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Metal​ ​Slug​ ​3​ ​Strat​ ​Explanation

General​ ​Tips

General​ ​information​ ​about​ ​LEVEL-4​ ​difficulty:​ ​damage,​ ​HP,​ ​movement,​ ​other​ ​strategies​ ​used
throughout​ ​the​ ​game,​ ​how​ ​many​ ​bombs​ ​can​ ​be​ ​on​ ​screen,​ ​why​ ​jump,​ ​how​ ​fast​ ​you​ ​move​ ​walking
jumping,​ ​in​ ​Slug​ ​jump,​ ​etc...

Jumping
In​ ​most​ ​cases​ ​jumping​ ​is​ ​faster​ ​than​ ​walking.​ ​While​ ​jumping,​ ​there​ ​is​ ​some​ ​horizontal​ ​air​ ​control
allowing​ ​the​ ​player​ ​to​ ​change​ ​direction.​ ​However​ ​there​ ​is​ ​no​ ​vertical​ ​air​ ​control:​ ​all​ ​jumps​ ​will​ ​always
have​ ​the​ ​same​ ​height.​ ​While​ ​in​ ​the​ ​air,​ ​the​ ​character​ ​will​ ​fire​ ​their​ ​gun​ ​(or​ ​throw​ ​Bombs)​ ​in​ ​the​ ​direction
the​ ​player​ ​is​ ​currently​ ​pressing​ ​(Left​ ​/​ ​Right).​ ​If​ ​neither​ ​Left​ ​nor​ ​Right​ ​are​ ​currently​ ​pressed,​ ​the
character​ ​will​ ​shoot​ ​(or​ ​throw​ ​Bombs)​ ​in​ ​the​ ​direction​ ​they​ ​are​ ​facing.​ ​This​ ​allows​ ​movement​ ​in​ ​one
direction​ ​while​ ​shooting​ ​in​ ​the​ ​other.​ ​For​ ​example,​ ​against​ ​the​ ​boss​ ​of​ ​mission​ ​1,​ ​you​ ​can​ ​face​ ​left,
jump,​ ​press​ ​right,​ ​release​ ​right,​ ​then​ ​mash​ ​shoot​ ​to​ ​damage​ ​him​ ​while​ ​running​ ​away.

Firing​ ​Rate
Your​ ​firing​ ​rate​ ​is​ ​limited​ ​by​ ​two​ ​factors:​ ​The​ ​weapon’s​ ​own​ ​firing​ ​rate,​ ​and​ ​the​ ​number​ ​of
projectiles​ ​it​ ​can​ ​have​ ​on​ ​screen.​ ​There​ ​are​ ​three​ ​types​ ​of​ ​weapon​ ​firing​ ​rate:​ ​Slow,​ ​Medium​ ​and​ ​Fast.
Crouching​ ​turns​ ​Medium​ ​firing​ ​weapons​ ​into​ ​Fast​ ​firing​ ​weapons.​ ​Also,​ ​players​ ​can​ ​bypass​ ​the​ ​limit​ ​on
number​ ​of​ ​projectiles​ ​on​ ​screen​ ​by​ ​being​ ​next​ ​to​ ​their​ ​target​.​ ​This​ ​reduces​ ​/​ ​removes​ ​the​ ​travel​ ​time​ ​of
projectiles.​ ​The​ ​combination​ ​of​ ​the​ ​two​ ​allows​ ​Rocket​ ​Launchers,​ ​Enemy​ ​Chasers,​ ​Iron​ ​Lizards​ ​or​ ​Drop
Shots​ ​to​ ​fire​ ​very​ ​fast,​ ​and​ ​greatly​ ​increase​ ​in​ ​damage​ ​per​ ​second,​ ​almost​ ​rivaling​ ​the​ ​Slow​ ​weapons.
2

Enemy​ ​Behaviors​ ​relative​ ​to​ ​Player​ ​Position


In​ ​some​ ​cases,​ ​enemy​ ​behaviors​ ​and​ ​spawn​ ​locations​ ​will​ ​be​ ​dependant​ ​of​ ​the​ ​player’s​ ​position.
The​ ​spawn​ ​location​ ​will​ ​either​ ​be​ ​on​ ​the​ ​same​ ​side​ ​as​ ​the​ ​player​ ​or​ ​opposite​ ​sides​ ​of​ ​the​ ​player’s
​ dit​ ​The​ ​current​ ​list​ ​is
screen.​ ​The​ ​centre​ ​of​ ​the​ ​screen​ ​can​ ​be​ ​distinguished​ ​by​ ​the​ ​timer​ ​at​ ​the​ ​top.​ E
incomplete

Mission​ ​&​ ​Location Enemy Behavior

Missions​ ​1​ ​&​ ​4 All​ ​Locusts Flies​ ​to​ ​the​ ​opposite​ ​side.

Mission​ ​1:​ ​Before​ ​Hermit​ ​Crab 3rd​ ​Giant​ ​Red​ ​Crabs Spawns​ ​on​ ​opposite​ ​side.

Mission​ ​1:​ ​Before​ ​Hermit​ ​Crab 4th​ ​Giant​ ​Red​ ​Crabs Spawns​ ​on​ ​player​ ​side.

Mission​ ​2:​ ​Soldier​ ​Tents Blackhawk Spawns​ ​on​ ​opposite​ ​side.

Mission​ ​4:​ ​Start Helicopters Flies​ ​directly​ ​above.

Mission​ ​4:​ ​Start 4th​ ​and​ ​5th​ ​Tanks Spawns​ ​on​ ​opposite​ ​side.

Mission​ ​5:​ ​After​ ​Dogfight First​ ​Helicopter​ ​(Blackhawk) Spawns​ ​on​ ​opposite​ ​side.

Mission​ ​5:​ ​After​ ​Dogfight Second​ ​Helicopter Flies​ ​to​ ​the​ ​opposite​ ​side.

Mission​ ​5:​ ​Space​ ​&​ ​inside Flat​ ​Flying​ ​Saucers Flies​ ​relatively​ ​above.
Mothership

Mission​ ​5:​ ​After​ ​2​ ​Shotguns 3​ ​Martian​ ​UFOs​ ​before​ ​Di Flies​ ​to​ ​the​ ​opposite​ ​side.
Manjis

Mission​ ​5:​ ​Death​ ​Refill Big​ ​Eyes​ ​After​ ​3​ ​Comets There​ ​are​ ​10​ ​waves,​ ​which
spawn​ ​in​ ​this​ ​order:
Both​ ​-​ ​Both​ ​-​ ​Opposite​ ​-​ ​Same​ ​-
Opposite​ ​-​ ​Opposite​ ​-​ ​Opposite
-​ ​Opposite​ ​-​ ​Opposite(or​ ​Both​ ​if
you​ ​are​ ​on​ ​the​ ​right)​ ​-​ ​Both.
3

Animation​ ​Canceling
● Knife​ ​Cancel
Normally​ ​the​ ​player​ ​would​ ​knife​ ​about​ ​three​ ​times​ ​per​ ​second.​ ​This​ ​can​ ​be​ ​bypassed​ ​by
crouching​ ​and​ ​quickly​ ​alternating​ ​Left​ ​and​ ​Right.​ ​The​ ​act​ ​of​ ​turning​ ​around​ ​cancels​ ​the​ ​animation​ ​of​ ​the
knife,​ ​allowing​ ​the​ ​player​ ​to​ ​perform​ ​another​ ​knife​ ​attack​ ​quickly.​ ​This​ ​can​ ​be​ ​repeated​ ​any​ ​number​ ​of
times​ ​to​ ​increase​ ​damage​ ​per​ ​second.

● Draw​ ​Cancel
After​ ​a​ ​weapon’s​ ​ammo​ ​is​ ​depleted,​ ​there​ ​is​ ​an​ ​animation​ ​where​ ​the​ ​character​ ​draws​ ​out​ ​their
Handgun​ ​/​ ​Pistol,​ ​during​ ​which​ ​they​ ​cannot​ ​fire.​ ​This​ ​can​ ​be​ ​canceled​ ​when​ ​on​ ​the​ ​ground​ ​by​ ​turning
around,​ ​crouching​ ​or​ ​throwing​ ​a​ ​Bomb.​ ​When​ ​in​ ​the​ ​air,​ ​only​ ​throwing​ ​a​ ​Bomb​ ​will​ ​work.​ ​When​ ​in​ ​water,
only​ ​turning​ ​around​ ​will​ ​work.​ ​When​ ​wear​ ​a​ ​jetpack​ ​on​ ​mission​ ​5,​ ​nothing​ ​works.

● Zombie​ ​Turnaround​ ​Cancel


Turning​ ​around​ ​in​ ​zombie​ ​form​ ​has​ ​a​ ​long​ ​animation,​ ​during​ ​which​ ​the​ ​character​ ​cannot​ ​move.
This​ ​can​ ​be​ ​canceled​ ​by​ ​firing.

● Recoil​ ​Cancel
After​ ​firing​ ​the​ ​Shotgun​ ​while​ ​crouched,​ ​there​ ​is​ ​a​ ​small​ ​recoil​ ​animation,​ ​followed​ ​by​ ​a​ ​cocking
animation,​ ​during​ ​both​ ​of​ ​which​ ​the​ ​character​ ​cannot​ ​move​ ​forward.​ ​These​ ​can​ ​be​ ​canceled​ ​by​ ​turning
around,​ ​standing​ ​up​ ​or​ ​jumping.​ ​Other​ ​Medium​ ​and​ ​Slow​ ​weapons​ ​also​ ​have​ ​the​ ​recoil​ ​animation.

● Reload​ ​Animation
The​ ​Handgun​ ​/​ ​Pistol​ ​reload​ ​animation​ ​is​ ​purely​ ​esthetic​ ​and​ ​can​ ​be​ ​canceled​ ​by​ ​anything.

Route
● Stage​ ​1​ ​-​ ​Top​ ​path
● Stage​ ​2​ ​-​ ​Top​ ​path,​ ​don’t​ ​go​ ​into​ ​the​ ​cave
● Stage​ ​3​ ​-​ ​Enter​ ​the​ ​pipe​ ​at​ ​the​ ​top​ ​of​ ​the​ ​second​ ​wall
● Stage​ ​4​ ​-​ ​Guess​ ​what?​ ​Top​ ​path​ ​again
● Stage​ ​5​ ​-​ ​Sibal
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Weapon​ ​Chart

Weapon Damage Base 2nd Ammo Max​ ​On Mode​ ​Of


Ammo Pickup Crate Screen Fire

Handgun​ ​/​ ​Pistol 1 ∞ ∞ ∞ ∞ Fast

Knife 3 ∞ ∞ ∞ 1 Fast

10 10 10 0 2 Fast
Bomb

1 200 150 100 ∞ Fast


eavy​ ​Machine
Gun

1.6​ ​to​ ​5.6 200 150 100 ∞ Fast


aser​ ​Gun

1​ ​per 30 15 10 ∞ Slow
lame​ ​Shot frame(?)
Max​ ​31.4

20 30 10 10 ∞ Slow
hotgun

10​ ​Direct​ ​/ 20 5 10 2 Slow


Super​ ​ renade 5​ ​Splash

3​ ​Direct​ ​/ 40 20 10 3 Medium
haser 1​ ​Splash

3​ ​Direct​ ​/ 30 20 10 2 Medium
ocket​ ​Launcher 2​ ​Splash

3​ ​Direct​ ​/ 30 10 10 2 Medium
ron​ ​Lizard 2​ ​Splash

3​ ​Direct​ ​/ 30 10 10 3 Medium
rop​ ​Shot .1​ ​Splash
5

Additional​ ​Weapon​ ​Notes

Flame​ ​Shot
● Best​ ​weapon.​ ​Most​ ​Damage​ ​Per​ ​Round,​ ​most​ ​Damage​ ​Per​ ​Clip,​ ​most​ ​Damage​ ​Per​ ​Second.
● Does​ ​damage​ ​over​ ​time.​ ​Try​ ​to​ ​have​ ​enemies​ ​stay​ ​in​ ​the​ ​flame​ ​as​ ​long​ ​as​ ​possible.
● Instantly​ ​kills​ ​zombies,​ ​regardless​ ​of​ ​their​ ​HP.​ ​“Zombies”​ ​are​ ​any​ ​enemy​ ​that​ ​can​ ​turn​ ​the​ ​player
himself​ ​into​ ​a​ ​zombie.
● When​ ​shooting​ ​downwards​ ​while​ ​mid-air,​ ​near​ ​the​ ​ground,​ ​the​ ​flame​ ​travels​ ​way​ ​further​ ​than
when​ ​shooting​ ​straight.​ ​Either​ ​shooting​ ​down​ ​immediately​ ​after​ ​a​ ​jump​ ​or​ ​before​ ​landing.
● Firing​ ​rate​ ​is​ ​increased​ ​by​ ​jumping.​ ​(Needs​ ​citation)
● Some​ ​rare​ ​enemies​ ​(like​ ​the​ ​bubble​ ​in​ ​the​ ​clone​ ​room)​ ​take​ ​less​ ​damage​ ​from​ ​the​ ​Flameshot.

Super​ ​Grenade
● Firing​ ​rate​ ​is​ ​slightly​ ​increased​ ​by​ ​crouching.
● The​ ​last​ ​boss​ ​gets​ ​hit​ ​by​ ​both​ ​the​ ​projectile​ ​and​ ​the​ ​smoke,​ ​for​ ​a​ ​total​ ​of​ ​15​ ​damage​ ​per​ ​round.

Lasergun
● Does​ ​more​ ​damage​ ​per​ ​round​ ​when​ ​fired​ ​in​ ​short​ ​bursts​ ​than​ ​when​ ​fired​ ​continuously.
Apparently,​ ​when​ ​the​ ​Laser​ ​stops​ ​hitting​ ​a​ ​target,​ ​it​ ​deals​ ​an​ ​additional​ ​amount​ ​of​ ​damage​ ​that
does​ ​not​ ​use​ ​any​ ​ammo.

Rocket​ ​Launcher
● Deals​ ​8​ ​damage​ ​to​ ​the​ ​last​ ​boss,​ ​making​ ​it​ ​a​ ​very​ ​good​ ​weapon​ ​against​ ​him.
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Mission​ ​Strats

----------------------------------------
********​ ​Mission​ ​1​ ​********
----------------------------------------

Start​ ​-​ ​Crab​ ​Hut


● Throw​ ​3​ ​Bombs:​ ​2​ ​for​ ​the​ ​hut,​ ​1​ ​for​ ​the​ ​newly​ ​spawned​ ​crab.
○ Jump​ ​centred​ ​to​ ​barrel,​ ​walk​ ​right​ ​and​ ​throw​ ​3​ ​bombs​ ​at​ ​the​ ​hut.​ ​You​ ​can​ ​land​ ​on​ ​the
right​ ​of​ ​the​ ​shadow-like​ ​figure​ ​near​ ​the​ ​hut.
○ The​ ​crab​ ​hut​ ​has​ ​20HP.​ ​It​ ​is​ ​invulnerable​ ​until​ ​the​ ​screen​ ​stops​ ​moving.
○ The​ ​crab​ ​hut​ ​spawns​ ​a​ ​crab​ ​on​ ​explosion.​ ​This​ ​new​ ​crab​ ​must​ ​be​ ​killed​ ​to​ ​scroll​ ​the
screen.

After​ ​Super​ ​Grenade


● Jump​ ​at​ ​the​ ​signpost.​ ​This​ ​delays​ ​the​ ​screen​ ​transition,​ ​which​ ​delays​ ​the​ ​crab​ ​spawns,​ ​making​ ​it
easier.
● 2​ ​Super​ ​Grenades​ ​before​ ​the​ ​signpost​ ​jump,​ ​then​ ​jump​ ​a​ ​second​ ​time,​ ​Super​ ​Grenade​ ​when
you​ ​land,​ ​jump,​ ​immediately​ ​Bomb,​ ​finish​ ​with​ ​Super​ ​Grenades.

Locust​ ​Swarm
● Shoot​ ​up​ ​while​ ​alternating​ ​between​ ​the​ ​left​ ​and​ ​right​ ​screen.
● Stay​ ​close​ ​to​ ​the​ ​middle​ ​of​ ​the​ ​screen,​ ​as​ ​they​ ​oscillate​ ​towards​ ​it.

Piranha​ ​Barrel
Safe​ ​Strat
● Walk​ ​and​ ​shoot,​ ​tap​ ​up​ ​after​ ​the​ ​fish​ ​skill​ ​in​ ​the​ ​background​ ​to​ ​kill​ ​the​ ​third​ ​piranha​ ​that​ ​spawns,
continue​ ​shooting​ ​the​ ​barrel.
● Start​ ​jumping​ ​as​ ​soon​ ​as​ ​the​ ​barrel​ ​explodes.
Risky​ ​Strat
● Immediately​ ​jump​ ​right​ ​and​ ​shoot​ ​continuously.​ ​Just​ ​before​ ​you​ ​land​ ​press​ ​up.​ ​Walk​ ​a​ ​quarter
step,​ ​jump​ ​again​ ​then​ ​press​ ​down.​ ​You​ ​should​ ​get​ ​over​ ​the​ ​barrel​ ​and​ ​kill​ ​all​ ​the​ ​Piranhas.
● Risky​ ​strat​ ​is​ ​not​ ​worth​ ​it​ ​unless​ ​you​ ​really​ ​want​ ​to​ ​save​ ​frames.

Red​ ​Crabs​ ​1​ ​&​ ​2


● Red​ ​Crabs​ ​have​ ​30HP.
● 1​ ​Bomb​ ​while​ ​shooting,​ ​for​ ​each.
○ First​ ​red​ ​crab​ ​drop​ ​HMG,​ ​second​ ​crab​ ​drops​ ​Chaser.

Red​ ​Crabs​ ​3​ ​&​ ​4


● 2​ ​Bombs​ ​and​ ​4​ ​Chasers​ ​for​ ​each.
● The​ ​first​ ​red​ ​crab​ ​spawns​ ​on​ ​the​ ​opposite​ ​side​ ​of​ ​the​ ​screen​ ​as​ ​you​ ​(so​ ​stay​ ​on​ ​the​ ​left).
● The​ ​second​ ​red​ ​crab​ ​spawns​ ​on​ ​the​ ​same​ ​side​ ​of​ ​the​ ​screen​ ​as​ ​you​ ​(so​ ​move​ ​to​ ​the​ ​right).
● Jump​ ​over​ ​the​ ​Iron​ ​Lizard​ ​and​ ​Drop​ ​Shot.
7

Boss​ ​-​ ​Giant​ ​Hermit​ ​-​ ​500HP


● Move​ ​the​ ​Slug​ ​to​ ​the​ ​right​ ​of​ ​the​ ​screen.
● Jump​ ​out,​ ​crouch​ ​and​ ​shoot​ ​left​ ​2-4​ ​volleys​ ​of​ ​Chasers​ ​and​ ​Bombs.
● Jump​ ​in​ ​Slug,​ ​use​ ​all​ ​Bombs.
● Be​ ​careful​ ​not​ ​to​ ​fire​ ​the​ ​first​ ​Slug​ ​Bomb​ ​too​ ​early​ ​or​ ​it​ ​will​ ​fall​ ​in​ ​the​ ​water.
● At​ ​one​ ​point,​ ​the​ ​boss​ ​will​ ​have​ ​a​ ​sudden​ ​backwards​ ​jitter,​ ​which​ ​announces​ ​phase​ ​2.​ ​Wait​ ​for
him​ ​to​ ​do​ ​1​ ​or​ ​2​ ​attacks​ ​in​ ​this​ ​phase,​ ​then​ ​Slug​ ​Crash.
● Finish​ ​with​ ​Bombs​ ​and​ ​Chaser.
● The​ ​boss​ ​has​ ​2​ ​hit​ ​boxes,​ ​the​ ​body​ ​of​ ​the​ ​crab​ ​and​ ​the​ ​metal​ ​shell.​ ​Slug​ ​Crashing​ ​deals​ ​40
damage​ ​when​ ​it​ ​hits​ ​both​ ​boxes.
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----------------------------------------
********​ ​Mission​ ​2​ ​********
----------------------------------------
Start
(Refer​ ​to​ ​[00:21:30]​ ​of​ ​Video​ ​2​)
● Jump​ ​3​ ​times​ ​with​ ​a​ ​quarter​ ​step​ ​between​ ​each,​ ​and​ ​throw​ ​a​ ​Bomb​ ​at​ ​the​ ​peak​ ​of​ ​the​ ​third
jump.​ ​This​ ​should​ ​kill​ ​2​ ​zombies​ ​with​ ​the​ ​first​ ​Bomb.
● Jump​ ​two​ ​more​ ​times​ ​and​ ​throw​ ​a​ ​Bomb​ ​at​ ​the​ ​peak​ ​of​ ​the​ ​jump.​ ​This​ ​should​ ​hit​ ​the​ ​zombie​ ​on
the​ ​far​ ​right.
● Land​ ​on​ ​zombie​ ​girl,​ ​Bomb​ ​to​ ​kill​ ​both​ ​zombies​ ​in​ ​your​ ​face.
● Turn​ ​left,​ ​shoot​ ​twice,​ ​Bomb.
● Jump​ ​right​ ​and​ ​immediately​ ​Bomb.​ ​This​ ​should​ ​finish​ ​off​ ​the​ ​zombie​ ​on​ ​the​ ​right.

Chaser​ ​Girl
● Jump​ ​off​ ​of​ ​Utan’s​ ​(the​ ​monkey)​ ​cage,​ ​Bomb​ ​at​ ​the​ ​peak​ ​of​ ​the​ ​jump.​ ​This​ ​will​ ​hit​ ​the​ ​far​ ​right
female​ ​zombie.
● Land,​ ​jump,​ ​land​ ​next​ ​to​ ​her,​ ​crouch,​ ​knife,​ ​grab​ ​Chaser.

Heli-Go-Round
● Shoot​ ​4​ ​Chasers​ ​at​ ​the​ ​red​ ​helicopter,​ ​wait​ ​half​ ​a​ ​second,​ ​3​ ​more​ ​Chasers.
● The​ ​red​ ​helicopter​ ​creates​ ​a​ ​chain​ ​reaction​ ​destroying​ ​the​ ​following​ ​brown​ ​helicopters.​ ​If​ ​the​ ​red
helicopter​ ​explodes​ ​before​ ​all​ ​the​ ​brown​ ​helicopters​ ​appear​ ​on​ ​screen,​ ​the​ ​chain​ ​reaction​ ​will
not​ ​occur.

Transport​ ​Vehicles
● Start​ ​shooting​ ​the​ ​Flame​ ​Shot​ ​after​ ​the​ ​black​ ​tank,​ ​in​ ​between​ ​the​ ​yellow​ ​fences,​ ​when​ ​in​ ​front
of​ ​the​ ​truck​ ​in​ ​the​ ​background,​ ​between​ ​the​ ​headlights.​ ​This​ ​will​ ​kill​ ​the​ ​transport​ ​vehicle​ ​and​ ​the
zombie​ ​that​ ​spawns​ ​from​ ​it​ ​at​ ​once.

● Continue​ ​firing​ ​until​ ​all​ ​the​ ​vehicles​ ​are​ ​dead.​ ​Move​ ​back​ ​left​ ​after​ ​the​ ​last​ ​shot.
● The​ ​large​ ​helicopter​ ​spawns​ ​on​ ​the​ ​opposite​ ​side​ ​of​ ​the​ ​screen​ ​as​ ​you.​ ​Being​ ​on​ ​the​ ​left​ ​half​ ​of
the​ ​screen​ ​spawns​ ​the​ ​helicopter​ ​on​ ​the​ ​right,​ ​which​ ​is​ ​faster.
● Jump,​ ​2​ ​Bombs​ ​and​ ​1​ ​Flame.
9

Boss​ ​-​ ​Monoeyes​ ​-​ ​50HP​ ​Each


(Refer​ ​to​ ​[00:39:30]​ ​of​ ​Video​ ​2​)
● Take​ ​half​ ​a​ ​step​ ​forward,​ ​Bomb,​ ​then​ ​3​ ​possible​ ​patterns:
1​ ​-​ ​Enemies​ ​spread​ ​out
● Listen​ ​for​ ​the​ ​first​ ​orb​ ​sound​ ​to​ ​finish,​ ​then​ ​immediately​ ​Bomb.​ ​This​ ​should​ ​kill​ ​the​ ​remaining​ ​3-4
bosses.
● Alternatively,​ ​wait​ ​for​ ​the​ ​first​ ​orb​ ​to​ ​start​ ​moving​ ​downwards,​ ​then​ ​immediately​ ​Bomb.
● Most​ ​desireable​ ​pattern.
2​ ​-​ ​Enemies​ ​group​ ​up​ ​and​ ​shoot​ ​3​ ​by​ ​3
● Move​ ​right​ ​slowly​ ​and​ ​wait​ ​for​ ​the​ ​first​ ​three​ ​orbs​ ​to​ ​hit​ ​the​ ​ground.​ ​Jump​ ​over​ ​them​ ​and​ ​slowly
move​ ​back​ ​left​ ​to​ ​the​ ​initial​ ​spawn.​ ​Bomb.
3​ ​-​ ​Enemies​ ​group​ ​up​ ​and​ ​shoot​ ​continuously
● 4​ ​orbs​ ​will​ ​fly​ ​in​ ​your​ ​direction.​ ​They​ ​are​ ​not​ ​homing,​ ​so​ ​moving​ ​very​ ​slowly​ ​reduces​ ​travel
distance​ ​and​ ​dodges​ ​the​ ​orbs.​ ​Bomb​ ​half​ ​a​ ​second​ ​after​ ​the​ ​last​ ​orb​ ​hits​ ​the​ ​ground.
Backup​ ​strat
● Does​ ​one​ ​exist?

Boss​ ​-​ ​Ten​ ​Commandments​ ​of​ ​Moses​ ​-​ ​400HP


3​ ​Bomb​ ​Strat
● In​ ​the​ ​image​ ​below,​ ​there​ ​is​ ​a​ ​4-5​ ​pixel​ ​window​ ​(on​ ​2x​ ​resolution​ ​using​ ​Kawaks)​ ​where​ ​you​ ​can
stand​ ​to​ ​3​ ​cycle​ ​the​ ​boss.
● To​ ​be​ ​specific,​ ​the​ ​orange​ ​box​ ​indicates​ ​where​ ​the​ ​front​ ​of​ ​the​ ​foot​ ​can​ ​touch​ ​when​ ​standing.
● Visually,​ ​there​ ​should​ ​be​ n ​ o​ ​bright​ ​soil​ ​between​ ​the​ ​indicated​ ​soil​ ​colour​ ​(in​ ​the​ ​green​ ​circle),
and​ ​the​ ​front​ ​of​ ​the​ ​foot.
● Start​ ​Bombs​ ​when​ ​timer​ ​changes​ ​to​ ​60.
● If​ ​you​ ​do​ ​notice​ ​that​ ​there​ ​is​ ​a​ ​bright​ ​spot,​ ​tap​ ​right​ ​and​ ​continue​ ​Bombing.
● If​ ​you​ ​over​ ​step​ ​and​ ​end​ ​up​ ​stepping​ ​on​ ​the​ ​light​ ​patch​ ​of​ ​soil,​ ​switch​ ​to​ ​the​ ​backup​ ​strat.
10

Backup​ ​Strat
● Facing​ ​right,​ ​top​ ​of​ ​head​ ​below​ ​far​ ​left​ ​edge​ ​of​ ​boss,​ ​or​ ​gun​ ​slightly​ ​left​ ​of​ ​glowing​ ​crater,​ ​or
monolith​ ​beam​ ​touches​ ​the​ ​bright​ ​corner​ ​of​ ​boss.
● 4​ ​Bombs​ ​total,​ ​first​ ​one​ ​being​ ​when​ ​the​ ​timer​ ​changes​ ​to​ ​60.
● The​ ​first​ ​monolith​ ​should​ ​miss​ ​allowing​ ​a​ ​4​ ​cycle.
● The​ ​second​ ​monolith​ ​will​ ​hit.​ ​It​ ​has​ ​a​ ​different​ ​hitbox​ ​when​ ​it​ ​falls​ ​on​ ​an​ ​existing​ ​monolith.
11

----------------------------------------
********​ ​Mission​ ​3​ ​********
----------------------------------------

Speed​ ​In​ ​Water


● Moving​ ​diagonally​ ​in​ ​water​ ​is​ ​slower​ ​than​ ​moving​ ​horizontally.
● Just​ ​going​ ​up​ ​or​ ​down​ ​is​ ​slower​ ​than​ ​turning​ ​around​ ​and​ ​moving​ ​up/down.

Start
● Go​ ​straight​ ​and​ ​knife​ ​the​ ​first​ ​diver​ ​when​ ​he​ ​swings​ ​on​ ​the​ ​left,​ ​swim​ ​under​ ​the​ ​mines,​ ​destroy
2nd​ ​mine​ ​dispenser​ ​(tank​ ​carcasse),​ ​swim​ ​under​ ​the​ ​mines​ ​of​ ​the​ ​third​ ​mine​ ​dispenser.
○ Don’t​ ​destroy​ ​the​ ​mines.​ ​Mines​ ​respawn​ ​based​ ​on​ ​the​ ​number​ ​on​ ​screen.
● Pick​ ​up​ ​the​ ​Enemy​ ​Chaser​ ​and​ ​the​ ​Bombs​ ​from​ ​the​ ​PoW.

Tank​ ​Wall​ ​Strats


Backup​ ​Strat
● Throw​ ​a​ ​Bomb​ ​between​ ​the​ ​first​ ​two​ ​tanks,​ ​go​ ​up​ ​and​ ​over.
Fast​ ​Strat
● To​ ​get​ ​the​ ​Bombs​ ​and​ ​go​ ​under​ ​the​ ​tanks,​ ​you​ ​need​ ​to​ ​be​ ​as​ ​close​ ​to​ ​the​ ​ground​ ​as​ ​possible
before​ ​picking​ ​up​ ​the​ ​Bombs.​ ​This​ ​will​ ​allow​ ​you​ ​to​ ​then​ ​move​ ​purely​ ​horizontally,​ ​and​ ​have
enough​ ​speed​ ​to​ ​sneak​ ​under​ ​the​ ​tanks.
● You​ ​must​ ​already​ ​have​ ​some​ ​momentum​ ​when​ ​you​ ​pick​ ​up​ ​the​ ​Bombs,​ ​so​ ​move​ ​right​ ​just
before​ ​they​ ​spawn.
● Start​ ​shooting​ ​when​ ​you​ ​are​ ​under​ ​the​ ​third​ ​to​ ​last​ ​tank.​ ​Shooting​ ​early​ ​prevents​ ​the​ ​mine
dispenser​ ​to​ ​the​ ​right​ ​from​ ​spawning​ ​a​ ​mine.

Torpedo​ ​Wall
Backup​ ​Strat
● Don't​ ​blow​ ​up​ ​the​ ​mines.​ ​Mines​ ​respawn​ ​when​ ​they​ ​explode​ ​or​ ​are​ ​off​ ​screen.
● The​ ​mines​ ​travels​ ​in​ ​a​ ​straight​ ​line,​ ​they​ ​are​ ​not​ ​homing,​ ​so​ ​just​ ​move​ ​out​ ​of​ ​the​ ​way.
● If​ ​you​ ​need​ ​more​ ​Heavy​ ​Machine​ ​Gun​ ​ammo,​ ​skip​ ​blowing​ ​up​ ​the​ ​mine​ ​dispenser.
● Swim​ ​to​ ​the​ ​top​ ​of​ ​the​ ​screen​ ​under​ ​the​ ​Bomb​ ​count.​ ​When​ ​the​ ​mine​ ​launches,​ ​duck​ ​under​ ​the
mine​ ​and​ ​swim​ ​clockwise​ ​around​ ​it.
● Stop​ ​between​ ​the​ ​HP​ ​bar​ ​and​ ​Ammo​ ​count.​ ​Move​ ​right​ ​to​ ​avoid​ ​the​ ​second​ ​mine​ ​and​ ​go​ ​in​ ​the
pipe.
Fast​ ​Strat
● Up​ ​against​ ​the​ ​wall,​ ​helmet​ ​below​ ​the​ ​lowest​ ​brick​ ​line,​ ​as​ ​low​ ​as​ ​possible.
● Being​ ​low​ ​prevents​ ​the​ ​far​ ​left​ ​submarine​ ​from​ ​firing​ ​a​ ​missile/torpedo​ ​at​ ​you.
● Go​ ​up​ ​to​ ​the​ ​pipe​ ​just​ ​after​ ​the​ ​second​ ​volley​ ​of​ ​torpedoes.

First​ ​Tank
● Continuous​ ​fire.​ ​Stop​ ​next​ ​to​ ​the​ ​hostages,​ ​pick​ ​up​ ​the​ ​Bombs.
● Only​ ​then,​ ​shoot​ ​3​ ​Bombs​ ​at​ ​the​ ​tank​ ​while​ ​running​ ​towards​ ​it.
● The​ ​Heavy​ ​Machine​ ​Gun​ ​should​ ​kill​ ​the​ ​two​ ​soldiers​ ​that​ ​spawn​ ​behind​ ​the​ ​tank.
12

● The​ ​walking​ ​movement​ ​adds​ ​horizontal​ ​speed​ ​to​ ​the​ ​Bombs.


● Throwing​ ​Bombs​ ​as​ ​soon​ ​as​ ​the​ ​tank​ ​spawns​ ​can​ ​hit​ ​the​ ​two​ ​soldiers​ ​that​ ​spawn​ ​behind​ ​it​ ​and
miss​ ​the​ ​tank.​ ​Resist​ ​the​ ​urge​ ​to​ ​do​ ​so.

Waiting​ ​for​ ​Mr.President


● A​ ​helicopter​ ​spawns​ ​on​ ​top​ ​of​ ​a​ ​hut.​ ​Be​ ​prepared​ ​with​ ​your​ ​gun​ ​45°​ ​Up-Right.
● When​ ​destroyed,​ ​the​ ​hut​ ​spawns​ ​a​ ​tank.​ ​Delay​ ​this​ ​until​ ​after​ ​killing​ ​the​ ​helicopter.​ ​We​ ​have
time​ ​to​ ​spare.
● Use​ ​2​ ​Bombs​ ​for​ ​the​ ​heli,​ ​2​ ​Bombs​ ​for​ ​the​ ​tank.

Boss​ ​-​ ​Jupiter​ ​King​ ​-​ ​650HP


(Refer​ ​to​ ​[00:19:30]​ ​of​ ​Video​ ​4​)
● Stay​ ​on​ ​his​ ​treads,​ ​keep​ ​jumping.
● Shoot​ ​6​ ​Laser​ ​ammo​ ​and​ ​3​ ​Bombs​ ​per​ ​jump.​ ​4​ ​Lasers​ ​and​ ​3​ ​Bombs​ ​is​ ​slow.
● The​ ​more​ ​damage​ ​dealt,​ ​the​ ​more​ ​missiles​ ​and​ ​the​ ​faster​ ​they​ ​launch.​ ​If​ ​done​ ​correctly,​ ​6
missiles​ ​should​ ​fire​ ​quickly​ ​on​ ​the​ ​first​ ​volley.
● Stay​ ​to​ ​the​ ​right,​ ​not​ ​under​ ​the​ ​missiles,​ ​you​ ​might​ ​pick​ ​up​ ​an​ ​unwanted​ ​weapon.
● Jump​ ​and​ ​shoot​ ​left.​ ​This​ ​should​ ​destroy​ ​all​ ​6​ ​missiles​ ​in​ ​2​ ​jumps​ ​using​ ​horizontal​ ​shots.
13

----------------------------------------
********​ ​Mission​ ​4​ ​********
----------------------------------------
Start
● Skip​ ​the​ ​Rocket​ ​Launcher,​ ​stay​ ​on​ ​the​ ​camel.
● 1​ ​or​ ​2​ ​Bomb​ ​for​ ​the​ ​first​ ​heli.
● Move​ ​back​ ​to​ ​the​ ​sand​ ​dune​ ​on​ ​the​ ​left,​ ​jump,​ ​2​ ​Bombs​ ​for​ ​each​ ​of​ ​the​ ​two​ ​next​ ​helis.
● The​ ​truck​ ​is​ ​invulnerable​ ​until​ ​the​ ​two​ ​helis​ ​spawn.​ ​Truck​ ​may​ ​have​ ​50HP​ ​(needs​ ​confirmation).
● Be​ ​generous​ ​with​ ​Bombs,​ ​as​ ​they​ ​can’t​ ​be​ ​used​ ​against​ ​the​ ​boss​ ​of​ ​this​ ​mission.

Post​ ​Killfest​ ​(​Need​ ​a​ ​name​)


● Crash​ ​the​ ​camel.​ ​Jumping​ ​is​ ​slightly​ ​faster​ ​on​ ​foot​ ​than​ ​on​ ​the​ ​camel.

Man​ ​Eating​ ​Plants


(Refer​ ​to​ ​[00:24:40]​ ​of​ ​Video​ ​1​)
● The​ ​plants​ ​have​ ​some​ ​RNG.​ ​If​ ​the​ ​left​ ​plant​ ​jumps​ ​down,​ ​kill​ ​it.​ ​A​ ​new​ ​plant​ ​will​ ​spawn​ ​on​ ​the
lower​ ​left​ ​of​ ​the​ ​screen.​ ​If​ ​it​ ​jumps,​ ​kill​ ​it.​ ​Wait​ ​a​ ​bit​ ​for​ ​the​ ​right​ ​plant​ ​off​ ​screen​ ​to​ ​get​ ​closer,
shoot​ ​right​ ​barrel​ ​when​ ​the​ ​screen​ ​stops​ ​moving.
● Save​ ​the​ ​PoW,​ ​drop​ ​down​ ​to​ ​the​ ​lowest/first​ ​floor,​ ​shoot​ ​left,​ ​shoot​ ​right.​ (​ Images​ ​below)
14

Cotton​ ​Wall
● Shoot​ ​1​ ​Flame​ ​at​ ​the​ ​PoW​ ​when​ ​you​ ​are​ ​on​ ​the​ ​third​ ​stone​ ​slab.​ ​Once​ ​next​ ​to​ ​him,​ ​shoot​ ​up​ ​for
the​ ​next​ ​two​ ​plants.
● Enemy​ ​Chaser​ ​deals​ ​splash​ ​damage.​ ​Waiting​ ​for​ ​the​ ​plants​ ​/​ ​cotton​ ​to​ ​group​ ​up​ ​before​ ​killing
them​ ​saves​ ​ammo​ ​for​ ​the​ ​locusts​ ​later.
● Clear​ ​the​ ​cotton​ ​on​ ​the​ ​left​ ​with​ ​Chasers.
● Jump​ ​to​ ​the​ ​right​ ​immediately​ ​3​ ​times.​ ​Be​ ​as​ ​right​ ​as​ ​possible​ ​on​ ​the​ ​stones​ ​to​ ​avoid​ ​the​ ​plants.
(Images​ ​below)
15
16

Sandbag​ ​Wall
● Ignore​ ​the​ ​plant​ ​next​ ​to​ ​the​ ​PoW.​ ​Killing​ ​that​ ​plant​ ​will​ ​only​ ​spawn​ ​another​ ​plant​ ​further​ ​ahead.
● Kill​ ​the​ ​next​ ​two​ ​plants​ ​if​ ​they​ ​start​ ​moving​ ​right.
● At​ ​the​ ​ledge​ ​before​ ​the​ ​locusts,​ ​crouch​ ​facing​ ​right,​ ​then​ ​kill​ ​both​ ​pairs​ ​of​ ​plants​ ​with​ ​the​ ​knife.
The​ ​knife​ ​can​ ​reach​ ​further​ ​down,​ ​and​ ​kill​ ​the​ ​plants​ ​faster​ ​when​ ​you​ ​are​ ​facing​ ​right.
● Kill​ ​the​ ​two​ ​plants​ ​on​ ​the​ ​left​ ​with​ ​3-4​ ​Chasers.

Locust​ ​Swarm
● Use​ ​the​ ​rest​ ​of​ ​the​ ​Chaser,​ ​then​ ​follow​ ​up​ ​with​ ​Bombs.
● Save​ ​all​ ​the​ ​Flame​ ​Shot​ ​ammo​ ​if​ ​possible.

Boss​ ​-​ ​Sol​ ​Dae​ ​Rokker​ ​-​ ​500HP


● Good​ ​luck.
17

----------------------------------------
********​ ​Mission​ ​5​ ​********
----------------------------------------

Start
● Jump​ ​in​ ​the​ ​first​ ​vehicle,​ ​doesn’t​ ​matter​ ​what​ ​it​ ​is.
● Destroy​ ​the​ ​second​ ​hut.

Dogfight
● Use​ ​Bombs​ ​generously.
● Slug​ ​Crash​ ​to​ ​finish​ ​the​ ​last​ ​blue​ ​plane.

After​ ​First​ ​Heli


● Skip​ ​the​ ​first​ ​truck,​ ​kill​ ​the​ ​other​ ​two.​ ​This​ ​spawns​ ​the​ ​soldiers​ ​and​ ​the​ ​next​ ​truck​ ​faster.

Boss​ ​-​ ​Hairbuster​ ​Riberts​ ​-​ ​650HP


● Get​ ​to​ ​the​ ​top​ ​of​ ​the​ ​screen,​ ​the​ ​red​ ​arrow​ ​should​ ​be​ ​centered​ ​behind​ ​(not​ ​under)​ ​the​ ​second
timer​ ​digit.​​ ​(Image​ ​below)
● Fire​ ​45°​ ​Down-Left.
● This​ ​makes​ ​Hairbuster​ ​Riberts​ ​circle​ ​around.​ ​You​ ​spend​ ​less​ ​time​ ​dodging​ ​and​ ​more​ ​time
shooting​ ​him.
18

Boss​ ​-​ ​Hai-Do​ ​-​ ​500HP


(Refer​ ​to​ ​[01:12:25]​ ​of​ ​Video​ ​4​)
● At​ ​the​ ​start​ ​of​ ​the​ ​scene,​ ​you​ ​move​ ​faster​ ​than​ ​the​ ​soldiers​ ​can​ ​react.​ ​Their​ ​slow​ ​reaction​ ​lets
you​ ​jump​ ​3​ ​times​ ​before​ ​starting​ ​to​ ​walk​ ​and​ ​shoot​ ​forwards.
● Use​ ​all​ ​your​ ​Bombs​ ​to​ ​shorten​ ​the​ ​fight​ ​against​ ​the​ ​Hai-Do,​ ​as​ ​some​ ​of​ ​his​ ​patterns​ ​can​ ​lose​ ​a
lot​ ​of​ ​time.
● Bombs​ ​must​ ​hit​ ​the​ ​helicopter​ ​itself​ ​to​ ​do​ ​damage.​ ​If​ ​they​ ​hit​ ​only​ ​General​ ​Morden,​ ​they​ ​will​ ​do
no​ ​damage.

Spaaaaaaaaaaaaaaaaaaaaaaaaaaaaace
● The​ ​first​ ​few​ ​spaceships​ ​will​ ​come​ ​floating​ ​in​ ​front​ ​of​ ​you,​ ​so​ ​don’t​ ​move.
● Right​ ​after​ ​the​ ​first​ ​spaceship​ ​is​ ​killed,​ ​fire​ ​a​ ​missile.​ ​The​ ​missiles​ ​should​ ​hit​ ​both​ ​spaceships
using​ ​only​ ​1​ ​Bomb.

Asteroids
● First​ ​volley:​ ​Stay​ ​in​ ​the​ ​bottom​ ​right.
● Second​ ​volley:​ ​Stay​ ​in​ ​the​ ​bottom​ ​right​ ​until​ ​the​ ​Laser.
● Take​ ​the​ ​Laser,​ ​try​ ​to​ ​shoot​ ​as​ ​little​ ​as​ ​possible.​ ​Laser​ ​causes​ ​lag.​ ​(Except​ ​on​ ​emulator)
● Move​ ​up​ ​and​ ​left,​ ​or​ ​move​ ​up​ ​and​ ​right​ ​when​ ​dodging.​ ​Don’t​ ​just​ ​move​ ​left​ ​or​ ​right.
● Use​ ​the​ ​jump​ ​button​ ​to​ ​increase​ ​your​ ​speed,​ ​but​ ​don’t​ ​Slug​ ​Crash.

After​ ​2​ ​Shotguns


● Take​ ​damage​ ​by​ ​flying​ ​through​ ​the​ ​big​ ​asteroids.​ ​Having​ ​only​ ​1​ ​Shotgun​ ​shoots​ ​faster​ ​than
having​ ​two.​ ​(Don’t​ ​ask​ ​why)
● After​ ​taking​ ​damage,​ ​if​ ​the​ ​Shotgun​ ​is​ ​on​ ​the​ ​right​ ​of​ ​your​ ​ship,​ ​move​ ​left,​ ​and​ ​vice​ ​versa.
Moving​ ​to​ ​one​ ​side​ ​of​ ​the​ ​screen​ ​spawns​ ​3​ ​martians​ ​on​ ​the​ ​other.​ ​You​ ​want​ ​the​ ​Shotgun​ ​to​ ​be
closer​ ​to​ ​where​ ​the​ ​enemies​ ​spawn.
● You​ ​may​ ​need​ ​to​ ​be​ ​further​ ​to​ ​the​ ​side​ ​for​ ​the​ ​third​ ​martian​ ​ship.

Three​ ​Di​ ​Manji​ ​(Circle​ ​UFOs)


(Pronounced:​ ​die​ ​man​ ​ji)
● Kill​ ​the​ ​first​ ​little​ ​martian​ ​UFO​ ​spawn.​ ​Try​ ​to​ ​hit​ ​the​ ​Di​ ​Manji​ ​with​ ​the​ ​same​ ​shot.
● Wait​ ​for​ ​the​ ​first​ ​two​ ​Di​ ​Manji​ ​to​ ​be​ ​both​ ​on​ ​screen​ ​to​ ​start​ ​shooting​ ​at​ ​them.​ ​You​ ​can​ ​hit​ ​them
both​ ​with​ ​the​ ​same​ ​shot.
● 6​ ​missiles​ ​and​ ​Shotgun​ ​galore​ ​as​ ​soon​ ​as​ ​possible​ ​on​ ​the​ ​third​ ​Di​ ​Manji.
● Killing​ ​this​ ​ship​ ​with​ ​missiles​ ​prevents​ ​martian​ ​spawns,​ ​reducing​ ​the​ ​chance​ ​of​ ​spawning
unwanted​ ​weapons.
● You​ ​must​ ​have​ ​at​ ​least​ ​3​ ​missiles​ ​at​ ​the​ ​end.​ ​Use​ ​only​ ​Shotgun​ ​if​ ​needed.

Boss​ ​-​ ​Rugname​ ​-​ ​180HP


● Use​ ​Shotgun​ ​(and​ ​missiles​ ​if​ ​you​ ​have​ ​more​ ​than​ ​3)​ ​to​ ​kill​ ​him​ ​before​ ​he​ ​can​ ​attack.

Inside​ ​The​ ​Mothership​ ​(Space​ ​Slug​ ​Auto​ ​Scroller)


(Refer​ ​to​ ​[00:47:55]​ ​of​ ​Video​ ​1​)
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● Being​ ​near​ ​the​ ​top​ ​collects​ ​UFOs​ ​easier.​ ​Kill​ ​them​ ​with​ ​Heavy​ ​Machine​ ​Gun.
● Try​ ​not​ ​to​ ​move​ ​too​ ​much,​ ​or​ ​they​ ​will​ ​scatter.

Second​ ​Lone​ ​Comet


● Kill​ ​it​ ​fast​ ​using​ ​2​ ​Bombs​ ​(4​ ​missiles).​ ​Taking​ ​too​ ​long​ ​spawns​ ​3​ ​extra​ ​Big-Eyes,​ ​changing​ ​the
condition​ ​of​ ​advancement​ ​to​ ​kill​ ​both​ ​the​ ​comet​ ​and​ ​3​ ​Big-Eyes.

Death​ ​Refill
● During​ ​the​ ​wave​ ​of​ ​three​ ​successive​ ​comets,​ ​after​ ​the​ ​second​ ​one,​ ​Slug​ ​Crash​ ​into​ ​the​ ​third.
● After​ ​the​ ​third​ ​comet,​ ​on​ ​the​ ​first​ ​pair​ ​of​ ​Big-Eyes,​ ​die​ ​to​ ​refill​ ​Bombs.
● These​ ​Big-Eyes​ ​will​ ​always​ ​spawn​ ​the​ ​same​ ​exact​ ​amount​ ​of​ ​time​ ​after​ ​the​ ​first​ ​comet​ ​has
spawned.​ ​Because​ ​of​ ​this,​ ​it​ ​doesn’t​ ​really​ ​matter​ ​how​ ​fast​ ​you​ ​destroy​ ​the​ ​three​ ​comets.

Mecha-Brain​ ​De-Spawn
(Refer​ ​to​ ​[00:19:05]​ ​of​ ​Video​ ​5​)
● Throw​ ​1​ ​Bomb​ ​at​ ​the​ ​first​ ​Mecha-Brain​ ​and​ ​run​ ​into​ ​it.​ ​Jump​ ​upon​ ​kill.
● Jump​ ​immediately​ ​again,​ ​land,​ ​don't​ ​move​ ​2s​ ​while​ ​shooting​ ​the​ ​Mecha-Brain,​ ​jump​ ​back​ ​when
it​ ​dies,​ ​wait,​ ​jump​ ​forward​ ​when​ ​his​ ​body​ ​explodes.​ ​This​ ​skips​ ​the​ ​Mecha-Brain​ ​that​ ​spawns​ ​on
the​ ​left.​ ​(Very​ ​precise​ ​timing)

Mars​ ​People​ ​De-Spawn


(Refer​ ​to​ ​[00:22:50]​ ​of​ ​Video​ ​5​)
● After​ ​killing​ ​the​ ​four​ ​mars​ ​people​ ​that​ ​fall​ ​from​ ​the​ ​ceiling,​ ​go​ ​in​ ​the​ ​spot​ ​on​ ​the​ ​image​ ​below.
● By​ ​looking​ ​left​ ​and​ ​right​ ​you​ ​can​ ​make​ ​the​ ​screen​ ​wiggle.​ ​This​ ​de-spawns​ ​the​ ​waves​ ​of​ ​enemies
coming​ ​from​ ​the​ ​sides.
20

Door​ ​To​ ​Morden​ ​Torture​ ​Donjon


● The​ ​final​ ​Mecha-Brain​ ​takes​ ​1​ ​Bomb​ ​and​ ​2​ ​Flames.
● The​ ​door​ ​takes​ ​2​ ​Flames​ ​when​ ​the​ ​screen​ ​stops​ ​moving,​ ​no​ ​Bomb.

Big​ ​Red​ ​Dude​ ​De-Spawn


● Count​ ​the​ ​number​ ​of​ ​orbs​ ​on​ ​the​ ​wall​ ​of​ ​this​ ​room.
● Half​ ​way​ ​between​ ​the​ ​4th​ ​and​ ​5th​ ​orbs,​ ​there​ ​is​ ​a​ ​triangle​ ​on​ ​the​ ​wall.​ ​Stand​ ​under​ ​it.​ (​ Image
below)
● Ideally​ ​you​ ​should​ ​jump​ ​to​ ​the​ ​left​ ​just​ ​before​ ​the​ ​big​ ​red​ ​dude​ ​appears​ ​on​ ​screen,​ ​but​ ​there​ ​is
some​ ​room.
● A​ ​good​ ​indicator​ ​is​ ​when​ ​the​ ​second​ ​soldier​ ​appears​ ​on​ ​screen.

Boss​ ​-​ ​Fake​ ​Rootmars​ ​-​ ​250HP


1st​ ​phase
● Three​ ​seconds​ ​after​ ​you​ ​can​ ​start​ ​shooting,​ ​start​ ​moving​ ​to​ ​the​ ​right.
● When​ ​the​ ​small​ ​blue​ ​orbs​ ​hit​ ​the​ ​ground,​ ​change​ ​direction.
2nd​ ​phase
● Stand​ ​under​ ​the​ ​boss’s​ ​hitbox,​ ​to​ ​the​ ​side.​ ​Just​ ​before​ ​the​ ​big​ ​blue​ ​orb​ ​starts​ ​moving​ ​towards
you,​ ​jump​ ​to​ ​the​ ​far​ ​side,​ ​then​ ​come​ ​back​ ​to​ ​the​ ​center.​ ​(You​ ​should​ ​land​ ​about​ ​where​ ​you
started​ ​the​ ​jump)​ ​This​ ​diverts​ ​the​ ​attack​ ​away.
● You​ ​should​ ​always​ ​be​ ​under​ ​the​ ​boss’s​ ​hitbox​ ​during​ ​the​ ​whole​ ​fight.

Pre-Slug
● Kill​ ​the​ ​first​ ​3​ ​clones,​ ​then​ ​just​ ​go.​ ​Killing​ ​more​ ​clones​ ​causes​ ​lag.
21

At​ ​Slug
● Take​ ​care​ ​of​ ​the​ ​big​ ​red​ ​dude​ ​with​ ​the​ ​Slug​ ​cannon,​ ​then​ ​jump​ ​out.
● While​ ​outside​ ​of​ ​the​ ​Slug,​ ​Mecha-Brains​ ​spawn​ ​with​ ​40HP,​ ​shoot​ ​3​ ​times​ ​and​ ​drop​ ​weapons.
While​ ​inside​ ​the​ ​Slug,​ ​they​ ​spawn​ ​with​ ​80HP,​ ​shoot​ ​only​ ​once​ ​and​ ​drop​ ​cannon​ ​rounds​ ​and
gas.​ ​For​ ​this​ ​reason​ ​you​ ​want​ ​to​ ​be​ ​outside​ ​the​ ​vehicle​ ​when​ ​the​ ​first​ ​5​ ​Mecha-Brains​ ​spawn.
● 3​ ​Bombs​ ​for​ ​the​ ​first​ ​Brain,​ ​(less​ ​if​ ​you​ ​have​ ​Rockets​ ​or​ ​Laser).​ ​Pick​ ​up​ ​his​ ​weapon.​ ​Kill​ ​the​ ​next
3​ ​Brains​ ​and​ ​take​ ​their​ ​weapons.
● After​ ​the​ ​5th​ ​Brain​ ​spawns,​ ​jump​ ​in​ ​the​ ​Slug​ ​and​ ​kill​ ​it.​ ​Try​ ​to​ ​get​ ​a​ ​Shotgun​ ​or​ ​two​ ​from​ ​the​ ​4th
and​ ​5th​ ​Mecha-Brains.
● Kill​ ​the​ ​6th​ ​Brain​ ​with​ ​the​ ​cannon.​ ​It​ ​should​ ​drop​ ​gas​ ​since​ ​it​ ​spawned​ ​when​ ​you​ ​were​ ​in​ ​the
vehicle.
● The​ ​screen​ ​will​ ​now​ ​scroll.​ ​Fire​ ​1​ ​cannon​ ​round​ ​the​ ​next​ ​time​ ​it​ ​stops.

Boss​ ​-​ ​Clone​ ​Wars​ ​-​ ​250HP


● Crouch,​ ​right​ ​knee​ ​between​ ​pipes.​ ​If​ ​any​ ​clones​ ​spawn​ ​in​ ​the​ ​lower​ ​section,​ ​move​ ​down​ ​to​ ​kill
them​ ​but​ ​be​ ​careful.​ ​(Images​ ​below)
● 11​ ​Shotgun​ ​rounds,​ ​jump​ ​towards​ ​the​ ​bubble,​ ​1​ ​Bomb,​ ​1​ ​Shotgun.
● Flame​ ​Shot​ ​deals​ ​little​ ​damage​ ​to​ ​the​ ​bubble.​ ​It​ ​is​ ​faster​ ​to​ ​use​ ​Bombs​ ​and​ ​die​ ​to​ ​refill.
22

First​ ​Gate
● Front​ ​foot​ ​on​ ​the​ ​stone​ ​slope,​ ​walk​ ​forwards​ ​and​ ​Shotgun.​ ​Jump.
● During​ ​the​ ​jump,​ ​if​ ​you​ ​have​ ​2​ ​or​ ​more​ ​Shotgun​ ​ammo,​ ​fire​ ​1​ ​round.​ ​Otherwise​ ​throw​ ​2​ ​Bombs.
(Images​ ​below)
● 1​ ​shot​ ​from​ ​the​ ​Shotgun​ ​is​ ​enough​ ​to​ ​destroy​ ​the​ ​orbs.
23
24

Three​ ​Zombie​ ​Clones


● If​ ​you​ ​have​ ​lots​ ​of​ ​Shotgun/Bombs​ ​use​ ​them.​ ​If​ ​not,​ ​6​ ​knifes​ ​each.
● Try​ ​not​ ​to​ ​over​ ​mash​ ​and​ ​waste​ ​Shotgun​ ​ammo.​ ​Having​ ​3​ ​remaining​ ​ammo​ ​at​ ​this​ ​point​ ​allows
a​ ​very​ ​fast​ ​second​ ​gate​ ​and​ ​zombie​ ​kill.

Second​ ​Gate
● Again,​ ​front​ ​foot​ ​on​ ​the​ ​stone​ ​slope,​ ​Shotgun,​ ​jump​ ​Shotgun.​​ ​(Image​ ​below)
● After​ ​that,​ ​kill​ ​the​ ​zombie​ ​that​ ​holds​ ​the​ ​Flame​ ​Shot​ ​first.
● Shoot/knife​ ​the​ ​left​ ​zombie​ ​clone​ ​and​ ​Bomb​ ​the​ ​incoming​ ​normal​ ​clone.
● The​ ​clone​ ​dropping​ ​in​ ​has​ ​exactly​ ​10HP​ ​so​ ​don't​ ​feel​ ​bad​ ​throwing​ ​a​ ​Bomb​ ​at​ ​it.
● Pick​ ​up​ ​the​ ​Flame​ ​Shot.​ ​Don’t​ ​use​ ​a​ ​single​ ​ammo​ ​before​ ​the​ ​final​ ​boss​ ​if​ ​possible.​ ​Get​ ​in​ ​Slug.

Third​ ​Gate
Strat​ ​1
● Drop​ ​Bombs​ ​along​ ​the​ ​way​ ​with​ ​the​ ​Slug​ ​to​ ​clear​ ​some​ ​clones.​ ​Get​ ​on​ ​the​ ​upper​ ​platform,​ ​shoot
both​ ​arms​ ​at​ ​the​ ​top​ ​orb​ ​for​ ​1-2​ ​seconds,​ ​then​ ​jump​ ​at​ ​the​ ​gate​ ​and​ ​drop​ ​a​ ​Bomb​ ​over​ ​the​ ​top
orb.
● Slug​ ​Crash​ ​to​ ​destroy​ ​the​ ​two​ ​bottom​ ​orbs.
Strat​ ​2
● Jump​ ​and​ ​hug​ ​the​ ​door.​ ​Then​ ​spam​ ​jump​ ​and​ ​Bombs​ ​to​ ​get​ ​rid​ ​of​ ​the​ ​bottom​ ​orbs.​ ​Then​ ​Slug
Crash​ ​and​ ​destroy​ ​the​ ​top​ ​rob.​ ​-​ ​VerzViper
25

Four​ ​Mecha-Brains
● Jump​ ​over​ ​the​ ​1st​ ​Brain.
● For​ ​the​ ​2nd​ ​and​ ​3rd​ ​:​ ​3​ ​Cannons​ ​1​ ​Flame,​ ​jump​ ​over​ ​them​ ​and​ ​1​ ​Flame​ ​down​ ​to​ ​finish​ ​them.
● Jump​ ​over​ ​the​ ​4th.
● The​ ​2nd​ ​Brain​ ​leaves​ ​a​ ​Drop​ ​Shot,​ ​which​ ​must​ ​be​ ​avoided​ ​at​ ​all​ ​costs.

Fourth​ ​Gate
● When​ ​jumping​ ​over​ ​the​ ​4th​ ​Brain,​ ​Flame​ ​the​ ​top​ ​orb,​ ​then​ ​two​ ​possible​ ​strats.
Strat​ ​1
● Crouch​ ​when​ ​you​ ​land,​ ​2​ ​Flames​ ​right,​ ​then​ ​2​ ​Flames​ ​up.
● No​ ​Slug​ ​Crash.
● Use​ ​the​ ​double​ ​jump​ ​on​ ​the​ ​Slug​ ​to​ ​gain​ ​height​ ​and​ ​eject​ ​to​ ​maintain​ ​jump​ ​speed.​ ​Without​ ​Slug,
you​ ​would​ ​have​ ​to​ ​walk​ ​this​ ​distance.​ ​(Image​ ​below)

Strat​ ​2
● Double​ ​jump​ ​over​ ​the​ ​4th​ ​Brain
● While​ ​falling:​ ​Bomb​ ​&​ ​Flame​ ​forward​ ​the​ ​top​ ​orb
● Aim​ ​up,​ F
​ lame​ ​once.​ ​You​ ​may​ ​need​ ​to​ ​flame​ ​a​ ​second​ ​time​ ​if​ ​the​ ​first​ ​flame​ ​did​ ​not​ ​do​ ​enough
damage.
● Slug​ ​Crash.​ ​The​ ​3​ ​orbs​ ​should​ ​be​ ​destroyed.
● Small​ ​jump​ ​after​ ​you​ ​land,​ ​Flame​ ​again​ ​to​ ​the​ ​right​ ​at​ ​height​ ​of​ ​jump​ ​to​ ​finish​ ​the​ ​top​ ​orb.
● Slug​ ​Crash​ ​when​ ​you​ ​land.

Final​ ​Boss​ ​-​ ​Mother​ ​Brain​ ​-​ ​1600HP


● Try​ ​to​ ​obtain​ ​a​ ​Flame​ ​Shot,​ ​Shotgun,​ ​Super​ ​Grenade​ ​or​ ​Rocket​ ​Launcher​ ​(in​ ​this​ ​order​ ​of
priority)​ ​from​ ​the​ ​red​ ​orbs.
● The​ ​Slug​ ​can​ ​be​ ​used​ ​to​ ​protect​ ​the​ ​character​ ​while​ ​in​ ​possession​ ​of​ ​one​ ​of​ ​these​ ​weapons:
Stay​ ​on​ ​the​ ​boss,​ ​on​ ​the​ ​left​ ​of​ ​his​ ​brain​ ​and​ ​shoot​ ​him.​ ​When​ ​you​ ​hear​ ​him​ ​spitting​ ​the​ ​green
orbs,​ ​jump​ ​in​ ​the​ ​Slug,​ ​wait​ ​1-2​ ​seconds,​ ​then​ ​jump​ ​back​ ​out.​ ​This​ ​is​ ​slower​ ​than​ ​staying​ ​on​ ​him
the​ ​whole​ ​time,​ ​but​ ​provides​ ​invulnerability.
● By​ ​looking​ ​at​ ​the​ ​boss’s​ ​mouth​ ​when​ ​he​ ​spits,​ ​you​ ​can​ ​see​ ​how​ ​many​ ​orbs​ ​are​ ​coming,​ ​and
even​ ​get​ ​a​ ​rough​ ​idea​ ​of​ ​where​ ​they​ ​will​ ​be.​ ​If​ ​there​ ​are​ ​a​ ​lot​ ​incoming,​ ​or​ ​if​ ​you​ ​think​ ​you​ ​won’t
be​ ​able​ ​to​ ​dodge,​ ​jump​ ​in​ ​the​ ​Slug​ ​like​ ​strat​ ​above.
26

● The​ ​Slug’s​ ​cannon​ ​deals​ ​5​ ​damage​ ​to​ ​the​ ​boss,​ ​and​ ​is​ ​useful​ ​to​ ​farm​ ​the​ ​red​ ​orbs.
● There​ ​is​ ​a​ ​very​ ​important​ ​spot​ ​where​ ​you​ ​can​ ​stand​ ​and​ ​be​ ​safe​ ​from​ ​the​ ​yellow​ ​wave​ ​attack.
The​ ​boss’s​ ​stitches​ ​must​ ​be​ ​between​ ​your​ ​legs.​ ​(Image​ ​below)
● Crouching​ ​in​ ​that​ ​same​ ​spot​ ​allows​ ​to​ ​fire​ ​the​ ​Rocket​ ​Launcher​ ​very​ ​fast,​ ​however​ ​you​ ​are​ ​not
safe​ ​from​ ​the​ ​wave​ ​attack​ ​while​ ​crouched.
● This​ ​is​ ​also​ ​the​ ​best​ ​spot​ ​to​ ​maximise​ ​Flame​ ​Shot​ ​damage.
● Learning​ ​to​ ​land​ ​into​ ​this​ ​spot​ ​directly​ ​from​ ​a​ ​Slug​ ​ejection​ ​can​ ​be​ ​useful.
● The​ ​Rocket​ ​Launcher​ ​deals​ ​8​ ​damage​ ​to​ ​the​ ​last​ ​boss.
● The​ ​Super​ ​Grenade​ ​deals​ ​15,​ ​probably​ ​because​ ​both​ ​the​ ​projectile​ ​(10)​ ​and​ ​the​ ​smoke​ ​(5)​ ​hit.
● If​ ​you​ ​don’t​ ​have​ ​one​ ​of​ ​these​ ​four​ ​weapons,​ ​knife​ ​canceling​ ​and​ ​dying​ ​to​ ​refill​ ​Bombs​ ​is​ ​faster.
27

References

[Video​ ​1]​ ​“Metal​ ​Slug​ ​3​ ​medium​ ​explanation​ ​about​ ​some​ ​strat​ ​for​ ​Jack.”
Twitch​.​ ​Sukimos,​ ​Dec​ ​15,​ ​2016.
https://www.twitch.tv/sukimos/v/107764863

[Video​ ​2]​ ​“Random​ ​Slug​ ​3​ ​explanation​ ​about​ ​all​ ​I​ ​know.”
Twitch​.​ ​Sukimos,​ ​Jan​ ​22,​ ​2017.
https://www.twitch.tv/sukimos/v/116526811

[Video​ ​3]​ ​“Metal​ ​slug​ ​3​ ​medium​ ​speed​ ​run​ ​strat​ ​explanation​ ​(mission​ ​1,2)”
Youtube​.​ ​Sukimos,​ ​Jan​ ​23,​ ​2017.
https://www.youtube.com/watch?v=C051n6Cxnqo

[Video​ ​4]​ ​“Metal​ ​slug​ ​3​ ​medium​ ​speed​ ​run​ ​strat​ ​explanation​ ​(mission​ ​3,4,hai​ ​do)”
Youtube​.​ ​Sukimos,​ ​Jan​ ​23,​ ​2017.
https://www.youtube.com/watch?v=wHS8sU3iklY

[Video​ ​5]​ ​“Metal​ ​slug​ ​3​ ​medium​ ​speed​ ​run​ ​strat​ ​explanation​ ​(mission​ ​5​ ​after​ ​the​ ​hi-do)”
Youtube​.​ ​Sukimos,​ ​Jan​ ​25,​ ​2017.
https://www.youtube.com/watch?v=S0fHWiEYLL4

Leaderboards
http://www.speedrun.com/mslug3/full_game#Medium

Meaningless​ ​Additional​ ​Commentary:


Yooo​ ​Going​ ​for​ ​Sub​ ​13!
Some​ ​speedrunner​ ​is​ ​stealing​ ​strats​ ​thinking​ ​they'd​ ​be​ ​going​ ​fast.​ ​They​ ​were​ ​wrong.

Videos​ ​by: Sukimos


Editors​ ​/​ ​Contributors: Enasper,​ ​VerzViper,​ ​GenevensiS,​ ​igNights77

PS:​ ​Anyone​ ​who​ ​edits​ ​this​ ​document​ ​should​ ​have​ ​a​ ​copy​ ​of​ ​their​ ​own.

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