Codes CLANS · DIFFICULT · GRENADES · HELLO verified 14 October 2026 — 694 free cash
Tactical: Swat Simulator Guide

Breaching and grenades

Doors, C4 and the three throwables, plus the room-clearing sequence.

Last verified 2026-10-14 · Build 12 Oct 2026

Quick answer

Flashbang the first room of every building, keep frags for rooms confirmed empty of civilians, and save smoke for the wide open pads.

Doors, walls and grenades are how you turn a corridor into a controlled room. Get this wrong and the pad punishes you with the officer-down line.

Officers breaching an interior doorway at night

Doors

  • Most doors open with a push or the interaction input. The prompt sits in the middle of the frame.
  • Some containers are locked and need the lock-pick hold. Clear the room around you first — holding the input for several seconds with a hostile behind you is how officers go down.
  • Boot the door only when you have already cleared the angle you are about to expose.

Grenades

ItemWhat it doesWhere it belongs
FlashbangStuns for a beatFirst room of every building
M18 smokeObscures sightlinesWide streets, the port, retreats
M67 fragLethal, messyEmpty rooms only
C4Breaching chargeDoors you cannot open, walls with hostiles stacked behind
TaserNon-lethal stunIndoors with civilians in the line

The trap with frags is that the same grenade that clears a room also kills the civilians the pad asked you to rescue. In a restaurant, an office or a house with unknown bodies inside, the flashbang is the correct throw and the frag is a mistake.

C4 and the breach shotgun

The armory lists both the C4 and the Breaching Shotgun at 250 cash each, and both also appear as pass extras — Special Forces advertises the C4, FBI advertises its own breaching shotgun. A breach charge on an entry door turns a fatal funnel into a room you now control.

Sequencing a room

  1. Stack on the hinge side of the door.
  2. Flash the room if you have one.
  3. Open and clear the near corner first.
  4. Shout before deciding to shoot.
  5. Cuff, mark evidence, then move to the next door — never leave a live suspect behind you.
Entry team to talk. Civilian prepped for evac.

Common questions

Which rooms deserve a flashbang?

Any room where a hostile could be standing beside a civilian. Offices, teller areas, bedrooms and restaurant dining rooms all qualify.

Is the smoke grenade worth a slot?

Only on the wide pads. Inside a building it hides the thing you are trying to clear.

Can a frag bring a building down on you?

No, but it can kill a teammate or a civilian through a wall you did not check. That is the penalty you feel.