Contraband Police
Cheat Codes:
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Submitted by: David K.
Tips to Remove Contraband from Rims:
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* You should be able to cut the tires open with a knife.
* Also, make sure the contraband haven’t fallen out on the
ground near the tires.
-=Important note=-
* One cut is enough to see contraband, but you need to destroy
the tyre completly.
* Use axe or knife.
* Best axe cut tyres in one hit.
How to Repair the Car:
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Written by -=) AoFA (=- Fightdrug
* There is a mechanic guy near the car.
* You need to speak to him and he repair it.
* Then for 50$ dollars you can change the type of cars you have
buy by him too.
Gameplay Tips:
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Written by Blahaj kinda pog
-=Investments=-
Invest in getting a prison guard, otherwise prisoners will escape and
that’s a big moneysink, also upgrade your van or get the fast car, it
will help you escape ambushes which currently are so frequent its best
to avoid them. you can store contraband in your car, but i’m not sure
about prisoners overnight, or switching cars while its in there.
-=Bribes=-
When smugglers attempt to bribe you, you can continue to search and
confiscate items, but as soon as you get close enough for the prompt
to accept it to appear, if you then walk away they’ll stop offering it,
so take as much as you can, unload cargo etc, then cut stuff open then
if they offer a bribe, avoid them until you have everything. then take
it if you wish.
-=Combat=-
As long as you use cover and aim for the head, a pistol with 20 mags
will do you just fine, until the rifle is unlocked and not gonna break
the bank. restock every time you hit 10 and you’ll have no problems
with any encounter.
-=Expenses=-
At the end of the day you will lose some money, based on staff and
building upkeep etc, you can be in the red for one day, but no longer.
To avoid this, make sure to get consistent perfect ratings, and accept
missions. This will help you level up and get paid more, and also perfect
assessments pay more anyway. dont spend money on pointless things, like
extra staff who only protect from raids, its better to upgrade your
current staff, and use your pistol.
-=Contraband=-
When looking for contraband, if you’re sure the smuggler isn’t going to
bribe you (should attempt after you find 1 item) arrest them or they
might flee. what the hints also don’t seem to mention is that as well
as areas marked with a snake, they may hide contraband in fake animals,
you can spot them as they are stationary and have cracks along their
body, don’t be scared to hit them with a crowbar to find drugs, like a
coke pinata.
Several Useful Tips:
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Written by teefies
Several tips to make the game easier and remove/avoid annoying elements.
-=Car Checking Tips=-
* Immediately after you approve or deny a ticket, press the lever for the
next car. If the car is a “runaway” car, instead of rushing directly
through the gate they will smash into the current car and will take much
longer. You can even shoot the driver, it is only a $100 fee for killing
civilian. This essentially removes the annoying runaway car mechanic.
* As soon as a car pulls up, turn on UV flashlight and run around looking
at the tires and the rest of the car for S symbols. If you see an S symbol,
before you do anything else, you can ask person to leave the car and arrest
them, it will be a valid arrest before you even open the car for contraband.
Then you are free to look around, search, and cut it open.
* Whenever possible check if they are trading, and do this before you arrest
or cut open car for contraband.
-=Shootout Tips
* The Makarov pistol kills with one headshot. No need to use any other gun,
but the AK is not bad. SMG is garbage.
* Don’t buy grenades, a gun does just fine.
-=Economy Tips
* Don’t buy potatoes at all there is hardly ever profit.
* Buy anything for $12 or less and sell when the price is at least double.
* Don’t buy the sniper guy he does nothing. Upgrade Maximov to rifle and
you will do fine at shootouts.
Perfect Inspection Campaign Walkthrough:
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Writen by Devistater
This walkthrough guide will describe how to get a perfect inspection score on
all vehicles in all days of the campaign.
-=Intro=-
This guide has spoilers! It’s going to be a walkthrough of all days how to get
perfect inspection.
Note that the game probably won’t be as fun if you just follow this guide from
the start, part of the fun is learning how things work (even if you restart some
days) and trying to be a good inspector. Ideally look up a particular day you
are having trouble with and use the info here to assist.
Note: Except for certain fixed vehicles (like a couple in tutorial) most of the
time there’s randomness in each vehicle. Although the vehicle is always an approve
or deny, for instance a certain deny vehicle might have papers name and expiration
date wrong, and if you retry the day now it will be different errors in the papers
like name and photo. Things that are smuggled, usually the locations vary, and
even the total number of contraband, but the number of locations in a particular
vehicle usually stays the same (for instance 6 items in 4 locations one run and
7 items in 4 locations the next). The things that are randomized I’ll be putting
into brackets in the guide [].
-=Training Chapter=-
The training chapter is days 1-5.
-=Day 1=-
1st day you will be looking at the following factors:
Name match (can use comparator tool)
Expiration dates (can use comparator tool)
Passport number (can use comparator tool)
Photo
1st vehicle: Approve, no marks
2nd vehicle: Deny, Papers [expiration date, name]
3rd vehicle: Approve, no marks
4th vehicle: Deny, Papers [photo, expiration date]
-=Day 2=-
2nd day adds the possibility of smugglers.
1st vehicle: Arrest, smuggler. 2 drugs locations
(back seat bottom, engine compartment)
2nd vehicle: Deny, papers [photo, expiration date, passport number]
3rd vehicle: approve, no marks
4th vehicle: Arrest, smuggler. 5 alcohol locations
[2 bumpers, tire, headrest, center front console]
-=Day 3=-
No vehicles, training day to drive to the 3 basic map locations and
learn about them.
-=Day 4=-
Day 4 adds the cargo list (cannot use comparator), you have to compare the cargo
they have with what they claim on their cargo list. Usually best is to mark them
all and hit the button to remove them from vehicle, check them over for smuggler
marks and return them, and finally compare confirmed cargo list with the paper cargo
list they gave you. See screenshots below. If you can reach them all you can also
just mark them all and not take them out, then compare the lists, but usually this
game doesn’t time crunch much.
1st vehicle: Deny, Cargo list, papers? [name]. Note papers doesn’t always pop in
this one. Make sure to use the comparator for the name on this one, it seems off.
2nd vehicle: Smugger, arrest. 4 weapons locations [cargo barrels]
3rd vehicle: approve, no marks
4th vehicle: deny, cargo list, papers (name). Note! This one is bugged I think,
name always matches visually, but in 3 replays it’s dinged me for not choosing it.
Even comparator for name was green!
-=Day 5=-
You can now trade with vehicles (the little money bag icon). It’s somewhat random
who you can trade with. There’s other steam guides on the price ranges on this.
1st vehicle: Deny, cargo?, papers [date, passport number, photo]
2nd vehicle: smuggler, runner, arrest. 3 locations cigarettes [tire, hidden in
engine compartment, behind seats]. For vehicles that just run the blockade there’s
a few things you can do. If you load up the police van in the morning with prisoners
or contraband, you can make drop off(s) after you run the vehicle down if you are
quick especially if it’s on the way back (there’s usually a timer to get back)
Note: Check the vehicle before leaving, otherwise you will miss out on contraband
from runner vehicles.
You can also cheese the runner by parking the police van past the exit gate,
vehicles will run into it and stop. In this case you could do that when you first
wake up, or after the first vehicle. Or you can just run them down and return.
However, you cannot cheese this particular vehicle, they disable your van’s
engine start until after they run.
You will receive a pistol after this, and as far as I know there’s no way to
win the fight.
How to Drive a Runaway Car:
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Written by angie.
Have you ever wanted to drive a car different than your run-the-mill police car?
There is a way to do so.
-=When and What=-
Last day of training, day 5, there will be a black zagr that after giving you
documents will try to run away.
You can prepare for this in advance, by blocking the exit with your police car,
and after you arrest the culprit you are free to drive his car for 5 minutes
only, because you get a phone call that you have to answer.
But you can enjoy a different car for few minutes!
How to Cheese Wave Ambushes:
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Written by Greenmovie13
This is an intriguing, interesting method I have found which involves the
outhouse on the side where the enemies attack from. It’s rather simple, and
arguably hilarious how badly the AI tends to be.
-=First Step: Preparation=-
Before you enter this impenetrable fortress, there’s a couple things you should
probably know about how this works. Essentially, you are barricading yourself
in the enemy frontlines, and since you are closest to the enemy, they are programmed
to throw grenades at you and only you. As long as there are no distant enemies in
front of you, grenades will not kill you.
Additionally, any enemies in front of you will be shot at by your patrolmen,
oftentimes preventing them entirely from gaining the opportunity to throw anything.
Since most of the enemies are focused on you, you do not have to worry much about
your allies being shot, except for ones that ignore you; however, those that ignore
you are exposed entirely to you if the outhouse door is open, and they will have
no cover from you; if you are worried your allies will fall during an ambush anyways,
opening the door to take care of any enemies that go for your allies will suffice.
The first thing you need to do before entering this outhouse is to take care of the
gas canister outside. For whatever reason, these explosives can damage through walls,
or at least in this instance. Destroying it beforehand ensures you won’t be blown up.
-=Step Two: Execution=-
As you may have noticed, there is a heart-shaped hole that is conveniently at eye-
level in the outhouse door. When closed, it not only provides you cover and still
opportunity to headshot any enemies, but it causes enemies to cluster around the
door, giving your firing squad a huge target. Don’t let them take care of all of
them, though, because eventually there could be too much. The sniper ally helps a
lot for this, but this method still works with default upgrades. Just center your
crosshair on the heart and shoot whenever an enemy walks in front of it.
Oftentimes, enemies may open the door, but for whatever reason, half the time they
don’t even shoot at you anyways. Closing the door can be difficult sometimes with
the mound of corpses that gathers right in front of it, but staying inside is still
the best option for this scenario; just wait for the bodies to despawn and close it
again.
While this image demonstrates the advantage you have, it isn’t taken from the
outhouse at the border. Note that enemies will be far closer to you when you shoot
them from here.
-=Conclusion=-
That’s pretty much all there is to this guide; if you have any questions or issues
regarding this, let me know and I’ll try to help. Do also understand that no
solution or method can be perfect, and that there’s typically exceptions or
circumstances that serve as weaknesses for them; while the preparation section
eliminates the largest exception to this increased protection, it mitigates risks
as much as possible, not completely removing risks. I wouldn’t be surprised if
there was another way to cheese these ambushes, but currently I enjoy this one too
much to look for any others.
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