PS3 Walkthroughs: Bionic Commando Rearmed Walkthrough

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Bionic Commando Rearmed Walkthrough

Bionic Commando Rearmed
FAQ/Achievement Guide V1.1
Written by Paul Acevedo
Created on: 08/17/08
Updated on: 08/29/08

Contents:
1.  Introduction
2.  Version History
3.  Rearmed Versus Original
4.  Rearmed Platform Comparison
5.  Controls
6.  Gameplay Tips
7.  Area Walkhroughs
8.  Items and Armor Locations
9.  Weapons and Weapon Upgrade Locations
10. Secrets and Yashichi Locations
11. Database Entries
12. Challenge Rooms
13. Multiplayer
14. Achievements/Medals
15. Unlockables, Easter Eggs, and Glitches
16. Links and Resources
17. Special Thanks
18. Contact Information


--------------------------------------------------------------------
1. Introduction
--------------------------------------------------------------------
This FAQ and Achievement Guide covers Bionic Commando Rearmed, a
downloadable game for Xbox 360, Playstation 3, and PC.

Bionic Commando started as a 1987 arcade spin-off of the Commando 
series. Both Commando and arcade Bionic Commando star a man named 
Super Joe. However, just as the Commando games are called "Wolf of the 
Battlefield" in Japan, arcade Bionic Commando is called "Top Secret".
Top Secret is actually not a very good game, due to its clunky
controls and absurd difficulty. You can check it out on Capcom
Classics Collection for PS2, Xbox, and PSP. Lucky for us the 
Bionic Commando legacy did not die here...

1989 saw the release of an NES sequel to Top Secret, known as
Top Secret: The Resurrection of Hitler in Japan. The enemies were
modern-day Nazis attempting to revive Adolf Hitler so that he could
complete his doomsday device, the Albatross. The American version
removed all Nazi references, changing the enemies to "Badds" and
Hitler to "Master D". Super Joe was no longer the hero, as he
was kidnapped by the enemies. Rad Spencer stepped in to become the
new Bionic Commando. While not a huge blockbuster in its day, NES
Bionic Commando developed a cult following and is often remembered 
as one of the best NES games of all time. Nintendo insidiously
refused to allow Capcom to release NES Bionic Commando on the Wii's
Virtual Console, but it was included as part of Capcom Classics Mini
Mix on GameBoy Advance a few years ago.

Do you think Rearmed is the first remake of Bionic Commando? Ha!
You're wrong, but I'll forgive you because I like your spirit.
The 1992 original GameBoy title Bionic Commando is actually a revamp
of the NES game. The plot was redone, replacing the Nazi Badds with
a new army, the Doraize. Many other small changes exist, such
as the main character starting with a life bar and the ability
to change weapons and communicators during a level. The Albatross 
became an entire level as well... Many of these alterations carried 
on to Rearmed.

After spending many years MIA, the series returned to life briefly
in 2000's Bionic Commando: Elite Forces for GameBoy Color. This is
yet another retelling of the original game's story, changed up so
much that Super Joe has become Commander Joe. He probably eats 
Admiral Crunch cereal, but I digress. Elite Forces was developed
by NST, a far less capable studio than Capcom or Grin. The addition
of a second, female playable character is appreciated, but the
Neutral Zones are gone and the game is really rough around the edges.
It was released in America and Europe but not Japan.

Another eight years of silence lapsed before Bionic Commando returned
to the masses. An American translator working at Capcom Japan, Ben 
Judd, successfully pitched Bionic Commando Rearmed to his superiors.
Originally conceived as a PSP game, Rearmed instead switched to
next-generation consoles and PC. A new, fully 3D Bionic Commando
game was developed as well. Judd worked closely with Swedish developers
Grin to create both games, which are debuting in 2008. Now fans and 
newcomers alike can experience the original NES Bionic Commando game 
in beautiful modern glory before taking on the all-new sequel.


--------------------------------------------------------------------
2. Version history
--------------------------------------------------------------------
08/17/08  Version 0.4 FAQ created.
08/19/08  Version 0.5 update. Added walkthroughs for Areas 2, 5, 14,
          15, and 16. Added list of Challenge Rooms. Added Unlockable 
          Challenge Room codes to the Unlockables section.
08/22/08  Version 0.5a update.
 Added walkthrough for Area 6
 and
          Aaron Sedillo's Challenge Room code to Unlockables section.
          Sorry progress is so slow - I've been really busy, darn it.
08/25/08  Version 0.9 update. All Area Walkthroughs but 12 and A are
          now complete. Added Major Nelson's Challenge Room to the
          Unlockables section. Combined Yashichi and Secrets sections 
          and made other minor formatting changes. Almost done!
08/28/08  Version 1.0 update. Area 12 walkthrough added. Unlockables
          section updated.
08/29/08  Version 1.1 update. Rearmed Versus Original section is
          finally finished. The Walkthrough and Secrets sections
          are complete as well. Go Go Bionic!
         

--------------------------------------------------------------------
3. Rearmed Versus Original
--------------------------------------------------------------------
Bionic Commando Rearmed keeps everything that made the original
game great as well as adding loads of new features so that even
experienced fans can have a fresh experience.

First, the most obvious updates: the graphics have been redone in 3D 
using the same engine that powers the full Bionic Commando sequel. 
Despite the new 3D graphics, this game retains the original's 2D 
perspective. Brilliant character art by Toshiaki "Shinkiro" Mori 
populates the new between-level cinemas featuring Nathan Spancer 
and new character Haley as well as the pre-fight boss cinemas and 
Communicator Room sequences. The music was masterfully composed and 
updated by the game's creative director Simon Viklund. The "Meet With 
the Enemy and Descend" music featured in Rearmed's overhead areas is 
actually a remix of the original Commando Theme music. The NES' 
overhead music now plays in the Secret Tunnels areas, which utilize
a side-scrolling perspective in the remake.

Rearmed includes a few gameplay modernizations that most players
will appreciate. Spencer now starts with a full life meter, unlike
the original game, which forced players to collect bullets from
downed enemies in order to build up a life meter. Defeated enemies
randomly drop health refills or score tokens instead of bullets. 
The remake adds a save feature as well as unlimited continues. In 
the NES game, players had to earn continues by defeating strong 
enemies in the overhead areas. These were actually really easy to 
acquire, so the old game basically had unlimited continues as well. 
Still, being able to save and come back to the game at will surely
encourages players to explore and enjoy the areas instead of simply
rushing through them. Don't think these changes make the game too
easy, either. Rearmed adds selectable difficulties, which range
from rather Easy to frustratingly Super Hard.

The game's setting has moved from the present to the near future.
The story has greatly expanded, with Spencer working for the
Federal States of America and fighting the fascist Imperial Army. 
The Neutral Zones of the old game still exist, but they're not so
neutral any more. They are now FSA Camps, and firing your weapon
will not cause everyone to freak out and attack you. Generalissimo
Kilt does not appear in Area 15 liked he used to; Spencer doesn't
encounter him until Area 12. Speaking of Area 12, the cinema at its
conclusion plays out a bit more realistically. The Albatross is
no longer the boss of that Area - it has been upgraded to a full
new level, Area A. 

Communicator Rooms worked differently in the old game. You had to
select the proper Comms Chip for an area at its outset. If you
brought the wrong one, the communicator just spouted gibberish
and the area had to be replayed. Now Comms Chips work automatically.
Hacking the Enemy Network in the original version carried the
risk of random detection by the enemies, who would attack Spencer
immediately if things went afoul. In Rearmed, success in hacking
is determined by playing a simple minigame. Failure results in
bad guys endlessly respawning from certain doors throughout the
area, but nothing happens in the Communicator Room itself.

The weapons and items systems have been greatly improved. Like
the Comms Chips, the NES game required Spencer to select a single
weapon and a single item prior to beginning an area. In Rearmed,
weapons are switchable on the fly. The weapons are different, too.
Grenades, the Plasma Rifle, the Vector Cannon, and especially the 
Shotgun add depth to the gameplay. The Shotgun allows Spencer to
create momentum for a swing while hanging, enabling jumps and swings
that were never possible before. The Bazooka (rocket launcher) has
been toned down from the NES game. It still does tremendous damage,
but no longer kills bosses as quickly and its splash damage will 
kill Spencer if he's not careful. As for items, they work 
automatically and in tandem. The POW Item did not make the cut
in Rearmed.

The Tank Droid enemies in the original game spawned dwarf enemies
when destroyed. Now they drop Mini Tank Droids, which is probably
more realistic. Some enemies that were human in the NES game have 
become droids in this one - namely the Barrel Droid and Propeller 
Droid. The fly trap enemies in Area 3 became bear traps, while
their accompanying moth and spider enemies are nowhere to be found.
As for those missing dwarfs, they still show up as the pilots of 
boss vehicles. The bosses have changed a lot. The old bearded
soldier boss is MIA except for a cameo in the "Hacking the Enemy
Network" portion of Area 12. In his stead, new bosses The 
Fabricator, the Power Pod, and the Siege Machine make their debut. 
The D-1 Beetle returns but requires a more skillful approach to 
defeat. The old Bionic boss (or is it the Bionic enemy from the 
original secret tunnels?) has been promoted to a full storyline 
character, Gottfried Groeder. And let's not forget The Leader, 
who awaits players in Area A...

Do you think the pillars that block the entrance of Area 4 and 
the landmines in Areas 2 and 7 are new? They actually appeared in 
the Famicom version of the original game. The interrogation sequence
in Area 19 was censored in the American NES version as well. Kudos 
to Grin for restoring these cool elements of the Japanese game.

There are many other minor changes and additions, but I don't want
to spoil the fun of finding them on your own. Go out there and
get swinging!


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4. Rearmed Platform Comparison
--------------------------------------------------------------------
Xbox 360
--------
-Price: $9.99
-Filesize: 240 MB
-Loading times: Slowest - The game is probably decompressed on the fly,
                resulting in longer (but still reasonable) load times.
-Exclusive features:
 -Exclusive Challenge Room: Major Nelson's Challenge Room
 -Achievements: While the other versions award players Medals for
                completing the same tasks as the 360 game's 
                Achievements, only this version allows players to
                view each other's Achievements, which also contribute
                to the player's overall GamerScore. Gotta catch 'em 
                all, right?


Playstation 3
-------------
-Price: $9.99
-Filesize: 374 MB
-Loading times: Medium
-Exclusive features:
 -Remote Play: Why anyone would want to play the PS3 game remotely
               through a PSP is beyond me, but the feature works
               pretty well.
 -Exclusive Challenge Room: One extra challenge room
                            (currently undiscovered)
 -Missing Features: Just to reiterate, this game does not support
                    PSN Trophies at present. They are probably
                    coming via patch in the future.


PC
--
-Price: $14.99 from Capcom's online store, Gamersgate, Direct2Drive,
        and other online sources (but not Steam, sadly)
-Filesize: 350 MB
-Loading times: Fastest
-Exclusive features:
 -Extra Challenge Rooms: Multiple challenge rooms will be added via
                         a software patch sometime after release.
 -Best graphics (on an appropriately powerful system)
-Missing features: The PC version lacks online leaderboards.
-System requirements: The game is not going to run at a very nice
                      framerate on these specs. Rearmed uses way more
                      resources than you would expect and has
                      no level of detail settings.
 -Windows XP (SP2)/Vista
 -Intel Pentium 4 2 Ghz/AMD XP 2200+ processor
 -1GB RAM
 -650 MB free hard drive space
 -128 MB DirectX 9c compatible card/ nVIDIA GeForce 6600 GT/or ATI 
  equivalent
 -DirectX 9 compatible sound card


Regional Differences
--------------------
-The game is censored in Germany, Japan (!), and South Korea. The 
 Leader's death sequence has been edited.
-The PC version of Rearmed is actually available on disc in a few
 small countries, such as Poland. Go Poland!


--------------------------------------------------------------------
5. Controls
--------------------------------------------------------------------
Xbox 360 Controls
-----------------
-You definitely want to set your control Type to C in the Settings 
 menu. These are the controls that I will list.

Left Stick: Movement
D-pad: Movement
Right Stick: Control Hyper Bazooka rockets
X button: Fire
A button: Bionic Arm
B button: Grenade
Left bumper: Switch weapon
Right bumper: Switch weapon
Back button: Inventory
Start button: Pause

Playstation 3 Controls
----------------------
-Type C Controls listed here:

Left Stick: Movement
D-pad: Movement
Right Stick: Control Hyper Bazooka rockets
Square button: Fire
X button: Bionic Arm
Circle button: Grenade
L1 button: Switch weapon
R1 button: Switch weapon
Select button: Inventory
Start button: Pause

PC Controls
-----------
-These are the default keyboard controls. If you use an Xbox 360
 controller, the same control types as the Xbox 360 version will
 become available and you should pick Type C.

Arrow keys: Movement/Control Hyper Bazooka rockets
J key: Bionic Arm
K key: Fire Weapon
L key: Grenades
I key: Switch weapon
O key: Switch weapon
U key: Inventory
1 key: Pause 

Using the Bionic Arm (all platforms):

-Blocking projectiles: Hit any projectile (besides rockets) with the 
                       Bionic Arm to block it. This is essential on
                       the Super Hard difficulty.
-Fire Arm diagonaly up: Press the Bionic Arm button with Up-forward 
                        or no direction pressed.
-Fire Arm horizontally: Press the Bionic Arm button and forward.
-Fire Arm low: Press the Bionic Arm button and Down or Down-forward.
-Fire Arm straight up: Press the Bionic Arm button and Up.
-Swinging and hooking in mid-air:
 -Swing and release: Press and hold forward until you reach the
                     end of your swinging arc.
 -Change direction: While moving in the air, press the opposite
                    direction + the Bionic Arm button to fire in
                    that direction. Press Up + the Bionic Arm
                    button to fire the arm straight up, stopping 
                    your lateral movement.
 -Extend forward in midair: While moving in the air, press Down +
                            the Bionic Arm button to fire the
                            Arm horizontally.
-Scaling: While the Bionic Arm is hooked to something, press the
          Bionic Arm button again to real yourself in and stop
          swinging. Then press Up to climb up (if possible). You
          can't climb down - you'll have to fall off the platform 
          if you want to do that.
-Getting under a platform: I'll say it again: if you need to get
                           under something, you'll have to walk
                           off the edge, and then immediately
                           turn towards the edge and fire your
                           arm at it to grapple on. 
-Pulling/lifting: Fire the arm at certain objects to pull towards
                  them or pick them up. If you lift the object,
                  you can throw it normally by pressing the Bionic 
                  Arm button or throw it low by pressing Down +
                  Bionic Arm.


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6. Gameplay Tips
--------------------------------------------------------------------
Difficulty Settings
-------------------
-Easy: Extra platforms appear in some areas and the Flying Droid 
       enemy will not appear in Area 5.
-Normal: Probably the ideal difficulty for your first playthrough.
-Hard: Enemies gain new moves and appear in increased numbers.
       Spencer takes more damage from hits. The hacking minigame
       is now timed.
-Super Hard: Beat the game on any difficulty to unlock Super.
             Enemies get a lot more moves and you have to constantly
             block their fire or learn new ways to dodge it.
             Spencer can take even less damage.

-Saving: The game saves automatically whenever you complete an area
         or when exiting certain areas if an item has been picked up.

-Scoring: Points are awarded for beating an area quickly, avoiding
          damage, and collecting Score Tokens from fallen enemies or
          by completing the Hacking minigame.

-Checkpoints: Whenever you enter a door, it serves as a checkpoint.
              This includes Communicator Rooms and secret rooms.
              After going through one of these doors, you will respawn
              there when you lose a life. Note that in Co-op,
              players automatically respawn next to each other
              until either player runs out of lives.

-Communicator Rooms: These offer you the choice of Contacting HQ
                     (which sometimes unlocks doors), and Hacking
                     the Enemy Network.

-Hacking Minigame
-----------------
 -Hacking is ALWAYS optional. It is never required to complete an 
  area.
 -The rewards for winning the hacking minigame include health and 
  score bonuses - plus the intel, which may reveal boss weaknesses.

-How to play:
 -A series of glowing circles emanate from the yellow sphere. These
  indicate which direction the Sphere while move when you press a 
  button.
 -Spin the puzzle cube and press the button to make the 
  yellow sphere shoot forward. If the sphere does not hit a target 
  when fired, you lose the minigame and will be attacked by enemies.
 -Red blocks stop the sphere and serve as stepping stones on your 
  way to the goal, the Green block.
 -Hitting a blue block will teleport the yellow sphere to the next 
  blue block. 
 -You basically need to rotate the cube until you can find a direction
  to fire the sphere in that will not result in it shooting out into 
  space. As you move from block to block (making sure not to 
  backtrack), you will eventually reach the goal.

Other Tips
----------
-Make sure you do the basic tutorial and especially the 
 Advanced Tutorial (found in the Area 0 Challenge Room) to learn
 proper swinging strategies.

-Stockpiling 1ups:
 Collect a bunch of extra lives from the FSA Camps, Meet With Enemy
 sequences, etcetera. Save your game by completing any Area,
 including the FSA Camps. Now tackle whatever area is giving you
 trouble. If you run out of lives, just reset the game, 
 exit to the Dashboard, or whatever. When you restart you'll
 still have all your lives.


--------------------------------------------------------------------
7. Area Walkthroughs
--------------------------------------------------------------------
Overview Map
------------
 Soundtrack: Okay, We'll Move
-For some reason it's difficult to move diagonally on the map. Why
 didn't they use the NES movement system? Oh well. If your controller
 has analog sticks, pressing it lightly in any direction will highlight
 the path it thinks you are choosing. Press it all the way when
 you're on the right path.


Area 0 - FSA Headquarters
-------------------------
 Soundtrack: The Bionic Commando Main Theme Rearmed
 Items required: N/A
 Items in area: Revolver Upgrade
 Items awarded: N/A
 Secrets: 1 (Friendly Fire - requires 2 players)
 Enemies: N/A
 Boss: N/A

-Make sure you try this area before moving on to the real areas. You
 can practice your swinging here as well as pick up the Revolver 
 upgrade.
-The first door contains the first set of Challenge Rooms and the
 Advanced Tutorial. Remember to do the Tutorials!
-After exiting the Challenge Room door, grapple onto the roof above
 to proceed.
-The third floor of the FSA Headquarters has a room which contains
 the Revolver Upgrade.
-Below the Revolver Upgrade room on the first floor is the Yashichi
 Door. Come back after collecting all 12 Yashichis to get the BC
 Purple Matrix, which is an unlock for the new Bionic Commando game.

-Secret: Friendly Fire
 First ask yourself if you want to make your Co-Op game more challenging.
 If so, this secret is worth going after... Maybe - it's tough to get.
 Above the Revolver Upgrade room are some platforms and another room.
 But how do you get to them? I was afraid you'd ask. You must swing
 from the left-most corner of the roof above the door. Either grapple
 onto it and use the shotgun for momentum or get on top of the roof
 and walk off the ledge, turning right and grabbing onto the corner.
 Swing left and grapple towards the platform there. You have to
 grab the right side of the platform with your arm barely extended.
 Then immediately fire the arm straight up to grab the platform
 above. Both of these platforms retract; you can keep grappling up
 to avoid falling all the way down. Get on the left-most edge of the
 bottom platform. Now try to get a swing going from the right-most
 corner of the top platform. Swing right and grab onto the next roof 
 in order to get into the door. Inside are two switches which must be 
 hit simultaneously, so you'll want to have a second player join in 
 at the end.


Area 1 - Oil Refinery
---------------------
 Soundtrack: The Bionic Commando Main Theme Rearmed
 Items required: N/A
 Items awarded: Grenades
 Secrets: 2 (Yashichi, Secret Challenge 1)
 Enemies: Patrol Soldier, Cover Soldier, Heavy Weapons Soldier,
          Battery Powered Generator
 Boss: D-1 Beetle

-You can grab and throw the blue barrels here. They can be used to
 block bullets, you know. Make sure you hold Down while throwing if 
 you want to hit a soldier in front of you.
-Make your way to the top of the first building and enter the
 Communicator Room. Choose both options on the COmmunication Terminal
 and make sure you master the hacking minigame now, as there is no
 pentalty for failure in Area 1.

-Communicator Room 1: 
 HQ Topics: Communicator Rooms unlock doors, hacking the enemy network
 Enemy Topic: D-1 Beetle

-Exit the Communicator Room, drop down a few platforms to the right, 
 and then grapple onto the lamp post to swing across to the right.
-You can fight Cover Soldiers in a few different ways. One is to
 wait until they stand up, fire a few shots at them, and then quickly
 duck down or block their fire with your arm, and repeat until they die.
 Another method is to grab the barrels they hide behind and throw
 them, removing their cover.
-Make your way to top of this building. Before you enter the door, you
 should see part of a lamp post off to the right of the building.
 The Yashichi is over that way. Don't try to get it yet.
-Enter the door and then exit, giving you a checkpoint in case you die
 as you try to get the Yashichi.

-Secret 1: Yashichi
 You'll need to get a swing going from the small platform with a
 concrete block and a red door on it, or from the roof above it. I
 prefer the roof. Go back up to the cave door and swing right from the
 tiny roof above that. Immediately turn left and grapple onto the roof
 above the platform that I mentioned. Make sure you have a hanging swing
 going after you've grappled onto it. Swing off to the right and quickly 
 grab onto the lamp post. If you can't grapple onto the top light, you
 may be able to grab the bottom one before you hit the water. Swing
 to the next light on the right, and then the third and final one. Make 
 sure you have good arm length for the third light and then swing off
 to the right and grab the platform just above the water. Climb up
 for the Yashichi. Just die or call for extraction if you can't get 
 back from the secret area.

-Return to the door and enter the Cave.
-Fall or use the elevator to enter the first path down and to the right.
-A Battery Powered Barrier blocks your path. Either line up correctly
 with the elevator or pull yourself up to the ceiling in front of it
 and fire at the top generator portion to destroy the barrier.
-Proceed right. You'll need to crouch and use the arm to pull yourself
 under the low ceiling. Make two swings to the right, being careful 
 not to hit the ceiling and stop moving, in order to get the 1up. 
 Fall down and head back to the vertical shaft on the left.
-Take the elevator up to the next path on the right and enter the
 Communicator Room.

-Communicator Room 2:
 HQ Topic: Hacking
 Enemy topic: D-1 Beetle

-Swing left across the vertical shaft and take out the Battery Powered
 Barrier to proceed.

-Secret 2: Secret Challenge 1
 You need grenades or the Bazooka to get this. Head left from the 
 Communicator room until you drop down one level and come to a short path
 with a Heavy Weapons Soldier and a blue barrel. Hit the crack in the 
 wall with an explosive to reveal the secret area.

-Whether or not you went after the secret, go all the way up and left
 to find the door to boss room.

-Boss 1: D-1 Beetle
 Grab onto the box witht he blue light underneath it and swing up to
 the level that the Beetle occupies. The Beetle has an attack in which 
 it flies forward and tries to flatten you, so watch out for that. 
 Grab and hold onto a barrel. Study the Beetle's movement pattern 
 and throw a barrel into its exposed lower region when it flies low 
 enough. Then get as close as you can and fire away. On Normal you 
 can take out over half its life with the upgraded Revolver if you 
 fire fast enough. When the weak point switches to the top of the robot,
 get onto the top platform and quickly grab a barrel. You'll need it
 to block the Beetle's shots. Wait for the right moment and throw the
 barrel again, then wail on its weak spot with your gun once more.

-Co-Op Boss Strategy:
 The Beetle shifts its weak spot when a barrel its thrown at it, but
 it can't shift it again for a few seconds after that. Have one player
 throw a barrel from the top, forcing it to switch its spot to the 
 bottom. The second player should be ready to attack the lower weak
 spot as soon as the boss gets in a good position.


Area 2 - Sewer Station
----------------------
 Soundtrack: The Bionic Commando Main Theme Rearmed, Leap of Faith
 Items required: Green Comms Chip
 Items awarded: Shotgun
 Secrets: 3 (Yashichi, Grenade Upgrade, Secret Challenge 2)
 Enemies: Land Mine, Slime Blob, Tank Droid, Mini Tank Droid,
          Fly Droid, Fly Droid Operator, Shielded Soldier
 Boss: Fabricator

-Swing over the Land Mine, which is a little nod to the Famicom
 version of the game. Enter the door to the Sewers.
-Immediately step away from the door and grapple onto the ceiling
 if you want to avoid the Slime Blobs. They will always head towards
 Spencer, no matter where he is. If one catches you, just grapple
 onto something to get out of it.
-Proceed to the right until you see a pit and a locked door.

-Secret 1: Yashichi
 Drop down the pit and quickly swing right. Swing again until you
 land on the ground. Ride the elevator up slightly and grab the
 Yashichi on the right. Take the elevator up the door.

-Head up until you encounter the Tank Droid. Blast it with the
 Plasma Rifle, and then take care of the Mini Tank Droid that drops 
 from its remains.
-Go up and left to the Communicator Room.

-Communicator Room:
 HQ Topic: Imperials are crazy
 Enemy Topic: Fabricator

-Head left and swing over the spikes, staying up high to get to the 
 next area with a Tank Droid and Slime Blobs.
-Go all the way left before you even think of dropping down any holes.

-Secret 2: Grenade Upgrade
 -Walk all the way to the left-most wall, just under a platform with
  a Tank Droid on it. Hold Down and toss a grenade. You should hear
  an explosion and a chime indicating that a secret wall has been
  removed. Now wall off the edge to the right. As you fall,
  immediately grapple to the left and find your way onto the
  platform with the Boss Door. Up and to the left of it a passage
  has been revealed. Fire your arm straight up and climb to the
  door to get the Grenade Upgrade.
  If you fell past the Boss Door platform, you can still get back up 
  to it with some creative swinging.

-Fall past the boss room and head all the way down and right for
 an extra life - but watch out because falling through the holes
 at this level will kill you.
-Swing up and left to the elevator. Ride it like you mean it.

-Secret 3: Secret Challenge 2
 After riding the elevator all the way up, you'll enter a large
 room that's filled with enemies. There are two switches in this
 room - one on each wall. Press Forward and the Bionic Arm button
 to latch onto each switch, and then tap the Arm button rapidly
 until the switch lights up blue. Ride the next elevator which
 is located in the top-right corner of the room. The secret door
 will now be opened at the left of the elevator's exit.

-Walk right from the secret door and fall down the shaft. Walk
 right and fall down the next hole, quickly turning to grapple
 on the platform to the left. Enter the boss door.

-Boss: Fabricator
 The boss occasionally spins around wildly, in which case Spencer
 needs to stay in the middle of its arch to avoid taking damage.
 Its main attack is with metal spikes that shoot towards you. Each
 spike lights up before firing, so pay attention and block that
 spike with your Arm when it comes out. After you block a few spikes,
 the Fabricator needs to recharge. Quickly swing from the driver's 
 box to the left and grapple onto the machine, pulling yourself 
 straight up. Fire away at the driver. You'll fall off after a 
 little while and will need to block the spikes again before gaining
 another chance to attack the driver. Two chances is all it should
 take on Normal.

-Co-Op Strategy:
 The boss fight is similar to single-player except that the
 Fabricator can fire two spikes at once. Both players must be
 ready to block them.


Area 3 - Secret Mountain Base Pass
----------------------------------
 Soundtrack: Bionic Commando Main Theme Rearmed
 Items required: Power Claw, Green Comms Chip
 Items awarded: Permit
 Secrets: 2 (Yashichi, Secret Challenge 3)
 Enemies: Bear Trap, Close Combat Soldier, Soldier, Shielded Soldier
 Boss: Power Pod

-Hit the barrier with your upgraded Bionic Arm.
-Swing from the wooden platforms to make it across the quicksand.
-Watch out for the Bear Traps, which make a sound just before going
 off. You can run past them if you're quick enough.
-Travel up and left until you find the door with a 3 above it. 
 Don't go through it yet.

-Secret 1: Secret Challenge 3
 From the first door, drop down one level and head all the way right,
 which will be less than one screen's distance. You need to blow up
 the top-right corner with a rocket from the Bazooka. To do this, 
 stand on the left edge of the platform to the left (rather than
 being on the platform under the place you're aiming for). Use your 
 Arm to hang from the ceiling and fire a rocket to the right, making
 sure you're far enough away that it doesn't hit a rock and damage you.
 This will cause a path to form up above and leading off to the right.
 You can swing up there and use the shotgun to push yourself through
 it, but don't bother. Just head southeast until you reach the end
 of the path and a secret door.

-After you're done grabbing the secret, head through the door to the 
 next area with the 3 above it.
-Drop down the shaft and then swing down to the left to reach the
 Communicator Room.

-Communicator Room:
 HQ Topic: Deflecting shots, continues (hee hee)
 Enemy Topic: Power Pod

-If you want to get the 1up, drop straight down from the Communicator
 Room and swing left just before hitting the spikes. Fire the Arm too
 late and it's curtains for you, though.
-From the Communicator Room, swing to the right, past the Soldier
 and over the spike pit.

-Secret 2: Yashichi
 After swinging right across the spike pit, don't fall down. Swing
 as close to the right edge of the roof as possible. Swing right
 and immediately fire your Arm straight up to grab the platform and
 climb up. Ride the elevators up to the Yashichi, which lies in the
 top right corner of the map. Go left back to the Communcator Room.

-This time drop down after the spike pit instead of going up for the
 Yashichi. Ride the elevator down or just drop down and swing left
 to avoid falling in the hole and dying.
-Make three fast swings left across the spike pits (much easier than
 in the NES version), and enter the Boss Room.

-Boss: Power Pod The boss emits thin blue beams of light before it actually fires its
 energy weapons. Avoid those blue beams. It also has an attack in which
 twin lasers fire from the stop and rotate down towards the bottom;
 just get in the middle of the room to avoid them. Use the lights to 
 swing under the Power pod and quickly fire your Arm up to grapple 
 onto it. Retract the arm and hang from the boss until it goes all 
 the way down, shooting the drones that try to knock you down with
 the Plasma Rifle. Don't use the Shotgun because you might swing
 into the drones by mistake and the damage it does to the power
 pod is pretty low. Once the boss hits the bottom and flips over, 
 stand right next to it and fire away. You can switch to the Bazooka
 to do extra damage; just don't stand too close.

-Co-Op Strategy:
 When two players are present,one person's weight is not enough to
 lower the Pod. Both heroes must hang from the boss until it hits
 the bottom and flips over.


Area 4 - Weapons Storage Cave
-----------------------------
 Soundtrack: Bionic Commando Main Theme Rearmed
 Items required: Flares
 Items awarded: Plasma Rifle
 Secrets: 2 (Yashichi, Secret Challenge 4)
 Enemies: Close Combat Soldier, Patrol Soldier,
          Shielded Soldiers, Bomb Expert, Fly Droid Operator
 Boss: 1st Platoon

-Make sure you have the Flares to light the darkness of the cave.
-Use the Bionic Arm to pull each of the stone pillars down and clear 
 a path.
-Swing aright over the spikes, dropping down to kill the Close 
 Combat Soldier. Proceed right to the Communicator Room.

-Communicator Room 1:
 HQ Topic: Darkness, Haley
 Enemy Topic: 1st Plattoon

-Head up and to the left. The two left-most walls are cracked and
 can be desroyed with grenades or the Bazooka. Destroy the lower
 one first. Make sure you have passed through its secret door before
 attempting to get the Yashichi from the upper secret area.

-Secret 1: Secret Challenge 4
 Blow up the lower of the two cracked walls northwest of the
 Communicator Room.

-Secret 2: Yashichi
 Blow up the cracked wall on the next level up from Secret 1, behind
 the Close Combat Soldier. Swing left twice over the spike pit and
 quickly fire the arm straight up to grab the climbable platform. 
 You can also accomplish this with rapid short swings, even if you
 mess up and lose your momentum. Climb all the way up and then fall 
 and immediately swing to the right. Climb up again and use short,
 quick swings to make your way across the spike pit. The Yashichi 
 lies at the end. Drop down the shaft to the left.

-Remove the pillars to the right and kill the enemies behidn them.
 Swing forward on the ceiling and fire your arm up to grab the
 climable platform. Get the 1up.
-Swing across the pit to the right and go northeast and enter the door.
-Make your way right to the boss room, defeating enemies and blocking
 their shots as necessary.

-Boss: 1st Platoon (Commander Totmacher and His Loyal Legion)
 -Climb up on the yellow platform and swing across. Throw a grenade
 at the Commander to defeat him. You can also swing into him with
 the Iron Boots if you have them. Finish off the remaining troops
 to win the battle. Easy peasy!


Area 5 - Construction Site
--------------------------
 Soundtrack: Heat Wave
 Items required: N/A
 Items in area: 1up
 Items awarded: Bazooka
 Secrets: 2 (Yashichi, Secret Challenge 5)
 Enemies: Soldier, Cover Soldier, Droid Sprinkler Cannon, Propeller Droid
 Boss: Siege Machine

-Secret 1: Yashichi
 Walk all the way right until you encounter a concrete block that you
 can't climb over. Walk back a little bit and start climbing up until you 
 reach the small building with a picture of a hard hat on it. Get on top
 of that building. You want to swing from the point on the roof above
 the small building that is just under a blue barrel. Make a couple of
 swings until you're under the blue barrel and then swing right to land
 on the concrete block. The Yashichi is just past it.

-Proceed up the building. When you get to the floor that has four lamp
 posts and a concrete block on it, you should be able to see a 1up
 above and to the left of that floor. Climb up to the next level, which
 contains two small buildings. Swing from the left-most building and
 grab onto the ledge that houses the extra life. Swing right and keep
 going up.

-Communicator Room 1:
 HQ Topics: Investigate the assembly line, be careful
 Enemy Topic: Siege Machine

-Continue climbing up. You'll encounter Droid Sprinkler Cannons and
 Propeller Droids. You can often proceed without destroying the
 Cannons. Duck to avoid Propeller Droid's energy attacks. You can
 hit them with your arm to make them drop closer to your firing range.

-Secret 2: Secret Challenge 5
 You'll eventually encounter a locked door on the left with some sandbags
 and two stacked blue barrels beside it. Go up past the second Communicator
 Room, all the way to the floor with the Boss Room. There is a blue switch
 on the right edge of that floor. Hit it with your Arm and fall back to the
 locked room. Grab Secret Challenge Room 5 from inside it.

-Communicator Room 2:
 HQ Topics: Munitions shipment
 Enemy Topic: Siege Machine

-Climb up to the Boss Room.

-Boss: Siege Machine
 The Machine's treads have a glowing weak spot on them. Throw grenades at
 the weak spot until the treads are destroyed. Dodge the boss' bombs until
 its rear wheels start to spin. Then dash back to the platforms on the
 left. Climb up and grab onto any of the three bolts on the front of the
 Siege machine. Press the Arm button rapidly to remove the bolt. Repeat
 this for the other two bolts, hopping down to lure the boss back towards
 you as needed. When the bolts are gone and the cockpit is revealed,
 climb up to the top and throw a grenade, fire a gun, or use your arm
 to defeat the driver. He'll also die if he rams the platforms again. Watch

 out for the wrecking ball that the Machine shoots when its cockpit is 
 exposed.

-Co-Op Strategy:
 Two players can defeat the Siege Machine a little faster than usual if
 they coordinate properly. If each player pulls on a separate bolt, the
 boss will usually reel back after one of the bolts comes out. Savvy
 players will each grab a different bolt and time their Arm button presses
 so that the bolts come out at the same time, thus knocking out two sections
 of the machine at once.


Area 6 - Docks
--------------
 Soundtrack: Heat Wave
 Items required: Bazooka, Green Comms Chip
 Items in area: 1up, Plasma Rifle Upgrade
 Items awarded: Power Claw
 Secrets: 2 (Yashichi, Plasma Rifle Upgrade)
 Enemies: Mini Tank Droid, Fly Droid Operator, Soldier, Barrel Droid
 Boss: D-1 Beetle v2

-Fire the Bazooka into the barrier to destroy it.
-Swing on the lights, making sure to time it so that you don't hit any
 spiked balls.
-If you swing off the second or third light and quickly fire your arm 
 straight up, you can latch onto the left-most platform above and get 
 the 1up.
-Proceed to the right and climb to the top of the building.
-Swing to the right onto the blue platforms and large purple metal crate.

-Secret 1: Yashichi
 From the purple crate you can see two lamp posts to the right. Latch onto 
 the right side of the light and pull yourself up. Latch onto the next
 light, trying to grab the right side. If you get the left side, pull
 yourself up, then try to grab the right side again as you fall off. Once
 you manage to get the right side of it, climb up and latch onto the third
 light. From there, swing left and grab the platform to reach the Yashichi.
 This is much easier in Co-Op as you can have one person wait on the purple
 box while the other person attempts to traverse the lamps. If that person
 fails, he can kill himself and respawn on the purple box. It's really
 hard to get back on top of that box otherwise, as you have to carefully
 swing under the platform beaneath the purple box, grab the light to the 
 left of it, and then pull yourself up.

-Fall back down to the right and swing from the lamp posts until you
 land on a small building with a door.

-Communicator Room 1:
 HQ Topic: Docks
 Enemy Topic: Albatross project status

-Exit the Communicator Room from the door on the right.
-Get on the blue platforms and swing to the lamp post. From it you can
 swing to the next building.

-Secret 2: Plasma Rifle Upgrade
 Walk all the way to the right edge of the building. Fall off the edge and
 quickly and grapple to the left. You want to hang just to the left of the
 right-most light and drop straight down. The door below leads to a room
 with blue switches on the upper-left and upper-right parts of its walls.
 Hang from the ceiling and shoot them with the Plasma Rifle to open the
 locked door (the middle-most door in the room). The upgrade is inside.
-Continue up the building. When the blue barrels start rolling towards you,
 either grip the ceiling or use the Air Vent Blocks to bounce over them.
-Destroy the Barrel Droids as soon as you can by firing at them just after
 they've thrown their barrels. You can't shoot through the barrels.
-There's a portion of the ceiling on the right side of the building that 
 can be climbed to skip a little bit of the barrel dodging. Keep an
 eye out.
-Enter the Boss Room.

-Boss: D-1 Beetle v2
 The same strategy from Area 1 applies here. The Beetle has picked up
 a new attack - rockets, which can't be blocked by barrels. Still, this 
 battle is even easier as the Bazooka takes the Beetle out very quickly.


Area 7 - POW Camp
-----------------
 Soundtrack: The Bionic Commando Main Theme Rearmed 
 Items required: Vector Cannon, Permit, Blue Comms Chip
 Items awarded: None (Head to Area 18 for Joe's Machine Gun)
 Secrets: 3 (Yashichi, Secret Challenge 6, Joe's Machine Gun Upgrade)
 Enemies: Tank Droid, Soldier, Land Mine
 Boss: Groeder

-Secret 1: Joe's Machine Gun Upgrade
 Come back and get this secret after you get Joe's Machine Gun. Instead of
 entering the door at the beginning, fall to the right and grapple the
 ceiling before plummeting to your demise. Carefully grapple all the way 
 right, and then make your way up to the secret door. Use Joe's Machine
 Gun to shoot the switch that opens it.

-Shoot the two switches at the beginning with the Vector Cannon to unlock
 the door. Proceed.
-The Bazooka is quite effective against the Soldiers and Tank Droids in this
 area. 
-Head all the way northeast. The Communicator Room is on top of a red tower.

-Communicator Room:
 HQ Topic: Rescuing Super Joe
 Enemy Topic: Groeder's threat

-Secret 2: Secret Challenge 6
 Climb on top of the roof of the Communicator Room building. There are four
 lamp posts to the right. Swing back and forth between them to reach the
 platform to the right, using the shotgun to gain momentum as necessary.

-From the Communicator Room, journey left, swinging from each tiny platform
 to the next. If you fall, you'll pass by the 1up on your way back to the
 Communicator Room.
-The Boss Room is all the way to the left. Don't enter it until you have
 the Yashichi though.

-Secret 3: Yashichi
 From the Boss Room door, walk off the edge to the right. Immediately
 turn left and grapple onto the platform, being careful not to let your
 Arm extend too far and knock you into the wall. Reel yourself in and then
 drop down. As you fall, quickly grapple onto the ceiling of the tunnel
 in the wall. If you fail, you'll hit the land mines, so try not to fail, 
 okay? Use grenades to destroy the land mines if it comes to that.
 Playing in Co-Op would be helpful once again as one player could
 remain by the Boss Room and act as a respawn point in case the other
 player is killed by the Land Mines.

-Return to the Boss Room door and enter.

-Boss: Gottfried Groeder
 Part 1:
 Groeder swings around and fires energy blasts. Dodge those and try not
 to let him swing through you. Get close to him when he stops to charge
 and blast away with the Shotgun. After you damage him enough, he evacuates 
 through the door on the right.
 Part 2:
 You must make it to the end of the hallway without being killed by
 Groeder's arm attacks from above. It's hard to see and react to them
 quickly, so press the Inventory button to semi-pause the action and get
 your bearings as needed.
 Part 3:
 Now you can finish "Grody" off with the same strategy you used to hurt
 him before. Go through the door to find Joe after winning.


Area 8 - Hi-Tech Factory
------------------------
 Soundtrack: Power Plant
 Items required: Permit, Blue Comms Chip
 Items awarded: Shinguards
 Secrets: 2 (Yashichi, Shotgun Upgrade)
 Enemies: Soldier, Bomb Expert, Fly Droid Operator
 Boss: 2nd Platoon

-Enter the building.
-Swing onto the platforms and go up a couple of platforms.

-Secret 1: Shotgun Upgrade
 On the right there is a platform with a Bomb Expert, just above a
 platform with an Air Vent Block. Get on the Bomb Expert's platform
 and use the roof above to swing to the right. You'll need to fire the
 Arm straight up and cling onto the one grabbable tile. Use the Shotgun
 to gain momentum and then swing to the left and fire your Arm up
 to grab the roof above. Reel yourself in and use the Shotgun for
 momentum. Swing right and enter the door.

-Jaunt all the way up. You will encounter a door on the left as well
 as one off to the right. Which do we enter? You could take several 
 paths through this area, but let's do it my way and go through
 the door on the right.
-Now ride the elevator up and take the top-most door.
-Head up and to the right.

-Communicator Room 1:
 HQ Topic: Sneakers
 Enemy Topic: 2nd Plattoon

-Go northeast and collect the 1up.
-From Communicator Room 1, take the door in the northwest corner.
-Get on the moving platform and fire your arm straight up. Continue
 climbing to the next Communicator Room.

-Communicator Room 2:
 HQ Topic: Anti-air Convoys
 Enemy Topic: Spencer, Enemy morale

-Secret 2: Yashichi
 From the Communicator Room, climb up to the door on the top-left
 but don't enter it. Grab the ceiling above it and use the shotgun to
 start a swing. Swing off to the right and quickly fire the Arm straight
 up to grab a platform (which is off-screen until you swing high enough).
 Climb it and scoop up the Yashichi.

-Go through the door on the left now and ride the elevator down one
 level to the Boss Room.
-Okay, you have to fight through a corridor of enemies before you reach
 the Boss Room. It will be much harder if you failed to hack the enemy 
 network earlier. Anyway, the Bazooka is great here.

-Boss: 2nd Platoon (Commander Von Verstand and his Relentless Ranks)
 Darn if this Platoon isn't just like the first one. Climb up on the
 yellow platform, swing right, and grenade or swing into the Commander. 
 Then make force his friends relent against their wills.


Area 9 - Waste Disposal Facility
--------------------------------
 Soundtrack: Leap of Faith
 Items required: Permit, Blue Comms Chip
 Items awarded: Vector Cannon
 Secrets: 1 (Yashichi)
 Enemies: Cable Backpack Soldier, Soldier, Flying Droid Operator
 Boss: Siege Machine v2

-Enter the facility. Duh.
-Shotguns are the best way to defeat the Cable Backpack Soldiers, until
 you beat this area and get the Vector Cannon.
-Walk right and fall down the first pit.

-Secret 1: Yashichi
 As you fall down the first pit, immediately turn left. Grapple onto the
 ceiling of the path to the left as you fall. If you miss it, you'll have
 to call for extraction and try again. Fall down the next shaft. The
 door to the Yashichi is currently locked. Reaching the door at the
 beginning of the area allows you to return to it later, after you have
 unlocked it. Grab the Bolted Wall and tap the Arm button rapidly to 
 continue to the right. 

-Climb up the platforms to the right, and fall down the first pit you
 find up there. Immediately turn left and grab the 1up with your Arm.
-Go back up and continue right. Go up to the Communicator Room.

-Communicator Room:
 HQ Topic: Super Joe
 Enemy Topic: Siege Machine v2

-Walk left and shoot the blue wall switch. Each level of conveyor belts
 has one of these. Climb up and hit all 5 of them.
-It's time to backtrack to the secret door. Drop down between the holes
 in the conveyor belts, keeping as far left as possible to avoid the pit
 of Molten Metal that's towards the right. Fall down the Retracting
 Blocks by the Communicator Room and journey west back to the Secret
 Room and its delicious Yashichi.
-Note! The Yashichi is way easier to get in Co-Op than single-player.
 Have one player stay at the COmmunicator Room while the other player
 hits the switches. The one who stayed behind can travel back to the
 secret door without having to bother with the conveyor belts. Once
 that player passes through the Secret Door, the person who hit the
 switches will be transported there as well.

-Return to the Conveyor Belts room and head all the way northeast to 
 the Boss Room.

-Boss: Siege Machine v2
 The Siege Machine's bombs now have a larger blast radius, so you 
 will have a harder time standing between them to avoid being hit. 
 The Machine can also bust through walls. After you've destroyed the
 tread, lure it forward and then run as far left as you can as it breaks
 the wall. Each time you lure it forward after that, you will have to
 leave 2 rows of platforms between Spencer and the boss to prevent
 him from taking damage. Get just far enough to the left and climb on 
 the remaining platform to reach the bolts that need unscrewin'.
 Once you knock out the driver, the Machine's final charge will take
 out several rows of platforms, so run as far left as you can.

-Co-Op Strategy:
 Remember that both players can grab a different bolt and time their 
 Arm button presses so that the bolts come out at the same time, knocking 
 out two sections of the machine at once.


Area 10 - Tech Assembly Plant
-----------------------------
 Soundtrack: Heat Wave
 Items required: Yellow Comms Chip
 Items awarded: Health Recovery Pills
 Secrets: 2 (Yashichi, Vector Cannon Upgrade)
 Enemies: Droid Sprinkler Cannon, Soldier, Slime Blob
 Boss: Power Pod v2

-The Droid Sprinkler Cannons are back but they can fire in more directions
 than before. The Vector Cannon is a good way to deal with them.
-Proceed right until you encounter a spike pit with a spiked platform above 
 it. Grapple onto the platform, then swing left and immediately fire your Arm
 straight up to grab the next platform.
-Now grapply the roof above you and use the shotgun to get a short swing 
 going. Swing to the right and quickly grab to the left, making sure your
 Arm doesn't get too long and cause you to hit the wall.
-Swing right and grab the 1up.
-Swing left across the spike pit and grab the platform to the left. Climb up.

-Secret 1: Vector Cannon Upgrade
 Now you could go up and left to encounter the Slime Blobs. Instead, walk to
 the right and press Forward + Arm to grab the right wall. Press Arm again to
 pull yourself to it, causing you to dangle from the corner. Fire the Shotgun
 for momentum. Swing left and immediately shoot your Arm straight up to
 grab the hard-to-reach platform. Climb up, and swing right. Use the Vector
 Cannon to hit both of the blue switches and open the door.

-Drop back down and head left, allowing the slimes to carry you under the
 spikes - or using the shotgun recoil to get under.
-Don't let the slimes carry you into the next spike pit. Swing left to the
 Communicator Room.

-Communicator Room:
 HQ Topic: Albatross progress
 Enemy Topic: Power Pod v2

-Walk left and you'll see a spiked pit. Grapple onto the lower part of the 
 ceiling above the spikes, reel yourself in, and wait for the moving platform 
 to arrive. Drop onto it and ride across the spike pit, ducking under the 
 spiked ceiling at the end. Carefully step off the moving platform onto solid 
 ground.
-Fall down the pit to the left.

-Secret 2: Yashichi
 The path to the right has a spiked ceiling. Duck in front of the spikes
 and turn left. Fire the shotgun repeatedly until the recoil pushes you past
 all the spikes to the prize at the end.

-Head left, then climb up to the Boss Room.

-Boss: Power Pod v2
 Pulling the boss to the ground isn't enough this time. Once it's as far down
 as you can pull it, you must run to the side, climb up a platform or two,
 and then swing onto the Power Pod. Ride it until it hits rocks bottom. Joe's
 Machine Gun is rather effective against the drones that aim to knock you off.
 Attack the boss with the Bazooka after it has flipped.


-Co-Op Strategy:
 Like before, both players will need to weigh the boss down simultaneously.


Area 11 - Furnace
-----------------
 Soundtrack: Leap of Faith
 Items required: Yellow Comms Chip
 Items awarded: Bulletproof Vest
 Secrets: 2 (Yashichi, Secret Challenge 7)
 Enemies: Close Combat Soldier, Mini Tank Droid
 Boss: Fabricator v2

-Swing across the ceiling, grappling onto each subsequent higher portion, until
 you reach some platforms that you can drop down to. If you fall too early,
 you might hit the molten metal, or you may hit an isolated platform. Ride
 the moving platforms back to the start and try to take the ceiling route 
 again.
-All the way to the right there is a 1up to grab before you start working
 your way up.
-Go up to the Communicator Room.

-Communicator Room:
 HQ Topic: Albatross
 Enemy Topic: Fabricator v2

-Secret 1: Secret Challenge 7
 Head left from the Communicator Room, until you reach a concrete block that 
 bars your pathway. Swing left and drop down. There is a shaft just to the 
 left. Fall and quickly grapple onto the ceiling of the room in the left side
 of the shaft. A small hole in the wall leads to a bolted wall. Use your arm 
 to open the wall. Drop and return to the Communicator Room. Go left again, but
 this time don't fall after swinging over the concrete block; grapple onto the
 first cylinder above instead. Swing left and try to land in front of the 
 second shaft. Fall down it and grapply onto the ceiling to the left. Enter
 the secret door.

-Secret 2: Yashichi
 It's easy to die while going for this one, so I suggest getting Secret 1 and
 completing the area first. That way you can fully concentrate on the Yashichi
 when you return. Head back to the Communicator Room, enter and exit, and then 
 go west to the same concrete block as before. Grapple just above it with your 
 arm, reel yourself in, and then fall down so that you are standing on the 
 block. Face left and grapple your arm in that direction, Now swing forward and 
 immediately fire your arm straight up to grab on the circular platform just to
 the right of the cylinders above. You want to grab the left side of the circle
 so that you can pull yourself up and slide off to the left. Just as you slide
 off, fire the arm straight up and grab the next circle. From this circle, 
 swing left onto the first cylinder. Grapple onto the platform on the right. 
 Now just swing all the way left until you reach a platform which contains 
 a few enemies and the Yashichi.

-To progress towards the Boss Room, go left from the Communicator Room. Swing
 left over the concrete block and grapple onto the first cylinder. Swing left
 along the other cylinders (three rows of them) until they run out, at which 
 point you'll want to swing left and land on the western platform down below.
 You could also grab the rooftop after the three cylinder rows if you're really
 careful, in which case you'd just need to swing all the way to the most 
 western wall and fall down to the Boss Room door. But if you didn't grab on to
 the roof, touch the Air Vent Block and grapple from the cylinder just to the
 left, then the next one, and swing to the door.

-Boss: Fabricator v2
 You got your Simon in my Bionic Commando! The 'ricator now attacks with three
 spikes in a row. Watch the order that the lights flash and prepare to block
 all three of them in sequence. If you fail to block any of the three, the
 process starts over. Otherwise, the boss is the same as it ever was.


Area 12
-------
 Soundtrack: Rise of the Albatross
 Items required: Yellow Comms Chip
 Items awarded: None
 Secrets: 1 (Yashichi)
 Enemies: Mini Tank Droid, Droid Sprinkler Cannon, Shielded Soldier
 Boss: None

-Areas 12 and A are more challenging than most, so it'd a good idea to visit
 the FSA Camps and stock up on lives before attempting the final areas.
-Go down the first elevator.

-Secret 1: Yashichi
 Head left from the first elevator and enter the door. Clear the enemies away
 and climb up the two platforms. Swing all the way to the right edge of the 
 ceiling. When you get to the end, fire your arm sraight up and then reel
 yourself in. Use the shotgun to make a small swing to the right, firing the
 arm up again. Once you reach the top, the shotgun will help you swing right
 to the Yashichi.

-Go back out and head right from the elevator. You'll come to a place with
 two doors. Don't enter the left door, but do go in the Communicator Room
 on the right.

-Communicator Room:
 HQ Topic: Network unhackable, Keeping Haley safe
 Enemy Topic: Troops moved to Albatross, electrical drainage

-At the bottom of the elevator shaft, take the left door. This leads to
 the room we avoided entering earlier. The bottom path is much safer.
 Climb up to the door in the middle of the room on the right side,
 avoiding the electricity on the floor. Enter the door... to your destiny.
 Or something.
-Inside this door, you'll want to take out the enemies with the Vector 
 Cannon. Then grapple and hang fromt he switch on the right part of the
 ceiling until its light goes out.
-Now it's time to get out of the electrified room. You could carefully
 swing over the electric shocks, but it's easier to just climb to the
 top of the room and exit from there.
-Now head back down the elevator. Proceed right through the deactivated
 barrier and take the next elevator.
-Go in the door on the right. Drop down and make your way left, avoiding
 the electricity and destroying the droid enemies.
-Climb up to the switch, fire your arm forward to grab it, and then press
 the arm button repeatedly until the switch goes off. Get out of the room.
-Take the elevators all the way down and left. You'll end up in a tunnel
 thats is lined with spikes.
-This is the hardest oart of the area, and yet much easier than the NES
 version thanks to our friend the shotgun. Carefully grapple right and
 pull yourself in. Fire the shotgun, hold right, and immediately grapple
 right again. Do not allow yourself to fall at all - just quickly grab the 
 ceiling each time you launch yourself forward with the shotgun.
-Enter the door at the end of a cinema but no boss! The area is over.


Area A
------
 Soundtrack: Rise of the Albatross
 Items required: Complete Area 12
 Items in area: Bazooka Upgrade, BC Prototype Weapon
 Items awarded: N/A
 Secrets: 1 (BC Prototype Weapon)
 Enemies: Mechanical Crunchers, Droid Sprinkler Cannon, Soldier,
          Heavy Weapons Soldier, Bomb Expert, Mini Tank Droid
 Boss: The Leader's Helicopter

-Area A is the hardest in the game, so make sure you have lots of 1ups
 from the FSA Camps before attempting it.
-Enter the second door on the right and go up the elevator.
-You'll see three doors: The Gear Room, the Gas Room, and the Electrical
 Room. Tackle each one in order.

-The Gear Room:
 -Drop down to the southwest corner of the room and enter the door. Hang
  from the switch to turn on the Mechanical Crunchers outside.
 -Walk right, carefully avoiding getting crushed by the Crunchers, and
  stand on the last one. Fire your arm from atop it to proceed.
 -Walk right, using the 2 moving platforms to stay off the spikes. Climb up.
 -Use the Vector Cannon to thwart any enemies you see. Move left across the
  Retracting Platforms. At the end of the path, wait until it's safe to
  drop down the hole without being hit by Crunchers. Dropping down
  onto the top one while it's extended is the way to go.
 -Head back up to the door you first entered from. Soldiers now spawn
  from a door on the left. You have to patiently traverse a tunnel of
  Mechanical Crunchers before you reach the door. Stop and wait between
  each one that you pass.

-On Easy-Hard difficulties there is a trick to skip the Gas and Electrical
 rooms. First deactivate the Gear Room switch. Now get between the
 the Mechanical Cruncher and the gas valve. Stand as close to the gas as
 possible, then turn left slightly and crouch. Fire the shotgun, pushing
 yourself into the gas. Immediately run to the right through the 
 electrical barrier! This may take a few attempts, but it can save you a
 lot of trouble.

-If you didn't skip past them, here's how to complete the Gas and 
 Electrical Rooms:

-The Gas Room:
 -Shooting the Yellow Barrels will emit a poison gas. Make sure you're far
  away from them before firing.
 -Drop down the series of platforms, waiting for the gas to stop spewing
  from beside them each time.
 -Head left. Watch out for the retracting platforms! They'll drop Spencer
  onto spikes, and I happen to know that he hates spikes worse than people
  who wear their baseball caps to the side. Fashion crimes aside, just
  run across them without stopping, and swing from the platforms above
  when you can.
 -Go up and through the door,
 -A tunnel full of gas valves now blocks your progress. Gasp! Wait, it's
  not as hard as it looks. You can get very close to the gas without
  taking damage - just make sure Rad's face doesn't touch it. Now study
  the valves on the ceiling. When a valve stops firing, it's safe to walk
  through it, even if it looks like gas remains in the air. Stay on your
  toes and you'll make it across to the shutoff switch.
 -As you make your way back, blast enemies with the Vector Cannon before
  you get within their range.

-The Electrical Room:
 -Head down the elevator and proceed right. Note that like the gas valves,
  Rad can stand really close to the electricity without taking damage.
 -Drop down the shaft and walk left. Wait for the electricity to stop,
  then swing left once. Pull yourself up to the ceiling before you
  hit the next electrical barrier. Wait until it stops and then use the 
  shotgun to swing past it.
 -Go down the next elevator to a series of circular platforms. You'll
  have to swing across them without falling into the electricity below.
 -Ride another elevator to the first electrical switch. Pull it and
  continue downward.
 -Walk left between four electrical barriers and then climb up.
  The second switch is behind another electrical barrier to the right,
  but you can't reach it yet. Darn that switch!
 -Swing left across the ceiling, avoiding the moving electrical discharge 
  below. Time your swing over the next discharge and flip the third switch.
  Now the second switch is unguarded!
 -Hit that second switch. The elevator no longer functions, so return to 
  the third switch and drop down. Be ready for a bunch of hostiles.
 -Go right and then up to a room with circular platforms. Climb on top
  of one and fire your arm straight up to a higher one. From there, grab
  the ceiling, swinging if necessary, to proceed up. Exit to the left.

-Now that all 3 rooms are cleared, travel right. Collect the 1up and
 go through the door.
-Now you must proceed left and up through a series of retracting platforms.
 Don't worry, not every single one retracts. If you fall through one by
 mistake, you can sometimes grapple onto it before plummeting to your
 demise. It's important that you learn to walk across the long series of
 retracting platforms. Keep your feet on two different platforms at once
 so that if one retracts the other will still support you.

-Here is a step-by-step guide:
 -From the door, grapple to the retracting platform to the left, and
  swing to the solid platform left of that.
 -From the first solid platform, swing across the long retracting platform,
  landing on the solid platform on the left.
 -From the second solid platform, swing all the way left. Only retracting
  platforms lie here. Grapple up from each one along the left edge until 
  you're at the top. Swing right and land on the third solid platform.
 -Swing right from the tiny retracting platforms, making your way
  to the fourth solid platform, which contains a 1up.
 -Drop off the 1up platform and grapple onto its underside. Swing
  right, landing on the tiny platforms and dropping down to the
  fifth solid platform on the right.
 -Walk right across the series of retracting platforms and grapple
  onto the seventh Solid platform above.
 -Grapple straight up three levels of retracting platforms and then
  walk left across a series of them. At the end, drop onto the final
  series of retracting platforms and carefully walk across it to
  the last solid platform, which holds the exit door.

-The next room contains hoardes of soldiers. There is a 1up towards the
 top-left, near the beginning.
-Head northeast until you find some electrical barriers, one of which
 blocks a door. Head up and pull the switch to deactivate the left barrier.
-Go left, fighting the enemies you encounter, and pull the next switch.
 The door to the right is now open.
-The next door has a couple of switches at the top. Kill the fascists
 that block your path, pull the switches, and exit.
-Take the elevator up. Head left past the deactivated barrier.
-Get on the moving platform and then drop and hang from it. Fall onto
 the second moving platform and crouch quickly. If you miss and hit the 
 electricity, you may still be able to pull yourself up.
-Climb up, and then drop and grapple onto the third moving platform,
 pulling yourself up before it moves above the electricity.
-Ride the third platform all the way left and walk off it at the end 
 of its path. Grapple and pull yourself up before you strike the 
 electricty at the bottom.
-Pull the switch, despatch the enemies. Don't go right yet!

-Secret 1: BC Prototype Weapon
 Now that the last switch is pulled, head back to the door that
 contained two switches. You can even kill yourself
 and respawn at the door. From that door go directly left past the last 
 deactivated barrier. Collect the FSA icon.

-Return to the last switch and head right. Fire your arm up and use 
 the shotgun to reach the elevator. Take the next door. There's no
 going back from here.

-Climb up the platform and run left. You'll get the Bazooka Upgrade.
-Farther left you'll see two switches on the ceiling. Shoot them both
 by steering your Bazooka's rockets. Take the elevator between them
 up to the boss.

-Boss: The Leader's Helicopter
 Use your arm to block the Leader's missiles - they won't hurt you
 if you take them out from a sufficient distance. You can also shoot them 
 down with your Revolver. On Hard or above you'll want to Press 
 the Inventory button to pause the action and determine where the missiles 
 are coming from. If the rockets are coming from the sides, it helps to
 run away from them so that you can get a better look at their trajectories.
 
 When the helicopter drops down to fire its machine guns, run the other 
 way and shoot the cockpit with the Bazooka. If you're far enough 
 underneath the back of the chopper its bullets can't hit you. Steer a 
 rocket into the cockpit from there to avoid getting hit. If it misses
 you'll get shot but can fire back for a sure hit. Don't shoot his bullets as
 they will make your rockets explode.
 
 Eventually the Leader will start attacking you with lasers.
 Watch the direction the helicopter leans and immediately sprint in that
 direction to avoid getting hurt. Press the Inventory button if you need
 to slow things down and determine where he is leaning. Dodge a few times
 and you'll have another opportunity to shoot the helicopter while it's
 firing its machine guns.

-Even after The Leader goes down, it's still not over! Ride the elevator
 back down and exit through the door on the left.
-Go right and then up. You'll see an enemy on the left - fighting him
 is optional and not really a good idea. Go left and up around him,
 then exit the door at the top to experience the ending sequence.


FSA Camps:

Area 13
-------
 Soundtrack: Amongst Allies
 Items required: N/A
 Items in area: Flare, 1up

-The first door's Challenge Room unlocks Challenges 1-8.
-The door with the syringe over it contains a 1up. It's
 in the top-right corner of the room.
-The room above the 1up room has the Flares.


Area 14
--------
 Soundtrack: Amongst Allies
 Items required: N/A
 Items in area: Blue Comms Chip

-The first door contains Challenges 25-32.
-The door above the Challenge Room contains the Blue Comms Chip.
 It is a lovely Comms Chip.
-The third door is locked until you complete Area 8.
-The lamp post up and to the left of the second building can be
 grappled to, but it leads nowhere.


Area 15
-------
 Soundtrack: Amongst Allies
 Items required: N/A
 Items in area: Green Comms Chip, 1up

-The first door's Challenge Room unlocks Challenges 9-16.
-The second building's upper door contains the Green Comms Chip.
-The second building's lower door contains a 1up in the usual
 top-right corner.


Area 16
-------
 Soundtrack: Amongst Allies
 Items required: N/A
 Items in area: Iron Boots, 1up

-The Iron Boots are in the very first door. How could you miss them?
-The second door is locked until you complete Area ?.
-The third door contains Challenges 17-24.


Area 17
-------
 Soundtrack: Amongst Allies
 Items required: Permit
 Items in area: Yellow Comms Chip, 1up

-The first door contains the Yellow Comms Chip.
-The second door contains Challenges 33-40, but not love. Love is
 so hard to find.
-The third door is locked until you complete Area ?.


Area 18
-------
 Soundtrack: Amongst Allies
 Items required: Permit
 Items in area: Joe's Machine Gun
-The first door contains Challenges 41-48.
-The second door is locked until you complete Area ?.
-The third door, guarded by Desmond Troyer, or Destroyer to his friends,
 is locked until you complete Area 7. Come back when that's done for
 Super Joe's Lucky Sweater, I mean, Machine Gun.
 

Area 19
-------
 Soundtrack: Amongst Allies
 Items required: Permit
 Items in area: Secret Tunnel locations

-The first door contains Challenges 49-56.
-The second door contains an enemy prisoner. This exchange was censored
 in the American NES game. Beat him with your Arm until he confesses
 the Secret Tunnel locations. You could even kill him afterwards if you
 were feelin' like a villain.
-The third door is locked until you complete Area ?.


Secret Tunnels: 
 -To unlock these routes, go to Area 19 and find the second floor room 
  that contains an enemy POW. Hit him repeatedly with the Bionic Arm 
  to force him to reveal the secret routes.
 -You can choose not to descend when passing through the Secret Tunnels,
  which allows you to simply travel the overhead map faster.
 -Both Secret Tunnels have a door at the beginning which can be used to 
  exit the area.

Secret Tunnels 14-17
--------------------
 Soundtrack: Killt's Hidden Treasures
 Items required: Vector Cannon (you could do this with other weapons
                 but it would be 20 times harder)
 Items in Area: Secret Dossier

-Swing to the right and land on the moving platform. Fire the Vector Cannon
 to hit the blue switch at the top of the screen.
-Swing from the platform that's above and to the right. Repeat this until you
 land on a solid platform with a moving platform to the right of it. A
 blue switch is visible in the bottom-right corner of the screen. Drop off
 the left side of the platform you're on and immediately grapple onto its
 underside. Reel yourself in and shoot the switch with the Vector Cannon.
-Climb back up and grapple onto the moving platform. Quickly reel yourself 
 in and ride to the right. Drop and swing from the next couple of platforms,
 making your way up on top of them. At the very top another switch is visible.
 Shoot it, man!
-Swing right from the platform that the third switch rests on, grappling
 onto the next platform at the top. If you land on the platform beneath it 
 (beside some spikes), edge towards the spikes and fire your Arm straight
 up to grab the platform above. Use the Shotgun to begin a swing.
-Swing right and land on the vertically-moving platform. Crouch and fire
 at the switch on the bottom-left.
-Walk off the vertically-moving platform and onto the small ledge that
 sticks out from the right. Turn left and face the moving platform. Grapple
 onto it and reel yourself in, but don't climb onto it (obviously).
-Now use the Shotgun to help you swing right and under the next platform.
 Grab onto the platform past that and pull yourself up. Risky!
-Head right by grappling under the next platform. You'll see three moving
 platforms, some ugly spikes, and the final switch. 
-Swing and grab the top moving platform, pulling yourself onto it. There is
 a single block above you on the left side - quickly grab it before you
 hit the spikes.
-Now swing right, on top of the platform with spikes under it. Notice how 
 there is another block above you on the right side? That block is key to
 moving on, but not just yet.
-Drop down on the right side and land on the middle moving platform. Crouch 
 and shoot the fifth switch on the left. The last moving platform appears 
 to the east! Guess how you get to it! Not the hard way, silly.
-Ride the middle platform until the top moving platform is left of the spikes.
 Grapple onto it, climb up, and get above the spikes again. 
-Grab the block that's above and to the right, using it to swing right.
 You should land on the platform with the exit door. Don't exit, silly!
-Walk off the platform to the right and grapple to the underside of the 
 platform. You want your Arm to be long enough so that you can see the
 moving platform below you. If it's not long enough, carefully drop and 
 get a better grip. Drop down onto the last moving platfdorm.
-Ride the moving platform to the right. At the end of its path you have to
 walk off the right side and grapple onto the platform that contains
 the Secret Dossier. I find it easier to drop down and hang from the moving
 platform and then swing to the last platform though.
-Just kill yourself or call for extraction. You'll keep the Dossier.
 It's over, YEAH!!!!!!!!!


Secret Tunnels 15-18
--------------------
 Soundtrack: Killt's Hidden Treasures
 Items in Area: Helmet

-This tunnel requires lots of grappling to the bottoms of moving platforms.
 Sometimes you can't grab onto them unless you are holding Up-Forward
 when you press the Arm button. Odd, I know.
-Wait for the first moving platform to show up. Rather than getting on
 top of it, fall and grapple onto the bottom. Reel yourself in and wait.
-Fall onto the second platform or grapple onto its bottom.
-Continue to the right, taking the upper (harder) or lower (easier) path, 
 until you arrive at the vertically-moving platforms.
-Swing to the vertically-moving platform to the right.
-Fall right and grab the next vertically-moving platform. Swing right 
 from its underside. Try to land on the stationary platform or go a
 little farther and grab the bottom of the platform that the Helmet 
 rests on.
-Once you get the Helmet, just fall and die. There is no
 reason to complete the area.
-But if you really want to, you can fall and grapple under the
 platform, and then carefully swing onto the moving platform to
 the right. From it, you'll want to fall and grapple onto the next moving
 platform. Get on top of it and climb to the platform above that before
 you hit the spikes. Good luck, ya masochist!


Overhead Areas: Destroy the anti-aircraft gun at the end to exit.

Meet With the Enemy - Marsh
---------------------------
 Soundtrack: Meet with Enemy and Descend
 -There is a 1up on the right side of the screen, just past where some 
  crates are situated on the left side of the screen.

Meet With the Enemy - Snowfield
-------------------------------
 Soundtrack: Meet with Enemy and Descend
 -There is a 1up just past the first house on the left.

Meet With the Enemy - Stone Desert
----------------------------------
 Soundtrack: Meet with Enemy and Descend
 -There is a 1up on the right, just past a stone with a wooden
  cart behind it.


--------------------------------------------------------------------
8. Items and Armor Locations
--------------------------------------------------------------------
Pickups: Enemies randomly drop pickups when killed, but not 1ups.
-------
-Score Token (blue sphere): 
 Gives you points. Points are good.

-Health Pickups (green +): 
 These come in 3 sizes. Larger ones replenish more health.

-1up (mini Nathan Spencer): 
 Adds one extra life. Each area contains a single 1up in a specific
 location. They only respawn after you run out of lives and use
 a continue.
                          
Items: These are found in specific locations.
-----
-Comms Chips: 
 Spencer cannot use certain Communicator Rooms without their 
 corresponding Comms Chips.

-Red Comms Chop: 
 Starting item. Used in Areas 1, 4, and 5.

-Green Comms Chip:  
 Used in Areas 2, 3, and 6.
 Found in the upper door of the second building in Area 15.

-Blue Comms Chip: 
 Used in Areas 7, 8, and 9.
 Found in the first room on the second floor of Area 14.

-Yellow Comms Chip: 
 Used in Areas 10, 11, and 12.
 Found in a room on the second floor of Area 17.

-Flares: 
 These light up Area 4.
 Found in the second-floor room in Area 13.

-Health Recovery Pills: 
 Increases Spencer's life meter.
 Awarded for completing Area 10.

-Iron Boots: 
 These cause Spencer to damage enemies when he swings into them. 
 Kickin' rad.
 Found in the first door of Area 16.

-Permit: 
 Allows access to Areas 7, 8, 9, 17, 18 and 19. 
 Awarded for completing Area 3.

-Power Claw: 
 Allows Spencer to grab and throw enemies with the Bionic Arm.
 Awarded for completing Area 6.

-Secret Dossier: 
 Causes a Secrets icon to pop up whenever you are near a secret area.
 Found in Secret Route 14-17. See Area Walkthroughs section for
 detailed instructions.

-Yashichis: 
 These don't do anything on their own, but Areas 1-12 all contains one. 
 Collect them all for an Achievement and to open the Yashichi Door 
 in Area 0.


Armor
-----
-Each piece of armor allows Spencer to take absorb one enemy attack
 per area without taking damage. So if he wears all 3 pieces, Spencer
 will not lose any life until he has taken four hits in an area. As
 each piece is used, a red line will appear over it on the
 Inventory screen. Armor only works for the first life you use in an area.
 After you die once, armor has no effect until you fail the mission or
 move on to the next area.

-Bulletproof Vest: 
 Awarded for completing Area 11.

-Helmet: 
 Found in Secret Route 15-18. See Area Walkthroughs section for tips 
 on reaching it.

-Shinguards: 
 Awarded for completing Area 8.


--------------------------------------------------------------------
9. Weapons and Weapon Upgrade Locations
--------------------------------------------------------------------
Enemies are weak or resistant to certain weapons. When they're hit
by an effective weapon, they flash red. Ineffective weapons cause
a yellow flash.

Check the Area Walkthroughs or Secrets and Yashichi Locations
sections for specific locations of the weapon uprades.

-Revolver: 
 The standard gun is versatile but only fires one shot at a time 
 until upgraded.
 -Effective against: Human enemies
 -Starting weapon

-Revolver Upgrade: 
 This allows the Revolver to fire up to 3 bullets in rapid succession.
 -Found in Area 0 in a door on the second floor.

-Grenades: 
 Once earned, you can throw grenades at any time, regardless of which 
 weapon is selected. They can open some secret passages too. Only one 
 grenades can be thrown at a time until upgraded.
 -Effective against: Anything on the ground
 -Awarded for completing Area 1.

-Grenades Upgrade: 
 Allows Spencer to have two grenades on-screen at once.
 -Found in Area 2.

-Plasma Rifle: 
 Can fire shots rapidly
 -Effective against: Droids and Shielded Soldiers (weak against humans)
 -Awarded for completing Area 4.

-Plasma Rifle Upgrade: 
 This allows you to charge a powerful shot by holding the fire button 
 and then releasing it. This kills most smaller droids in one shot.
 -Found in Area 6.

-Bazooka: 
 This weapon is very powerful, but its rate of fire is slow and a 
 rocket's splash damage can kill Spencer in one hit. Enemy bullets also
 cause its rockets to explode, so be careful. The bazooka can open some 
 secret passages.
 -Effective against: Distant targets
 -Awarded for completing Area 5.

-Bazooka Upgrade:
 Allows Spencer to control the rocket's flight path with the right
 analog stick.
 -Awarded during Area A.

-Shotgun: 
 The shotgun is only effective at close range. Its most important function 
 is causing Spencer to sway back and forth when he is hanging.
 -Effective against: Close enemies
 -Awarded for completing Area 2.

-Shotgun Upgrade: 
 Increases the Shotgun's power and firing range.
 -Found in Area 8.

-Vector Cannon: 
 Shoots a reflective laser at forty-five degree angles. The beam 
 disappears after the third reflection. It fires up when Spencer is 
 standing and down when he crouches.
 -Effective against: Droids, Out of reach enemies (weak against humans)
 -Awarded for completing Area 9.

-Vector Cannon Upgrade: 
 Adds a second beam to the Vector Cannon, making it easier to hit things 
 and do more damage.
 -Found in Area 10.

-Joe's Machine Gun: 
 Fires shots rapidly, but must be reloaded after enough bullets are 
 fired. If you have a partially-used clip, fire off the rest of the 
 shots when no enemies are around to force a reload. Another little 
 drawback is that you can't move and fire at the same time.
 -Effective against: Everything!
 -Found in Area 18 after completing Area 7.

-Joe's Machine Gun Upgrade: 
 Can fire more bullets before reloading. At least, that's what it's 
 supposed to do. For some reason the amount of shots doesn't change
 at all when this upgrade is collected.
 -Found in Area 7.


--------------------------------------------------------------------
10. Secrets and Yaschichi Locations
--------------------------------------------------------------------
Secrets include hidden items, Secret Challenge Rooms, and Yashichis.
Once you have collected a Yashichi or Secret Challenge Room, you can 
die, get a game over, or call for extraction without losing the 
Yashichi or Secret Challenge, as long as you make sure to complete 
an Area and save the game. When playing Co-Op, either player can pick 
up the Yashichi - it will still credit the first player's save file. 
Weapon upgrades will only be retained if you complete the area after 
picking them up.

Area 1
------
-Secret 1: Yashichi
 First enter the door to the Cave so that you have a checkpoint. Go back
 outside. All the way to the right there is a lamp post that you must 
 grapple to. You'll need to get a swing going from the small platform 
 with a concrete block and a red door on it, or from the roof above it.
 I prefer the roof. Go back up to the cave door and swing right from the
 tiny roof above that. Immediately turn left and grapple onto the roof
 above the platform that I mentioned. Make sure you have a hanging swing
 going after you've grappled onto it. Swing off to the right and quickly 
 grab onto the lamp post. If you can't grapple onto the top light, you
 may be able to grab the bottom one before you hit the water. Swing
 to the next light on the right, and then the third and final one. Make 
 sure you have good arm length for the third light and then swing off
 to the right and grab the platform just above the water. Climb up
 for the Yashichi. Just die or call for extraction if you can't get 
 back from the secret area.

-Secret 2: Secret Challenge 1
 You need grenades or the Bazooka to get this. Head left from the 
 second Communicator room until you drop down one level and come to 
 a short path with a Heavy Weapons Soldier and a blue barrel. Hit 
 the crack in the wall with an explosive to reveal the secret area.


Area 2
------
-Secret 2: Yashichi
 From the Sewer Entrance, head right until you come to a pit and
 a locked door. Drop down the pit and quickly swing right. Swing again 
 until you land on the ground. Ride the elevator up slightly and grab the
 Yashichi on the right. 

-Secret 2: Grenade Upgrade
 From the Communicator Room, head all the way left over the spike
 pit and past the hole that leads down to the boss area.
 Walk all the way to the left-most wall, just under a platform with
 a Tank Droid on it. Hold Down and toss a grenade. You should hear
 an explosion and a chime indicating that a secret wall has been
 removed. Now wall off the edge to the right. As you fall,
 immediately grapple to the left and find your way onto the
 platform with the Boss Door. Up and to the left of it a passage
 has been revealed. Fire your arm straight up and climb to the
 door to get the Grenade Upgrade.
 If you fell past the Boss Door platform, you can still get back up 
 to it with some creative swinging.

-Secret 3: Secret Challenge 2
 Fall past the boss room and head all the way down and right for
 an extra life - but watch out because falling through the holes
 at this level will kill you.
 Swing up and left to the elevator. Ride it like you mean it.
 After riding the elevator all the way up, you'll enter a large
 room that's filled with enemies. There are two switches in this
 room - one on each wall. Press Forward and the Bionic Arm button
 to latch onto each switch, and then tap the Arm button rapidly
 until the switch lights up blue. Ride the next elevator which
 is located in the top-right corner of the room. The secret door
 will now be opened at the left of the elevator's exit.


Area 3
------
-Secret 1: Secret Challenge 3
 From the door with the 3 above it, drop down one level and head 
 all the way right, which will be less than one screen's distance. 
 You need to blow up the top-right corner with a rocket from the 
 Bazooka. To do this, stand on the left edge of the platform to the 
 left (rather than being on the platform under the place you're 
 aiming for). Use your Arm to hang from the ceiling and fire a 
 rocket to the right, making sure you're far enough away that it 
 doesn't hit a rock and damage you. This will cause a path to form 
 up above and leading off to the right. You can swing up there and 
 use the shotgun to push yourself through it, but don't bother. 
 Just head southeast until you reach the end of the path and a 
 secret door.


-Secret 2: Yashichi
 Exit the Communicator Room. head right across the spike pit. 
 After swinging right across the pit, don't fall down. Swing
 as close to the right edge of the roof as possible. Swing right
 and immediately fire your Arm straight up to grab the platform and
 climb up. Ride the elevators up to the Yashichi, which lies in the
 top right corner of the map. Go left back to the Communcator Room.


Area 4
------
-Secret 1: Secret Challenge 4
 Use a grenade or rockets to blow up the lower of the two cracked 
 walls northwest of the Communicator Room.

-Secret 2: Yashichi
 Head all the way northwest from the Communicator Room to a cracked
 wall guarded by a Close Combat Soldier. Blow it up with grenades
 or the Bazooka and then head left. Swing left twice over the spike 
 pit and quickly fire the arm straight up to grab the climbable 
 platform. You can also accomplish this with rapid short swings, even 
 if you mess up and lose your momentum. Climb all the way up and then
 fall and immediately swing to the right. Climb up again and use 
 short, quick swings to make your way across the spike pit. The 
 Yashichi lies at the end. Drop down the shaft to the left.


Area 5
------
-Secret 1: Yashichi
 From the start, walk all the way right until you encounter a concrete 
 block that you can't climb over. Walk back a little bit and start 
 climbing up until you reach the small building with a picture of a hard 
 hat on it. Get on top of that building. You want to swing from the point 
 on the roof above the small building that is just under a blue barrel. 
 Make a couple of swings until you're under the blue barrel and then 
 swing right to land on the concrete block. The Yashichi is just past it.

-Secret 2: Secret Challenge 5
 Climb up the building. You'll eventually encounter a locked door on the 
 left with some sandbags and two stacked blue barrels beside it. Go up 
 past the second Communicator Room, all the way to the floor with the 
 Boss Room. There is a blue switch on the right edge of that floor. 
 Hit it with your Arm and fall back to the locked room.


Area 6
------
-Secret 1: Yashichi
 Just after the first building, you should swing onto some blue platforms
 with a Droid Operator on them. They lead to a large purple crate. From 
 the crate you can see two lamp posts to the right. Latch onto 
 the right side of the light and pull yourself up. Latch onto the next
 light, trying to grab the right side. If you get the left side, pull
 yourself up, then try to grab the right side again as you fall off. Once
 you manage to get the right side of it, climb up and latch onto the third
 light. From there, swing left and grab the platform to reach the Yashichi.
 This is much easier in Co-Op as you can have one person wait on the purple
 box while the other person attempts to traverse the lamps. If that person
 fails, he can kill himself and respawn on the purple box. It's really
 hard to get back on top of that box otherwise, as you have to carefully
 swing under the platform beaneath the purple box, grab the light to the 
 left of it, and then pull yourself up.

-Secret 2: Plasma Rifle Upgrade
 Walk all the way to the right edge of the building. Fall off the edge and
 quickly and grapple to the left. You want to hang just to the left of the
 right-most light and drop straight down. The door below leads to a room
 with blue switches on the upper-left and upper-right parts of its walls.
 Hang from the ceiling and shoot them with the Plasma Rifle to open the
 locked door (the middle-most door in the room). The upgrade is inside.


Area 7
------
-Secret 1: Joe's Machine Gun Upgrade
 Come back and get this secret after you get Joe's Machine Gun. Instead of
 entering the door at the beginning, fall to the right and grapple the
 ceiling before plummeting to your demise. Carefully grapple all the way 
 right, and then make your way up to the secret door. Use Joe's Machine
 Gun to shoot the switch that opens it.

-Secret 2: Secret Challenge 6
 Climb on top of the roof of the Communicator Room building. There are four
 lamp posts to the right. Swing back and forth between them to reach the
 platform to the right, using the shotgun to gain momentum as necessary.

-Secret 3: Yashichi
 From the Boss Room door, walk off the edge to the right. Immediately
 turn left and grapple onto the platform, being careful not to let your
 Arm extend too far and knock you into the wall. Reel yourself in and then
 drop down. As you fall, quickly grapple onto the ceiling of the tunnel
 in the wall. If you fail, you'll hit the Land Mines, so try not to fail, 
 okay? Use grenades to destroy the land mines if it comes to that. 
 Playing in Co-Op would be helpful once again as one player could
 remain by the Boss Room and act as a respawn point in case the other
 player is killed by the Land Mines.


Area 8
------
-Secret 1: Shotgun Upgrade
 Enter the building and head up a couple of platforms. On the right there 
 is a platform with a Bomb Expert, just above a platform with an Air 
 Vent Block. Get on the Bomb Expert's platform and use the roof above to 
 swing to the right. You'll need to fire the Arm straight up and cling 
 onto the one grabbable tile. Use the Shotgun to gain momentum and then 
 swing to the left and fire your Arm up to grab the roof above. 
 Reel yourself in and use the Shotgun for momentum. Swing right 
 and enter the door.

-Secret 2: Yashichi
 Upon entering the Power Plant, head up and take the northwestern door.
 Then take the top door, just above the Boss Room. After going through
 that door, grab the ceiling above it and use the shotgun to
 start a swing. Swing off to the right and quickly fire the Arm straight
 up to grab a platform (which is off-screen until you swing high enough).
 Climb it and scoop up the Yashichi.


Area 9
------
-Secret 1: Yashichi
 At the start, enter the building, walk right, and fall down the first pit. 
 As you fall down the pit, immediately turn left. Grapple onto the
 ceiling of the path to the left as you fall. If you miss it, you'll have
 to call for extraction and try again. Fall down the next shaft. The
 door to the Yashichi is currently locked. Reaching the door at the
 beginning of the area allows you to return to it later, after you have
 unlocked it. Grab the Bolted Wall and tap the Arm button rapidly to 
 continue to the right. Go up and right to the Communicator Room. Exit it
 and then walk left. Shoot the blue wall switch. Each level of conveyor belts
 has one of these. Climb up and hit all 5 of them. Then you must backtrack 
 to the secret door. Drop down between the holes in the conveyor belts, 
 keeping as far left as possible to avoid the pit of Molten Metal that's 
 towards the right. Fall down the Retracting Blocks by the Communicator 
 Room and journey west back to the Secret Room and its delicious Yashichi.

-Note! The Yashichi is way easier to get in Co-Op than single-player.
 Have one player stay at the COmmunicator Room while the other player
 hits the switches. The one who stayed behind can travel back to the
 secret door without having to bother with the conveyor belts. Once
 that player passes through the Secret Door, the person who hit the
 switches will be transported there as well.


Area 10
-------
-Secret 1: Vector Cannon Upgrade
 Now you could go up and left to encounter the Slime Blobs. Instead, walk to
 the right amd press Forward + Arm to grab the right wall. Press Arm again to
 pull yourself to it, causing you to dangle from the corner. Fire the Shotgun
 for momentum. Swing left and immediately shoot your Arm straight up to
 grab the hard-to-reach platform. Climb up, and swing right. Use the Vector
 Cannon to hit both of the blue switches and open the door.

-Secret 2: Yashichi
 -After the Communicator Room, walk left and you'll see a spiked pit. Grapple 
 onto the lower part of the ceiling above the spikes, reel yourself in, 
 and wait for the moving platform to arrive. Drop onto it and ride across 
 the spike pit, ducking under the spiked ceiling at the end. Carefully step 
 off the moving platform onto solid ground. Fall down the pit to the left.
 The path to the right has a spiked ceiling. Duck in front of the spikes
 and turn left. Fire the shotgun repeatedly until the recoil pushes you past
 all the spikes to the prize at the end.


Area 11
-------
-Secret 1: Secret Challenge 7
 Head left from the Communicator Room, until you reach a concrete block that 
 bars your pathway. Swing left and drop down. There is a shaft just to the 
 left. Fall and quickly grapple onto the ceiling of the room in the left side
 of the shaft. A small hole in the wall leads to a bolted wall. Use your arm 
 to open the wall. Drop and return to the Communicator Room. Go left again, but
 this time don't fall after swinging over the concrete block; grapple onto the
 first cylinder above instead. Swing left and try to land in front of the 
 second shaft. Fall down it and grapply onto the ceiling to the left. Enter
 the secret door.

-Secret 2: Yashichi
 It's easy to die while going for this one, so I suggest getting Secret 1 and
 completing the area first. That way you can fully concentrate on the Yashichi
 when you return. Head back to the Communicator Room, enter and exit, and then 
 go west to the same concrete block as before. Grapple just above it with your 
 arm, reel yourself in, and then fall down so that you are standing on the 
 block. Face left and grapple your arm in that direction, Now swing forward and 
 immediately fire your arm straight up to grab on the circular platform just to
 the right of the cylinders above. You want to grab the left side of the circle
 so that you can pull yourself up and slide off to the left. Just as you slide
 off, fire the arm straight up and grab the next circle. From this circle, 
 swing left onto the first cylinder. Grapple onto the platform on the right. 
 Now just swing all the way left until you reach a platform which contains 
 a few enemies and the Yashichi.


Area 12
-------
-Secret 1: Yashichi
 Head left from the first elevator and enter the door. Clear the enemies away
 and climb up the two platforms. Swing all the way to the right edge of the 
 ceiling. When you get to the end, fire your arm sraight up and then reel
 yourself in. Use the shotgun to make a small swing to the right, firing the
 arm up again. Once you reach the top, the shotgun will help you swing right
 to the Yashichi.


Area A
------
-Secret 1: BC Prototype Weapon
 Progress through the level past the Gear, Gas, and Electrical Rooms,
 and past the external retracting platforms section. The next large
 room contains several switches that must be pulled to lower electrical 
 barriers. Once the last switch is pulled, do not go right! Instead head 
 back to the door that contained two switches. You can even kill yourself
 and respawn at the door. From that door go directly left past the last 
 deactivated barrier. Collect the FSA icon.


--------------------------------------------------------------------
11. Database Entries
--------------------------------------------------------------------
Some of these things can be found in multiple places. I'm only
listing where I found them, so your experience may be slightly 
different. That's what makes life interesting.

1.  Locations
    1. Imperial Convoys
    2. Meet With Enemy
    3. FSA Camps
    4. Area 01
    6. Area 02
    7. Area 03
    8. Area 04
    9. Area 05
    10. Area 06
    11. Area 07
    12. Area 08
    13. Area 09
    14. Area 10
    15. Area 11
    16. Area 12
    17. Area 13-19
    18. Secret Tunnels

2.  Equipment
    1. Weapon Handling
    2. Small Health Pick-up
    3. Medium Health Pick-up
    4. Large Health Pick-ip
    5. Score Token
    6. Extra Life
    7. Yashichi
    8. Revolver
    9. Revolver Upgrade
       -Found in Area 0
    10. Grenades
        -Awarded in Area 1
    11. Grenade Upgrade
        -Found in Area 2
    12. Plasma Rifle
        -Awarded in Area 4
    13. Plasma Rifle Upgrade
        -Found in Area 6
    14. Bazooka
    15. Bazooka Upgrade
    16. Shotgun
    17. Shotgun Upgrade
    18. Vector Cannon
        -Awarded in Area 9
    19. Vector Cannon Upgrade
        -Found in Area 10
    20. Joe's Machine Gun
        -Awarded in Area 15 after completing Area 7
    21. Joe's Machine Gun Upgrade
        -Found in Area 7
    22. Red Comms Chip
    23. Green Comms Chip
    24. Blue Comms Chip
    25. Yellow Comms Chip
    26. Shin Guards
        -Awayded in Area 8
    27. Bulletproof Vest
        -Awarded in Area 11
    28. Helmet
        -Found in Secret Tunnel 15-18
    29. Iron Boots
    30. Health Recovery Pills
    31. Permit
        -Awarded in Area 3
    32. Flares
        -Found in Area 13
    33. Secret Dossier
        -Found in Secret Tunnel 14-17
    34. Power Claw
        -Awarded in Area 6

3.  Enemies and Hazards
    1. Patrol Soldier
    2. Cover Soldier
    3. Heavy Weapons Soldier
    4. Shielded Soldiers
    5. Bomb Expert
    6. Close Combat Soldier
    7. Cable Backpack Soldier
    8. Fly Driod Operator
    9. Fly Droid
    10. Barrel Droid
    11. Propellor Droid
        -Found in Area 5 on Normal or higher difficulty
    12. Mini-Tank Droid
    13. Tank Droid
    14. Droid Sprinkler Cannon
    15. Imperial Sidewinder Motorcycle
        -Found in the Meet the Enemy sections
    16. Battery Powered Barrier
    17. Central Powered Barrier
    18. Bear Trap
    19. Blue Rolling Barrel
        -Found in the second half of Area 5
    20. Slime Blob
    21. Spikes
    22. Quicksand
    23. Molten Metal
    24. Mechanical Crunchers
        -Found in Area A
    25. Retracting Blocks

4.  Bosses
    1. D-1 Beetle
    2. D-1 Beetle V2
    3. Siege Machine
    4. Siege Machine V2
    5. 1st Platoon
    6. 2nd Platoon
    7. Power Pod
    8. Power Pod V2
    9. Fabricator
    10. Fabricator V2
    11. The Leader's Helicopter

5.  Plot Elements
    1. The Database
    2. The Imperial Army
    3. The FSA
    4. Project Albatros
    5. Super Joe
    6. Gottfried Groeder
    7. Haley
    8. Generalissimo Killt
    9. The Leader

6.  Environments
    1. Doors
    2. Air Vent Block
    3. Stone Pillars
    4. Cracked Wall
    5. Cracked Floor
    6. Mechanical Lever
    7. Trigger Block
    8. Bolted Wall
    9. Blue Barrels
    10. Yellow Barrels
        -Found in the Gas Room of Area A
    11. Outer Wall 1
    12. Outer Wall 2

7.  Technology
    1. Communication Terminals
    2. Communicate With HQ
    3. Hack Enemy Network
    4. Challenge Simulation Terminal
    5. General Challenge Room Rules
    6. Bullets
    7. Challenge Room Stars

8.  Bionic Commando Trailer
    -Highlights the progression from the NES game to the new Bionic
     Commando title. Check it out for a preview of the BC Retro Outfit.
     On the Xbox 360, this option will prompt you to download the
     video from Xbox Live.

9.  www.bioniccommando.com

10. BC Retro Outfit - Unlocks original version of Radd in the next game

11. Prototype Weapon (looks like an FSA icon)
    -Found in Area A behind an electrical barrier. See Secrets
     section for specific directions.

12. BC Purple Matrix
    -Found in Area 0 Yashichi door after collecting all 12 Yashichis.


--------------------------------------------------------------------
12. Challenge Rooms
--------------------------------------------------------------------
These must be found in the main game before they become available in
the Challenge Rooms menu. In the single-player main game you can
actually play the challenges right when you find them, but they are
unavailable in Co-Op. Some areas of the main game contain Secret
Challenges, which are listed in the Secrets section. There are
also some Unlockable Challenges that can only be accessed by code;
the Unlockables section lists these codes. Also note that scores
will only be submitted to the leaderboards if they are accomplished
while the console is online.

1-8: Found in Area 13
---
-1: Hooked Up
-2: Timing
    5 Star Time: Under 5 seconds
    Cimb onto the white platform and fire your arm diagonally to
    swing from the first white ceiling tile. You have a brief moment
    to fire your arm and catch the second tile.

-3: Basic Swings
    5 Star Time: Under 5 seconds
-4: Make it Quick
-5: Warming Up
    5 Star Time: Under 5 seconds
-6: Crescent Climbing
    5 Star Time: under 3 seconds
-7: Dragon Run
-8: Hazardous

9-16: Found in Area 15
----
- 9: Three Steps
-10: Reach Out
     Fall and grapple onto one of the white platforms. You have to
     swing from either one and then immediately fire your Arm straight
     up to grapple onto the final platform.
-11: Outer Bounds
-12: Stamina
-13: Harsh Environment
-14: The Cliffhanger
-15: Another Way
-16: Roundabout

17-24: Found in Area 16
-----
-17: The Lost Cause
-18: Trial and Error
-19: Stay Away
-20: The Perfect Swing
-21: With a Swirl
-22: Bouncer
-23: Step Up
-24: Purpose in Life

25-32: Found in Area 14 
-----
-25: So Many Bullets, So Little Time
-26: All About Width
-27: Five Tokens
-28: Do It Your Way
-29: Ups and Downs
-30: Graceful Fall
-31: Elevation
-32: Six Swings One Drop

33-40: Found in Area 17
-----
-33: Backtracking
-34: Another Perfect Swing
-35: Delta
-36: Drag and Drop
-37: The Ravine
-38: Hang in There
-39: Zig Zag
-40: Jumping Commando

41-48: Found in Area 18
-----
-41: Winning Formula
-42: Condor
-43: Funhouse
-44: Airborn
-45: Reach for the Top
-46: Fool Me twice (their capitalization error, not mine)
-47: Foor Floor Fall
-48: Up, up, and Away (their capitalization error, not mine)

49-56: Found in Area 19
-----
-49: Twists and Turns
-50: Nice and Slow
-51: Going Down
-52: Forked Path
-53: Torture
-54: One by One
-55: Optional
-56: Final Exam

Secret Challenges: Found in Areas 1, 2, 3, 4, 5, 7, and 11
-----------------
-57: Secret Challenge 1
-58: Secret Challenge 2
-59: Secret Challenge 3
-60: Secret Challenge 4
-61: Secret Challenge 5
-62: Secret Challenge 6
-63: Secret Challenge 7

Unlockable Challenges: See Unlockables section for codes
---------------------
-Aaron Sedillo's Challenge Room
-EuroGamer Challenge Room
-GamesRadar Challenge Room
-IGN Challenge Room
-Major Nelson's Challenge Room (Xbox 360 version only)
 Eagle Badge Time: 10.5

--------------------------------------------------------------------
13. Multiplayer
--------------------------------------------------------------------
Co-Op: The entire single-player game (excluding Challenge Rooms)
       can be played in local (offline) multiplayer with two-players.
       The second player controls a red version of Nathan Spencer,
       whose unofficial name is "James Gapanese" according to
       a poll at BionicCommando.com. Co-op game progress is saved on
       a separate file from single-player progress. Achievements/
       Medals can be earned in Co-op, but only the first player
       will receive them.

       -When a player loses a life, he or she will respawn
        next to the remaining player.
       -Some boss patterns change slightly in Co-op.

Multiplayer (Versus) Mode: This is a competitive mode for four local
                           (offline) players. It plays like a
                           simplified Smash Bros.

Characters:             Stats:

-Nathan Spencer:        Ammo: 3      Damage: 3      Health: 3
-Generalissimo Killt:   Ammo: 3      Damage: 2      Health: 4
-Gottfried Groeder:     Ammo: 2      Damage: 4      Health: 3
-Super Joe:             Ammo: 4      Damage: 3      Health: 2

Modes:

-Deathmatch: The person with the most kills when time runs out or 
             who reaches the kill limit first wins.
-Last Man Standing: Whoever survives the longest without running
                    out of lives is the winner.
-Don't Touch the Floor: Weapons cause no damage but players can be 
                        knocked down. Whoever does not touch the
                        floor becomes the victor.

Arenas:                        Soundtrack:

-Reactor Rage                  Bionic Commando Main Theme Rearmed
-Construction Chaos            Heat Wave
-Marvelous Mountain            Meet the Enemy and Descend
-Toxic Tunnel                  Power Plant
-Fatal Factory                 Heat Wave
-Platform Panic                Power Plant
-Warehouse War                 Intruder Alert
-Subterranean Standoff         Bionic Commando Main Theme Rearmed
-Lethal Liquid                 Rise of the Albatross
-Basement Brawl                Heat Wave


Items: Players must use the Bionic Arm to pick these up unless
       the Touch Pickup option is enabled under the Pickups menu.
       Weapons can only be fired a limited number of times
       before depleting.

-Shotgun (blue shotgun bullet)
-Plasma Rifle (3 blue lines)
-Bazooka (blue rocket)
-Vector Cannon (blue reflecting arrow)
-Joe's Machine Gun (3 blue bullets)
-Large Health Pickup (green plus)
-Shield (yellow man)


--------------------------------------------------------------------
14. Achievements/Medals
--------------------------------------------------------------------
These are listed according to their difficulty. All Achievements but 
H4><0rz, Intel Collector, and Elite Commando can be unlocked on any 
difficulty level. All Achievements but A Real Challenge can be 
unlocked in co-op multiplayer but unfortunately only player one will 
receive Achievements.

Single- or Multiplayer:

Meet with Anhiliation: 20 Points
---------------------
 Description: Kill all foot soldiers and enemy trucks on a Meet 
              With Enemy sequence.
 Tips: Run into a truck on the overhead map to start a Meet With Enemy
       sequence. Kill every single enemy, which is really easy. Every
       weapon is better than the Revolver for this task except the
       Plasma Rifle.


Faster Than a Speeding Bullet: 20 Points
-----------------------------
 Description: Block 100 projectiles using the claw.
 Tips: Only the side-scrolling areas count towards this Achievement,
       not the Meet With Enemy encounters. The block count is 
       cumulative - you don't have to do it all in one area. Still, 
       it might be easiest to just pick a spot with a stationary 
       enemy and block its fire repeatedly. Area 5 works very well 
       as you can reach up to block projectiles that can't possibly 
       hit you. Also blocking is essential on Super difficulty, so 
       you could earn this one there without even focusing
 on it.



Pacifist Pride: 20 Points
--------------
 Description:  Clear any of Area 1 - 12 without firing your gun.
 Tips: You are allowed to use grenades and swing into enemies or throw
       them while going for this Achievement. Early on, Areas 5 is 
       the easiest place to go for it. You don't have to kill any 
       enemies to reach the end of the level, though the Propeller 
       Droids may be hard to dodge. The boss likes grenades... And 
       of course by "likes grenades" I mean that he can be killed 
       by them. If you're really patient, Area 12 is even better
       than Area 5. You only have to kill one enemy (the last
       Shielded Soldier) and there is no boss. Finally, if you're 
       having trouble on Normal, you can always do this on Easy - 
       just remember that starting a new game will erase your existing 
       save file.


Cat Burglar: 20 Points
-----------
 Description: Get to the boss of Area 05 within one minute and thirty 
              seconds.
 Tips: Coming soon!


Clean as a Whistle: 20 Points
------------------
 Description: Clear Area 02 without touching a slime blob.
 Tips: It's random whether you get touched at the beginning of Area 2
       or not, so this will require several attempts. Just call for
       extraction if you mess up. Remember to pull yourself up out
       of the way whenever a blob comes your way, and patiently
       wait them out if necessary.


The Emperor's New Clothes: 20 Points
-------------------------
 Description: Obtain the Shin Guards, the Bulletproof Vest and the 
              Helmet.
 Tips: The only one you'll have to go out of your way for is the Helmet 
       in Secret Tunnel 15-18, as the others are awarded for completing
       Areas 8 and 11 as you progress through the game. See the Area
       Walkthroughs section for tips on reaching the Helmet.


Private Arsenal: 20 Points
---------------
 Description: Obtain every weapon and weapon upgrade.
 Tips: Revolver Upgrade: Found in Area 0.
       Grenades: Awarded for completing Area 1.
       Grenades Upgrade: Found in Area 2.
       Plasma Rifle: Awarded for completing Area 4.
       Plasma Rifle Upgrade: Found in Area 6.
       Bazooka: Awarded for completing Area 5.
       Bazooka Upgrade: Awarded during Area A.
       Shotgun: Awarded for completing Area 2.
       Shotgun Upgrade: Found in Area 8.
       Vector Cannon: Awarded for completing Area 9.
       Vector Cannon Upgrade: Found in Area 10.
       Joe's Machine Gun: Found in Area 18.
       Joe's Machine Gun upgrade: Found in Area 7.
       See Weapons and Upgrades section for full details.


One Dozen Yashichis: 20 Points
-------------------
 Description: Collect all twelve hidden Yashichis - one from each of 
              Area 01 - 12.
 Tips: See the Secrets and Yashichi Locations section. Go on, I dare 
       you.


Intel Collector: 5 Points
---------------
 Description: Acquire all database logs.
 Tips: This Achievement cannot be earned on Easy difficulty because
       the Flying Droid enemy only appears on Normal or higher.
       Browse the Database Entry Locations section for more tips.


H4><0rz: 10 Points
-------
 Description: Hack through all the hacking games on Hard.
 Tips: This can be earned on Super Hard difficulty if you want to
       make your Super Hard playthrough even more tedious and 
       challenging. Tips coming soon!


Elite Commando: 5 Points
--------------
 Description: Clear the game on Super Hard.
 Tips: Coming soon!


Single-Player Only:

A Real Challenge: 20 Points
----------------
 Description: Acquire at least one star in each of the Challenge 
              Rooms 1 - 56.
 Tips: The Challenge Rooms section of this guide has the answers
       you seek.


--------------------------------------------------------------------
15. Unlockables, Easter Eggs, and Glitches
--------------------------------------------------------------------
Unlockables
-----------
Rearmed:

-Super Hard Difficulty:
 Beat the game on any difficulty to unlock this punishing difficulty.

-Friendly Fire Mode:
 Requires two-players to unlock and only affects Co-Op games. See the
 Area 0 part of the Walkthrough for details.

-Unlockable Challenge Rooms:
 At the title screen (not the main menu) enter these codes to
 access a few hidden Challenge Rooms. They will appear at the end of
 the Challenge Room list. Unfortunately you must enter the codes
 each time the game boots up and only one code can be active at a
 time. These codes only work on English versions of the game.
 An Xbox 360 Controller is required to use the codes in the PC version.

 -IGN Challenge Room:
  -Xbox 360 and PC:
   Up, Down, Y, X, X, Y, Down, Up, Left Bumper, Left Bumper, Start
  -Playstation 3: 
   Up, Down, Triangle, Square, Square, Triangle, Down, Up, L1, L1, Start

 -GamesRadar Challenge Room:
  -Xbox 360 and PC:
   Right Bumper, Y, X, X, Up, Down, Left Bumper, Left Bumper, Up, Down, Start
  -Playstation 3:
   R1, Triangle, Square, Square, Up, Down, L1, L1, Up, Down, Start

 -EuroGamer Challenge Room:
  -Xbox 360 and PC:
   Down, Up, Down, Up, Left, Left Bumper, X, Left Bumper, X, Y, Start
  -Playstation 3:
   Down, Up, Down, Up, Left, L1, Square, L1, Square, Triangle, Start

 -Aaron Sedillo's Challenge Room: This is a user-submitted design
                                  from a Capcom contest.
  -Xbox 360 and PC:
   Right, Down, Left, Up, Left Bumper, Right Bumper, Y, Y, X, X, Start
  -Playstation 3:
   Right, Down, Left, Up, L1, R1, Triangle, Triangle, X, X, Start

 -Major Nelson Challenge Room (Xbox 360 only):
  Left Bumper, X, X, X, Right, Down, Left Bumper, Left, Y, Down, Start


Bionic Commando (the new game, not Rearmed):
 These unlocks are tied to the game's save data on Playstation 3 and PC, 
 while the Xbox 360 version generates a unique code which is possibly
 tied to the console or user's GamerTag. 

-BC Retro Outfit: 
 Play as the classic version of Rad Spencer in the new game. Unlocks 
 automatically.

-BC Prototype Weapon: 
 Found in Area A. Details coming soon.

-BC Purple Matrix:
 Collect all 12 Yashichis and then enter the Yashichi Door in Area 0.


Easter Eggs 
-----------
-In Area 5 the wrecking ball from the NES game does not show up as a
 hazard, but there is a poster of it on the wall.
-There is also a poster of the yellow hard hat enemy from the Mega Man
 series in Area 5.


Glitches
--------
Rearmed was developed by Grin, not Backbone Entertainment, so there 
aren't any glitches. ;) Just kidding, there's a few.

-When playing Area 4 in Co-Op, if one person enters the
 cave while the other stays outside, it gets dark outside too.

-The Playsation 3 version sometimes crashes while saving, particularly
 in the Challenge Rooms. This causes the user's save file to be
 deleted! Augh!!! The developers are looking into the problem.

-The upgraded version of Joe's Machine Gun does not increase its
 clip size over the non-upgraded weapon like it's supposed to.
 Will this be fixed in a patch?


--------------------------------------------------------------------
16. Links and Resources
--------------------------------------------------------------------
Bionic Commando fans will enjoy some of these links. Of course they 
are subject to change without notice. Nothing is forever, baby.

-The official Bionic Commando website: bioniccommando.com
 -One of the official game sites on the net, loaded with videos,
  stellar podcasts, and comics. The developers visit the forums too.

-The Bionic Commando Database: 
 http://www.thealmightyguru.com/Reviews/BionicCommando/Wiki/
 index.php?title=Main_Page
 -All the information you could want about each entry in the
  Bionic Commando series, including maps, translation notes, and more.

-Hardcore Gaming 101: Bionic Commando:
 http://hg101.classicgaming.gamespy.com/bioniccommando/
 bioniccommando.htm
 -While this article is written in nerd-speak, it's easily the best
  rundown of the history of the series.

-The Bionic Commando Rearmed Soundtrack (c/o Sumthing Digital):
 https://www.sumthingdigital.com/AlbumDetails.aspx?albumid=3664
 -Purchase this awesome soundtrack in MP3 format with no DRM for 
  only $9.99. They also offer the NES soundtrack for $2.99 and
  "The Bionic Jam" for $.99.

-Bionic Commando Soundtrack Covers and Booklets:
 http://www.bioniccommando.com/en/fan_site_kits
 -If you like Rearmed's soundtrack, you'll probably enjoy
  brilliant composer Simon Viklund's extensive liner notes.

-Bionic Commando Rearmed Leaderboards: 
 http://www.bioniccommando.com/us/game_stats/leaderboards/
 game:BCR/platform:XBOX360/top:10/
 -The official site lists Area and Challenge Leaderboards for
  the Xbox 360 and Playstation 3 versions of the game.


--------------------------------------------------------------------
17. Special Thanks
--------------------------------------------------------------------
-Thanks to website Hardcore Gaming 101 for information on the series
 history, although the Bionic Commando piece is poorly written. Nya!

-GameFAQs and BionicCommando.com forums user BTHR Zero X did a great
 job of compiling all the item locations in one place, which I
 referenced occasionally for this guide.

-Xbox Live and Achieve360Points Forum user Nitramuse provided
 the full list of Database entries, saving me valuable typing time.
 Thanks for your support, dude!

-Thanks to the Bionic Commando headquarters fansite and its contributer
 Zexyz for providing a few details about the differences between
 the Famicom and NES versions of Bionic Commando.

-GameFAQs user Darius Triplet provided lots of detailed information 
 about weapon and item functions as well as the Hard difficulty.

-Landis Casner gave me some tips (and even a video) for unlocking 
 Friendly Fire mode.

-Gardevoir2040, whose identity remains a mystery to most, risked
 detection by the TimeCops just long enough to provide a tip for 
 earning the Pacifist Pride Achievement/Medal.
 
-GameFAQs user Griffinmills compiled a comprehensive list of the
 many differences between NES Bionic Commando and Rearmed, from
 which I hand-picked the most significant for the Rearmed Versus
 Original section of this FAQ.


--------------------------------------------------------------------
18. Contact Information
--------------------------------------------------------------------
I'd love to receive your suggestions and questions. I can be slow
to answer my FAQ email, so use Xbox Live messages if you are in a 
hurry. Please do not send me a friend request without introducing
yourself first!

Email: eastfaqs at gmail dot com
Xbox Live Gamertag: EastX
Sega Saturn Net Link Handle: Eastman

Bionic Commando Rearmed copyright 2008 Capcom Co., Ltd.

This document is copyright 2008 by Paul Acevedo. It may not be posted
anywhere but gamefaqs.com, ign.com, psxextreme.com, mycheats.com, and 
achieve360points.com without permission. 
Behind every Bionic man, there's a Bionic Woman.

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