Metal Arms: Glitch in the System/Into the Trenches
		
			From SDA Knowledge Base
			
												
			Any% Easy Route
Reference Video
- Get coring charges by secret chip
- Use zip line and jump off to the left behind the rock
- Get EMP behind rock	
- Get the level 2 Rocket Launcher upgrade in the trench
- Use the rocks to jump out of trench early (If they were blown up, exit the trench normally.)
- Run past Titan and enter the first security hall
- Use Rivet Gun to blow up all security turrets
- Near the elevator, a mil bot has energy if destroyed. Grab this if needed
- Ignore the alarm bots
- Without letting the Titan see you, go right until you come to the wall that requires a detpack
- Perform a Ramp Jump to reach the top of the rock next to the wall
- Use EMP on the next titan if he sees you.
- Get Mega energy on top of the sniper tower if needed.
- Continue through the next security halls.
- Grab energy in the tunnel curve if needed
- Once outside the last hall the last mil you see is carrying two energies
- Perform the last area skip
- Exit through the tunnel
Any% Normal Route
Reference Video
Points of Interest
-  0:18 Grab the EMP for potential use in the second area of the level. Sometimes a run can be done without it, but most of the time that also means you have to use checkpoint health (see main page for checkpoint health).
-  0:47 If you are able to approach the Titan fast enough, he won't shoot at you until you are past
-  1:01 The mil on the far side will always drop health
-  1:23 The mil on the right will always drop health
-  1:34 The mil in the trench may not be a necessary kill, but the one of the left most certainly is; otherwise, you take too much damage getting behind the tower
-  1:49 This mil is killed to reduce incoming damage
-  1:53 This jump makes use of the ramp-jump technique and has to be extremely accurate
-  The upside of jumping over the wall instead of blowing it up is that it's faster and doesn't trigger the checkpoint, so 3/4 of the units on the other side will fail to spawn
-  The downside of jumping over the wall here is that you don't trigger the checkpoint, and the Titan is not one of the units that fails to spawn; death puts you back at the beginning of the area
 
-  1:59 This is where the EMP becomes vitally important
-  Note that my health is so low that I have no chance of getting to the next checkpoint, instead I choose to grab the mega health at the top of the tower before proceeding
 
-  2:47 This mil will always drop 2 health
-  2:53 Not all of the mil kills may be necessary, but I prefer to be dodging as few rockets as possible
-  3:03 The barrels that I jump onto are explosive, so the jump has to be fast