acidngplus

Use Cost -8, Cost -12, and Jonathan Ingram cards to keep Cost as low as possible (preferably 0). Use Running Man/Ocelot Unit for movements larger than 3 blocks. Use Action ++ (Snake only) when Rest is 2/2. Use Raiden to flip over certain gaps/walls and to take out guards that stand in your way. Use Johnny Sasaki or Briefing if you need better/more cards in your hand. This will be the strategy utilized for the majority of the run.

This strategy allows the player to continually prioritize Snake and Teliko'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 (at the very least), Action ++ (Snake only), and Double Action. Use Johnny Sasaki, Briefing, or 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. Doing this will allow you to maintain your turn easier without unnecessarily cluttering the deck with movement cards. This strategy is used for boss fights and some other stages and is currently only utilized by Snake. Refer to the Card Priority below:

CARD PRIORITY:
Action ++ (Snake Only) - Only needs to be used once every 10 turns
Double Action
Extra Turn

Sentences that are bold and italic indicate a cutscene that will interrupt Snake’s/Teliko’s movement.

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

Regarding Action ++, the game incorrectly states that the card's effect lasts for 10 Cost. In actuality, the card will remain in effect for 10 turns.

Every guard that is too far away to have a turn receives +4 Cost when a guard spots one of the characters prior to an Alert phase. The effect does not stack. This does not work if you force a guard to spot you by punching them.

At the start of a stage, when enemies are out of sight (ie. another room) they will receive +4 cost if a character incurs cost and then reduces it to zero in the same turn. The guards must remain out of sight until at least the following turn. The effect does not stack.

When transitioning from one area to the next, if a cutscene occurs and Snake is in the subgoal before Teliko and has 0 cost, his turn will interrupt Teliko's turn in the next area if she has remaining rest. Once Snake's turn is finished, Teliko's previous turn will resume.

The game will softlock if either playable character's cost reaches 1028 or more.

SNAKE’S STARTING DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO’S STARTING DECK: (Edit before starting NG+) Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

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

Use Genome Soldier, move 4 blocks North, face North.
Use Body Armor to climb the ladder.
Equip Front Evade Lvl.1.
End turn.
Use Genome Soldier, move 4 blocks North, face North.
Use Socom to shoot the lock.

GO TO OPTIONS
Ensure Text Speed is set to Fast.
Ensure Movie Skip is on.
Ensure Quick Mode is on.
Exit Options.

DECK CHANGES
Snake only; don't change Teliko's deck.
Editing Tab:
REMOVE ALL Stinger (MGS1)
END

Equip Snake's Starting Deck if necessary (see below).

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 J. Ingram 4
187 Ocelot Unit 4

Run as far as you can North to the gate; Roger will call once you get near the truck. Make sure you are at least 3 blocks away from the goal and play a Raiden card to break through the guard standing at the gate. If necessary, use any card to move one block to the goal.

NO DECK CHANGES

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 J. Ingram 4
187 Ocelot Unit 4

Offices 1

Run down the hall, past the guard and cameras to the North door. Once you open the door, use Raiden to roll through the guard. If no Raiden card is in your hand, run around him on the East side. Exit the first half of the stage by entering the subgoal at the far North.

Offices 2

Head West down the hall and enter the door around the corner. A cutscene starts as soon as you enter the room. If you are still in Alert or Evasion mode at this point, the Patrol Bot may move in front of the door. Depending on where the Patrol Bot moves, flip over it with a Raiden card, or run around it. Head to the door on the East wall. A cutscene will start once you enter the room following the small connecting hallway. Head North and meet up with Gary. After the cutscene, head back the way you came until you’re back in the long hall at the South. Head East and use Raiden cards if necessary to roll through any guards in the way. Make your way to the goal at the Northeast.

(Skip Minefield and Armory)

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

Number Tab:
ADD x2 C4
R Button x12
UP D-Pad x2
ADD x2 Bomb Switch
END

SNAKE'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 J. Ingram 4
187 Ocelot Unit 4
003 C4 2
087 Bomb Switch 2

Get to the cracked wall and place C4. Move two blocks away from the C4 and use the Bomb Switch. A cutscene will start when Snake enters the block where the C4 was detonated. Reach the goal on the East side of the map. If a guard is standing on the goal, use a Raiden card to land on top of him or use a Punch to knock him off the goal block.

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

Editing Tab:
REMOVE ALL C4
REMOVE ALL Bomb Switch
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

If Rest permits and you have a Raiden card, stop movement on the block adjacent to the tree that is near the first guard and use Raiden to flip through him so that you land on the stairs leading to the building’s entrance. A cutscene starts as soon as you enter the building. Make your way down the hall and past the guard until you exit the building. On the steps outside, use a Raiden card and flip South, then head East to the South entrance of the Center Wing. Once in the Center Wing, exit through the East door. Use another Raiden to flip South, then head East again and enter the door to the East Wing on the East side. Run to the block in front of the computer at the North side of the building; another cutscene will start. Next, head back down to the last door at the far South of the building to enter another cutscene.

Only one character is required to get to the goal. After the cutscene, drop Snake's turn. (the new guards will take priority over his next turn even if you reduce his cost to 0). Use Teliko to head back the way Snake came from. Head West across the bridge and use a Raiden card to flip North back onto the walkway, onto the steps of the Center Building. Land in front of the door so you don't have to waste another turn to open it. If you encounter a guard in the way, use a Punch unless you have an extra Raiden card ready. Enter the Center Building and head to the South exit. Run West, cross the bridge and then use another Raiden card to flip OVER the steps/walkway, so that you land on the other side. Run North and proceed to the goal.

NO DECK CHANGES

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

Warehouse


Advance North to the first goal. Move Snake 7 blocks North in his first turn, or 8 blocks with Teliko (see picture below for character positioning). If either character moves past this block, it allows other guards to receive a turn. If neither character can move to the specified block in their first turns, a guard will block the path. Use either a Raiden card or a Punch to knock the guard out of the way if this happens. Wait until turn 2 to run across to the northern door. Whomever you bring to the door first needs to hold it open so that the other character can get through without wasting an extra action.


Hallways 1


A cutscene will start in the next area. Have Teliko hold the door open so that Snake can enter the western room. Use a Raiden card to move through the guard in this room (assure that Snake has 3 blocks to perform the roll), then stand in front of the “A” computer so that Teliko can move through door “A” into the eastern room.


It's important to note here that when having a character hold position in front of a computer that you do not reduce the cost of said character to an amount lower than the other character's cost. Or you'll waste time having another turn with the character waiting at the computer. Alternatively, you can reduce cost to zero and then immediately end the following turn to bring cost to zero until both characters are at zero cost.


Teliko can now move through door “A”. She needs to stand at the “B” computer in the center of this room from the adjacent North block. On her way, have her land on the guard with a Raiden flip to knock him out.


Snake can now exit the room he's in and proceed North through door “B” at the end of the hallway, then enter the door down the hall on the East side. Bring him to the computer marked “A” in the Northwest side of this room so that Teliko can leave the room she's in.


Bring her as as close to door “B” as possible before ending her turn. Move Snake over to computer “B” in the Southeast side of the room.


Move Teliko through door “B”, then North into the hallway up to the door leading into the Western room. Put her at the computer “C” block in the Nortwest corner of the room, adjacent to it from the South.


Once Teliko is through door “A”, Snake can move North towards/through door “C”, then approach the computer “C” in the East side of the following hallway.


Have Teliko follow suit through door “C”, then advance North through the door closest to Snake. Bring both characters through the last room in the area, up the stairs and to the next subgoal.


Hallways 2


Move East into the room with Teliko. Bring her to Computer “D” from the adjacent West block.


Move Snake through door “D” into the West room. Put him at computer “E” from the adjacent East block.


Move Teliko through door “E” at the nortnern side of the room. Move her over to computer “D” at the West block.


Snake can now exit the room via door “D”. Proceed as far north to the set of “F” doors as possible.


Move Teliko over to computer “F”.


Move Snake through the Western “F” door, then into the unmarked northern door. Hold Snake at computer “F” from the adjacent North block.


Teliko can now exit the room she's in. Exit via the “F” door at the south side of the room, then move through the “F” door on the first block of the hallway.


Both characters can now proceed to the next subgoal.


Hallways 3


Don't move Snake on this stage; only one character needs to make it to the goal. Equip Hang if you haven't already and drop from the nearest railing. Leave the room through the Southern door. Go down the hallway to the East and enter the door on the South wall. Then, bring Teliko to the block where the ladder is at the South side of the room.

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

Editing Tab:
ADD x2 Briefing
ADD x2 Action ++
REMOVE ALL Cost -8
REMOVE ALL Cost -12
REMOVE ALL Running Man
REMOVE ALL Jonathan Ingram
REMOVE ALL Ocelot Unit

Cost Tab:
UP D-Pad x1
ADD x4 Metal Gear RAY
L button x2
ADD x4 Extra Turn
ADD x4 Double Action
LEAVE MENU ON DOUBLE ACTION
Hold L button until scroll bar is one 'tick' above card count for the third card listed from the top
ADD x4 Olga Gurlukovich
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
157 Metal Gear RAY 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


Warehouse

Snake will be utilizing the Infinite Turn Deck Strategy for this stage. Defeat Leone by maintaining Snake's turn and using four Metal Gear RAY cards to attack. Snake needs to move one block South before he'll be in range for a hit. If you end Snake's turn when Leone's health is 50% or lower and he is not defeated, a short cutscene will play. Once you bring Leone's health to zero, the game will bring you to the next subarea.


Hallways 1

If it is still Snake's turn, end the turn without using an Extra Turn card. For this stage, only one character is required to exit. Use Teliko to run to the goal. Reduce cost to 0 when possible, utilize Running Man/Ocelot Unit, and Raiden flip through guards if they prevent you from proceeding.


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

Editing Tab:
REMOVE x2 Briefing
REMOVE x2 Action ++
REMOVE ALL Double Action
REMOVE ALL Extra Turn
REMOVE ALL Metal Gear RAY
REMOVE ALL Olga Gurlukovich

Cost Tab:
ADD x4 -8 Cost
ADD x4 -12 Cost
ADD x4 Jonathan Ingram
LEAVE MENU ON JONATHAN INGRAM
R button x6
ADD x4 Ocelot Unit
ADD x4 Running Man
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

Move Snake one block West, flatten against the crate and Knock to grab the guard's attention. Reduce cost to 0 and end Snake's turn. Move Teliko South two blocks. Reduce cost to 0 and end Teliko's turn. The guard will move towards your characters and spot you, increasing the cost of every other enemy on the stage by +4. Finish the stage by running to the West side of the area and keeping your cost at 0. When each character gets to the blocks in front of the truck, head South around the set of crates in the center of the stage to avoid being stopped by a guard.

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

Cost Tab:
UP D-Pad x1
ADD x4 Shagohod
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
194 Shagohod 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


Immediately end Snake's turn without movement or action. This will bring his cost up to 4. Use Teliko to advance North onto the drawbridge. Keep her cost at 0 so that her turn is prioritized. Move Teliko 5 blocks North onto the drawbridge (not counting the block that has dirt on it). A cutscene will start. Move Snake 5 blocks South. A cutscene will start. After the cutscene, reduce cost to 0.


Center yourself among the guards positioned. Use a Shagohod card. If the card is not in your hand, use Johnny Sasaki or Briefing cards and keep your cost to 0 until you get one. After you kill the guards, run to the goal on the Southwest side of the map. No need to reduce cost since Snake is alone.

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

Editing Tab:
UP D-Pad
REMOVE ALL Shagohod
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


Move Snake two blocks South before advancing West. Keep cost to zero and reach the goal.

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

Number Tab:
ADD x2 C4
R Button x12
ADD x2 Bomb Switch
L Button x1
ADD x1 Uniform-R
ADD x1 Uniform-B
ADD x1 Uniform-G
R Button x4
DOWN D-Pad x2
ADD x1 Hang
END

SNAKE'S DECK: Deck Size: 38

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
003 C4 2
082 Uniform-R 1
083 Uniform-B 1
084 Uniform-G 1
087 Bomb Switch 2
114 Hang 1

On this stage, it is important to equip the Hang card as soon as you see it. If that card is not in your first hand, use your first Rest to move so that you're two blocks south of the northern door (from Snake's starting position, that's two blocks West and one block North), or use an Action++ card. Do not open the door on your first turn. Reduce cost to 0 on your next Rest, then end the turn. On your second turn, open the door. Head to the door on the East side of the room, just past the red guard. Once through the door, get as close to the vent on the North wall as possible. Make sure to end your movement by placing Snake in Crawl mode so that you don't waste an extra Rest. Crawl through the vent and put Snake back in Stand mode in the first block of the next room. Move through the door in this room, then continue West towards the crate and next red guard. Place yourself two blocks East from him so that you can Raiden flip through him and land on the stairs.


Run up the stairs to the next floor, past the ladder that brings you onto the suspended walkway. End Snake's movement at the first fence on the platform, face the railing and put Snake into Hang mode. Move one block East and then use Return mode to stand back on the platform. Continue East to the next fence, face the railing and enter Hang mode again. Move one block East, use Return mode. Now move North on the platform to the final fence, face the railing and use Hang mode one last time. Move North one block, and use Return mode. A short cutscene will begin. Move 3 blocks North to the cracked wall and place a C4, then move two blocks south and detonate it with a Bomb Switch. A cutscene will start as soon as Snake enters the secret room. Move two blocks North to end the stage.

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

Editing Tab:
REMOVE ALL C4
ADD x2 Briefing
ADD x2 Action ++
REMOVE ALL Bomb Switch
REMOVE ALL Uniform-R
REMOVE ALL Uniform-B
REMOVE ALL Uniform-G
REMOVE ALL Hang
REMOVE ALL Cost -8
REMOVE ALL Cost -12
REMOVE ALL Running Man
REMOVE ALL Jonathan Ingram
REMOVE ALL Ocelot Unit

Cost Tab:
UP D-Pad x1
ADD x4 Metal Gear RAY
L button x2
ADD x4 Extra Turn
ADD x4 Double Action
LEAVE MENU ON DOUBLE ACTION
Hold L button until scroll bar is one 'tick' above card count for the third card listed from the top
ADD x4 Olga Gurlukovich
END


SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
157 Metal Gear RAY 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3

Elevator Room


Snake will utilize the Infinite Turn Deck Strategy on this stage, but do not use it until you enter the second room. Use low cost cards to move Snake towards the door to the South. It is important to have low cost when you reach the door. You will need to end your turn after the first Rest, then use a card that has 4 or 5 cost to get to the door. A cutscene will start.

Dream Town


After the cutscene, immediately end Snake's turn so that Teliko approaches him. This should get her in range for an attack via Metal Gear RAY cards. Initiate the Infinite Turn Deck Strategy here to defeat her. She should move to the green block on her first turn, which is 5 blocks South from Snake. Line up with her by moving Snake one block West, and face South. Kill her by using 4 Metal Gear RAY cards. There is a chance she may place a mine when she gets to that green block, which will detonate from one of the attacks and cause some extra damage. If you end Snake's turn when Teliko's health is 50% or lower, a small cutscene will occur.

DECK CHANGES

Editing Tab:
REMOVE ALL Metal Gear RAY

Number Tab:
R Button x1
ADD x4 Stinger (MGS1)
L Button x1
UP D-pad x1
ADD x4 Stinger (MGS2)
TRIANGLE TO SWITCH TO TELIKO
DOWN D-pad x1
R Button x1
ADD x1 PSG-1
END

SNAKE'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3
008 Stinger (MGS1) 4
204 Stinger (MGS2) 4

TELIKO'S DECK: Deck Size: 31

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
013 PSG-1 1

Snake will utilize the Infinite Turn Deck Strategy for this stage. Maintain Snake's turn and destroy all Cyphers by using Stinger cards. Snake will not have to move from his starting block.

DECK CHANGES

Editing Tab:
REMOVE ALL Stinger (MGS1)
REMOVE x2 Briefing
REMOVE x2 Action ++
REMOVE ALL Double Action
REMOVE ALL Extra Turn
REMOVE ALL Olga Gurlukovich
REMOVE ALL Stinger (MGS2)

Cost Tab:
ADD x4 -8 Cost
ADD x4 -12 Cost
ADD x4 Jonathan Ingram
LEAVE MENU ON JONATHAN INGRAM
R button x6
ADD x4 Ocelot Unit
ADD x4 Running Man
TRIANGLE TO SWITCH TO TELIKO

Editing Tab:
REMOVE ALL PSG-1
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

Advance to the goal on the other side of the stage. As you progress on the higher ground, you will run into a guard that stands in your way. Use Punch to move him one block away so that you can advance past him. Raiden cards will not work here.

NO DECK CHANGES

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

Keep Cost under 4 and advance to the goal on the East side of the stage. Don't go out of your way to be spotted early here; all guards start with 4 cost.

DECK CHANGES

Number Tab:
R Button x3
DOWN D-Pad x2
ADD x2 RC Missile
TRIANGLE TO SWITCH TO TELIKO

Cost Tab:
UP D-Pad x4
ADD x2 Shagohod
DOWN D-Pad x2
L Button x4
ADD x2 Genola
END

SNAKE'S DECK: Deck Size: 32

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
024 RC Missile 2

TELIKO'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
145 Genola 2
194 Shagohod 2


Power Plant 1:


Move Snake as close to the first guard as possible, while remaining West from him. Reduce Cost to zero and end his turn. Move Teliko, ensuring that she does not advance more than 1 Block South and 4 blocks East from her starting position. The guard on the balcony should spot one or both of your characters, giving the rest of the enemies in the area an additional 4 Cost. Advance to the sub goal.

Power Plant 2:


Move up the nearest staircase. If the guard moves North past the staircase, you'll need to knock him out with a Raiden card. Only position Snake or Teliko 3 blocks South from him when one has a Raiden card in hand. Flip and land onto him so that he's knocked unconscious, then head down the stairs on the North side of the platform. Make your way up the stairs on the East side of the room. Optionally, use a Raiden card on the first block at the top of the stairs to avoid running around the bend. Raiden flip through the final guard. You may need to have one character stand on him so that the other one can advance to the sub goal.

Power Plant 3:


Move up the stairs on either side of the room (one character per side) and flip over the Patrol Bots standing in the way. Make sure to position yourself 2 blocks away from the Patrol Bot so that you can land on the other side. If no Raiden cards are at the ready, kill some of the guards in the way with an RC Missile and run through the remainder of them. Head to the subgoal.

Power Plant 4:


Use Teliko to eliminate all of the nearby guards at once with a Shagohod card. Once the group is dealt with, you no longer need to worry about either character's Cost because the last two guards are too far away to have a turn. Move Snake to the northern electrical floor, positioning him so he's on the West side of the two blocks adjacent to the hallway. Fire an RC Missile and guide it so that it always follows the wall directly left of it. In between RC Missile movements, Teliko will receive turns. If possible, use a Genola card in Teliko's deck one turn before the RC Missile reaches the first guard in the hallway. Otherwise, Snake must kill this guard with the RC Missile and then fire a second. This RC Missile can make it all the way to the second electrical panel if you follow a specific path (use the checkboxes to keep track if needed):

4 Blocks North.

8 Blocks West.

5 Blocks South.

2 Blocks East.

2 Blocks South.

4 Blocks East.

1 Block North.

5 Blocks East.

1 Block South.

4 Blocks East.

3 Blocks North.

Once the eastern electrical panel is destroyed, advance Snake and Teliko to the subgoal.

Power Plant 5:


Like in Power Plant C, each character can advance to the subgoal by running up the stairs to the platforms on either side of the hall and using a Raiden card to flip through the guards. Alternatively, have Snake fire an RC missile at one of the barrels in the middle to kill two guards and make enough room to head straight up the hallway.

Power Plant 6:


Only one character is required to reach the goal. Move either Snake or Teliko through the western door. Use a Raiden card to flip East across the gap and through the guard on the platform on the other side. Advance North up two flights of stairs, then West up the last steps. Use a Raiden card to flip across to the North platform. Head through the door, then head for last door to the control room.

DECK CHANGES

Editing Tab:
REMOVE ALL RC Missile
TRIANGLE TO SWITCH TO TELIKO
REMOVE ALL Genola
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 32

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
194 Shagohod 2

Power Plant 6:


Move through the Western door and advance South along the same path you took in the last stage. You will need two Raiden cards to flip over the same gaps as before. Remember to use one character to open the doors so that the other character can pass through without wasting an extra Rest or Turn. Advance both characters to the subgoal.

Power Plant 5:


Take each character up the stairs closest to them and use a Raiden card to flip over the Patrol Bots towards the end of each platform. If you cannot see the Patrol Bots and they have not moved, pay attention to the “electrical boxes” on both sides of the hallway. There are three of them on both sides, and you will only want to advance to the block adjacent to the electrical boxes that are furthest south (see picture) to allow enough room to Raiden flip. Head to the next subgoal.

Power Plant 4:


If you have not yet received an alert, you will receive one as you run through the laser traps here. Causing an alert will make a guard with a shield possibly spawn on one of the subgoal blocks. Whichever character gets to the subgoal first should use a Raiden card to flip onto this guard and knock them out. There may be others that also prevent you from reaching the goal on or near the electrical floor. Move both characters to the subgoal.

Power Plant 3:


Once again, move each character up the stairs closest to them and Raiden flip through the guard near the end of each platform. Use the electrical boxes as a reference again for a Raiden flip setup if you cannot see them.

Power Plant 2:


Only use Teliko here. You need to eliminate all 5 ACUA guards by maintaining her turn and using both of her Shagohod cards. Start by positioning Teliko in the center of the bottom floor. Move her down the stairs on the East side of the room, then Raiden flip or use Punch to get around the first guard. Move Teliko so that she is directly underneath the upper walkway in the center of the room and then use a Shagohod card. This should kill all three guards on the bottom floor. One guard will survive the first vulcan strafe but will die when the barrel adjacent to him explodes.

Now move Teliko up the staircase on the Northwest side of the room. Once she is on the first block of the second floor, immediately use another Shagohod card. This will kill the final two guards. Disregard her cost here as the mission will be complete after she plays the card. If neither character has more than 120hp, make sure Snake doesn't get hit by Teliko's Shagohod or you will fail the mission when both characters are Out of Action.

DECK CHANGES

Editing Tab:
TRIANGLE TO SWITCH TO TELIKO
REMOVE ALL Shagohod
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4

Immediately head North and let one of your characters get spotted by the guard with the shield. Head West from that guard, and move both characters over to the hidden entrance. This entrance is located two blocks North of the most western crate on the North side of the road (see picture).

DECK CHANGES

TRIANGLE TO SWITCH TO TELIKO

Number Tab:
DOWN D-Pad x1
R Button x6
ADD x4 RPG-7
TRIANGLE TO SWITCH TO SNAKE
DOWN D-pad x1
L Button x3
ADD x2 RC Missile

Cost Tab:
UP D-pad x5
ADD x2 Metal Gear
END

SNAKE'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 2
062 Action ++ 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
024 RC Missile 2
168 Metal Gear 2

TELIKO'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
044 RPG-7 4


FAR: B1F


On Snake's first turn, don't let him move more than one block South so that the door can remain open for Teliko. If Snake gets a Metal Gear card in his hand, use it as soon as you can (while still trying to maintain 0 cost) to eliminate all the gun turrets in the area. Using this card will cause the Patrol Bot to the east to become suspicious, allowing it to move even though its out of range of a turn. Keep this mind in case you are unable to maintain 0 Cost. If Snake is having a hard time drawing a Metal Gear card early, use Teliko's RPG missile's to destroy the first two gun turrets you encounter in the stage so that you give the characters time to advance while you draw for the Metal Gear card.

Move both Snake and Teliko down the hallway. Let Teliko move ahead slightly and use an RPG missile to destroy the western Patrol Bot. If the western Patrol Bot has not moved and is still North of Snake and Teliko, it can be shot from right around the corner in order to remain undetected. If the other Patrol Bot to the East has moved North, move Teliko one block east and one block north from the aforementioned position. She can destroy the eastern Patrol Bot from this block without getting spotted. If the eastern Patrol Bot has not moved at all during the stage, have Teliko flank it by running South. Once both Patrol Bots are dealt with, disregard your cost since no enemies remain.

Once the Patrol Bots and gun turrets have been dealt with, move Snake up to the most eastern block South of the electrified floor and fire an RC Missile up the hallway. Move the RC Missile all the way to the next room, then through the vent shaft and into the electric panel. In between missile movements, move Teliko up to the block beside Snake and mulligan her hands until she has a fair amount of movement cards ready. Once Snake blows up the electric panel with the RC Missile, move Teliko up the path the same way the missile took but instead of moving through the vent shaft, climb the ladder on the northern side of the platform. Once she's on the platform, move her over to the terminal and the door to the far South will open. Move both characters to the subgoal.

FAR: B2F


Move a character over to the door at the East side of the room. If Snake has a Metal Gear card in his hand, use it after the door is opened. If he has no Metal Gear card, mulligan for one or have Teliko destroy the gun turret in the next room with an RPG missile. Once the turret has been dealt with, leave whomever has opened the door there so that the other character can pass through the next room and on to the next door. Repeat the process for the following room. Run past the guard in the next room and through the door to the North. Once the last door to the North is opened, use another Metal Gear card or RPG Missile to destroy the final gun turret. Run both characters to the goal. If you have triggered an alert, you may have to use a Raiden card to flip through any enemies in the way.

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

Editing Tab:
REMOVE ALL RC Missile
ADD x2 Briefing
ADD x2 Action ++
REMOVE ALL Cost -8
REMOVE ALL Cost -12
REMOVE ALL Metal Gear
REMOVE ALL Running Man
REMOVE ALL Jonathan Ingram
REMOVE ALL Ocelot Unit

Cost Tab:
UP D-Pad x2
ADD x4 Metal Gear RAY
L button x2
ADD x4 Extra Turn
ADD x4 Double Action
LEAVE MENU ON DOUBLE ACTION
Hold L button until scroll bar is one 'tick' above card count for the third card listed from the top
ADD x4 Olga Gurlukovich
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
157 Metal Gear RAY 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3

TELIKO'S DECK: Deck Size: 30

Card Number Name Number of Cards
044 RPG-7 4
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


This fight against Leone is just like the one before, except Leone has 500 more HP and has a few guards to back him up. Utilize the Infinite Turn strategy with Snake's deck. Snake needs to move two blocks East and face North before he can attack Leone. If you end Snake's turn when Leone's health is 50% or lower and he is not defeated, a short cutscene will play.

DECK CHANGES

Number Tab:
UP D-pad x2
L Button x7
ADD x4 Solid Snake (MGS2)
TRIANGLE TO SWITCH TO TELIKO
ADD x4 Solid Snake (MGS2)
END

SNAKE'S DECK: Deck Size: 34

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
157 Metal Gear RAY 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3
154 Solid Snake (MGS2) 4

TELIKO'S DECK: Deck Size: 37

Card Number Name Number of Cards
044 RPG-7 4
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4
154 Solid Snake (MGS2) 3


The door to the goal is locked by one of the four guards and will only open once you've defeated the guard in question. The guard is different every time you load this stage. As such, you do not need to defeat every guard in the room unless you've killed 3 guards and the door has still not opened. At Snake's first turn, use a Solid Snake (MGS2) card then end the Turn. Do not reduce his cost to 0. If he does not have a Solid Snake card, just immediately end his turn. You'll be utilizing Teliko for the majority of this stage. Like Snake, have her equip a Solid Snake (MGS2) or Hang as early as possible. If she has an RPG-7 in her first hand, immediately use it to kill the first guard she has eyes on on the platform to the East. The next closest guard is on the bottom floor located by the locked door to the South and can easily be killed by firing and RPG south while Teliko is positioned on the first bridge headed East. The next easiest guard to target is on the East side of the room on the bottom floor by the staircase. Teliko should have a clear shot with an RPG from the furthest platform to the East that she can move to without going North around the pipes. The last guard is located to the North by the pipes, and is only targetable by running up the walkway so that you are no longer obstructed by the pipes. Once you've defeated the guard that unlocks the door upon their death, move Teliko to a railing on the South side of the upper platforms and enter hang mode, then drop. Move her to the goal, then do the same thing with Snake. Remember to have Snake equip a Solid Snake (MGS2) card at this point if he hasn't already.

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

Editing Tab:
REMOVE ALL Solid Snake (MGS2)
END

SNAKE'S DECK: Deck Size: 30

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
157 Metal Gear RAY 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3

TELIKO'S DECK: Deck Size: 37

Card Number Name Number of Cards
044 RPG-7 4
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
154 Solid Snake (MGS2) 3
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


Defeat La Clown in the same manner you've defeated Leone twice. Use the Infinite Deck Strategy to maintain Snake's turn and attack La Clown with 4 Metal Gear RAY cards. La Clown disguises herself as Teliko, but it's easy to pinpoint which is the real Teliko and which is La Clown. The real Teliko is directly North of Snake by two blocks. La Clown is northeast of Snake (one block north and one block East). If you are still unsure, press triangle at the start of Snake's turn and hover over each Teliko. The one with 800 HP and various equipment is La Clown. The one with 400 hp is the real Teliko.

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

Editing Tab:
REMOVE ALL Metal Gear RAY

Number Tab:
R Button x1
ADD x4 Stinger (MGS1)
L Button x1
UP D-Pad x1
ADD x4 Stinger (MGS2)
L Button x1
ADD x1 A.L. Granin
END

SNAKE'S DECK: Deck Size: 35

Card Number Name Number of Cards
060 Briefing 4
062 Action ++ 3
068 Double Action 4
073 Extra Turn 4
159 Olga Gurlukovich 4
160 Johnny Sasaki 4
161 Raiden 3
008 Stinger (MGS1) 4
197 A.L. Granin 1
204 Stinger (MGS2) 4

TELIKO'S DECK: Deck Size: 37

Card Number Name Number of Cards
044 RPG-7 4
060 Briefing 2
114 Hang 1
128 Cost -8 4
133 Cost -12 4
154 Solid Snake (MGS2) 3
160 Johnny Sasaki 4
161 Raiden 3
169 Running Man 4
180 Jonathan Ingram 4
187 Ocelot Unit 4


Immediately end both Snake and Teliko's first turns so that Metal Gear uses some cost, and arms it missiles. On Snake's next turn, initiate the Infinite Turn strategy and fire 3 Stinger missiles into each set of missile ports. A cutscene will happen after you've destroyed both sides. After the cutscene, use A.L. Granin to bring Snake's cost to 15 (maintain Snake's turn and mulligan until you draw it). If you used an Extra Turn before using A.L. Granin in the same turn, end Snake's following turn to bring his cost up to 19. Metal Gear should bend over to start its ultimate attack, setting its cost to 20. The Patrol Bot will start attacking Teliko. Ignore this and continually skip Teliko's turn until the turn comes back to Snake. Reinitiate the Infinite Turn strategy and fire 6 stinger missles at Metal Gear.

Hold X and Start until the credits begin. Another cutscene will start after the credits end, so prepare to hold X when the credits stop at Konami. Once the cutscene starts to fade, LET GO OF X to ensure that you don't cancel saving the game after you've completed it. The run ends when the game prompts you to save post-credits. Save the game, then once the game brings you back to the main menu go to Load Game and go to your newly saved file to view the IGT.

  • acidngplus.txt
  • Last modified: 2019/08/01 20:59
  • by coppert4nk