C2 is a light explosive used for blowing away doors. If anyone is near the door when you blow C2, it will more than likely kill them. Be careful not to use it if there's a civilian or hostage on the other side, but you won't lose points for taking down a suspect.
You'll have three C2 charges if you choose to use them. Even if a door is unlocked, you can breach it with C2 at your discretion.
+-----------------+ |Breaching Shotgun| +-----------------+
The safer alternative is a breaching shotgun. It's a little quicker too, but there's one major weakness with it. You pretty much have to be next to the door to blow it open, which means you'll be exposed to enemy fire for a split second. Don't even think about doing this if your team isn't behind you to cover you.
The breaching shotgun's rounds won't go through the door, but it will destroy the door like C2 does. (That is, the door is permanently open from then on.)
To prevent you from cheating, the breaching shotgun has effectively no range. It *can* be used as a firearm, but you'll have to be within pepper spray range to use it... you'll have to be even closer than a taser. In other words, breaching shotguns are worthless for everything but breaching itself.
+----------------+ |+--------------+| ||4. WALKTHROUGH|| |+--------------+| +----------------+
Ah yes, the meat of the document, and the probable reason you clicked the link to view it!
For each mission, I'll note the general layout of the area, and my recommendations for equipment. Of course, if you want a perfect score, you'll have to ignore my recommendations. Getting a perfect score involves securing everyone, which means you can't go in with lethal weapons.
My recommendations assume you simply want to get through the mission alive on Normal difficulty. That means you must achieve a minimum score of 50, which is fairly easy provided you don't get penalized for ignoring the ROE, and you don't lose any officers.
Unlike SWAT 4, there is no overall storyline. This is basically a series of unconnected single missions that occur in your career. However, they do make a reference that you are a recent transfer from Los Angeles, where SWAT 3 took place... so in theory, you're playing as the same guy you did in the last game. A minor, but appreciated, continuity touch.
+-----------------------------------+ |4a. Mission 1: Food Wall Restaurant| +-----------------------------------+
SITUATION: The Food Wall Restaurant has been under surveillance because the owner, Lian Niu, was suspected of using it as a front for illegal weapon modifying. While the cops were staking out the place, they spotted Alex "The Knife" Jimenez, a hit man who allies with Colombians. SWAT must take this opportunity to attack, else they lose a chance to arrest Jimenez. Plus, if you can find a modified weapon, you'll have some evidence to make all the arrests stick.
LOCATION DETAILS: The Food Wall Restaurant is a small two-story building. The lower floor is the restaurant, including the kitchen, dining area, and storage room. The upper floor is a tiny apartment.
RECOMMENDED GEAR: The first two missions are absurdly easy. These are the only missions I recommend this, but you need to go completely non-lethal. Everybody gets pepper ball guns, tasers, and breaching shotguns. Everyone gets two flashbangs and two CS gas cans. You'll take the Optiwand, and everyone else will have one door wedge.
WALKTHROUGH: There's only one entry point here. When you enter the mission, turn left and wedge the front door. Then, follow the building around and trace the walls around to the side door. Open, bang, and clear it, then run and secure the hallway.
Things get a little tricky here. One end of the hall is the kitchen. On the other side is the storage room. Between them is a door that leads upstairs. If that door is open, close it. Either way, wedge it. Tell blue to cover the kitchen, then take red in and clear the storage room.
With that done, bang and clear the kitchen, then continue through it. Tell red to bang and clear the dining area while you and blue clear the bathrooms. (It will be a million times easier if you use the Optiwand to scout the bathrooms before going in.
Once that's all clear, you're done with the first floor. Tell the element to fall in, then head back to the door you wedged. Cut it away, then tell them to gas and clear. Head up the stairs, and wedge the door you see to your left. If it's open, try to close to wedge it, or you may run into problems.
Follow the hallway around, then bang the living room and clear it. Close to where you entered is a little workshop, in which is a desk. On that desk is a machine pistol, the evidence you need. Secure it, then head into the living room proper.
Attached to that is a bedroom and tiny bathroom you need to clear too. Make sure everyone is secured and reported, and you'll have a perfect score.
+--------------------------------+ |4b. Mission 2: Fairfax Residence| +--------------------------------+
SITUATION: Weird, my custom dictionary didn't pick up "Fairfax" as a misspelled word. Well anyway, SWAT is tracking a series of homicides that occurred over the past 18 months. Seven girls were kidnapped from the nearby college during that time, and they turned up dismembered three weeks after their kidnapping with additional signs of torture. The main suspect is a man named Lawrence Fairfax, but there was no hard evidence to connect him to the crime, until the sixth girl was found. Fairfax slipped, left some DNA evidence, and now we're going to hit his house and bring him down.
LOCATION DETAILS: The Fairfax house is a two-story building, including a basement with a few tunnels. The house is dark, and I don't mean that just in the sense of "absence of light." There is some truly creepy stuff in the rooms, and that may affect your mind worse than anything else. Try to keep calm no matter what insanity you see, and remember the ROE.
RECOMMENDED GEAR: Same exact setup as the first mission, although you'll be using more than two door wedges. This will also keep you from blowing away Lawrence when you find him... more on that in the walkthrough.
WALKTHROUGH: Enter through the driveway. This way you can enter a room with a good line of sight, instead of entering a room with too many different enemy hiding places.
Breach, gas, and clear the garage. There is a chance some random dork will be there with a gun... his role and identity is unknown, but he is a threat. Enter, then breach, bang, and clear the next door. Now you'll find yourself in a small room with a hallway that bends left.
Now, this next part is a little odd to describe without pictures. Tell blue to stay in the room with all the rat cages and cover the hallway. Then, you'll go all the way to the end of the hall. Basically, blue is covering two doors while you and red will clear the third (and final) door.
Once that room (a utility room with a water heater and other appliances) is clear, exit the room and wedge the door to your left (the one that's basically in the corner of the hall). You're about to do something a little tricky, but trust your aim and your teammates' abilities.
The remaining door leads upstairs to the second floor of the house. Your first steps will be highly dangerous, because you'll be going up stairs. (Anyone who's ever hunted or even shot a gun will tell you it's infinitely easier to shoot downward than upward.) Pick the lock, then open, gas, and clear the door, and spread out with your teammates to look around.
The living room and a hall are your immediate surroundings. Leave the team in the living room: you're going lone wolf for the next part. Of all four doors in the hall, the three deepest ones of the hall lead to single rooms. Using only yourself, go to the farthest door on the left, gas and clear it. Then, gas and clear the room across the hall.
You're out of gas canisters, but you won't need it for the next one... The next door on your left goes into the bathroom, but you'll be able to see anyone in there with the Optiwand before you enter. Clear it either way.
Okay, now the next door leads to the kitchen. Wedge it, then lead the whole element around to the arch. Bang and clear the kitchen and dining area. The last door there is the alternate entry point... you might as well open and clear it just to make sure.
All right, with that all done, grab the whole element and proceed back down the stairs. Approach the door you previously wedged. Cut it, then gas and clear. There's a thin chance Lawrence himself is there, but he's usually not.
Clear the room, then enter the next door with a flashbang. You'll find, among some extremely disturbing decorations, a girl lying bound and gagged on a mattress. She's unidentified, but she's no threat, so just report her.
In that room you'll see a metal door. Tell the element to fall in, then lead them through it and the dirt tunnels behind it. This will lead you to another metal door. Behind that is your seventh victim, as well as Lawrence himself. After what I saw, I honestly wanted to just kill him right there... but as I said earlier, remember your rules of engagement, and try to take him down peacefully.
It really is as simple as a breach, bang, and clear. Do that, and you are finished.
+------------------------------------------+ |4c. Mission 3: Qwik Fuel Convenience Store| +------------------------------------------+
SITUATION: A simple gas station robbery has turned into a hostage situation. Can't simplify it more than that.
LOCATION DETAILS: The gas station's front door is barricaded. Behind it is a fairly large dirt plot, and inside it is a simple one-story flat area. As far as the inside, it's a little dark, but nothing crazy.
RECOMMENDED GEAR: MP5s with JHP rounds and a taser sidearm for everyone. Tactical gear is the same as the last two: two gas canisters and two bangs, plus a door wedge for the others and an Optiwand for you.
WALKTHROUGH: There's only one entry point, so take it. First of all, wedge the door directly to your right. If you don't do that, you may end up with a chase on your hands.
Okay, now, realize one more time that I write this walkthrough with the intention of getting you 50 points and passing the mission, and not necessarily a perfect score. That said, the very next thing you should do is grab your first sniper and take out anyone you can in the main area of the store. (Remember to look at their hands; if they're not carrying a gun, don't fire.) Once it seems clear, switch to your second sniper and clear the back alley that way.
Proceed forward into said back alley. To the left is usually *someone*, suspect or hostage. Throw a gas grenade to smoke 'em out... if you throw one and don't even hear coughing, you're be okay. But there's a metal box to your right, and someone could be in there too, so gas that too and clear it. Finish by clearing the bathrooms.
Now it's time to enter the gas station proper. Bang and clear the back door, and you'll find yourself in the "hub hallway" of the store. Due to your sniper shots, a lot of the doors are probably open. Try to close them all, so you're basically standing in a closed off little hallway with four doors.
Okay, yet again this is tricky to describe without pictures, so bear with me. From the backdoor of the building, the center of the hub is to the right. Off the center are two doors. One of those leads to the lobby; wedge it. Leave blue in the center of the hub to cover the other door.
Then, take red, and gas and clear the door which is across the hall from the backdoor. (That is, if you just go straight through the backdoor, you'll want to gas and clear the door you smacked your nose into.)
In that small office is another door. Bang and clear that room with red, and you'll see a metal door. Bang that next room, and you'll be in the refrigeration area of the store. One more door will lead you to the lobby, but don't take it. Wedge it instead, then bring red back to the hub.
Keep the lobby door wedged, then look at your first sniper. With both the fridge door and the hub door wedged, anyone who is in the lobby is trapped.
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