Music by Locke Cole. Call him a treasure hunter, or he'll rip your lungs out!!

Cover to Page 13 Page 15 to 39 Page 40 to Back of the Book

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Elevators

Use elevators to move between floors in the fortress. Unlike those in Metal Gear 1, these elevators are simulated more real, as a system which "call by yourself and input which floor to go by yourself".

Elevators in a Floor Scene (Elevator Hall)

How to Call


There is always a button on right or left to the door of the elevator.

Player can call the elevator by hitting this button with punches. The current location of the elevator and movement is shown in a gauge above the door. You can clearly notice where the elevator is and to where it is heading to now by just looking at it.

When it arrives, door open with arrival sound. If you enter into, then move onto elevator scene.

Note that on few seconds after the arrival, door closes, and elevator automatically leaves for another floor. If you want to call back, punch the button again.

CAUTION) * If there is a "X" plaque on the door, the elevator will never stop on that floor.

* Even pressing (i.e. punching) a button provokes a sound. Make sure no one is listening!

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Elevator Scene

How to Operate

Inside the elevator, there is an up button on right to the door, and down button on left.

By pressing up button once, the elevator with you in it ascends one floor.

By pressing down button once, it descends one floor.

If you punch the buttons while the elevator is moving, you can move corresponding floors as to number of hits. After reaching the destination floor, the door automatically opens with arrival sound.

What floor you are in is indicated in digital above the door.

CAUTION) * "A floor" here means not a floor in architectural sense, but stands for a unit of floors that elevator is supposed to stop. Therefore, if you are in an elevator which stop only for each 10 floors, the movement will be in 10 floors units.

* If you have already reached highest or lowest floor, you will get no response even if you punch up or down buttons.

* Enemies come chasing you even into elevators. In such cases, seal them out by closing the door or defeat all of them, then you can go back to level goes back to 1.

If you exit to the floor without defeating the enemies, level would stay 2.

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Alert System (Modes)

Enemy alert modes can be divided into 3 levels in large.

Level 1: Sneaking mode <=> Noise mode

Level 2: Found mode => Avoidance mode

Level 3: Avoidance mode => Sneaking mode

Sneaking Mode

A status while the player is not found by enemy yet. In this mode, guards are doing their duty, on the roll over their pre-destined path. Various sensors are active and aware if there are any intruders. The guards in Metal Gear 2 have optical and audio senses. In this mode your radar is active so learn the movement of the enemies in the radar, and make sure no to be found. This is the basic of the game modes. In this level or Level 2, if you make a noise (through punches or footsteps), enemies will stop their duties and comes to where you made the sound to check. You call this "sound" mode. After the enemies have reached the point where the noise occurred, and confirmed nothing abnormal is present, they will get back to their guard duty.

Found Mode

If the player gets caught by guards and sensors, you will be sent to found mode. Upon entering this mode the music will change, and enemy attacks will begin in contrast to level 1. In this mode, enemies will call their comrades one after another regardless how many you kill (but see below) and continue assaults. Radar is disabled. Instead, a kanji message which stands for "Danger" appears, and gives you the count of your remaining life in digital numeric. In this mode you will not enter into sound mode. Also, all sensors will deactivate.

CAUTION) * After you have beaten a certain number of enemies, mode will switch to Level 2.

* In Level 3, Enemies will not leave items after you have beaten them.

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Avoidance Mode

If you manage to free into another screen under Level 3 situation, 2 "pursuits" comes trailing you. They always appear behind the player into screen, but they have no knowledge where the player is. They have sights and ears, and look around in the screen for certain period. This is called "Level 2". Like in Level 3, you cannot use your radar and a kanji message for "Avoid" would show up on it, displaying how much time is left for enemy pursuit. When the figure reaches 0, pursuits would receive "return call" (a signal urging them to return to guard duties) and the level goes back to 1. Length of this mode differ according to the level of the player.

Alternatively, you can go back to Level 1 by defeating 2 of them. If they find you while, level returns to 3.

CAUTION) * In Level 2, Enemies will not leave items after you have beaten them.

* You have a chance to enter sound mode.

§ How to Return from Level 3 to Level 1 ...?

1) Under Level 2, keep hiding until guards go away (until radar counts reach 0).

2) Defeat all pursuits in Level 2.

3) Leave for several screens (2 scenes apart in X and Y directions) from the last screen you were found. Or leave for another area.

4) Hitch an elevator and seal off enemies.

About Enemy Sights

The guards, unlike in Metal Gear 1, this time have 45-angles wide sights.

Therefore, you are now more likely to be found for their widened visions. To hide your form from enemies, "hiding" definitely is even more necessary than last time!

PAGE 18

WEAPONRY

SMALL ARMS

Handgun [Beretta M92F]

A semi-automatic pistol standard of the American army. Silencer supported. 1 shot for each time you press a button. Find ammo packs to reload.

Sub Machine Gun [Ingram MAC11]

American small-lightweight SMG. Colloquially known as "CIA toy". Keep shot key pressed to fire full-auto. Supports silencer. Find ammo to reload.

OPTION

Silencer (suppresser)

THERE IS NO DESCRIPTION. HOWEVER, A SPEECH BALLOON "YOU TOOK SILENCER" APPEARS WHEN YOU PICK ONE UP. AFTER IT, A BOX NAMED "OPTION" APPEARS ON F3 SCREEN.

GRENADES

Grenade [M68]

An impact-detonating shrapnel grenade. Explodes when it hits the ground. A target indicates where it falls. Target follows whenever you go.

Neutralizing Gas [ABC M25A2]

A grenade to suppress riots. Emits CN1 gas to the wind direction upon explosion. Do not use if the wind is against you.

The wind direction will be indicated by an arrow after gas release.

MISSILES

Anti-air Missile [Stinger]

A portable anti-air missile. Use cursor keys to move the sight within the radar and press shot key to launch. You can even attack the destination outside of your screen if it's in the range. Be reminded the player cannot while firing. After the launch, the sight automatically return to center of the radar.

PAGE 19

Remote-control Missile [M47 Dragon]

An American main personal anti-tank missile. For short ranges between 10 to 25 meters, a preferred weapon since Metal Gear 1 time.

Sight-guided manual control system allows adjustment with cursor keys after its launch by eye-sighting it and the destination. Range is limited to inside the screen. While manipulating this, like Stinger, you cannot move.

TRAPS

Plastic Bomb C4 [M5A1]

A white clay-like detonator, a transformable bomb more powerful than TNT. There are "SWITCH" and "TIMER" methods to detonate. Selection between these are possible by pressing SPACE after you have selected this weapon. Set with a shot key. If you have selected "SWITCH" then detonate with M or N keys. If you have chosen "TIMER" then it blows up after some time. You can blow it up even if it's out of your screen provided it's in the radar. To detect where to blow up with this bomb, punch the wall. If you hear strange noise, then that part of the wall can be torn down!!

Anti-Personnel Mine [M 78]

An anti-personnel mine which explodes by applying force. Set with the shot key, and crawl over to pick up. If you equip a mine detector they will appear on radar as white dots. Up to 16 can be set within radar coverage.

Mouse [Jerry 2]

A decoy robot to search traps and sensors. Also useful for tricking enemies who heard you. Press shot key to release forward. Underwater use is unavailable.

Camouflage Mat [Phantom 07]

A camouflage mat compatible with any terrain. Press shot key to set down. Crawl under and you can camouflage your sight.

Walk over it to pick up. Setting is limited to flat grounds only

Lighter [ZIPPO]

A lighter hand-crafted of the finest silver. How to use this?

PAGE 20

EQUIPMENT

Players can acquire following equipment during the game. These items are useless by just carrying them. You need to "equip" to use. What you are "equipping" will be shown inside the frame on right-below corner of the game screen.

Cigarette Lucky Striker

SNAKE's favorite, as always. One is ready from the beginning.

Body Armor S.P.S (Silent Partner Special)

A body armor which cuts your damage in half. Valid only against bullets.

Gas Mask Riot Face Mask

Wear this to double your O2 gauge in gas areas. Slows rate of decrease as well, thus extending endurance periods. Valid against CN1 gas which player use, too.

Mine Detector

Equip this, and see mines reflected on your radar. Also displays mines you have set. Mines will appear as white dots.

Oxygen Tank

Doubles the O2 gauge when you're underwater. Just surface to refill.

Binoculars NIKOS F500

Use to see screens up/down/left/right from your position, even from several close quarters.

Cardboard

A normal cardboard box with a label "TO ZANZIBAR COMPLEX". How to use is unknown.

Bucket

Metal bucket used to wash lavatories. What can this be used for?

Hang-Glider

A hang-glider covered in camouflage patterns. Rather useless in a battlefield.

PAGE 21

Night Viewer

Equip this to see in dark places.

Egg

An egg in the bio-lab. No idea what to do with.

Pills

The flu medicine for nasal symptoms. May work well against symptoms of sneezing, runny or clogged nose, or does it?

Brooch

The brooch Natasha gave you. The design is the mark of Zanzibar. Has Natasha's scent.

Spray Mrs. Spray

Highly inflammable lacquer spray with LP gas included.

Card 1 to 9

IC Cards used throughout Zanzibar Land. They can open doors accordingly.

Red Card

A master card compatible with cards 1 to 3. When you pick this up, cards 1 to 3 will be automatically gone.

Blue Card

A master card compatible with cards 4 to 6. When you pick this up, cards 4 to 6 will be automatically gone.

Green Card

A master card compatible with cards 7 to 9. When you pick this up, cards 7 to 9 will be automatically gone.

PAGE 22

Rations MCI

Handy food called combat rations. One piece can recover LIFE for once. TO do this, select a ration in an EQUIPMENT screen, and press shot key. Do not forget, that if your LIFE reaches 0 when you are equipped with one of these (i.e. it is displayed in the game screen), you will automatically consume one. Also, C rations are divided in following units, and each menus are different. You will be required to know their menus in some part of the game, so please learn them thoroughly.

1) B1 Unit / Beef, Pork, Ham and eggs paste, Tuna fish, Chocolate and crackers.

2) B2 Unit / Tomato-boiled peas and meatball mix, potato-boiled peas and German sausages mix, potato-boiled beef and sauce-boiled diced beef.

3) B3 Unite / Sauce-boiled sliced hams, Chicken and turkey, Spaghetti with beef, Turkey blocks, cheese and coffee.

Ammo Set

Contains bullets for handguns and sub machine guns. By taking this, a certain amount of bullets increase depending upon the level of the player then.

NOTICE) Some equipment have other special uses not indicated above.

The number of items a player can carry is limited depending on player levels.

Player Level and Item Restriction Table

Item
Level1
Level2
Level3
Level4
Level5
Level6
Level7
Handgun
60
90
120
150
200
250
300
SMG
-
150
200
250
300
400
500
Grenades
-
-
30
40
50
60
60
Gas
-
3
6
9
12
15
20
Stinger Missiles
-
-
6
6
8
8
8
Remote-control
-
10
15
20
25
30
35
Mines
-
15
20
25
30
35
40
Mice
-
-
-
20
25
30
35
Rations
1x3
1x3
2x3
2x3
2x3
3x3
4x3

PAGE 23

Tap Codes

Tap code was a communication method used in POW detention centers of North Vietnam. (Prisoners often referred to them as the Hanoi Hilton). Some claim it was already established by the Korean War.

It is based on coding and decoding through taps - noise and sounds. The sender, with the table in mind, hits the wall, the floor, pipes, anything that could create a reverberating sound. The receiver decodes according to the same table. In this way prisoners could exchange information without speaking to each other. Specify the rows first - hit once for the first row, hit twice for the second - and after several moments, send the column information through your hits.

A B C D E
F G H I J
L M N O P
Q R S T U
V W X Y Z
1 2 3 4 5
6 7 8 9 0

(Example)

3, 2...M

1, 5...E

4, 4...T

1, 1...A

3, 1...L

2, 2...G

1, 5...E

1, 1...A

4, 2...R

6, 2...2

Save and Load

In this game, you can save and load during the game play. You can enter "Save Load Screen" by pressing F5 key during the game, or by selecting SAVE LOAD from GAME OVER screen. To return to the game screen after you have entered this mode in the game, press F5.

There are 3 methods to save or load.

  1. By passwords.
  2. SRAM. Game Master 2 cartridges (RC755) are required.

WARNING : Current fMSXs do not support this function!!

  1. Disk. Need a disk drive and an optional 3.5 inch floppy disks.

If you are playing on fMSX, do not forget to format drivea.dsk or whatever disk image you use to save Metal Gear 2, or you will fail to save.

To achieve this, a) run fMSX without any disk image which automatically boot a game or so, and with no external ROMs (like Metal Gear 2 game ROM) specified.

b) You will enter BASIC screen. Type in "call format" and press RETURN. The current disk image (usually drivea.dsk) will be formatted.

c) Quit fMSX, and start playing Metal Gear 2!!

PAGE 24

How to save

If you select "SAVE" in the Save Load screen, you will be prompted to choose between following saving methods. (2) and (3) will not be displayed if you do not have necessary settings.

(1) Passwords

Select "PASSWORD" in the Save screen, press SPACE key, and then a password will be displayed. This will be necessary on Load occasions, so pay cautions when you write it down.

(2) SRAM

Select "SRAM" in the Save screen, press SPACE key, and choose a filename then the data will be save into SRAM.

(3) Disks

Select SRAM in the Save screen, press SPACE key, and choose a filename then the data will be saved into a disk.

Like in SRAM case, 3 filenames are ready - SNAKE1, SNAKE2 and SNAKE3.

Move cursor to specify a filename.

CAUTION) Make sure to use formatted disk as save disks. To format a real disk, refer to your MSX manual.

How to Load

If you select "LOAD" in the Save Load screen, you will be prompted to choose between following saving methods.

(1) Passwords

Select "PASSWORD" in the Load screen then you will enter key input mode. Enter the password you saved (wrote down) from the keyboard. When you finish, press RETURN key. If the password is correct, game will be loaded.

(2) SRAM

Select "SRAM" in the Load screen, press SPACE key, and choose a filename then the game will be loaded.

(3) Disks

Select SRAM in the Save screen, press SPACE key, and choose a filename then the game will be loaded.

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