METAL SLUG 3 || STAGES & BOSSES (2025)

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

Mission 1 in Dr. Moreau's Island
A COUPLE'S LOVE LAND

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Start the mission by tossing a grenade into the water from the left corner, popping a bunch of fish. Shoot the upper rocket debris for a key. Shoot the mutated Chowmein-Conga crabs and their acid bubbles from afar, and destroy their makeshift lair which explodes in skittering crab items. Free the hostage to get a machine gun and reveal more crabs from the boat ruins. Free another hostage from the mutant crabs' ship wreck base. Once their lair is destroyed, Rumi Aikawa grants you a Super Grenade. You now have to choose to continue onward or delve underwater.
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Mow the incoming mutant crabs while freeing the hostages. The super grenade's blasts can destroy the hovering giant locusts. Equip the machine gun from the hostage and destroy the rest of the locusts. You now have a choice to go underground via the warp gate, or move onward by boarding the nearby boat.
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Demolish the Hammer Yang rebel boat to gain a machine gun and use a grenade to sink it for good. Shoot the hostages free when they are directly above your boat so that they won't plunge into the water. Your path is blocked by incoming rebel infantry and a M-3 van which deploys parachuting bombs. Locate more hostages, rebel soldiers and blast another M-3 van to progress forward. Flying piranhas will pop in the water. Shoot them as they reach you to receive more ammo. Once the boat crashes onto the bridge, board into the Metal Slug and retreat before the boat gets demolished for the first boss battle.

SLUG MARINER ROUTE

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This is a long and challenging detour, but the rewards are great. Hostages are located within crates on locked platforms, so bust them free. You immediately encounter electric jellyfish and a downward hall of caged giant moray eels: Helen, Linda, Jenny, and Barbie. Move carefully so as not to be crushed by the eels, but watch out for the jellyfish that appear from the caves. The water turns red as you approach the volcanic seabed, and a pair of Ohumein-Conga arrive. With the Mariner, just stay above the reach of their pincers and shoot their sturdy carapace and acid bubbles.

After the crabs are dealth with, weave through the maze of volcanic rocks from the crevasses. Weapon supplies lie in the rocks' line of fire and inside a shipwreck. Proceed upward and an army of floating bombers arrive. Take them down before they collide with you. Further above, you must fight a fleet of mini-subs. A steady stream of bullets will tear each one apart. Soon the gray U25U arrive, and keep an eye on their homing fireballs. A direct hit of the Mariner's torpedo is enough to destroy a U25U. A brown armored U25U serves as a mid-boss, requiring 3 torpedoes to sink. Free the last hostage and proceed to the first boss battle.

WARP GATE ROUTE

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The underground tunnel is a straightforward path. Destroy the drum that releases a barrage of flying piranhas and move onward. The corridor is populated by Chowmein-Congas, and while you can shoot them from above the crates, pay attetion to their floating acid bubbles. Halfway through the tunnel, a heavy-armored Ohumein-Conga appears. After you blast it out of its carapace, you'll arrive at the end of the tunnel, flanked by Ohumein-Conga from both sides. Use the weapons from the freed hostages and the monkey Utan to make short work of them. Once they're both goo, proceed to the first boss battle.
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HUGE HERMIT

All paths converge to the bridge, where the weaponized giant crab mows the frail structure. If you took any of the alternate routes, a Slugnoid awaits you, capable of releasing Iron Lizard like balls. Constantly move the Metal Slug or Slugnoid to the right as the Hermit gives chase. The boss has only two attacks: fireballs from its top cannons, or a huge mortar from its central cannon. The fireballs arc to your location, so avoid accordingly. The mortar can be easily avoided by moving right. Don't bother taking the incoming hostages' items if you're in the path of incoming fire or the Hermit's charge. A continuous offensive ends the fight in no time, and the Hermit's wreckage sinks into the water.

Mission 2 in a Russian Military Base
WANDERING AT MIDNIGHT

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This location has a linear path. First of all, you're fighting the undead: getting hit by their projectile vomit turns you into a zombie. You can only use a normal gun while your speed and jumping are reduced, except your bomb attack is replaced by a mighty blood vomit. As a zombie, you are immune to the rebels' bullets but another shot from zombies will kill you. The civilians can also be struck by the zombie attacks and become zombies themselves. Familiarize the different zombie types so you can eliminate them accordingly. Seek out the hostaged CEO with other POWs so he may grant you with a lightning cloud weapon. Utan the monkey can also be freed nearby as a sidekick. Use the enemy chaser to mow the Masknell choppers, rebels and the undead in a small clearing. As you go down a slope, keep an eye out on a frozen door labeled ICEMAN. Choose whether blast the ice apart to venture inside or proceed further.
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Moving forward is the shorter route, and leads you to a rebel barracks with a few tanks and several personnel carriers. While these pose little threat, each destroyed APC hides a zombie who can catch you off-guard with its wide projectile attack. Remember to shoot the APCs from a safe distance. In the dark forest, neutralize more civilian zombies until you encounter the more resistant rebel zombies. They take a lot of hits to destroy and dives toward you when they get close, turning you into a zombie. After purging several undead rebels, zombie doctors can be easily killed to get medical pills to return to the land of the living.

The stone mound projects six alien monoeyes as the stage's mini-boss fight. These aliens revolve in a formation around the mound, shooting plasma bolts from their eyes toward your direction. A rapid-fire weapon or grenades will quickly damage as many of them. As they diminish in number, their spinning speed increases. Once there are only two left, it will be much harder to land hits; and the last monoeye will be merciless in firing a barrage of shots. Each defeated monoeye is absorbed back into the mound, which then a glowing obelisk bursts from the ground.

ICE CAVERN ROUTE

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Once you enter the icy lair (Utan won't join you inside), you'll find frozen POWs and rebels. Breaking them free goes to your hostage count. Shortly after entering, the yetis will arrive. They have a magical ice breath that flies toward your location and freezes you into a snowman. Wiggle the joystick to quickly break free before a nearby yeti whacks you with a bone club. Shoot the ice blocks and metal cabins on your way: prison boxes hold more POWs and even Madoka Aikawa. Jump skillfully to avoid the ice breaths and eliminate as many yetis before they overwhelm you with several ice breaths. Once you reach the cave's dead end, break free the icy prison of your new ride, the Elephant Slug. Shoot the leftmost cave wall first for goodies and board your new trusty pet.

On your way back, you'll find corpses of yetis: The undead have breached the cave! With the Elephant Slug, you can get a Chili or Battery power-up, allowing it to breath fire or lightning respectively. While you have a height advantage from the ground zombies, your main problem wlll be the zombies on the upper ledge. Your elevation makes you susceptible to the wide arc of the zombies' projectile shots, which zombifies you and disables you to use the Elephant. Blast the ground zombies with your Chili or Battery while your vulcans work against the upper ledge zombies full time. Slowly inch forward to avoid incoming projectiles from above before moving forward accordingly. Once the Elephant sinks back to another ice prison, you leave the ice cavern and enter the forest with the civilian and rebel undead.

THE TEN COMMANDMENTS
OF MOSES

The obelisk has no direct attack, but a fine beam targets your location. Move away from the beam as a heavy monolith tablet drops and sinks onto the ground. Shoot the monolith to sink it faster. Hostages drop by time by time to provide you with machine guns. Use the elevated monoliths to toss grenades and shoot the top of the obelisk. As it takes more damage, the beams will drop monoliths faster, so quick reflexes is crucial. Conitnuously shoot the obelisk while avoiding the plethora of monoliths until the dome is completely destroyed, finally halting the attack.

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Mission 3 in the Rebels' Secret Factory
EYES OVER THE WAVES

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The mission starts with the heroes donning scuba gear before diving into the water. Be wary of the sunken tanks that release sensor mines to your direction, along with sinking bomber soldiers. Blast the tank wrecks to discover hostages to gain the enemy chaser ammo. Once you meet the first missile wall, it has a detour tunnel directly at the bottom. The wall has two launchers as its weak points: destroy them and you'll collapse the wall. Watch out for more bomber soldiers as you shoot the incoming missiles.

For the next area, you have to avoid several falling Bull-Chan tanks. Skillfully swim between the gaps of the falling tanks to avoid getting crushed. The second missile wall is more challenging now that you have to fend off missiles and weave through falling tanks. The second detour tunnel takes some time to descend from above the missile wall. More tanks drop upon the missile wall's demise, so be prepared to dodge.

If you passed by both detours and moved forward, you first have to fight a small army of mini-subs, followed by 5 U25U subs. Try to take on the bigger subs one by one, instead of taking them all at once and end up overwhelmed by their homing projectiles. After all of them are crushed, proceed to the wide tunnel where you have to fight more mini-subs and a brown armored U25U. Afterwards, you swim ashore to the Rebel Armor Factory.

FIRST TUNNEL ROUTE

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In the respite of a dark cave, you are provided with a pair of Slug Mariners. Be sure to jump into the vehicles. Diving into the water will kill you. In the underwater caverns, you must subdue a gauntlet of mini-subs, tank wrecks, sensor mines, and the two types of U25U submarines. Be sure to collect as many weapon and bomb power-ups. Use your vulcans to decimate the mini-subs, and your torpedoes will make short work of the U25Us. Enter the large pipeline to proceed to the Rebel Armor Factory.

SECOND TUNNEL ROUTE

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You arrive at a derilict yet well-defended rebel base. Skillfully outmaneuver the infantry with Sarubia and Di-Cokka tanks while using the weapons from the freed hostages. Halfway through the area, you'll take a ride on the Ostrich Slug. You have to use its long-jumping ability to cross wide chasms. Destroy the incoming grunts and R-Shobu heli with the vulcans. There are two shacks at the end of the area: the first shack has a CEO president, while the second has a hidden Di-Cokka. Once the base is pacified, you are led directly to the boss battle.

THE REBEL ARMOR FACTORY

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You have breached the rebels' factory base. Gun-mounted cameras and patrol drones survey the area, guarding several POWs. Shoot them down quickly. Armored drones can only be shot at the front, and takes a while to fire a laser once alerted. Work your way up two floors freeing hostages and reloading your supplies. A hidden nest item can be taken for 50000 points. Once you arrive at the upper floors, prepare for a crossfire against the Rebel Army. Gunfire shall come from all directions, so test your skill to neutralize them all. Once you have reach the topmost floor, you have infiltrated the rebels' armor factory.
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The Rebel Armors are the twisted result of replicating the Regular Army's Slugnoid. The first Rebel Armor you see driven by a grunt can be used as your own. Unlike the Slugs, its machine gun ammo is limited, so you have to resort to melee fighting once it runs out. The armor is also capable of firing armor-piercing missiles and short-range flight. Use the AP missiles to destroy the other enemy armors in one shot and refill your energy from the POWs fuel tanks. Crush the rest of the rebel infantry and make your exosuit last during the upcoming boss fight.
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JUPITER KING

If you have remaining ammo, unload all of it at the robot's head as it arrives. Its most common attack is deploying several homing missiles from its left arm: a glowing missile nets a weapon crate when shot, which is your chance to reload. Once the head pivots, prepare to jump away from its wide-arc laser attack. Watch out from its right arm though as it destroys the floor beneath into a wider sea of molten steel. As the robot takes damage, its attacks come out faster, and ejects a missiles from its torso to plunge at the floor, emitting 2-3 fireballs at your direction. It'll be hard to keep the exosuit intact once it's out of ammo, so use it to self-destruct on the Jupiter King, dealing massive damage and potentially destroying it.

Mission 4 in the Desert Ruins
TOMBSTONE OF SAND

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You're back to the barren and arid desert wastelands to encounter more of Morden's rebel troops. A Camel Slug would be available shortly to decimate the incoming forces. Girida-O tanks and Masknell copters would usually arrive from both directions to flank you, so don't hesitate to jump and toss grenades to eliminate them swiftly. Keep an eye out on small rebel camps: a sandbag wall by a rebel truck hides Hyakutaro, and his homing bolts will definitely help against the elusive choppers. After the rebels have been cleared, you'll witness a gust of harmless-looking spores and arrive at a lone building where terrified rebels running away from it. You have a choice to go to the upper path, or investigate inside the building. Either way, you can't bring the camel along.
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If you chose the upper path, you have to trek the cliffs of the ancient ruins, plagued by maneaters and their flying spores. These walking plants are very deadly in lunging to eat you whole once you're near enough, so don't get blindsided and shoot every maneater from a distance. As with the rain of spores, contact with a single one infects and kills you instantly, so destroy them all before you get overwhelmed. Hostages are scattered around the ruins to reward you with special ammunition, and use flamethrowers against the maneaters and enemy chasers against the spores.

The summit of the ruins is guarded by giant locusts and requires tricky jumps to cross the narrow platforms. After facing off against more maneaters, you may opt to crank the lever to open the nearby trapdoor and enter the lair of the undead mummies. Choosing to move onward is a shortcut to the boss battle, leading to a short fight against more maneaters followed by jumping to the open pipe at the end of the area.

MANEATERS & JAPANESE BARRACKS ROUTE

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At the first floor inside the building, loot the treasure and you'll find more rebels running in terror. Descend the stairs into the murky cellars. Deadly maneating plants and virulent spores have infested the barrel-laden area. Free the hostages quickly for machine gun ammo, and keep away from high altitudes to avoid incoming spores that will kill you instantly. Remember to keep your distance from the maneaters. Halfway through the corridor is a lever you can crank: clear the area from any threats first if you want to open the trapdoor safely, which leads to the nest of the giant insects. Opting to move forward shortly leads to a warp gate to the underground Japanese barracks.
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You have arrived to the underground town and bomb shelter of the imperial soldiers, still living in their days after the war and attack intruders on sight. Swordsmen may attack with their blades or toss bombs, but the red swordsmen blow themselves up after being shot down, so be on constant alert. Try to use the slopes to your advantage when facing off their improvised tanks. Once you reach their gunship area, find cover quickly to avoid the volleys of gunfire the planes are unleashing. Airborne grenades are your best bet to reduce their threat and continue forward in between the volleys. Once you get the wide clearing, prepare for a heavy gunfight where you are flanked with tanks and soldiers from both sides. An entire army of red bombers also arrive, so be ready to jump before they blow up! When the area is cleared, you move onward against the stage boss.

GIANT BUGS ROUTE

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The slimy subterranean tunnel is home to the mutant insects and has 3 distinct sections. The green area is mainly populated with swarms of maggots, usually falling from narrow upper crevices. If not killed quickly, maggots spew acid which melts the skin off your bones, so it's safest to kill them from a distance. You'll also encounter clumps of maggots covering narrow holes and release more maggots. Hack them quickly up-close with your weapon.

As you reach the middle area, the corridor's hue becomes yellowish-brown. Jump into the Drill Slug which is there for a reason: fighting off the advent of the Giant Mutant Slugs. These gargantuan larvae are capable of extending their pustulated tongue and releasing acid sacs as projectiles. Fortunately, your vehicle's massive drill destroys them within seconds on a well-placed jab to their mouth. Remember that the Drill Slug can't jump, but instead raise your cabin upward to avoid ground threats. Continue on destroying maggots with your vulcans and giant larvae with your drill.

The last area has a blood-red hue, signaling the lair of the mutant snails and the poison moths. These whelks move slowly, but their acidic projectile vomit has a long reach, especially when they crawl from the ceiling. The snails could resist some shots, but one drill attack destroys them instantly. Destroy any shellhouse you encounter for they release swarms of poison moths that kill on contact. After purging this area from insectoids, it's off against the boss battle.

MUMMY CATACOMBS ROUTE

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Deep inside the ruins are the denizens of the mummified undead. The first hallway is a rather quiet area you only have to escape from bats that drop their mummy potion on your head. The next room is filled with crates of loot, but the undead will rise once you bust the crates open. The third hall is a trap room where the spiked ceiling slowly descends: you have to blast all mummies and make your way to the exit before you get squashed by the ceiling. The fourth hall is actually a lift: a battle royal against numerous waves of mummies and mummy dogs. Prisoners also drop by to grant extra ammunition or antidotes if you get mummified.

The last area is interesting: your exit is a shutter gate powered by battery cells. These power cells are dropped by the maneating plants inhabiting the room; and the ventilators above are releasing a steady swarm of killer spores. Your goal: collect 10 power cells by killing these maneaters to open the shutter and escape. Approach the machine to load a power cell: your character pauses for awhile to do so. While you could load the machine one-by-one, it would be wiser to kill as many maneaters and gather these power cells before approaching the machine and feeding it with all 10 cells in one rapid-fire swoop. Watch out for any incoming plant or spore and get the heck out of there!

SOL DAE ROKKER

A mythological war machine of ancient times, the Sol Dae Rokker hovers above the tower, its central jewel glowing ominously. This crystal "third eye" is its only weak point, which either glows yellow or red as it spins rapidly. A yellow glow shoots volleys of slow moving projectiles, while a red glow shoots several volleys of shots very swiftly. The Sol Dae Rokker's hue changes from bronze to deeper red the more it takes damage, and it attacks much faster. If it goes to one side, run to the opposite side, when its "mouth" sweeps a purple beam that turns its victim into coins. Its side "arms" can release a pair of draconic spirits: count the number of loops each dragon makes. After two loops, the dragon dives toward your direction in a lethal explosion. Dodge skillfully and you shall survive this challenge and the Sol Dae Rokker falls into collapse.

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Final Mission in Cape Canaveral
ALL ABOUT LOVE

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The final mission is at hand. In fact, this stage has eight distinct areas: longer than all four previous missions combined! Destroy the two shacks where a Slug Copter and a Slug Flyer await. After boarding your ride, it's off to the skies!

It's now a high-altitude battle to search the remnants of Morden's forces. Unfortunately, rebel troops have caught up. Taking down the paratroopers is simple enough, but the fleet of Eaca-B planes and their homing missiles will be the tricky part. The Slug Copter can rotate its cannons 360° to fend off the missiles, but the Slug Flyer will have a hard time weaving around from back attacks. Try to shoot down the fighter planes from above or from below before they deploy their missiles. After the skies have been cleared, it's a sharp dive toward the ground as you pursue the convoy.

The convoy is defended with various Girida-O tanks mounted on Landseeker trucks and infantry and grenadiers hidden in wagon trucks. Midway through, you'll be assailed by Masknell copters and an R-Shobu. Fortunately, you can take another Slug Copter in a truck. At the end of the formation, the Hairbuster Riberts arrives. Like the one from the first game, it deploys bouncing bombs, homing mortar, and a bazooka grunt. After you have destroyed half of it, Allen O'Neal pops up from its rear cabin instead, and uses his machine gun and grenade throwing tactics from previous encounters. Avoid his attacks while firing a steady offensive and Allen and the Riberts will fall once again. Equip his dropped machine gun and proceed to the next area.

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Blast away the small cadre of rebels from the parked carrier tank. As you move onward, General Morden pits you in a rematch against his Hi-Do gunship. Fortunately for you, there's a mounted autocannon at your disposal. Jump in and aim it toward Morden and let the bullets fly. The autocannon is also able to pick off the slow homing missiles released by the Hi-Do. Jump away from the cannon and onto the tank when the Hi-Do's minigun sweeps the area. If the gunship flies off-screen to carpet bomb the area, it would be best to use your own ammo to shoot off the bombs. If you're only using a handgun, use the autocannon to blast as many bombs as possible before resuming the assault.

Once Morden drops from the Hi-Do once again, rebels check up on him and realize Morden is a Martain imposter in disguise! Your character is surrounded by plasma rings and dragged helplessly as a Dai-Manji pulls up the real Morden and your character via a tractor beam. Your character's partner replaces him/her for the rest of the game (Marco is replaced by Fio, Tarma is replaced by Eri, vice-versa). The rebels form an alliance with the Regular Army once again, taking you to their rocketships as you pursue the Mars People into the depths of outerspace!

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Blast off! After the rocket's fuel stages have been spent, the payload releases the Rebel Astro. It may seem weak with a single-shooting nose cannon, but skillful players who manage to keep the vehicle intact will be able to harness its full power later. It's also the only vehicle you'll get, so losing it removes all of your heavy firepower advantage in the near future. Your most common enemies on the first half are UFOs that swarm the screen followed by a green laser beam. Gun down as many of them as possible to equip the Astro Slug with auxiliary weapons.

Midway through the area, gray asteroids will fly downward. Shoot down the red asteroids for items. These asteroids fly faster as you proceed onward. You'll also encounter floating rock debris. Blast them open quickly before they damage your Astro Slug or crush your character. Items will also pop out of these broken rock. Eye formations will follow suit. Much like the Masknell copters, shoot the red leaders to destroy the entire formation for items and bonus points.

The last segment is against a squad of Martian-manned UFOs that fire purple bolts. Eliminate them for possible weapon reloads. After enough UFOs are taken down, two Dai-Manjis arrive. These ones are less resistant to damage than the battle in the previous game. After those are gone, a last Dai-Manji comes in. Once it its subdued, another Rugname descends to latch in the Dai-Manji. This mothership will rely more on its central lightning rod and deploying more mini-UFOs. Keep on the offensive and the central Dai-Manji gets blown up as the heroes breach into the Rugname.

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This adrenaline-pumping battlefield will be a cinch if you managed to keep the Astro Slug intact, where its full potential gets to shine. Destroy the incoming eye formations and you'll have a chance to win a pair of vulcan cannons, which affixes to the Astro Slug. Once your vehicle has been equipped with machinegun ammo and the vulcans, you're pretty much indestructible and the floating rock walls get blasted apart within seconds. Still play attention to the enemy projectiles to keep your vehicle from getting damaged and disarmed. If you have already lost the Astro Slug, fighting off the flanks of eye formations and shooting the rock walls with a regular handgun will be a tedious struggle. With the battlefield cleared, you crash the Astro Slug into the inner depths of the Rugname.
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The main hall is guarded by brain mechas, which can project telekinetic rings horizontally or vertically. Jump over or through the circle to avoid certain doom. The mechas take several handgun shots to kill, so start shooting once they arrive. Shooting certain columns reveal prisoners that may award you with flamethrower ammo. Beware of being flanked by brain mechas before they fill the area with telekinetic rings. The last half of the segment is against brown Mars People. Remember that they can shoot fast with their guns, so take them down quickly with your flamethrower. Rumor has it that a CEO President is hidden somewhere in this hallway. Once you reach the end, kill the Mars People over the exit tunnel before blasting open the path so you can exit safely.

Next you reach a narrow tunnel to the torture chamber with Morden. Simply kill the white Mars People guarding the console, but pay attention to its fast blue shots. Once it's done for, shoot the console until it's destroyed to free Morden. After doing so, continue forward, but don't miss a hidden POW just by one of the pillars before exiting the tunnel.

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The rebels who survived the outerspace assault to the Rugname have breached the inner corridors for this battle. You and the rebels are pitted against one-eyes spider-like mechas called hoppers, which overwhelm you wth sheer numbers before detonating up-close. Try to hack them away before they glow yellow and explode. Shoot the big orbs on the walls: they may hide hostages or the rare Mobile Satellite which packs an extra punch against the hoppers. Halfway through the corridor, you will encounter the big hoppers. They stop to drop acid blobs that bounce on the floor, killing any assisting rebel nearby. Avoid the blobs and shoot the giang hopper. It takes a lot of punishment and move away once it collapses to avoid getting crushed. You have to fight more hoppers, some brain mechas and a few more giant hoppers before you reach the corridor exit. You will be pursued by numerous hoppers as you make your way through. Shoot the shutter to drop it open, then jump over it to escape.
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ROOTMARS

The brain of the Mars People that is linked to the Rugname mothership, Rootmars is not capable of movement on your first encounter. Rather, his enormous brain can create huge telekinetic orbs more powerful than the brain mechas. These TK orbs are directed at you slowly, but have a wide range. Shoot the brain area to inflict damage. As the battle goes on and more damage is inflicted, Rootmars will fire his TK orbs much faster, and once he amasses several orbs together, prepare to dodge a much larger than normal TK orb. Keep moving between blasts, but be sure you won't end up cornered by another incoming shot. Once the brain links collapses, Rootmars is incapacitated and ther heroes escape the control room.

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The penultimate section is an organic hallway infested by... clones of your captured comrade! They come in sheer numbers and take a long time to attack, they shoot with a cloud of green flame similar to your flamethrower ammo. You are provided with a Metal Slug shortly through the area, and use its vulcans to mow the thick ranks of clones into sludge. On the next area, you find the incubator itself containing your comrade which produces the clones en masse. Killing the clones will give you a massive supply of machine gun ammo, so pound away on the incubator itself. Beware of the growing ranks of clones, their flame shots will be harder to dodge if they fire at the same time.

Soon the incubator bursts open, releasing your comrade free, who leads you to a possible escape route. Unfortunately, some imperfect clones that survived had mutated into zombies and start a prodding pursuit.

METAL SLUG 3 || STAGES & BOSSES (84) METAL SLUG 3 || STAGES & BOSSES (85)METAL SLUG 3 || STAGES & BOSSES (86)
Your escape is straightforward, but won't be an easy one. The corridor has four gates, and each gate has three seals that must be busted for the door to open. However, the pursuing undead is also capable of the full-screen blood-vomit attack, and you must take advantage of the ramps on the floor to take cover from the blast. Busting the gate seals will be harder with a regular handgun; and any pursuing zombies you have killed will be constantly replaced, forcing you to keep moving forward. On the second gate, you'll encounter more clones and zombies atop platforms along with a Slugnoid. Detonate the Slugnoid by the third gate to open it faster. You'll later find a Rebel Armor as more zombies approach. This exosuit runs out of ammo fast. Detonate this one against the fourth and final gate. You'll rendezvous with your comrade, who hacks the console for the emergency escape hatch. Jump into the Metal Slug and you're almost at the home stretch.

Final Battle, ROOTMARS

METAL SLUG 3 || STAGES & BOSSES (87)
Furious with the destruction of the Rugname, the flying Rootmars escapes the mothership and propels a last-resort attempt to destroy the heroes, grabbing the Metal Slug from the sky. His main form of attack is a wide psychic ring that blasts out of his brain. The nodes on his head will spark before releasing the attack, giving you a moment to react. This psychic ring is capable to destroy the Metal Slug in one shot, so it's better to dismount for the time being and attack manually. Rootmars' mouth spits out green killer bubbles that gravitate upward. Shoot the red bubble for machinegun ammo, then unload it on the brain. Rootmars mixes between its psychic ring and flying bubble attacks, and your survival depends on dodging them while firing a steady offensive. Your comrade lends a hand with a hijacked UFO. Once you got a hang of Rootmars' patterns, jump into the Metal Slug for the finishing blow. Remember to dismount before getting hit by its attacks! Soon, the brain bursts open with all the bullet trauma, and the heroes successfully escape as Rootmars sinks into the depths of the ocean. Congratulations for beating the game!

© 2000 Nazca Corporation, SNK Corporation

METAL SLUG 3 || STAGES & BOSSES (2025)
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