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Walkthrough by scmawied
Version: 1.5 | Updated: 04/05/2005
________ ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !________! 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 I would just say a few things. First, this version is not going to be very detailed. It will give you enough information to complete the game, but I will not promise anything beyond that until I complete the first version. If you would like to collect all the card packs you can and get through the game without killing a guard I respect your attempt but, at the same time, you will be on your own. Second, this plot will have no spoilers, so you will not need to worry about whether or not you can read along without seeing too much. I will use names like "Guy" or "Person" for major characters that may or may not have been revealed to you yet (with the exception of Teliko.) Lastly, please do 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 email@example.com 3. Story: Flight 326, a passenger flight, has been hijacked. The perpetrator has only one demand- Pythagoras. The US Government has found that Pythagoras is a secret project at a Moloni research facility. Called out of retirement once again, it is Solid Snake's duty to infiltrate the research facility and figure out what Pythagoras is and why the hijacker wants it. Hundreds of lives rest on his shoulders, including that of Viggo Hach, current US Senator and candidate for the Presidency. 4. Characters: Solid Snake: Former member of the elite unit FOXHOUND, Snake has been called the Legendary Hero because of his great achievements in tactical espionage action. Roger McCoy: A member of the CIA, Roger is in almost constant contact with Snake 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 with Snake in his mission. Gary: A mysterious man working at the research facility at the time of the incident. For some reason Leone's forces missed him... Leone: Leads a group of mercenaries that have also infiltrated the Moloni research facility. 5. Game Overview: The highly praised Metal Gear series has never seen a game like Metal Gear Ac!d. A card combat game, it is much different than the other games in the series, while still maintaining the same look, feel, and, most of all, mechanics so familiar to Metal Gear veterans. Pretty much every action in the game, outside of Knock and Punch, is performed with a card. There's a card firing a weapon and a card for lowering your current Cost. Movement requires a card, as does calling an air strike. 5.2. Cost: The number in the upper right hand corner of a card is called the Cost. 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 your enemy has accumulated less, the enemy will take their turn first. Your turn will not be taken until there have been 14 actions taken by NPCs. 5.4. Card Types: Weapon: These cards are for attacked enemies. Some weapon cards (FAMAS, SOCOM) can be used, while others (Mosin Nagant, M4) have to be equipped. To use an equipped weapon you have to find a card with the same bullets 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 of these has a special ability that is triggered when used. 5.6. Using cards: When cards are selected for use there are 3 choices that can appear, but only 2 at a time or less. Most cards will have the Movement ability. You can use these to move 3 squares, unless you're using a movement card which will move you further than normal cards. Support cards and some Character cards will have the Equip option, which lets you put the card in one of your equipment slots. You start out with two equipment slots, but they can be upgraded to four and then nine. Some weapon, item, and character cards will have the Use ability, which lets you activate a card and its effects immediately. 5.8 Reactions: Some cards you equip (Evasion and some weapon cards) will be triggered under certain situations, such as being fired at by an enemy. The placement 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 the other cards. For example, Red gives the card it's touching +10 attack, -10 defense. 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 by blue, while the card on the right gets +10 attack, -10 defense from being touched by red. 6. Basic Abilities: Here are some basic abilities that can be activated by a menu 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. Move as far North as you can with the Genome Soldier card, and face North. Then move to the ladder and select "Ladder [Up arrow]" from the menu. Move North again, towards the locked door, and select stay, facing North. Select your Socom and select "Use." Aim at the padlock on the door and shoot it. Mission complete. 7B. Lobito Lab. - Outside Gate: Roger instructs you to get past the guard without being seen by any enemies. Move closer to the gate and you will get another message from Roger, telling you about the "Knock" ability. In order to 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 free to ignore all the guards except for the one in front of the gate and the one patrolling between the two small buildings. Move to the first of the two buildings 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 the left column by the gate. Use the Knock technique again here, then run back behind 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 is turned. Move past him and the gate. Mission complete. 7C. Office: Move along the right side upon entrance. Eliminate the guard if you have to, and be careful to shoot any cameras that might catch you. If you are seen by a camera it's instant alert mode. Move through the door towards the 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 and go to the next section by way of the white bullseye. Once in the second section you should move to the West as Alice has instructed you to. When you get 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. Enter teh room on the right side. Once inside this room you are informed that there is a Security Bot here. Do not try to kill it. Make your way around it without being 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 with Person, 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's necessary. Exit via the blue bullseye. Mission complete. 7D. Ruins - Lower: Before entering here you should make sure you have C4 in your 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 the C4. 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. If you 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 so that the door to the Residential Quarters (on the other side of the map) will open. 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. Mission complete. 7E. Residential Zone: The mission in this level is to rescue Dr. Flemming. At the beginning of the level there is a guard on the other side of the wall to your 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 going upwards instead. Get around the guard and into the first building. Be careful when entering rooms, as many of them have infrared sensors that will sense if you pass them and automatically sound the alarm. Exit the building and go to the left to the next entrance. Once you're in the next building go up and exit through the door on the left, since the path is blocked off. Go down once outside until you get to a ladder. Go down it and move to the right as far as you can and then use the Crawl technique to go under the stairs. Continue on the 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 your right. Follow the path and enter the next building. Go to the scanner, then follow the hallway all the way down to the last door on your right. A short cutscene ensues and (SPOILER) Teliko is added to your party and you must escape with her. Simply go back the way you came in. One of you must make it to 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 white bullseye 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 Snake into the opposite room and have him move in front of the control panel. Move Teliko out of the room she is in, up the hall, through the door, and into the room on the right. Go to the control panel on the left first to unlock the door to the room Snake is in, then, once Snake is out, go to other to unlock the door at the end of the hall. Move Snake through the door and up into the next hall. There's a door two blocks before you get to the locked door at the end of the hall. Have Snake go through there and stand in front of the control panel. 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 the stairs 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 will unlock a door on the left. Move Teliko into it and to the control panel. Move Snake up through the door that opens and to the control panel straight ahead of him. Move Teliko out of the room she's in. Move Snake over to the control panel 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 and Teliko up through the next door. Move through the small hall, around the square-shaped room, and to the white bullseyes to go to the next section. Move straight forward and into the next room. Descend the stairs and be careful of the guards. Exit through the door opposite the stairs and follow the path to the door. Enter it and make your way across the small map and to the opposite door. Exit through the door and take the path to the right and enter the door on 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 to lure him near the gas tanks and blow them up, and to use grenades and other explosives. Also, having one character out in the open and another attacking Big Guy from behind has proven to be a good strategy. He has 1000 HP; get it to 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 all the doors are open. Move straight up through the first two halls. When you get to the door at the end of the second hall take a left and head for the blue bullseye. Mission complete. 7H: Ruins - Upper: This level is pretty easy as long as you know what to watch out 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 move around on the right side until you get to the clue bullseyes. Mission complete. 7I. Drawbridge: Move onto the bridge. After going about halfway across an exchange between Snake and Teliko is triggered. The drawbridge goes up and Teliko is no longer with you. The mission is then changed to heading for the shed in the South. Move there, and it is blown up. The mission is then changed to killing all the guards in the area, which is self-explanatory. Once the guards are dead head west to the blue bullseye. Mission complete. 7J. Minefield - Upper: Here it is only necessary to move across the map to the blue bullseye. It's fairly simple, but watch out for mines, which are embedded in areas that may seem like shortcuts. To compensate for this, however, the guards are placed in positions that work very well for you strategically. Get to the blue bullseye. Mission complete. 7K. Ebro Tower: Make sure to equip C4 before you begin this mission or Roger won't let you start. In the first room be careful of the security camera along the wall that the MGS1 pack is on. Guards past here will be wearing different types of uniforms. If you are wearing a uniform different than theirs, you will be attacked by them. Move to the right and through the door. Exit and go to the room on the far left, where you will find a Red Uniform. Equip it. You can find a green uniform (guarded by a guard in a blue uniform) in the room directly 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 to the stairs you'll need to change into your green uniform, as the area directly up the stairs is green. Move to the center of the platform and climb down the ladder. Kill the guard so that you can proceed. Once the guard is dead climb the ladder up onto the other side and go into the door to the right. You can sneak under the platform in this room, but be wary of the infrared sensors and the 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 is triggered and you're told to blow up the cracked wall. Plant some C4 and detonate 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" (again altered for plot). Move to the right, down the hall, and through the door. The room you enter is practically covered with land mines, so watch your step or equip a mine detector. Person will also constantly lay more mines. Also, different colored squares will have different effects on Snake. The effects are listed here: Blue: Increases defense Red: Increases attack Yellow: Refreshes hand Green: Increases hit rate Person has 800 HP. The best way to get it to zero is to use red squares, as Person's attacks can be very damaging. Once Person's HP gets to zero, the battle is over. Mission complete. 7M. Rope Bridge: Enter this stage and you'll be told you need to get sniper rifles 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 couple rooms on the right side of the second floor. You'll need card levels 1 and 2 in order to access some alternate routes that will get you there much more quickly. Along the way you should watch out for patrol bots and security cameras; nothing you haven't dealt with yet. 7O. Rope Bridge (again): Make sure you have sniper rifles in both decks before even 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 unload on the sentries from afar. If the alarm is sounded it's almost impossible to cross the bridge without it getting shut off, which is hard to do in such a small area. Kill the sentries (and guards if you raise the alert level) in order to advance. 7P. Mountains: Begin by moving to the left and up the hill. Kill the guard floating 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 move to different sides at the same time and take out the guards so that no alarm will be sounded. The best way I found to do this was have one throw a grenade and the other shoot it and blow it up. Try to take out as many guards as you can while below them. It makes it much easier. Continue following the path until you get to the blue bullseyes, but watch out for one more floating soldier on your way there. Mission complete. 7Q. Outside FAR: All you have to do here is make it to the blue bullseyes on the other side of the map. There's no real trick to it. It's pretty straight-forward. Eliminate any guards you need to on the way, but it shouldn't be too tough. Blue bullseyes and mission complete. 7R. Power Plant: Before you even think of beginning this mission you should make sure that you have Nikita missiles or RC missiles in your deck. If you don't you'll get to the end of the mission and have to go back to intermission as they are absolutely necessary for the completion of this mission. The first room is pretty easy to do. Just move through it to the white bullseyes, taking care 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 around that wall until you get to another set of stairs, which you descend. From there you should move around to a set of stairs on the opposite side and move up 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. The best way to take care of the guards in the center is to toss a grenade at them when they're all together at by the gas tank. After they die you can take out the guards on the sides and anybody left in the middle. Make it to the white bullseyes. The next section is where you'll need to use the RC missiles. Move to the left so that you avoid the infrared sensor. Take out the guards and get positioned in front of the hall with the electrified floor opposite the entrance. Fire the missile and guide it down the hall and to the left. Take another left, then a right and blow up the electric panel. After it's been blown up take the same path, but skip the last right turn. Move to the left side 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 it through the hole in hthe left wall and blow up the other electric panel. After the next panel goes out, move down the hall it's connected to and to the white bullseyes. The next section has guards and gas tanks in the middle and patrol bots on the right and left. Remove the guards with gas tanks and then kill the patrol bots. Get to the white bullseyes. In the next section Snake and Teliko will 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 for Teliko. Move Teliko out of the room and to the next control panel. Move Snake into the room that has opened and to the control panel to open up the gate by Teliko. Move Teliko through and to the door. Do the same with Snake. Move them to the door that leads to the control room. Mission complete. 7S. Power Plant (again): The Power House is now completely out of power. You have 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've gone this route before. It's not too tough. Towards the end of the level you have 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 all the guards. 7T. Outside FAR (again): Move up on the left side and move to the second building on your right. Move to the space three blocks in front of and one block 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 and security cameras as you go. Move further to the left until you get to an area with an electrified floor. Snipe the camera at the end of the hall, then send a guided missile to take out the electrical panel. Once it's gone move down the hall and go to the control panel, which will open the locked door that the white bullseyes are behind. Get to them and proceed to the next section. Once in the next section go to the room to the right and shoot the camera. Move to the 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 the right and onto the blue bullseyes. Mission complete. 7V. FAR B3F: Time for another boss battle. It's Big Guy again, except this time he's gone crazy. He has 1500 HP this time. Most of his attacks are the same, so the same strategy as before will work. The main difference this time is that there are also guards in the level. They're easily taken care of, so it's pretty much the same difficulty as before. I'd say that taking ouy the guards 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 this to your advantage. Kill Big Guy and mission complete. 7W. FAR: B4F: One of the guards has locked the door. Move around the fairly linear path and kill all the guards you find along the way. Eventually a random guard's death will trigger the unlocking of the door. Move through and onto 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 order to confuse you, so pay attention to its health so as not to confuse it with the clones. Regular strategies for fighting enemies will work here, as Person #2's strengths 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 their HPs. Person #2 has 800 HP. Defeat Person #2. Mission complete. 7Y. FAR: ???: This is the final boss battle. Your opponent is Thing (altered for 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 attack Thing's arms and, eventually, the area where he fires his beam. Each arm has 500 HP, and both must be knocked off in order to get Thing to the next stage of the battle. Teliko can blow up control panels on the inside of Thing to renove the armor guards on the Arms. Each control panel has 500 HP. When Thing readies 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 before the beam is fired it will be de-activated. This, however, is virtually impossible. When the beam is readied Snake can fire at the area of Thing that is lowered. This area has 1000 HP. Get it to zero and you will have beaten the game. Mission complete. Copyright 2005 Matthew Edwards All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.