Contra Wiki
Advertisement
Contra Wiki

The following is a list of all challenges found in Contra 4, as well as any detailed information related to them. Note that the challenges shown from earlier builds of the game are not included (instead see Contra 4/Development or External links).

The challenges appear in the following order, and each page displays five at a time (when unlocked). There is a total of eight pages of challenges. Upon first accessing this mode, only the first five challenges out of the entire 40 challenges available are unlocked. More challenges become unlocked when others are cleared, one at a time. For each 4 cleared, a bonus reward is granted. Clearing all 40 challenges will unlock the Extras Gallery and Sound Gallery, the final set of unlockable content in the entire game. A message will also confirm this achievement.

Challenge List[]

Image Challenge Description Notes
Bad Guy Blitz 1
#1
Bad Guy Blitz 1
Harbor
Survive the bad-guy blitz.
This Challenge takes place at the walkway after the Submarine mid-boss and consists of the entire Proboterror walkway section. All Proboterror enemies have been replaced by standard Orians, which make this challenge relatively easy. Besides this change, the rest of the stage remains identical. The Challenge is cleared once the far-right edge of the bottom Proboterror walkway is reached.
Contra 4 Ocean Challenge Mode Freeze
#2
Pacifism 1
Ocean:
Get to the end unarmed.
This stage is the entire first section of the Ocean stage minus any Weapons. The player starts immediately at the beginning and must avoid all of both the Killer Fish and its projectiles. The challenge is cleared once the Bone Dragons appear.
Contra 4 Mutt Hunt 1
#3
Mutt Hunt 1
Jungle:
Defeat all man-faced mutts.
This challenge starts at the beginning of the Jungle stage, standing on top of the first grass walkway. There is 8 Man-Faced Mutts total in this challenge, and the challenge goal is just before the large pit after running up the diagonal slope. Most Mutts are pretty easy to spot in the background due to the background color, but the area before the slope has Mutts blended with the rocky background, so one must spot them carefully before losing sight of or completely missing them. The last one is just before the goal and is in plain sight.
Pacifism 2
#4
Pacifism 2
Harbor:
Get to the end unarmed
The challenge consists of the entire first section of the Harbor. Starts at the beginning and ends on a striped platform just before the Submarine mid-boss. The hero must get to the end without the ability to shoot anyone, meaning the player must focus on both dodging enemy fire and not falling into the waters below. All mounted-cannon troops are removed for this challenge. Before the end leading to the ascending ramp, two unavoidable Ledders block the hero's path. The hero must wait until one fires off a straight horizontal bullet to avoid, then get close to a Ledder without touching its body (part of a Ledder's gun barrel does not harm the player), then perform a near-frame perfect jump over its head before it fires a bullet at point-blank range. If successful, the hero will jump over the Ledder unharmed and can continue a straight walk up to the goal.
Contra 4 Challenge Mode 05
#5
Bad Guy Blitz 2
Laboratory:
Survive the bad-guy blitz.
This challenge takes place at the beginning of the Waterfall section of the Laboratory stage and ends once the player steps foot on the elevator at the top. The player must survive wave after wave of Garths while climbing to the top. This challenge is otherwise virtually identical to Arcade mode, minus Greeders and Dirk McShooters.
Contra 4 Gunplay 1
#6
Gunplay 1
Harbor:
Use a prototype Weapon to traverse the stage.
This Challenge begins at the beginning of the act and ends once the player reaches the edge of the Proboterror walkways, just before the jump to the Missile Launch Bay. The hero is equipped with only the Prototype Weapon, which fires 10 Vic Viper like homing missiles at a time. No other weapons will appear, nor the Barrier. Most of this challenge should be a breeze thanks to homing capabilities so long as one continues with rapid-fire, simply take note of how many missiles there are on screen as there can only be ten at a time and each shot fires 5. Only fire when blocked by a Proboterror to avoid using the missiles on unnecessary Proboterrors and leaving oneself vulnerable without enough ammo to fire. Otherwise avoid the Proboterrors and keep running to the end, running & jumping past any downed Proboterrors.
#7
Bad Guy Blitz 3
City:
Survive the bad-guy blitz.
This Challenge places the hero in the middle of the street just before the final fire pit. Yellow Orian replace Reapers throughout this challenge. The challenge is cleared at the broken freeway bridge directly before the jump over the pit to the City boss.
#8
Rematch 1
Speed Run 1
#9
Speed Run 1
City
Defeat 65 enemies before time runs out.
The player has 88 seconds to take out 65 or more Gigaflys before time runs out, and also survive until then. The setting is in a small portion above a bottomless pit, with the hero on a long horizontal telephone while enemies fly in from above. The rightmost edge of the area has a tiny wire the hero can shelter on, for an elevation change of tactics for the challenge. Due to the Gigafly's health, the angles at which they drop, and the amount needed to kill before time runs out, it is recommended to stay closed to the center of the screen so that rapid fire may get rid of them as soon as possible, while they spawn much quicker the closer they are toward the sky.
Bad Guy Blitz 4 Zako
#10
Bad Guy Blitz 4
Harvest Yard:
Survive the bad-guy blitz.
The yellow Orians are replaced by Greeders (running at normal speed). However, the Purple Orians remain. The stage is identical to Arcade mode otherwise. Challenge begins at Black Viper's first inside hall and ends once the hero reaches a point halfway up the second vertical climb.
#11
Pacifism 3
Laboratory:
Get to the end unarmed.
#12
Speed Run 2
City:
Race to the end of the stage.
A player has a 33 second time limit to reach the goal. Challenge starts at the beginning of the City stage and is cleared just before reaching the area with the second black armored Ledder, which is directly before area where the enemy Tank mid-boss is introduced. Reapers do not appear, also all Barricade turret gunners are replaced by Ledders. The first black armored Ledder should be avoided to save time, while the second black armored Dirk McShooter is beyond the Goal zone and thus isn't required to be fought.
Mutt Hunt 2
#13
Mutt Hunt 2
Laboratory:
Defeat all man-faced mutts.
Eight Man-Faced Mutts are the target of this challenge, which takes place during the entire Laboratory section of the stage. All mutts are hiding within the air vents, with two in plain sight at the beginning of the challenge. The hero needs to walk a certain distance to trigger a mutt's running, then walk back and use their default gun to aim at the edge closest to where the mutt runs toward. Alternatively, some mutts can also be hit by using the Grappling hook to climb up a vent and fire on a mutt more closely. For both methods, the hero should keep close watch over the Hybrid Aliens entering throughout the stage, as for the former method, sometimes corner shots may not hit the Aliens falling down the vents. Three mutts appear inside tunnels blocked off on the right side. In this case, the hero must take extremely small steps to trigger the mutt's running without locking the screen out of the only available shooting position to reach a mutt. Both the C and L weapons are available for this challenge but are not necessary to have to clear (though the C proves useful against the Meat Puppets). The goal is the black rock formation in the foreground, separating the Lab area to the Waterfall area.
Bad Guy Blitz 5
#14
Bad Guy Blitz 5
Jungle:
Survive the bad-guy blitz.
In this challenge, Proboterrors replace Greeders, also Ledders and Grenade Tossers are absent (turrets both stationary and on ground are still present). The stage is identical to Arcade Mode otherwise, with the explosive Greeders under bridges still remaining. This challenge starts at the beginning of the Jungle stage and ends just before the large slope. Due to stage layout, Proboterrors will never chase a player within the waters of the Jungle, and if any do manage to land on water, they will instantly die.

Due to a palette change for the Proboterror enemies in this stage, the Greeders that explode bridges share the Proboterror's silver color, replacing the former's own red coloration.

Gunplay 2
#15
Gunplay 2
City:
Use the Classic Laser to traverse the stage.
This challenge starts at the beginning of the City stage and ends right before the flaming pit up the ruined building toward the Arachnid mid-boss. This entire stage plays identical to what is encountered in Arcade Mode, with the exception of the only weapon available being the Classic Laser from the first Contra title. Knowledge of how this weapon works, as well as stage layout, is key to clearing this challenge.
Rematch 2
#16
Rematch 2
Laboratory:
Your foe rises again. Defeat him!
The challenge starts at the waterfall section, the final platform before landing on the elevator. The hero starts with a S weapon and plays out the final area of this stage identical to that seen in Arcade Mode. The challenge is cleared exactly as the stage in Arcade Mode would complete, with this challenge being cleared once the boss has been completely defeated (when both forms are destroyed).
#17
Accuracy 1
City:
Complete the stage with 90 percent accuracy.
Stage begins at the beginning of the city and ends at the spot before the Black armored Ledder above the tank mid-boss's arena. There will be no special weapons available for this challenge, leaving the hero with only the default bullets to fire with. Careful aiming is necessary to complete this challenge, and the default weapon isn't too difficult to maintain toe percentage with. Take one's time firing one bullet at a time to ensure little to none miss. If the accuracy count is too low but not many total bullets were fired, then the percentage may still be saved by firing on the infinitely spawning Reapers below. It is recommended to not waste too many bullets on the small grubs, as they are somewhat difficult to hit with the default weapon. Focus on steady fire on the larger threats of the stage, such as the gun turrets, Reapers and Meat Puppets and only fire upon enemies when absolute necessary. Reaching the goal with a total 90% or more accuracy will ensure this challenge cleared.
Friendly Fire 1
#18
Friendly Fire 1
Laboratory:
Get to the end, but don't hurt the hostages!
This challenge takes place during the entirety of the Laboratory section. It is recommended to slowly take one's time advancing the screen and carefully maintain fire, never blasting whilst scrolling the screen to avoid accidentally shooting any hostages (a hostage will not appear if the screen is idle, unless already on the screen prior to scrolling). Once again, the C weapon proves useful against the Meat Puppets and should only be fired upon when a civilian is off-screen, otherwise it may be best to simply avoid their incoming projectiles while focusing on the swarm of Hybrid Aliens. Hostages will only appear on the ground, never inside vents. Hostages also will not fall off platforms, simply running in the opposite direction until they hit another edge or are off-screen. The special Blank weapon in this stage will NOT harm a hostage. There is five hostages in total to avoid shooting, and all only appear one at a time.
#19
Speed Run 3
Harvest Yard:
Race to the end of the stage.
A hero has 56 seconds on the timer to clear this challenge, which starts on the bottom of a vertical shaft leading toward the crushing terrain room and ends as the hero reaches the small platforms directly below the Acid Elevator up to Black Vipers arena. The hero should waste no time climbing up and clearing out any Eggrons and Buggers in the way. Quickly move past the crushing area without being smashed and then focus on climbing the last vertical shaft for victory. The Eggrons and buggers are the only enemies to face within this straightforward challenge.
#20
Mutt Hunt 3
City:
Defeat all man-faced mutts.
8 Man-faced mutts are the target in this challenge, scattered throughout the entire challenge area. Challenge starts at the beginning of the stage, with the goal just before the appearance of the Tank Mid-Boss.
Accuracy 2
#21
Accuracy 2
Jungle:
Complete the stage with 100 percent accuracy.
This challenge takes place at the beginning of the Jungle and ends at the top of the long slope, just before reaching a Barricade soldier. This challenge requires the hero to not miss a single shot to clear. Although it is possible to clear this challenge without firing a single shot, some enemies must be killed in order to pass safely, and so careful bullet count is necessary to gauge. In this challenge, Ledders and Napalm tossers take only two hits to kill and the Barricade troops take 11 hits to kill. Only fire on the speeding Greeders when they pose a threat to the hero, and avoid the hidden ground turrets whenever possible. The jungle waters can provide protection from many bullets and enemies. There is no special weapons available in this challenge.
Gunplay 3
#22
Gunplay 3
Harvest Yard:
Use a prototype Weapon to traverse the stage.
Stage begins at the start of the first inside corridor and ends in the vertical shaft before the crushing hall. The stage is identical to that of Arcade Mode, except there is no special weapons other than the Prototype Weapon the hero is currently equipped with. Keep note of how the Prototype Weapon behaves, due to the amount of enemies available on-screen at once within this stage.
Speed Run 4
#23
Speed Run 4
City:
Defeat 60 enemies before time runs out.
The player has 58 seconds to not only defeat 60 or more Falcon Vipers before time runs out, but also must survive under that time limit, with only the default gun in their current arsenal. The player is limited to only one section of the stage, dangling above a large bottomless pit on Telephone wires while the enemies fly in from above. On the rightmost edge of the screen lies a tiny low wire a hero can bunker on. From here, diagonal shots will kill most enemies and horizontal shots can handle any Falcon Vipers that slip past bullet fire, while overhead shots handle the rest from directly above. The player should keep watch though, for not all bullets may kill some Flying Vipers depending on shot angles.
#24
Rematch 3
Harbor:
Your foe rises again. Defeat him!
#25
Accuracy 3
Friendly Fire 2
#26
Friendly Fire 2
Jungle:
Get to the end, but don't hurt the hostages!
This challenge takes place throughout the entirety of the Jungle stage on Normal setting, starting at the beginning and ending just before normally encountering the Defense Wall boss. There is 12 hostages total to look out for in this long enduring challenge. Hostages never cross non-broken bridges nor will they ever jump into the waters below.
#27
Mutt Hunt 4
Harbor:
challenge takes place at the beginning of the stage, and ending just at the gap over to the Missile launch bay.
Bad Guy Blitz 6
#28
Bad Guy Blitz 6
City:
Proboterrors replace Reapers, except for the Reapers popping out of windows. Also no Gun Turret troops or Meat Puppets appear in this challenge. Challenge starts at the beginning of the stage and ends just before the area with the Tank mid-boss. This Challenge uses hard mode settings, meaning all Proboterrors are indestructible (they can still be downed). It is possible for the screen to be overpopulated with at least seven or more Proboterrors at once.
#29
Friendly Fire 3
Harvest Yard:
Get to the end, but don't hurt the hostages!
There is six hostages to avoid.
#30
Gunplay 4
Jungle:
Use the Classic Laser to traverse the stage.
Greeder speed is Hard Mode.
#31
Mutt Hunt 5
Harvest Yard:
A rematch against the Crustacean Cruiser.
#32
Rematch 4
City:
Your foe rises again. Defeat him!
The player starts on the street just before the fight and is virtually identical to Arcade mode. The player starts with a Spread Gun. Because of the weapons the player will have, the direct approach will be needed: Blast one of the boss's pouches so the player character can reach the lower floor. From there, the Spread Gun can reach the boss's head, or the player can hitch a ride on one of the Reaper's bikes to get closer for more damage.
#33
Low Ammo 1
Harbor:
Get to the end with limited ammo.
Challenge starts at the beginning of the stage and is cleared once the hero destroys the Submarine Mid-boss. The player only has 25 shots to spare and must conserve as much ammo as possible against the mid-boss. The C capsule before the Submarine mid-boss is needed to clear this mission.
Friendly Fire 4
#34
Friendly Fire 4
City:
Get to the end, but don't hurt the hostages!
There is a total of 16 hostages to avoid. Challenge starts at the beginning of the stage and the goal is right before the telephone poll leading up to the Arachnid mid-boss. This stage is identical to that seen in Arcade Mode, but with many hostages in various points throughout the city and they are now vulnerable to player's shots. This challenge is considered difficult due to the massive amounts of tough enemies on screen while many hostages run about. It is recommended to study this mission carefully in order to plan out a victory path.
#35
Low Ammo 2
Jungle:
The entirety of the Jungle Stage. The player has only 32 shots to spare here. Dodging some enemies is crucial to success.
#36
Speed Run 5
Laboratory:
#37
Pacifism 4
#38
Low Ammo 3
Harvest Yard:
Get to the end with limited ammo.
The Player only has 15 bullets to reach up the second vertical shaft.
Contra 4 Challenge Mode 39
#39
Speed Run 6
Harbor:
Race to the end of the stage.
The player starts at the bottom of the Missile Launch Bay and has 17 seconds to reach the top of the missile. This challenge requires near-perfect jumping, as this time limit is barely enough time to make it. The key to having enough time lies in the ladders. The first ladder to the left must be skipped by jumping onto the first ladder to the right. Then one must jump early off the ladders onto a platform. Immediately as the hero is within range, the player should activate the grappling hook to climb aboard the top of the missile just as the clock hits 00. This challenge may require a few attempts to practice clearing.
Rematch 5
#40
Rematch 5
Harvest Yard:
Your foe rises again. Defeat him!
The final challenge consists of a rematch against Black Viper's final form. The hero starts at the bottom of the final vertical climb, which is right after the crushing terrain hall. This means the player must also survive and climb their way up the rising Acid elevator section once more. This Challenge stage area is virtually identical to what is encountered in Arcade Mode. The challenge is cleared a few seconds after Black Viper's defeat.

Rewards list[]

Image Reward Requirement
Contra NES Unlocked (Contra 4)
NES Contra Unlocked
(also unlocks the "Classic Contra" option in the Bonus Content menu.)
Clear any 4 Challenges.
Contra 4 Super C NES Unlocked
Super C NES Unlocked Clear any 8 Challenges.
Contra 4 Probotector Unlocked
Probotector character unlocked
(unlocked with 3 alternate colors for Probotector)
Clear any 12 challenges
Contra 4 Nakazato Interview Unlocked
Nakazato Interview unlocked in Bonus Content Clear any 16 Challenges
Contra 4 Lucia Unlocked
Lucia unlocked
(Comes with 3 alternate palettes unlocked)
Clear any 20 challenges.
Contra 4 Comic 1 Unlocked
Contra III: Alien Wars promotional comic, 1992 unlocked Clear any 24 challenges.
Contra 4 Sheena Unlocked
Sheena unlocked.
(Comes with 3 alternate palettes unlocked)
Clear any 28 challenges.
Contra 4 Comic 2 Unlocked
Contra 4: DS promotional comic, 2007 unlocked Clear any 32 challenges.
Contra 4 Jimbo and Sully Unlocked
Jimbo & Sully unlocked
(both characters also each come with one alternate costume unlocked)
Clear any 36 Challenges.
Contra 4 Extras Gallery Unlocked

Contra 4 Sound Test Unlocked
Extras Gallery unlocked
Sound Gallery unlocked
Clear all 40 challenges.
Advertisement