Metal Arms: Glitch in the System/Do Ore Die

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Route (Any %) (Time ~2:40) Reference Video

  1. Walk backwards to get the Ripper
  2. Shoot the 2 cables to the right of the pipe, and jump onto it
  3. Toss a grenade at the barred window
  4. Jump through the window and pick up a battery
  5. Turn right down the tunnel, grab the SPEW, turn left to the barred exit
  6. Shoot out the bars and kill all bots in the room 0:28
    • There are 4 grunts on the top level, typically one to your right and 3 on the far side
    • There are 5 more grunts on the bottom level, who will come towards you if you stay on top for too long
    • The last bot killed drops a chip
    • One of the bots is guaranteed to drop energy
  7. Enter the control room, and use the chip
  8. As the Mil bot: 1:06
    1. Back up slightly and turn right
    2. Double jump onto the assembler
    3. Double jump onto the platform
    4. Move left slightly and double jump to the next platform
    5. Shoot out the glass barriers
    6. Walk the Mil into the electrical field
  9. The door doesn't open until the alarm sounds 12 times, so use this time to stock up on grenades and energy (if needed) 1:24
  10. Move through the hallway, and toss a grenade on the grunts coming down the lift. This lets you keep your much needed energy for the next room. 1:45
    • The blue grunt drops energy if you need another one.
  11. Go up the lift and hit the switch on the far right end of the platform
    • The lift won't move for a set time, and it only acknowledges your presence on contact. This is why I keep jumping.
    • If you are able to jump off the platform while the cutscene plays, physics will continue during the cutscene and drop you to ground level. This saves about 2 seconds. 2:08
  12. Move through the door on the right side of the room, move past all the mils in the hallways, take the lift down, and exit to your left.
  13. The exit is right behind the central pillar 2:28


Route (All Chips) -> Add route here


Total Washers: 110

  • 20 from the mil grunts in the chip room
  • 35 from the mil grunts and mil spinner in the containment room
  • 30 from the mil grunts and spinner in the post-containment hallway
  • 25 from the mil grunts in the ore processing room
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