SILENT SCOPE                                               18 July 2002  
                                                           ver 1.2
Guide by ilphay.                                           author: ilphay
                                                          (between emails)
     Silent Scope is an arcade shooting game.  Shooting range, STORY, and 
timed attack modes are offered.  You control a mockup for a rifle.  5 
shots per magazine, reloading is automatic.  Magazines are unlimited.

This is a text document composed using MS Word w/ a 12pt fixed-width font 
and .5" margins. 9 pages w/ 1 line to spare, Widows&Orphans off.

GAMEPLAY (Basic stuff):
Shooting Range:
     Shoot targets.  At my local arcade, this game took 4 tokens to play 
(it was cheaper for me to make the drive to a farther arcade that's fewer 
tokens to play), so no way was I gonna waste it on Shooting Range.  
Y'might as well go to a real shooting range. It might cost $50 for range 
time, ammo and rifle rental, but it beats the pants off a $0.50 game.

Timed attack mode:
     Timed attack mode offers three scenarios of differing levels of 
difficulty for you to shoot your way out of.  These scenarios are similar 
to situations in Story mode and won't be discussed here.

     The REAL game is Story mode.

Story mode:
     You start with 3 lives and 50.00 seconds.  When you're out of either 
the game ends.  Continuing starts you off anew with 3 lives and 50 sec.
     You lose 1 life (actually 2 half lives) by shooting innocents and 
half a life by getting shot.  Depending on the type of hit, other hits 
will take away 1/2 or 1 life.  You play continuously through loss of life.  
The clock counts down from the given 50 sec while you're in action.  
Shooting innocents doesn't take them out, you can shoot the same bystander 
and lose life as many times as you have bullets.
     You gain 1 life by pointing the scope at a beautiful woman and the 
game says "Bonus Life."  You'll hear music as the scope passes over any 
part of a bonus woman.  You gain varying amounts of time by shooting 
targets or finishing the scene.  Blue, yellow or red target markers point 
out enemies.  If you shoot at an enemy and miss, or hit a nearby target, 
the enemy may take cover or crouch down thinking "It's better to get shot 
in THIS position."  A near miss may send an enemy that was about to shoot 
ducking for cover.  While this puts you out of their sights, an enemy 
taking cover takes time if you have no shot while they're covered.
     If you're hit as you shoot, your shot does not count.
     If you're lookin' for a high score, this isn't the Cheat Chit for 
you.  Get another one.  There's aplenty.  (Although some of those other 
authors need a laxative.)  But I'll go a little into scoring.  Each extra 
you shoot gives you points that increase directly as your hit streak 
increases.  You get double points for a head shot (plus a gratifying 
"bleep") OR a Double hit--one shot, more than one kill.  Boss kills are 
worth fixed points.
     For me, winning (on a single credit) is most important.  Then game 
experience.  Then, of course, looking cool.  THEN score.  Throughout this 
file, I describe Double hit opportunities.  That's strictly for the 
coolness aspect.  It's also worth a chuckle to have a 110% hit rate.

GAMEPLAY RECOMMENDATIONS:
     IMO, the single most important play tip is to remain relaxed.  
Tensing affects your aim, vision, and shot selection.  Experience helps 
you stay relaxed plus you'll be more familiar with the game's challenges.
     Another important, obvious to someone who's played the game, play tip 
is against extras, a hit anywhere takes 'em down.  Foot, hand, hair, 
anywhere.  This is a substantial timesaver when you need a quick shot 
(especially when outnumbered on average 3-to-1) or the enemy is behind a 
bullet proof obstacle such as a door, wallboard or box with only a hand or 
foot in view.
     Earlier, it was described that if you shoot near an enemy, they'll 
duck.  But, if you fire right before they "decide" to shoot, the enemy 
will proceed with the shot.  This puts you in the unfortunate position of 
having a refire delay just as the enemy is preparing to fire.
     Keeping a full magazine minimizes the danger.  When you're at the end 
of a scene and you don't have very many bullets left (namely 1), consider 
firing into the ground to empty the clip so you'll be reloaded by the time 
you're on scene.  I do a variation of this, which is fire at the enemies 
while still moving into position.  If you hit, you've accomplished several 
things.  You've eliminated an enemy, saved time, improved your odds and 
looked cool.  Even if you miss, you still get a full clip and made the 
enemy duck.  Naturally, missing ends your hit streak.  If I recall 
correctly, another guide suggests shooting a fallen body doesn't count 
against your hit streak.  That's not my experience.  If you shoot a fallen 
body, that's a miss, you just don't hear the 'crack' of hitting the floor.
     At one of my nearby arcades, the game shows the scope view in the 
corner of the screen at all times, not just after a hit, allowing a 
shooter to play the whole game while looking at the screen instead of 
using the scope.  IMO, this successfully defeats the most unique aspect of 
the game.  Not to mention takes MY time waiting for the game to free up 
while some kid not only wins ugly, but thinks he's cool when all he did 
was basically use the rifle like a pointer.  (I know that the rifle 
basically IS just a pointing device, but noone puts credits in the machine 
just to point to stuff.  Except those kids, of course.)  When I first saw 
it, I thought it was an earlier version of the game (that particular game 
also had a habit of "jumping" to the left).  But, according to another 
FAQ, it's in the DIP switch settings.
     If you're not using what I respectfully refer to as "that lame-ass 
scope (window)," an essential aiming technique is to keep the left eye 
(for right-handed) on the monitor and right eye looking in the scope 
(heretofore referred to as "breath view"--remember to breathe).  Focusing 
with the left, center the cursor on the target, then "scope up" with the 
right eye and finalize.  This has the advantages of almost no delay from 
switching from monitor view to scope.  This is arguably how the game was 
meant to be played.  The disadvantages of this technique are the rifle can 
obstruct a large part of the screen, also, the stance is awkward.  This is 
not only uncomfortable, but also affects mobility.
     Many people stand up and shoot "from-the-hip" (actually, from the 
chest).  When they need the scope, they bend down.  This offers great 
mobility, comfort and a complete view of the screen.  Drawbacks of this 
are the long delay between acquiring a target and being ready to fire when 
using the scope.  The long delay affects your aim with dynamic targets.  
You're also highly prone to move the gun as you bend down.
     Other techniques are basically varying levels of compromise between 
these two techniques which may or may not include positioning the rifle so 
as not to obstruct the screen.  Knock yourself out.
     About using the scope, a lot of beginners fall victim to what I call 
the black eye syndrome.  When they scope up, they tend to put their eye 
right up to the scope, sometimes touching it.  This can't be good for the 
eye.  Not to mention who knows who else has been doing that and where 
their facial oils/eye boogers have been.  If you use breath-view, you'll 
block out most of the screen 'cuz your other eye is too close to the gun.  
Most importantly, it looks amateurish.  And, of course, if it were a real 
gun you'd give yourself a black eye with your first shot.  It works better 
to keep your head back 2-3 inches from the scope.
     Centering (firing on the move) and Flexion (firing at a moving 
target) shooting:  With few exceptions, all the targets in the game will 
be moving one way or another.  I'll be discussing targets that move in a 
predictable pattern.  Rather than chase a moving target in the scope, 
position the cursor ahead of the target and let the target enter the 
scope.  As the target enters, make adjustments--staying ahead of the 
target.  When all is in readiness, put a little lead in their step.  This 
can also be applied to centering, except you should position the cursor 
"behind" the target.  Shooting 101: Lead fast moving targets and trail 
fast pulling shots.
     And lastly SQUEEZE the trigger.  Don't pull.

Story line:
     "The President" and his family have been captured by "Terrorists."  
YOU AND ONLY YOU can save them.  

     Your first taste of action is when you rush on scene to assist police 
in a fire fight.  The enemies are the ones dressed in black with blue 
markers pointing them out.  The police may take out one or two enemies 
(leaving the other 20 to you).  From your vantage point on the roof it 
will be up to you to eliminate remaining enemies.
     While picking off enemies, you may see some enemies that are at 
relatively close range.  You'll know what I mean if you see them in the 
monitor.  Don't use the scope.  Just center the cursor on them and fire.
BONUS WOMAN: At some point you'll see a rooftop pool.  In the lower right 
is a bonus woman.  Put the cursor on her.  You don't have to focus on her 
or even see her in the scope.  Just hold the cursor on her until you hear 
music and a voice says "Bonus Life."  Shooting a bonus woman is just like 
shooting an innocent, don't.
     Typically the last enemy in the roof scene is in a distant shot.  
Going for a head shot here is good practice for the final boss.

     After the roof, you're given a choice of three scenes to chopper to: 
Tower Building, Air Battle, or Stadium.

Tower Building:
     Scorpion is holding the First Lady on the roof of the Tower Building.  
He has 5 life points and falls right away if hit in the head.  He has 4 
gunmen also positioned on the roof.  He also fires missiles every few 
seconds that hit your helo about half the time, taking 1 life.
     At the start of this battle, Scorpion will be in the lower left 
pumping his fist.  Use the gameplay recommendation for centering on 
Scorpion's head.  You can shoot Scorpion's missiles, but you'll probably 
need to stand up and shoot from-the-hip.  I wouldn't bother going after 
the henchmen.  If you're having trouble hitting Scorpion, you'll have just 
as much trouble getting them.  If the fight goes on long enough, you'll 
fly behind antennae, very disruptive, y'been warned.  At the end of the 
battle, Scorpion will see a bug buzzing around his face.  His entomophobia 
turns out to be his downfall.

Air Battle:
     Scorpion('s brother) is trying to make like Ah-nold in True Lies.  
Put'im where he can't come back to rescue the First Lady.  Scorpion in the 
Harrier has 30 life points.  Shooting any part of the jet takes away 1 
point.  Shooting Scorpion in the trunk takes away several points.  Score a 
head shot and it's "Hasta la vista, baby."  Scorpion fires the jet's 
cannon and rockets, each taking away 1/2 life.  More importantly, he 
maneuvers around buildings, taking time.
     It's a tough shot and could ruin your hit streak if you go for it, 
but you can hit Scorpion in the head right when the scene begins.  VERY 
gratifying.  Otherwise, Scorpion will go into a dive and dash behind a 
building, then turn around and start firing.  You can disrupt his firing 
by getting a shot in.  You'll fly over the pool where the bonus woman was, 
but she probably got startled hearing the gunfire and saxophone music 
playing out of nowhere and went inside.  When you defeat Scorpion, he 
moans loud enough to hear over his plane crash (looks cool in Night mode).

Stadium:
     Cobra is holding the Prez daughter and decides to check on his bet on 
the football game.  Since it's not ladies free night, he decides to crash 
the game rather than buy an extra ticket.  Cobra has 5 life points and 
does not fire at you.  However, he has henchman--4 on most screens.
     Cobra's putting some major moves on two football teams while carrying 
his hostage.  The thing is, terrorism doesn't have a salary cap.  You get 
four screens worth of action, the first screen does not have any henchmen.  
Then your chopper will fly to another angle where henchmen start shooting.  
'Nother angle.  Lastly, Cobra nears the end of the stadium.  If you don't 
stop Cobra here, you fight him on the highway (see Highway scene).
BONUS WOMAN:  Several of the cheerleaders on the sidelines will give a 
bonus life.  You can get 3 bonus lives total.

     If you rescued the First Lady (in Tower Building or Air Battle), your 
next objective is to rescue the Prez daughter being held by Cobra who is 
escaping by the Highway.  If you rescued the Prez daughter (from the 
Stadium/Highway), your next objective is to rescue the First Lady being 
held by Hornet at the Hotel Imperial.

Highway:
     The chopper drops you off in a police jeep and you need to pick off 
enemies.  There will usually either be two enemies in the back of a pickup 
or two-or-three in the back of a van.  Against pickups, shooting the 
driver will cause the pickup to spin out, taking out any enemies on it.  
If you're behind the pickup, this also gives you the benefit of fewer 
bodies to drive over (you'll experience a bump when you drive over a body, 
disrupting targeting, better than than being the other guy I guess).  From 
behind a pickup, you won't see the driver through an extra.  Shooting the 
extra in the middle trunk typically gets you a Double hit including the 
driver.  Against people in vans, usually, the enemies are crouching next 
to each other.  Part of their legs will be lined up for a Double hit.  
When in the vans, some guys toss grenades.  The grenades hit about 1/2 the 
time and take 1/2 life.  They bounce high and make big targets if you 
decide to shoot them.  The first few enemies will be far away and you can 
rely on the scope.  But as you gain on Cobra, the enemies will be closer 
and you'll have to use your judgement whether or not to use the scope.
     You'll also encounter an enemy helicopter that has 5 life points and 
shoots machine guns and rockets taking 1/2 life.  Hitting the helo in the 
rotor destroys it.  Landing a shot on the helo disrupts its shooting.  
You'll most likely pass under a bridge which will block your shot, y'been 
warned.  I advise against going for the rotor unless the helo is close 
enough for you to get a fix on it without the scope.
BONUS WOMAN:  After downing the helicopter, there'll be a few more pickups 
to beat and a van.  Near the van is a pink Cadillac with a bonus woman.
     After beating the van by the pink Caddy, Cobra's car w/ the Prez 
daughter appears.  Cobra has 5 life points and his driver spins out if you 
hit Cobra in the head.  Cobra fires a submachine gun and tosses grenades 
each taking 1/2 life.
     Two things that reek about this battle are if you don't get an early 
hit, the chase hits some long curves.  You'll have to lead by a 
significant margin to score a hit.  All too often, people have aimed the 
crosshairs on Cobra only to hit the Prez daughter.  Add to that the fact 
that the Prez daughter waves her hand out, sometimes disrupting your shot.
     Cobra's stands up when firing/tossing grenade.  This gives you nice 
clearance from the Prez daughter to get your shots in.  Shooting near 
Cobra will usually sit 'im down.
     Now that Cobra's brains have been blown away, he becomes an 
aggressive driver.  He borrows a big rig and tries to ram you with it, 
each hit taking 1 life.  Cobra the aggressive driver has 30 life points.  
A shot anywhere on the truck (including tires) takes away 1 point.  A 
torso shot takes away several points.  Score a head shot and insert a John 
Bunnell-ish closing pun.
     Cobra starts out barrelling towards you.  It's an intermediate-to-
advanced shot.  Another benefit of a trunk shot is, if timed properly, it 
will cause Cobra to miss you.  A head or trunk shot goes through the 
windshield (a saving grace when you only have one shot at the beginning).  
Otherwise, hitting the windshield shatters it.  After he drives through/by 
you, he puts some distance between you, turns around and tries for another 
pass.  This is an extremely time consuming affair and even an expert 
probably can't finish the game (without continuing) if this takes more 
than three passes.

HOTEL:
     The police have IDed two enemies that like to hang out near open 
windows.  Their likenesses appear in the bottom center, but it's easier to 
scope out someone and see if they have a gun.  Gun=Enemy.  The enemies 
don't shoot until you've given yourself away.  You're your own spotter and 
have to acquire targets yourself. The challenge of this stage is to 
acquire enemies quickly.  The game doesn't give you the markers for some 
time.  In general, the enemies are moving around more than innocents, so 
if you see a figure moving on the monitor, scope 'em out.  Also keep in 
mind, the enemies could be on the hotel walkway on the ground.
BONUS WOMAN: There are a few bonus women in the hotel, both sides, but you 
can only get 1 bonus life from the lot of 'em.
     You'll move to where you can see another side of the hotel.  Three 
more enemies will be IDed.  Remove.
     In the fight for the First Lady, you'll be pitted against Hornet, 
another sniper.  He almost never misses with his sniper rifle, taking 1/2 
life.  He has 4 henchmen.  Hornet has 5 life points and you can bury him 
right away in that black and white-wash suit with a head shot.
     To start off, you will be moving, making for a pretty tough shot.  
Hornet is almost always moving.  He only stops for a short time to aim and 
fire.  Then he moves to another fire position.  His common fire positions 
include left of the statue, several steps behind the left of the statue, a 
gap in the center of the statue, behind the right of the statue, and right 
of the statue.  If you fire at him and miss, he runs to another fire 
position.  If you hit him, he reels, giving you a chance to hit him again 
or line up on his head.

TERRORIST HIDEOUT/BASE:
     Rather than rescue the President like you did his family, the police 
thought it'd be better to let the Prez get taken to a secret fortified 
base.  "You can get there either by going through the woods or by 
parachuting in."  (Kewl graphics!)  The two options offer different 
advantages.  This is night action.  You'll be equipped with a suppressor 
and night vision scope.  On the uncool side, target markers won't point 
out enemies for a long time or until they've already fired.  Also, several 
enemies duck-and-cover for a (seemingly) long time.  To compound that, 
enemies dash out from cover farther than in other scenes.

THROUGH THE WOODS:
     With this option, you're less likely to get shot.  An intermediate-
advanced player can do this stage without even being acquired by the 
enemy.  In this scene, you're on the ground and need to make your way 
through the patrols to the base.  The enemies carry flashlights that stand 
out like flashlights in the dark.  When they're about to fire, some 
enemies use their laser sights.  You can see the beams.  Watch out for 
enemies up on a hill in the first and fourth screens.  They're hard to see 
and the one in the 4th screen presents the toughest shot in this scene.  
Another thing is when you approach the outer wall (after crossing a road), 
the enemies will use flares to light up the area.  Not only does this make 
you more visible, but blinds some of your night vision.

PARACHUTING IN:
     With this option, you have more chances to boost your time.  The 
stage itself takes a fixed amount of time.  All the targets are in a 
relatively small area and you gain time with each one you hit.  The 
downside is the enemies can all fire at you at once.  You can also do this 
stage without being acquired by the enemy.  If you succeed, consider 
yourself an advanced player.  The scene begins with your chute opening.  
Shoot the searchlights for a time boost and to prevent being spotted--VERY 
helpful as you get closer to the ground.  A few more enemies are beyond 
the airfield.  In the far upper right, you'll see an open shed attached to 
the building.  In the shed is the main power supply box for the base.  
Shoot it before you land to knock out the power.  Kewl!

THE BASE:
     Whether you went through the woods or parachuted, by now you've 
reached the outer wall.  You'll be instructed to take out the power supply 
box--unless you already did so from the air.
BONUS WOMAN: When you're in range of the power box, on the edge of the 
pool, to the left, will be a bonus woman.  After you shoot the box, you'll 
see two more bonus women running into the building from the left.  Between 
these three women, you can get 1 bonus life.
     Enemies emerge from the building to see what's going on.  The enemy 
on the lower balcony on the left will use flares.  Lastly, there'll be two 
enemies to the right checking the blown power box.  After offing them, 
consider refilling your clip to engage Tom&Jerry.

TOM&JERRY:
     "These guys are professional assassins who are used to close combat."  
Wait-a-minute.  Wrong game.  Like the cartoon Tom&Jerry, these guys are 
used to inflicting savage violence.  They each have 5 life points.  Unlike 
the cartoon Tom&Jerry, a shot to the head kills them.  Tom's crossbow 
bolts and Jerry's knives each take away 1/2 life, but can be shot away.
     When the fight begins both Tom&Jerry will dash for nearby cover on 
your left.  If you put your scope ahead of them, their heads will run 
right into your sights.  If you shoot Jer while Tom is still behind him, 
Tom will run the other way.  But if you cap Jer after they split up, Tom's 
head will follow right behind.  If you didn't get the quick double cap, 
Tom or Jer will dash back and forth getting closer while the other shoots 
at you.  You can shoot them in their cover positions, some shots are more 
difficult than others.  Most people get 'em when they're dashing between 
cover.  If you shoot them anywhere besides the head, they reel.  
Eventually, if they get too close, they'll back off and run to a random 
cover position.  BTW, the crates in the back explode if shot.
     Once inside, you'll hear that the police were beaten back and you're 
on your own.  Surprised?  On this particular screen, there's three 
enemies, one's behind the bar on the left and is hard to see.  Then three 
more enemies line up to receive bullets.  Then there's two behind the bar.  
These two move around quite a bit and they duck and cover for a long time, 
all the while, you have no shot, so you shouldn't fire until you have a 
definite shot.
     Fast forward to the first stairway.  When going up, there'll be two 
enemies behind the rail across from the stairs.  When they duck, you'll 
notice the top of their heads still visible.  Many enemies will duck like 
this leaving you with a slight, but possible head shot.
     Keep going up the stairs and room to room eliminating enemies.  After 
the third clear room, you'll turn to the exit to find two enemies near 
each other, then a third walks into view.  This gives you a chance at a 
Triple hit.  It'll only show "Double Hit."  Then there's three enemies in 
the last room.  I suggest shooting the guy by the chair on the left first.  
When he ducks, you have no shot, but when the others duck you have a shot.  
If you're patient, you can get a Double hit with chair-guy and a nearby 
enemy who will run in front of the chair.
BONUS WOMAN:  The last room has a bonus woman.
     Out of this room, there'll be two enemies near you and it's tempting 
to shoot them at close range, but there's two enemies coming up the stairs 
that offer a chance at a Double hit.  If you shoot at them first, the two 
nearby enemies will also line up for a Double.  Besides, Combat 101, in an 
ambush you're first target should be distant.
     Blah blah.  Jump down a floor.  Blah blah.  Proceed down stairs.  
Blah blah.  Run down a hallway.  At this point, you're probably shooting 
from-the-hip.  In the hallway, there're distant enemies you would want to 
use the scope for if you're a beginner or you care about hit streak.
     Remember from what you read above, when you fire at an extra, he'll 
duck, but if you fire just as they stand up, they won't duck and may fire 
during your refire delay.  This is important now that enemies are closer 
together.  Some to the point where you can Double hit their legs.
     When you reach the end of the hallway, you'll take cover behind an 
open door.  Target one of the extras to the right.  An enemy will come out 
from the doorway right into your sights.  Fire for a Double hit.
     After that scene, you'll near the banquet hall entrance.  On the left 
are two nearly lined up enemies.  Wait for the near one to see you then 
he'll turn and run a few steps, lining him up for a Double.  You'll need 
to be quick, 'cuz he stops running and turns back to you and won't be 
lined up.  Enter a banquet hall.  At this point, the scope is no longer 
night vision and your shots aren't suppressed.  This might strike some of 
you as weird, I know.  But at least you get the target markers back.  You 
can be shot on the move, but you can shoot them as well.  Take out the 
ones at the end of the hall, then as you move down, there'll be two 
opposite another table.  You have no shot while these guys duck-and-cover 
and they stay down for a long time.  Don't miss.  Dust three more extras 
at the hall entrance and you'll be near the server doors.  Two enemies 
rush out, an innocent may be behind one, you CAN shoot an innocent through 
an enemy.  A third enemy is behind the door.  His leg is sticking out the 
bottom, an extra's body may be in the way, but it's there.  Shooting this 
will save a little time as you can't shoot through the door.
     Now, you've reached the elevator.  The three cars have enemies, a 
bonus woman, or the way to the basement.  I was going to include the 
pattern I noticed for how to tell which car had what, but that was 2 years 
ago and I haven't found a SS machine to verify it.
     The basement has the two most difficult screens of the game.  It's 
not enough to be outnumbered 4-to-1, some of the enemies are nearby behind 
cover and some are distant.  If an enemy is under cover, you've got a 
choice to make.  Usually, a hand or foot will be sticking out, but other 
enemies are probably lining up for their shot.  Then you're ready for the 
final boss(es).
     The last fight you have is against Monica.  Monica has 10 life points 
and is brandishing body armor.  She attacks swinging two sets of claws, 
each swing taking 1/2 life.  A hit in an unarmored area takes 1 point.  
Two hits in the armored face mask knocks the mask off and puts you in the 
final battle.  You'll also go into the final battle if you haven't beaten 
Monica after 4 exchanges.
     In the final battle, Monica, who gets a new 10 life points, is hiding 
behind the President being hung by his wrists on the other side of the 
docks.  She fires a submachine gun and rarely misses.  If you didn't shoot 
her mask off, she'll still be wearing it.  Large crates are moving from 
her side to yours about a crane intermittently obstructing your shot.  I 
tried, you can't free the President by shooting his bindings.  (But I once 
landed a nice head shot on Monica while trying.)  Monica moves out from 
behind the President to fire her machine gun.  Some common firing 
positions are to the wide left, left next to the Prez by his shoulder, 
right of the Prez crouching next to his leg, and very wide to the right.  
She stays in her firing position a long time, firing all the while, but 
giving you a good chance at a capper.  If you hit her anywhere unarmored, 
she'll run behind the Prez for a sec and go to another fire position.
     When you beat Monica, she spirals to the ground giving you a chance 
to throw in an action-hero catch line like, "Wash THAT out, Monica."
     The last boss doesn't attack (unless you count setting off a kill-all 
bomb).  You'll need to break through the bullet-resistant glass to get to 
him.  To break the glass, you need at least 3 shots hitting the same place 
and exactly 1 bullet in your rifle.
     The last boss hops on a boat (nicely animated btw, ugh), motors away 
and stops long enough for you to shoot at him.  He has no life points, but 
you have only one shot to hit him in the head or else he'll set off the 
kill-all.  You can't hit the live switch, the groin, and you can't even 
see the boat's fuel tanks, only a head shot will do.
     He starts out yammering something like, "You have a single bullet 
left.  Shoot it at me, then I'll set off the bomb."  Then, he'll stand 
there.  Two things that mess w/ your shot are he puts his arm up.  Also, 
the boat is drifting and moving slightly.  I recommend keeping your 
movement to a minimum and waiting for his head to enter the crosshairs.
     Either y'got him or y'didn't.  (NOW the police show up--if y'got him)

CODES or "Challenge Modes" are available at www.konami.com/arcade.

Formalities:

Unpublished work. Copyright 2002.

June 2000 - written by ilphay!

July 18, 2002 - Whoa!  I sat on this thing for 2 years!  Removed procedure 
for Challenge Modes.  Removed Dark Silhouette:  Silent Scope II stuff.  
There was a lot, too; along w/ some one-liners ("Shoot him in the head and 
he'll `Pull a Cobra.'" 8) )  Posted it.