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This page contains part 2 of a full text and video walkthrough for the third-person action game, Bionic Commando, the long-awaited sequel to the classic NES game. Please use the Table of Contents below to navigate the various sections of this game guide.
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Ascension City Downtown V
- YouTube: Act 1 - Ascension City Downtown 5 (Time: 9:39)
- When the level begins, start swinging from the monorail to the left and work your way towards the large building ahead.
- A pod containing a Hiker shotgun will drop on the roof of the building. Press X near the pod to pick it up.
- NOTE: Ammo in Bionic Commando is very scarce, so you should only use your big weapons when the situation really calls for it.
- With the hiker in hand, head towards the waypoint marker. It will lead you inside another destroyed building.
- Once inside the building, head forward a bit and look along the left side for a staircase. Head up the stairs and clear out the enemies on this floor.
- COLLECTIBLE: The first collectible can be found right after you come to the top of the stairs. Head to the right a tiny bit and you'll see another set of stairs leading up to another floor. At the top is a dead end with the collectible.
- After you clear the area, explore the floor and you'll find another staircase taking you up another floor.
- Once you're at the top of the stairs, make a right and head towards the hole in the wall. Before you can get outside, you'll be interrupted by Spencer remembering how to perform the Death From Above technique.
- COLLECTIBLE: Before you jump down, look to your right and scale the building ahead so that you're on top of the smaller roof. Here you'll find the second collectible. (1/5)
- Jump down and use your newly acquired Death From Above technique to break a hole in the pipe below.
- Head inside the pipe and follow it all the way to the other end. Jump out and climb the rocky cliff in front of you to find another Relay.
- You know the deal by now. Clear out all the enemies near the Relay and then hack the relay by latching on to it and pressing B.
- COLLECTIBLE: Explore the area behind the Relay to find a spot that you can safely jump down to. The third collectible will be there. (2/5)
- Now that the mines are deactivated, head back to the pipe and backtrack to the other side. You'll be confronted by two enemies along the way. Try to take them out with one shot from the Hiker to complete a challenge.
- Once you see daylight again, jump out of the pipe and face the direction you just came from. Scale the wall and take out the group of paratroopers.
- When the area is clear, start swinging across the mines towards your next waypoint.
- COLLECTIBLE: Among the mines is a collectible. It is located close to the platform opposite of where the waypoint is. You'll have to aim your swing and release perfectly in order to claim it. Make sure that you're ready to grab hold of a wall once you grab the collectible so you don't fall to your death. (3/5)
- Proceed through the tunnel and eliminate the guards inside. Once you reach the end of the tunnel, a cutscene will play to highlight the Biomechs you're about to face.
- COLLECTIBLE: Before you go to play with the Biomechs, turn around and look up. Climb to the top of the tunnel entrance to find the fifth collectible. (4/5)
- Proceed to the broken highway road that the first Biomech is standing on. Biomech's have armor that prevents them from being damaged by conventional weapons, but they have a glowing weak spot on their back.
- In order to take a Biomech down, keep running around it until it places its shield down and aims its gun. While it's in this stance, you should be able to get around to its back and latch on to its weak spot.
- From there, just keep on executing Zip Kicks until the Biomech falls. It should take about 4 kicks to bring it down on the normal difficulty level.
- TIP: If you start to take too much damage, or are knocked away by the Biomech's melee attack, get out of range and swing underneath the freeway until your health regenerates.
- Once you kill the first Biomech, drop down and work on bringing down the second in the same way.
- COLLECTIBLE: Once the Biomechs are dead, you can find the final collectible located in the archway in front of the fancy building. To grab it, start by latching on to one of the pillars on the left or right and then carefully make your way towards the middle of the archway. If you leap too high and wind up in the radiation for too long, you'll die and have to take out the Biomechs all over again. (5/5)
- When the area is clear, the forcefield blocking off the waypoint will disappear and you'll be able to complete the level.
Ascension City Downtown VI
- Keep on swinging forward using the various girders, signs, and buildings as anchors for your arm. Eventually you'll start to see laser sights being aimed at you, which as I'm sure you can guess, means snipers.
- COLLECTIBLE: Count the intersections you pass from the start of the level. Once you reach the fourth intersection, go left to find the first collectible on the floor. (1/5)
- Pick up the pace and head towards the direction where the laser is coming from so you can put an end to the first sniper.
- Head inside the building where the sniper awaits and zip kick him to send him flying.
- COLLECTIBLE: Just outside the building where the first sniper was aiming at you is a protruding piece of metal. Latch on to it and swing towards the second collectible. It's a little tricky to grab, but with a little bit of practice and some good timing, you'll be able to collect it. (2/5)
- Proceed to the other end of the building and take out the next sniper so he doesn't give you any trouble when you try to continue further.
- COLLECTIBLE: This next collectible is a little bit tricky to get. Once you're at the end of the building with the two snipers, look through the slightly broken wall and you'll spot the third collectible. What you have to do is jump out through the window, and try to leap up and land on the window frame of the room just to the right. From there you just have to keep on jumping and trying to inch your way into the room. It's a little bit glitchy, but eventually you should be able to get inside to claim the collectible. (3/5)
- Jump out of the building and continue swinging towards the waypoint. You can make stops to take out the snipers if you want, but as long as you're swinging at a relatively high speed, they shouldn't be able to hit you or give you much trouble.
- COLLECTIBLE: The third collectible is located inside a monorail car that got stuck inside a building. Swing over to pick it up. (4/5)
- COLLECTIBLE: Once you reach the waypoint, swing underneath the freeway near the supports to find the final collectible. (5/5)
- After you reach the waypoint, swing across the freeway signs all the way to the tunnel where a lone sniper will be trying to take you out. Zip Kick him once you get close and then proceed to the exit.
Trent Industrial District I
- YouTube: Act 1 - Trent Industrial District 1 (Time: 9:49)
- Head forward out of the tunnel and continue going forward, using the various towers as swinging anchors.
- COLLECTIBLE: Head forward from the start until you reach the second tower on the right. Head right and jump into the water where you see trash floating. There is a collectible hidden under the trash. Make sure to quickly pull yourself out of the water before you drown. (1/5)
- Snipers will be a constant threat as you swing towards the green waypoint on your minimap, so try not to stay in one place for too long.
- COLLECTIBLE: Keep on swinging towards the check point until you see two towers connected by a broken pipe. Use one of the broken pipes to swing towards the second collectible. (2/5)
- Once you reach the first waypoint, a new one will appear near the spot where a pod will drop. To make things a little easier on yourself later. Explore the roof tops of the buildings in the area and look to take out any snipers
- COLLECTIBLE: The third collectible can be found on the middle ring of a fat tower that should be on the way to the next waypoint. (3/5)
- Once you near waypoint, a pod will drop containing the Yelena sniper rifle. Get over to the waypoint, pick up the rifle, and then immediately get behind some cover. If you didn't clean up the snipers, you'll likely have three lasers aimed at you all at the same time. Use your newly acquired rifle to take the Snipers out one at a time.
- TIP: You don't have to be pin point accurate with the Yelena. One shot kills no matter where it hits the enemy. Maneuver yourself around your cover so that the only sniper that has you in their line of sight is the one that you're aiming at.
- COLLECTIBLE: From the spot with the Yelena sniper rifle, turn to face the two short and fat towers that are somewhat tilted. Swing over to the back side of the closest tower and keep an eye out for a small protruding pipe. Inside the pipe is the fourth collectible. (4/5)
- COLLECTIBLE: Again from the spot with the Yelena sniper rifle, face the short building that says "Section C" at the bottom left corner and get on to the roof. Go over to the corner that is closest to the towers where you found the previous collectible and latch on to the series of small pipes that surround the roof. The collectible is floating in the air between you and the building with the Yelena. Get some speed for a big swing and grab the collectible. (5/5)
- When the area is clear, continue over to the next building on the way to the check point.
- You'll see that in there is nothing for you to swing on in front of you so you'll have to take the lower route down below and to the left.
- Swing towards the submerged freeway and use your pistol to take out the non sniper enemies that line the path. Follow the lasers of the snipers to find them and eliminate them with your own sniper rifle.
- Another Biomech awaits you on your way to the exit. Take him out the same way as the previous two. Run around to his backside when he plants his shield down and then zip kick his weak spot four times.
- Once the area is clear, the force field blocking the waypoint will go down and you'll be free to complete this level.
Trent Industrial District II
- YouTube: Act 1 - Trent Industrial District 2 (Time: 9:50)
- Swing over the watery floor into the warehouse ahead.
- COLLECTIBLE: The first collectible is in plain sight on the top part of the warehouse entrance. Leap up to the top floor and grab the collectible before heading into the heart of the warehouse. (1/3)
- Follow the path until you reach a dead end. Super Joe will contact you saying that the wall in front of you is weak and can be broken through. You will then relearn your Punch Up attack, which will allow you to knock an object through the wall by pressing Y to knock it up, A to jump, and then B to smash it forward.
- Head through the newly opened wall and swing down the hall until you start to see flashlights come from around the corner. A whole group of guards with fully automatic weapons will come to bring you down. Return the favor by utilizing your new Punch Up move to knock the various objects lying around towards the group of enemies.
- Once the area is clear, continue swinging forward down the linear path and you'll eventually come to another wave of enemies. Take them out the same way as the previous group.
- Continue forward and be ready to fight another group of enemies, including a Biomech once you round the next corner. Make sure take out all of the infantry before you get the attention of the Biomech.
- TIP: Since this environment has a low ceiling, fighting Biomechs is even easier. Latch on to the ceiling directly above the biomech, zip up to the top, then drop down and use your Death From Above technique to stun the enemy. From there you can easily latch on to its weakspot and zip kick it to death.
- COLLECTIBLE: The second collectible can be found by pulling yourself up to the top floor of the area with the biomech. You can find an area to leap up to just past the force field once you take out the enemies. From there, follow the path backwards to reach the collectible. (2/3)
- When the force field goes down, proceed forward and make a right. Knock an object through the weak wall and head back outside.
- COLLECTIBLE: The final collectible is once again in plain sight. On your way to the exit, use the crane as a swinging anchor to swing into the collectible. (3/3)
- Swing towards the waypoint and head through the tunnel to complete the level.
Trent Industrial District III
- YouTube: Act 1 - Trent Industrial District 3 (Time: 8:48)
- Swing forward and you'll be interrupted by a short cutscene showcasing an explosion off in the distance.
- COLLECTIBLE: The first collectible is in plain sight on top of the building to the right of the one with the Pod. (1/8)
- Use the monorail track as an anchor to swing towards the building with the pod and collect a Hiker.
- Swing across the monorail track and land on the small building across the gap.
- COLLECTIBLE: Rip the third monorail car to reveal the second collectible. (2/8)
- Head for the waypoint marker, which will take you to a small enemy camp that has several enemies on the boat and inside the building to the left. There are plenty of objects nearby that can be punched up and knocked at enemies, so be sure to make good use of this handy new skill.
- COLLECTIBLE: Climb to the top of this building to locate the third collectible.
- When the area is clear, latch on to the crane and swing towards the next way point, which is located inside another destroyed building.
- COLLECTIBLE: You can't miss the fourth collectible. It's on the way to the waypoint. It might be a bit hard to time your swing properly in order to grab it though. Keep practicing until you grab it. (4/8)
- Head through the several floors of the building, taking out the 3-4 soldiers that guard each floor.
- COLLECTIBLE: Once you reach the top floor with the hole in the wall that will let you go outside again, enter the rightmost room to find the fifth collectible. (5/8)
- Head outside and look up and to the right for a series of pipes connecting the building you're in with another building up ahead. Zip up and head towards the waypoint to trigger another cutscene.
- COLLECTIBLE: When you regain control of Spencer, jump off the building and zip over to the top of the one straight ahead. Head straight across the roof until you reach the end. The next collectible will be on the roof below. (6/8)
- Swing across to the building ahead and grab the Yelena from the pod.
- Start swinging towards the yellow marker, but stop to take out the enemies stationed at the four buildings in this little square.
- COLLECTIBLE: The seventh collectible is in plain sight right in the middle of these four buildings, but you might want to hold off on trying to grab it until the area is all clear. (7/8)
- Once you clear the area, head towards the Relay and kill the enemies surrounding it. Doing so will cause a flying Biomech to appear.
- Retreat to the furthest building on the left in the square of structures. There will be a pod containing the Tarantula Missile Launcher. To use it effectively, bring up the sights by clicking the Right Stick and then hold down R to bring up a new reticle that will highlight spots on the Biomech. Move your crosshair over these points to tag the enemy and then let go of RT to fire four shots all at once, bringing the Biomech down immediately.
- Another Flying Biomech will appear to try and take you down. Use up the remaining two shots of the Tarantula on it and then swing over to the building in the square that is closest to the area where you picked up the Yelena. There will be plenty of objects here that you can punch up and smack towards the Biomech. If you run out of objects to hit and the Biomech is still alive, your only option is to lure it close enough to you so you can Zip Kick it.
- Once the second Biomech goes down, head towards the Relay again to deactivate the mines.
- Swing across the mine towards the final waypoint and head into the tunnel to complete this level.
- COLLECTIBLE: The final collectible for the level is once again in plain sight. Latch on to the mine above it and lower yourself down with the B button. (8/8)
Trent Industrial District IV
- Head forward and swing across the freeway signs to land on the building to the left.
- COLLECTIBLE: Look down into the a look for a tiny piece of land that you can latch on to. Zip over to it and then from there turn to the right and jump for the building in front of you. You might sink underwater for a little, but if you jumped properly you should be in range to latch onto the building and pull yourself up. At the top of this building is the first collectible. (1/6)
- COLLECTIBLE: While you're on top of the building where the first collectible was, head over to the back side of the roof and you should see two broken pieces of freeway in the distance. The second collectible is on top of the second piece of freeway. (2/6)
- Work your way towards the waypoint, which is located inside a building filled with enemy soldiers. Before you zip into the building, use nearby objects to take out any awaiting enemies from a distance using your Punch Up technique.
- TIP: If you wait long enough before heading inside, a pod will drop nearby that will contain a Hiker.
- Once you're inside clear out the enemies in the immediate area and the collect the ammo in the kitchen. When you head for the stairs, a whole bunch of enemies will come out to ambush you. This would be a great spot to use a grenade if you have one. If not, just use your pistol to take them out.
- Head up the stairs, clear out the next wave of enemies, and then head up the next set of stairs to find the hole in the wall that will take you outside again. You'll find a Hiker inside the pod that landed inside the building.
- Head over to the hole in the wall and face left to find a sign that you can swing from.
- COLLECTIBLE: Another one that is hard to miss but also hard to pick up. It's located between the sign and the building ahead that you have to swing to. If you miss it on your first try, ignore it for now and concentrate on taking out the nearby enemies. Once it's clear, return to the sign and try to get your swinging technique perfect. (3/6)
- Once you land on the small building where the waypoint lies, you'll be attacked by several enemies stationed on the building as well as a Polycraft.
- Kill the ground units first and then worry about the airbourne Polycraft. The preferred way to bring it down would be to use the Punch Up technique to knock the various objects lying around at it, but that can be difficult due to the fact that there's a lot of stationary objects that can get in the way.
- If you run out of objects to smack at the Polycraft, your pistol also works even though it might take a lot of ammo. I'd advise against using the Zip Kick unless you're sure that you'll wind up close enough to return back to solid ground.
- Once it is dead, hack the Relay to disable the minefield.
- COLLECTIBLE: Latch on to the sign closest to the building where you came from, but swing to the right and aim for the protruding piece of metal on the side of the building. Keep on swinging until you come to a submerged building with the third collectible on top. (4/6)
- Head into the minefield and start swinging across the mines towards the checkpoint.
- COLLECTIBLE: There is a collectible suspended below one of the mines about halfway into the minefield. Latch on to the mine that is above it and just lower yourself down to grab it. (5/6)
- Land on to the floating bus once you reach the waypoint and then look up to grab on to the mine closest to you so you can start swinging again towards the next waypoint.
- COLLECTIBLE: Once you get close to the building where the waypoint is, leap off and land on the nearby rocks. Explore the rocky area a bit and you'll find the final collectible for this level. (6/6)
- When you reach the waypoint you'll trigger a cutscene. Once it's over, head in the direction of the waypoint and jump down into the hole below to end the level.
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