Wednesday, May 13, 2009

AC!D Mobile


Metal Gear Acid Mobile is a video game developed by Kojima Productions for mobile phones. Although it is part of the Metal Gear series, it is not canonical. There are two versions of the game; a 2D version called Metal Gear Acid Mobile and a 3D version called Metal Gear Acid Mobile 3D. The game is a cut-down remake of the Metal Gear Acid on the PSP, with some missions and characters removed.

Tuesday, May 12, 2009

AC!D Place in the series

Although Acid is part of the Metal Gear series, it does not follow the same continuity as the Metal Gear Solid games released for the home consoles, but instead follows on from Metal Gear: Ghost Babel, another non-canonical entry into the Metal Gear series. The game features a new cast, but characters, weapons, items and game mechanics from previous games are depicted on the cards. There are three card packs available that cover each of the major Metal Gear games; Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater. A fourth set is also available featuring cards based on the classic Metal Gear titles and miscellaneous Kojima games

Sunday, May 10, 2009

AC!D Trailer

AC!D Soundtrack


Metal Gear Acid 1 & 2 Original Soundtrack is a double CD album released on December 21st, 2005. The first disc includes music from Metal Gear Acid, composed by Akihiro Honda, Nobuko Toda and Shuichi Kobori. The second disc contains music from Metal Gear Acid 2, and is composed by Akihiro Honda, Hiroshi Tanabe, Nobuko Toda and Shuichi Kobori. The album comes with an 18-page booklet featuring tracklistings and artwork by Hiroshi Banno and Junko Kolke.

Saturday, May 9, 2009

AC!D Title Significance


According to an interview originally published by Electronic Gaming Monthly with the game's producer, Masahiro Hinami, the 'Acid' part of the title actually has three different meanings. The first meaning refers to Acid's departure from the previous Metal Gear games in terms of style, which is an analogue to acid's ability to dissolve metal. The second is a reference to vecuronium bromide, the chemical used by Elsie and Frances to hijack Flight 326. The third is stated to be an acronym for Active Command Intelligence Duel, a reference to the game's mixture of turn-based tactics with card-based gameplay.

Friday, May 8, 2009

AC!D Full Card List


==============================METAL GEAR ACID FULL CARD LIST==============================Copyright 2005 Kit Lam
==============================================================Hi. This FAQ is intended for those who either doesn't quite knowwhat the cards do, and for those who haven't got all the cardsand would like to know what they are.
All 200 out of the total of 204 cards can be obtained through thecard shop,so there's no big secret there, just keep buying fromthe card shop. The other 4 are the model cards, which in myexperience, I haven't seen show up in the card shop(although in the list, it does say its part of the Chronicle Pack)These 4 can be obtained even easier. Enter passwords on the titlescreen for them.
I won't list the cards or the passwords here since I didn't get themmyself and I don't know if someone's going to come and sue my pantsoff but the passwords are on the Codes, cheats section on GameFaqs.Some other games beside the Metal Gear ones are included in theChronicle Pack. I don't know the origin of some of the cards in thatpack so I didn't include those kind of details.
Anyways, on with the card list. They are arranged the same way theyare in'Gallery' mode. There is also a brief FAQ section at the endin case there are some things listed here you don't understand.===============================================================
Here's the way I listed the cards.....
====(xxx)=== xxxx - xxx PACK
- The xxx in brackets is the card's assigned number under'gallery'. The next set of xxx is the name of the card.
- The single x is the card's cost
- The last set of xxx is what PACK they belong to.
- * around the name means that the card is a 'Gold Card'.
(Note: Translation of names are as I interpret them. Bearwith some of the translation of character names)
=======================(A) FULL CARD LIST=======================
====001=== SOCOM 5 - MGS1 PACK
ATK:10 HIT: 90CAL45 x 4
FUNCTION Use Card. So this means you can aim at any target withinyour sight.ADDITIONAL EFFECTS Silenced. Knock Back
====002=== FAMAS6 - MGS1 PACK
ATK:20 HIT 755.56mm x 6
FUNCTION Use Card.ADDITIONAL EFFECT Add 1 Cost to target per Hit
====003=== C4 5 - MGS1 PACK
FUNCTION 3x3 Area explosion. After you set it, there is no detonator,so you must shoot it
====004=== DESERT EAGLE 10 - MGS1 PACK
ATK: - HIT: 50CAL50 x 1
FUNCTION Use Card. 50% Chance hitADDITIONAL EFFECT If hit, target HP reduced by half
====005=== GRENADE7 - MGS1 PACK
FUNCTION Explodes after 8 Cost
====006=== STUN GRENADE 5 - MGS1 PACK
FUNCTION Explodes after 5 CostADDITIONAL EFFECT Stun
====007=== CHAFF GRENADE 5 - MGS1 PACK
FUNCTION Explodes after 5 Cost. Effective for 30 Cost. ADDITIONAL EFFECT Electronic Jamming
====008=== STINGER (MGS1) 10 - MGS1 PACK
ATK: 180
FUNCTION 100% Hit rate on any Machine Type enemy.
====009=== USP6- MGS2 PACK
ATK:20 HIT: 80CAL 45 x 4 REA: 30
FUNCTION Equip Card. HIT% decrease when target is 2 blocks ormore awayADDITIONAL EFFECT Destroy target equipment
====010=== MAKAROV6 - MGS2 PACK
ATK: 15 HIT: 809mm x 4 REA: 10
FUNCTION Equip Card. HIT% decrease when target is 2 blocks ormore away
====011=== AKS74U7 - MGS2 PACK
ATK: 5 HIT: 705.45mm x 10 REA: 30
FUNCTION Equip Card.
====012=== M47 - MGS2 PACK
ATK: 10 HIT: 805.56mm x 8 REA: 60
FUNCTION Equip Card. Hit+10% against enemies below.
====013=== PSG-17 - MGS2 PACK
ATK: 60 HIT: 907.62mm x 2 REA: 0
FUNCTION Equip Card. 2x90% Hit. HIT% decrease when target is10 blocks or more away
====014=== M97 - MGS2 PACK
ATK: 0 HIT: 609mm x 2 REA: 10
FUNCTION Equip Card. ADDITIONAL EFFECT Sleep
====015=== USP(Laser. S)8 - MGS2 PACK
ATK: 20 HIT: 90CAL45 x 4 REA: 30
FUNCTION Equip Card. Free Aim.ADDITIONAL EFFECT Break target equipment
====016=== AKS74U(Laser. S)7 - MGS2 PACK
ATK: 5 HIT: 705.45mm x 10silenced
FUNCTION Equip Card. Free Aim.
====017=== M4 (Laser. S)8 - MGS2 PACK
ATK: 10 HIT: 905.56mm x 8 REA: 40
FUNCTION Free Aim. Hit+10% against enemies below
====018=== Colt S.A.A7 - MGS2 PACK
ATK: 30 HIT: 75CAL45 x 3 REA: 50
FUNCTION Equip Card.ADDITIONAL EFFECT Bleeding
====019=== P90 7 - MGS2 PACK
ATK: 70 HIT: 1005.7mm x 2 REA: 80
FUNCTION Equip Card. Area AttackADDITIONAL EFFECT Knock Back
====020=== SPAS126 - MGS2 PACK
ATK: 40 HIT: 10012GA. x 4 REA: 20
FUNCTION Equip Card. Area AttackADDITIONAL EFFECT Knock Back
====021=== CLAYMORE5 - MGS2 PACK
ATK: 80
FUNCTION 2 Block explosion. The block you set it, and the blockin front of it. Explodes when walked across. May be retrievedwhile crawling.
====022=== NIKITA MISSILE8 - MGS2 PACK
ATK: 100
FUNCTION After fired, your turn ends (no matter how many ACTIONSyou have left) and you take control of the Missile. Each turn,it may move 5 Blocks.
====023=== MP56 - MGS1 PACK
ATK:50 HIT: 809mm x 3 REA: 20
FUNCTION Equip Card. Area attack.
====024=== REMOTE CONTROL MISSILE - 77 - CHRONICLE PACK
ATK: 120
FUNCTION Same as the Nikita Missile.
====025=== MINE5 - CHRONICLE PACK
ATK: 100
FUNCTION Use Card. Single Area explosion
====026=== R-57 - CHRONICLE PACK
ATK: 30 HIT: 805.56mm x 5 REA: 20
FUNCTION Equip Card. Hit+10% against enemies above.
====027=== FIVE SEVEN6 - CHRONICLE PACK
ATK: 30 HIT: 855.7mm x 4 REA: 20
FUNCTION Equip Card.ADDITIONAL EFFECT Knock Back.
====028=== M92F (Laser. S)9 - CHRONICLE PACK
ATK: 40 HIT: 809mm x 2 REA: 20%
FUNCTION Equip Card. Free Aim.
====029=== M92F7 - CHRONCILE PACK
ATK: 40 HIT: 709mm x 2 REA: 20
ADDITIONAL EFFECT Enemy Interference Unabled.
====030=== * GUN DE SOL *6 - CHRONCILE PACK
ATK: 120
FUNCTION Area Attack. Hits all targets standing in the line,3 blocks wide in front of the character. ADDITONAL EFFECT Fire
====031=== VZ61 Scorpion7 - MGS3 PACK
ATK: 100 HIT: 907.65mm x 2 REA: 30
FUNCTION Equip Card. Area Attack.
====032=== AKM8 - MGS3 PACK
ATK: 50 HIT: 507.62mm x 3 REA: 40
FUNCTION Equip Card.ADDITIONAL EFFECT Changes one out of the 6 cards in yourcurrent 'Hand'
====033=== PUNCH (CQC)4 - MGS3 PACK
REA: 80
FUNCTION Equip Card. Hits the enemy directly in front of you.Used together with any other CQC Card
====034=== KICK (CQC)5 - MGS3 PACK
REA: 80
FUNCTION Equip Card. Hits the enemy directly in front of you. Used together with any other CQC Card
====035=== THROW (CQC)6 - MGS3 PACK
FUNCTION Equip Card. Hits the enemy directly in front of you. Usedtogether with any other CQC Card(Note:)1. Use THROW (CQC) with this card: Choke the enemy unconcious.2. Use PUNCH (CQC) with this card: Push the enemy Face Down.3. Use KICK (CQC) with this card: Push the enemy Back Down.4. Use RUSH (CQC) with this card: Slams the enemy to the ground.
====036=== RUSH (CQC)7 - MGS3 PACK
FUNCTION Equip Card. Hits the enemy directly in front of you. Usedtogether with any other CQC Card except RUSH (CQC)
====037=== STONA M6310 - MGS3 PACK
ATK: 40 HIT: 705.56mm x 5 REA: 40
FUNCTION Equip Card. Free Aim. HIT% Decrease when enemy is 4 blocksor more away.ADDITIONAL EFFECT Enemy counter attack not allowed.
====038=== M377 - MGS3 PACK
ATK: 80 HIT: 9012GA. x 3 REA: 40
FUNCTION Area Attack.ADDITIONAL EFFECT Knock Back
====039=== SVD DRAGNOV
ATK: 70 HIT: 707.62mm x 3 REA: 0
FUNCTION Equip Card. Free Aim. HIT% Decrease whem enemy is 8 blocksor more away.ADDITIONAL EFFECT Knock Back.
====040=== XM16E9 - MGS3 PACK
ATK: 40 HIT: 505.56mm x 5 REA: 20
FUNCTION Equip Card. Free Aim. HIT% Decreases when enemy is 4 blocksor more away.ADDITIONAL EFFECT Destroys enemy equipement.
====041=== MOSIN NAGANT8 - MGS3 PACK
ATK: 250 HIT: 607.62mm x 1 REA: 0
FUNCTION Equip Card. Free Aim. HIT% Decreases when enemy is 9 blocksor more away.ADDITIONAL EFFECT Against Armor
====042=== C36 - MGS3 PACK
ATK: 250
FUNCTION 3x3 Block attack. Detonated with the TIMER CARD.
====043=== M15 FLAME GRENADE8 - MGS3 PACK
ATK: 160
FUNCTION Explodes 8 Cost later.ADDITIONAL EFFFECT Fire
====044=== * RPG7 *8 - MGS3 PACK
ATK:170
FUNCTION Free Aim. Can be used against both machines and humans. ADDITIONAL EFFECT Against Armor
====045=== QUICK DRAW4 - MGS1 PACK
ATK: minus 5 HIT: minus 20
FUNCTION Used with an equipped weapon. The Cost of using the weaponbecomes 0. Effect disappears at the next turn or after used twice.
======= CONFINEMENT5 - MGS1 PACK
FUNCTION Used with an equipped weapon. Every Hit adds 1 Cost to the enemy.
====047=== CONCENTRATION4 - MGS1 PACK
FUNCTION Used with an equipped weapon. Hit +40%. Cost for using it +4.
====048=== EQUIPEMENT LV.27 - MGS1 PACK
FUNCTION 4 equip slots become available. Effect continues for entirestage unless cancelled with special cards.
====049=== ACTION +6 - MGS1 PACK
FUNCTION Increases the number of ACTIONS you can take per turn by 1(Maximum 4)
====050=== MARINES4 - MGS2 PACK
FUNCTION Move Card. Move 4 Blocks.
====051=== NAVY SEALS4 - MGS2 PACK
FUNCTION Move Card. Move 4 Blocks.
====052=== AIM4 - MGS2 PACK
FUNCTION Used with an equipped weapon. HIT+20%.
====053=== BODY SHOT12 - MGS2 PACK
FUNCTION Used with an equipped weapon. If Hit, enemy HP halved.
====054=== QUICK AIM8 - MGS2 PACK
FUNCTION Used with equipped weapon. Each hit adds 2 cost to the enemy
====055=== * SHOOT TWICE *12 - MGS 2 PACK
FUNCTION Used with an equipped weapon. Number of bullets you shootthat weapon is doubled. That means 2x attack.
====056=== STOP COUNTER4 - MGS2 PACK
FUNCTION Used with an equipped weapon. Enemy counter attack not allowed.
====057=== SPIN KICK7 - MGS2 PACK
ATK: 60
FUNCTION Area Attack 4 blocks directly around the user. ADDITIONAL EFECT Knock Back.
====058=== HIGH VOLTAGE BLADE5 - MGS2 PACK
ATK: 100
FUNCTION Used against target next to you.
====059=== DEMOCRACY/REPUBLIC BLADE6 - MGS2 PACK
ATK: 90
FUNCTION Used against target next to you.ADDITIONAL EFFECT Break enemy equipment. Bleeding.
====060=== BREIFING5 - MGS2 PACK
FUNCTION Draws 6 new cards into you current 'HAND'.
====061=== EQUPIMENT LV.315 - MGS2 PACK
FUNCTION Makes 9 Blocks available in the equipment slot. Only be used after Equipement Lv.2.
====062=== ACTION ++15 - MGS2 PACK
FUNCTION Increases the number of ACTIONS you can take per turn by 2(Max 4)
====063=== KNOCK BACK5 - MGS1 PACK
FUNCTION Used with an equipped weapon. ADDITIONAL EFFECT Knock Back
====064=== HEADSHOT8 - MGS2 PACK
FUNCTION Used with an equipped weapon. Hit -30%. ADDITIONAL EFFECT Instant Kill
====065=== HOLD UP6 - MGS2 PACK
FUNCTION Used directly behind the target. Target equipment leveldecreased by 1 level.
====066=== DOUBLE ACTION (DOUBLE COST)5 - MGS2 PACK
FUNCTION Rest x 2. This means the number of ACTIONS you can take (indicated on the top centre of the play screen) is doubled. The Cost of each card in your 'HAND' is also doubled. Effect only takes place in the present turn.
====067=== AID MATERIAL4 - MGS2 PACK
FUNCTION Changes one card out of 6 in Ally's current 'HAND'.
====068=== DOUBLE ACTION12 - MGS3 PACK
FUNCTION Rest x 2. This means the number of ACTIONS you can take (indicated on the top centre of the play screen) is doubled.
====069=== SURVIVAL KNIFE4 - MGS3 PACK
ATK: 60 x 6
FUNCTION Use Card. Target directly next to youADDITIONAL EFFECT Bleeding
====070=== NECK CHOKE7 - MGS3 PACK
FUNCTION Used directly behind the targetADDITIONAL EFFECT Unconcious
====071=== HIT ONE BODY7 - MGS3 PACK
FUNCTION Used with an equipped weapon. The Area Attack becomes a single Target attack
====072=== HIP SHOT4 - MGS3 PACK
FUNCTION Used with equipped weapon. Hit-20%, Cost - 5. Effectiveuntil next turn or used once
====073=== TURN AGAIN12 - MGS3 PACK
FUNCTION The next turn becomes the users turn again
====074=== SCOPE5 - MGS1 PACK
FUNCTION Equip Card. Distance of 3 Blocks or more away from theuser HIT+30%
====075=== BODY ARMOR5 - MGS1 PACK
REA:50
FUNCTION Equip Card. Damage - 50
====076=== CARD LV.14 - MGS1 PACK
FUNCTION Opens security level 1 doors
====077=== CARDBOARD BOX A4 - MGS1 PACK
FUNCTION Equip Card.
====078=== MINE DECTECTOR4 - MGS1 PACK
FUNCTION Dectects Mines. Effect lasts for 99 Cost.
====079=== RATION4 - MGS1 PACK
FUNCTION Use Card. Life + 150.
====080=== SINGLE SURVIVAL KIT6 - MGS1 PACK
FUNCTION Ally's Life + 100
====081=== STEALTH CAMOFLAUGE5 - MGS2 PACK
FUNCTION Equip to Use. Cannot be seen by the enemy. Effect lasts for 20 Cost.
====082=== ENEMY UNIFORM (RED)8 - MGS2 PACK
FUNCTION Equip to Use. Used to disguise yourself as the enemy in one specific stage in the gameADDITONAL EFFECT Damage from front - 50. Damage from back -80.
====083=== ENEMY UNIFORM (BLUE)8 - MGS2 PACK
FUNCTION Equip to Use. Used to disguise yourself as the enemy in one specific stage in the gameADDITIONAL EFFECT Damage from front - 80
====084=== ENEMY UNIFORM (GREEN)8- MGS2 PACK
FUNCTION Equip to Use. Used to disguise yourself as the enemy in one specific stage in the game
ADDITIONAL EFFECT Damage from back -100
====085=== SECURITY CARD LV.24 - MGS2 PACK
FUNCTION Opens security level 2 doors
====086=== CARDBOARD BOX B4 - MGS2 PACK
FUNCTION Equip to Use
====087=== WIRELESS DETONATOR5 - MGS2 PACK
FUNCTION Sets off all placed explosives (All explosives that can be used by a detonator)
====088=== BANDAGE - 4 - MGS2 PACK
FUNCTION Stops bleeding
====089=== SINGLE EMERGENCY KIT6 - MGS2 PACK
FUNCTION Cures OUT OF ACTION Status of Ally. Life +10
====090=== SURVIVAL KIT9 - MGS2 PACK
FUNCTION Ally Life + 200
====091=== EMERGENCY BOX9 - MGS2 PACK
FUNCTION Cures OUT OF ACTION Status of Ally and recovers life to MAX.
====092=== MAGAZINE5 - MGS2 PACK
FUNCTION Use Card. When spotted, enemies will run to the magazine and look at it. His movement stops there and their cost is increased
====093=== GREAT MAGAZINE5 - MGS2 PACK
FUNCTION Use Card. When spotted, enemies will run to the magazine and look at it. His movement stops there and their cost is greatly increased
====094=== PHASE DOWN5 - MGS2 PACK
FUNCTION Alert status is decreased by one level. (Example: ALERTdecreases to EVASION, EVASION decrease to CAUTION)
====095=== TIMER4 - MGS2 PACK
FUNCTION Use Card. All set explosives detonate after 10 Cost. (All explosives that can be used with a detonator)
====096=== THERMAL GOGGLES4 - CHRONICLE PACK
FUNCTION Displays Infra-Red Rays. Can be used for 40 Cost
====097=== CARDBOARD BOX C4 - CHRONICLE PACK
FUNCTION Equip to Use
====098=== CERAMIC ARMOR6 - CHRONICLE PACK
REA: 80
FUNCTION Damage -80
====099=== BOMB BLAST SUIT
REA: 100
FUNCTION Equip Card. Damage -100ADDITIONAL EFFECT Prevents Fire
====100=== C RATION B1 UNIT4 - CHRONICLE PACK
FUNTION User's life recovers 200
====101=== C RATION B2 UNIT5 - CHRONICLE PACK
FUNCTION User's life recovers 250
====102=== C RATION B3 UNIT6 - CHRONICLE PACK
FUNCTION User's life recovers 300
====103=== BIRUDA BED8 - CHRONICLE PACK
FUNCTION Cannot attack when used. Life regenerates 50 each turn.
====104=== MR. GIJIN12 - CHRONICLE PACK
FUNCTION All Ally's attacks +30 until end of stage. At Mission Complete, awarded points is halved. Cannot be used with BIG BOSS Card
====105=== DARK RON11 - CHRONICLE PACK
FUNCTION Damage recieved by the user reduced to 0 for 3 turns. 3turns later users life becomes 1
====106=== SUN BANK11 - CHRONICLE PACK
FUNCTION Damage recieved by the user become 10 for 3 turns. 3 turnslater, full recovery
====107=== CARDBOARD BOX D4 - MGS3 PACK
FUNCTION Equip to use
====108=== STRAP12 - MGS3 PACK
FUNCTION Users life recovers 400
====109=== BACNDAGE DX6 - MGS3 PACK
FUNCTION Stops bleeding and recovers user's life 100
====110=== FRONT DODGE LV.14 - MGS1 PACK
REA:50
FUNCTION Equip Card. Dodges attack from the front
====111=== BACK DODGE LV.14 - MGS1 PACK
REA 50
FUNCTION Equip Card. Dodges attack from the back
====112=== ALL DODGE LV.110 - MGS1 PACK
REA 50
Function Equip Card. Dodges attacks from any direction
====113=== ENDURE7 - MGS1 PACK
REA 60
FUNCTION Equip Card. Damage from bullets - 5
====114=== HANGING4 - MGS2 PACK
FUNCTION Equip to use. Hanging off certain areas becomes possible.Can be used for 30 cost
====115=== SINGLE EMERGENCY SET4 - MGS1 PACK
FUNCTION Ally's Life recovers 200. Ally must be next to the user
====116=== COST -40 - MGS1 PACK
FUNCTION Use Card. Cost - 4.
====117=== ALLY COST -46 - MGS1 PACK
FUNCTION Use Card. Ally's Cost - 4.
====118=== FRONT DODGE LV.25 - MGS2 PACK
REA: 75
FUNCTION Equip Card. Dodges attacks from front
====119=== BACK DODGE LV.25 - MGS2 PACK
REA: 75
FUNCTION Equip Card. Dodges attacks from back
====120=== ALL DODGE LV.212 - MGS2 PACK
REA: 75
FUNCTION Equip Card. Dodges attacks from any direction
====121=== CLIMB WALLS4 - MGS2 PACK
FUNCTION Equip to use. Disappears after 40 Cost
====122=== SELF SACRAFICE8 - MGS2 PACK
FUNCTION User's life -50, Ally +100
====123=== EMERGENCY BLOOD TRANSFER8 - MGS2 PACK
Function User's life +100, Ally -50
====124=== EMERGENCY SET6 - MGS2 PACK
Function Ally's life +300. User must be standing next to Ally
====125=== COST -80 - MGS2 PACK
Function Use Card. Cost - 8
====126=== ALLY COST - 80 - MGS2 CARD
FUNCTION Use Card. Ally cost - 8.
====127=== NO NOISE5 - MGS2 PACK
FUNCTION Equip to Use. No noise is made for 30 Cost
====128=== HAND GRIP4 - MGS2 PACK
FUNCTION Increases the remaining cost of the HANGING CARD
====129=== STOP REACTION7 - MGS3 PACK
FUNCTION Equip to use. Stops reaction for 20 cost
====130=== FRONT DODGE LV.36 - MGS3 PACK
REA: 100
FUNCTION Equip Card. Dodges attacks from front
====131=== BACK DODGE LV.36 - MGS3 PACK
REA: 100
FUNCTION Equip Card. Dodges attacks from back
====132=== ALL DODGE LV.314 - MGS3 PACK
FUNCTION Equip Card. Dodges attacks from any direction
====133=== COST - 120 - MGS3 PACK
FUNCTION Use Card. User Cost - 12
====134=== ALLY COST - 1210 - MGS3 PACK
FUNCTION Use Card. Ally Cost - 12
====135=== GENOME SOLDIER4 - MGS1 PACK
FUNCTION Move Card. Move 4 Blocks
====136=== * LIQUID SNAKE *4 - MGS1 PACK
FUNCTION Equip to Use. All surrounding equipped weapons' ATK, HIT, REA +40. After 20 Cost, cannot attack
====137=== ROY CAMPBELL5 - MGS1 PACK
ATK: 150
FUNCTION Use Card. 5x5 Attack of all targets in the area
====138=== OTACON6 - MGS1 PACK
FUNCTION Use Card. Against armor, ATK+10, HIT+10
====139=== SNIPER WOLF5 - MGS1 PACK
FUNCTION Use with equipped weapon
====140=== VULCAN RAVEN8 - MGS1 PACK
FUNCTION Single target Attack becomes a 3x3 Area Attack
====141=== * METAL GEAR REX *30 - MGS1 PACK
ATK: 200
FUNCTION Use card. 5x5 area attack on all targets
====142=== CYBORG NINJA6 - MGS1 PACK
ATK: 50
FUNCTION Use Card. Hits any target on the map.
====143=== PSYCHO MANTIS8 - MGS1 PACK
FUNCTION Hypnotises any target on the map. The enemy will have a question mark above his head. In that state, you can walk right in front of him and he won't do anything. Effect does not last for the entire stage
====144=== MEI LING10 - MGS1 PACK
FUNCTION Ally's interfernce x2. Effect takes place for 30 cost
====145=== * GENORA *5 - MGS1 PACK
FUNCTION All enemy (human targets) on the map becomes unconcious
====146=== * SNAKE * (MGS1)6 - MGS1 PACK
FUNCTION User life +500
====147=== NAOMI HUNTER5 - MGS1 PACK
FUNCTION Every 5 Cost Life + 10. Effective until 200 Life in total recovers
====148=== MERYL SILVERBURGH4 - MGS1 PACK
FUNCTION User's cost is 1/2
====149=== GURLUKOVICH PRIVATE SOLDIERS4 - MGS2 PACK
FUNCTION Move Card. Move 5 Blocks
====150=== REVOLVER OCELOT4 - MGS1 PACK
FUNCTION For 20 Cost, User's shooting attack costs become 2. During effect, close combat (eg. Punch) not allowed
====151=== EMMA EMMERICH8 - MGS2 PACK
FUNCTION Equip to Use. User dodges all attacks against them untilnext turn. If used, all equipped cards will be destroyed. Activeuntil next turn
====152=== * FORTUNE *10 - MGS2 PACK
FUNCTION Use Card. Dodges 20 Shots from enemies. Effective until20 shots are dodged
====153=== VAMP6 - MGS2 PACK
FUNCTION Half of damaged dealt by user added to user's life
====154=== SNAKE (MGS2)4 - MGS2 PACK
FUNCTION Equip to use. User can hang off certain areas for 90 cost
====155=== IROQUOIS PLISKIN4 - MGS2 PACK
FUNCTION Equip to use. Can see Infra-Red rays
====156=== SOLIDUS SNAKE8 - MGS2 PACK
ATK: 50 x 4
FUNCTION Use Card. Attacks target next to user
====157=== * METAL GEAR RAY *30 - MGS2 PACK
1x5 ATK: 250
FUNCTION Use Card. Attacks all targets in a straight line (5 blocks) in front of user
====158=== JENNIFER5 - MGS2 PACK
FUNCTION When user suffers a COST ADDING ATTACK, the cost gets transferred to 10 damage. Effective until next turn
====159=== OLGA GURLUKOVICH4 - MGS2 PACK
FUNCTION User changes 3 Cards out of the 6 in their current 'HAND'
====160=== JOHNNY5 - MGS2 PACK
FUNCTION Changes all 6 cards in user's current 'HAND'
====161=== RAIDEN4 - MGS2 PACK
FUNCTION Sumersault 3 blocks past 3 blocks directly in front of you.Between the 3 Blocks, you can charge through enemies and even jumpthrough spaces
====162=== GORURUGON4 - MGS2 PACK
FUNCTION Use Card. Increases all human enemies cost by 15
====163=== GREY FOX5 - CHRONICLE PACK
FUNCTION Equip with a CQC attack. ATK + 20, HIT + 5. Effective untilnext turn
====164=== SNAKE (MG)6 - CHRONICLE PACK
FUNCTION Infinte Ammo. Any Equip type weapons used gets returneddirectly to user's 'HAND'. Effective for 30 cost
====165=== * BIG BOSS *5 - CHRONICLE PACK
FUNCTION Mission complete points are doubled (Only Used by Snake)
====166=== MACHINE GUN KID4 - CHRONICLE PACK
FUNCTION Used with any equpped Assault or SMG Bullet weapon. Allowsthat type of weapon to fire
====167=== FIRE TROOPER6 - CHRONICLE PACK
ATK: 100 HIT: 90
FUNCTION Use Card. Area attack.ADDITIONAL EFFECT Fire
====168=== * METAL GEAR *20 - CHRONICLE PACK
FUNCTION All targets suffer ATK:30 damageADDITIONAL EFFECT Bleeding
====169=== RUNNING MAN4 - CHRONICLE PACK
FUNCTION Move Card. Move 8 Blocks
====170=== SNAKE (MG2)7 - CHRONICLE PACK
FUNCTION User's MAX Life +100. Effective until reaction of the cardis triggered
====171=== CHRIS JENNA5 - CHRONICLE PACK
FUNCTION Any Knock Back attack recieved by the user becomes 20damage instead
====172=== MARIONETT4 - CHRONICLE PACK
FUNCTION In the dark, Visible distance is doubled. Effective for40 cost
====173=== VIPER6 - CHRONCILE PACK
FUNCTION Use with an equipped weapon. The target of your attack hasone Assault rifle in his equipment destroyed
====174=== PYRO BAISON8 - CHRONICLE PACK
ATK: 120 HIT: 70
FUNCTION Use Card. Area AttackADDITIONAL EFFECT Fire
====175=== * METAL GEAR GANDA *30 - CHRONICLE PACK
ATK:100
FUNCTION Use card. Random 5 hits against all targets on the map
====176=== IDEA SPY 2.57 - CHRONICLE PACK
FUNCTION For 5 turns, all cards' cost is halved
====177=== GILLIAN6 - CHRONICLE PACK
HIT: 100
FUNCTION Use with an equipped weapon. Weapon's hit rate becomes 100%.Effective until next turn
====178=== MIKA SUREITON5 - CHRONICLE PACK
FUNCTION User has 2 cards in 'HAND' destroyed. Ally changes3 cards in their 'HAND'
====179=== METAL GEAR MK-II4 - CHRONICLE PACK
FUNCTION Sorts all cards in 'HAND' from the left hand side,starting from SUPPORT, ACTION, ITEM, CHARACTER, to WEAPON
====180=== JONATHAN INGRAM0 - CHRONICLE PACK
FUNCTION User's cost - 20
====181=== TONY REDWOOD10 - CHRONICLE PACK
FUNCTION All targets HIT rate becomes 100% for 3 turns
====182=== KAREN5 - CHRONICLE PACK
FUNCTION ALLY's 'HAND' has 2 cards destroyed and user changes3 cards
====183=== ED BROWN (GUN PHOBIA)15 - CHRONICLE PACK
FUNCTION For 5 turns, all target's cannot make reactions(eg. Counter Attacks)
====184=== * JEFFTI *8 - CHRONICLE PACK
FUNCTION All targets Equipment is destroyed(Returned to inital stage).
====185=== ADA8 - CHRONICLE PACK
FUNCTION For 3 turns, using any cards to Move becomes 1 Cost
====186=== GRU SOLDIER5 - MGS3 PACK
FUNCTION Move Card. Move 5 Blocks
====187=== OCELOT SQUAD4 - MGS3
FUNCTION Move Card. Move 6 Blocks
====188=== MAJOR ZERO (ACTIVE SONAR)5 - MGS3 PACK
FUNCTION In the dark, all enemies on the map are displayedfor 5 turns
====189=== COLNEL VOLGIN7 - MGS3 PACK
FUNCTION Used with an equipped weapon. Destroys 1 Hand gun cardof the target when you shoot with said equipped weapon
====190=== SOKOLOV7 - MGS3 PACK
FUNCTION Used with equipped weapon. Against Armor, ATK +10
====191=== NAKED SNAKE13 - MGS3 PACK
FUNCTION Used with an equipped CQC Card. Triggers random CQC attack(includes throat slit)
====192=== * THE BOSS * - 18 - MGS3 PACK
FUNCTION Used with an equipped CQC Card. Triggers random CQC attack(includes throat slit)
====193=== THE FURY9 - MGS3 PACK
ATK:140 HIT: 80
FUNCTION Use Card. Area attack
====194=== * SHAGOHOD *20 - MGS3 PACK
ATK: 120
FUNCTION 10x10 Area attack on all targets within the area
====195=== OCELOT8 - MGS3 PACK
FUNCTION Use Card. Can be used against any human target on the map.Stops all attacks (excluding punch) of the target for 30 turns.
====196=== EVA6 - MGS3 PACK
FUNCTION For 30 cost, any target within 3 blocks from user has closequarters attack disabled (eg. they can't punch you)
====197=== GRANIN0 - MGS3 PACK
FUNCTION Turns users current cost to 15
====198=== SNEAKING SUIT8 - MGS1 PACK
REA: 100
FUNCTION Equip to Use. Damage from bullets -5. Only used by Snake
====199=== XM88 - MGS3 PACK
ATK:50 HIT:605.56mm x 6 REA: 70
FUNTION Equip Card. When used to move, user may move 6 blocksADDITIONAL EFFECT Random effects on enemy (sleep, fire, bleeding, etc)
====200=== ====201=======202=== ====203=== MODEL CARDS
====204=== STINGER (MGS2)10 - MGS2 PACK
ATK:180
FUNCTION Use Card. May be used against machine type targets only
=====================END OF FULL CARD LIST=====================

===============================(B) FAQS (Suspected to be FAQS at least)===============================
Q1. What are the numbers in the columns next to your character?
A.
- The first one is how many cards you have at your disposal right now.
- The second one is your Cost. When it's your turn, you start at 0 (except for the deck reload, then you start at 10, but forget thatbit for now).Each time you use a card, the number on the top right of your card gets added to your total cost. In short, the higher the number, the longer it is until your next turn.
- The third is your number in the Queue. If it's 1, your turn is up. For instance, if your cost is lower than all other targets on the map(eg. 2) and all the guards have their cost at 12, then your turnis going to come sooner than theirs. You can check the status ofeveryone by pressing the trianlge button at your turn.
Q2. What is all this Equip Cards and Equip to Use cards?
A.
- Equip Cards are usually weapons. If they have a REA (Reaction)percentage, that means when you get hit, there will be a chance ofcounter attack. Now you can also fire these weapons at your own willif you have either:
(A) Another identical card in your deck(B) Another Equip type weapon card that uses the same bullets (C) A special card (Such as Machine Gun Kid) that allows you to fire that kind of weapon.
-Use Cards can be Weapons, Item cards or anything. For example,SOCOM is aUse Card. Well at least I call it a USE Card since youdon't need to equip it and wait for another card to show up to useit. You Use it straight away.
- Equip to Use cards are ones that also take effect immediately butyou must equip them and take space in the equipment slot. Some stayfor the entire stage. Some take effect until a certain condition hasbeen met.
- Use with equipped weapon are usually support cards that only workif you fit it with a weapon that has already been equipped.
Q3. Any special or easier way to get some of the rarer cards?
A. Yes, but only for a handful. Passwords. One of the passwords I gotfrom MGS3.The 4 Model Cards I mentioned seem to be only availablethrough the passwords. Unfortunately, there are only a handful ofpasswords (as of yet) for cards andthose cards aren't all that hardto come by through the card shop. The good news of course, is that there is no particular crazy orspecial requirement to hit to access all the cards in the game.Just fly to your card shop today.
Q4. What is this mysterious 'HAND' you keep talking about?
A. For lack of a better word, that's the selection of 6 cardsyou get to use from your deck each turn.
===========(C) LAST BIT===========
I hope this FAQ has helped some of you out. I may have skipped over somecards or left out some info.If it's really bugging you, then send me ane-mail (its at the bottom of the page).
I Don't know about all the legal stuff but use this FAQ any way youlike unless you are making millions of dollars with this. In that case,send me an amount too. If anyone breaks a leg or anything due to thisFAQ, Im not responsible.
Ok guys, I hope this FAQ proved useful to you.
kkitlamm@yahoo.comCopyright 2005 Kit Lam

AC!D Walktrough

! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !________!
Metal Gear Ac d ________ ! ! ! ! ! ! ! ! !________!
Walkthrough by mawied
Version 1.5
Contents: 1. Introduction
2. Contact
3. Story
4. Characters
5. Game Overview 5.2. Cost 5.4. Card Types 5.6. Using cards 5.8. Reactions 6. Basic abilities 7. Walkthrough 7A. Forest 7B. Lobito Laboratory - Outside Gate 7C. Office 7D. Ruins - Lower 7E. Residential Zone 7F. BRC-026 7G. BRC-026 (again) 7H. Ruins - Upper 7I. Drawbridge 7J. Minefield - Upper 7K. Ebro Tower 7L. Ebro Tower (again) 7M. Rope Bridge 7N. Armory 7O. Rope Bridge (again) 7P. Mountains 7Q. Outside FAR 7R. Power Plant 7S. Power Plant (again) 7T. Outside FAR (again) 7U. FAR 7V. FAR: B3F 7W. FAR: B4F 7X. FAR: B5F 7Y. FAR: ???
1. Introduction: This is my first attempt at a walkthrough, so I thought Iwould just say a few things. First, this version is not going to be verydetailed. It will give you enough information to complete the game, but I willnot promise anything beyond that until I complete the first version. If youwould like to collect all the card packs you can and get through the gamewithout killing a guard I respect your attempt but, at the same time, you willbe on your own. Second, this plot will have no spoilers, so you will not needto worry about whether or not you can read along without seeing too much. Iwill use names like "Guy" or "Person" for major characters that may or may nothave been revealed to you yet (with the exception of Teliko.) Lastly, pleasedo not use this guide or anyportion of it without my expressed permission before-hand. If you simply email me with your intentions I will (usually) have no problem with you using my guide on your site.
2. Contact: Please do not ask me anything that is not covered in this guide.Any and all suggestions are welcome, but please make the subject of your email"MGA Walkthrough." My email address is mawied@gmail.com
3. Story: Flight 326, a passenger flight, has been hijacked. The perpetratorhas only one demand- Pythagoras. The US Government has found that Pythagorasis a secret project at a Moloni research facility. Called out of retirementonce again, it is Solid Snake's duty to infiltrate the research facility andfigure out what Pythagoras is and why the hijacker wants it. Hundreds of livesrest on his shoulders, including that of Viggo Hach, current US Senator andcandidate for the Presidency.
4. Characters:
Solid Snake: Former member of the elite unit FOXHOUND, Snake has been calledthe Legendary Hero because of his great achievements in tactical espionageaction.
Roger McCoy: A member of the CIA, Roger is in almost constant contact withSnake via Codec.
Alice: An English psychic who helps Snake during his mission along with Roger.
Teliko: A soldier in the HRT Special Forces Unit, she eventually works withSnake in his mission.
Gary: A mysterious man working at the research facility at the time of theincident. For some reason Leone's forces missed him...
Leone: Leads a group of mercenaries that have also infiltrated the Moloniresearch facility.
5. Game Overview: The highly praised Metal Gear series has never seen a gamelike Metal Gear Ac!d. A card combat game, it is much different than the othergames in the series, while still maintaining the same look, feel, and, most ofall, mechanics so familiar to Metal Gear veterans. Pretty much every action inthe game, outside of Knock and Punch, is performed with a card. There's a cardfiring a weapon and a card for lowering your current Cost. Movement requires acard, as does calling an air strike.
5.2. Cost: The number in the upper right hand corner of a card is called theCost. Total cost at the end of a turn will determine the order of turns.Example: If, at the end of your turn you have accumulated 14 cost and yourenemy has accumulated less, the enemy will take their turn first. Your turnwill not be taken until there have been 14 actions taken by NPCs.
5.4. Card Types:
Weapon: These cards are for attacked enemies. Some weaponcards (FAMAS, SOCOM) can be used, while others (Mosin Nagant, M4) have to beequipped. To use an equipped weapon you have to find a card with the samebullets and equip it to the already equipped weapon card.
Action: Provides support for equipped weapon cards.
Support: Support cards contain techniques such as evasion. Ideal for defense.
Item: Action cards contain items like bandages. Ideal for recovery.
Character: Cards featuring characters from past Metal Gear games. Each ofthese has a special ability that is triggered when used.
5.6. Using cards: When cards are selected for use there are 3 choices that canappear, but only 2 at a time or less. Most cards will have the Movementability. You can use these to move 3 squares, unless you're using a movementcard which will move you further than normal cards. Support cards and someCharacter cards will have the Equip option, which lets you put the card in oneof your equipment slots. You start out with two equipment slots, but they canbe upgraded to four and then nine. Some weapon, item, and character cards willhave the Use ability, which lets you activate a card and its effectsimmediately.
5.8 Reactions: Some cards you equip (Evasion and some weapon cards) will betriggered under certain situations, such as being fired at by an enemy. Theplacement of cards in the equipment window has an effect on this, however.On the top, bottom, left, and right borders of some of these cards are colors.The color touching another card is important, as the colors affect other theother cards. For example, Red gives the card it's touching +10 attack, -10defense. Blue gives -10 attack, +10 defense. Green gives reaction probability+10%, -5 attack, - 5 defense.
Example: ______ GGGGGG G R B R G R B R G R B R G______R B______R
The card on the left will get -10 attack, +10 defense from being touched byblue, while the card on the right gets +10 attack, -10 defense from beingtouched by red.
6. Basic Abilities: Here are some basic abilities that can be activated by amenu during battle.
Stay: Remain where you are and in the position (stand/crawl) you were in.
Crawl: Lower to the ground and move around flat on your stomach.
Stand: Raise up off the ground and move on two feet.
Flatten: When facing a wall edge up to it and press your back against it.
Ladder Up: Climb up a ladder.
Ladder Down: Climb down a ladder.
Climb: When a climb card is equipped, climb up something.
Hang: When a hang card is equipped, hang from a ledge.
7. Walkthrough
7A. Forest: This mission is self-explanatory. Follow Roger's orders. Moveas far North as you can with the Genome Soldier card, and face North. Thenmove to the ladder and select "Ladder [Up arrow]" from the menu. Move Northagain, towards the locked door, and select stay, facing North. Select yourSocom and select "Use." Aim at the padlock on the door and shoot it. Missioncomplete.
7B. Lobito Lab. - Outside Gate: Roger instructs you to get past the guardwithout being seen by any enemies. Move closer to the gate and you will getanother message from Roger, telling you about the "Knock" ability. In orderto use it you must face a wall when you end a "Move." After this the "Knock"command will be added to the list that contains "End" and "Punch." Feel freeto ignore all the guards except for the one in front of the gate and the onepatrolling between the two small buildings. Move to the first of the twobuildings and use the Knock technique to lure the guard to where you're at, then move around behind the building. Move past the second building and to theleft column by the gate. Use the Knock technique again here, then run backbehind the second building. The guard at the gate will come look for you.When he does you should get a chance to move past him while his back isturned. Move past him and the gate. Mission complete.
7C. Office: Move along the right side upon entrance. Eliminate the guard ifyou have to, and be careful to shoot any cameras that might catch you. If youare seen by a camera it's instant alert mode. Move through the door towardsthe end of the hall and through the door. Be careful to avoid the guard here,as it is a very tough room to get out of if you're trapped. Exit the room andgo to the next section by way of the white bullseye. Once in the secondsection you should move to the West as Alice has instructed you to. When youget to the West side you should be wary of the guard and the two security cameras. Elimenating at least one camera should get you through fine. Enterteh room on the right side. Once inside this room you are informed that thereis a Security Bot here. Do not try to kill it. Make your way around it withoutbeing seen and move through the door across from the one you came in through.Head North and avoid the guard. You meet "Person" here, and the mission is changed to escaping in the East. Move South again after your meeting withPerson, and then back to the room with the Patrol Bot, avoiding the guard on your way. Move out of the Patrol Bot room using the same strategy as before.Exit to the East, avoiding the two guards on the way. Eliminate them if it'snecessary. Exit via the blue bullseye. Mission complete.
7D. Ruins - Lower: Before entering here you should make sure you have C4 inyour deck, as it will be of the utmost necessity. Move up and to the right.The cracked wall is very close to the beginning of the stage. Shoot out the security camera guarding it, then move directly in front of it and place theC4. Be wary of guards while you're here, as you are surrounded by them from above. They normally wont see you unless you draw attention to yourself. Ifyou think you may have done that there is a hole across from the cracked wall(under the stairs) that you can crawl into to hide. Once the C4 goes off the alert will be sounded immediately. You then must remove the alert status sothat the door to the Residential Quarters (on the other side of the map) willopen. The easiest way I found to do this was by eliminating all the guards,but you can be creative if you wish. Exit via the blue bullseye. Missioncomplete.
7E. Residential Zone: The mission in this level is to rescue Dr. Flemming. Atthe beginning of the level there is a guard on the other side of the wall toyour right. If you want to you can go ahead and throw a grenade to kill him,but that's very likely to give you an alert status, so I'd recommend goingupwards instead. Get around the guard and into the first building. Be carefulwhen entering rooms, as many of them have infrared sensors that will sense ifyou pass them and automatically sound the alarm. Exit the building and go tothe left to the next entrance. Once you're in the next building go up and exitthrough the door on the left, since the path is blocked off. Go down onceoutside until you get to a ladder. Go down it and move to the right as far asyou can and then use the Crawl technique to go under the stairs. Continue onthe path until you come to a ladder. Climb up it and head upwards from there.Enter the door on your left, then exit the building via the door on yourright. Follow the path and enter the next building. Go to the scanner, thenfollow the hallway all the way down to the last door on your right. A shortcutscene ensues and (SPOILER) Teliko is added to your party and you mustescape with her. Simply go back the way you came in. One of you must make itto the blue bullseye. Mission complete.
7F. BRC-026: Upon entrance make your way straight up and through the door,careful to avoid guards and patrol bots. Get Snake and Teliko each on a whitebullseye to move to the next section. Move Teliko into the room on your left.Eliminate the guard and move her in front of the control panel. Move Snakeinto the opposite room and have him move in front of the control panel. MoveTeliko out of the room she is in, up the hall, through the door, and into theroom on the right. Go to the control panel on the left first to unlock thedoor to the room Snake is in, then, once Snake is out, go to other to unlockthe door at the end of the hall. Move Snake through the door and up into thenext hall. There's a door two blocks before you get to the locked door at theend of the hall. Have Snake go through there and stand in front of the controlpanel. Move Teliko through the door and to the control panel to the right.Move Snake into the section with Teliko. Move them through one of the two doors in the immediate area. There are two guards in the next room. Go up thestairs and to the white bullseyes to proceed to the next section. Once there,move Snake into the room to the right and go to the control panel, which willunlock a door on the left. Move Teliko into it and to the control panel. MoveSnake up through the door that opens and to the control panel straight aheadof him. Move Teliko out of the room she's in. Move Snake over to the controlpanel on the left. Move Teliko up through the door on the left and through the door on the right. Move Teliko to the control panel. Move Snake out of the room he's in and through the door Snake went in not long ago. Move Snake andTeliko up through the next door. Move through the small hall, around thesquare-shaped room, and to the white bullseyes to go to the next section. Movestraight forward and into the next room. Descend the stairs and be careful ofthe guards. Exit through the door opposite the stairs and follow the path tothe door. Enter it and make your way across the small map and to the oppositedoor. Exit through the door and take the path to the right and enter the dooron your left. Have Snake climb up the ladder. Mission complete.
7G. BRC-026 (again): Boss battle! Enemy: "Big Guy" (Altered for plot)Big Guy has a lot of evades, so it's a bad idea to attack him directly. He attacks with something like a grenade launcher. The best way to hurt him is tolure him near the gas tanks and blow them up, and to use grenades and otherexplosives. Also, having one character out in the open and another attackingBig Guy from behind has proven to be a good strategy. He has 1000 HP; get itto zero to trigger a Codec call that will tell you to escape in the Northwest.You'll be teleported back to the area you were in before, only this time allthe doors are open. Move straight up through the first two halls. When youget to the door at the end of the second hall take a left and head for theblue bullseye. Mission complete.
7H: Ruins - Upper: This level is pretty easy as long as you know what to watchout for. There are sentries on the left side, along with a patrol bot. There are also 3 guards in the level and some infrared sensors. I found the best thing to do in this level is to get rid of the first guard and then movearound on the right side until you get to the clue bullseyes. Missioncomplete.
7I. Drawbridge: Move onto the bridge. After going about halfway across anexchange between Snake and Teliko is triggered. The drawbridge goes up andTeliko is no longer with you. The mission is then changed to heading for theshed in the South. Move there, and it is blown up. The mission is then changedto killing all the guards in the area, which is self-explanatory. Once theguards are dead head west to the blue bullseye. Mission complete.
7J. Minefield - Upper: Here it is only necessary to move across the map to theblue bullseye. It's fairly simple, but watch out for mines, which are embeddedin areas that may seem like shortcuts. To compensate for this, however, theguards are placed in positions that work very well for you strategically. Getto the blue bullseye. Mission complete.
7K. Ebro Tower: Make sure to equip C4 before you begin this mission or Rogerwon't let you start. In the first room be careful of the security camera alongthe wall that the MGS1 pack is on. Guards past here will be wearing differenttypes of uniforms. If you are wearing a uniform different than theirs, youwill be attacked by them. Move to the right and through the door. Exit and goto the room on the far left, where you will find a Red Uniform. Equip it. Youcan find a green uniform (guarded by a guard in a blue uniform) in the roomdirectly opposite that one. Crawl through the duct and into the next room.Once there, exit and move straight forward towards the stairs. Once you get tothe stairs you'll need to change into your green uniform, as the area directlyup the stairs is green. Move to the center of the platform and climb down theladder. Kill the guard so that you can proceed. Once the guard is dead climbthe ladder up onto the other side and go into the door to the right. You cansneak under the platform in this room, but be wary of the infrared sensors andthe guard. Exit the room through the door to the left of the one you came in.When you're out move to the right. A short exchange between Snake and Roger istriggered and you're told to blow up the cracked wall. Plant some C4 anddetonate it. Move into the room past the blown up wall. Move to the elevator.Mission complete.
7L. Ebro Tower (again): Boss Battle! This time it's with "Person" (againaltered for plot). Move to the right, down the hall, and through the door. Theroom you enter is practically covered with land mines, so watch your step orequip a mine detector. Person will also constantly lay more mines. Also, different colored squares will have different effects on Snake. The effectsare listed here:
Blue: Increases defenseRed: Increases attackYellow: Refreshes handGreen: Increases hit rate
Person has 800 HP. The best way to get it to zero is to use red squares, asPerson's attacks can be very damaging. Once Person's HP gets to zero, thebattle is over. Mission complete.
7M. Rope Bridge: Enter this stage and you'll be told you need to get sniperrifles to take care of the sentries. Go to the armory.
7N. Armory: The sniper rifles should be very easy to find. They're in a couplerooms on the right side of the second floor. You'll need card levels 1 and 2in order to access some alternate routes that will get you there much morequickly. Along the way you should watch out for patrol bots and securitycameras; nothing you haven't dealt with yet.
7O. Rope Bridge (again): Make sure you have sniper rifles in both decks beforeeven attempting this level, as you won't be allowed to if you don't have them.The best strategy is to hang back until you have snipers equipped, then unloadon the sentries from afar. If the alarm is sounded it's almost impossible tocross the bridge without it getting shut off, which is hard to do in such asmall area. Kill the sentries (and guards if you raise the alert level) inorder to advance.
7P. Mountains: Begin by moving to the left and up the hill. Kill the guardfloating above you unless you want major problems in the level. Continue along the path you were on before and to the left, killing guards as necessary, until you come to an area where two guards are facing each other.Get Snake and Teliko behind the area in the middle, and have them both moveto different sides at the same time and take out the guards so that no alarmwill be sounded. The best way I found to do this was have one throw a grenadeand the other shoot it and blow it up. Try to take out as many guards as youcan while below them. It makes it much easier. Continue following the pathuntil you get to the blue bullseyes, but watch out for one more floatingsoldier on your way there. Mission complete.
7Q. Outside FAR: All you have to do here is make it to the blue bullseyes onthe other side of the map. There's no real trick to it. It's prettystraight-forward. Eliminate any guards you need to on the way, but itshouldn't be too tough. Blue bullseyes and mission complete.
7R. Power Plant: Before you even think of beginning this mission you shouldmake sure that you have Nikita missiles or RC missiles in your deck. If youdon't you'll get to the end of the mission and have to go back to intermissionas they are absolutely necessary for the completion of this mission. The firstroom is pretty easy to do. Just move through it to the white bullseyes, takingcare of any guards you need to on the way. When you get to the next section move up the stairs to your left, then to the left side and all the way aroundthat wall until you get to another set of stairs, which you descend. Fromthere you should move around to a set of stairs on the opposite side and moveup them and to the left, where you will find another pair of white bullseyes.The next area contains nultiple guards in the middle and one on each side. Thebest way to take care of the guards in the center is to toss a grenade at themwhen they're all together at by the gas tank. After they die you can take outthe guards on the sides and anybody left in the middle. Make it to the whitebullseyes. The next section is where you'll need to use the RC missiles. Moveto the left so that you avoid the infrared sensor. Take out the guards and getpositioned in front of the hall with the electrified floor opposite theentrance. Fire the missile and guide it down the hall and to the left. Takeanother left, then a right and blow up the electric panel. After it's beenblown up take the same path, but skip the last right turn. Move to the leftside and in front of the hole in the wall. Fire another RC missile from there.Guide it across the next room and into the next electrified hall. Move itthrough the hole in hthe left wall and blow up the other electric panel. Afterthe next panel goes out, move down the hall it's connected to and to the whitebullseyes. The next section has guards and gas tanks in the middle and patrolbots on the right and left. Remove the guards with gas tanks and then kill thepatrol bots. Get to the white bullseyes. In the next section Snake and Telikowill once again split up and go their seperate ways while working together.First have Snake move to the control panel so that the door will open forTeliko. Move Teliko out of the room and to the next control panel. Move Snakeinto the room that has opened and to the control panel to open up the gate byTeliko. Move Teliko through and to the door. Do the same with Snake. Move themto the door that leads to the control room. Mission complete.
7S. Power Plant (again): The Power House is now completely out of power. Youhave to escape the exact same way you went in, just the opposite direction.Because of this there is really no reason to give much of a strategy. You'vegone this route before. It's not too tough. Towards the end of the level youhave to kill some guards. Nothing too strategic about any part of this level.It also goes by faster than the last because you don't have to deal with allthe guards.
7T. Outside FAR (again): Move up on the left side and move to the secondbuilding on your right. Move to the space three blocks in front of and oneblock to the left of the door when facing it and you'll get to the sewers.Mission complete.
7U. FAR: You will need sniper rifles, C4, and guided missiles for this level.Upon entrance you should move up and take a left, watching for patrol bots andsecurity cameras as you go. Move further to the left until you get to an areawith an electrified floor. Snipe the camera at the end of the hall, then senda guided missile to take out the electrical panel. Once it's gone move downthe hall and go to the control panel, which will open the locked door that thewhite bullseyes are behind. Get to them and proceed to the next section. Oncein the next section go to the room to the right and shoot the camera. Move tothe room north of there, and then blow up the wall in the north of the room.Go to the room to the left in this room. From here go through the door to theright and onto the blue bullseyes. Mission complete.
7V. FAR B3F: Time for another boss battle. It's Big Guy again, except thistime he's gone crazy. He has 1500 HP this time. Most of his attacks are thesame, so the same strategy as before will work. The main difference this timeis that there are also guards in the level. They're easily taken care of, soit's pretty much the same difficulty as before. I'd say that taking ouy theguards first would be best so that you can double-team Big Guy efficiently.Also, he is affected pretty heavily by status effects such as Burn. Use thisto your advantage. Kill Big Guy and mission complete.
7W. FAR: B4F: One of the guards has locked the door. Move around the fairlylinear path and kill all the guards you find along the way. Eventually arandom guard's death will trigger the unlocking of the door. Move through andonto the blue bullseyes. Mission complete.
7X. FAR: B5F: Yet another boss battle. This time it's Person #2. Person #2(altered for plot) will occasionally conjure up more copies of itself in orderto confuse you, so pay attention to its health so as not to confuse it with theclones. Regular strategies for fighting enemies will work here, as Person #2'sstrengths lie not in brute force, but in deception.
(This is kind of a SPOILER, but it's somewhat necessary to know. Read or not,your choice. You have been warned.)Be careful not to confuse Person #2 and Teliko. Keep track of both of theirHPs.
Person #2 has 800 HP. Defeat Person #2. Mission complete.
7Y. FAR: ???: This is the final boss battle. Your opponent is Thing (alteredfor plot.) Teliko will be inside of Thing and Snake will be outside. Give Snake RPGs, sniper rifles, and other long-range, high-damage weapons to attackThing's arms and, eventually, the area where he fires his beam. Each arm has500 HP, and both must be knocked off in order to get Thing to the next stageof the battle. Teliko can blow up control panels on the inside of Thing torenove the armor guards on the Arms. Each control panel has 500 HP. When Thingreadies its beam there will be four columns that appear on Thing's inside.These columns each have 40 HP, and if Teliko can shoot them all down beforethe beam is fired it will be de-activated. This, however, is virtuallyimpossible. When the beam is readied Snake can fire at the area of Thing thatis lowered. This area has 1000 HP. Get it to zero and you will have beaten thegame. Mission complete.
Copyright 2005 Matthew Edwards
All trademarks and copyrights contained in this document are owned by theirrespective trademark and copyright holders.

This walktrough has been written by mawied.

Thursday, May 7, 2009

Charles Schmeiser

Charles Schmeiser was an operative of the CIA involved in the Lobito Island Incident. It was revealed that he was "Emilio", and that he was responsible for orchestrating the whole mission at Lobito Island from the very beginning. In order to cover his own tracks, he successfully pinned the blame on Senator Viggo Hach, stating that he was "Emilio".

Minnette Donnel

A child passenger who was aboard flight 326 during its hijacking by terrorists. She defused the bomb on board with the assistance of Alice Hazel. She was actually Constance Flemming, Dr. Flemming's daughter. After Alice died, No. 16's spirit possessed her, thereby serving as No. 16's new host.

Wednesday, May 6, 2009

Lena Arrow

Senator Hach's assistant, who was also aboard the plane when it was hijacked, though she didn't seem to be affected as much as Senator Hach by the vercuronium bromide. This was due to the fact that she was actually an accomplice of No. 16, controlling the puppets Frances and Elsie. In the end, No. 16 turned on her and killed her using Minnette, carving No. 104 (No. 16's last competitor during the Ritual of Conjuration) onto her bones.

Viggo Hach

A senator and presidential candidate who was thought to become the next president. He was on flight 326 when it was hijacked. No. 16 believed that Hach was Hans Davis and killed him, not knowing that the real Hans Davis was Charles Schmeiser, the man working under Roger McCoy.

La Clown

La Clown was an assassin who could shapeshift into anyone she wanted.

During the Lobito Island Incident BEAGLE feared their hidden Pythagoras research data would be brought to light, so La Clown was hired to steal it before the Leone Unit or Solid Snake and his allies could get a hold of it, then to cover it up. La Clown captured the HRT agent known as Teliko Friedman and trapped her in a giant board game style room of her creation. She then took Teliko's place and found Snake when he was about to be killed by Leone. Clown saved Snake by throwing a stun grenade at Leone and introduced herself as "Swallowtail" and a bringer of good fortune. Clown was briefly seperated from Snake while he confronted Dr. Flemming and overheard him telling Snake that he had the Pythagoras data and that Snake had another personality called Hans Davis. Taking advantage of both pieces of information, Clown shot Flemming, causing him to drop the encrypted data, though he escaped unharmed. She then insisted that Snake hand the data over to her by claiming that Snake couldn't trust himself while Hans Davis was a threat.


Clown and Snake later survived a battle with Leone at a warehouse and attempted to pursue Flemming to FAR under the intention of forcing him to decode the Pythagoras data for them. It was around this point that Clown fired at Snake and escaped from him with the data. Snake later found out that the person he had been working for was not Teliko, but the assassin known as La Clown. When Snake found the real Teliko at the giant board game, La Clown is presumably the one who blew the room up.


La Clown later attacked Snake and Teliko at FAR-B5; still using Teliko's appearance at this point so Snake had trouble telling the two apart (even making this harder by using her hypnotism to "create" more copies of herself). Snake and Teliko eventually managed to defeat Clown who claimed that having never lost to anyone before, she felt like letting him win just to see what it was like. But she never thought losing would mean dying. Clown told Snake the location of both Flemming and Metal Gear KODOQUE; claiming that if she died right there and now, it meant that she was not the hero since the hero was supposed to survive to the end. So she concluded that made her the villain and that the villain was always supposed take the hero's side right before dying. Clown told Snake and Teliko about her incident with her childhood fire and mentioned that Snake and herself cannot be controlled by "No. 16" as they are not "name-knowers" (people who know their birthname). Snake had trouble understanding any of this and Clown simply said "I'm Swallowtail...I wish you the best of luck, Snake".


After dying, Clown's makeup dissolved and revealed burnmarks shaped like swallowtail butterflies. Teliko recognized Clown's perfume and realized that she was the killer of her father, Collin Friedman. Snake and Teliko then took the Pythagoras data from her corpse and left her where she died.

Tuesday, May 5, 2009

Elsie & Frances

Elsie and Frances were the twin marionettes, seemingly responsible for the hijacking of flight number 326 with the help of a muscle relaxant, Vecuronium Bromide.

Gary Murray

Dr. William L. Flemming was a research scientist at the Lobito Physics and Chemistry Lab and the co-creator of Project Pythagoras, along with Hans Davis.

He was originally thought to be Gary Murray, a lab assistant who escaped from Leone's men. Snake first met him in the Control Room after being contacted by him on the Codec. He told Snake that Dr. Flemming, who Snake was searching for, was located in the Residential Area. This ended up being a trap and Snake's team became suspicious of him. Gary ended up contacting Snake and Teliko when they reached BRC-026 and told them what Pythagoras really was, along with telling them that he wanted the ACUA data in order to become rich and would kill Flemming once he got what he wanted.

Gary and Snake met again inside BRC-026, where he revealed to Snake that he was actually Flemming and called Snake by the name of Hans Davis. He went on to say that Snake, as Hans, created Pythagoras and was a BEAGLE executive. He then told Snake that he would give him the data for Pythagoras, but only if he was truly Hans Davis and no longer Solid Snake. Teliko then showed up and shot the Pythagoras data out of his hands and Flemming escaped to FAR.
He showed up again to capture Leone outside of FAR while Snake and Teliko shut down the powerhouse as a part of their plan to enter FAR.
After battling Snake and Teliko using Metal Gear KODOQUE, Teliko managed to shoot and kill him, thwarting his plans.

Monday, May 4, 2009

Jeff Jones

Lt. Leone (real name Jeff Jones) was the leader of a mercenary group, the Leone Unit and of the armed forces on Lobito Island.

After Solid Snake arrived on the island to finish the mission, Leone recognized the potential threat that he may pose and set up one of his men as "Dr. Flemming", who was a researcher for Pythagoras. When Snake attempted to rescue "Flemming", Leone "killed" Flemming and was about to kill Snake until a stun grenade thrown by Teliko stunned him and allowed Snake to escape. Leone intercepted Snake and Teliko at the storage wherehouse, but they escaped once more. Later on Leone's unit was badly crippled because of some ACUA Troops wearing the unit's uniforms and saw little choice but to form an alliance with Snake. Leone informed Snake that Pythagoras was a Metal Gear and that the Neotony was developed to control the ACUA soldiers, who were named as such due to a will-sapping drug called ACUA. Leone offered to help Snake gain entry into FAR in exchange for a copy of the Pythagoras data and he accepted.

While Snake disabled FAR's power supply, Leone attempted to enter, but found that Flemming had changed the passcode and Leone was captured by the ACUA Troops. Snake and Teliko later found Leone drugged on ACUA and that he was under the delusion that they were trespassing on his flower garden and attempted to kill them. Having no choice but to defend themselves, Snake and Teliko mortally wounded Leone which woke him up from ACUA's effects. Knowing that he was about to die Leone asked Snake to deliver a message to Roger McCoy which was "it wasn't me." Leone died with tranquil expression on his face when he died, at peace with his old unit commander from Vietnam finally learning that he was innocent.

Alice Hazel

During the infilitration into the Lobito Physics and Chemistry Lab, Alice supported Solid Snake via Codec and provided him with necessary information on his surroundings. Her psychic powers ranged from clairvoyance to precognition.
However, throughout Snake's infilitration it seemed that she herself had some secrets to tell - including the truth about her identity. In reality, Alice was in fact "No.16" - the result of a secretive project headed by Hans Davis and Dr. William L. Flemming. She was capable of using ACUA to control people's thoughts. It was Alice (No.16) who implanted the memories of Hans Davis into the mind of Snake, in addition she also controlled the hijackers who took over Flight 326. After Snake defeated Metal Gear KODOQUE, the memories of all the people she had controlled came back to her simultaneously, causing a shock which led to her collapsing, unable to resist the pain and resulting in her immediate death.

Roger McCoy

Roger McCoy was a member of the CIA and the leader of the mission to obtain the Pythagoras data from BEAGLE, during the Lobito Island Incident. However he was suspected of ulterior motives as he had been out of the business for sometime and also chose Solid Snake for the mission, which involved getting Snake out of retirement. He was also the mentor of Teliko.

Teliko Friedman

Teliko was a member of the Hostage Rescue Team (HRT) for the FBI.
The daughter of an American father and a Japanese mother, her name in Japanese was originally "Teruko," meaning "shining child." When a typo rendered it as "Teliko" upon joinging the HRT, she decided to keep it as such. In her past, she once served under Roger McCoy. Her father was murdered by corrupt statesmen, though it was successfully covered up as a suicide. Teliko knew the truth however, and vowed to bring her father's murderers to justice.
Prior to Solid Snake's infilitration of Lobito Island, Teliko and her unit were sent in, though her team was wiped out and she was captured by Lt. Leone. Later she was forced to play a game with Snake in "Dream Town" - a fantasy gameboard-type room. Afterwards, Teliko assisted Snake in his mission and eventually discovered that La Clown was the one responsible for the death of her father.

Sunday, May 3, 2009

Solid Snake

Solid Snake is the main character in Metal Gear Acid. He came out of retirement to help the FBI in a mission to obtain the Pythagoras data but then begins to find out that he has worked at BEAGLE before as Hans Davis, which he's only led to believe. For more information see Hans Davis. He supposedly dies sometime during Acid.

Saturday, May 2, 2009

Story


In 2016, a jumbo jet carrying Senator Hach, an important politician and likely future presidential candidate, is hijacked by terrorists. In exchange for the senator, the terrorists demand Pythagoras, a research project being conducted in the Moloni Republic in southern Africa, from the United States government. In efforts to identify these terrorists, the government begins an investigation of Pythagoras.


The Moloni government refuses to cooperate and work with the United States, saying that it doesn't want to interfere in its current affairs. In response, the US sends in a covert special forces team to investigate, but the team is obliterated by armed resistance. With no other options and time running out, the US government calls Solid Snake to infiltrate the laboratory, discover the nature of Pythagoras and to rescue Senator Hach.

Friday, May 1, 2009

Gameplay

Acid focuses on turn-based tactics. It uses a trading card-based system to control the main character's movements and actions. Acid stands for "Active Command Intelligence Duel". While the cards are not truly collectible because the game is complete with a single purchase, it does feature deck design and deck optimization elements.


Before each round, the player can customize the deck of cards used by the main characters. The majority of the cards are based upon elements spanning the entire Metal Gear series, such as weaponry, characters, and even the Metal Gear. The player's hand can consist of a maximum of six cards, while the maximum number of cards in a deck increases with overall progress. In action, the player can choose to use the cards as they are intended, or use them to move the character. Most cards only allow the player to move three spaces, while certain cards let the player move up to six or higher.


Cost is an important factor in game play, and can be summed up as the weight of the player's action. With some exceptions, all cards have a cost attached to them, and when used this cost transfers to the player. Cost varies radically from card to card. The higher the cost a character has, the longer that character must wait until their next turn. For example, if a player character has a cost of 15 and a guard has a cost of 10, then the guard's turn would occur before the character's.


Some cards can be equipped, and cards such as weapon cards can have other cards attached to them in order to improve performance. In order to fire the weapon, another weapon card that uses the same kind of ammunition must be equipped. Some weapons don't need to be equipped and can be used by themselves, however they are discarded afterwards. Other cards that can be equipped are equipment cards and action cards.

Multiplayer, or "Link Battle", is also a new feature. Two PSP systems running Acid can link wirelessly, allowing players to face each other in a "sneak-off". The objective is to collect a certain number of diskettes before the rival player. Diskettes can be stolen by another player, so there is an emphasis on avoiding detection.

About Game


Metal Gear Acid is a turn-based collectible card video game developed by Konami Computer Entertainment Japan for the PlayStation Portable handheld game console. The game was first unveiled at E³ 2004 in May, and was released in Japan on December 16, 2004, and in North America on March 22, 2005.


While the Metal Gear series, despite being stealth-based, has always had a heavy influence on action, Metal Gear Acid is not action-oriented but focuses on turn-based strategy (this is why the game's logo lacks the "Tactical Espionage Action" tagline featured on all of the Metal Gear Solid games). It uses a trading card-based system to control the main character's movements and actions. Metal Gear Acid is a "side-story" and not part of the series' main storyline (similar to the earlier Metal Gear: Ghost Babel, and the even earlier Snake's Revenge).

Saturday, April 18, 2009

Game Boy Color



The Game Boy Color is Nintendo's successor to the Game Boy and was released on October 21, 1998 in Japan, November 19, 1998 in North America, November 23, 1998 in Europe and November 27, 1998 in UK. It features a color screen and is slightly thicker and taller than the Game Boy Pocket. As with the original Game Boy, it has an 8-bit processor. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide.
The Game Boy Color was a response to pressure from game developers for a new and much more sophisticated system of playing, as they felt that the Game Boy, even in its latest incarnation, the Game Boy Pocket, was insufficient. The resultant product was backward compatible, a first for a handheld system, and leveraged the large library of games and great installed base of the predecessor system. This became a major feature of the Game Boy line, since it allowed each new launch to begin with a significantly larger library than any of its competitors.
The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions.

Thursday, April 16, 2009

MGS Mobile

Metal Gear Solid Mobile is a Metal Gear game for mobile phones. It was announced at the Metal Gear 20th Anniversary Party. It is available for download in Japan and North America. For now, the North American version of the game is exclusive to the Verizon network. On February 14th, 2008, Metal Gear Solid Mobile won the "Grand Prix" and "Operator's Choice" awards at the 2008 International Mobile Gaming Awards.

Players play as Solid Snake using the keypad on the phone. Gameplay is a combination of Metal Gear Solid 2 and Metal Gear Solid 3. For example, the player can take pictures using the phone's digital camera and transfer them onto Snake's sneaking suit, creating an all new camouflage to wear. The camera also controls the in-game camera, and will also be able to aim Nikita missiles. Hanging off ledges and hiding in lockers will also be possible. VR missions are also included.
The story takes place between Metal Gear Solid and Metal Gear Solid 2, and follows the early days of Philanthropy. Ocelot has leaked all the technical information for Metal Gear REX onto the black market. As a counter-measure, Solid Snake and Otacon form Philanthropy. It isn't long until Otacon receives his first lead on development of a new Metal Gear. Victoria Reed, an AI (artificial intelligence) programmer, learns that the technology she has been developing will be used in a fearsome weapon of destruction. She becomes a whistle-blower and attempts to escape from the facility. She places her trust in Otacon, and now Snake has been dispatched on a solo mission to infiltrate the facility and rescue the scientist.

Upon reaching the facility it becomes evident that the military holding the plans for the new Metal Gear REX is non-aggressive. Despite this, Snake infiltrates the facility and eventually reaches the basement, where he is captured in a cell. Snake is contacted via codec frequency 116.66 by the terrorist leader, named simply Commander, and it is revealed to the player that Victoria Reed was an AI program herself (Victoria Reed's initials are VR), created by the terrorists to lure Snake into the facility and deactivate their security system, allowing the terrorists to essentially walk right in and commandeer the REX stored in the basement. Snake escapes his cell and makes his way to the REX, avoiding the Semtex charges now lining most of the base and machine-gun mounted sentries along the way.

En route to the basement, Snake uses C4 to open a cracked wall and when he walks through the newly formed hole, the room flashes green and blue and becomes blurry and artificial. Strange codec calls come in from not only Otacon, but also Commander, breaking the fourth wall and urging the player to turn off their cell phone. The real Otacon then contacts Snake, alarming him that he has been drugged and kidnapped and placed into a virtual reality simulation, and he is in the process of hacking the simulation to save Snake. He says that he's been trying to reveal the identity of the group that kidnapped him, but has been unable to do so, however, due to the technology used in the VR simulation. He comments that judging by the complexity of the program, the programmers must have near-unlimited resources, hinting at the group being The Patriots. He then remarks that since Snake is so far into the simulation, it may be easier to just complete the objective and destroy the fictional Metal Gear than to even bother hacking him out. Snake agrees, encounters Commander on top of a VR Metal Gear REX, and easily dispatches him using a combination of the FAMAS and Nikita rocket launcher.

Snake then wakes up to unnamed voices speaking. They say that while Snake did prove useful, he failed to provide them with the battle data they needed for the Project, and they instruct someone to erase all memories of the simulation and dump him back where they kidnapped him. One unnamed voice then says that they already have the second test subject lined up. One of the voices then says, "...Let's see if Jack can do better."

Wednesday, April 15, 2009

MGGB Reception

The game was extremely well received by critics, achieving an average of 95.92% at Game Rankings. It is the 11th best-rated game on the site.

It achieved a perfect 10/10 on video game website IGN. Nintendo Power listed it as the 11th best Game Boy/Game Boy Color video game, praising it for successfully bringing elements from the three dimensional games as well as being better than previous two dimensional installments.

Monday, April 13, 2009

MGGB Download

Here is full download of Metal Gear Ghost Babel.






This package includes:

1) Metal Gear Ghost Babel rom

2) Visual Advance emulator

Sunday, April 12, 2009

MGGB Unlocks

Unlock Sound Mode

Complete all of the VR missions in both practive and time attack mode to access sound mode. Sound mode allows you to sample all of the background music and sound effects in the game.

Stage Select

Complete the game on the "easy" setting to unlock a mode where you can play through any stage in the game, but with new objectives.

MGGB Production

The game was produced under the request of Konami's European division to release a Game Boy Color version of Metal Gear Solid.

In the Japanese and European releases of the game, the CODEC frequency 140.07 (see James Bond) is included next to Shuyo Murata's entry in the credits. Calling this channel in-game launches Idea Spy 2.5, a comical radio play. Murata would go on to write a similarly styled extra in Metal Gear Solid 2: Sons of Liberty, before co-writing Metal Gear Solid 3: Snake Eater and becoming co-director of Metal Gear Solid 4: Guns of the Patriots. In 2006, Idea Spy 2.5 was adapted into an actual radio drama streamed on Konami of Japan's website, with Metal Gear creator Hideo Kojima playing the title role. Shuyo Murata also plays one of the boss characters. The full drama was released on CD in Japan on February 14th, 2007.

wikipedia.org

Saturday, April 11, 2009

MGGB Walktrough


*************
*4. Controls*
*************
Movements:
-Forward: Up Cursor
-Back: Down Cursor
-Left: Left Cursor
-Right: Right Cursor

Other Movements:
-Punch: A
-Fire Weapon: B
-Duck/Kneel: Start

Game Functions:
-Pause Game: Select
-Select Weapon: Select and Left or Right
-Select Item: Select and Up or Down
-Use CODEC: Select and Start
-Save Game: Select, Start, and choose to call Mei Ling


*************
*5. Prologue*
*************
A C-5 Galaxy transport plane carrying nuclear missiles and Metal Gear
researchers was hijacked on route to South America. The United States
Government has tracked the transport to Gindra, a small nation in Central
Africa. A Civil War is going on in Gindra. UN Peace Keeping Troops have been
deployed to calm the incident. The Gindra Liberation Front, or GLF as it is
more commonly know, under the control of General Augistine Erborn is in
control of Gindra at the moment. He demands that the UN Peace Keeping Troops
are removed from Gindra and that Gindra be recognized as an independent nation
by the United States or he will launch a devastating nuclear strike to the
United States by the usage of Metal Gear. The GLF operates in the Galude
Mountains in a place formally known as "Outer Heaven", the place where Snake
defeated Big Boss and Metal Gear seven years ago. Your mission is to
infiltrate the fortress Galude, rescue the Metal Gear researchers, and
neutralize Metal Gear before it's assembly is complete. Steve Gardner, the
US National Security Advisor, is overseeing the mission from Washington D.C.
John Parker, a top Army chief, has already deployed Delta Force agents in
the area to neutralize the threat. You are not to alert them to your presence.


****************
*6. Walkthrough*
****************
KEY: Here is a little key that tells you what my symbols mean.
+++NAME OF PLACE+++: New location
---NAME OF EQUIPMENT---: New Equipment
===NAME OF WEAPON===: New Weapon
==-NAME OF AMMO-==: New Ammo
I will only put symbols around new equipment/locations/weapons/ammo. If I
mention it more than once it will only be in caps.

I. Solid Snake's Entrance:
You(Solid Snake) are parachuted into the +++Jungle+++ in Outer Heaven. Snake
heads north and are contacted by Colonel Campbell. Campbell explains your
mission objectives and Mei Ling explains the radar and CODEC to you. Head
up to the first guard and punch him three times to knock him out. Do the same
to the second guard and head north. Head around the right side of the plants
to avoid the guard ahead. Head north along the path. You will soon see a guard
heading towards you. Knock him out and take the ---RATION--- that he drops.
Continue along the path to get the ===FIVE-SEVEN HANDGUN===. Head back along
the path to where you first entered the screen. Head right from here. From
here, head north along the path and avoid the guards. Knock them out if need
be. Continue on to the next screen. Here you will see a guard sleeping in
a field. Head left and up to get a RATION. Head to the right towards the end
of the field. Wait until the guards pass you and head north. Head north on
this screen and keep avoiding guards. Knock them out if needed. You will soon
come to a bridge with a guard on it. To the left is a RATION. Pick it up if
needed. Head across the bridge and dispose of the three guards on the bridge.
Head north to end the stage.

II. Infiltrate Enemy Fortress Galude:
Campbell contacts Snake and tells him that Delta Force was wiped out. Weasel
makes his introduction to Snake as does CIA director McBride. Campbell tells
Snake to watch out for cameras. Head right behind the boxes to avoid the
cameras. Head down below the plant and on to the next screen. Hug the bottom
wall and head right. You see a guard coming out of the door heading to the
right. Don't go in the open door. Instead, follow the guard to the right.
Go all the way to the right and into the door. Inside you will hear two guards
talking about a shift change. Once the guard leaves, head up and grab the
---SUPRESSOR---. You can now fire your HANDGUN without anyone hearing it.
Exit the room and head back to the open door that the guard came out of. You
are now in the +++COMPOUND+++. Head north and then go right. Go pass the locked
chain door and into the open area. Run pass the boxes and go into the door.
Inside this room you will find ==-HANDGUN AMMO-==. Take the ammo and exit
the room. Head right and enter the chained door. On the left wall there will
be a camera. Run around the left side of the boxes to avoid it. Enter the
door. Run around the trucks, head left, and enter the door. In here you will
find a RATION. Take it and exit the room. Enter the chained door on the right.
Continue north and enter the next chained door. Head left past the truck.
There will be a guard patrolling around some boxes. Avoid him and proceed
left. Avoid the next guard and continue left. When you reach the next screen,
you will receive a call from Chris Jenner of Delta Force. She is the sole
survivor of the Delta Force squad. She talks about the "Black Chamber"
mercenary group that killed the rest of Delta Force. He says their leader
is called Viper. She said that they were ambushed. Snake believes that the
mission was leaked. McBride says that the mission is absolutely classified
and that there is no way it could have been compromised. Weasel says there
is always someone who is welling to sell out to the highest bidder. McBride
says there is no risk of spies here. Campbell says this mission is top secret
and only a handful of people know about it. Chris confirms that Metal Gear
is inside the fortress. She says that it is near completion and that all the
researchers have been confined to another building. Jenner says that she
entered the fortress through the drainage system. She says that there are
ways into the drainage system by going into the recessed east walls in the
buildings. Chris refuses to leave the fortress after Snake demands her to.
Campbell convinces Snake that having an ally could be useful. Keep heading
left, but stay to the bottom part of the screen to avoid cameras on the north
wall. When you come upon a truck, enter it. Behind the boxes it ---ID CARD
1---. Take it and exit the truck. Head back right. When you change screens,
head down and left. Crawl under the hole in the fence that you see and into
the door. Sneak around the vents, avoid the guard, and grab the RATION. Exit
the room and head left. Go as far left as you can and head south through the
chained door. Keep heading south and go around the boxes into the door. Inside
this room you will find the ===R5 ASSAULT RIFLE===. Take it and exit the room.
Head back the way you came and go through the two chained doors again. Head
all the way right and all the way down. Head left and go up through the first
chain door that you see. Go through the bottom part of the recess you see
in the building and head down the ladder. Head left and go down the ladder
to end stage two.

III. A Journey Through The Sewers
You are now in the +++SEWERS+++ of Outer Heaven. Campbell contacts you and
tells you to make contact with Chris. He says that she is in the watchtower
above. Follow the path until you come to a door on your right. Enter it to
get HANDGUN AMMO. Exit the room and knock out the guard patrolling the area
and continue northward. On the next screen, go all the way north and pickup
the RATION. Head right to the next screen and you will see a rat coming towards
you. Proceed forward along the path. Head south and stay on the far right
wall to avoid the guard and the camera. Continue south to the next screen
while avoiding the guards. Keep following the path and head north when you
come to the dead end. Go around the rocks and keep moving north. You will
hear two guards talking about withdrawing from the area because the river
had flood. When the guards leave, head north. When you see the water coming
your way, climb on the ladder to your right and wait for the water to pass
you and continue onward. When you start heading left, climb on the ladder
on the north wall to avoid the water. Continue on and climb up the next ladder
on the north wall and wait for the water to pass. Head around the south side
of the rocks and again climb the ladder on the north wall and wait for the
water to pass. Continue onward when the water passes. Climb the next ladder
on the left wall and repeat the process. Again with the ladder on the north
wall. Two more north wall ladders on the next screen, but on the second one,
climb all the way up it to reach the +++WATCHTOWER+++. Campbell will call
you and tell you to meet up with Chris. He says that she is disguised. He
says she has a red cap on and hair tied up at the back. Go up through the
door and then head left through the next door. Wait for the guard in this
room to turn his back on you and knock him out and move on. Grab the ration
in the room next to the guard. Head south from here. Go through the door and
use the green box to avoid being seen by the cameras. Continue southward.
Avoid the guard in the next room and head right. In this room, stay against
the north wall and crawl over the vents. When you reach the right wall, head
into the door. Go around the wall, knock out the guard and head north into
the room on the left. In this room, pickup the HANDGUN AMMO. Exit the room
and head north. Go around the room and head into the north door on the right
wall. In this room are laser traps. Use your ---FOGGER--- to see when the
laser traps vanish. When they do, run past them. Campbell call you and tells
you about the lasers. Head through the north door when you are through the
maze. Head right from here. Wait behind the green box until the guard heads
back. When he does, knock him out and head south. Watch out for the camera
on the right wall. Head up and grab the ---GAS MASK--- next to the door. Then
head all the way back out to the room before the laser maze. In here, avoid
the guard and the camera against the right wall and enter the south door on
the right wall. Continue until the gas in the room turns on and Campbell
contacts you. He will tell you to use a GAS MASK to get through the room.
Equip your new GAS MASK and make your way though the room safely. There is
gas in the next room too so keep it equipped, make your way through the room,
knock out the guard, and make your way through the door on the right. Knock
out the guard patrolling this room and grab ---ID CARD 2--- in the bottom
right corner of the room. Exit the room. Knock out the guard in this room
and enter the north door of this room. Head north along the right wall avoiding
the camera and enter the door on the right. Head south from here. Get in the
elevator and head up to the second floor. Enter the north door once you get
to the second floor. Go through the next door and avoid the guards in this
room. Head straight into the next room. In this room, grab the HANDGUN AMMO
and exit the room. Head south, around the wall, and into the door. Keep going
south and knock out the guard ahead of you. Head around the spiral and go
in the door on the left wall. In this room, avoid the guard and head into
the door on the left. You have now come across another laser trap room. Do
the same thing you did to avoid them in the last room and enter the door on
the north wall. Go through the next door as well. In this room there will
be two guards. One of them is Chris. Knockout the one that is not Chris and
make contact with Chris. She will tell you to follow her and that will end
the stage.

IV. Follow The Leader
Chris will tell you about Jimmy Harks, the lead developer of the Metal Gear
project. She will tell you that he is being held captive in the +++BARRAKCS+++
north of the WATCHTOWER. She tells you to follow her to get out of the
WATCHTOWER. You then receive a call from Campbell telling you to rescue Jimmy
Harks. Head around, avoid the guard in the room, and go in the door that Chris
went through. Avoid the camera that is hoisted up on the north wall. Use your
FOGGER once again to get through the laser trap maze and keep following Chris.
There are three turrets in this next room so be cautious as you proceed
through. There are some ===CHAFF GRENADES== on the south side of the center
wall you can use to avoid the turrets. This next room is a spiral. Just follow
it around while knocking out any guards that get in your way and keep following
Chris. In the next room, just take the elevator down. When you're off the
elevator, head north and left through the two doors. Once again you see Chris
enter a door. Go around the room, avoid the guard near the door and the camera
on the east and west wall and proceed to the next room. Go south and you will
be in a laser trap room. Use your FOGGER once again to navigate the room and
exit via the door on the left. In this next room, quickly move to the north
door so the guard below you doesn't spot you. When you are outside, Chris
will tell you that Jimmy is held up in the BARRACKS to the northeast of your
present location. Chris says she is going to check the +++POWER PLANT+++ to
the north. She says something strange is going on there. She says Metal Gear
could be stored there. Campbell contacts you and tells you to head for the
BARRACKS. Head east of your present location and you will come upon a
patrolling guard. Knock him out and grab the RATIONS in the southeast corner
of the area. Once you grab those, keep behind the blue box until the camera
is out of the way and continue eastward. Here you will see a guard entering
in a pass code to get through security gates. After he is gone, head down
and in the truck you will find some CHAFF GRENADES. Take them and exit the
truck. To get through the security gates, you must figure out a set password
that changes every time you play the game. Pay attention to which doors a
certain switch opens and closes and that should help you figure out the
puzzle. I have figured out that the last switch you push always opens doors
3 and 4(numbering from the bottom), one of the switches moves one door two
places up, and one door operates on a 1:2 ratio (for every door closed, it
closes an extra one). When finished, head northward. On this screen, hug the
south wall to avoid waking the bird, which acts as an alarm for the guards.
Again remain on the south wall for the next screen and then head north against
the far west wall. This screen has man's not-so-best-friend patrolling the
area. Avoid them best as possible and grab the ===GRENADES=== on the right
side of the area. Keep continuing northward. On the next screen, go around
the field and hug the left wall. Head up and grab the HANDGUN AMMO. Avoid
the first guard and knock out the second and continue north. Here you see
more K9s. A boomerang will also randomly come and attempt to attack you. Avoid
it and the dogs and head west. Here are three birds and a guard. Hug the south
wall and then the west wall to avoid them and continue north. Grab the ==-R5
AMMO-== behind the rock on your way. More dogs in your way. Avoid them and
grab the RAITON to the north and head to the next screen. Press the button
to open the door on the far right. Head back to the area where you first saw
the boomerang and head east while avoiding the dogs. There are two trucks
on this screen. The one on the left has a RATION and GRENADES in it and the
one on the right just has GRENADES. Exit the truck and head north. Avoid the
dogs guarding the screen by staying on the east wall. Pickup the GRENADES
on the northeast part of the screen and head west. Go through the door you
opened earlier and you will find three GRENADES pouches and a RATION. Equip
your RATIONS and GRENADES and when ready, head north.

***BOSS FIGHT #1***
Slasher Hawk

An unknown voice startles Snake by saying his name. This voice turns out to
be none other than a "Black Chamber" member and your first boss fight, Slasher
Hawk. He calls the Delta Force wipeout a "boring little cleanup job". He says
Snake is a very special name to "Black Chamber". He says that "Black Chamber"
has no interest in the General's ideas or bid for independence. He says that
"Black Chamber", not FOX-HOUND, is the world's best special forces unit. He
then lobs a boomerang a Snake that he easily avoids. He says that his people
call it a "wilgi". He then initiates your first boss fight. Run up as close
to the wall as you can get and start lobbing GRENADES at Slasher Hawk. After
taking several hits, he says he will continue to fight as long as the Hawk
flies. Ignore his comments and keep doing what you're doing, but watch out
for the Hawk as well as his duel boomerangs. Within no time Slasher Hawk will
be no more than just an ordinary Hawk. Slasher Hawk will spout off some useless
nonsense about "Black Chamber" and that is the end of the stage.

V. Hail to the Chief
Once you enter the building, Campbell tells you calls you and tells you that
you must rescue Jimmy Harks, the Chief Engineer of Metal Gear. Start off by
making note of the elevator in front of you and then head left through the
doorway. Enter the door right above you to grab ---CARDBOARD BOX Y---. Once
you grab the box, head back to the elevator that you saw when you started
the stage and take it to the second floor. Exit the elevator and go around
the room up to the conveyer belts. Go to the conveyer belt at the top of the
screen and use CARDBOARD BOX Y to ride the conveyer belt. When the conveyer
belt has reached it's final destination, it will drop you on a lift which
will take you to a room where you will obtain ---CARDBOARD BOX R---. Use
CARDBOARD BOX R to ride the conveyer belt in this room to another lift. In
this room, grab the GERNADES and head right. Hide behind the boxes and wait
for the guard to come to you and punch him several times to knock him out.
Hurry around the boxes and head into the room at the top of the screen and
grab the CHAFF GERNADES. Hurry out of the room and continue to the right.
When you come out of the path, quickly hide behind the box in front of you
to avoid the camera on the right wall. Use the crates as cover and proceed
down and to the left. Follow the path left and grab the ===STUN GERNADES===.
Beware of the guard on the metal grates as you head left. Head around the
room and watch out for the guard again. Head right and avoid detection by
the camera, then head down. Head right around the elevator and take it to
the second floor. Go around the room and back to the conveyer belts that you
saw earlier. Use CARDBOARD BOX Y again to ride the top conveyer belt. After
the fourth junction, switch to CARDBOARD BOX R. Once you get off the conveyer
belt, put on your GAS MASK and head down the ladder. Head down the left side
of the room to pickup ---ID CARD 3---. Hide behind the boxes at the top of
the screen on the left side and wait for the guard to come around. Knock him
out and proceed around the right side of the room. Use ID CARD 3 to enter
the door. Head down the left side of the crates and avoid the camera and the
guard. If you come in contact with the guard, knock him out and head left.
Keep going until you reach the lift that you saw at the beginning of the stage.
Take it to the second floor. Go around the room to the conveyer belts and
use CARDBOARD BOX Y again to ride the top conveyer belt. After the third
junction point, switch to CARDBOARD BOX R. After the fourth junction point,
switch back to CARDBOARD BOX Y. Last but not least, switch back to CARDBOARD
BOX R after the fifth junction point.

When you finish with the conveyer belts you will arrive in a room with another
conveyer belt and a door. Use ID CARD 3 to enter the door. Head around the
crates and avoid the guard. Make your way up to the upper right corner of
the room to grab the RATIONS. Head left to the next room and grab the STUN
GERNADES in the upper left corner of that room. Use any box to ride the
conveyer belt at the bottom of the room to the lift. When you get off the
lift, head left and grab ---CARDBOARD BOX B---. Use any box to ride the
conveyer belt to the next room to ride the lift. Follow the path around the
room. When you start to head north on the path, take out the guard and continue
north. Grab the STUN GRENADES to your right and then proceed to the left.
Head up when the path forks then take a left and the down as soon as you can.
Follow the path until you can go down into the next room. Go right around
the elevator and take it to the second floor again. Use CARDBOARD BOX Y again
to ride the conveyer belt. Switch to CARDBOARD BOX B after the first junction.
Switch back to CARDBOARD BOX Y after the second junction. Back to CARDBOARD
BOX B after the third junction and finally back to CARDBOARD BOX Y after the
fourth junction. When you finish with that mess, you will enter a big maze
of crates. Beware of any guards or cameras that you may encounter along the
way, head left and grab the R5 AMMO. Continue left until you reach a dead
end. Now head all the way to the north. Grab the RATIONS and head all the
way to the right. Grab the HANDGUN AMMO along the way. Now head all the way
down and use CARDBOARD BOX B to ride the conveyer belt. After the first
junction, switch to CARDBOARD BOX R and ride it to the lift. Grab the
---THERMAL GOGGLES--- when you get off the lift and head right through the
door. Ride the conveyer belt using any box to the lift. Take a shot at the
sleeping guard and head up and grab the R5 AMMO then head left. Follow the
path down then left after the passage with the metal floor. Head around the
room and avoid the guard on the metal floor. Watch out for the camera and
head down. Go on the right side of the room to the elevator and take it to
the second floor. Go to the top conveyer belt again and use CARDBOARD BOX
Y again to ride the conveyer belt. Switch to CARDBOARD BOX B after the first
junction. Switch back to CARDBOARD BOX Y after the second junction. Back to
CARDBOARD BOX B after the third junction and finally back to CARDBOARD BOX
Y after the fourth junction.

You are in the box maze room again. Go around the room as you did before,
but go in the door on the right side of the room. Equip your THERMAL GOOGLES
and head through the room when the lasers disappear. Use whichever path in
convenient for you at the time. Enter the door at the end of the room. Head
through the room and down the stairs to the first floor. Head left and use
the crates to avoid the cameras on both sides of the room. Continue to the
left and the head down when you get the chance. Keep going down and avoid
the guards. Head right the first chance you get and enter the first door marked
A-1. Continue north and you will find Jimmy Harks. He will tell you to get
him out of here. He tells you that he was thrown in prison after Metal Gear
neared completion. The conversation carries on its usual Snake rescues
prisoner sequence of all Metal Gear games where the prisoner insults Snake
and he explains that he is a loner and all that stuff. Then Jimmy tells you
that the east wall of the room is hollow. Exit through A-1 and head right.
Enter B-1 and grab the ===C4=== in the first room. Head up and grab the R5
AMMO in B-3. Head out of B-1 and all the way back to the box maze. Use CARDBOARD
BOX B on the conveyer belt. After the first junction, switch to CARDBOARD
BOX R. Take the lift down and use the C4 on the left wall. This will take
you to Jimmy and it will end the stage.

This walktrough has been written by Bagman007