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             Elite Edition Guide

          By Simon (pdhq64) Maddox

Version History
---------------
Version 1.1
-----------
Due to popular demand, I have updated the walkthrough section 
slightly and changed a spelling error.

Version 1.0
------------
First version online

=============
TABLE OF CONTENTS
=============

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




=============
CHAPTER 1 INTRODUCTION
=============
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.


=============
Chapter 2: Frequently Asked Questions
=============

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).


=============
Chapter 3: Messaging Menu
=============

(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.

=============
Chapter 5: Earning Medals
=============

Medals are awarded for bravery, preservation of life and minimum use 
of force. Criteria for the presentation of a medal is as follows:
Medal of Valor

No civilian is hurt or neutralized

No hostage is hurt or neutralized

No non-threatening suspect is neutralized

All downed officers are evacuated to safety

All downed hostages are evacuated to safety

All downed civilians are evacuated to safety

The officer is shot at 50 times or more

The officer returns less fire then received 
Police Medal

No non-threatening suspect is neutralized

All downed officers are evacuated to safety

All downed hostages are evacuated to safety

All downed civilians are evacuated to safety

Officer is shot at 25 times or more

Officer returns less fire then received
Police Star

No non-threatening suspect is neutralized

All downed officers are evacuated to safety

All downed hostages are evacuated to safety

All downed civilians are evacuated to safety

Officer is shot at 25 times or more

Officer returns less fire then received
Police Commission Unit Citation

No non-threatening suspect is neutralized

No officer is wounded

All downed hostages are evacuated to safety

All downed civilians are evacuated to safety

Officer is shot at 7 times or more

Officer returns less fire then received


=============
Chapter 6: Walkthroughs
=============

Mission #1: Highway Sniper Apprehension

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!

=============
Chapter 7: Multiplayer
=============

The in-depth multiplayer guide will come later, once I know my guide 
has been accepted.


=============
Chapter 8: Where To Get Further Information
=============

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

=============
Chapter 9: Credits/Copyright Information
=============


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 :) 
