Thursday, July 20, 2017

RetroFawx plays Bionic Commando - Part 3 of 4


We're getting close to the end of the game. Time to explore what's left.

All maps by The Bionic Commando Database, except the neutral zone map by Thundard.

Now that you've covered all of the first five areas as well as the neutral zones near them, you can make your way to Area 8.

Area 8



Make your way up until you see a door. Go left through the door. Take out the robot that's in your path with the rocket launcher and enter the door to the left. Take the elevator to the top floor and enter the door there, then carefully make your way to the door at the bottom. Take out the robot with the rocket launcher and enter the door to the right.

Go right until you can work your way down. Be sure to use the communications room that's halfway there. After you drop all the way down, go left and enter the first door you see. Take the middle door in the next elevator room. Get rid of the soldier with the bionic claw on his back, then keep going until you reach the first elevator room again. The second door from the top is now open.

To get rid of the soldier with the bionic claw on his back, hang on the ceiling to coax him into hanging on the ceiling with you, then shoot the rocket launcher and immediately drop back down. He'll be blown away immediately.

The reactor room is full of soldiers. Stay away from the guys with the shields, as you can't damage them. Just focus on the reactor.

Beating Area 8 will give you 10 health pellets and the Iron Boots, which let you kick enemies and damage them when you swing into them while hanging on a ceiling with the bionic arm.


Area 9



There's a 1-Up just before you drop down at the start. Go get it!

Watch out for mine carts, spikes and the fire pit just before you reach the exit. Thankfully, the high road is the best road.

When you reach the reactor room, you'll find out Super Joe has been transferred to another location. The reactor is still easy to destroy as ever, though.

Beating Area 9 will give you 10 health pellets and the 3-Way Shot. It's like the Wide Cannon, but the bullets have more range.

Area 17



There's an enemy soldier behind the first door. If you talk to him twice, you'll find out there are underground routes between Areas 14 and 17 and between Areas 15 and 18, allowing you easy transportation between some of the neutral zones. If you use them, however, you'll have to deal with enemies before you can cross to the other side.

In the passages, watch out for the blue guys with the hooks that they spin around, and pick up the Helmet before you go through the exit. It protects you from three attacks.

The guy in the second door is one of your agents. You'll find out Joe is in P.O.W. Camp in Area 7.

Area 7



Your swinging skills will be put to the ultimate test near the end.

Shoot down the wall at the start with the rocket launcher, then avoid the guys in the tanks as you make your way up.

You'll face another cyborg boss in the reactor room. Fight him like you did the other one, then take down the reactor. When you finish this stage, you'll rescue Super Joe. He'll tell you that Generalissimo Killt is trying to resurrect Master-D, the man with key knowledge of the Albatross project, so he can finish the giant laser cannon that the plans mentioned. Area 12 is where the battle will end, but a man named Destroyer-3 has a gun that you'll need for this in Area 18.

Area 18



Near the second door, you'll meet Destroyer-3. Say "Yes" when he asks if you're in need of a machine gun. He'll also tell you that "S" is in town located between the mountains. This is the Delta Communicator, and if you've looked around everywhere, you'll have gotten it by now.

With that, go into the second door and get the machine gun. 

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