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Submitted by System on 09/03/2006, 09:50. Print file.
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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
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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
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