Blue Force

Blue Force

New rookie:

- Enter the department building through employee entrance. Enter
the briefing room. Pay attention carefully to what the sergeant
says. Take Follet's rap sheet from the shelf (1) and read it. Go
to parking lot and pick the third motorcycle from left. Touch the
ignition button to start. From here, you may go to anywhere in the
city. Unless you go to Marina, the radio will dispatch a report
about violence in progress at Carter's Marina. Send 10-4 (received
message) (1) back and head to Marina.
Scene at Carter's Marina:

- When you arrive there, you can see a woman is comforting a boy
nearby the dock. Talk to them until you hear a gunshot. Go back to
your motorcycle. Send 10-97 (arrive at scene) (1) and 10-35
(request for back-up) (5). Go back to where they are and wait
until your back-up partner arrive. Head to a yacht named FUTURE-
WAVE. Draw your gun. Knock the door until it is opened and enter
the boat. Inside, you will see a door to bedroom is being closed
slowly. Approach it, open it and enter the bedroom.
You will see a man with a woman in his arm. He is pointing a gun
at her. He tells both of you to drop your gun. Never do that. Keep
talking to him until you convince him that he is helpless and drop
his gun (5). Handcuff him (5) before you search him (5). Pick up
his gun (3). Tell to your partner to send him away. Talk to Laura,
the boy's mother. Bring her to paramedics who are waiting outside.
Go back to your motorcycle, dispatch 10-15 (prisoner in custody)
(1), 10-27 (subject check) (1) and 10-98 (cleared scene) (1). Head
to city jail. Inside, fill out a booking slip with information
from Bradford Green's license found during the search. Give it to
Larry. He will give back its copy and your handcuff (3).
Go to your PD, book both the gun (3) and knife (3) to Barry. Put
the copy of the booking slip in Sutter's mail slot (on upper left
corner) (3). Your first case is done.
Things fun to do here: - Entering the yacht without your back-up.
- Leaving before you handle the situation.
Scene at Tower District:

- While you are at PD, read an interoffice memo (1) and a teletype
from ATF (3) that are tacked on the bulletin boards.
- Back to patrol. Shortly, you will pull over a suspicious truck
at tower district. A rough passenger come out from the truck.
Remember what the sergeant said about Tower District. Back to your
motorcycle, dispatch 10-97 (1) and 10-35 (5). Open the compartment
in your vehicle. Take out your ticket book (1) of it. Doug, your
partner arrives shortly after. You can proceed with questioning
the man. Keep questioning him until you have enough reason to
handcuff him (3). Search him afterward (5). Now tell the driver to
step outside. Repeat the question on him. Ticket him for his
reckless driving (3). Tell your partner to handcuff him. You now
can proceed to check the truck (3).
In the truck, examine the built-in shelf on the dashboard. There
are two .22 cartridges and one 9mm cartridge. Check it against the
rap sheet (5). A possible connection to the stolen ammunition. Get
all the cartridges (3). Next, look at the lever at the driver
seat. Move it. Hidden underneath it are a blond wig and a rifle.
Check the rifle's serial number against the rap sheet (5). It
matches. Retrieve all of these evidence (3) and tell Doug about
it.
Back to your motorcycle. Dispatch 10-15 (1), 10-27 (1) and 10-98
(1). Head to city jail. Fill out the booking form using Frank's
id. Give it to Larry (3). Back to PD, book the rifle (3), the
cartridge (3), the gun (3) and the blond wig (3) to Barry. Submit
the booking slip into Sutter's mail slot (3). Your first day's
duty ends here.
Things fun to try: - Questioning the occupants without your
partner.
Back to home: - Change your clothes and head home. Your granny
there will tell you that someone called from Child Protective
Service asking you to retrieve Skip's baseball card from the
yacht.
- Back to Marina. Head west to Carter's rental office. Just outide
of it, examine the bulletin board. There is a note for Skip about
his lost card. Retrieve it and enter the office (1). Give the note
to Mr. Carter (3). He'll give you the card and a free rent coupon
book as a reward.
- Go to CPS. Find Laura and her son. Talk to her and give the card
to Skip (3). Invite them to dinner.
- After the dinner, you will ask them to relieve their mind at the
beach. At backyard of your house, release your dog, open the gate
and walk into the beach. Talk with Laura for awhile and then play
with your dog until your dog retrieve a different playstick.
Observe it and pick it up. Talk to Laura and head back home.
- Lyle Jamison is at home. Talk with him and make introduction to
each other. Send Laura and Skip to home. Talk to Jamison until he
mention something about you picking junk off the beach. Show the
strange piece of wood you picked at the beach to him (3). Say
goodbye to Jamison.
- Talk to your Granny and head to your den. Look at the
collections at the display. One of them is your father's badge.
Examine its number. Now, open the shoebox on the bookshelf (1).
Your bank along with your baseball cards are there. Look at (1)
and open (5) your bank. The combination number is your father's
badge number. Get an Indian nickel out of it (1).
- Back to living room and say goodnight to your granny.
Second day, Inspection and other duty:

- Back at PD, observe your mail slot. Take a coupled paper out of
it (1). It was from the DA, Stuart Cox who dismissed both of your
cases and set all of your prisoners free. Go to briefing room.
Just like what was written on yesterday memo, an inspection is
scheduled after the briefing. So, clean your gun with the kit in
the hall (3). Go to the parking lot for the inspection.
- Go to your motorcycle. Take out your ticket book from the
compartment. Head to Jamison and Ryan's office. Notice an old car
which is parked illegally? Ticket it (3). Enter the building. Talk
with Jamison about yesterday strange piece of crate. Back to your
motorcycle. Your radio dispatches a request for back-up at Bikini
Hut. Send 10-4 (1).
- Go to Bikini Hut and talk to your partner. This is a DUI case.
Try to talk to the driver inside the car. Back to your motorcycle,
send 10-97 (1), 10-27 (1) and 10-35 (1) (bug?). Back to your duty,
ask Doug to open the trunk of his patrol car (hand on the trunk).
Pick a spring-loaded punch out of it (3) and use it to break the
window of the drunk driver's car (3). He will fall out. Help him
stand and cuff him. Your partner will takeover it and the rest.
You are back to your motorcycle. Send 10-98 (1) and 10-15 (1).
Things fun to try: - Fail to clean your gun before inspection. -
Clean your gun while it is loaded.
Investigating your case:

Now when you leave the area, you are suddenly struck down by a
speeding car. You spend your days in hospital. When you are back
at your home, Jamison visits you to give you a partnership card.
After he leaves, talk to your granny. Do what she says. Go into
your den and turn on the computer (1). There are a letter from
your dad to your mom and a locked one named Cobb. Click Cobb and
enter the password (3). The password is your mom's name. Click it
again. The name Bradford Green and S.C appear. Do they ring a
bell? Print out the blueprint/ledger pages (3).
- Go to City Hall. Give the blueprint/ledger to Jim (3). He will
tell you that it was run by Stuart Cox, the DA. Head to Jamison
and your office. While he is taking the errand, examine the files
of your parent's case. Read the clipping and get the microfiche
film from it (1). Insert it into microfiche viewer (3). Examine
all the details. When you are done, exit. Present Jamison with
Follet's rap sheet and the blueprint you just found. FAX the
blueprint to the police HQ to get Cobb's rap sheet (3). You are
now on the right road.
- Go to the PD. Present Cobb's rap sheet to Barry for his mug shot
(5). Go to Tony's bar. Ask Tony about Cobb and show him his mug
shot (3). Tony will then point to Kate (Cobb's girlfriend who is
there). Show your badge at her (3). Ask her anything about Cobb
until she write you a name "weasel" on a napkin and give it to you
(1).
- Go to Alley Cat (A bowling center). Show your badge to the
manager (3) and show him the napkin (3). He will call out one of
his worker "weasel". He is Forest Follet. Show Follet his rap's
sheet (3) and talk with him until he gives you a name, Nico. After
Jamison can him, talk to the manager again for his personal
belongings which is a key to weasel trailer at Bikini Hut.
- Go to Bikini Hut. Talk to Jamison. While he sends weasel to
Sutter, investigate his trailer. Unlock it. Inside, observe a box
full of 9mm cartridges on top of the cabinets. Take it (3). Nearby
the TV, there is a pair of old boots. Pick it up (3) and observe
it. The boots has a strange heel. Touch it to reveal a hidden
compartment in it. Get a slip of paper out from it (5). The paper
details all the schedule of weapon shipments. Get out of the
trailer and tell Jamison about them.
- Back to the office, you can now rest for tomorrow's crackdown.
Tomorrow:

- Go to Marina. Meet Mr. Carter. Ask him anything about Bradford
Green. Give him the coupon book (3). He will present you with a
box of keys. Take out from it a key marked "Rent" (3). After doing
that, he mentions something about collecting coins. Show him your
old Indian nickel (5). When he checks it in back of his shop, pick
the key to Future-Wave from the box (5).
- Go to Future-Wave, use the key to unlock its entrance (1).
Search the plant pot on the table. Get a hidden key from it (3).
Outside of the yacht, there is a firebox. Open it and get a hook
out of it (3). Go to the dock near Mr. Carter's office. Pick the
fishing net nearby (3). Drive your rented boat to the island.
Marble Head Island:

- On the beach, there is a closed crate. Open it and pick out oily
rags (3) and a jar of diesel fuel (3) from it. Follow the path
until you arrive at a warehouse. Throw the net onto the guarding
dog (5). Unlock the gate (3) with the key found at Future-Wave and
open it. Do the same to the door (3) to the building.
- Inside, it is dark. But you can see something moving there.
Approach it. Below is a circuit breaker box. Open it and switch
all switches inside it until you turn on the light (3). Open the
two panels on the box. Next, get the black cord laying on top of a
forklift (3). Connect it to the sockets of the portable generator
(3) and the circuit breaker box (3). Turn on the generator (3) and
switch the switch inside a panel (5). This will open the false
wall to reveal a hidden room. Inside the room, open a crate that
is laying on the floor. Examine it (3). Those are the stolen guns.
Grab one of those as evidence (3). Now all to do is to cover the
track.
- Close the wall (3), unplug and return the black cord (3), turn
off the generator (3) and the light (3), close and lock the door
(3) and do the same to the gate (3), retrieve the net using the
hook (5) and head back to the boat.
- Back at Marina, return the keys to Mr. Carter (5). Head to your
office and present Jamison your evidence. You are now done for
this day.
The last day:

- Go to Marina. Rent the boat (3) (3) and with Jamison, sail back
to the island. The Future-Wave is there. Approach the boat. Yell
at the door. Bradford is there and he won't open the door. Get a
screwdriver underneath the seat in your boat (3). Use it to
unscrew the metal locker attached to FUTURE-WAVE's wall (3).
Inside the locker, get the flare (3). Now throw into the ship's
air vent, the oily rags (3), the diesel fuel (3) and the flare.
The smoke caused by it will force Bradford to open the door (5).
He is again with his fake threat holding a grenade. Talk with him
again until you can safely handcuff him (5). Search him and pick
out his grenade (5). Back to your boat and head to the island.
- On your path to the warehouse, there is your gunman (one of the
crooks you have busted before). Since he won't surrender in spite
of your order, throw the grenade at him (5). Search his dead body
for a whistle (3). Meanwhile, Jamison did the same to the other
crook.
- Proceed until you arrive at the warehouse. Blow the whistle and
dog will do no harm. Unlock and open the doors to the building.
Inside, you can see the shadow of two people in the hidden room.
Close the wall (3). Get the yellow cord from it. This also gives
you a good position to aim your gun. Tell Jamison to open the
wall. One of the men steps outside. You now are face-to-face to
the one you are long to seek its justice. Talk to him until he
drops his gun and Stuart Cox, the other man in that room also
surrenders. Use the yellow cord to secure Nico (3) and Stuart (3).
Just after you do that, the ATF team comes in. Search them (3) (3)
before you turn them to ATF team.
- All the criminals face their sentences and justice has prevailed
once again.
DONE at 3420.

Any comments or additional hints can be mailed to: wang

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