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Rainbow Six

Typed out by Greg Minder Tom Clancy's Rainbow Six Instruction booklet NUS-NR6E-USA Sold by Red Storm Entertainment Rating: T - TEEN AGES 13+ Content rated by ESRB ---------------------------------------------------------------------------- Page 2 Warnings Official Nintendo Seal ESRB Rating ---------------------------------------------------------------------------- Page 3 CONTENTS Table of Contents Control Stick Function . . . . . . . . . . . . .4 Nintendo 64 Setup . . . . . . . . . . . . . . . 5 N64 TM Expansion Pak . . . . . . . . . . . . . .5 Using the Rumble Pak . . . . . . . . . . . . . .5 Controls . . . . . . . . . . . . . . . . . . . .6 Nintendo 64 Controls . . . . . . . . . . . . . .6 Background . . . . . . . . . . . . . . . . . . .7 Terrorism: Civilians under Attack . . . . . . . 7 The Challenge . . . . . . . . . . . . . . . . . 8 Overview . . . . . . . . . . . . . . . . . . . .8 Getting Started . . . . . . . . . . . . . . . . 9 Campaign Game . . . . . . . . . . . . . . . . .10 Action . . . . . . . . . . . . . . . . . . . . 11 Playing the Game . . . . . . . . . . . . . . . 12 Briefing . . . . . . . . . . . . . . . . . . . 12 Intel . . . . . . . . . . . . . . . . . . . . .13 Roster . . . . . . . . . . . . . . . . . . . . 14 Kit . . . . . . . . . . . . . . . . . . . . . .17 Team . . . . . . . . . . . . . . . . . . . . . 18 Planning . . . . . . . . . . . . . . . . . . . 19 Execute the Mission . . . . . . . . . . . . . .21 Action Phase . . . . . . . . . . . . . . . . . 22 Controlling Your Operative . . . . . . . . . . 22 Game Options . . . . . . . . . . . . . . . . . 23 The Game Screen . . . . . . . . . . . . . . . .24 Tips for Missions . . . . . . . . . . . . . . .26 Weapons and Equipment . . . . . . . . . . . . .28 Primary Weapons . . . . . . . . . . . . . . . .28 Secondary Weapons . . . . . . . . . . . . . . .30 Equipment Slots . . . . . . . . . . . . . . . 32 Uniforms . . . . . . . . . . . . . . . . . . . 34 Credits . . . . . . . . . . . . . . . . . . . 37 Warranty . . . . . . . . . . . . . . . . . . . 39 ---------------------------------------------------------------------------- Page 4 CONTROL STICK FUNCTION The Nintendo 64 Controller contains a Control Stick which uses an analog system to read the angles and direction of its movement. This allows subtle control that is not possible using the conventional + Control Pad. When turning the Control Deck power ON, do not move the Control Stick from its neutral position on the controller. If the Control Stick is held at an angled position (as shown in the picture on the left) when the power is turned ON, this position will be set as neutral. This will cause games using the Control Stick to operate incorrectly. To reset the neutral position once the game has started, let go of the Control Stick so it can return to it's center position (as shown in the picture on the left) then press START while holding the L and R Buttons. The Control Stick is a precision instrument, make sure not to spill liquids or place any foreign objects into it. ---------------------------------------------------------------------------- Page 5 SETUP Nintendo 64 Setup WARNING: NEVER TRY TO INSERT OR REMOVE A GAME PAK WHEN THE POWER IS ON! Turn the POWER switch OFF on your N64 tm. Insert the Game Pak into the slot on the N64 tm. Press firmly to lock the Game Pak into place. Turn the POWER switch ON. The Main Menu will appear. N64 tm Expansion Pak Rainbow Six supports the N64 tm Expansion Pak. If you have not installed it into the console, do so before inserting the Game Pak. Please follow all directions included with the N64 tm Expansion Pak. Using the Rumble Pak Rainbow six supports the Rumble Pak. The Rumble Pak will shake when a weapon is fired. DO NOT switch the Rumble Pak and the Controller Pak while the game is saving. For Two-Player game, insert controllers into Controller Socket # 1 and Controller Socket # 2 to ensure that the Rumble Pak activates properly. ---------------------------------------------------------------------------- Page 6 CONTROLS Nintendo 64 Controls Illustration shows top of Controller and control buttons. Center of Controller is the location of the Start button. Clockwise starting from the front R Button, C Buttons, A Button, B Button, Control Stick, + Control Pad and L Button. Second illustration shows Back of Controller. N64 Controller Pak Connector Slot is located in front and Z Button in the center. ---------------------------------------------------------------------------- Page 7 BACKGROUND Terrorism: Civilians under Attack Terrorism has become the new threat to national security. However, it has existed for thousands of years. It is basically the use of unconventional warfare by a minority fraction to coerce others to accept their social, religious or political beliefs through the use of violence. Suck acts can include kidnapping and holding hostages, assassination, bombings and other attacks on the population. While terrorists may be supported by rogue nations, they are not legal soldiers according to the international laws which provide the rules of war. In the past decade, terrorism has spread around the world. Most countries have established counter terrorism units to combat this threat. The British Special Air Service (SAS) and the US Navy SEAL Team Six are perhaps the best known. Rainbow Six is a game developed in honor of the brave men and women who guard the back doors of governments around the world. Although this is a work of fiction and there is no international counter terrorist team such as RAINBOW, many of the special units cross train and cooperate in missions against terrorist. Maybe someday an organization like RAINBOW will exist. ---------------------------------------------------------------------------- Page 8 THE CHALLENGE Overview Rainbow Six is unlike any other game for the N64 tm. You are the commander of a counter terrorist team made up of operatives from around the world. Your team will be called on to perform a number of covert operations from hostage rescue to intelligence gathering. Each mission can be broken down into two main parts: Planning and Execution. Much of your time will be spent planning the mission. This consist of first reviewing the objectives of the mission and selecting a team from a roster of operatives. You can also equip your team with the appropriate weapons and equipment, then review blueprints of the operation area. Since you can have up to four teams, you must give each a set of orders to follow during the game. You will only control the leader of one of those groups. After the planning is complete, you lead your team into the mission. Rainbow Six is very realistic. Just as in real life, a single hit will often incapacitate if not kill. The mission ends when you have completed all your objectives or all of your operatives are out of action. If you fail to complete a mission, you will get to try it again until you get it right with no penalty. You must successfully complete each mission in order to advance to the next. It's possible to complete a mission despite losing some of your team members. However, if you continue on instead of replaying the mission, these operatives will not be available to you for future missions. ---------------------------------------------------------------------------- Page 9 GETTING STARTED >From the Main Menu screen, you have four options. Quick Start: This option lets you choose a mission and immediately begin the action without having to go through the planning phase. You are given a default team with their weapons and equipment all ready to go. Quick Start also allows you to play the mission with a second player. New Campaign: This option starts a new series of linked missions. You must complete all of the objectives for each mission in order to advance to the next. Load Campaign: This option allows you to load a campaign saved in your Controller Pak. If you do not have a Controller Pak, you can still continue an old game using a password. Credits: This option takes you to the credits screen. Please take a look to find out who worked long and hard to bring this game to you. If you select a Quick Start game, the next screen allows you to select the number of players as well as the difficulty. ---------------------------------------------------------------------------- Page 10 Campaign Game If you select either New Campaign or Load Campaign. you will be taken to the Briefing Screen for the current mission. You will be taken through the following screens before entering the action phase. Briefing: This screen provides information on the current mission including the objectives, background and purpose. Intel: This screen lets you access information on people and organizations you encounter during the campaign as well as the new reports of your past successful missions. Roster: Here is where you can browse through the capabilities of all your operatives and then select up to four of the most qualified for the current mission. Kit: This screen is where you outfit your team for the mission. While a default kit is already set up, you can change the uniform, weapons and equipment for each of your selected operatives. Team: This screen is where you divide your operatives into teams for the mission. You can have up to four teams or put all of your operatives into a single team. ---------------------------------------------------------------------------- Page 11 Planning: The planning screen lets you examine a blueprint of the operation area along with any intelligence gathered about the location of hostages, terrorist, etc. You also give orders to each of your teams by planning their routes of movement and the actions they perform along the way. Execute: Once all of your planning is complete, select Execute to go to the action phase of the mission. Action Once you've completed the planning phase, or if you chose the Quick Start option, you move to the action phase where you take control of one of the operatives and go through the mission to complete your objectives. Remember, your mission is to save the lives of the hostages. Consider their safety as well as that of your operatives. ---------------------------------------------------------------------------- Page 12 PLAYING THE GAME During a campaign, you will receive different missions. For each mission, you will go through the same steps. As an example of mission planning, this section will take you through Mission 1: Cold Thunder. Briefing Once a mission has been assigned to you, go first to the Briefing Screen. Here you will receive your orders as well as the background to the mission. The objective lists one or more conditions which must be met. In the example, the only objective is to rescue Dr. Winston. Control offers the background to the mission. Here you can find out who the terrorists are and a little about the location and environment of the mission. In addition, you can also receive information from advisors, John Clark, aka, Rainbow Six, is your commander. He will always offer advice about the mission. Other advisors will give you their expert opinion on the mission as well. In the case of the example, John Brightling, whose people you are to rescue, is the advisor for the mission. Cycle through the categories using C UP or C DOWN. ---------------------------------------------------------------------------- Page 13 Intel After going over the purpose of your mission, it is a good idea to go to the Intel Screen and get extra information which may pertain to the mission. There are four categories under Intel. The first category, "People," list individuals involved in the mission in some way. In the example, John Brightling is the CEO of the company which own the research facility in Congo. Catherine Winston is the hostage you must rescue. "Organizations" lists companies, terrorist groups and so forth. In the example, Horizon Corporation is the firm run by John Brightling. Finally, the "Misc" section contains any additional information. In the example, this section provides background information on the Hutu rebels holding the doctor hostage. Cycle through the categories using C DOWN or C UP. C LEFT or C RIGHT changes the subject in each category. ---------------------------------------------------------------------------- Page 14 Roster When you have learned all you need to about the mission, it is time to get the ball rolling. At the Roster Screen, you can look at the dossiers of all of your operatives and then select four of them for the current mission. Each operative is rated in five traits and five skills. All of these are used during the mission. Next to the traits and skills are white bar graphs. The longer the bar , the better the operative is at that trait or skill. Here is what role each plays in the game. Aggression: This trait determines the basic nature of the operative and only comes into play when he or she is controlled by the computer and "snaps" (See Self Control). The more aggressive the operative, the more likely he or she will use extreme force when under pressure, possibly hurting a hostage with stray fire. On the other hand, a passive operative may seek cover or panic. Leadership: Leadership is the trait you look for in determining a team leader. A team leader's leadership level affects the teamwork and self control levels of the others in the same team - for good or bad. Always put good leaders in charge of each of your teams. ---------------------------------------------------------------------------- Page 15 Self Control: The trait determines how well the operative handles the pressure and stress of combat. The higher the level, the less likely the operative will "snap" or panic. If an operative does snap, his or her aggression level will dictate how he or she reacts. Stamina: Some people can take more than others. Stamina determines how many wounds an operative can receive before becoming incapacitated. The greater the stamina level , the more damage they can take and keep going. Teamwork: Teamwork is an important trait in determining how an operative acts as a part of the team. An operative with a good teamwork level will wait for other members before entering a room and support other team members with covering fire. Teamwork is affected by the leadership of the team leader. Demolitions: This skill determines the time it takes an operative to place a door charge as well as to disarm a bomb. The higher the level, the quicker the job is accomplished. This skill also affects how many shotgun blast it takes an operative to breach a door. A demolitions kit will augment his skill. Electronics: This skill affects the speed at which operatives can place bugs, splice video, pick locks and bypass security systems. an electronics kit or a lockpick kit will augment this skill, depending on the action. ---------------------------------------------------------------------------- Page 16 Firearms: This skill is used to determine the accuracy of the operative for all weapons. The targeting reticle reflects this. The targeting reticle illustrates the spread of the weapon. The smaller the reticle, the more accurate the fire. The reticle will grow as the operative moves or turns. The higher the firearms skill level, the quicker the reticle returns to its normal size. This skill also determines how quickly an operative responds to his or her surroundings such as being shot at. Grenades: This skill is similar to the Firearms skill except it determines the accuracy of all thrown weapons - namely frag grenades and flashbangs. This can be important in tight spots since you don't want a frag grenade bouncing back at you off an object. Stealth: This skill determines how much noise an operative makes while walking. While other factors also figure into the equation, the stealth skill is important. If you need an operative to be able to sneak up on the enemy, make sure they have a high stealth skill level. To select. operatives for the mission, first cycle through the operatives using C UP and C DOWN. Then use C RIGHT to add the operative to your mission roster, or C LEFT to remove the operative from your roster. ---------------------------------------------------------------------------- Page 17 Kit Now that you have your team selected, it is time to outfit them. The game will select a default kit for your team. However, you will often want to customize it. Move the C Button UP or DOWN to select an operative. Then move it to the C LEFT or C RIGHT to highlight one of the equipment boxes. Once a box is highlighted, move the C Button DOWN or UP to cycle through the options. Pressing the A Button assigns the current kit to all team members. Each team member carries a primary weapon (usually a submachine gun), a pistol as a backup weapon, some flashbangs and frag grenades or other equipment. They also carry a few spare magazines and wear a uniform with some type of body armor. You can select both primary and secondary weapons and fill the two slots with additional magazines for your weapons, grenades, kits, door charges or heartbeat sensors. Finally, select an appropriate uniform. After choosing the right style, decide on how much body armor each operative will need for their role in the mission. For more information on this, see the Weapons and Equipment section later in this manual. ---------------------------------------------------------------------------- Page 18 Team The next step is to divide your operatives into teams. Move the C Button UP or DOWN to select the operative, then C LEFT or C RIGHT to assign them to a team. The operatives at the top of each Team List is the team leader. To promote an operative to team leader, select their name and press the A Button. You can assign all operatives to a single team, one to each of the four teams, or any combination in between. It is usually a good idea to start with two teams, each with two operatives. ---------------------------------------------------------------------------- Page 19 Planning There is an old adage which goes "To fail to plan is to plan to fail." This is never more true than in Rainbow Six. The Planning screen is one of the most important parts of the game. Here you set waypoints and give specialorders to each team to synchronize their movements. Move the + Control Pad LEFT or RIGHT to select a team. The Control Stick moves a cursor around the map. Press the A Button to place as many waypoints as necessary. To delete a waypoint, press START. Pressing the B Button will take you back to the Mission Menu. In the Planning Screen, moving the C Button LEFT or RIGHT will select the different waypoints which have been set. For each waypoint, you can also select orders to tell the team how to react as they follow the waypoints. The C UP and C DOWN allows you to set your Rules of Engagement and Go Codes. The L Button changes levels or floors, the Z Button zooms in the map and the R Button zooms out. ---------------------------------------------------------------------------- Page 20 Go Codes: These are commands which tell a team to stop at the assigned waypoint until they receive the corresponding Go Code. You can choose Alpha, Bravo, Charlie or Delta. Go Codes are useful to keep the timing of a mission in synch. For example, you could order the teams to wait by different doors for a Go Code. Once all teams are ready, give the Go Code and all will rush through their doors at the same time. Mode: This tells the team how to act from this waypoint to the next. There are three choices. Engage - orders a team to advance through an area while engaging targets of opportunity without pursuing fleeing targets. This is the normal mode to use. Advance - keeps a team moving to the next waypoint. While they will shoot targets in their path, they won't pause to return fire. It should only be used for quickly crossing large open areas where the team could be exposed to enemy fire from snipers or hidden enemies. Escort - is the mode necessary to get hostages to follow a team to safety. This should only be used once the escape route has been cleared and should not expose the hostages to any enemy fire. ---------------------------------------------------------------------------- Page 21 Special: This allows you to give a team an action to perform at the current waypoint. You can choose from Flashbang or Frag Grenade. Assign this action to a waypoint just outside of a door or other opening. When the team gets to the waypoint, one of the operatives who is carrying the correct device will throw it into the next room. Execute the Mission When all of your planning is completed, select Execute and the Action Phase of the mission will begin. Rarely will you plan a mission successfully on the first attempt. If you fail during the execution, come back and adjust the plan to correct the flaws and then try it out again. ---------------------------------------------------------------------------- Page 22 ACTION PHASE Controlling Your Operative This phase is where you put your plan into action. You begin as the leader of Red Team. There are two different controller configurations. This manual will refer to the first configuration. The C Buttons control your movement forward and back as well as strafing to the right and left. Pressing the R Button while moving makes your character run. The Control Stick rotates the view left and right as well as looks up and down. The A Button zooms into sniper view and the B Button changes weapons. Pressing the L button changes the magazine of the current weapon. Press the + Control Pad RIGHT to open doors, pick locks and perform other actions such as disarming bombs and planting electronic devices. It is also used to climb ladders and other objects you are standing right in front of. ---------------------------------------------------------------------------- Page 23 Pressing START brings up an in-game menu. From here, you can change Mode for your team as well as for the others. To change the settings, use the C Buttons. C UP cycles through the Go Codes. C RIGHT cycles through the Speeds. C LEFT cycles through the Modes. C DOWN cycles through the Teams. Press START again to bring up another menu. Here you can choose Game Options or to Continue or Abort the Mission. Game Options From this menu, you can configure the game to your preferences. The Overview Map can be toggled on (in Full Screen or Quarter Screen) or off. Night Vision can also be toggled on or off here. Auto Target is an option which increases your shooting accuracy by automatically pointing the weapon of the players operative at the enemy closest to the reticle. There are also slider bars allowing you to adjust the volume of the Sound Effects, Ambient sounds and Music as well as the Red, Green, Blue levels and the Brightness of the screen. ---------------------------------------------------------------------------- Page 24 The Game Screen The game screen contains important information to help you get through each mission. Targeting Reticle: The red circle in the center of the screen is the center of the targeting reticle. It shows the general area where your weapon is pointed. The four lines extending out from it show the spread area of your bullets. The closer the lines are to the circle, the more likely you will hit what is under the circle. Several things affect the size of the targeting reticle. The better the firearms skill of the operative, the smaller the reticle will be. Actions such as moving, turning, and firing a weapon will increase the size of the reticle and reduce the accuracy. Wounds or viewing a flashbang can also increase the size of the reticle. Overview Map: When activated, this map illustrates a look-down view of the area surrounding your operative. It is centered on the operative. Individuals are represented by circles with a line indicating the direction they are facing. White circles are team members, red are terrorists and blue are hostages. If your team is carrying a heartbeat sensor, this map will show where terrorists are located, even if they are on the other side of the wall. ---------------------------------------------------------------------------- Page 25 Teams Display: On the lower right side is a display of your teams. Each box is color-coded for the corresponding team and informs you of their current Mode as well as their status. On the right side of the box contains a colored dot for each operative in that team and shows their status. Green means okay, yellow wounded and red is dead. Current Weapon: Along the bottom of the screen is an icon of the current weapon your operative is carrying as well as the number of rounds remaining in the loaded magazine. When this counter reaches zero, the weapon will not fire until the magazine is changed. It is a good idea to change magazines when the counter gets below half so you don't run out of ammo during a firefight. ---------------------------------------------------------------------------- Page 26 Tips for Missions During the course of the action phase, you control the team leader of one of the teams. You only take control of other operatives when the team leader you are controlling dies or becomes incapacitated. It is always a good idea to keep your Overview Map activated and never charge blindly into a room. Check out if any terrorists are inside first, then enter so your targeting reticle will be pointed right at them. When outside or in large areas, use Sniper View to make it easier to see the enemy and target them. Learn to sidestep or strafe. This sideways movement is the best way to go around a corner. Before you get to the corner, turn and face the direction the corner turns, and while looking at the wall, sidestep towards the corner. If there is a terrorist around the corner, you will already be facing him and ready to shoot. ---------------------------------------------------------------------------- Page 27 Flashbangs should be used any time you have to enter a room containing terrorists. If possible throw it against a wall so the grenade bounces off it and out of your sight. This will prevent your operative from being stunned. As soon as the grenade is thrown, immediately switch to your primary or secondary weapon and rush into the room as soon as it goes off. The terrorist will only remain stunned for a couple of seconds. Don't use Flashbangs if you are trying to stay quiet. Frag Grenades are a great way to clear a room of terrorists. However, they will also kill the innocent, so don't use them in rooms containing hostages. Also, use caution when throwing them. If they hit an object, they may bounce back at you! In many missions, it is important to stay quiet. Terrorists will react to gunfire by coming to see what is going on or even killing a hostage. In most rescue missions, it is a good idea to carry silenced weapons. ---------------------------------------------------------------------------- Page 28 WEAPONS AND EQUIPMENT Rainbow Six allows you to equip your operatives with the latest weapons and gear. Different missions will have varying conditions and requirements, so always be sure to take along the appropriate kit. Primary Weapons For all missions, your primary weapon will be your main source of firepower. Select on that fits the role of each operative in the mission. Picture of HK MP5A2. HK MP5A2: The preferred submachine gun of counter-terrorist operatives around the world, Heckler & Koch's MP5 is known for its reliability and accuracy, even when firing on full automatic. Picture of HK MP5SD5. HK MP5SD5: Terrorists throughout the world fear Heckler & Koch's MP5SD5. Its integral silencer is so effective that the report of the bullet is miniscule compared to the click of the bolt operating. Rainbow uses the 9 mm MP5SD5 whenever both accuracy and stealth are essential. ---------------------------------------------------------------------------- Page 29 Picture of HK MP5K-PDW. HK MP5K-PDW: Heckler & Koch's 9 mm MP5K-PDW is a compact version of the classic MP5. Its folding stock and light weight make it an ideal choice when a full rifle or submachine gun is unmanageable and a handgun is a poor compromise. Picture of Colt CAR-15. CAR-15: A compact version of the M-16. The CAR-15 is commonly used when the firepower of an assault rifle is needed, but the weight and size is not. It is commonly used by US and Israeli special forces. Picture of Colt M-16A2. M-16A2: When extra range or firepower is needed, RAINBOW turns to Colt's M-16A2. Tried and true, its 5.56 mm caliber easily pierces Level II body armor and has the longest range of any of RAINBOW's standard weapons. Picture of Benelli M1. Benelli M1: 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 Benelli M1 Tactical 12 - Gauge, largely because its superb recoil characteristics enable a skilled operator to fire five rounds accurately in less than one second. ---------------------------------------------------------------------------- Page 30 Secondary Weapons Your secondary weapon is a pistol, which can be silenced with an additional sound and flash suppressor. Pistols are usually used as a backup to the primary if it jams or runs out of ammo. However, you can also use it for silent shooting if your primary weapon does not have a suppressor. Picture of Beretta 92FS. Beretta 92FS: The Beretta Model 92FS is RAINBOW's 9 mm pistol of choice. Its primary advantages are low recoil and a large magazine compared to the bulkier .45. Picture of Beretta 92FSSD. Beretta 92FSSD: The specially designed sound and flash suppressor on this Beretta Model 92FS minimizes weight and length to maintain accuracy while boasting an impressive 32 dB of sound reduction. It is the favorite pistol of RAINBOW's recon specialists. Picture of HK .40 USP. HK .40 USP: Heckler & Koch's .40 caliber USP is a favorite among those desiring a balance between size and firepower. ---------------------------------------------------------------------------- Page 31 Picture of HK .40 USPSD. HK .40 USPSD: This Knight Armament Corporation silencer provides excellent sound suppression to the HK .40 USP. Picture of HK .45 Mark 23. HK .45 Mark 23: The extreme ruggedness, reliability, and match-grade accuracy of Heckler & Koch's .45 ACP Caliber Mark 23 has made it the handgun of choice for all U.S. Special Forces. Picture of HK .45 Mark SD. HK .45 Mark SD: The specially designed sound and flash suppressor on this HK MK23 virtually eliminates muzzle flash and provides more then 35 dB of sound reduction. An essential part of any RAINBOW mission requiring both firepower and discretion. ---------------------------------------------------------------------------- Page 32 Equipment Slots Each operative has two slots for additional gear. Equip each operative for their role in the mission. Picture of Primary Mags. Primary Mags: Extra magazines for your primary weapon. Good to carry if you plan on doing a lot of shooting. Picture of Secondary Mags. Secondary Mags: Extra magazines for your secondary weapon. Picture of Frag Grenades. Frag Grenades: The M61 fragmentation grenade is the standard issue offensive grenade used by infantry throughout the world. While its blast radius is small, an overhand throw is still necessary to safely clear the blast radius in the open. Picture of Flashbangs. Flashbangs: Capable of stunning observers with a combination bright flash and loud report, flashbangs are commonly tossed into rooms to 'prepare' rooms prior to entry. The valuable seconds gained wile potential hostiles recover from the stun effects can mean the difference between life and death to a tactical team. Also known as distraction devices or stun grenades. ---------------------------------------------------------------------------- Page 33 Picture of Hearbeat Sensor. Hearbeat Sensor: The Hearbeat Sensor is capable of tracking a human heartbeat even through thick layers of concrete. It works by detecting the characteristic ultra-low-frequency electric field given off by a beating heart. Picture of Lockpick Kit. Lockpick Kit: This kit speed the picking of locks. Its primary component is a highly sophisticated auto-pick capable of opening most mechanical locks in a few seconds. Electrical keycard or swipe locks are handled using a classified system containing presets for all major keycard variations. Picture of Electronics Kit. Electronics Kit: This kit speeds up placing bugs, rewiring security cameras, and related electrical tasks. It contains a high precision multimeter, miniature power supplies, a breadboard, and digital analyzer. A full complement of jumpers, clips, and miscellaneous electrical parts rounds out the kit. Picture of Demolitions Kit. Demolitions Kit: This kit speeds both the placing and disarming of explosives. It contains basic electrical diagnostic equipment along with the essential mechanical tool needed to perform the job. Extra primer, detcord, and a variety of adhesives complete the kit. ---------------------------------------------------------------------------- Page 34 Pictures of noted uniforms. Uniforms Choosing the correct uniform can be just as important as choosing your weapons. Each mission takes place in different terrain and lighting conditions. In addition, some operatives will need more protection than others. For example, recon operatives will favor a light uniform while those breaching will need a heavy uniform. There are several uniform from which to choose in Rainbow Six. They come in several different styles and each style is available in three classes. Light: This class is perfect for nighttime missions and recon specialists. It consists of a lightweight Level IIA tactical vest capable of stopping low powered pistol rounds and is rounded out with the standard soft-soled rubber boots, Nomex balaclava, and Nomex/ Kevlar gloves. Medium: This class consists of Level II waist-length tactical vest and a Kevlar Helmet, soft-soled rubber boots, Nomex balaclava, and Nomex/ Kevlar gloves. The vest is capable of stopping most pistol fire, and some submachine gun fire as well. ---------------------------------------------------------------------------- Page 35 Pictures of noted uniforms. Heavy: This class consists of Level III body armor extending to the groin and is capable of stopping all but the most high-powered of rifle rounds. This is the preferred uniform of demolitions experts, as the faceplate on the Kevlar helmet offers excellent protection from flying debris. The Desert, Camo and Woods heavy uniforms do not include the helmet with faceplate and the body armor extends only to the waist since these uniforms are mainly used on outdoor missions. RAINBOW uses seven different uniform patterns. Each is specially designed for a specific environment or lighting condition. Desert: This desert camo uniform is used for desert operations and is issued to RAINBOW operatives for desert type operations. Black: This black uniform is perfect for nighttime missions. Tan: This tan uniform is perfect for hot desert missions. ---------------------------------------------------------------------------- Page 36 Pictures of noted uniforms. Camo: This uniform is used for jungle operations. Usually used in Central and South America and Africa. HRT: This gray uniform is the standard used for urban operations. Street: This street camo uniform is RAINBOW's alternative choice for urban assault operations. Wood: This uniform is used for operations in forests and rural areas. Usually used in European and North American operations. The woodland uniforms are a personal favorite of Santiago Arnavisca. ---------------------------------------------------------------------------- Page 37 CREDITS ---------------------------------------------------------------------------- Page 38 CREDITS ---------------------------------------------------------------------------- Page 39 WARRANTY AND SERVICE INFORMATION RED STORM CUSTOMER SUPPORT 919-460-9778 9:00 am - 6:00 pm / Eastern Standard Time Monday - Friday Note that this number is for technical assistance only. No hints and tips will be given out over the Technical Support line. RED STORM ENTERTAINMENT'S TIPS LINES All the hints, tricks and cheats you'll ever need! If you're under 18 years of age, please have your parents' permission before calling. Note that only touchtone phones may access this service. 1-900-288-2583 (CLUE) $.96/ minute ---------------------------------------------------------------------------- Back cover Same hints phone number. RED STORM ENTERTAINMENT, INC. 2000 Aerial Center, Suite 100, Morrisville, NC 27560, USA

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