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This page contains part 3 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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Fissure I
- YouTube: Act 1 - Fissure 1 (Time: 4:58)
- COLLECTIBLE: Right at the start, start leaping up the walls until you're high enough to see a collectible near the waterfall and a couple of white rocks. (1/6)
- Head towards the first waypoint and jump down into the large pit.
- COLLECTIBLE: While you're falling, use your arm to latch on to the far wall and look down. Aim your fall so that you pass right through the second collectible. If you miss, make sure you're close enough to the wall to catch yourself and jump back up to grab it. (2/6)
- COLLECTIBLE: After you fall down and are able to proceed forward again, make the first right to find a small alcove where the third collectible hides. (3/6)
- Continue swinging from waypoint to waypoint.
- COLLECTIBLE: The next collectible is located in the mouth of a waterfall on the right side very close to one of the waypoints. (4/6)
- COLLECTIBLE: The fifth collectible is in plain sight as you're swinging towards the next waypoint. Find a nice and high place to swing from and then aim your fall so that you can pick it up. (5/6)
- When you reach the spot where Super Joe contacts you and tells you to throw something against the weak wall, you will learn the Throw technique. Latch on to a shimmering object with the LT, press Y to pop it up into the air, and then press B to throw it in the direction you're facing. Use this to break the rocky wall ahead.
- COLLECTIBLE: Now that you have the throw technique, backtrack just a bit so that you're back at the waterfall area. Head to the right side and you'll find a couple of shimmering rocks that you can throw directly across from where you are to destroy another rocky wall. Once you break the wall, the final collectible will be exposed. (6/6)
- Keep on following the checkpoints and you'll eventually reach the end of the level.
Fissure II
- YouTube: Act 2 - Fissure 2 (Time: 3:57)
- Follow the waypoint marker as you swing across the various rock formations.
- COLLECTIBLE: The first collectible will be in relatively plain sight once you reach the area where you can see the sky. It's on the right side between two large rock formations. (1/4)
- Once you reach the waypoint, you'll find your self in another narrow canyon where you will be attacked by a Polymech. Take it out either by Zip Kicking it to death or by landing on one of the rocks to the side and throwing boulders at it.
- COLLECTIBLE: Be sure not to forget the collectible in this area after taking out the Polymech. It's right in the middle of the area. (2/4)
- After bringing down the Polymech, continue swinging towards your next waypoint. Along the way you'll be attacked by a fairly large squad of grunts. Make good use of the nearby car and throw it into the group to take out a bunch of enemies at once.
- After you take care of the grunts, start swinging ahead towards the next waypoint.
- COLLECTIBLE: Keep an eye out along the left side for a protruding pipe. Inside is the third collectible for this level (3/4)
- You may spot a bunch of paratroopers descend down as you're swinging forward. You can take them on if you want or you can just ignore them and keep on swinging.
- COLLECTIBLE: The final collectible located on a rock bridge close to where you found the third one. Just keep swinging towards the waypoint and you can't miss it. (4/4)
- Climb your way up to the waypoint and you'll have cleared the level.
Ascension City Downtown VII
- Head towards the yellow Relay marker and you'll be contacted by Super Joe in order to warn you of incoming Polycrafts.
- Head up to the freeway above and start working on bringing down the health of the Polycrafts by swinging towards them, latching on, and zip kicking them.
- Eventually a pod will drop containing a Bulldog grenade launcher. Pick it up and then turn it towards the two Polycraft that are flying around.
- TIP: Even though the Bulldog fires its round in an arc, as the crosshair would indicate, it still has surprisingly long range. Unless the Polycraft is really far away, don't try to account for the arc of the shot and just aim the dot at the thing you want to blow up.
- Once the two Polycrafts go down, start heading towards the yellow Relay marker. Enemy grunts will now be guarding it, but they won't be any match for your new grenade launcher. Take out the enemies and then hack the Relay.
- Head down to the ground level and follow the waypoint marker to the exit of the level.
Ascension City Downtown VIII
- COLLECTIBLE: Immediately turn to the left from the start and look for some rubble with a green glow. Follow the rubble up and you'll quickly find the first collectible. (1/3)
- Swing your way down the tunnels but stop once you get past the two piles of cars that are on fire. A Standard Biomech will come running towards you from the other end of the tunnel. Before it reaches you, try to throw as many cars at it as possible and then get out of the way.
- TIP: When dealing with Standard Biomechs it is generally a better idea to use the Punch Up method of throwing cars at it than actually throwing cars. If they manage to hit you with their charging attack, immediately start swinging around until your health is fully regenerated.
- Once the Biomech is down, continue swinging down the tunnel.
- COLLECTIBLE: Go to the left side of the tunnel and about halfway through you'll find the second collectible suspended in the air. If you're having trouble grabbing it, try repeatedly latching on to the freeway sign until it falls, then latch on to the green support and swing at full speed, but don't let go. You should swing right until the ceiling with enough slack on your arm to grab the collectible. (2/3)
- Continue moving forward until you have to swing to the left part of the tunnel and you'll be faced with a squad of grunts just up ahead. Take out the first two with your pistol and then wait for the rest of them to come out before you throw the nearby car at the pack.
- Proceed a little bit ahead after clearing the first group of grunts and you'll be faced with another group. Take them out in the same way and then proceed towards the waypoint to end the level.
- COLLECTIBLE: After the second group of enemies, you'll find the final collectible near a bus on the left part of the tunnel. (3/3)
FSA Avenue
- YouTube: Act 1 - FSA Avenue (Time: 6:31)
- Head out of the tunnel and into the open and a pod will drop down right in front of you containing a machine gun. Pick it up and then proceed forward.
- A sniper will put you in his sights as you move closer to the waypoint. Follow his laser up to a road up above and take him out.
- COLLECTIBLE: The first collectible is up here along with the sniper. (1/5)
- Paratroopers will drop down below where the sniper was. Before you jump down, use the two cars up on the sniper perch and send them down towards the enemies below.
- Jump down and use Death From Above to take out as many enemies as possible before whipping out your machine gun and mowing down the remainders.
- When the area is clear, continue forward towards the waypoint.
- COLLECTIBLE: On the left side is a building that has a fire coming out of the window. Climb up to the window and head inside to find the second collectible. (2/5)
- More paratroopers will glide down to a mound of rubble on the right side before you reach the FSA building. Take as many out as you can while they're still on the way down.
- Proceed forward once you kill the paratroopers and you'll soon be greeted by a pair of Standard Biomechs.
- A pod will drop containing a Bulldog, so make sure to pick it up as it will make dealing with the Biomechs a lot easier.
- TIP: If you run out of ammo with the Bulldog and the Biomechs are still alive, leap up to the top of the green support for the freeway sign, jump off, and then use Death From Above to stun the Biomechs, allowing you to use your Zip Kick on their weak spot.
- COLLECTIBLE: The third collectible is in plain sight on top of the freeway sign. (3/5)
- COLLECTIBLE: From the freeway sign, head down the path to the right. (4/5)
- COLLECTIBLE: From the freeway sign, head down the path to the left. (5/5)
- Once you bring down the two Biomechs, head forward towards the building to trigger a cutscene and end the level.
The Buraq
- YouTube: Act 1 - The Buraq (Time: 4:17)
- TIP: Before you activate the Relay, you might want to try and get the collectibles first.
- COLLECTIBLE: The first collectible is on top of a steel girder near the top of the structure.
- COLLECTIBLE: The second collectible is suspended in the air on the side opposite of where you found the first collectible. Use the bent girder as a swinging anchor to grab it.
- Head towards the Relay marker and hack the Relay to trigger a boss battle.
BOSS: Buraq Helicopter
- When the fight begins, immediately start swinging around and avoiding the helicopter's machine gun fire. You need to buy some time for Super Joe to send you some weapons.
- Once the weapon pod lands, head towards it and pick up the Tarantula rocket launcher inside.
- Tag the helicopter and fire a single rocket at it to deal some damage.
- Try to tag it again and this time it'll have three targets. Make sure to lock on to all three before you fire because the helicopter will send off two flares to divert two of the rockets.
- After you hit it two times, a Polycraft will arrive to make things worse for you. Thankfully, you will keep on being supplied with Tarantulas as you run out of ammo, so find the next pod, reload your Tarantula, and take down the Polycraft by locking on to all four targets at once.
- Once the Polycraft goes down, swing around a bit and wait for the next weapon drop. Pick up another Tarantula, lock on to the three targets, and let loose.
- Two more Polycrafts will come out this time, but the strategy stays the same. Repeat the process of killing the Polycraft, finding a new Tarantula, then firing at the helicopter one more time to bring it down for good.
- TIP: As a general rule for this boss fight, always keep moving. If you stay still, you're going to get bombarded by invisible missiles and then finished off by the machine gun. Even when firing the Tarantula, do so while running around or even while you're in the air. You don't need to be in aim mode in order to lock on.
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me1 added a comment September 18, 2009 08:45 PM| ReportThis game would be fun if every dam scene wasn't so freakn difficult to pass. The commands dont work half the rime when u push buttons, and my xbox360 is BRAND NEW so dont tell me its my equimpment. If you want more customers, dont make games lilke this!!! Like I said, it's a fun game, when it's not so dam difficult!! Even on commando
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