=====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 ====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| 3x3 AOE| 2 / 3| MGS1| 300| 3000| 67 P90+| |13| CLAYMORE| 6| WEAPON| USE| 200| 100| 3x3 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| ?| ?| 5x5 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]