effectively cutoff the entire stairwell. Now, from where you entered the hall, the second stairwell is to your left. Tell your men to bang and clear it, and again wedge the door once you're in it. Now, you have isolated the first floor.
The reason you're doing this is because it's easier to attack the first floor from an overlooking catwalk on the third. (The server room was the entire second floor.) However, if you tried to go to the third floor from the first stairwell, you would be too exposed once you were at the top. The second stairwell gives you the ability to get to the third floor without getting blasted.
So, yeah... wedge the door once you're in the stairwell, then go up it. Be careful, because the entire stairwell is dangerous with cubbyholes here and there and bad lines of sight. Anyway, at the top, tell gold to stack up on the door, but don't enter yet.
Grab your snipers and make sure everyone is dead where the snipers are covering, especially Sniper Two. You may want to move out of the way of the door so if someone comes through, you'll be safe while dealing with the view ports.
When it seems clear, tell gold to open and clear their door without flashbangs. Tell blue to cover the hall, then turn hard left with red. Bang and clear the room; this is the room Sniper Two is looking at, but he can't see the whole thing. Clear it, then wedge the other door.
Return to the hallway, and keep blue covering the rest of the hall. Turn left and go down the hall with red, but look right because you'll have a view of the catwalk I mentioned earlier. Be careful and prioritize taking out anyone on the catwalk first.
At the end of the hall are two doors, one to the catwalk and one to a room. Wedge the door to the catwalk, then bang and clear the room. Return to the hall, and follow the wall until you find a door near the elevator and wedged stairwell. That room is very small, so scout it with the Optiwand before doing anything else. The door is probably locked, so if you see a suspect, just breach the door with C2. That acts as a flashbang, so at worst it will take a follow-up taser shot to take him down.
Call in gold, then continue along the third floor to the "recreation room" that Sniper One is looking at. Again, use the sniper to take out anyone you can at first, then bang and clear the room proper. Go through the room and finally onto the catwalk. Try to take down as many as you can from here who are on the first floor. Remember that unlike SWAT 3, when someone complies, they will stay compliant even if you run away and go somewhere else. Trace along the catwalk and take out anyone you can.
All right, return to the hall, and go through the door into the second stairwell. Descend, then cut away your old wedge. Head inside, and re-wedge the door. Again, this isolates the first floor. Continue along the hall, ignore the bathrooms for a second, and tell blue to cover the last door.
Now, grab red, and bang and clear both bathrooms. There's only a couple more rooms left. Tell gold to bang and clear the room that blue was previously covering, which is a reception area. Check out the attached entrance of the building, then ready yourself for the "cube farm" attached to the reception area. Clear the whole cube farm, and you will be finished.
+-----------------------------------------------+ |4g. Mission 7: Northside Vending and Amusements| +-----------------------------------------------+
SITUATION: The police were using an undercover cop to investigate a purported bookmaking ring. When the undercover cop stopped transmitting messages into his wire, SWAT was called in to enter the store, possibly to rescue him.
LOCATION DETAILS: I'll spoil a surprise here for you (hope you don't mind)... halfway through the mission, you'll be told to investigate something else entirely. Basically, you'll have to go through the store, but there's a second, attached building. The primary building is comprised of one floor and a basement. That basement connects to another one-story building (a Laundromat). Everything is pretty tight and small.
RECOMMENDED GEAR: No one is armored or wearing gas masks this time. Go with your standard setup: MP5s for everyone, two gas and two bangs for everyone, a door wedge for each of the team, an Optiwand for you, and taser backups for everyone too. C2 instead of breaching shotguns, by the way.
WALKTHROUGH: Only one entry point. Try not to jump when the SWAT van rips the cage off the door. Enter and clear the first room, and clear the first door to the right that you come to. That room is tiny, and you'll be able to see anyone in there with the Optiwand.
In the first room, take the remaining door with a bang. You'll be in the front lobby. There are two other doors; wedge the one on the left, then stack up on the one on the right. They lead to the same room, but there is an overhead loft, and if you entered from the door you wedged, you'd be in the line-of-sight of anyone up there.
Your sole sniper is looking at this room. Use him to take out anyone you need to, then clear the room without a grenade. Trace your way through the room to find a door with an intercom beside it. That door is locked, and leads to the basement. Pick the lock, and slowly descend the stairs.
The landing branches off left and right, and you'll receive the second objective of checking out the Laundromat. Wedge the door on the right, then gas and clear the room to the left. This room is irritating because the miscellaneous crap in it makes it a tight maze.
At the opposite end of the room is a staircase and door. Have blue cover the door on your level, then take red up the stairs. This is the Laundromat, and we're going to take care of it now. Call the door that blue is guarding Door D.
The immediate room behind the door needs to be gassed and cleared by you personally. Tell red to stack up and cover the door on the right, then you need to scout the door to the left (which leads to a bathroom). Clear that one yourself, then rejoin red.
Pick the lock, then bang and clear. It's a big room, but the three of you should be able to handle it as long as you're in right behind (or in front of) your team. That will do it for the Laundromat, so take red and return to blue and Door D.
Okay, now you need to bang and clear the next room with gold. Inside that room are two more doors. Wedge the door on the opposite wall of Door D, then take gas and clear the other door. You should be in a personal, plush office with a wall safe and several TVs if you're in the right place. Go through that, then bang and clear the next room.
You should be behind a cashier's cage. Clear it, pick the lock of the next door, then continue on. In the mini-hallway in front of the cage, the door to your left was wedged already. Gas and clear the remaining door, which leads to a bar. That done, go through it, and bang and clear the final room to finish the mission.
+-------------------------------------------------+ |4h. Mission 8: DuPlessis Wholesale Diamond Center| +-------------------------------------------------+
SITUATION: The diamond center in question had a rude customer: someone smashed a car into it. Many men with body armor and high-powered weapons stormed in, ready to take diamonds. There are many hostages inside the building too.
LOCATION DETAILS: The diamond center has three floors. The top floor is pretty much nothing but offices. The middle floor has a couple offices and a couple showrooms. The lowest floor has the vault and little else. There are doors everywhere, necessitating specific clearing patterns to keep enemies from slipping behind you.
RECOMMENDED GEAR: Guys with high-powered automatic weapons and body armor? Polish up those Colt M4A1 Carbines, because they're getting a field test. All that armor makes JHP rounds totally pointless, naturally. Keep everything else the same... two gas and two bangs, a wedge or the Optiwand, C2, and tasers.
WALKTHROUGH: Okay, first of all? This mission is HARD. It's the hardest mission in the game in my opinion. Just try to think of it this way: it gets easier from here on out.
The biggest issues in this mission are the hostages. Even on the easiest difficulty level, the suspects will have no problem taking out a hostage if they're close by when they see you. Remember that you're allowed to fire if they're aiming at a hostage. Lose a hostage, and your mission will fail (although you can continue playing it).
Now, despite my touted PyroFalkon Accuracy when it comes to my walkthroughs, this mission is so insane and difficult that I actually recommend you ignore what I say if it seems appropriate to. For example, if I tell you to take a room, and you scan it and see that a suspect is looking directly at the door you're planning on going in, then forget what I said and try to go to a different door to gas him. You'll probably call several audibles before this is over.
Also, remember to use your ears. If you scout a room with the Optiwand, but you don't see anything, obstacles may block your vision of any suspect. Listen for a hostage's cry or a suspect's threat for a clue.
Okay, here we go. Taking the front entrance is suicide, so start at the service entrance, but don't move. Activate your snipers, and take out anyone you can. If hostages are in the room, aim carefully and go for headshots. If hostages are not in the room, aim for legs so you can get a small score for avoiding deaths.
Okay, now you're going to clear the top floor in a clockwise pattern. Bang and clear the first room, and stay in there for a little while because there are usually quite a few suspects roaming around. When it seems clear, look to the open arch. That leads to a small stairway. Clear it, but stay on the top floor.
Next to the stairs is a door leading to a small office. We're going to clear it, but from a different way; don't bother wedging this door, though. Return to your previous room, pass under the metal detector, then bang and clear the single door just beside it.
Trace your way through the office to the door in the far corner. This leads to a balcony that overlooks the front entrance. This is a *highly* dangerous area because of the pillars. You'll have to move fast, and shoot faster if you see anyone. Bang and clear it, then trace your way around the balcony to the next open arch. Get in there and clear, then verify that your snipers' rooms are clear.
In this hall are four offices. Call the first one on the right Office E. The two offices to the left are partially covered by your snipers, so they're the easiest to clear. Leave blue to cover the hall, then take red and clear the first office on the left. Return to the hallway, then clear the second office on the left from the hall also.
Tell blue to cover the door to Office E, then take red and gas and clear the final office from this hall. This office, with a projector, connects to Office E. It's easiest to clear Office E from the projector room, so gas and clear it now. Bring the whole element back together, then clear the next hallway from the projector office.
Hopefully you have at least three other officers still. Breach, bang, and clear the office in the corner; if the door is already open, gas and clear it instead. If the door is closed but unlocked, then *you* need to set the breach to do it anyway, followed by your allies banging and clearing it. The reasoning is that, if you ask your AI to just charge in, they *will* get shot if there's a suspect looking at the door. If your guys are stacked up, they'll be ready when your breach goes off.
Exit that office, then take the final door in this hall, you'll be back in the first room (the one with the metal detector).
Now, go back to the room with the single staircase. Go *all* the way down, so you're on the lowest floor. Clear as you go; it's pretty straightforward at first. When you get to the vault, clear it without a grenade. (The place is WAY too tight to use any grenade; they become counter-productive.) Spread out with your team as best you can to cover all the different paths inside it.
Aside from the safe deposit boxes (SDBs), there is one other room connected with two doors. One door is in a mini-room off the SDBs, while the other door is very close to one rack of the SDBs. Bang and clear the room through the door closest to the SDBs.
You've cleared two floors of this hell, and if you have two other officers healthy at this point, you're in good shape. Return to the middle floor, and look at the doors. One door is parallel to the stairs, positioned about halfway along the wall. Wedge it; even though it's a double door, one wedge will do. Bang and clear the other door; this is the first step of clearing this floor counterclockwise.
This first room is large with a wooden barricade in the middle of it. The barricade has glass, but it's not even close to bulletproof. Carefully move your way around it, then, like you did with the SDB room, clear it without a grenade. Watch your team's ass when you hit this room.
Now you have two more doors. The door in the far corner (call it Door F) is the one you want to go through, so wedge the other one. (It leads to the same hallway that led from the first door you wedged; you're basically sealing the hallway for now.) Go to Door F, then bang and clear the room.
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