Rainbow Six: Vegas Weapon (and Equipment) Guide Version: 1.0 Author: B Griff Date Created: 1-23-09 CONTENTS: A brief foreword (drowerof) Weapons/equipment by type (epyt) Equipment & Gadgets (E&G) Accessories accepted by weapon type (seirossecca) Weapons information (snopaew) Tips (spit) Good Loadouts (stuodaol) Where to find "drop" weapons (pord) Terrorist Loadout (tsirorret) Conclusion (noisulcnoc) A brief foreword: drowerof Although there is already a walkthrough/general FAQ for this game, I decided to write one that concentrates on the weapons because I feel that this is one of the main focuses of the game. Also, the walkthrough FAQ, under the weapons heading, is missing a few entries. I will attempt to give a more complete guide that includes everything weapons (and equipment) related. As far as the aspect of weapons in RS:V goes, I don't think I have missed any- thing, however, if you find any glaring omissions, feel free to contact me at firstname.lastname@example.org and I will be sure to correct the FAQ. I will also in- clude a few tips for weapons and how they are used in practice. Weapons/equipment by type: epyt Equipment types fall into eight broad categories: Assault Rifles: These include the 552 Commando, AK-47, AUG A3, FAMAS, G36C, G3KA4, M8, MTAR21, & SCAR-H CQC. Equipment: This covers your Headset, Night Vision Goggles, Rope & Rappel equipment, Thermal Vision Goggles, Explosives, Snake Cam, and Vaccine. Gadgets: These include the Breaching Charge, C4, Flashbang, Frag Grenade, Incendiary Grenade, Riot Shield, and Smoke Grenade. Light Machine Guns: These are the 21E, M249 SPW, MG36, and MK46. Pistols/Sidearms: These include the 92FS, Desert Eagle, Glock 18, MK 23, Raging Bull, and USP40. Shotguns: These are the 870MCS, M3, SPAS 12, and XM-26 LSS. Sniper Rifles: This covers the M40A1, PSG1, Scout Tactical, and SV-98. Submachine Guns: These are the MAC 11, MP5N, MP7A1, MP9, P90, and UMP45. Equpment & Gadgets: E&G Headset: This keeps you in communication with your team, as well as giving you video updates of the activities of the enemy. This is not optional equipment, it is always part of your loadout. Night Vision Goggles: These are the antiquated analog "green screen" night vision. Apparently Rainbow Six cannot afford new wave digital night vision. Nonetheless, these goggles come in useful in a couple of spots throughout the game. Rope & Rappel Equipment: Sometimes you need to rappel or drop in by rope. This is the standard rope and rappel equipment used by the Rainbow Six team. Thermal Vision Goggles: These allow you to see through a smokescreen by registering the temperature of the objects seen through them. Warmer objects (such as humans) are seen in yellow, orange, and red. Cooler, inanimate objects are usually shades of blue or purple. Explosives: One of your teammates places these on any number of target objects that need to be destroyed. Simply place the command and get away from whatever is being destroyed. Snake Cam: Use it to look under doors and explore the next room. Vaccine: Use these to heal a fallen comrade. If fallen friendly is in the line of fire, send your other R6 teammate, instead. Breaching Charge: These explosives bust open a door, damaging any enemies behind it. They are fairly useful. C4: You can throw these charges to a remote area and detonate them by remote plunger. Relatively useful. Flashbang: Blinds and disorients the enemy. Very useful. Frag Grenade: Fills the area with deadly shrapnel. Very useful gadget. Incendiary Grenade: Although not as deadly as a frag, these will generally kill or at least incapacitate your enemy. Riot Shield: Protects against most attacks from the front. It is useful, although it takes the place of one of your weapon slots. Smoke Grenade: Creates a somewhat useful smokescreen for you to attack from behind. Use your thermal vision goggles to see heat signatures of enemies behind the smoke. Accessories accepted by weapon type: seirossecca Assault Rifles: 6X Scope: Improve your aim by magnifying your target 6 times. Usefulness: Good. ACOG Scope: Improve your aim by magnifying your target 4 times. Usefulness: Good. Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. Reflex Scope: Provides clear reticule in any light condition. Usefulness: Average. Light Machine Guns: Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. Recoil Control Stock: Improve weapon accuracy by reducing recoil. Usefulness: Good. Reflex Scope: Provides clear reticule in any light condition. Usefulness: Average. Rifle Scope: Improve your aim by magnifying your target. Usefulness: Good. Pistols (Varies by model): MK 23, USP40, 92FS, Desert Eagle: Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. High-Capacity Magazine: Increase magazine capacity. Usefulness: Good. Glock 18, Raging Bull: Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. Shotguns: Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. Reflex Scope: Provides clear reticule in any light condition. Usefulness: Good. Rifle Scope: Improve your aim by magnifying your target. Usefulness: Average. Sniper Rifles: 6X Scope: Improve your aim by magnifying your target 6 times. Usefulness: Good. 12X Scope: Improve your aim by magnifying your target 12 times. Usefulness: Good. 6-12X Scope: Two-tier aim, increase by 6 or 12 times. Usefullness: Good. Submachine Guns: Laser Sight: Improve weapon accuracy at the cost of alerting enemy to your presence. Usefulness: Average. Reflex Scope: Provides clear reticule in any light condition. Usefulness: Average. Rifle Scope: Improve your aim by magnifying your target. Usefulness: Good. Weapons Information: snopaew Because Notepad does not allow for tables, I am forced to present the following information about the firearms in RS:V in a different format. Each weapon name will be followed by a series of letters, numbers, and symbols: The first letter will denote the type of trigger group, in other words, the types of action that the weapon allows, as such: A denotes a weapon with Semi-auto and Full-auto trigger group. B denotes a weapon with Semi-auto, 3-round burst, and Full-auto trigger group. C denotes a weapon with only Full-auto trigger group. D denotes a weapon with Semi-auto, 2-round burst, and Full-auto trigger group. E denotes a weapon with only Bolt action trigger group. F denotes a weapon with only Semi-auto trigger group. G denotes a weapon with only Pump-action trigger group. The second letter, Y or N, denotes whether or not the weapon can be silenced. The next series is a representation of Damage, Range, and Accuracy (respectively), followed by the maximum capacity (including "plus 1" if pos- sible) of the weapon. This is designated by a series of three numbers 1 through 10 separated by hyphens, followed by capacity (a double-digit number). The last series of numbers denotes the number of "clips" or magazines full of ammo that may be carried for the particular weapon. This includes the clip that is automatically loaded when you bring the weapon up. For instance, if you bring up the MP5N, before you have fired it once, it shows the number "8" in small numerals next to the "31" (clip capacity). This is the number of clips BEYOND the one already loaded. Thus you actually have 9 clips of ammo for this weapon. Not applicable for pistols, as they are unlimited ammo. The acronym HCM stands for "High-Capacity Magazine." If this follows the Damage, Range, Accuracy, and Capacity & Clip numbers, this stands for the maximum capacity of the pistol when High-Capacity Magazine is chosen as the accessory. Weapons that are included in the armory initially (before any progress is made in the game) are not marked with an asterisk. Alternately, weapons that ARE only accessible by picking them up in the battlefield are asterisked to denote that they are "drop" weapons, meaning that you must end the mission carrying them to access them in later missions. Twenty weapons (guns) are included in the non-drop lineup, the other 12 must be picked up in the battlefield. Also, the Riot Shield must be picked up in the battlefield, it is not part of the initial weapons and must be picked up as other weapons are. The last letter is the ROF, or Rate of Fire. This is marked as H for high, A for average, L for low, VH for very high, and HB for high for bolt-action. If the weapon's rate of fire is so low as to be negligible, it is not listed. Here is the list of weapons with all denotations included: 552 COMMANDO: B Y 8-7-4 31 12 H AK-47: A Y 7-5-4 31 12 * A AUG A3: A Y 7-2-5 31 12 * A FAMAS: A Y 7-6-4 26 15 H G36C: A Y 7-6-5 31 12 * A G3KA4: A Y 7-8-5 31 12 * A M8: A Y 7-6-4 31 12 A MTAR21: A Y 8-6-4 31 12 H SCAR-H CQC: A Y 7-8-5 31 12 A 21E: C N 6-3-6 100 10 L M249 SPW: C N 8-4-4 100 10 A MG36: C N 7-4-4 101 10 * L MK46: C N 7-4-4 100 10 A 92FS: F Y 4-6-6 16 HCM 19 DESERT EAGLE: F N 8-6-6 8 HCM 10 * GLOCK 18: A N 3-5-4 11 * MK 23: F Y 5-3-6 13 HCM 16 RAGING BULL: F N 9-5-5 6 * USP40: F Y 4-3-5 14 HCM 17 870MCS: G N 9-2-3 8 21 M3: G N 8-2-3 8 21 SPAS 12: G N 9-2-3 8 21 * XM-26 LSS: A N 7-1-4 6 33 * A M40A1: E N 10-9-10 6 16 PSG1: F N 8-9-10 6 16 L SCOUT TACTICAL: E N 10-9-10 6 16 L SV-98: E N 10-9-10 6 16 * MAC 11: C Y 4-2-6 33 16 * VH MP5N: B Y 5-2-8 31 9 A MP7A1: A 4-2-8 41 7 A MP9: A 5-2-9 31 16 H P90: B 4-2-7 51 10 * H UMP45: D 5-3-9 26 19 L Tips: spit ALWAYS use the outfitting chest: The reason being, even if you do not wish to change weapons, you will restock on ammo and if you have tossed a grenade, incendiary, or what have you, you will fill back up to three on it. Needless to say that this can be vital depending on the mission you are playing. ALWAYS "plus one" your weapon: This is accomplished by pushing the reload button ("X" by default) AFTER you have already reloaded your weapon to the max. Works with all weapons, except for the following: 21E, MK46, M249 SPW, M3, 870MCS, SPAS 12, and Raging Bull. Smoke grenades quickly dissipate shortly after they stop hissing. You cannot throw "gadgets" when you are holding the riot shield. The "recoil control stock" has little use. Though it does control the recoil a little there are better accessories for LMGs. The pump-action shotguns are slow in between shots. The XM-26 LSS, although not found until later in the game, are much better for follow-up shots in semi- auto mode. I wouldn't suggest using it full-auto, though, as this burns through ammo too quickly. For your two gadgets, you should probably use frag grenades and incendiary grenades, Unless you like to use smoke grenades a lot. Flashbangs can work, too, but I prefer to have gadgets that actually do damage. C4 isn't bad but somewhat slow to use so I usually skip on it. ANY weapon is sufficient to beat any scene in Rainbow Six: Vegas. Although I include some ideal loadouts in this guide, you should not be discouraged to pick up other weapons if you run out of ammo for one of your initial loadout weapons. This is driven home by the fact that in the "Escape" scene from the first act, you are stripped of all but your pistol. Yet after a few tries you should be able to beat this part. Also remember that your team members, when you have them (which is for most of the game) are expendable, and you can send them ahead of you if you fear there is an enemy ahead, or ambush in waiting. Anytime you can get a height advantage, go ahead and take it. When you have a height advantage you have the luxury of crouching behind cover that would normally not be sufficient to protect you from enemy fire, plus you can back up when being shot at and usually be out of the line of fire completely. Frag, Clear, Retreat: At many points in the game when you and your team enter a room you find there are many enemies behind the door. The best thing to do in this scenario is to stack your allies up, frag and clear, and then, after your allies have taken out a few foes, call them to return to you, in relative safety, somewhere behind the door. If you continue to let them fight in the room with the enemies, they are likely to be gunned down. Now you are in an almost hopeless situation. If you call them back before this happens you can restack them at the door so they can take down more foes. When most are gone you can simply open and clear and Michael and Jung will pick off any stragglers and you're done. Flash and Clear, Weapons Free!: Unless a door is open, when you stack your team up against it, they can only use a flashbang if the "Rules of Engagement" is on "Infiltrate." But if you are going into a situation where there are hostages at gunpoint, your teammates won't fire on disoriented foes. The best thing to do in this situation is to make the ROE (Rules of Engagement) Infiltrate as your teammates stack up, then execute the Flash and Clear command, and then immediately change the ROE to Assault. Your teammate will still throw the Flashbang in the room, but will automatically attack any hostiles inside, which almost always saves the hos- tages. Upside-down Rappelling: When you are creeping down a building on your rope, flip upside-down to attack enemies behind windows with your pistol. If you stay right side-up when doing so, you will find that most of your body is exposed to enemy fire. When upside-down, only your head is exposed, giving your foes a smaller target. Good Loadouts: stuodaol There are a few combinations of primary and secondary weapons that work well no matter what the situation may be, they are as follows: UMP45 & M249 SPW UMP45 & SCAR-H CQC XM-26 LSS & Riot Shield, plus Glock 18 MP9 & SCAR-H CQC UMP45 & XM-26 LSS MTAR21 & UMP45 and for massive firepower: M249 SPW & P90 M249 SPW & MP7A1 and for great stopping power: MP9 & 552 Commando OR MTAR21 for down-range combat: UMP45 & PSG1 OR SCAR-H CQC and finally, for close quarters: XM-26 LSS & M249 SPW OR MAC 11 OR AUG A3 For your sidearm, until you have the Glock 18, the MK 23 is probably your best bet. Once you have them all, depending on your style of play, you may prefer the Desert Eagle or Raging Bull. These weapons have great stopping power (damage) but a slow recovery time between shots. Also, the Glock 18 is full auto, so it acts as a tiny SMG, in a way. I prefer the Glock but if you find after trying them all you prefer the "one hit kills" of one of the other guns, then go for it. You will rarely use your sidearm anyway, except when rappel- ling. It is not very often you will run out of ammo in both of your main weapons, and even if you do you can simply pick up a dead terrorist's weapon. Your selection in gadgets is somewhat mission specific, but for nearly all scenes, I chose the Frag Grenade and Incendiary Grenade. There are only two scenes where I would pick differently, though if you play straight through you will not have access to an outfitting for one such mission: In the scene "Spillways" there is a part where Jung must hack the dam computer. Before you command him to do this, you can place a C4 charge in front of the overhead door that opens down the way where all the baddies pour out of (I think there are at least six). Just keep your eye on the door and when it starts to open detonate it and that will take care of most of them, making this part much easier. If you're quick you can even throw another after at the overhead door behind you and kill the two terrorists that come through this one. Unfortunately you have to carry C4 as one of your gadgets for quite a while since there is no outfitting chest near this part if you choose to go this route. In the scene "The Doctors," right near the end there is an outfitting chest and then you go into a room where Jung must hack the computer to open the blast- proof doors in the level above you. Immediately after he starts hacking 10-12 terrorists enter and try to shoot you and your team. This part is much easier if you equip smoke grenades as your second gadget. You can throw them at the feet of Michael and thus provide cover for your team as you pick the baddies off one by one. Be prepared to use all three and afterward, make sure you visit the outfitting again to switch back to incendiary grenades. Where to find "drop" weapons: pord Here is a list of the drop weapons, with where you can first (and in some cases, second) find them as you play through the scenes. Please note also that many drop weapons can be found in the Terrorist Hunt mode, and if you can't beat terrorist hunt with the weapon you want in hand, just have it on you when you get killed. When the menu pops up asking if you want to retry, just move the cursor to "Quit to Menu" and if you check your inventory, you should now have the weapon. MAC 11: Carried by the terrorist watching TV at the beginning of "Inbound," the very first scene of the game. Also, throughout the rest of the scene several terrorists carry it. P90: Carried by a terrorist in the casino vault in the scene "Security." Also pops up throughout the rest of this scene. MG36: In the first interior room of "Exclusive Gone Wrong" one of the terror- ists is carrying it. If you don't find it there, it is used throughout this scene by various enemies. AUG A3: "The Strip" scene. Many of the enemies here carry this Assault Rifle. G36C: On a second playthrough, I found one of the enemies in the "Exclusive Gone Wrong" scene, the very first room (with the skylight) was carrying this weapon. If you can't get it there, however, you can get it in the scene "Tower Assault" in the Vertigo Spire. Several enemies in this scene carry it, especially in the patio outside. G3KA4: This is first found about halfway through the very first scene, "Inbound" and several more times throughout the Mexican Border scenes. AK-47: The first enemy you ever encounter, the first in the scene "Inbound" carries this ubiquitous weapon. Also, in the scene "Fremont" directly under the canopy is a big firefight with many terrorists (where you save the family's daughter). Several of the terrorists are carrying the AK here. SV-98: Found in the room that connects to a walkway that crosses the trainyard at the beginning of the scene "Trainyard." Also, there is one in the VIP lounge in the scene "Exclusive Gone Wrong" and on top of the scaffolding at the end of the street at the very end of the scene titled "Mafia House." SPAS 12: These are found all over, but the first instance is in the scene "The Strip." XM-26 LSS: There is one in the dark, fiery last part of "Hell's Gate" when you are descending the bell tower. Otherwise, pick it up in the "Gabe" scene, in the first hallway where you see arcade games wrapped in brown paper and cello- phane. Glock 18: The first one I found was in the street area of "The Strip." There is also sometimes one in the "Prime Time" scene. If you don't find it in one of these two places you may have to wait till quite a bit later (Irena carries one). I would suggest getting it here, though. Desert Eagle: The first instance of this is in the "Security" scene, though it is also available in "Extraction," the last scence of Act II: Calypso Casino. Raging Bull: I first found this pistol in the "Exclusive Gone Wrong" scene on the casino floor that features dragon statues (not the one the VIP lounge over- looks). Sometimes you cannot find it there but you can find it in the next scene, "Fremont." Barring that, the first two enemies in the scene "Mafia House" are carrying it. Shield: Though I wouldn't call it a "weapon," per se, it takes a weapon slot and is picked up like a weapon so I include it here. The riot shield can first be picked up at the VERY beginning of the scene "The Strip," something I missed the first time through. Just look around the bodies of policemen/SWAT in the area where you first link up with Michael and Jung andyou'll see it lying on the ground. The second place you can find it is under Fremont Street. After you go down the stairs after fighting the terrorists in Fremont St. proper, you find yourself in an underground sewer-like system. The riot shield is leaning against the wall in one of the first hallways you walk through. Turret: The turret is a stationary weapon used by terrorists in many levels, I won't try to list them all here. You cannot pick up a turret (Light Machine Gun) so you cannot add it to your inventory. You can use it, and it feeds from a 100-round belt, much like the LMGs that you CAN carry. It does not come in very useful, really the only time I used one was in the scene "Escape." I only include it here so that I can say my Weapons Guide is "complete." It is of limited accuracy, cannot be silenced or accessorized, and no statistical data is available for it. Terrorist Loadout: tsirorret Here is a quick guide so that you know what to expect to be up against when you enter a level. It is simply what the terrorists are carrying for each scene. It is not 100% accurate because the weapons seem to be randomly generated, to a certain degree, but is for the most part pretty accurate. Act I: Mexican Border Scene 1: Inbound MAC 11, AK-47, G3KA4, 92FS, 870MCS Scene 2: Trainyard AK-47, SV-98, G3KA4, 870MCS, 92FS, MP5N Scene 3: Mines AK-47 Scene 4: Escape 870MCS, G3KA4, AK-47, MP5N Act II: Calypso Casino Scene 1: The Strip Shield, AUG A3, Glock 18, SV-98, 21E, SPAS 12 Scene 2: Security 552 Commando, Desert Eagle, P90, SPAS 12 Scene 3: Prime Time MAC 11, AUG A3, 21E, SPAS 12 Scene 4: Dr. Smythe AUG A3, 21E, MAC 11, SPAS 12 Scene 5: Extraction AUG A3, 21E, MP5N, Desert Eagle, SPAS 12 Act III: Downtown Vegas Scene 1: Exclusive Gone Wrong MG36, SPAS 12, 552 Commando, P90, Raging Bull, SV-98 Scene 2: Fremont AK-47, Raging Bull, 552 Commando, Shield, MG36, SPAS 12, P90 Scene 3: Mafia House Raging Bull, SPAS 12, P90, MG36, 552 Commando, SV-98 Act IV: Vertigo Spire Scene 1: Tower Assault 92FS, P90, 870MCS, 552 Commando, G36C, UMP45 Scene 2: Tower Bar UMP45, 552 Commando, 870 MCS, 92FS, G36C, MG36 Act V: Dante's Casino Scene 1: Hell's Gate AUG A3, UMP45, XM-26 LSS, MP5N, FAMAS, MK 23, USP40 Scene 2: Gabe XM-26 LSS, AUG A3, UMP45, FAMAS Scene 3: Kan P90, Sniper Rifle (probably SV-98), MG36, FAMAS, XM-26 LSS Scene 4: Data Hub P90, MG36, FAMAS, XM-26 LSS Act VI: Nevada Dam Scene 1: Tourist Center MTAR21, UMP45, 552 Commando, XM-26 LSS, MK 23 Scene 2: The Dam UMP45, 552 Commando, FAMAS, MTAR21 Scene 3: Spillway UMP45, 552 Commando, FAMAS, MTAR21 Scene 4: Facility FAMAS, MTAR21, MK 23, 552 Commando, MG36 Scene 5: The Doctors: FAMAS, MTAR21, 552 Commando Scene 6: Irena FAMAS, Glock 18 Scene 7: Top of the Dam 552 Commando, MG36, P90, MTAR21 Conclusion: noisulcnoc I hope you have enjoyed my Weapons Guide and found it useful. If you wish to reproduce this guide elsewhere please acknoweldge me (B Griff) and provide a link to the original on Gamefaqs.com.