|“||Arrived at Point A. Commencing the infiltration.||„|
|~ Cutscene dialog from the Famicom version|
The base's layout is in the form of a complex of hi-tech corridors full of enemy troops and defense mechanisms. The framework is divided in several sections, each divided by what appears to be emergency shutdown walls that have to be destroyed in order to progress further into the building. Each of these walls is heavily guarded by numerous enemy troops, turrets and other traps. There is also an electric barrier that if touched will temporarily immobilize the player (which can be dangerous when the player is in the middle of a firefight with enemy soldiers) and prevent them from advancing to next section, although it is not lethal by its own. This barrier will deactivate once the Shoud of that section has been destroyed. All enemy troops are armed and will attempt to shoot down the player.
At the end of the level, Garmakilma, a defense mechanism armed with spreading turrets, awaits the player for a final showdown.
In the NES version, the path is straightforward without a time limit, allowing players to play at their leisure. However, in the arcade version, players have to decide which path to take, either left or right. In addition, there is a quite strict time limit; when it reaches zero, the player will lose a life, implementing a sense of urgency to this version.