acid2ngplus

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acid2ngplus [2019/10/15 15:09] coppert4nkacid2ngplus [2020/01/11 00:28] coppert4nk
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 This strategy is similar to the Cost Reduction Strategy used in the first Ac!d game. The changes from one game to the next are mostly due to the new card limitations implemented in Ac!d 2 as well as the addition of upgraded cards and the Jack card. Use Cost -6, -8, -10, -12, and Jonathan Ingram/Jonathan Ingram+ cards to keep Cost as low as possible (preferably 0). Equip Jack whenever possible so that Snake or Venus receive +1 to movement for three turns. Use Running Man/Running Man+ and Ocelot Unit/Ocelot Unit+ for movements larger than 3 blocks. Use Action++ (Snake only) when Rest is lower than 4. Use Raiden+ to flip over certain gaps/walls and to take out guards that stand in your way. Use Johnny Sasaki/Johnny Sasaki+  or Briefing/Briefing+ if you need better/more cards in your hand. **This will be the strategy utilized for the majority of the run.** This strategy is similar to the Cost Reduction Strategy used in the first Ac!d game. The changes from one game to the next are mostly due to the new card limitations implemented in Ac!d 2 as well as the addition of upgraded cards and the Jack card. Use Cost -6, -8, -10, -12, and Jonathan Ingram/Jonathan Ingram+ cards to keep Cost as low as possible (preferably 0). Equip Jack whenever possible so that Snake or Venus receive +1 to movement for three turns. Use Running Man/Running Man+ and Ocelot Unit/Ocelot Unit+ for movements larger than 3 blocks. Use Action++ (Snake only) when Rest is lower than 4. Use Raiden+ to flip over certain gaps/walls and to take out guards that stand in your way. Use Johnny Sasaki/Johnny Sasaki+  or Briefing/Briefing+ if you need better/more cards in your hand. **This will be the strategy utilized for the majority of the run.**
  
-====Infinite Turn Deck Strategy====+===="Hybrid" Deck Strategy====
  
-Again, this strategy is very similar to the Infinite Turn Strategy used in the first Ac!d game. With the introduction of upgraded cards, linkage cards, and the Mr. Sigint card, the ability to maintain the player's turns can be substantially improved. This strategy allows the player to continually prioritize Snake's and Venus's turns over the guards, effectively giving them "infinite turns". The characters' turns are maintained by prioritizing cards in a certain order - using Extra Turn/Extra Turn+ (at the very least), Action +This strategy is similar to the Infinite Turn Strategy used in the first Ac!d game, but it also utilizes movement cards from the Cost Reduction Deck. With the introduction of upgraded cards, linkage cards, and the Mr. Sigint card, the ability to maintain the player's turns can be substantially improved. This strategy allows the player to continually prioritize Snake's and Venus's turns over the guards, effectively giving them "infinite turns". The characters' turns are maintained by prioritizing cards in a certain order - using Extra Turn/Extra Turn+ (at the very least), Action++ (Snake only), and Double Action/Double Action+Cost. Action+ Linkage/Action+ Linkage+ are automatically played upon drawing with 0 cost and will increase the rest of the player by one. Use Mr. Sigint as early as possible (as long as Rest is plentiful) to enable 3 card drawing. Use Johnny Sasaki/Johnny Sasaki+, or Briefing/Briefing+ if you are low on cards in your hand or if you need better cards. **This strategy is used for boss fights and some other stages.** Refer to the Card Priority below:
-++ (Snake only), and Double Action/Double Action+Cost. Use Mr. Sigint as early as possible (as long as Rest is plentiful) to enable 3 card drawing. Use Johnny Sasaki/Johnny Sasaki+, Briefing/Briefing+, or Olga G/Olga G+ if you are low on cards in your hand or if you need better cards. If you have enough Rest, use cards you don’t need for movement. **This strategy is used for boss fights and some other stages.** Refer to the Card Priority below:+
  
 **CARD PRIORITY:\\ **CARD PRIORITY:\\
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 ====Findings==== ====Findings====
 +
 +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 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. 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.
  
 ====Starting Decks==== ====Starting Decks====
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 ^ 410 | Cost -12 | 2 | ^ 410 | Cost -12 | 2 |
 ^ 434 | Johnny Sasaki+ | 2 | ^ 434 | Johnny Sasaki+ | 2 |
-^ 435 | Raiden+ | 3 |+
 ^ 441 | Running Man+ | 2 | ^ 441 | Running Man+ | 2 |
 ^ 452 | J. Ingram+ | 2 | ^ 452 | J. Ingram+ | 2 |
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 \\ \\
 ===Tutorial 4=== ===Tutorial 4===
-Move blocks North, Press Snake against the wall adjacent to the left and knock, then enter crawl modeAgain, use the next Rest to crawl through the ventstand, and reach the goal. +Move blocks North, press Snake against either the left or right wall and knock, then move towards the goal on the opposite side from which wall you knocked onAfter the guard has moved around the other sideadvance to the goal.
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 ===Tutorial 5=== ===Tutorial 5===
-Use a GRU card to move up the ladder and position yourself as close to the guard as possibleUse an M1911a1 card to kill the guard.+Immediately use an M1911a1 card to kill the guard. If it misses, use the other M1911a1 card in your hand.
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 ===Tutorial 6=== ===Tutorial 6===
-Use a GRU card to move up the ladder and towards where the guard is positionedOn the next Rest, place yourself one block behind him and end Snake's turn. On the next turn, Equip an M16a2 and use another to supply it with ammo to kill the guard.+Use a GRU card to move up the ladder and then two blocks EastEquip an M16a2 card and end Snake's turn. On the next turn, use another  
 + M16a2 on the equipped card to kill the guard.
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 ===Section A=== ===Section A===
-Head down the stairs in the Northeast corner of the room. Lasers along the way will set off an alert, and a cutscene will play. Head through the door to the East. You may need to use Punch or a Raiden+ card to get around Sukiyaki boxes the block the way. Once you've left the room, head through the northern door. **A cutscene will interrupt Snake's movement on the first block in this room.** A guard may block the stairs to the North, so use Punch or a Raiden+ card to get around him. Climb the stairs to the subgoal. +Incur cost on Snake, then reduce it to zero and end his turn. Head down the stairs in the Northeast corner of the room. Lasers along the way will set off an alert, and a cutscene will play. Head through the door to the East. You may need to use Punch or a Raiden+ card to get around Sukiyaki boxes the block the way. Once you've left the room, head through the northern door. **A cutscene will interrupt Snake's movement on the first block in this room.** A guard may block the stairs to the North, so use Punch or a Raiden+ card to get around him. Climb the stairs to the subgoal. 
  
 ===Section B=== ===Section B===
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 ^ 459 | Ocelot Unit+ | 2 | ^ 459 | Ocelot Unit+ | 2 |
  
-Considering how large the starting area is, it's really important to keep cost to zero as much as possible on this stage. There are three potential ways of dealing with the first guard. +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'and Venus'first turnincur cost and reduce it to zero without moving so that every guard in the area will have at least 4 cost.
- +
-Option 1: If Snake has an Action++ and a Raiden card in his first handuse the Action++ to bring his rest to 4, then move Snake so that he lines up 3 blocks South of the guard. Use Raiden to flip and land on the guard, knocking him out.  +
- +
-Option 2: If Venus has a movement card and a Raiden card, move her so that she lines up 3 blocks south of the guard. Use Raiden to flip and land on the guard, knocking him out. +
- +
-Option 3: If neither character has the cards for the other options in their starting hands, use movement cards to approach the guard as close as possible (without using Punch) and reduce cost to zero. The guard will either use his cards to wait or move North. He and everyone else on the stage will incur cost, so you can now approach him and have either Snake or Venus use Punch to knock him out.+
  
-After you've dealt with the guard, proceed across the balcony to the final ladder and climb down. Move through the giant door, into the larger room. Proceed up the ramp on the West side and through the door. In this room, move down the ramp and through the guards to the West of the electrified floor (Raiden and Punch will be useful here). Advance to the subgoal to the North.+Proceed to the first guard and use Punch to knock him outthen head down the balcony to the final ladder and climb down. Move through the giant door, into the larger room. Proceed up the ramp on the West side and through the door. In this room, move down the ramp and through the guards to the West of the electrified floor (Raiden and Punch will be useful here). Advance to the subgoal to the North.
  
 In this subarea, Venus needs Stealth+ and Solid Snake(MGS2)+ equipped. If they're not equipped, mulligan at the entrance to the room until you have them both equipped. Only Venus needs to get to the goal. Move her up the ladder. If the shielded unit prevents her from being able to hang off the railing where the orange flooring is, use Punch on him until he is knocked out and/or out of the way. Hang on the railing and drop down. Advance to the ladder on the Southwest side. You will either need to use Raiden or Punch the guard standing in front of the ladder. Do not move to the block where the oil spill is, or Venus will lose her equipped cards. In this subarea, Venus needs Stealth+ and Solid Snake(MGS2)+ equipped. If they're not equipped, mulligan at the entrance to the room until you have them both equipped. Only Venus needs to get to the goal. Move her up the ladder. If the shielded unit prevents her from being able to hang off the railing where the orange flooring is, use Punch on him until he is knocked out and/or out of the way. Hang on the railing and drop down. Advance to the ladder on the Southwest side. You will either need to use Raiden or Punch the guard standing in front of the ladder. Do not move to the block where the oil spill is, or Venus will lose her equipped cards.
  • acid2ngplus.txt
  • Last modified: 2022/07/19 13:12
  • by plywood