Cheats Codes and Walkthroughs for Sony Playstation 2 PS2: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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Sony Playstation 2 Tom Clancy\'s Rainbow Six 3 Cheats, Codes, Hints, Tips and Walkthroughs
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Sony Playstation 2 Strategy Guides Canada:  Sony Playstation2 Tom Clancy\'s Rainbow Six 3 Official Games Strategy Guides Books
UK:           Sony Playstation2 Tom Clancy\'s Rainbow Six 3 Official Games Strategy Guides Books
USA:         Sony Playstation2 Tom Clancy\'s Rainbow Six 3 Official Games Strategy Guides Books
Tom Clancy’s Rainbow Six 3: Squad Based Terror FAQ/Walkthrough Written by Neil Stump - aka Widgeon Infantry
Tom Clancy's Rainbow Six 3 : Official Strategy Guid
USA>  1. Tom Clancy's Rainbow Six 3 : Official Strategy Guide
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Tom Clancy's Rainbow Six 3: Official Strategy Guide
Canada>  Tom Clancy's Rainbow Six 3- Official Strategy Guide
Tom Clancy's Rainbow Six 3 (PS2): Official Strategy Guide
USA>  Tom Clancy's Rainbow Six 3 (PS2): Official Strategy Guide
Europe>  Tom Clancy's Rainbow Six 3 (PS2): Official Strategy Guide
Canada>  Tom Clancy's Rainbow Six 3 (PS2): Official Strategy Guide
Note:-  This game is also known as - Rainbow Six 3

Open the door a crack:
You know when you need your team to open, flash and clear a room, but they’re too retarded to throw a grenade. They open the door wide and get blown away by tangos before doing anything and then you’re all alone. Well, here’s what you do. Make sure to equip yourself with any grenades you might want to use, then when you know there’s a bunch of goonies on the other side of the door, you get close enough to open it, but then use the up and down on the d-pad to open the door a crack. Using these buttons will make sure the door doesn’t open fully and then you can toss in a grenade without them even seeing you. Happy Hunting!

Sent in by Neil Maynard

Unlimited Ammunition - This code is not entered by buttons, but is a trick already incorporated into the game. When you get low on ammo for a submachine gun or automatic weapon ( including M60s, pistols, or assault rifles,) press O to reload. This may not seem to have any effect at first, but to see how it does, look at your clip counter. It might say 21, for example, and in bold numbers next to it 13. That means that you are expending your 13th round on your 21st clip. If you press O, you will reload to your maximum number, but still stay on your 21st clip! This works as many times as needed.

Penthouse: Easier Kills - Even though you are told 'no shooting' in this level, there is a surprise later where you have to shoot to first save someone then escape. Because of this, change your secondary weapon to either the Desert Eagle or SR-2. This way you will not have to shoot someone four times to kill him with a weak silenced pistol.

Oil Refinery - On the first level that you are in an oil refinery, take an HE grenade launcher as your secondary weapon. At the end when the enemies fire RPGs, take it out. Step out from under the roof area so that enemy fires an RPG. Three enemies will appear. Shoot an HE round to kill them. Move back under the roof, reload you HE Grenade launcher, and wait until a second RPG is fired. Move around the corner and with your HE grenade launcher and shoot the man that is standing there. Turn around, and when the garage door opens, shoot the barrels on the right side with your primary weapon. Kill all enemies, secure the hostage, and the level will be completed. It recommended that you save the game when you open the door that leads to the RPG area.

Conserving Ammunition - After every fire fight, reload even if you have 22 rounds remaining. If you keep doing this, you should have enough ammunition for the long fire fights and levels.

Gun Guide - If you are going into a total building level such as the Crespo Foundation, take along a shotgun or a submachine gun. The reticule does not shrink as much when you move with an assault rifle. You will move around a lot in buildings and room clearing. For places like an oil refinery, which has big indoor rooms and some outdoor areas, take an assault rifle that is compact to carry a punch but is still semi-maneuverable in rooms. In industrial indoor settings, take a sub that is good for big rooms and is still effective for small rooms. In total building settings, take along a shotgun. Its targeting reticule barely shrinks when you move.

Custom Mission Map Select - Press Start at the main menu to enter the menu with 'Campaign', 'Custom Mission', 'Split Screen', and other options. Press L1, R2, L2, R1, Left, Right, Square, Circle to unlock all maps in custom mission mode. This code also unlocks all difficulty settings for the the practice missions.

Garage: Capturing Emilio Vargas - In order to capture Vargas you need to move fast. This will cause you to take some damage, but to take out enemies quickly use the HE grenade launcher or the Red Phosphorus grenade launcher. Use it on groups of enemies as you are chasing after him. This works best on the two guards in the cafeteria style room; if you have not caught him yet, you can shoot the grenade off the wall and take both out without stopping.

Four lives - This may sound totally selfish and un-Team Rainbow–like, but it's true: Consider your squadmates expendable. For one thing, they never actually die—they merely become incapacitated. So feel free to sacrifice them whenever you want. In fact, most of the time, you should just hang back and let them do all the work. You're management, manage from the back

Open and clear - Your team carries a lot of flashbangs and breaching charges (nine by default). And in the longer missions, team members suddenly get reequipped when you transition between parts one and two. Basically, there isn't enough doors in each level for the team to run out of flashbangs and charges. So why merely open a door when you can flashbang or breach it? Breaching takes more time, but it disorients your foes more (because of the noise), puts up a smoke cloud, and doesn't hurt you if you're accidentally looking toward the door. Flashbangs, though, are good because they don't actually kill in a more confined room with the possibility of a hostage, a flashbang is a safer bet (just remember to look down after it's tossed).

Don't forget the Zulu code - If there's more than one entry way, always use the Zulu code. Just remember to say "on Zulu" when giving your order, and then " Zulu" when pulling it off. Order your team to open, flash, and clear on Zulu, then give the Zulu order, wait for the flashbang to go off, open the door, and storm in.

Grenades are your friends - Don't forget smoke and flashbang grenades. If you're not entirely sure of what's in a room, toss in a smoke grenade and turn on thermal vision. You can then see any tangos in the area, while they have to deal with all of that pesky smoke. The preferred grenade launcher? The tear-gas (CS) one. You can toss in a tear-gas grenade, take out any tangos that are flailing their arms around, and leave all the hostages nice and safe.
Sent in by Louwyst
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