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Dec 31st, 2017
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  1. Your priority order for upgrades should be something like the following:
  2.  
  3. 1. Repair car (always, after each day)
  4. 2. Steering
  5. 3. Top Speed
  6. 4. Acceleration
  7. 5. Brakes
  8.  
  9. After these upgrades, the rest are a matter of taste. I feel that the car
  10. becomes very hard to control with steering and top speed at level 3, so I
  11. leave those at 1 or 2.
  12. S T A G E 1 - F I N A N C I A L D I S T R I C T MCP21
  13. ==============================================================================
  14. A B C D E F G H
  15. _____ _____ _____ _____ _____ _____ _____ _____
  16. | |
  17. 0 | |
  18. | |
  19. | + + |
  20. 1 | + + |S| |
  21. | + + |
  22. | |1| |2| |
  23. 2 | |
  24. | + |
  25. | |8| |
  26. 3 | + |
  27. | + |
  28. | |3| + |
  29. 4 | |6| |7| |4| |
  30. | |
  31. | + + |
  32. 5 | |5| + |
  33. | + + |
  34. | |
  35. 6 | + |
  36. | |
  37. | |
  38. 7 | |
  39. |_______________________________________________|
  40. =====
  41. DAY 1
  42. =====
  43. Time: 2:00
  44. Buildings: Buildings 1-2
  45. Public Enemy: No
  46. =====
  47. DAY 2
  48. =====
  49. Time: 3:00
  50. Buildings: Buildings 1-3
  51. Public Enemy: No
  52. In addition to the buildings from the first day, you must now also cover a
  53. third building located at B4 (coordinates on in-game map). The typical patrol
  54. path should be an L-shape along the insides of the three buildings.
  55. =====
  56. DAY 3
  57. =====
  58. Time: 4:00
  59. Buildings: Buildings 1-4
  60. Public Enemy: Yes
  61. The third day is where the action really begins. Your patrol adds a fourth
  62. building at F4. Your route should now be to circle the perimeter of the four
  63. buildings.
  64. Always make sure to go after robbers first before speeders. While it becomes
  65. increasingly difficult to make sure no speeders escape, you can prevent all
  66. the robbers from escaping.
  67. The third day will also be your first encounter with a public enemy. The game
  68. will cut to a warning notice showing the name and offense of the felon. The
  69. fugitive will then appear as a large red circle on your map. Immediately stop
  70. what you are doing and pursue this criminal.
  71. =====
  72. DAY 4
  73. =====
  74. Time: 5:00
  75. Buildings: Buildings 1-5
  76. Public Enemy: No
  77. The fourth day plays like a slightly longer version of the third. The new
  78. building to patrol at F5 does not require any additional effort than your
  79. patrol on the previous day. If you have several warnings, you may wish to
  80. collect the stolen goods on this day. Use the map above to pinpoint them and
  81. pick them up when you are in that general area in pursuit of a criminal. Do
  82. not make special trips for the goods, as many of them take you far off your
  83. patrol and leave your buildings open to criminal activity.
  84. =====
  85. DAY 5
  86. =====
  87. Time: 6:00
  88. Buildings: Buildings 1-6
  89. Public Enemy: No
  90. Day 5 adds a building at A4. Once again, the same patrol that you used on
  91. days 3 and 4 will work here.
  92. =====
  93. DAY 6
  94. =====
  95. Time: 7:00
  96. Buildings: Buildings 1-7
  97. Public Enemy: Yes
  98. More of the same on day 6. Patrol the same route as the three previous days,
  99. which should cover the new building at D4 adequately.
  100. =====
  101. DAY 7
  102. =====
  103. Time: 8:00
  104. Buildings: Buildings 1-8
  105. Public Enemy: No
  106. The seventh day of your assignment adds a final building at G3 to the patrol.
  107. Extend your patrol by one street so that you pass by this building, but use
  108. the same circular route as you did on the previous days.
  109. ==============================================================================
  110. S T A G E 2 - S U B U R B A N P R E C I N C T MCP22
  111. ==============================================================================
  112. A B C D E F G H
  113. _____ _____ _____ _____ _____ _____ _____ _____
  114. | |
  115. 0 | |
  116. | + |
  117. | + ++ ++ |
  118. 1 | |6| |7| +|1| |
  119. | + |
  120. | |
  121. 2 | + |
  122. | |2| |8| |S| |
  123. | |
  124. 3 | + + |
  125. | |
  126. | |
  127. 4 | + |5| |
  128. | |3| |
  129. | |
  130. 5 | |
  131. | |
  132. | + |4| + |
  133. 6 | + + |
  134. | |
  135. | |
  136. 7 | |
  137. |_______________________________________________|
  138. =====
  139. DAY 1
  140. =====
  141. Time: 2:00
  142. Buildings: Buildings 1-2
  143. Public Enemy: No
  144. =====
  145. DAY 2
  146. =====
  147. Time: 3:00
  148. Buildings: Buildings 1-3
  149. Public Enemy: No
  150. Day 2 adds a patrol in the middle of the large park at B5. This is well out
  151. of the way of the other two posts. Your patrol should be T-shaped for this
  152. day. Travel horizontally along the same street as the previous day (row 2)
  153. and then drive halfway down the street on the east side of the park (column
  154. C). Even though the patrol target is in the middle of the park, just driving
  155. along the park's edge will secure the site.
  156. =====
  157. DAY 3
  158. =====
  159. Time: 4:00
  160. Buildings: Buildings 1-4
  161. Public Enemy: Yes
  162. The third day adds an additional patrol target at E6. This really stretches
  163. you out across the map and makes it very hard to cover all locations
  164. adequately. Your patrol route should now be a square along the following
  165. coordinates: A2 -> A6 -> F6 –> F2 -> A2.
  166. =====
  167. DAY 4
  168. =====
  169. Time: 5:00
  170. Buildings: Buildings 1-5
  171. Public Enemy: No
  172. The fourth day adds a new target at F4. Use the same route as the previous
  173. stage and you will be able to cover this new site without any added work. By
  174. now, your patrol around the map will take you near almost all the stolen
  175. goods. If you have a couple of warnings on your record, start collecting the
  176. loot.
  177. =====
  178. DAY 5
  179. =====
  180. Time: 6:00
  181. Buildings: Buildings 1-6
  182. Public Enemy: No
  183. A new location is now added at B1, but this should not change your route. Use
  184. the same patrols as described on day 3. You need to patrol for six minutes,
  185. and damage to your patrol car will really start to take its toll. Get in the
  186. habit of pumping the B button instead of holding to accelerate it if you find
  187. yourself losing control and crashing often.
  188. =====
  189. DAY 6
  190. =====
  191. Time: 7:00
  192. Buildings: Buildings 1-7
  193. Public Enemy: No
  194. A new target appears at D1, but there is no need to change your route. This
  195. stage plays the same as the last two. You should also have ample time to
  196. collect all the stolen items.
  197. =====
  198. DAY 7
  199. =====
  200. Time: 8:00
  201. Buildings: Buildings 1-8
  202. Public Enemy: Yes
  203. The new target at F2 fits conveniently into your existing route from the last few days.
  204. ==============================================================================
  205. S T A G E 3 - P A R K S P R E C I N C T MCP23
  206. ==============================================================================
  207. A B C D E F G H
  208. _____ _____ _____ _____ _____ _____ _____ _____
  209. | |
  210. 0 | |
  211. | + |
  212. | |
  213. 1 | + |
  214. | + + |
  215. | |1| + + + |
  216. 2 | |
  217. | + |
  218. | |4| |2| |
  219. 3 | |3| |
  220. | |
  221. | |
  222. 4 | |5| |
  223. | |7| |
  224. | |
  225. 5 | + |8| |6| + |
  226. | + + |
  227. | |
  228. 6 | + |S| + + + |
  229. | |
  230. | |
  231. 7 | |
  232. |_______________________________________________|
  233. =====
  234. DAY 1
  235. =====
  236. Time: 2:00
  237. Buildings: Buildings 1-2
  238. Public Enemy: No
  239. =====
  240. DAY 2
  241. =====
  242. Time: 3:00
  243. Buildings: Buildings 1-3
  244. Public Enemy: No
  245. The second day is not much more involved than the first. Your patrol route is
  246. still just the street along row 2. The only difference on this day is that
  247. the third building is slightly farther out. Simply drive back and forth
  248. between C2 and G2.
  249. =====
  250. DAY 3
  251. =====
  252. Time: 4:00
  253. Buildings: Buildings 1-4
  254. Public Enemy: Yes
  255. You get another break on day 3. The new building on your patrol is at C3,
  256. directly below on the existing buildings. This allows you to maintain exactly
  257. the same route as on the previous day.
  258. =====
  259. DAY 4
  260. =====
  261. Time: 5:00
  262. Buildings: Buildings 1-5
  263. Public Enemy: No
  264. The fourth day regrettably adds a patrol target that is not on the same street
  265. as all the others. Thankfully, this does not require too much additional time
  266. to cover. Your route for this stage should be L-shaped and cover the
  267. following spots: C2 -> G2 -> G4. Trace and retrace this area and you should
  268. be well covered.
  269. =====
  270. DAY 5
  271. =====
  272. Time: 6:00
  273. Buildings: Buildings 1-6
  274. Public Enemy: No
  275. The new target is uncomfortably out
  276. of the way at E5. Your patrol route should now be U-shaped. Travel between
  277. the following: C2 -> G2 -> G5 -> E5. Turn around at one end and make the
  278. patrol in reverse. You will be stretched a little thin when at either end of
  279. the U, but no area should remain exposed for long.
  280. =====
  281. DAY 6
  282. =====
  283. Time: 7:00
  284. Buildings: Buildings 1-7
  285. Public Enemy: No
  286. The new target added at B4 opens your route up considerably. You should
  287. patrol in a square area now: C2 -> G2 -> G5 -> C5 -> C2.
  288. Also, if you have any warnings, you may want to spend
  289. some time collecting stolen goods. The goods are a lot harder to collect in
  290. this area than in previous ones given how scattered they are, but try to pick
  291. them up when on your patrol route or if arrests take you nearby.
  292. =====
  293. DAY 7
  294. =====
  295. Time: 8:00
  296. Buildings: Buildings 1-8
  297. Public Enemy: Yes
  298. Your last day in the Parks adds a final target directly across the street from
  299. the police station. Odd that you need to patrol this building, but it does
  300. not involve changing your route from the previous stage. Use the same square
  301. patrol pattern and the day should play out about the same.
  302. ==============================================================================
  303. S T A G E 4 - D O W N T O W N P R E C I N C T MCP24
  304. ==============================================================================
  305. Chalk it up to laziness or the programmers not expecting anyone to make it
  306. this far, the Downtown precinct map is exactly the same as the suburbs.
  307. EXACTLY the same!
  308. A B C D E F G H
  309. _____ _____ _____ _____ _____ _____ _____ _____
  310. | |
  311. 0 | |
  312. | + + |
  313. | + |
  314. 1 | |5| |6| |4| |
  315. | |
  316. | + |
  317. 2 | |7| |
  318. | |S| |
  319. | |
  320. 3 | + |2| + |
  321. | + |
  322. | |3| |
  323. 4 | + |1| |
  324. | + + |
  325. | |
  326. 5 | |
  327. | + |
  328. | + |8| |
  329. 6 | + ++ +|
  330. | |
  331. | |
  332. 7 | |
  333. |_______________________________________________|
  334. =====
  335. DAY 1
  336. =====
  337. Time: 2:00
  338. Buildings: Buildings 1-2
  339. Public Enemy: No
  340. Day 1 of the Downtown shift is probably the easiest patrol in the game. You
  341. can cover both targets without moving the car. This will prevent any robbers
  342. from emerging, although speeders will still appear elsewhere in the precinct.
  343. Simply remain nearby the two buildings and you should be fine.
  344. =====
  345. DAY 2
  346. =====
  347. Time: 3:00
  348. Buildings: Buildings 1-3
  349. Public Enemy: No
  350. The second day adds an additional target nearby the first. Your patrol route
  351. is pretty short and should take you between G4 and E4 (roughly).
  352. =====
  353. DAY 3
  354. =====
  355. Time: 4:00
  356. Buildings: Buildings 1-4
  357. Public Enemy: Yes
  358. Your shift becomes a lot more difficult on the third day. A target is added
  359. at G1 that takes you out of range of the other three targets. Your patrol
  360. route should be L-shaped and take you along the following: E4 -> G4 -> G1.
  361. =====
  362. DAY 4
  363. =====
  364. Time: 5:00
  365. Buildings: Buildings 1-5
  366. Public Enemy: No
  367. This stage becomes incredibly difficult starting on the fourth day. The
  368. newest target is at B1, and there now becomes no easy way to patrol all the
  369. targets efficiently. One route that covers all the buildings is the
  370. following: G1 -> B1 -> C1 -> C4 -> G4 (slights turns involved) -> G1.
  371. On the bright side, the stolen goods are
  372. fairly accessible in this level, being concentrated in the southwest park and
  373. near other targets on your route. You should probably pick them up (or at
  374. least familiarize yourself with their location) as warnings will become more
  375. common.
  376. =====
  377. DAY 5
  378. =====
  379. Time: 6:00
  380. Buildings: Buildings 1-6
  381. Public Enemy: No
  382. Day 4 adds a new location to patrol at D1, but the stage can be handled using
  383. the same route as on the previous day. Once again, try to collect the stolen
  384. goods if you have two or more warnings.
  385. =====
  386. DAY 6
  387. =====
  388. Time: 7:00
  389. Buildings: Buildings 1-7
  390. Public Enemy: No
  391. The sixth day adds a new location at F2, but your route from the last two days
  392. will cover this area.
  393. =====
  394. DAY 7
  395. =====
  396. Time: 8:00
  397. Buildings: Buildings 1-8
  398. Public Enemy: Yes
  399. You will need a new
  400. route to effectively reach the target at D6. This path works well and avoids
  401. the side streets: G1 -> B1 -> C1 -> C6 -> F6 -> F1 -> G1. A couple of U-turns
  402. are involved with this route, but it should not be too difficult to drive.
  403. ==============================================================================
  404. S T A G E 5 - W A T E R F R O N T P R E C I N C T MCP25
  405. ==============================================================================
  406. A B C D E F G H
  407. _____ _____ _____ _____ _____ _____ _____ _____
  408. | |
  409. 0 | |
  410. | + + |1| + |
  411. | |S| |
  412. 1 | + |
  413. | |2| |
  414. | + |
  415. 2 | + |4| |
  416. | |
  417. | |
  418. 3 | |3| |5| |
  419. | |
  420. | |
  421. 4 | + |
  422. | + |6| |
  423. | + |
  424. 5 | + + |7| |
  425. | + |
  426. | |8| + + + +|
  427. 6 | |
  428. | |
  429. | |
  430. 7 | |
  431. |_______________________________________________|
  432. =====
  433. DAY 1
  434. =====
  435. Time: 2:00
  436. Buildings: Buildings 1-2
  437. Public Enemy: No
  438. Simply
  439. drive between D1 and G1 and your route should be covered.
  440. =====
  441. DAY 2
  442. =====
  443. Time: 3:00
  444. Buildings: Buildings 1-3
  445. Public Enemy: No
  446. The second day adds an additional target at A3. You are somewhat stretched
  447. out now, but your patrol route remains simple. Use the following:
  448. G1 -> A1 -> A3, then reverse.
  449. =====
  450. DAY 3
  451. =====
  452. Time: 4:00
  453. Buildings: Buildings 1-4
  454. Public Enemy: Yes
  455. Day 3 shakes things up a bit more. The new target at E2 necessitates a new
  456. route, this one circular. The following should work: H1 -> A1 -> A2 -> H2 ->
  457. H1. In general, do not pursue any criminals below row 3.
  458. =====
  459. DAY 4
  460. =====
  461. Time: 5:00
  462. Buildings: Buildings 1-5
  463. Public Enemy: No
  464. A new location at C3 is added to your list, but you can use the same route as
  465. on the previous day. This day should play out almost exactly the same. If
  466. you have a few warnings, you can collect the stolen goods at this point. They
  467. are fairly well concentrated in two clusters (one in the north and one in the
  468. south). See the map above for locations.
  469. =====
  470. DAY 5
  471. =====
  472. Time: 6:00
  473. Buildings: Buildings 1-6
  474. Public Enemy: No
  475. The difficulty of this stage explodes on day 5. The new target at H4 is well
  476. out of the way and becomes impossible to add to any efficient route. Keep in
  477. mind that even though the crosshair is in the center of the building, you just
  478. need to the touch the border to cover the area. You may wish to stick roughly
  479. with the route from days 2 and 3, only add in a slight detour at G2 that
  480. brings you down a street, near the large building. Regardless, there is no
  481. easy way to handle this patrol.
  482. =====
  483. DAY 6
  484. =====
  485. Time: 7:00
  486. Buildings: Buildings 1-7
  487. Public Enemy: No
  488. The sixth day adds a target at F5 and makes a patrol strategy even more
  489. difficult. One route that covers all areas is the following:
  490. H1 -> A1 -> A2 -> E2 -> E5 -> G5 -> G2 -> H2 -> H1. Hardly an easy or
  491. straight forward path. If you find the northern buildings too exposed, you
  492. may wish to forsake the southern ones and instead pursue the criminals they
  493. produce. This is a very dangerous tactic, but it is more manageable than poor
  494. coverage in all areas. Finally, collecting the stolen goods will probably be
  495. a necessity at this point. The next day is even harder, so eliminate any
  496. warnings now.
  497. =====
  498. DAY 7
  499. =====
  500. Time: 8:00
  501. Buildings: Buildings 1-8
  502. Public Enemy: Yes
  503. The programmers definitely saved the hardest for last. The last day of the
  504. game adds a final target at C5. This makes it flat out impossible to cover
  505. all the buildings effectively. You may wish to break the patrol into two
  506. distinct parts rather than one that takes you near all the buildings. For
  507. example, first cover the following route in the north: H1 -> A1 -> A2 -> H2,
  508. which was your one from day 3. Then, head over and patrol the southern part
  509. of the stage: G2 -> G5 -> C5 -> C2 – G2. This is not a great strategy, but it
  510. is probably the most effective option you have. Ignore speeders and focus
  511. solely on robbers.
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