--------------------------------------------------------------------- Tom Clancy's Rainbow Six 3: Raven Shield Strategy Guide by Alasdair Lo System: PC, CD-ROM E-mail: kylohk@netvigator.com Date: 2 August, 2004 Version 5.0 --------------------------------------------------------------------- Contents: [Search Key] 1. Introduction [TCRC3RS1] 2. Updates [TCRC3RS2] 3. Story [TCRC3RS3] 4. Basics [TCRC3RS4] 5. Tips and Tricks [TCRC3RS5] 6. Primary Weapon List [TCRC3RS6] a. Submachine Guns [TCRC3RS6A] b. Assault Rifles [TCRC3RS6B] c. Sniper Rifles [TCRC3RS6C] d. Shotguns [TCRC3RS6D] 7. My Favorite Weapons [TCRC3RS7] 8. My Preferred Operatives [TCRC3RS8] a. Character Bios [TCRC3RS8A] b. Preferred Operatives [TCRC3RS8B] 9. The Campaign [TCRC3RS9] a. Stolen Flame [TCRC3RS9A] b. Cold Dagger [TCRC3RS9B] c. Mountain Watch [TCRC3RS9C] d. Sentinel Wolf [TCRC3RS9D] e. Falcon Hour [TCRC3RS9E] f. Pearl Castle [TCRC3RS9F] g. Crimson Hook [TCRC3RS9G] h. Stone Cannon [TCRC3RS9H] i. Shattered Glass [TCRC3RS9I] j. Lion Shadow [TCRC3RS9J] k. Broken Stone [TCRC3RS9K] l. Briar Gate [TCRC3RS9L] m. Talon Steel [TCRC3RS9M] n. Whisper Blade [TCRC3RS9N] o. Steal Rose [TCRC3RS9L] 10. Conclusion [TCRC3RS10] Appendix I. Feedback Information [A1] Appendix II. The Ending [A2] Appendix III. Obsolete Plans [A3] --------------------------- 1. Introduction [TCRC3RS1] --------------------------- Well, I have not been writing guides for a while since school began, but as I am waiting for the release of another game that I would like to have, I might as well write a guide on one of the games which I enjoyed playing. I admitted that I used to hate Rainbow Six, as the people tend to die instantly when exposed to gunfire. However, by learning how to plan and execute commands properly, I finally got the hang of it, and began to enjoy the pace. Well, it's time to begin anyway. This guide makes the assumption that you are playing as the Veteran Difficulty, after all, things won't be very different if you choose harder difficultly settings, as the terrorists only shoot faster, after all. Please note that the contents of this guide are merely SUGGESTED ANSWERS to your problems. If you want to play and experiment on your own, DO NOT READ THIS GUIDE. Apart from this, this guide MAY spoil the plot, so again, if you do not want to know the ending before you start playing, DO NOT READ THIS GUIDE. Is that clear? OK, let's begin. Having visited Raven-Shield.com (The official website of Rainbow Six 3: Raven Shield), I found that Ubi Soft has created a 1.51 update to the game, which causes some silenced weapons to become more powerful, hence, I will have to make a few adjustments to my guide. I have used my own plans to play the missions on Veteran Difficulty, and so far, all has been well up all the way to the end. In fact, the whole campaign was a success. ---------------------- 2. Updates [TCRC3RS2] ---------------------- Version 5.0 Rewrote the plan for the 2nd mission. Version 4.9: Added the character bios for the operatives in the game. Version 4.8a: The USAS-12 Automatic Shotgun was tested and rated. Great! This only leaves the Light Machine Guns! Version 4.8: The M1 and SPAS-12 Shotguns were tested and reviewed. Version 4.7: The VSS Vintorez and WA-2000 Sniper Rifles were tested and rated. Version 4.6: The PSG-1 and SSG-3000 Sniper Rifles were tested and rated. Version 4.5b: The M82A1 Sniper Rifle was rated. Version 4.5: The AW Covert and Dragunov Sniper Rifles have been reviewed. Version 4.4: The TAR-21 and the Type 97 Assault Rifles are rated, and hence the review of the Assault Rifles is complete at last. The next thing on the agenda is the Sniper Rifle. Version 4.3: The M82 Assault Rifle is rated, and I added the descriptions of the Mini Scopes. Version 4.2: The M4 Assault Rifle is rated, and I added the descriptions of the Sound Suppressors. Version 4.1: The M14 and M16A2 Assault Rifles have been reviewed. Version 4.0: The L82A1 Assault Rifle has been tested and rated, and I have given a little more detail on the different types of ammunition as well as the High Capacity Magazine. Version 3.9: Now, I tested and reviewed the G3A3 and Galil ARM Assault Rifles. Version 3.8: Rated the FNC and G36K Assault Rifles. Version 3.7: The FAL and FAMAS G2 Assault Rifles were rated respectively. Version 3.6: Started to rate the AK-47, AK-74 and Steyr AUG assault rifles. Version 3.5: Started to rate several Submachine Guns. Version 3.4: Added the Weapons List. Version 3.3: Added a second plan for Mission 8. Version 3.2: Added a new plan for Mission 2 that would give the terrorists a bit more of a surprise. Version 3.1: Added a third plan for Mission 12. Version 3.0: Added a mew plan for Mission 10, as to make Red Team's job easier, and also allowing the usage of 3 slightly smaller teams. Version 2.9: Added a new plan for Mission 12 that would allow the other teams to see more action, and making the job of Red Team easier. Version 2.8: Added a new plan for Mission 13. Version 2.7: Made a slight modification to the strategy of Mission 4. Version 2.6: Added an extra tip about setting waypoints. Version 2.5: Added Appendix II: The Ending. Version 2.4: Started making adjustments to my guide so it can accommodate game play in the Veteran Difficulty level. Version 2.3: Made a few adjustments here and there to cope with the changes made by Update Version 1.51. Version 2.2: Added Mission 15. That is the final mission. Version 2.1: Added Mission 14. Version 2.0: Added Mission 13. Version 1.9: Added Mission 12. Version 1.8: Added Mission 11. Version 1.7: Added Mission 10. Version 1.6: Added Mission 9: Added my comments to each and every mission. Version 1.5: Added Mission 8. Version 1.4: Added Mission 7, added many alternate lines in the planning section to allow for easier reading, as it is rather difficult for people to read it. Version 1.3: Added Mission 6. Version 1.2: Added Mission 5. Version 1.1: Added Missions 2, 3 and 4. -------------------- 3. Story [TCRS3RS3] -------------------- In the year 1945, the Allies were getting victorious in the Second World War, and the Nazis were getting defeated. Fascist regimes all over the world crumble and those people who took advantage of the chaos to loot holocaust victims dive desperately for shelter. This included the Nazis' allies in the Ustache Regime in Yugoslavia. In the First National Bank of Croatia, Zagreb, 2 men, Peja Sicic and Dejan Blazlevic are busy shipping gold from Montenegro to other countries, and the documents detailing their theft were hidden where no one can ever find them. Or is it? 60 years later, in 2005, a bank staff stumbled into those documents out of those old archives. He was busy reading them when some terrorists busted into the bank, killing a female clerk, a security guard as well as that man. "The building's clear, are those the documents?" One terrorist entered the room and asked. "Some of them, not all." The leader replied. "What do we do now?" "We destroy them and leave and wait for our next orders." Now, note that the terrorists only managed to destroy PART of the evidence, but not all, and Rainbow is there is recover the rest and find out what's going on. --------------------- 4. Basics [TCRC3RS4] --------------------- Default Controls: (Keyboard and Mouse) W, S, A, D: Move forward, backward, strafe left, strafe right respectively Z: Reload Weapon X: Stance Down, press once while standing to crouch, another time to crawl. C: Stance Up B: Change Rate of Fire of weapon Q: Lean to the left E: Lean to the right 1: Arm Primary Weapon, if any 2: Arm Secondary Weapon 3: Arm first extra item 4: Arm second extra item 5: Activate Infrared Vision G: View the action from the map R: Commands other ream members to Hold / Fall in H: Commands all teams to hold / Move on J: Alpha Go Code K: Bravo Go Code L: Charlie Go Code Shift: Zoom in / out Home / End: Switch between operatives Page Up/ Page Down: Switch between teams Left Mouse Button: Fire Right Mouse Button: Hold to run Health system: Rainbow Six is famous (or notorious depending on which way you put it) for its "One shot one kill lethality system". In this game, they represent an operative's health by a circle. When it is full, then the operative is ready. If it is half full, the operative is wounded, and he moves much slower, and the reticule recovery time increases. If it is empty, then, well he's either dead or incapacitated, and will be out of action in the missions to come. Note that not all shots will wound you, some will just kill you immediately, so be careful, and I advise you retry action if even one of your team members are killed, otherwise, they will be replaced by inferior back-ups later on. The importance of crawling: (Snipers, Recons) Note that for some sniper rifles like the powerful and long range M82A1, the reticule recovery time is really long, and if you try to take out someone while you wait for the recovery, you most certainly will be killed. However, if you crawl, the reticule is really close to the center already, and hence a rather short time for the reticule to converge, so you can kill enemies much quicker and without them knowing. Same goes for Recons, if you want to avoid detection by patrolling guards, it's sometimes to crawl and stay hidden behind a table rather to be seen when standing up. After all, you WILL lose immediately when a guard sees you in a Reconnaissance mission. Breaching: (Demolitions) The Demolitions specialize in planting and disarming explosives. They can set up breaching charges on doors faster than most operatives. When you place a breaching charge on a door, and set it off, the terrorists behind it are either likely to be killed or stunned by the explosion, and you can make a surprise entry into the room. Seeing what you cannot see: (Recons) In a Reconnaissance Mission, the goal is NOT to be detected by the enemy. If you are unsure if a guard is patrolling around the corner. Whip out your Heartbeat Sensor. Electrical signals made by heart beats will come out as little circles on your screen. If the guard is real close, you can hear the beep. Follow the movement of the circles, and you can guess the guard's patrol route. Purpose of Go Codes: The purpose of Go Codes is to make a synchronized assault, if you want all 3 teams to storm into a facility at the same time. Set up identical go codes at the desired positions. And when you see Waiting-Alpha on the other 2 team's status bar, and you yourself are waiting for the Alpha Go Code, press the required button, and all 3 teams will act at once. Setting Waypoints: Planning is one of the unique features of Rainbow Six that has been copied by other squad based first person shooter games. To plan your teams' routes in a mission, go to the Planning Room. There, you will find a map of each level of the area your team is going to enter. The Red Rectangle(s) on the map are the insertion zone(s), those are the possible starting points of your teams. The first waypoint of any team should be within the insertion zone. In some missions involving hostage rescue or the one and only reconnaissance mission of the game, you have these areas. In the hostage missions, a hostage is only considered to be rescued if you have escorted them to an Extraction Zone; In the reconnaissance mission, you are considered to have completed the mission only if you stepped into the Extraction Zone. Therefore, in most hostage rescue missions where killing all terrorists isn't necessary; the last waypoint of the team(s) involved in hostage rescue has to be in one of those green areas. For the Reconnaissance Mission, it is always wise to have the last waypoint to be within the green area, and then you can know where to walk to when you leave. Another thing to note in the maps is those crosses, green targets and gold squares with circles in the middle. Red Crosses represent the positions of terrorists in a certain area. The Green Targets indicate the presence of a hostage, while a Gold Square indicate the presence of a mission objective to be fulfilled (For example, a bomb to be disarmed, a phone to be bugged and so on.). If you are not going to play as a team that will be completing a certain mission objective, always mark your waypoints so that their routes will go through those Green and Gold symbols. Then, you can be sure those teams will be doing their jobs. ------------------------------ 5. Tips and Tricks [TCRC3RS5] ------------------------------ Grenade! Take Cover! There are 4 types of Grenades: Flashbang, Fragmentation, Tear Gas and Smoke Grenades. The Flashbang Grenade explodes with a flash, and causes the enemy to have a concussion, and you can kill them while they are blinded. They are most useful when you want to save hostages, and you do not want to kill them accidentally. Fragmentation Grenades are just the typical explosive grenade. Use them to blow your enemy to bits. Tear Gas Grenade: Yes, these grenades makes the enemy cry! However, they can also make your team members cry as well! To negate the effect, put your gas masks on. The principle of this weapon is the same as that of the Flashbang Grenade. Smoke Grenades create a large smokescreen, and you can kill the terrorists while they are wondering what's behind the smoke. This is important if you want to give the sniper time to set himself up without getting killed. When using Grenades, always try not to let the enemy see you, as it takes a rather long time for you to throw the Grenade, and when you are face to face with a terrorist, don't even think about it! Instead consider to open doors a crack, throw the Grenade in, and then close the door immediately. Destruction guaranteed! My preference of the Grenades are as follows: Flashbang > Frag > Smoke > Gas Sandwich Theorem: The Control always advocates you to synchronize a multi team entry into a certain area to generate an element of surprise. This is true because the terrorists tend to be confused when your operatives enter the room from several directions at once. This is best achieved by the usage of Go-Codes. Of course, breaching 3 doors and making rapid entry is the ideal way to do it. Observer Mode: If you select Observer Mode, you will just let the computer control all the teams, and they will simply follow the waypoints like machines. In my opinion, this is the best way to find out why a certain team keeps getting killed all the time; and thus can help you correct your planning mistakes. Moving Speed and Modes of engagement: When you are setting the waypoints for your teams, you will notice that on the lines joining the waypoints, you will notice some circles with a symbol on it. If you right click those circles, you will find a menu that allows you to set the mode of engagement of the team between those 2 waypoints. After that, you can set the moving speed of the operative. The 3 modes of engagements of the Operatives are as follows: Assault: The Team will gun down any threats they see immediately. Infiltrate: The Team will gun down any threats if they spot them. Recon: The Team will only open fire on the enemy if they fire at them! No good! Never set this stance! The 3 moving speeds are as follows: Blitz: The Team runs like mad to the next waypoint. Normal: The Team walks to the next waypoint. Cautious: The Team crouches and walks to the next waypoint. Waypoints and orders: In any waypoint you set in the planning room, you can issue orders for you teams to follow. Here are all the orders, note that humans are better at performing those tasks than computers with the exception of Breaching: Frag (With or without Go-Code) The Team will throw a Fragmentation Grenade at that waypoint and at the target you specify (After you give the go-code, if you have set it there). Flash (With or without Go-Code) The Team will throw a Flashbang Grenade at that waypoint and at the target you specify (After you give the go-code, if you have set it there). Gas (With or without Go-Code) The Team will throw a Tear Gas Grenade at that waypoint and at the target you specify (After you give the go-code, if you have set it there). Smoke (With or without Go-Code) The Team will throw a Smoke Grenade at that waypoint and at the target you specify (After you give the go-code, if you have set it there). Snipe (Go Code Only) The Team will choose the best sniper of the group, and set his weapon to single shot mode. Then, he crawls down and shoots at any enemy he sees in the area you specify . The team will stay there until the Go-Code is given. Breach (With or Without Go-Code) This command is only available near a door. The Team will choose the operative with the best Demolitions stat, and will plant a Breaching Charge on the door, and will detonate it (Upon giving the Go-Code, if you have set it) to make quick entry. ----------------------------------- 6. Primary Weapons List [TCRC3RS6] ----------------------------------- In this section, I will introduce each weapon of the game, one by one, as well as give it a rating after I field tested it. There are 5 different statistics of the weapon. Range, which tells you how far the gun can fire. Damage, which tells you how much damage a bullet does to the enemy. Accuracy, which is the convergence limit of the aiming reticule, and the more the reticule converges, the more accurate is the weapon. Stability, which determines how much the gun is shaken up by its recoil while firing. Recovery, which is the speed of which the reticule reaches its convergence limit. ------------------------------------- Different Peripherals for the Weapons ------------------------------------- Each weapon has a wide variety of different peripherals for you to add to your guns. These peripherals have different effects on your weapons, and their drawbacks and advantages are stated below. High Capacity Magazine: M14 Assault Rifle without peripheral: Bullets per Magazine: 21 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 Recovery: 83 M14 Assault Rifle with High Capacity Magazine: Bullets per Magazine: 101 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 + 22 = 62 Recovery: 83 - 10 = 73 The High Capacity Magazine significantly increases the bullets loaded into the gun at once, as there are more bullets loaded, the gun becomes heavier, so the stability is increased, however, this increased weight also contributes to a decrease in reticule recovery time. Mini Scope: A Mini Scope allows you to aim at the targets more accurately from a longer range. There really are no drawbacks for this peripheral. So, this is my personal favorite peripheral, particularly if you are using a shotgun. Sound Suppressor (Silencer): M16A2 Assault Rifle without peripheral: Bullets per Magazine: 31 Range: 39 Damage: 66 Accuracy: 74 Stability: 38 Recovery: 90 Silenced M16A2 Assault Rifle: Bullets per Magazine: 31 Range: 39 - 20 = 19 Damage: 66 - 33 = 33 Accuracy: 74 + 12 = 86 Stability: 38 + 61 = 99 Recovery: 90 - 4 = 86 When you silence a weapon, it makes much less noise than before. However, the usage of special subsonic rounds can significantly lower range and damage of these weapons. However, after the version 1.51 update, their range and damage are not as weakened as before, as the silencer at most will half the weapon's damage and the range will not be that much weakened. Reticule recovery will also be slightly reduced. Fortunately, this is offset by the increased accuracy and stability. Use these if you would like to save hostages that are in open areas, such as when there are no doors separating you from the hostages and their takers. The score is given in a basis of a 100 mark scale. (To be completed) Now, let's start with the Submachine Guns. ------------------------------- a. Submachine Guns [TCRC3RS6A] ------------------------------- OK, let me first tell you what conditions I will test the submachine guns. I will play a terrorist hunt custom mission in the Penthouse stage, with 25 terrorists, and I would have activated God Mode, as I have only one operative in use. --------------- CZ-61 Skorpion --------------- Stats: Bullets per Magazine: 21 Range: 6 Damage: 6 Accuracy: 30 Stability: 85 Recovery: 100 Ammunition: 7.65mm Auto Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 7.65mm Auto Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine, Sound Supressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per Magazine increased by 30, Stability increased by 4, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 2, Damage decreased by 2, Accuracy increased by 10, Stability increased by 6, Recovery decreased by 3 Description: The CZ-61 Skorpion machine pistol is a dual purpose weapon, intended for both close combat and personal defense. Its small size makes this weapon very suitable for concealed carry or for use in confined spaces, such as cars or aircraft. This gun is popular with police, security and counter-terrorist units, as well as some terrorist organizations. Test Run: I used the CZ-62 with a high capacity magazine. I went down the flight of stairs that was the fire exit, and all the terrorists there were killed by one in single shot hits, other terrorists at level 0 were not a problem for this gun, but I found out that this submachine gun had trouble shooting at large groups of people, even when I was standing at the other end of the living room, it took me quite some ammo to hit and take out all of them, and I was shot at in the process. Which means I may have been dead long ago if God Mode was not enabled. I encountered the same problems in the Japanese garden at the top level, the terrorists at the other side of the pagoda were easily missed, and having 51 bullets per magazine just simply was not enough for the 7 terrorists that lurk there. I had to reload once, in fact. Fortunately, the target reticule converges to its limit very quickly, and that is the only advantage of this submachine gun. IN this mission, 115 shots were fired, and 35 hit the target, and the accuracy was only a mere 35%! Score: 34 --------------- M12 --------------- Stats: Bullets per Magazine: 31 Range: 11 Damage: 25 Accuracy: 39 Stability: 70 Recovery: 93 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine, Mini Scope, Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per Magazine increased by 60, Stability increased by 7, Recovery decreased by 3 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 12, Accuracy increased by 6, Stability increased by 20, Recovery decreased by 2 Description: The 9mm M12 SMG is a recoil operated, select-fire weapon, firing from an open bolt. It has a low rate of fire compared to other SMGs and is a little less accurate but its small size and weight makes up for it. Test Run: I used a High Capacity Magazine with this gun, and I descended the stairs of the fire escape, and took out the two terrorists down there with ease. It was the same throughout the Level 0 corridors. When I engaged the enemies in the living room, standing by a door, I had better accuracy at those guys there, and was not shot at as much. Of course, it took me much less time to get rid of all those guys at once. The close combat capabilities of this weapon are marvelous, and I stand more of a chance indoors inside the Penthouse level than with the CZ-61. However, it was when I reached the Japanese garden when things went awry. I stood at the door, and tried to shoot the tangos to the right, but it took a while for the bullets to connect, and even so, the first bullet hurt the terrorist while the second one killed him. I also tried to shoot someone from one end of the garden, but it missed a lot, and I had to move close to pick him off. In conclusion, the M12 is not a bad submachine gun, but its range could have been improved. There is nothing too bad about its accuracy, as of the 70 bullets fired, 29 of them hit the target, making up a total accuracy of 41%. Score: 40 --------------- Mac 11/9 --------------- Stats: Bullets per Magazine: 33 Range: 11 Damage: 15 Accuracy: 13 Stability: 72 Recovery: 100 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine, Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 18, Stability increased by 4, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 7, Accuracy increased by 13, Stability increased by 14, Recovery decreased by 3 Description: The Mac 11/9 machines pistol was developed around 1970 when Special Forces and police units adapted it. Its high rate of fire and small size make it ideal for close combat. Test Run: I used the High Capacity Magazine with the Mac 11/9, and set off into the penthouse. The two terrorists at the foot of the stairs were rather easy to kill, and so are the rest of them in the Level 0 corridor. I again had a hard time shooting at the terrorists from a distance in the living room, and it took me quite a number of bullets to drop them all, and if I had not activated God Mode, I would have been dead. Therefore, this weapon really has a problem with its range. Although it is excellent in close combat, and most of the people are dead in a flash up close. Another thing I found out about this weapon is that it is always stuck in automatic mode and that there is no single shot mode regardless of how I press the B key. Therefore, even for close kills, I often fired two bullets at once, and this would not be a good choice for those accuracy hogs or people who want to save ammo in a game. The same accuracy problems were encountered in the Japanese garden, and I was again forced to move close to finish of that tango at the far side. A total of 103 shots were fired in this mission, and only 31 hit the target, making up an accuracy of 30%. Not a very good weapon I must say. Score: 36 -------------- Micro-Uzi -------------- Stats: Bullets per magazine: 33 Range: 11 Damage: 15 Accuracy: 28 Stability: 59 Recovery: 100 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine, Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 18, Stability increased by 6, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 3, Accuracy increased by 10, Stability increased by 12, Recovery decreases by 3 Description: The Micro-Uzi was developed as a personal defense weapon. Police and military of more than 90 countries have adopted this weapon due to its compact size and reliability. Test Run: For this gun, I again used the High Capacity Magazine to increase the number of bullets carried per magazine to 51. I went down the stairs as usual, and was able to pick off the two tangos there with single shots from the Micro-Uzi. To my surprise, this gun has more accurate at long range combat, as I can pick off the terrorists in the living room on Level 0 with fewer bullets than before. In fact, I was fired at only once. It seems that the range and accuracy of this gun really can do better. Of course, for a machine pistol, the Micro-Uzi is a very good close combat weapon. And, for those accuracy lovers out there, you can set it to single shot mode if you are feeling confident of yourself. This gun has a rather good range indoors, but when I went outdoors to the Japanese gardens, the same problems were found. I was shot at just as often as the other cases, and I had to fire more to get rid of them. However, the Micro-Uzi has been a big improvement when accuracy is concerned. Of the 57 shots fired, I landed 34 hits, making up to 59% accuracy. If only the magazine size can be increased, then I would be happy. I would use this as a secondary weapon if possible though, as there are better stuff out there to use. Isn't this obvious? Score: 44 --------------- MP5/10A2 --------------- Stats: Bullets per magazine: 33 Range: 10 Damage: 39 Accuracy: 43 Stability: 44 Recovery: 94 Ammunition: 10mm Auto Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 10mm Auto Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Perpherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 68, Stability increased by 20, Recovery decreased by 5 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 3, Damage decreased by 20, Accuracy increased by 10, Stability increased by 38, Recovery decreased by 3 Description: The MP5 10A2 SMG is a basically an MP5 chambered for a 10mm round. The increased stopping power of the heavier round is offset by increased recoil. Test Run: Like before, I made use of the High Capacity Magazine, and the bullet capacity increased to 101. I descended the fire stairs as usual, and this gun was accurate enough for me to perform single shot kills on the terrorists there. The same thing happened to all the terrorists there. I made a discovery when I cycled through the rates of fire of this weapon. It seems that aside from automatic mode, this gun had a triple shot mode, where one click of the mouse button would send a triple shot burst through the gun. I tried it out in the living room, and it was great. There were a couple of terrorists standing quite closely together in front of the television, and all I needed was one single click of the mouse button to make them all fall to the ground! Powerful, and from a range too. Unfortunately, a submachine gun is a submachine gun. It still lacks range, and the triple shot does not help in open areas. I tried to use the triple shot to kill a terrorist at the other end of the Japanese garden, but I have to click the mouse button three times to get rid of him. That's nine bullets for one man, and this is what lowered my accuracy. In fact, in the 54 buttons I fired, 30 hit the target, making up 55%, and I am sure it could be better if I used the right rate of fire at the right time. Score: 45 --------------- MP5A4 --------------- Stats: Bullets per magazine: 31 Range: 11 Damage: 21 Accuracy: 44 Stability: 75 Recovery: 95 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Perpherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 8, Recovery decreased by 3 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 11, Accuracy increased by 9, Stability increased by 8, Recovery decreased by 3 Description: The preferred submachine gun of counter-terrorist operatives around the world, the 9nn MP5A4 SMG is known for its reliability and accuracy, even when firing on full automatic. Test Run: As usual, I made use of the High Capacity Magazine to increase the number of bullets that can be loaded into the submachine gun at once. Again, 101 bullets were loaded. The MP5A4 is a lot similar to the MP5/10A2, maybe it is because they are just two variants of the same gun. I was able to use single shots to take out the enemies at corridors and stairs at close range, and like the MP5/10A2, the MP5A4 also has the triple shot mode, which I gladly unleashed upon the 6 terrorists in the living room. Unfortunately, they showed up one by one, so it took me 6 clicks of the mouse button to kill them all, making up to 18 bullets used. Therefore, anyone who likes to use the triple shot mode should wait until several terrorists are close together before shooting, or they should use Automatic mode, or expect to get a low accuracy rating! This gun is slightly more effective than the MP5/10A2 in outdoor combat, as I can kill one terrorist per burst, which is slightly better, but I guess that is just dumb luck, so I would not recommend using this gun whenever there are long stretches of land. In this test, 51 shots are fired, 29 hit their targets, making up to 56% accuracy. Score: 45 --------------- MP5K PDW --------------- Stats: Bullets per magazine: 31 Range: 11 Damage: 18 Accuracy: 23 Stability: 73 Recovery: 95 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per Magazine increased by 70, Stability increased by 8, Recovery decreased by 3 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 9, Accuracy increased by 12, Stability increased by 16, Recovery decreased by 13 Description: The 9mm MP5K PDW SMG is a compact version of the classic MP5. Its folding stock and low weight make it an ideal choice when a full rifle or a submachine gun would be unmanageable. Test Run: Of course, I almost always make use of the High Capacity Magazine, as it is the only peripheral that does good to the Submachine Gun. The usual testing process goes on, and I cannot find many differences between the MP5K PDW, I guess Heckler & Koch must have been rather lazy and uncreative lately. Yes, the good and accurate single shot kills are always there are have rather decent range as well. So is the triple shot mode. I use it on the tangos in the living room, with similar effects with the previous two MP5 guns, not much difference is there? If you look at their stats, you will find that their range and damage are rather similar in nature here. How boring. And I wonder why they will put out 3 guns with similar stats in Rainbow Six 3: Raven Shield. Score: 45 -------------- MP55D5 -------------- Bullets per Magazine: 31 Range: 7 Damage: 8 Accuracy: 47 Stability: 91 Recovery: 93 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Stability increased by 3, Recovery decreased by 3 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Description: Terrorists throughout the world fear the 9mm MP55D% SMG. Its integral silencer is so effective that the report of the bullet is miniscule compared to the click of the belt operating. RAINBOW uses the 9mm MP55D5 whenever both accuracy and stealth are essential. Test Run: I used the High Capacity Magazine on the MP55D5 in this run. I expect you all to believe that this is another of those boring variants of the H&K MP5 series right? Well, you are wrong. The MP5 is a gun with an attitude, or I should say, silence. This gun is equipped with an integral sound suppressor, and hence when you fire the gun, you will hear some discreet clicking sound, which will not attract the attention of terrorists too much. Yes, that's how I slipped into the Penthouse and taking each terrorist by surprise! This gun has an improved accuracy due to the suppressor present, but the triple shot mode is always there to help you when you are not confident in hitting your target. But still, I found out that even at medium range, I can just perform single shot kills on the terrorists, even in the widely open Japanese garden! That's a surprise. Of the 36 shots fired in the run, 29 hit their targets, and that made up to an awesome 80% accuracy. However, I would not advise you to use this gun in non-hostage missions, as their range is poor. I won't advise you to use this gun in hostage rescue missions either, as you have Assault Rifles to help you too. Score: 43 -------------- MTAR-21 -------------- Stats: Bullets per Magazine: 31 Range: 15 Damage: 15 Accuracy: 34 Stability: 81 Recovery: 93 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 7, Recovery decreased by 3 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 6, Damage decreased by 7 Accuracy increased by 14, Stability increased by 10, Recovery decreased by 3 Description: The TAR-21 is an extremely modern bullpup design and is offered in four configurations. The MTAR-21 specially configured for commando, airborne, paratroopers and special rescue units. Test Run: I used the High Capacity Magazine, as usual, and this time, the MTAR-21 really is a big disappointment. I ran down the stairs as usual, and I found the first terrorist there. Even at such a close range, I could not hit him and take him out in one shot, and I was forced to fire maybe 4 consecutive shots to take him down. (This gun has no triple shot mode). In my opinion, I guess you are expected to hold the trigger down while using this gun, as most of the time I used it, I had to just get the gun blazing, not good if you want to put your enemy in a surprise, eh? Unfortunately, sound suppressors are only good if you use them in hostage rescue missions, so that is tough, isn't it? The weakness of this weapon can be clearly seen, as I tried to ambush a guy at the other end of a corridor, I fired a couple of shots, he was hurt, and then he started to fight back! If I had not used God Mode, I would have been long dead! That's the problem with guns where you have both poor range AND accuracy. In fact, of the 88 shots fired, only 32 hit, and that accounts for only 36% of the accuracy! Score: 36 --------------- P90 -------------- Stats: Bullets per Magazine: 51 Range: 14 Damage: 17 Accuracy: 39 Stability: 72 Recovery: 93 Ammunition: 5.7x28mm Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: Mini Scope Sound Suppressor Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 9, Damage decreased by 9, Accuracy increased by 9, Stability increased by 22, Recovery decreased by 3 Description: The 5.7mm P90 SMG is a blowback operated, select fire weapon. It is fed from 50-round box magazines located on top of the weapon and made from translucent polymer. IT was developed in the late 1980s and may be referred to as a forerunner of the PDW (Personal Defense Weapon) concept. Test Run: The P90 has a 51 bullet magazine to start with and hence does not need to make use of any more high capacity magazines. I tested it on the terrorists and it did surprisingly well for a Submachine Gun. Of course, due to its accuracy, I had to run in with guns blazing in the living room, which is a big no-no for a Rainbow Six game. Fortunately I had god-mode on, or I would have been killed a few times over. For your information, this gun only has single shot mode and a fully automatic mode, and there is no Triple Shot mode. One of the drawbacks of this weapon is its slow reloading time. Every time I reloaded, I had to watch Ding Chavez pen the cover of the gun and then place the ammo in and close it one again. I guess that there is a price to be paid if you want to have 51 bullets loaded in a gun at once. I fired 50 shots in this test run, and 26 hit their target, which contributed to a 52% accuracy. Not bad for a submachine gun, not bad at all. Score: 43 --------------- SR-2 --------------- Stats: Bullets per Magazine: 21 Range: 12 Damage: 20 Accuracy: 35 Stability: 59 Recovery: 99 Ammunition: 9x21mm R Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 30, Stability increased by 9, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 6, Damage decreased by 10, Accuracy increased by 9, Stability increased by 27, Recovery decreased by 2 Description: The SR-2 is a modern machine pistol currently in use with Special Forces. Its special 9x21mm Gurza ammunition is sufficiently powerful to penetrate most forms of body armor. Test Run: I picked the high capacity magazine, as usual, to increase the number of bullets loaded into the gun to 51. Then I went into battle inside the Penthouse. Like the many other machine pistols, the SR-2 has a stock holster strapped onto the weapon when used as a Primary Weapon. This gun is quite accurate for medium range combat, as it is possible for me to take out terrorists in one shot in the level 0 corridors. All I need was some rapid firing to finish off the terrorists in the living room (There is no triple shot mode for this gun), but that tango that is hiding behind the kitchen table cannot be dealt with that easily. So there is still some problem with the accuracy of this weapon. The SR-2 like all other submachine guns has a very good recovery time, but it lacks accuracy when shooting in a range. After all, on average, 4 shots have to be fired at each of the terrorists in the Japanese Garden in order to kill them. In the 66 shots fired in this test run, 29 hit the target, making up to 43% accuracy. This is just typical for a submachine gun, I must really say. Score: 42 -------------- TMP -------------- Stats: Bullets per magazine: 31 Range: 11 Damage: 15 Accuracy: 31 Stability: 75 Recovery: 99 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per Magazine increased by 20, Stability increased by 3, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 7, Accuracy increased by 15, Stability increased by 12, Recovery decreased by 4 Description: The 9mm TMP is a modern compact SMG. It uses a blowback operated, locked breach design with a rotating barrel. THE TMP is reported to be a very controllable and comfortable weapon to fire. Test Run: I equipped the TMP with the High Capacity Magazine and it increased the bullets loaded to 51. Then I set off into the Penthouse. It is possible to perform one hit kills on the terrorists at level 0, but I noticed that the trigger of this weapon is rather sensitive, as it is easy to fire out two bullets at once if you are in automatic mode. The terrorists in the living room fell down like toys when I sprayed the area full of bullets, and all of them were killed in a jiffy. I caught them by surprise this time. Then I went up to the top of the penthouse as planned, and most terrorists can be taken out in two shots. I experienced a few difficulties in the Japanese garden, as it took me quite a while to hit the terrorists with the TMP as they are rather far away, but fortunately, they were killed quickly enough when I held down the trigger, so it is not good for those people who like accuracy. Of the 59 shots fired, 30 hit their target, accounting for 50% accuracy. Not bad. Score: 43 -------------- UMP -------------- Stats: Bullets per Magazine: 26 Range: 10 Damage: 26 Accuracy: 43 Stability: 66 Recovery: 96 Ammunition: .45cal Auto Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. .45cal Auto Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 75, Stability increased by 21, Recovery decreased by 11 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 2, Damage decreased by 5, Accuracy increased by 9, Stability increased by 12, Recovery decreased by 4 Description: The UMP is a .45cal SMG roughly based on the MP5. The stopping power of the round comes at the price of an decreased recoil and a lower rate of fire. Test Run: As usual, I made use of the High Capacity Magazine on the submachine gun, and this time, it can hold up to 101 bullets. Then I went charging into battle. The gun's trigger can be easily controlled and single shot kills were not very hard to achieve when done at close range. Another good thing is that, as this gun is based on the MP5 series, then it has the triple shot mode apart from the fully automatic mode, and it was with it that I cleaned up the living room without being shot at once. I guess I have to thank the accuracy of 44 that this gun offers. After this, I reverted to fully automatic mode to kill the terrorists on the upper floors. I switched back to triple shot mode in the Japanese garden, and thanks to the accuracy of this gun, I was able to take out any terrorist within 2 bursts of the UMP. Of course, triple shot mode can hurt accuracy, and in the 60 shots fired, 29 hit their target, making up to 48% accuracy. Not bad for a submachine gun with a burst. Score: 44 ------------- Uzi ------------- Stats: Bullets per magazine: 33 Range: 11 Damage: 21 Accuracy: 40 Stability: 75 Recovery: 92 Ammunition: 9mm Parabellum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 9mm Parabellum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 18, Stability increased by 2, Recovery decreased by 1 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 4, Damage decreased by 11, Accuracy increased by 15, Stability increased by 15, Recovery decreased by 3 Description: The UZI is manufactured in several countries and is the primary submachine gun of several of the world's military. The overall ruggedness and simplicity of the UZI have given it a reputation as a very reliable weapon capable of operating under the severest conditions. Test Run: So, this is one of the most popular submachine guns in the world. It has been mentioned a lot in magazines and other video games. But is it that good. Now, let's test it shall we? I used the High Capacity Magazine and Jacketed Hollow Point rounds this time, as the terrorists all wear suits in this level. The Uzi has a nice button control, and I can easily perform one hit kills on terrorists around the place. However, I still sprayed out bullets in the living room, as there are just so many terrorists running at me at the same time, but after firing about 7 shots, all terrorists were killed and I can move on up the Penthouse. The Uzi is not only good for close combat but it is also good for long range combat, as it is quite accurate. I used it in the Japanese garden, and surprisingly practically all terrorists, no matter how far they are from me fell in only one shot! (I was sneaky enough so I was not shot at. In the total of 59 shots fired, 31 hit their target, and this accounts to a 52% accuracy. This is must as good as the MP5 series, and I now know why it is so popular in the world. Score: 47 ------------------------------ b. Assault Rifles [TCRC3RS6B] ------------------------------ Yes, the assault rifles are practically the backbone of Rainbow Six 3: Raven Shield. They are so powerful, and have substantially better range than the Submachine Guns. This time, I will perform a test run on both the High Capacity version and the Silenced version of the weapon, and I am testing it in the Private Airport stage, with 35 terrorists! --------------- AK-47 --------------- Stats: Bullets per magazine: 31 Range: 37 Damage: 80 Accuracy: 56 Stability: 34 Recovery: 90 Ammunition: 7.92x39 M45 Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 23, Recovery decreased by 7 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 22, Damage decreased by 40, Accuracy increased by 16, Stability increased by 55, Recovery decreased by 5 Description: Its accuracy after the first round is questionable, but the first shot is reasonably accurate. By single and double tapping hostiles, you are sure to come out on top. Aim for the chest, and double tap. This gun is superior to most every other gun for medium-long range. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** So this is the famous Kalashnikov. First, I entered the garage, and picked off the terrorists that are patrolling around the fire engine and ambulance, and they were relatively small fry, and can be taken out within two shots each, even at a considerable distance away. Then I went to the second floor and got out of the back door to the parking lot and found a lot of rather well concealed tangos, and yet, they can be disposed of rather quickly, within 3 shots, and some of them were miles away. Then I entered the terminal building, and the gun was just as accurate, although I missed a terrorist that was running a few times. But they can be easily dispatched when I found them. With the terminal building cleaned up, I went into the hangar via the west of the tarmac, and although there are couple of terrorists at medium range, they can be taken out in one single hit each. I went up to the second floor, and shot at a relatively far away terrorist inside the hangar within three shots of the AK-47. Then I went into the hangar section itself and cleaned it up, the terrorists are down well quick, and only one of them took two hits. I then went to the tarmac again, and found the final tango walking around on the other side. All it took was a decisive shot to kill him. In the 60 shots fired in the test run, 36 hit their targets and this is quite average for an Assault Rifle. Score: 63 *****WITH SOUND SUPPRESSOR***** I entered the garage, and then picked off the terrorists one by one, this time, the terrorists were killed without drawing too much attention from the gun. I went upstairs, and went out to the car park. The terrorists are so far away from me that they look like little dots on the screen, but when I found them, I could take them out one by one in one shot, even if they are standing to the right near the tarmac! The terminal building is next, and I experienced similar effects with the silenced AK-47. However, this time, no terrorists came running after me as the AK-47 made very little clicks when I fired it, so I was shot at less than when I used the silenced assault rifle. Now, I went onto the tarmac as planned, and although some terrorists are rather hard to notice due to them being so far away, I still could kill most of them in one single hit. However, the one by the window took 3 shots to kill, as maybe the glass slowed the first bullet down. Inside, the hangar, all terrorists were killed in one shot. Then, I went around the premises again to hunt the remaining terrorists down and it was as easy as pie due to the over 70 accuracy of the AK-47. 43 shots were fired in this testing run, and 35 hit their target, making up to 81% accuracy! This is a killing in hostage rescue missions (or missions that require you not to be detected by the enemy.) Score: 65 ---------------- AK-74 ---------------- Stats: Bullets per magazine: 31 Range: 37 Damage: 53 Accuracy: 64 Stability: 49 Recovery: 91 Ammunition: 5.45x39mm 7N6 Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 15, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Range decreased by 20, Damage decreased by 27, Accuracy increased by 14, Stability increased by 50, Recovery decreased by 5 Description: The AK-74 assault rifle comes directly from the AK-47, but is chambered for a 5.45mm round similar to the 5.56MM NATO Round. When compared to the M16, the AK-74 shows slightly worse accuracy, but better reliability in battle environment and lower maintenance requirements. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** I walked over to the garage, and picked off any terrorist that got in the way, and all of those were one shot kills. Then, I entered the garage. All terrorists were taken off guard, and I hit all of them in one shot, except for the one behind the chain link fence. Then I walked upstairs to the rear exit, and peeped out to the left. There is a terrorist standing by the door, and I zoomed in on him and took him out with a couple of shots. The other terrorists also could be taken out while I stood on top of the flight of stairs. The zoom does works wonders! Then I walked into the terminal building. The terrorists were taken out just as easily as before, and I was surprised when only one bullet was needed to fire through two terrorists that were standing in a column towards me! I reached the tarmac, and then noticed the auto-aim lock on to a target just behind the plane, and I skipped it for now, and took out the tango behind the crates. Some terrorists ran and I missed a couple of times, but once the bullets connected, they were immediately dead. The terrorists inside the hangar met similar fate. One of the terrorists in the hangar saw me at the window and ran to get me, but another single shot kill ended him and the test run was over. 51 shots were fired and 35 were on target, which meant that once a terrorist is hit, he is a dead man. The accuracy is 68%, over 60! This is quite good for an assault rifle, I must say. Score: 71 *****WITH SOUND SUPPRESSOR***** The usual procedures were followed, with the terrorists falling silently than ever before. The terrorists in the parking lot were just as easily killed when I used the zoom feature to zoom in, although several of them took a few more shots to kill. The performance of the silenced AK-74 was just as god as it was in the outside. On the tarmac, there was this terrorist trickily concealed behind the plane, but all I needed was maybe 6 shots to take him out. The terrorists inside the hangar were just as easily taken out. A total of 46 shots were fired, and 37 of them hit their targets, this makes up for 80% accuracy, making the AK-74 just as good as the AK-47 when silenced. Score: 65 --------------- AUG --------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 57 Accuracy: 59 Stability: 54 Recovery: 90 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 12, Recovery decreased by 4 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 34, Accuracy increased by 14, Stability increased by 46, Recovery decreased by 4 Description: The 5.56mm AUG AR is a futuristic looking assault rifle with a compact bullpup design. It is well-suited for missions requiring the maneuverability of a submachine gun combined with the punch of an assault rifle. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Hmm, the say that this gun has the maneuverability of a submachine gun and the stopping power of an assault rifle, but is it true? We shall see. We start with the garage and the area outside, which is an area good for testing the short range capabilities of an assault rifles. So, far so good. All terrorists but one were killed in one hit of the Steyr AUG's 5.56 rounds. Next, we test the long range capabilities of the AUG, and there is something that is of very good help to me. It is that the AUG has a built in Mini Scope. I was able to pick of the terrorists one by one sneakily without being seen too much. Only one trickily positioned tango took three shots. To test the medium range capabilities of this weapon, one must enter the terminal building, where there are many long hallways and open concourses. The terrorists were killed just as easily, sometimes, with just a little aid from the built in mini-scope. (Of course, I took it out while I am hiding to avoid being fired at.) The tarmac is infamous for several neatly placed tangos, but with the scope, I can target them more precisely, and hence those with a small chunk of flesh poking out can be killed in 2 to 3 shots. Then I entered the hangar to get rid of the terrorists inside. Of course this is where all the ranges of the weapon are put to the test. The terrorists are just as surprised when I popped them in the head with several decisive shots. In the end, 50 shots were fired, 38 hit their targets, which makes up for a 76% accuracy! The AUG is awesome, I tell you! Awesome! Thanks, Mr. Scope! Score: 90 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** The stealth capabilities of the silenced AUG is now put to the test. Let us see how well it does this time! As before, the short range combat abilities of the silenced AUG are just as good as that of an AUG with a High Capacity Magazine installed, only that it is better as it is quieter and will not draw as much attention to you. All I need is a simple click sound and the terrorist's head will go pop and they'll soon be dead! The scope, coupled with the silenced AUG makes a very good sniping weapon, as I was able to peek discreetly around the corners in the parking lot and take out the terrorists one by one with a couple of shots. Basically, all of them dropped in one single hit! Inside the terminal building, similar results were found, but I noticed that this game may have a glitch that a terrorist may not be hit even if only his entire head is in the middle of the crosshairs of the aiming reticule, therefore, I missed a couple of times when I engaged the tangos at close range. That is tough, I guess, let's hope they will patch it up. Thanks to the increased accuracy of the silencer, even sticking a small lump of flesh would prove fatal, as I noticed a head sticking above the top of a plane, and that head was popped with one bullet thanks to the scope! That tango had no way of fighting back, as his gun was out of sight! In the end, 47 shots were fired, 40 hit their targets, which makes up for an 83% accuracy! The silenced AUG is also awesome, I tell you! Awesome! Thanks, Mr. Scope! Pop goes their heads and they'll soon be dead! Score: 74 --------------- FAL --------------- Stats: Bullets per magazine: 21 Range: 49 Damage: 99 Accuracy: 74 Stability: 33 Recovery: 85 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine, Mini Scope, Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 80, Stability increased by 27, Recovery decreased by 9 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 30, Damage decreased by 50, Accuracy increased by 15, Stability increased by 58, Recovery decreased by 5 Description: The FAL is one of the most widely sued battle rifles of the 20th century. Due to its heavy recoil in full-auto mode, it's often used in semi-auto. It uses 7.62mm NATO rounds with a magazine capacity of 20 rounds. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** One of the most commonly used Assault Rifles in the 20th Century, eh? We shall see how useful it is. First things first, I will test the short range combat capabilities of this weapon. I took the usual walk from my starting point to the garage, and all the terrorists are relatively close here, and they all can be dropped in only one shot of the FAL (with the exception of a neatly placed one, you cannot have 100% accuracy, as the position sometimes does not allow you to hit it no matter how hard you try. Then, for the medium range combat capabilities. I sneaked Ding Chavez into the parking lot, and found a lot of terrorists below wandering around with no idea of my presence. Therefore, I pressed shift to zoom in on them and plucked them off one by one. Easy, although I was ambushed by a terrorist beneath the stairs. Fortunately that godmode was enabled, or I would be dead and would have to retry this test run. In the Terminal Building, I can test the short-medium range combat abilities of the FAL. Most terrorists also dropped in only one shot, but there is this one in the restaurant hidden in the corner that I decided to lure him out. Thanks to the accuracy of the weapon, I was able to hit that small chunk of flesh sticking out, and then I threw a Frag Grenade in to finish the job. Now for the tarmac. This time, there are terrorists firing at me all the way from the other side of this long area, but all I took were 4 bullets to take each of them out. The terrorists in the hangar also took 3 to 4 shots to get rid of the two of them. (They are very far away from the window Ding was standing in front of. In this test, 49 shots were fired, and 40 were on target. That results in an accuracy of 82% accuracy! That's even more accurate than the AUG and there is no mini scope to help it! Good grief! Score: 94 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** Now that the loud version of the FAL is so deadly accurate, I wonder if silencing it will help it a little bit more? Now, let's begin. The short range combat abilities of this weapon are just superb, I was able to kill every single terrorist accurately and quietly on my way to the garage and inside the garage. That's what they meant by a silent death, I suppose. Tee hee. Now, to test the medium range abilities of the silenced FAL. I sneaked off into the parking lot via the back stairs of the garage, and I carefully took pot shots at the terrorists around, and all of them were taken out in one hit besides the one hiding behind the trees on the balcony and the one on the path between the hangar and terminal building. The terrorists in the airport terminal were met with rather similar fate, and as it is more accurate with a silencer on, flesh shooting becomes much easier, and that terrorist hiding in the corner of the restaurant can be hit much easier. On the tarmac and in the hangar, similar results were obtained. A total of 45 rounds were fired, where 41 of them were on target! That makes up for 91% accuracy! Deadly effective in silent missions, I must say. Score: 80 ----------------- FAMAS G2 ----------------- Stats: Bullets per magazine: 31 Tange: 39 Damage: 56 Accuracy: 60 Stability: 52 Recovery: 91 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 14, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 28, Accuracy increased by 13, Stability increased by 47, Recovery decreased by 4 Description: The FAMAS G2 AR fires the 5.56mm NATO round. Its rate of fire of 950 rounds per minute is the highest among RAINBOW's assault rifles. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Fastest firing assault rifle of Rainbow, eh? I wonder if it really is that good. Let's see. Let us start with the short range combat capabilities of this weapon. Now, I travelled from the starting point and into the garage, and all terrorists can be killed within one hit. However, there is one hiding by a van outside, and in spite of the zoom feature, I cannot kill the terrorist. Therefore, the bad accuracy of this weapon really is to blame. For your information, the FAMAS G2 has a triple shot mode, and that is what I used to deal with the terrorists in the parking lot. However, not even the triple shot mode is enough to kill the terrorists, as many of the terrorists took 3 bursts to be killed when I shot at them from the back stairs of the garage. The accuracy is responsible for this mess! Now, the performance of the FAMAS G2 inside the airport terminal building is the only area which the FAMAS G2 is relatively good at. After all, all terrorists can be taken out in one shot, and that is about it. Unfortunately, every other assault rifle has this ability, and I will not consider it to be a big bonus. (This is common property, in fact.) The long range capabilities of the FAMAS G2 are tested in the hangar. There was only one terrorist, coming at me from quite far away, and I still need 2 triple shots bursts to get rid of him even though he was getting closer and closer to me! I wonder how badly can the FAMAS G2 perform. I guess we will have to wait until Ding Chavez enters the hangar before we can see. Inside the hangar, the FAMAS G2 performed surprisingly well, and the 2 terrorists inside the hangar can be taken out with single shot kills from the glass window overlooking it. But, having observed the poor accuracy outside, I guess this must have been dumb luck. In total, 100 shots were fired, and only 44 hit their target, which is only 44% accuracy. This makes this gun even worse than the cheap AK-47 knock offs! Score: 60 *****WITH SOUND SUPPRESSOR***** Now, from the above test, I found out that the loud version of the FAMAS G2 is really poor in performance for an Assault Rifle, let's hope that the silenced version of the gun can do a bit better. The short range combat abilities of this weapon are obviously better than that of the loud version, as all terrorists, in the area outside and inside the hangar can be taken out in one hit. This time, when I went to the parking lot, I decided to use the single shot mode of the Assault Rifle instead of triple shot mode, and boy, it did work better, even the furthest terrorists would take only 4 shots to hit him compared with the 9 I used for the loud FAMAS G2. The performance inside the passenger terminal building is just as good as that of the loud FAMAS G2, except the terrorists will not run like mad when I fire, and would just stay in place. That's I substantial improvement, I believe. ON the tarmac, I found two terrorists that are quite far away, one of the terrorists can be taken out after careful aiming with the gun. (He did not notice me coming, so I can do this.) However, the one inside the hangar window cannot be shot as easily, as he was half hidden by the curtains. The terrorist inside the hangar also took 4 shots, as he was as small as a dot in the screen, and the dot did not cover all the space inside the aiming reticule. This time, 56 shots were fired, with 39 hitting their targets. This accounts for 69% accuracy, and unfortunately, this is only the accuracy a typical unsilenced assault rifle. Score: 63 --------------- FNC --------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 62 Accuracy: 72 Stability: 57 Recovery: 86 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 10, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 31, Accuracy decreased by 12, Stability increased by 43, Recovery decreased by 4 Description: Once called "The free world's assault rifle, the FNC incorporates the best ideas and characteristics of the Gail, AK and FAL. It uses 5.56mm NATO rounds with a magazine of 30 rounds. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** It is time for the free world to see how good its assault rifle is, now that it had the best of 3 worlds, or so they say. Let's begin with the areas inside and outside the airport garage. First, I walked over to the entrance of the garage and killed the terrorist there with one single shot of the FNC, and then, the terrorist behind the van behind me walked over to investigate. I turned around, and was able to kill him in only one shot although half of his body was obscured by the van! Inside, the hangar, it seems that the terrorists in the medical room are expecting me. They are of a considerable range away, and yet only two shots are needed to put them out of their misery. Now, I slipped Ding Chavez out via the back way and then sneaked out to the parking lot. The terrorists there really have no idea where I am, and although one tried to shoot at me from the path between the hangar and the terminal building, he was using a Desert Eagle, and those guns do not have much range to hit me from this far, even if I did not used God Mode. All terrorists took up to 3 shots to take care of, with the exception of that annoying one hidden behind the tree! Inside the terminal building, the terrorists are at most at medium range away from me, and scoring one hit kills does not prove to be any problem at all, except of the fact that I would have been killed when I entered the building if Godmode was off as I did not notice the terrorist to the right that was already waiting for me. On the tarmac, there are not terrorists that are too far away, so to test the long range capabilities of the FNC, I had to enter the hangar and shoot the terrorists inside from the second floor window. It was great, as both terrorists took only two shots to be hit and killed, and that's that. A total of 50 shots were fired, and 36 were on target, this makes up for 72% accuracy. This is not bad at all, but also not as good as the AUG, but it is still very good for a weapon that is dubbed "The free world's assault rifle". I wonder how good would it be if it were silenced? Score: 87 *****WITH SOUND SUPPRESSOR***** Now, it is time for me to test the silenced version of the FNC. I first walked to the hangar, killing all terrorists that got in the way, and all of them were killed in precisely one hit. The terrorists inside the hangar shared a similar fate. So far, so good, and 8 terrorists were killed in 8 shots around here. That's what you get for having 100 in stability when you have attacked a sound suppressor on the gun. Similar results can be obtained in the parking lot, with most terrorists, no matter how far, being plucked with only one shot each. Unfortunately, there was one person partially hidden by a gas tanker, and another hidden behind a palm tree, and those took 4 shots to kill each, and that is what brought down the accuracy of this weapon. Inside the terminal building, all terrorists were a small fry, really. I was able to click, click and click and all the terrorists fell like toys. On the tarmac, again, there are no terrorists that are too far away, so the long range capabilities of this weapon can only be tested when I move indoors into the hangar. There was one terrorist in the hangar that ran as soon as he saw me, so it took me 3 shots to kill him. A total of 43 rounds were fired, with 36 on target, that constitutes a 83% accuracy. Which is quite good consider the presence of several tricky terrorists, but I would prefer the loud version in non-hostage missions. Score: 82 --------------- G36K --------------- Stats: Bullet per magazine: 31 Range: 39 Damage: 56 Accuracy: 59 Stability: 43 Recovery: 92 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 17, Recovery decreased by 4 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 28, Accuracy increased by 13, Stability increased by 56, Recovery decreased by 4 Description: The 5.56mm G36K AR is an extremely modern weapon. Its compact design makes it useful in close quarters, while its 5.56mm round penetrates most body armor. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** The G36K assault rifle does look quite modern with the scope on it lined up in a streamlined shape. But does modernity mean performance? I will now find out. I made my way into the garage as usual, and spotted the terrorist hiding behind the van. I crouched down, and whipped out the integral mini scope. I fired at his legs, and two shots were all I needed to bring him down to the ground. At this point, one tango in the garage heard the shots, and he tried to throw a grenade at me, but ended up blowing himself up. Therefore, I had one less terrorist to kill in this test run. Now, another modern feature of this modern assault rifle is that it has 3 firing modes, a single shot mode, a triple shot mode and a fully automatic mode. The parking lot is where I tested the efficiency of the triple shot mode. With the help of the mini scope, aiming is very easy, and all terrorists (all 4 of them) can be shot dead in only one burst of the G36K assault rifle. Yes, there are no cheaters hiding behind trees this time! Inside the terminal building, I switched back to the fully automatic mode again, and resorted to killing the terrorists using single shots of the G36K. My, it does works wonders, all terrorists can be shot dead in only one shot here, which makes G36K ideal for close combat as stated in the assault rifle's description. After this, I got out to the tarmac. This time, there was a tango with half of his body sticking out of the wall, and thanks to our friend the mini scope, one shot is all I needed to take care of this tricky shot. There is one hiding behind the crates at the far end of the tarmac, and all it took was a single 3 round burst to get rid of him. Inside the tarmac, all terrorists can be taken out easily and quickly with the scope, but one of them ran, so I was forced to run downstairs to meet up with him and put a single shot into him to finish the test run. A total of 56 rounds were fired in this test, and 38 were on target, which makes up for 67% accuracy. Which is nice considering that a large number of bullets missed due to those triple shots. This does confirm the fact that modernity = performance! Score: 92 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** This time, we have the G36K with both its integral mini scope and a sound suppressor attached to it, I wonder whether it would make a good sniping weapon with such a combination? First things first, I walked over to the tarmac, and notice the tango hiding behind the van again. I crouched down and took him out using two shots in the leg again. Inside the hangar, the terrorists were not expecting me, and with such accuracy, the G36K can fire across the garage and hit the terrorist on the other side, without help from the scope. All other terrorists were killed by single shots of the gun here. Another lovely surprise is waiting for me in the parking lot. I crouched down and whipped out the scope. Now, it's time to play duck hunt, except that my prey has no idea that I was there. All terrorists, no matter how far or how obscured they were can be taken out with single shots of the G36K! (Even the cheater who was hiding behind the palm tree.) Inside the terminal building, the same things practically happened, except that I missed a few times due to the tangos running faster than I can shoot. Otherwise, it is just a matter of one hit KOs. On the tarmac, the same duck hunting principles applied, as that single terrorist with his head sticking out of the top of the aeroplane can be shot dead in one hit! The one hiding behind the lower floor window of the hangar was luckier though, somehow, the glass absorbed the energy of the bullet, and two shots were needed to kill him. Inside the hangar, there was a cunning tango who ran when he saw me, and I missed once, otherwise, no problems were met. A total of 43 rounds were fired, with 37 on target, and this makes up for 86% accuracy, which is also good for a silenced assault rifle. Modernity really equates to performance here! Score: 87 --------------- G3A3 --------------- Stats: Bullets per Magazine: 21 Range: 49 Damage: 87 Accuracy: 65 Stability: 42 Recovery: 86 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 90, Stability increased by 23, Recovery decreased by 10 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 30, Damage decreased by 44, Accuracy increased by 17, Stability increased by 49, Recovery decreased by 5 Description: The G3A3 is a standard assault rifle. It fires the powerful 7.62mm NATO round, making it both accurate and deadly. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** They say that using the 7.62mm NATO round makes it accurate and deadly, or I should say, deadly accurate. The stats show that, and let's see whether it does live up to expectations. First, I worked my way to the airport garage, killing the terrorist to the right of my starting point. This attracted the terrorist behind the van's attention, and he came out to search for his fallen comrade. He was at middle range from me, so I zoomed in and hit him with two shots from the G3A3, and then he fell like a sack of potatoes on the floor. Inside, the hangar, the terrorists had no idea that I was there, so all it took was some door opening and pot shots to take all of them out, with neat one hit clean kills. (Actually, it was dirty work.) Then, I sneaked out the back of the garage into the parking lot as usual, and there was a single terrorist right in front of me, and he can be taken out in one neat hit. There was another beneath the stairs, and he was taken out with 2 hits on the shoulders. However, the terrorist on the tarmac saw me and walked away, so I could not take him out from this range, therefore, the best thing to do would be to enter the terminal building. Inside the terminal building, there was a single terrorist behind the bar counter, partially hidden by the wall, so I leaned to the left and took him out. All terrorists on the first floor were easy as pie to be taken out. So, the G3A3, like most Assault Rifles are excellent in close combat. Now, I sent Ding Chavez out to the tarmac. There is one terrorist quite far away on the other side of the tarmac, and it took me 3 shots to hit and kill him with the G3A3, this makes this gun quite good for long range combat, but its accuracy can be improved. Finally, I sent Ding Chavez into the hangar, and there was a terrorist as small as a dot inside the hangar, and as there is a glass window in the way, several bullets must have changed direction as it took me 6 shots to hit that small dot there. Then, I went downstairs to kill the two remaining terrorists. In total, 47 shots were fired, with 36 on target. This makes up for a 76% accuracy. Not bad, in fact, it is better than the AUG as it managed to achieve this feat without the help of the mini scope! Score: 92 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** Now, let us attach a single sound suppressor to the powerful G3A3 and see how powerful it would be now. As usual, I started in the southeastern corner of the Private Airport, and made my way to the airport garage, as planned. There was a single terrorist to the right. (He is usually there, due to the programming of Ubi Soft) Of course, at such a range, even a pea shooter can hit him, and that's what happened. This time, there is another terrorist behind the van, but he did not hear the shot, so I was able to crouch and put two caps on his legs to get rid of him even though he cannot see me. Then, I entered the garage, no one is expecting me to be there. The terrorists inside the garage are just as surprised when I killed them with utmost precision with the silenced G3A3. Then I sneaked out the back way to the parking lot. There was a single terrorist on the parking lot, one beneath the stairs, and they are both a medium range, and were killed in one shot each. The one very far away to the right was killed with 2 shots. Considering that this gun only had 19 range, it performed very well in this respect. The next destination is of course, the passenger terminal building, there were two of them in the bar, but one ran away when I killed the first one, and therefore I missed once here. Therefore, I had to hunt him down at close range. The other terrorists were also surprised and each were given one bullet in the head to be finished off. Silently. With the terminal building cleared, it is time to move out to the tarmac. There was one terrorist standing outside the hangar, and as his head was half hidden, even with the auto aim on, I had to shoot him 3 times to take him down. All the other terrorists, even the one on the other side, were taken out with neat, clean and tidy one shot kills. In the hangar, all terrorists, no matter how far they are away from Ding Chavez, can be taken out in one shot! That's the end of the run. 41 shots were fired, and 38 were on target! This makes up for 92% accuracy! This is the first silenced weapon to achieve such a feat. Congrats, G3A3! Score: 90 *****AWESOME!***** ---------------- GALIL ARM ---------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 60 Accuracy: 71 Stability: 55 Recovery: 88 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 11, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 30, Accuracy increased by 12, Stability increased by 45, Recovery decreased by 5 Description: The Galil is basically a recreation of the AK-47 design chambered for the NATO 5.56mm cartridge. A magazine holds 30 rounds and it has a rate of fire of 650 rounds per minute. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Let's hope the Galil is not a cheap rip off of the AK-47. Let's start with its short range combat abilities. Now, I moved Ding Chavez to the garage, and took out every single terrorist in the way. Yes, one of them heard the shots, and was lured over and got a shot to the head. That was how the Galil ARM performed when short range abilities are concerned. The Parking lot goes next in the test, and my, there were quite a lot of terrorists to be shot. All of them were quite easy to kill, except for the one who was quite far away from me, and standing by the tarmac, and it took he six shots for me to hit him and kill him. Another one that I had trouble hitting was the one who ran across the parking lot, faster than I can shoot, and he took 4 shots. (One to hurt him, slowing him to a limp and one to kill him.) I guess this gives you the impression of the Galil ARM's performance when long range combat is concerned. There is nothing too special inside the terminal building, it is just the see, aim and shoot to death in one hit routine that happens regardless of what assault rifle you use, so, there is no problem with the Galil ARM when short to medium range combat is concerned. Now, it is time to go out to the tarmac to find the terrorists there. On the tarmac, surprisingly, there are no terrorists but one, and that one is particularly close range. Of course, one hit would do the trick, but suddenly, someone ran out from behind and was hiding behind the plane, so I crouched, and aimed at his body half hidden ply the plane and it took me two shots to hit him and kill him. Finally, I entered the hangar, and went up to the upper floor. There is a terrorist that is in clear sight but rather far away from me inside the hangar, and it took me 4 shots to hit and kill the terrorist. Then, I went down to the hangar itself and took out any other stray terrorists that were not seen and that was that. That concludes my test run of the Galil ARM Assault Rifle. A total of 58 shots were fired, and 40 of them were on target. That is just the performance for the AK-74, now I know what is meant by a cheap rip-off! Score: 71 *****WITH SOUND SUPPRESSOR***** Now, it is time to silence this rip off of an assault rifle and find out how well it does when it is quiet out there. Let's start with its short range combat abilities. Now, I moved Ding Chavez to the garage, and took out every single terrorist in the way. Yes, this time not one of them heard the shots, and no one knew what hit them until I fired at them. That was how the silenced Galil ARM performed when short range abilities are concerned. The Parking lot goes next in the test, and my, there were quite a lot of terrorists to be shot. This time, all it took was careful aiming, and all terrorists, regardless of how far they are from my current position. Unfortunately, the auto aim of this game seemed to have problems locking on people who are hiding behind trees, as there is this single terrorist there, and the auto aim picked him up, but I had to fire 3 shots in his direction to be rid of him. There is nothing too special inside the terminal building, it is just the see, aim and shoot to death in one hit routine that happens regardless of what assault rifle you use, so, there is no problem with the Galil ARM when short to medium range combat is concerned. Now, it is time to go out to the tarmac to find the terrorists there, again. On the tarmac, surprisingly, there are no terrorists but one again, (The one hiding behind the window ran when he saw me, so I could not shoot him from outside.) and that one is particularly close range. Finally, I entered the hangar, and found that terrorist walking out to survey the area again, that was when I fired one decisive shot at him and he was on his way to Valhalla. With him gone, I went up to the upper floor. There is a terrorist that is in clear sight but rather far away from me inside the hangar, and this time it took me 2 shots to hit and kill the terrorist. Then, I went down to the hangar itself and took out any other stray terrorists that were not seen and that was that. That concludes my test run of the silenced Galil ARM Assault Rifle. This time, 43 shots were fired, and 38 were on target, and this made up for 86% accuracy. Now, the silenced version IS better here, but still, I do not recommend using it even on hostage missions, there are better guns out there than this one, that's for sure. Score: 75 --------------- L85A1 --------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 58 Accuracy: 63 Stability: 52 Recovery: 90 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 13, Recovery decreased by 4 Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 34, Accuracy increased by 12, Stability increased by 47, Recovery decreased by 4 Description: The 5.56mm L85A1 AR is a standard infantry weapon. Its bullpup design greatly decreases its size and increases its usefulness in close quarter conditions. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Well, an Assault Rifle dubbed the standard infantry weapon. Now, it is time to see whether it makes a good standard special forces weapon. Now, I started with the garage, and I moved forwards and killed the terrorist to the right. Then, I stopped and zoomed in to the left. I found out that the L82A1 has a mini scope attached to it to start with, and that is how I managed to snipe at the terrorist who was quite far away from me and coming out from behind the fire truck. He did not stand a chance, and he was killed in one shot thanks to the precise aiming of the scope. Inside the garage, I was surprised by a terrorist who decided to walk out of the medical room and investigate. Luckily, I shot him and his comrades to death with two shots, otherwise, he would have chucked a grenade at me. (It would not have killed Ding Chavez, as God mode is enabled.) After the hangar is devoid of terrorists, I sneaked out the back way and into the parking lot, where a couple of terrorists hang around, admiring the cars. One of them saw me and hid by the entrance to the terminal building, so I did not fire at him. Instead, I went after the terrorist at the bottom of the stairs, and the one by the tarmac. The mini scope does work wonders, everyone and anyone can be shot dead in a single shot! The one who ran away tried to run into the terminal building, and was killed soon after he opened the door. This opened door allowed be to aim at the terrorist standing behind the bar counter, and he fell in only one shot, thanks to the built in mini scope. Inside the terminal building, I missed 4 times, mainly due to the unpredictable actions of the terrorists, running around like flies, making them a bit harder to kill. Otherwise everyone else fell in one and only one hit. That is excellent. Nice, indeed. The next destination is the tarmac. There is one single terrorist standing at the far end of the tarmac, and he tried to shoot at be from beneath the plane. Now, all he needs is a little precise scope aiming, and he was killed, in only one hit, again! With the terrorists outdoors all killed, all that left are those inside the hangar. There is one particularly far away from me and behind the window inside the hangar, and again, thanks to the scope, he is killed in one hit, and that ends the test run. A total of 39 shots were fired, 35 were on target. This accounts for 89% accuracy, and is just as sweet as the G36K. I must thank the mini scope again for this. Score: 92 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** This time, let us silence the L82A1, and see if this infantry standard weapon can be made good use of when it is stealthy and silent. Now, let us start with the garage. I moved Ding Chavez to the garage, and open fired on the terrorist to the right, and he was killed so peacefully that he never spoke a word. Then, I crouched down and aimed at the terrorist behind the fire engine, two shots in the leg were all I needed to put him out of his misery. Then I entered the garage, similar results were met. The terrorists really don't know what hit them. Actually they do, but by the time they knew, they were dead! One firing mode I forgot to test in the loud version is the triple shot mode, so I enabled it and sneaked out back into the parking lot. There are terrorists hiding in obscure angles, half hidden by trees and other things, and yet, each of them only needed a single triple round burst of the L82A1 to be killed! Excellent, indeed, excellent. Now, I switched back to the fully automatic mode to engage the terrorists inside the terminal building. The terrorists inside the terminal building were quite harmless and tame, and all it took was one shot each to get rid of all of them. That is all. The tarmac was another good place for me to test out the triple shot abilities of the L82A1, to bad there are no terrorists at long range this time, so I just stuck with the fully automatic mode to take out the terrorist hiding behind the crates by the terminal building. Then, I entered the hangar to get rid of the terrorists there. Inside the hangar, there is a terrorist standing in the same position as last time, and the triple shot burst had absolutely no problems in taking him out from a range. That concludes the testing run of the silenced L82A1. A total of 61 shots were fired, with 41 of them on target, this makes up for 67% accuracy, and this is quite good as the triple shots lowered the accuracy of this weapon by a bit. Score: 87 -------------- M14 -------------- Stats: Bullets per magazine: 21 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 Recovery: 83 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of closing armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 80, Stability increased by 22, Recovery decreased by 10 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 30, Damage decreased by 50, Accuracy increased by 15, Stability increased by 52, Recovery decreased by 5 Description: The direct descendant of the classic M1 Garand, the M14 AR fires a 7.62mm round with extreme accuracy. It entered service in 1957 and is still in use by Special Forces today. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Wow, this assault rifle really is an oldie, considering that it has been in service well before even I was born. There must be some reason for this. Let me go and test it out now. For this test, I used only the single shot mode of the Assault Rifle, as the trigger is too slippery, and it is far too easy for Ding Chavez to let out two shots even if I don't need to fire two shots at the enemy. Now, I walked forward from my starting point, and turned to the right and got rid of the terrorist there. Then, his buddy behind the fire engine heard the noise and went out to investigate. Half of his body was exposed, but I aimed at his chest, and therefore, he was killed in a single shot. (The bullet must have fragmented and destroyed several of his organs at once.) Now, I went into the garage. The terrorists there are all hidden inside the rooms, with two of them in the medical room, and they were all a piece of cake once the M14 comes into action. All of them took a single shot before they fell in a pool of their own blood. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and they are rounding around all the time! There are 4 of them altogether, and 3 of them took 2 shots each as they are quite difficult to hit while running. When I went down to the parking lot itself, I saw the head of a tango just above the gas tanking, and amazingly, only one shot was needed even in this awkward position! That's super accurate, I must say. Then, I went into the terminal building. The terrorists there really did not stand a chance with my M14. All I needed was bang, bang and bang, and they were all down in a flash before they could even fire at me. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and he was hurt. He crouched down. I fired a second shot at the terrorist, then, he dropped and I got the response that the tango is down. I then walked across the tarmac, spying the terrorist behind the crates on the other side, I crouched and zoom in. Bang! One shot and he is dead. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar, and there were no targets visible as the one had ran down as soon as he saw me. Therefore, I walked down and dropped all the terrorists there using one hit kills and that was that. In this run, 42 shots were fired, and 38 were on target! That makes up for a whopping 90% accuracy! Finally! An unsilenced gun that can shoot with an accuracy with a 9 in its tens digit! Congratulations, M14, you are truly the best assault rifle in this game! Score: 97 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** Now, let us silence the M14 and see how well it performs in stealthy runs, shall we? Now, I walked forward from my starting point, and turned to the right and got rid of the terrorist there. Then, his buddy behind the fire engine did not hear the shot, maybe he thinks that any clicking sound that he hears is just the wind, or maybe the sound has been drowned out. Therefore, I saw his legs beneath the engine, and crouched down, I fired two shots at his leg and that got rid of him. Now, I went into the garage. The terrorists there are all hidden inside the rooms, except for the one of the far side, and killed with a single shot. The rest were all a piece of cake once the silenced M14 comes into action. All of them took a single shot before they fell in a pool of their own blood. (Unfortunately, I missed once because I accidentally let out two shots while killing one of them.) With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, this time, they stayed relatively still, with little running. There are 3 of them this time, and they all took one single shot to kill, regardless of how far they are away from me. When I went down to the parking lot itself, I saw one more terrorist hiding beneath the stairs. Thanks to the auto-aim, I can see him and kill him before he can shoot. (He would not have killed me even if he shot anyway.) Then, I went into the terminal building. The terrorists there really did not stand a chance with my M14. All I needed was click, click and click, and they were all down in a flash before they could even fire at me. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. But this time, he ran out to engage me, and hence no precise aiming is required, only one single shot on his locked on body is enough. Then, I walked across the tarmac, and found a terrorist running towards me. I fired a shot, he was not killed, but I knew he was hit as his run slowed down to a limp after the shot, and all he needed was a second shot to finish him off for good. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar, and there was one terrorist standing rather high up on a balcony, and only one shot was needed even at this range. Two terrorists were left. Therefore, I walked down and dropped all the terrorists there using one hit kills and that was that. In this run, 39 shots were fired, and 38 were on target! That makes up for a whopping 97% accuracy! This is absolutely cool! This would make it a good weapon to use in hostage rescue. Now, I know why the special forces will use this assault rifle for over 45 years! Score: 92 *****AWESOME!***** -------------- M16A2 -------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 66 Accuracy: 74 Stability: 38 Recovery: 90 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 18, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 33, Accuracy increased by 12, Stability increased by 61, Recovery decreased by 4 Description: When extra range or firepower is called for, RAINBOW turns to the M16A2. The M16 has proven itself over time as its 5.56mm round easily penetrates body armor. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** This is another famous assault rifle, the M16. Now, it is the time to test it to see how promising it is. Note that this assault rifle has NO FULLY AUTOMATIC MODE, it only has the triple shot mode, so I will use that mode for the entire duration of the test run. Now, I walked forward from my starting point, and turned to the right and there is no terrorist there this time. However, there is one behind the fire engine this time. (Must be one of the preprogrammed spots for the terrorists.) I crouched down, and zoomed in. The first burst hurt his leg and the second killed him. The one behind the garage door could not hear the shots, therefore I can just open the door and kill him. Now, I went into the garage. The terrorists there are all hidden inside the rooms, with two of them in the medical room, and they were all a piece of cake once the M16A2 comes into action. All of them took a single burst before they fell in a pool of their own blood. That's efficiency. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and they are static this time. Due to the triple shot bursts, the gun really has amazing accuracy. The first one had his head sticking out of the top of the car, and one burst got rid of him. The one standing by the door was injured by the first burst, and killed by the second burst. All the other terrorists here are killed in one single burst each. Then, I went into the terminal building. The terrorists there really did not stand a chance with my M16A2. All I needed was bang-bang-bang, bang-bang-bang and bang-bang-bang, and they were all down in a flash before they could even fire at me. This time some closely packed terrorists can be taken out in one single burst! With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and he was killed. That's simple enough, isn't it? This time, there are no other terrorists on the tarmac, so I will have to wait until I enter the hangar to further test this weapon's long range abilities. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar (using only one burst!), and the single terrorist visible through the window was taken out in one burst again. Therefore, I walked down and dropped all the terrorists there using one burst kills and that was that. In this run, 117 shots were fired, and 48 were on target! That makes up for a whopping 41% accuracy! I know, the M16A2 is a great assault rifle, but I will have to give it a lower score than the FAL, as its triple shot mode can waste a lot of ammo at times. Still, it is awesome! Score: 93 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** Now, it is time for me to test the silenced version of the M16A2. You are going to love the sound this gun makes. Such a magic melody. Now, I walked forward from my starting point, and turned to the right and got rid of the terrorist there. Then, his buddy behind the fire engine did not hear the shot, maybe he thinks that any mellifluous triplet tones that he heard were just the wind, or maybe the sound has been drowned out. Therefore, I saw his legs beneath the engine, and crouched down, I fired a single burst at his leg and that got rid of him. Now, I went into the garage. There is a single terrorist right in front of me when I entered, and that was taken care of before he could see me! The rest were all a piece of cake once the silenced M16A2 comes into action. All of them took a single triple-shot-burst before they fell in a pool of their own blood. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, again, they stayed relatively still, with little running. There are 4 of them this time, and they are all human targets for my M16A2. It does not matter how far they are from my position on the stairs. All I needed was one burst each. NO matter how far, obscured they are! This is absolutely cool, I must say. Then, I went into the terminal building. The terrorists there really did not stand a chance with my silenced M16A2. This time, instead of going bang-bang-bang, the M16A2 went ch-ch-ch, and it reminded me of certain percussion instruments! All of the terrorists were dead amused when they heard the sounds, or amusingly dead, in fact. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. Only one single burst on his chest is enough to kill him. I noticed that there is a small head sticking out from the top of the plane, and I fired, and that terrorist was hit in only one burst, and that terrorist was supposed to be far away, on the other side of the tarmac! This is unbelievable! Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar, and there was one terrorist standing rather high up on a balcony, and only one burst was needed to kill him. Three terrorists were left. Therefore, I walked down and dropped all the terrorists there using one hit kills and that was that. This time, 110 shots were fired, with 54 on target. This makes up for 49% accuracy. I like this assault rifle better than the silenced M14 because its rate of fire is awesome, when compounded with its accuracy, it can make a very destructive weapon. The only drawback is that you will have to reload often, though, as you can only fire up to 11 bursts before the magazine runs out. Score: 93 *****AWESOME!***** ---------------- M4 ---------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 56 Accuracy: 49 Stability: 47 Recovery: 96 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 19, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 28, Accuracy increased by 10, Stability increased by 52, Recovery decreased by 4 Description: A compact version of the M16 AR, the 5.56mm M4 AR is commonly sued when the firepower of an assault rifle is needed, but the weight and size is not. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Well, judging by the very high recovery stat of this weapon, I'd say it is very lightweight, as it is easy to be held back to the most accurate position. It looks like a cheap rip off of the M16A2. But does compact necessarily mean good? For your information, this gun only has a single shot mode and fully automatic mode. Now, I walked forward from my starting point, and turned to the right and killed the terrorist standing in the corner there. There is one behind the fire engine this time. He heard the shot, therefore, he walked over to inspect the scene, and he was at medium range, and yet it took me 3 shots to hit him! The one behind the garage door could not hear the shots, therefore I can just open the door and kill him. Now, I went into the garage. The terrorists there are all hidden inside the rooms, and they were all a piece of cake once the M4 comes into action. All of them took a single hit before they fell in a pool of their own blood. That's efficiency. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and they are static this time. However, this is where hell broke loose for the M4. The terrorists could not be hit very accurately this time, as the accuracy was less than 50. The closer terrorists had to be fired at thrice before going down, while the one who is standing on the tarmac quite far away took 8 shots! I think I know what two words to use to describe this weapon. Horribly imprecise! That is what this weapon is! Then, I went into the terminal building. The terrorists there really did not stand a chance with my M4. All I needed was perform several single shots, and they were all down in a flash before they could even fire at me. Therefore, I must say that short range capability is the one and only thing the compact M4 is good at! With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and he was killed. That's just dumb luck, isn't it? This time, there are 2 other terrorists on the tarmac, and thanks to lady luck, both of them only needed to be shot twice before falling down. (The first shot obviously missed the target, I am sure. The terrorist showed no signs of slowing down when I fired the first shot at him. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar (using only one burst!), and no terrorists were in clear sight. Therefore, I walked down and dropped all the terrorists there using rapid shot kills and that was that. In this run, 94 shots were fired, and 40 were on target! That makes up for a 41% accuracy. The M4 has the same accuracy as the M16A2, but however, as you have the choice to fire the minimal number of shots at the enemy to drop him, I think 41% is far from an Assault Rifle's full potential. Therefore, this gun is utterly hopeless. What a disappointment and a cheap rip off! This is worse than the AK-47! Score: 55 *****WITH SOUND SUPPRESSOR***** This time, I will try to silence the M4 and see if it can help with the accuracy. It increased the accuracy by a wee bit to 59, but is this enough? I will see for now. Now, I walked forward from my starting point, and turned to the right and got rid of the terrorist there. Then, his friend behind the fire truck did not hear the shot again, maybe he thinks that any clicking sound he heard were just part of the wind or insects crying, or maybe the sound has been drowned out. Therefore, I saw his legs beneath the engine, and crouched down, I fired two shots at his leg and that got rid of him. Now, I went into the garage. There is a single terrorist right in front of me when I entered, and that was taken care of before he could see me! The rest were all a piece of cake once the silenced M4 comes into action. All except one, that is. There is one terrorist standing on the other side of the garage, and I had to fire at him three times before he was hit and killed. What a disappointment. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here. This time, they all panicked and ran around like mad. All of them were taken out in three shot bursts, and this is rather sad. At least the total number of shots fired from the silenced M4 are slightly fewer than the number of shots fired from the loud version of the M4 around here. This is a slight improvement, but not much of any significance. Then, I went into the terminal building. The terrorists there really did not stand a chance with my silenced M4. However, one of the terrorists cried, "I'm getting out of here!", and ran around the room in the zig-zag path. This is very confusing for even the most accurate gunman, and I cannot hit him properly, and therefore I missed a few times and can only hit him when he stopped running and stood still. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. This time, I ma not so lucky as the last time. It took me 4 shots to take out the terrorist from this narrow angle. There is another terrorist inside the hangar and he was half-hidden by the curtain. I had to shoot the window to drive him out before I could kill him. No other terrorists were found on the tarmac. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar and no tangos are in sight this time, like the last one. Two terrorists were left. Therefore, I walked down and dropped all the terrorists there using one hit kills and that was that. This time, 40 shots were fired, with 42 on target. This makes up for 60% accuracy. This makes this silenced assault rifle even less accurate than the loud version of the AK-47! What a big disappointment. I would not recommend you to use this gun even in hostage rescue missions, as it is just plain hopeless! The final verdict is... Score: 60 --------------- M82 --------------- Stats: Bullets per magazine: 31 Damage: 57 Accuracy: 55 Stability: 48 Recovery: 92 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and area capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 15, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 29, Accuracy increased by 13, Stability increased by 51, Recovery decreased by 4 Description: The M82 AR is based on AK/AKM internal design, but chambered in 5.56mm NATO rounds. It has a polymer frame, a magazine capacity of 30 rounds, and a rate of fire of 750 rounds per minute. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** This is yet another assault rifle that is based on the AK-47. But is it an improved version of it, or is it just a cheap rip-off of the model? There is only one way to find out. Now, I walked forward from my starting point, and turned to the right and there is a terrorist looking at the wall, and I promptly shot him dead. There is a single tango behind the fire engine this time. He heard the characteristic bang of this M82, and he came over to investigate. I was able to quickly subdue him with another single shot of the M82. Inside the garage, all terrorists were a piece of cake. All of them took a single shot before they fell in a pool of their own blood. That's efficiency. However, another one went in from the other door and as I was behind a chain link barrier, it took me three shots to hit him and kill him. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and this is where things went wrong. The one on the parking lot was killed in one shot, that's fine, but the two terrorists on the terminal building balcony each took 3 hits, regardless of how I tried to auto aim. Meanwhile, the one who was the furthest away was very difficult to hit due to the M82's poorer accuracy, and he took a total of 7 shots to be killed! This is poor! Very poor! Then, I went into the terminal building. The terrorists there really did not stand a chance with my M82. Like the other assault rifles beginning with an M, all I needed was bang, bang and bang, and they were all down in a flash before they could even fire at me. That was it. This is just typical of any Assault Rifle in this game. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was walking to the entrance of the hangar. He had his backed turned towards me, and had no idea that I was there when I promptly shot him in the back of the head. This time, there is a single terrorist inside the window of the hangar on the lower floor, but due to the bad accuracy of the M82, I had to fire at the terrorist a whole 10 times before he could be killed! This is ridiculous! Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar (using only two shots!), and no terrorist was visible. However, I heard the sound of a door opening from the room below. Therefore, I walked down and dropped the terrorist there using a single shot kill and that was that. This time, 64 shots were fired, and 40 were on target. This makes up for a 62% accuracy. Well, it seems that this assault rifle is good a close range, but it would not have the accuracy to make a difference when long range combat is concerned, so I would not recommend you to use this weapon. Score: 66 *****WITH SOUND SUPPRESSOR***** This time, let's see how accurate the M82 will be if I fit it with a silencer. The accuracy is now increased by 13 to 68. Is the increase significant enough? Let me test it and find out. Now, I walked forward from my starting point, and turned to the right and there is a terrorist looking at the wall, and I promptly shot him dead. There is a single tango behind the fire engine this time. He did not hear the shot, and he stayed where he is (My, is it me, or this click is the softer than that of the other silenced assault rifles?). I was able to quickly subdue him with two shots of the silenced M82. Inside the garage, all terrorists were a piece of cake. All of them but one took a single shot before they fell in a pool of their own blood. That's efficiency. However, the one who found me and was on the other end of the garage took three shots before he was hit. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and one of them aw me and ran over to his friend near the entrance of the terminal building. I shot at them both, and I had to shoot each terrorist three times before they can both get killed. This time, I have to shoot at the terrorist behind the tree three times before he dies. The one furthest away took 5 shots instead of 10 last time. Then, I went into the terminal building. The terrorists there really did not stand a chance with my silenced M82. Like the other assault rifles beginning with an M, all I needed was click, click and click, and they were all down in a flash before they could even fire at me. That was it. This is just typical of any Assault Rifle in this game. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing proudly outside the hangar with a chunk of flesh sticking out. This time, I was lucky. Only one shot was needed to take him out. I was just as lucky when I got onto the tarmac itself. All terrorists, no matter how obscure or how far they are from me took only one shot! This tells me that this assault rifle really is very luck dependent. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar (using only two shots!), and the terrorist standing on a catwalk inside the hangar was dealt with one shot as well. Two terrorists remain, therefore, I went down to the hangar and killed them both with one shot kills and the test run was over. In this test, 62 shots were fired, with 41 on target. This makes up for 68% accuracy, which can be considered to be a slight improvement to this random firing M82. But still, do not use this gun, as you need loads of luck for this one. Score: 59 --------------- TAR-21 --------------- Stats: Bullets per magazine: 31 Range: 39 Damage: 52 Accuracy: 57 Stability: 49 Recovery: 89 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 15, Recovery decreased by 4 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 26, Accuracy increased by 13, Stability increased by 50, Recovery decreased by 5 Description: The TAR-21 is an extremely modern bullpup design and is offered in four configurations. The TAR-21 is designed as a basic infantry rifle. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** Here we go again! Yet another basic infantry rifle put in the hands of an elite counter terrorist teams. The stats do not look very favourable, so it is time to find out how good this assault rifle really is. Now, I walked forward from my starting point, and turned to the right and there is no terrorist there this time. However, there is one behind the fire engine this time. (Must be one of the preprogrammed spots for the terrorists.) This time, I decided to ignore him first and take out the terrorist behind the door to the hangar first. I fired at that terrorist, killed him, and the one behind the fire engine heard the shot. He came over, and I shot him dead with one single shot. Then, more drama! The second terrorist in the garage heard the shot and came out after me, so I would have to turn back again and shoot him dead. With these three dead, I can walk into the garage and kill all the terrorists there within 3 shots each (This is because I accidentally shot more bullets than necessary. The slippery trigger of the TAR-21 is a drawback, I believe.) With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and they are running around in panic this time. All terrorists took two shots before they dropped to the ground, and this time, there were only two of them. The one standing near the tarmac just was not there, nor were the ones in the balcony. (Must be another preprogrammed combination.) Therefore, I was able to clear this area quickly. Then, I went into the terminal building. The terrorists there really did not stand a chance with my TAR-21. All I needed was bang, bang and bang some more, and they were all down in a maximum of two shots. This time the tangos tend to be more curious than last time, as many of them went out of their hiding places to find what's going on! With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and he was killed. I was lucky, I guess, then I walked across the tarmac and found another terrorist inside the first floor window of the hangar, and he was as small as a dot, and yet I could hit him. The terrorist running from the other side was taken out in three shots. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar and there was no terrorist in sight, so I went downstairs into the hangar itself, killed the two terrorists left and that was that. A total of 45 shots were fired in this run, with 35 on target. This makes up for 77% accuracy! This is great! Just great, another awesome weapon, for soldiers and even the elite! Score: 92 *****AWESOME!***** *****WITH SOUND SUPPRESSOR***** Now, it is time to test this regular infantry weapon with a sound suppressor. Are you ready for some more? I bet you are. Now, I walked forward from my starting point, and turned to the right and shot the terrorist dead. Then, I crept over to the fire engine and spotted a pair of legs beneath it. I went into a crawling position and fired once. I heard the terrorist crying "ooh!" Then, I fired a second shot and he was dead. Then, I entered the garage and killed all the terrorists that were found. All of them can be killed in one shot. With the garage cleared, I sneaked out the back of the garage and into the parking lot. This is where things went a bit crazy, as the number of bullets taken to kill each terrorist varied drastically. For instance, the terrorist by the tarmac had to be fired at once, the one on the parking lot itself needs to be fired at 4 times, while the one behind the tree and on the balcony had to be fired at 8 times! So, practically no conclusion can be drawn around here. Maybe it was the tree's fault. Then, I went into the terminal building. The terrorists there really did not stand a chance with my silenced TAR-21. All I needed was a lot of single shots and the terrorists are dropped in a blink of an eye, before they can even raise their weapons. With the terminal building cleared, I crept out to the tarmac, and I noticed that there is one and only one terrorist here, hiding behind the crates on my end of the tarmac. Therefore, only one shot was needed to kill him, and I missed the chance to test this weapon's long range capabilities. Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar, and noticed that there is a terrorist on the balcony inside the hangar. He was far away, but this time, only one shot was enough to take him out. The remaining three tangos were hunted down respectively in the hangar, and the test run ended at this point. A total of 55 rounds were fired, with 37 on target, and thanks to that cheater in the parking lot, only a 66% accuracy can be achieved. But I still give this one a higher score, as that's just dumb luck with that tango behind the tree. Score: 83 -------------- Type 97 -------------- Stats: Bullet per magazine: 31 Range: 39 Damage: 53 Accuracy: 41 Stability: 31 Recover4: 98 Ammunition: 5.56x45mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: High Capacity Magazine Mini Scope Sound Suppressor High Capacity Magazine: This attachment replaces the standard magazine of the weapon with a larger one. The results are twofold: 1)The weapon doesn't jump as much when shooting and you don't have to reload as often.; 2) The weapon's reticule recovery rate decreases due to the extra weight and you have less overall ammunition for the weapon. Bullets per magazine increased by 70, Stability increased by 24, Recovery decreased by 5 Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Sound Suppressor: Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 20, Damage decreased by 27, Accuracy increased by 12, Stability increased by 57, Recovery decreased by 5 Description: The Type 97 Assault Rifle entered service around 1997. This carbine version is specifically designed for Special Forces, police and vehicle crews. Test Run: *****WITH HIGH CAPACITY MAGAZINE***** This time, we have an assault rifle that is so high in Recovery, but weak in almost every other aspect. Can it make the cut? Now, I walked forward from my starting point, and turned to the right and killed the terrorist standing there. Then, he pal behind the fire engine heard the sound and came running out. I stayed in my position, and fired at him, but this Assault Rifle is so inaccurate that it took me 4 shots to kill the terrorist at this range, and by the time I finished, the one behind the door leading into the garage had already ran out! He also took 4 shots for me to take out! Poor! Very poor! Fortunately, the ones inside the garage were easy and close enough for the Type 97 to kill in a single shot each. There are worse things to come for this assault rifle... With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and although that are static, it is still very difficult to hit them with the Type 97. I was forced to fire the Type 97 in bursts and each terrorist took 6 shots to kill! Talk about inaccuracy! Then, I went into the terminal building. This time, as they are considerably close to me, most, but not all the terrorists were killed in single shots of the Type 97. Thankfully it did not miss at such a range! There was some running around, but as they are close enough, I can easily handle those guys. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and he was killed. I was lucky, I guess, then I walked across the tarmac and found another terrorist inside the upper floor window of the hangar, and he was as small as a dot, and yet I could hit him in one shot. I was not so lucky with the terrorist hiding behind the crates on the far side of the tarmac, as I was yet again forced to fire my assault rifle in bursts at that guy, and he took 2 three shot bursts (that is, six shots) to be taken out! Horrible. Can things get any worse for this lousy gun? Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar and there was no terrorist in sight, so I went downstairs into the hangar itself, killed the three terrorists left and that was that. (Using one shot kills this time, I am lucky.) But still, in the 93 shots fired in this test run, only 39 hit their targets! This is absolutely poor for an assault rifle! The attachment of a Sound Suppressor MAY give some hope to this machine! We shall see... Score: 52 *****WITH SOUND SUPPRESSOR***** We all have witnessed how useless the Type 97 is when it is loud. But does it fare any better when it is silenced? Now, I walked forward from my starting point, and turned to the right and killed the terrorist standing there. Then, I went over to the fire engine and lied down, I fired two shots in the legs of the terrorist on the other side and he was killed. Then, I entered the garage and killed all the terrorists there using one shot kills. Nothing so special, just the usual routine. With the garage cleared, I sneaked out the back of the garage and into the parking lot. Terrorists are as small as ants here, and although that are static, it is slightly less difficult to hit them with the sileced Type 97 than with the loud one. However, the one standing near the tarmac still took a great 10 shots to kill! Talk about no improvement! Then, I went into the terminal building. This time, as they are considerably close to me, most, but not all the terrorists were killed in single shots of the silenced Type 97. Thankfully it did not miss at such a range! Yes, I know, one of the terrorists behind a counter near the metal detector ran when he saw me, and hence I missed the first shot. Otherwise, all terrorists are rather easy kills. With the terminal building cleared, I crept out to the tarmac, and I noticed that a terrorist was standing outside the entrance to the hangar and had a chunk of flesh sticking out. I fired at that piece of soft human being, and this time I was not lucky, I guess, as I had to fire 4 times. Then I walked across the tarmac and found another terrorist inside the lower floor window of the hangar, and he was as small as a dot, and yet I could hit him in one shot. I was not so lucky with the terrorist hiding behind the crates on the far side of the tarmac, as I was yet again forced to fire my assault rifle in bursts at that guy, and he took 5 shots to be taken out! Now, it is time for me to enter the hangar and finish off the remains of the 35 tango group that I have made to appear in this stage. I killed the two terrorists in the room overlooking the inside of the hangar and the one tango on the balcony moved away, so I was forced to go downstairs to kill him and his two little friends. In this test run, 84 shots were fired, with 42 on target. This makes up for 50% accuracy, which well, did a little bit better than the loud version of the gun, still, I would not recommend using it. Score: 57 ----------------------------- c. Sniper Rifles [TCRC3RS6C] ----------------------------- OK, this time, I will be testing the Sniper Rifles in the game. I know, only the snipers in this game will be using the Sniper Rifles, so I have decided to use Homer Johnston, the best Sniper in the game in this test, and I will play a practice mission of Mission 4. Of course, to make sure things go the right way, I will enable Team God Mode so that he will not be prematurely killed. Let us begin with the AW Covert. --------------- AW Covert --------------- Stats: Bullets per magazine: 11 Range: 19 Damage: 40 Accuracy: 83 Stability: 90 Recovery: 52 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket rounds (FMJ) are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripheral: Thermal Scope Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The AW Covert is a silenced sniper rifle firing the 7.62x51mm subsonic round. This round is less powerful than the standard 7.62x51mm round, making this rifle slightly less powerful and accurate than other sniper rifles. This reduced effectiveness is offset by the fact that the rifle is silenced by default. Test Run: *****WITH THERMAL SCOPE***** A silenced sniper rifle by default, eh? It is more than obvious that it is silenced by default, as it only has a range of 19! This gave me a bad impression right of the bat. Let's hope it can prove me wrong. I walked forward from the starting point, and then turned to the right, there was a terrorist walking between the containers. Of course, I opened fire, and he was killed in one hit. Then, I threw a smoke grenade out to the area in front of me. Meanwhile, a terrorist walked out from the left, and was killed by my teammate. Then, I was able to aim at the guy at the window in the building in front of me. In spite of the smoke, I could sniff him out due to the thermal scope. One shot was all I need. Then, I turned left. There was a terrorist on the crane. I aimed and fired, I did not have to use the scope, and he was killed! Then, I circled the container depot once and moved on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. Not difficult at this range. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. The auto aim malfunctioned at this point, and I was not able to hit one terrorist by the vital spot, so I had to shoot him in the chest twice to kill him. Otherwise, everyone else took only one shot and they are dead. In the warehouse, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) and entered the office. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. Then, I threw a smoke grenade at the next table. When the smoke thickened, I found that one terrorist was still in the office, so I shot him dead in one hit, and then looked out the window. I turned on the thermal scope. There was a terrorist standing on the upper deck of the ship. Of course, he took the one shot treatment. Then, all I had to do is to look out that window, and kill any terrorists that pop while, while Red Team and Green Team did the rest of the work and that ends the test run. A total of 13 shots were fired, and all 13 were on target, but only 12 terrorists were killed by these 13 shots. This is not bad, really, but it is not so awesome, anyway, as Sniper Rifles are meant to be one hit kill weapons. But I still will give it a good score. Score: 85 --------------- Dragunov --------------- Stats: Bullet per magazine: 11 Range: 61 Damage: 100 Accuracy: 83 Stability: 1 Recovery: 60 Ammunition: 7.62x54mm R Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 7.62x54mm Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: Sound Suppressor Thermal Scope Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 34, Damage decreased by 50, Accuracy increased by 11, Stability increased by 85, Recovery decreased by 7 Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The Dragunov was designed not as a standard sniper rifle but as a light support weapon to extend the effective range of an infantry squad up to 600 meters. As a sniper rifle, the Dragunov is lightweight, accurate and capable of semi-auto fire. It is extremely reliable in almost all conditions. Test Run: *****WITH SOUND SUPPRESSOR***** Another so called infantry support weapon, eh? Now, let me first silence the weapon and see how well it does in those conditions. At least, the range of this weapon is larger than 19 even when silenced. I walked forward from the starting point, and then turned to the right, there was no one there. I waited for a moment, eventually, two terrorists walked to the right. I opened fire on them, and both of them were killed in one shot each. Then, I crouched down and took out the scope. I looked up and looked for the window of the office building. I slowly strafed to the right, and when I thought the time was right, I leaned over to the left, found the terrorist, and shot him dead in only one shot. Then, I circled the container depot once and moved on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. Not difficult at this range. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. This time, the auto-aim worked perfectly, and all terrorists can be locked on to, and killed using single shots of this weapon. In the warehouse, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) and entered the office. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. Then, I slowly strafed to the right, with my eyes focused on the opening on the wall, and there was a terrorist there in the room, and only one shot was needed to put him out of his misery. There was another terrorist circling this floor, and it did not take me to find him and kill him. Then, I crouched down and made my way to the next desk, keeping my eye on the window. There he is, a terrorist on the ship! He could not see me, and I was able to shoot him dead without trouble. Then, I looked down below, a terrorist saw me and tried to run into the hut at the far side. I was using the scope then, and I managed to hit him once while is was running, and a second shot killed him. Now, it is up to the Red Team and Green Team to complete the objectives of this mission. A total of 13 shots were fired, and all 12 were on target, but only 11 terrorists were killed by these 12 shots. I think that I should give the Dragunov a better score than the AW Covert as it managed to hit a running target in this test. Score: 88 *****WITH THERMAL SCOPE***** Now, it is time to test out the Dragunov with its full potential, that is, its louder version. I walked forward from the starting point, and then turned to the right, there was a terrorist walking between the containers. Of course, I opened fire as before, and he was killed in one hit. Then, I threw a smoke grenade out to the area in front of me. A heard a terrorist cried "Help!" But I did not know where it cam from. Then, I was able to aim at the guy at the window in the building in front of me. This time, I could not see the enemy sniper at the window until the smoke almost cleared. I found the heat signature of the tango then, and I saw him raise his weapon, but he was killed first. Then, I turned to the left and sniped at the terrorist on the crane. Bang! He was killed. Then, I circled the container depot once and moved on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. But this time, the terrorists like to pop out from behind me, and thankfully, my teammate was able to kill them all before they start to annoy me. Otherwise, everyone else took only one shot and they are dead. In the warehouse, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) and entered the office. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me. He found me, but still, I shot him dead in one hit at such a range before he can even fire back! Then, I strafed to the right again and killed the terrorist inside the room to the left. Afterwards, I threw the smoke grenade at the usual position by the desk, and then looked out the window through the thermal scope. There he is again, the terrorist on the ship, bang! He's dead. Then, when the smoke cleared, I looked out the window through the scope. Oh, there is a head sticking out of the crates! Bang! He is dead. Then, it is up to Red Team and Green Team to clear this place up. A total of 11 shots were fired, and all 11 were on target, and 11 terrorists were killed in 11 shots! This is the first sniper rifle that can achieve a perfect record! Congratulations! Dragunov! You are awesome! Score: 92 *****AWESOME!***** --------------- M82A1 --------------- Stats: Bullets per magazine: 11 Range: 100 Damage: 100 Accuracy: 89 Stability: 1 Recovery: 9 Ammunition: .50 cal M33 Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. .50cal M33 Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: Sound Suppressor Thermal Scope Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 43, Accuracy increased by 11, Stability increased by 81, Recovery decreased by 8 (Note: The Sound Suppressor does not affect the damage of this weapon!!!) Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The M82A1 SR was the first .50cal sniper rifle to achieve widespread use. Its massive length (1.55m) and weight (13.4kg) make it the largest sniper rifle in RAINBOW's arsenal. Extreme care should be used in employing this weapon, as its high powered .50cal M33 round can tear through multiple targets just as easily as it can through an engine block. Test Run: *****WITH SOUND SUPPRESSOR***** From the description, the M82A1 seems a very powerful weapon, and when placed vertically on the ground, it can be as tall as Napoleon! (Napoleon is a short emperor) Wow! Let's see how well it does in reality. (This is one of the few weapons in the game with 1 for recovery, I guess.) I walked forward from the starting point, and then crouched and turned to the right, there was a single terrorist there, he cried "Look out!" as soon as he saw me, but I was fast enough to hit him before he can open fire. Then, I strafed slowly to the left, keeping focused on the office building in front of me. As soon as the aiming reticule changed position, I knew the terrorist by the window was there, and therefore, I opened fire! Bang! The terrorist was killed in one hit, and yet I need not use the scope! I took out the terrorist on the crane as well. Then, I circled the container depot once and moved on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. This time, the second terrorist ran out before I can move in to find him. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. However, most of the terrorists must have been distributed to Red Team's side of the warehouse, as I only encountered 1 terrorist. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) and entered the office. As I opened the door to the office, this time, there were two terrorists directly in front of me. The one in the front was facing me, while the one at the back was looking at the window, or the wall. I fired two quick shots and they were both taken out. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. Then, I crouched down and made my way to the next desk, keeping my eye on the window. There he is, a terrorist on the ship! He could not see me, and I was able to shoot him dead without trouble. Then, I looked down below, there was a single terrorist standing in front of some high explosive barrels. I opened fired on him, and boy, the description was right about the M82A1 being a very high calibre weapon, as the bullet went through the terrorist and into the barrels. BOOM! Now, it is up to the Red Team and Green Team to complete the objectives of this mission. In this run, 13 shots were fired, 13 were on target, and 13 terrorists were killed! This is yet another perfect record. Considering that the silenced M82A1 has 2 stats that are at 100 points, I must give this gun an even high score than the Dragonov! There is one catch though, if you want to turn around, make sure you turn slowly, then the reticule won't diverge too much. Otherwise, you will have to wait quite some time for the reticule to converge to its limit. Score: 94 *****AWESOME!***** *****WITH THERMAL SCOPE***** This time, we will try using the loud version of the M82A1, with a thermal scope. Like its silenced version, the loud M82A1 has two stats that are at 100 namely, range and damage. Its accuracy is also very large, at 89, and its recovery is literally 9 times that of the silenced version! I walked forward from the starting point, and then crouched and turned to the right, there was no one there! I waited for a moment, and yet no one showed up to be plucked. Therefore, I simply threw a smoke grenade down onto the ground where I was standing in that moment, and waited for the smoke to thicken. Afterwards, I looked up through the scope, and found the hear signature of the terrorist at the window of the office building. I aimed at the white shadow, and boom! The terrorist fell! Then, I took out the terrorist on the crane as usual. I circled the container depot once and moved on to the warehouse, it seems that Red Team has done a good job in eliminating the terrorists this time. Before I went into the door of the warehouse, I went over to the opening to the right, (crawling to be more careful, and to make it easier to aim) and killed those two terrorists using single shot kills. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. However, most of the terrorists must have been distributed to Red Team's side of the warehouse like the last time, as I only encountered 2 terrorists. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Before I entered the office, I used the thermal scope on the door, and found the thermal image of a terrorist right behind the door. Therefore, I opened the door. There are 3 terrorists facing me. I fired three quick shots and they were both taken out. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. Then, I crouched down and made my way to the next desk, keeping my eye on the window. There he is, a terrorist on the ship! He could not see me, and I was able to shoot him dead without trouble. Then, I looked down below, no one there, but suddenly, something stuck out of the crates, I fired at the target, and it is not moving anymore. Now, all I had to do was to wait for Red Team and Green Team to finish their jobs and that's that. In this run, 12 rounds, were fired, 11 were on target, and 11 terrorists were killed. But still, I give this weapon a higher rating as that 1 missed shot was due to the door. In conclusion, no matter you use the silenced or loud version, the M82A1 is guaranteed to satisfy your sniping needs! Try to rely on it! Score: 95 *****AWESOME!***** --------------- PSG-1 --------------- Stats: Bullets per magazine: 11 Range: 49 Damage: 98 Accuracy: 83 Stability: 16 Recovery: 42 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 7.62x51mm NATO Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: Sound Suppressor Thermal Scope Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 30, Damage decreased by 44, Accuracy increased by 12, Stability increased by 69, Recovery decreased by 7 Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The PSG-1 is arguably the most accurate, semi automatic sniper rifle off-the-shelf. A favorite of police forces around the world, the PSG-1 comes standard with a 6x sight and fires the NATO 7.62mm round. Test Run: *****WITH SOUND SUPPRESSOR***** Yet another favorite for police forces around the world. The PSG-1 is one of the sniper rifles being hyped up by people, saying that if you want stability, you will need the PSG-1. Now, it is time to test the silenced PSG-1 and see whether it lives up to expectations. I walked forward from the starting point, and then crouched and turned to the right, there was a single terrorist there, he was waling to the right, unaware of my presence. I opened fire, and he fell in one hit, and I do not even need the scope. I waited for any more tangos to appear, but there was no avail, I guess Red Team must have killed them for me already. Then, I ordered my team mate to move out, and he spotted the terrorist at the window before I could, and he actually managed to kill him before he could open fire! With him gone, I killed the terrorist standing atop the crane as well. Then, I circled the container depot once and moved on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. This time, the terrorists below this area must have seen me, as two of them ran up to get me, and were shot on sight. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. However, most of the terrorists must have been distributed to Red Team's side of the warehouse, as I only encountered 1 terrorist. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) and entered the office. As I opened the door to the office, this time, there was one terrorists directly in front of me. He got shot, and then, I was about to move, when a second terrorist ran out from a room, I could not see him, nor can he, but my teammate shot him with a few shots of his M14. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. There is a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. Then, I crouched down and made my way to the next desk, keeping my eye on the window. There he is, a terrorist on the ship! He could not see me, and I was able to shoot him dead without trouble. Then, I looked down below, after a while, something popped out between the crates. I opened fire at that thing, and the terrorist was killed. Now, all I had to do was to wait for Red Team and Green Team to complete their objectives and the test run ended. This time, 14 shots were fired, all of them on target, and this made up to 14 kills. That's one shot a kill. Excellent. But what put me off was that this sniper rifle had only 19 range, therefore, I had a good reason to give this weapon a slightly lower score. Score: 89 *****WITH THERMAL SCOPE***** This time, I will test the loud version of the PSG-1. The silenced version was quite good already, and now let me see how better the loud version will be. I walked forward from the starting point, and then crouched and turned to the right, there was a single tango walking away from me. Of course, he was shot dead. Therefore, I simply threw a smoke grenade down onto the ground where I was standing in that moment, and waited for the smoke to thicken. Afterwards, I looked up through the scope, and found the hear signature of the terrorist at the window of the office building. I aimed at the white shadow, and boom! The terrorist fell! Then, I took out the terrorist on the crane as usual. I circled the container depot once and moved on to the warehouse, it seems that Red Team has done a good job in eliminating the terrorists this time. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists using single shot kills. Like before, I have attracted the attention of a terrorist from below, as he ran up after me, but was put to sleep by my team mate. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. However, most of the terrorists must have been distributed to Red Team's side of the warehouse like the last time (for the 4th time in a row), as I only encountered 2 terrorists. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. Suddenly, a terrorist shot at me from below, and of course, he was an easy target for my PSG-1. I went through the door at the other end. (Circling the catwalk once) Before I entered the office, Therefore, I opened the door. There are 2 terrorists facing me. I fired two quick shots and they were both taken out. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. I noticed that a terrorist was on the other side of the long room to the left, and of course, I put him out of his misery before he cold open fire. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I then threw a smoke grenade at the next desk, and looked out of the window through the scope as the smoke thickened. The terrorist on the ship was there as usual, and I could just aim at his head signature and take him out. There is another terrorist standing in front of the barrel, and not only my bullet hit him, and it went through him and detonated the barrels! Now, all I had to do was to wait for Red Team and Green Team to defuse the bombs and it was over. This time, 13 shots were fired, and all of them were on target, and 13 terrorists were killed. Yet another perfect record, therefore, I will just rate the sniper rifles with respect to their stats. This is yet another good choice, that is for sure, but I would prefer the M82A1 any day. Score: 91 *****AWESOME!***** --------------- SSG-3000 --------------- Stats: Bullets per magazine: 6 Range: 71 Damage: 78 Accuracy: 80 Stability: 58 Recovery: 52 Ammunition: 7.62x51mm NATO Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. 7.62x51mm NATO Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: Sound Suppressor Thermal Scope Sound Suppressor Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 44, Damage decreased by 39, Accuracy increased by 12, Stability increased by 35, Recovery decreased by 10 Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The SSG-3000 is a bolt-action sniper rifle which fires the powerful 7.62mm NATO round. It is extremely accurate and has a magazine capacity of 5 rounds. Test Run: *****WITH SOUND SUPPRESSOR***** From its description, the SSG-3000 is a very accurate weapon, but it is still slightly less accurate than the M82A1. But can its performance be comparable to that of the all mighty M82A1? It is time for me to find out. I walked forward from the starting point, and then crouched and turned to the right, there was a single tango wearing a black coat, with a red armband with white trousers walking to the left. He obviously did not notice me, and of course, one bullet to his baldy head was enough for now. Then, I waited, and I heard someone cry "Look out!", and heard my team mate say, contact rear. But where did that come from? But first thing first. I took out my scope, and focused on the office building, as soon as the tango at the window was in sight, I opened fire and that got rid of him, before he had time to move a muscle. I moved forward, and found the source of the voice. It seemed that a lone terrorist had climbed atop some containers, and he was shot on sight. Then, I shot the terrorist a top the crane. Then, I circled around the containers and made my way to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists. But this time, when I shot the second terrorist, I only wounded him, and my 6 round magazine was then empty. Therefore, I had to back off while my team mate took care of him. Now, this would be funny if it happened to me on a real mission! I saw a terrorist on the level below, his head stuck out, and I shot him dead as he said "Hello!". Another terrorist was down below, but I again had to hit him twice to kill him. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. There was a terrorist walking from the right and as soon as he entered my sights, he was shot dead. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Therefore, I opened the door. There was a terrorist in front of me, and he was taken out without any trouble at all. I walked forwards, and looked to the left into the room there. 2 terrorists were on the other side, and they were absolutely no problem at this range. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I then crouched down and took out the scope of my sniper rifle, I found the terrorist on the ship, and then, bang! He was history. Then I looked out the window, still using the scope. I waited, waited, and suddenly a terrorist popped out. I fired another shot at him and he was killed. Now, all I had to do was to wait for Red Team and Green Team to finish their respective tasks and that was that. In this test run, 18 shots were fired, all on target, but only 15 terrorists were killed. Sniper Rifles like these won't do, not at all. Besides, having only 6 shots in a magazine is not enough, and would require frequent reloading. Therefore, I would not recommend using the silenced version of this weapon. Score: 87 *****WITH THERMAL SCOPE***** The silenced version of this gun is good, but is not too impressive either. Now, let's see how well this rifle can do when you let it achieve its full potential. I walked forward from the starting point, and then crouched and turned to the right, there was no one this time. I waited, and waited, suddenly, a terrorist in paramilitary uniform came out from the left, and of course, he was shot dead in one hit. Afterwards, I threw a smoke grenade down at my feet and waited for the smoke to thicken up. I looked through my scope, and activated the thermal vision. I waited for a while, and finally, the heat signature of the terrorist standing at the window of the office building can be picked up. All I had to do is to fire one shot at the white shadow, and I saw the shadow fall onto the ground in a heap. With the terrorist gone, I walked over to the left, and fired at the terrorist sniper atop the large container crane. Then, I circled around the containers and made my way to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists. I noticed that my aiming reticule had picked up something on the level below. I took out my scope, and I saw nothing. I stood up, there he was, a tango's head sticking out! I shot at the target and he was dead instantly. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. There was a terrorist walking from the right and as soon as he entered my sights (again), he was shot dead. The Red Team is rather fast in this test run, as they have killed virtually every other tango in the warehouse before I could find any more targets. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Therefore, I opened the door. There was a terrorist in front of me, and he was taken out without any trouble at all. 2 terrorists approached my from the right as I entered, and my team mate was able to kill on of them, while the other ran to the right and out of sight. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I saw the other terrorist and shot him before he could respond. I then crouched down, threw a smoke grenade and took out the thermal scope of my sniper rifle, I found the terrorist on the ship, and then, bang! He was history. Then I looked out the window, still using the scope. I waited, waited, and suddenly a terrorist popped out. I fired another shot at him and he was killed. Now, all I had to do was to wait for Red Team and Green Team to finish their respective tasks and that was that. In this test run, 12 rounds were fired, 12 were on target, and 12 terrorists were killed. This is yet another perfect record. To rate such rifles, I will just compare its stats to other rifles. In my opinion, this gun's stats seem to balance out that of the PSG-1, therefore, I am giving the same score as the PSG-1. Another awesome gun indeed. Score: 91 *****AWESOME!***** --------------- VSS Vintorez --------------- Stats: Bullets per magazine: 11 Range: 9 Damage: 25 Accuracy: 54 Stability: 76 Recovery: 70 Ammunition: 9x39mm SP6 Full Metal Jacket Rounds Full Metal Jacket Rounds (FMJ) are standard all purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. Peripherals: Thermal Scope Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The VSS Vintorez (Special Sniper Rifle) was designed for special operations in 1987. This rifle has an integrated sound suppressor and uses special subsonic ammo - 9mm long cartiridges. Test Run: *****WITH SOUND SUPPRESSOR***** Yet another covert Sniper Rifle put to the test. We will see whether it will do well in spite of the rather mediocre range of 9. I walked forward from the starting point, and then crouched and turned to the right, there was no one this time. I waited, and waited, and still no one came. Therefore, I threw a smoke grenade down at my feet and waited for the smoke to thicken up. I looked through my scope, and activated the thermal vision. I waited for a while, and finally, the heat signature of the terrorist standing at the window of the office building can be picked up. All I had to do is to fire a two shot burst at that white image in the scope, and I saw the shadow fall onto the ground in a heap. As you can see, the VSS Vintorez has a fully automatic firing mode. In fact, it is the only Sniper Rifle with a fully automatic mode. With the terrorist gone, I walked over to the left, and fired at the terrorist sniper atop the large container crane. Then, I circled around the containers and made my way to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists. I noticed that my aiming reticule had picked up something on the level below. I took out my scope, and I saw nothing. I stood up, there he was, a tango's head sticking out! I shot at the target and he was dead instantly (After a two round burst). Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. This time, I killed a terrorist waling behind the forklift, as well as the terrorist on the catwalk above. The Red Team is rather fast in this test run, as they have killed virtually every other tango in the warehouse before I could find any more targets. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Therefore, I opened the door. There was a terrorist in front of me, and he was taken out without any trouble at all. I walked by the open room that leads to the other side of the office and found a terrorist on the other side. I shot and killed him. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I then crouched down, threw a smoke grenade and took out the thermal scope of my sniper rifle, I found the terrorist on the ship, and then, bang! He was history. Then I looked out the window, still using the scope. There was a terrorist standing right below my position, and he took a 2 round burst before he fell. I waited, waited, and suddenly a terrorist popped out. I fired another shot at him and he was killed. Now, all I had to do was to wait for Red Team and Green Team to finish their respective tasks and that was that. In this test run, 20 rounds were fired, 18 were on target and 13 terrorists were killed. However, I still will give some bonus points of the VSS Vintorez, as it has a fully automatic mode, and that can ensure a better rate of fire. Score: 90 *****AWESOME!***** --------------- WA-2000 --------------- Stats: Bullets per magazine: 7 Range: 87 Damage: 100 Accuracy: 67 Stability: 1 Recovery: 52 Ammunition: .30 cal Magnum Full Metal Jacket Rounds Full Metal Jacket Rounds are standard all-purpose rounds. They inflict considerable damage to unarmored targets and are capable of penetrating armoured targets. .30cal Magnum Jacketed Hollow Point Rounds Jacketed Hollow Point rounds (JHP) are specialty rounds that inflict maximum damage to unarmored targets and little or no damage to armored targets. Peripherals: Sound Suppressor Thermal Scope Sound Suppressor Sound suppressors reduce the amount of noise produced when you fire a weapon. They only reduce the sound of weapons and never completely silence them. Two side effects of silencers are increased weapon weight and decreased damage due to special subsonic ammunition. Range decreased by 50, Damage decreased by 50, Accuracy increased by 12, Stability increased by 92, Recovery decreased by 7 Thermal Scope: A thermal scope attachment allows you to see through solid objects such as walls and doors. This vision mode only works only when zoomed in and displays "heat signatures" of objects in the world. To activate this vision mode press the Secondary Fire/Toggle Weapon Attachment Key. Description: The shortest sniper rifle used by the RAINBOW team, the WA-2000's bullpup design and lightweight make it a favourite of snipers who need to move stealthily into difficult positions. Its powerful .30cal Magnum round has more punch that the common 7.62mm NATO Round Test Run: *****WITH SOUND SUPPRESSOR***** Wow, a Sniper Rifle that fires a magnum round! That's absolutely cool! Let's see how well it does in the battlefield, shall we? I walked forward from the starting point, and then crouched and turned to the right, there was a single tango wearing a black coat, with a red armband with white trousers walking to the left. He obviously did not notice me, and of course, one bullet to his baldy head was enough for now. Then, I took out my scope, and focused on the office building, as soon as the tango at the window was in sight, I opened fire and that got rid of him, before he had time to move a muscle. I moved forward, and turned to the right, looking upwards to the left with my scope. I saw the terrorist on the crane, and got rid of him in one shot. The rest of the terrorists were taken out by the Red Team. Then, I circled the containers before moving on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists. I heard some one said "What was that?" But I thought that it came from below. I looked down to the room below, and I saw a head of a terrorist down there. I shot at him, I saw the blood spurt out, but he was not dead, so another round put him in his place. Then, the tango who said "What was that?" came out and was killed by my teammate. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, and I picked off any terrorist I found. There was a terrorist on the catwalk facing the forklift, and I took him out in a shot. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Therefore, I opened the door. There was a terrorist in front of me, and he was taken out without any trouble at all. I walked forwards, and looked to the left into the room there. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I then crouched down and took out the scope of my sniper rifle, I found the terrorist on the ship, and then, bang! He was history. Then I looked out the window, still using the scope. I waited, waited, and suddenly a terrorist popped out. I fired another shot at him and he was killed. Now, all I had to do was to wait for Red Team and Green Team to finish their respective tasks and that was that. (While I was waiting, a tango came in to investigate, but he was put to a halt by my teammate's M14 and my WA-2000 together. In this test run, 14 shots were fired, all on target, and 13 terrorists were killed. This is yet another rather perfect record, as that extra shot is due to the slightly obscured tango. But still, statswise, I would not give this gun as many points as the silenced M82A1, as it has less range and less damage and less accuracy than that gun. Stability and Recovery are not deciding factors of a Sniper Rifle. Score: 91 *****AWESOME!***** *****WITH THERMAL SCOPE***** It is now time to test the loud version of the last sniper rifle. WA-2000. Let's hope it will do well with such stats. I walked forward from the starting point, and then crouched and turned to the right, there was a single tango wearing a paramilitary uniform walking to the left. He obviously did not notice me, and of course, one bullet to his head was enough for now. I threw a Smoke Grenade down at my feet. Then, I took out my scope, and focused on the office building, as soon as the heat signature of the tango at the window was in sight, I opened fire and that got rid of him, before he had time to move a muscle. I moved forward, and turned to the right, looking upwards to the left with my scope. I saw the terrorist on the crane, and got rid of him in one shot. The rest of the terrorists were taken out by the Red Team. Then, I circled the containers before moving on to the warehouse. Before I went into the door of the warehouse, I went over to the opening to the right, and killed those two terrorists. There is nothing so special here, except that there is a terrorist standing in the room below, and one shot to the head was enough.. Then, when the Red Team was ready, I gave the go-code, and went into the warehouse, There were two terrorists standing in front of each other, facing me, and the one in the front took one shot while the one behind took two. Afterwards, I climbed up the ladder right in front of me as I entered and walked along the catwalk. I went through the door at the other end. (Circling the catwalk once) Therefore, I opened the door. There was a terrorist in front of me, and he was taken out without any trouble at all. I walked forwards, and looked to the left into the room there. The office was where the terrorist at the window was. I walked past his dead body, and circled the area. Then, on the other side, there was a terrorist aiming to the left, and he has his back turned to me, therefore, I was able to fire a single shot at him to kill him at such a range. I then threw a Smoke Grenade on the floor, and took out the thermal scope. I found the terrorist on the ship, and then, bang! He was killed. Then I looked out the window, still using the scope. There was a terrorist half obscured by a forklift, and it took me 3 shots to kill him. Now, all I had to do was to wait for Red Team and Green Team to finish their respective tasks and that was that. A total of 15 rounds were fired, 14 were on target and only 12 terrorists were killed. Now, it is obvious that this rifle is no better than the M82A1, after all, its accuracy alone was a big let down, and it can only hold 7 bullets. But still, it is still an awesome gun to use. Score: 92 *****AWESOME!***** ------------------------ d. Shotguns [TCRC3RS6D] ------------------------ All shotguns are close-range, indoor combat weapons. All of them have one thing in common. It is that they all have 8 Range, 100 Damage and 1 for Accuracy. The only different things each shotgun has to offer are their shell capacity, their stability and recovery. Now, let us start with reviewing the Benelli M1. All shotguns are tested while I am applying Mission 14, with God Mode on. -------------- M1 -------------- Stats: Shell Capacity: 6 Range: 8 Damage: 100 Accuracy: 1 Stability: 5 Recovery: 91 Ammunition: 00 Buck Shot 00 Buck fires 9,.38 caliber bullets in a circular pattern. Its effects are devastating against unarmored targets. Buck shot is also capable of opening most doors. Slug Slugs are roughly the diameter of your thumb and pack a hefty punch. Slugs also have built in riflings and have substantially increased range over 00 Buck. Peripheral: Mini Scope Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Description: Whether used for door breaching or highly lethal close quarters combat, a good tactical shotgun is an essential part of all anti-terrorist teams. RAINBOW uses the 12g M1, largely because of its superb recoil characteristics and reliability. Test Run: *****WITH MINI SCOPE AND 00 BUCK SHOT***** OK, I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. There was a terrorist standing by the dumpster to the left. He was close enough to be killed in a single shot of the Shotgun, even though the convergence limit of the aiming reticule is very far away from the centre dot. Then, I moved to the right and opened the door. There was a terrorist right behind the door, and he was put to a stop immediately after he saw me. Then I moved forward to the gap in front of me and turned to the left. I killed the terrorist, and I turned back, facing the gap I came out of. I must have aroused a few terrorists around the corner behind the gap, as I saw three running out for me. I killed two, and missed the third, and he ran away back to where he came from. Meanwhile, Red Team was waiting for the Alpha Go-Code. I threw a smoke grenade at the door next to the gap, and waited for the smoke to thicken. When it has thickened, I gave the Go-Code and turned left. I saw many terrorists through my scope, and they could not see me while they were shot down like rabbits. I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. Now, I went through the hallway where the 3 terrorists came from, and I found 2 openings in the wall. I threw a Smoke Grenade at the opening, and waited for it to thicken. I then went through the 2 openings, and killed the terrorists before they could see me. I then went through the other side of one of the rooms and moved on. I now found myself in the locker room, adjoining a store room. There was a terrorist around the corner, and he fired a panic shot at me, and made me miss once with the M1 before he was killed. There was another terrorist in the storeroom that had to be taken out with the Mini Scope. I then went through the door on the other side of the store room. I am now in another garage. There was no one there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in 1-2 shots, except for the terrorist hiding behind a car. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope, and then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. Except that they have killed, not captured Gutierrez, and the mission failed! Anyway, the test run is over. In this test run, 40 shots were fired, and 34 were on target, leading to 29 terrorists killed. This makes up for 85% accuracy. Which is quite good for a one shot instant kill weapon. The only thing that let this weapon down is that it can only hold 6 shells, and you can only reload one shell at a time. Which is inconvenient. Score: 88 *****WITH MINI SCOPE AND SLUG***** Now, let me use the other type of ammunition for the M1, and see how well it performs. The Slug shot is said to pack a punch, but can it do well in this weapon? Again, I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. This time, there is not a single terrorist here, so I get to kill no one. I noticed that the aiming reticule's convergence limit has a great improvement when I use the Slug type of shells. Then, I moved to the right and opened the door. There was a terrorist right behind the door, and he was put to a stop immediately after he saw me, this time he ran, and I saw the blood spurt out in the opposite direction of his running. Then I moved forward to the gap in front of me and turned to the left. I killed the terrorist, and I turned back, facing the gap I came out of. I must have aroused a few terrorists around the corner behind the gap, as I saw two running out for me. This time, both were killed in one shot, and no one managed to get away. Meanwhile, Red Team was waiting for the Alpha Go-Code. I threw a smoke grenade at the door next to the gap, and waited for the smoke to thicken. When it has thickened, I gave the Go-Code and turned left. I saw many terrorists through my scope, and they could not see me while they were shot down like rabbits. I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. This time, the auto-aim failed to lock on to one of the terrorist, and I missed once. Now, I went through the hallway where the 3 terrorists came from, and I found 2 openings in the wall. The terrorists must really have had some psychic powers here, and that they all popped out to engage me while I was struggling with the Smoke Grenade. Fortunately, my teammates were always there to help, and they helped me to kill all the terrorists. With them down, I moved on. I now found myself in the locker room, adjoining a store room. There was no terrorist around the corner this time. There was another terrorist in the storeroom that had to be taken out with the Mini Scope. He was killed, and I noticed a terrorist in the other garage through the window, and he was taken out with the scope. His mate saw him drop, and went through one of the side doors to get at me, and was shot dead too. I then went through the door on the other side of the store room. I am now in another garage. There was no one there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in 1-2 shots, except for the terrorist hiding behind a car. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope, and then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. This time, my team mates were smart enough not to do the overkill and capture, not kill Gutierrez and the mission was a success. The test run is now over. In this test run, 33 shots were fired, and 30 were on target, leading to 29 terrorists killed. This makes up for 90% accuracy. Which is even better. The only thing that let this weapon down is that it can only hold 6 shells, and you can only reload one shell at a time. Which is inconvenient. Now, you know what kind of shells are good for a shotgun, but still, M1 is still not awesome with this in hand. Score: 89 --------------- SPAS-12 --------------- Stats: Shell Capacity: 8 Range: 8 Damage: 100 Accuracy: 1 Stability: 19 Recovery: 87 Ammunition: 00 Buck Shot 00 Buck fires 9,.38 caliber bullets in a circular pattern. Its effects are devastating against unarmored targets. Buck shot is also capable of opening most doors. Slug Slugs are roughly the diameter of your thumb and pack a hefty punch. Slugs also have built in riflings and have substantially increased range over 00 Buck. Peripheral: Mini Scope Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Description: The 12g SPAS-12 SG is a dual-operation shotgun with an eight-shell capacity. This weapon is ideal for quickly clearing a room. Test Run: *****WITH MINI SCOPE AND 00 BUCK SHOT***** Ah, now, we have the Resident Evil shotgun in the game! (So called because it appeared in Resident Evil: Code Veronica) This one holds 2 more shells than the M1. Now, we can go hunting! I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. There was a terrorist standing by the dumpster to the left. He was close enough to be killed in a single shot of the Shotgun, even though the convergence limit of the aiming reticule is very far away from the centre dot as in the case of the M1. There was another terrorist to the right by the trash can, and he was also taken down, same for the one who went out through the door to the left. Then, I moved to the right and opened the door. There was a terrorist right behind the door, and he was put to a stop immediately after he saw me. Then I turned 90 degrees to the left, and strafed right, and looked into the garage through the gap. I took out the mini scope, and killed 3 terrorists there. Then I killed the terrorist to the left of the gap. This time, the terrorists to the right are not coming to get me. Meanwhile, Red Team was waiting for the Alpha Go-Code. I then ran in to pick off any terrorists that were not killed while I was still in the gap. I also noticed a pair of hands holding a pistol trying to get out at me through the door by the gap, and yet, any shots to the hand do not count, and hence I missed twice here. I had to open the door before I could kill the terrorist behind it! I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. Now, I went through the hallway where the 3 terrorists came from, and I found 2 openings in the wall. I threw a Smoke Grenade at the opening, and waited for it to thicken. I then went through the 2 openings, and killed the terrorists before they could see me. I then went through the other side of one of the rooms and moved on. I now found myself in the locker room, adjoining a store room. There was no terrorist around the corner. Still, there was a terrorist in the storeroom that had to be taken out with the Mini Scope. His pal in the garage heard the shot and came running after my team, and was taken down before I could shoot at him. I then went through the door on the other side of the store room. I am now in another garage. There was no one there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in 1-2 shots. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope. This time, the terrorists are much more alert than before, and came at me from all sides. Thanks to the God Mode that I am not killed! I then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. My team mates killed the two bodyguards and captured Gutierrez, and the test run is over. In this test run, 42 shots were fired, 38 were on target, and 34 terrorists were killed! Wow! That makes up for 90% accuracy, even with Buck Shot! As Buck Shot is the type of shells you use to hunt bears, this SPAS-12 really is an awesome shotgun. Now, let's go hunting, boys! Score: 90 *****AWESOME!***** *****WITH MINI SCOPE AND SLUG***** The Slug is also used for hunting, but can it match the performance of the 00 Buck Shot in the SPAS-12. Now, I shall find out. I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. There was a terrorist standing by the dumpster to the left. He was close enough to be killed in a single shot of the Shotgun, even though the convergence limit of the aiming reticule is much closer to the centre dot than when the 00 Buck Shot is used. There was another terrorist to the right by the trash can, and he was also taken down, same for the one who went out through the door to the left. Then, I moved to the right and opened the door. There was no terrorist right behind the door this time. Now, I simply turned left at the gap, and killed the terrorist there. I also looked around the corner to the right of the gap with my scope. I found a terrorist, and I killed him just as he cried, "I need some back up now!" Sure enough, back up did arrive, and two terrorists wearing the exactly same outfit came running out after me. They were both killed just as they stood still to aim. Meanwhile, Red Team was waiting for the Alpha Go-Code. I threw a smoke grenade at the corner, and I heard someone cry, "Grenade!". It was the terrorist behind the door at which I threw the smoke grenade. He ran out, and was killed by my teammates. I waited for the smoke to thicken. Then I gave the go-code, and aimed with the scope through the smoke. There are 3 terrorists standing still, and were all plucked before they even knew what was going to happen to them. I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. Now, I went through the hallway where the 3 terrorists came from, and I found 2 openings in the wall. I threw a Smoke Grenade at the opening, and waited for it to thicken. I then went through the 2 openings, and killed the terrorists before they could see me. I then went through the other side of one of the rooms and moved on. I now found myself in the locker room, adjoining a store room. There was no terrorist around the corner. Still, there was a terrorist in the storeroom that had to be taken out with the Mini Scope. This time, there is yet another terrorist hiding behind the shelves, and thanks to my observant teammates, he was quickly put to a stop before he noticed the Green Team. I am now in another garage. There was no one there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in 1-2 shots. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I heard someone say, "Hello?" and I looked behind me. Sure enough, a terrorist from the car display room opened the door. He was shot dead at once, while his friend by the car behind him was killed by my teammate. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope. This time, the terrorists are much more alert than before, and came at me from all sides. Thanks to the God Mode that I am not killed! I then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. My team mates killed the two bodyguards and captured Gutierrez, and the test run is over. In this test run, 40 shots were fired, 38 were on target, and 34 terrorists were killed! Wow! That makes up for 95% accuracy, this is just incredible! Besides, the SPAS-12 has 2 more bullets than the M1, and hence deserves more points. This is nice! Score: 91 *****AWESOME!***** --------------- USAS-12 --------------- Stats: Shell Capacity: 21 Range: 8 Damage: 100 Accuracy: 1 Stability: 46 Recovery: 77 Ammunition: 00 Buck Shot 00 Buck fires 9,.38 caliber bullets in a circular pattern. Its effects are devastating against unarmored targets. Buck shot is also capable of opening most doors. Slug Slugs are roughly the diameter of your thumb and pack a hefty punch. Slugs also have built in riflings and have substantially increased range over 00 Buck. Peripheral: Mini Scope Mini Scope: The Mini Scope is a 3.5x power scope that easily attaches to most weapons. While it is very useful for long-range shots, it occupies considerable screen space, reducing your field of vision. Description: The USAS-12 is a fully automatic shotgun based on the M16 design. Due to its weight with 20-round detachable drawn magazines, the WSAS-12 is said to be controllable in fully automatic mode. Test Run: *****WITH MINI-SCOPE AND 00 BUCK SHOT***** Well, the USAS-12 really is the odd one out of the three shotguns, it has a very large magazine, and is capable of firing at a fully automatic mode! Now, let us see how well this auto shotgun performs. I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. There are no terrorists here this time. Everything is just very quiet. Therefore, it was time for me to simply move on. Then, I moved to the right and opened the door. There was a terrorist right behind the door, and he was put to a stop immediately after he saw me. Then I turned left at the gap, and killed the terrorist who is facing the wall. I then turned around and looked at the opening to the right using the Mini Scope. A terrorist emerged, and was taken out in one single shot. This time, his friends are not able to come to assist him. Meanwhile, Red Team was waiting for the Alpha Go-Code. I then threw a Smoke Grenade at the door at that corner, and a terrorist behind thought it was a Frag Grenade. He panicked and ran out, and was killed by my teammates. I waited for the smoke to thicken, and then looked into the garage, picking off any unsuspecting terrorists with my scope while I gave the Go-Code. I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. Now, I went through the hallway to the right of the gap where I came out from, and I found 2 openings in the wall. I threw a Smoke Grenade at the opening, and waited for it to thicken. I then went through the 2 openings, and killed the terrorists before they could see me. I then went through the other side of one of the rooms and moved on. I now found myself in the locker room, adjoining a store room. There was no terrorist around the corner. Still, there was a terrorist in the storeroom that had to be taken out with the Mini Scope. His pal in the garage heard the shot and came running after my team, and was taken down before I could shoot at him. I then went through the door on the other side of the store room. I am now in another garage. There was no one there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in one shot each. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope. This time, the terrorists are much more alert than before, and came at me from all sides. Thanks to the God Mode that I am not killed! I then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. My team mates killed the two bodyguards and also killed Gutierrez, causing the mission to fail, and the test run is over. IN this run, 34 shots were fired, with 32 on target. 30 terrorists wre killed. This made up for an awesome 95% accuracy even with the 00 Buck Shot Used. Besides, the use of 21 shell magazines can really help save time, as the player does not have to reload often. This shotgun is awesome! Score: 92 *****AWESOME!***** *****WITH MINI SCOPE AND SLUG***** Now, the accuracy and range is bound to improve with the inclusion of the Slug ammo. Let's see how well this auto shotgun can perform. I started in the alley outside the garage. I moved forward, and around the corner of the alley, and finally reached the garage entrance. There are no terrorists here this time. Everything is just very quiet. Therefore, it was time for me to simply move on. Then, I moved to the right and opened the door. There are still no terrorists hanging around here. Then I turned left at the gap, and killed the terrorist who is facing the wall. I then turned around and looked at the opening to the right using the Mini Scope. A terrorist emerged, and was taken out in one single shot. This time, his friends did come to assist him. Maybe it was because he cried, "Alarm!" before I shot him dead. Meanwhile, Red Team was waiting for the Alpha Go-Code. I then threw a Smoke Grenade at the door at that corner. I waited for the smoke to thicken, and then looked into the garage, picking off any unsuspecting terrorists with my scope while I gave the Go-Code. I went down to that garage and killed any stragglers that remained, and went back in a circle back to the gap. Of course, I checked the room hidden behind the door where I threw the Smoke Grenade, and found a terrorist. He was dead by the time he saw me. Now, I went through the hallway to the right of the gap where I came out from, and I found 2 openings in the wall. I threw a Smoke Grenade at the opening, and waited for it to thicken. I then went through the 2 openings, and killed the terrorists before they could see me. I then went through the other side of one of the rooms and moved on. I now found myself in the locker room, adjoining a store room. There was no terrorist around the corner. Still, there was a terrorist in the storeroom that had to be taken out with the Mini Scope. He had a buddy standing behind the shelves to the left of him, and he had to be taken out as well. I am now in another garage. There were a couple of terrorists here and there, and I found a larger opening leading to an open space outside. I threw my 3rd Smoke Grenade at that opening, and I first turned left and killed that leering terrorist, then I looked outside through my mini-scope, and found quite a lot of targets. I fired at each individual target, and they were all down in one shot each. One of the shots must have gone through two tangos at once, as I saw a tango fall and the other behind him slow to a limp. Two more terrorists are found on the other side of that big van, and were also taken out at a range with the Scope. I sent Green Team back into the garage through the door on the other side of the open space. I turned left, through another garage, and arrived at the car display room. I opened the door slowly and picked of any terrorist that appeared with the help of the Mini Scope. This time, the terrorists are much more alert than before, and came at me from all sides. Thanks to the God Mode that I am not killed! I then gave the Go-Code for Red Team to search another side of the room. I noticed that there were terrorists at the railings looking down at the garage from above. Thanks to the scope, I was able to shoot them in their heads. I then walked up the stairs, and killed the 2 terrorists that are not standing in the edges. I waited for Red Team to plant the breaching charge, and then ordered my teammates to open and clear the door. As soon as they have opened the door, I have the Go-Code, and Red Team busted in from the other side. My team mates were smart enough not to accidentally kill Gutierrez before he surrendered, and the test run is over. IN this run, 34 shots were fired, with 33 on target. 30 terrorists wre killed. This made up for an incredible 97% accuracy. Besides, the use of 21 shell magazines can really help save time, as the player does not have to reload often. This shotgun is even more awesome! Now, it is more than obvious that Slugs are preferred to 00 Buck Shots! Score: 93 *****AWESOME!***** ---------------------------------- 7. My Favorite Weapons [TCRC3RS7] ---------------------------------- Before I start about which weapons I prefer, I will give a brief introduction to the statistics of a weapon. There are 5 different statistics of the weapon. Range, which tells you how far the gun can fire. Damage, which tells you how much damage a bullet does to the enemy. Accuracy, which is the convergence limit of the aiming reticule, and the more the reticule converges, the more accurate is the weapon. Stability, which determines how much the gun is shaken up by its recoil while firing. Recovery, which is the speed of which the reticule reaches its convergence limit. ------------------------------------- Different Peripherals for the Weapons ------------------------------------- Each weapon has a wide variety of different peripherals for you to add to your guns. These peripherals have different effects on your weapons, and their drawbacks and advantages are stated below. High Capacity Magazine: M14 Assault Rifle without peripheral: Bullets per Magazine: 21 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 Recovery: 83 M14 Assault Rifle with High Capacity Magazine: Bullets per Magazine: 101 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 + 22 = 62 Recovery: 83 - 10 = 73 The High Capacity Magazine significantly increases the bullets loaded into the gun at once, as there are more bullets loaded, the gun becomes heavier, so the stability is increased, however, this increased weight also contributes to a decrease in reticule recovery time. Mini Scope: A Mini Scope allows you to aim at the targets more accurately from a longer range. There really are no drawbacks for this peripheral. So, this is my personal favorite peripheral, particularly if you are using a shotgun. Sound Suppressor (Silencer): M16A2 Assault Rifle without peripheral: Bullets per Magazine: 31 Range: 39 Damage: 66 Accuracy: 74 Stability: 38 Recovery: 90 Silenced M16A2 Assault Rifle: Bullets per Magazine: 31 Range: 39 - 20 = 19 Damage: 66 - 33 = 33 Accuracy: 74 + 12 = 86 Stability: 38 + 61 = 99 Recovery: 90 - 4 = 86 When you silence a weapon, it makes much less noise than before. However, the usage of special subsonic rounds can significantly lower range and damage of these weapons. However, after the version 1.51 update, their range and damage are not as weakened as before, as the silencer at most will half the weapon's damage and the range will not be that much weakened. Reticule recovery will also be slightly reduced. Fortunately, this is offset by the increased accuracy and stability. Use these if you would like to save hostages that are in open areas, such as when there are no doors separating you from the hostages and their takers. ------------------- My Favorite Weapons ------------------- Sub Machine Guns: In my opinion, these guns are useless, as they never have the range or damage I desire. In fact, I never use them! My Favorite Assault Rifle: M14 Assault Rifle with Mini Scope Bullets per Magazine: 21 Range: 49 Damage: 100 Accuracy: 76 Stability: 40 Recovery: 83 This has got to be the all rounded Assault Rifle. It has the best range, best damage and is quite accurate. Although it may be rather shaky when you fire many rounds at once, it is still the best! After all, the US has the reason to use this rifle since 1957! My Favorite Silenced Assault Rifle: M16A2 Assault Rifle with Sound Suppressor Bullets per Magazine: 31 Range: 39 - 20 = 19 Damage: 66 - 33 = 33 Accuracy: 74 + 12 = 86 Stability: 38 + 61 = 99 Recovery: 90 - 4 = 86 When it comes to hostage rescue, or sneaky raids, the M16A2 is well, precise and powerful. Its reticule recovery is much faster than the silenced version of the M14 Assault Rifle, and hence will be my weapon of choice if I must use Silenced Weapons. Besides, this weapon is a triple shot assault rifle, and hence 3 shots will be fired by one click of the mouse button! My Favorite Pistol: Desert Eagle (.50 caliber) with High Capacity Magazine Bullets per Magazine: 15 Range: 20 Damage: 70 Accuracy: 76 Stability: 1 + 6 = 7 Recovery: 81 - 1 = 80 Best range, best damage and quite accurate, really. Sure, it has got to be extremely shaky, but who cares? After all, pistols are meant to be one-shot weapons. But still, as you can notice, the High Capacity Magazine sort of increases its stability by 6 times! Ha ha ha! This 70 damage can really guarantee a 1 hit KO, I am sure. My Favorite Machine Pistol: SR-2 with High Capacity Magazine Bullets per Magazine: 33 Range: 12 Damage: 20 Accuracy: 26 Stability: 59 + 4 = 63 Recovery: 85 For a machine pistol, the SR-2 has the highest Range, Damage, Stability and Recovery! What else could be better? If your operative's primary weapon is a shotgun, I suggest you use this as a support weapon, as it can help a lot when you have some enemy far away that you cannot shoot easily. My Favorite Shotgun: USAS - 12 with Mini Scope Shells per Magazine: 21 Range: 8 Damage: 100 Accuracy: 1 Stability: 46 Recovery: 77 Although all 3 shotguns have the same range, damage and accuracy, I choose USAS - 12 to be the best for one reason: It has the highest ammo capacity, and it reloads more than one shell at a time compared with the other 2 types of shotguns! After all, it's an auto shotgun. Feel free to equip this to the demolition specialists. Good hunting. I recommend using the Slug shells as they have increased range compared with the 00 Buck. My Favorite Sniper Rifle: M82A1 with Thermal Scope Bullets per Magazine: 8 Range: 100 Damage: 100 Accuracy: 89 Stability: 1 Recovery: 9 In my opinion, a good sniper rifle MUST have a good range AND damage. Only then it can always achieve one shot kills. Although it is extremely shaky and has slow recovery time, such effects can be negated if you crawl. My Favorite Light Machine Gun: 21E Bullets per Magazine: 100 Range: 49 Damage: 99 Accuracy: 54 Stability: 61 Recovery: 62 For a Light Machine Gun, the 21E has the best range and accuracy, and is 2nd for damage. Sure, it may be shaky and have a relatively slow recovery time, it really is not that far behind in those department. Besides, this gun just looks so awesome! ----------------------------- Different Types of Ammunition ----------------------------- Full Metal Jacket Rounds Supported weapons: Submachine Guns, Pistols, Machine Pistols, Assault Rifles, Sniper Rifles and Light Machine Guns The Full Metal Jacket Round is the standard type of ammunition for all of the weapons in Rainbow Six: Raven Shield. They deal typical damage to enemies without body armor, and can penetrate any armor worn by the enemy. All the terrorists in the game use this type of ammunition, so even if you wear the heaviest type of body armor, the terrorists can still kill you in two shots! Note that this is the only type of ammo usable by Machine Pistols, Assault Rifles and Light Machine Guns, as these 3 are the most commonly used types of weapons in Rainbow Six, I suggest you try to rely on these. Jacketed Hollow Point Rounds Supported weapons: Submachine Guns, Pistols, Sniper Rifles These rounds have a dented tip, and hence are called Hollow Point rounds. They deal very heavy damage towards targets that are unarmored. However, if the enemy does wear body armor, the bullets most likely will just bounce off him and no damage will be dealt. As submachine guns are such useless weapons in this game, you don't even need to consider using these, and simply stick to the Full Metal Jacket Rounds. However, there is no harm in using this type of ammunition for your pistol, in particular, the Desert Eagle (.50 caliber). 00 Buck Shot Supported weapons: Shotguns 00 Buck Shots are green colored shells. The bullets inside the shell spread out in a circular pattern. In fact, this is the type of ammo, hunters will use in their shotguns to hunt bears and other game animals. In real life, if a person is hit by such ammunition, they are well, liquid. Hence, they are effective against people who are unarmored. This shell can be used to blast open doors, creating an element of surprise. Just make sure that it flings open in the direction it is supposed to naturally open. Slug Supported weapons: Shotguns These Red colored shells pack a greater punch to armored targets than the 00 Buck. They also have a better range than the 00 Buck. That's about it. -------------------------------------- 8. My Preferred Operatives [TCRC3RS8] -------------------------------------- Before I begin on which operatives I prefer, I must explain the different statistics of each operative before moving on, as different types of operatives are dependent of different statistics to ensure good performance. The bracket following each statistic shows which types of operatives that particular statistic is most important to. Assault: (All Operatives except Snipers) The Assault Stat affects how fast an operative's aiming reticule reaches its convergence limit. For maximum reticule recovery time, choose an operative with 100 Assault Stat, and then use a weapon with a high recovery stat. Demolitions: (Demolitions) This is basically the speed of an operative in planting or defusing explosives. If you want to minimize the time taken to defuse bombs or place breaching charges, use Lars Beckenbauer and equip him with the Demo Kit. Electronics: (Electronics) This is the speed of an operative in planting electronic devices. That's it. As the one and only one electronics mission of the game is a stealth mission, and no electronics specialists have decent stealth ratings (that is, above 90), you better make use of the electronics kit to speed things up. Sniper: (Snipers) This affects how fast the aiming reticule reaches its convergence limit when using sniper rifles. If you want to use high powered sniper rifles like the M82A1, always use an agent with a high sniper rating. Stealth: (Recons) This is how quiet an operative is when moving. Self Control: (All Operatives) This determines how patient a computer controlled agent is to wait for the reticule to reach its convergence limit. Therefore, an agent with good self control can shoot more accurately. Leadership: (All Operatives) This determines the response time of your fellow teammates when you issue orders. The better the leadership, the faster the teammates respond. Observation: (All Operatives) This determines how observant an agent is, and how easily can he or she detect other enemies. ------------------------------ a. Character Bios [TCRC3RS8A] ------------------------------ *****ASSAULTS***** Arnavisca, Santiago Born in Malaga, Spain. Although the family's holdings were greatly reduced under Franco's rule, the Arnaviscas still control large tracts of farmland around Cordoba and the Guadalquivir river valley. The second youngest son in a family of eight, his eldest brother is a deputy in the Adalucian Parliament. Attended University of Seville, 1983-88. Joined the Guardia Civil upon graduation. Served as a brigade commander 1994-96 in the Western European Union (WEU) administration of Mostar in Bosnia where he was instrumental in rebuilding the local police force. In 1997 recruited by the Guardia Civil's counter-terrorism unit, the Unidad Especial de Intervencion (UEI) as part of their focus on the growing threat of terrorist action within the European Union by former citizens of Yugoslavia. Arnavisca has competed in shooting competitions since he was a child and is an expert marksman. He speaks English, German and Italian fluently, as well as his native Spanish, and can make himself understood in most other European languages. Despite his aristocratic bearing, he is more comfortable acting as a lieutenant and advisor than a team lead. Extremely tenacious in combat, he has a reputation for maintaining an air of calm detachment no matter how tense the situation. Bogart, Daniel Born in Keokuk, Iowa, USA. Father is a local deputy sheriff, mother a homemaker. Two brothers. Attended University of Iowa on a track & field scholarship, 1972-76. Graduated with honors with a degree in law enforcement. Worked for three years as a patrolman in Keokuk police department. Hired in 1980 by the Federal Bureau of Investigation. Member of FBI Hostage Rescue Team 1987-97. Married since 1979. Wife and two teen-age children live in Maine, USA. Bogart is an excellent team lead. He has exceptional tactical skills and situational awareness from his years with HRT. Extremely cool under fire, he is also a crack shot, having won several marksmanship awards during his tenure at the FBI. His low-key demeanor and laconic sense of humor have made him a well-liked member of the RAINBOW team. Burke, Andrew Born in Manchester, England. Whereabouts of father unknown. Mother is a secretary at a plastics processing plant in Leeds. Three siblings, two brothers and a sister. Joined Royal Marines in 1986. Two tours of duty with British Special Air Service (SAS), 1989-91 and 1996-1999. Awarded Military Cross, 1998. Has taken part in SAS actions in twenty-two countries on four continents. Further details of his service record are sealed. Unmarried. Burke is a seasoned veteran of numerous covert operations. While not reckless, he has a strong can-do attitude and unlimited confidence in his abilities. As a leader he is decisive and demanding. He has a quick sense of humor and is likely to keep his team relaxed by telling jokes before the start of a mission. While he has some contact with his immediate family, he considers the service to be his home. Chavez, Ding Born in Los Angeles, California. Joined U.S. Army, 1983. Served with the 7th Infantry Division, 1984-87. Rose to rank of Staff Sergeant before being recruited by the American Central Intelligence Agency (CIA) in 1987 for narcotics interdiction operations in South America. Discharged 1988 and became a full-time CIA employee the same year, working under John Clark. Service records for the years 1989-99 are sealed. Earned B.S. Political Science, George Mason University, 1995. M.A. International Relations from the same institution 1999. Married. Chavez is an excellent light infantry soldier with an exceptional grasp of small unit tactics and close quarters battle. Although small in stature he is powerfully built and agile, a formidable opponent with a wide range of weapons and in hand-to-hand combat. Filatov, Genedy Born in Pskov, Pskovskaya Oblast, Russian Federation. No information on family available. Served in army of former Soviet Union, 1981-85, including tour of duty in Afghanistan. Recruited by "Alfa" counter terrorist group in 1987. Operated in all major territories of the former Soviet Union and eastern Europe. Resigned from "Alfa" in 1991 in response to that organization's ambiguous response to the failed Soviet coup. Director of operations for private security firm, 1991-96. Returned to "Alfa" during its 1997 restructuring under the Russian Federal Security Service. Married, no children. Filatov is a solid counter-terrorism operative. Although his training and background are unorthodox by western standards, he has a wealth of real-world experience from his years in the security forces of the former Soviet Union, and numerous contacts across Eastern Europe and Asia. His steady nerves and methodical approach to any threat make him a particularly valuable asset in combat situations. Team commanders should not be misled by his world-wearymanner; he is not a pessimist but a realist, and he prides himself on being the voice of reason and conservatism in any debate. Haider, Karl Born in Graz, Austria. Father is a petroleum distributor, mother a homemaker. Two siblings, a brother and a sister, both still in school. Joined the regular Austrian army in 1992. Transferred to Gendarmerieeinsatzkommando Cobra (GEK Cobra) in 1996. Trained with both Germany's GSG-9 and Israel's Sayeret Mat'Kal. Participated in GEK Cobra raid on Deissenmayr GmbH headquarters in Vienna in 1998 and was credited with single-handedly saving the lives of seven hostages. Married 1999, no children. In combat situations Karl is unstoppable. He is extremely aggressive and will not hesitate to use whatever methods are necessary to complete his mission. He is fanatical about protecting the lives of hostages and innocent bystanders, even to the point of jeopardizing his own life. Off the job he is soft-spoken and private, but has an iron determination. Hanley, Timothy Born in Margaret River, Australia. Father is a winery foreman, mother is a homemaker. Two siblings, a brother and a sister. Attended Australian Defense Forces Academy in Canberra, 1983-87. Upon graduation was recruited into newly formed 1st squadron of the Special Air Service Regiment (SASR) and remained with this unit when it was reorganized into the Australian Tactical Assault Group (TAG) shortly thereafter. His entire career has been with TAG with the exception of one tour of duty with the Australian Intelligence Corp (AustInt), 1993-96. Has lead counter-terrorist teams on three continents and has cross-trained with both the U.S. "Delta Force" and British Special Air Service. Unmarried. Hanley is a career CT officer. He is a veteran of dozens of assaults and approaches even the most dangerous missions with the easy-going good humor that has become his hallmark. Off duty he is an experienced backpacker and mountaineer and has taken part in amateur expeditions to many of the world's major peaks. He is in superb physical condition and has demonstrated an ability to endure even the most extreme physical hardship. Loiselle, Louis Born in Paris June 6 1968, married to Elaine, three years. Father former commercial pilot, mother is a clerk at local department store in Avagion. Former member of the French Parachute Division, he was detailed to DGSE. Part of action group Service 7. Involved in tactical espionage and counter-espionage throughout Europe. Began training DGSE recruits in 1985. On assignments he is a utility player, and doesn't get shaken easily. He is a marksman with pistols and rifles, although he is experienced in all forms of counterterrorism. He spends most free time reading and spending time with his wife. Murad, Jamal Born in Bani Suwayf, Egypt. Murad is the son of an influential moderate Muslim cleric, and grew up learning a great deal about both the religious and secular worlds. To the dismay of his pacifistic parents, Murad joined the Egyptian armed forces rather than continue his scholarship. Privately upset by the reputation of Egypt's Unit 777, Murad set out to change the organization from within. His contacts with US, British and German training units convinced him there was a better way, but that Egypt would not be taking that path soon enough for him. His exceptional skills, both linguistic and military, landed him a frequent cross training position with the SAS, where he came to the attention of RAINBOW. In combat, Murad is a swift and lethal presence. Once he has committed a plan to memory, nothing stand in his way to accomplish that plan. Prior to the mission, Murad questions every detail of every plan, often infuriating the planning officers but ensuring that every possible consequence and complication have been well thought out. His insistence that there is a Right Way has won him many admirers, if few friends. Noronha, Alexandre Born in Belo Horizonte, Brazil. His late father ran an import business. His mother is a homemaker. One older brother, two younger sisters. Attended college at the Brazilian military academy, Colegio Militar do Rio de Janeiro (CMRJ), 1977-81. Served two terms of duty with the regular Brazilian army before being recruited into the Counter-Terrorist Detachment (CTD) of the 1st Special Forces Battalion in 1987. Since 1995 he has commanded one of CTD's three squadrons. He has cross-trained with the U.S. "Delta Force", Chile's Unidad Anti-Terroristes (UAT), Agentina's Brigada Especial Operativa Halcon, and Columbia's Agrupacion De Fuerzas Especiales Urbanas (AFEU). In 1997 he was one of a group of senior Brazilian CTD operators who assisted the Peruvian armed forces in ending the occupation of the Japanese embassy by the Tupac Amaru Revolutionary Movement (MRTA). Married since 1985. His wife and two daughters live in Rio de Janeiro. Noronha has spent the majority of his military career as a CT operator. He is well-known in the CT community, particularly in North and South America, and has a reputation as a stern taskmaster. Although he has conducted actions in a wide variety of terrains and circumstances, he is particularly proficient in jungle operations and long-range intelligence gathering. In combat situations he is extremely aggressive and he expects the same from any team that serves under him. He has no sense of humor and considers it unprofessional in others. His only passion in life (aside from his work and his family) is classical music and opera. Novikov, Arkadi Born in Minsk, in what is now Belarus. Novikov is the son of a career army officer; his family is politically very well connected, and has made the transition from the USSR to the CIS very well indeed. Novikov enjoyed the finest education and living standard available, including an engineering degree from the University of Moscow. He spurned the regular army to take a prized field position in the enforcement arm of the KGB, only to find it disintegrating beneath him. When his co-workers joined the forming Russian Mafias, Novikov left the city to return to Minsk where the newly independent Belarus army offered him a chance to lead a CT team of his own creation. A series of low profile but well-planned and executed missions brought him to the attention of RAINBOW, which Novikov gladly joined. Novikov combines the broad built of the Russian athlete with an incisive mind and stern leadership. He is capable of working much higher in the organization, but prefers field duty, even if it means taking more orders than he gives. Other team members feel comfortable with Novikov in charge, as his personal bravery combines with sharp planning to virtually guarantee success. Price, Eddie Born in London, September 21 1958. Father deceased, mother living in Cambridge, retired nurse. Price is a former color sergeant who served in the 22nd SAS at Hereford. Spot promoted to Sergeant major, he spent time in Northern Ireland for the 14th Intelligence Company. Highly trained in techniques such as CQB, IR photography and covert surveillance, "The Company" as it is known performs in Northern Ireland, monitoring known IRA terrorists and pre-emptively striking against terrorist targets. Involved in hostage rescue in Columbia, 1984, where scientist was on a research expedition. Extremely physically fit, and an expert marksmen. Enjoys reading, smoking his pipe, and working out with Weber. Unmarried. Rakuzanka, Kazimeira Born Kazimiera Koziol in Gdansk, Poland. Her father and brothers worked in the shipyards and she was active from an early age in the movement that later become known as Solidarnosc. In 1981 when she was 17 she was beaten seriously enough by police to require hospitalization and in 1982 she was arrested during a street demonstration and spent the following year in jail. Upon her release in 1983 she resumed activity in the Solidarity underground while working odd jobs in and around Gdansk. Married in 1986 to Andrzej Rakuzanka, a follow underground activist. With the shifting of political winds in 1989 and the founding of the Republic of Poland she was able once again to make public her affiliation with Solidarity. In 1990 she joined the reconstructed Gdansk police force and quickly moved into undercover work to battle the growing organized crime problem in the newly liberated country. In 1993 she was recruited by the Grupa Reagowania Operacyjno Mobilnego (GROM), Poland's newly-formed counter-terrorist unit. Initially she was involved purely in intelligence gathering activities, but in 1994 when her unit took part in Operation Restore Democracy, the American-led invasion of Haiti, she was promoted to full-fledged CT operator. In 1998 she lead her first assault team, and has since cross-trained with the U.S. "Delta Force", Norway's Beredskapstroppen, and Finland's Osasto Karhu. Her husband and two daughters reside in Gdansk. Rakuzanka is a survivor. Despite her unassuming appearance she has an iron consititution and is capable of enduring extreme hardship. She is a strong team player and an excellent shot. She has a sarcastic way of speaking but always reserves her sharpest barbs for the rich and powerful. She is called "Kazi" by friends and family, and "Kamikazi" by her colleagues, although never to her face. Raymond, Renee Born in Kansas City, Missouri, USA. Father is a retired U.S. Army colonel, mother is a homemaker. Two older brothers. Attended University of Oklahoma, 1986-89 under Reserve Officers Training Corp (ROTC) program, majoring in Political Science. Entered regular U.S. Army upon graduation. Served in Kuwait, 1991. Recruited into U.S. Special Operations Psychological Operations (PSYOPS), 1992. Served in Bosnia, 1996-97. In 1998 was selected to take part in U.S. Army trial introduction of women into special operations ground combat forces. Trained with 1st Special Forces Operational Detachment-Delta (1st SFOD-D, "Delta Force") . Married since 1993. Husband is a lieutenant in U.S. Army, stationed in Frankfurt, Germany. One child, a daughter, born 1995. Raymond is extremely self-reliant and resourceful. An excellent combat soldier, she is also well-versed in a variety of types of psychological warfare, and understand how both soldiers and civilians react under the stress of combat. Although an experienced officer, she is too much of a loner to be at her best as a team lead and will be used to maximum advantage in a support role. She doesn't talk much, and weighs her words carefully when she does speak. Walther, Jorg Born in Saarbrucken, Germany. Father is a safety engineer with Lufthansa, mother is a homemaker. Three younger siblings, two sisters and a brother. Amateur archer, competing in Germany junior national championships, 1990. Entered the German Federal Border Police Force (Bundesgrenzschutz) in 1994 at the top of his cadet class. Stationed at Saarbrucken, 1994-98. Recruited into Germany's elite counter-terrorist force, Grenzschutzgruppe 9 (GSG-9) in 1998. Completed GSG-9 training in record time, again at the top of his class. Temporarily attached to GSG-9/1, the group's primary CT strike unit, before reassignment to RAINBOW. Married since 1996. No children. Walther is currently the youngest member of the RAINBOW team. His lack of experience in the field is balanced by his extraordinary drive and determination. He is a quick learner and an exceptional team member, following every order without hesitation or question. Although his primary training was as member of an assault team, he is also well-versed in wire-tapping and electronic surveillance. He is clearly being groomed for advancement by the Bundesgrenzschutz command and his assignment to RAINBOW reflects the German government's long-term commitment to international CT collaboration. *****SNIPERS***** Galanos, Kure Born in Nicosia, Cyprus. Galanos was thrust into the ethnic tensions on Cyprus from an early age, when her family lost their homes during widespread clashes between Turkish and Greek rioters. The Galanos family, while never physically harmed by the tensions, continued to suffer difficult times for many years due to the unrest. Eventually they fled the city, and Galanos' father, an ex-ELDYK sniper, taught her his trade in extended hunting trips through the center of the island. Galanos attempted to join the Greek MYK force, but was denied due to her gender. Instead, she joined the civilian police force and quickly rose to prominence as a sniper with a reputation for precise shooting in less than optimal conditions. Galanos is, at times, a sheer force of nature. What she cannot achieve by skill alone, she often completes by force of will. Teammates often claim her piercing gaze does more damage than her bullets. She displays no antipathy towards Turks, or indeed any other nationality or criminal. She treats assignments as problems to be solved, and solves them with a single, clean trigger pull. Johnston, Homer Born in Boise August 23 1972. Father local logger, mother secretary at lumber mill. Brought up in true mountain man fashion, he shot his first deer at age 10. Former Green Beret and Delta member. Part of 101st AirMobile Fort Campbell, Kentucky, he found his way into Black Ops by 1989. Definitive distance runner, relies on stealth and speed to set up his sniper locations. Expert with all forms of rifles. Spends free time hunting with Weber and spending time with his parents. Unmarried. Narino, Emilio Born in Cartagena, Colombia. Narino's early activities are shrouded in mystery, a situation he enhances with conflicting stories regarding his training and upbringing. At various times, Narino has claimed to be the nephew of a Colombian drug lord, a failed university professor, an ex-police officer, and a freedom fighter. Most team members believe that he learned his trade as a CIA assassin, a belief that Narino alternately encourages with outrageous stories or flatly denies cold stares. Regardless, everyone agrees that Narino is a cool and composed marksman with a disquieting ability to sneak into exposed positions without being seen. Narino is a study in unpredictable mood swings. One minute joking and talkative, the next tight-lipped and silent. This never interferes with his professionalism on the job, but it has kept Narino at arm's length from the easy camaraderie pervading most of the team. This distance is especially noticeable during planning sessions, where he doesn't contribute unless it is to point out an unorthodox sniping position. Petersen, Einar Born in Hamar, Norway. Parents owned and operated a ski resort high in central Norway. Began skiing at an early age; soon added hunting and shooting, to become an accomplished biathlete. Attempted and failed to win entry to Norway's Olympic Biathlon Team in 1988 and 1992, missing by fractions of a point each time. Joined Beredskapstroppen in 1990, after sister travelling in the Middle East was wounded in a terrorist attack. Petersen is a nearly unstoppable sniper if allowed the proper setup time. He projects an air of icy calm at all times, prompting teammates to devise various pranks and embarrassing situations to disturb that calm. All attempts so far have failed. While aloof, his unerring accuracy has endeared him to the rest of the team. When not on duty, Petersen often embarks on lengthy solo cross-country skiing trips, disappearing into dense terrain for days at a time. Weber, Dieter Born in Munich July 9 1971, Father ironworker, mother deceased. Graduate of German Army's Burger Fubrer or Mountain Leader schools, one of the physically toughest schools in the world. Came from German GSG-9 team, which was part of the former Border Guards, the Federal Republic's counterterrorism team. Fluent in English and German, his marksmen ability only matched by a few members on the team. Spends free time hunting, working out with Price, and practicing Tai Kwon Do. Unmarried. *****DEMOLITIONS***** Beckenbauer, Lars Born on a farm near Chemnitz on the Czechoslovakian border in what was, at the time, the German Democratic Republic (East Germany). Drafted into the East Germany Army, 1970. Specialized in bomb disposal and demolitions. Assigned to East German Border Patrol, 1971-76. Arrested by the GDR State Security Service (Stasi) in 1976 under suspicion of involvement in several high-profile defections. Released for lack of evidence and discharged from army in 1977. Movements and activities from 1977-84 are unknown. The current German government will neither confirm nor deny rumors that he was a member of the "Libellen", an underground group held responsible for several bombings of East German governmental offices in and around Berlin in the summer of 1981. Resurfaced in 1985 when he was granted asylum by West Germany after a risky crossing of the Baltic Sea in a small sailboat. Opened Pyrotechno GmbH, a security consulting firm, in 1989. Since then he has built his reputation as Germany's leading expert on explosives and demolitions. Married, 1995. Two children. Beckenbauer has an encyclopedic knowledge of all types of explosive devices. Years of working with bombs have made him extremely meticulous. He never overlooks any detail of an operation and leaves nothing to chance. In his relations with the rest of the team he is liable to be somewhat cold and distant, but only because he is so completely focused on his job that he considers personal interactions to be a dangerous distraction. McAllen, Roger Born in Toronto, Ontario, Canada. Father is a senior officer with the Royal Bank of Canada. Mother is deceased. One sister, still a resident of Toronto. Joined the Canadian Army as a Field Engineer, 1981. Served one tour of duty, 1981-85. Received advanced trainingin both combat diving and explosive ordnance disposal. Upon discharge joined the Royal Canadian Mounted Police (RCMP) and in 1988 became a member of the Special Emergency Response Team (SERT), the RCMP's elite counter-terrorism unit. When SERT was disbanded in 1993, he helped coordinate the transition of counter-terrorist responsibilities to the Canadian Armed Forces' newly formed Joint Task Force Two (JTF-2). McAllen re-enlisted in 1994 and became a full member of JTF-2 the same year. He has participated in counter-terrorist actions on three continents, including the JTF-2 extended operations in 1996-97 against war criminals in Bosnia. Married in 1984, divorced in 1992. One child, a daughter, born 1986, lives with her mother in London, Ontario. McAllen is a specialist in multiple areas. He is an excellent shot and is extremely aggressive in combat situations, making him a good choice as a member of an assault team, but he also has extensive experience with bomb disposal and demolitions. He is an amateur power-lifter and his strength and stamina make him a formidable opponent. Team leads should be warned that he performs better in a subordinate rather than a command position. He has a hearty, good-natured manner and spends his off-duty time socializing with a wide circle of friends, most of them current or ex-military men. Morris, Gerald Born in Birmingham, Alabama, USA. Father is a retired furniture salesman, mother is a homemaker. Two younger sisters, both still living in Birmingham. Valedictorian of his high school class, National Merit Scholar, 1982. Attended Rice University in Houston, Texas, 1983-87, graduating with a BS in Material Science and a BA in Russian Literature. Joined the American Bureau of Alcohol, Tobacco and Firearms (BATF) in 1988 as an agent in their Explosives Division. Earned an MS in Inorganic Chemistry from the University of New Orleans during a leave of absence from BATF, 1992-1994. His thesis "Applications of Micro-stress Analysis in Accelerant Identification" is considered to be a landmark in the forensic analysis of bomb debris. Upon return to active duty in 1995 he was assigned to the BATF's International Response Team (IRT). Since 1998 he has been on extended assignment in South Korea with the Korean counter-terrorism task force, the National Police 868 Unit, training them in techniques of bomb detection, bomb disposal, and post-bombing investigation. His wife and two daughters currently live in Seoul, South Korea. Morris is a team player who likes his operations to run strictly by the book. His primary specialty is forensics, but he is also an expert at the setting and disarming of all types of explosive devices. Although he knows a fair amount about conducting counter-terrorist assaults from his years working with the 868 Unit, in hostage situations he prefers an indirect approach. Morris likes to spend his off-duty hours with his family. In his spare time he collects antique blues recordings and memorabilia. *****E:ECTRONICS***** DuBarry. Alain Born in Chantilly, France. Father is a manuscript curator at a local museum, mother is a journalist. Four sisters and two brothers. Second oldest sister is a prominent professor of mathematics at the University of Paris. Attended the Ecole Superieure d'Ingenieurs en Electrotechnique et Electronique (ESIEE) in Paris, 1984-89. Graduated with a degree in electronics engineering and computer science. Joined the Gendarmerie Nationale in 1990 as an officer in their computer crime division. Instrumental in thwarting a 1994 attempt by a group of Algerian nationals to bring down the French Minitel computer network using a virus spread by telephone switching software. In 1996 he was recuited by the Groupe d'Intervention Gendarmerie Nationale (GIGN), France's elite counter terrorist unit, as a specialist in telephony and electronic surveillance. Unmarried. DuBarry is an expert on computers and computer nets as well as more conventional forms of surveillance. Although his role in CT actions is usually intelligence gathering and communications, as a veteran of GIGN's extensive combat training he is fully qualified to participate in armed operations. Introverted and thoughtful, and an excellent tactician, he often makes connections that other team members miss. Off-duty he is an avid amateur scuba diver and is an officer in the Confederation Mondiale des Activites Subaquatiques (CMAS). Lofquist, Annika Born in Goteborg, Sweden. Father was a retired admiral in the Swedish Navy, now deceased. Mother is a professor of Romance languages at Goteborg University and is active in Miljopartiet de Grona, the Swedish Green Party. Three brothers. The entire family sails avidly. Attended Stockholm University 1984-87, graduated with a B.S. in Physics. After a stint as an engineer with the Swedishsemiconductor giant Microelektronik AB (1988-92), Lofquist joined the Stockholm police force as an expert on electronic surveillance. In 1994 she was recruited into Ordningspolisens Nationella Insatsstyrka (ONI), the national rescue unit of the Stockholm Police Department. From 1997 to 1999 she led ONI intelligence and surveillance teams in over a dozen different counter-terrorist actions, including the high-profile 1998 Red Cell occupation of the trading floor of the Stockholm futures exchange. Unmarried. Lofquist is an electronics genius. Her name is on 14 different patents held by Microelektronik, her old employer, and she continues to consult with their engineers while serving as a member of the RAINBOW team. Most of her innovations have been in the area of electronic eavesdropping. She is extremely confident and courageous, although at times her lack of military training can lead her to overestimate her ability to handle a situation. Off duty she keeps to herself, living alone on a sailboat in Saltsjobaden outside Stockholm. *****RECONS***** Maldini, Antonio Born in Milano, Italy. Father is the manager of a textile factory, mother is a homemaker. Five siblings. Attended Universita degli Studi di Ferrara, 1984-88. Graduated with a degree in Chemistry. Joined L'Arma dei Caribinieri in 1989 and after completing training was assigned to the Comando Carabinieri Antidroga, the Caribinieri's anti-narcotics agency. Transferred in 1995 to the Gruppo Intervento Speciale (GIS), Italy's elite counter-terrorist team. Married since 1990. Three children. Maldini's specialty is stealth. At GIS his ability to occupy positions undetected by the enemy resulted in the nickname "The Invisible Man". He is in excellent physical condition and is exceptionally quick on his feet. His demeanor is calm and somewhat aloof. Although a solid team member, he is too introspective to be a truly effective commander. Off-duty he is an amateur marathoner and has competed in races across Europe. Extremely intelligent and well-spoken. Pak, Suo-Won Born in Kangnung, South Korea. Pak is a member of a large family of fishermen; he has four brothers and three sisters. He entered the South Korean army at the youngest age he could, so long as he would not have to serve on a boat, ever again. Despite (or perhaps because of) his slight build, Pak developed a reputation for physical prowess, particularly endurance. He was accepted into the 707th Special Mission Battalion, making battalion history by being the only inductee to exceed every one of the punishing physical tests exacted upon the battalion during training. He built his reputation up further by succeeding at lengthy solo infiltration missions behind North Korean lines, often in disguise for extended periods of time. Pak is cheerful and optimistic at all times. While Recon operatives are not used in all missions, Pak manages to be in the center of the planning and discussion stages all the same. Woo, Tracy Born in Los Angeles, California, USA. Father is a doctor, mother a lawyer. No siblings. Amateur gymnast, competing in west coast regional championships 1987-88. Attended UCLA University 1989-92, graduated with a BA in Psychology. Joined Los Angeles Police department in 1992, transferred to Metro Division S.W.A.T Team in 1994, where she specialized in surveillance and negotiation. Awarded commendation for bravery for role in ending the New Millennia occupation of L.A. city hall in 1999. Unmarried. Woo is an expert on reconnaissance and surveillance. She can move quickly and quietly through terrorist-controlled areas and is well-versed in the installation and removal of a wide variety of electronic intelligence-gathering devices. She handles command well, but she has an independent nature and has been known to argue with her superiors. Her combat skills are average. Outspoken and self-reliant. Yacoby, Ayana Born in Tel Aviv, Israel. Father is a greengrocer, mother died when she was three. One younger brother, plays professional soccer for Beitar Jerusalem. Joined the regular Israeli army, 1992. Transferred to Sayeret Mat'kal in 1995, where she served in the general staff reconnaissance unit. Recruited in 1997 by the Mossad. Specialization in infiltration and intelligence gathering. Speaks fluent English and Arabic. Unmarried. Ayana is a master of the silent kill. Her training has prepared her for moving stealthily into hostile territory and neutralizing whatever threats may confront her. She is extremely intelligent with little tolerance for fools. The quintessential professional, she has been known to complain about the "cowboy attitude" of some of the other members of the team. Ruthless in combat, in non-military situations she may err on the side of excessive force. --------------------------------------- b. My Preferred Operatives [TCRS3RS8B] --------------------------------------- Assaults: I really have no personal favorites for these agents, as you will be using at most 8 of them in a mission. So, I could not care less. However, for the sake of clarity, I will recommend certain people to be the leader of the teams and which people to use as the team members. The Team Leaders: Ding Chavez, Arkadi Novikov, Jorg Walther Ding Chavez Assault: 100 Leadership: 100 Arkadi Novikov Assault: 94 Leadership: 99 Jorg Walther Assault: 96 Leadership: 97 These 3 operatives are the top 3 in Rainbow when Leadership is concerned. Always try to keep these people alive and have them lead your 3 teams, hence can make life easier. The Team Members: I don't care which people to use in your teams, but I suggest you use someone with high Assault rating. I recommend the following agents, note that they are all Assault Specialists, all other types of Specialists, regardless of how high their assault ratings are, are completely ignored. Santiago Arnavisca, Daniel Bogart, Eddie Price, Timothy Hanley, Kazimiera Rakuzanka Snipers: Homer Johnston Sniper: 100 Stealth: 100 This American Sniper from the novel is definitely the best sniper in the game. After all, he is the only sniper to have a sniper rating of 100. The stealth rating of 100 is also paramount if you don't want to be spotted. Demolitions: Lars Beckenbauer Assault: 76 Demolitions: 100 Lars Beckenbauer is the only agent in the game to have 100 in Demolitions. Although he may have a mediocre assault rating, I still prefer him, as Demolitions Operatives tend to use shotguns, and these are weapons that Recovery is not an issue. Electronics: There are only 2 Electronics Operatives in the game, and the only mission where planting bugs is necessary is a recon mission, this makes the Electronics agents useless in this game. Recons: Antonio Maldini Stealth: 100 Yes, the invisible man is in the house! Although Ding Chavez and Homer Johnston both have stealth ratings of 100, such recon work is best left to the specialists. --------------------------- 9. The Campaign [TCRC3RS9] --------------------------- *****MISSION LIST***** Before I start, I think it is better for me to list out all the missions in the game. The game has 15 missions, and the objectives of each mission are ever so similar. Some just require you to go in and kill every single terrorist you find, but some are not as simple. Here, before you read the strategy guides to the missions below, I will simply introduce each mission to you superficially. For more detailed analysis, read on. For your information, the difficulties of the missions are given in a 3 star scale. The more stars a mission has, the harder it is. ------------------------ Mission 1: Stolen Flame ------------------------ Date: 30-11-2003 Time: 23:00 Location: Amuay, Venezuela Background: Terrorists have seized control of an oil refinery in Amuay, Venezuela. They have rigged much of the compound with explosive and are threatening to detonate them unless their demands are met. Your mission is to neutralize the terrorists. Mission Type: Free for all Difficulty: * ----------------------- Mission 2: Cold Dagger ----------------------- Date: 2-12-2005 Time: 16:00 Location: Jura Canton, Switzerland Background: Terrorists have taken hostages in the village of Lamoura, Switzerland. Among them are several delegates to the current IMF conference in Geneva. Swiss security forces have sealed off the area in preparation for your arrival. You mission is to liberate the IMF delegates. Mission Type: Hostage Rescue Difficulty: * -------------------------- Mission 3: Mountain Watch -------------------------- Date: 2-12-2005 Time: 19:00 Location: Jura Canton, Switzerland Background: Several Terrorists managed to escape Lamoura with hostages before your arrival. At the mouth of a tunnel on the N90 highway, the lead car skidded into the tunnel wall, producing a multiple car pile-up. The surviving terrorists have retreated into the tunnel with their hostages, using the wrecked cars for cover. Your mission is to rescue the remaining IMF delegates. Mission Type: Hostage Rescue Difficulty: ** ------------------------- Mission 4: Sentinel Wolf ------------------------- Date: 5-2-2006 Time: 03:00 Location: Bergen, Norway Background: Terrorists have seized a shipyard in Bergen, Norway. When authorities were alerted by a premature bomb detonation, the terrorists fell back to the central ship completion area. They have rigged much of the shipyard with explosives. Your mission is to prevent the detonation of further explosives and eliminate all terrorists. Mission Type: Bomb Squad Difficulty: ** ----------------------- Mission 5: Falcon Hour ----------------------- Date: 10-03-2006 Time: 13:00 Location: Cayman Brac, Cayman Islands Background: A joint American-British drug bust in Cayman Brac has failed, leaving several agents down and others taken hostage. The kidnappers have taken refuge within a private airport complex and are threatening to execute their hostages. Your mission is to rescue the captives and eliminate their captors. Mission Type: Hostage Rescue Difficulty: ** ------------------------ Mission 6: Pearl Castle ------------------------ Date: 19-4-2006 Time: 13:00 Location: Cayman Brac, Cayman Islands Background: Narco-Terrorists have taken members of the Royal Cayman Islands Police Force hostage at a private estate on Cayman Brac. The Governor's offive requests you assistance in resolving the situation. Your mission is to secure the estate and liberate the captive officers. Mission Type: Hostage Rescue Difficulty: * ------------------------ Mission 7: Crimson Hook ------------------------ Date: 17-5-2006 Time: 05:00 Location: Pilar, Argentina Background: A hostage situation has developed at a meat packing facility in Pilar, Argentina. In response to a request from the Argentine government, RAINBOW is being deployed to resolve the situation. Your mission is to secure the hostages and eliminate their captors. Mission Type: Hostage Rescue Difficulty: ** ------------------------ Mission 8: Stone Cannon ------------------------ Date: 10-06-2006 Time: 05:00 Location: Porto Alegre, Brazil Background: An import-export firm in Porto Alegre, Brazil is allegedly housing what authorities have identified as components of a chemical nerve agent. Surveillance data has been confirmed by details of confessions extracted from several of the terrorists captured on Cayman Brac. Your mission is to raid the company's warehouse and secure all chemical agents on the premises. Mission Type: Free for all Difficulty: *** --------------------------- Mission 9: Shattered Glass --------------------------- Date: 09-08-2006 Time: 09:00 Location: Buenos Aires, Argentina Background: RAINBOW has been authorized to plant audio surveillance devices in the penthouse of Alvaro Gutierrez, an extremist Argentine politician. Gutierrez has been linked to both the incidents in Switzerland and Nikola Gospic, the owner of the meat packing firm. Your mission is to plany bugs in the computer and one of two phones in Gutierrez's Apartment. Mission Type: Reconnaissance Difficulty: ** ------------------------ Mission 10: Lion Shadow ------------------------ Date: 23-09-2006 Time: 15:00 Location: London, England Background: A private banking house in London has been seized by terrorists in paramilitary gear. They have taken hostages and opened fire on the Metropolitan Police. As several of the hostages are Swiss nationals, both the British and Swiss governments have requested your assistance in this matter. Your mission is to liberate the bank and any hostages within, and prevent the destruction of valuable financial records that we believe are the terrorists' target. Type of Mission: Hostage Rescue Difficulty: * ------------------------- Mission 11: Broken Stone ------------------------- Date: 11-11-2003 Time: 11:00 Location: Pilar, Argentina Background: We have concluded that the meat packing operation in Pilar is being used as a distribution vector for chemical agents. The Argentine government confirms that several of Gospic's operatives have recently entered the country and have been spotted of Pilar. Your mission is to secure the meat-packing facility and prevent the dispersal of the chemical agent. Type of Mission: Free for all Difficulty: ** ----------------------- Mission 12: Briar Gate ----------------------- Date: 22-12-2006 Time: 17:10 Location: Cayman Brac, Cayman Islands Background: RAINBOW is authorized to search the estate of Nikola Gospic for evidence of more chemical weapons. Intel believes he is still in possession of a highly lethal blistering agent, which he will attempt to use. Your mission is to prevent the destruction of evidence on Gospic's computer and to secure the estate using all necessary force. Mission Type: Free for all Difficulty: * ------------------------ Mission 13: Talon Steel ------------------------ Date: 22-12-2006 Time: 23:30 Location: Cayman Brac, Cayman Islands Background: Men identified as working as Gospic have killed an Interpol agent who had infiltrated their operation and seized control of an airport on Cayman Brac. Their baggage, which has been recovered, contains aerosol dispersal equipment intended for use with the blistering agent, the existence of which has been confirmed. Your mission is to secure the airport and neutralize all gunmen. Mission Type: Free for all Difficulty: * -------------------------- Mission 14: Whisper Blade -------------------------- Date: 04-02-2007 Time: 11:00 Location: Rio de Janiero, Brazil Background: A garage near the Festas Juninas parade route in Rio de Janeiro must be stormed. It has been identified as the site where Gospic constructed the parade float from which he intended to disperse the blistering agent. Intel believes that Alvaro Gutierrez is on site, supervising the last details of the operation. Your mission is to secure the garage and capture Gutierrez. Mission Type: Free for all Difficulty: ** ----------------------- Mission 15: Steel Rose ----------------------- Date: 02-24-2007 Time: 18:00 Location: Rio de Janeiro, Brazil Background: The float concealing the blistering agent has been located near the beginning of the parade route, and must be seized. Gutierrez has surrendered the rough locations of both Gospic and the blistering agent, which he intends to disperse by the means of a small concussion device. Your mission is to prevent the detonation of the explosive and eliminate both Gospic and his men. Mission Type: Bomb Squad Difficulty: *** --------------------------------------- a. Mission 1: Stolen Flame [TCRC3RS9A] --------------------------------------- Location: Amuay, Venezuela Date: 30-11-2003 Time: 23:00 --------------- Background --------------- Control: Terrorists have seized control of an oil refinery in Amuay, Venezuela. They have rigged much of the compound with explosive and are threatening to detonate them unless their demands are met. Your mission is to neutralize the terrorists. John Clark: The terrorists are demanding the end of deportation proceedings against a senior citizen named Peja Sicic. It turns out that Mr. Sicic was a high-ranking official in the Yugoslavian Ustache Regime during World War II, working for the bad guys. That piece of his past just caught up with him. (1) However, members of a neo-fascist organization called the People's Social Nationalist Party (PSNP) (2) don't see anything wrong in what he did back in the forties. They've seized the refinery in response to the deportation hearings, and if Sicic isn't released within twenty-four hours they threaten to blow the entire facility sky high. All the information we have on the terrorists indicates that they're neither well-organized nor well-armed. (3) Intel's analysis is that their bombs are most likely home-made, which means that there's a chance that they could go off at any moment and take the surrounding landscape with them. Explanations: (1) Peja Sicic was the man you saw in the intro movie with the hat on in the 1940s. It seems that the Venezuelan Government does not like people who stole millions from Jews in the Second World War. Hence, well, they are considering to deport him. In fact, South America was the paradise for some high-ranking fascist officials to take refuge. Adolf Eichmann, a high ranking SS official for instance was one of them, and he was caught by the MOSSAD in 1961 in Argentina, and was executed a year later after trial. (2) You call yourselves People's Social Nationalist Party? Sounds like a Socialist Party to me. (3) These guys are not very good at using guns, and they use some relatively weak weapons. But still, don't underestimate them, as this game taunts a "one-shot kill lethality". So, don't get shot at all! Kevin Sweeney: What we are dealing here is a lot of bloody dangerous amateurs sitting on top of a powder keg. These lads are affiliated with the so-called People's Social Nationalist Party, which got itself booted from the far right coalition for being too extremist. Neat trick, that. They've had a number of scraps with the police, usually after seven or eight of them get together to introduce an immigrant to the finer points of a mass beating. (1) Nothing in their profile indicated that they're well-organized or well supported, so you can most likely expect a lot of small caliber arms. They're erratic, politically fanatical and by all accounts, not that bright. Right now, they're sticking explosives over a few million barrels of crude oil and gasoline, and they don't seem to care if they get incinerated, so long as they get their point across. (2) Explanations: (1) The People's Social Nationalist Party has all the typical racist policies of a fascist organization. They are so fanatical that even those ordinary nationalist and right-wing parties have decided to ditch them and move on. Sigh... (2) Yes, and these terrorists don't mind dying as a martyr for their cause. --------------- Planning Tips --------------- My Comments about this mission: This is just the typical search and destroy mission, really. Your only goal is to kill all the terrorists inside the oil refinery, and hence you should have a plan that involves your teams covering every square foot of the refinery. This mission is rather easy, and within one try or a few more, you should be able to beat it without any loss of operatives. Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Daniel Bogart, Eddie Price) Green Team: 3 Assault Operatives (Arkadi Novikov, Louis Loiselle, Kazimiera Rakuzanka) Gold Team: 2 Assault Operatives (Jorg Walther, Santiago Arnavisca) Objectives of each team: Red Team: To storm the Oil Refinery from the east Green Team: To storm the Oil Refinery from the west Gold Team: To storm the Oil Refinery from the upper level Primary Weapon: Red Team: M14 Assault Rifle with Mini Scope Green Team: M14 Assault Rifle with Mini Scope Gold Team: M14 Assault Rifle with Mini Scope Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Black Camo Green Team: Heavy Black Camo Gold Team: Heavy Black Camo Other Extra Items: Red Team: As you wish Green Team: As you wish Gold Team: At least 3 Frag Grenades The vague rundown of the plan: Red Team will begin at the Eastern Insertion Zone, and will start by circling the courtyard once before waiting outside for a Alpha Go-Code outside the door next to the ladder. Green Team will Begin at the Western Insertion Zone, and will start by circling the area with the train cars and tracks in an anti-clockwise direction once before going up the 2nd westernmost ramp to engage any possible any enemies before going through the southernmost door in that courtyard, going east until they reach the door at the end of the hallway, where they will wait for the Go-Code. Gold Team also begins at the Western Insertion Zone, and will circle the train track area in a clockwise direction before climbing up that ladder next the tracks and throw a Frag Grenade into the following room behind the door, they then go through the door to the east, and through the hallway, and wait for the Alpha Go-Code behind that door leading to the catwalk above the room Red Team and Green Team are about to enter. When given the Go-Code, Red Team and Green Team will bust into the same oil processing room from their respective doors, having scanned the room once, Green Team will go through the northwestern door, while the Red Team goes through the door to the northeast and goes upstairs. Gold Team will Frag the room in front of them, killing everyone before going through the eastern door. Now, Red Team will just continue west on the upper level, engaging enemies as they go. Meanwhile, Green Team just circles around the lower level of the complex in an anti-clockwise direction, making use of as much cover as possible and visiting every room they find. Gold Team will also circle the upper level in an anti-clockwise direction. When planning, make sure that all rooms are visited, then it can ensure that all terrorists can be hunted down. (Provided no team was wiped out in the process, of course.) --------------- Walkthrough --------------- As Gold Team: As soon as you start, turn around the corner, they may or may not be Terrorists in the distance. If there are, whip out your scope and kill them, as they can barely see you. Circle around the area with the tracks, and give Green Team a favor by killing the Tango up the ramp and the lone one on the catwalk above. When you have finished circling around the tracks, climb up that set of steps by the tracks and climb up the ladder. Walk across the catwalk to the door. Tension Zone! Heavily Guarded Control Room Get back to business, open that door slightly, and throw a Frag Grenade in, and quickly close the door. The Grenade should kill 2 of the 4 Tangos inside. Those 2 survivors will be too confused to fight back when you bust in and kill them. Then, follow your waypoint, and go through that door to your right. Wait for the Alpha Go-Code as planned. When all 3 teams a ready, give the Go-Code. Then Most likely, the Tangos in that oil processing room will be a bit surprised when Red, Green and Gold Teams come in at the same time, and most likely, no operatives will be killed. With that Tension Zone taken care of, it's just a matter of following the waypoints and killing anyone that gets in the way. There are about 25 Terrorists in the Refinery, when you have killed them all, the mission is complete. -------------------------------------- b. Mission 2: Cold Dagger [TCRC3RS9B] -------------------------------------- Location: Jura Canton, Switzerland Date: 2-12-2005 Time: 16:00 --------------- Background --------------- Control: Terrorists have taken hostages in the village of Lamoura, Switzerland. Among them are several delegates to the current IMF conference in Geneva. Swiss security forces have sealed off the area in preparation for your arrival. You mission is to liberate the IMF delegates. John Clark: Normally we'd leave something like this to the Swiss authorities, but the profile of the hostages is high enough that we've been called in. There were at least five IMF conference delegates present in the village when it was stormed. I say "were" because we don't know how many are left alive. (1) The terrorists hit the local bank first, then rounded up hostages when they realized they were pinned down. They've issued a few demands, but they haven't identified themselves. (2) Something about all this stinks, but figuring out what is Intel's job, not yours. Yours is to go in there, clear our that village and make sure both the delegates and the locals who have been taken hostage come out in one piece. Explanations: (1) Some of the hostages may have been killed by the terrorists already. (2) We don't know who and where the terrorists come from. From outer space, perhaps? Kevin Sweeney: There's something odd about this operation. At first, the terrorists seemed unaware of the identity of their captives (1), as though they'd been planning to hit the town anyway and the presence of the IMF officials was a lucky accident. Apparently the delegates were taking a day's ski trip away from the conference in Geneva. They'd have been better off if they'd kept their minds on business. Still, there's something here that doesn't make any sense. There's certainly nothing else in Lamoura worth mounting an operation like this over. (2) (1) The terrorists have absolutely no idea that their hostages were IMF delegates. (2) There is nothing else of interest in Lamoura for the terrorists if they do not know about the IMF delegates' presence in the village. There must be some other motive for the terrorists' actions. --------------- Planning Tips --------------- My Comments about this mission: This is the first hostage rescue mission of the entire game, and you are to rescue two hostages hidden inside some houses in a village. There is no need to make use of any silenced weapons here, but multi-team entry works in some areas. Not a difficult mission at all, just watch out for the houses near the extraction zone. For your information, I have added a new plan for this mission the old one is obsolete. Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Daniel Bogart, Eddie Price, Santiago Arnavisca) Green Team: 4 Assault Operatives (Arkadi Novikov, Louis Loiselle, Kazimeira Rakuzanka, Jorg Walther) Objectives of each team: Red Team: The Main Assault Team, to rescue and escort the 2 Hostages to the Extraction Zone Green Team: To cover the village from a different direction Primary Weapon: Red Team: Leader and 2nd and 3rd Operatives: M16A2 Assault Rifles with Sound Suppressors Remaining Operative: 21E Light Machine Gun Green Team: M16A2 Assault Rifles with Mini Scopes or M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Leader: SR-2 Machine Pistol with High Capacity Magazine Remaining Operatives: Desert Eagle .50 Cal Green Team: Desert Eagle .50 Cal Armor: Red Team: Light Winter Camo Green Team: Light Winter Camo Other Extra Items: Red Team: Heartbeat Sensor, 3 Smoke Grenades Green Team: 3 Flashbang Grenades, 3 Smoke Grenades The vague rundown of the plan: Red Team chooses the northern path at the first junction, and follows the path, until they reach the next door. They go through the door, and out the other one. They then wait for the Bravo Go-Code outside the double doors leading to the first hostage. Green Team takes the other path, and enters the houses through the first door they see. They head for the easternmost ladder and climb down, to the courtyard, waiting for the Alpha Go-Code. When the Go-Code is given, Red Team proceeds to wait for the Bravo Go-Code, while Green Team enters the path Red Team has been a while ago, and goes through the opening at the far end. They go down the slope, and follow the northern part behind the houses. They enter the house with the red cross and then back out. They then go west and through the door, and waits for the Bravo Go-Code behind the door leading to the second hostage. When the Go-Code is given, both teams rush it to rescue their hostages. Green Team explores the room to the east, throws a Smoke Grenade at the door, and then heads out Cautiously to the extraction zone. Meanwhile, Red Team goes out through the way they came in and heads for the extraction zone through the southern path. You may ask them to examine the houses to the far east. --------------- Walkthrough --------------- Playing as Red Team: At the start, go forward, and then right. Keep a close eye at the window. If there is a terrorist there, shoot him quick, and you will see another running to the right. Shoot him dead as well. Well, I guess that is tango orange for the Red Team. Follow the path, down the steps and around the corners. There are a couple of terrorists here. But they usually will not be aware enough for you to worry about. But when you reach the opening to the courtyard to the right, STOP. Wait a while, if he is not there already, a tango should come walking at you from the corner in front of you past the door. Kill him. Then if no terrorists are coming from the right, throw a Smoke Grenade around the opening, and wait for it to thicken. Run through the smoke, and kill any terrorists that you see. They should not be able to see you. Then, go through the door I talked about earlier. There is a tango right in front of you. He cries, "Hello!" Say hello and shoot him in the face! There is one up the ladder to! Kill him, climb up the ladder and look out the window. There is another tango at the window in the building opposite. Shoot him immediately as well as his little friends. This is going to cut Green Team some trouble. Then go down the ladder and give the Alpha Go-Code, have the 2 teams charge into the courtyard, killing any hostilities they find here. Then wait for the Bravo Go-Code. Green Team should not mess up now. They should make a modest number of kills down their way, I'm sure. When both teams are ready, give the Go-Code, and charge! Tension Zone! First Hostage Rescue There are basically 2 ways to charge in here. One is through the left, and one is through the right side. I suggest the right side. Run in, and target the hostage keeper first, before the others. No one should be killed if you are fast and lucky enough. Green Team should have killed the taker at the same time, but sometimes they will just fail. Anyway, with the hostage secure, get out the same way you came in, and go left. There may be another terrorist here. Go straight on, taking whatever cover possible, destroying any more terrorists in the way, and reach the last set of houses. If there are not any immediate threats, join Green Team in the Extraction Zone and the mission will be complete. ----------------------------------------- c. Mission 3: Mountain Watch [TCRC3RS9C] ----------------------------------------- Location: Jura Canton, Switzerland Date: 2-12-2005 Time: 19:00 --------------- Background --------------- Control: Several Terrorists managed to escape Lamoura with hostages before your arrival. At the mouth of a tunnel on the N90 highway, the lead car skidded into the tunnel wall, producing a multiple car pile-up. The surviving terrorists have retreated into the tunnel with their hostages, using the wrecked cars for cover. Your mission is to rescue the remaining IMF delegates. John Clark: It looks like the Swiss didn't bottle up those terrorists in Lamoura as well as they claimed. A handful managed to sneak out with hostages, while the local authorities were still sealing the perimeter. Near as we can tell, they had vehicles waiting downslope for their getaway (1). Those who slipped out headed for the French border, but got mixed up in the storm and took the wrong turn on highway N90.(2) That's the good news. The bad is that they wiped out about fifty clicks from Lamoura. The ones who can still walk have fallen back into a tunnel, taking their hostages with them. They're using the wrecked cars as a barricade and firing at the Swiss police as we speak. The other end of the tunnel is blocked of, so we're going to have to go in the front door.(3) Explanations: (1) It seems that the terrorists had planned their operation well enough to have some sort of "contingency plan" in case things went wrong. Things did go wrong when you stormed the village, and some terrorists escaped in the cars waiting for them downslope. (2) Fortunately, they had a little car accident (It happens all the time!) and they are now stuck at the mouth of the tunnel, and you can go get them. (3) Actually, there is a sneaky way into the tunnel that allows you to take the terrorists by surprise, so you need not go through the front door. Kevin Sweeney: Back luck on this one. The tunnel the terrorists have holed up in isn't just a cheese bore through a pile of rock. Instead, the whole thing's connected to an old bunker system someone carved back in the 1930s. It's a rat maze, and those rats have sharp teeth. (1) We have confirmation from several of the rescued hostages that our terrorists went for the bank first, and that once inside they looked for old bank records before they went rummaging for cash. (2) Hopefully, you'll be able to bring someone in who can shed light on this mess, because right now Intel and I are stumped.(3) Explanations: (1) See? You can get into the middle of the tunnel through that bunker system to engage the terrorists at the mouth of the tunnel from behind. God knows why someone would want to carve such a sophisticated Bunker system back in the 1930s, perhaps they are preparing for the Second World War? (2) The searching for the Bank Records inside the bank is a lot like the action of the terrorists in the opening FMV, is there a connection? (3) Even Intel has no idea what's going on in Jura Canton. They will have to interrogate one of the terrorists to find out what are their motives and so on. --------------- Planning Tips --------------- My Comment about this mission: This is the second hostage mission in a row. There are 2 hostages, and they are both in the same room, and silenced weapons are NOT required, as the terrorists tend not to hear you if you are behind doors. But of course, breaching the room to the hostage is quite a good idea really. Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Daniel Bogart, Eddie Price) and 1 Demolitions Operative (Lars Beckenbauer) Green Team: 4 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Louis Loiselle, Kazimeira Rakuzanka) Note: An alternative plan is to replace another Assault Operative in the Red Team with a Sniper (Homer Johnston). Equip him with Smoke Grenades, a VSS Vitorez Sniper Rifle with a Thermal Scope attached.) Objectives of each team: Red Team: To rescue the 2 hostages Green Team: To watch the escape route of the Red Team, ensuring no terrorists will sneak up on them Primary Weapon: Red Team: Leader, Demolitions Operative, 2nd Assault Operative: M14 Assault Rifles with Mini Scopes or M16A2 Assault Rifles with Sound Suppressors Remaining Operative: 21E Light Machine Gun Green Team: M14 Assault Rifles with Mini Scopes or M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: SR-2 Machine Pistols with High Capacity Magazines Green Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Winter Camo Green Team: Heavy Winter Camo Other Extra Items: Red Team: Assault Operatives: As you wish Demolitions Operative: Demo Kit, 3 Breaching Charges Green Team: As you wish Vague Rundown of the Plan: Both teams start at the Insertion Zone on Level #2. They both go through the door to the northwest of them, and climb down the spiraling flight of steps, reaching a hallway at the bottom. They go along the hallway to the other end, and go through the exit to the northwest. Having walked behind a parked car, they will both go through the door to the north. At the T-Junction that follows, Green Team turns to the west, and waits at that small room there for a Go-Code. Red Team goes east, along the corridor, and then going up the ramp, and towards the room where the hostage is kept. Red will breach the door to the hostage's room to surprise the lone terrorist inside. After the hostage is rescued, Red Team gives the Go-Code to Green Team, which will go up the ramp and explore the remaining areas of the bunker above where Red will not explore, eventually making their way to the Extraction Zone. Red Team will herd the hostages back to the extraction zone by the same way they came in. --------------- Walkthrough --------------- Playing as Red Team: Go through the door according to the plan, and there may or may not be a Terrorist right behind the door. Kill him if he's there. Make your way down the stairs, killing any enemies you find. When you reach the bottom, consider going into a crouching or crawling position, then you can use your Light Machine Gun to kill those 3 to 4 Terrorists while making yourself a smaller target. OR: With the Sniper, throw a Smoke Grenade round the corner, and take out your Sniper Rifle. Use the scope and activate the thermal scope by pressing the ALT key. All the tangos will show up as white shapes in your sight, and you can take them all out without fear of retaliation at all. Continue round the corner, and kill the Tango behind the barrels if he's there. Then, you will reach a door to your right. Get into a crouching position, take a deep breath as you are going to have the experience of your life! Tension Zone! Terrorists caught from behind As soon as you open the door, kill the terrorist behind it, and then fire as rapidly as possible, and all the terrorists at the mouth of the tunnel should be killed. Then close the door, and wait for any survivors to show up for your 21E! Lovely massacre, eh? Note that if you have had Homer Johnston there with you, you can throw a Smoke Grenade before you open the door. Then, you can again use the Thermal Scope and pick all the enemies off one by one. Now, go through the other door, taking out any terrorists near the parked car and any that comes from your right. Go through the door in front of you. At the next junction, turn right and kill that lone Tango there. Then move up the ramp, there is another patrolling Terrorist directly in front of you. Take him out! There are several more Terrorists waiting for you to the right, using the crates and barrels as cover. Kill them carefully, and head for the door to the hostage's room. Switch to Lars Beckenbauer. Place the Breaching Charge on the door and detonate it. BOOM! Command your teammates to move into the room. The terrorist most likely will be a bit too shocked by the explosion, and will only react when one of your men put a bullet in his head. Congratulations! You have secured the 2 hostages! Now, move them back to the extraction zone the same way you came in, and the mission is complete. There ends your Swiss Adventure. Note! It is entirely optional to give your Green Team the go-code, as you will be risking their lives again if you send them up to that room above. ---------------------------------------- d. Mission 4: Sentinel Wolf [TCRC3RS9D] ---------------------------------------- Location: Bergen, Norway Date: 5-2-2006 Time: 03:00 --------------- Background --------------- Control: Terrorists have seized a shipyard in Bergen, Norway. When authorities were alerted by a premature bomb detonation, the terrorists fell back to the central ship completion area. They have rigged much of the shipyard with explosives. Your mission is to prevent the detonation of further explosives and eliminate all terrorists. John Clark: Imagine the refinery operation in Amuay? Imagine that scenario, only this time you're going up against pros. (1) That's basically what we're dealing with here, ladies and gentlemen, but we actually caught a break on this one. It seems that one of the charges the terrorists were setting on the ship hulls detonated prematurely. (2) It wrecked the hull, but alerted local police forces, and they were smart enough to call in the heavy artillery. Once the Norwegian anti-terrorist units arrived on the scene, our playmates fell back to the central ship finishing facility and started issuing their demands. (3) There's a lot of long sight lines in the shipyard, and a lot of good sniping points. Advance slowly and carefully or you're going to find yourself chewed up and spit out a hundred yards from your objectives. (4) Explanations: (1) This is another of those missions where you have to prevent Terrorists from blowing up oil related facilities. This time, it's a shipyard building oil tankers that you will have to deal with. (2) The Terrorists sort of gave themselves away when they accidentally blew up a bomb too early. (3) This "accident" attracted the police's attention, and they called in some advanced squad to take care of business. That's when the terrorists retreated to the main ship building area and started to issue their demands. (4) There are many snipers watching over the shipyard. Therefore, you will have to send in a sniper yourself to snipe at those sniping snipers, clearing the way for our bomb squad. Get the pun? Kevin Sweeney: Here's the latest we know on your Swiss adventure, and it isn't much. All that we've got from the bodies is that they were traveling on Argentinean passports. (1) We did manage to bring in one chap who got himself trapped in an overturned car, but he hasn't said anything useful yet. I suspect that will change with time. In any case, the Argentine government is promising a full investigation and will grant us access to their findings. (2) Today you've got oil tankers to deal with. The Bergen shipyard's in the middle of a contract with PDVSA, the Venezuelan oil company. They're making a fleet of new tankers, and those are the hulls the terrorists are targeting. The ships are insured, but that's not the point; if those hulls are wrecked, it's going to cost PDVSA millions from the delays.(3) The Terrorists' demands are very interesting. They want the release of some paramilitary types convicted of blowing up oil company offices, the American oil facilities in Venezuela nationalized (4) and the usual safe passage and money. Someone's got serious issues with the Venezuelan oil industry it would seem. (5) Explanations: (1) The Terrorists you met in the 2 missions in Jura Canton, Switzerland are most likely Argentineans, or the person financing them or in charge of them is an Argentinean. (2) Intel has got what they wanted, they managed to catch a terrorist alive, and bring him back for questioning. The Argentine Government will help Rainbow investigate the case. (3) The whole point of setting the bombs of the ship hulls of the oil tankers under construction is to delay the PDVSA's use of the tankers, causing them to lose a lot of money due to this delay, and possibly to close down or something. (4) They want the companies nationalized? That sounds rather communist to me. (5) This is the second time terrorists have tried to attack the Venezuelan oil industry. The first time, it's in Amuay, Venezuela. --------------- Planning Tips --------------- My Comments about this mission: The first mission requiring the disarming of bombs is finally here! I am sure you are going to have fun. Although all you have to do to prevent all the bombs from detonating is to destroy the leader by the ship hull, you have to destroy every single terrorist in the shipyard, so it is always a good idea to make your 3 teams to cover the entire shipyard. Red Team and Green Team will be responsible for defusing the bombs, and Gold Team will help clear the way by sniping at various points of the mission. Your Teams: Red Team: 2 Assault Operatives (Ding Chavez, Eddie Price) and 1 Demolitions Operative (Roget McAllen) Green Team: 2 Assault Operatives (Arkadi Novikov, Santiago Arnavisca) and 1 Demolitions Operative (Lars Beckenbauer) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Sniper (Homer Johnston) Objectives of the teams: Red Team: To defuse the Warehouse Bomb, to storm the basement with the ship hull bomb Green Team: To defuse the Machine Room Bomb, to storm the basement with the ship hull bomb Gold Team: The Sniper Team; To kill any snipers or anyone else that gets in the way of the other teams Primary Weapon: Red Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Demolitions Operative: USAS-12 Shotgun with Mini Scope Green Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Demolitions Operative: USAS-12 Shotgun with Mini Scope Gold Team: Assault Operative: M14 Assault Rifle with Mini Scope Sniper: M16A2 Sniper with Thermal Scope Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Assault Operative: Desert Eagle (.50 cal) Sniper: SR-2 Machine Pistol with High Capacity Magazine Armor: Red Team: Heavy Euro Camo Green Team: Heavy Euro Camo Gold Team: Heavy Euro Camo Other Extra Items: Red Team: Assault Operatives: As you wish Demolitions Operative: Demo Kit, Primary Magazines for Shotgun Green Team: Assault Operatives: As you wish Demolitions Operative: Demo Kit, Primary Magazines for Shotgun Gold Team: As you wish Vague Rundown of the Plan: Red Team starts at the Insertion Zone to the west, while Green and Gold Teams start at the east. Red Team moves a little bit forward along the side of the truck, and waits for an Alpha Go-Code behind the door. Green Team goes up the ramp and waits for the same Go-Code just before the corner. Meanwhile, Gold Team also goes up the ramp, and turns to the north, and snipes there for a short moment, and then turns to the west between some containers, sniping to the west, then they circle the containers in a clockwise direction, through the short way round, and heads for the eastern door into the warehouse, waiting for the Alpha Go Code. The go-code is given at this point. Red Team and Gold Teams enter the warehouse, and Red Team tries to take cover from the crates while they head for the bomb, and having disarmed it, will go north then east, through 2 doors to another storage area, that is where they will wait for another Alpha-Go Code next to the door leading north. At the same time, Gold Team moves west, and towards the ladder at the far end, and climbs up to the catwalk above, and moves along it, reaching a control room before continuing to the main offices through the southern door. Gold will circle around the office in an anti-clockwise direction, and will snipe at the window to the north. That is where they will stay. Green Team will circle the container area the long way round in a clockwise direction before heading into the storage area from the south cautiously. They will then circle that room in a clockwise direction before heading down the stairs to the east. Once they are down, they will just go east cautiously, and making use of the crates for cover. Then they quickly head over to the room with the machine room bomb and defuse it, and then quickly head back up to where Red Team is waiting. They also wait for an Alpha Go-Code. After the Go-Code is given, both teams will get through that door. Green heads down the stairs in front of them and waits for a Bravo Go Code in the Corridor just before the opening, while Red Team takes the long way round through the completion area also cautiously, and storms the office for any more tangos to the west before heading down the stairs next to the office. In the basement, Red Team goes through the first opening they find in the corridor and moves to the north, then east, at the second room (The room next to the room with the final bomb); they wait for the Bravo Go-Code. When the Go-Code is given, Red Team storms that room in a blitz from the northwest, while Green Team does it from the south. The 2 teams converge at the bomb. --------------- Walkthrough --------------- Playing as Gold Team: As soon as the mission starts, switch to Homer Johnston, get into a crawling position just before you go around the corner, then crawl out and pick off any Tangos in front of you, then look up through your scope, there is a Tango sniper up there in the window, kill him. Then crawl to your right between the container and the pile of crates, there may be a tango in front of you, but he cannot see you yet. Take him out as well, next, look above to your left, there is another sniper on top of that crane there, you know what to do. With such threats eliminated, switch back to the assault operative. Follow the route as planned until you reach the door to the warehouse as mentioned in the plan. Give the go-code and CHARGE! Tension Zone! Warehouse Bomb Strafe to the ladder, keeping your eyes to the right, as there are tangos on the catwalks, there may be another one above the ladder. When all the tangos on your side of the warehouse are killed, climb up the ladder and follow through to the door to the office. There are 4 tangos on this floor of the office. Pick them off, then switch to Homer Johnston, and get into a crawling position. See that Tango on the ship outside the window, with you crawling, he cannot see what is going on when you shoot him dead. Then crawl until you reach the wall under the window. Then stand up, as you can see there are several tangos down there, play Duck Hunt and pick them all off. When both the Red Team and Green Team has assembled and are waiting for the go-code, give the go-code, and let them finish the job. You may have to assist Red Team by shooting that lone Terrorist in that window in case he shows up. When the Red Team and Green Team are both at their positions surrounding the room with the final bomb, give the go-code and the 2 teams will charge in and sandwich the terrorists inside. Mission Complete. -------------------------------------- e. Mission 5: Falcon Hour [TCRC3RS9E] -------------------------------------- Location: Cayman Brac, Cayman Islands Date: 10-03-2006 Time: 13:00 --------------- Background --------------- Control: A joint American-British drug bust in Cayman Brac has failed, leaving several agents down and others taken hostage. The kidnappers have taken refuge within a private airport complex and are threatening to execute their hostages. Your mission is to rescue the captives and eliminate their captors. John Clark: Pack your swim trunks, you are going to the Cayman Islands. Unfortunately, it's not a pleasure cruise. A joint drug intercept between the American DEA and British Customs went haywire at a private airport and since the defense of the Caymans is still under British control (2), we've been put on the spot. (1) The local police were mart enough to block off the runways so that the terrorists can't take off. What that means in practical terms is that we have a squad of angry, heavily armed drug dealers somewhere in the airport complex itself. Even worse, they got ticketing agents with them as hostages. According to witnesses, someone or something must have tipped the smugglers off, because they were toting more ordnance than usual. When the DEA and Custom agents went to make their move, they got a nasty surprise. (3) Explanations: (1) Apparently, the British and Americans were yet to deal with another instance of drug trafficking in the Cayman Brac, but their plans went terribly wrong. (2) I guess that means that the Cayman Islands are still a British colony or something like that. (3) The smugglers somehow knew about the British and Americans' plan to stop their trafficking. They were heavily armed, and they really caught the unsuspecting agents off guard. Kevin Sweeney: Cayman Brac's the easternmost of the Cayman Islands. It's got a lot of money, a lot of big houses and a lot of people who like their privacy. (1) The airport where the hostage-takers are holed up is small and private, with a short strip. Mostly, it handles Gulfstreams and the like, wealthy people jetting in for the weekends (2). It's also a major drug distribution hub, mainly marijuana and cocaine, and the local police have made several busts there in the past. (3) However, there's never been a hostage situation before. Don't kidnap the police was always one of the unwritten rules, but it seems that rule's been changed. Explanations: (1) Cayman Brac houses a lot of wealthy people, and is a rather private residence for people. (2) A lot of rich people living along the Persian Gulf like to fly over to the Cayman Islands for vacations, and this airport serves their private aeroplanes. (3) This airport has a record number of drug smuggling incidents, maybe its privacy favors all this. --------------- Planning Tips --------------- My Comments about this Mission: This is the third mission in the game to require the rescue of hostages. In this mission, the usage of all rounded weapons is a must. It is always wise to make use of Silenced Weapons, as they have extremely good accuracy to pick off terrorists from obscure angles, and the sniper rifle I use is good at indoor combat as well as outdoor combat. Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Daniel Bogart, Eddie Price) Green Team: 2 Assault Operatives (Arkadi Novikov, Santiago Arnavisca) and 1 Demolitions Operative (Lars Beckenbauer) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Sniper (Homer Johnston) Objectives of your teams: Red Team: To rescue the hostage in the garage Green Team: To storm the passenger terminal building, hangar and to breach the room with the 2 other hostages in the passenger terminal building. Gold Team: The Sniper Team; To storm the passenger terminal building, hangar and to storm the room with the 2 other hostages in the passenger terminal building. Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Gold Team: Assault Operative: M16A2 Assault Rifles with Sound Suppressors Sniper: VSS Vitorez with Thermal Scope Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Green Camo Green Team: Heavy Green Camo Gold Team: Heavy Green Camo Other Extra Items: Red Team: As you wish Green Team: As you wish and at least 3 Breaching Charges Gold Team: As you wish, Primary Mags for the Sniper. A Vague Rundown of the Plan: Red Team starts at the Southern Insertion Zone, while Green Team and Gold Team starts at the Northern Insertion Zone. Red Team moves into the building directly to the northwest of them. (The one with the first hostage) through the eastern door, and enters, circling the lower level in a clockwise direction, through a few rooms behind the fire engine and the ambulance. Then they go up the stairs, into the hostage's room and rescue the hostage, and they head back to the extraction zone. That's all the Red Team does in the mission. Meanwhile, Green Team proceeds to the door to the hangar directly to the west of their insertion zone and waits there for an Alpha Go-Code, while Gold Team waits for the Charlie Go-Code behind a fuel truck on the tarmac. When the Charlie Go-Code is given, Gold Team will move cautiously across the tarmac to the west, before entering the door to the hangar from the north, they move up to the second floor of the hangar, and enters the room overlooking the actual area where the planes are kept. They snipe there for the Bravo Go-Code. At this point, the Go-Code is given, Green Team circles the hangar before exiting through the door to the south, and then heading out of the hangar through the north door and then going south to wait for another Charlie Go-Code behind a tour bus. Gold Team then exits the hangar through the southern door on the upper level of the hangar, and snipes there until the Charlie Go-Code is given. After they have finished, the go-code is given, and Gold Team heads to the main terminal building, and enters via the northern door, they walk cautiously and circles the rooms on the lower level in an anti-clockwise direction, before waiting for another Bravo Go-Code behind a door that leads to the lobby of the building. Meanwhile, Green Team heads for the southern entrance of the lobby and places a breaching charge on the door, waiting for the Bravo Go-Code as well. After the Go-Code is given, the 2 teams storm the lobby at once, and Gold Team explores the northern part of the terminal while Green Team explores the lower part. Both teams will go-upstairs via their respective staircases, and then wait outside their respective doors to the 2 hostages' room for the final Alpha Go-Code, with Green Planting a Breaching Charge on the door. Then when both teams are ready, they storm the room from both sides and that's that. --------------- Walkthrough -------------- OK, in this mission, you will have to switch between teams. We begin with the Red Team. Playing as Red Team: Enter the warehouse in a crouching position. It is important to keep your head down, otherwise, the Tango in the room above may see you coming and execute his hostage. Kill the 2 Patrolling Tangos, and head through the first door you see in front of you. Go through room by room, killing the tangos as you go, then climb up the stairs. There are 2 Terrorists inside guarding the hostage. It is best to play it safe, and open the door a crack. Then throw in a Flashbang Grenade. You will hear the hostage whimper, but that's OK. As soon as the grenade explodes, the 2 Tangos inside will be blinded and will be bagging for Tylenol! Then, feel free to charge right in and kill those 2. The hostage is yours. Get back to the extraction point, and that's all the Red Team will do for this mission. Switch to the Gold Team. Playing as Gold Team: Immediately give the go-code, and switch to Homer Johnston, have him crawl sideways, with the scope in hand. Then, you should be able to see a lone Terrorist Sniper among some boxes on the other end. Pick him out, I suggest you stay for a while to pick any terrorists who are foolhardy enough to run out from the hangar building. Then you can make your way across. Enter the hangar building, and go through the corridor. You will pass by a lone door to your left, do Green Team a favor and consider killing the Tango inside by throwing a Frag Grenade through a small gap in the door. Then go upstairs, still playing as Homer, go over to the second door to your right, and quickly kill the 2 Terrorists inside, as you can see, the VSS Vitorez is an automatic sniper rifle, so you can fire bullets in quick bursts, making it an effective indoor as well as outdoor combat weapon. Crouch, and look out that glass window, there are tangos down inside the Hangar, pick them all off, then you can give the Go-Code, and have Green Team enter and finish off any stragglers you may find inside. Then, go back out of the room, and look out of the window, there may be a Terrorist behind a window in the main terminal building. Take them out as well. Then head out of the door found in the other end of the corridor, get into a crawling or crouching position. There are a couple more Tangos in the parking lot. Take them out, then crawl and look to your right, there is a terrorist behind a window on the lower level and a sniper on the catwalk above. Take them down. Then you can give the next Go-Code, and have Green Team wait outside the door. Enter the Terminal Building fro the other door, move over to the door right in front of you carefully. See that opening by the staircase? You should be able to see a Terrorist or 2 through careful viewing of the scope. Zoom in and take them out before they know it. Just watch out for another patrolling Tango coming down the stairs and the possibility of another Terrorist coming over through the door I just mentioned. After that, go through the door, killing the Terrorist, then turn left, and you will come to 2 more doors, go through the one on the left, and give the Go-Code, your men should be able to cover the entire lobby relatively easily. Then head upstairs as planned. Wait outside the room with the hostage, eliminating any more patrolling Tangos that get in the way, when the 2 teams are ready, CHARGE! Have some lovely Tango Sandwich! Mission Accomplished! Note: If a Tango is foolhardy enough to open either door to see what your teams are doing, open the door immediately with guns blazing. This should take care of them before a single hostage is killed. --------------------------------------- f. Mission 6: Pearl Castle [TCRC3RS9F] --------------------------------------- Location: Cayman Brac, Cayman Islands Date: 19-4-2006 Time: 13:00 --------------- Background --------------- Control: Narco-Terrorists have taken members of the Royal Cayman Islands Police Force hostage at a private estate on Cayman Brac. The Governor's offive requests you assistance in resolving the situation. Your mission is to secure the estate and liberate the captive officers. John Clark: It looks like the hostage-taking is the latest fad on Cayman Brac. (1) What we're looking at is the island estate of a man named Nikola Gospic, whom the local police wanted to ask some questions about the run-in at the airport (2). It was routine stuff, just "Did you see anything?", but they got a non-routine response. Gospic wasn't at home, but somebody else was. When they saw the police they panicked and opened fire. (3) The officers who weren't hit in the first exchange fell back and radioed in for back-up, but two men were already down and a couple more were taken hostage by whatever's in the house. Since we were still in the vicinity, the Governor specifically requested that we help resolve this situation. Fortunately, Gospic likes his privacy, because the estate is walled and out in the middle of nowhere. (4) Explanations: (1) This is the second hostage rescue mission you encountered on the Cayman Islands. (2) This private estate belongs to Nikola Gospic, and the Cayman Islands Police intended to ask him some questions about the hostage situation at the private airport. (3) However, instead of finding Nikola Gospic in the house, the police instead ran into a large group of gunmen in the house, and those gunmen were assuming that the police are coming to arrest them, and opened fire. What paranoid people. (4) If the estate is in the middle of nowhere, most people would not know about this island mission, and the activities of Rainbow here can be kept in secret. After all, Rainbow is supposed to be an elite task force that is not known to the public. Read the novel by Tom Clancy and you will understand. Kevin Sweeney: The estate you'll be liberating belongs to a man named Nikola Gospic, one of the most well liked man on Cayman Brac. Gospic is in his 80s and is something of a philanthropist. (1) He's also got extensive business interests throughout Argentina and Brazil, and according to Intel he's currently in Buenos Aires tending to some of them. (2) He picked a smart time to be out of the house. We can safely assume that the men holed up on Gospic's estate are ties to the narco-terrorists you took down at the airstrip. The bullets the local ballistics experts dug out of one of their police cars match the ones the terrorists were using. (3) Furthermore, the Cayman Authorities have a positive ID on two of the shooters at the house. They're small time drug runners who'd been overheard bragging about a big score they were about to make. (4) Explanations: (1) It turns out that Nikola Gospic is a wealthy VIP on Cayman Brac. Gospic is more than 80 years old. I don't know what a philanthropist is. Must be some kind of a perfectionist or something. (2) Nikola Gospic is a busy man. He does a lot of business in Argentina and Brazil, and is currently in Buenos Aires doing something. (3) The terrorists in the house must be linked to the terrorists at the airport as the bullets they use are the same. (4) It turns out that 2 of the gunmen in the house are serial killers. --------------- Planning Tips --------------- My Comments about the mission: Well, it seems that you are legally breaking into someone's private property by the front door. The good thing is that, many of the terrorists can be taken out from obscure angles and outside the house. The Terrorists' hearing is excellent, and sometimes will execute hostages even if they hear you, they are also hidden in obscure angles. So, be careful and make use of silenced weapons. Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Kazimeira Rakuzanka) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart) and 1 Demolitions Operative (Lars Beckenbauer) Objectives of your teams: Red Team: To storm indoors of the lower level of the private estate, and to rescue the hostage on the lower level. Green Team: To storm the pool area of the lower level, as well as the upper level of the estate. To rescue the hostage in the bathroom on the upper level, and to breach into the room with the hostage on the lower level from the stairs. Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with Sound Suppressors Green Team: Desert Eagle (.50 cal) with Sound Suppressors Armor: Red Team: Heavy Tan Camo Green Team: Heavy Tan Camo Other Extra Items: Red Team: As you wish Green Team: Assault Operatives: As you wish Demolitions Operative: Demo Kit and at least 3 Breaching Charges A Vague Rundown of the Plan: Red Team will go west from their insertion zone and go south along the path until they reach the southernmost door. They get into the room, and wait behind the next door for an Alpha Go-Code. Green Team will also go west, then south, and then will plant a breaching charge on the double doors, waiting for the Alpha Go-Code as well. When both teams are ready, they charge into the living room. Red Team circles the northern perimeter of the living room, before going through the door near the piano. They go through the next room, and wait outside the door for a Bravo-Go-Code. Meanwhile, Green Team heads south, and plants another breaching charge on the double doors. They wait for the Charlie Go-Code, after the Go-Code is given, Green Team charges out to the pool area, and then goes up stairs after circling that area once. They then go through the first door at the east, and then through the other door, they proceed south to the hostage, and then get back to the billiards room. Then, they explore the 2 other rooms before they go down stairs through the northwestern staircase. The Green Team then plants a 3rd Breaching Charge on the door at the bottom, and waits for the Bravo Go-Code. After both teams are ready, they breach the room from 2 directions and converge at the hostage. --------------- Walkthrough --------------- Note: In this mission, you will be playing as both the Red Team and the Green Team. But, to start, we will play as the Red Team. This is because, some of the actions made by the AI are suicidal if you let the computer control the Green Team. You will see why. Playing as Red Team: Go forwards and turn left as planned, and move with your back against the wall. You should be able to see through the windows into the living room. Use your Assault Rifle to take out as many Terrorists you can find. They should not be able to hit you. (For some strange reason, the Auto Aim seems to be malfunctioning here, I don't know why. You'd be better of if you target the Terrorists manually here by moving your mouse. Sigh...) Then continue to move on, and you will notice that there is a second window with a Tango or maybe two behind it. Kill the Terrorist before he can say, "Help!" Also, watch out for the possibility of a lone Terrorist up on the balcony. Go to the end of the path and through the door into the kitchen. There may or may not be a terrorist cooking here. Then, wait for the go-code at the next door. When both teams are ready, give the go-code! CHARGE! Tension Zone! Stragglers in the living room There will most certain be some more terrorists who have not been killed when you were outside the house. Take them out now. When both teams come from different sides, there is a high chance that they will be too confused to stop you. Then, circle the living room area, to the double doors leading to the pool complex and back. Then enter the room by the piano, open the door, killing the Tango that may appear. You should wait for the Bravo Go-Code by the door. Meanwhile, Green Team should have placed the breaching charge on the double doors. Switch to Green Team now. Here comes the interesting part. Heh heh heh... Playing as the Green Team: Set off the Breaching Charge, and then switch to a better Assault Operative, then run out there, and take out all those Terrorists you can see, it is not really that hard, but however, the Computer has a tendency to screw up here and end up getting slaughtered. Just be careful of a certain terrorist who is armed with a very powerful M14 Assault Rifle and you will be fine. I assure you. Walk up stairs cautiously, and go through the first door on the right. You will be in the billiards room. Kill the Tango if he is there, then exit through the other door and turn right, go around the corner, and there will be some terrorists waiting to ambush you. Take them out, and go through the double doors. You will be in the master bedroom. The other set of double doors leads to a balcony, there may be a sniper outside, if you have not taken him out. Open that door and take him out if necessary. Meanwhile, in front of you are 2 doors, both leading to the bathroom. Take the left door, and the hostage taker will be immediately in front of you. Kill him now! Ignore the hostage. Then return to the billiards room, and back to the balcony. Then go through the right hand door in the other pair of doors on the balcony. You will be in a bathroom. Enter its side door to reach the bedroom, then, exit through the other door in the bedroom to reach the main corridor. Go through the door to your left, and go down the stairs. You will come to a door at the bottom. This is the door that leads to the second hostage's room. Use Lars Beckenbauer to plant a final breaching charge on the door. Then give the Go-Code. When you see that the Red Team is opening the door from the screen, detonate the charge, and the terrorists should be so shocked that they'd be sitting ducks for Red Team. At this point, the mission should be over, as probably all the terrorists in this Island Estate should have been neutralized. If not, then continue through the estate, and hunt down any stragglers you find. Then you can call it a day. Here ends our pleasure cruise to the Caribbean Island Paradise that is the Cayman Islands. Feeling refreshed after your trip? You'd better! Heh heh heh. --------------------------------------- g. Mission 7: Crimson Hook [TCRC3RS9G] --------------------------------------- Location: Pilar, Argentina Date: 17-5-2006 Time: 05:00 --------------- Background --------------- Control: A hostage situation has developed at a meat packing facility in Pilar, Argentina. In response to a request from the Argentine government, RAINBOW is being deployed to resolve the situation. Your mission is to secure the hostages and eliminate their captors. John Clark: According to police reports, a night watchman interrupted some intruders in the act of destroying company records at the plant. (1) He was killed, but not before he managed to call the police. When the cops arrived, however, they found that the burglars had taken hostages, including a few night-shift managers. They also found that they were taking AK-47 fire whenever they got close to the building, so they pulled back and waited for the terrorists' next move. (2) Now, here's where it gets really interesting. Those managers call some of the most powerful politician in Argentina "Mommy" and "Daddy", and they all seem to have gotten their jobs as political favors to their parents. (3) Who gave them those jobs? Why, Mr. Gospic from Cayman Brac did. He just happens to have a small ownership share in the meat-packing operation. That, incidentally, is why a request was made for "the man in black". (4) We can figure out the puzzle behind this later, though. Right now we've got at least two hostages and a threat to kill another one on the hour if we don't meet their demands. (5) Get to work. Explanations: (1) Why were the burglars destroying company records? Usually, such actions are done to destroy evidence, but what is so significant about some typical meat packing plant's company records? (2) The cops found out that those men who broke into the meat packing plant were very skilled and deadly gunmen, and they have taken hostages. (3) Obviously, those managers have some special relationships with Argentina's powerful politicians, as they treat them as their parents. But what's so politically important some stupid meat packing plant? (4) There is a good reason for Rainbow to storm this plant as it is partially owned by Nikola Gospic, and the results of this case could give Rainbow more clues to what is going on around here. (5) The terrorists are very desperate in this mission, as they are threatening to kill one hostage per hour if their demands are not met. Kevin Sweeney: We're starting to find some links here. The story we're being held on the estate incident is that a member of the household staff took advantage of Gospic's absence. He'd run up debts with some local smugglers, and to pay them off he offered the house as a base of operations. (1) It's a good story, but it's difficult to verify. It seems that the employee in question, a gardener named Michael Curry, was found conveniently dead afterwards. Very neat; one bullet to the back of the head. Not at all what you'd expect in a firefight. (2) In any case, it turns out that Mr. Gospic owns a minority share in the meat-packing operation you're going to be liberating. (3) He also has his finders in a dozen other industries, ranging from shipping to oil exploration in Venezuela (4), and one of his companies made a massive contribution to the campaign fund of a far right-wing presidential candidate named Alvaro Gutierrez. (5) Gutierrez is quite a character himself. He's got support from a half-dozen neo-fascist organizations, but he's been good at maintaining a politically appropriate distance. (6) Intel has, however, managed to link him to the terrorists from Switzerland. It seems he helped a few of them get their passports. The final piece of the puzzle we've got in hand comes from the terrorists in the meat packing plant. Several of their demands reiterate those made by the shipyard terrorists in Bergen. (7) There's something here we're not seeing. Explanations: (1) The story: someone runs up debt with loan sharks and finds some special way to repay their heavy debt. This is practically the most cliched story I and most police should have ever heard. (2) It is unlikely for the Rainbow members to have killed someone so accurately by putting one bullet through the back of his head. There is a high chance that it was the terrorists who deliberately killed the gardener while his back was turned; and hence, the above story is most likely a lie. (3) If Nikola Gospic only holds a minority share in the meat packing plant, this means that he has not complete control of the plant, only partial control. (4) Oil exploration in Venezuela? Remember that the first mission involved an oil refinery in Venezuela. Will there be any links? (5) By the looks of this, I would say that Nikola Gospic is a person who is very right-winged. Right-winged people are very nationalist, they are people who love their country very, very much. If you are very far-right-winged, then you most likely will have extreme nationalism, and that I am afraid is what started the 2 World Wars. (6) Hence, it is just natural for a far-right politician like Alvaro Gutierrez to have support from a lot of neo-fascist organizations. Of course, to win public support, he must maintain a certain distance from those organizations, or people will not vote for him. (7) If the terrorists' demands are the same as those of the Bergen shipyard, there is a high chance that they are together. --------------- Planning Tips --------------- My Comments on this mission: A third hostage rescue mission in a row. Sigh... The hostages are in relatively open areas, so the use of silenced weapons is a must. Otherwise, it is not too hard really, just turn those tangos into fresh meat to be packed! Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Kazimeira Rakuzanka) Green Team: 4 Assault Operatives (Arkadi Novikov, Santaigo Arnavisca, Daniel Bogart, Alexandre Noronha) Objectives of your teams: Red Team: To storm the Meat Packing Plant from the northern entrance. Green Team: To storm the Meat Packing Plant from the southern entrance. Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with Sound Suppressors Green Team: Desert Eagle (.50 cal) with Sound Suppressors Armor: Red Team: Heavy Black Camo Green Team: Heavy Black Camo Other Extra Items: Red Team: As you wish Green Team: As you wish A vague rundown of the plan: Red Team enters the Meat Packing Plant from the northern entrance. They continue through the next set of double doors and then enter the large room to the south, having circled the room once, they go further south to the room with a lot of beef hanging down from the ceiling on hooks. (That's why the mission is called Operation Crimson Hook, heh heh heh., so many hooks hanging meat from the ceiling!) They circle the room once, and go through the western door, They then go south, through the opening to the southwest, and to the double doors outside the hostages' room. That's where they wait for the Alpha Go-Code. Green Team enters the Meat Packing Plant from the southern entrance, they circle the room in a clockwise direction before going through the opening to the northwest of that room. They run northwest towards the red cross in that room, before exiting that room by going through the opening to the northwest. They then go through the door directly to the west of them, and enter the locker room, having circled the room in a clockwise direction, they leave by the west door. They go south down the corridor before waiting for the Alpha Go-Code at the corner near the hostages' room. When the Go-Code is given, both teams storm the room from their respective positions. Green Team continues to explore Level 0 of the Plant, and continues in the room to the west, before heading north, and going up the northernmost stairs and wait for the Bravo Go-Code at the top. (They will not visit that big room to the west, as it is just below the hostage, and they will kill the hostage if you go there. Meanwhile, Red Team heads up the stairs from the hostage's room, and then goes north along the walkway and through the door on the other end. Then, Red Team waits for the Bravo Go-Code behind the door to the second hostage's room. When the Go-Code is given, Red team will storm the 2nd hostage while Green Team goes over in a blitz to the 3rd hostage, before heading downstairs to the large room I mentioned before. --------------- Walkthrough --------------- Playing as Red Team: Enter the plant as planned. Get into a crouching position. Then go around the first corner, there may be a Terrorist behind the counter. Take him out if he's there. Then go to the double doors. Gee it's dark in here. Use your Infrared Vision if you need to. Before you open the next door, I suggest you take a deep breath. Tension Zone! Large Room with Tables As soon as you open the door, there will be a Terrorist in front of you. You have to watch out here, as there are Tangos closing on you from your left and right, so you have to be very quick to kill all of them, otherwise, well, it would be a suicide mission, and people will die. And you don't want that to happen, right? Circle the room as planned, and circle the next one. Go through that single door to the right. You will be in a room with a few forklifts. Be careful, there are 2 Terrorists to your left. Take them out, don't worry, the Silenced M16A2 is deadly accurate. Then go through the opening. There is a Tango on the catwalk above. Take him out, then go and wait at the door for the Go-Code. Feel free to press G to look at the map to see how the Green Team is doing. When both teams are ready, open the door (It pulls open.) and CHARGE! The Tangos will be sandwiched between the 2 teams, and the hostage can be rescued very easily. Now, go up the stairs and go through the door there. You will be in another corridor. If you like, you can do Green Team a favor by turning left to that big pitch black room and killing all the Terrorists you find there. Then, go to the first door of the set of the two, which is the one that does not lead to the 2nd hostage. Open that door slowly and kill the Terrorists behind it, then close it and wait outside the door to the 2nd hostage's room. When you hear "Green. Waiting for Bravo." You can give the Go-Code and charge into the room and rescue the hostage. Then exit his room through the other door and look down to the big room below. If there are still Tangos down there, take them out and the mission will be complete. -------------------------------------- h. Mission 8: Stone Cannon [TCRC3RS9H] -------------------------------------- Location: Porto Alegre, Brazil Date: 10-06-2006 Time: 05:00 --------------- Background --------------- Control: An import-export firm in Porto Alegre, Brazil is allegedly housing what authorities have identified as components of a chemical nerve agent. Surveillance data has been confirmed by details of confessions extracted from several of the terrorists captured on Cayman Brac. Your mission is to raid the company's warehouse and secure all chemical agents on the premises. John Clark: Since RAINBOW keeps on getting tapped for missions in the Western Hemisphere, a suggestion's been made to keep you stationed out at Langley temporarily, at least until things calm down. In the meantime, we've got a new assignment. (1) A U.S. Coast Guard cutter intercepted a freighter bound for Savannah. On board were a few hundred kilos of cocaine, approximately twenty crates of assault weapons, and a few million sheets of neo-fascist propaganda. (2) The ship's manifest pointed the Coast Guard to a shipping firm in Porto Alegre, Brazil. Coincidentally, that's the same company some of the prisoners from Cayman Brac mentioned in their plea bargains. (3) With that information in hand, the Brazilian government began surveillance of the operation. They hit the jackpot. We've got footage of guns and drugs going in and out of the warehouse. The surprise here, though, is that we've also got video of what looks like chemical weapons containers labeled in Russian. (4) Technically, this sort of operation isn't under our jurisdiction, but I twisted a few arms and got the assignment. This looks like a part of what we're already dealing with for me to let it go. (5) Explanations: (1) It is true that a lot of watchful eyes around the world are watching Rainbow's activities closely, and are wondering if this organization exists. Read the novel and you will find out more about those people watching. (2) Yes, this freighter is obviously working for some illegal neo-fascist organization with all their propaganda on board. (3) To save their own skin, some of the terrorists captured in Cayman Brac decided to spill the beans. So, that import export firm is related to those terrorists. (4) This warehouse is used to store many illegal drugs, as well as a large weapon stash. Some suspicious looking containers contain chemicals and they are labeled in Russian. I wonder what's inside those containers? (5) With some "sweet talking", John Clark managed to get the assignment for Rainbow. This is because, this case probably will provide some more clues to what they have already got from the past few missions. Kevin Sweeney: You did nice work in Argentina, and now Intel's hoping to return the favor. At this point we can confidentially state that the "burglars" at the meat-packing plant were there to destroy forty year's worth of financial records. You'd think a match would have done the job, but they seemed intent to keeping the plant intact. (1) The good new is, they didn't nick the backups. We found those and we're beginning to see why someone wanted the lot destroyed. It's going to take weeks, if not longer to decipher them, but one thing is clear: that packing plant was used as a cover for a great many things. (2) As for the import-export firm, the surveillance footage we've got shows them moving a lot of gear in and out, including what looks to be top-of-the-line weaponry. Be prepared, they're not going to be firing cheap AK-47 knock-offs when you come through the door. (3) We're still working on getting a final translation on the labels on the shipping containers, but a first look confirms our worst fears. It's the ingredients for VX nerve gas. VX, in case you were wondering, is a nerve agent that binds to neurotransmitters and blocks them. (5) It doesn't matter if you touch it, or inhale it: the end result is a quick, agonizing death, and the amount for a lethal dose is tiny. (6) Even worse, the stuff sticks around forever and adheres to damn any surface you can imagine. Explanations: (1) The terrorists who seized the meat packing plant in the last mission were there to destroy the financial records of the meat packing plant dating back to 1966 (40 years). The suspicious thing is, the Terrorists were trying to destroy the records WITHOUT destroying the plant itself. Strange. (2) The backup copies of the financial records were left intact, and they are now in the hands of Rainbow. Intel is currently deciphering the records and are still figuring out why someone wanted to destroy them. The meat packing plant may have been used for other criminal activities besides packing meat. (3) The Terrorists in the import-export firm tend to be very tough, as they most likely will use the most advanced weapons against your men. So you will have to be extra careful in there. (4) The camera footage inside the warehouse must be very blurred, otherwise it would not take very long for Intel to translate those labels. But still, they know that the chemicals are used to make VX Nerve Gas. (5) If your neurotransmitters are blocked, then it would be impossible for nerve impulses to travel to and from your central nervous system, and hence paralysis would result. (6) To be more specific, you cannot breath, your spine kinds of melts away, and then you spasm horribly, and results in your backbone being broken, and of course, you die a painful death. 1 teaspoon of this nerve agent can kill up to a thousand people, so beware. Watch the movie "The Rock" for more details. --------------- Planning Tips --------------- My Comments about this mission: Finally, a pure destructive mission for once. But this time, it is extremely difficult to keep everyone alive, as the enemies tend to come at you from all sides. So, do not let your teams stay waiting in the same spot for too long, otherwise, they will most certainly be sandwiched and killed by all those skilled gunmen. Since the chances of the members of the other non-playable team(s) getting killed is too great with the current plan, I have decided to make an extra plan that would involve the usage of 1 Assault Team and 1 Reconnaissance Team. *****PLAN A (NOT MY FAVORITE)***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 2 Assault Operatives (Arkadi Novikov, Santiago Arnavisca) and 1 Demolitions Operative (Lars Beckenbauer) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Demolitions Operative (Roger McAllen) Objectives of your teams: Red Team: To storm mainly the upper level of the import-export building and the warehouse Green Team: To storm mainly the lower level of the import-export building and the warehouse Gold Team: To storm mainly the lower level of the import-export building and the warehouse Primary Weapon: Red Team: M14 Assault Rifles with Mini Scopes Green Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Demolitions Operative: USAS-12 Shotgun with Mini Scope Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Tan Camo Green Team: Heavy Tan Camo Gold Team: Heavy Tan Camo Other Extra Items: Red Team: As you wish Green Team: Assault Operatives: As you wish Demolitions Operative: 6 Breaching Charges Gold Team: Assault Operative: As you wish Demolitions Operative: 6 Breaching Charges The vague rundown of the plan: All 3 teams start at the southwestern insertion zone. Red Team goes up the stairs directly to the northeast of them and enters the room above. After circling the big room including the 2 doors to the southern edge of the room, they move into that small room to the northwest. Then they head southeast and go through the southern door of the big room, reaching a corridor. Then they go through the door directly to the east of them and searches the room there before going through the other door to the next room. Red Team continues north on Level 1 of the building and proceeds all the way to the large room to the north. They go down the stairs, and searches all of the rooms on that level before going out through the northeastern door. They head over to the opening that leads into the warehouse, and waits for the Alpha Go-Code. Meanwhile, Green Team and Gold Team enters the building through that lone door on Level 0. Green Team proceeds along the corridor and waits for the Charlie Go-Code at the other end, make sure that they are not seen by the 2 crosses on the map, as there are terrorists there. Gold Team also goes along the corridor, but stops at the first door leading south, they breach the door there, and storm the room. They then head east, and through the next room, and will plant a breaching charge on the southeastern door before waiting for the Go-Code. When the Go-Code is given, the 2 teams storm the room, Gold Team will return to the corridor where Green Team was a few moments ago, and will plant a breaching charge on the single door leading to the north to the warehouse, waiting for the Alpha Go-Code. Green Team then goes through the door on the northeast corner of the room, and explores the next room, exiting from the other door, reaching the corridor again. They then search the next room to their northeast before exiting from the northern door, going past a ladder and going out to the street for a short while through the northeastern door before returning to the room with the ladder and waiting for the Alpha Go-Code behind the door to their east, setting a Breaching Charge as they do it. When the Go-Code is given, all teams storm the warehouse, and cleans it out. Note: This has got to be one of the hardest missions in the game. Even if you use the plan above, chances are that the Green or Gold Team would have men down. If you don't want that to happen, you can always make an alternate plan with only Red Team taking part, and they will be armed with silenced weapons so they can take out 1 tango at a time. *****PLAN B***** Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Santiago Arnavisca) Green Team: 1 Reconnaissance Operative Objectives of each team: Red Team: To Storm mainly the upper level of the Import/Export complex, and to storm the warehouse Green Team: To infiltrate the Import/Export complex from the northeast Primary Weapon: Red Team: M14 Assault Rifles with Mini Scopes Green Team: M14 Assault Rifle with Sound Suppressor Secondary Weapon: Red Team: Desert Eagles (.50 cal) with High Capacity Magazines Green Team: Desert Eagle (.50 cal) with Sound Suppressor Armor: Red Team: Light Green Green Team: Light Green Other Extra Items: Red Team: Heartbeat Sensors and 3 Smoke Grenades Green Team: Heartbeat Sensor and 3 Smoke Grenades The vague rundown of the plan: Red Team starts in the southwestern insertion zone, and moves northeast, to the door on the same level there. They enter for a brief moment before getting out again and climbing up the stairs to the large room above. They circle the room and then search the balcony to the south through the door that is already unlocked. Then, Red Team moves to the corridor to the east and then enters the room to the north. After this, Red Team returns to the large room through the room to the southeast and waits for the Bravo Go-Code there. Meanwhile, Green Team starts at the northeastern insertion zone and waits for the Alpha Go-Code there. When it is given, Green Team will move southwest, through the first door he finds on the opposite building. He searches all the rooms on the lower floor of that building, and then exits through the door in the southwestern room. Green Team then explores the open area to the north (circling it in an anti-clockwise direction), and then heads back to the corner by the building he has just got out of. He enters the alcove and goes out through the other opening for a brief moment before going back into the alcove and going through the door there into the room with a ladder there. Green Team then explores the room to the south before returning to the corridor. He then moves over to the two crosses on the map before searching the room he has just skipped. He goes back out, and searches the remaining rooms on Level 1 from east to west before exiting through the southwestern exit and returning to the Insertion Zone of the Red Team. After the Bravo Go-Code is given, Red Team will continue their search of the upper level of the building before heading down the ladder in the room with the U-shaped balcony. They then enter the Warehouse from the westernmost entrance and clear it out. --------------- Walkthrough --------------- *****PLAN A (NOT MY FAVORITE)***** Playing as Red Team: Move a little forwards and take out your scope, kill the Tango on the stairs and the one behind the window. At this point, the door above may open. Take out any foolhardy tangos that come out. Then move to the open space and look to your right, there may be a sniper there. Take him out before he takes you out. Go up the stairs and get into a crouching position. There should still be some more terrorists in the room, kill them and then circle the room once. Open the 2nd door to your right. If you have not taken the sniper out earlier, he will be behind the door. Pop a few caps into him if he's there. Then enter the small room where you saw the Terrorist behind the window at the start, still crouching, of course. To your right, you can see a panoramic view of the warehouse. Take out any terrorists you see, and it will make it easier when you storm it later. Then go back to the big room, and go through the door in the right hand corner. You will see another door opposite you. Go through that. Be careful, as there may be a Terrorist behind the table waiting for you. Go through the other door, and you will be in a very dark room with some tables. Take out the Terrorist if he is there. In front of you are 2 doors, go through the one on the left as planned. You will be on a small catwalk. Look down. There may be a Tango underneath. Give him a third eye if he's there. Then look out of the window to your left. There may be some tangos in sight in the warehouse. Take them out to make things easier later. Then go through the door to your right. You are now in another corridor with windows on each side. Look out the first window on your right. There is a tango fixing a car. Kill him before he notices you. Then look to your left. There may be a Terrorist or 2 down there. Kill them if they are there. Then go through the door opposite. There is a lone terrorist sitting there minding his own business and you can shoot him from the back. Look out for another terrorist outside the window to your right as you enter. Then move to the windows to your left, and double check for any more terrorists before you open the other door and go down the stairs. The next part of the walkthrough is rather simple. Just make your way from room to room, and kill any tangos you find before exiting to the open space. When you are outside, watch out for a terrorist to your immediate left if you have not taken him out already, and that lone sniper behind the truck, then you can go over to the opening that leads into the warehouse. I suggest you stay there and take pot shots at any tangos that pop out before you give the go-code. Then the teams can enter the warehouse and sweep and clear it! As this is a big level, there may be some stragglers hiding around somewhere, hunt them down and the mission is complete. Whew... *****PLAN B***** Note: You will be switching between teams in this mission. Playing as Red Team: As soon as you start, move forwards and look to your right. There is a single terrorist on the steps. Kill him, then take out your scope and take out the one at the window as well. At this point. The door at the top of the steps may open. Be on your guard, and kill the terrorists that come out. When no more tangos charge out, you can move on. Be aware of a possible sniper on the balcony to the right. As instructed by the waypoint, go through the door on the lower level. Go over to the corridor, and take out the single terrorist there, for he will surprise your team later if you do not take him out now. Then, go back out and climb up the stairs and enter the big room. Kill the terrorists as quickly as possible, and send the rest of your team in, and close the door behind you. Now, go over to the 2 doors to your right and go through the one that is not locked. Kill the terrorist(s) behind the door and go back into the big room. Now, follow the waypoint, go through the right door on the wall opposite the door you first entered. You will be in a corridor. Look to your left, there may be a terrorist there. If not just go over to the door there and open it. There may be another tango in this dark room. Take him out if he is there. Then go to the right and go through the door behind you. Follow the waypoints if you don't get what I say. You will be in a room with a television. There may be yet another terrorist standing behind the table. Fortunately he probably won't notice as your team sneaks in behind him and takes him out. With him gone, go back to the big room. Although you are to wait for the Bravo Go-Code in this room, I suggest you do an extra thing before you switch to Green Team. Enter the room where you saw the tango through the window. Look to your right. You should be looking into the warehouse. There are numerous terrorists here. Take them all out before they know what's going on. Use a Smoke Grenade if you wish to generate an element of surprise. When all the tangos that you can see are killed, you can wait in the big room. Now, switch to the Green Team. Playing as Green Team: Move forwards out of your gap, and look to your left. There is a tango fixing a car and another on the balcony. Take them both out. Then, head over to the corner where the terrorist was fixing the car and peep to the right. There may be a terrorist trying to run away. Kill him quickly. Then you can go back and go through the door you just skipped into the building. There are several rooms on this level of the building. There are tangos here and there. Detect them with the Heartbeat Sensor and kill them all. Then, you can go out through the other door in the room with the TV. As soon as you get out, turn right into the open area. In the open area, keep your eyes peeled for several more terrorists patrolling the area. Then, you can reenter the building through the door behind the dumpster. Get out of the building through the door you originally came in through and turn right, head into the alcove. In the alcove there, kill the terrorist and go out through the other opening. You will have to be careful here, as there is a sniper on the balcony above where you are standing now, as well as a terrorist or two out in the open. Consider throwing a Smoke Grenade out to provide a cover for Antonio as he moves out to engage the enemies. With the terrorists killed, Green Team can move back into the alcove and through the door there into the building. In the building, check for a terrorist on the balcony above you with the Heartbeat Sensor and kill him if he is there. Then, go through the door to your left. The rest here is pretty straightforward, just move from room to room, killing the terrorists that get in your way, and that's that. However, there is a room where you will find yourself between two terrorists on the two corners next to the door as you enter. You can deal with this threat by opening that door slightly, throwing a Smoke Grenade in, and then picking off the tangos through the smoke. When you have reached the insertion zone of Red Team, you can safely switch to Red Team once again. Playing as Red Team: Now, go back to the dark room, and go through the door on the left on the other end to the U-shaped balcony above the room Green Team went through just now. Look through the window and kill the terrorists that you can see in the warehouse. Then, just follow the waypoints and kill all the terrorists that get in your way. With Level 1 clear, go back to the balcony and climb down the ladder. Move along the corridor to the left to the other end, and enter the warehouse through the door to your character's right. Now, all you have to do is to pick off any stragglers in the Warehouse and the mission will be complete. Use the Heartbeat Sensor to sniff out anyone that may be hiding. Whew... ------------------------------------------ i. Mission 9: Shattered Glass [TCRC3RS9I] ------------------------------------------ Location: Buenos Aires, Argentina Date: 09-08-2006 Time: 09:00 --------------- Background --------------- Control: RAINBOW has been authorized to plant audio surveillance devices in the penthouse of Alvaro Gutierrez, an extremist Argentine politician. Gutierrez has been linked to both the incidents in Switzerland and Nikola Gospic, the owner of the meat packing firm. Your mission is to plany bugs in the computer and one of two phones in Gutierrez's Apartment. John Clark: Ladies and gentlemen, it is time to start closing the net on an Argentine politician named Alvaro Gutierrez. We've got circumstantial evidence that Gutierrez is linked to Gospic. I want to get something concrete and find out what those two are up to. So far, all we've got is that it's big, it's dangerous and we can't see it all. (1) This is why you're going to bug Gutierrez's penthouse. I want to know who he's talking to, what he's saying and when he's saying it. Hell, I even want to know if he's snores. He's cagey, though, so while you're upstairs, the local police will be downstairs tearing his offices apart. It doesn't really matter if they find anything, they'll keep Gutierrez busy enough so that you should have a relatively clean run through the penthouse. (2) Explanations; (1) The whole purpose of this mission is to gather more evidence to prove that Alvaro Gutierrez is one of Nikola Gospic's minions. Apparently, they are probably up to something nasty, and it is up to you to find out what's with them. (2) To distract Alvaro Gutierrez's attention, the Argentine police have decided to help by searching his offices for some unknown thing. Then, most of his bodyguards will be off their posts, making them unlikely to detect your presence in the penthouse. Kevin Sweeney: Our people sat down with Mr. Gospic for a little chat and he seems nice enough. He arrived in the Caymans back in the 1940s, already wealthy, and claims to be lucky in business ever since. (1) I think we got ten apologies for the incident at the estate, which he called "a terrible accident" and he's promised to hire more security so that it never happens again. Right now we've got nothing on him, except that some of his companies are mixed up in a very bad business. Indeed, he seemed extremely upset over that whole records mess in Pilar. Nothing links him directly to any trouble though. (2) Gutierrez is a different story. For one thing, the terrorist who survived the Swiss highway firefight gave us his name during questioning. For another, several of his bodyguards were former People's Social Nationalist thugs, at least before he put them in tuxedos to watch his back. Make no mistake, though. They are still thugs. If Gutierrez wins that election, things could get very ugly indeed. (3) Explanations: (1) Rainbow has sent Gospic in for questioning. Apparently, he's been on the Cayman Islands since the 1940s and has been very wealthy since. Where does he get all the money? (2) Nikola Gospic has been skilled enough not to be directly linked to any criminal activity even though some of his companies are doing some nasty things. (3) However, Alvaro Gutierrez is not as skilled. He was found to have helped the terrorists in Switzerland as one of those captured mentioned his name. Some of his bodyguards were also terrorists (from the People's Social Nationalist Party in Venezuela), and that, is something you have to be wary of. --------------- Planning Tips --------------- My Comments about this mission: This is the one and only recon mission in the game. Your mission is to plant bugs in one of Gutierrez's 2 phones in his penthouse as well as his laptop computer. For some strange reason, you are not allowed to be seen or kill anyone. Making either action will result in the instant failure of the mission. ("Mission Failed: Your Team was Spotted") Sigh! This is why Mission 9 is one of the missions many people love to hate. But still, when I watched James Bond movies, James Bond always kills a considerable number of guards when infiltrating a facility. Why can't they do the same for Rainbow?! Your Team: Red Team: 1 Reconnaissance Operative (Antonio Maldini) or 1 Electronics Operative (Alain Dubarry) Objective of your team: Red Team: To sneak into Alvaro Gutierrez's penthouse unnoticed, to bug one of his phones and his computer, then leave unnoticed Primary Weapon: Red Team: Don't bother equipping anything Secondary Weapon: Red Team: Desert Eagle (.50 cal) with or without sound suppressor Armor: Red Team: Light Green Other Extra Items: Red Team: Heartbeat Sensor and Electronics Kit A vague rundown of the plan: Red Team starts by going down the stairs immediately in front of his starting position, and goes down the stairs. At the bottom, he goes through the 2 subsequent sets of doors. On this floor, there should be a phone, but do not let the team to go there, instead, allow him to head up the stairs in the direction of the computer. (That's the yellow square and circle thingy on the screen.) Then, Red Team will go up the stairs, and enter the room, and leave. Then Red Team goes up the stairs next to the room, and continues through the penthouse, and turns south, and goes into the room with the phone. Red Team then leaves the same way he came in, and proceeds to the set of stairs leading up by going through the ringed hallway in an anti-clockwise manner. At the top of the stairs, Red Team swiftly heads to the exit to the southeast, and heads back to the extraction zone via the walkway and ladder. (note: Another way is to go out the way you came in, it sometimes can be less troublesome.) --------------- Walkthrough --------------- As soon as you start, go through the door in front of you, and run down the entire flight of stairs. Go through the door at the bottom, and run through the hallway and go through the next set of double doors. You can still run when you go towards that corner. This is where you will have to be careful. You see the guards watching television? There is one that walks around, and he's the one that may see you through the glass door. When you are pretty sure that he's out of place, go up the stairs, and lean against the wall on your right. As you can see, there is another guard patrolling the area. So, take out your heartbeat sensor and find out his pattern. Most of the circles on the screen are slow moving, but if you look at the wall you are leaning against, you should eventually be able to see a circle that is moving rather quickly to the left. That has to be the heartbeat signature of the guard. So, keep an eye on him, and when he's out of the way, head into the study, and close the door behind you. Get into a crouching position, and go over to the computer, hold down your spacebar, and the progress ring will slowly fill up. When it is completely full, the bug has already been planted. Then get down into a crawl, and take out your Heartbeat Sensor again. Stay hidden behind the desk, and look in the direction of the door. Wait until the guard has finished patrolling the hallway outside the study before you head out to the stairs. Again, close the door behind you so as to avoid detection. At the top of the stairs, lean against the wall to your right and get down into a crouch. Take out your Heartbeat Sensor again. There is a lone guard patrolling this hallway. Wait until the circle has moved to the right, and has stayed still in one position, then you can tell that he is around the corner and getting further and further away from your position. Turn left and enter the Master Bedroom as planned. Plant the bug on the phone, but take care not to go too far to the right, or you will be seen by the guards watching TV below. When the phone has been bugged, all you have to worry about is to get back to the extraction zone. Get back to the door you came in through and use you Heartbeat Sensor to make sure that the guard is not nearby when you exit. Then you can head to the stairs by turning right and walking through the corridor. Do not take the left side of the hallway, or you will be in full view of the guards watching TV. When you get to the top of the stairs, take out your Heartbeat Sensor again. There is another guard patrolling the Japanese Garden outside. When the circle has gone to the far right and disappeared, it's time to sneak out towards the exit at the far end of the garden. Once you have gone through that last door, you can just run through the walkway and climb up the ladder to your extraction zone! Mission Complete! Now, it's time to get back to shooting people! Boy, and I guess none of Gutierrez's men have any idea that we have paid them a visit! Heh heh heh... -------------------------------------- j. Mission 10: Lion Shadow [TCRC3RS9J] -------------------------------------- Location: London, England Date: 23-09-2006 Time: 15:00 --------------- Background --------------- Control: A private banking house in London has been seized by terrorists in paramilitary gear. They have taken hostages and opened fire on the Metropolitan Police. As several of the hostages are Swiss nationals, both the British and Swiss governments have requested your assistance in this matter. Your mission is to liberate the bank and any hostages within, and prevent the destruction of valuable financial records that we believe are the terrorists' target. John Clark: Both the British and Swiss governments are asking for our help on this one. Apparently there are Swiss nationals inside the bank carrying "sensitive financial documents", but there're not willing to say more at the moment. Obviously, the Swiss government is very concerned about what happens to both their people and their papers. (1) The bank's four centuries old and private, which means that it's built like a fortress. We're looking at thick walls, and good sight lines. There are two routes down to the vault, which is where we suspect the hostages are being held. (2) Be careful of snipers on the walkway on the upper level. It's where I'd put my men, if I were trying to hold this thing. The other thing to watch for is the bank's security system. It looks like the terrorists got it back on line. One of their people is monitoring their camera set-up from the security room on the first floor to the right of the front doors. You should probably take him out from outside the building. (3) Explanations: (1) From the looks of this, it may seem that the papers contain evidence to something that the terrorists wanted to eliminate. If the Swiss government is so worried about the papers, what could be in them? (2) The bank has many long corridors, so that you can easily take out terrorists on the other side without being seen. If you are unsure, you should use Smoke Grenades. Then the terrorists will not know what hit them when you kill them through the smoke. (3) If you enter the bank either way and have not taken out that person in the security room, the bank alarm will sound, and the Terrorists will swoop down on you, and it will be hard to survive this onslaught. It is not necessary to use snipers for the task. Kevin Sweeney: We have a positive ID on the man in charge of the London bank operation. His name is Douglas Preston. He's a British arm vet, decorated for service in Kuwait. (1) He's also a major embarrassment to the British government. It seems once their war hero got home, he declared his sympathies for an organization called the United People's Front, which is an umbrella for every neo-fascist group in the UK. (2) Officially, he split from the UPF six years ago. Unofficially, his politics haven't changed, and he's been connected to some illicit arms sales to paramilitary groups in Columbia. In short, he sounds like the sort of man Gutierrez would have over for a drink. (3) Preston's dossier says that he's good at what he does, which means that this operation's going to be no cakewalk. His psych profile indicated that he has no problem using hostages as human shields, and his men are likely to be highly trained and well armed. He's a bit of a perfectionist, very cautious, so don't wait for his squad to make mistakes. They won't. (4) Explanations: (1) Kevin Sweeney is referring to the first Gulf War in 1990, when Iraq invaded Kuwait. I am saying First because the Time Magazine considered the US invasion of Iraq earlier this year the Second Gulf War. (2) I guess this must be one of those "post-war psychological syndromes" suffered by soldiers after that got home after a war. Some people will suffer from horrible nightmares, others become paranoid. But in my opinion, Douglas Preston has a very unusual version of this syndrome. From his behavior, I concluded that he must have got a little bit obsessed with wars, and hence he joined the United People's Front so he can possibly fight more in the future and conquer the world. He thinks he is such a spin-off, that he had decided to openly announce his sympathies! What a sick freak. (3) Douglas Preston is working on his own now, but he still has neo-fascist views. Like many neo-fascists, he is involved in many illegal activities including arms dealing. Of course, such neo-fascist people are people who would enjoy working with Gutierrez. (4) If Douglas Preston likes to use hostages as human shields, then he must be a sadist. The terrorists who invaded the bank are very well armed, and are excellent in what they do, so watch out. --------------- Planning Tips --------------- My Comments on this mission: This is the last hostage rescue mission in the game. There are 3 hostages in total. One is held in the main lobby in front of the cashier's desk, and is guarded by many snipers on the balcony above and a lone terrorist behind the cashier's desk. The other 2 hostages are in the vault, and beware, as the terrorists down there are very alert indeed. As for the financial records, they are inside a large library on the second floor. Speed is necessary, as the terrorists will immediately attempt to destroy them as your teams enter the room, so you should send the two teams in from different doors. I have come up with a newer plan that makes use of 3 teams. Enjoy. *****PLAN A***** Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Kazimeira Rakuzanka) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart) and 1 Demolitions Operative (Lars Beckenbauer) Objectives of your teams: Red Team: To enter bank through the side door, to prevent the destruction of financial records, to save the 2 hostages in the vault Green Team: To enter bank through the front door, breach into the room with financial records and guard them Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with Sound Suppressors Green Team: Desert Eagle (.50 cal) with Sound Suppressors Armor: Red Team: Heavy Euro Camo Green Team: Heavy Euro Camo Other Extra Items: Red Team: 3 Smoke Grenades and 3 Flashbang Grenades Green Team: At least 3 Breaching Charges A vague rundown of the plan: Red Team goes northwest, and moves west along the London bus, on the side that faces the bank, and goes over to the door, and goes over to the double doors there, and throws a smoke grenade in, Afterwards, they move wet along the corridor and goes through the door on the west end, and through the next series of rooms before heading back to the corridor. They then move east, until they reach the foyer of the bank. They wait for the Alpha Go-Code here. Green Team moves directly west and waits for the Alpha Go-Code at the entrance there. When the Go-Code is given, Green Team enters the bank, and circles the rooms on Level 0 in a clockwise direction (Up to the room next to the western entrance) before going back to the foyer and going up the southern set of stairs. They wait for a Bravo Go-Code at the top of the stairs. Red Team goes up the northern set of stairs and waits for the Bravo Go-Code at the top, when the Go-Code is given, both teams storm the balcony above the first hostage. Green Team then makes for the nearest door to the financial records room, and plants a Breaching Charge on the door, waiting for the Charlie Go-Code there. Red Team will then circle Level 1 of the Bank, room by room in an anticlockwise direction until they reach the other door to the financial records room, where they also wait for the Charlie Go-Code. When the Go-Code is given, both teams storm the room, and secure the records. Green Team stays there, while Red Team goes back to the room at the far westend of the northern corridor, and goes down stairs through the door there. They go for the hostage, and gets back out, while picking up the first hostage they have ignored earlier. They then make for the Eastern Extraction Zone. *****PLAN B***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Demolitions Operative (Roger McAllen) Objectives of your teams: Red Team: To enter bank through the side door, to prevent the destruction of financial records, to save the 2 hostages in the vault Green Team: To enter bank through the front door, to search the northern part of the Banking House Gold Team: To breach into the bank from the western entrance, to breach into the room with the financial records and to breach one of the doors leading down to the vault and to support Red Team in the hostage rescue process down there Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with Sound Suppressors Green Team: Desert Eagle (.50 cal) with Sound Suppressors Armor: Red Team: Heavy Euro Camo Green Team: Heavy Euro Camo Other Extra Items: Red Team: 3 Smoke Grenades and 3 Flashbang Grenades Green Team: At least 3 Breaching Charges A vague rundown of the plan: Red Team goes northwest, and moves west along the London bus, on the side that faces the bank, and goes over to the door, and goes over to the double doors there, and throws a smoke grenade in, Afterwards, they move west along the corridor and goes through the door facing the bank cashier, and through the next series of rooms. They wait for the Bravo Go-Code in front of the door leading back to the corridor at the west end. Gold Team will move all the way round the outside of the bank in a blitz until they reach the western entrance of the bank. They plant a breaching charge on the door there and waits for the Bravo Go-Code. When the Bravo Go-Code is given, Gold Team sets of the charge and storms into the bank, they go south and circle the rooms on Level 0 in an anti clockwise direction before heading to the foyer, where they wait for another Bravo Go-Code at the bottom of the stairs. Meanwhile, Red Team moves east, until they reach the foyer of the bank. They wait for the Alpha Go-Code here. Green Team moves directly west and waits for the Alpha Go-Code at the entrance there. When the Go-Code is given, Green Team enters the bank, and goes up the southern set of stairs. They wait for a Bravo Go-Code at the top of the stairs. At the same time, Red Team goes up the northern set of stairs and waits for the Bravo Go-Code at the top, when the Go-Code is given, all 3 teams storm the balcony above the first hostage. Green Team then circles Level 1 of the Bank, room by room in an anticlockwise direction until they reach the financial records room. Meanwhile, both Red Team and Gold Team make for the 2 doors leading to the room with the financial records. Red Team waits for the Charlie Go-Code behind the northern door, while Gold Team plants a Breaching Charge on the southern door and also waits for the Charlie Go-Code. When the Go-Code is given, both teams storm the room, and secure the records. Green Team stays there, while Red Team and Gold Team exits the room from the double doors Green came in through, and then they go down the stairs to Level 1 again. Red Team will go down to the vault via the stairs behind the door in the room on the northwestern part of the bank, while Gold Team picks the lock on one of the doors into the bank cashier's desk and goes down the circular stairs there. Gold Team waits for the Bravo Go-Code some distance away the locked door, while Red Team waits for the Bravo Go-Code behing the first corner they will find in the basement. When the Go-Code is given, both teams storm the vault. Gold Team will go to the stairs Red Team came down on, while Red Team goes for the hostages. --------------- Walkthrough --------------- *****PLAN A***** Playing as Red Team: Go over to the London Bus, and sidestep with your back towards the bus, and you will spot that lone terrorist in the Security Room. Put a few rounds in his head to kill him, then you can head to the door. Get into a crouching position, and open that door a little, and throw a Smoke Grenade in, when the smoke is thick enough, you can rush in and kill any Terrorists on either side of the corridor before they know what's going on. Then move to the right, and you should spot the tango behind the cashier's desk, kill him, then move over to the corner of that hallway there, watch out, as there may be a terrorist going down the stairs to get at you. Now, around the corner, there should be a terrorist or two. Take them out, then go through the door behind you. There may be a single terrorist in this rom, kill him, then go through the door to your right (remember the other door, it leads down to the vault.), and kill the terrorist in the room if he is there. At this point, you may want to sneak over to the room with the first hostage and take out the snipers on the balcony above. Position yourself in an obscure position, and they will not be able to see you. Head to the foyer, and look up, there may be a single terrorist above at the top of the stairs, kill him if he's there, then give the Go-Code. Green Team will enter shortly. Go up the stairs, and position your team to the left of the alcove, there may be a single terrorist patrolling the area. If he shows up kill him with one neat bullet to the head, the gun is not called a "silencer for nothing"! Heh heh heh! You are now to wait for Green Team to make their way around the lower floor of the bank before they are ready. When both teams are ready, give the Go-Code and charge onto the balcony and kill every enemy, then, head back to the alcove as planned and begin circling Level 1 of the bank, killing any terrorists you find. When you approach the door to the financial records room, be careful, and avoid getting in full view of that glass window, as the terrorists can see you coming. When you are ready, take a deep breath, run to the door, give the Go-Code and charge! Tension Zone! Save the Financial Records! This is one of the areas of the game that you can easily lose somebody. You have to work fast to sandwich the terrorist AND make sure that no one can mess with the computer and delete the Financial Records! When the objective is complete, go to the room with the door I told you to remember earlier, the door to the vault is locked, so you would have to pick the lock and go down. As you go for the vault, take extra caution, as the terrorists can see you through the bulletproof glass windows, and one of them will run to the hostage and kill them when they see you approach. So, you will have to be very fast to run through this corridor, kill anyone who gets in your way, and make sure that no terrorist can reach the hostage. Then, all that's left is the lone terrorist in the vault itself. Throw a Flashbang Grenade into the vault and he should be stunned, then you can kill him. At this point, you should have completed the mission, as all terrorists are neutralized. If not, simply escort all 3 hostages to the extraction zone and the mission will be complete! *****PLAN B***** Playing as Red Team: Go over to the London Bus, and sidestep with your back towards the bus, and you will spot that lone terrorist in the Security Room. Put a few rounds in his head to kill him, then you can head to the door. Get into a crouching position, and open that door a little, and throw a Smoke Grenade in, when the smoke is thick enough, you can rush in and kill any Terrorists on either side of the corridor before they know what's going on. Then move to the right, and you should spot the tango behind the cashier's desk, kill him. Then, enter the room behind you. The door is already open. Open the other do (It pulls open) and kill the terrorist inside that room (remember the other door in this room, it leads down to the vault.) Go for the door that is unlocked, and open it. Then, give the Bravo Go-Code and the terrorist guarding the western entrance won't stand a chance for your two teams that enter at the same time. At this point, you may want to sneak over to the room with the first hostage and take out the snipers on the balcony above. Position yourself in an obscure position, and they will not be able to see you. Head to the foyer, and look up, there may be a single terrorist above at the top of the stairs, kill him if he's there, then give the Go-Code. Green Team will enter shortly. Go up the stairs, and position your team to the left of the alcove, there may be a single terrorist patrolling the area. If he shows up kill him with one neat bullet to the head, the gun is not called a "silencer for nothing"! Heh heh heh! You are now to wait for Green Team to make their way around the lower floor of the bank before they are ready. When all 3 teams are ready, give the Go-Code and charge onto the balcony and kill every enemy, then, head back to Green Team's side of the balcony as illustrated by the waypoints you set until you reach a single door leading to the library with the financial records. As Gold Team is in a Blitz, they most likely will reach the other door before you. Wait for Gold Team to plant the Breaching Charge, When you are ready, take a deep breath, run to the door, give the Go-Code and charge! Tension Zone! Save the Financial Records! This is one of the areas of the game that you can easily lose somebody. You have to work fast to sandwich the terrorist AND make sure that no one can mess with the computer and delete the Financial Records! As soon as you enter, the computer is to your left. So, turn left immediately, and kill the 2 or 3 terrorists by the computer while Gold Team takes care of the rest. When the objective is complete, get out through the double doors by the computer, and kill the tango behind it. Go to the room with the door I told you to remember earlier, the door to the vault is locked, so you would have to pick the lock and go down. As you go for the vault, take extra caution, as the terrorists can see you through the bulletproof glass windows, and one of them will run to the hostage and kill them when they see you approach. As soon as Gold Team is ready, give the Go-Code. You will have to be very fast to run through this corridor, kill anyone who gets in your way, and make sure that no terrorist can reach the hostage. Then, all that's left is the lone terrorist in the vault itself. Throw a Flashbang Grenade into the vault and he should be stunned, then you can kill him. At this point, you should have completed the mission, as all terrorists are neutralized. If not, simply escort all 3 hostages to the extraction zone and the mission will be complete! --------------------------------------- k. Mission 11: Broken Stone [TCRC3RS9K] --------------------------------------- Location: Pilar, Argentina Date: 11-11-2003 Time: 11:00 --------------- Background --------------- Control: We have concluded that the meat packing operation in Pilar is being used as a distribution vector for chemical agents. The Argentine government confirms that several of Gospic's operatives have recently entered the country and have been spotted of Pilar. Your mission is to secure the meat-packing facility and prevent the dispersal of the chemical agent. John Clark: Intel's convinced that Gospic has gotten his hands on multiple chemical weapons. If he was behind the British bank operation, then it makes sense that Preston was his supplier. Preston made a lot of contacts in Kuwait, including a few with access to the old Soviet chemical weapons labs. (1) It seems highly probable at this point that Gospic has his hands on some amount of VX nerve agent. VX is extremely lethal and very durable, (2) and could be absorbed through skin contact. That's why he had his fingers in the meat-packing plant. The plant ships beef all around the world, including Europe and Israel. We're talking mass murder across a dozen countries. (3) Now, we could probably interdict any shipments from the plant, after the fact, but that's too risky. I want us to take that nerve agent into custody before a single drop gets used. (4) That's why we're going back to the meat packing plant. The Argentine government confirmed sightings of some of Gospic's men in and around Pilar, which means that there's no time to waste. Saddle up. You're going hunting for nerve gas. Explanations: (1) Douglas Preston was Mr. Nikola Gospic's supplier for chemical weapons. Preston most likely had stolen some chemical weapons from those Soviet labs or may have acquired them through the Kuwaiti black markets. (2) Yes, one teaspoon of VX nerve agent can kill 10000 people, according to the movie the Rock. If it is durable, an area can be contaminated for a long time. (3) Aha! Gospic obviously wants to use the beef to soak up the VX nerve agent like a sponge, and ship it all over the world, so that the people who eats the beef will, well, die very, very painfully. Just imagine the ads, tasty VX flavored steak! Buy now! (4) It is risky because, regardless of how wary you are, some of the shipments may succeed in evading confiscation, and even if you secure the beef, you may have accidents while handling the chemicals. Hence, prevention is better than cure, and you are to storm the plant again to confiscate any VX nerve agent before they use it on the beef. Kevin Sweeney: We finally have the full picture, thanks to the documents you rescued in London. They are, to put it mildly, explosive - a collection of banking records dating back to the Second World War detailing the systematic looting of Holocaust victims by the Third Reich, their allies in the Ustache regime in Yugoslavia and complicit bankers in Geneva. (1) Names are named, including one Peja Sicic. You might remember him. He's the senior citizen that Venezuela wanted to deport just before the unpleasantness at the refinery. (2) In addition, there are repeated mentions of an attache to the ministry of finance, a man named Dejan Blazevic. We've got a picture of Blazevic an, on a hunch, one of the lads at Intel used some imaging software to make a projection as to what he'd look like now. The end result looks a lot like our Mr. Nikola Gospic. (3) It seems that Blazevic got himself smuggled out of Europe in 1945. He arrived in the Caymans a few years later, calling himself Gospic. The money he used to set himself up was skimmed from the accounts he helped liquidate. Intel's best guess is that he felt the Sicic deportation proceedings might blow his own cover, so he started taking steps to hide his trail. (4) That's not all he's up to though. The repeated attacks on the Venezuelan oil industry, the chemical weapons and the neo-fascist ties - they add up to something more. (5) Now, on to more bad news. While Gospic doesn't have a stake in that import-export firm you hit in Brazil, Gutierrez does. And Gutierrez's import-export company does do an awful lot of business with firms htat are owned by Mr. Nikola Gospic. In particular, there's some connection with the meat packing firm in Pilar. (6) We know all of this because of one of the phone calls we listened in on at Gutierrez's place. Gospic called Gutierrez to discuss their plans for that business - plans that included using the VX chemical agents you confiscated in Brazil. (7) Explanations: (1) The banking records you have prevented the destruction of in the last mission shows how the Jews that were killed during Holocaust had their property taken from them by fascist regimes like those in Nazi Germany, the Yugoslavian Ustache regime and dishonest Swiss bankers. God knows why some private bank will still store such records in their computers. (2) Peja Sicic was one of the many people who stole a lot of money from dead Jews during the Second World War. Hence, after the Venezuelan Government knew about the bad things he has done about 60 years ago, they have decided to deport Peja Sicic. (3) One of the attaches to the Ministry of Finance of the Yugoslavian Ustache regime was a person called Dejan Blazevic. Using some imaging software, intel has managed to estimate what Blazevic looked like now, and he looks a lot like Nikola Gospic. Hence, it is very likely that Gospic is Dejan Blazevic. (4) Blazevic was lucky enough to escape from the Allies in 1945 and leave Europe. A few years later, he settled in the Cayman Islands and changed his name to Nikola Gospic so that other people will not recognize him. He worried that the deportation of Sicic might provide evidence leading to his arrest, so he decided to send terrorists into the Venezuelan refinery in Amuay to demand the release of Peja Sicic. (5) Intel is still trying to figure out why he's has done all those things in the past missions. (6) Nikola Gospic does not own any of the firms owned by Gutierrez. However, he does a lot of business with them, and hence, he can never be directly linked to any trouble. However, it is Gutierrez that will take all of the charges if his plans were busted by Rainbow. Hence, Nikola Gospic is a raven, and Alvaro Gutierrez is his shield. Hence the game is called, Raven Shield! (7) So, the outcome of Mission 9 does pay off! So, Nikola Gospic intends to contaminate beef with his VX nerve agent, this poison can kill thousands of people around the world if he is not stopped. Hence Rainbow must act quickly. --------------- Planning Tips --------------- My Comments on this mission: You are now back to the meat packing plant. This time, there are 2 insertion zones, one in the cafeteria and one outside the packing plant. This is just a routine kill them all mission, but there is one extra objective, it is to prevent the dispersal of the nerve agent. There are 3 rooms with chemical terrorists in white. As soon as your teams enter the room, they will immediately try to activate the poisons. So you will have to be very quick. Also, try to make your 2 teams enter the rooms at the same time. Then they can most likely be sandwiched. If you are playing in the Veteran Difficulty, it may be wise to silence your M14 Assault Rifle, as the terrorists tend to be much more alert than before, and sometimes, they will release the VX Nerve Agent just because they hear you in the next room! Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Kazimeira Rakuzanka) Green Team: 4 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart, Alexandre Noronha) Objectives of your teams: Red Team: To storm the Meat Packing Plant from the front door Green Team: To storm the Meat Packing Plant from the Cafeteria Primary Weapon: Red Team: M14 Assault Rifles with Mini Scopes or Sound Suppressors Green Team: M14 Assault Rifles with Mini Scopes or Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Black Camo Green Team: Heavy Black Camo Other Extra Items: Red Team: Heartbeat Sensor and as you wish Green Team: As you wish The vague rundown of the plan: Red Team will begin at the insertion zone outside the plant. First, they head south to the cow pens, and circle it in a clockwise direction. Before they head back out to the main entrance. They enter the plant, head south and goes through the double doors to a wide room just north of the room with the first set of chemical agent. Having circled the room once, they wait next to the alcove at the east end for the Alpha Go-Code. Green Team starts at the cafeteria. They make their way to the northeast and explore the locker room from the west to the east, then they exit through the other side. Upon exiting, they head north, then west for the double doors leading to the first set of chemical weapons. They wait for the Apha Go-Code here. When the Go-Code is given, both teams storm that room. Having circled the room once, Green Team heads southwest through a long room to the west stretching north to the south. They go through the opening and moves southwest to the next set of double doors to the south, leading into the room with the second set of nerve agent. They wait for the Bravo Go-Code there. Meanwhile, Red Team also moves to the cafeteria and then waits for the Bravo Go-Code behind the door leading west into the same room. When the go-code is given, both teams storm the room. Green team then heads north to the double doors at the far north leading into the large room with the 3rd set of nerve agent. They wait for the Charlie Go-Code behind the double doors. Red Team then moves upstairs through the stairs near the cafeteria and searches the rooms there, and goes along the catwalk over looking the large room with 2 tanks, heading north and going through the door as they go. Before they go around the corner to the catwalk overlooking the nerve agent, they wait for the Charlie Go-Code. When both teams are ready, they charge in and kill every enemy they see. --------------- Walkthrough --------------- Playing as Red Team: As soon as you start, turn backwards and go through the door there. There is a door leading to the cow pens. I suggest you take out your Heartbeat sensor and detect the tangos before you go in, as they are well hidden. Then open the doors and kill all the terrorists that appear. Circle around the room, and you will notice an opening in the wall. There may be a terrorist or 2 over there. Kill them if they are there. Then head back out. Once outside, go north, and be careful as you approach the red van. There is a terrorist or 2 nearby. Kill them, then go through the double doors into the plant. There is another terrorist by the butcher's counter. Take him out before he sees you. Then be careful as you go through the door. It is always better to be safe than sorry by scanning for any terrorists using the Heartbeat Sensor before you proceed. Once you locate the tangos, burst in and pop him before he can respond. Then having circled the room once, go through the opening to your left as you enter. Green should have been waiting for Alpha Go-Code at this point. Tension Zone! First Nerve Agent Charge in and sandwich the tangos. Beware of the ones in white lab coats and gas masks, as they will be the ones who disperse the nerve agent. So it is always best to kill them first. Once everyone is dead, these chemicals are secured. Go through the door Green Team came in through and turn left, going along the corridor. You are at the cafeteria. You should see a set of double doors to your right. Head for those doors, but don't go through, instead, continue along that hallway until you reach a second set of double doors. Wait for the Bravo Go-Code, as planned. When both teams are ready, CHARGE! Tension Zone! Second Nerve Agent This room is larger than the first, which means that the Terrorists will be more spread out. Again, target the men in white first. With the threat neutralized, head back to the cafeteria as planned, and go upstairs. Go through the door on the other end of the catwalk, and search the 2 rooms to your left one by one. Don't go through the opening to your right, as that leads to the room with the 3rd set of chemical agents. After searching the rooms, go over to the catwalk on the other side. Look down, there may be a terrorist in the room below. Kill him if he is there. Then follow the catwalk and go through the door at the other end and before you turn around the corner, wait for the Charlie GO-Code. Get ready... Tension Zone! Third Chemical Agent Once both teams are ready, charge. But watch out, as this room is pretty dark, and it will be hard for you to spot the terrorists, but still, with the sandwich theorem in use, most terrorists couldn't possibly respond before you have wiped them all out. At this point, you should have secured all nerve agents, and have killed every single terrorist in the premises. If not, hunt them down and the mission will be complete! -------------------------- l. Mission 12: Briar Gate -------------------------- Location: Cayman Brac, Cayman Islands Date: 22-12-2006 Time: 17:10 --------------- Background --------------- Control: RAINBOW is authorized to search the estate of Nikola Gospic for evidence of more chemical weapons. Intel believes he is still in possession of a highly lethal blistering agent, which he will attempt to use. Your mission is to prevent the destruction of evidence on Gospic's computer and to secure the estate using all necessary force. John Clark: Gospic has just got to ground, which just makes him more dangerous. He's found himself a hole somewhere and we're going to have to dig him out. We start with his mansion on Cayman Brac. It's highly unlikely that he's there, but his stash of blistering agent might be. At the very least, Intel wants to go over that place top to bottom. If we're lucky, they'll be able to figure out what he's got left, and where he's going to hit next. (1) At this point you should be familiar with the layout of the estate. We don't have any hostages to worry about this time, which is a bonus, but it also means that all resistance isn't going to be bottled up in the main house. (2) Explanation: (1) There is a high chance that Gospic's blistering agent is still in his house, and you may be able to confiscate them before he can use it. More information on his movements may be found as well on his computer. (2) You only have to kill all terrorists in the house, but they wil be more scattered than last time. Kevin Sweeney: We've traced the origin of the VX ingredients you confiscated in Pilar. It's old Soviet manufacture, smuggled out by Preston. We've even managed to pinpoint the buy at which he got it. Unfortunately, it's not all he picked up on his little shopping trip. In addition to the VX, he got the compounds necessary to home-brew more of the stuff and what we are pretty certain is a blistering agent. You nicked the former when you hit the import-export firm in Porto Alegre, but the blistering agent's still out there. (1) So's Gospic, for that matter, and Gutierrez along with him. The blistering agent we're looking at is most likely phenyldichloroarsine, a colorless, odorless liquid. It does a number on the eye, lungs, skin and guts of anyone's who's been exposed. It's slightly less effective than the so-called mustard gas, the grandfather of blistering agents, but that's about the only good thing about it. By the time symptoms of exposure appear, It's already done its job. (2) Explanations: (1) The VX nerve agent you took in Porto Alegre was shipped there by Douglas Preston. He also got some blistering agent to Gospic, and he still has it. (2) The blistering agent is colorless and has no smell, so people can breathe it in without knowing what is going on. It blinds, burns the skin of and suffocates people, and is less effective than mustard gas. Of course, this blistering agent causes blisters, it may seem to sound harmless, but what if there are blisters in your lungs? You can't breathe! For your information, this compound has a Phenyl Group, which is like a Benzene ring but with one hydrogen atom removed, chlorine and arsenic! Wow! This really is a super duper poisonous compound indeed! --------------- Planning Tips --------------- My Comments about this mission: You are back at Mr. Nikola Gospic's private estate again. This time, all you have to do is to kill everyone in the mansion, and to prevent the evidence on his computer to be destroyed. This time, there is only one extraction zone, and it is behind the house, so you can hit them from the inside, without alerting them much. As there are NO hostages, feel free to use Assault Rifles and Shotguns as much as you can. However, you may still consider using Silenced Assault Rifles, because, it decreases the chances for a curious terrorist to investigate the shooting and it can help you prevent a large onslaught in the pool area. For your information, I have thought of a new plan that can make the Red Team's job easier, while allowing the other 2 teams to see more action. Using this new plan, Each team got their fair share of the kills, that is, Red Team killed 12, Green Team killed 8 while Gold Team killed 8! That's fairness for you. A 3rd plan has been added, as the mission success rate for Plan B is not decent, for some strange reason. Like Plan B, 3 teams will be used, but this time, we will send a single reconnaissance operative to scout ahead to secure the evidence before Gold Team and Red Team enter the private estate. Enjoy. *****PLAN A***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Kazimeira Rakuzanka) Gold Team: 2 Assault Operatives (Jorg Walther, Alexandre Noronha) Objectives of your teams: Red Team: To cover the lower level of the Private Estate Green Team: To cover the upper level of the Private Estate Gold Team: To guard Gospic's computer Primary Weapon: Red Team: M14 or M16A2 Assault Rifles with Mini Scopes or Sound Suppressors Green Team: M14 or M16A2 Assault Rifles with Mini Scopes or Sound Suppressors Gold Team: M14 or M16A2 Assault Rifles with Mini Scopes or Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with or without sound suppressors Green Team: Desert Eagle (.50 cal) with or without sound suppressors Gold Team: Desert Eagle (.50 cal) with or without sound suppressors Armor: Red Team: Heavy Green Camo Green Team: Heavy Green Camo Gold Team: Heavy Green Camo Other Extra Items: Red Team: Leader: Primary Magazines, Heartbeat Sensor Remaining Operatives: As you wish and Heartbeat Sensor Green Team: Primary Magazines Gold Team: Primary Magazines The Vague Rundown of the Plan: All 3 teams start at the insertion zone to the southwest. All 3 teams move to the pool area to their east. Green Team goes up the balcony via the stairs there, while Red Team goes through the double doors to the south of the stairs. Gold Team follows Red Team, and waits for an Alpha Go-Code behind the door I have just mentioned. Red Team then heads for the room with the computer through the living room, and enters the computer room for a moment, and waits for an Alpha Go-Code. When both teams are ready, the go-code is given, and Gold Team heads for the computer room and stays there. Red Team then gets out the same way they have came in. They go south to the single door leading outside, and they circle the outside of the house up to the 3 crosses to the northeast, and then goes back into the house through the door directly west of the crosses. Red Team then makes their way back to the living room, and that's where they will stay. Meanwhile, Green Team explores the billiards room first upstairs, then goes out of the other door. Green Team then walks along the balcony overlooking the living room, and searches the rooms to the far south before heading back north to the 2 other rooms on Level 1 there, they then go down the stairs to the northwest, and search any rooms on Level 0 that Red Team has not covered. They stop at the pool area. *****PLAN B***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Kazimeira Rakuzanka) Gold Team: 2 Assault Operatives (Jorg Walther, Alexandre Noronha) Objectives of your teams: Red Team: To cover the lower level of the Private Estate and the outside pathway Green Team: To cover the upper level of the Private Estate and the rooms to the northwest of the computer room Gold Team: To guard Gospic's computer Primary Weapon: Red Team: Leader: 21E Light Machine Gun Remaining Operatives: M14 Assault Rifle with Sound Suppressors or High Capacity Magazines Green Team: Leader, 2nd Operative: M14 Assault Rifles with Sound Suppressors or High Capacity Magazines 3rd Operative: 21E Light Machine Gun Gold Team: M14 Assault Rifles with Sound Suppressors or High Capacity Magazines Secondary Weapon: Red Team: Desert Eagle (.50 cal) with or without sound suppressors Green Team: Desert Eagle (.50 cal) with or without sound suppressors Gold Team: Desert Eagle (.50 cal) with or without sound suppressors Armor: Red Team: Heavy Green Camo Green Team: Heavy Green Camo Gold Team: Heavy Green Camo Other Extra Items: Red Team: Leader: Primary Magazines, Heartbeat Sensor Remaining Operatives: As you wish and Heartbeat Sensor Green Team: Primary Magazines Gold Team: Primary Magazines The Vague Rundown of the Plan: All 3 teams start at the insertion zone to the southwest. All 3 teams move to the pool area to their east. Green Team goes up the balcony via the stairs there, while Red Team goes through the double doors to the south of the stairs, waiting for the Bravo Go-Code there. Gold Team goes through the other set of double doors in the pool area and then moves along the corridor, exploring every room they find until they reach a corner which turns south into the main living room. They wait for the Bravo Go-Code there. Green team meanwhile, on the second level, will open the doors sequentially on the balcony until they reach the west most door. That is the door they will go through. They then go to the room to the west, and then to the corridor in the north. They stop and wait for the Bravo Go-Code by the corner near the balcony overlooking the living room. When the Go-Code is given, the 3 teams storm the living room by 3 ways. Green Team from above, Gold Team from the north, Red Team from the south. All 3 teams then head to the computer room. Gold Team heads for the computer room and stays there. Red Team then gets out the same way they have came in. They go south to the single door leading outside, and they circle the outside of the house up to the 3 crosses to the northeast, and then goes back into the house through the door directly west of the crosses. Red Team then makes their way back to the living room, and that's where they will stay. Meanwhile, Green Team will explore the areas to the north of the computer room and go up the stairs. They then search the rooms to the far south before climbing down the stairs to the living room, and that's where their last waypoint is. *****PLAN C***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 1 Reconnaissance Operative (Antonio Maldini) Gold Team: 2 Assault Operatives (Arkadi Novikov, Alexandre Noronha) Objectives of your teams: Red Team: To cover the lower level of the Private Estate and the outside pathway Green Team: To cover the upper level of the Private Estate and the rooms to the northwest of the computer room Gold Team: To guard Gospic's computer Primary Weapon: Red Team: M14 Assault Rifle with Sound Suppressors Green Team: M14 Assault Rifle with Sound Suppressors Gold Team: M14 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) with sound suppressors Green Team: Desert Eagle (.50 cal) with sound suppressor Gold Team: Desert Eagle (.50 cal) with sound suppressors Armor: Red Team: Light Green Camo Green Team: Light Green Camo Gold Team: Light Green Camo Other Extra Items: Red Team: Smoke Grenades and a Heartbeat Sensor Green Team: Smoke Grenades and a Heartbeat Sensor Gold Team: As you wish The Vague Rundown of the Plan: All 3 teams start in the insertion zone in the southwest. Red Team heads for the southeastern double doors and waits for the Alpha Go-Code outside, while Gold Team heads for the northern double doors and waits for the Bravo Go-Code outside. Meanwhile, Green Team will go to the pool area, and climb the stairs to the balcony on Level 1. He skips the first door to the east, and instead, goes through the door to the northwest. He then enters the room to the east before going north into the corridor. He than goes west and through the door, and goes down the stairs. At the bottom of the stairs, Green Team goes through the door, and goes north to the other door there and enters the courtyard. He then goes northeast and into the room with the computer and out the same door he comes in. Green Team then goes through the southwestern door in that patio/courtyard, and continues south until he reaches the stairs again. Green Team climbs up the stairs and goes back to the corridor there. He then goes east, through the door to the hallway overlooking the living room. Green Team then opens the first door he finds, and goes into the room there (That is the room that he skipped in the beginning.) Green Team then goes out through the other door, back to the pool area, and goes all the way back to the insertion zone. When the Alpha Go-Code is given, Red Team storms the living room from their entrance, and then heads south into the kitchen and goes out to the front pathway. They then go all the way north, then east to the dead end there before taking a U-Turn and reenter the house through the garage. They will end up back in the living room. When Bravo Go-Code is given, Gold Team will bust in through their entrance, and make their way to the room with the computer, while searching all the rooms on their side of the living room. --------------- Walkthrough --------------- *****PLAN A***** Playing as Red Team: As soon as the mission starts, move forwards and look up to your right. There is a lone terrorist on patrol on the balcony. Take out your scope and then take him out! Then turn right at the opening. There will be 2 or 3 more terrorists in the pool area. With them killed, walk up the steps to the pool, and then look up at the balcony behind you. Another terrorist should come out through the door on the left. Take him out before he can respond. Then go through the double doors by the pool. Take a deep breath, you'll need it. Tension Zone! Living Room There will be more than 10 terrorists in the living room. I suggest you get into a crouching position, and pick them off one by one with your scope. While you are fighting those terrorists, their friends may come to help them. So be careful. Once the living room is devoid of tangos, go through the door by the piano. That's the computer room. They may be a lone terrorist there. Kill him before he can mess with the computer. Then give the Alpha Go-Code to Gold Team so they can guard the room. Now, it's time to go outside. Go out through the door at the other end of the living room, and then you will be outside. Walk along the path until you reach the gate, killing any terrorists you find, then go back into the house through the door by the yacht. Inside the garage, there may be a lone tango there. Kill him. Then return to the living room and wait, picking off any foolhardy tangos that might approach. Now, it's up to Green Team to seek and destroy the rest of the terrorists. Once the last ones been killed. The Mission will be complete. *****PLAN B***** Playing as Red Team: As soon as the mission starts, move forwards and look up to your right. There is a lone terrorist on patrol on the balcony. Take out your scope and then take him out! Then turn right at the opening. There will be 2 or 3 more terrorists in the pool area. With them killed, walk up the steps to the pool, and then look up at the balcony behind you. Another terrorist should come out through the door on the left. Take him out before he can respond. Then go through the double doors by the pool. When all 3 teams are ready and are waiting for the Bravo-Go Code, give the go-code. Take a deep breath, you'll need it. Tension Zone! Living Room There will be more than 10 terrorists in the living room. I suggest you get into a crouching position, and pick them off one by one. The good thing with Plan B is that the other 2 teams can help confuse the terrorists and assist in taking out some of the terrorists that you are Red Team will find difficult to aim at, like the one by the piano, and the one near the dining table to the right of the stairs. Besides, this triple decker Tango sandwich would prove to the helpless if you approach them from 3 directions at once. Once the living room is devoid of tangos, go through the door by the piano. That's the computer room. They may be a lone terrorist there. Kill him before he can mess with the computer. Now, it's time to go outside. Go out through the door at the other end of the living room, and then you will be outside. Walk along the path until you reach the gate, killing any terrorists you find, then go back into the house through the door by the yacht. Inside the garage, there may be a lone tango there. Kill him. Then return to the living room and wait, picking off any foolhardy tangos that might approach. Now, it's up to Green Team to seek and destroy the rest of the terrorists. Once the last ones been killed, the Mission will be complete. This time, instead of having Ding Chavez getting over 20 kills in Plan A, Red Team will only kill 12 tangos between them, while the other teams getting a fairer share of the kills. Enjoy. *****PLAN C***** Note: You will be switching from Green Team to Red Team midway through the level, as Recon work is best left to be done by human players. Heh heh... Playing as Green Team: As soon as the mission starts, move forwards and look up to your right. There is a lone terrorist on patrol on the balcony. Take out your scope and then take him out! Then turn right at the opening. There will be 2 or 3 more terrorists in the pool area. With them killed, walk up the steps to the pool, and then look up at the balcony behind you. Another terrorist should come out through the door on the left. Take him out before he can respond. With that threat gone, climb up the stairs, walk along the balcony. Look into the window in front of you. If there is a terrorist there, shoot him in the head. Then equip your Desert Eagle with Silencer. Enter the room the terrorist gone out of. (If no terrorist went out that door, then it's the door to the far left of the balcony.) Open the door. Kill the tango if he is there, and then enter the bathroom to the right. Then, go out to the corridor. Looking to the left. If there is a terrorist there, give him a "tap" with the desert eagle! Then, open the door in that end of the corridor. Now, as you open to the door, you should look to your right. If there is a tango, take him out quickly! If you don't he will run down stairs to the computer room and erase the evidence! If you failed to hit him, immediately change to the Silenced M14 and run down stairs after him. You should arrive at a room with a large TV at the bottom of the stairs. Kill anyone who gets in the way and open the door to the patio. There may be a single tango on patrol here. Take him out if this is so. If that tango on the stairs managed to run away when you met him a little while ago, you should perform the actions above much quicker than usual. Now, open the door to your right. It's the computer room. The tango asks, "Who the?!" You answer, "My name is Maldini, James Maldini." Use the silenced Desert Eagle to silence him and the other terrorist that may be attempting to destroy the evidence. If this threat gone, go back to the patio. DON'T enter the living room! I'm warning you! Your next target will be a bedroom. Enter it, following your waypoint. Kill the lone terrorist if he is there. Then go through the door in front of you and look to your left. There is a single terrorist with his back turned against you. Give him a tap on the head, and then head back upstairs. Go to the other end of the corridor and go through the door there. Open the door to your right. It's a billiards room. Kill the 2 terrorists in there, and run into the room and close the door behind you. Use your heartbeat sensor to pick up any tango on the balcony above the living room, and go back out to finish them with the assault rifle. Now, with Level 1 cleared, Antonio can go back to the insertion zone and well out of harm's way. Switch to Red Team. Playing as Red Team: Give the Alpha Go-Code, then go through the double doors and charge! Tension Zone! Living Room There will be more than 10 terrorists in the living room. I suggest you get into a crouching position, and pick them off one by one with your scope. While you are fighting those terrorists, their friends may come to help them. So be careful. If you are unconfident of yourself, throw a Smoke Grenade out into the Living Room before you go out there. With everyone killed, give the Bravo Go-Code and let Gold Team in. Now, follow your waypoints and head out through the kitchen. When you are outside, just follow the waypoints, killing any terrorists that get in your way. When a total of 29 terrorists are neutralized, the mission will be complete. Tip! Throw a Smoke Grenade out around the corner near the dead end outside the estate if you are feeling unconfident of yourself. -------------------------------------- m. Mission 13: Talon Steel [TCRC3RS9M] -------------------------------------- Location: Cayman Brac, Cayman Islands Date: 22-12-2006 Time: 23:30 --------------- Background --------------- Control: Men identified as working as Gospic have killed an Interpol agent who had infiltrated their operation and seized control of an airport on Cayman Brac. Their baggage, which has been recovered, contains aerosol dispersal equipment intended for use with the blistering agent, the existence of which has been confirmed. Your mission is to secure the airport and neutralize all gunmen. John Clark: Bad luck for Interpol this time. They had a man infiltrating Gospic's operation from the other side, and he just called in from Cayman Brac airport with the last pieces of the puzzle. The endgame is set for Rio de Janiero, at the Festas Juninas. (1) The men the agent was working with were involved in smuggling the chemical agent from the Caymans to Rio, so that Gospic could expose the crowds at the festival. We're talking hundreds of thousands of people minimum. (2) Unfortunately, backup didn't reach their man in time, and he was killed. The good news, what there is of it, is that the local police have been on a hair trigger lately. They arrived in time to keep at least some of Gospic's people on the island, and contained them within the airport complex. They also confiscated the luggage these jokers were trying to load onto a private plane. It's aerosol equipment, perfect for dispersing the blistering agent. (3) This helps limits the ones who got away. Get to work. Explanation: (1) An undercover Interpol agent has revealed that Nikola Gospic plans to target the Festas Juninas festival in Rio de Janeiro. (2) As up to a hundred thousand people could be on the streets to watch the parade, Gospic's men could easily disperse the blistering agent into the crowds, killing a lot of people. (3) The Cayman Islands police force have been very attentive lately, and they helped minimize the number of terrorists that can leave for Rio de Janeiro. They also confiscated the aerosols the smugglers are trying to use in the Festas Juninas. That way, no one will die because someone uses his hair spray at the festival! Heh heh heh! Kevin Sweeney: We have one more tidbit on Gospic himself. On a hunch, I had a look at his medical records. They tell the rest of the man's story. He's got liver cancer, and it's terminal. The initial prognosis was six months. That was two years ago, but he can't keep bucking the odds forever. (1) Looking at his psych gesture, I'd say he's a good candidate for a grand suicide gesture, and the blistering agent gives him the perfect tool for the job. (2) The real twist, however, is what comes after he's dead. We know now from the records at the meat packing plant that he's been squirreling away money for years to support a new global fascist movement. (3) It would be his little goodbye present to the world, a legacy of hate from the Second World Way. As part of that, he was targeting tracts of the Venezuelan oil fields for acquisition, with an eye on sabotaging them so the bottom would fall off the price. (4) The man's literally worth billions, and as soon as he dies it all goes toward resurrecting the jack-booted goose-step. Explanations: (1) Apparently, Nikola Gospic has Liver Cancer, and he will soon die. During the first diagnosis 2 years ago, his told him that he has six months to live. However, somehow, Gospic managed to stay alive for more than 2 years now. But still, he cannot use luck to keep himself alive. (2) Instead of dying in bed, Nikola Gospic decided to die as a martyr. He would like to witness the release of the blistering agent to the crowds in the Festas Juninas, and as he is watching, he probably will breathe in the agent and have himself killed in the progress. (3) The reason why the terrorists decided to destroy company records in the meat packing plant in Pilar in Operation Crimson Hook, is because they want to remove evidence of Gospic's action of saving money for the funding of a new neo-fascist movement. (4) To get easy access to even more assets to fund his global fascist movement, Gospic's men have attacked the Venezuelan oil industry several times in Missions 1 and 5. When the oil prices drop heavily, he can get them rather cheap, and there's no reward for being able to guess what he will do with the money. --------------- Planning Tips --------------- My Comments on this mission: Welcome back to Cayman Brac private airport! This time, the objective is simply to seek and destroy all terrorists in the premises! However, it's 11:30pm, almost midnight, so many parts of the airport will be very dark! So, which means that it is very easy for your men to get killed without knowing what on earth is going on. In this mission, I suggest you use a weapon with a good recovery stat. I personally recommend the M16A2 this time, as it holds more ammo per magazine, and has even better recovery than the M14. Besides, silenced M16A2s can help you to avoid detection from the enemy, as if you use too loud weapons, terrorists are mot likely to come running out of the hangar to mess with you, and you won't want that to happen, right? Heartbeat sensors also important, then you can locate where the terrorists are in the dark. After all, the infra red goggles don't work very effectively at times. I have just thought of a new plan. It would involve 3 teams instead of 2. The initial plan would be Plan A. The new plan would be Plan B. *****PLAN A***** Your Teams: Red Team: 4 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle, Kazimeira Rakuzanka) Green Team: 4 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart, Alexandre Noronha) Objectives of each team: Red Team: To storm the Terminal Building and Hangar Green Team: To storm the garage, tarmac and hangar Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Black Camo Green Team: Heavy Black Camo Other Extra Items: Red Team: Heartbeat Sensor and 3 Frag Grenades Green Team: Heartbeat Sensor and 3 Frag Grenades The vague rundown of the plan: Red team heads north from their insertion zone, and then goes through the door to the car park. They head for the entrance to the terminal building by circling the car park in a clockwise arc. Then they enter the building. Inside the terminal building, Red Team will search the lower floor in a clockwise direction, going through all rooms to the northern stairs. They then go up the stairs. On the upper floor of the terminal building, they search all the rooms before going down the other set of stairs. They then search the other 2 rooms to their north and waits for a Charlie Go-Code at the northeastern door before going out the door leading to the tarmac to the north. Once outside, Red Team heads south back to the car park. They pick the locked door and heads east to the other side of the hangar. Having reached the other side, they head for the eastern entrance to the hangar and waits for the Alpha Go-Code. Green team heads east from the Insertion Zone. They first search the garage where a lone fire engine is parked. Then, they turn north at the corner and heads all the way north to the tarmac. They wait for a Bravo Go-Code behind a truck before going onto the tarmac. They then head east on the tarmac while taking as much cover from the crates as possible. They eventually reach the northern entrance to the hangar, and they enter the building. They go upstairs, and searches all the rooms up there (making sure that they visit the room with the glass window looking into the hangar, enable 3-D vision if you don't know where it is) and then gets back downstairs and enters the room leading to the hangar itself. At the small corridor with 2 doors, they also wait for the Alpha Go-Code. When the Go-Code is given, both teams storm the hangar and clear it out. *****PLAN B***** Your Teams: Red Team: 1 Assault Operative (Ding Chavez) and a Sniper (Homer Johnston) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Kazimeira Rakuzanka) Gold Team: 3 Assault Operatives (Jorg Walther, Eddie Price, Louis Loiselle) Objectives of each team: Red Team: To storm and snipe in the hangar from the northwestern entrance Green Team: To storm the terminal building and hangar from the eastern entrance Gold Team: To storm the tarmac and hangar from the southwestern entrance Primary Weapon: Red Team: Assault Operative: M16A2 Assault Rifle with Sound Suppressors Sniper: PSG-2000 Sniper Rifle with Thermal Scope Green Team: M16A2 Assault Rifles with Sound Suppressors Gold Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Black Camo Green Team: Heavy Black Camo Gold Team: Heavy Black Camo Other Extra Items: Red Team: Heartbeat Sensor and 3 Smoke Grenades Green Team: Heartbeat Sensor and 3 Frag Grenades Gold Team: At least 3 Smoke Grenades The vague rundown of the plan: Red team heads north from their insertion zone, and then goes through the door to the car park. They head for the entrance to the terminal building by circling the car park in a clockwise arc. Then they go east, walk along south of the fuel tanker truck and climb up the stairs to the east and enter the hangar. Green team also heads north from their insertion zone, and then goes through the door to the car park. They head for the entrance to the terminal building by circling the car park in an anticlockwise arc before entering the terminal building. Inside the terminal building, Green Team will search the lower floor in a clockwise direction, going through all rooms to the northern stairs. They then go up the stairs. On the upper floor of the terminal building, they search all the rooms before going down the other set of stairs. They then search the other 2 rooms to their north and exit the terminal building through the northeastern exit. They then head due south, back to the insertion zone, and go east, then north all the way to the eastern entrance of the hangar and wait for the Alpha Go-Code. Gold Team heads east from the Insertion Zone. They first search the garage where a lone fire engine is parked (Entering through the southern entrance, exiting via the door to the east. Then, upon exiting the garage, they hug the garage wall and head north, to a gap in the wall with a door leading to a room. They search the room, and heads out again. They then throw a Smoke Grenade into the middle of the road, and walk CAUTIOUSLY across to the opposite wall (The Eastern Wall) They go north, hugging the wall until they reach a truck. They wait for a Bravo Go-Code behind the truck before throwing a Smoke Grenade going onto the tarmac. Meanwhile, Red Team move north to the room with the window looking out to the tarmac. They wait for a Bravo Go-Code there. When the Bravo Go-Code is given, Gold Team heads northwest going in a BLITZ on the tarmac while taking as much cover from the crates as possible (Consider hugging the northern perimeter while going east). They eventually reach the northern entrance to the hangar, and they enter the building. They then go through the only door on the lower level of the hangar, search the room, and goes through the other door leading to a junction with two doors. They wait for the Alpha Go-Code in front of the southern door. Meanwhile, Red Team will search the remaining room on the upper level, and then go downstairs to the room where Gold Team is waiting and waits for the Alpha Go-Code in front of the door leading north. When the Go-Code is given, all 3 storm the hangar and clear it out. You may want one of the teams to throw a Frag Grenade at the back of the large plane there, as a Terrorist may be hiding there. --------------- Walkthrough --------------- *****PLAN A***** Note: You will be switching from Red Team to Green Team in this mission, this is because, like Operation Pearl Castle, some of the actions made by the AI are suicidal, particularly in the car park and the tarmac. You'll see why... Playing as Red Team: Go through the door right in front of you, and charge! Tension Zone! Open Air Car Park This is one of the areas of the level that you will easily have men killed. Immediately strafe right, keeping your eye on the terminal building. There may be a terrorist up there, and there may be one or two to your right near some barrels. There is another terrorist behind the fuel truck to your right. Wait! There's more! There is a chance that more terrorists will come from all corners of the airport to avenge their fallen friends! So, I recommend that you stay at the car park for some time until the coast is finally clear before you enter the terminal from the door there. Tension Zone! Airport Terminal Main Concourse At the door, I suggest you take out your Heartbeat Sensor to locate the tangos behind the door, then you will know which side to aim at when you enter. There may be at least 3 circles behind the door, and you should take them out as soon as possible when you enter. Go to your left, and walk along the concourse, killing any more terrorists that you find. Then go through the door by the X-ray machine and search the subsequent room before going through the other door in that room and going upstairs. Upstairs, search each room in turn, using the Heartbeat Sensor to locate any annoyances before enter each room. After the rooms have been searched, head back downstairs via the other set of stairs. When you are downstairs, I suggest you scan for anymore terrorists with the Heartbeat Sensor before you proceed. Then, go through the door, turn right, and search the rooms there, killing anyone that gets in the way. Then before exiting the terminal building, change to the Green Team. Playing as Green Team: Give the go-code, and get some sweet drinks for shock before you go, as another tension zone is coming up! It's the 3rd one in this level! Tension Zone! Tarmac The good thing is that the Tarmac is well lit. So, you don't need to mess with your infra red vision. Be careful, as there are many tangos hidden in obscure corners on the tarmac. This is what auto-aim is for! It is to enable you to kill tangos from extremely obscure angles without them knowing! Ha ha ha! Just watch out that lone sniper at the upper floor window of the hangar building. With all the terrorists in the tarmac killed, give the Charlie Go-Code to Red Team so they may move on. Then, head into the hangar building. As in the last mission here, open the door in the middle of the corridor and kill that lone terrorist if he's there. Then head upstairs. Kill anyone that gets into your way, and remember that room with the window overlooking the inside of the Hangar? Head in that room, and as before, massacre as many tangos you can find. It will make storming the hangar much easier later. Of course, you shooting up there will cause some terrorists down there to come up to get you. They are just like lambs to the slaughter. Use this to your advantage. Let them come to you one by one and pop them in the head one by one! Then, get back down to the lower level, and get ready for the Alpha Go-Code. Give the Go-Code and allow your teams to do the final mop-up. Mission Accomplished. Don't worry, this is the last mission in the game taking place in total darkness, so give a sigh of relief to yourself. Our next destination, is, the sunny Rio de Janeiro! *****PLAN B***** Playing as Red Team: Go through the door right in front of you, and charge! Tension Zone! Open Air Car Park This is one of the areas of the level that you will easily have men killed. Immediately strafe right, keeping your eye on the terminal building. There may be a terrorist up there, and there may be one or two to your right near some barrels. There is another terrorist behind the fuel truck to your right. Wait! There's more! There is a chance that more terrorists will come from all corners of the airport to avenge their fallen friends! So, keep your eyes peeled. It is a good a idea to do Green Team a favor by opening the door leading into the terminal building and killing the terrorist in the lounge for them, as they often fail to do that on their own. Stupid AI. Now, walk over to the hangar, while hiding behind the fuel tanker truck there. When you are by the far right of the truck, peep around the truck, and you will find a tango or two hanging around the other end of the pathway between the hangar and the terminal building. Do Gold Team a favor and take them out! With them gone, you can simply climb up the stairs and enter the hangar. Inside the Hangar, go forwards, along the corridor, while being vary of tango that may appear downstairs. Then, go over to the room overlooking the tarmac. Kill the tango there. I bet he will be killed so peacefully that he won't be able to speak a single word! With him gone, switch to Homer Johnston. As Homer, throw a Smoke Grenade in this room, and then when it has thickened, take out your Sniper Rifle and aim with the scope outside the window. Use the Thermal Scope to detect any tangos down in the tarmac and take them out. For your information, there is one hiding in the crates to the left, and one crawling on the ground underneath the left wing of the plane down there. With them one, give the Bravo Go-Code. With two sets of eyes covering the tarmac, the chances of Gold Team having men down will be drastically reduced. When you can see them out the window, get back to the corridor, and switch to your Assault Operative. Open the first door on the left, and kill the tango inside. There is a window overlooking the hangar. Go over there and take out all the terrorists down there! Lovely massacre, eh? When you have taken out all the terrorists you can see, you can go downstairs and join Gold Team. Now, when all 3 teams are waiting for the Alpha Go-Code, give the Go-Code and charge! Allow your teams to do the final mop up. Just watch out for the terrorist hiding inside the plane. Mission Accomplished. Don't worry, this is the last mission in the game taking place in total darkness, so give a sigh of relief to yourself. Our next destination, is, the sunny Rio de Janeiro! ----------------------------------------- n. Mission 14: Whisper Blade [TCRC3RS9N] ----------------------------------------- Location: Rio de Janeiro, Brazil Date: 04-02-2007 Time: 11:00 am --------------- Background --------------- Control: A garage near the Festas Juninas parade route in Rio de Janeiro must be stormed. It has been identified as the site where Gospic constructed the parade float from which he intended to disperse the blistering agent. Intel believes that Alvaro Gutierrez is on site, supervising the last details of the operation. Your mission is to secure the garage and capture Gutierrez. John Clark: Intel has recovered the notebook kept by the Interpol agent who was killed on Cayman Brac. Among other things, it's got the address for a garage in Rio where Gospic's men have been building a parade float. It also has a schedule for where the fleet's going to be when along the parade route. We don't know where it is now, but we do know where the garage is. Even better, according to the notebook Gutierrez is still scheduled to be there. We can capture one rat, and he'll lead us to the other. (1) Most of the equipment should be out of the garage already, which means less cover for whatever resistance you do uncover. It also means there's less chance that the blistering agent might get set off accidentally during the shooting. The Brazilian government isn't terribly thrilled with out intervention in this matter, but they owe us one from Porto de Alegre. Besides, if Intel read that notebook right, we've got a matter of hours before everything hits the fan. (2) Explanations: (1) The Interpol Agent collected information about the garage the parade float was constructed. Fortunately, Gutierrez will be there at that time. By capturing Gutierrez, he can help us locate Gospic. (2) You only have a couple of hours before Gospic decides to use the blistering agent on the crowds watching the parades. Kevin Sweeney: Right now Rio's the middle of the Festas Juninas. It's a series of celebrations venerating a handful of saints, and it comes with the usual parade and whatnot. It also brings a lot of people into the city and onto the streets, especially along the parade route. This means there will be crowds in exactly the places we're going to need to look for Gospic. (1) Gospic has sponsored a float in the big parade the last few years. He's entered one again this year. Put two and two together and you confirm what that Interpol agent told us: he's using the float as a way to spread the blistering agent along the entire length of the parade route. (2) Explanations: (1) If a large crowd of people is watching the Festas Juninas parade, a single float scattering blistering agent can kill anyone that is watching, and of course, this mass murder will mark the beginning of the "new fascist movement". (2) If Gospic frequently enters parade floats for the Festas Juninas, people will get used to his habits, and will be less likely to suspect a thing when he makes use of this new parade float that gives everyone their share of phenyldichloroarsine. --------------- Planning Tips --------------- My Comments on this mission: Welcome to sunny Rio! This is the final phase of the game. In this mission, you are to kill everyone you find, but not Gutierrez. Gutierrez is located in the conference room on the top floor of the garage. It is always a good idea to send in 2 teams into that room at a time. It is also important that you do not do the shooting, otherwise, you will most likely kill Gutierrez by mistake, and it will be "Mission Failed: Gutierrez was killed" for you. Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) and 1 Demolitions Operative (Lars Beckenbauer) Green Team: 4 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart, Kazimeira Rakuzanka) Objectives of your teams: Red Team: To storm the garage from the south Green Team: To storm the garage from the north Primary Weapon: Red Team: M16A2 Assault Rifles with Sound Suppressors Green Team: M16A2 Assault Rifles with Sound Suppressors Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Green Camo Green Team: Heavy Green Camo Other Extra Items: Red Team: Heartbeat Sensor and 3 Breaching Charges Green Team: Heartbeat Sensor and 3 Smoke Grenades The vague rundown of the plan: Both teams start at the same insertion zone. They both go north, and at the 2 doors, Red Team enters the garage through the southern door, while Green Team enters through the northern door. Red Team goes west to that lone car there, goes into the alcove to the south for a moment and heads back to the car and waits for the Alpha Go-Code behind it. Green Team goes east from the entrance, and waits for the Alpha Go-Code just around the corner to the same garage Red Team is in. When the Go-Code is given, both teams charge into the garage. Red Team circles the room and goes back south to the alcove, then goes through the door to the west, and waits for the Bravo Go-Code behind the double doors leading north. Meanwhile, Green Team moves to the door directly to the south of their waiting point, and enters the room there, and heads back north and returns to their place where they wait for the Alpha Go-Code. Then, Green Team will throw a Smoke Grenade into the corridor to their west before heading north through that alcove into the room with the long table. They then head west through the entire room with those shelves and then goes through the door at the far end. Then, Green Team will head to the double doors right in front of them, and then they wait for the Bravo Go-Code behind the door. With the Go-Code given, both teams storm that open area. Having circled the area once, Red and Green Team both go to the place where Red Team had been waiting at first. Both Red Team and Green Team go east to explore the garage there. They then go through the double doors leading to the big car display room, Red Team heads to the Southern Stairs (Not before they search the 2 rooms to the northwest), while Green Team heads to the Northern Stairs. Both teams wait for the Charlie Go-Code at their respective doors to the conference room, and Red plants a Breaching Charge on the door while doing so. When the Go-Code is given the 2 teams storm the room and capture Gutierrez. --------------- Walkthrough --------------- Playing as Green Team: Move forward, and turn left. You will reach a gap in the fence. Go through the gap, and quickly kill the 2 terrorists if they are there. There may be another one opening the door to get you to the left. When the area is safe, proceed to the door to your right and go through. There may be terrorists on the other side of the small hallway you are in, and there's another one to the left of the gap you go through. Use your heartbeat sensor to detect them if you are not sure. If everything's going well, you should be waiting for the Alpha Go-Code now. However, I suggest you stay where you are for a few moments. Tension Zone! First Car Maintenance Area Turn around the corner, you should see a lot of terrorists all lined up for you shots. Kill them before they can respond. Around the corner behind you, several terrorists may swoop in on you, so be quick and turn around if they do come. After these tangos are killed, you can safely proceed with giving the Go-Code. As planned, go forwards and go through that door there. There may be a terrorist or 2 behind the door. So be careful. Then, turn to your left and go through that door, and turn left after that. You are back where you are in the first place, then, turn right instead of left at that corner. There may be terrorists waiting on the other side. Kill them, then throw a Smoke Grenade in front of the gap leading to the right. Wait for the Smoke to thicken, then go through that gap and massacre the terrorists on the other side, as well as another one in the gap to the left. Then, you can move on. Just follow the waypoint into that dark room with so many shelves, killing anyone you come across. Then go to the other end of the dark room and through the door. There will be 1 or 2 more terrorists in this area. Kill them, and go through the double doors. At this point, it is optional to give the Go-Code. If you want to handle everything on your own, just press H on your keyboard and Red Team will hold. Tension Zone! Open Area It is out in the open, and you should get into a crouching position, and take out all those terrorists from obscure angles. There should be 6 tangos in the area. Check with your Heartbeat Sensor if you are unsure. If you are playing in Veteran Difficulty, it may be wise to throw a Smoke Grenade out there in the open to create a smokescreen, so the Terrorists cannot see what's going on when you send your men out to kill them. Don't worry, the terrorists rarely see your men before your men sees them! Tee hee hee... When everyone is killed, go through the door that Red Team was waiting at just now. If you asked Red Team to hold, press H again and they will move on. Now, just proceed through the garage, following the waypoints, engaging any tangos that come to play, but stop as you reach the second double door of the pair. This door leads to the car showcase room. I suggest you open that door slowly, and kill any tango that you see before you open it completely. When all are killed, move to your left, and with your back against the wall. Look up, there are tangos watching the showcase room. Kill them before they know what hit them. Then go up the stairs. Pick off any more tangos that are by the double doors, and then wait for the Charlie Go-Code. When good old Beckenbauer has planted the charge, it's time to ask your team members to open and clear the door. The instant you see them open the door, press the L key, and the charge will be detonated. I guess Gutierrez now knows what it's like to be in the filling of a sandwich. In fact, when he sees your men entering the conference room, he will simply cry "I quit" and let your men capture him as soon as his 2 bodyguards are killed. What a wimp! Heh heh heh. Mission Complete. ------------------------------------- o. Mission 15: Steel Rose [TCRC3RS9O] ------------------------------------- Location: Rio de Janeiro, Brazil Date: 02-24-2007 Time: 18:00 --------------- Background --------------- Control: The float concealing the blistering agent has been located near the beginning of the parade route, and must be seized. Gutierrez has surrendered the rough locations of both Gospic and the blistering agent, which he intends to disperse by the means of a small concussion device. Your mission is to prevent the detonation of the explosive and eliminate both Gospic and his men. John Clark: Gutierrez ratted out Gospic to save his own skin, which is good news for us. (1) The float's being prepared on a side street near the start of the parade route. It's guarded by everything Gospic has left, which means that hopefully they're keeping civilians away from it. (2) Gospic himself is somewhere in the area. He wants to watch it go down up close and personal, which means we can nail him. We've relayed our findings to the local authorities and the police are already moving people off the streets. They're leaving Gospic to us. Be sure to search the buildings around the float for him and his men. (3) Explanations: (1) Well, squealing on Gospic isn't something that is very loyal, is it? In fact, when I read the Rainbow Six novel, a lot of captured terrorists refuse to talk and have to be treated with "special interrogation methods" to make them talk. (2) If civilians are kept away from it, it will be more unlikely that people will know about this mission, which is a good thing, as Rainbow is a secret organization. (3) Gospic and his men are located in a hotel next to the parade float. Good luck in getting rid of them, as they are very well dug in. perhaps a sniper watching the windows will be a good idea. Kevin Sweeney: With the loss his aerosol equipment, Gospic has been forced to fall back on a cruder distribution method. According to Gutierrez, he's planted an explosive charge right in the middle of the float, with the blistering agent bundled around it. In the middle of the parade, Gospic's boys are going to abandon the float and the device will blow. It's a tricky balance, but if he's figured the forces right, the detonation could spread the chemical agent over half the city. (1) If he hasn't the blast will probably just kill everyone for a couple of blocks (2). It's a lose-lose situation. Ultimately, Intel believes that isn't Rio in particular. It's about the impact an event like this will have across all of South America. The projections that have been run are not pretty. Even the most optimistic leave the door wide open for Gospic - or more accurately, his heirs - to swooping on these oil fields and make a killing. (3) Now that we know what's going on, steps can be taken to prevent that, but the first order of business is still stopping Gospic. Explanations: (1) If the bomb is detonated, the blistering agent may kill half of Rio's residents, just like in the movie "The Rock", where a deranged General decides to release his VX nerve agent over the entire San Francisco. (2) If the blast or the wind speed are not powerful enough, the blistering agent might just spread for a couple of blocks. Either way, the results are disastrous if the bomb does go off. A lose-lose situation indeed. (3) If Gospic does succeed in dispersing the blistering agent, people around South America will get really scared of Gospic's heirs, and will do anything they tell them to do, like selling oilfields to them cheaply, for instance, and the money will be used to finance a new global fascist movement, blah, blah, blah... --------------- Planning Tips --------------- My Comments about this mission: This is the final mission, and you will be required to use practically everything in your arsenal in order to stop Gospic and his men. It is always fun to play as the sniper, but watch out when you are near the float. Gospic's men may run to detonate the bomb when they see you come, so if you see someone running to the left, it is important to kill him quickly. Your Teams: Red Team: 2 Assault Operatives (Ding Chavez, Eddie Price) and 1 Demolitions Operative (Lars Beckenbauer) Green Team: 3 Assault Operatives (Arkadi Novikov, Santiago Arnavisca, Daniel Bogart) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Sniper (Homer Johnston) Objectives of your Teams: Red Team: To take charge of the parade float and defuse the bomb, to enter the hotel from the side door and eliminate Gospic on the roof Green Team: To enter the hotel from the front door and eliminate Gospic on the roof Gold Team: The Sniper Team, to eliminate any terrorists that appear near the hotel Primary Weapon: Red Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Demolitions Operative: USAS-12 Shotgun with Mini Scope Green Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Gold Team: Assault Operative: M14 Assault Rifle with Mini Scope Sniper: M16A2 Sniper with Thermal Scope or Sound Supressor Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Assault Operative: Desert Eagle (.50 cal) Sniper: SR-2 Machine Pistol with High Capacity Magazine Armor: Red Team: Heavy Green Camo Green Team: Heavy Green Camo Gold Team: Heavy Green Camo Other Extra Items: Red Team: Assault Operatives: As you wish Demolitions Operative: 3 Breaching Charges, Primary Magazines for Shotgun Green Team: Assault Operatives: At least 3 Breaching Charges Gold Team: As you wish A vague rundown of the plan: Red Team and Gold Teams start at the western insertion zone, they then head north and go through the first door they find. Then, they both go up the stairs and through the door at the top. Red Team will go through the door to the north, a go down the stairs to the west, and plants a breaching charge on the locked door, waiting for the Alpha Go-Code. Gold Team climbs up the ladder, and moves over to the northern edge of the roof and snipes there, waiting for the Alpha Go-Code. Green Team starts at the eastern insertion zone, and then waits for the Alpha Go-Code just east of the corner leading to the large open area with the parade float. When the Go-Code is given, Red Team and Green Team will go out to the open area. Red Team will head for the bomb, then they circle the western part of the open area before going north through the alley to the lone door there, planting another breaching charge on the door and waiting for the Bravo-Go Code. Green Team circles the eastern side of the open area, before waiting for the Bravo Go-Code to the west of the double doors leading into the hotel. When the Go-Code is given, Red Team will storm the large room there, before heading for the southern stairs. Green Team breaches the southern double doors and also storms the room, before heading to the northern set of stairs. Gold Team will then climb down the ladder, and search the 2 rooms, and the eastern staircase of the building they are on, they will then return to the roof and stay there for the rest of the mission. After that, each team will just circle all the rooms on each floor before going up one level through their corresponding staircases. Red Team searches the rooms to the south, while Green Team searches the rooms to the north. Once both teams have searched all floors, and have arrived on the roof, they both plant breaching charges on their respective doors, and waits for the Charlie Go-Code. After the Go-Code is given, both teams charge onto the roof, and circles the area, while going through all those crosses on the map first. --------------- Walkthrough --------------- Playing as Gold Team: Move forwards, and to your left. In front of you are a lot of Tangos in the windows and on the roof of the building you are about to go to. Then enter the building through the door. Go up the stairs, and engage any tangos that get in the way. When you are at the top, climb up the ladder, and switch to Homer Johnston. As Homer Johnston, get into a crouching position, and throw a smoke grenade up the steps. As the smoke thickens, take out your sniper rifle, and use the thermal scope by pressing SHIFT then ALT. You can see the terrorists on the roof of the hotel opposite the building, pick them out before they know what hit them. Then, hang around, waiting for more terrorists to come, and pick them off as well. When all 3 teams are ready, give the Go-Code. Tension Zone! Parade Float Duck Hunt Run to the edge of the roof, and start picking off any tangos that pop out of windows or doors. With luck, you won't lose a single team member during the process. I often do... Then, when the bomb is defused, wait until Red Team and Green Team are waiting for the Bravo Go-Code, and then give the go-code. Then, you can get down the ladder and enter the building below to take care of the rooms there. Note: If you are unconfident in the abilities of the AI in this game, it may be wise to switch to Red Team at this point before you give the Bravo Go Code. With that's taken care of, it's time to sit back and wait for Red Team and Green Team to take care of Gospic. Mission Accomplished! You Win! Enjoy the ending! --------------------------- 10. Conclusion [TCRC3RS10] -------------------------- Again, I am going to write this guide mission by mission, as I really do not have much time, with schoolwork and all. This guide is complete, but I will add new stuff as I feel like it. Again, you can read this guide, print it out if you want it to read it in bed or whatever, just don't copy it! That's all! See Ya! This guide is intended to be published in GameFAQs and only GameFAQs. I no longer allow any other websites to publish my work. However, any websites that have asked me to allow them to publish it on their site can keep the guide. Just make sure that it is at version 4.4 or before. -------------------------------------- Appendix I: Feedback Information [A1] -------------------------------------- Since the publishing of the original version of my Command and Conquer: Generals Side Comparison Guide, I have decided that I must make some new rules for those people who want to give me a feedback about my guides. All future strategy guides will have this section. If the following rules are not observed, I will just consider your e-mail to be spam mail or flame mail, and I will delete it without reading it, and will blacklist your e-mail address. For publishing permission: I used to allow people to publish my guides on their websites as long as they ask for permission. However, I will now ignore all the requests for this guide to be posted on other websites due to the fact that I am updating it consistently, and only Gamefaqs can receive the most updated version of this guide. Besides, having only one site host my work can help in creating efficiency, as there will be many stray versions of my guide in the internet and stuff, and it will make things very difficult to the readers. Although I do not have a lawyer to sue anyone if they do it without my permission, I expect everyone to have self discipline about these things. Concerning the submission of your own tips: I am always ready to accept tips from readers in order to add more flavor to my guide. However, you must read my guide thoroughly first, and make sure that your tip has not been listed in my guide. Otherwise, it would be a waste of your time or my time. Feedback Concerning Mistakes: (THIS IS THE MOST IMPORTANT PART, LISTEN UP) As I am a human, and we are all humans, we all make mistakes. Nobody is perfect. If I had made any mistakes in my guide, feel free to e-mail me. But however, you must follow these rules. I have typed out some bad examples with each rule, and they are from some of the e-mail I received by people who are dissatisfied by my original Command and Conquer: Generals side comparison guide. You must: Be polite, as I will take these feedback letters as seriously as formal letters, and you should specify the version number of my guide, then I can check my guide out. However, it need not be as formal as business letters, after all it is only a game. You should also present yourself clearly, I won't even think about anything that I cannot understand at the first glance, as I am a busy person. For example, "I enjoyed reading your guide, but disagreed with you on some points." From a person called Alex Shikh or "I agree with you that China is the strongest factions, but it is not much stronger than the other 2." From Ives Gobau And so on. You must not: Say any foul language and offend me. For example, "Your guide was ********, full of lies and biased opinions." From K Truin. You are not going to make me listen by saying rude words to me, you will only give me the impression that you are either uneducated or have low EQ. Conduct any surveys about how good my guide is and give it to me, as I could not care less about your so-called surveys. For example, "I have conducted a survey about your guide and over 90% said that it was a trashy tabloid." From Frozak. Start a petition to have my guide removed. Before, I was worried about this annoying "Petition: FAQ Removal" board made by a certain person called GamerEX. That is, "I would like to start the petition to have kylohk's Command and Conquer: Generals Side Comparison Guide as it is based on opinions and fluff." When I was asked by IGN to publish my Side Comparison Guide on their site, I told the sender about my worries, and he assured me that I can stick with my own ways and need not listen to angry letter up. So, that's what, if you make any rash moves like organizing petitions, I really won't bother to negotiate with you. Finally, you must not say anything I consider to be racist. For example, "You mentioned that you live in China that is obvious, considering your bias towards this side, etc..." "I am afraid that your living in China has blinded your judgment so much." From someone I could not remember his name. So, what are you trying to say, say that us Chinese are all idiots? Besides, the word bias is used to describe unfair comparisons due to neglecting some facts. As I have put all facts into account, I really cannot have made any bias towards any sides. From all the 50 or so letters complaint I received, I decided to listen to less than 5 of them. Why? As only 5 of them could follow the rules stated above. So, you MUST take those points into consideration, or else, don't expect me to listen to you. Game Help: If you have read my guide and did not understand something, feel free to ask, but please do not do this too often, as my e-mail account has other uses. You may have wondered why I put this section up. This is a new "Anti-disturbance" ordinance I set up for my own use, in order to minimize all those annoying and insulting things I receive. In fact, during September alone, I received at least a hundred of mail concerning my Side Comparison Guide, and I am now to make sure this will never ever happen again. Thank you for your cooperation. Yours, Lo Kai Yan Alasdair, kylohk. (Kai Yan Lo From Hong Kong) ----------------------------- Appendix II. The Ending [A2] ----------------------------- After you accept the outcome of Mission 15, you will be treated to the ending FMV. Where you see the crowds in Rio enjoying the Fireworks of the Festas Juninas, and a reporter says that although the police claim that the festivities may be disrupted by some early morning disturbances, there is no where that the festival should be interrupted. Meanwhile, Gutierrez is being interrogated in prison by John Clark, while other Rainbow Operatives watch. Now, John Clark asks why Gospic did not act until Peja Sicic was to be deported. Gutierrez said that Nikola Gopic and Peja Sicic both served in the Yugoslavian Ustache Regime during the Second World War, and in the war, they stole millions of dollars from various Holocaust victims and other political prisoners. When Sicic was arrested, Gospic panicked, and he acted so that his own cover will not be blown. John Clark also asked why Gospic would like to attack the oil industry so much. Gutierrez said that Gospic had wanted an economic downturn, so that he can buy all those oilfields cheaply. The money generated from those cheap oilfields will be used to fund a new global neo-fascist movement. Gutierrez himself helped Gospic for one reason. He wanted to win the Presidential Election of Argentina. Meanwhile, Nikola Gospic approached him and promised to help him if he would help cover up his activities. Hence, Gospic was the raven, picking up the bones of an old war, while Gutierrez was his shield. But that does not matter now, after all, Rainbow has won, and Gutierrez is going to prison. That's the end of the game. Feel free to stay and read the credits, or simply return to the main menu! --------------------------------- Appendix III. Obsolete Plans [A3] --------------------------------- *****MOUNTAIN WATCH***** *****PLAN A***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Daniel Bogart, Eddie Price) Green Team: 3 Assault Operatives (Arkadi Novikov, Louis Loiselle, Kazimeira Rakuzanka) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Sniper (Homer Johnston) Objectives of each team: Red Team: The Main Assault Team, to rescue and escort the 2 Hostages to the Extraction Zone Green Team: To storm the cabin with the first hostage from the lower level; To cover the village from a different direction Gold Team: The Sniper Team, to watch the area from the outside balcony of the cabin with the first hostage Primary Weapon: Red Team: Leader and 2nd Operatives: M14 Assault Rifles with Mini Scopes or M16A2 Assault Rifles with Sound Suppressors Remaining Operative: 21E Light Machine Gun Green Team: M14 Assault Rifles with Mini Scopes or M16A2 Assault Rifles with Sound Suppressors Gold Team: Assault Operative: M14 Assault Rifle with Mini Scope or M16A2 Assault Rifle with Sound Suppressor Sniper: M82A1 Sniper Rifle with Thermal Scope Secondary Weapon: Red Team: Leader: SR-2 Machine Pistol with High Capacity Magazine Remaining Operatives: Desert Eagle .50 Cal Green Team: Desert Eagle .50 Cal Gold Team: Assault Operative: Desert Eagle .50 Cal Sniper: SR-2 Machine Pistol with High Capacity Magazine Armor: Red Team: Heavy Winter Camo Green Team: Heavy Winter Camo Gold Team: Heavy Winter Camo Other Extra Items: Red Team: As you wish Green Team: As you wish Gold Team: As you wish The vague rundown of the plan: Red Team starts by going along the left path of the first junction down the ramp. They follow the path, until they reach an opening in the wall at the other end past a door leading to a cabin, then they turn back towards the cabin and enter the door. They climb up the ladder, go through the door and wait for an Alpha Go-Code. To be precise, that door leads to the area above the room the first hostage is held. Green Team and Gold Team starts by taking the right path of the first junction. They reach a cabin with 2 doors in. Green Team storms the cabin from the northwest door while the Gold Team enters from the southeast, after the 2 teams have circled round the cabin once, they climb down the ladder that is in the far eastern side of that cabin, and go through the door below and go over to wait for the Alpha Go-Code outside the lower level of that cabin with the first hostage. After the go code, all 3 teams bust into the cabin, and secures the hostage. Gold Team will proceed to a balcony on the upper level of that cabin where they will stay there for the rest of the mission to snipe at the east. Red and Green Teams will go down to the basement, and Green Team waits for another go-code in the door to the south. While Red Team heads for the second hostage and then goes through the door to the north of the hostage's room. After heading out of the door, Red turns to the east and moves along the path until they reach a large open area by a door to their west, at that point, they will issue the go-code. Green Teams heads east to explore a few more houses with terrorists inside, while Red Team heads for the extraction zone in green, killing any more Tangos they find. Playing as Red Team: OK, it's time to start our first hostage rescue mission. Go forward and turn right, there may or may not be 2 Terrorists at the windows. Get into a crouching position and take them out with your Light Machine Gun if you see them. Then, follow the path and engage the enemies as you go. There is an opening in the wall to your right hand side, and there are several tangos hanging around there, so take them out anyone you see. Then move on. Up to 2 Tangos are behind the opening in the far end of this path, and they have to be taken out, to ensure no one can sneak up from behind you later. Then go to the door between the 2 openings and open it. There may or may not be a terrorist right in front of you as you open the door. And there will always be a Tango right above you, on the top of the ladder. Kill them, and I suggest you open the double doors to kill any more Terrorists that spring out. Only then, you can climb up the ladder. At the top of the ladder, get into a crouching position and look out the window. There is a lone terrorist in that window to the house opposite. Kill him before he can see you, as he is a sniper. Then go through the door and wait behind the next door for your go-code. When all 3 teams are ready, take a deep breath, you'll need it! CHARGE! Tension Zone! First Hostage Rescue With all 3 teams charging through 2 different entrances, the Terrorists most likely will be very confused, then you can take all 3 Tangos down with minimal resistance. Make sure that the Hostage follows YOUR Team instead of the Green or Gold Teams. At this point, it may just be safer to let the Green Team go down to the basement to kill the Terrorists down there for you before you head to the second hostage room. This is because the 2 Tangos down there are just so well hidden and it is extremely difficult to see them even if you whip out your infrared vision goggles. Tension Zone! Second Hostage Rescue Charge through the door, and immediately kill the Terrorist who is pointing his gun to the hostage, there is another terrorist to his right. Take him out quick! With the second hostage rescued, you can continue on your way to the extraction zone, as you move towards the extraction zone, you will notice a Terrorist or 2 inside a window, trying to shoot at you. It is advisable to take them out. It is also optional that you give Green Team the go-code, as all they will find in those cabins are a couple more Tangos, as the mission objective is to rescue all hostages, there is no need to send Green Team in and risk their lives, as they often lost a man here or there while storming those cabins. Mission Complete. *****PLAN 2***** The vague rundown of the plan: Red Team heads north from the insertion zone, and takes the eastern path of the two down south. They keep on moving along the pathway and goes through the first door on their pathway they find, before going back out again. Then, they continue north along the path until thy reach the far end. They turn east and go down the slope. Then, Red Team searches the house with the red cross to the east before entering the building where the first hostage is. They move in and save the hostage, then go into the room to the east. They climb up the stairs, go through the door and save the second hostage. Having saved both hostages, Red Team goes back to the lower level of the house, and gets out through the southern exit, and then heads for the extraction zone. Green Team also goes north, but takes the western path and goes south. They skip the building with the red cross and goes down the stairs to the south of it. They then search the open area before going down the path to the southeast. At this point, they speed up their pace to Blitz, and runs east to the house to the northeast of the extraction zone and searches it once before heading out to the extraction zone. (Note: There is a chance that a Green Team member be killed when storming that house.) Playing as Red Team: OK, it's time to start our first hostage rescue mission. Go forward and turn right, there may or may not be 2 Terrorists at the windows. Get into a crouching position and take them out with your Light Machine Gun if you see them. Then, follow the path and engage the enemies as you go. There is an opening in the wall to your right hand side, and there are several tangos hanging around there, so take them out anyone you see. Then move on. Up to 2 Tangos are behind the opening in the far end of this path, and they have to be taken out, to ensure no one can sneak up from behind you later. Then go to the door between the 2 openings and open it. There may or may not be a terrorist right in front of you as you open the door. And there will always be a Tango right above you, on the top of the ladder. Kill them, and I suggest you open the double doors to kill any more Terrorists that spring out. Only then, you can climb up the ladder. At the top of the ladder, get into a crouching position and look out the window. There is a lone terrorist in that window to the house opposite. Kill him before he can see you, as he is a sniper. Wait at the window for a while and another occupant of that house will come out for you to shoot him. With such threats eliminated, you can safely climb down the ladder, and go out. Go for the opening, and then kill any terrorists that may be around the corner. Then go down the slope. As you reach the house with the sniper, I suggest you look to your left, and check to see if there is a terrorist behind the barrels there. Kill him if he is there. Then, go back to the door opposite the door of the house with the sniper. That's the building with the hostages. There are no enemies in the following room. But the first hostage is in the room following this one. Open the door, it pulls open, and look to your left. Kill the terrorist there. Then quickly march forward and kill the terrorist guarding the hostage. Ask the hostage to follow you. Then go over to the other door and go through it. I suggest you activate your infra-red night vision goggles, as it's so dark in here. In this room, be careful, as there can be 2 terrorists hiding here. Search and kill the tangos if this is the case. Then, climb up the stairs and open the double doors. They push open. Tension Zone! Second Hostage Rescue As soon as you open the door, you will have to be quick before the hostage is killed. Sometimes, the terrorist guarding the hostage will be directly behind the hostage, making it difficult for you to kill him. There can be up to 3 terrorists in this room. With the tangos dead. Escort this hostage and take him and the first one to the extraction zone. Follow the waypoints if you do not know how to get there. Green Team should have cleared the way for you already. So don't worry. Mission Accomplished. --------------- Stone Cannon --------------- *****PLAN A (NOT MY FAVORITE)***** Your Teams: Red Team: 3 Assault Operatives (Ding Chavez, Eddie Price, Louis Loiselle) Green Team: 2 Assault Operatives (Arkadi Novikov, Santiago Arnavisca) and 1 Demolitions Operative (Lars Beckenbauer) Gold Team: 1 Assault Operative (Jorg Walther) and 1 Demolitions Operative (Roger McAllen) Objectives of your teams: Red Team: To storm mainly the upper level of the import-export building and the warehouse Green Team: To storm mainly the lower level of the import-export building and the warehouse Gold Team: To storm mainly the lower level of the import-export building and the warehouse Primary Weapon: Red Team: M14 Assault Rifles with Mini Scopes Green Team: Assault Operatives: M14 Assault Rifles with Mini Scopes Demolitions Operative: USAS-12 Shotgun with Mini Scope Secondary Weapon: Red Team: Desert Eagle (.50 cal) Green Team: Desert Eagle (.50 cal) Gold Team: Desert Eagle (.50 cal) Armor: Red Team: Heavy Tan Camo Green Team: Heavy Tan Camo Gold Team: Heavy Tan Camo Other Extra Items: Red Team: As you wish Green Team: Assault Operatives: As you wish Demolitions Operative: 6 Breaching Charges Gold Team: Assault Operative: As you wish Demolitions Operative: 6 Breaching Charges The vague rundown of the plan: All 3 teams start at the southwestern insertion zone. Red Team goes up the stairs directly to the northeast of them and enters the room above. After circling the big room including the 2 doors to the southern edge of the room, they move into that small room to the northwest. Then they head southeast and go through the southern door of the big room, reaching a corridor. Then they go through the door directly to the east of them and searches the room there before going through the other door to the next room. Red Team continues north on Level 1 of the building and proceeds all the way to the large room to the north. They go down the stairs, and searches all of the rooms on that level before going out through the northeastern door. They head over to the opening that leads into the warehouse, and waits for the Alpha Go-Code. Meanwhile, Green Team and Gold Team enters the building through that lone door on Level 0. Green Team proceeds along the corridor and waits for the Charlie Go-Code at the other end, make sure that they are not seen by the 2 crosses on the map, as there are terrorists there. Gold Team also goes along the corridor, but stops at the first door leading south, they breach the door there, and storm the room. They then head east, and through the next room, and will plant a breaching charge on the southeastern door before waiting for the Go-Code. When the Go-Code is given, the 2 teams storm the room, Gold Team will return to the corridor where Green Team was a few moments ago, and will plant a breaching charge on the single door leading to the north to the warehouse, waiting for the Alpha Go-Code. Green Team then goes through the door on the northeast corner of the room, and explores the next room, exiting from the other door, reaching the corridor again. They then search the next room to their northeast before exiting from the northern door, going past a ladder and going out to the street for a short while through the northeastern door before returning to the room with the ladder and waiting for the Alpha Go-Code behind the door to their east, setting a Breaching Charge as they do it. When the Go-Code is given, all teams storm the warehouse, and cleans it out. Note: This has got to be one of the hardest missions in the game. Even if you use the plan above, chances are that the Green or Gold Team would have men down. If you don't want that to happen, you can always make an alternate plan with only Red Team taking part, and they will be armed with silenced weapons so they can take out 1 tango at a time. Playing as Red Team: Move a little forwards and take out your scope, kill the Tango on the stairs and the one behind the window. At this point, the door above may open. Take out any foolhardy tangos that come out. Then move to the open space and look to your right, there may be a sniper there. Take him out before he takes you out. Go up the stairs and get into a crouching position. There should still be some more terrorists in the room, kill them and then circle the room once. Open the 2nd door to your right. If you have not taken the sniper out earlier, he will be behind the door. Pop a few caps into him if he's there. Then enter the small room where you saw the Terrorist behind the window at the start, still crouching, of course. To your right, you can see a panoramic view of the warehouse. Take out any terrorists you see, and it will make it easier when you storm it later. Then go back to the big room, and go through the door in the right hand corner. You will see another door opposite you. Go through that. Be careful, as there may be a Terrorist behind the table waiting for you. Go through the other door, and you will be in a very dark room with some tables. Take out the Terrorist if he is there. In front of you are 2 doors, go through the one on the left as planned. You will be on a small catwalk. Look down. There may be a Tango underneath. Give him a third eye if he's there. Then look out of the window to your left. There may be some tangos in sight in the warehouse. Take them out to make things easier later. Then go through the door to your right. You are now in another corridor with windows on each side. Look out the first window on your right. There is a tango fixing a car. Kill him before he notices you. Then look to your left. There may be a Terrorist or 2 down there. Kill them if they are there. Then go through the door opposite. There is a lone terrorist sitting there minding his own business and you can shoot him from the back. Look out for another terrorist outside the window to your right as you enter. Then move to the windows to your left, and double check for any more terrorists before you open the other door and go down the stairs. The next part of the walkthrough is rather simple. Just make your way from room to room, and kill any tangos you find before exiting to the open space. When you are outside, watch out for a terrorist to your immediate left if you have not taken him out already, and that lone sniper behind the truck, then you can go over to the opening that leads into the warehouse. I suggest you stay there and take pot shots at any tangos that pop out before you give the go-code. Then the teams can enter the warehouse and sweep and clear it! As this is a big level, there may be some stragglers hiding around somewhere, hunt them down and the mission is complete. Whew...