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The New Game route uses a luck manipulation until the first boss, Harab Serap. After that point, the general route depends on the stage and needs at the time. You need to be careful with your points, which cards to sell or upgrade that may drop along the way. While you will want to purchase card packs, make sure to leave enough points for any upgrades you want to do.

The routing overall assumes Easy difficulty, as certain bosses can become painfully long on Normal if you don't get lucky drops. Additionally, Easy will remove alerts if you enter a new area from a load transition, making stages like Prototype Factory and Security Section easier.

Which special MGS1 card you are given at the start is seemingly random, you can get either a Roy Campbell or Cyborg Ninja. Cyborg Ninja is preferable, as it can take out distant targets at a low cost.

In order to manipulate our deck, you must follow a sequence of actions in game, and remove/add cards at the right time.

Upgrading cards can affect RNG. Adding an upgraded card versus a non-upgraded card to your deck is different, RNG wise.

Either the rank or number of times guards spot you affect RNG.

Sentences that are bold and italic indicate a cutscene that will interrupt Snake’s/Venus’s movement (when it is fixed).

To reduce clutter, Venus's deck will only be shown for the stages she is playable.

  • If Snake and Venus are at least 5 blocks away from all guards or in another room with the doors closed, guards will not receive a turn unless the game is currently in the Alert phase.
  • If Snake and Venus both incur cost and then reduce to zero on their first turns of a stage, all guards that are 5 blocks or more away from each character will receive 4 cost.
  • If a guard spots Snake or Venus and then moves in the same turn or on their next turn, all other guards will receive +4 cost.
  • If Snake or Venus accumulate 1028 cost or more, the game will softlock.
  • Even with Quick Mode (Always) enabled in options, the game will speed up if you press triangle after Snake's or Venus's turn.
  • Buying and selling cards does not affect the RNG Manipulation until Harab Serap
  • Picking up Boosters does not affect the RNG Manipulation until Harab Serap
  • Chaff Grenades are extremely powerful, and make many stages easy to do. They disable guards' radios, allowing you to run freely (as long as a Tengu or a backup unit doesn't spot you). In addition, a portion of the levels feature only mechanical enemies (Patrol Bots, Sukiyaki Boxes, etc.)
  • If you find Funds [MGS2] in a pack or when completing a mission, upgrading it earns points. The upgraded version, Funds+, sells for 1000 when it only costs 500 to upgrade. It is literally 500 points in funds!
  • If you find Hip Shot [MGS3], the upgraded version will remove 10 cost from the player, as long as they land a shot with their 20% less accurate weapon. Using this in combination with high accuracy guns like pistols (P8, M92FS, PMM) will let you take (at maximum) 3 turns for free! Equipped with Venus, she can perform 2 actions and remove all cost for free…as long as she lands a single shot.
  • Solid Snake (MG) [CHRN] is a devastating card when upgraded, providing unlimited ammo for an equipped weapon. When combined with Hip Shot+, you can play cards and attack for free (0 cost and 0 weapons used) for 3 turns!
  • The standard Rations in each starting provide great healing for the majority of the game, but adding more is a safe option in boss battles and stages where failure is painful (Prototype Factory).

This section will give a brief overview of the strategies and approaches for various decks throughout the game.

Always tap left to sell multiples of a single card. Sell from top to bottom to reduce inputs. Card order in ID is determined by ID, which won't be visible unless you look at a card. If you never look at a card, it is labelled as <N> and can be changed in the IN Deck tab. Going by category can also help.

A card needs to be very powerful to spend any more than 2000 points in a single. Always ask if the value of the card is the equivalent of its pack price.

To learn more about the cards available and their rankings, go to the NG Card Table

Manipulation Deck

  • The starting deck for Snake (assuming Cyborg Ninja) allows you to set up a fast and consistent start to the run. Unless you accidentally fall off the manipulation route, you shouldn't alter this deck until (potentially) the first boss.
  • You gain the ability to sell cards after Comm. Tower B, the guard encounter.
  • Remember, if you get any duplicates of cards you use in your deck, and those cards still need to be upgraded, you need to sell those duplicates so you can upgrade the card you need. If you receive “The Fury” before Comm. Tower B, you will not have enough points to do all of your upgrades.

After Manipulation

  • It's generally a good idea to maintain a low cost deck. For many stages, you will be running and not fighting.
  • Focus on movement, unless the stage calls for more offense. If you do not find many movement cards, substitute with low cost filler cards.
  • Body Armor is not important outside of certain boss fights and can be removed.
  • On many stages, it's better to keep on moving rather than micromanaging cost.
  • Card draw (Olga, Funds) and Mulligans (Briefing, Johnny Sasaki) are fantastic.

Sneaking Deck

  • Any attacks that are silent are preferred, such as William Tell, Cyborg Ninja, or using Silenced.
  • Chaff Grenades and Stun Grenades are very effective.
  • M9 will consistently sleep guards, as long as you provide it ammo.
  • Remember, any knocked out or sleeping guard will do so indefinitely as long as a character stands on top of them.
  • Smart use of the PPK on enemies with 1 or 0 cards in hand can be all you need.

Venus Pistol Deck

  • Venus starts with some solid pistols. Combined with her 3 actions per turn, she becomes deadly.
  • The best damage dealt by default is the upgraded USP, called the P8. The P8's bleed effect, along with its fast firing rate is our general weapon of choice. If you find some powerful pistols, such as M92F or Handgun, those are great replacements for the P8 when upgraded.
  • Makarov/PMM is a weapon of last resort, as it attacks more slowly than the USP/P8, and deals the least damage. They are good to have in Venus's deck to feed ammo to more powerful pistols, thanks to its x4 capacity.
  • If you find the USP or M92F (Laser. S), these are powerful weapons when attacking standard guards. Their silenced property is very useful for Prototype Factory. For odd targets that are above you, they are not as effective. Thus, do not use these in fights against Metal Gear or Chaigadiel except for ammo.
  • Works well with Hip Shot+, Card Draw, Solid Snake (MG)+, Cost reduction, Double Action, Add AP Linkage, and movement (to flank your target).

Metal Gear Deck

  • Add as many upgraded Redeye-IIs (565 FIM-92A) as you can.
  • If you were extremely lucky and found more than 8 Redeye-IIs, do not upgrade any more! Add Redeye-II to your deck. With this amount of stingers, it's more in your favor to play a mulligan deck.
  • Metal Gear Chaioth Ha Qadesh has armor properties, Metal Gear KODOQUE does not. Thus, you want to plan your deck around this.
  • Don't neglect movement for Qadesh, though you do not need as much for KODOQUE.
  • Rations, Uniform-B/Gs, are useful for longer fights.

Human Fight Deck

  • Blades are great way to deal high damage to a single target.
  • If you find yourself lacking in weapons/attacks, use your starter weapon/attack cards.
  • Against priority targets, pincer attacks between Snake and Venus are extremely effective. For example, Snake baits attacks from a guard, and Venus flanks to their back, dealing increased damage from the back.

Let's look at each pack individually, and consider their usefulness.

MGS3 (METAL GEAR SOLID 3) - Costs 600 to purchase upon completion of Stage 3a (Communications Tower 1)

  • For every 10 MGS3 packs, you can purchase 6 MGS2 packs, 5 CHRN packs, or 4 MGS1 packs.

MGS2 (METAL GEAR SOLID 2) - Costs 900 to purchase upon completion of Stage 5b (the first boss fight, Harab Serap)

  • For every 10 MGS2 packs, you can purchase 15 MGS3 packs, 7 CHRN packs, or 6 MGS1 packs.

CHRN (CHRONICLE) - Costs 1200 to purchase upon completion of Stage 8b (Residential Area 2)

  • For every 10 CHRN packs, you can purchase 20 MGS3 packs, 13 MGS2 packs, or 8 MGS1 packs.

MGS1 (METAL GEAR SOLID 1) - Costs 1500 to purchase upon completion of Stage 10b (Secondary Bridge)

  • For every 10 MGS1 packs, you can purchase 25 MGS3 packs, 16 MGS2 packs, or 12 CHRN packs.

MGS3

This is the first set of cards you can access. Overall, the MGS3 Collection is mediocre with some stand outs.

Cost -4 and Ally Cost -4 are fantastic when upgraded, but are the weakest cost reduction cards in the game. Many of the character cards are pretty bad and should be sold. There are some exceptions. N.S. Sokolov's anti-armor properties can be useful for Qadesh. Ocelot upgrades into Revolver Ocelot, reducing your shooting cost to 2 for 20 cost. Mr. Sigint draws 3 cards instead of 2 each turn. The Fear, if you want to boost your damage when covered in oil, blinded, on fire, bleeding, etc.

If you wanted to grind for points, Military Gain+ is a great way to do it, along with Big Boss on stages where ATK doesn't matter. GRU soldier is more cost efficient than GRU soldier+. Reaction Block sells for 1000 points! Most of the trap cards are bad and should be sold.

Hip Shot+ is a fantastic card. AKM's upgrade AKMN comes in clutch due to its anti-armor properties. ATK Linkage/Hit Linkage/Cost Linkage/Add AP Linkage can all be very useful, especially Add AP Linkage for Metal gear fights. Choke+, Survival Knife+, and William Tell+ are great ways to deal damage and take out enemies. Mk22 is only okay when upgraded. VZ61 is an okay silenced AOE gun, but costly at 8. OICW is only good for providing ammo, and nothing else.

MGS2

This is the second set of cards you can access. Overall, the MGS2 Collection is quite useful, accessible early, and affordable. It provides the best value for the money.

Cost -6 is a marked improvement over Cost -4. There are multiple card draws in MGS2, including Olga Gurlukovich (very nice when upgraded), Johnny Sasaki and Briefing (both are great mulligan cards), and Funds (the weakest card draw, but special). Funds+ literally is just that, providing a 500 point profit when sold. Thus, if you find 2 Funds, you can purchase another MGS2 pack!

The weapon cards can vary from mediocre to excellent. The P90/AKS74u can be great, but you need ammo for it. The H.F. Blade is fantastic for human targets. M9/M9+ lets us sleep guards consistently, useful for stages like Prototype Factory and ??? 1F. There are many great weapon cards, including cost efficient and accurate pistols (USP/P8, Makarov/PMM). The P8 deals the highest damage and fires more quickly than the PMM, however the PMM is 5% more accurate. Spin Kick provides utility with knockdown in a linear direction from you. The blades (H.F./Solidus Snake) are better than Survival Knife, dealing great damage and some can destroy equipment. M4 is only useful for providing ammo to the R5 in CHRN. Nikita Missile can be good against human targets, though be mindful of positioning and its lengthy animation.

The movement cards provide higher cost efficiency than the movement cards in MGS3 (Marines+, Navy SEALs+, Gurlukovich Soldier+). Hang and Solid Snake (MGS2) are useful for certain stages have shortcuts if you can hang from a rail. Hang is a decent filler at 4 cost, Solid Snake (MGS2) needs a 1k upgrade to be a 4 cost filler. Best to keep Solid Snake (MGS2) for stages that need hang. Another situational movement card is Raiden, knocking down and jumping over gaps (such as for the RPG in Proto Factory)

Silenced/Silenced+ allows you to use weapons you normally couldn't use when sneaking around, which can be very useful in certain stages. Double Action can give you a prolific turn with either character, if you have the right cards to complement it. Defense Linkage acts as a filler card that improves your defense. Uniform-B and Uniform-G are better than Body Armor, providing more protection for the same cost.

While CHRN and MGS1 have better weapons, and there are some stinkers in the collection (many of the character cards, Funamushi, Draw/HP Linkage, M4), MGS2's value proposition and access to cards that are useful for the rest of the game make it the most reliable pick when purchasing multiple booster packs.

CHRN

This is the third set of cards you can access. Overall, the CHRN Collection has great attack cards and offers unique options, but is limited in other ways.

The best card in the Collection is Solid Snake (MG). With its upgraded version, the ammo equipped to a gun can be used multiple times over. With well chosen equipped weapons and ammo weapons, the damage can be very high. At 2000 in the singles shop, it is very worthwhile purchasing.

Attack cards in CHRN complement MGS2 well. M92F is the best pistol you will realistically gain during the run. Handgun has 0% reaction, avoiding the annoyances of randomly attacking and losing your gun. Galil Sar upgrades to the R5, a very powerful rifle. While the Five-seveN deals great damage, it has a high reaction and takes 5.7mm. This limits it to P90 and itself for ammo. Fire Trooper and Pyro Bison are essentially buffed up Fury cards. The RC Missile does more damage than its MGS2 counterpart. The Ingram M11 and SMG are more useful for feeding ammo, but the 100% reaction gimmick for Ingram M11 can be situational. Slasher Hawk does not work on Metal Gears, limiting its use.

Chronicle provides great help for Metal Gear Chaioth Ha Qadesh. The PTRS-1941 deals a strong 300 damage with anti-armor. The upgraded Gary Murray protects you from the ! stomp. Gijin-san permanently adds damage to your characters. Just be aware it cuts your point total in half.

Many of the Character cards scale from pointless to interesting effects. Cards like La Clown, Teliko Freedman, Marrionette Owl, and Viper are trash. Leone and Roger McCoy could be useful with extremely good timing. Tony Redwood and Gillian Seed pair well with MGS1 Desert Eagle for 100% hit chance. Alice Hazel and Chris Jenner's anti-knockdown properties can be very useful in stages where getting knocked off can kill or lose time, such as Proto Factory, Train, or Secondary Bridge.

Where CHRN lacks is movement cards and cost reduction cards. Aside from ADA, which only augments movement cards, there are no movement cards. Pure cost reduction is also absent, outside of Solid Snake (MG) and the gimmicky but potentially useful Ideaspy 2.5. The rations are good supplements to the standard ration, but heal for less.

It's not a terrible idea to buy a few CHRN packs, but don't overdo it. Many cards are situational, and gaining cost reduction, movement, and stingers is more important.

MGS1

This is the final set of cards you can access. Overall, the MGS1 Collection possesses some of the best weapons in the game, but in a NG run we won't realistically access most of them due to the prohibitive cost. Think of MGS1 cards as a potential bonus to end the run.

First, the bad - there's a lot of low value cards that should be ignored entirely. Cards 272 (Remove Trap) to 280 (Card Seal) are all horribly expensive and provide little utility. Dumpster cards include Donald Anderson, Wolf Dog, Decoy Octopus, Mine Detector, Body Armor, and Endure.

Put those aside, and some character cards shine. Meryl Silverburgh cuts your cost in half, which can be a nice way to end a big turn. Otacon is similar to MGS3's Sokolov card, giving some needed help for Qadesh. Sniper Wolf is an alright hit + card, if you equip a low accuracy gun. Aim and scope are generally more useful. The other character cards are mediocre.

Cost -10 is so good that upgrading it isn't really necessary. Genome Soldier is a great movement card, but comes way too late into the speedrun. Action+ Linkage and Ammo Linkage are nice boosts to our end game. Eq. Lv 2 will make Snake more useful during the boss fights.

The stand out weapons are FAMAS/G1, SOCOM, and Desert Eagle. Pair the SOCOM with upgrade M1911s, and you have fairly powerful weapon. FAMAS/G1 is an amazing use card! The Desert Eagle will decimate any target it hits, with 400 damage! Just make sure to pair it with a card that increases hit chance. The FIM-92B does great damage against Qadesh!

Due to its uneven collection, prohibitive cost, and end game nature, it's not worth the risk of purchase. However, if guards do drop packs, don't sleep on MGS1!

SNAKE’S STARTING DECK: Deck Size: 30

Card Number Name Number of Cards
006 Stun Grenade 2
021 Claymore 2
049 Action+ 1
069 Survival Knife 1
070 Choke 2
074 Scope 2
075 Body Armor 2
076 Box A 2
078 Ration 2
105 Front Evade 2
109 Cost -4 2
125 Roy Campbell* 1
130 Cyborg Ninja* 1
174 GRU Soldier 3
181 Front Lines 2
237 Hit Linkage 1
256 Mk22 2

VENUS’S STARTING DECK: Deck Size: 30

Card Number Name Number of Cards
009 USP 3
010 Makarov 3
012 M4 3
043 M15 Grenade 2
048 Equipment Lv. 2 1
050 Marines 2
051 Navy SEALs 1
057 Spin Kick 1
067 Funds 1
075 Body Armor 2
078 Ration 2
084 Handy Medical Kit 1
085 Survival Kit 1
108 Handy 1st Aid Kit 1
109 Cost -4 1
110 Ally Cost -4 1

Depending on RNG, Snake will start with a Campbell card or Ninja card. No other cards change

If you need a reference to just deck changes for each stage, check out the MGA2 Deck Change Reference.

Tutorial 1

Advance to the goal.

Tutorial 2

Advance to the goal by running behind the guard.

Tutorial 3

With one GRU card, move North 3 blocks and enter crawl mode. On the next Rest, move North through the vent, stand again once Snake is through it, and advance to the goal.

Tutorial 4

Move 2 blocks North, press Snake against the right wall and knock, then move towards the goal on the left side. After the guard has moved around the other side, advance to the goal.

Tutorial 5

Immediately use an M1911a1 card to kill the guard. If it misses, use the other M1911a1 card in your hand.

Tutorial 6

Use a GRU card to move up the ladder and then two blocks East. End turn. Equip an M16a2 card and load with the other M16a2 card to kill the guard.

STARTING HAND: Body Armor, Choke, Front Lines, Cyborg Ninja/Roy Campbell, Claymore, Cost -4

All moves will be done with the card selected on the first slot, aside from Cost -4s and Cyborg Ninja.

When both Cost -4s are at the start of the hand, press left to use the back items.

  • Move Snake into the hut with Body Armor and Choke.
  • Move to pick up a M1911 with Front Lines, then use Cyborg Ninja on the 2nd guard with one input right.
  • Move to pick up the other M1911 out the door with Claymore, then use Cost -4.
  • Move down the stairs with Mk22 and Choke.
  • Move with Claymore and Scope along the crate towards the terminal hut.
  • Move with Hit Linkage and Front Evade into the hut.
  • Move with GRU Sld. to pick up C90 and enter the terminal. Then move with Box A out the door.
  • Move with Body Armor and Ration along the to of the truck.
  • Move with Front Evade and Scope up the stairs.
  • Move with Stun Grenade and Front Lines to the guard's back.
  • Move with GRU Slds into the hut to pick up the AKMs.
  • Move with Ration and Survival Knife to objective marker.

93 Cost, 1 Found, 1 Kill, Pts Earned 1800, Total Pts 4000, Rank B

DECK CHANGES
ID Tab:
REMOVE x1 [181] Front Lines
ADD x1 [157] Running Man
Upgrade Tab:
UPGRADE x1 [049] Action+
UPGRADE x1 [157] Running Man
UPGRADE x2 [174] GRU Soldier
END
DO NOT UPGRADE RUNNING MAN FIRST, UPGRADE AFTER ADDING IT TO YOUR DECK!

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
006 Stun Grenade 2
021 Claymore 2
062 Action++ 1
069 Survival Knife 1
070 Choke 2
074 Scope 2
075 Body Armor 2
076 Box A 2
078 Ration 2
105 Front Evade 2
109 Cost -4 2
130 Cyborg Ninja 1
174 GRU Soldier 1
181 Front Lines 1
237 Hit Linkage 1
256 Mk22 2
441 Running Man+ 1
458 GRU Soldier+ 2

STARTING HAND: Ration, Box A, GRU Sld, Ration, Front Evade, Cyborg Ninja

  • Move with Ration and Cardboard Box A towards the MGS3 booster in the NW corner.
  • Move with Ration and Front Evade to the terminal, hug the cubical wall.
  • Move with GRU Sld and Running Man+ to the E, up the stairs.
  • Use Cyborg Ninja on the guard closest to you with two left inputs. Move down with Mk22.
  • Move with Front Evade and Choke along the wall.
  • Use Action++ then move with Hit Linkage to the terminal. Then, move with Scope and Stun Grenade past the MGS3 booster.
  • Move with Choke N along the couch, then Body Armor and Scope into the next room. DO NOT MOVE TO THE BATHROOM DOOR!
  • Move with Mk22 and Stun Grenade down the stairs.
  • Move to the guard's back with GRU Sld+ and Claymore. Turn to him and PPK.
  • Move with Box A to pick up the Chaff Grenade on the fainted guard and one square E.
  • Move with Front Lines to the Terminal. Skip cutscene. Move with GRU Sld+ to pick up Hang card in NW corner and enter the objective marker.

103 Cost, 1 Found, 1 Kill, 1700 Pts Earned, 3000 Total Pts, Rank C

DECK CHANGES
Upgrade Tab:
UPGRADE x2 [109] Cost -4
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
006 Stun Grenade 2
021 Claymore 2
062 Action++ 1
069 Survival Knife 1
070 Choke 2
074 Scope 2
075 Body Armor 2
076 Box A 2
078 Ration 2
105 Front Evade 2
125 Roy Campbell* 1
130 Cyborg Ninja* 1
174 GRU Soldier 1
181 Front Lines 1
237 HIT Linkage 1
256 Mk22 2
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2

STARTING HAND: Ration, Choke, Hit Linkage, GRU Sld+, Cost -5, Running Man+

  • Move with Running Man+ past the guard and end turn.
  • Move with Ration and Choke up the stairs.
  • Move with HIT Linkage and GRU Sld (card 6) to the cubicle wall.
  • Use Cyborg Ninja and mash circle. Move with Ration towards the W door.
  • Move with GRU Sld+ to the sensor, and go prone. Move with The Fury past the door.
  • Use Action++, then move with Scope towards the Chaff Grenade, move with Box A back through the sensor, stand up and finish the movement. Complete movement turn with Claymore up the stairs.
  • Move to the door with Survival Knife and end turn.
  • Move through the Sensor with GRU Sld+, and up the stairs to the objective with Choke, Front Evade, and Mk22.

RESULTS: Cost 62, 0 Found, 1 Kill, 2200 Pts Earned, 2200 Total Pts, Rank B

DECK CHANGES
Upgrade Tab:
UPGRADE x2 [006] Stun Grenade
UPGRADE x1 [181] The Fury
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
021 Claymore 2
062 Action++ 1
069 Survival Knife 1
070 Choke 2
074 Scope 2
075 Body Armor 2
076 Box A 2
078 Ration 2
105 Front Evade 2
130 Cyborg Ninja 1
174 GRU Soldier 1
181 Front Lines 1
237 HIT Linkage 1
256 Mk22 2
305 Stun Grenade+ 2
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

STARTING HAND: Mk22, Combat Knife, Choke, Box A, Scope, Running Man+

  • Move with Running Man+ into the oil slick. All descriptions will use card order from here. Move to the E with Card 1 (Mk22).
  • Make sure to tap circle when the guards slip in the oil.
  • Move with Card 6 (Front Evade) then Card 2 (Choke) to the E in front of the oil slick.
  • Skip the cutscene, then use Card 1 (Survival Knife), and Card 5 (Cost -5).
  • Skip the cutscene, then move to the E with Card 1 (Box A) and use Card 3 (The Fury+)
  • Skip the cutscene, then use Card 4 (Cyborg Ninja).

RESULTS: Cost 30, 0 Found, 4 Kills, 2500 Pts Earned, 2700 Total Pts, Rank S

DECK CHANGES
Upgrade Tab:
UPGRADE x2 [007] Chaff Grenade
UPGRADE x1 [069] Survival Knife
ID Tab:
ADD x2 [N] Chaff Grenade+
REMOVE x2 [256] Mk22
REMOVE x1 [226] Front Lines
ADD x1 [N] Hang
END
DO NOT MOVE CHAFF GRENADES BEFORE UPGRADING!
SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
021 Claymore 2
062 Action++ 1
070 Choke 2
074 Scope 2
075 Body Armor 2
076 Box A 2
078 Ration 2
105 Front Evade 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
305 Stun Grenade+ 2
306 Chaff Grenade+ 2
360 Survival Knife+ 1
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

Section A

STARTING HAND: Box A, Chaff Grenade+, Scope, Choke, Cost -5, Stun Grenade+

  • Use Chaff Grenade+ and end turn.
  • Move up with Box A and Scope.
  • Move up with Choke and Stun Grenade+.
  • Move up with GRU Sld and Scope.
  • Move to door with Claymore and HIT Linkage.

Section B

  • Skip the cutscene, end turn.
  • Move towards E with Body Armor and Front Evade.
  • Move to door with Stun Grenade+ and end turn.
  • Move along the wall with Running Man+, skip the cutscene, move into pink room with Choke.
  • Move up the ladder with The Fury+ and GRU Sld+
  • Move out the E door with Ration and GRU Sld+.
  • Move in the N vent with Box A and Body Armor.
  • Move with Survival Knife+ and use Action++, then move with Claymore and Front Evade to the western wall.
  • Move with Hang and Cyborg Ninja into the NW door.

RESULTS: Cost 111, Found 0, Kills 0, Pts Earned 2700, Total Pts 2900, Rank S

DECK CHANGES
Upgrade Tab:
UPGRADE x2 [070] Choke
UPGRADE x2 [076] Box A
END

Deck Size: 30

Card Number Name Number of Cards
021 Claymore 2
062 Action++ 1
074 Scope 2
075 Body Armor 2
078 Ration 2
105 Front Evade 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
305 Stun Grenade+ 2
306 Chaff Grenade+ 2
360 Survival Knife+ 1
361 Choke+ 2
367 Box A+ 2
398 Cost -5 2
441 Running Man+ 1
458 GRU soldier+ 2
464 The Fury+ 1

STARTING HAND: Body Armor, Scope, The Fury+, Box A+, Body Armor, Box A+

  • Move back towards the vent with Body Armor and Scope
  • Move into the vent with The Fury+ and Box A+
  • Move down the corridor with Body Armor, then use a Chaff Grenade+.
  • Move around the bot in the pink room with Box A+ and Cyborg Ninja.
  • Move to the ladder with Scope and HIT Linkage.
  • Move down the ladder and towards the bot with Front Evade and Choke+.
  • Move towards the door with Front Evade, then use a Cost -5.
  • Move out and E with Stun Grenade+ and GRU Sld+.
  • Move with Hang and GRU Sld towards the E ramp.
  • Move up the ramp with Ration and GRU Sld+ to the right path along the wall.
  • Move so that you hug the research equipment to your left with Claymore and Ration to the ramp. If you do not hug the equipment, the bot will notice you!
  • Use a Chaff Grenade+ and move up the ramp with Running Man+.
  • Use Action++ and move with Choke, Stun Grenade, and Survival Knife+ towards the NE objective marker.
  • Move to the objective marker with Body Armor.

RESULTS: Cost 111, Found 0, Kills 0, Pts Earned 2700, Total Pts 3600, Rank S

NO DECK CHANGES, but check your Singles in case a worthwhile card is for sale!

Deck Size: 30

Card Number Name Number of Cards
021 Claymore 2
062 Action++ 1
074 Scope 2
075 Body Armor 2
078 Ration 2
105 Front Evade 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
305 Stun Grenade+ 2
306 Chaff Grenade+ 2
361 Choke+ 2
367 Box A+ 2
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

STARTING HAND: GRU Sld+, Chaff Grenade+, Box A+, Action++, Hang, Stun Grenade+

Section A

  • Use Chaff Grenade+, Action++, Hang, then move up with the Box A+.
  • Move to E with GRU Sld+ to hang drop, then under the table with Stun Grenade+, into the room with Box A+, and ending one space way from the door with Body Armor.
  • Move into the room with Scope, skip cutscene, end turn.
  • Move along the E wall with GRU Sld and Ration to the guard.
  • He'll move out of the way, allowing you to move up the stairs with HIT Linkage and Claymore.

Section B

  • End turn when you enter this area.
  • Move up the stairs with Survival Knife+ then use Cost -5, end turn.
  • Move along the wall with Ration, the turret will interrupt your movement. Move along the wall to the stairs with GRU Sld+ and Running Man+.
  • Use Chaff Grenade+ and move with Choke+ towards the bottom guard.
  • Use Cyborg Ninja by mashing circle, then move towards the stairs with Front Evade.
  • Move with Scope and Body Armor up the stairs towards the objective marker. Ignore the DARPA Chief card.
  • Move to objective marker with Claymore and Front Evade.

RESULTS: Cost 87, Found 6, Kills 1, Pts Earned 3000, Total Pts 6600, Rank B

DECK CHANGES
Upgrade Tab:
UPGRADE x2 [256] Mk22
ID Tab:
ADD x2 [N] Mk22+
REMOVE x1 [N] Box A+
REMOVE x2 [105] Stun Grenade+
ADD x1 [N] C96
ADD x2 [N] M1911
REMOVE x2 [105] Front Evade
ADD x2 [N] AKM
REMOVE x2 [021] Claymore
END
Deck Size: 30

Card Number Name Number of Cards
032 AKM 2
062 Action++ 1
074 Scope 2
075 Body Armor 2
078 Ration 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
257 M1911 2
262 C96 1
306 Chaff Grenade+ 2
360 Survival Knife+ 1
361 Choke+ 2
367 Box A+ 1
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

Boss HP Per Difficulty:
Easy: 800
Normal: 1000

Starting Hand: The Fury+, AKM, Mk22+, Survival Knife+, Cyborg Ninja, Body Armor

NOTE: This is where the manipulation ends, due to so many possible variations on this fight. So, if you have extra weapons you picked up along the way, you can add them. However, the manipulation does lead to a decent starting hand and fight overall. It's risky to add a card, but potentially worthwhile with a William Tell+ and other weapon cards.

  • Move to the top right with Body Armor, face up, then use Cyborg Ninja.
  • Use The Fury+ and AKM
  • If knocked down, move forward with Chaff Grenade+, PPK, then use Survival Knife+.
  • If he stays around, use the M1911, then move forward with Body Armor and PPK. If he moves back, stand still to hopefully bait him back.
  • He'll stand still without replacing his arms if he is not baited back. Baiting him back will cause him to catch fire again.
  • Use AKM.
  • If Ration pops up, use it to heal for safety.
  • Use C96.
  • If the fight takes a long time, there will be guns at the bottom of the deck. By then, he should be dead.

RESULTS: Cost 48, Found 0, Kills 1, Pts Earned 3400, Total Pts 9000, Rank S (ideally)

END OF MANIPULATION ROUTE, for the rest of the game, the routing becomes fluid, depending on your card drops, singles you can buy, etc.

DECK CHANGES

Upgrade Tab:
Tap R once to quickly go to Marines and Navy SEALs
UPGRADE Marines x2
UPGRADE Navy SEALs x1

END
SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
032 AKM 2
062 Action++ 1
074 Scope 2
075 Body Armor 2
078 Ration 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
257 M1911 2
262 C96 1
306 Chaff Grenade+ 2
360 Survival Knife+ 1
361 Choke+ 2
367 Box A+ 1
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

VENUS’S DECK: Deck Size: 30

Card Number Name Number of Cards
009 USP 3
010 Makarov 3
012 M4 3
043 M15 Grenade 2
048 Equipment Lv. 2 1
057 Spin Kick 1
067 Funds 1
075 Body Armor 2
078 Ration 2
084 Handy Medical Kit 1
085 Survival Kit 1
108 Handy 1st Aid Kit 1
109 Cost -4 1
110 Ally Cost -4 1
346 Marines+ 2
347 Navy SEALs+ 1

Ideally, use Venus for this stage, since she is 2 blocks closer to the end goal. If you have a nice starting hand with Snake (Action++, Running Man+), go with him.

  • Remember, hold triangle to skip the turn of your inactive character.
  • If Snake's starting hand is poor, use a card to run him down into the corner.
  • If moving with Snake, move Venus down to the door.
  • Go through the door to the entrance where you originally entered the Research Block.
  • Use high cost cards to move no further than the middle block of the electric box along the N wall. SAVE YOUR MOVEMENT CARDS!
  • You can also run past this block to make the guard move to the side earlier, but make sure you can run past him without getting spotted.
  • Go to the yellow caution line, or next to the first guard.
  • He will walk to the side, giving you the time to run along the right edge. Ignore the C4 in the corner, OR PPK the guard or run through him to pick it up. C4 upgraded to TNT does very nice damage.
  • If you have truly awful cards and want to save S rank, wait until the guard's next turn, PPK him to knock him out.
  • Get past the yellow caution line to avoid the first guard noticing you.
  • You will lose one block by going around the left side, but it guarantees S rank.
  • Knocking out the guard before the objective marker with a PPK or using Cyborg Ninja will drop a valuable MGS2 pack.

Rank A provides 2400 points and 2 cards, Rank S provides 2700 points and 3 cards.

DECK CHANGES
You should focus on editing Venus's deck

Upgrade Tab:
UPGRADE USP x2
UPGRADE Makarov x3
Tap L 2 Times
UPGRADE Cost-4 x1
UPGRADE Ally Cost-4 x1
UPGRADE Olga Gurlukovich x1
Tap L 1 Time, scroll up
UPGRADE Funds x1
UPGRADE Spin Kick x1 (optional, the upgrade is expensive and not great)

In Deck Tab:
Tap R 1 Time, scroll up
REMOVE x1 [084] Handy Medical Kit
REMOVE x2 [085] Survival Kit
REMOVE x1 [108] Handy 1st Aid Kit

ID Tab:
ADD x3 low cost cards, attacks, or mulligans

Card Shop: This sell menu can be done at Terminal as well
SELL x2 [021] Claymore
SELL x1 [084] Handy Medical Kit (optional, can be saved for Qadesh)
SELL x1 [085] Survival Kit
SELL x1 [108] Handy 1st Aid Kit
SELL x2 [226] Front Lines
SELL x? [XXX] Junk
SELL x2 [021] Claymore
END
SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
032 AKM 2
062 Action++ 1
074 Scope 2
075 Body Armor 2
078 Ration 2
107 Hang 1
130 Cyborg Ninja 1
174 GRU Soldier 1
237 HIT Linkage 1
257 M1911 2
262 C96 1
306 Chaff Grenade+ 2
360 Survival Knife+ 1
361 Choke+ 2
367 Box A+ 1
398 Cost -5 2
441 Running Man+ 1
458 GRU Soldier+ 2
464 The Fury+ 1

VENUS’S DECK: Deck Size: 30

Card Number Name Number of Cards
XXX Insert Cards 3
009 USP 1
012 M4 3
043 M15 Grenade 2
048 Equipment Lv. 2 1
057 Spin Kick 1
075 Body Armor 2
078 Ration 2
308 P8 2
309 PMM 3
342 M15+ 2
346 Marines+ 2
347 Navy SEALs+ 1
359 Funds+ 1
398 Cost -5 2
399 Ally Cost -5 1
433 Olga Gurlukovich+ 1
  • Vince HP on Easy = 1000, on Normal = 1200
  • Vince will open by throwing a barrel. Remember, if you get knocked over, it removes the first card in your hand!
  • When Vince gets close, he will fire a warning shot above Snake/Venus.
  • Move Snake to the left side to bait Vince over, but don't go far along the catwalk. Let him come to you!
  • Try to get Equipment Lvl. 2 with Venus, and stack an M4 with a P8 or PMM vertically to get an Interference bonus.
  • Try to shoot the barrel down the left catwalk if Vince stands next to it.
  • P8/USP fires faster than PMM, so they are preferred weapons for Venus.

DECK CHANGES
Snake only; don't change Venus's deck.

In Deck Tab:
REMOVE Body Armor (rations are more cost effective, but keeping Body Armor gives peace of mind during the run)
REMOVE Box A+ (the only stage where Box may be effective is Proto Factory, otherwise it is a filler
ID Tab:
ADD Weapons
END

  • Move with Snake, towards the objective.
  • Move Venus through the bottom door for an MGS2 pack.
  • Move him through the door to the East. Move to the NE corner wall, so that you can knockout the guard that comes up for an MGS2 pack.
  • Crawl through the vent to the Southeast of the room, enter stand mode, run South 4 blocks, and enter the pink room through the western door.
  • After the cutscene, Venus will be moved into the room. If you want to use a chaff for this fight, make sure to use it after the cutscene happens. Use grenades and all weapons available to you to take out the Boxes.
  • If Venus spawns with grenades, move her to the other rail, and toss them over.
  • Time can vary on this stage depending on whether you get explosives or not.

NO DECK CHANGES

This stage is just a cutscene. Skip it.

DECK CHANGES

Card Shop:
BUY x2 MGS2 Boosters (optional)

In Deck Tab:
REMOVE AKM (save these for Qadesh)
REMOVE OICW (save these in case you get a Galil later, M4 preferred)
REMOVE M4 (save these in case you get a Galil later)
REMOVE M15 Grenades (these are useless and can now be sold)

ID Tab:
ADD low cost cards
ADD movement cards
END

  • Ideally, you will get to the objective markers before the train drives through the level, but don't stress over it. Spending a lot of time planning cost (and coming up short) will be worse.
  • If Snake starts with a chaff grenade, run forward without a care in the world.
  • If Snake doesn't start with a chaff, run forward 3 blocks, just before the block with the ladder. That way, the guard moves up, giving you time to hopefully get a chaff grenade.
  • If you still don't get a chaff grenade, see if you can kill the guard easily.
  • He only has 60hp, so he will die very quickly to a pistol from Venus.
  • If you kill him, the other guard on the platform will investigate, likely targeting Snake in the back.
  • Use a chaff immediately if you do gain one, to avoid an alert and guards blocking you.
  • If you can make it to the ladder before the train comes, that is ideal, but otherwise keep 2 cards in your hand so your character doesn't faint.
  • The train will kill the guards on EZ, so don't worry about fighting them.
  • Climb the last ladder on the left to complete the stage

DECK CHANGES

  • You can either Spin Kick a guard from the side, PPK on Takiyami's side (the side you start on) if a guard if they are on the left, PPK on the guards' side if they are on the right, or Domino them off the train.
  • To clarify, the kick of the PPK always knocks them toward the left, so attack based on that.
  • The Survival Knife and The Fury are good to use as DoTs (damage over time), but PPKing is the most efficient way to take out all guards.
  • Run forward with Snake, either with a movement card or two random cards. PPK the first guard, facing him
  • Run Venus forward, and see if you can get behind the guard on the right.
  • The replacement guards can throw grenades to knock you off, watch out!

DECK CHANGES
END

  • Snake has 100 hp on Normal, and 300 hp on Easy
  • Just run for the exit, if you can throw a chaff grenade, do so. You'll be able to get to the objective markers without much of an alert phase, as long as you don't waste your turns.
  • Try to maintain a low cost if possible.

All guards start with 10 cost. Advance Snake and Venus to the goal downstairs in the Northwest side of the room.

NO DECK CHANGES

Don't move Snake on this stage; only Venus needs to get to the secret underground entrance. Remember to hold triangle to skip Snake's turns.

  • Move her through the western (left) door.
  • In the hallway, proceed through the next western (left) door.
  • End her turn in the NE corner of the next room, but no closer or further…however this spot can get you spotted. Throwing a chaff is a good insurance policy.
  • The patrol bot will move towards the room dividers. Move Venus to the block in the Northwest corner and enter Crawl mode. Crawl through the vent to the North and enter Stand mode.
  • The secret underground entrance is the block between the two most Eastern aquariums on the Northern wall (OR between the second and third aquarium).

NO DECK CHANGES
This stage is just a cutscene. Skip it.

DECK CHANGES

Card Shop:
BUY x10 MGS2 Boosters
BUY x3 CHRN Boosters (optional)

Remember to leave some money for any upgrades you'd like to do.
SELL x1 [359] Funds+
SELL x? [XXX] Junk

ID Tab:
ADD Hang/Solid Snake (MGS2)
ADD Raiden
ADD low cost, stealthy (Silenced, suppressed guns, blades)
ADD ALL Stuns
ADD x2 [361] Choke+
END

This stage requires patient play, and is probably the hardest stage in the entire run

Considering how large the starting area is, it's really important to keep cost to zero as much as possible on this stage. For Snake's and Venus's first turn, incur cost and reduce it to zero without moving so that every guard in the area will have at least 4 cost.

  • Remember, if you stand on top of an unconscious or sleeping guard, they cannot stand back up. You can use this to your advantage in this stage.
  • Tengus will cause an automatic alert, so you cannot delay with a chaff grenade!
  • Try to keep your characters close together, as they both need to exit through the door to get to the second area.

Area 1

  • Going stealthy through the first area of Proto Factory is a good idea, as there are too many choke points.
  • Proceed to the first guard and use PPK to knock him out, then go forward to the final ladder and climb down.
  • If you wait with low cost, the guard will sit in place, allowing you to PPK him out.
  • If you wait too long, the guard will go forward along the catwalk, and you can choke him.
  • He also has low hp on Easy (100 HP), so a kill with a knife is doable.
  • By the time you get there, you can knock out the guard there with a PPK.
  • The character that knocked him out can stand on him to wait for the other.
  • Move through the giant door, into the larger room.
  • Take out the guard that moves into the bottom right corner, if possible.
  • The N guard and Tengu will bunch up together. This is you chance to either choke out the Tengu, PPK/Spin Kick throw a stun, etc. Ideally, you will save a stun for the next area.
  • When the Tengu walks west, you can walk along object to the south and not be spotted.
  • Proceed up the ramp on the West side and through the door. Mulligan until you get a stun grenade, or else this room becomes problematic.
  • Move 1 or 2 spots into the room, and throw a stun in between the two guards and Tengu. See picture below
  • WAIT FOR THE STUN TO GO OFF!

  • The left guard drops a CHRN pack.
  • Go down the ramp, and take out the 4th guard hanging in the hall to the right.
  • If you stand on the Tengu and have a chaff go off, there is no way the guards can call in alert while they wake up.
  • You can also shoot the guards while they are knocked out.
  • Try to get your characters to the door at roughly the same time.

Area 2

  • Get rid of all cost you accumulated, by this time you will need to deck reload if you haven't already.
  • If you wait by the ladder, the pit guards accumulate cost.
  • Either wait by the ladder for the guard to move up, or PPK/Sleep him. Two PPKs will knock off the rail.
  • You can use a hang card to drop down from the rail, preferably with Venus since she has more actions on average. You only need one character to approach the rifle.
  • You can have your other character stand on top of the knocked out guard.
  • The guard to the right drops a CHRN pack, along with the fire trooper above.
  • Make sure to avoid the oil slick, and use any sleeping, stun, etc. to get the guards out of the way.
  • You cannot throw the stun on an oil slick, so toss it to the spot above.
  • Chaff grenades will be key to avoid alert calls or the robots from hurting you.
  • Be careful with the fire troopers, they explode when they die, causing an alert.
  • Advance to the ladder on the Southwest side. Either PPK the ladder guard out of the way from above, or sleep/kill.
  • Be careful on the second balcony area, as getting knocked off here is very costly!
  • Once Venus is up the ladder, run up to him and Punch him off the balcony, or wait for him to move up.
  • If you have a Raiden card, you can pick up an RPG7!
  • Proceed to the next ladder and climb, then run up to the ladder heading back down. Climb down to the bottom floor again, and head towards the goal where the PSG1 is.

DECK CHANGES

In Deck Tab:

REMOVE Any irrelevant sneaking cards
REMOVE Stun Grenades
REMOVE Chaff Grenades
REMOVE Movement cards
REMOVE Hang cards
REMOVE x2 [361] Choke+
ID Tab:
ADD Any relevant attack cards
END

  • Golab has 1000 hp on Easy.
  • Golab can cover you in oil, spit napalm at you, punch you, or blow up an object
  • First, move your characters away from the starting position, as there is a fire extinguisher that will give you BLIND, which completely covers your cards and forces you to pay attention to color and use.
  • Move Snake down, then turn up. Move Venus to the right of the crate above her. This way, you can pincer Golab.
  • Be careful to not spam and accidentally shoot an object rather than Golab.
  • PPKs are effective, since he will typically equip a Chris Jenner card.

DECK CHANGES
In Deck Tab:
REMOVE AOE attack cards
REMOVE Any Blades
REMOVE x1 [057] Spin Kick
REMOVE x1 [237] HIT Linkage
ID Tab:
ADD Any [565] FIM-92A (upgrade of Redeye-II)

PRESS TRIANGLE TO SWITCH TO VENUS
END

  • On Easy, each wing has 400 HP, second phase has 800 HP
  • Begin by moving forward or equipping any cards you have.
  • Pay close attention to the red blocks on the ground. A knockdown explosion with an AOE will occur. They don't deal much damage on easy (100), but losing your first card can be trouble.
  • Don't worry about KODOQUE's laser attack, it's not that dangerous.
  • Have you characters focus on one wing or the other, that way you do not see double the deploy animation for the missiles.

DECK CHANGES
In Deck Tab:
REMOVE Stingers
REMOVE High Cost Weapons
ID Tab:
ADD x2 [305] Stun Grenades+
ADD x2 [306] Chaff Grenades+
ADD x? Movement
END

  • Move forward with Snake so he is in line with the guard.
  • Venus will PPK the guard off the bridge from behind.
  • Run to the ladder, but do not climb it with Venus.
  • This will bait the guard over, allowing you PPK him over the edge.
  • Throw a chaff at this time, so you don't get shot over and over again by the UAVs, and to avoid an alert phase.
  • If you don't get a chaff, use guns to take out the floating guard, and PPKs/Stuns to get rid of the others on the platform.
  • Be careful if shooting the fire trooper to death, his explosion can knock you off the bridge!
  • You should use a ration with the character taking the brunt of the UAVs attacks if you cannot chaff them.
  • Run up the bridge to the end marker with both characters.

DECK CHANGES
ID Tab:
ADD x2 [361] Choke+
ADD x? Movement
END

  • You want to get through this stage stealthily until you bring both characters to the second ladder.
  • Tap L twice to make the camera position easier to deal with.
  • Move Snake into the corner above him, by the door frame, and turn towards the opening. End his turn.
  • Move Venus no further up than the box, as the Tengu will turn to face North.
  • When the Tengu walks down, choke him or sleep him. If you can do neither, PPK to turn his facing direction, then move Venus to PPK the Tengu to knock him out.
  • The standard guard will move down and face the door opening, but he will have 0 cards.
  • You can opt to PPK this guard, popout shoot from either wall, survival knife, or Cyborg Ninja will kill on Easy.
  • You can knock on the crate to lure the Tengu over if the guard died. Or, wait a turn for the tengu to face downwards.
  • If the Tengu is facing downward, run along the top to avoid his vision.
  • You can also popout shot from the crate to attack the Tengu, as long as he is standing at the door.
  • When you enter the next room, make sure to check costs.
  • The guard along the bottom has REAR EVADE, be careful!
  • Ideally, ignore the bottom guard, and take out the Tengu and Grappler at the top.
  • If you stun the Grappler, he will drop an MGS1 pack, pick it up.
  • After a turn or so, the Tengu will move next to the Grappler, setting up an easy stun.
  • If you choke out the other Hi-Tech unit, he will drop a MGS1 pack.
  • You can alternatively go loud through this stage, and when you enter the second room, PPK guards as they climb the ladder to knock them out

DECK CHANGES
In Deck Tab:

REMOVE Any AOE attacks
REMOVE Boxes
REMOVE Movement
REMOVE ALL [305] Stun Grenade+
REMOVE ALL [306] Chaff Grenade+

In ID Tab:

ADD Relevant Attack Cards
ADD Body Armor/Uniforms
ADD Nikita/RC Missile
ADD Rations
ADD Serum+
END

  • Chaigadiel has 1000 hp on Easy, 2000 hp on Normal.
  • Let him come to you, and prepare your weapons accordingly.
  • Keep Snake and Venus in their initial positions.
  • Always try to attack from Chaigadiel's rear, to get the damage bonus and to avoid his Front Evades.
  • Keep rations at the ready.
  • A nikita blast on a nearby wall will knock Chaigadiel to the floor, opening him up to blade and aoe attacks.

DECK CHANGES

In Deck Tab:

REMOVE Serum+
In ID Tab:

ADD Blades
END

  • Vince will always throw a barrel at Venus to start.
  • Move towards the left side, being mindful of the squad with Vince.
  • Similar to the first Vince fight, try to flank him.
  • He tends to equip Front Evade, evading attacks from the side and back.
  • Focus your attacks on Vince, not on the guards. They can drop MGS1 packs (at least the guard on the left).
  • Vince can splash damage his own squad, so sometimes he'll kill them.

DECK CHANGES

Card Shop: Last time you should purchase boosters!
BUY x10 MGS2 Boosters

ID Tab:
ADD ANY FIM-92A (ugpraded Redeye II)
ADD x2 AKMN
ADD x1 Type-17 Pistol
ADD x2 PSG1-T
ADD x2 Scope+ (one to each character)
END

One character should have AKMN, Type-17, and PSG1-T to build anti-armor. Equip AKMN and use other guns for damage. If the other character does not have access to any good cards, stack pistols.

  • On Easy, first 3 targets are 700 hp, the 4th target has 500 hp, the last target has 600 hp
  • Pay close attention to the cards Qadesh has in its hand. The ! mark card is the most dangerous. It's in an instant kill movement card.
  • Always be two spots away from the arm, and two spots away from Qadesh. That way, you won't get crushed.
  • Always bring rations to this fight!
  • If you are scared/have the cards for it, split up on your first turn…Snake to the right, and Venus to the left. If Qadesh wants to, it can kill you first turn with ! mark card.

DECK CHANGES
Snake only; don't change Venus's deck.
In-Deck Tab:
REMOVE ALL Guns
REMOVE ALL Attacks, including Stingers
ID Tab:
ADD ALL [306] Chaff Grenade+ to Snake
ADD ALL movement
ADD ALL filler support cards
END

Venus mirrors Snake's deck, except she has level 3 equipment! Thankfully, we can exploit the balcony and take out Venus quickly.

Move Snake to the corner railing on the East side of the stage and face West so that his back is to a railing and his left side is to a railing. Keep cost as low as possible and at least 3 cards in Snake's hand at all times. Venus will continually run up to Snake and use Punch on him. Once Snake has made it to that corner and Venus is adjacent to him from the West, use Punch to knock her off the balcony.

DECK CHANGES

In-Deck Tab: Venus
REMOVE ALL high cost weapons
ID Tab:

ADD ALL Stingers to Venus
ADD Movement/low cost cards to Venus
ADD ALL Hang/Solid Snake MGS2 to both characters
ADD ALL Raiden cards to both characters
END

  • Use Raiden+ cards to flip across the gap to either platform (West or North of the corner railing by the start of the stage). Or use hang to drop down.
  • Throw a Chaff+ as soon as possible!
  • Ideally, you'll have each character move to a different platform so that you don't waste time moving a character out of the way for the other character to flip to the same platform.
  • After each character has gotten across, go through the crawl space.
  • There is a patrol bot blocking a ladder that must be knocked out of the way using Punch.
  • Raiden+ cannot be used to land on the patrol bot. Climb down the ladder and approach the final two patrol bots guarding the exit from the left. Use Punch on each Patrol Bot so that you knock each of them one block North.

DECK CHANGES
Venus Only; don't change Snake's deck.
In Deck Tab:
ADD x4 [299] Redeye-II
ADD x4 [565] FIM-92A
END

  • Venus must destroy all patrol bots to clear the stage. Reinforcements will appear in waves once all the patrol bots on screen are destroyed. There are 7 patrol bots in total.
  • You cannot throw chaff to disable the bots!
  • Heal with rations if you don't get good hands, use pistols and chaff if you have no stingers.

Mash through the cutscenes until a cutscene showing Venus and Dr. Takiyama appears on the screen. This cutscene is unskippable. Once it ends, the ending credits will play. After the credits are over, a skippable cutscene showing Snake in bandages will appear. RTA ends at the Clear screen that appears. Press Circle to close this screen, then save your cleared file for IGT.

  • acid2ng.txt
  • Last modified: 2020/04/19 17:33
  • by plywood