Version History
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Version 1.1
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Due to popular demand, I have updated the walkthrough section
slightly and changed a spelling error.
Version 1.0
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First version online
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TABLE OF CONTENTS
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1) Introduction
2) Frequently Asked Questions
3) Messaging Menu
4) Commands
a) Dynamic Commands
b) Stealth Commands
5) Earning Medals
6) Walkthrough
a) Highway Sniper Apprehension
b) Vehicular Assault Suspect
c) Turkish Ambassador Rescue
d) Home Invasion
e) LAX Siege
f) The Construction Site
g) Television Studio Raid
h) Ambassador Rescue
i) Phoenix Lounge
j) Holy Trinity Church
k) Hollywood VIP Detail
l) LA Convention Centre (Daytime)
m) LA Sewer Systems
n) LA City Hall
o) Hotel Carlyle at Wilshire
p) LA Convention Centre (Nighttime)
7) Multiplayer
8) Where To Get Further Information
9) Credits/Copyright Information
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CHAPTER 1 INTRODUCTION
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SWAT3: Elite Edition - join the ranks of LAPD's finest and fight the
global forces trying to thwart the signing of the United Nations
Nuclear Abolishment Treaty and the celebration of Global Peace Day
2005. Emphasizing SWAT tactics with state-of-the-art weapons, SWAT3:
Elite Edition is a first-person tactical action game that can be
played in mission, career or multiplayer mode.
I will explain each mode in the relevant section.
Q) Is SWAT3: Elite Edition an add-on?
A) No, SWAT3 is a standalone game, which includes SWAT3: Close
Quarters Battle, and the downloadable upgrade, Elite Edition.
Q) You just said Elite Edition could be downloaded, why don't I just
buy Close Quarters Battle and download Elite Edition?
A)Not really, on Amazon.co.uk, Close Quarters Battle is ?18 (Second
Hand) whereas I bought Elite Edition for ?8 (it was the Bestseller
Series one in a DVD case).
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Chapter 3: Messaging Menu
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(From the Manual - I will rewrite it later)
SWAT 3's messaging menu provides the player the means by which to
communicate with teammates, the Command Post, civilians, hostages and
suspects. The messaging menu is built on a three-level branching tree
structure with messages accessed by number keys. Beyond the root
directory level, message options change according to the tactical
mode of play: stealth or dynamic.
Root Directory
The root directory allows the player to begin a command message,
report the mission status, alert team members of a compromise and
issue compliance.
Command Messages
Command messages can be directed at the entire team [ ELEMENT ] or at
the individual two-man teams [ RED & BLUE ] . Press the corresponding
number [ 1-3 ], located to the left of the team name, to designate
the command recipient. Designating a command recipient expands the
message menu by one level.
Report Mission Status
As an element leader the player is responsible for the coordination
of this process. Reporting officer, civilian, hostage and suspect
status to the Command Post keeps the Brass abreast of your tactical
situation and allows them to provide evacuation support.
Pressing the number [ 4 ] key from the root directory begins a report
message and expands the message menu by one level. The expanded menu
allows the player to report the status of an individual character or
report that the mission is complete.
To access the various character status options the game cursor must
be pointed at that individual. When the game cursor is pointed at a
in-game character the extended menu options highlight. Choosing the
corresponding number to a status option results in the player to
reporting a character's status or requesting evacuation [ 1 - 4 ].
Reporting that the mission is complete does not require special
placement of the game cursor. Once the corresponding number [ 5 ] for
"mission complete" is pressed the Command Post verifies the message
and calls the team back to the Command Post.
Down
Reports highlighted individual as wounded.
Evacuate
Requests evacuation of individual highlighted by cursor.
Neutralized
Reports highlighted individual as dead.
Contact
Reports contact has been made with individual highlighted by cursor.
Mission Complete
Returns the team to the Command Post and ends the mission. Caution:
Reporting "Mission Complete" will end the mission regardless if all
the mission objectives have been met.
Area Cleared
Pressing the [5] key from the root directory results in the player
notifying his teammates that an area is clear of threat. The player
can follow-up this announcement by dropping a lightstick at the
entrance to the cleared area. Once an area is pronounced clear of
threat the player's team will behave as though the area is a safe
zone. Consequently, it is imperative that the area be cleared of
threat, otherwise the player is jeopardizing his team's safety.
Compromised
Pressing the [ 6 ] key from the root directory results in the player
notifying his teammates that their situation has been compromised. If
the game was in stealth mode this notification causes the game to
switch to dynamic mode. A compromised situation is one in which a
suspect is unexpectedly encountered.
Compliance
Compliance is the use of verbal commands to subdue non-threatening
individuals, and are issued in non life-threatening situations. Non
life-threatening situations are defined as those in which officers,
or other innocents, are not in immediate danger of dying. A non life-
threatening situation refers to encounters with unarmed civilians and
hostages, or armed suspects who are not pointing their weapon at an
innocent. General compliance commands are issued when the game cursor
is not pointing at a specific individual and the player presses the
[ 7 ] key from the root directory. To issue compliance to a specific
individual point the game cursor at the individual and press the
[ 7 ] key from the root directory.
=============
Chapter 4: Commands
=============
(From the Manual - I will rewrite it later)
a) Dynamic Commands
Dynamic commands reflect the nature of dynamic tactics: fast and
loud. To issue dynamic commands, the player must first be in dynamic
mode (press the [ PAGE UP ] key). Once in dynamic mode the player
must choose a command recipient from the root directory [ 1:Element,
2:Red, 3:Blue ]. Choosing a recipient expands the message menu by one
level. The dynamic commands available on the second level of the
message tree highlight as the game cursor is passed over game
characters and various environmental elements. There are a total of
eight dynamic commands. Some of the commands change based on whether
the player is inside or outside an environment, and some have a third
level of options. Press the corresponding number [ 1-8 ], located to
the left of the command, to issue an order.
Breach, Bang & Clear
Breach, bang and clear appears as a dynamic command option when the
game cursor is pointed at a closed interior door. Defined, breach,
bang & clear commands the recipient to breach (open) the closed door,
throw in a flashbang and clear what lays beyond the door. When
commanded to "breach, bang & clear", the game assaulters know what
equipment they have in their arsenal that will allow them to
dynamically breach the door. If their primary weapon is a shotgun and
they are carrying breaching rounds they will execute the breach with
the shotgun. If they are carrying C2 explosives they will blow the
door open. If they were not assigned dynamic breaching material, or
have run out, they will notify the player that they cannot execute
the breach.
Bang & Clear
Bang and clear appears as a dynamic command option when the game
cursor is pointed at an open interior door. Defined, bang & clear
commands the recipient to flashbang the doorway and clear what lays
beyond the door. If the commanded assaulter was not assigned
flashbangs, or has run out, he will notify the player that he cannot
execute the order.
Breach, Bang & Make Entry
Breach, bang and make entry appears as a dynamic command option when
the game cursor is pointed at a closed exterior door. Defined,
breach, bang & make entry commands the recipient to breach (open) the
closed door, throw in a flashbang, make entry and clear the area just
beyond the interior of the doorway. The game assaulters know what
equipment they have in their arsenal that will allow them to
dynamically breach the door. If their primary weapon is a shotgun and
they are carrying breaching rounds they will execute the breach with
the shotgun. If they are carrying C2 explosives they will blow the
door open. If they were not assigned dynamic breaching material, or
have run out, they will notify the player that they cannot execute
the breach.
Move and Clear
Move & clear appears as a dynamic command option when the game cursor
is pointed at any open doorway. Defined, move and clear commands the
recipient to enter the open door and clear the area beyond for
threat. Once an area is cleared of threat, the recipient will notify
the player of the situation.
Don't Use Gas
If you don't wish your officers to deploy CS when clearing, use this
command when commanding your element to move and clear.
Use CS Gas
If you want your officers to deploy CS gas when clearing, use this
command when commanding your element to move and clear.
Breach & Clear
Breach & Clear appears as a dynamic command option when the game
cursor is pointed at a closed door. Defined, breach and clear
commands the recipient to breach (open) the closed door and clear the
room beyond the doorway for threat. Once an area is cleared of
threats, the recipient will notify the player the area is clear and
will drop a lightstick in the room's doorway upon exiting.
Don't Use Gas
If you don't wish your officers to deploy CS when clearing, use this
command when commanding your element to breach and clear.
Use CS Gas
If you want your officers to deploy CS gas when clearing, use this
command when commanding your element to breach and clear.
Search
Search appears as a dynamic command option when the game cursor is
pointing anywhere within a room or hallway. It is not available if
the game cursor is pointing at a door. If the game cursor is pointing
at an opening within a room or hallway then the Search command
applies to the area on the other side of the opening.
Direction of Search
When the search command is selected the menu tree expands and
provides the player with directional modifiers. When searching a
location the modifiers, [ Left ] and [ Right ], refer to the
direction of the command recipient. In other words, the player
commands the recipient to search to their left or right, not the
player's left or right.
Left
Modifies the command to "search to the left."
Right
Modifies the command to "search to the right."
Continue
Commands the recipient to continue searching.
Cover
Cover appears as a dynamic command option when the game cursor is
pointed at a particular location or at a specific hostage, civilian
or suspect. When commanded to cover a particular location, the
assaulters will move into a position where they can safely cover
against a threat from that general direction. When ordered to cover a
suspect, hostage, or civilian, the assaulters will set up aim on that
individual and follow their movement.
Fall In
Fall in as a dynamic command is available at all times. Commanding a
recipient to fall in does not require special placement of the game
cursor. Defined, fall in commands the recipient to follow behind the
player until commanded to do otherwise. It should be noted that the
fall in command can be used as a "hold" command as well. If the
player wants to stop an assaulter from engaging a civilian, hostage
or suspect, the fall in command will cause the assaulter to abort the
engagement and fall in behind the player.
Deploy
The player can command a recipient to deploy any one of five tactical
aids in dynamic mode. Two of the tactical aids require that the game
cursor be pointed at a closed door. The other three require that the
game cursor be pointed at a specific area.
Lightstick
Lightsticks are used to light otherwise dark areas and to mark areas
which have been cleared of threat as 'cleared.' To issue the command,
'Deploy Lightstick', the game cursor should be pointed at the area in
which the player wants the lightstick dropped.
C2
C2 is used to blow open closed / locked doors. To issue the command,
[ Deploy C2 ], the game cursor needs to be pointed at the closed door
which the player wants blown open. If the commanded assaulter has run
out of C2 he will inform the player that he cannot execute the
breach.
Flashbang
Flashbangs are used to temporarily distract or disorient a suspect,
hostage or civilian. When entering a room, the flashbang should be
dropped just inside the doorway. This allows the police officers to
use the smoke generated by the flashbang as concealment as they enter
the room. To issue the command, [ Deploy Flashbang ], the game cursor
should be pointed at the area in which the player wants the flashbang
to detonate. If the commanded assaulter was not assigned flashbangs,
or has run out, he will inform the player that he cannot execute the
"bang".
CS Gas
CS Gas is used as a non-lethal alternative when dealing with non-
compliant suspects, civilians and hostages. When deployed, CS gas
causes the unprotected recipient to cough violently. The physical
response to CS gas, combined with compliance commands, often causes
enough stress to make a non-compliant individual compliant. Once the
individual is compliant, they can be secured and evacuated to safety.
To issue the command, [ Deploy CS Gas ], the game cursor should be
pointed at the area in which the player wants the CS gas to
discharge. If the commanded assaulter was not assigned CS Gas, or has
run out, he will inform the player that he cannot execute the
command.
Shotgun
When loaded with a breaching rounds a shotgun can be used to breach
closed / locked doors. Commanding an assaulter to breach a door with
a shotgun requires the assaulter to have been assigned a shotgun and
breaching rounds in the pre-assault briefing. To issue the command,
[ Deploy Shotgun ], the game cursor needs to be pointed at the closed
door which the player wants blown open. If the commanded assaulter
does not have a shotgun, or has run out of breaching rounds, he will
inform the player that he cannot execute the breach.
Disable
The player can issue a disable command on a variety of devices,
ranging from security systems to missile launchers to atomic
demolition munitions. The game cursor will highlight when passed over
active objects that can be disabled or defused. To issue the command,
[ Disable ], the game cursor needs to be highlighted and pointed at
the object which the player wants disabled or defused.
Restrain
The player can command a recipient to restrain (handcuff) any
hostage, civilian or suspect. In order for the command to be carried
out, the hostage, civilian or suspect must be compliant. Compliant is
defined as having surrendered. Compliant individuals are unarmed and
"assume the pose" - they drop to their knees with their hands in the
air. If the player commands that a non-compliant person be
restrained, they will lose respect from their team, as this is
considered a "dumb" command.
This mission involves going into a two story house with two people
inside, both of whom are at unpredictable levels of aggression.
There are three rooms on the first floor, with a hallway to the
kitchen. As you enter the house, there is a staircase on your left
that leads to the second floor; there is a concealed door underneath
the stairway facing the hallway. The second floor has a bathroom and
two bedrooms; one of the bedrooms is used for storage. Above the
first floor staircase is a staircase to the house's attic. The attic
is littered with boxes. Although the house is small, it has a good
selection of starting points for the suspect and his female
companion. You take control after the element has successfully taken
position on the suspect's front porch. Using the command menu,
issue the Stack command. You can try to open the door with your
Use/Open key, or you can issue the Try Door command (press "1" twice
while the door is highlighted with your crosshair) to the element. As
expected, the door is locked. Press "1" twice to change the command
to Pick the Lock and one of your team will do just that and open the
door. Continue to use the top commands on the menu and issue a
Mirror order to have one of the element use a mirror to check for
suspects before abandoning your cover. Aim toward the doorway and
issue the Search order. The element carefully enters the household
and assesses the nature of any risk within. You may run into the
suspect's female friend somewhere on this floor. She is wearing a
towel. The female is cooperative and normally no trouble to
apprehend, although sometimes she tries to run away. She can be in
the small den to the right or in the kitchen. Press "7" to issue the
Compliance command, which causes you to scream an order to "Put your
hands up!" This usually does the trick.
Once she complies, issue a Restraint command (press "1" then "8").
Aim toward the entrance to the kitchen or the den and issue the
Search command (if your are in Dynamic Mode, this command changes to
Breach & Clear). If you desire, you can search both rooms at the same
time by splitting the element into two units. Simply press "2" or
"3", then choose the order in which to Search the rooms by aiming
your crosshair toward the room you want searched first and issuing
the Search command. Brenner has turned the space under the staircase
into a hiding place. When you are close to the hidden door, you can
open it by aiming your crosshair (which is highlighted) at the door
and using your Use/Open key. The suspect may be inside, so be ready
to defend yourself. Give the Cover command before you open the door
to make sure that you have a backup. Hopefully, the element can
subdue the suspect without incident. If the suspect is in the hidden
area, aim your crosshair at the weapon he drops and press the
Use/Open key to confiscate the weapon. Make this a habit--you do not
want armed suspects to get away after you have neutralized the
threat. Confiscating the weapon also satisfies one of your mission
objectives. Next, press "4" to report the suspect's condition to
headquarters. In the case pictured here, the suspect was
Down (wounded but alive).
In the kitchen, the suspect has another sneaky hiding place: under
the sink. It's a tight fit, but he's still armed and dangerous, so
proceed with caution. Try to issue the Compliance command before he
raises his weapon--once he raises it he is a threat and a target for
the element. With the lower floor secured, you're ready to climb the
staircase. Even if you have made contact with and subdued the suspect
and the civilian, you still have to confiscate all of the weapons on
the premises--it's important that you make a full search of the
house. Issue the Fall In command to regroup the element and your
team will assemble behind you. Aim toward the top of the stairs and
issue the Search command to start them moving. Your team cautiously
ascends the staircase while watching for any unexpected dangers. If
you have not captured the suspect yet, use caution--he may be at the
top of the stairs. If the suspect is upstairs, he may try to snipe
at the element through a crack between the floor and the staircase
that leads to the attic. If this happens, your best move is to lead
the way up the stairs and fire warning shots to force the perpetrator
to surrender. If you encounter the civilian upstairs, she may try to
run to the bedroom. Follow her, issue the Compliance command, and she
will eventually come to her senses. This can lead to a tense
situation if she warns the suspect of the element's approach. When
she does comply, be sure to Restrain her, but be warned--she'll let
fly with some rather unsavoury comments aimed at you. Once the
situation is under control, assemble the element and search the rooms
on this floor. One defensive technique you can use is to set the blue
or red team to Cover while the other team executes a Breach & Clear
of each room. If the suspect is already in custody, split up the
teams and have each Search a separate room simultaneously. This move
is allowed when the threat has been neutralized.
The first room you come across is the bathroom--if you haven't yet
made contact with the civilian, she'll be here. Issue the Compliance
command and she will drop to her knees. The next room is to the right
and is empty except for scattered cardboard boxes. Search the room
for weapons. The final room on this floor is the bedroom, which also
leads to a small closet behind a closed door. You can enter and
search this room yourself but, if you do, set the element to Cover
you during the search. Open the closet with the Use/Open key and turn
on your flashlight if it is too dark inside to see. Once you're
finished looking around, exit the room and have the element Fall In.
Next, take up a position along the staircase that presents a
good line of fire toward the attic door. Aim your crosshair toward
the attic and issue the Breach & Clear command (remember
that in Stealth Mode, this will read Search instead). If you have not
made contact with the suspect by now, this is the only
place he can be, hidden behind the door waiting for a final standoff.
The Breach, Bang, and Clear command is often too slow
for this area because the suspect jumps out once the door is opened.
Another option is to lead the entry into the attic,
quickly issuing the Compliance command, followed by a few warning
shots. This is a good way to try to avoid gunfire, but all
too often the suspect has responded aggressively and is already Down-
-or worse--in the attic. Press "4" to Report the status of the
suspect before proceeding. When you Report, remember that Neutralized
means the suspect is dead on arrival (DOA), Down means he is hurt,
and Evacuate means he is in handcuffs. With the help of the element,
Search the attic to find the suspect's Long Rifle, which is sitting
by an open window. Aim your crosshair at the firearm and press the
Use/Open key to claim it as evidence. Press "B" (or whatever key you
have assigned to Briefing Summary) and you should see both
objectives marked Complete. When you receive a radio transmission to
come in, click Debrief with the cursor to complete the mission!
The in-depth multiplayer guide will come later, once I know my guide
has been accepted.
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Chapter 8: Where To Get Further Information
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http://cgi.gamefaqs.com/boards/gentopic.asp?board=28839 - It's a bit
empty though
http://www.3dactionplanet.com/swat/SWAT3/index.html - A good SWAT3
Site
If you wish to ask any questions or have a section I can include in
my guide, feel free to email me at pdhq64@msn.com
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Chapter 9: Credits/Copyright Information
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Guide written by Simon (pdhq64) Maddox
Thanks to GameFAQs.com for hosting this guide
Copyright (c) 2002 Simon Maddox
If you wish to use my guide on my site, please email me at
pdhq64@msn.com and give me the URL, i boosts my ego when sites want
my work :)