Tombstone of Sand is the fourth mission of Metal Slug 3.
Mission Synopsis[]
The heroes' next stop is infiltrating a Rebel facility located inside of an ancient pyramid. During the raid in the desert, several Rebel soldiers are seen escaping the ruins from a mass of flying spores in the air. These spores quickly grow into man-eating plants and take over the place. Various mutants from Pallas Island are also seen underground alongside new deformed creatures. This raid disturbs a whole array of mummies from their tombs. To the surprise of many, an active army division from a war that ended ages ago have taken refuge here and held some soldiers as prisoners.
This complete mayhem angers an ancient guardian protecting these ruins and starts attacking everyone on sight. The final part of the mission is to eliminate it before it does any more damage.
Locations[]
- Endless Desert: A wide open desert that seems to loop forever. The Rebels attack from all sides. A Camel Slug is found at the very start and used for this section alone.
- Pyramid: The exterior full of Man Eaters and spores. Huge Locusts fly once the players reach the very top. If the players ignore the crank that opens the entrance to the pyramid, they can reach the boss room a few meters ahead.
- Inside the Pyramid: The inside starts by choosing to enter two rooms in the far left and far right. Both areas lead to the next section. Bats with acid cauldrons fly over this room.
- Closed Off Room: A room full of crates and some prisoners which is a trap from the Mummies underground. After eliminating them, the right door opens to spread a group of acidic Chariots.
- Sinkhole: A room with an upwards incline of falling sand. The bottom most corner is an indestructible Mummy Generator while the exit is constantly guarded by a Mummy.
- Trap Room: A hallway with a slowly descending spiked ceiling. Quickly exit out before it crushes the players.
- Elevator: A rising stone that stops periodically for waves of Mummies and Dog Mummies.
- Warehouse: A small, overgrown storage room with a functioning elevator in the middle. The room is locked, so the only way out is to power the strange garage door by throwing ten battery cells at it. Unfortunately, most of them are eaten by the Man Eaters who walk in the room by themselves; some are even riding the elevator. Spores are flying in from the vents. Once all ten batteries are collected from eliminating the plants, the players escape the pyramid.
- Inside the Pyramid: The inside starts by choosing to enter two rooms in the far left and far right. Both areas lead to the next section. Bats with acid cauldrons fly over this room.
- Wine Cellar: The Rebels' resting place full of their own produced wine barrels now raided by the Man Eaters. Taking the crank opens up a well that leads underground, otherwise going further is a Warp Base to a Japonese Army hideout.
- Division 6 Hideout: An army division who are unaware their own war has already ended years ago. They attack with swords, bombs, and hollowed out vehicles. Some of them even blow themselves off as a last-ditch attack.
- Mutated Underground: The area's lowest depths fully covered in a mossy-like substance that changes color. One Rebel is trapped in it. Various mutated lifeforms thrive here. The Drill Slug is found halfway through this section only.
- The Tower: A narrow structure under a dark, cloudy sky. The ruin's guardian, Sol Dae Rokker, is fought here. If the players jumped down the large well from the Pyramid route, then they'll somehow fall from the sky on to the tower.
Prisoner Locations[]
Main Route[]
There are 4 POWs in this route (not counting the boss).
Big Heavy Machine Gun and Bomb Crate
Hyakutaro
Pyramid[]
There are 8 POWs in this route.
Inside the Pyramid[]
There are 9 POWs in this detour. Entering forfeits two POWs from the Pyramid route.
Wine Cellar[]
There are 4 POWs in this route.
Division 6 Hideout[]
There are 5 POWs in this route.
Mutated Underground[]
There are 11 POWs in this route. Entering forfeits one POW from the Wine Cellar route.
Iron Lizard
Trivia[]
- In the Pyramid route, breaking the first Danger Barrel causes the scenery around the broken bridge to change.[1] This scenery is related to the bottom bridge which doesn't break when the second barrel explodes.