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Part 16
Crysis

Part 16

Complete Crysis Part 16 walkthrough: destroy the AAA gun, board the cruiser, and take down helicopter gunships.

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Complete Crysis Part 16 walkthrough: destroy the AAA gun, board the cruiser, and take down helicopter gunships.

Walkthrough
  1. 1
    From the beach near the fork, head south along the shoreline toward the harbor. The shoreline is not patrolled unless an alert has been triggered.
  2. 2
    Veer east when you see tall storage tanks on your left. Approach the high barbed-wire topped fence by going past the vacant guardhouse.
  3. 3
    Power-jump the fence between the connected “SCHINDLIER” storage tanks where a lone palm tree stands beyond the fence. Stand back when you jump to clear the angled barbed wire.
  4. 4
    Recharge between the tall tanks, activate your cloak (a suit ability that renders you invisible), and move forward to jump the next fence.
  5. 5
    This places you behind a large storage tank where you can safely recharge.
  6. 6
    Cross the loading dock storage area, staying out of sight of the sniper on the warehouse to the east.
  7. 7
    Activate your cloak, go around the tank, and move toward the wire spools.
  8. 8
    Angle left between the container and the spool, then continue through the gap between the white tank on the left and the ruptured K-MOL container on the right.
  9. 9
    Move into the small niche formed by three rusty-red SPC containers.
  10. 10
    Psycho will inform you that he has entered the harbor and is positioned on the loading cranes framework. He will assist you in destroying the nearby AAA gun, located just south of your current position.
  11. 11
    If you haven't triggered an alert, the area should be peaceful, but remain cloaked as occasional sentries may pass by.
  12. 12
    If discovered, this niche is a good place to use your shotgun against KPA (Korean People's Army soldiers).
  13. 13
    Recharge, face south toward the AAA gun, cloak, and power-jump atop the container.
  14. 14
    Survey the area around the AAA gun. De-cloak, toss a C4 charge onto the AAA gun, cloak, and drop back into your niche.
  15. 15
    Armor up and detonate the C4, destroying the gun and anyone nearby.
  16. 16
    Quickly recharge, cloak, jump up again, drop down near the destroyed AAA gun, and move forward to jump the wall.
  17. 17
    Shotgun any survivors, but getting over the wall is your priority.
  18. 18
    Psycho will inform you that the cruiser in the harbor is jamming the GPS, and you must board it to fix the situation. Psycho will snipe KPA, keeping many off your trail.
  19. 19
    In the wharf area, there are numerous KPA, including snipers manning turret guns on the roof of the north warehouse to your east.
  20. 20
    Recharge near the wall and look at the cruiser. Cloak and jump into the water.
  21. 21
    Dive and swim underwater around the stern of the vessel.
  22. 22
    When you pass the propeller, bear right around the far side of the vessel and surface between it and the wharf.
  23. 23
    Swim to the second ladder from the near corner. With a full charge, cloak, and climb the ladder to a break in the cruiser’s railing.
  24. 24
    Make a power-jump to get aboard the cruiser.
  25. 25
    Before your energy fails, equip your shotgun, enter the nearby open hatch, and kill the KPA inside.
  26. 26
    Go up the inside stairwell, turn left as you exit the structure, and re-enter it at the other end.
  27. 27
    Make your way to the controls and blast the jamming electronics in the attaché case with your shotgun.
  28. 28
    You are instructed to “paint” the cruiser for an air strike. Cloak and exit the control room. Grab a missile launcher from the crate if needed.
  29. 29
    Use the cover (press the cover button to crouch behind walls or objects) provided by the cruiser’s upper works to bring down the circling helicopter gunship. Restock missiles from the crate near the hatch.
  30. 30
    Go up the stairs near the hatch and hunt down any KPA on the upper deck.
  31. 31
    Locate and eliminate the KPA on the wharf you avoided earlier. There are gun emplacements on the warehouse roof to the northeast and another on the wharf to the southeast.
  32. 32
    Check the cluster of cargo containers on the southwest side of the wharf and the warehouse area to the east.
  33. 33
    An APC (Armored Personnel Carrier) will be cruising the wharf. Use the SCAR (Special Combat Assault Rifle) and its grenade launcher to destroy anything moving.
  34. 34
    Jump down onto the wharf through the break in the railing.
  35. 35
    Position yourself along the northeast corner of the warehouse to mask your location and use your binoculars to paint the target. A fighter jet will sink the cruiser.
  36. 36
    The landing zone isn’t secure until you take down another helicopter gunship (this is not always a requirement).
  37. 37
    After taking down the gunship, if required, grab another missile launcher from behind the gun mount near the rail cars. Be aware that KPA could still be active and another APC is lurking, usually behind the parked rail cars.
  38. 38
    Make your way east, following the railroad tracks, and power-jump the fence.
  39. 39
    Before continuing to the landing site, stop in the building on your left and take the rifle grenades and FY71 ammo.
  40. 40
    Chapter four ends as a tank round clears the rubble from the entrance to the tunnel.
Tips
  • Always recharge your suit's energy when possible, especially before using cloak or power-jump abilities.
  • Use the environment for cover when engaging enemies, especially the helicopter gunships.
  • The shotgun is effective for close-quarters combat inside the cruiser.
  • The SCAR's grenade launcher is useful for dealing with armored targets like the APC.
  • Conserve C4 for critical targets like the AAA gun.

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