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Crysis 3

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Crysis 3 (2013).

The following weapons can be found in the game Crysis 3:

WARNING: Some minor spoilers! Read at your own risk!


Hammer II

A successor to the Hammer from Crysis 2, the Hammer II is a handgun that fires (fictional) .50 Compact rounds from a 9 round magazine. It is the most common sidearm in the game, often being carried as a back-up weapon by CELL and Michael "Psycho" Sykes himself. Note however that there are very little differences between the Hammer and the Hammer II besides the new appearance and labeling. The front of the slide and the barrel are based on the Beretta 92FS, the rear of the slide, and the frame, notably the thumb safety, grip safety, trigger, and hammer, are based on M1911-style pistols, the size, the magazine size, and the large caliber round are based on the Desert Eagle. It also features a compensator in front of the slide. Interestingly, when the player reloads an empty Hammer (or M12 Nova) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop. In this game, the player can now equip the Hammer with explosive rounds, which are smaller versions of the grenades used by the underbarrel grenade launcher in-game and a slightly reduced effectiveness on groups of enemies.

Beretta 92FS INOX - 9x19mm
Kimber Stainless Target II with target sights - .45 ACP
Customizing the Hammer.
Prophet carries a Hammer during the introduction of the feral and animal-like Ceph Stalkers in "Welcome to the Jungle".
Psycho dual-wields a Hammer and an AY69 in a post-credit scene.


The Majestic, returning from Crysis 2, is a six-shot revolver resembling a both the Mateba 2006M and the Mateba MTR-8 firing .50 Compact rounds, the same as the Hammer. Unlike most revolvers, the weapon is reloaded by swapping magazine cylinders rather than simply replacing any spent rounds in the cylinder with fresh ammo. The Majestic also has an M16-style charging handle which is cocked to pull and lock the cylinder into position. In Singleplayer an Assault Scope can be attached. In Crysis 3, the Majestic can fire explosive, magnum rounds, which are slightly smaller than the grenades fired from the underbarrel grenade launchers on the assault rifles.

Mateba 2006M - .357 Magnum
Mateba MTR-8 - .357 Magnum
As Prophet wields a scoped Majestic revolver, an obviously jealous Psycho, apparently deprived of his precious nanosuit, shows off his "superman" strength on a set of jammed elevator doors.
Customizing the Majestic.

M12 Nova

The M12 Nova, returning from Crysis 2, first appears in the level "Gods and Monsters" when Prophet takes one off a dead corpse of a rebel. It is a 9mm handgun with a 20 round magazine. The pistol is the same as Crysis' SOCOM pistol, which was based on a mixture of the H&K UCP prototype and Walther P99 with some features from the Heckler & Koch Mark 23 and Heckler & Koch HK45. The M12 Nova in Crysis 3 can now fire incendiary rounds. Interestingly, when the player reloads an empty M12 (or Hammer) in stealth mode, the animation has the player pull back on the slide and release it, instead of using the slide stop.

Heckler & Koch UCP prototype from 2004 - 4.6x30mm
Walther P99 - 9x19mm
Prophet with his M12 Nova while exploring the deep caverns of the Alpha Ceph's lair in "Gods and Monsters".
Customizing the M12 Nova.


The AY69 from the previous games is used by Ex-Sgt. Michael "Psycho" Sykes in the post-credit scene when he confronts the CELL Board of Directors after eliminating their CELL escorts. The AY69 closely resembles the Heckler & Koch MP7, most noticeable changes are that it has an under-barrel rail instead of a folding vertical grip, much like the MP7A2, and it lacks a sliding stock and flash hider. One thing to note is that Psycho dual-wielded two AY69s on the cover art of Crysis: Warhead.

Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
Psycho draws out an AY69 (left hand) and a Hammer pistol (right hand) as he "files a complaint" to the CELL Board of Directors.

Submachine Guns


The Feline submachine gun from Crysis 2, which resembles a FAMAS Valorisé crossed with an L22A1, returns in Crysis 3. It is unlocked early if the player pre-orders the Hunter Edition.

FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm
Customizing the Feline.
Prophet with a Feline submachine gun in "Post-Human" as Psycho becomes overly sentimental and vengeful about the torturous and forceful removal of his nanosuit.
A CELL operative with a Feline SMG during the intro, moments before Psycho ambushes him.


The K-VOLT from Crysis 2 returns and first appears in the level "Post-Human". It is an electrostatic pellet gun that fires 6mm electrostatic pellets from a 50 round magazine and functions like an electric airsoft gun, as opposed to a firearm, not needing to be chambered, even on an empty reload. This works because pulling the trigger cycles the "bolt", chambering a round, then firing it, and not cycling after, meaning there is never a round in the chamber. It also has ballistics closer to an airsoft gun than a true firearm. The pellets do minimal kinetic damage but fry the shields on stronger alien units, drain power from nanosuits, and stuns and/or electrocutes humans making it a situational weapon. It is very similar to a TDI Vector, but with a different type of magazine and a bulkier, FN P90-like front.

TDI Vector - .45 ACP
FN P90 - 5.7x28mm
Customizing the K-VOLT.
Prophet wields a K-VOLT as Psycho reveals his association with and respect for the rebels in the level "Post-Human".


As Karl Earst Rasch discusses the premise of the massive incursion of the Lingshan Island as depicted in the first Crysis in the intro of Crysis 3, a flashback of the first game showed Nomad (the first Crysis's main protagonist and playable character) wielding the MPX8 during the level "Assault". The MPX8 resembles the Heckler & Koch MP7A1, although larger and utilizing an extended magazine carrying fifty 4.6x30mm rounds.

Heckler & Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm
In a flashback to the first Crysis, Nomad wields an MPX8 during the assault on the harbor as depicted in the level, "Assault", from the first game. Note that the footage is from the console version of Crysis, which runs on the newer CryEngine 3 instead of the older CryEngine 2 due to console limitations.

Assault Rifles

Mk.20 Superior Combat Assault Rifle

The SCAR, which is heavily based on the Heckler & Koch XM8 with some elements from the Remington ACR, returns from the previous Crysis games and is wielded by CELL troopers and Prophet throughout the game. It appears to have some slight changes from the ones in Crysis 2, notably the text on the side of the weapon.

Heckler & Koch XM8 with Insight ISM-V sight - 5.56x45mm NATO. Note "birdcage" flash hider replacing the old "duckbill," and four PCAP accessory mounting holes added to the handguard.
Bushmaster ACR Entry Carbine - 5.56x45mm NATO
Prophets wields the SCAR in the Nanosuit Training Simulation level.
Reloading the SCAR with a fresh magazine of air. Apparently, none of the weapons in the game are modeled with any cartridges in their magazines. The SCAR has gone through numerous design changes, notably the labeled fire selectors, the addition of the gun's manufacturer's name, and the nanosuit-style camouflage.
Customizing the SCAR.
Prophet customizes the SCAR with a 100-round drum magazine. In Crysis 3, the player has the option to mount dual magazines taped "jungle-style" and extended magazines of all sorts, depending on the weapon being used. Unlike most video games, the dual magazines are reloaded correctly. Every other reload done plays an animation where the player flips the magazines over and uses the other magazine. For all the other reloads, the standard reload animation is used instead. Also note that the SCAR can now use suppressors like the first game as opposed to Crysis 2, where the SCAR was restricted from using suppressors.
Prophet with his signature SCAR in Crysis 3.
The player about to snipe an enemy with a scoped SCAR. Unlike Crysis 2, the sniper scope is now available to the SCAR as in Crysis and its expansion pack.

Mk. 21 Superior Combat Assault Carbine

The compact variant of the SCAR, the SCARAB, returns from Crysis 2 and has very few changes in its design other than the lack of a carrying handle, a shorter handguard, a faster rate of fire, and a collapsible stock.

Customizing the SCARAB.
Prophet with a SCARAB during his jailbreak from CELL confinement.

Mk.22 Combat Lightweight Assault Weapon ("CLAW")

A light-support weapon variant of the SCAR family of assault rifles similar in role and function to the Heckler & Koch M27 IAR, the CLAW is a fully automatic light support weapon fitted with a 60 round drum magazine and is available if the player purchases The Lost Island DLC. Unlike the SCARAB, the CLAW features a slower rate of fire and more heavier recoil than the SCARAB.

Sprinting with the CLAW.
Jumping with the CLAW.
The CLAW (top) in Crysis 3 promotional artwork.

Mk.24 Grendel

The Grendel is a 6.8mm SPC assault rifle that holds 24 rounds per magazine and fires in 3 rounds bursts. It heavily resembles the Magpul Massoud. The Grendel can fire two types of ammunition - armor-piercing and standard SPC rounds. The armor-piercing round does more damage and can penetrate multiple targets simultaneously, but it is very rare and is only obtainable from CELL special ops soldiers, who only appear in certain portions of the game.

Magpul Massoud - 7.62x51mm NATO
Grendel assault rifle being customized.
Prophet fires at a Ceph Scorcher during the Ceph's abrupt revival in New York.
In the intro, CELL special operatives carry customized Grendel assault rifles during CELL's clandestine, corporate monopoly over political power and influence within the U.S. government.


AS Karl Earst Rasch discusses the premise of the incursion of the Lingshan Island in the intro, Nomad (the main protagonist and playable character of Crysis) is seen wielding an FY71 in a flashback. The FY71 is based on the AK-74 and chambered for 5.45x39mm.

Russian AK-74 - 5.45x39mm
Nomad wields an FY71 in a flashback to the first Crysis.


A darker-finished version of the FY71 from the previous games similar to the AK-74 and the AK-74M that the gun is based on, the FY71M makes a small appearance in the level "Only Human" and is obtained at a VTOL crash site if Prophet (in other words, the player) chooses to rescue pilots from a downed VTOL. It is the same as the FY71 in the previous games, only that it is rechambered in 7.62x39mm rounds. It is based on the AK-74M and the Norinco QBZ-03. Like Crysis, the FY71 can also use incendiary rounds. As of 2047, North Korea, one of the enemies of the Unites States in Crysis, created an export version of their FY71 that is used by the New York rebels, which is strange since North Korea was very unfriendly with the United States in Crysis.

AK-74M - 5.45x39mm
Norinco QBZ-03 - 5.8x42mm
The FY71M, obtained from a VTOL crash site during the level "Only Human".
The FY71M being customized.

Sniper Rifles

Gauss Sabot Gun

The M2014 from Crysis 2, now designated as the "Gauss Sabot Gun", is an electromagnetic, anti-materiel, gauss sniper rifle, firing 10mm solid slugs from a 4 round magazine. Its overall shape is very similar to a Walther WA 2000.

Walther WA 2000 .300 Win Mag
Prophet with a scavenged Gauss Sabot Gun during the Ceph incursion of New York in "Red Star Rising".
Customizing the Gauss Sabot Gun.


The "DSG-1" from the previous games returns and is seen as the primary weapon (and favorite weapon since Crysis) of Michael "Psycho" Sykes. It is a precision rifle firing .405 caliber rounds from a 6 round magazine. As the name implies, it is based on the DSR-1 but with the layout and semi-auto operating system much like that of the PSG-1 or similar HK rifles. In the only error in weapon operation in the game, when reloading an empty DSG-1 the player will operate it as if it was an open bolt weapon, which it clearly isn't. After the animation the bolt will remain in the locked back position, however switching away from the rifle and then back puts the bolt back forward where it should be.

DSR-Precision GmbH DSR-1
Prophet wields a DSG-1 fitted with a sniper scope and a silencer in "Only Human".
Customizing the DSG-1. The last scope option that is the farthest to the left is the Tech Scope, which gives the player a 1x scope with a thermal overlay. It provides enhanced visibility in various environments and can detect the heat signatures of other entities, but it cannot distinguish between friend or foe as in reality. This can be simply described as the scope version of the Nanovision feature on the nanosuit.
Psycho infiltrates a CELL cargo ship with a silenced DSG-1 during the rescue of Prophet. In the background is either Lazy Dane or Bandit, two returning characters from Crysis: Warhead that are now deprived of their nanosuits and are making a brief appearance in the game. Note that during this scene, Psycho fires it without any sign of recoil, and the DSG-1 inaccurately fires on full-auto and has a muzzle flash despite being equipped with a suppressor, which are not present on the DSG-1 during gameplay itself. This was likely done to dramatically show Psycho's natural talent and experience as a support gunner since Crysis and Crysis: Warhead.


Alpha Jackal

Like the Feline, the Jackal full-auto shotgun from Crysis 2 returns, which is now referred to as the "Alpha Jackal". The name possibly hints that the Jackal is still in the prototype stage, but is more likely chosen due to it sounding cooler. It is unlocked early if the player pre-orders the Hunter Edition. The Alpha Jackal is based on a Hawk Semi-Auto Tactical, has an HK-style trigger group, and has an M4 crane stock. In Crysis 3, the Jackal can now fire buckshot rounds, slugs and high-powered rounds laced with electricity.

Hawk Semi-Auto Tactical - 12 gauge
Customizing the Alpha Jackal.
Prophet with his Alpha Jackal shotgun while on his way to meet the Alpha Ceph.


The Marshall, returning from Crysis 2, is a 12 gauge, 10 shell capacity, pump-action shotgun based on the Benelli M4 Super 90. Through the use of the latest (fictional) 12 gauge rounds it can even be suppressed for covert operations. In Crysis 3, it can now fire buckshot rounds, slugs and high-powered rounds laced with electricity.

Benelli M4 Super 90 with 7-shot tube - 12 gauge
Prophet with the Marshall shotgun during his jailbreak in "Post-Human".
Customizing the Marshall.


The Rhino is a 10-shot semi-automatic shotgun that is available when the player purchases The Lost Island DLC. It is an average weapon, bridging the gap between the Marshall and the Alpha Jackal shotgun. The Rhino resembles the Kel-Tec KSG, although featuring a longer barrel and lacking the two side-by-side tube magazines of the latter.

Kel-Tec KSG with Magpul RVG foregrip - 12 gauge
The Rhino.
Iron sights of the Rhino.
Reloading the Rhino.
The Rhino in Crysis 3 promotional artwork.

Machine Guns


The Typhoon is a new handheld machine gun in the game. Unlike the Mk.60 from Crysis 2, the Typhoon has a larger magazine capacity, features a tube-like chamber for the "magazine", and sacrifices accuracy and damage for a higher rate of fire. This weapon seems to be highly destructive, being capable of mowing down hordes of infantry in just a few seconds. The weapon oddly features ten barrels that hold 72 rounds of 4mm caseless ammunition; this means some barrels hold fewer rounds than others. The reloading animation shows the barrels being replaced simultaneously, since the barrels themselves are attached together. The weapon's design seemed to be inspired by the M41A Pulse Rifle from the Aliens series, although slightly bulkier, featuring smaller rounds in a larger magazine, and lacking the grenade launcher seen on the latter. Conceptually it is based on Metal Storm weapons.

Prophet fires the Typhoon at CELL troopers.
Prophet with the Typhoon while attempting to destroy the Fulton Hydro Dam.
Customizing the Typhoon.

Mini Typhoon

An underbarrel and compact form of the Typhoon, designated as the "Mini Typhoon", can only be mounted on the SCARAB and the Grendel. It is basically the same as the full-sized Typhoon, except the smaller magazine and shorter range.

Prophet attaches a Mini Typhoon on his Grendel.

Heavy Machine Gun

The .50 Cal machine gun from Crysis 2, the "HMG" returns from Crysis 2 and is seen being mounted on makeshift covers and as the weaponry of the automated sentry guns and drones employed by CELL. The heavy machine gun, like Crysis 2, heavily resembles the experimental XM307 / XM312 Advanced Crew Served Weapon.

XM312 - .50 BMG
Prophet mans an HMG emplacement on the top of the Fulton Hydra Dam.
Prophet fires a man-portable HMG.
A sentry gun fitted with an HMG.
A CELL Assault Drone with an HMG.
Alcatraz wields an HMG in a flashback to Crysis 2. Note that Alcatraz did not become Prophet until the end of Crysis 2, or the beginning of Crysis 3.

Automatic Grenade Launcher

A special variant of the HMG, the Automatic Grenade Launcher or the AGL, is used in "Welcome to the Jungle" by Prophet when Psycho is being defended from several feral and animal-like Ceph Stalkers while fabricating an exfiltration plan from the CELL Liberty Dome. It is basically the same as the HMG, only that it fires explosive grenades and is very similar to the XM307 in design. Also worth noting is that the AGL was originally intended to be in Crysis 2, but in the final version, it was removed from the game, although it can still be found in the in-game files and added into the game via the use of mods and the CryEngine 3 Sandbox Editor.

XM307 ACSW - 25x59mm HEAB
Prophet mans an AGL in "Welcome to the Jungle".
Prophet obliterates a Ceph Stalker with the AGL.
Examining information about the AGL.
Prophet with an AGL as Psycho carries on the most reckless and suicidal exfiltration from the CELL Liberty Dome by riding on a speeding explosive canister with C4 attached to it in "Welcome to the Jungle". Unfortunately, the explosive canister, after taking heavy fire from and crashing into many well-armed CELL defensive positions, collapses and explodes afterwards, forcing Psycho and Prophet to continue on foot.


The Mk.60 is a medium machine gun firing 7.62mm Armor-Piercing rounds from a 100 round box magazine at 550 rounds-per-minute returning from Crysis 2. It seems to be a future version of the M60. As of 2047, CELL apparently adopted the 7.62x51mm NATO rounds of the Mk.60, as hinted by the "7.62x51mm CELL" rounds the Mk.60 is using.

M60E3 GPMG - 7.62x51mm NATO
M60 GPMG with bipod folded - 7.62x51mm NATO
Prophet with a Mk.60 during the level "Red Star Rising".
Customizing the Mk.60.

Six-Barreled Cannon

A six-barreled 20mm cannon is seen mounted on many of the VTOLS in the game and can be used by Prophet in the level "Only Human".

Psycho guns down the Ceph forces with the miniguns as retaliation for the deaths of Raptor Team and Helena "F***ing" Rosenthal, who are both from Crysis.
A nice shot of the six-barreled cannons of the VTOL.

Six-Barreled Miniguns

Six-barreled miniguns are mounted on the sides of the CELL attack helicopters throughout the game.

A CELL helicopter with two miniguns on its sides.

Type 88 Machine Gun

In a flashback to the first Crysis game during the intro video, Major Strickland can be seen firing a Type 88 GPMG at a Ceph Exosuit briefly.

Chinese Norinco Type 88/QJY-88 with scope and tripod - 5.8x42mm
Highlight for Spoilers:


REX Charge

The C4 from the previous Crysis games returns and is now referred to in-game as the "REX (Remote EXplosive) Charge".

Examining information about the REX Charge.
Attempting to blow up the Fulton Hydro Dam, Prophet activates his rexplosives.


The M17 fragmentation grenade, which is based on the DM51 hand grenade, is the standard grenade of the game. Unlike Crysis 2, Prophet can no longer die from cooked grenades.

DM51 High-Explosive Fragmentation hand grenade
Examining data about the M17 grenade.


Joint Anti-Tank Weapon

The JAW is a one-shot, laser-guided, disposable rocket launcher that fires HEAT warheads. Its appearance and function, plus that it can fire only one shot, along with being made by a Swedish company is similar to the M136 AT4.

M136 AT4 Anti-Tank recoilless launcher - 84mm
The JAW.
The aiming reticle of the JAW.
Customizing the JAW.

M242 Bushmaster Chaingun and TOW-2 missile

Crysis 3' CELL infantry fighting vehicles are very closely based on the American M2A1 Bradley, and feature a nearly exact copy of the M242 Bushmaster autocannon, even down to the distinctive fluted barrel. In addition, they mount a box launcher for a pair of missiles; while these are not identified, the launcher is copied from the TOW-2 launcher on the Bradley. Many of the CELL assault buggys in the game (all based on sandrail buggys) are armed with the TOW-2 launcher present on the CELL ICV, although they are weaker and more inaccurate than the CELL ICV's TOW-2 launcher and are only effective at attacking infantry and damaging light vehicles.

M242 Bushmaster chaingun - 25mm
A CELL ICV in the caverns near the Archangel facility in the level, "Red Star Rising". There are only some slight differences between the ICV from Crysis and Crysis: Warhead, such as the camouflage, the large monster truck-like wheels replacing the caterpillar tracks, a smaller chassis, and a slightly sloped frontal armor. It also has infinite ammunition, which contrasts with the realism of the Korean ICVs from the older games.
Using the ICV in "Red Star Rising".
A close-up of a CELL Assault Buggy's missile launcher system.

Launcher - Tactical Airburst Grenades

The L-TAG (Launcher - Tactical Armed Grenades) returns from Crysis 2 and is renamed as "Launcher - Tactical Airburst Grenades", which is strange considering that the grenades only explode on impact and/or by proximity. It is first obtained in the level "Welcome to the Jungle". It is a lever-action grenade launcher that can hold 5+2 (fictional) 60mm smart grenades of various types. The grenades can be bounced around corners or deployed like a minefield. However, the extra technology in each grenade makes them heavier and more complex, while also limiting the amount of propellant, giving them reduced range compared to other rounds. The grenades also feature an IFF proximity sensor that reduces the likelihood of friendly fire. It is similar in design and function to the M79 grenade launcher, and even has a similar distinctive noise when fired. The L-TAG, unlike the M79, is a bit smaller, features an enlarged trigger guard, and in a bullpup configuration like the Feline.

M79 grenade launcher - 40mm
The L-TAG being examined.
Prophet obtains an L-TAG after rescuing a rebel mortar crew in "Only Human".

Underbarrel Grenade Launcher

The underbarreled grenade launcher returns from Crysis 2 and fires 30mm advanced explosive anti-personnel percussion grenades and is based on the M203.

M203 grenade launcher - 40mm
Adding a grenade launcher onto the Grendel. Another feature introduced is the ability to mount barrel attachments. Players can mount a melle bayonet, an accuracy-increasing "match" barrel, a suppressor, or a muzzle brake.

Special Weapons

Predator Bow - Advanced Hunting Weapon

The Predator Bow is primarily used by Prophet during the game. It is first given to him by Sgt. Michael "Psycho" Sykes in the level, "Post-Human", which Prophet stubbornly refused to take before realizing the bow's fullest potential. The compound bow, unlike most suppressed weapons, can be fired in cloak mode at no cost of suit energy, which can be exploited to the player's advantage. This is strange since the player does heavy movements with the bow, which are much heavier than most of the weapons the player can handle. The composite bow can be adjusted to fire a variety of arrows - carbon-impact, super-thermite, airburst-frag, and electric-charge arrows. However, it can only carry three of each arrow with the exception of the carbon-impact arrow, of which nine of them can be carried. The carbon-impact arrow is the default arrow used by the player. The carbon-impact arrow, unlike the other arrows, can be employed in situations where the player is required to employ stealth tactics and/or eliminate targets from a distance without alerting other enemies. The second arrow, the super-thermite arrow, is a high-explosive arrow that is used to penetrate armor and disperse and eliminate groups of enemies. It is an excellent tool for providing an explosive punch to the more heavily armored Ceph units and CELL troopers later encountered near the end of the game. The third arrow, the electric-charged arrow, is an anti-materiel arrow that unleashes high-voltage electricity to the target on impact. The arrow will usually kill enemies instantly, but for larger enemies like the Ceph Devastator, it can only incapacitate them, which can buy the player enough time to retreat and assess the frequently changing combat situations. In addition to that, the high-voltage electric attack of the arrow can also be amplified to chain through multiple enemies if the player shoots one in areas that contain water. The fourth and last arrow is the airburst-frag arrow. This arrow acts as an anti-infantry proximity-triggered explosive, similar to a landmine. It is very effective in covering a player's flanks and/or dealing with fast-moving enemies.

Another feature that can be modified is the draw weight. Medium draw weight, the default draw weight, has normal draw speeds and does regular damage. The low draw weight increases the draw speed, but lessens the damage of the bow. The strong draw weight, on the other hand, increases the power of the bow, but decreases the draw speed.

Prophet about to dispatch a Ceph Devastator with his composite bow in a promotional image.
Prophet disperses a small squad of CELL Enforcers with several explosive arrows.
Dissatisfied with the abrupt obstruction in the way of his buggy ride, Prophet ditches the buggy and faces the CELL sniper head-on with his composite bow.
Customizing the bow.

Ceph Incinerator

Ceph Incinerators are the primary weapons of the Ceph Scorchers in the game. They are first encountered in "Roots of All Evil" and can be scavenged off of them if Prophet (in other words, the player) dispatches them with headshots, electrocutes them with specially designed rounds, or brutally melee them to death, although the latter is very difficult to achieve due to the heavy armor and the Scorcher's powerful melee attacks. When obtained, the Incinerator has very limited ammunition and cannot be reloaded. The only way to replenish ammunition is if Prophet overcharges his nanosuit with raw, Ceph energy or acquires several Ceph power packs from certain slain Ceph units. For the latter, the Ceph units must be incapacitated in order to obtain the power packs, although later on in the game, they tend to spawn randomly near Ceph corpses. Although not as powerful and efficient as the MIKE, it is much more abundant than the latter.

Examining information about the Incinerator.
CELL Barbecue, anyone?


The MIKE, a finalized version of the X-43 MIKE from Crysis 2, makes its first appearance in a CELL Emergency Service Unit (small supply drops shaped like a small, red-orange pyramid scattered throughout the game) in "Gods and Monsters". It is a battery powered weapon that fires concentrated microwaves which cook the target from the inside out, and can pass through most objects and set flammable ones alight, like plants. It is best described as a "Flamethrower 2.0". Unlike the Incinerator (its Ceph counterpart), it is more accurate, stable, and has more range, although it is rarely seen in the campaign compared to the former. Unlike the X-43 MIKE from Crysis 2, the MIKE can be customized with different types of scopes and sights, albeit the sight attachments (with the exception of the Laser Sight) do not make a difference in the accuracy stats due to the MIKE's short range.

Prophet explores the caverns of the Alpha Ceph's main base of operation while armed with a MIKE in "Gods and Monsters".
Customizing the MIKE.

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