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When entering the Police Station and going into the
door in the top left corner you will reach a room
with zombies. After killing them, enter the next room,
which contains the lockers. Once there, go to the
other side to find a locker with a light on it.
The game will prompt for a code. The code is "0131",
"0513", or "0114". Capcom made Resident Evil 3 hard
to cheat by making the combinations for the lockers
and locations of items in different numbers and
locations. Do things differently in each game and
you will get a different game each time it is played.
Use the S.T.A.R.S Card in the computer in the main
entrance of the Police Station. When you get the
S.T.A.R.S Emblem Key, go to the S.T.A.R.S Office.
When you are in the office, go to the big locker
next to the out-of-commission message receiver. Open
the locker and you will get a Grenade Launcher. Some
people may find the Magnum in the big locker. In this
situation, the Grenade Launcher may be found in the
Sub-Station.
One of the combinations when making the vaccine medium
in the hospital is 2 and B.
If you can, try and kill(disable) Nemesis at every
opportunity you get. Every time you manage to kill
him, he will drop an item for you. The items he drops
are as follows.
1st time : Eagle part A
2nd time : Eagle part B
3rd time : 1st Aid Kit
4th time : M37 part A
5th time : M37 part B
6th time : 1st Aid Kit
7th time : Unlimited Ammo Kit
The Eagle parts combine to form the Eagle 6.0 handgun.
It fires 9mm bullets and has a chance of causing a
"critical" hit. This "critical" hit will kill any
non-boss opponent with one shot, but it happens
randomly.
The M37 parts combine to form the M37 Western Custom
Shotgun. This is a shotgun a little bigger than a
pistol and has a very good rate of fire. It only
stores 6 shots of 12 gauge, but is still a very good
gun.
The Unlimited Ammo Kit can be combined with any
weapon in your arsenal to give it unlimited ammo
(duh). I suggest combining it with the Magnum.
Beat the game on hard and you'll get mercenary mode.
During the game you will see sticks of dynomite
strapped to the walls, or oil drums lying around.
Usually there are a lot of monsters by them. When
you see them, press L2 and X and it will aim to the
objects and blow it and all of the monsters around it
into bits. Just don't get too close to the explosive,
or you will blow up.
Beat the game once on either difficulty and after the
credits, you will get a key for the boutique in the
first street in the beginning of the game. When you
go inside you can change your clothes to Regina's
from Dino Crisis, or Jill's blue clothes from the
first game.
When you first encounter Nemesis outside the police
station, choose to fight the monster. Then run to
brad's body and search him for the card case. Check
the item and you will get a STARS card. You can use
that in the computer in the main hallway for the safe
code
To get the rocket launcher, you must first defeat
nemesis in the garbage disposal area to get the card
key, then take the facility key to the machine that
is next to the place where you put in the water
sample. Use the facility key in the ultraviolet ray
machine and it will put codes on it. You can the
return to the room with the steam coming out of the
pipes and go on the elevator. Use the facility key
at the door at the end and you will get the Rocket
Launcher
In the mini-game mercanaries you must save 6 hostages.
1 - Dario Russo - He's in the gas station.
2 - Woman - She is in the upstairs room of the press
office.
3 - Brad - In the basement of the restaurant.
4 - Officer Branaugh - He's in the area where you
find the fuse.
5 - Umbrella team member - in the area where you
find the oil additive.
6 - Umbrella team member - in the bar.
To get the chronos key you must combine the chronos
chain and winder key.
The oil additive needed to start the trolley is
located in a locked store room inside the sales
office. To unlock it, pick up the flashy remote on
a desk to turn on a TV. You will see a commercial
about some product from Umbrella Corp. Make note of
what the product is. Here are some that you might
come accross: Safsprin, Adravil, Aquacure. Go to the
nearby computer where Carlos just shot his zombied
friend. You will be prompted for a password. Type in
the name of the product. The store room is now
unlocked.
Combine the Gold Gear from the Clock Goddess Puzzle
with the Silver Gear. The Chronos gear is used to
activate clock bells. Insert it into the bell
mechanism on the third floor of the Clock Tower.
The starting time on the clock is random and the goal
of the puzzle is to get the clock to 12. The way the
puzzle works is each ball has a different value,
the Crystal ball is worth +1, the Obsidian Ball is
worth +2, and the Amber Ball is worth +3. Placeing
the balls in the past makes them negative(-1,-2,-3),
palceing them in the present leaves their value the
same(+1,+2,+3), and placeing then in the future
doubles their value(+2,+4,+6). Since the puzzle is
random you just need to do the math. Example: if
the clock reads 5:00 you need to advance the clock 7
hours there for you place the Amber ball in the
future(+6), the Obsidian ball in the present(+2), and
the Crystal in the past(-1). This gives you 7 hours
and the clock then strikes midnight. Again I say that
the puzzle is randomized and will not always be on
5:00 o'clock so you just need to do the simple math
to solve the puzzle.
Use this method to get all the infinite-ammo weapons
and infinite weapons pack. In the mercinary mode go to
the area with the dumpster and the hop skotch
paintings (the one right behind the bar.) Go up the
steps and take a right. You will then go north until
you get to the fork. Go through the door and you will
be in the deadend alley that is boarded up by red and
white boards. This can be done with all 3 mecinaries.
There are three dogs here. First kill 2 dogs
immediately. Then lure the remaining dog to where the
boards are stacked up. Climb up onto the boards.
Go to the opposite end and watch as the dog makes
attempts to jump at you. Take a small step forward
and press R1 right before he jumps. Your character
will jump backwards and get a dodge bonus. Immediately
after the character dodges, press R1 again to pick
up a combo for your dodge bonus. Repeat this process
to rack up tons of money and time. It takes time, but
it is sure worth it.
(Note: Additional mixing instructions are found within
the game file on mixing.)
66 Handgun bullets * -- Gun Powder BBA
55 Handgun bullets * -- Gun Powder AAA
40 Shotgun shells -- Gun Powder AAB
35 Handgun bullets -- Gun Powder AA
30 Shotgun shells -- Gun Powder BBB
24 Magnum rounds -- Gun Powder CCC
18 Shotgun shells -- Gun Powder BB
15 Handgun bullets -- Gun Powder A
10 Acid rounds -- Gun Powder BC
10 Cold rounds -- Gun Powder CC
10 Fire rounds -- Gun Powder AC
10 Grenade rounds -- Gun Powder C (mix A with B)
7 Shot Gun Shells -- Gun Powder B
* Concocting large amounts of Handgun ammo wastes
time, which affects your final grade.
With this code you can put more than 6 rounds into
your grenade launcher at once. If you have 6 fire
rounds in your grenade launcher, and you have 138
regular rounds in your item box, combine the ammo
onto the grenade launcher with the fire ammo in it
(it works with any ammo as long as the two are
different) and the 6 fire ammo should be in your item
box and the 138 in your gun! No reloading.
The shotgun can be your best friend against normal
zombies. When they come in small numbers or single
file, aim and wait until they are almost on you and
fire once for an instant, brain-exploding head shot,
or aim straight at a group to hit a wide spread of
targets.
Don't be afraid to run away very fast, especially
when you're low on ammo or when you're facing Nemesis
in the earlier parts of the game. Hand-to-hand combat
with the knife against the undead is never a good
idea.
The Magnum almost always unleashes an instant-death
head shot on zombies, but the ammo for it is scarce
most of the way, so it pays to save it for later.
Because you get branching choices for certain events,
always pay attention to your environment for clues to
how the choices might lead; they inevitably trigger an
FMV sequence that shows Jill escaping in the fashion
you selected. Most of the time, the outcomes are
predictable, and usually your choice doesn't
particularly matter to the rest of the game.
Successfully complete the game under the hard
difficulty setting to unlock Epilogues. Epilogues
are a short diary description of each character in
the entire Resident Evil series which describes what
happened with that specific person after their
adventure. Getting better ratings can unlock the other
epilogues. There are eight total Epilogues that can
be unlocked.
To get the combination to the medical locker in the
hospital, go to the room next to that room. Check the
dead body in the corner to find one of the following
combinations: "513", "101", "498", or "517".
Go directly to the Evidence Room in the Police
Station. Go to the number-based lock with the
S.T.A.R.S Emblem Key. Use one of the following three
passwords: "0131", "4011", or "4312". You will
receive the Emblem Key. Go to the locker in the
S.T.A.R.S Office. Open the locker to get a Magnum.
At the water sample machine near the dead factory,
enter "1 Right" for A, "3 Right" for B, and "4 Left"
for C. That should unlock half of the lock to the door
next to the elevator.
One of the codes for the music box in the top or the
tower is Down, Up, Up, Down, Down, Up.
When running, quickly and repeatedly tap Square.
Jill will run on one foot, and her other foot will
never touch the ground.
In the begining Brad will get attack by a zombie in
the BAR. He will throw him and the zombie will come
back at him. Jill will run over, You will take
control. DON'T help brad kill the zombie. You will
save 5 to 7 shots if you don't shoot. That is where
you save ammo.
To get Jill's Diary (a file), collect all thirty
files in the game in order. Then the first file
(Instructions Manual, blue) will become Jill's Diary.
The only way to see Barry is if ending B is unlocked.
To get this ending the following two points must be
done:
Fighting Nemesis Type B on the bridge: Jump off.
After the jump off decision, the final area of the
game will take a somewhat different path. You will
have to fight off Nicholai in a chopper. It is
recommended that you bring a Magnum and Grenade
Launcher (or Rocket Launcher if it has been found).
You can also choose to negotiate with him.
When creating ammo with the reloading tool, save
enough gunpowder to mix up the same type of ammo
eight times. On the eighth time, the game will prompt
"Do you want to create the enhanced ammo?". Select
"Yes". This ammo is more powerful, may have slightly
different effects, and once loaded into a weapon will
change it into an "enhanced weapon". Once you have
loaded a weapon with enhanced ammo, do not reload it
with regular ammo. You can only create two types of
enhanced ammo: 9mm handgun bullets and shot gun
shells. Also, do not combine enhanced ammo with
regular ammo.
In order to make a shotgun you must have gunpowder
BBB, grenade rounds, and the mixing tool. Mix
gunpowder BBB with the grenade rounds to make
shotgun parts. Next, mix the shotgun parts with the
mixing tool to make the shotgun.
When you enter the room in the clock tower with the
three statues holding trays, take the obsidian,
crystal, and amber jewels from them. There are three
clocks on the wall besides the two dead bodies.
Going from left to right, place the amber jewel in
the first tray, the obsidian jewel in the middle
tray, and the crystal jewel in the third tray.
The middle clock will open and you will get a gold
gear. Combine it with the silver gear and place it
in the slot on the third floor.
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