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