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acidngplus [2019/06/06 20:42] – [Stage 3a | Ruins - Lower] coppert4nkacidngplus [2022/10/15 08:30] (current) – [Stage 14e | FAR ??? (BOSS: Metal Gear KODOQUE)] add return link hau5test
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 ====Infinite Turn Deck Strategy==== ====Infinite Turn Deck Strategy====
  
-This strategy allows the player to continually prioritize Snake and Teliko's turns over the guards, affectively 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 Running Man/Ocelot Unit for movements larger than 3 blocks. Use Raiden to flip over certain gaps/walls as well as take out guards that stand in your way. Use Johnny Sasaki or Briefing 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:+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 SasakiBriefing, 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:\\ **CARD PRIORITY:\\
-Action ++ (Snake Only)\\+Action ++ (Snake Only) - Only needs to be used once every 10 turns\\
 Double Action\\ Double Action\\
-Extra Turn\\ +Extra Turn\\ **
-Running Man/Ocelot Unit**\\ +
  
  
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 **GO TO OPTIONS**\\ **GO TO OPTIONS**\\
 Ensure Text Speed is set to Fast.\\ Ensure Text Speed is set to Fast.\\
-Turn Movie Skip on.\\ +Ensure Movie Skip is on.\\ 
-Turn Quick Mode on.\\+Ensure Quick Mode is on.\\
 Exit Options.\\ Exit Options.\\
 \\ \\
 <html> <html>
 <span style="color:White">DECK CHANGES</span><br> <span style="color:White">DECK CHANGES</span><br>
-<br>+Snake only; don't change Teliko's deck.<br>
 <b>Editing Tab:</b><br> <b>Editing Tab:</b><br>
 <span style="color:Red">REMOVE</span> ALL Stinger (MGS1)<br> <span style="color:Red">REMOVE</span> ALL Stinger (MGS1)<br>
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ===Warehouse=== ===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 neither character can move 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.\\+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.\\
 \\ \\
 {{:mga:brc-026position.png?nolink&600|}} {{:mga:brc-026position.png?nolink&600|}}
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 \\ \\
-//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.// +//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. // 
  
 \\ \\
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 \\ \\
-There are no more computers in the final area, and only one character needs to get to the end of the stageBring either Snake or Teliko (whomever's turn is first) across the platform to the door. Enter the door, and end your turn (without reducing cost) in the connecting hallway so that both doors remain openUse the other character to move through both doors, then advance across the platform and down the stairs in the following room. Exit the room via the East door and advance South through the hallway until you reach the next room. Go straight through the room, using Raiden if a guard stands in your way. Once through the next door, go down the hallway to the East and enter the door on the South wall. Then, bring the character to the block where the ladder is at the South side of the room. +Don't move Snake on this stage; only one character needs to make it to the goalEquip Hang if you haven't already and drop from the nearest railingLeave 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. 
  
 ====Stage 7b | BRC-026 (BOSS: Leone)==== ====Stage 7b | BRC-026 (BOSS: Leone)====
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ===Power Plant 4:=== ===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 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):\\+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):\\
 \\ \\
 <html> <html>
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
Line 1032: Line 1030:
 ^ 044 | RPG-7 | 4 | ^ 044 | RPG-7 | 4 |
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
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 __TELIKO'S DECK__:  __TELIKO'S DECK__: 
-**Deck Size: 38**+**Deck Size: 37**
 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 044 | RPG-7 | 4 | ^ 044 | RPG-7 | 4 |
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
Line 1083: Line 1081:
 ^ 180 | Jonathan Ingram | 4 | ^ 180 | Jonathan Ingram | 4 |
 ^ 187 | Ocelot Unit | 4 | ^ 187 | Ocelot Unit | 4 |
-^ 154 | **Solid Snake (MGS2)** | **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) 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.+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.
  
 ====Stage 14d | FAR B5F (BOSS: La Clown)==== ====Stage 14d | FAR B5F (BOSS: La Clown)====
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 __TELIKO'S DECK__:  __TELIKO'S DECK__: 
-**Deck Size: 38**+**Deck Size: 37**
 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 044 | RPG-7 | 4 | ^ 044 | RPG-7 | 4 |
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
-^ 154 | Solid Snake (MGS2) | |+^ 154 | Solid Snake (MGS2) | |
 ^ 160 | Johnny Sasaki | 4 | ^ 160 | Johnny Sasaki | 4 |
 ^ 161 | Raiden | 3 | ^ 161 | Raiden | 3 |
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 __TELIKO'S DECK__:  __TELIKO'S DECK__: 
-**Deck Size: 38**+**Deck Size: 37**
 ^ Card Number ^ Name ^ Number of Cards ^ ^ Card Number ^ Name ^ Number of Cards ^
 ^ 044 | RPG-7 | 4 | ^ 044 | RPG-7 | 4 |
 ^ 060 | Briefing | 2 | ^ 060 | Briefing | 2 |
-081 Stealth  | 1 |+114 Hang | 1 |
 ^ 128 | Cost -8 | 4 | ^ 128 | Cost -8 | 4 |
 ^ 133 | Cost -12 | 4 | ^ 133 | Cost -12 | 4 |
-^ 154 | Solid Snake (MGS2) | |+^ 154 | Solid Snake (MGS2) | |
 ^ 160 | Johnny Sasaki | 4 | ^ 160 | Johnny Sasaki | 4 |
 ^ 161 | Raiden | 3 | ^ 161 | Raiden | 3 |
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 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. 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.
 +
 +----
 +
 +[[metal_gear_acid|Return to Metal Gear Ac!d Overview page]]
  • acidngplus.1559853743.txt.gz
  • Last modified: 2019/06/06 20:42
  • by coppert4nk