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The Ceph Assault Units, designated as the "Stalkers", are fast and agile Ceph lifeform encountered in Crysis 2 and Crysis 3. They're also the most common alien fought alongside the Ceph Grunt and Tick.

Description[]

It is likely that the Stalker can stand around 6 feet tall but they are typically found in a hunched, hunter-like stance. Their sleek silver armor consists of the main ribcage area, the helmet, vambraces, and leg armor. Their tentacles notably protrude from their back, making a noticeable weak point. However, only if the body is shot through the tentacles. Also, the belly area is bare, however difficult to shoot at, as they hunch.

The lighter armor-frame of the Stalker allows it more agility and allows greater speeds than other Ceph units or even most Nanosuit soldiers. They can. Upon death, Stalkers "explode" or more accurately "burst", and their helmet lamps lose their glow. Their tentacles often spasm for a period.

Their design is changed in Crysis 3. Their body now possess spikes down their back, and they abandoned their plasma gun in exchange for sharp and long hand-blade, and the ability resist Tagging from the Nano suit's visor

Specification[]

In Crysis 2, the Stalker has shown incredible strength, speed and endurance through the game. They can punch Alcatraz several meters up into air, proving fatal if you are not in Armour mode, and immobilize Alcatraz upon jumping on him no matter how he struggles, moving faster than a trained C.E.L.L. operative could follow. They can also withstand modified armor-piercing sabots from weapons like SCAR/SCARAB.

In Crysis: Legion, their ability is further explored. Multiple fortified sandbags are as good as concealment for them, and the reason why Marines wearing thick spider-silk armor are not dead yet because the Ceph prefers to attack more obvious targets, as Alcatraz states.  A demonstration of the Stalker's weaponry is when a female Marine was torn to small pieces by not more than a few shells from a Stalker, as witnessed by Alcatraz.

In The Wall trailer, military helicopters and the soldiers inside were easily torn apart with a few shells save for a few survivors who didn't last much longer afterwards. A Stalker can be seen easily charging at and dragging a Marine for several meters before finishing him off with a simple melee attack at incredible speed.

Even when one became vulnerable, an entire hollow-point magazine of M12 Nova shotgun shells right into its jelly spots, as well as a beating delivered at the speed of many thousand Gs' and, lastly, a throw from a three-story tall building only caused superficial damage to it.

The said Ceph unit still had enough strength to slaughter a squad of well-equipped C.E.L.L. operatives after that, leaving only parts (torso or hands) of their bodies scattered across the field.

Their strength is also ridiculous enough for one to make it impossible for Alcatraz to move an inch even with Strength Mode on. The exoskeleton armor is also tough enough for Alcatraz to question if a missile can put a dent in it. A JAW will vaporize a Stalker however, even without a direct hit. Their "tentacles" are useless and only serve as a distraction.

The major weakness of the Stalkers is the large exposure of their jelly spots, which makes them less tough than any other Ceph units. Among their weaknesses and very much like their bigger and badder brothers of the Ceph Race, they are vulnerable to microwave (X-43 MIKE) or EMP guns (K-Volt). One or two bursts of the Grenedel will dismantle a Stalker, as it almost negates the exoskeletons armour.

In Crysis 3, they are shown to be evolving since the events of the last game. The Stalkers are presumably stronger, faster and tougher than their Crysis 2 counterpart as they are now a melee-focused unit. They become feral, and hunt like a pack. That is demonstrated in Crysis: Escalation, where they were able to withstand large explosions, slice concrete walls and bisect carbon-fiber armored C.E.L.L. operatives to pieces.

Also in the novel, they demonstrate movements so fast that even trained soldiers' eyes couldn't even or at least barely see them. (In one moment, Davis was pulled underwater and chopped to pieces despite being right in front of Chino, Hank and Earl before anyone could notice what happened).

Weaponry[]

While Stalkers are mostly seen using their arm-mounted blades, they sometimes switch to some form of an SMG on each arm not unlike a Ceph Grunt's usual armament, however it is less accurate and is delayed in more sporadic bursts. Because of their mobility, they're far more deadly in melee combat, often utilizing their leap attack to begin their assault, which knocks player down. In Crysis 3, Stalkers switched to mainly melee combat. Their optional SMG is absent in Crysis 3.

Combat Strategy (Crysis 2)[]

With enough time or accuracy, even small arms fire can kill a Stalker given its exposed frame. When using a precise weapon, the player should concentrate fire on the vulnerable, fleshy part of their bodies, if possible, or land hard hits on the 'chest armor' to stun them: high-caliber automatic- or explosives weapons, such as the Mk.60 MOD 0, HMG, or a well-placed L-TAG grenade can rip apart one regardless of hit location. However, given their high agility, and the surprising strength of what little armor they do wear, avoid using the SCARAB or Nova, as the Stalker tends to move around a lot, and small caliber ammunition. which needs several magazines to kill, simply isn't very efficient when fighting such agile enemies.

Grendel will easily kill a Stalker with one or two bursts.

If the player shoots a Stalker with a K-Volt enough times, its armor will malfunction, leaving it in a still vulnerable state. The player should take the opportunity to kill it.

A fully charged melee attack can kill a Stalker on Normal difficulty. as will the ever reliably grab, but dropping yourself to 0 energy when surrounded by melee enemies might not be the smartest move. With some skill, and observing their patrol routes, it's possible to sneak kill them.

Combat strategy (Crysis 3)[]

By far the most evolved of all the ceph 'species' seen in crysis 2, the stalker returns as a vicious hunting beast of prey, that even with maximum durability nanomods, can lay the player low in a matter of stabs, slashes, or powerful pounces that'll leave you on your back, while other stalkers form up around you.

Don't pick fights with stalkers unless you're a seasoned hunter.

Fortunately, they only wield melee weapons (their claws, tails, and fangs), and numbered among their new 'adaptations' are a nervous system, like that of an ape, encased in their head armor, and a digestive system in their lower abdomen - obvious weakspots if you have steady aim. While it's speculated in game that stalkers hunt and eat their prey, the way they've evolved and fight would suggest the rumors are true, as well as explain why they don't need the ceph hivemind to function anymore. When confronted with overwhelming firepower, stalkers simply turn tail and run, hiding in grass, water, or whatever else is nearby, then when you have to reload, they strike. Another key evolution is their radar transparency: even the NS2.0's visor is incapable of tagging stalkers, and they have a reduced heat profile in nanovision to top things off. You'll be relying on the old-fashioned mark-1 eyeball, and very little else.

Like all other ceph units, they use a radar system to locate prey, but theirs are very finely tuned, and they're the only ceph unit that will routinely double-check areas already deemed to be safe, as well as frequently change their patrol paths. Because of their reliance on radar, it's possible for an extremely patient and nimble player to progress through stalker territory without being detected. However, as they seem to exist in big swarms, if you mess up once, you're getting jumped by the whole pack, which could be fatal.

Their number one weakspot is their ribcage armor. A strong hit to it will throw off their next attack. Large caliber bullets through their brains put them down in a single shot, but only if you bypass the head armor crest, or use armor piercing ammunition of some kind. Medium draw arrows will slay them outright if the head or rib armor's penetrated. Abdominal attacks are fairly difficult to land, but seem to be the most effective, provided they're done with explosives or large caliber ammunition weapons. It shouldn't take more than two grendel bullets to make a stalker spill its guts, provided you can make the shot. In general, stalkers shrug off damage to their limbs, and don't lessen their aggression if their armor's destroyed. Like all other ceph lifeforms, they're vulnerable to the K-volt and other electric attacks, but seem to have upgraded resistance.

Toe-to-toe, the Nanosuit 2.0 can kill a stalker with 4 punches. but you'll be getting stabbed and pounced all the while, so this isn't recommended.

Ideally, engage with explosives, large caliber weapons like the grendel, MK60. and from a safe distance.

Nanosuit Log (Crysis 3)[]

- Data Origin: Liberty Dome Etherweb. Security level: Semi-restricted resources-
>>>The Ceph Stalker, or 'Remnant' is one of the few Ceph creatures able to function without'
the influence of the hive mind. Though they become wild, animalistic creatures with no higher
brain functions in this mode, these feral stalkers nevertheless remain fierce and lethal hunters.
They have sufficient animal cunning to keep away from our automated defense towers, but all
teams are nevertheless advised to remain on high alert at all times when operating on the dome
floor.
The stalker's ability to remain active without typical Ceph energy supply requires further
study, but worrying field reports suggest that the stalker has the capacity to ingest sustenance
in a more traditional manner...
Dr. Keane
Head of Xeno study

Trivia[]

  • Contrary to popular belief, the first alien encountered in Crysis 2 is the Ceph Gunship, then it is the Ceph Tick. On the other hand, Stalkers are the first hostile Ceph-based opponent the player can kill.
  • Ceph Stalkers can slide under objects much like the player can, and also jump through gaps in fencing, especially on the underpass.
    • In addition, the Ceph Stalkers can apparently wallrun, which players can't do, albeit shorter.
  • In Crysis 3, It's very likely that the stalkers' ability to stay active and functional without direct ceph hivemind influence is because they've adapted to eating the animals and people they kill. Visual evidence of raided CELL patrols, and the critical hit kill animation to their abdomens, support this.

Gallery[]

Crysis 2[]

Crysis 3[]

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