![]() The punch key returns in Metal Gear Solid: Portable Ops, which is set in 1970. In the Survival Viewer, its weight is given as 0.1 kg. The punch card key appears in Metal Gear Solid 3: Snake Eater, due to the 1960s setting. Though the card itself must be equipped in order to open doors, this was not made a requirement in the sequel Metal Gear Solid 2: Sons of Liberty as well as the remake, Metal Gear Solid: The Twin Snakes. In Metal Gear Solid and Metal Gear: Ghost Babel, ID cards are backward compatible, allowing access to any doors equal to or lower than the card's security level. He decided not to implement it in further games as it would become too "troublesome." While he was able to implement this in Metal Gear and Metal Gear 2: Solid Snake, it was somewhat minimized in the latter with the addition of master card keys. Kojima wanted to give players this sense of dread and urgency in his game. Just as the zombies are about to attack, he finally picks out the right key and moves to safety. In one of the scenes, one of the characters has to go through several keys in order to try and open a door with zombies approaching. Hideo Kojima, the creator of the Metal Gear series, originally wanted to force the player to use trial-and-error to figure out which cards worked for which doors. Non-"Metal Gear Saga" information ends here. However, it was later revealed that Mistral had deliberately worded her taunts in such a way that ensured that LQ-84i would deduce how to escape the force field as part of her plan to get fellow Desperado member Khamsin killed by the LQ-84i. LQ-84i, upon escaping captivity by tricking Mistral, ambushed the guard and stole his pass so he could enter the gate, having deduced its use from Mistral's taunts. In 2018, during the Abkhazian Coup, one of the cybernetic soldiers under the employ of Desperado had been tasked with keeping a card key on a force field over a portion of the city. senator/unofficial World Marshal CEO Steven Armstrong. The Brazilian freelance swordsman/mercenary Samuel Rodrigues, during his raid at the HQ building, attempted to find the card keys so he could access the penthouse and confront U.S. One led to the heliport/penthouse of the HQ, one led to the immediate premises of the server room, and one led to a storage room on the same floor. HQ building utilized three card keys, each of which were given a specific color: Red, Blue, and Yellow. Warning: The following information is from outside Hideo Kojima's core "Metal Gear Saga." Its canonicity within the continuity is disputed, therefore reader discretion is advised. During the Big Shell Incident, Otacon was supposed to get PAN cards for the SEAL Team 10's Bravo Team, while undercover as a chief architect of the facility's security systems, but failed to do so. PAN cards could be carried anywhere on one's person and unlock doors automatically. The card system transferred data by passing minute electric currents using the salt in the user's body as a transmission medium. In the 2000s, PAN cards were used in the facilities of both Shadow Moses and the Big Shell, also serving as ID cards for base personnel. ![]() They were also used as part of ArmsTech's Permissive Action Link system for the nuclear warheads stored on Shadow Moses Island.Ī personal area network card utilizes a computer network for communication with other devices, in proximity to an individual's body. IC cards were used in the fortress of Zanzibar Land to unlock doors of various security levels, and in some cases, up to three system levels. Metal Gear Solid 4: Guns of the Patriots ReviewĪn integrated circuit card or smart card is a pocket-sized card with embedded integrated circuits, including volatile memory and microprocessor components.
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