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

map   automatically 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)
ptfile    load 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--