Date: Tue, 05 May 1998 20:58:09 PDT
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/ /| /| | | ---+-=!==| |==!-/ |/| | *******
/ / | / | | | || | | / /| | | | *+**+**
_/ / | / /| |_| ===+--. .| |__/ /_| |_| |__--. *+*+*+*
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This FAQ © Nahum Reduta 1998
Metal Slug, Neo-Geo, and all other applicable logos, etc. are trademarks
of SNK Corp.
©1998
V 1.5
Metal Slug 2
2 Players - Action
Send all questions, comments to red_ninja@hotmail.com
If you plan on using this FAQ on any other site/page/whatever, at least
have the decency to notify me in advance. Should you get into trouble
for stealing this FAQ, any and all retribution is on _your_ sorry ass
for such lack of ethics.
>TABLE OF CONTENTS
Title
Disclaimer
Table of Contents
Enemies
soldiers
vehicles
Weapons
firearms
vehicles
Walkthrough
by mission
Next Time
>ENEMIES
Most soldiers take only one shot to kill. Certain enemies can be
taken care of by different means described below:
-Arabian Swordsmen (Mission 1)
<> Will try to approach and attack with sword. Some will throw swords
in a small arc.
[] You will generally be fast enough to knife them, but firearms work
just as well.
-Imperial Guards (Mission 1)
<> Rush at you, swinging swords when in range.
[] Use firearms, bombs thrown low if there are too many. They take
about 3-4 pistol hits. For some reason, they leave behind lots of meat.
-Bats (look carefully for them in Mission 2)
<> Either busy pestering miners, or carrying "mummy juice."
[] Shoot single ones. Close attacks work well on groups.
-Mummies (Mission 2)
<> Pop out of sandy places or "mummy rooms." Breath attack will turn
you or bystanders undead.
[] While ducking, close attacks or firearms work well. Bomb generators
if you need the items behind them. Try to keep downhill of mummies as
breath attack hits high. Take 10-15 pistol hits, but easy kills.
-Special mummies (Mission 2)
<> Whiter in appearance. Spit rolling bombs which have the same effect
as a breath attack.
[] Take more pistol hits to kill (20-25). DON'T forget about their
bombs.
All Grunts attack you directly from Mission 3 on.
-Grenade Grunts
<> Throw grenades in a small variety of arcs.
[] Too easy to knife. Shoot if annoyed. Later on, these grunts will
also throw small rockets, roll bombs, and use knives.
-Shield Grunts
<> Probably the most improved enemy in MS2. Their shields absorb
bullets and sometimes knife attacks and bomb blasts. They can block up
or down if quick enough. Will fire pistol (high) when far or swing a
sword up close. They usually protect other units.
[] Use care when knifing; they may get the first hit. They cannot block
rockets, flame shots, or shotgun blasts. Bombs have to hit them from
above to kill them.
-Mortar Grunts
<> Fire mortar cannons from protected areas. Shells travel at the same
mid/high arc.
[] Use bombs or downward fire. Avoid mortars.
-Sniper Grunts
<> Offensive ones will run ahead and fire (high). Defensive ones hide
behind obstacles, wait for a clearing of fire, and take their shot. All
need to reload before their next shot.
[] Duck shots and fire. Defensive ones can be taken out by pistols,
distracted with other arms fire until you can knife them, shot with
downward sprays, or bombed. Be careful when clearing sandbags in front
of them. Their shots are now free to travel as are yours.
-Rocket Grunts
<> Throw small rockets.
[] Rockets will travel upwards slightly when hit with weapons. If their
rockets won't hit you when left alone, shoot in between rocket throws.
Their rockets cannot be destroyed.
-Bazooka Grunts (Also appear on Mission 1's boss)
<> Shoot bazooka shells at a wide variety of angles, and high or low.
Will try to position themselves for clear hits. Some will parachute in.
Groups of two or more will try to mix up their shots.
[] In earlier levels, not all parachuters will shoot at you! If they
don't take a shot within three seconds of appearing, knife them!
-Bowling Grunts
<> Roll bombs
[] These rolling bombs are one of the hardest obstacles in the game.
Don't allow them to roll more than one. It's hard to land safely in
between them. Rolling bombs cannot be destroyed, and absorb shots
while thrown.
-Knife Grunts
<> Actually, any weapon throwing grunt carries a knife. They will use
them when up close. Some will also make a leaping attack.
[] Standing knifers can be beaten to the slice if you try to do so. But
firearms are safer to use in their presence. Jumpers have priority in
the air. Run underneath them and shoot them from behind. Standing bomb
throws also hit them. If you are shooting from a crouch, knifers that
try to hit you from behind will catch bullets first, leaving you safe to
continue firing.
-Mutants (Mission 5)
<> Jump up and down from ceiling or floor, crawling on each. Ones that
have turned red can kill you with a self-destruct attack.
[] Kill floor crawlers with low fire, careful close attacks, or bombs.
Kill ceiling or wall crawlers with upwards fire or bombs. If you are in
the Metal Slug, shoot or shell whatever you can, but escape whenever
they get too close.
Most vehicles appear from Mission 3 on. The wheeled vehicles have a
nasty little habit of running you over if you get too close. Obviously,
vehicles take more than one hit to destroy (approximations given in
pistol rounds, increasing by mission):
-Minicopter (appearance in Mission 1): 40-50 shots
<> Appears either separately or in chains, firing three bullet salvos or
one at a time. Only the red leader in chains will fire.
[] If low enough, two or three bombs will make short work of them.
Otherwise, shoot high. Destroying the red leader first not only takes
out the rest of the chain (reaction), but also coughs up major bonus
points!
-Missile Launcher (appearance in Mission 1): 45-60 shots
<> It fires about four missiles, each arcing down after traveling 1/3
screen.
[] Shoot from a distance or while ducking up close. The missiles cannot
be destroyed.
-Motorcycle (Mission 3 only): 10 shots
<> Carries a Grunt in the sidecar.
[] You should worry more about what the Grunt is going to do. The
motorcycler doesn't do anything but drive (into your bullets).
-Tall Tank: 40-50 shots
<> Fires rolling shells.
[] BIG target. Avoid the rolling shells. Sometimes, grunts will climb
on top to attack you. Many of the shorter tanks can be jumped onto.
Your character will automatically jump whenever on top of a tank. You
can still maneuver left/right during these hops or hold jump to hop
higher.
-Stout Tank (beige): 45-60 shots
<> Rolls around, stops, and fires straight cannon blasts (high). When
damaged, the driver pops out, fires rockets, and escapes.
[] Duck and fire. Shoot or knife the driver.
-Hydrofoil (Mission 3 only): 50-60 shots
<> Fires two missiles at a time.
[] Whether the driver is alive or not, it will still fire at you. Don't
stop firing until the vehicle is destroyed. The missiles take 4-5
pistol shots each.
-Reinforced Rocket Launcher (Mission 3 only): 50-60 shots
<> Fires a very slow but nimble rocket.
[] STAY AWAY FROM THE POINTY END! The best way to kill these is still a
single bomb. The operator may jump out to knife you.
-Airplane (Mission 3 only): 30 shots
<> Fires a missile.
[] Easy to bomb (plane or missile). After firing their single missile,
they fly away.
-Blackhawk Helicopter (Mission 4 only): 50-60 shots
<> Drops volleys of bombs or fires fast missiles.
[] Keep up a fire on the chopper, dodging the bombs. Throw bombs when
it drops down to fire missiles. Pick up the love letter it leaves
behind.
-Jeep: 25-30 shots
<> Fires rockets from its bay, and tries to run you over.
[] Constant fire should destroy it before it has a chance to act.
Otherwise, stay far away.
-Small Tank (black/green): 30-45 shots
<> Rolls around, aims, and fires 3-5 shells. Repeats
[] "Tease" it by making it fire in one direction and cutting around to a
safer spot to get some free hits. Lowest fired shells start high then
fall. Duck up close, or stay away.
-Long Tank (tan) (Mission 4 only): 50-60 shots
<> Fires a single "teardrop" shell.
[] Two words: sitting duck. (If you get hit by the slow-moving shell,
walk away from the machine and play some other game. You don't deserve
to be a tank buster.)
Tarma: "So what do I get to shoot them with?"
>WEAPONS
=Firearms
Pistol, Standard Issue:
This is one of your default weapons. Affectionately known as the
"bean shooter" in some circles, this will sometimes be your only weapon
against big, bad bosses (players with skills like the challenge this
presents). Lucky for you, this may actually defeat a boss or two for
you. You are equipped with infinite magazines, but don't have to reload
them after 12 shots (all characters have a reload animation).
Knife, SI:
Actually, only the guys have been seen with this gut-busting staple.
The ladies use a hatchet or some kind of baton deal for close combat.
Using this against enemy soldiers spares a considerable amount of ammo
to waste on vehicles.
All special arms are limited by a certain amount of ammunition, whether
it be bullets, rockets, charges, or so on:
[]=| Bomb:
You come equipped with 10 every Mission. Bombs are thrown at a high
arc while standing, and a low arc while crouching (almost straight
forward). Upon impact with a target or after bouncing once, it explodes
into a powerful plume of flame (hint: it hits high enemies with the high
blast). You can only have two at a time onscreen, but can unleash your
entire load while inside a vehicle.
[]=| Fire:
Found in Mission 2, impact creates a wall of flame about 2/3 screen.
It takes off more than half the unlife out of mummies.
[H] Heavy Machine Gun:
The most common power-up. Squeezing the trigger releases a flurry of
rapid fire, each bullet having roughly twice the power of pistol rounds.
The [H] fires mid while standing, low while crouching, and in diagonal
sprays when the joystick is moved from one primary direction (up, down,
left, right) to another.
[R] Rocket Launcher:
Fires two slightly homing rockets from its barrel. Like the bombs,
you can only have two onscreen at a time. Its range is limited to a
flared cone extending 45 degrees from the direction it was fired.
Rockets are slightly less powerful than bombs.
[F] Flame Shot:
Fires a burst of flame roughly 2/3 screen. It has less horizontal
range than it did in MS1, but looks more realistic this time around.
Damage to vehicles depends on its exposure to the burst. A single,
properly placed Flame Shot can take out a small tank (the distance seems
to be 2/3 tank length away)!
[L] Laser Rifle:
Fires a steady stream of coherent light. Aside from roughing up your
hairdo, the [L] seems to be more powerful than the [H] in terms of time
needed to destroy a common enemy. Unfortunately, it can only be fired
in the four primary directions.
[S] Shotgun:
Still the kickass weapon it was in MS1. Although its range is limited
to 1/3 screen from the barrel tip, it packs enough heat to knock
soldiers back about 100 feet, and makes short work of everything else.
A single blast has the strength of 2-3 bombs. Use it sparingly.
<= Normal
Adds ten cannon shells with normal trajectory to your Metal Slug.
Depending on your barrel angle and vertical height, shells may land from
1/4 screen to 2/3 screen away. Shells impact upon contacting metal
(other tanks) or the lowest level of ground. Their strength is roughly
4-5 bombs.
<= A.P. (Armor Piercing)
Ten cannon shells are added to your tank. As A.P. shells, they travel
with four times the velocity (they travel straight in the direction of
the cannon barrel) and four times the power!
<= Missile
Ten missiles for your hoverjet. They drop down about a foot, then
travel straight ahead (no homing). They are equal in strength to
shells.
- Ammo box
Adds 200 bullets to your [H] or 10 rockets to your [R]. If you don't
carry one, then you get 1000 pts.
- Ammo crate
Adds 10 bombs, cannon shells, or missiles to your arsenal.
=Vehicles
The other half of your weaponry. All vehicles, except the camel
(which never gets hit) can take only three hits before going up to scrap
heaven. Gas tanks increase the damage your vehicle can take.
(A): Vulcan cannon
All vehicles come equipped with a Vulcan cannon. It shoots rapid fire
shots in the direction of the cannon barrel. Having trouble pointing it
where you need it? It rotates to whatever direction you're pointing the
joystick (this may mean while you're moving). To fire at diagonals, tap
the joystick slightly until the desired diagonal is reached. You can
fire at two diagonals while moving: high and forward/away, and low and
forward/away.
(B): Jump
Why not? Your vehicles outmatch any enemy vehicle for speed, ease of
use, and power. Jumping can get you onto a tank's blindside, help you
hit high targets, or clear some obstacles. Every vehicle except the
Slug Flyer can jump.
(C): Ordinance
Except for the camel, each vehicle is equipped with some kind of heavy
ordinance. Cannons fire shells which have 4-5 times the power of bombs.
Missiles have roughly the same effect.
Down+(B): Escape/Eject
Used primarily to get out of ruined vehicles (if you stay inside, your
ass is fried). If you need to tag a hostage too high to reach, want to
collect bombs instead of cannon shells, or simply want to waste a tank
with your shotgun, use the escape to do so. The escape is no longer the
last-minute ditch it was in MS1 (If you couldn't avoid being hit by a
stray missile, you could jump out to avoid damage to the Metal Slug); a
few worthless frames of animation were added to the escape, which
increase the chance that your vehicle will be hit when you don't want it
to. To eject from the Slug Flyer, land it and press down+(B).
Down+(C): Throw bombs
Throw however many bombs you need or have. The Slug Flyer needs to be
landed. The Camel simply ducks while you throw bombs.
(A)+(B): Frontal Assault
Don't use this unless you are simple, or are about to take that final
grenade. You escape your vehicle, sending it on a crash course towards
the enemy. This was only useful in Missions 4 and 5 of MS1, when there
was more than one tank in the level. I don't think any of the levels
have more than one vehicle, so don't bother.
>WALKTHROUGH
=Mission 1
-Deserts of Arabia
You are sent to control a loyalist force suspected of building weapons
of mass destruction.
Kill any swordsmen that approach, while advancing and rescuing POW's.
The tallest tree after the first building contains lots of fruit and
hidden POW's.
To kill the camel rider, jump and pepper him with bullets. When he
ducks down, he's preparing to fire a few pistol rounds.
The commander will send a unit of Imperial Guards after you. Shoot
them, and the wagon they bring with them. Bomb blasts will send the
baby flying >:D Don't worry, though, he's a tough lil' tyke.
-Palaces
Same idea: kill enemies, rescue POW's.
Shoot towards the right of the red banner to release 2nd lieutenant
Hyakutaro. This mystic POW has a cool energy bolt attack (Ha dou ken!)
and a close jumping roundhouse kick. The bolts inflict at least one
pistol shot of damage, and home in on but a single target or POW. They
travel very fast, but have a long charge time (he could hurry up a bit).
He'll help you until you finish the Mission or die, whichever first.
-Rocket towers
Shortly after finding Hyakutaro, the kiosks from the next building
reveal three rocket batteries. Each of the batteries fires rockets that
travel very wobbly paths. The rockets themselves take one shot to
destroy. After taking about 75 bullets, each individual station will
blow up, and the operators will fall to their respective deaths.
-Marketplace
Business as usual. Fire up the swordsmen, rescue the... you get the
idea. Its about here that you find the camel.
} The camel comes equipped with a Vulcan. Pretty damned cool, I say.
However, the camel provides no cover against enemy fire. The camel
itself won't take hits, but its rider will (remember the camel rider
from earlier on?) (C) simply makes you throw a bomb, like normal.
(A)+(B) Charging Camel. Wave bye while your camel runs away.
Watching out for the grenade grunt, blast the wall to reveal a missile
battery. Destroy it before it can fire its deadly arsenal.
After passing by a couple of biochemical tanks, you'll be assaulted by
a minicopter chain.
Frustrated by repeated attempts to halt your progress, the Commander
will send his final weapon against you:
-BOSS: Harrier VTOL
<> While hovering above, two waves of swordsmen rush at you.
[] In between shots at the Harrier, take out the swordsmen before they
get too close. (Different parts of the Harrier will reveal visible
damage. This doesn't matter since the Harrier as a whole still takes
damage anywhere.) If Hyakutaro is still with you, try to get him to
take one side of the craft while you fire at the other.
<> Two bazooka grunts exit the top hatches and open fire. Meanwhile,
the lift jets fire into overdrive.
[] Stay in between the jet exhausts. You will easily be tagged by
afterburn or bazooka shells if you try attacking from its flank. Dodge
shells by running side-to-side or jumping, keeping fire on the Harrier.
Sometimes, a POW will walk carelessly into the firefight.
(For a really tactless to defeat the Harrier, simply jump and toss all
the bombs you've collected during the level. The body (middle) of the
plane is a good spot, since it is closer to the ground. If you throw
them fast enough, the bazooka grunts won't have time to come out.
Reminds me of Mission 1 of MS1, where you could simply throw all the
bombs out of your tank, destroying the grounded bomber before it could
fire its main cannon. Tasty cheese.)
When defeated, the Harrier crashes to the ground. At a loss, the
Arabian commander surrenders. Mission 1 complete!
=Mission 2
-Valley of the Pharaohs
Intelligence has indicated that the enemy army is using a secret
Egyptian site to house military machinery. Gear up!
Use your pistol/shotgun to knock out an eye from the Sphinx (30 000
pts).
If you still have the camel, give it a well deserved rest at the river
bank.
Without hitting the explosive barrel, kill the Imperial Guards that
approach. Finished, you should be able to fire at the top right corner
offscreen, releasing three POW's. (Bombs won't reach them.)
Fio: "What were those Imperial Guards trying to guard?"
-Excavation site
Nothing unusual it seems, but there are a lot of bats flying around.
If you stand next to the first and third miners, they'll dig up some
bonus items for you (like bread of the earth)
Shoot at the top right of the second support tower for a few POW's.
Waste the bats coming out of the cave with knife swipes or [S] blasts.
Eri: "Did someone just scream?"
I bet so. Checking up ahead, you find a mummy about to get the best
of a miner. Breathe lightly.
After clearing the mummies from around the first cave, walk inside and
release the POW hidden inside.
-Pyramid slope
Get a handle on the mummy infestation. Remember, they can only attack
high.
Should you get a whiff of undead breath, here are some things to
ponder:
} You'll become a member of the undead, identifiable only by headgear
(bandanna, hat, shades) After a brief invulnerability, you'll be
carrying only a pistol. No heavy arms. You still carry whatever
(fire)bombs you had before, but your stiff arms will make throwing them
in time very hard. Jumping is also quite a task. Get into your funny
crouch to avoid another stank breath attack, which will kill you the
second time. If you tire of the unlife, look for any of the flashing
healing potions, which turn you back into a human instantly (no
invulnerability).
If you need that [F] or healing potion behind the vaults, bomb them
before the items disappear.
Near the end, try to get the POW's before clearing out the mummies.
Otherwise, you'll leave them behind when you automatically segue to:
-Cavern Maze
You'll catch up with Rumi here. She'll leave behind a single healing
potion or a few dolls. Share and play nicely now.
The bats drop their undead potion when in range or when you shoot
them.
The eye hieroglyph hides a single gem.
Shoot the deceased explorer to make her give up a gem (50 000 pts).
Disgruntled, she'll give you the matching stick of dynamite. Haul ass!
Any sandy spot is a prime spot for mummies to appear. They'll show up
in packs of three most of the time.
The fifth platform (the one with the single point bonus and bat) has
a boulder trap right above it. Quickly run to the point bonus, then
jump out of the way of the falling boulder (it will destroy part of the
platform).
The purple gas jets on the sixth platform have the same effect as
breath attacks. Jump in just as the jet dissipates to grab the point
bonus.
Jogging to the left, you'll see a few platforms to jump on. From the
second to the top, you can jump over to the platforms on the right. The
long platform holds two treasure chests. But don't stop here!
Carefully jump on top of the cat statues on the right. Shoot the chest
open, which holds a magic lamp (previously rubbed). If you are patient
enough, a djinni will appear! Wait just a moment longer, and he'll
grant a wish for riches (by turning into a cloud of coins. Jump when he
begins to laugh. $$$)
On the next level path (eighth platform), the head of the hieroglyph
(wall painting) holds a number of gems (15 x 100 pts, and sometimes, one
for 30 000 pts). Shoot 'em out (It's easier with a pistol).
If you let the mummy attack the explorer, you can destroy the new
mummy for a gem (100 or 30 000 pts
-Tower of Doom
You'll come across a series of ledges. Treasure and healing potions
can be found here. The twin-armed Slugnoid vehicle is located on one of
the higher ledges. One player should get in, while the other collects
the Heavy Machine Guns in the treasure chests above.
} The Slugnoid crabwalks along the platforms. Jumpjets give it a very
high jump (B). The twin Vulcan fire converges at a point downscreen but
can be aimed in any direction. The main cannon (C) fires downwards.
(A)+(B) Swan Dive.
Tarma: "Why does everything aim downward?"
-BOSS: Iron Claw [86]
<> Players caught in the arcing insides will die a shocking death. Iron
Claw attacks with ball lightning, rockets, a charge attack, and an
Extreme Plasma Cannon.
[] Keep jumping! Try to stay high on the screen and closer to the
center. If you stay at the same altitude for a while, Iron Claw rears
back and charges towards you (up to 2/3 screen).
The lightning balls can only be dodged. Rockets can be shot. When
Iron Claw primes up, simple grunts can stand in the center and take open
shots. Smarter soldiers tend to jump to the sides and stay out of reach
of the Extreme Plasma Cannon. A power-up will fall every now and then
to even out the battle.
When defeated, Iron Claw starts to sag, then tries for one more
charge, but is unsuccessful, and falls. Mission 2 Complete!
=Mission 3
-Supply Train
You've managed to catch up with an enemy shipment headed far east.
Lucky for you, the troops are unaware of the doom you're packing.
} On the flatcars, all gunfire aimed downwards will strike the ground
instead of the flatcar. This means that you can shoot the motorcyclers
and grunts running on the ground below you. All ordinance devices
behave in the same way. Once the train starts moving, bombs will bounce
towards the rear of the train.
-Boxcars
You'll meet up with shield, grenade, mortar, and sniper grunts here.
Hit the levers to lower a platform and jump to the roof. Grunts on the
walls of and inside the boxcars cannot be hit, except those very close
to the sides (you can knife them, but they can also knife you).
Use some ingenuity when fighting the snipers. They don't pop up when
bullets are flying above them. Wait them out, or keep firing while you
close in and knife them.
It's a little difficult to bomb the mortar grunts without putting
yourself in reach of their mortars. Throw your bomb, then back off.
-Livestock Cars
Use close attacks to knock open the locks. Collect the pigs inside
(1000 pts each) the first one. Be aware of the shield grunt inside the
second one, who's holding the POW captive. The mortar grunt can be shot
through the roof, or taken out with a bomb thrown at the shield grunt.
-Over the Bridge
The action pans below, where hydrofoils pursue the train. The
operator takes only a shot to kill, but the hydrofoil will continue to
launch missiles (the missiles move just as fast as the train, gaining
altitude but losing velocity) and follow the train. Keep firing until
the hydrofoil smokes and finally blows up. Two more will follow.
At the head of the train, rescue the POW. Shoot at the smokestack to
release three POW's hidden in the smoke. From the head of the engine,
you have to long jump to the flatcar of the next train. If you manage
to clear more space with your jump, you'll be rewarded with 50 000 pts.
Those who take the easy jump don't get anything.
On the flatcars, you are greeted by a stout tank. Keep low and fire,
then shoot the driver when he pops up. Next, two tall tanks will
surround you. Concentrate fire on one, jumping over the shells of both.
This FAQ officially posted at www.GameFAQs.com. Take care of the grunts
stationed on the passenger cars. From the last one, you have a nice
vantage point to bomb the grunts surrounding your Slug Flyer.
-Air Battle
Use the Slug flyer to take on the upcoming tanks, missile batteries,
and airplanes.
} The Slug Flyer is equipped with a Vulcan that is limited in angular
range. Otherwise, it behaves just like the Vulcans of the other
vehicles. (C) launches missiles. (A)+(B) Kamikaze. Gotta give props
for the ejector seat and parachute. 2P can stand on top for protection
or a vantage point. Throwing bombs and escaping must be done landed.
Having trouble nailing the planes with missiles? Try flying just
above the plane and launching your missile for a sure hit.
-BOSS: Morden
<> Morden hugs the sides of a flatcar and begins its assault. ("What's
Morden?" I'm referring to the four legged machine, which displays its
name on the top compartment.) Its main weapon is a cannon that shoots
flaming shells. They have a strange trajectory, climbing in an arc,
then falling straight down.
Morden uses an anti-aircraft cannon, which fires either three groups
of three large shots, or an interrupted spray of smaller shots. A
flamethrower is tucked away in a lower compartment. It can also release
a group of hovering bombs. They take 5 shots each.
[] While standing, shots pass through Morden's legs (this means you have
to jump to shoot at it). All of Morden's attacks, except the
flamethrower, can be dodged by hiding underneath its legs, firing up
into its crotch. If you do not move far enough to the right, Morden's
flamethrower can kill you before it even releases its first burst. The
flamethrower has a range of 2/3 screen (it's safe to stand in the black
smoky portion of the flame). The anti-aircraft cannon can be evaded by
standing close to Morden. You cannot jump over the low salvo of large
bullets. And despite what you may have seen in shooter-type games, none
of the shots can be neutralized by your own.
If you see steam vented from its legs, run over to the left to evade
crushing death. The steam vents indicate that Morden is about to sit on
the car, crushing anyone underneath. While Morden is sitting, move into
the holes in its anti-aircraft sprays. Footbound soldiers can jump onto
Morden's lower compartment, and fire from a crouch, evading everything
except the hovering bombs. The Slug Flyer can evade fire by flying
directly above Morden (Don't fly too low, or Morden will damage you when
it stands back up). When Morden puts away its anti-aircraft cannon, fly
back to the left, because it's about to stand up again.
Defeated, Morden loses its grip on the car, and begins to slide away
from the train. Mission 3 complete!
=Mission 4
-Chinese City, Downtown
A platoon of enemy troops is stationed nearby.
Blast the trucks to release their cargo. Be sure to collect as much
of the food as you can. Once you've stuffed yourself full:
} Fat-assed mayhem! Along with a visible increase in weight, your
weapons now cause slightly more damage. From your pistol to your rocket
launcher, your weapons have a new look about them. Grunt standing in
your way? Waste him with your dinner fork! Too tired to walk over to
that unit of bazooka grunts? Throw some black beauties their way (C).
The bombs drop a little faster but travel farther.
Check out the "crouching" and standstill animations when you have
time. Absolutely hilarious! I like the detailed ripples caused by
firing your weapons. The only drawbacks to being so hefty is having a
slower walking speed, and only being able to take the same one hit
before you blow up (Did you know that the Chinese consider chubby babies
to be of excellent health?). If you work out long enough (by running
and gunning), you'll regain your former weight.
Most of the buildings can be demolished, revealing hidden POW's and
point bonuses. Some of the hard to reach POW's can be reached by
knocking down the building they're on or the one next to it.
A double decker bus pulls over and converts into a barricade. Huh?
You mean they're NOT supposed to do that? That would explain the grunts
running over to bomb you. Shoot at the bus. When demolished, search
out the grunts that may be hiding in the wreckage. Be careful when
picking up powerups here (two bullet boxes surrounding a rocket
launcher). I prefer to leave with a lot of [H] bullets than with a
rocket launcher.
-Dry creek
Right about where the monkey and fish are, there's an opening in the
walkway. Run over to the right, and you'll find some soldiers hiding
away in a junk (merchant ship). While turning it into scrap, spend a
few shots on the shield grunt that jogs across the walkway. Each ruined
junk gives up a pile of food.
-Not-so-dry creek
A tall tank will approach, with grunts climbing over to bomb you.
When you reach the oil-rig type platform, a Blackhawk and a Jeep will
assault you. Plug a few bullets into the Jeep, then jump onto the lower
platform. The Blackhawk's bombs shouldn't reach you. When the
Blackhawk descends (missile launcher at the ready), jump to a higher
platform and start shooting. The missile comes out too fast to jump
over. When the chopper is finished, jump down and face the Jeep
carefully. When the missile bay is done pointing at you, it will fire a
few missiles. Try not to get run over by the Jeep.
-Residential Area
Sitting on the roof of a few houses is your Metal Slug (about time it
showed up). Maneuver your way around the parachuters, short tanks, and
mortar grunts. When using A.P. shells, take note that they fire at
whatever angle the barrel is facing. If you can't line up a shot, move
over to another area and get the angle right. (Jumping always puts the
cannon at horizontal)
} The Metal Slug performs just like it did in MS1, with the exception of
a longer escape animation. (A) Vulcan (C) Main cannon (A)+(B) Frontal
Assault.
} You don't lose any weight when driving the Metal Slug. If you were
fat when you jumped in, you'll remain fat when you jump out.
If you think you're about to lose a hostage, run ahead and try to keep
him onscreen. At the end of the hill, the hostages will jog back and
forth, where you can tag them. In this area, you'll be fighting some
mortar grunts on top of some houses, a long tank, and a short tank.
Tarma: "Hehehe... It's humping the other one."
An uphill segment pits you against Jeeps and Missile Batteries.
Finish them with cannon shells or bombs before they can fire on you.
Take out the pillar of grunts ahead. You can stand on the platforms
of similar pillars to get a better angle when fighting:
-BOSS: Big Ass Tank
At first, I thought the boss was some kind of battleship. This boss
is loaded with cannons.
<> The twin-barreled cannons (about 8 on the side you're fighting, 40
pistol shots each) fire teardrop shells in a variety of directions. At
random times during the battle, and when all of the cannons are
destroyed, the front end opens up to reveal a 3-foot cannon (cannon
measurements usually refer to the diameter of the barrel, which means
that this is one freakin' huge shell spitter! Check out the size of the
casing!)
[] Only the cannons take damage during this battle. Shoot whatever guns
you can aim at during the battle. If using the Metal Slug, try for the
lower cannons first. They are either on level with the Metal Slug on
higher ground, or within jumping distance on lower ground.
When fighting the 3-foot cannon, concentrate fire on the cannon
portion itself. All you really have to avoid are the shells.
Impressive as the explosions are, they don't do any damage. You can
jump onto the explosions for a little "ride". They also propel the
Metal Slug into the air, opening up A.P. shots to the cannon. Use the
"teasing" technique for some easy hits (before firing, the cannon aims
in your general direction. Get it to aim at a wide angle, and when it
fires, run to clear ground and get some hits in). Sometimes, you can
stand just to the side of vertical, and fire straight up while shells
strike the ground right beside you.
When defeated, the tank ceases to function and smoulders in the
background. Mission 4 complete!
=Mission 5
-[Russian] City
I'm unsure of the locale. It's obviously a city, but some of the
signs are in English(?), like on the taxi. There's a subway later in
the level, but be aware that some Russian city has the world's most
frequently used subway system (New York, a somewhat more appropriate
choice, is in the low top 15). But in keeping with the continuity of
the game's missions, I'll refer to this city as Russian.
Anyway, the townsfolk have been complaining about strange smells
coming from the sewers. Intelligence suspects that the battalion
stationed there has something to do with it.
Whenever you are safe from harm, jump on top of any of the cars,
firing downwards. Eventually, the car will burst in flames, sending you
into the sky. A lot of the bonus items here are within jumping reach of
an airborne car. Sometimes, a weapon will be left in place of the
vehicle.
You'll encounter a lot of grunts and some minicopters along the
street. Jump on top of parked cars/trucks to get yourself within
bombing range of the minicopters. In two spots, two bazooka grunts will
fire at you from behind a parked car. You can long jump over all four
of their shots, jump above them and fire, or throw a bomb over their
automotive barricade.
-Underground Railroad
The street ends in a steep embankment. Don't run into the entrance
right away, as a tall tank rushes out on the rails. While fighting
this, watch for the grunts that try to backstab you.
Tarma: "Hey, is it just me, or did I just see a UFO?"
Inside the subway system, you'll face a number of grunts and beige
tanks.
(Bell rings) Eri: "Hey, our train is arriving."
Marco: "What? We're standing right in its tracks!"
Stretch out your hands. As soon as the train approaches from the
right, fire immediately. If you don't, the train pushes you to the end
of the screen, crushing you. Each shot pushes the train back a little
bit (demonstrating the pistol's firepower!). The trains take about 100
shots before upending, so keep up a constant fire. Bombs and other
firearms have the same effect (Now's a good time to tell you that with
[H] or [L], you don't have to pound the button furiously. About four
presses each second will keep a constant fire rushing from the gun
barrel.). Each train leaves behind some kind of bonus.
After another grunt encounter, a second train arrives. The third
train arrives right after the second is destroyed. But some grunts will
attack at the same time. The ones falling from above may be killed with
a well-timed bomb blast. The plume reaches above the subway car.
Should a grunt come up from behind, turn around, fire, and turn back.
To easily dodge grenades, let the train push you a little bit. The
grenade will hit the train instead, leaving you free to continue firing.
A fourth train will approach. The track bends from here, but before
you leave (by shooting the EXIT door open), fire at the ceiling. There
are three separate spots with concealed POW's, a nice find.
-Sewers
The funny looking box with the arrow on it is a crank. After you find
the lever, press (A) to wind it. After three movements, an item will
drop down. The first is an ordinance crate.
Shoot down the gate to open up the rest of the level. (The sign
roughly says "Caution, mutants!") Throughout this level, mutants will
attack you. They don't cause you any harm until they've turned red, at
which time they try to self-destruct by your side. Crouch to hit the
ones on the floor. One or two close attacks should also work. Quick
shots can kill the ones on the ceiling before they drop to the floor.
If a red one is in the group you're fighting, be prepared to jump away
from a self-destruction blast.
You'll come across a crank for a [S], which makes the going a lot
easier. Try to get it before shooting down the gate.
Before the next gate lies a crank for a [L]. The mutants behind this
gate may also crawl on the walls. These ones tend to stay on the walls,
crawling along it until they can self-destruct.
The last crank releases a [S] and a Metal Slug! Don't get too cocky
now; you'll face more mutants in this area, and a few of them may get
close enough to damage your tank. Use the escape early to avoid damage,
wasting the closer ones with the [S] before climbing back in.
A squad of tanks confronts you by the staircase. You should find a
POW carrying A.P. shells around here somewhere.
When the stairs lead to a high path, find the lone POW sitting there.
If you have the Metal Slug, another POW will fall from the ceiling.
He'll change your shells back to Normal for your fight with:
-BOSS: Nuclear Submarine
<> Surfacing from the sewer slime, the sub attacks with a lot of
lightning balls. They come in three kinds of waves:
Single: About four to five single homing LB's.
Spray: Two, four, or five LB's form an arch. It will attack with two
or three of these.
Homing: These red LB's rise quickly to the level of the walkway, then
head in some kind of high/high/low pattern.
The sub also has a thunder cannon. This shares the same compartment
with the LB generator. When you see a double barrel cannon pop up,
prepare for some serious thunder.
[] The sub starts by attacking with the single balls. If you don't fill
the screen with bullets, the LB's can move fast enough to shock you
before you can move. (That's why expert players prefer to have
slowdown.)
If the sub has to chase you across the walkway, it will attack with LB
waves. Standing in one place will prompt it to fire the red LB's.
When jumping over the low red homing LB's, shoot downwards. When
ducking in the Metal Slug, spend a few bombs.
For me personally, the thunder cannon is very hard to tease; it
usually fries me with a bolt of lightning before I can run to clear
ground. Try to get it to fire while you are running towards the cannon,
so you can jump over the bolt easier.
When defeated, the sub sinks back into the dredge from which it arose,
while grunts are forced to abandon into stinky sewer shit. Mission 5
stinks!... I mean, complete!
=Final Mission
Metal Slug veterans remember the Final Mission as one long, hellish
firefight. MS2 establishes a tradition, with only breaks during the
segues. Ah, how I miss the scene with the submarine. Thinking about
that fight always gets my pulse up.
-Siberian Shoreline
Fio: "Brrrr! It's damn near freezing out here!"
Tarma: "You can huddle up next to me for some warmth, hehehe."
Far from Moscow, the rebel army has secretly established war factories
and rebel headquarters.
Jump carefully from the dock. A mortar grunt assaults you from behind
sandbags. Too short a jump will send you out to sea in a glacier.
From the second dock, you'll notice ICBM's fired from underwater silos.
The best you can do is jump between them, which is safest when your head
just touches the end of the last missile. A late jump sends you on top
of the next missile. There are no breaks in the firing pattern of the
smaller missiles. Only skills will take you further.
Shoot the grunts ahead. You'll pass by a search tower, and come to a
mountainside. Here, watch for parachuters, snipers, and mortars.
The sign with the arrow hides a single POW. Pretty sneaky, huh?
-Mountain Bridge
A wooden bridge and heavy winds makes for a spectacular effect. As
you deal with parachuters, bowlers, grenade and rocket throwers, the
bridge waves tremendously. Rockets travel up the slope of the bridge.
Rolling bombs roll along the entire length of the bridge; their view can
be obscured by the high segments of the bridge. Don't be surprised if
you jump onto the bridge peaks and die a sudden death.
The best place to throw your bombs is to the left of peaks, so they
fly over and hit grunts on the other side. About halfway down is a
pillar you can stand on, once you clear the grunts off of it.
Grunts stationed at the end of the bridge fire mortars and roll bombs.
At lower depths, bombs fall past you if you stand close to the edge.
Carefully jump to the solid platform at top, advancing the screen.
Clear the mortar and grenade grunts from the area, prepping for your
battle with:
-Midboss: Super Soldier!!
Fully recovered from his war wounds, Super Soldier challenges you to
another showdown. But this time, he's brought backup.
<> Throughout the fight, grunts will try to bomb you. Super Soldier
attacks with a chaingun, firing five bullets a salvo in six basic
directions (forward, diagonally up, diagonally down). From higher
ledges, he throws bombs at you (they're similar to yours, without the
bounce). If you approach him, he'll swing his knife at you.
SS: "Go home to your mommy!"
[] The old tactic of keeping him on the middle ledge doesn't work
anymore. What happened in MS1 was that Super Soldier would do his best
to avoid taking bomb blasts. From the middle ledge, you could duck his
shots, throw a bomb when he approached, wait for him to jump back onto
the opposing ledge, and repeat this until he kicked off.
SS: "Come on, boy!" (fires chaingun)
Eri: "Hey, I'm a lady, you steroid freak!" (goes for groin shots)
This time around, Super Soldier is a little more daring, willing to
take a bomb blast if he can still approach you. All of his horizontal
shots can be ducked. Sometimes, you can knife him once, jump away while
he pulls out his own knife, knocking a few shots into him as he does so,
then running away from him. Take whatever shots you can in the
meanwhile.
He seems to be easier to kill this time in the sense that fewer shots
do him in. But by all means, don't let up in any way.
SS: (taking his final bullet) "See you in Hell!" shortly interrupted
by a killer whale, which makes a gory little meal out of him. Bones
galore!!
Fio: "Did he say 'See you in whale?'"
Tarma: "Who cares? He left his chaingun behind!" (picks up gun, which
acts as a Heavy Machine Gun)
-Shipyard
Head down the stairs and punish the slackers who thought that Super
Soldier could defeat you. From here, you'll climb up a gentle ramp,
confronting mortars and snipers ahead, and shield grunts below.
A few shield grunts will protect mortar grunts below. They'll also
protect some oncoming small tanks.
-Submarine factory
Knock the foreman out of his post at the top of the screen. A bomb
crate will fall from the control post.
The submarines take damage, and can pass their damage on to grunts
standing on top of them.
Carefully fire at the shield grunts and the bazooka grunt at the helm
of the next submarine.
Tarma: "Um, what's with the UFO?"
Fio: "Those aliens are getting away! Shoot them!"
Marco: "This may explain where the rebel army is getting their
technology."
Kill off the grunts approaching from the left to advance on.
Shield grunts will protect a unit of bomb rollers. A black tank will
descend from an elevator. After busting it, use the platform to release
the hostage on the higher platform.
A full rack of aliens appears on the next elevator.
-Aliens
<> Can float to anyplace onscreen. Their pistols shoot strange
atom-shaped thingies. The blue ones travel quick and straight. The
yellow ones travel in a slow wave, and disintegrate after a while.
Aliens can also emit the yellow particles from their heads. This FAQ
officially posted at www.GameFAQs.com. This is the closest thing to a
close attack they have. Five shots kills an alien.
[] The blue particles take a hit each to cancel. The yellow ones take a
few more. Its best to stay low and attack hand-to-tentacle. The aliens
tend to travel in packs and patterns. They like to fly around a lot.
Try to find their landing spot, crouch near it, and knife each one.
The next control post holds a [F], very effective against the small
tanks and shield grunts ahead. The one after that holds a bomb crate.
-Corridor
You'll face a lot of alien packs here. Small platforms give you
access to some of the prisoners on the top level, but it's easier to
fight aliens on the lower platform.
When the area is clear, turn the crank to release a [L]. Frying time!
Don't forget the three POW's hanging out at the top of the screen.
-Outside
General: "Haaaaahahahaha!"
Marco: "He's still alive? I could've sworn I shafted him about ten
times after he fell out of his Huey twin!"
Eri: "He's been cooperating with the aliens the whole time!"
Sure enough, the General has returned, with a fruity looking tank.
After ordering the aliens to kill some of his own soldiers, the aliens
take matters into their own hands, and blast the General with a bolt
from a Battle Drone. The Aliens beam aboard, taking the General along
for the battle:
-BOSS: Battle Drone
<> Most of the battle will be spent sending out up to four Battle Pods
after you. They fire small laser shots, and attempt to corner you with
them, until one of the shots can't be avoided. If successful, they'll
fly into the stratosphere, engaging airplanes in dogfights.
[] A few bombs or 25 shots should take care of each one. Try to follow
the same one around. If you can destroy one, you'll get a bonus or a
weapon. [L] works extremely well.
<> The Battle Drone has only two major attacks of its own. It may hover
to the top right of the screen, and bombard you with a blanket of plasma
bombs (Remember the Huey Twin from MS1?). It's other attack is a
lightning attack, like the one used to fry the General.
[] Keep a constant fire when free from the Battle Pods. Use the
platform to the left whenever possible. Move in between the bombs in
the blanket, shooting the Drone as it passes above. When the Rod is
exposed, take a few shots. It will prime up for two seconds, then fire
a bolt. They can track you up to 45 degrees from vertical. Tease the
Rod (you have to be within 20 degrees when doing so), jump away, take
cheap hits, then repeat.
When defeated, the Battle Drone crashes into the building. Mission 6
com...
Marco: "Heads up! It's a mothership!"
The mothership tractors the damaged Battle Drone, activates a docking
mechanism, then confronts you!
FINAL BOSS: Mothership
<> The Mothership sends out more Battle Pods. It's main weapon is a
Planet Buster, which primes for two seconds, then fires. Anything in
its beam is instantly destroyed.
[] Throughout the fight, various grunts and tanks will join the battle.
But fear not, for they are here to help you. Their attacks DO count, if
you're wondering. The grunts and tanks take damage from the laser beams
from the Battle Pods. Try using the tanks and Shield grunts for cover
(Make sure the Shield grunt is blocking upwards though. Their shields
will absorb laser shots).
The Mothership itself is just one big target. Aiming upward from
anywhere on the available screen will hit some section of the ship. The
Planet Buster has a width of 1 1/2 small tanks, or 1/4 screen. It can
destroy any enemy with one beam.
The soldiers are kind enough to bring in a fresh Metal Slug later in
the Battle. You just have to unload it from the truck. The cannon is
only effective against the Pods, and only when you're positioned on
what's left of the platform to the left. Any other time, Vulcanize the
Mothership.
After a long and ruthless battle, the Mothership withdraws. But it
decides to prime up the Planet Buster for one more time.
One of the pilots won't have that though. In service to his general
(he's the same one that rescued the General from the Gunship in Mission
2, MS1) he sacrifices himself and flies into the core of the Mothership.
Lucky for you, this halts the Planet Buster! Internal explosions
force the Mothership to leave without destroying the earth. It discards
the Battle Drone, smoldering from war scars. Finally, it blows up,
releasing its captive, the General, who is still strapped to the
examination table. The enemy soldiers cheer. But their celebration is
short, as the table falls on top of the General, crushing him!
Final Mission complete!
=NEXT TIME
Useless Stuff like:
High Scoring Tips
Character Animations
Maybe a description of the Ending, if it has cinematic ones like MS1.
(I've beaten the game about ten times, but those same damned credits
scroll by every time! Could it have something to do with your POW
and/or vehicle count?)
To the last great 2D shooter,
until they make Metal Slug 3!
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