The Wolcott Projects is the eleventh mission in SWAT 4 and the fifteenth in SWAT: Elite Force. It is a part of the original game's career campaign preceding the Old Granite Hotel. After having successfully rescued a foreign diplomat in a rapid deployment at St. Micheal's Medical Center, the SWAT team has now been assigned the task of intercepting an arms deal exposed by undercover agent Carl Jennings that is scheduled to occur at an abandoned location.
Entry and Snipers Edit
The Wolcott Projects is an abandoned complex which unlike other former missions features a navigable exterior compound while former missions often restricted movement within the objective building. As a result, both the entry points offered begin outside the main building where the team is expected to make an entry at the closest entrance into the building situated near the entry point. The entry points include one at the front yard and another extending from a side alley. A few suspects cruise the compound and may encounter the team if they happen to cross paths. Fortunately, high ground coverage will be available and therefore will alert the Player of any such suspects.
Sierra One covers Side 3 Level 1 and Sierra Two covers Side 4 Level 2.
Tactical Approach Edit
On dwelling upon the background of the mission and learning of its details, it can be inferred that such deals have been occurring oft in the past and has become a regular feat. However, the dealers involved are well-armed and equipped but are devoid of any form of armour and any sort of special protection. While factoring this it becomes advisable to carry CS Gas due to its widespread effect and the feasibility to exploit the inability of the suspected to stir up any form of protection against this non-lethal grenade.
Considering that this mission falls in the latter part of the career where the difficulty progressively increases as each mission is completed, naturally, the suspected have greater morale and skill making it reasonably hard to bring about any form of compliance from opposing individuals.
The layout of the mission is hardly linear as well, in a sense that most locations can be accessed in many different ways and this consequently forming a branched map thereby exceeding the difficulty to properly control the map. The Player is rarely given the choice to clear a single room but instead is tasked with the burden of selecting from more than one whilst being forced to efficiently secure cleared locations.
The Wolcott Projects is infamous for its second floor. Walls hardly provide cover as they are mostly destroyed and battered due to an incomplete demolition procedure that was soon cancelled. Aesthetic structures such as dysfunctional fridges, washing machines and battered furniture such as cupboards and chairs prove valuable as cover from enemy fire.
With the exception of a few, the majority of building's rooms and corridors are reasonable in size without being inconveniently huge exceeding regular proportions. This makes it, arguably, easier to utilise grenades as they can be used to their full potential.
Drawing from their equipment and appearance, the Suspected of The Wolcott Projects mostly appear as intermediaries between incompetent and professional criminals. Albeit better armed and skilled than previously encountered suspects from missions such as Qwik Fuel Convenience Store, they are not equipped with armour or any sort of special protection against specific items and projectiles. The Suspected have high morale as they should be considering that the Player has advanced this far into the Career missions.
On condensing said characteristics, they are mostly:
- Well armed and skilled
- Devoid of armour and gas masks (all of the Suspected)
Elite Force Changes Edit
The changes made were mostly minimal aiming to suit the higher standards of gameplay set by the mod. Minor trivial corrections were made for the sake of purity and accuracy.
- The homeless (the only civilians to be rescued in the mission) were made Fearless assuming a more firm role in the mission where there would be more reluctant to comply with the Officers. This was perhaps done owing to the fact that they are beggars nonetheless.
- The homeless were adjusted such that they were susceptible to death if fired at by a taser. Once again perhaps owing to the fact that they are poor beggars.
- Changes in the address of the location in order to bring about consistency between the dispatch and loading screen.
- The Wolcott Projects bears an oddly similar map layout to that of the Department of Agriculture. In both maps, the objective building has been significantly damaged to alter and enhance gameplay. For the former, the second floor and a large majority of the building is damaged and distorted while the latter is heavily disfigured with the presence of a huge hole larger than a regular car in a few of the floors leaving a majority of the building exposed.
- It is the only mission alongside the Stetchkov Warehouse to feature civilians that have absolutely no connection or relation to the scheme of the mission and neither are they held hostage in reality. For the former, there are a few homeless individuals that are rarely threatened and are oblivious to the ongoing events while in the latter a few working innocent civilians that are unrelated to plot are sometimes found either in the washrooms or roaming the perimeter of the area.
- Alike Northside Vending and Amusements, an objective is issued to the team to rescue an undercover agent present within the vicinity of the objective area. The main distinction that lies between the two missions is that Carl Jennings is rescued successfully without his cover being exposed.