This page contains part 1 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.
About the Game
Bionic Commando is the first true sequel to the classic game released in 1988 for the NES and other platforms. It features a full 3D graphics upgrade and a number of fresh gameplay elements. The game now sports an over-the-shoulder third-person point of view, which will be familiar to fans of Resident Evil 4 or RE5. There is also precision aiming, dodge mechanics and quick weapon swapping. Completing various in-game achievements will unlock upgrades like increased ammo capacity for different weapons.
Bionic Commando also features a competitive multiplayer mode that allows up to 10 players battle it out in 16 different maps.GameTrailers.com: Bionic Commando Preview (Time: 3:12)
Basics
Controls
A: Jump
B: Light Melee Attack
X: Look
Y: Heavy Melee Attack (Special Moves)
RT: Fire
LT: Use Bionic Arm
RB: Bring up inventory screen
LB: Evade
Right Stick: Movement (Click to aim weapons)
Left Stick: Camera
Swinging
Once Spencer has his bionic arm, he can swing from nearly any surface and propel himself forward using the momentum gained from swinging.
You can tell what you can or cannot swing from by looking at the targeting reticle. if it is grey, the object you are pointing at is too far away; if it is blue, then you are within range and can latch on to the object; if it is yellow, it means you can not only latch on to this object, but can also interact with it by pressing Y or B; if it is red, it means that the object you're aiming at is an enemy.
To swing, you need to first latch on to a valid swing anchor by pressing and holding LT. You can then let go of LT to have Spencer let go of the object and soar forward using whatever momentum he had while swinging. By chaining these swings together, you can navigate through entire stretches without ever touching the ground.
When your reticle turns blue while swinging, the game is letting you know that this is the best time to let go if you're looking to keep up some speed. If you let go too early or too late, you will either fly right into the ground, or fly straight up with no forward momentum.
TIP: When swinging, don't just focus on the object you're about to swing to. Plan ahead and plot out a course in your head of what spots you want to latch on to. Doing this will make you a much smoother swinger and will likely prevent you from swinging to an area where there is nothing else to grab on to.
Radiation
Instead of implementing invisible walls to keep the player on track, Bionic Commando introduces walls of radiation that are marked by blue fog.
If you wander into a irradiated zone, a radioactive symbol will pop up and you will start to take massive damage very quickly.
Radiation presents the biggest danger while you're swinging because you can't quickly change direction and you're usually going so fast that you'll wind up deep inside irradiated territory before you can do anything about it.
To prevent deaths from radiation, try to stay as far away as possible from blue fog and never go too far off the beaten path. Note that radiation can kill you even if you go too high or too low, so be careful when scaling a building or exploring a pit.
General Tips
Conserve ammo. The game designers intentionally made ammo for weapons other than the pistol scarce so that players would be more inclined to use their arm during combat.
Once you get the ability to throw and knock objects and enemies, use it as your main method of dispatching them. The most effective way to deal the most damage while taking the least is by finding a piece of cover, grabbing an object, and throwing it at a group of enemies while they are unable to hit you.
Use Death From Above as a stunning move, not a killing move when fighting a huge crowd of enemies. Death From Above is a great technique that you should always use when jumping into a fight. However, after using it, don't stick around and try to fight enemies one at a time. The enemies that you knocked away probably aren't dead and now you're surrounded. After using Death From Above, you should always try to find somewhere to take cover and then finish off the stunned enemies.
Short range, use punch up; long range, use throw. Once you gain the throw technique, don't use it as a replacement for punch up. Punch up may not have the range or accuracy of your throw technique, but it is a lot faster and puts you in the line of fire much less.
General Tips
Swinging
Swinging is the hardest aspect of Bionic Commando to get the hang of, but it is also the most fun once you get used to it.
Spencer can latch on to nearly any surface with his bionic arm by pressing and holding LT. You can tell what you can latch on to by your targeting reticle. If it is gray, it means you are out of range. If it is blue, it means you're good to go. If it is yellow, it means you interact with this object by pressing either the B or Y button. If it is red, it means that it is an enemy.
Once attached to a swing anchor, he will infinitely swing back and forth regardless of whether or not you hold forward or back on the Left Stick.
Let go of LT to let go of the swing anchor and propel yourself forward using whatever momentum you had while swinging.
Walkthrough
Act 1 - Chapter 1
- YouTube: Intro Cutscene (Time: 5:26)
Ascension City Downtown I
- YouTube: Act 1 - Ascension City Downtown 1 (Time: 3:09)
When you gain control of Spencer, your first order of business is to find your Bionic Arm.
Head forward through the hole in the wall and turn left. You'll spot an enemy soldier running across the corridor ahead. Follow him and take him out by shooting him with your pistol.
COLLECTIBLE: Turn left at the first intersection to find the first collectible for this area (1/5)
Proceed through the hallways and you'll come to an area with lots of office cubicles. Another enemy will come to investigate, so take him with a couple of well placed pistol shots.
Head forward and then make a left and you'll spot a stairwell just ahead. Climb up the stairs and head over to the giant hole in the ground.
COLLECTIBLE: The second collectible is in plain sight around the edge of the hole. (2/5)
Look below you and snipe the three enemies before jumping down.
Head down the stairs and make a right into the next large room. The building will shake and the lights will flicker, but keep on moving forward.
COLLECTIBLE: The third collectible can be found in the far right corner of the room. (3/5)
Continue forward until you reach a door next to a Pepsi machine that leads to a narrow hallway.
Zoom in and kill the enemy ahead and then proceed down the hallway to the next room.
COLLECTIBLE: The fourth collectible is behind a box in plain sight once you cross the hallway. (4/5)
Follow the path and you'll come to another staircase leading down. Head downstairs and take out the guard that is waiting for you.
Turn left and continue down the path. There will be one more enemy along the way before you reach another long red hallway.
Follow the hallway all the down to the next room where there will be a staircase leading down.
COLLECTIBLE: The fifth and final collectible can be found to the left of the stairway. (5/5)
Head down the stairs to trigger a cutscene and the end of this section of the chapter.
Featured Video
Featured Video
Tutorial
- YouTube: Tutorial (Time: 5:23)
Now that you have your bionic arm, it is time to learn how to use it. The first tutorial shows you how to latch on and swing. Hold LT when your reticle turns blue to have Spencer latch on to an object. Hold down the button and swing back and forth three times and then release to move on to the next tutorial.
In the second tutorial, just latch on and hold forward to gain enough momentum to land at the green checkpoint.
Next, use consecutive swings to swing across the gap. Just let go of LT when you have momentum, move your reticle to the next bar, and then press and hold LT again.
The next move you'll learn is the Leap Up. To perform it, aim your reticle towards the green edge and press A three times. You'll latch on, jump up, pull yourself towards the edge, and then leap up to the top of the ledge. Head towards the green checkpoint to move on.
Super Joe will warn you about irradiated areas in the next area, but you won't be in actual danger of dying from them just yet. Proceed forward and wait for the beams ahead to light up. You need to consecutively swing across the one in front of you, the one to the right, and then the last one to the left.
Hit the green checkpoint and then leap up to the platform above.
Drop down to showcase the fact that Spencer doesn't take damage from high falls. Head forward and leap up to the platform ahead and touch the green checkpoint.
Get across the next two gaps using everything you've learned so far and touch the green panel to move on to the combat tutorial.
Use Spencer's Zip Kick to take out the three target dummies. To perform a Zip Kick, latch onto an enemy with LT and press A twice. Try to lock on to the next enemy while still in the air and chain together Zip Kicks.
Once the three dummies are dead, latch on to the Relay and press B to go through the remaining tutorials.
COLLECTIBLE: Go to the Death From Above tutorial and take a look below to find the first collectible. Try to aim your jump so that you pass right through it. (1/4)
COLLECTIBLE: Go to the Punch Up tutorial and turn around to find a spot to leap up and grab the second collectible. (2/4)
COLLECTIBLE: Go to the Rip tutorial and turn to your left or right to find spots to swing from. Follow the swing path around to find the third collectible. (3/4)
COLLECTIBLE: The final collectible can be found in the room with the Relay. Look around for a green beam in a corner along with another beam on the edge that you can leap up to. Follow the path around and you'll eventually come to a spot where you can jump down and collect the final collectible for the level. (4/4)
Once you're done with collectibles and tutorial, hack the Relay one more time and select exit tutorial.
Ascension City Downtown - Continued
Head straight and make a left from the starting point to find a hole in the wall. As the mission prompt says, take a leap of faith out of the building and put your newly learned skills with the bionic arm to use.
COLLECTIBLE: The only collectible in this short level is in plain sight once you get out of the building, but getting it is a little tricky. The easiest way is to leap up to the top of the red sign to the right and then jump down to grab it.
Be careful not to swing into irradiated areas as you follow the marker on your minimap towards your destination. The marker points to a broken pipe on the ground level that Spencer can travel through.
Featured Video
Ascension City Downtown II
- YouTube: Act 1 - Ascension City Downtown 2 (Time: 7:04)
Head straight ahead across the broken down streets of Ascension City until you're stopped by an earthquake.
COLLECTIBLE: Latch on to the second girder over head and swing until you get enough height and momentum to reach the first collectible. (1/4)
Keep on traveling straight ahead until you can't go straight any further.
COLLECTIBLE: Turn to face left and you should see the second collectible by a large fire.
Turn to the right and hop up the rocks until you're able to get enough height so you can swing from the monorail track.
COLLECTIBLE: The third collectible is in plain sight as you're swinging along the monorail track. Try to get it as you're swinging along. (2/4)
Enemies will be waiting for you on the ground floor next to the way point, so swing down and utilize your Zip Kick along with your pistol to take them out.
COLLECTIBLE: The final collectible for this area is in plain sight at the top of the tunnel with the waypoint, but its tricky to get to. You have to latch on to the very end of the monorail, gain a ton of momentum in your swing, and then release at the right time in order to reach it. (4/4)
Head into the tunnel to complete this section.
Featured Video
Ascension City Downtown III
- YouTube: Act 1 - Ascension City Downtown 3 (Time: 9:15)
Follow the mechs ahead and swing along the signs and monorail tracks until you reach the first waypoint.
Now turn to face left and you should be able to press X when prompted to look in the direction you need to go.
Head forward and leap up to the broken freeway above to find two enemies idling around. Take them out and then look down to the left in the direction of the Relay.
Take out the remaining enemies surrounding the Relay and then latch on to it and press B to hack it. You can read the three pieces of information if you want, but it is not necessary.
You'll be contacted by Super Joe once you exit out of the Relay.
Once the conversation ends, hop up to the top piece of the freeway and you'll be contacted by Super Joe once again. There seems to be a monorail car blocking the way you need to go, which will jog Spencer's memory and allow him to learn the Rip Technique.
COLLECTIBLE: Before you rip the monorail car, there is a collectible that can be grabbed by swinging from the rail to the left of the car. Try to get it just by swinging and not letting go. If you can't, you need to be careful not to swing too far or you'll be killed by the radiation. (1/5)
Rip the monorail car away and zip inside the broken down building.
Proceed through the ruined building, heading down the ramp of rubble, and you'll be confronted by several more enemies. Keeping on moving along the path until you reach the top of a staircase.
COLLECTIBLE: The second collectible can be found in a small room straight ahead from the staircase. (2/5)
Follow the marker pointing to the waypoint and you'll make it out of the building.
COLLECTIBLE: Once you're outside, drop down and check near one of the supports for the third collectible. (3/5)
Proceed straight ahead over to where you see a small enemy encampment. Clean up the enemies over here with Zip Kicks.
COLLECTIBLE: Turn to the right from the enemy encampment (with your back facing the way you came) and leap up to the top of the tall red pole for the fourth collectible. (4/5)
Pull yourself up to the freeway to the left of the encampment and take out the remaining guards.
COLLECTIBLE: As you're heading towards the waypoint, look to your left and try to find a hanging monorail car. Rip it down and then swing over to collect the final collectible for this level. (5/5)
A couple of more enemies await you up here. Take them out and then head towards the waypoint marker to end this section.
Featured Video
Ascension City Downtown IV
- YouTube: Act 1 - Ascension City Downtown 4 (Time: 8:18)
Head forward and you'll have your first encounter with mines in Bionic Commando. Get too close to them while they're active and they'll zap you with electricity.
Ignore the mines for now and instead start swinging across the rail to the left and head towards the waypoint.
Once you reach the end of the rail, drop down to the ground level and enter the building ahead with the open door.
Head up the stairs and eliminate the two enemies at the top. Continue forward and head up the next set of stairs.
Round the corner and you'll witness a helicopter take off. Nothing we can do about that.
COLLECTIBLE: Straight ahead is the first collectible. Pick it up before you rip the monorail car. (1/5)
Latch on to the monorail car and press B repeatedly to rip it off. Drop down to the ground level and clean up the remaining enemies left over from the car dropping.
Follow the marker on your minimap and head towards the Relay, making sure to kill any enemies that are still standing.
Once the area is clear, latch onto the relay and press B to hack it. Doing so will turn off the electricity powering the mines, making them safe to swing across.
COLLECTIBLE: Backtrack to the beginning of the level and swing across the newly deactivated mines to collect the second collectible. Once you've got it, return to the Relay. (2/5)
Face towards the mines you just deactivated and start swinging across them with the waypoint ahead as your destination.
COLLECTIBLE: If you follow the waypoint marker, there's no way you can miss this one. It's located inside a building on the left side. (3/5)
Head through the building on the left with the collectible inside and proceed through its hallways until you reach a hole on the other side.
Grab hold of the monorail car and rip it off. Drop down below and then start heading towards the Relay Marker. Swing across the various signs, monorail tracks, and traffic lights until you reach the Relay.
Once you clear up the area surrounding the Relay, hack it to disable the next group of mines.
COLLECTIBLE: Turn to the right from the Relay (with your back facing the direction you came from) and use your arm to scale the building ahead. At the top will be the fourth collectible. (4/5)
COLLECTIBLE: Return to the Relay and work your way to the freeway piece up above. Once on the freeway, get on top of the monorail track. From there, jump out and grab hold of one of the mines. Look in the opposite direction of the waypoint and you should see a trail of mines below that lead seemingly to nowhere. They actually lead towards the final collectible for this level. Once you obtain the collectible, turn around and swing across the mines towards the way point. (5/5)
Face towards the waypoint now and swing across the minefield to reach the end of the level and the first chapter.

