// MORROW CITY DATANET · FIELD MANUAL · TACTICAL ANNEX

THE MARK — FIELD STRATEGY

Recommended equipment and the approach that wins — instead of guessing — for every job in the school. One shot. One exit.

Reference for THE MARK, a neo-noir sniper game by Black Syntax (Morrow City, 1991). Reflects the game's current design (in development): the systems are stable; some specifics may change before release. Home: ◂ Player's Handbook · playthemark.com

The core loop — IDEA

Four phases, in order, never more:

The systems that decide success

The arsenal — chosen at INTEL (PRIMARY + SUPPORT)

No weapon is "the best." Each wins a different moment.

Rifles (PRIMARY)

Sidearms (SUPPORT — unlocks in Contract 7)

Disguises (SUPPORT — Chapter 2)

Chapter 1 — the Teacher's school (Contracts 1–9)

A training arc: each contract teaches one mechanic, so the "recommended equipment" is usually whatever that lesson hands you. Per contract — the lesson, the target, the loadout, and the winning line.

C1Watermelons

Teaches the scope: sway, settle, zoom, breath, trigger. No Mark, no police, no clock — a safe range. Loadout: the rifle, nothing to choose. Approach: breathe out, then hold; after the kick the sight drifts back — wait for it to settle before the next shot.

C2The Walk

Teaches the IDEA loop end to end, walk-vs-run, the ladder, the first kill and the exit. Target: a small "ward heeler" who walks the west sidewalk, north to south, in the open, at dusk. Loadout: rifle only (no sidearm yet). Approach: follow the phases; climb the single ladder to the rooftop; then wait for the sidewalk to give him to you with no civilian in the lane — "when it's clean, it's clean; don't force it." Then walk to the exit; don't run.

C3The Commute

Teaches boarding a vehicle, entering a building, and the nest shot from a window. Target: an eviction "locksmith," across the street through a window. Loadout: rifle. Approach: drive to the drop, go inside and up to the window nest; don't lean out — look through the window "like a man who lives there." Leave the way you came; don't hurry on the stairs — hurrying is how they hear you.

C4The Dinner Table

Teaches reading SWAT overwatch and squad cars at INTEL, avoiding their sightlines, and relocating after your flash is seen. Target: a landlord seated at a lit apartment window at night — two SWAT snipers and one cruiser on the board. Loadout: Standard rifle (fast follow-up if you're made). Approach: mark the two snipers and the car on the Intel map first, then route around their lines — "a sniper only owns what he can see." Take the window shot; if overwatch acquires your flash, move and don't reuse the perch.

C5Loud and Quiet

Teaches the witness rule and rooftop anonymity — noise as a choice. Target: a docks foreman in the open at dusk, with both a loud close perch and a quiet far roof available. Loadout: Lightweight or Standard rifle from the far quiet roof — avoid the Heavyweight; it's heard across the water and names you. Approach: take the anonymous far shot. "Someone will find him. By then you're a rumor. Be a rumor."

C6Crowd Work

Teaches crowds as cover, panic and scatter, the chaos ladder, and escaping through responding waves. Target: a "Clean Streets" candidate in gold on a parade float in daylight, police lining both flanks. Loadout: Lightweight rifle (wins the escape). Approach: the crowd is your cover, not your obstacle. Take the shot quick, then walk into the panic and let it carry you out. Don't rack up civilian casualties — you need the crowd calm enough to disappear into.

C7Night School

Teaches night rules and unlocks the sidearm slot (Silenced .22 / Stiletto). Target: a company doctor, close, on a dark street with shootable lamps. Loadout: rifle + Silenced .22 (or the Stiletto for the closest silent kill). Approach: stay out of the lamp pools; shoot lamps to make more dark; close in for the silent kill — the body is found in the morning. If a hand reaches for you the knife answers it; from a bullet, you run.

C8No Such Thing as Free Fire

Teaches that the file can lie — the spare shot. The dossier names a man (an accountant), but he's bait: two parked sedans are watching to see who takes the shot. Loadout: any rifle (this is about precision on a small object). Approach: do not shoot the man. Put the round on the object in his hand — his cup, his phone, a lamp on his stoop — and shatter it. He flinches and lives; you walk (this is the win, "SPARED"). Fire on the man and you fail — someone in the cars just wrote your name down. "Now you know how to shoot. Next, you learn why not to."

C9Graduation

Teaches nothing new: a full solo contract, everything on, no rails — the Teacher is gone, and a new voice, Iris, comes on the radio as your contact. Loadout: a balanced kit — Standard rifle + Silenced .22. Approach: apply all of it — read the Intel, keep chaos near zero, take one clean shot, walk to a green exit.

Chapter 2 (the big city) is in development; its contracts and the disguise loadouts extend these same systems onto the larger 120-block map.

Challenge mode (endless, procedural)

Random cities, escalating heat. Every Challenge contract emits a shareable contract code — the same code reproduces the exact same city and terms, so friends can race identical ground. General tactics: at INTEL read the Mark's gold-to-purple route and the police placements; take the high, far, quiet perch; fire once; keep stray shots and civilian casualties near zero to stay under the MANHUNT threshold; move for a green exit the instant the shot lands. Bring the Lightweight if the map looks like a runner, the Standard if you expect a follow-up, the Heavyweight only when one loud far shot ends it and you already have a clean line out.

Canon quick-reference

THE MARK © Black Syntax · playthemark.com · Player's Handbook · plain-text version for assistants: /llms-full.txt