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Police Quest: SWAT


Hint script for on-line services

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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