Hi, All!
Вот еще манyал к MG2. Родной - он в HTML фоpмате, c кyчей каpтинок, мyзыкой...
Весит под мегабайт, в запаковке около 700кил. Для эхи явно великовато, поэтомy
читайте только текст (тоже нехилый), а если хочется полный - пишите...
CU,
Nick
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 Return
METAL GEAR 2: SOLID SNAKE
[Image]
TACTICAL ESPIONAGE GAME
(c) KONAMI 1990, G&T Soft Translations 1997
[Image]
USER'S MANUAL
MSX2, MSX2+, & fMSX Emulator
PAGE 2
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
PAGE 3
What is a TACTICAL ESPIONAGE GAME?
[Image]
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.
PAGE 4
Story So Far (from former METAL GEAR 1)
[Image]
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.
PAGE 5
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!!
PAGE 6
How to Play[Image]
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! (:
----------
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
----------
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.
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.
PAGE 7
GAME SCREEN[Image]
[Image]
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)
[Image]
The F3 key brings up the Equipment Selection Screen (Page 20)
[Image]
The F4 key brings up your transceiver. (Page 11)
[Image]
Going back to the game screen is able by any of the function keys.
Note: In certain elevators you cannot enter sub screens.
PAGE 8
Moving Around [Image]
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)
[Image]Standing Mode[Image]Crawl 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.
PAGE 9
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[Image]
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.
[Image] [Image]
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[Image]
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
[Image]
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.
PAGE 13
Allies you know when you start the game:
Roy Campbell: 140.85
Master Miller: 140.38
George Kessler: 140.93
PAGE 14
Elevators[Image]
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)
[Image]
How to Call
There is always a [Image]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.
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!
PAGE 15
Elevator Scene
[Image]
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.
PAGE 16
Alert System (Modes)[Image]
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
[Image]
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
[Image]
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.
PAGE 17
Avoidance Mode
[Image]
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.
Ú 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.
[Image]
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[Image]
SMALL ARMS
[Image]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.
[Image]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
[Image]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
[Image]Grenade [M68]
An impact-detonating shrapnel grenade. Explodes when it hits the ground. A
target indicates where it falls. Target follows whenever you go.
[Image]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
[Image]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
[Image]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
[Image]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!!
[Image]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.
[Image]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.
[Image]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
[Image]Lighter [ZIPPO]
A lighter hand-crafted of the finest silver. How to use this?
Cover to Page 13 Page 14 to 24 Page 40 to Back of the Book Return
PAGE 25
SETTINGS
[Image]
If I die in a combat zone
Tell all the people in homeland
That I did my best.
If I die in a combat zone
Tell that pretty girl of mine
That I bring best memories with me.
If I die in a combat zone
Tell all my best friends
That I died facing the gun.
If I die in a combat zone
I don't need my name on grave.
Etch instead that there was;
A man who lived, fought and died.
From "IF I DIE IN a COMBAT ZONE"
(an anonymous song of mercenaries)
PAGE 26
CASTS
"SOLID SNAKE"
[Image]
The Player (You)
A former FOXHOUND squad member, he is Japanese-British, with an IQ rating
of 160. He is conversant in 6 languages, well trained in high-altitude
skydiving, scuba-diving and free climbing. Able to sneak anywhere, and
under any circumstances; he is "a man who can make the impossible
possible". The very man who famed the name FOXHOUND worldwide through
Operation Intrude N313. He retired, but was later scouted by the CIA. He
served as a deep cover agent there, but opposed to its system, and left the
organization after 6 months. He was deep in the Canadian wilderness when
FOXHOUND called him back once again. True name and family are concealed
through "Classified National Security Codes".
Height: 178 cm
Weight: 75 kg
"BIG BOSS"
[Image]
Former general troop commander of FOXHOUND.
An American who participated in LRRP (Long Range Reconnaissance Patrol) in
Vietnam, and afterwards, exploited his superior skills in SOG (Special
Operations Group), the Green Berets and the Wild Geese. He has completed
more than 70 missions. In the late 80's, he participated in several
regional conflicts and race liberation wars. He was heralded as a true hero
and made the front covers of popular magazines in many countries.
Then he lost an eye, and retired from the front line to concentrate on
military education and training. The 1990's arrived and he was nominated as
general planning commander of the international special forces squad
FOXHOUND. Then, "BIG BOSS", transformed by greed and dreams of absolute
power, managed to take control of OUTER HEAVEN, (the military fortress
nation in Salzburg) and tried to establish world domination. He was stopped
by "SOLID SNAKE" in operation N313. He has since fled to the Middle East.
Exact location is unknown.
Height: 180 cm
Weight: 89 kg
Roy Campbell
[Image]
General planning commander of FOXHOUND.
The american responsible for "OPERATION INTRUDE F014". He has called "SOLID
SNAKE" back as an intruder for this operation. After holding high rank in
the United States Marine Corps (USMC), Fifth Marine Legion, and the Green
Beret Squad, he joined FOXHOUND, and became vice-commander. Was known for
the code name "CHICKEN FOX" in his early days.
His strategic planning ability was clearly evident after "BIG BOSS" was
gone. Campbell discarded code names, and built up the already hi-tech
special force team by utilizing recon satellite orbits and other
implementations, creating a completely new Campbell-way FOXHOUND.
In contrast to the instinctive and wild strategies of BIG BOSS's, he ekes
out operation plans with caution and detail, and "zero residual presence"
is of utmost importance. Roy was awarded several honorable titles in the
late 90's.
One of the few commanders who remembers the old FOXHOUND of "BIG BOSS"
days.
Height: 183 cm
Weight: 77 kg
PAGE 27
Horry White
[Image]
An American free-lance journalist.
Born from a French mother and an English father, she became interested in
literature at an early age. Was awarded the Pulitzer Prize for her shocking
Afghanistan report. Moreover, she is famous as a documentary program
director for KTV, and won a Grammy Award for her documentary, "Unknown
Bloodstream". Her fame has multiple aspects, like once being contracted as
a fashion model for "Vogue" magazine. Now, she actively utilizes her
position and honor to the extreme, playing a spy role for the CIA. She has
sneaked into Zanzibar Land under the guise of a journalist.
Height: 167cm
Natasha Markova
[Image]
Former professional figure skater.
Was called "a fairy on ice" in world championships and the Olympics, and
won 2 championships in a row. Came to knew a western man in Calgary, and
she fell in love with him. Tried to seek asylum with him, but failed, and
Natasha was stripped of her competition rights. Then she joined STB
(Czechoslovakia International Secret Police). On a mission to escort Dr.
Marv to America, the plane was hijacked by Zanzibarians. Natasha was among
the passengers and her current situation is unknown.
Height: 165 cm
McDonnel Miller
[Image]
Hired by Campbell as survival consultant for FOXHOUND
Born in the United States 60 years after his grandparents immigrated there,
he has served as a survival master in SAS (Special Air Skytroopers of
Britain), The Green Beret Squad, US Marine boot camp, and most recently
FOXHOUND. He is also volunteers as a coach in MERC SCHOOL (Mercenary
School) twice a year. When he served as a drill sergeant in the FOX HOUND,
he was referred to as a 'Hell Master' and draftees called him "Master
Miller" with respect. He divorced his first wife (Nadine), and is currently
residing in Los Angelos with his daughter (Catherine).
Miller is full of ideas and is quite knowledgeable in the area of science.
Height: 178 cm
Weight: 85 kg
Yozef Norden
[Image]
Expert on all animal matters
A zoologist, also known as a UN endangered species preservation authority.
Has been aquainted with Petrovich since they were college graduates. He was
once a Green Peace member when he was young. Norden is currently the vice
president of WWARF (World Wide Animal Rights Federation) and also a living
matter accountant for the science magazine "Maxwell". He is now in near
Zanzibar to investigate animals indigenous to the area.
Height: 179 cm
Weight: 95 kg
PAGE 28
"GREY FOX"
[Image]
Former FOXHOUND member.
Owns a "FOX" title which is the maximum commemoration in FOXHOUND, and he
is senior to "SOLID SNAKE". Was always a top in the FOXHOUND troop. In
operation N312, he sneaked into OUTER HEAVEN and actively collected Metal
Gear information. When "BIG BOSS" disappeared, all trace of him was lost
and it appears he followed after his commander. True name is concealed by
"Classified National Security Codes".
Height: 179cm
Weight: 85 kg
George Kessler
[Image]
FOXHOUND strategist.
After his career in various mercenary troops like South Africa mercenaries
and French Foreign Legion, in the "Zanzibar Independence War", (commonly
referred to as "War of the Mercenaries") he was severely wounded in his
right thigh, and his professional military career was over. He once worked
as a negotiator but shortly afterwards became a war informant using his
battlefield experiences and knowledge. For a very long time he has been
serving as an advisor for FOXHOUND. At this moment, it is said there is no
mercenary he doesn't know of. On the other hand, it's also said that if you
don't know him you are not worth being branded a first-class mercenary.
Height: 188cm
Weight: 90kg
Kio Marv
[Image]
A Czech scientist. Professional in bio-technology.
In the east he was conducting a study on fertilizer evolution planning
using bio-masses. By accident, he discovered the "OILIX" prototype in one
of his experiments. He has made improvement after improvement on it, and
the world spotlight now shines upon him. He has no families. He was also
famous as a computer games maniac, and he subscribed many games he made
himself to various magazines, and was regarded as splendid game designer.
On his way to America to join the "International Energy Problem
Conference", he was kidnapped and taken to a fortress in Zanzibar Land. Has
severe heart problems.
Height: 172 cm
Weight: 65 kg
EQUIPMENT[Image]
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.
[Image]Cigarette Lucky Striker
SNAKE's favorite, as always. One is ready from the beginning.
[Image]Body Armor S.P.S (Silent Partner Special)
A body armor which cuts your damage in half. Valid only against bullets.
[Image]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.
[Image]Mine Detector
Equip this, and see mines reflected on your radar. Also displays mines you
have set. Mines will appear as white dots.
[Image]Oxygen Tank
Doubles the O2 gauge when you're underwater. Just surface to refill.
[Image]Binoculars NIKOS F500
Use to see screens up/down/left/right from your position, even from several
close quarters.
[Image]Cardboard
A normal cardboard box with a label "TO ZANZIBAR COMPLEX". How to use is
unknown.
[Image]Bucket
Metal bucket used to wash lavatories. What can this be used for?
[Image]Hang-Glider
A hang-glider covered in camouflage patterns. Rather useless in a
battlefield.
PAGE 21
[Image]Night Viewer
Equip this to see in dark places.
[Image]Egg
An egg in the bio-lab. No idea what to do with.
[Image]Pills
The flu medicine for nasal symptoms. May work well against symptoms of
sneezing, runny or clogged nose, or does it?
[Image]Brooch
The brooch Natasha gave you. The design is the mark of Zanzibar. Has
Natasha's scent.
[Image]Spray Mrs. Spray
Highly inflammable lacquer spray with LP gas included.
[Image]Card 1 to 9
IC Cards used throughout Zanzibar Land. They can open doors accordingly.
[Image]Red Card
A master card compatible with cards 1 to 3. When you pick this up, cards 1
to 3 will be automatically gone.
[Image]Blue Card
A master card compatible with cards 4 to 6. When you pick this up, cards 4
to 6 will be automatically gone.
[Image]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.
[Image]1) B1 Unit / Beef, Pork, Ham and eggs paste, Tuna fish, Chocolate
and crackers.
[Image]2) B2 Unit / Tomato-boiled peas and meatball mix, potato-boiled peas
and German sausages mix, potato-boiled beef and sauce-boiled diced beef.
[Image]3) B3 Unite / Sauce-boiled sliced hams, Chicken and turkey,
Spaghetti with beef, Turkey blocks, cheese and coffee.
[Image]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.
Ú The number of items a player can carry is limited depending on player
levels.
Player Level and Item Restriction Table
Item Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
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
(each)
PAGE 23
Tap Codes[Image]
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[Image]
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.
[Image][Image]
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.
Go to Next Page
[Image]
Former Eastern scientist prodigy. Professional in Robotology.
In N312 times he developed TX-55 "Metal Gear Prototype" , TX-11 "Cyberoid"
(Arnold) and was forced to utilize these technologies and others in OUTER
HEAVEN. Reformed the base using engineering and powered-gear technologies
of the time, and is famed as a "Father of Robotology". After the N313
incident, he sought asylum in the west leaving his only daughter Ellen.
Petrovich is an academic friend to Marv the Czech scientist.
Height: 187 cm
Weight: 77 kg
PAGE 29
ABOUT FOX HOUND
The origin of FOX HOUND
In 1990, to fight against local rebellions, regional conflicts and
terrorism, a special force squad was founded in secret.
The name of the troop is, "FOX HOUND".
FOX HOUND is a team of which sneaks single-handedly into "non-official
combat" cases which are too strong in political sense and impossible to
intervene through military, and completes the mission in conspiracy, almost
a "modern ninja".
DUTY OF FOX HOUND
FOX HOUND is a specially formed troop inside NATO. Its duty is, under
non-official combat status, to sneak into deep into the enemy border where
no national intelligence cannot enter, and collect information about enemy
military force.
All members of FOX HOUND have mastered various skytrooper techniques,
thoroughly acquainted with secret invasion technique from underwater and
over the water, so they can sneak secretly by any kind of breaching path.
Moreover, they have masteries and knowledge over survival over extended
length in bushes, jungles and desert, acute tailing, furthermore detonating
operation, wireless communication, seizing and reusing enemy weapons,
collecting information, various martial arts, emergency medical operations,
linguistic and hi-techs, anything required for being as a hi-tech special
squad.
In 1995, its existence went into close-up worldwide through "OPERATION
INTRUDE N312".
[Image]
PAGE 30
FOX HOUNDER Selection and Drills
Selection
FOX HOUND members are never chosen out of external non-military people, but
are chosen out of recruits and self-nominees from various special force
members.
[Selection Procedure] The aspirants initially receive exams in 3 aspects -
physical, psychological and intelligence.
[Image]
*Physical Exam
Basic physical ability
Short-range run
Uninterrupted 80 push-ups
Uninterrupted 100 situps
50 meters free swimming
Underwater diving ability
Lone wilderness march (carry a backpack of 30kg, and conquer 64 km of
length in 15 hours)
*Psychological Exam
Mental recovery, concentration, endurance, self-control, tough inner self
which are required to overcome the duties
ESP expectancy score
Marksman ability
Recognizing and making decision on emergency environment
*Intelligence Exam
Language
Non-domestic geology
World situation
Hi-tech technologies
Medical in outdoors
Detonation operation
Concealed communication
Foreign weaponry
*Drills
Those who passed the selection course are forced to take following
professional training courses.
[Image]
Battlefield survival test (14 weeks)
Shooting practice (very high standard is required; 100% to the target 548
meters away, 95% to the target 914 meters away)
Patrol
Conquering mountain
Martial arts (fighting)
Border crossing
Guerilla combat
Land navigation
Map reading practice
Escape - avoiding dangers
Field combat medics
Rebelling ranger practice
Weapons
Nautical control and navigation
Diving, underwater sneaking
Canoe
Parachute skydiving practice (4 weeks)
Assault paratroopers skydiving practice: H-A-L-O and H-A-H-O
11 normal skydiving, 15 in full gears, 2 in nighttime, 2 mass-tactical
strategic diving.
Intelligence operation
Language and customs of destination country (4 weeks)
Sneaking technique
Improved flammable operation
Utilizing hi-tech arms
Communication (16 weeks)
Medical (10 weeks)
PAGE 31
FOX HOUND GEARS
FOX HOUND is a non-official combat squad, so in usual "INTRUDE" operations
anything that can indicate the identities should be acquired in enemy side,
including weapons and equipment. For sneaking missions, they enter with a
special via-satellite transceiver, a reactive radar and nothing else.
The mission assigned to them is to act concealed and complete without
leaving any clues, so they always prepare equipment and weapons in their
destination they sneak.
However, in drills, and in rare cases which they go to support the formal
fighting troops (3 times so far), so would like to introduce their standard
gears here.
*Clothing
[Image]
FOX HOUND has no formal uniforms like "service uniform" nor "dress
uniform", only "field uniform". Also, they don't have even service caps nor
hats, and on their field uniforms there are nothing that can reveal
identities and nationalities like military clothing labels, insignias nor
instruction labels. Therefore, there is no danger that they reveal your
identity.
*Field Uniform
Field uniforms can be divide into roughly cold and hot regional types, both
supporting variable-camouflage system with internal heat and luminous
sensors. They are hi-tech suits colloquially referred to as "chameleon
suits".
Moreover, a polyesther shield with few radar reflection ratio called
"camouflage screen" is being used together.
The purpose of camouflage is to blend the subject into background, and
transform the unique specific figure which the subject own in itself.
Variable-camouflage system achieves high camouflaging ratio by wisely
compounding existing color patterns and the "chameleon color" which
assimilate into the surrounding.
See the table below
FOX HOUND Camouflage Data
Area Color
Percentage 30% 30% 5% 5% 30%
COLD Evergreen Forest green Field drab Sand Black Chameleon
Snowy Forest green White Sand Black Chameleon
HOT Desert (gray) Sand Field drab Earth yellow Black Chameleon
Desert (red) Sand Field drab Earth yellow Black Chameleon
Tropical Rain forest Forest green Dark green Light green Black Chameleon
Urban Urban gray White Dark gray Black Chameleon
NOTE) Chameleon color changes adapting to the surrounding
PAGE 32
*Combat Boots
[Image]
They were developed over the advancement of every jungle and combat boots
various special forces wear. Together with "footstep noise contamination
system" which suppresses "footstep sounds" which are fatal to sneaking
missions and "footstamps jamming system" which can misguide enemy pursuits,
there are taken precautions to make them suitable for secret mission in the
enemy area.
To defend against traps like bungee stakes, there is an iron plate in
inserted each boots.
*Combat Gear
Ammunition belt, leather harnesses, low-temperature ammo cases, flexible
slings, suspenders, thermos, backpacks, etc.
*Bandana
While main aim is to stop sweats falling from forehead, but chemical
combustion can turn it into either comfortable cooler or heater equipment.
Equipment
Special goggles
Not only sand- and wind-proof, but a real advanced stuff that can act as
nocturnal vision in its infrared mode.
Ultra-small lightweight fan motor and temperature sensors are embedded, and
when the moisture within the goggles exceeds over 70%, motor automatically
activates.
Binoculars
High-tech general-use telescopes with various sensors NASA planetary
investigation technologies applied to them. They can even analyze what
human eyes cannot see. However, they are heavy and difficult to carry
along.
Krypton-85 density in airs of USA and USSR of mortar gears.
stabilized. Laser beam gun experiments began in out of
Postponement of plutonium production for military air zone.
purpose was confirmed.
1995 OUTER HEAVEN crisis. Average ratio of Japanese GNP per population
to world average exceeded 60%.
NASA developed experimental walking tank for
exploring planets.
1996 Mobile ICBM (Inter-Continental Ballistic Missile) LSI production using
reso-graphy using SOR
was totally abandoned. began.
First Metal Gear was developed.
1997 Tactical nuclear weapons were totally Development of high-speed
reproductive nuclear
abandoned (Third Zero). plant advanced rapidly.
Zanzibar Land Independence War (War of the
Mercenaries)took place.
1998 Chemical weapons were totally abandoned. Super-LSI with 100 MB class
of memory in
Third Oil Shock. one chip became available.
Metal Gear D was developed.
1999 USA and USSR storage quarters for disposal Metal Gear Gs were
mass-produced.
were raided.
PAGE 36
Classification of Nuclear Weapons by their Ranges
Over 5500 km Strategic Nuclear Weapon
* ICBM (Inter-Continental Ballistic Missile)
* SLBM (Submarine Launched Ballistic Missile)
* Long-range bomber planes (BS, B-1 B)
5500 to 500 km INF (Intermediate range Nuclear Force)
Note) Sometimes referred to as Theater (regional) Nuclear Weapon.
* Over 1000 km: LINF (long range)
* From 500 to 100 km: SINF (short range)
Under 500 km Short range Nuclear Force
Note) Also called as Tactical Nuclear Weapons or battlefield nuclear, for
their roles
and concepts.
[Image]
PAGE 37
OPERATION INTRUDE F014
"Your mission is to sneak into Zanzibar Land alone, and retake Kio Marv,
the Czech scientist.
This mission is divided into three parts in large. First stage is sneaking
into enemy territory by skydiving with parachute. This will be done by
nighttime HAHO jump.
Second stage is sneaking from dropped point to the enemy fortress. This
will be done by free climbing from south cliff wall where security level is
low.
Third stage is sneaking into enemy fortress, rescuing Dr. Marv and heading
toward exit point.
This third stage is this game.
Following is the operation order sheet for F014. Please act according to
this sheet.
I hope your good luck..."
Roy Campbell, FOX HOUND General Planning Commander
Operation Order Sheet
OPERATION INTRUDE F014
Secrecy Category Maximum (TOP SECRET)
Copy No. 001-03
Practitioner SOLID SNAKE
Operation Order From 01:99, Dec. 24, 1999
Operation Code OPERATION INTRUDE F014
Reference Zanzibar Land Map Series K325, scale 1 to 50000
Situation
A: Enemy Force
By this month, enemy forces were greatly increased, and mercenaries from
every nations seem to be entering the nation. From what we have collected
out of infos from recon satellites and agents, both alert systems and
patrols were reinforced and it is always under strict alert condition
(Level 1). Moreover, import, in-purchase and preparation of arms and
gunpowder are estimated to have increased too. Gunpowder alone has already
surpassed the figure of last month's by 30%.
B: Weather
In operation periods, High air pressure will be dominant around the target
area, so the visibility will be clear, giving no trouble on skydiving
missions. Also the moon will be full so CAVO (Cloud-bottom Altitude,
Visibility Over) will be achieved, night vision will be good. You will need
no help from sensors, so diving onto drop zone with eye visions will be
possible. Wind will be calm and Minovsky density will be stable. Stealth
equipment will not be affected.
Sunrise 06:66 Sunset 17:00
C: Terrain
A sharp, nearly ninety-degrees cliff stands on south of the enemy scourge
fortress , tropical jungles and quagmire expand on north. There is a desert
in center area, and highland reside in north area. In desert area, the
temperature difference between day- and nighttime is great. There is a huge
crevass in north to the enemy watchtower.
PAGE 38
D Location
See 3D see-through map. (See Appended Map 1)
E. Enemy force size
The statistic up to last month: 30,000 personnel approx. Presently,
increased by 30%. The number of immigrated mercenaries is unknown.
F. Cover
No our or friendly force is in the target area. However, there is a support
from a deep cover agent. Horry White, a CIA agent, 168 cm high, blonde
Caucasian. No photo source available. (See Appended Document 2)
Mission
Sneak into Zanzibar Land, and rescue Kio Marv the Czech scientist. Then
retreat and flee to the getaway point. Protection and safety of Kio Marv
and/or OILIX are of topmost priority. (See See-through image of the map)
Operation
A Mission Plan
First Stage Skytrooper Intrusion Operation Conduct the night-time HAHO
(High Altitude High Opening parachute skydiving). Skydive behind the
concentrated area along the national border, where enemy forces are
concentrated. From the Afghanistan border, dive at the alt. 35,000 feet
from a PC-130 helicopter, and sneak into Zanzibar Land domain. At the same
time, on China border, a faint operation (an operation to detract enemies)
will be done. Parachute will be radar-stealth. There is few chance it will
be caught by enemy radar. WARNING) Cooling due to wind-speed may cause
frostbite.
Second Stage South Wall Intrusion Operation Conduct a free-climbing
intrusion up the south wall of Zanzibar Land. Move from the landing point
to the south wall on foot. It will take 20 minutes approx. Under no-wind
condition, whole process would take 30 minutes to reach the sneaking point
into the fortress. CAUTION) On various parts of the south wall, sensors are
set.
Third Stage (Game) After rescuing Marv, retreat and flee to the getaway
point. Pickup by a helicopter, and leave.
B Detailed Instructions
1. Departure and Return Hours
Departure December 24, 1998
Return Unspecified (when the mission is completed)
2. Axis Intrusion, Retreat and Fleeing Routes, Landing and Getaway
Points...See attached documents
3. Actions to be Taken when Encountered by Enemies
Refer to standard FOX HOUND Operation Procedure.
4. Actions to be Taken in Dangerous Areas
Refer to standard FOX HOUND Operation Procedure.
5. Actions to be Taken around Target Point
Protect subject (Marv), retreat, and retreat.
6. Actions to be taken when Caught as a Prisoner
For this will not be included into Warsaw Treaty condition, rescue activity
nor assistance negotiation will not be done.
Equipment and Weapon
Weapons and equipment will be obtained in destination area in basic. As
military suit, wear non-official field combat uniform. Only
noise-contamination boots, mobile-object reactive sensor, wireless
transceiver and income are allowed to be equipped (when captured in enemy
area, you have duty to explode them). Do not carry anything which identify
you, and do not bear anything with product indication nor trademarks. Equip
germ-free gears.
About Commands and Transceiver
The contact with operation headquarter be done via eastern and Western
microwave satellites, 24 hours real-time. Frequency to communicate will be
sent through special codes.
Supplementary Appended Documents
Photograph of the Subject (Marv), 3D see-through image of each check
points.
Operation Manual.
Settings.
=== Cut ===
MECHANICS OF METAL GEAR
HIND-D
Mir Mi-24 HIND-D ZL
[Image][Image]
Zanzibarian main attack-only gunship (gunner). Russian armed assault
helicopter.
Along with similar Mir Mi families like "Hip", "Haze" and "Hound", most
strongest gunships are HIND series, including this Mir Mi-24.
Also used in OUTER HEAVEN in last Metal Gear 1, this is a roc.
HIND D is a most important helicopter in Warsaw Treaty armies, and in
contrast, is most feared by Western land forces.
Speaking of the origin, HIND-D is an upgraded HIND-A with reinforced arms
and four-barrels electric Gatling gun equipped on its nose, to have it both
applicable for anti-surface and air-to-air attacks. This HIND-D ZL is
modified from Russian original in Zanzibar Land, trying to achieve increase
of ability and firepower.
Upon modification, opinions of seasoned veterans were applied, and
adjustments were made by many weapon strategists and scientists.
For example, even the "manipulated attack against the rotor from surface"
which was was most fatal to the gunships was taken care of, and it cannot
be shot down with small firearms.
About the equipment, 57 mm rocket pod, At-2 Swatter anti-tank missiles are
needless to say, and even "AT-6 Spiral" anti-tank missiles, "Stinger"
anti-air missiles or "Sagar" anti-tank missiles are able to be equipped.
(Stinger which player can use during the game was initially there to be
equipped with this HIND). 132 rounds of rocket are supplied all the time,
and can be switched between anti-air and anti-surface depending on the
occasions.
Crew: 8
Output: 2200 horsepower, two TV3-118 turbo-shaft engine with upgraded
inter-axial
Maximum Speed: 340 km/h at altitude of 1200 meters (no external equipment)
290 km/h with external equipment
Practical Levitation Limit: 4500 m
Strategic Action Radius: 24 km
Whole Cargo Load: 1200 kg
Main Rotor Diameter: 17.00 m
Overall Length: 17.00 m
Overall Height: 4.25 m
Main Rotor Rotation Path Coverage: 227.0 square meters
Periscope sensor is attached to its mast sight, making "periscope attack"
hidden under dense forest possible.
For amphibian operations, boat-shaped hulls on both side of the cockpit and
float to hold the tail are able to be equipped.
Exterior is of titanium armor.
PAGE 49
Tactical Role of Metal Gear
Firstly, a Metal Gear is a nuclear-mountable walking tank, in another word
a walking tank which can fire nuclear, and the main purpose of the series
is to launch various missiles with nuclear warheads to all around the world
from any locations, depending on various situations.
Appearance of this system, to the West which relied on SNW "trinity" like
ICBM, SLBM, BS, B-B, and to the East which relied on ICBMs, posed as a real
"threat".
Until then, launching ICBM (Inter-Continental Ballistic Missile), which is
known as a tactical method with range over 5500 kilometers, was possible
only from various nuclear sites. This fact left some warfare questions
unsolved. Needless to say, vigilance from both East and West are 24 hours
over these sites, and at the same time target of enemy attacks. Even a
slight move will be detected, and provide a chance for counterattack.
This is a effect that might be referred as "security power" which is
natural to nuclear, anyway...
On the other hand, SLBM (Submarine-Launched Ballistic Missile) can be, as
its name indicates, fired from any sea area as long as it is underwater,
but cannot be launched from the land. Even less from mountains and desert
area, a ridiculous dream.
And about dropping from long-range bombers, the success rate to reach the
drop point is low, and unlike submarines which can act completely
independently, there are problems like refueling and several others.
Metal Gear series have solved all these matters, and furthermore, not only
that they can fire middle-range nuclear like LINF with ranges shorter than
5500 kilometers and SINF (550 to 1000), but even short-range nuclear with
range below 500 kilometers.
By simply changing every kind of nuclear modules, they can fire any
missiles.
And they are mobile by their own, and adding to that, they can fire from
where tanks even tanks cannot enter.
They can fire from all the area, all the points which were not included in
world nuclear warfare map.
At the same time not only as a role of mobile nuclear launcher, they are
equipped with weapons (Vulcan guns, machine guns and missiles) which
support their own launching of nuclear, so can act independently in
regional battlefields.
This is why East, West, and all the world fear existence of these war
machines.
The appearance of Metal Gear is a dangerous occasion, which might collapse
world military balance and nuclear security balance.
[Image]
PAGE 50
How to Carry Metal Gear
Usually, long-range transportation of Metal Gears (excluding Metal Gear G)
is done through air by "Gigant", a Sikorsky-type cargo helicopter.
Not exaggeration , a Metal Gear D, unlike skytrooper's tanks, has the size
of 6 meters (even compacted) and 60 tons of weight, so it cannot not be
loaded in existing large cargo planes like C130, and a large cargo
helicopter customized to carry Metal Gear is necessary.
To carry a Metal Gear on air, it should endure at least 60 tons of weight.
For this purpose, Gigant, with 5 turbo-shaft engines was developed.
While carrying, a form which a Metal Gear is being hung by wires to a
helicopter is taken. On any type of Metal Gears, hooks for air
transportation are attached.
Metal Gear is most vulnerable under this status, so during such trips a few
guard gunships should always escort. The transportation plan is thought as
the first key point for every strategists.
Transportation is done in nighttime up to 20 to 30 kilometer far from the
destination, and a Metal Gear travels by its own then (maximum speed: 45
km/h).
A Gigant carrying a Metal Gear D.
It was constructed using licensed HIND-D production technology.
[Image]
PAGE 51
METAL GEAR D
[Image][Image][Image]
[Image]
PAGE 52
METAL GEAR D
[Image][Image][Image]
View from front, side and rear
SPECIFICATIONS
Overall Height: 8.5 m (including sensors and a nuclear module)
Overall Length: 7.9 m
Overall Width: 5.76 m
Crew: 1
Standard Weight: 61.05 t (standard equipped)
Maximum Speed: 45 km/h
Armor: Chobham plate + special heat-resistant ceramic
Power Generator Output: 6,500 kw
Valid Sensor Radius: 12,500 m
Equipment
Class 1 Weaponry
Standard Equipment
60 mm Vulcan Gun: Multiple-barrel type with 3 barrels
5.56 mm Machine Gun: Shell type - Duplex, AP and flex-jet
Missile Pod with 6 Loads: Warhead types:
- Radar homing
- Environmental Searching
- IR (infrared-ray) tailing
- X-ray line-scanning
Smoke Discharger x2
Class 2 Weaponry
Optional Equipment, equipped optionally depending on attacking areas and
mission purposes
Double Launcher Pod
Surface-to-air Missile
75 mm cannon gun
Class 3 Weaponry
Nuclear, Short- to middle-ranged nuclear missiles are equipped. (up to 6
shots)
PAGE 53
Mass-Produce Metal Gear G (Gustav)
[Image]
This was finally "unaccepted" and lost any chance to appear in the game (it
was supposed to appear in the factory in 1st floor of Zanzibar Building).
A mass-produce metal gear developed as a heavy walking tank for local
combat.
Nuclear modules are removed, and it is emphasized in lightweight and
mobility. Sensors are improved to assist in infantry fighting in local
areas (where tanks cannot enter).
One is available for each infantry troop, and its main service is to serve
as a sensor for the troops, supply, and cover soldiers. Usually, those who
ride in the Gustav are communication officers, information processing
personnel and commanders, those who are considered "2nd class" in the
military force.
It is opposite to Metal Gear D, which is covered with weapons from head to
toe. This mini-Metal Gear is called a "walking control tower", because it
processes all the information and battle status it receives, then transmits
the analysis to all soldiers in the troop in real-time. And, it enables all
soldiers to scope out a single target through its sensors!
Among soldiers it is called "OSTRICH", inspired by its form.
While it is just an assistant war machine, equipped weapons rival the power
of MTB armored vehicles. You can mount optional weapons on its option
latch, depending on the situation.
Equipped wisely, it is now possible to use as an economic alternative to
main force war machines, such as tanks.
SPECIFICATIONS
Overall length: 3.85m
Overall height: 3.10m
Overall width: 2.07m
Crew: 1
Weight: 18t
Max. speed: 50km/h
Armor: Chobham Plate and Tangsten Armor
Equipment: 12.5 mm Vulcan gun, 20 mm machine gun
[Image]
A NATO helicopter for carrying heavy cargo only, which appears in final
part of the game.
This Dragoon is an upgraded version of Sikorsky Stallion series used by U.S
Marines, planned for the purpose of carrying goods, transferring troops,
rescuing combatants and so on.
Above others, the Dragoon which is on duty for the [OPERATION INTRUDE] was
modified for the purpose of transferring and rescuing VIPs under special
duties.
While it is different from gunships and with design customized for cargo, 3
turbo shaft engines are installed and has overwhelming firepower of three
.62 mm machine mini-guns equipped on either sides and rear.
The potential of these mini-guns which can fire up to 4000 rounds per
minutes can be understood once you have seen the ending of the game.
As crews, special force members wearing parachutes, called PJ ride in and
cover the rescued.
Overall Length: 20.50 m
Overall Height: 7.95 m
Diameter of Main Rotor: 25 m
Diameter of Tail Rotor: 5.08 m
Output: 4400 horsepower
3 T98-ME-V8 turbo shaft engines
Weight: 15,400 kg
Maximum Load Which Allows Leaving Ground: 2,065 kg
Maximum Speed: 365 km/h
Armor: Titanium alloy, titan carboid (TIC)
PAGE 54
DESIGN WORKS OF METAL GEAR
The main cast of "METAL GEAR 2 SOLID SNAKE" is, above all others, the
mechanism "Metal Gear D".
The Metal Gear of this time was required to be, remaining the plot and
silhouette of the last MGEAR1 design, at the same time gothic and with
enough reality. For this, we have done model making and designing
simultaneously, constructing a design. Sticking to the details, a design
standard required , of which cannot be doubtful to exist in real world.
The below is a potion of rough designs nominated for design competition of
Metal Gear D done for Konami designers.
[Image]
PAGE 55
CREDITS
Game Design and Scenario
Hideo Kojima
Programming
Isao Akada
Toshinari Oka
Graphics Design
Shuko Fukui
Tomohiro Nishio
Tae Yabu
Yoshihiko Ohta
Mechanical Design
Tomohiro Nishio
Music Compose
Masatoshi Ikariko
Sound Effect
Kazuhiko Uehara
Special Thanks
Hiroyuki Fukui
Yumiko Hashioka
Manual
Written by
Hideo Kojima
Illustration
Tomohiro Nishio
Model Creation
Tomohiro Nishio
Visual Design
Naoki Satoh
Main Illustration
Yoshiyuki Takani
Special Thanks
KONAMI PC Survival Shot Club
English Metal Gear 2 Staffs
* 2 nationalities indicate a country of birth and present residential.
ROM Data Replacements and Turbo Pascal Programming
Maarten ter Huurne (Netherlands)
Japanese => English Translation
Takamichi Suzukawa (Japan)
English Proofreading
Jonathan Andrews Taylor (USA)
Linguistic Advisors
Marat Fayzullin (Russia-USA)
*For estimation about Yozef's nationality - Poland - and spelling
Akop Karpetyan (Armenia)
*For reading original broken Russian between Marv and Natasha
Frisco Arenas (Chile-Sweden)
*Also about Russian
Yang Ho (China-Japan)
*For name of NIGHT SIGHT's gun
Sean Young (Netherlands)
*About spelling of Frank Jaeger
English => Czech Translation
Alexey Podrezov (Russia-Czecho)
Military Terms Advisor
Ramon Ribas Casasayas (Spain)
fMSX Code for Game Masters 2 Cartridge Save&Load Purpose
Sean Young
Metal Gear 2 English Manual Editorial Staffs
Japanese => English Translation
Takamichi Suzukawa
English Proofreading
Jonathan Andrews Taylor
HTML Editing
Takamichi Suzukawa
Jonathan Andrews Taylor
Illustration Scanning
Yang Ho
Screenshots taken by
Takamichi Suzukawa
MIDI Composing
Albert Molina (Spain)
Jan van Delburgh (Netherlands)
Shin-ichi Kodama (Japan)
CAUTIONS AND RECOMMENDATIONS
This operation manual will never be issued unless wrong or missing page is
found (English manual is available at any time, however!!)
When you are playing the game uninterrupted for a long period, rest 10 or
20 minutes for each one hour of game play.
Make sure to turn the MSX power OFF when you remove or insert a cartridge.
This equipment is delicate, so NEVER disassemble the cartridge.
This cartridge can be used for any MSX2, MSX2+ or MSX turbo-R computers.
ROM image works with fMSX emulators and Ese-SCCs (SRAM with SCC which can
contain ROM image). Disk version work on MSX2 and MSX2+ with RAM 256KB and
more, but may not work with turbo-Rs.
Combination between the MSX and TV monitor you are using may degrade the
sound balance, but this is not caused by malfunction of the cartridge. In
such cases, adjust the volume of your TV monitor.
If you want to use 3.5 inch 2DD floppy diskettes on machines without disk
drives, you need external disk drives for MSX2, 2+ and turbo-R standard.
This product is an original developed by Konami Co. Copying any or all part
of the image, vocal contents, sounds and printed matters are prohibited.
(say this after you have translated everything, Kojima ;-)
All the products are checked carefully, and shipped with utmost attentions,
but if by any chance you have found anything abnormal, contact
If you live in eastern part of Japan: Jinbocho 3-25, Kanda, Chiyoda-ku,
Tokyo Postal Code: 101 Phone: 03-3264-5678
If you live in western part of Japan: Shounaisakaemachi 4-23-18,
Toyonaka-shi, Osaka-fu Postal Code: 551 Phone: 03-334-0335
Before you actually send your purchased product to us, please contact us
through phone or any other means prior
If your question is about this English version and/or living outside Japan,
e-mail to;
Or subscribe to;
MSX Hypernote
Konami cannot answer any questions about the story and game sequences
whatsoever. However, many people in comp.sys.msx happily will.
MSX is a trademark of ASCII Corporation. Or is it still in 1997?
BACK OF THE MANUAL
[Image]
Back to English Metal Gear 2 Info Page
It can contact through satellites to anywhere in the world. For
transmission purpose, it depends on special burst-signal conversion via
computers, so decoding is not easy even if tapped. A greatest of items in
FOX HOUND, where information is regarded important over anything else.
(Used in OPERATION INTRUDE N313 and F014)
Wireless-only income
Lightweight flexible income equipped with a high-ability microphone. It can
concentrate sounds without vocal microphones, using a system which directly
picks sounds from vibration of earbones.
(Used in OPERATION INTRUDE N313 and F014)
Mobile object reactive radar
A reactive radar which was introduced last year. It tells you anything
moving in close range.
Other than that, various sensors can be equipped as options.
(Used in OPERATION INTRUDE F014)
Parachute
With "untie inversion skirt net" applied to prevent the mishap of opening
to reverse direction, a special parachute which ensure low altitude
skydiving. It can open even from low height of 150 metes, is planned that
it can be sufficiently employed in low altitude assault skydiving missions
like HALO. Moreover, it is stealth an does not react to enemy radar.
(Used in INTRUDE F014)
Electro-magnetic compass
A compass given birth from "mono-pole" theory. Acts normally even in thick
forest which jams normal compasses.
Knife
Two, a close-situation combat knife (developed inside FOX HOUND) and a
survival army knife are always being carried, being selected upon need.
L-shaped torch
Water bottle
PAGE 33
Glove
Its structure decreases perspiration rate, and prevents slipping due to
sweat.
(Used in OPERATION INTRUDE F014)
Socks, underwear and towels
Camouflage mat
Bugs repellent, antidote against vipers and harmful insects with electronic
micro suction pump
Emergency medical kit
Rations[Image]
Vitamin pills, Origo-all P, salt
Water distiller pills
Wire cutter
Weapons
Automatic handgun
Beretta 92SB-F or S&W M459
[Image]
SMG
Ingram MAC 11 or Hekkelar & Kock MP-5
[Image]
(NOTE: Equipment of large firearms are dependent on missions)
PAGE 34
WHAT IS OILIX?
[Image]
*Formal name: Botulliococcus Ozuma Brownie
Commonly referred to as: OILIX
*By modifying gene of Botulliococcus Brownie the vegetable plankton, one of
single-cell algae specimen, now it can produce large amount of liquid
carbon hydrate of good quality, equivalent to raw mineral oil. Furthermore,
by upgrading reproduction method, it can be produced in large scale under
few cost. This is a bio-mass which you can expect as alternative energy to
oil to satisfying degree.
*You can extract 0.8 kg of raw oil out of 1 kg of this algae.
From the raw oil you can get approximately 70% of gasoline and 25% of
aviation fuel.
This gasoline contains high-level 96 octane value
*Reproduction
For each 1 hectare, 85 kg of oil can be acquired in one day.
Large-scale reproduction is possible.
*Reproduction Condition
If basic conditions "Warm, Dry and Long Sunlight Hour" are met, it can be
reproduced even in provinces with few water supply.
Zanzibar Land is dry, hot and sunlight is abundant throughout the years, so
it is most suited to reproduce OILIX.
*The Inventor, and Upgrader of Reproduction Technology
KIO MARV of Czechoslovakia
OILIX was represented in Praha World Energy Conference of 1999, and it was
meant to receive interest from not only advanced but also developing
countries as one of remedies for energy matters.
In developing countries in Africa or else, energy shortening is getting
more serious than food problems.
This happened because wood cutting was regulated to protect ozone layer.
After its appearance into public, large oil companies from every nations
were expected to show up for contracting rectifying process, and a subtle
ray of hope might have shone onto energy crisis....
Origin of the Term
A compound from "OIL" and "MIX". Also, it was developed under the code name
"OIL-X", so eventually it was called as oil-X, transliterated as OILIX.
*Energy crisis
As the background which produced "OILIX", an energy crisis plays a role.
After two Oil Shocks, world concentrated over development of energies to
take over oil, one of them nuclear.
Then late 1990s arrived, as alternatives, development of electric power
plant based on solar, wave, oceanic water-temperature gap, and also nuclear
high-speed reproductive engine and fusion plant went forward, decreasing
the reliance to oil as a source of electricity, but reliance rate to oil as
heat source for transportation vehicles still remains high.
From "Third Oil Shock" caused by oil scarcity of 1998, price of raw oil was
raised largely, world economy went into dismay from much confusion,
financial lowliness and inflation.
Among such situation, the nominees as alternative fuel to mineral oil were
"automobile methanol", "sand oil" "shale oil" and "rectification by
bio-mass". Most of all, the man-made oil production which do not rely on
seismic energies - "Raw oil rectification using micro organisms" was seen
as more optimistic method than others. Issues of scientists are
rectification ratio and amount, and cost that much them. "OILIX" can be
said as a practical alternative energy which satisfy all those standards.
PAGE 35
All-scale nuclear weapon abandoning and local conflicts Scientific
improvement and community
1986 Jan. Gorbachev proposed abandoning nuclear weapons. Jan. Voyager 2
approached Uranus again.
Feb. President Reagan proposed whole abandoning of February, USSR launched
Mir
INF (Intermediate range Nuclear Force).
Oct. USSR began limited retreat from Afghanistan.
1987 May USSR residential force in Afghanistan began retreat. Feb. Soyuz TM
2 and MIR succeeded
Oct. USA and USSR came to consensus on INF total ban to dock.
in their diplomatic minister conference.
Dec. 8 In Washington, USA and USSR signed INF total ban treaty
over national leader negotiation in Washington.
1988 June In Moscow, USA and USSR prepared collaborated draft paper
on "Scheme about the verification of INF Abandoning".
INF total ban went valid. Aug. Space shuttle launching
START (STrategic Arms Reduction Talks) was satisfied re-started.
by both USA and USSR.
1989 USSR military forces including 500000 personnel, 6 tank legions
and other troops were cut.
SINF total abandoning was completed.
USA-USSR diplomatic ministers conference was held in Wyoming.
The separation between negotiations over START and SDI was prevailed to
public.
Peace over Iraq and Iran. Voyager 2 re-approached Neptune, and left
Democracy movement widespread in various Eastern solar system.
Europe areas.
Malta conference was held.
Berlin Wall was torn down.
Democracy Fever in all over Eastern European nations.
Asylum-seekers and refugees flowing into capitalism society
increased.
1990 Normal-arms military balance over East and West, and negotiation
over mutual reduction was approved by both.
CFE, European normal-arms military force cutting negotiation, advanced.
USA-USSR chemical weapon prohibition treaty was signed.
1991 Regulation talk over SDI came to dissatisfaction. Output of high-power
laser was improved.
LINF total abandoning had finished.
Middle East peace.
North and south talks were held.
1992 50%-reduction treaty over strategic nuclear weapons Average ratio of
GNP per population
was signed. in Asian NICS country to world average
Normal arms and war machines were cut in Europe. exceeded 10%.
Development of brain bombs.
Experiment of coil gun was succeeded.
1993 SLCM, Sea (surface or underwater) Launched Cruising Development of
main battle tank Goliath.
Missile regulation treaty was signed.
Experiments of rail-velocity guns began.
ZANZIBAR LAND (ZL)
[Image]
Population 40,000
Area 450 square km
Capital Zanzibar
Governmental System Republic
Head of the State Unknown
Political Party One-party rule by Zanzibar Land Party
An inland nation surrounded by Pakistan, USSR, China and Afghanistan.
South is desert area, and north is formed by steppe high mountains and
highlands. Climate is of dry nature, and the temperature difference between
daytime and nighttime is extreme. Zanzibar Province was once a minor-race
self-rule domain included in USSR, however, the opposition toward former
regime rose in early 1990s, with the Baltic and similar crisis as
detonating cause, it proclaimed independence in 1997, and won independence
through "Zanzibar Land Independence War", and became armed fortified
nation.
Despite the intervention of large nations of both East and West, this small
tribal nation won a victory; it is said it was achieved through efforts of
mercenaries from all around the world.
From this, the war was also called as "War of the Mercenaries", and let the
world informed about the existence of the professional who choose the war
as their job.
Language...English, Russian, Ukrainian, Polish, Uzbek, Vietnamese and
French
Race...100 of every world races including Caucasian, Negroid, Ukrainian,
Russian, Uzbekian, German, Chinese and French.
Monetary System...Zanje
National Finance...Unknown
Defense Outcome...75% of total GNP
Product and Resources...Iron, Coal, Bouxite, Tangsten, Beetroot, Flour,
Oat, Potato, Corn, Super Mentha, Jijirium, Bizanium, Eltonium and Pegimin-h
Percentages of Field Suitable for Agriculture...24%
Average Life Span...Male 41.5 years, Female 40.31 years ('99 statistic)
Birthrate...20 for every 1000 population
Death Rate...35.8 for every 1000 population
PAGE 40
Soldiers of Zanzibar Land (Guards)
[Image]
Weapons and Equipment
Up until 1998, an English assault rifle called Enfield L85A1 was registered
as standard rifle, but from 1999 it was replaced by Steyr AUG which was
once standard in Austrian army.
They hang M68 shrapnel grenades from their waists. In Zanzibar Land
fortress where most places are close quarters, they are almost never used
but they are loved as a kind of "talisman" by soldiers. Protection goggles
shutters sandstorms and ultra-violet rays in desert, and in night time they
are designed to work as nocturnal scopes.
By switching them to telescope mode, they magnifying rate of x60 is
possible.
Uniform
Camouflage is brownish woodland pattern. It suits well with jungle, desert,
highland and quagmire in Zanzibar Land.
Red beret, which signifies them most in their outlook, has a national
signature "ZL" attached to it. It is worn in normal duties (guarding), but
in real operations a camouflaged helmet and a bulletproof vest is permitted
to be worn.
PAGE 41
Equipment of Zanzibar Land Soldiers
Of the soldiers of Zanzibar Land which even reach number of 40,000, 60% of
them are these "Zanzibar Land Guards". Working in shifts, they guard every
part of Zanzibar Land. Their first topmost concern is staying alert, so
they are noted to be quite unexpectedly light-armed than other troops.
*Protection Goggles
All-purpose goggles which can also be used as an infrared night viewer. As
an unique feature, an electric processor is attached on lens sides, all the
time observing the movement of the eyeballs and eyelids of a soldier, and
when an eyelid stays closed for more than 0.4 second, a subtle electrical
shock is applied to the side of the head - a "nap prevention system" is
installed in them.
*Helmet
In normal times berets are worn, but helmets are equipped depending on
necessity.
This helmet is made of aramid plastic new fiber, and for each same unit of
weight, it is 2 times sturdy as nylon and 8 times as iron.
*Gas Mask (M18-A 2)
[Image]
This gas mask comes with a voice emitter so you can talk easily, endurance
of a filter (cartridge type) is as long as 70 days, and you can drink water
while wearing this mask.
Mainly mandatory for those on duty in gassy areas like research section.
*Equipment Harness
*M68 Shrapnel Grenades
*Pouch
*Combat Boots
*Combat Knife
*Ammo Case
*Water Bottle
*Wireless Transceiver
*Pocket-sized Buzzer
*Steyr AUG
An assault rifle which was developed by Steyr Co. of Austria. To hasten the
magazine replacement during the battle, two magazines are attached with
tapes.
PAGE 42
Mercenaries in Zanzibar Land
What hold the 40,000 forces of Zanzibar Land are, the war professionals
(DOGS OF WAR) gathered from every nations in the world, the hired soldiers
(mercenaries).
NIGHT SIGHT
A survivor of a legendary guerrilla squad "Whispers", which is said to be
more advanced than Green Berets about jungle warfare in North Vietnam. He
attacks with a Wei Shen Sho Ciang, a gun with few noise. He has latest
camouflage system so he is invisible. Moreover he is radar-stealth so even
a radar cannot reflect him.
BLACK COLOR
Hi-tech ninjas who had heightened their flesh to the limit with drugs and
encased themselves within flex armors. They are from "Out-of-Earth
Environment Special Force", a NASA top-secret project team. For a
controversy rose regarding it as a too dangerous existence, the troop was
dismissed before its actual debut. Some members fled armed, and sought
asylum in Zanzibar Land.
RUNNING MAN
Former short-range runner which was famed during Barcelona Olympic. Doping
ended his life as an athlete, and he became a mercenary. Later, he joined
European terrorism. Fully acquainted in detonation technique, he sets booby
traps depending on his fast legs. In France, he once served as a sub-leader
of an extreme terrorists group LES ENFANTS TERRIBLES (terrible children).
Within SEK (German domestic anti-terrorism special force), he is feared as
a "running man".
RED BLASTER
An elite assassination-only man who achieved special operations degree in
Rumumba University of USSR. He had career in SPETSNAZ (special commandos in
Russian army), he favors detonating operations using explosives, and also
is a master at throwing grenades.
PREDATOR
From former RECS (reconnaissance) commando squad. Professional in ambush
and favors guerrilla tactics, he is called as "an assassin without form".
ULTRA BOX
An assassination squad for close-quarter only. A gang of elite from SAS,
GSG 9(Grunz Shutz Gruppe) and UDT (Underwater Detonation Team). They use
velocity of elevators wisely.
PAGE 43
Zanzibar Land Military Contents
Zanzibar Land Tactical Army
Heavy Tank Legion 2 Goliath, Challenger, Melkapa-4, Abrams and others 31
Machined Infantry Legion 3 Mass-produce Metal Gear G 45
Light Tank Legion 2 Piranha, Aggress, Type-90 and others 30
Special Task Force 3 Nuclear-mounted Metal Gear D and G 10
Zanzibar Land Strategic Air Force
Assault Helicopters Hind D, Hind E and others 15
Fighters SU-29 Franker, Mig-A Fulcrum and others 25
Scouts Phantom RF-4C and others 5
Cargo/multi-purpose Hercules C130, Gigant and others 29
Special Task Force Contents
[Image]
PAGE 44
Facilities of Zanzibar Building
Zanzibar Building is a main stronghold of Zanzibar Land fortress, and is 24
hours active with complete support of various facilities.
4F Living Floor
For this is a living domain of soldiers, many cautions are taken to ease
the weariness caused by their duties.
Dinner Hall
[Image]
With full set of tables and stools, and 3 sets of 40 inch size TV hanging
down from wall to enjoy a brief moment of meal.
About the menu, aim service carefully computes calorie balance. Of the
taste, it will be adjusted for each soldiers depending their homeland, so
it can fill in the gap of races, food culture and religions. And this is
only domain where soldiers can smoke.
Lavatory
[Image]
Both gentlemen's and ladies' are supplied. Interior of the gentlemen's is
conformed in sound blue, and in contrast, ladies' is unity of pale pink.
Both is equipped with non-dust toilet from GA-INAX Co., and automatically
cleanse you and dry you through a hale of warm air. Therefore, soldiers
have no need to remove their weapon even in lavatories.
=== Cut ===
[Image]
To ease the fatigue of soldiers, a sauna is situated. This is only place
where you are allowed to remove your combat gears.
Freezer
A food storage to supply dinner hall.
Cooling is possible down to minus 100 centigrade.
Bedrooms
[Image]
Nap rooms with cares paid on sleeping soldiers.
There are 16 beds.
For human emotion comfort, floor is wooden.
Locker Room
[Image]
Where you should change your clothes before going to sauna or bed.
One as a temporary trash to keep garbage, and 7 for soldiers to keep
belongings.
They have locks.
PAGE 45
[Image]
3F Research and Development Floor
Every weapons, equipment and alert system are under development in this
floor. The wide range of field runs from gear for soldiers to bio-chemical
weapons, and 20 first-class science staffs are at constantly at work.
Laboratories Biological and chemical experiments are conducted. To prevent
leaks of harmful living microstructure P4 level containment facility is
supplied.
Various Research Rooms Each rooms are fully equipped with development
facilities and tools, and on top-secret level rooms there are strict alert
systems available.
NOTE) The guard soldiers in charge of this floor are ordered to wear gas
masks.
2F Deck
This floor is not separated from first floor (actually a M2F), and is
mainly used as a route to watch over first floor.
1F Garages
[Image]
Central processing floor of Zanzibar Building. The facilities which work
for fortress purposes are concentrated here.
Central Command Room A control room which monitors every information in
Zanzibar Land, process and provide orders.
In a huge center screen, a whole view (a map) of Zanzibar Land is
displayed.
Factory Goliath, Hind D and other large war machines are constructed and
maintained here. Refilling of fuels and removal/installation of gears are
done here, too.
B1 Arsenal Floor
Weapons to be equipped are kept.
B2 Water Tunnel Floor
Power, and also a water supply source.
Chemical reaction causes the water current to circulate for 30km per hour,
thus supplies electricity to Zanzibar Land. Also water is purified and used
for consuming purpose.
[Image]
Disposal Processing Room To process all the garbage as excess from whole
Zanzibar Building, a garbage compactor is set. This has built-in pressure
sensor and process automatically, burns and feeds back the burning heat
energy to fortress itself.
OTHER
Dust Chutes Ducts situated on 4F, 3F and 1F to transfer garbage. They
connect to the garbage compactor on B2.
PAGE 46
Alert System of Zanzibar Land
Visual System
Video Cameras
[Image]The video cameras set on each areas are, through computer
manipulation, randomly perform watching movement with no hidden angle.
Visions are sent to the central command room and under surveillance of men
and computers. Manual operation is also possible.
Sensor Systems
Infra-red Sensors
[Image]By use of infrared rays, they send the absence/presence of intruders
to central commander computer.
There are two kinds of infra-red sensors; one changes the patterns of ray
at random as regulated by computers, but other is not, staying fixed.
Mostly set on most important top-secret areas.
Pulse Sensors
[Image]Using sonar method, they emit super-sonic waves which detect
intruders. Pulse range is 3 meters radius.
Pressure Sensors If a certain amount of pressure is applied for a certain
period on one of these sensors set on floor, it reacts.
They are used for trap pits and garbage compactors.
NOTE) Pits have an active safety system so they do not act against
Zanzibarian soldiers.
Noise Sensor Systems
In Zanzibar Land, noise sensors not only man-made but those of natural
origins are placed.
Nariko Sand Imported from Okinawa, Japan. If you walk over them, they
"squeak". They are planted around the middle part of the desert.
"Bush Warbler" Floor A floor inspired by ancient Japanese architectures. If
you walk over them, they produce "bird cries".
Footstep Reverberating Material A double-structure plate which enhance
footstep noises. Embedded in decks and various vital parts of the fortress.
[Image]
(A) Fence
(B) Zanzibar Building (4 floors)
(C) Quagmire
(D) Maze Wood
(E) Arsenal
(F) Confinement Cell
(G) Nariko-Desert
(H) Helicopter Landing
(I) Bridge of Sorrow (Crevass)
(J) Tower Building (40 floors)
(K) Highland
(L) Detention Camp
(M) Bio-Research Center
PAGE 47
MECHANICS OF METAL GEAR
Goliath
[Image][Image]
Zanzibar Land Main Battle Tank
A main force tank which holds heavy tank legions in the Zanzibar Land
tactical force army; 50 are ready at any time.
An MBT developed for the U.S. Army through collaboration of Chrysler,
General Water, and Omni Corporation in the early '90s.
Form architecture planning took the best concepts from Abrams, T-72, T80,
Leopard2, Type 99 of Japan Defense Force and others. Goliath is, as its
name implies, a "huge" heavily-armed tank, but is equipped with a 2000hp
engine and maintains high maneuverability even at its top speed of 75km/h.
Main gun can fire 30 rounds per minute through an "Auto-reload and Supply
System". It can utilize thermal images, so you can adjust the bend of the
barrel to correct artillery.
Sadly, a Goliath as a boss enemy was cut just prior to completion of the
game. However, it still remains as one of the background images in Zanzibar
Building's 1st floor.
But, even by today's standards, with digital computers, passive nocturnal
sight options and other high-tech implementations, it's the tank of the
future.
Crew: 4
Overall Length: 8.050 m
Overall Height: 2.980 m
Overall Width: 3.960 m
135mm smooth bore tank gun as main armament
2000hp gas-turbine engine - SAT2000 Gas Turbine (a product of Omni Co.)
Max. Speed: 75 km/h
Fully-loaded Weight: 54.5 tons
Armor: Ceramic hybrid armor, layers of anti-shell nets and a Chobham plate
Stores 100 135mm gunshells
Equipped with an artillery control mechanism, YG radar distance-locater,
thermal & air-pressure and wind direction sensors, and a high-digital
computer.
With a muzzle brake which neutralizes backfire from gunshots.
Sunday April 27 1997 16:26, Nick Chudin wrote to All:
NC> Вот еще манyал к MG2. Родной - он в HTML фоpмате, c кyчей каpтинок,
NC> мyзыкой... Весит под мегабайт, в запаковке около 700кил. Для эхи явно
NC> великовато, поэтомy читайте только текст (тоже нехилый), а если
NC> хочется полный - пишите...
Если уж мануал в html и с музыкой и каpтинками, то лучше бы его
иметь в оpигинале. Откуда ты его выкачивал?
Всего доброго, Vladimir.
Hi, Vladimir!
29 Апреля 1997 00:21, Vladimir Volovich --> Nick Chudin:
NC>> Вот еще манyал к MG2. Родной - он в HTML фоpмате, c кyчей
NC>> каpтинок, мyзыкой... Весит под мегабайт, в запаковке около
NC>> 700кил. Для эхи явно великовато, поэтомy читайте только текст
NC>> (тоже нехилый), а если хочется полный - пишите...
VV> Если уж мануал в html и с музыкой и каpтинками, то лучше бы его
VV> иметь в оpигинале. Откуда ты его выкачивал?
Hе помню, спpоси y альтависты поиск в usenet-е слова mgear2us.htm, там в
каком-то письме из comp.sys.msx ссылка на новое местоположение пеpеводчиков. Hа
стаpом yже с месяц ничего.
CU,
Nick.
Tuesday April 29 1997 20:17, Nick Chudin wrote to Vladimir Volovich:
NC>>> Вот еще манyал к MG2. Родной - он в HTML фоpмате, c кyчей
NC>>> каpтинок, мyзыкой... Весит под мегабайт, в запаковке около
NC>>> 700кил. Для эхи явно великовато, поэтомy читайте только текст
NC>>> (тоже нехилый), а если хочется полный - пишите...
VV>> Если уж мануал в html и с музыкой и каpтинками, то лучше бы его
VV>> иметь в оpигинале. Откуда ты его выкачивал?
NC> Hе помню, спpоси y альтависты поиск в usenet-е слова mgear2us.htm,
NC> там в каком-то письме из comp.sys.msx ссылка на новое местоположение
NC> пеpеводчиков. Hа стаpом yже с месяц ничего.
мануал лежит здесь - http://www.bekkoame.or.jp/i/takatemp/mgear2us.htm
а ссылка на него была здесь - http://www.xs4all.nl/~wicherts/msxmain.htm
Bye !
Nikolai