@@ @@ @@@ @@@  @@   @      @@  @@@  @@  @@@      ##    ##   @@  ###
  @@ @@ @    @   @@   @     @  @ @    @@  @  @     ##   #  #  @@  #  #
  @@ @@ @@@  @  @  @  @     @    @@@ @  @ @@@     #  #  #     @@  #  #
  @ @ @ @    @  @@@@  @     @ @@ @   @@@@ @ @     ####  #     @@  #  #
  @ @ @ @    @  @  @  @     @  @ @   @  @ @  @    #  #  #  #      #  #
  @ @ @ @@@  @  @  @  @@     @@  @@@ @  @ @  @    #  #   ##   @@  ###
  --------------------------------------------------------------------
    FAQ / Walkthrough                     Version 0.98
    by cnick                              Last Updated: June 26, 2005

Can anyone help me find the source of the NA passwords for Cards 200-203?
I'd like to give credit where its due, but it's incrediby difficult to
pin-point this information.

                  WRITTEN EXCLUSIVELY FOR GAMEFAQS.COM
                        Copyright (c) 2005 cnick

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*                   T a b l e   o f   C o n t e n t s                   *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

         I.   Updates

        II.   Gameplay

       III.   Walkthrough

        IV.   Card List

         V.   Appendix
                - Controls
                - Story
                - CQC Combos
                - Need Help?
                - FAQ

        VI.   Closing

=========================================================================
1) UPDATES
=========================================================================

Version 0.98 (June 26, 2005)
- Cards 200-203 have been found!

Version 0.97 (May 23, 2005)
- FAQ is essentially complete. While I'm missing some minor details,
  I'm satisifed with the guide.
- Created FAQ section

Version 0.4 (May 9, 2005)
- CQC section added in Appendix.
- Rare card list completed.

Version 0.3 (April 26, 2005)
- Deck builds included.
- Minor changes.

Version 0.2 (April 24, 2005)
- Revisions made.
- Card list:  198/204.

Version 0.1 (April 20, 2005)
- Normal walkthrough 100% done.
- Card list: 165/204

Version 0.0 (April 11, 2005)


=========================================================================
2) GAMEPLAY
=========================================================================

I. Game Flow
------------
After the tutorials and the first few missions, you're finally allowed
to play the game 100%. Each mission begins at Intermission. Intermission
allows you to edit your deck, buy new packs, save and go through
options, and finally select a map to play on.

At the beginning of each round, you'll receive two cards from the deck,
excluding the first round. In the first round, you begin with a full
hand (six cards). There are a variety of cards in the game, including
weapons, armor, actions, and movement. Proceed to the DECK CONSTRUCTION
part of this section for further information on the deck, and how to
create an effective one.

Each mission has a set goal. If the goal or objective makes no mention
of killing guards, then a better grade will be awarded when succesfully
meeting the specific objective the game brings up (usually reaching some
bullseyes at the end of the level). Other issues that determine a grade
is times found by the enemy, and the total cost incurred during the
match. You are rewarded up to three cards for a good grade (1 for a B,
2 for an A, and 3 for a S).

II. Using Cards
---------------

There are three total ways to use a card. Most cards allow only two of
these, while some rare ones only allow one way. These options are:
1. Use, 2. Equip, and 3. Move.

Most Use Cards have two options. You can use the card (AN: for example,
using the SOCOM card can destroy a camera), or instead use it for
movement. If used for movement, the COST used is the card's COST minus
one.

Secondly, there are cards that you can equip. Most of these are similar
to the Use Cards, where you have the option to equip or move. An example
of an Equip card is Body Armor or Front Evade LV.1.

Lastly, there are some cards that only allow Snake to use them. Examples
of this are Big Boss or Action +.


III. REST
---------

The REST meter shows how many turns you have left in the current round.
The default and standard amount is 2/2, meaning you have two actions to
make before you're forced to END. Once Snake is at 0/2, the command
menu automatically pops up. This menu can be brought up earlier simply
by pressing X a few times during your turn.

REST lowers COST as well. For example, let's say you've used an Action +
to increase total rest to 3. After two turns, you'll be at 1/3 REST.
All cards will have a reduction in COST by 2. If you were at 2/3 REST,
then all cards' COST reduction would be 1.

IV. Reaction (REA)
------------------
Reaction determines whether or not Snake can use defensive cards like
Body Armor or the Front Evade cards. These cards in particular have
a REA of 50%, meaning, there is a 50% chance that Snakes reacts to the
attack from an enemy, and dodges/absorbs/blocks the attack.

There are cards like Liquid Snake or the MP5 that can increase Snake's
REA or lower the enemy's REA.

Additionally, all equipped weapons have their own REA. If the reaction
occurs, Snake will counter using the weapon free of COST. After the
firing, the weapon is destroyed. Also, the soldier countered upon has
an opportunity to counter himself.

V. COST
--------
Every card in the game has a set cost. If you use the card (whether for
it's actual use or merely for movement), then the cost will be added
to your total cost. This value determines when your next turn comes up.

For example, let's say you use a Grenade (COST:7), and then a SOCOM
(COST:5) to blow the grenade up, killing two guards. There are two
remaining guards left on the map. One has COST of 3, the other has a
COST of 7. Snake has a COST of 12 after his two turns are up. Neither
of the three characters can make their next turn, as you need a COST of
0 to do so. However, COST is reduced at the same rate between Snake and
the Genome Soldiers, so the first guard will have his turn up next. Then
the next, and then finally Snake again.

If you find your COST up high (like you needed to reshuffle your full
deck, which has a penalty of 10 COST), there are cards like Meryl
Silverburgh or Cost -4 that reduce it.

If there are no enemies around Snake, then COST will automatically drop
down to 0, and Snake can take another turn.

VI. Game Column
---------------
Every character, whether ally or enemy, has a column representing three
things. This information can be seen through the Aerial View Mode, and
can provide some more information on what your next move should be.

The first number represents the number of cards the person had in their
hand. The second is the amount of COST they have accumulated. The third
represents their turn order. If that number is a 6, then it means that
with their current COST, 5 other characters will have their turn first.

VII. Equipping
--------------

Most equip cards are easy to use. Simply equip the card in one of the
two slots (4 slots with Equipment LV.2 and 9 slots with Equipment LV.3)
and the card is activated. Examples of this are the boxes, card keys,
and uniforms.

The difficult thing that comes with equipping is with weapons. The game
does a poor job of explaining what to do, and it doesn't help that the
first weapons in the game, the SOCOM and FAMAS, are actually use cards.
While the SOCOM becomes worthless early in the game, the FAMAS is still
a decent weapon through the half-way point. So the game allows the
gamer to reach this far without ever really forcing you to figure out
how the hell equip weapons work.

The key thing with equip weapons is to look at the ammo it uses. For
example, the USP uses four CAL45 bullets when you shoot with it. Two
other cards use the same calibur bullet; the USP (Laser S.) and the
S.A.A. Colt.

Let's say you begin a map with two USPs, one USP (Laser S.) and one
S.A.A. Colt, and you want to kill the guard right next to you with the
USP. First, equip the USP in one of the available equipment slots. Next,
you now have to load this USP; as it is right now, there are no bullets
in it.

To load the USP, you need a WPN card that uses the same calibur bullet.
Going back to your hand, you have three different cards that will load
your USP so you can fire. You can use the same USP card, or you can
use a different gun that uses the same bullet. Let's say you're going
to load your USP with the USP (Laser S.). Usually, there is no rule that
this card is better to load then the other card. To load, equip the
USP (Laser S.), and move it over your already equipped USP. Instead of
saying 'Replace' on the top of the screen, it will say 'Loading.' Press
circle, and you will load the gun, and the game will give you the option
to fire at the guard.

You could use either of the three cards left in your hand to do so.
However, you'd likely want to skip using the Colt, as the gun will only
load three bullets, whereas the USP can be loaded with a total of four.
If you look at the Colt card, you will see it fires three CAL45 bullets.
The amount of bullets a gun fires is the same amount it will load, so
if you were to use the Colt to load the USP, you would only fire three
bullets. If you need a total of four bullets to kill the guard,
equipping the Colt isn't going to work.

I should also note that the number of bullets shot is determined by
the ammo card. So while it may seem the USP has a total of four shots,
you could technically load it with another card that fires 8 CAL45s.
Although there is no such card in this game, other weapons in this game
deal with this situation. The Chronicle Pack's R-5 has a total of
five shots, but you can equip the M4 to fire a total of eight. So what
does this do to your deck? Not a whole lot, but you may consider putting
in 2-3 R-5s (the far superior gun) and 1-2 M4s (the better loader) to
maximize your damage output as opposed to just putting in 4 R-5s.

Additionally, there are many types of supplement equip cards in the
game. Examples of these cards are Sniper Wolf, Aim, and Hold Up. You use
these cards similar to how you load the gun. Lets continue to use the
USP example, but instead, let's say you just have a USP and Sniper Wolf
card in your hand, and the guard is three squares ahead of you looking
at you.

In this example, you could just use the USP to fire at the guard, but
since he's looking at you, and is so far away, your hit % will be very
low. To counter this problem, you can use the Sniper Wolf card to
supplement your USP. Before loading it, equip the Sniper Wolf card on
your already equipped USP. Now, load it and fire. Sniper Wolf
supplements your USP by providing a 100% hit chance, and allows you to
kill the guard instead of missing three or four of your bullets.

Most supplement cards only have very specific uses, so make sure you
take the time to look at these cards, and see if they're the right
cards for your deck.


VIII. Deck Construction
---------------------

With the basics of the game understood, it's now time to look deeper
into the deck you'll be using. There are a number of deck styles you can
use, and it's really up to you as the player to decide what style you
want. Some cards will be found in most people's decks. These include
cost reduction cards, high BLK movement cards, and probably some
sniper rifles.

There are a lot of cards in this game, and it can be a little confusing
in regards to creating a smallish 30 card deck. Some cards are only
useful in certain situations, so you can eliminate these from your main
deck most of the time. Examples of these cards is the Mine D. card.
If you're on a map without mines, there is no reason to have the Mine D.
card in your deck.

These deck examples will not be very helpful for those beginning the
game. There is an underlying theme in the cards (lots of COST
reductions, lots of high BLK movement), so you can base these decks
with lesser cards. However, the Sniper Deck isn't going to be a useful
build for someone who doesn't have access to the PSG-1 yet.

These decks are in a work in progress, so please send in your input.

Sniper Deck
-----------
A lot of people tend to use this type of deck for Teliko, as they give
Snake something funner to do. Still, the sniper rifles in this game are
devastating, and can really, dare I say, pWn the competition. This deck
can also work well in multiplayer, although some minor changes will
no doubtedly be made (like tossing the Jonathon Ingrams).

4x PGS-1
4x SVD Dragunov
3x Mosin Nagant
4x Sniper Wolf
4x Johnny Sasaki
4x Running Man
4x Stealth
2x Action + or Action ++
----
30 Total Cards


CQC Deck
--------
This deck cannot be accomplished until the very end of the game. Once
the Power Plant missions are done, the MGS3 pack is available at
Intermission.

4x Running Man
2x Ocelet Unit
4x Johnny Sasaki
3x Action +
4x Rush
4x Stealth
4x Cost -12
4x Jonathon Ingram
----
30 Total Cards

Multiplayer Deck
----------------
Remember, only COST -4 cards are available in multiplayer (lame). In
my experience, Snipers rule, but I'm curious to hear your builds in
e-mails. AFAIK, stealth does not work.

The claymores work nicely, as you can totally lead your opponent into
them. Load them up in a corner, then stay back and lure him in, or
drop a few in random places in hopes of a lucky strike. It should be
enough to get your opponent to start planning his movements by where
you might have placed a mine. And if you have them there, than you have
the game (Superbrak000).

4x PSG-1
4x SVD Dragunov
4x Sniper Wolf
3x Mosin Nagant
4x Johnny Sasaki
4x Running Man
2x Major Zero
2x Bandana
4x Claymore
----
31 Total Cards




=========================================================================
3) WALKTHROUGH
=========================================================================

This walkthrough is designed with stealth in mind. It is difficult
to go through levels undetected until you earn the MGS2 pack in the
card shop. Until then, my advice is to just shoot first and ask
questions later. There, you'll want to buy Stealth cards.

There are two difficulties in the game. Extreme mode is unlocked after
defeating the game once. In Extreme mode, guards are more plentiful,
have more LIFE, and some have a lot of equipment already on. This guide
was not written with Extreme mode in mind.

If you're looking for Extreme mode advice, unfortunately, there is not
much to say. Stealth + COST reduction cards rule, along with the Rush
+ Rush combo. Remember that the LV.1 and LV.2 cards are in your
inventory once the game starts.

-------------------------------------------------------------------------
Stage 00: Tutorial
-------------------------------------------------------------------------
Move to the Genome Soldier card, and press circle to move. Take Snake
to the designated point to your north, and then Roger will ask you to
look forward (which is up if you haven't changed the camera yet).

After you do this, we'll run into some more cut-scenes, interwinded
with Snake running around.

One back in control of Snake, it's time to tackle the ladder. Roger
recommends (AN: demands in reality) to use the Body Armor card to move
up to the ladder. I know it's early, but I figure now is a good time
to give a little hint with movement cards: Always remember to keep a
couple low-cost cards in your deck strictly for movement. Especially
at the beginning of the game, when there are few movements cards
available to you. The lowest cost for one of these cards is 4. The
Body Armor costs you 5, so in reality, the ration or the
Front Evade LV.1 would be a better choice. But in this situation, select
the Body Armor card, press cicle on move, and then move towards the
ladder and look towards it. This gives you the option to move up the
ladder.

Once on top, Roger gives you his lecture on equipping cards and items.
For now, his lecture is enough for you to take advantage of evade and
body armor cards. Once equipped, use the Genome Soldier to walk up
to the gate. Then, use the Socom card (AN: despite it being a weapon,
you don't actually equip this!) to destroy the lock on the gate.

After the mission is complete, the game will take you to Intermission,
which is where you'll spend a significant portion of the game at.
Currently, there is nothing to do other then to select Map Select.

-------------------------------------------------------------------------
Stage 01: Lobito Laboratory - Outside Gate
-------------------------------------------------------------------------

Press triangle and take a good look at where each guard is. The guard
in the southeast corner will not bother you at all, so ignore him unless
you want to kill all the guards in the area. The guard at the gate, and
the one between the two buildings to the west are your primary targets.

To begin with, move foward and then up the ramp into the first building
you run into. You can do this without being detected, as none of the
guards actually walk out enough to see you. Grab the MGS1 pack, then
exit out and kill the guard in between the two buildings. Ideally, his
back should be against you. End your turn early so you aren't initally
detected by him.

Now, walk out and flatten yourself on the southern wall of the northern
building. End your turn, so you have a full set of turns after you
knock. Once you knock, move to the western wall of the building, and
end your turn. The Genome Soldier tends to go south, then west to where
you knock, so you can imagine your target path. I recommend killing the
guard as his back is against you, so that you can enter the northern
building for the second MGS1 pack.

-------------------------------------------------------------------------
Stage 02: Office
-------------------------------------------------------------------------
If you start with a Genome Soldier card and a SOCOM or FAMAS card, then
you can take out the guard down in the hall. If you can't, first go
into the office to grab the MGS1 pack. You may have to crawl once
inside the office due to the guard's presence, but I did not crawl and
was not detected. Exit out the office and and move east then north.
Stop right under the camera on the west wall (it won't see you, so don't
bother destroying it).

From here, use a SOCOM or FAMAS to destroy the camera ahead of you. This
is a long distance, so your hit % may be low. Still, unless you have
a chaff grenade, there isn't anything you can do here. If you fail to
destroy it on one card, then wait until you have a second.

Continue through the hall, ignoring the door north. Destroy another
camera (use triangle to see it's line of vision), and then grab the
MGS1 pack. Return back to the door we first ignored, and then dispatch
the guard in there (he may be north of the MGS1 pack by the time you're
through the office area).

AN: The guard can see south through the boxes when you get the MSG1
pack. Crawl if necessary.

Before you enter the door to exit out of here, continue east to receive
another MGS1 pack. When you have it, go back to the northern door to
continue with the mission.

Alice interrupts you before you can continue. Follow Alice's suggestion,
as the east side simply leads to a dead-end.

The west side consists of two cameras and one guard. You can ignore the
northern most camera as the door leading to Gary is right next to the
first camera.

Upon entering the room, a Patrol Bot will appear. To my knowledge, the
bot always goes south, so whatever you do, don't head south! Instead
go north to go around the bot, and enter the door to go deeper into the
mission. If you can destroy the bot (through a grenade, then using a
SOCOM or FAMAS to blow it up is the best way), it will drop a MGS1 pack.

You're now in the eastern office room. Grab the MSG1 pack (yeah, another
one!) and continue north. Take out the guard if you want to.
Eventually, the game will cut to a scene with Gary.

Mission Change
--------------
With the mission change, we now need to take the eastern path, way back
when I told you to ignore this path originally because of Alice.
You can actually see the target goal in front of the door as you make
your way from where you met Gary. Three guards will be your obstacle
to get through the eastern door. A Grenade + SOCUM card combo works well
to take out two or three of the soldiers.

-------------------------------------------------------------------------
Stage 03a: Ruins - Lower
-------------------------------------------------------------------------

Immediately use the Aerial View feature to get your bearings. Despite
the guard's presence to your east (the one that goes back and forth),
he won't be able to see you at all.

What we need to worry about is the two guards up the closest stairs.
Fortunately, they shouldn't bother you until you make some noise, so
proceed down the road towards where the camera is. A small cut-scene
will occur.

If you haven't noticed it already, the wall in front of the camera was
just built, preventing us access to the residential area. Unfortunately,
the game requires us to go right up to the wal to do this, meaning we
need to disable the camera. I did not try it personally, but you could
load up on chaff grenades for this mission, so that you don't have to
spend five rounds waiting for one to pop up. Use it to disable the
camera, walk up to the wall, then back off.

The other way to do this is to kill the guards. If you destroy the
camera with conventional weapons, at least one of them will hear you.
So... take'em out. You should be able to get on top of the stairs
without detection, but you'll need to eliminate both on one turn.

Once you reach the wall, another cut-scene will occur. Return back to
where you entered the Ruins from.

AN: In Extreme mode, you skip the next two levels as you already have
the C4 in your deck.

-------------------------------------------------------------------------
Stage 04a: Minefield - Lower
-------------------------------------------------------------------------

You have to move westward through the Minefield. If you don't have it in
your deck, put in the Mine D. card so you can detect the mines.

There is a mine in the square to the east of the boxes nearby. There
is also a second mine two squares to the west of the wooden stairs of
the building closest to you. So yeah, equip the Mine D. card as soon
as possible so you don't have to figure out where these are based on my
descriptions, cuz they suck, k? A third and fourth mine are located in
the northwest corner of the map, way outside your path.

With three guards in the area, this map at first seems rather easy.
However, it can be difficult to get through unnotice, which increases
the amount of guards you need to face greatly.

The MGS1 pack on top of the vehicle in the middle of the area is
inaccessible at this point in the game, unless you were lucky enough
to grab a climb card from the MGS2 pack. Which is doubtful.


-------------------------------------------------------------------------
Stage 05: Armory
-------------------------------------------------------------------------

First floor
-----------
There are a total of six armory rooms in this map, but only two of the
bottom three are accessible at this point in the game.

Make your way west, slowly killing off guards. I am unaware of
strategies that allow you to dodge killing them. Of course, I'm open to
your strategies if you were able to do it. This is the first map where
the guards will start using equipment. A lot of them have Ceramic Armor,
which deflects 80 hit points. Keep this in mind when you're tackling
more then just one.

The two rooms accessible (they don't have a colored door) contain
just MGS1 packs. Your goal is to use one of the two stairs to reach the
second level, where the C4 is located.

Second floor
------------
You have access to the two bottom rooms, plus access to the stairs in
the north. These stairs lead you to the three northern armory rooms on
the first floor.

If all you want is the C4, then enter the room to the left, grab the
C4, then backtrack to the beginning of the map. If you want to get as
many packs as possible, then pick up the MGS1 pack on the eastern side
of the map. Then, follow the door north to get the Otacon pack, then
proceed down the stairs to the first floor again.

While you do this, you'll face with some patrol bots. They're a lot
tougher then the guards, so make sure you're capable of killing one
in one turn. If they detect you, Snake is in deep shit. The patrol bots
have a huge detection range, so beware of that. There are also
gun-camera on the floor. Fortunately, they're still relatively easy to
kill compard to the patrol bots, so they shouldn't bother you too much.
Just use the Aerial View Mode so you don't accidently run in their
view.

First floor again
-----------------
AN: You'll have to go back through the second floor to exit the Armory,
as we don't have the keycard needed to exit out of this section of the
first floor.

The middle room has a MGS2 pack, and the right room has a MGS1 pack.
In the right room, there are some detection laser beams in the middle,
which require you to crawl under them. Considering this mission is
really long, it would definitely be lame to alert the whole base because
you ran into the beams.

Return back to the beginning of the map. AN: If you do choose to go
through the entire map to get all the packs, you're grade will likely
drop due to the very high COST that piles up.


-------------------------------------------------------------------------
Stage 03a: Ruins - Lower (2)
-------------------------------------------------------------------------

We're back here again. Remember to have the C4 card in your deck. The
game won't even allow you to enter the map without it.

Unlike last time, you only have one guard to deal with on the second
level. Eliminate him and the camera, and then continue adding cards to
your hand until you have C4. If you are fortunate enough to have some
Cyborg Ninja cards in your deck, then you can take out camera and guards
as you wait for C4 to show up. Remember that the guard patrolling the
southern part of the map can look north through a shattered wall and
see you near the new wall.

To prevent the loss of a nice movement card, note that the game will
immediately cut to a scene after you move one square ahead of the
destroyed wall. So don't go using a Running Man expecting to get
across the map.

Once your through the new wall, you'll likely have a guard or two to
deal with. Once they're through, go up the nearby stairs and make your
way to the MGS1 pack near the entrance to the Office.

Also in front of the newly destructed wall is the Stinger card from
MGS2. Then, continue east to the Residential Area. There is another
Stinger at the very top of the map, but there's no need to get that
at the moment.

-------------------------------------------------------------------------
Stage 06: Residential Zone
-------------------------------------------------------------------------

Proceed north and dispatch the guard. Enter the building, and a
short cut-scene will occur with Alice. Ignore the first door you reach,
and instead enter the room below it. Crawl under the laser barrier,
and grab the MGS1 pack. The room at the very bottom also has a MGS1
pack. Unless you have increased your total REST, it's unlikely you'll
be able to enter this room without killing the nearby guard.

Exit out the left building to the east. There is a item just north of
you, but it's actually a real pain in the ass to get. Continue along
the path and enter the middle building. The last door available leads
into another room with a MGS1 pack. Exit out of this room, and exit
the middle building through the northern door.

From here, move Snake to the west, past the guard, then south into
the Nikita Missile card. Now, return to the small bridge you crossed,
and go down the ladder into the sewer, heading south. Go up the ladder
once you reach the end of the sewer, then east across the bridge. Go
into the middle building, and exit to the east (AN: the door to the west
is empty). From here, continue to the eastern building. The game will
stop a little short of the building with a cut-scene.

Enter the left building, and approach the terminal. After the scene,
Snake has access through the building's security. The middle room has a
MGS1 pack, and the southern-most door leads you to Flemming.

Escape!
-------
After the long cut-scene, you now find yourself with a partner Teliko.
The goal is to exit to the north, which requires us to pass the LV.1
yellow door. Teliko has the LV.1 Card, which is needed to get past it.
AN: Yes, I realize that you actually have to draw the card, which can
take awhile. Once you do have the card, have Teliko stand at the door
to keep it open, and then have Snake come through.

There are a number of things we need to do here. Three guards run after
Snake and Teliko, which should be dispatched relatively easily. Teliko
does not have WPN use cards like FAMAS, but rather, equip card weapons.
This means you need to equip the weapon, then wait until that same card
draws again to use it as ammo.

-------------------------------------------------------------------------
Stage 07: BRC-026 (1)
-------------------------------------------------------------------------

The first area of BRC-026 is fairly simple. Have Snake and Telika follow
the wall west, then north, then east to the door. For the most part,
you should easily slip past the guards in the area, as they tend to
stand still for way too long. If the guard's view is blocking your path,
just wait for him to turn. Go inside the northern door (with Snake),
and proceed to the next area.

To quote Snake, "[w]hat a nuisance." One character will have to move to
a terminal, while the other goes through the newly unlocked door. And
so on. Take Teliko into the western room, eliminate the guard, and then
move to the terminal. With Snake, enter through the Security A door,
and take out the guard (you may need to wait until you land an Action +
card to kill him in one round.

One Snake is at the Security B terminal, move Teliko to the Security
B door. At this point, we have a number of options. Going east takes us
to a LV.2 door, which we don't have its respectful card key yet. This
leaves two rooms and the Security C door.

Have Teliko enter the eastern door. Take out the guard, and use the
Security A terminal so that Snake can leave the room he is in. Then,
move Teliko to the Security B terminal in the same room so Snake has
access in the same area. From here, have either Snake or Teliko enter
into the western room (through the door on the east side, next to the
Security C door), and access the Security C terminal. There is a guard
in here.

Using whoever you left to pass the Security C door, go east to access
another Security C terminal so that you can have the partners together
at last. The 'Exit' door the very west leads to nothing, despite the
fact that it can be opened. The two doors on the north both lead to
the same, large room with some stairs. Two guards patrol the area.

To continue to the next area, both Teliko and Snake need to be on one
of the bullseyes.

In this final area, have one of the characters use the eastern door
to gain access to the Security D terminal. There is a MGS2 pack located
in here. Once the D door is open, move the other character to gain
access to the Security E terminal. Then, use Snake (I had him go get
access to the Security D terminal) to move north. There is another
Security D terminal in this room, which allows Teliko to exit out of
the room she's in. Then, have Snake open up the F doors using the
terminal in the same room he's in.

With the F doors open, use Teliko to take the western F door. Take
the first door north, and use the terminal so that Snake can follow.
Go through the narrow hallway, then proceed north until you hit another
door heading south. There are two MGS2 packs in here. Dispatch of the
guard outside, and then move Teliko and Snake onto the bullseyes again.

This mission just keeps going. Fortunately, we're done with the
Security doors. Move north through the double doors, into another large
hangar-type area. It can be difficult to get past the guards, while
going down the stairs. A lot of times, they can be alerted to you.
There isn't much you can do about it, other then to make sure you keep
a few options for weapons. Keep a FAMAS or two, or some ammo for a USP
to make sure you can eliminate any threat before alert mode hits.

Go west once you're down on floor level, and follow the hallway back to
where we first were originally. There are two MGS2 packs on each side
of this large room, but the ultimate goal is to continue south, through
the door, then west at the fork. AN: There is a LV.2 door if you go
south at the fork, and I figure this is a short-cut back to the
beginning of the level. Ignore the door to the west, and instead,
take the door to the south. Have Snake approach the ladder to finish
the mission.

-------------------------------------------------------------------------
Stage 07: BRC-026 (2)
-------------------------------------------------------------------------

Boss Time!
----------
Return back to BRC-026 (nothing on the map select is different). When
you enter, Leone will drop uninvited. This begins the game's first
boss fight, although the same rules and strategies apply.

Forget about taking Leone head-to-head. To me, it seemed like he was
able to evade anything I threw at him, and usually countered with his
attack (which takes off about 100 HP!).

Immediately, split up Snake and Teliko. Leone will follow one of them,
which leaves the other to get behind him and chip away. This is much
harder then it sounds, as Leone has no trouble moving his attention
between the two.

Throw grenades and blow them up with your own weapons for some good
damage. Additionally, you can use the explosive barrels to take off
around 150 HP and put him on fire. Being burned sucks and can take off
a significant chunk of HP. When I first fought Leone, I actually
managed to kill Leone by a 142 HP damage from him being burned.

With these strategies, you shouldn't have too much trouble with Leone.
As you approach the end of the battle, start stocking up on some cards.
Even if this means you'll delay victory for a few rounds, you'll be
glad to have a hand of cards after the battle, as Snake and Teliko will
be forced to flee BRC-026 from about 10 guards.

Escape... again!
----------------
After Leone is beaten, you'll be back in the first area with the
Security doors and terminals. Fortunately, they're all open for you to
pass, but you now have around 10 Genome Soldiers approaching you. In
fact, a guard even starts right behind you.

You can try plowing your way through the guards, but if you aren't in
good shape after Leone, you may find yourself in trouble. All the guards
have Body Armor, so you'll usually need more than a simple FAMAS to
take them out. If you're well equipped, you should have no problem
making your way to the exit. The exit is that door I originally noted
for leading nowhere. It now leads to our goal.

The guards tend to bunch up, so if you can manage any type of explosive
attacks will greatly help. If you have a well-equipped deck, you can
make a run all the way to the exit on one turn (using high BLK movement
cards and COST reduction cards along the way).

-------------------------------------------------------------------------
Stage 03b: Ruins - Upper
-------------------------------------------------------------------------

This is the upper section of the Ruins we were here earlier. If you
didn't get it earlier, the Stinger (MGS1) on the south end is available
again. Outside of the usual Genome Soldiers and Patrol Bots, we now have a new
enemy to worry about: the flying bots. With only 60 LIFE, your biggest
worry with them is their large view range.

If you choose to use Teliko to go north, note that there are some laser
detectors in the square just north of her. You'll have to use a card to
move in place so you can crawl under.

I like to follow the northern wall; you don't have to worry about any
of the machines, and there are a lot of obstacles to use to hide
yourself. You should have a couple of Stealth cards from the MGS2 pack,
which helps things greatly.

You need both Teliko and Snake to finish the level on the west end.


-------------------------------------------------------------------------
Stage 08: Drawbridge
-------------------------------------------------------------------------

Our objective is to cross the drawbridge to the north. Just north of
your current position, there is a MGS2 pack outside the small building.
There is nothing in the building, so continue across the drawbridge.
While you're moving along, stock up on weapon and defensive cards
for some action coming up.

When you reach halfway across, a short cut-scene will occur. With the
drawbridge raised, return back to that empty building. As you approach
that, the damn thing blows up. Shiat.

After some more dialog, take out the four soldiers. Once they're gone,
the mission's objectives change. Move to the bullseyes to the west.

-------------------------------------------------------------------------
Stage 04b: Minefield - Upper
-------------------------------------------------------------------------

Remember to add the Mine D. card in your deck, as hitting a mine can
really make this level interesting.

A Stealth card can really make this level easy. Truth be told, it's
probably the difference between a S grade and a C grade. There are
a decent amount of guards patrolling the area, so it's hard to
manuever past them without any help.

If you forget about the mine detector, then expect a mine on any type
of shortcut past guards. If you see an available path that lets you
easily pass a few guard, then it's probably too good to be true.

-------------------------------------------------------------------------
Stage 09: Ebro Tower (1)
-------------------------------------------------------------------------

Before you head north, go south and grab the MGS1 pack under the
gun-camera. If you walk right under it, it should not detect you. This
saves you with wasting a WPN card to destroy it.

After the cut-scene, your objective is changed. Now, you need to find
a uniform so that the 'clown' soldiers won't shoot you down. As you saw
from the scene, red won't shoot red, green won't shoot green, and so on.

Careful with the green guard on top. For the most part, he can't
detect you at the lower level, but he can detect if you're on the very
northern wall.

Use the southeast door to gain access to a green uniform. The southwest
door has the blue and green uniforms. With all three uniforms obtained,
return to the entrance of the factory; you need to put the cards in
your deck.

-------------------------------------------------------------------------
Stage 09: Ebro Tower (2)
-------------------------------------------------------------------------

Ok, back at Ebro Tower. Make sure you have the C4 and uniforms in
your deck, or Roger won't allow you to continue on the mission.

From the start, go north through the door, then east into the room with
the green uniform. Use the NW corner to hide and wait until you can
run past the soldier and use the crawl space to move into the northern
room.

Once you do that, go across the room towards where the red guard is
(and where some stairs are). This part can get interesting. The green
guard up on top can detect you at some squares (although I think you
will only get the ? alert, and he'll forget about you. The red guard
on the other hand, can be difficult. He's easy to run past if he's
on the northern part of his patrol, but he can also be blocking you if
he's stuck on the southern part of the patrol. Stealth works wonders
here, or you can use Uniform-R.

As you go up the stairs, switch to Uniform-G so the guard can't detect
you. Before going down the ladder, go inside the nearby room. Crawl
under the sensors, then activate the terminal. Apparently, there is
a hidden room, which will require the C4 Alice suggested we bring to
open up.

Now, and go down the ladder in the middle of the catwalk. You must kill
the guard here, so make sure you have the cards to do so. You might have
to wait numerous rounds so you can get a clear shot from behind. He will
be equipped with a Front Evade LV.2 After he's dead, continue to the
other side, up the ladder, and then use the only available door. To
get to the MGS2 pack, you'll have to use a Hang card (Manifest). Also,
Solid Snake from MGS2 (Ferguson).

There is a blue guard in this room. Undoubtedly, you have drawn the
Uniform-B card, so use it to make your life in here easy. There are
some laser sensors here, so crawl under them as you make it to the MGS2
pack in here. Exit out of the door once you've retrieved this, then
move to the north wall to trigger some dialog with Roger. Careful with
the soldier in this room; if you're crawling through the laser sensors,
and he sees you, Snake's cover is blown.

Once your back outside in the main room, walk to the northern wall,
and Roger will tell you to put the C4 here. If you have not activated
the terminal earlier, this will not come up. Instead, Roger will tell
you to back to the terminal. Place the C4 on the ground, then blow it
up. Walk through the hole, then finally towards the elevator after
another scene.

-------------------------------------------------------------------------
Stage 09: Ebro Tower (3)
-------------------------------------------------------------------------

Make sure you have the Mine D. card in your deck!!!!

Out of the elevator, proceed south through the door. This place looks
a little intimidating at first, but isn't all too bad once you get
things down. Having the Mine D. really helps as well.

To begin with, let me describe what each colored panel does.

Blue - Increases defense
Yellow - Refreshes hand
Red - Increases attack
Green - Increases hit rate

The yellow panel is really the only one you need to worry about. A new
hand can be good, or it can be downright nasty. If you have the hand to
defeat Clown, double-check that you don't accidently land on a yellow
panel!

While you're moving towards Clown, she'll be dropping down more
claymores on the map. She likes to trap you in between claymores, so
you're forced to get hit by one. Use big-time damage cards like grenades
or a Nikita Missile. The Nikita is ideal, because you will set clown on
fire, which does ridiculous damage. Just remember once she's burned, not
to get close to her!

After you defeat Clown, some more cut-scenes will occur.


-------------------------------------------------------------------------
Stage 10: Rope Bridge (1)
-------------------------------------------------------------------------

The rope bridge is patrolled by U.A.V. Cyphers, meaning there is no
way for Snake and Teliko to cross undetected. Snake suggests looking
for a sniper rifle in the armory, west of the office. Roger agrees.


-------------------------------------------------------------------------
Stage 05: Armory (2)
-------------------------------------------------------------------------

Before entering the Armory, put in the LV.1 and LV.2 card keys in your
deck. Doing so makes you life significantly easier in this level. If
you recall, there were doors you could not pass without these cards.
For the most part, this didn't prevent you from exploring the whole
level, but it required you take the long way.

Walk into the hall from the lobby, and a short scene will occur. There
are now more difficult guard here, with 100 LIFE. However, most do not
carry any equipment on, so in some ways they're a little easier. Since
it's been awhile, careful that you don't forget about the cameras!

On the first floor, the southwest door requires Card LV.1 to open. Since
you should have two (one for each character), I sent Teliko to open
the door and get the goodies inside. Snake went north, as the Card LV.2
comes into play, and Snake is likely the only one with the card.

The SW room has a MGS2 pack, and the NW room, which requires Card LV.2
has a MGS3 pack. After you get both of these, use the northern stairs.

When you reach the second floor, the NE room has two PSG-1 cards. The
NW room, which also requires the Card LV.2 has two more PSG-1 cards and
a MGS2 pack.

I found this level to be a real pain. It's long, so it requires a lot
of moving. Secondly, if you only have one Card LV.2, you'll have to go
through your entire deck to get it.

-------------------------------------------------------------------------
Stage 10: Robe Bridge (2)
-------------------------------------------------------------------------

Remember to get rid of the card keys you used for the Armory, and also
add the four PSG-1's you retrieved. You can give two to each character,
or all four to one. In my opinion, it's best to give all four cards to
one character, as it will speed up the process of destroying the Cyphers
quite a bit. But note that you can now purchase the rifle from the MGS1
pack in the card shop, so theoretically, you could load up both Snake
and Teliko with four a piece.

Once in the map, realize that there are five total cyphers. Which
means you'll either have to reshuffle your deck to take out the last,
or use conventional weapons. Some of the cyphers will eventually move
onto where Snake and Teliko start.

Once the PSG-1 cards start coming in, just move onto the bridge and
take out the cyphers. Remember that after you make your move, and are
selecting which direction to look, a orange arrow will appear above the
cypher if you can attack it on your next turn.

Once all the cyphers are destroyed, a cut-scene will occur. Afterwards,
your objective will be changed slightly. Before we can enter FAR, we
need to go to the Power Plant.

-------------------------------------------------------------------------
Stage 11a: Mountains
-------------------------------------------------------------------------

Before we reach the Power Plant, we need to go through the mountains.
Load up on stealth and movement cards if you have been building up on
your deck. No need to kill the guards if you can run right past them.
The Running Man card from the Chronicle Pack, if you haven't already
gotten one, is fantastic for this type of mission. And like the Rope
Bridge, this is another great level to have four PSG-1 cards lying in
your deck.

There are a few WPN cards on the ground, so again, I emphasize stealth
and movement. Careful for the guard on his flying contraption; at 180
LIFE, he can take a pounding. However, he doesn't patrol like most
guards, and he can't see below where he is flying, so take that as your
cue to not bother with them. There is a Nikita Missile card at that
first western path up a hill, which will require a Stealth Card so
he won't see you (or a 4 REST).

AN: The flying guard sees essentially everything north of the shack
you'll run into early in the map. Once you head east towards the
bridges, you'll be okay. A Stinger (MGS2) is located near two soldiers,
along with a flying guard looking beyond the cliff east of them. For
grade purposes, it definitely is not worth trying to get the card, as
you need to kill both guards together (or they will call for help if
one dies), and the flying guard can see you approach the more northern
guard.

Whether or not you decide to go after the Stinger, you need to go west,
then south up a hill and cross the two bridges. Despite how it looks,
it should be fairly easy to cross them without being detected by the
guards patrolling this last path of the map. Again, the PSG-1 works
wonders here. But the game rewards stealthy-play, so your best bet is
that wonderful Stealth card from the MGS2 pack.

-------------------------------------------------------------------------
Stage 12: Outside FAR (1)
-------------------------------------------------------------------------

You need to move directly east across the outer edges of FAR to reach
the Power Plant.

In the three smaller buildings, there is a MGS2 pack (except for the
SE building, which has a MGS1 pack). In the larger building in the
center of the map, you will find a Chronicle Pack. None of the buildings
have any laser sensors tricks, so decide now if the card packs are worth
the extra time, COST, and possible detection.

Lets use south for now. Move down against the vehicles, and wait for
the two guards nearby to reach the northern part of their patrol. This
allows you to run clear across to the eastern side of the map. You will
approach a guard at this end, and you can attempt to dodge him by
moving north, using the vehicles east of the big building in the center
to hide.

From there, run east to the bullseyes.

A really, really easy way to beat this is to load up on PSG-1s, and kill
away. Or, put three or four stealth cards in makes this equally easy.

-------------------------------------------------------------------------
Stage 13: Power Plant (1)
-------------------------------------------------------------------------

Wow, I'm not quite sure what to say for this opening section of the
Power Plant. Even with PSG-1s, it's hard to get out of here undetected,
because the guards are so close together.

Outside of waiting for a couple of Stealth and movement cards (along
with Action+ cards), I don't know how to get past here without being
alerted.  There is one MGS2 pack, and one Chronicles Pack. Of the many
aspects of the game, I'm curious to see what you readers have on this
part of the level.

Onto the second section of the plant. The key is to go up the stairs
and reach the bullseyes on the north part of the area. Grab the MSG2
pack nearby, and go up the only available stairs (as you further
inspect the area, most of the paths are blocked by obstacles). Go up
the stairs, then turn north, west, north, and down the stairs

Once down the stairs, proceed east to another set of stairs. Before you
do so, go north to find a MGS1 pack. Once up the stairs, go south
to reach a Chronicle Pack, but your ultimate goal is north to where the
bullseyes are.

Again, this is another difficult area, because everything is so
cramped. Without Stealth cards, you may be in trouble. I figure PSG-1s
would rule again.

In the following area, you'll run into another long corridor. If you
have it, a grenade works perfectly to kill off the four guards all
bunched up in front of you. If you don't, let them continue to move
forward until they get close to the explosive barrel.

Once the group of four are dead, you only have to worry about two other
guards, one on each catwalk on the side. There is a MGS2 (in center
area) and a Chronicle Pack (on west catwalk) located here. At the end
of the hall, you'll find another set of bullseyes.

Nikita Missile away!
--------------------
To begin with, don't bother with the laser sensors to the east, and
instead, go around the thing in the middle from the west. Dispatch of
the guards, then fire a Nikita or RC Missile down the electrified hall
north. Take a west, then continue until you run into a guard. As far
as I know, I was unable to get the missile past the guard, as he would
detect it and blow it up. So kill the guard, and use another RC or
Nikita Missile card, following the same path. After where you killed the
guard, take a short south, then west, and finally north into the
switchboard.

After this is destroyed, the whole place will be alerted. Fortunately,
you should be stocked on some movement cards, so go down the newly
unelectrified hall. Just when the previous electrified hall meets
regular stone ground, there is a door that has a Chronicles Pack inside.

Continue along this new path, until you run into a copy of the room you
entered. The southwest corner has a Stinger (MGS2) card. Move whoever
has a missile card to the east wall, and position them so they're one
square west of the hole on that wall. There is a small passage that
leads back to where you started. This allows us to get some elevation
to the missile, so that it can destroy the second switchboard.

Make sure there are no guards around left from the alert to detect
your missile. Keep it east into the second electrified floor, and go
north once you see another passage high up on the wall (about halfway
down the hall).

With the second switchboard destroyed, walk down the new path, then
head north towards the control room. You can skip the first laser
sensors on the west wall, but a few squares north of you there is
another, non-skippable sensor. Crawl under it, then continue to the
bullseyes.

There is a Chronicle Pack in the center of the room. Your best bet
is to take one of the catwalks. Destroying a patrol bot doesn't count
as a "kill," so it doesn't hurt your score. I don't believe it is
possible to get through here undetected without doing this specific
strategy.

The Final Stretch
-----------------
Here, Snake and Teliko need to split up. Each need to move north into
their respective door/path. At this point in this map, just kill
whatever obstacle you run into. It's just not worth the extra time
to try and figure out how to do so (if it can even be done).

The terminal that Snake reaches unlocks the door to the room Teliko's
path leads to. Have Teliko approach the terminal in that room, and
this opens the door to a room with a Stinger (MGS2) card along Snake's
path. Once Snake has the card, Teliko can exit out of this room and
continue along her path. Directly west of the room with the Stinger is
a Chronicle Pack that Snake can pick up.

Continue with Teliko until you run into another terminal. Then, back
with Snake, continue until you can reach the room that Teliko unlocked.
Along the way, you'll run into a separate room that has a MSG2 pack.
After Snake reaches his terminal, take control of Teliko and have
her go all the way towards the control room. After Teliko is through
the gate (next to the terminal she was at), Snake can continue along his
path the control room as well.

Once one of you characters reach the door into the control room, the
mission will finally end. Ugh.

-------------------------------------------------------------------------
Stage 13: Power Plant (2)
-------------------------------------------------------------------------

This level is hard. The game suggests using the Therm. G. card, but I
didn't find it as helpful. COST reduction cards and high movement stuff
is always the way to go in mu opinion. For those anal about getting an
S score, there IS a lot of leeway with regards to total COST used,
LIFE taken, and kills.

Return back to the Power Plant. With the lights out, your field of
vision will be limited, and you won't be able to see guards further
away. To make things simple, just have Snake and Teliko go back through
their respective passes on this section of the Power Plant.

Teliko will run into a guard just as she is going down the first pair
of stairs on her path. Additionally, once she passes the gate opened
by Snake, a guard or two may be near enough to detect. The first guard
Snake will encounter is down the stairs after he passes through the
door opened up by Teliko. A second guard he will encounter is the first
terminal Snake accessed when we first entered this area.

In the following section, you have two choices: go through the middle,
or take the catwalks. By taking the catwalk, you need to deal with a
Patrol Bot, which has a better view of vision. But by going through the
middle, you'll need to destroy the explosive barrels to get through.

In the electrified floor room, remember to dodge the laser sensors
near the exit. At the very end of this section, go under the laser
sensor just east of the bullseyes, as guards patrol the other section
of this area.

The next corridor in very similar to the one we were just in, minus
the patrol bots on the catwalk. Have each character go on one of the
catwalks, and kill the guard ahead north. If you can conserve COST,
make a run with Snake and Teliko to the bullseye. You will be detected,
but the guards won't be able to call for help.

The last area of the map requires you to kill about five ACUA troops,
the toughest guards in the game. Still, normal strategies work against
them. If there's one piece of sound advice that I could give you, it
would be to keep Snake and Teliko together, and isolate the guards to
go on 2-on-1. There are a few explosive barrels to use, but be careful:
they will use the barrels against you as well.

-------------------------------------------------------------------------
Stage 12: Outside FAR (2)
-------------------------------------------------------------------------

Get at least one Stealth card on Snake and Teliko. Like the last time
we were here, take the southern route to the western wall. They two
guards in the west end tend to group together in the north, leaving
us free to reach the west wall. There is still one guard to deal with,
and of course, it's up to you how you want to proceed. If you have
enough 4BLK movement cards, you can run past him pretty easily. Or the
Stealth card works. Or you can just kill him.

Once you approach the NW building, search for the square three squares
down and one square west of the building's door. Use this diagram if
you need help.

                     NW Building's
                       door
                       +-=-+
                       |   |
                       |   |
                       |---|
                       |   |
                       |   |
                   +---+---+
                   | X |   |
                   | X |   |
                   +---+---+

Assume that the XX is one bullseye, and all the squares around it
represent another bullseye. Once Snake and Teliko are near the manhole,
the mission ends.

-------------------------------------------------------------------------
Stage 14: FAR
-------------------------------------------------------------------------

There are a number of cards you'll need for this mission.

Move south down the hall, and destroy the gun-camera in the corner.
Turn east, and destroy the gun-camera on the nearby wall. The patrol
bot should not interfere with you. Nonetheless, you'll want to kill the
bot off, as we'll be needing to use a guided missile in this part of
the map.

Once the patrol bot is destroyed, go north at the fork to the
electrified floor. Before you fire a Nikita or RC Missile, use a sniper
rifle to take out the gun camera at the very north end. While you're
waiting for a Nikita or RC card to show up, continue east, then north
down a narrow hall. Careful for the gun-camera in the corner. There is
a MGS2 card in the following room.

For simplicity's sake, let's say Snake is firing a Nikita Missile. Of
the two square wide electric floor, have Snake stand on the more eastern
one. Shoot the missile, and have it go north, then east two squares
when you have to change directions. Continue going north until you hit
the wall, then west, then north into the vent on the wall. Once you're
through the vent, just head south into the switchboard.

With the floor un-electrified, have Snake head down, grabbing the
Chronicle Pack as he nears the terminal in the room. There are two
gun-cameras located here, but they should be easily dispatched. Once
the terminal is accessed, the southern door near the bullseyes will be
opened. Move both Teliko and Snake on their respective bullseye to move
to the next section.

Second Area
-----------
This part of the mission is essentially a 3 x 3 square map. Doors or
destroyable walls separate each square/room.

Go through the west door, and use C3 or C4 to destroy the the northern
wall. This will alert the guards, so don't bother with stealth in this
mission.

Grab the MGS1 and Chronicle Pack while you eliminate the half-dozen or
so guards that will rush after you blow up the wall with C4. Blow up
the second wall to the north to get a MGS1 and MGS2 pack. Return back
to the middle of the west rooms, and enter the center room. Go north,
destroy the gun-camera, and walk onto the bullseyes. Mission Complete.


-------------------------------------------------------------------------
Stage 14-1: FAR: B3F
-------------------------------------------------------------------------

Despite the fact he's certified crazy, Leone remains the same boss we
all know and love from much earlier in the game. Yes, the extra guards
to help him out is kind of annoying, but your overall fire-power should
blow them out of the water in no time. In particular, the Gun del Sol
and Nikita/RC Missles work wonders. Not only do they do big damage, but
they also burn, which causes significant damage over a few rounds.

Other then that, Sniper rifles + grenades + blowing up the explosive
barrels will slowly chip away at his mammoth 1500 LIFE.

Remember to eliminate the lackies first, as they can just cause trouble
while you're dodging Leone's tough attacks. And forget about going to
head-to-head with Leone; he'll dodge everything you throw at him. Get
behind him!

-------------------------------------------------------------------------
Stage 14-2: FAR: B4F
-------------------------------------------------------------------------

The goal of this mission is to drop down to floor level and reach the
bullseyes to the south. To make things simple, there is one MGS2 pack
in the entire map, just north of your starting position. And let me
be the first person to say, "wow!." For a semi-difficult game, the
last few levels in the game are awfully easy.

There is a simple and hard way to do this level. If you have tons of
Climb cards, have Teliko and Snake climb on the blocks near the
entrance, then down the nearby stairs. The bullseyes are just east of
there.

Without the climb cards, you'll have to head north on this second floor
before you can gain access to another stair-case to the first floor.
Not much you can about it, unless you have the Climb cards. The guards
are the same as they've been for awhile now.

Was it just me, or did the door to the bullseyes not open until you
killed a certain amount of enemies?

-------------------------------------------------------------------------
Stage 14-3: FAR: B5F
-------------------------------------------------------------------------

Here, we'll face Clown again. She is still dressed as Teliko, so you'll
have to be the distinction on who's who. Later, even more Teliko
clones will show up; it isn't out of the ordinary to have five total
Teliko's on the map at one time!

To make things harder, the good Teliko will be computer-controlled,
although I noticed I would get some turns with her. From the looks of
it, it appeared to be completely random.

To find who is who, use the Aerial View Mode by using the Triangle
button. Clown has a total of 800 LIFE. The good Teliko has a 400 LIFE,
and the clones have 60 LIFE.

During the match, Clown will throw a flash grenade, which repositions
everyone. This can get real annoying, as usually you just have Snake
to make your attacks. And if Clown is on the other side of the map,
there's nothing you can do. Fortunately, Clown's attack pale in
comparison to Leone. Where a head-to-head show down was suicide with
Leone, I recommend getting into Clown's face and beating the shit out
of her.

To do this, use anything that will burn her. Gun del Sol and the
Nikita/RC Missiles are the common cards most people have in their deck.
Once Clown is burn, her life will slowly go down, regardless if Snake
can hit her while she uses her flash grenade. Also, Sniper Rifles
clearly have the advantage here.

With Clown gone, the last level of the game is unlocked. If you plan
on beating the game, but you want access to the whole map to gain PTS,
then keep a separate save file when you beat the game. Although there
is a New Game+ feature in the game, you won't have access to the later
maps to earn PTS, like Outside FAR. It takes roughly ~6hours to reach
this point in the game on your second play-through.

-------------------------------------------------------------------------
Stage 14-4: ???
-------------------------------------------------------------------------

After defeating Metal Gear, you will be given the option to save a
Clear Game Data. If you do so, remember that you won't have access to
the better maps to earn PTS.

Snake needs any type of long-range, high-damage weapons. This includes
sniper rifles (particularly Mosin Nagant), Stingers, and tons of
Jonathon Ingrams, Cost -12s, and Cost -8s.

Teliko will need at least four strong healing cards (+300), along with
FAMAS, Gun del Sol, and Sniper Rifles. Cyborg Ninja is also nice to have
for the second phase. Additionally, Ally COST cards are very helpful.
Once the first phase of Metal Gear is done, Teliko really becomes
unnecessary; reducing Snake's COST can really help speed up the battle.

How to kill Metal Gear
----------------------
Snake faces Metal Gear, while Teliko destroys the inner sections of
the mad machine to help out Snake. At the beginning of the fight, there
is nothing for Snake to do except dodge the guided missiles until
Teliko does her job. Teliko needs to destroy the two 500 LIFE terminals,
while taking damage from a roid-powered patrol bot. Don't bother killing
the bot; another one will just replace it instantly.

When one of the terminals are destroyed, the armor protecting that
side's respective arm is destroyed, allowing Snake to beat the shit out
of that side. When one terminal is destroyed, move to the second. Rinse
and repeat. A good idea, and one I mentioned already, is to give Teliko
a bunch of healing cards, as she will take a decent chunk of damage
from the bot.

With the terminals destroyed, let Snake unleash his Stingers to destroy
each of the 500 LIFE arms.

*** You don't actually have to use Teliko to destroy the terminals.
When Metal Gear pops out its rockets, Snake has 10 COST to fire at
Metal Gear without Teliko's help (Joshua Ulm). I like using the terminal
strategy, just because you'll have to use Teliko anyway.

After the arms are destroyed, Metal Gear enters into his second form
(SEE:Metal Gear's attack arsenal for atk description), which is
significantly easier.

Second Phase
------------
Teliko's part in this phase is completely worthless. Outside of having
the perfect six cards in your deck, there is just no way to destroy all
four rods to stop the beam attack. I just had her kill the bot over
again, cuz I was bored ^^;

Snake on the other hand, has a lot to do. Keep close to Metal Gear,
while stocking up on your Mosin Nagant and Stingers. When Metal Gear
is charging up its beam, fire away, then run behind it. COST reduction
cards are extremely helpful, and allow you to take that extra few turns
to take out the 1000 LIFE on one round.

Keep track of Metal Gear's COST. The beam attack only takes off
300 LIFE, so in my opinion, it's worth getting that extra Stinger off
just so that you have one less attack to do.


Metal Gear's attack arsenal
--------------------------
When Metal Gear uses its guided missile attack, you can use the Aerial
View Mode to see where the missiles will hit (squares in red). You can
do this when Metal Gear has to wait 10 COST before the missiles are
fired. Obviously, if Snake doesn't have a turn within this 10 COST,
then you won't be able to see where the missiles are going to hit. When
Teliko destroys the terminals inside Metal Gear, the tank loses four
of the missiles it fires (so destroy both and it can't use this attack).

Remember that the guided missile's explosion is 3x3.

There is also a "crotch-beam" that Metal Gear uses when you get too
close to it in the first phase (Ghost Freeman). I don't believe it
uses the attack during the second phase, however.

Once the two arms are destroyed, Metal Gear will begin using a charge
beam-type weapon. After 20 COST, it fires a blast of energy that covers
practically any square ahead of Metal Gear. As far as I know, you have
to be behind it to dodge it. The attack itself reduces LIFE by 300.

There is one way to stop the attack, but it is really tough. Within that
20 COST, Teliko can destroy the four rods that charge the beam inside
Metal Gear. They each have 40 LIFE, so the reason for the difficulty
is trying to get four weapons off within such a small COST limit. Cyborg
Ninja helps a lot, because it can grab that one rod that is further
away from the others. Without Ninja, you actually have to move the
three or four squares to positon yourself there. Add in the fact that
the patrol bot will proabbly be in your way, and the odds aren't in
favor of you killing all four rods.

=========================================================================
4) CARD LIST
=========================================================================

With a total of 204 cards, Metal Gear Ac!d is packed. I am dividing up
this section in tens, so that you can find a card a little easier. To
search, ranges are from 001-010, and 011-020 and so on. I'd like to
add comments for each card, but we'll see...

If you find yourself nearing the magical 200 card mark, then it's
likely you are missing a few rare cards. Super-rares, for lack of a
better name, are the yellow-tinted cards.

Rare Cards
----------

004. Desert Eagle (MGS1)             094. Phase Down (MGS2)
023. MP5 (MGS1)                      103. Builder Bed (CHRN)
032. AKM (MGS3)                      104. Gijin-san (CHRN)
036. Rush (MGS3)                     137. Roy Campbell (MGS1)
038. M37 (MGS3)                      142. Cyborg Ninja (MGS1)
053. Body Shot (MGS2)                143. Psycho Mantis (MGS1)
058. H.F. Blade (MGS2)               156. Solidus Snake (MGS2)
059. Dual Blades (MGS2)              170. Solid Snake (MG2)
061. Equipment LV.3 (MGS2)           180. Jonathan Ingram (CHRN)
062. Action ++ (MGS2)                181. Tony Redwood (CHRN)
066. Double Action: Cost+ (MGS2)     183. Ed Brown (CHRN)
068. Double Action (MGS3)            198. Sneaking Suit (MGS1)
073. Extra Turn (MGS3)

Super-Rare Cards
----------------

30. Gun del Sol (CHRN)               152. Fortune (MGS2)
44. RPG7 (MGS3)                      157. Metal Gear RAY (MGS2)
55. Double Shot (MGS2)               165. Big Boss (CHRN)
105. Dark Loans (CHRN)               168. Metal Gear (CHRN)
106. Solar Bank (CHRN)               175. Metal Gear GANDER (CHRN)
136. Liquid Snake (MGS1)             184. Jehuty (CHRN)
141. Metal Gear REX (MGS1            192. The Boss (MGS3)
145. Genola (MGS1)                   194. Shagohod (MGS3)
146. Solid Snake (MGS1)              199. XM8 (MGS2)



-----------------------------------------------------------------------
Card List: 001-010
-----------------------------------------------------------------------

 001 - SOCOM - MGS1 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 ATK:10 HIT:90%
 CAL45 x 4
 Silenced; Add fall

 002 - FAMAS - MGS1 Pack
 Type: WPN   Cost: 6
 Use Card.
 Information:
 ATK:20 HIT:75%
 5.56mm x 6
 Adds 1cost

 003 - C4 - MGS1 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 ATK:160
 Triggered by
 detonator or timer

 004 - Desert Eagle - MGS1 Pack
 Type: WPN   Cost: 6
 Use Card.
 Information:
 ATK:- HIT:50%
 CAL50 x 1
 Target's LIFE 1/2

 005 - Grenade - MGS1 Pack
 Type: WPN   Cost: 7
 Use Card.
 Information:
 ATK:120
 Detonates with
 8cost after use

 006 - Stun Grenade - MGS1 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 Affects 3x3 area
 Add faint

 007 - Chaff Grenade - MGS1 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 Disables electronic
 devices for 30cost
 after detonation

 008 - Stinger (MGS1) - MGS1 Pack
 Type: WPN   Cost: 10
 Use Card.
 Information:
 ATK:180
 Locks on to
 machines only

 009 - USP - MGS2 Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 ATK:20 HIT:80%
 CAL45x4 REA:30%
 Destroys equipment

 010 - Makarov - MGS2 Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 ATK:15 HIT:80%
 9mm x 4 REA:10%

-----------------------------------------------------------------------
Card List: 011-020
-----------------------------------------------------------------------
 011 - AKS74u - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:5 HIT:70%
 5.45mm x 10
 REA:30%

 012 - M4 - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:10 HIT:80%
 5.56mm x8  REA:60
 HIT+10% vs. |pos.
             v

 013 - PSG-1 - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:60 HIT:90%
 7.62mm x 2
 REA:0%

 014 - M9 - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:0 HIT:60%
 9mm x 2 REA:10%
 Puts target to sleep

 015 - USP (Laser S.) - MGS2 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:20 HIT:90%
 CAL45 x4 REA:30%
 Destroys equipment

 016 - AKS74u (Laser S.) - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:5 HIT:70%
 5.45mm x 10
 Silenced; Free ATK

 017 - M4 (Laser S.) - MGS2 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:10 HIT:90%
 5.56mm x8 REA:40
 HIT+10% vs | pos.
            V

 018 - Colt S.A.A - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:30 HIT:75%
 CAL45 x3 REA:50%
 Makes target bleed

 019 - P90 - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:70 HIT:100%
 5.7mm x3 REA:80%
 Area ATK; Adds Fall

 020 - SPAS12 - MGS2 Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 ATK:40 HIT:100%
 12GA x4 REA:20%
 Area ATK; Adds Fall

-----------------------------------------------------------------------
Card List: 021-030
-----------------------------------------------------------------------
 021 - Claymore - MGS2 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 ATK:80
 1 x 2 area in front

 022 - Nikita Missile - MGS2 Pack
 Type: WPN   Cost: 8
 Use Card.
 Information:
 ATK:100
 Can move 5 BLK/turn

 023 - MP5 - MGS1 Pack
 Type: WPN   Cost: 6
 Use Card.
 Information:
 ATK: 50 HIT:80%
 9mm x 3 REA:20%
 Area ATK

 024 - RC Missile - CHRN Pack
 Type: WPN   Cost: 7
 Use Card.
 Information:
 ATK:120
 Can move
 5 BLK/turn

 025 - Mine - CHRN Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 ATK:100
 Can be cleared
 by crawling

 026 - R-5 - CHRN Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:30 HIT:80%
 5.56mm x5 REA:20
 HIT+10% vs ^pos

 027 - Five-seveN - CHRN Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 ATK:30 HIT:85%
 5.7mm x4 REA:20%
 Adds Fall

 028 - M92F (Laser S.) - CHRN Pack
 Type: WPN   Cost: 9
 Equip Card.
 Information:
 ATK:40 HIT:90%
 9mm x2 REA:20%
 Free ATK

 029 - M92F - CHRN Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:40 HIT:70%
 9mm x2 REA:20%
 Disables interference

 030 - Gun del Sol - CHRN Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 ATK:200
 to 3BLK wide area
 in front

-----------------------------------------------------------------------
Card List: 031-040
-----------------------------------------------------------------------

 031 - Vz61 Scorpion - MGS3 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:100 HIT:90%
 7.65mm x2 REA:30%
 Area ATK

 032 - AKM - MGS3 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:60 HIT:50%
 7.62mm x3 REA:40%
 ATK+10%/hand

 033 - Punch (CQC) - MGS3 Pack
 Type: WPN   Cost: 4
 Equip Card.
 Information:
 Used with
 equipment CQC

 034 - Kick (CQC) - MGS3 Pack
 Type: WPN   Cost: 5
 Equip Card.
 Information:
 Used with
 equipment CQC

 035 - Throw (CQC) - MGS3 Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 Used with
 equipment CQC

 036 - Rush (CQC) - MGS3 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 Used with
 equipment CQC

 037 - Stoner M63 - MGS3 Pack
 Type: WPN   Cost: 10
 Equip Card.
 Information:
 ATK:40 HIT:70%
 5.56mm x5 REA:40%
 Blocks counter

 038 - M37 - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 ATK:80 HIT:90%
 12GA. x3 REA:40%
 Area ATK; Adds Fall

 039 - SVD Dragunov - MGS3 Pack
 Type: WPN   Cost: 10
 Equip Card.
 Information:
 ATK:70 HIT:70%
 7.62mm x3 REA:0%
 Adds Fall

 040 - XM16E - MGS3 Pack
 Type: WPN   Cost: 9
 Equip Card.
 Information:
 ATK:40 HIT:50%
 5.56mm x5 REA:20%
 Destroys equipment

-----------------------------------------------------------------------
Card List: 041-050
-----------------------------------------------------------------------

 041 - Mosin Nagant - MGS3 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:250 HIT:60%
 7.62mm x1 REA:60%
 Anti-armor; 1 shot

 042 - C3 - MGS3 Pack
 Type: WPN   Cost: 6
 Use Card.
 Information:
 ATK:250
 Triggered by
 detonator or timer

 043 - M15 Grenade - MGS3 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:160
 Can be shot
 Adds BURN

 044 - RPG7 - MGS3 Pack
 Type: WPN   Cost: 8
 Use Card.
 Information:
 ATK:170
 Anti-armor

 045 - Quick Draw - MGS1 Pack
 Type: ACT   Cost: 4
 Equip Card.
 Information:
 ATK:-5 HIT:-20%
 Sets cost to 0
 Attaches to weapon

 046 - Strand - MGS1 Pack
 Type: ACT   Cost: 5
 Equip Card.
 Information:
 Adds 1cost
 for each HIT
 Attaches to weapon

 047 - Concentrate - MGS1 Pack
 Type: ACT   Cost: 4
 Equip Card.
 Information:
 HIT:+4-; Cost at time
 of use +4
 Attaches to weapon

 048 - Equipment LV.2 - MGS1 Pack
 Type: ACT   Cost: 7
 Use Card.
 Information:
 EQUIPMENT
 LV.1 -> LV.2

 049 - Action + - MGS1 Pack
 Type: ACT   Cost: 6
 Use Card.
 Information:
 actions/turn +1
 (max.4)
 Snake only

 050 - Marines - MGS2 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 Movement card
 Can move 4BLK

-----------------------------------------------------------------------
Card List: 051-060
-----------------------------------------------------------------------

 051 - Navy SEALs - MGS2 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 Movement card
 Can move 4BLK

 052 - Aim - MGS2 Pack
 Type: ACT   Cost: 4
 Equip Card.
 Information:
 HIT+20%
 Attaches to weapon

 053 - Body Shot - MGS2 Pack
 Type: ACT   Cost: 12
 Equip Card.
 Information:
 Hit reduces
 target's LIFE 1/2
 Attaches to weapon

 054 - Critical Shot - MGS2 Pack
 Type: ACT   Cost: 8
 Equip Card.
 Information:
 Adds 2cost
 for every HIT
 Attaches to weapon

 055 - Shoot Twice - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 N/A

 056 - Stop Counter - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 N/A

 057 - Spin Kick - MGS2 Pack
 Type: ACT   Cost: 7
 Use Card.
 Information:
 ATK:60
 Adds Fall;Adjacent
 to target to use

 058 - H.F. Blade - MGS2 Pack
 Type: WPN   Cost: 5
 Use Card.
 Information:
 ATK:100
 Must be adjacent
 to target to use

 059 - Dual Blades - MGS2 Pack
 Type: WPN   Cost: 6
 Use Card.
 Information:
 ATK:90
 Destroys equipment;
 makes target bleed

 060 - Briefing - MGS2 Pack
 Type: ACT   Cost: 5
 Equip Card.
 Information:
 Makes all allies
 discard their cards
 & draw 6 new ones

-----------------------------------------------------------------------
Card List: 061-070
-----------------------------------------------------------------------

 061 - Equipment LV.3 - MGS2 Pack
 Type:ACT   Cost: 15
 Use Card.
 Information:
 EQUIPMENT
 LV.2 -> LV.3

 062 - Action ++ - MGS2 Pack
 Type: ACT   Cost: 15
 Use Card.
 Information:
 Increases ACTION
 by 2 (max.4)
 Snake only

 063 - Add Fall - MGS1 Pack
 Type: ACT   Cost: 5
 Equip Card.
 Information:
 Adds FAINT
 effect to weapon
 Attaches to weapon

 064 - Head Shot - MGS2 Pack
 Type: ACT   Cost: 8
 Equip Card.
 Information:
 Adds quick death
 effect to weapon
 Attaches to weapon

 065 - Hold Up - MGS2 Pack
 Type: ACT   Cost: 6
 Equip Card.
 Information:
 Reduces EQUIP level
 by 1; Must be
 behind target

 066 - Double Action: Cost+ - MGS2 Pack
 Type: ACT   Cost: 5
 Use Card.
 Information:
 Current REST x2
 Card's COST x2
 Lasts for 1turn

 067 - Funds - MGS2 Pack
 Type: ACT   Cost: 4
 Use Card.
 Information:
 Ally draws
 1 card

 068 - Double Action - MGS3 Pack
 Type: ACT   Cost: 12
 Use Card.
 Information:
 Current REST x2

 069 - Survival Knife - MGS3 Pack
 Type: WPN   Cost: 4
 Use Card.
 Information:
 ATK:60
 Makes target bleed

 070 - Choke - MGS3 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 Adds FAINT
 Must be 1BLK behind
 target to use

-----------------------------------------------------------------------
Card List: 071-080
-----------------------------------------------------------------------

 071 - Attack 1 Enemy - MGS3 Pack
 Type: ACT   Cost: 7
 Equip Card.
 Information:
 Area ATK ->
 Single ATK
 lasts for 1 turn

 072 - Hip Shot - MGS3 Pack
 Type: ACT   Cost: 4
 Equip Card.
 Information:
 Hit-20%
 Cost -5
 Attaches to weapon

 073 - Turn Again - MGS3 Pack
 Type: ACT   Cost: 12
 Equip Card.
 Information:
 After turn ends,
 immediately becomes
 user's turn again

 074 - Scope - MGS1 Pack
 Type: ITM   Cost: 5
 Equip Card.
 Information:
 HIT+30% at range
 of 3+ BLK
 Attaches to weapon

 075 - Body Armor - MGS1 Pack
 Type: ITM   Cost: 5
 Equip Card.
 Information:
 Reduces total
 damage by 50
 REA: 50%

 076 - Card LV.1 - MGS1 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Opens doors
 of security LV.1
 Equip to use

 077 - Box A - MGS1 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Equip to use
 Made of cardboard

 078 - Mine D. - MGS1 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Locates mines
 Equip to use

 079 - Ration - MGS1 Pack
 Type: ITM   Cost: 4
 Use Card.
 Information:
 User's life +150

 080 - Handy Survival Kit - MGS1 Pack
 Type: ITM   Cost: 6
 Use Card.
 Information:
 Ally's LIFE+100

-----------------------------------------------------------------------
Card List: 081-090
-----------------------------------------------------------------------

 081 - Stealth - MGS2 Pack
 Type: ITM   Cost: 5
 Equip Card.
 Information:
 Equip to use
 Disappears after 20cost

 082 - Uniform-R - MGS2 Pack
 Type: ITM   Cost: 8
 Equip Card.
 Information:
 Disguise
 REA:50%

 083 - Uniform-B - MGS2 Pack
 Type: ITM   Cost: 8
 Equip Card.
 Information:
 Disguise
 REA:50%

 084 - Uniform-G - MGS2 Pack
 Type: ITM   Cost: 8
 Equip Card.
 Information:
 Disguise
 REA:50%

 085 - Card LV.2 - MGS2 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Opens doors of
 security LV.2
 Equip to use

 086 - Box B - MGS2 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Equip to use
 Made of cardboard

 087 - Bomb Switch - MGS2 Pack
 Type: ITM   Cost: 5
 Use Card.
 Information:
 Detonates all
 planted bombs

 088 - Styptic - MGS2 Pack
 Type: ITM   Cost: 4
 Use Card.
 Information:
 Stops bleeding
 Product name:
 "BANDAGE"

 089 - Handy Medical Kit - MGS2 Pack
 Type: ITM   Cost: 6
 Use Card.
 Information:
 Revives fallen ally
 with +10 to LIFE

 090 - Survival Kit - MGS2 Pack
 Type: ITM   Cost: 9
 Use Card.
 Information:
 Ally's LIFE+200

-----------------------------------------------------------------------
Card List: 091-100
-----------------------------------------------------------------------

 091 - Medical Kit - MGS2 Pack
 Type: ITM   Cost: 9
 Use Card.
 Information:
 Revives fallen ally
 with max LIFE

 092 - Book - MGS2 Pack
 Type: ITM   Cost: 5
 Use Card.
 Information:
 Stops movement of
 enemies who find it
 Pretty good reading

 093 - Cool Book - MGS2 Pack
 Type: ITM   Cost: 5
 Use Card.
 Information:
 Stops movement of
 enemies who find it
 VERY good reading

 094 - Phase Down - MGS2 Pack
 Type: ACT   Cost: 5
 Use Card.
 Information:
 Lowers alert phase
 by 1 level

 095 - Timer - MGS2 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Detonates attached
 bomb after 10cost

 096 - Therm. G. - CHRN Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 In search mode,
 displays enemies
 within 3BLK

 097 - Box C - CHRN Pack
 Type: ITM  Cost: 4
 Equip Card.
 Information:
 Equip to use
 Made of cardboard

 098 - Ceramic Armor - CHRN Pack
 Type: ITM   Cost: 6
 Equip Card.
 Information:
 Reduces total
 damage by 80
 REA:80%

 099 - Bomb Blast Suit - CHRN Pack
 Type: ITM   Cost: 8
 Use Card.
 Information:
 Reduces total
 damage by 100
 REA:100%

 100 - Ration B1 Unit - CHRN Pack
 Type: ITM   Cost: 4
 Use Card.
 Information:
 User's LIFE+200

-----------------------------------------------------------------------
Card List: 101-110
-----------------------------------------------------------------------

 101 - Ration B2 Unit - CHRN Pack
 Type: ITM   Cost: 5
 Use Card.
 Information:
 User's LIFE+250

 102 - Ration B3 Unit - CHRN Pack
 Type: ITM   Cost: 6
 Use Card.
 Information:
 User's LIFE+300

 103 - Builder Bed - CHRN Pack
 Type: ITM   Cost: 8
 Equip Card.
 Information:
 Auto-recover
 50 LIFE from out
 of action

 104 - Gijin-san - CHRN Pack
 Type: ITM   Cost: 12
 Use Card.
 Information:
 ATK+30 to
 all of power
 Sets PTS. to 1/2

 105 - Dark Loans - CHRN Pack
 Type: ITM   Cost: 11
 Use Card.
 Information:
 All damage -> 0
 After 3turns, sets
 user's LIFE to 1

 106 - Solar Bank - CHRN Pack
 Type: ITM   Cost: 11
 Use Card.
 Information:
 All damage -> 0
 After 3turns, fully
 restores user's LIFE

 107 - Box D - MGS3 Pack
 Type: ITM   Cost: 4
 Equip Card.
 Information:
 Equip to use
 Made of cardboard

 108 - Bandage - MGS3 Pack
 Type: ITM   Cost: 12
 Use Card.
 Information:
 User's LIFE+400

 109 - Styptic + - MGS3 Pack
 Type: ITM   Cost: 6
 Use Card.
 Information:
 Stops bleeding
 User's LIFE+100

 110 - Front Evade LV.1 - MGS1 Pack
 Type: SPT   Cost: 4
 Equip Card.
 Information:
 REA: 50%
 Equip to use

-----------------------------------------------------------------------
Card List: 111-120
-----------------------------------------------------------------------

 111 - Rear Evade LV.1 - MGS1 Pack
 Type: SPT   Cost: 4
 Equip Card.
 Information:
 REA: 50%
 Equip to use

 112 - ?????? - MGS2 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 N/A

 113 - Endure - MGS1 Pack
 Type: SPT   Cost: 7
 Use Card.
 Information:
 Reduces damage
 by 5 one time only
 REA:60%

 114 - Hang - MGS2 Pack
 Type: SPT   Cost: 4
 Equip Card.
 Information:
 Enables hanging
 Equip to use;
 Disappears after 30cost

 115 - Handy 1st Aid Kit - MGS1 Pack
 Type: SPT   Cost: 4
 Use Card.
 Information:
 Adds 200 LIFE
 to adjacent allies

 116 - Cost -4 - MGS1 Pack
 Type: SPT   Cost: 0
 Use Card.
 Information:
 Reduces user's
 current cost by 4

 117 - Ally Cost -4 - MGS1 Pack
 Type: SPT   Cost: 6
 Use Card.
 Information:
 Reduces ally's
 current cost by 4

 118 - Front Evade LV.2 - MGS2 Pack
 Type: SPT   Cost: 5
 Equip Card.
 Information:
 REA:75%
 Equip to use

 119 - Rear Evade LV.2 - MGS2 Pack
 Type: SPT   Cost: 5
 Equip Card.
 Information:
 REA:75%
 Equip to use

 120 - Evade LV.2 - MGS2 Pack
 Type: SPT   Cost: 12
 Equip Card.
 Information:
 REA:75%
 Equip to use


-----------------------------------------------------------------------
Card List: 121-130
-----------------------------------------------------------------------

 121 - Climb - MGS2 Pack
 Type: SPT   Cost: 4
 Use Card.
 Information:
 Allows user to climb
 up/down walls of 1 block

 122 - Sacrifice - MGS2 Pack
 Type: SPT   Cost: 8
 Use Card.
 Information:
 User's LIFE-50
 Ally's LIFE+100

 123 - Transfuse Blood - MGS2 Pack
 Type: SPT   Cost: 8
 Use Card.
 Information:
 User's LIFE+100
 Ally's LIFE-50

 124 - 1st Aid Kit - MGS2 Pack
 Type: SPT   Cost: 6
 Use Card.
 Information:
 Adds 300 LIFE
 to adjacent allies

 125 - Cost -8 - MGS2 Pack
 Type: SPT   Cost: 0
 Equip Card.
 Information:
 Reduces user's
 current cost by 8

 126 - Ally Cost -8 - MGS2 Pack
 Type: SPT   Cost: 8
 Use Card.
 Information:
 Reduce's ally's
 current cost by 8

 127 - Mute - MGS2 Pack
 Type: SPT   Cost: 5
 Equip Card.
 Information:
 While equipped,
 user becomes
 completely silent

 128 - Hand Grip - MGS2 Pack
 Type: SPT   Cost: 4
 Use Card.
 Information:
 Increases Cost of
 remaining Hanging

 129 - Reaction Block - MGS3 Pack
 Type: SPT   Cost: 7
 Equip Card.
 Information:
 While equipped,
 blocks REA: Disappears
 after 20cost

 130 - Front Evade LV.3 - MGS3 Pack
 Type: SPT   Cost: 6
 Equip Card.
 Information:
 REA:100%
 Equip to use

-----------------------------------------------------------------------
Card List: 131-140
-----------------------------------------------------------------------

 131 - Rear Evade LV.3 - MGS3 Pack
 Type: SPT   Cost: 6
 Equip Card.
 Information:
 REA:100%
 Equip to use

 132 - Evade LV.3 - MGS3 Pack
 Type: WPN   Cost: 7
 Equip Card.
 Information:
 REA:100%
 Equip to use

 133 - Cost -12 - MGS3 Pack
 Type: SPT   Cost: 0
 Equip Card.
 Information:
 Reduces user's
 current cost by 12

 134 - Ally Cost -12 - MGS3 Pack
 Type: SPT   Cost: 10
 Use Card.
 Information:
 Reduces ally's
 current cost by 12

 135 - Genome Soldier - MGS1 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 Movement card
 Can move 4BLK

 136 - Liquid Snake - MGS1 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 "FOX DIE"
 ATK, HIT, REA+40

 137 - Roy Campbell - MGS1 Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 ATK:150 to 5x5area
 Acts 10cost after

 138 - Otacon - MGS1 Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "Scientist"
 Attaches anti-armor
 ATK+10 HIT+10%

 139 - Sniper Wolf - MGS1 Pack
 Type: CHR   Cost: 5
 Equip Card.
 Information:
 "Sniper"
 HIT+50%
 Attaches to weapon

 140 - Vulcan Raven - MGS1 Pack
 Type: CHR   Cost: 8
 Equip Card.
 Information:
 "Bullet Spray"
 Single ATK
 ->Area ATK (3x3)

-----------------------------------------------------------------------
Card List: 141-150
-----------------------------------------------------------------------

 141 - Metal Gear Rex - MGS1 Pack
 Type: CHR   Cost: 30
 Equip Card.
 Information:
 "Trample"
 random 2cards from
 hand and destroyed

 142 - Cyborg Ninja - MGS1 Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "H.F. Blade"
 ATK:50 to target
 of choice

 143 - Psycho Mantis - MGS1 Pack
 Type: CHR   Cost: 8
 Use Card.
 Information:
 "Hypnosis"
 Causes confusion
 in target of choice

 144 - Mei Ling - MGS1 Pack
 Type: CHR   Cost: 10
 Use Card.
 Information:
 "Soliton Radar"
 Doubles interference effect

 145 - Genola - MGS1 Pack
 Type: CHR   Cost: 10
 Use Card.
 Information:
 "Roar"
 Knocks out all
 living creatures

 146 - Solid Snake (MGS1) - MGS1 Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "Survival"
 User's LIFE +500

 147 - Naomi Hunter - MGS1 Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Healing"
 LIFE+10 every 5cost
 up to max of 200

 148 - Meryl Silverburgh - MGS1 Pack
 Type: CHR   Cost: 0
 Use Card.
 Information:
 "Break"
 User's cost 1/2

 149 - Gurlukovich Sld. - MGS2 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 Movement card
 Can move 5BLK

 150 - Revolver Ocelot - MGS1 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 "Gunplay"
 Sets user's
 gunshot cost to 2

-----------------------------------------------------------------------
Card List: 151-160
-----------------------------------------------------------------------

 151 - Emma Emmerich - MGS2 Pack
 Type: CHR   Cost: 8
 Equip Card.
 Information:
 "Weak Knees"
 Evade all attacks
 until next turn

 152 - Fortune - MGS2 Pack
 Type: CHR   Cost: 10
 Equip Card.
 Information:
 "E.M. Device"
 Dodge 20bullets
 Equip to use

 153 - Vamp - MGS2 Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "Bloodsucker"
 Takes 1/2DMG dealt
 adds to user's LIFE

 154 - Solid Snake (MGS2) - MGS2 Pack
 Type: CHR   Cost: 4
 Equip Card.
 Information:
 "Hang"
 Disappears after
 90cost

 155 - Iroquois Pliskin - MGS2 Pack
 Type: CHR   Cost: 4
 Equip Card.
 Information:
 "Cigarettes"
 Makes infrared
 se[n]sors visible

 156 - Solidus Snake - MGS2 Pack
 Type: CHR   Cost: 8
 Use Card.
 Information:
 "Dual Blades"
 ATK:50x4

 157 - Metal Gear Ray - MGS2 Pack
 Type: CHR   Cost: 30
 Use Card.
 Information:
 "Hydraulic Cutter"
 ATK:250 to
 1 x 5 area

 158 - Jennifer - MGS2 Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Suffering"
 Convert's user's added
 cost to damage

 159 - Olga Gurlukovich - MGS2 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 "Reload"
 User draws 3 cards

 160 - Johnny Sasaki - MGS2 Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Diarrhea"
 Discard all cards
 & draw 6 new ones

-----------------------------------------------------------------------
Card List: 161-170
-----------------------------------------------------------------------

 161 - Raiden - MGS2 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 N/A
 Comment: Earned by beating the game twice

 162 - Gurlugon - MGS2 Pack
 Type: CHR   Cost: 10
 Use Card.
 Information:
 "Monster Beam"
 Adds 15cost to all
 enemies (creatures)

 163 - Gray Fox - CHRN Pack
 Type: CHR   Cost: 5
 Equip Card.
 Information:
 "Close Combat"
 ATK+20, HIT+5%
 to equipped CQC

 164 - Snake (MG) - CHRN Pack
 Type: CHR   Cost: 6
 Equip Card.
 Information:
 "Infinity Bandana"
 Used weapons
 return to hand
 Comment: Earned by beating the game

 165 - Big Boss - CHRN Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Victory"
 Doubles PTS.

 166 - Machinegun Kid - CHRN Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 "Gun Belt"
 Makes all A-rifle
 SMG bullets usable

 167 - Fire Trooper - CHRN Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "Flamethrower"
 ATK:100
 Area ATK; Adds Burn

 168 - Metal Gear - CHRN Pack
 Type: CHR   Cost: 20
 Use Card.
 Information:
 "Vulcan Strafe"
 ATK30 to all targets
 Make target bleed

 169 - Running Man - CHRN Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 "Out of Breath"
 Movement card
 Can move 8BLK

 170 - Solid Snake (MG2) - CHRN Pack
 Type: CHR   Cost: 7
 Use Card.
 Information:
 "Legendary Hero"
 Adds 100 to user's
 max life

-----------------------------------------------------------------------
Card List: 171-180
-----------------------------------------------------------------------

 171 - Chris Jenner - CHRN Pack
 Type: CHR   Cost: 5
 Equip Card.
 Information:
 "Still Standing"
 Prevents users from
 knocking down

 172 - Marionette Owl - CHRN Pack
 Type: CHR   Cost: 4
 Equip Card.
 Information:
 "Night Eyes"
 Visual range x2
 in search mode

 173 - Viper - CHRN Pack
 Type: WPN   Cost: 6
 Equip Card.
 Information:
 "Booby Trap"
 Destroys 1 of
 target's A-rifles
 Comment: Input password 'Viper' to unlock.

 174 - Pyro Bison - CHRN Pack
 Type: CHR   Cost: 8
 Equip Card.
 Information:
 "Flamethrower"
 ATK:120
 Area ATK;Adds Burn

 175 - Metal Gear GANDER - CHRN Pack
 Type: CHR   Cost: 30
 Use Card.
 Information:
 "Guided Missile"
 Fires 5 shots
 at random

 176 - IdeaSpy 2.5 - CHRN Pack
 Type: CHR   Cost: 7
 Use Card.
 Information:
 "Inexplicable"
 Reduces use cost
 of all cards by 1/2

 177 - Gillian Seed - CHRN Pack
 Type: CHR   Cost: 6
 Equip Card.
 Information:
 "Shot Trainer"
 HIT:100%
 Firing cost +10

 178 - Mika Slayton - CHRN Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Support"
 User's loses 2 cards
 Ally draws 3 cards
 Comment: Input password 'Mika' to unlock.

 179 - Metal Gear Mk-II - CHRN Pack
 Type: CHR   Cost: 4
 Equip Card.
 Information:
 "Data Processing"
 Arranges cards in
 hand by type

 180 - Jonathon Ingram - CHRN Pack
 Type: CHR   Cost: 0
 Use Card.
 Information:
 "Solution"
 Reduces user's
 current cost by 20

-----------------------------------------------------------------------
Card List: 181-190
-----------------------------------------------------------------------

 181 - Tony Redwood - CHRN Pack
 Type: CHR   Cost: 10
 Use Card.
 Information:
 "Mr. Goddard"
 Sets everyone's hit
 rate to 100%

 182 - Karen Hojo - CHRN Pack
 Type: CHR   Cost: 5
 Use Card.
 Information:
 "Blood Transfusion"
 Ally's loses 2 cards
 User draws 3 cards
 Comment: Input password 'Karen' to unlock.

 183 - Ed Brown - CHRN Pack
 Type: CHR   Cost: 15
 Equip Card.
 Information:
 "Gun Shy"
 Blocks for everyone's
 REA for 5turns

 184 - Jehuty - CHRN Pack
 Type: CHR   Cost: 8
 Use Card.
 Information:
 "Burst Shot"
 Sets All EQUIP
 to default status
 Comment: Input password 'Jehuty' to unlock.

 185 - ADA - CHRN Pack
 Type: CHR   Cost: 8
 Use Card.
 Information:
 "Combat A.I."
 Move cost set to 1
 for 3turns

 186 - GRU Sld. - MGS4 Pack
 Type: CHR   Cost: 5
 Equip Card.
 Information:
 Movement card
 Can move 5BLK

 187 - Ocelot Unit - MGS3 Pack
 Type: CHR   Cost: 4
 Use Card.
 Information:
 Movement card
 Can move 6BLK

 188 - Major Zero - MGS3 Pack
 Type: CHR   Cost: 15
 Use Card.
 Information:
 "Active Sonar"
 makes all enemies
 appear on display

 189 - E.B. Volgin - MGS3 Pack
 Type: CHR   Cost: 7
 Equip Card.
 Information:
 "Bullet Punch"
 Destroys one of
 target's handguns

 190 - N.S. Sokolov - MGS3 Pack
 Type: CHR   Cost: 7
 Equip Card.
 Information:
 "Power of Science"
 ATK+10 vs. armor

-----------------------------------------------------------------------
Card List: 191-200
-----------------------------------------------------------------------

 191 - Naked Snake - MGS3 Pack
 Type: CHR   Cost: 13
 Equip Card.
 Information:
 "John Doe"
 Triggers random
 technique

 192 - The Boss - MGS3 Pack
 Type: CHR   Cost: 18
 Equip Card.
 Information:
 "Special Force"
 Triggers random
 technique

 193 - The Fury - MGS3 Pack
 Type: CHR   Cost: 9
 Use Card.
 Information:
 "Flamethrower"
 ATK:140
 Area ATK; Adds burn

 194 - Shagohod - MGS3 Pack
 Type: CHR   Cost: 20
 Use Card.
 Information:
 "Vulcan Strafe"
 ATK:120
 to 9 x9 area

 195 - Ocelot - MGS3 Pack
 Type: CHR   Cost: 8
 Use Card.
 Information:
 "Showdown"
 Prevents target of
 choice from firing

 196 - EVA - MGS3 Pack
 Type: CHR   Cost: 6
 Use Card.
 Information:
 "Temptation"
 Keeps creatures
 within 3BLK at bay

 197 - A.L. Granin - MGS3 Pack
 Type: CHR   Cost: 0
 Use Card.
 Information:
 "Order of Lenin"
 Sets user's current
 cost to 15

 198 - Sneaking Suit - MGS1 Pack
 Type: ITM   Cost: 8
 Use Card.
 Information:
 REA:100%
 Reduces single
 attack damage by 5

 199 - XM8 - MGS3 Pack
 Type: WPN   Cost: 8
 Equip Card.
 Information:
 ATK:50 HIT:60%
 5.45mm x 6 REA:70
 Mov6, RandomEffect
 Comment: Input password 'Xmeight' to unlock.

 200 - Yuka Kosaka - CHRN Pack
 Type: CHR  Cost: 10
 Use Card.
 Information:
 BST: 35  WST: 23
 HIP: 33
 HGT: 5'6"
 SHS: 245 mm x2
 Notes: Causes BLEEDING in male users
 Comment: Input 'Kobe' into password.

-----------------------------------------------------------------------
Card List: 201-204
-----------------------------------------------------------------------

 201 - Asaki Yoshida - CHRN Pack
 Type: CHR  Cost: 10
 Use Card.
 Information:
 BST: 34  WST: 23
 HIP: 35
 HGT: 5'6"
 SHS: 255 mm x2
 Notes: Causes BLEEDING in male users
 Comment: Input 'Umeda' into password.

 202 - Yuu Saito - CHRN Pack
 Type: CHR  Cost: 10
 Use Card.
 Information:
 BST: 33  WST: 23
 HIP: 33
 HGT: 5'5"
 SHS: 240 mm x2
 Notes: Causes BLEEDING in male users
 Comment: Input 'Yebisu' into password.

 200 - Eri Shibuya - CHRN Pack
 Type: CHR  Cost: 10
 Use Card.
 Information:
 BST: 35  WST: 23
 HIP: 33
 HGT: 5'6"
 Notes: Causes BLEEDING in male users
 Comment: Input 'Kobe' into password.

 204 - Stinger (MGS2) - MGS2 Pack
 Type: WPN   Cost: 10
 Use Card.
 Information:
 ATK:180
 Locks on to
 machines only


=========================================================================
5) APPENDIX
=========================================================================

=======================================================================
I . Controls
=======================================================================

During Mission
-----------
Start Button - * Cancel Demo
Analog Stick - * Change View (slightly)
L Button - * Change Camera Angle
R Button - * Change Camera Angle
Triangle Button - * Aerial View
                  * Change to Quick Mode
Circle Button - * Confirm
Square Button - * View Card Details (when card is selected)
X Button - * Open Command Menu
           * (END / PUNCH / DISCARD / KNOCK SYSTEM)
D-pad - * Move Cursor
        * Select cards
        * Select commands

AN: Press L, R, and the X button simultaneously to skip dialog.

Intermission
------------
Triangle Button - * Change deck (when editing deck)
Circle Button - * Confirm
Square Button - * View card details
X Button - * Cancel
D-pad - * Select cards
        * Select commands

=======================================================================
II. Story
=======================================================================
(from the game's manual)

The year is 2016. The place... somewhere over the United States.

Flight 326, a jumbo passenger jet flying at 35,000 feet, has been
hijacked - perpetrator unknown. The plane is laden with vecuronium
bromide - a muscle relaxant which can be fatal to humans if ingested
in excess. All 517 passengers aboard Flight 326 have been paralyzed
by the noxious vecuronium fumes and rumor has it that Senator Hach, a
major presidential candiate in the upcoming elections, is sitting among
them.

The setting changes to Lobito Island in the Moloni Republic - a small
country situated in the southern part of Africa. Lobito Physics and
Chemistry Lab facilities located there are being guarded by an unknown
militia group. One man can be seen standing at the island's shores.

That man is none other than Solid Snake.

The hijacker of Flight 326 has demanded one thing - the prompt delivery
of "Pythagoras." The U.S. government ran a criminal investigation on the
hijacker, as well as a hunt for the meaning of the word "Pythagoras,'
only to find out it is the name of a research project being conducted
on Lobito Island.

The Moloni government refused to cooperate with the U.S., insisted that
foreign governments have no right to get involved in their country's
internal affairs. Having lost patience with uncooperative Moloni
Republic officials, the U.S. government dispatched an HRT special
forces unit to the island to investigate. The unit was then attacked
by a militia group stationed there, setting the entire mission in
jeopardy and cutting off all communications. Ironically, this incident
provided the perfect opportunity to uncover the details of the top
secret research being conducted at Lobito Physics and Chemistry Lab.

In desperation, the U.S. government has no other option but to call on
one of their retired agents - that agent being none other than the
legendary mercenary, Solid Snake.

The hijacker's patience is running thin and time is running out. The
search for answers takes place within a secret research facility on the
remote island of Lobito - where things aren't always as they seem. Solid
Snake accepts his calling in a fresh, new fight for justice.


=======================================================================
III. CQC Combos
=======================================================================

To use CQC, equip one of the four CQC cards in the game (throw, kick,
punch, and rush), then use one of the six available CQC combo cards.
The six include the four I just mention, and then the Boss and Naked
Snake. These last two cards do a random combo.

So basically, we have a base card equipped, then a secondary card that
acts as "ammo". A different ammo creates a different combo. The non-
high damage combos are best for their faint effect.

-----------------------------------------------------------------------
  combo:                description:
-----------------------------------------------------------------------

 Punch + Punch    Punch-Punch; causes fall and some damage
 Punch + Kick     Punch-Kick; causes fall and some damage
 Punch + Rush     Punch-Punch-Kick; causes fall and nice damage
 Punch + Throw    Throw guard face up

 Kick + Kick      Spinning kick
 Kick + Punch     Kick-Punch; causes some damage
 Kick + Throw     Throw guard on floor; causes bleeding and fall
 Kick + Rush      Punch-Knee-Kick; causes big damage

 Throw + Throw    Throw guard on floor; causes faint
 Throw + Punch    Throw guard face first; causes faint and damage
 Throw + Kick     Kick guard while he's down; causes faint, and bleeding
 Throw + Rush     Slams guard down; destroys equipment

 Rush + Rush      Throat Slit; causes instant death
 Rush + Punch     Punch-Punch-Knee; causes some damage
 Rush + Kick      Knee-Punch-Kick; causes some damage
 Rush + Throw     Slams down guard; causes fall and bleeding

=======================================================================
IV. Need Help?
=======================================================================

These tips are some suggestions that will help you through the game.
I don't believe I'm particularly good with the game, but this advice
helped me through the tougher parts.

* With regards to fighting/killing enemies, always try to move as close
as possible, and to the side or back. Your distance from the enemy
affects hit %, and attacking from the side gives you a 1.2 damage
bonus, while attacking from the back gives you a 1.5 bonus! Doing little
things like this will make the difference killing the guard with just
one card.

* Look at every card in your deck. There are 200 total cards in the
game, and it's easy to lose track of some good ones. Experiment with
different style decks (just create a new save file so you don't lose
your current one) to find unique decks. The beautiful thing about a
card game is there really is no one, specific deck that beats everything
out.

* The triangle button makes your life easy in two ways. While the enemy
is making their turns, press Triangle to move to Quick Mode, and make
those buggers finish up. In the options mode in Intermission, you can
turn this mode on so you don't have to press triangle.

* Also, pressing Triangle while you view your hand brings you to the
Aerial View Mode. I think I say enough of this mode during the actual
walkthrough, but this mode definitely has huge strategic value. A lot
of times, its hard to see where a guard is with the in-game camera,
so the Aerial View Mode is helpeful in that way.

* I like Outside FAR as the best map to gain PTS on. The "stealth"
mission is about as easy as it comes. The other, "kill-all" mission
is a bit harder, as you have to kill the one guard at the entrance of
FAR. Use a Sniper, or use stealth to walk up to him. If you haven't
reached Outside FAR, then Minefield-Lower is my second favorite level.

=======================================================================
V. FAQ (Frequently Asked Questions)
=======================================================================

Q. How is this game related to the MG storyline?
A. MGA has no relation to the true Metal Gear storyline, seen through
   the original Metal Gear games on the MSX, and the 'Solid' series on
   the Playstation consoles. There are a number of events that occur
   in MGA that confirm this.

   First, Shadow Moses did not occur. Snake is pulled out of retirement
   from Roger fairly easily. There is no way the true Snake would do
   this so easily if Shadow Moses and the events after had occured.

   Secondly, if MGA is in the timeline, why isn't Snake in some anti-
   Metal Gear organization, like Philanthropy? The game takes place in
   2017, which is a few years after the events in MGS2. Why would Snake
   chase after Ocelot at the end of MGS2, then be back in retirement
   years later?

   This is purely speculation, but I also got the feeling that Snake
   looked younger then he should. According to MGS3, Snake was born in
   1972, making him 55 for MGA. He looks old, but not 55 old.

   And lastly, there is no ****ing way that the wuss portrayed in MGA is
   the same 'Legendary Hero' that owns in the 'Solid' series. The true
   Snake would never for a second think he's Hans Davis. Worst use of
   a plot twist ever.

Q. But Snake's experiences in the Metal Gears from the MSX are
   mentioned. Doesn't that mean MGA takes place in the same universe?
A. It seems the MSX Metal Gears are canon for both universes. From the
   above question, there are simply too many questions to believe MGA is
   in the same universe as the 'Solid' games and we'll leave it at that.

   That said, with MGS4 and MGA^2 not _that_ far from the future, we'll
   know soon enough what is canon and what isn't canon.

Q. I am in my first game, and I don't have Card LV.2. How do I get it?
A. I get this question a lot, and I have not been able to pinpoint where
   people are messing up. My best guess is that you're skipping a
   certain map. Did you go to the Rope Bridge first, then to the Armory,
   or did you skip the Rope Bridge map already knowing you'd need the
   Sniper?

   Additionally, the card may be sitting in your deck. Other then these
   possible solutions, I have no clue where your Card LV.2 is.

Q. I'm playing through a second time, and can't open the LV.1 door after
   Teliko rescued me in the Residential Area?
A. The card key is in your deck list, which doesn't provide much help
   to you in the middle of the fight. If you go back the way you came
   in, you will be able to reach the bullseye without the use of the
   card key.

   Card LV.2 shows up in your deck after the BRC-026 (_I think_), but
   this card should be useless for someone going through the game a
   second time.


=========================================================================
6) CLOSING
=========================================================================

Credits
 CJAYC <www.gamefaqs.com> - For creating the coolest site on the net and
   hosting this FAQ.
 Manifest - For solution to get MGS2 pack in Ebro Tower.
 Colin Ferguson - For above.
 Superbrak000 - For multiplayer deck advice.
 Joshua Ulm - Strategy for Metal Gear.
 Ghost Freeman - For additional Metal Gear attack.

This GUIDE is (c) 2005 cnick.  This guide may be not be reproduced at all
except for personal, private use. This guide is not to be used for
profitable/promotional purposes (even if no money would be made by
selling it or posting it on a for-profit webpage) ; this includes being
used by publishers of magazines, guides, books, etc. or being
incorporated into magazines, etc. in ANY way.  Unless noted on this
guide, this document should not be found on any web site other than
gamefaqs.com. This GUIDE was created and is owned by myself. Any
characters, names, places, or miscellaneous objects are copyright their
respective companies.

You have proven                                 Your inflitration skills.
                                there is no mission you cannot complete.
Metal Gear Ac!d FAQ (c) 2005 cnick
-End of FAQ-