At a glance
Hairbuster Riberts is the end-encounter reference for Mission 2 of Metal Slug 1. It is followed by Mission 3.
Mission numbers refer to the original campaign order. Boss names follow the community mission reference; they are encounter identifiers, not official stage titles.
Mine, bridge and city rooftops
The second mission begins outside a coal mine, crosses a bridge and finishes over city rooftops. Mini-Bata appears before the final Hairbuster Riberts fight. The lighting changes as night gives way to morning.
Electrical traps interrupt the opening path, while damaged bridge sections create gaps. Treat the bridge crossing and the later rooftop fighting as different movement problems.
Campaign reference: Metal Slug Wiki’s mission overview. Practice suggestions below are our own.
Keep an escape route
Try this focused practice plan during your run. These are optional goals to set yourself, not extra objectives or achievements awarded by the game.
Check the space behind you before advancing into a new encounter.
When you lose a life, identify where you could have moved earlier.
At Hairbuster Riberts, favour a position with room to react over continuous firing.
How do I reach Mission 2?
Progress through Mission 1 in Metal Slug 1 to reach this mission. A new arcade run begins at Mission 1.
The Play button selects this title in the collection. It does not launch this specific mission, change the original game’s difficulty or unlock later stages. Use the guides below to read ahead while your campaign follows its normal order.
Can I return to Mission 2 later?
In a solo session, pause and use Save State after reaching the point you want to revisit. Open the same title in the same browser and use Load State to restore a compatible saved point. Saving again replaces the previous saved point for that title; a link to this guide does not include your save.
Manual continues include free credits. Automatic continues can be changed in Options & Controls → Gameplay. Neither option is a mission selector. Read the save and continue guide.
Controls for this run
These are Classic keyboard defaults; saved bindings take precedence. Touch uses movement plus A / FIRE, B / JUMP and C / BOMB. Arrange touch controls before a long session, or see all controls.