Crysis 2: FAQ/Walkthrough

                                         Crysis 2

                        FAQ/Walkthrough for PS3
                            By SENIORBILL
                      Version 1.0 April 25, 2011
                   Copyright 2011 by William Poneta

                       E-mail: bilpon1@yahoo.com


                            TABLE OF CONTENTS

 Introduction
 Weapons and Powers
 The Enemy
 Walkthrough

 Chapter 1:   In At The Deep End
 Chapter 2:   Second Chance
 Chapter 3:   Sudden Impact
 Chapter 4:   Road Rage
 Chapter 5:   Lab Rat
 Chapter 6:   Gate Keepers
 Chapter 7:   Dead Man Walking
 Chapter 8:   Seat Of Power
 Chapter 9:   Dark Heart
 Chapter 10:  Semper Fi Or Die
 Chapter 11:  Corporate Collapse
 Chapter 12:  Train to Catch
 Chapter 13:  Unsafe Haven
 Chapter 14:  Terminus
 Chapter 15:  Power Out
 Chapter 16:  Eye Of The Storm
 Chapter 17:  Masks Off
 Chapter 18:  Out Of The Ashes
 Chapter 19:  Walk In The Park

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Update: 1.1, May 9, 2011: Significant detail and improved and alternate combat
strategies have been added throughout the document. Numerous collectible items
have also been added.

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Update: 1.2. May 15, 2011: I have added a section on recommended suit upgrades
and have added locations for all “Speeding Tickets.” Significant detail and
alternate stealth/combat strategies making the guide viable on all four levels
of difficulty have also been added.

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                               Introduction       

New York City is under siege-contagion, earth tremors, floods, corporate
intrigue, bands of mercenaries, martial law, even rumors of alien occupation
have made the metropolis a quarantine zone-it is an urban jungle of chaos, death
and destruction on a citywide scale. The mercenary, Prophet, encased in a top-
secret Nanosuit, giving its wearer near superhuman capabilities, has been
dispatched to access the state of affairs, but has perished and passed the suit
on to Alcatraz, whether he wants it or not.

The awful truth is that New York has been targeted as the first nail in the
coffin of all mankind. The Cephalopods have technology against which mankind
cannot win without an equally advanced technology of their own.

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                              Weapons and Powers    

Crysis 2 has a large array of weapons, which have numerous attachments and
enhancements. The player can carry only two primary weapons at a time, but can
also tote up to four JAW rockets and four blocks of C4 as well as five
fragmentation grenades. Weapons can be exchanged for dropped weapons or others
most often found near ammo crates.

When you acquire a weapon, press and hold “Select” to view the weapon’s options.
These range from silencers, assault scopes, laser sights, etc. to grenade
launchers and alternate fire modes. An automatic assault rifle, for instance,
can toggle into a shotgun. Weapons include sniper rifles, machine guns, pistols,
shotguns, specialty weapons as well as heavier weapons like JAW Rocket
Launchers, C4 explosives, Swarmer multiple-missile launchers, grenades and the
ability to pick up mounted turret weapons like the HMG. (Heavy Machine Gun)

Note: Not all options are always available on weapons. When acquiring one,
toggle through its options to see what is available on that model. Some have
prefixes added, indicating a certain characteristic, like “Stealth” or “Ranged.”

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Pistols: Generally speaking, pistols are back-up weapons. They are decent until
better options are available.

M 12 Nova:  This is your first weapon and perhaps the weakest. Some come
equipped with silencers-some don’t. They can have both iron and laser sight
options.

AY69: This automatic machine pistol has a low damage rate but puts out a lot of
lead. It has an optional silencer and can be equipped with iron or laser sights.

Hammer: This is a potent handgun that can be a decent weapon. Its silencer
reduces damage as normal but it can be equipped with a laser sight as well as an
ironsight. It is a good backup weapon in a pinch.

Majestic: This revolver is potent and can be equipped with an assault scope
making it a decent mid-range sniping option until something better comes along.
It low ammo capacity can be a problem.

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Shotguns:

Marshall: The Marshall is the most potent shotgun available, and it can be
silenced making it an excellent choice for stealthy work. It can be equipped
with iron and reflex sights. It is one of the game’s premier weapons.

Jackal: The Jackal is an automatic shotgun capable of putting a lot of lead on
target quickly. It doesn’t have the damage output of the Marshall but is a good
weapon, but using it requires close monitoring of your ammo. It can be fitted
with an extended clip and has an optional reflex sight for fast moving targets.

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Sniper Rifles:

DSG-1: This sniper rifle is one of the game’s premier weapons. It can be
equipped with a silencer to greatly increase its versatility in a game
emphasizing stealth. It can be equipped with a sniper or assault scope as well
as a reflex sight. I will frequently advise using the DSG-1, and many of the
missions require its use for completion as outlined.

M20 14 Gauss : This sniper rifle is extremely powerful, capable of single shot
kills on normal enemies, and it is a decent option for addressing some boss
types. A single round, for example, will dispatch a tough Advanced Assault Unit.
It has one setback-low ammo capacity and its ammo is exceedingly hard to come
by, making it a use and replace weapon-too bad!

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Assault Rifles and Sub-Machine Guns:

Scarab: While not the most potent assault rifle, this weapon’s versatility makes
it one of the game’s most useful during the opening stages when few other
silenced weapons are available. It can be toggled into a shotgun, can be
silenced and has three scope options. It will frequently be one of your two
primary weapons, especially during the early chapters of the game before the
Stealth Marshall and Stealth DSG-1 are available.

Scar: As an early game weapon the Scar nearly has it all, except it can’t be
silenced. It can be used as an assault rifle, a grenade launcher and as a scoped
gauss rifle, though this option is seldom available. If it could be silenced it
would be an early-game go-to weapon, but it is outclassed as the game
progresses.

Feline: This sub-machine gun has a very high rate of fire, can be equipped with
iron, reflex or laser sights and equipped with an extended magazine. Its
shortfall is that you can easily expend your ammo. It can also be equipped with
a silencer, making it a good alternative to the Scarab if that option is
available when you get it.

Grendel: Like the Scarab the Grendel can be toggled into a shotgun. Its damage
output is considerably higher that the Scarab, and is on par with the potent MK
60 MOD 0. When equipped with a scope, it is also an excellent mid-range sniper.
Its only shortfall is its lack of a silencer. It is one of the game’s finest and
most versatile weapons. These are hard to pass up-too bad they appear so late in
the game.

MK.60 MOD 0: This machine gun is a heavy hitter, and while it can’t be silenced,
it is hard to pass up. It has a large capacity and slices through the enemy with
relative ease. They occasionally come with an assault scope option. Its high
capacity/high damage output makes it one of the game’s go-to weapons.

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Specialty:

K-Volt: This weapon is hard to classify. It is a specialty weapon that uses
static charges best used against the cloaked aliens during the endgame.

X-43 Mike: This unusual weapon fires a stream of microwaves at an enemy, causing
its internals to heat and rupture. They are deadly when held on target, but that
feature can prove hazardous to your health. That said, these rare weapons are
hard to pass up and will play a prominent role late in the game when its
availability is higher.

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Grenade launcher:

L-Tag: This is a grenade launcher that can be toggled to deploy proximity mines.
It is highly damaging but with only 8 grenades, it is a use and get something
else weapon since you can only carry two primary weapons. Its destructive power,
however, is unquestionable and it is very useful in situational battles.

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Others:  This will include weapons that can be carried other than your two
slotted weapons.

JAW Rocket Launcher: The JAW is an extremely powerful weapon can be shot, or
shot and guided to its target. They are generally only available when the
environmental hazards require their use. You can carry four JAW rockets in
inventory, one in the tube and three spares-although you will sometimes have as
many as five in inventory for some reason? At times you’re not able to pick up
rockets when you have low inventory? They are the go-to weapon for enemy
gunships and juggernaut-type aliens. Not to be generally deployed against lesser
foes, unless they can be quickly replenished.

C4: Like the JAW these can be found when you’re gonna need em,’ and they pack
even more punch than the JAW. Don’t waste C4 on lower-level enemies-save them
for the Juggernaut-types-like Pingers or Devastators or the occasional Advanced
Ceph when it can be quickly replaced. These charges can be placed or thrown and
then detonated remotely on demand.

Fragmentation Grenades: Grenades are powerful weapons and are generally
available. Be aware that the hostiles will run from them, but they usually
aren’t quite fast enough. They can also be used to finish off tougher foes when
you’re out of C4 or JAW rockets.

Swarmer: The Swarmer can be found occasionally throughout the game. They fire a
salvo of rockets-not so accurate, but capable of saturating a small area and
killing most anything except boss types in that radius. Multiple salvos are
effective against Devastators and can inflict significant damage on Pingers.

HMG: The HMG is a mounted heavy machine gun that can be used in place or
detached and carried without sacrificing a slotted weapon. It has no special
attachments and cannot be silenced, and when its drum is empty it must be
discarded, but never pass up the opportunity to use one. It has a large capacity
and a short burst kills any but the toughest of the tough. Even a Devastator
will fall before an HMG. They are frequently encountered and I will frequently
advocate using them. It only shortfall is that it must be put down to interact
with the environment. Pick it back up!

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Nanosuit Powers:

The Nanosuit can be upgraded by collecting the swarm of Nano Catalyst particles
hovering near the carcasses of dead Ceph of all kinds. Following will be the
recommended upgrades to purchase and the order in which to purchase them.

The amount of Nano Catalyst you procure will depend on how many aliens you kill
and whether or not you get to the Catalyst before it vanishes. You can also
harvest Catalyst from other combatant’s kills. If you use stealth to avoid most
alien confrontations or if you fail to collect the Catalyst before it disappears
your totals will suffer.

This document will recommend tactics that will use stealth as a tool to more
easily harvest Nano Catalyst, by using advantageous shooting platforms, “safe
spots,” flanking tactics, hit-and-run cloaking forays, the acquisition of HMGs,
etc. to harvest the Ceph rather than to just run away from them, although
running away is sometimes a good option and will sometimes be offered as an
alternative approach for the sake of survival, especially on the higher
difficulty levels.

Armor Enhance-100 Nano Catalyst. This reduces the amount of suit energy used
while armored.

Threat Tracer-100 Nano Catalyst. This upgrade will show the source and direction
of incoming hostile gunfire.

Covert Ops-1,000 Nano Catalyst. This upgrade dampens the sound of your footfalls
to allow upright movement while remaining silent.

Mobility Enhance-600 Nano Catalyst-Reduces your energy expenditure while jumping
and sprinting. It also aids “ledge grab” speed.

Stealth Enhance-10,000 Nano Catalyst. This upgrade greatly reduces the amount of
energy expended while cloaked. It is the most beneficial of all the suit
upgrades in this game emphasizing stealth operations.

Nano Recharge-8,000 Nano Catalyst. This is another excellent upgrade. It allows
faster health and energy regeneration.

Cloak Tracker-16,000 Nano catalyst. This will be your last and most expensive
purchase and it is only needed for the final battle. It allows you to more
easily pinpoint the location of aliens with cloaking ability.

Cloak: The Nanosuit enables Alcatraz to activate a cloaking device that renders
him all but invisible. He will only be spotted if he gets right in the face of
the enemy or if his footsteps betray his presence. The cloak also consumes
energy. The faster he moves, the faster the energy level drains. He can still be
heard, however, but moving while crouched reduces the sound of his footfalls,
allowing stealthy movement. Purchasing the suit upgrade “Covert Ops” for 1,000
Nano Catalyst dampens the sound of his footsteps and allows him to move
stealthily while walking upright. The upgrade “Stealth Enhance” greatly reduces
the amount of energy expended while cloaked. It costs 10,000 Nano Catalyst and
is a must purchase for those who favor stealth rather than brute force.

Stealth is what makes Crysis 2 stand above many shooters. Alcatraz can actually
make kills and navigate through heavily defended areas by careful movement and
by the prudent use of cover to recharge his energy reserves. As a combat tool it
is as important as any weapon. Cloak, move into position, uncloak, kill the
enemy, immediately cloak and move off to repeat the process. He cannot shoot
through the cloak without depleting much or all of its energy, but suit upgrades
can dampen this a bit as the game progresses.

Melee: The Nanosuit imparts deadly power to melee blows. It is a viable, even
favored option, when an enemy manages to get in close. A single melee blow will
kill Ceph Assault Units and even Advanced ones will fall to several blows if you
can survive the ordeal. Activating armor mode is advised whenever possible to
reduce trauma during these encounters. Don’t sell this option short-it is very
effective when needed.

Armor: Activating the Nanosuit’s armor mode hardens Alcatraz against
environmental damage. It will drain energy when used. It is especially effective
when an explosive is detonated in his vicinity. It is also effective when in a
face-to-face firefight, giving him high resistance but not invulnerability to
enemy fire. Enabling armor mode also allows him to jump from high places and
survive the ordeal. It cannot be used while cloaked. The first advised upgrade
is “Armor Enhance,” which at only 100 Nano Catalyst is a great upgrade, reducing
energy expenditure while armored. “Nano Recharge” will cost 8,000 Nano Catalyst
but greatly enhances both health and energy regeneration.

Nanovision: This suit option allow Alcatraz to see in smoke or dust filled
environments, keying on heat variations as well as using light enhancement to
identify the enemy, weapons, fires, etc. It can be a lifesaver when an earth
tremor raises obstructing dust in the hostile battle zones of New York. Its
ability to identify heat sources makes it extremely useful for locating and
targeting enemies both during low light conditions and in the cluttered debris
filled wastelands of the city, even when the sneaky buggers try to hide behind
objects. Clicking it on and off in hostile territory will become standard
procedure, and it is especially useful while locating targets for sniping.

The Visor: The visor is a multi-function device displaying tactical and
environmental information on your HUD. With it you can identify and “tag” the
location of and obtain a distance to tactical options. It can be used to spot
and “tag” hostiles for easier tracking and it will display the position of
weapon and ammo caches. It also has zoom capability allowing you to get a closer
look. A “tagged” item will show on the HUD even when the visor is closed.

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                                The Enemy      

The C.E.L.L.: Cell troopers are human. They are mercenaries for hire and are out
to kill you. A single headshot with most weapons or a couple of body shots will
kill Cell operatives. The only variable is their weaponry-they may carry weak
pistols or devastating rocket launchers. They will also exercise prudence by not
wildly charging into gunfire. They will take cover, flank and throw explosives.

Cephalopods:

Ceph Assault Unit: This is the primary Cephalopod combat unit. They are by far
the most frequently encountered. They come in two types that are hard to tell
apart. The most common uses an energy projectile attack. Another uses melee
strikes but can also use an energy attack. The gelatinous tentacle growth on
their back is their weak spot, but headshots are also quite effective. They are
also susceptible to stealth knife attacks and melee attacks. When possible
target that weak spot on their upper back-a single close-up Marshall blast or
silenced DSG-1 round will do the trick.

Advanced Ceph Assault Unit: These tough Ceph have the same attack modes as the
Ceph Assault Unit but one on steroids. They are generally even more aggressive
and can take about three times the punishment of the regular one before going
down. They are also susceptible to melee blows, but it will take several to do
the trick.

Cloaked Ceph Assault Units: These are amped-up Advanced Assault Units; they are
about twice as durable. You will only face four of them near the Cephalopod
Litho-ship, although you will get a few fleeting glimpses of one in the church’s
catacombs in Chapter 6: Gate Keepers. They have cloaks making them a handful.
Purchasing the expensive “Cloak Tracker” upgrade for 16,000 Nano Catalyst to
address them is vital to completion of the game.

Devastator: These large lumbering Cephs are fearsome. They have two ranged
attacks-a rapid fire energy attack and a potent rocket-like one. They can be
aggressive and are most often accompanied by other Ceph. Three solid hits with a
JAW launcher or two C4 charges will take them down. The HMG is also viable for
addressing the Devastators as is the L-Tag and the Swarmer. A dozen well-placed
DSG-1 rounds can also kill a Devastator. They are priority targets when in the
field, and retreating and using cover to use the JAW is frequently the best
policy. Killing them, however, is usually optional.

Pinger: The Pinger is an enormous and deadly enemy. Its multi-story body can
swivel like a tank turret and it fires a deadly machinegun-like stream of energy
from that turret. It can also broadcast an EMP burst that will quickly drain
Alcatraz’s energy meter if he is in its blast radius. The best policy for
defeating the Pinger is to first keep your distance from that EMP attack. Hit it
with a JAW rocket and duck for cover. It will take at least five to take it out.
C4 is even more damaging, taking four detonated on or very near it to bring it
down. In most instances, however, it is the accompanying Ceph or the lack of JAW
rockets and C4 that make them hard to bring down. The L-Tag, Swarmer and
grenades also inflict significant damage. The Pinger also seems to have a sense
of where you are, especially after you fire on it or on another enemy. Even when
you remain cloaked it will often linger as if waiting for you. The red device on
its “back” is somewhat more susceptible to damage that the armored portions.

                            WALKTHROUGH   

The following walkthrough is based on numerous playthroughs on the PS3, and more
recently, on the XBOX 360. It consolidates into a single campaign the optimal
approach to the various challenges based on that familiarity. The details are
based on campaigns on all levels of difficulty, “Recruit,” “Soldier,” “Veteran,”
and, with an emphasis on patience, stealth, selective avoidance and the proper
use of cover, on “Supersoldier” as well. The biggest difference in the levels is
in Alcatraz’s increased vulnerability to enemy attacks. As the level increases
so does his ability to withstand damage wither. Using the numerous stealth paths
offered in this guide will greatly increase the chance of success on the highest
level. The enemy AI also gets progressively quicker to respond to your presence,
but will also use cover and flanking rather than rushing headlong into your
weapons. On higher levels they will also more rapidly migrate from their trigger
positions, making it harder the predict their actions.

Crysis 2 stands apart from most shooters in that stealth is a truly a viable
tactic. This document advocates a hit-and-run approach relying heavily on
stealth to infiltrate enemy positions, locate advantageous cover positions and,
at times, to bypass areas congested with hostiles. Being one against many, these
tactics are necessary for survival-bullying tactics-running amok with a shotgun-
seldom works, especially on the game’s higher levels. That said, this is a
shooter and stealth will be used in conjunction with gunplay. It will seldom
advocate simply bypassing the enemy, but will oftentimes offer this as an option
in the more challenging scenarios. This is highly recommended for the level
“Supersoldier.”

While weapon choices are not cut in stone, many of the combat strategies require
a certain weapon or weapon type for success as outlined. This is especially true
with respect to the DSG-1 and the HMG. The weapons used for the campaign are
detailed in the walkthrough, but many are interchangeable in many scenarios-a
Scarab for a Feline or a Scar, or a Ranged Grendel or an M20 14 Gauss for a DSG-
1, for example.


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                        CHAPTER 1: IN AT THE DEEP END    

The opening cutscene sets the stage. Things in New York are not normal. News
telecasts and rumors of contagion, biochemical leaks, riots, stricken refugees,
shortages, violence and martial law have led to the closing of roads and bridges
and the quarantine of the great city. The “USS Nautilus” is carrying the
reconnaissance extraction team “Omega One” into the quarantine zone.

Omega Team is bantering about the mission, speculating, among other things,
about a possible Ebola outbreak. A soldier named Al-or Alcatraz-is hung over
from nursing a tequila bottle for much too long on the previous night. The recon
team is tasked with finding a bioengineer named Dr. Nathan Gould, not a bunch of
aliens as has been laughingly suggested by one of the team.

Suddenly there is a hull breach and the soldiers must get out of the sub. Follow
the others, crouching when prompted and helping to open the pressure hatch. Swim
out of the breach, following the team and their bubble trail. You will black out
as you approach the surface. After an alien gunship surfaces and attacks the
group in the water, Alcatraz, barely alive, sees a man encased in some sort of
body army looming above him. The brief Chapter ends.

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                      Chapter 2: Second Chance  >c002>

Alcatraz regains consciousness in a gutted warehouse on New York’s Battery Park
Pier. Prophet is dead, “contaminated,” he committed suicide and the Nanosuit has
been passed on to the once critically injured Alcatraz, who has no say in the
matter. Encased in the symbiotic Nanosuit, his vitality restored by its healing
powers, Alcatraz is still a soldier and nothing has changed. His mission is
still to locate and protect the bioengineer Dr. Nathan Gould, Prophet’s advocate
and adviser. Get the first “Dog Tag” from the bloody table near Prophet’s
corpse. You are armed with an empty M 12 Nova pistol.

Press the “Look” button to locate your exit. Break the padlock with a melee blow
and wend your way through the chamber with the corpse-filled mesh containers to
the exit. Crouch, as prompted, and exit. Use the glowing laptop on the central
table for insight into the mysterious Manhattan contagion outbreak and the
troubles caused by Commander Lockhart’s bullying citywide martial law tactics.

Go up the stairs and Dr. Gould will try to contact Prophet-the late Prophet.
Leap across the gap. Push through the doors to the sound of gunfire and Dr.
Gould will tell you that you must locate the Marines. Continue through the next
door and grab the ledge, as prompted, to boost up into the hallway overhead. You
will again hear shots being fired.

Open the door and emerge into bright sunlight. The narrator’s gravelly voice
will inform you that your Nanosuit is now online and that the HUD is
operational. He will inform you that “tactical options” for the task at hand are
now available.

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Note: Tactical Options are just that, options. Many will point you to weapons or
to ammo caches, but most are tactical, offering flanking, stealth, exits,
observation points, etc. You won’t be using them all. You can use the visor to
“tag” an option and once in range, it and its distance will be displayed on the
HUD. This document will frequently advise the use of these “options.”
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During the brief cutscene the two Cell soldiers below will not spot you. The
mercenaries will gun down a helpless civilian and will then begin to move away.
The camera will also pan to the “Resupply” option, an ammo crate. When you gain
control, use the visor to “tag” the two hostiles so you can more easily track
them when you enter the area below. Even after the visor is closed, a triangular
icon will appear on the screen, allowing you to more easily track any tagged
hostiles. The range is only about half of what the game’s mini-map displays,
however.
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Tactical Options:

Resupply: This option isn’t really much of an option. You must acquire ammo
for the empty M 12 Nova handgun. There are several ammo crates at this location.

Take: This option will lead you to a Scarab assault rifle and to additional
ammo. This really is an option. With only two hostiles in the immediate area,
you can skip this option, acquiring a Scarab farther along.
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Select “Resupply” by highlighting it on the HUD. With the two Cell troopers
having moved off, jump to the roof below and then to the ground. Raid the ammo
box and load your M 12 Nova handgun. Raid it again to top off your spare ammo.
Always load your gun with inventory ammo before raiding an ammo crate-if you
have any spare ammo, so that you are carrying the maximum number of rounds in
reserve. This can be important with weapons that have a low carrying capacity.

Stay behind the munitions crates to mask your position and hit “Select” to see
your weapon’s options. This M 12 Nova doesn’t have stealth capability-some will
as the game progresses. When you acquire new weapons, use “Select” to see its
available options-none at this point of the game.

You now have a choice, you can select “Take” and go for the Scarab combat rifle
at that tactical option or you can choose to avoid an early confrontation with
the two Cell troopers and acquire a Scarab at the waypoint just ahead.

If you want to make your way to the waypoint ahead without incident, you can
simply drop off the barrier wall to your right, southeast of the “Resupply”
option, and jump down to the narrow walkway running along the shoreline, taking
to the water when it ends and then climbing back onto it farther along where it
begins again. This will get you to the waypoint without incident.

If you select “Take” you will likely have to confront the Cell, so note the
changing positions of the tagged Cell troopers by the triangular icon on your
HUD and on your mini-map. When they move off, go toward the tactical waypoint,
crouching behind the low stonewall as you make your way up the short stairwell
to acquire the Scarab near the statue of a man mounted on a horse.

You must now get to the main objective-the blue waypoint on your map. Once again
take cover along the block wall south of the statue, crouching while attempting
to either elude or ambush the patrolling Cell operatives as you make your way
past the wrecked tanks toward the objective. Unless you linger, battling the two
Cell will be your option. You can easily elude them or you can actively hunt
them.

The Nanosuit will override and reboot as you enter the “Castle Clinton,” and the
“Cloak” will be enabled as you move into the structure. The gravelly voiced
narrator will “school” you on the enemy awareness meter and on the cloak.

The upcoming interaction is set up to demo both the cloaks value and to permit a
stealth kill on the sentry ahead. Because you can be heard if not easily seen
while cloaked, crouch or move slowly toward your victim so that your footsteps
don’t betray you. Move in behind the sentry and follow the prompt for a stealth
kill.

The active cloak drains energy; this is especially true if you move rapidly with
it activated. Learn its limitations and learn to uncloak in safe areas to allow
your energy meter to top off. In this game emphasizing stealthy operations, the
cloak is not only as important as any weapon; it is also your ticket to survival
in the intimidating jungle of New York City.

There are two guards in the courtyard. Stay cloaked and near your stealth kill.
Take the Scarab if you didn’t acquire it earlier and target the small red
explosive canister just ahead. The explosion will kill at least one of the Cell
guards. Look for these and larger barrels near hostiles or groups of them. Enter
and kill the other, using the cloak to waylay him. A good tactic is to maneuver
into a good shooting position and make a headshot through the cloak. A weak
weapon like the M12 Nova won’t even deplete your energy, allowing you to remain
cloaked and out of sight.

Download the “E-Mail” on the table near the center of the enclosure. Moving near
a dropped weapon allows you to acquire ammo from a similar type for your own.
You can also have the option of exchanging your equipped weapon for a dropped
one.

Continue toward the objective. Use the yellow cargo container to aid your jump
to the rooftop.

You are now instructed to: “Head north through the camp.”
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Tactical Options:

Infiltrate: This option will allow you to locate a gap in the channeling EMAT
barriers, avoiding the opposition by skirting the perimeter using stealth and
placing you closer to your objective.

Exit: This marks the location of the decontamination chamber, taking you out of
the initial heavily defended area.

Cover: A series of low metal barriers provide scant cover to screen your passage
through the heart of Cell territory-very dangerous. Expect to battle the Cell
tooth and nail with this option.

Use: This marks the location of the decontamination shower.

Observe: This marks the location of a manned watchtower and is best used by
those wanting to wipe out the opposition. Like “Cover” it leads you into the
heart of enemy territory. If one had a sniper rifle this would be a viable
option, since it could be a decent shooting platform
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Cloak and move to the edge of the rooftop. Open the visor and use the “Zoom”
option to survey the area. This feature can prove extremely useful for spotting
and tagging hostiles, APCs, HMG emplacements, etc.

Select “Infiltrate” on the visor and highlight it. Close the visor and the
waypoint and its distance will be displayed on the HUD. With your energy full,
cloak, go to the right side of the circular roof out of the enemy’s sightline,
check the area below to be clear, and jump down. Note the energy expended in the
fall. When your energy meter reaches zero your cloak will fail. Rapid movement
uses energy much faster than a slow measured pace.

Move behind one of the boulders ahead, taking shelter to recharge your energy.
Stay cloaked as much as possible and move toward the “Infiltrate” waypoint where
there is a gap in the barrier wall. Jump the wall before the waypoint, and take
shelter to recharge in the blue door’s alcove. Note the energy expenditure for
the short jump.

Select “Exit.” Exit the alcove, going right around the building, checking for
patrols. If you see one, just back off and allow him to move away. Move ahead
and stay between the brick wall and the structure to remain out of sight.
Recharge before entering the open area beyond the wall.

You will have to veer to the right around the high brick wall and make a hard
right turn. There will be a lightly manned guard post ahead. Move slowly so the
cloak doesn’t sap your energy too quickly, maneuvering to avoid any Cell roaming
the area. While still about thirty-five meters short of your destination, take
refuge behind one of the yellow cargo containers on the left side of the guard
post to recharge your energy.

Cloak and continue around through the break in the EMAT barrier on the rear side
of the guard post going toward the “Exit” waypoint. If the loitering Cell gets
in your way take him down. Enter the decontamination room and use the door
controls to enter the decontamination shower.

Two Cell guards will patrol the facility’s decontamination tubes ahead. When his
sidekick moves off, kill the first unsuspecting Cell with a stealth maneuver.
Kill the next sentry. If he seems suspicious just put a slug in his head,
shooting through your cloak.

Continue along the tube and use the laptop computer in the small office on the
right of it to defeat the exit gate’s magnetic lock. A lockdown, however, takes
effect when contamination is detected.

Force the security gates open as prompted. You will exit into bright sunlight
onto a New York street, clogged with battle debris and abandoned vehicles. An
alien gunship flies overhead.

Advance and Nathan Gould will address you and the narrator will advise you to
find and use the subway to travel more safely. Head forward unopposed and enter
the drug store-“THE DRUGST RE.” It is on the left-just before the quarantine
barrier. Grab the “New York Souvenir,” the Statue Of Liberty, from the
countertop. Tactical options will be available on your visor.

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Tactical Options:

Resupply: This option is available right after you emerge into daylight. It is
an ammo/weapons cache on the right side of the avenue.

Destroy: This option will allow you to kill any Cell personnel near the base of
the stairwell by targeting a red explosive canister.

Ledge Grab: This allows you to vault to the upper roof where a Cell sentry
lurks. It will be above the protective corner of the building.

Search: There is a “New York Souvenir” on the counter of the drug store you
passed through to get to the battle location.
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Exit the drug store via the alley exit, turn right to bypass the EMAT barrier
and jump to the ledge above. Four Cell operatives will challenge after you are
informed that the suit has rebooted, enabling the armor mode option. “Armor
Mode” places more of the suit’s energy into protection and will slowly drag down
the meter. The Cell will fire on you detonating the explosive canisters nearby,
demonstrating the efficacy of the armor mode against exploding munitions.

You are exposed here, so move back and fall to the dumpster below. Recharge,
cloak, jump back up and quickly take refuge in the corner near the stairwell on
the right. This will be the “Ledge Grab” position. Step out while cloaked,
locate a red explosive canister below-the “Destroy” option-and hit it to kill
any Cell below. Regain your position in the sheltered corner to recharge.

Cloak and use the “Ledge Grab” option to vault to the roof above. Shoot or melee
the Cell and then use this “high ground” to neutralize any survivors. Grab a
Feline sub-machine gun to replace the M 12 Nova handgun and then take the
stairwells opposite your entry to an overlook where tactical options are
available.
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Tactical options:

Grenade: You will acquire your first fragmentation grenades on the roof of the
diner. Using them here will demo their worth but will compromise stealth.

Infiltrate: Use the storm sewers to infiltrate the Cell stronghold and to bypass
obstacles. This is best used in conjunction with the “Exit” option. You can
easily get to “Infiltrate” option by jumping from the Diner to the trailer to
the platform.

Flank: Use stealth tactics to avoid the enemy positions by flanking them and
getting into the storm sewer.

Exit: This option, used in conjunction with “Infiltrate” will get you to the
subway system entrance. Expect to encounter several Cell guards near the
subway’s entrance.
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Cloak as soon as you get to the overlook and drop onto the lower roof. Take the
fragmentation grenades-the “Grenade” option. You can carry up to five grenades.

Starting a heated battle with the nearly two-dozen Cell operatives that can
spawn in this area is not the best policy, but with your first grenades in hand
you simply have to try them out. Use the visor to locate the few visible Cell
below and step back out of their sightline and toss grenades at them. Like
firing a weapon through the cloak, throwing grenades through it will also
deplete it. Look toward the “Flank” option-your destination-and you will see
troops coming toward you in the alleyway. The strength imparted by the Nanosuit
will allow you to throw a grenade almost into that alley. Just elevate your
trajectory to a steep angle and toss the grenade.

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Note: The first New York “Speeding Ticket” of the game is given in this hostile
area. It will require you to clear or nearly clear this entire area or to just
get the citation and hope to live as the Cell pummel you when your cloak fails.

You get the citation on the avenue going north from Fred’s Diner toward the
“Evacuation Post 2” barrier where a pair of hard to see lookouts reside. The
camera is on the light post above the 25 MPH sign. Race past it for the
“Speeding Ticket” and make for the “Infiltrate” option. This is marginally
possible with the grenade tossing procedure outlined, but it won’t be pretty
unless you take the time to further thin the opposition. There are many elevated
platforms that can aid anyone trying to clear the area and cover is plentiful
but so is the opposition.
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It is now time for some discretion. There are numerous hostiles below and you
have no silenced weapons, no Nanovision, no suit upgrades, no scoped weapon and
no sniper rifle. Time for a stealthy escape since you have the locals riled up.

While both evasive paths are viable, you can have an easier passage by selecting
“Flank.” Drop into the diner via the hole in the roof. Recharge behind the front
counter, cloak and move out, going toward the bus to the right of the diner.
Follow the building’s wall, stopping behind the tall barrier to recharge. If you
run out of energy-you shouldn’t-or come face-to-face with a patrolling Cell
operative you may have to make a kill; but strive to avoid them by stopping or
sidestepping if possible. Enter the alleyway-the open storm sewer service port
is just ahead. With the alert on, a Cell trooper will be loitering in that
alley. Kill him or bypass him and jump into the open storm sewer.

Follow the piping and when “danger” is indicated, duck under the arcing cables
and then interrupt the electrical current with the switch on the left side of
the passage. Continue through the water-filled drain, swimming and jumping as
needed. Exit via the hole in the wall.

Open the mesh gate. Move along the corridor and when “Nanovision is enabled,
activate it. The heat signatures of the people and the alien Harvesters scribe a
path, although the route is linear and easy to follow without it. Note that
using Nanovision is a substantial drain on your energy. Veer left, crouching
under the gate.

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Note: In addition to Nanovision allowing enhanced vision in smoky, dark or dusty
environments, it is an excellent tool for spotting enemies anywhere. The glowing
heat signature of hostiles, or of ammo caches, is extremely useful at
pinpointing the enemy or objects in all environments. Just click it to check a
suspect area before entering or while hiding under cover, scanning for enemy
positions, vehicles, ammo caches, etc.
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Ahead the crawling insect-like Ceph Harvesters can be seen feasting on corpses
and even attacking the living. You can melee them as you move along or just
ignore them-later they will provide Nano Catalyst to help upgrade the Nanosuit,
but not yet.

Follow the corridor past the restroom and open the gate as the narrator
instructs you to find an alternate route. Allow the Harvesters to take down the
lone Cell and continue forward. If you attempt to intervene the Cell will turn
his weapon on you. The insect-like Ceph won’t attack the Nanosuit. There is a
hole in the ceiling. Boost up through it. Follow the corridor past the pitiful
civilians and as you climb the stairwells the Chapter ends.

////////////////////////////////////////////////////////////////////////////////

                     Chapter 3: Sudden Impact    

An intercepted transmission from C.E.L.L. Commander Lockhart states that all
Cell personnel are now instructed to shoot civilians that appear infected by the
alien contamination on site. Evacuation of the city is no longer an option.
Alcatraz-AKA Prophet-is also considered a biohazard and is to be shot on site.

The mission is still to locate and protect Dr. Nathan Gould. Find a route to
him.

Move forward and follow the corridor to the right. Power-kick the table from the
doorway ahead and replace the Feline or the Scarab with the potent Marshall
shotgun on the computer table. There are still no options for the newly acquired
weapon.

Exit and continue through the adjacent office, which is being rocked by
explosions. As you enter the skywalk an alien gunship is pursued and shot down
by two C.E.L.L. gunships. Early in this encounter the alien vessel ploughs
through the skywalk and you are thrown onto the street below.

Gould is excited at this new opportunity. He needs you to forgo extraction and
get to the crash site to secure an alien tissue sample, but warns that the site
will soon be swarming with Cell personnel.

Your route to the crash site is through the nearby parking garage and Cell
personnel will defend the premises. If you didn’t acquire the Marshall earlier,
enter the looted “Super Savin’” across the street from the garage and grab one
now. If you already have one, interacting with the Marshall there will allow you
to acquire its ammo.

Enter the parking garage. Exchange your Scarab or Feline for the Stealth Nova
near the corpse to the left of the mesh gate. Toggle it to “silencer” and top
off your ammo from the crate there.

Open the gate, advance up the ramp and the first two Cell guards will be just
around the first corner. Cloak, as prompted and use the visor to “tag” them. Let
one wander off to the right. Sneak around the corner and go along the left wall
inside the fenced storage area and take cover behind the stacks of cartons.

When your victim enters the storage area and is looking in the other direction,
cloak and advance toward him, staying crouched to silence your footfalls. Rise
up behind him for a stealth kill. Retreat behind the storage cartons and
recharge. Watch his “tagged” sidekick return to discover his fallen comrade. A
single headshot with the silenced Nova will put him down.

There will be another Cell guard in the large storeroom with the half-open
doorway on the right side of this area. Make a silent advance, duck under the
overhead door and kick the vehicle into him, as prompted. If you leave him
standing he will come in behind you if things get noisy as you continue.

Three Cell sentries will need killing near the bottom of the ramp. Use stealth
to approach and activate Nanovision to pinpoint their locations. Advance under
cloak to the object leaning against the support beam and use it to screen your
position from the other hostiles. Make a silent headshot on the first guard. Use
the diversion of the crashing car to eliminate the other hostiles.

There will be two Cell sentries at the top of the ramp. If your kills below were
silent and the alert level is down, cloak and advance up the ramp and hit the
red explosive barrel to hopefully kill them both. If they’re active and spread
out, try to get in fairly close and make headshots through the cloak. A single
Stealth Nova round won’t deplete the cloak-so just plug the other while he
wonders where you are. If your intrusion has placed them on high alert expect
them to be active, oftentimes throwing explosives down the ramp.

Continue through the garage, cloak before going outside and go onto the
stairwell. Exchange the Stealth Nova for the Stealth Scarab. Cloak and restock
your ammo on the exposed landing above. Keep the powerful Marshall for close
encounters. Continue up the stairs to the landing above for a collectible “Car
Key.” Tactical options are available.
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Tactical Options:

Flank: Avoid heated combat with the Cell troops and APC gunner by making your
way into the storm sewer.

Ascend: Use the orange scaffolding to gain the rooftops en route to the crash
site. This allows you to cull the opposition from an advantageous elevated
position before entering the crater.

Explore: This option will take you into the parking garage adjacent to the
crater. Expect close-quarters combat as this will require you to battle the Cell
either in the garage or as you attempt to climb out of the crater to examine the
alien pods.
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Note: If you must have the “Speeding Ticket” given in this chapter you must go
toward the “Explore” option but must continue well past it to the well defended
intersection. This area has numerous Cell personnel, including an APC. You must
turn right at the intersection and go past the yellow cargo container on the
flatbed trailer. On the right side of the avenue you will see the traffic camera
on the light post above the 25 MPH sign. Run past it to get the “Speeding
Ticket.”

A careful player can get to it without incident from the landing where the
tactical options are made available. With a fully charged energy meter, jump
down and start northeast across the roof, crouching under the ductwork and
continuing along the elevated staging. Recharge behind the large bundle and
continue forward going down the ramp, to the intersection where you go right to
find the camera. You can then reverse your route to return to the landing and
continue the mission.
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You have two choices and both involve stealth-this walkthrough recommends the
“Flank” option, rather than the “Explore” option but it is also viable. It will
require patience and stealth as you battle the Cell troops in the parking
garage. Having to move through more heavily defended areas and having the low
rather than the high ground is also a challenge.

Either way, activate your cloak and jump down to the roof below. Open the visor
and check out the area. It’s alive with Cell and an APC gunner commands the
intersection. Survey the “Explore” option route, which will take you southeast
along the heavily patrolled avenue to reach the crash site via a ramp leading
down to an underground parking structure. Pan over to “Flank” and zoom in. You
will see an open manhole into the storm sewer. Pan to “Ascend” and you will see
an orange scaffold giving access to the roof. These tactical options are your
ticket to getting to the crash site by stealth.

With “Flank” selected, close the visor and jump back up to the stairwell’s
landing. Go down the stairwells to ground level, cloaking as you pass the
windows. Cloak and turn left. If there are no hostiles ahead go to the edge of
the hedge and cross the avenue and jump down into the storm sewer.

Continue to the end, cloaking as you pass under the service grates so you’re not
spotted. If you are seen the enemy will fire at you or toss grenades down.
Restock your grenades at the end of the run. The Feline sub-machine gun you find
here will give you an option to the Scarab-it is also silenced. Indulge
yourself-I prefer the Scarab but the Feline is just as capable. It just eats
ammo faster.

Cloak, jump to ground level, check your six to be clear and get behind the
nearby container to fully recharge. A quick scan with Nanovision is an excellent
way to quickly identify threats in situations like this. Ahead, beyond the
yellow car, you will see the orange scaffold at the “Ascend” option. That is
your destination and it is the safest route to the crash site.

Fully recharge and begin walking toward the scaffold. Make a jump to the staging
and another to gain the roof. Have your silenced weapon ready to deal with a
possible hostile on the rooftop. Crouch near the ductwork to fully recharge.

Jump over the ductwork to the adjacent roof and work your way around the right
corner toward the blue waypoint. While cloaked, jump to the ground near the
beams and enter the building. Take a quick look at the crash site as you go down
the stairs. Take cover at the bottom of the stairwell to recharge, screened by
the makeshift plywood sheeting. This intrusion triggers new waypoints and a new
objective: “Investigate the Crash Site: Examine the alien pods.”

Continue forward, killing the one or two hostiles on the stairwells. Begin
targeting any visible hostiles in the crash site below, using the stair’s
landing near the ammo crate as your sniping platform. Remove the Scarab’s
silencer to increase its power and to get the Cell, fully alarmed, coming your
way.

The cover of the building will enable you to easily recharge, allowing you to
remain in the open but cloaked so you can more easily spot and target the roving
enemy, shooting through the cloak and then just ducking for cover.

This tactic will lure Cell troopers onto the stairwells. They will also come
along the second story walkway. Use the booming Marshall for easy kills. Note
that the Marshall has evolved into a stealth model-don’t silence it. The noise
will draw even more Cell, quickly and drastically reducing the number of
defenders in the area. Stay mostly on the landing near the ammo crate to address
them, descending occasionally to see if they are loitering on the walkway to the
left or on the stairwell below.

When opposition wanes, toggle the Marshall to attach the silencer, descend to
the second level, cloak and go left around the walkway closer to the Ceph escape
pod. Momentarily activate Nanovision to check for hostiles and then jump down.
Crouch to recharge behind the brick planter and then move toward the nearby pod.
Examine the pod. Gould is disappointed at the lack of alien tissue. You must now
check the second pod. Use the cover of the planter to recharge again.

Move clockwise around the debris site, using the brick planters for cover as you
slowly circle the crash site. Recharge about forty meters short of the second
pod in the building’s large recess. Cloak and go through the rubble to the
second pod only to find that neither has viable samples. An APC in the distance
will target you if your energy runs out-it shouldn’t.

Quickly move down into the crater as Gould suggests. Watch for hostiles in the
crater and quickly go right past the circular wreck to get under the overhanging
broken pavement well below the alien debris. This will place you at the
waypoint. Grab the JAW Rocket Launchers from the open weapons crate and
replenish your ammo.

Look into the dimly lit office to trigger the mission’s next phase. There is no
way into the wreckage from there even though the waypoint is right there. You’ll
need to find a different way in.

You now you have a new problem. The sound of a Cell gunship can be heard
overhead, hovering above the crater. You must now take down the chopper. Cloak
so you can aim in peace, locate it and fire a JAW rocket through your cloak to
bring it down. If need be you can fire and then guide JAW rockets to the target
by holding down the fire button and guiding it with the right analog stick, but
this initial aerial target is stationary and easy to hit.

With the gunship down, cloak and move to the far end of the crater, checking for
Cell patrollers. Go in under the partially opened door of the parking structure
and power-kick the shack’s rear door out. Take the “New York Souvenir” inside.

You must now find an entry point into the main wreckage site. The waypoint is
the structure standing on the edge of the crater. Watch for Cell patrols. Go up
the rubble ramp and go up the three stairwells to ground level. Force the
elevator doors open. Activate armor and jump into the elevator shaft. When it
settles, move toward the wreckage through the flooded murky tunnels, ducking
under the arches as you go.

When you arrive at the gruesome site, open your visor and center its reticle on
the surrounding tissue at the blue waypoint. Press the button as prompted to
allow Gould to receive sample data. This isn’t alien tissue-it’s dissolved
corrupted human tissue. Gould advises you to flee the area ASAP.

Remove the Marshall’s silencer and move into the nearby office and jump through
the window. Start into the crater. During the cutscene, a Ceph Assault Unit will
attack, but is seemingly confused by the nature of the Nanosuit and departs. As
you advance, however, another will attack. Enabling Nanovision doesn’t really
help, so save the energy for your armor. It will travel around the crater,
firing a few volleys prior to closing. Activate armor and use the Marshall when
it gets close to bring it down. A couple of close up shotgun blasts to the head
area will do it.

A small cloud of Nano Catalyst particles will float at or near the aliens
resting place. Pass through them-if need be-to acquire them. Press the prompted
button to acquire Gould’s sample. Open the Nanosuit’s upgrades and spend the 100
Nano Catalyst on “Armor Enhance.” This upgrade reduces your energy expenditure
while armored.

The gravelly voice schools you on the Nanosuit’s upgrades and your mission is
now to get to FDR drive and then to Dr. Gould with the tissue sample.

Continue through the rubble and the wreckage, chasing the waypoints until the
roadway goes underground. At the barrier pass through the cargo container,
grabbing some ammo before departing.

The Cell and Ceph are fighting it out in the daylight ahead. Advance, killing
both sides. Try to remain under cloak as much as possible, taking out both
sides, and remembering to take the Nano Catalyst from the Ceph carcasses. The
punch of the Marshall is your best choice against the Ceph and Cell alike. Don’t
forget to use your grenades as well.

With the Nano Catalyst you just harvested, purchase the “Threat Tracer” suit
upgrade. It costs only 100 Catalyst and augments the map display, helping to
identify the source and direction of enemy gunfire. In hotly contested areas the
bullet tracks may be too much-turn it off if needed.

Continue on, clearing the Ceph in two additional small pockets and gathering
their Nano Catalyst. Soon debris blocks the road. Enter the doorway opposite the
bus to grab a set of “Dog Tags” from the sofa. Enter the doorway beyond and
continue until Gould contacts you to end the Chapter.

///////////////////////////////////////////////////////////////////////////////

                         Chapter 4: Road Rage    

As the chapter begins your mission is to get the alien tissue sample to Dr.
Gould via the FDR freeway. The suit is broadcasting code that is meant for
Hargreaves but Gould has intercepted it. He doesn’t know what it means yet.

Move forward and a mesh gate falls to the ground. Go through and then up the
stairs. Turn right and go into the small room behind the stairwell to acquire a
“New York Souvenir.” Open the mesh gate ahead and turn left up the stairwell.
Continue along the rubble-strewn tunnel and go up two levels via the holes in
the floors.

At the end of the hallway a cutscene rolls with Tara Strickland and Lockhart
having an animated disagreement over Cell directives. A Company bigwig named
Hargreaves wants the Nanosuit wearer alive, but Lockhart doesn’t care what any
senile old shareholder wants. The man in the suit has killed his men and he
intends to kill him on sight. Tactical options are available.
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Tactical Options:

Observe: Use the window to observe the lay of the land and the position of the
enemy.

Stealth: Infiltrate the enemy positions by using the subway tunnel.

Mount: This marks the location of the APC with the detachable HMG. You can also
drive the APC, running over any unlucky Cell in your path. This is one of two
available HMGs in this guard post.

Ledge Grab: Gain the elevated walkway with this option to bypass the sentry on
the trackway, to recharge and to get closer to the subway entrance. It will
place you near the “Stealth” option,” the short subway access tunnel.
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Your position at the window is the “Observe” waypoint. Check the positioning of
the hostiles below. Allow the APC to drive away and take note of the hostile on
the elevated track to the left. Cloak or you will be spotted, and “Tag” them
with your visor.

After the bull session below ends, one of the tagged hostiles will usually come
up the stairwell. If he does, take him down silently and use the Stealth Scarab
on the one below. If he doesn’t come up the stairs, target them both from the
window. Move down and take the Ranged Scar that will be dropped by one of them,
exchanging it for the Scarab or the Feline. Keep the Marshall and toggle it to
silencer.

If an alert is sounded, a good possibility, you will have to take out the sentry
from the elevated area and the ones from the APC when they come to investigate-
this will be three or four additional Cell. The top of the stairwell is a good
place to target the incoming Cell with the Ranged Scar. You can just duck down
behind the metal barrier to recharge and to avoid their gunfire. It is usually
best to engage the Cell in separate skirmishes here and farther along anyway
rather than have the guard post ahead more heavily defended.

Select “Ledge Grab” when the area is secured, go east near the metal stairwell,
past the collapsed rubble of the track, activate cloak and then turn south,
vaulting to the elevated walkway at the “Ledge Grab’ option. Go forward,
crouching to recharge out of the enemy’s sightline. At the end of the run you
will see the short subway access tunnel at the “Stealth” option. Keep the high
ground and use Nanovision to locate the APC gunner and use the Ranged Scar on
him and any other nearby Cell. Jump down and make your way into the subway
access tunnel.

The number of hostiles prowling this area depends on how many you eliminated at
the start of the chapter. Using Nanovision to spot hostiles and the Ranged Scar
to put them down in this large area can be a very useful tactic. Start off by
looking out of the tunnel and using Nanovision to pinpoint any remaining Cell.
Hit them and get back into the tunnel to recharge. You can also go to the right,
out the tunnel and behind the big rig to recharge behind the dumpster where you
can inspect the area ahead. Skirting to the far left behind the structure can
also get you behind anyone manning the HMG in the roadway. There is a mounted
HMG (Heavy Machine Gun) near the magazine stand and the blue car. When you get
there, take it and press the right thumbstick to detach it.

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Note: HMGs are frequently found mounted on defensive barriers or on vehicles.
They can be used in place or can be detached and carried into combat. These are
extremely potent weapons with a large capacity and are capable of taking out
nearly all comers. Even Devastators can be put down with a few well-aimed
volleys. It must be put down to interact with objects but it can be picked back
up. The slower movement speed you experience is a paltry price to pay for the
added firepower. I will frequently advise using these weapons. Survival on the
higher difficulty levels will frequently depend on using them.
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Continue south toward the waypoint and climb the rubble onto the elevated
freeway. Head north on the FDR. Ahead two APCs with turret gunners will arrive
with several other Cell troopers. Move to the front of the truck, equip your
grenades, uncloak and hit both APCs before ducking back behind the cab. (Note:
On Supersoldier, make this a two part operation-their fire is deadly.) If you’re
lucky this tactic will kill all six Cell including the turret gunners. If it
doesn’t, crouch behind the trailer, and use the Ranged Scar or the HMG to shoot
under and/or around the trailer to eliminate them. Watch out for incoming
grenades. Use armor mode to blunt those attacks if they come.

Drop the HMG and grab some ammo and grenades. Advance and jump atop an APC and
detach another fully loaded HMG if you used the first. Jump onto the blocking
trailer ahead to gain the upper roadway. Another group of Cell troopers man the
roadblock ahead.

Approach the area and use the bushes and the first support column on the right
for cover. Drop the HMG where you can easily recover it. When a hostile appears,
uncloak, take him out with the Ranged Scar and then cloak. The Ranged Scar has
just enough range to take out the gunner at the barrier mount. Watch for
incoming grenades as well.

Recharge behind the column and when all of the targets are down, reclaim the HMG
and move up to the cargo containers in the grassy area further on to finish off
any survivors. Four additional Cell troopers may either snipe at you from above
or will rappel down from the bridge as you penetrate deeper into the guard post.
Oftentimes you can target the scattered red explosive barrels from the cover of
the cargo containers to eliminate some of the newcomers.

Grab another fresh HMG, if needed, from the barrier mount and jump the
blockading trailer. Continue past the wrecked vehicles until a tremor causes a
collapse of the roadway ahead. Smoke and dust fill the air making visibility a
real problem.

Jump down, move ahead and jump to the pavement above, taking refuge behind the
orange taxi. Start using Nanovision to locate hostiles. Expect one or more to be
on your left flank-introduce them to the HMG. Click Nanovision on and off rather
than allowing it to rapidly drain your energy. Make your way forward up the
incline and take shelter behind the police vehicle to recharge your energy and
to scan for hostiles ahead and behind. There are generally about five hostiles
to deal with in this dusty area.

Continue forward, veering to the right to go up the rubble ramp onto the
roadway. Continue forward and as the air begins to clear, tactical options will
become available. Shelter behind the large boulder and open the visor. You’ll
have to drop the HMG, but you can pick it up after closing the visor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Options:

Grenade: There is a grenade cache on the right side of the roadway and an
elevated HMG position just ahead of it is the option. You can toss a grenade at
the HMG emplacement to place the guard post on alert. This option is for the un-
stealthy.

Stealth: Utilize the storm sewer to bypass the enemies’ strong points.

Observe: Scope out the enemy positions from a good vantage point. There is also
an ammo and grenade crate there and a weapon.

Avoid: Avoid means just that-stay away from the tank and out of its sightline
when not cloaked-there’s nothing for you there except trouble.
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Note: If you need ammo select “Observe” to get to the ammo crates at that
location.
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Select “Stealth” and move around the left side of the boulder toward the
checkpoint. Just beyond the highway support column, to the left of the
sandbagged barrier there is an open storm sewer grate. Drop into it. Even if you
get in without detection, watch for grenades being tossed down. Activate armor
mode and back away. Cloak past any sentry looking down and make your way through
the water to the end of the drain. Allow the alert level to drop, cloak and jump
to ground level.

Immediately take cover behind the large truck ahead, crouching near the rear
tires to mask your position. Check your six before recharging. You’ll need to
move toward the blue construction trailer dead ahead near the waypoint. A tank
sets on the rise to your left and patrolling Cell are also in the area. With
your energy level full, cloak and walk across the open area, staying away from
the sentries. Go into the blue trailer ahead. Re-supply if needed and recharge.

Turn left as you exit the trailer and go left again between the high barriers.
Occasionally a Cell or two may linger here. A gunner will man an HMG turret at
the left turn. Neutralize him with the HMG and take his fresh HMG if needed.

Just past the gun mount turn right down the long aisle, taking out any
challenging Cell, and go into the storage compound. Go into the cargo container
at the far end. There is a set of collectible “Car Keys,” weapons and ammo
there.

Move back toward the waypoint and you may encounter a Cell trooper or two near
the open shipping container ahead if you didn’t earlier. Take them out with the
HMG. You will find a tank at the waypoint.

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Note: The tank has a main gun, fired with the right trigger and a potent missile
launcher, fired by the left trigger. The right button is forward; the left is
stop or reverse. You steer the vehicle with the left analog stick.
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Use the main gun to blast the wall dead ahead and then take out the two enemy
vehicles that greet you just beyond. Turn right onto the rubble-strewn roadway-
taking either the ramp or the main roadway and begin taking out APCs as they
approach. Watch for an undamaged tank near a barrier shortly after you enter the
“covered” roadway.

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Note: The “Speeding Ticket” given in this chapter will probably be an automatic.
The camera is above the 25 MPH sign not far ahead of where the undamaged tank
sets near the barrier on the FDR. This will be where the helicopter gunship
joins the battle. Go past it with speed to get the “Speeding Ticket.”
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There are two fortified checkpoints to bombard as you advance, but they are easy
pickins.’ Nanovision can help pinpoint enemy positions and vehicles. Early on a
helicopter gunship will join the battle. Bring it down or just ignore it-it
isn’t much of a threat unless you stop too long or get stuck on debris.

When a game “checkpoint” is indicated, a pair of tanks will appear ahead. Use
missiles to take them out but don’t get killed in the tank-it isn’t even
necessary to destroy them, just survive the confrontation. You can just jump out
after the game’s “checkpoint” is indicated without engaging them. Quickly go
behind the barrier out of their sight and to activate your cloak. Move forward
and jump the guardrail to get to the lower area on the right side of the road.
Take shelter behind the gray and yellow cargo containers ahead to recharge.
Tactical options are available.
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Tactical Options:

Drive: There is another tank available for the taking.

Collect: There is an ammo cache and your first three C4 charges available in the
cargo container.
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Ahead, at the “Collect” waypoint there is an ammo cache and to the left there is
a tank with a turret gunner. Cloak and get to the “Collect” waypoint, a damaged
cargo container. Grab ammo, grenades and the three C4 charges from the
stockpile.

Recharge, cloak and begin a slow walk toward the waypoint-a warehouse door
beyond the APC. You can simply bypass the APC or you can destroy the vehicle
with C4-save the useful C4. A lone hapless Cell trooper will emerge from the
blue doorway near the waypoint. Make his day-bad-with the Marshall. Enter the
warehouse to end the Chapter.

///////////////////////////////////////////////////////////////////////////////

                          Chapter 5: Lab Rat   

As you move forward Gould believes that Cell personnel are closing in on his lab
and there is compromising information on the server there. You need to get there
quickly to destroy that server. Tactical options become available.
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Tactical Options:

Stealth Kill: Use stealth to kill the sniper on the roof below to acquire his
DSG-1 Sniper Rifle.

Smoke: Targeting the barrels below releases a small amount of smoke-a dubious
approach.

Ledge Grab: Go off of the roof on the right and swim to the pier to gain access
to the central building.

Secure: Get onto the rooftop of the central structure on the pier to acquire an
HMG. Used in conjunction with “Ledge Grab.”
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Cloak, jump down and take out the sniper down with a silenced shot to the head
or jump down and make a stealth or melee kill. Recharge behind the rooftop AC
unit and then take the DSG-1, exchanging it for the Scar or the Scarab. Toggle
the DSG-1 to silence it and select the sniper scope option. Be advised that this
document will have you in possession of a DSG-1 whenever the gameplay structure
allows it with very few exceptions.

Go to the far end of the roof past the ventilating ductwork to the edge of the
roof. Check out the position of the sunken ship in the water ahead. Jump down
onto the shipping containers and then onto the one below. Pause to recharge.
Jump into the water while cloaked. Swim toward the shipwreck and use it for
cover to recharge-you can also recharge while submerged, Alcatraz can hold his
breath a long time. Cloak and jump over the rail into the water, angling for the
sheltered corner of the pier, to the left of the towering crane. Get ashore onto
the rocks with the gray trailer looming above to recharge your energy.

Cloak and power jump to the pier and take cover behind the cargo container to
recharge. The half-opened entry into the building is just ahead near the corner
of the structure. One or two Cell sentries may be loitering not far from it, but
if no alert is active this is unlikely. Take out any guard near the entry with
the silenced DSG-1 or just sneak past.

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Note: If you want the set of “Car Keys” in this area, forgo entering the
building and start west along the dock cloaked and with a fully charged meter.
If no alert is active, you should meet little or no opposition and even if you
do you should be able to walk past them. Go up the ramp, across the pier to the
far end and into the grassy area. The “Car Keys” are lying near a corpse near
the barrier with the double stop signs. Return to the east end of the pier and
follow the procedure below to continue the main mission.
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Get into the half-opened doorway at the corner of the structure, turn left and
take out the sentry with a silent headshot from the DSG-1. Continue through the
door and while still cloaked go through the door on the right and turn left
after checking to the right for a possible hostile. A sentry with an HMG is at
the end of the hallway. Kill him and detach the HMG and begin the carnage on any
local Cell troopers that challenge your intrusion.

Once the area is secure, there is an “E-Mail” on a computer desk in the room
where you sniped the first Cell sentry after entering the warehouse.

The elevator is just to the right of the HMG emplacement. Go up and you will
find three Cell guards patrolling the computer lab. Take them out with the HMG.
Keep in mind that you can’t pick up ammo and weapons while the HMG is equipped.
The waypoint is a server-shoot the glowing blue panel to destroy it.

The destruction of the server triggers an assault by a helicopter gunship. Use
the HMG or stash it and use the DSG-1 to take out the gunner in its open hatch.
While a bit dangerous it is easiest to get a bead on the gunner by getting close
to the windows while cloaked. Two troopers may or may not then come up the
elevator. Take them out if they do; and, once again, the helicopter returns and
a few explosive tossing troops will start to appear on the walkway above the
computer lab. Take out another door gunner to cause an influx of troops
attempting to repel in from the overhead walkway.

The rappelling troops will also be tossing explosives. Use armor mode to blunt
the attacks. It is easiest to use the smaller room near the elevator to engage
the troopers and to recharge during this assault. This will funnel any advance
into the barrel of the HMG and allow you to hit and get back to cover. Begin
hammering the Cell with the HMG when the grenade attacks stop.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Options:

Take: Depending on how the battle unfolds, this option isn’t always offered.
When it is you will find several JAW Rocket Launchers, dropped by Cell troopers
scattered in the lab.
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Even before the last of the Cell attackers go down, a tactical option will
become available: “Take.” You will find a JAW Rocket Launcher at the option.
(Sometimes you don’t even need to go to the option-you just have them-see the
note below.) Several of the rappelling troopers will have dropped them and there
may still be a few alive-so be aware. Use the JAW Rocket Launcher to bring down
the gunship. Its crash will place a huge crater in the lab. Take the time to
gather the JAW rockets scattered about and replenish your ammo. You can even
reclaim the HMG. Jump into the crater.

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Note: It is possible that you may experience a glitch when the “Take” option
isn’t offered. I believe a glitch can occur when you kill all of the Cell
attackers with the JAW Launchers while they are still on the elevated walkways
at which time “Take” isn’t offered. On several occasions I have found myself in
possession of JAW rockets without having to go get them, but I was unable to
load the Launcher; at other times it will load whether you have to fetch them or
not-good luck with this. If this “unable to load” scenario occurs the only
remedy is to replay the entire chapter!
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Go to the Southeast corner to get a “New York Souvenir” from the wooden crate.
Make your way down the stairwells on the west side. Shoot the lock off the floor
grate and drop down.

Go left along the pier supports, up the stairwell and into the warehouse. Go up
to the roof and walk across the yellow crane to the opposite structure. Jump
down to the area under the bridge.

Keep the towering bridge support column on your left and move forward around the
cargo container. There will be five hostiles ahead, most or all of them on the
terrace above but they will come down to investigate once you begin sniping. Use
the DSG-1 to neutralize them from a distance or, if you have the HMG, just go up
and bully them with it. Once the upper balcony is clear, melee the padlock to
gain access to the building.

Move through the hallways and Gould will send the elevator down. He is perplexed
at the suit’s strange interaction with the alien tissue at the crash site. He
will then lead you to a suit analyzer. He gossips about the intrigues of
Hargreaves and Tara Strickland when he suddenly sees that you are not Prophet.
He pulls a pistol, but understands the situation after viewing the suit’s
historical data files.

Follow Gould into the next room and take the “Dog Tag” from the bookshelf. Gould
fills Alcatraz in on what he knows about the self-repairing “Nanoweed” used to
construct the Nanosuit in Hargreave’s Lab and gives a bit of its history and
speculates on the purpose of its coding-a viral sub-routine-maybe it is some
kind of vaccine for the alien spores. When the Cell troopers arrive, Gould goes
for the fire escape. It’s now up to you to stop the Cell so he can make his
escape. Tactical options are available.
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Tactical Options:

Stealth: Use the shelter provided by the elevator to begin eliminating the Cell
intruders.

Stealth Kill: Advance to begin stealthily eliminating the Cell.
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Select “Stealth” if needed to locate the elevator. Step out while cloaked and
begin sniping Cell with the DSG-1 as they appear in or near the doorway. You can
even retrieve the HMG if you brought it along. It will still be available to
pick up even after the suit scan. A couple of grenades can also aid your cause.

There are five hostiles. Advance to finish off those in the side rooms. As you
near the waypoint a Cell will swing in through a window and a cutscene will see
you falling to the ground to end the Chapter.

////////////////////////////////////////////////////////////////////////////////

                     Chapter 6:  Gate Keepers   

You must now breach a C.E.L.L. command post to find a way to get to Dr. Gould.
He believes there is a suit cradle at a downtown building with deep scanning
capability so he can analyze the deep coding and layers of the Nanosuit.

Move forward along the rooftops, leaping over walls, and going past the stricken
residents. Use the ammo crate to re-supply and jump over the narrow alley to the
next rooftop. Vault up over the crumbling brick wall and continue ahead keeping
the brick wall on your right as you make your way to a roof with two large water
tanks on your right. Go down where the brick wall is crumbled, dropping to the
small roof below and again to the one below. Jump where the bricks are crumbled
to the roof below, go down the stairwell and you will see a window washer’s
stage alongside. Enable armor mode and step onto the staging. It plummets to
near ground level.

Jump to the ground and turn left and left again into the narrow alley needing a
trash pick-up. You will find a set of “Car Keys” lying on the metal stoop on the
right side.

Exit the alley and move straight ahead toward the brown jack-knifed truck. The
waypoint is around the corner where a heated Cephalopod-Cell skirmish is taking
place. Use the cloak to grab the Catalyst of the Ceph flattened by the arriving
APC. Return to the jack-knifed truck and keep your distance, taking down the
Ceph with the un-silenced DSG-1. Watch for them on the upper levels of the
nearby building. If the noise lures one, use the Marshall. Don’t wait too long
to advance to gather the Nano Catalyst-it will not stay for long. The updating
of the objective signals the demise of the Ceph.

With 1,200 Nano Catalyst in stock I purchased the “Covert Ops” suit upgrade.
This will allow stealthy movement quietly without crouching, making infiltration
much less hazardous. It will cost 1,000 Catalyst. If you’re short of that
number, remember to make the purchase when you can.

Silence the DSG-1 and either stay near the truck or use the elevated walkways on
the building on the left side of the avenue to begin taking down the Cell who
will be hunting. Enable Nanovision to help pinpoint them.

Make your way into the loading dock on the left side of the battle area.
Replenish your ammo and energy and jump onto the rear platform. Use the narrow
corridor to get still closer to the guard post. Snipe any surviving Cell guards
including the turret gunner atop the APC if you didn’t get him before.

You must find a way to infiltrate the Cell facility and it can only be done by
passing through the building opposite your position in the narrow hallway. If
you don’t have one try to acquire a Stealth Marshall while in this area, and
hang on to the DSG-1.

Cloak and angle across the street and into the corner entry of the building with
“LR” above its ornate entrance. In the unlikely event that you haven’t had the
Cells full attention, a couple of troopers may still loiter in the lobby. Toss a
grenade in to remedy the problem. Next door in the “NY Deli” you can find two C4
charges and additional ammo.

Enter and go up the stairs through the lobby and into the rear storage room.
Your mission is now to create a diversion by detonating two C.E.L.L. ammo
caches. Jump down and move through the large hostile-free courtyard. Go up the
short stairwell on the left side and then up the long stairwell and onto the
long rooftop terrace.

There is a Cell lookout on the overlook ahead. Use the silenced DSG-1 to put him
down with a silent headshot. Notice that if you shoot a silenced sniper round
through the cloak with a full or nearly full energy meter, it doesn’t exhaust
your energy, allowing you to briefly remain cloaked. This tactic can allow you
to quickly pick a target, make the shot and get back under cover without being
spotted.

Move forward, re-supply and grab the dead man’s JAW Rocket Launcher-he doesn’t
need it anymore. Tactical options are now available and the objective ammo cache
waypoints are active. Stealth will be the key to success in the next area, but
the way must be paved.
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Tactical Options:

Snipe: If you don’t have a DSG-1 sniper, make your way to the rooftop, kill the
roving sentry and take his DSG-1.

Flank: Allows you to flank the opposition when going for the initial ammo cache.
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Use Nanovision to pinpoint hostiles and use the cloak and the rooftop ductwork
to mask your position. Locate the roving sniper at the elevated “Snipe” position
on the roof to the north and take him out with a headshot or a pair of body
shots. Take down the HMG turret gunner on the raised platform across from the
trailer. Continue picking targets, shooting through the cloak and backing away
to recharge. While you can’t clear the garrison from the entire area, they are
too spread out, you can clear the area below, making your own entry painless.
With all visible targets down, top off your ammo and recharge.

Cloak and jump to the roof below the right edge of your building’s rooftop. From
there jump to the glass roof and then to the small blue shack’s roof. Drop down
and get behind the support column or go into the shack to recharge. There is
ammo, weapons, including a Marshall, and C4 near the long trailer.

Select “Flank,” although we won’t actually be going to its final waypoint-it is
a general directional tool. The blue waypoint on the right is your first
objective. It will be behind the church. Move along the overhang’s support
columns and at the last one, look ahead toward the church. There is a gap
between the “missing persons” billboards and you will be going through that gap.

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Note: There is a “Speeding Ticket” given in this area. After you enter the area
and take out the first sentry on the overlook, the street below will be
“Broadway.”  Once at ground level you will find the camera if you go south on
“Broadway” and turn right or north on “Rector” street. The camera is on a light
post above the 25 MPH sign. Sprint past it for the ticket.
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Train the DSG-1 on the area between the poster boards, there is an HMG station
there, which may or may not be manned. Use Nanovision to spot the gunner and
take him down if he is at his post. Cell personnel will patrol this entire
vicinity so stay cloaked and use only a silenced weapon or stealth kills; and
then only if absolutely necessary-it is difficult to remain stealthy if you have
to kill at all from this point on so try to avoid any confrontation.

With your full energy, cloak and go for the church, passing between the poster
boards, past the gun mount and continuing straight ahead into the passage behind
the church. This cubbyhole also has numerous “missing persons” posters and a
clutter of cardboard boxes. There is a “New York Souvenir” on a box near the
tall arched doorway. This is a good place to crouch and hide for recharging and
is a good staging area for the assault on both ammo caches.

If you have found the sheltering alcove with the souvenir, the first ammo cache
will be to the right or west. This entire area has random patrols but they won’t
be actively hunting if you can keep the alert level down-try to remain stealthy,
avoiding confrontation.

Cloak and move out of your hidey-hole turning right, passing through the stacked
cardboard boxes and toward the nearby waypoint. Bear right into the small stone
structure with the cupola. Grab the JAW Launcher if you can carry it, and use
the silenced Marshall to take down any Cell you simply can’t avoid. The cache is
in the canvas walled, chain-linked compound ahead. Recharge and interact with
the explosive device to light the fuse. The explosion will initiate an alert and
the Cell will be hunting, so cloak and get out as soon as you light the device.

Go back through the little stone building and turn left and get back to your
hidey-hole to recharge. On rare occasions a hunting Cell will enter this area,
but only rarely.

Allow the alert level to drop. The next waypoint is on your left. Start that way
with a full energy meter, moving past the right side of the ornate columned
structure toward the second cache. A Cell or two may still be lingering. Just
maneuver past them and enter the enclosure. Recharge, light the fuse and get out
turning left. Use the blue cargo containers ahead near the towering wall for
cover as you continue forward. With the Cell operatives hunting on high alert,
you may have to use the silenced Marshall if one comes your way.

Your destination is now the “C.E.L.L. Command and Control Center” trailer where
you must throw a switch to unlock your escape route. You will see the long
reddish trailer just ahead and a bit to your left.

Enter the command trailer and download the “E-Mail” on the table, restock your
ammo and activate the escape tunnel switch. A Cell trooper shouts that you are
in the security room, but they don’t concentrate their forces against you, they
just remain on alert.

Your destination is now the escape tunnel under the church, which you just
enabled. Don’t go down the stairs behind the trailer. That path causes an APC to
move forward and park near your destination, joining the three or four Cell
spread out along the avenue.

Cloak and start for the waypoint, going straight ahead as you exit. If you’re
feeling frisky, grab the mounted HMG, detach it and tote it along, but this
escape route is better accomplished with stealth rather than brute force. Go
south and cut west toward the church, either through the graveyard or on the
walkway, whichever way the patrols allow. Recharge in the small recess provided
by one of the jutting stone columns.

You must now get down to street level and there will be a few hostiles lurking
there. Cloak and go up the stairs and take the first set of stairs down to
street level. Turn right, go around the small trailer and the mesh entry gate is
on your right. You may have to make a kill if a guard is blocking your route.

Melee the mesh gates without delay and obtain the icon for opening the inner
doorway. If you must take on the Cell outside, the sheltered entryway is the
place to do it, but it isn’t necessary. Continue forward into the catacombs and
you will catch sight of a cloaked alien-you can even shoot at him-but it will
just continue to move away. The Chapter ends as you follow it into the gloom.

////////////////////////////////////////////////////////////////////////////////

                 Chapter 7:  Dead Man Walking    

Your mission is to find a way into the C.E.L.L. facility and locate Nathan Gould
and the “Deep Scan Cradle.” It’s time to get some answers about the Nanosuit.
Dr. Gould reveals the fact that he was working with Prophet on the biofeedback
functions of the Nanosuit and with the suit evolving the research must continue
with Alcatraz.
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Tactical Options:

Snipe: Kill the rooftop sniper and his visible Cell mates.

Infiltrate: This marks the entry to the sky bridge, which will get you to the
roof of the HGR/Finance Building.

Resupply: The rooftop café has ammo, weapons, JAW Launchers, C4 and a garrison
of about a dozen troops defending the building’s rooftop entrance.

Enter: Use the buildings ground level entrance to regain the skybridge.
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Move forward and activate the cloak to survey the roofs below. There are four
Cell sentries on the left rooftop and a lone one on the right-for now. Don’t
jump down, back off to recharge-this is the “Snipe” position. Begin sniping the
hostiles on the roofs below, eliminating all of the visible targets with the
silenced DSG-1. Start with the lone hostile on the roof to the right so that he
doesn’t wander off. Activate Nanovision to help locate them if necessary. Shoot
through the cloak and step back out of their sightline to recharge or use the
roofline to mask your position. You will be quickly spotted otherwise. When the
five are down-occasionally one may remain out of your sightline-activate armor
and fall to the roof below. The burst of gunfire is from Cell personnel in the
street below. Take out that last Cell on the rooftop if necessary. Cloak, go out
onto the fragile glass roof to shorten the jump and leap to the adjacent
rooftop, activating armor in mid-flight to cushion your landing.

Take cover behind the ductwork to recharge and grab some ammo from the sniper’s
resting place near the ammo crate. If you look across to the opposite roof you
will see three HMG mounts, but there will be no visible targets. The entry you
must get to, however, is on that rooftop and it will be heavily defended as you
move that way.

Select “Infiltrate.” There is an DSG-1 available near the ammo crate for anyone
that didn’t have one-you’ll definitely need it and a Marshall for the looming
action. The occasional explosion will be a JAW rocket directed at you from a
hidden hostile on the opposite roof.

Continue east toward the skywalk, jumping the narrow alley to the adjacent
building. You must now cross the skywalk to infiltrate the enemy strongpoint
atop the HGR/Finance Building’s rooftop cafe. There will be a pair of Cell
guards in the skywalk and ten or eleven on the roof beyond.

Kill the first sentry with the silenced DSG-1 or Stealth Marshall. The second
will likely sound the alarm before he dies. Cell troops will begin to man the
HMGs on the far roof. Pick them off with headshots, ducking into cover to
recharge. Remove the silencer from the DSG-1-they know you’re there. Once again
Nanovision can help locate the enemy more easily.

Begin clearing the entire rooftop café without advancing onto the skywalk. You
can also use the windows in the hall on your right for better angles. Some of
the Cell may now start onto the skywalk if you give them the time, especially on
the higher difficulty settings-don’t let them. Always stay near cover, shoot
through the cloak and get back to cover after each shot. Wipe them out before
going to the skywalk’s far end. That will trigger the arrival of a Cell gunship.

Advance and the gunship will enter the action. Use the JAW Rocket Launcher to
take it down. If you don’t have one from the prior missions there are several in
the lower area as well as C4 at the “Resupply” option. Some of the Cell troops
will have dropped them as well. Those will be found randomly. Regardless it is
always a good policy to top off your JAW rockets and C4 whenever possible. Make
sure you have a Marshall. This weapon will serve you well later in the chapter.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: While the operations suggested in this walkthrough don’t take you anywhere
near this collectible-here is where it is if you must have it. You must make
your way to street level. With the rooftop café secured, use the height to snipe
any Cell operatives visible below including the APC gunner. Activate armor and
fall off the roof’s edge near the HMG closest to the skybridge.

You will land on ramped staging that will get you to ground level. Start west
and follow the building’s stone terrace, veering south and recharging whenever
needed. Go down the short stairwell and the “Car Key” is located on a concrete
pedestal near a lonely Teddy Bear. Reverse your course, jumping onto the staging
to regain the rooftop café. You can also use the stairwells and lobby of the
building to the north-the “Enter” option-where you first entered the skybridge.
You will, however encounter multiple Cell in the building as you make your way
back to the rooftop café via the skybridge.
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Toss a grenade at the glass roofed entry door. Exercise a bit of overkill by
grabbing an HMG from one of the rooftop mounts. Start down. Use the HMG to
annihilate the three hapless Cell guards patrolling the lobby.

Enter the security office. Drop the HMG to call the executive elevator from the
call box on the desk. Download the “E-Mail” near the computer console and take
the “New York Souvenir” on the long counter.

Leave the HMG. You won’t be able to keep it. Take the elevator down to meet with
Gould. Turn left and grab the “Dog Tag” from the floor just beyond the rope
barrier. Move toward the waypoint to meet Gould in the main vault. After Gould
secures the chamber and allows you in, the technician will begin a “Deep Suit
Scan.” Alcatraz is actually crushed and broken inside the suit. The suit is
keeping him alive, somehow merging with his injured tissue. The deep scan,
however, is transmitting a broadcast from its deep coded layers.

The communication has caused you to be discovered. Commander Lockhart barges
into the room with Cell guards, meaning to waste the helpless Alcatraz. Gould is
taken away and Tara Strickland enters, making Lockhart stand down. Alcatraz is
now to be taken to Hargreaves at the Prism.

The seemingly endless cutscene continues when seismic tremors shake the
building. A suddenly frail and delirious Alcatraz is forced aboard a chopper,
which crashes when an alien artifact erupts from the building. After a brief
Cell-Ceph confrontation, you must use interactive commands to activate a
defibrillator. Your heart starts, the suit reboots and you are then confronted
with Ceph after they wipe out your Cell captors.

You weren’t relieved of your weapons during your capture, so use the DSG-1 and
the Marshall shotgun to battle the Ceph. Grab the Nano Catalyst if you can but
retreat to the left and try to stay alive during this rather confusing
confrontation. Your objective is to get to a safe distance from the alien spore
source, but the waypoint is extremely slow to update. The Chapter ends as you
and a Devastator approach it-usually that is-sometimes it just ends abruptly.

////////////////////////////////////////////////////////////////////////////////

                    Chapter 8: Seat Of Power    

Jacob “Jack” Hargreaves is now in contact with Alcatraz via the suit. Hargreaves
talks of times and troubles past and gives a vague pep talk with an indistinct
purpose, mostly about getting weaponized and up to speed.

You have maintained your weapons from the prior ordeal. Don’t fret expending
your remaining shotgun shells on the skittering Harvesters, you can re-supply
before facing the enemy ahead.

As Hargreaves lectures, begin killing the robotic insect-like Harvesters. A
shotgun blast or a good Nanosuit melee strike yields 20 Nano Catalyst. Start
through the carnage of the city streets.

Go into “Evacuation Post C1”. Jump atop the barrier and continue through the
EMAT structures, past the pitiful civilians, through the decontamination
showers, the makeshift morgue and into a metal hut with body bags. Grab the “Dog
Tag” from the rear table to the right of the entrance. Continue on to the
stairwells leading outside.

Jump down from the walkway, cross the rubble and enter the flagged entry at the
waypoint. Hargreaves will spout some more words of wisdom about mass killings
and corpse disposal. Download the “E-Mail” on the desktop. Hop the counter and
grab some grenades if you need them. If you haven’t got the Marshall grab the
one on the desk or at least commandeer its ammo. Keep the DSG-1.

Go up the stairs and move through the building, bashing or shooting the
scurrying Harvesters. Grab the “New York Souvenir” from the table to the left of
the doorway where you can see the ammo crates ahead.

Grab some ammo and grenades and continue up the stairs, turn right, right again
through the lobby area and up the four stairwells on the southwest side. Go to
the waypoint. Interact with the door near the ammo crates. You will be told to
break into City Hall. Tactical options will be offered.
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Tactical Options:

Observe: This allows reconnaissance of the enemy below. The entire area is
teeming with Ceph.

Ledge Grab: Leads to the less traveled balcony allowing safer flanking of the
Ceph and to additional ammo.
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The “Observe” option is right there. You can look down onto a Plaza swarming
with Ceph. You’ll probably want to harvest Catalyst here, but it is easy to get
overrun, and there is a better area to harvest the Ceph ahead. Select “Ledge
Grab” and silently snipe any Ceph on your pathway there. This may get the
attention of the nearest alien and it may drift up onto the platform. Remain
cloaked to mask your position, uncloaking for a silenced shotgun kill if
necessary.

Select “Ledge Grab,” recharge, cloak and jump down. Getting onto the ledge and
to the stairwell on its opposite end is now your priority. Take any Catalyst
from your earlier kills but don’t go out of your way to do so or you may be
discovered.

Jump onto the ledge and be prepared for one of the fast-roaming aliens on a
random patrol to possibly pay you a visit. Re-supply and quickly continue east
along the terrace, recharging on the stairwell, which provides decent cover.

Check the area below for Ceph. Don’t start a firefight here. Go down the
stairwell and move ahead along the wall, turning right into the “Evacuation Post
C1” portal. You may encounter roaming Ceph here. Sneak past them. Turn left from
the portal and go along the lengthy stairwell and angle toward the waypoint. You
can see the towering City Hall building just ahead and the stairwell on the left
is your destination.

This stairwell will be your sniping post. Begin harvesting the Ceph with the
unsilenced DSG-1. If you were too stealthy you may actually need to renter the
area far enough to make a kill to get their attention but you can usually just
target one on the elevated platforms above the portal.

They will begin to concentrate after you reveal yourself but most will keep
their distance, firing at you rather than closing. Use the cloak when possible
to sprint out and grab Catalyst and then return to your sniper’s post to
continue the carnage. When you have thinned their ranks, you can go hunting.

Make your way to the top of the elevated platform via the ramp on the north end.
Polish off any aliens still scurrying about by locating them with Nanovision and
sniping them with the DSG-1. Grab the HMG from its mount.

With the harvest in, move back to your sniper’s post and go through the hole and
into the corridors. Listen to the “conspiracy” talk and re-supply before moving
into the storm outside. New Tactical options are offered.

You should now have well over 600 Nano Catalyst. Purchase the “Mobility Enhance”
upgrade for 600 Nano Catalyst. It enhances your jumping ability and lessens the
energy drain from both jumping and sprinting.

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Tactical Options:

Observe: This allows a general reconnaissance of the enemy and of the park
below.

Flank: Skirt the park’s far margin by starting your crossing atop the broken
elevated trackway and jumping to the ledge below.

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Note: The area ahead is filled with over a dozen Ceph, the last six or so
arriving by pods. While you will sacrifice a lot of Nano Catalyst, it is
possible to negotiate the area using stealth alone. It just takes patience and
well-chosen recharge spots to accomplish this. This document will advise a
combination of stealth and gunplay in order to build up the Nano Catalyst supply
for future suit upgrades.
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You start at the “Observe” position. While it is possible, perhaps advisable on
“Supersoldier, to decimate the six roving Ceph from this position with the DSG-
1, you would lose all the Catalyst; so note the long metal stairwell ahead.
Select “Flank” and make your way to the metal stairway, staying near the left
cliff face to stay out of the prowling alien’s sightlines below. Take the metal
stairwell to the top, jump the gap and grab the “Car Key.”

Stay on the high ground and silently make your way south toward the drop off.
There is a projection near the cliff face that will allow you to easily make the
jump down to the “Flank” ledge. Have a full energy meter and while cloaked,
jump, activate armor before you hit, reactivate cloak and get behind the nearby
barrier, crouching to recharge if needed.

Move forward and take cover behind the alien support tentacle at the far end of
the ledge. This spot behind the tentacle will now be your refuge but you must
stay cloaked as much as possible. The six Ceph prowling this area don’t come in
behind the tentacle from either end but they will vigorously target you if
you’re spotted.

Begin killing the Ceph from both ends of the sheltering tentacle with the HMG.
Cloak and grab the Catalyst when you can. If you don’t have the HMG use the DSG-
1 to hit them from the cover of the tentacle, dashing out while cloaked to
gather Catalyst. Switch to the Marshall if they get close.

When the immediate area is clear, continue toward the objective. Stay cloaked as
much as possible, moving on the ledges along the left perimeter of the park
area. Try to bypass any Ceph you encounter at this point, and open up with the
HMG only if you can’t avoid the contact. Any activity will quickly draw
additional hostiles and you will find yourself overwhelmed; so keep going for
the far end of the park.

Clearing this entire area of Ceph is best accomplished from the far side of the
park where you can’t easily be surrounded. Once there use cover and the HMG to
systematically wipe them out. Cloak and gather the Catalyst when you can so it
isn’t lost but these Ceph usually come en masse. Once again if you don’t have
the HMG, use the DSG-1, cloaking after each shot and gathering Catalyst when you
can. If you’re using the DSG-1, you will likely run out of ammo before you can
clear the area.

Continue through the partially flooded area toward the waypoint. Go up the steep
incline and re-supply at the shack. Grab the two C4 charges if you need them.

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Note: You can get this chapter’s “Speeding Ticket” on the incline going out of
park and toward the supply shack as outlined above. The camera is on a light
post on the inclined pavement above the 25 MPH sign. Sprint past it to get the
ticket.
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Around the corner there are several Ceph and a tough Devastator. The Devastators
are huge drone-like Ceph that have both a directed machine-gun-like energy
attack as well as a powerful rocket-like attack, featuring an explosive deadly
fireball.

After the barrage ends, begin firing on the four regular Ceph from the entry
corner with the HMG or the DSG-1 to draw the lesser aliens toward you. The
lumbering Devastator will be much slower to pursue you and killing it is
optional-you can just sneak past it if you prefer.

Equip the HMG, enter the area and kill all the regular Ceph, grabbing the
Catalyst. Put cover between yourself and the Devastator. Move out while cloaked
and toss a C4 charge onto it and repeat the process to take it down for its 500
Catalyst. It will usually require three well-aimed JAW rockets or two blocks of
C4 to take it down. The HMG can also do the trick, especially if you can target
the weak spot on its back. This method requires more care on “Supersoldier”
since you can’t tolerate as much damage. It will take around thirty-five HMG
rounds to do the trick.

With the vermin down, go back and replenish your C4 charges in the entry shack
if you didn’t take them earlier. Continue on, stopping at one of the ammo crates
and then crossing the tiles to enter the tunnel-like conduit to end the Chapter.

///////////////////////////////////////////////////////////////////////////////

                       Chapter 9:  Dark Heart   

Hargreaves has a commando team, headed by Mitchell Reeves, moving toward the
Hive Core. The DOD is also planning to flood the lower city in an attempt to
halt the progress of the invasion. He speculates in his own know-it-all-way that
the aliens can best be compared to an insect colony.

Move forward unopposed until you hear indistinct radio chatter and an explosion
rocks the tunnel limiting your visibility. Nanovision isn’t really necessary.
Ahead a Ceph kills one of Reeve’s men. Kill it and watch for more to filter into
the area. Stand back and use the silenced DSG-1 for easy kills. Grab the Nano
Catalyst and take the time to secure the area before continuing. There are
usually about six aliens to kill before you go down the incline-either side. Go
up the incline and tactical options are available.
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Tactical Options:

Ledge Grab: A jump point allows you to gain access to the elevated catwalk
although there is a stairwell just beyond allowing access as well.

Observe: This is a good vantage point where you can both obtain a JAW Rocket
Launcher and get the drop on a few cowering Ceph ahead.

Explore: You will find an MK.60 MOD 0 machine gun and ammo crates down the long
corridor.
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There will be four or five more Ceph in this area. Use Nanovision to spot them
and snipe them with the silenced DSG-1, and have the silencer removed from the
Marshall to maximize its effect when you go for Catalyst.

Select “Observe” and go up the stairs, using Nanovision to locate any lurking
Ceph ahead. Take the JAW Launcher if you have room and jump down and grab the
Nano Catalyst when all of the visible hostiles are down. Just east of the
stairwell going to the catwalk there is a doorway. Pass through it and the
arched one beyond, turn left and you will find a set of “Dog Tags” near an ammo
crate and a corpse.

Select “Explore” and go to the waypoint. Walk the long service corridor to
acquire the MK.60 MOD 0 machine gun. You can exchange it with the Marshall,
although the dependable Marshall is more than adequate for the action to come.
While less potent than the HMG, the MK.60 MOD 0 is similar in that it has a
large capacity, allowing the user to put sustained fire on target. It is one of
the game’s most potent primary weapons. There are also ammo and grenade crates
there.

Exit and head for the waypoint, veering right where the passage is blocked by
debris. Use the doorway and continue forward up the stairwell. Crouch to get
under the ductwork, turn right and take the DSG-1, if you still haven’t got one.

A Harvester will be working in this area. Squash it for the Catalyst-every
little bit helps. Before going through the next door, raid the room to the left
of the passage. You will find ammo, two C4 charges and a “New York Souvenir”
under the duct.

Use the exit and you will be in another partially flooded tunnel. As you advance
tactical options will become available.
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Tactical Options:

Ledge Grab: There is a “Dog Tag” and a DSG-1 atop the orange scaffolding.

Resupply: You will find an ammo crate and an extremely useful X-43 Mike
microwave weapon at this option.

Destroy: Light the fuse on the explosives to clear the rubble-filled passage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Vault to the top of the first scaffold to acquire a “Dog Tag” from near the
corpse. There is also a DSG-1 Sniper Rifle on the grating there.

Move forward to the ammo crates at “Resupply.” You will find an X-43 Mike
microwave rifle there. Keep the DSG-1 and take the X-43 Mike to replace your
other weapon. The X-43 Mike shoots a concentrated stream of microwaves, cooking
the internals of its victim; but it must be briefly held on target to do so.
Ammo can also become a problem, generally making it a throwaway weapon once
depleted but its 500 rounds can go a long way.

Continue on, selecting “Destroy” to begin your assault on the Spore Conduit.
Continue harvesting the Harvesters. There are additional C4 explosives along the
right wall. Light the fuse of the explosive at the waypoint and back off. With
the clogging debris cleared away, you can enter the passage. Hargreaves will
address you on the tactics needed to sabotage the veins and the Ceph control
structure.

Move past the debris and into the large service conduit. New tactical options
will be offered as you move down the incline.
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Tactical Options:

Flank: Walk the ledge along the left perimeter of the crater to maintain the
high ground as you go toward the vein.

Exit: Find your way out of the crater via the incline.
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Select “Flank” and remain cloaked and along the left rock face. A tremor
announces an alien craft that will arise and move off. The task of interfacing
with the spore veins to sabotage the alien conduit will now be given.

You will begin to encounter a Ceph or two on the ledge leading to the “Flank”
option. Use the silenced DSG-1 to take them out from range. Grab the Catalyst.
The objective and its guardian Devastator will be just below where your rock
ledge ends. Use the visor to tag the Devastator below and any other Ceph
visible.

Locate the Ceph, using Nanovision if needed, and begin moving around the
crater’s upper edge sniping and taking cover to recharge. Eliminate the
surviving aliens as they begin to filter up to the rim, allowing you to get
their Catalyst. Swap to the X-43 Mike if they press you.

It isn’t really necessary to kill the Devastator. You can interact with the
spoke and move along, but that would forfeit the 500 Catalyst. Whenever you find
yourself in a good position, toss a C4 charge down onto the Devastator and
repeat the process. Grab its 500 Nano Catalyst.

Sabotage the vein by interacting and then select “Resupply.” Grab the ammo and
the JAW Launcher and select “Exit.” If you didn’t secure the area earlier be
prepared for more Ceph to challenge your exit. There should be seven regular
Ceph in this area.

Start up the incline, chasing the “Exit” waypoint past the bus and into the
tunnels. Grab the DSG-1 if you haven’t got one. Continue forward toward the
second vein. You have the high ground. New tactical options are available.
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Tactical Options:

Snipe: The elevated entry area is the place to employ the DSG-1 against the Ceph
in the basin.

Flank: This option allows you to skirt the right perimeter to get near the vein.

Neutralize: This option shows the position of the Devastator guarding the vein.

Resupply: There is ammo and JAW rockets in the deep ravine.

Ascend: Escape the area after sabotaging the vein.
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Silently snipe the roving Ceph as it nears the broken cargo container below on
the greenish walkway, stepping back to recharge after the shot. Kill the next to
come along with the silenced DSG-1. Quickly jump down, grab the Catalyst and get
into the container where you killed the first Ceph. If you haven’t been detected
the five remaining Ceph may have to be coaxed out by locating one and firing on
it, allowing you to pick them off as they begin to hunt. Use the container as
cover and to recharge, leaving under cloak to gather Catalyst.

Once the seven are down, select “Resupply.” Move out of the container and make
an armored jump down to the right of the container. There are ammo crates,
weapons and a JAW Rocket Launcher there. If the X-43 Mike is running low on
ammo, swap it for the Marshall, but if you have even a hundred rounds it will
suffice.

From the ammo crates move just past the overhead tube and while cloaked vault to
the rock ledge and from there to the cargo container. Look toward the waypoint
and locate the Devastator. Jump across to the ledge and approach the raised area
with the spoke and the Devastator. Toss a block of C4 onto it, back off and
armer and detonate. Take cover and repeat until it goes down. Favor using the C4
rather than the JAW on this Devastator, or replenish the one you do use with the
one at “Resupply.” Try to carry the max into the next battle. Grab the
Devastator’s 500 Catalyst. Vault to the ledge with the spoke and interact with
the vein.

Select “Ascend” and jump to the ledge behind the destroyed vein and stay along
the left rock face to pass under the high arching tentacle. After the rock
crumbles away, carefully move across the tentacle along the vertical wall and
curl around toward the last vein and stop just past the ammo/grenade crates.

Two Ceph, one of them an Advanced Assault Unit, will appear together. Use the
un-silenced DSG-1 to target the red barrel when the Advanced Unit is near it-it
won’t kill it but it will weaken it enough so that a couple of DSG-1 rounds will
finish it off. Employ the X-43 Mike if it gets close enough. If you have more
rockets or C4 than you’ll require for the lone remaining Devastator-you can use
a rocket or block of C4 on the Advanced Unit instead-you’ll be losing your
current weaponry after this chapter anyway. Kill the other common Ceph and
continue forward to grab the Catalyst-300 for the Advanced-and then jump down.

Jump down the next three levels of broken pavement and get atop the cargo
container near the ammo crates. Four Ceph will slowly emerge ahead. Locate them
as they appear and kill the common Ceph with the DSG-1. Hammer the Advanced one
if you spot it or use a block of C4 or a JAW rocket if you have enough. Take all
of the remaining Ceph down, advance and tactical options are available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Options:

Avoid: Avoid a re-start by not getting swallowed by the whirlpool.

Flank: Skirt the whirlpool to approach the vein and its guardian Devastator.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The battle will grab the attention of the Devastator loitering near the spoke,
but killing it is actually optional-you can just interact with the vein. This
Devastator is unusually aggressive and will quickly desert its post to pursue
you. You can just give ground as it does and hit it with a JAW rocket from a
distance and retreat, jumping atop one of the ledges to hit it with the JAW or
with C4. After a couple of JAW hits you can even finish it with a pair of
grenades if you’re out of heavy weapons. The DSG-1 will also easily finish it
and you can stay at a safe distance to address it. You can even use its
wandering to slip past it while cloaked.

Make your way to the vein to interact. You will receive a new waypoint, the
alien control structure. It’s right there in the chasm to the northeast, its
spire dominating the western sky.

Enter it. Hargreaves is assured of the compatibility with his creation-the
Nanosuit-when the alien artifact recognizes it, achieves communication with it
and then allows exchange. You will soon be flung out onto the roadway. Press the
appropriate control buttons to keep alive.

You must now get to the extraction point before the bombers strike, generating a
raging wall of water. Run ahead, make an armored jump down and go up the rubble
to the street and toward the waypoint. The objective is a pink smoke column and
when you get there a raging wall of water and debris will engulf you. This ends
the Chapter.

//////////////////////////////////////////////////////////////////////////////

                      Chapter 10:  Semper Fi Or Die    

The flood has wrought havoc on the landscape and carried Alcatraz along with the
debris. He has also lost all of his weapons. He comes to and is surrounded by
Delta Team, and they are soon battling the Ceph. After the skirmish, Chino hands
Alcatraz a Majestic revolver. Grab the Nano Catalyst from their kills and begin
toward the waypoint. Tactical options are then available.
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Tactical Options:

Resupply: This location has an ammo crate and a revolver.

Grenade:  There is a grenade crate and a C4 charge on a little island knoll.

Explore: This lofty overlook provides an expansive view of the area.

Support: Two JAW rockets can be found near an overturned truck.
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Select “Support” and move that way-you’ll see the Statue of Liberty’s torch
ahead. Grab a Scar and some ammo and continue on to find a pair JAW Rocket
Launchers near an overturned truck. Select “Grenade.” Go to the island knoll and
grab the block of C4 and some grenades. Advance east onto the wrecked elevated
tram near the arm of the Statue of Liberty and new tactical options will become
available.
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Tactical Options:

Snipe: Use the high ground to obtain a DSG-1 and an HMG to battle the invaders.

Slide: Use the grade and the shallow watercourse as a slide to cover ground
quickly.

Stealth: Sneak in behind the enemy. This is used in conjunction with “Slide.”

Flank: Use the high areas to flank the aliens if you can figure out a way onto
them. You can get close by moving past the “Super Savin’” from the “Snipe”
position.
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Select “Snipe.” Chase the energetic Ceph as you move forward, skirting along the
right cliff face. Jump over the watercourse to the ledge beyond to get to the
waypoint. Kill the frisky Ceph if the Marine didn’t and grab the DSG-1,
exchanging it for the Majestic revolver. There is an ammo crate inside the
“Super Savin’” to top off your ammo. Take the “New York Souvenir” from the
checkout counter before departing.

On the lower difficulties you can snipe a Ceph or two and before the Catalyst
disappears, grab the mounted HMG, make an armored jump down and provide support
for Delta Team. On “Veteran” or “Supersoldier” it’s better to stay on the high
ground and snipe the numerous Ceph before entering the battle below-you just
can’t take the damage these scattered Ceph can deliver from multiple directions.
Grab what Catalyst you can as the “squid” go down whatever course you choose. A
pesky gunship or two will make passes overhead. Take cover until it leaves.

Go along the watercourse with the Marines, killing “squid” as you go. Grab the
C4 and some ammo before entering the flooded building. Remember to pick up that
HMG after picking up items-you will definitely need it!! Take the C4 and the JAW
Rocket Launcher and load up on ammo in the building.

Continue ahead through the exit on the east end. Look around the corner after
reaching the game’s “checkpoint.” There are numerous Ceph ahead and a gunship
will hover ahead for a brief time targeting you if you’re not cloaked. Tactical
options become available.
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Tactical Options:

Use: There is a much-needed HMG atop the cargo container.

Slide: This is a place you can take cover with a sprinting slide under a big
truck trailer.

Resupply: You can get ammo and a JAW rocket from a supply truck off the side of
the roadway near the battle with the Devastator.
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Using the firepower of the HMG is the key to surviving this area and there is
another available at the “Use” option when yours runs dry. Stand in the doorway,
uncloak and take down a Ceph with the HMG. The un-silenced weapon will begin to
draw the Ceph. The gunship will take a shot or two at you but will quickly
complete its pass and move out of the picture. If its fire hits the red barrel
behind you it may damage you so be aware.

Continue to waste the Ceph while standing in or remaining near the doorway,
cloaking when not firing. If multiple Ceph swarm you, channel their approach
using the doorway. Grab the Catalyst whenever possible under cloak. The enemy
will include Advanced Ceph as well as regular Ceph. Continue to use the HMG
until its ammo runs out. There is ammo and a JAW Rocket Launcher in the
northeast corner.

Select “Use” and head for the top of the cargo container on the left side of the
area. There is another HMG there. Get to it and detach it. Jump down and lure
the Ceph in the area beyond toward you, wasting them where you can grab the
Catalyst. You can still retreat if needed into that doorway to prevent flanking.

When the area is secured, jump over the water to the opposite ledge on the right
side of the area. If you fall short into the low area-you can’t jump out while
carrying the HMG there, but you can make a two part jump with it on the far end.

Head for the yellow cargo container ahead. Hop onto it, drop the HMG where you
can easily retrieve it and then jump to the broken roadway above with the JAW
equipped. A Devastator will appear ahead and will throw a car at you, and he
won’t be alone for long.

Hit the Devastator with a JAW rocket when it makes its entry and again before it
gets too close. A Ceph or two will likely join it, so retreat over the ledge and
grab the HMG and give ground to get a good view of the area ahead. Taking on
both the damaged but still deadly Devastator and the Ceph at the same time
without giving ground really complicates the fight-so don’t, retreat.

If the HMG has plenty of ammo, just use it to finish both the Devastator and the
Ceph accompanying it. Move back over the ledge and you will have to kill an
additional six or more frisky Ceph to secure the entire area. There is no
checkpoint since you first entered the prior area, so don’t get overeager to
advance and gather Catalyst. Stand off and systematically annihilate them. You
don’t want to get killed now.

Collect Catalyst and before departing, grab the JAW Launcher from near the green
car-which the Devastator may have destroyed-on the roadway and from the truck
below the right side of the roadway. Go for the waypoint. There is a break in
the tall barrier on the right side. Make a couple of armored jumps down to the
road below. A new tactical option will present itself-an APC.
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Tactical Option:

Drive: Use the APC to get to the distant waypoint and across the canyon.
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Note: From near the APC you can see a speed camera near a sideways 25 MPH sign
high and to the left. Sprinting on the lower roadway won’t get the citation. Go
up the overturned trailer to the rock ledge above and power kick the police car
off. Activate armor and sprint toward it on the short ledge and you will get the
“Speeding Ticket” as you go over the edge.
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Before boarding the APC, go to the top of the elevated knoll nearby. There is a
DSG-1 there if you need one and a JAW Launcher. Look ahead. You will see a pair
of Cephs in the roadway. Waste them with the un-silenced DSG-1. Two additional
Ceph may jump down from the cliff onto the cargo container or others may be seen
to the right hiding at the checkpoint-a steady hand can get them as well. Re-
supply and get to the APC.

Drive along the crumbling roadway and don’t slow down when passing over the
large crack in the roadway. It’s just after the water and before the turn to the
right. Around the turn is the checkpoint you may have fired on. Just barge past
it, running down any Ceph in your path. At the road’s end, don’t slow down. You
will go off the end and land on a ledge beyond if you have maintained speed on
your approach. If you have overturned or lost the vehicle you can also make an
armored leap to get across the canyon.

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Note: Depending on your Catalyst gathering activities you may or may not have
the 10,000 Nano Catalyst needed to Purchase the “Stealth Enhance” upgrade.
Purchase it whenever you do. This enhances stealth mode by reducing its energy
drain. This is the single most valuable of the suit’s upgrades in my opinion.
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Exit the vehicle and advance through the wreckage to aid Delta Team. Move toward
the smoke they deploy. Follow them up the incline and a new tactical option is
given. A Marine will shout for someone to get onto the stranded ship.
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Tactical Option:

Support: Board the stranded ship and use its L-Tag Grenade Launcher to help
Delta Team fend off the Ceph and the Devastator.
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Make your way onto the vessel on the right side of the canyon. Below, the Ceph
are arriving in pods from a drop ship and are beginning an assault. Begin
sniping the Ceph, but when the Devastator enters the battle, grab the L-Tag from
the cargo container near mid-ship and use it to kill the Devastator. Compensate
for the looping trajectory and the bouncing of the grenades to do the job. If
your aim is poor, you can use the un-silenced DSG-1 to take it down-a dozen
well-placed shots will do the job and you can re-supply in the cargo container.

Delta Team will begin moving. Don’t waste a JAW rocket on the gunship above-it
will move off when you continue toward the waypoint and your weapons have no
effect on it anyway.

Grab the C4 and follow their lead, carefully making armored jumps down to the
area with numerous ammo piles. Fill up on JAW rockets and re-stock your ammo.
Additional JAW Launchers, C4 and a Swarmer can also be found in the cargo
container. There is another Swarmer farther along in this area as well.

There is an L-Tag near the ammo crates above this position on the tilted
pavement. There are additional JAW Launchers on the truck there and there is a
mounted HMG there as well.

The first pods arrive with Ceph. Use the Swarmer on the first wave. If you climb
onto the cargo container you can maximize the effect of the Swarmer missile
launcher. The weapon’s large and somewhat unpredictable splash radius is safer
for its user and more effective down-range when used from an elevated position.
Grab the other Swarmer or the L-Tag to address the next wave that arrives in
pods in the same area. Some of the arriving Ceph will also be on the trackway
above.

Another large wave will arrive via pods in the low watery area. Expend the L-Tag
or Swarmer on them and get onto the upper ledge for the HMG. Finish them off and
the final wave brings in a Devastator. Stay on the high ground and keep the Ceph
off of the Marines with the HMG. When the Devastator gets in range, hammer it
with the HMG or use the JAW Launcher or C4 to take it out. It will be difficult
to build up Catalyst during this battle but grab the 500 from the Devastator and
whatever else you can.

The fall of the Devastator brings in a circling gunship. Shoulder the JAW and
hit it with a couple of rockets to bring it down. The ship is a moving target,
so you may have to guide the rockets to its target by holding down the fire
button and guiding it home.

The Marines will exhort you to move on, but take the time to top off your ammo,
JAW rockets and C4 from the bounty in this area-sometimes something strange in
the game’s programming won’t allow you to take JAW rockets even when you have
few or no spares-sometimes it will? If you still have the L-Tag replace it with
another weapon, like the Marshall. Hold on to that precious DSG-1.

Climb the incline and continue with the Marines toward the waypoint. You’ll see
a truck with an ammo crate on the right side of the watercourse. There is a “Dog
Tag” near the corpse close to the ammo crate. Hargreaves-do you trust him-
requests your presence at the Hargreaves-Rasch Building to end the Chapter.

////////////////////////////////////////////////////////////////////////////////

                  Chapter 11: Corporate Collapse   

Follow Chino toward the objective. Grab the “Car Key” from inside the wrecked
bus as you start into the valley. Ahead two Ceph will kill a Marine as you
approach the area. Use the DSG-1 to kill the Ceph and grab the MK.60 MOD 0 from
the dead Marine if you favor it over the Marshall on your way to gather the
Catalyst. Continue along the fast-moving watercourse and tactical options will
be made available. Grab some ammo and, if you don’t have one, the DSG-1 sniper
rifle. Toggle your DSG-1 to silent operation.

Hargreaves informs you that you must blast your way in through the garage door
for building access to get the bio-sample from one of the building’s upper
floors.
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Tactical Options:

Stealth: Take the path along the left rock face to enter the area.

Take: You will find JAW rockets, an L-Tag, ammo and other weapons in the parking
structure and the storeroom.

Use: Acquire the mounted HMG on the high ground near the objective structure.

Use Turret: You can use the APC’s turret gun to destroy the Parking structure’s
access doorway but using it triggers a Devastator that can quickly destroy the
vehicle.
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Cloak and keep the rock wall on your left as you make your move forward. Stop
near the car and check out the Statue Of Liberty. Select “Take.” Enter the water
going straight for Statue of Liberty’s head, swim as the water deepens and dive
to locate the crack in her left cheek. Grab the “New York Souvenir” and pause to
fully recharge-Al can hold his breath a long time. Activate the cloak and exit,
turning left through the water and going up the rocky slope and into the
garage’s doorway. A few Ceph will prowl the vicinity-don’t challenge them; just
get into the garage to recharge.

The parking structure is loaded with munitions. There is C4, weapons, ammo and
an L-Tag-too noisy-on the ground level and a JAW Launcher at the top level. It
is to your advantage to exchange the MK.60 MOD 0, if you have it, for the
Stealth Marshall in the garage.

The cover in the garage storage area is decent but with double entries you can
easily be surprised while recharging or killing a Ceph. Take cover in the corner
near the stairwell. This is near where you first entered the garage’s storage
room. Just keep silent and cloaked using the silenced DSG-1 and the Stealth
Marshall to make kills. The action will likely draw all of the area’s Ceph but
using silenced weapons will keep you from being the center of attention as they
slowly drift into the action. Grab the Catalyst whenever there is a lull-you can
usually harvest around 1,000 Catalyst in the skirmish.

Go up the stairwells for the JAW Launcher if you’re not already full. Take care,
an occasional Ceph will usually prowl outside the stairwell on the crumbling
pavement. Remain silent and cloaked-the silenced DSG-1 provides excellent
service against these scattered Ceph.

You must now blast the lower door of the parking garage open to gain access.
Rather than use the APC’s turret, which triggers an onslaught of Ceph including
a Devastator, bypass the “Use Turret” option.

Select “Use” and begin skirting to the right side of the area. Stay near the
right cliff face to minimize your exposure and remain cloaked. This will lead
you near a depressed closed doorway-don’t continue up to the “Use” waypoint.
Place a C4 charge on the door, back off and blast it open.

Enter the flooded entry and swim dead ahead to surface in the garage. A couple
of Cell, defying Hargreaves command to stand down, will soon come forward to
investigate. Use the silenced DSG-1 to put them down. You will now have to head
into the structure to get into the main building.

Go forward toward the left turn. There is a turret gunner atop an APC around the
corner and there are several Cell supporting him. Take the APC gunner out-use a
JAW rocket-you can replace the rocket with the one near your entry point.
Continue sniping the survivors of the JAW attack.

Around the next turn more Cell await and they will sometimes come in pairs or as
a small group. Continue sniping and give ground if need be as you pick them off
with the DSG-1.

Around the next turn, to the left of your entry into the main building, there is
another APC gunner and any Cell that didn’t advance earlier. Beyond the APC
there is a storage area with an L-Tag Grenade Launcher if you’re interested.

Jump over the short wall into the storage area, cloak and go into the blue-lit
corridor. Several Cell guards will guard the first doorway and possibly the
office on the left. Clear the office to the left, if need be, and then snipe or
feed the Cell in the reception area a frag grenade or two. Several more will
enter. Use stealth and the DSG-1 to eliminate them or if they cluster use
another grenade. Download the “E-Mail” on the left counter.

Cloak and move into the brightly lit corridor. Take out the Cell manning the
turret gun and any Cell supporting him. Grab the mounted HMG-hoorah!

Restock your grenades in the room to the right and take the elevator. Don’t
forget to pick up the HMG after interacting with the switches, etc. You must now
find the computer terminal. Make your way to the waypoint and interact with the
security terminal.

Lockhart and his men again defy Hargreaves. Half a dozen troops flood in to kill
Alcatraz. After interacting with the computer, cloak, grab the HMG and take
shelter in the corridor where you entered. You will likely meet three Cell
coming from that hallway-let them pass and then pick them off. Uncloak to
systematically take out the remaining Cell and watch out for grenades or a
hostile with an L-Tag, retreat farther back into the hallway if necessary.

When they are all down, you must again interact with the computer to reboot the
system. Once completed, Alcatraz is swept away when the atrium walls are
ruptured by incoming water. You find yourself thrown clear of the building,
charged with rejoining Chino and the Delta Team.

Before you enter the drainage tiles, dive into the deep water on the south side
of the grotto. You will find a wrecked car there and near the passenger-side
rear tire there is a “Dog Tag.”

Follow the drainage tiles toward the objective and as you emerge you will hear a
firefight. Turn left into the trench and follow along its length. The mechanical
blast that drains your energy is a preview of the Ceph armored robot’s EMP
weapon. Jump into the drainage pipe at the end of the trench and make your way
through it. Jump to the street where the battle is on.

Make your way to the Marines and then to the waypoint where you will see the
Pinger. This is Amin’s Sandwich Bar. Tactical options are available.
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Tactical Options:

Acquire: Acquire the JAW Launcher under the building by going through the hole
in the foundation. There is also two blocks of C4 and ammo in the “Super Savin”
on the main floor above this option.

Resupply: Acquire a JAW rocket and ammo on the building’s upper floor.

Explore: Acquire the C4 on the twisted overhead trackway.

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Note: The Pinger is the largest of the Ceph combatants. It is a heavily armored
robotic, three-legged tank. It fires both a staccato machine gun-like stream and
an energy beam from its turret and it has an EMP attack that will completely
drain Alcatraz’s energy if he is within its radius. It will hunt its enemies and
has a good sense of where you may be even when you are cloaked. It can swivel it
torso making it hard to get a bead on the weak spot on its back. Killing it will
require multiple JAW rockets and/or C4 charges-how many depending on how much
damage they inflict. Hitting the weak spot isn’t required but can help take it
down quicker. Grenades are useful if you’re out of big stuff and even small arms
can do it-a lot of small arms.
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This battle is straightforward, the Pinger is the only hostile, but it will take
5 solid JAW hits or 4 well-placed C4 charges to do the job. This number can be
reduced slightly by hitting the weak spot on its “back.”

You first see the Pinger near the diner. Go left out of Amin’s and up the stairs
and onto the roof. Hit the Pinger with a JAW rocket and grab the one there as
well as the C4. Select “Acquire” and make your way through the circular hole in
the buildings foundation to acquire the JAW Launcher. If you can’t carry
addition JAW rounds hit the Pinger with a rocket before getting to the waypoint
for more. Above the “Acquire” option you can find two blocks of C4 in the “Super
Savin.”

Select “Resupply” and begin targeting the Pinger with the JAW as you make your
way to it. Try to stay behind cover and try to keep your distance since a nearby
Pinger EMP blast will totally deplete your energy. Its ranged attacks are also
deadly. Make your way to “Resupply” for an additional rocket.

The “Explore” option atop the arching trackway has two blocks of C4. While
perhaps easier said than done, it makes sense to try to obtain these caches to
keep your heavy weaponry topped off as you expend it.

When the Pinger goes down, quickly get to the wreckage for the 2,000 Nano
Catalyst.

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Note: With the 2,000 Catalyst from the Pinger, you should easily have over
14,000 in Nano Catalyst. If you have harvested at least 10,000 Catalyst purchase
the “Stealth Enhance” upgrade now, if you didn’t earlier. This greatly reduces
your energy expenditure while in stealth. This is without doubt the most
beneficial of all the suit upgrades. If you’re short, purchase it as soon as
possible. “Nano Recharge” costing 8,000 Nano Catalyst should be your next
purchase after “Stealth Enhance.”
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Regroup with the Marines and then board the APC to conclude the Chapter.

//////////////////////////////////////////////////////////////////////////////

                  Chapter 12: Train To Catch    

The mission for Alcatraz and Delta Team is to evacuate Bryant Park and then to
regroup at the Library. Go forward and make an armored jump down from the ledge.
Ahead through the rubble the Marines will be battling a couple of Ceph. Snipe
them from the ledge, jump down, grab the Catalyst and enter the building ahead
to re-supply. Go left through the doorway and exit via the boarded over doorway.

The gunship doesn’t require your attention, so pass through the terrace, grab
the JAW Launcher and activate armor, as prompted. Jump down to the container
below and then to the ground. Tactical options are available.
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Tactical Options:

Stealth: Begin a stealthy approach to the west missile battery.

Use: You can acquire an HMG and ammo on the rooftop of Fred’s Diner. If you’re
not going stealthy this is a good shooting platform.

Take: Acquire the three blocks of C4, the JAW rocket and ammo at this location.

Destroy: This option tracks the overhead Ceph gunship.
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Select “Take” to locate the C4 and the Jaw Launcher if you’re not carrying the
maximum.

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Note: You can acquire a “Speeding Ticket” by sprinting through the left security
lane of the “Evacuation Post C1” barrier. The camera is on a light post on the
left side of the lane above the 25 MPH sign.
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Move toward the waypoint and select “Stealth” when you are tasked with getting
the missile batteries back online. Go west toward the waypoint, staying between
the ivy-covered brick wall and Fred’s Diner. The first missile battery switch
waypoint is now within reach, but before starting that way jump onto one of the
dumpsters and then onto roof of the diner. Detach the HMG. Waste anything with
tentacles below and then jump down and gather the Catalyst, including that from
the Devastator that you and the Marines have destroyed.

Start for the west missile battery by entering the opened trailers in the middle
of the avenue. Six or more Ceph will emerge from the area ahead. Use the HMG to
hammer them and move forward grabbing Catalyst. You’ll see the Missile Launcher
ahead and the fenced sandbagged enclosure to the right. Have the HMG ready for
lurking Ceph and enter the enclosure to close the missile battery switch and to
recharge. Take the JAW rocket.

The next waypoint is a good distance and the Marines will be battling Ceph along
the route. With your “six” secured, move up the street and go into the open
trailers again. Use the HMG to take whatever Ceph you can, while remaining in
the trailer. Cloak, exit and grab all the Catalyst you can. Bear left to move
east along the less congested side of the avenue. If necessary, take cover to
recharge. Loop south toward the waypoint. Your priority is the switch for the
missile battery. Activate the switch. Grab the JAW if you aren’t carrying the
maximum.

Your destination is now the Library. Harvest “squid” as you head for the
waypoint. Grab a fresh HMG to aid your cause-there is one on top of a yellow
cargo container and there are several on the barriers in front of the main
entrance. There is also a JAW near an ammo crate near the Library’s stairwell.

Grab a fresh HMG and enter the Library, which is ablaze. Grab the “New York
Souvenir” off the front desk. Go to the second floor and, with energy full and
armor mode active, go through the center flaming area, bearing right along the
wall to then avoid the flames. Open the door beyond-you’ll have to momentarily
drop the HMG-and go through.

Go up the stairwell, advance and make an armored jump through the hole to the
floor below. You must now get to the beleaguered Marines. Tactical options are
available.

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Tactical Options:

Stealth: This option places you behind most of the Ceph positions with your back
to the rock wall.

Resupply: Acquire ammo and grenades on the Library’s steps.

Take: Acquire ammo and weapons on the Library’s steps.
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Move out and you will see the Marines and the Ceph battling below. Use the HMG
on any visible Ceph and make an armored jump down. Go to the back of the area-
the “Stealth” option-and use the HMG to eliminate the Ceph attackers pouring in
from the southeast. There are several red explosive barrels that can aid the
cause.

Move onto the Library’s stairwell as the second wave rolls in, using it for
cover. Once the Ceph are defeated, grab the Catalyst and, if you need ammo, go
to “Take” and “Resupply” on the staircase. There is also an L-Tag near an ammo
crate. Regroup with the Marines and follow their lead.

At you approach the area, a few Ceph are attacking the compounds defenders. New
tactical options are given.
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Tactical Options:

Throw grenade: Use grenades at the intersection.

Stealth: Go to the left side of the area to flank the enemy.

Use Turret: Use the turret to kill the Ceph.
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The small alien force is soon supplemented when pods arrive with reinforcements,
including a couple of Advanced Ceph. While the Marines stand against them,
select “Stealth” and quickly get to the waypoint. This will place you behind the
drop zone. Hit the scattered explosive barrels when Ceph are near them and then
hammer them with the HMG. Gather the Catalyst when the last of them go down and
go up the ramp to grab a fresh HMG at the “Use Turret” option.

Continue on and another skirmish will begin near a fountain. Several Ceph defend
the area and a Devastator will join when his pod arrives. Use a couple of blocks
of C4 or use the HMG to hammer it. The entry is a good staging area. The cover
can allow you to recharge or to heal if you take damage from the Devastator.
Grab the Catalyst.

Enter the decontamination facility and grab the “Car Key” from the table in the
small office on the left before entering the tubes. Grab some ammo or weapons
after passing through the decontamination tubes. The L-Tag can be useful and you
will be able to acquire a DSG-1 before you need one if you replace it with the
L-Tag Grenade Launcher. Take the HMG along.

Advance with the Marines through the decontamination facility. Tactical options
are made available as another skirmish with the Ceph begins.
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Tactical Options:

Stealth: Flank the Ceph by going to the far side near Kay’s Books to get behind
the advancing aliens.

Use Turret: Use the mounted HMG located in the middle of the intersection. Be
sure to detach it as this position is exposed.

Slide: Slide under the trailer to get under cover and evade the Ceph.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Go to the right and enter the trailer to begin the carnage. Use the HMG or the
L-Tag until they run dry. A Devastator will enter the action near the end. There
are two more HMGs available on barrier mounts if needed. You can easily take
down both the Ceph and the Devastator without using your C4 and/or JAW rockets.

Go to the guard shack to the left of the big door and use the control station.
Jump in the APC; and, as it rolls out, the Chapter ends.

//////////////////////////////////////////////////////////////////////////////

                     Chapter 13:  Unsafe Haven   

Take the ammo from the crate and the C4 from the room on the right. Grab another
weapon if you’re carrying an empty L-Tag-an MK.60 MOD 0 or a Marshall. Follow
the Marines, ducking under the boarded doorway and make your way onto the dock.
Before lifting the gate on the right side of the dock, kill the two visible Ceph
outside through the fencing with the DSG-1.

Perimeter defense is now your task. Open the mesh gate and hunt down the
Advanced Assault Unit. Hit it with a block of C4 to make your task easier.
Gather the Catalyst.

Rejoin the Marines. Friendly troops are ahead. Jump from the rubble pile near
the wall on the left side to the level above. Go through the mesh fence and jump
the wall on the left, past the ramp going down. Move ahead to speak to Staff
Sergeant Rainer.

A demolition squad has rigged the Onyx Building with high explosives but the
safety breakers must be reset. The blast will take out the alien’s mortar
batteries. Get there to reset them.

The Marines are battling “squid” on the roadway to maintain the perimeter but
are being pounded by the advancing aliens and their mortar batteries. Continue
east past the Marines to find a “Dog Tag” on a stack of cardboard boxes.

Return to the bridge approach and take the C4. Begin wasting the Ceph at range
with the DSG-1. If you don’t have one, grab one from near the ammo crate at the
barrier. When the opposition wanes a bit, grab the HMG from the mount and bull
your way down the roadway, killing all challengers and collecting Catalyst. If
you need a heavy hitter as a primary grab an MK.60 MOD 0 from the weapons cache
on the right side of the bridge not far from the Marines. If you have a Stealth
Marshall it will be a better choice for any required stealth kills ahead. You
will soon be alone and deep behind enemy lines.

When you reach the incline, crouch behind the barrier to recharge and go down
the incline. Angle left past the “E Houston St” signpost and power jump to the
building’s projecting ledge-with the hedge. There will be Ceph in the area ahead
and below. Glide forward, crouching as you go and recharge and cloak before
jumping down. You don’t want an all out firefight this deep in Ceph territory,
even with the HMG, so continue east up the stairwell and turn right after
passing the tentacle, heading for the right side of the splash of light near the
mangled trackway ahead.

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Note: You can acquire a “Speeding Ticket” by sprinting southwest past the camera
above the 25 MPH sigh on the right side of the avenue in front of the Onyx
Building’s underground parking structure. It is below the badly damaged elevated
tram trackway.
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Start for the garage’s access door’s control station in the structure just
ahead. Enter and use stealth to get past any Ceph in the outer refreshment room
and go into the rear office. This back office will overlook the closed entry
door at the waypoint. If you encounter a wandering Ceph, try to kill it
silently, but employ the HMG you brought along if you are discovered and
additional Ceph pour in. Grab the “New York Souvenir” on the nearby desk and
start for the door, turning right, going out the door and right down the ramp
and into the parking structure.

Reset the first breaker near the entry. For now there is no Ceph activity in the
garage structure. Go for the second breaker-the right waypoint of the two-as you
face the two waypoints. Go straight ahead or west down the cluttered driveway.
Turn right at the tentacle and go down the incline to the rubble strewn lower
level. Once the second breaker is activated, you will be informed that “squid”
are now active in the building.

Start for the final breaker, retracing your inward route. You will encounter a
Ceph on the incline. Stay away, cloaking past it as you go for the last breaker.
It is dead ahead in the mesh storage cage. Reset it and recharge. It will be
darker now.

Don’t worry about the charges going off-they won’t-so make your way back out of
the building, reversing your inward route. Move northeast, jump the guardrail
and, if needed, use Nanovision to spot the glowing containers that mark the
location of the exit ramp.

Go up the garage’s ramp and go straight ahead past the bus and the tentacle’s
base, up the stairs, and make a big counterclockwise loop under the overhead
tentacle and into the small doorway ahead, which will have the blue waypoint
above it. Your objective is now in the multi-storied “Nakanwa” building ahead,
which still has subdued blue lighting.

Ceph have entered the building and unfortunately the sergeant has been killed.
You must now get to the detonator to complete the demolition of the Onyx
Building. The amount of opposition you encounter depends on how quickly you get
to the detonator-so don’t linger or you will be swamped by searching Ceph.

You must get onto the building’s second story via a broken window on its
southeast corner and then make your way to the third story where you will find
the detonator. Move left to the far corner of the building, around the corner
with “Grand” painted on it and around the clump of highway pavement. Make a
power jump up onto the second floor-you can even make it with the HMG. The
elevator is just ahead and the detonator is on the third floor. You may
encounter a Ceph or two near the elevator. Pry the doors open, go in, jump to
the roof of the adjacent stalled car and from there to the third floor.

The detonator is a now at the waypoint and Ceph may be arriving. The longer you
linger the more Ceph will arrive. Move with a purpose, turning left after
exiting the elevator, through the door and then right to get to the waypoint. As
you grab the detonator a Ceph will propel you into the street and during the
cutscene the Onyx Building will collapse and a piece of debris will kill your
attacker. You must now get back to your lines.

Do an about face and jump the crumbling rail. Get onto the roadway and head
northwest up the incline toward the gunfire. Jump down and go up the incline to
help the Marines eliminate the two Ceph stationed ahead. Snipe them with the
DGS-1, and take their Catalyst.

You must now get to the entrance below but a Devastator has arrived and prowls
the entry area. It will remain locked until you dispose of the Devastator. There
is a block of C4 near the ammo crates. You can usually take it down easily with
C4 from above or you can jump down and get in close. Grab the 500 Nano Catalyst
and enter the doorway to end the Chapter.

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Note: After completing Chapter 13, you should have more than enough Catalyst to
purchase the “Nano Recharge” suit upgrade for 8,000 Catalyst. This allows faster
health and energy regeneration. If you haven’t got enough Catalyst purchase this
upgrade ASAP.
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///////////////////////////////////////////////////////////////////////////////

                      Chapter 14: Terminus    

Start through the gruesome EVAC area, following the soldier past the stricken
civilians and the weary troopers on your way to Colonel Barclay. Press the door
switch to encounter both Gould and Barclay. Evacuation is the Colonel’s
directive and Gould’s insistence on another agenda-raiding Roosevelt Island to
capture Hargreaves who has vital information-isn’t happening. Grab the “Car Key”
from the computer table and follow Barclay and Gould to the elevator. Continue
along with Colonel Barclay and grab the “New York Souvenir” from the situation
room. It is on the table where the troopers are examining the map.

The Ceph are breaching the EVAC center and you must now stop the assault. Start
toward the waypoint, going up the stairwells and jumping the gap on the last
stairwell. You will emerge into a firefight with the Ceph and a Devastator will
promptly enter the mix. Grab the mounted HMG and lay into the Ceph. It has only
a partial magazine, so be aware. Use it and the second HMG mounted near the
first on the Devastator, or finish it with a charge of C4. Open your visor for
tactical options.
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Tactical Options:

Collect: There are two C4 charges and other weapons in the ground level shack.

Use: There is a JAW rocket at the ground level cache on the southeast side.

Take: This Swarmer and other weapons are located on the northeast end of the
east upper balcony.

Acquire: There is a Swarmer and other weapons on the southwest side of the upper
gallery.
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As the tactical options would indicate, a Pinger is on the prowl. This large
area is also swarming with Ceph, which greatly complicates the ordeal, but your
main obstacle is still the rampaging Pinger.

Stay away from its EMP burst and try to hit the weak spot on its back with the
JAW for increased damage. Use what you have and collect additional munitions
from the “tactical options” locations. There are two L-Tags and a Swarmer on the
west upper balcony, one cache near each end. There are also three blocks of C4
on the lower area of the east balcony and there is another Swarmer nearby.

You can help your cause down the road by replacing both C4 charges and JAW
rockets as you expend them on the Pinger. Having a brimming inventory can never
hurt.

You can also gain a lot of Catalyst by taking down Ceph when it is safe to do
so. When the Pinger goes down grab its 2,000 Nano Catalyst and get to the
waypoint where an APC will pick you and the Marines up. The Chapter ends as
wretched civilians and falling buildings paint a picture of doom and despair.

///////////////////////////////////////////////////////////////////////////////

                     Chapter 15: Power Out     

Times Square is the destination. Evacuation, despite the containment protocol,
is in progress, but the operation is under fire by the Ceph. Your mission is to
defend the area while emergency operations are under way.

Start up the alley and go down to the street below. Before heading through the
metal barriers raid the ammo crate in the trailer on the right. Take the “Car
Key” on the table as well.

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Note:  You can get a “Speeding Ticket” by sprinting through any of the lanes in
the security barrier. The camera is on a lamppost on the right side of the
barrier above the 25 MPH sign.
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Pass through the metal barriers and turn left onto the walkway. Go into “Amin’s
Sandwich Bar” and take the “New York Souvenir” from the cashier’s desk. Exit and
continue along the deserted street. Gunfire can be heard in the distance.
Tactical options are available.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Options:

Search: Enter the Police Station to acquire JAW rockets and C4.

Use Turret: There is a mounted HMG on the small rooftop, which will prove
extremely valuable in the continuing skirmish.
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Jump down. In addition to numerous Ceph, a Devastator will be present. If you
have C4 use a couple of charges to quickly eliminate the Devastator. Take its
Catalyst and grab the mounted HMG in the intersection and start pounding the
dozen or more Ceph that come into the battle.

After a brief lull another wave will come in. Take the HMG from atop the roof at
the “Use Turret” option and begin killing the new wave of Ceph, which will
include Advanced Ceph. The aliens will enter from the south but will quickly
disperse, making it a battle with no real front. It is easy to get killed here,
so watch your back.

The sound of a Pinger will shortly announce the presence of the juggernaut,
complicating the battle. Stay away from it and use your JAW rockets to begin its
demise. There are additional JAW rockets near the truck in the intersection and
in the Police Station there are three charges of C4 at the “Search” option.

As you maneuver to avoid the Pinger’s attacks, more Ceph will continue to filter
into the battle. Try to hang on to the HMG for quick kills because the Pinger
will quickly respond to gunfire. Grab the Catalyst and quickly move away from
the killing site.

The subway’s boarding tunnel is a good place to evade the Pinger, which somehow
seems to sense where you are even while you are cloaked. Moving through the
short subway access tunnel allows you to get behind it as it paces about. Keep
on the move, keeping track of the Pinger on your map.

When the Pinger goes down, grab its 2,000 Catalyst and get to the rendezvous
waypoint. As you exit the building a VTOL Transport will rise into the air. Go
right and take the “Dog Tag” from the table near the supply truck.

The nearby VTOL Transport is evacuating the site when an alien spear erupts.
Hargreaves cautions the reasonable Colonel Barclay that Alcatraz must enter it
to sabotage its spore release function. The spear is an area denial bio-weapon
that is about to exterminate all humans in the vicinity, but if compromised by
the suit’s coding it will disperse an agent toxic to the Ceph. Barclay heeds the
advice and so do you.

Move into the spear. A cutscene depicting the immolation of the alien units
plays; and, toward its end, Alcatraz, his suit effected by the ordeal, must
activate the defibrillator three times and must then crawl to the VTOL Transport
and jump to its loading platform to end the Chapter.

///////////////////////////////////////////////////////////////////////////////

                  Chapter 16: Eye Of The Storm   

Alcatraz must now make his way onto Roosevelt Island on his way to the Prism to
extract Jacob Hargreaves, whom Dr. Gould believes has the “answers” key to
resisting the aliens. He jumps from the aerial transport and must swim to the
island ahead. A lighthouse dominates the skyline. You are prompted to activate
cloak mode as you make landfall.

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Note:  Stealth mode can really shine on this first part of the mission, even
when playing on “Supersoldier.” Even the initial kill when you emerge from the
water isn’t necessary. You can just remain cloaked, moving along the left
shoreline area, bypassing the roving Cell and entering the ruined factory
without being discovered or without firing a single shot. But if you have a
silenced DSG-1 the top-notch stealth killing and sniping action is just too
tempting to pass up.
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After landfall, take out the sentry with a stealth move before he can wander
off, causing you to be discovered during a belated kill. Take his Scarab and
keep the DSG-1 if you have it. Go up the stairs and into the lighthouse. Scale
the winding stairwell and kill the sniper on the catwalk. If you don’t have a
DSG-1 Sniper Rifle, he does, but it will probably fall to the platform below or
fall outside the upper railing during the kill, making it a task to retrieve.
Cloak and go to the opposite side and look to the end of the island. The glowing
green structure is your first objective.

Three roving sentries will be loitering below. Kill them silently. The silenced
DSG-1 will serve you well. An APC with a turret gunner accompanied by a pair of
troopers will show up if the guards sound an alert before they die. If they are
summoned, take them out before descending.

Start down the left shoreline and stop near the first cargo container. A two-man
patrol will emerge ahead and will be betrayed by their laser sighting. Snipe
them with the DSG-1.

Crouch near the waterline, using the rocks to mask your passage and use
Nanovision to locate the sentry on the elevated part of the ruins in the
island’s center. Take him out and if you need ammo or want a noisy L-Tag make
your way up the fist stairwell off the cobblestone walkway and go into the lower
ruins. Be aware from here on that there will likely be several roving Cell on
the hunt in this area. It is easy to bump into one or be spotted if your energy
runs out, so move on by regaining the cobblestone walkway.

If you go up the second stairwell, which isn’t necessary, tactical options will
be available as you approach the missile battery. This area places you in danger
of random Cell on the hunt, and one or more will now be behind you. If you look
toward the factory you will see a pair of guards in the upper windows and an APC
gunner to the right. Don’t target them. The upper story sentries are hiding and
difficult to target and firing on the APC will quickly bring additional hostiles
to your location.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Options:

Ledge Grab: This option will allow you to enter the factory by power jumping to
the second story.

Flank: Flank the enemy by moving along the left shoreline area and taking refuge
behind the brick wall near the factory’s east entry.

Stealth: Flank the enemy and come up behind the parked APC by moving near the
right shoreline.
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Stay cloaked and make your final approach to the ruined factory along the left
shoreline. Since you have put the garrison on alert, watch for a possible
patrolling Cell in the area. Those two Cell lookouts are still in the upper
windows, so stay out of their sightline to recharge.

Go into the first doorway, download the “E-Mail” opposite the ammo crate,
exchange the Scarab for the Grendel and go up the ramp. Go cloaked, watching for
the Cell lookout on the third level, probably still looking out the window. Use
the DSG-1 to make the headshot and then take out the one in the adjacent room.
If alerted either of these may be active.

From the center room, power jump to the third level. Don’t take the deceased
Cell’s HMG, the jumps coming up are doable with it but are much more difficult
and you shouldn’t really need it. Grab some ammo, activate armor mode and jump
down through the hole in the floors to the bottom level in the rear side of the
room.

Hargreaves says there is an EMP trap that can be short-circuited at the sub-
station-your next obstacle. Jump to the ledge above and go down the ramp. Duck
under the boarded-up doorway and vault to the broken floor above in the left
side chamber. Make the seemingly impossible jump to the next level-the one with
the brightly lit creaking door. Note the position of the ammo crate. Go around
the corner, jump down, go up the incline and follow the hallway to an overlook
of the electrical substation.

Your presence is known, however stealthy you have been, but not your exact
position and several Cell will be concentrated below waiting for you. It is
difficult to get down intact without paving the way with Cell corpses and the
sniping platform here is excellent-perhaps the best in a game with excellent
sniping platforms. Tactical options are available.
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Tactical Options:

Snipe: There is a sniper atop the tallest structure with a DSG-1. You must get
there via the grated walkways and by jumping from the peak of the gabled roof on
the west side. You’re starting position, however, is every bit as good a sniping
platform and certainly isn’t hard to get to, but it isn’t as panoramic.

Flank: Flank the hostiles by moving along the east transformer bay’s outer wall
to enter via the east gate.

Stealth: Skirt the sub-station along the outer wall to the northwest along the
waterline.
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If you have a DSG-1 Sniper Rifle, you have a perfect sniping platform-kill away.
Even a Ranged Grendel is adequate on all but the more distant targets. Silence
the DSG-1, activate Nanovision to pick your target, shoot through the cloak and
back away to recharge after each shot.

There is a sniper needing your attention at the “Snipe” position high atop the
complex ahead. There are two elevated HMG emplacements on the main structure’s
catwalk below “Snipe.” An APC gunner sets right in front of the installation.
Take them first and then hit the guard in the watchtower on the right side of
the transformer bays. Begin hitting targets below. If they cluster toss a
grenade or two among them for multiple kills. There will be about twelve Cell
roamers and you can probably wipe them all out.

When you run out of ammo or targets, either backtrack for additional ammo or
select “Stealth” and jump down. A couple of sneaky Cell may be camping on the
far side of your perch behind the building so be aware.

If you must have another souvenir, enter the enclosed transformer bays and jump
to the transformer nearest the guard tower. Watch for additional Cell if you
enter the bays. Jump from there to the tower to get the “New York Souvenir” and
some ammo.

Jump down from the west side of the tower and move along the water’s edge. Sneak
along the transformer’s bays outer wall and use the cloak to enter the facility.
The entry is near the APC. Fill up on ammo at the entrance. There is an L-Tag
there as well if you’re interested. Take the elevator up.

Hargreaves asks you to cause a power failure by re-routing the electrical load
so that when the power comes back online the system’s relaying won’t again allow
the heavy load required by the EMP trap. At least that’s know-it-all Hargreaves
theory.

Stealth kill the Cell overlooking the area, and then begin killing the Cell
below. There are four below to address. Go into the upper office on the catwalk
and restock your ammo and download the “E-Mail.”

Descend and go for the re-routing switch to initiate the overload. You will have
to sprint and slide under the electrical arcing to get there. Recharge and throw
the switch.

It’s now pitch black. Activate Nanovision and immediately start out. The exit is
at your level, not above and is directly ahead. The heat signatures of two
hostiles will be dead ahead if you have moved quickly enough. If you’re too slow
they will get into the switchgear room, allowing them to flank you. Kill them
before they do.

Allow your energy to recharge before entering the adjacent equipment room and
then use Nanovision and the cloak to quickly go right along the right wall to
get to the stairs. You will need to take out a lone hostile on the stairwell’s
upper landing. Melee him. Exit turn right and continue on to the elevator.

Turn left, deactivate Nanovision and make your way to the building’s exit. You
must now get to the Gatehouse and additional reinforcements have arrived in
front of the complex. You have two choices-kill them all or use stealth to make
your way toward the Gatehouse. Both choices will be outlined below.

If killing Cell is your style, go cloaked up the stairs on the left after you
exit the substation building and jump onto the peak of the gabled roof. Power
jump to the upper roof-the “Snipe” position where you killed the Cell earlier.
Another may or may not have replaced him on the elevated lookout. Kill him if
necessary and you are now king of the hill. Begin sniping the Cell below,
starting with the lookout in the east tower and then the APC gunner, locating
each target with Nanovision. Other roving Cell will wander the substation. You
can even grab the ammo from the deceased sentry’s DSG-1 if you run low on ammo.
Descend and go behind the complex in case you left someone standing, and make
your way to the southeast gate.

If you don’t want to wipe out the reinforcements, cloak and exit the substation
building going silently and quickly left to travel counter-clockwise behind the
substation complex. This will take you away from the vast majority of the newly
arriving Cell. Bypass or silently eliminate any Cell encountered and recharge
under cover. There is both a turret gunner and roaming Cell in front of the
complex, so remain cloaked as you loop toward the exit on the southeast end.

Jump the barrier and turn right toward the half-opened entry ahead. There will
be Cell guards beyond the structure, but don’t fire on them. As you enter the
structure the doors will close and trap you inside in the darkness. They are
attempting an EMP pulse.

Hargreaves will tell you to smash the floor lock to access the drain tunnels to
get to the river. The side door will then open. Don’t linger in the garage, the
Cell will soon open it and come calling in force.

Grab the “Dog Tag” from the container near the ammo crate and shoot one of the
locks and then drop into the drain. Go left at the nearby split and make your
way through the piping to the river. A tactical option is available.
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Tactical Option:

Enter: This points to the back entry of the large complex. This is on the far
end of the structure.
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Move forward along the dock, keeping close to the water and recharging behind
the containers. This waterfront area is totally free of hostiles if you don’t
loiter. At the far end of the building, loop to the right, go up the short ramp
and continue around the back side of the structure to the far end. Go up the
stairs. Two Cell troopers man HMGs, one near the green doorway and one above.
There is also a sniper above. Starting a firefight here can be very challenging
with additional reinforcements quickly joining the battle. So don’t, sneak
toward the entrance and when close, kill the Cell manning the HMG and quickly
enter the Gatehouse’s tower.

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Note: Put a rag in it Lockhart-sheesssh!! Gonna’ be a pleasure to kill the
blowhard!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Move up the stairwells. Put the Cell on the walkway down silently and cross to
the doorway beyond. Switch to armor mode and power kick the door open. After the
cutscene, move forward and throw the windbag Lockhart out the window, as
prompted.

You must now get to the Prism to see Hargreaves, but just because Lockhart is
dead doesn’t mean the Cell are laying down their arms. Grab the powerful M20 14
Gauss Sniper Rifle from the floor and lay into the Cell. There is another M20 14
Gauss near the ammo crate on the far side of the room—grab its eight rounds.
Watch the watchtower ahead, a sniper may be in there or will climb into it
during the skirmish. Another will be on the upper level of the structure to your
left.

There are at least a dozen Cell to put down and more will drift into the action
as it continues. Empty the powerful M20 14 Gauss on the Cell, using Nanovision
to pinpoint them. The explosive barrels can also help. Just hit a hostile and
move back out of their sightline or take cover behind the support near the
copying machine to recharge. Switch to the DSG-1 when the M20 14 Gauss is empty
and clear the area below. The Cell won’t come up to you but if allowed they will
congregate below your perch.

Download the “E-Mail” from the counter on the back wall. Grab the primary weapon
you had to drop to take the now expended M20 14 Gauss. Detach the HMG, jump down
while cloaked and move toward the Prism. Sneak past or machine gun any surviving
Cell.

Take to the park-like area to the east of the objective to avoid the APC gunner.
Eliminate the four Cell guards near the entrance by silently sniping from the
grassy hillside. Enter the complex via the partially opened roll door on the
buildings east side.

Hargreaves has betrayed Alcatraz. An EMP blast shuts down the suit. Hargreaves
intends to skin Alcatraz to obtain the suit.

////////////////////////////////////////////////////////////////////////////////

                       Chapter 17:  Masks Off    

During a lengthy cutscene a holographic Hargreaves has Alcatraz prepped for
skinning. The self-important Hargreaves, who also betrayed Prophet and his team,
believes he needs the suit to defeat the Ceph. Ordinary soldiers will not
suffice-the task requires super soldiers and the suit is the key. He probably
has a point-just extremely bad “bedside manners.”

Tara, whose father died because of Hargreaves machinations, arrives just in time
to save Alcatraz. Tara says he is insane but has information vital for the
survival of mankind. Apparently he was part of an expedition to Tunguska that
retrieved the technology to begin development of the suit-that was over a
hundred years before! They need to break into his heavily guarded stronghold,
abduct him and make him talk. Follow Tara to the elevator.

As you exit, tactical options are given. The skinning prep procedure has taken
all your previous equipment, but you will have a Stealth Scarab.
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Tactical Options:

Flank: Avoid the security system by bypassing the control room and entering from
the storage room beyond.

Explore: Get the collectible “Dog Tag” in the storage room on the upper floor.

Stealth: attempt to get past Cell security using the cloak.
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Select “Flank,” cloak and bypass the Cell in the elevated security room on your
left. Kill the sentry in the storage room and grab the Grendel. Begin
eliminating the six Cell left in the security room area. One or two will flank,
coming in from the direction of your own entry, so watch your back. Head up the
stairs, killing any lurking Cell and grab the “Dog Tag” near the weapons crate
at the “Explore” option.

Go up to the next level and snipe the lone Cell on the upper balcony. Select
“Stealth.” Make your way through the museum-like room. There are roving Cell.
Try to remain undetected, which isn’t too easy. There are eight Cell in the area
including the sniper and the HMG gunner. As you work your way through, the HMG
gunner will safeguard the central hallway. Take him down and turn right from the
emplacement, right again and then left into a long hallway leading to the
museum-like lair of Jacob Hargreaves. Kill any Cell lingering in the hallway.

Enter Hargreave’s abode. Hargreaves with his Greek mythological analogies is
revealed to be in a suspended state, with only his consciousness active,
communicating via a holographic projection. He wants this suit to confront his
Minotaur and to regain an animate body, but he knows he is now finished. There
is an X-43 Mike in a container near Hargreave’s body-take it.

Hargreaves tells Alcatraz to take the syringe and inject himself to further
enhance the suit. Grab the “New York Souvenir” from the desk and then follow the
prompts to inject yourself.

The Ceph have located the facility and a gunship is attacking the Prism. Waste
no time going up the staircase to your right. The bookshelves will roll back
after Hargreave’s and Gould’s verbal sparing ends. Hargreaves tells Cell
personnel that their commander is dead and that the Nanosuit wearer is
humanities last hope against the aliens, come to reclaim what they believe is
theirs. They should cease hostilities against Alcatraz.

Continue up the stairwell, go through the corridor and power kick the
obstruction from the doorway. Download the “E-Mail” on the floor near the gate,
and use the control pad to open the gate. Just below electrical arcing makes the
floor hazardous. Activate armor and use the pallets, planking, piping, pallets
and finally the AC ductwork to avoid the electrical arcing on the floor. Open
the gate and continue along the passage.

Grab the M20 14 Gauss Sniper Rifle against the wall. Keep the X-43 Mike. Grab
some ammo and grenades and exit. Tactical options are available.
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Tactical Options:

Descend:  Jump down via the rooftop with AC units and ducts to the trailer below
and then to ground level.

Flank: Flank the Ceph stronghold to the left using the surrounding wall to cover
your passage.
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Jump to the AC units below and then make an armored jump to the roof below. Go
right on the walkway and move over the M20 14 Gauss lying on the grating to
acquire its eight rounds. Start to harvest the three or four Ceph below with the
powerful M20 14 Gauss Sniper Rifle. A single shot can kill even an Advanced
Unit.

Descend near the trailer, grab the Catalyst and go left, using the “Flank”
option, into the grassy area, staying behind the wall. Use the M20 14 Gauss to
harvest the small group of Ceph there for their Catalyst. Snipe them from near
the Hargreaves-Rasch sign on the wall. You can also get a Ceph on the overlook
beyond them from that spot. Move along the wall in the grassy area until the
wall ends.

Move while cloaked toward the big truck ahead. Take a few Ceph near the truck
but don’t initiate an all out firefight. Cloak and move forward bearing right at
the truck. Stay near the building and its low hedges and when the Devastator
appears, jump the barrier into the broad entry of the Hargreave-Rasch building.
Grab an HMG and if you want a challenge or need Catalyst, use it on the
Devastator. If you linger, numerous Ceph, including Advanced Ceph will respond
to the action-or you can just forgo this challenging encounter.

If you battled the Ceph here grab a fresh HMG and go up the two stairwells. Make
a left, another left and enter the long winding corridor. Call the elevator and
remember to pick up your HMG. Tactical options are available.
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Tactical Options:

Observe: You can spot the exit from the window and take on the Ceph from the
high ground.

Neutralize: Take out the Ceph coming in from the east end of the area.

Stealth: Get to the stairway on the west side and use the elevated walkways to
command the compound.
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The dead soldier near the elevator has an M20 14 Gauss Sniper Rifle. Take its
ammo, shoot out the windows with the HMG, drop it and begin sniping with the M20
14 Gauss. There is a gunner on a balcony across the area and when it goes down
another may take its place. Watch your back as you harvest the Ceph, they may
start coming up the stairwells. Switch to the HMG if they do.

Jump down and grab the Catalyst and another fresh HMG from the barrier mount.
Start across the battleground gathering Catalyst and watching for additional
Ceph that may straggle into the area. Crouch and go under the partially opened
doorway. Turn left for additional tactical options.
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Tactical Options:

Snipe: This marks the position of a platform defended by Marines. It will put
you at the center of Ceph attention, including two Devastators.

Flank: Use the hedged area to flank the enemy and get in behind them.

Avoid: This is no mans lands, but is the turning point for the elevator leading
out of the compound.
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Select “Flank” and take to the greenery on the right, using the ivy-covered wall
to screen your passage until its end-then hurry to the waypoint. This will place
you near ammo crates and big-rig trailers. There are numerous Ceph in this area
including two Devastators battling the Marines. You have two choices: Leave the
Marines to their fate by selecting “Avoid” to get to the elevator using stealth;
or you can join the battle with the Marines.

NON-STEALTH APPROACH: Rather than sneaking through this area you can join the
Marines battling the Ceph. Stop short of the “Flank” waypoint, drop the HMG
temporarily, and use the potent M20 14 to kill a Devastator. Three shots to its
weak spot or four or five to the body will do it. If you still have Gauss
rounds, work on the other Devastator and man the HMG when it’s empty. This area
also swarms with regular and Advanced Ceph and they will continue to filter into
the battle. Battle your way to the elevator at the waypoint.
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STEALTH APPROACH: If a challenging battle isn’t on your agenda, select “Avoid”
and with a fully charged meter, cloak and walk toward the waypoint. When near
“Avoid”, turn right for the blue waypoint, going slowly and avoiding any Ceph
you encounter. Take the elevator and pick the HMG back up. Listen to Hargreave’s
musings about an afterlife and of oblivion as you exit-you have no choice. Get
to the next elevator. Remember the HMG.

Exit onto the broken and obstructed roadway. There will be Ceph and Cell on the
bridge. Tactical options are available.
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Tactical Options:

Ascend: Go up the rubble and then onto the upper roadway.

Avoid: Drop onto the obstructed lower roadway to avoid the two Devastators
making passage difficult on the upper. Regain the upper once beyond them.

Neutralize: A sneaky Ceph will snipe or drop down from the bridges upper works
after you pass the Devastators near the “missing persons” posters.
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Select “Ascend” and make your way onto to the upper roadway, going onto the
upper deck near the broken gray trailer. There is no urgency here, kill Ceph as
you proceed for their Catalyst, but when the two Devastators appear, target them
to get them coming your way but cloak to mask your position. Select “Avoid” and
jump down through the cratered upper roadway to the debris on the lower road and
then jump out on the far side to bypass them as they move forward. Any
confrontation here is deadly because a tussle with the Devastators will draw
additional Ceph into the battle.

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Note: After the area with the Devastators and the overhead Ceph sniper at the
“Neutralize” option there will be EMAT barriers with “missing persons” posters.
When you get past the burning vehicles, the camera is ahead in the middle of the
bridge on the support structure above the 25 MPH sign. Sprint toward it to get
the ticket.
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Continue ahead after the Devastators and opposition will begin to lighten. A
Ceph high in the structure of the bridge will snipe at you from the “Neutralize”
option. Jump the barriers, picking your way through the broken, uneven stretches
of roadway. Drop the HMG when no hostiles are encountered so it doesn’t
interfere with the coming interactive command.

You will have to cross the median barrier several times as you weave your way to
a cutscene of destruction where you are propelled down the collapsing bridge.
Follow the prompt to “grab,” thus avoiding a re-running of the roadway from the
last checkpoint. You end up being forced into the water by a sliding car to end
the Chapter.

////////////////////////////////////////////////////////////////////////////////

                     Chapter 18: Out Of The Ashes   

Once Tara and Gould clam-up make your way to them and jump, as prompted, to get
up the riverbank. You have lost all your weapons in the river and have only an M
12 Nova. Grab the Marshall and the X-43 Mike. Before boarding the tank, sprint
toward the gate well ahead of the vehicles and grab the “Car Key” from the
broken piece of pavement to the right just beyond the three yellow barrels.

Man the tank’s turret. You will have to protect the convoy through Ceph held
territory. As before the tank fires missiles with the left trigger and the
turret gun with the right one. You don’t have to steer the tank so this is easy
pickins’.

Gould has information from the Nanosuit that the Cephalopod stronghold is in the
reservoir under Central Park. Getting Alcatraz into the mother ship could well
sabotage the Ceph invasion citywide. Barclay informs them that a nuclear strike
on Manhattan is imminent, and that they have a very limited window to prevent it
with whatever they are doing.

There will be Ceph and a couple of Devastators to deal with in two places on
your left flank. When Tara shouts that there is a Pinger, look up and to your
right. Hammer it with missiles and shortly the end of the road comes when an
alien tentacle hits the tank. You find yourself separated from the convoy.

Tara sends GPS coordinates for you to follow. The large plaza you must cross to
access the building is heavily patrolled by Ceph, including Advanced types and a
Devastator. You have two choices. You can cloak and sneak your way into the
building avoiding the numerous Ceph-which is easily done-or you can confront the
Devastator and its kin with the X-43 Mike.

If a stealthy passage through this challenging area is your choice, proceed,
walking a clockwise route staying near the building on your left, avoiding the
numerous Ceph as you make your way into the building and then to the elevator.

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Note: If total stealth is your preference you can actually negotiate this entire
Chapter without firing a shot. Sneak into the building, “tag” the Ceph gunship
under cloak and sneak past the final Ceph filled area using the stealth approach
that will be detailed later in this Chapter.
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Tactical options become available as you go up the rubble pile to the edge of
the building. If sneaking through the plaza isn’t your style, man the X-43 Mike
and move forward, keeping the building on your left. Uncloak and take the first
Ceph you encounter with the X-43, it will likely be an Advanced Ceph. This
commotion will draw the Devastator. Stay close to cover and try to initially
target the weak spot on its back with the X-43, going to armor mode from cloak.
Expect other Ceph to complicate this struggle. The X-43 Mike is deadly,
liquefying the Ceph’s internals but it must be held on target. Don’t try to
clear the entire area. It is easy to become the center of attention for multiple
Advanced Ceph-not so good.
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Tactical Options:

Resupply: This marks the location of a simple ammo crate.

Stealth: Attempt stealth to get across the heavily patrolled plaza. This option
will have you crossing the plaza to the far entry.

Take: Get the two C4 charges from the table near the elevator.
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Carefully move through the plaza, taking additional Ceph if they get in your
way, to the near entry rather than the more distant “Stealth” option.  Once
inside, you must go right to get to the hallways.

Select “Take” and move through the halls to get the two blocks of C4 from the
table. Go to the blue waypoint-the elevators. There is a “Dog Tag” in the opened
bloody one. Take the working elevator and watch for an occasional roving Ceph as
you await the pokey elevator.

Exit the elevator and you will be told that you are needed to “mark” an enemy
gunship for an airstrike. There is an X-43 Mike lying near a corpse, move over
it to acquire its ammo. Tactical options are available.
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Tactical Options:

Use Turret: Man a mounted HMG to eliminate the Ceph.

Stealth: Go directly to the exterior platforms where you can mark the target.
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Note: As said earlier this area can also be tackled using stealth. Enter the
area under cloak with a full energy meter. Go onto the platform, “tag” the alien
ship and get out, using the “Use Turret” option to start in the right direction.
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Move through the corridor and through the reception room and into the large
wrecked office. While cloaked, carefully move past the Ceph. There will be two
on the platforms outside the building and rovers in the area-don’t challenge
them at this point. Go down into the rubble on the far side, near the “LN
hotels” sign, and with “Use Turret” selected go into the demolished apartment
block and turn right into the carpeted hallway and then go up the slope of
rubble to the HMG. As usual, its limited movement while mounted is a hindrance.
Take it in hand and hit one of the Ceph on the platform.

Now you must watch your back since you have their full attention. There are
about a dozen Ceph in the area, and they will start to come at you through the
gutted apartment complex. Grab the corner of the apartment with the fallen bust
on a tall fallen pedestal, just south of the HMG mount. It has a great view of
the route you entered-they won’t come in via the gun mount window, but
occasionally one may come up the stairwell. Use the HMG to eliminate them and to
build up your Catalyst. They will straggle in so you can easily grab Catalyst
during a lull. Be patient, they will come to you. Go back out to the main area
and hunt any remaining Ceph, including any on the platforms outside the
building.

When the area is cleared, go out onto the platform and open your visor. When the
gunship appears, “tag” it with your reticle. You don’t have to track the alien
vessel. A drone aircraft will swoop in and take it down.

With the area cleansed of the alien infestation, go east from the building’s
exterior platforms and turn west before going through the door. You will see a
bedroom above and what remains of a bath below. Drop the HMG. Make a running
leap to the bedroom to acquire a “New York Souvenir.” Jump down and pick up the
HMG.

It is now time to head to the Ceph control ship in Central Park. Go back into
the demolished apartments and go toward where you found the HMG. There is a
doorway at the opposite end and beyond a hole blasted in the outer wall. Make an
armored jump down to the mattresses below. Tactical options are available.
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Note: With the end near, you will need 16,000 Nano Catalyst for your final suit
upgrade. The next area can be heavily harvested, but if you are over or near
what you need, it can be easily bypassed using stealth rather than force. The
area has numerous Ceph, Advanced Ceph and a pair of Devastators, making it a
challenging place to do business without the aid of abundant C4 and JAW rockets.
But with stealth and a bit of luck the most dangerous part might be the final
jump.
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Tactical Options:

Resupply: Acquire the weapons and ammo on the rooftop to which you made the
initial jump.

Ledge Grab: Cross the Ceph infested area by jumping to the greenhouse roof below
and jumping to the structure ahead. If you don’t wipe them out, this option is
sure to put a hostile alien posse on your trail.

Take: Find an M20 14 Gauss Sniper Rifle and an HMG atop the structure on the far
right side of the area.
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NOTES FOR A STEALTH APPROACH: With a little care you can use stealth to get
through this area without firing a shot. The key is getting down undetected.
With your energy full, cloak, go to the corner of the roof, jump out so as not
to fall down the side of the building, activate armor mode in mid-flight and
cloak as soon as you hit. Immediately go right behind the greenhouses to the far
wall area and recharge behind the jutting duct on the greenhouse, watching your
back for roving Ceph. If they aren’t on alert this should not be a problem.
Select “Take,” cloak and go to the waypoint, a structure just ahead with
catwalks at two levels. Jump up both levels to the top, grab the M20 14 Gauss
Sniper Rifle-leave the HMG-jump down, return to recharge behind that cozy duct
and head for the waypoint, sneaking past the milling Devastator by staying close
to the right wall. Make the final sprinting jump to the roof beyond.
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NOTES FOR A NON-STEALTH APPROACH: This approach is much more feasible if you
brought along the HMG with at least 50 rounds left in the magazine. Go to the
roofs edge and stand uncloaked or shoot at a Ceph below or on the greenhouse
roof. This will alert the Ceph and they will begin jumping from the roof of the
greenhouse to your perch. This will generally include a couple of Advanced Ceph,
which are much easier to handle with the HMG. Just back away and hammer them.
Occasionally a “shy” one will stand off and shoot at you. You can also fire at
the ones roving on the higher structures beyond the lower greenhouses. A Ceph
gunship will make a pass, dropping a pod. Cloak when it passes over.

When they stop coming onto the roof, select “Take,” check the area below to be
clear of Ceph, select armor mode and jump from the corner so you don’t plummet
to your death. You must jump out a bit to prevent falling down between the
structures. Immediately cloak. Continue killing any surviving Ceph in the lower
areas as you make your way to the “Take” waypoint.

The “Take” waypoint with its M20 14 Gauss Sniper Rifle and HMG are on the top
level of the structure with girdling grated walkways. Jump to the first and then
to the upper platform to acquire the M20 14 Gauss Sniper Rifle. Keep the X-43
Mike as well. Take the HMG.

If your diligent culling of the Ceph left any alive, start hunting then down.
The jump point is still guarded by a Devastator-leave him be for now.

There is a set of “Dog Tags” atop the highest of the greenhouse structures on
the west side. Getting to it will require clearing all of the Ceph from the
upper structure. Note the position of the HMG on the upper structure’s walkway
and grab the X-43 Mike rounds inside the greenhouse. Start up to the top.

You can only get to the very top of the tallest greenhouse by jumping on the AC
unit east of the roof and power jumping to the top for the collectible. The bad
news is that a second Devastator guards those tall west-end structures and you
have only two blocks of C4. So use the C4 or the HMG to dispose of the
Devastator in the somewhat cramped space. You can also use the M20 14 Gauss.
Three shots to the weak spot or four or five to the body will also kill it but
it’s a good idea to save those rounds whenever you have a fresh HMG and the X-43
Mike.

You must now make it to the extraction point and a Devastator is still in the
vicinity. Your non-stealthy approach means that the Devastator will be on the
hunt rather than milling near the “jump” point. Locate it and evade it by
sneaking to the “jump” point or use the fresh HMG from a good cover spot to take
it down.

You must now make a sprint-jump to the rooftop with the satellite dishes-this
can be frustrating as failure will return you to the checkpoint before this
entire area if you fall short and tumble to the street below. Occasionally even
a short jump won’t be in vain as a ledge below may save your day-don’t count on
it. You can also make the jump from the raised wall to the left of the jump
spot-the extra elevation makes it a bit easier.

When you reach the roofs below. The Chapter ends as the alien ship with Central
Park attached but crumbling rises spectacularly into the air.

////////////////////////////////////////////////////////////////////////////////

                Chapter 19:  A Walk In The Park    

You are flying over Central Park, which is suspended from the alien’s mother
ship. The target “Spear” can be seen in the distance. If you can’t get to it and
modify it, a tactical “nuke” will devastate New York and its environs. Don’t
worry about the 20 minutes mentioned-there is no time limitation on this
mission. You are dropped to the ground.

Make your way toward the distant waypoint, staying near the left overhang by
moving along the cobblestone walk. It’s a walk in the park. Continue forward to
the food service shack and grab the “Car Key” from inside the front of the
nearby bus. Gould warns you of stress fracturing as you continue. Stay along the
left cliff moving up the fractured sloping rocks and staying on the narrow
ledge. Ahead the rocks are beginning to drop off.

Take out the three patrolling Ceph ahead. You should have both the M20 14 Gauss
Sniper Rifle and the X-43 Mike. Save the M20 14 Gauss rounds and kill them with
the X-43 Mike. Hit the explosive barrel if one gets near it. With a little care
you can even make some stealth kills.

Jump onto the yellow cargo containers and new tactical options are available.
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Tactical Options:

Ambush: Stay on the high ground and use the JAW to kill the Devastator and to
thin the other Ceph.

Use Turret: Commandeer the HMG on the wrecked APC.

Flank: Avoid the prowling Ceph near the crater by carefully walking the support
tentacle.
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Note: This area can also be negotiated using only stealth, avoiding all combat
with the areas numerous Ceph. Use the “Flank” option to make your way near the
waterfall. Carefully cross the crater, avoiding the Ceph coming down the
stairwell and go up the hill on the left.
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Grab the two blocks of C4 and three JAW rockets and take whatever ammo you need.
Stay on the high ground to deal with the Ceph below. Use the M20 14 Gauss Sniper
Rifle you brought along to kill Ceph, favoring the Advanced Assault Units
whenever you see one. Make all your shots count to greatly reduce the enemy
ranks and then trade it for the Ranged Grendel in the cargo container.

A Devastator will mill on the far side of the area and will begin firing on you
when your location is compromised. A few of the Ceph will also come up to you-so
be aware and man the X-43 when that happens. This sniping tactic will forfeit
Catalyst but if you have the 16,000 or have already purchased the “Cloak
Tracker” upgrade you won’t need additional Catalyst to finish the game anyway.

Once the area is subdued or when an opportunity arises use your three JAW
rockets to destroy the first Devastator. A pod will then deliver another
Devastator. Jump down to the “Use Turret” position and grab the HMG. Use it to
take out any remaining Ceph and then deal with the second Devastator. Use your
C4 charges or just hammer it with the HMG using the abundant cover.

Collect the Catalyst, before selecting “Flank.” This option actually has you
walking an alien tentacle over an abyss-walk carefully. If you don’t walk it,
you can walk along the left margin of the area to near the waterfall. There will
be a few roving Ceph to deal with, but if you still have the HMG they should go
down easily.

To get to the waypoint you will have to cross or skirt the crater. If you need
ammo, move across the crater toward the amphitheater where you will find ammo
crates. A pair of Ceph, one an Advanced Unit, will emerge ahead as you climb the
long stairwell. You can avoid them by ducking into the recess on the left side
of the stairwell to let them pass while you remain cloaked. Go up the stairs and
curl left up the hill.

On your right you will see a red barrel in the dark-colored cargo container with
its doors ajar. Shoot the barrel and enter the container where you will find an
X-43 Mike and the last “New York Souvenir.” If you still have the X-43 take its
ammo.

Continue up the hill toward the flags. The alien spear will loom ahead. Grab the
JAW rockets and move down the stairwell to the ammo cache. Keep both the X-43
Mike and the Grendel. Take the C4 and ammo.

Just beyond the corpse and the ammo crate you will see a mattress lying against
the left wall.  Take the “Dog Tag.” You are now tasked with sabotaging the
veins. Tactical options are available.
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Tactical Options:

Stealth: Use the drainage pipe to make your way to the east vein.

Flank: Flank the Ceph en route to the west vein by skirting the stronghold using
the ravine.
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Select the “Stealth” option to give a course to the vein on the right. While
battling the Ceph near the underpass isn’t necessary-you can skip it-it is an
excellent place to do battle, and if you need Catalyst it is a bonanza. In
addition to the C4, JAW rockets, the DSG-1 and other munitions in this area
there are also the two HMGs, one near the Devastator and another on the overlook
above to make it easier. Try to leave the upper HMG in place for use later.

Start off by cloaking and walking to the gun mount near the Devastator and
detaching it-the bad boy won’t even notice. Lay it near the mattress where you
found the “Dog Tag” so that you can easily find it. Walk up behind the
Devastator and toss two C4 charges on it, back off and detonate. If you’re lucky
it may get the Advanced Ceph that parades in the area as well.

Quickly reclaim the HMG and the Catalyst. An Advanced Ceph will join the action-
hammer it with the HMG. It is the first of six or eight Ceph that will respond
to the struggle. Hold your ground in the underpass, retreating if necessary.

With the Ceph dead, go up to the overlook. Take note of the HMG mount and look
out over the area. The two waypoints for the first two veins are on either flank
and the raised fountain ahead will be where the third will appear when the first
two are sabotaged. There will be three Ceph guarding each of the first two, but
even though the location of the third is now deserted, it will be defended by
numerous Ceph, including a Devastator once the first two veins are compromised.
Continue with the procedure below-keeping the X-43 and the Grendel.

Angle across the brick terrace toward the waypoint, jump down and go into the
drainage tile. Go through and take the JAW rockets and two C4 charges in the
cargo container near the tile. Use the HMG or the X-43 Mike to kill the three
Ceph guards. One of them will be an Advanced Assault Unit and it may have
wandered off to join in the recent battle. Make your way atop the knoll and
interact with the vein. Pick up the HMG.

With “Flank” selected, return to the drain tile and go back. Move through the
shallow ravine toward the waypoint. Three Ceph, including an Advanced Ceph guard
the second vein. Take them out with the HMG or expend a JAW rocket on the
Advanced Unit and then sabotage the second vein.

The location of the third vein is now updated. Head south through the ravine
rather than chancing a transit of the tentacle. Hide behind the metal barrier to
observe the final, now heavily guarded vein below. A Devastator will be one of
about seven or eight defenders. They will generally just stand about, with one
to the rear of the spear. Remember this position on the hillside-it will be your
staging area for the final vein.

But it is now time to tool up for the final push to the mother ship. Recharge
and start a slow walk toward the underpass. Take the fresh HMG from the mount on
the overlook. You should still have the X-43 Mike with plenty of ammo and the
Grendel as well as full stores of C4, JAW rockets and grenades.

Move back toward your staging point on the hillside overlooking the last vein.
The enemy should still be standing near it or if your recent foray was noticed,
they may be scattered. Either way, recharge, cloak and start slowly toward it.
If needed, there are JAW rockets in the cargo container near the raised
objective.

With this stealthy approach you should be able to walk up to the raised
platform, jump up, drop the HMG and interact with the last vein. They shouldn’t
even notice. Pick up the HMG and jump off the rear of the platform. These
stealth tactics are preferable because it will allow you to enter the final
battle with a full inventory of both ammo and heavy weapons. Your map will
update with the position of the Ceph Litho-ship.

There is a tunnel-like passage inside the support tentacle behind the platform.
The tunnel will point toward the objective and is located on the left side of
the area. Move through it and go for the ammo cache. I don’t advise taking the
K-Volt. Keep the X-43 Mike and the Grendel to complement the HMG.

Advance into the crevasse and the Litho-ship entry looms ahead; but four tough
Ceph that have cloaking capability guard it. Hopefully you have purchased the
“Cloak Tracker” upgrade allowing you to track them. If you haven’t, spend the
16,000 Nano Catalyst to acquire it now. A tactical option is now available.
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Tactical Option:

Resupply: There is ammo and weapons on the raised knoll.
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The cloaked Ceph will begin to attack after you advance toward the Litho-ship.
Essentially these four Cephs are similar to Advanced Ceph Assault Units but with
cloaking ability, but they are at least two or three times as durable. They will
show as intermittent shadows, frequently a flickering green arcing will also
mark their position. They have a tendency to dart at you to deliver melee blows
but they also have a ranged projectile attack. They are tough but both the HMG
you toted along and the X-43 Mike will do the job. The Grendels high capacity,
high damage output makes it a good back-up weapon. The K-Volt, available at the
ammo cache, will make them fully visible for a brief time; but with the “Cloak
Tracker” suit upgrade active, they should be visible enough and Nanovision also
helps.

Once you have their attention, retreat back to near the ammo cache. Hammer them
with the HMG. If you run out of ammo or they hit you causing you to drop the
HMG, switch to the X-43 Mike. Both of these weapons are very effective. Don’t
hesitate to use JAW rockets and C4 when an opportunity arises-this is the end
don’t save them. Grenades can also cause considerable damage.

When the last of the four goes down, grab their Catalyst and start for the
Litho-ship, but go cloaked. An additional Advanced Assault Ceph or two may lurk
near the entry. Enter the ship and follow the prompts to activate armor mode,
crawl forward with alternate button pushes, move forward and finally to jump
completing the Chapter and the game and ending the Ceph stranglehold of New York
City. If this final button pushing sequence doesn’t do the trick, there was a
checkpoint at the entrance-you don’t have to kill the cloaked Ceph again.

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Note: If you’re having trouble with the cloaked Ceph, there is an alternate way
to accomplish the deed, providing you have topped off those JAW rockets and C4
and/or if you’re toting a fresh HMG and X-43 Mike.

Before advancing from the ammo crates near the entry, lay down all of your C4
near this area. Move toward the Litho-ship to get their attention, and let them
pursue. Get back into the alien tentacle that you crossed to get to their lair.
The first of them will return your fire and this usually causes the others to
enter the fray.

They seem reluctant to cross the water, and if one does-usually only the last
one-this is good-just back away into the tentacle and hammer it with the HMG or
the X-43 Mike for an easy kill. In the close quarters of the tentacle the X-43
Mike is deadly. Use Nanovision to help pinpoint them and eat away at them with
short bursts of the HMG which is more effective than the X-43 Mike over
distance.

When they congregate, detonate the C4. This will kill or seriously damage any
within its radius. Shoulder the JAW when one stays put-a solid hit will kill
them even on “Supersoldier.” Their ranged attacks are tolerable if you activate
armor and you can always back further into the tentacle to heal if needed.
Occasionally one may be shy and you might have to go hunting, but this is rare.
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The result? The “Spears” final broadcast, its output modified by the suits
programming, sweeps over the city, causing the Cephalopods citywide to
disintegrate and Gould and Tara along with the emerging residents witness the
end of the horrific ordeal. New York City, what remains of it, is saved and the
threat is gone-at least for now. The “man” in the suit, up out of the ashes of
the city, now calls himself “Prophet.”

Congratulations on saving New York City and likely mankind. If you have any
comments, criticisms, suggestions, etc. feel free to contact me at the E-mail
address on the title page.






































































































































































































































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GameFaqs: Crysis 2  by SENIORBILL            Page 51 of 74
     
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