with rapid-fire machine guns and are dangerous in close combat. Luckily, you can almost always sneak up on them and fire a couple of shots or a burst while their slow machine guns spin their barrels.

Save the missiles for the helicopter. You can pick up a machine gun in a shed literally two steps away from a pile of rock, but it’s better to use another weapon. As soon as there is not a single enemy in the crusher area, air support will arrive, occupy the crusher and winter here. All they can do is shoot a little from the edge down. Don't expect them to rush right off the bat for you. The nomad will have to move alone through the open area to the entrance to the mines.

From this moment on there is no point in saving ammunition. However, since you have so far run out of missiles, spend them on armored cars crawling along the bottom of the quarry. It is better to do this very carefully, looking out from behind the cliff under the cover of invisibility. If the Korean soldiers come running in response to the noise, they will probably bring with them a few more rocket launchers, and you can use them to bring terror and chaos to the quarry. A couple of alien Hunters, who decided to shoot at the little men at the entrance to the mines, will partly help you with this.

Make sure you have at least a couple of rockets for a rainy day, shoot everyone you can reach with your Gauss Rifle, and begin your descent. I advise you to use a jeep for this - you can quickly overcome a dangerous area with it and end up at the bottom of the quarry with a spectacular jump. After that - hide, shoot, hide. If you clear the entrance to the mines from enemies (including a couple of soldiers in nanosuits), another support squad will land.

A warm welcome awaits you outside the door - a group of soldiers and a couple more “nano-soldiers”. Then the hero will be left completely alone, and the only thing he has to fear is a rock collapse in the cave with the grotto.

This is interesting: it was here, in this cave, that I discovered amazing view- flying frog. More precisely, jumping through the air.

Around the next turn, a gigantic cave will open in which General Kiong and Helen Rosenthal are mining the entrance to the spaceship. The general is nervous, shouts, shoots at archaeologists in vain.

Meanwhile, our hero fell into the clutches of the Korean “nano-special forces”, who successfully use oriental martial arts in unusual conditions. After a short scene, the hero will have to fight with the general, who plays the role of a mini-boss here. Kiong has a rapid-fire machine gun, the hero has a nanosuit (you need to turn on invisibility right away), fists and also submachine guns lying under your feet. Hide behind the boxes, try to get into the dead zone by jumping onto the boxes behind the general.

After the scene of the rescue of the beautiful brunette, our Nomad, cut off from the outside world by rubble, has only one way - inside the spaceship. Along the way, grab all the weapons you can reach. I’ll tell you right away that a shotgun and a high-velocity machine gun work well against aliens.

Core

And inside it’s bitterly cold and ice crystals are everywhere. It looks like a cross between the ship from the game Prey and the alien style of "Alien" - in a word, a typical alien ship, whoever says that this is not so, let him be the first to throw a stone at me.

When gravity disappears and the suit suddenly reveals new talents, turn right through the “hatch”, and then right again, to where the alien flies away. The current is pushing the Nomad back, but it looks like it’s time to play salmon and swim through the corridors of the ship against the wind. An alien will flash ahead - but we are not afraid of aliens, it would be better if they were afraid of us.

A little further, another alien will conduct reconnaissance in force and immediately disappear, and the current will become so strong that it will begin to noticeably push the hero away. But as soon as you shoot at a device resembling a radio tube, the flow will subside.

Advice: if you are slightly lost in the ship, follow the pulsating transparent pipe with an orange spiral inside. This is the “artery” of the ship, it will lead you out like Ariadne’s thread. Another reference point is lamps and rays of bright light.

When you see a “hatch” emitting light, move towards it to come face to face with the alien. Up close, they resemble a cross between the movie Predator and an illithid (or the deity Cthulhu).

Having dealt with the alien, turn into the window on the left covered with a holey “lattice”. You will find yourself in a large, shapeless corridor, and after that - in a huge hall, chock-full of aliens. We'll have to fight. To move on, you need to blow up five “radio tubes” and dive into the pipe in the center of the hall - right under the spiral “artery”.

Behind the long cave and relatively narrow corridor is another hatch, behind which you can replenish your ammunition and arsenal. Turn into the corridor on the left, from the control room - to the right, and you will find yourself in the “production” room. The main problem here is the aliens (the more spacious the hall, the better they feel) and protective fields that prevent passage. Fortunately, the fields turn off from time to time - you just have to catch the moment.

Dive into the hole at the end of the corridor on the left. This is a kind of “public transport” system, an excellent and unexpected attraction.

In the hall with columns, on one side there is a holographic diagram of the ship and a dump of weapons with ammunition, on the other there is a window, behind which there is a crazy cloud of Hunters and an impressive exoskeleton (spider-like mechanism) walking along a sheer wall. It looks like a full-scale invasion of the planet is being prepared. The hero will not be able to enter this hall, so, after shooting the aliens creeping up from the rear, move towards the large pentagonal wall at the end of the hall. This is the door to a huge hall, the last obstacle on the way to the long-awaited freedom.

The alarm sound is easy to recognize, and it means that you will have to fight a crowd of aliens before leaving the ship.

Paradise Lost

It appears that the Nomad left the ship at the same time as the alien army. Part of the island is enclosed in a sphere of frost, a hundred degrees below zero, in the best traditions of the film “The Day After Tomorrow.” However, Major Strickland asks the hero to find the lost squad of Marines. Need I say that we won’t find anyone here? At least no one left alive.

The descent from the hill will be complicated by the landing of small but very dangerous robotic paratroopers. You can try to fight them, but it's best to just run away. The lost platoon turned into ice, leaving the hero with some ammunition as a souvenir. The next attack of the cybernetic landing will be repelled, interestingly, by the Prophet, who not only survived and escaped from captivity of the aliens, but also scraped an ice gun from one of them, which he will share with you as soon as the attack is repulsed.

Advice: It makes sense to stay away from the dying alien paratroopers - they explode painfully.

True, his suit is slightly damaged and does not withstand the cold. The nanosuit temperature indicator will appear on the screen. Once it cools down to zero, the Prophet will die and the entire mission will fail, so save and act quickly. While your partner is sitting in the barn, where it is not so cold, help him repel two waves of aliens. Quickly grab the machine gun and, when the stone wall collapses, escort the Prophet to the burning car. Here he can warm up while you shoot down Hunters flying across the sky with a machine gun. So, in short dashes, you will move - from one fire to another. After the second stop, get ready to meet a cybernetic assault force in a narrow trench - open heavy fire, since you have little time.

This is interesting: Pay attention to the huge alien aircraft, covering half the sky. Very soon you will have to fight him in the best traditions of “Serious Sam”.

On the frozen river - another landing. The next stop is at the burning helicopter. The frost caught up with the Korean squad at the bridge, so it makes sense to change your weapon to a machine gun here if you don't have enough ammunition. Beyond the bridge is the border of the sphere of frost and the end of the level.

Exodus

The detachment sent by the major will meet you on the other side of the bridge. There is no time to sharpen your belts and admire the impressive ice sphere - grab a Gauss rifle and a rocket launcher, because three waves of alien paratroopers, accompanied by the Hunter, are about to attack. Your first target is Hunters, as the most dangerous opponents. Six rockets and a Gauss rifle should be enough; deal with the paratroopers with their own weapons, which, by the way, will soon be taken away from you.

When the attack is repulsed, save if possible and sit behind the cannon of the jeep that is on the left side of the road. You have to shoot down Hunters with economical bursts so as not to overheat the gun. Be careful - a Hunter falling on the road can easily blow up a jeep.

This is a bug: in some cases, the driver may lose control and drive into a tree. Then the game will have to be downloaded.

Right before your eyes, the “vertical” transporter attacked by the Hunters will make an emergency landing. Helen Rosenthal is on board, and she cannot get out - the door is jammed. Having dealt with the Hunters flying around, the hero must sit in a perfectly serviceable, but for some reason completely immobile air defense installation and shoot the Hunters while the Prophet digs Helen out of the rubble.

First, you won’t be able to save the air defense installation, and you only need to hold out until the moment when Helen says that she’s okay. Jump out of the anti-aircraft gun as soon as the damage bar is half filled. Secondly, the Prophet clearly wants your death, he will give an openly sabotage order to reoccupy the air defense installation - do not do this if you do not want to die along with it. Take the Gauss rifle from the rubble and use it to shoot down the last of the Crows.

Another “vertical” evacuation vehicle will arrive, but you can’t go there yet. And you probably won’t want to miss this magical spectacle - a battle with an alien dressed in an armored suit the size of a house.

Admire how his armor reflects all harmful influences, and rush along the river bed as hard as you can to the evacuation zone. Occupy another captured air defense installation and shoot all the Hunters out of the sky, including those who shoot from afar. That's all you need to do - when the nearby anti-aircraft gun explodes, get out of yours and run to the evacuation zone. Major Strickland, like a real Marine, will cover the retreat, diverting the alien's attention to himself, and die a hero's death. There won't even be a baseball cap left of him.

Ascension

This level is entirely “airy”. You have to take the place of the killed pilot and help with the evacuation, destroying Hunters along the way. The level is very short, but in a couple of places you will have to load several times - the Hunters are too fast and dangerous, and your device is very clumsy.

As soon as the pilot takes off, take his place and immediately raise the aircraft higher so that it does not fly into the landscape. Immediately after the bridge, you will be warmly greeted by aliens, and two other ships will land to evacuate the soldiers. You have the “simplest” task: deal with the Hunters. This is very difficult to do, since the flying robots instantly leave the firing zone and settle into the rear. Avoid the icy jets by dodging left and right. You shouldn’t feel sorry for the missiles - just don’t launch them into the milk, but keep the Hunter in your sights and wait until he is outlined in white.

This is a bug: There may be an error in which one of the side missions is considered failed before it even starts. It's not fatal, but to avoid it, don't go into the next fight without receiving a radio message from the downed pilot.

Be very careful when passing through the valley between the mountains and the ice sphere. Tornadoes roam through it, and wind shifts can easily throw you onto the rocks or the ground. In case of danger, use additional acceleration (Afterburner).

A message will come from the convoy, which the Hunters are tearing to pieces, but this side task is impossible in principle and was added to the game to make it even more tragic - the convoy will be destroyed before you can get to it. All you have to do is fly along the valley to the sea and the rescue aircraft carrier, dodging unwanted encounters. This is not difficult to do if you do not expose yourself to icy jets and do not get involved in a fight.

This is interesting: If you fly fast enough and don’t get distracted by the Hunters, you will have time to notice how the gigantic flying (swimming) machine of the aliens plunges into the water off the coast.

There is no need to land manually on the aircraft carrier. When your device flies far enough from the shore, the mission will end and the landing will be counted without your participation.

Reckoning

Here comes the aircraft carrier, the best level in the game and, by a strange coincidence, the last. Everyone is assembled - Helen Rosenberg, the three surviving super-soldiers and Admiral Morrison, who dreams of dropping an atomic bomb on the aliens. Oh, unfortunate one, the lessons of the movie “Independence Day” teach him nothing.

The psycho, as usual, did something weird - he dragged a dead alien robot onto the ship, which, with the last of its strength, draws energy from the captain's bridge tower and comes to life for a few seconds, which confirms Helen's theories.

The nomad, who filmed shocking footage inside the alien ship a couple of levels ago, is waiting for Admiral Morrison in the combat control center. Before going to the admiral, it makes sense to explore all available aircraft carriers. You can look at planes landing and taking off, try to take off on the wing of one of them, admire the shader effects of rain and water, evaluate models of rockets and bombs, look around the corner to find pilots, “three from a casket, identical in appearance,” getting wet for some reason - then in the rain. All these mini-scenes, dialogues, announcements over the intercom and the general atmosphere of anxious anticipation (“Lexington is under attack, planes are redirected to us...”) are what the game was missing... well, perhaps, from the very beginning to penultimate level.

On the way to the control center, we learn that Helen Rosenberg, an ordinary archaeologist, suddenly discovered her talent as an exobiologist and exoprogrammer, analyzed the communication protocol used by the aliens, and is now looking for a way to screw them over. Our hero, as usual, turns out to be a pig, but I’m getting ahead of myself.

The hero's meeting with the elderly admiral will follow a predictable scenario. The admiral wants to bomb and is only waiting for confirmation from the White House. Helen Rosenthal senses demonicness in the atomic bombing, but cannot justify why this causes the legitimate anger of the old warrior. However, several interesting facts will be revealed: the island has been exhibiting an anomalous temperature for a week now and all this time it has been sending a signal into space, in the direction of the M33 galaxy. “Perhaps this is a distress signal and they are lost!” - will immediately offer Helen’s version. Oh these women...

The dialogue will be interrupted by a message that communication with Lexington has been lost. Yes, a nearby aircraft carrier is lost, and the admiral kicks everyone out of the center. Now you need to meet Helen in the ship's arsenal. Along the way, take a look at the cups - the admiral plays golf well!

This is interesting: pay attention to the sailors and soldiers reading the announcements. Judging by the animation, they are either very nervous or suffering from a severe hangover.

In the laboratory, a middle-aged black man wearing glasses reads the research results. Perhaps it would be more convenient for him to do this if he did not fix the sheet on the tablet upside down.

While the Nomad is crucified on a device that reads data from his suit, the Prophet grabs his ice machine gun and breaks out of the laboratory with the intention of ending the aliens once and for all, regardless of any nuclear tests. Helen, meanwhile, managed to penetrate the aliens’ signal system and build a signal generator into our hero’s suit, which translated into alien means: “So that you all choke on this energy.” Before we are released onto the bridge, the hero will be shown a prototype of a nuclear rifle. “Can I try it?” - "No".

Remember where the rifle is. We will need it very soon. While the scientist is wondering whether he should hit on Helen, our hero is released onto the captain's bridge, where he will witness a nuclear explosion on the island and, at the same time, the Prophet's hilarious hijacking of a transporter right from the deck of the ship.

Helen Rosenthal cannot clearly explain why she does not like the idea of ​​a nuclear strike, but she knows how to stand over her soul, dripping on her nerves. If I were the admiral, I would have kicked her off the bridge and locked her in the latrine. But Morrison has nerves of iron, and the nuclear bomb falls, as it should, right at the epicenter.

It’s clear that the aliens liked nuclear energy - they quickly expanded the cold zone several times and released a horde of Hunters against the aircraft carrier formation. The “cascade resonance” has taken place - the cabin is on fire, the admiral is angry, there are bodies all around, and Helen, as befits a scientist, begins resuscitation measures. The combat part has begun.

Grab your gun and knock down the jammed door with your fist. Before going down the stairs, grab the Gauss Cannon. At the bottom, pick up a machine gun and knock out another door.

On deck, repel the attacks of the Hunters for some time. When you receive a message about a ship's reactor out of control, run to the elevator and go down to the aircraft deck. There, jump into the open hatch onto the lower, half-flooded decks, where you need to beware of explosions in narrow corridors and jets of boiling water (ibid.). Knock down two doors and talk to the chief engineer - he will explain the task to you: turn off the fuses, and then in the room with the reactor press the button to lower the moderators.

The safety shield is easy to find - a red light flashes above it. The entrance to the reactor room is under the stairs, and here you should pay attention to the sparkling water. Even the suit will only last a couple of seconds if you find yourself in high voltage water. Once at a dead end, climb the stairs to the bridge. Through the ventilation passage you can get into the reactor control room. The very nuclear heart of the ship is behind lead glass.

Pressing the Big Red Button won't help much - but Helen will cope with the arriving alien robots by transmitting to them the signal: "Choke!" The aliens have fallen to the ground, and the jammed moderators will have to be pushed into the reactor by hand - one at a time, otherwise the radiation will be fatal.

The way back will be shorter - just be careful not to stay in energized water for a long time, shoot three robots and do not fall under the elevator. You already know what to do with the doors. On your way to the upper decks you will meet another half a dozen robots, and the battle will be slow. But, once on the elevator, you will witness the tragic death of the escort destroyer - something large rammed it under water. Our proud “Varyag” does not surrender to the enemy!

On your way to the upper deck, be sure to look into the laboratory and pick up a nuclear rifle. This is important - if you forget to take it, the game will become unplayable as soon as you step onto the deck.

General Morrison does not want to leave the dying aircraft carrier. It is commendable. But he also prohibits others from leaving the aircraft carrier, and this is no longer good - for this, the general receives a metal tentacle in the belly and leaves this mortal coil. And we go out onto the deck - to meet the game boss. More precisely, the bosses.

last fight

An exosuit wanders around the deck with a masterful air, freezing everyone for no reason, grabbing airplanes with its tentacles and throwing them in different directions - in a word, having fun as best it can. Dealing with it is not so difficult if you notice an endless warehouse of rocket launchers on the starboard side. Wait until Helen turns off the monster's protection and sculpt it with everything you have. The Hunters will actively interfere with you, and they are much more dangerous than the alien suit. It would take a little more than a thousand hits from a machine gun or a dozen or two missiles to drop the exosuit.

Helen and Psycho are ready to pick up your hero, but the same one swims out of the water giant ship, which we have glimpsed three times already. This boss is definitely the last one, and it is much more difficult to deal with him for one simple reason: during most of the battle Hunters will fly around the hero, and paratroopers will pour onto the deck.

The first phase of the battle is the destruction of four small-caliber cannons. For some reason, the ship's designers placed them outside the protective field. You can simply hide behind an overturned car and fire cannons from behind cover. Further it will be more difficult - a crowd of curious people will appear, and there is simply nowhere to hide from them. Even the invisibility mode won’t help much, so you’ll just have to run, hide, shoot the Hunters if possible, and at the same time aim your nuclear rifle first at the right “wing” of the flying unit, and then at the left.

Having lost two wings, the aliens will understand that flying next to an aircraft carrier is not the best idea, and will hang their craft directly above you. This is where things get very sour unless you quickly shoot the cannon mounted below with rockets. After this, still running from the Hunters and alien robots, you must use three shots from a rocket launcher to pierce the bottom of the alien ship marked with blue glowing lines and launch a nuclear missile inside. It is done. All that remains is to survive on the way to the life-saving transporter.

The dying ship takes the aircraft carrier and all the escort ships with it to the bottom, and the Nomad and Helen, meaningfully hinting at a continuation, fly off into the dawn. This means that you have completed the game. Congratulations.

Leave the Uncanny Valley

The term " uncanny valley» ( Uncanny Valley) came to computer games from robotics. In 1978, a Japanese scientist Masahiro Mori conducted a survey exploring people's emotional reactions to the appearance of robots. At first, the results were predictable: the more a robot resembles a person, the more attractive it seems - but only up to a certain limit. The most humanoid robots unexpectedly turned out to be unpleasant to people due to minor inconsistencies with reality, causing a feeling of discomfort and fear. The unexpected drop in the “liking” graph was called the “Uncanny Valley”, and Masahiro Mori discovered that animation enhances both positive and negative perceptions.

The reason for this psychological phenomenon has not yet been clarified. Perhaps the problem is that a person is designed in such a way that he subconsciously analyzes the slightest deviations from “normality”. Perhaps the reason is that at a certain degree of similarity between a robot and a person, the machine ceases to be perceived as a machine and begins to seem like an abnormal person or an animated corpse, a cadaver. The phenomenon of the “uncanny valley” has long been used by the creators of films, literature, games and animation to evoke a feeling of fear - just remember Frankenstein, the eternal zombie horrors, the nurses from Silent Hill or the movie girls from the well. Artificial characters that are meant to be likable should not look “almost” like people, especially if they are animated, as cartoonists know well.

Creators computer games, not wanting to fall into the “valley,” they deliberately stylize the characters and give them characteristic features. However, you can’t put the heroes from Team Fortress 2 into action films that claim to be visually realistic, so designers either delicately balance on the edge of reality and stylization, or try to jump over the “valley”, achieving one hundred percent, flawless resemblance to a person.

The creators of Crysis managed to ensure that some characters do not cause hostility and look like real actors. The leader of the group of super-soldiers, a black man with the call sign “ Prophet» ( Prophet) - his face, skin, eyes and facial expressions are perfectly detailed. Another teammate in the group - a lieutenant with the call sign " Psycho» ( Psycho). Beautifully animated and major Strickland- perhaps to make his sad fate even sadder.

The enemies that look least like humans are the Korean soldiers - perhaps the developers did this on purpose so that players would perceive them not as people, but as ordinary game opponents.

The plot of the game does not fully reveal the secrets of the aliens, but we already know something about them. Firstly, they feed on energy from pure form, pulling it from any sources. Secondly, they probably do not live on planets, but in outer space, and do not like gravity. Thirdly, they arrived on Earth many millions of years ago, but for some reason they “awakened” only in 2020 (perhaps to prepare a springboard for the main forces). Finally, the aliens send mysterious signals in the direction of the M33 galaxy, which gives reason to assume that this is where their homeland is, and from there we can expect guests in the next parts of the game.

Spiral galaxy M33 (unofficial nickname - " Pinwheel», Pinweel) is located three million light years away and belongs to the Local Group of galaxies. There are a total of 35 galaxies in the Local Group, the largest of which are our Galaxy, the nebula Andromeda(M31) and M33 are in third place. The “pinwheel” is very conveniently located in relation to terrestrial astronomers - “sideways”, and this allows you to observe the process of star formation, monitor variable stars and even measure the speed of rotation of the galaxy.

In the night sky Northern Hemisphere this galaxy is very clearly visible through binoculars between the constellations Perseus, Pisces And Andromeda.

Give me a nanosuit for 2020!

Nanosuit is not an invention of Crytek developers, but fantasies about possible development American program“Soldier of the Future”, which started back in 1998. According to scientists, the soldier of the future must, first of all, have an exoskeleton capable of protecting the owner from harmful influences and making him very strong - at least, capable of carrying a huge load.

Other plans of scientists include dynamically camouflaging suits, tactical screens that allow a soldier to visually see the position on the battlefield and, using GPS, to see himself on a map of the area. The development of individual aircraft is also underway. Similar programs exist in many countries, and who knows if prototypes of protective suits like those we saw in the game will appear by 2020.

1 2 All

So we haveCrisis.

Part 1 General concepts.

In the lower left corner of the screen there is a stealth level sensor and a mini compass map. Next to it is a mark for the difficulty level of the game. In the lower right corner there are bars for the energy level of the nano-suit and the character’s vital energy. Above the stripes there is an indicator of the type, number of grenades and cartridges, as well as the level of fire. Just below is the costume mode icon.

Our main weapon is our “smart” suit . Its 5 most magical functions:

"Protection" player, from bullets as well. Wound healing. This is the default basic function. All other modes automatically switch to it when the energy level drops. Provides relative safety and energy accumulation of the suit.

"Super speed." Allows you to cover short distances at great speed. Super Sprint uses up all your energy almost instantly. Not very effective, but I must admit it allows you to escape.

"Super power." Provides enormous power for personal use. This allows you to deliver blows that crush the walls and roofs of small buildings, and break the trunks of small trees. Throw heavy objects over great distances. (Have fun throwing barrels up and watching them break through the roof.) Overcome large vertical obstacles with a powerful jump. This makes it possible to attack from convenient heights, be it rocks, buildings, or just a jump attack. The parameter has low power consumption, although it is limited in time.

"Stealth." A property that allows the wearer of the suit to briefly blend into the surroundings. Eats a lot of energy. Disappears after the first shot. Requires intelligent and wise application. It recovers quite quickly. Allows you to get close to an enemy and grab him.

Weapon modification mode. Allows you to almost instantly attach a barrel, a flashlight, a grenade launcher, a mirror or laser sight to a gun you get your hands on. And also quickly remove it all. Create the required “mix” from the listed options.

Special equipment :

"Smart" binoculars. Scans the area, marks enemies caught in the lens, weapons and equipment on the map. Has 3 magnification modes.

Island map. The mission objectives are marked on it.

Night-vision device. What else can I add?

The whole tactic of playing Crisis is to wisely use the properties of the suit and equipment. It is more convenient to move in stealth mode. Super-jump in time, hiding behind rocks and at heights. Avoiding contact with the enemy, let the suit heal you and move forward again. A game like this doesn't require a full, detailed walkthrough. The mission's goals are very clear. Blow up - capture, clear Logic riddles, puzzles missing. There is complete freedom of action within the framework. Therefore, I will consider only the first mission.

Contact.

Contact.

After an emergency landing on a torn parachute, we fall into the ocean. The suit heals us. We go ashore. Of course you can go back to the ocean. Admire the views of the night, the tropics and the seabed. However, you won’t be able to swim far, there are a lot of sharks. Suit functions are enabled. You can practice jumping on stepped slopes. Beat the boat on the shore in normal and “super-strong” modes. Do you feel the difference? We configure our weapons to suit our tastes.

Next we walk along the beach. On the way we meet a crab. The opportunity to try out interactivity, physics, and at the same time weapons. We dive headfirst into the cave and pass through a small gorge littered with rubbish. Actually, this is another opportunity to test one’s capabilities in peaceful conditions. Next there will be a beach with three hostile Korean soldiers.

The goal is to team up with a special squad partner named Jester. We meet him and listen to the hellish screams of the third brother in arms. He was driven by Aztec. We move forward to help him, but we only find the corpses of several Koreans torn to pieces and a legless Aztec hanging on a palm tree. By destroying evidence. We destroy the Korean patrol. We move towards the village to deal with the radar jammer. (This is the new order in the CCP) Already without the Jester.

The goal is to disable the jammer. We have 2 rickety buildings with a jammer between them. A trailer with a radar grid. Nearby is a wooden pier with flammable barrels. A boat patrols the water. To the right of the farm stands a Hummer equipped with a machine gun. A typical picture for the same Far Cry. The kinship is obvious. There are many ways to achieve a goal

You can sneak up to the building invisible, jump onto the roof, jump invisible and turn off the jammer, and also evaporate without attracting attention. You can do this just once.

However, what the hell is this action? I walked around the village and attacked the boat from the water.

Turned on superpower. Using a pistol with a silencer, he drenched the poor fellows in the boat, sat comfortably behind the machine gun, and gutted the entire farmstead into dust. This is especially remarkable, since literally everything is destroyed in the Crisis. Less, of course, than one might imagine from press reports, but a lot. Then I became more modest, the game continued like this:

We drive in the Hummer along the dirt road to the beach. Along the way, we treat the oncoming KRA fighters with lead. (Korean army) We run into an ambush and fight back with a machine gun in a Humvee. We bury them and move on. We get to the next village and smash it into dust. The new goal is to clear the KRA command post. We roll (walk) along the road, destroy the enemy post. We get into their computer. (Enter) We replenish the ammunition.

Let's return to CP. We kill the enemies behind the thorn. We climb along the path up the mountain. We destroy the sentries. We go back to the thorn and pass into the gorge.

Caress.
We jump over the bumps and reunite with our group. An icy research vessel was found in the mountains. We cut the video. We pursue the first alien we meet. Saving a friend, we jump after him from a cliff. Late. A group member is dead.
Recovery.
Trespasser.

We move to a village controlled by the Koreans. There are two goals - hostages and a certain command trailer. We follow the marker on the map, removing enemies along the way. We are entering a minefield.
We break into the town, make some noise, and find a school. We are working, clearing the school. We find Elena (hostage).
After the video - new goals. Destroy Korean tanks. We are looking for a weapons room (at school). The grenade launcher will do its job. Job update. Let's go to the marker.
Crossing.

Looking around, we sneak along (or along) the river. We defend ourselves from squads. There is a waterfall ahead. On the other side of the river we meet a comrade in our squad. We enter the cave.
Relic.

Behind.
Let's move to the post. Let's shoot. We kill. Let's move on. Turn off the jammer again. We are moving along the route. We remove oncoming people. Fork, turn right. Destroyed bridge. We're going on a detour. Back and right. Camp KRA. Second bridge. A helicopter appears. If you don’t shoot it down right away, they will land troops. We move towards the marker. There is a military facility ahead. Attention! Snipers are working. We break the computer again. It's a lot of work for us again. (exercise). Get to the geological excavation site. Why sit around and wait for KRA reinforcements? Along the way, in one of the houses there is a weapons depot. We take cartridges and stuff. We reached the geologists' place. Security. You know what to do. We go into the trailer. Elevator down.

Video clip.
There is snow all around. Frozen scientist. Updating goals. Ordered to find an evacuation point. We move forward according to the marker. On the way back, there will be meeting places for enemies on alert. At the military base you will again have to fight with a rotorcraft. There is a new target at the evacuation point. Ensure landing of the plane (aircraft). You have to clash with a group of Koreans in nano-suits. The best tactic is stealth tactics. You can safely board.
Assault.
Invasion.

Video clip. We are landing with the task of finding Lieutenant Bradley. We are looking for the marker. We say he is sending us to destroy the air defense. We look around. Air defense on the pier and a small island. We are gradually solving the problem. The main thing is to deprive the KRA of river patrols (helping the Koreans from the pier) and control the fortified machine guns of the island. Another helicopter. We shoot it down. Let's move on. KP (where the tower is). Another helicopter. Lots of soldiers. We go out to the sea. We destroy more air defense in the forest and right on the pier. We undermine them. Ours are landing. New goals. Destroy the last enemy forces. Fighting off the infantry, we climb onto the ship. Using the marker we find the target. The last jammer in the cut. We are ready to coordinate bombers. We swim back and cause fire. (Through binoculars) Aviation is working. The ship is sinking. The annoying helicopter pilots again. But, thank God, there is enough RPG on the pier, which quickly falls after two missiles hit it (ammunition, including rocket launchers, lies in a large heap in a building not far from the cruiser). Updating goals. Meeting with a tankman-colonel. We follow the order. They trust us with the tank. Tunnel.

Onslaught.
Team Idaho.
Abrams rolls out onto a spacious field with sparse forest plantings. Hiding from bump to bump, we disable enemy armored vehicles. For tankers, as I understand it, the main thing is to hide in time. And helicopters again. You can jump off the tank from time to time, become invisible, and make the task easier.
Behind the field, the river bank and the railway station await us. Having destroyed it, we transfer (if we haven’t already knocked it out) into a Korean tank. And we accelerate further. We deal with air defense and infantry according to the markers on the map. We select the Gauss rifle.

Awakening.
Tremors.
Along the railway tracks, we go around the KRA checkpoint. We deal with the enemy. We enter the office. We climb into the computer. We kill the infantry. We are moving along the road. Some object. In addition to infantry, there are suit soldiers with miniguns. Nothing. At the same time, we'll pick up a minigun. Helicopter. RPGs in your hands, they are not for boredom. Our special forces are helping. We go further down the dirt road. Pit. Having killed everyone, we enter the mine. Security in suits. We kill them (the only thing better than a minigun is a second minigun.) Don’t forget to pick up machine gun belts. Tunnel. Elevator. We jump down through the bars. Mine. We follow the marker and...

we get lyuli. Video clip. Explosion. We look for weapons and kill the nasty general. Now into the elevator. To Elena. She is rescued, and we receive a new order. We fall down.

Core
Laws of nature.
We enter the aliens' construction. The devices are stalling. Strange room. Exit from the entrance to the bottom right. We are floating through some pipes. The nomad talks about flow. We're going against the flow. We break the alien lamp generators. until we find ourselves in a closed cave with a hole in the ceiling. Let's get in. The first alien (without technical wrapper). Contact failed. As our sergeant said: “If you don’t want to be friends, die!” Next is a large cave. Lamps again. Alien security. In the next cave, the holes are closed with force fields. We wait. We fly into the passage. We fly through the cave and fly into the beam stream. Cave. Giant man-made spiders crawl importantly outside the window. Meanwhile, the gates open and a bunch of dissatisfied “outsiders” appear. Let's deal with them. The cave again. The last one.
The alarm went off, a dozen ugly guests of the Earth attacked. The main thing now is to find a way out. The pipe where air flows lead. Ugh!
Descent from the mountain.

While we were away, the creatures managed to freeze part of the island. Descent from the cliff. We look for weapons and ammunition in the snow and fight with strangers. Using the marker we find the ice marines. Meeting with the squad leader. He gives an alien trunk. His suit doesn’t work, so we follow from fire to fire, not letting him freeze. We fight back. And so on to the dilapidated bridge.
Exodus
Citadel
We meet our own people and immediately return to battle. I prefer the Gauss rifle and have no regrets. A couple of shots and large aerial “octopuses” fly by. Defense. After the attack, we get into the Hummer (behind the machine gun) and go down, shooting the reptiles. Break. There is a fault in the highway.

Hunter
The crash site of the Vtol. Air attack. We climb into the air defense hatch and fire. We finish off the “flying octopuses” with a rifle. Elena is saved. Attack again. A huge “spider” with an escort of “octopuses”. We connect with the remnants of the landing force and ensure the landing of the aircraft. We fight back. Let's fly away.
Evacuation to an aircraft carrier
During the flight, the pilot is killed, and he urgently has to become one. We take the helm and fly. The work is not easy, but we do it. Checkpoint to checkpoint. Along the river, towards the ocean. Shooting back from enemies. The target is an aircraft carrier. I mean, landing on it.
Good intentions.

On deck, sailors load the alien. But he seems to be still alive, and may even be dangerous. We follow the markers inside the ship. We meet with the admiral.

Video clip. Let's go to the warehouse. We sit down in a chair and test our suit. Order. We go to the bridge and contemplate a nuclear strike on the aliens, which is why their sphere only became larger. The film “The Fifth Element” is a no-brainer. We fed them. And now they are already attacking the aircraft carrier.
The last resistance.

We come to our senses. Goal: Repel the attack. We reflect. Goal again. Free the dude at the bottom of the ship. Let's release. The cargo top is lowering, we are in the belly of an aircraft carrier. We find an engineer. We turn on the reactor. The creatures flock, then something happens - they die. We insert some rods. The reactor is working. Let's leave. Firing from all guns. We go into the warehouse and take the “super gun”. Deck. Huge "spider". We'll have to tinker. "Spider" is broken. We collect cartridges, because a huge UFO appears from the water. The main thing here is to hide from the beam and shoot at special points (gun turrets) on this vessel. After their defeat, shots from the “super-cannon” will finally finish off the ship. First the wings, then the body. In the process, an escort of “octopuses” will appear. But this problem can also be solved.

We jump on board the helicopter hanging nearby. Goodbye! The adversary is defeated. Come again. Video clip. Captions.


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