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Guide and Walkthrough by ryan0110
Version: 1.0 | Updated: 04/30/2005
Metal Gear Ac!d PSP FAQ v.1.0 by Hamburgler <firstname.lastname@example.org> April 29, 2005 ------------------------------ Warning: Do not use this FAQ for any profit making use or post it as someone else's work. This FAQ is copyright 2005 by Ryan Flaherty. KONAMI is a registered trademark of KONAMI CORPORATION. Copyright 2005 KONAMI CORPORATION. All rights reserved. Metal Gear and Metal Gear Ac!d are either registered trademarks or trademarks of KONAMI COMPUTER ENTERTAINMENT JAPAN, INC. Copyright 1987 2005 KONAMI COMPUTER ENTERTAINMENT JAPAN. ************************************************** Revision History ************************************************** v.1.0 - first version ************************************************** Table of Contents ************************************************** To find what you are looking for quickly, use the ctrl + f function (hold down control and then press the "f" key). When the find window appears either type in the text or cut and paste the section you are interested in. Example: To get to the card list type "13)Card List". Do not include the quotation marks or any spaces other than what is in the title. 1)Introduction 2)Main Menu 3)Characters 4)Controls 5)Reading Cards 6)Gameplay 7)Cost and What It Means 8)Intermission 9)Card Collecting 10)Deck Building 11)Mission Walkthrough 12)Link Battle 13)Card Passwords 14)Card List 15)Thanks ************************************************** 1)Introduction ************************************************** Thank you for chosing to read/view this FAQ. I pride myself on doing a good job and I hope I can answer any questions you may have about the game. The first version of this will probably have some spelling, punctuation, or grammerical errors. I apologize in advance and will try to correct this as best as I can. If you email me with a question that can be answered by reading this FAQ, do not be insulted if my response refers you to a category contained on this document. ************************************************** 2)Main Menu ************************************************** At the Metal Gear Ac!d screen you will be told to press the start button. You can also press the circle button if you are like me and have a fear of smudging the screen by pressing the start button. Pressing either button will bring up the options: A)New Game - this will begin a new Metal Gear Ac!d game B)Load Game - load an out of mission saved game c)Continue - load an in mission game in progress D)Options 1)Text speed - adjust the speed in which the text appears. 2)Movie Skip - this will disable the cinematic played by a character card. 3)Quickmode(always) - if this is turned on the computer will speed up their actions on their turn. 4)Set default - highlight and press circle to adjust all settings to normal. E)Password - this screen lets you input a code to unlock cards that can not be found during the game. It works the same as the PSP setup or entering a text message on a cell phone. For example: if you wanted to enter "fox" you would hit the "def3" key 3 times, "mno6" key 3 times, and the "wxyz9" key 2 times then select enter. ************************************************** 3)Characters ************************************************** A)Playable Characters 1)Solid Snake - Legendary mercenary and former member of Fox-Hound. 2)Teliko Friedman - Soldier in the HRT special forces unit and former student of Roger McCoy. B)Non-Playable Characters 1)Roger McCoy - A member of the CIA and Vietnam vet. Guides Snake on this mission. 2)Gary - a lab worker caught up in the Lobito Island incident. 3)Dr.Flemming - creator of PYTHAGORAS on Lobito Island. 4)Alice Hazel - A young psychic also assisting Snake. 5)La Clown (Clown) - mimic and assassin 6)Buddy - mysterious voice heard over CODEC 7)Leone - Mercenary and threat on Lobito Island 8)Viggo Hach - Senator and presidential candidate held hostage on flight 326 9)Lena - Senator Hach's assistant also on flight 326 10)Minette - A small girl also on flight 326 11)Elsie - creepy doll 12)Francis - another creepy doll 13)Hans Davis - He and Dr.Flemming held the ritual of conjuration on Lobito Island 14)No.16 - Sole survivor of the ritual of conjuration 15)Constance - Dr.Flemming's Daughter 16)Charles Schmeiser - CIA agent, I think. ************************************************** 4)Controls ************************************************** A)Out of mission and menu controls - while not playing a mission the controls are as follows: 1)Directional pad up/down - move selected choice up or down. 2)Directional pad left/right - move cursor left or right, increase/decrease number of items 3)Cirle button - confirm/select 4)X button - cancel/back out B)In mission game controls - during a mission the controls are as follows: 1)Circle button - confirm/select 2)X button - cancel/back out 3)Select button - turn enemy status window on/off 4)Triangle button a)On your turn - enable/disable overhead search mode. While in this mode you can highlight the enemy to view their equip window, life total, and range of vision. b)Enemy turn - press to speed up enemy turn. Hold down during enemy turn to end your turn when it comes up. 5)L and R (Shoulder buttons) - rotate the view 90 degrees up to 360 degrees. 6)Analog stick - adjust the camera according to the direction pressed. Camera movement is restricted to a certain angle. 7)Square button - displays card information, press again to exit card information 8)Directional pad a)overhead view - move camera up,down,left, right b)moving - select the squares in the order you want to move c)playing cards - move card selection left/right. Press circle or x to select or deselect card. After you have selected a card use up/down to select between use/equip or move. ************************************************** 5)Reading Cards ************************************************** All cards can be either used or equipped. Using a card immediately activates its effect and then discards the card. Equipping a card saves it in your equip window until an action triggers its effect. The probability of it being activated is called its "reaction" (REA%). For instance: body armor has a REA of 50%, meaning if you are attacked the probability of the armor activating is 50 percent. While cards may be different when it comes to cost, effects, name, etc. their information is located in the same place. Any card can be read as follows: A)Type - Located in the upper left hand corner. Cards have one of five types: 1)Weapon - these cards deal damage to opponents, security cameras, even your partner. 2)Action - most of these cards supplement your weapon cards. 3)Support - most of these cards supplement your defense. 4)Item - cards that support weapons, health recovery, and stealth. 5)Character - cards depicting characters from past metal gear games. The action of these cards varies from character to character and do everything from attack to evade to improve stats. B)Cost - Located in the upper right hand corner. Cost can be anywhere from 0 to 15 and will add itself to your total cost for the turn after it is used. C)Picture - Located between top and middle of the card. The picture is exactly that and is different for every card. D)INTERFERENCE - colored arrows around the picture. Varies on all cards. See the INTERFERENCE section for more info. E)Name - Located in the center of the card below the picture. The name is exactly that and is different for every card. F)Information - Located between the middle and bottom of the card. The information on a card tells you what exactly the card does when activated. When a card is selected you can press the square button for more detailed information. Press square again while viewing the detailed information to return. G)Color - Located on the right side of the card from top to bottom. Each type (weapon, item, support, etc.) of card has their own color that they can be identified with. I guess cards have gang issues too. H)Rarity - Located on the lower right hand corner of the card. Rarity ranges from "+" to "+++++", "+" being common, "++" being uncommon, "+++" being rare, "++++" being super rare, and "+++++" being ultra rare. You are far more likely to get a card with a rarity of "+" than a card with a rarity of "+++++" from a pack or as a clear bonus. Generally, cards that are hard to find are more powerful or have better effects than common cards. ************************************************** 6)Gameplay ************************************************** A)Card Actions - cards can be used in 3 ways: Equip, use, and move. 1)Equip - equipping a card will store it in your equip window until it is activated or used up. Some items like stealth will remain in the equip window until a certain amount of cost is spent. Other cards will remain in the window until they are used once then are discarded. 2)Use - using a card will activate it's effect immediately then discard the card. 3)Move - most cards can be used to move in addition to their primary use. Unless it is a movement card, which can be used to move only, these cards can be used to move 3 spaces. The exception to this are the cost reduction cards as well as a few others which cannot be applied to movement. B)Non-card Actions 1)Actions before/after movement - Depending on your situation and location you can perform some actions without using cards. These are as follow: knock, end turn, punch, and discard. a)Exit - skips your turn for 4 cost b)Knock - uses 0 cost and can be used as many times as you like although it is ineffective after the first use in the same location. z)End turn obviously ends your turn. If you didn’t use any cards for the turn you ended you will be charged a cost of 4. If you use one or more cards you will not be charged with a cost. c)Punch - uses 4 cost and can be used once per turn. To use punch you must be standing next to an enemy. Punch is most effective to knock some one back a space or to kill a soldier with a small amount of life remaining if you don’t have any weapons left. You can also get a domino effect going if 2 or more soldiers are lined up. Use punch to knock an enemy into a dangerous area. d)Discard - uses 6 cost. Using this action lets you discard 2 cards and get 2 new ones. This must be your first action for the turn. Using discard will also end your turn. e)System - selecting system will give you two options. 1)Save - save your game during the current mission and quit the game. Everything will be saved as it occured during the mission before you are returned to the main menu. 2)Intermission - this will quit the current mission and return you to the intermission screen. 2)Actions during movement - after movement or changing the direction you are facing you may have these options: Ladder(up/down), crawl, stand, stay hang, return, and drop. a)Ladder(up/down) - will climb a ladder if you stand in front facing it. b)Crawl - will lower the character on his frontside. While crawling you will onlt be able to move 2 spaces by normal movement. While crawling you can disarm claymore mines and crawl through ducts. Be careful though, crawl can only be selected AFTER you have moved or changed position. I.E. running to a square equipped with a mine and selecting crawl is a bad idea. This would cause you to run over the mine and trip it rather than disarming it. c)Stand - is available when the character is in a crawling position. This will put the character back on two legs and movement will become normal again. d)Stay - will hold your character in either the stand or crawl position depending where they are currently at. e)Hang - used with the card "hang". Hang from a ledge. f)Return - pull yourself up from hanging g)Drop - let go of a ledge and drop down. C)Equipment 1)Weapon - an equipped weapon can be used two ways. The first is to load the equipped weapon with the appropriate ammo. If the equipped weapon held 9mm ammo, you would need to equip a weapon on top of the first gun that also takes 9mm ammo to load the gun and fire. The attack power, range, REA%, and attributes would be based on the first gun equipped, while the number of shots is determined by the gun used for ammunition. The second way to use an equipped gun is to have it's Reaction activated by being attacked. Based on the REA%, there is a possibility that you may perform a counter attack. Once you perform the counter, the gun will be removed from the equipment window. 2)Support - support cards are generally equipped by themselves and remain in the equip window until their reaction is triggered. 3)Action - most action cards supplement weapon cards in the equip window. action cards must be equipped on top of the weapon you would like to be supplemented. 4)Item - items are equipped by themselves and have a variety of effects. Some stay in the equip window until a certain COST is spent, others will stay in the equip window until they are destroyed(attacked while box is equipped), and some will stay until you equip something else or an effect of another card removes it. D)Interference - Card INTERFERENCE refers to the colored arrows you may see on an equip card. There are three different colors: Red, Blue, and Green. Red: ATK+10, DEF-10 Blue: DEF+10, ATK-10 Green:REA+10%, ATK-5, DEF-5 Say you had a Lv.2 Equipment window which consists of 4 squares. For this example we will use the card "M4". In the picture there is a blue arrow pointing up, a green arrow pointing right, and a red arrow pointing down. Imagine you were to equip this card in the upper left spot of your equipment window. The blue arrow is pointing at nothing, the green arrow in pointing to the upper right slot, and the red arrow is pointing to the lower left spot. If you were to equip a card in the lower left spot below the M4, that card's attack would be raised by 10 and it's defense would be lowered by 10. Of course it would make sense to equip a weapon below the M4 because a weapon has no defensive power to lose and has attack power to gain. Say you were to equip a "body armor" in the upper right spot to the right of "M4". Normally a body armor's Reaction is 50%. Since the green arrow is pointing at the body armor, it's REA% is raised to 60, it's defense drops by 5, and it's non existing attack also drops by 5. The INTERFERENCE effect is stackble, meaning you can have two or more arrows apply their effect to a single card. If three red arrows were pointing at a card, it's attack would rise by 30 and it's defense would drop by 30. If you had a red and a blue arrow pointing at a single card, it's effect would be negated. E)Enemy Actions Enemies can be grouped into three categories: Human, Camera, and Machine 1)Human - enemy soldiers will move in a set pattern unless they are alerted. This can mean they have spotted you, heard a noise, or saw another soldier be attacked or killed. If they heard a noise they will investigate the source. If their search turns up nothing, they will go back to their patrol. If you are spotted by one guard they will radio for help. You can stop them by killing or knocking them out before they put their radio away and backup arrives. However, if are spotted by another guard while one is calling for help all guards will be alerted to your presense. If you kill or attack a soldier in the view of another soldier, you will be in caution phase and the soldier will investigate. 2)Camera - cameras are simple. If they see you the alert phase will be entered and your presence to all enemies is known. If you are spotted by a gun camera they will fire before you stop movement and alert phase will be entered. 3)Machine - Machines are a combination of human and camera behavior. If they see you you will immediately enter the alert phase. Noise or distant objects will distract them also. F)Snake and Teliko: Working Together 1)Differences Snake has more Hit Points and can perform 2 card actions in a turn by default. Teliko has less Hit Points and can perform 3 card actions in a turn by default. 2)Working Together Try to take full advantage of having two characters at your disposal. This can mean taking seperate routes to pick up packs of cards in the level, combining firepower, or holding a door open to reduce cost. a)Knock n' Chase - have one character flatten against a wall, knock, and then move to another wall and knock to lead an enemy aorund in circles. While this is happening the other character can move to the desired location unopposed. b)Stealth Block - the card item "stealth" is one of the most useful cards in the game. Not only can you sneak by enemies, you can attack them without being detected or being countered while it is equipped. For the stealth block, have one character equip "stealth" and stand in front of an enemy. That's all there is to it. If you are in the way of an enemy's movement pattern or have them sandwiched next to a wall they cannot move any further in that direction. An enemy cannot fire through the character that is cloaked, though they may still throw grenades. c)After You - the sliding doors will open only while someone is standing in front of them. Because of this, nothing is worse than wasting two actions to move one block to stand in front of a door and then walk through it. If Snake and Teliko are close by, have Snake be a gentleman and hold open the door for Teliko so she need not waste an action on her turn. If all that courtesy stuff is over rated have Teliko hold the door for Snake. As long as Snake or Teliko aren't at the end of each others movement, say Snake can move three blocks and Teliko is standing on the third block, they can pass each other in a straight line. d)Decoy - you can do this a couple of ways but, I like this one. I use Teliko as the chasee, and Snake as the pursuer. Teliko has the potential to run a higher cost than Snake, that's why I use her to be chased. Make sure you have the Emma Emmerich card in Teliko's hand before you start. All you do is have Teliko be spotted and have all enemies chase her. Run a high cost and use the Emma Emmerich card as your last action. Teliko will now dodge all attacks until it is her turn again. While all enemies are trying to hit her, have Snake come in from behind and attack. Any kind of area attack works the best whether it be grenades, shotguns, or hitting barrels next to all enemies. There are many ways you can choose to equip Snake and Teliko and in the end the choice is up to you. Remember that after every turn you will draw up to 2 cards if possible. Snake should keep a full hand of cards after every turn while Teliko can eventually use up her whole hand. Teliko also has the potential to run a bigger cost than Snake and enemy soldiers which can lead to her turn occuring last or less often. To counteract this you may consider these points: Plan ahead and equip higher costing cards while in stealth mode. Only use 2 of Teliko’s 3 actions while moving. Use cards that reduce cost on Teliko’s 3rd action. This may seem contradictory if you are dedicating the 3rd action to reduce cost but it does help. Olga Gurlukovich is a great card to have in Teliko’s deck. Not only is it cheap but you will replace lost cards used on the 3rd action. This way you have one action to sneak up on an enemy, a second action to deal fatal/near fatal damage, and a third action to finish of the enemy is necessary. If it only takes 2 actions to kill a guard then Teliko can use a cost reducer on herself while snake keeps his 2 actions for the next turn. Altogether entirely G)Normal and Extreme The differences between normal and exterme mode are what you would probably expect. On extreme there are more soldiers and cameras, they investigate better, they have more life and better equipment, and they have more actions at their disposal. If you are collecting cards it is very much worth the while to play on extreme since points for all missions are doubled. Add a big boss in your deck and watch those points soar! ************************************************** 7)Cost and What It Means ************************************************** So what the heck is cost anyway? You may understand that cards cost so much to use but what does it all mean? A)Cost and Turn Order At first the order in which turns occur may make little or no sense(it did to me anyway). In your situation window(window next to character) it will show from top to bottom: life total, cards in hand, cost, and turn order. Well duh, if turn order is shown in the window you obviously know the order of turns. Yes, but the cost should be taken into consideration to determine future order. The player with the lowest cost will always go first. Let’s say a soldier has a cost of 3 and a turn order of 1 and Snake has a cost of 6 and a turn order of 2. Unless numbers have lost their meaning the soldier will go first and Snake will go second. Now say Snake were to use the card "cost -4" dropping his cost to 2. The turn order will now change so snake goes first and the soldier goes second. By playing your cards right(and with a little luck) you can take several turns in a row. Early cards to look for are: cost -4, cost -8, and Meryl Silverburgh. Dropping your cost will not always let you go first. Say you had a cost of 8 and used the card "cost -8" dropping your cost to 0 (woah! slow down einstein!). If someone else was already at a cost of 0 before you, they will take their turn before you. B)Cost and Damage Not only can high cost delay your turn, it can also increase the amount of damage you take. Some attacks are modified by the amount of cost a character may have. Keeping this in mind you may also use this to your advantage against enemy soldiers. ************************************************** 8)Intermission ************************************************** Between stages or missions you will be at the intermission screen. Here you can select the next stage(mission), edit your deck, buy cards, save, and adjust options. A)Map Select - select the next stage in story mode or re-do a mission to earn points. B)Deck Editor - just as the name implies you can edit your deck with this option. You can view or edit your deck by highlighting editing, number, cost, category, and gallery. 1)Editing - editing is actually the worst way to edit a deck since it will only display cards you have in your current deck. 2)Number - number will sort cards from the greatest number of a single card to the least number of a single card. 3)Cost - cost organizes cards from lowest to highest cost 4)Category - organizes cards by category and then by pack and is probably the most useful way to edit a deck. 5)Gallery - gallery doesn't let you edit a deck but lets you view the cards you have acquired by card number. 6)Auto - if you don't feel like building your own deck you can let the computer do it for you. C)Card Shop - here you can buy packs or single cards. Packs that become available are MSG1, MSG2, Chronicles, and MSG3. Cards from the MSG1, MSG2, and MSG3 packs contain cards with weapons, items, and characters from those respective games. Chronicles is a variety of cards from past metal gear games on nintendo and gameboy, zone of the enders on ps2, and I believe policenauts and/or snatcher(it was one of the first "controversial" games on Sega CD maybe? I remember the one screen shot all magazines liked to publish was the guy with his head twisted off. Not vital to Metal Gear but some fun nostalgia for video game vets.) . After every succesful mission a new single card will be in the singles. It will start in the right slot and shift over one spot to the left after every completed mission. D)Save - need I say more? Points on Saving - The reason I mention saving is to help manage your save files and know how much space a type of save comsumes. 1)Out of Mission Save - before or after a mission is completed you will be at the "intermission screen". When you save your game here it will take about 80kb. 2)In Mission Save - during a mission you have the option to bring up the action screen and choose to save or return to intermission. Returning to intermission will cancel your current mission and return you to the intermission screen. Saving will save the game while keeping track of turn, cost, cards in hand, etc. and return you to the menu screen. Doing this will take about 384kb. Be cautious, there are some missions which will not allow you to save during play. 3)PSP Sleep Trick - this isn't really a save or a trick but it will let you resume a game at a later time if you need to turn off the PSP for any reason. Normally when you turn the PSP off you would hold the power button up for about two seconds or so before it shuts down. To put the game on "sleep", hold the power button up for about a quarter of a second and then release. The next time you turn the PSP on it should immediately resume where you last were. E)Options - same as the main menu options with the exception to start link battle mode or return to the main menu. ************************************************** 9)Card Collecting ************************************************** A)Buying Packs - at the intermission screen you have the opportunity to visit the card store and buy packs to add to your collection. At first you will only be able to buy MSG1 packs. As the game progresses you will be able to buy MGS2 packs, Chronicles packs, MGS3 packs, and single cards. B)Gathered Cards - through out most missions there are packs of cards that can be picked up. While they don't give you anything immediately, you will be rewarded with the number of packs you picked up for each particular set. C)Clear Bonus - at the end of a mission you may be rewarded with one to three cards depending on your grade for the mission. An "S" rank should get you three cards, an "A" rank should get you two cards, and a "B" rank should get you one card. After several hundred clear bonus cards I was lucky enough to get both a "Metal Gear REX" and "Roy Campbell" out of three clear bonus cards. A couple of stages later I received "Liquid Snake" as a clear bonus. Liquid was one of the hardest cards for me to get so it was a huge surprise. Although it took me a while to get anything really good, you may have better luck earlier on. D)Packs vs Single Cards - There are about 200 cards you can collect in the game from packs or singles. The rest can only be obtained via password. The best way to collect them all is to buy or collect packs until you reach 170 or so. From there on if you see a card you don't have in the singles I would advise you to buy it. E)On the road to 204 - To collect as many cards as possible it is in your best interest to use this method. Save your game before buying anything. Once saved, go to the card store and buy a pack. If you got something you didn't have, save the game. If you didn't get anything, buy another pack from the same set. If you didn't get anything new after 10 tries, load your game and start over again. This way you will not waste points on cards you already have. You can buy up to 10 packs of each set before they are sold out. When they are sold out, you can replenish the packs by clearing a mission. F)When it Rains, it Pours - Whenever I get a 4+ or 5+ rare from a pack more will normally follow on the next couple of packs. If you get lucky you can net about 6 or more 4+ or 5+ rares from 20 packs. It's always nice when that stuff happens. :) G)Cards from Clearing the Game - So far I have collected two cards from beating the game twice. The first time I received a Solid Snake(MG) card from the chronciles set and the second time I was awarded with a Raiden card from the MGS2 set. Until you get them by clearing the game they will not show up in any packs you buy. After you get them, you will see quite a few of them in packs since they are only a "2+" rare. ************************************************** 10)Deck Building ************************************************** If you are unsure how to build a deck in the beginning I would use these cards for a 30 card deck: 10 Should be weapon. If you have equip weapons, use the same caliber so you have plenty of ammo. 8 Movement (character cards such as genome soldiers, marines, gurlukovich soldiers) 2 Health 2 Armor 2 Evade (Front Evade Lv.2, Back Evade Lv.3, Evade Lv.1) 2 Cost reduction (cost-4, cost-8, Meryl) 4 anything else (mine detectors, C4, enemy uniform or other mission specific cards) 70% of card cost should be 5 or below. As you play a mission keep track of how often you are discarding or using higher COST cards to move 3 or blocks or less. This should give you some insight on modifying your deck to make it work better. *More decks to come in the next version ************************************************** 11)Mission Walkthrough ************************************************** A)Story Walkthrough - Rather than spell out everything you need to do, I've included only that which is vital to clearing a stage. How you choose to do it is up to you, although I may drop a hint from time to time. Below are the walkthroughs for each stage in the order you must do them. A few stages must be revisted which is why some of them are listed more than once. I realize that my punctuation in this walthrough is very bad and I apologize. 0)Stage 0 Forest Not really the first stage but it gets some basic concepts down. Roger will walk you through this one. 1)Stage 1 Labito Laboratory - Outside Gate Your goal here is to get past the guard in front of the exit to the north. Get into the habit of pressing the triangle button on your turn to see where you need to go. The exit point will always be indicated by the blue target looking thing. Look to the immediate west of the guard you need to get by. There is a small section of wall right next to him. The best way there is to go behind the two buildings in the west while being careful not to get spotted by the guard in the alleyway. Now all that's between you and the exit is that small wall and the guard. What you need to do is get to that wall, flatten up against it, and knock. Once he is alerted find a place to hide until the guard is standing on the same square you knocked on. Now that he is facing the wall, run by him and go through the gate. With the first stage done you will hopefully have a better understanding of the gameplay. 2)Stage 2 Office Lower Office Area In this stage you will start in the lower office area. Start by moving behind the first enemy soldier and ending your turn. If you have a FAMAS or something that can kill him in one action without making a lot of noise, go for it. If not, follow him up until he goes by a door(his back should be turned the entire time). Go inside that door he walked by and get a weapon ready by discarding if you need to. The guard inside this room will walk towards the north door and eventually out. Try to take him out before he leaves the room. With him gone, exit out the north door and get another weapon ready. Slightly to the east there is a security camera above a door. Destroy that camera and get inside the door if the coast is clear. In this room there is a guard walking up and down the center. Branch off to the right and go up the side. When the guard is looking away, move to the door in the west. Outside of this room this is another guard patrolling. Wait until he heads east before you make your way to the first exit point. Upper Office Area When you have reached the upper office area go west until you see a hallway to the north. A couple of blocks up there is a door on your right. Wait for the enemy soldier to head north before moving towards the door. When you do, hug the east wall so you are not spotted by any security cameras. Once you are in the door you will see a security bot roll by. There are a couple ways by the bot so wait for a good opportunity and head east and through a set of doors.In the next room there is a hallway to the north towards the east wall. Wait until the guard in this room is looking away before you run up to the hallway and go into the center area surrounded by desks. Here you will find Gary and a cutscene will play. Escape Now that your mission has changed, you need to escape through the east exit towards the residential area. Return to where you first came in the upper office area. Continue east and head up the hallway in the north. Again you may have to kill some guards to get through here. Go through the sliding door on the upper east wall and continue on towards the residential area. 3)stage 3A Ruins - Lower The first time you enter this stage there is not much to do. Go north past the broken section of wall and past the stairs. Once you are north of the stairs turn east(right) and stop one block in front of the security camera. Before you head towards the camera make sure there isn't a guard looking in your direction. If he is, end your turn until he turns and walks away. If you have a Socom or Famas handy take out the security camera. Now, flatten yourself against the north section of the wall the security camera would be looking at. Open your action window and select knock. If you are having a flashback from Metal Gear Solid that's normal. Roger will call up and tell you to get some C-4 from the armory. Go back out the way you came in and head for the armory. 4)Stage 4A Minefield - Lower What? This isn't the armory. On the road to getting some C-4 you will have to cross this minefield. It's not much of a minefield since it has three or four mines in it. But technically I guess one mine in a field would make it a minefield. Enough with the semantics, let's get down to business. If you would like, insert any mine detectors you may have into your deck. There should be three guards patrolling the area. One of them is to the east of the truck at the start. He will move in a clockwise motion around the truck. The second guard is down near the front end of the truck. He will move to the west and east side of the truck, looking up to the north when he stops walking. The last guard will be on the upper west side of the truck with some boxes to the west of him. He will move up and down about 3 blocks or so alternationg each time. Being spotted here is a bad idea. If you are spotted the gates will close denying you an opportunity to exit. One way to clear this stage is to crawl under the truck and pick the guards off as they walk by. If you prefer stealth, try to crawl around the boxes to the northwest from under the truck. 5)Stage 5 Armory The C-4 you need is on the second floor of the armory. The first time you are here you will want to take the stairs in the south end up to the second floor. Start be moving into the hallway area that contains some enemy soldiers at the far end. Moving through here without making a rukus is very difficult but it can be done. Instead wait for the two soldiers at the end of the hall to get near the barrel. When they are, shoot the barrel and run back to the area you started. Hopefully the explosion killed both guards. Wait until the evasion meter is gone before you head out again. Go to the end of the hallway where the guards were at. If you want you can shoot the securtiy camera on the way south. From here all you need to do is wait for the guard to turn his back before you run to the stairs. If you didn't destroy that camera, use your overhead view to see it's field of view so you can run around it. When you reach the top of the stairs go in the room to the west. Be mindful of the security lasers and cameras. The "cage" in the west room contains the C-4 you need. Grab it and head back the same way you entered this stage. 6)Stage 3A Ruins - Lower Now you have the C-4. Start like you did the last time you were here. Plant the C-4 on the wall the camera is looking at. Once it is in place crawl into the hole in the wall to the south. From here shoot the C-4 and wait until the excitment has died down. Once you are back in stealth mode you will need to find a way to the north exit. To make things easy you can just run straight for the exit to the north. You may be spotted but you can still make it as long as only one guard sees you. 7)Stage 6 Residential Zone Your goal for now is to get to the far east building. To get there you will need to go through the first two buildings. Go north at the start and stop in front of the shrub. Kill the enemy soldier and enter the first building. Follow the hallway until you reach the exit door on the other side. Again you will have to dispense of an enemy soldier to avoid being spotted. Exit out the door and follow the walkway to the entrance of the second building. When you are inside the second building, look for a door to the immediate north. Exit through that door and head west a few blocks. A guard will be walking around the ladder you need to climb down. Sneak by him when he is not looking and climb down the ladder. Even though you are below the guard he can still spot you so be careful. A few blocks south you will need to crawl under the steps leading to the door you entered just a bit ago. Keep heading south until you reach another ladder. Wait at the base of the ladder until the guard overhead passes by going west. When he is gone for the moment climb up that ladder and head east a few blocks until you see the south door on the second building. For reference you already entered this building once a little while ago. Enter the second building again and immediately exit to the east. Follow the walkway to the third building. When you are inside the third bulding stand in front of the first doorway you see(technically it is in front of the scanner). This will trigger a cutscene. After that head south until you trigger another cutscene. Teliko is now in your party and your mission has changed. Head north and take out the guard along the way. Head west until you reach a door that says "Lv.1". Equip the level one key card that Teliko has and stand in front of the door. Head to exit point. When you play this stage after you have cleared the game, you will need to follow the ladders back to the exit since the LV.1 card will not be available.... Unless I missed something. 8)Stage 7 BRC-026 The second largest of all stages in the game. Give yourself at least an hour to do this if it is your first time (No jokes, please). Warehouse You will start out in a warehouse being patrolled by several guards. The quickest and easiest way out of here is to go straight up the middle. Use your overhead view to see where the guards are at and what they can see. Time your movements with the guards so they will walk by or turn around before you run by. Section 1 Now you will be in the area with the first set of security doors. In order to open locked doors, one of the characters must stand in front of the console with the coresponding name of the locked door. For instance, to open the section A door one character must stand in front of the section A console to keep it open. First, send someone through the door on the left. In here is the console for section A and a guard. You'll have to do something about the guard before you get to the console. Now that you are in front of the console, have the other character go in the room across the hall. There is another console(B) and another guard in this room. The guard in this room isn't obstructing your path to the console, but it is a good idea to take him out since you may spend a good amount of time in this room while your partner heads up the hallway to the next area. When section B is open have the character that was standing in front of console A go up the hallway you started in and turn right past the next hallway leading north and into the room in the east. In here there are two consoles(A and B) and another guard. The first console you need to activate(A) is in the north. This will open section A so your other character can get out of that room. Next stand in fromt of the other console(B) to the east. This will open section B so both characters will now be in the same area. Send Snake or Teliko up the hallway and into the room to the west. Stand in front of the console to open section C. Have the other character go through the now open door and head east to the console at the end of the hall. Now section C will open so both characters can join up. There are two doors leading into the next room to the north. Either door is fine as long as you don't get spotted. Go up the stairs and head south to the next area. Section 2 Just to speed things up I would recommend killing all guards in this area. Okay here we go again. In this area have Snake go into the room to the right of where the characters are facing to open the door across the hall (section D). Send Teliko into section D to activate console E to open the door at the bottom of the room that Snake is in. The reason I recommend to send Teliko into section D is to utilize her three actions per turn to snuff out the guard in there. Use the first turn to move in front of him and the next two to attack(Equip before you do). When Section E is open, send Snake down and hit the console closest to you to let Teliko out of section D. Now that she is out of that room, hit the other console(F) to open doors to the room you are in and the hallway next to you. Send Teliko down that hallway and duck into the room a couple blocks up to hit the other console(F) so you can both join up. Head down the twisting hall and into the next room. Dispose of any guards and exit to enter the final section. Final Section You will start on a catwalk above a patroling guard. He can't see or hear you so move into the next room. Once you get to the bottom of the stairs you will have to deal with some patroling soldiers. The doorway you need to enter is opposite the direction you are facing when you move down to the end of the stairs(I forget the direction. If you are facing east at the last step down, the door will be in a straight line to the west).It is very possible to sneak past them into the next hallway leading to the room with the lone patroling guard. Again, it's no big deal to run by him into the next hallway. Obviously you can't open the LV.2 door so go the other way and into the door before the end of the hall. Get to the ladder and climb up. 9)Stage 7 BRC-026 Here is your first boss fight. Luckily Leone doesn't have a whole lot of tricks to pull out. All you really need to do is get each character on either side of Leone. When you do attack him make sure you you hit his back. It sounds dirty but he will more than likely counter if you attack from the front or the side. Have one character hit him in the back, retreat behind some crates, and knock. On his turn he should turn to the character that hit him. When he does have the other character pop out, hit him in the back, retreat behind some crates, and knock. You can do some extra damage to Leone by luring him next to some barrels with one character by knocking or leading him and have the other character shoot the barrels, doing some nice damage, catching Leone on fire, and setting his status on BURN. If you wait for Leone to come to you he may develop telepathic powers to lob one or more grenades to where you are hiding. What's that you say? Snake runs out of actions if he first moves into firing range and then shoots? Not to worry. Wait until Leone has a cost of say 5. Use a card with a cost of 4 or less to move into range. End your turn after the first action and you will start your next turn before Leone moves again. You can now use an action to shoot and your second action to hide. When you take Leone's HP down to 0, Roger will call you and tell you to get out of there. I thought I was beating him but, whatever you say Roger. The next area should look familiar. It's the first part involving the terminal lock doors your first time in Stage 7. This time you don't need to stand in front of the terminals for the other character to go through. Your goal is to go straight up the first hallway, turn right a couple of blocks, turn left up the next hallway, follow it to the end, and then turn left and go until you go through the exit door(or turn the overhead view on and look for the exit sign). Guards will be alerted to your position as soon as you enter this area. As such, you will have to deal with them on your way to the exit door. It may be wise to duck into one of the side rooms to pick off guards as they come in and heal if necessary. If you have cost-4 or cost-8 in your deck you may be able to make it to the exit before any soldiers block your path. Lots o' cards If you want you can let Leone blow up crates. Some contain card packs. 10)Stage 3B Ruins - Upper The goal here is to exit through the west. You have a better chance of not being detected if you go north from the start point. Be careful of security lasers a couple blocks up. Hit the dirt and get up once you are through. With one character at a time, run to a truck and crawl underneath it until the coast is clear. Say snake goes first. When snake gets to second truck have Teliko run for the first truck. Keep this up from truck to truck until both characters are across. Hide Snake behind the boxes to the north west until Teliko catches up. Feel free to kill soldiers to make your life easier. The machines are better left alone. 11)Stage 8 Drawbridge This stage is short and sweet. To start all you need to do is run up the drawbridge. There's no enemies so just run up there. Once you are about half of the way across Teliko doesn't want Snake's company anymore and takes off. Head back down the drawbridge to the guardhouse for the fireworks. Snake will be stuck on the south side of the drawbridge as
guards are alerted to his position. Roger informs you to take those guards out. Oblige the man and do what Snake does best. There's no real strategy here, just kill all the guards. Snake will start behind a tree which gives him some time to equip before the guards reach his position. After the guards are dealt with go west and exit the stage. It's not too hard to get an "S" ranking on this stage so go for the gold. 12)Stage 4B Minefield - Upper Head west while being cautious of mines. If you want more guidance than that put some mine detectors in your deck and take the high road behind the shed to the west. This is pretty simple since most of the time the soldiers will have their back to you. To make it better, the bloke behind the shed is staring at the wall. Maybe he's reading some interesting graffiti. 13)Stage 9 Ebro Tower Blending In The first time you get here you will see the guards are wearing different colored uniforms. The first thing you must do is grab one uniform of each color. From the office area you start out in, head north and open the sliding door. There is a room to the east and a room to the west. Those rooms will have the uniforms you need. Watch the red guard carefully and move when the time is right or wait until his back is turned and put a few rounds into his back. You shouldn't have a problem in either room when you grab the uniforms. Once you have them, head back to the start. Getting Ready Before you go back into Ebro Tower again, make sure you have the Red, Green, and Blue Uniform as well as some C-4 in your deck along with something to blow the c-4 up. For this part only you can change your deck to include nothing but movement and the four cards you need. As long as you are wearing the same color uniform as the guard that can see you, you can run right through this stage. Secret Passage Start out like you did the last time here. Go north out of the first room and head east into the room past the red guard. In this room there will be a blue guard near an air duct in the north. Change uniforms or sneak by him to crawl through the air duct. On the other side get up and go out the only door back into the main area. To the far west there is a red guard standing in front of some stairs. Either change into a red uniform or run by him when he walks behind the boxes. Go up the stairs and head south towards the walkway occupied by the green guard. It is a good idea to change into the green uniform since you will have to go through the green guard to the other side. When you are ready, climb down the ladder onto the walkway, knock out or kill the green guard, and climb up the ladder on the other side. Enter the door closest to you in the east to enter a room with more stairs and a walkway above a blue guard that you might have a hard time seeing. Take the walkway over him and to the north end of the room. Again, you can either change uniforms or wait for the right time to exit through the door to the west. Once you get out of that room there will be a cracked wall to the immediate north. Someone might tell you to go back to a room but you can ignore them because you know this is the spot to plant the C-4. Remove the wall and continue to the elevator. Dream Land After you get through the previous area, I would suggest you edit your deck again. Take out the C-4 and the uniforms because you don't need them anymore. You have a fight coming up so include some good long range weapons and a few mine detectors. Now you must fight Teliko(or a Teliko look-alike) on a big board game. There are mines strewn about as well as some colored squares. Standing on a red square will increase your attack, blue squares increase your defense, green squares raise your reaction, and yellow squares will discard your current hand and draw six new cards. These effects will only work if you stop on the square and last until you leave that square. Teliko does some major damage so it's a bad idea to fight her head on. Any stealth cards you have will help out a lot in this fight since Teliko cannot fight back while you are cloaked. If stealth isn't an option you can try to attack Teliko while you are standing on the blue squares if she has you cornered or stand on a red square if her back is turned to you. Teliko also likes to lay dowm mines as she moves around the board. Show her it's a bad idea by tossing grenades at her when she does. As long as you don't get too ambitious you should be able to whittle down Teliko's life for the win. 14)Stage 10 Rope Bridge As soon as you get here you realize you need some sniper rifles. To the armory! 15)Stage 5 Armory Yup, it's the armory again. This time have the level one and two cards in your deck(s). When you get to the end of the first hallway. Go up through the door rather than down like when you got the C-4. Be careful of the security camera to your immediate west and the security laser to your immediate east. Go up stairs. On second floor wait on your entry point until you get the security bot's movement down. Get the right keycard ready and go in either doorway to the rooms facing you. In fact you should visit both to get a total of 4 PSG-1s. In each room be careful of security cameras and security lasers. Now that you have what you need. Trace your steps back to the beginning of the stage. Don't forget about those security lasers and cameras on the first floor. 16)Stage 10 Rope Bridge Give all PSG-1s to one character along with any card(s) you can use to burn through your deck quickly i.e. Johnny Sasaki. Stop a couple blocks before the bridge, arm the PSG-1 and start firing until all cyphers (flying cameras)are gone. Mission is complete upon destruction of all cyphers. There are a few mines here around the edges of the cliff. As long as you stay off the grass you should be fine. 16)Stage 11A Mountains In addition to normal soldiers, this is the only story mission to include the soldiers on the flying devices. The main differences are that they have more HP(around 170) and have a bigger field of vision. At the start you will see a flying soldier and an ACUA soldier near a shack to the northwest. Avoid attacking the flying soldier if you can since he is the easiest once to sneak by. If you must, kill the ACUA soldier as you head down the hill past the shack and break to the east. Stop one block before the bridge supports and head north. This path will run alongside another path to the east which has two guards and a stinger. If you want to grab the stinger, I would have Snake and Teliko attack the guards at same time to reduce the possibility of being spotted. If you have a stealth handy, dispose of the one guard and grab the stinger and forget all that stuff about being spotted. Either way, continue north until you run into the side of the hill. Next, you will want to continue west and follow the dirt trail up to the bridge. Before you move look at the guard above you. He can see most of the area leading up to the bridge. If you need to discard until you get some movement or stealth cards so when he does turn you can make a break for it. If he does spot you he may only put the caution phase up(hopefully). When you get on to the actual bridge(metal part) look to the east. There is another flying soldier and an ACUA soldier. You will have to kill both of them to continue on. Your best plan is to have a long range weapon or some stealths at your disposal. Stingers will not work on the flying soldiers! It seems like they should but they don't. Take out the ACUA soldier first then concentrate your firepower on the flying soldier. Once they are dealt with continue on the path towards the exit. Near the exit is that guard overlooking the cliff. Kill him or punch him out of way to finish the stage. 17)Stage 12 Outside FAR Head east until you hit the exit point. Yes, it's as simple as that. If you are uncertain of your sneaking skills, equip a PSG-1 and snipe anything that moves. 18)Stage 13 Power Plant A gigantic pain of a level. Not only is this the longest stage, but you get to do it again! in the dark! I highly recommend that one character has a couple PSG-1's or some other long range rifle. And of course, don't forget your Nikita or RC missiles. Also watch out for soldiers with front and rear evades equipped. First Hallway You will start this stage before a long hallway that runs east and bends to the north. The path of least resistance is the walkway to the north side(left). Although there is only one soldier on this path the soldiers on the other walkway can see you. You are probably better off if you snipe all soldiers on the walkways then the remaining soldiers on the bottom cannot see you as you head towards the exit. Generator Room This room requires a lot of walking to get to the exit which isn't that far away. Again, in this room your life is made easier if you snipe the soldiers in your path which is pretty much everyone. At the start take the stairs to the northwest(You might have to play with the camera to see where you are going). Once you are on top of the stairs head north until you hit a box. I tried equipping "climb" to go over the box but I was not successful. Perhaps I was doing it wrong, but feel free to try. Head west once you get to the box and then north again when you reach the end. Go down the stairs to the east and watch the soldiers at the bottom for a moment. Look for an opportunity to take them out or run by. Go south of the generator looking machine(pass it by the south end, don't go south) and head up the stairs in the east. Once you are at the top of the stairs look to the northwest and you will see your exit. Second Hallway This hallway is a straight shot up to the exit in the north. Once again the PSG-1 is the weapon of choice. There is one soldier on the east walkway(100HP), one soldier on the west walkway(40HP), and four on the ground. The soldiers up high have a good view of everything going on so be cautious. The soldiers on the ground will move in a group which is good. After two movements they will be huddled around a barrel. The best way to clear this room is to wait for the soldiers on the ground to get next to the barrel. When they do, go up one of the walkways and shoot the barrel. All that's left are the two soldiers on the walkways. Electric Floor Room(of TERROR!) This room is the reason you have those Nikita and RC missiles in your deck(s). To the north there is a square wall between you and some soldiers. Again, killing the soldiers will make your life easier. Just make sure not to get spotted because backup will arrive and make you miserable. On the north side of that square wall is an electric floor starting north. Fire a Nikita or RC missile up there and follow the hallway as it bends west and then south. Once the missile starts moving south there is a small hallway leading to a room in the west the missile needs to go down. In this room is the control panel for that electric floor. Guide the missile into the panel to diasable it. You might have to use the first missile you fire to take care of a guard in the way. If a guard sees your missile he will shoot it. :( Once the floor is de-electrified follow it up all the way until you reach another room with a square wall. On the east side of this room is a duct where you need to fire the next missile out of. Guide the missile to the hallway in the east above another electrified floor. Three blocks into the hallway there is another air duct to the north where you must send the missile through. Send it into the control panel to de-electrify this floor as well. Finally you can follow the second de-electrified floor to the exit point. As you are heading north be careful of security lasers. The first one you can walk around while the second must be crawled under. Third Hallway Keep it up, you're almost there. Another hallway that shoots straight to the end. My recommendation here is to send both characters down the same walkway on the east or west. Kill anything in your way and run for the exit. If too many soldiers are blocking your path on the walkway, climb down the ladder if you can and head up the middle as fast as you can. From up there the soldiers can do some good damage. Control Room Yaaayyyy! You're in the home stretch. In this room Snake and Teliko must take seperate paths to reach the control room. Just like in BRC-o26 there are consoles you must stand in front of to open the door for the other. Snake will be facing the west path while Teliko is facing the east. Snake must activate the first console to open the door above for Teliko. The guards around the console won't make it easy. If you can take them out with stealth go for it, otherwise have Teliko support Snake from above. Once Snake activates the first console the door leading to Teliko's first console will open. Teliko will open a door to a room containing a stinger. Snake can grab it by going up the first flight of stairs. It is not necessary to grab it but if you want it go ahead. Once you grab the stinger or decide to leave it, move Teliko out the room and look north. There is a soldier near the next console she must activate. Deal with him accordingly and open the next door for Snake. Move Snake to the top of the stairs and head west to the now open door. The console in the room that opened up will open the gate for Teliko down below. If a soldier around the gate has spotted Teliko, leave it closed until she is ready to deal with him. The gate will prevent both from firing at each other. When you are ready, open the gate and let him have it. Now you can move Snake and Teliko towards the control room. Only one of the characters needs to stand in front of the sliding door to the control room to finish this stage. 19)Stage 13 Power Plant As promised you get to go back through in the dark! Woo Hoo! If you would like equip one or more Thermal Goggles card for each deck. Normally this card is useless. Because of the dark, you can only see enemies if they are three blocks around you. Being on higher ground will expand your vision a couple of blocks. In this level if you are attacked you will not be able to see enemies for a couple of turns. Why this happens I have no idea. If you equip your goggles when you are attacked you will be able to see enemies once again. Goggles add 2 COST at the end of each turn so plan accordingly. Control Room Once again Snake and Teliko will need to take seperate paths to operate the consoles for each door. Whoever ends up taking the high path will need to support the character on the low path since this is where all the guards are. First Hallway(Third Hallway on the way to Control Room) Same setup as the first time you came through with the exception of security bots on the walkways. Get those thermal goggles ready because there's a good chance you will get hit. I would recommend taking a serperate walkway for each character since they cannot fire through each other and high ground is always good. Concentrate on the security bots before you attack any soldiers. Before you exit this area make sure you are back in stealth mode or else the next room can be a nightmare. De-Electrified Floor Room If you are in stealth mode when you get here you should have no problems as long as you don't trip the security lasers in this hallway or near the exit. If you are in the Alert or Evasion phase , your best bet would be to wait where you come in until you are back in stealth mode. Once all is calm, proceed to the exit. Second Hallway Same protcol as the previous hallway. Take the high ground and clear yourself a path. If soldiers are giving you a problem, make sure they see only one character. That way the other can attack them while the spotted character is taking a beating. Generator Room Once you enter here the mission will change. You must take out all enemy soldiers. The best way is to have one character look over the railing to the west of where you start and have the other character stand on top of the stairs. This way you can let the enemy come to you and pick them off as they do(non-intentional rhyming). If you get impatient have one character stay at the top while the other looks around. 20)Stage 12 Outside FAR Okay so according to Alice there is an entrance to the sewer somewhere in the north west. What you are looking (listening) for is a block that makes a noise when you step on it. Use your overhead view to look at the west entrance to this stage. From there follow the pavement east a couple of blocks until you see a crate in the immediate north above the walkway. Two blocks up from that crate is where you need to stand. 21)Stage 14 First Part Make sure you have 2-4 PSG-1s and at least one Nikita or RC missile before you start. Take out all cameras while heading east first, then north to what I call the center square. Work your way around this square destroying all security bots and cameras. To the west there is an electrified floor. Use the PSG-1 to take out the gun cam above the entranceway over the electrified floor. Now that the gun cam is destroyed fire the Nikita or RC missile down the hallway until you reach where that guncam was. Follow the railing around until you would hit the west wall(You should be safe from the other guncams as long as you hug the railing the one way). Underneath a gun cam there is an air duct. Go in there and follow it around until you come out on top of that platform. Hug the wall east until you hit the power box. Once the floor is de-electrified have Snake or Teliko go down hallway and destroy the rest of the gun cameras. Climb up the ladder and stand in front of the console. Once the door opens you do not need to stand in front of the console anymore. Head east and to the first exit point where the door opened. Second Part Here you will need to work your way through some rooms to get to the exit. In most rooms there are either cameras, soldiers, or both. Cameras can see up to the first block before a doorway. Keep this in mind when navigating your way through. You will probably have to kill most of the guards in here to make it across so don't be shy. From the room you start in, go to the rooms in this order: east, north, west, north, north. Keep the advice in the previous paragraph in mind as you travel through. You also may have noticed the cracks in the walls. I have not yet tried to blast them open with C-4. It seems this would cause more problems then taking the long way around. 22)Stage 14-1 Second fight with Leone except he has some soldiers with him. Concentrate on taking out the soldiers first. Once they are out of the way use the same strategy you used on Leone the first time to show him the true meaning of pansy. Hint: Here was a scenario that worked out extremely well for me. On Snake and Teliko's first turn I hid behind a container and ENDed my turn until Leone threw two grenades around Snake while the soldiers with Leone grouped next to a barrel and the lone soldier to the south moved up a couple of blocks. I used Snake to dispense of the lone soldier to the south with a "Solidus Snake" card while Teliko shot the barrel to the north killing all guards and setting Leone to BURN! 23)Stage 14-2 One of the guards in this room has locked the door. Take out each one systematically until the door opens. 24)Stage 14-3 In a somewhat confusing fight you must defeat Clown. Clown will look exactly like Teliko except her HP starts at 800 and she has a bigger equipment window at the start with all the slots filled. I guess Clown didn't reckon with the awesome power of the triangle button. Use the overhead view to look at the different Telikos to find the real one and the fake. The part that confuses me is that the real Teliko will attack you until you damage Clown or until Snake is dead. It's not hard Teliko, attack the one that isn't Snake! Yeesh. After you deal some good damage to Clown there will now be three fakes running about. Again use the overhead view to see HP totals and equip windows to weed out the real Clown. A fake Clown will continue moving after it's HP has reached 0. Obviously, the real clown will die when her HP reaches 0. Hint: Equip Teliko's deck with four PSG-1s, four SVD Dragunovs, four cost -12, and four cost -8 or 4 Jonathan Ingram if you have them. Keep Snake on low ground so hopefully Clown will stay down with him. Try to deal any kind of damage to Clown with Snake so you will gain control of Teliko. Run upstairs with Teliko and snipe Clown to do massive damage. With a few cost reduction cards you can finish Clown before she gets another turn. 25)Stage 14-4 ??? In case it wasn't obvious you must now fight Metal Gear. Don't get worried, it doesn't put up much of a fight. Teliko will be inside Metal Gear while Snake must face it from the outside. Before the fight starts Snake tells Teliko to smash the control panels inside. I don't think it's possible for Teliko to do any damage to them until expert mode. That was my experience anyway. If Teliko is able to smash the control panels, have her start on the one on the right(door security bot doesn't come out of) and have Snake attack the left wing. Load Snake's Deck prior to this fight with as many Stingers and RPG's you may have(at least four I would recommend). Stingers were pretty much worthless up until this point but they make up for it in this fight. Rest easy, if you fire a Stinger or RPG, it will always hit. It's also a good idea to put some cost reduction into your deck since the Stinger takes 10 COST. First Part The first part of Metal Gear is simple, it's first action is a movement that will bring it up to 3 cost. At this point you cannot damage it. It's second movement on it's next turn will be to launch four missiles out of each wing. It's COST will go up 10 and the area where the missiles will hit are displayed by squares highlighted in red. When the missiles hit those squares, the explosion will expand to a 3x3 square area. Plan ahead and move out of range before they hit. Now is the time to do some damage. You can target either wing while the missiles are hovering next to them. Focus all your firepower on one wing until it is destroyed then target the other one. Try not to go over 19 COST between the time when the missiles are launched and when they hit. If you do Metal Gear may have a free shot on it's next turn. Second Part In the second part, Metal Gear will show off some new moves and will probably do some damage. Here's what to look out for: A)Metal Gear will hunch down and accumulate 15 COST, this means it will try to jump on you next turn. Run to the left or right about 6-8 blocks. When Metal Gear does jump it will be in a straight line in the direction it is facing. This attack is dodged easily. B)The Camera will be centered on the "crotch" area of Metal Gear. It will charge it's gun then fire on the next turn. So far I have not been able to avoid this attack. You might be able to dodge this attack if you are able to run behind or beside Metal Gear. I wouldn't try to hard because it only does 60 damage(100 on Expert). C)The most damaging move Metal Gear has also makes it vulnerable. Parts on the legs will slide together and the top part where the head is will aim at you while it gathers energy. This is where Teliko can be useful. Inside where she is, some rods or piston looking things will slide up into the ceiling. If you are succesful in reducing all 4 columns to 0 HP the attack will be canceled. It's an all or nothing deal with the 4 columns. If not this attack will deal 300 damage to Snake(Haven't been hit with it on expert). Teliko Hits the Mark To cancel out Metal Gear's Energy attack with Teliko I would use a deck like this. 4 PSG-1 4 SVD Dragunovs(use for ammo only) 4 Stealth (if you have them, if not replace with armor or evades) *1 Metal Gear Gander (if you have it) 4 Cost -12 4 Johnathan Ingram 4 M15 grenade 4 Movement (*if you have Metal Gear Gander use 3) 4 Olga Gurlukovich 4 Cyborg Ninja 4 Rations or Health Items Stealth and M15 grenades are for security bots. Either hide from them or blow them up if necessary. When Metal Gear starts drawing in energy you want to be in the middle of the room so you can hit the colums on either side. See what you can hit from where you are standing before it happens. This deck is all about the cost reduction. Use the first two turns to hit the columns with anything you can(PSG-1 with the SVD Dragunov ammo is the best choice). Two Cyborg Ninja attacks will take out one column. This will take up two actions but they can hit from anywhere if you can't get past the security bot. Use your third action to use a cost-12 or Johnathan Ingram (cost-20) to get your cost down to 0 and take another turn. Use the Olga Gurlukovich card to replenish your hand if you start to run out of cards. The Metal Gear Gander is kind of last ditch effort card, but is best used when all columns are still up since each target is random and more targets mean you have a better chance of not getting hit for 100. NOTE: Before Metal Gear starts drawing in energy, keep 2 or 3 cost reducers ready for when you need them. This way you will have a better chance of stopping the attack rather than letting the luck of the draw decide what you get. ************************************************** 11)Link Battle ************************************************** After Snake joins up with Teliko for the first time in the game a message at the intermission screen will inform you that Link Battle is now available. For this you need a friend (associate, well-wisher, aquaintance) with a seperate PSP and a copy of Metal Gear Ac!d. The selection to start link battle is under options on the intermission screen. It is with deep regret that I must inform you I have not played this mode yet. Such is the pain I must endure. ************************************************** 12)Card Passwords ************************************************** On the main menu there is an option for "password". Entering a correct password in here will unlock card(s) that you can not find during the game. Currently I do not know of any passwords to use in here. If you know a correct password please share what it is and how you got it. ************************************************** 13)Card List ************************************************** Here it is, the whole enchilada, the big cheese, the main event. THE ENTIRE LIST OF CARDS AND WHAT THEY DO! Oooooohhhh! More than likely the first version of this FAQ won't have all of them. Yeah, that's kind of a let down. I mean, you'll probably scroll down the entire list looking for a specific card only to find a blank spot. The nerve I have! Rest assured I won't stop updating until I have all of them. Now that's devotion. # Name Cost Type Use/Equip Rarity Pack 1)Socom 5 Weapon Use + MGS1 ATK:10 Hit:90% Ammo:CAL45x4 Hit % decrease at:2 blocks. Silenced; Knocks Target down 2)FAMAS 6 Weapon Use + MGS1 ATK:20 HIT:75% Ammo:5.56x6 Hit % decrease at :4 blocks. Critical hit adds 1 COST to target 3)C4 5 Weapon Use ++ MGS1 ATK:160 Triggered by detonator, timer or hit by gunshot. Area of effect: 3x3 4)Desert Eagle 10 Weapon Use ++++ MGS1 Atk:-HIT:50% Ammo:CAL50x1 Hit % decrease at:2 blocks. Hit reduces target's life by 1/2 5)Grenade 7 Weapon Use +++ MGS1 ATK:120 Detonates 8 COST after use. Area of effect 3x3 Detonates upon hit by gunshot 6)Stun grenade 5 Weapon Use +++ MGS1 Adds FAINT in a 3x3 area. Detonates 5 COST after use Detonates upon hit by gunshot 7)Chaff Grenade 5 Weapon Use ++ MGS1 Detonates 5 COST after use. Renders electronic devices inoperative for 30 COST after detonation. Detonates upon hit by gunshot. 8)Stinger(MGS1) 10 Weapon Use +++ MGS1 ATK:180 Locks on to machines only 9)USP 6 Weapon Equip + MGS2 ATK:20 HIT:80% Ammo:CAL45x4 REA:30% HIT % decrease at: 2 blocks. Critical hit destroys target's EQUIPMENT 10)Makarov 6 Weapon Equip + MGS2 ATK:15 HIT:80% Ammo:9mmx4 REA:10% HIT % decrease at:2 blocks 11)AKS74u 7 Weapon Equip + MGS2 ATK:5 HIT:70% Ammo:5.45mmx10 REA:30% Hit % decrease at:2 blocks. Silenced 12)M4 7 Weapon Equip + MGS2 ATK:10 HIT:80% Ammo:5.56x8 REA:60% HIT % decrease at:4 blocks. +10% HIT vs. targets below user. 13)PSG-1 7 Weapon Equip + MGS2 ATK:60 HIT:90% Ammo:7.62mmx2 REA:0% HIT % decrease at:10 blocks 14)M9 7 Weapon Equip ++ MGS2 ATK:0 HIT:60% Ammo:9mmx2 REA:10% HIT% decrease at:2 blocks. Critical hit puts target to SLEEP. 15)USP(Laser.S) 8 Weapon Equip ++ MGS2 ATK:20 HIT:90% Ammo:CAL45x4 REA:30% HIT % decrease at:2 blocks. Free attack; critical hit destroys target's EQUIPMENT 16)AKS74u(Laser.S) 7 Weapon Equip ++ MGS2 ATK:5 HIT:70% Ammo:5.45mmx10 REA:70%HIT % decrease at:3 blocks. Free attack; silenced 17)M4(Laser.S) 8 Weapon Equip ++ MGS2 ATK:10 HIT:90% Ammo:5.56mmx8 REA:40%HIT % decrease at:4 blocks. Free attack; +10% HIT vs. targets below user. 18)Colt S.A.A. 7 Weapon Equip +++ MGS2 ATK:30 HIT:75% Ammo:CAL45x3 REA:50% HIT % decrease at: 2 blocks. Crticial hit makes target BLEED 19)P90 7 Weapon Equip +++ MGS2 ATK:70 HIT:100% Ammo:5.7mmx2 REA:80% HIT % decrease at:3 blocks. Area attack; knocks target down. 20)SPAS12 6 Weapon Equip +++ MGS2 ATK:40 HIT:100% Ammo:12GAx4 REA:20% HIT % decrease at:4 blocks. Area attack; knocks target down. 21)Claymore 5 Weapon Use ++ MGS2 ATK:80 Detonates when target enters trigger zone. Can be picked up by crawling. 22)Nikita Missile 8 Weapon Use +++ MGS2 ATK:100 After firing, user enters missile control mode. Can move 5 blocks per turn. 23)MP5 6 Weapon Equip ++++ MGS2 ATK:50 HIT:80% Ammo:9mmx3 REA:20% HIT % decrease at:3 blocks. Area attack. 24)RC Missile 7 Weapon Use +++ CHRN ATK:120 After firing, user enters missile control mode. Can move 5 blocks per turn. 25)Mine 5 Weapon Use + CHRN ATK:100 Detonates when target enters vicinity. Can be picked up by crawling. 26)R-5 7 Weapon Equip + CHRN ATK:30 HIT:80% Ammo:5.56mmx5 REA:20% HIT % decrease at:4 blocks. +10% HIT vs. targets above user. 27)Five-seveN 6 Weapon Equip ++ CHRN ATK:30 HIT:85% Ammo:5.7mmx4 REA:20% HIT % decrease at:2 blocks. Knocks target down. 28)M92F(Laser.S) 9 Weapon Equip ++ CHRN ATK:40 HIT:80% Ammo:9mmx2 REA:20% HIT % decrease at:2 blocks. Critical hit disables target's INTERFERENCE. 29)M92F 7 Weapon Equip ++ CHRN ATK:40 HIT:70% Ammo:9mmx2 REA:20% HIT % decrease at:2 blocks. Critical hit disables target's INTERFERENCE. 30)Gun del Sol 6 Weapon Equip +++++ CHRN ATK:200 Becomes ready to fire 10 COST after EQUIPPING. Can be used with any type of ammo. Sets target on BURN; damagex1000 if targer is an immortal. (no immortals appear in the game). 31)Vz61 Scorpion 7 Weapon Equip + MGS3 ATK:100 HIT:90% Ammo:7.65mmx2 REA:30% HIT % decrease at: 3 blocks. Area attack. 32)AKM 8 Weapon Equip ++++ MGS3 ATK:60 HIT:50% Ammo:7.62mmx3 REA:40% HIT % decrease at:4 blocks. Area attack; ATK+10% for every card in hand. 33)Punch(CQC) 4 Weapon Equip + MGS3 Used in combination with EQUIPPED CQC card. REA:80% Must be adjacent to target to use. Technique depends on which CQC card is combined with the EQUIPPED CQC card. 34)Kick(CQC) 5 Weapon Equip + MGS3 Used in combination with EQUIPPED CQC card. REA:80% Must be adjacent to target to use. Technique depends on which CQC card is combined with the EQUIPPED CQC card. 35)Throw(CQC) 6 Weapon Equip + MGS3 Used in combination with EQUIPPED CQC card. Must be adjacent to target to use. Technique depends on which CQC card is combined with the EQUIPPED CQC card. 36)Rush(CQC) 7 Weapon Equip ++++ MGS3 Used in combination with EQUIPPED CQC card. Must be adjacent to target to use. Technique depends on which CQC card is combined with the EQUIPPED CQC card. 37)Stoner M63 10 Weapon Equip +++ MGS3 ATK:40 HIT:70% Ammo:5.56mmx5 REA:40% HIT % decrease at:4 blocks. Hit blocks target's counterattack. 38)M37 7 Weapon Equip ++++ MGS3 ATK:80 HIT:90% Ammo:12GAx3 REA:40% HIT % decrease at:3 blocks. Area attack; knocks target down. 39)SVD Dragunov 10 Weapon Equip +++ MGS3 ATK:70 HIT:70% Ammo:7.62mmx3 REA:0% HIT % decrease at:8 blocks. Free attack; critical hit knocks target down. 40)XM16E 9 Weapon Equip +++ MGS3 ATK:40 HIT:50% Ammo:5.56mmx5 REA:20% HIT % decrease at:4 blocks. Critical hit destroys target's EQUIPMENT. 41)Mosin Nagant 8 Weapon Equip +++ MGS3 ATK:250 HIT:60% Ammo:7.62mmx1 REA:0% HIT % decrease at:9 blocks. Effective against armor; holds 1 bullet at a time regardless of ammo stock. Critical hit adds 5 COST to target. 42)C3 6 Weapon Use + MGS3 ATK:250 Triggered by detonator, timer, or hit by gunshot. Area of effect: 3x3 43)M15 Grenade 8 Weapon Use +++ MGS3 ATK:160 Detonates 8 COST after use. Area of effect: 3x3 Sets target on BURN 44)RPG7 8 Weapon Use +++++ MGS3 ATK:170 Anti-armor(not really) Select target and fire 45)Quick Draw 4 Action Equip + MGS1 ATK:-5 HIT:-20% Sets cost to 0. Effect Lasts until EQUIPPED WEAPON is used 1 times or until next turn. 46)Strand 5 Action Equip + MGS1 Adds 1 COST to target for every HIT. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 47)Concentrate 4 Action Equip ++ MGS1 HIT+40% COST at time of use + 4. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 48)Equipment Lv.2 7 Action Use +++ MGS1 Upgrades EQUIPMENT from LV.1 to LV.2 49)Action + 6 Action Use +++ MGS1 Increases number of ACTIONS per turn by 1(max. 4). Effectlasts for 10 turns. Can be stacked. Snake only. 50)Marines 4 Character Use + MGS2 Can move 4 blocks. 51)Navy SEALs 4 Character Use + MGS2 Can move 4 blocks. 52)Aim 4 Action Equip ++ MGS2 HIT+20% Effect lasts until EQUIPPED WEAPON is used once or until next turn. 53)Body Shot 12 Action Equip ++++ MGS2 Hit reduces target's life by 1/2. Holds 1 shot. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 54)Critical Shot 8 Action Equip +++ MGS2 Adds 2 COST to target for each HIT. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 55)Double Shot 12 Action Equip +++++ MGS2 Doubles the number of shots fired by EQUIPPED WEAPON. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 56)Counter Block 4 Action Equip ++ MGS2 Blocks REA of EQUIPPED WEAPON. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 57)Spin Kick 7 Action Use ++ MGS2 ATK:60 Must be adjacent to target to use. Knocks target down. 58)H.F. Blade 5 Weapon Use ++++ MGS2 ATK:100 Must be adjacent to target to use. Ineffective against machines. 59)Dual Blades 6 Weapon Use ++++ MGS2 ATK:90 Must be adjacent to target to use. Critical hit destroys target's EQUIPMENT and makes target BLEED. Ineffective against machines. 60)Briefing 5 Action Use ++ MGS2 Makes ally discard all cards in hand and draw 6 new ones. 61)Equipment Lv.3 15 Action Use ++++ MGS2 Upgrades EQUIPMENT from LV.2 to LV.3 62)Action ++ 15 Action Use ++++ MGS2 Increases ACTION by 2(max.4). Effect lasts for 10 cost. Snake only. 63)Add Fall 5 Action Equip ++ MGS1 Adds FALL effect to critical hits. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 64)Head Shot 8 Action Equip +++ MGS2 Adds quick death effect to critical hits. Effect lasts until Equipped WEAPON is used once or until next turn. HIT-30%. 65)Hold Up 6 Action Use +++ MGS2 Must be 1 block behind target to use. Reduces EQUIPMENT LV. by 1. Effective against living targets only. 66)Double Action:Cost+ 5 Action Use ++++ MGS2 Doubles user's REST; also doubles card use COST. Effect last until next turn. 67)Funds 4 Action Use ++ MGS2 Makes ally draw 1 card. 68)Double Action 12 Action Use ++++ MGS3 Doubles current REST. 69)Survival Knife 4 Weapon Use + MGS3 ATK:60 Must be adjacent to target to use. Critical hit makes target BLEED. Ineffective against machines. 70)Choke 7 Action Use +++ MGS3 Must be 1 block behind target to use. Adds FAINT. 71)Attack 1 Enemy 7 Action Equip ++ MGS3 Turns area attacks into single attacks. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 72)Hip Shot 4 Action Equip +++ MGS3 Reduces EQUIPPED WEAPON's HIT by -20% and COST by -5. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 73)Extra Turn 12 Action Use ++++ MGS3 After current turn ends, immediately becomes user's turn. COST is added to current value. 74)Scope 5 Item Equip ++ MGS1 Increases EQUIPPED WEAPON's HIT by 30% at ranges of 3 blocks or greater. Disappears after 30 COST. 75)Body Armor 5 Item Equip + MSG1 Reduces total damage by 50. REA:50% 76)Card Lv.1 4 Item Equip + MSG1 Opens doors of security LV.1 77)Box A 4 Item Equip + MSG1 Made of cardboard. Heliport is written on side. 78)Mine D. 4 Item Equip ++ MSG1 Displays location of mines. Disappears after 99 COST. Mines can be picked up by crawling over them. 79)Ration 4 Item Use + MSG1 User's LIFE+150 80)Handy Survival Kit 6 Item Use + MSG1 Ally's LIFE+100 81)Stealth 5 Item Equip +++ MSG2 Enemy no longer sees user. Disappears after 20 cost or when attacked. 82)Uniform-R 8 Item Equip ++ MSG2 Cannot be used with "Uniform-B" or "Uniform-G". Damage from front -50. Damage from rear -80 REA:50% 83)Uniform-B 8 Item Equip ++ MSG2 Cannot be used with "Uniform-R" or "Uniform-G". Damage from front -80. REA:50% 84)Uniform-G 8 Item Equip ++ MSG2 Cannot be used with "Uniform-R" or "Uniform-B". Damage from rear -80. REA:50% 85)Card Lv.2 4 Item Equip + MSG1 Opens doors of security LV.2 86)Box B 4 Item Equip + MGS2 Made of cardboard. Used to transport perishable goods. 87)Bomb Switch 5 Item Use ++ MGS2 Detonates all planted bombs. 88)Styptic 4 Item Use ++ MGS2 Stops User's BLEEDING. 89)Handy Medical Kit 6 Item Use ++ MGS2 Revives fallen ally with 10 LIFE. 90)Survival Kit 9 Item Use +++ MGS2 Ally's LIFE+200. 91)Medical Kit 9 Item Use +++ MGS2 Revives fallen ally with full LIFE. 92)Book 5 Item Use + MGS2 Stops movement of enemy who spotted user. 93)Cool Book 5 Item Use ++ MGS2 Stops movement of enemy who spotted user. 94)Phase Down 5 Item Use ++++ MGS2 Lowers alert phase by 1 level. Cannot be used when the player is within sight of the enemy. *Cannot be used in LINK BATTLE mode. 95)Timer 4 Item Use + MGS2 When attached to bomb, causes bomb to detonate after 10 COST. 96)Therm. G. 4 Item Equip ++ CHRN In search mode, displays enemies within 3 blocks. Can also detect infrared sensors. Disappears after 40 COST. User incurs + 2 COST per turn. 97)Box C 4 Item Equip + CHRN 98)Ceramic Armor 6 Item Equip ++ CHRN Reduces total damage by 80. REA:80% 99)Bomb Blast Suit 8 Item Equip +++ CHRN Reduces total damage by 100. REA:100% Protects wearer against BURN. 100)Ration B1 Unit 4 Item Use + CHRN User's LIFE+200. 101)Ration B2 Unit 5 Item Use ++ CHRN User's LIFE+250. 102)Ration B3 Unit 6 Item Use +++ CHRN User's LIFE+300. 103)Builder Bed 8 Item Equip ++++ CHRN When EQUIPPED, automatically restores 50 LIFE from out of action. 104)Gijin-san 12 Item Use ++++ CHRN Increases all allies' ATK by 30 for duration of mission. Points are halved on MISSION COMPLETE screen. Cannot be used with "BIG BOSS". Does not affect explosives and universal attacks. Snake Only. 105)Dark Loans 11 Item Use +++++ CHRN Sets all damage inflicted to user to 0. After 3 turns, sets user's LIFE to 1. 106)Solar Bank 11 Item Use +++++ CHRN Sets all damage inflicted to user to 10. Restores user's LIFE to maximum after 3 turns. 107)Box D 4 Item Equip + MGS3 Made of cardboard. The letters on the sid have faded to illegibility. 108)Bandage 12 Item Use ++ MGS3 User's LIFE+400 109)Styptic + 6 Item Use + MGS3 Stops BLEEDING. User's LIFE+100. 110)Front Evade Lv.1 4 Support Equip + MGS1 EVADE attacks from the front. REA:50% 111)Rear Evade Lv.1 4 Support Equip ++ MGS1 EVADE attacks from the rear. REA:50% 112)Evade Lv.1 10 Support Equip +++ MGS1 EVADE attacks from all directions. REA:50% 113)Endure 7 Support Equip ++ MGS1 Reduces damage to user from single attacks by 5. REA:60% 114)Hang 4 Support Equip + MGS2 Enables HANGING. Disappears after 30 COST. 115)Handy 1st Aid Kit 4 Support Use ++ MGS1 Increases adjacent ally's LIFE by 200. 116)Cost -4 0 Support Use + MGS1 Reduces user's current COST by 4. Cannot be applied to movement. 117)Ally Cost -4 6 Support Use + MGS1 Reduces ally's current COST usage by 4. 118)Front Evade Lv.2 5 Support Equip + MGS2 EVADE attacks from the front. REA:75% 119)Rear Evade Lv.2 5 Support Equip ++ MGS2 EVADE attacks from the rear. REA:75% 120)Evade Lv.2 12 Support Equip +++ MGS2 Evade attacks from all directions. REA:75% 121)Climb 4 Support Equip + MGS2 Allows user to climb up/down walls of 1 block in height. Disappears after 40 COST. 122)Sacrifice 8 Support Use ++ MGS2 User's LIFE -50, ally's LIFE+100. Cannot be used if user's LIFE is less than 50. 123)Transfuse Blood 8 Support Use ++ MGS2 User's LIFE +100, ally's LIFE-50. Cannot be used if ally's LIFE is less than 50. 124)1st Aid Kit 6 Support Use +++ MGS2 LIFE+300 to adjacent ally. 125)Cost -8 0 Support Use + MGS2 Reduces user's current COST usage by 8. Cannot be applied to movement. *Cannot be used in LINK BATTLE mode. 126)Ally Cost -8 8 Support Use + MGS2 Reduces ally's current COST usage by 8. 127)Mute 5 Support Equip ++ MGS2 Eliminates all noise. Disappears after 30 COST. 128)Hand Grip 4 Support Use + MGS2 Increases COST of remaining HANGING. 129)Reaction Block 7 Support Equip + MGS3 Blocks REA. Disappears after 20 COST. 130)Front Evade Lv.3 6 Support Equip + MGS3 EVADE attacks from the front. REA:100% 131)Rear Evade Lv.3 6 Support Equip ++ MGS3 EVADE attacks from the rear. REA:100% 132)Evade Lv.3 14 Support Equip +++ MGS3 EVADE attacks from all directions. REA:100% 133)Cost -12 0 Support Use +++ MGS3 Reduces user's current COST by 12. Cannot be applied to movement. *Cannot be used in LINK BATTLE mode. 134)Ally Cost -12 10 Support Use +++ MGS3 Reduces ally's current COST usage by 12. 135)Genome Soldier 4 Character Use + MGS1 Can move 4 blocks. 136)Liquid Snake 4 Character Equip +++++ MSG1 ATK+40 HIT+40% REA+40% User collapses after 20 COST. Does not affect explosives and universal attacks. 137)Roy Campbell 5 Character Use ++++ MGS1 ATK:150 to a 5x5 area. Activates 10 COST after use. 138)Otacon 6 Character Equip + MGS1 Adds anti-armor effect. ATK+10 HIT+10% Effect last until EQUIPPED WEAPON is used once or until next turn. 139)Sniper Wolf 5 Character Equip ++ MGS1 HIT+50% Effect lasts until EQUIPPED WEAPON is used once or until next turn. 140)Vulcan Raven 8 Character Equip +++ MGS1 Turns single attacks into area attacks (3x3). 141)Metal Gear REX 30 Character Use +++++ MGS1 ATK:200 to a 5x5 area. Cannot be applied to movement.
142)Cyborg Ninja 6 Character Use ++++ MGS1 ATK:50 to taget of choice. 143)Psycho Mantis 8 Character Use ++++ MGS1 CONFUSES target of choice. 144)Mei Ling 10 Character Use +++ MGS1 Doubles all allies' INTERFERENCE effects. Effect lasts for 30 COST. 145)Genola 10 Character Use +++++ MGS1 Knocks out all enemies(living creatures). 146)Solid Snake (MGS1) 6 Character Use +++++ MGS1 User's LIFE+500. 147)Naomi Hunter 5 Character Use ++ MGS1 After use, heals 10 LIFE every 5 COST, up to a maximum of 200. 148)Meryl Silverburgh 0 Character Use +++ MGS1 Halves user's COST. Cannot be applied to movement. 149)Gurlukovich Sld. 4 Character Use ++ MGS2 Can move 5 blocks. 150)Revolver Ocelot 4 Character Use + MGS1 Sets COST for all gun attacks by user to 2. While in effect, user cannot execute CQC attacks. Effect lasts for 20 COST. 151)Emma Emmerich 8 Character Equip +++ MGS2 EVADE all attacks. All EQUIPMENT destroyed at time of use. Effect lasts until next turn. 152)Fortune 10 Character Equip +++++ MGS2 Allows user to dodge 20 bullets, then disappears. 153)Vamp 6 Character Equip +++ MGS2 Takes half of damage dealt and adds it to user's LIFE. Does not affect explosives and universal attacks. 154)Solid Snake (MGS2) 4 Character Equip + MGS2 Disappears after 90 COST. 155)Iriquois Pliskin 4 Character Equip + MGS2 Makes infrared sensors visible. While EQUIPPED, LIFE decreases -1 per COST. 156)Solidus Snake 8 Character Use ++++ MGS2 Must be adjacent to target to use. ATK:50x4 Ineffective against machines. 157)Metal Gear RAY 30 Character Use +++++ MGS2 ATK:250 to a 1x5 area. Cannot be applied to movement. 158)Jennifer 5 Character Use ++ MGS2 Converts each added COST to user from attacks into 10 damage. Effect lasts until next turn. 159)Olga Gurlukovich 4 Character Use + MGS2 User draws 3 new cards. 160)Johnny Sasaki 5 Character Use + MGS2 Destroys all cards in hand and draws 6 new ones. 161)Raiden 4 Character Use ++ MGS2 Move 3 blocks forward. Pass over any gaps in floor in between. Falls down all living targets in the way. 162)Gurlugon 10 Character Use ++++ MGS2 COST+15 to all enemies (living creatures) except user. 163)Gray Fox 5 Character Equip +++ CHRN While EQUIPPED, CQC ATK+20 HIT+5% Effect lasts until next turn. 164)Solid Snake (MG) 6 Character Use ++ CHRN Used WEAPONS returns to user's hand. Disappears after 30 COST. 165)Big Boss 5 Character Use +++++ CHRN Doubles PTS. Sets all allies' ATK to -40. Cannot be used in combination with "Gijin-san". Does not affect explosives and universal attacks. Snake Only. 166)Machinegun Kid 4 Character Equip + CHRN Makes all assault rifle and submachine gun bullets usable. 167)Fire Trooper 6 Character Use +++ CHRN ATK:100 HIT:90% Area attack; sets target on BURN. 168)Metal Gear 20 Character Use +++++ CHRN ATK:30 to all targets. Makes target BLEED. Cannot be applied to movement. 169)Running Man 4 Character Use +++ CHRN Can move 8 blocks. 170)Solid Snake (MG2) 7 Character Equip ++++ CHRN Increases user's maximum LIFE by 100. 171)Chris Jenner 5 Character Equip ++ CHRN Prevents user from knocking down at a cost of 20 damage. 172)Marionette Owl 4 Character Equip ++ CHRN Visual rangex2 in search mode. Disappears after 40 COST. 173)????? 174)Pyro Bison 8 Character Use +++ CHRN ATK:120 HIT:70% Area attack; sets target on BURN. 175)Metal Gear GANDER 30 Character Use +++++ CHRN Fires 5 shots against random targets with ATK:100. Cannot be applied to movement. 176)IdeaSpy 2.5 7 Character Use +++ CHRN Usage COST of all of user's cards is halved for 5 turns after use. However, after 5 turns, half of the overall COST of the cards used is added to the user. 177)Gillian Seed 6 Character Equip +++ CHRN HIT:100% Firing COST+10 Effect lasts until EQUIPPED WEAPON is used once or until next turn. 178)????? 179)Metal Gear MK-II 4 Character Use + CHRN Sorts cards in hand by type. From left to right:SUPPORT, ACTION, ITEM, CHARACTER, WEAPON. 180)Johnathan Ingram 0 Character Use ++++ CHRN Reduces user's current COST usage by 20. Cannot be applied to movement. *Cannot be used in LINK BATTLE mode 181)Tony Redwood 10 Character Use ++++ CHRN Sets hit rate of all players on stage to 100% Effect lasts for 3 turns. 182)????? 183)Ed Brown 15 Character Use ++++ CHRN Blocks REA of all players on stage. Effect lasts for 5 turns. 184)????? 185)ADA 8 Character Use +++ CHRN User's movement COST is set to 1. Effect lasts for 3 turns. 186)GRU Sld. 5 Character Use ++ MGS3 Can move 5 blocks. 187)Ocelot Unit 4 Character Use +++ MGS3 Can move 6 blocks. 188)Major Zero 15 Character Use + MGS3 In search mode, make all enemies appear on display. Effect lasts for 1 turns. 189)E.B. Volgin 7 Character Equip ++ MGS3 Critical hit destroys 1 handgun in target's EQUIPMENT. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 190)N.S. Sokolov 7 Character Equip ++ MGS3 ATK+10 vs. armor. Effect lasts until EQUIPPED WEAPON is used once or until next turn. 191)Naked Snake 13 Character Equip +++ MGS3 Attack vs. forward adjacent block. Executes random technique. Used in combination with EQUIPPED CQC card. Must be adjacent to target to use. 192)????? 193)The Fury 9 Character Use ++ MGS3 ATK:140 HIT:80% Area attack; sets target on BURN. 194)????? 195)Ocelot 8 Character Use +++ MGS3 Prevents target of choice from firing. Effect lasts for 30 COST. 196)EVA 6 Character Use ++ MGS3 Keeps living creatures within 3 blocks at bay for 30 COST. 197)A.L. Granin 0 Character Use ++ MGS3 Sets user's current COST to 15. Cannot be applied to movement. 198)Sneaking Suit 8 Item Equip ++++ MGS1 Reduces single-attack damage by 5. REA:100% Snake only. 199)????? 200)????? 201)????? 202)????? 203)????? 204)Stinger (MGS2) 10 Weapon Use ++ MGS2 ATK:180 Locks onto machines only. ************************************************** 14)Thanks ************************************************** Thank you for reading this FAQ a lot of work went into it and I hope you found it helpful or informative. This was finished much later than I had anticipated and some things were rushed along. The next version will cover anything I missed and then some.