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Suited-up - Complete Guide


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Suited-up (S)

Single Player: Upgrade all Nanosuit modules to Maximum level

 

 

Welcome to my comprehensive guide to unlocking the Suited-up trophy in Crysis 3. Here you will find locations for all 28 Nanosuit Upgrade Kits in the game, along with a full descriptive run down of all Module Perks you can unlock by collecting said upgrade kits, the criteria for maximising the upgrade and pertinently, the best strategies for reaching the targets of each perk.

 

First things first though, here’s a brief about the actual set up of the Upgrade system.

 

At any point in the game, hit :select: to bring up your Upgrade Menu which is the hub of where you actually use your upgrade points. Choose which perks you want to apply by scrolling left and right, up and down on the module matrix and on the left is a description of what your chosen perk offers in terms of benefits and underneath will be a tally count. Once this tally reaches the total set, for example: 0/20 would require you to do something 20 times, it will 'Star' and reach its maximum upgrade status thus offering you an even bigger benefit from the perk.

 

All upgrade modules start off locked, indicated by a red hue and a number over them from 1 to 3 which indicates the amount of upgrade points you need to unlock the perk. Your first job is to locate Nanosuit Upgrade Kits throughout all levels. They are always in the same spot and locations are found below. Once you collect one, try and spend the points straight away on a perk so you can begin working off the tally immediately. You can have 4 unlocked perks on the go at the same time helping you work them off quicker but note that any perks that are not active will not be having their tallies reduced. For example: If you have a perk that requires 20 stealth kills but it is not an active perk, any stealth kills you carry out will not be coming off the 20 you need to maximise the perk.

 

**Glitch Alert**

 

In regards to the Upgrade Kits that you collect, they are semi-glitched. In order to be glitched you will need to collect the Upgrade Kit and then die before you reach a checkpoint. If this happens, the Kit will not be there when you go to pick it up again rendering it missable. Thankfully though, you can get it using Mission Select post game so it’s not gone forever, but it will of course mean you will then have to spend more time working on the tally to upgrade it later on.

 

As a best practice, ensure you completely wipe out all the enemies in an area before you pick up the upgrade and apply it. Therefore you will reach your next checkpoint without conflict and basically ensure you don’t die before your progress is saved. If it happens though, press on and just use Mission Select as stated to get it after you beat the game.

 

It's fairly easy to follow once you see the screens and unlock your first perk.

 

There are 25 Nanosuit Upgrade Kits in the game. Below is a list of locations per mission. Collect them all to ensure you have enough upgrade points to unlock every perk, probably the biggest tip I can give you is to tap :up: in every area and look around to tag enemies, items and of course upgrades which look like a visor on the display, this will help you home in on the Upgrade. Note that there are no Nanosuit Upgrade Kits in Mission 1: Post-Human.

Edited by Viper
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Mission 2: Welcome to the Jungle

 

Nano Kit #1 – When you begin the mission, Psycho will lead you to your first Upgrade Kit on a wall before opening the door to New York and is story related so you can’t miss it. This first one will have 4 upgrade points in it, all the rest only contain 1 so this should set you up well to begin with.

 

Nano Kit #2 – After you destroy the CELL tower with the Ceph Bolt Sniper, proceed to the next area which will now be crawling with enemies reacting to your attack on the tower. Kill them all and proceed until you are notified of a beacon which will pop up as a secondary objective. Head towards the waypoint and kill the 2 soldiers beside the supply container (the red pyramid thing) and hack it to get this one.

 

Nano Kit #3 – In the underground part once you clear the tunnels you will enter another heavily patrolled area with trains rusting on broken rail lines, clean the place out before making your way up the perimeter of the complex starting from the opposite side. You will get to a platform with a zipline which you need to use to proceed which is story related so you will know that you're close when you do this part. Once you reach the other side, spin around and drop down over the edge of the platform and enter the derelict train to find the last one on this level at the far end of the carriage.

 

 

Mission 3: Root of All Evil

 

Nano Kit #4 – Once you have cleared the bottom of the Dam of all soldiers you can ascend either side of the dam in a lift by hacking it. If you choose to go left you will come across a chamber area with turrets defending the entrance, hack them to take them offline and enter the room to see a red supply station on the left, hack it to get this kit.

 

Nano Kit #5 – Ascend the dam in one of the lifts, it doesn't matter what side you choose as you end up in the same place. Now clear the top deck of the Dam of more enemies and you'll see two primary objective waypoints, one in each building adjoining the Dam. Head inside the left one and go down the stairs all the way to the bottom to pick this one up.

 

Nano Kit #6 – After blowing the Dam and proceeding down the river you will get a secondary objective relating to a CELL Beacon in the area. Follow the waypoint set for it taking out any soldiers as you go, you will soon have to make a long jump down into water and follow a narrow ravine which splits into 2 paths. Take the left path and just up ahead a little will be a crashed and burnt out chopper with this upgrade inside.

 

Nano Kit #7 – As you proceed down the ravine you will come across an inflatable donut, the one on which you earn the trophy White Rider. Leave it alone for now and check out the cave entrance just opposite, go inside and proceed through this darkened area until you come across a cache of arrows and this Upgrade Kit right next to them.

 

Nano Kit #8 – As you enter the Nexus, clean out all of the enemies within and carefully proceed. You can reach the area ahead a few different ways but if you use the tunnels you will reach an underwater area through via ducts (careful to hack the lasers which will trigger an alarm). When you emerge you will find this one underwater but careful after picking it up because there are lots of enemies here if you chose this path instead of coming through over the land.

 

Nano Kit #9 – It's possible that you could get this one before the last one again depending on the route you take through the Nexus but anyway, there’s a large area full of soldiers and a couple of turrets, take care of these whatever way you want to and you’ll find the Kit more of less bang in the middle of the compound inside a small cabin like room with ammo.

 

 

Mission 4 – Safeties Off

 

Nano Kit #10 – Near the start of the mission you will come to an encampment of soldiers with 2 turrets close together, hack them to down many of the enemies and waste the rest however you wish. In this same area is the first Kit, jump up to a small shack in the tree above and enter it to find it on the desk.

 

Nano Kit #11 – When you enter the crumbling building in this mission and have to fight your way up each floor via the stairs, you will eventually get to a zipline which takes you to the next area. Now before you hop on that, duck into the room on the left to find this one next to some more ammo.

 

Nano Kit #12 – When your primary objective if to Find the Seph Mindcarrier, proceed in the huge dark forest area towards the waypoint, the background will be a huge inferno in the distance. Scout the area to find a small secluded spot glowing with a red light to find this one against the wall.

 

Nano Kit #13 – Once the dialogue has played out when you reach the Ceph object, head past it and watch the CELL soldiers being thrown out of the building on fire through the burning trees. Enter this building and you’ll find this next Kit attached to one of the inside walls.

 

Nano Kit #14 – En route to the Shipping Labs you will encounter many Ceph enemies, take them all down as you proceed to the waypoint until you reach a set of stairs leading inside the Lab with Psycho standing next to it ready to proceed, before you do, head around the corner to the left to pick up this Kit.

 

Nano Kit #15 – The last one on this level is inside the lab, head inside and follow Psycho through the floors descending the stairs as you go. It’s a little disorientating in this compound which is maze like and dark apart from the red alert lights. Just follow Psycho and on the last floor down next to a Datapad is the Kit.

Edited by Terminator
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Mission 5: Red Star Rising

 

Nano Kit #16 – As you start out, make your way across the bridges that join the buildings in this area granting access to the roofs. On the second roof along is a Kit that is in the building part which you access by jumping over on top of the room and drop down into it to pick it up.

 

Nano Kit #17 – In the next area you will come across one of those red supply rates with some weapons inside, just a little further on from this is a building in which you can proceed up the floors by boost jumping. On one of the higher floors is the Kit, use your Visor to locate it.

 

Nano Kit #18 – A little while after you fought the Ceph Devastator that blew the hole in the wall to this next area, proceed cautiously and hug the left side of the map to enter a huge building with multiple levels which provides good cover from all the enemies outside. Out the other side you will see a turret, hack it before proceeding and the Kit is practically right in front of it.

 

Nano Kit #19 – After picking the last one up, backtrack to the entry point and now go to the right side of the map and againgo through a building, negotiating the broken washing machines as you go. You will end up on the outside and see a dune buggy and two burning Tanks. Search the opposite side of the furthest tank to find this Kit.

 

Nano Kit #20 – The last one on this mission. When you are proceeding to the Command Centre you will get a secondary objective to disable the air defences to allow Psycho to lead. Head in the direction of this secondary waypoint and the Kit will be underneath a catwalk on the ground, be careful to hack the turrets in the area first.

 

 

Mission 6: Only Human

 

Nano Kit #21 – As you proceed with your objective quite early in the level to shut down the Ceph Batteries, scout the building near the first tower which is accessible by a fallen slab of wall. Head up this ramp and collect the Kit next to a cache of ammo.

 

Nano Kit #22 – When you reach the area with all of the Ceph Pingers, take them out and head towards your waypoint. En route you will see a Ceph Turret, hack it before it sees you and collect the Kit locate right beside along with some more ammo.

 

Nano Kit #23 – Further on you will come across a downed VTOL ship in an open expanse of water. There will be an object blocking the access pod at the rear so just pick it up and throw it out of the way to access the Kit and some ammo pick ups.

 

Nano Kit #24 – On the way to yet another air defense battery you will encounter a Rebel ICV surrounded my mines, hack them so you don’t set them off when you step on them to unlock this Kit found in the vehicle itself.

 

 

Mission 7: Gods and Monsters

 

Nano Kit #25 – The last Upgrade Kit and it’s thankfully easy to spot. Just rpress on with the mission navigating the passages until you come to a small ammo cache, the Kit in on the small ledge just up to the right.

 

Just in case you need it, here's a video courtesy of SquareOneGames:

 

Edited by Viper
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Collecting each and every upgrade kit will give you 28 upgrade points to spend and will allow you to unlock every module on the grid. As you should be spending them as you go you should have upgraded many of them to the max. Now that you can unlock all of them, lets have a look at each of them. I will list what perks they all offer, how many upgrade points they cost and the factor which will get it to the maximum level along with a strategy to make this as painless as possible.

 

 

Module: Endurance

Unlock Point Cost: 2

Perks: 33% Longer Sprint Time

Unlocks Hydro Thrusters (Faster Underwater Speed)

 

Max Level Requirements: Sprint 3000 meters or swim 1000 meters

Reward: Increase to 50%

 

To upgrade this one quickly, head to the Dam in Root of All Evil and jump in the water. Now just swim around and around to very quickly rack up the distance

 

 

Module: Super Stealth

Unlock Point Cost: 1

Perks: 50% Faster Cloaking

50% Scanner Resistance

Highlight Enemy Footprints

 

Max Level Requirements: Remain cloaked for 100 seconds near enemies.

Reward: Increase to 75%

 

This is really easy here, just go into cloak mode and creep right up next to an enemy. If he moves, follow him around until the suit energy is just about spent then kill him or uncloak to recharge your suit if you think you won't be detected and cloak again.

 

 

Module: Sensor Upgrade

Unlock Point Cost: 1

Perks: Radar / Zoom Upgrade

Unlock Hack Assistance

Enemy Sound Boost

 

Max Level Requirements: Tag 25 enemies with your HUD Visor.

Reward: Double Effectiveness

 

Another really easy requirement, just equip your HUD by pressing :up: and fix the camera on anything with a white dot on the screen to tag it. Most of the time it will be enemies and will come naturally if you play sensibly and scan all new environments

 

 

Module: Brute Force

Upgrade Point Cost: 3

Perks: 25% Stronger Power Kicks

Unlock Air Stomp

 

Max Level Requirements: Kill 15 enemies with an Air Stomp and 15 enemies with Power Kick

Reward: Increase Range by 25%

 

Bit awkward this one. It’s not always easy to air stomp enemies as the need to be below you and often the playing ground is even. Also, items to Power Kick aren’t always in the best of places. Thankfully a good farming method has been found in Welcome to the Jungle for both. For Air Stomps, head to the area with the Jammer. Ceph Stalkers will continuously spawn in this area allowing you to Air Stomp them from one of the many train carriage' roofs. As for Power Kicks, at the start of the level where you find 2 deer, you can power kick the cars at them to kill them! It's only 2 kills but still, slay them and reach the checkpoint. Now restart and go back to repeat the process. Thanks to Yuri03042 for the tip!

 

 

Module: Deflection

Upgrade Point Cost: 1

Perks: 50% Bullet Impact Dampening

50% Faster Knock-Back Recovery

 

Max Level Requirements: Take 150,000 damage with Armour initiated.

Reward: Increase to 75%

 

As with all damage related perk requirements, bobbing in and out of the path of an unhacked turret is a tried and tested method. For this one make sure your Armor is enabled for the hit points to count and back out of range to allow the suit to recharge before repeating.

 

 

Module: Threat Detector

Unlock Point Cost: 1

Perks: Shows enemy tracer fire

Highlights Hazards

Highlights Explosives

 

Max Level Requirements: Tag 20 objects with your HUD.

Reward: 50% Highlight Range increase

 

An easy one, just pull up your HUD and mark objects (enemies/ammo/guns etc.) with your visor and you will have this in no time at all.

 

 

Module: Energy Upgrade

Upgrade Point Cost: 2

Perks: 20% EMP Protection

20% Faster Energy Charge

20% Less HUD Interference

 

Max Level Requirements: Recharge 5000 energy suit units.

Reward: Increase to 33%

 

This will come naturally. You spend energy units all the time by sprinting, boost jumping, being in cloak mode or in armor mode. They replenish naturally just by not using them up but if you need to farm then just cloak yourself and sprint around to spend a full bar very quickly, have it recharge then rinse and repeat.

 

 

Module: Reflex Boost

Upgrade Point Cost: 2

Perks: 20% Faster Weapon Reloads

20% Faster Aim Down Sights

20% Faster Weapon Select

 

Max Level Requirements: Kill 50 enemies within 1 second of zooming in

Reward: Increase to 33%

 

This is easy enough if you cloak and approach enemies before engaging them. Get as close as you can, zoom in by aiming your weapon and fire away to down them. CELL soldiers are by far the enemies to do this one on as Ceph enemies are fast and take a lot more damage to kill.

 

 

Module: Weapon Handling

Unlock Point Cost: 1

Perks: 50% Faster Semi-Automatic Fire

Unlock Weapon Stabilization

(No Sway When Aiming Down Sights)

 

Max Level Requirements: Kill 50 enemies.

Reward: Increase to 75%

 

This couldn't be easier, just kill 50 enemies by whatever means suits you.

 

 

Module: Super Strength

Unlock Point Cost: 3

Perks: 25% Stronger Throwing

Unlock Power Melee

(More Powerful Attacks)

 

Max Level Requirements: Grab 25 enemies and Power Melee 25 enemies

Reward: Increase to 50%

 

To power melee an enemy simply cloak and creep up in front of them and mash :r3: to punch them to death when you are right up close. Grabbing is a little more subtle, creep up like you do to power melee but wait this time and then press the corresponding button to grab them by the throat. You must not be cloaked else it won't work.

 

 

Module: First Aid

Unlock Point Cost: 1

Perks: 20% Faster Health Regeneration

20%Critical Health Boost

 

Max Level Requirements: Survive 10 Near Death Moments and also regenerate 25,000 health

Reward: Increase to 33%

 

Again, standing in front of turrets is the best method here. Allow it to almost kill you and then step out of the line of fire to recharge your health. Doing so 10 times when when the on screen prompt warns you of being almost dead will satisfy the near death criteria.

 

 

Module: Extended Cloak

Unlock Point Cost: 3

Perks: 20% Longer Cloak Time

Unlock Stealth Movement

(Walk Without Sound)

 

Max Level Requirements: Remain cloaked near enemies for 100 seconds

Reward: Increase to 33%

 

Just like 'Super Stealth', go into cloak mode and creep right up next to an enemy. If he moves, follow him around until the suit energy is just about spent, then kill him or uncloak to recharge your suit if you think you wont be detected and cloak again.

 

 

Module: Heavy Armor

Unlock Point Cost: 3

Perks: 20% Stronger Armor

20% Less Fall & Burn Damage

33% Slower Armor Movement

 

Max Level Requirements: Absorb 150,000 damage

Reward: Increase to 33%

 

Once more, standing in front of a turret will help to rack up this requirement. Bob in and out of the line of fire until it reaches it’s max.

 

 

Module: Verticality

Unlock Point Cost: 2

Perks: 50% Faster Ledge Grabs

50% Less Energy for Power Jumps

Unlock Aiming for Power Jumps

 

Max Level Requirements: Perform 30 Power Jumps and Perform 30 Ledge Grabs

Reward: Increase to 75%

 

Easy enough. Hold down :cross: to perform a power jump and you can do them all in the same spot one after another. To grab a ledge, jump towards it to grab it and pull up. Jump back down again and repeat.

 

 

Module: Light Armor

Unlock Point Cost: 1

Perks: 25% Faster Movement

25% Extra Melee Protection

50% Less Armor Protection

 

Max Level Requirements: Absorb 100,000 damage

Reward: Increase to 50%

 

Once again, standing in front of live unhacked turrets will farm this one out like a few of the others. Bob in and out of the line of fire until you reach max level.

 

 

Module: Assassin

Unlock Point Cost: 1

Perks: 25% Faster Stealth Kills

Full Cloak during Stealth Kills

 

Max Level Requirements: Perform 25 Stealth Kills

Reward: Increase to 50%

 

Easy. Cloak yourself and sneak up behind enemies then hit :r3: when the prompt comes up on screen. Repeat 25 times.

 

Once you have raised each of these modules to their Max levels by satisfying the criteria each of them pose once you unlock them, you will unlock the coveted Suited-up trophy. Well done!

Edited by Terminator
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Thank you for the guide made everything a whole lot easier to find and the video helped me a lot too cause i missed two in Chapter 4. Things can get pretty messy if your not focusing on one collectible at a time in Crysis 3

 

True that. Glad you found it helpful :)

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