One man is a combat hardened hero with nerves of ICE...
The other, wrongly imprisoned, burns for REVENGE...
_but_ the only thing that they have in common is that they are both
SNIPERS.
---Excerpt from Konami's "Internet Ad" for Dark Silhouette
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.0.3c
Location of Final Assembly: Downers Grove, IL USA
Date of Final Completion: August 13, 2000 (No time given)
Date of Public Release: August 13, 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Unpublished work trademarked (tm) and copyrighted (c) by Mark Kim.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)
* Nemesis (
http://www.faqdomain.cjb.net)
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.
May 29, 2000
------------
Added the final parts of the game. The first part of Level 7 is a time
waster because some enemies are really hard to see in certain angles.
Also, to add to your worries, I have discovered that whenever an enemy
is hiding behind a window, he becomes even harder to see. I've wished
that in the first part of the level that either Jackal or Falcon
would've used either Thermographic or X-Ray Scope instead of Normal
Vision because the enemies are pretty well camouflaged within the
background. Falcon will have a super-hard time with the first part
because he usually aims from a longer distance than Jackal.
Hopefully, there will be challenge enhancement codes that will enable
you to play in real-time sharpshooter mode (No spot markers or Infrared
Sensor Assist), All-Time X-Ray Mode (You will play the game in X-Ray
Mode all the way), Night Vision Mode, Thermographic Mode, or even playing
a scope device all the way during the game with real-time sharpshooter
mode enabled.
While the bulletproof glass in Silent Scope 1 is only there to make sure
that you have only one bullet left, killing the Big Boss in Dark
Silhouette only...SORRY!!! You'll have to read on to hear what I
mean!!!
Enough ranting. Onto the update.
May 30, 2000
------------
AAAAAAAAARRRRRRRRRGGGGGGGGHHHHHHHHH!!!! Bugs founded on this document!!!
As much as I try, I make sure that this document is free from bugs. Well,
I have to update this document even though it's only minor. Hey, less or
even no bugs is better than nothing if I can say...
July 5, 2000
------------
Sorry for the lack of updates recently. I was busy participating on the
Operation Alpha Tournament. Another reason is because I am trying to
get all FAQs updated so that it will show that Nemesis has my direct
permission to mirror all of my Arcade FAQs but I'm always behind like
GameFAQs. :( Too much in a hurry to explain now.
July 7, 2000
------------
PSG-1 information available, but on a credited basis. Go to Heckler
and Koch's site (
http://www.hecklerkoch-usa.com) for details regarding
about the PSG-1.
You are to be advised that the PSG-1 (according to Erik Germanis) costs
about $15,000 USD, with scope, supressor, and all the tactical espionage
equipment included. The PSG-1's high expense places it out of reach
for about 90% of the many anti-terrorism agencies but hey, no other
gun has more pin-point accuracy than the PSG-1. While no sniper rifle
can have absolute accuracy, the PSG-1 is a good blend of accuracy and
power, allowing a Sniper to dispose terrorists in a secretly and timely
manner.
My Dark Silhouette review (posted as an HTML File at GameFAQs as of
current) will be included with this How-To Sheet in the next update.
July 8, 2000
------------
Measly, minor update.
August 13, 2000
---------------
Updated this document, but I'm keeping the changes a surprise.
========================================================================
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?!
* Ridding the remaining terrorists
= Sniping right through a hotel-like building
= Duking out the two vehicles
= Inside the building
= Inside their hidden base
= The toughest fight in the game
* The Big Boss seduces our heroes
= Jackal and Falcon forced to fight each other
* Showdown at the Big Ben
= Overthrowing the Big Boss
= Determinining Laura's Fate: Sniper Time once again
* 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)
* Nemesis (
http://www.faqdomain.cjb.net)
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.
You'd better browse through
http://www.konami.co.uk for some serious
details regarding about the game's story. There is an official site
dedicated for Dark Silhouette. Over at Europe, it's called Fatal
Judgment. Click on "Fatal Judgment" and then check out the story.
There could be several reasons why this game could possibly require
two snipers instead of one.
Now that there's a 2-player Dark Silhouette at GameWorks, all I need
to do is to find a very good sniper and update this whenever I can
get my memory refreshed.
As with Silent Scope 1, Dark Silhouette is somewhat a military-style,
sharpshooting simulation game played by many real-life military personnel
at the United States. The Scope feature of the game is regarded as the
most innovative aspects ever in a shooting game.
However, as you become faster and better in the game, just like in
real-life sniping, your nerves begin to twitch. Get used to all of your
Nerve Twitching in the game. It's really important that you limit your
caffeine intake before you board to your arcade to play this game.
Dark Silhouette is not easy to play not because of the scope and the
strict time limit (as with the original, but it's a bit more linear
than the first game), it's how fast and accurate you can beat the game.
Dark Silhouette gives you the real feeling of tactical espionage,
"the sniper's way".
Enough ranting, let's get it on.
========================================================================
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.
-------------------
For Single Cabinets
-------------------
Right after you hit the Start Button, you will be prompted to either select
as Jackal the Loose Cannon (Sniper 1) or Falcon the Government Dog (Sniper
2). After selecting your sniper, you will go to the Game Mode Select
Screen. 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.
-------------------
For Linked Cabinets
-------------------
Right after you hit the Start Button, you will be asked whether you want
to accept Linked Play or not. If you wish to accept Linked Play, then
aim the muzzle at the left side. If you only want Solo Play, aim the muzzle
at the right. Linked Play allows another sniper to "butt in" under certain
provisions and guidelines. Solo Play locks out all 2-player games. For
linked cabinets, the left cabinet will play as Jackal the Loose Cannon and
the right cabinet will play as Falcon the Government Dog. If you wish to
switch sniper characters, you'll have to switch cabinets all along. Once
you make a narrow decision whether to accept linked play or not, you will
go to the Game Mode Select Screen. 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. NOTE: LINKED SNIPER DUEL CAN ONLY BE ACTIVATED
IF BOTH SNIPERS SELECT DUEL AT THE VERY BEGINNING OF THE GAME.
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.
Note: The default setting for the amount of matches required to win the
Duel is 3 matches. This switch may be changed anytime by your local
operator. Either way, you still have to win 2 rounds to win a match.
For example, I have to win 3 matches (best of 5) to win the Duel at Dave
and Buster's whereas I need to win 2 matches (best of 3) to win the Duel
at GameWorks.
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.
Note: In the event of a dispute by both snipers, the computer will do a
possible "coin flop" to see whether Jackal's or Falcon's choice will be
accepted.
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.
Provided that you do _NOT_ hit either of these two people, you will
gain useful bonuses if you ogle at the following:
* Nurses: If you ogle at them for long enough, you will regain one whole
life box. There is not too many of these sexy ladies this time around
so try not to lose too many lives.
* Waiters: There are at least two of these in the game. If you look at
them for long enough, then you will get 10 more seconds added to your
clock.
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 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.
Duel Regulations: You will only have about 80-90 seconds for each round.
The round will end if time runs out. The match will result in a draw for
the most likelihood if both snipers have won 1 round a piece. The sniper
who wins the most rounds when time runs out will win the match. Snipers
will have to switch positions whenever one sniper scores a point. The
first sniper to score 3 points (You will score 3 points for Head Hits)
wins the round. The sniper wins the match if he/she is the first one to
win 2 rounds. The game ends whenever the following occur:
* One sniper becomes the first sniper to win either 2 or 3 matches, as
outlined by the Duel Match DIP Switch by the discretion of the operator.
* The allotted number of matches has been exceeded as outlined by the Duel
Match DIP Switch by the discretion of the operator. The sniper who won
the most matches when the allotted number of matches has been exceeded
wins the duel. A draw occurs of both snipers won the same amount of
matches when the number of matches exceeds the maximum amount of matches.
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. TRY NOT TO 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.
Blood 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.
Later on, I discovered that it's called Hit Indicator instead of Blood.
If it's RED, then you will see all the blood. The options are Red,
Blue, Green, Yellow, and Flash. Granted, all the Kid-Friendly arcades
has this setting at Flash.
Violence Control:
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.
Later on, I discovered that Head Shots are influenced by a switch called
Violence. If the Violence is MILD, then you will not know whether you
made a head hit or not. If the Violence is STRONG, then you will know
whether you made a head hit or not. If the Hit Indicator is set to
RED, then the blood will stain right at the walls. Yuck. Altering
the Violence to STRONG is OK but I would like to have the Hit Indicator
set at Flash so that the Violence isn't too strong.
About the Realtime Window:
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.
MI Orikasa told me it's not called the Cheat Scope at all. It's
called the Realtime Window. This determines whether there will be
a simulated scope at the top-left window or not. If it's turned ON,
then there will be a Scope Window at the top-left hand of the screen.
If it's turned OFF, then there will not be a Scope Window at the
top-left hand of the screen, forcing you to use the Scope for steady
aiming and discreet take-outs. Please be aware that if you have this
turned ON, then people can increase their speed by using the naked
screen alone but concentration will decrease because you will become
nervous during the boss fights and whenever trying to commence "make
the bullet count" sessions. The mounted scope increases your
concentration IMO and when used efficiently in conjunction to the
Naked Screen with Realtime Window OFF, then the mounted scope can become
a versatile friend.
Scope Contrast:
These options determine how bright the mounted scope will be. The
ease of Mounted Scope use determines how bright the mounted scope has
been set. I had a difficult time keeping my accuracy at acceptable
levels because the scope brightness was rather poor during Night Vision
Mode and at times when I have to aim at the first part of Level 7.
Fortunately, Pocket Change's Dark Sill machine had a bright mounted
scope so that aiming with the mounted scope is extremely easy.
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.
Number of Matches required to win a Duel:
This determines how many matches a sniper has to win in order to win a
duel. For example, if an operator requires that snipers win 3 matches
to win a duel, then there will be a best of five, winner of three duel.
The default setting for this is 3 matches. GameWorks has this setting
at 2 matches.
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.
Here are the Factory Settings:
Hit Indicator: Flash
Violence: Mild
Realtime Window: OFF
Lives: 3
Time Limit: 4-5 (Not sure)
Save at Power Off: ON
There are many reasons why I have to tell all operators to turn the
Realtime Window off: If the Realtime Window is ON, then they will be
using the Naked Screen to BOTH CALIBRATE AND TO AIM for less effort
but IT WILL DECREASE CONCENTRATION. Why does enabling the Realtime
Window decreases concentration? Because boss battles require accurate
aiming at times and should you be able to use the Naked Screen during
these battles, then IMO you might get nervous, resulting in reduced
accuracy and frustration. This is why having the Realtime Window
OFF is a lot better: If you can use both the Naked Screen and the
Mounted Telescope fashionably, then you can be very fast and deadly.
Using the Mounted Telescope can really help you concentrate to make
sure that the bullet count shot after shot. So why is the Scope mounted
on your Light Gun for?
========================================================================
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: 200 points
Destroying the Collector's tank: 800 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. During the process of preventing the terrorists
from stealing invaluable military secrets of the UK, two cars crashed
into each other at the middle of Westminster's Tower Bridge. It was
assumed that the car clash was to be used as a basis for the Terrorists'
hopes of stealing these military secrets. Even with the Car Crash at
the middle of Tower Bridge, Falcon triumphed. However, Falcon couldn't
do this without the help of a loose cannon 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 Tower 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.
The military secrets have been secured, but Falcon was forced to talk
with HQ regarding about the mission. He wanted to know why Jackal came
to help him out. He also wants to know why he can't work alone for this
mission. He warns HQ that he refuses to work with any freelancers
whatsoever. However, HQ tells Falcon that "he will do as he is told".
Although Jackal is extremely dangerous and cannot be trusted, Jackal is
as good as Falcon is. Also, Jackal has shown interest in protecting the
UK for an unknown agenda.
---------------------------------------
Konami's Silent Scope, released in 1999
---------------------------------------
4 months after securing those precious documents with some mysterious
gripes, 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.
Although this has nothing to do with him, Jackal continues to protect
the UK for an unknown purpose...
---------------------------
AND NOW, DARK SILHOUETTE...</pre><pre id="faqspan-2">
---------------------------
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
was wrongly imprisoned by a terrorist when he was young) 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: 6'2"
Weight: 160 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. He was
framed for a crime that he didn't commit when he was really young by
the Big Boss of Dark Silhouette. Dark Silhouette's Big Boss is only
bent to destroy the security of United Kingdom and nothing else. Right
after Jackal was proven innocent, he vowed to protect the UK as a part
of his program for revenge. Observed by the UK Government back in the
April of 1999, Jackal helped out Falcon ruin the plans of the Terrorists.
Falcon was upset because the sniper helped him when he thought he doesn't
need any help at all. However, UK officials won't release Jackal's
reason for participation in securing UK's top military secrets. Falcon
became outraged as he finds out why the government would do this to
him. During the time between the prologue and Dark Silhouette, Jackal
continued to protect the UK from the terrorists who ruined his life
when he was young. One year later, Jackal was assigned 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. I think when Jackal said "Try not to
miss", I think he meant that he's bubbling a tip on how to get a
higher score. This is true. For a higher score, you have to try
to avoid missing at all costs.
"Try _NOT_ to miss, Hot Shot!"--Jackal
* BEWARE!!! There will not be that many life-recovery ladies (Nurses)
this time around so it's really important that you nullify all the
terrorists from one screen to another and to keep the sustained
damage to an absolute minimum. To add to your worries, there will
only be about 2-3 waiters (Time Bonus Characters) throughout the game.
* 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 a must in
order to improve.
* You get time extends for killing every enemy that you encounter and you
get larger time extends for completing a certain part in the game.
Thanks to Evan Mitchell for pointing this out.
----------------------------------------------
Horizontal Locking (courtesy of Evan Mitchell)
----------------------------------------------
Horizontal Locking is defined as the ability to tag a person's head at
the same horizon level. When you "tag" a flat horizontal bead, it's
only a matter of locking your shoulder and swiveling exactly left and
right, with no vertical change. I'll let you know when to use Horizontal
Locking throughout the document but keep in mind that you will need
ULTRA-CALM NERVES to make this trick work. It's easy to learn but you
need to be very calm to master it at all costs. It's as easy as 1-2-3.
========================================================================
PROLOGUE
April 4th, 1999, 5:00 Hours (Military Time)
London, England (around the Tower Bridge). The fight will take place
at the Westminster sector of London (Downtown).
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 the Tower Bridge via chopper)
Big Boss: I can't believe that you stopped me in the middle of my plan!!!
But it is _NOT_ over yet!!! I shall remember both of your faces, and I
will return to exact justice within myself another day...
Note: This stage is probably set about 4 months before the first Silent
Scope.
There are no boss characters in this stage, which is a relief.
------------------------------
The Epilouge of the Preview...
------------------------------
Headquarters: Falcon, we have confirmed that the military secrets of the
UK has been secured. We have seen damage between two cars at the middle
of Tower Bridge, but the governmental documents remain unscathed.
Falcon: Well, I secured these documents but the mission had several flaws.
There were at least 3 terrorists who were planning to steal these secretive
documents by the river. Also, terrorists were hanging around the top of
selected buildings, and even atop Tower Bridge itself in order to plan
a well-balanced ambush at the middle of the aforesaid bridge. To make
things worse, terrorists even stand at the middle of the lower Tower Bridge
in order to round out such a powerful ambush. The terrorists had the odds
in their favor much to the fact that enemy snipers were going to back up
the ambush through the buildings of Westminster.
Headquarters: Gee, I thought that it wasn't difficult for you to secure
these governmental documents at all. Well, this mission turned out to be
more difficult than it seems.
Falcon: To top it all off, while I tried to secure the Governmenttal
Documents, some terrorists got shot not by a terrorist's rifle, but by
a mysterious marksman who knows how to handle a rifle pretty well.
Headquarters: Falcon, you seem to be frustrated. Falcon?
Falcon: This is WEIRD!!! This guy knows how to handle a Heckler and
Koch PSG-1 without a glitch!!! That's the weird thing!!! He is just as
calm as I am and he even had the same motivation as myself!!! I wish
I knew who he was and what his motivations are...
Headquarters: Hmmm...
Falcon: You know, do you? You know who he is, don't you? You know what
his motivations are, do you? Well, the HELL WITH THAT MYSTERY PARTNER!!!
I can't believe you sent that mysterious marksman to help me out!!!
Securing these Governmental Documents isn't as hard as I thought!!! I
only had minor glitches during this operation because the terrorists had
such a well-balanced attack!!! I didn't need any help in this one!!!!
Headquarters: Chill out, Falcon. We all know you like to work alone but
because this terrorist group is a full-strength army, we couldn't help
bring some help for your assignment. If it wasn't for this "mystery"
partner that we've been "grading", then those documents wouldn't have
been secured at all.
Falcon (losing his temper): LISTEN. I DO _NOT_ WORK WITH ANYONE
REGARDLESS OF THE STRENGTH LEVEL OF THE TERRORISTS AND WHETHER OR NOT
I MIGHT HAVE FLAWS OR GRIPES!!!! THAT'S FINAL!!!!
Headquarters: Falcon. Don't get mad just because this guy helped you
secure the government's documents. His code name is Jackal. A tough
nut framed by terrorists when he was young. He had quite a history
of protecting the nation's security (as well as protecting other
nation's securities) as an ongoing effort to seek revenge against
a terrorist who ruined his life. He has shown interest in helping
us out through a history of positive mercenary work. He's just as
good as you are. Although extremely dangerous and untrustable, he
happens to be Laura's brother.
Falcon (shocked to find out that Laura is a mercenary's sister): How
the _HELL_ is Laura involved?! I don't want to put her into risk!!!
Well, I guess I have to wait until _the game really begins_ at Oslo,
Norway.
========================================================================
April 2nd, 2000, one year later after the Prologue...
========================================================================
MISSION BRIEFING
Headquarters: Falcon, we've been leaving you in the dark for one year
already. Since the security of the nation needs your help once again,
we've decided to go along with some things with you. First, the
Terrorists have taken over a research facility near Oslo (where the
'copter is heading) and have captured several test units of the VX
Gas Missile Project, targeted to attack the UK at all costs.
Falcon: VX? I thought that 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 using those
missiles. However, they have disappeared without a trace, and worst
of all, it may be assumed that they may be working for the terrorists.
Falcon: ALPHA SQUAD TRAITORS?!
HQ: It is only a theory. UK sent Alpha Squad to assist in the shutdown
of the VX Gas Missile Project. However, nobody ever told Alpha Squad
to close down the lab completely. It was rumored right after Alpha
Squad was sent into the lab, apparently most of them worked for the
terrorists. Should this be the case, then you are to nail them right
off the bat.
Falcon: So be it. BTW I want to know what the hell happened to Laura.
It has been since last year since she's been MIA.
HQ: It was believed that Luara was attached with Alpha Squad at the
last minute. It is believed that she's being held hostage by the
Terrorists and possible Alpha Squad Traitors as some sort of
insurance policy. This is another reason why we selected you
for this mission. You are to be informed that Laura DID NOT turn
against us, but she instantly became a hostage as soon as the terrorists
took over the facility at Oslo.
Falcon: I know that I like to work alone, but I'm pretty sure that I have
to do what I'm told to do. The fact that Laura's been held hostage
centrally explains why I'm sharing the ride with this "Loose Cannon"
of last year!!!
Headquarters: Exactly. I already told you about Jackal one year ago.
If you are determined to succeed in this mission, then you will need
all the help you can get. You already know that he is extremely
dangerous and untrustable so if he tries to escape, you are to eliminate
him right away.
Falcon: Why should he join in if he's a risk?
Headquarters: Like I said, Jackal is a professional sniper like you
are. Also, he has an interest of protecting our country from terrorists
that he only knows. Most importantly, Laura's his sister.
Falcon: Then it looks like we have something in common. I won't fail
you.
Headquarters: Good Luck to both of you!!!
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.
The queen has named you and me personally, so we cannot fail.
Understand? (Looks like Falcon's flaming 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.
At the door...
--------------
Jackal (with left hand at the door): It's show time!!!
Falcon: Now, let's play METAL GEAR for real.
-----------------
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...
Falcon: Who is that bizarre guy operating the computers? You know him
well.
Jackal: That's FOX THE BUTCHER!!! No time for discussions hot shot.
We've got to stop this prick immediately!!!!
Falcon: But I want details on this guy, Jackal!!!
Jackal: Fox is trying to get those missiles ready for the launch in
the shortest possible time, hot shot. That is why I can't discuss
right now. Securing those damn missiles is more important than knowing
the enemies.
Falcon: OK, ok. I guess I'll have to shoot and ask questions later.
At that self-same instant...
----------------------------
Fox (talking to a blonde): We've finally got a hold of the missiles
and the hostages. Don't let them go after us. Smoke 'em!
The mysterious blonde: Yes, Fox!
As Jackal and Falcon continue their pursuit, they are greeted by the
same blonde that was talking to Fox...
Tanya: I'm Tanya the Living Flame. I will warm you up guys. Say your
prayers. Hehehe... (A fight ensues)
----------------------
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 have just about 2 1/2 seconds before Tanya starts scorching you.
(Thanks, Evan) This may seem odd, but the bullet *should* be able to
pass through the flames (Thanks once again, Evan). 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.
A note from Evan: With the Horizontal Locking technique, you should
try to wait to line up the headshot. Tanya is motionless while she's
using her flamethrower to "warm you up". Bullets _CAN_ go through her
flamethrower's ammo and if you put the Horizontal Locking technique
to the fullest, a *blind* head shot can be scored.
My note: With or without the scope, you can nail Tanya in the head.
Nailing Tanya in the head without the scope takes more time to get
used to. You can use the scope to get a good head shot right onto Tanya
before she even punches it, but you have to be very fast.
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.
Evan's Note: The Snowboard chase has a set course. It's possible to
end the area early by really ripping through the terrorists really
fast, but most of the time you will end it when you hit the clearing.
Every guy you hit gets you a Time Extension. Jackal usually has to
worry about the snowmobile guys (since they are possibly the most
accurate of the bunch) but they are really forgiving targets since
you can hit the snowmobile itself.
-------------------------------------------
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.
In the second part, Jackal is pretty much a deadgoose since his
odds of getting hit is DANGEROUSLY HIGH (1 in 2) because the
guys who's riding the snowmobile are usually attacking Jackal. Falcon's
odds of getting hit by these two accurate hitters is pretty slim by my
experience (1 in 15) so Falcon should try to kill these two bozos as
soon as he stops and spot the snowmobile. Kudos to Evan Mitchell
for pointing out about this.
For Falcon, he can eliminate the driver inside the snowmobile but
the guys on the top of the snowmobile are of main concern because these
two guys have Jackal pretty much of a deadgoose on this part. If you
need to help Jackal conserve lives, then Falcon should hit the guys on
top regardless of the situation. Since it's moving forward, he shouldn't
miss on this part.
Jackal will need to act fast if he needs to conserve as many lives as
he can because these two guys are really accurate and can drain a lot
of KI away from him in no time. Evan Mitchell told me that the being
hit ratio is kind of unbalanced because in some parts a sniper can get
popped for a box and a half by the same guy in under 10 seconds. This
is totally obnoxious because the game balance is kind of off a bit.
Losing too many lives if not quick enough is another reason why I choose
Falcon as my character. He doesn't lose lives as quick as Jackal would.
A quick Jackal player will not lose as many lives as a beginning Jackal
player but just be warned that Jackal will need to act extremely fast
if he has to have all of his life boxes intact. These two snowmobile
punks will usually hit Jackal even though the snowmobile's moving.
The snowmobile will be moving quite fast and leftwards so Jackal will
need to give some time for error on this one. He needs to anticipate
the spot where the enemy will touch the bullet befroe shooting. If
Jackal's timing is good enough, he might be able to hit both guys in the
snowmobile with one bullet (but please be aware that his timing needs to
be precise and the snowmobile is moving left really fast so his timing
needs to be tighter than Falcon's). Otherwise, these two punks are a
major concern for Jackal since his odds of losing half a life box is
extremely high. In a two-player situation, HAVE FALCON KILL BOTH OF
THE SNOWMOBILE PUNKS ON TOP NOT TO SAVE TIME, BUT TO PRESERVE JACKAL'S
LIFE RESERVES. Do it quickly or this could be the last of Jackal.
Note: You can hit the driver inside the snowmobile for an extra hit
onto your accuracy streak.
I would like to thank Evan Mitchell for pointing out the dilemma
regarding about the guys on top of the snowmobile part.
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.
On a two-player situation, have Jackal hit the house at his right and
have Falcon hit the house at his left. Both snipers should strive to
double-hit.
Right after you take out the three parts, LISTEN TO JACKAL REALLY
CAREFULLY AS HE POINTS OUT A SECRET ON HOW TO GET A BETTER SCORE. If
you want to raise your score by a high margin, you will need to heed
Jackal's advice for the life of yourself.
Jackal: Stop him!!! _Try not to miss, hot shot!!!_
Fox: Hang in there, tough guy!!! (A fight 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.
Evan Mitchell's note: Falcon will be using X-Ray Vision in earlier
versions of the game.
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.
From the desk of Daniel...
--------------------------
Right off the bat, Fox will always be on top of his Snowmobile
preparing to jump down. Beofre the scene starts, place the rifle
aimed *roughly* at that position. When the fight begins, fire
once to stun him like a sack of potatoes. If your timing is right,
then the second shot will be right to the head. This requires
accurate and precise timing so this one will take lots of
practice to perfect. Another condition to be aware of is that
you need to be Falcon to do this trick.
My note: When I play this fight as Jackal, you need to be aware
that Fox will always start from the top of his snowmobile and
he will jump at different starting points. I'll try to get a
Digital Camera image so that you'll understand what this means
in the future. If I can get this image in, then you might be able
to see it in my website in the future. Unfortunately, since I'm
playing this game for about 89% of the time, the odds of getting this
image in seems to be harder than it seems. :(
Note from Evan: You can take out a lackey or two during this fight,
BUT MAKE SURE THAT FOX IS NOT FIRING AT YOU (since he will determine
who will get the damage) or when he's under the truck as it takes a
while before he comes back up. This is strictly for life box
preservation. ALWAYS BE AWARE OF HOW MANY BULLETS ARE IN YOUR CLIP
WHEN FIGHTING FOX.
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.
Jackal will need to get a clean head shot as quickly as he can because
he will take more damage in this area than Falcon will on a Solo
Situation.
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.
Another note from Evan: Fox can go anywhere he pleases after he
jumps off the snowmobile, but it is really easy to headshot him if
you hit him off the bat because he leans forward. Also, you can (with
luck) pot his head off the bat. This technique requires a lot of timing
and a lot of practice to master but it's well worth the effort.
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 Epilouge
------------
Falcon: Now that both Tanya and Fox are no more, can you tell me the
details regarding about either of the two right now? We have some time
to spare so please give me some details if you can, Jackal.
Jackal: ...
Falcon: Jackal? Are you mad at me?! Please talk!!!
Jackal: I'm not mad at you hot shot. It's the fact that Fox *might*
have taken the VX Gas Missiles right into the Gatwick Airport. He
used his Snowmobile to transfer all of the VX Gas Missiles right into
a Norway Airport. I'm assuming that they've hijacked a military aircraft
so that they can transfer the Gas Missiles right back to England.
Falcon: Hmmm.... Hijacking a military aircraft to safely carry out
their plans.... NOW THAT TAKES GUTS!!!!
Jackal: We'd better head to Gatwick before all is lost. No time for
any chit-chatting... Securing these missiles are of high importance.
Falcon: Well, we'd better hijack the terrorists' hijack!
========================================================================
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.
My note: If you have fought Cobra at the stadium before, then you will
know how cheap he is. He is carrying an innocent bystander on his
shoulder which is the basis of his cheapness. His cheapness is no
different in Dark Silhouette, although he has a change of strategy.
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. Cobra can do what he pleases but he will be throwing
objects at either Falcon or Jackal, depending on the mood he's in.
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</pre><pre id="faqspan-3">
finishes throwing the object. Need I mention that Falcon's timing
is everything?
My note: Usually, Cobra's head will be at the right side of the hostage
right after he throws something so try to get your timing right at the
first time.
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.
WARNING: IF JACKAL'S JEEP IS MOVING LEFT, THEN COB'S HEAD WILL BE OBSTRUCTED
BY THE INNOCENT BYSTANDER THAT HE'S HIDING BEHIND SO MAKE SURE THAT
JACKAL'S JEEP IS ROWING RIGHT BEFORE ATTEMPTING THIS TRICK. Jackal will
need even more precise timing than Falcon because of his jeep. I'm
getting a little repetitive but hey, this is a cheap boss fight.
TO MAKE IT CLEAR FOR THE BEGINNING JACKAL PLAYER: The jeep will be moving
left, right, back and forth, and the innocent bystander moves like a
pendulum (though not as much as the Jeep). Study this pattern and get
used to the blatant vibration of Jackal's Land Rover. Once you've got
the patterns down by memory, then TIME YOUR SHOTS REALLY CAREFULLY SO
THAT YOU CAN GET A CLEAN SHOT AT COBRA'S HEAD RIGHT OFF THE BAT. Please
keep in mind that if Jackal's Land Rover is at the left, then Cobra's head
might get completely obstructed behind the innocent. His jeep is moving
so you might need to hit Cobra at the left side of the innocent. Be
careful because the innocent bystander is moving like a pendulum. BTW
I'd like to tell you that if Jackal's Land Rover is moving left, then his
head will get obstructed behind the innocent even after he throws something.
You can get a clean head shot when Jackal's jeep is moving rightwards but
keep in mind that Jackal needs even better timing since his vehicle is
moving much more than Falcon's.
For the expert Jackal player: Ok, ok. Cobra's a cheap-ass boss but
I would like to tell you a few things. Jackal's jeep moves left and
right, back and forth, and so-so. To add to his worries, the Innocent
will shake like a pendulum so Jackal will have to be ultra-careful
here. 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. FOR THIS FIGHT, JACKAL WILL BE PLAYING A
GAME OF INSANELY GOOD TIMING BECAUSE HE NEEDS TO MAKE SURE THAT THE
BULLETS ARE NOT TOUCHING THE INNOCENT BYSTANDERS BY ACCIDENT. If you
are a beginner, then I would highly recommend Falcon for this fight since
he's in the most comfortable position to wipe out Cobra with the least
amount of money and worries for this one.
Two Players: If Cobra is throwing an innocent bystander aloft, then have
Jackal shoot Cobra at his legs. Remember that the key for Jackal making
the bullet count is that he needs to anticipate the movements of his
Land Rover. Falcon should do the head shots because right after Cobra
throws something, his head isn't that obstructed since he usually gets
his head shown at the right when he throws something (and know that Cobra
may choose to throw objects at random). Falcon should wait until Cobra
throws something (head at the right of the innocent, a little obstructed
but it should be visible enough for Falcon to get Cobra with minimal risk)
and then let Cobra have it. Falcon's timing must be precise to have this
trick work. If it's an Alpha Squad Traitor Cobra's throwing, then if
Falcon can get the timing right, then he might be able to hit both the
Alpha Squad Traitor and possibly nail Cobra with the head. Remember
landing a good head shot requires precise positioning of the red cursor
and good timing at the right moment. The only time Falcon should not be
shooting is when an innocent is going to be thrown--let Jackal handle it.
Now please be warned that both snipers need precise timing in order to
do away with Cobra with the least possible expense.
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.
---------------
The Epilouge...
---------------
Jackal: Sooo... While these terrorists landed this aircraft into Gatwick,
they've managed to take the hostages and the missiles somewhere else...
Pretty sneaky terrorists. I'm going to get their hands on them.
Falcon: They are trying to find a good front to launch those missiles
for attack.
Jackal: The terrorists have an armory somewhere in the forests of England.
Maybe those damn missiles and the poor hostages must be in there
somewhere.
Falcon: On top of that, Cobra survived a head shot from my rifle. I
can't believe he's involved in this terrorist threat. He's been playing
too many video games.
Jackal: But don't forget that there are even more dangerous terrorists
than Cobra himself. And we have to supress them before those missiles
are being launched.
Falcon: Well, let's go to the English forests, then!
========================================================================
SHOOTOUT AT ANCIENT ENGLAND
The Jungles and ruins at Ancient England, North Yorkshire to be exact
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.
Note: After the part where three men are attacking on their boats,
there should be an Amazon Woman (who actually is a Nurse in disguise)
somewhere in the forests. Spot the Amazon Woman's jittering for an
extra life.
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. Be sure
that the Hendsoldt's contrast is bright enough so that you can see
where the security sensor is beginning the infrared sensor at. When you
look into the Hendsoldt, you will see markers called, "Shoot Here". Be
sure that the shot is aimed right at the security battery. 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.
Note: There will be a waiter somewhere in the ruined castle, so try to
spot him. Provided that YOU DON'T SHOOT HIM, you will get 10 more
seconds added to your clock. This waiter will appear right after 8 Part
Changes. He will be at the right-hand side of the left window. Hint:
It's the right side of the drawbridge door.
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.
---------------------
Collector the Bouncer
---------------------
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: 200 points
Point value for destroying the M1: 800 points
Point value for hitting the M1 at the hole of the turret: 1600 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.
Note: If the cheat scope is on for this one, DON'T USE THE CHEAT SCOPE
ON THIS FIGHT--instead, use the mounted Telescope to get a clean shot
at the Turret's hole instead. The reason why I hate the Cheat Scope is
because you will miss a lot and you lose a lot of concentration during
boss fights.
-------------------------------------------
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.
WARNING!!! IF COLLECTOR CHOOSES TO USE THE ROCKET LAUNCHERS, WAIT
TOO LONG AND COLLECTOR MAKES HIMSELF REALLY HARD TO HIT AND HE WILL
FIRE SEVERAL KINKS AT ONCE!!! HE GETS REALLY DESPERATE WHENEVER HE
USES HIS ROCKET LAUNCHERS SO DON'T GIVE COLLECTOR A CHANCE TO USE
HIS ROCKET LAUNCHERS AT ALL!!!
My note: When the fight against Collector begins, Collector will
be at the top of his tank trying to show off his talent right off
the bat so when the fight begins, if I were you, then I would try
to catch Collector standing on top of his tank before anything
else. Try to be as quick as you can because once Collector gets
out of his tank, he starts shooting at you. Try to get two head
hits on him and he will start jumping to a location where he can
speed up a bit and become even more frustrating. Remember that
Collector needs some time to get out of his tank and start firing
so try to get two head shots on him as soon as he starts showing his
talent from the tank. Usually, he likes to jump leftwards so right
after hitting Collector twice in the head (which removes his mask),
look at the naked screen and wait until Collector raises his guns and
then let Collector have it. This will take lots of practice because
Collector is rather fast and you have to catch him two times in the
head right as the battle begins to avoid taking damage in this area.
Take the Collector by surprise on top of his tank when you start the
fight right at his head and use the naked screen to tag him along.
When he stops, look at the scope and nail Collector at his head.
A note from Evan: If Collector cartwheels in an attempt to jack you
with his SOCOM, then Horizontal Locking works wonders. You need
to be really quick because as soon as Collector stops to shoot, he
will fire super-accurate bullets here.
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.
---------------
The Epilouge...
---------------
Falcon: Jackal, you NEVER, EVER, EVER MOVE WITHOUT MY PERMISSION!!!!
Got that?!
Jackal (upset that Falcon yelled at him): Agreed.
Falcon: Tell me why the hell did you have to jump off our boat?
Jackal: I did not want the enemy to spot us. If we stayed in the
same position, then we would've been finished. I was sensing tight
security the moment we arrived at Ancient England.
Falcon: Still THAT'S NOT ALLOWED!!! Don't ever move without my
permission again!!! I'll forgive you this time but the next time
you do that, I'll assume that you're endangering this mission, AND
I'LL NAIL YOU RIGHT OFF THE BAT!!!!
Jackal: Hmmm...
Falcon: You're just a major risk. It was my mistake taking you
with me the instant the mission started. I SHOULD'VE GIVEN THE
ORDERS FOR THIS MISSION!!! (Falcon gets irate all of a sudden)
NOW MY MISSION IS RUINED BECAUSE OF YOU TRYING TO MOVE WITHOUT
MY PERMISSION, EVEN THOUGH HIGH SECURITY COMES TO MIND!!!!!
Jackal: Remember what the government said, "You will do as you're
told".
Falcon: Listen, punk (Uh-oh, Falcon's going to get irritated working
with another person again and his negative attitude's been showing
for this stage). Once this mission is over, I WILL NEVER WORK WITH
YOU ONCE AGAIN AND I WILL WORK ALONE FOR THE REST OF MY LIFE!!!! IT
IS PEOPLE LIKE YOU WHO'S MAKING MY LIFE MISERABLE FROM THIS POINT!!!
(Falcon's radio is bleeping)
HQ: Falcon!!!
Falcon: Yes, sir.
HQ: That kind of behavior isn't allowed. We've realized by the time
Jackal jumped right out of the Sniper's boat, he realized that there
are camouflaged enemies aloft. Soon, we realized that you regrouped
at a place where no enemy resistance exists.
Falcon: LISTEN, I WILL NEVER WORK WITH ANYONE AGAIN AFTER THIS
MISSION!!!! FROM NOW ON, I CAN ONLY WORK ALONE!!!!
HQ: You're not getting it, do you? Jackal was trying to make sure
that you and himself are penetrating the terrorists' armory secretly
and tactically. That is why although he might have been escaping,
he still knew his ways.
Falcon: When he jumped out of the Sniper's Boat, HE DIDN'T LET ME
KNOW!!!! I WILL ASSUME THAT HE IS TRYING TO ESCAPE THE NEXT TIME
HE MOVES WITHOUT MY PERMISSION!!!!
HQ: Listen, I know that Jackal can't be trusted but so far, he's been
cooperating with us. Just cut him some slack and get going with this
mission. He wants to complete this mission like you want to so don't
waste anymore time.
Jackal: That is right, Falcon. If you want to complete this mission,
then we'd better head to the Birmingham Theater on the double. This
is not a time for Internet Flame Wars.
Falcon: Grrrrrrrrrrrr...............
HQ: Falcon, you're almost there. Take Jackal's advice for granted and
stop the launch, OK?
Falcon: Fine!!! (now he's shouting) BUT IF JACKAL EVER MOVES WITHOUT
MY PERMISSION EVER AGAIN, I WILL ASSUME THAT HE IS TRYING TO ESCAPE AND
I WILL NOT HESITATE TO ELIMINATE HIM ON THE DOUBLE!!!!
HQ: Falcon, bad attitude!
Falcon: How dare you say that to me!!!
HQ: Jackal might be dangerous but he's showing positive progress thus
far. I know that you like to work alone and all you can do is complain
and complain but the next time you ever complain, then we will permit
Jackal to nail you for us.
Smart orders for HQ. Looks like Falcon is stuck with Jackal whether
he likes it or not!!!
========================================================================
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.
Note: There will also be a Waiter somewhere in the middle of the Theater
Fight (just before the lights go off). If you look at the Waiter, then
you will gain 10 more seconds. Provided that you didn't shoot the
Waiter, your time will be extended by Ten Ticks.
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.
WARNING: THE RANDOM LIGHTING ON THE STAGE CAN CREATE QUITE A PROBLEM
WHEN TRYING TO TRACK AND NAIL STAR AT HIS HEAD BECAUSE SOMETIMES STAR
MAY BE HARD TO FIND BECAUSE OF INSUFFICIENT AMOUNT OF LIGHTING THROUGH
THE STAGE.
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.
Spotting Star can become problematic because the studio lights are
changing the colors of the graphics accordingly and it's kind of hard
to see Star's head in some instances. So make sure that you spot
Star, point right at his head, and act fast. Stay very calm because
if you miss, then Star might choose to dodge, wasting even more time.
-----------------------------------------------------------------
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 most disgusting 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 NOT A GOOD STAGE FOR A
SNIPER EXERCISE BECAUSE THE TARGET IS RIGHT ON THE WAISTS OF THREE
INNOCENT PEOPLE!!! 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.
A note from Evan: The devices will always be at the same horizontal
level so Horizontal Locking works pretty well with this one. Just
be sure that you don't hit innocents by accident. It's nothing but
launch device here.
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!!!
---------------
The Epilouge...
---------------
Falcon: Jackal, what's up with these terrorists? The Birmingham Theater
looks like an R-Rated Movie.
Jackal: Like I said, these terrorists have been watching too many movies,
playing too many video games, or worst of all, it must be Big Boss's
idea. He framed me for a crime that I didn't commit when I was young.
I was mad when this occurred to me because this torn me apart and I
vowed to get even with this guy. I went to school with this guy and
he choose to get into fights with me and when we were told to break up,
Big Boss tells the teachers that I started the fight. I never did start
the fight and I got into lots of trouble. What was the result for me?
A corrupt life that forced me to defend England to soothe my weakness!
To continue, Big Boss has a taste for these expensive operas and that
if he hired an Opera Singer, several stage crewmen, and several Missile
Launchpad experts, then he would create the perfect stage to attack
England at all costs. To make things even more disgusting, he created
a sick game of accuracy by placing the launch device right on the
hostage's belts so it would be impossible for us to secure these
missiles!!!
Falcon: It's a good thing that these missiles are secured, even though
from your viewpoint, this accuracy exercise was rather disparaging.
Jackal: But our mission isn't complete just yet. Big Boss still has
Laura. Since we've ruined his plans, he's going to do something silly
with her!!! We have to save Laura before another hole in my heart
ensues!!!!
Falcon: Now I understand why I can't work alone. This mission is all
about love. I'm pretty sure that he's got something nasty for her
and I'm pretty sure that you're positive why our mission isn't
completed yet.
Jackal: I know that you are related to Laura in one way. I'm Laura's
brother and I can't take this anymore!!! This mission isn't complete
unless Laura is rescued and we'd better rescue Laura right now or
Laura could be no more!!!
Falcon: Sounds like we are now out for revenge against this guy who's
been doing some serious crap on you.
Jackal: That is my main motivation for becoming a Freelance Sniper.
And he's your enemy too. If Big Boss succeeds in killing Laura, then
not only I will lose the final remain of my ill-fated family, but you
will also lose the one that you've been caring for even if we never
got along that well!!!!
Falcon: Jackal, you seem so angry at me. Is it because I got mad
just because I was forced to work with you ever since last year?
Jackal: No!!! To note, Big Boss also killed my parents when I was
only 7. He used MY IDENTITY to frame me for a crime that I have never
committed. Since then, I had to take care of Laura. Laura is who I
call "the last remain of my family." She is the only one I have left
and if she dies, then it's all over for me.
Falcon: Jackal. I know it's true that we were enemies from the start,
even though we were fighting alongside each other to prevent the launch
of the VX Gas Missiles. I'm sensing that you want to work alone to
rescue Laura, but you can't. I was going to eliminate you when you
moved without my permission for the second and final time but I can't.
Jackal: FALCON, THIS IS BETWEEN ME AND THE BIG BOSS SO JUST LEAVE ME
ALONE!!! I WANT TO SETTLE THIS PERSONAL GRUDGE BY MYSELF!!!!
Falcon: Jackal, you will work with me from now on. There was a reason
why I can't work alone. Laura is the reason why I can't work alone.
Your skill is the reason why I can't work alone. There could be snipers
as good as myself who would also double as reasons why neither of us
can work alone. About 99% of the situations are hard to accomplish
working alone. I know by your anger that you want to work alone to
settle this personal grudge, but you'll need all the help you can
get.
Jackal (bursting in tears): FALCON, JUST STAY OUT OF THIS!!!!! I WANT
TO WORK ALONE JUST TO BRING THIS GRUDGE TO AN END!!!!!!!
Falcon: Jackal, everybody acts up like that when they realize that
nothing works their way. The way you act right now is not the way
to accomplish something. The way I behaved in front of you at the
time of Collector's death wasn't the way to accomplish something.
If you want to rescue Laura and to end this grudge once and for all,
then you will need all the help you can get, like I needed your help
in securing these missiles and to prevent the terrorists from stealing
precious government documents from last year. You have to take me
along. If I endanger your personal errand for any reason, don't
hesitate to nail me for yourself. Only your bullet can kill me.
Nothing else. I am not afraid of death at all.
Jackal (not willing to kill Falcon): DON'T SAY THAT!!!!!! I am not
willing to nail you myself if I consider you high-risk. I do not
shoot innocent people like you do. That's the law of Professional
Sharpshooting. And by law, I AM NOT ALLOWED TO KILL GOVERNMENT
DOGS LIKE YOURSELF!!! Even if I take you along right now to rescue
Laura, YOU WILL NEVER BE A RISK!!!
Falcon: So you want to take me along to rescue Laura after all? Well
we have the same skills as we do right now. Our skill? Professional
Sniper Rifle Handling!!! Another reason why I'm pretty sure I promise
to cooperate with you from now on--Laura. She's my love interest.
If Big Boss does something crappy on her, not only you will lose your
entire family, but I WILL LOSE THE ONE THAT I HAVE CARED FOR EVER SINCE
MY SAS DAYS!!!
Jackal: Then it looks like that we share the same fate after all. I'm
naming you personally, so don't make me look bad.
Falcon: Thanks. I'm sorry if I got mad at you at one point during an
attempt to seize the missiles.
Jackal: Don't mention it. Laura's now more important than ever.
========================================================================
FINISHING THE TERRORISTS OFF
Downtown London
Mission: Give the terrorists what you've got.
Enemies: White Foot Soldiers, Green Foot Soldiers, Sho and Kane (Boss),
Surveillance Guncams, Power Box
Falcon: Time to nail them in one stroke!!!
Jackal: That's what I was going to say.
Falcon: I guess we are thinking the same way!!!
---------------------------
Overview for the first part
---------------------------
Jackal will be doing the aiming in the first part at Ground Level.
Falcon will be doing the aiming in the first part while he's on a
skyscrapper or something. Jackal will be able to see the enemies a bit
more clearly than Falcon will because he's near the building than Falcon.
Falcon will have to play another game of scanning, spotting, remembering,
reciting, and memorizing for the first part of the stage because not only
the enemies are rather hard to see for Falcon, but some enemies might
be hiding behind closed windows, making spotting harder for Falcon during
this fight.
Let's just finish this up, OK?
--------------------------------------------------
How the heck do I finish the first part as Jackal?
--------------------------------------------------
Jackal will have the upper hand in this part because like I said before,
he's at ground level while sniping at a hotel in night. All Jackal needs
to do is to spot the jittering (it's kind of noticeable because he's near
the windows) and if he sees a black mask at the scope, then all he needs
to do is to let the terrorist have it. He has to be aware that anytime
he miss he will scare the terrorist off. That is why higher accuracy
streaks pay off. This will persist until he gets into the part where
he has to fight two vehicles near the end of the first part.
--------------------------------------------------
How the heck do I finish the first part as Falcon?
--------------------------------------------------
It's that time once again--Falcon will have to play a game of scanning,
calibrating, spotting, finding, reciting, reviewing, and remembering
in this part since he's really far away from the building thanks to the
fact that he's aiming at a skyscrapper and not on the ground. He will
only be able to see the jittering if for any reason something is facing
through any open windows. If he sees any jittering, then he should then
look into the Hendsoldt if his observations turn out to be correct or
not. If the jittering turned out to reveal a masked terorrist, then
Falcon should make sure that the bullet will count. There will be two
instances when two terrorists will be walking behind the closed glass.
The closed glass will make these two terrorists well camouflaged so
Falcon will be wasting a lot of time trying to spot these tricky guys
unless he can think clearly and remember where these two terrorists
usually hang out at. This will persist until he gets into the part
where he has to fight two vehicles near the end of the first part.
NOTE: Either sniper can look at a nurse behind the telephone booth
for an extra life box. Just remember that there isn't as many sexy
ladies in this one so try not to take too many hits.
Damage Report: I think that Falcon might have a 2 in 8 chance of losing
a half a life box and Jackal's odds might be 2 in 22 (not sure about
this). I think the guys in the building try to aim at Falcon a little
bit more than they do at Jackal.
----------------
The two vehicles
----------------
Right after the building terrorists are ridden, you will see a black
pickup containing two attacking green terorrists from the back of the
pickup, a white who's driving the pickup, a white at the left of the
pickup and a white at the back of the pickup. I think that the
accuracy is pretty much so-so for the terrorists as both Jackal and
Falcon has DANGEROUS odds of losing half a life box (1 in 4 chance) so
try to eliminate them as quickly as you can.
After you eliminate the "Pickup Set", then it's time to eliminate those
inside the bus. There will be two sets of terrorists at the upper
section of the bus, and two of them at the lower section of the bus.
There will be a sniper at the right of the bus and a sniper at the back
of the bus. Both snipers will have a 1 in 5 chance of losing lives if
you are not quick enough to wipe them out quickly.
As a treat for clearing the streets, the driver will try to run Jackal
over so if you are Jackal, don't hesitate to take the bus's driver
down. On a two-player situation, let Jackal take the bus driver down.
-----------------------
Inside the Enemy's Base
-----------------------
First three parts of the "residential" area: You should be able to take
out most of these enemies without the help of the mounted scope. The
enemies should be near enough for most of the time. For some of the
enemies, you will need to use the scope, though. This is where you
can shave off a lot of time at. The third part is pretty much cake
as you only need to eliminate one terrorist from the top of the window
building at.
On the staircase, the terrrorists will be attacking Falcon so Falcon
will need to eliminate the bottom-most terrorist first, and then the
right one, and finally the left one. That's where Jackal will have</pre><pre id="faqspan-4">
to give a lending hand once again. Jackal will be able to eliminate
the terrorists in the way he pleases but Falcon will have to eliminate
the terrorist at the bottom screen first.
Finally, you will be asked to eliminate terrorists from the left,
middle, and right side of the doors before going face-to-face with
the terrorists armed with shields at the left, middle, and right
side of the screens. However, before you face the shielded terrorists
for the first time, in some cases, you will have to face terrorists
at the lower floor.
-------------------------------------------------
Finally nailing these terrorists in one stroke...
-------------------------------------------------
You are now inside an enemy base. For the first part, eliminate the
green terrorist at the right, and then the white terrorist in the back
of the shielded terrorist. Now nail the shielded terrorist.
Second part: Nail the terrorist PDQ.
Third part: Nail the shielded terrorist and then nail the unshielded
terrorist. Now destroy the Security Guncam (remember that Security
Cameras are worth 800 points) and then destroy the Power Box to
confuse the enemies.
Fourth Part: The scene's too dark for you to use the Mounted Scope
so look at the naked screen to see any white clothings. When you
see any white clothings, nail them.
Fifth Part: There's only one white terrorist. He's cake even
without the scope.
Sixth Part: You will have to eliminate 4 security sensors. Make
sure that you aim at the areas where the security lasers begin
and make sure that you only eliminate the areas where "Shoot Here"
is located in your mounted scope.
Seventh Part: Eliminate the two white terrorists first and then
eliminate the rightmost Security Guncam first and then the left
Security Guncam. You'd better hope that the scope is bright
enough for this, though...
Eighth, Ninth, and Tenth Parts: Only one terrorist for each part.
They are easy to wipe out.
Eleventh Part: First, eliminate the two security sensors at the
top of the ceilings first and then take care of the terrorist
behind the security sensors.
12th part: Eliminate the standing terrorist first and then
eliminate the running terrorist, who's running towards our
heroes.
13th part: You will be shooting inside a meat case. There will
be a terrorist at the left of a meat case, a terrorist at the
middle, and the terrorist at the right who only shows up when
the first two terrorists are defeated.
14th part: The door will open and reveal two in-close terrorists.
Eliminate them before they chop your life reserves away.
After 14 parts, you will go inside a very dark room lit by fire.
Falcon tells Jackal that the ninjas are professional assasins and
are accustomed to close-range combat. Jackal can't read their
movements because they move really fast. He needs to stop their
movements before trashing them somehow... (fight ensues)
---------------------------------
Sho and Kane the Lightining Bolts
---------------------------------
Weapons: Sho uses a Katana, warping tactics, Katana throwing, Ninpo
Body Splitting, and a special technique that allows him to attack a
sniper repeatedly at close-range while his body returns to one piece.
Kane uses a Naginata, warping tactics, Naginata throwing, Ninpo Body
Splitting, and a special technique that allows him to split his body
in multiple parts before landing the final blow, which will damage
the sniper.
Shots required to defeat Sho: 10 shots at his body, 1 shot as his head
Shots required to defeat Kane: 10 shots at his body, 1 shot as his head
Point value for injuring either Ninja: 700 points
Point value for defeating either Ninja: 2800 points
Point value for hitting either Ninja in their head: 5600 points
Notes: They are too fast so don't shoot them unless they are standing
still. Their weapons will block any good shots so be careful. You
can destroy any of their projectiles but your accuracy streak will reset
should you for any reason nullify their projectiles.
Falcon: These ninjas are professional assasins and are accustomed to
close-range combat. Don't let them get near us!!!
Jackal: I can't read their movements because they move insanely fast.
It might be possible to nail them if I can only stop their movement
somehow...
Monica is nothing compared to these two guys. Sho and Kane has lightning
bolt-quality speed, complex attacks, nasty attack patterns, and annoying
techniques that will definitely put a waste in your time and lives.
They are really fast so don't use the scope if you want to hit them.
More likely you'll miss because they move so free that they can avoid
bullets in a flash.
There is a blueprint trick to defeat either of these pricks, though.
When they throw a projectile at your partner, you can just look into
the scope and try to nail them in the head right away. Keep in mind
that this requires a lot of patience and timing since they attack very
quick and they tend to snap out of the attack pattern quickly. You
need to quickly calibrate and then hit them as soon as you can at the
head in order to avoid having them cause havoc throughout the fight.
If they try to throw a projectile at you, just hit them at their legs.
I don't know if this is a good way to damage them but please correct
me if I'm wrong here.
If they use their normal close-up attack (run up and punch), then
don't hesitate to get a good head hit right away. Remember the sooner
you can get a head hit on these goons, the better. Sho will usually
attack you at the left side up-close, and Kane will attack you at the
right side up-close.
If you are trying to injure them (or even better, hit them in their
heads), then be sure it isn't the teleport technique instead. If
fire covers the ninja, that means that they're teleporting and you'll
miss if you try to hit them, so don't hit them if they try to teleport
to one place or another.
They spend most of the time moving around like sewer rats, which will
waste a lot of time for almost all of the fight so make sure that you
get a head hit the sooner the better.
One concern that you might have during the battle is when they split
their bodies into two. This will be the most frustrating form of
attack because even though you might be able to hit them, you might
miss. If they are facing your partner at ground level, then aim for
the right ninja. If they are facing your partner at ceiling level,
then aim for the right ninja (I'm not sure about this). If they
are facing you, then it's the left split. This is the most bothersome
form of attack so you might miss even though you might be attacking
them.
The worst form of attack is their special in-close attack they have.
Sho will run up to you and continually attack you while his body
returns back to one piece. While Sho is doing this, attack the
left ninja's head before Sho is finished with this attack. If Sho
is doing this to your partner, then attack the right ninja's head
before Sho is finished with this attack.
Kane's is the worst of the two special attacks. Kane will split
his body into multiple pieces slashing you a lot. The final slash
is slower than the body splits and will damage your life gauge.
Hit Kane in the head ONLY whenever he's on his last slash and about
to damage you. You will know because the "real" Kane is slower than
his body clones slashing at you.
If you have any more tactics, please let me know.
The Big Boss's dreams are now over. Jackal and Falcon has taken
everything away from the Boss, but he doesn't care about it anymore
because he has something better to do. It's time to kill the Big
Boss right now and to end the wave of ongoing terrorism at the UK!
There will be no Level Epilouge for this one.
========================================================================
THE SEDUCTION
Now the Big Boss has Laura on his hands and he wants the snipers to
come to the Tower Bridge. He will show his generosity by handing
Laura to whoever survives the fight between the two of the snipers.
This is sick because I don't know if the snipers have to kill each
other or not, or if it must be the Big Boss trying to seduce both
snipers. Anyway, let the best aim win!
-----------------------------------------------------
Falcon the Government Dog and Jackal the Loose Cannon
-----------------------------------------------------
Weapon: Heckler and Koch PSG-1, Tactical Espionage Trim
Shots required to defeat either Falcon or Jackal: 3 shots at the body,
1 shot at the head
Point value for injuring either Falcon or Jackal: 100 points
Point value for defeating Falcon or Jackal: 400 points
Head-hitting Falcon or Jackal: 800 points
If Jackal is standing at the streets, then Falcon might have a hard
time on this one because both Falcon and Jackal are so far away and
it's also dark so you might have a hard time trying to spot the target.
If Jackal is standing at the boats, then Falcon will win the battle
hands down because Jackal isn't as camouflaged as Falcon (Falcon is
wearing all black).
Falcon will be standing mainly at Tower Bridge so if he's in a dark
area, then Jackal will be at a disadvantage because Falcon is well
camouflaged within the darkness. If Falcon's standing at an area
where his jittering can be found within the sunset, Jackal can dispose
Falcon with much ease.
This will determine who will be able to participate in the Big Boss
fights. The winning sniper will continue while the losing sniper
will have to start over.
Once the winning sniper is decided, the Big Boss thanks the winning
sniper for the wonderful show and is pleased that he chose Laura
instead of his partner. However, he has a violent gift to give to
him so he drags him out of Tower Bridge. The sniper dives right
into the water. The terrorists get shot by something and then a
ladder gets dropped from the sky above. The losing sniper then
pilots the helicopter and tells his partner that the final shot
really hurts even though if it was a painful one. Now all the
winning sniper has to do is to finish up the Big Boss and take
Laura home.
If Jackal won the match, then he will be at the water climbing up the
ladder. He realized that Falcon faked out the headshot and Falcon
tells him that the last shot really hurted even though if it was
a painful one. I'm not sure if I'm true on this or not, but neither
sniper don't care about killing each other so they decided to switch
to traning ammo while the Big Boss isn't watching. After the losing
sniper rescued the winning sniper, the winning sniper switched ammo
types for one thing: TO KILL BIG BOSS!!!
If Falcon won the match, then he will be at the water climbing up the
ladder. He is surprised by the fact that Jackal faked out he headshot
and Jackal tells Falcon that his (Falcon's) bullet really hurt even
though if it was bound to be a painful one. Follow my theories on why
both snipers switched ammo types as described on the Jackal Paragraph.
========================================================================
THE BIG BEN SHOWDOWN
THIS IS IT!!! The showdown against the Big Boss at the Big Ben!!!
------------
The Big Boss
------------
Weapons: None. You will lose a whole life box if you hit Laura by
accident.
Shots required to defeat the Big Boss: 3 shots at his body, 1 shot at
his head.
Points for wounding the Big Boss: 1000 points
Points for defeating the Big Boss: 4000 points
Points for hitting Big Boss at his head: 8000 points
The Big Boss will only be dancing around atop the Big Ben, celebrating
his victory over the snipers. You only need 3 shots to kill him but be
careful because he's pretty far away and the helicopter is jittering a
bit so be prepared to play a game of anticipation for this one. You will
still lose a whole life box if you hit Laura by accident. All you need
to do is to anticipate where the bullet should land before shooting. He
is vulnerable when his back is showing but you really need to be super
careful when Laura's back is showing because that's when he's going to
be protected. The key to defeating Big Boss is patience and anticipation
of where the bullet should go by the time a "hit" is issued. Once the
Big Boss gets mortally wounded, he falls from the Big Ben, BUT THE
HANDCUFFS ARE STILL ATTACHED TO LAURA!!! She can't hold on that long so
you will need to find a way to prevent Laura from falling down.
---------------------------------------
Aiming the last bullet at the Handcuffs
---------------------------------------
Right after the fight with the Big Boss, you will be given a one-bullet
clip so this is the grand finale, folks. Like the final bullet scene
in the original, it's a do-or-die situation so you will need to make this
shot count. Miss and Laura will fall to her death below with the Big Boss
and it's game over so you will need to play Sniper Time in this one.
This is even more difficult than the final bullet scene in the original
because the bullet must be landed right at the chain of the handcuffs.
The target is really small and Laura will be shaking the Big Boss like a
pendulum slightly. To add to your worries, the helicopter will be
jittering a bit. Don't move too much and make sure that the sight touches
ONLY THE CHAIN OF THE HANDCUFFS. You have plenty of time after defeating
the Big Boss so lay cool in this one. The "bad" ending for this one isn't
as dreadful as the original, though but you still need to make sure that
you get the good ending for once. Just don't move around too much and
make sure that you aim the scope right at the handcuffs. When the chains
"touches" the red dot, pull the trigger but only when you're comfy with
the shot because a goof-up will lead Laura to her death. Jackal and Falcon
are counting on you to get the final bullet landed right at the chain of
the handcuffs and nothing else. Neither Falcon or Jackal can afford to
lose Laura right now so make sure that you get the final bullet done
right. While the final bullet in the original was a matter of American
Courage and Dignity, Dark Silhouette's final bullet scene is a matter of
love because if you miss, then you will lose the woman that Falcon and
Jackal loves the most.
I think Evan is trying to point out that this scene would use more
intensity (ala the Original). I have to agree with Evan that less is at
stake here. In the original, it's either head hit city or die. The
Bulletproof Glass was only there to make sure that you only have one
bullet left. While you only have one bullet to save Laura, the Big
Boss won't bring you down to your final bullet. Instead, you will be
given a one-bullet clip to save Laura. I think that Konami should've
made this scene even more intense by making sure that Big Boss was only
there to make sure that you only have one bullet left before saving
Laura. At times, there is an afterimage whenever the camera sweeps during
this scene, which is graphically unimpressive (Thanks, Evan). This is
yet another bug that I have addressed so I'm hoping that Konami will
bring about several bug fixes that should address this problem to an
end.
And that's the end of the walkthrough. Send anymore fixes, bug busts,
or whatever and I'll handle the rest.
========================================================================
SNIPER RIFLE FACTS
Note: This section of the FAQ was derived from Millenium Publishing's
Metal Gear Solid Official Mission Handbook by Millenium Books. It's on
Page 30 on the aforementioned book if you have this book at your own
home.
Also, about 50% of the information is derived from Heckler and Koch's
USA Website (
http://www.hecklerkoch-usa.com). The MSG-90 is included
as well.
Name: PSG-1
Function: Sniper's Rifle
Caliber: 7.62mm
Weight: 17.86 lbs
Length: 47.56 in
Scope: Hendsoldt 6x42
Magazine Capacity: Minimum 5 rounds, Maximum 20 rounds
Type of Magazines: Heckler and Koch G3 or HK91
Used by: Agent Falcon and The Jackal
Notes: Falcon and Jackal uses a specially-formulated PSG-1 in the game.
The Hendsoldts of their PSG-1 are customized so that they can spot targets
under the following modes: Thermal, Night Vision, and X-Ray. Their PSG-1
rifles are customized for Silencer and multi-vision device support.
--------
Comments
--------
Heckler and Koch has their work cut out for them. Nowadays, most of these
terrorist actions require secretive and timely-mannered elimination
techniques with the least possible danger imposed. Their beliefs fell
through the idea of 600 Meter firing for tactical espionage by today's
sharpshooters. The PSG-1 is the result of the demands of today's
anti-terrorist organizations. Like all HK weapons, this kick-ass
weapon has been operationally tested and combat proven. This weapon
is also used for traditional silent defense, although IMO this weapon
is now being used as a tactical espionage tool. Although heavy, this
weapon seems to be useful of its kind.
Tested through 50 rounds through an 80 millimeter circle at 300 meters,
the PSG-1 makes the finest snipers around the planet proud. Traditionally,
sharpshooters usually stand at stationary positions (in groups of two)
where it's easy to destroy intruders off-guard but in an infiltrational
manner where sniper rifles are required, accuracy gets ruined by chases,
parachuting sneak-ins, snowboard ski chases, and other interferences that
exist. Like all semiautomatics, you do have to stay calm with this
baby but you need to be a lot more calm because while other weapons are
suited for balance and rapid-firing, this weapon is suited for accuracy.
While there are no 100% accurate weapons in this world, this is probably
as close to a discreetly versatile weapon for an everyday sniper.
Hendsoldts can be equipped traditionally, or can be customized for Night
Vision Aiming, Thermographic Aiming, or even X-Ray Aiming. The Barrel
can also be customized to support HK-approved Suppressors as well.
Please KIM that customized Hendsoldts and muzzle parts can only be
purchased by anti-terrorist and Police SWAT Team organizations. X-Ray
and Thermographic Aiming support allows snipers to see enemies hiding
behind walls (but Thermograph detects enemies by heat so if you are
attacking someone with a flamethrower like Tanya, then it's more sense
to use X-Ray Aiming instead) while Night Aiming allows you to see
anything in the dark.
Suppressors and Silencers lowers the noise caused by firing the PSG-1
to the absolute minimum for discreet, espionagic firing. Most Snipers
of anti-terrorism origins are now demanding secretive and tactical
espionage, so Heckler and Koch has various PSG-1 customizations available.
Name: MSG-90
Function: Sniper's Rifle
Caliber: 7.62mm
Weight: 14.11 lbs
Length: 45.87 in
Scope: Hendsoldt 10x Telescopic
Magazine Capacity: Minimum 5 rounds, Maximum 20 rounds
Type of Magazines: Heckler and Koch G3 or HK91
Used by: Hornet the Sniper from Silent Scope 1, all enemy snipers
According to Heckler and Koch's USA Website, this rifle is supposed to
have all the features of the PSG-1, but weighing only 14 pounds. I
don't want to explain this one too much because neither of our heroes
use this weapon. I only focus on the weapon used by Falcon and Jackal.
And that's the PSG-1, the weapon that most "sharpshooting spies" choose.
------------------------
Sniper Rifle Conclusions
------------------------
If you had to ask, you are to be warned that these two rifles are
_STRICTLY_ high-end rifles--either rifle can cost as much as $15,000 USD,
placing it out of reach for tight-budget anti-terrorism agencies.
========================================================================
FREQUENTLY ASKED QUESTIONS
Q: Who's the toughest boss in the game?
A: Without a doubt, Sho and Kane. Their time-draining techniques
involve moving around the screen so freely that their speed is
comparable to a Qix (The title villian in Taito's Arcade Classic
QIX). Using their teleport (Encaging themselves in a fire and
disappearing to reappear at another place) is a time-draining
bastard too. Not only that they have two major time-draining moves
but they also have several attacks. Their Projectile throw will
drain half a life box if you get stabbed. The Projectiles can be
destroyed but it will reset your Accuracy Streak. Both ninjas
are able to slash you up close. The real problem is their
"real deal" close-up attacks. Sho uses a rapid-slash technique
(while his body is in several shadows) to return his body in one
piece (and each slash will damage you) and during this time, it
is really hard to judge who's the real Sho or not. Kane has the
most problematic of the two. Kane has this multistab technique
which allows him to split his body in multiple pieces and then
do a flurry of flying slashes. The final slash returns Kane into
one piece and it's usually slower than the opening slashes but
if Kane gets too close, OUCH. Both Ninjas have the ability to
split their body in multiple bodies, which makes themselves harder
targets to hit since you can't judge who's the real Sho and Kane
and which one is the phonies. Well, to conclude, Sho and Kane
are hard, and even if one ninja falls down, the other will
continue to wreak havoc on your Visa/MasterCard. Collector and
Fox were major perverts too.
FALCON'S NOTE: Monica is NOTHING compared to these two!!! Play
Silent Scope and Dark Silhouette to see who's harder.
Q: Will there be any code-enhancing codes for Dark Sill as with the
first Silent Scope?
A: Judging from the original Silent Scope, there *should* be but Konami
hasn't posted them just yet. Only time will tell whether Scope
Restrictor Codes will be published by Konami or not. AND BE WARNED
THAT THERE WILL BE NO CHEATS IN THIS GAME WHATSOEVER!!! Should Konami
make these codes available and/or if these codes are revealed, then
YOU ARE TO BE SUPER-ADVISED THAT THESE CODES ARE TO BE USED BY
REAL-LIFE SNIPERS AND NOT BY CIVILIANS.
Q: What initials do you use?
A: During the days of Silent Scope and the early days of Dark Silhouette:
HAN. Now I use A.F since I hate to use initials that might already
be in use.
Q: Will there be a code to enable "Real-Time" Sniping for Dark Silhouette
as with Silent Scope 1?
A: Like I said, as of this time, there are no Challenge Enhancement
Codes for this game so only time will tell whether Konami will
reveal them or not.
Q: In Solo Cabinets, who do you use?
A: FALCON!!! I can get really far with the guy from Silent Scope 1.
Without the scope, I can get as far as up to Collector without having
the need for continuing. However, certain parts require me to be as
fast as I can to avoid losing too many lives.
Q: Will you EVER use Jackal the Loose Cannon?
A: I don't use him that much because Jackal loses more lives than Falcon
does. Also, since his chances of losing lives are much higher than
Falcon's, Jackal has to be really quick. Don't worry about trying to
achieve higher scores with Jackal--worry about the lives. Without the
cheat scope I can only get up to Fox with Jackal. My theory is that
the closer you are to your enemies the more damage you might take.
BTW With closer-range shooting, you MUST be fast.
MY NOTE: Evan Mitchell is right about the being hit-ratio imbalance
of the game. A good example would be Oslo and the chemical weapons
plant. Jackal has to be fast or he will lose at least 1/2 a life
box just before he fights Tanya and he gets jacked VERY BAD by the
Snowmobile guys during the snowboard chase and by the Snowmobile
Punks right after both snipers stop. Falcon takes less injuries
in these parts, but keep in mind that you have to act fast because
enemies now attack even more aggressively as opposed to the first
Silent Scope.
Q: What is your highest hit streak thus far?
A: 90+ hits in a row without the help scope thus far. That's using Falcon.
Q: FALCON? WHY HIM?!
A: I don't want to repeat this again. I can do better with Falcon and
that's that.
Q: How about your score?
A: 1156000 points. I've managed to reach the Castle Walls with only the
starting game. I couldn't continue anyway because I chose a special
mode that lets me see how good I am with only the starting game.
Q: Why isn't the Cheat Scope there?
A: It is actually up to the operator to see whether the cheat scope will
be turned on or not. It's actually a DIP Switch. You can use the
cheat scope to learn the game but I think it makes a game pretty much
a nuisance because in order to make calm aimings, you have to use the
Mounted Scope. IMO the game plays a lot better without the cheat
scope. Mounted Scope Voyeuring IMO gives you a better edge in accuracy
than using the Cheat Scope.
Q: Why I am not prompted whether I made a head hit or not?
A: It's yet another DIP Switch. This DIP Switch not only influences you
whether you'll know if that shot is a head hit or not, but it will also
let you know whether you killed the boss at their weak spots or not by
showing a Shattered Skull.
Q: I can't see well with the scope!!!
A: Talk it out with your operator to see what is wrong with the scope.
Remember the scope should be exceptionally bright so that you can
play well.
Q: What is your highest Shooting Range Score?
A: 39500 with a Professional Ranking and with 100% Accuracy at Pocket
Change (Joliet), IL USA.
Q: There's a Dark Silhouette contest going on up until July 31, 2000.
TELL ME ABOUT IT!!!
A: Go to
http://www.konami-arcade.com for details.
Q: Will a home version of Silent Scope come out?
A: According to "The Stomper", THERE WILL BE A HOME VERSION OF
SILENT SCOPE. Too bad that only the Japanese version will have the
Scope-built Light Gun Support for both the Dreamcast and the
upcoming PlayStation2. Another bad thing is that the story follows
Silent Scope and not Dark Silhouette. Many people wanted the story
to follow Dark Silhouette instead of the original but since Konami
wanted this to be a one-player game, having the home conversion
following the story of the original Silent Scope had to be the
case. I don't think it's worth getting the NTSC-UC or PAL versions
of the game since under government ordinance, no light gun support
should be exercised. I rather play this game at the arcades,
although most of the arcades now have Dark Silhouette instead of
the original but there are still arcades that have the original
Silent Scope. In the NTSC-UC and PAL version of Silent Scope,
you will be using a control pad to calibrate and you will use this
*rather lame* command to magnify the view of the piece of the image.
This is not as innovative because much of the Sniper Rifle Features
are taken away from the home release. If Scope Ogling is what you
are looking for, SPEND YOUR QUARTERS--don't buy the NTSC-UC or
PAL versions of the game--the innovation of looking at the Telescope
to aim is not there with the exception of the Japanese versions of
the PlayStation2 and Dreamcast Conversions.
Q: How much does a single Silent Scope or Dark Silhouette cabinet cost?
A: I am not a salesperson but I'll tell you the typical costs (which are
my estimates if you have to ask). Silent Scope will cost you about
$6000 a pop while Dark Silhouette will cost you $9000 a pop. Again,
these figures are estimates so please correct me if I'm wrong.
Q: If you were a member of Konami's Silent Scope team, what things would
you fix?
A: First of all, I would try to fix the gameplay a bit. I would keep
the scope, but I would try to make it more involving than ever.
You will point the muzzle at an area of the screen and by looking
at the Telescope, you will still be able to magnify the image's
piece 10x its size. The only difference is that I would give you
freedom of movement so that you can aim as you please. I would also
make it more involving so that you can point the muzzle away from
the screen so that you can "block" hits and reload your rifle at
the same time. I would also give you the option to zoom in/out
and to switch to Thermal, X-Ray, Night Vision, Trap Detector, and
Normal Modes at anytime. I would also give you 4-6 types of ammo
you can use as well by pumping the rifle. I would also use a brand
new graphics engine so that the game would move at 60-120 FPS instead
of the suspected 30FPS. Please contact me if you have anymore
suggestions on how you can improve Silent Scope.
Q: Why are the PSG-1 and MSG-90 expensive?
A: Go to
http://www.remtek.com/arms for the scope
Q: How about info on Heckler and Koch's weapons?
A:
http://www.hecklerkoch-usa.com for the scope.
Q: You have not yet answered my question yet!!!
A: Go to
http://www.verasnaship.net/emailme.html and drop me a line.
Remember that if you choose to send me UCE, then I will take matters
up to your ISP.
========================================================================
POLL!!! WHO DO YOU THINK IS BETTER? AND WHO DO YOU LIKE BETTER?
If you are reading this FAQ, then I would like to know which sniper you
favor whenever you're prompted to select a character on Solo Cabinets.
Go to
http://www.verasnaship.net/emailme.html and do the following:
* On the Subject Line, say "Dark Silhouette: I prefer (Falcon or Jackal)"
* On the body of the message, I want you to tell me
- Why you like Falcon or Jackal better
- How long have you been using Falcon or Jackal
- What do you think makes the sniper of your choice better than the
other sniper.
- YOU CAN ONLY PICK ONE SNIPER AND THAT'S THAT.
Results will be posted come this November/December. I had to do this
because a lot of people would like Jackal better because he cleans up
the areas faster though he takes more hits. Some will like Falcon
better because you can score more points with him if you are accurate
enough. Let's settle the Falcon/Jackal dispute once and for all, shall
we?
========================================================================
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)
* Nemesis (
http://www.faqdomain.cjb.net)
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.
- Evan Mitchell for contributing to the July 5, 2000 fixes and updates.
- 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.
- Fat Cat Lim and Daniel for contributing to the Memorial Day's 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!!!!
- MI Orikasa and Stomper for contributing to August 13, 2000's updates.
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 **
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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.