Blaster Master/Area 3

Section A
After arriving in Area 3, you must cross to the right. In this room are some robots who are triggered whenever SOPHIA gets close to them. When triggered, they release a set of explosives from their head, and then dash off. The run away from SOPHIA, but will bounce back if they hit a wall. It takes four shots to destroy them. The safest path through this room is along the floor.

Section B
When you enter this room, two worms will be dropping down to the floor. Another robot will be just below the starting platform. Try removing the robot with the Thunder Break weapon. Then use homing missiles to clear away any worms that get in your way. More will appear as you make your way down to the bottom, and access that path to section C.

Section C
This section contains a couple of secrets, but you won't be able to access any of them on your first visit. For now, simply make your way down to the bottom of the room while watching out for the ceiling turrets, and the twisting enemies that fly across the screen. Head to the right to access section D.
 * Noted locations:
 * A: Don't try to advance any further than this. The spikes on the wall to the left will make short work of SOPHIA.  In order to safely advance beyond this point, you must collect the Wall 2 upgrade from .  When you arrive in this section, don't drive to the left.  Instead, jump up on top of the passage from section B and begin driving to the right in order to attach to the wall.  Proceed this way as far as you can, and you will make it to the well protected warp that leads to.
 * B: The blocks that lead to the right here actually connect with section M. In this way, they make a handy shortcut between the beginning and end of this area.  However, with no ability to destroy blocks beneath you, the shortcut is only useful when coming from section M below.

Section D
This hallway contains a number of worms along the floor. In addition to the worms, it also contains red pods attached to the ceiling. These pods release red worms whenever SOPHIA comes close to driving below them. Red worms are just like gray worms, except that they can jump higher and possibly pursue you where gray worms cannot.

Section E
This room contains a new enemy that resembles an armadillo on wheels. They drive back and forth, falling down to lower platforms. When they approach SOPHIA, they stop, and launch explosives from their back before proceeding. It takes six shots to destroy them.

In the lower right corner of the room is an entrance to the first interior. It starts off with a vertical hallway followed by a horizontal hallway. The biggest payoff is in the back of the horizontal hallway, but in order to get there, you'll have to slip past a few enemies, including some laser motion sensors that slide back and forth and shoot Jason with a beam whenever he is in front of them. If you can destroy them, they sometimes offer a gun capsule.

Your ultimate goal in this section is to reach the passage in the upper left corner. Climb up to proceed to section F.

Section F
You must climb up this shaft to reach the next section. Unfortunately, as you jump to higher platforms, you are typically greeted with an explosive-dropping robot. Stand near the walls and jump up to begin shooting at the robot and trigger their reaction from a safe distance.

Section G
Similar to section E, you will find a lot of armadillo-like enemies roaming around here. Accompanying them are more explosive robots and twisting enemies that fly across the screen. Your goal is to reach the entrance to the next passage in the upper right corner.

There's an often over-looked entrance to an interior in the upper left corner of the room. The entire interior is contained in a single chamber, although it's very maze like. There's a good chance to stock up on more weapons for SOPHIA, as well as improve Jason's gun power, but only if you're good enough to slip past the laser motion sensors without getting hit.

Section H
This section is like an extended version of section D, containing many gray worms and red worm pods. The height between many platforms is actually low enough for the red worms to hop up and follow SOPHIA if you don't destroy them first. Heat seeking missiles can help clear the path ahead of you.

Section I
As you climb up this section, you'll encounter a new type of enemy. These orb-like enemies stay attached to the ceiling until SOPHIA gets close to them. Then they let go and swoop down in an arc, attempting to crash into SOPHIA. It's quite possible to fire up and destroy them before they become a threat if you know where they are. Pass through the passage at the top.

Section J
In this rather long horizontal section, you must cross from the left to the right. As you do, you'll notice a large number of red worm pods, among other enemies. It's a good idea to have a strategy planned out. You can take them out in advance from a safe distance, or be prepared to get close enough to trigger them, and shoot the red worm that appears before it can become a nuisance. Watch out for the flying enemies that zip through here as you cross.
 * Noted locations:
 * C: When you reach the left side, you are actually given a choice. This is the only split in along the path of this entire area.  If you take the bottom passage, you'll arrive in section K, which is a dead-end that leads to an interior.  If you jump to the platforms above, you'll reach the passage to section L, which continues on to the end of the area.

Section K
This section is entirely optional, and dead-ends. Watch out for the two ceiling-mounted turrets as you drop down. At the bottom, you'll find an entrance to a third interior.

This interior is challenging, but worthwhile if you are looking to maximize Jason's gun power. It contains no less than three flashing gun capsules in addition to a few other gun capsules that you can obtain for destroying the laser motion sensors. Remember to proceed cautiously once you obtain maximum power or you will lose the ability to shoot through walls. This can put Jason at a serious disadvantage and cause you to lose even more firepower if you're not careful.

Section L
Like section F, this is a climb up a shaft containing a few explosives-releasing robots. Use the same strategy and attack from a safe location before jumping up and proceeding to the next platform.