Click on mission number to jump straight to that adventure!
Mission 1 || Mission 2 || Mission 3 || Mission 4 || Mission 5 || Final Mission


Mission 1 in Saudi Arabia
DRIFTING IN DESERT

Your mission begins in the cool night winds of an Arabian desert city. Shoot the signpost to the left of your start point for a bonus item. Free the hostages while gunning down the basic rebels. You'll then encounter a Landseek with more rebels followed by an R-Shobu helicopter. Use your Heavy Machine Gun ammo on full effect here. Press on forward, saving prisoners and fending off rebels and a Sarubia tank. Rescue the hostages by the mosque and use the enemy chaser ammo to destroy the hidden launchers inside the minarets. After it falls into shambles shoot the mosque's central door (and the next building's balcony) for goodies, board the camel slug and subdue the Arabian gunner and demolish truck of Arabians to uncover Sgt. Aikawa and a gold Metal Slug for a second player. Blast away the Arabians while rescuing more POWs. In the clearing, focus all your fire on the red Masknell chopper: the entire squadron collapses with the demise of their squad leader. Further onward will be your first boss battle.

This tank is exactly similar from the one in the first game, modified with extra armor. Its front guns launch a constant stream of energy bullets, and its spiked bumper skewers anyone who comes close. Avoid getting too close in front of the tank for now. Fire your vehicle's vulcan continuously, and after doing enough damage to the tank, its tires get flat and elevates itself while revealing a flamethrower cannon underneath it. Stay out of its range and shoot till you destroy it, freeing 3 hostages inside. Rush beneath the tank as it attempts to salvage whatever it takes to defend itself. The rear Girida-O launches cannonballs while the Nokana shoots homing missiles to track you down from the left and right sides, along with Arabian swordsman. Keep your aim upward, shooting stray missiles on your way and unload the rest of your cannons and grenades and the Iron Nokana II is history, forcing Abul Abbas' surrender. Riding the more vulnerable Camel Slug awards you more points than the Gold Metal Slug. With correct timing, it's also possible to kill Abul Abbas with the Nokana's energy bullet by destroying the tank and the bullet touches Abbas as he starts to wave his white flag.
IRON NOKANA Mk II


Mission 2 in Egypt
MONUMENT OF DEPRESSION

Shoot the eye of the sphinx for a gem and take the shotgun from the POW. Now you must part ways with your trusty camel as it retires for the night to drink water. Continue on to blast the incoming berserkers with a well-placed bolt of shotgun. Do not detonate the TNT barrel yet. While facing right, a tossing grenades on the upper nook uncovers three hidden POWs. Rescue them before blasting the barrel to enter the Egyptian ruins.

In the next area, bats can be killed for meager points (use melee moves instead of wasting ammo), while you can stand by the first and third miners for them to dig out loot for you. As you move further, some miners will be attacked by mummies. It's up to you if you let them join the ranks of the undead before you dispatch them. Before going up the slope, a POW is hidden in the far corner of the small cavern. As you ascend the slope, try shooting the sphinx eyes in the background for gems. Dodge the mummy dogs' poison ring breath and destroy and their sarcophagus generators using the weapons from POWs to make the job easier. If you are mummified, antidotes will be plenty as you take down more of these shambling undead. More prisoners await at the end of the area, and you will be accosted by even more mummies and mummy dogs. Destroy them with the shotgun and continue on.

In the deepest area of the crypt, you'll first meet the wandering Rumi Aikawa, whose bag provides you with goodies. Beware of the bats hovering over you: the pots will mummify you if you get dunked on the head. As you approach the tower, remember to examine (with your guns) any eye carving on the walls for hidden gems. Quickly blast the two green mummies that spits poison moths that will kill you on contact. Knocking the explorer's corpse by the corner reveals a 50,000 point diamond; scram out before it detonates itself shortly. Work your way up the tower, practicing precise jumps over the trecherous chasms. Repel any incoming mummies and mummy dogs with the abundance of flamethrowers and shotgun ammo. If you encounter a golden bat, do not kill it and take it instead for 30,000 points. A secret path halfway through the tunnel requires accurate jumps which leads you above the heads of the jackal statues and a chest containing a lamp: taking this lamp only awards 10 points, but if you let it puff five times, the djinn appears and vanishes in a shower of coins you must quickly gather (beware of the hanging mummies guarding the lamp). Return to the main route and near the top of the tower, you have to face off a large army of mummies and mummy dogs. An eye carving also hides several gems. You will also meet the distracted Scott Amundsen Jr., who gets attacked by mummy dogs. Killing the mummified Scott drops a gem with random points. Continue up the tower with the log planks, resupplying machine gun ammo and any antidotes you need. Jump onto the Slugnoid and familiarize its movement. Leap higher and higher until you meet the monstrous excavator machine...

AESHI NERO

You are in hot pursuit as the Nero chomps its way upward, and you should be able to maneuver the Slugnoid properly. Without the Slugnoid, you have to shoot down while jumping, and stocks of rockets and machine guns are provided time by time. Jump over each higher plank while avoiding the Nero's arc lightning, homing missiles and electric orbs. Use your vulcan cannons to shoot continuously as you mobilize the suit up the column. Stand safely by the outer edge of a plank if the Nero charges a massive purple energy in its mouth, it will fire a devastating cannon blast. While its projectiles can be easily avoided or repelled, be careful with jumping since falling into the central pit of the Nero's mouth spells instant death. Dump your cannons onto the Nero while shooting it with your vulcans and the battle can be ended quickly.


Mission 3 in the Eurasian Supply Rail
MADRIGAL OF WIND

The assault on the Rebel Army's train begins in the hopes to neutralize the enemy's supplies. The entire stage is very straightforward as you cut a swath across Morden's troops. The signal light hides a POW, and hacking on the sunbathing rebel leaves an item. Blasting the cargo wagons produces enough food to make you fat and bolster your firepower. After blasting a pair of Landseek trucks, smash through the rebels' cabins and stables while evading the numerous bazookas and mortars. In the clearing, use the enemy chasers to sink several nimble Jet Hammer Yang speedboats. Continue forward to the pilot car, a stone grenade is hidden in the coal wagon and subdue a Melty Honey by tossing a boulder at the pilot. When crossing over the next train, make the longest jump possible for a 50,000 point bonus (any shorter jump awards nothing), but beware of the incoming R-Shobu and a rebel ambush. After destroying the copter, a Kheesi II hovers down, dumping Bull Chan tanks and furious jet thrusters in hopes to eliminate you. Destroy its left wing for 10,000 points and the right wing for 50,000 points. Smash the VTOL once again in a shower of coins, then press on to blast through Sarubia tanks before taking down the barracks of riflemen and mortars. Make a choice between the Slug Flyer or the Golden Metal Slug and mow down several bazooka bikers and Eaca-B planes before facing an enormous guardian amidst the sight of a burning city.

DRAGON NOSUKE

This four-legged tank behaves like the Iron Nokana. It starts by launching fiery flying mines that hover toward you, or shooting volleys of ammo from the minigun hidden inside the center of the X. Its upper mortar launches burning cannonballs. Unload your vehicle's cannon or missiles on the main body while firing your vulcans against it, weaving across the gaps of its minigun volleys. Remember that you are temporary invulnerable whenever you board or dismount a vehicle, so use that to your tactical advantage. Do not ever jump above the Nosuke's body or below it, or it'll "sit down" and crush you to death. Below the body is also a hidden long-ranged flamethrower. During the battle, Rumi Aikawa and another POW will drop by for extra fuel and bombs. Use these well to reduce the Nosuke into unusable scrap metal.


Mission 4 in Hong Kong
RETURN TO KETTLE MOUNTAIN PORT

Another linear stage across Chinatown, with an extra spike in difficulty. Fend off the rebels and start collecting food from the supply trucks. Destroy the shops for a load of food that guarantees you to become fat, empowering your firepower to even the normal handgun. Beware of the incoming rebels that launch their motorbikes toward you. Mow down the vehicles, buildings, a Di-Cokka and Rebel soldiers as you chomp by food and ammo crates. Soon you'll stop by a double decker bus, improvised by the rebels as a makeshift barricade. Destroying it nets you with various ammo supplies. Resume forward to a barrage of wells firing a stream of missiles while Rebels lob grenades from sandbag barricades. Weave through this lethal labyrinth while fending off any snipers from the upper wall. In the shallow swamp, repel the Sarubia, missile jeep and an R-Shobu heli and rescue Hyakutaro from the small rebel camp. There will be a heavy shootout Morden's alliance becomes clear with Mars People UFOs, along with mortar rebels on the rooftops. Level the abandoned houses as collateral damage from Morden's rebels, Mars People and Girida-O tanks. A Metal Slug awaits at the end of the residential area, and POW supplies you with an Armor Piercer. With your vulcans, tear down the incoming fleet of Mars People UFOs, the Bradley launchers, Girida-O tanks and more missile jeeps as you get into the clearing of the rooftops. Destroying the construction buildings kills off all rebels mounted in it. Soon, the sound of heavy treads marks the arrival of the monstrous land battleship.

BIG SHIEE

The battleship is armed with seven pivoting turrets that rain energy bullets as it chases you throughout the fight. While this may sound an easy task, you are traversing the rough terrains of the shambled rooftops. As the battle goes on, the front end of the Big Shiee expands to reveal its main weapon, a large-caliber artillery that creates a huge explosion upon ground impact. As you use your vulcans to subdue each one of the turrets, the Big Shiee uses its main cannon more often, and once all turrets are destroyed, the artillery will pop in and out to attack. In fact, you can even jump over the explosion to propel you higher into the air. If you run out of machine gun ammo, POWs fall down from the sky to aid you during the pursuit. The best strategy against this war machine is force it to stop in its tracks by staying at the far end of the screen. Jump over the cannon's shot just before it explodes on the ground, popping the Metal Slug into the air. This is the time to unload your Armor Piercer against the huge artillery. Rinse and repeat to defeat the Big Shiee unharmed.


Mission 5 in New Godokin City
KISS IN THE DARK

You parachute down into an open street lined with parked cars. Bust the car on the left for a rocket launcher and begin the carnage. This would be a difficult fight as you try to avoid the Rebel Army's grenades and the Masknells' gunfire volleyes. You will acquire a Metal Slug midway in the street, and its cannons will destroy the Masknell copters in one shot. If a screen gets too crowded, don't hesitate to use your cannon to eliminate a cluster of rebels in one fell swoop. This will be a long and challenging battle, so brave your way to the end of the street. Shoot the tree upon the slope for a bunch of apples and destroy the incoming four Masknell copters and a Sarubia tank from the railway tunnel. A POW is also hidden at the entrance of the tunnel with a stash of grenades.

You will find Rumi Aikawa again in the subway where she'll provide you with a laser gun. Fend off the incoming rebels and Masknell copters. Remember to shoot the signal lights for possible goodies and hidden POWs. Soon, an out-of-control subway train will arrive. Subduing them are much harder with a regular handgun, so special weapons do the most damage to stop them before they crush you at the left edge of the screen. After destroying a train, always stay on the center and inch forward as Di-Cokka tanks and even a massive Shoe tank are coming your way. The battle rages on as another train will be coming. Machine guns and lasers are most welcome at this point. Once you arrive at Platform 0, a marathon of three trains will be arriving, behooving you to use up all your best weapons and grenades. The last two train especially has more endurance and you might have been left with a regular handgun and rebels are leaping to backstab you. Remember to pick up the super grenade ammo from the second-to-last train: this will help you to demolish the final train without difficulty. Once all the trains are gone, proceed to the large door guarded by two rebels and blast it open.

The third area is the bowels of the metropolis, an underground sewage tunnel where a failed secret military experiments went gone awry as bloody corpses of scientists litter the ground. Be familiar with the glowing levers. Crank it to load up a laser gun, and enter the barricaded door, revealing the crawlers: humans mutated by an imperfect supersoldier formula that transformed them into living time bombs. They can be killed easily, but if one gets close to you, it'll glow red and self-destruct. The mutants can crawl in walls and ceilings, and this can put you in a precarious situation when you're cranking a lever: fend off any incoming mutants before resuming on any lever task. Blast more metal grill doors and mutant soldiers with your shotgun and soon you'll locate a lever that produces a Slugnoid. Board it and clear out the Rebel troops you face, along with their Sarubia tank. Use the Slugnoid's vulcans to destroy the incoming Girida-Os. Rescue the rest of the POWs, as a huge submarine rises from the murky sewer brine.

HOZMI

The Hozmi is similar to the Tani Oh tank fight from the first game that you have to shoot downward. A POW reverts your Slug's cannon to the normal arcing one, so unload your bombs toward the submarine with your vulcans pointed downward. The Hozmi normally attacks by releasing green slow-moving energy orbs shot in a wide span that are easy to avoid. As it takes damage, the pod may shoot faster-moving red orbs that actively seek you out, shot either individually or en masse. Continue releasing your own onslaught of gunfire to the submarine. After taking critical damage levels, the Hozmi resorts to its deadliest weapon: the dual gun releases a massive discharge of high-voltage electricity that can fry the Slugnoid. Move out of the way from the line of fire, then continue your attack once the Hozmi recovers from the recoil. It may alternate between the energy orb and electric cannon, so anticipate each coming attack until the Hozmi is demolished and sinks into the depths of the sewage water, prompting the rebels to bail out.


Final Mission in Siberia
I WISH TO BELIEVE IN LOVE

The final mission consists of two straightforward but long areas as you storm Morden's secret base in the frozen tundras. Snipers and rocket throwers hide behind sandbag barricades while missiles rise from the freezing waters. After passing another small barricade encampment with a few POWs (and one hidden by the signboard), use your iron lizards to mow the trek hordes of militant rebels firing mortars and rockets with paratroopers descending from above a dangeous hanging bridg. Well-placed grenades also help in decimating most of them and clear your path. On the next clearing you have to fight Allen O'Neil once again, often flanked with two rebels. Never engage him in hand-to-hand and you have to resort to a drawn-out shootout. Take Allen's machine gun after he's been devoured by a killer whale and proceed to the rebels' barracks with even more mortars and artillery. A sergeant has more machine gun ammo for you to take out the rest of the rebels and a Bradley launcher with your enemy chasers. After all is cleared, you'll infiltrate Morden's inner base.

The submarine bays is heavily guarded by rebels using bazookas and rolling bombs. Blasting the docked vehicles will immolate nearby rebels for easy cleanup. Soon, Girida-Os will arrive and another crossfire ensues along with rebels firing from an upper ledge. The glass chambers by the ceiling can be smashed to reveal weapon items. The jellyfish-like Mars People replaces most of the Girida-O's from the previous game. After clearing the docks, you have to trek a long corridor against an a mix of rebels and Mars People flanking you from both sides. POWs are often held at the top and bottom ledges who may hold meager items (like poop) or precious weapon crates. Getting close to a Martian is very risky, they can easily shoot you without being able to fend off. While they are floating down in formations, try to decimate them with gunfire before they land. Gray Mars People who fire the regular slow orange shots are easy enough, the brown Mars People have faster-moving blue shots, and white Mars People are the most dangerous with the fastest shots. This will be a long and relentless battle, but as long as refill your special weapons from POWs, you have a better chance at survival. You can also find a lever that can be cranked to find a shotgun to obliterate the aliens. After the heavy shootout, a small area with platform parachutes signifies the area's exit.

The Peregrine Falcons and SPARROWS team go back out into the cold outdoors to find the city in flames, and Morden laughing at you with rebels beside him. A pair of Mars People warps in and kills the rebels, and Morden finds himself betrayed as a spherical spaceship obliterates his personal tank. With its tractor beam, the ship takes in Morden and the Mars People and their new primary target is you.

If you have any spare special weapon ammo, this is the time to unload the rest of it on the Dai-Manji. If you haven't lost a life before (with your POWs and bombs), now is the perfect time to use your grenades and make the fight much easier. The Dai-Manji hovers around the screen, and you have to jump from the nearby shack's roof to lob your grenades on the spaceship. Much like the Hi-Do, it carpet-bombs the field with purple energy orbs, or use its rod to channel lightning aimed at you. Move and jump accordingly to avoid its lethal attacks. The Dai-Manji can also deploy UFOs, which may take one or two grenades to decimate, hopefully producing a weapon to help you in blasting the ship. Once it has taken critical damage, the Dai-Manji crashes on the shack, only to summon a much, MUCH larger spaceship. Prepare for the ultimate battle against the Mars People's mothership.

U.F.O. DAI-MANJI

Final Battle, U.F.O. RUGNAME

The Dai-Manji is attached under the Rugname as an auxiliary cannon. With their leader betrayed, the whole Rebel Army joins your cause, as Flying Taras can be seen fighting off UFOs. Any of the rebels' regular gunshots and tank cannons lay damage on the Rugname. Remain on the lower ledge while shooting at the Rugname as the battle begins. The Rugname attacks with a massive laser from the core cannon, obliterating any rebel or tank caught in the blast. It's main offensive are the UFOs it deploys. Try to destroy each UFO for possible weapon pick-ups. Midway through the battle, the rebels will deliver a Metal Slug AND Hyakutaro for you! Board it and jump to the edge of the platform where the Dai-Manji crashed earlier. Point your vulcans at the Rugname, while any UFO deployed shall be met with a jumping cannon shot. Soon the Rugname succumbs to the extensive damage of your unlikely alliance with the rebels. It attempts a last-resort laser blast, only for a rebel pilot to sacrifice himself by ramming his plane to the cannon ala Independence Day, destroying it and forcing the Rugname to retreat. It's a total victory for you and the Rebel Army as Morden is freed from the Mars People's clutches. Congratulations for beating the game!

© 1999 Nazca Corporation, SNK Corporation