UnMetal UnPerfect

## UnPerfect Requirements

Beat the game as fast as possible whilst obtaining all Standard XP, all Secrets, and by completing a set of hidden UnPerfect objectives. Excluding Chapter 9, the objectives include the collection of any Bonus XP. Note a Secret only has to be revealed to be obtained; collection of the Secret is optional, though is usually advised. In order for the run to be valid, the "Stage Complete" screen of every level must display "UNPERFECT".

## Chapter 1: The Great Escape

Standard XP: 17

Bonus XP: 1

Secrets: 1

Note: to make an UnPerfect challenge in Chapter 9 easier, it's worth picking up the Sunglasses in this stage. They are obtained from the right of the two joking guards.

### Select '2' guards at the first checkpoint

By selecting two guards you must take them both out, with the second guard providing the additional bonus XP.

### Take no damage

Simple to do through most of the level, just remember to quickly load if you take damage from Grenade Guy.

## Chapter 2: Something Stinks Really Bad

Standard XP: 12

Secrets: 2

### Make the dog fat

This requires you to throw six lots of meat at it. In all cases you must see the dog start to eat the meat for it to count; once it's started eating, you can leave the screen (meaning you don't actually need to see the really fat dog). You'll know you've thrown six successfully if the dog is very round, very slow and makes a high pitched squeaking noise as it chases you.

### Select '2' tentacles whilst fighting Sewerjunk

This will cause Sewerjunk to have two dozen tentacles, making the fight much more difficult. Whilst on Easy this isn't too much of a problem, by Hard this becomes one of the toughest fights in the game, as the extra tentacles destroy more of the platforms you're walking on, and shoot far more missiles at you.

## Chapter 3: In the Lion's Den

Standard XP: 15

Bonus XP: 3

Secrets: 2

### Put the chloroform test guard to sleep

This requirement deliberately stops you from you using the Chloroform skip. Make sure you've picked up a spare handkerchief, as you should have used three to craft molotovs already. The lower guard patrolling the room you later fight Lgt Markusson in drops one.

### Select 'GRD' in the room on the third floor

During the laser rooms, when presented with the option of "DTC / GRD / SHP", you must select GRD. This will spawn three additional guards who then must be knocked out, these being the three bonus XP of the level.

## Chapter 4: Welcome to the Jungle

Standard XP: 9

Secrets: 4

### Do not wake any dogs

Pick smell as normal and then equip your thermal suit to mask your smell from drifting.

### Do not miss any shots when fighting Turret Storm

Relatively easy on Easy, but with Medium and Hard requiring two shots per turret, this fight takes some practice.

### Obtain the mine detector

You don't have to use it, but you must collect the mine detector from the bottom left room of the underground base.

### Construct the compass

Just before you search the corpse for the compass, throw a coin (you can get one off the sleeping guard outside the underground base) just up and right. Turn to the left and attempt to construct the compass with the broken compass and rusty wire. If done correctly the bird will appear and immediately pick up the coin and drop the compass needle. If not quite right, the bird will fly away but will at least return quicker for the coin because you already threw it.

### Do not get lost in the jungle

Path is: W S S E S W W S S E N E E N E S S W W S. If you do get lost, make sure you load your last save.

## Chapter 5: The Barracks

Standard XP: 21

Bonus XP: 1

Secrets: 2

### Raise zero alarms

Whilst you'll be doing this anyway by taking out the guards quietly, don't forget that this also counts for the patrol as you head to Machine Mike.

### Return Drunken Mike's Stamped Permission Slip

Search Drunken Mike after he collapses to get his permission slip. In the office on the right side of the base, use the permission slip next to the desk to stamp it. Take your newly stamped permission slip and use it on Drunken Mike to complete the task.

### Take no damage

Shouldn't be a problem through the level, but obviously this is more important for both boss fights. Play it safe.

## Chapter 6: Engineering Problems

Standard XP: 9

Secrets: 2

### Take no damage

A fairly simple challenge, just be careful when piloting the submarine as it's very easy to hit the walls. It's advisable to use the toilet/a potty after collecting the missiles to avoid a longer redo if you do hit a wall. When collecting the Secret, wait for the wall to stop flashing and fully disappear before collecting it, as it is still present whilst flashing.

## Chapter 7: Boom Docks

Standard XP: 12

Secrets: 2

### Take no damage from bullets

This specifically means no damage from guards shooting you or the guards on the boat turret. This means you can take damage fighting either boss.

### Obtain the additional $10m

This is found in the blue container second from the left in the same room as the second toilet.

### Do not miss any shots when fighting Black Thunder

Whilst doable with the boat's machine gun, it is very easy to miss shots, so this challenge is far easier with the hovercraft's rockets. As long as you are lined up behind Black Thunder, firing a rocket just before the game pauses to display "Jessie vs Black Thunder" will cause that rocket to hit as the fight starts.

## Chapter 8: A Thousand Eyes Are Watching You

Standard XP: 2

Secrets: 2

### Use no more than seven EMGs

This is the minimum number of EMGs you can use to beat the level, meaning you can't use one on the very first camera outside the EMG room, and you can only use one EMG in the very last room.

## Chapter 9: Jerico's Heart

Standard XP: 28 (27 on Easy)

Bonus XP: 3

Secrets: 3

### Tie up all Scandinavian Guards

There is string in most of the boxes lying around the first floor. Use the handkerchief to knock the Scandinavian Guards out and drag them towards the next box, If you have potties spare, use them at appropriate times as getting spotted is a big time loss.

### Obtain the Anti-Rad Suit

In the right locker, on the final screen, of the left side of the second floor, the section with all the spider bots. It doesn't need to be worn, just collected.

### Obtain the KGS Protocol

Found in the filing cabinet in the same room you collect Key Card 4.

### Obtain the final File

Found in the filing cabinet in the room to the right of the room you collect Key Card 4. The door requires Key Card 4 to enter.

### Obtain Robert's Photos

In the final room in the bottom left of the second floor. There are three guards in here and they will try to trick you by distracting you with a coin. You can avoid seeing the shiny coin by wearing the sunglasses that are obtained in Chapter 1. If you don't have them, take the alert, grab the photos and run. If you do use the sunglasses, you can throw a Grenade over the shelf to take out all three guards and get the three bonus XP (you will need to heal them), though this isn't required for UnPerfect.

### Take no damage from Japanese Guards

Shouldn't really be a problem as you should be taking them out silently anyway.

### Take no damage from Takuma Takagashi

A deviation from Any% is required here, as normally we'd just allow Takuma to slash forward and we'd hit him with rockets. Each difficulty has a different method for defeating him without taking damage.

#### Easy

Use only the pistol, shooting him a few times upon the fight starting, then roll out of the way of his slash and repeat this until he is defeated.

#### Hard

With this additional challenge, this now becomes one of the hardest fights in the game, and you have two options to complete it. The harder option is to use your pistol only. Landing a single shot will cause Takuma to dash slash you, so you need to hit him and immediately roll at a 90 degree angle to his position. Try to shoot from a distance to give yourself more time to move and be careful of him just running up to you and slashing you.

The easier way requires you to have at least two rockets (collect more from the Room of Requirement on the first floor), and you should have also taken Demolition Man as your Level 8 upgrade. Normally, Takuma will deflect your rockets, but whilst throwing fans, he is vulnerable to rockets shot up at him only. This video shows how this can be achieved:

### Take no damage from Ghosts

Play it safe and just shoot any ghosts that could get in your way. If you're not confident and you have left over potties, use them.

## Chapter 10: Escape Complete!

Standard XP: 0

Secrets: 1

### Take no damage from Guards

This means you cannot do the death march strat and must use the PPK off screen strat you'd normally use in Any%.

### Do not miss any shots when fighting the Drones

This can be made easier by getting close to the drones as you shoot them.

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