For the past year, I've gotten to where I just get lazy with my email and allow emails to build up quite a bit in my inbox before I answer them. I literally just leave emails hanging for a month or two at times. I was just looking through my emails a few moments ago and ran across this one. This kind of email means a lot to me and I wanted to share it:
I've just been getting back into playing RE5 mercs again. I love it but, I suck at it. Right now, my highest solo score on PA with BSAA chris is around 80k. A string of youtube and google searches for ideas on tactics and I found out that I've been playing using old info. Picking it up again and learning how to play it all over again, especially using Type B controls over Type D controls is going to take a lot of getting used to but I like it for that very reason. It is like playing a whole new mercenaries. I never had any problems getting SS scores in duo, but I like to attribute that to me and my partner just having insane persistence for getting a good run and a pretty tight teamwork game as well. After I get my game right and I conquer solo, I'm going to go back to duo and bust the scores that we previously set, and I'm going to use your guides to help me do it.
Anyway I guess that was a really long winded and unnecessary way of saying thanks for your guides, I share your enthusiasm for RE5 mercs (but not the skill), and keep up the good work. I'm always willing to support people that put a lot of effort into being good at something everyone can share.
I've also got a few messages in my guestbook much like this one. They mean a lot to me. The overall RE5 Mercs community is really annoying to me now and has been for over the past year making it hard to continue to enjoy and still write out info for the game. "It's not the game that is bad, it's the community surrounding it that makes it bad" so says a certain friend. That's all very true, but I won't even get into that.
At times, I think to myself, it would be so easy to move on from RE5 and just stay gone, but it's emails like this and certain friends that I play with that will keep me involved for a while longer. I will take many breaks from it from now on and work on other games (Revelations and ORC), but I'll always return eventually.
Aside from messing around with Missile Area, getting high scores has been thrown out the window for over a year now from lack of motivation. Documenting info for RE5 Mercs is much more important to me now. I hate leaving things unfinished and there are still more solo stages left to write some info about so I'll continue with that eventually.
Just last night, I had a brainstorm on one more project for Mercs 3D since I'm sort of back to playing handhelds once again. No one is going to really care, but it wouldn't take that long and it's something I want to do! I think it should give me some variety away from Revelations and RE5 Mercs also. I'll get to the ROOT of that problem later. Yuck! Yuck!
Player(s): 1 Extra Features: online multiplayer (1-2 players)
If you're like me, you enjoyed Resident Evil 4 and Resident Evil 5 greatly for their fast pace action, but after playing them, you sort of had this feeling that they didn't have the same elements of a survival horror unlike past Resident Evil games - both games seemed too focused on action while the usual horror and suspense found in past RE titles was give much less emphasis. Both RE4 and RE5 were really great for their intense gameplay, but when compared to the older RE games, they were sort of lacking in a more traditional survival horror feel that a more hardcore RE fan that has been with the series from the beginning would hope to find in them.
Resident Evil: Revelations brings back more of a classic survival horror feel found in the older Resident Evil games - puzzle solving, suspense, horror atmosphere, exploration, ammo conserving among other elements no longer take a backseat to the action gameplay like in RE4 and RE5. It's the perfect blend of the newer style of RE gameplay mixed with the older RE games' survival horror feel!
The majority of Revelations takes place aboard a large boat (Queen Zenobia) in the Mediterranean Sea. Jill Valentine has been dispatched along with her partner Parker to search for Chris Redfield and his partner after they have failed to make contact with the BSAA on there whereabouts aboard the vessel. Jill is the main character of the game and the action will switch focus to other characters such as Chris quite often as the story unfolds. The enemies fought in Revelations are all infected with the T-Abyss virus and they all have aquatic features.
The gameplay for Revelations plays much like RE5, but there is much less emphasis on melee attacks. Melee attacks only serve as more of a finishing blow. The stuns leading to the melee attack can actually be quite hard to activate since it takes several shots to a certain portion of an enemy instead of a single shot. If you've played the Lost in Nightmares mini game in RE5, then you'll find that Revelations carries that same overall focus of a horror atmosphere. Revelations places more of a focus on shooting enemies rather than conserving ammo by setting up constant stuns that lead to a melee attack. You're going to be bullet-killing enemies the majority of the time just like in RE4 and the older RE games.
Revelations once again places all ammo and items in the environments. No longer will enemies drop items once they are defeated! You are given a set amount of ammo and healing items per area so you'll have to conserve at times. Weapons are upgradeable with various upgrade items that can be found throughout the ship. Each weapon has a certain amount of slots that can hold upgrades. A weapon's damage, rate of fire, capacity, among other properties can all be upgraded with upgrade items. Upgrades can be placed on weapons at green weapon crates - they look like item boxes. Only Jill can upgrade since the game mainly follows her story. Side characters are stuck with their default weapons and current weapon stats.
The overall weapon variety for Revelations is mainly composed of weapons from RE4 and RE5 and there are some new weapons added to the mix. Players will have a variety of handguns, shotguns, rifles, machine guns, and magnums to choose from. There is also a rocket launcher weapon (one time use). Each character can only hold three weapons. Jill is the only character that can switch weapons in the main game.
Revelations encourages exploration. A player will have to find items and backtrack to many areas of the ship in order to solve puzzles or unlock doors. RE4 and RE5 placed more of a focus on forward progression through rooms and areas, but Revelations brings back some backtracking. The backtracking never did come across as repetitive to me - it was actually quite good to see it back so I could return to older areas like in previous RE titles once again and explore. Revelations' puzzles are all touch screen puzzles. Many of them have a player using the touch screen to remove screws from a control box then rearrange several plugs on a circuit board. There are some welding touch screen puzzles and actual fingerprint puzzles much later into the game as well.
Revelations' overall gameplay has much variety in it. A player will be busy shooting, puzzle solving, exploring and switching to a new character quite often throughout the main story. The game also allows a player to swim through many of the later areas. The swimming is such a nice break from the constant running and walking throughout the ship. Swimming controls are much like you would expect - one button to dive and one button to swim while maneuvering with the left circle pad.
The game is overall very cinematic and story driven. Cutscenes are quite frequent and the game is constantly switching back and forth between characters. Between episodes, the game will have a recap of previous events much like a movie! Sometimes a player will have to progress through a flashback mission. Boss battles are very epic and enjoyable. Each boss and normal enemy has some sort of weak area or weakness that can be used against them. Enemies in Revelations can be quite tough at times. Just normal enemies seem to carry quite a bit of health and are aggressive at times and bosses take a tremendous amount of firepower to bring down.
Each controlled character will almost always have a CPU controlled partner with them. This can be both good and bad. The CPU partner is invincible and has infinite ammo, so you never have to worry about them. The CPU partner will help in shooting enemies and damaging enemies, but they can also interrupt stun and stagger animations. There were many times where I was shooting the legs of an enemy to make it fall and my CPU partner would start shooting the body of the same enemy and cause the enemy to not fall down because the stun was interrupted by the partner's shooting. The main story mode has no co-op play in it - it's all single player.
The overall graphical look to Revelations is quite amazing. It's literally the best-looking 3DS game I have seen. The character models are all just as detailed as in RE5. Environments are dripping with horror atmosphere. There are many closed in areas with blood and guts stripped all over the walls to get your nerves on edge and many huge rooms much like you would expect on a luxury ship. The only bad aspect I could really find about the graphics are jagged edges on the character models at times.
Enemies will go through certain stun or stagger animations while shooting them, but the animations appear to be delayed with some enemies. There were many times where I would waste ammo from shooting an enemy that was already considered "dead" yet the death animation had not kicked in just yet - basically, my shots would start to go right through the targeted enemy then seconds later, the enemy would begin to crumple and fall. Delayed reaction happens quite often in Revelations. The majority of the time, I stand back and wait for reactions after shooting an enemy a few times just to make sure that I don't overshoot.
The sound can really add to the horror atmosphere in Revelations. While walking through corridors, I would sometimes hear voices whispering from an enemy that was up ahead or hear some type of enemy yell in the distance. The overall soundtrack is quite fitting for the many areas as well. It has several quiet tunes that play during normal gameplay and loud tracks for big boss battles. The character voices are all very well done also, much like in RE5.
Revelations controls exactly like Mercenaries 3D for the most part. If you've played that game, you'll be right at home with Revelations. There is not much difference at all. Revelations has a newly added dodge feature similar to the dodge found in RE3. Like in RE3, the dodge will seem kind of random at times. It is done by pressing the left circle pad up or pressing the left circle pad down along with the B button the second an enemy attack, but sometimes it will not activate when you really need it.
Raid mode is unlocked as a player progresses through the main story of Revelations. Raid mode is a survival mode with several stages where a player must fight through waves of enemies in order to clear a stage. Unlike the unlockable Mercenaries mode in past RE games, there is no time limit. Players will have to fight a set amount of enemies in order to finish a stage. As a player shoots each enemy, damage is displayed based on where the enemy is shot. Raid mode is an excellent way to learn the different weaknesses of each enemy since the damage delivered per shot is actually showed on the screen. Weak areas will be showed in a red color to signify the greater amount of damage delivered per shot.
Raid mode has a slight RPG feel to it. Besides displaying enemy health and weak points, some enemies have upgrades on them that will make them have a higher defense, move faster or attack more aggressively among many other enhances. Some enemies have icons near their life bar that display their current status enhancement. Enemies can be larger than others too. I ran across some huge Hunters and Ooze Mutants in one stage of the game.
Battle Points can be collected by playing the main game and by playing Raid mode. There points can be used to buy extra weapons or customization parts for Raid mode. Weapons and customization parts are also unlocked by finishing stages. All characters from the main game can be unlocked for use in Raid mode. Each character can carry three weapons at a time and all characters have their own unique abilities such as reloading certain weapons faster or taking off more damage with knife attacks. Players gain levels from completing stages, which allows new weapons to be equipped.
Raid mode can be played solo or with a partner in all stages. A partner can join locally or through wireless internet play. In duo games, both players fight a stage's enemies and progress through the stage together. It's much like duo RE5 Mercenaries. Battle Points are awarded to both players just about equally. Raid mode has a total of 21 stages and a bonus stage. The stages rise in difficulty pretty quickly and there are multiple difficulties per stage. Raid mode will last a player quite a while if you want to try to get everything in it.
The main campaign took me a total of 12 hours to complete. The game has several unlockables that can be obtained by completing missions in the mission selection menu. Missions are basically just like Mercenaries 3D's medals - they are a list of objectives that must be performed to gain an unlockable. Both the main game and Raid mode have their own lists of missions.
If you were let down by how much priority the action gameplay of RE4 and RE5 took over many of the more established RE survival horror elements, you should really give Revelations a try. It plays much more like Lost in Nightmares rather than RE5. It truly is the best blend of RE5 gameplay and classical RE gameplay that I have played so far. A fan of both the newer action horror gameplay and the classical survival horror gameplay should find something to enjoy in Revelations.
The Good:
+ It's a great blend of RE5 gameplay with the more classic RE feel + Much gameplay variety + Raid mode
The Bad:
- The dodge feature will not always activate - Enemy reaction and overall stuns seem delayed
92%
Resident Evil: Revelations is a combination of RE5 gameplay mixed with classical horror elements from past RE games that will please both new and old RE fans.
NOTE: The video above is made mainly just to show off a strategy that I made for Missile Area. Whether you discard the grenade launcher or not is up to you with STARS Chris. Flash rounds and nitrogen rounds can ruin melee kills just as much as they can help you gain more on Missile Area thanks to the dynamite and cocktail Majini.
NOTE: Always avoid any type of melees that hit the head of a Majini. Any type of hit to the head can cause a random Cephalo on just about every Majini in Missile Area. Green bottle Majini are the only Majini that will not spawn a random Cephalo. Try to aim your melees away from the head by stepping to the side or in front of a Majini so your character does not hit the Majini directly in the head.
It's best to choose the office as the starting for Missile Area Solo. Grab the flash grenade on the control panel then hit the 60 SECOND TIME BONUS in the office room. From the start, a player can exit either door and run to the 30 SECOND TIME BONUS along the walkway then hit it. In the video, I exited from the left door and shot the chicken below then ran toward the timer. Some players like to exit from the right office door then melee kill the dynamite Majini outside the office and kill the chicken below then run to the timer. It's all up to you.
NOTE: If you DON'T move along the left side of the walkway, after you hop on the conveyor belt from the stairway, you MUST shoot the camping Majini near the platform with the 60 seconds in the background. The platform will be in front of your character as the character drops onto the conveyor belt. The Majini will be to the left. You MUST shoot him or he will remain there until your character moves next to him. With the way I move out the left office door in the video, that got his attention since I was above him.
Fall below to where the chicken was killed. Grab the chicken egg if needed then move up the stairs to the right then fall on the conveyor belt. Run to the 30 SECOND TIME BONUS on the conveyor belt then hit it. Shoot the two explosive canisters up ahead since your character will be fighting in that area later. Drop from the ladder at the end of the conveyor belt.
Run over to the first ladder that leads to the walkway above the bottom conveyor belt then climb it. Move across the walkway then drop. Run to the 90 SECOND TIME BONUS then hit it. Walk over to the ladder near the 90 second timer then climb it and fall off the dropoff in the middle of the walkway to land on the conveyor belt. Hit the 60 SECOND TIME BONUS at the end of the conveyor belt then get on the platform below the stairs then move up the stairs. Kick through the door at the top then grab the 2 flash grenade and combo bonus from the combo chest off to the side (grab them in that order to make the combo bonus last longer).
Start to kill the Majini. They should be all on the conveyor belt for the most part. If one of them hops up onto the platform that you are on, quickly shoot him to make him drop then fall along with him. There will be a crowd of 12 Majini at the beginning, so kill very quickly from the start. More Majini will begin to spawn. Sometimes, it is hard to keep the combo because the Majini spawn so far away - that's just all bad luck! You might have to keep the combo with the magnum at times. Never know.
3:15 The axe Majini that is killed is a scripted critical that spawns from the 90 second area. His head will always explode upon death if he isn't killed with an instant kill melee. Never shoot him in the head or his head will explode! He is also a random Cephalo, so he could go all Cephalo on your ass for hitting him in the head.
4:37 The Majini with the megaphone that dropped from the overhead walkway was a scripted Cephalo. I neck break him in the video to avoid the Cephalo. With Wesker, you'll have to be ready to activate then kill the Cephalo. This Majini can drop from the overhead walkway like in the video or he can climb up the ladder on the conveyor belt or come through the nearby door on the platform.
NOTE: DO NOT move under the storage room walkway. While standing on the north portion of the conveyor at the start, you are in between two spawning regions. If you move under the storage room walkway, you just crossed over into another spawning region and that region's enemies will spawn, which will cause you to have to stay longer in the current one.
NOTE: MAKE SURE you are behind the ladder (to the side of the conveyor belt) at 50 combo. If you move out from behind that ladder before 50 combo BE SURE to step back behind the ladder. IF YOU DO NOT, YOU RISK LEAVING ENEMIES BEHIND. The ladder is the boundary for the bottom spawning region - when you step past the ladder, you leave the bottom spawn area (Region F on the map). Both spawning regions F and E have a total of 45 enemies altogether and you have 12 starting enemies, so... you will have a full 57 enemies (58 counting the yellow Gatling Gun Majini) as long as you do not move to region D (past the portion under the storage room walkway or near the middle shaft).
NOTE: Basically what I'm trying to say with the first portion is that... if you step out from behind the ladder at 47 combo, you MUST move back behind the ladder at or after 50 combo to make sure that all enemies spawn from the bottom spawning region.
The FIRST YELLOW GATLING GUN MAJINI WILL SPAWN AT 20 COMBO from the spawn point above the top walkway and 90 second area. He will be able to shoot your character from the high walkway. You might have to run along the conveyor belt to avoid him at times. Try to stay underneath the walkway across from the ladder as much as you can to avoid the Gatling Gun Majini's fire and any cocktails from cocktail Majini that spawn from the spawn point up above.
Once the Gatling Gun Majini falls, kill him immediately and try to use the deathblow melee on him to multi kill the surrounding Majini. After 50 combo (make sure that your last standing place was behind the conveyor belt ladder), move to the center shaft area. Keep the combo by bullet killing with a powered weapon if needed. If you have enemies along the way to the central shaft after, luck is on your side!
5:19 Once the combo reaches 50 kills, my character is still in the area behind the ladder (north of the ladder), to ensure that all Majini spawn from region F. If I had been to the south of the ladder, before 50 and not gone back to it, I would have had to return to it after 50 - literally just step in and out to make sure enemies from region F all spawn.
NOTE: While standing in the middle portion of the bottom floor of Missile Area (Region D), two Scripted Cephalo axe Majini will spawn from the storage room up above.
Once you make it to the center shaft area, it's really up to you when you climb the center shaft ladder. You can climb whenever you want up until a certain number of kills. You can do like I did in the video and wait for the second Gatling Gun Majini to fall then kill him or you can climb immediately. The SECOND YELLOW GATLING GUN MAJINI SPAWNS AT 60 COMBO from the overhead doorway in the central shaft. Either way, make sure you make one kill before climbing. Be ready to keep the combo with a powered weapon when you first climb.
NOTE: After climbing, you can run toward the railing across from the ladder and shoot the explosive canister on the table below the walkway to possibly hit Majini below you and keep the combo. This works VERY well for characters that do not have a magnum!
NOTE: When you first climb, any axe Majini that is moving down the walkway from the office will be a scripted Cephalo. Keep this in mind so it isn't a surprise if you shoot it with the magnum. While standing in the middle area below the ladder, two axe Majini scripted Cephalos will spawn from the storage room - they might be exiting the storage room after you climb. Keep in mind that they will NOT spawn AFTER you have climbed... they will have spawned before climbing!
Alright, so now you're up above. There are two spawning regions while on the top middle walkways - Region A and Region B. Both of the regions have 20 enemies each, so a total of 40 enemies will spawn while a player is up top! Keep that thought in mind!
Run to the storage room and try to make sure an enemy is in view or on the other side of the storage room door then kick open the door and hit the 60 SECOND TIME BONUS inside the storage room. If luck is not on your side (Majini are not in your path) then you'll have to keep the combo with a powered weapon here. Kick back open the door and continue to kill enemies.
A player NEEDS to move over toward region B in the spawning region map. Region B starts as soon as a player steps past the central shaft framework while up top. You can stand in front of the framework across from the platform, on the platform, or on the bridge next to the platform and still be in region B. Region A overlaps region B, so you can't avoid region A. A total of 40 enemies will spawn while standing in between regions. If you stand only in region A (say... on the storage room walkway), only 20 enemies will spawn then they will stop. It's important that you get to the region B area shortly after exiting the storage room! Try not to get held up with melee kills too often.
8:34 I equip a flash grenade before stomping the long pipe Majini. This is just in case it turns out to be the scripted Cephalo long pipe Majini. When up above, there is no way to tell the difference between scripted Cephalos. Just be careful about killing long pipe and weaponless Majini since one of them will be a scripted Cephalo.
8:45 Notice the difficulty that I have in trying to keep the combo while up top. There are literally no Majini in the immediate area. There will sometimes be times like this while above. You just have to look around and watch carefully. One thing I didn't do was look toward the office.
The THIRD RED GATLING GUN MAJINI WILL SPAWN AT 90 COMBO from the office ceiling spawn point. He will move down the walkway in front of the office then walk toward your character. You will either fight him on the walkway or below the walkway in the 30 second timer area most likely.
9:22 The red Gatling Gun Majini arrives up top and falls right into my trap. When he hops up the ladder, you can blast him and keep the combo by killing the Majini that climb up the ladder behind him. Keeping the combo this way can be luck based though. If I had climbed the middle shaft ladder sooner, I could have dropped sooner to fight him below.
NOTE: While standing in region B a long pipe scripted Cephalo Majini and a weaponless scripted Cephalo Majini will spawn from the office area on the walkway across from your character. Because of your current position, you'll just have to guess at which one is scripted or not out of the many other weaponless and long pipe Majini.
10:02 A random Cephalo spawns from an uppercut to the head. There are no scripted Cephalo sickle Majini on Missile Area. This one is random.
10:11 The long pipe Majini that I shot is a scripted Cephalo. I shot him with the magnum to help keep the combo since both Majini were next to the ladder and would have fallen otherwise. I chose the Majini with the long pipe to bullet kill since he might have been the scripted Cephalo... and he was!
Hit the 30 SECOND TIME BONUS on the platform while fighting. Be ready to keep the combo with a powered weapon such a magnum while in region B (around the platform). There will often be periods with dry enemy spawning where you will have to bullet kill from a distance. If you don't see enemies in view look toward the storage room door, on the conveyor belt below the bridge or on the walkway outside the office. There will almost always be enemies on the walkway outside the office since all of the spawn points there will be active.
NOTE: When you drop from the top area depends on when you climbed the central shaft ladder. You MUST stay above for 46 kills no matter what. So... if you climbed the middle ladder at 50 kills, you must stay above until 96 kills. If you climbed the middle ladder at 60 kills, you must stay above until 106 kills. If you drop before 46 kills have passed, you risk leaving behind Majini. In the video, I climb at 65 kills and I drop from the ladder at 112. I could have dropped at 111.
Fall below the ladder on the bridge near the platform. Hit the 30 SECOND TIME BONUS near the explosive barrel. Be sure to keep the combo by melee killing enemies on the way to the time bonus. Now you need to run along either walkway then hit the 30 SECOND TIME BONUS in the middle area.
The remainder of region D's enemies will start to spawn the moment a player falls from the ladder. Keep in mind that there are only 30 enemies in that region. You need to quickly get to region C as shown in the spawning region map. Region C's north boundary is passed after stepping past the stairs in front of the platform with the 60 second timer. You need to get to region C as quickly as possible since this region take a while to activate at times and sometimes enemies will slowly spawn above!
NOTE: There is a strip of Region C in the area with the 30 second timer near the explosive barrel. If you look at the spawning region map, notice that the strip of floor behind the stack of crates near the 30 second timer is just barely in region C. You can literally stand in that area make enemies from region C spawn. This can help to save the combo for you if you are late at times!
NOTE: While in Region C, a cocktail scripted Cephalo Majini will drop from the ceiling spawn point above the 30 second timer near the missiles and a scripted Cephalo Majini with a machete will spawn from the ceiling spawn point above the walkway where the 30 second timer was positioned above. Both of them can be picked out pretty well. There are only two machete Majini that will drop from above and the first cocktail Majini that spawns from the middle is always the scripted Cephalo.
While in Region C fight off the remainder of the enemies and try to hit the 60 SECOND TIME BONUS on the platform while fighting. The enemies will run out before 150 since you had to kill at least about one or two before the main combo kill chaining. It's best to stop the combo then run and hit the last 60 SECOND TIME BONUS in front of the south conveyor belt furnace directly after 145 kills. You might actually want to play it safe and hit the timer before then. It's VERY risky to run for the timer after 145 kills. All it takes is one dynamite explosion to kill the final few enemies to end the run before you hit the timer!
These are the most popular strategy for Missile Area SOLO.
Specific Stage Details for Missile Area:
NOTE: Take a look at the spawning regions for Missile Area by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 20 enemies (most of the top floor) Region B = 20 enemies (middle portion of the top floor) Region C = 20 enemies (south bottom floor) Region D = 30 enemies (middle south bottom floor) Region E = 25 enemies (middle north bottom floor) Region F = 20 enemies (north bottom floor)
NOTE: Keep in mind that Region A and B are on the top floor. You can stand on just about any portion of the top floor and be in Region A. Region B is smaller. You can't stand in Region B without standing in Region A - Region A constantly overlaps Region B. Both the Region A and Region B spawn points can be activated by standing on either of the two walkways in Missile Area. Enemies will spawn from certain spawn points while standing on the walkways. You literally have to stand on the walkways to make enemies spawn below and throughout the Missile Area for at least 40 kills (more like 46 kills actually)!
All other enemies are the 3 Gatling Gun Majini boss enemies and the 12 enemies that start in the stage (including the chicken).
This is the second video in a series of scripted Majini videos by that special Chris player that puts the "Chris" in "Merry Christmas" and shotgun blasts all the "Bah! Humbug!" scrooges that deny that phrase. This video showcases ALL of the scripted Majini that will spawn a Duvalia if the event is not cancelled.
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TERMINOLOGY
Scripted Duvalia - a Majini that will always become a Duvalia unless the Duvalia spawn is cancelled.
Ways to cancel a scripted duvalia:
NOTE: A scripted Duvalia Majini will mutate after it has received over 250 damage. (Sheva and Chris BSAA's handgun is exactly 250 damage)
- Perform an instant kill melee on the Cephalo with Chris, Sheva or Jill (leg shot must take 250 damage or less. [aka. Safari Chris cannot get a leg stun]). - Kill the Majini with a rotten egg. - Make the Majini die from hitting the floor after it falls from a ledge. - Kill the Majini with a critical head explosion. - Kill the Majini with a direct hand grenade explosion. - Kill the Majini while it is grounded (attack must take over 250 damage). - Kill the Majini while it is in the middle of a dash. - Kill the Majini while it is hopping, climbing or in mid-air.
(Basically, if the Majini is killed while it is in the air, on the ground or during the middle of a run, it's head will explode and the Duvalia mutation will be cancelled)
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SCRIPTED DUVALIA LIST
Refer to the following map for spawning region locations:
Scripted Duvalias:
-- Random Base Majini 1
Spawn Point: Spawns from upper ledge near bottom oil canisters. Region: Spawns when a player is in Region A on the map. Appearance: Random Base Majini. Solo Appearance Time: Anytime before the Licker wave on the bottom. Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Random Base Majini 2
Spawn Point: Spawns from upper ledge near bottom railings. Region: Spawns when a player is in Region A on the map. Appearance: Random Base Majini. Solo Appearance Time: Anytime before the Licker wave on the bottom. Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Armored Base Majini
Spawn Point: N/A (starts in the stage) Region: N/A (Starts in the stage) Appearance: Base Majini with body armor. Solo Appearance Time: Starts in the stage. Duo Appearance Time: Starts in the stage.
-- Gas Mask Majini
Spawn Point: Spawns from upper ledge near garden in the top area. Region: Spawns when a player is in Region B on the map. Appearance: Majini with iron gas mask. He wears brown overalls and green pants. Always the same! Solo Appearance Time: Anytime before the Licker wave on the bottom. Duo Appearance Time: Anytime before the Licker wave on the bottom.
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Special thanks to:
Spades408 - for the help with locating all the EF scripted Duvalias and ways in cancelling them. TMac - for helping me find all the scripted Majini per stage. Chris x STARS - for helping me in recording their locations.
This is the first in a series of scripted Majini videos by your favorite North American Chris player that showcases ALL of the scripted Majini that will either spawn a plagas or their heads will explode upon death if the event is not cancelled.
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TERMINOLOGY
Scripted Critical - a Majini that will always die with a critical head explosion unless cancelled.
Ways to cancel a scripted critical:
- Avoid a head shot. Even if the Majini's head explodes from a melee, it will still count as a melee kill.
Scripted Cephalo - a Majini that will always become a Cephalo unless the Cephalo spawn is cancelled.
Ways to cancel a scripted cephalo:
- Perform an instant kill melee on the Cephalo with Chris, Sheva or Jill. - Kill the Majini with a rotten egg. - Make the Majini die from hitting the floor after it falls from a ledge.
Random Cephalo - A Majini that has high potential to spawn a Cephalo if the head is destroyed with a critical headshot or melee.
Ways to cancel a random Cephalo:
- Avoid any type of hit to the head (through gunfire or melee)
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SCRIPTED PLAGAS/CRITICALS LIST
Refer to the following map for spawning region locations:
Spawning Region Map:
Scripted Criticals
-- Cocktail Majini (x2)
Spawn Point: Spawns from upper ledge near bottom cave combo chest. Region: Spawns when a player is in Region B on the map. Appearance: Town Majini with cocktail. Solo Appearance Time: Anytime during first 30 kills. Duo Appearance Time: Anytime during first 30 kills.
-- Shovel Majini
Spawn Point: Spawns from upper ledge near middle 60 seconds in bottom cave. Region: Spawns when a player is in Region B on the map. Appearance: Town Majini with shovel. Solo Appearance Time: Anytime during first 30 kills. Duo Appearance Time: Anytime during first 30 kills.
Scripted Cephalos
-- Bow Gun Majini
Spawn Point: Spawns from upper ledge near bottom cave combo chest Spawn Region: Spawns when a player is in Region B on the map. Appearance: Town Majini with bow gun. Solo Appearance Time: Anytime during first 30 kills. Duo Appearance Time: Anytime during first 30 kills.
-- Shovel Majini (x2)
Spawn Point: Spawns from upper ledge near middle 60 seconds in bottom cave. Spawn Region: Spawns when a player is in Region B on the map. Appearance: Town Majini with shovel. Solo Appearance Time: Anytime during the first 30-70 kills. Duo Appearance Time: Anytime after first 60 kills.
-- Green Bottle Majini (x3)
Spawn Point: Spawns from upper ledge at the front of the cave. Facing the cave entrance, it's the left spawn point. Spawn Region: Spawns when a player is in Region B on the map. Appearance: Town Majini with green bottle in its right hand. When you face it, the bottle will be on your character's left side. Solo Appearance Time: Anytime before 70 kills. Duo Appearance Time: Anytime before 120 kills.
-- Sickle Majini (x2)
Spawn Point: Spawns from upper ledge above the tall platform with the 90 seconds. Spawn Region: Spawns when a player is in Region A on the map. Appearance: Town Majini with sickle in its left hand. When you face it, the sickle will be on your character's right side. Solo Appearance Time: Anytime around 100 kills. Duo Appearance Time: Anytime before 80 kills
-- Pickaxe Majini (x2)
Spawn Point: Spawns from fence spawn point in the upper cave. Spawn Region: Spawns when a player is in Region A on the map. Appearance: Town Majini with pickaxe in its left hand. When you face it, the pickaxe will be on your character's right side. Solo Appearance Time: Anytime around 130 kills. Duo Appearance Time: Anytime before 100 kills
Random Cephalos (not in the video)
Red Wrench Majini - many of these spawn in the outside area. Pickaxe Majini - these spawn in the back tunnels and the upper cave. Dynamite Majini - there is one of these random Cephalos and he spawns in the upper cave.
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Special thanks to:
TMac - for helping me find all the scripted Cephalos per stage. Chris x STARS - for helping me in recording their locations.
This is the most popular strategy for Experimental Facility SOLO.
NOTE: Base Majini have a bad hit detection glitch associated with head shots from any weapon - the head stun is not likely to activate. Therefore, headshots are basically useless on Experimental Facility. Characters such as Wesker and Safari Chris cannot take advantage of a head shot + melee near as often on Experimental Facility. The actual head stun animation resulting from a headshot will only activate about 30% of the time per head shot (rough estimate).
NOTE: Many Base Majini on Experimental Facility have some type of armor. This can range from head, body and leg armor. Sometimes Majini have multiple armor pieces on their body also. They always have some area without armor however, so aim for that spot while shooting them. Areas with armor cannot be damaged unless shot with a magnum. Keep in mind that you can knock down an armored Majini with a shotgun blast and it will not receive damage from the shotgun blast. This is useful for fully armored Base Majini and scripted Duvalias - it will not damage the Majini so the Duvalia will not activate.
NOTE: With Tribal Sheva, she can freeze Base Majini groups and Licker groups with nitrogen rounds and melee kill several of them in a row in order to build time. It's best to allow the enemies to group. With Lickers, they must be froze and hopped on by hopping over a railing near them or landing on them by hopping off a platform or to a platform or falling from some higher surface. Tribal Sheva is almost fully dependent on luck with nitrogen rounds to score high. Keep in mind that STARS Chris can do the same, but he doesn't get nitrogen rounds near as often as a Tribal Sheva player will.
All of the videos shown above have the same basic strategy in them. With Wesker, keeping the combo is not near as important to him since he can melee kill all Lickers, so a player should be more focused on melee killing Lickers when playing as Wesker. Wesker can build some serious time off of Licker melees that only characters such as Tribal Sheva with nitro luck can compete with, and, in the end, Wesker wins... as usual.
Like in all the videos, you'll want to start on the top floor. Run forward and fall off the ladder then hit the 30 SECOND TIME BONUS near the elevator doors on the other side of the railing. The CHICKEN enemy always starts out right near the elevator. Kill it before or after hitting the 30 second time bonus then take the gold egg from it if needed.
First video, 0:07 The player actually uses Chris' hook from hitting the time bonus to melee kill the chicken enemy. Since the chicken does start out near the time bonus, this can be done if timed properly. This is VERY luck base though. A player should not sit and wait for the chicken to move under the time bonus obviously.
Try to keep the combo on the top floor as much as possible but focus on working your way toward the 60 SECOND TIME BONUS in the corridor to hit it. After hitting the time bonus, an enemy will most likely be moving up the ladder near the time bonus, so melee kill him then fall below. If he stands right near the ladder, shoot him to make him fall then fall along with him and melee kill him with a ground melee after landing.
Both videos As the players falls from the ladder in both videos the fully armored scripted Duvalia Base Majini is killed. In the Chris run, the Chris player shoots it with the handgun while it's on its back and in the Wesker run, the Wesker player dash kills it. Both of the attacks cause it's head to explode. As long as the scripted Duvalia is killed while on the ground, the Duvalia spawn will not occur.
A player can also wait for the scripted Duvalia to attempt to climb over a railing upstairs then hop over the railing to knock it down and then perform a ground melee on it. In the videos, the Base Majini is taking 350 damage from the ladder fall and whatever amount of damage for the handgun shot (Chris - 250) and dash (Wesker - 200). It must receive over 250 damage to die while on the ground.
While down below, you need to stay on the floor with the stairs until around 70 combo. You'll fight through a wave of Base Majini then an entire wave of Licker Betas. A good place to fight Base Majini is in the alcove below the ladder (good for multiple melee kills), along the side of the garden area and in the middle of the stairs. All of these places work well for fighting Base Majini.
First video, 0:44 The Chris player picks up an item to dodge a Base Majini attack. You need to be prepared to do this and sometimes literally stand over an item (like the items in the boxes in the middle of the stairs) to dodge a Base Majini attack after a stun does not occur. Base Majini are highly aggressive and attack in packs, so they have a high chance to take a swing at your character often. Tribal Sheva player REALLY need to take note of item dodging since she must allow Majini to group.
The Lickers will be begin to show up at around 40 combo and they will keep appearing until 72 combo. A non-Wesker player will have to bullet kill the majority of the Lickers but a STARS Wesker player can melee kill each Licker with two handgun shots to the head followed by a dash. As you can see in the Wesker video, the Wesker player groups Lickers on the stairs then dash kills them. He has to use item pickups to dodge the Licker attacks at times. Tribal Sheva players should find the nearest railing when the Lickers arrive then freeze and hop on top of the frozen Lickers to melee kill them.
NOTE: Be sure to check the spawn times for the rocket launcher Majini at the bottom of this post and always be ready to kill them. Bullet kill them if they are too far away to get to since they will remain a great nuisance as long as they remain. Keep in mind that you must kill all of each wave for the next wave of rocket launcher Majini to appear. So... if the first rocket launcher Majini remains at the spawning time of the second, the second rocket launcher Majini will not appear.
First video, 3:27 The Chris player picks up a proximity bomb and lays it on the floor next to the stairs. This is to keep help keep the combo once he moves below - the proximity bomb will kill off any Licker that moves over it while he runs. A large amount of luck is needed to keep the combo while transitioning in between floors. Timing and luck factor in a GREAT deal in keeping it.
First video, 3:54 Never run directly at a Licker - run to its side to avoid the possible jumping attack. Keep in mind that a non-Wesker can use a stair railing to hide behind in order to shoot Lickers. The Licker will not be able to attack through the railing.
At around 70 combo, a player can leave the floor with the stairs then move down the corridor below. Keeping the combo in between floors is SUCH a matter of luck here for a non-Wesker. Laying out a proximity bomb before leaving MIGHT help to keep the combo as a Licker moves over it, but it's not guaranteed. If it does work, run down the corridor to the next area then bullet kill any Base Majini that you see spawning in the area below. The Chris player blast an explosive barrel to kill the spawning Base Majini across from the railing. If you have a magnum... use it! A Wesker player will likely have lost the combo while transitioning.
Fighting in the corridor and along the ramp are the best options while on the second floor. Be on the lookout for the Lickers that will follow from the floor above and watch out for the rockets from the final pair of rocket launcher Majini that will spawn.
A Wesker player will want to stay on the ramps for the most part to allow Lickers and Base Majini to gather on them for dash killing. Once the Lickers start to appear, be sure to get on the ramp and allow them to group in order to kill them with dashes.
It's really up to you how you hit the time bonuses. Most non-Wesker players will wait for the Licker wave to appear then start hitting the time bonuses in the area. The Licker wave is really the best time to start hitting timers if you want to keep the combo since you can bullet kill freely for the most part since non-Weskers cannot easily melee kill a Licker! Hit the 60 SECOND TIME BONUS on the platform, the 60 SECOND TIME BONUS near the bottom elevator door and the 60 SECOND TIME BONUS in the spike trap. It's a good idea to hit them in this order once the Lickers appear around 100+ combo.
Save the 90 SECOND TIME BONUS until about 130-140 combo. At around that time, be sure that you're already near the bottom portion of the area then hop down the ladder and run to it while still trying to keep the combo.
First video, 9:50 The hopping platform area is a VERY bad area to stay on for long. As you can see in the Chris video, the Chris player gets sliced up pretty badly while on one of the platforms. Each jump from a Licker can hit a player while it hops to a platform.
Specific Stage Details for Experimental Facility:
Scripted Duvalia list <- Click for all scripted Duvalias EF only has 4 scripted Duvalias total.
Rocket Launcher Majini spawn times:
Rocket Launcher Majini A = 10 combo Rocket Launcher Majini B = 30 combo Rocket Launcher Majini C = 40 combo Rocket Launcher Majini D, E = 60 combo Rocket Launcher Majini F, G = 70 combo Rocket Launcher Majini H, I = 80 combo
NOTE: Take a look at the spawning regions for Experimental Facility by clicking on the map below. The top region has 72 enemies and the south region has 60 enemies. All other enemies are the 9 Rocket Launcher Majini and the 9 enemies that start in the stage (including the chicken).
This is the most popular strategy for Village SOLO.
In Village solo, most players start at the top. Leave behind the 60 second time bonus directly ahead then run to the right and move across the bridge. Ignore the 60 second time bonus in the back of the cave - it will be hit toward the end of the run. Hop across the gap in the bridge in front of the cave entrance then hit the 90 SECOND TIME BONUS under the rooftop.
NOTE: Most players that don't use Wesker will want to kill the chicken in the fenced area below the 90 seconds before hopping down. In the video, the player dash kills the chicken on the way to the ladder in the bottom area. If you have a grenade or electric rounds, you can use that explosive to hit the chicken from near the side of the bridge - just aim down and toss/fire. A player can always grab one of the hand grenades on the table to the right and toss it at the chicken or the player can wait until falling below then kill the chicken at that time.
It's really up to you whether you fall below or use the zipline to swing across to the walkway with the 30 seconds on the east side of the village. The player in the video activates the scripted Cephalo spear Majini that stands in front of the fenced area so he can easily kill it once he starts to fight. He dash kills chicken on his way to the ladder below the 30 seconds after he falls. This is really all up to you how you handle it - the scripted Cephalo and the chicken kill.
The spear Majini that stands at the entrance to the fenced area is always a scripted Cephalo. It's really best to activate him from the start to keep him from being a surprise in the opening crowd later. Sometimes players bullet kill him from the walkway with the 90 seconds. In the video, the player kill the Cephalo with a flash grenade toss once he starts to fight.
Either way, once you're on the other side of the zipline hit the 30 SECOND TIME BONUS that is on the left side of the walkway. Fall below and hit the 30 SECOND TIME BONUS below the walkway area. There is a green herb near that timer. It's up to you whether you take it or not. Move around the side of the building structure then pick up the 3 flash grenades on the altar in the middle of the bottom area. Move up the stairs and hop through the window of the building across from your character and hit the 60 SECOND TIME BONUS inside the building.
Hop back through the window of the building then head toward the 60 SECOND TIME BONUS behind the southwest hut and hit it. Pick up the three flash grenades before hitting the time bonus. Pick up the green herb along the way if needed.
1:12 The player kills the first Wetland Majini then picks up the combo bonus in the nearby combo chest. Why does he kill one enemy before grabbing it? The actual bonus received does not start until 2 combo. The first kill does not give a bonus.
NOTE: This cannot be seen in the video because the player is using Wesker, but the opening set of Wetland Majini in Village (the ones without shields that start in the stage and do not have to spawn) all have 900 HP. All other Wetland Majini usually have 700 HP. A Wesker player does not have to worry about this since his Cobra Strike takes 1200 damage, but a non-Wesker will have to learn melee kill setups especially for the opening set of Wetland Majini with 900 HP.
Pick up the combo bonus from the combo chest then start to melee kill the opening crowd of Wetland Majini. They are very aggressive, so be sure to watch them carefully as they attack. Wetland Majini have one major flaw. Read the note below...
NOTE: Wetland Majini will only attack one at time when they are grouped. They will never attack all at once. In other words, if you watch closely, only one will attack, so you can choose to shoot that one that attacks. They attack very quickly though, so you can't really just stand back and wait, but be sure to keep this in mind while fighting them. The best way to fight them is kill them off quickly one right after the other and do not let them group much.
NOTE: Always try to kill the Majini with wooden shields first! They are the most aggressive Wetland Majini. They can also literally combo attack your character. They will perform a shield ram followed by a spear thrust. Both attacks have potential to hit your character very easily as your character recovers from another attack or right out of a melee animation. Wooden Shield Majini are the most cruel out of all Wetland Majini with their grace periods for hitting your character - aka. they ignore grace periods.
All scripted Cephalos in the bottom spawning region carry spears. Here is a list of them along with their spawn points and when they appear:
BEGINNING (before 20 combo) Spear Wetland - spawns from wall behind south of west building.
Video times: 2:04
MIDDLE (around 30 combo) Spear Wetland - spawns from wall on the northeast hill. Spear Wetland - spawns from wall behind south of west building. Spear Wetland - spawns from wall below north building (near 30 seconds)
Video times: 3:10, 3:39, 4:55
END (around 60 combo) Spear Wetland - spawns from wall on the northeast hill. Spear Wetland - spawns from wall on the northeast hill. Spear Wetland - spawns from wall below north building (near 30 seconds)
Video times: 5:05, 5:43, 6:02, 6:19, 6:41, 6:56
(NOTE: I'm not completely sure where all the spear scripted appear at this time.)
All of the Cephalos listed above can be seen throughout the video. You can't see where they spawn from, but just keep in mind their spawning place. Basically, if you see a spear Wetland Majini come from an area such as across the north bridge after 30 combo or see one walk down the narrow corridor near the northeast hill, that can be a scripted Cephalo!
NOTE: You're going to get a BUNCH of scripted Cephalos after 60 combo at times in solo mode. Sometimes it is best to allow a Cephalo to stay in the area then melee kill until you activate another scripted Cephalo then toss a flash grenade to kill both of them in order to save flash grenades.
Move toward the middle area after killing off many of the first few Wetland Majini. Sometimes players actually lose the combo after the opening crowd is killed because of the slow spawning in the bottom area. Try to search them out as much as possible. The FIRST GIANT MAJINI SPAWNS AT 20 COMBO from the wall behind the walkway structure in the east. Prepare to deal with him as soon as he spawns!
Some good fighting places for the bottom spawn are in the alley to the north of the west building, in the chicken area (arguable) and in the narrow area in between the path that leads to the northeast hill and the walkway structure. The player in the video mainly stays in the middle area since Wesker kills off enemies so quickly, but be sure to keep the fighting areas mentioned above in mind.
The SECOND GIANT MAJINI SPAWNS AT 40 COMBO from the gate spawn point in the south portion of the Village. The THIRD GIANT MAJINI SPAWNS AT 60 COMBO from the wall spawn point on the northeast hill. The FOURTH GIANT MAJINI SPAWNS AT 70 COMBO from the high wooden ledge above the west building (above the north alcove outside the building).
The bottom spawn region has 80 enemies in it. You will have killed the 12 enemies in the opening crowd and the 4 Giant Majini, so it will have total of 96 enemies altogether. You need to move across the bridge at about 90 kills in order to make the Majini from the north spawning region begin to spawn. If you're unsure of when to move, you can always stand where the spawning regions overlap by standing on the north bridge while killing off the enemies around 90 combo or you could also stand near the gap once you move above - both of those areas are where the spawning regions intersect.
NOTE: If you're still below and still getting enemies well after 95 combo, it's because you have either stepped on the bridge or gott too close to the top spawning region boundary. You'll still need to move up top eventually.
Either way, start to move across the bridge at 90 combo. Moving across the bridge is a portion of the run where the combo can really be at risk. Be ready to equip a powered weapon and bullet kill or melee kill the first Majini that you come across while stepping around the wall under the building. Wetland Majini should spawn from the alcove with the 30 seconds, which will help you in keeping the combo while moving toward it. Hit the 30 SECOND TIME BONUS then move up the stairs while fighting the Wetland Majini.
While on top, you can really fight just about anywhere, but STAY OFF THE BRIDGE as much as possible. NEVER, EVER fight a shield Majini on the bridge. Good places to fight are the narrow outside areas beside the building walls at the top. It's really up to you when you hit the remaining time bonuses at the top. In the video, the player hits the 60 second timer in the cave at around 125 combo, but most players save that timer until the end. Either way be sure to hit the 60 SECOND TIME BONUS on the middle walkway and the 60 SECOND TIME BONUS in the top cave before you reach about 146 enemies.
The run will end early since you likely killed before the main combo started. There are also more than 150 enemies in Village! You can't rely on the number of enemies on the screen to tell you when the run will end - it will end with enemies still in the stage because Village has more than 150 enemies!
NOTE: In the top area, several shield Majini will spawn all at once. Try to kill them as quick as possible. Do not allow them to group. Stand at a distance from them and shoot them in the their legs to set them up for melee. The shield Majini around 100 - 110 combo will always be in great number.
9:24 The player notices the scripted Cephalo weaponless Wetland Majini as it exits from the tunnel. This is the most obvious scripted Cephalo on Village if you stand near the cave when it spawns. This weaponless scripted Cephalo is the only weaponless Wetland Majini that will exit from the tunnel.
Take note of the following scripted Cephalos. All of these have the potential to spawn starting at about 120 combo. The bowgun Majini scripted will be the final set of scripted Cephalos on the top. Like the player in the video, you might not even have to fight them all:
Weaponless Wetland - spawns from the back of the top cave. Spear Wetland - spawns from the back of the top cave. Bowgun Wetland - spawns from the wall on the northeast hill. Bowgun Wetland - spawns from the wall on the northeast hill. Bowgun Wetland - spawns from the wall on the northeast hill. Spear Wetland - spawns from the wall below north building (near 30 seconds)
NOTE: The player in the video, begins to run by some Wetland Majini toward the end of the run. He does this because he knows that the bowgun Majini that step through the doors at the bottom of the walkway are scripted Cephalos. Instead of activating their Cephalos, he moves right by them and kills other Wetland Majini for a quicker +5 second bonus.
NOTE: Take a look at the spawning regions for Village by clicking on the map below. The north region has 60 enemies and the south region has 80 enemies. All other enemies are the 4 Giant Majini bosses and the 12 enemies that start in the stage (including the chicken). There are also several Wetland Majini that will spawn Kipepeos - both the Majini that spawns them and the Kipepeo are a kill each.