Incursion Red River

Incursion Red River

80 ratings
Quick dirty easy tips from a noob (it's actually a longer guide)
By Bnn1
It's just some tiny tips bro, nothing to worry about (actually please worry, it took a while to write this).
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The Hideout
Warning. Before you start reading, go into your game, and to your options > keybindings, and memorize your buttons. I have a customized button layout, so I can only tell you some of the default buttons, I do not know all of the default keybinds, but I will try my best to tell you! If in doubt, read your keybinds.




This is how your starting Area looks like. On the right, a desk with a computer is seen. On the left, a wooden crate is visible.

The computer serves as your trader, and ingame comms system to communicate with the 3 factions in the game, to get jobs from them.

The wooden box is your Stash, where things go after you finished a mission, and where you can stash things. But we will get to this all.



Behind the place you start, directly adjacent, is a shooting range. While in the Hideout, you have infinite ammo, so do not worry if you shoot a few times on accident, you will not lose any bullets.

This also makes it the perfect spot to train your weapons skills and exercise shooting and learning how each weapon behaves when fired semi or fully automatically or in burst mode, when available.


This little button here that you can activate with the default interact button (F), allows you to send the target out to the range so you can shoot at it from a further distance, and to recall the target to its starting location, so you can check out how well you performed when shooting at it.

When we hit "I" (or what ever your "Inventory" Button is set to, we can open our inventory.
Here, we see slots on the far left, for helmet, plate carrier, carrier rig, backpack and the laptop slot (the laptop is always locked in).


The primary slots on the very top, are the weapons (the 2 long slots), a slot for melee (unused) and a secondary sidearm.

The heart symbol you see above is your health, in %, 0% means dead, 100% means healthy. Next to it is your current encumbrance, aka, how much you carry. This is crucial since more weight = slower sprinting.

***Do not worry about my key settings, I have been using custom and messed up keybindings for over 28 years now (I'm 40 and started playing games at about 12) and never struggled to play any video game with my custom setup.***


This is our Belt. Our Belt is a permanent part of our equipment, and cannot be replaced, lost or otherwise used.
Every item placed here is subject to the following manipulations:

+ Medicine items placed here will be used when pressing the "Quick heal button"
+ Magazines that are placed here will be taken from here, and placed back here if possible

It is unwise to clutter the belt with items that dont serve a direct purpose. In other words; dont stash stuff like Keys or Loot here. Stash medications here. Like this:


This way, when pressing the "Quick heal" button, you will use a bandage, painkillers or injector, when needed. I will describe these items later as well, do not worry about them.

Items that you put in your BACKPACK won't be used to quickly heal, and magazines that you put in the backpack, won't be used to reload your guns. Only your RIG and BELT will be used to access items like medicine, and magazines.

Your carrier vest/rig. In here, you have a certain number of small square boxes. Boxes directly adjacent to each other count as "combined". See how the AK magazines take up 2 slots, one above each other? You could not stash this magazine in the BELT unless you flip it around (Drag the items with the mouse, then press "R") sideways so it fits.

If your vest is filled up completely, and you have magazines for your weapons in there, when you reload, your character will throw away the magazine because your Rig/Vest is full!!!

Make sure that you have at least a 2x1 spot (one magazine so to say) free, so you can reload your weapons without losing a magazine.

The carrier vest also provides armor against enemy bullets, but we will get to this in the Weapon / Gear section.

Our backpack. Sizes vary depending on each different backpack, but for now, we stick with the default one, a black large backpack that is more than sufficient, even for advanced and endgame players. You can stash items here, but remember what I said; magazines and medicine you put in here, are NOT used when you press the reload button, or the quick heal button.

Best to stash only loot here or items you want to switch out in the field.



At the very bottom we have this ^^^^
It's our "quickslots". You can drag medicines in here, so you can press the corresponding slot to use them specifically. A bandage on 5 allows you to bandage yourself, when pressing the button "5". It's a nice idea, but I found it to be absolutely useless, since the quick heal button does everything you need for you, healing wise.


The wooden stash box. It allows you to save items in it, pick new items from it to take on missions, and you can stash weapons in here to modify them, but we will get to that later, in a bit. The first thing you should do is look inside.

This is pretty straight forward. You store items either in the middle, in the large central container, or on the right, in the specific containers. You can switch categories too, by clicking the texts at the top that say:
Weaponry, Ammunition, Gear, Medical

On the RIGHT side you see containers for these specific items. They are self explaining. Next to the text that says "Tier 1" you can see an arrow pointing up. If you have enough money, you can click this button to upgrade a box on the right so it is bigger. You can also scroll down, and buy additional boxes in each category. It's just simple inventory management, that is all.

This concludes our visit and checkout of the hideout. There is nothing else over here to see, other than a bunch of locked doors, and the computer.

Let's use the Computer we saw, earlier! In the next chapter, that is.
The Computer
Our computer is our heart of operations. You can use it to Trade, get missions, meet up with friends, and check your faction reputation. But one thing at a time.

This is our emails folder. On the left you see all available emails.

After clicking on one, you will see the text contained in the email. If this was a mission email, you would see a small text box at the bottom that says "claim reward". You would have to click that, to claim your reward.

The job list. Each job has a title, that is only semi-important. What is important, is the location (Quarry or Bunker), and the Faction giving you the job.

If a missions text HAS a mention of another faction, then you can almost be certain that doing this mission will upset another faction.

On the flip side, if you complete missions for a faction, you will get faction respect or "loyalty".

The loyalty is important. Each bar represents an Equipment Tier. Since equipment like backpacks, ammo, weapons, are all locked behind these tiers, it is crucial to level up your factions so you can buy better gear. But we will get to this soon.

If you lose a mission, because you die or retreat, you lose reputation. A "undefeated" streak, the bar at the bottom that says "Success Rate" might have an influence on something, but I havent seen any impact YET that feels noticeable.

Next is the "tasks". Tasks are pretty useless. The only thing THEY do, is that you have to do challenges, like killing a certain amount of enemies with headshots, or kill a certain amount of enemies with a specific weapon, or collect food rations or fuel, or escape the zone with a certain amount of loot value, but all in all, these tasks are useless. They do not give reputation, and the loot they give is abysmal. Dont bother with them.

This is a mission extended so we can take a look at it.
By clicking "Track" we lock this mission in so it is our current mission to do.

It also tells us the objective, planting a bomb and then escaping. We get 10% reputation for completion, and the loot we get is also shown. Pretty straight foward so far, isn't it?

This is the deployment window. You can see two locations, and our home in the middle. One location is the Quarry, and the other is the Bunker. Depending where you want to go, you click on that icon.

On the right we see the "Create Party" button. If you do this, a friend from your friends list can join you in this screen, and then be deployed WITH you.

If you set the bottom switches to "Public", you can join a public game, meaning, you can play with others that you dont know. Since you cannot communicate in game, this is a bad idea, the only thing that will happen is that someone joins you, and friendly fires you to make you lose your equipment.

This is why you always turn off the second setting, "Friendly Fire".

Below it, is the arrival time. Pick this to do a night/early morning, or daytime/sunset mission to your liking.

The loadout means, what you take with you. Provided means you get an average equipment. When you lost all your weapons or you dont want to risk your equipment, you can use this. The downside is, you cannot take any loot with you, as it is deleted when you finish the objective and return home.

Custom means, you take with you what you have assembled in the Hideout, and if you die, you lose it all.
The Trader
This is most likely the most complicated thing in the entire game.

You can play Incursion with just weapons you were provided, or you found in the field. But the real beauty is that this game allows complex, indepth and very advanced weapon building mechanics.

You can strip most if not all guns to their basic parts, until nothing but a frame is left, or the trigger group / assembly. This is superb, but very very overwhelming for a new player, and for someone who knows nothing about guns, this is too complex. I will cover it in its own category, so the trader section will be very short.

Our trader window. A lot of it is self explaining but I will explain at least the basics of it.

This can be used to filter for certain Tiers. You start at Tier 1 for all factions, and then have to work up. If you want to filter for specific tier unlocks, use this. But dont forget to click the tiers again, to stop filtering for them, otherwise you might wonder why the trader seems empty. It only shows items that are currently filtered if a filter is active.

In the SEARCH BAR you can search for words. In this case "ak" shows every item with an "ak" reference, magazines, the weapons, items with "ak" in it. Useful to quickly find items when you start remembering their names, like "handguard" to show all handguards, or "eotech" to find the eotech quickly.

You can also click those little triangles on the left at the categories to extend them. Makes filtering easy, but some categories have a heap of items in them, so take your time to investigate this list.

If you searched for a specific item or clicked a specific category, do not forget to clear your SEARC BAR and click the "X" on the item listed above - otherwise you will stay stuck filtering for "weapons" in this example and wonder why no other items are showing up. Clear your filters, is what I am trying to say.

Right click on an item you can buy, to open a context menu. Using "compatible search", you can now search for EVERY ITEM compatible with this item. So you can quickly see, what fits on a weapon and what not, or what scope needs which rail, and which rail can attach to which grip or handle, and so on.

This is very complicated, since some items are nestled inside of each other. For example, for some grips, you need a rail and on that rail goes a flashlight. The easiest way to approach this is select the handle, then search "compatible", then when you see a rail, "search compatible" on it, so you can see the item that fits on it.

It is very very complicated, but it is fun building weapons from the ground up, and once you memorize the items you need, it becomes childs play.

The stock of the item. Solid green dots indicate that you can by this item X amount of times, one dot is one item. If the dots are light green, this means the item is "coming in" and the stock will regenerate over time. If this is after successful missions or any mission or any deployment, I can not tell you. All I know is that the stocks reset.

To buy ALL items, you need to raise your reputation with certain factions.

This needs a higher rank in IGC, for example. This makes the reputation system pretty disappointing, and I give you this advice;

If you play solo, and even if not, RANK UP UICS first!!!

Nearly all weapons are locked behind UICS ranks. If you get UICS max rank fast, you have a powerful arsenal you can buy or modify.
The Customization
The heart of the game. For a game this simple looking and "cheap looking", the mechanics inside are very sophisticated.

Essentially, this game is a "weapons building simulator" since you can modify every part of a gun, minus fiddling with the trigger group itself - if you did that irl and have no clue what you do, you need to bring the gun back to a gunsmith to have it repaired, as some parts, IRL, are way too complex for a newbie to understand.

First of all, go to your stash, and make some room around the weapon you want to modify. In this case I want to modify an AK74M.

Look at the inspect button. Click it.


The weapon overview. You see a bunch of stats at the bottom, that you can investigate. How much recoil the weapon has, the sighted range, accuracy, firing rate, and so on and on - just dont worry about them if you have no clue what they mean, if you want to learn, then just think of each statistic, do some research, and you will learn how guns function and what each parameter means.

This here is the build parts that make up the weapon. In the case of this gun, top row, left to right:
Magazine, rear grip / pistol grip, hand guard, dust cover, butt stock, top rail attachment (empty in this case), muzzle brake, currently chambered cartridge (empty since we did not use this gun and no cartridge is in the chamber).

Lets replace the handguard with a handguard that has a rail, so we can equip a flashlight.

Drag and drop the front handguard, as if it were a folder in Windows (or your OS) and drag it out of the gun. You can move the window with the gun in it around as well, just as if it were your Windows (or other OS) explorer windows so it is out of the way.

Drop it somewhere in the stash. Notice the weapon being red, and highlighted in green? Green means the object you are dragging, fits onto this weapon. Red means, the weapon is missing a crucial part, in this case, the handguard is currently taken off, meaning you cannot use this gun, or you would burn your hands since you can not hold the gun by its barrel, as it starts heating up when you shoot, burning your hand once it gets too hot. You can grip it by the magazine, but that is highly impractical. We are also talking REAL LIFE and not in the game, so i will drop this topic.

The guns preview window shows the exposed gas tube with the piston inside, and the exposed barrel. This gun is currently not operational in a user-safe manner.

The gun is RED meaning it is missing a crucial part.

Rightclick the gun and click "Compatible Search". You will be teleported into the Trader screen.

The game automatically searched for ALL ITEMS for this weapon. We do not have ANYTHING unlocked, but on page 2, we have the "B-10 Handguard". Buy this, since it is the only one we can buy so far.

The item is in the shopping cart. But we do not want to buy it yet, instead, we need to buy something that goes on it, as well.

What do we do? Exactly!

INSIDE THE TRADER we right click the B-10 handguard and select "compatible search".

Can you see the pattern of how it works, yet? It's so easy to learn, isnt it!!!!

We want to buy the "Flashigt" (its spelled wrong, dont worry about this, it may be fixed in an update) called "Surefire mini scout". Buy it, and then buy your whole shopping cart.

Items you bought go into the Stash, so this is where you go next. You can press TAB to switch between Stash and Computer, remember?

Look at this. The first 2 Stash slots are now taken by the flash(l)ight, and the handguard.

We can rightclick > inspect, to see that this thing ALSO has slots at the bottom that are free! One for the grip, the others for other attachments.

We drag the flashlight over into the middle rail slot, but any other works. The middle rail just means the flashlight is going to be on the LEFT side of the handguard, you can position the attachments you want to attach whereever you want.

Fits like a glove, notice the flashlight attached to the LEFT side of the handguard.

You got it, we drag the handguard ON THE handguard slot of the weapon now. Look how the weapon is green meaning we can quickly drag it onto the weapon itself, or into the slot. I prefer the slots, since its more accurate and in depth, but you can also drag the components on the weapon, as long as everything highlights green, it fits.

Handguard "Izmash" was replaced with the B-10 + Flash(l)ight!!!

It really could not be much easier. Left side handgrip shows a functional flash(l)ight.

This is the basic operation of the whole process of replacing components.

The only thing you need to do, is only remove parts you can actually replace. If you have no buyable parts, you can't replace them, and if you sell your parts that you removed, you brick the weapon, making it unusable until you can fix it.

The Loot
There is nothing better in any video game, than looting.

Loot comes in a bunch of varieties, food items, weapons, loose ammo, magazines, clutter items like handsaws and hammers, and rare and super rare items.

Two types of loot containers. Hold F (or whatever your interact button is) to loot.

Nice, we found a green soap, a metal clamp and some loose ammo!
We can sell them for varying amounts of money. Essentially:

+ Weapons: best money because common
+ Normal challenge / clutter items: batteries, walkie talkies, etc - good money but may be large and bulky, watch your inventory space!
+ Rare items: Matryoshkas, etc. - rare but costly
+ Super Rare items: Golden Mirrors, Vases, etc. - up to 46k for one of them, keep your eyes open for these!
+ Garbage: Nails, rations, etc. - everything that is worth only 20-40 bucks is absolutely a waste of space unless you are doing a specific mission to find those

By right clicking the object and then clicking "inspect" we can see the money worth on the top left corner.

Picked up items in the Rig. Bad Idea since the rig is now cluttered up with loot. You can hold Ctrl and then Left Click to quickly pick up an item, into the backpack, and once that is full, to the belt and the Rig.


Dead enemies can also be looted, their inventory looks similar to yours. Maybe take at least their rifle if you can, but the saw or nails or other cheap items, I dont know, dont take them, they are useless cheap clutter.

Let's return to the hideout real fast. Once we are there:

Found a golden mirror. Look at the value! Right click and then "sell", you can sell things once you are in the Hideout.

Cash was made.

The essence is, taking only items that you can sell fast or if you dont bother clicking "sell" a hundred times, you can fill your whole inventory up with nails and useless clutter.

But the best way to farm money fast is to grab only a primary weapon so you can loot another one, and sell the spare weapon when you are home, hoarding magazines and selling them, and keeping your eyes out for expensive loot that looks valuable and actually IS valuable.
The Mission
Lets do our first mission! Firstly we pick our loadout, but that you can figure out for yourself. Come on, it's not that hard! It's just dragging items from your stash, into your inventory! Or buying new stuff. But we already did somewhat look at that, and it really just easy to do.

So we pick a mission instead and go right in, since I have my loadout ready already.

We are doing a mission for UICS! For 5% reputation, a few painkillers, a scope, a magazine for weapon we cant buy yet, and some cash, we just have to install some bugs!

The game tells us we need to go to the warehouse to install them, so lets start.

In orange, I highlighted the marker for the mission. We have set the correct starting time, private lobby, friendly fire doesnt matter, and of course, custom loadout.

Once you are in the ready room, you have one last chance to abort, and return to the Hideout, or click on invite to invite other players, OR you can click "READY".

Once ready was clicked, you will see a green READY text, as well as a countdown for the mission to start.

This is a box that spawns for missions with Jammers, Explosives sabotage, or Bug planting.
In some missions, mostly in the Bunker quests, it can actually spawn too little Bugs, making it impossible to finish the mission. So the best thing is to count the items in the box, and see if they line up with the items needed for the mission.

We need 3 bugs, and there is 3 bugs in here. Good. We can do the mission then.

If you press the button "4", you open your GPS tracker pad. Here you can see a topographic map of the area, and the mission objective in the top left corner.

I highlighted the Bug symbols on the warehouse in orange. They are gray in the game, so look for them carefully.

This is our starting location, so we know now how to plot our route. Do this as you want, explore the level, or rush to the objective. As you please!

This is an indicator where to place down a quest item, in this case, its a Bug. Hold F (or interact) to plant.

A placed bug, it also makes a noise.

After placing all 3 bugs in their spots, the mission indicator says "3/3" and the progress bar for the mission is full. Lets leave the area.

The extraction zone is, as of this update, highlighted with red smoke and a bright red flare. Neato!!!

It won't allow me to leave the area... ah see? Mouse over the extraction symbol, an arrow pointing into a box thingy, you can see, this exit is CLOSED and opens in... way too long. I just went to a different exit.

After 10 seconds of waiting and surviving at the exit, I am back here. In the Hideout. And this is waiting in my Computer. An email with the "Receive Rewards" button, and thats it! We get our Reputation, and our loot is put in the Stash once we accept it.


Good work!
The Gear - Medical
Last but not least. I want to talk a little bit at least, about the gear in the game.

I already mentioned the gear and we already looked at the complexity, but we need to look now, at what EACH individual item does. So let's get to it.

I will not cover weapons, as you need to do some investigation yourself, to find your favourite weapon, and because the weapon building is the most fun part of this ;)

I will start off with Medical items. You will need those the most, on higher difficulties. These are all locked behind Faction Reputation Tiers, so to even be able to heal yourself, you may need to grind out ranks first. Annoying but it is what it is!

Our classical bandage. Since every weapon has a "chance to wound", you can start bleeding from being shot. If you do, you definetly need this or you bleed out. I never had the bleeding debuff so I cannot tell you how fast you bleed - hard to bleed if you never get hit :P

The health injector. It plays a nice animation, and the empty injector is discarded on the ground, pretty neat!
This is the only thing keeping you from dying after you fell, or got shot. It heals a decent amount of damage, and will fully heal you if you use more than one after being dangerously injured.

Default Painkiller. The most useless medicine. They "masquerade" your health up, but only temporary - they do not permanently heal you. This means you can continue to fight, but you are not healed. Their effect only lasts 160 seconds, after that, you are back down to your original health which means you might die in the next hit. Useless item. Sells for 480 dollars though.

Revive syringe. When you are playing with another player, if one player falls, the other hopefully has a Revive Syringe on them, or can loot the one from the downed player, so they can be revived. The most powerful item in Co-Op, but surprise, it is locked behind ICS Tier 3, so it takes a lot of leveling to get this item in the first place.

The Gear - Ammo
Ammo is the heart and soul of your operations, since you can't exactly toss rocks at the enemies to hope and kill them.

The only important thing to know is, the stats. And those I will show you, and explain a little about what they do. Which weapon and ammo type you choose is up to you though.


Standard 9x19mm Ammo for the MP5, Glock and Sig Sauer 320 and the Russian PP-19 SMG.

As you can see it has a Damage of 58, which is on assault rifle level. It has a 8% chance to start a bleeding wound in an enemy on hit. Its piercing Level is 1, which is abysmal. It has a low penetration of 10 as well.

What those mean, I dont know. But lets just say, the bigger the penetration level, the bigger the chance to penetrate a high level armored vest. And the higher the penetration, the higher the damage it will do. So, MP5 means a literal mag dump into the enemy, as even low level body armor will absorb most of the damage.


Standard AK74 ammo. This is a whole different ball game. It has level 3 penetration and really decent penetration values. The damage might be less, but since all enemies in game at least have a chest protecting Rig, you can count on the fact that THIS ammo will stop these guys for sure, and easily so.


Standard M4 and similar STANAG compatible ammo for western weapons. 5.56x45mm is good. It features higher damage, but lower penetration, after all, this ammo was according to legend, invented to tumble and wound, rather than instantly kill and overpenetrate. It is very, very powerful though. In the game, it performs better than the russian 5.45mm ammo.


SKS ammo. Ammo for the first and easily and cheaply affordable sniper rifle you can buy in the game, it is powerful, but not that impressive. It lacks a little bit of penetration, but alas, it is cheap and strong. But not overly strong at piercing armor.


Default NATO ammo for weapons like the SCAR H and the FN Fal. Powerful. Since you can buy the FN FAL from the beginning, but not its ammo, its worth buying some magazines (they come pre-filled) and use the FAL for a long time, and farm any ammo of this kind you come across.


00 Buckshot, default shotgun ammo. Really useless. It has a decent damage and high wounding chance but since all enemies wear body armor, and this stuff is instantly stopped by every level of ingame body armor, you either get close and do headshots, or get ready to dump a whole mag into the enemies, and they might live. Wounding is also hard since, you know - if you can't even get through the armor, how can you wound someone. You can't!!!


Rifled Slugs for a 12 gauge shotgun. Highest damage in the game, decent penetration. Much better than 00 buckshot, and stronger even than most rifle rounds, but at the cost of penetration effectiveness. Still, it can easily one shot a target if it hits at the right distance. Sadly, unlocked VERY LATE in the game.


FN FiveseveN and P90 ammo. Thin, smg sized rifle style ammo. The best damage penetration wounding ratio in the game, just unlocked relatively late. Since it fits in a pistol and an SMG alike, and performs the same in both guns, using the FiveseveN pistol can be more than enough to clear a whole level. You can literally spam a lot of loose cartridges into your backpack, a lot of magazines into your vest/rig, and keep the primary weapons open for something else, meaning you can steal 2 weapons and sell them. Best ammo ever.

The variants for the ammo types, I won't specifically list now. Each ammo type has a "Armor Piercing" Variant as well. Those are heavily locked behind rank ups, but do what they are supposed to do; killing enemies with high level body armor is even easier with them, and in the case of the 9mm ammo, possible at all. Still, cannot recommend the 9mm AP ammo, just stick with a rifle caliber like the AK or M4 types.
The Gear - Rigs, Helmets, Backpacks, Misc Equipment
Rigs, Helmets and Backpacks serve different purposes.

Rigs not only allow you carry some extra stuff and put useable magazines and items in them, but also provide protection.

Helmets protect your noggin against damage, but everyone who ever watched a Kevlar Helmet vs Rifle Round visualisation knows that rifle rounds just go through a helmet on a direct aimed hit. As it was early on in wars, Helmets serve the psychological effect of comforting and making you feel safe. And protect against falling rocks, some shrapnel and tree branches and dirt falling on your head, you get the idea. A hard hat that is more expensive and more fancy.

Backpacks are where you keep your stuff. Pretty normal that. And self explaining.

Unarmored Carriers - need a separate plate vest


Virtus unarmored rig. It only serves one purpose: letting you carry things around in its pouches. As is common with unarmored Rigs, this is solely for carrying ammo and items, you need to buy a separate armor plate vest.
As you can see in the inventory manager window, you have 4 2x1 pouches for magazines, and 4 extra single cells to put medicine or loose ammo in.


D3CRM carrier.
It has 4 2x1 mag pouches, 2 loose cells, and a 1x4 row that also allows magazines to be stored horizontally (press "R" when dragging a mag to rotate it under the mouse cursor!)

Armored Rig - Plate Vest plus Carrier Rig combined!

JTAC V1.
Newbies first rig, most likely. Features 4 2x1 mag pouches, and a 1x3 pouch for either single slot items, or one more mag and one more single slot item.

Protection Level 2, 100 armor points. Armor points reduce with each hit, until the vest is not protecting against bullets at all anymore. Replace your vest when damaged.


AVS SL Rig.
Has 6 2x1 magazine slots, where 2 of them are combined into a 2x2 cube. Use the space as you see fit. Protection level 3 means protection against high caliber sniper rounds.


AVS Rifleman V4. Expensive.
Donning 4 2x1 puches, one 1x4 and one 1x3 pouch, plenty of space. One of the 2x1 sections is again combined into a small 2x2 cube shape, allowing a larger item to be stored.

Protection level 4, 120 armor points. Protects heavily against all calibers.


AVS PL SGT. Most expensive armor.
Weaker than all the other armors, but comes with one upside; it is the perfect loot goblins' vest.
Dons 7 2x1 pouches, two of them arranged into a 2x2 cube shape, as well as a 1x3 pouch. If you ever wanted to carry loot, this is the vest to get, if you can afford it.


AVS Plate Carrier. The basis for all AVS vests, there are no pouches attached onto its Velcro strips, meaning you need a unarmored carrier rig to combine with this.
Protection Level 2, 80 armor points.


JPC Plate Carrier. No carrying capacity on its own, but comes with armor.
Protection Level 3, 100 armor points.

Helmets - keeping the inside of your noggin safe!
Every Helmet can attach a set of Night Vision Goggles to it.


Kiver RSP.
Nightvision slot, as well as (nonfunctional) Headphones slot.
Protection Level 3, 70 armor points. Replace when damaged.


Super High Cut Ops Core Fast MT V1.
Lower armor class, but more hitpoints.
Protection level 2, 100 armor points.


HHV helmet.
More hitpoints than Kiver RSP, same armor class.


Hi-Cut LSHZ.
Worst Protection class but comes with some stylish... covered up tactical goggles. Why this thing is weaker but more expensive than all the others, no idea.
Protection level 1, 80 armor points.


Team Wendy EXFIL.
Aside of the cute name, highest protection class of all helmets. Most expensive by far, too.
Protection Level 4, 105 Armor points.

Backpacks
AVS Mini.

A single 3x4 cluster of inventory space. Not worth taking, even though its cheap. Too small.


AVS Delta Pack.
A 4x4, and a single 2x4 cluster. Great beginners backpack, you start the game with 3 of these.


CamelBak.
A large 5x4 cluster. You can store a larger item in here than in the Delta pack. Circumstantial choice, if you plan on plundering weapons or bigger items, take this. Same price as Delta pack.


Mystery Ranch SALT Backpack.
Talk about a mess of a backpack.
In the middle, a 5x3 slot for a large rifle.
On the sides, 2 long sets of 1x5 pouches.
On the bottom, a 2x4 pouch.
Messy and all over the place. Maybe good if you want to steal a long rifle and bring it home.


ADA Assault Pack.
Talk about large!
2 6x3 slots means you can take a ton of loot like vases, batteries, cables or golden mirrors etc., or 2 large sniper rifles as loot with you. The largest backpack for a reason, it costs a hefty 7,500 dollars.

NVG Night Vision Goggles

Unlocked relatively early in the game, these are your best friend in any mission that takes place in the dark.


Attached to Kiver RSP in the "NVG Slot", by simply dragging the NVG on the helmet.


NVG picture in decent low light conditions...


...but terribly dangerous when looking at bright lights, and when your friends shine their flashlights into your direction.
The Interface (I'm getting tired)
Since I am really getting tired and I actually just wanted to spit out some one-liners and submit it, and instead made a lengthy guide that even I might read from time to time, I will just sum up the last 2-3 things.



This is your health bar and stamina bar and strength bar.

If you take damage, your health goes down, the red bar.

If you sprint, the blue bar goes down and the screen becomes blurry if drained. The stamina drains faster the more carry weight you have with you.

The brown bar is "strength". When you hold your weapon in "ironsight / scope" mode, this bar slowly goes down. The less strength you have, the more your weapon will wobble and the less accurate you will be able to shoot.

The strength bar recovers very slowly, so only aim when needed.

On top of the healthbar, sometimes symbols appear, meaning that something has happened to you. Bleeding, or similar.



When you press "F" to switch firing modes, you get an indicator, which firing mode you are in. Only some weapons have a "burst mode" and some weapons have only semiautomatic mode.


Very hard to see, is your compass at the top of the screen, you can use this to navigate.

That's about it, I'm so tired now. Thanks for reading. Hope someone liked it.
7 Comments
ᵖᵘˡᵍᵃˢ Faces 28 Sep @ 7:26pm 
This is an amazing guide, thank you for taking the time to make it
Pops1918 29 Aug @ 10:09am 
Excellent intro, thank you! Some of these interfaces seem either slightly counterintuitive, or like they would get a player in trouble by not doing quite what it usually does in most other games, so this is a solid primer.
Bnn1  [author] 16 Dec, 2024 @ 1:54pm 
I did a few mistakes but i ironed them out, there was a picture missing for how a dead enemy's loot looks like, has been added. All in all i am somewhat happy considering I wrote this down while sick too lol.
UnKn0wN 16 Dec, 2024 @ 1:33am 
excellent guide, thank you very much.
there is a lot of things the game don´t explain, you´ll find the details here.
a must read for anyone starting playing this game.
715_DSM 14 Dec, 2024 @ 1:26pm 
Мужик ты просто супер!
TwiddleTwaddle 3 Dec, 2024 @ 6:31am 
Great guide!
waba15 13 Oct, 2024 @ 3:53am 
take my steam points