Guides

How to Use Grenades in Tactical Swat Simulator

Flash first, frag last, smoke almost never — throwables that match how the game scores.

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Grenades Guide

Grenades arrived with the clan drop, Special Delivery, and the GRENADES Shop code. They are not a new primary. They are a room-entry tax. Recruits who buy M67 first print corpses and fail Rescue. Recruits who buy flashbangs first print cuffs. This page is the throwable layer. Gun letters live on the weapons tier. Pad names live on maps. Patch context lives on latest update.

Redeem GRENADES (123 Cash) on the codes hub before you shop throwables if you have not already.

The three types

Flashbangs. The studio described them as flashes that let you make enemies surrender. That matches Active Tasks. Blind the room, walk in, press F on CuffNPC. Civilians live. Hostiles become secures instead of bodies. This is the default buy and the only grenade that belongs in Kit A and Kit B.

M18 smoke. The group shout said it is honestly not that useful. Smoke does not cuff. Smoke does not mark evidence. Smoke hides the laser you paid a sight for. Buy it last, if ever. A peek around a Night Exhibit case is the only honest use, and even then a slow foot is cheaper.

M67 frag. Lethal. Strong on a clump you have already identified as hostile — a prison wing with no civilians, a dock crate pile that shot first. Catastrophic in Locked Tenants, Black Apron, and any bank office with hands up. Frags do not complete Recover stolen cash. They can delete the civilian who was standing on the bag.

How to throw without failing the pad

  1. Read Active Tasks. If Rescue all civilians is on the list, your first throwable is a flash, not a frag.
  2. Stop at the door. Do not cook in the fatal funnel if a teammate is stacking behind you.
  3. Throw, wait for the pop, then enter. Flashes that you chase into the blast blind you too.
  4. F-cuff before you spray. The whole point of the flash is the prompt.
  5. Save M67 for rooms you have already sliced and found empty of white shirts.

On a twelve-player server, call the throw. Two flashes in the same doorway is how Night Exhibit stacks wipe themselves. One officer throws. Everyone else holds.

Map notes

Cash Under Fire. Flash the first office behind glass. Do not frag the lobby. Bags and civilians live there. Dedicated loop: bank raid guide.

Locked Tenants. Flash every landing. This is the grenade gym. Stairs like the homepage hero image are why you bought flashes.

Night Exhibit. Glass and darkness. A flash that bounces off a case can cook your own stack. One and done, then slow peeks. See maps.

Smuggler’s Run. Long sightlines. Grenades are a door tool, not a crane tool. Bring the rifle; throw only when you commit to a container interior.

Special Delivery. Aisle after identical aisle. Flash the corner you have not seen. Do not M67 a row of crates until you know they are not evidence and not staff NPCs.

Broken Bars. Density. Flashes still win. Frags are tempting and will hit the wrong jumpsuit.

Shopping order

Cash from codes should hit the rifle and a sight first. Throwables are third. If 123 Cash from GRENADES is all you have after the optic, buy flashes and stop. The loadout planner repeats this on purpose.

Do not spend a second Cash pile on smoke “to complete the set.” Complete how to play instead. F and M still score the raid. Grenades only make the F prompt appear more often.

What grenades do not do

They do not unlock Desert Stockpile. They do not replace Special Forces C4. They do not sit the K9. They do not redeem HELLO. A script that auto-throws will friendly-fire your stack — see scripts if you were about to look that up.

Practice on Tenants until a flash-then-cuff feels boring. Then take the same habit to the bank. That is the whole grenade meta until We Have Motives ships a fourth type. When they do, it will land on latest update the same day as the Shop string.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Which grenade should I buy first in Tactical Swat Simulator?

Flashbangs. They create surrenders and cuffs. M67 is lethal. M18 smoke is the last buy. Redeem GRENADES if you still have the code.

Do flashbangs fail Rescue tasks?

Not if you cuff after the pop. Frags fail Rescue. Flashes enable it. See how to play.

Should I use M67 on Cash Under Fire?

Almost never. The lobby is civilians and bags. Use the bank raid guide.

Is smoke ever worth Cash?

After you own flashes, a sight, and a muzzle brake. The studio called it not that useful. Believe them.