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Part 6
Street Fighter V

Part 6

Master the map navigation in Street Fighter V, understanding enemy and neutral areas, tank paths, and essential equipment requirements for progression.

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Master the map navigation in Street Fighter V, understanding enemy and neutral areas, tank paths, and essential equipment requirements for progression.

This section details how to navigate the map in Bionic Commando, covering starting options, map features, different area types, and travel restrictions.

Start Options:

  • Start: Begins a new game from Area 1 with 3 lives, Standard Cannon, and Red Communicator.
  • Continue: Resumes from outside the last perished area with 3 lives and all equipment. Bullet count is reduced to the level of the latest health bar gain. Continues are limited and must be collected by defeating harder enemies.

Map Navigation (4.4.2):

The map is crucial for traveling between areas and entering levels. You start at Area 0 and travel to Area 1. Using a continue places you outside the area where you died.

  • Your icon is the blue chopper; green tanks represent enemies.
  • Numbered squares are game areas. Reaching an area offers 'Decend' (enter the level) or 'Transfer' (choose a new destination).
  • Use D-Pad Left/Right to change directions and A-button to confirm travel. Travel is restricted to drawn lines.

Tank Travelling Paths:

  • Tank 1: Area 4 → Area 5 → Area 15 → Area 4 → Area 1 → Area 4 (Repeat)
  • Tank 2: Area 3 → Area 6 → Area 5 → Area 2 → Area 16 → Area 5 → Area 6 → Area 3 (Repeat)
  • Tank 3: Area 8 → Area 19 → Area 8 → Area 7 → Area 18 → Area 7 → Area 8 (Repeat)
  • Tank 4: Area 7 → Area 8 → Area 10 → Area 8 → Area 19 → Area 8 → Area 6 → Area 8 → Area 7 (Repeat)
  • Tank 5: Area 10 → Area 12 → Area 11 → Area 10 (Repeat)

Area Types:

  • Enemy Areas (Numbers 1-12): White background, low numbers. Contain levels with challenges and a boss room with a final computer. Finishing often yields an item.
  • Neutral Areas (Numbers 13-19): Red background, high numbers. Violence is prohibited; firing weapons triggers alarms and endless attacks. Items or clues are often found here. Some have hazards like water pits and spikes.
  • Enemy Field Stages: Triggered by running into a tank or using secret paths. These stages are unavoidable.

Hidden Paths:

  • Two hidden paths offer faster travel but always trigger an Enemy field stage. Details on opening them are in the Area 17 walkthrough.

Travel Restrictions:

  • Area 6 to Area 8: Requires both Blue and Orange Communicator.
  • Area 8 to Area 10: Requires saving Super Joe in Area 7.
  • Entering Area 12: Requires completing both Area 10 and Area 11.

Different Types of Areas (4.4.3):

Enemy Areas: Most common, with levels, terrains, and a boss room at the end. Goal is to reach the boss and destroy the final computer. Contact rooms may be necessary for access. Marked white with low numbers (1-12). Finishing usually grants a progress-enhancing item.

Neutral Areas: Zones where violence is forbidden. Firing weapons causes alarms and endless attacks. Items or clues are often found here. Some have hazards. Marked red with high numbers (13-19). Access may require specific items.

Enemy Field Stages: Encountered when running into a tank or using secret paths. These are unavoidable.

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