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Third Crisis Game Cheats

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Third

Get the latest Crysis 2 cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, achievements, guides, FAQs, walkthroughs, and more for PC (PC). CheatCodes.com has all you need to win every game you play!

Use the above links or scroll down see all to the PC cheats we have available for Crysis 2.

Disco Party

In 'Dead Man Walking' you get an new objective: 'Locate the Nanosuit Deep ScanCradle; Locate Gould.'Take the elevator down at the end of the level and then go down the hallway. Go rightand look for the security camera and a bank of equipment. Hop over the red rope andlook for a switch.Hold ACTION to flip the switch and a red light will turn on. Head back to the elevatorand hop another red rope to reach a second elevator. The switch will be glowing. HitACTION again to open it and you will see a strange sight: A CELL disco party in theelevator!!!

Weapon name: What it gives: SOCOM Pistol SCAR Standard US Assault Rifle FY71 Standard Korean Assault Rifle SMG Submachine Gun Shotgun Shotgun LAW Missile Launcher GaussRifle Gauss Rifle DSG1 Precision Sniper Rifle TACGun Tac Gun Hurricane Minigun GrenadeLauncher Grenade launcher AssaultScope Assault scope SniperScope Sniper scope LAMRifle Laser Pointer Module FragGrenade Grenade SmokeGrenade. Third Crisis is an adult tactical-RPG that follows the adventurer and hero known as Vibe. After a mission gone wrong, she’s forced to adjust to her new way of life in the lust-ridden town of Carceburg. Whether she gives in to the bliss of submission or uses her sexual appeal to her advantage on the battlefield is all up to you!

Console Cheat Codes

Open the game console by pressing the tilde (~) and then enter:
con_restricted 0And then press enter. This turns on the cheats for the game. Once that's entered, youcan use the following codes:

Minigame

When the credits screen is showing, press the FIRE button five times. It will start aminigame that you can play while the credits are still rolling.

Suit Module Upgrade List

The following is a list of all suit modules and their upgrades:

  • Armor
  • Air Stomp: Velocity based attack; more speed deals more damage. Requireselevation beyond a Power Jump.
  • Minimum Velocity Damage: 40 damage out to 2 meters
  • Maximum Velocity Damage: 220 damage out to 7 meters
  • Upgrade II: No damage from falling
  • Upgrade III: 0.5x recovery time after Air Stomp
  • Proximity Alarm: Sense enemy in a 30 meter horizontal radius (not vertical);updates every two seconds
  • Upgrade II: Sensor updates every second
  • Upgrade III: Sensor updates every half-second
  • Armor Enhance 0.5x energy consumption
  • Upgrade II: +25% movement speed in Armor mode
  • Upgrade III: Immune to Nanosuit Jammer Bonus
  • Threat Tracer: Highlight bullet path within 6 meters
  • Upgrade II: Highlight grenades within a 15 meter radius
  • Upgrade III: Highlights explosives within 15 meter radius
  • Nano Recharge: 2x health regeneration
  • Upgrade II: 2x suit recharge (60 per second)
  • Upgrade III: 0.5x delay before health regeneration
  • Detonation Delay: +2 seconds to grenade fuse when in blast radius
  • Upgrade II: +2 seconds to C4 fuse when in blast radius
  • Upgrade III: Fires Chaff against enemy JAW missiles
  • Energy Transfer: Restores 20% energy with a kill
  • Upgrade II: Restores 30% energy with a kill
  • Upgrade III: Restores 50% energy with a kill
  • Power
  • Side Pack: +1 primary magazine
  • Upgrade II: +1 grenade/explosive
  • Upgrade III: +1 attachment ammo
  • Weapon Pro: 0.6x reload time
  • Upgrade II: 0.5x aim down sight time
  • Upgrade III: 0.4x weapon swap time
  • Aim Enhance: Reduced recoil (unique to weapon)
  • Upgrade II: 0.4x view shake from explosions
  • Upgrade III: 1.6x movement speed when aiming down sights (compared towhatever negative speed it offers)
  • Loadout Pro: Two primary weapons
  • Upgrade II: No mobility loss from attachments
  • Upgrade III: 1.5x speed while carrying HMG (compared to its 0.6x speed scale)
  • Rapid Fire: Higher rate of fire on primary weapons (unique to weapon)
  • Upgrade II: Higher rate of fire on secondary weapons (unique to weapon)
  • Upgrade III: Higher rate of fire on mounted weapons
  • Point Fire Enhance: Reduces spread of primary weapons (unique to weapon)
  • Upgrade II: Reduces spread of secondary weapons (unique to weapon)
  • Upgrade III: Reduces spread of mounted weapons
  • Mobility Enhance: 0.5x sprint and jump energy cost
  • Upgrade II: 0.5x ledge grab climb time
  • Upgrade III: 0.25x fire after sprint time
  • Retriever: Automatically collect Dogtags
  • Upgrade II: One less Dogtag required for support bonuses
  • Upgrade III: 1.2x support bonus time
  • Stealth
  • Stealth Enhance: Transition time to/from stealth is halved
  • Upgrade II: No shadow cast in Stealth mode
  • Upgrade III: 0.5x energy drain rate in Stealth mode
  • Covert Ops: No player footstep sound
  • Upgrade II: Invisible to Ceph Airstrike
  • Upgrade III: 2x enemy footstep sound
  • Cloak Tracker: Displays particles on Cloaked enemy within 20 meters
  • Upgrade II: Causes enemy Cloak to flicker after 7 seconds in radius
  • Upgrade III: Causes enemy Cloak to flicker after 5 seconds in radius
  • Jammer: Scrambles the radar of enemies within a 10 meter range
  • Upgrade II: Provides protection against enemy Radar Jammer attacks
  • Upgrade III: Scrambles the radar of enemies within an increased range
  • Blind Spot: Invisible to Maximum Radar
  • Upgrade II: Immune to Visor Tagging
  • Upgrade III: Become less visible to enemies in Nano Vision
  • Tracker: Track enemy footsteps within 25 meters; updates every 0.6seconds
  • Upgrade II: Footstep direction tracks
  • Upgrade III: Doubled track updates (every 0.3 seconds)
  • Visor Enhance: Automatically tag enemies when zoomed in
  • Third Crisis Game Cheats Xbox 360

  • Upgrade II: Enemy Flashbang grenade effect lasts 0.1x as long
  • Upgrade III: Nano Vision energy drain 0.5x
  • Cached

    Unlock New Game Plus

    Complete the campaign for New Game Plus. You get to keep your armormodules at the least.

    We have no easter eggs for Crysis 2 yet. If you have any unlockables please submit them.

    We have no glitches for Crysis 2 yet. If you have any unlockables please submit them.

    Created by: Chinbalba.Read the full guide...

    We have no achievements or trophies for Crysis 2 yet. If you have any unlockables please submit them.


    Rate

    Third Crisis Gallery Unlock

    Total votes: 119
    February 20, 2013 - 12:29pm

    Game Cheats:
    Crysis 3 Console Commands
    While playing, press the ~ (tilde) key to bring up the console. Type any of the following console commands for the desired effect.

    Skip Intro Movies
    CVar: g_skipIntro

    Recommended to be placed in system.cfg
    Skips the introduction movies that play before the main menu at game boot.
    Default Value: Off

    Fullscreen window mode
    CVar: r_FullscreenWindow
    Recommended to be placed in system.cfg
    When enabled, selecting fullscreen in the menus will use a window that fills the screen, allowing easy alt-tab.
    Windowed mode will behave as normal.
    Default Value: Off

    Disallow Fullscreen Pre-emption
    CVar: r_FullscreenPreemption
    Recommended to be placed in system.cfg
    When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.
    Default Value: On

    Force Output Monitor
    CVar: r_overrideDXGIOutput
    Recommended to be placed in system.cfg
    Gives the number of display to use when creating the game window. 0 is the default/primary monitor and 1, 2, etc are displays after that. Allows you to create the window on a different monitor from your primary monitor (e.g. a TV or other external display)
    Default Value: 0

    Multi-GPU Support
    CVar: r_MGPU
    Recommended to be placed in system.cfg
    Determines Multi-GPU support in engine.
    Default Value: Autodetect
    Disabled: No multi-GPU support.
    Forced: Multi-GPU support is force-enabled.
    Autodetect: CryEngine auto-detects whether or not to enable Multi-GPU support.

    Hardware Gamma Level
    CVar: r_Gamma
    Recommended to be placed in system.cfg
    Changes the hardware gamma level. Affects desktop as well.
    Default Value: 1.0

    Internal Occlusion Culling
    CVar: e_CoverageBufferReproj
    Recommended to be placed in autoexec.cfg
    Controls the internal occlusion culling. You shouldnt need to modify this cvar, but if you encounter any popping with rapid moving, experiment with disabling this.
    Default Value: On

    Game Network Port
    CVar: g_blaze_gamePort
    Recommended to be placed in system.cfg
    The network port games connections will be made on.

    Third Crisis Cheat Codes

    Enable Blaze VOIP
    CVar: net_blaze_voip_enable
    Recommended to be placed in system.cfg
    Toggles whether Blaze VOIP is enabled or not.
    Default Value: On

    Enable Blaze VOIP PTT
    CVar: net_blaze_voip_enable_ptt
    Recommended to be placed in system.cfg
    Toggles whether Blaze VOIP Push-to-talk is enabled or not.
    Default Value: On

    Enable Blaze VOIP
    CVar: net_blaze_voip_playback_volume
    Recommended to be placed in system.cfg
    Sets the Blaze VOIP playback volume, in the range 0.0 to 1.0.
    Default Value: 1.0 Full volume

    Field of View
    CVar: cl_fov
    Recommended to be placed in system.cfg
    The vertical field of view in degrees.
    This controls several individual FOV controls That you can tweak manually if you prefer:

    cl_FOV The main field of view
    r_DrawNearFOV the field of view for nearby objects (held weapon, etc)
    pl_movement.power_sprint_targetFOV The field of view while power sprinting
    Default Value: 60

    HUD Bobbing
    CVar: cl_bobhud
    Recommended to be placed in system.cfg
    Controls the amount of bob hud which is applied.
    Default is 1.0

    HUD Canvas Adjustment
    CVar: hud_canvas_width_adjustment
    Recommended to be placed in system.cfg
    Multiplayer only. Multiplies the width of the HUDs virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res.
    Default is 1.0

    Hud Hide CVar: hud_hide
    Recommended to be placed in system.cfg
    If this cvar is true the HUD will be hidden from view completely.
    Suitable for screenshots or very immersive play. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. on loading a save.
    Default is off (hud visible)

    Music Volume
    CVar: s_MusicVolume
    Recommended to be placed in system.cfg
    Controls the volume of Music, in the range from 0.0 to 1.0.
    Default is 1.0, full volume.

    SFX Volume
    CVar: s_SFXVolume
    Recommended to be placed in system.cfg
    Controls the volume of SFX, in the range from 0.0 to 1.0.
    Default is 1.0, full volume.

    Dialog Volume
    CVar: s_DialogVolume
    Recommended to be placed in system.cfg
    Controls the volume of Dialog, in the range from 0.0 to 1.0.
    Default is 1.0, full volume.

    Max FPS Limit
    CVar: sys_MaxFps
    Recommended to be placed in system.cfg
    Limits the frame rate to specified number.
    A value of 0 means no limit.
    Default is 0

    Third Crisis Command List

    Toggle Crouch
    CVar: cl_crouchToggle
    Recommended to be placed in system.cfg
    Makes the crouch key work as a toggle.
    Default is on

    Toggle Zoom
    CVar: cl_zoomToggle
    Recommended to be placed in system.cfg
    Makes the zoom key work as a toggle.
    Default is on

    Mouse Smoothing
    CVar: i_mouse_smooth
    Recommended to be placed in system.cfg
    Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. (1.0 = very very smooth, 30 = almost instant)
    Default is 0.0

    Mouse Acceleration
    CVar: i_mouse_accel
    Recommended to be placed in system.cfg
    Set mouse acceleration, 0.0 means no acceleration.
    Default is 0.0

    Mouse Acceleration Max
    CVar: i_mouse_accel_max
    Recommended to be placed in system.cfg
    Set mouse max mouse delta when using acceleration.
    Default is 100.0

    Mouse Sensitivity
    CVar: cl_sensitivity
    Recommended to be placed in system.cfg
    Sets mouse sensitivity.
    Default is 30.0

    Particle Collisions
    CVar: e_ParticlesObjectCollisions
    Recommended to be placed in autoexec.cfg
    Controls what objects particles will collide with.
    Default Value: Static (Low/Medium), Dynamic (High/Very High)
    None: No particle collisions at all.
    Static: Particles tagged for collisions will interact with static objects.
    Dynamic: As with Static, but dynamic objects also.

    Particle Motion Blur
    CVar: e_ParticlesMotionBlur
    Recommended to be placed in autoexec.cfg
    Enables or disables motion blur effect on fast moving particles.
    Default Value: Off (Low/Medium/High), On (Very High)

    Force Soft Particles
    CVar: e_ParticlesForceSoftParticles
    Recommended to be placed in autoexec.cfg
    Forces all possible particles to use soft intersections with geometry increases the cost but will all but eliminate hard edges on particles.
    Default Value: Off (Low/Medium/High), On (Very High)

    Tessellation
    CVar: e_Tessellation
    Recommended to be placed in autoexec.cfg
    Enables or disables DX11 ALL tessellation.
    Default Value: Off (Low/Medium/High), On (Very High)

    Water Ocean Tessellation
    CVar: r_WaterTessellationHW
    Recommended to be placed in autoexec.cfg
    Enables or disables DX11 tessellation for the ocean water surface.
    Default Value: Off (Low/Medium/High), On (Very High)

    Pixel Accurate Displacement Maps
    CVar: r_SilhouettePOM
    Recommended to be placed in autoexec.cfg
    Enables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).
    Default Value: Off (Low/Medium/High), On (Very High)

    Real-time Global Illumination
    CVar: e_GI
    Recommended to be placed in autoexec.cfg
    Enables or disables real-time Global Illumination.
    Default Value: Off (Low), On (Medium/High/Very High)

    Real-time Volumetric Cloud Shadows
    CVar: r_FogShadows
    Recommended to be placed in autoexec.cfg
    Enables or disables Real-time Volumetric Cloud Shadows.
    Default Value: Off (Low/Medium), On (High/Very High)

    Volumetric Water Shadows
    CVar: r_FogShadowsWater
    Recommended to be placed in autoexec.cfg
    Enables or disables the Real-time Volumetric Shadows underneath water.
    Default Value: Off (Low), On (Medium/High/Very High)

    Screen-space Reflections
    CVar: r_SSReflections
    Recommended to be placed in autoexec.cfg
    Enables or disables the Screen-Space reflections effect on glossy or reflective materials.
    Default Value: Off (Low/Medium/High), On (Very High)

    Depth of Field
    CVar: r_DepthOfField
    Recommended to be placed in autoexec.cfg
    Enables or disables the depth of field blur effect.
    Default Value: On

    Explosion Blur
    CVar: g_radialBlur
    Recommended to be placed in autoexec.cfg
    Enables or disables the radial blur effect applied after an explosion.
    Default Value: On

    Color Grading
    CVar: r_ColorGrading
    Recommended to be placed in autoexec.cfg
    Enables or disables the artist controlled color grading post-processing effect.
    Default Value: On

    Sharpening
    CVar: r_Sharpening
    Recommended to be placed in autoexec.cfg
    Controls the level of the post-processing image sharpening filter.
    Higher values give more sharpening, but too high values will create artifacts
    A value of 0.0 is off
    Default Value: 0.25

    Chromatic Aberration
    CVar: r_ChromaticAberration
    Recommended to be placed in autoexec.cfg
    Controls the level of the post-processing chromatic aberration.
    A value of 0.0 is off
    Default Value: 1.5

    Filmgrain
    CVar: r_HDRGrainAmount
    Recommended to be placed in autoexec.cfg
    Controls the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in 32-bit colour displays.
    A value of 0.0 is off
    Default Value: 0.0

    Bloom amount
    CVar: r_HDRBloomRatio
    Recommended to be placed in autoexec.cfg
    Controls the level of bloom used to simulate over-bright areas of the screen
    Default Value: 0.15

    Bloom threshold
    CVar: r_HDRBrightLevel
    Recommended to be placed in autoexec.cfg
    Controls the brightness level threshold used to compute bloom
    Default Value: 1.0

    Ambient Occlusion Method
    CVar: r_ssao
    Recommended to be placed in autoexec.cfg
    Chooses the ambient occlusion method
    Default Value: SSAO (Low/Medium/High), SSDO (Very High)
    None: No ambient occlusion is used.
    SSAO: Screen-space Ambient Occlusion.
    SSDO: Screen-space Directional Occlusion.

    Texture Pool Size (MB)
    CVar: r_TexturesStreamPoolSize
    Recommended to be placed in autoexec.cfg
    Sets the size of VRAM that is available in a pool for texture streaming.
    Value is in Megabytes, and may be clamped based on the amount of video memory detected
    Default Value: 192 (Low), 384 (Medium), 512 (High/Very High)

    Shadow Timeslicing
    CVar: e_GsmCache
    Recommended to be placed in autoexec.cfg
    Saves GPU performance by updating distant shadows less often.
    Default Value: On (Low) Off (Medium/High/Very High)

    Shadow Casting Light Scale
    CVar: e_ShadowsResScale
    Recommended to be placed in autoexec.cfg
    Controls the resolution of shadow maps used for individual shadow casting lights.
    Value is an arbitrary multiplier, so doubling this will double the resolution of each light
    Default Value: 3.4 (Low/Medium/High), 40 (Very High)

    Tessellated Shadow Cascades
    CVar: e_ShadowsTessellateCascades
    Recommended to be placed in autoexec.cfg
    Determines how many shadow cascades to apply tessellation for.
    A setting of 0 disables tessellation in all shadows.
    Default Value: 1

    Shadow Pool Size
    CVar: e_ShadowsPoolSize
    Recommended to be placed in autoexec.cfg
    Sets the size of the shadow pool render target increased size produces more resolution available for, and fewer artifacts in shadow casting lights (NOT including the sun). Value should be a power of 2 (128, 256, …)
    If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impacted
    Default Value: 2048 (Low/Medium/High), 4096 (Very High)

    Sun Shadow Map Size
    CVar: e_ShadowsMaxTexRes
    Recommended to be placed in autoexec.cfg
    Sets the size of each sun shadow cascade increased size produces more resolution available for sun shadows.
    Default Value: 512 (Low), 1024 (Medium/High/Very High)

    Global Illumination Timeslicing
    CVar: e_GICache
    Recommended to be placed in autoexec.cfg
    Sets the number of frames to cache GI results for before regenerating
    A value of 0 disables all caching and regenerates GI every frame
    Default Value: 7

    Global Illumination Iterations
    CVar: e_GIIterations
    Recommended to be placed in autoexec.cfg
    Sets the number of iterations to perform when calculating Global Illumination
    A higher number will reduce bleeding and lengthen the light propagation distance
    Default Value: 10

    Tessellation Distance Limit
    CVar: e_TessellationMaxDistance
    Recommended to be placed in autoexec.cfg
    Changes the distance in metres where tessellation will stop applying to objects
    Default Value: 30

    Tessellation Triangle Target Size
    CVar: r_TessellationTriangleSize
    Recommended to be placed in autoexec.cfg
    The length of a triangle edge in pixels to aim for when tessellating.
    Default Value: 8

    Grass Instance Animation Distance
    CVar: e_MergedMeshesInstanceDist
    Recommended to be placed in autoexec.cfg
    Distance fudge-factor where interactive grass instances will stop animating.
    Default Value: 4.5 (Low/Medium/High) 8.0 (Very High)

    Grass Instance Max Distance
    CVar: e_MergedMeshesViewDistRatio
    Recommended to be placed in autoexec.cfg
    Multiplier controlling where chunks of interactive grass instances will disappear in the distance.
    Default Value: 50
    LOD distance ratio
    CVar: e_LodRatio
    Recommended to be placed in autoexec.cfg
    Controls how close objects drop to lower Levels Of Detail. A higher number means a longer distance before this drop happens.
    Default Value: 4 (Low), 6 (Medium) 20 (High), 40 (Very High)

    View distance ratio (General)
    CVar: e_ViewDistRatio
    Recommended to be placed in autoexec.cfg
    Controls how close objects will stop rendering in the distance.
    Default Value: 25 (Low), 35 (Medium) 100 (High/Very High)

    View distance ratio (Vegetation)
    CVar: e_ViewDistRatioVegetation
    Recommended to be placed in autoexec.cfg
    Controls how close vegetation will stop rendering in the distance.
    Default Value: 21 (Low), 31 (Medium) 100 (High/Very High)

    View distance ratio (Detail)
    CVar: e_ViewDistRatioDetail
    Recommended to be placed in autoexec.cfg
    Controls how close certain objects marked as detail by artists will stop rendering in the distance.
    Default Value: 19 (Low), 24 (Medium) 100 (High/Very High)

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