                     Dark Silhouette: Silent Scope 2
              A Guide on how to become a Professional Sniper
                      For the Konami Arcade Game
               Compiled by Agent Falcon (real name Mark Kim)
                             Revision B.0.1
             Location of Final Assembly: Downers Grove, IL USA
          Date of Final Completion: May 15, 2000 (No time given)
           Date of Public Release: May 15, 2000 (No time given)

Copyright Information
---------------------
Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.
All Rights Reserved.

 This file is SHAREWARE and is strictly for entertainment use.  In
 addition, this file can only be HTMLized by the sole owner of the
 file (Mark Kim), regardless whether the content is good or bad.
 To top it all off, this file can only be shown at the following
 websites:

  * Verasnaship Interactive (http://www.verasnaship.net)
  * GameFAQs (http://www.gamefaqs.com)
  * Secrets of the Game Sages (http://www.gamesages.com)

 It is a criminal act to reproduce and/or retransmit this file in
 any way, shape, or form (regardless of the medium) and it shall be
 a criminal act to to use this file at a password-protected site
 where either user accounts are utilized and/or money is made through
 these accounts.  It is a direct felony to use this file for any
 profitable (even if you fail to make any money out of it), promotional,
 and/or commercial transactional purposes (including but not limited
 to giving this file as some sort of bonus, gift, or any other means
 to generate any money out of this document).  It shall be a severe
 criminal act to incorporate any or all of this file into any gaming
 guides, game sites, magazines, or any other profitable and/or
 commercial transactional means that exists (including reprinting,
 OCR-ing, and the like).  To conclude about this, it shall be a direct
 criminal act to make any money out of this document.

 Currently, this document is being maintained and is the sole property
 of Mark Kim, and this file is protected by all applicable copyright,
 trademark, and patent laws in addition to all International Treaties.
 Any breach of copyright, trademark, and/or patents (which includes
 but not limited to plagiarism, stealing, laming, pirating, or otherwise)
 and/or using this document for any other purposes other than personal
 and private purposes, and/or illegal mirroring of this file (other than
 the five aforementioned URLs as described in the beginning of this
 disclaimer) is a direct violation of all applicable copyright laws,
 International Treaties, Patent Laws, US Title 107, and the Berne
 Copyright Bill of 1976.  Violators and Transgressors shall face severe
 civil and criminal penalties through the maximum extent possible by
 law.

 Mark Kim acknowledges and respects all copyrights, patents (pending
 or not), and trademarks whether if it's mentioned or not somewhere
 in either the FAQ Text File and/or site as no copyright infringement
 was intended. If for any reason I MUST USE any copyrighted resource,
 then credit will be given at the Acknowledgements Section for the
 common part.  Note that whenever I give credit, I WILL NOT REVEAL
 ANY E-MAIL ADDRESSES AND/OR OTHERWISE in order to protect the privacy
 of the people for whom I give credit to.  This file has been carefully
 written by Mark Kim in respect to all copyrights, patents, and
 trademarks.

 THIS DOCUMENT IS PROVIDED "AS IS" AND WITHOUT WARRANTY.  MARK KIM
 ASSUMES NO LIABILITY FOR ANY INCIDENTIAL AND CONSEQUENTIAL DAMAGES
 IN CONNECTION WITH, OR ARISING OUT OF, THE FURNISHING, PERFORMANCE,
 OR USE OF THIS DOCUMENT.

 Silent Scope, Dark Silhouette, Fatal Judgement, Innocent Sweeper,
 the characters, events, and other Silent Scope-related material are
 original products, registered trademarks and copyrights of Konami.  All
 Rights Reserved.  Metal Gear Solid has been released by Konami Computer
 Entertainment under supervision of Hideo Kojima.  All Rights Reserved.
 Konami owns the patents, trademarks, and copyrights for both Silent
 Scope and Silent Scope 2.  The Hendsoldt Scope, PSG-1, and the MSG-90
 Sniper Rifles are registered trademarks and copyrights of the Heckler
 and Koch company of United States of America and Heckler and Koch of
 Germany, GMBH.  All Rights Reserved.  All weapons mentioned in this
 FAQ whether described in detail or not are owned and guarded by the
 United States' respective weapon storage departments of various Law
 Enforcement, Military, and the CIA Agencies.  You are encouraged to
 practice and support Gun Control in your community.

I'LL MAKE THIS SIMPLE: THIS FILE IS MINE AND THERE IS NO UNAUTHORIZED
USE OF IT!!!!  I DIDN'T WRITE THIS FILE SO THAT YOU CAN MAKE ANY CRAP
MONEY OUT OF THIS WORK!!!  I DIDN'T WRITE THIS FILE SO THAT SOME SORRY
CRAP-WRITER CAN JUST PLACE ANY SINGLE DROPLET OF THIS FAQ INTO A
COMMERCIAL PUBLICATION, SLACK-OFF, AND GET PAID FOR IT!!!  AND I DIDN'T
WRITE THIS FAQ SO THAT SOME COPYCATTER CAN JUST CLAIM CREDIT FOR IT,
WHICH IS CONSIDERED STEALING AND PLAGIARISING.  ONLY FIVE WEBSITES
ARE ALLOWED TO MIRROR THIS WORK BECAUSE EITHER I OR ANY OTHER FAQ WRITER
THAT I KNOW HAVE TRUST IN THESE SITES (a.k.a. The websites I've mentioned
in this copyright header).  I don't want to waste my voice anymore on
this paragraph, though.  It is to remain in one piece, free of charge,
and in its original state at all costs.

========================================================================
GENERAL INFORMATION

Make: Dark Silhouette: Silent Scope 2
Developer: Konami Japan
Publisher: Konami Arcade
Available Screens: 27-inch Monitor
Controller: Light Gun with Simulated Scope
Usual Cost per game: 4.9 Dave and Buster's Chips
AAMA Classification: Very strong Life-like Violence.  Not appropriate
for minors under 18 years of age.
Release Date: First or Second Quarter 2000
Genre: Light Gun
Number of Players at once: Two Dark Silhouette cabinets can be linked
so that 2 players can play at the same time on certain modes.
Features: Continue Feature
Other notes: This game is known as Fatal Judgement: Silent Scope 2 in
some parts of Europe and as Innocent Sweeper: Silent Scope 2 in some
parts of Asia.

========================================================================
HISTORY OF THIS FAQ

April 21, 2000
--------------
Namco and Konami are now face-to-face against each other for "the best
light gun game there is".  Konami contended against Namco with Silent
Scope back in 1999.  Although Konami is now focusing through their
BEMANI line of games, Konami was kind enough to release Dark Silhouette
as their ongoing effort to contend with Namco's light gun games.  Both
Namco and Konami remain light gun rivals as of today.

April 23, 2000
--------------
Managed to refresh my memory when playing more Dark Silhouette at
Dave and Buster's just now.  The guide on how to best Oslo, the Sequel
is up right now, although Fox is a pretty tough boss and requires even
more time and money to play before I'm able to beat him without a
single continue.

Fox's patterns are just downright confusing and hard to memorize.  More
on this later.

April 30, 2000
--------------
As always, corrections to this FAQ is always welcome as far as strategies
are concerned.

The Freight Hijack scene is included with this update as well as some
minor tweaks to selected parts of this FAQ.

Now here's the real pain: Cobra the Iron Man is back and he's cheaper
than ever.  He wants to see that you max out your credit card by hiding
himself behind an innocent bystander and eventually throwing innocent
bystanders so that he can suck up your pockets in a flash.  Don't let
that happen to you.  Read this update and find out for yourself.

For the next update, I'm planning to include the Ancient Scenery Shootout
so that you don't have to waste too many tokens on this real pain
stage requiring that you find even more camouflaged enemies than before.

May 12, 2000
------------
Celebrating the recent resignation from Dominick's Finer Foods, I've
managed to come clean with an update that *should* include the part
where you're forced to fight enemies through...Sorry!!!  You'd better
read through the document in order to discover what the surprises will
be!!!

At first, when I browsed through http://www.konami.co.uk for Silent
Scope 2 Info (before I was lucky enough to play it the first time at
Dave and Buster's), originally, the cold-blooded mercenary's name was
supposed to be Raven.  However, when I browsed through Konami Europe's
website (knowing that they have a Silent Scope 2 section in their
website), they said that the main characters in the game were Falcon
and Jackal (who was supposed to be named Raven in the pre-production
version of the game).

Really.  The cold-blooded mercenary's name (regardless of the subtitle
of the game) is confirmed to be JACKAL.  On Solo Units, you can select
either Jackal (Sniper 1) or Falcon (Sniper 2).  On linked units, the
left cabinet plays as Jackal and the right cabinet plays as Falcon.

May 15, 2000
------------
Moderated parts of the Cobra strategies due to legal considerations.

========================================================================
CONTENTS OF THIS FAQ

* Newsflash
* Reasons for writing this file
* Description of Dark Silhouette
* How to play the game
* Story
* Hints
* The Prologue
  = Taking out the trash
  = The two snipers meet in a flame war
* Oslo Showdown, Part 1
  = Outside the base, sniping through the snow
  = Inside the building
  = Duking out with Tanya
* Oslo, the Sequel
  = Our Snipers skiing downhills
  = After the Downhill Skiing Scene
  = Fox the Butcher
* The Airplane Hijack
  = Fighting through the plane
  = The return of Cobra the Iron Man
* The Ancient Lands of England
  = Jackal taking off without Falcon's permission
  = Falcon warning Jackal not to take off without permission
  = Meeting the Collector
* Concerto Con Terroriste
  = Please be seated, Jackal and Falcon
  = Let the show begin
  = Who's that?!
* Coming Soon
* The Sniper's Rifle
* Frequently Asked Questions
* The Do's and Dont's
* How to suggest fixes
* Resources of this Document
* Acknowledgements
* One Final Warning

========================================================================
NEWSFLASH

Please be warned that this FAQ can only be shown on the following
locations:

* Verasnaship Interactive (http://www.verasnaship.net)
* GameFAQs (http://www.gamefaqs.com)
* Secrets of the Game Sages (http://www.gamesages.com)

Instant legal action will be taken if for any reason I see this work
mirrored on any site other than the above sites (which is also mentioned
in the Legal Disclaimer and near the end of the document).  Please let
me know if this work is at another site other than the listed above.
This has been a policy ever since I've adopted this and I will always
use this policy in my future works.  I'm not trying to be mean but
for the interest in having only latest versions, this is necessary.
I appreciate your cooperation in this matter.

As always, newer versions of this FAQ can be found first at my own web
site located at http://www.verasnaship.net.  If you have any fixes or
any other tralala you want to share with me, then use the convenient
e-mail form at http://www.verasnaship.net/emailme.html.

I grant you permission to e-mail me at the aforementioned URL as
described herein.  E-Mailing me directly to my mailbox using an E-Mail
Client is STRICTLY FORBIDDEN.

Now please be aware that any fix suggestions are subject to verification.
All tactics and strategies will be test-driven by myself.  If my
analysis comes that the fix suggestion isn't effective and/or cost
efficient, it will not be noticed on this document.

As with Silent Scope, Dark Silhouette is NOT SUITABLE for minors
under 18 years of age due to very strong life-like violence.  More likely,
Dark Silhouette will only show up at the high-end gaming locations,
namely Jillian's, Dave and Buster's, and GameWorks.  Some true coin-op
arcades might have Dark Silhouette, but please check with your operator
if your favorite arcade will get this one or not.

This document, like all Video Game FAQs on the Internet, must be
viewed in a monotype font or the alignment will not be correct.  If
the alignment isn't correct for any reason, then please follow these
procedures:

1.  On Netscape Communicator, click on Edit, then Preferences.
2.  Click on Fonts at the Appearance Section
3.  At the Fixed Width Font, select Courier New, and select size 10
    point font.
4.  If you see this sample bulk of writing aligned correctly, please
    proceed:

1234567890
**********

It is strongly advisable that you *do* view this document through
the DOS Application Edit.COM or through the Apple Text Viewer SimpleText
for alignment purposes.  If you are planning to view this through
the Windows Interface, then you are highly advised to open up WordPad
and then open up the Text File.  Set the font face to Courier New and
set the font size to 10.

========================================================================
REASONS FOR WRITING THIS FILE

I have finally got my hands on this super-practical followup to Silent
Scope at Dave and Buster's at Addison, IL USA.  Dark Silhouette can be
filled with a lot of sniper puzzles requiring that you secretly and
swiftly eliminate enemies through even more disturbing environments.
Not only that, some of the enemies are "camo-ed" into the background,
making naked screen sighting more difficult.  A strict time limit really
pushes you to memorize all the patterns.  One time-waster could mean
the end, forcing you to improve game after game.

Also, accuracy and speed play an imporant role in Dark Silhouette.  The
more accurate you are and the quicker you can jack the terrorists, the
better you will be.

More reasons for writing this file will be announced on future updates.

========================================================================
WHAT IS DARK SILHOUETTE

Dark Silhouette is a professional sharpshooting sequel to Konami's smash
arcade hit, Silent Scope.  Dark Silhouette shares the same sharpshooting
gameplay and concept (Look through the scope to ensure that the bullet
counts, and make all bullets count to supress the terrorists at all costs)
as with the original, but all the similarities end with the gameplay.

For the most noticeable change, Dark Silhouette features a link option
allowing two players to play at once.  Two Dark Silhouette cabinets
can be hooked up for two-player action.

Knowing that people would like to see who's the better sniper of the
two would be, Konami has axed out Time Trials in favor of a brand-new
Duel Mode.  Although one player can play Duel Mode to see how well he or
she can detect the target, Duel Mode (while both players are playing) is
a lot better because you can now see who's the better sniper of the two.
The key in Duel is simple: Find the other sniper and nail him to score
one point.  The sniper who scores the most points at the end of Duel
Mode wins the Hardcore Sniping Exercise.

The storyline is many miles better than the original.  The original's
storyline was plagued with the overly-used First Family rescue mission.
Dark Silhouette fixes the game's story problem by featuring a full-strength
terrorist army attempting to use forbidden chemical weapons to destroy
a nation's security that you need to stop.

There are about 8 or 9 stages of gameplay with 7 to 8 bosses to duke out.
Unlike Silent Scope, you have to play _all_ the stages.  There is no
choice in terrorist infiltration this time around!!!

While you never needed the assistance of Thermographic and X-Ray Modes,
you will need them this time around because both modes allow you to
detect enemies behind the walls.  This is a really cool feature because
now you can nail the enemies hiding behind soft walls.

You won't see too many support markers as opposed to the first Silent
Scope.  Only by wasting time (and quarters) will you be able to "spot
the target".  Konami has done this because the spoiler sights really
hurted replay value.  Aiming in this game is NOW done like you would
with the Hotel Imperial stage in Silent Scope!!!  Find the target and
wipe them out before you waste too much time!!!

You will be asked to see how well you perform your sniping duties in
even more disturbing environments and even greater distances.  There
are 2 new chase scenes as well.  More disturbing environments include
snow, fog, jungle scenery, and the like.

Well, let's stop ranting about Dark Silhouette.  Enjoy the game.

======================================================================== 
HOW TO PLAY THE GAME

As with Silent Scope, Dark Silhouette features 3 modes.  However, the
modes are even more interesting than in Silent Scope because you're no
longer required to select Time Trials as part of your game menu.  Without
any further dues, Dark Silhouette features Story Mode (The game will
follow in accordance to the better story), Shooting Range (See how
accurate and fast you can be destroying 45 targets!!!) and Duel Mode
(the creme de la creme of the game.  See how good your sniping skills
are in 3 difficulty modes).

How to play: Insert the desired amount of coins and press the start button. 
From the Game Mode Select, aim the muzzle at either Story Mode, Shooting 
Range, or Sniper Duel. If you wish to select Sniper Duel, aim the muzzle 
at the left for Easy, middle for Medium, and right for Hard.

Story Mode Objective: To prevent terrorists from using forbidden chemical
weapons that is targeted to threaten the security of the UK at all costs.
Although this is your main objective, you'll find out that there is more
than meets the eye when you dig deeper into the game.

Shooting Range Objective: To destroy 45 targets in 150 seconds under the 
following conditions:

* You will be going up against 10 Scoring Targets (similar to that in
  various Police Stations).  Aim at the middle for the best possible
  score.  You will be facing 5 standing targets and 5 moving targets of
  this kind.

* You will then be asked to shoot down 5 Watermelons.  Although this is
  kind of easy, it's really hard to find the watermelons that are
  scattered pretty far from you.  The nearest watermelons are easy but
  the farthest are hard to track because you won't have any marker
  assistance unless you waste enough time.  That is why you need to
  memorize the locations of the targets to waste the least possible
  time.  And I'm planning to use the Digital Camera that I recently
  purchased as of this update to tell you where to point the marker.
  Please keep in mind that if for any reason I wish to do a PDF File,
  then you are to be warned that all tips will assume that you are
  using Falcon as your sniper character.  The tactics will be different
  if you are using Jackal as your sniper instead.

* You will then be facing point boards that are similar to real-people,
  except that they have point values.  If you hit the targets at the
  head, then you will get a lot of points.  If you hit somewhere at the
  White Area, you will get no points.  You will have to face these
  targets under the following conditions: Targets that stand, targets that
  slightly move, and targets that move insanely fast.

* You will then see how well you can judge from criminals to terrorists.
  The targets that you are only allowed to shoot at are guys with Shotguns,
  mobster-like men using old-fashioned Machine Guns, women who's carrying
  SOCOMs, and guys who are pointing guns at Innocent Bystanders.  Shooting
  any Innocent Bystanders will reduce your score and will count as a Missed
  Shot.  You will be asked to judge whether the target is "guilty" or
  not on these conditions: Standing, Slightly Moving, and Night-Vision.
  YES.  You will need to know how to use Night-Vision with the training
  package.

* Now you must shoot the target right at the Apple for the finale.  Don't
  shoot at the beautiful lady, just aim and hit the apple of the target
  so that your score will increase.

Duel objective: To see who's the better sniper of the two people (Falcon
the Government Dog and Jackal the Loose Cannon) through 3 difficulty
levels.  You will have a time limit, but your real goal is to win the
Search Exercise at all costs.  This mode can be played alone but it's
more interesting if two players are playing at once.  This way you can
see who's the better sniper of the two.

The sniper will score 1 point if the sniper is the first one to "tag"
the other sniper.  The sniper will score 3 points if one of the sniper's
shots tags the other sniper's head.  The first sniper to score 3 points
wins the round.  The sniper who's the first one to win 2 rounds wins the
match.  The sniper who's the first to win 3 matches will win the Search
Training Exercise.

Falcon and Jackal will not be using real bullets for this mode--instead
they will be using "training lasers" that will not cause any harm during
this mode.  Note that when you look at the scope and fire, your shots
will actually be red beams.

There are 3 difficulty levels for Duel:

* City: You will be sniping around the outside of the London streets,
  through a beautiful London hotel, and even a merry-go-round.  Although
  this scenery is rated "Easy", it's pretty much a nuisance because
  your opponent is usually camouflaged whenever he's aiming right inside
  the hotel.  Be aware if you're aiming right inside the truck because
  that's when your opponent will be able to find you with ease.

* Forest: Ahhh!!!  You'll be practicing your sniping skills throughout
  the ancient sceneries of England.  You'll have to see how well you
  can find and "tag" your opponent through one of the game's most
  disturbing backgrounds because your opponent will be extremely far
  away and camouflaged within the scenery.  In certain instances, you'll
  have to aim and "tag" your opponent while riding in a boat.  This
  exercise is rated "Medium".

* Air: Probably the hardest exercise in the Duel Package.  You will
  be asked to find and tag your opponent under the following conditions:
  Aiming at your opponent's helicopter while you're standing on the
  ground, aiming at the bridge where your opponent is standing still
  while you are riding the helicopter, aiming at your opponent's heli
  while you're riding a pickup, aiming at your opponent's pickup while
  riding a helicopter, and finally aiming at your opponent's heli while
  you are riding a helicopter.  It's really difficult to score a hit
  since the wind current and the vehicle movements will force you to
  play a game of wind anticipation.  Try to anticipate the wind current
  by looking at the scope (to see how the bullets fly around) and when
  you got the rhythm down by memory, tag them.  It's really hard to
  score a point because of the wind current and the vehicle movement
  so you're basically playing a game of wind anticipation for this one.

How to attack: Look at the "naked" screen to point the muzzle at the 
desired "piece" you want to extend your view at. To attack at the 
piece of screen image, look into the scope, aim with the crosshairs, and 
press the trigger to fire. Please be warned that sometimes bullets won't 
"get their man" as you will be asked to see how well you can aim and
"make your bullet count" while moving as well.  Always keep your cool
while aiming because it's really easy to twitch-up at times.

Once you shoot 5 bullets, the magazine will reload.  You cannot fire while
the gun is reloading.  Shooting is done the traditional sniper fashion
meaning that you can't rapid-fire your weapon--It's one at a time once
again!!!

Limited Lives in Story Mode: You will start with a certain amount of lives 
at the start of the game. The game ends when either time runs out or if 
you lose the allotted lives. One-life Life box penalties are imposed if 
you hit innocent bystanders. To regain one life box, look for a beautiful 
woman (i.e. women with swimsuits, girls with sexy legs). :)

NOTE: You won't lose lives if you hit your partner by accident but your
accuracy streak will reset if you hit your partner by accident!!!  This
is important to know because the skiing chase scene at the start of
Oslo Part 2 can be frustrating for Falcon because Jackal is blocking
a good aim for about 46% of the time.

Limited Time in Shooting Range: You will start the Shooting Range game
with 150 seconds. The game ends if either time runs out or if you have
destroyed all 45 targets in a row. In a Time Attack, the game ends if
you have either completed the Time Attack before time runs out, or if Time
Runs Out. In Time Attack and Shooting Range, you will be "graded" 
through the following factors:

* Accuracy 
* Innocent Bystanders accidentially shot 
* Longest Accuracy Streak 
* How well you can score
* How fast you can clear Shooting Range

Thus after completing Shooting Range, you will be rated from the
following grades:

* F-Public Nuisance (you suck) 
* E-Amateur (Keep up the practice) 
* D-Rookie (You don't belong over there) 
* C-Sniper Third Class (Room for Improvement) 
* B-Sniper Second Class (So-so) 
* A-Sniper First Class (You did well but there's one more step up to the 
  top) 
* S-Professional (Exceptional) 
* SS-Ultimate Sniper (Now that's like it!)

Try to make sure that you earn no less than a Sniper Second Class. Any 
achievements at Professional means that you're finally learning something 
in Dark Silhouette.

One correction to make with the Cabinet's Instructions: The cabinet
says "Shoot the enemy's vital parts for certain death and bonus points."
This is totally wrong.  For a one-hit kill during boss fights and double
the point value for killing enemies, kill the enemy at their head.
Not only head shots save a lot of time during boss fights, but head
shots will also double the amount of points you have.  Also be warned
that your score is based on accuracy.  As with the original, the higher
your accuracy streak, the better your score will be.  This is the
formula to determine how many points you will be earning for every
shot:

* (Base value of enemy * Current Accuracy Streak) * 2 (if the kill was
  a head shot)

This is indeed a challenge--keeping your accuracy cut-clean while
moving as fast as you can.

If FOR ANY REASON YOU CONTINUE THE GAME, then the score will reset ALL
THE WAY BACK TO ZERO.  Be smart and proud.  DON'T CONTINUE.  This way,
if you can see a higher score by the time the game ends, then you will
know how accurate you will be.  The only time you need to continue is
whenever you need to learn the game.

Also, when you are prompted to enter your name, THE GAME WILL ONLY
RECOGNIZE THE SCORE FROM THE ENDING GAME.  For example, if your highest
score was 452,000 and if your game over score was 33,900, then the
game WILL ONLY RECOGNIZE the 33,900 game.  This proves that you need
to improve game after game in order to become the fastest, and most
accurate sniper at your arcade.

------------
DIP SWITCHES
------------
Like Silent Scope, Dark Silhouette features these DIP Switches which
determines how difficult and/or easy the game will be:

Keep the High Scores at Power Off:
This DIP Switch will determine if the High Scores are going to be
saved right after the power is turned off.  Of course, the operator
reserves the right to reset the high scores even if this option is
turned on.  If the Save High Scores at Power Off is turned ON, then
the scores will be saved once the power is turned off.  If the Save
High Scores is turned OFF, then the scores will always reset when
the power of the game is turned off.  Kudos to Craig Durnen about
this one because this is also shared from my Silent Scope FAQ.

Total Violence Control:
Like Silent Scope, Konami included this "Violence Control" option so
that operators can control how much violence can be shown throughout
gameplay.  The switch for Violence Control is BLOOD, which determines
if you will see blood and stained walls throughout gameplay or not.
If the Blood is turned ON, then the blood will spurt out when you
kill your enemies and the walls will be stained with lots of blood.
If the Blood is turned OFF, then instead of seeing blood when you
kill an enemy, you will see sweat instead.  Also, with Blood turned
off, you won't see any stained walls.  This helps the arcades determine
whether we will play an uncensored game of Dark Silhouette or not.
Another rant I've carried from my Silent Scope FAQ.

Head Shot Indicators:
Both Silent Scope and Dark Silhouette shares the same DIP Switches.
The official name for this DIP Switch is Head Shot Indicator.  This
determines if you have made a head hit (once you hit foes at the head)
or not.  If the Head Shot Indicator is turned off, then you won't
even know if you have wiped out an enemy with a head shot or not.
Having the Head Shot indicator turned off really makes it hard for you
to know whether you have jacked a foe at the head or not.  Having the
Head Shot indicator turned ON will enable a player to know whether he
or she scored a head shot or not.  Also, when the Head Shot indicator
is turned on, when you have killed a Boss character with a Head Shot,
you will see a shattered skull meaning that you have done a one-hit
kill on a boss character.  For Dark Silhouette, head shots are now
essential because the Boss Characters now take 10 bullets to destroy
instead of 5 bullets in Silent Scope, plus Bosses here are now even
better time-killers than in the first Silent Scope.  Please be warned
that the "Sack of Potatoes" trick from Silent Scope (slamming a boss
continuously with oodles and oodles of steady flow of lead) doesn't
work in this one anymore.  The bosses move faster and they tend to
escape once they get hit once or twice.  Act quickly or you might
waste money just to kill these bosses.

About the Help Scope:
There is a DIP Switch that will determine if the Help Scope will
appear at the upper-left of the screen all the time or not.  If the
Help Scope switch is turned ON, then the Help Scope will appear ALL
the time, ruining all the luxury of having to look into the scope.
Notice as opposed to the original Silent Scope, turning the Help
Scope ON will also turn off the Scope mounted on the gun.  Whereas
turning the Help Scope OFF will turn on the Mounted Scope on the gun.
Also with the Help Scope OFF, you won't be able to see some help
from the top-left of the screen.  When I spoke to a Dave and Buster's
Technician on their view about this DIP, they told me that if the
scope vision is shown at the top-left screen all the time (and during
gameplay), then the game won't be any fun to play because this takes
all the luxury of looking at the scope away.  When I spoke to a
Namco Amusement Zone worker at Lombard, IL USA, this employee told me
that although having this DIP turned on ruins replay value, it will
help little kids aim with the crosshairs because they are not big
enough to look at the mounted scope.  The mounted scope comes with
a "scope saver" that turns off the scope to save power when it is
not moved after 1 minute.  I highly recommend that you have the Help
Scope TURNED OFF.  This way you'll be forced to look at the scope to
aim all the time.  For some bizarre reason, GameWorks has this DIP
turned on.  The mounted scope is turned on as well at GameWorks.

Time Limits:
Both Silent Scope and Dark Silhouette has this option to determine how
much time extension you will get.  I don't know how many levels of Time
Extension is included with this switch but all I only know that the
harder the Time Limit Difficulty is set, the less time you will have.
I was able to confirm this when I contrasted a Dave and Buster's Silent
Scope machine to a Brunswick Zone Silent Scope machine.

Number of Lives (Brand Spanking New):
Both Silent Scope and Dark Silhouette has this option to determine how
many lives you will be given at the start of the game.  The default
for this DIP Switch is 3 life boxes.  For the Silent Scope machines at
GameWorks, you start the game with 4 lives.  In Dark Silhouette, you
start with only 3 lives.  There isn't that many beautiful ladies in
Dark Silhouette, so try to avoid taking hits and ALWAYS AVOID HITTING
INNOCENT BYSTANDERS AT ALL COSTS.

Do you have any fixes, then please provide feedback to me by pointing
your browser to the following location:

* http://www.verasnaship.net/emailme.html

WARNING: If you choose to send UCE, flame or troll me over, or spam me,
then I reserve every right to take matters to your ISP to discuss your
irrational behavior.

========================================================================
SCORING SCHEDULE

Note: These are the base values of the death of all enemies.  The
point value will be based upon this formula like I said before:

* (Base Value * Current Accuracy Streak) * 2 (if the kill was a head
  shot)

All enemies: 100 points
Destroying a Power Box: 800 Points
Destroying a Security Sensor in Level 5: 100 points
Destroying the Mines: 800 points
Destroying the Infrared Security Sensors in Level 7: 800 points
Destroying the Surveillance Cameras: 800 points
Hitting the hook carrying the girder: 800 points
Hitting the Rotor: 200 points
Blowing up the Rotor: 800 points
Blowing up the explosive box: 800 points
Downing a lightset at the Opera: 800 points
Wounding Tanya the Living Flame: 100 points
Killing Tanya the Living Flame: 400 points
Wounding Fox the Butcher: 200 points
Killing Fox the Butcher: 800 points
Wounding Cobra the Iron Man: 300 points
Killing Cobra the Iron Man: 1200 points
Damaging The Collector's tank: 400 points
Destroying the Collector's tank: 1600 points
Wounding the Collector: 500 points
Killing the Collector: 2000 points
Wounding Star the Opera Singer: 700 points
Killing Star the Opera Singer: 2800 points
Destroying a Launch Device: 2000 points
Stopping the Bus Driver: 3000 points
Wounding Sho the Lightning Bolt: 700 points
Killing Sho the Lightning Bolt: 2800 points
Wounding Kane the Lightning Bolt: 700 points
Killing Kane the Lightning Bolt: 2800 points
Wounding Falcon or Jackal during the Duel Fight: 100 points
Killing Falcon or Jackal during the Duel Fight: 400 points
Wounding the Big Boss: 1000 points
Killing the Big Boss: 4000 points
Splitting the Handcuffs: 500 points

Your accuracy streak will reset if for any reason you do the following:

* Miss
* Hit an innocent bystander (you will also lose one life)
* Hit your partner
* Destroy a debris with your Sniper Rifle
* Hit anything other than enemies or traps of sorts

Please correct me if I'm wrong at any point of the scoring schedule.

========================================================================
STORY OF DARK SILHOUETTE

Dark Silhouette features a story which is far and away better than the
first Silent Scope.  Another reason why I would go to Dave and Buster's
to play Dark Silhouette.

-----------
The Prelude
-----------
April 4th, 1999.  Just about 4 months before Silent Scope took place.
Agent Falcon was ordered to take out the terrorists who are planning to
steal the UK's military secrets at all costs.  Nobody knew who Falcon
was (except that he defends us when we least expect it).  Falcon's
objective was straightforward: wipe out all the terrorists before they
get a chance to steal all of the UK's military secrets.  Eventually,
Falcon succeeded in preventing the terrorists from stealing the UK's
military secrets.  Unfortunately, this mission was _NOT_ completed
without any boo-boos.  He clashed with a freelance sniper named Jackal.
About to start a flame war, Jackal warns Falcon not to interrupt with
his work.  Right as Falcon starts a flame war with Jackal, a mysterious
psychopathic terrorist popped out of London Bridge (via a helicopter)
warning the two snipers about ruining his plans.  He vows to get his
revenge against the two snipers for ruining his attempt to steal the
UK's military secrets.  Right after the psychopath flew away from UK
after a failed mission, Falcon arrested Jackal but without reason.
Falcon then imprisoned Jackal for vigilance and possesion of a Heckler
and Koch PSG-1/MSG-90 without a valid license to bear arms.  Talk about
a crime Jackal never committed.  Jackal only came to the scene to protect
England for a good cause.  He isn't evil.  He's only a loose cannon.

---------------------------------------
Konami's Silent Scope, released in 1999
---------------------------------------
4 months after throwing Jackal to jail without a reason, Falcon was given
a brand new order: The President of the United States and his family has
been kidnapped by a full-strength Terrorist Army and are demanding freedom
for their dictator in exchange for their lives.  The US Government needed
to solve this matter quickly and secretly.  The United Kingdom answered
to this terrorist action by dispatching Falcon into the streets of
Chicago to wipe out the terrorists and to save the President and his
family at all costs.  However, it took Falcon about 8-12 hours to complete
as he had to fight Scorpion, Cobra, Hornet, and Monica (not to mention
that he had to rescue the First Lady and the President's Daughter one
by one) before he rescued the President by landing a head shot that would
determine the fate of the United States.  The United States hailed Falcon
as the first "Sniper Hero" because unlike the common sniper, Falcon was
skilled in the art of Sharpshooting Espionage--making the bullets count
in order to infiltrate high-risk Terrorist Actions.  Meanwhile, Jackal
continues to serve his wrongful sentence...

---------------------------
AND NOW, DARK SILHOUETTE...
---------------------------
It's now April 2, 2000 at Oslo, Norway.  Falcon is alerted that the
United Kingdom's security needs his help once again.  Instead of
having to rescue a head honcho like he did in Silent Scope, Falcon is
asked to prevent terrorists from using chemical weapons to attack the UK.
He is pretty reluctant to do so because he thought that Alpha Squad was
able to do the job.  However, his superiors suspected that Alpha Squad is
working for the terrorists and that if Falcon finds out that Alpha
Squad betrayed the UK, Falcon is to eliminate them quickly.  Although
he is capable of working alone, Falcon is required to take Jackal (who
is now released from prison after being found innocent) along with
him because this mission requires two snipers.  Falcon is alerted that
Jackal is dangerous and can't be trusted.  If Jackal attempts to
endanger the mission in any fashion, Falcon is ordered to eliminate
Jackal right away.  Falcon doesn't want to take Jackal because he's
somewhat a risk.  Headquarters recommend Falcon to take Jackal along
because not only he's as good as he is, but Jackal also happens to
be the brother of an Alpha Squad member who is now held hostage by
the terrorists and possible Alpha Squad traitors.

-----------------
Falcon (Sniper 2)
-----------------
Real Name: Bryce Estes (unverified)
Date of Birth: Unknown
Hair: Black
Eyes: Brown
Ancestry: Unknown
Place of Birth: United Kingdom (Exact place of origin unknown)
Height: 6'1"
Weight: 171 lbs
Blood Type: Unknown
Also known as: The Government Dog
Comments:
With nerves of ice and a life-long training of accuracy and speed,
Falcon stands out as the ultimate weapon needed to handle tense terrorist
actions like the one in Silent Scope back in 1999.  Falcon somewhat has
a bad temper at times because he tends to start flame wars at his partners
and his colleagues whenever they displease him.  Despite his flaming
problem, Falcon is willing to protect a nation's security and to supress
even the toughest terrorists when things gets in a jam.  He became a
superior sharpshooter ever since his years with the British Special
Forces (SAS) and ever since he became a sniper for the government,
became the originator on the art of sharpshooting espionage (making all
bullets count to make your way around a tough terrorist action) when
he rescued the USA's first family back in 1999.

-----------------
Jackal (Sniper 1)
-----------------
Real Name: Unknown
Date of Birth: Unknown
Hair: Brown
Eyes: Brown
Ancestry: Spanish
Place of Birth: He won't tell
Height: 5'11"
Weight: 158 lbs
Blood Type: Unknown
Also known as: The Loose Cannon
Comments:
A cold-blooded mercenary who looks like a rebel.  Jackal fights only to
protect United Kingdom from unusual evils and nothing else.  Attempting
to prevent terrorists from endangering the UK back in April of 1999,
he got arrested by Falcon right after Falcon found out that he (Jackal)
was endangering his mission.  Jackal was wrongly imprisoned by Falcon
although he was fighting to guard the UK from an evil that would cause
the theft of the UK's military secrets.  During his one year of hard
time, he wrote articles regarding about his viewpoint about protecting
the UK from unidentified evils.  One year later, he was released in order
to assist Falcon in preventing psychopathic terrorists from launching
chemical weapons to destroy the United Kingdom.  Although considered
by Falcon to be dangerous and untrusted, Jackal stands tall against the
evils of not only the UK, but other evils that threaten the planet as
well.  Jackal is the only sniper who can rival Falcon's tried and true
sniper skills.
Note: According to http://www.konami.co.uk, this guy was supposed to
be RAVEN before Silent Scope 2 (regardless of the subtitle) was to
be released.  In the final versions of Dark Silhouette (regardless of
the name changes), this guy was given the name of JACKAL knowing that
he has a cold-blooded agenda on him.  The reasons why Konami decided to
use Raven in pre-production versions of Dark Silhouette and Jackal in
the final version of the game remains a question.  This one needs to
be verified, though.

======================================================================== 
HINTS ON HOW TO IMPROVE GAME AFTER GAME

Dark Silhouette may be a sniper's dream game, but civilians will have a
hard time adepting to a military sharpshooting environment. Here's how
to "unlearn what you have learned from the common light gun game":

* Stay calm and keep cool.  Limit the intake of caffeine before you
  go to an arcade that has either Dark Silhouette or Silent Scope.

* Avoid trying to rapid-fire the rifle. Falcon or Jackal (It's your
  partner who's talking to you, depending on who you play as) will yell
  at you if you try to do so. Even a real-life sniper knows that PSG-1s
  and MSG-90s doesn't have a good firing rate. Don't fire unless you have
  to because every bullet counts towards your time and accuracy record.

* Don't look at the scope too much. If you do, then you will be wasting 
  lots of time. You should look at the screen with the naked eye first 
  by aligning the muzzle at the desired piece of image you want to look 
  at. Then look at the scope, take your aim, and fire ONLY IF YOU THINK 
  THE BULLET WILL COUNT. In real-life sniping, BULLETS ARE PRECIOUS so 
  make every shot count.

* Watch out for instances when you encounter moving air. This will really 
  hurt your accuracy by an inch.  This is important to know because the
  Freeway Chase, Air Battle, Tower Battle, and fast targets can really
  do high damage to your lives and accuracy.  Sometimes you need to aim
  at certain places so that the bullet will hit the terrorist and not at
  innocent bystanders.

* To defeat a boss quickly, aim for the head. You will also receive more 
  points for your dignity if you shoot the guards at their head as well. 
  Head shots are super important in Dark Silhouette because bosses now
  take 10 bullets to wipe out instead of 5.

* Always try to aim the muzzle at the target spottings when looking at the 
  screen with the Naked Eye. This way you can reduce the amount of time 
  of having to aim the gun at the desired area of the screen.  Make
  sure that you try to wipe out the terrorists once you find them because
  if for any reason you require a spot of the target, then you will be
  wasting a lot of time.

* Memorize the position of the terrorists.  Not only you will be able
  to spot the target without any "enemy spotting marker" assistance,
  but you will be faster and your skills will improve every time you
  become capable of finding more targets without help from the enemy
  spotting marker.  Be warned that there are at least two areas that
  has enemies camoflauged within the background, so there will be
  instances when enemy spotting without the spotting marker will be
  close to impossible.  That is why memorizing the enemy locations
  is just as important as wiping them out secretly and quickly.

* Try not to miss at all.  The higher your streak (and the more often
  you hit the foe at the head), the better your score will be.  Try a
  100-streak and see what happens to your score!!!  You might think
  that an accuracy rating of 90% (Professional or Ultimate Sniper)
  would kick ass.  Think again.  Like Silent Scope, being accurate
  definitely means obtaining the highest possible hit streak.  I
  would like to give kudos to MDH for this matter (since he originated
  this issue since the first Silent Scope).  Now assuming that the
  Help Scope is turned off, you need to achieve 64 missless hits
  to be considered accurate.

* The boss scenes are even a major pain as opposed to the first Silent
  Scope.  The lackeys are only there to interfere during the boss fight.
  The boss is the central focus during these fights.  Centrally worry
  about the boss and the time (This was a carryover from Evan Mitchell).
  Some of the lackeys have better accuracy, but in spite of that, you
  should focus your attention towards the boss.  In some instances, the
  sack of potatoes trick (slamming a boss over and over again) from the
  first Silent Scope won't work because either the boss has high recovery
  time or there's no room for error at that point of the boss fight.
  There is only one boss fight that will allow you to use the Sack of
  Potatoes trick with minimal risk (more on this later on).  However,
  Konami's purpose to minimize the Sack of Potatoes trick is to give
  Head Shots a purpose this time around.  In Dark Silhouette, bosses
  require 10 bullets instead of 5 bullets, so head shots are meat and
  potatoes this time around.

========================================================================
PROLOGUE

April 4th, 1999, 5:00 Hours (Military Time)
London, England (around the London Bridge)
Mission: Ruin the Terrorists' hopes of retrieving the UK's Military
Secrets!!!
Difficulty: Easy
Interference: Close to nothing

This one should be very easy.  You should have minimal problems for this
stage.  There are only 17-18 targets (depending on your starting point)
that you need to destroy who are patrolling the streets of London hoping
that they will be able to steal the Military Secrets at all costs.

I prefer to use Falcon (Sniper 2) in this stage.

There are about 3 enemies who will be patrolling by boat.  The boats will
be moving, so make sure that you allow some room for error if you need to
hit them.  Other than that, all the other enemies will be either walking
around the landscape and/or watching to make sure nobody's disrupting
their plans.  All you need to do in this stage is to allow some time for
error with regards of the moving enemies.  Try not to miss in this stage
because as with the original Silent Scope, the higher your accuracy
streak, the better your score will be.

After you destroy the final enemy (The final enemy will probably be the
farthest target in the stage), a flame war between Falcon and Jackal will
ensue.  Note that Falcon's problem is that he has a bad habit to start
flame wars when things don't go his way.

Falcon: WHO IS HE?!  What is he doing here?!  Is he a freelance sniper?!
Jackal: The government dog!  Don't interrupt my work!!
(Big Boss pops out of London Bridge via chopper)
Big Boss: I can't believe you ruined my plans!!!  I'll remember your faces
and I'll have my revenge one day!!!

Note: This stage is probably set about 4 months before the first Silent
Scope.  It was believed that Falcon imprisoned Jackal.  However, it was
believed that Falcon made a wrongful imprisonment because all Jackal
tried to do is to clean up the streets of Terrorist Scum.  Falcon
detests vigilantes, so he places Jackal into prison without any
sufficient evidence.  You'll know Jackal's true intention as you go
deeper into the game.

There are no boss characters in this stage, which is a relief.

========================================================================
April 2nd, 2000, one year later after the Prologue...
========================================================================
MISSION BRIEFING

Headquarters: The security of the nation needs your help once again,
Falcon.  The terrorists have taken over a research facility in Oslo and
have captured several test units of VX Gas Missiles, targeted to attack
the UK at all costs.

Falcon: VX?!  I thought the project was shut down for good!!!

Headquarters: The terrorists knew the project all too well.  They knew
that the factory was still secretly in operation and the project has
became a black op.  The United Kingdom sent their favorite anti
terrorist team ALPHA SQUAD to stop the terrorists from initiating
the VX Project, but it is assumed that either the members are missing
or even worse, they may be working for the terrorists.

Falcon: ALPHA SQUAD TRAITORS?!  What about...

Headquarters: Yes.  Laura.  It was believed that she was with Alpha
Squad in the last minute.  You are to search for the missing Alpha
Squad Members.  If any Alpha Squad members have turned against us, you
are to eliminate them quickly.

Falcon: Did Laura turned against us?

Headquarters: No.  It is believed that she's being held hostage by the
Terrorists.  This is another reason why you're selected for this mission.
_WE ALL KNOW_ know you like to work alone, but you'll need help this
time around.

Falcon: The "Freelance Sniper" that I busted one year ago? (points his
PSG-1 at Jackal)

Headquarters: Exactly.  His name is Jackal.  You are to be cautioned
that he is extremely dangerous, and straightforward untrustable.  If
for any reason he endangers this mission in ANY WAY you are required
to eliminate him right away.

Falcon: Why should he join in if he's a risk?

Headquarters: Because we were told by some people that he was as good
as yourself.  Also Laura's his sister.

Falcon: Then it looks like we have something in common.  I won't fail
you.

Headquarters: Good Luck!!!

Falcon and Jackal now talk before descending through the Helicopter...

Falcon: Jackal, I will take you under TWO CONDITIONS.  Number 1.  Do not
try to escape at all costs.  I expect full assistance from you at all
times.  Number 2.  You are to follow orders from myself at all times.
Understand? (I think Falcon's flaming once again...)

Jackal (upset because Falcon yelled at him): Agreed.

Falcon and Jackal descends through the Helicopter...

========================================================================
THE RUMBLE AT OSLO, PART 1

Oslo, Norway
The VX Project Base
Mission: Permanently shut down the VX Plant and supress all terrorists
at all costs.
Enemies: Arctic Warfare Soldiers, Green Suits, Tanya the Living
Flame (Boss)

The targets are fairly far away and they are camoflauged pretty well
within the snow and fog.  You will be able to see aiming markers at
certain points but from now on, all the aiming's done the same way like
you would with the Hotel Imperial in Silent Scope.  You have to find and
remove the terrorists or waste time having your superiors find the
target for you.  In this stage, you should have minimal problems finding
the target (since they are not that far away).  Not too many aiming markers
will be displayed at the same time anymore because the key in Dark
Silhouette is to make sure that you spot and remove the terrorists without
any assistance from the lieutenant this time around.

Note: At the beginning of the level, shoot the doorman first and then
there should be a snowmobile driver coming out from the gate.  After
destroying the gateman, destroy the snowmobile driver to increase your
accuracy streak.

Outside, be very careful of the terrorists who are walking around the
watchtowers because they move surprisingly fast.  Give room for error so
that your bullet lands at the right spot.  Your bullets have a large
caliber charge and will penetrate the softest walls so keep that in
mind.  Don't fire at the terrorists who are running or are riding in
snowmobiles because they are fast and you need even more room for error
on these guys.  The best time to fire at them is when they are about to
fire at you.

Note: You can kill the driver inside the huge Snowmobile right after
the snowmobile comes out from the gate.  Just aim inside the cockpit
and when the snowmobile stops, let the driver have it.

Otherwise, the outside portion of this stage should be completed with
minimal problems.

-----------------
Inside a Building
-----------------

Now you will be facing terrorists inside a building.  As a basic rule, if
the enemy is very close, don't use the scope.  The scope is to be used ONLY
if the enemy is very far to your tastes.

On the first part, there will be two white suits who will be far away.
Use the scope on these two white suits (One of them will hide underneath an
obstacle) and I'll leave the green suit up to your discretion.

You will now be asked to destroy a power box to confuse the enemies.
Before you even try to destroy the Power Box, kill the enemies first before
doing so because you can carry your accuracy streak right into the Power
Box.

Time for a Scope Change.  Right after the Power Box is destroyed, Jackal
will be asked to use Thermographic Vision while Falcon will have to use
X-Ray Vision.  Both modes allow both snipers to see enemies through the
walls.

During this time, if the enemy is close enough to be hit without the help
of the scope, all you need to do is to make the bullet count.  If the enemy
is far to your tastes or if the enemy is hiding behind the wall, then you
will need to use the Scope--The scope helps you see enemies far away and
behind the walls.

Before you get inside the elevator, a nurse (Beautiful Woman) will appear,
so look at her for an extra life box (There will not be too many ladies
as with the original so make sure that you take out all terrorists quickly
and secretly).  Now nail the terrorists to go inside the Elevator.

Note: Here's a hint on getting a better score (and I've managed to get
this one verified at GameWorks).  Shoot the terrorist who shows up
the instant you show up at the part with a nurse.  After killing the
terrorist, look at the Nurse.  Now there should be a green dot near
the ceiling and it's moving like a snail.  Aim the sensor right at
the green dot and look at the scope.  Aim the red dot onto the green
dot and unload.  If you hit the green dot, then you should be able to
get 800 points for destroying it.  It's not a tactical shot but
disarming the "green dot" will help your score.  Now get rid of the
second terrorist.  Neat.  Thanks, Rolander.

There will be a skill shot somewhere once you board the first shooting
practice after taking the elevator.  Once you take care of all the enemies,
Fox will escape from the Sniper's reach and will ask Tanya to burn our
snipers to a crisp.

----------------------
Tanya the Living Flame
----------------------
Weapon: Flamethrower
Number of hits required to destroy Tanya: 10 bullets into her body, 1
bullet into her head.
Point value when Tanya is wounded: 100 points
Point value when Tanya is killed: 400 points
Point value when Tanya is shot by the head: 800 points
Author's Note: If you miss or hit Tanya at body parts other than her
head, then you will scare Tanya off.  Please be aware that Tanya has
such a high recovery time so keep that in mind.  The sack of potatoes
trick won't work against her since she recovers too quickly.

Special thanks to Rolander (And I WILL NEVER GIVE OUT E-MAIL ADDRESSES)
for pointing Tanya tactics out.

Tanya begins the fight by hiding behind the wall.  She will run very
fast to avoid getting hit by the players.  When she's about to take her
firing position, the player will get a glimpse of her head.  BE SURE TO
AIM RIGHT AT THE HEAD AND WHEN THE RED DOT TOUCHES HER HEAD, SLAM TANYA
WITH A WELL-PLACED HEAD SHOT before the flamethrower blocks your touch.
You only have marginal time before Tanya starts scorching you.  This
may seem odd, but the bullet might be able to pass through the flames.
Sometimes I've even hit Tanya (or better yet, slammed her right into her
head) while she's scorching.  When she's finished scorching you, she will
hide somewhere else and will repeat the process once again.

She is rather a time-waster to beginners because if you miss or hit
Tanya at her other body parts (other than her head), then you might
scare Tanya off and she'll hide behind the wall the quicker the better
and you'll have to wait until Tanya initiates another attack before
being able to get a clean shot to her head again.  Just try to avoid
unloading 10 pieces of lead onto Tanya or you'll waste time and
you'll be forced to continue.  Just try to slam Tanya right onto her
head because you need to worry about the time.

After you finish Tanya off, it's time to chase Fox, the guy who initiated
the program of the VX Project.

========================================================================
OSLO, THE SEQUEL

Oslo, Norway
Snowfields
Mission: Chase after and stop Fox the Butcher at all costs.  Jackal is
advising us to try to avoid missing at all costs.
Enemies: Arctic Warfare Soldiers, Green Suits, Blue Suits, Fox the
Butcher (Boss)

OK, ok.  It looks like the enemies are trying to escape right after our
snipers commence a chase to bust Fox for capturing an Oslo factory and
for triggering the start of the VX Project.  They are trying to hide from
the snipers as far as they can.  It looks like the disturbing weather
has really gotten into Jackal's and Falcon's nerves.  What do you think?

Let's get ready for a really kick-ass chase scene.  Although this chase
scene is many ways more disturbing than the freeway chase in Silent
Scope, I like sniping while skiing downhill, although the movements of
skiing will disturb my accuracy tremendously.

-----------------------
Downhill-skiing Snipers
-----------------------

For this part, Jackal has the advantage of taking out more enemies
without missing or hitting the player sniper by accident.  Falcon will
be at a disadvantage here because during the first part of the chase
Jackal will be blocking the enemies, forcing Falcon to waste a lot of
time.

Another worry to be warned about is the fact that you will be making a
major turn just before you board the trees.  This will also ruin your
accuracy by a large margin.  The best time for Falcon to destroy the
enemies is right after he hits the straights.  Be careful if you have
to turn around because that will also ruin your accuracy as well.

Just to let you know that Jackal can destroy more enemies than Falcon
would in this case.

The wind current can become disturbingly complicated because even if
you get the enemy right in your sight, the turn can cause the bullet
to miss.  It is really important that you anticipate the turn of the
slope before you fire your bullet.

-------------------------------------------
Taking out the trash in the coldest climate
-------------------------------------------

In the first part, Jackal can jack all the enemies either by taking only
minimal damage or by not taking any damage at all.  Falcon will have to
figure out a pattern on how to take out the enemies without taking too
much damage because the enemies will attack Falcon more often over
here.  On a side note, I would like to tell you that Jackal can
double-hit one pair of enemies talking.  Falcon can't, which is pretty
much a pity.

WARNING: IF YOU PLAY AS FALCON, THEN IN THIS PART IT IS REALLY IMPORTANT
THAT YOU FIND AND SUPRESS THE ENEMY AS QUICKLY AS YOU CAN SINCE THE
ENEMIES WILL BE TRYING TO BLAST FALCON TO A CRISP IN THIS STAGE.

Falcon will be taking the most damage in this part so I would consider
this part an expert-level stage in my case since I am an avid Falcon
player.

Enough ranting about this.  All Jackal has to do in this part is to
find and wipe out the enemy.  Although Jackal will take close to no
damage on this part, he has to spot and wipe out the enemy before
the enemies begin to inflict lots of damage on Falcon.  There are
about 6-8 enemies in the first part after you finish the downhill
chase.

For Falcon, he should try to eliminate the terrorists talking to
each other first and then quickly spot and destroy the other
terrorists before they shoot.  There is a 1 in 4 chance Falcon will
lose half a life box every time an enemy shoots him.  Don't wait
for the target markers to show up if you are playing as Falcon--worry
about the life boxes you have.  There is no women in this stage so
it is really important for Falcon to find and liquidate the enemies
the quicker the better.

A note from Rolander: The enemies in this part will attack Falcon
more often.

Now onto the second part.  Again, the Snowmobile terrorists (the
ones riding on the big snowmobile) will be attacking Falcon more
often, and there is a 1 in 3 chance that Falcon will lose life
energy if the enemy shoots him.  The snowboard moves towards Falcon
and the two enemies are on top of the snowmobile so if you are
playing as Falcon, quickly wipe out the enemies on top of the
snowmobile because the enemies will start wiping out Falcon as
soon as the second part starts.

Hey Jackal!!!  You'd better save Falcon once again because these
two snowboard punks will try to kill Falcon once again on top of the
vehicle!!!  The vehicle will be moving leftwards and they will be
moving quite fast so Jackal might need to give some time for error
on this one.  Anticipate the spot where the enemy will touch your
bullet before shooting.  If you can time it right, then you won't
miss on this one.  There is a 1 in 14 chance that Jackal will be
taking damage on the second part since these two snowboard punks are
again trying to shoot Falcon more often--this is a bad strategy for
the terrorists because it leaves them vulnerable to attacks by
unexpected snipers.  Anyway, shoot the two Snowboard Terrorists
since Falcon's odds of losing a half life box is much greater than
yours.  Got it Jackal?!

Note: You can hit the driver inside the snowmobile for an extra hit
onto your accuracy streak.

Another Rolander Note: Jackal won't be attacked as often as Falcon
would so this is a good chance for Jackal to get a really high
accuracy streak.

The third part is my favorite part because you don't take any damage
at all.  All this part does is test you to see how well you can use
the brand new X-Ray and Thermographic Scope Modes.  Falcon will be
using X-Ray while Jackal will be using Thermographic.

For Falcon, he should aim at the rightside house.  Look into the scope
to see if there are any skeletons talking to each other.  Kill one
skeleton and kill the other.  The double-hot possibility is at the
left-most house on Falcon's screen.

For Jackal, he should aim at the left-most house.  Look into the
scope to see if there's some red on his scope.  If you can track
bodyheat on the scope, that's when Jackal should land bullets that
can count secretly and quickly.  Jackal should nail the left-side
terrorists first and then nail the right-side terrorists.  The right
side on Jackal's screen is Jackal's double-hit opportunity.  DON'T
DO A DOUBLE-HIT UNTIL YOU JACK THE FIRST TWO SINGLE-HIT TERRORISTS
BECAUSE YOU MIGHT MISS OUT ON A VERY GOOD SCORE IF YOU DOUBLE-HIT
BEFORE TAKING OUT THE SINGLE-HIT TRASH.

Right after you take out the three parts, Jackal will tell Falcon
not to miss at all because he just wants to remind Falcon that this
mission demands better accuracy than Silent Scope.  I think Jackal
wants to tell Falcon to get at least a 64 hits in a row, maybe even
192 hits in a row.  I don't know what Jackal means by "Try not to
miss, hot shot!!!" but what I think is that Jackal is trying to
inform Falcon to strive for 100% accuracy!!!

Falcon gets frustrated because of what Jackal said to him just now.
"100% Accuracy?!  That's impossible, Jackal!!!", Falcon thought.
"160 hits in a row is reasonable, but 100% accuracy?!"  Right as
Falcon worries about his recent accuracy problems Jackal suspected,
Fox taunts both of our snipers and a fight with Fox the Butcher
ensues.

---------------
Fox the Butcher
---------------
Weapon: Uzi Nine Millimeter
Number of hits required to destroy Fox: 10 bullets into his body, 1
bullet into his head.
Point value for wounding Fox: 200 points
Point value for killing Fox: 800 points
Point value for hitting Fox at his head: 1600 points
Author's Note: This is an amalgamation of the fight atop the Tower
in Downtown Chicago and on top of the Hotel Imperial in Silent Scope.
Fox will seek to escape your touch once you hit him once.  He has a
good recovery time after he gets hit.  In the middle of a battle, Falcon
will have to use Thermographic Mode, which can become disorienting at
times.  Every time Fox fires at you, it's a hit.  OUCH.

I would also like to give Kudos to Rolander for this one.  Jackal will
be using Normal Vision all the time throughout the fight.  Falcon will
have a hard time with this one because in the middle of the fight, Falcon
will be switching to Thermographic Mode, which can become disorientating
at times.

I think both players will take lots of damage before this fight is over
(Jackal will take more damage than Falcon will because Fox usually
shoots Jackal first).

You might need to take out the grunts before taking out Fox (which is
risky because Fox will always chop off lives because his accuracy is
the highest in this point of the game).

For the inexperienced Falcon Player: I personally would get rid of the
lackeys first and then go ahead and take down Fox.  If you are lucky
enough, then you should be able to hit the lackey and Fox at the same
time.  Once the lackeys are placed out of commission, Falcon will be
using Thermal Mode.  It's really hard to miss since he's moving like
an NFL Running Back just about all of the time.  WATCH OUT!!!  Right
after he attacks Jackal, Fox will attack Falcon.  You should try to
be as quick as you can for this trick: Right as Fox is attacking
Jackal, slam Fox continuously bullet after bullet until your clip
is completely empty.  The trick is to get Fox almost instantly after
he attacks Jackal and slam him until your clip is empty.  Be careful
in certain instances as right after you hit him, Fox might choose to
escape from your touch.  Memorizing his locations is as important as
getting clean shots at the earliest moment.  This may seem odd, but
the attacking locations for Fox will be the same, although he might
randomize his attacking style.

For the Falcon player with "Nerves of Ice": When you fight Fox the
first time around, make sure that you get his shooting positions
into your memory as his shooting positions will always be the same
(which is kind of odd but useful).  The only problem is that he
might randomize at times so keep that in mind.  Once you've got
his shooting positions down, then you can take Fox with minimal
effort.  Use the Mounted Scope and aim in a general spot where
you will know Fox will pop up.  When he pops up, DO NOT SQUEEZE THE
TRIGGER as this will hurt your accuracy streak, and you might lose
time needed for this trick.  Rather than pulling the trigger right
off the bat, align the red dot right on where his head used to be
at.  Patiently wait for his return and with *careful* timing, squeeze
the trigger.  This one takes a lot more practice than the beginner's
strategy because this one takes patience, courage, and wit.  Also,
while doing this trick, you will be losing time and lives as well.
Only those with real nerves of ice should try this because this is
rated professional to my tastes.  Kudos to Shawn McCarthy for pointing
this out.

Since Jackal isn't using Thermal Vision, he needs to get a head shot
as quickly as he can because Fox has lightning-fast reflexes.  Fox
will attack Jackal first so make sure you land a single bullet right
into Fox before he shoots Jackal (but be careful of the interference
his 4 friends are dishing out).  Usually this forces Fox to move into
a position where he can't get jacked by Jackal but instead he can
attack Falcon instead.  I don't know if for any reason Fox might be
able to expose some parts of his body or not but if he shows some
parts of his body when attacking Falcon, don't hesitate to attack.

Note: Unlike Tanya who chickens out after you miss or hit her in other
parts of her body other than her head, you can do the sack of potatoes
against Fox.  The only problem is that the transition speed within
bullets has slightly increased so you will need to quickly stun and
slam Fox to a crisp.  Remember that bosses take 2 clips instead of 1
so be sure that you have a good amount of bullets so that you can
drain Fox's energy pretty quick.

These tips are somewhat complete blueprints only.  Shall you be able
to come up with new ways of besting Fox, e-mail me.  Thanks.

========================================================================
THE FREIGHT HIJACKED BY TERRORISTS

The Gatwick Airport
Mission: Recover the hijacked freight
Enemies: White Foot Soldiers, Green Foot Soldiers, Blue Suits, Cobra
the Iron Man (Boss)

This stage is pretty short.  I will assume that you will be using Falcon
as your character.  Jackal will have a hard time in this stage because
his jeep will be vibrating more often, thus forcing Jackal into some
intentional boo-boos here and there.  Falcon's heli won't vibrate as
much as Jackal's jeep but both snipers will have to anticipate the wind
current if they don't want to miss.

For the first part, the enemies will be at the back left door.  There
are three of them, one of them throws grenades at you.  One of them will
hide behind and can be a major time waster at times.

On the second part, wipe out the enemies BUT if you see a jeep coming
from the left, then it's a nurse.  Be sure you look at the Nurse before
taking out the terrorists.  There will be a terrorist on top of the plane
and there will be three terrorists at the front left door.

On the third part, you will face one terrorist at the back-right door,
two terrorists at the right wing, one terrorist standing near the nose,
and some terrorists at the right-front door.  There is a skill shot at
one of the wings but only destroy the rotor if you have enough time
and lives.  I would worry about the terrorists because both time and
lives are the main concerns in this stage.

Finally, on the fourth part, most of the terrorists will be at the
right wing.  They should be easy.  If there is smoke coming across
a rotor, then you might need to use the scope to make sure that you
don't miss.

Now we see Cobra coming from the back of the plane roaring at our
heroes.  Falcon is shocked to know that Cobra has survived the truck
wreckage back in Silent Scope.  Cobra tells Falcon that he will never
die unless he gets rid of Falcon once and for all.  Now what's the
deal with Cobra surviving a head hit, eh?

------------------
Cobra the Iron Man
------------------
Weapon: Brute Strength and Grenades
Shots required to defeat Cobra: 10 shots at his body or 1 shot at his
head.
Point value for wounding Cobra: 300 points
Point value for killing Cobra: 1200 points
Point value for hitting Cobra at his head: 2400 points

OH MY GOSH!!!  HE'S STILL ALIVE!!!  He's hiding in back of an innocent
bystander!!!  He's well-prepared and he's got some nasty new tricks that
he'll try in front of your face!!!!

Let's face it.  Cobra is back.  He is the worst boss character you can
fight in Dark Silhouette because he's always hiding behind an innocent
bystander (for protection) and he will be throwing all sorts of objects
right at you as attacks!!!  This can become a really frustrating boss
battle because every time you hit the innocent bystander by accident,
you will lose one WHOLE life box.  I know that you want to destroy the
machine because of Cobra's rather cheap attacking patterns but there
is a way to reduce the tarriff on this sore loser.

However, Cobra isn't too bright.  He will be relying on one throwing
pattern.  Since he's a right-hander, his patterns are predictable after
you study his patterns long enough.  Sadly, the vibration of the
vehicles may create a bit of a problem for our heroes but the wind
current isn't as severe as it seems.

This is how Cobra will be doing the toss-ups: Picking up an object,
his head will be at the left of the hostage.  You can hit him while
he's picking up an object, but it's kind of risky because you also
risk hitting the innocent bystander by accident not because you aimed
the bullet right at the innocent--it's either the wind current or
the vibration of the vehicle.  When he's resting or preparing an
object to throw right at you, his head will be behind the innocent
bystander so don't shoot while he's either resting or preparing an
object for expulsion.  When he throws an object, his head will be
exposed to the right of the hostage and that's the time when you need
to shoot him at.  The throwing patterns will always be identical
except you need to anticipate both the wind currents and the vehicle
vibrations so that the bullet can land right at Cobra's head at the
first moment.

Also, to warn you, the innocent bystander will be rowing a bit so
be very careful when taking a good shot right at Cobra.

As far as objects are concerned, Cobra will be throwing debris,
grenades, AND EVEN INNOCENT BYSTANDERS right at you!!!  This is
a super-ridiculous boss battle because not only he's hiding behind
an innocent bystander nearly all the time, but he's throwing
innocents at you (and if they slam right at you, you will lose a
half a life box).  You can shoot the debris BUT DON'T FIRE IF HE
THROWS AN INNOCENT BYSTANDER RIGHT AT YOU!!!  Remember you will lose
a WHOLE LIFE BOX if you hit an innocent bystander so if he throws
an innocent at you, it's better to lose a half life box rather than
a whole life box.

So what's a pair of sharpshooting espionage warriors suppose to do
on this cheap boss fight that will clean up their pockets?  Hear
this!

Falcon: Right off the bat, aim your sensor right into Cobra.  Now
all you need to do is to anticipate where Cobra's head will be at right
after he throws the object.  Your vehicle will be moving but it won't
vibrate as much as Jackal's jeep so you should have the upper hand in
this one.  Once Cobra finishes throwing an object, nail him.  If you
don't hit him at the head, you'll either have to kill the debris or
take damage.  Another concern is that you'll need to pound 2 clips into
Cobra instead of 1 clip so a head shot is essential for this cheap fight.
If you can memorize the pattern long enough, then you should be able to
pull off a head shot when he throws the first object at you.  The key
to defeating Cobra is to anticipate the heli's vibration with the mild
wind current and then anticipate where Cobra's head will be when he
finishes throwing the object.

For the beginning Jackal player: Jackal will have a hard time trying
to defeat Cobra because his jeep will be vibrating more often than
Falcon's heli.  Also, the wind current is a lot stronger than Falcon's
so Jackal might make some boo-boos his first time around.  You can hit
Cobra at the head when he tries to pick up an object but it's kind of
dangerous because this has a high risk of hitting innocents by accident.
Getting a good head shot right after Cobra throws something proves to
be a major chore because the jeep will be moving more often than Falcon's
heli and the wind currents are always there to ensure that Jackal boo-boos
the most critical shots.  Jackal should study the throwing pattern
for Cobra as Falcon would except that Jackal will need to anticipate
both the wind currents and the jeep vibrations 99% more often than Falcon
because he might miss more often than Falcon would.  Jackal will need
sharp timing if he is to head-hit Cobra in the first throw.  Jackal will
need more practice with the Cobra Pattern than Falcon so Jackal will end
up spending more money than Falcon.

For the expert Jackal player: Ok, ok.  So Jackal's going to suffer a lot
just because his jeep's moving left and right, back and forth, and
so-so.  There is a dangerous but safe trick on how to deal with this
credit card-maxer.  Right as Cobra spins an innocent (to throw), try
to tag him right at his legs before he finishes spinning an innocent
to throw.  The key for this trick is to anticipate the movements of the
vehicle and the vibrations of the Land Rover before landing a shot at
Cobra's legs to prevent him from throwing an innocent.  If timed right,
then Cobra won't be able to throw the innocent, but keep in mind that
you'll be wasting time since a boss character requires 10 hits instead
of 5.  This seems to be odd but right after he throws an innocent, Cobra
*may* choose to throw an enemy soldier at you.  You can shoot the thrown
terrorist with minimal risks.  Still head shots almost immediately after
he throws something is better.  Special thanks to Fat Cat Lim for pointing
this out.  WARNING: JACKAL WILL HAVE A MUCH HARDER TIME TRYING TO GET
THE TIMING OF THE HEAD SHOT CORRECT RIGHT OFF THE BAT BECAUSE THE
INNOCENT BYSTANDER WILL MOVE SLIGHTLY LIKE A CLOCK'S PENDULUM SO YOU
WILL NEED TO HAVE GOOD JUDGMENT IF YOU'RE PLANNING TO DEFEAT COBRA AS
JACKAL RIGHT OFF THE BAT.

Two Players: Follow the same patterns as you would with Falcon.  Let
Falcon do most of the dirty work because he's in the most comfy
position to kill Cobra after the first throw.

Jackal will be driving his Land Rover right at the back of the cargo
realizing that the missiles and the hostages are not there.  Falcon
warns Jackal that the plane will crash.  And folks, that's the end of
Level 4.

Now after you destroy Cobra, it's time to head towards an ancient
setting to chase after the terrorists and the chemical weapons.

========================================================================
SHOOTOUT AT ANCIENT ENGLAND

The Jungles and ruins at Ancient England
Mission: Infiltrate Enemy Territory and locate the secret weapons
Enemies: Jungle Warfare Soldiers, White Foot Soldiers, Collector (Boss)

Right as Falcon and Jackal realizes that the missiles and the hostages
are at Ancient England, Jackal just takes off without letting Falcon
know.  Falcon gets irate realizing that Jackal has taken off without
"the Falcon seal of approval".  Enough jittering about this.  Read on.

To tell you the naked truth about this stage, this one is probably one
of the hardest stages in the game.  Not only the guys are hard to see
because of the camouflagery, they are also super-far and their accuracy
isn't shabby either.  Although enemy accuracy might be puny in the earlier
parts of this stage, in later parts, enemy accuracy may be something to
worry about because what I realized is that in later parts of the stage,
enemies carry MSG-90's, meaning that their accuracy isn't that shabby.

Enough ranting about this.  Let's get it on.

------------------------------------------
How the heck do I get past the first part?
------------------------------------------
This isn't the easiest part of the game because you're stuck with
Normal Hensoldt Telescopic Vision.  All the enemies are camouflaged
extremely well under the jungle scenery.

Corrections to this part is welcome BTW.

A good way to track them down is through the following:

* You can wait for them to fire at you before you spot them.  Since they
  are really far away and are at the farthest distances, their gunfire
  is rather hard to see.  This is kind of risky because not only you will
  lose time doing this, but you will also lose lives this way.

* You can wait until the Tracking Markers spot the targets.  However,
  I don't recommend doing this because you need to waste a good deal
  of time before the computer spots the target for you.  Be a time
  efficient sharpshooter.  Find time-efficient ways of finding the
  targets.

* If for any reason you see any weird "jitters" within the background,
  then try to point the infrared marker to the desired piece of area that
  you suspect that the screen is "jittering", and then look at the scope.
  If for any reason the "jittering" turns out to be an enemy magnified
  by the Normal Hensoldt Vision, then it looks like you've spotted an
  enemy.  Take calm aim and then make the bullet count.  Supressing the
  terrorists in this stage is done in the same fashion as with the Hotel
  Imperial Stage back in the original Silent Scope.

* Watch out for the white foot soldiers who love to hide behind ancient
  buildings and such.  They are really far away and they also carry
  Heckler and Kock MSG-90's.  Their accuracy isn't too shabby as they
  have a 2 in 5 chance of zapping you good if you are not quick enough
  to zap them.

To tell you about the first part, at the end of the first part, you will
see a tactical shot in the form of an explosive box.  If you can destroy
the Explosive Box at the right time, then you can take out several
enemies in a row.

Please be aware that at times you will be seeing enemies in boats.  You
should have no problem tracking down enemies riding in boats.

A good way to improve game after game is to play for practice the first
time you play this stage as either Jackal or Falcon.  Try to review the
locations that you have killed the enemy at.  Now right after you play
the first part long enough, remember where the enemy was at and try to
remember the "jittering" places somewhere in the background.  This is
one of the reasons why you shouldn't play this game without thinking.
Unlike the Hotel Imperial Stage in Silent Scope, the enemies won't
randomize their locations, but you need to memorize their locations
the first few times you play this part so that you don't have to waste
too much time and lives the next time you play this stage.  Sometimes
the enemies are hard to see so keep that in mind.

Once you've got the patterns down by memory, rumble for real.

Right after Falcon and Jackal regroups, Jackal tells Falcon to cover
him.  Falcon says it's ok to do so but he warns Jackal that if he moves
without Falcon's seal of approval the next time around, he'll just assume
that Jackal is endangering the mission and he'll eliminate him in one
stroke.  Falcon alerts Jackal that there is intricate security systems
so he recommends Jackal to turn on the Night Vision Device on so that
he can detect the traps.  Falcon will do so too so that in the event
Jackal can't see the intricate security sensors well, he will spot and
nullify these batteries.

---------------------------------------
How the heck do I pass the second part?
---------------------------------------

Let's face it.  This is quite possibly the hardest part of the three
parts of this stage because not only the enemies are even hidden better
than the enemies on the first part (thanks to the greater distances
between you and those damn castle buildings), but their accuracy is a
lot better in certain parts of the stage because most of these white
soldiers are carrying MSG-90s instead of the usual MP5K guns.  It's
important to find a good pattern in order to minimize the amount of
damage that you receive in this part of the stage.  As with the first
part, you will have to memorize the locations of the enemies by using
these methods:

* Play this part of the game to learn their locations the first time
  around.  Right after playing a screen of the part, try to memorize
  where you shot the enemy used to be at.

* The enemies are even camouflaged a lot better than in the first part.
  When you see traces of gunfire, that's the location you have to aim
  and fire at.  You will take some damage while trying to find traces
  of gunfire at certain places.  If you see some "jittering" on the
  background, don't hesitate to point the sensor into the desired
  piece of the screen and look into the Hensoldt to determine if your
  hypothesis is correct or not.

* Memorizing the places where the enemies are at is just as important
  as eliminating them secretly, accurately, and quickly.  There is one
  part where there is about 5-6 enemies that will attack you very often
  and you will lose lives rapidly unless you can find a good pattern
  to elimiate them.  Definitely eliminate the white suits first since
  they carry MSG-90s.

* Not only you need to memorize the locations of the enemies to improve
  game after game, but you will also need to find the best pattern to
  eliminate the enemies so that you don't wind up losing too many lives
  in one area.  This is important because if you're shooting for the
  highest score and the best distance in one credit.

At the start of the second part, there will be security sensors.  Since
the Hensoldt's contrast isn't as hot as with the original game, you will
need to try to see where the security sensor is beginning the infrared
shooting at.  There will be parts where you will be prompted to "shoot
here" so use the naked screen to move the sensor at the "Shoot Here"
markers and look into the Hensoldt carefully to determine whether the
infrared shooting begins at the desired battery you're going to shoot
or not.

Jackal will have quite a hard time trying to destroy all four batteries
because the plants are really hurting his view of the sensors.  He can
eliminate the enemy close to him but if he didn't destroy all four
sensors then the security systems will trip up and Jackal will have to
prepare to lose a lot of lives so it is advised that you eliminate ALL
four security systems before wiping out the enemy close to him.

Falcon should be able to take out all four batteries without any
problems but he will have a hard time taking out the enemy because
that enemy is relatively far away from him and the contrast during
Night Vision isn't that great.  My rumor is that there should be a
scope contrast adjustment so that you can make the scope a lot brighter
and clearer to see but that's other news.  Anyway, Falcon should destroy
the four security batteries and then eliminate the enemy (and eventually
the target will be spotted).

In a two-player situation, let Falcon eliminate all the security batteries
first.  Right after Falcon eliminates all the security batteries, let
Jackal bust the enemy apart.  Now it's time to turn on the X-Ray device
for the next screen.  Falcon will have to play a game of spot and memorize
for this part because not only the enemies are hidden well behind the
trees, but they are also far away.  Jackal should be close enough to
kill the enemy close to him.

Now here's the interesting part: There will be three mines on the third
screen.  If you are Jackal, eliminate the mine at the right side of the
screen first.  Now eliminate the middle mine.  Now eliminate the left
mine.  Hopefully the left mine will eliminate the truck coming right at
Jackal's left.  The only condition for the left mine to work is that the
wheels must be just about close enough to the mine.  For Falcon, he has
to eliminate the bottommost mine, then the middlemost mine, and then
*quickly* eliminate the topmost mine.  The reason why Falcon needs to
eliminate the mines quicker than Jackal is because the instant the enemies
show up, there would be a 4 in 7 chance that the enemies will be attacking
Falcon more than Jackal.  Jackal only has a slim chance (1 in 19) of
getting hit provided that the team destroyed ALL the security sensors
since he's hiding behind the grass.

From this point on until you get to the Collector, you're playing a game
of spotting, memorizing, reminicing, and remembering at the first try
because these enemies are really camouflaged behind the castle sceneries
and their accuracy isn't that shabby either.  The only difference
between the first and second parts of this stage is that you need to
find the best pattern to eliminate the enemies because there will be
enemies who will have better accuracy than the others.

Again, if you find any gunfire traces and/or jittering of the background,
then don't hesitate to point the sensor to the jittering and then look
into the Hensoldt to see if your observations are correct or not.

Corrections are welcome.  After getting through this part, now it's time
to fight a bouncer with an attitude problem.

-------------
The Collector
-------------
Weapons: M1 Tank, Gatling Gun, Heckler and Koch Mark 23 SOCOM, Uzi 9mm,
         Sage RPGs, and other firearms that you might be able to name.
Conditions to clear the stage: You will need to destroy the Collector's
                               M1 Tank first before taking on the
                               Collector himself.
Shots required to destroy the M1 Tank: 10 shots at the Tank itself or
1 shot aimed right at the hole of the Turret.
Shots required to defeat the Collector: 10 shots at his body or 3 shots
at his head.  The first two head shots will remove his helmet.  The
third shot if it connects *should* kill the Collector instantly.
Point value for damaging the M1-Tank: 400 points
Point value for destroying the M1: 1600 points
Point value for hitting the M1 at the hole of the turret: 3200 points
Point value for wounding the Collector: 500 points
Point value for hitting Collector at his head: 1000 points
Point value for killing Collector: 2000 points
Point value for hitting the Collector at his head for the third
time: 4000 points
Prologue: This is an interesting prologue that I would like to share.
Once Jackal and Falcon arrives at a very old church, they aim their
PSG-1's just in case enemies come around.  When Jackal sees an explosion
in the back of the chapel, he criticizes the "person" committing the
explosion for being such a total show-off (Jackal thinks that Collector
has been watching too many movies).  Falcon cautions Jackal to eliminate
the tank as quickly as he can because if either Falcon or Jackal gets
hit by the M1's fire, then they will buy the farm in an instant.
Suddenly Collector jumps out of the M1.  He tells our snipers that they
are late for the party because the terrorists have already taken care
of everything.  Suddenly Collector points out that the party is no longer
airing in the church and that our snipers have to purchase a ticket so
that they can participate in the theater.  He cracks up and shows his
talent.  A fight ensues...

----------------
Against the Tank
----------------
You will have to destroy the Collector's tank before you even go head
to head with the Collector himself.  Right off the bat, try to calibrate
ONLY at the turret and at the Hendsoldt, try to land a bullet right at
the hole of the turret.  If the bullet hits the hole of the turret, then
you will be able to destroy the Tank.  You will know when the tank is
destroyed when the turret breaks up from the tank.  The disarmed turret
won't hurt you, though.  Once the tank is destroyed, hold your fire.

The bad news is that if you choose to unload 10 bullets right into the
tank rather than land a bullet right at either the hole of the turret
or at the ligament that is holding the turret cannon, then the fight
becomes a major time and life waster since the tank will fire a lot of
missiles when it stops.  The fire is rather fast so you will definitely
have to go for Turret shots all the way.  Aiming the bullet at the hole
and/or ligament of the turret is plain cake.

Once you destroy the tank, Collector will come out of the tank and will
try to show you his talent.

-------------------------------------------
Now how the heck do I defeat the Collector?
-------------------------------------------

There will be four jungle warfare soldiers at the following areas: The
Left Center of the second floor, the right center of the second floor,
the left side of the second floor, and the right center of the second
floor.  Collector has a 3 in 5 chance of draining lives away from you
so concentrate on him for the central point.  He takes about 3 head
shots (the first two shots will remove his masking and the third one
will kill him right off the bat) but fortunately, your accuracy won't
be ruined if you hit his armor plating as opposed to Monica in the
original Silent Scope.  On top of so-so accuracy comes incredible
talent: Not only he can cartwheel to avoid getting hit, but he can
also move incredibly fast for an obese terrorist like himself.  You
can hit the terrorists at the center first before anything else but
their chances of jacking you isn't as high as the Collector's.  For
Jackal, I would say that you should focus your attention at the
Collector.  For Falcon, I would say eliminate the four lackeys at
the second floor before taking Collector right on (Falcon is on the
Second Floor and Jackal is at the First Floor).  Usually after you
hit the Collector about 2 times, he then cartwheels so that he can
hit you with his SOCOM.  Hit him before he hits you.  Usually he will
play with different firearms so be prepared for anything.  Just before
he takes his firing position with a certain weapon, you should hit him
because at times whenever he takes his firing position, it's really hard
to hit him because he's hiding just about every body part behind those
damn boxes.  Usually when he's trying to use Uzis you should try to
get two good head shots so that his face gets revealed.  Don't bother
to hit him while he's hitting you with his SOCOM as right after you
get hit, Collector escapes your touch quicker than you think.  Just
hit him before Collector zaps you with his SOCOM.  He can be a major
time waster depending on how you take him on so head shots are meat
and potatoes for this one.

To summarize this one, take out the two center second floor jungle
warfare terrorists (optional), and then hit Collector twice in his
head to reveal his face.  Collector will cartwheel so he can zap you
with his SOCOM.  Hit him before he zaps you.  Before he takes his
shooting position, quickly hit him in his head for the third time
before he hides just about every part of his body behind the crates.
This is not one of the easier battles so if you have any new tips on
how to take the Collector right on the spot, please let me know.

Whoa!!!  That was the the hardest part of the game thus far.  Once
Jackal tells Falcon the whereabouts of the VX Gas Missiles, you will
know why these terrorists use certain sceneries to thicken up the
plots a little.  Why would terrorists use the Theater as a front to
launch the missiles?  Well let's follow Jackal's advice: Go to the
theater and prevent the terrorists from launching the VX Gas
Missiles.

========================================================================
CONCERTO CON TERRORISTE

The Birmingham Theater
Mission: Prevent the terrorists from utilizing those damn missiles!!!
Enemies: White Foot Soldiers, Star the Opera Singer (Boss), and a sick
twist will be waiting for you at the end of Concerto Con Terroriste...

Looks like the audience must be scared because the terrorists are hosting
a show inside this theater.  Why would the terrorists host a show inside
the theater to do something that they shouldn't do?  And why are the
terrorists forcing Falcon and Jackal to be seated?  Well, let's see why
the terrorists is using a theater as a front to launch those damn gas
missiles...

-----------------------------------
Falcon and Jackal, please be seated
-----------------------------------
Well, not really.  I guess I'm seeing a lot of the audience being scared
by the terrorists hosting the show.  It looks like this could be a
violent show to most of us.

When you get to the first screen, hit the Tactical Shot point right away
and then eliminate the white enemies at the seats and at the upper
floor.  The enemies at the seats aren't that difficult to snipe away so
when you see some white jitter, you'd better point the sensor to where
the jittering is at and look at the Hendsoldt to see if it's a white
foot soldier or not.  If so, please discreetly dispose them.

As opposed to the shootout at Ancient England, the enemies aren't that
camouflaged but you will need to make sure that the enemies aren't
hiding behind the theater seats or at the rails of the second floor
balcony.

This stage is also short.  Usually, the enemies who attack you at the
theater seats are easy to spot through the naked screen and are laughable
once you take a good look at your trusty Hendsoldt.  The only things I'm
asking you to do is:

* DO NOT SHOOT INNOCENT PEOPLE (This is a Silent Scope First)
* Wipe the White Foot Soldiers out of commission the instant you see
  them.  Use the scope to ensure that the bullet will count.
* Calibrate your sensor so that it "touches" the white foot soldier
  over the naked screen and then making sure that YOUR BULLETS COUNT
  QUICKLY AND SECRETLY.
* Watch the Time and Lives

WARNING: THERE WILL ALSO BE INSTANCES WHEN THE ENEMIES WILL BE CLOSE TO
THE INNOCENT PEOPLE IN THIS STAGE.  IF THIS IS THE CASE, YOU MUST USE
THE SIMULATED HENDSOLDT SCOPE TO MAKE SURE THAT YOUR BULLETS DON'T TOUCH
THE INNOCENT PEOPLE BY ACCIDENT.

Either way, Falcon or Jackal shouldn't find this one hard as long as
both snipers calibrate with the naked screen and using the scope ONLY TO
ENSURE HIGH ACCURACY STREAKS.

------------------
Let the show begin
------------------
Lights off!!!  It's time for the show to begin.  You will now hear an
opera singer sing a song and you're forced to watch the show.  The
curtains open up and now you see a man in red sing a few words.  All
of a sudden, this opera singer justs takes out two Berettas and shoots
at both Jackal and Falcon.  Talk about a grand entrance.  I'm pretty
sure this "opera singer" has a problem.

---------------------
Star the Opera Singer
---------------------
Weapons: Two Berettas and Tenor Lyrics (Ok, ok.  It's weird)
Shots required to defeat Star: 10 shots at his body, 1 shot at his
head.
Point value for injuring Star: 700 points
Point value for killing Star: 2800 points
Point value for hitting Star in his head: 5600 points
Notes: Star's accuracy isn't that great (There is a 1 in 29 chance that
Star will be able to drain lives away) but he's a MAJOR TIME WASTER thanks
to the window popup sequences that persist throughout most of the fight.

Star isn't too bad.  The only reason why Star is hard is because every
time you injure him, he will hide behind the window, making the sack of
potatoes trick worthless for about 98% of the fight.  He's more of a
time waster than a formidable foe but remember that Time is just as
important as your lives so you will have to defeat Star as quickly as
you can.

If Star gets injured 7 times, then he will be at the center stage and
that's when you have to unload 3 bullets quickly and accurately to defeat
him.  To save time means that you have to get a well-timed head shot the
instant he pops out.

Right off the bat, you will see a stage with 8 windows.  The location
where Star, the white foot soldiers, and the innocent bystanders will
be random so be prepared for anything.  To make things harder, the
light sets at the stage and the fact that the theater is SOOOOOOOOOOO
dark will make "Opera Singer Searching" even harder.  Well, there is
one gripe to all of this: All you need to do is to spot red jitters
within the background and look into the Hendsoldt.  Take careful aim
at his head and when you can get a good shot at his head, floor it.
This proves to be harder than it seems because Star will eventually
flinch his head a little.  This is because either his hands are in
the way, he's singing a few words, he's shooting at you, or he can
be doing both.

To review: look at the Naked Screen.  When you see red jitters, point
the sensor over it, IMMEDIATELY LOOK AT THE HENDSOLDT AND AIM THE RED
DOT RIGHT AT STAR'S HEAD!!!  Slam the problematic Opera Singer with
a quick, accurate, and secretive head shot before you waste too much
time.  Be sure it doesn't hit Star's hand intentionally.  Head shots
ARE SUPER IMPORTANT FOR THIS BATTLE.  No exceptions.

-----------------------------------------------------------------
Now we interrupt this opera for an announcement from the Big Boss
-----------------------------------------------------------------
That wasn't a tough boss fight with the exception of the time limit.  The
Big Boss isn't amazed about the fact that poor Star has died through the
hands of our snipers.  Looks like the theater utilization has worked
for him after all as he's finished preparing the launch of the VX Gas
Missiles!!!  All he needs to do is to input that damn launch code of
his.  In order to guarantee that he will be able to launch these chemical
missiles, HE HAS PLACED A LAUNCH DEVICE ON THE WAISTS OF THREE INNOCENT
PEOPLE SO THAT NEITHER FALCON OR JACKAL WILL DISARM THE MISSILES!!!!!
This is by far, the sickest act of terrorism in a video game (next to
androids robbing the armored mint in Sega's LA Machineguns).  Ladies and
gentleman, it's now sniper time.

--------------------------------------------------------
The most disgusting act of terrorism in a video game yet
--------------------------------------------------------
Target: Launch Device
Point Value: 2000 points

There are 3 Launch Devices inserted right into the waists of Innocent
People and they are rotating around to make sure that you *do* hit the
Innocent Bystander by accident!!!!  This is the worst act of terrorism
ever seen in a video game, folks.  Maybe this will force us to use the
Hendsoldt mounted right at the light gun after all.

Well, onto the strategy.  The launch devices will be rotating around the
the innocents and you will need to make sure that the bullet touches the
launch device and not the innocent bystanders.  REMEMBER YOU LOSE AN
ENTIRE LIFE BOX IF FOR ANY REASON YOUR BULLET TOUCHES AN INNOCENT BY
ACCIDENT.

Calibrate the sensor right at the kidnapped innocent BUT DO NOT SHOOT.
Now look into the Scope, and WAIT UNTIL THE RED DOT TOUCHES THE LAUNCH
DEVICE BEFORE YOU EVEN SQUEEZE THE TRIGGER.  Once the Launch Device
touches the Red Dot, FIRE CAREFULLY.  If your timing is right, then
the launch device will be destroyed.  Repeat for the next two times
and remain calm and cool.  Once you deactivate all three launch devices,
then you've saved England from a sarcastic act of terrorism that would've
spelled destruction to the nation's security.

Unfortunately, you're not finished sniping yet: Laura still has to be
rescued from the hands of the terrorists.  Where is Laura right now?
It's time to give the terrorists what we've got!!!

========================================================================
COMING SOON

* Finishing off the Terrorists
* Snipers seduced by a terrorist
* Showdown at the Big Ben

========================================================================
SNIPER RIFLE FACTS

Coming soon.  Expect this section to be a collaboration of the information
from Millenium Publishing's Metal Gear Solid Mission Handbook and the
information provided from Heckler and Koch USA's site at the following
address:

* http://www.hecklerkoch-usa.com

========================================================================
FREQUENTLY ASKED QUESTIONS

Coming soon.

========================================================================
JUST A REMINDER...

Again, this FAQ can only appear in the following sites:

* Verasnaship Interactive (http://www.verasnaship.net)
* GameFAQs (http://www.gamefaqs.com)
* Secrets of the Game Sages (http://www.gamesages.com)

This is strictly enforced.  If you see a copy of this FAQ other than the
sites listed above, please notify me PDQ.  Thank you.

The latest version of this FAQ can always be picked up at my website
first (http://www.verasnaship.net) since I run that website and I
always post them instantly right after finishing a version of my
FAQ.

GameFAQs does a good job keeping the files up-to-date at all times and
is regarded as the most visited "stable" for FAQ-related walkthroughs,
original work, and the like.

Secrets of the Game Sages is a "Code-related" partner to GameFAQs
since both GameFAQs and Secrets of the Game Sages share the same
information, links, and tricks-to-date.

From time-to-time, I might elect to do PDFs on certain games.  You
can always get the latest version at Verasnaship Interactive (that's
my website) and I'm planning to give GameFAQs my permission to mirror
my PDFs in the near future.

A few things to keep in mind:

* DO NOT PLACE THIS FILE IN YOUR WEB SITE.  Only the sites that are
  listed are allowed to place this file in their sites.

* You can make a link to my FAQ Library Page.  The only rules that
  I would like to enforce is that you link ONLY to an HTML or an
  Interactive Web Page.  The link to this page is:

  - http://www.verasnaship.net/text/arcade.html

  For more details regarding about this matter, please visit the
  following URLs:

  = http://www.templetons.com/brad/linkright.html (Brad Templeton's
    Linking Rights Essay).

========================================================================
SUGGESTING SUGGESTIONS AND OTHER TRALALA

Sending UCE to any of the mailboxes that I have is not tolerated.
Period.  I report any incidence of spamming by checking the header on
where you originated the message at and then report the incidence to
the server you originated your message at (which is more likely to get
you in deep trouble) or I can just slam you by sending complaints to
the following: The server you originated the message at, to your
provider, or possibly the Free-Mail Service that you use.  Don't spam
me.  It's not worth it.  I will only tolerate e-mail in regards to Silent
Scope.  See http://spam.abuse.net to see why it's bad.

========================================================================
RESOURCES OF THIS FAQ

Since there were some parts of the FAQ that were a carryover from my
Silent Scope FAQ, I would have to give the following four people
"primary hardcore credit" for their kick-ass information:

* Billy the Kid
* E. Mitchell
* K. Falkowski
* Millenium Publishing's Official MGS Mission Handbook

Get information about Konami's Arcade Games at this address:

* http://www.konami-arcade.com.

You can find their work at http://www.gamefaqs.com.

For codes pertaining to Silent Scope, please visit Secrets of the Game
Sages at http://www.gamesages.com.

I'm going to credit those who helped me out with my Silent Scope FAQ
in the past along with some twists and turns:

* Craig Durnen
* M.I. Orikasa
* Peter "Rolander" Cheong
* Wei-Hwa Huang
* Evan Mitchell (for being the first to inform me about Dark Silhouette)
* Konami (General Info about Dark Sill)

Again, please visit the following sites for the official Silent Scope
Codes:

* http://www.konami.com
* http://www.konami-arcade.com
* http://www.konami.co.jp
* http://www.konami.co.uk

Now please visit this site for even *hardcore* Dark Silhouette info:

* http://www.konami.co.uk (Note that they call this game Fatal Judgement
  but it's actually Dark Sill with a different subtitle)

========================================================================
ACKNOWLEDGEMENTS

-  Hideo Kojima for making MGS a kick-ass game

-  Some real-life snipers for helping out Konami for creating a respective
   light gun game since Lethal Enforcers

-  Konami for taking the real-life sniper's advice for granted

-  Dave and Buster's Addison, IL USA for being the first arcade to have
   Dark Silhouette in stock for Chicagoland.

-  Billy the Kid, E. Mitchell, and K Falkowski for being the first three
   people to write FAQs for Silent Scope.  I'm giving them credit
   regardless of my reasons because like I said, some parts of my Dark
   Sill FAQ are carryovers from my Silent Scope FAQ.

-  GameFAQs for being the largest stable of all original work

-  MDH and BAT in correspondance to the accuracy issue, another carryover
   from my Silent Scope FAQ.

-  Kao Megura for being the most prolific FAQ Author.  Let's hope that
   he reaches 6MB in 2000.

-  M.I. Orikasa for corrections regarding about Monica the Armored
   Secretary, Tom and Jerry, how you are graded through Time Attack and
   the Practice Package, and the codes supplemented by Konami.  Also to
   note is the confirmation of the Hard Time Attack Routes and the High
   Score Theories.  Major carryover from my Silent Scope FAQ.

-  Craig Durnen for pointing out some opportunities for an incredible
   score and for pointing out one more DIP Switch under the Silent Scope
   Board, and for some patterns near the end of Silent Scope's story
   game, another carryover from my Silent Scope FAQ.

-  Calyth for some pointers in regards to Cobra for the first Silent
   Scope.

-  Erik Germanis for telling me a preliminary hypothesis that the PSG-1
   is a (maybe) $10,000 German Semiautomatic!!!  Expensive rifle to own!

-  Konami for making Dark Silhouette an improvement over Silent Scope

-  Dave and Buster's at Addison, IL USA for their thoughts about the
   Help Scope Switch.

-  Andrew Leonard for convincing me that the PSG-1 is a German-made
   Sniper Rifle.

-  Wei Hwa Huang and Peter Cheong for contributing for the March 26, 2000
   updates for my Silent Scope FAQ.

-  Peter Cheong Choon Wah (Rolander) for contributing the set of
   April 30, 2000 updates.

-  Fat Cat Lim and Shawn McCarthy for contributing to the May 12, 2000
   updates.

-  Heckler and Koch for dedicating such an expensive rifle to supress
   the terrorists.

-  And finally the following boss characters for kicking my ass during
   gameplay: Cobra the Iron Man, Sho and Kane the Lightning Bolts, and
   Fox the Butcher.  CHEAP FIGHTING PATTERNS!!!!

This document is dedicated to the loving memory of Princess Diana of Wales
and Fashion Designer Gianni Versace.  We need to stop destroying people
for a stupid reason right now.

** END OF DOCUMENT AND ONE LAST WARNING **

This Electronically Published Document is copyrighted (c) 2000 Mark Kim.
All Rights Reserved.  This document is protected by applicable copyright
laws and international treaties.  Unauthroized reproduction, retransmission,
and/or a breach of copyright, partial or full, may result in civil and
criminal penalties and is subject to maximum punishment and prosecution
to the highest extent possible by law.  Mark Kim is the sole owner of
the copyrights pertinent to the content contained in this document.

Dark Silhouette: Silent Scope 2 is an original game product created,
maintained, and solely owned by Konami.  Trademarked and copyrighted
2000 Konami.  All Rights Reserved.  Konami is the sole owner of the
copyrights pertinent to Silent Scope and Dark Silhouette.
