---------------------------------------------------------------------- Tom Clancy's Rainbow Six Vegas 2 Weapon and A.C.E.S. Guide v0.3 GameFAQs by BerksDan ---------------------------------------------------------------------- -- TABLE OF CONTENTS --------------------------------------- [000] -- 1.0 Introduction . . . . . . . . . . . . . . [100] 1.1 Version History . . . . . . . . . . . . [110] 1.2 Acknowledgements . . . . . . . . . . . . [120] 1.3 Abbreviations . . . . . . . . . . . . . [130] 2.0 Weapons . . . . . . . . . . . . . . . [200] 2.1 Primary Weapons . . . . . . . . . . . . [210] 2.1.1 Submachine Guns . . . . . . . . . . . [211] 2.1.2 Light Machine Guns . . . . . . . . . . [212] 2.1.3 Assault Rifles . . . . . . . . . . . . [213] 2.1.4 Sniper Rifles . . . . . . . . . . . . [214] 2.1.5 Shotguns . . . . . . . . . . . . . . [215] 2.2 Pistols . . . . . . . . . . . . . . . [220] 2.3 Gadgets . . . . . . . . . . . . . . . [230] 2.3.1 All Modes . . . . . . . . . . . . . [231] 2.3.2 Versus Mode Only . . . . . . . . . . . [232] 3.0 Outfitting . . . . . . . . . . . . . . [300] 4.0 A.C.E.S. . . . . . . . . . . . . . . . [400] 4.1 A.C.E.S. Points . . . . . . . . . . . . [410] 4.2 A.C.E.S. Rewards . . . . . . . . . . . . [420] 4.3 Point Boosting . . . . . . . . . . . . . [430] 4.3.1 Marksmanship I . . . . . . . . . . . . [431] 4.3.2 Marksmanship II . . . . . . . . . . . [432] 4.3.3 CQB & Assault I . . . . . . . . . . . [433] 4.3.4 Assault I . . . . . . . . . . . . . [434] 4.3.5 Assault II . . . . . . . . . . . . . [435] 5.0 Contact . . . . . . . . . . . . . . . [500] -- 1.0 INTRODUCTION ----------------------------------------- [100] -- First of all, I should probably let you know that this is the first guide I've written for GameFAQs. I've written several guides on other sites for other games, but most of them have been in HTML or PDF format, so this is a first for me as far as Plain Text goes. I have used GameFAQs before, though, so I have a general idea of what I'm doing, I think. I hope. I'm bound to make mistakes so feedback is welcomed. My contact details are at the very bottom of the guide; just scroll down or search for [500]. As for what this guide is about, it's short, factual, to the point resource, outlining as much information as possible about all the weapons (both gadgets and guns) in Tom Clancy's Rainbow Six: Vegas 2. I also hope to include some additional hints and tips, relating to unlocking the various weapons (A.C.E.S.) as quickly as possible. The Table of Contents pretty much lays out everything I plan on including, but, again, if you have any suggestions, just drop me an email! -- 1.1 VERSION HISTORY -------------------------------------- [110] -- v0.1 - Original Release v0.2 - Cleaned up prose in most sections (I tend to ramble!) Added 'Abbreviations' Section Updated Weapons Statistics Added SPAS 12 Re-wrote Gadgets Section Updated A.C.E.S Section v0.3 - Added several Points Boosting methods Added 'Acknowledgements' Section As I update the guide, the version number will change. A major update will cause an increase in the first number and a resetting of the second, e.g. 0.7 to 1.0. A minor update will cause an increase of the second number but no change to the first number, e.g. 1.9 to 1.10. -- 1.2 ACKNOWLEDGEMENTS ------------------------------------- [120] -- Thanks to the following: G Iatridis for suggesting Marksmanship II (SC [432]) K Chun for suggesting Marksmanship II (SC [432]) Cleggster82 (GT) for suggesting Assault I (SC [434]) Suarez for suggesting Assault II (SC [435]) pasteyassassin (GT) for general moral support -- 1.3 ABBREVIATIONS ---------------------------------------- [130] -- R6V2 - Tom Clancy's Rainbow Six: Vegas 2 SC - Search Code, e.g. (SC [130]) refers to this section (GT) - GamerTag SMG - Submachine Gun LMG - Light Machine Gun G18 - Glock 18 RBull - Raging Bull DEagle - Desert Eagle XP - Experience Points, relating to Ranks T-Hunt - Terrorist Hunt -- 2.0 WEAPONS ---------------------------------------------- [200] -- Weapons in R6V2 are split into three main categories: primary, secondary (pistol sidearm) and gadgets. Depending on your game mode, your A.C.E.S Levels and the difficulty you're playing at, the weapons you can select and how many of them you can carry will vary. Below are the 35+ weapons in the game sorted as they are in-game. Along with the name of the weapon, some of the weapon's 'stats' are shown. Most of these 'stats' are taken straight from the 'Outfitting' menu in-game. Additional notes are included with some of the weapons, but NOT all. If you want to suggest any, get in touch (SC [500]). The info for each of the weapons will be displayed in the following format: - Weapon Name S - Damage [||--------] 2 Range [||||------] 4 Accuracy [||||||----] 6 Penetration [||||||||--] 8 Magazine Size xxx yyy +z Notes I like this gun! The letter after the Weapon Name indicates whether the weapon is unlocked as standard or which A.C.E.S. Category it is in if the weapon requires unlocking: Unlocked (S); Marksman (M); CQB (C); Assault (A). For 'Magazine Size', xxx represents the standard magazine size, yyy represents the extended magazine size (where applicable) and z (either 1 or 0) indicates whether the weapon can hold an extra round in the barrel. Never base your decision as to which gun you will use on these stats alone, though. It is impossible to say that Weapon A is better than Weapon B on the stats as the weapons all have different variables (recoil and rate of fire) or traits (the SR-25 SD has the worst overall stats of all the sniper rifles, but it is the only one with a suppressor). Test all the guns out before making a final decision. Also, no weapon is good for everything, so you will probably end up picking a few. -- 2.1 PRIMARY WEAPONS -------------------------------------- [210] -- Primary weapons are split into five categories: Submachine Guns, Light Machine Guns, Assault Rifles, Sniper Rifles and Shotguns. In addition to this, there is also the Shield; though not actually a weapon, it takes the slot of a primary weapon, to be used in conjunction with your pistol sidearm. -- 2.1.1 SUBMACHINE GUNS ------------------------------------ [211] -- "BLURB" - MP5N S - Damage [|||||-----] 5 Range [|||-------] 3 Accuracy [||||||||--] 8 Penetration [||||------] 4 Magazine Size 030 040 +1 - MP9 S - Damage [|||||-----] 5 Range [|||-------] 3 Accuracy [|||||||---] 7 Penetration [|||-------] 3 Magazine Size 030 040 +1 - MAC 11 S - Damage [||||------] 4 Range [|||-------] 3 Accuracy [|||-------] 3 Penetration [|||-------] 3 Magazine Size 032 040 +1 Notes Not compatible with ACOG Scope - UMP45 C - Damage [|||||-----] 5 Range [||||------] 4 Accuracy [||||||||--] 8 Penetration [||||------] 4 Magazine Size 025 035 +1 - P90 C - Damage [||||------] 4 Range [|||-------] 3 Accuracy [|||||||---] 7 Penetration [|||-------] 3 Magazine Size 050 --- +1 Notes Integrated Reflex-style Sights - MP7A1 C - Damage [|||||-----] 5 Range [|||-------] 3 Accuracy [|||||||---] 7 Penetration [|||-------] 3 Magazine Size 040 --- +1 - Skorpion VZ83 C - Damage [||||------] 4 Range [|||-------] 3 Accuracy [|||-------] 3 Penetration [|||-------] 3 Magazine Size 030 040 +1 Notes Not compatible with ACOG Scope - Type 05 C - Damage [||||------] 4 Range [|||-------] 3 Accuracy [||||||||--] 8 Penetration [||||------] 4 Magazine Size 050 --- +1 - AUG Para C - Damage [|||||-----] 5 Range [|||-------] 3 Accuracy [||||||||--] 8 Penetration [||||------] 4 Magazine Size 025 035 +1 -- 2.1.2 LIGHT MACHINE GUNS---------------------------------- [212] -- "BLURB" - MK46 S - Damage [|||||||---] 7 Range [||||||----] 6 Accuracy [||||------] 4 Penetration [||||||----] 6 Magazine Size 100 --- +0 - 21E A - Damage [||||||----] 6 Range [|||||-----] 5 Accuracy [||||||----] 6 Penetration [||||||----] 6 Magazine Size 100 --- +0 - MG36 A - Damage [||||||----] 6 Range [|||||-----] 5 Accuracy [||||------] 4 Penetration [|||||||---] 7 Magazine Size 100 --- +1 Notes Integrated Reflex-style sights Only non-belt-fed LMG so faster reload - M249 SPW A - Damage [|||||||---] 7 Range [||||||----] 6 Accuracy [||||------] 4 Penetration [||||||----] 6 Magazine Size 100 --- +0 -- 2.1.3 ASSAULT RIFLES ------------------------------------- [213] -- "BLURB" - 551 Commando S - Damage [|||||||---] 7 Range [|||||||---] 7 Accuracy [||||||||--] 8 Penetration [|||||||---] 7 Magazine Size 030 040 +1 - G36C S - Damage [||||||----] 6 Range [||||||----] 6 Accuracy [||||||||--] 8 Penetration [||||||----] 6 Magazine Size 030 040 +1 - FAMAS S - Damage [||||||----] 6 Range [||||||----] 6 Accuracy [|||||||||-] 9 Penetration [||||||----] 6 Magazine Size 025 035 +1 - SCAR-H CQC S - Damage [|||||||---] 7 Range [||||||||--] 8 Accuracy [||||||||--] 8 Penetration [|||||-----] 5 Magazine Size 030 040 +1 - TAR21 M - Damage [||||||----] 6 Range [||||||----] 6 Accuracy [||||||||--] 8 Penetration [||||||----] 6 Magazine Size 030 040 +1 Notes Not compatible with Rifle Scope - M468 M - Damage [|||||||---] 7 Range [|||||-----] 5 Accuracy [||||||||--] 8 Penetration [||||||----] 6 Magazine Size 030 040 +1 - G3KA4 A - Damage [|||||||---] 7 Range [||||||||--] 8 Accuracy [||||||||--] 8 Penetration [||||||----] 6 Magazine Size 030 040 +1 - AUG A3 M - Damage [|||||||---] 7 Range [|||||-----] 5 Accuracy [||||||||--] 8 Penetration [|||||-----] 5 Magazine Size 030 040 +1 - AKS-74U A - Damage [|||||||---] 7 Range [|||||-----] 5 Accuracy [||||||----] 6 Penetration [||||||----] 6 Magazine Size 030 040 +1 - M8 M - Damage [||||||----] 6 Range [||||||----] 6 Accuracy [|||||||||-] 9 Penetration [||||||----] 5 Magazine Size 030 040 +1 - FNC A - Damage [|||||||---] 7 Range [||||||----] 5 Accuracy [||||||||--] 8 Penetration [|||||-----] 5 Magazine Size 030 040 +1 - L85A2 M - Damage [||||||----] 6 Range [||||||----] 6 Accuracy [|||||||||-] 9 Penetration [|||||-----] 5 Magazine Size 025 035 +1 - AK-47 A - Damage [|||||||---] 7 Range [|||||-----] 5 Accuracy [||||||----] 6 Penetration [||||||----] 6 Magazine Size 030 040 +1 -- 2.1.4 SNIPER RIFLES -------------------------------------- [214] -- "BLURB" - SR-25 SD S - Damage [|||||||||-] 9 Range [||||||||--] 8 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Integrated Suppressor Semi-Automatic - Scout Tactical S - Damage [||||||||||] 10 Range [||||||||||] 10 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Bolt Action - SV-98 M - Damage [||||||||||] 10 Range [||||||||||] 10 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Bolt Action - M40A1 M - Damage [||||||||||] 10 Range [||||||||||] 10 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Bolt Action - PSG1 M - Damage [|||||||||-] 9 Range [|||||||||-] 9 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Semi-Automatic - L96 Arctic Warfare M - Damage [||||||||||] 10 Range [||||||||||] 10 Accuracy [||||||||||] 10 Penetration [||||||||||] 10 Magazine Size 005 --- +1 Notes Bolt Action -- 2.1.5 SHOTGUNS ------------------------------------------- [215] -- "BLURB" - 870MCS S - Damage [||||||||||] 10 Range [|---------] 1 Accuracy [||--------] 2 Penetration [|||||||||-] 9 Magazine Size 008 --- +0 - M3 S - Damage [|||||||||-] 9 Range [|---------] 1 Accuracy [||--------] 2 Penetration [|||||||||-] 9 Magazine Size 008 --- +0 - SPAS 12 C - Damage [||||||||||] 10 Range [|---------] 1 Accuracy [||--------] 2 Penetration [|||||||||-] 9 Magazine Size 008 --- +0 - XM-26 LSS C - Damage [||||||||--] 8 Range [----------] 0 Accuracy [|---------] 1 Penetration [||||||||--] 8 Magazine Size 005 --- +1 Notes Not compatible with ACOG Scope Only non-pump-action Shotgun - 500 Tactical C - Damage [|||||||||-] 9 Range [|---------] 1 Accuracy [||--------] 2 Penetration [|||||||||-] 9 Magazine Size 008 --- +0 -- 2.2 PISTOLS ---------------------------------------------- [220] -- "BLURB" - P99 S - Damage [||||------] 4 Range [|||-------] 3 Accuracy [|||||||---] 7 Penetration [||||||----] 6 Magazine Size 012 015 +1 - USP40 S - Damage [||||------] 4 Range [|||-------] 3 Accuracy [||||||----] 6 Penetration [||||||----] 6 Magazine Size 013 016 +1 - MK.23 S - Damage [|||||-----] 5 Range [||||------] 4 Accuracy [||||------] 7 Penetration [||||||----] 6 Magazine Size 012 015 +1 - Desert Eagle A - Damage [||||||||--] 8 Range [||||||||--] 8 Accuracy [||||||----] 6 Penetration [||||||||--] 8 Magazine Size 007 009 +1 - 92FS M - Damage [||||------] 4 Range [|||-------] 3 Accuracy [||||||||--] 8 Penetration [||||||----] 6 Magazine Size 015 018 +1 - Glock 18 C - Damage [|||-------] 3 Range [|---------] 1 Accuracy [|||||-----] 5 Penetration [|||||-----] 5 Magazine Size 010 017 +1 - Raging Bull A - Damage [|||||||||-] 9 Range [||||||||--] 8 Accuracy [||||||----] 6 Penetration [|||||||||-] 9 Magazine Size 006 --- +0 Notes Revolver-style weapon so slow reload -- 2.3 GADGETS ---------------------------------------------- [230] -- N.B. SECTION 2.3(.x) WILL UNDERGO A REWRITE WITH THE NEXT VERSION. Regardless of your game mode, you can select two different 'gadgets'. The number of each that you can hold depends on the difficulty you are playing at. For explosives, e.g. C4, Frag Grenades, Flashbangs, etc., you can hold: Casual 10 Normal 5 Realistic 2 In the Story or Terrorist Hunt (Solo Only) Jung and Michael carry 10 Frag Grenades, Smoke Grenades, Flashbangs and Breaching Charges between them, regardless of the difficulty you play at. In Story, should you or one of your AI Teammates run out of explosives, you can restock by visiting an outfitting crate. In Terrorist Hunt or Versus, you will only be able to restock your explosives / gadgets by dying and respawning. -- 2.3.1 ALL MODES ------------------------------------------ [231] -- The following gadgets (all of which are explosives) are available in all game modes. Host's of online matches, however, have the ability to restrict certain items, i.e. prevent players from using them. - Breaching Charge (Story / Terrorist Hunt Only) "Use this explosive device against doors. A charge will effectively destroy a door and kill anyone standing right behind it." N.B. Though Breaching Charges may seem like a useful addition to your outfit, it should be said that C4, Frag Grenades, Incendiary Grenades and some Shotguns can be used to blast open doors. - C4 "This explosive is known for its durability and stability It will not explode even if struck, cut, or exposed to fire. It only detonates with the use of a remote detonator." N.B. Contrary to what the in-game blurb claims, C4 will explode if shot at or if another explosive is detonated within close proximity. - Frag Grenades "This is your basic hand grenade, designed to shred its target with a blast of high velocity shrapnel." - Flashbang "This grenade produces a blinding flash and deafening bang to confuse and disorient a target without causing serious injury. This is your best tool for assaulting a room containing hostages." - Incendiary Grenade "The lethal grenades produce intense heat by means of a chemical reaction. A single lit particle can burn through skin, muscles or even bone." - Smoke Grenade "This grenade releases a cloud of grey smoke that cloaks movement." -- 2.3.2 VERSUS MODE ONLY ----------------------------------- [232] -- The following gadgets are available in versus games only. Host's of online matches, however, have the ability to restrict certain items, i.e. prevent players from using them. - GPS Device "Scans the area to temporarily reveal the location of enemies on the map." N.B. This gadget is extremely useful for pinpointing the location of snipers and campers, though it is restricted by hosts on the majority of servers. - Radar Jammer "Disrupts enemy radar and GPS in your area." N.B. This gadget comes in very handy just before ambushing or jumping on an enemy in a CQB-style situation. - Motion Sensor "Deploy this laser tripwire to alert you of enemy movement in that area." - Tear Gas "Riot-control agent that causes irritation to eyes ant throat." N.B. Tear Gas will blur the vision of all players in the are over which it is dispersed. Make sure that you are well away from it when it goes off, unless you are wearing a Gas Mask. Sadly, it is restricted by hosts on most servers. - XM50 Gas Mask "This mask protects against airborne chemical and biological agents, and is used by all US Military." - SF10 Gas Mask "Full-face gas mask with bug-eyed lenses." N.B. Both Gas Masks are, functionally, the same. They protect the player from the effects of Tear Gas. -- 3.0 OUTFITTING ------------------------------------------- [300] -- UNDER CONSTRUCTION (Dunno what it'll contain but the title sounded useful when it popped into my head so I'm sure I'll fill this space with something!) -- 4.0 A.C.E.S ---------------------------------------------- [400] -- In Tom Clancy's Rainbow Six: Vegas, as you increased in rank, you unlocked new clothes, new camouflage, new armour and new weapons. This was sometimes considered unfair as the players who had played the most ended up with the better weapons. R6V2 has changed that by introducing A.C.E.S A.C.E.S. is split into three categories: Marksmanship, CQB and Assault, with players being able to level up in each area by killing enemies in different ways. Each category has 20 levels, each one unlocking either a weapon or an XP bonus; the rewards alternate. Level No - A.C.E.S. Points - Reward Level 1 - 25 Points - +250 XP Level 2 - 50 Points - Weapon Level 3 - 85 Points - +500 XP Level 4 - 120 Points - Weapon Level 5 - 165 Points - +750 XP Level 6 - 210 Points - Weapon Level 7 - 265 Points - +1000 XP Level 8 - 320 Points - Weapon Level 9 - 385 Points - +1500 XP Level 10 - 450 Points - Weapon Level 11 - 525 Points - +2000 XP Level 12 - 600 Points - Weapon Level 13 - 685 Points - +2500 XP Level 14 - 770 Points - Weapon Level 15 - 865 Points - +3000 XP Level 16 - 960 Points - Weapon Level 17 - 1065 Points - +4000 XP Level 18 - 1170 Points - Weapon Level 19 - 1285 Points - +5000 XP Level 20 - 1400 Points - Weapon -- 4.1 A.C.E.S. POINTS -------------------------------------- [410] -- As said, there are three A.C.E.S. categories. Each has it's own set of points, which can be earned in different ways. One must earn a set number of these points in order to reach higher A.C.E.S. Levels. The number of points required per level is shown below: Level 1 - 25 Points Level 11 - 525 Points Level 2 - 50 Points Level 12 - 600 Points Level 3 - 85 Points Level 13 - 685 Points Level 4 - 120 Points Level 14 - 770 Points Level 5 - 165 Points Level 15 - 865 Points Level 6 - 210 Points Level 16 - 960 Points Level 7 - 265 Points Level 17 - 1065 Points Level 8 - 320 Points Level 18 - 1170 Points Level 9 - 385 Points Level 19 - 1285 Points Level 10 - 450 Points Level 20 - 1400 Points The different ways in which one can earn points for these areas are shown below: - Marksmanship (regarded as the easiest points to earn) Kill at Long Range - 1 / 3 / 5 Kill an Opponent Using a Rope - 1 / 3 / 5 Headshot - 1 / 1 / 2 Kill a Sprinter - 1 / 2 / 4 Kill while Using a Rope - 1 / 2 / 4 - CQB (regarded as the second easiest points to earn) Kill using Blind Fire - 1 / 3 / 5 Kill a Visually Impaired Opponent - 1 / 3 / 5 Kill an Opponent from Behind - 1 / 3 / 5 Kill at Short Range - 1 / 3 / 5 - Assault (regarded as the hardest points to earn) Kill Through Cover - 1 / 3 / 5 Kill Using C4 - 1 / 3 / 5 Kill a Turret-Gunner - 1 / 2 / 4 Kill Using Explosives - 1 / 2 / 4 Kill a Shielded Opponent - 1 / 2 / 4 After each kill method is a set of numbers; these numbers represent the number of points gained for performing such a kill in the following game modes: - Solo / Terrorist Hunt (Casual Difficulty) - Solo / Terrorist Hunt (Normal / Realistic Difficulty) - Versus As you can see, you earn the most points by playing in a Versus game, i.e. an online game. The only issue is that it is much more difficult to make such kills in Versus, relative to Solo / T-Hunt. Obviously, if you're trying to raise your A.C.E.S. Level, don't play with the Difficulty set to Casual! -- 4.2 A.C.E.S. REWARDS ------------------------------------- [420] -- As said, every time you reach a new level, you gain a new reward. If your Level Number is Odd, you gain an XP Boost; if your Level Number is Even, you gain a new weapon. The XP Boosts are the same for each category and are as follows: Level 1 - 250 XP Level 11 - 2000 XP Level 3 - 500 XP Level 13 - 2500 XP Level 5 - 700 XP Level 15 - 3000 XP Level 7 - 1000 XP Level 17 - 4000 XP Level 9 - 1500 XP Level 19 - 5000 XP The weapons you receive, however, reflect the category you have excelled in, so they vary. They are as follows: - Marksmanship Level 2 - SV-98 (Sniper) Level 12 - AUG A3 (Assault) Level 4 - TAR21 (Assault) Level 14 - PSG1 (Sniper) Level 6 - M468 (Assault) Level 16 - M8 (Assault) Level 8 - 92FS (Pistol) Level 18 - L85A2 (Assault) Level 10 - M40A1 (Sniper) Level 20 - L96 (Sniper) - CQB Level 2 - SPAS12 (Shotgun) Level 12 - MP7A1 (SMG) Level 4 - UMP45 (SMG) Level 14 - VZ83 (SMG) Level 6 - XM-26 (Shotgun) Level 16 - Type 05 (SMG) Level 8 - G18 (Pistol) Level 18 - AUG Para (SMG) Level 10 - P90 (SMG) Level 20 - 500 Tact (Shotgun) - Assault Level 2 - 21E (LMG) Level 12 - AKS-74U (Assault) Level 4 - DEagle (Pistol) Level 14 - M249-SPW (LMG) Level 6 - G3KA4 (Assault) Level 16 - FNC (Assault) Level 8 - MG36 (LMG) Level 18 - AK-47 (Assault) Level 10 - RBull (Pistol) Level 20 - Shield -- 4.3 POINT BOOSTING --------------------------------------- [430] -- Trying to boost you're A.C.E.S. Levels? Here's how I'd recommend you do it. If you have any other suggestions as to how to boost you're A.C.E.S. Levels, though, please let me know (SC [500]). -- 4.3.1 MARKSMANSHIP I ------------------------------------- [431] -- For this, we go on a Solo Mission: Act 3: Scene 1 Normal Difficulty Level Required inventory: Assault Rifle w/ ACOG or 6x Scope AND/OR Semi-Automatic Sniper Rifle If you take another look at the A.C.E.S. Points section (SC [410]) you'll see that one of the highest scoring kill methods for gaining Marksmanship Points is 'Kill an Opponent Using a Rope'. This means the opponent must be using a Rappel. There is a perfect section in R6V2's Story in the Rec Centre's Gymnasium (Act 3: Scene 1). Part way through the level, there will be a large room with indoor rock climbing walls. In this single room, you can kill up to 20 enemies, while they are rappelling down the walls, in less than 5 minutes. Play the mission on 'Casual' Difficulty and you could be raking in 720 Marksmanship Points an hour. Obviously, repeating the same section over and over can get quite tedious, but if you're looking to gain the extra level or two in a short amount of time to get that one weapon you dream of using, then this is the perfect way. The area begins in a maintenance corridor. You can leave your two teammates behind while you proceed further. Tell them to wait in the maintenance corridor and walk up to the door, looking under it with your snake-cam. A single guard will walk past to the left. Tag him and wait for him to move a few metres down. Take him out in the head with a single shot. +1 Marksmanship Point. Now aim for the enemy at the very bottom of the corridor. Take him out however you want. +3 Marksmanship Points. Turn around and look for the door on the left at the end. You'll end up in a changing room. Head through the door on the left of that room and you'll end up in the indoor rock climbing room. Turn right and hug the wall to the end. Then turn left and move along till you reach the second opening / archway in the climbing wall ahead of you. Lean up with your back to the left of this archway. You should have a climbing wall directly ahead of you on the floor above you with three rappels. You should also have a climbing wall to your right with four rappels, though you will only be able to see 1 or 2 of these ropes. In addition to this, if you were fast enough, you will see three enemies on the floor above you. Two will be walking along the walkway in front of the climbing wall and a third should be just about to rappel down the wall. As soon as he does, kill him. +3 Marksmanship Points. The two other guards will now be in a panic. If they didn't see you, pop off a few shots near to them. Make them know where you are. They'll now run down the catwalk on the floor above you to the right, heading towards the climbing wall to your right. As long as they cannot get a clear shot on you, they will rappel down this wall. Once they do, rush through the archway and shoot the enemy. Run back and wait for the next one to rappel, then run out again and shoot him. +6 Marksmanship Points. By now, additional enemies should be alerted to your presence. They will start to rappel down from the top floor to the middle floor and then to your floor. There are two sets of rappels they use to get from the top floor, but they will always use the rappels near to you to get to the bottom floor. They're all easy kills and easy points. When you think you've killed them all, simply commit suicide or, if you're not keen on the 50 XP loss for a suicide, climb the wall and run into an enemy's fire. You'll then respawn back in the maintenance corridor. -- 4.3.2 MARKSMANSHIP II ------------------------------------ [432] -- Thanks to G Iatridis and K Chun for suggesting this! For this, we will go on a Solo Terrorist Hunt: Mission - Kill House Difficulty Level - Normal Enemy Density - Low Lone Wolf - No Once you've spawned, there will be a flight of stairs on the outside of the building to your right. Run up them and crouch behind the box. Wait here and between 5 and 8 enemies will swing down the side of the building on the ropes. +3 Marksmanship points in the bag per kill. Use your AI Teammates to cover your back while you're picking them off. Can't be too displeased with that, can you! Again, many thanks to G Iatradis and K Chun for emailing me with this suggestion! -- 4.3.3 CQB & ASSAULT I ------------------------------------ [433] -- For this, we will go on a Solo Terrorist Hunt: Mission - Presido Difficulty Level - Normal Enemy Density - Low Lone Wolf - No Required Inventory: Shotgun AND C4 AND Frag Grenades When you spawn, you'll be on the outside of a building. Ahead of you will be a set of double doors. Further along the wall ahead of you (to the left) will be another set of double doors. Carry on further than that, around the corner, and you'll have two sets of windows. Then, even further still (!), you'll have a final set of double doors. What you do is pretty simple and it should take no more than 120 seconds. As soon as the game starts, run to the first set of double doors and throw C4 on it. Step back and blow it. 1 Kill. +3 Assault Points. Run to the side of the door and lean up against the wall. One enemy will have run into the wall and will be taking cover on the left. There will also be one or two enemies in a set of double doors at the end of the room. Shoot the close enemy with your shotgun. 1 Kill. +3 CQB Points. Now throw a grenade through the far set of doors. 1/2 Kills. +2/4 Assault Points. Now you can run to the next set of doors. This is where your teammates come in handy; they'll cover your back in case any enemies try to flank you. With these doors, throw another C4 onto it. Step back and blow it. Sometimes you'll make a kill, sometimes you won't. Let's assume you don't. Run up to the right corner of the door again and shoot any enemies in the room. There is generally one crouched next to a box, who should be an easy kill. If a second enemy turns up, kill him too. 1/2 Kills. +3/6 CQB Points. Run around the corner and look through the windows. Again, your teammates will cover your back. You might get an opportunity to make another kill or two through the windows, but don't expect any CQB Points for it. Finally, you can run to the last set of double doors. You should have 3 C4 and 5 Frag Grenades left. Throw a C4 on the door, step back and blow it. You will get anything between 1 and 3 Kills. Rush back, throw another C4 at the floor just inside the room, step back and blow it again as soon as you're clear. Don't wait. Don't hesitate. Just blow it! Then, run back and do it again with your last C4. I have managed a total of 8 Kills with C4 alone using this method. That's a whopping 24 Assault Points! By now, your two teammates should have caught up. You are also faced with a choice. You can either throw your 4 grenades into the room and get a handful more kills and Assault Points to go with it, or you can rush into the room and blow the enemies open with your shotgun for CQB points. Don't be surprised if you end up getting up to and over 40 Assault Points and 15-20 CQB Points per round using these tactics. After a few tries, you'll end up completing the round in about 120 seconds. Add 60 seconds for loading time between rounds and you will be gaining 800 Assault Points and 400 CQB Points an hour! -- 4.3.4 ASSAULT I ------------------------------------------ [434] -- Thanks to Cleggster83 for this suggesting this: For this, we go on a Solo Mission: Act 4: Scene 4 Normal Difficulty Level Required inventory: C4 AND Frag Grenades The scene will start at the entrance to the monorail (if playing straight through, it?s at the top of the escalators). Go right of the escalators where there is a single door. Go through and stack your men up at the set of double doors to the left. Carry on around to the left and use the snake camera. Tag the guy with the shield that keeps walking past. This is so you can pinpoint his position without having to keep him in your view. Set a C4 on the left side of the door and retreat to a safe distance. Now wait until the shielded enemy is passing the door and blow the C4. This will kill 3 enemies, so +9 Assault Points. Restart from the checkpoint and repeat as necessary. Again, many thanks to Cleggster83 from suggesting it! -- 4.3.5 ASSAULT II ----------------------------------------- [435] -- Thanks to Suarez for suggesting this: For this, we go on a Solo Terrorist Hunt: Mission - Kill House Difficulty Level - Normal Enemy Density - Low Lone Wolf - No Required Inventory: Shotgun AND C4 AND Frag Grenade Sprint across into the small room ahead of you with the desk. Watch out for any enemies that might already be in there. Throw some C4 out the door ahead of you and crouch behind the desk. Enemies will now start to pour though the door. Simply throw C4 at the floor outside the door and blow it up as need be. +3 Assault Points per kill. Then move onto grenades. +2 Assault Points per kill. If you end up running out of explosives, but enemies keep coming (quite unlikely), pull out your shotgun and use blind fire to kill them. +3 CQB Points per kill. Again, many thanks to Suarez for suggesting it! -- 5.0 CONTACT ---------------------------------------------- [500] -- If you have any comments, suggestions, additions, criticisms, etc. about this guide, please let me know! This is my first guide like this so all feedback is welcomed. No. Feedback is urged! E-Mail danielizzat@hotmail.com GamerTag Berks Dan Finally, this guide has been written for GameFAQs. The majority of the info contained within it is factual and pulled straight from Tom Clancy's Rainbow Six: Vegas 2, so anyone can find it out and put it online, however, if you used this guide as a source for the information, I'd greatly appreciate it if you can link back to here, or at least acknowledge this guide in some way. Note that I will smite all those who directly copy and paste this guide with a very large vintage wooden tennis racket. -BerksDan