SWAT 3: Close Quarter Combat Unofficial Strategy Guide and FAQ by Kasey Chang released December 27, 2004 0 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. If you like the FAQ, please send me a couple dollars. :-) See [0.3] This FAQ is about "SWAT 3: Close Quarters Combat", a tactical first-person shooter set in theoretical near-future Los Angeles, developed by Sierra. This FAQ should also cover the Elite Edition and the Tactical Game of the Year Edition as well. The differences are explained in later sections. 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. Not that you really need a manual to play this budget sim. This USG only covers the PC Version, which is the only one that exists. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2004, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1)This notice and author's name must accompany all copies of this document: "SWAT 3 Unofficial Strategy Guide and FAQ" is copyrighted (c) 2004 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2)This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay. See IGN or Neoseeker for examples.] 3)No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4)If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5)The author hereby grants all games-related websites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of a few US Dollars would be very appreciated. If you choose to do so, please make your donations or stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. Used (cancelled) stamps are fine. For the record, out of ALL the FAQs I wrote (58 at last count) over the past nine years or so, I've received exactly 56 dollars and 6 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the publisher's job. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you look REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, MW4: Mercenaries, Need for Speed: Porsche Unleashed, The Sting!, Terra Nova, Fallout Tactics, Starfleet Command I, II, and III, DS9: The Fallen, DS9: Dominion War, Driver, Warlords: Battlecry, Monopoly Tycoon, Dungeon Siege, and a few others. To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Takedown Studios is the creator of SWAT 3. Sierra was the publisher. Vivendi Universal (i.e. VUGames) later absorbed Sierra. This USG is not endorsed or authorized by Sierra or VU. The information compiled in this USG has been gathered independently through the author's efforts or from public sources except where noted otherwise. This document is based on the elite edition, with V2.1 patch. Which should be the equivalent of the TGOTY edition. 0.7 HISTORY 27-DEC-2004 Initial release 1 Game Information 1.1 SWAT 3 BACKGROUND Sierra was famous for all the different Quest adventure games. You've probably played King's Quest, Space Quest, Quest for Glory... all of which are successful franchises. One of the offshoots is Police Quest, by ex-cop Jim Walls. It was lauded for a good story with realistic police procedures to follow and crimes to solve. He created 2 sequels after that. Sierra then got ex-LAPD police chief Daryl F. Gates to develop the next Police Quest (IV). Then Sierra Introduced Police Quest: SWAT, which is basically a "interactive movie" where you become a SWAT team member and master a few action sequences and decide what to do. Its sequel, Police Quest: SWAT 2, went to isometric tactical games where you move units around in combat against (or as) terrorists. Then Sierra decided to do SWAT properly... with a brand-new 3D engine (actually it's based on the 3D engine used in Gabriel Knight series). Take a team of 5 members and do combat against terrorists of all colors... or just respond to crime situations that require your presence. 1.2 MINIMUM REQUIRED HARDWARE Pentium II 266 MHz 64 MB RAM Windows 95, Windows 98, Windows 2000, Windows ME 20 MB free hard drive space (In addition to Swat3 program size) 50 MB swap file 800 x 600 SVGA high color (16-bit) 8 MB video card Windows compatible sound device Mouse and Keyboard DIRECTX 8.0a Personally, I'd double or triple the CPU requirement. The frame rate suffers quite a bit on the larger maps with a lot of folks moving around. And when you play 10-member missions it can get really crowded, esp. when visual distance is quite far. 1.3 SO WHAT WAS THE GAME LIKE? SWAT 3 is a tactical shooter where giving commands is as important (or perhaps MORE important) than taking your own shots. All shots do realistic damage. It's quite possible for a suspect to kill you with one shot, and vice versa. Shots will penetrate walls and glass, so hiding behind a wall won't save you, and firing blindly into a wall can kill hostages or civilians! You give orders in an interface reminiscent of Activision's Battlezone. Point at something, and your choices will change to reflect the possibilities. Point the cursor at a surrendered suspect, and your choice will show "restrain". Point the cursor at a closed door, and your choice will say "breach, enter, and clear", and so on. And of course, you carry a big gun... But you must follow proper SWAT procedure... If suspect point a gun at you, friendlies, civilians, or hostages, you are authorized to engage. Otherwise... Yell at him to surrender. To induce his surrender, you can use tear gas and flash-bangs, or use less-than-lethal rounds. Each mission is randomized every time. The hostages will be in different rooms, the bad guys are in different rooms, everybody may have different attitudes (attack, ambush, patrol, hide, etc.) and so on. You may even run into extra bad guys, extra civilians, even extra hostages. If you're dealing with bombs, the bomb may be in different location every time. And of course, there is multiplayer. But that came later. 1.4 HOW MANY DIFFERENT VERSION OF THE GAME ARE THERE? The game was released in three separate versions. The original SWAT 3: Close Quarter Combat, which does NOT have multiplayer. The SWAT 3: Elite Edition, which added 5 advanced scenarios and ability to play as team member (instead of team leader), and 2- element missions. It also gets multiplayer action. The SWAT 3: Tactical Game of the Year Edition, which added a few more advanced scenarios, as well as an "Advanced Tactics" CD which includes actual SWAT training footage. You can download the manual at ftp://ftp.sierra.com/pub/sierra/swat3/other/gotyman2003.pdf Most of the advanced missions can be downloaded from the SWAT3 website as well http://swat3.sierra.com You can upgrade ANY of the previous editions up to the TGOTY edition with the appropriate patches. 1.5 ANY PATCHES? UPDATES? MORE SCENARIOS? Lots of patches. Latest is V2.1, which upgrades the game to TGOTY (V2.0) and adds a few fixes. You can download several other missions (maps), as well as tools to let you make more. You can download mods, which can make the missions more or less realistic, adds new character models / skins, new weapons, and so on. You can also download scenarios, which change the map and mission conditions for existing missions. 2 Your Role as SWAT Element Leader It is the year 2005. The Nuclear Abolition Treaty will soon be signed in Los Angeles, marking a new era of peace for mankind. Unfortunately, SWAT is expected to be busier than ever. Dignitaries from all over will be arriving in town. All sorts of terrorists, both foreign and domestic, may be planning to disrupt the conference by any means possible, from infiltrating hotels and conferences to going after airplanes and airports. There are even rumors that someone is pushing a "suitcase nuke" on the black market to be used in LA. Additionally, we may be called upon to assist with other high-profile crimes such as sniper cases and high-risk warrant services. I will again remind you of your duty as a police officer of the Los Angeles Police Department. All suspects deserve a chance to surrender. Employ deadly force ONLY when there is no other option. You are a police officer, not the judge, jury, and executioner. The officers under your command are your responsibility. You need to make every effort to employ safe tactics. Casualties reflect poorly upon you as a leader. As a LAPD police officer, your job is to keep the peace, bring order to chaos, and save civilian lives so they can live in a crime-free Los Angeles. It is your job as element leader to keep TOC of your progress. Notify TOC of all events, such as hostages / civilians / suspects secured and ready to evacuation, wounded hostages / civilians / suspects ready for evacuation, and so on. Good luck out there. You will need it. 3 Glossary 00 (double nought): the alternative name for "buckshot", a type of shotgun shell. See "buckshot". 10-David: leader of the SWAT unit (Platoon D), lieutenant Seecamp. Bang: short for flash bang, usually used as "bang and clear!" (Toss a flashbang into the room beyond and clear the room!) Also see "flashbang". Breach: SWAT term for opening a closed door, usually used as "breach and clear!" (Open the door and clear the adjoining room!) Breach may involve use of C2 explosives. See "C2". Breaching round: a type of shotgun round. Fire it at the lock to break the lock and open the door, faster than placing the C2 breach charge or using the lockpick. Buckshot: a type of shotgun ammo, your basic "bird shot" with pellets. Usually wounds rather than kills, but enough shots can turn the target into hamburger. C2: Short for "compound 2", a type of explosive. In SWAT3 it refers to the door breaching charges that you can place to blow open the door. Select it, then click to place on the door, and hold until the action is finished. The charge is placed and armed. Click again to detonate. It's loud, so it's only available as part of dynamic mode. Civilian: any one that's not armed. All civilians must be secured and reported to TOC to be evacuated. Order the civilian to comply and surrender. Once the civilian has complied (i.e. kneeled with hands raised) then restrain the civilian and report that to TOC to be evacuated. Do NOT shoot them in any circumstance unless they pick up a weapon. Compliance / Comply: ordering the target to surrender, such as "Come out with your hands up! Get down on your knees and raise your hands!" Contact: short for visual contact, usually used as "Contact with hostage!" CS: chemical name is "O-Chlorobenzylidenemalononitrile". It's actually a white crystalline substance. When mixed with a pyrotechnic charge and ignited it will discharge a fog of suspended articles and irritates skin and mucous membranes. SWAT team use CS grenades that will take several seconds to explode and discharge gas. All SWAT entry team members wear helmets or masks with integral filter and thus are not affected by CS. DOA: "dead on arrival", same as "neutralized". Also see "down". Down: wounded ; no longer a threat. Usually used as "suspect down!" Also see "neutralized" / "DOA" Dynamic mode: "shock and awe" attack mode, no pretense at stealth. Make all the noise you want, move really fast. Also see "stealth mode" Element: team of 5 members; 1 leader and 4 officers. The 4 officers are organized in 2 teams of 2, usually designated red and blue. There are 12 elements in D platoon, total of 60 people. Usually only one element is used per mission, but some missions can use two elements. Entry Team: any SWAT team that's going in. If you're going in alone, that's your element. Else it refers to the other element as well if you're playing a 2-element game. Evac / Evacuate: remove from premise, used like "It's safe to evac the downed officer." Flash-bang: the concussion grenade with no almost explosive force, but produces a very loud bang and an extremely disorienting flash of flight. It gives the officers precious seconds to enter the room and find cover instead of getting ambushed right at the door. Sometimes called "flashpak". FMJ : full metal jacket, a type of gun bullet. Full metal jacket rounds are designed to pierce body armor. When they hit unarmored targets, they tend to penetrate and thus do NOT cause as much damage as JHP rounds. Also see JHP. Hostage: any civilian under hostile control. The objective is to rescue the hostages and secure the suspects. Hostages would be kneeling on the ground and have their hands raised. Do NOT shoot them under any circumstances. Hostages can and will escape if you kill the bad guys. Hostages will need to be secured and evacuated like civilians. Also see "civilians". JHP: jacketed hollow point, a type of gun bullet. The hollow point has a dip in the tip of the bullet that causes it, when hitting flesh, to expand, causing serious trauma Leadership (score): how well you did on your mission. See page 29 of the SWAT3 TGOTY manual for full explanations. It's also explained in the webpage FAQs. Less-than-lethal: a type of ammo available for the M-4, basically a "rubber bullet" that will put a serious bruise on any unarmored target. However, if you hit someone enough times you can still kill him, esp. if you hit a vital area, like the head. This bullet is NOT non-lethal. In fact, if you run out of shots in the rifle of the non-lethal, the officers will whip out their pistols and continue to engage. Neutralized: i.e. "killed", as opposed to "downed". Also see "down". Non-lethal munition: technically we don't have such a thing. See "less-than-lethal" Platoon D: the SWAT assault platoon, lead by 10-David (Lt. Seecamp). Below him are 6 sergeants (20-David to 70-David), each leading a 10-member squad. Each squad is composed of two elements, each of one leader and four officers. Slug: a type of shotgun ammo, fires a solid low-velocity slug (rather than lots of smaller pellets). Great for breaking open closed or locked doors, and knocking down armored suspects. Stealth mode: moving around on tip-toes, no loud noises, no shooting, picking locks instead of busting doors. The idea is don't let any one inside know you're coming... yet. Also see "dynamic mode". (NOTE: using a CS grenade does NOT break stealth) Suspect: any one who has/had a gun. You may engage suspect only if 1) you were fired upon, or 2) the suspect pointed a weapon at you. Your objective is to secure or neutralize every suspect. Suspects who carry multiple weapons may drop one and reengage with the other weapon. Or they can pick up weapons dropped by other suspects, so you should secure all weapons you come across. Tango: military phonetics for the letter "T", often used as shorthand for "terrorist", such as "Tango down". However, it was NOT used in SWAT as all terrorists are considered "suspects". Tango is actually a term used in Rainbow Six (the other tactical shooter). Some players will use tango and suspect interchangeably, but the proper term is "suspect". TOC: tactical operation center, the on-the-scene command post where the assault is organized. 4 Some Rules to Live By -- Never turn your back on an unsecured door -- Always cover your sector (for a leader, that's usually backdoor) -- Any weapon you did not secure can be used against you -- Two angles of attack are better than one; the more the better. -- A suspect can be around the next corner or door; it's foolish to assume otherwise -- Never stand directly in front of a door; it's a great way to get shot. Stand off to the side of the door. -- It's better to attack from top down than from bottom up -- Switch attack modes (dynamic vs. stealth) whenever you need to -- Anyone deserves a warning... unless they are about to shoot you, friendlies, or civilians/hostages. Then take them out. -- Never abandon a sector to chase after a fleeing civilian or suspect. -- Anyone not cuffed and not lying down is a potential threat (if s/he's not cuffed, s/he can always get back up and run away, even to pick up a weapon!) -- Anyone cuffed and ready to be evac'ed must be reported to TOC -- Anyone dead must be reported to TOC UNLESS someone else did it for you (In general, everyone else reports their own kills, so you just need to report your own kills.) -- Anyone downed is NOT dead unless confirmed by a team member (who will say something like "suspect is DOA"), or if the downed person remains completely motionless for extended periods (10-15 seconds). -- Anyone down but not dead must be reported to TOC as "down" and evacuated -- Anyone dead is NOT down (and does NOT need to be reported, unless it was your kill and you didn't report it in yet). 5 Weapons and Equipment Your primary weapon is a long gun, and your secondary weapon is a pistol. For the long guns (except plain M4 and shotgun), you can choose between JHP and FMJ. Your primary ammo is JHP, or Jacketed Hollow Point. This weapon is more lethal than Full Metal Jacket (FMJ) ammo, but it has no penetration power, and is almost useless against suspects wearing body armor. For M4's, you can choose between .223 regular, and less-than- lethal frangible ammo. For shotguns, you get buckshot, or slug/breaching round For pistols, it's either ball/JHP, or FMJ ammo. 5.1 BASIC LONG GUNS MP5 -- 9 mm submachinegun, preferred by all special forces and SWAT officers around the world, light and easy to wield, accurate, and lots of firepower, can fire FMJ or JHP ammo. MP5SD -- silenced version of MP5, less stopping power but very quiet, FMJ or JHP ammo. M4 -- law enforcement version of M-16 5.56mm assault rifle, with optional less-than-lethal ammo. M-1 Assault shotgun: good for close-range work, can fire buckshot, or frangible slugs 5.2 ADVANCED LONG GUNS The 2.1 patch adds the C-magazines, which holds like 100 rounds, making the need for reload almost nil. You also get a lot of scopes and sights, like red dot, aimpoint, reflex, ACOG, and so on. You even have the option of suppressed M- 4, for example, and a lot of different combinations. There are some advanced guns in the game, like G36C/K and so on, some with night vision scopes, some with zoom scopes. Additional weapons can be added via mods. Weapons pack will add AK's and other variations. 5.3 PISTOLS Pistols have either "military ball" ammo, or "full metal jacket". FMJ is armor piercing. LAPD uses only the 1911 45mm pistol, with 8 shots. TGOTY edition added the SOCOM pistol with suppressor for covert ops. Mods will add even more, including Glocks and SOCOM and many more. 5.4 GRENADES AND BREACHING CHARGES You get flashbangs and CS (tear gas) grenades, (F3 and F4) throw normally. Remember... you don't want it bouncing back to you! To use the C2 breaching charge, select it, then apply it at the eligible spot (the cursor will become bracketed). Keep action hold until the action is finished. Now back off. Press action again to detonate. (F6) 5.5 LIGHT STICKS The green chemical light sticks produce no heat and hours of light under any conditions. (F5) They are used as markers to mark rooms and doors that have already been cleared. If you order your team(s) or element to clear a room, and there is only one open entrance, and they found it to be clear, one team member will drop a lightstick marking the room. If there are threats, civilians, or hostages inside, you will have to drop a lightstick yourself to mark the spot. 5.6 EQUIPMENT As you can't really "choose" your equipment, there's really no point in mentioning the different ones, other than what you use each one for. Basically, your Leatherman Wave multitool (F7) is your do- anything tool, great for defusing bombs, disabling missile launchers, killing alarms, deactivate booby traps, even pick door locks. To restrain someone yourself, engage the handcuffs (F8), and make sure the person you want to cuff is in the "surrendered" position (i.e. kneeled down with hands raised). Get close enough with cuffs and activate. Or you can order one of your team members to do it. If there are no threats nearby, one of the team members should restrain all surrendered folks in the area automatically after a little while. Your mirror-on-a-stick (F9) is great for looking around corners. A viewport will pop up allowing you to look around corners. Hold the trigger and move the mouse to adjust viewing angles. 6 Tactics and strategies 6.1 PRE-ENGAGEMENT A lot of the things you do BEFORE you set foot on the field will determine the outcome of the engagement. 6.1.1 Pick the right weapon! if you need to shoot long distances, you need M4. If you fight in close-quarters all the time, you need shotgun or a very short submachinegun (like Uzi). A regular submachinegun is a compromise between the two extremes. Any time you expect to shoot further than 50 meters, get the M4. If you plan to see corridor after corridor, get shotgun or submachinegun. If you expect to see hostages or civilians, leave the shotgun at home, as you don't want to cause any collateral damage. 6.1.2 Pick the right tactical aids! In open areas, CS and flashbang have less effect, but still some. CS is longer lasting, so you have more time to move about after its release while flashbang is very short lasting and you must exploit it within a few seconds. If you expect a lot of small rooms, and you expect to assault in groups to maximize the shock-and-awe, get more flashbangs. If you plan to do solo work a lot, bring more CS instead, as it gives you more time to move around. It's actually quite rare to run out of one type of tactical aids, as you do have five members, which means 50 rounds of each type. 6.1.3 Pick the right entry point! Some entry points funnel you into death traps. Those are to be avoided at all costs. The best entry points give you wide-open field with no hostiles nearby to contest your entry. If you have played a map a couple times, you should know which entry points make sense and which ones don't. If you can choose rooftop, do so. It's better to attack downwards. 6.1.4 Pick the right entry mode! In general, stealth mode is best as you keep things quiet and you can mirror for suspects. It also prevents someone from walking right in front of a door in order to toss the grenade. On the other hand, stealth mode is slow and if there is a bomb on the premise, it may be better to engage dynamic mode from the start. 6.2 GENERAL TACTICS 6.2.1 Cover, cover, cover! The most dangerous moment is when you open the door. ALWAYS have someone cover the door, and shoot any bad guys you see as the door opens. If there's no one else, cover the door yourself. When moving along corridors, have one team cover and the other team breach. 6.2.2 Cover your team's back Suspects can and will move around, either to escape, or to engage you, or patrol. You don't want them sneaking up behind you and shoot you in the back. So, watch your back. If you order the teams forward, have someone (usually you) watch the backdoor. 6.2.3 Check Mission Status (B) periodically to see how you're doing This is the most important tool (and technically a cheat). With this, you can tell how you're doing (mostly, as you don't know about the extra hostages / civilians / suspects) with the primary objectives. Check it after every takedown. 6.2.4 Consider continue the mission after 10-David gives the all-clear 10-David will call the all-clear after all primary objectives have been fulfilled. However, most missions have extra civilians to secure, extra hostages to rescue, even extra suspects to take down. So explore the map a little more and call it quits when you can't find anybody else. It's worth extra points. 6.2.5 Pick up those guns! Picking up the guns will prevent them being picked up and used against you! Picking up the guns also limits the suspect's options. If the suspect tossed away one gun after being CS'ed, and you pick it up, he's now left with three options: pull pistol, run away, or surrender. If you don't pick it up, he can pick it back up and use it on you once the gas subsides. If you take away both his rifle and his pistol, he can then only do two things... run away, or surrender. If he has two or three guns aimed at him, he's more likely to surrender, but any way, he's now harmless (unless there are other weapons lying around elsewhere, and he somehow gets to them). 6.2.6 Close the doors as markers! If you close the doors after you, then you found the doors open again, you know that someone had gone through that door since you closed it. It could be anybody, but it's something you need to check again. Civilians and bad guys never close doors. Drop a chemlight (lightstick) at the door to show that you have been here before so you don't have to breach it again. 6.2.7 Watch out for glass and see-thru areas! Glass slows down bullets, and that works both ways. Usually suspects have better guns than you do, and that means their bullets will penetrate glass better than your bullets will. Assuming equal body armor, you will lose. Thus, it's best to avoid shooting through glass if possible. Being able to see through something also means you may spot enemies and they may surrender, which means your AI member is STUCK until someone restrains that guy, and no one may have cleared the area in between, which means you're now 2 persons short! 6.2.8 Watch out for penetration AI characters do have eyes and ears. They will react to your attempts to open doors and such, and they can and will shoot through doors and such to get you. Read the following true story: I had my team elsewhere searching for suspects as I came to a closed door. I didn't know if there's any one behind it, and I planned to shoot through it if there is, so I stood in front, and tried to "use" the door. The door was locked, so my attempt just rattled the door. Then I heard a suspect going "psycho" sound "Argh!!!!!" and I got hit! At first I didn't know from where, so I back up, but I kept getting hit! Before I figured out the shots were coming THROUGH the door, I'm down on the floor writhing. I had to assume one of my team members to finish the mission. When I came upon the same door the other way, I can see that the suspect had shot at least 8 times, at least three of them went through the door/wall (which is light wood) and got me. The lesson in all this? NEVER stand right in front of a door unless you're going through it the next second, and watch out for penetrating hits. It's safer to stand off to the sides. 6.3 CLOSE-QUARTER COMBAT TIPS 6.3.1 Consider using the mirror on the room yourself Often, you should consider deploying the optiwand (i.e. mirror-on- a-stick) yourself in order to look around corners and through doors. Letting your AI teammates do it may actually expose them to enemy fire. Just have them cover you while you do the honors. 6.3.2 Consider throwing the grenade(s) yourself Your fellow AI team members usually have lousy throw, missing the door and such. They also tend to stand right in front of the door, and thus, get shot to pieces when the door opens. They don't know how to bounce grenades off walls and such. Thus it is often better to do your own grenade throwing and leave the breaching to them. Remember, any casualties reflect poorly upon you as a leader. The best procedure is stand next to the door, far enough back but close enough so you can still open it, and the lineup gives you enough door width to throw into the room. Order your guys to form up, then cover the door. It's probably best to have one team on each side. Charge a grenade and get the angle right. Open the door, and chuck the grenade. If there's anyone just behind the door the cover fire will deal with them. Then order the team to enter and clear. 6.3.3 Double the charges in a BIG room When you approach a BIG room, it may help to double the amount of flashbang or CS. Basically, charge it up. As one team toss in theirs, you, having previously lined up opposite them, toss the grenade to cover the other part of the room. Use the bounce to help you get the CS to where it needs to go. The double-whammy should help you enter the room without getting shot to pieces. 6.3.4 Bounce the grenade off walls Bounce the grenade off walls to get it into corners or such where you cannot go or cannot expose yourself to fire. 6.3.5 Approach from more than one angle This game rewards methodical approach and simultaneous attacks from different angles. Suspect can only watch one door at a time. If you can enter a room from more than one door, you can surprise him. If you combine the surprise with a flashbang, then suddenly he has 4/5 guns waving inches from his face, he'd be more likely to surrender. 6.3.6 Check every corner! SWAT3 is NOT Quake. Strafe around corners is a good way to get shot. Instead, use a mirror to check around corners, and/or lean around the corner to look. Unless, of course, you're really short on time, then all safety concerns go out the window. 6.4 UNDERSTANDING AI AND ORDERS You need to understand what the AI will do when you give them orders, thus how to utilize them best. 6.4.1 Stack / Breach When you order element or team to stack, they will line up as best possible near the door facing it. When you order breach, one guy will open the door, and then the team will go through covering all open angles. It is probably better for you to lean against the wall, just off to one side of the door, facing it, then order the team to 1) fall in, and then 2) cover. That should line them up behind you. Then if you crouch/kneel, they can shoot over you. Repeat for the other team. 6.4.2 Grenade use When you order element or team to use grenades at a door, one will arm the appropriate grenade, and then walk in front of the door or near the door, while the other will line up at the door just to one side and open it. Thus, it is usually better for you to open the door and then stick in the optiwand to check out what's inside, THEN order the attack. 6.4.3 AI team member ignored your movement order The AI member probably reported that someone is compliant. If that's the case, AI will continue to cover that someone until that someone was cuffed. The only way you can make the AI follow your orders is by cuffing that someone s/he spotted. This may be a problem on some maps where viewing distance is ridiculously long, or where you can look through glass and such into uncleared areas. You may want to order the other team forward to cuff the suspect / hostage, or go forward and do it yourself. Sometimes, repeated orders to "fall in" (regroup) may help. That suspect or hostage may escape then. 7 Suspects / Hostiles / Tangos You may find the bad guys be referred by many different terms, such as suspects, hostiles, and tangos. I'll just use "suspects" as the official term. Suspects in SWAT 3 can come in all shapes and sizes, male or female, and be armed with everything from pistols to assault rifles, and can be as heavily armored as you are all the way down to no armor at all. Any one not restrained is a potential hostile, even civilians and hostages. Order them to Cuff everybody, and have someone cover you while you do it. If someone surrenders, and you move away, s/he may decided to forget the surrender and start moving again. So if you get a report that someone is compliant, go to their vicinity and check the situation, and restrain that one so you don't have to chase s/he down again. Do NOT chase after someone if that person just runs away. Just order them and be ready to engage if they suddenly produce a gun. You can't afford to chase down people in the middle of a firefight. Do NOT stand between hostiles and any hostages / civilians, or any hostiles shooting at you may hit the civilian/hostage instead. In the same token, don't put a civilian / hostage between you and the enemy. Go for the legs or feet when you aim, it's less lethal than torso shots. Legs are usually not armored, whereas torsos often are armored. 8 Single-Player Campaign walkthrough Please keep in mind that the missions have random everything: random suspect location, random suspect attitude, random weapon placement, and so on. Every mission will be different, and these are just guidelines to help you through. The backdrop is simple: LA is the host of a treaty signing to abolish nuclear weapons. All sorts of dignitaries will be arriving, and potential for trouble is enormous. The overall objective is to finish the career with the highest possible leadership rating. While supposedly anything above 70 is good, you should strive for 80 or higher. It can be difficult, as your rating will PLUMMET if you encounter any casualties. 8.1 MISSION 1: SEARCH WARRANT / FREEWAY SNIPER Situation: A sniper attacked multiple cars on LA freeway. Trajectory analysis shows it probably came from this house, owned by one Martin Brenner. Objectives: Breach the house and arrest Brenner, secure any weapons and any civilians inside. Location overview: two-story house with attic, no basement. Entry point: front door only Recommended entry: you can use stealth or dynamic, doesn't matter. Suggested equipment: MP5 / MP5SD is fine. M4 would be too long, and shotgun is a bit of overkill. You can do the whole thing with just pistols. For practice, bring M4 with less-than-lethal ammo. Suspect and weapons: Brenner may or may not be armed with a pistol. He could be anywhere in the house, and may escape into the attic. There's a rifle in the attic for sure. Surprises: you may run into a woman in the house. She is not armed. Just secure her and evac her out of the way. Suggested tactics: not much to it, as this is the first mission. Technically, you can do this alone, leave your 4 guys outside if you want to, but you need the practice. Basically, clear one floor at a time, mark where you've been with light sticks. Use CS in every room and cuff everyone you run into. Check every door, cabinet, and so on. Grab every weapon you see. This is a good time to practice cover and breach. Have one team cover and the other team breach, then reverse the role so they can leapfrog objectives. Have one team cover the stairs and another team check the living room and kitchen. Then move up and check separate rooms. Practice a couple more times. Next mission will be quite a bit tougher. 8.2 MISSION 2: HIGH-RISK WARRANT SERVICE / BOOBYTRAPPER Situation: Arrest warrant has been issued for Victor Gatts, who was involved in a hit-and-run and escaped on foot. The car he left behind carried several pipe bombs with guns and ammo. He's a suspected militia member. Breach the home and arrest him. His son Alan is in the house and may or may not be hostile. Objectives: Arrest / evacutate Victor Gatts, detain / evacuate Alan Gatts (son), secure all weapons in the house Location Overview: single-story house with garage, possible basement, no attic. Subject is a bombmaker and booby trap is suspected. Entry Point: two available: side door, and front door. Recommended entry: doesn't matter, either stealth or dynamic will be fine Suggested equipment: MP5 / MP5SD is fine, range is short enough that penetration is not a concern. You can do this mission with pistols alone. Suspect and weapons: Either (or both) persons in the house may be armed with pistols or machine pistols. There are additional guns in the house you must secure, and those can be anywhere, but usually in living room, garage, and basement. Surprises: Alan Gatts can vary from completely panic-stricken and compliant, to completely psycho and combative. Victor Gatts can be in any room. There is a booby trap at the first room door in the corridor. There is a basement accessed through the garage. Suggested Tactics: You can divide your forces and do half front and half side door, or let your forces enter front and you take the side door. Doesn't really matter. Use one team to clear the living room and the adjoining kitchen (which leads to the garage). Use the other team to clear the corridor, and hold. Check each cabinet and room, but take care to disarm the booby- trapped door first. Check all restrooms, flash-bang each in turn, while you guard the rest of the house. Then assault the garage and the basement. If the mission doesn't end, search for guns left around the house. There's one in living room, and more may appear in garage or basement. 8.3 MISSION 3: HOSTAGE RESCUE / KIDNAPPING Situation: Turkish Embassy was bombed and in the confusion the Turkish Ambassador was kidnapped. FBI tracked them to this import/export store. Objectives: Rescue the ambassador, deal with all suspects and restrain any civilians Location Overview: the store itself is single-story. The backroom leads to a basement with unknown configurations. Entry Point: front door only Recommended entry: you probably have to go dynamic Suggested equipment: MP5 / MP5SD is fine, range is short enough that penetration is not a concern. For fun, you can even try it with M4 and non-lethal ammo. Suspect and weapons: multiple armed suspects in the building armed with pistols and/or assault rifles, no body armor Surprises: lousy lighting in the basement, the storeowner is cowering in fear. Secure him. Suggested Tactics: This depends on whether the enemy is defending up front or not. Usually they hide in the basement. If they defend up front you may have a problem as they can see you coming (the storefront is full of glass). Once you get inside, just clear it room by room and deal with everybody and slowly proceed through the rooms until you come to the hostage (he's the only one with a black bag covering his face). You can slow the action down by going to stealth mode, and use mirror on every corner. Consider splitting your team on alternate paths to clear that maze faster. 8.4 MISSION 4: HOSTAGE RESCUE / HOME INVASION Situation: Multiple heavily armed gunmen have entered the house of Donald Foreman, CEO of a famous company. Something went wrong and shots were fired, and neighbors called police. We believe the entire family is home, which means husband, wife, and two children are all hostages. Objectives: Take out all suspects, rescue all hostages. Location Overview: two-story mini-mansion, with mini-basement. Entry Point: front door, or basement/backdoor Recommended entry: definitely backdoor. Front door is a death trap to any one hiding in the yard. Suggested equipment: MP5 / MP5SD is fine, but take and reload with FMJ ammo ASAP as all suspects will be armored. You may want to take the regular MP5 as the MP5SD has lower muzzle velocity (due to the suppressor) and you need all the armor penetration you can get. You can even use the M4 if you want. Suspect and weapons: At least seven suspects, heavily armed, wearing body armor. They could be anywhere in the house, any level. Usually one or two are in the yard. Surprises: Linda Foreman (wife) is wounded, but still up. She may run around for her kids, don't let her distract you, but don't shoot her either. The kids may be anywhere. They could be in their respective rooms, or they could be in living room on couches, or hiding in closets. At least they don't move around (they stay in "sleep" posture). You will need to order them evacuated though. Suggested Tactics: Front door is a deathtrap. Go in the back in stealth mode and drop CS and flash bang everywhere. Clear the pool and upper floor, come back down then enter the backdoor (where the maid lives, presumably), clear the basement while you watch the stairs. Then make your way up the stairs (using mirror and more) and attack through the kitchen, and finally approach the living room from both the corridor and the dining room. Issue simultaneous breach order and have them clear the living room. There is at least one or two outside the front door and you need to take them out through the windows. Finally make your way upstairs and then bang n' clear the rest of the rooms, have one team assault while the other team watch the rooms that's yet to be cleared. 8.5 MISSION 5: HOSTAGE RESCUE Situation: A group of armed gunmen have taken over the local Eastern Orthodox Church, and is holding a bunch of monks and their pope (His Holiness) hostage. What's worse, the private security force that's supposed to stop this sort of thing from happening is still in the church. While they're supposed to be good guys, they are armed, so they must be treated as suspects. Objectives: Rescue all hostages, take out all suspects. Location Overview: This cathedral /church is quite large, with upper story and at least two mezzanine levels, as well as a big lobby and even a hidden passage. Entry Point: only one... the side door. Recommended entry: either is fine Suggested equipment: MP5 is fine, as range is short enough. Suspects and weapons: you have multiple heavily armed suspects in full body armor, as well as the private security guys with no armor running around. Treat anybody you meet as suspect until proven otherwise. The hostage takers have long guns and pistols with body armor. Security goons have pistols only, no body armor Surprises: None, really. "His Holiness" can be almost anywhere, and can even be wounded. Those private security guys may be hostile to you or perfectly compliant. The monks may be running around and/or escaping. Suggested Tactics: Basically you approach the side door, and you'll probably run into one or two guys there already. Then go through the door, and you can choose to do downstairs first, or head upstairs. In general, you should do upstairs first. Head upstairs, and clear the upper balcony, then head inside and clear the first level office with sleeping quarters. Explore every closet, as bad guys are known to hide in closets. Cover AND breach each one. Watch the rooms carefully, attack from multiple angles if you can and watch the team's backs. Clear the entire upstairs, bang every room, and clear every closet. When you come to stairs up to attic level, clear that as well. The closet in the kitchen can be dangerous. Finally, make your way down the other "hidden" stairs, and it's time to clear the main floor. There are rooms on both sides behind the pulpit, and the large center room. Assault each one, and that should be everybody. If not, search outside again (the way you came from). 8.6 MISSION 6: SEARCH AND DISABLE Situation: An airliner has been shot down near LAX. Apparently someone setup a bunch of SAM launchers in the incomplete construction site. Planes have been diverted as much as possible, but LAX is strained to capacity and more airliners may be lost, if not to SAM, then to mid-air collisions. Objectives: disable all launchers, neutralize / arrest any suspects Location Overview: Construction site is mostly flat, but lots of places to hide around corners. It's open air so CS gas has almost effect. Entry Point: two entry points. The side 1 entry point is preferred as it's close to first missile. Recommended entry: dynamic is fine, no time to lose Suggested equipment: Expect long-range shots, so take the M-4, and take as much of the regular ammo as possible. That non-lethal stuff wouldn't hurt anyone with body armor. If you are using alternate weapon packs, try the M-4's with C- mags and different sights, esp. the ACOG 4x sights. Suspects and weapons: Expect up to a dozen heavily armed suspects with body armor, and 3 missile launchers you need to disable. Suspects are armed with AK's or AR-15's and pistols. Surprises: The three launchers don't change places, but the guards can be anywhere. Suggested Tactics: It doesn't matter which door you go into. The idea is to clear the compound following the wall you came through, and check the central buildings for the missile launchers. Watch for patrols. On the other hand, side 1 is a bit closer to the first launcher, (spoiler!) so you may want to enter there. Check each and every corner with mirror for ambushes. Use your flashbangs to flush them. Assuming you go through side 1, clear the area, then turn left, and you should see concrete building walls (no roof). Go through door and down ramp, and there is the first launcher. Disable it and go up the other ramp. Continue forward, then mirror the next corner, and clear it. Continue and clear the area to your left, in that big depression where pipes are being installed. Take out the guards and there's the second launcher. Finally, go through the pipes, and you're in the next depression with the third launcher. Disable that, and you can hunt tangos at your leisure. Do the standard cover / advance as your two teams leap-frog each other, and you do the mirroring yourself around corners. Once you take down all the tangos the mission ends. 8.7 MISSION 7: BANK ROBBERY / HOSTAGE STANDOFF Situation: A group of armed gunmen have robbed a bank. Just their
luck, an offduty cop walked in on them and they shot the cop. Now we got a hostage situation in the bank. At least one employee or customer is hiding in the bathroom and called 911. She may still be there. Objectives: Rescue all hostages (including wounded), take out all suspects. Location Overview: The bank has rooftop, then vent room, and finally the main floor. Entry Point: only one... the rooftop. While there are multiple entrances from the rooftop, there is only one staircase down, which leads into the storeroom below, and from there into the backroom and lobby of the bank. Recommended entry: stealth until you get downstairs. Explore the vent area until you locate the staircase down. Suggested equipment: Your teammates should get MP5, NOT SD's. You can use the same, or pick any gun you want. Suspects and weapons: multiple heavily armed suspects, with body armor. Surprises: Usually the vent room level is not defended, but occasionally you'll see one or two bad guys, so be prepared. It's a maze of corridors to explore until you locate the stairs heading down. Then it's a matter of taking out the bad guys without hitting any hostages. Suggested Tactics: You should clear the upper floors and vent area first before heading downstairs. Mark cleared areas so you don't need to back track. Then head downstairs and start assaulting in earnest. The four entrances mentioned are really only 2, as A leads to B and C leads to D. So just clear all four entrances and gather at the door leading downstairs. If the door to lobby is open, that suggests someone has left the lobby. In that case, take the lobby first, then clean out the rest of the building, as you caught them separated. Else, clear the rest of building first, keep lobby for last. Use one team to assault rooms, the other team to cover, and alternate. Assault the lobby when you get there, with both CS and flashbang, and secure everybody. If the mission doesn't end, check the rooms and upstairs again. 8.8 MISSION 8: HOSTAGE STANDOFF Situation: Armed gunmen have taken over DBN TV studio during a talk show. Objectives: Rescue all hostages, take out all suspects. Location Overview: DBN has only one floor, though the soundstage areas have a mezzanine level for the director/producer and control booth. Entry Point: two entry points available: Parking lot, which takes you next to the studio, or the skyway, which leads you through the prop lot. Skyway is recommended as you can make a single sweep rather than going one direction then backtrack. Recommended entry: either one is fine Suggested equipment: you may want to stick to shotguns and buckshots. Range is low enough that you shouldn't need any long shots, and buckshots usually wound rather than kill. On the other hand, if you're good you can use MP5's. Suspects and weapons: multiple heavily armed suspects, no body armor. Expect long guns and pistols. Surprises: Terrorists and hostages can move around a bit. Lots of places to hide. Suggested Tactics: Go through the skyway, have your guys cover the doors, while you blast it open with a slug right at the lock. Any hostiles on the other side will get buckshots in their faces in a millisecond. Then make your way down the corridor covering one door at a time, one team cover while other team advance. Clear all small rooms with CS grenades (better toss them yourself). Watch out for the dressing rooms. Sometimes you'll find a tango in one of the closets inside. When all the dressing rooms are cleared and upper floor is cleared too, it's time to head into the audience seating of the studio. Toss in a flashbang or two, then charge in, and that should do it. 8.9 MISSION 9: HIGH-RISK ARREST WARRANT Situation: The Phoenix club has a bunch of unsavory characters, one of which probably ordered the hostage situation at the church a few days ago. Objectives: Get in there, arrest or neutralize all suspects, confiscate all weapons Location Overview: Phoenix club has a large dance floor restrooms, DJ booth, and 2 bars, plus a back room area with living quarters for the owners. There is a storage room in between. Entry Point: There are two entrances: front door, or side/back entrance. I recommend the back entrance, as the front entrance is too dark. Recommended entry: side 3 (back door), stealth mode is better Suggested equipment: Take M4's with non-lethal ammo. Your opposition has no body armor. Remember to switch to non-lethal ammo when the mission starts! Suspects and weapons: multiple suspects with pistols or machine pistols, and no armor Surprises: the weapons appear randomly but usually in fixed locations. There's a couple near the bedroom/living room, some around the bars out front, and one or more in the store room. Sometimes you'll find suspects in the restrooms near the dance floor. Suggested Tactics: Go in the back door, stay stealthy for as long as you can, remember to use non-lethal ammo as you want suspects arrested, not dead. Use CS as much as possible. Clear the bedroom and living room, secure any weapons. Remember to clear the bathroom with Jacuzzi, and the walk-in closet. Then form up the element to take on the storeroom, then enter the dance floor and clean out the main area, especially the bars. Then separate the teams to assault one restroom each, and that should do it. Don't forget to check the DJ booth up the stairs from near the restroom area. 8.10 MISSION 10: HOSTAGE STANDOFF Situation: Terrorists have taken over Hotel Carlyle's upper stories and possibly the kitchen as well by disguising as staff. Objectives: arrest or neutralize all suspects, rescue all hostages and/or civilians Location Overview: Hotel has a ground floor with kitchen and other utility rooms, as well as a staircase leading to upper floor where the hostages are. Other rooms have been locked off and evacuated. Entry Point: Two: rooftop (which leads down to hostage floor), or loading dock (which leads to ground floor). Rooftop is recommended. Suggested equipment: Take MP5's, NOT SD's as some suspects will be armored, and you may need to shoot through glass. You can also use M4's or shotguns. Suspects and weapons: multiple suspects with body armor and assault rifle, plus fake staff with pistols and better guns. Surprises: Hostages can be anywhere, but mostly upstairs. The staff can be genuine (unarmed) or fake (armed), so watch those hands! Suspects may be hiding outside on the balconies. (Yes, there are TWO of them) In the main living room suspects maybe using hostages as human shields, so watch your shots! Suggested Tactics: Go in via rooftop, and clear the way down. You guard that staircase (and watch your backs) as the other two teams assault the corridor, which has multiple doors to left and one door furthest down. Bang each and every door, but do NOT enter the corridor beyond! Keep team together, as you approach the door on the far corridor. Clear that (with mirror), as that leads to the bedroom through the first balcony. Clear the bedroom, and open that double door carefully, as you'd likely see some bad guys in the corridor. Do NOT enter the corridor... yet. Just guard it with one team, as you take the other team back through the door and locate the kitchen and dining room that you previously cleared. You should also deal with any reinforcements that arrived from downstairs, but usually they don't bother you. Now that your pincer is ready, assault the living room (where most hostages are) with both teams from 2 directions, use plenty of CS and flashbang. You should be able to take down all suspects (even the one outside on the balcony) without hurting any hostages. Order one of the teams to watch the staircase while you help the other team secure and report everybody. Now it's time to assault downstairs. Open the staircase (with cover!) and toss in CS followed by flashbang. Head down to ground floor and attack into the laundry / kitchen area. Check all storage rooms and utility rooms and such, with one team watching the kitchen. Then both teams assault the kitchen through the two separate doors. And that should be everybody. If you missed one, go back through all the rooms again. This hotel is pretty small. 8.11 MISSION 11: VIP ESCORT Situation: You are to escort the dignitaries to the LA Convention center for a pre-treaty signing publicity event. Be prepared for anything. Objectives: deal with any suspects, rescue all dignitaries and civilians Location Overview: LA Convention Center is a large structure with two stories of multiple large rooms. The "garage" entrance leads up a ramp into the main lobby area, with escalators up and down. To one side is the cafeteria, and the other is a travel agency opposite restrooms. The upper floor contains a small auditorium with 2 dining/meeting rooms on one side and 3 storage/conference rooms on the other side. There is a staircase in addition to the escalators. Basement is closed. Entry Point: you can choose to start in the bus, or start next to the escort Humvee. Start in the bus is recommended. Suggested equipment: MP5's are fine, as hostiles may or may NOT be wearing armor. The fake wait staff will have no armor, but there will be armored commandos hiding in some rooms. On the other hand, the range is long enough to use M4's. Suspects and weapons: expect to see Skorpions, AK's, pistols, and more. Fake waitstaff have pistols or assault rifles, maybe machine pistols, but expect to see some armored commandos with assault rifles. Surprises: Hostages can be anywhere, watch for "snipers" shooting down from the upper floor near the escalators. There are usually bad guys hiding in the auditorium and projector room upstairs, as well as in the restroom(s) downstairs, and the staircase. Use CS and flashbang liberally. Suggested Tactics: Your team should take out the bad guys assaulting the bus automatically. Once that attack is repelled, form up, secure all nearby civilians, and enter the main entrance, deal with any bad guys you see. There should be multiple hostages running around. Have them comply when you can, but do not expose yourself doing so. Pick one side (probably cafeteria) and take out any fake waitstaff. Either leave a team near the entrance as guards, or don't guard anything and keep the team together for mutual support. Then clear the kitchen. Then take care of the other side (travel agency and restrooms), and the far hall. Go up the staircase (bang the door from lower floor) and you have a clear shot to upstairs. Clear what you can see. Clear the side with auditorium and 2 other rooms first. Then clear the 3 rooms on the other side. If you still have not finished, search the whole place again for hostages that are running around loose. Some may have ran outside to the bus. 8.12 MISSION 12: HOSTAGE STANDOFF Situation: Terrorists have taken over LAX tower and completely messed up air traffic control. They have also setup surface to air missile launcher at the tower ready to shoot down airliners circling overhead. Objectives: deal with any suspects, rescue all civilians Location Overview: LAX has two buildings you need to be aware of: the admin building, and the tower itself. The admin building and tower are linked via a skybridge on the 4th level, and an underground passage. You can assault via either route. Entry Point: the "underground" entrance is the only one. There is an alarm panel that you will need to disable before going in or you will lose the surprise factor. Suggested equipment: MP5's are fine, as half of the hostiles will be wearing armor. Use FMJ ammo. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's. There are a LOT of bad guys, some dressed as fake maintenance staff, and others as full fledged commandos. Surprises: Hostages can be anywhere, but more of them are in the admin section. Missile launcher is on the tower itself, near the top, on the balcony. Enemies can be anywhere. Suggested Tactics: As there are two routes, there are two ways to do this. The recommended way is go through the HVAC and Hydraulics room when you see them, which will take you into the stairs that goes up all the way to the top. Fight your way to the top of the tower, clear that, take out the launcher. Then you can fight your way down, past the bridge, to the other side. This one is safer as the admin building has a level that's a true nightmare if you're attacking upward. It's better to go downward instead. So disable the initial alarm, and clear the basement, every room. Locate the stairs going up to admin, but do NOT fight your way up there yet. Keep everyone out of sight from stairwell, and toss in C/S, THEN tell them to clear it. They will climb it and stop at the stop. Bring them back down. Close the door, and explore the other way. By going through HVAC, then Compressor, then Hydraulics, you should find that other staircase. Head up. Climb all the way up, ignore the doors you pass by. You're at the entrance to the tower. Fight your way up and take out any guards. You should see the "side door" which leads to the balcony... and the missile launcher. Put up guards and disable the launcher. Now attack downward... and clear every floor. You probably saw two doors per level, so send one team at each door and repeat level after level, while you guard the staircase. Eventually you'll come to the skybridge which leads back to admin. Since you know you already cleared all of the tower levels, and there's nothing above you, go across the bridge and attack. Toss a lot of CS grenade in different directions, bounce them off walls, etc. Then do a simultaneous assault on the boarding gate level and above. Then you can attack downward from here. You should have the mission pretty much wrapped up by now. 8.13 MISSION 13: VIP ESCORT Situation: You have been stationed in the Ventura Hotel during a VIP meeting. Due to that incident over at that other Hotel, it's better be safe than sorry, but we don't anticipate any problem... Yeah right. Objectives: deal with any suspects, rescue all dignitaries and civilians Location Overview: Ventura Hotel has two levels... you start in the elevator corridor on level 2. The top level has conference rooms and restrooms. The bottom level is the lobby and hotel offices, restaurant, and so on. Entry Point: not applicable, you start in the hotel elevator lobby. Lunch was just served and waitstaff went by. Suggested equipment: MP5's are fine Suspects and weapons: all sorts of enemies are there, with or without body armor. They can have assault rifles and/or pistols. Surprises: Hostages can be anywhere, and can be running up and down the stairs. Expect extra bad guys, extra civilians, even extra hostages. So even when 10-David says the mission is done, continue any way and check EVERYWHERE. Suggested Tactics: You guard the staircase door and send your team through the double doors with flashbang. They should automatically engage anyone in the corridors. Watch their back as you send them to assault each conference room with flashbangs. The room next to the elevator has two doors, so go through both at the same time (separate the teams). Then repeat for each of the upstairs rooms, including the restrooms. Watch for the staircase heading down into the lobby, as bad guys may be down in the lobby. Once the upstairs is clear, it's time to head back downstairs. If there's any one in the lobby, engage them from upstairs, but do not go down, as it's too exposed. Retreat to the staircase where you started from, and attack down that one instead. Clear each and every room you see with one team (so you can do two rooms at once). You should make your way into the main lobby by going through the hotel check-in desk. Attack the restrooms and the restaurants, and that should be everybody. If not, run really fast and check for other hostages and civilians who may have snuck in after you cleared the area. Also, wounded hostages must be reported in as well. 8.14 MISSION 14: HOSTAGE STANDOFF Situation: Terrorists have taken over the top three floors of the city hall. We've cleared all the floors below it. A bomb is likely present with lots of hostages. Objectives: deal with any suspects, rescue all hostages, capture the hostile leader Location Overview: City hall has a lot of rooms and range varies from medium to short. The roof has the bomb you need to defuse. Entry Point: just one Suggested equipment: MP5's are fine, as hostiles will be wearing armor. Use FMJ ammo. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's. There are a LOT of bad guys. Surprises: most hostages are at the top floor, but bad guys can be anywhere. Some civilians may be hiding in the offices. Suggested Tactics: Nothing too much, actually. Most rooms need only one team to clear, so split your team and go down separate paths as they probably merge later. Clear the floors one at a time. When you see a big room, then send in both teams. For example, the library will need both teams, as it's quite big. When you finally fought your way to the bomb, you need to use the Wave on the control panel below the bomb to deactivate the laser barrier first, THEN you can use the Wave on the bomb itself to deactivate it. 8.15 MISSION 15: RECON Situation: Mysterious construction equipment was moved underground along the parade route. We suspect the route was compromised. Go in there and search for bombs. Objectives: defuse all 7 bombs, take out all hostiles, find and secure the civilian WARNING: Very strict time limit. The bombs go boom at 45 minutes. You get a warning at 30 and 40 minutes... And that's for 7 bombs. The bombs look like those old-style portable radio/cassette players. If you stand close to one, you'll hear steady beeps. The 7 bombs always appear at the same locations. WARNING: Some sections are full of methane gases that ANY spark will set off the bombs. That includes popping any grenades or shooting any guns. Location Overview: the sewer level is a real pain, as there are THREE levels altogether, almost like a maze. Study the maps carefully... That map is MOSTLY accurate, except for 2 barricades and one passage not on map. Entry Point: there are two entry points. East and west. Take the west one, dynamic mode, as it starts you right next to one of the bombs. However, do NOT use charges to open the doors, esp. in a gas zone. Switch back to stealth mode to open doors, or open them yourself. Suggested equipment: M4's are fine. Range is long enough. Suspects and weapons: all sorts of assault rifle will be seen, including AK's and M-4's. There are a LOT of bad guys. These guys wear gas masks so CS will not be effective. Surprises: The civilian can be ANYWHERE and will run around, thus finding him is most of the battle. Bad guys can be anywhere too and may wander around. Suggested Tactics: I'll just tell you where the 7 bombs are, so follow closely. Take the "western" drop. The first bomb should be right next to you between the barrels. This is level 1. Head down to the very bottom of the stairs, and hidden behind the stairs is the second bomb. This is level 2. Open the door and go a little forward. You should see a set of stairs going down. Go down and you're at level 3. Take the first right, and follow the corridor left, and go through a metal gate. You should see a shopping cart. Inside is the third bomb. Continue through the room, and follow the only exit into the next room. Explore this room for the fourth bomb hidden near a corner. You will notice that this room has 5 exits. Remember this room. Find the side that has TWO exists. The one to left is wider, take that one. Follow the corridor around and make two left turns. At the next right turn, look inside the turn and there should be the fifth bomb. Continue and you're back at the stairs that brought you to this level. Go back up to level 2. You should see a narrow passage ahead (and the spiral stairs to your left). Go forward, and you should come to a set of stairs going up. Go past it, and follow the corridor right. You'll pass a passage to your left. Ignore it. Keep following this passage until you see a corridor to your left. Go into it, and stop at the end. Enemy is probably to your right, so clear it. Turn left instead, and you should see the sixth bomb. Now we need to backtrack to the spiral staircase you came down on. You should notice that there's a corridor going the other way (opposite from that narrow path you took to bomb #6). Follow that, and you're in gas zone, so don't shoot. Follow that in and you should locate the seventh bomb. Now that you found all the bombs, you just have to explore EVERY inch of the maze, take out all the hostiles, and secure that civilian. Use lightsticks to mark where you have been. 8.16 MISSION 16: VIP ESCORT Situation: We are almost ready for the signing of the treaty, and we think that suitcase nuke may be here. Sweep the area again. Objectives: deal with any suspects, rescue all dignitaries, defuse the suitcase nuke Location Overview: Same convention center, but modified quite a bit. The levels are now more linear as partitions have been setup all over. When you go in, you must go upstairs via escalator, then down on the other side to cafeteria and the restrooms. Then go through another door to see the stage. There is even a basement now, hidden in the staircase. The bomb could be anywhere, from one of the conference rooms to right under the stage itself. Entry Point: just one, the front door, dynamic of course, speed is of essence. Suggested equipment: MP5's are fine Suspects and weapons: expect pistols and machine pistols and assault rifles, from no armor to full body armor Surprises: dignitaries are all over the place, and there's a basement to clear with narrow corridors and tight rooms. Suggested Tactics: Nothing special, really. Clear one section at a time, as usual. Do things quickly as your main objective is that suitcase nuke, and it's on a timer. Explore all the conference rooms after you cleared them. Once you stop the bomb the rest of mission is pretty routine. The usual locations for the nuke are in one of the conference rooms upstairs, or under the stage itself. (If you find it in other locations, let me know) Congratulations, you have finished the single-player campaign! 9 Elite Missions These missions are included in the Elite Edition, and can be downloaded via the website. They are not part of a campaign. 9.1 WHITMAN AIRPORT Situation: Terrorist group is preparing a small plane filled with anthrax to be sprayed over Great LA. Objectives: stop the plane, arrest/neutralize the leader Jim Hoffer, arrest/neutralize all hostiles Location Overview: Whitman airport is flat open space with some hangars and some trucks, with an underground sewage tunnel system. Entry Point: two, but almost the same as it's the same corner. Suggested equipment: M4's with FMJ, as you need to take LONG range shots. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, most will have body armor. Surprises: enemies can be anywhere, even hiding in the sewers. Suggested Tactics: Don't spend too much time clearing the front hangars. Your primary objective is to stop the plane. Your best bet is probably sneak by the large hangar (A?) by sticking to the right wall, clear the rear of the hangar A, then assault through the door (to your right) to the plane. Once you stopped the plane, you can mop up at leisure. Bypass hangar B and C for now, and forget about the sewers for now. The door leading to the last hangar is a real gauntlet as it will be ringed by enemy shooters from several hundred meters away. The area is open and CS is almost useless. There are several approaches: The brass-balls approach: toss CS over the fence as far as it would go. In fact, toss ALL of your CS that way but spread them out a bit. Then just attack through the door with flash bangs and breach charges. Expect to take casualties. The sniper approach: bring everybody back far from the gate, behind cover if there is any. Order everybody to cover the gate, then blow it, and engage telescopic sights and look for enemy long-range. Enemy will usually attack, and you can hit them at the door. After you kill a few this way, then go through the gate. The sneaky approach: Make your way through the sewers and come out at the other side of the fence. There are two exits: one on the far end (near the exit to the runway) but that one is exposed to the hangar (which is sure to have guards). The other exit is on the far LEFT (behind the hangar), which is less exposed, but only one way out, unless you go through the "side" entrance, but there's for sure one guy in there, and more in the hangar itself. Still, it's something to think about. 9.2 HOLLYWOOD HILLS MANSION Situation: An arrest warrant has been issued for a kingpin living in this Hollywood "mansion". It has a lot of rooms above ground, God knows what it looks like inside or below ground. Objectives: arrest / neutralize main guy, arrest neutralize any/all hostiles, detain all civilians Location Overview: The mansion is a maze of cross-connected tunnels, rooms, and more. There are multiple entrances from exterior and dozens of branches in every direction. Entry Point: several available, pick side door or backdoor is best Suggested equipment: Distances will be short, so shotgun is suggested, though any short assault rifle would do. Bring lots of ammo. Suspects and weapons: all sorts of bad guys will be inside, though most probably will not have body armor. All sorts of guns, from pistols to assault rifles. Surprises: the maze in the basement has multiple levels and is a nightmare to clear. I'd suggest you concentrate on the regular home section and deal with the basement later. Suggested tactics: nothing, really, Go stealth and stay stealth all the way. Mirror each and every corner, with one team to cover and the other to attack, while you guard the back. Repeat for each corner. This mission will take a LONG time if you do it slowly, but it's the only safe way. 9.3 CHANG'S CHINESE THEATER Situation: Terrorists have taken over Chang's Chinese Theater, many dignitaries inside are being held hostage. Objectives: arrest/neutralize hostiles, rescue all hostages / civilians Location Overview: The theater (based on a real landmark) has a MAZE of alternate paths and entryways making the job of securing it VERY difficult. The backstage area has stairs with access to underground, alternate walkways, dressing rooms, office, and access to side balconies, orchestra pit, and more. It's a nightmare to clear. Entry Point: two, the front door, or the backdoor leading up to backstage. Backdoor is recommended. Suggested equipment: M4's or MP5's with FMJ ammo. There are lots of enemies and LOTS of rooms. Bring C-mags if you got them. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, most will have body armor, though the fake "staff" will not. Surprises: enemies can be anywhere, keep your team together and cover each other. Mark each room cleared. Suggested Tactics: This one can be difficult, as there are a LOT of enemies and civilians running around. If you want to start quietly, go via the backdoor, and clear your way forward. Else start in the front door and clear the lobby first. However, the front lobby has two levels and half a dozen entrances. You can expect your guys to react to threats from all levels, and you have to do a lot of work yourself. Once the lobby is pretty clear, start working on the interior. There are DOZENS of small passages so you should probably keep the team together and clear rooms and areas as you find them. 9.4 CITY OF ANGELS HOSPITAL Situation: Terrorists have taken over the City of Angels hospital and have planted the suitcase nuke somewhere in the facility. Objectives: defuse the bomb, arrest/neutralize hostiles, rescue all hostages / civilians Location Overview: City of Angels Hospital is a mutli-story structure with 4 full levels: roof, level 1 and level 2, and basement. Entry Point: four, but three of them are almost the same on first floor. Recommended entry point is rooftop, which leads to two staircases down, and the rooftop has a potential bomb location. Suggested equipment: M4's or MP5's with FMJ ammo. There are lots of enemies and LOTS of rooms. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, some will have body armor, though the fake "staff" will not. Surprises: enemies can be anywhere. The bomb can be anywhere. I'll list some potential locations. If you see the bomb elsewhere, let me know. The bomb looks like a black suitcase with a special control panel. It beeps also. Basement -- Radiology control room, Operating room 2, post-op room on top of the cabinet, laundry room behind the washing machine in corner First floor -- guest area next to entrance behind wall, emergency exam rooms Second floor -- storage room next to nurse station, one of the empty patient rooms Rooftop -- behind the elevator between machines NOTE: do NOT send your folks into the restrooms on 2nd floor between the patient rooms. It's possible for one of your guys to get STUCK there. If there's a tango there, you'll NEVER be able to end the mission as that tango cannot be evacuated. Suggested Tactics: You have to rush this one as your first objective is to locate the bomb. You don't even have time to secure all the hostages and civilians, until the bomb is found. Go in via the rooftop, and search behind the elevator. Go through all the possible locations quickly. If you can't find it... then you have to clear one room at a time and see if you can catch a hint of beeping sound as you run around the hospital looking for it. If you don't find the bomb, then securing and rescuing any one will be meaningless. 9.5 SUBWAY STATION Situation: Dignitaries, arriving via subway, were ambushed as they exited the 12th St Station. Suspects dressed as railway workers and other commandos are all over the area. We have sealed off the area. Objectives: arrest/neutralize all hostiles, rescue all hostages / civilians Location Overview: Subway station has 4 entrances, three full levels, back offices and utility sub-levels, and more. Expect wounded hostages and hostiles everywhere. Entry Point: four, none of which offers any advantage, so pick any one you like. Suggested equipment: M4's with FMJ ammo. There are lots of enemies and LOTS of rooms. Bring C-mags if you got them, and scopes if you got them. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, most will have body armor, though the fake "staff" will not. Surprises: enemies can be anywhere, keep your team together and cover each other. Mark each room cleared. Try not to EXIT a train as the exits are real chokepoints. Try to bypass instead by going underground through offices and utility rooms. Suggested Tactics: This one can be difficult, as there are a LOT of enemies and civilians running around. Take long-range shots against hostiles, and clear the area one at a time. You'll have a hard time locating the last hostiles or last civilians / hostages, as you keep running around the areas looking for that last one. Civilians and hostages will be moving around so the search will last a long while. Search the cleared areas, including all the entry points. Civilians tend to gather there because those are quiet areas. Try not to fight your way OUT of a train, as the doors are real deathtraps if there are enemies nearby. 10 TGOTY Missions These missions are included in the Tactical Game of the Year edition re-release. These don't have many tangos, but the variety of places for them to hide is tremendous. 10.1 CIVIL UNREST Situation: riot has broken out. Other squads have established a perimeter. Get in there and restore order. Objectives: arrest/neutralize all hostiles, rescue all civilians Location Overview: This location is composed of four buildings, two on each side of the street. Multiple hostiles on street level, as well as in the buildings. Entry Point: only one: behind the dumpster Suggested equipment: M4's or MP5's with FMJ ammo. There are lots of enemies and LOTS of rooms. Bring C-mags if you got them and/or extra flashbangs. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, most will have body armor, though the fake "staff" will not. Surprises: enemies can be anywhere, keep your team together and cover each other. Mark each room cleared. Watch for snipers on upper levels if you're moving about the street level. Look for alternate entrances. Suggested Tactics: This one can be difficult, as there are a LOT of enemies and civilians running. Watch for snipers on upper level windows shooting downward into the street. Funny thing: when you locate the hostages in the place above the cafe, move right to the window, and keep going. You may find yourself... OUTSIDE the room, having "fallen off" the window ledge. By going right a little and following the ledge, you can get yourself back to street level. 10.2 LIBRARY Situation: Terrorists have taken over the University library. Objectives: arrest/neutralize all hostiles, rescue the university president Location Overview: Library itself has two main levels, an attic level, and LOTS of smaller rooms off to the side. Visibility is horrible as the whole place is filled with bookshelves. You may want to go all the way to the top first and work your way down, or just go methodically one level at a time upwards. Entry Point: only one: just outside the entrance. Suggested equipment: M4's or MP5's with FMJ ammo. Expect lots of militia-type terrorists with body armor. Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There aren't that many of them, but they are hidden pretty well. Surprises: Look for alternate entrances. Most rooms have two entrances. If the room is full of shelves, send in the entire element so they can check the whole room quickly. Suggested Tactics: Get in the bottom level and clear it. The hostage may be here at the librarian's desk. Then clear one side room at a time. Once the bottom level is all clear, make your way to the main staircase and work your way up. 10.3 PARKING GARAGE Situation: Suspicious activity was spotted in the parking garage near location where an event known to irritate domestic terrorists will be held. Suspects may be planting explosives. Objectives: arrest/neutralize all hostiles, rescue all civilians (if any) Location Overview: The parking garage has 3 levels: basement, 1st, and 2nd. Multiple staircases and ramps linked the levels. Enemies can be on ANY level, any location. Entry Point: you can start in basement, or on level 2 (the top). I recommend level 2 and work your way down. Suggested equipment: M4's with FMJ ammo. There are only handful of enemy, but you need the long range firepower as engagement range will be quite long (parking garage is big). Bring ones with scopes if you got them. Suspects and weapons: all sorts of assault rifle including AK's and M-4's, may or may not have pistols as backup, no body armor Surprises: Nothing really, lots of cars for suspects to hide behind, LOTS of staircases for them to move about, and it's a big level. Be careful, and try to stay to the walls to cover your back. Suggested Tactics: Not much to it, as it's mainly search and destroy. First search the level, then send your team down the side stairwells to next level and repeat until you got all the way to the bottom. 10.4 CAR REPAIR SHOP Situation: You are ordered to clear out an auto repair facility, with car repair bays. Expect to see underground passage (for oil changes), Objectives: arrest/neutralize all hostiles, rescue all hostages / civilians (if any) Location Overview: The Garage level has rooftop with clear windows (for shooting through!), It leads down to main floor and some small underground passages. Entry Point: via the roof, which has two stairwells going down. Suggested equipment: MP5's with FMJ ammo, or shotguns. No civilians around to worry about collateral damage. Suspects and weapons: all sorts of assault rifle and pistols will be seen, including AK's and M-4's with pistols as backup. Surprises: Watch your back, use mirrors to look around corners. Suggested Tactics: Take on as many from the skylights as possible, then pick one and head down to clear the rest. When you come to multiple exits, send different teams to cover different ones while you use the mirror on one of them. Repeat until the whole place is clean. 10.5 POST OFFICE Situation: Militia have taken over the local express mail post office processing plant. Objectives: arrest/neutralize all hostiles Location Overview: This location is composed a huge loading dock with trailers, then sorting facility and offices, plus an overhead vent network. Enemies can be anywhere. Entry Point: either loading dock, but that's about the same Suggested equipment: M4's with FMJ ammo. Distance is long for the most part. Suspects and weapons: all sorts of assault rifle and body armor including AK's and M-4's with pistols as backup. Surprises: enemies can be anywhere, keep your team together and cover each other. The vent network can hide a LOT of bad guys. Suggested Tactics: This one can be difficult, as there are a LOT of enemies. Clear the bottom, then assault the vents as a group. 10.6 ABANDONED Situation: deranged suspect, possibly high on drugs, is running around this corner. Objectives: arrest/neutralize all hostiles, detain/evacuate civilians Location Overview: this location is a street corner with one entrance to subway and a hidden entrance to... [surprise!] Entry Point: only one, next to the SWAT Humvee. Suggested equipment: M4's or MP5's with FMJ ammo. Not many enemies, but lots of searches. Suspects and weapons: usually it's one guy with AK. It's securing the civilians that's the time-consuming part. Surprises: If you look carefully in the other corner, you'll spot an escalator down... Right into the subway set from The Matrix! (first one) It's complete with the phonebooth and the newspaper stand. There are also hidden passages that links from this subway station to that OTHER subway station you cleared. Suggested Tactics: Not difficult, merely tedious as searching and securing civilians takes time. Also, the suspect can be anywhere. Sometimes he starts close, other times you have to search up and down to locate him. 11 Alternative 10-officer career Sierra released a set of 10-officer (2-element) career with new scenarios and missions. Some are just variations on the old ones, but some used the new maps. 11.1 MISSION 1: HIGH RISK ARREST WARRANT Situation: suspect and his cohorts are holed up in this mansion. Objectives: arrest/neutralize all hostiles Location Overview: This is same as "mansion" map (where you rescued the Foremans) Entry Point: back door, or front door. Depending on how you like it, you can take the front or the back. The back door will likely get no action, so you may want to take front door yourself. Suggested equipment: MP5's Suspects and weapons: assault rifle including AK's and M-4's with pistols as backup. Expect body armor. Surprises: none really, as the front door is NOT as bad as trap this time around. I wonder why? Suggested Tactics: Kick doors and take names. Get into the yard, spread out and engage any one in the living room. Set one team to cover the staircase up and sent the other team to breach the other doors into dining room, kitchen, etc. The other team should have made it onto the main level by now, so take upstairs together, if there's any one left. 11.2 MISSION 2: BANK ROBBERY / BARRICADE Situation: alarm was triggered at a bank on Sunday. Responding units were driven back by heavy gunfire, and suspects have barricaded themselves inside. Objectives: arrest/neutralize all hostiles Location Overview: This is same as "bank robbery" map Entry Point: you start in the storage room. Suggested equipment: shotguns or even pistols are fine, place is extremely TIGHT, but you can use any of the short assault rifles. Suspects and weapons: all sorts of assault rifle will be seen, including AK's and M-4's with pistols as backup. There should only be a few bad guys Surprises: watch out for guys in teller area or in customer lobby. They can really do a world of hurt to the breaching team trying to get into the teller area. If the bad guys are hiding in the safes, that's great for you. Keep the team stacked (go back to stealth) and mirror inside, then toss in CS and flashbangs. Suggested Tactics: if you brought the second element, they will likely open the other door and check the vent spaces above and the roof. You may as well leave them out. Check the offices in the back, do NOT go into the teller area or the lobby yet. Just cover that door and use one team to breach and check every room. Alternate the two, until you made your way to the OTHER door into the teller area. Then both teams breach together, and they can deal with any one in the lobby and the safe. 11.3 MISSION 3: AUTO SHOP Situation: suspect has barricaded himself and his cohorts in this auto repair shop. Objectives: arrest/neutralize all hostiles (should have no civilians) Location Overview: This is same as "auto shop" map Entry Point: you start on the roof with the other team, but there are two ways off the roof Suggested equipment: MP5's Suspects and weapons: all sorts of assault rifles and pistols will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, but none should have armor. Surprises: watch for crawlspaces in the "basement" level (used to go UNDER cars), and backdoors and such. Suggested Tactics: Look through both skylights first to check for bad guys, you can probably take out a few from up there. Let the other element pick their door, you can go through the other one. Slow it down by going stealth and check every corner with mirror. Then back into dynamic to use flashbangs. Then just search each and every corner. 11.4 MISSION 4: HOTEL HOSTAGE Situation: convicted murderer has escaped into the top floor of this hotel. Get inside and deal with his cohorts and himself. Objectives: arrest/neutralize all hostiles, rescue all hostages / civilians (none?) Location Overview: This is same as "hotel Carlyle" map Entry Point: you start on the roof with the other team Suggested equipment: MP5's or shotguns Suspects and weapons: all sorts of assault rifle and body armor will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, some have simple vests, others have none. Surprises: none really Suggested Tactics: Let the other element pick their door once you got to the jump-off point. That other team will probably take the stairs and go down to clear the kitchen area. You should cover the corridor, breach it, then clear the adjoining rooms (but do NOT go beyond that). Then clear that door at the end, use the mirror around the corner, then use the mirror into that room adjoining the balcony. Clear that, and you can setup a two-prong attack into the living room. Clear that, and that should be the end of the mission as the other element should have finished below. 11.5 MISSION 5: TERRORISTS / BARRICADE Situation: Terrorists have taken over the local church, but have released all hostages. Objectives: arrest/neutralize all hostiles Location Overview: This is same as "church" map. Entry Point: the side entrance, again Suggested equipment: M4's with FMJ ammo. There are lots of enemies and LOTS of rooms. Bring C-mags if you got them, and scopes if you got them. Suspects and weapons: all bad guys are as heavily armored as you, except for the helmets. They only have balaclava hoods or camo paint for the head. Surprises: watch for the closets Suggested Tactics: Let the other element pick their door, you go through other door and clear it. However, if the other team choose to go up, be VERY careful when opening the door into the main lobby. You may want to switch back to stealth and have someone mirror the place beyond. Then clear the lobby, the three rooms near the pulpits, and go up the secret passage and clear out the rest with the other element. Alternatively, follow the other team up the stairs, and tackle the rooms they are not breaching. Then follow them down the other side and clear the lobby together. 11.6 MISSION 6: RAPID RESPONSE TO RIOT Situation: Riot has broken out after our local pro basketball team has won the championship. Police have managed to cordon off the two blocks containing the worst. Assault rifles and more were sighted. So far no shots were fired, but things can change. Objectives: arrest/neutralize all hostiles, rescue all hostages / civilians Location Overview: This is same as "civil unrest" map, except for starting location. Two buildings on separate sides of the street, lots of gunmen in between (12?) Entry Point: just one, the hotel pool, top level. Suggested equipment: M4's with FMJ ammo. There are lots of enemies and LOTS of rooms. Bring scopes if you got them. Suspects and weapons: all sorts of assault rifle will be seen, including AK's and M-4's with pistols as backup. There are LOTS of bad guys, but didn't see any body armor. Surprises: watch for snipers shooting from across the street on higher levels. The staircases can be real deathtraps too. It's better to attack the staircase STRAIGHT IN rather then from the side door leaning around corner. Suggested Tactics: Let the other element pick their door, you go down the other door and clear it all the way down, then go through the side branches and clear them as well. Then cross the street together and fight your way up the other building through separate doors. 12 Misc. Information 12.1 MODS, SCENARIOS, AND MORE There are multiple ways to add to your SWAT3 experience. You can use the map editor to create new maps or modify existing maps, or download new maps. While maps are a bit hard to find nowadays, try looking on the "clan" websites that used to play SWAT3, such as hazteam.com and so on. When you download these, they go in the "missions" subdirectory. You can add new weapons to the game by downloading and installing weapon packs. You can download many additional weapons from the SWAT3 website. Some weapons include M79 grenade launcher (for CS and flashbangs), variations of the M1, and more. Other modders added even more weapons. These would go in the "mods" subdirectory. You can download additional character models and uniforms. People have added "agents" (like in the Matrix!), military uniforms, and much more as models, plus other uniforms and camouflage schemes from other countries and units. These would go in the "mods" subdirectory. You can download scenarios, which adds new objectives to existing maps and missions. For example, a regular hostage rescue mission can be changed to a "arrest/neutralize all suspects" mission. A "search" mission can be turned into a "rescue downed officers" mission, and so on. Those would go in the "Scenarios" subdirectory. As scenarios are tied to specific maps, you will need to have the appropriate map for this to work. You can download "mods", which will change the way the game works. Mods can vary from simple mods that changes the interface to extensive mods like Hysteria (which makes the game feel like action movie by increasing run speed and decrease weapon damage) and proSWAT (makes SWAT3 even MORE realistic by removing all unrealistic weapons and improves AI logics and tools). These would go into the "mods" subdirectory. The Elite Edition and later comes with ModSelector which allows you to activate or deactivate specific mods. Please beware that not all mods will work with all other mods. 12.2 COMMAND-LINE PARAMETERS Make a copy of your SWAT3 shortcut, then edit the COPY! Example: C:\Sierra\SWAT3\SWAT3.exe -nointro -map mylevel -blmaps Yes, you do need the dash for all of the following parameters primary forces SWAT3 to use your primary 3D graphics adapter if one exists. secondary Forces SWAT3 to use your secondary 3D graphics adapter (e.g. Voodoo or Voodoo2) if one exists. software forces SWAT3 to use software rendering nomultitex disables multitexturing; may improve performance on some graphics cards. nointro skip the introductory movies mapautomatically load the specified map (in singleplayer mode) noai character AI is disabled by default; use the console command "ai" to reactivate the AI script run the specified console script blmaps automatically rebuild lightmaps after a map is loaded (useful for level designers)
ptfileload the specified pointfile (useful for level designers, the pointfile locates cell leaks) lowrestex force SWAT3 to use low resolution texture bitmaps, may improve performance on low memory video cards. hirestex force SWAT3 to use high resolution texture bitmaps. lineskip software rendering only -- causes SWAT3 to render only on alternate lines, improving perfomance on slow systems nomirrors disables mirrors and reflective surfaces; may improve performance on some systems 12.3 CONSOLE COMMANDS Press SHIFT + ~ to activate the console window. defmacro Define a console macro. Example: defmacro SaveAndClear "savecon;clearcon" mapkey Map a key to a console command or command sequence. Optionally use "+" or "-" before the key name to bind seperate commands to key-up and key-down events. Examples: mapkey +a "btn +fire" mapkey -a "btn -fire" ...would cause a to behave as a fire button. mapkey s SaveAndClear ...would cause the SaveAndClear macro to execute when you press "s" Recognized keys will NOT be listed here. run Run the specified console script. The scriptname must include the extension (e.g. "run script.con") ai Starts the AI running, if the ai info has been built for the current map. This command is only needed if "-noai" was used in the SWAT3 command line. ai build Builds the AI info for the current map. blmaps [fast] Builds lightmaps for the current map. Optionally use "fast" to build perform a fast build at low quality. btn Set the state of a game button (event). The game buttons are NOT listed here. clearcon Clear current text out of console. flat Flat shading, equivalent to setting brightness to 100% lmaps Use lightmaps (opposite of "flat"). stats toggles texture and framerate statistics display savecon saves the current console text to a file genconscript saves the current key mappings and macro definitions to a file single load the specified map in singleplayer mode. You may use "+" instead of typing out "single". ptfile load the specified pointfile. showconsole show the console. screenshot [ ] save a screenshot to the SWAT3 directory. If the filename is not specified one will be generated automatically. pan [fov [degrees]] generate a panoramic view. quit quit the game. 12.4 CHEAT CODES Please note that these codes are UNTESTED. Press SHIFT + ~ to activate the console window, then type: iamleet Complete all objectives, Win current mission johnwoo Slows down game time factor swatlord God mode for entire team biggerpockets Unlimited ammo casual Team missing pants and shirts doubleshot Fire weapon faster nc17 Bodies bleed more when injured noshades Night missions play as if during the day whosyourboss Makes teammate fire their weapon hotstuff Suspects are harder to kill justin Suspects never surrender rabies Killer rats (when shot) 12.5 FILE HACKING Turn off friendly fire: Use a text editor to edit the "swat.cfg" file in the SWAT3 directory. Change the line "shootgoodguys=1" to "shootgoodguys=0". Save and exit. Then start up SWAT3. Your bullets will not harm your fellow team members during game play. --THE END--