This page is not the permanent home of the following information. This will transition knowledge into the new format of the wiki.
You can reset after the following things to preserve your current turn:
100% 2D save file: https://www.speedrun.com/mgam/resources/o9s8n
100% 3D save file: https://www.speedrun.com/mgam/resources/r8e4m
(Place the folder into the rms directory of your emulator/device.)
Progress is not saved after completing Mission 3 & 4 - not even adjustments made to your deck that are usually saved by exiting via the “Exit” option in the main menu will be saved unless you've arrived at Mission 6
Missions (1, 2, 5, 6, 7, 8, 9, 10*) save your progress and Deck after completing them within Mission Pythagoras
*: On your 2nd playthrough (NG+), Mission 10's Auto-Save upon completion will permanently break your ability to save so make sure to never beat Pythagoras a 2nd time if you want to keep collecting cards
Packs picked up during a Quick Mission WILL get lost when continuing Mission Pythagoras, sometimes not directly after one mission
Multiple guards can crowd up on a single block - targeting still splits between each guard
PUNCH Card can be used infinitely - it doesn't count as a turn (unless you're using it to move)
Many items have identical copies with differences in name only - Even the Chaff Grenade is just a carbon copy of the Grenade with no difference
Some items seemingly have no use: Body Armor, Endure
There is a slight chance that guards can walk over a grenade without triggering it - glitch
On a fresh save file, the Card Pool is always the same, but the Deck Setup is randomized!
Game (card deck & storage) is saved when exiting via the Exit Game button
Training is completely optional
No Cost in this game, purely rounds (sets of every character performing their turn in order)
Evade Cards of any kind can be stacked to receive the -15 DMG Reduction twice
The game doesn't let you walk on Electrified Floor tiles at all
When walked on, any kind of Grenade or Planted Explosive will instantly detonate
You can Punch (Action), throw or plant Explosives from within a Box
Box can only be used to fool Guard Robots - they don't even care if you block their way
Stun and Chaff Grenades can also blow up cameras and electricity panels
Enemy AI is exceptionally basic - Once you're out of their Line of sight, they don't know where to look for you - Guards do not care about being damaged, they will continue patrolling as usual
Alert Phase doesn't really do anything - It's only tied to which guard has seen or heard you and continues regardless of whether the situation has been resolved or not
During New Game, picked up Cards can carry over into the next levels, making you unable to access one equipment slot
Cheating in Lv1/Lv2/Lv3 Cards doesn't help, still need to pick it up in the level
Slight chance to miss your shots when shooting cameras
Flattening against a wall next to a door that would usually stay open will close it
3 Cards obtained from a Pack - no dupes - 48 cards/16 packs needed to “100%”
After a certain point you stop earning cards, even though it looks like there's still cards left to obtain for your Collection - Farming Cards on different saves/playthroughs hasn't lead to different results
Missions with Card Packs: 1 (x 2), 2, 3, 8 (x 2)
Most efficient Card Farm: Collect Packs in Mission 1 (& 2) then select New Game and repeat - Works on NG and NG+ (2nd playthrough only)
Mission 3 lets you move one or two blocks out of bounds within the central connecting hallway
Mission 10 has a fixed Deck
You need to start “NG+” via the New Game option, choosing Continue will always launch Training Lv1
2D VERSION ONLY - FINISHING NEW GAME + BASICALLY BRICKS YOUR SAVE FILE - YOU WILL NO LONGER BE ABLE TO SAVE AFTER BEATING MISSION 10!
TO AVOID THIS, SIMPLY NEVER COMPLETE THE FINAL MISSION ON A NG+ CYCLE - INSTEAD, SELECT NEW GAME AND COMPLETE MISSION 1 IF YOU WANT TO KEEP COLLECTING CARD PACKS AND BE ABLE TO SAVE
…otherwise your save will be stuck at Mission 10 forever - Beating it and selecting Continue will restart Mission 10 - Selecting New Game after beating Mission 10 (Completing NG+) will let you play through the next cycle for as long as you don't quit out to the Main Menu - Since no progress is saved, the game state (mission progress, collected cards, deck) will reset to how it was before entering into what would be the 3rd playthrough cycle (NG++)
Mission 9: The Box is your best friend!
Mission 10: Don't move. Destroy MG Laser before its activation/lock-on (including codec call) in Round 5.
Using * while selecting your movement and not being next to a wall allows you to turn Snake to the NE - This counts as one step each - This effect is purely visual and Snake's targeting is identical to what it'd be if he was pointing to the North
Shooting/Punching a guard while in front of them makes it so that they won't be able to shoot you in the next turn
You can block guards from taking their turn by standing next to them, within their patrol for path as long as you don't get spotted doing so
You can use the Punch card to take out cameras & gun cameras
You can use the Kick card to target cameras & gun cameras, but you will always miss
slight differences in level design (Mission 2 western guard can be targeted from the southern entrance)
Phase down twice as effective (25% of a bar) as in 2D - still useless
Missions 3 & 4 save your progress, unlike on 2D
Mission 10 weapon pool now also includes pistols → usually a slightly slower fight
The final remainder of Pythagoras only has 140/220 left
snake hp 350 - guard hp 100 - guard robot hp ∞ - cam hp 15 - gun cam hp 15 - MG left arm hp 220 - MG right arm hp 220 - MG eye hp 220 - MG leftover HP 220 (3D: 145)
direction shot from/at doesn't matter
shot by guard - 90 (15 x 6)
shot by guard robot - 90 (15 x 6)
shot by gun cam - 45 (15 x 3)
hit by MG missiles - 70 per missile
hit by MG laser - 70 per hit
hit by Barrel explosion - 70
Punch (Action) - 10
Name | Category (Subcategory) | Type | ATK | HP+/DMG- | Range | Initial Amount (Max) | Pack | Notes |
---|---|---|---|---|---|---|---|---|
PISTOL - 50 | WEAPON (GUN) | USE | 45 (15 x 3) | / | Short (3) | 3 (3) | MGA1 | |
SEMI-AUTO | WEAPON (GUN) | USE | 45 (15 x 3) | / | Medium (4) | 1 (3) | MGA1 | |
ASSAULT RIFLE | WEAPON (RIFLE) | USE | 90 (15 x 6) | / | Long (4) | 3 (3) | MGA1 | |
GRENADE | WEAPON (EXPLOSIVES) | USE | 350 | / | Short (4) | 3 (3) | MGA1 | 3×3 AOE - Explodes after two rounds or when stepped on |
STUN GRENADE | WEAPON (EXPLOSIVES) | USE | 0 | / | Short (4) | 2 (3) | MGA1 | 3×3 AOE - Explodes after two rounds or when stepped on |
CHAFF GRENADE | WEAPON (EXPLOSIVES) | USE | 350 | / | Short (4) | 1 (1) | MGA1 | 3×3 AOE - Explodes after two rounds or when stepped on - Identical to GRENADE |
PLASTIC EXPL. | WEAPON (EXPLOSIVES) | USE | 70 | / | Short (0) | 0 (3) | MGA1 | 3×3 AOE - Explodes when stepped on |
BODY ARMOR | ITEM (HEALTH) | EQUIP | / | / | / | 3 (3) | MGA1 | Seemingly no use |
RATION | ITEM (HEALTH) | USE | / | +40 | / | 3 (3) | MGA1 | |
BOX A | ITEM (DISGUISE) | EQUIP | / | / | / | 2 (2) | MGA1 | |
CARD LV1 | ITEM (KEY CARD) | EQUIP | / | / | / | 0 (0) | MGA1 | |
ENDURE | SUPPORT (EVADE) | EQUIP | / | / | / | 0 (3) | MGA1 | Seemingly no use |
FRONT EVADE | SUPPORT (EVADE) | EQUIP | / | -15 | / | 2 (2) | MGA1 | “Armor” - Still works omnidirectional |
REAR EVADE | SUPPORT (EVADE) | EQUIP | / | -15 | / | 0 (3) | MGA1 | “Armor” - Still works omnidirectional |
EVADE LV1 | SUPPORT (EVADE) | EQUIP | / | -15 | / | 2 (2) | MGA1 | “Armor” - Works omnidirectional |
1ST AID KIT | ITEM (HEALTH) | USE | / | +40 | / | 2 (2) | MGA1 | |
GENOME SLDR | CHARACTER (MOVE) | MOVE | / | / | 4 | 3 (3) | MGA1 | |
PISTOL | WEAPON (GUN) | USE | 45 (15 x 3) | / | Short (3) | 0 (3) | MGA2 | |
REVOLVER | WEAPON (GUN) | USE | 45 (15 x 3) | / | Short (3) | 0 (3) | MGA2 | |
SUB-MACH'GUN | WEAPON (RIFLE) | USE | 90 (15 x 6) | / | Medium (4) | 0 (3) | MGA2 | |
5.56 RIFLE | WEAPON (RIFLE) | USE | 90 (15 x 6) | / | Medium (4) | 0 (3) | MGA2 | |
SHOTGUN | WEAPON (RIFLE) | USE | 15 | / | Medium (4) | 1 (1) | MGA2 | |
ANTI-PERS. | WEAPON (EXPLOSIVES) | USE | 70 | / | Short (0) | 2 (2) | MGA2 | 3×3 AOE - Explodes when stepped on |
HF BLADE* | WEAPON (HAND TO HAND) | USE | / | / | / | 0 (0) | MGA2 | Item is unobtainable - Has no function when cheated in |
MEDI-KIT 1 | ITEM (HEALTH) | USE | / | +60 | / | 2 (2) | MGA2 | |
BOX B | ITEM (DISGUISE) | EQUIP | / | / | / | 0 (3) | MGA2 | |
PHASE DOWN | ITEM (HELP) | USE | / | / | / | 1 (1) | MGA2 | Minimally reduces current Alert Phase Timer - Basically useless |
CARD LV2 | ITEM (KEY CARD) | EQUIP | / | / | / | 0 (0) | MGA2 | |
EVADE LV2 | SUPPORT (EVADE) | EQUIP | / | -15 | / | 0 (3) | MGA2 | “Armor” - Works omnidirectional |
GUR'VICH SLDR. | CHARACTER (MOVE) | MOVE | / | / | 5 | 1 (1) | MGA2 | |
AUTO. GUN | WEAPON (GUN) | USE | 45 (15 x 3) | / | Short (3) | 0 (3) | MGA3 | |
MTK RIFLE | WEAPON (RIFLE) | USE | 90 (15 x 6) | / | Short (3) | 0 (3) | MGA3 | |
PUMP-ACTION | WEAPON (RIFLE) | USE | 15 | / | Short (3) | 0 (3) | MGA3 | |
PUNCH | WEAPON (HAND TO HAND) | USE | 10 x ∞ | / | Short (1) | 0 (3) | MGA3 | Card can be used infinitely - Can also hit grounded opponents |
KICK | WEAPON (HAND TO HAND) | USE | 50 | / | Short (1) | 0 (3) | MGA3 | Can also hit grounded opponents |
MEDI-KIT 2* | ITEM (HEALTH) | USE | / | / | / | 0 (0) | MGA3 | Item is unobtainable - Has no function when cheated in |
BOX C* | ITEM (DISGUISE) | EQUIP | / | / | / | 0 (0) | MGA3 | Item is unobtainable - Functions correctly when cheated in |
CARD LV3 | ITEM (KEY CARD) | EQUIP | / | / | / | 0 (0) | MGA3 | |
EVADE | SUPPORT (EVADE) | EQUIP | / | -15 | / | 1 (1) | MGA3 | “Armor” - Works omnidirectional |
EVADE LV3* | SUPPORT (EVADE) | EQUIP | / | (-15) | / | 0 (0) | MGA3 | Item is unobtainable - Functions correctly when cheated in - “ |
GRU SOLDIER | CHARACTER (MOVE) | MOVE | / | / | 5 | 0 (3) | MGA3 | |
OCELOT UNIT | CHARACTER (MOVE) | MOVE | / | / | 6 | 1 (1) | MGA3 | |
NAVY SEALS | CHARACTER (MOVE) | MOVE | / | / | 6 | 1 (1) | MGA3 |