Metal Gear Ac!d PSP FAQ
v.1.0 by Hamburgler <
[email protected]>
April 29, 2005
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Warning: Do not use this FAQ for any profit making use or post it as someone
else's work. This FAQ is copyright 2005 by Ryan Flaherty. KONAMI is a
registered trademark of KONAMI CORPORATION. Copyright 2005 KONAMI CORPORATION.
All rights reserved. Metal Gear and Metal Gear Ac!d are either registered
trademarks or trademarks of KONAMI COMPUTER ENTERTAINMENT JAPAN, INC. Copyright
1987 2005 KONAMI COMPUTER ENTERTAINMENT JAPAN.
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Revision History
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v.1.0 - first version
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Table of Contents
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To find what you are looking for quickly, use the ctrl + f function (hold down
control and then press the "f" key). When the find window appears either type
in the text or cut and paste the section you are interested in.
Example: To get to the card list type "13)Card List". Do not include the
quotation marks or any spaces other than what is in the title.
1)Introduction
2)Main Menu
3)Characters
4)Controls
5)Reading Cards
6)Gameplay
7)Cost and What It Means
8)Intermission
9)Card Collecting
10)Deck Building
11)Mission Walkthrough
12)Link Battle
13)Card Passwords
14)Card List
15)Thanks
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1)Introduction
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Thank you for chosing to read/view this FAQ. I pride myself on doing a good
job and I hope I can answer any questions you may have about the game. The
first version of this will probably have some spelling, punctuation, or
grammerical errors. I apologize in advance and will try to correct this
as best as I can. If you email me with a question that can be answered by
reading this FAQ, do not be insulted if my response refers you to a category
contained on this document.
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2)Main Menu
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At the Metal Gear Ac!d screen you will be told to press the start button.
You can also press the circle button if you are like me and have a fear of
smudging the screen by pressing the start button. Pressing either button will
bring up the options:
A)New Game - this will begin a new Metal Gear Ac!d game
B)Load Game - load an out of mission saved game
c)Continue - load an in mission game in progress
D)Options
1)Text speed - adjust the speed in which the text appears.
2)Movie Skip - this will disable the cinematic played by a character card.
3)Quickmode(always) - if this is turned on the computer will speed up their
actions on their turn.
4)Set default - highlight and press circle to adjust all settings to normal.
E)Password - this screen lets you input a code to unlock cards that can not
be found during the game. It works the same as the PSP setup or
entering a text message on a cell phone. For example: if you
wanted to enter "fox" you would hit the "def3" key 3 times,
"mno6" key 3 times, and the "wxyz9" key 2 times then select
enter.
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3)Characters
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A)Playable Characters
1)Solid Snake - Legendary mercenary and former member of Fox-Hound.
2)Teliko Friedman - Soldier in the HRT special forces unit and former
student of Roger McCoy.
B)Non-Playable Characters
1)Roger McCoy - A member of the CIA and Vietnam vet. Guides Snake on this
mission.
2)Gary - a lab worker caught up in the Lobito Island incident.
3)Dr.Flemming - creator of PYTHAGORAS on Lobito Island.
4)Alice Hazel - A young psychic also assisting Snake.
5)La Clown (Clown) - mimic and assassin
6)Buddy - mysterious voice heard over CODEC
7)Leone - Mercenary and threat on Lobito Island
8)Viggo Hach - Senator and presidential candidate held hostage on flight
326
9)Lena - Senator Hach's assistant also on flight 326
10)Minette - A small girl also on flight 326
11)Elsie - creepy doll
12)Francis - another creepy doll
13)Hans Davis - He and Dr.Flemming held the ritual of conjuration on Lobito
Island
14)No.16 - Sole survivor of the ritual of conjuration
15)Constance - Dr.Flemming's Daughter
16)Charles Schmeiser - CIA agent, I think.
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4)Controls
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A)Out of mission and menu controls - while not playing a mission the
controls are as follows:
1)Directional pad up/down - move selected choice up or down.
2)Directional pad left/right - move cursor left or right, increase/decrease
number of items
3)Cirle button - confirm/select
4)X button - cancel/back out
B)In mission game controls - during a mission the controls are as follows:
1)Circle button - confirm/select
2)X button - cancel/back out
3)Select button - turn enemy status window on/off
4)Triangle button
a)On your turn - enable/disable overhead search mode. While in this mode
you can highlight the enemy to view their equip window,
life total, and range of vision.
b)Enemy turn - press to speed up enemy turn. Hold down during enemy turn
to end your turn when it comes up.
5)L and R (Shoulder buttons) - rotate the view 90 degrees up to 360 degrees.
6)Analog stick - adjust the camera according to the direction pressed.
Camera movement is restricted to a certain angle.
7)Square button - displays card information, press again to exit card
information
8)Directional pad
a)overhead view - move camera up,down,left, right
b)moving - select the squares in the order you want to move
c)playing cards - move card selection left/right. Press circle or x to
select or deselect card. After you have selected a card
use up/down to select between use/equip or move.
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5)Reading Cards
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All cards can be either used or equipped. Using a card immediately activates
its effect and then discards the card. Equipping a card saves it in your equip
window until an action triggers its effect. The probability of it being
activated is called its "reaction" (REA%). For instance: body armor has a REA
of 50%, meaning if you are attacked the probability of the armor activating
is 50 percent.
While cards may be different when it comes to cost, effects, name, etc. their
information is located in the same place. Any card can be read as follows:
A)Type - Located in the upper left hand corner. Cards have one of five types:
1)Weapon - these cards deal damage to opponents, security cameras, even your
partner.
2)Action - most of these cards supplement your weapon cards.
3)Support - most of these cards supplement your defense.
4)Item - cards that support weapons, health recovery, and stealth.
5)Character - cards depicting characters from past metal gear games. The
action of these cards varies from character to character and do everything
from attack to evade to improve stats.
B)Cost - Located in the upper right hand corner. Cost can be anywhere from 0
to 15 and will add itself to your total cost for the turn after it is used.
C)Picture - Located between top and middle of the card. The picture is
exactly that and is different for every card.
D)INTERFERENCE - colored arrows around the picture. Varies on all cards. See
the INTERFERENCE section for more info.
E)Name - Located in the center of the card below the picture. The name is
exactly that and is different for every card.
F)Information - Located between the middle and bottom of the card. The
information on a card tells you what exactly the card does when activated.
When a card is selected you can press the square button for more detailed
information. Press square again while viewing the detailed information to
return.
G)Color - Located on the right side of the card from top to bottom. Each type
(weapon, item, support, etc.) of card has their own color that they can be
identified with. I guess cards have gang issues too.
H)Rarity - Located on the lower right hand corner of the card. Rarity ranges
from "+" to "+++++", "+" being common, "++" being uncommon, "+++" being
rare, "++++" being super rare, and "+++++" being ultra rare. You are far
more likely to get a card with a rarity of "+" than a card with a rarity
of "+++++" from a pack or as a clear bonus. Generally, cards that are hard
to find are more powerful or have better effects than common cards.
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6)Gameplay
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A)Card Actions - cards can be used in 3 ways: Equip, use, and move.
1)Equip - equipping a card will store it in your equip window until it is
activated or used up. Some items like stealth will remain in
the equip window until a certain amount of cost is spent.
Other cards will remain in the window until they are used once
then are discarded.
2)Use - using a card will activate it's effect immediately then discard the
card.
3)Move - most cards can be used to move in addition to their primary use.
Unless it is a movement card, which can be used to move only, these
cards can be used to move 3 spaces. The exception to this are the
cost reduction cards as well as a few others which cannot be
applied to movement.
B)Non-card Actions
1)Actions before/after movement - Depending on your situation and location
you can perform some actions without using cards. These are as follow:
knock, end turn, punch, and discard.
a)Exit - skips your turn for 4 cost
b)Knock - uses 0 cost and can be used as many times as you like although
it is ineffective after the first use in the same location.
z)End turn
obviously ends your turn. If you didn’t use any cards for the turn you
ended you will be charged a cost of 4. If you use one or more cards you
will not be charged with a cost.
c)Punch - uses 4 cost and can be used once per turn. To use punch you must
be standing next to an enemy. Punch is most effective to knock some one
back a space or to kill a soldier with a small amount of life remaining
if you don’t have any weapons left. You can also get a domino effect
going if 2 or more soldiers are lined up. Use punch to knock an enemy
into a dangerous area.
d)Discard - uses 6 cost. Using this action lets you discard 2 cards and
get 2 new ones. This must be your first action for the turn. Using
discard will also end your turn.
e)System - selecting system will give you two options.
1)Save - save your game during the current mission and quit the game.
Everything will be saved as it occured during the mission before you
are returned to the main menu.
2)Intermission - this will quit the current mission and return you to the
intermission screen.
2)Actions during movement - after movement or changing the direction you are
facing you may have these options: Ladder(up/down), crawl, stand, stay
hang, return, and drop.
a)Ladder(up/down) - will climb a ladder if you stand in front facing it.
b)Crawl - will lower the character on his frontside. While crawling you
will onlt be able to move 2 spaces by normal movement. While crawling
you can disarm claymore mines and crawl through ducts. Be careful though,
crawl can only be selected AFTER you have moved or changed position. I.E.
running to a square equipped with a mine and selecting crawl is a bad
idea. This would cause you to run over the mine and trip it rather than
disarming it.
c)Stand - is available when the character is in a crawling position. This
will put the character back on two legs and movement will become normal
again.
d)Stay - will hold your character in either the stand or crawl position
depending where they are currently at.
e)Hang - used with the card "hang". Hang from a ledge.
f)Return - pull yourself up from hanging
g)Drop - let go of a ledge and drop down.
C)Equipment
1)Weapon - an equipped weapon can be used two ways. The first is to load
the equipped weapon with the appropriate ammo. If the equipped
weapon held 9mm ammo, you would need to equip a weapon on top
of the first gun that also takes 9mm ammo to load the gun and
fire. The attack power, range, REA%, and attributes would be
based on the first gun equipped, while the number of shots is
determined by the gun used for ammunition.
The second way to use an equipped gun is to have it's Reaction
activated by being attacked. Based on the REA%, there is a
possibility that you may perform a counter attack. Once you
perform the counter, the gun will be removed from the equipment
window.
2)Support - support cards are generally equipped by themselves and remain
in the equip window until their reaction is triggered.
3)Action - most action cards supplement weapon cards in the equip window.
action cards must be equipped on top of the weapon you would
like to be supplemented.
4)Item - items are equipped by themselves and have a variety of effects.
Some stay in the equip window until a certain COST is spent, others
will stay in the equip window until they are destroyed(attacked
while box is equipped), and some will stay until you equip
something else or an effect of another card removes it.
D)Interference - Card INTERFERENCE refers to the colored arrows you may
see on an equip card.
There are three different colors:
Red, Blue, and Green.
Red: ATK+10, DEF-10
Blue: DEF+10, ATK-10
Green:REA+10%, ATK-5, DEF-5
Say you had a Lv.2 Equipment window which consists of 4 squares. For this
example we will use the card "M4". In the picture there is a blue arrow
pointing up, a green arrow pointing right, and a red arrow pointing down.
Imagine you were to equip this card in the upper left spot of your equipment
window. The blue arrow is pointing at nothing, the green arrow in pointing
to the upper right slot, and the red arrow is pointing to the lower left
spot. If you were to equip a card in the lower left spot below the M4, that
card's attack would be raised by 10 and it's defense would be lowered by 10.
Of course it would make sense to equip a weapon below the M4 because a
weapon has no defensive power to lose and has attack power to gain. Say you
were to equip a "body armor" in the upper right spot to the right of "M4".
Normally a body armor's Reaction is 50%. Since the green arrow is pointing
at the body armor, it's REA% is raised to 60, it's defense drops by 5, and
it's non existing attack also drops by 5.
The INTERFERENCE effect is stackble, meaning you can have two or more arrows
apply their effect to a single card. If three red arrows were pointing at a
card, it's attack would rise by 30 and it's defense would drop by 30. If you
had a red and a blue arrow pointing at a single card, it's effect would be
negated.
E)Enemy Actions
Enemies can be grouped into three categories: Human, Camera, and Machine
1)Human - enemy soldiers will move in a set pattern unless they are alerted.
This can mean they have spotted you, heard a noise, or saw another
soldier be attacked or killed. If they heard a noise they will
investigate the source. If their search turns up nothing, they will
go back to their patrol. If you are spotted by one guard they will
radio for help. You can stop them by killing or knocking them out
before they put their radio away and backup arrives. However, if
are spotted by another guard while one is calling for help all
guards will be alerted to your presense. If you kill or attack
a soldier in the view of another soldier, you will be in caution
phase and the soldier will investigate.
2)Camera - cameras are simple. If they see you the alert phase will be
entered and your presence to all enemies is known. If you are
spotted by a gun camera they will fire before you stop movement
and alert phase will be entered.
3)Machine - Machines are a combination of human and camera behavior. If they
see you you will immediately enter the alert phase. Noise or
distant objects will distract them also.
F)Snake and Teliko: Working Together
1)Differences
Snake has more Hit Points and can perform 2 card actions in a turn by
default.
Teliko has less Hit Points and can perform 3 card actions in a turn by
default.
2)Working Together
Try to take full advantage of having two characters at your disposal. This
can mean taking seperate routes to pick up packs of cards in the level,
combining firepower, or holding a door open to reduce cost.
a)Knock n' Chase - have one character flatten against a wall, knock, and
then move to another wall and knock to lead an enemy aorund in circles.
While this is happening the other character can move to the desired
location unopposed.
b)Stealth Block - the card item "stealth" is one of the most useful cards
in the game. Not only can you sneak by enemies, you can attack them
without being detected or being countered while it is equipped. For
the stealth block, have one character equip "stealth" and stand in front
of an enemy. That's all there is to it. If you are in the way of an
enemy's movement pattern or have them sandwiched next to a wall they
cannot move any further in that direction. An enemy cannot fire through
the character that is cloaked, though they may still throw grenades.
c)After You - the sliding doors will open only while someone is standing in
front of them. Because of this, nothing is worse than wasting two actions
to move one block to stand in front of a door and then walk through it.
If Snake and Teliko are close by, have Snake be a gentleman and hold open
the door for Teliko so she need not waste an action on her turn. If all
that courtesy stuff is over rated have Teliko hold the door for Snake.
As long as Snake or Teliko aren't at the end of each others movement,
say Snake can move three blocks and Teliko is standing on the third
block, they can pass each other in a straight line.
d)Decoy - you can do this a couple of ways but, I like this one. I use
Teliko as the chasee, and Snake as the pursuer. Teliko has the potential
to run a higher cost than Snake, that's why I use her to be chased. Make
sure you have the Emma Emmerich card in Teliko's hand before you start.
All you do is have Teliko be spotted and have all enemies chase her. Run
a high cost and use the Emma Emmerich card as your last action. Teliko
will now dodge all attacks until it is her turn again. While all enemies
are trying to hit her, have Snake come in from behind and attack. Any
kind of area attack works the best whether it be grenades, shotguns, or
hitting barrels next to all enemies.
There are many ways you can choose to equip Snake and Teliko and in the end
the choice is up to you.
Remember that after every turn you will draw up to 2 cards if possible.
Snake should keep a full hand of cards after every turn while Teliko can
eventually use up her whole hand. Teliko also has the potential to run a
bigger cost than Snake and enemy soldiers which can lead to her turn
occuring last or less often.
To counteract this you may consider these points:
Plan ahead and equip higher costing cards while in stealth mode. Only use 2
of Teliko’s 3 actions while moving. Use cards that reduce cost on Teliko’s
3rd action. This may seem contradictory if you are dedicating the 3rd
action to reduce cost but it does help. Olga Gurlukovich is a great card
to have in Teliko’s deck. Not only is it cheap but you will replace lost
cards used on the 3rd action.
This way you have one action to sneak up on an enemy, a second action to
deal fatal/near fatal damage, and a third action to finish of the enemy is
necessary. If it only takes 2 actions to kill a guard then Teliko can use
a cost reducer on herself while snake keeps his 2 actions for the next turn.
Altogether entirely
G)Normal and Extreme
The differences between normal and exterme mode are what you would probably
expect. On extreme there are more soldiers and cameras, they investigate
better, they have more life and better equipment, and they have more
actions at their disposal.
If you are collecting cards it is very much worth the while to play on
extreme since points for all missions are doubled. Add a big boss in your
deck and watch those points soar!
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7)Cost and What It Means
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So what the heck is cost anyway? You may understand that cards cost so much
to use but what does it all mean?
A)Cost and Turn Order
At first the order in which turns occur may make little or no sense(it did
to me anyway). In your situation window(window next to character) it will
show from top to bottom: life total, cards in hand, cost, and turn order.
Well duh, if turn order is shown in the window you obviously know
the order of turns. Yes, but the cost should be taken into consideration
to determine future order. The player with the lowest cost will always go
first. Let’s say a soldier has a cost of 3 and a turn order of 1 and Snake
has a cost of 6 and a turn order of 2. Unless numbers have lost their
meaning the soldier will go first and Snake will go second. Now say Snake
were to use the card "cost -4" dropping his cost to 2. The turn order will
now change so snake goes first and the soldier goes second. By playing your
cards right(and with a little luck) you can take several turns in a row.
Early cards to look for are: cost -4, cost -8, and Meryl Silverburgh.
Dropping your cost will not always let you go first. Say you had a cost of 8
and used the card "cost -8" dropping your cost to 0 (woah! slow down
einstein!). If someone else was already at a cost of 0 before you, they will
take their turn before you.
B)Cost and Damage
Not only can high cost delay your turn, it can also increase the amount of
damage you take. Some attacks are modified by the amount of cost a character
may have. Keeping this in mind you may also use this to your advantage
against enemy soldiers.
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8)Intermission
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Between stages or missions you will be at the intermission screen. Here you
can select the next stage(mission), edit your deck, buy cards, save, and
adjust options.
A)Map Select - select the next stage in story mode or re-do a mission to
earn points.
B)Deck Editor - just as the name implies you can edit your deck with this
option. You can view or edit your deck by highlighting
editing, number, cost, category, and gallery.
1)Editing - editing is actually the worst way to edit a deck since it will
only display cards you have in your current deck.
2)Number - number will sort cards from the greatest number of a single card
to the least number of a single card.
3)Cost - cost organizes cards from lowest to highest cost
4)Category - organizes cards by category and then by pack and is probably
the most useful way to edit a deck.
5)Gallery - gallery doesn't let you edit a deck but lets you view the cards
you have acquired by card number.
6)Auto - if you don't feel like building your own deck you can let the
computer do it for you.
C)Card Shop - here you can buy packs or single cards. Packs that become
available are MSG1, MSG2, Chronicles, and MSG3. Cards from the
MSG1, MSG2, and MSG3 packs contain cards with weapons, items,
and characters from those respective games. Chronicles is a
variety of cards from past metal gear games on nintendo
and gameboy, zone of the enders on ps2, and I believe
policenauts and/or snatcher(it was one of the first
"controversial" games on Sega CD maybe? I remember
the one screen shot all magazines liked to publish was the
guy with his head twisted off. Not vital to Metal Gear but
some fun nostalgia for video game vets.) .
After every succesful mission a new single card will be in
the singles. It will start in the right slot and shift
over one spot to the left after every completed mission.
D)Save - need I say more?
Points on Saving - The reason I mention saving is to help manage your
save files and know how much space a type of save comsumes.
1)Out of Mission Save - before or after a mission is completed you will be
at the "intermission screen". When you save your game here it will take
about 80kb.
2)In Mission Save - during a mission you have the option to bring up the
action screen and choose to save or return to intermission. Returning to
intermission will cancel your current mission and return you to the
intermission screen. Saving will save the game while keeping track of turn,
cost, cards in hand, etc. and return you to the menu screen. Doing this
will take about 384kb. Be cautious, there are some missions which will
not allow you to save during play.
3)PSP Sleep Trick - this isn't really a save or a trick but it will let you
resume a game at a later time if you need to turn off the PSP for any
reason. Normally when you turn the PSP off you would hold the power button
up for about two seconds or so before it shuts down. To put the game on
"sleep", hold the power button up for about a quarter of a second and
then release. The next time you turn the PSP on it should immediately
resume where you last were.
E)Options - same as the main menu options with the exception to start link
battle mode or return to the main menu.
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9)Card Collecting
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A)Buying Packs - at the intermission screen you have the opportunity to visit
the card store and buy packs to add to your collection. At first you will
only be able to buy MSG1 packs. As the game progresses you will be able to
buy MGS2 packs, Chronicles packs, MGS3 packs, and single cards.
B)Gathered Cards - through out most missions there are packs of cards that
can be picked up. While they don't give you anything immediately, you will
be rewarded with the number of packs you picked up for each particular set.
C)Clear Bonus - at the end of a mission you may be rewarded with one to three
cards depending on your grade for the mission. An "S" rank should get you
three cards, an "A" rank should get you two cards, and a "B" rank should
get you one card. After several hundred clear bonus cards I was lucky
enough to get both a "Metal Gear REX" and "Roy Campbell" out of three clear
bonus cards. A couple of stages later I received "Liquid Snake" as a
clear bonus. Liquid was one of the hardest cards for me to get so it
was a huge surprise. Although it took me a while to get anything really
good, you may have better luck earlier on.
D)Packs vs Single Cards - There are about 200 cards you can collect in the
game from packs or singles. The rest can only be obtained via password.
The best way to collect them all is to buy or collect packs until you reach
170 or so. From there on if you see a card you don't have in the singles
I would advise you to buy it.
E)On the road to 204 - To collect as many cards as possible it is in your
best interest to use this method. Save your game before buying anything.
Once saved, go to the card store and buy a pack. If you got something you
didn't have, save the game. If you didn't get anything, buy another pack
from the same set. If you didn't get anything new after 10 tries, load your
game and start over again. This way you will not waste points on cards you
already have. You can buy up to 10 packs of each set before they are sold
out. When they are sold out, you can replenish the packs by clearing a
mission.
F)When it Rains, it Pours - Whenever I get a 4+ or 5+ rare from a pack more
will normally follow on the next couple of packs. If you get lucky you can
net about 6 or more 4+ or 5+ rares from 20 packs. It's always nice when
that stuff happens. :)
G)Cards from Clearing the Game - So far I have collected two cards from
beating the game twice. The first time I received a Solid Snake(MG) card
from the chronciles set and the second time I was awarded with a Raiden
card from the MGS2 set. Until you get them by clearing the game they will
not show up in any packs you buy. After you get them, you will see quite a
few of them in packs since they are only a "2+" rare.
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10)Deck Building
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If you are unsure how to build a deck in the beginning I would use these
cards for a 30 card deck:
10 Should be weapon. If you have equip weapons, use the same caliber so you
have plenty of ammo.
8 Movement (character cards such as genome soldiers, marines, gurlukovich
soldiers)
2 Health
2 Armor
2 Evade (Front Evade Lv.2, Back Evade Lv.3, Evade Lv.1)
2 Cost reduction (cost-4, cost-8, Meryl)
4 anything else (mine detectors, C4, enemy uniform or other mission specific
cards)
70% of card cost should be 5 or below.
As you play a mission keep track of how often you are discarding or using
higher COST cards to move 3 or blocks or less. This should give you some
insight on modifying your deck to make it work better.
*More decks to come in the next version
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11)Mission Walkthrough
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A)Story Walkthrough - Rather than spell out everything you need to do, I've
included only that which is vital to clearing a stage. How you choose to
do it is up to you, although I may drop a hint from time to time. Below
are the walkthroughs for each stage in the order you must do them.
A few stages must be revisted which is why some of them are listed more
than once.
I realize that my punctuation in this walthrough is very bad and I
apologize.
0)Stage 0 Forest
Not really the first stage but it gets some basic concepts down.
Roger will walk you through this one.
1)Stage 1 Labito Laboratory - Outside Gate
Your goal here is to get past the guard in front of the exit to the
north. Get into the habit of pressing the triangle button on your turn to
see where you need to go. The exit point will always be indicated by the
blue target looking thing.
Look to the immediate west of the guard you need to get by. There is a
small section of wall right next to him. The best way there is to go
behind the two buildings in the west while being careful not to get
spotted by the guard in the alleyway. Now all that's between you and the
exit is that small wall and the guard. What you need to do is get to that
wall, flatten up against it, and knock. Once he is alerted find a place to
hide until the guard is standing on the same square you knocked on. Now
that he is facing the wall, run by him and go through the gate.
With the first stage done you will hopefully have a better understanding
of the gameplay.
2)Stage 2 Office
Lower Office Area
In this stage you will start in the lower office area. Start by moving
behind the first enemy soldier and ending your turn. If you have a FAMAS
or something that can kill him in one action without making a lot of
noise, go for it. If not, follow him up until he goes by a door(his back
should be turned the entire time). Go inside that door he walked by and
get a weapon ready by discarding if you need to. The guard inside this
room will walk towards the north door and eventually out. Try to take him
out before he leaves the room. With him gone, exit out the north door and
get another weapon ready. Slightly to the east there is a security camera
above a door. Destroy that camera and get inside the door if the coast is
clear. In this room there is a guard walking up and down the center.
Branch off to the right and go up the side. When the guard is looking away,
move to the door in the west. Outside of this room this is another guard
patrolling. Wait until he heads east before you make your way to the first
exit point.
Upper Office Area
When you have reached the upper office area go west until you see a
hallway to the north. A couple of blocks up there is a door on your right.
Wait for the enemy soldier to head north before moving towards the door.
When you do, hug the east wall so you are not spotted by any security
cameras. Once you are in the door you will see a security bot roll by.
There are a couple ways by the bot so wait for a good opportunity and head
east and through a set of doors.In the next room there is a hallway to the
north towards the east wall. Wait until the guard in this room is looking
away before you run up to the hallway and go into the center area
surrounded by desks. Here you will find Gary and a cutscene will play.
Escape
Now that your mission has changed, you need to escape through the east
exit towards the residential area. Return to where you first came in the
upper office area. Continue east and head up the hallway in the north.
Again you may have to kill some guards to get through here. Go through
the sliding door on the upper east wall and continue on towards the
residential area.
3)stage 3A Ruins - Lower
The first time you enter this stage there is not much to do. Go north past
the broken section of wall and past the stairs. Once you are north of the
stairs turn east(right) and stop one block in front of the security camera.
Before you head towards the camera make sure there isn't a guard looking
in your direction. If he is, end your turn until he turns and walks away.
If you have a Socom or Famas handy take out the security camera. Now,
flatten yourself against the north section of the wall the security camera
would be looking at. Open your action window and select knock. If you are
having a flashback from Metal Gear Solid that's normal. Roger will call up
and tell you to get some C-4 from the armory. Go back out the way you came
in and head for the armory.
4)Stage 4A Minefield - Lower
What? This isn't the armory. On the road to getting some C-4 you will have
to cross this minefield. It's not much of a minefield since it has three
or four mines in it. But technically I guess one mine in a field would
make it a minefield. Enough with the semantics, let's get down to business.
If you would like, insert any mine detectors you may have into your deck.
There should be three guards patrolling the area. One of them is to the
east of the truck at the start. He will move in a clockwise motion around
the truck. The second guard is down near the front end of the truck. He
will move to the west and east side of the truck, looking up to the north
when he stops walking. The last guard will be on the upper west side of
the truck with some boxes to the west of him. He will move up and down
about 3 blocks or so alternationg each time. Being spotted here is a bad
idea. If you are spotted the gates will close denying you an opportunity
to exit.
One way to clear this stage is to crawl under the truck and pick the
guards off as they walk by. If you prefer stealth, try to crawl around
the boxes to the northwest from under the truck.
5)Stage 5 Armory
The C-4 you need is on the second floor of the armory. The first time you
are here you will want to take the stairs in the south end up to the
second floor. Start be moving into the hallway area that contains some
enemy soldiers at the far end. Moving through here without making a rukus
is very difficult but it can be done. Instead wait for the two soldiers at
the end of the hall to get near the barrel. When they are, shoot the
barrel and run back to the area you started. Hopefully the explosion
killed both guards. Wait until the evasion meter is gone before you head
out again. Go to the end of the hallway where the guards were at. If you
want you can shoot the securtiy camera on the way south. From here all
you need to do is wait for the guard to turn his back before you run to
the stairs. If you didn't destroy that camera, use your overhead view to
see it's field of view so you can run around it. When you reach the top of
the stairs go in the room to the west. Be mindful of the security lasers
and cameras. The "cage" in the west room contains the C-4 you need. Grab
it and head back the same way you entered this stage.
6)Stage 3A Ruins - Lower
Now you have the C-4. Start like you did the last time you were here.
Plant the C-4 on the wall the camera is looking at. Once it is in place
crawl into the hole in the wall to the south. From here shoot the C-4 and
wait until the excitment has died down. Once you are back in stealth mode
you will need to find a way to the north exit. To make things easy you can
just run straight for the exit to the north. You may be spotted but you
can still make it as long as only one guard sees you.
7)Stage 6 Residential Zone
Your goal for now is to get to the far east building. To get there you
will need to go through the first two buildings. Go north at the start and
stop in front of the shrub. Kill the enemy soldier and enter the first
building. Follow the hallway until you reach the exit door on the other
side. Again you will have to dispense of an enemy soldier to avoid being
spotted. Exit out the door and follow the walkway to the entrance of the
second building. When you are inside the second building, look for a door
to the immediate north. Exit through that door and head west a few blocks.
A guard will be walking around the ladder you need to climb down. Sneak by
him when he is not looking and climb down the ladder. Even though you are
below the guard he can still spot you so be careful. A few blocks south
you will need to crawl under the steps leading to the door you entered
just a bit ago. Keep heading south until you reach another ladder. Wait at
the base of the ladder until the guard overhead passes by going west. When
he is gone for the moment climb up that ladder and head east a few blocks
until you see the south door on the second building. For reference you
already entered this building once a little while ago. Enter the second
building again and immediately exit to the east. Follow the walkway to the
third building. When you are inside the third bulding stand in front of
the first doorway you see(technically it is in front of the scanner).
This will trigger a cutscene. After that head south until you trigger
another cutscene.
Teliko is now in your party and your mission has changed. Head north and
take out the guard along the way. Head west until you reach a door that
says "Lv.1". Equip the level one key card that Teliko has and stand
in front of the door. Head to exit point.
When you play this stage after you have cleared the game, you will need to
follow the ladders back to the exit since the LV.1 card will not be
available.... Unless I missed something.
8)Stage 7 BRC-026
The second largest of all stages in the game. Give yourself at least an
hour to do this if it is your first time (No jokes, please).
Warehouse
You will start out in a warehouse being patrolled by several guards. The
quickest and easiest way out of here is to go straight up the middle.
Use your overhead view to see where the guards are at and what they can
see. Time your movements with the guards so they will walk by or turn
around before you run by.
Section 1
Now you will be in the area with the first set of security doors. In order
to open locked doors, one of the characters must stand in front of the
console with the coresponding name of the locked door. For instance, to
open the section A door one character must stand in front of the section
A console to keep it open.
First, send someone through the door on the left. In here is the console
for section A and a guard. You'll have to do something about the guard
before you get to the console. Now that you are in front of the console,
have the other character go in the room across the hall. There is another
console(B) and another guard in this room. The guard in this room isn't
obstructing your path to the console, but it is a good idea to take him
out since you may spend a good amount of time in this room while your
partner heads up the hallway to the next area. When section B is open
have the character that was standing in front of console A go up the
hallway you started in and turn right past the next hallway leading north
and into the room in the east. In here there are two
consoles(A and B) and another guard. The first console you need to
activate(A) is in the north. This will open section A so your other
character can get out of that room. Next stand in fromt of the other
console(B) to the east. This will open section B so both characters will
now be in the same area. Send Snake or Teliko up the hallway and into the
room to the west. Stand in front of the console to open section C. Have
the other character go through the now open door and head east to the
console at the end of the hall. Now section C will open so both characters
can join up. There are two doors leading into the next room to the north.
Either door is fine as long as you don't get spotted. Go up the stairs
and head south to the next area.
Section 2
Just to speed things up I would recommend killing all guards in this area.
Okay here we go again. In this area have Snake go into the room to the
right of where the characters are facing to open the door across the hall
(section D). Send Teliko into section D to activate console E to open
the door at the bottom of the room that Snake is in. The reason I
recommend to send Teliko into section D is to utilize her three actions per
turn to snuff out the guard in there. Use the first turn to move in front
of him and the next two to attack(Equip before you do).
When Section E is open, send Snake down and hit the console closest to you
to let Teliko out of section D. Now that she is out of that room, hit the
other console(F) to open doors to the room you are in and the hallway next
to you. Send Teliko down that hallway and duck into the room a
couple blocks up to hit the other console(F) so you can both join up. Head
down the twisting hall and into the next room. Dispose of any guards and
exit to enter the final section.
Final Section
You will start on a catwalk above a patroling guard. He can't see or hear
you so move into the next room. Once you get to the bottom of the stairs
you will have to deal with some patroling soldiers. The doorway you need
to enter is opposite the direction you are facing when you move down to
the end of the stairs(I forget the direction. If you are facing east at
the last step down, the door will be in a straight line to the west).It is
very possible to sneak past them into the next hallway leading to the room
with the lone patroling guard. Again, it's no big deal to run by him into
the next hallway. Obviously you can't open the LV.2 door so go the other
way and into the door before the end of the hall. Get to the ladder and
climb up.
9)Stage 7 BRC-026
Here is your first boss fight. Luckily Leone doesn't have a whole lot of
tricks to pull out. All you really need to do is get each character on
either side of Leone. When you do attack him make sure you you hit his
back. It sounds dirty but he will more than likely counter if you attack
from the front or the side. Have one character hit him in the back, retreat
behind some crates, and knock. On his turn he should turn to the character
that hit him. When he does have the other character pop out, hit him in
the back, retreat behind some crates, and knock. You can do some extra
damage to Leone by luring him next to some barrels with one character by
knocking or leading him and have the other character shoot the barrels,
doing some nice damage, catching Leone on fire, and setting his status on
BURN. If you wait for Leone to come to you he may develop telepathic powers
to lob one or more grenades to where you are hiding.
What's that you say? Snake runs out of actions if he first moves into
firing range and then shoots? Not to worry. Wait until Leone has a cost of
say 5. Use a card with a cost of 4 or less to move into range. End your
turn after the first action and you will start your next turn before Leone
moves again. You can now use an action to shoot and your second action to
hide.
When you take Leone's HP down to 0, Roger will call you and tell you to
get out of there. I thought I was beating him but, whatever you say Roger.
The next area should look familiar. It's the first part involving the
terminal lock doors your first time in Stage 7. This time you don't need
to stand in front of the terminals for the other character to go through.
Your goal is to go straight up the first hallway, turn right a couple of
blocks, turn left up the next hallway, follow it to the end, and then turn
left and go until you go through the exit door(or turn the overhead view
on and look for the exit sign). Guards will be alerted to your position as
soon as you enter this area. As such, you will have to deal with them on
your way to the exit door. It may be wise to duck into one of the side
rooms to pick off guards as they come in and heal if necessary. If you have
cost-4 or cost-8 in your deck you may be able to make it to the exit
before any soldiers block your path.
Lots o' cards
If you want you can let Leone blow up crates. Some contain card packs.
10)Stage 3B Ruins - Upper
The goal here is to exit through the west. You have a better chance of
not being detected if you go north from the start point. Be careful of
security lasers a couple blocks up. Hit the dirt and get up once you
are through. With one character at a time, run to a truck and crawl
underneath it until the coast is clear. Say snake goes first. When snake
gets to second truck have Teliko run for the first truck. Keep this up
from truck to truck until both characters are across. Hide Snake behind
the boxes to the north west until Teliko catches up. Feel free to kill
soldiers to make your life easier. The machines are better left alone.
11)Stage 8 Drawbridge
This stage is short and sweet. To start all you need to do is run up the
drawbridge. There's no enemies so just run up there. Once you are about
half of the way across Teliko doesn't want Snake's company anymore and
takes off. Head back down the drawbridge to the guardhouse for the
fireworks. Snake will be stuck on the south side of the drawbridge as
guards are alerted to his position. Roger informs you to take those
guards out. Oblige the man and do what Snake does best. There's no real
strategy here, just kill all the guards. Snake will start behind a tree
which gives him some time to equip before the guards reach his position.
After the guards are dealt with go west and exit the stage. It's not too
hard to get an "S" ranking on this stage so go for the gold.
12)Stage 4B Minefield - Upper
Head west while being cautious of mines. If you want more guidance than
that put some mine detectors in your deck and take the high road behind
the shed to the west. This is pretty simple since most of the time the
soldiers will have their back to you. To make it better, the bloke behind
the shed is staring at the wall. Maybe he's reading some interesting
graffiti.
13)Stage 9 Ebro Tower
Blending In
The first time you get here you will see the guards are wearing different
colored uniforms. The first thing you must do is grab one uniform of each
color. From the office area you start out in, head north and open the
sliding door. There is a room to the east and a room to the west. Those
rooms will have the uniforms you need. Watch the red guard carefully and
move when the time is right or wait until his back is turned and put a
few rounds into his back. You shouldn't have a problem in either room
when you grab the uniforms. Once you have them, head back to the start.
Getting Ready
Before you go back into Ebro Tower again, make sure you have the Red,
Green, and Blue Uniform as well as some C-4 in your deck along with
something to blow the c-4 up. For this part only you can change your deck
to include nothing but movement and the four cards you need. As long
as you are wearing the same color uniform as the guard that can see you,
you can run right through this stage.
Secret Passage
Start out like you did the last time here. Go north out of the first
room and head east into the room past the red guard. In this room there
will be a blue guard near an air duct in the north. Change uniforms
or sneak by him to crawl through the air duct. On the other side get up
and go out the only door back into the main area. To the far west there
is a red guard standing in front of some stairs. Either change into a red
uniform or run by him when he walks behind the boxes. Go up the stairs
and head south towards the walkway occupied by the green guard. It is a
good idea to change into the green uniform since you will have to go
through the green guard to the other side. When you are ready, climb down
the ladder onto the walkway, knock out or kill the green guard, and climb
up the ladder on the other side. Enter the door closest to you in the east
to enter a room with more stairs and a walkway above a blue guard that
you might have a hard time seeing. Take the walkway over him and to the
north end of the room. Again, you can either change uniforms or wait for
the right time to exit through the door to the west. Once you get out of
that room there will be a cracked wall to the immediate north. Someone
might tell you to go back to a room but you can ignore them because you
know this is the spot to plant the C-4. Remove the wall and continue to
the elevator.
Dream Land
After you get through the previous area, I would suggest you edit your
deck again. Take out the C-4 and the uniforms because you don't need
them anymore. You have a fight coming up so include some good long
range weapons and a few mine detectors.
Now you must fight Teliko(or a Teliko look-alike) on a big board game.
There are mines strewn about as well as some colored squares. Standing on
a red square will increase your attack, blue squares increase your
defense, green squares raise your reaction, and yellow squares will
discard your current hand and draw six new cards. These effects will only
work if you stop on the square and last until you leave that square.
Teliko does some major damage so it's a bad idea to fight her head on.
Any stealth cards you have will help out a lot in this fight since
Teliko cannot fight back while you are cloaked. If stealth isn't an option
you can try to attack Teliko while you are standing on the blue squares if
she has you cornered or stand on a red square if her back is turned to
you.
Teliko also likes to lay dowm mines as she moves around the board. Show
her it's a bad idea by tossing grenades at her when she does.
As long as you don't get too ambitious you should be able to whittle down
Teliko's life for the win.
14)Stage 10 Rope Bridge
As soon as you get here you realize you need some sniper rifles. To the
armory!
15)Stage 5 Armory
Yup, it's the armory again. This time have the level one and two cards
in your deck(s). When you get to the end of the first hallway. Go up
through the door rather than down like when you got the C-4. Be careful
of the security camera to your immediate west and the security laser to
your immediate east. Go up stairs. On second floor wait on your entry
point until you get the security bot's movement down. Get the right
keycard ready and go in either doorway to the rooms facing you. In fact
you should visit both to get a total of 4 PSG-1s. In each room be careful
of security cameras and security lasers. Now that you have what you need.
Trace your steps back to the beginning of the stage. Don't forget about
those security lasers and cameras on the first floor.
16)Stage 10 Rope Bridge
Give all PSG-1s to one character along with any card(s) you can use to
burn through your deck quickly i.e. Johnny Sasaki. Stop a couple blocks
before the bridge, arm the PSG-1 and start firing until all cyphers
(flying cameras)are gone. Mission is complete upon destruction of all
cyphers.
There are a few mines here around the edges of the cliff. As long as you
stay off the grass you should be fine.
16)Stage 11A Mountains
In addition to normal soldiers, this is the only story mission to include
the soldiers on the flying devices. The main differences are that they
have more HP(around 170) and have a bigger field of vision.
At the start you will see a flying soldier and an ACUA soldier near a
shack to the northwest. Avoid attacking the flying soldier if you can
since he is the easiest once to sneak by. If you must, kill the ACUA
soldier as you head down the hill past the shack and break to the east.
Stop one block before the bridge supports and head north. This path
will run alongside another path to the east which has two guards and a
stinger. If you want to grab the stinger, I would have Snake and Teliko
attack the guards at same time to reduce the possibility of being spotted.
If you have a stealth handy, dispose of the one guard and grab the
stinger and forget all that stuff about being spotted.
Either way, continue north until you run into the side of the hill. Next,
you will want to continue west and follow the dirt trail up to the bridge.
Before you move look at the guard above you. He can see most of the area
leading up to the bridge. If you need to discard until you get some
movement or stealth cards so when he does turn you can make a break for
it. If he does spot you he may only put the caution phase up(hopefully).
When you get on to the actual bridge(metal part) look to the east. There
is another flying soldier and an ACUA soldier. You will have to kill both
of them to continue on. Your best plan is to have a long range weapon or
some stealths at your disposal. Stingers will not work on the flying
soldiers! It seems like they should but they don't. Take out the ACUA
soldier first then concentrate your firepower on the flying soldier.
Once they are dealt with continue on the path towards the exit. Near the
exit is that guard overlooking the cliff. Kill him or punch him out of
way to finish the stage.
17)Stage 12 Outside FAR
Head east until you hit the exit point. Yes, it's as simple as that.
If you are uncertain of your sneaking skills, equip a PSG-1 and snipe
anything that moves.
18)Stage 13 Power Plant
A gigantic pain of a level. Not only is this the longest stage, but you
get to do it again! in the dark! I highly recommend that one character
has a couple PSG-1's or some other long range rifle. And of course, don't
forget your Nikita or RC missiles. Also watch out for soldiers with front
and rear evades equipped.
First Hallway
You will start this stage before a long hallway that runs east and bends
to the north. The path of least resistance is the walkway to the north
side(left). Although there is only one soldier on this path the soldiers
on the other walkway can see you. You are probably better off if you snipe
all soldiers on the walkways then the remaining soldiers on the bottom
cannot see you as you head towards the exit.
Generator Room
This room requires a lot of walking to get to the exit which isn't that
far away. Again, in this room your life is made easier if you snipe the
soldiers in your path which is pretty much everyone. At the start take
the stairs to the northwest(You might have to play with the camera to
see where you are going). Once you are on top of the stairs head north
until you hit a box. I tried equipping "climb" to go over the box but I
was not successful. Perhaps I was doing it wrong, but feel free to try.
Head west once you get to the box and then north again when you reach the
end. Go down the stairs to the east and watch the soldiers at the bottom
for a moment. Look for an opportunity to take them out or run by. Go south
of the generator looking machine(pass it by the south end, don't go
south) and head up the stairs in the east. Once you are at the top of the
stairs look to the northwest and you will see your exit.
Second Hallway
This hallway is a straight shot up to the exit in the north. Once again
the PSG-1 is the weapon of choice.
There is one soldier on the east walkway(100HP), one soldier on the west
walkway(40HP), and four on the ground. The soldiers up high have a good
view of everything going on so be cautious. The soldiers on the ground
will move in a group which is good. After two movements they will be
huddled around a barrel.
The best way to clear this room is to wait for the soldiers on the
ground to get next to the barrel. When they do, go up one of the walkways
and shoot the barrel. All that's left are the two soldiers on the
walkways.
Electric Floor Room(of TERROR!)
This room is the reason you have those Nikita and RC missiles in your
deck(s).
To the north there is a square wall between you and some soldiers. Again,
killing the soldiers will make your life easier. Just make sure not to
get spotted because backup will arrive and make you miserable. On the
north side of that square wall is an electric floor starting north. Fire
a Nikita or RC missile up there and follow the hallway as it bends west
and then south. Once the missile starts moving south there is a small
hallway leading to a room in the west the missile needs to go down. In
this room is the control panel for that electric floor. Guide the missile
into the panel to diasable it. You might have to use the first missile you
fire to take care of a guard in the way. If a guard sees your missile he
will shoot it. :(
Once the floor is de-electrified follow it up all the way until you reach
another room with a square wall. On the east side of this room is a duct
where you need to fire the next missile out of. Guide the missile to the
hallway in the east above another electrified floor. Three blocks into the
hallway there is another air duct to the north where you must send the
missile through. Send it into the control panel to de-electrify this floor
as well.
Finally you can follow the second de-electrified floor to the exit point.
As you are heading north be careful of security lasers. The first one
you can walk around while the second must be crawled under.
Third Hallway
Keep it up, you're almost there. Another hallway that shoots straight
to the end. My recommendation here is to send both characters down the
same walkway on the east or west. Kill anything in your way and run for
the exit. If too many soldiers are blocking your path on the walkway,
climb down the ladder if you can and head up the middle as fast as you
can. From up there the soldiers can do some good damage.
Control Room
Yaaayyyy! You're in the home stretch. In this room Snake and Teliko must
take seperate paths to reach the control room. Just like in BRC-o26 there
are consoles you must stand in front of to open the door for the other.
Snake will be facing the west path while Teliko is facing the east.
Snake must activate the first console to open the door above for Teliko.
The guards around the console won't make it easy. If you can take them out
with stealth go for it, otherwise have Teliko support Snake from above.
Once Snake activates the first console the door leading to Teliko's first
console will open. Teliko will open a door to a room containing a stinger.
Snake can grab it by going up the first flight of stairs. It is not
necessary to grab it but if you want it go ahead. Once you grab the
stinger or decide to leave it, move Teliko out the room and look north.
There is a soldier near the next console she must activate. Deal with him
accordingly and open the next door for Snake. Move Snake to the top of
the stairs and head west to the now open door. The console in the room
that opened up will open the gate for Teliko down below. If a soldier
around the gate has spotted Teliko, leave it closed until she is ready
to deal with him. The gate will prevent both from firing at each other.
When you are ready, open the gate and let him have it. Now you can move
Snake and Teliko towards the control room. Only one of the characters
needs to stand in front of the sliding door to the control room to finish
this stage.
19)Stage 13 Power Plant
As promised you get to go back through in the dark! Woo Hoo! If you would
like equip one or more Thermal Goggles card for each deck. Normally this
card is useless. Because of the dark, you can only see enemies if they are
three blocks around you. Being on higher ground will expand your vision
a couple of blocks. In this level if you are attacked you will not be able
to see enemies for a couple of turns. Why this happens I have no idea.
If you equip your goggles when you are attacked you will be able to see
enemies once again. Goggles add 2 COST at the end of each turn so plan
accordingly.
Control Room
Once again Snake and Teliko will need to take seperate paths to operate
the consoles for each door. Whoever ends up taking the high path will
need to support the character on the low path since this is where all the
guards are.
First Hallway(Third Hallway on the way to Control Room)
Same setup as the first time you came through with the exception of
security bots on the walkways. Get those thermal goggles ready because
there's a good chance you will get hit. I would recommend taking a
serperate walkway for each character since they cannot fire through each
other and high ground is always good. Concentrate on the security bots
before you attack any soldiers. Before you exit this area make sure
you are back in stealth mode or else the next room can be a nightmare.
De-Electrified Floor Room
If you are in stealth mode when you get here you should have no problems
as long as you don't trip the security lasers in this hallway or near the
exit.
If you are in the Alert or Evasion phase , your best bet would be to
wait where you come in until you are back in stealth mode. Once all is
calm, proceed to the exit.
Second Hallway
Same protcol as the previous hallway. Take the high ground and clear
yourself a path. If soldiers are giving you a problem, make sure they
see only one character. That way the other can attack them while the
spotted character is taking a beating.
Generator Room
Once you enter here the mission will change. You must take out all enemy
soldiers. The best way is to have one character look over the railing to
the west of where you start and have the other character stand on top of
the stairs. This way you can let the enemy come to you and pick them off
as they do(non-intentional rhyming). If you get impatient have one
character stay at the top while the other looks around.
20)Stage 12 Outside FAR
Okay so according to Alice there is an entrance to the sewer somewhere in
the north west. What you are looking (listening) for is a block that
makes a noise when you step on it. Use your overhead view to look at the
west entrance to this stage. From there follow the pavement east a couple
of blocks until you see a crate in the immediate north above the walkway.
Two blocks up from that crate is where you need to stand.
21)Stage 14
First Part
Make sure you have 2-4 PSG-1s and at least one Nikita or RC missile before
you start. Take out all cameras while heading east first, then north to
what I call the center square. Work your way around this square destroying
all security bots and cameras. To the west there is an electrified floor.
Use the PSG-1 to take out the gun cam above the entranceway over the
electrified floor. Now that the gun cam is destroyed fire the Nikita or RC
missile down the hallway until you reach where that guncam was. Follow the
railing around until you would hit the west wall(You should be safe from
the other guncams as long as you hug the railing the one way). Underneath
a gun cam there is an air duct. Go in there and follow it around until you
come out on top of that platform. Hug the wall east until you hit the power
box. Once the floor is de-electrified have Snake or Teliko go down hallway
and destroy the rest of the gun cameras. Climb up the ladder and stand in
front of the console. Once the door opens you do not need to stand in
front of the console anymore. Head east and to the first exit point where
the door opened.
Second Part
Here you will need to work your way through some rooms to get to the exit.
In most rooms there are either cameras, soldiers, or both. Cameras can see
up to the first block before a doorway. Keep this in mind when navigating
your way through. You will probably have to kill most of the guards in here
to make it across so don't be shy.
From the room you start in, go to the rooms in this order: east, north,
west, north, north. Keep the advice in the previous paragraph in mind as
you travel through.
You also may have noticed the cracks in the walls. I have not yet tried to
blast them open with C-4. It seems this would cause more problems then
taking the long way around.
22)Stage 14-1
Second fight with Leone except he has some soldiers with him. Concentrate
on taking out the soldiers first. Once they are out of the way use the
same strategy you used on Leone the first time to show him the true
meaning of pansy.
Hint: Here was a scenario that worked out extremely well for me. On Snake
and Teliko's first turn I hid behind a container and ENDed my turn
until Leone threw two grenades around Snake while the soldiers
with Leone grouped next to a barrel and the lone soldier to the south
moved up a couple of blocks. I used Snake to dispense of the lone soldier
to the south with a "Solidus Snake" card while Teliko shot the barrel to
the north killing all guards and setting Leone to BURN!
23)Stage 14-2
One of the guards in this room has locked the door. Take out each one
systematically until the door opens.
24)Stage 14-3
In a somewhat confusing fight you must defeat Clown. Clown will look
exactly like Teliko except her HP starts at 800 and she has a bigger
equipment window at the start with all the slots filled. I guess Clown
didn't reckon with the awesome power of the triangle button. Use the
overhead view to look at the different Telikos to find the real one and
the fake. The part that confuses me is that the real Teliko will attack
you until you damage Clown or until Snake is dead. It's not hard Teliko,
attack the one that isn't Snake! Yeesh. After you deal some good damage
to Clown there will now be three fakes running about. Again use the
overhead view to see HP totals and equip windows to weed out the real
Clown. A fake Clown will continue moving after it's HP has reached 0.
Obviously, the real clown will die when her HP reaches 0.
Hint: Equip Teliko's deck with four PSG-1s, four SVD Dragunovs, four
cost -12, and four cost -8 or 4 Jonathan Ingram if you have them. Keep
Snake on low ground so hopefully Clown will stay down with him. Try to
deal any kind of damage to Clown with Snake so you will gain control of
Teliko. Run upstairs with Teliko and snipe Clown to do massive damage.
With a few cost reduction cards you can finish Clown before she gets
another turn.
25)Stage 14-4 ???
In case it wasn't obvious you must now fight Metal Gear. Don't get
worried, it doesn't put up much of a fight. Teliko will be inside Metal
Gear while Snake must face it from the outside. Before the fight starts
Snake tells Teliko to smash the control panels inside. I don't think it's
possible for Teliko to do any damage to them until expert mode. That was
my experience anyway. If Teliko is able to smash the control panels, have
her start on the one on the right(door security bot doesn't come out of)
and have Snake attack the left wing.
Load Snake's Deck prior to this fight with as many Stingers and RPG's you
may have(at least four I would recommend). Stingers were pretty much
worthless up until this point but they make up for it in this fight.
Rest easy, if you fire a Stinger or RPG, it will always hit.
It's also a good idea to put some cost reduction into your deck since
the Stinger takes 10 COST.
First Part
The first part of Metal Gear is simple, it's first action is a movement
that will bring it up to 3 cost. At this point you cannot damage it. It's
second movement on it's next turn will be to launch four missiles out of
each wing. It's COST will go up 10 and the area where the missiles will
hit are displayed by squares highlighted in red. When the missiles hit
those squares, the explosion will expand to a 3x3 square area. Plan ahead
and move out of range before they hit. Now is the time to do some damage.
You can target either wing while the missiles are hovering next to them.
Focus all your firepower on one wing until it is destroyed then target
the other one. Try not to go over 19 COST between the time when the
missiles are launched and when they hit. If you do Metal Gear may have a
free shot on it's next turn.
Second Part
In the second part, Metal Gear will show off some new moves and will
probably do some damage. Here's what to look out for:
A)Metal Gear will hunch down and accumulate 15 COST, this means it will
try to jump on you next turn. Run to the left or right about 6-8 blocks.
When Metal Gear does jump it will be in a straight line in the direction
it is facing. This attack is dodged easily.
B)The Camera will be centered on the "crotch" area of Metal Gear. It will
charge it's gun then fire on the next turn. So far I have not been able to
avoid this attack. You might be able to dodge this attack if you are able
to run behind or beside Metal Gear. I wouldn't try to hard because it
only does 60 damage(100 on Expert).
C)The most damaging move Metal Gear has also makes it vulnerable. Parts
on the legs will slide together and the top part where the head is will
aim at you while it gathers energy. This is where Teliko can be useful.
Inside where she is, some rods or piston looking things will slide up
into the ceiling. If you are succesful in reducing all 4 columns to 0 HP
the attack will be canceled. It's an all or nothing deal with the 4
columns. If not this attack will deal 300 damage to Snake(Haven't been
hit with it on expert).
Teliko Hits the Mark
To cancel out Metal Gear's Energy attack with Teliko I would use a deck
like this.
4 PSG-1
4 SVD Dragunovs(use for ammo only)
4 Stealth (if you have them, if not replace with armor or evades)
*1 Metal Gear Gander (if you have it)
4 Cost -12
4 Johnathan Ingram
4 M15 grenade
4 Movement (*if you have Metal Gear Gander use 3)
4 Olga Gurlukovich
4 Cyborg Ninja
4 Rations or Health Items
Stealth and M15 grenades are for security bots. Either hide from them or
blow them up if necessary. When Metal Gear starts drawing in energy you
want to be in the middle of the room so you can hit the colums on either
side. See what you can hit from where you are standing before it happens.
This deck is all about the cost reduction. Use the first two turns to hit
the columns with anything you can(PSG-1 with the SVD Dragunov ammo is the
best choice). Two Cyborg Ninja attacks will take out one column. This will
take up two actions but they can hit from anywhere if you can't get past
the security bot. Use your third action to use a cost-12 or Johnathan
Ingram (cost-20) to get your cost down to 0 and take another turn. Use
the Olga Gurlukovich card to replenish your hand if you start to run
out of cards. The Metal Gear Gander is kind of last ditch effort card, but
is best used when all columns are still up since each target is random
and more targets mean you have a better chance of not getting hit for 100.
NOTE: Before Metal Gear starts drawing in energy, keep 2 or 3 cost
reducers ready for when you need them. This way you will have a better
chance of stopping the attack rather than letting the luck of the draw
decide what you get.
**************************************************
11)Link Battle
**************************************************
After Snake joins up with Teliko for the first time in the game a message at
the intermission screen will inform you that Link Battle is now available.
For this you need a friend (associate, well-wisher, aquaintance) with a
seperate PSP and a copy of Metal Gear Ac!d.
The selection to start link battle is under options on the intermission screen.
It is with deep regret that I must inform you I have not played this mode yet.
Such is the pain I must endure.
**************************************************
12)Card Passwords
**************************************************
On the main menu there is an option for "password". Entering a correct
password in here will unlock card(s) that you can not find during the game.
Currently I do not know of any passwords to use in here.
If you know a correct password please share what it is and how you got it.
**************************************************
13)Card List
**************************************************
Here it is, the whole enchilada, the big cheese, the main event.
THE ENTIRE LIST OF CARDS AND WHAT THEY DO! Oooooohhhh! More than likely the
first version of this FAQ won't have all of them. Yeah, that's kind of a let
down. I mean, you'll probably scroll down the entire list looking for a
specific card only to find a blank spot. The nerve I have! Rest assured I
won't stop updating until I have all of them. Now that's devotion.
# Name Cost Type Use/Equip Rarity Pack
1)Socom 5 Weapon Use + MGS1
ATK:10 Hit:90% Ammo:CAL45x4 Hit % decrease at:2 blocks. Silenced; Knocks
Target down
2)FAMAS 6 Weapon Use + MGS1
ATK:20 HIT:75% Ammo:5.56x6 Hit % decrease at :4 blocks. Critical hit
adds 1 COST to target
3)C4 5 Weapon Use ++ MGS1
ATK:160 Triggered by detonator, timer or hit by gunshot. Area of effect: 3x3
4)Desert Eagle 10 Weapon Use ++++ MGS1
Atk:-HIT:50% Ammo:CAL50x1 Hit % decrease at:2 blocks. Hit reduces target's
life by 1/2
5)Grenade 7 Weapon Use +++ MGS1
ATK:120 Detonates 8 COST after use. Area of effect 3x3 Detonates upon hit
by gunshot
6)Stun grenade 5 Weapon Use +++ MGS1
Adds FAINT in a 3x3 area. Detonates 5 COST after use Detonates upon hit
by gunshot
7)Chaff Grenade 5 Weapon Use ++ MGS1
Detonates 5 COST after use. Renders electronic devices inoperative for 30
COST after detonation. Detonates upon hit by gunshot.
8)Stinger(MGS1) 10 Weapon Use +++ MGS1
ATK:180 Locks on to machines only
9)USP 6 Weapon Equip + MGS2
ATK:20 HIT:80% Ammo:CAL45x4 REA:30% HIT % decrease at: 2 blocks. Critical
hit destroys target's EQUIPMENT
10)Makarov 6 Weapon Equip + MGS2
ATK:15 HIT:80% Ammo:9mmx4 REA:10% HIT % decrease at:2 blocks
11)AKS74u 7 Weapon Equip + MGS2
ATK:5 HIT:70% Ammo:5.45mmx10 REA:30% Hit % decrease at:2 blocks. Silenced
12)M4 7 Weapon Equip + MGS2
ATK:10 HIT:80% Ammo:5.56x8 REA:60% HIT % decrease at:4 blocks. +10% HIT
vs. targets below user.
13)PSG-1 7 Weapon Equip + MGS2
ATK:60 HIT:90% Ammo:7.62mmx2 REA:0% HIT % decrease at:10 blocks
14)M9 7 Weapon Equip ++ MGS2
ATK:0 HIT:60% Ammo:9mmx2 REA:10% HIT% decrease at:2 blocks. Critical hit
puts target to SLEEP.
15)USP(Laser.S) 8 Weapon Equip ++ MGS2
ATK:20 HIT:90% Ammo:CAL45x4 REA:30% HIT % decrease at:2 blocks. Free attack;
critical hit destroys target's EQUIPMENT
16)AKS74u(Laser.S) 7 Weapon Equip ++ MGS2
ATK:5 HIT:70% Ammo:5.45mmx10 REA:70%HIT % decrease at:3 blocks. Free
attack; silenced
17)M4(Laser.S) 8 Weapon Equip ++ MGS2
ATK:10 HIT:90% Ammo:5.56mmx8 REA:40%HIT % decrease at:4 blocks. Free attack;
+10% HIT vs. targets below user.
18)Colt S.A.A. 7 Weapon Equip +++ MGS2
ATK:30 HIT:75% Ammo:CAL45x3 REA:50% HIT % decrease at: 2 blocks. Crticial
hit makes target BLEED
19)P90 7 Weapon Equip +++ MGS2
ATK:70 HIT:100% Ammo:5.7mmx2 REA:80% HIT % decrease at:3 blocks. Area
attack; knocks target down.
20)SPAS12 6 Weapon Equip +++ MGS2
ATK:40 HIT:100% Ammo:12GAx4 REA:20% HIT % decrease at:4 blocks. Area attack;
knocks target down.
21)Claymore 5 Weapon Use ++ MGS2
ATK:80 Detonates when target enters trigger zone. Can be picked up by
crawling.
22)Nikita Missile 8 Weapon Use +++ MGS2
ATK:100 After firing, user enters missile control mode. Can move 5 blocks
per turn.
23)MP5 6 Weapon Equip ++++ MGS2
ATK:50 HIT:80% Ammo:9mmx3 REA:20% HIT % decrease at:3 blocks. Area attack.
24)RC Missile 7 Weapon Use +++ CHRN
ATK:120 After firing, user enters missile control mode. Can move 5 blocks
per turn.
25)Mine 5 Weapon Use + CHRN
ATK:100 Detonates when target enters vicinity. Can be picked up by crawling.
26)R-5 7 Weapon Equip + CHRN
ATK:30 HIT:80% Ammo:5.56mmx5 REA:20% HIT % decrease at:4 blocks. +10% HIT
vs. targets above user.
27)Five-seveN 6 Weapon Equip ++ CHRN
ATK:30 HIT:85% Ammo:5.7mmx4 REA:20% HIT % decrease at:2 blocks. Knocks
target down.
28)M92F(Laser.S) 9 Weapon Equip ++ CHRN
ATK:40 HIT:80% Ammo:9mmx2 REA:20% HIT % decrease at:2 blocks. Critical hit
disables target's INTERFERENCE.
29)M92F 7 Weapon Equip ++ CHRN
ATK:40 HIT:70% Ammo:9mmx2 REA:20% HIT % decrease at:2 blocks. Critical hit
disables target's INTERFERENCE.
30)Gun del Sol 6 Weapon Equip +++++ CHRN
ATK:200 Becomes ready to fire 10 COST after EQUIPPING. Can be used with any
type of ammo. Sets target on BURN; damagex1000 if targer is an immortal.
(no immortals appear in the game).
31)Vz61 Scorpion 7 Weapon Equip + MGS3
ATK:100 HIT:90% Ammo:7.65mmx2 REA:30% HIT % decrease at: 3 blocks. Area
attack.
32)AKM 8 Weapon Equip ++++ MGS3
ATK:60 HIT:50% Ammo:7.62mmx3 REA:40% HIT % decrease at:4 blocks. Area
attack; ATK+10% for every card in hand.
33)Punch(CQC) 4 Weapon Equip + MGS3
Used in combination with EQUIPPED CQC card. REA:80% Must be adjacent to
target to use. Technique depends on which CQC card is combined with the
EQUIPPED CQC card.
34)Kick(CQC) 5 Weapon Equip + MGS3
Used in combination with EQUIPPED CQC card. REA:80% Must be adjacent to
target to use. Technique depends on which CQC card is combined with the
EQUIPPED CQC card.
35)Throw(CQC) 6 Weapon Equip + MGS3
Used in combination with EQUIPPED CQC card. Must be adjacent to target to
use. Technique depends on which CQC card is combined with the EQUIPPED CQC
card.
36)Rush(CQC) 7 Weapon Equip ++++ MGS3
Used in combination with EQUIPPED CQC card. Must be adjacent to target to
use. Technique depends on which CQC card is combined with the EQUIPPED CQC
card.
37)Stoner M63 10 Weapon Equip +++ MGS3
ATK:40 HIT:70% Ammo:5.56mmx5 REA:40% HIT % decrease at:4 blocks. Hit blocks
target's counterattack.
38)M37 7 Weapon Equip ++++ MGS3
ATK:80 HIT:90% Ammo:12GAx3 REA:40% HIT % decrease at:3 blocks. Area attack;
knocks target down.
39)SVD Dragunov 10 Weapon Equip +++ MGS3
ATK:70 HIT:70% Ammo:7.62mmx3 REA:0% HIT % decrease at:8 blocks. Free attack;
critical hit knocks target down.
40)XM16E 9 Weapon Equip +++ MGS3
ATK:40 HIT:50% Ammo:5.56mmx5 REA:20% HIT % decrease at:4 blocks. Critical
hit destroys target's EQUIPMENT.
41)Mosin Nagant 8 Weapon Equip +++ MGS3
ATK:250 HIT:60% Ammo:7.62mmx1 REA:0% HIT % decrease at:9 blocks. Effective
against armor; holds 1 bullet at a time regardless of ammo stock. Critical
hit adds 5 COST to target.
42)C3 6 Weapon Use + MGS3
ATK:250 Triggered by detonator, timer, or hit by gunshot. Area of effect: 3x3
43)M15 Grenade 8 Weapon Use +++ MGS3
ATK:160 Detonates 8 COST after use. Area of effect: 3x3 Sets target on BURN
44)RPG7 8 Weapon Use +++++ MGS3
ATK:170 Anti-armor(not really) Select target and fire
45)Quick Draw 4 Action Equip + MGS1
ATK:-5 HIT:-20% Sets cost to 0. Effect Lasts until EQUIPPED WEAPON is used
1 times or until next turn.
46)Strand 5 Action Equip + MGS1
Adds 1 COST to target for every HIT. Effect lasts until EQUIPPED WEAPON is
used once or until next turn.
47)Concentrate 4 Action Equip ++ MGS1
HIT+40% COST at time of use + 4. Effect lasts until EQUIPPED WEAPON is used
once or until next turn.
48)Equipment Lv.2 7 Action Use +++ MGS1
Upgrades EQUIPMENT from LV.1 to LV.2
49)Action + 6 Action Use +++ MGS1
Increases number of ACTIONS per turn by 1(max. 4). Effectlasts for 10 turns.
Can be stacked. Snake only.
50)Marines 4 Character Use + MGS2
Can move 4 blocks.
51)Navy SEALs 4 Character Use + MGS2
Can move 4 blocks.
52)Aim 4 Action Equip ++ MGS2
HIT+20% Effect lasts until EQUIPPED WEAPON is used once or until next turn.
53)Body Shot 12 Action Equip ++++ MGS2
Hit reduces target's life by 1/2. Holds 1 shot. Effect lasts until EQUIPPED
WEAPON is used once or until next turn.
54)Critical Shot 8 Action Equip +++ MGS2
Adds 2 COST to target for each HIT. Effect lasts until EQUIPPED WEAPON is
used once or until next turn.
55)Double Shot 12 Action Equip +++++ MGS2
Doubles the number of shots fired by EQUIPPED WEAPON. Effect lasts until
EQUIPPED WEAPON is used once or until next turn.
56)Counter Block 4 Action Equip ++ MGS2
Blocks REA of EQUIPPED WEAPON. Effect lasts until EQUIPPED WEAPON is used
once or until next turn.
57)Spin Kick 7 Action Use ++ MGS2
ATK:60 Must be adjacent to target to use. Knocks target down.
58)H.F. Blade 5 Weapon Use ++++ MGS2
ATK:100 Must be adjacent to target to use. Ineffective against machines.
59)Dual Blades 6 Weapon Use ++++ MGS2
ATK:90 Must be adjacent to target to use. Critical hit destroys target's
EQUIPMENT and makes target BLEED. Ineffective against machines.
60)Briefing 5 Action Use ++ MGS2
Makes ally discard all cards in hand and draw 6 new ones.
61)Equipment Lv.3 15 Action Use ++++ MGS2
Upgrades EQUIPMENT from LV.2 to LV.3
62)Action ++ 15 Action Use ++++ MGS2
Increases ACTION by 2(max.4). Effect lasts for 10 cost. Snake only.
63)Add Fall 5 Action Equip ++ MGS1
Adds FALL effect to critical hits. Effect lasts until EQUIPPED WEAPON is
used once or until next turn.
64)Head Shot 8 Action Equip +++ MGS2
Adds quick death effect to critical hits. Effect lasts until Equipped
WEAPON is used once or until next turn. HIT-30%.
65)Hold Up 6 Action Use +++ MGS2
Must be 1 block behind target to use. Reduces EQUIPMENT LV. by 1. Effective
against living targets only.
66)Double Action:Cost+ 5 Action Use ++++ MGS2
Doubles user's REST; also doubles card use COST. Effect last until next turn.
67)Funds 4 Action Use ++ MGS2
Makes ally draw 1 card.
68)Double Action 12 Action Use ++++ MGS3
Doubles current REST.
69)Survival Knife 4 Weapon Use + MGS3
ATK:60 Must be adjacent to target to use. Critical hit makes target BLEED.
Ineffective against machines.
70)Choke 7 Action Use +++ MGS3
Must be 1 block behind target to use. Adds FAINT.
71)Attack 1 Enemy 7 Action Equip ++ MGS3
Turns area attacks into single attacks. Effect lasts until EQUIPPED WEAPON
is used once or until next turn.
72)Hip Shot 4 Action Equip +++ MGS3
Reduces EQUIPPED WEAPON's HIT by -20% and COST by -5. Effect lasts until
EQUIPPED WEAPON is used once or until next turn.
73)Extra Turn 12 Action Use ++++ MGS3
After current turn ends, immediately becomes user's turn. COST is added to
current value.
74)Scope 5 Item Equip ++ MGS1
Increases EQUIPPED WEAPON's HIT by 30% at ranges of 3 blocks or greater.
Disappears after 30 COST.
75)Body Armor 5 Item Equip + MSG1
Reduces total damage by 50. REA:50%
76)Card Lv.1 4 Item Equip + MSG1
Opens doors of security LV.1
77)Box A 4 Item Equip + MSG1
Made of cardboard. Heliport is written on side.
78)Mine D. 4 Item Equip ++ MSG1
Displays location of mines. Disappears after 99 COST. Mines can be picked
up by crawling over them.
79)Ration 4 Item Use + MSG1
User's LIFE+150
80)Handy Survival Kit 6 Item Use + MSG1
Ally's LIFE+100
81)Stealth 5 Item Equip +++ MSG2
Enemy no longer sees user. Disappears after 20 cost or when attacked.
82)Uniform-R 8 Item Equip ++ MSG2
Cannot be used with "Uniform-B" or "Uniform-G". Damage from front -50.
Damage from rear -80 REA:50%
83)Uniform-B 8 Item Equip ++ MSG2
Cannot be used with "Uniform-R" or "Uniform-G". Damage from front -80.
REA:50%
84)Uniform-G 8 Item Equip ++ MSG2
Cannot be used with "Uniform-R" or "Uniform-B". Damage from rear -80.
REA:50%
85)Card Lv.2 4 Item Equip + MSG1
Opens doors of security LV.2
86)Box B 4 Item Equip + MGS2
Made of cardboard. Used to transport perishable goods.
87)Bomb Switch 5 Item Use ++ MGS2
Detonates all planted bombs.
88)Styptic 4 Item Use ++ MGS2
Stops User's BLEEDING.
89)Handy Medical Kit 6 Item Use ++ MGS2
Revives fallen ally with 10 LIFE.
90)Survival Kit 9 Item Use +++ MGS2
Ally's LIFE+200.
91)Medical Kit 9 Item Use +++ MGS2
Revives fallen ally with full LIFE.
92)Book 5 Item Use + MGS2
Stops movement of enemy who spotted user.
93)Cool Book 5 Item Use ++ MGS2
Stops movement of enemy who spotted user.
94)Phase Down 5 Item Use ++++ MGS2
Lowers alert phase by 1 level. Cannot be used when the player is within
sight of the enemy. *Cannot be used in LINK BATTLE mode.
95)Timer 4 Item Use + MGS2
When attached to bomb, causes bomb to detonate after 10 COST.
96)Therm. G. 4 Item Equip ++ CHRN
In search mode, displays enemies within 3 blocks. Can also detect infrared
sensors. Disappears after 40 COST. User incurs + 2 COST per turn.
97)Box C 4 Item Equip + CHRN
98)Ceramic Armor 6 Item Equip ++ CHRN
Reduces total damage by 80. REA:80%
99)Bomb Blast Suit 8 Item Equip +++ CHRN
Reduces total damage by 100. REA:100% Protects wearer against BURN.
100)Ration B1 Unit 4 Item Use + CHRN
User's LIFE+200.
101)Ration B2 Unit 5 Item Use ++ CHRN
User's LIFE+250.
102)Ration B3 Unit 6 Item Use +++ CHRN
User's LIFE+300.
103)Builder Bed 8 Item Equip ++++ CHRN
When EQUIPPED, automatically restores 50 LIFE from out of action.
104)Gijin-san 12 Item Use ++++ CHRN
Increases all allies' ATK by 30 for duration of mission. Points are halved
on MISSION COMPLETE screen. Cannot be used with "BIG BOSS". Does not affect
explosives and universal attacks. Snake Only.
105)Dark Loans 11 Item Use +++++ CHRN
Sets all damage inflicted to user to 0. After 3 turns, sets user's LIFE to 1.
106)Solar Bank 11 Item Use +++++ CHRN
Sets all damage inflicted to user to 10. Restores user's LIFE to maximum
after 3 turns.
107)Box D 4 Item Equip + MGS3
Made of cardboard. The letters on the sid have faded to illegibility.
108)Bandage 12 Item Use ++ MGS3
User's LIFE+400
109)Styptic + 6 Item Use + MGS3
Stops BLEEDING. User's LIFE+100.
110)Front Evade Lv.1 4 Support Equip + MGS1
EVADE attacks from the front. REA:50%
111)Rear Evade Lv.1 4 Support Equip ++ MGS1
EVADE attacks from the rear. REA:50%
112)Evade Lv.1 10 Support Equip +++ MGS1
EVADE attacks from all directions. REA:50%
113)Endure 7 Support Equip ++ MGS1
Reduces damage to user from single attacks by 5. REA:60%
114)Hang 4 Support Equip + MGS2
Enables HANGING. Disappears after 30 COST.
115)Handy 1st Aid Kit 4 Support Use ++ MGS1
Increases adjacent ally's LIFE by 200.
116)Cost -4 0 Support Use + MGS1
Reduces user's current COST by 4. Cannot be applied to movement.
117)Ally Cost -4 6 Support Use + MGS1
Reduces ally's current COST usage by 4.
118)Front Evade Lv.2 5 Support Equip + MGS2
EVADE attacks from the front. REA:75%
119)Rear Evade Lv.2 5 Support Equip ++ MGS2
EVADE attacks from the rear. REA:75%
120)Evade Lv.2 12 Support Equip +++ MGS2
Evade attacks from all directions. REA:75%
121)Climb 4 Support Equip + MGS2
Allows user to climb up/down walls of 1 block in height. Disappears after
40 COST.
122)Sacrifice 8 Support Use ++ MGS2
User's LIFE -50, ally's LIFE+100. Cannot be used if user's LIFE is less
than 50.
123)Transfuse Blood 8 Support Use ++ MGS2
User's LIFE +100, ally's LIFE-50. Cannot be used if ally's LIFE is less
than 50.
124)1st Aid Kit 6 Support Use +++ MGS2
LIFE+300 to adjacent ally.
125)Cost -8 0 Support Use + MGS2
Reduces user's current COST usage by 8. Cannot be applied to movement.
*Cannot be used in LINK BATTLE mode.
126)Ally Cost -8 8 Support Use + MGS2
Reduces ally's current COST usage by 8.
127)Mute 5 Support Equip ++ MGS2
Eliminates all noise. Disappears after 30 COST.
128)Hand Grip 4 Support Use + MGS2
Increases COST of remaining HANGING.
129)Reaction Block 7 Support Equip + MGS3
Blocks REA. Disappears after 20 COST.
130)Front Evade Lv.3 6 Support Equip + MGS3
EVADE attacks from the front. REA:100%
131)Rear Evade Lv.3 6 Support Equip ++ MGS3
EVADE attacks from the rear. REA:100%
132)Evade Lv.3 14 Support Equip +++ MGS3
EVADE attacks from all directions. REA:100%
133)Cost -12 0 Support Use +++ MGS3
Reduces user's current COST by 12. Cannot be applied to movement.
*Cannot be used in LINK BATTLE mode.
134)Ally Cost -12 10 Support Use +++ MGS3
Reduces ally's current COST usage by 12.
135)Genome Soldier 4 Character Use + MGS1
Can move 4 blocks.
136)Liquid Snake 4 Character Equip +++++ MSG1
ATK+40 HIT+40% REA+40% User collapses after 20 COST. Does not affect
explosives and universal attacks.
137)Roy Campbell 5 Character Use ++++ MGS1
ATK:150 to a 5x5 area. Activates 10 COST after use.
138)Otacon 6 Character Equip + MGS1
Adds anti-armor effect. ATK+10 HIT+10% Effect last until EQUIPPED WEAPON is
used once or until next turn.
139)Sniper Wolf 5 Character Equip ++ MGS1
HIT+50% Effect lasts until EQUIPPED WEAPON is used once or until next turn.
140)Vulcan Raven 8 Character Equip +++ MGS1
Turns single attacks into area attacks (3x3).
141)Metal Gear REX 30 Character Use +++++ MGS1
ATK:200 to a 5x5 area. Cannot be applied to movement.
142)Cyborg Ninja 6 Character Use ++++ MGS1
ATK:50 to taget of choice.
143)Psycho Mantis 8 Character Use ++++ MGS1
CONFUSES target of choice.
144)Mei Ling 10 Character Use +++ MGS1
Doubles all allies' INTERFERENCE effects. Effect lasts for 30 COST.
145)Genola 10 Character Use +++++ MGS1
Knocks out all enemies(living creatures).
146)Solid Snake (MGS1) 6 Character Use +++++ MGS1
User's LIFE+500.
147)Naomi Hunter 5 Character Use ++ MGS1
After use, heals 10 LIFE every 5 COST, up to a maximum of 200.
148)Meryl Silverburgh 0 Character Use +++ MGS1
Halves user's COST. Cannot be applied to movement.
149)Gurlukovich Sld. 4 Character Use ++ MGS2
Can move 5 blocks.
150)Revolver Ocelot 4 Character Use + MGS1
Sets COST for all gun attacks by user to 2. While in effect, user cannot
execute CQC attacks. Effect lasts for 20 COST.
151)Emma Emmerich 8 Character Equip +++ MGS2
EVADE all attacks. All EQUIPMENT destroyed at time of use. Effect lasts
until next turn.
152)Fortune 10 Character Equip +++++ MGS2
Allows user to dodge 20 bullets, then disappears.
153)Vamp 6 Character Equip +++ MGS2
Takes half of damage dealt and adds it to user's LIFE. Does not affect
explosives and universal attacks.
154)Solid Snake (MGS2) 4 Character Equip + MGS2
Disappears after 90 COST.
155)Iriquois Pliskin 4 Character Equip + MGS2
Makes infrared sensors visible. While EQUIPPED, LIFE decreases -1 per COST.
156)Solidus Snake 8 Character Use ++++ MGS2
Must be adjacent to target to use. ATK:50x4 Ineffective against machines.
157)Metal Gear RAY 30 Character Use +++++ MGS2
ATK:250 to a 1x5 area. Cannot be applied to movement.
158)Jennifer 5 Character Use ++ MGS2
Converts each added COST to user from attacks into 10 damage. Effect lasts
until next turn.
159)Olga Gurlukovich 4 Character Use + MGS2
User draws 3
new cards.
160)Johnny Sasaki 5 Character Use + MGS2
Destroys all cards in hand and draws 6 new ones.
161)Raiden 4 Character Use ++ MGS2
Move 3 blocks forward. Pass over any gaps in floor in between. Falls down
all living targets in the way.
162)Gurlugon 10 Character Use ++++ MGS2
COST+15 to all enemies (living creatures) except user.
163)Gray Fox 5 Character Equip +++ CHRN
While EQUIPPED, CQC ATK+20 HIT+5% Effect lasts until next turn.
164)Solid Snake (MG) 6 Character Use ++ CHRN
Used WEAPONS returns to user's hand. Disappears after 30 COST.
165)Big Boss 5 Character Use +++++ CHRN
Doubles PTS. Sets all allies' ATK to -40. Cannot be used in combination
with "Gijin-san". Does not affect explosives and universal attacks.
Snake Only.
166)Machinegun Kid 4 Character Equip + CHRN
Makes all assault rifle and submachine gun bullets usable.
167)Fire Trooper 6 Character Use +++ CHRN
ATK:100 HIT:90% Area attack; sets target on BURN.
168)Metal Gear 20 Character Use +++++ CHRN
ATK:30 to all targets. Makes target BLEED. Cannot be applied to movement.
169)Running Man 4 Character Use +++ CHRN
Can move 8 blocks.
170)Solid Snake (MG2) 7 Character Equip ++++ CHRN
Increases user's maximum LIFE by 100.
171)Chris Jenner 5 Character Equip ++ CHRN
Prevents user from knocking down at a cost of 20 damage.
172)Marionette Owl 4 Character Equip ++ CHRN
Visual rangex2 in search mode. Disappears after 40 COST.
173)?????
174)Pyro Bison 8 Character Use +++ CHRN
ATK:120 HIT:70% Area attack; sets target on BURN.
175)Metal Gear GANDER 30 Character Use +++++ CHRN
Fires 5 shots against random targets with ATK:100. Cannot be applied to
movement.
176)IdeaSpy 2.5 7 Character Use +++ CHRN
Usage COST of all of user's cards is halved for 5 turns after use. However,
after 5 turns, half of the overall COST of the cards used is added to the
user.
177)Gillian Seed 6 Character Equip +++ CHRN
HIT:100% Firing COST+10 Effect lasts until EQUIPPED WEAPON is used once or
until next turn.
178)?????
179)Metal Gear MK-II 4 Character Use + CHRN
Sorts cards in hand by type. From left to right:SUPPORT, ACTION, ITEM,
CHARACTER, WEAPON.
180)Johnathan Ingram 0 Character Use ++++ CHRN
Reduces user's current COST usage by 20. Cannot be applied to movement.
*Cannot be used in LINK BATTLE mode
181)Tony Redwood 10 Character Use ++++ CHRN
Sets hit rate of all players on stage to 100% Effect lasts for 3 turns.
182)?????
183)Ed Brown 15 Character Use ++++ CHRN
Blocks REA of all players on stage. Effect lasts for 5 turns.
184)?????
185)ADA 8 Character Use +++ CHRN
User's movement COST is set to 1. Effect lasts for 3 turns.
186)GRU Sld. 5 Character Use ++ MGS3
Can move 5 blocks.
187)Ocelot Unit 4 Character Use +++ MGS3
Can move 6 blocks.
188)Major Zero 15 Character Use + MGS3
In search mode, make all enemies appear on display. Effect lasts for 1 turns.
189)E.B. Volgin 7 Character Equip ++ MGS3
Critical hit destroys 1 handgun in target's EQUIPMENT. Effect lasts until
EQUIPPED WEAPON is used once or until next turn.
190)N.S. Sokolov 7 Character Equip ++ MGS3
ATK+10 vs. armor. Effect lasts until EQUIPPED WEAPON is used once or until
next turn.
191)Naked Snake 13 Character Equip +++ MGS3
Attack vs. forward adjacent block. Executes random technique. Used in
combination with EQUIPPED CQC card. Must be adjacent to target to use.
192)?????
193)The Fury 9 Character Use ++ MGS3
ATK:140 HIT:80% Area attack; sets target on BURN.
194)?????
195)Ocelot 8 Character Use +++ MGS3
Prevents target of choice from firing. Effect lasts for 30 COST.
196)EVA 6 Character Use ++ MGS3
Keeps living creatures within 3 blocks at bay for 30 COST.
197)A.L. Granin 0 Character Use ++ MGS3
Sets user's current COST to 15. Cannot be applied to movement.
198)Sneaking Suit 8 Item Equip ++++ MGS1
Reduces single-attack damage by 5. REA:100% Snake only.
199)?????
200)?????
201)?????
202)?????
203)?????
204)Stinger (MGS2) 10 Weapon Use ++ MGS2
ATK:180 Locks onto machines only.
**************************************************
14)Thanks
**************************************************
Thank you for reading this FAQ a lot of work went into it and I hope you
found it helpful or informative. This was finished much later than I had
anticipated and some things were rushed along. The next version will cover
anything I missed and then some.