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Guide and Walkthrough by cmbf
Version: 1.1 | Updated: 09/10/2009
Bionic Commando FAQ/Walkthrough – Ver. 1.1 – 10 September 2009 - by CMBF __________.__ .__ \______ \__| ____ ____ |__| ____ | | _/ |/ _ \ / \| |/ ___\ | | \ ( <_> ) | \ \ \___ |______ /__|\____/|___| /__|\___ > \/ \/ \/ _________ .___ \_ ___ \ ____ _____ _____ _____ ____ __| _/____ / \ \/ / _ \ / \ / \\__ \ / \ / __ |/ _ \ \ \___( <_> ) Y Y \ Y Y \/ __ \| | \/ /_/ ( <_> ) \______ /\____/|__|_| /__|_| (____ /___| /\____ |\____/ \/ \/ \/ \/ \/ \/ _ _ /_ / `_ _ / `_ _ _ /_//_/ /_,/_|/_//_,/_// / / _/ / Genre:Adventure > Third-Person > Sci-Fi Developer: Grin ESRB Rating:M ---------------------------------------------------------------------- T A B L E O F C O N T E N T S Introduction (INTRO) - Act I Chapter I - Ascension City Downtown (ACT1C1) Search for your Bionic Arm (ACT1C1A) Bionic Arm Tutorial Zone (ACT1C1B) Ascension City Downtown Cont. (ACT1C1C) Ascension City Downtown 2 (ACT1C1D) Ascension City Downtown 3 (ACT1C1E) Ascension City Downtown 4 (ACT1C1F) - Act I Chapter II - (ACT1C2) Ascension City Downtown 5 (ACT1C2A) Ascension City Downtown 6 (ACT1C2B) Trent Industrial District (ACT1C2C) Trent Industrial District 2 (ACT1C2D) Trent Industrial District 3 (ACT1C2E) Trent Industrial District 4 (ACT1C2F) - Act I Chapter III - (ACT1C3) The Fissure(ACT1C3A) The Fissure Two (ACT1C3B) Ascension City Downtown 7 (ACT1C3C) Ascension City Downtown 8 (ACT1C3D) FSA Avenue (ACT1C3E) The Buraq Helicopter (ACT1C3F) - Act II Chapter I – (ACT2C1) The Fissure 3 (ACT2C1A) Saint's End Station (ACT2C1B) The Fissure 4 (ACT2C1C) Ascension City Park (ACT2C1D) Avenue of Heroes (ACT2C1E) Ascension City Park 2 (ACT2C1F) - Act II Chapter II – (ACT2C2) Ascension City Garden (ACT2C2A) Ascension City Park 3 (ACT2C2B) Ascension City Park 4 (ACT2C2C) Federal Archives (ACT2C2D) The MoHole (ACT2C2E) - Act II Chapter III – (ACT2C3) Port Anderson (ACT2C3A) Port Anderson 2 (ACT2C3B) Port Anderson 3 (ACT2C3C) - Act III – (ACT3C1) The Buraq Armada (ACT3C1A) Ash City (ACT3C1B) The Constructor (ACT3C1C) The Vault (ACT3C1D) Achievements (BLING) PS3 Trophies (BLANG) Revision & Update Log (REVU) Acknowledgements (ACKN) FAQ's (FAQS) About Me (ABOUT) Legal Stuff (Red Tape) ---------------------------------------------------------------------- (INTRO) INTRODUCTION This is a game that I loved and hated... I originally played the arcade version (the original) back in the 1980's and I liked it a lot, but then again it WAS 1987 and the state of games then... Well needless to say this is not that game. I loved the graphics and the feel of this game, and I hated the make- work and the grief code that was put in to drag it out. Having said that, I rate this game 7 out of 10, but with the caveat RENT do not BUY. ---------------------------------------------------------------------- (ACT1C1) PART I – ASECENSION CITY DOWNTOWN A lengthy CS fills you in on the back story and your history – it is an old tune well played – savior, hero, a shining light in the bleakest of night – and then of course after you vanquish the enemy and save everyone they decide you are the new threat and have to be dealt with... So your handler helps them frame you for murder and you are locked up, scheduled to be executed – and then, at the eleventh hour, a new threat emerges so great that – wait for it.... Wait for it.... They decide you ain't so bad after all! They need you – and you need them not to kill you – and they are willing to not kill you as long as you are willing to do it – put on those black tights, gear up, be a savior, a hero... A Bionic Commando! Woohoo! In the next CS you see a pair of fighter/bomber jets launch two missile like objects that crash into a tall office building – that would be you and your kit mate! Once you land you pop up still missing your bionic stuff but holding a silenced pistol and you ask yourself: “Where is the rest of me?” Your first mission is to find the other pod that has your kit in it – but be aware because the enemy has seen your landing and have sent patrols to investigate. Oh, by the way, your name is Spencer, and you are a Bionic Commando – just thought you should know that :) ---------------------------------------------------------------------- (ACT1C1A) – SEARCH FOR YOUR KIT - 5 Collection Items in this Zone - You will be moving along the corridors of the office building – either through doors or holes blown in the walls. There are suited enemies on patrol which is why you have a silenced pistol in your only hand. You can switch to precision-aim by clicking the right joystick – and switch back to regular view by clicking it again. The first enemy is just around the corner so take him out quickly and grab that piece of collectible kit to your left down the hall (yeah that's right mate, there are collectibles in this game and you just got Collectible 1 (1 of 5 for this zone). The next enemy is ahead at the end of the hall you are in now – turn around and head towards the flashlight beam that is moving in the distance and you will find him. After you kill him be sure to grab the pistol ammo refill – it is in the alcove with the copy machine at the end of the hall and looks like a silver coffee can with a glowing orange ring on it. Move around the corner and continue down the hall – this is pretty much a rail you are on so there are no multiple choices as far as your route goes – and you will next engage an enemy on a set of stairs going up. Quickly take him out, then take out the three additional enemies who are behind a pile of office rubble to your right. Go ahead and go up the stairs – grabbing ammo as you go – and get Collectible 2 (2 of 5 for this zone) that is up there and another ammo can – and then either go back down or drop through the floor to continue your quest for your Bionic Arm. I went back down the stairs, jumped the rubble and continued on into the foyer here where I grabbed another ammo can and went down the stairs here to the level below. To the left at the bottom of the stairs is another ammo can if you need it, and to the right past some glass cubicles is Collectible 3 (3 of 5 for this zone) – so get that now. As you approach the Collectible there is a boom, the floor shakes, and the lights go out... Ruh Roh Raggy! At the far end of the room is some light and a door – so head for that and cool, this must have been the break area considering the torn up vending machines and the Pepsi Machines (personally I am not a big Pepsi Fan per se, I like Mt. Dew tho, and Dr. Pepper and when I am in the mood for a cola I am a Coke Guy but I digress) – and another door leading to your next confrontation! Hit the right joystick to zoom in and then ease into the fray and kill the guy with a few well-aimed shots to earn your first Achievement - “Close Up” (5GP) – yay you! This also earned you an in-game reward – Precision – causing the bullet spread of the Tungsten to decrease when you are zoomed in. To see the rewards you have, hit the back button. Continue down the hall and grab Collectible 4 (4 of 5 for this zone) and then go around the corner to the left and grab the ammo there. Head down the stairs at the end of the hall and take out the pair of enemy soldiers here – then go back upstairs and resupply your ammo from the can on the floor there. Head over the sky-bridge to the next building and grab Collectible 5 (5 of 5 for this zone) and then head down the stairs – and finish this level by getting the CS in which you find your Bionic Arm! Yay you! ---------------------------------------------------------------------- (ACT1C1B) – BIONIC ARM TUTORIAL ZONE - 4 Collection Items in this Zone - You now get a short training CS to teach you how to use the arm – A to jump, hold LT to grab with the arm and release LT to let go. The game is going to run you through a mini-tutorial where you will jump in several different scenarios – the first you need to learn to swing back and forth – there are three red lights you have to make green by swinging – once they are green, release and land on the floor below. The second lesson is bridging gaps – run jump hit it swing, and then release to cross the gap. The third tutorial is jumping several gaps by swinging – run and jump then hit the first bar, release before you lose momentum and snag the second bar, then again to land on the far platform for an easy finish! Now look up – see that bar? Jump and snag it, then pull yourself up and hit A to climb over the edge for a job well done message and a warning to avoid radiation areas. Your next challenge is a three-bar jump that is offset to the right in the middle, to reach the next platform. Once you get there, jump and snag the bar on the wall and haul yourself up to the level above. Easy Peasy! Now drop down and jump and snag the next bar, and haul up, then jump off the edge to the right and snag the bar below before you fall into the radiation, and haul yourself up and onto the next platform. Swing across to the next platform and you will see a relay platform ahead with three red bottles near it. You need to zip-kick each of the red bottles to activate them – just snag each and then jump and hit A to zip-kick them, and each will turn green as you do it. The third one activates the relay platform, at which point you snag it (holding down LT) and hit B to enter a tutorial mode that will teach you about what you can do with your arm! –-- Move Tutorial from the Relay Platform --- THROW: Snag the item then hit 'Y' to kite it and 'B' to release it. RIP: Snag the item with LT and hold it, then hit 'B' repeatedly to tear it up! DEATH FROM ABOVE: While falling press 'Y' repeatedly. PUNCH UP: Press 'Y' to punch into the air, then 'A' to jump and 'B' to hit in the direction you are facing. Note: There are Collectible items inside these tut's so do not skip them just because I gave you the keys here! - During the Rip tut, snag the bar to the right above the pit, then snag your way around, grabbing Collectible 6 (1 of 4 for this zone) as you work your way back to where you started. - During the Death from Above tut, you will get Collectible 7 (2 of 4 for this zone) as you drop down. - During the Punch Up tut you get Collectible 8 (3 of 4 for this zone) by turning around and snagging the bar above and pulling yourself up to get the Collectible. The final Collectible is not in the tutorials – it is in the room you are in now with the Relay Platform. Facing the platform, turn around and hit the green bar in the opening above, then snag the one to the right and climb up there, snagging the bars as you go until you land on a catwalk where it dead ends. Follow the catwalk to the hole and drop down the shaft, angling yourself to get the last Collectible and zam! Collectible 9 (4 of 4 for this zone) and you got them all for the Bionic Arm Tutorial Zone! When you feel that you have learned the moves and have them down, jack into the platform (snag it) and hit 'B' and then select 'Exit Tutorial' to leave and get your next CS. ---------------------------------------------------------------------- (ACT1C1C) - ASCENSION CITY DOWNTOWN CONTINUED - 1 Collectible in this Zone - After you leave the tut you will be back in the office building that you started in. Before you do anything else, turn to face the outer wall and point up – you see the grab-point that highlights in blue? Snag that and swing a bit – and you complete the challenge 'First Swing' (no achievement for that) and, once you get that beep notice, haul yourself to the edge of the floor above and do an 'A' Leap for the challenge and Achievement 'Leap Up!' (5GP). Now you should be facing a big hole in the outer wall - here you need to make a 'Leap of Faith' which really means leap out and then snag a sign on the way down. You will be swinging from sign to sign – just before you reach ground level you should earn your next Achievement – 'Swinger' (5GP). - Collectible 10 (1 of 1 for this zone) The Collectible for this zone is on top of a sign (between two Nvidia Signs) in the street just below the office building that we exited from – be sure to get it BEFORE you hit the Checkpoint! Helpful Hint: I am pretty sure that you are meant to get this one by swinging between the signs and releasing at the proper time so that your momentum carries you to the Collectible – but this is not easy and can be rather frustrating – a faster way to do it is to snag the red and white sign on the building next to the Collectible and jump and snag until you are at the top of these two red and white signs, and then just swing out and grab the Collectible without having to work hard at all! Now that you have the Collectible, ahead of you is a broken sewer pipe with the next checkpoint in it – you need to either swing from the street lights and signs to reach it, while avoiding the radiation zones or do it on foot – the choice is yours but you should hit the CP easy peasy! --- BEGIN WARNING --- If you failed to get a Collectible on a level DO NOT hit the next checkpoint!!! Try to immediately backtrack and get the Collectible BEFORE you enter the NEXT zone – there is no way to get back to a zone and get a Collectible once you have completed the zone!!! While there is a Level Jump option off the start menu that will allow you to repeat a zone, you CANNOT obtain and keep a Collectible FROM that replay! If you miss a Collectible and you want to be able to get the Collect- ible Achievement you will have no choice but to start over from the very beginning because this is a game that uses auto-save exclusively and it does not give do-overs. Do not say that I did not warn you! --- END WARNING --- ---------------------------------------------------------------------- (ACT1C1D) - ASCENSION CITY DOWNTOWN TWO - 4 Collection Items in this Zone - After the load you are standing at the other end of the sewer pipe – and you cannot go back to the previous zone just so we are clear on that! Ahead of you is a section of downtown, and there are air units here as well as radiation zones. The first Collectible is ahead above the street signs – so go ahead and run up and swing and grab Collectible 11 now (1 of 4 for this zone). Ahead of you up the street on the left (past the side street on the left) is a large fire with a car in front of it. Run to the car jump on it and through the fire – Collectible 12 (2 of 4 for this zone)is here but there is also radiation so quickly grab it and jump back through the flames! Continue along the right side of the street avoiding the pits and radiation areas and turn the corner to the right. Ahead of you is what is left of an elevated monorail track – and near the center section is Collectible 13 (3 of 4 for this zone) so go ahead and get that now. After you get it, work your way along the street using the monorails – do NOT fall as the area below is a radiation pool, and you will die. When you die you start from the beginning of the zone you are in and you have to re-get any collectible items you previously got in that zone unless there was a checkpoint save! As you swing towards the end of the street you will see that the next collectible is on a ledge above in the building at the end – but there are enemy soldiers below shooting at you and you are going to have to deal with them first. Drop down and take them out – which should (if you have been killing them all along like me) bring your total to 10 kills, which earns you the Achievement 'Blood Trial' (5 GP) so grats to you! Once the pair of enemy are dead, go back up the street to the building to the right of the end of the monorail and jump and grab the sign, then swing and jump and grab the end of the rail – and finally get some good swinging action in – release – and land on the building ledge and get the next Collectible 14 (4 of 4 for this zone). Now that you have all the collectibles drop down to the street and enter the tunnel, heading towards the next waypoint which ends this zone! ---------------------------------------------------------------------- (ACT1C1E) - ASCENSION CITY DOWNTOWN THREE - 5 Collection Items in this Zone - From where you enter the zone you will see two units in the air – ignore them – and run forward, snag the sign girder and swing to the next one, snag that and then swing to the highway below. Run forward to the waypoint marker and then turn left, running along the buckled concrete. Ahead of you is a section of raised highway – on top of the first level is two enemy, so snag the end and jump up then gun them down quickly. Now snag the next level up and jump, run to the end and jump, snagging the girder beam there – swing and grab Collectib1e 15 (1 of 5 for this zone) and then swing back to the raised highway. Note that the area where the collectib1e is happens to be radiated so it would be an idea to not have to swing back – get it in one go if you see what I mean? Now drop down to the street and kill the enemy pair near the Relay, then tap into the Relay and read the three emails that the enemy posted for their troops – interesting eh? At least we now know that there are mines ahead right? We also get a brief radio contact from our “control” that seems a tad bit insensitive if you ask me... And on we go. As you can see, the waypoint is now back on the upper deck of the raised highway where we just got the collectib1e – so head up there and you get a radio hint that something is blocking your way – it is the rusty monorail car protruding from the building near you. Snag and rip it loose, than kill the enemy that were hidden behind it! Jump into the hole in the building and kill the enemy there if you have not already done so – do not forget to collect their ammo – then go down the collapsed floor and kill the enemy here – look for a hole in the wall, run through it and another than up some stairs – kill the enemy here then go through the hole in the wall across from the stairs into one of many kitchens on this level – man they have a lot of kitchens! The hole in the back wall in here leads to a small room with Collectib1e 16 (2 of 5 for this zone), so get that now. Backtrack and continue to follow the waypoints, killing enemy as you go and grabbing any ammo you find. When you exit the building you land on a section of elevated highway – turn to your left and go off of the edge to the area below it then turn around – see that blue globe there? Right, that is Collectib1e 17 (3 of 5 for this zone) so go ahead and grab it now. Running ahead and to the leftish you will find another raised highway and a bunch of enemy soldiers – four or five at least – so go ahead and kill them all then get up to the elevated highway. Now look behind you – you see the big orange monorail girders? On top of the pylon in the distance is Collectib1e 18 (4 of 5 for this zone). To get it work your way along the horizontal girder to the pylon (vertical girder) and then work your way up the pylon, until you are just below the top. Now jump up and land on the top, nailing this collectib1e! Good on ya mate! Drop down onto the elevated highway and follow that to where the monorail train is suspended off of the girder – snag and rip it to reveal Collectib1e 19 (5 of 5 for this zone). Snag and jump your way up to it and get that collectib1e! Hint: Getting this one can be a bit tricky – what I did was snag up and then jump on top of the girder, then targeted the girder directly above where the collectible is, and jumped and snagged it with a “short” leash so I could immediately swing and grab it. I think that works better than trying to judge the right place to be at the end of the line and line up with it, but YMMV. Now run along the elevated highway sections to the end and snag jump over the gap, then run into the upper tunnel level there to finish the zone! ---------------------------------------------------------------------- (ACT1C1F) - ASCENSION CITY DOWNTOWN FOUR - 5 Collection Items in this Zone - Here there be mines! Seriously! Big, red, dangerous – we need to find the Relay and hack it like soon, okay? And BTW that collectib1e IN the minefield? Yeah we need to shut them down first so do not even think about it! Following the waypoints you should end up on the ground outside the monorail station, where you will kill an enemy soldier – and if you have been killing them all along – earn Achievement 'Slayer' (10 GP) for killing 25 enemy soldiers. Good on ya! Go on in and up the broken escalators and kill the two enemy at the landing, then continue on up. At the top you should see an air unit fly away – so run around the corner and grab Collectib1e 20 (1 of 5 in this zone). Drop down to the area by the Relay and kill the five enemy here (you should be trying for head shots when you can because there is an achievement for 50 head shots just so you know) and then hack the Relay. The mines will now be disabled and you can read the email on this Relay terminal. Remember that collectible that was in the minefield? Yeah, let's go back there and get that now while we are thinking about it, d'accord? Now the best way to do this is to look for the monorail car that was at the station we jumped down from – it will be right on the side of the building nearby! Work your way up to the top of the car then drop down onto the station platform and go back down the broken escalators – there should be ammo here if you need it, but you should not need it if you have been picking ammo up like you are supposed to. Outside on the ground go left, snag a mine and get a good swing in and then snag another mine higher up and you should be perfectly positioned to swing in and grab Collectible 21 (2 of 5 for this zone)! Now that you have that, retrace your steps back through the station and drop down to the ground, then head right and around the corner. Use the mines here to cross the gap, and then climb the rubble pile on the left into the building where you can see Collectible 22 (3 of 5 for this zone). Grab that, and then continue on into and through the building, killing the enemy here – remember those head shots! After I exited the building I used the signs to drop down and killed the three enemy here, and then used the signs to cross the gap, landing on the red car in the road and smashing its roof – the car alarm went off :) Got to love those little touches, eh? Keep heading towards the waypoint/Relay and you will see a large crumbling building between you and the waypoint/Relay – you can jump- climb the side of this building so do that until you get to the roof, where you will find Collectible 23 (4 of 5 for this zone). Excellent! Drop down to the elevated highway to the left of the Relay and kill the three enemy here, then drop down to the Relay level and kill the fourth enemy there, then the final two enemy at the Relay itself, and then hack the Relay! The mines are now disabled and you can read two more email on this Relay – do that now. The last Collectible for this zone is really hard to get and a source of major frustration for most people – it is located down in the radiation-rich valley to the left – and the only way to get to it is to swing from mine to mine – through the radiation – so you need to be really quick and not make any mistakes – a swing back can kill you. To begin jump up to the elevated highway above the Relay, then up again, and snag a mine. Now swing from mine to mine, heading in the direction of the collectible (which you should be able to see by now). Your best bet here is to just get really good at jump snag and swing – you need to be able to do it fluidly – and yes I am aware that it will take you dozens of tries to get this one and that it is frustrating but grief code like this is what mediocre programmers use when they cannot summon up the talent to make a real challenge. It is the price that we pay to play the game I guess – though I do have thoughts of meeting that particular programmer in a dark alley... Anyway once you get it then you have Collectible 24 (5 of 5 for this zone) and you can be happy you never have to do that again! Your next waypoint (and the end of this zone) is in the car tunnel at the end of the mines, so just swing in that direction once you have Collectible 24 and zone out! ---------------------------------------------------------------------- (ACT1C2) --- ACT I CHAPTER II --- This is a logical division of the game, though it really does not feel like a new chapter... I'm just saying... (ACT1C2A) - ASCENSION CITY DOWNTOWN FIVE - 6 Collection Items in this Zone - As you enter the zone you are told by radio that your first re-supply pod is inbound – it lands on the tall building to the left, so go on up and get it – it is a “Hiker” which I think is a shotgun type weapon. It only holds 8 rounds – so get used to switching out – and you know RB will arm your grenade right? Now head for the waypoint, dropping down to the nearest elevated highway and killing the enemy there. Grab the ammo they drop and continue towards the waypoint, doing the same thing. At the waypoint you will enter a building – kill the enemy here and keep going up the stairs – just follow the stairwell – and you will get Collectible 25 (1 of 6 in this zone) and some ammo at the top. Now go back down one level and turn right, and exit the building, where you will now “remember” the Death from Above skill. Jump towards the building on your right – the one with the white sign that says Tricell on it – and jump-climb to the top. On top of the AC unit here is Collectible 26 (2 of 6 in this zone). Grab that now, and then head to the edge of the roof. Remember that big sewer pipe we saw in the CS? Jump off the roof and do the Death from Above move ('Y' repeated) to smash it open, and then follow it inside to the waypoint. Now jump-snag up and out of the pit, then up the nearby wall, and kill the 4 enemy here before tapping the Relay to hack it! After you hack the Relay you see paratroopers jump out of a transport but there is nothing you can do about them just now. On the other side of the platform you are on you will see Collectible 27 (3 of 6 in this zone) so go ahead and drop down and grab it now. Head back around the side of the cliff thing and grab the Hiker from the Supply Pod nearby, then drop back into the pit and go through the pipe – halfway through you will encounter some enemy – kill them. At the other end climb out and kill the enemy up here quickly. When you have killed them, jump up on the edge above in the direction of the next waypoint and then use the mines to go to the right, and grab Collectible 28 (4 of 6 in this zone) and then jump to the nearby ledge. HINT: How you do this one is not simple and it was probably programmed by the same bloke who did the previous griefed one... Any way, swing out to the third mine on the right, then making sure you have paid out all of your line using 'B' swing towards the Collectible – you sort of have to aim for it after you release by free-falling to it and, once you have it aim your snag line to the ledges to the RIGHT (NOT the left or ahead) to avoid the radiation that will kill you! As soon as you snag a ledge to the right, pull yourself up to where we just started from! Now head for the waypoint on the other side using the mines... In the tunnel you will encounter a squad of 5 enemy – kill them quickly and then exit the tunnel for a short CS in which you are introduced to Biomech's – armored infantry suits that were developed while you were locked up. Turn around and look up – see that ledge above? Jump-snag it and climb up then jump-snag to the roof above that and get Collectible 29 (5 of 6 in this zone). So here you have to kill the two Mech units – the problem with that is your guns are not going to work – and you do not have enough grenades to do the job, even with the three you can get to reload with (1 grenade up at the tunnel exit where you get the word, 1 grenade on the ground by the second Mech, and the 3rd grenade behind the fallen columns to the right). As I say, grenades are an iffy proposition, so what I ended up doing was Death from Above by swinging off the highway sign on the exit ledge – and yes it took six or seven hits to kill it, but when the first one died I got the Achievements 'Fair Fight!' (10GP) and 'Incoming!' (10GP) so not bad at all really :) The second Mech was a little harder to take out because he is basically at the very edge of the swing radius from the elevated highway, so you have to snag the edge of it closest to him, get a good swing going, then release, free-fall above him and Death from Above! It took twice as many tries with him than the first one, but dead he will be if you are persistent! Above the second Mech suit, in the arch inset of the building with the broken columns is the last collectible piece, Collectible 30 (6 of 6 for this zone). Now head for the waypoint to finish this zone! ---------------------------------------------------------------------- (ACT1C2B) - ASCENSION CITY DOWNTOWN SIX - 5 Collection Items in this Zone - You find yourself standing inside a car tunnel looking out at a sunny irradiated street – just a walk in the park, right? Head towards the waypoint marked on your radar. The route ahead includes flooded streets that seriously slows you down so if you can swing, swing, otherwise do a lot of line pulling. Eventually you will be warned about snipers ahead – not that the warning was all that timely considering that you are quickly targeted by their laser sight shortly thereafter so I am betting you would have figured out that there were snipers up there on your own (grin). Just after you are warned about the snipers you should encounter a large pool of water (flooded street) at an intersection – to the right is some ammo so go ahead and get that now – and to the left along the cross street is your first collectible for this zone: Collectible 31 (1 of 5 for this zone). Now that you have the collectible it is time to take out those pesky snipers! There are probably several ways to approach them but what I did was go back to the main street and, using the cover there (truck, shipping container, overhanging roofs on the buildings) I made my way to the big flooded area in front of the building with the snipers and then quickly zip-pulled myself over the water to the street at the base of the building. This building can be snag-jumped, and there is a hole in it high up on the left side as well as the one in the front that the snipers are using – I chose to go in from the left side because everyone knows that the cool kids are into flanking the enemy, right? The first sniper does not know you are there and you have plenty of time to head-shot him, but the second one around the corner to the left does become aware of you, so kill him however you like – I zip- kicked his buttocks out of the hole he was perched at. To the left of the second sniper's location you should be able to see through holes in the wall your next collectible – but you cannot get to it from inside the building! Exit the building through the window and then snag it and shift over to the window to the room with the collectible and jump inside – this can be a little tricky but you should be able to manage it :) Grab Collectible 32 (2 of 5 for this zone), and then go back into the other side of the building to the opening where the first sniper was crouched. If you look out and up you will see the strut for a building light projecting out above you – target the end of it and snag it, then swing out and make sure you extend your snag line as far out as it will go (using 'B'). You should now see the next collectible AND the sniper on the roof near it – do not waste time here as he will be shooting at you! Get a good swing and release and free fall into Collectible 33 (3 of 5 for this zone) and then snag the wall of the building with the sniper to your left, snag jump to the roof and kill him. There is ammo on the roof here so if you need it grab it, and then look in the direction of the waypoint – you see the building that is in between you and the waypoint? Well, if you go to the left edge of the roof we are on now and look to the left side of that building, you can see the next collectible! Cross the gap and snake up the building, and heed the warning to avoid the water! There is a sniper on the building ahead and to the left that will target you, but go ahead and swing up and grab Collectible 34 (4 of 5 for this zone) and then head for the roof to get out of the line of fire! There are raised structures on the roof that you can hide behind until your damage recovers – so do that – and then let's go kill that sniper! You can try to get to the roof he is on if you want, but considering the penalty for dying in this game, I chose not... What I did was to run and jump off the roof towards the building across the way and snag-jumped to its roof, to flank him, and then using the pistol I killed him from there. It took 8 headshots to do it but you should have plenty of ammo anyway, and this is a lot safer than a frontal assault! Now head back to the other building and then towards the waypoint – mind the water, we do not want to die – and jump to the next building in the direction of the waypoint. From the roof here you should see off to the right a section of raised highway – go ahead and jump to that but be aware that once you do you are within the sights of another sniper in a building to the far left. As you swing towards the highway you should see the next collectible underneath it – it is a little tricky to get considering you are under fire the whole time, but go ahead and snag the concrete below and swing to it. You should only need to adjust your snag point once or twice to line up with it, and then you have attained Collectible 35 (5 of 5 for this zone) – good on ya mate! Now QUICKLY snag-jump to the top of the highway and take cover behind the car up here. That last sniper is actually perched at the edge of the last section of elevated highway that leads to the tunnel location for the last waypoint – so you do get to kill him – but to do that you need to get TO him! The best way to do that is to work your way along the sections of raised highway – use the sign girders to swing to the gap to the next section then immediately take cover behind a car there, rinse and repeat, and you should rapidly end up behind him on the last section, so just turn around and blow his head off! Finis! Run to the waypoint to end this zone. ---------------------------------------------------------------------- (ACT1C2C) – TRENT INDUSTRIAL DISTRICT - 5 Collection Items in this Zone - Once again you start out inside a car tunnel, looking out at the nasty radiation clouds. Run forward and to the right as you exit the tunnel, and you should see some large silos – snag-jump to the first one and then drop down to the rubble at the side of the building there and work your way forward – mind the snipers. Go around the corner to the right, and you should see ahead of you debris floating in the water near a brown box – just to the left of that box in the water you should see the top of the first collectible – so quickly jump in the water there and grab Collectible 36 (1 of 5 for this zone) and then snag-jump back out. Do not drown, right then? The first sniper we need to deal with is to the far left so head back towards the silo we used to get down and snag it, climb up then snag the building across the street and head for its roof – you should have no problem figuring out where the sniper is at this point – so run across the roof avoiding the radiation and snag-jump to the silo there, then run and jump and snag the side of the round building with the orange and blue stripes on it (the building that the first sniper is on top of). Work your way up the left side so you can reach the roof in a flanking position and head-shot the sniper there. Be aware that there is another sniper in a building across the water gap so do not let him kill you! If you look ahead and to the right of the building with the next sniper, you can see a collectible in the air – that is not the next one we are going for so do not head for it now. Right now we need to thin out the snipers... What I did was worked my way to him by snag-jumping to the silo, then to the roof of the red brick building, where I dropped to the grass covered ground at its base, and then jumped the gap to the next round building. Carefully working my way around this round building to the left, on the far side between the building and a silo on the ground is a VERY well camouflaged sniper! In fact I did not see HIM, I saw my targeting cursor go red and only THEN was I able to spot him – but that will not matter for you – just approach him cautiously and head-shot him FTW. Now work your way back around the round building and then up to its roof and kill the sniper up here. Chances are good he will notice you – I was not able to head-shot this one – but you may get lucky if you climb up on the side that faces the red brick building. If you run around and take cover behind the small vent pipe on this level, you should be able to see the location of the next sniper and the collectible that is located on the middle catwalk of his building. There is a pipe running between that building and the one you are on – the choice is yours whether you kill him first or grab the collectible first... Using the pipe I swung across and dropped to the middle catwalk and grabbed Collectible 37 (2 of 5 for this zone). Now remember the collectible from earlier that we could see from the first sniper's building that I said you should ignore? The reason that you ignored it was that we needed to kill the snipers that we have killed to make it safe to get – so now head back to the first sniper's location, and get to the roof, and turn so you can see that collectible. See the pipe jutting out from that silo tower? You want to target the end of it, get a good swing and then grab Collectible 38 (3 of 5 for this zone). There should be no danger in doing this – there is water below in one area but plenty of snag points if you hit it to get out, so just do this until you get the collectible, right? HINT: Targeting the center of the bottom of the pipe towards the end gives you just the right snap to be able to end up just above the collectible so that you can free-fall down onto it and grab it. Trying to swing directly into it just never worked for me, but doing it free-fall style only took me three tries. At this point you will be heading back towards the waypoint – and you will see the blue icon for the supply drop. In theory you could go get the next collectible but as you know, getting dead means starting from scratch, so it would be a better idea to take out the snipers between you and the drop, then go to the drop and grab the sniper rifle from it, and take out the rest of the snipers with that. Now that they are dead, head back to the round building (in the direction of the first sniper's location) that you first saw the supply drop icon from. Now from here work your way back to the right in the direction of the waypoint – you are looking for a round building that is slightly leaning – this building has a broken pipe between it and the one next to it. There is ammo on the broken section of the leaning building so grab that first, then turn around and you can see Collectible 39 (4 of 5 for this zone) inside the other end of the broken pipe. Grab that, and then head for the roof. Okay the last collectible is the hardest to get on this level, but you should have killed all the snipers so that will make it a little easier. Mind the radiation clouds, and head over to the building with the pipes going around it near the collectible – not the building with the supply drop, the one across from it. Go to the right side corner and snag the very corner of the pipes going around the building, get a good swing going and make sure ALL of your line is paid out – then release and snag Collectible 40 (5 of 5 for this zone) – I got it on the first try which was wicked lucky and I am not bragging – and if you swing right you should end up snagging the edge of the supply drop building after you get the collectible. I know this one is a pain, and you may end up having to work your way back and try again, just remember to be careful to land close enough to the buildings to snag, otherwise you drown and start from the beginning! Now that you have the last collectible for this zone, you should head towards the waypoint – I bet you were hoping that this was an easy exit, right? Well... Not so much, really. You see when you get to the last roof before you drop down to the broken sections of elevated highway you will notice that there are mech suits on the elevated highway between you and the exit. Not only that, there are more enemy troops as well! What you do NOT want to do is snipe the troops from the roof of the nearby building! Save your sniper ammo because you are going to need it... Remember the email we read on one of the Relay terminals? There is a heat exchange vent thingy on the back of the mech suit that is vulnerable to bullets – so when the guy in the suit is walking and has the shields (glowing blue aura) turned OFF, the vulnerable spot on his back (a glowing orange square) is targetable. First thing you need to do though is take out the sniper on the adjacent rooftop. I just swung over, went up and kacked him with my pistol – there are ammo refills up here – including 2 sniper rounds – so go ahead and get these – then go down and take out all the regular enemy on the highway avoiding conflict with the mech suit. Once they are all dead, you can use the light poles to do Death from Above attacks on the Mech suit to get it walking around instead of crouched under its shield, and then back off and try to shoot its vulnerable spot, right? So you know, you have to kill the mech to unlock the barrier that blocks off the exit – and try not to die because you know what THAT means! HINT: I tried to do the “get him walking shoot the orange square” tactic but it did not work out so well – I ran out of ammo and he was still alive. I tried weakening him with grenades too but that is tricky at best. What I ended up doing was Death from Above, using the light pole furthest away from him on the same highway section that he was on, and that worked fine! ---------------------------------------------------------------------- (ACT1C2D) – TRENT INDUSTRIAL DISTRICT TWO - 3 Collection Items in this Zone - And we start out in another car tunnel – with new coordinates! Yay us! Okay, looking forward and a little up and right you should see a collectib1e inside the far building. That is where we are going now. What I did was ran to where the bus is, snagged the girder and crossed the gap, then worked my way up into the building where the collectible is and swung onto a ledge to its left. Then I targeted the roof directly above it, swung out and snagged Collectible 41 (1 of 3 in this zone). Now head towards the waypoint and you should “remember” a new move – the toss hit one. Hit the forklift with 'Y' then jump with 'A' and hit it again with 'B' to knock a hole in the wall at the marker – voila! Instant access! Jump on through the new exit and follow the corridor. Eventually you will run into two groups of enemy soldiers – I did the Heavy Punch throw move to kill them just for the novelty of doing it but you can take them out any way you want :) After the second group, you round the corner towards the waypoint and roh noh's! Another Biomech! Unlike the previous Biomech suits this one is wicked easy to kill – all you need to do is snag the beam above him, swing and do Death from Above to get him stunned (and his shield off) then quickly Heavy Blow – Throw crates and barrels into him. Do it fast enough and he is dead in three or four blows! Now look up – there is a catwalk/platform level above the dead Biomech – get up there now. Once you are up there, run around the corner to the left, and follow that corridor – it leads to Collectible 42 (2 of 3 for this zone). Grab that and then head towards the waypoint marker and another wall we need to smash open. Using the forklift, smash open the wall then walk onto the bent wall part and wait for the little back story radio communication to finish. Alaska huh? What does Palin know about that and WHEN did she know it?! Anyway, if you look ahead you can just see the last collectible for this zone – now you know where to go, right? Yeah but here is the thing – the same guy who made the two collectible items that were heavily griefed made this one too – you will die a lot before you get it, which means killing the mech unit over and over bah! You can – as far as I can tell – only get this last one ONE way – swing out to the end of the crane, swing towards it, and get lucky. You make even the smallest mistake you die. Great fun this game, right? So you finally got Collectible 43 (3 of 3 for this zone)? Well good on you mate! Head for the waypoint to close out this zone! ---------------------------------------------------------------------- (ACT1C2E) – TRENT INDUSTRIAL DISTRICT THREE - 8 Collection Items in this Zone - As you exit yet another car tunnel – wow this is getting old – look to your left – see those three monorail cars? Collectible 44 (1 of 8 in this zone) is inside the left-hand monorail car, so why don't we swing over there and rip it down? If you have been following the walkthrough ripping this monorail should earn you the Achievement 'Train Wreck' (5GP) as well! Oh and mind the sniper won't you? Now work your way to the supply drop and grab the Hiker here (if you want) and then jump to the next building roof where you will grab Collectible 45 (2 out of 8 for this zone). Grats! Work your way to the building on the left and the waypoint, gap the water and then go to the roof and grab Collectible 46 (3 out of 8 for this zone), and then drop down to the ground level, go in the building and take out the enemy troops and the two snipers here – the snipers have you in a crossfire so take out the one at the end of THIS building first (and quickly) then the one on the platform next to the building. After the snipers are dead, mop up the enemy troops on the platform. Now head for the next waypoint and you will end up facing the building it is in – and see the next collectible in the air between you and the building. Using the left side of the highway sign girder, line up your swing so you are targeting the collectible with the waypoint building beyond it so you do not land in the water and die. Now swing, grab Collectible 47 (4 of 8 in this zone) and get to the waypoint. Once inside the building work your way up three sets of stairs, killing enemy soldiers along the way. There is plenty of ammo re-supply in here so you should not have ammo problems :) At the third level on the right is Collectible 48 (5 of 8 in this zone) so go ahead and grab it now and then head for the waypoint. Use the overhead pipes to get to the waypoint building for a CS in which you get the black box from the downed plane, get insulted, and learn something new! Before you head to the coordinates marked on your map, go to the far side of this roof and look at the building on the left (the one to the left of the building with the supply drop directly below you) – you see Collectible 49 (6 of 8 in this zone)? Go get it! NOTE: That CS you had just now is NOT a checkpoint – if you die you have to start from the beginning of this zone. If you are wondering what the term “Griefcode” means, this is it. The people who made this game decided to “grief” the player by forcing them to repeat the same sections over and over again when they die. This is a griefing method that is used to extend play time – the reason for that tactic is that the idiots in marketing at these game companies think that you – the consumer and player – consider play time to be the single most important decision when buying a game. What that means is this – by griefing you and withholding checkpoints, they make the game take twice as long to complete, which according to their logic makes you twice as happy! Err... Yeah... So try not to die okay? Now head back to the building where we got the black box – stand where you were when we got it and look towards the other supply drop and past it towards the next waypoint which is actually a Relay Terminal. There are a few enemy between you and it and around it, so go ahead and go to the other supply drop (the closer one now) and get the Sniper Rifle from it, then take your time and pick off the bad guys. Now work your way along the pipes and girders and you will see ahead of you four pipe-and-grating catwalks that connect the four buildings
here – in the center of which is Collectible 50 (7 of 8 for this zone) – go ahead and get that now assuming you cleared out all of the bad guys who are on the rooftops here – otherwise clear them out and then get it. Got it? Good! You may have noticed that just after you got the collectible two Polycraft appeared on the scene – but have no fear, a supply drop will land on the left hand rooftop with a Tarantula Missile Launcher. Run over there and get it, then arm it and take down the Polycraft – just target them and hold the right trigger until you get a clean beep and red lock then release it to fire. One shot should be enough to take one Polycraft down! Now head for the Relay! At the Relay you may have to clean up a few enemy there and on the second tier of the building diagonally across from you before the Relay beam goes from red to white – so do that if you have to, and then hack it to shut down the mines. There is an email on the Relay about the crashed plane in which you learn that there were in fact three survivors but the enemy killed two and captured one, who they intend to evac and interrogate. Now if you look up into the mine field you can see the last collect- ible for this zone, Collectible 51 (8 of 8 in this zone). Go ahead and grab that now since it is on the way to the exit waypoint anyway! When you get to the third mine just hang there and pay out your line – this has to be the easiest mine-related collectible in the game so far! Did you notice that when we hit the Relay it actually was a CHECKPOINT?! Twenty seconds from the end of the zone and they give us a checkpoint save – man the programmers for this game have a sick sense of humor! ---------------------------------------------------------------------- (ACT1C2F) – TRENT INDUSTRIAL DISTRICT FOUR - 6 Collection Items in this Zone - Run to the end of the highway deck and use the sign on the left to swing over to the roof of the building then use the sign there to swing over to the small roof that is protruding from the water on a building that is almost completely submerged. Continue on to the next building in order to trigger a supply drop, then go back to the small roof to get the Hiker. Now there are two really small sections of roof protruding from the water to the left – jump-pull to the smaller one, then to the next size one, and then jump-pull to the building ahead and grab Collectible 52 (1 of 6 in this zone). Now jump up to the highest part of the roof on this building and look out over the water for a couple of elevated highway sections – one of them has a bus on it. Get to the one with the bus on it – Collectible 53 (2 of 6 in this zone) is on the highway behind the bus. Once you have it, head for the waypoint – what I did was use the light pole above the bus to get back to the building nearby and then retraced my steps to get to the supply point. I used the WESC sign to get to the building and the CUPAIR sign to continue on from there. There are a bunch of bad guys in that building – you may want to pop a grenade into the stairwell to take them out while they are grouped together – that is what I did. Work your way through the building, killing whatever enemy you encounter as you like it, grabbing ammo as you go. There is another supply drop with a Hiker at the exit to the building – and when you look outside you should see an NVIDIA sign – and beyond it in the air is Collectible 54 (3 of 6 in this zone) which you collect as you swing towards the next waypoint, where you are facing a Polycraft and a bunch of bad guys on the rooftop. You need to clear them out in order to access the Relay here, so do that now. If you retained the Tarantula use that to take out the Polycraft, otherwise use your pistol and aim carefully at the joints to do maximum damage so you do not waste ammo. There is one pistol ammo resupply on the rooftop next to a grenade one, and you may get ammo drops off the guys you kill – I did. Once they are dead, DO NOT jack into the Relay!!! This is a merciful checkpoint save, and you do not want to use it until you do the following: Climb to the highest part of the roof and look across the water – you should see Collectible 55 (4 of 6 in this zone)! Use the green girder to return to the building that we were in before, then climb it and jump to the collectible. Now retrace your steps back to the Relay, and jack in to disable the mines and read an email called “The Bionic Purge Part I” - interesting reading... Now that we have a checkpoint save, dying while we try to cross through the minefield will not be so bad :) So go ahead and swing on the mines, and you should easily spot Collectible 56 (5 of 6 in this zone) suspended below a mine. Go to it and pay out and grab it, then continue on towards the waypoint – a truck barely poking out of the water on a submerged section of elevated highway. Get to the truck, then work your way to the next one so you can get back to swinging from mines – nice twist this transition point – have to give them an 'A' for originality! The Programmer Giveth – the second truck (bus?) is actually a checkpoint save – Praise the Programmer! So, you see the mine nearby, so go take a flying leap, snag it, and start swinging through the minefield. I took the left hand side of mines since they were mostly higher – and when you get near the end, look to the right and down at a pile of rocks... Is it? Yes it is! Collectible 57 (6 of 6 in this zone)! Go ahead and swing over there and grab it now, and then hit the waypoint to end this zone – and boy was I glad to end this zone! ---------------------------------------------------------------------- (ACT1C3) --- ACT I CHAPTER III --- This new chapter opens with a very interesting CS – first we use our binoculars – wait, we have binoculars?! I could have used those to scope out rooftops earlier darn it! Anyway we discover an old enemy/comrade is in charge of the terrorists – Groeder, a Churman vis a verry thick accent! How nice! Just as we are learning important data – like the final parts for the drill (?!) are about to arrive, the pilot from the shot-down plane is marched in and executed. The discussion resumes but roh noh's! Some gnarly chick has a gun to our head! Meet Mag, Bionic Chick with mechanical legs and a serious attitude. She tells you how much you suck, you tell her how much she sucks, and then God shoots the gun out of her hand and she runs away in fear of the Sniper! I don't know about you, but the way that sniper acted makes me think he is on our side... Or maybe he really does not like Mag? So the plot now thickens – we are facing a group of “Freedom Fighters” that includes in its ranks ex-Bionic Commandos who did not surrender their mechanical bits when the government began arresting Bionicals – like you – and what is more, they are now looking for some payback! How cool is that? ---------------------------------------------------------------------- (ACT1C3A) THE FISSURE - 6 Collection Items in this Zone - BE AWARE: The CS you just saw was NOT a checkpoint save – if you die, you are put back to the bus (truck?) in the middle of the minefields and have to get to this warehouse again and watch the CS again and... The Programmer Giveth, the Programmer Taketh Away! You should be able to see your next waypoint – and the nearby waterfall. As you work your way down towards the waypoint you will find Collectible 58 (1 of 6 in this zone) on a ledge. Grab it and then go the rest of the way down for a load screen and you are now inside a huge cavern. Work your way forward towards the next waypoint and as you drop, grab Collectible 59 (2 of 6 in this zone). Excellent! As you work your way along the various surfaces look to the right when you see the snow on the rocks – and there is Collectible 60 (3 of 6 in this zone)! Grab that, and then continue on the way to the next few waypoints until you encounter a waterfall just before a waypoint – work your way to the other side but do not go to the waypoint. Turn around and look at the rock jutting out above the falls for Collectible 61 (4 of 6 for this zone). Go ahead and grab that now, then hit the waypoint brah! Through this tunnel and ahead you spot Collectible 62 (5 of 6 in this zone). Swing-jump up and use the jutting rock to swing out and snag it now. So, continue on to the end of this underground canyon and you will “remember” how to throw objects – LT + 'Y' then 'B' is how you do it, but hey, you remember! There is a breakable wall here – go ahead and break it, but do NOT go through to the waypoint on the other side. Backtrack to the first falls in the canyon and knock down the breakable wall there for Collectible 63 (6 of 6 in this zone)! Yay you! Man you are doing great! Now head to the final waypoint to close out this zone and begin the next. ---------------------------------------------------------------------- (ACT1C3B) THE FISSURE TWO - 4 Collection Items in this Zone - Go ahead down the canyon, staying to the right and toward the ceiling and you will eventually spot Collectible 64 (1 of 4 in this zone). If you target the center of that little arch ahead of it you are perfectly positioned to grab it – so do that, and then continue on to the ledge ahead, where you see the next collectible and a Polycraft spawns. Got to take out the Polycraft first though... I tried to shoot it down with my pistol but as I only had 41 rounds of ammo, I got it almost dead and was SOL – until I recalled that I remembered how to throw again LOL. So I dropped down to the base and threw a boulder at the Polycraft, killing it. There was some ammo down here as well, luckily, so grab that if you need it :) When I took out the Polycraft with the boulder I got the Achievement 'Receiving End' (10GP) for throwing an object at an enemy – you should too. Now head back up and grab Collectible 65 (2 of 4 in this zone) and continue on towards the next waypoint. You will kill a few soldiers and then you should see some more parachute down – kill them and then look for a broken pipe above you where you will find Collectible 66 (3 of 4 in this zone). From the broken pipe opening looking forward towards the next waypoint you should easily see Collectible 67 (4 of 4 in this zone) which you grab on your way to the waypoint to end this zone. ---------------------------------------------------------------------- (ACT1C3C) ASCENSION CITY DOWNTOWN SEVEN - No Collection Items in this Zone - There are two Polycraft in this area but as you move forward your control will dispatch a supply pod with a Bulldog Grenade Launcher that will land on top of the elevated highway. Grab that and take out the two Polycraft, then clear the enemy troops from the top of the building with the Relay Terminal. When you kill the first Polycraft you should get the Achievement 'Stroke of Luck' (5GP) for killing an enemy with the Bulldog. Hack the Relay Terminal to deactivate the minefield and read the email 'Behind Locked Doors' – but hey we already snagged a key code did we not? So head for the waypoint and – Access Granted! You close out the zone, and no, there were no collectibles in this zone! ---------------------------------------------------------------------- (ACT1C3D) ASCENSION CITY DOWNTOWN EIGHT - 3 Collection Items in this Zone - As this level begins there is a sneaky Programmer lurking about – turn around and go to the right into an almost invisible alcove and get Collectible 68 (1 of 3 in this zone). Man I had trouble finding that one! Now that is not the only sneaky thing in this area – there is a nasty mech suit and unlike the previous ones, this one does not just sit there with its shield up letting you wack it with throw-ables. Oh no! This one prances around like a freaking puppy and stays almost on your heels! The trick to dealing with it is to get a little distance and then Mega-Punch a car into its head. Seriously – do the 'Y' + 'A' + 'B' move and kill this thing. Once it is dead you will no doubt have noticed Collectible 69 (2 of 3 in this zone) along the left side of the tunnel up by the ceiling. Go ahead and get that now, and then continue along the tunnel carefully. Note: If you have been following the WT you should have gotten the Achievement 'Cracker' (15GP) for killing your 5th Mech Suit here. Moving on: There will appear a large group of enemy soldiers – kill them as you like, and when they are dead, look for a bus ahead on the left – behind the bus is Collectible 70 (3 of 3 in this zone) FTW! Grats! HINT: There are a LOT of enemy soldiers here, and I found that a combination of head-shots and zip-kicks did the trick – whenever I was low on ammo I zip-kicked and usually got ammo from the soldier I killed in the process. YMMV but I found that to be the easiest way to do this part. ---------------------------------------------------------------------- (ACT1C3E) FSA AVENUE - 5 Collection Items in this Zone - This promises to be an action-packed zone! As you move forward you will be targeted by a sniper – note his location, in the elevated car tunnel behind the yellow sign on the right side of the street. As you run forward a supply pod will hit the road ahead of you and you will see enemy paratroopers coming down ahead as well. Hit the supply drop for “Your Old Machine Gun” that carries a whopping 400 rounds of ammo. Sweet! Now remember that sniper? Go kill him now! The reason that we are killing the sniper now is so that one, we do not have to worry about him shooting us, and two, to grab Collectible 71 (1 of 5 in this zone), and three, to use his perch as cover while we deal with the other enemy! So go do that now. After I killed the sniper and grabbed the collectible I got the Achievement 'The Pinball Effect' (10GP) for no apparent reason and nothing I did as far as I know – how cool is that? After you take out the large group of enemy below, drop onto the street and cross to the left side, and go to the entrance to the monorail station there – go up the stairs and grab the ammo and Collectible 72 (2 of 5 in this zone). As you head for the next waypoint you will encounter another squad of enemy soldiers – take them out – and then a pair of Biomech's – not as big a problem as you are probably thinking though... Ahead of you is a supply pod with a Grenade Launcher in it – go swap your SAW for that, and then carefully put 4 rounds into each of the Mech Suits to kill them. Easy Peasy! After you take them out in an efficient and very macho manner, look up at the green street sign thingy – that is Collectible 73 (3 of 5 in this zone). Go ahead and grab it now and then head to the right to get Collectible 74 (4 of 5 in this zone) that is hidden behind that truck. Go back to the road sign where Collectible 73 was and then go to the end of the road, where you will find Collectible 75 (5 of 5 in this zone). Now head to the waypoint for a CS and an insult. ---------------------------------------------------------------------- (ACT1C3F)THE BURAQ HELOCOPTER - 2 Collection Items in this Zone - The zone starts with you on the roof as per the previous CS conversation. To your immediate right is a tower – climb up until you see Collectible 76 (1 of 2 in this zone) and grab it now, and then go to the other side of the tower and grab Collectible 77 (2 of 2 in this zone) – use the bent girders on either side of the tower on the upper level to swing to and get it. Now drop down to the Relay Terminal and read the email 'The Bionic Purge Part II' for some more background information. When you have absorbed that, and when you exit you get a CS in which the Buraq Helicopter attacks. Your control tells you that its machine guns can tear you apart – duh – and that they are sending you supplies. The supplies will be Tarantula Anti-Air Missiles – which will appear at the top of the spires in each corner randomly. You might be thinking that is perfect, but the Buraq has an unlimited number of flare launchers, so you are going to be lucky to hit it 1 time period if all you are doing is firing one missile at a time... It took me a while to figure this out, but basically what you need to do is hold down the aim and lock all THREE aim points to launch 3 missiles – his flares take out two, the third one hits! Now just when you think you have a handle on this – and it will be a simple kill now that you know how to do it – they up the anti... When you hit it the second time, a Polycraft spawns and you now have to take it out – you take it out and then rearm and hit the Buraq again – and now TWO Polycraft spawn – you take THEM out, rearm again, and when you try to target the Buraq for the killing blow – wait for it... Wait for it... It now fires MISSILES at you that can go through the cover you use and kill you. Now all you can do is keep moving while you try to get the three lock-ons for the last hit – and die a lot if you are not quick - and have to start over. I know that this seems to be heavily stacked against you but this is a boss fight – the end of Act I – so it is supposed to be tough. When you take out the third Polycraft you should get the Achievement 'Poly Cruncher' (25GP), and when you finally take out the Buraq, you should get the Achievement 'Out of the Bush' (30GP) so hey, nice reward for a tough section final zone, eh? ---------------------------------------------------------------------- (ACT2C1) --- ACT II CHAPTER ONE --- The previous Act ended with you jumping down into the Fissure while the Buraq blows up the building you were on. You get a radio contact from control and the Secretary of Offense, with a change in plans and some background information about a program you thought had been canceled but as it turns out, was not. ---------------------------------------------------------------------- (ACT2C1A) THE FISSURE THREE - 3 Collection Items in this Zone - A very large three-legged mechanical spider thing (I think it is called a (Constrictor?) will appear shortly into the zone, and drop a large number of attack drones – these are a one-shot-one-kill enemy and their attack is relatively weak in small numbers, but you do not want to be swarmed by them. Take as many as you can out and then head for the supply drop and grab the machine gun with its blessed 400 rounds of ammo! You can see Collectible 78 (1 of 3 in this zone) above where the drones were – use the rock arch to grab that now or after you deal with the paratroopers. Next look away from the waypoint past the supply pod and you will see some flames on the right – to the left of these flames is Collectible 79 (2 of 3 in this zone) which you should grab now. Finally Collectible 80 (3 of 3 in this zone is back near the tunnel you used to enter this area – look for the collapsed tunnel to the side and grab it. Once you have all of the collectibles head for the waypoint – there is ammo at the door there so grab it, then go through the door, the hall, and out the other side. There is a Mech suit waiting for you down the end of this cavern – and you have to kill it in order to drop the barrier to get to the next area, so you know what to do right? Death from Above! After you finish off the Mech you get a brief CS and “remember” the Spin Attack. Good on ya! Now head for the waypoint to finish this zone. ---------------------------------------------------------------------- (ACT2C1B) SAINT'S END STATION - 5 Collection Items in this Zone - As you enter the zone you hear two enemy soldiers talking on their radios – turn left in the train station, skirt the train car, and grab Collectible 81 (1 of 5 in this zone) at the end of the tracks past that train car. Grab the ammo here if you need it, and then go deal with the enemy. After you deal with them, go to the edge of the platform to their right and you will see, far below, Collectible 82 (2 of 5 in this zone) then head for the waypoint. As you follow the path you will drop down and take out a couple enemy and arrive at a large platform station with a minefield in its center area above. There are two platforms to the left, and if you go to the lower one you will find Collectible 83 (3 of 5 in this zone). Go up to the upper platform and kill the three enemy here – then follow the waypoint where you will find two enemy in a passage that appear to be much better armored than the usual ones. Take care in killing them – I stayed a bit back and carefully targeted their heads with my pistol rather than waste MG ammo – and the strange thing is I KNOW that I was not close to getting the 50 head shot achievement so the head shots I did on them must have multiplied because I received the Achievement 'Headshot Bonanza' (25GP) after killing the first one! There are more enemy as you work your way along – take them out as you like – and eventually you will arrive at a Relay Terminal – hack this to disable the minefield and read the email telling the Sarge to lie about you. Now turn around and go to the right down that tunnel and grab Collectible 84 (4 of 5 in this zone) and then head over to the edge and look down the minefield – you should see Collectible 85 (5 of 5 in this zone) – get that and then head for the waypoint! Be careful as you approach the broken pipe to exit the zone – you cannot snag its bottom so try to go in from the top or use the mine that is there because it sucks to die at the end of the zone out – and I speak from experience :) ---------------------------------------------------------------------- (ACT2C1C) THE FISSURE FOUR - 5 Collection Items in this Zone - Go to the end of the pipe you start in and shoot the two enemy on the other side, then look up and snag the edge and flip up on top of the pipe for Collectible 86 (1 of 5 in this zone). Now follow the waypoint until you reach a gap with some enemy defending it – kill them and then use the path to cross the gap to the other side and head up to the left – when you reach the second small crane look behind the barrels to the right for Collectible 87 (2 of 5 in this zone). Ahead of you above and to the left of the Relay Terminal is Collectible 88 (3 of 5 in this zone) so after you take out the Machine Gunner on the far platform with a thrown object, go get it, then mop up the rest of the enemy below and hack the Relay Terminal to deactivate the mines and read the email. After you disconnect from the Terminal a supply pod will crash near you with a Grenade Launcher and a Polycraft will attack – grab the Launcher and take out the Polycraft now. Follow the waypoint to the minefield and take out the squad here. You will find Collectible 89 (4 of 5 in this zone) – you will need to swing out from the wall to get this and you need to do it quickly because there is a lot of radiation here. As you move through the minefield to reach the waypoint you will get Collectible 90 (5 of 5 in this zone) – then continue on to the waypoint below to complete the zone. ---------------------------------------------------------------------- (ACT2C1D) ASCENSION CITY PARK - 7 Collection Items in this Zone - Climb up the right side of the cave for Collectible 91 (1 of 7 in this zone), and then run along this ledge/path towards the waypoint jumping and snagging as needed. Eventually you exit the fissure into the park, and drop down, at which point you will see another one of those Constructor things (huge three legged metal crabs) and hear Groeder giving orders in his thick accent. If you look carefully in the sky ahead and above you will see Collectible 92 (2 of 7 in this zone). It can be reached by swinging from the tree that is highest on the right side, so go ahead and grab that now. After you get it, backtrack to where we were when we saw it and work your way around the left side of the park where you will find some bodies and Collectible 93 (3 of 7 in this zone) which you should grab. There is ammo here – and a radio playing a silly song that is good for some comic relief LOL. Now drop down to the next level below and look up to see Collectible 94 (4 of 7 in this zone) – you can use the tree branch to get it. After this retrace your way around the lake and head for the waypoint. As you approach you will be attacked by a squad of men – I used the Grenade Launcher to take them out and got the Achievement 'Let the Dog Out' (15GP) for killing three enemy with one shot. Once you have them mopped up grab the ammo here, and then continue to head for the next two waypoints – just before the second waypoint you will get a checkpoint save because you are about to enter an area where you will eventually be attacked by a pair of Biomech – and you need to kill them! First though you need to take the squad out on the grassy plateau ahead – at which point the Biomech's will come there and attack you. The easiest way to defeat them is use the tree there to repeatedly do Death from Above – that was how I did it and I got it without getting killed :) After they are dead face away from the road and look to the right – there you will find Collectible 95 (5 of 7 in this zone) so get that and then go to the right side of the road in the cave entrance and get Collectible 96 (6 of 7 in this zone). Finally drop below the road and swing into the supports there and grab Collectible 97 (7 of 7 in this zone). Head for the waypoint to finish this zone! ---------------------------------------------------------------------- (ACT2C1E) AVENUE OF HEROES (4 Collection Items in this Zone - As you exit the tunnel look left – and see Collectible 98 (1 of 4 in this zone) – go get it. Now head along the roadway through the gate to the waypoint – you will see the statues of the heroes ahead and then get a CS in which you have another confrontation with Mag. Interesting wasn't it? Okay, see the statue that is all legs? Go look behind it and get Collectible 99 (2 of 4 in this zone). Now run down the path leading to the next waypoint – the one leading to the damaged arch ahead. When you get to the arch, climb to the top and grab Collectible 100 (3 of 4 in this zone) and then listen to the Secretary of Offense tell you off. What a guy he is, a real peach! Right then, head on towards the waypoint – it is not far - and you see a building that must have been pretty cool when it was new. As you enter the building there in the center of the open atrium above you is Collectible 101 (4 of 4 in this zone). Once you have grabbed that continue on through the building via the second floor to the waypoint and close out this zone! ---------------------------------------------------------------------- (ACT2C1F) ASCENSION CITY PARK TWO - 5 Collection Items in this Zone - When this zone begins we are in the atrium again but it is a much more complex structure – head forward and you will see another open level you can drop down but do not do that yet... Look up to the right on top of that elevator housing thingy and you will see Collectible 102 (1 of 5 in this zone). Now drop down the opening in the floor and kill the squad of soldiers here – I did a lot of zip-kicks and grab-throws on them, but I am sadistic – you can kill them any way you like:) As you head down the hallway look up – and find Collectible 103 (2 of 5 in this zone) – just snag the ceiling above it and zip up and grab it then defend yourself against the two squads of soldiers who come a running up the hall! I was expecting one squad, not two, and it got a little hairy, but forewarned is half the battle right? After you take them out, head towards the waypoint – when you reach the end of the hall on this level a supply pod will crash down on the level above you – so snag and climb through the open ceiling and kill the enemy that is there, then work your way to the supply pod and grab the Hiker. The rest of the squad is ahead, so you may as well deal with them now :) Hack into the Relay Terminal to disable the minefield and read the email on tremors and leave you wondering – just what exactly IS a Mohorovic anyway? I guess we will find out soon enough, right? Continue on towards the waypoints now, and you get to the park – and a dilemma... There is a squad ahead of you but you cannot go to the right because of radiation, so you have to take the path to the left towards the bridge – a path that is pretty much a killing field. Work your way from cover to cover until you get to the bridge, then grab the soldier there and throw him at the ones on the other side of the bridge – that should take out a few of them in one blow. There is ammo – pistol ammo and a grenade – on top of the heliport next to you so get that if you need it - now grab the MG from the supply pod here and bite the bullet, cross the bridge and deal with the rest of the squad! There is ammo here for your pistol and grenades – one on the ground and one on top of the small building here. After you get those, look to the left behind the small building and you will see one of the fortification walls that the enemy uses – go behind that along the edge of the cliff and grab Collectible 104 (3 of 5 in this zone). Now continue on towards the waypoint where you will encounter three Biomech's – that you have to kill... Three Biomech's is a heavy load – no question about that – so you will want to use a combination of moves on them – I started by getting all three near me at the base of a tree and doing the Spin Attack – which did considerable damage to them – then I went up the tree and did a Death from Above, killing one of them. With the odds more in my favor now, I sprinted and jumped to the supply pod and grabbed the grenade launcher, then went up the tree there, and hanging from the tree killed the last two with the grenade launcher. Easy Peasy! Now you see the door with the waypoint that ends this level? Do not go through it. Go to the left of it, over the edge and grab Collectible 105 (4 of 5 in this zone) – it is in that water pipe. Now look to the right – you see Collectible 106 (5 of 5 for this zone) on the rocks there? Grab it too, and now you can hit the door to end this zone! ---------------------------------------------------------------------- (ACT2C2) --- ACT II CHAPTER II --- No CS for this chapter change, but you now find yourself in the Gardens of Ascension City... No people dust here like at the heroes statues and it actually does not look as bad off as the rest of the city... Now if there were just some dancing penguins and a chick with an umbrella... ---------------------------------------------------------------------- (ACT2C2A) ASCENSION CITY GARDEN - 5 Collection Items in this Zone - Before you do anything else, turn around and run to the back of the room and grab Collectible 107 (1 of 5 in this zone), and then head for the waypoint. As you approach this room we get our new chapter CS – what IS that ugly thing with the blue ray gun?! And you will notice a large number of snipers – I think they know we are here! But if they don't they will in a second... Take out the snipers obviously – what I did was work my way around the room counter-clockwise, going to the sniper perches and throwing them to their deaths – you could shoot them, but Spencer says funny things like “Chew on THAT!” and “You'll thank me for this later!” when you grab them and throw them to their very painful death... Now go back to where you entered this room and climb as high as you can, then look around and you should spot Collectible 108 (2 of 5 in this zone). If you do not see it look to the left in the distance – there are some girders near the ceiling there – and you should be able to spot it now – so go grab that collectible! Now head for the waypoint and that ominous noise – and you will encounter a Lancer Biomech – that thing with the blue raygun it seems... You have to kill it, you know that, right? I had three grenade launcher rounds and three grenades left, and what I did was hit it with two of the launcher rounds and then used the three grenades to finish it off easy peasy! Then I dealt with the soldiers who were left – a five man squad. BEFORE you hack the node, drop down below the platform that it is on and grab Collectible 109 (3 of 5 in this zone) and then hack the Relay to deactivate the minefield and read the email “Know thine enemy” for a laugh. The guy writing it is a Captain of the Third Platoon??? No, a Lieutenant would be in command of the Third Platoon, a Captain would be the Company Commander... Ah well. Now look down to the lower level (not in the direction of the waypoint) and you should see a bridge-like section of catwalk that leads over the water. Beneath that is Collectible 110 (4 of 5 for this zone), so go ahead and grab that now, then head for the waypoint. You will encounter a small squad of soldiers in the next atrium – kill them and grab the ammo here including a grenade – and continue on. When you reach the center of the next garden a supply pod will drop – jump up and grab the shotgun and then head for the next waypoint. There will be a squad for you to kill in the next atrium, and when you reach the next garden there is a pair of Lancer Biomech's for you to play with... Oh yay! Since we do not have the grenade launcher we will have to take these guys on with a combination of spin attack and DfA... Try not to die, and remember that your regular grenades will hurt these guys as well! HINT: They do not come to you you have to go to them, which means UP. What I did was go up to the third level of the central tower and let one get really close to me, then did the spin attack which pretty much crippled him, and finished him off with two thrown grenades. That leaves one Lancer left, and that is obviously more manageable than fighting two at once! When I killed that first Lancer I got the Achievement 'Biomech Sweeper' (25GP) for killing 15 Biomech units. As you are running around trying to coax the second Lancer into fighting you will spot Collectible 111 (5 of 5 in this zone) on the side of one of the walkways – go ahead and grab that now, since he will not come up and play, then continue to hunt him. I ended up killing him by sticking my last grenade in his mouth to take him to less than half health, then repeatedly doing DfA off of the underside of the deck above until he was dead dead dead. Now head for the waypoint and you will get an update and a hole will open below – drop in and follow the next few waypoints to get your first peak at Der Wurm! Spooky! That will close out this zone, grats! ---------------------------------------------------------------------- (ACT2C2B) ASCENSION CITY PARK THREE - 6 Collection Items in this Zone - From the start here, stay near the left side and move forward to grab Collectible 112 (1 of 6 in this zone). Just as you get to the collectible you will be targeted by a couple of snipers and there will be a supply pod drop – head for the drop and grab the sniper rifle for a little anti-sniper sniping, then take out the snipers! Do not let them get you into a crossfire situation – remember 1 shot, 1 kill, 4 snipers, oohrah! Now return to the pod drop site and follow the stream there to the right where you will find Collectible 113 (2 of 6 in this zone). You will need to grab and throw the rocks blocking it to get it, so do that :) Now head for that building that the snipers were using as their perch and climb to its roof to grab Collectible 114 (3 of 6 in this zone). Ahead of you past the collectible you just got you should see the red beam of the Relay Terminal. Take out the enemy here as you like, then hack the relay to disable the minefield and part one of the dossier they are compiling on you. Now that the mines are deactivated, swing out to Collectible 115 (4 of 6 in this zone) and grab it. Follow the waypoints, looking to the side for a pile of large rocks – Collectible 116 (5 of 6 in this zone) is located there. Just as you get near the next Relay Terminal you will be attacked by a squad that includes a heavy-MG armored dood. Kill them all! Now go down and hack the Relay Terminal to deactivate the minefield and read the next part of your dossier and an email about the Mechanic. When you finish, turn around and start climbing the ledges here, follow the path and grab Collectible 117 (6 of 6 in this zone). After you get the last collectible drop down and follow the waypoint to the minefield, and use the mines to get to the waypoint at the other end and exit the zone. ---------------------------------------------------------------------- (ACT2C2C) ASCENSION CITY PARK FOUR - 5 Collection Items in this Zone - Go forward and to the left of the starting point and grab Collectible 118 (1 of 5 in this zone). Now head towards the waypoints until you reach the road with the burning tree on the right. Head left and grab Collectible 119 (2 of 5 in this zone) – once you have it keep moving forward to the edge of the cliff to the right and follow the edge – yes it is a radiation zone but if you do this quickly that will not hurt you. A small jump is required to get over the rocks, and here is Collectible 120 (3 of 5 in this zone), so grab it and then get back to the non-radiation area where the other collectible was QUICKLY! Follow the waypoints, avoiding the radiation, and you will have a radio exchange with Joe about the National Archives – keep going until you see a pillar – Collectible 121 (4 of 5 in this zone) is on top of that pillar. See that tree there on the left? Use it to swing over the wall and up into the rocks, where you will find Collectible 122 (5 of 5 in this zone)! ---------------------------------------------------------------------- (ACT2C2D) FEDERAL ARCHIVES - 2 Collection Items in this Zone - Right, see that pillar in front of you? See Collectible 123 (1 of 2 in this zone) on top of it? Get collectible Spencer! Now that you are standing on top of the pillar, you should see Collectible 124 (2 of 2 in this zone) ahead of you – well? What are you waiting for?! After you get the collectible hit the computer at the end of the room for – D'oh! ACCESS DENIED! And what is this? Groeder is screaming at us?! Groeder?! What happens now is probably the toughest fight you have faced so far – it is brutal – I just want to prepare you... So, you should have at least one grenade on you right now – you get the “we have company” warning – target the balcony above to the left and jump up there, then run along it and around the left corner, arm you grenade and throw it into the cluster of troops repelling down from the ceiling in the far left side of the building. Do it right and you take them all out – if you missed one or two, go kill them with grab and throw. Now run back along the balcony towards the center area and grab the supply pod drop that should hit as you approach the edge of the balcony. The pod has a grenade launcher in it, grab that but be really stingy in how you use it – if you cannot take out two or more targets with it, than DO NOT fire it. Anything closer than 50 feet is NOT a target for the launcher – take them out by hand. Eventually you will work your way to the right side of the room, taking out the squad that dropped there and some extras on the balcony. You run out of grenades about the time the next pod hits – and it has another launcher so go grab that! Three more squads drop in and each has two heavy MG doods, so go careful but KEEP MOVING! These squads have grenades and will use them if you sit still for even a second! Again use the grenades stingy – two or more targets or you do not fire. Do this right and you should have two grenades left when the next pod drops. Work your way to the pod and use the last two grenades on anything you can – does not need to be two or more, one will do since you are about to swap out the launcher for an MG. With the MG retreat to the left or right side of the building and take out the drones with short aimed bursts into the flock. It should take around 100 rounds of MG ammo to do them in. You should have picked up two regular grenades and full ammo for your pistol by now, so use the regular grenades to take out the new squad that is on the right side, then work your way along taking out the stragglers by hand or with your MG. At this point the music should stop – yay! We Win! I picked up the Achievements 'Whoo-paah!' (10GP) and 'Nemesis' (25GP) near the end of this battle as well. Now head back to the computer in the rear of the library and hey! Cool! ACCESS GRANTED! Woohoo, we have the Carnivore! Now we can read other people's email and... wait... sorry... Wrong reality. You get a nice CS, and then the floor falls in, and you are told to get to the evec point fast. Well, what are you waiting for?! Head for the waypoint and drop down to the level below and then into the worm hole, and you should hit the waypoint that closes out this zone – good on ya mate! ---------------------------------------------------------------------- (ACT2C2E) THE MOHOLE - 3 Collection Items in this Zone - As you exit the tunnel climb out to the right and hug the right side of the path avoiding radiation areas. You should encounter Collectible 125 (1 of 3 in this zone) on some rocks on that side. Continue ahead and you will come to a cliff below which is a raised highway with two soldiers on it – kill them with short bursts from your MG then drop down to the highway and swing under it to get Collectible 126 (2 of 3 in this zone). Now swing back up on the top of the highway and run to the end where the yellow cab and green girder are. Look up and to the left – you see it? Collectible 127 (3 of 3 in this zone) – use the girder to grab that now! After you land you get a checkpoint save, so head for the waypoint now and – Ruh Roh Raggy! The worm has turned! My strategy for this fight is pretty simple if a little cheesy... Run towards the worm, and it hit it with a car. When it goes back underground run forward till it pops up again, and hit it with another car, then run to the supply pod and grab the grenade launcher. Now look ahead and to the right – see the glowing neon red ring? Run to it and jump on the platform in front of it – where the worm cannot hurt you with either of its attacks it seems – at least he could not hurt me :) Now take your time, aim, and hit him with the launcher – rinse and repeat and when you are out of ammo run to the pod that just dropped and re-arm – eventually the pod will just do MG's which is what you want. Every second time you damage him at first he is going to heal – you do not want that! When his head hits the ground he is healing himself, and you need to control WHEN he does that – you will get the feel for how he works after a few cycles of hitting him, so once you have it down, here is what you need to do: Damage him, then wait for him to come very close to the platform you are on before you damage him again so that when he heals, his head is close to the platform – as soon as he starts to drop down run towards where his head will land and snag the blue light with your arm hook and hang on – he will heal and then whip up into the air with you on him for the ride. When you get to the top of your arc hit 'A' and then 'Y' repeatedly and fast! You will come down right on top of the blue light and do serious damage, stomping up and down. As soon as you start to fall angle for the ground in the direction of the red-ring platform – get back to it FAST. He will start doing sonic attacks after this and you do not want to be anywhere except that platform when he does that. If your MG is low on ammo at this point, wait until he has done his two sonic attacks then go refill from the pod. Now it does not really matter where he rises for the next attack, just damage him – which should leave about an inch of red in his health bar. It is crucial that you now ONLY shoot him when he is near the platform – and as soon as his head starts to fall run forward and snag it, then smash him again and finito! He is dead! Yay you, you just killed the Boss Mob for this chapter! You also earned the Achievement 'Can You Dig It?' (40GP) so double- grats! Now head through the red door since you now have access, and close out this zone and Chapter. ---------------------------------------------------------------------- (ACT2C3) --- ACT II CHAPTER III --- There is no CS at the beginning of this chapter – but you do start in a car tunnel which should make you feel right at home :) That Worm fight was pretty tough wasn't it? But all is well that ends well, and now we get a new adventure without having to ask for it! Say, where is the Carnivore? I was hoping to use that... ---------------------------------------------------------------------- (ACT2C3A) PORT ANDERSON - 3 Collection Items in this Zone - A nice squad of enemy soldiers greets us at the entrance to this zone, so go ahead and kill them now, right? Excellent! Head down the tunnel gingerly as you will be doing battle with another squad that has two heavy MG doods, and you will see a truck laying on its side on a pile of rubble behind which is Collectible 128 (1 of 3 in this zone). You may have noticed that there was a checkpoint save just before we reached the truck... That is never a good sign is it? Well, grab that collectib1e and then work your way forward to find a Lancer Mech unit and a barrier blocking the exit! Yay! Right then, the easiest way to deal with him is to throw the cars, bodies and anything else you can find at him to wear away his health without you getting fried by his raygun, and then using a few well timed grenades to deliver the coup de grace, and a well done to you mate! Now ahead of you is a fairly large group of soldiers, so go careful and take them out, and then move down the tunnel until you can turn right, where you will find Collectible 129 (2 of 3 in this zone). Grab that and then work your way along until you can turn left, where you will find above you behind a sign Collectible 130 (3 of 3 in this zone). Now just run towards the waypoint to complete this zone! ---------------------------------------------------------------------- (ACT2C3B) PORT ANDERSON TWO - 6 Collection Items in this Zone - You start at the opening of the tunnel and it is a wet night! Joe gives you the word on the fact that the brass hats are getting nervous about our not completing this assignment faster, and you have some witty banter before Joe tells you to “Get to work!” Right then, let us do that! You see the arch ahead of you? Climb to the top of it to grab Collectible 131 (1 of 6 in this zone), and then drop back to the street level. Go over the left side of the bridge and land on the rooftop below, then go to the next lower level of this building roof and turn around to grab Collectible 132 (2 of 6 in this zone). Did you hear something? Follow the waypoints down into the warehouse and take out the squad in there, then continue to the broken open wall and the crane waypoint – but do NOT be tempted to jump to the crane and then the roof of this warehouse because it is so hot radiation wise you will die instantly. What you are seeing on your radar is three flying Lancer Mechs – and you have to kill them! STRATEGY: What I did was jump out of the warehouse and run to the top of the other warehouse where the supply pod is and grab the grenade launcher, and then ran back to the first warehouse and went in. You are only fighting two of these things at a time – though there are three – and what I did was wait for one of them to land on the dock across from the opening and then put 4 very carefully aimed grenade rounds into him, killing him. I waited a few minutes for the next one to land and did that again, killing him. For the third one I waited for him to land while aiming with my pistol and put six rounds into the blue glowing square on his back, damaging him and pissing him off! That caused him to come into the warehouse after me, where I threw a regular grenade at him further damaging him and drawing him in to the long hall in back, at which point I did a few Death from Above attacks to kill him. Now head back to where the Biomech's originally attacked you and look up in the sky where you will find Collectible 133 (3 of 6 in this zone). You can swing to it from that girder up there. After you get that, go to the roof next to the warehouse where the supply drop is – the one with the cannon and Relay Terminal on it – run past the Terminal and cannon onto the next warehouse rooftop and look for a small building on that roof – go behind that building along the roof edge and grab Collectible 134 (4 of 6 in this zone). Now run back to the cannon and target its control panel with your fist and snag it then rip it loose. With the cannon deactivated you can now hack the Relay Terminal so do that and the minefield will be deactivated and you can read the next part of the dossier they are compiling on you! Your new waypoint is back in the first warehouse where we killed the last Biomech, so head that way and fight the squad on the dock near it – be careful here – I know that there was a checkpoint save after we hacked the Terminal but that doesn't mean it is okay to die!
When you come to the exit on the other side of the warehouse you will see paratroopers landing on the opposite rooftop – kill them now. I did it by using short well-aimed bursts from my MG... Once they are dead do not leave the warehouse yet; backtrack about twenty feet and look up and to the left and you will see a dark area near the roof – that is actually a platform so go up there and grab Collectible 135 (5 of 6 in this zone) now. From here you retrace your steps back up to the bridge where we started, and then over the other side and head for the waypoint marked on your radar – the problem with this is that you can NOT use the rooftops the entire way because they are heavily irradiated. That means you have to basically travel along the lower sides of the buildings and use whatever girders, pipes and abutments that you can. It makes for a dicey trip, but try not to die, because that will reset you to just after you hacked the Relay Terminal! As you approach the waypoint you will discover you are facing a squad of soldiers with a heavy MG dood AND a pair of those airborne Lancer Biomech's... I have to admit this was a punch in the gut – having used all of my explosive weapons up on the last trio of these things you would not think that they would throw more at you would you? One regular grenade is not going to bring them both down, but that is not the problem right now – the squad of soldiers is! There is no way you can deal with the Mech's while the squad is taking potshots at you, especially the heavy MG dood, do first thing you need to do is take them out using the pipes on the upper roof as cover from the Mech's. Once you have the squad taken out, you have a little breathing room, though keep an eye on the very active Mech because he sometimes gets in a position where he can hit you with his ball of blue ouchie! If you get hit, retreat behind the big pipe on the lower roof level to heal up. At some point a supply pod hits the upper roof that contains a SAM launcher – so sing Tiocfaidh ár lá and grab that baby! Now it is just a matter of hiding behind the pipe until the pair go into the air next to each other and targeting both at the same time – BAM! Again! BAM! One more time! BAM! Can you say “Dead Biomech's?” I knew you could! Now there was a third Biomech I was not aware of before, hiding up on the far roof – but now he is on the radar. Dealing with him is a snap, just use your last two SAM missiles on him, then when he comes to your roof, pick up a crate and hit him with it for the kill. Easy peasy! Now it is time to make our way to the cannon and Relay Terminal on the other roof – carefully! Snag the cannon control panel and rip it like before, then jack into the Terminal and hack it to disable the minefield and read the Code Red Memo. You should be old-hat at crossing minefields by now, so go ahead and cross this one to the building/oil rig(?) and land on the roof – where a hole will form at the waypoint. Do NOT go into that hole yet! Run to the opposite side of the building and look down in the water to the right – there is Collectible 136 (6 of 6 in this zone). Carefully grab it and THEN hit the hole in the roof! At the bottom of the hole is... Another hole! At the bottom of THAT hole is a tunnel with a waypoint – hit that waypoint to close this zone – Yay! ---------------------------------------------------------------------- (ACT2C3C) PORT ANDERSON THREE - 7 Collection Items in this Zone - You begin this zone in the other end of the tunnel facing a hole up. Go up the right side of the hole and then climb on top of the machinery there to grab Collectible 137 (1 of 7 in this zone). Make your way to the waypoint on the roof through the broken section, but as you move onto the roof be careful – there is a Polycraft here hunting you AND there are snipers on the far buildings! Kill the Polycraft with your MG, and avoid getting in a crossfire position with the snipers. As you move to your right up the pipes you will see Collectible 138 (2 of 7 in this zone) but you cannot get it yet – first take out the snipers, and THEN come back and get it. Done? Good! Now run along the pipe that leads up to Collectible 138 and jump off of the end, snagging the other broken pipe over the gap – and climb up to the supply pod on top of this tank structure. Now you have a sniper rifle, which evens things out more than nicely thank you very much! Take out those snipers, then go get Collectible 138 then come back here, okay? You back? Excellent! Note: One of the snipers is on the roof of the tank with the supply pod so go ahead and kill him right away :) Use the sniper rifle to take out the squad below on the platform, then head down there but be careful because another small squad with a heavy MG dood will appear as you get to the platform and you do not want to die as that will set you back to the start again. Now that you have the squad-and-a-half defeated, look up at the bridge that the last three came from – climb to the top of the right side of this bridge you are on, and grab Collectible 139 (3 of 7 in this zone). Below you will encounter a pair of Mechs – deal with them the best way you can with what you have – I had three grenades and my MG so I weakened them and then stood up on the bridge and killed them with the MG by targeting their weak spot. Direct attacks other than the spin attack are not going to be practical here because of the stuff that is in the way, but then YMMV. Once they are dead the barrier drops, so head to that waypoint and then towards the next, where you will take out a squad of soldiers. Grab the ammo here and then head around the corner to the Relay Terminal to disable the minefield and read another installment of the dossier they are compiling on you. As you cross the minefield you will be targeted by a sniper – which you will have to ignore for now – look to the left at the round buildings there – the second one has Collectible 140 (4 of 7 in this zone) on it. Go ahead and grab it now. Using the mines go the rest of the way towards the supply pod location, then use the girder below to swing to the side of the tank the pod is on – grab the grenade launcher and then step back – a Biomech will appear above along with a heavy MG dood – carefully put four rounds into the Biomech above you – that should take out the heavy MG dood as well. There is a second Biomech around here, plus the snipers and other troops, so go easy and try not to die, right? After you take them out, work your way up and over to the right and grab Collectible 141 (5 of 7 in this zone) and then hit the waypoint below. As you exit the building on the other side climb to the roof on the left outside and run to the back to grab Collectible 142 (6 of 7 in this zone). You will note that a supply pod drops nearby AND you are targeted by a sniper. Go for the pod since your main weapon has no ammo. Take out the two soldiers on your right with short bursts from your MG then go to the sniper and take him out at his perch. Now look to your right and take out the rest of the squad on that walkway. Now look a little more to the right and you should see the largest of the tank buildings – go there and get Collectible 143 (7 of 7 in this zone) now. Now work your way back to the girder frame and pipe and run along the frame until you hit the waypoint and end this zone, chapter, and Act. ---------------------------------------------------------------------- (ACT3C1) --- ACT III --- The new Act begins with a lengthy CS in which you give Joe the Carnivore – and then he gives you a mask and you realize he has betrayed you yet again. If his words and the mask were not evidence enough, Groeder steps out of the Buraq and tells the others to kill you, then gets on with Joe and Mag, who gets bitch-slapped when she protests. Joe taunted you about Emily earlier which makes me think he really does know something we do not... The Buraq takes off and one is ordered to stay behind to be sure you do not surface since you were supposedly blown into the water by their missile attack. The pilot decides you is dead, but of course as he is flying off we see our hand gripping the top of the wing of his Buraq – we are not so dead after all! ---------------------------------------------------------------------- (ACT3C1A) THE BURAQ ARMADA - No Collection Items in this Zone - This is probably one of the best thought-out and fun missions in the game if you ask me... But then people say I am easy. You start out on the Buraq – your task is to get to the Buraq in the front of the convoy – the one that has Mag, Joe, and Groeder in it. You are hampered by these little airborne jetski things with a pilot and gunner but you can mostly ignore those really... Grab the Buraq and work your way to the yellow glowing plate – rip it off and jack into the panel below it. Now using the Left Joystick fly to the next Buraq, let go and snag it, and transfer to it. Rinse and repeat to the front of the line and you will end up in the lead Buraq. You get a CS that raises more questions than it answers, and eventually you get knocked off the side and fall... And this mission ends. ---------------------------------------------------------------------- (ACT3C1B) ASH CITY - 2 Collection Items in this Zone - After the CS ends you are on the ground in a very torn up area... Here you will find Collectible 144 (1 of 2 in this zone) above you: swing from the lamp post positioned over the pit - but be aware that there is a significant amount of radiation aboveso go careful in that vacinity. Once you have 144, drop down and head through the tunnel, then jump onto the platform and look behind the rocks back here for Collectible 145 (2 of 2 in this zone). ---------------------------------------------------------------------- (ACT3C1C) THE CONSTRUCTOR - 2 Collection Items in this Zone - This zone begins with a lengthy CS in which you talk about life, your goals, and your wife with mag, then you meet the mysterious sniper from earlier and you know him! TASC! Anyway you all split up at this point, because TASC has one set of goals, and Mag wants to go to the Vault, while you? You got some payback to dish out! Now turn around and get to the mostly destroyed building above you (mind the radiation!) – and Collectible 146 (1 of 2 in this zone). Once you have that, look for a hole at the bottom of this building and grab Collectible 147 (2 of 2 in this zone). Now head for the waypoints – in the tunnel the Secretary of Offense gives you a ration of crap when you try to give him the 4-1-1 but hey, what do you expect from him? Take out the squad of soldiers ahead by feeding them some of the cars in the tunnel and earn Achievement 'The Pitcher' (25GP)! Now keep going – when you exit the tunnel there is another large squad to the left that you can kill by grabbing a few and beating the others to death with them, then continue on towards the next waypoint. There is another squad below at the elevator pad – kill them then jump onto the pad for a CS and a transition to the deck of the Constructor – you know, that three-legged metal crab thingy. Run to the back of the Constructor to the supply pods and grab the grenade launcher and then run forward along the left side and take out the Mech unit near the yellow waypoint marker. Take out the squad here, and then drop down to the marker and take out the squad there – I did it with spin attack and got the Achievement 'Crowd Control' (20GP). When that squad is dead, snag the piston thing and rip it loose, causing the leg on this side to blow up. Now head back to the pods and kill the troops that respawned there – then drop down and kill the squad by the waypoint marker, grab the SAW MG from the pod and then kill the Polycraft here with the SAW and rip the objective here to destroy the second leg. Jump back up to the pods and grab your trusty Grenade Launcher again and head along the right side of the Constructor to the next waypoint marker. Kill the Mech unit here with the Launcher, then the squad below and rip the last marker object. The last white tank thing falls and you are now tasked with killing Groeder! Yeah I have been looking forward to this – so head for the waypoint on the radar. As expected you get a CS in which he taunts you with the fact that you were well used by them, and then you battle. It took me a bit to figure this out, but you can only damage him after he uses one of his moves, and then the best way to do it is zip-kick. You will see what I mean... Once you get his health down to a certain point he will call in drones to attack you – you need to quickly take them out with your MG because if you do not, you are likely going to die from their fire. Put the finishing moves on Groeder and doesn't that feel good? ---------------------------------------------------------------------- (ACT3C1D) THE VAULT - 3 Collection Items in this Zone - After the CS you will be standing outside of the vault – from the first set of supply pods go to the left and climb up to get Collectible 148 (1 of 3 in this zone). Take out the enemy here using your preferred weapons and style, then head to the second set of weapon pods and grab Collectible 149 (2 of 3 in this zone). Now fight your way to the White Matrix doors and kite the boxes here until you find the one with Collectible 150 (3 of 3 in this zone) under it. Grab it and wow! You got 'em all! You don't need me to tell you how to take out the Mechs or grunts at this point – it should be old hat to you now! Just follow the waypoints killing as you go until you get the CS and then you are on the back of a Vulture – just follow the on-screen commands to beat the five Vultures and earn your CS confrontation with Joe... Yeah I was sort of disappointed too, I thought we would be fighting him, but as it turns out we just get to watch. Oh well. Grats on completing the game! ---------------------------------------------------------------------- (BLING) Xbox 360 Achievements There are 49 Achievements worth a total of 1,000 GP for Bionic Commando. Many of these achievements you will earn while simply playing the game but a few require you to do specific things to obtain them. For achievements with unique methods, that information is included below. These are listed in the order that I acquired them – you may acquire them in a different order... - Close Up (5 GP) Kill 1 Enemy while in aim mode - Swinger (5 GP) 3 consecutive swings - Leap Up! (5 GP) Do 1 Leap Up - Blood Trial (5 GP) Kill 10 Enemy - Slayer (10 GP) Kill 25 Enemy - Kaboom (5 GP) Kill 1 Enemy with a Grenade - Kick In The Back (10 GP) Zip-kick 2 Enemy - Fair Fight! (10 GP) Kill 1 Biomech - Incoming! (10 GP) Kill 1 Enemy using Death from Above - Train Wreck (5 GP) Rip 3 Train Cars - Receiving End (10 GP) Throw an object at an Enemy - Stroke of Luck (5 GP) Kill 1 Enemy using Bulldog - Cracker (15 GP) Kill 5 Biomech's - The Pinball Effect (10 GP) Kill 2 Enemy with 1 thrown object - Poly Cruncher (25 GP) Kill 10 Polycraft - Out of the Bush (30 GP) Kill the Buraq Helicopter - Headshot Bonanza (25 GP) Headshot 50 Enemy - Let the Dog Out (15 GP) Kill 3 Enemy with 1 Bulldog Shot - Biomech Sweeper (25 GP) Kill 15 Biomech - Whoo-paah! (10 GP) Kill 1 Enemy with Whip-Spin - Nemesis (25 GP) Kill 350 Enemy - Can you dig it? (40 GP) Kill the Mohole - The Pitcher (25 GP) Kill 50 Enemy with thrown objects - Crowd Control (20 GP) Kill 6 Enemy with 1 Whip-Spin - Man Locked Up (5 GP) Kill 1 enemy with Tarantula Lock-on - Jabber Man (10 GP) Kill 10 Enemy Hand-to-Hand - Torn Into Pieces (10 GP) Destroy 1 Polycraft in the air - Down To Earth (10 GP) Kill an Enemy then throw him at another Enemy - Rocket Man (10 GP) Kill 10 Enemy using Tarantula - Two Hit Wonder (10 GP) Kill 2 Enemy with 1 Hiker Shot - Explosive Delivery (10 GP) Kill 2 Enemy with the Bulldog while swinging - Worthy Foe (10 GP) Kill 3 Biomech's Hand-to-Hand - Spence is in the Air (10 GP) Kill a Polycat with an Adrenalin Finishing Move - The River (10 GP) Kill 5 Enemy with 1 Grenade - Barrage (15 GP) Kill 3 Enemy with 1 Death from Above - Air to Surface (20 GP) Kill 6 Enemy with Tarantula while Swinging - Drive-by (20 GP) Kill 3 Enemy with Hiker while swinging - Pull! (15 GP) Kill an airborne enemy with a thrown object - Come Out and Play (20 GP) Kill a Biomech with an Adrenalin Finishing Move - Shoot 'Em Up! (15 GP) Kill 15 Enemy by Kiting them and killing them in the air - Feel the Beat, Y'all! (25 GP) Kill 30 Enemy hand-to-Hand - Shellshock (25 GP) Kill 5 Enemy with 1 Death from Above - Whip 'Em Good (25 GP) Kill 50 Enemy with Whip-Spin - The Collector (50 GP) Find all collectibles in the game. - Bionically Challenged (50 GP) Complete all challenges in the game - End Game (50 GP) Complete the final mission - I got Hard (75 GP) Finish the game in Hard mode. - I went Commando (100 GP) Finish the game in Commando mode ---=== Secret Achievements ===--- - Choke on that (50 GP) Kill Groeder ---------------------------------------------------------------------- (BLANG) PS3 TROPHIES There are a total of 50 Trophies in the PS3 Version of Bionic Commando – 42 Bronze, 4 Silver, 3 Gold, and 1 Platinum. --- BRONZE TROPHIES --- - Air to Surface - Complete "Air to Surface" challenge - Barrage - Complete "Barrage" challenge - Biomech Sweeper - Complete "Biomech Sweeper" challenge - Blood Trial - Complete "Blood Trial" challenge - Can you dig it? - Complete "Can you dig it?" challenge - Close Up - Complete "Close Up" challenge - Come Out and Play - Complete "Come Out and Play" challenge - Cracker - Complete "Cracker" challenge - Crowd Control - Complete "Crowd Control" challenge - Down To Earth - Complete "Down To Earth" challenge - Drive-by - Complete "Drive-by" challenge - Explosive Delivery - Complete "Explosive Delivery" challenge - Fair Fight! - Complete "Fair Fight!" challenge - Feel the Beat, Y'all! - Complete "Feel the Beat, Y'all!" challenge - Headshot Bonanza - Complete "Headshot Bonanza" challenge - Incoming! - Complete "Incoming!" challenge - Jabber Man - Complete "Jabber Man" challenge - Kaboom - Complete "Kaboom" challenge - Kick In The Back - Complete "Kick In The Back" challenge - Leap Up! - Complete "Leap Up!" challenge - Let the Dog Out - Complete "Let the Dog Out" challenge - Man Locked Up - Complete "Man Locked Up" challenge - Nemesis - Complete "Nemesis" challenge - Out of the Bush - Complete "Out of the Bush" challenge - Poly Cruncher - Complete "Poly Cruncher" challenge - Pull! - Complete "Pull!" challenge - Receiving End - Complete "Receiving End" challenge - Rocket Man - Complete "Rocket Man" challenge - Shellshock - Complete "Shellshock" challenge - Shoot 'Em Up! - Complete "Shoot 'Em Up!" challenge - Slayer - Complete "Slayer" challenge - Spence is in the Air - Complete "Spence is in the Air" challenge - Stroke of Luck - Complete "Stroke of Luck" challenge - Swinger - Complete "Swinger" challenge - The Pinball Effect - Complete "The Pinball Effect" challenge - The River - Complete "The River" challenge - Torn Into Pieces - Complete "Torn Into Pieces" challenge - Train Wreck - Complete "Train Wreck" challenge - Two Hit Wonder - Complete "Two Hit Wonder" challenge - Whip 'Em Good - Complete "Whip 'Em Good" challenge - Whoo-paah! - Complete "Whoo-paah!" challenge - Worthy Foe - Complete "Worthy Foe" challenge --- SILVER TROPHIES --- - I got Hard ( Silver Trophy) Finish the game in Hard mode. - The Collector ( Silver Trophy) Find all collectibles in the game. - The Pitcher ( Silver Trophy) Complete "The Pitcher" challenge --- GOLD TROPHIES --- - Bionically Challenged ( Gold Trophy) Complete all challenges in the game. - End Game ( Gold Trophy) Complete the final mission - I went Commando ( Gold Trophy) Finish the game in Commando mode. --- PLATINUM TROPHIES --- - Go-Go Bionic! ( Platinum Trophy) Complete all other Bionic Commando Trophies --- Secret Trophies --- - Choke on that ( Silver Trophy) Kill Groeder – Kill him for good ---------------------------------------------------------------------- REVISION & UPDATE LOG (REVU) 0.1 - 17 July 2009 Created Skel & Begin Playthrough 1. 1.0 - 26 July 2009 Completed Version. 1.1 - 10 Sept 2009 Spelling Correction & 2 missing collection items. Acknowledgments added. ---------------------------------------------------------------------- ACKNOWLEDGEMENTS (ACKN) Thanks to Reynaldo J. Mata, Evan Atkin, and "e-y-e.co.uk" for letting me know I failed to include the small Ash City Zone! I appreciate your help on that guys! ---------------------------------------------------------------------- FAQ'S (FAQS) Q1. Are there any cheats in the game? A1. Not that I am aware of. Q2. How do I ask you a Question? A2. You send me an Email at the address below with Bionic Commando as the start of the Subject. If you did not put Bionic Commando as the first words of the subject and you are not in my address book, your question never got past my Spam Filter. Q3. Where do you play Bionic Commando? A3. On the Big Comfy Couch of course. Where do YOU play Bionic Commando? Q4: I run Website X, and I want to use your FAQ/Walkthrough. But when I email you to ask for permission you tell me no! I know that you always send replies to me but I do not read them because I immediately send you a follow-up asking for permission again even though you took the time to explain to me in detail why I cannot use your file! What is the deal? A4: If the FAQ/WT I write was part of the Bounty Program, I restrict its use to GameFaqs and My360.com.au – and I will explain to you why again: In simple terms, GameFaqs paid me for that file. I know that GameFaqs says I can use that file anywhere I like, but the bottom line is this: they paid me for it and that gives them exclusive use of it in North America as far as I am concerned. Now that is a sticky point – North American rights I mean – because as you can see I give My360.com.au open license to use my files. Why is that? Well for one thing they do not compete with GameFaqs, for another they are not in North America, and finally, being an expat Aussie, I rather like it that my files are on that site as some of my mates are regulars there. When the REDTAPE section below says that the file is for use exclusively on the GameFaqs and My360.com.au sites, that means just that – it was a Bounty File and I will never release it to the net for general use. When the REDTAPE section says that you must seek my permission first, than the file was NOT a Bounty file, and you actually have a shot at getting it to use on your site. Perhaps I would have a different attitude about this if I was not in the writing profession, but being that I am, I have a pretty good grasp of the economics of writing, and the fact that GameFaqs is willing to pay a Bounty at all in this day and age is a gesture that deserves our loyalty. That should cover all of the bases. Q5: I like your files and I still want to use them on my site / Do you want to write for my site? A5: Here is the deal – writers do not get paid a lot of money – some of them do but they are the handful that have syndicated columns in the Big papers. My files on GameFaqs bought my kids an Xbox 360 (so they will leave mine alone). I also use the Bounty to buy some of the games I write about here. Having said that, if you really want me to do a FAQ/WT for a specific title, and you are willing to SEND me that title – I may be willing to do it. Email me with the specifics and your deadline needs. ---------------------------------------------------------------------- ABOUT ME (ABOUT) I have been gaming on console since before most of you were born, starting with Pong in the early 1970's. I quickly moved on to the Intellivision and then the Atari 2600 and never looked back. In real life I write a column for the Cape Cod Times Business Section called Digital Grind, covering the Internet, technology, and every now and then, games. I can be reached via email at firstname.lastname@example.org My personal web pages are at chris.boots-faubert.com If you are writing me about this walkthrough, please be sure to begin the subject line with Bionic Commando as my spam filter can be rather wonky. ---------------------------------------------------------------------- LEGAL STUFF (REDTAPE) This guide Copyright © 2009 CM Boots-Faubert. This document is licensed for use exclusively on www.GameFaqs.com and My360.com.au. Unauthorized use or republication of this guide will result in my releasing a hoard of angry ninja hamsters on you, and my nana being very disappointed in you... It is not pretty, so do not do it. ----------------------------------------------------------------------