Navigate Neutral Zones 4, 2, 3, and 6 in Street Fighter V. Find the Blue, Orange, and Green Communicators, and learn about secret passageways.
Walkthrough
- 1Enter Neutral Zone 4 (Area 14). You need the Permit equipped to enter. Enemies here include jumping spike balls that disappear when fired upon but trigger an attack.
- 2In the first room of Neutral Zone 4, find the Blue Communicator.
- 3The second room of Neutral Zone 4 contains 10 BULLETS. These disappear after a short time and can only be collected once. Refer to section "6.4. Special moves" for details on collecting them all in a row.
- 4Proceed to Neutral Zone 2 (Area 15).
- 5In Neutral Zone 2, the first door contains a 1-UP in the top right corner. Use the elevator or swing from the platform left of it to reach it, avoiding spikes.
- 6The Orange Communicator is behind iron bars in the middle of Neutral Zone 2. To remove the bars, fire a shot, which will cause enemies to attack. A high-risk maneuver is also possible but not recommended, as failure results in death. Refer to section "6.4. Special moves" for more information.
- 7Meet Killt, the leader of the Badds, in Neutral Zone 2; he will taunt you but not attack as it is a neutral area.
- 8Enter Neutral Zone 3 (Area 16).
- 9The first room of Neutral Zone 3 contains the Green Communicator.
- 10The second room of Neutral Zone 3 has an NPC (non-player character — anyone the game controls, not you) who advises caution.
- 11Enter Neutral Zone 6 (Area 17).
- 12In the first room of Neutral Zone 6, help a prisoner of the Badds by crossing spikes using a diagonal arm swing from the lower middle platform to the top right one. The prisoner will then reveal information about underground paths between Areas 14 and 17, and between 15 and 18. Using these paths leads to enemy field stages where the Helmet can be found.
- 13The second room of Neutral Zone 6 contains an NPC who reveals Super Joe's location in Area 7.
- 14Enter Neutral Zone 7 (Area 18).
- 15Solve a puzzle to obtain Super Joe's Machinegun. You can speak with three special men in this area: Des.
Tips
- In Neutral Zone 4, firing at the jumping spike balls makes them disappear but initiates an attack.
- The BULLETS in Neutral Zone 4 are only available for a limited time and cannot be re-collected.
- In Neutral Zone 2, be cautious of spikes when descending.
- Failing the high-risk maneuver to remove iron bars in Neutral Zone 2 results in death.
- The guarding robot in Neutral Zone 3 cannot be shot without triggering an alarm.
- Secret passageways unlocked after Neutral Zone 6 will always lead through enemy field stages.
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