Police Quest - SWAT

Police Quest - SWAT

28.09.2013 03:19:35

POLICE QUEST: SWAT
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I. If you need help getting started.

II. If you need help with the small arms or combat training.

III. If you need help with the sniper training.

IV. If you are at the Lucy Long callup.

V. If you are at the Warehouse callup.

VI. If you are at the Eastman Enterprises callup as an element leader.

VI. If you are at the Eastman Enterprises callup as a sniper.


I. If you need help getting started.

*If you don't know what to do after yourintroductory briefing.
Before you leave the class room, familiarize yourself with options
available from this screen. Click on the chalkboard
and read the training topics. Click on one of the television sets to
access the SWAT team interviews. Click on the bulletin boards to
read department postings. When you've familiarized yourself with all
the elements in this room, exit by clicking on the door at the right
of the screen.

*If you've left the classroom after your introductory briefing and don't
know where to go.
You're supposed to be in small arms training. Click on the picture
of the Police Academy in the upper left of the screen to
access the weapons briefing screen. Use this screen to familiarize
yourself with your SWAT gear. When you are finished learning about
your gear, click on SELECT, then on the SWAT logo graphic
in the lower left of the screen. Choose small arms range from the
menu that appears.

II. If you need help with small arms or combat training.

If you need help with small arms training:
*If you don't know what gun to use.
Listen to the instructor. He will tell you what weapon and ammunition
are needed for the next drill.

*If you don't know how to load or reload your weapon.
Load your weapon by clicking the appropriate ammunition on it. Then
click on the weapon to make ready. The cursor will change to the gun
sight. If you need to reload, click the weapon in the inventory area.
Click the ammunition on the weapon, then click on the gun to
make ready. Don't worry, you can't run out of ammo during a drill!


*If you're using the MP5 and don't understand the settings.
The MP5 has three settings, the bottom one is "safety on". The
middle setting is "semi-automatic". This setting fires one bullet
at a time. To fire a continuous stream of bullets, choose the top
setting, "automatic". You can choose a setting by clicking on it,
then clicking outside the setting box to begin the drill. When the
instructor tells you to put the gut on safety, select the bottom
setting, then click outside the box.


*If you've loaded your gun and you don't know what to do.
Listen to the instructor. He will tell you what the drill is going
to be. When the whistle blows, perform the drill exactly as
instructed or face the wrath of your teacher!

*If this is your first time in small arms training and it seems to go on
forever.
Go somewhere else and practice there! Try combat or sniper
training. Once you've reached a certain level of proficiency in the
basics, you will receive a callup.

If you need help with combat training.
*If you can't access combat training.
You can't enter combat training until you have completed at least
one small arms drill. Once you've done some small arms training,
you will have access to combat training.

*If you don't know what weapon to use in combat training.
All combat training drills are performed with the Colt .45. You
will not need to change weapons during the training.

*If you need help with the Dozier drill.
Shoot at all five targets until they fall. To get through this drill
successfully, load your gun right before the drill starts so you don't
run out of ammo. Aim for the head of each target. As your aim gets
better, you should be able to complete this drill well under par
time and with only five shots.

*If you need help with the Presidente drill.
This drill takes some practice to perform smoothly. Load your gun
right before the drill starts. Moving from left to right or right to
left, mentally number the targets from one to three. When the drill
begins, aim at the circle on each target. Shoot target one once,
target two once, target three twice, then target two once and target
one once. Reload as quickly as possible, then repeat the
sequence. Practice will make you faster on this drill!

*If you need help on the Combat drill.
This is a fun drill! The drill will last for twenty seconds, but
there is no par time. Load your weapon before the drill starts. As
each target turns toward you, aim at it and fire. Reload your weapon
as necessary. Hit as many targets as possible in the twenty seconds.


III. If you need help with sniper training.

*If you keep getting turned away from sniper training.
You can't enter sniper training until you have completed at least one
small arms drill. Once you've done some small arms training, you will
have access to the sniper range.

*If you're having trouble making the zero shot.
Click on the rifle to bring up the targeting screen. If this is your
first time at the range, listen to Saunders' explanation of the
rifle's adjustment knobs. Do not make any adjustments to the rifle
settings before making the zero shot. Use your mouse to center the
rifle's crosshairs on the target. Load your weapon by clicking
the ammo from inventory on the rifle right below the sight. Fire by
clicking in the same place. After you fire the first time,
Saunders will tell you what adjustments to make. Continue to make
adjustments until you hit the targe

*If you want to qualify as a sniper.
After you've completed two separate training drills at the sniper
range, return to Metro. Pacmeyer will ask you if you want
to attempt to qualify as a sniper. Say yes! Go back to the sniper
range and take the test. If you fail, you must complete two
more training drills at the sniper range before you can take the
test again.

*If Pacmeyer never asks you if you want to qualify as a sniper.
You will need to talk to him about qualifying fairly early in the
game, as he will eventually get promoted and move out of D Platoon.
A good time to work on sniper training is right after your first
callup. This will catch Pacmeyer before he leaves. Use the Control
Panel button to set the Callups frequency to almost
nothing. This will give you the most time to practice before you are
called to a crisis.



IV. If you are at the Lucy Long callup.

*If you have just arrived at the callup site and don't know what to do.
When Pacmeyer asks you to question the Long's neighbor, go to where
the man with the rake is standing with the two police officers. Click
your arrow cursor on him to question him. You should also question
the two officers. Keep clicking on the officers and neighbor until
they start repeating themselves.

*If you have questioned the neighbor and the police officers and don't know
what to do next.
Go back to the SWAT van by clicking your arrow cursor on it. Click
on your SWAT team members to question them. Eventually Rooker will
call a briefing. Rooker will tell you what team you're assigned to,
and Pacmeyer will tell you what weapon and ammo to use. If you
have further questions, click on Rooker or Pacmeyer for more
information. If you have questions about your weapons or
ammo, take them from your inventory and click them on Pacmeyer.
He will give you further information on your weapons. Make sure you
load your weapon!

If you've been assigned to rear containment:
*If you need help right after the gunshots fire.
Pacmeyer orders MP-5s on full auto. Make sure you set the
weapon to full auto before joining the others. When you're told to
move up, select SLICE PIE and slice the pie right to move up on
the house. You will see the team mirror the door, then enter the
house. You must now get in position at the back of the house.
Check for the suspect by using your mirror on the left side of the
house.
*If you see no suspect.
Good, she's not there. Click the left arrow to proceed, then click
the forward arrow to move up. Click the forward arrow on the gate.
It's locked. Use the LASH to request "Ram one-two corner". Two
SWAT team members will ram the gate for you. Now, click the mirror
on the ivy wall. When you see that the backyard is clear, slice the
pie on that corner. Repeat these tactics until you see Lucy hiding
behind the maple tree. Use the suspect hand signal to warn your
team. If they ask, use the LASH to advise that she is unarmed. Click
the forward arrow once to approach Lucy. If she doesn't
respond, click the forward arrow again and she will surrender.

*If you see Lucy in the mirror with a gun.
Use the suspect hand signal to warn your team. Cover Wixell as
he approaches Lucy. If she tries to shoot Wixell, you must shoot her
before she can fire. This will end the scenario. You will be taken
off active duty while the shooting is investigated, but don't worry.
The investigation will determine that you did the right thing.

*If you see Lucy in the mirror, and she is unarmed.
Use the suspect hand signal to warn your team. Cover Wixell as
he requests, but don't shoot. He will take Lucy into custody.

If you've been assigned to rear guard, entry team:
*If you need help entering the house.
When the door is open and you hear Pacmeyer shout "Ready,
initiate!" slice the pie right on the door jamb to enter the living
room.

*If you've just entered the living room and don't know what to do.
Follow Pacmeyer's order to cover Carmichael. Click the forward
arrow on Carmichael to move up on him. To follow the team into the
kitchen, slice the pie right on the door jamb, then slice the pie right
again on the kitchen cabinets to move deeper into the room. When
Pacmeyer again orders you to cover Carmichael, you'll move up
on him automatically. To leave the kitchen, slice the pie on the right
wall.

*If you're in the bedroom.
Pacmeyer will signal you to cover the door. Keep your sights on the
door and wait until Pacmeyer signals for you to move up and
cover the scout. When Carmichael signals that he sees the suspect in
the bathroom, Pacmeyer will instruct you to move in. Slice the
pie on the left side of the bathroom door, then slice right to move
further into the bathroom.

*If you're with the suspect in the bathroom.
Lucy is hiding behind the shower curtain. When she sees you, she
should come out. There is no need to shoot her, she's unarmed. Once
you have the suspect in custody, the scenario will end.


V. If you are at the Warehouse callup.

*If you've just arrived at the scene and don't know what to do.
Rooker will apprise you of the situation, then leaves you to question
the warehouse owner. Click on her to ask her questions. Keep talking
to her until she leaves to use the phone. Then, use the
left arrow to move back to the SWAT van. Click on Rooker to make
your report, then click on Pacmeyer or the policeman with
him to get an eyewitness report of what happened. Click on the SWAT
van to attend the briefing. When Rooker asks if anyone has anything
to say, click on him to tell him what you learned from the
warehouse owner.

If you've been assigned to rear guard, entry team:
*If you need help entering the warehouse.
After you see the other SWAT members enter, slice the pie on the
left side of the door. Hurry!

*If you just entered the warehouse and don't know what to do.
Pacmeyer will signal you to join him. Click the forward arrow.
When the team moves into the next room, use the forward arrow
to join them. Pacmeyer will tell you to move to the far left corner.
Click the suspect hand signal on the furniture. It's clear. Click the
suspect hand signal on the far boxes. When Pacmeyer moves,
slice the pie on the large door. When Pacmeyer tells you to
provide cover, slice the pie on the left side of the door. After
Carmichael checks out the furniture and signals all clear,
Pacmeyer will signal you to move up and provide cover. Click the
forward arrow.

*If you're in the large warehouse room.
Cover the pile of wood in this room. After Carmichael has cleared it,
click the right arrow to cover right. The other team members will
sweep the area. When Pacmeyer orders you to cover right again,
click the right arrow.

*If you see the suspect with a hostage.
Click the right arrow to move in. Take your best shot at the suspect.
Be careful not to hit the hostage! If you hit the bad guy, the
scenario will end.

If you've been assigned to trailer, entry team:
*If you just entered the warehouse.
Click the right arrow and watch the team clear the furniture. When
Pacmeyer asks for coverage, click the left arrow. When the flashbang
goes off, slice the pie right into the blue room. Now would be a good
time to save your game!

*If you just entered the blue room.
When Pacmeyer tells you to move up, click the forward arrow. He will
tell you again, so click forward again. When the flashbang
explodes, follow Denton and Carmichael down the stairs.

*If you're in the basement.
When Pacmeyer tells everyone to move forward click the forward
arrow. Click forward again when you're told to get moving.
Carmichael will report that he sees lights. Click the forward arrow
when you're told to come on. Pacmeyer will instruct you and
Wixell to move to the door. On his mark, click the forward arrow.
After the flashbang, click the left arrow. Don't shoot the man that
appears here - it's the hostage! The suspect will jump from the
rafters. Keep your M-16 trained on him until Pacmeyer talks him into
surrendering.


VI. If you are at the Eastman Enterprises callup as an element leader.
*If you've just arrived on the scene.
Rooker will tell you what's up and ask you to interview people.
First, click on Coco, the accountant, until she leaves.
Then, click on Andy until he leaves. This will give the necessary
information about the factory's layout.

*If you don't know what to say at the briefing.
Click on the greaseboard to tell the team what you learned from your
questioning. Rooker will ask you what kind of tactics
you think you should use. There is only one right answer! Choose a
stealth entry at side one, with highground cover at
corner one-four. Any other combination will result in tragedy.

*If you need help entering the building.
If you haven't already loaded your weapon, do so now. Transmit DOOR
OPEN on your LASH. Carmichael will try the door
and find that it's locked. Transmit BREACH DOOR. When Carmichael has
the tool and is ready, transmit INITIATE. When the door is open,
order Carmichael to mirror it. When you get the all clear, use the
LASH to order ENTRY TEAM A RIGHT and ENTRY TEAM B LEFT, then send
ENTRY TEAM A MOVE and ENTRY TEAM B MOVE. You will all move into the
building.

*If you just entered the building.
The room needs to be cleared, so transmit ENTRY TEAM A CLEAR RIGHT
and ENTRY TEAM B CLEAR LEFT. You will follow Tello, the other member
of Entry Team B. Instruct Entry Team B to CLEAR RIGHT. Tello will
clear the area and await further orders. Tell Entry Team
B to CLEAR LEFT. To move in, slice the pie left on the desk.

*If you found the hostage.
Use the LASH to transmit HOSTAGE DOWN. Click the arrow cursor on
Eastman to learn about the suspects. When the EMT arrives, you can
leave.

*If you need help exiting the office area.
You will see your team set up and waiting for your orders. Transmit
ENTRY TEAM B CLEAR LEFT. After everyone is in position, tell Entry
Team A to OPEN DOOR, the MIRROR DOOR to make sure it's clear. To
exit the office, transmit ENTRY TEAM A RIGHT and ENTRY TEAM B RIGHT,
then ENTRY TEAM A MOVE and ENTRY TEAM B MOVE.

*If you're in the room with the lockers and stacks of boxes or on the stairs.
To clear this room, transmit ENTRY TEAM A CLEAR RIGHT and ENTRY
TEAM B COVER LEFT. Tello will cover Team A as they move up the stairs.
Transmit the MIRROR command to Team A. When you get the all clear,
tell Team A to MOVE. Click the left arrow to follow
them up the stairs.

*If you're in the storage area.
Wait until Team A comes back. Transmit ENTRY TEAM A CLEAR. Team A
use the mirror to clear down to the far end of the boxes. Tell both
teams to HOLD, then tell Team A to CLEAR RIGHT and Team B to COVER
LEFT. Tell both teams to MOVE, then HOLD when they reach the corner.
Have Team A MIRROR the corner.

*If Team A has signaled that the suspect is around the corner.
Transmit FLASHBANG to Team A. After the explosion, slice the pie
right around the corner. Don't relax when you see the two militia
members surrender, another suspect will jump up and aim his gun
right at you! Quickly shoot before he can shoot you. If you get him,
the scenario will end. If you miss, well, we hope you saved your
game.


VII. If you are at the Eastman Enterprises callup as a sniper.
*If you just arrived at the scene.
If you have qualified as a sniper prior to this call up, you will be
assigned to the highground cover on the roof of an
adjoining building. When you're dismissed, you will accompany Saunders
up to the roof.

*If you are in position and need to calculate your settings.
Look through your rifle scope to see the flag on top of the Eastman
building. You can check the flag's angle against your dope book to
approximate wind velocity and direction. If this is your first time
through the Eastman scenario, Saunders will inform you that an 8
mile per hour cross wind is coming from the left. Using
the formula in your dope book, you calculate that you need to
compensate four clicks. Adjust your windage knob four
clicks to the right. Note that if you successfully complete this
scenario and come back later to play it again, the wind
velocity and direction will be randomly generated and different
every time. Use your dope book to calculate windage adjustments!

*If you see suspects in the windows.
Don't shoot until you see an armed suspect. When you see a suspect
with a gun in the window, Rooker will give you the okay to shoot.
Wait until you have a clear shot, then let him have it! If you
miss, the suspect will shoot the hostage. If you are successful,
the scenario will end. You will be suspended while the
shooting is investigated, but don't worry. You'll be reinstated and
back with your team very soon!

 
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