Cards

This section is written by Rage Quitter 87.

In each mission of Metal Slug Advance there are cards you can collect. In total there are 100 different cards in the game. To collect them, simply move into them and then finish the mission. You must not die after collecting a card. If you do die, the card you collected before you die will not count and you will have to collect it again. Some cards will help you in game, such as making your weapons more powerful, whilst some are simply for looking at.

I'm going to list every card here, what they say and what they do, if anything. Also, any spelling mistakes or grammatical errors that were made on the official descriptions used in this game for the cards have been left here, so things like "leader of PF squid 1" are present still.

001 - Stealth Slug modifier Mission 3 "Equipped with stealth capability."

You must turn this card on or off, you have the choice. By having it on, you can press L when in a Slug to turn on stealth and become invisible to enemies. However, you cannot fire any weapon, and because L now has a new function, you cannot crash the Slug anymore. Press L again to turn off stealth.

Part 2, in a box at the end of the area, before the swarm of bats.

002 - Marsnium Slug modifier Mission 3 "Slug now invincible but HP decreasing."

Like stealth, you can have this card either on or off. When it is on, when you are in a Slug it cannot be damaged but it's health is constantly decreasing slowly. Once it runs out, one hit will destroy the Slug unless you get the gas power up. This card is pretty useless as it means you can't use Slugs for a good amount of time.

Shoot the top left part of the ceiling in the left Cave Maze room in part 2.

003 - S.S.Sword Player modifier Mission 2 "Allows attacks on enemy tanks with knife."

Like the above two cards, you have to have this card turned on or off. I would certainly have it turned on. It means you can use melee attacks on enemy vehicles, which is useful and can save you special weapon ammo.

In the dynamite cave, shoot the top left area just at the edge of the gate's right sign.

004 - Paper Thin Player modifier Mission 3 "One hit will destroy."

With this card turned on, you will die with one hit, making any mission a great challenge to play through. If you get into a Slug though, one hit will not destroy it. It essentially makes the game more like the arcade versions.

With Cave Maze, enter the right room in part 2 and shoot the right indent.

005 - Type-R Slug modifier Mission 4 "Transforms metal slugto Type-R."

You can either have this turned on or off. With it turned on, all Metal Slugs will be replaced with Type-Rs. These turn the Metal Slugs brown, reverse their turret controls (so they'll point back when you move forward) and removes the brief stop and recoil whenever it is attacked. The latter is useful, but the former is not, so just wait for the Black Hound.

The second black spot in the rock formations.

006 - Black Hound Slug modifier Mission 5 "Transforms metal slugto Black hound."

With this card turned on, all Metal Slugs will be replaced with Black Hounds. The Black Hound looks just like a Metal Slug but coloured black, and instead of a heavy machine gun it has a very useful homing rocket launcher. This is the best Slug of the lot so as soon as you get the card, turn it on.

Go up, then down, and shoot at the camera.

007 - Slug Gunner Slug modifier Dungeon "Transforms metal slugto Slug gunner."

By turning this card on, all Metal Slugs will be replaced with Slug Gunners. These Slug Gunners are mech suit type things which are slow moving but have good armour, but the normal Metal Slugs are better. If you hold down to duck when it one of these things, it will deploy some tracks out and let you roll out, but it is still slow.

See Dungeon.

008 - H.M. Clip Weapon modifier Mission 3 "Doubles heavy machine gun ammo."

Gives you more ammo for this weapon which is useful since it has a fast firing rate.

Part 2, drop down and shoot at the indent in the wall. The prisoner has it.

009 - R.L. Clip Weapon modifier Mission 5 "Doubles rocket launcher ammo."

Doubles the ammo for this powerful weapon.

Down, up, up, up, down, shoot above the first toilet.

010 - L.S. Clip Weapon modifier Mission 4 "Doubles laser shot ammo."

This card doubles the ammo for the laser shot and is a great card to have since the laser shot burns through ammo quickly.

From a prisoner sitting on a rock. You can't miss him.

011 - S. Clip Weapon modifier Mission 1 "Doubles shotgun ammo."

This is another great card to have because the shotgun is a very powerful weapon and is even better with twice the ammo.

Shoot at the top left once you begin and a prisoner will supply you with this.

012 - F.S. Clip Weapon modifier Mission 5 "Doubles flame shot ammo."

Doubles the amount of ammo for the flame shot. This is great since the flame shot is a powerful weapon.

Go down, down again and rescue the prisoner.

013 - I.L. Clip Weapon modifier Mission 2 "Doubles iron lizard ammo."

Gives you twice as much ammo for the Iron Lizard.

Shoot the tip of the log at the beginning for a prisoner to give you it.

014 - E.C. Clip Weapon modifier Mission 4 "Doubles enemy chaser ammo."

Doubles the ammo for this great weapon.

Before the hole where the rocket launcher soldier pops out of.

015 - D.S. Clip Weapon modifier Mission 2 "Doubles drop shot ammo."

Doubles the ammo for this weapon.

Jump off the log at the beginning and keep firing at a dangling prisoner. He has it.

016 - S.G. Clip Weapon modifier Mission 3 "Doubles super grenade ammo."

This card is great since it gives you twice as much ammo for this powerful weapon.

Take the lift up and shoot at the hole. You'll need Weird Ruins for the elevator.

017 - Grenade Clip Weapon modifier Mission 3 "Doubles supply of grenades."

This gives you twice as many grenades, so you will have 20 to use from the start of each mission.

Drop down the first pit and shoot above the hole. A prisoner will drop and give you the card.

018 - Handgun+ Weapon modifier Mission 1 "Enhances handgun attack power."

This card will make the handgun, your standard weapon, more powerful which is very useful.

With Tutor's Love, shoot the first bookcase in the secret area.

019 - H. Machn Gun+ Weapon modifier Mission 5 "Enhances heavy machine gun attack power."

Makes the Heavy Machine Gun more powerful.

Go up, then down twice, into the next room and shoot at the left blinking dot.

020 - R.Launcher+ Weapon modifier Mission 2 "Enhances rocketlauncher attack power."

Makes this powerful weapon even moreso.

Shoot the root of the platform above the entrance to the dynamite cave.

021 - L.Shot+ Weapon modifier Mission 5 "Enhances laser shot attack power."

This makes the Laser Shot more powerful.

Follow H.Machn Gun+'s path, and go into the next room. Shoot the X poster.

022 - Shotgun+ Weapon modifier Mission 4 "Enhances shotgun attack power."

This makes the shotgun very powerful, so much so that it can destroy most enemy vehicles with two hits or less.

Part 2, get across the gap and climb up the staircase to reach the prisoner.

023 - F.Shot+ Weapon modifier Mission 5 "Enhances flame shot attack power."

Makes the Flame Shot more powerful.

After the room with L.Shot+. Shoot the ruins of the tank.

024 - I.Lizard+ Weapon modifier Mission 3 "Enhances iron lizerd attack power."

Makes this weapon more powerful.

You need Weird Ruins and Ancient Soul to reach this. Shoot the skull at the end of the crawling path.

025 - E.Chaser+ Weapon modifier Mission 4 "Enhances enemy chaser attack power."

Makes this great weapon more powerful.

Part 2, to the left of the top of the stairs after where the Slug is lies a box with the card.

026 - D.Shot+ Weapon modifier Mission 2 "Enhances drop shot attack power."

Makes the Drop Shot more powerful.

Jump off the last log and release the dangling prisoner. He'll give you it.

027 - S.Grenade+ Weapon modifier Mission 1 "Enhances super grenade attack power."

Makes this very powerful weapon even more powerful.

With Tutor's Love, enter the bottom path at the end of the level and free the prisoner.

028 - Super TNT Weapon modifier Mission 4 "Enhances grenades attack power."

Makes your grenades more powerful.

Part 2, jump off the highest platform after the first steps and you'll see a dangling prisoner. He has it.

029 - Army Knife Weapon modifier Mission 4 "Slightly enhances knife attack power."

This card makes the knife attack (melee) a bit more powerful, but not by much.

At the end of part 2 in a box.

030 - Demon God Weapon modifier Mission 5 "Enhances grenades attack power."

This makes the knife/melee attacks much stronger than usual.

Keep choosing the lower paths until you reach the area before Allen Jr. Shoot the fuse box.

031 - Flak Jacket Player modifier Mission 5 "Decreases damage to player by 10%."

With this card, Walter or Tyra will receive less damage from attacks, but not by much.

Down, up, up, up, up, shoot the camera.

032 - L.1 Armor Slug modifier Mission 2 "Decreases damage to slug by 10%."

Any Slug you are in will have slightly stronger armour.

The prisoner up the third log has it.

033 - L.2 Armor Slug modifier Mission 3 "Decreases damage to slug by 20%."

Any Slug you are in will have slightly stronger armour.

The second dangling prisoner near the end of part 2 has it.

034 - L.3 Armor Slug modifier Mission 4 "Decreases damage to slug by 30%."

Any Slug you are in will have stronger armour.

Part 3, in the fifth hole at the beginning.

035 - L.4 Armor Slug modifier Mission 5 "Decreases damage to slug by 40%."

With this card your Slug will be much stronger and take many more hits.

Go down, down again and shoot at the ceiling above the rightmost crate.

036 - L.5 Armor Slug modifier Mission 3 "Decreases damage to slug by 50%."

The final Slug armour card. This card will give your Slug some very heavy armour meaning it can take many hits.

With Ancient Soul and Weird Ruins, shoot the ceiling above the skull at the end of the path.

037 - Hyper Vulcan Slug modifier Mission 3 "Enhances slug's vulcan cannon power."

This card make's a Slugs vulcan turret more powerful.

Shoot at the ceiling at the locked camera area, slightly above the pit. Be careful.

038 - Hyper Cannon Slug modifier Mission 5 "Enhances slug's cannon power."

This makes your Slug's main cannon/missile attack more powerful.

Down, down, shoot at the rightmost box.

039 - Thruster+ Slug modifier Mission 5 "Increases height of slug's jump."

Make sure to have this card turned on. It means your Slug will be able to jump much higher than usual and this can be very useful for saving some prisoners and if you use a Slug against mission 5's boss.

Down, up, up, in the box.

040 - A.P. Cannon Slug modifier Mission 5 "Makes slug's cannon shell fly straight."

You can have this card on or off. With it turned on, your slug's cannon will shoot straight instead of dip. This prevents you from harming the boss of mission 3, which is a bummer.

Down, up, up, up, shoot at the wall-mounted box.

041 - Crawler+ Slug modifier Mission 3 "Stomp on enemy tanks and damage them."

This card means you can run over enemy vehicles, which is nice. Also makes the boss of mission 1 a breeze.

Use the Weird Ruins elevator and crawl along until you see a prisoner. He has the card.

042 - IR Sensor Area modifier Dungeon "Reveals spots of unseen hostages."

You can either have this turned on or off. With it on, it turns on infrared. With this extremely useful card, you can see where there are any hidden prisoners by looking for red spots in each mission. Shoot at the red spot to reveal the prisoner. This card makes the dungeon mission much easier.

See Dungeon.

043 - X-Ray Sensor Area modifier Dungeon "Reveals spots for hidden items."

Does the same thing as the card above but this time shows hidden items and the spots are green instead of red.

See Dungeon.

044 - M1 Clear Decoration Mission 1 "Proof of clearing mission 1."

Doesn't do a thing.

Complete mission 1 for this card.

045 - M2 Clear Decoration Mission 2 "Proof of clearing mission 2."

Doesn't do a thing.

Complete mission 2 for this card.

046 - M3 Clear Decoration Mission 3 "Proof of clearing mission 3."

Doesn't do a thing.

Complete mission 3 for this card.

047 - M4 Clear Decoration Mission 4 "Proof of clearing mission 4."

Doesn't do a thing.

Complete mission 4 for this card.

048 - M5 Clear Decoration Mission 5 "Proof of clearing mission 5."

Doesn't do a thing.

Complete mission 5 for this card.

049 - All Clear Decoration Mission 5 "Proof of clearing all mission."

Doesn't do a thing.

Complete mission 5 for this card.

050 - Weird Ruins Area modifier Dungeon "Makes ruin's steps passable."

When you get this card, whenever you go into the first part of mission 3, you will see a large platform which will take you up to a hidden area.

See Dungeon.

051 - Pandora Area modifier Dungeon "Clears poison gas in the cave's depths."

When you get this card, the purple poison gas in the second part of mission 3 will be gone.

See Dungeon.

052 - Tutor's Love Area modifier Dungeon "Lets you enter the secret training camp."

Opens up a hidden area at the near end of the third part of mission 1.

See Dungeon.

053 - Cave Maze Area modifier Dungeon "Lets you enter hidden stage in the cave."

With this card, you can enter two previously blocked off secret areas in the second part of mission 3.

See Dungeon.

054 - Ancient Soul Area modifier Dungeon "Lets you enter hidden stage in the ruins."

Opens up a hidden area in mission 3, used with Weird Ruins card.

See Dungeon.

055 - Dungeon New level Mission 5 "Lets you enter the dungeon."

Collect this card to open up the extra dungeon mission.

Choose the up paths and shoot at the barrel.

056 - Coin Decoration Mission 3 "gold coins that could be lucky."

Picture card of a single golden coin.

With Cave Maze, enter the right opened room and rescue the prisoner to get it.

057 - Red Jewel Decoration Mission 1 "Red jewel with a deep brilliance."

Picture card of the jewel.

Shoot the bottom right of the second-to-last trench.

058 - Amber Jewel Decoration Mission 2 "Amber jewel with a bright sheen."

Picture card of the jewel.

After the submarine, shoot at the platform above and a prisoner will drop and give you it.

059 - Blue Jewel Decoration Mission 3 "Blue jewel with a strange glow."

Picture card of the jewel.

In the right Cave Maze room in part 2, shoot at the ceiling when you enter. The prisoner will give you it.

060 - Treasure Box Decoration Mission 4 "Treasure box with ancient riches inside."

A picture of a red treasure chest.

Part 3, get the lift to the third floor (one above start) and go to the shoot above the door with the sign on its right.

061 - Turkey Decoration Mission # "Piping hot turkey made on the island.."

Picture card of a turkey.

Collect a turkey.

062 - Canned Food Decoration Mission # "Rations. No food, no fight!"

Picture of a food can.

Collect a tin of canned food.

063 - Banana Decoration Mission # "Offers loads of much needed fiber."

Picture of three bananas.

Collect a banana.

064 - Bread Decoration Mission # "Daily bread you can find it anywhere."

A picture card of a loaf of bread.

Collect a loaf of bread.

065 - Fish Decoration Mission # "Fresh seafood from the sea."

A picture card of a fish.

Collect a fish.

066 - Walter Decoration Mission 1 "New PF recruit joined to find true worth."

A picture card of Walter.

Shoot the bottom left of the second wooden structure.

067 - Tyra Decoration Mission 1 "Do-gooder who really hates evil-doers."

A picture card of Tyra.

Shoot the bottom left of the second-to-last trench.

068 - Mama Decoration Dungeon "Walter's mama. One wild lady!"

A picture card of Walter's mother.

See Dungeon.

069 - Angelica Decoration Dungeon "Tyra's dear dog. a really friendly pug!"

A picture card of Tyra's dog.

See Dungeon.

070 - Marco Decoration Mission 2 "Leader of PF squid 1."

A picture card of Marco, who is a playable character in every Metal Slug game. Except this one.

Shoot skyward on the log above the first energy blast cannon. The prisoner has it.

071 - Tarma Decoration Mission 3 "Hobby is customising motercycles."

Picture card of Tarma, who was player 2 in the first Metal Slug game and has been in a lot of Metal Slug games.

Bottom right of part 2, the prisoner located above the poison spray has it.

072 - Eri Decoration Mission 4 "Trained as a first-class secret agent."

Picture card or Eri, who first appeared in Metal Slug 2.

Part 3, jump across the gap at the beginning and shoot above the garage door. The prisoner has it.

073 - Fio Decoration Mission 5 "Sole daughter of Italy's main magnate."

Picture card or Fio, who also debuted in Metal Slug 2.

In the room after Flak Jacket, shoot the camera.

074 - Rumi Decoration Mission 2 "Ubiquitous guy of supply. Bad at navigation."

A picture card or Rumi, the supply girl of the PF squad.

Part 2, shoot the middle of the second tree trunk at the beginning.

075 - Madoka Decoration Mission 3 "Rumi's twin also bad at directions."

A picture card of Madoka, who obviously looks just like Rumi.

In the left Cave Maze room in part 2, rescue the prisoner and you'll receive it.

076 - Hyakutaro Decoration Mission 4 "A brave ally who'll always bail you out."

Another picture card, this of a character who didn't make it into the game.

Part 3, take the lift to the third floor and shoot above the garage door to your right. The prisoner has it.

077 - Allen Jr Decoration Mission 5 "Allen's son he shadows the PF squad."

A picture card of the mini boss you can face in mission 5 if you want to.

Keep taking the downward path and you'll find him. Defeat him and the card is yours.

078 - Metal Slug Decoration Mission 2 "All-purpose prototype army's pride."

A picture card of the Metal Slug.

Shoot the tip of the ledge at the crossway before the submarine.

079 - Formor Decoration Mission 1 "3 times bigger than a regular metal slug."

Picture card of mission 1's boss.

Destroy it quickly to get this card.

080 - Emain Macha Decoration Mission 2 "Two in one tank called "Twins"."

A picture card of mission 2's boss.

Destroy it quickly to get this card.

081 - Kaladgolg Decoration Mission 3 "Troop train with mounted laser cannon."

A picture card of mission 3's boss.

Destroy it quickly to get this card.

082 - The Keesi III Decoration Mission 4 "New bomber for use in local battles."

A picture card of mission 4's boss.

Destroy it quickly to get this card.

083 - Cabracan Decoration Mission 5 "Weapon that creates earthquakes."

A picture card of mission 5's boss.

Destroy it quickly to get this card.

084 - Decoration Decoration Mission # "Given for clearing with "PAPER THIN"."

Picture card of a trophy.

To get this picture card, complete any mission with Card 004 Paper Thin turned on.

085 - Washout Decoration Mission # "Given for not killing a single enemy."

Picture card of a bummed-out Walter.

To get this picture card, don't kill anyone. Just start a mission and have a soldier clobber you.

086 - Soldier A Decoration Menu "Proof of courage. Must kill 100 foes."

Soldier picture card.

Kill 100 enemies.

087 - Soldier B Decoration Menu "Proof of warrior. Must kill 200 foes."

Soldier picture card.

Kill 200 enemies for this picture card.

088 - Soldier C Decoration Menu "Proof of warrior. Must kill 300 foes."

Soldier picture card.

Kill 300 enemies.

089 - Soldier D Decoration Menu "Proof of a hero. Must kill 999 foes."

Soldier picture card.

Kill 999 enemies. The Dungeon's Japanese soldier spawning areas are helpful for this.

090 - Prisoner A Decoration Menu "Proof of saving 10 hostages."

Hostage picture card.

Save 10 prisoners.

091 - Prisoner B Decoration Menu "Proof of saving 20 hostages."

Hostage picture card.

Save 20 prisoners.

092 - Prisoner C Decoration Menu "Proof of saving 30 hostages."

Hostage picture card.

Save 30 prisoners.

093 - Prisoner D Decoration Menu "Proof of saving 40 hostages."

Hostage picture card.

Save 40 prisoners.

094 - Prisoner E Decoration Menu "Proof of saving 50 hostages."

Hostage picture card.

Save 50 prisoners.

095 - Prisoner F Decoration Menu "Proof of saving 60 hostages."

Hostage picture card.

Save 60 prisoners.

096 - Prisoner G Decoration Menu "Proof of saving 70 hostages."

Hostage picture card.

Save 70 prisoners.

097 - Prisoner H Decoration Menu "Proof of saving 80 hostages."

Hostage picture card.

Save 80 prisoners.

098 - Prisoner I Decoration Menu "Proof of saving 90 hostages."

Hostage picture card.

Save 90 prisoners.

099 - All Saved Decoration Menu "Proof of saving 10 hostages."

Hostage picture card.

Rescue every prisoner there is.

100 - All Cards Decoration Menu "Special card for getting 99 cards."

Picture card of our heroes.

Collect every card there is.


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