Go back to the first room to rejoin blue. Tell the element to gas and clear the door blue had been guarding. Go through there, then scout the white wooden door. If there is an enemy near it, use C2 even if the door is not locked. If there is no enemy in sight, just bang and clear the hall.
Once you're in the hall, wedge the first door on your left. This is a stairwell, which you don't need to worry about yet. The first door on your right leads outside; ignore it. The next door you see leads to a room, and the one after that leads to a second stairwell. Tell blue to cover the door to the second stairwell, then tell red to gas and clear the small room on this floor. Once they do, wedge the other door in there.
Return to blue, and take the element down the stairs. Wedge the door to the basement, then climb to the second floor. Scout under the door; again, if you see anyone, order the element to use C2 even if the door is unlocked. Otherwise, bang and clear.
Things get weird upstairs, because fallen furniture is in your way and doesn't make movement as smooth as downstairs (as if it's smooth in the first place). Once you're through the door, you'll have to turn right and go into a really broken room to advance. You can step out onto the balcony through a white door, but look at Sniper One's view first; he's got a perfect line to that balcony, possibly saving you a trip.
Take the element and clear the rest of the second floor as you come to it. The area is rather cramped, so make liberal use of your gas and bangs, and you should be fine.
+---------------------------------+ |4l. Mission 12: Old Granite Hotel| +---------------------------------+
SITUATION: A militia group called America Now has kidnapped a real estate tycoon and his general contractor as they toured a hotel. Additionally (though it is not said in the briefing), there are bombs on-site.
LOCATION DETAILS: The hotel is under construction in some parts, and constructed in others. In truth, the entire map is only two floors. The lower floor contains a few hotel rooms, a break room, and a small construction area. That area leads to a large construction area, which takes up the entire second floor. The construction areas are littered will all sorts of crap, making for cover for you and the baddies. There are four bombs you'll have to disarm, one of which is in the stairwell joining the two floors. The other three are in various rooms around the second floor construction area. That second floor, by the way, feels friggin' huge.
RECOMMENDED GEAR: Every weapon in the game has a purpose, and now it's time for the GB36s to make its debut. The enemies are armored, but the halls are too small to use the M4A1 Carbine. Equip everyone with the GB36s and standard tactical gear.
WALKTHROUGH: The bombs are on a timer, but the timer won't start until you find the first one. The plan is to snipe everyone possible on the upper floor, then clear the lower floor, then head up and clear the upper floor while taking care of the bombs. Simple, huh?
Okay, start in the elevator shaft. Take point, and lead the element to the hallway. Tell blue to cover the hall to the left, and tell red to cover the hall to the right. Then, crouch between them, and open your sniper window. Blast away anyone you see who's wearing a green balaclava.
With the threats down, take red and proceed down the hall to the right. Use the Optiwand to make sure you don't have an unwelcome surprise as the hall bends. When you reach the door that leads to the construction area (it's a flimsy wooden thing), wedge it.
Now it's time for the hotel rooms. You'll have to adjust my following words depending on a certain circumstance. If a door is locked, then you'll need to scan the room with the Optiwand. If you see anyone and the door is locked, breach the door with C2 and ignore the grenade I recommend. If you see no one, pick the lock, and go with the grenade.
Okay, we're starting easy. Gas and clear the nearest hotel room (room 625) to that door. It's comprised of only the main room and a dark bathroom, so it should be easy to clear.
Exit the room and proceed back along the hall to the next room, 624. Scout it with the Optiwand. If you see anyone, or the bathroom door (in the same location as in room 625) is open, bang and clear the room. Otherwise, gas and clear it. If the bathroom door was closed, scout it, then clear it as you see necessary.
The other door in this room leads to room 623, which is being watched by Sniper One. Between the sniper's view and your Optiwand, you'll be able to view damn near the whole room. If you see no one, take point and just lead red in yourself. Use the Optiwand to check the area near the bathroom and closet, because that is one area the sniper cannot see. If you have reflections turned on in your option screen, and the bathroom door is open, you'll be able to use the bathroom mirror to scout the whole room without entering. Clear the whole thing at your discretion, then exit into the main hallway. Sniper One is now finished.
You should be standing in front of blue. Unite the element, then proceed down the hallway. Again, use the Optiwand to check around the hall corners so you don't get jumped. Proceed to the end of the hall, and tell blue to stack up at the door to the construction area. Near it is a break room; scout it, because you'll be able to see everything in the room. If you see a suspect, gas and clear. If you only see a hostage or civilian, just go on into the room and taser his ass if he doesn't comply.
Gas and clear the final hotel room (room 622) with red also. With that done, tell the element to stack up at the nearby construction door where blue is already hanging out.
Now, this next step needs to be done fast, so read the entire paragraph and go over it in your head before doing it. First, tell gold to bang and clear. Enter the thin area, turn left, and tell blue to immediately stack up the door to your immediate right. (This leads to the stairwell linking the two floors.) Tell red to fall in, personally throw a gas grenade down the hall, and quickly go and secure anyone you see. Also throw a gas grenade or flashbang into the room at the end, because there's a blind spot where you may be ambushed if you just go in.
With that, the entire lower floor is clear. If all four of your fellow officers are still on their feet, you're in good shape. Tell gold to stack up or cover the door to the next floor (depending on whether it's open), then check Sniper Two again. Blow away any new suspects in his sights, because we'll be there soon, and we'll be on a time limit.
Move and clear into the stairwell, then head up. One of your officers will point out a suitcase, and your alter ego will send a message to TOC. Use the Wave to disarm the bomb, then continue up the stairs. You now have 9 minutes and 13 seconds to disarm the rest of the bombs (there are four total, so you only need to take care of three). If you can disarm the bombs in that time limit, the time limit will clear, and you can take out the rest of the enemies at your leisure. The bombs' locations jump around randomly, so you'll need to use your ears as well as your eyes to locate the suitcases.
At the top of the stairs, wedge the door to your left, then take gold and open and clear the door to the right without a grenade. Enter, close the door behind you, and re-wedge the door. We're going to take this section counterclockwise, and we're not going to waste time using the Optiwand from here on out.
Assuming you're entering the room, turn right and proceed down the hall. Gas and clear the first door to the right, then exit back to the hall. Due to the time limit, tell your guys to deal with cuffing people while you run around securing weapons and reporting. Remember, if you're *really* pressed for time, just ignore them; remember that once they're on their knees, they're no longer a threat in SWAT 4.
Exit the room, turn right, and turn left around the corner. The next room to the right needs to be gassed and cleared too. Do so, exit the room, turn right, and turn left around the corner. The next door to your right leads to a large area being watched by Sniper Two. Check one last time for targets, then go in and clear the first part. Throw a bang around the corner, then turn it and clear the second area.
Again throw a bang around the next corner, and yet again go and clear. A bomb is usually near the door; if the door is open, tell gold to just move and clear through the door while you disarm the bomb. If the door is closed, disarm the bomb first, *then* enter and clear the door. You'll be back in the building, and your snipers are now done.
Once through the door, turn right, then turn left as the hall bends. Gas and clear the next door you see to your right. You'll be back in the open, but you'll have no snipers to help you. Bear left a bit, and put your crosshairs next to the portable toilet. You'll actually be allowed to give a "gas and clear" order despite a lack of a door, so do it.
Exit the room, and continue along the hall. You'll soon be on the wedged door leading to the stairwell. With that entire section done, there's only one more room to cover. Cut your wedge, then go into the stairwell again. Then, cut away your wedge from the other door on that landing. Bang and clear the room, and throw a gas grenade personally if you have one. Secure everyone there, and you should be done. If not, search the construction area of the second floor again.
+---------------------------------------------+ |4m. Mission 13: Mt. Threshold Research Center| +---------------------------------------------+
SITUATION: A violent activist group called the Army of Faith has invaded a university laboratory. The Army of Faith opposes DNA testing and stem cell research; this lab was a leading location for such research. Although university police contained suspects within the building, there is also an unknown number of hostages and civilians inside. The suspects cut the security system, so no one has any idea of specific numbers. Also at large is a suitcase that contacts names and numbers of other scientists in the field, which means that needs to be secured too so the Army of Faith doesn't have more targets.
LOCATION DETAILS: The research center is two floors connected by a billion doors. Complicating things more is the fact that there are two sets of stairs linking the floors, giving way too much room for the suspects to run around in. The halls and rooms are fairly open, and while there is a large number of windows everywhere, none of the glass is bulletproof.
RECOMMENDED GEAR: This one requires a slightly special setup. With the suspects possessing body armor and the area being pretty open, the M4A1 Carbine with FMJ rounds is the best weapon. Take your taser as a backup, as usual. For tactical gear, give everyone two gas cans, one bang, and *two* wedges. You need to take the Optiwand, one gas can, one bang, and two wedges. With 10 combines wedges, you should have enough to deal with all the doors.
WALKTHROUGH: Snipers are out for this one. Because of the briefcase you need to secure, keep an eye out for the hostage named Dr. Theodore Sturgeon. Normally, his briefcase is in the same room as he is. It's always on a surface (a table or desk), and is *very* large. It's a dirty gray color, but is textured similar to the bombs. It's also large, so you won't have to "pixel hunt" to find it.
Enter from the front doors and foyer. Because of your starting location, there will be few people in the foyer (well, few who can stand anyway). Tell blue to cover the door behind the desk, then take red up the stairs. Have them wedge both doors up on the catwalk. Look around for anyone to report, then head down back to blue.
Open and clear the double doors without a grenade. Turn right, and tell blue to wedge the single door there. Follow the hallway around, and you'll come to two sets of double doors. Wedge the set that is between the signs marked Central Workstation and Animal Research. Enter and clear the other set, and wedge the door you see on your left.
Okay, now you should be in a hall with two doors on the right side. When you enter this hall, be careful of the yellow-tinted window to the left. Bullets can and probably will fly through the glass. Remember to feel free to blow away any suspects who are holding guns to hostages.
When it seems clear, tell blue to stack up at the single door closest to the double doors you entered the hall from (which is across the hall from the door you just wedged). Take red, then gas and clear the far door. Both doors on that wall lead to the same room, but this one gives a better view. Unite the element, then look at the other single door in that room.
That door leads to a small hall that you've already isolated. (The double doors in it are wedged.) The other single door is your next target. Use the Optiwand, and if you see anyone, gas and clear. Otherwise, just clear the room without noise. Inside this small room (it has a red floor if you're in the right place) are two wooden doors and a metal one. Wedge the two wooden doors, then enter and clear the room attached to the metal door. Once in there, stack up on the next metal door.
This room is highly dangerous, so be ready to lose an officer or two. Make sure your taser and M4A1 are reloaded. Gas and clear, and *quickly* help out your allies with shots or compliance if necessary. Even after everyone is compliant, don't cuff anyone until you clear the adjacent room (with another red floor). You need speed here more than anything else.
Once that's done, you'll have secured the entire lower floor aside from the small room behind the yellow-tinted glass. We'll get to that eventually. For now, cut the wedge away from the single door in this room, and you'll be back in the main hall. Exit that into the foyer, then climb back up to the catwalk to the doors you and red wedged when you started this mission.
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