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Part 10
Crysis

Part 10

Follow this Crysis walkthrough to rescue Prophet from alien squid, disable the KPA jamming station, and infiltrate the enemy compound using stealth or force.

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Follow this Crysis walkthrough to rescue Prophet from alien squid, disable the KPA jamming station, and infiltrate the enemy compound using stealth or force.

Walkthrough
  1. 1
    Move east through the woodland, staying cloaked to avoid a sniper on a rock shelf across the river.
  2. 2
    Jump down and take shelter in foliage to allow a KPA patrol to bypass you.
  3. 3
    Continue forward with the cliff generally on your right, cloaking and recharging to avoid KPA across the river.
  4. 4
    Near the falls, jump down and head back downriver along the channel until the cliff breaks, then bear right to exit the riverbed.
  5. 5
    Recharge under cover and move through the gap in the ledge.
  6. 6
    Continue toward the waypoint until you reach the waterfall and find Prophet near a cave entrance.
  7. 7
    After Prophet is taken by an alien squid, you are left to continue the rescue. Decline extraction and accept the secondary mission to disable the GPS jamming station.
  8. 8
    Move up the dirt pathway toward the secondary objective. Pick up Prophet’s SCAR assault rifle ammo and the grenade launcher attachment.
  9. 9
    Continue until you can perform reconnaissance on the large compound below. Cloak when you see the grave marker to avoid detection by the roadway checkpoint.
  10. 10
    Locate and tag KPA soldiers to put them on radar. Move down the hillside near the dirt path, staying near the mountainside.
  11. 11
    Get into the foliage of an isolated bush to recharge. If spotted, dart suspicious KPA soldiers, but be aware that takedowns or corpses can trigger alerts.
  12. 12
    Recharge in the foliage and continue slowly south near the mountainside, re-charging in the thick brush ahead near the cliff.
  13. 13
    From the foliage, check the fenced area for hostiles and make your way to the lower section of fencing.
  14. 14
    Recharge in a bush, power-jump the fence, and recharge in the foliage against the fence ahead.
  15. 15
    Move southwest past the APC, across the main road, and get behind the corrugated metal fence to recharge between two trees.
  16. 16
    Work your way down the fence, noting the green KPA trailer with the jamming unit. Recharge in the niche at the end of the fence.
  17. 17
    Check the shack ahead to be clear, then cloak and move forward to re-supply at the munitions crates, taking the rifle grenades.
  18. 18
    Reverse course, recharge in the niche, cloak, and go east along the fence.
  19. 19
    Recharge between the palms, toggle the SCAR’s attachment to enable the grenade launcher, and load a grenade.
  20. 20
    Step to the end of the fence, de-cloak, aim at the jamming trailer, and destroy it with a rifle grenade, then quickly re-cloak.
Tips
  • Stay cloaked as much as possible to avoid detection by snipers and patrols.
  • Use foliage and cover to recharge your suit's energy.
  • If detected, you can often lay low in cover and wait for the alert to subside, but hostiles will remain unpredictable.
  • The grenade launcher attachment for the SCAR is effective against light armored vehicles and can destroy the jamming trailer.
  • Consider an aggressive approach by annihilating the garrison and APCs if stealth fails or is not preferred.
  • Destroying the jamming trailer can be done with grenades, rifle grenades, or missiles.

Weapons used in Chapter 3:

  • SCAR assault rifle (Possessed at start)
  • Shotgun (Possessed at start)
  • Pistol standard sidearm (Possessed at start)
  • Precision Rifle (Acquired during chapter)
  • Missile Launcher (Acquired during chapter)

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