Tom Clancy’s Rainbow Six® 3 Gold Guide

Rainbow Six 3 Raven Shield Campaign Guide for Tom Clancy's Rainbow Six 3: Gold Edition

Rainbow Six 3 Raven Shield Campaign Guide

Overview

A condensed strategy guide for the game Rainbow Six 3: Raven Shield. Information on the best weapons/equipment and useful advice on AI plans. There is also a video for each mission featuring a full single plan carried out autonomously by the AI.

The Campaign

The Rainbow Six 3: Raven Shield campaign is spread over 15 missions, with objectives ranging from hostage rescue, bomb disposal and terrorist hunting. The main storyline is centered around Nikola Gospić, and his terrorist organisation who intend to release chemical nerve agent weapons. Rainbow has been tasked with preventing this act of terrorism and the elimination of Gospic and his group.

The difficulty of each mission gradually increases with each one, culminating in the final Parade Line level. Most of the earlier assignments, the player can get away with little to no planning, however in the later missions; planning and coordinated strikes become almost essential. Being familiar with AI operatives, giving orders, and pre mission planning are important aspects of Rainbow Six 3.

Weapons

There is a large selection of guns to choose from in Raven Shield; and each player will have their own preferences. In reality, only a handful of guns are required to complete the campaign, with certain guns working better in the hands of the AI.

AK74

All Round Weapon
The AK74 is a first rate assault rifle with high damage, acceptable range and stability. It is a good option for AI operatives that only use the auto firing mode. Other guns may have slightly better stats, but do not have the higher capacity of the AK74. For most missions this should be your 1st choice of weapon.

M16A2

Longer Distances
This is an excellent gun in it’s own right, however where it excels is it’s superior range. Use this gun where you want an assault rifle with a slight boost against targets at distance- but still a similar performance to the AK74. The 3-round burst mode of the M16A2 is very accurate with AI operatives.

MP5A4

Close Combat
A very good stable sub machine gun, that will give an advantage at close range. However, for any areas that require long range shooting, this gun will not perform as well as an assault rifle. Choose this option in close combat situations, where rate of fire and mobility are more important than accuracy at longer distances.

USAS-12

Close Combat
The USAS-12 is an automatic shotgun that is devastating at short range and moderately effective over longer distances too. This gun completely dominates in close combat situations, but is loud and can be inaccurate, potentially compromising hostage safety. Equip this weapon where superior tactical firepower is required and hostage interaction is minimal.

In the hands of the player, the mini scope is an essential attachment with the USAS-12

FNC

Assault Rifle Extra Option
The AK74 is a great all round weapon with the silencer, and especially good in the hands of the AI, however the FNC is a higher rated gun when used without any performance altering attachment. Using the mini scope, this gun becomes a lethal weapon for the player in situations requiring a more accurate and damaging round.

The FNC is especially effective on single shot.

Equipment

Even on recruit difficulty, the terrorists are very unforgiving. There is not much room for error in this version of Rainbow Six. Thankfully, there is a wide assortment of tactical equipment available for the operatives that can give a strategic advantage.

Silencers

An essential piece of equipment, that primarily reduces gun noise preventing terrorists from hearing your shots. They are invaluable in hostage rescue or bomb disposal situations as if certain enemies get “spooked”, it may result in a mission fail. It is also worth noting, silencers will improve stability, however at the expense of damage and range.

Smoke Grenades

Probably the most important piece of equipment in the game after silencers. Throw one of these grenades, wait afew seconds, and if you are in the smoke mist you effectively become invisible to the enemy. They are incredibly useful when used with AI operatives. Before room clearing, tell an AI to throw one into the door; if they crouch walk, enough time will have passed and they will be camouflaged by the smoke.

Flashbangs

Very useful when used by the player in 1st person. They can be used to stun terrorists, incapacitating them for several seconds making them vulnerable. However, in the hands of the AI, they are unreliable, as they do not seem to work on all doors, and the AI also seem to have positioning problems with them. Flashbangs should be used by the AI on doors they can navigate- plus passages or areas that do not have any doors.

Breaching Charges

Timed explosive charges placed on doors that enable a fast and clean entry. They also stun, injure or kill any enemies who are close by. Breaching charges are also very reliable and do not have the same problems as flashbangs when used with room clearing. They are also great for coordinating a perfectly timed room entry using multiple teams.

High Capacity Magazine

Increases the gun’s ammo capacity that effectively eliminates any reload risk. Weapon stability is also increased which will help the AI who only fire on auto mode. The high capacity mag is a useful piece of equipment for your primary weapon in levels where there are many enemies. However, on most occasions, the silencer is a better attachment to bring.

Mini Scope

Increases the zoom ability of the weapon allowing for more precise shots and accuracy at range. The mini scope has no benefit for an AI operative, however it is an advantage for the player when firing in single shot mode. Generally the silencer is the better option to choose, as the mini scope keeps the gun loud which can alert enemies.

Note this is not a comprehensive summary of equipment in the game; only the items that are most useful to primarily the AI operatives are listed. In the hands of the actual player, the heart beat sensor is a very powerful tool.

Armour

There are 3 armour levels; Light, Medium and Heavy, with Heavy providing the greatest defence against enemy gunfire. Extra protection is always useful, however the more armour an operative carries, the lower his/her mobility becomes. More armour will also make the operative slower and less stealthy. Use the armour level that is best suited to the tasks being carried out in each mission.

It is worth noting even heavy armour will not prevent deaths from head shots.

Light

Provides minimal armour for the operative, but has the advantage of increased mobility, speed and stealth. Certain actions are also speeded up like the reloading of weapons. This option is great for missions where combat is not the priority eg the penthouse level.

With that said, the terrorists in Rainbow 6 Raven Shield have pretty accurate gun fire, even from a distance, so the use of light armour is somewhat limited.

Medium

A very good balance of armour with mobility. Medium armour fulfils the requirements for the majority of tasks, and is an excellent choice when used in conjunction with tactic equipment and a plan. This option will be your go to armour class for most missions.

Excluding head shots, or direct shots from sniper rifles, operatives using medium armour have a more rounded general defence against damage.

Heavy

The heaviest armour available in the game that provides the greatest defence, but at a larger expense to mobility. This class should be used for combat operations where a high enemy threat is expected; or the risk of death/damage is significant.

Stealth is also affected with terrorists more likely to hear footsteps or actions eg placing door charges. Private Airport 2 is an excellent level to use heavy armour as there are no bombs or hostages.

Weapon Stats and Operative Attributes

Weapon Information
  • Range– The distance the weapon is able to reach.
  • Damage– The damage the weapon is able to inflict
  • Accuracy– How tight the cross hairs/aiming reticule is for the weapon reflecting how accurate it is.
  • Stability– How shaky the weapon is when fired (recoil). The higher the number the less recoil.
  • Recovery– The speed at which the weapon returns to it’s convergence limit for the cross hairs/aiming reticule. The higher the number the faster the speed.

Operative Attributes
  • Assault– Aiming speed with non sniper weapons.
  • Demolitions– Speed of placing charges or disarming bombs.
  • Electronics– Speed with computer related activities eg placing bugs/downloading files.
  • Sniper– Aiming speed with sniper rifles.
  • Stealth– A measure of the operatives ability to move silently.
  • Self-Control– Ability of the operative to wait for a more accurate aim.
  • Leadership– A team will follow orders more effectively under a team leader with high leadership.
  • Observation– Ability of operative to detect enemies.

AI Planning

In the earlier missions, you can generally get away with little to no planning, however in the later, harder levels of Rainbow Six 3 Raven Shield, coordinated attacks are virtually essential. It’s useful to know how to use the AI, what they are good at, and their limitations.

It is possible to single plan all the missions and let the AI carry out the orders autonomously. Another option could be to develop a plan and actively take part in the mission by controlling a team, and let the AI auto run the other teams. The player can take charge over a team who might carry out a difficult task thus reducing the chance of AI mistakes, eg throwing a flashbang.

I have included a single planned mission video for every level in Rainbow Six 3 Raven Shield, to demonstrate how the levels could be tackled and useful strategies. The plans in the videos, fully carried out by the AI, are designed to minimise the potential risks to team members but also maximise the chances of success. A more detailed summary of the mission, and the intended strategy, can be found in each video’s description.

Mission 1: Oil Refinery

Mission 2: Alpine Village

Mission 3: Mountain Highway

Mission 4: Shipyard

Mission 5: Private Airport

Mission 6: Island Estate

Mission 7: Meat Packing Plant

Mission 8: Import/Export

Mission 9: Penthouse

Mission 10: Banking House

Mission 11: Meat Packing Plant 2

Mission 12: Island Estate 2

Mission 13: Private Airport 2

Mission 14: Garage

Mission 15: Parade Lineup

Athena Sword Missions

Playlist

Iron Wrath Missions

Playlist

Custom Missions

Playlist

SteamSolo.com