Opening theme composed by Shin-ichi Kodama. Send him e-mails!

Page 14 to 24 Page 15 to 39 Page 40 to Back of the Book

TACTICAL ESPIONAGE GAME

(c) KONAMI 1990, G&T Soft Translations 1997

USER'S MANUAL

MSX2, MSX2+, & fMSX Emulator

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CONTENTS

Operation

Page 3 What is a Tactical Espionage Game (TEG) ?

4 Story

6 How to Play

7 Game Screen

8 Moving Around

10 Reactive Radar

11 Transceiver

14 Elevators

16 Alert System

18 Weaponry

20 Equipment

23 Tap Codes

23 Save and Load

Settings

25 A song of mercenaries "If I die in a combat zone"

26 Casts

Metal Gear World Settings

29 About FOX HOUND

29 The origin of FOX HOUND

29 Duty of FOX HOUND

30 FOX HOUNDER selection and Drills

31 FOX HOUND gears

34 What is OILIX?

35 World Chronicles 1987-1999

37 OPERATION INTRUDE F014 Order Sheet

39 Zanzibar Land Settings

40 Soldiers of Zanzibar Land (Guards)

41 Equipment of Zanzibar Land Soldiers

42 Mercenaries in Zanzibar Land (Boss Enemies)

43 Zanzibar Land Military Contents

44 Facilities of Zanzibar Building

46 Alert system of Zanzibar Land

Mechanics of Metal Gear

47 Goliath

48 HIND-D

About Metal Gear D

49 Tactical Role of Metal Gear

50 How to Carry Metal Gear

53 Metal Gear G (Gustav)

53 Dragoon

54 Design works of Metal Gear

55 Cautions, Credits of Staffs

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What is a TACTICAL ESPIONAGE GAME?

This game, like the former "METAL GEAR", situates the unique tension, "Being found, or not found" as a foundation of the game design, and was developed under this concept to give the impression similar to those you get from novels and films, and furthermore, to simulate the active "experience". Using action as a way to advance, you can have a virtual-experience of a near future "METAL GEAR" world. This is something which is not to be limited by old categories like RPGs, simulations or adventure games, but may deserve to be called a "New General Entertainment Game". Games are now transgressing from simple "Entertainment" to "Interactive Worlds". In the middle of such a movement was born the TACTICAL ESPIONAGE GAME.

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Story So Far (from former METAL GEAR 1)

200km north of Salzburg, deep in South Africa.

OUTER HEAVEN...

An armed fortress taken control of in the late 1990s by a mercenary both heroic and insane...

Top secret information was intercepted...

Inside was a weapon that could change the face of warfare as we know it...

Orders were sent to hi-tech informal squad FOXHOUND, and Command sent code name "GREY FOX" to infiltrate and acquire more information about the

weapon.

Operation name: "INTRUDE N313".

However, a few days later, contact with GREY FOX was broken after an urgent but short message, "...metal gear..."

Superiors found this crucial, and again ordered FOXHOUND, leaving all their hopes in code name "SOLID SNAKE".

SNAKE single-handedly sneaked into OUTER HEAVEN and contacted resistance members like Schneider, Jennifer and Diane. With their help, he rescued the captive GREY FOX. He learned from FOX about the nuclear-mounted heavy walking tank "METAL GEAR". OUTER HEAVEN was going to win military superiority using this "METAL GEAR".

SNAKE rescued an Eastern scientist, Dr. Petrovich Madnar, who was the developer of Metal Gear. Madnar was kidnapped by the enemy in and used to reform the base with modern technology. Snake also rescued the doctor's daughter Ellen, and from Petrovich he learned the weaknesses of Metal Gear and how to destroy it.

However, the closer SNAKE came to finding out the vital truth of the whole operation, the more cunning the traps he had to overcome.

As if all his actions were being leaked into enemy acknowledgment...

Schneider, who was the leader of the resistance, fell into enemy hands, and SNAKE himself was hurt too after numerous battles with enemy mercenaries.

Finally, SNAKE reached Metal Gear and destroyed it...

Surprisingly, the general commander of FOXHOUND was waiting for him...

The man responsible for mission N313 - BIG BOSS.

From the very beginning BIG BOSS used SNAKE as a pawn for his own evil deeds.

He had jammed all vital information from him. FOXHOUND had learned nothing!

100th floor underground, with no dogmas nor policies involved, a battle between two men raged...

And SNAKE left only the smoldering remains of OUTER HEAVEN behind him.

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STORY OF SOLID SNAKE

AGE OF STABLENESS

With the frigid relationships between large nations like USA-RUSSIA and CHINA-RUSSIA thawing, they lead to the settling down of local conflicts, and the world is finally beginning to neutralize.

It is 1999, the nuclear threat of this century is leaving us, and we are ready to welcome the new stable 21st century.

However, a fraction of the populace does not like peace...

In the Middle East, a breeze of unstableness is blowing. Zanzibar Land - a small republic just next to Russia, China and the Arab nations - founds a military government.

It raids "Nuclear Arms for Disposal Storage" sites around the world and robs weapons still not disposed of, making it the sole nuclear-armed nation in the world, and begins non-discriminate invasions of nearby countries.

In a world which disposes of nuclear employment, Zanzibar Land's nuclear power is becoming a real emergency. A nuclear threat is budding once again.

ENERGY CRISIS

At the same time, oil resources are quickly growing scarce. Despite the foretelling that they would last more than 30 years, the world is facing a serious energy source crisis with no alternative supply to oil.

Then, a Czech biologist named Kio Marv invents a micro specimen - "OILIX", which rectifies high-quality oil.
The world is once again in a tension regarding "OILIX". Dr. Marv is kidnapped by Zanzibarian radicals on his trip from Czechoslovakia to America. Zanzibar Land is trying to gain its military superiority through nuclear arms and "OILIX".
...A micro-organism the size of a few micrometers is going to decide the

fate of the world.

A top-secret order goes down to SOLID SNAKE, former FOXHOUNDER.

Single-handedly sneak into Zanzibar Land, and rescue Dr. Kio Marv!

Save the world from nuclear threat!!

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How to Play

1. This game is for one player only. You can use a keyboard or a joystick.

2. Insert the diskette into drive A: of your MSX2 or MSX2+ (128k needed for the game and 512k needed for sound), turn the power on and you are ready.

For fMSX-DOS users exit to DOS (recommended) and simply run MGEAR2.BAT provided with the package. If you do not meet the recommended system requirements (P75, 12 megabytes of RAM, and Soundblaster compatible sound card) run MGR2FAST.BAT and this should speed things up greatly. However, this seriously degrades sound quality and you will not be able to read SNAKE'S life bar at the bottom of the screen.

If all else fails, upgrade! (:

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HERE ARE MY CONFIGURATIONS:

MGEAR2.BAT

fmsx-dos mgear2 -rom 2 -msx2+ -video 3 -adjust 3 -ifreq 60 -cpu 116 -soundquality 5 -chorus 100 -reverb 80 (I have a SB AWE32 but this won't affect regular SB users. The emulator and soundcard simply ignore it.)

MGR2FAST.BAT (I have a friend with a 486 /50 and I made this for him) fmsx-dos mgear2 -rom 2 -ifreq 50 -cpu 90 -sync 0 -sound 2 -uperiod 0

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3. Press the SPACE key or press a button while the title screen is displayed, and the game begins. If you want to restore a saved game, press F5 after gameplay starts and you will enter the "Save/Load" screen.

4 For more information on "Save/Load" functions, turn to page 23.

4. There is only one player. If you are hit by enemies or enemy fire, the LIFE of the player decreases. When his LIFE reaches 0, the game is over.

5. The object of the player is, as SOLID SNAKE, sneak into Zanzibar Land, and rescue Kio Marv who is locked away inside the fortress. You should collect necessary information, weapons and equipment and follow the game scenario.

6. In the fortress there are many guard soldiers and various warning systems. The player should take care to advance without being found. If you are found by guards or warning systems, you will be thrown into "Found Mode" (Level 3) and enemy assaults will start. The radar is useless and you should either fight back or retreat. Then, try to avoid being discovered, and after a set amount of time(this increases as you progress through the game), they will give up.

4 For more on enemy warning systems, turn to page 16.

7. At first, the player begins with nothing. Weapons and equipment are owned by enemies, inside trucks and arsenals. If you defeat a guard soldier in "Safe Mode" (Level 1), he may leave behind an item, such as a ration or an ammo pack.

8. To open a door, you need a card with the appropriate number.

9. There are a lot of children in and around the fortress. Talk to them and you can learn various information. Be reminded however, if you harm them, the player's LIFE decreases accordingly!

10. Your transceiver is an essential item that provides you with info on

enemies, fortress status and clues.

4 To use a transceiver, go to page 11.

11. While in crawl mode, you can duck under tanks, tables and platforms to hide. This is very useful to avoid enemy sight. However, you will be found if even a small portion of the player is uncovered. TIP: Many items are stashed away under tables, etc.

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GAME SCREEN


1) The main game screen

2) Data of the Player

LIFE gauge...Indicates your remaining physical endurance. Maximum limit increases every time you beat a boss enemy (mercenary).

O2 gauge...Appears when you are underwater or in gassy areas.

Indicates remaining oxygen. Certain items will increase the maximum limit.

WEAPON...Indicates what weapon the player is using and its remaining shots.

ITEMS...Indicates what equipment the player is using and its reserves.

3) Reactive Sensor

Radar...Location of the player and enemies will appear as dots.

Message Indicator...Warns you when you gas is present or when someone is trying to contact you.

Sub Screens

The F2 key brings up the Weapon Selection Screen (refer to page 18)


The F3 key brings up the Equipment Selection Screen (Page 20)


The F4 key brings up your transceiver. (Page 11)


Going back to the game screen is able by any of the function keys.

Note: In certain elevators you cannot enter sub screens.

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Moving Around

The player can choose between Standing Mode (Upright stature) and Crawl Mode. Both modes have advantages and disadvantages.

The following indicates how to select between.

To crawl: Press SPACE+ M or N simultaneously. (Trigger A+B)

To stand: Press either SPACE, M, or N. (Trigger A or B)
Standing ModeCrawl Mode

Operation Action

Keyboard Joystick Standing Crawling

Up Up Walks upward Crawls upward

down Down Walks downward Crawls downward

right right Walks right Crawls right

left left Walks left Crawls left

SPACE trigger A Attacks with a weapon Quits crawling

M or N trigger B Punches Quits crawling

Attacks will be done in the direction the player is facing. A single punch knocks a guard unconscious; 3 blows will defeat him.

Note: You cannot move diagonally.

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Comparing Modes

Items Standing Crawl

Speed Fast (walking) Slow (crawling)

Use of items/weapons Possible Impossible

Footstep noises Occurs on some floors Never

Features May punch Can hide under trucks and others.

*Can pick up mines by going over it.

*Hiding is possible by crawling up and down only.

How to Use Function Keys to Enter Different Modes

In this game, you must use the F1-F5 keys.

Keyboard Description

F1 Pause Gameplay is interrupted. Press again to restart.

F2 Weapons Use the cursor to select available weapons.

Chosen weapons will be available in the game screen. See Page 18.

F3 Equipment Again, move the cursor to select. Chosen equipment

will be available in the game screen. See Page 20.

F4 Transceiver See Page 11.

F5 Save & Load See Page 23.

PAGE 10
REACTIVE RADAR

As you can see, the player can always tell what dangers lie ahead and can avoid being discovered if he uses his radar well. Learning how to watch the radar and react accordingly is essential to winning the game.

As you can see in the above figure, there are 3x3 grids, and a box is referent to one game screen. The screen where the player is (blinking red dot) is in the middle. The radar can only display 9 screens centered around the one with the player in it. This area is called "valid radar range".

On the radar, these objects will be displayed as follows:

Player Blinking red dot

Enemies White dots

Marv's emitter Red dot (When you start the game this dot is your goal.)

Mines White dots (Appear only when you are equipped with a mine detector.)

Map Green frames

4 Radar is unavailable in the following cases:

In close quarters and certain situations.

Under Level 2 or Level 3.

When your enemy is radar-resistant.

4 Other radar purposes:

For mine detection. See P20.

As a target for Stinger anti-air missiles. See P20.

PAGE 11
Transceiver

The transceiver is a very useful item which will assist you throughout the course of the game. If you use it wisely, you can learn helpful tactics and strategies, as well as learn more about the people involved in the game.

Transceiver Mode

You can enter transceiver mode by pressing the F4 key. Any of the function keys will return you to the game screen. While you are in transceiver mode the game freezes. Enemies cannot attack while you are using the transceiver.

How to Use

Change frequency with right and left cursors (tuning method). Or, enter using the number keys at the top of the keyboard (touch-tone method).

Each time you press up, you SEND once to the decided frequency. Move on to the next conversation page with the SPACE key. If you press SPACE while you are already having a conversation, speech will be rapid.

Basic Operation

(1) Make call. [SEND] Just like dialing a phone. If your comrades are listening, their visual and transmitted contents will be displayed.

(2) Receive wave. [RECV]

(3) CALL. [RECV] If you receive a CALL, the game tells you by the CALL sign on the game screen and a repeated "CALL" noise. When you enter transceiver mode in this situation, you will receive transmitted contents

automatically.

Note: CALLs contain vital game information. Make sure to receive every time.

Frequencies

Frequencies are extremely important. Take notes so you will not forget them! Frequencies may change according to the game's progress. Jot down the most up-to-date frequencies.

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Allies you know when you start the game:

Roy Campbell: 140.85

Master Miller: 140.38

George Kessler: 140.93

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