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Full Walkthrough and FAQ
Version 1.0
By Luke J. Martinez, a.k.a. 1stTobalMan
May not be reproduced under any circumstances except for personal and private
use. May not be placed on any Web site, other than GameFAQs.com and its
partner sites, or otherwise distributed publicly. Use of this document on any
other Web site or as part of any public display is strictly prohibited, and
violation of copyright law. All trademarks and copyrights contained in this
document are owned by their respective trademark and copyright holders.
Copyright Luke J. Martinez 2009.
This FAQ/Walkthrough is intended to show all the known features of Metal Mech,
and a straightforward method to completing this game. Hopefully, it will
provide insight to the many who have been stumped by this Jaleco shooter. This
game can be beaten in half an hour with enough practice.
Table of Contents
1. Story
2. Controls
3. Gameplay basics
I. Object of Metal Mech
II. Damage, lives and continues
III. Inventory
IV. Power ups
4. Tips
5. Walkthrough
6. Game Genie codes
7. Author's notes
1. Story
In the near future, an evil alien nation, lead by the Alien Queen, has invaded
our Earth. Somehow, the U.S. Army has gotten a hold of powerful alien
technology: a heavily armored Mech. Now it is up to one soldier by the name
of Tony to drive this Mech and destroy the aliens by unlocking six levels of
intense shooting action. This battle for Earth's survival will escalate to an
encounter with the Alien Queen itself. Who will prevail? The fate of our
world lies in the player's hands!
2. Controls
Start: pause/bring up the game menu
Select: jump back in Mech, toggle between special weapons
A: jump
B: fire weapon (hold down B for auto-fire)
Select + B: detonate a smart bomb
Select + A: easy eject
D-pad: moves Tony or the Mech in corresponding direction of d-pad arrow. The
Mech and Tony can duck by pressing down. Tony can climb ladders and other
climbable surfaces by pressing up (or sometimes down). The d-pad also moves
the default weapon, the cannon, of the Mech (and Tony's gun) while shooting.
The Mech's default weapon can almost do a 180-degree turn, from straight up to
straight forward to a downward angle.
Pressing start during gameplay will bring up a three-option game menu (the
cockpit). There is an option to view the game credits and an option to turn
off, and on again, the music. The first option is eject. Eject is an
important option throughout the game. Selecting eject removes Tony from the
Mech, leaving him free to roam around and shoot independently of the Mech. The
Mech is inoperable while Tony is not in it, but the Mech can still receive
damage. However, enemies quickly divert their attention to Tony once he is out
of the Mech. Tony can jump back in the Mech by standing near it and pressing
select. Tony can jump back in the Mech only if he is standing on the same
floor the Mech is on. Once special weapons are collected, they may be shuffled
though/equipped by pressing select during gameplay. Each weapon has its own
appearance, thus, allowing the player to identify what weapon is currently
being used.
3. Gameplay basics
I. Object of Metal Mech
Metal Mech is comprised of six levels in this order: The City, The Towers, The
Sewers, Atlantis, The Alien City and The Alien Queen's Mothership. With the
progression of each level, the enemies get tougher, the power ups get less
frequent and the levels get longer. The goal of each level, with the exception
of the last one, is to find the level's key, and then reach the exit. The key
is always in an object that must be shot. Once shot, the object, e.g., a
newspaper stand, will reveal the key. Other powers ups are scattered
throughout the levels to help the player complete the game. These power ups
are kept in dispensers that must be shot in order to reveal the power ups. The
appearance of these dispensers changes with each level. The Mech can shoot
power up dispensers, but in order to pick up the power ups, Tony must eject
from the Mech and collect them. Tony can also only pick up keys. The last
level involves seeking out and destroying the only boss in the game, the Alien
Queen. Additionally, level six is presented in a different side-scrolling
format, one that allows 360-degree movement, a la 'Sector Z.'
II. Damage, lives and continues
The player starts with three lives and two continues. Tony and the Mech have
separate life gauges. Four blue crosses initially denote each gauge. After
receiving damage, the first cross to deteriorate will eventually turn green,
then red, and then disappear. Continual damage will have the same effect on
each cross down the line until there are no more crosses. Initially, Tony
starts off in the Mech. When the Mech's life bar is gone, it will blow up and
Tony will have to eject. Gameplay still goes on, however, he will have to
reach the end of the level without the Mech; this is much more challenging
because Tony can't absorb well at all, and dies easily.
When Tony dies, a life is lost, and the player will start either from the
beginning of the level if the Mech was destroyed, or, from where the Mech was
right before Tony died. The Mech will be in the same place it was before Tony
died, and it will have the same life gauge before Tony died. Tony's life will
be replenished at the beginning of each level, the Mech's will not. After all
lives have been used, the player will have the option of continuing. When
continuing, one will start on the same level one was on, but from the
beginning, without the key. There are life ups that replenish the life gauges
scattered throughout most levels.
III. Inventory
Once a power up is collected, it goes into inventory. The player's inventory
can be viewed in the cockpit. The cannon and three smart bombs are the only
weapons the Mech starts off with, and they can be viewed here. Meters for each
corresponding power up will show how many lives one has left, how many smart
bombs one has, etc. If the key for a level has been found, a red light will
flash in the middle of the cockpit. A found key will stay in one's inventory
until all lives have been lost, thus a key doesn't have to be found again after
dying. Special weapons also remain after dying. Additionally, special weapons
will remain even after all lives have been used and the player uses a continue.
IV. Power ups
We will consider everything that can be picked up in the game to be a power up:
1-up
This power up is in the form of a red wave and a blue wave crossing each other.
Player will gain another life to attempt completion of game.
Armor upgrade
The armor upgrade looks like an ore of lead; it will flash a dull red. This
power up will allow the Mech to withstand more damage than before. The armor
upgrade is useful when paired with special weapons.
Enhanced Tony
This power up looks like two blue waves that repel and attract each other.
Tony's damage absorption and firepower will increase momentarily. It is useful
when attempting to reach the end of a level without the Mech.
Special weapon: missile launcher
This looks like a silver, upright cannon. When used, the Mech will fire
missiles in a straight path. These missiles are quite powerful, but they fire
at a slow rate.
Special weapon: rotary gun
This looks like a silver oval with cross in the center. When used, the Mech
will continuously and automatically spray lasers in all directions. While this
seems like a good idea, the rotary gun is more trouble than it's worth, and the
reason will be discussed in the tips section.
Special weapon: rapid-fire laser
This looks like a silver ball with a black spot moving around in it. When
used, the Mech will shoot lasers in a straight, rapid-fire succession. Also,
the laser can be aimed in any direction. However, there are better choices in
weaponry.
Special weapon: default weapon upgrade
This looks like a silver bar with a letter etched in it (or something). When
used, it will make the Mech's default weapon shoot in rapid-fire succession.
This, by far, is the most important power up, besides the key.
Smart bomb
This looks like a red fireball. When detonated, it will destroy all enemies,
except torrents, on the screen. Smart bombs are very helpful for getting
through areas with lots of enemies.
Life for the Mech
This looks like a yellow square with a nuclear symbol on it. When picked up,
it will replenish the Mech's life gauge. The amount recovered depends on what
special weapon is equipped. When the default weapon is equipped, the most life
will be recovered. When this power up can't be picked up, the Mech's life
gauge is full. It is a very helpful power up.
Life for Tony
This looks like a cross from the life gauge. It comes either in red or blue.
The red will recover more life. When this power up can't be picked up, Tony's
life is full.
Key
This looks like a red, flashing sphere with letter 'K' in the center of it. A
key unlocks the exit of every level.
4. Tips
The best approach to Metal Mech is the 'run and gun' approach; passing through
a fire fight (while returning fire as best as possible) is better than standing
still and trying to blast everything shooting at you. Most destroyed enemies
reappear seconds later anyway.
Even though it's fun blowing unnecessary stuff scattered throughout levels,
doing so turns Tony and his Mech into sitting ducks; there is no scoring system
whatsoever in this game anyway. Focusing only on crucial objects, such as
power up dispensers, will prolong survival.
Gun torrents appear in every level. They always shoot at the Mech, but don't
pose a serious threat, so we can just walk past most some. They do, however,
pose a big threat to Tony, and he should destroy all of the ones in his path.
Since the Mech is built like a tank, it can withstand lots of punishment.
Thus, there shouldn't be the need to pick up every life up that is come across.
Limit the pick up of life ups to when the Mech is at half life, or less.
Also, it is a good idea to stay in it as long as possible because the Mech,
instead of Tony, will absorb all damage received from enemies.
Some of the most annoying, recurring enemies are the ground based ones. We
should remember that these enemies can, and should, be jumped on before they
are given the opportunity to pose a serious threat.
There actually is a way to eject during gameplay, and why no one would use this
feature is crazy. Having to pause to eject every single time interferes with
the flow of gameplay. The easy eject allows the player to control Tony more
coherently.
In all honesty, none of the special weapons are even worth picking up. The
exception is the default weapon upgrade. The three reasons why are:
i. when a special weapon is equipped, it causes the Mech to absorb less damage.
The only exception is default weapon upgrade. This is one reason the default
weapon upgrade is the best weapon.
ii. If the Mech is equipped with a special weapon and life for the Mech is
picked up, the Mech recovers less life. The only exception is the default
weapon upgrade. This is another reason why the default weapon upgrade is best.
iii. When detonating a smart bomb, easy ejecting or jumping back in the Mech,
the weapon toggle will unintentionally get selected, changing one's weapon.
This will cause one to have to toggle all the way around the collected weapons
to get back to the weapon originally being used. So, amassing weapons is
actually counterproductive to the convenience of easy eject. All in all, it is
suggested to just pick up and use the default weapon upgrade.
5. Walkthrough
The City
Level one is the easiest level because it is mostly a linear street. Thus, the
exit is literally at the end of the street. The key is in an underground
newspaper dispenser. Tony can reach the end of this level alone, but it is
easier to do with the Mech. The power up dispensers in this level look like
trash cans. Also, the weapon upgrade for the Mech's cannon is found in this
level. It is the most helpful power up in the game, so we want to make sure to
pick it up.
We start in what is presumably the Mech garage. Just keep going right. When
the second ladder leading underground is reached, blast the seal off the
opening to allow entry. Eject and climb down the ladder. Go right. Shoot the
rats while aiming downward (hold down+right+B). We will soon see a newspaper
dispenser. Shoot it to release the key. Pick it up and head back to the Mech.
A building away from the ladder is a gray building with four ladders. There is
a power up dispenser containing a smart bomb at the top of this building.
There is another smart bomb dispenser on the bridge connecting this building
with the adjacent building. Now all we have to do is continue right until we
reach the exit. The exit is a building that the Mech can actually walk into.
However, there is the weapon upgrade near the end of the level. The power up
is in a dispenser on the roof of the last building before the exit. To reach
it, Tony has to climb up the second to the last building, and then jump from
this building to the roof of the last building. There are two dispensers in
the second to the last building: one is a life up for the Mech, the other is a
smart bomb. Once the weapon upgrade is collected, activate it by pressing
select while inside the Mech.
The Towers
Overview: level two is pretty easy. The key and exit are in the second tower,
so we want to just pass through the first tower. Tony will have a rough time
without the Mech. The power up dispensers in this level look like robot masks,
however, there are no power ups of importance to bother with. A surveillance
camera holds the key, and the exit is both on the seventh and eighth floors of
the second tower.
Go forward and fall straight down the shaft. We will land on a lift. Press up
to move the lift up a floor. Use the lift to go up to the top floor. Proceed
right, to the bridge. Note we will be walking across the roof of the bridge.
There is a machine sending out disruptive signals on the floor of the bridge.
Should the Mech come into contact with these signals, it will become
inoperable, and Tony must eject, climb down the ladder on either side of the
bridge, then go in the bridge and shoot this machine. Once the enemy is
destroyed, the Mech will be become operable again. The best way to take out
this little nuisance is to detonate a smart bomb right next to it. Past the
bridge is another shaft. Fall down it to land on another lift. Use it to go
up to the top floor. Continue right, down some steps. We will see a blue
surveillance camera mounted on the ceiling. Blast it to drop the key. Pick it
up and head to the exit at the end of the eighth floor, or go to the ground
floor. The exit can also be reached by going to the end of the ground floor,
ejecting, and climbing the ladder at the end of this floor. This ladder will
first lead to an opening near the end of the seventh floor. Get off the ladder
by going right through the opening, directly to the exit.
The Sewers
Overview: level three is the hardest regular level because of all its twists
and turns, and onslaught of enemies. The key is hidden in one of the papers
attached to the wall, just like the message near the end of the level hints:
"The key is in the writing on the wall." Once the key is found, we will seek a
lift that leads directly to the exit. Without the Mech, Tony doesn't stand a
chance. The power up dispensers look like green generators with vents. So, we
begin in what can best be described as a bathroom.
Proceed to the end of this long passage. Watch out for the flashing red orbs
in the holes in the wall; they pack a wallop. Take out these orbs by jumping
while firing downward at them (hold down+right+A+B). At the end of this
passage, we will notice an area of the floor that gets thinner, like a catwalk.
Shoot through this area and fall onto the lower floor. Go left, back in the
direction we started. A green machine will often appear and try to grab the
Mech; if it is successful, the Mech will be dragged back to the beginning of
this floor. The best way to destroy this enemy is to fire at it while the Mech
is being dragged. There are three dispensers on this floor; the first two
contain life up for the Mech. A smart bomb is found in a fuse box directly
after the second dispenser. Near the end of this floor is more catwalk. A
laser power up can be found in the dispenser at the end of this floor. We must
walk across the catwalk to reach it. Intuitively, we want to shoot away and
fall through the catwalk. The Mech will fall on another catwalk. Blast it
away to fall through.
Go right from where the Mech lands. Proceed up some steps and fall down the
vertical passage. The Mech will land on a flat floor. Keep going right. Make
a note of the lone sewer hole in the background. A little further past it are
two sewer holes right next to each other: shoot the right one to drop a rotary
gun power up. Go up some steps and we see another catwalk. This time we must
blast through it to get to the floor above. The best way to avoid getting shot
at by the enemy on the above floor is to detonate a smart bomb on the third
step closest to the top. This should take care of the enemy clinging to the
ceiling of the floor above, and we will be able to blast through the floor
without interruption. Reach the top of the steps with some well positioned
jumps, and continue right. Another smart bomb could be used to wipe out the
waves of enemies here. Eventually we will reach a flashing barrier. The
barrier will temporarily shut off when a rat passes through it. Pass through
the barrier with a rat. However, the straightforward method is to simply walk
through it. Doing this will lose a fourth of a cross. Past the barrier are
more steps and a dispenser containing a life up for the Mech. Shoot the
dispenser then fall down the vertical passage. Now collect the power up. The
Mech is now standing on two cement slabs. This floor can be shot away just
like a catwalk. Blast away the flooring and fall through.
The Mech will fall into a small, bathroom. Take note this is the first small
bathroom entered. Fall through the opening on the left. Go right a little and
fall through this floor's opening. We now land on an uneven floor. Jump
across the floor to another downward opening. The Mech will fall onto a flat
floor. Proceed right, until the only way to go is down, again. Fall down this
vertical passage and the Mech will land in a second small bathroom. Two floors
of cement slabs directly under the Mech must be blasted through to reach the
third bathroom, the room that the key is in. There are two papers attached to
the wall in the background of this room. Shoot the higher one to make the key
appear. Collect it and head right. A dispenser containing a life up for the
Mech is available shortly thereafter. An armor upgrade is also available
nearby, in a gray and green dispenser. Now it is just a matter of continuing
right, past two successive barriers, to the lift that leads to the exit. After
using the lift, the exit is a hop, skip and a jump away (to the right)!
Atlantis
Overview: level four is a hard level. The enemies here have heavy firepower
and like to take pot shots at every opportunity. We must navigate through a
cavern, walk across the ocean floor, and then enter another cavern containing
the ruins of Atlantis. These ruins feature teleporting devices that allow us
to access the level's key and exit. Tony will not survive long without the
Mech. The power up dispensers look like bronze vases.
We are now looking for a power up that will waterproof the Mech. Proceed
right, past the lift. Detonate a smart bomb to wipe out those pesky, cheap
enemies. At the end of this floor are two, long stalactites near each other.
Shoot near the second longest one. A crescent shaped power up will drop to the
floor. Pick it up and head toward the lift. Go up it and to the right. We
will now be able to enter the water. Without the Mech and waterproofing power
up, we can't pass through this area; we will instantly die. When the screen is
filled with underwater enemies, detonate another smart bomb. Keep going right
until the Mech is out of the water and inside another cavern. Continue right
until a building is reached. Note the black square with flashing, green
corners. This is a teleporting device that can be used to teleport to the area
the key is in. To the right of this building is a ladder that leads to various
dispensers. The contents of these dispensers depend on what special weapons
have already been collected. There should be a missile launcher power up in
one of these dispensers if the other special weapons have been collected.
There could be life for the Mech in these power up dispensers. A 1-up is in a
green dispenser on the left side of this area. Be careful with the torrents
throughout this area; destroy them before navigating toward any of the power up
dispensers.
We want to go through the teleporter of this building. Move the Mech into the
center of this square and press up. The screen will go black and the Mech will
be standing in front of another teleporter in another area of the level. We
will be randomly teleported to either one of two areas. The area we want to be
in has a statue on each side of the teleporter, and torrents on each side of
the teleporter. Keep teleporting until this area is reached. Once in this
area, proceed left, up some steps, to a wall with a bronze pillar next to it.
Shoot the pillar to drop the key. Eject and pick it up. Make sure the Mech Is
parked on the stretch of flat floor, not the steps, otherwise Tony can't get
back in the Mech. Return to the teleporter and keep teleporting until we are
back in the area we originally teleported from. The exit is right from here.
Shortly after passing a ladder, there is a vase with a life up for Mech. At
the end of all this uneven flooring is a building with two large doors.
Approach the doors to exit the level.
The Alien City
Overview: level five is not as hard as Atlantis. The key is in a very well
camouflaged computer component (or something). The exit is a portal at the
bottom of the level, and only Tony can reach it. The power up dispensers look
like parts of the scenery, so they are hard to describe. Some of them flash.
Others are brightly colored. We shouldn't bother with power ups anyway; the
Mech is nearing its usefulness. It is actually suggested to push the Mech to
the extreme here, because Tony will end abandoning the Mech halfway through the
level anyway. So, if the Mech blows up, it's OK; it just means a little more
walking for Tony.
Head right, and fall down the vertical passage. We'll land on an uneven floor.
Continue right. There is will be a purple wall obstructing the walkway. Blast
through it. Missiles will seem to come out of nowhere and hit the Mech.
Usually, they can be avoided by ducking. Fall down the ledge that soon
appears. The Mech will land on a floor that leads left. Proceed left until a
gap between floors is reached. The Mech will have to jump across to the other
floor. Keep going left until we fall down another ledge. We will land on a
bit of floor leading left. We want to fall down the ledge of this floor too.
For the third time in a row, we will fall down another ledge a little to the
left. The Mech may fall on bits of collapsible floor that must be shot away.
Once the Mech reaches the end of this fall, we will see a lift close by. Go up
the lift, or if using Tony, climb the panel next to it. There will appear a
passage leading left just for Tony. If in the Mech, proceed left on the floor
above this passage. After a while we will reach a ledge that we can fall down.
Get as far down this passage as possible by shooting away the bits of
collapsible floor. Tony will have to go the rest of the way. The key is
further down, and leftward.
Climb down the vines and head left until a room with lots of panels is reached;
if emerging form the passage for Tony, these are the same vines seen at the end
of that passage. Blast as many torrents here as possible, then navigate onto a
little platform protruding from the wall. Directly above is a gray computer
component of some kind. Shoot it to collect the key. Head back to the vine
area. Climb all the way up the long vine that lead into the key room. This
vine leads to a passage on the right. Pass through this passage. It connects
to the area where the lift is. We now want to go right from this area. We
will then fall and land on a short floor with collapsible flooring on the left.
Shoot it away and fall through. When we reach the end of this fall, we will
land on a floor close to the exit. Proceed left, down some steps. Tony is in
the right place if we see an electronic mantel on the wall in the background.
Climb down the huge tangle of vines ahead and continue a little ways left. At
last, the exit is within sight. Tony must now climb up a bone ladder to reach
the sparkling green portal that is the exit.
The Alien Queen's Mothership
Overview: level six is the hardest level in the game. Tony must confront the
Alien Queen alone. This means no Mech or power ups, but he is now equipped
with a jet pack. Controls are slightly different in this level: B is fire,
and A has no use. The only weapon available is a wave gun. D-pad propels Tony
around and aims the gun when fired. Once the Alien Queen is reached, we must
destroy it in parts, and then attack the head. There are two enemies that will
constantly hound us: a green alien spawn, and an eyeball with tentacles. If
Tony comes into contact with these enemies while they are attacking, he
instantly loses a life. To attack, the spawn puffs up, and the eyeball fires
electricity within a small radius. This is why it is wise to stay clear of
these enemies, and blast them to smithereens from afar as soon as they appear.
Worse is almost every room in the mothership is furnisheded with missile
launchers. A missile will cause a third of a cross of damage to Tony.
The trick to survival is becoming familiar with the placement of these missile
launchers, and then taking them out before passing through their crosshairs.
This kind of calculated movement will obviously attract enemies, so don't act
like this is a stroll in the park; the last level demands precision. It is
also worth noting that Tony starts exactly where he dies. Thus it is suggested
that level six be attempted with lots of lives on hand. We will basically be
passing through a bunch of rooms in a certain order to reach the Alien Queen.
We start on a platform in a tall room. Propel down and left, through the only
opening in the room. Continue going leftward until Tony enters a room that has
an upward opening, but no left opening (corner room). Ascent upward until
entering another corner room. Go four rooms to the right and propel all the
way down this room's vertical opening. Once the bottom room is reach, the only
way to go will be left or right. Go left. Ascent through the opening in the
ceiling of the next room. Go left, and continue left until entering another
corner room. This time the only way to go will be down. The next room entered
will have only one side opening, and we will want to go through it. Keep going
left until Tony enters another corner room. The only way to go will be up.
Ascent upward until entering another corner room that takes us right.
Propel rightward, through room after room. Eventually, we will reach a corner
room that takes us no other direction but down. It's a long way down, but at
the bottom of this decent is the room the Alien Queen is in! This room is
filled with missile launchers, so the first thing to do is fly around the room
and destroy them all. Watch out for the queen's tentacles that lash out. One
hit from a tentacle will cause one cross of damage. However, Tony can stand on
the parts of the queen that don't move. Once the missile launchers are
destroyed, focus on the web-like patches between the queen's tentacles. There
are four areas of patches on this creature, two on each side of it. Start
counter clockwise, by standing on the middle tentacle. Fire downward to blast
away the patches. After the patches are blasted away, blast the hide of this
creature. This area has two vital organs, close together. We will know they
are destroyed when the screen flashes for each one. The lower patches on the
queen have just one organ that must be destroyed. When the organs on one side
are destroyed, do the same for the other side. After all six organs are
destroyed, propel to and stand on the highest right tentacle. Fire at the head
until it blows up. Soon after, the rest of the queen will blow up. We have
just beaten the game!
6. Game Genie codes
SZEYAVVK Infinite lives for Tony
PEKSILLA One life and one smart bomb
TEKSILLA Six lives and six smart bombs
PEKSILLE Nine lives and nine smart bombs
SZVYISVK Infinite smart bombs
VNNXTENN Super-jumping Tony
ZEEXGAIA Super-speeding Tony
PEEXGAIA Mega-speeding Tony
AESSAUNY Start on level two
PESSAUNY Start on level three
ZESSAUNY Start on level four
LESSAUNY Start on level five
GESSAUNY Start on level six
7. Author's notes
I hope you enjoyed my work. Thanks to my family for their moral support.
Thanks to Game Genie for the codes. Submit questions, comments or corrections
to me at:
[email protected].