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This part sequel, part prequel game begins shortly before the events of Raven Shield. Bishop leads their team on a botched hostage rescue operation. Later on in 2010, Bishop commands a new team against a couple of chemical weapons smugglers. As things get out of hand, the rainbow team learns that Bishop's past is now catching up to them.


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Individual levels run on Casual difficulty in: 1:47:35

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Level name Time Date Player
Pyrenees 0:08:40 2014-05-30 'Soliduz Znake'
Old Vegas 0:14:52 2015-06-10 'Soliduz Znake'
Rec Center 0:19:24 2014-05-30 'Soliduz Znake'
Convention 0:21:53 2014-05-30 'Soliduz Znake'
Theater 0:20:46 2015-06-25 'Soliduz Znake'
Nevada Desert 0:10:37 2014-05-30 'Soliduz Znake'
Estate 0:12:22 2014-05-30 'Soliduz Znake'

Author's comments:

Tom Clancy's Rainbow Six: Vegas 2 - Soliduz Znake run comments

favourite terrorist quotes:
"Lima! Oscar, Lima! Over!"
"C'mon! Aim and SHOOT!"
"Quit shootin the wall bitch!"
"Cover me!", "Fuck you man cover me!"


First off all I like to thank HoboWithaShotgun and Judgy for the feedback and support with this run. I probably would have rage quit midway if it weren't for their motivational support. Also to Judgy don't give up on the R6V2 PC speedrun, if I could do it so can you.

First off I'll explain my set up. I always set my armor to the highest protection overall despite being slower movement speed. The reason I pick protection over speed because most times I will be running past enemies where I will take shots otherwise I'll get killed instantly despite faster movement speed. Moreover there isn't much difference when it comes to movement speed comparing with or without armor protection.

The main weapon I use is the Type 05 submachine gun which has a very high firing rate, high accuracy and a large 50 size clip very good for gunning multiple hostiles on the go without reloading too much or scoping. Also I use flash grenades most times for safer run since hostiles get stunned in a wide area more resourceful than using grenades that can be a hit and miss.

Okay time to move on the run routes. Fairly simple I take out any hostiles on my way and reach the checkpoints of each sub level. However there are moments where I slow down or take cover. sometimes I have to be very cautious in areas with lots of cover for enemies to hide and pop out in a surprise attack that leads to my instant death e.g. in the train station in the convention level or junkyard in rec center level. This can be dealt with by sending my NPC team but they always take time so instead I usually stun any nearby hidden enemies but that doesn't always work. Another issue with speedrunning is the spawning and despawning of enemy NPC which can be random at times and very deadly to my runs. I cannot stress how my runs are heavily RNG based since most times I get killed because I was going too fast. For example an enemy NPC would spawn too early right in front me and shoot me in the face or too late and shoot me from behind. Other times my grenades don't always kill or stun enemy NPCs despite hitting them. Another moment when enemy NPCs do not spawn at all or spawn at a different random location. Anyways enough with the horrible moments so let us go to the missions.


This is an update to the old run for Pyreenes level with an approximate 1 minute improvement. I did a riskier strat as well discover a nice skip, later Judgy found out the skip much faster, at the end of the level saving less than a minute.
I had minor hiccups at 6:17 sniper was late and at 6:46 almost got killed so I went to cover while reloading.

Old Vegas:
as soon as I drop out of the helicopter I run as fast as possible not waiting for my team. 1st Tango spotted and the 1st to be eliminated. I head inside the corridor where you can see 1 Tango behind a broken window but there are 2. I kill the visible that causes the other to retreat for cover which I exploit that by climbing inside without getting shot since I'm completely venerable during that animation. I chase the Tango retreating strangely my shots keep missing by an inch. after the checkpoint I reach for the left where 2 Tangoes are usually chatting off guard while 1 patrols outside balcony but sometimes they react to gunshots and are on guard. easily taken care of anyways despite getting to lowest health point but never did I get killed there so its expected. I climb the ladder anticipating 1 sniper ready to scope me but since I'm very close usually I will get hit but nothing deadly so I fire back. then switch to a sniper rifle and snipe another sniper on the balcony ahead before he gets to snipe me (sniper redundant). moving on the 2 Tangoes from below came faster then I expected and rarely do my shots miss from hip but it happens. thankfully I didn't killed surprisingly they were close funny how the AI can sometimes suck horribly bad). finally one covering behind the air duct and he is out. although I it is tempting to slide or slip down the ladder for faster way down but for weird reasons they made that even at that height it would not hurt but instantly kill (I guess gravity is much harsher). I switch on thermal goggles for clearer vision because of the glass reflection to kill 1 Tango. fasten the rope then immediately throw flash bang before taking cover to stun 3 Tangos in good covering place. while I head down stairs there are Tangos climb up on the side so I can ignore them and let my team do their work. inside are 3 Tangos but fortunately one is far away and behind obstacles where I simply take out 2 them and head up stairs to the end section.

1 Tango on the roof shot then I fasten the rope from right since the left is much slower bouncing of the wall. here it triggers an ambush in an open area an advantage for them over me where multiple enemies appear especially 1 sniper that is extremely dangerous. what I did is take out the only 1 on the otherside that can kill me quickly then run off before the rest arrive. on my way I take out one popping out of the corner in close kill. round the corner to the left is 1 Tango in the clear which I pause a moment to him take out. while strafing I'm anticipating for 1 to come out of cover for quick kill then take cover to be safe from 2 Tangos ahead. throw flash bang then head up stairs to clear the area. reaching to my target for a rescue attempt, I take down 1 then throw flash bang just in case hoping the stun would last long enough. climb the ladder then fast upside down. here I was very lucky not to get killed up close. I take out the rest but unfortunately my clip emptied as soon as I killed the last 1 which wasted about 2 - 4 seconds. I breach in only to find 1 survived. here I was waiting for my team to send them at the door but 1 was far behind so I skipped that but strangely 1 team squad went inside to reach me instead going back which never happened before. this alerted the Tangoes which I thought was unfavorable but then went ahead for an extremely risky move. in this area there so many Tangos up and down where they sit in good cover some armed with shotguns and magnums that can shot me. if that isn't enough for you even if I manage to skip them then comes 2 Tangoes that are on your way which also can kill you at close range. this part was so difficult and random at times almost all my runs got killed at that area. hence this means I was very lucky which what I was hoping for but far reached my wildest expectations that I was able to walk through without delay and especially the flash bangs worked well. I move on to another similar area but less dangerous than before. again I use flash bangs but 2 this time then safely traverse through slot machines taking out anyone on my way and reaching another end section.

In the garage the Tangos have the upper hand in covering so I take it careful instead of dashing through which would kill me. around the corner is an turret waiting to tear me to shreds so I really need to take cover. I use flash grenades as well shoot extinguisher for cover to take out as many as possible. ahead to the corridor I threw a flash for safety measures. At the end there is a Tango on the right hidden and on the left are Tangos behind cover. 1 flash to take away for Tangos immediately then I head for the door on left. inside is a shotgunner so quick kill is necessary. I head out left there are 2 tango plus 3 more will spawn shortly. unfortunately they spawned only few seconds after the flash bang but I took care of them with another flash bang. here comes a tricky area to cope with plus with being low on ammo. 1st major threat is the sniper I deal with then I send my team since its too dangerous to go alone. also I crouch here to avoid the 2nd sniper deadly shots. my team did very well in this part thanfully since they usually take way more time to react.

a quick reload before heading out. I quick scope those 2 harassing a hostage before she gets killed. here I have to protect a civilian which isn't really difficult since she doesn't act stupid by going out in the open. I take the easier route by sticking to left for cover since most Tangos plus a sniper & turret are out on the right. I wait for her to open the locked gate. I skip being stealthy and let my team breach the door since it takes ages for the guard to come out. inside the warehouse I send my team in then immediately the other door to cover more area. inside the office are hostages but since there is only 2 Tangos I didn't bother with stealth tactics. in another warehouse I use the same tactic as previously stated. at the end I rescue the hostages and that is it for this mission.

Rec Center:
at the start this one isn't going to be simple to run. the area is huge with 1 annoying turret cover for his team while a group of shotgunners hide behind as well some of their back up climbing down from the roof. if that is not enough to piss you off you have to clear the area and wait for your team to search the van then the magical locked door will unlock to the next area. while my team is searching the van I head inside clear the area ahead to save time. after waiting for door while listening to briefing immediately I run through this room as fast as possible since its an ambush which I skipped but very risky to run & gun against shotgunners coming out of the left corner. in hall where the hostages running towards me I throw a, you guessed it, flash grenade. here i take risky move relying on the flash grenades and my team to clean up what I left behind ignoring the rest I haven't taken down. inside the rock climbing hall I send my to stand on the center to get attention while I climb up the ladder. reaching 1st floor I take 2 Tangos then throw smoke grenades for cover. while rock climbing to 2nd floor 1 Tango would go down the rope which he is stuck in animation and can't do harm to me (They haven't received proper training to be bale to shoot & rope same time). on the 2nd floor it was unfortunately the smoke grenade was too far in the corner but later I was lucky I didn't get killed by one sneaky tango.

a wide open area with a narrow bridge on top I managed to stick on top avoiding as much fire possible from below. smoke grenades for cover against shielded Tangos that act dumb when in presence of smoke. I use the Famas rifle for heavier damage against shielded Tangos. I was very lucky that I took out 2 shotgunners that rarely spawn but fortunately that didn't stop the run this time. after a long run heading out to the arena here I rely heavily on smoke grenades & flash grenades to make my job easier since without I can't tell which way they are coming from before I get owned. while the hostages are being gassed to death and there is nothing to do I stop by to check what is on the menu at the counter, basically I have to for the scene to end to move on. here my game started to act funny and it didn't register my inputs correctly which it only costs 6 seconds off my run. I used smoke for cover since there are shotgunners inside. in the next area I see a problem and the solution is flashbang. the last area I'm supposed to fight off a horde of Tangos on ground and above but since I have smoke grenades I easily skip that and move on to the check point.

Another ambush area with lots of Tangos behind good cover. used the smoke grenades similarly as before to deal with the shield Tangos on the bridge. another instance with game screwing with me with the inputs at the door. when in doubt, flashbang. the library is another great example of having to deal with Tangos scattered around with good cover above and on ground. I easily deal with this problem by sending my team on ground near the reception desk while I above skip through most Tangos. I wait for some back up Tangos to come but it seems they got stuck inside the small rooms. anyways I go down take out the 2 shielded Tangos which triggers the next section.

here comes the chasing part, well not really a chase. another wide open area with 1 sniper that always kills me if I tried to run out of cover so precautions is a must here. after carefully clearing the area I chase Miguel. there are more complex areas here where hiding comes in handy as well the use smoke grenades or flash grenades very suitable. the junkyard is even more tedious so again flash grenades very effective in this part. finally Miguel gets caught then killed.

on roof I use the rope since its the shorter router. after breaking through the window I run through this section. down to the ground floor you can see I went to fast where an enemy despawns in front of me while another spawns to my right which ultimately killed my runs early over 50% of the time. as I was running through the large hall my team are down which I was able to reach the checkpoint before their health end that would end a mission failure. this mission i found incendiary grenades suitable against shielded Tangos since there is wide open area for me to pass through where flames haven't reached completely. through the corridor I really did made excellent use of flash grenades or at least in my opinion.

another area that needs to be cleared for my team to search the van. here I are few Tangos plus sniper & turret. while they I go up ahead of them. once inside I keep close to the wall on the left since Tangos from below can shoot me while I am busy with the ones in front of me. the same tactics goes on the other room. on the walk way here is a risky method I do throwing flash grenades below that isn't a guarantee and some below did manage to kill me in several attempts. I take my time clearing inside with incendiary because usually Tangos would spawn as soon I enter inside which killed me always in every attempt to rush in. inside where the security camera is located I used incendiaries for quick & safe kills but they don't sometimes are a miss despite land close to its targets. after the short camera feed on our hostage, here I swiftly & stealthily take out every Tango on way to avoid triggering back up despite them firing back. I reach the hostage strapped on the chair, send my team to defuse the explosive device then I head up stairs wait for the Tango raid. I stick close to the door for quick close take down. after taking out the raid in ninja style I move on ahead not waiting for my team. I try to skip as many Tangos as I can relying on my team to deal with them which not always works as planned. ahead you will see I was too early to be there by noticing the Tangos would spawn in front of me behind the curtain things close to the check point.

through the hall ways reking through I stop just near the plants where I wait for my team so I can send the to fasten rope down for a short cut. yet I must clear the area or else I'll be an easy target while fastening down the rope. Tangos behind cover, flash bang my way to victory. I take out Tangos coming down the stairs before I restock my ammo. I send my team on the ground ready to breach in while I go up and take out the Tangos especially the turret. later on ahead I reached the Tangos as soon as they are breaching from the ceiling which I take them out before they land. I took out the 2 inside the room because they always come out the front door and kill me if I skip them so precaution is a must here. another hall way lots of cover for Tangos but they can't hide forever....against my flash bangs!

the train station is the most difficult part in this game. I have died several times thanks to the shield Tangos, shotgunners and the regular Tangos that were well in cover so rushing through might seem possible but it really isn't simple. I take careful steps and take my time to get accurate shots then move inside the station. once inside I use different tactics which is where incendiary grenades come in handy especially against shielded Tangos. the hall with the escalators is where it is impossible to run through. there are multiple shotgunners hiding where they will kill me once in contact. once its clear I get close to the escalators but go up them since shielded Tangos come down where I must use my team's smoke grenades to take them out quickly without going in to cover. going up is the run killer. not only do you have Tangos from multiple sides there are shielded Tangos waiting for me. if I did run I will definitely get killed in a heart beat. I stay safely on the escalators before taking as many possible for clear way up. even though it looks like a time waster sticking in one position it is the only way to deal with Tangos above me. once the coast is clear then i can send my team to defuse the bomb. while defusing the bomb I climb up the rope and wait for 3 Tangos climbing down and shoot at their butts. then simply wait for the chopper to land.

this is an excellent mission where I can literally run and gun since most Tangos are packed together in tight rooms from the early start. the amounts of resets just for this section was painful but worth it. I made great use of both incendiary grenades & flash grenades. a simple tactic of striking first before they get a chance to fire at all.

similarly as before stated I use both incendiary grenades & flash grenades effectively gunning through Tangos. great tactic for tight corridors with less cover for Tangos to hide. after the short cutscene I fasten down the rope where I use different method than running and gunning. hear I send my team since it is packed with Tangos especially turrets are dangerous around corners while I scope from a safe distance. plus there 2 turrets waiting at the end to tear me to shreds which they did many times end my runs. inside the reception area or large room I stun the Tangos twice for a lasting effect enough time for me clear the area. I wish I could stun them and head for the elevator but the stun effect doesn't long enough for me to do that sadly.

This time the level design is wider with many obstacle good for cover. passing through the hallways where comes a hostile defensive position. instead of being halted I through sticking close to the walls avoid sniper & turrets fire. this was very risky I do have to mention since sniper can head shot or 1 shot me but I was very lucky I did get shot and survived. Right at the end you can see shield Tangos get hit by the incendiary flame from behind and yet they live, sometimes this game screws with me ( “o'__'o). Inside is just as before same wide area except no snipers this time. Down the stairs I take my time to secure the area or else get killed. My team could act as a decoy while I run through which I tried but they always aim at the player being me and that didn't work.

Immediately friendly NPCs are in need of rescuing which is a job for me……always. A friend in need is a friend indeed, yet they don't buy me free drinks or anything. Anyways as they get to safety and I get back to normal mode I head upstairs and wait for Tangos to breach in. I send my team down to flush them out and then I head down a bit for a reason. I tried sticking up there but always for some reason a Tango would spawn next to me and kill me instantly so I head down which somehow that avoids triggering the spawn. Next room around the corner is an extremely dangerous Tango so I tried stunning him but that didn't work oddly enough. Afterwards there are 2 shielded Tangos, a turret and some Tangos hiding inside the security room. I take safe route to the right to avoid their fire and flank them. 1 turret and 1 shield down, I climb through the window instead of going through door to avoid being visible to the Tangos inside. As my team starts hacking the computers I prepare myself for an incoming raid. Incendiary grenades did the trick but 1 was a miss when I aiming further away. The theater part was stressful since it is too dangerous to fasten down the rope where waves of Tangos arrive, even my team died few time while fastening down the rope. Also the bomb is will explode if you are too late. After it is clear I order my team defuse the bomb. Next to the storage room there are shielded Tangos guarding each door. I have my team breach the left then I take the right. I send my team to the left and one gets down as expected. This area needs to be cleared as much as possible or else I get shot from behind. Next is another theater but coming from behind, there are hostages here so flash bang to stun 4 Tangos. As soon as I head out off the stage an ambush triggers which I skip saving few minutes but extremely risky. I use flash grenades to avoid any surprise attack from behind or in front that did kill me in several runs. As I exit the theater another small ambush awaits which I skip again only killing 2 Tangos on the way.

Last sub level is short in comparison to previous ones but comes a difficult part at the end. After reking through anyone coming on my way, I head to the roofs and split up. My team will cover the lower roof while I head up and direct them form there. I have to clear the area before the chopper can pick me up. I aim mostly for the turrets which pose a greater threat while my team is busy with other Tangos.

Nevada Desert:
This is the only mission you play without your team and the most difficult mission. Sadly there is hardly any sneaking in this mission since it would make sense. Anyways back to the mission. First off I head down and climb out the window quickly before the Tangos arrives. Basically I avoid the 1st fight running off since they don't chase you. The only 2 problem are the Tango that spawns on my way and the explosive barrel I pass by which Tangos aim for which usually kills me but not always. On the way to the oil refinery there are Tangos walking by carelessly which is good for me since half way using stealth is possible. Whilst going inside I avoid much of the fight but I have kill a few Tangos that would kill me if I passed by them. Inside are littered with Tangos with 1 sniper far up on the tower but instead of fighting them I run through using flash grenades and exploiting the complex architecture as cover. If I had stayed for a bit while Tangos would spawn especially the turret that is ahead would obviously obliterate me but they weren't there thankfully. I blew up the barrel just to be safe. In the train yard I use smoke grenades as cover and a distraction. Inside the boiler room I skip easily since the stairs are near where a single Tango would spawn but not always. In the engine room or boiler room?! Another RNG where most Tangos didn't spawn, you can see me shoot at nothing which is where a Tango usually hides there. Funny the 2 last Tangos thought the other spoke.

The 1st ambush triggers once I turn off the alarm. I hug the wall next to the door but too close or else the explosion kills me. I kill 2 Tangos while they breach in then head out. I intentionally shoot the barrel so it wouldn't explode near me. I throw smoke grenade and flash grenade for safe yet still risky escape avoiding the fight against a horde of Tangos plus the turrets. The next area found a complicated way through avoiding as much firefight as possible. The generator room has sneaky Tangos waiting for me but I was even sneakier where I managed to get 2 from the window above them before going in. inside I stunned which did in several tries killed many times but luckily I survived this time.

The refinery area seems like an easy skip but I tried skipping without firing but always got killed from the left by a shotgunner. In here I exploited the smoke screen for cover to skip almost the entire fight. Inside the hall way is hazardous thanks to the explosive gas tanks which usually gets shot by Tangos eventually I get blown up. At the hangar where comes the shocking reveal that Gabriel was behind everything the whole time.

The first part is heavy fire fight and lots of Tangos in the area. I barely use grenades in the garden I found aren't very helpful in this situation. Inside the gym there are Tangos who usually behind penetrable cover which I conveniently shoot through them for an easy kill. Once clear I send my team to cut the power while I head to the door to avoid some few back up Tangos and skip the sub level.

I shoot the unaware bodyguards in suits sucking at their jobs, toss flash grenades for measures sake then head upstairs to avoid Tangos from below and on the balcony. Inside usually there are few Tangos but luckily for me they didn't spawn yet. Doing the normal routine opening door s and making a way through. Smoke grenade at the door to getting seeing which triggers them to react. I shoot the unaware bodyguards especially the one above which can instantly kill if miss him. While going through I was shooting the wall to take down the Tangos hiding behind it but they got killed by something? I'm not sure what killed them so I don't bother to find out anyway. I got lucky here I didn't die to a shotgunner that popped out of nowhere because that never happened before. This game sometimes just gets spawns enemies randomly. I head upstairs, go in and head right to take down a shotgunner which usually shoots me from behind if I ignore him. Unfortunately 2 other bodyguards came at me, again never happened before, but luckily I survived anyhow. A smoke grenade for safe and quick way to deal with the 2 Tangos shield behind the door. I threw a flash grenade to stun 2 dangerous Tangos one equipped with a light machine gun and the other a shotgunner. Inside the office is a door rigged with explosive which I send my team to defuse and you guessed it an ambush. This is very dangerous ambush all thanks to the small office with less flexibility and less cover. I deal with that simply using smoke grenades and using the light machine gun for its large clip. Once it is clear and the bomb is defused it is time for the end game and to kill the traitor that is Gabriel. After the short cutscene, the boss fight consists of a chopper and some Tango reinforcements. Basically this fight has 3 phases in between the chopper shoots missiles where I am force to move away and out of cover; first I must shoot at the chopper, where I use the Type 05 instead of M249 for accuracy, until it gets damaged enough to trigger the 2nd phase. Second is same as before except it is timed so need to shoot at the chopper anymore, I just need survive the waves of Tangos. Last phase again survive the waves of Tangos and wait for the missile to hit the chopper. Then finally the last task to end the mission is to shoot Gabriel only after his long boring nonsense bitching speech. I wish I could have killed him before not just because to save time but also to make him shut up. This character's cause is so retarded and pointless. Anyways that is it for the Rainbow Six.

In conclusion I cannot stress how difficult this game can get and it would sometimes just cheat on you on a number of occasions even on easy difficulty. After countless of resetting overall I did great doing maneuvers that more than half the time would get my character killed. The main problem of speedrunning this game is you cannot ignore Tangos because they are extremely deadly especially in close range. Therefore I dress my character full armor to reduce those risks. Furthermore my team can be more of hinder than a help since they usually get gunned down where I must order 1 of them to rescue the other or in worst case they both get gunned down which I have to save them. I cannot imagine seeing a single segment or segmented run with the tactics I use because of the RNG which is why I chose IL. I really cannot how many times my tactics would fail because how random the game can be in each sub level.

PC version Individual levels run on Casual difficulty in: 1:11:51

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Level name Time Date Player
Pyrenees 0:05:29 2015-08-04 'Tigger77'
Old Vegas 0:07:43 2015-08-08 'Tigger77'
Rec Center 0:12:21 2014-11-05 Tim 'Judgy' Kedge
Convention 0:14:50 2014-11-05 Tim 'Judgy' Kedge
Theater 0:14:37 2014-11-05 Tim 'Judgy' Kedge
Nevada Desert 0:06:57 2015-08-09 'Tigger77'
Estate 0:09:54 2014-11-05 Tim 'Judgy' Kedge

Tim 'Judgy' Kedge's comments:

This was ..... DIFFICULT!!!!

About the game:
Tom Clancy's Rainbow Six: Vegas 2 is the seventh instalment in the Rainbow Six series. It was announced that Logan Keller, the lead character from the previous game, had been removed in favour of having the player create his or her own character to play through the campaign. The player assumes the role of Bishop, a member of the Rainbow squad with a great deal more experience who has a deeper involvement in the story.

The game, billed as "part sequel, part prequel", has events that run both before and concurrently to the story of Logan Keller and continue after where the first game concluded.[9] In addition to the ability to customize a character in multiplayer, the player can now customize Bishop, Vegas 2's protagonist. In single-player, the developers claim to have vastly improved team-mate AI, so that now team-mates cover each other as they advance. There are also several new commands, for example, the ability of a team-mate to throw a grenade at a specific point.

Run rules:
Individual Levels.
Missions played on "Casual" difficulty.*
New Game weapon choices.
No additional armour. [Armour rating = 0 Mobility rating = 10]

*[This actually doesn't change the AI difficulty just the amount of grenades your character can hold 10, 5 or 2 for Casual, Medium and Hard respectively.]

I chose to run the game using 0 armour to prevent slow down from encumbrance. all weapons used in the run are from the "default" set of weapons your character can pick when he is first created and has 0XP [New game].

The run itself relies heavily upon the use of Flashbangs and smoke grenades to either prevent fights or to kill the enemies quickly enough to reduce stopping time.

I pretty much prohibit myself from using the "cover" mechanic unless required to stay alive or vital to a formulated strategy such as the end of the first mission where I used 1 too many Flashbang and couldn't stun the two terrorists my only back up was to use cover. I don't have anything against its use as a whole it just slows down progression a lot and actually give NPC's time to gather up and make more problems.

One mechanic of this game I do abuse is the "spawn curve" or "spawn timer" on various NPC's and which is the reason this Run should not be compared to (or overwrite) the PS3 run, Basically if I move fast enough through the level some enemies will not spawn, additionally if I kill the Red hats quickly enough they will not call for help, The benefit of the first point on PC is that it actually has less loading screens than the PS3/Xbox version usually the rule being PC has one less for each mission (so 2 instead of 3, 1 instead of 2 or as in the first and last mission 0 instead of 1) this allows me to get ahead of the game more than I could on console.

Note: Reloading does NOT hinder your progression as after reloading your next sprint will have a longer duration.

Mission Breakdown:

Mission 3 - Recreation Center - 12:21
Mission 4 - Convention Center - 14:51
Mission 5 - Theater - 14:42
Mission 7 - Estate - 9:54

Total Time - 1:11:51

Rec Center - 12:21

This mission is a pain in the ass ¬_¬ After the final check point (urban gardens area) things just crave to go wrong and this was probably the mission which took the most attempts to get a clear run of (no deaths) then the most attempts to get a run I was truly happy with.

Mission starts with clearing the area however, my team is more than capable of clearing what's behind me so I focus on getting down the far end and taking out the abseiling terrorists once everyone has been killed I can order Michael and Jung to search the van while I clear the next room which goes pretty well first thing is that the desk Shotgunner doesn't kill me in one shot, and then the guy to my right doesn't use my head to store his bullets once cleared I wait for my team to catch up so I can open the door.

As I advance through the next area I pre-emptively throw a Flashbang towards the enemies (Shoutouts to Soliduz Znake for this strategy) and kill the enemies the Shotgunner tries to escape but I run after him and kill him luckily I manage to kill him before I go around the corner, This is good because if I fire AFTER I go round the corner the Red Beret that I kill next has a 95% chance to one hit me as I turn the corner because he knows I'm coming not only this but he will call for backup upon spotting me this is the reason I refer to this section as "THE CORNER OF DEATH". but anyway that DOESN'T happen so it's all good :) As I turn the corner I quickly kill the Red Beret and run through the area killing the next enemy with my pistol.

Sprinting with a pistol is much quicker than any other weapon but can only be used in this mission which is the reason for the switch, I should have started reloading my other weapon BEFORE going around the corner to the double doors but .. oh well 1 second lost, next area is 1 enemy (there are more but they are ignored) whos is killed and run past. pistol time again used to kill the guy behind the door and makes sprinting quicker.

THE HALL AND WALLS OF DEATH!!! this place kills me sooooo many times just because the NPC's are so random in how they move where they spawn how they react but everything goes nicely the use of Smoke grenades keeps me covered as I climb and once I'm over the top. I kill two enemies and expect there to be more, stopped to kill the guy on the middle platform but had to reload so I just ran out of there.

[PS3/Xbox Loading Screen]

The next area can be done so much quicker on the PC, due to me staying ahead of the spawn timer there are fewer enemies in the following areas the bridge only has 2 terrorists and 1 Shielder and the room inside the building only has 1 terrorist on the ground floor (this time, it does change every time) this section was easy to get through and no real issues. note: the reason I use the door at the start instead of the window is the window gets me killed EVERY TIME!!! the door doesn't ... weird...

More pistol running through the building then crossing the street using smoke is vital to stop the sniper picking me off then Stun-locking the enemies on the ground so I can run through killing some on the way its not necessary to kill them all so I don't bother :)

After the Cut-scene its a run and gun situation I killed the Red Beret in the first room then get outta there, running onwards I take out the guy behind the boxes as enemies spawn BEHIND me ¬_¬ next room is simply Flashbang and run and then its a Cut-scene.

[PS3/Xbox / PC Loading Screen]

After the loading screen I use the equipment box to refill everything but particularly special grenades, I switch to my pistol to sprint through avoiding everyone and taking out the guy on the first floor before switching back to my main weapon to kill the rest use of smoke helps me stay alive and then strangely the use of the pistol in the next room helps me stay alive due to quicker sprinting I can get behind cover soon enough to avoid being one shot by the Shotgunner, I try kill the one terrorist but miss completely lol opps.

The main library room can be done a thousand different ways based on what spawns where, when they spawn, if your team is actually behind you or not etc etc which is why I fully replenished my grenades after the loading screen, this time round the room went really well the first guy dropped quickly and I moved around to the right throwing smokes in front (technically behind) me abscuring the vision of 2 terrorists who come up the stairs behind me, I shoot the guy on the top floor then sit in the smoke and shoot the terrorist to my right on the second floor before head-shoting the Shielder on the bottom floor.

THIS GUY IS IMPORTANT !!!!! He is what triggers the opening of the next area regardless of how many other terrorists you have killed so long as 1 of the 2 Shielders has been defeated you can move onwards!!!. [Sorry Soliduz I found this out AFTER your run :( ]

[PS3/Xbox Loading Screen]

Moving onwards after the checkpoint [before the equipment boxes] I tell my team to follow me again, This is because at this point in the game they will jump from wherever they are to what would have been the spawn point of the PS3/Xbox loading screen meaning they will be following me into the next section and I NEED them!!!.

the next areas are the reasons I had so much trouble getting completed runs of this mission crossing the parking lot killed me 70% of the time I was so lucky not to be killed by the Red Beret sniper, The gardens are pretty ok for me the use of Flashbangs keep me alive that and shear luck ... the Shielder could have killed me if he wanted to ... the road to the junkyard killed me 25% of the time had small panic when I got Flashbanged out of nowhere but recovered well, The junkyard itself will spawn people after you have run past their spawn points and they just love to turn and shoot you which is why after throwing my final Flashbang I keep running forward even though its risky running head first into a non-flashed terrorist.

However, despite how much can go wrong many enemies do not spawn at all due to me NOT having a loading screen before the parking lot and being ahead of the spawning, which is nice. :)

Convention Center - 14:51

Pretty straight forward mission break in kill people, kill more people, disarm a bomb ... fail and blow it up elsewhere :P

The beginning is pretty simple, I rope down and smash my way in switching to my pistol at the top allows me to run quickly to the stairs avoiding fire from the enemies up top, the first 2 terrorists get stunned by my Flashbang and I'm lucky enough to not have the 3rd terrorist spawn in the right-hand corner, my second piece of luck happens in the large room with both terrorists not spawning or spawning and moving elsewhere (one behind a stack of boxes to the left of the entrance and the turret gunner) I throw a Flashbang over the curtain to stun the 2 terrorists which spawn immediately behind it allowing me to pass by untouched. While moving past these two I throw a Flashbang over a cubical wall into the area with the equipment boxes, yet again more luck as I seem to be moving quicker than the NPC's can spawn. (this area normally has anywhere from 3 to 5 terrorists spawn)

Continuing onwards I throw more Flashbangs to stun the Red Beret who I take out quickly and with more luck than judgement I also kill the Shielder and press onward, My Flashbang throw falls slightly short of where I wanted it to land however I had no problems killing the two terrorists while the third ignored me. Moving up the stairs I throw another Flashbang which I'm sure should have effected the Red Beret but didn't seem to, panicking slightly from the fact that Jung has been downed for most of the level I run full speed to the end throwing a Flashbang for safety and killing the turret gunner for the same reason, then my brain farted and instead of opening the door I reloaded ¬_¬ with Jung on red health ... it wasn't the greatest moment to be an idiot but Jung held in long enough to reach a loading screen. :P

[PS3/Xbox / PC Loading Screen]

Due to persistent throwing of Flashbang grenades I need to restock at the equipment box before moving down the stairs, I open the forward facing door and take out the sniper, order my team to move outside then clear the area from the right-hand door which worked well, I use the time during the van inspection to fit a silencer to my secondary weapon which I need to use later, Heading inwards I shoot the explosive barrel and spray at the right most guard not really trying to kill him but firing at him seems to Stunlock him ..sorta... moving through the next areas goes well the second catwalk doorway killed me a few times so using a Flashbang before entering is required, however I think the Shotgunner was completely unaffected and managed to miss my head with his gun lol.

Once through the double doors I kill the terrorist and move to the next set of double doors where normally one terrorist will die while the other shoots me square in the face this time however, they play nicely and I can move onwards clearing the area while my team hack the computer, I also use this time to stock up again the next area is reliant upon many Flashbangs and I didn't want to fall short. (The dialogue needs to end before the doors are usable anyway so it's spare time)

Though the doors first guy gets shot in the back and the next two are dealt with quickly, I finally use the 552 for this section as I previously had 4-5 extra terrorist spawn here because I didn't deal with the area correctly so I made sure this time, last two kills were quick and easy moving on to the stage, The stage itself I always rush in on and kill everyone without thinking regardless of where they are I don't think I've ever hit or killed the guy in the chair, I don't even know if it's possible so these guys are dealt with like everyone else.

Stage fight: using the same positioning as Soliduz does in his run (nice strat! :D ) this goes pretty well with 6 of the 9 entering through the upstairs doors instead of lingering behind the doors waiting for me to find them, the other 3 spawn and enter downstairs and were easy to find and kill quickly, wasn't sure of how many Kills I had to get before moving but the guy started talking so I just left lol

The backtracking section goes well Flashbangs and luck getting me through it once more small hesitation on the last group of terrorists before I decided to throw a final flash bang and try my luck at running in, I believe that if the guy in the black hat was facing the other way as I turned the corner he would have killed me, but luckily he didn't. rest of this bit is running to the loading zone.

[PS3/Xbox / PC Loading Screen]

This section of the mission got HUGE amounts of practice getting the route and strategies perfect enough to be tried in a run and they paid off flawlessly, the starting section went perfect with all terrorist behaving and dying when persuaded. :P The second Red Beret threw me off slightly because he tends to hide in 3 different places so it a case of find him and deal with him accordingly in this case a Flashbang stuns him long enough for me to Flash again and rope down onto that guys head lol. After killing the two at the bottom once more it's pretty simple if you practice it enough one enemy will always be in the middle section of the "Comcast" barricade while the other two will hide behind either the "Bludevil" counter or the upright end section of the "Comcast" barricade, I instruct my team to move forward to the base of the steps so that I can use the equipment box I very nearly die but they kill the terrorists eventually.

I enter the food court through the lower door and kills the terrorists because I'm so 1337 ... no really once you kill the guy on the right of the door and run a small way up the right hand side the turret gunner can't pivot enough to shoot at you and its incredibly safe :P.

Up the stairs I ignore the Shielder, 95% of the time in practice runs he is too slow to react and rarely hits me so whatever :P continuing down the corridor I flash the Red Beret and line myself up to kill the two terrorist who "drop-in" on me no real worries here.

Last corridor section I ignore clearing the room to the right and head straight for the main corridor the route I take through the obstacles keeps me, Michael and Jung safe from the Shotgunner who appears from that room and with moving quickly enough I only need to kill a few enemies random spawns here can cause problems such as the terrorist I need to turn fully left to kill but it wasn't that bad. after exiting the main corridor a small series of rooms take you to the final area.

[PS3/Xbox Loading Screen]

No loading screen!!! hype!!! this part of the mission can still be random as hell even if you are ahead of the spawning, note: at this point I can do the same as Rec Center and make Michael and Jung jump to the PS3/Xbox post-load spawn point. first part is simple kill the guy on the left then kill the Shielder and advance up the stairs straight ahead, if there is a terrorist on the stairs kill him, if there is not ... PANIC ... luckily he was here if not he could spawn behind me randomly and one shot me ... ¬_¬ happened many times before and this late into this mission things get thrown IRL, going into the next set of rooms I need to be careful of who and what is where after Flashbanging into the room I kill one terrorist and then get a nasty surprise when the second isn't where I know he should be but he did happen to get stunned and was dispatched quickly, the Shielder also threw me off I was expecting him to move more towards the door where I entered however he moved towards me instead so the counter of this lovely bar became some handy cover.

Next room was actually empty because I'm ahead of the spawning YIPPEE!!! so I flash out of habit more than anything and cross over the room to the double doors using cover I kill the Red Beret and then attempt to kill the two Shielders who are being stubborn so I throw a Flashbang, This actually will do nothing to a Shielder however the AI will realise a grenade has been thrown and will make the Shielders move exposing their legs, or with any luck their head or back. unfortunately I was too slow to get some ankle biting in as they moved by my head shots reached their mark.

Final fight: This part of the mission received more practice than any other part of the entire game after successfully completing it I would reload the last check point just to do it over again and again. my strategy is as follows;

Open the door and kill the Shielder,
Order team to move to the end of the hall,
Move to the left door and kill the terrorist outside,
Search area for other terrorists and Flashbang regardless of what you can or cannot see,
Continue to move along the left side of the hall using Flashbangs and hiding behind the plant pots,
Kill the terrorists on the stairs (this will either make a terrorist spawn in the closest corner or not ..... Game winner or Game ender :/ )
Clear the remaining ground floor terrorists (if any),
Hide behind plant pot or right-hand pillar and use cover to kill terrorists as they appear at the top of the staircase,
Move team upwards by interacting with the base of the red pole,
Flash upward then head up and hope for the best!.

It paid off this time there was only one Shielder which I found strange but not complaining, hung out on a rope and shot people ... end of mission ... Phew!

Theatre - 14:42

I don't mind this level all-in-all, once the first bit (Everything before the first loading screen) is done I find it pretty much a Cake-walk for the rest of the mission. (except maybe one room before releasing the terrorists)

*SPOILERS* yeah that happened .... Once on the ground I quickly kill the two terrorists at the door and move downstairs open the door and kill all three terrorists in the room, THIS IS VITAL! all three must die or a Shielder and a normal terrorist will be on the path I take after descending the next set of stairs (this is why I take a little slow down to kill them, the route through the apartment goes well with the next terrorist going down quickly and one terrorist by the lift not spawning at all "YES!", downstairs again and directly through the door both terrorist are close to each other so they are taken out this doesn't give the Red Beret long enough to call for backup, next guy is killed through the window so he doesn't shoot me as I climb through.

Next section is a pain in the ass, due to my persistence to waste as little time as possible I simply flash and run through the next set of rooms which is not only risky for myself, however, in general my team gets their asses handed to them when they follow me this time hey decided to be nice enough to stay alive as I push forward, the Flashbangs did their thing stunning most terrorists however the Red Beret behind the wall who was supposed to die.... didn't... and luckily I didn't die myself in the room with the rope. *Phew*

I LOVE !!! doing this rope down, if the guy is where I expect him to be it feels SWAG as fuck :P. This time he is where I want him to be so he's killed and I breach in and immediately move forward throwing a Flashbang to stun the terrorists in the hallway ahead, pre-emptive firing causes the guy behind the door to stun lock enough that I can open the door and kill him without worry, the next corridor is simple kill both guys in front run to the door and kill both terrorists in the room then rope down. dark corridor is kind of hit or miss depending upon where my Flashbang lands it will either stun everyone, no-one or one will be left in a normal state and will either damage me heavily or kill me completely, entering the room both terrorists can be killed through their cover, following room wait for the first guy to open the door then turn the corner and drop the second , opening the door on the far side of the room and throwing Flashbangs stuns pretty much everyone most of the time, a second flash Stunlocks them further so I can just run through and down the stairs.

Open the door and kill the Shotgunner, due to the speed that I have done the mission so far the Shielder hasn't actually spawned and the second terrorist is ignored so I run to the end of the corridor and throw a Flashbang into the room stunning both the Terrorists inside for easy kills :)


The next section doesn't really have a plan more than "Throw smokes and move forward", terrorists seem to be randomly spawned by the game in different locations that nearly always catch you off guard and then the turret guy at the end is a douche ... so yeah what you see is what you get I have no explanation for it. The last room is pretty simple flash once and kill a few, then flash again and run to the end while the remaining terrorists are stunned, one guy tries to fire at either me or my team but does nothing so it's all good.

[PS3/Xbox / PC Loading Screen]

After a failed run due to AI obstruction I started immediately telling my team to regroup on me so that they clear the elevator entrance and move towards the back left corner allowing me to move right and get outta there, the corridors which follow are pretty simple (Aim with the G36-C is strangely better and gives tighter bullet grouping when stopped and firing from the hip so I abuse this for killing, moving into the courtyard heading down the left is safe under the cover of your own smokes getting into the casino can be scary but the Shielders normally play ball and leave themselves vulnerable to a headshot, once inside I need to restock my grenades because I really need them and this is a long part of the mission where I don't plan on stopping to pick up ammo or equipment.

Into the casino is easy there's one terrorist on the left and one visible through the plant pot ... thingies .... moving through the next group are kind of random but don't prove to be too much of a problem the last guy before the stairs surprised me as he's normally far to the left, The next section was an area which got a hell of a lot of practice with forming and re-forming of strategies to get a method which worked reliably each time, what you see here is the outcome 2 Flashbangs left and right, The first one stuns a guy who runs in from the left second does the same to a guy on the right , by now I'm either in or near the smoke so I just sprint.

[PS3/Xbox Loading Screen]

Next area is cleared quickly using a Flashbang and spraying, however I get blindsided by a pillar!!! how rude ¬_¬ then move my way to the stairs waiting to see if the guy spawns up top he does so he's dealt with I send my team over to the other side but they don't get far before engaging the enemy this all goes pretty good and as soon as I see the checkpoint move from the middle of the room I turn to go through the doorway, I kill the first guy then cover waiting for the fire extinguisher to be shot at then take out the 2 Shielders and the turret gunner forgetting that there is a fifth person I moved forward and got caught off guard when he popped his head out. The turret section is really simple the guards spawn as follows (Left + Right) (Left) (Right) (Right) trying to hit the Shielders feet is the best option but it can be a hit or miss thing .... get it!?... :P

After the turret Its on to the theatre clearing the area goes pretty well, short bursts of bullets take out most of the terrorists before I Flashbang and rope down to finish them off, Jung and Michael deal with the bomb and after a small corridor section it's time for the hardest room of the mission.
This room took a very long time to figure out a safe, reliable and quick route for, The main issues were figuring out how to not die, distract people, and reach the far side before the NPC's at the back of the room spawned. what you see is the outcome of that, turning left through the main door I have to kill one terrorist then avoid fire from the Shielder at the front, next comes the first flash bang which prevents me getting shot from behind as I run towards the far wall, the second Flashbang stuns the NPC's which spawn directly behind me as I'm opening the door, this is a difficult thing to time as if I do it too soon they have not spawned and don't get effected, too late and I'm dead before the Flashbang goes off ¬_¬ ... it worked out this time.

The next room is another theatre stage with 4 terrorists watching over some hostages normally (In testing) I would just open the door and spray inside however in later testing hostages started dying so, because the run was going so well at this point, I decided to Flashbang into the room and then kill the terrorists, coming off of the stage you can see the DIRE effect of aiming down-scope with the G36-C and he's finally taken down by hip firing .... ¬_¬ .... some Flashbang action and I kill two final terrorists before the loading screen.

[PS3/Xbox / PC Loading Screen]

2 Flashbangs would have been nice however I miscounted somewhere along the route so I had to do this with 1 and it went nicely all three terrorists get stunned and are killed quickly then all hell broke loose and the two Shielders nearly handed my ass to me, had they been wielding desert eagles as their pistols I would have been dead immediately luckily they didn't and I hid the shit outta myself like a scared child lol.

Once my team finished the last Shielder off I was free to move forward, this part is basically scripted, two terrorist dropdown then a Red Beret runs down then two more regular terrorists ... no real trouble here.

After re-equipping myself and telling my team to breach the lower door while I kill the turret gunner and have some fun killing a few people before ordering Michael and Jung to move to the raised section of the roof before moving myself along to a safer location to kill the remaining enemies the Shielder gives me a little trouble but finally accepts defeat, this apparently (according to the scanner map in the top right) killed the remaining terrorist in the room to my left and ended the event.

Mission complete.
Estate - 9:54

Hate this mission ... well not the mission so much as the damn AI of my team who insist on getting themselves killed when going through the house OR! getting stuck on something and taking a good 30 -40 seconds to catch up in the disarming room.

Anyway ... First thing I do is reload the checkpoint what this does is it keeps me where I am but forces my team onto the ground instantly because I NEED!!! them with me when I'm doing this method, Flashbangs and clearing is basically the strategy here and enemy spawn are so random that I cannot tell where anyone will be until I turn corners so there is no choreographed method just go for it. All-in-all the first section goes well with no big slow downs. After ordering my team to disable the security system I move to the entry door and wait for the go.

[PS3/Xbox Loading Screen]

Heading through the garage I instruct my team to follow me again and also to kill whoever they see and not just return fire, Moving outside I just run past the first guy as he doesn't notice me and go through the garage opening the door kind of stuns the terrorist behind it long enough for me to spray him down, at the top of the stairs the Flashbang prevents terrorists from following me into the room and shooting me in the back. The house is a little emptier due to no loading screen on PC and each room is pretty easy to clear, I do a Flashbang through one doorway for safety purposes as the guy inside loves to kill me, I noticed the checkpoint reached notification a little late but its no big problem.

I reload the check point to force my team to be with me. This does NOT improve my ability to get through the next set of rooms just saves time once we get to the disarming room because I don't have to wait as long for them to arrive.

clearing the room goes really good the 3 grenades take out most of the terrorists then some short busts clear up the rest, moving on to the disarming room I found that the corner I stay in offers me an optimal firing location where I can hit all the terrorists who spawn without any large risk of dying when they are all dead I heal Michael myself and we move onwards.

Helicopter fight is strange it only becomes vulnerable after certain dialogue has finished on the first cycle, the second cycle is governed by how many terrorist you have killed of that wave, and the third cycle is basically waiting it out until the missile hits the helicopter so I just kill everyone I see for something to do :P (This might actually be controlled by how many you kill, but I killed everything I saw every time I tried this so I don't really know)

One quick shot at the end ...done and done!!!

That's all folks !!!!

Thanks to Soliduz Znake for putting together the console run of this game which gave me a final kick in the ass to get my PC run completed, also for giving me material to reference to decide whether my own routing was efficient or not. :)

Thanks to my girlfriend for putting up with my moaning about doing this run and saying "How's the rainbow game going?" like I'm speedrunning my little pony or something lol that always made me laugh.

And thank you to everyone who watches and if you managed to read my entire run comments.... you sir / madam deserve a cookie!!!

Tigger77's comments:

This is an improvement for level 1, 2 and 6 of Rainbow six Vegas 2 IL Speedrun on PC. Because I did not manage to complete the table and don't think that it is very likely that I will in the near future I submit what I have and hope others do the improvements ;)

Pyrenees - 05:29

The first level is annoying because of that garbage long waiting around at the start of the mission. Other the trick is to use flash grenades and run with your pistol as this is the fastest mean of movement. I use the checkpoints tow times to teleport my team to me. In the end you need a lot of luck as they can kill you really fast.

Old Vegas - 07:43

Basically the same tricks apply here, use flash and pistol to ignore as much enemy’s as possible. This time I also use smoke to avid the guys. If you reload a checkpoint it also removes the enemy’s in your near vicinity. Also at many places it is just luck if you survive the running through enemy fire or not.

Nevada Desert - 06:57

Same old methods. Run and gun and hope you survive ;)

Xbox 360 Single-segment Co-op on Casual Difficulty: 1:09:04 by 'TaktikalZef' and 'Ozu'.

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Author's comments:

Taktikal Zef (Player 1, left side)
Ozu (Player 2, right side)

This run is executed in an offline session of the unpatched Xbox 360 version of the game. The unpatched 360 version allows the shield glitch which is essential to the run.

-Type05 (ACOG and rifle scope)
-Desert Eagle (extended clip)
-Incendiary Grenade
-Flashbang Grenade (Ozu uses Smoke Grenades instead in Act I)

-Shield Glitch: Attempt to go into cover on a wall while changing to the shield weapon. Then move to another position, equip another weapon and press the cover button. This will cause you to warp to a spot that has the same horizontal position as the first position, with the vertical position and player orientation as the second position.
The reason this works is because the game has no animation for going into cover while equipping the shield.
-Iframes: Whenever a player spawns in after a death, he is invulnerable for a few seconds. In this time he is immune to bullets and grenades.
-Momentum: Continuing through a checkpoint area without stopping can result in certain enemies not spawning or behaving properly, often causing them to disappear as one approaches their trigger. Reloading from the checkpoint will cause all of the triggers to function normally and cause more enemies to spawn.
-Mike-Jung Warps: Bishop tells Mike and Jung to hold at the beginning of an area and then goes sufficiently far, then orders them to perform an action (diffusing a bomb, lining up on a door), causing them to warp to P1's location.
-Cutscene Invincibility: Self-explanatory
-Shoulder Bump: Both players line up on an outward-facing corner. One player peeks out from the corner in a crouched position, the other player peeks out from the corner in a standing position, then releases the cover button. This moves the second player onto the first player's shoulder.

-Timing begins when the message
appears on the screen and ends the instant Nowak is shot and killed.
-Splits are divided when the screen fades to black/white at the end of each act.

-Player 1 must be alive for a checkpoint to actually be triggered (even though the message will display if Player 2 reaches it first).
-Holstered weapons don't affect movement speed/ sprint capacity.
-If sprint is depleted, actions such as throwing grenades/reloading/opening doors do not lose time.
-Turret enemies, shield enemies, and rappelling and fast roping enemies can't be flashed.
-The best way to use the Desert Eagle is to briefly stand still right before shooting an enemy (stutter stepping).
-Opening the Loadout menu in the chopper switches the player's weapon to their primary weapon.
-Each enemy spawns with the same weapon every time.
-Enemies can shoot and kill the player even if their animation does not show them pointing the weapon at the player.
-Flashbangs blind players for much less time than they blind the enemy. An enemy will always be fully flashed if at all affected by a flash bang.
-Enemies can cause other enemies to become aggroed.

Nothing to do in the briefing room except position Zef so Monroe walks towards him, shortening the distance between him and the trigger which causes Nowak to move.

Ozu kills enemy in first room to allow Zef to run through quickly.
Must kill both snipers to proceed. Ozu kills self to catch up to Zef.
Zef kills two enemies outside with a grenade
Two guys inside following room must be killed before the next enemy room is reached, or else the next enemies will be aggroed.
Flash enemies in room because it's safer than trying to fight them
Sniper in next open area must be killed before Zef approaches rope to prevent aggroing enemies at the bottom of the rope.
Zef kills two enemies before breaking glass, Ozu cleans up last enemy
Zef banks flash to allow team to advance quickly. Must always kill guy on other side of the door, who's position is different depending on how fast team enters door.
Zef switches to incendiary grenade. Ozu kills two enemies to allow Zef to set up first sheild glitch of the game. This allows the players to skip the hostage room into the beginning of 1-2, and this prevents many enemies from spawning.

Because the hostage room was skipped, there are no enemies in this scene until the very end.
Ozu kills self to catch up to Zef and uses iframes to pass through exploding gas main.
Zef reloads as soon as Ozu passes checkpoint for final room to cause Nowak and Keller to spawn with us.
Zef throws incendiary to kill two enemies in room, then orders Nowak to diffuse the bomb. Zef throws more incendiaries to kill turret guys on the other side of the metal screeens. Ozu throws smoke grenades to cover Zef as he revives Nowak, and kills turret enemy on upper level. Alpha team is supposed to revive Nowak but player can revive them much faster if they can avoid dying.

Ozu kills self at beginning of stage to catch up to Zef. Zef orders Mike and Jung to hold to prevent them from suddenly dying (which occasionally happens at the beginning of 2-2).
Ozu kills one enemy and Zef kills one enemy.
Zef throws flashbang to blind two guys, because killing them will cause sniper to appear on fire escape outside the room, as well as other enemies on the roof. Skipping enemies on roof prevents enemies from spawning in room that Zef fast ropes into. Ozu allows self to be killed to catch up once again.
In red room, Ozu checks the right side to make sure an enemy is not present which will cause Zef to die as he runs up the stairs, then checks the left to kill enemy.

Zef fast ropes down roof while Ozu stays on top to cover him. Zef shoots enemy around corner, then flashbangs two groups of enemies to allow safe passage to next fast rope inside
Ozu kills self as Zef passes through a door. This will cause him to spawn inside the nightclub with iframes, making that room easier. It is important that Zef not aggro the enemies on the fast rope into the nightclub kitchen because this will cause them to kill him before he can get out.
Zef throws flashbang to blind two enemies that spawn, and Ozu spawns in and runs ahead with iframes.
Zef throws flashbang to blind enemy taking cover on slot machines.

Zef tells Mike and Jung to hold to prevent them from killing enemies that would spawn three guys running into the garage. Ozu throws flashbang ahead to prevent two enemies from shooting Zef and Ozu.
Zef throws incendiary to kill two enemies behind van (for safety). Ozu and Zef throw flashbangs to allow them to get to the checkpoint safely, then the team reloads at the checkpoint (this is to prevent a door in the next area from glitching and being unopenable).
Ozu throws flashbang because killing two guys behind barrier causes three to spawn in front of the steamroller. Zef kills self to set up an iframes trick.
Ozu throw two flashbangs which blind two guys (killing them will just spawn more guys). Zef spawns in and sprints past turret guy using iframes.

Zef throws flashbang to proceed safely (killing them causes more enemies in the next area to spawn). This flashbang must be timed to explode after the enemies are done walking forward, otherwise they will not be flashed.
Ozu throws flashband next to van to flash in an enemy while Zef runs forawrd to the checkpoint trigger. Zef reloads the checkpoint to cause the hostage to teleport forward and open the gate. Zef puts himself in a position next to hostage to allow him to move forward into the next area slightly. Zef tells Mike and Jung to move to a certain area to make them move quickly in the direcction of the door they must breach. The team moves into the sight of the camera to initiate Mike's breach charge animation.
Ozu throws flashbang left. Zef shoots window and climbs through while Ozu kills two guys which must be killed or else the mission fails.
Ozu kills shotgunner on the right while Zef sprints ahead, throwing flashbang to stun enemies as he runs throw the room.
Team reloads after checkpoint trigger to prevent a door in the next area from glitching and being unopenable.
Zef and Ozu kill enemies as fast possible to cause two guys to open a door. Team then throws grenades at the two enemies and runs to next room.
Zef throws flashbang into next room to make enemies easy to kill. Team kills these enemies to end level. (It is possible to place an incendiary grenade to kill all three enemies without killing hostages)

Team reloads to get both members as well as Mike and Jung to bottom of rope. All enemies in the area must be killed to allow Zef to order Mike and Jung to search van.
Ozu and Zef leisurely kill three enemies in room. Team must wait for dialog with Lawrence to finish before opening door to next area.
Team throws flashbangs to stun three enemies.
Zef throws flashbang forward, as high as possible to cause airburst flash. Ozu throws flashbang diagonally to stun remaining enemies.
Team loads at checkpoint before rock wall room to prevent a door from glitching and being unopenable.
Team kills lone enemy behind doorway and Zef runs to locker room to set up shield glitch. Ozu kills as many enemies as possible to allow Zef to activate shield glitch at top of second rock wall. Ozu throws flashbang to blind enemies at top of second rock wall.

Ozu kills self to set up iframes for next area. Zef tells Mike and Jung to hold to set for a Mike-Jung warp later on.
Zef banks flashbang off of window to stun enemy on balcony. Zef and Ozu throw incendiaries accross bridge to clear enemies.
Zef and Ozu run through room which is empty because of the speed of the runners.
Zef kills self to set up iframes for run through open area before stadium. Ozu throws flashband to blind two enemies and allow team to safely pass through.
Zef orders Mike and Jung to put bomb on door. They warp from the point where they were told to hold earlier.
Before cutscene activates, team runs towards door on the left to open it. This allows them to walk through it when the cutscene activates. Zef throws a grenade to explode open a door (this is the only way to open it before the cutscene activates).
Team quickly opens door at the end of the cutscene and runs through before enemies can shooot them. Multiple enemies in the next room don't spawn because team is far ahead of where they should be. Only one guy spawns which must be killed.
Ozu throws flashbang to blinds enemies in last hot room and allow Zef to run through.

Zef runs to a shield glitch setup point while Ozu clears the way to the point where it will be activated. Once activated, Zef strafes into the checkpoint trigger and reloads. This clears all enemies from the area and teleports Mike and Jung forward.
Team sprint through next room, ignoring enemies.
Team sprints around upper level of library atrium to the back. Here they must kill one shield guy in the middle to activate the door to the next room.

Team resupplies to gain enough flashbangs to get through next area.
Team advances as far as possible during cutscene invulnerability. Ozu throws flashbang to the right to blind enemies. Zef throws flashbang forward to blind shotgun enemy which spawns.
Team sprints through first backyard room.
Ozu throws flashbang to blind all enemies in second backyard room.
Team throws multiple flashbangs in third backyard room. Incidentally, team must be in this room when the flashbangs explode, otherwise the enemies will not be stunned.
Ozu throws single flashbang forward and to the left to stun the enemies in the fourth backyard room. Zef throws flashbang over wall into the alley to stun enemies.
In junkyard, Mike and Jung are told to hold. The enemy on the left and the enemy shooting the helicopter are ignored. After climbing over the second wall, Zef throws flashbang to the right. Ozu climbs over the second wall and throws a flashbang forward over pile of junk. Zef throws flashbang as he rounds the corner and throws a flashbang into the final enemy area. The team sprints to Miguel and reloads, so he doesn't get shot by enemies after the cutscene initiates.

Team uses shoulder bump to get onto a railing which allows Zef to run into an area that can't normally be accessed. Zef presses up against an invisible wall and Ozu kills himself. This causes him to spawn in front of the invisible wall where he uses a fast rope normally reserved for enemies dropping in. Zef kills himself as soon as Ozu spawns in.
Ozu runs forward, moving behind cover until Zef spawns, at which point the team runs directly to the door.

Zef uses incendiary to kill a group of 3 enemies. Ozu kills the sniper and the sniper and turret enemy, then the team runs forward to kill the enemy behind the turret.
Zef uses a shield glitch to teleport through a door which is only openable after Mike and Jung open the van. Since Mike and Jung never open the van, the enemies in the next area never spawn.
Team reloads at checkpoint because Mike and Jung can't get through the door and are not far enough to cause them to warp to the team.
Team fights their way through the next area so Zef can tell Mike and Jung to look at the security monitors. Zef uses a shield glitch that teleports him behind doors that only open after the cutscene. However, there is an invisible wall behind that which he can't move through until the scene is finished.
Zef orders Mike and Jung into the next area to kill an enemy that spawns as soon as the cutscene is finished.
Zef sets up shield glitch which will allow him to warp to the end of the scene after the bomb on Dennis Cohen is diffused. Ozu kills 2 enemies in the next room.
Zef catches up to Ozu and throws an incendiary at the two enemies standing together, while Ozu throws a flashbang to blind the third enemy behind the pillar.
Ozu throws a flashbang to stun the two enemies in the pool room.
Zef and Ozu kill the three enemies in the next room, this allows Zef to tell Mike and Jung to diffuse the bomb on Cohen. Ozu moves up to the upper level to a position that allows him to kill the enemies as they spawn, while Zef, Mike, and Jung kill the enemies on the lower level. When the enemies are dead and the dialog begins, Zef teleports to the beginning of the area and opens a door which allows team to proceed to the next scene.

Zef tells Mike and Jung to hold and switch their Rule of Engagement to infiltrate to lessen the odds of them killing the enemies at the beginning of the level. Zef kills the first enemy and Ozu throws a flashbang left to blind two enemies which, if killed, spawn many enemies.
Ozu throws a flashbang to blind two enemies at the bottom of the fast rope.
Zef throws a flashbang over the U-shaped barrier to blind enemies and allow team to run through.
Ozu throws flashbang right to blind single enemy.
Team runs through very long room, ignoring enemies fast roping in (killing them causes two guys to come running around the corner). Team kills enemy behind sign.
Team runs through next area. Zef throws flashbang to cover them as they run.

Zef kills self to set up iframes. Ozu throws flashbang to the left to blind enemy, then sprints forward quickly to cause a shield enemy to despawn (only his feet can be seen).
Zef uses iframes to kill two enemies at close range at the top of the stairs.
Ozu throws flashbang forward and Zef throws incendiary left to kill a shield enmy (two will spawn in the same spot if team is slow).
Team throws incendiaries to kill enemy in locker room (three enemies will spawn close together if team is not extremely fast).
Team reloads at checkpoint to prevent a glitch which keeps enemies from spawning in next area which must be killed for Mike to finish diffusing the bomb.
Team kills lone enemy, pulls out SMGs, then kills enemies while sprinting up escalator. Two guys will spawn as the team gets close to the area, two more guys spawn as the team runs up the escalator, and two additional shield guys would spawn if the team was not far enough up the escalator before killing the second pair of enemies.
The team hides behind a railing and throws incendiaries to kill two shield enemies near the bomb. Zef orders Mike and Jung to diffuse bomb as soon as possible at top of escalator. Upon issuing command, two guys begin roping down outside, which the team kills. At a certain point in the dialog, three enemies begin roping down, and killing these ends the diffusal dialog.

Zef flashes first two enemies
Zef flashes three enemies clustered in room. Team must quickly sprint down staircase after this room because a a regular enemy and a shield enemy spawn on the staircase if the team is slow.
Zef shoots enemy standing alone.
Zef throws incendiary two kill two enemies and quickly shoots window to prepare it for climbing through. By this time Ozu has caught up.
Ozu throws two flashbangs through window to allow Zef to safely pass through. He throws an incendiary to kill a sheild enemy (which can't be flashed). Team rappels down.
Zef sets up a shield glitch while Ozu flashes enemies. Ozu runs forward to open doors for Zef.
Ozu flashes two enemies (killing them causes another to spawn in the next room), allowing Zef to run through hallway.
Zef rappels down, runs forward and enters a hallway, then activates the shield glitch. Because he teleports forward, enemies that normally spawn don't spawn. This allows him to sprint through and activate the cutscene on the balcony.
Team fastropes down off the balcony, and Zef throws a series of flashbangs to allow them to pass through this area. Killing these enemies will cause multiple shield enemies to spawn near the turrets. Ozu throws an incendiary to blow up the enemies on the turret.
Team throws flashbangs into the next area to clear the way for them to run to the fast rope which ends the scene.

Ozu kills an enemy at close range and kills the second enemy at range to prevent enemies further on from aggroing. Zef kills self to set up iframes.
Ozu uses a single flash (instead of two, required when enemies are aggroed) to blind enemies.
Ozu runs forward and throws a flashbang to blind enemies in the next area. Zef spawns in and the team sprints forward. Killing enmies in this area causes shield enemies to run out from behind a corner, and they are difficult to kill.
Ozu uses incendiary to kill enemy. Team runs through hot area where enemies throw smokes.

Team throws two flashes to blind enemies (killing them initiates a cut scene). Zef uses sheild glitch to skip entire level.

Ozu throws incendiary grenades to kill three regular enemies and two shield enemies that spawn after the first three are dead.
Zef throws a flashbang to stun three enemies which run down the stairs, and Ozu kills the two which fast rope down.
Outside, Zef roams around the stage killing enemies, while Ozu uses the turret to kill enemies and call out targets. The appearance of two shield enemies signals the end of the enemies, which causes the chopper to come.

Team falls down the hatch instead of using the ladder.
Zef flimbs through a window while Ozu kills two enemies to prevent them from shooting Zef in the back as he runs to the checkpoint trigger and reloads.
Ozu kills the turret enemy and enemy standing behind the barrier while Zef sprints forawrd and throws flashbangs to blind enemies. He sprints to the next checkpoint trigger before the sheild enemies can kill him.
Team throws flashbangs to blind two enemies on the ground and two on the catwalks, then sprints to 6-2

Team sprints down lane between train cars, shooting one enemy as they get close. Zef throws flashbang to blind two enemies that appear on the stairs (killing them causes two troublesome enemies to spawn inside the next room).
Ozu throws safety flash over machinery in yellow room. Team sprints to end of level.

Zef sets up shield glitch which allows him to teleport out of room (normally team is trapped until a certain amount of time after they turn off the alarm). Ozu deactivates alarm when Zef gets close to the barrier which opens when alarm is deactivated. Ozu kills self to catch up.
Zef shoots enemy at top of stairs and throws flash before enemy on the left can see him (being seen causes two enemies to spawn at the bottom of the stairs after the enemy)
Ozu throws flash up and to the left to blind enemies on middle left and catwalk above. Team runs through next area.
In yellow generator room, team shoots lone guy on left and then uses incendiaries to clear enemy as well as shield enemies behind double doors.

Team runs through first area and flashes enemy on right and runs through.
Then in the hallway, Zef throws a flash to blind enemies so team can run through.
After activating Nowak cutscene, team lines up on boxes to prevent enemies from firing and cause the explosion to happen earlier.

Zef reloads at bottom of rope to spawn whole team.
Ozu throws two incendiaries to kill three enemies. Zef kills enemy on corner of hut, and throws flashbang to allow team to advance. While crouching behind hut, Ozu throws flashbang through hut door and shoots turret enemy. Team moves through area, killing enemies as they run.
Ozu kills enemy on left porch next to hot tub. Zef throws flash through window of workout room, opens door and shoots enemy. Team throws incendiaries at and through door to clear five to six enemies on patio after workout room. Zef throws an incendiary into the fuse box room to kill the lone enemy within.

Team ignores enemies between the hallway and the garage.
Zef shoots enemy in front of door then team sprints up stairs into house.
Team sprints forward and kills two enemies on the other side of a door. Zef sets up a shield glitch
Ozu throws a flashbang to blind two enemies in the next open room.
Team kills enemy on stairs and Zef runs up stairs to activate shield glitch.
Zef runs from the point he teleports into to the checkpoint before the room, then reloads.
Zef tells Mike to disarm the bomb. Ozu revives him as soon as he goes down. Team clears room and proceeds.\

Zef runs to the cutscene trigger while Ozu equips LMG with recoil control stock as well as heavy armor.
Team hides behind planter until Joanna is finished talking. Zef watches for enemy rappelling down on the right and shoots him when he comes down. After the dialog, Ozu shoots chopper until it shoots missiles, then the team runs right. Team shoots enemies until the chopper is ready to fire its missiles again, then the team sprints to the left. Team throws a flashbang into the tennis court then runs to the hut, where they shoot enemies until the chopper goes down. Then they shoot Nowak.

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