Game : SWAT 4: The Stetchkov Syndicate
Platform : PC
Author : a_heavenly_body
Version : 1.0
FAQ Type : FAQ/Walkthrough
E-Mail : a.heavenly.body@gmail.com
Hello and welcome to my SWAT 4: The Stetchkov Syndicate FAQ/Strategy guide.
Remember that this is not a FAQ/walkthrough, it's a FAQ/Strategy guide. It
means that i WONT give you a step by step explaination of every part of the
game. I WILL give you lots of hints and tips, weapon analysis, the best
combination for each mission etc alongside answering your frequently asked
questions. You will notice that i have copied some sections straight from my
SWAT 4 guide, this is because this game is an expansion pack of the original
version and many things are the same. I hope you enjoy the FAQ and find it
informative.
This document is copyrite 2005 a_heavenly_body It cannot be altered reproduced
or published under any circumstances without my permission. The only websites
currently allowed to host it are
http://www.gameFAQs.com/
http://www.faqs.ign.com/
Thats it. If i find it on any other website without my permission then the
web master will be in one heck of a trouble as i will immediately take legal
action. If you spot it on an un authorized website inform me via e-mail as
soon as you can(see contacts section). If you want it on your website then me
an e-mail asking permission and we will discuss things(see contacts section)
21 July 2006 --- Made the basic outline of the FAQ and completed the basic
sections. (0.1)
22 July 2006 --- Completed the strategy section. (0.2)
23 July 2006 --- All necessary details are complete. Currently i have no plans
of expanding the weapon analysis section to include the new
weapons. (1.0)
Minimum Requirements:
Windows 98SE, Windows® 2000 with Service Pack 3, or Windows® XP with Service
Pack 1
DirectX® 9.0c
1.0 GHz Intel® Pentium® III, Intel® Celeron® 1.2 GHz, AMD® Athlon™ 1.2 GHz, or
equivalent
256 MB RAM
32 MB NVIDIA® GeForce™ 2 (MX 200/400 not supported), 64 MB ATI® Radeon™ 8500,
or equivalent graphics card
DirectX® 8.1 compatible sound device
CD-ROM/DVD-ROM required for installation
1 GB hard drive space
Windows®-compatible mouse
56kbps modem for online play (Cable modem or DSL recommended)
Recommended Requirements:
Windows® 2000 with Service Pack 3, or Windows® XP with Service Pack 1
DirectX® 9.0c
2.4 GHz Intel® Pentium® 4, AMD® Athlon™ XP 2500+, or equivalent
512 MB RAM
128 MB DirectX® 9.0 compatible graphics card (NVIDIA® GeForce™ 4 TI, ATI®
Radeon™ 9500, or equivalent recommended)
DirectX® 9.0 compatible sound device
CD-ROM/DVD-ROM
1 GB hard drive space
Windows®-compatible 3-button mouse
Cable modem or DSL for online play
Move Forward W
Move Backward S
Sidestep Left A
Sidestep Right D
Lean Left Q
Lean Right E
Run/Walk ---
Crouch C
Toggle Run/Walk SHIFT
Interaction
Fire Left Mouse Button
Reload R
Equip Handcuffs H
Change Firing Mode X
Zoom Z
Toggle Flashlight V
Use F
Display Objectives/Scores M
Equip Next Weapon ---
Equip Previous Weapon ---
Command
Change Command Group TAB
Toggle Red Team View Port INSERT
Toggle Blue Team View Port HOME
Toggle Sniper Viewport PAGE UP
Deactivate Viewport END
Control View Port CAPS-LOCK
Open Graphic Command Interface Right Mouse Button
Give Quick Command SPACE-BAR
Scroll Command Up Mouse Wheel UP
Scroll Command Down Mouse Wheel Down
Say T
Team Say Y
I highly recommend you to read this section. I have given every single detail
about everything in the game. So if you are a new comer, this is the place
for you.
You have a team comprising of four squad members. Your foot squad is divided
into two groups, red and blue. The batch on the whole is referred as either
gold or element. You also have mission specific snipers to aid you as well.
Your squad members have been programmed very intelligently. They are very
responsive and almost never make any stupid mistakes. I have never seen them
shoot at each other, even by mistake. They always know the right path and
have never got stuck or acted strangely.
Alongside being very smart, your squad members are also very responsive. They
will ALWAYS follow your order no matter how dangerous the objective it. They
will NEVER disobey, except when you are standing in their way. For example if
you ordered your team to breach a door, they will not go through it until they
are all positioned, so if you are standing in their way, you can forget your
order until you move away. When you have to give orders, you have the choice
of giving them to any of the two teams or the whole squad.
As for the snipers, they are almost in direct control of you. Since you are
controlling them, so the whole point of them disobeying your orders is not
possible.
You are cop, right, REMEMBER IT. You will never see an officer storm into a
room with guns blazing. Being a cop, you must first give the suspect a chance
to surrender by shouting at him to comply. If he does'nt surrender, use non
lethal force to make him change his mind. Most of the suspects comply after the
use of non-lethal force. You only attack them if they pose a direct threat
towards you or anyone nearby.
Remember that EVERYONE is a suspect, yes even those crying and freaked out
hostages. So when you shout a compliance, MAKE SURE you hand-cuff everyone or
else some might run off. After you hand-cuff them, report their status to TOC.
If the person had any weapon, he will drop it. Pick it up as well. Point to
note is that after a suspect has complied and you have'nt hand-cuffed him, 9
times out of then he will not be any threat to anyone. The only thing they
might do is run off, but i only encountered it twice.
Remember to report all type of statuses to TOC. If you see a dead/wounded body,
report it, if you have a hand-cuffed suspect, report him, if your fellow squad
member goes down, report him as well. Remember to collect all evidence. If the
suspect drops a gun etc, make sure you collect. All this counts towards your
mission score at the end and failure to do these will result in deduction of
points.
You didnt expect the whole game to go by without the use of these wonderful
weapons, did you? You will have plenty of oppurtunities to use your weapons in
the game, HOWEVER, there are some circumstances in which you can use them. AND
remember, the use of lethal force must be your last resort.
If a suspect fires his weapon, be it in any direction, you now have the
authority to use your lethal weapons to take him out without shouting for
compliance. It does'nt matter whether the bullet hits the wall etc, its the
theory that counts and according to the theory, that bullet could have been a
hostage or maybe even YOU. So press the trigger button and pop him full of
lead.
If a suspect has a fire arm ready, it does NOT mean you can use lethal force at
him. He should be aiming his gun at someone, be it you or a hostage and he
should be trying to lock on to you. If thats the case then you have the right
to pop him full of lead, however if a suspect just has a fire arm in his hand
and he not using it for anything dangerous, you have to shout compliance.
Otherwise you lose points.
There is another cheating sort of method in which you can take out the supect
without any point penalty. If you use you optiwand to look behind a door and
you see an enemy, you can take him out by breaching the door using the C2
explosive. Enemies taken out in this fashion will be counted as a legal kill.
The last legal way in which you can take out the enemy is via sniping. However,
you must have a sniper in the mission. You have to go into the sniper's view
point and aim carefully for the target. Fire when you have the suspect in your
sights for a one hit LEGAL kill.
These are all the legal and semi legal ways to kill your enemies. None of them
cost a point penalty, however i am sure you must be tired of shouting for
compliance every time you see a suspect. If you have a non-lethal weapon like
a taser gun, just aim and shoot at the suspect without giving him any sort of
warning. Shout for compliance after he has feeled the effect of the weapon.
You will NOT lose any point in this way as well.
You are the leader of the element,REMEMBER IT. Before you start any mission,
YOU have the ability to take a look at the mission information available, what
type of enemies you MAY face, what the supects look like, what are the choices
for making for entering,what type of guns the squad should have etc. Out of
these, the two most important choices are the weapon selection and the entry
point.
You should select the weapons according to the type of enemies you MAY face.
You must choose your entry point intelligently. For example, its best to start
at the roof top and make your way down rather then starting at ground floor
and making your way to the top. It depends on YOU, whether you want to lead the
way like a brave warrior or sit back and cover your squad.
Normally, you will have a lot of choices to make. For example, its best to just
cover your back while your squad breaches a door. This way they will take any
oncoming fire. REMEMBER that if a squad member dies, you lose points, if YOU
die, you fail the mission. Your first preference should be to have your squad
members do the dirty work for you, however, keep an eye on their health. If the
health of two or more of the squad members gets critically low, its time to
take out your assault rifle and lead the way.
Whenever a sniper reports something, enter the sniper veiw port. If it's an
unknown supect but he is armed then take him out. If its a known threat then
DEFINITELY take him out because they will all count as legal kills.
You have the ability to see the view point of your squad members apart from
the snipers. While in their sight, you even issue them certain commands. This
may be useful but since you cannot move or do anything else while their view
port, you can only effectively use this feature when you are alone or their are
absolutely no threats nearby.
You can snipe enemies while in the sniper's view port.
1.Open all closed doors as you pass by unless you have plans of using a door
wedge on it. The reason i say this is when a suspect runs, 8 times out of ten
he will close all doors behind him. Which means you can trace his path fairly
easily.
2.Report everything to TOC, act as if your life depends on it. Remember that
you will lose some points for every dead/injured body you failed to notify,
every hand-cuffed suspect you failed to notify, any weapon/evidence you failed
to collect, used illegal force etc. So keep that in mind if you want a perfect
100/100 score.
3.The optiwand is your best friend. Make sure its in your inventroy,alongside
the door wedge.
4.Keep an eye on your ammo count, since you DONT have a direct notification on
your screen, you might miss it.
5.The secondry weapons are not useless. At times a pistol is more useful then
an assault rifle.
6.Its best to have to team breach doors rather then you doing it.
Officer Default
Nickname: Boss
Badge No: 3187
Years Of Service: 15
Details:
A recent transfer from los angeles, the sergeant is cool under fire and is
always buisness like. With a new element to command, he will have to gain the
respect of his squad while on job.
Officer Steven Reynolds
Nickname: Gramps
Badge No: 3077
Years Of Service: 30
Details:
A thirty year veteran of the force and twenty five year veteran of SWAT,
officer reynolds is the most experienced member of the element.His experience
has taught him that staying calm can be the key to survival as a SWAT officer.
Realizing the value of his experience, he is always willing to give advice to
the element.
Nickname: Subway
Badge No: 3518
Years Of Service: 14
Details:
Officer Girard is a local boy, born and raised in the metropolitan area. Girard
has been a member of SWAT for 6 years and been decorated for his bravery on two
occasions.
Nickname: Hollywood
Badge No: 3975
Years Of Service: 6
Details:
Spending only 2 years on the street before passing the rigorous SWAT training
course and trials,Officer Fields is one of the youngest officers on the force
to be promoted to SWAT. Although a bit of a loudmouth, he has proven to be a
very capable operator.
Nickname: Python
Badge No: 3248
Years Of Service: 18
Details:
Officer Jackson has had a long and distinguished career on SWAT. As well as
being a top-notch operator, Jackson prides himself on being an athlete. He is
in peak physical condition and can be an intimidating prescence on any
operation.
It is an excellent weapon in most cases.It has great accuracy and pretty good
raw power.It is also light in weight,which makes it easier to aim with.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has two fire-modes.Semi-Auto and 3 round burst.I would recommend
you to go with the 3 round burst under normal circumstances.
E.Ammo Capacity
30 rounds per clip.
F.In-Game Description
This 9mm sub-machine gun is designed by world reknown german manufacturer.It is
preferred by many para-military groups throughout the world for urban tactical
engangements. Firing either full metal jacket or jacketed hollow point 9mm
ammunition, it is versatile but lacks the stopping power of an assault rifle.
Its key advantage is its compact design, which allows superior maneuverability
in indoor situations. It is equipped with a fire-mode selector allowing semi-
automatic and three round bursts.
It is an excellent weapon for stealth purposes,i-e you DONT want the enemy in
the next room to know that you are here.It has a built-in silencer which
reduces fire sounds by almost 50 %(just an observation) and also decreases the
muzzle flash.Like the standard 9mm SMG,this weapon is also easy to aim with,
although it is slighlty heavier due to the silencer.It has the same amount of
raw power if you compare it with the standard 9mm SMG.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has two fire-modes.Semi-Auto and 3 round burst.I would recommend
you to go with the 3 round burst under normal circumstances.
E.Ammo Capacity
30 rounds per clip.
F.In-Game Description
This 9mm sub-machine gun is designed by world reknown german manufacturer.It is
preferred by many para-military groups throughout the world for urban tactical
engangements. Firing either full metal jacket or jacketed hollow point 9mm
ammunition, it is versatile but lacks the stopping power of an colt carbine.
Its key advantage is its compact design, which allows superior maneuverability
in indoor situations. It is equipped with a fire-mode selector allowing semi-
automatic and three round bursts. It also sports a sound and flash suppressor
for when stealth is paramount.
This is sort of an advanced version of the standard 9mm SMG,packing more RAW
power but slightly less accuracy.
B.How effective is it?
It is an equally effective weapon as the 9mm SMG.It has more RAW power then the
standard SMG plus it handles similar to it in almost every way,except that it
is heavier and slightly effects your aiming.It also has a slow rate of fire but
that isnt really a problem.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has two fire-modes.Semi-Auto Full-Auto,i would recommend you to go
with the full-auto mode if you are facing more then three foes nearby,otherwise
stick with the semi-auto mode.
E.Ammo Capacity
25 rounds per clip.
F.In-Game Description
The .45 calibre sub machine gun is compareble to the 9mm SMG in every almost
way. Built largely of glass-fibre reinforced polymers, this light weight sub-
machine gun provides the same reliability as the 9mm model, with the added
punch of a .45 calibre round. The heavy bullet provides superior penetration of
armored targets with FMJ rounds compared to its 9mm brethren, despite having a
lower muzzle velicity and a slower cyclical rate of fire. This model is
equipped with a fire-mode selector allowing semi-automatic and fully automatic
firing modes.
The GB36s is a powerful assault rifle,however,it is not the best choice.Aiming
is also slightly difficult to its heavy size.Dont use it in the last 4 missions.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has two fire-modes.2 Shot mode and full-auto.I recommend you to
stick with the two shot mode unless you have more then three foes nearby.
E.Ammo Capacity
30 rounds per clip.
F.In-Game Description
The GB36s assault rifle is a light weight full sized assault rifle originally
developed in the 1990's for the german Budeswehr. It is now world renknown as
an incredibly reliable all round rifle. Firing a mid-sized 5.56 mm (.223)
rifle round, this weapon is equipped with a fire mode selector with 2 round
birst as well as fully automatic firing.
It is also an assault rifle,however,it is better then the GB36s model in many
ways.
B.How effective is it?
It is possibly the best weapon in the game.It packs extreme RAW power and can
penetrate through even the toughest of armors.This weapon is an ideal choice
in the later levels,ESPECIALLY the last 4 levels,where the enemies are not only
heavily armed but also heavily protected as well.It also has better aiming then
the GB36s assault rifle.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has two fire-modes.Semi-auto and full-auto.I recommend you to full
auto most of the time.
E.Ammo Capacity
30 rounds per clip.
F.In-Game Description
The Colt M141A carbine is based on the tried and true design of the M16 assault
rifle used by the united states army. The shorter carbine design makes it a
more viable weapon then the M16 in close quarters situations. Using .223
calibre rifle ammunition in both full metal jacket and jacketed hollow point
configurations, the colt carbine is the most powerful weapon available to SWAT
officers. It is equipped with fire mode selector allowing semi automatic as
well as fully automatic firing.
It is a fairly good weapon but like all shotguns,if you fire from too far,you
will not damage the enemy properly.The best way to use the M4 super 90 is to
be fairly close to the enemy.The aiming can be somewhat of a problem with this
weapon so you need practice,however,the game is forgiving in a sense that your
will still end up inflicting maximum damage(most of the time) despite being
off-target.
C.Bullets
You can use anyone of these two choices:
12 Gauge Slugs...These 12 gauge slugs have more pentration power and can
penterate through most body armors.
00 Buck Shots...These bucks inflict more damage then the 12 gauge slugs in
normal circumstances,i-e when the enemy is not wearing any body armor,HOWEVER,
if the enemy has body armor protecting it,these bucks lose almost 50 % of
their raw power.
I would recommend you to go with the 12 gauge slugs UNDER normal circumstances.
D.Fire-Modes
This weapon has only one fire mode, semi-automatic.
E.Ammo Capacity
5 +25 rounds.
F.In-Game Description
The Benelli M4 super90 shotgun is a higly reliable 12 gauge shotgun that has
proven itself time and again in the field. This model features an auto loader
allowing for semi-autmatic firing of its five round magazine. This powerful
weapon is capable of dealing extreme damage quickly and in a reliable spread.
It has only two drawbacks. The first is that its bulk makes it difficult to
handle in close quarters situations. The second is its small magazine size.
The nova pump can be considered version 1.1 of the M4 SUper 90.
B.How effective is it?
This weapon is almost an exact replica of the M4 Super 90.Minor differences
include a larger magazine and slightly slow fire.
C.Bullets
You can use anyone of these two choices:
12 Gauge Slugs...These 12 gauge slugs have more pentration power and can
penterate through most body armors.
00 Buck Shots...These bucks inflict more damage then the 12 gauge slugs in
normal circumstances,i-e when the enemy is not wearing any body armor,HOWEVER,
if the enemy has body armor protecting it,these bucks lose almost 50 % of
their raw power.
I would recommend you to go with the 12 gauge slugs UNDER normal circumstances.
D.Fire-Modes
This weapon also has only one fire mode.BAM!
E.Ammo Capacity
8 +22 rounds.
F.In-Game Description
A relatively new design from Benelli, the nova pump is the top the line in
pump action shotguns. While firing a bit slower then the semi-automatic M4
Super 90, the attached magazine extendor allows the nova pump to hold upto 8
shells at one time.
It is non-lethal version of the nova pump.Although i could i have placed it in
the non-lethal weapons section,i decided against it,since it is a primay weapon
B.How effective is it?
How much do you expect it to be?Seriously,this weapon DID NOT deserve a primary
weapon slot.Since it uses BEANBAGS,it does not have ANY penetration power.
Apart from lowering enemy morale,this weapon has no use at all.
C.Bullets
You have only one choice,BEANBAGS!
D.Fire-Mode
Only one fire-mode.PHUCK!
E.Ammo Capacity
8 +22 rounds.
F.In-Game Description
The Less-Lethal shotgun is a Benelli nova, pump action shotgun which is always
loaded with less then lethal beanbag rounds. It is most oftenly used on an
uncooperative suspect or civilian. This specially designed less lethal shotgun
is necessary to eliminate errors that can occur from individually loading
lethal and less then lethal ammunitions in the same weapon. To remind the
operators that this particular weapon is only to be loaded with less then
lethal ammunition, it has been painted green.
The bean bag ammunition provides a powerful blunt force on the target. This
causes extreme pain and disorientation.
Not effective enough to deserve a primary weapon slot.Using this weapon will
cause the enemy to temporarily cough and wheeze.Since it has a very small range
you have to be up close and personel to the enemy,which makes it even more
useless.
C.Bullets
It uses pepper balls as ammunition.
D.Fire-Mode
It has only one fire-mode,Semi-automatic.
E.Ammo Capacity
200.
F.In-Game Description
The pepper ball gun is based on the technology originally designed for
recreational painball. Compressed carbon dioxide ejects the ammunition at
relatively high velocities. The pepper-ball gun allowes officers to quickly
deploy OC at specific targets, in more easily controlled quantites, and at
significantly lonnger ranges then a grenade or standard pepper spray. With the
large ammunition hooper, this weapon never needs to be reloaded under normal
operating situations.
These are those weapons which you will use as a last ditch effort to save your
life,i-e when you run out of primary weapon ammunition or you have to reload a
primary weapon in the midst of a dangerous battle.
It is a pretty effective secondry weapon,having enough raw power and accuracy
to get you out of a sticky situation.It has an 8 round magazine.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has only a single shot mode.
E.Ammo Capacity
8 rounds per clip.
F.In-Game Description
The colt M1911 handgun has been a mainstay in law enforcement agencies for
decades. This .45 calibre weapon packs a much powerful punch and is the most
common back up weapon for SWAT officers. This emi-automatic weapon has an 8
round magazine and fire both full metal jacket and jacketed hollow point
ammunitions.
It is the same M1911 with a different body and some minor differences.
B.How effective is it?
In terms of raw power,it is NOT as strong as the M1911,however,it has a 17
round magazine,which easily makes up for the lack of power.It is also slightly
easier to aim with this gun in comparison with the M1911.
C.Bullets
You can use anyone of these two bullets:
Full Metal Jacket (FMJ)...These bullets have more pentration power and can
penterate through most body armors.
Jacketed Hollow Point (JHP)...These bullets inflict far more damage then FMJ
bullets in normal circumstances,i-e when the enemy is not wearing any body
armor,HOWEVER,if the enemy has body armor protecting it,these bullets lose
almost 60 % of their raw power.
I would recommend you to go with the FMJ bullets UNDER normal circumstances.
D.Fire-Modes
This weapon has only a single shot mode.
E.Ammo Capacity
17 rounds per clip.
F.In-Game Description
This austrian design handgun is made mostly from hi-tech polymer plastics.This
construction results in a weapon that is incredibly easy to handle and
manipulate. While less powerful then the colt 1911, it boast a 17 round
magazine. Its ease of use, accuracy and 'Safe Action Triggor' has made it a
popular choice among law enforcement agencies.
The taser gun has excellent penetration power.It will rip through the toughest
of armors and shock the target.As a result of that shock,the enemy will fall
down on it's knees and comply.However,slow reloading times and a single shot
mode make this weapon almost worthless in normal combat in which you are
surrounded by one or two enemies.Thus,only use this weapon to make a surrounded
enemy/suspect comply.
C.Bullets
It only uses special cartridges.
D.Fire-Modes
It has only a single shot mode.
E.Ammo Capacity
1 +15 rounds.
F.In-Game Description
The taser stun gun works on the principle of elctro-muscular disruption (EMD).
It fires small elctrodes into the target and then sends a powerful electric
shock down the thin wire. The EMD effect causes involuntary contraction of the
target's muscle tissues regardless of an idividuals pain tolerance or mental
focus. The effect is painful and demoralizing to even the most aggressive
suspects.
The taser stun gun has two key drawbacks.The first is that it has a relatively
short range. The second is that the new electrodes must be loaded after each
shot.
It is a very effective breaching weapon.When the C2 explodes,it not only
destroys the lock but also kills anyone nearby.This can be a good thing as well
as a bad thing.Good,in a sense that if there is an enemy on the other side,he
will be neutralized.BAD,in a sense that if there is a normal civilian on the
other side,he will get killed which costs points.
C.In-Game Description
The C2 breaching charge is a powerful and devasting method of breaching a door.
The compact and specially designed charge destroys the locking mechanism of the
door and forcefully opens the door at the same time. The noise and shock of the
detonation causes people on the other side of the door to react in a similar
manner to a flash bang detonation, which can provide a tactical advantage over
the breaching shotgun.
The quicker albeit slightly dangerous alternative to the C2 explosives.
B.How effective is it?
In comparison with the C2,it destroys the lock quickly.There is also NO riks of
anyone getting injured on the other side.However,when you breach the lock,you
are slightly vulnerable as you are right in front of the door.So either open
and fire or open and back off.
C.In-Game Description
The breaching shotgun is a specially modified, pump action shotgun designed to
breach locked doors. The weapon fires frangible breaching ammo that is designed
to quickly break into very small pieces upon impact. The behaviour reduces
penetration and increases damage upon impsct with hard surfaces. The factors
make it ideal for breaking locks on doors without penetrating the door and
harming anyone on the other side.The toothed extendor on the barrel allows
officers to jam the weapon into the door and ensures the correct distance of
the lock from the breaching ammo to be more specific. Its compact design
permits officers to carry the weapon on their backs allowing it to be carried
easily.
It is a grenade which creates a bright flash of light upon impact.
B.How effective is it?
It is a VERY effective weapon.Just throw a flash bang before entering the room
and everyone will be blinded and deafened for 2-3 seconds.Most of them will
comply after that.However,make sure there is a wall or some other blockade
between you and the grenade when you throw it,so that you DONT end up being
blinded and deafened.If there is nothing available then turn your camera AWAY
fromm the impact point.
C.In-Game Description
The Flash Bang is a diversionary device which stuns and disorients people with
an explosive report and a brilliant flash. People that are affected by the
device can be temporarily blinded and deafened by the blast. During this time,
SWAT has a significant tactical advantage over the affected persons.
Flash Bangs are designed so that they will not fragment on detonation but can
still cause serious injury if detonation takes place in close proxmity to a
person. Caution is advised.
It is also known has tear gas.The canister,upon impact will give off a large
area of smoke which will make everyone suffer eye and skin irritation.Most of
them will comply after that.
B.How effective is it?
It is a VERY effective weapon.Just throw a CS gas canister before entering a
room,count to 5 and then enter.Everyone will be coughing at wheezing and will
comply(most of the time).The effects are pretty long lasting.
C.In-Game Description
This grenade emits chlrorbenzylidene malonitrile or CS. CS is a chemical agent
which causes tearing in the eyes and the irritation of the mucus membranes.
Commonly known as tera gas, this agent cause people to lose visual acuity and
have difficulty breathing. While under the infuence of tear gas, suspects are
significant disadvantage when encountering officers.
The sting grenades,upon impact,release a big number of HARD rubbers balls with
a lot of force.It will not deal any physicaly damage but the effect will make
the enemy comply.
B.How effective is it?
It is also very effective.Just throw one before entering the room and then
storm in.Most of the people will comply.
C.In-Game Description
The sting grenade, or stinger, is filled with many small rubber balls. Upon
detonation these balls are ejected from the grenade, bombarding targets with
blunt force projectiles. The rubber balls will not penetrate the skin but can
still cause dizzyness, disorientation, and severe pain from the impact of the
projectiles. While considered less lethal, the sting grenades can cause severe
injury if it detonates in close proxmity to a person.
Although it is effective if used,YOU have to be very close to the opponent in
order to use it,which gives other equipment of the same calibre an upper hand
over it.
C.In-Game Description
While generally used for riot control, the hand held pepper spray canisters
can be an effective tool for subdueing uncooperative targets. The active
ingredient in pepper spray is Oleoresin Capsicum or OC. The OC is an in-
flammatory agent that causes the eyes to swell up and close. It also causes a
burning sensation on any exposed skin. Due to its limited range and area of
effect, it is best used in addition to other non-lethal devices to cause a
supect of hostage to comply.
It is a very effective piece of equipment. Using it you can see whats on the
other side of the door as well as being able to see around corners. Make sure
you are the ONE who has it. Life without this device is particularly difficult
in the last couple of levels.
C.In-Game Description
The optiwand is a sophisticated observation device which allows officers to
examine situations around corners and under closed doors without exposing
themselves to the line of fire. On top of the device is a small LCD screen
which displays the images seen by the camera at the end of the expandable rod.
It is an invaluable tool for gathering intelligence on the suspect and
civilation locations before preforming dangerous clear routines and potenially
exposing your team to fire.
It is a device (sort of..) which permanently locks most doors.
B.How effective is it?
It is also a very effective piece of equipment. Using it you can permanently
lock any door so that neither a suspect can go through nor can he enter through
it. A door once locked by a wedge, can only be opened using the wave.
(MAKE SURE THE DOOR IS UNLOCKED BEFORE WEDGING IT OTHERWISE YOU MAY ENCOUNTER A
GLITCH)
C.In-Game Description
This specially designed tactical wedge is slid under the door and activated.
The spring loaded action flips up wedges preventing the door from opening from
either direction. The rubber coating along the bottom of the wedge increases
friction making it extremely difficult to push open with brute force. It can
only be removed using a cutting tool reducing the risk of a suspect dislodging
the device.
A fight broke out between different drug dealers at an arcade. This is a busy
arcade and there were many civilians in the arcade when the fight broke out.
Many are still trapped there along side the owner of the arcade, due to high
number of civilians, shooting should be the last option. The police are not
that popular in this area as well. According the witnesses, Javier Aris, a
much wanted man, was the reason of the fight when he had an argument.
This is a two storey building with the main arcade games on the lower floor.
There are plenty of doors, most of them lead to smaller arcade game rooms.
Recommended Entrance:
Side 4, Level 2 (Fire Escape Door)
Strategy:
1.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
2.Although most enemies in this level will attack you on sight, don't forget to
give them a chance first.
3.Oscar Boggard is mostly in the main arcade area and needs some gas before he
complies.
4.Javier Iris changes locations everytime you restart, he will fire at you on
sight.
5.Remember to report all statuses to TOC and collect all evidences.
A couple of wannabe robbers tried to rob a post house. When the guard opened
fire, they ran away, only to find that their getaway driver took off without
them. The guard called 911, a patrol car spotted the suspects on foot, the
police told them to comply, their fired back and took refuge in the hostel. The
hostel has old people just released from jail as well as mental care. Expect
them to be uncooperative. The suspect are armed and protected, but they are
disorganized. This means they will be nervous and will open fire ON sight.
This is a double storey linear building. The ground floor is linear and you will
encounter mostt enemies on it.
Recommended Entrance:
Side 3, Level 1 (Delivery Entrance)
Strategy:
1.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
2.The enemies in this stage are all aggressive, they will attack you before you
get to shout for compliance.
3.The hostages in this stage are agressive as well, pepper spray them.
4.There will be two-three enemies in the big room which you can enter via the
double doors, make sure to mirror, sting and then enter that room.
5.Remember to report all statuses to TOC and collect all evidences.
A gang called CASM attacked a live concert of the band, "Devil's Playthings".
This gang called CASM has openly beeen against rock music and they had been
sending the band hate mail for quite some time. But the recent album of the
band, "Die for the Devil" seems to have eaten their patience. They attacked
during concert and opened fire injuring many civilians. They have the band
members hostage. However, these guys are rookies, they will be nervous and
there is a high chance they might kill hostages if slightly pressurized. They
are armed and protected.
This is a two storey building. The ground floor considers of the main stage and
the dance floor. Employee and waiting rooms are also on the ground floor. The
rooms on the upper level are computer control rooms etc.
Recommended Entrance:
Side 3, Level 1 (Rear Loading Dock)
Strategy:
1.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
2.Give a compliance shout before taking the enemies down.
3.Stun any un-cooperative hostages.
4.You have sniper support in this mission, if a sniper gets a view, go into the
view, if the suspect has a weapon, then snipe him (CAPS Lock Default Control).
5.Remember to report all statuses to TOC and collect all evidences.
Some farmers had a beef with the department of Agriculture about some geneti-
cally modified crops. They tried to raid the department of agriculture offices
but someone lost his nerve. They had planned on blowing up the building but
one bomb exploded pre-maturely and set fire to the first floor. Now they are
trapped up there with hostages. They are heavily armed and protected but they
are clumsy farmers nonetheless, which means they may not want to kill a
hostage but they may accidentally splatter a brain.
This is a two storey storey building, the upper floor consists of offices that
look like printing presses. There are data rooms etc. There is a big hole in
the upper floor. The lower floor is linear and consists of a couple of offices
and stairs leading to the car park which is flooded.
Recommended Entrance:
Side 3, Level 1 (Rear Entrance)
Strategy:
1.As soon as you start this mission, you get a 14 minute timer after which the
bombs explode. You have to diable six bombs placed all over the building inside
14 minutes.
2.The timer starts as soon as you see the first bomb, which will be placed many
times nearby you if you entered from the rear side.
3.Disable a bomb just like you would pick a lock, there are 6 bombs and and
their location changes each time. Whenever you are somewhere near a bomb (it
is placed inside an open briefcase), you will hear a distinctive beep-beep-beep
sound, look everywhere near you as soon as you hear this sound. The bombs are
not specially hidden and can be spotted fairly easily.
4.During the time you are hunting bombs, don't waste time mirroring doors
before entering or gassing before entering etc. Just order your squad to open
and clear or enter a room yourself so that you don't waste time.
5.It's best that you lead your squad in this mission, open doors, disable
bombs, kill enemies etc yourself.
6.Whenever a sniper has a view, go into it and take out any armed enemy you
see.
7.During bomb hunting, try to ignore agressive civilians if time is short.
8.Give a compliance shout before taking the enemies down.
9.Stun any un-cooperative hostages after the bombs are cleared.
10.Remember to report all statuses to TOC and collect all evidences.
The police recieved tip-off about some suspicious activity. Turns out it's a
whole scale drug production centre. It seems the tipper snitched, the head
of the clan is suspected to be Kiril Stetchkov, but he has gone into hiding
ever since an attack on him. Try to arrest as many suspects as possible so that
a case can be made against Stecthkov, there are plenty of unarmed workers and
hazardous substances in the lab, so aim before you pull the trigger.
This is a single storey building with a basement. Most of the doors either lead
to small rooms or they go outside.
Recommended Entrance:
Side 3, Level 1 (Rear Alley)
Strategy:
1.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
2.Give a compliance shout before taking the enemies down.
3.Stun any un-cooperative hostages.
4.You have sniper support in this mission, if a sniper gets a view, go into the
view, if the suspect has a weapon, then snipe him (CAPS Lock Default Control).
5.Remember to report all statuses to TOC and collect all evidences.
6.While the situation may make you think that there are plenty of enemies,
there are only 6-7 enemies.
Two gangs, one definitely The Stetchkovs, started firing at each other on the
platform. They injured many civilians and a cop. Most of the people fled but
some might still be trapped inside. According to the spotters, the fighting
is still continuing. The gang members are heavily armed an protected and its
like a maze down there.
Like any other subway station, this place is huge. There will be many rooms,
plenty of stairs, storage rooms, employee rooms etc.
Recommended Entrance:
Side 3, Level 1 (Maxwell street entrance)
Strategy:
1.If you are starting the game through my recommended entrance, you will notice
stairs leading down on your left and a double-white door infront of you, ignore
the doors and gas down the stairs. Clear all the lower floor first, you will
eventually come back to this door near the end of the level.
2.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
3.Give a compliance shout before taking the enemies down.
4.Stun any un-cooperative hostages.
5.You DONT have sniper support in this mission.
6.Remember to report all statuses to TOC and collect all evidences.
7.This is a big place, there are plenty of doors and some enemies will take
refuge in rooms you have already cleared, so deploy door wedges where you
seem fit.
8.You will most likely lose 2-3 of your comrades towards the end, if that
happens, be extra careful with the survivors. Don't enter rooms without
mirroring them, stun the room if there are enemies and try to take lone enemies
on your own so that the remaining squad does not injure it self further.
9.If you have completed all objectives except "Bring Order to Chaos", it means
some enemies are hiding in rooms you already cleared. This means you have to
check every room again, HOWEVER, don't be over confident because every enemy
in this level is armed with an assault rifle and can kill you pretty fast.
Mirror every door unless you are absolutely sure.
Judge Rainer has issued an order for the arrest of Kiril Stetchkov, leader of
the Stetchkov gang. Underground surveilence report that the Stetchkov warehouse
at Harrington Road is the place for refuge for all gang members. You have to go
there, neutralize any suspect that gets in your way and arrest Kiril Stetchkov.
The enemies will be heavily armed and heavily protected as this is their turf.
Despite all this, don't be trigger happy at all times and make sure you don't
hurt an unarmed suspect.
This is a big warehouse, there are the standard rooms on the gound floor, then
there is an ammunition room, Kiril Stetchkov's secret bedroom, the basement
where all supplies/trucks etc are kept.
Recommended Entrance:
Side 1, Level 1 (Side Dock Entrance)
Strategy:
1.Order your squad to use the optiwand before entering any door, if there is a
suspect behind the door, then bang and clear, otherwise just open an clear.
2.Give a compliance shout before taking the enemies down.
3.Stun any un-cooperative hostages.
4.You DONT have sniper support in this mission.
5.Remember to report all statuses to TOC and collect all evidences.
6.This is a big place, there are plenty of doors and some enemies will take
refuge in rooms you have already cleared, so deploy door wedges where you
seem fit.
8.You will most likely lose 2-3 of your comrades towards the end, if that
happens, be extra careful with the survivors. Don't enter rooms without
mirroring them, stun the room if there are enemies and try to take lone enemies
on your own so that the remaining squad does not injure it self further.
9.You will run out of some stunning equipment towards the end of the level
depending on how many comrades you lost, be vary of how you use the remaining
ones.
10.There is only one civilian to resuce, she will either be sitting at the
desk (if you entered from my recommended entrance) or in the bathroom.
10.After you take out Kiril Stetchkov, you get orders to take down Todor
Stetckov, Todor is usually deep in the basement of the warehouse.
1) How do you control the snipers?
Ans) The default control for activating sniper vision is 'Page Up'. Press it
again to go into the sniper 2's vision. The default button for controlling the
sniper is CAPS LOCK. You can zoom with the Z (default) button and fire with the
left mouse button (Default).
2)How do you use the Optiwand YOURSELF?
Ans)Equip the optiwand by pressing the 9 (default) button. Look down at the
base of the door while standing next to it and aim in the centre. A small gun
icon will pop up, when it does, press the fire button and you can use the opti-
wand to look under the door.