acidtips

With tips from in game briefing tutorials

  • Quick Mode [Always] and Movie Skip should be set to on. Text Speed should be set to fast.
  • You can hold triangle during the enemy's turn to skip your turn automatically.
  • Deck Reshuffle - “Once all cards in a deck have been used, the deck is automatically reshuffled. Shuffling the deck takes 10 COST.”
  • Aerial View - “Press the triangle button during your turn to switch to Aerial View. Use the directional button to switch view and the analog pad to switch the focus point. You can also check a character's LIFE and other information by bringing it to the middle of the screen. Pay attention to the enemy viewpoint, indicated with a dot. The block marked with a dot is the area visible to the enemy.”
  • WEAPON card attributes
  • ATK: attack power per hit
  • HIT: chance of hitting target
  • Ammo: #mm X #: Caliber, X max shots
  • REA: chance of COUNTER
  • HIT% Decreases At: distance at which HIT begins to decrease,
  • The actual overall damage dealt equals ATK times number of hits.
  • The number of hits equals number of hits times HIT.
  • FALL and FAINT - “When any character in a stage is knocked down by an attack with a FALL effect, one card in that character's hand is destroyed. If all of the character's cards are destroyed, the character is [sic] get FAINT. Unconscious characters automatically lose their turn. After a set period of COST, the character is returned to action with a full hand of cards. The amount of COST required to revive from unconscious status varies from character to character.”
  • EQUIP - “Some WEAPONS are listed as “EQUIP type” in their detailed descriptions. These are different from USE-type WEAPONS in that you must first EQUIP them in the EQUIPMENT window in order to use them. After EQUIPPING a WEAPON, combine it with an ammo card of the same caliber to get it ready to fire. The caliber of the WEAPON is listed in its detailed description. Ammo can only be used in WEAPONS of the same caliber.”
  • “Be careful–combining ammo with a WEAPON of a different caliber will cause the EQUIPMENT window data to be overwritten.”
  • “The performance of an EQUIP-type WEAPON is determined by its ATK and HIT values, while the amount of ammo loaded determines how many times it can be fired. The amount of ammo remaining is displayed after the caliber.”
  • “In addition, EQUIP-type WEAPONS have a chance of automatically triggering a COUNTER when attacked by the enemy. The REA value indicates the chance of such a COUNTER. No ammo is needed to execute a REA, but the EQUIPPED WEAPON will disappear from the EQUIPMENT window.”
  • Equip-type WEAPONS need to be loaded with ammo of the same caliber after being EQUIPPED.
  • Performance is determined by the WEAPON EQUIPPED; the number of shots by the ammo.
  • EQUIP-type WEAPONS have a chance of triggering a COUNTER.
  • After a COUNTER, the EQUIPPED WEAPON will disappear from the EQUIPMENT window.
  • INTERFERENCE - “Some cards have marks on the top, bottom, left, and right, indicating direction and color. These are called 'INTERFERENCE marks.' When the card is EQUIPPED, these have an effect on adjacent cards in the EQUIP column.”
  • “The marks change the attack and defense power of neighboring WEAPON and EQUIPMENT cards. However, when EQUIPMENT is lost due to REA and other effects, the INTERFERENCE effects applied by that EQUIPMENT also disappear.”
  • “The trick is to maximize your ATK and HIT using the EQUIPMENT's position in the window.”
  • Red: Single-target ATK +10, DEF -10
  • Blue: Single-target ATK -10, DEF +10
  • Green: REA probability +10%, single-target ATK -5, DEF -5
  • STATUS EFFECTS - “Characters may suffer Status Effects as a result of enemy attacks.”
  • SLEEP - “Will cause the character to be paralyzed for a set COST.”
  • OUT OF ACTION - “Will cause the character to be paralyzed for 30 COST and they will then be rehabilitated with 10 LIFE.”
  • BLEEDING - “Will cause 5 damage per COST, up to a maximum of 50. Damage will be calculated on the character's turn.”
  • BURN - “Causes 10 damage per cost, and disappears after 10 blocks. Any character coming into contact with “BURN” will suffer its effects.”
  • 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.
  • acidtips.txt
  • Last modified: 2019/10/04 23:58
  • by plywood