In this entry, we finally save Super Joe, then find out what the Albatross project is really about.
Area 14
There's an extra life at the end of Area 14, in case you need one.
Area 13
Equip the Vulcan M274. You're going to need it to blow up the barrier at the beginning. Get ready to hook onto the ceiling and shoot down the turrets. To destroy the tanks, you'll need to hit them from below or from the rear.
The second part has you dealing with those tanks with the crane-like hooks from earlier in the game. The communications room is off the side on the far right, and both forms of communication will tell you that Super Joe is here and that you may be falling into a trap. You'll then need to make your way to the top from the right side of the area, as it's the only way to get to the power reactor. Thankfully, the Vulcan M274 makes it easier to take care of the crane tanks.
You'll meet General Rile again at the power reactor. The Vulcan M274 will make quick work of him if you can shoot at him from below. Interestingly, you can stand on a downed General Rile if you have to. For some reason, he dropped right in front of the power reactor for me, and that allowed me to hit the power reactor's core from below, which you shouldn't be able to do.
Once you destroy the power reactor, you'll save Super Joe, who will tell you that the Albatross project is a giant airship that the Doraize will use to control the world, and that the project will be in Area 16. You'll also find out that a man named Destroyer is keeping weapons in Area 14.
Area 14
This is the earliest time you'll need to equip the Delta Receiver, so do it now.
The last door in the area will now have a soldier standing next to it. He will tell you that an M83A3 machine gun will be in the room next to him. He will also tell you that the Delta Receiver is in Area 15, which you'll definitely want to equip at this point. The M83A3 is just a short range shotgun, so just use the Vulcan.
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