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
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Warnings
Official Nintendo Seal
ESRB Rating
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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CREDITS
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CREDITS
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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
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Back cover
Same hints phone number.
RED STORM ENTERTAINMENT, INC.
2000 Aerial Center, Suite 100, Morrisville, NC 27560, USA
www.redstorm.com