# Crysis 3 Remastered - The Complete 100% Walkthrough

*All 37 Steam achievements for Crysis 3 Remastered, mission by mission: every one of the 64 CELL Intel, the 25 Nanosuit upgrade kits and the 20 weapon attachments in route order, the Supersoldier route that stacks the difficulty achievements, and the remaster's known bugs and what is known about them. Written for the Steam release (17 November 2022, AppID 2096610), which is single-player only. No PC patch notes were found, so the bug reports from Steam threads between 2022 and 2025 are treated as still current.*

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## 1. What "100%" Means in Crysis 3 Remastered

Crysis 3 Remastered is Crytek and Saber Interactive's 2021 remaster of Crytek's 2013 shooter, and it reached Steam on 17 November 2022. You are back in the Nanosuit with the Predator Bow and Psycho, fighting CELL soldiers and the Ceph through seven missions. The remaster drops multiplayer, so its list is the original's single-player achievements under the same names: the 2013 game had 50, and 13 of those were multiplayer. Steam has no Platinum, so 100% here means all 37.

Everything on the list:

- **Story (9)**: the optional Tutorial (Staying Sharp), one achievement for finishing each of the 7 missions, and World Saver for finishing the campaign on any difficulty.
- **Difficulty (4)**: Veteran and Supersoldier, each with one achievement for 3 of 7 missions and one for the whole campaign. A single Supersoldier run should unlock all four.
- **Collectibles and the suit (4)**: Breaking the Lore (all 64 CELL Intel), Geared-up (all 20 weapon attachments), Suited-up (25 upgrade kits to unlock all 16 Nanosuit modules, then every module's Maximum challenge) and Perk Of The Job (save a module package).
- **Mission set pieces (10)**: a helicopter brought down with the bow, a deer, a Stalker stealth kill, the Nanosuit jammer, the river donut, buggy kills, the Pingers, 10 kills in one Supercharge, every alien weapon, and a two-for-one environmental kill. Each has a best spot.
- **Cumulative (10)**: kills with every arrow type, pinned enemies and retrieved arrows, the knee shot, stealth kills, thrown-object kills, suit-power kills, hacks, hacked-turret kills and supercharged kills.

> **Warning.** **Three things are called Post-Human.** Mission 1 is named *Post-Human*, so **Welcome to the Jungle!** ("Complete Post-Human") means finishing Mission 1, not the difficulty. **Post-Human Warrior** is also a difficulty added after launch, which has no achievement of its own. And the achievement called **Post-Human Warrior** is about 10 kills in one Supercharge boost, nothing to do with that difficulty. To add to it, Mission 2 is named *Welcome to the Jungle*, and finishing it gives **A Flawless Getaway**.

The four rarest on Steam are Suited-up (4.3%), Breaking the Lore (4.6%), Roadkill (4.9%) and Geared-up (5.1%). TrueSteamAchievements estimates 15-20 hours for the full list.

> **Tip.** Nothing is permanently missable. Chapter select replays any mission, intel is saved the moment you pick it up (even if you die straight after), attachments are saved on pickup too, and no source flags a missable achievement. There are two catches within a single run: guides for the original say Roadkill's five buggy kills have to come in one life (unconfirmed for the remaster), and Mission 1's Datapad 3 sits behind a door that slams shut once you move on. A chapter replay fixes either.

### Spoiler policy

Each mission gets one line of setup, not a retelling. The 12 hidden achievements describe actions (a deer, a donut, a jammer), not plot, so §6 lists them in full alongside the rest. Mission names and objective names appear as the game and the guides print them.

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## 2. How to Use This Guide

**Mission numbering.** The game has seven missions, numbered 1-7 here in story order, plus an optional Tutorial on the main menu. §7-§13 take one mission each.

Every mission section has:

1. A **count strip**: collectibles (intel, upgrade kits, attachments), the intel split by type, and the number of achievements with a callout in that mission.
2. **A line of setup.**
3. **One collectibles table in route order**, with all three kinds mixed together as you meet them. The sources describe each item separately, so where they do not fix the order between two items, the order is this guide's best reading and is approximate. *Datapad*, *Blackbox* and *Poster* rows are CELL Intel (Breaking the Lore). *Upgrade kit* rows are numbered 1-25 across the whole game (Suited-up). *Attachment* rows give the attachment and its weapon (Geared-up).
4. **Achievement callouts** at the point each one is earned.

> **Warning.** **Most locations in this guide come from guides written for the 2013 original**; the rows that quote "a remaster guide" are the exceptions. Remaster sources (Steam guides and threads, Exophase, TrueSteamAchievements, KeenGamer) confirm the same achievement list, the 64 intel and the 20 attachments. The 25 upgrade kits come only from original-game guides, and their count is disputed (22 pickups or 25, see §8). No remaster source says anything moved, but none confirms the layout item by item either. Where sources disagree on a spot, the row gives both: check both.

Tick a row's box as you go. Progress is saved in your browser, per guide.

> **Tip.** Use the visor constantly. Posters only count once you scan them with it, it marks dropped weapons so you can check them for attachments, it does all the hacking, and several rows below are easiest to spot with it on.

## 3. The Road to 100%

```mermaid
flowchart TD
    BK["Back up the save folder by hand<br/>No Steam Cloud on this edition"] --> TU["Tutorial from the main menu<br/>Staying Sharp"]
    TU --> M1["Mission 1 on Supersoldier<br/>Bow and throw grinds by checkpoint reload"]
    M1 --> M23["Missions 2-3<br/>Buy modules only right after a checkpoint<br/>Save a module package for Perk Of The Job"]
    M23 --> M46["Missions 4-6<br/>Collect every kit but spend none<br/>(this guide's own precaution, untested)<br/>Roadkill in one life, Ping Pong"]
    M46 --> M7["Mission 7<br/>Spend the held kits right after a checkpoint<br/>Post-Human Warrior, all alien weapons"]
    M7 --> CR(["Credits on Supersoldier<br/>World Saver and the difficulty achievements"])
    CR --> CS["Chapter select cleanup<br/>Module Maximum challenges, missed items, counters"]
    CS --> DONE(["All 37 achievements"])
```

Figure: One Supersoldier run that collects everything in route order and holds back kit spending in Missions 4-6, then chapter select for the module challenges and anything missed.

**Why this order?**

1. **Supersoldier from the start.** The difficulty achievements stack: a remaster guide and an original-game guide both say so, and TrueSteamAchievements flags all four plus World Saver as stackable. One Supersoldier run should cover Veteran, any difficulty and both 3-of-7 achievements. The Post-Human Warrior difficulty has no achievement, and nobody has confirmed that it counts for Supersoldier's, so do not use it.
2. **Collect as you go.** Intel and attachments are saved on pickup, and chapter select fetches anything missed, but a careful first run saves a lot of replays.
3. **Kit discipline because of the points bug.** Spent upgrade points can vanish (§4). Buying only right after a checkpoint, and buying nothing in Missions 4-6, avoids the triggers reported so far. Carrying the Mission 4-6 kits to Mission 7 is this guide's own plan, untested as a plan by any source.
4. **Grind in Mission 1.** Poltergeist, Stick Around and Hunter-Gatherer all farm best by reloading short checkpoints early in Mission 1.
5. **Module challenges last.** The final kit only arrives in Mission 7, and challenge progress is only recorded at checkpoints, so maxing all 16 modules is a chapter-select job.

The alternative, from one remaster guide and one Steam thread, is a careful lower-difficulty run first for collectibles and the suit, then Supersoldier as a second run. It costs a whole extra playthrough.

## 4. Mechanics Worth Knowing Before You Start

- **Chapter select.** Any mission can be replayed to pick up missed intel, kits or attachments, or to work on module challenges.
- **What saves instantly.** Intel is saved the moment you pick it up, even if you die afterwards. Weapon attachments are saved on pickup too, and stay unlocked for the rest of the game.
- **What only saves at checkpoints.** Nanosuit module challenge progress. If you die or quit between checkpoints, everything you did toward a challenge since the last one is lost.
- **Saves and profiles.** Saves live in `%USERPROFILE%\Saved Games\Crysis3Remastered\SaveGames\`, profiles in `...\Profiles\`. Modules and their statistics carry between games played on one save, and achievement progress is tied to the profile. **There is no Steam Cloud.**
- **Upgrade kits and modules.** 25 kits (or points, see §8) unlock the 16 Nanosuit modules, which sit in 4 columns with one active module per column. The suit menu is **H** on PC; save a loadout from its **Packages** option. Unlock costs are only confirmed for three modules (Endurance 2, Verticality 2, Assassin 1), and the total cost of all 16 is unconfirmed. One player needed his last three kits for his final module, so assume you need every point.
- **Weapon attachments.** They drop from enemies who carry the upgraded weapon. Kill everyone at the spot, mark the dropped weapons with the visor and check them. One remaster guide claims attachments are randomised per player; the other sources give fixed locations, and the claim is unconfirmed.
- **The Predator Bow.** Draw weight is adjustable: lowest for Arrow to the Knee, heavy for pinning enemies to walls. Four arrow types: Carbon impact, Airburst frag (explosive), Electric charge and Super-thermite. You carry up to 10 Carbon and 3 of each special.
- **Hacking.** Done with the visor. Turrets, doors, mine fields and crates all count toward The Gibson.
- **Supercharge.** Ceph energy boosts from Mission 5 onward. While supercharged you take no damage and alien weapons have infinite ammo.
- **Alien weapons.** Five types: Pinch Rifle, Bolt Sniper, Reaper Cannon, X-PAC Mortar and Incinerator. The Incinerator only drops if you kill its Scorcher with a melee attack.
- **Controls mentioned by the sources (PC).** H opens the suit menu, F interacts, V is melee and the stealth-kill prompt.

### Known bugs and easy-to-miss conditions

> **Warning.** **Suited-up: spent upgrade points can vanish.** Players report that if you spend kits and then die and reload a checkpoint, or spend them while replaying a chapter, the points can be lost: the module re-locks once the next level loads. The only reported fix is a **new profile**; reinstalling does not help. To stay safe: **buy modules only right after a checkpoint** and do not die before the next one; **buy nothing in Missions 4, 5 or 6** (a remaster guide warns it can reset the save); and check at the start of each mission that everything you bought is still unlocked. Carrying the Mission 4-6 kits to Mission 7 and spending them there is this guide's own precaution, untested by any source.

The other problems, roughly in order of how much they can cost you:

- **Mission 6 mine-hacking prompt.** Two Steam threads report that the prompt to hack the landmines in Mission 6's minefield (the ICV rescue objective) never appears. That objective holds **Datapad 3 and upgrade kit 23**, so this bug can block both Breaking the Lore and Suited-up. No fix has been confirmed. Back up your save before Mission 6; if the prompt is missing, a chapter-select replay of the mission is the thing to try, but nobody has reported whether it helps.
- **Counters that stick.** Maximum Strength has been reported stuck at 24/25 with no fix. On one profile, Nanosuit Veteran and Halfway to Hell never unlocked because the mission counter stayed at 7/7 even on a new save, again with no fix; on another, Halfway to Hell unlocked early while the player was on Veteran. Taste Of Your Own Medicine "can break"; a remaster guide's fix is to wipe your saves and start again. Poltergeist can stick at 90%: the console advice is to reload a cloud save, which PC does not have, so restoring a manual backup is the nearest thing (untested; copy the current save folder first). One 2022 report had arrow achievements registering in game but not on Steam, and one 2024 report had 8 achievements pop unearned after the Tutorial.
- **Perk Of The Job is not automatic.** You have to save a module package from the suit menu (H, then Packages, then Save). Fewer players have it (30.6%) than have finished the campaign (33.5%).
- **Roadkill needs all 5 buggy kills in one life.** Guides for the original say you cannot farm it by restarting checkpoints or replaying the mission, and that dying before an autosave resets your count. Whether the remaster behaves the same is unconfirmed, so treat it as one clean attempt per run.

> **Warning.** **No Steam Cloud, so back up by hand.** This edition has no cloud saves, so a lost or broken profile is gone for good. Copy the whole `Saved Games\Crysis3Remastered` folder somewhere safe before you start, before Mission 6, and after every module purchase that survives a level load.

---

## 5. The Master Checklist

Mission order. The Tutorial has no collectibles. *Running total* counts all three achievement collectibles: intel, upgrade kits and attachments.

| # | Mission | Datapads | Blackboxes | Posters | Intel | Upgrade kits | Attachments | Running total |
| ---: | --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
| 1 | Post-Human | 7 | 2 | 0 | 9 | 0 | 6 | 15 |
| 2 | Welcome to the Jungle | 3 | 2 | 1 | 6 | 6 | 5 | 32 |
| 3 | The Root of All Evil | 4 | 3 | 1 | 8 | 6 | 3 | 49 |
| 4 | Safeties Off | 11 | 4 | 1 | 16 | 4 | 2 | 71 |
| 5 | Red Star Rising | 5 | 3 | 1 | 9 | 4 | 3 | 87 |
| 6 | Only Human | 5 | 2 | 1 | 8 | 4 | 0 | 99 |
| 7 | Gods and Monsters | 3 | 4 | 1 | 8 | 1 | 1 | 109 |
| | **Total** | **38** | **20** | **6** | **64** | **25** | **20** | **109** |

Upgrade kits: guides for the original count 25. The Crysis wiki says the first kit, at the start of Mission 2, is worth 4 points, which would make it 22 pickups worth 25 points. Either way the point total is 25, and §8 lists that first pickup as kits 1-4. If the remaster guide's placement of the Muzzle Brake is right, Mission 3 has 2 attachments and Mission 4 has 3; the total stays 20.

## 6. The Achievement List - All 37

Steam's exact names and descriptions. 12 are hidden on Steam; their descriptions come from Exophase, cross-checked against KeenGamer's remaster list. None is permanently missable.

### Story (9)

| Achievement | Requirement | Where / when | Missable? |
| --- | --- | --- | --- |
| Staying Sharp | Complete Tutorial | Main menu, Campaign, Tutorial. An optional level of 5 stages with no collectibles. | No |
| Welcome to the Jungle! | Complete Post-Human | End of **Mission 1**, which is named Post-Human. Not the difficulty, and not the Post-Human Warrior achievement. | No |
| A Flawless Getaway | Complete Welcome to the Jungle | End of Mission 2, which is named Welcome to the Jungle. | No |
| Off the Grid | Complete The Root of All Evil | End of Mission 3. | No |
| Turning the Tide | Complete Safeties Off | End of Mission 4. | No |
| Brink of Apocalypse | Complete Red Star Rising | End of Mission 5. | No |
| Belly of the Beast | Complete Only Human | End of Mission 6. | No |
| The True Measure of a Hero | Complete Gods and Monsters | End of Mission 7. | No |
| World Saver | Finish the campaign in any difficulty | End of Mission 7. Should stack with a Supersoldier run. | No |

### Difficulty (4)

| Achievement | Requirement | Where / when | Missable? |
| --- | --- | --- | --- |
| Nanosuit Veteran | Complete 3 of 7 levels on Veteran difficulty | Any 3 missions. A Supersoldier run should unlock it too. Counter bugs: §4. | No |
| Halfway to Hell | Complete 3 of 7 levels on Supersoldier difficulty | Any 3 missions on Supersoldier; in story order, the end of Mission 3. | No |
| Bring it On | Complete the campaign on Veteran difficulty | End of Mission 7 on Veteran; a Supersoldier run should unlock it too. | No |
| Professional Superhero | Complete the campaign on Supersoldier difficulty | End of Mission 7 on Supersoldier. Whether the Post-Human Warrior difficulty also counts is unconfirmed: play Supersoldier (§14). | No |

### Collectibles and the Nanosuit (4)

| Achievement | Requirement | Where / when | Missable? |
| --- | --- | --- | --- |
| Breaking the Lore | Retrieve all CELL Intel | All 64: 38 datapads, 20 blackboxes and 6 propaganda posters (scan posters with the visor). Tables in §7-§13. | No |
| Geared-up | Unlock all weapon attachments | All 20, from enemy weapons. The last one (Nova flashlight) is automatic at the start of Mission 7, so it should pop there if you have the other 19. | No |
| Suited-up | Upgrade all Nanosuit modules to Maximum level | All 25 upgrade kits to unlock the 16 modules, then each module's Maximum challenge (§17 A). Read the points bug in §4 before you spend anything. | No |
| Perk Of The Job | Save a Nanosuit module package | From Mission 2, after your first kits: suit menu (H), Packages, Save. Not automatic. | No |

### Mission set pieces (10)

| Achievement | Requirement | Where / when | Missable? |
| --- | --- | --- | --- |
| Who Needs Rockets? | Take out an attack helicopter using the Predator Bow | Mission 1, the outdoor area after you get the bow: get spotted so they call the helicopter, then explosive arrows. Hidden. | No |
| Improviser | Kill two enemies in one strike using the environment | Mission 1, same area: shoot the explosive barrels beside the last two CELL behind a barricade. Hidden. | No |
| Bang For The Buck | Kill a deer using explosive arrows | Mission 2, the deer ahead of you when you first go outside. Hidden. | No |
| Clever Girl! | Stealth kill a Ceph Stalker | Mission 2, the first Stalkers in the tall-grass room. Hidden. | No |
| Can You Hear Me Now | Disable the Nanosuit Jammer | Mission 2, near the end: a small machine in the south-east corner of the tall-grass Stalker area. Not shown on the HUD. Hidden. | No |
| White Rider | Surf the donut down the river for 20 seconds | Mission 3, after the dam, about 190 m from System-X. Sources split between the left and right bank: check both. Hidden. | No |
| Roadkill | Crush 5 enemies with the Buggy | Mission 5, the buggy section. All 5 in one life, per guides for the original (unconfirmed for the remaster). Hidden. | No |
| Ping Pong! | Kill all Pingers | Mission 6, the 3 Pingers near Defense Battery Bravo. Hidden. | No |
| Post-Human Warrior | Kill 10 enemies in a single Supercharge boost | Mission 7, the long Supercharge before the final boss. Nothing to do with the difficulty of the same name. | No |
| I'll Have That! | Rip off and use all alien weapon types | 5 weapons, all available by Mission 7. The Incinerator needs a Scorcher killed in melee. | No |

### Combat and cumulative (10)

| Achievement | Requirement | Where / when | Missable? |
| --- | --- | --- | --- |
| Be a Pro, use a Bow! | Kill 10 enemies with every arrow type | 10 kills each with Carbon, Airburst frag, Electric and Super-thermite arrows. Start in Mission 1. | No |
| Stick Around | Using the Predator Bow, pin 10 enemies to walls with arrows | Heavy draw weight, enemies standing in front of a wall. Farm in Mission 1 (§7). Hidden. | No |
| Hunter-Gatherer | Retrieve 10 arrows from pinned enemies | Pull the arrow out of each pinned body; same farm as Stick Around. | No |
| Arrow to the Knee! | End an enemy's career as a CELL operative by wounding him in the knee with an arrow! | Lowest draw weight, tap-fire at a CELL soldier's knee; he must survive. Start of Mission 4 is a good spot. Hidden. | No |
| Poltergeist | Kill 10 enemies with thrown objects without being detected | Mission 1, first room: throw the chair or metal box at the first enemy, reload, repeat. Hidden. | No |
| Nanosuit Ninja | Perform 20 Stealth Kills without alerting nearby enemies | Cloak, come from behind, melee prompt (V). Equip the Assassin module while you do it. Hidden. | No |
| Maximum Strength | Kill 25 enemies using only the Nanosuit's enhanced powers instead of guns | Armor and melee, or grab and throw. Has stuck at 24/25 for some (§4). | No |
| The Gibson | Complete 20 hacking challenges | Turrets, doors, mine fields and crates. Farm by re-hacking a Mission 3 turret (§15). | No |
| Inside Job | Kill 10 enemies using hacked sentry guns | Stationary sentries only. Hack every one from Mission 2; usually done by Mission 3 (one guide). | No |
| Taste Of Your Own Medicine | Kill 25 enemies while supercharged | Missions 5-7. Farm at the start of Mission 5, about 5 runs (§11). | No |

---

## 7. Mission 1 - Post-Human

*Collectibles: 15 (9 intel · 6 attachments) · Intel: 7 datapads, 2 blackboxes · Achievements: 6 · Mission 1 of 7*

Psycho hands you a pistol and then the Predator Bow, and you fight your way through a CELL facility. This is the best mission for the bow and throw grinds, so take your time.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Iron Sights (Hammer II) | Attachment | Automatic at the start, when Psycho hands you the pistol. |
| 2 | Silencer (Hammer II) | Attachment | Automatic, with the pistol. |
| 3 | Rifle Laser Sight (Hammer II) | Attachment | Automatic, with the pistol. |
| 4 | Blackbox 1 | Blackbox | At the start, go down the gangway. On a corpse to the left; switch the visor on to spot it. |
| 5 | Datapad 1 | Datapad | Inside the HQ, the raised control room where you open the door for Psycho. On the terminal at the far end, behind the CELL guard. |
| 6 | Datapad 2 | Datapad | Right after Psycho gives you the bow: on the machine beside the stairs down. |
| 7 | Reflex Sight (SCAR Mod 2) | Attachment | The outdoor base where an enemy calls in the helicopter: the reflex-sighted SCAR on the bridge. A remaster guide finds it after the helicopter fight, on the bodies nearest the room you came out of. |
| 8 | Single Shot (SCAR Mod 2) | Attachment | Same spot and weapon as the Reflex Sight. |
| 9 | Datapad 3 | Datapad | The next area after the catwalk enemies, near Psycho and the mission marker: on the console to the right. **Take it before moving on: the door slams shut behind you.** |
| 10 | Datapad 4 | Datapad | The catwalk ends at a locked door, and you can see the datapad through the window. Remote-hack the door (your first hack); it is on the console inside. |
| 11 | Datapad 5 | Datapad | The next room, where Psycho hacks a terminal and watches the monitors. Beside him, in the room with an ammo crate. |
| 12 | Datapad 6 | Datapad | The hallway facing the two large turbines: follow the corridor right to a small room. Beside the ammo crate (one guide says next to a pallet jack). |
| 13 | Assault Scope (SCAR Mod 2) | Attachment | The room with the two large generators: right side, first passage on the left. A guard carries it. A remaster guide: the orange-lit room, the nearest CELL down the corridor. |
| 14 | Datapad 7 | Datapad | Toward the marker, two rooms with moving robotic arms: enter the right-hand one and check the terminal. One guide instead sends you to the left end, into a control room. If the right room is empty, check the left. |
| 15 | Blackbox 2 | Blackbox | Near the end, past the auto-turret hallway, where you regroup with Psycho (you hear him killing CELL behind a door). On a corpse. |

> **Achievement - Poltergeist.** Start it in the first room. Pick up the chair, or the metal box to the left of the door before you go in, and throw it at the first enemy without being seen. Reload the checkpoint and repeat until you have 10.

Carry on through rows 4-6. Psycho hands you the bow just before Datapad 2, and from then on your kills with each arrow type count toward **Be a Pro, use a Bow!**: pick up every arrow you see and spend the special types on kills.

> **Achievement - Stick Around / Hunter-Gatherer.** After you get the bow, set it to heavy draw weight with Carbon arrows and deal with the two enemies outside the door: shoot each one while he stands in front of a wall so the arrow pins him, then pull the arrow out of the body. Reload the checkpoint and repeat. One farm covers both.

The outdoor base with rows 7-8 comes after the bow. Where it falls relative to rows 9-12 is this guide's placement and approximate.

> **Achievement - Who Needs Rockets? / Improviser.** In the outdoor area after the bow (past the room with the TV screens where Psycho opens the door), let the enemies spot you so they call in an attack helicopter, then hit it with explosive arrows. One guide says two hits do it; a remaster guide uses thermite or explosive arrows while cloaked. In the same area the last two CELL sit behind a barricade next to two explosive barrels: shoot a barrel to kill both for Improviser.

The table ends with the regroup with Psycho at Blackbox 2. Remember to grab Datapad 3 before its door closes.

> **Achievement - Welcome to the Jungle!** Finish the mission. This is the "Complete Post-Human" achievement: Post-Human is this mission's name.

## 8. Mission 2 - Welcome to the Jungle

*Collectibles: 17 (6 intel · 6 upgrade kits · 5 attachments) · Intel: 3 datapads, 2 blackboxes, 1 poster · Achievements: 5 · Mission 2 of 7*

Out of the facility into ruined streets and a flooded train yard, where Ceph Stalkers hunt you through the tall grass for the first time.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Upgrade kit 1 | Upgrade kit | Forced pickup at the start: on the way out of the facility, during the Nanosuit malfunction shortly after the elevator, Psycho points it out. **Sources disagree on what it is.** Two guides count four kits here (1-4); the Crysis wiki says it is one kit worth 4 points. Open the suit menu afterwards: you should have 4 points either way. Tick rows 1-4 together. |
| 2 | Upgrade kit 2 | Upgrade kit | Same forced pickup as kit 1. |
| 3 | Upgrade kit 3 | Upgrade kit | Same forced pickup as kit 1. |
| 4 | Upgrade kit 4 | Upgrade kit | Same forced pickup as kit 1. |
| 5 | Propaganda Poster | Poster | Leave the starting building and go straight (south) to the traffic lights and the dead end, then right to the demolished buildings. At the entrance of the last one, on the south-west wall. Scan it with the visor. |
| 6 | Datapad 1 | Datapad | After you destroy the tower with the Ceph Bolt Sniper, turn your back to it. On the raised hill to the right (north-east): a crate with a corpse leaning on it. |
| 7 | Foregrip (Scarab Mod 2) | Attachment | After the turret tower, a small patrol in the flooded area. A remaster guide: kill the right-hand one of the two in the pond. |
| 8 | Extended Ammo Box (Scarab Mod 2) | Attachment | Same patrol, on one of the remaining enemies. The remaster guide calls this weapon a SCAR, so check every rifle the patrol drops. |
| 9 | Datapad 2 | Datapad | Past the demolished overpass, where Psycho mentions a CELL airdrop: a container guarded by two CELL. On the ground to the left of the crate. **Pick up the datapad itself:** one guide lists this spot only as the "CELL beacon" objective, and the wiki's summary page counts just 2 datapads in this mission. The wiki's own mission page and two other guides say 3, and so does this table. |
| 10 | Upgrade kit 5 | Upgrade kit | The same airdrop container (an optional objective): hack the pod. |
| 11 | Double Magazines (Feline X3) | Attachment | The room where you jump the broken railway to reach Psycho, which has a hackable turret. A remaster guide: the first CELL group in the metro, on the enemy who runs left. |
| 12 | Extended Magazine (Feline X3) | Attachment | Same area; the remaster guide finds it upstairs. One player was missing a Feline magazine; a Steam comment suggests unequipping and re-equipping every attachment if one does not register. |
| 13 | Blackbox 1 | Blackbox | The room after the broken railway, with four slaughtered CELL. On a corpse. |
| 14 | Blackbox 2 | Blackbox | The train yard station, after the first Stalkers and the mined tunnel: drop into the room's right corner, then check the small corner room behind you. On a corpse. |
| 15 | Datapad 3 | Datapad | Same station, by the farther of the two flooded basins: under the platform on the left, through a small passage to the right (a flooded maintenance tunnel under the tracks). In a crate. |
| 16 | Match Barrel (Hammer II) | Attachment | The room where you use the zipline. A remaster guide: the catwalk enemy in the depot on the way to the crane, who carries an L-TAG and a Hammer. |
| 17 | Upgrade kit 6 | Upgrade kit | After the zipline (objective marker), turn right and explore the lone train car. At its far end. |

> **Achievement - Perk Of The Job.** As soon as you have the first 4 points (rows 1-4), press H, buy a module and save the loadout from the Packages option on the right of the menu. Buy it **right after a checkpoint** and do not die before the next one (§4).

Then head outside. Keep an explosive arrow ready before you step out.

> **Achievement - Bang For The Buck.** When you first go outside there is a deer straight ahead. Cloak and hit it with an explosive (frag) arrow; guides also report thermite working. Deer turn up elsewhere in the mission too, including the area where you first pick up the alien weapon.

You also pick up the **Bolt Sniper** in this mission, the first of the five alien weapons for **I'll Have That!**. From here on, hack every stationary sentry gun you find for **Inside Job** and **The Gibson**.

> **Achievement - Clever Girl!** The first Stalkers appear in an underground room full of tall grass, with a cutscene. Go down the stairs but stay out of the grass, cloak, keep still, then stealth kill one from behind. Do this before row 14.

Rows 14-17 cover the station, the zipline and the train car. Where the jammer falls relative to them is unconfirmed: guides put it near the end of the mission, and one says to follow the secondary objective to the train yard.

> **Achievement - Can You Hear Me Now / A Flawless Getaway.** After you leave a building into another tall-grass Stalker area, the jammer is a small machine in the area's **south-east corner**. A remaster guide describes the spot as a concrete pad with a touch panel, before the blue hangar. It is a secondary objective that does not show on the HUD, so check the pause-menu map. Finish the mission for A Flawless Getaway.

## 9. Mission 3 - The Root of All Evil

*Collectibles: 17 (8 intel · 6 upgrade kits · 3 attachments) · Intel: 4 datapads, 3 blackboxes, 1 poster · Achievements: 4 · Mission 3 of 7*

A dam, the flood when it bursts, and the river down to the System-X facility.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Upgrade kit 7 | Upgrade kit | Approaching the dam, the bunker on the left with alarm lights: go through the open doors and hack the CELL pod. Another guide describes it as a weapon pod in the entryway at the dam's south entrance. |
| 2 | Sniper Scope (DSG-1) | Attachment | One guide: after you escape the elevator shaft, the room below with two enemies, by an orange crate. A remaster guide: the sniper on the scaffolding at the right-hand entrance at the dam's base. |
| 3 | Muzzle Brake (SCAR Mod 2) | Attachment | **Two placements.** A guide for the original has an enemy on the dam carrying it. A remaster guide lists it at the start of Mission 4 instead, with the Mini-Typhoon. Check every SCAR on the dam; if it has not unlocked by the end of this mission, check again at the start of Mission 4 (§10, row 1). |
| 4 | Datapad 1 | Datapad | A dam generator tower, beside a rocket launcher. **Sources split on which building:** one says the first generator building on the left, another "the south generator", and a third the second building on the dam (the northern one), on the green crates. Search every generator building. |
| 5 | Upgrade kit 8 | Upgrade kit | A dam generator room, behind a row of terminals. **Sources split again:** one says the far northern tower, another the bottom of the south generator. Check both while you hunt for Datapad 1. |
| 6 | Propaganda Poster | Poster | After the dam bursts and you are swept downstream, the secondary objective triggers. A short way on, jump the road obstacle: the poster is on the demolished building by its entrance, across the gap in the corner wall, before the short waterfall. |
| 7 | Blackbox 1 | Blackbox | Drop down to the stream and follow it toward the secondary objective marker. On a corpse by the first basin on the left. |
| 8 | Upgrade kit 9 | Upgrade kit | The optional waypoint to a crashed helicopter: in the wreckage, an empty hull next to the secondary objective beacon. |
| 9 | Blackbox 2 | Blackbox | About 180 m from System-X the path forks: take the right-hand tunnel through the red pipe. On a corpse. |
| 10 | Upgrade kit 10 | Upgrade kit | Same tunnel as Blackbox 2: the underwater cave path, then the right-hand red pipe tunnel. |
| 11 | Blackbox 3 | Blackbox | System-X HQ, the left side of the building: an empty container and a drainage tunnel entrance. On a corpse just inside. |
| 12 | Upgrade kit 11 | Upgrade kit | Behind the dome-shaped System-X facility: a pool, with the kit underwater. |
| 13 | Tech Scope (DSG-1) | Attachment | The base before the System-X elevator: a mobile turret and a crate to reprogram in the far right corner, with the upgrade on the floor. A remaster guide calls it a thermal scope, next to the orange triangular supply crate at the CELL base. |
| 14 | Upgrade kit 12 | Upgrade kit | The blue-teal shack on the catwalks at the centre of the facility, before the elevator. |
| 15 | Datapad 2 | Datapad | Ride the lift down into System-X's lower facility. On top of a console. |
| 16 | Datapad 3 | Datapad | Same lower facility, on top of another console. |
| 17 | Datapad 4 | Datapad | After you restore pressure, take the central elevator to the top (the control room). On the terminal left of the elevator door. |

> **Achievement - White Rider.** After the dam, heading down the river about **190 m** from the next objective (System-X), look for a yellow-orange donut (a life ring) on the bank. **Sources disagree on which bank:** a guide for the original says right, a remaster guide says left, so look on both before you pass the 180 m fork. Press F to push it into the water, jump on and ride it for 20 seconds; crouch under one obstacle and jump another. One guide says the 20 seconds need not be continuous; if you fall off, reload the checkpoint.

Past the fork, rows 9-17 take you into System-X and up to its control room.

> **Achievement - Off the Grid / Halfway to Hell / Nanosuit Veteran.** Finish the mission for Off the Grid. On a Supersoldier run the other two should unlock when your third mission is complete, so here if you play in order. If they do not, see the counter bug in §4.

Mission 3 is also where three cleanup farms live (§15-§16): the first CELL encounter (a helicopter drop) for Brute Force, the cleared dam for Endurance's swimming, and the nearest turret for The Gibson.

## 10. Mission 4 - Safeties Off

*Collectibles: 22 (16 intel · 4 upgrade kits · 2 attachments) · Intel: 11 datapads, 4 blackboxes, 1 poster · Achievements: 2 · Mission 4 of 7*

A Chinese market district under CELL guard, a zipline over their positions, and a CELL lab called the Pit. The densest intel mission in the game.

> **Warning.** **Do not buy modules in Missions 4, 5 or 6.** A remaster guide warns that it can reset the save, a related warning to the points bug in §4. Pick up kits 13-24 as normal. Keeping the points for Mission 7 is this guide's own precaution, untested by any source.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Mini-Typhoon (Scarab Mod 2) | Attachment | The start: three enemies in the building on the right (a remaster guide: the pair farther away). The same guide puts the **Muzzle Brake (SCAR Mod 2)** here too, so if it did not unlock on the dam in Mission 3, check these enemies' SCARs. |
| 2 | Bayonet (Marshall) | Attachment | The start area, a larger group. The Marshall is rare: only two enemies in the area carry one. A remaster guide: near the fallen water tower. |
| 3 | Upgrade kit 13 | Upgrade kit | The Chinese market at the start: a CELL resupply cache on the second level of a destroyed building, on a kitchen counter with orange graffiti, near the first Sentinel. Another guide: the building you climb into after hacking the first turret to the west, in the secondary-objective area. |
| 4 | Datapad (wreck, 1 of 3) | Datapad | Secondary objective (data collection) at the downed transport wreck: six datapads, numbered 1-6 by the sources without saying which is where. Three are on the **left side of the wreck**. Hack the first turret (west), disable the second and kill the two guards. |
| 5 | Datapad (wreck, 2 of 3) | Datapad | Left side of the wreck. |
| 6 | Datapad (wreck, 3 of 3) | Datapad | Left side of the wreck. |
| 7 | Datapad (building, 1 of 3) | Datapad | The other three are on the **first floor of the marked building** next to the wreck. |
| 8 | Datapad (building, 2 of 3) | Datapad | First floor of the marked building. |
| 9 | Datapad (building, 3 of 3) | Datapad | First floor of the marked building. |
| 10 | Propaganda Poster | Poster | The heavily defended building beside the Chinese arch: lower floor, on the wall facing the archway. Enter through the recess in the left corner. |
| 11 | Datapad 7 | Datapad | Same building, the room to the left of the zipline on the third floor. On the table. |
| 12 | Upgrade kit 14 | Upgrade kit | Same room as Datapad 7 (up the stairs, open doorway on the left), on a table. |
| 13 | Blackbox 1 | Blackbox | After the zipline, kick the door open (a cutscene follows). Before you jump down, go deeper into the room: a downed CELL by the toilet. |
| 14 | Datapad 8 | Datapad | The Ceph Mindcarrier building, first floor: the room behind the Mindcarrier, on the shelf. |
| 15 | Upgrade kit 15 | Upgrade kit | **Two placements.** One guide: inside the building on the left where CELL troops are incinerated, before Datapad 9. Two others: the blue-teal supply shack on the centre ring of catwalks in the lab, to the left of the elevator, before you ride it down. Check the first spot now and the second when you reach Blackbox 3. |
| 16 | Datapad 9 | Datapad | Where CELL troops are incinerated, about 150 m from the objective and before the first Scorcher fight: the building ahead, next to the CELL ammo cache, on the table. |
| 17 | Blackbox 2 | Blackbox | On the path just outside and to the right of that building, beside a corpse. |
| 18 | Blackbox 3 | Blackbox | The Pit (the skinning lab): a corpse just outside the elevator. |
| 19 | Blackbox 4 | Blackbox | Down in the lab, go downstairs from the big observation window. The corpse beside the doctor, in the flooded room on the left, among bodies in surgical scrubs. |
| 20 | Datapad 10 | Datapad | Back in the corridor, go left over the obstacles to a small server room on the left (through the curtains and round to the right). |
| 21 | Datapad 11 | Datapad | The lowest lab level: the room to the right of the door where Psycho waits. Do not go through his door first. On the table. |
| 22 | Upgrade kit 16 | Upgrade kit | Same room as Datapad 11, hanging on the wall just after the stairwell. |

> **Achievement - Arrow to the Knee!** A remaster guide's spot is right at the start: the three enemies in the house on the right. Set the bow to its lowest draw weight with Carbon arrows, cloak, get close and **tap** fire at one soldier's knee. He has to survive the hit (§15 has the details).

For **I'll Have That!**, the Incinerator comes from the Scorcher fight after Datapad 9, and it only drops if you **kill the Scorcher with a melee attack**. Then work down through the Pit for rows 18-22.

> **Achievement - Turning the Tide.** Finish the mission.

## 11. Mission 5 - Red Star Rising

*Collectibles: 16 (9 intel · 4 upgrade kits · 3 attachments) · Intel: 5 datapads, 3 blackboxes, 1 poster · Achievements: 3 · Mission 5 of 7*

Rooftop pipe bridges, your first Supercharge, the APCs after Claire's distress call and a buggy run to a CELL command centre. Still no module purchases this mission (§4).

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Datapad 1 | Datapad | From the start, cross the red pipe bridges to the second building. The datapad is there. |
| 2 | Upgrade kit 17 | Upgrade kit | The other room of the Datapad 1 building: right of the big pipe bridge across the rooftops, jump onto the right-hand roof and drop through the ceiling (the third rooftop, the room below). |
| 3 | Double Magazines (Jackal) | Attachment | Over the two makeshift bridges to the zipline area, the one with the datapad: on crates. A remaster guide: a shotgun on orange crates after the second cable. |
| 4 | Upgrade kit 18 | Upgrade kit | In the open behind a building, before the Ceph objective and the Mindcarrier, in a small clearing. Another guide: the building nearest the Mindcarrier, lower floor. |
| 5 | Blackbox 1 | Blackbox | After the Mindcarrier boost, kill the Ceph, including the heavy that breaks out of the enclosure. Go right among the buildings and take the first alley on the left (north-east). A lone corpse. |
| 6 | Datapad 2 | Datapad | Where CELL fight Ceph and Stalkers: the building on the left where the CELL were, second floor, on the green crates. |
| 7 | Grenade Launcher (SCAR Mod 2) | Attachment | Same fight: one CELL soldier in the left building carries it. |
| 8 | Propaganda Poster | Poster | The narrow room further left of Datapad 2. |
| 9 | Datapad 3 | Datapad | After Claire's distress call, outside by the APCs and the buggy: on crates near the first usable APC. |
| 10 | Upgrade kit 19 | Upgrade kit | The destroyed convoy of APCs after Claire's distress call, by the farthest vehicle. |
| 11 | Blackbox 2 | Blackbox | When Psycho first talks, climb down the cliffs (use Armor) to the buggy below. On a corpse beside it. |
| 12 | Blackbox 3 | Blackbox | The large gate that opens from a console on a platform: left side, a corpse near the gate. |
| 13 | Datapad 4 | Datapad | Same spot, far left, next to the container vans, on crates. |
| 14 | Upgrade kit 20 | Upgrade kit | The optional objective to destroy the command centre's air-defence system: under the base catwalks. After you destroy the generators, turn round. |
| 15 | Datapad 5 | Datapad | The CELL command-centre base. **Descriptions differ:** down the stairs on the left in an opened crate; between the containers to the left (west) after you lower the gate; or a small metal shack on a higher level, reached from the south entrance. Sweep the base with the visor. |
| 16 | Extended Ammo Drum (Jackal) | Attachment | The command-centre base: kill everyone and search the dropped weapons. A remaster guide: go along the pipes to the far end, past the burning IFVs, to an enemy behind the containers. |

> **Achievement - Taste Of Your Own Medicine.** Your first Supercharge comes at the Ceph device after the pipes (between rows 4 and 5), and Supercharges keep appearing through Missions 6 and 7. To farm it: after the cutscene, kill the 6 Ceph and the Ceph heavy while supercharged, reach the checkpoint, then restart the mission. About 5 runs does it. One player reported hundreds of supercharged kills not counting, and a reply suggested only melee kills count; that is unconfirmed, so mix melee kills in.

Three alien weapons for **I'll Have That!** come at the same point: the **Pinch Rifle** lies at your feet after the first Supercharge, and the Ceph heavy that appears then drops the **X-PAC Mortar** and **Reaper Cannon**. Rip each one off and fire it.

> **Achievement - Roadkill.** Roughly between rows 11 and 12 (this guide's placement, approximate). After the stairs and a cutscene on a mountainside, jump down to the buggy. A guide for the original lists 4 soldiers on a wrecked ship plus more behind containers to the **right** of a closed gate. A remaster guide does it on the **second** buggy ride: 3 infantry on the flooded ship, then 2 behind the containers to the **left** of the gated pad with the Pinger. Run them over and do not use the buggy's rockets on them. Guides for the original say all 5 must come in one life and that dying before an autosave resets the count; the remaster's behaviour is unconfirmed, so treat it as one clean attempt.

Past the gate, rows 12-16 lead into the CELL command-centre base.

> **Achievement - Brink of Apocalypse.** Finish the mission.

## 12. Mission 6 - Only Human

*Collectibles: 12 (8 intel · 4 upgrade kits) · Intel: 5 datapads, 2 blackboxes, 1 poster · Achievements: 2 · Mission 6 of 7*

Open water and islands around the Ceph AA batteries, with the head of the Statue of Liberty as a landmark. No attachments here, and still no module purchases (§4). **Back up your save before you start** because of the minefield bug.

> **Warning.** **Rows 7 and 8: the mine-hacking prompt can fail to appear.** Two Steam threads report no prompt to hack the landmines, and without it you cannot reach Datapad 3 or upgrade kit 23, which can block both Breaking the Lore and Suited-up. No fix has been confirmed. If it happens, finish the mission and try a chapter-select replay (untested), keeping your pre-mission backup in case things get worse. The APC stopping once you climb out of it is reported to be normal behaviour, not part of this bug.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Upgrade kit 21 | Upgrade kit | The CELL ammo cache just past the first objective, in the same room. |
| 2 | Propaganda Poster | Poster | Next to the first AA battery, on the side opposite the objective (west). Jump two floors up. |
| 3 | Datapad 1 | Datapad | After the first battery, head north-west: inside the head of the Statue of Liberty. |
| 4 | Upgrade kit 22 | Upgrade kit | On the way to the second Ceph AA, by fallen CELL troops in the buildings next to the northern objective. Scan with the visor. |
| 5 | Datapad 2 | Datapad | The rebel mortar team's secondary objective: the isolated building to the north-west (swim there). On a crate. Another guide puts it at a tunnel entrance, on the left of an APC to the right of the cave. |
| 6 | Blackbox 1 | Blackbox | Battery Bravo, lower floor beside the AA energy cell, between the cannon and the control panel (south-east). On a corpse. |
| 7 | Datapad 3 | Datapad | The minefield ICV-rescue secondary objective, south-east of Bravo inside a cavern: hack the mines, then search the wreck deeper in (with ammo and arrows). **See the warning above.** |
| 8 | Upgrade kit 23 | Upgrade kit | The same wreck as Datapad 3. |
| 9 | Upgrade kit 24 | Upgrade kit | The crashed VTOL rescue, the second optional objective (south-west): free the rebels. |
| 10 | Blackbox 2 | Blackbox | Toward Battery Charlie, between the two Ceph citadel turrets: under the tail of a crashed plane. |
| 11 | Datapad 4 | Datapad | Further south-east, near the metal tentacle by an island: inside the burning wreck, on a corpse. |
| 12 | Datapad 5 | Datapad | The Ceph Mastermind arena: a corner with ammo crates. Take it during or after the fight. |

> **Achievement - Ping Pong!** Three Pingers guard the area near **Defense Battery Bravo**. The easiest way: do the rebel mortar team's secondary objective (row 5), then mark the Pingers with the visor. The team destroys **two** of the ones you mark; kill the third yourself with rocket launchers, C4, or explosive or electric arrows. One player had Ceph mortar fire kill the third, and the achievement still unlocked. A remaster guide's alternative: take the APC next to the Statue of Liberty head and shell all three from about 300 m, without driving toward the third, or the APC sinks.

After Bravo, rows 7-12 cover the two rescue objectives, the run toward Battery Charlie and the Ceph Mastermind arena.

> **Achievement - Belly of the Beast.** Finish the mission.

## 13. Mission 7 - Gods and Monsters

*Collectibles: 10 (8 intel · 1 upgrade kit · 1 attachment) · Intel: 3 datapads, 4 blackboxes, 1 poster · Achievements: 8 · Mission 7 of 7*

Through burning wreckage into the Ceph caverns, past Mindcarriers and generators to the final fight. **Spend the kits you held back** from Missions 4-6 here, right after a checkpoint, and do not die before the next one. Holding them for this mission is this guide's own precaution, untested by any source.

| # | Item | Type | Location |
| ---: | --- | --- | --- |
| 1 | Flashlight (M12 Nova) | Attachment | Automatic at the start of the mission. |
| 2 | Blackbox 1 | Blackbox | Directly ahead at the start. |
| 3 | Propaganda Poster | Poster | A few steps on, next to the burning fragments. |
| 4 | Datapad 1 | Datapad | Above the poster, on a container wreck with an ammo crate: walk under it and jump up the ledge. |
| 5 | Blackbox 2 | Blackbox | The burning car and bus wreck: jump over the car, across the next roof and drop down. On a corpse. |
| 6 | Blackbox 3 | Blackbox | Where a car slides into the void: the corridor to the left, past the ledge you climb. |
| 7 | Datapad 2 | Datapad | The first big, bright cavern: round the metal platform, first turning on the right. A stash with ammo, a weapon and upgrade kit 25, with the datapad in a crate. |
| 8 | Upgrade kit 25 | Upgrade kit | The same stash as Datapad 2. Other guides describe it as a narrow corridor with an alcove above and a CELL ammo box on the ledge, near the first weapon pod in the Ceph caverns. |
| 9 | Blackbox 4 | Blackbox | After the first Ceph Mindcarrier, the tunnel where enemies spawn, with a CELL weapon cache: in an open, empty case. |
| 10 | Datapad 3 | Datapad | Take the right-hand path along the stream to a large cavern, jump the chasm and keep right. On lower ground near the vehicle wreckage, in a crate. |

> **Achievement - Geared-up / Breaking the Lore.** The Nova flashlight (row 1) is the last attachment, so Geared-up should unlock at the start of the mission if you have the other 19. If it does not, check the Muzzle Brake (§9 row 3, §10 row 1) and the two Feline magazines first, then try unequipping and re-equipping your attachments, as a Steam comment suggests. Breaking the Lore pops on your 64th intel, which is row 10 if you have everything else.

Past Datapad 3 the caverns lead on toward the final fight, and every alien weapon type turns up along the way.

> **Achievement - I'll Have That!** All five alien weapons are available in this mission. If you are still missing one, rip it off a Ceph here and fire it. The Incinerator still needs a Scorcher killed in melee.

Before the final boss you power up from generators and Mindcarriers, and one of those boosts is the place for the last set piece.

> **Achievement - Post-Human Warrior.** One guide says the boost after the second generator, another the one after the third Mindcarrier; either way, the long one is the one to use. It lasts much longer than usual and around 15 enemies attack during it. You take no damage and alien weapons have infinite ammo while supercharged, so stay aggressive and count 10 kills before it runs out.

Then beat the boss. The Supersoldier tips in §14 cover it.

> **Achievement - The True Measure of a Hero / World Saver / Bring it On / Professional Superhero.** All four should unlock at the end of the mission on a Supersoldier run.

---

## 14. Difficulty - Supersoldier, Post-Human Warrior and the Counters

- **Play Supersoldier.** The achievement text names two difficulties, Veteran and Supersoldier. A remaster guide recommends starting on Supersoldier so you do not have to play the game twice, a guide for the original says Supersoldier unlocks every lower-difficulty achievement at the same time, and TrueSteamAchievements flags all four difficulty achievements and World Saver as stackable. Together that means one Supersoldier run should give Nanosuit Veteran, Halfway to Hell, Bring it On, Professional Superhero and World Saver. The same remaster guide calls Supersoldier "not that challenging".
- **Post-Human Warrior difficulty.** Added after launch (console update 1.02 lists it, and Steam players discuss it on PC). It has **no achievement**, and no source confirms whether finishing on it counts for the Supersoldier achievements. Do not gamble on it.
- **The easier tiers.** Their English names were not confirmed. No achievement depends on them.
- **3 of 7.** Nanosuit Veteran and Halfway to Hell need any three missions. Played in order, they should unlock at the end of Mission 3.
- **Supersoldier tips from a remaster guide.** Carry a sniper rifle. Skip fights you do not need (but not the collectible spots). Use every Supercharge you find against the Ceph. At the Mission 6 boss, stay behind stone cover and shoot the drones. At the Mission 7 boss, use the Gauss rifle on its weak points and take the Supercharges.
- **The alternative route.** One remaster guide and one Steam thread prefer a careful lower-difficulty run for collectibles and suit progress, then Supersoldier as a second run with everything unlocked. It costs a full extra run but takes the pressure off both.
- **If a counter misbehaves**, see §4. There is no known fix for the 7/7 counter bug.

## 15. The Cumulative Achievements - Where to Farm

- **Poltergeist** (10 thrown-object kills, undetected). Mission 1, first room: throw the chair, or the metal box left of the door, at the first enemy, reload the checkpoint and repeat. It can stick at 90% (§4).
- **Stick Around and Hunter-Gatherer** (10 pinned, 10 arrows retrieved). Heavy (maximum) draw weight with Carbon arrows, enemies standing in front of a surface, then pull each arrow out of the body. Mission 1, the two enemies outside the door after you get the bow: pin, retrieve, reload, repeat.
- **Arrow to the Knee!** Lowest draw weight, Carbon arrow, cloaked, close range: **tap** fire (click, do not hold) at a CELL soldier's knee. He must survive. Players disagree on how reliable it is: one found low draw always killed, others say a quick snap-shot works, possibly after letting him spot you first. It has worked on both the lowest and the highest difficulty. Best spot: the start of Mission 4.
- **Be a Pro, use a Bow!** 10 kills with each of Carbon impact, Airburst frag, Electric charge and Super-thermite arrows. With only 3 of each special type at a time, pick up arrow ammo everywhere from Mission 1 and spend the specials on kills.
- **Nanosuit Ninja** (20 stealth kills, nobody alerted). Cloak, come from behind, press V at the prompt. Equip the Assassin module while you work on it: its Maximum challenge is 25 stealth kills.
- **Maximum Strength** (25 suit-power kills). Armor mode with melee, or grab and throw; one player found thrown objects count. Reported stuck at 24/25 for one player with no fix.
- **The Gibson** (20 hacks). Turrets, doors, mine fields and crates all count. Farm: reload Mission 3, hack the nearest turret, wait until it turns hostile again, and hack it again.
- **Inside Job** (10 kills with hacked sentry guns). Stationary turrets only. Hack every one from Mission 2; it is usually done by Mission 3 (one guide).
- **Taste Of Your Own Medicine** (25 supercharged kills). Missions 5-7. Farm at the start of Mission 5 (§11), about 5 runs. If it breaks, a remaster guide's fix is wiping your saves and restarting; try mixing melee kills in first.
- **Post-Human Warrior** and **I'll Have That!** are covered in §13.

## 16. Cleanup - Chapter Select and Suited-up

- **Staying Sharp.** Main menu, Campaign, Tutorial: 5 stages, no collectibles. Do it before or after the campaign.
- **Missed intel or attachments.** Find the row, replay that mission from chapter select, grab it and quit. Both save on pickup.
- **Missed kits.** This is the one case the first-run plan cannot cover. You can pick a missed kit up on a replay, but spending points during a replay is one of the reported triggers of the points bug, and no source gives a safe way to do it. If you must, back up the save folder first, spend right after a checkpoint, do not die before the next one, and check after the next level loads that the module is still unlocked; if it has re-locked, restore the backup. That is the best this guide can offer, and it is untested.
- **Module Maximum challenges.** Equip the module you are levelling (whether progress counts for a locked or unequipped module is unconfirmed), then farm it. Progress is only recorded at checkpoints, so always reach one before you quit. You do not have to max every module in one playthrough. Farms from a remaster guide:
  - **Brute Force**: Mission 3, the first CELL encounter (the helicopter drop). Kick the dumpster, fridge and bathtub into them, using cloak and Armor. Called the most tedious of the 16.
  - **Endurance**: clear the Mission 3 dam, leave its units intact and swim circles for 4-5 minutes; sprint too (see §17 A).
  - **Heavy Armor, Light Armor, Deflection**: Mission 5, the Pinger at the buggy gate. Stand at the ledge and let it hit your Armor, about 6,000-7,000 damage per cycle. A player's alternative: tank a Scorcher, 4,000-5,000 per charge.
  - **Super Stealth, Extended Cloak**: leave one CELL alive and stand about 1 m from him cloaked; recharge and repeat.
  - **Reflex Boost**: any scoped weapon. Aim, lower, re-aim, fire.
- **Last checks.** If Geared-up has not unlocked with 20 attachments, unequip and re-equip every attachment, as a Steam comment suggests. If Perk Of The Job is missing, save a module package now. If a counter is stuck, see §4.

---

## 17. Appendix - Quick Reference

### A. Nanosuit modules and their Maximum challenges (16)

One module per column can be active. Challenges are from a guide for the original, with a remaster guide's notes.

- **Column 1: Endurance.** Sprint 3,000 m or swim 1,000 m. The remaster guide lists both as separate requirements, so do both. Unlock cost 2.
- **Column 1: Brute Force.** 15 Air Stomp kills and 15 Power Kick kills. Progress resets if you die before a checkpoint.
- **Column 1: Sensor Upgrade.** Mark 25 objects with the visor.
- **Column 1: Super Stealth.** 100 seconds cloaked near enemies.
- **Column 2: Reflex Boost.** 50 kills within 1 second of zooming.
- **Column 2: Energy Upgrade.** Regenerate 5,000 energy. Use cloak and Armor often.
- **Column 2: Threat Detector.** Mark 20 objects with the visor.
- **Column 2: Deflection.** Absorb 150,000 damage in Armor.
- **Column 3: Weapon Handling.** 50 kills, any weapon.
- **Column 3: Super Strength.** 25 grab kills and 25 melee kills.
- **Column 3: First Aid.** Survive critical-health moments (10, per the remaster guide) and regenerate 25,000 health.
- **Column 3: Extended Cloak.** 100 seconds cloaked near enemies.
- **Column 4: Verticality.** 30 power jumps and 30 ledge grabs. Unlock cost 2.
- **Column 4: Light Armor.** 150,000 damage in Armor.
- **Column 4: Assassin.** 25 stealth kills. Unlock cost 1.
- **Column 4: Heavy Armor.** Take damage in Armor: the original-game guide gives no number, the remaster guide says 150,000.

### B. The five alien weapons (I'll Have That!)

- **Bolt Sniper**: Mission 2, part of the story.
- **Incinerator**: Mission 4, from a Scorcher killed in melee.
- **Pinch Rifle**: Mission 5, at your feet after the first Supercharge.
- **X-PAC Mortar** and **Reaper Cannon**: Mission 5, from the Ceph heavy that appears after the first Supercharge.
- All five are available in Mission 7.

### C. Bow settings

- **Lowest draw weight**: Arrow to the Knee! (tap fire).
- **Heavy draw weight, Carbon arrows**: Stick Around and Hunter-Gatherer.
- **Arrow types**: Carbon impact, Airburst frag, Electric charge, Super-thermite. Carry limits 10 Carbon, 3 of each special.

### D. Missions and their map names

- 1 Post-Human (Jailbreak) · 2 Welcome to the Jungle (Fields) · 3 The Root of All Evil (Canyon) · 4 Safeties Off (Swamp) · 5 Red Star Rising (River) · 6 Only Human (Islands) · 7 Gods and Monsters (Cave). Tutorial from the main menu.

### E. Saves

- `%USERPROFILE%\Saved Games\Crysis3Remastered\SaveGames\`, with profiles in `...\Profiles\`. No Steam Cloud: back the whole folder up by hand.

## 18. Accuracy & Sources

This walkthrough was written fresh for this site in October 2026 from Steam's achievement page and global-percentage API for AppID 2096610, the Steam store page, Exophase, TrueSteamAchievements, KeenGamer's Remastered Trilogy list, PCGamingWiki, Wikipedia, MP1st's update 1.02 notes, the Crysis Fandom wiki, three remaster Steam guides (one English, two Russian) and Steam discussion threads from 2022 to 2025. Collectible locations and many achievement methods come from guides for the 2013 original: GamePressure, SuperCheats, GamesRadar, CheatCC, PowerPyx and PlayStation LifeStyle.

**What is solid.** The 37 names and visible descriptions match exactly across Steam, Exophase and TrueSteamAchievements; the 12 hidden descriptions come from Exophase and match KeenGamer's remaster list apart from its mission-name prefixes. The intel total of 64 (38 datapads, 20 blackboxes, 6 posters) and every per-mission count (9, 6, 8, 16, 9, 8, 8) match across the wiki's mission pages, GamePressure and SuperCheats. The kits sum to 25 by mission (0, 6, 6, 4, 4, 4, 1) and the attachments to 20 (6, 5, 3, 2, 3, 0, 1).

**Original versus remaster.** Most locations come from guides for the 2013 original; the rows that quote "a remaster guide" draw on the remaster Steam guides. The remaster sources confirm the achievement list, the 64 intel, the 20 attachments, chapter replay and the achievement spots. The 25 upgrade kits come only from original-game guides, and the count is disputed (below). No source says the remaster moved a collectible, but none confirms the layout item by item.

**Where sources disagreed, and what this guide did:**

- **22 or 25 upgrade kits.** CheatCC, PlayStation LifeStyle and GamesRadar count 25; CheatCC and GamesRadar put the first four at the start of Mission 2. The Crysis wiki says that first kit is a single pickup worth 4 points, which would make 22 pickups. The tables list 25 rows, and §8's first row tells you how to check.
- **Muzzle Brake: Mission 3 or 4.** GamePressure has it on the dam in Mission 3; the Russian remaster guide puts it at the start of Mission 4. It is listed in Mission 3 with a pointer to check Mission 4.
- **Mission 2 datapads: 2 or 3.** The wiki's datapad summary page lists 2, which would sum to 37 against its own stated 38. The wiki's mission page, GamePressure and SuperCheats say 3, and this guide follows them.
- **The dam generator (Mission 3 Datapad 1 and kit 8).** For Datapad 1, SuperCheats says the first generator building on the left, GamesRadar "the south generator" and GamePressure the second (northern) building. For kit 8, CheatCC says the far northern tower and GamesRadar the bottom of the south generator. Both rows say to search every candidate.
- **The White Rider donut.** GamePressure says the right bank, the Russian remaster guide the left. The callout says to check both.
- **Smaller splits, all flagged in their rows:** Mission 1 Datapad 7 (right-hand room or the left end), Mission 4 kit 15 (SuperCheats' incinerated-CELL building or the lab elevator; SuperCheats may be describing a 5th Mission 4 kit, which nobody else lists), Mission 5 Datapad 5 (three different descriptions), Mission 6 Datapad 2 (crate or beside an APC), Roadkill's gate (containers to the right or left, first or second buggy ride), the weapon carrying the Scarab Extended Ammo Box (Scarab or SCAR), Endurance (sprint or swim, or both), Heavy Armor (no number, or 150,000) and Post-Human Warrior's boost (after the second generator or the third Mindcarrier).
- **GamesRadar's numbering.** Its intel list skips and overlaps numbers and has two Mission 3 entries no other source has. It was used only as a cross-reference.
- **Achievement names.** KeenGamer writes "Perks of the Job" and "Halfway To Hell", GamePressure "Can You Hear Me Now?". This guide uses Steam's exact spelling.
- **Not confirmed anywhere:** the English names of the easier difficulties; whether a Post-Human Warrior run counts for Supersoldier; whether attachments are randomised per player (one remaster guide's claim); whether only melee kills count for Taste Of Your Own Medicine; whether the Tutorial's hacks and stealth kills count toward the cumulative achievements; whether module challenges progress while a module is locked or unequipped; the total unlock cost of all 16 modules; whether Roadkill still cannot be farmed by restarting in the remaster; a fix for the Mission 6 mine prompt; and any PC patch history.

*Crysis 3 Remastered © Crytek. Developed by Crytek and Saber Interactive. This is an unofficial fan-made guide.*
