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Mission 2: Welcome To The Jungle. ![]() During a Nanosuit malfunction while on your way out of the facility, Psycho will point out an upgrade kit. The first four Nanosuit upgrade kits cannot be missed. Proceed through the jungle until you get an optional objective to hack a CELL pod. Hack the CELL pod past the crumbling highway to find an upgrade kit. While exploring the train station, an objective marker will appear over a zipline. Use the zipline, then turn right, and explore the train car to find the upgrade kit. Mission 3: The Root Of All Evil. While go towards a large dam early in the mission, there will be a bunker on the left with alarm lights. Go through the open doors, and hack the CELL pod to find an upgrade kit. An upgrade kit is inside the far northern tower of the dam, inside a generator room behind a series of terminals. After leaving the dam, you will get an optional waypoint leading to a crashed helicopter. Go to the location to find an upgrade kit in the wreckage. Past the previous module, defeat the CELL squad, then look for an underwater cave path just beyond. Inside the cave is a path leading to the right with more items, and an upgrade kit. Behind the huge dome- shaped facility is a pool of water with an upgrade kit below the surface. Search for a blue building on the catwalks around the very center of the CELL facility to find an upgrade kit. A complete one-stop shop of everything Xbox 360. Offering up-to-date Xbox 360 achievements, news, reviews, achievement guides, previews, interviews, competitions and. Frostbite is a game engine originally developed by EA DICE for its Battlefield series. The engine is designed for use on Microsoft Windows, PlayStation 3, PlayStation. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for Crysis 3 for PC. Mission 4: Safeties Off. While going through the Chinese market at the beginning of the mission, you will pass a CELL resupply cache on the second level of a destroyed building. Look inside to find an upgrade kit on a counter. After going up a flight of stairs to reach the zipline marked as your primary objective, explore the open doorway to the left to find an upgrade kit on a table inside. Inside the CELL lab facility, look for a small blue supply shack attached to the center ring of catwalks to find an upgrade kit. After going down the stairs to meet Psycho on the bottom floor of the lab, you will pass by a room on your right with an upgrade kit hanging on a wall, just after exiting the stairwell. Mission 5: Red Star Rising. To the right of the large tube that acts as a bridge across the rooftops, jump up to the roof on the right, and drop through the ceiling to find an upgrade kit. While in the open, search behind a building before reaching the Ceph objective to find an upgrade kit in a small clearing. When you reach some destroyed vehicles (right after Claire's distress call), look near one of the destroyed APCs to find an upgrade kit. When you get the optional objective to destroy the Command Center defense system, look under the catwalks at the base to find an upgrade kit. Mission 6: Only Human. An upgrade kit can be found at a CELL ammo cache just pass your first objective. On the way to destroy the second Ceph aerial defenses, scan often to find an upgrade kit and ammo cache. Complete the first secondary objective to find an upgrade kit inside a nearby cave. An upgrade kit is inside a crashed VTOL, which is set as your second optional objective. Mission 7: Gods And Monsters. When entering the Ceph sections of the underground, you will pass through a narrow corridor with a small alcove above and a CELL ammo box on the ledge. Scan and check the ledge to find the final upgrade kit. CELL Intel locations. Search the indicated locations to find all 6. CELL Intel collectibles (3. Datapads, 6 Propaganda Posters, and 2. Blackboxes): Crocodile Ride Easter Egg. In Mission 3: The Root Of All Evil, after the dam collapses, go down the river until you see a broken pipe on your right. Go up to the pipe, and interact with it. A crocodile will appear, which you can ride down the river. Dumpster Kick Easter Egg. In Mission 6: Only Human, at the first Ceph Anti- Air waypoint, crawl underneath using the underground tunnels to reach an area below the battery, with Ceph enemies. Enter stealth mode so you do not alert the Ceph. Watch for one of the Ceph leaving the enclosed area to stand near a cliff's ledge with a strategically placed dumpster nearby. Then, power kick the dumpster into the waiting Ceph. If done correctly, the Ceph will go flying far into the distance, and you will hear a roar of applause. Psycho's voice can then be heard saying, . There is a small mushroom hidden in the foliage. It is approximately 4. Interact with it to use it, and you will begin hallucinating. Ketchup Briefcase Easter Egg. In Mission 3: The Root Of All Evil, once Psycho opens the elevator door, enter the shaft, and the elevator cables will break. Go back outside to encounter a CELL patrol. Kill the enemies, then move towards the dam. On your way to the dam, there will be an area with ruined buildings to the left in the dark before entering a wide open section. Search those buildings to the left. Climb on some rubble, and jump up to reach a difficult to see ledge. The ledge is approximately 1. Pull yourself up to enter the ruins. Turn around, then keep jumping up from one level to the next until you reach the top. Notice the broken wall with the floor missing in the corner ahead. Jump into the alcove to the right of the hole to find a glowing suitcase on the ground. Open it to get a ketchup packet fountain. Thor's Hammer Easter Egg. In Mission 4: Safeties Off, look for Thor's Hammer in the shallow water, near some mines and between two building south of the . The hammer is exactly 8. When you pick up the hammer, electricity will surge through your body. It can be carried like a piece of debris. Throwing the hammer at CELL soliders will instantly kill them. Dancing soldiers in Nanosuit Showroom. At the . Models of a deer, a frog, mobile turret, and Ceph will appear. Scroll to the end to see two CELL soldiers dancing. Easy . This will ensure you do the least amount of damage per shot. Then, find a human enemy, and shoot their knee. The Cell Operative must survive the shot to get the . Immediately cloak, and use the low draw strength to shoot your bow at the buck directly in front of you to get the . Your Nanosuit will be jammed, and you get the secondary objective to disable the jammer. However, the objetive will not appear on your HUD. The jammer is just a little machine, located in the south- eastern corner of the area. Ignore the Ceph Stalkers, and run straight to the jammer. Press the jammer switch to turn it off and get the . Note: You can also see a small world map with all objectives in the pause menu. Easy . Shortly after entering the underground area, you will enter a room with tall grass, and a cutscene will begin to play. Go down the stairs, and stay away from the grass. Activate the cloak ability, and stand still until a Ceph Stalker is close to you. Then, quietly sneak up from behind, and perform a stealth kill to get the . A good place to do this is in the outside area where the attack helicopter comes in as enemy backup, shortly after obtaining the Predator Bow. The last two Cell Operatives will be sitting behind a barricade, and there are two explosive barrels next to them. Shoot the barrels to get an environmental double kill and the . All of them can be found on the way to the Defense Battery Bravo main objective. Pingers are basically tanks on legs. There are lots of explosives in the weapon caches of this area. Use the rocket launchers and C4 explosives. Your Predator Bow will also work well. The explosive arrows and electric arrows are very effective. If you are having trouble, set the difficulty to Recruit. Easy . Your Nanosuit will become supercharged, and enemies will begin spawning. Go back through the large alien area, and keep killing the enemies until ten are killed with one supercharged shot to get the . Jump down, and a buggy will be right in front of you. There are four soldiers in the first area. They are on a metal structure that resembles a ship wreck. Run over all four of them, and continue to the next area. Keep driving until you reach a closed gate. There are some more soldiers hiding behind containers to the right of the gate. Run over a total of five soldiers to get the . Look to the left to find a tan donut life raft on the shore of the river. Interact with it to push the life raft into the water. Jump on it, and ride it on the river for twenty seconds to get the . Crouch to avoid getting knocked off. Easy . Follow the catwalks to walkways with CELL soldiers. Kill as many soldiers as possible so they call for a helicopter for back up. You will see its searchlight on the right side of the main causeway when it arrives. Use the Predator Bow with the strongest draw to get the best range and accuracy for your arrow. Select the explosive or electric arrow, and destroy the helicopter in one shot to get the . To view your achievements and stats in Steam, select . Welcome to the Jungle!: Complete Post- Human. A Flawless Getaway: Complete Welcome to the Jungle. Off the Grid: Complete The Root of All Evil. Turning the Tide: Complete Safeties Off. Brink of Apocalypse: Complete Red Star Rising. Belly of the Beast: Complete Only Human. The True Measure of a Hero: Complete Gods and Monsters. Nanosuit Veteran: Complete 3 of 7 levels on Veteran difficulty. Halfway to Hell: Complete 3 of 7 levels on Supersoldier difficulty. World Saver: Finish the campaign in any difficulty. Bring it On: Complete the campaign on Veteran difficulty. Professional Superhero: Complete the campaign on Supersoldier difficulty. Perk Of The Job: Single Player: Save a Nanosuit module package. Geared- up: Single Player: Unlock all weapon attachments. Suited- up: Single Player: Upgrade all Nanosuit modules to Maximum level. Be a Pro, use a Bow!: Single Player: Kill 1. Maximum Strength: Single Player: Kill 2. This system is never explained to the player and its mechanics can only be speculated about. As Metro is about Artyom's journey and him seeking to understand the world around him, the game rewards the player by guiding Artyom through experiences that help him better understand the metro and its strange phenomena. When Artyom loses a moral point, the screen darkens and an ominous sound can be heard. There are more opportunities to gain moral points than to lose them, and moral points that are gained and lost are speculated to vary in severity. Moral points can be gained through making morally correct decisions, being stealthy in certain levels, but can also be awarded for exploring every part of the map to get weapon and supplies. The best way to gain moral points is to knock out enemies and spare lives when possible - doing so will almost always activate the good endings. If the player pokes around corners, eavesdrops dialogues and explores the levels Artyom learns how this new world works and manages to make a decision based on this knowledge. In other words he achieves a different Enlightenedending, as opposed to the Ranger one in which he blindly follows his orders. This time around, Artyom is much more experienced, so moral points are earned based on whether or not he does the right thing. They are earned the same way as Metro 2. Sufficient moral points will unlock the Redemption ending, where Artyom earns forgiveness for his past, as opposed to the standard C'est la vie ending where Artyom sacrifices himself for the Metro. Also, because of the inclusion of the knock out ability, points for not killing anyone can be obtained along with other points that involve taking out certain enemies. These points are incompatible in the original game. In Metro Redux, this point is moved to a corner accessible just before exiting the room. There is a torn fabric curtain on the right- hand side which you can walk through, leading to another torn fabric right in front of you. Walk through both these 'curtains' to find sick NPC characters and obtain the moral point. If you weren't standing close enough to Hunter to take the postcard, he will leave the postcard at his left side. Pick it up to gain the moral point. As soon as the woman stops talking, you'll be able to talk to the man. He'll tell you about his sick child and asks you for a few bullets. You will lose about 2 MGRs. If you talk to them, they'll start talking about some business. If you talk to them again, it will count as interrupting their business and you will lose a moral point. Because you can't actively engage in conversations in Metro 2. There's nothing interesting there anyway. The conversation still happens, but bothering doesn't give a bad point). Give a bullet to one of the beggars located all over the place. It is only effective once. Note: Even if you have no MGR left but still enter the command to give him bullets, you will receive a moral point and the child will reluctantly guide you to Bourbon. Also if you first refuse to give the boy a bullet, you will still be able find him after he has run off and get the point. This is useful if you want to get the achievement Realist as well as the moral point. Going back and listening again to the pipes for some more seconds will hurt you and give you a moral point (same procedure as in . Probably it's just a bug, but offers a moral point. Inside there will be a box you can open with some dolls. Crouch next to him and wait for the railcar to pass without being noticed for the point. After scaring the watcher, look out of the window it escaped through. Also in the room at the end of the balcony. At the end turn right and go all the way to the end and you'll find another secret cache. There will be some wooden planks leading to a narrow path just above the water. Follow it to find a body. Take a right through the trap filled hallway and play the tape in the cache. In Redux, if she does so much as to leave her position, you will lose the point just as well, so if you want to get the goods sitting on the floor nearby, you may want to be fast and not get too close. Then move away, if you stay near the pipes for too long you will get hurt. You'll get the flash point on the other side when he mentions he was with them when they died. In this room, there is a body hidden behind some barrels (look for the blood marks on the floor to find it easily). Stop when Khan tells you to and don't move (you can look around) until he starts talking again. As soon as you hear the growl, stop and don't move until Khan starts talking. Near where he says this is a junction. Turn right to go around the wall and back towards the direction you came from and you should see glowing mushrooms surrounding a dead end area. Turn right behind the barrels to find a body. You get the point for reaching the body. Straight out from the back of this car is a dead end with glowing mushrooms and stalagmites. There is a partial skeleton on the ground there that will award a moral point when approached. Even slashing the knife). After you get the point start backing away or they will spot you. It is recommended to put out the lamp leading up to the train on the left. On the right side of the tunnel there is a small red locker, pick up the MGR inside for a moral point. Go up these stairs a bit to listen to a conversation about suicide bombers. On the right side of the tunnel there will be an open door. Go inside and all the way down until you reach a body with an automatic shotgun (It IS Redux available, you have to disable the electric current with the circuit box left of the stairs in the tunnel). The arm holding the bullets is in the center of the pile. The pile is at the bottom of the shaft of light shining through a gap in the bridge. In one of the corners (near the manhole) there's a small red locker. Open it and collect the contained ammo to get a moral point. You will see a drawing inside. The sound of the door creaking also alerts the guards, making it practically impossible to get this point if you want to do the level completely stealthy. To free them you need to kill all the Nazis here except the one at the very end of the tunnel. You'll know it's done when their leader will stand up (The Nazi soldier will execute the leader if you wait too long when you get there). Killing the Nazis will prevent you from getting the stealth achievement for this level. The Nazi can also be knocked out in Redux, making it possible to earn the final point for not killing anyone. The other side of the medal is that you can. In the Redux version, this point can be obtained if enemies are knocked out instead of being killed. Walk through all of it and exit on the other side for a flash point (Look out for the tripwire inside). Go in deep enough and you'll get your point. There will be stairs blocked by grating. Go through the door on the right and there will be another set of stairs with grating, but here the door will be open. Go up and then left over a makeshift bridge to find a lot of goodies and another moral point. To reach it, backtrack into the hallway where you need the gasmask and go left until you reach another railcar sitting at a station. To your right is a metro tunnel with red light. Go left towards the dead end, where there is a dead body, some ammo and tape recorder playing music. You get a moral point when you get close. Climb all the way to the roof and play the tape you got from captain in Defense. You get this point when you meet up with Ulman at the end. There will be two Nazis near the end of the hall. You will have to use a throwing knife or silenced weapon to take out the light in the hall or else they will see you. If you wait until they stop talking about morals, you will get a moral point. This room has boxes which must be scaled. Once scaled, you will get yourself a morality point and if you look at Charles Darwin's book you get another. Examine it for a point. You may also talk to Khan before proceeding with Miller. Instead, go the opposite way. Burn some cobwebs to get to a corpse that also has the first note in Ashes. In the area beyond this, there's an airvent on the far side to the right, next to the guy in a chair. Enter it to get a point and there will be a supply crate on the left. Burn them away to find a small stash of ammo and a medkit next to two skeletons. Entering this nook earns a point. Crawl in until you reach a room with a skeleton. The moral point is earned upon reaching the room. There's another skeleton lying right in front of it. Reaching the skeleton earns a point. There's a small caved- in room with some ammo and filters. Entering it earns a point. This is a reference to a quote from Martin Niem. Giving the very same beggar another bullet after his speech earns another point. Entering the area with the lamp on the desk earns a point. Behind this door is a Spider nest. Entering it and finding the glowing red room at the end with a light switch earns a point. At the end to the right is a room with some ammo, filters and a skeleton. Entering this room earns a point. Use Regina to smash the wooden barricade. Doing so earns a point. Keep going all the way to a dead end where a skeleton can be found. Arriving at the end earns a point. Enter the passage there to earn a point. This area is filled with shadows and ghosts who whisper to Artyom. There is a moral point and a Valve waiting at the end of the room. Reaching the end near the skeleton wearing a gas mask earns a point. A point is earned after discovering the skeleton there. And there is a Shambler with Extended Barrel to take. A point is earned after a woman says her husband was drafted and then captured by Nazis. A woman is crying for help and about to be raped by two bandits. Kill/knock them out before they kill her to earn a point. Doing so earns a point. The point is earned when the bandit in the final room threatening them is killed or knocked out. When you come back the bar will be wrecked and the bartender will be pissed, if you pay him 1.
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