MGA2 Mobile Info Dump
This page is not the permanent home of the following information. This will transition knowledge into the new format of the wiki.
Dump 1 Free stuff!
You can reset after the following things to preserve your current Rest:
- knocking on a wall
- using CQC
- using a terminal (Mission 1)
100% 2D save file: https://www.speedrun.com/resourceasset/g67lk
100% 3D save file: https://www.speedrun.com/resourceasset/6nj9d
(Place the .MGA2_Data folder into the rms directory of your emulator/device.)
Dump 2 Oddities
don't sell 2+ cards at once - the game only pays out for one card
if you have 10 cards in your deck, you can upgrade them to avoid the 10 card limit
If you have <6 cards, the game will softlock in a mission
If you have 6-9 cards the game will fill in the rest from which deck you had prior if you own more cards
Action++ won't work if you're at X/5 cards (need to confirm)
2D+3D: Stealth mode Lv2 doesn't seem to work?
3D: Eliminate mode Lv7 unfinishable(?) - softlock if getting spotted, cannot finish or cancel your movement once initiated
2D: lv10 (“rail bridge”) there's a small oob you can walk into at the center top - no way out, softlock inbound!
probably a glitch: at some point you stop earning cash from missions for a while - probably past a certain threshold, generally happened after casual story finish
Dump 3 Useful Knowledge
Vince boss 2: do not move to avoid guards from coming to you
Vince/Metal Gear Boss: go directly in front for them to damage themselves when they're firing rockets
famas|g1/+/p90+/akm/xm are your top picks to instakill any type of guard/robot - famas|g1/+ have +1 range
attacks only work in one batch - If a card says it can hit 5 times for 40 damage at a chance of 75%, you are either hitting all “shots” or none - only the chance of 75% matters here
when cost equal to enemy, you always get the turn first
easy softlock if rushing to use weapon card while enemy is mid-knockdown animation
For elimination mode cameras count as targets
Arena mode pays out 8500c+ for minimal effort
When buying the MGS2 Pack the cards you will get are guaranteed to sell for equal or more than what you paid for the pack
When buying the MGS3 Pack the cards you will get are guaranteed to sell for more than what you paid for the pack
It seems that the game determines your starting cards before you enter into a mission → if you upgrade cards you may find the old ones lingering in your deck for the next mission
In the 3D version, not properly capping your Emulator's Frame rate will make the game unplayably fast - A framerate cap of 20 is recommended (and mandatory for submissions) - The game's originally targeted frame rate is probably closer to 15fps
Dump 4 Run/Route Notes
mostly infinite turn deck NG target action+/wait-12/wait-10 x2/wait-8 x2 + move/wpn/etc (maybe w/ Briefing/Action++)
infinite turn deck NG+ briefing/action++/extra turn x2 + move/wpn/etc
Dump 5 Questions
Are the Stealth cards really just glorified cardboard boxes? Yes
Does Kick (CQC)/+ work at all?
How does Silenced work?
Does Cyborg Ninja/+ work at all?
Does Psycho Mantis/+ work at all?
What is Card 93? Password-exclusive or leftover?
Dump 6 To-do
try selling cards to have less than 10/6 not possible unless using the upgrade method from above
New Game Starting Deck
ID | Name | Cost | Type | Subtype | ATK | HIT/REA(%) | Game Notes | # of Cards/Max | Pack | Sell Cost | Upgrade Cost | Upgrades to |
---|---|---|---|---|---|---|---|---|---|---|---|---|
01 | SOCOM | 4 | WEAPON | USE | 60 | 75 | Silenced | 2 / 3 | MGS1 | 200 | 2000 | 57 SOCOM+ |
03 | DESERT EAGLE | 10 | WEAPON | USE | 100 | 85 | Anti-Armor | 1 / 2 | MGS1 | 600 | 6000 | 58 DESERT EAGLE+ |
04 | GRENADE | 7 | WEAPON | USE | 100 | 80 | Anti-Armor | 1 / 2 | MGS1 | 400 | 4000 | 60 GRENADE+ |
05 | STUN GRENADE | 6 | WEAPON | USE | 0 | 100 | Add Sleep | 2 / 2 | MGS1 | 300 | 3000 | 61 STUN G. + |
06 | CHAFF GRENADE | 6 | WEAPON | USE | 0 | 100 | Disables on-screen machines | 1 / 2 | MGS1 | 500 | 5000 | 62 CHAFF G. + |
07 | AKS74U | 6 | WEAPON | USE | 45 | 85 | Silenced | 2 / 3 | MGS2 | 300 | 3000 | 63 AKS74UN |
11 | P90 | 7 | WEAPON | USE | 150 | 60 | 3×3 AOE | 2 / 3 | MGS1 | 300 | 3000 | 67 P90+ |
13 | CLAYMORE | 6 | WEAPON | USE | 200 | 100 | 3×3 AOA set off by movement | 2 / 2 | MGS1 | 700 | 7000 | 68 CLAYMORE+ |
15 | FIVE-SEVEN | 4 | WEAPON | USE | 45 | 60 | 2 / 3 | MGS1 | 200 | 2000 | 69 FIVE-SEVEN T. | |
19 | KICK (CQC) | 5 | SPECIAL | USE | 0 | 0 | Add Sleep [Function?] | 2 / 2 | MGS1 | 400 | 4000 | 72 KICK (CQC)+ |
21 | M37 | 8 | WEAPON | USE | 15 | 85 | Adds knockdown | 2 / 3 | MGS1 | 350 | 3500 | 74 M37+ |
27 | ACTION+ | 5 | SUPPORT | USE | 0 | 0 | Adds 1 Rest per Turn, lasts 10 Turns | 1 / 2 | MGS1 | 700 | 7000 | 31 ACTION++ |
35 | BOX A | 5 | ITEM | EQUIP | 0 | 0 | Can hide from sentries, lasts until Weapon is used. | 1 / 1 | MGS1 | 250 | / | / |
36 | RATION | 4 | ITEM | USE | 0 | 0 | Restores 200 of user's HP | 2 / 3 | MGS1 | 300 | 3000 | 83 RATION+ |
39 | PHASE DOWN | 8 | SUPPORT | USE | 0 | 0 | Lowers Alert Phase by 50%, cannot be used in sight of the enemy | 1 / 2 | MGS1 | 500 | 5000 | 85 PHASE DOWN+ |
42 | WAIT -4 | 0 | SUPPORT | USE | 0 | 0 | Reduces user's Cost by 4, cannot be used for movement | 2 / 2 | MGS1 | 400 | 4000 | 86 WAIT -5 |
43 | WAIT -6 | 0 | SUPPORT | USE | 0 | 0 | Reduces user's Cost by 6, cannot be used for movement | 1 / 2 | MGS1 | 500 | 5000 | 87 WAIT -8 |
45 | EVADE | 7 | SPECIAL | EQUIP | 0 | 75 | Evades Attack from any angle, 1 Use | 1 / 2 | MGS1 | 400 | 4000 | 88 WAIT -12 |
47 | GENOME SOLDIER | 4 | CHARACTER | USE | 0 | 0 | Move 5 Blocks | 1 / 3 | MGS1 | 500 | 5000 | 89 GEN SOLDIER+ |
48 | ROY CAMPBELL | 10 | CHARACTER | EQUIP | ? | ? | 5×5 AOE, Add Burn [Trap] | 1 / 2 | MGS3 | 500 | 5000 | 90 CAMPBELL+ |
NG Route examples
Low RNG path (No Briefing)
Aiming for a Deck like this before Mission 4: 2/3 200DMG+ Weapon Cards, 2/3 Genome Soldier Cards, 4+ Cost-X, 1 Action+
Unequip+Sell: Deagle, Gren, 2Stun, Chaff, 2AKS, 2Clay, 2Five, 2Kick, 2M37, BoxA, 2Ration, Phase, Roy
Upgrade+Equip: P90 + Evade
Mission 1: Collect 1 (to 3) MGS1 Packs, aiming for Famas/G2 & Genome Soldiers [+4600]
Post-Mission1: upgrade P90 - if lucky equip Famas/G2 & Genome Soldiers, otherwise use spare money to buy MGS1 pack for them (new stuff replaces the 2 x Socom)
Mission 2 [+6500]
Mission 3: Collect 2 (to 3) MGS2 Packs, aiming for Wait-10 [+6900]
Post-Mission3: if lucky equip Wait -10, otherwise use spare money to buy packs for them & any cards you're missing - any further money goes towards Wait-6 Upgrades
Go fast!
/
High RNG path
Aiming for a Deck like this before Mission 4: Briefing, 2 200DMG+ Weapon Cards, 2 Genome Soldier Cards, 4+ Cost-X, 1 Action+
Unequip+Sell: Deagle, Gren, 2Stun, Chaff, 2AKS, 2Clay, 2Five, 2Kick, 2M37, BoxA, 2Ration, Phase, Roy
Buy: 2 MGS1 Packs → only proceed further if you get Briefing, Famas/G2 or Genome Soldier drops (new stuff replaces the 2 x Socom)
Upgrade+Equip: Evade
Mission 1: Collect 1 (to 3) MGS1 Packs, aiming for Briefing, Famas/G2 & Genome Soldiers [+4600]
Post-Mission1: upgrade P90 x 2 - if lucky equip Briefing, Famas/G2 & Genome Soldiers, otherwise use spare money to buy MGS1 pack for them
Mission 2 [+6500]
Mission 3: Collect 2 (to 3) MGS2 Packs, aiming for Wait-10 [+6900]
Post-Mission3: if lucky equip Wait -10, otherwise use spare money to buy packs for them & any cards you're missing - any further money goes towards Wait-6 Upgrades
Go fast!
[MORE ON-PATH PACKS (no need): M4 +7600?, B1 +8900?, MGS1Left (+2/3) M5 +10300, +Ex/2/2 M6 +11600, (+3/Ex) M7 +15300, +3/2 M8 +16100, (+Ex) M9 +17700, B2 + 19900]