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Part 2
Crysis

Part 2

Explore the arsenal available in Crysis Part 2, detailing weapons like the Shotgun, Precision Rifle, Minigun, Gauss Rifle, and more. Learn their strengths and weaknesses.

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Explore the arsenal available in Crysis Part 2, detailing weapons like the Shotgun, Precision Rifle, Minigun, Gauss Rifle, and more. Learn their strengths and weaknesses.

Weapons:

  1. SCAR - The default assault rifle, capable of being equipped with a grenade launcher and incendiary ammo. It also allows for tranquilizer darts.
  2. Shotgun - The best close-quarters weapon. Its normal mode is powerful, while the alternative choked mode offers greater range at reduced power. Effective with a reflex sight. Slow one-shell loading animation.
  3. Submachine Gun - Fast-firing with minimal recoil, good for putting a lot of lead on target quickly. Effective when equipped with a scope. Recommended over the KY71 assault rifle.
  4. Precision Rifle - A powerful sniping weapon with great range and accuracy, capable of killing KPA with a single shot. Ammo is rare at caches but common in sniper towers. Can be used with cloaking tactics and is effective at closer ranges with a reflex sight.
  5. Minigun - A medium machine gun for concentrated firepower. Has a huge 500-round magazine but requires a brief interval to spin up to speed. Instrumental in the game’s final battle.
  6. Gauss Rifle - A tremendously powerful sniper rifle, available from chapter 5. Demolishes KPA with a single shot and can be used as a one-shot-one-kill assault rifle with iron or reflex sights. Primary weapon against flying aliens and tougher foes.
  7. MOAC - An alien weapon, the alien version of the minigun without spin-up time. Useful against aliens but tends to overheat.
  8. TAC Cannon - Acquired in the final stages. Launches a small tactical nuke, effective against bosses.
  9. Missile Launcher - Shoulder-mounted weapon vital for destroying helicopter gunships and heavy armor. Contains three guided missiles that can be fired rapidly. Only one launcher can be carried.
  10. C4 Explosive Charges - Remotely detonated explosives best used against stationary targets like AAA guns or armor. Can be laid at chokepoints.
  11. Grenades - Includes fragmentation (effective against personnel and APCs), smoke (obscures vision), and flash grenades.
  12. Ammunition - Primarily KPA ammo found in enemy territory. Can be acquired from any weapon’s magazine if carrying that weapon.

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