In this video, we not only get through Area 12 to keep the Doraize Army away from some missiles, but we also open up some shortcuts to some of the neutral zones.
Area 11
When you head over here, enter the first door. You'll meet Mac, the leader of the resistance. He will tell you that there is a nuclear launchpad with missiles in Area 12 and that you'll need to stop the Doraize Army from using the missiles. He will also ask you to come back after you complete Area 12.
The second door contains a capture Doraize soldier. He will tell you to come back later. Swing over to him, and you'll get two secret tunnels: one between Areas 9 and 11, and another between Areas 14 and 15. This will make it easier to get around on the overworld map, especially since you'll need to head back to Area 15 eventually.
Area 12
At the start, you'll want to make your way down the gap, then swing your way to the right and enter the door at the end, which is easier said than done given all the swinging around that you're going to have to do to avoid falling into a bottomless pit. The big men take three hits to defeat with the Rocket Launcher or Hyper Barrel, and if they get close enough, they will hit you. Halfway along the path to the door you need to enter, there will be a health refill in case you need it.
To take out the turrets with the two cannons that are stuck to both the ceiling and the floor, you'll need to shoot them in the middle. That way, you can get to the communications room. Contacting the Federal Army will reveal that the Albatross is about to fire a missile, and tapping into enemy communications will reveal that the Doraize Army are on the Albatross and are about to fire a missile. Once you're done here, you can go back and enter the door from just earlier that was closed off to you.
You'll then be able to head back to the start. Get on top of the platform above the spike pit to get an extra life before swinging back to the start. From the underground area, you'll need to swing to the left and enter the door that is there to get to the launchpad.
At the launchpad, swing on the undersides of the missiles to get to the upper-right corner. Take out the soldiers at the consoles to get rid of both them and the drones that fly towards you. If you swing into the drone summoners, that will also destroy them. You'll soon reach the power reactor. Beating Area 12 gives you the Vulcan M274, which is a rocket launcher with the three-way shot of the Wide Range Rifle. The shot may not go as far, but you have a three way shot that travels both up, down and forward, and you can do things with it that you can't do with the Rocket Launcher. I consider it the best weapon in the game.
Area 11
Back in Area 11, talk to Mac again. He will give you a helmet that you can equip for more protection against bullets, and he will tell you to use the Vulcan M274 to destroy things that the Grenade Launcher cannot.
If you run into enemy helicopters in the secret tunnels, you'll be in an underground tunnel. The man manning the cannons will have the continue icons; just get onto the turrets from above to grab them.
Area 5
Shoot down the barrier with the Vulcan M274, then leave the area and come back, as enemies will still parachute in if you fire in this area like with all of the other neutral zones. There will be another barrier that you will have to destroy, but you'll need to do so to get the Delta Receiver nearby. Get it and equip it; you're going to need it for the rest of the game.
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