Friday, May 8, 2009

AC!D Walktrough

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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.