Bionic Commando (NES)/Area 10


 * Required items: Communicator δ (Yellow)

Part 1
If you try to follow Super Joe and rush straight to, you will be told that you don't have enough to power to descend. You will have to clear this area, and before you can enter. Right when you start at location A, you will see a small mechanical enemy attached to the ceiling and bottoms of platforms. It looks like a small satellite dish, but it fires lasers diagonally at the floor. You can easily remove them by grappling up to the ceiling and shooting them, or you can try to simply run to the right and ignore them.

When you reach the bed of spikes, grapple over to the bottom of the platform by location B. Swing forward, but allow yourself to swing back to the left. Then let go and fire your grappling hook up at the platform above you in order to continue. Reaching the platform above location C also take a bit of skill to reach. Starting from as far back on the left platform as you can (preferably from the boxes), swing yourself out to the right and quickly grab ahold of the platform above you before you fly over the spikes below.

Continuing on, head to the left, and grapple up to the platform above so that you arrive at location D. You must connect to the ceiling above, and swing out far to the left. Before you begin to drop, fire the grappling hook out to the next platforms and catch it before you hit the spikes below. Climb up and start making your way up the next series of platforms. When you reach the top, you'll see pipes that red slime oozes out of. If you remember, these slimes will grab your legs and take you with them.

Start dropping down the left side of the platforms, but let one of the slimes come with you. You'll need it to help you avoid the spikes that hang down from the column at location E. Let the slime take you to the left, and squat down as you pass the spikes. Then use your grappling hook to start travelling up the next set of platforms. When you reach the top, head down the left side, but this time, don't drop to the bottom. Instead, get off to the left and head to the communication room behind door F.
 * Communicate: Ally M-8 will tell you about yet another weapon, a bazooka, and how you are to obtain one from a man named Hal.
 * Wiretapping: You overhear a confusing conversation about the desire to blow up an area, while another soldier exclaims that they have no bombs.

Part 2
After exiting the room, head to the left. Connect your grappling hook up to point G. In order to cross above the bed of spikes below, you must wait for a floating platform to arrive and shuttle you across. Ideally, you should use the ceiling at G to swing over and meet the platform as it travels to the left, but it can be hard to predict when it will arrive without being able to see it, so you may need to swing back and forth a couple of times until you get the timing down. Be sure to squat down when you get close to the ceiling spikes as you ride the platform.

After crossing over the spikes, simply fall down to the left, down a large pit. Small robotic vehicles will drop continuously from the ceiling as you make your way to the end of the area. Destroy any that get in your way, and continue running all the way to the left until you see a set of platforms above you to climb. Reach the top, and you will find the boss door at location H.

Boss
The boss of this area is yet another large floating robot, the likes of which you fought against in and. This version is no different, and no more difficult to defeat than the others. If you brought along the rocket launcher, you will tear through it with one shot, and have very little interference when firing at the core.

Reward: You will earn ten bullets and one extra life. It may not seem like much, but you are now one step closer to accessing the final area of the game.