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Police Quest SWAT - Manual

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Matheus Henrique
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0% found this document useful (0 votes)
444 views21 pages

Police Quest SWAT - Manual

Uploaded by

Matheus Henrique
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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OL YR SE TARTAR ha Tk AE RARE ROSETTES ASAE AAA RA, DARYL F. GATES’ POLICE INTRODUCTION . . INSTALLATION, Windows . Windows® 95. DOS... THE ICON BAR... .. Information Button . ‘SWAT Logo Graphic Assaulter Graphic Sniper Graphic. .. Hand Signals. . Interface Box. Inventory Panel... Hand Signals Panel Room Entry Panel Control Panel Button Save Mission Restore Mission. Play .. Quit . , Sierra Logo ... Question Mark. Sliders... . Contents ‘Aler¥/LASH Button... . ‘Alert... LUSH... Assaulter LASH Element Leader LASH . ‘THE INTERFACE. Cursors. Directional Arrows. ... Space Bar PLAYING THE GAMI Main Menu Careers . New Career...... Previous Career... Control Panel. Credits. Quit Metro Division... .. Tactical Education . Interactive Profiles 113 Travel Map. 4 SHOOTING RANGES............14 Gear Galleries Pie 14 Police Academy Range .......15 Small Arms .. ean The Selector Lever 16 ‘The Pact Timer... 16 Reloading. 16 Leaving the Range.......17 Combat ....... 7 The Drills 8 Reloading. ..... 18 Leaving the Range 18 Angeles Range . 8B First Training Session. .... 18 Data Book . 19 Zeroing the Rifle. . -19 ‘Subsequent Training Sessions 20 Sniper Qualification Test .. 21 CALL-UPS ........ 221 Grease Board .........44...22 DATA BOOK CHARTS .... 223; TECHNICAL SUPPORT/SALES ... . 32 HINTS «2... 33 NO-RISK GUARANTEE ..........34 WARRANTY... 134 CREDITS . 35 ¥. INTRODUCTION Jelcome to Police Quest: SWAT. As the newest member of LAPD’s Special Weapons and Tactics team you're about to find yourself in the thick of urban turmoil. Successfully resolve these civic conflicts and you'll be awarded with medals and career advancement. Promote to the position of Element Leader and it will be your tum to call the shots. If sharpshooting interests you, train and attempt Qualification. Pass and you'll be eligible to be called up as a sniper. Remember, SWAT is founded on a ‘team concept and it will be up to you to play by the rules To do just that read the following information contained in this manual. Become familiar with ‘SWAT's interface and what to expect on the shooting ranges, training sessions and during call-ups. DOS INSTALLATION If during the Windows installation you received a message suggesting you should run SWAT in DOS, or you prefer to run your games in DOS, follow these installation instructions. 1. Put the SWAT CD disk #1 into your computer’s CD-ROM drive. 2. Change to the CD-ROM drive by typing the letter that corresponds to your CD-ROM drive, followed by a colon. For example, if the letter of your CD-ROM drive is “D", type ): then press the [Enter] key on your keyboard. 3. Type the word “Install” and then press the [Enter] key on your keyboard. 4, Follow the on-screen instructions, stallation The Icon Bar INSTALLATION WINDOWS INSTALLATION 1. Put the SWAT CD disk #1 into your computer's CD-ROM drive, 2. Start Windows”. 3, Click on (File). 4, Select Run} 5. On the command line, type the letter of your CD drive followed by :\SETUP. For example, if the letter of your CD drive is “D”, type D:\SETUP and press the [Enter] key on your keyboard. Follow the on screen instructions. 6. 7. Once the game has been installed, you will have the option of reading the “Read Me" file. This file contains all the latest information about SWAT, including compatibility issues discovered during testing. SESS THE ICON he Icon bar is the panel at the bottom of the screen. Its appearance and functionality depend on your location in the game. The Icon bar consists of the following features: O Information/Travel Button O Interface Box with four sides, featuring: © Cover Panel BAR + Inventory Panel ‘© Hand Signals Panel ‘+ Room Entry Panel © Control Panel Button * Alert/LASH Button ‘These features are described below in more detail. 8. After installation of the game you will be given the opportunity to register your product via modem. This is the best way to make sure you receive the latest updates on Sierra's products, and a free sub- scription to InterAction Magazine, Sierra's own quarterly magazine. WINDOWS® 95 INSTALLATION 1. Start Windows® 95. 2. Put the SWAT CD disk #1 into your computer's CD-ROM drive. 3. Appearing on the computer screen will be the question, “Do you wish to install SWAT at this time?” Click on the “Yes” button underneath the question. 4, Follow the on screen instructions. INFORMATION/ TRAVEL BUTTON The Information button is located on the left side of the Icon bar. Depending on where you are in the game, clicking this button will call up travel options or crisis scenario information. You will also view hand signals in this window. The button’s functionality at any given time is depicted by one of three graphics. These graphics, and what they represent, are described below. SWAT Logo Graphic This graphic appears when you are not on a call-up. Clicking on the ‘SWAT logo brings up a window with travel options. ona listed destination to go there immediately. If you change your mind about going anywhere, click on Cancel to return Ve By to your current location. Click on Quit to stop playing the game. Note that travel options will vary depending on your location and the situation. This graphic appears when you are on a call-up as an assaulter or the element leader. Click here to see a text synopsis, of the emergency. This graphic appears When you are on a call-up as a sniper. Click here to see ‘a text synopsis of the emergency. When you are on a call- up, you may use hand signals to communicate with your teammates. f you select a hand signal from the Hand Signals panel ‘the cursor changes into the hand signal cursor. Click the cursor in the game window to use that hand signal. The corresponding animation plays in the Information button window. Note that if a team member gives a hand signal, the animation for that signal also appears in the Information button. INTERFACE BOX During non-sniper scenarios when the interface box is active, you can rotate itto access three interface panels: the Inventory panel, the Hand Signals panel, and the Room Entry panel. The fourth side of the box is a name plate ‘that appears when none of the other options are available. To rotate the box, click on either the up or down arrows to the right ofthe box. When you select an inventory item, a hand signal, or the Slice Pie room entry, the cursor changes to indicate your selection. Left click the cursor on the screen to use the selected item or action. Cycle between these special cursors and the default arrow cursor by clicking the right mouse button, Inventory items are selected from the ‘Small Arms or Sniper Gear Galleries (see the Gear Gallery section on page 14 for more information), To Quick Select the Inventory panel, press “1” on the Keyboard. You may also click the arrows to the right of the cycling box until the Inventory interface rotates to the front. Scroller arrows appear on each side of the Inventory panel when it is active, Click on the arrows with the left mouse button to scroll through ‘the Inventory items. To select an inventory item from the Inventory panel, left click on the item. The cursor changes to a predetermined cursor for that item. Left click the Inventory cursor on the screen where you want to use the item. You can cycle between the selected inventory item and the other available cursors by right clicking. Note that, unlike the cursors for hand signals or Slice Pie, the cursor for the inventory item remains active even after it is used in the game. To return an inventory item to the inventory, left click that item on the Inventory panel. The inventory cursor ‘The Icon Bar will disappear and the item will reappear in the panel. You may now select another inventory item. Note that you cannot pick up another item if one is already selected. To Quick Select the Hand Signals panel, press “2” on the keyboard. ‘As an alternative method, access the hand signals by clicking the up or down arrow to the right of the Interface box until the Hand Signals interface rotates to the front. The hand signals, shown as labeled buttons, allow you to communicate with your ‘team during a call-up. The eight hand signals are Hold, Cover, Hurry, Suspect, Attention, Look, Clear, and Stop. When you click on one of the hand signals the cursor changes to represent the selected hand signal, Click the hand signal cursor on the soreen and you will see animation of that hand signal within the Information button area. Note that if a team member gives a hand signal, the animation for that signal also appears inthe Information button. The key words and graphics for each hand signal are described on page 6. You can cycle between the selected hand signal and the other available cursors by right clicking. Note that the hand signals cursor is only active Until you use it in the game. Then it disappears until you select another hand signal. y Fist. Flat hand, horizontal. Fist with arm at right angles. Hand with all fingers spread. Snapping fingers. Index finger pointing. ‘Thumb up. Flat hand, vertical. The Slice Pie command is accessible from the Room Entry panel during call-ups only. Slicing the pie is a tactical maneuver that enables you to safely enter a room or round a comer. To Quick Select the Room Entry interface, press “3” on the keyboard. You can also access this command by clicking the up or down arrow to the right of the Interface box until the Room Entry panel rotates to the front. Select the Slice Pie button to access the Slice Pie cursor. Move the cursor over the screen. When the cursor passes over a “sliceable” corner, oom entrance, or piece of furniture, the cursor will rotate so that its tip points left and/or right. Click on that spot to make your move. Note that the Slice Pie cursor is inactive when the tip points straight up. You can cycle between the Slice Pie cursor and the other available cursors by right clicking. Note that the Slice Pie cursor is only available until you use it in the game, Then it disappears until you click on the Slice Pie button again. CONTROL PANEL BUTTON To access the control panel, click the button labeled | Control Panel in the lower right corner ofthe Icon bar. The Control Panel is where you'll find the buttons enabling you to save or restore your game, and look at the game credits. Two sliders allow you The Icon Bar to adjust game features and are explained in greater detall below. The Save Mission button saves the game at your current point of play under the appropriate career name. When you click on the Save button, you will access the Previous Call-Ups ‘menu for this career (officer) Type in the name under which you wish to save the game. When Restore is chosen from the Control Panel, a small window appears which reads: If you click on the Yes button, the Control Panel is replaced by the Previous Call-Ups menu for the current officer. Select the game you wish to restore, If you click “No”, the Control Panel is replaced by the Previous Career Identification menu. Highlight a name on the list and click the Restore button, The Previous Career Identification menu changes to the Previous Call-Ups menu. Select the game you want to restore. If you change your mind and wish to YY ¥ return to the game in progress, click on the Cancel button in the Previous Career Identification or Previous Call-Ups menus. When you've made your changes to the Control Panel, click on the Play button to resume game play at the point you left off ‘When you click on the Quit button, a ‘small window appears which reads: Glick on Yes to stop game play and return to Windows or DOS. Click on No to return to the game, This graphic represents the About Screen button. Click it to see the credits for Police Quest: SWAT. The Question Mark is the Help button. When you click on it, the cursor turns into a question mark. Move the cursor over any Control Panel feature (Save Mission, etc.) and leave it there to hear an explanation of that feature. If you move the cursor off the feature before the explanation is complete, the narration will stop. Click the left mouse button to change back to the standard arrow. Slider bars allow you to adjust the game's settings by clicking on the up or down arrows to increase or decrease the levels, respectively. ALERT/LASH BUTTON ‘The Aler/LASH button is the small gray rectangle above the Control Panel button. When in Alert mode, it flashes red and an alarm sounds when a call-up (crisis scenario) is about to begin. After the Alert button goes off, you hear the dispatcher announce a description of the crisis. Then you go to the Command Post for the operation briefing. During a call-up, the the LASH interface button. LASH stands for Los Angeles SWAT Headset. Each SWAT officer wears one during a call-up to communicate with other members of the team. A throat mike picks up and transmits barely audible speech so the team won't be overheard by the suspects. Click the button when it reads LASH to access the LASH interface. A table of words appears. This table will vary depending on the scenario, Two examples of the LASH interface are shown here. The icon Bar ‘Assaulter LASH If you're playing an assaulter during a call-up, the LASH interface appears as the following table: Click on the words to make a sentence or command. When you're done, click on “Transmit” to send your message to your fellow officers. Keep your messages brief and to the point, Element Leader LASH If you're playing the element leader during a call-up, the LASI terface: appears as the following table: Parlier ania sees ———— This LASH interface is composed of four sections and a Transmit button. Click on the buttons to highlight them. The upper two sections allow you to give Entry Team A one command and Entry Team B another command, The third section consists of the three buttons labeled “In Position”, “Compromised”, and “Trailer”. You can activate only one of these buttons per message, The fourth section allows you to inform your team of suspect and hostage conditions. Select either “Suspect” or “Hostage” and then click one of the three boxes directly below: “In Control”, “Down”, or “Coming Out”. When you have finished forming your message(s), click “Transmit” to send it to your element. If you change your mind about sending a particular message, re- click on the buttons to un-highlight them. If you want to clear the entire message for either the A Team or the B Team, you can take a short-cut by clicking on that Entry Team button. 10 All the buttons in that section will return to their normal state. If you change your mind about sending any message at all, click the Transmit button while no other buttons are highlighted. This will cancel the LASH interface and return you to the game. THE INTERFACE CURSORS ‘here are no traditional Hand, Walk, Talk, or Look icons in Police Quest: SWAT. You use a default arrow cursor and specific inventory, hand signal, and movement cursors to interact with the game. Click the left ‘mouse button to use the cursors. Click the right mouse button to toggle between cursors. See the sections on Inventory, Hand Signals, and Room Entry for further explanation of cursor use. DIRECTIONAL ARROWS During crisis situations, if you move the default arrow cursor to the sides of the screen, it may change into a directional arrow. This arrow indicates that you can move off the screen in that direction, SPACE BAR If you've already seen a particular conversation or movie sequence and wish to skip over it, hit the Space bar to terminate that segment. Note that this command is not functional for every conversation or movie sequence in the game, MAIN MENU fter the opening sequence, the Main Menu appears. Now you have control over the game. Options available from the Main Menu are New Career, Previous Career, Control Panel, Credits, and Quit. These options are explained below. When you begin the game, you start a new career and assign to itthe name of your officer. You can save the game (called a call-up”) and then restore to Continue playing from that point. Or you can start a new game, replaying the same officer under different circum- stances. Or you can begin a new game with a new officer. The game will save ‘twenty call-ups for each of ten careers. Playing The Game Click New Career to create a new character. You will see the SWAT Mission Statement. A commanding officer welcomes you and gives you some background about the Special Weapons And Tactics unit. When he is done talking, “sign” the Mission Statement by typing a name for this particular officer (career) in the box below the text. Backspace to erase. When you enter this officer’s name, you automatically go to Metro Division, SWAT headquarters in downtown Los Angeles. If at this point you want to return to the Main Menu, access the Control Panel, or quit the game, click on the SWAT logo in the upper left corner. If you click on the Sierra logo in the lower right corner, you will go to Metro as Officer SWAT Pup, the default name, cr If you already have created ten careers, when you try to create another character, a small box will appear with the following text and buttons: Click on “Yes” to bring up the Saved Game box containing the names of the previously saved careers. You ‘can choose which career to delete by highlighting that name and then clicking on the Delete button. You will return to the New Career menu and can now create a new character. Click “No” and you will go back to the Main Menu. ¥ Click here to resume the identity of a previously created character. Select the officer you want to play by highlighting his name. If you want that officer to start a new game from scratch, click on the SWAT logo in the upper right corner to access travel options including Metro, Control Panel, Main Menu, Cancel, and Quit. Click on Metro and you will go directly to SWAT headquarters. If you want to continue the officer's career from a saved call-up, click on the Restore button after you've selected his name. A list of that officer's saved call-ups appears. Highlight each call-up to see the cumulative medals awarded to the officer at that particular point in the ‘game. Click on the Restore button to play the highlighted call-up. Click here to access the Control Panel. For a description of the features available in the Control Panel, see the section entitled Control Panel button on page 7. Click here to see the credits for Police Quest: SWAT. Press the Space Bar to return to the game, When you click on the Quit button, a ‘small window appears which reads: mt Sure. é oguit?) Click on “Yes” to stop game play and return you to Windows or DOS. Click on “No” to return to the Main Menu. METRO DIVISION The SWAT unit is based at Metro Division in downtown Los Angeles. Here in the Metro classroom, you'll hear lectures, study Tactical Education material, and access the Interactive Profile interviews with real SWAT sergeants. When you are ready to leave, click on the classroom door to goto the Travel Map. The Tactical Education section is accessible by clicking on the blackboard in the Metro classroom. A close-up view shows the topic categories. Pick one. Depending on which category you select, you will ‘see one of two interfaces. If you select Training Bulletins, Commendations, D Platoon, or Tactical Considerations, you will see a text box on the left and a photo window on the right. The topic selection box is centered beneath them. If you select Tactical Movement or Sharpshooter Considerations, you will see one window with the topic selection box centered beneath it. To select a topic, click on the up/down arrows on the right side of the topic box. When the topic you want is highlighted, click on the red arrow to the left of the topic box. Read the information and look at the visuals, Use the scroll bar if it is available. When you're done, use the topic selection box to pick another topic. Click on the Information button (SWAT logo) and select Metro Plaving The fame or Tactical Education to return to either the classroom or the blackboard, respectively. The Interactive Profiles are accessible from the Metro classroom. Click on the TVs or the VCR. Follow the narrator's instructions to access ‘he interactive interviews. The Interactive Profile interface consists of a window on the left containing photos of each officer, 43 and a text box on the right. To see the officers, click on the right or left arrows beneath the window. When you see the officer you want to interview, click on the bar marked Interview. The door on the right rolls up, revealing the question list. Use the scroll bar to move through the list. Click on a question that interests you and then olick the Play button (Cepresented by a right arrow) on the bottom of the window. There you will also see icons for Stop (a square), Fast Forward (two right arrows), and Reverse (a left arrow). These buttons function like VCR controls. Watch the officer's response and then select another question or another interviewee. When you want to return to the game, click on the Information button (SWAT logo) and select Metro as your destination. ¥ ‘Access the Travel Map by clicking on the door in the Metro classroom, or lick on the Information button (the ‘SWAT logo) and then select Travel Map. There are three destinations on the Travel Map: Metro, the Police Academy, and the Angeles Range. Glick on the desired destination and you will be transported there immediately SHOOTING RANGES GEAR GALLERIES ‘Access the Gear Galleries by clicking either the Police Academy or the Angeles Range on the Travel Map. You will go directly to the Gallery ig to the range selected. The same interface is used for both the Police Academy Gallery and the Angeles Range Gallery; however, the collection of available gear differs as is appropriate for either small arms shooting or sniping, respectively. tts important to know each q piece of equipment and hhow it operates. Select an item for examination by Positioning the highlight frame over it. When the highlight frame moves to a new item, the narrator will identify that piece of equipment. There are two ways to move the highlight ‘frame around the window. Use either the directional arrows to the right of the window or click the arrow cursor directly on the inventory item of choice. Use the scroll bar to the right of the window to access additional rows of equipment, ‘SWAT Manual To get a closer view and a detailed description of an object, highlight it and then click on the Detail button, The Detail screen comes up over the Gallery window. Click on each of the four directional arrows to the right to move between the item’s four quadrants, Accessing each quadrant will provide additional information about the selected item. To return to the Gallery window, click the button labeled Gear. Glicking the square in the center of the directional arrows interrupts the narrator's description ofa particular item, When you're ready to move onto the firing range, click the Select button, With just one click, all the gear you Need is placed in your Inventory box at the bottom of the screen. You can click the Select button in either Gear or Detail made, Please note that you do not have to study and memorize every piece of equipment the first time you visit the ranges. Any time you go to either range, you pass through the Gallery on your way to the firing line. If you're eager to shoot, just click Select to collect your gear immediately To leave the Galleries, click the Information button (SWAT logo). You will be given a list of possible destinations. if you are at the Police Academy, the options are the Small Arms Range, the Combat Range, Metro, Travel Map, Main Menu, Cancel, and Quit. If you are at the Angeles Range Gear Gallery, the options are the Angeles Range, Metro, Travel Map, Main Menu, Cancel, and Quit. Please note that if you choose to leave the Academy or the Angeles Range, the SWAT nameplate appears over the Inventory box, rendering it inactive. POLICE ACADEMY RANGE: When you first enter the Small Arms Range area, you will be greeted by Sergeant Pauldon. After introducing 15 you to your fellow SWAT officers, he directs you to Lane 13. The seven- yard firing line appears in first- person perspective. You should see the target and the Pact timer. The first training session is with the MPS at seven yards. It consists of a sequence of six drills. Pauldon instructs you to make ready with your weapon. Select the MPS from the Inventory, The MP5 sight appears along with an inset of the Selector lever. VW ¥ ‘The Selector Lever The Selector lever has three settings: ‘safety, semi-auto, and automatic fire. The safety setting is a graphic of a bullet with an X through it. Semi- auto is one bullet. Automatic is a stream of bullets. Pauldon calls out each drill twice before the start whistle sounds. When he calls out the drill the first time, click the selector lever to the appropriate setting, Click outside the selector box. tt will disappear if set correctly. Pauldon will call out the drill again, ‘There is a one-second pause and then the whistle will sound to start the drill. ‘The Pact Timer ‘The Pact Timer appears as an inset in the upper left corner of the soreen. The par time appears on the left side of the Pact timer, indicating the amount of time allotted for the drill After you take your shots, check the number on the right side of the Pact timer for your time. There are four buttons on the top of the Pact timer. The furthest button to the left cycles through your rounds, showing the elapsed time between each shot. The second button shows how long it took you to fire your first shot after the whistle. The third button shows how many shots were taken after the par time. The red button resets the timer and'sets up the next drill. Note that it is not necessary for you to manually set up the drills. After a few seconds, the next drill sets up automatically, > Reloading The MP5 and M16 load thirty bullets at a time. The Colt .45 holds eight bullets plus one in the chamber. The shotgun holds seven shells and one in the chamber. Keep track of the rounds fired so you will know when to reload. You can reload the weapon during a drill or between drills. There are two ways to reload. The first method is to click the weapon back into the Inventory and then click the magazine on the weapon. Re-select the weapon for the next dil. Or you can rapid load by simply clicking the weapon cursor on the magazine in the Inventory panel. Either way you will never run out of additional full magazines while you're at the range. Leaving the Range I you want to leave during a training session, click on the Information button (SWAT logo) and select a travel destination. After the series of six drills, Pauldon will tell you to put the weapon on safe and let it hang. If you are shooting with the MPS, put the selector lever on the safety setting You return to a third-person view of the Small Arms Range. If you wish to leave at this time, either click on the Information button (SWAT logo) to see your travel options, or click on the back doors to access the Travel Map. If you just stand around doing nothing for five seconds, you will go back to the firing tine and Pauldon will tell you to make ready for the next drill Note that if you click any weapon on Shooting Ranges the target building on the right you will re-enter the last visited yard line and the drills for that particular weapon will begin. If you click your arrow cursor on either yard line you will enter that yard line and drills will begin. POLICE ACADEMY RANGE: If you have completed the first drill at the Small Arms Range, the Combat Range becomes accessible from the Police Academy. When you enter the Combat Range as an assaulter, Officer Pacmeyer will be the drill instructor. Three different drills are selected at random during your visit to the range. The three drills are called the Dozier, the Presidente, and the Combat. All three use the Colt .45. 17 Officer Pacmeyer A drill may be repeated multiple times during each visit to the range. After the officer in charge has told you about the drill, you will see the Combat Range. Depending on the drill, targets may or may not be set up. The officer will tell you to make ready with the .45. Select the .45 Ve ¥ from the Inventory. The .45 cursor appears in a low ready position, The Drills, The Dozier drill consists of five pepper popper targets lined up at ten yards. You shoot at all five ‘targets as many times as necessary Until they fall. Reload your weapon during the drill if you have to, The par time is five seconds but the drill lasts twenty seconds before the officer in charge will call for guns at low ready. ‘The Presidente drill consists of three paper silhouette targets. Starting from either the right or the left, shoot the first target once, the second target once, and the third target twice. Then shoot the second target once and the first target once. Speed load and repeat. Par time is ten seconds ‘though the dril lasts twenty seconds. ‘The Combat drill shows no targets before the whistle. Shoot the moving Paper targets when they pop up. Reload as necessary. Because this is a reflex drill, there is no par time, but the ril wil be called after twenty seconds. Reloading ‘The Colt .45 holds eight bullets in the magazine plus one in the chamber. You ‘can reload your weapon during or between drills. Click the weapon back into the inventory, click the .45 magazine on the weapon, and re-select the weapon for the next dil. Or rapid load by simply clicking the weapon cursor on the .45 magazine in the Inventory panel. You will never run out of extra ammunition during the dis. ee Leaving the Range Ifyou want to leave during a training session, click on the Information button (SWAT logo) and select a travel destination. At the conclusion of a drill, you can leave by clicking the Information button (SWAT logo) and choosing another location from the travel options presented. First Training Session ‘To get to the Angeles Range, select it from the Travel Map. If you haven't completed the first training session at the Small Arms Range, Officer Tello will send you packing. If you come to the Angeles Range after completing the initial small arms training session, you will be greeted by JD Saunders. He will be your sniping partner, also known as an observer. Follow Saunders into the Sniper Gallery to pick up your gear. JD Saunders: Take some time to study the equipment in Detail mode. When you are familiar with the gear, click on the Select button to put the Gallery arsenal in your Inventory box. With just one click, you now have access to everything you need. Shooting Ranges Select the Information button (SWAT logo). Choose the Angeles Range to {go back outside. Saunders introduces you to Sergeant Pruett, the officer in charge of sniper training. Click on the tables or just wait until the scene changes to a first-person view in which you see Saunders, the target area, and a flag indicating wind speed and direction. Saunders introduces you to your Robar SR60 .308 bolt action rifle. He suggests that before you zero your rifle, you should check out the information in the data book. Click on the rifle to start the drill or click on the data book in Inventory. Data Book Look at the data book by clicking on it in Inventory. Turn the pages forward by clicking on the top right 19 corner. Turn pages back by clicking on the dog-eared top right corner. Exit the data book by clicking off of the book. Tables and charts take up the first six pages of the data book. The next three pages record your shooting information. When you have filled these three pages, they will be recycled. Click on the shot numbers in the row along the bottom of the record page to call up the information for individual shots. On the right side of the page you'll see the silhouette target showing shot placement. Zeroing the Click on the rifle to bring up the rifle scope. Through the scope you will see a one-inch square target at a range of 100 yards. Saunders tells Vv ¥ you about the adjustment knobs on the scope. At this time, do not make any adjustments. Center the crosshairs on the target by moving the mouse. When you're confident of your aim, click the mouse to get the arrow cursor back, then click the arrow on the stock of the rifle to fire, If you miss, reload by selecting the ammo from inventory and then clicking it on the rifle stock. Aim and fire again. After you shoot, Saunders will tell you how to adjust the Bullet Drop Compensator (BDC) and the Windage knob to zero your rifle. Make the adjustments, reload, aim, and fire again. Saunders will continue to prompt you until you get it right or leave the range. If you wish to leave the range, click on the Information button (SWAT logo) and choose another destination. When you return to the Angeles Range, you will find yourself in the Sniper Gallery. Select your gear, then click the Information button (SWAT Jogo) to go out to the shooting range. Saunders offers to spot for you. He will call a series of random drills. Before firing, you need to make adjustments based on distance and windage conditions. Use your zero settings (recorded in the data book) as a point of reference. Target distance varies from 25 to 500 yards. No matter what the range, you need to compensate for it with the BDC (ee the Range Estimation charts in the Data Book Charts section beginning on page 23). Once you've zeroed your rifle for a certain distance, no further BDC agjustment will be necessary when shooting at that distance. The wind will be a random factor although it remains constant during each training session. Ifthe distance is 100 yards or greater, you need to compensate for the wind (see the Windage charts in the Data Book Section). Adjust the windage knob depending on the speed and direction of the wind. The drills are randomly selected from the following: Five-shot group at 25, 50, 75, and 100 yards, Nine targets, nine bull's-eyes at 25, 50, 75, and 100 yards. Three balloon targets at 25, 50, 75, and 100 yards (call the color). Silhouette at 100, 200, 250, 300, 400, and 500 yards (call the shot placement). At the end of each drill, you'll return to the third-person perspective. If you do nothing for ten seconds, you {go back to the firing line to continue with subsequent sniper drills. if you wish to leave, click on the Information button (SWAT logo) and choose another destination. Sniper Qualification Test When you visit Metro after two training sessions at the Angeles Range, Officer Pacmeyer asks if you want to take the sniper qualification test. If you say “ves”, then the next time you go to the Angeles Range, you will take the test. You need to shoot 100% in the qualification round before you can be called up as a sniper. ‘The sniper qualification test consists of the following three drills: ‘At 100 yards: © Cold barrel shot. Five-round group in a one-and- a half-inch square target. O Nine rounds into nine one-and- a-half-inch square targets. Hf you miss any of the shots, you fail the qualification test. Return to the range for two more practice sessions, then go back to Metro where Pacmeyer will give you another 24 chance, If you hit all your shots, you pass the qualification and are eligible to be called up as.a sniper. Note that you may leave the qualification session at any time by way of the Information button (SWAT logo); however, if you choose to do 80 you will not be able to come back and pick up where you left off. Just as if you had failed the test, you will need to participate in two additional sniper training sessions before you get another chance to qualify. CALL-UPS Once you've reached a cer of proficiency in SWAT tactic become eligible for call-up during a crisis situation. When an emergency occurs, the alarm sounds and the alert button flashes red. You stop YY ¥ whatever you're doing and go to the scene for briefing. Until you quality as a sniper or element leader, you will play the role of an assaulter during the call-ups. Listen carefully to the team leader and follow his instructions to the letter, Failure to do so will result in disciplinary measures at least, and tthe real possibility of fatalities. During the call-ups, you have access ‘0 the appropriate gear inventory, hand signals, the Slice Pie room entry technique, and the LASH interface. See the Icon Bar section beginning on page 3 for further description of these options. When you become the element leader, you will call the shots, directing your team's movement and actions during the call-up. Use the LASH interface to give instructions and communicate with your team (see the section on the LASH interface for details). During the briefing, you also need to determine and explain your entry strategy to the team by using the grease board, GREASE BOARD When Rooker asks you to decide where to enter the building, you'll see a close-up of the grease board. Your entrance choices flash red. Pick one by clicking on it. Then confirm your choice by clicking on “Enter”. Rooker will continue to ask you questions about entry tactics. Your possible choices flash red. Cliok on one of the flashing items to select it. Make your decisions thoughtfully as the tactics you choose will determine the out come of the call up. TACTICAL RIFLE DATA BOOK meammonemuen LAPD SWAT IRLETYPE Data Book Charts Robar SR=60 20% WINDAGE INFORMATION Since the shooter must know how much effect the wind will have on the bullet, he must be able to classify the wind. The accepted method is by use of the clock system. A half value wind will affect the strike of the bullet approximately one half ‘as much as @ full value wind of the same velocity. A wind velocity corrected in this manner is called the “effective wind.” ‘The so called “no value” wind has a definite effect on the bullet at the long ranges ifit is not blowing directly from 6 or 12 o'clock. This is the most dificult wind to fire in due to the switching or “fishtail” effect which requires frequent sight changes. Depending on the velocity of this type of wind it may have an effect on the vertical displacement ofthe bullet. Ful ful Value or i WIND MAY BE ESTIMATED USING THE BELOW GUIDES (2) Awind under 3 miles per hour can hardly be felt, but does cause smoke to drit. {0) A 305 mile per hour wind is fett lightly on the face. (0) A 5to8mile per hour wind keeps tree leaves in constant motion. (@) An 8 to 12 mile per hour wind raises dust and loose paper. {@) A 12to 45 mile per hour wind causes small trees to sway. ‘After determining wind direction and velocity, the windage correction to be placed on the sights will be based on the following formula: The formula for 208 care: Y= numberof 1 minute clicks fr afl wind For haf value winds simply divide the answer by two In this formula, R = range in hundreds of yards and V = veloct ‘the wind in miles per hout. The constant 10 or 15 was arrived at mathematically considering the bullet weight, density of the air, velocity air resistance, distance tothe target, rear sight movement, ete EXAMPLE: The wind is blowing from 9 o'clock at 10 miles per hour. The range is 300 yards; using the wind formula, R=3 and V=10. 7 -5.MnH 4 10 MPH 82 = 15 MPH 0 = 20 uu 100 = 25 MPH ees Data Book Charts Range Estimation Formula Method This method requires the use of either binoculars or telescopic sight equipped with a mil scale. To use the formula, the sniper must know the average size of a man or any given piece of equipment and he must be able to express the height of the target in yards. The formula is: SIZE.OF. INYDS) xX 2 SIZE OF OBJECT (IN MILS) SNS Cr Tanneh For example: A sniper, looking through his scope, sees a man standing. He measures the size of the man, using the mil scale on the reticle, and sees that the man is 4 mils high. He knows that the average man is 6 feet tall. To convert 6 feet to yards, he divides by 3 and finds that the man is 2.0 yards tal. . SWEOF OBJECTNYDS)20X1.000 = 2000 = s00vARDS at thomae SIZE OF OBJECT (IN MLS) & 4 Once the formula is understood, he needs only to be able to estimate the actual height of any target and he can determine the range to that target extremely accurately. Limitations: While this formula can be extremely accurate, it does have several limitations, 1) Atlong ranges, measurement in mils must be precise to the nearest half mil or a miss will result. Careless measurement could result in a range estimation error. 2) This formula depends entirely on the sniper's ability to estimate the actual height of a target in yards. ELEVATION MOVING TARGET LEADS WIND DRAFT Distance Talectory — Comeups (nines) InYerds ininches 1/4 MOAS Walking (8 MPH) Smph 10 mph 100 Zero me 13" ait 29" 37” 04 08 Clicks | 100Yds 200Yds -300Yds 400s S00 Yds 200 42.2 126” 26.4" 408" 57.0" 73.2" See cal 42 Clicks 300 +53 Running (6MPH) S74 14 Clicks 400 +89) REMEMBER: Oblique movement is 1/2 value! 68 16 Clicks 500 +130 14 18 Clicks ‘UP/DOWN COMPENSATION 600 +175 20 Clicks (data for 45 degrees Up/Down angle) 700 +226 23Clicks | 08" 34" 80" 15.0" 25.0" 800 428.4 26Clicks | 100Yds 200¥ds -300Yds 400 Yds 500 Yds 900 +35.0 29 Clicks REMEMBER: Always compensate by aiming LOW! 1000 +422 FED 308M Data Book Charts RANGE ESTIMATION TABLE OF MILS FOR OBJECTS 4 5 7 8 10 12 |e 2.3 |27. arm ESi 4 650 | 850 1960 1650 72000 520 | 680 920 | 1080 1600 425 | 566 768 | 900 1392 ami | 486 657 | 71 1140 325 | 425 s75 | 675 1000 209 | 378 sit | 600 888 260 | 340 aco | 540 ‘800 23s | 309 aig | 491 728 a7 | 283 ges | 450 668, 200 | 262 354 | 415 e16. 186 | 243 329 | 386 sre 173 | 227 307 | 360 532 163 | 213 zea | 338 500 153 | 200 an | 318 468 144 | 189 256 | 300 444 137 | 179 2s2 | 204 420 130 | 170 | 200 | 230 | 270 + eat tae not aceon 2) Measure height of target in Mils and locate down the side eee eee eres > vensrnamatiee" aar ea Tata Rook Charts ¥ SS TRAJECTORY TABLE, FEDERAL MATCH .308 BOAT-TAIL HOLLOWPOINT Trajectory by Yards, Expressed in Inches Zero Range 100 200 300 400 500 100 Yards Zero 45 15.9 355 645 200 Yards 422 Zero 9.45 265 53.3 300 Yards 453 46.1 Zero 143 “38.1 400 Yards 489 4133 +108 Zero -204 ‘500 Yards +130 4215 +234 4165 Zero. YARD SILHOUETTE TARGET POSITION: RIFLE | DATE ELEVATION WINDAGE Correct Correct AMMUNITION ZERO LIGHT 100 YARDS ELEVATION WINDAGE Direction REMARKS ‘SHOT WIND ‘WIND, uUsPsa.Psc VELOCITY TM 102 Data Book Charts ¥ TECHNICAL SUPPORT & DIRECT SALES U.S. TECHNICAL SUPPORT Direct your inquiries to the Technical Support Department if your question is about hardware and software compatibility specific to Sierra games (eg., sound card configuration and memory management). Technical assistance is available by phone, fax or mail, Sierra On-Line Technical Support PO Box 85006 Bellevue, WA 98015-8506 Phone: (206) 644-4343 ‘NF 8:15 am - 4:45 pm Fax: (206) 644-7697 Modem Support For on-line support and hints: Us. Sierra BBS: (206)644-0112 CompuServe: GO SIERRA ‘America Online: Keyword SIERRA INTERNET: HTTP://WWW.SIERRA.COM DIRECT SALES Sierra On-Line Direct Sales PO Box 3404 Salinas, CA 93912 24 Hour Phone: (800) 757-7707 Fax: (408) 644-2018 On-Line Sales CompuServe:G0 Si (CompuServe Mall) GO SIERRA (Sierra BBS) America Online: Keyword SIERRA International Sales Sierra On-line Direct Sales PO Box 3404 Salinas, CA 93912-3404 Fax: (408) 644-2018 U.K. CUSTOMER SERVICE/TECHNICAL SUPPORT Sierra On-Line Limited Customer Support 4 Brewery Court The Old Brewery Theale, Reading, Berkshire G7 5AJ United Kingdom Phone: (44) 1734-303-171 M-F, 9:00 am - 5:00 pm. Fax: (44) 1734-303-362 Modem: (44) 1734-304-227 (Disk/CD replacements in the UK are £6.00, or £7.00 outside the UK. FRANCE CUSTOMER SERVICE/TECHNICAL SUPPORT Coktel Vision Pare Tertiare de Meudon Immeuble “Le Newton" 25 rue Jeanne Braconnier 92366 Meudon La Foret Cedex Phone: (38) 1-46-01-4650 7 jours sur 7 de 9h a 21h Fax: (33) 1-46-31-7172 (Disk/CD replacements: Call for information) GERMANY CUSTOMER SERVICE/TECHNICAL SUPPORT Sierra Coktel Vision Deutschland Robert-Bosch-Str. 32 -63303 Drieich Hotline: (06103) 99 40 40 Fax: (06103) 99 40 35 $.75 per minute Sierra On-Line Attn: Hints PO Box 53210 Bellevue, WA 98015-3210 CANADIAN HINTLINE 1-900-451-3356 $1.25 per minute (US. and Canadian hint line users must be 18 years or older, or have parental permission.) You may also contact Direct Sales to order a hintbook. U.K.HINTS New Sierra Hint Line: For adventure games released after January 1, 1993. Charged 39p/minute cheap rate, 49p/minute at other times. Maximum call length: 7.5 minutes. Maximum charge cheap rate: £2.92, £3.67 other times. Must have permission of the person who pays the phone bill before calling (ine available UK only). Old Sierra Hint Line; For adventure games released up to December 31, 1992. Calls are charged at normal telephone rates. New Games Hint Line: (0891)-660-660 Old Games Hint Line: (within UK): (0) 1734-304-004 Old Games Hint Line (outside UK): (44) 1734-304-004 France Hints Hint Line: (33) 1-36-68-4650 YY THE SIERRA NO-RISK GUARANTEE ‘The Promise: We want you to be happy ‘with every Sierra Product you purchase ‘rom us. Period. If for any reason you're unhappy with the product, return it within 30 days for an exchange or a full refund...EVEN IF YOU BOUGHT IT RETAIL. (Hardware ordered direct ‘must be returned within ten days.) The only Catch: You've got to tell us why you don’t like the game. Otherwise, we'll never get any better. Send it back to us and we promise ‘welll make things right. (f you bought it at a retail outlet, please send your original sales receipt.) Hf you find that you need to send for replacement CD disks, send the original disks to: PO Box 3404 Salinas, CA 93912 Europe Sierra On-Line Limited Attn: Returns 4 Brewery Court The Old Brewery, Theale, Reading, Berkshire G7 5AJ United Kingdom Be sure to include a note stating your computer type. We will gladly replace your program free of charge during the first 90 days of ownership. (Please enclose a copy of your dated sales receipt with your Tequest.) After 90 days, there is a $10.00 (£6.00) charge for a replacement compact disk. WARRANTY euio wisaMTiss Lao: exer AS stATED ABO¥E, SIENNA HAKES WO WARRAIT, EXPRESS OR TNPLED, REGARDING THIS PROOUCK. SIERRA DISCLAIMS JY Wome Tot THE SOFTWARE ST FORA PATA PURPOSE, "AND ANY IMPLIED WARRANTY OF [MERCAMUIAILTY SHALL BE LMTED TO THE NETY WY DURATION OF TS UN ED XPS WARRANTY NDS ‘OTHERWISE EXPRESSLY AND SPECIALLY DISCLAIM. Ome STATES OO No ALLOW UNTO 08 HOW LONG MPD VARRALTY LASTS, 0 HE ABOVE LTA MAY aT ee 70 no cONSEQUEVTL DAMAGES: SER SHALL NO ELABLE FOR SPECIAL, CIDEWTAL, CONSEQUENTIAL OR OTHE Dues Ee SEN ADWSED OF OR ARE OFTHE FOSSGUIY Or SUCH DMAAGES.THS MEALS THT SIRE (REVENUES OF FOR GANAGES OR COSTS URRED ASA RESULT OF LSS O TE, OIA Ok US OF HE SOFTWARE, ‘ME PRODUCE MO EVENT SHALL SIERRAS UABIATY STATES 0 WY ALOW Te XOLUSON GR LMTAION OF INGDENTAL Of CONSEOUENTAL OANAGES, SD THE ABOVE Yuan exited uses producto yer cm a, tt nay ‘esol or water epoducan fo ae slo kts ee pres many Wa re crease peu toc wit pir ten son of Si, ou may ‘ise0e cy om prot gem edo 2 sn computer You may na atwork the pre o i na on are ha fe cone emer fui te sane tie. CREDITS Designer / Director / Writer Tammy Dargan Producers Tammy Dargan Phy Williams Art Director / Director of Photography Rod Fung Lead Programmers ‘Sean Mooney Randy Mactelll Music Dan Kehler Lead Artist Terry Robinson Artists Donald Waller Robin Braze-Phanco Karin Nestor Deanna Yhalkee Phy Williams Credits Programmers Ait De Chris Carr Michael Leo Chong Michael Lytton Assistant Designer ‘Susan Frischer Sierra Studios Bill Crow Craig Denny Bob Ballew Ron Lawson Rob Koeppel Production Sound Mixer Wally Andrews Team Quality Assurance Jon Meek, Lead Dan Woolard Audio Post - Production & Sound Effects Dan Kehler Victor Crews: Rick Spurgeon kel QA Configuration Michael D. Jones Steve Deckert Marsha Me Carty Cindy Romero Bill Davis Jt. Sharon Simmons Paul Trowe Joe Carper sitian Leonard John Cunney ‘John Ratelffe Mike Pickhinke John Trauger Scott Howell Mike Brosius Leonard Salas LAPD SWAT Advisors Officer Bob Bennyworth Officer Steve Massa Officer Greg Horton Officer Lou Velalobos Officer Dave Cervantes Officer Steve Stear Weapons Handlers ‘Stembridge Gun Rentals, Inc. Sid Stembridge Roland Bleitz Special Effects Make-up Jeff White Cast Eric Flom SWAT Pup Steve Barkley Sgt. Rooker Doug Morrisson Officer Pacmeyer Peter Calender Officer JD Saunders John Eggold Sat. Pauldon Bryan Kent Sat. Pruott ‘Tom Dryden Officer Tom Denton Christopher Boylan OfcerTony Carmichael Wicheal Reed Ofcer Scotty ‘Mad Dog' Wiel! Tony Vela Ole Frank HotDog! Rhea Tom Cassel Officer Danny Tllo Jim Tuck Lt Hancock: Dolores Golightly Lucy Long Joseph Murphy Patrick Alen Nick Scogain Milita Leader Foy Conrad Herbert Long Jeannie McKelvey katie Long Jarion Monroe Officer Pete Monroe Keith Kelly Sidney Devon Terry Lewis Officer Bob Lewis ‘Sharon Tuck Mrs. Schneibly Carlos Sanchez Hector Martinez Patrick Allen Tromborg Officer Tobin Kotte Massengale-Chamilin Coco Brown Richard Dupelt Ron Eastman Jeff Richardson Sgt. Ross Brian Leonard Andy Durham Billy Bob Bates Militia Member Bobby Joe Bates Militia Member Print Production Manager Lori Lucia Special Thanks Chief Daryl F. Gates, Ret. LAPD Lt. Tom Runyan, LAPD Sat. Andy Lamprey, LAPD ‘Sgt. Mike Albanese, LAPD Officer Joe Cordova, LAPD Officer Patrick Martin, LAPD The Officers of D Platoon, LAPD Lt. Michael Hillmann, LAPD LAPD Al Support Ron McCarthy, Ret, LAPD Bill Pegler, LASH / Television Equipment ‘Associates, Inc SWAT Manual John Matthews, Laser Products Heckler & Koch Robbie Barkman, Robar Industries Rick Regan, Leupold & Stevens, Inc. Gilman Mayfield Firearms Marie Salerno, SAG Larry Glick, National Tactical Officers ‘Association Chamlin Enterprises Nancy Miller, Good Company Players Jerry Bowerman Craig Alexander DeDicaren To THE TACTICAL OFFICERS WHOSE LIVES WERE LOST IN THE LINE OF DUTY. BURR BAe Asi © 1995 Sierra On-Line, Inc. @ and/or ™ designate trademarks of, or licensed to Sierra (On-Line Inc, All rights reserved. Bellevue, WA 98007. US. Patent Nos. 5,267,446; 5,425,139; 5,430,835; and 5,377,997. Other U.S. and Foreign Patents Pending. PSS SSS ESES EEE EUS E HUEY USES UES ESS fo eae Ct ee ae mee er outage Seen w ogee Sen oa aera pee Cee RRC EK aS ae ao eco

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