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Solid Snake (Acid)

From The Codex
Revision as of 15:43, 8 December 2024 by GiverOfThePeace (talk | contribs) (→‎Codex Statistics: re-categorisation per CFD)
Articles About Solid Snake
Canon Timelines Main Timeline - Ghost Babel - Snake Tales - Twin Snakes - Acid 1 - Acid 2
Non-Canon NES - Super Smash Bros - Fortnite

Background

Solid Snake is a member of FOXHOUND who has achieved legendary status, he is brought to duty to infiltrate the Lobito Physics and Chemistry laboratory compound. Snake is led to believe that he is actually Hans Davis, a researcher involved in the development of the new Metal Gear model. In 2016, a jumbo jet carrying Senator Hach, an important politician and likely future presidential candidate, is hijacked by terrorists. In exchange for the senator the terrorists demand from the United States government Pythagoras, a research project being conducted in the Moloni Republic in southern Africa. In efforts to identify these terrorists, the government begins an investigation of Pythagoras. The Moloni government refuses to cooperate and work with the United States, saying that it doesn't want to interfere in its current affairs. In response, the US sends in a covert special forces team to investigate, but the team is obliterated by armed resistance. With no other options and time running out, the US government calls Solid Snake to infiltrate the laboratory, discover the nature of Pythagoras, and to rescue Senator Hach.

General Information

Name: Solid Snake (Codename, real name unknown), Hans Davis (What he's tricked into believing he is)

Origin: Metal Gear Acid

Sex: Male

Age: Unknown

Classification: Mercenary of Mercenaries

Species: Human

Occupation: Soldier, Mercenary

Status: Deceased (It was revealed in Metal Gear Acid 2 this this Snake was killed)

Alignment: Chaotic Good (Snake is a soldier that's willing to repeatedly save the world from global threats such as Metal Gear and The Patriots, with him noting he's not doing it for any country or people but for himself and because it's what he believes in)

Codex Statistics

Grade: S

Tier: 9-B physically, Low 8-C with weapons

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: Wall level physically (Can harm enemies wearing body armor, which takes 0 damage from bullets. Can knock a soldier unconscious with three hits. Can kill enemies with a single spin kick), Small Building level with weapons (His weaponry can harm Metal Gear KODOQUE, who is of this size. Has access to weapons such as C4s), some of his equipment such as the HF blade can negate durability

Durability: Wall level, Higher with Body Armor (Can take 0 damage from bullets)

Striking Strength: Wall Class

Lifting Strength: Peak Human

Travel Speed: Peak Human

Attack Speed: Supersonic

Reaction Speed: Supersonic (Can avoid bullets from machine guns and handguns)

Stamina: Very High (Went through constant battles without ever getting tired)

Range: Standard Melee physically, Hundreds of Meters with Firearms, Higher with HF Blades (HF blades can attack anyone on the map)

Intelligence: Genius Intelligence (Noted by Snake that actions such as equipping and choosing the front evade card is something "even a child can do". Noted to be a legendary soldier who is a "Mercenary of mercenaries" and "a superhero straight out of the American comics. Eliminated all enemy soldiers when he was surprise attacked. Beat Teliko in a trap where she learned all of the rules and mechanics and Snake had no knowledge of it. Noted by Teliko that Snake is the far better combatant and sniper. Treated an enemy soldier ambush as not that big of a threat noting he's been in much worse situations. Picked up Leone's combat style from the last time he fought him allowing him to use it against him. Could figure out which Teliko was La Clown in disguise)


Powers and Techniques

Superhuman Physical Characteristics, Stealth Mastery (His mission in most scenarios is to stay hidden, as to not alert many men that are armed to the teeth), Martial Arts (Skilled in hand to hand combat), Weapon Mastery (Dagger/Knife Usage, Sword Usage, Marksmanship, & Explosives; Skilled in various guns and blades), Breaking the Fourth Wall (Is aware of his name being changed on the text screen), Regeneration (Mid-Low; Can recover wounds from being reduced to zero LIFE after a while), Status Effect Inducement (His CQC can make enemies go unconscious, even if they're taking 0 damage due to body armor).


Resistance to Durability Negation, Matter Manipulation, Quantum Manipulation, and Vibration Manipulation (Can take hits from a HF blade, which can vibrate extremely fast, allowing them to disrupt atoms with ease by shrinking their electron clouds. HF weapons can also cause changes to their edges particles at a quantum level, as well as cause quantum decoherence in the plank scale)

Penetration Damage (Physical Penetration; Possesses various guns and blades), Enhanced Stealth Mastery (With mute card, Snake makes no noise whatsoever while walking or running), Information Analysis & Data Manipulation (The sneaking suit provided to Snake has been fitted with a CHAIN that stores physical data, it stores a solider's physical data and information related to their surroundings), Damage Reduction (With body armor, reduces damage by 50%. With Dark Loans, damage received by the user reduced to 0 for 3 turns), Instinctive Reaction (With Weak Knees, can evade all attacks. With evade cards, can evade attacks from any direction), Healing (The sneaking suit provides remote medicine, allowing Snake to heal himself. With rations, restores health. With Solar Bank, damage received by the user become 10 for 3 turns. 3 turns later, full recovery), Distance Negation, Durability Negation, Matter Manipulation, Quantum Manipulation, and Vibration Manipulation (With the Cyborg Ninja Card, hits any target on the map with an HF frequency blade, which can vibrate extremely fast, allowing them to disrupt atoms with ease by shrinking their electron clouds. HF weapons can also cause changes to their edges particles at a quantum level, as well as cause quantum decoherence in the plank scale. With Body Shot, cuts HP in half), Status Effect Inducement (With stun grenades, knocks enemies unconscious. With Genola Card, all enemy on the map becomes unconscious. With XM8 Card, induces random effects on the enemy (sleep, fire, bleeding, etcetera)), Velocity Manipulation (With Action+, increases the number of actions Snake can take. With Strand, every Hit adds 1 Cost to the enemy. With Critical Shot, each hit adds 2 cost to the enemy), Power Modification (With Olga Gurlukovich card, changes three cards out of the six in Snake's deck. With Johnny Sasaki card, changes all six cards on Snake's deck), Camouflage (With stealth card, turns one effectively invisible), Enhanced Senses (With thermal goggles, allows him to see in the dark and display infrared beams. With Major Zero Card, in the dark, all enemies on the map are displayed for 5 turns), Statistics Amplification (With running man card, greatly increases his movement. With Gillian Seed, weapon's hit rate becomes 100%), Explosion Manipulation (With C4, causes a massive explosion that can blow open walls), Technology Manipulation (With chaff grenades, renders electronic devices inoperative), Homing Attack (With stringer missile, locks on target), Fire Manipulation (Makarov, creates a giant fire explosion), Sleep Manipulation (With M9, instills a sleep tranquilizer that instantly puts the target to sleep), Damage Boost (With double shoot card, the number of bullets you shoot that weapon is doubled), Power Nullification (With Counter Block, enemy counterattack not allowed. With Reaction Block, stops one's reactions. With Viper Card, the target of Snake's attack has one Assault rifle in their equipment destroyed. With Ed Brown card, for 5 turns, all target's cannot make reactions. With Jehuty Card, all targets Equipment is destroyed. With Ocelot Card, can be used against any human target on the map. Stops all attacks of the target for 30 turns. With EVA Card, for 30 cost, any target within 3 blocks from the user has close quarters attack disabled (e.g. they can't punch you)), Statistics Reduction (With Hold Up, target equipment level decreased by 1 level), Limited Causality Manipulation (With Extra Turn, the next turn becomes the users turn again), Mind Manipulation (With Psycho Mantis card, hypnotizes any target on the map. The enemy will have a question mark above his head. In that state, Snake can walk right in front of an enemy and they won't do anything. With Phase Down, alert status is decreased by one level), Damage Transferal (With Transfuse Blood card, transfers his life for the allies life), Sound Manipulation (With Mute, no noise is made), Absorption (With Vamp card, half of damaged dealt by user added to user's life), Unlimited Ammo (With Solid Snake (MG) card, grants them infinite use in terms of all abilities).

Resistance to Explosion Manipulation (With bomb blast suit, resists explosions), Fire Manipulation (With bomb blast suit, prevents fire)

Equipment

  • Cards: Metal Gear Acid uses a trading card-based game system to control the player's movements and actions. The face of the card includes the type, the amount of Cost used in playing it, and its effects. Some cards can be equipped, and cards such as weapon cards can have other cards attached to them in order to improve performance. In order to fire a weapon, another weapon card that uses the same kind of ammo must be equipped. Some weapons don't need to be equipped and can be used by themselves, however, they are discarded afterward. Other cards that can be equipped are equipment cards (such as a cardboard box and body armor) and action cards (such as evasive actions and attribute boosts).
This list encompasses all the cards in Metal Gear Acid including their numbers, names, attributes, costs, and the packs in which they can be found.

001 SOCOM

Cards 001-012
  • Pack: MGS1
  • Cost: 5
  • Handgun: USE type
  • ATK:10 HIT:90%
  • Ammo: CAL45X4
  • Hit % decrease at 2 blocks.
  • Notes: Suppressor equipped (silenced); Knocks target down.


002 FAMAS

  • Pack: MGS1
  • Cost: 6
  • Assault Rifle: USE type
  • ATK:20 HIT:75%
  • Ammo:5.56mmX6
  • Hit % decrease at 4 blocks
  • Notes: Critical hit adds 1 COST to target.


003 C4

  • Pack: MGS1
  • Cost: 5
  • Bomb: Anti-armor
  • ATK:160
  • Triggered by detonator, timer, or hit by a gunshot.
    Area of effect: 3X3


004 Desert Eagle

  • Pack: MGS1
  • Cost: 10
  • Handgun: USE type
  • ATK:- HIT:50%
  • Ammo: CAL50X1
  • Hit % decrease at 2 blocks
  • Notes: Hit reduces target's LIFE by 1/2.


005 Grenade

  • Pack: MGS1
  • Cost: 7
  • Hand Grenade: Anti-armor, USE type
  • ATK:120
  • Detonates 8 COST after use.
    Area of effect: 3X3
    Detonates upon hit by a gunshot.


006 Stun Grenade

  • Pack: MGS1
  • Cost: 5
  • Hand Grenade: USE type
  • Adds FAINT in a 3X3 area.
    Detonates 5 COST after use.
    Detonates upon hit by a gunshot.


007 Chaff Grenade

  • Pack: MGS1
  • Cost: 5
  • Hand Grenade: USE type
  • Detonates 5 COST after use.
    Renders electronic devices inoperative for 30 COST after detonation.
    Detonates upon hit by a gunshot.


008 Stinger (MGS1)

  • Pack: MGS1
  • Cost: 10
  • Missile: Anti-armor, USE type
  • ATK:180
  • Locks onto enemies.


009 USP

  • Pack: MGS2
  • Cost: 6
  • Handgun: EQUIP type
  • ATK:20 HIT:80%
  • Ammo: CAL45X4 REA:30%
  • Hit % decreases at 2 blocks
  • Notes: Critical hit destroys target's EQUIPMENT.
  • After EQUIPPING, load with ammunition and fire (EQUIP type).


010 Makarov

  • Pack: MGS2
  • Cost: 6
  • Handgun: EQUIP type
  • ATK:15 HIT:80%
  • Ammo:9mmX4 REA:10%
  • Hit % decreases at 2 blocks
  • After EQUIPPING, load with ammunition and fire (EQUIP type).


011 AKS74u

  • Pack: MGS2
  • Cost: 7
  • Assault Rifle: EQUIP type
  • ATK:5 HIT:70%
  • Ammo:5.45mmX10 REA:30%
  • Hit % decreases at 2 blocks
  • After EQUIPPING, load with ammunition and fire (EQUIP type).
  • Notes: Suppressor equipped (silenced).


012 M4

  • Pack: MGS2
  • Cost: 7
  • Assault Rifle: EQUIP type
  • ATK:10 HIT:80%
  • Ammo:5.56mmX8 REA:60%
  • Hit % decreases at: 4 blocks
  • Notes: + 10% HIT vs. targets below user.
  • After EQUIPPING, load with ammunition and fire (EQUIP type).


013 PSG-1

Cards 013-036

7 - MGS2 PACK

ATK: 60 HIT: 90 7.62mm x 2 REA: 0

FUNCTION Equip Card. 2x90% Hit. HIT% decrease when the target is 10 blocks or more away


014 M9

7 - MGS2 PACK

ATK: 0 HIT: 60 9mm x 2 REA: 10

FUNCTION Equip Card.

ADDITIONAL EFFECT Sleep


015 USP (Laser.S)

8 - MGS2 PACK

ATK: 20 HIT: 90 CAL45 x 4 REA: 30

FUNCTION Equip Card. Free Aim.

ADDITIONAL EFFECT Break target equipment


016 AKS74u (Laser.S)

7 - MGS2 PACK

ATK: 5 HIT: 70 5.45mm x 10 silenced

FUNCTION Equip Card. Free Aim.

017 M4 (Laser.S)

8 - MGS2 PACK

ATK: 10 HIT: 90 5.56mm x 8 REA: 40

FUNCTION Free Aim. Hit+10% of enemies below


018 Colt S.A.A

7 - MGS2 PACK

ATK: 30 HIT: 75 CAL45 x 3 REA: 50

FUNCTION Equip Card.

ADDITIONAL EFFECT Bleeding


019 P90 7 - MGS2 PACK

ATK: 70 HIT: 100 5.7mm x 2 REA: 80

FUNCTION Equip Card. Area Attack

ADDITIONAL EFFECT Knock Back


020 SPAS12

6 - MGS2 PACK

ATK: 40 HIT: 100 12GA. x 4 REA: 20

FUNCTION Equip Card. Area Attack

ADDITIONAL EFFECT Knock Back


021 Claymore

5 - MGS2 PACK

ATK: 80

FUNCTION 2 Block explosion. The block you set it, and the block in front of it. Explodes when walked across. May be retrieved while crawling.


022 Nikita Missile

8 - MGS2 PACK

ATK: 100

FUNCTION After fired, your turn ends (no matter how many ACTIONS you have left) and you take control of the Missile. Each turn, it may move 5 Blocks.


023 MP5

6 - MGS1 PACK

ATK:50 HIT: 80 9mm x 3 REA: 20

FUNCTION Equip Card. Area attack.


024 Remote Control Missile

7 - CHRONICLE PACK

ATK: 120

FUNCTION Same as the Nikita Missile.


025 Mine

5 - CHRONICLE PACK

ATK: 100

FUNCTION Use Card. Single Area explosion


026 R-5

7 - CHRONICLE PACK

ATK: 30 HIT: 80 5.56mm x 5 REA: 20

FUNCTION Equip Card. Hit+10% against enemies above.


027 Five-seveN

6 - CHRONICLE PACK

ATK: 30 HIT: 85 5.7mm x 4 REA: 20

FUNCTION Equip Card.

ADDITIONAL EFFECT Knock Back.


028 M92F (Laser.S)

9 - CHRONICLE PACK

ATK: 40 HIT: 80 9mm x 2 REA: 20%

FUNCTION Equip Card. Free Aim.


029 M92F

7 - CHRONICLE PACK

ATK: 40 HIT: 70 9mm x 2 REA: 20

ADDITIONAL EFFECT Enemy Interference Unabled.


030 GUN DE SOL

6 - CHRONICLE PACK

ATK: 120

FUNCTION Area Attack. Hits all targets standing in the line, 3 blocks wide in front of the character.

ADDITIONAL EFFECT Fire


031 VZ61 Scorpion

7 - MGS3 PACK

ATK: 100 HIT: 90 7.65mm x 2 REA: 30

FUNCTION Equip Card. Area Attack.


032 AKM

8 - MGS3 PACK

ATK: 50 HIT: 50 7.62mm x 3 REA: 40

FUNCTION Equip Card.

ADDITIONAL EFFECT Changes one out of the 6 cards in your current 'Hand'


033 Punch (CQC)

4 - MGS3 PACK

REA: 80

FUNCTION Equip Card. Hits the enemy directly in front of you. Used together with any other CQC Card


034 Kick (CQC)

5 - MGS3 PACK

REA: 80

FUNCTION Equip Card. Hits the enemy directly in front of you. Used together with any other CQC Card


035 Throw (CQC)

6 - MGS3 PACK

FUNCTION Equip Card. Hits the enemy directly in front of you. Used together with any other CQC Card

  • 1. Use THROW (CQC) with this card: Choke the enemy unconscious.
  • 2. Use PUNCH (CQC) with this card: Push the enemy Face Down.
  • 3. Use KICK (CQC) with this card: Push the enemy Back Down.
  • 4. Use RUSH (CQC) with this card: Slams the enemy to the ground.


036 Rush (CQC)

7 - MGS3 PACK

FUNCTION Equip Card. Hits the enemy directly in front of you. Used together with any other CQC Card except RUSH (CQC)


037 Stoner M63

Cards 037-060

10 - MGS3 PACK

ATK: 40 HIT: 70 5.56mm x 5 REA: 40

FUNCTION Equip Card. HIT% Decrease when an enemy is 4 blocks or more away.

ADDITIONAL EFFECT Enemy counterattack not allowed.


038 M37

7 - MGS3 PACK

ATK: 80 HIT: 90 12GA. x 3 REA: 40

FUNCTION Area Attack.

ADDITIONAL EFFECT Knock Back


039 SVD Dragunov

ATK: 70 HIT: 70 7.62mm x 3 REA: 0

FUNCTION Equip Card. Free Aim. HIT% Decrease when the enemy is 8 blocks or more away.

ADDITIONAL EFFECT Knock Back.


040 XM16E

9 - MGS3 PACK

ATK: 40 HIT: 50 5.56mm x 5 REA: 20

FUNCTION Equip Card. Free Aim. HIT% Decreases when the enemy is 4 blocks or more away.

ADDITIONAL EFFECT Destroys enemy equipement.


041 Mosin Nagant

8 - MGS3 PACK

ATK: 250 HIT: 60 7.62mm x 1 REA: 0

FUNCTION Equip Card. HIT% Decreases when the enemy is 9 blocks or more away.

ADDITIONAL EFFECT Against Armor


042 C3

6 - MGS3 PACK

ATK: 250

FUNCTION 3x3 Block attack. Detonated with the TIMER CARD.


043 M15 Grenade

8 - MGS3 PACK

ATK: 160

FUNCTION Explodes 8 Cost later.

ADDITIONAL EFFECT Fire


044 RPG7

8 - MGS3 PACK

ATK:170

FUNCTION Free Aim. Can be used against both machines and humans.

ADDITIONAL EFFECT Against Armor


045 Quick Draw

4 - MGS1 PACK

ATK: minus 5 HIT: minus 20

FUNCTION Used with an equipped weapon. The Cost of using the weapon becomes 0. The effect disappears at the next turn or after used twice.


046 Strand

5 - MGS1 PACK

FUNCTION Used with an equipped weapon. Every Hit adds 1 Cost to the enemy.

047 Concentrate

4 - MGS1 PACK

FUNCTION Used with an equipped weapon. Hit +40%. Cost for using it +4.


048 Equipment LV.2

7 - MGS1 PACK

FUNCTION 4 equip slots to become available. The effect continues for entire stage unless canceled with special cards.


049 Action+

6 - MGS1 PACK

FUNCTION Increases the number of ACTIONS you can take per turn by 1 (Maximum 4)


050 Marines

4 - MGS2 PACK

FUNCTION Move Card. Move 4 Blocks.


051 Navy SEALs

4 - MGS2 PACK

FUNCTION Move Card. Move 4 Blocks.


052 Aim

4 - MGS2 PACK

FUNCTION Used with an equipped weapon. HIT+20%.


053 Body Shot

12 - MGS2 PACK

FUNCTION Used with an equipped weapon. If Hit, enemy HP halved.


054 Critical Shot

8 - MGS2 PACK

FUNCTION Used with equipped weapon. Each hit adds 2 cost to the enemy


055 Double Shot

12 - MGS 2 PACK

FUNCTION Used with an equipped weapon. The number of bullets you shoot that weapon is doubled. That means 2x attack.


056 Counter Block

4 - MGS2 PACK

FUNCTION Used with an equipped weapon. Enemy counterattack not allowed.


057 Spin Kick

7 - MGS2 PACK

ATK: 60

FUNCTION Area Attack 4 blocks directly from the user.

ADDITIONAL EFFECT Knock Back.


058 H.F. Blade

5 - MGS2 PACK

ATK: 100

FUNCTION Used against target next to you.


059 Dual Blades

6 - MGS2 PACK

ATK: 90

FUNCTION Used against target next to you.

ADDITIONAL EFFECT Break enemy equipment. Bleeding.


060 Briefing

5 - MGS2 PACK

FUNCTION Draws 6 new cards into your current 'HAND,'


061 Equipment LV.3

Cards 061-084

15 - MGS2 PACK

FUNCTION Makes 9 Blocks available in the equipment slot. Only be used after Equipment Lv.2.


062 Action++

15 - MGS2 PACK

FUNCTION Increases the number of ACTIONS you can take per turn by 2 (Max 4)


063 Add Fall

5 - MGS1 PACK

FUNCTION Used with an equipped weapon.

ADDITIONAL EFFECT Knock Back


064 Head Shot

8 - MGS2 PACK

FUNCTION Used with an equipped weapon. Hit -30%.

ADDITIONAL EFFECT Instant Kill


065 Hold Up

6 - MGS2 PACK

FUNCTION Used directly behind the target. Target equipment level decreased by 1 level.


066 Double Action: Cost+

5 - MGS2 PACK

FUNCTION Rest x 2. This means the number of ACTIONS you can take (indicated on the top center of the play screen) is doubled. The Cost of each card in your 'HAND' is also doubled. The effect only takes place in the present turn.


067 Funds

4 - MGS2 PACK

FUNCTION Changes one card out of 6 in Ally's current 'HAND'.


068 Double Action

12 - MGS3 PACK

FUNCTION Rest x 2. This means the number of ACTIONS you can take (indicated on the top center of the play screen) is doubled.


069 Survival Knife

4 - MGS3 PACK

ATK: 60 x 6

FUNCTION Use Card. Target directly next to you

ADDITIONAL EFFECT Bleeding


070 Choke

7 - MGS3 PACK

FUNCTION Used directly behind the target

ADDITIONAL EFFECT Unconscious


071 Attack 1 Enemy

7 - MGS3 PACK

FUNCTION Used with an equipped weapon. The Area Attack becomes a single Target attack


072 Hip Shot

4 - MGS3 PACK

FUNCTION Used with equipped weapon. Hit-20%, Cost - 5. Effective until next turn or used once


073 Extra Turn

12 - MGS3 PACK

FUNCTION The next turn becomes the users turn again


074 Scope

5 - MGS1 PACK

FUNCTION Equip Card. The distance of 3 Blocks or more away from the user HIT+30%


075 Body Armor

5 - MGS1 PACK

REA:50

FUNCTION Equip Card. Damage - 50


076 Card LV.1

4 - MGS1 PACK

FUNCTION Opens security level 1 doors


077 Box A

4 - MGS1 PACK

FUNCTION Equip Card.


078 Mine D.

4 - MGS1 PACK

FUNCTION Detects Mines. The effect lasts for 99 Cost.


079 Ration

4 - MGS1 PACK

FUNCTION Use Card. Life + 150.


080 Handy Survival Kit

6 - MGS1 PACK

FUNCTION Ally's Life + 100


081 Stealth

5 - MGS2 PACK

FUNCTION Equip for Use. Cannot be seen by the enemy. The effect lasts for 20 Cost.


082 Uniform-R

8 - MGS2 PACK

FUNCTION Equip for Use. Used to disguise yourself as the enemy in one specific stage in the game.

ADDITIONAL EFFECT Damage from the front - 50. Damage from back -80.


083 Uniform-B

8 - MGS2 PACK

FUNCTION Equip for Use. Used to disguise yourself as the enemy in one specific stage in the game.

ADDITIONAL EFFECT Damage from the front - 80


084 Uniform-G

8- MGS2 PACK

FUNCTION Equip for Use. Used to disguise yourself as the enemy in one specific stage in the game.

ADDITIONAL EFFECT Damage from back -100


085 Card LV.2

Cards 085-108

4 - MGS2 PACK

FUNCTION Opens security level 2 doors


086 Box B

4 - MGS2 PACK

FUNCTION Equip to Use


087 Bomb Switch

5 - MGS2 PACK

FUNCTION Sets off all placed explosives (All explosives that can be used by a detonator).


088 Styptic 4 - MGS2 PACK

FUNCTION Stops bleeding


089 Handy Medical Kit

6 - MGS2 PACK

FUNCTION Cures OUT OF ACTION Status of Ally. Life +10


090 Survival Kit

9 - MGS2 PACK

FUNCTION Ally Life + 200


091 Medical Kit

9 - MGS2 PACK

FUNCTION Cures OUT OF ACTION Status of Ally and recovers life to MAX.


092 Book

5 - MGS2 PACK

FUNCTION Use Card. When spotted, enemies will run to the magazine and look at it. His movement stops there and their cost is increased.


093 Cool Book

5 - MGS2 PACK

FUNCTION Use Card. When spotted, enemies will run to the magazine and look at it. His movement stops there and their cost is greatly increased


094 Phase Down

5 - MGS2 PACK

FUNCTION Alert status is decreased by one level. (Example: ALERT decreases to EVASION, EVASION decrease CAUTION).


095 Timer

4 - MGS2 PACK

FUNCTION Use Card. All set explosives detonate after 10 Cost. (All explosives that can be used with a detonator)


096 Therm. G.

4 - CHRONICLE PACK

FUNCTION Displays Infra-Red Rays. Can be used for 40 Cost


097 Box C

4 - CHRONICLE PACK

FUNCTION Equip to Use


098 Ceramic Armor

6 - CHRONICLE PACK

REA: 80

FUNCTION Damage -80


099 Bomb Blast Suit

REA: 100

FUNCTION Equip Card. Damage -100

ADDITIONAL EFFECT Prevents Fire


100 Ration B1 Unit

4 - CHRONICLE PACK

FUNCTION User's life recovers 200


101 Ration B2 Unit

5 - CHRONICLE PACK

FUNCTION User's life recovers 250


102 Ration B3 Unit

6 - CHRONICLE PACK

FUNCTION User's life recovers 300


103 Builder Bed

8 - CHRONICLE PACK

FUNCTION Cannot attack when used. Life regenerates 50 each turn.


104 Gijin-san

12 - CHRONICLE PACK

FUNCTION All Ally's attacks +30 until end of the stage. At Mission Complete, awarded points are halved. Cannot be used with BIG BOSS Card.


105 Dark Loans

11 - CHRONICLE PACK

FUNCTION Damage received by the user reduced to 0 for 3 turns. 3 turns later users life becomes 1


106 Solar Bank

11 - CHRONICLE PACK

FUNCTION Damage received by the user become 10 for 3 turns. 3 turns later, full recovery


107 Box D

4 - MGS3 PACK

FUNCTION Equip to use


108 Bandage

12 - MGS3 PACK

FUNCTION Users life recovers 400

109 Styptic+

Cards 109-132

6 - MGS3 PACK

FUNCTION Stops bleeding and recovers user's life 100


110 Front Evade LV.1

4 - MGS1 PACK

REA:50

FUNCTION Equip Card. Dodges attack from the front


111 Rear Evade LV.1

4 - MGS1 PACK

REA 50

FUNCTION Equip Card. Dodges attack from the back


112 Evade LV.1

10 - MGS1 PACK

REA 50

Function Equip Card. Dodges attacks from any direction


113 Endure

7 - MGS1 PACK

REA 60

FUNCTION Equip Card. Damage from bullets - 5


114 Hang

4 - MGS2 PACK

FUNCTION Equip to use. Hanging off certain areas becomes possible. Can be used for 30 cost


115 Handy 1st Aid Kit

4 - MGS1 PACK

FUNCTION Ally's Life recovers 200. An ally must be next to the user.


116 Cost -4

0 - MGS1 PACK

FUNCTION Use Card. Cost - 4.


117 Ally Cost -4

6 - MGS1 PACK

FUNCTION Use Card. Ally's Cost - 4.


118 FRONT Evade LV.2

5 - MGS2 PACK

REA: 75

FUNCTION Equip Card. Dodges attacks from the front.


119 Rear Evade LV.2

5 - MGS2 PACK

REA: 75

FUNCTION Equip Card. Dodges attacks from the back.


120 Evade LV.2

12 - MGS2 PACK

REA: 75

FUNCTION Equip Card. Dodges attacks from any direction


121 Climb 4 - MGS2 PACK

FUNCTION Equip to use. Disappears after 40 Cost


122 Sacrifice

8 - MGS2 PACK

FUNCTION User's life -50, Ally +100


123 Transfuse Blood

8 - MGS2 PACK

Function User's life +100, Ally -50


124 1st Aid Kit

Cost: 6

Category: Support

Card Pack: MGS2

Function: Ally's life +300. The user must be standing next to Ally.


125 Cost -8

0 - MGS2 PACK

Function Use Card. Cost - 8


126 Ally Cost - 8

0 - MGS2 CARD

FUNCTION Use Card. Ally cost - 8.


127 Mute

5 - MGS2 PACK

FUNCTION Equip for Use. No noise is made for 30 Cost.


128 Hand Grip

4 - MGS2 PACK

FUNCTION Increases the remaining cost of the HANGING CARD


129 Reaction Block

7 - MGS3 PACK

FUNCTION Equip to use. Stops reaction for 20 cost


130 Front Evade LV.3

6 - MGS3 PACK

REA: 100

FUNCTION Equip Card. Dodges attacks from the front.


131 Rear Evade LV.3

6 - MGS3 PACK

REA: 100

FUNCTION Equip Card. Dodges attacks from the back.


132 Evade LV.3

14 - MGS3 PACK

FUNCTION Equip Card. Dodges attacks from any direction


133 Cost - 12

Cards 133-156

0 - MGS3 PACK

FUNCTION Use Card. User Cost - 12


134 Ally Cost - 12

10 - MGS3 PACK

FUNCTION Use Card. Ally Cost - 12


135 Genome Soldier

4 - MGS1 PACK

FUNCTION Move Card. Move 4 Blocks


136 * Liquid Snake *

4 - MGS1 PACK

FUNCTION Equip for Use. All surrounding equipped weapons' ATK, HIT, REA +40. After 20 Cost, cannot attack.


137 Roy Campbell

5 - MGS1 PACK

ATK: 150

FUNCTION Use Card. 5x5 Attack of all targets in the area

138 Otacon

6 - MGS1 PACK

FUNCTION Use Card. Against armor, ATK+10, HIT+10


139 Sniper Wolf

5 - MGS1 PACK

FUNCTION Use with equipped weapon


140 Vulcan Raven

8 - MGS1 PACK

FUNCTION Single target Attack becomes a 3x3 Area Attack


141 * Metal Gear REX *

30 - MGS1 PACK

ATK: 200

FUNCTION Use card. 5x5 area attack on all targets


142 Cyborg Ninja

6 - MGS1 PACK

ATK: 50

FUNCTION Use Card. Hits any target on the map.


143 Psycho Mantis

8 - MGS1 PACK

FUNCTION Hypnotises any target on the map. The enemy will have a question mark above his head. In that state, you can walk right in front of him and he won't do anything. The effect does not last for the entire stage.


144 Mei Ling

10 - MGS1 PACK

FUNCTION Ally's interference x2. The effect takes place for 30 cost.


145 * Genola *

5 - MGS1 PACK

FUNCTION All enemy (human targets) on the map becomes unconscious


146 * Solid Snake * (MGS1)

6 - MGS1 PACK

FUNCTION User life +500


147 Naomi Hunter

5 - MGS1 PACK

FUNCTION Every 5 Cost Life + 10. Effective until 200 Life in total recovers


148 Meryl Silverburgh

4 - MGS1 PACK

FUNCTION User's cost is 1/2


149 Gurlukovich Sol.

4 - MGS2 PACK

FUNCTION Move Card. Move 5 Blocks


150 Revolver Ocelot

4 - MGS1 PACK

FUNCTION For 20 Cost, User's shooting attack costs become 2. During effect, close combat (e.g. Punch) not allowed


151 Emma Emmerich

8 - MGS2 PACK

FUNCTION Equip for Use. User dodges all attacks against them until next turn. If used, all equipped cards will be destroyed. Active until next turn.


152 * Fortune *

10 - MGS2 PACK

FUNCTION Use Card. Dodges 20 Shots from enemies. Effective until 20 shots are dodged


153 Vamp

6 - MGS2 PACK

FUNCTION Half of damaged dealt by user added to user's life


154 Solid Snake (MGS2)

4 - MGS2 PACK

FUNCTION Equip to use. The user can hang off certain areas for 90 cost.


155 Iroquois Pliskin

4 - MGS2 PACK

FUNCTION Equip to use. Can see Infra-Red rays.


156 Solidus Snake

8 - MGS2 PACK

ATK: 50 x 4

FUNCTION Use Card. Attacks target next to the user.


157 * Metal Gear RAY *

Cards 157-180

30 - MGS2 PACK

1x5 ATK: 250

FUNCTION Use Card. Attacks all targets in a straight line (5 blocks) in front of the user.


158 Jennifer

5 - MGS2 PACK

FUNCTION When user suffers a COST ADDING ATTACK, the cost gets transferred to 10 damage. Effective until next turn


159 Olga Gurlukovich

4 - MGS2 PACK

FUNCTION User changes 3 Cards out of the 6 in their current 'HAND'


160 Johnny Sasaki

5 - MGS2 PACK

FUNCTION Changes all 6 cards in user's current 'HAND'


161 Raiden

4 - MGS2 PACK

FUNCTION Sumersault 3 blocks past 3 blocks directly in front of you. Between the 3 Blocks, you can charge through enemies and even jump through spaces


162 Gurlugon

4 - MGS2 PACK

FUNCTION Use Card. Increases all human enemies cost by 15


163 Gray Fox

5 - CHRONICLE PACK

FUNCTION Equip with a CQC attack. ATK + 20, HIT + 5. Effective until next turn


164 Solid Snake (MG)

6 - CHRONICLE PACK

FUNCTION Infinite Ammo. Any Equip type weapons used gets returned directly to user's 'HAND'. Effective for 30 cost.


165 * Big Boss *

5 - CHRONICLE PACK

FUNCTION Mission complete points are doubled (Only Used by Snake)


166 Machinegun Kid

4 - CHRONICLE PACK

FUNCTION Used with any equipped Assault or SMG Bullet weapon. Allows that type of weapon to fire


167 Fire Trooper

6 - CHRONICLE PACK

ATK: 100 HIT: 90

FUNCTION Use Card. Area attack. ADDITIONAL EFFECT Fire


168 * Metal Gear *

20 - CHRONICLE PACK

FUNCTION All targets suffer ATK:30 damage

ADDITIONAL EFFECT Bleeding


169 Running Man

4 - CHRONICLE PACK

FUNCTION Move Card. Move 8 Blocks


170 Solid Snake (MG2)

7 - CHRONICLE PACK

FUNCTION User's MAX Life +100. Effective until the reaction of the card is triggered.


171 Chris Jenner

5 - CHRONICLE PACK

FUNCTION Any Knock-Back attack received by the user becomes 20 damage instead.


172 Marionette Owl

4 - CHRONICLE PACK

FUNCTION In the dark, Visible distance is doubled. Effective for 40 cost


173 Viper

6 - CHRONICLE PACK

FUNCTION Use with an equipped weapon. The target of your attack has one Assault rifle in his equipment destroyed


174 Pyro Baison

8 - CHRONICLE PACK

ATK: 120 HIT: 70

FUNCTION Use Card. Area Attack

ADDITIONAL EFFECT Fire


175 *Metal Gear GANDER*

30 - CHRONICLE PACK

ATK:100

FUNCTION Use card. Random 5 hits against all targets on the map


176 IdeaSpy 2.5

7 - CHRONICLE PACK

FUNCTION For 5 turns, all cards' cost is halved


177 Gillian Seed

6 - CHRONICLE PACK

HIT: 100

FUNCTION Use with an equipped weapon. Weapon's hit rate becomes 100%. Effective until next turn


178 Mika Slayton

5 - CHRONICLE PACK

FUNCTION User has 2 cards in 'HAND' destroyed. Ally changes 3 cards in their 'HAND'


179 Metal Gear MK-II

4 - CHRONICLE PACK

FUNCTION Sorts all cards in 'HAND' from the left-hand side, starting from SUPPORT, ACTION, ITEM, CHARACTER, to WEAPON.


180 Jonathan Ingram

0 - CHRONICLE PACK

FUNCTION User's cost - 20


181 Tony Redwood

Cards 181-204

10 - CHRONICLE PACK

FUNCTION All targets HIT rate becomes 100% for 3 turns


182 Karen Hojo

5 - CHRONICLE PACK

FUNCTION ALLY's 'HAND' has 2 cards destroyed and the user changes 3 cards.


183 Ed Brown

15 - CHRONICLE PACK

FUNCTION For 5 turns, all target's cannot make reactions (e.g. Counter Attacks)


184 *Jehuty*

8 - CHRONICLE PACK

FUNCTION All targets Equipment is destroyed (Returned to the initial stage).


185 ADA

8 - CHRONICLE PACK

FUNCTION For 3 turns, using any cards to Move becomes 1 Cost


186 GRU Sld.

5 - MGS3 PACK

FUNCTION Move Card. Move 5 Blocks


187 Ocelot Unit

4 - MGS3

FUNCTION Move Card. Move 6 Blocks


188 Major Zero

5 - MGS3 PACK

FUNCTION In the dark, all enemies on the map are displayed for 5 turns


189 Y.B. Volgin

7 - MGS3 PACK

FUNCTION Used with an equipped weapon. Destroys 1 Handgun card of the target when you shoot with said equipped weapon.


190 N.S. Sokolov

7 - MGS3 PACK

FUNCTION Used with equipped weapon. Against Armor, ATK +10


191 Naked Snake

13 - MGS3 PACK

FUNCTION Used with an equipped CQC Card. Triggers random CQC attack (includes throat slit)


192 The Boss

18 - MGS3 PACK

FUNCTION Used with an equipped CQC Card. Triggers random CQC attack (includes throat slit)


193 The Fury

9 - MGS3 PACK

ATK:140 HIT: 80

FUNCTION Use Card. Area attack


194 Shagohod

20 - MGS3 PACK

ATK: 120

FUNCTION 10x10 Area attack on all targets within the area


195 Ocelot

8 - MGS3 PACK

FUNCTION Use Card. Can be used against any human target on the map. Stops all attacks (excluding punch) of the target for 30 turns.


196 EVA

6 - MGS3 PACK

FUNCTION For 30 cost, any target within 3 blocks from the user has close quarters attack disabled (e.g. they can't punch you).


197 A.L. Granin

Cost: 0

Category: Character

Card Pack: MGS3

FUNCTION Turns users current cost to 15


198 Sneaking Suit

8 - MGS1 PACK

REA: 100

FUNCTION Equip to Use. Damage from bullets -5.


199 XM8

8 - MGS3 PACK

ATK:50 HIT:60 5.56mm x 6 REA: 70

FUNCTION Equip Card. When used to move, the user may move 6 blocks.

ADDITIONAL EFFECT Random effects on the enemy (sleep, fire, bleeding, etcetera).


200 Yuka Kosaka BST: 35

WST: 23

HIP: 33

Makes user bleed.

201 Asaki Yoshida BST: 34

WST: 23

HIP: 35

Makes user bleed.

202 Yuu Saito BST: 33

WST: 23

HIP: 33

Makes user bleed.

203 Eri Shibuya BST: 39

WST: 23

HIP: 33

Makes user bleed.

204 Stinger (MGS2)

10 - MGS2 PACK

ATK:180

FUNCTION Use Card.


Other

Standard Tactics: Snake will go for stealth and use one of his various 204+ special items for a situation.

Weaknesses: Snake's shown to be very untrusting in the story, such as when he refused to beleive Alice was a psychic. Was fooled into believing he was Hans Davis.

Note: "Cost" in Metal Gear Acid is in reference to reducing how many turns or abilities one can use.

Battle Records

None.

None.

None.