Snipe any suspect before proceeding, and ignore any hostage.
When it seems clear, take the whole element through the other door with a bang. Clear the room, but keep moving through it to the next small room (the manager's area behind the glass). Near the connection is a third door going into the lobby; wedge that too.
Now, behind the glass near the computer is a door. Gas and clear it, and keep moving through the back storerooms and delivery area. It's a linear path and, thanks to the wedge you placed at the beginning, there should be no problems.
Now return to the manager's area, and cut the wedge away from the lobby door. If the mission still isn't complete (that is, there's still a suspect somewhere), they're probably in the lobby hiding. If you've done everything I've said though, everyone in the lobby should be dead if they're not a hostage. The point is, there shouldn't be anything you need to do in the lobby now aside from collecting weapons, securing hostages, and reporting everything.
+-------------------------------+ |4d. Mission 4: A-Bomb Nightclub| +-------------------------------+
SITUATION: At an otherwise typical night at the A-Bomb, a gang fight (or race fight if you prefer) started between white guys and Hispanics. Shots are fired, and who knows how many are hurting or dead. SWAT needs to go in and, to steal their phrase, bring order to chaos.
LOCATION DETAILS: The A-Bomb is annoying, because it's a complete maze with a million doors. More than a few wedges will be needed to avoid complete insanity.
RECOMMENDED GEAR: This looks like a tough one... you'll deal with a dozen or more suspects, so you may be inclined to bring assault rifles. But the place is fairly tight, and with no one wearing body armor, assault rifles are pointless (I still don't get point of putting JHP rounds in rifles). Take the UMP .45 SMG with JHP rounds, and keep it in full-auto. For the team, have them take one wedge, two bangs, a gas can, and a stinger each. For you, take two gas cans, a stinger, a bang, and the Optiwand.
WALKTHROUGH: Enter via the side entrance, as the front entrance is suicide. Head forward, and keep your eyes to the left because occasionally there is a civilian or two. Stack up at the door, gas it, and clear. Once in, tell blue to cover the close door, then take red and clear the next hallway. Tell red to cover the door by the stairs, then head up the stairs yourself slowly. Wedge the door there, then rejoin red. Scan it, and if there are threats, use a grenade of your choice and clear; otherwise, just open and clear. Help red gas and clear the next room (the one with a stage), and blue can join you in that room.
This entrance to the whole thing is probably the second-most dangerous part of the mission, and it thankfully slows down a bit here. Now, on the far side of the room are two doors. Due to the lines of sight behind them, you'll want to order gold to bang and clear the LEFT door (assuming you're facing them from the stage). When it seems clear, tell blue to cover the hall, the bring red up behind the bar and wedge both doors back there.
Keep blue covering the hall past the open window of the T-shirt booth or whatever you want to call it. Have red on your tail, and bang the hall to the right yourself. Clear the hall, then tell red to clear (without grenades) the T-shirt booth as you cover the hall and bathroom doors.
When red is done, call them over. Use the Optiwand on the men's bathroom; if you see *anyone*, sting and clear. If you don't, bang and clear. Repeat this for the women's bathroom.
With the bathrooms clear, red is pretty much out of grenades. Regroup everyone, and wedge the door at the hall intersection. For simplicity's sake, we're going to call the room that's on the other side of this door Room A. Room A has four doors, three of which are in are our way. We just wedged the first one, so we're okay for now.
Now, proceed *carefully* down the hall... you may want lay down some CS yourself to make sure you don't get jumped. Leave red by the wooden sign to provide cover, then have blue bang and clear the room on the same wall of the T-shirt booth window.
Next, tell the whole element to bang and clear the door perpendicular to the wooden sign; this is on the wall opposite of the hallway you were just in. This room is also the front entrance.
Now, there are two more doors. Tell red to cover the door to the left, which also leads to Room A. Tell blue to gas and clear the other one. Have blue continue through that room, and you'll finally be in Room A. Clear it, then continue through it using the fourth door, the one in the far back.
The next room is the one your sniper is watching... Gas and clear it. The other door in that room was the second one you wedged. Cut it, and go through to find yourself back at the bar.
Now comes the most dangerous part of this mission. Trace your way through the room with the stage, and return to the red hallway where you started everything. Go up the stairs at the far end of the hall, and make sure the team is behind you. For this particular room, I do not trust the computer to lead.
Use the Optiwand and see if anyone is behind the door, then cut your wedge away. If someone was behind the door, you'll want to bang and enter. If not, throw CS in the room, but wait a few seconds for it saturate the air. Then, lead the team *slowly* into the room; strafe left so you face right as you into the room, because there's no path to the left.
Take the enemies one at a time. That is, don't charge forward to clear the room. You may even want to crouch so your reticule stays as small as possible. In other words, you need to do this *very* slowly. It's almost a certainty that bullets will fly.
Secure everyone up there, and that should do it for the mission. You may have to head down the other door in the room to chase down someone who went down the other stairwell, but the door past *that* is wedged, so you won't have to chase anyone across the map.
+------------------------------------------+ |4e. Mission 5: Victory Imports Auto Center| +------------------------------------------+
SITUATION: A few suspects tried stealing a car, and a mechanic called 911 to stop them. The cops who responded to the call scared the suspects into the car shop, in which they barricaded themselves. The mechanic is still in the shop somewhere, and with negotiations breaking down, the decision is made to go tactical.
LOCATION DETAILS: The auto shop is a two story building. The garage and parking area are on the ground floor, and some offices and a lounge are on the top floor. It's also a fairly tight area, making shotguns and rifles worthless.
RECOMMENDED GEAR: There are far fewer suspects here than in the A-Bomb, so the UMP is unnecessary. Go with MP5s for everyone. Revert to the old 2 gas and 2 bangs for everyone; plus you'll have the Optiwand, and your allies will carry a door wedge each. Also, take have everyone take C2 instead of breaching shotguns.
WALKTHROUGH: This is the level that was used in the SWAT 4 demo. If you played that, it should be a breeze.
Start by entering from the roof. Tell gold to fall in, and hang out by the door. Occasionally a suspect will come out of it and onto the roof, and you can bust him easily. If he doesn't appear after a few seconds, don't worry about it.
Either way, enter and clear the door without any noise or flair. Head down the stairs, then look to your right. Another stairwell leads down. Tell blue to cover it, then take red to clear the second floor. Send them into the next room (the mini-kitchen), while you just turn right and go down the hall. On your right, there will be small section that is obscure by tables. Throw a gas can into that area, in case a suspect is there. When you clear the hall, return to red, and clear the rest of the offices back there.
Once that's done, take red and continue into the lobby area (through the offices). Clear the lobby, then head down the hall there until you come to another door. This one leads to an office that looks over the garage area; you do *not* want to enter this yet. Instead, wedge the door, then return to blue.
Put gold behind you, then begin going down the stairs. When you can, throw a flashbang to the left around the corner. When it goes off, run down the stairs and go left around the wall. Clear that little room, and look for two doors. The one that's basically on the staircase you just went down leads to a little room. You'll want to wedge the *other* door, which leads to the parking lot. Clear that little room under the stairs, then turn around and continue through the lower floor.
At the next big room (past the door to the bathroom), throw in some CS before going in. Clear that room, clear the bathroom, then return to the big room. On the far walls are two doors. Wedge the one on the left, then bang and clear the one on the right. You're going to be quite exposed in this room, but your guys should do a good job of clearing it.
Okay, now, the room you're in has five doors. You entered from one; call it Door B. On the *same* wall is another door. Gas and clear that room by yourself while your team waits in the room. (It dead-ends because you wedged the only other door it has.) Return to your team.
Now, on the wall opposite of Door B is another door, near the corner of the room. Wedge it. Of the two remaining doors, wedge the one that is perpendicular to Door B. Bang and clear the final door (call it Door C), and you'll be in the parking lot.
Before exploring it, clear the van in front of you. There's always a downed hostage there, but there may be a couple suspects too. Once that's safe, breach, bang, and clear the door between Door C and the van. This leads to a large room with a lot of enemy line-of-sight, so be careful. Head up the stairs, and clear the back offices, then return to the parking lot.
There's usually only one or two guys in the parking lot. Follow it as it bends left, and keep an eye to your right until you see a fenced area. There's an opening in the fence, and behind it is a large machine. Usually, there's a suspect behind that machine. Take the lead (because the AI officers normally screw this up), and gas (or bang if you're out) the area behind the machine. Wait until you hear coughing, then head back there and make the arrest. After that, exit the small fenced area and check out the rest of the parking lot.
That should do it... if not, then probably someone escaped from the parking lot through the first floor. You'll unfortunately have to retrace all your steps to find anyone remaining.
+----------------------------------+ |4f. Mission 6: Red Library Offices| +----------------------------------+
SITUATION: Several suspects attempted a bank robbery. They couldn't succeed, but they shot two members of the bank security force before running. In the ensuing car chase between them and police, the suspects crashed into an office building. They entered the offices of Red Library, an Internet software company. It's common for workers to be there on weekends (and it's Saturday), so it's unlocked and occupied. Some of the hostages have been released in exchange for body armor and gas masks.
LOCATION DETAILS: The Red Library offices are made up of three floors, plus a parking garage section that's roughly a half-story below the lowest floor. The halls are tight, and the rooms are generally small. This area is, simply put, highly annoying.
RECOMMENDED GEAR: The gas masks mean that two enemies will be invincible to gas and pepper spray. Because their locations are random, it makes gas in general a fairly bad proposition. Give the team three bangs and two door wedges each. You'll need four bangs and the Optiwand. For weapons, I recommend you give everyone UMPs with FMJ rounds, and tasers as backup.
WALKTHROUGH: Begin in the parking garage. Clear the area (feel free to make liberal use of the bangs), and go to the wooden door. Pick the lock, then open and clear it without bangs. Climb the stairs, wedge the first door you come to, and tell blue to cover the second one. Continue to the top door, and tell red to wedge it, then return to blue. By the way, the top door is *not* the top floor. There are two stairwells, and this one doesn't lead to all four floors.
Go to where blue was covering, and bang and clear it. Move fast, but make sure to target ID, because there are a couple human-looking cardboard cutouts that may trick you into firing early. Also watch out through the glass, because suspects could fire from those isolated server rooms. Once the main area seems clear, go to the only door you can, and look for threats. Bang and clear either way, and repeat it for both server rooms.
Exit the room once everything is clear. Then, go to the lower door you wedged, and remove it. Bang and clear the hallway.
Now comes something a little weird, but there's a method to my madness as there always is. As soon as the whole team is in the newest hall, wedge the door to your right, *and* re-wedge the door you just used to enter. This will
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