Metal Gear Acid: 2 for PSP — Approaching Enemies and Alert Phases   3 comments

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GUIDE v1.1 – last edited on 01/23/2006

This guide will not act as a cheat; rather, it will act as a way to understand the game better and thus like it even more.

In Metal Gear Acid: 2, you can go into a panning view from the top (from bird’s eye) where you can move the camera around, check stuff, spot enemies and detect their range (field) of view (the purplish blocks infront and around them).

When you step onto a block within the range of view of an enemy, you get spotted by him. This is indicated by an exclamation sound and an exclamation mark appearing abruptly over the enemy’s head. This means that the enemy becomes aware of you and may call a back-up or just pursue you.

The reaction of the enemy upon seeing you depends on how close you approached him. In general, the more you’re close to him, the more likely he’ll call for back-up.

Read on for more information and illustrations…

When you are about to approach an enemy, tilt the camera by L or R buttons to a direction where you’ll directly be facing the enemy’s face, and the grid is vertical.

Let’s assume an enemy has a range of view like the one below:

mga spotting illustr

  • The farthest blocks (designated here by green color) from him in his range of view are the last areas he can spot anybody at, so in theory his visual acuity is lowest in these areas. Approaching and stepping on such a block – and not further – will make the enemy notice you, but not very clearly. This is indicated by a white exclamation mark [!] appearing suddenly above his head.:: On his next turn, the said enemy will either;

    1. In case you did not move from the said block; ..he’d approach you, making his visual acuity better, and thus fully realize that you’re an intruder. A red exclamation mark [!] would appear above his head, and then he would call for back-up and this is indicated by an EMERGENCY balloon appearing above his head — this means he’s calling for back-up at that very moment; officially this is called the Danger Phase. The Alert Phase – where extra guards come and actively pursue you – comes right after the said phase.

    2. In case you hid (i.e. gone out of his range of view); ..he’d search for you for a few turns then ignore you and return to his original position if he did not find you.

  • The blocks just adjacent to the farthest blocks as well as closer to the enemy (designated here by red color) are the areas where the visual acuity of the soldier is obviously better as it’s closer to him. Approaching and stepping on such a block will make the enemy fully and clearly see you, realizing you’re an intruder. This is indicated by a red exclamation mark [!] appearing suddenly above his head.:: On his next turn, the said enemy will;

    ..call for back-up; that’s the first thing he’ll do. This is indicated by an EMERGENCY balloon appearing above his head. He usually do this while hiding (moving away) from you, obviously to wait for the back-up to arrive. — this means he’s calling for back-up at that very moment; officially this is called the Danger Phase. The Alert Phase – where extra guards come and actively pursue you – comes right after the said phase.

  • The blocks infront of obstacles (designated here by yellow color) might be deceiving because the obstacle cuts off the range of view, so you become confused whether the said blocks are the farthest ones (lowest visual acuity) or there was supposed to be a block or more beyond. You’ll have to apply the trial-and-error attitude here.

Why is this important to know? Well, sometimes you will need to trespass an enemy’s range of view, for instance, to pass to the other side. If you know what the block you’re passing on will cause as a consequence, you’ll be able to behave tactically better. This also helps you avoid just going into a range of view randomly where you could pass on a less critical block.

Below is a summary of this guide in easy-to-track steps:

mga spotting1

Important Tips

  1. The enemy will never call for back-up during your turn even if you were spotted very close to him. He will call – if applicable – on his next turn. If you approached then killed him, he will not have a chance to call for back-up.
  2. The EMERGENCY balloon actually starts as this: EMERGENCY (in white), then progresses to the former color indicating that the Alert Phase is just about to begin.

I hope you’ve liked this guide.
Happy MGA:2 playing!

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Posted January 21, 2008 by H. H. in PSP, Video Games

3 responses to “Metal Gear Acid: 2 for PSP — Approaching Enemies and Alert Phases

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  1. Pingback: Metal Gear Acid 2 « Dr Haisook’s Brain Grooves

  2. This is probably the best and most visually detailed guide about this game. But I haven’t played it yet, though(PSP broke).
    I’d like to ask something about how COST works. I have a general idea how it works after reading some reviews and watching gameplay trailers but I still don’t get how grenades work(detonates 8 COST afer use)–does it only count down during the user’s Turn? Or can it also explode during the enemy’s turn? How does the Alert Phase work? Does it only countdown during your Turn. Does the same thing work with the HANG Card?

  3. Hi Mark. Glad you found the guide useful.

    About COST; it works this way; the more COST you’ve stacked up, the later your turn will be. For instance, if at the end of a turn, your COST is 18, Enemy A’s 15, and Enemy B’s 10– then in the next turn, the COST will be reset to zero for all, and Enemy B will play first, Enemy A second, and you last. If you use cards that have low COST or lowered your COST by dedicated cards, you will have a bigger chancer of getting an early turn next time. While playing on Easy, the COST mechanism is not that important. The game is easy enough to beat without taking COST in consideration. While on Normal and Extreme modes, COST makes a big difference and 1 COST less could be life-saving.

    ‘8 COST after use’ means literally 8 COST after use. So it doesn’t solely depend on the thrower’s COST. That is, if you throw it, and then played a card with 8 COST or more, the grenade will explode. Also, if you throw it and ended your turn, and the enemy played a card with 8 COST or more, the grenade will explode.

    About Alert phase, the guide talks pretty much about it. Alert phase does not just begin if you’re spotted (WHITE exclamation mark appears above the guy’s head), but only if the guy spotted you came closer (RED exclamation mark appears above his head), managed to call for assistance, and completed this action. If you killed him while he’s still calling (an EMERGENCY balloon appears above his head), Alert phase would not begin.

    The Alert phase count downs only when you get away from the enemy’s visual field. It counts down a bit each turn you take. If the enemy comes closer, the Alert phase will jump back to 99%.

    Some missions (like elimination) have Alert phase active from the beginning and continuous all along.

    I haven’t used the HANG card at all before. I still can’t find the places you can hang on. Do you have an idea about that?

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