Tuesday, October 18, 2011

Resident Evil 5: The Mercenaries - The Mines DUO strategy

This is a post for archive information for strategies of The Mines DUO in Resident Evil 5 - The Mercenaries.

Bottom (Cave) Spawn strategy



Player: Kirin

This is the most popular strategy for the Bottom (Cave) spawn on The Mines DUO.

Killing and agitating the first few enemies is the most important part to scoring high in The Mines duo from the beginning. Enemies need to be activated and killed as quick as possible to get the enemy spawn flowing. This video shows a start that only Wesker can use. A non-Wesker must melee kill the first few enemies in the surrounding tunnel and then grab the first combo chest. The second combo chest is basically useless to a non-Wesker player.

NOTE: Make sure to run all the way to the long tunnel at the front of the cave in order to agitate all camping enemies.

All time bonuses are left until later into the run for the bottom spawn player. The main strategy from the beginning for the bottom player is to seek and destroy any enemies that are in the area. You'll need to move back and forth from the front to the back of the cave in order to do this. Be sure to kill the CHICKEN enemy in the middle dead end tunnel - he will likely move out of the tunnel by the time your character gets there if you're not playing Wesker.

NOTE: There is a Big Man Majini and a dynamite Majini that will spawn in the back tunnel then camp there (below the high ledge), so you'll have to move back there in order to make them attack and melee kill them to increase enemy spawn.

The FIRST REAPER SPAWNS AT 30 KILLS from the high ledge spawn point across from the explosive barrel in the back of the cave. The bottom spawn player can meet up with the Reaper or wait for the Reaper to come to the player. Just be sure to be aware that he will appear at 30 kills.

NOTE: The player avoids shooting scripted critical Majini and immediately activates scripted Cephalos in order to melee kill them quicker. I'll list up all the scripted plagas and criticals at a later date. Just know that, the two cocktail Majini in the back area that spawns from the high ledge above the first combo chest and 60 second time bonus are scripted criticals and there is one shovel Majini critical that spawns from the middle portion of the tunnel very early.

1:36
The top player gets very little health, so the player in the video uses a random green herb in order to increase the chances for his partner to get a green herb from an enemy item drop since his partner is in low health.

Once again, the player returns to defeating enemies that are in the surrounding area after the first Reaper is defeated. It's very important to move around and find the enemies as they spawn. If no enemies appear for your character in the back of the cave, run to the front. If no enemies appear in the front of the cave, run to the back.

NOTE: Majini will light their dynamite in the spawn points of the back tunnel, so it's a really good idea to stay away from the back tunnel portion near the high ledge and fence spawn points to avoid this.

NOTE: It's best to hit the 30 SECOND TIME BONUS in the back tunnel before going to defeat the second Reaper or before about 120 combo. There is no reason to go back to that area at that point, so it's best to hit it early. In the video, the player hits the 60 SECOND TIME BONUS near the first combo chest early to save a melee kill - it can be saved until about 130 combo though.

The SECOND REAPER SPAWNS AT 70 KILLS from the right high ledge spawn point at the end of the tunnel. Either player can fight this Reaper. In order for the bottom player to avoid this Reaper, the player must stay in the very back of the tunnel and this will make the Reaper go toward the top spawn player. The third Reaper that spawns at 90 kills from the east high ledge spawn point in the north will go to the top spawn player - be sure to keep this in mind since that player might not be able to keep the combo that well.

4:20
The bottom player decides to discard the Hydra since all Reapers are killed on his end and this will increase the likelihood of more handgun and magnum item drops from enemies and breakable objects. Even though the other player still has a Hydra at this point, discarding one will decrease the chances of shotgun ammo appearing.

NOTE: The top player can be under MAJOR stress after 120 combo with all the cocktail Majini that will appear in the tunnel, so you might have to shoot with a powered weapon to help keep the combo if needed.

At 130 combo, the bottom player can start to leave the bottom tunnel. Hit all time bonuses on the way out. Any time bonus that has not been hit by now, needs to be hit. Often times, players leave behind the 30 SECOND TIME BONUS in the dead end tunnel and the 60 SECOND TIME BONUS in the middle. Usually the back 30 second time bonus is hit early, but sometimes a player will save it until the end.

Exit the cave then be sure to hit the 60 SECOND TIME BONUS in the dead end alcove in the outside area. Players always leave this time bonus until the end. You just basically fight off the remaining enemies from then on while in the outside area. The last few enemies will spawn in the upper tunnel and they will spawn S-L-O-W most of the time.

NOTE: BE SURE to look up toward the middle platform in the outside area to see that the 30 second time bonus on the bridge has been hit and BE SURE to look up on the high platform on the left side of the open area and make sure that the 90 second time bonus is hit. In the video, the other player hits them, but this will not always be the case. Sometimes both of them are left behind by players. Climb the surrounding ladders and hit them if so.


Top (Platform) Spawn strategy



Player: Kirin

This is one of the many strategies for the Top (Platform) spawn on The Mines DUO.

Players usually equip a powered weapon directly from the start before falling from the platform in order to deal with the Big Man Majini in the tunnel below. Falling from the right side is the quickest, but keep in mind that the Big Man Majini will likely be right in your face if you drop from the right side. In other strategies, players will drop from the left side and turn to face the Big Man Majini.

NOTE: There is a camping Majini with a shovel in the middle area below the platform. In some strategies, a player will shoot this Majini, but in the strategy in the video, the player does not shoot him. When the player falls and runs toward the 30 seconds on the bridge this will agitate him.

Your main priority from the beginning is to get all enemies' attention on you. Wesker can do this the best since he can simply dash right through the tunnel! Run through the top tunnel and kill enemies and be sure to kill the CHICKEN enemy in the tunnel. The chicken in the top tunnel always drops a white egg, which is not even worth picking up. Leave the 30 second time bonus in the cave and run to the other end.

Kill the camping dynamite Majini at the end of the tunnel and then drop to the ledge below. Be sure to run toward the 30 seconds on the bridge along the middle platform - this will agitate the Majini with the shovel below then he will climb the ledge and attack you. Fight on the second level ledge and be wary of the cocktail Majini that spawn from the top cave. The player in the video takes shelter under the middle platform, in order to avoid the rain of cocktails.

NOTE: The player in the video does not shoot Majini that stand near the side of the ledge since that would make them drop and damage them further and basically screw up the melee kill. It's very important to avoid Majini that stand near the edge of the ledge - Big Man Majini are the same way.

2:30
The Majini with the pickaxe that is shot at 2:30 in the video is a random Cephalo. Both red wrench and pickaxe (along with one dynamite that spawns from the fence spawn point in the tunnel above) have the potential to spawn a random Cephalo at any time, so limit your melees and gunshots to their heads. There are two scripted sickle Cephalo Majini and two scripted pickaxe Cephalo Majini that will appear sometimes after 60 combo (they are both left handed). There is also potential for a green bottle Cephalo from the bottom spawn at any time (they are right handed) - they will climb the ledges and attack your character.

Work your way toward the 30 SECOND TIME BONUS on the bridge along the other side of the ledge then hit it when you have time to - when not many enemies are around. The SECOND REAPER SPAWNS AT 70 COMBO from the bottom tunnel and either you or the bottom player will have to deal with it. It might differ per run based on the bottom player's actions.

Sometimes after about 75 combo, once the second Reaper has been defeated by either player, run over to the platform with the 90 second time bonus on top of it then climb the ladder. The player in the video request an egg to let the other player know that he is climbing. Break the 90 SECOND TIME BONUS at the top of the platform then drop from the right side.

You need to enter the top tunnel after dropping. The 30 SECOND TIME BONUS in the tunnel should be broken when you have the chance to break it - when there are not many enemies around. The THIRD REAPER SPAWNS AT 90 COMBO from the top ledge spawn point above the starting platform that you started out on. Be sure to keep this in mind, since he will drop then enter the left side of the tunnel like in the video. Be wary of the legion of cocktail Majini that you will have to face after 120 combo. Things can really get bad with the constant cocktail tossing at times, much like it does in the video.

Fight inside the cave until the end of the run. The other player will hit the 60 second time bonus in the dead end cave below.

NOTE: One of the final few enemies has a tendency to be one of the scripted Cephalo pickaxe Majini (he's left handed and spawns from the fence spawn point), so be sure to keep this in mind and be ready to fight or cancel the Cephalo that spawns from him. He has the potential to take a good bit of time away from the total time if you're not read for him or can't get a leg stun on him with a non-Wesker.

Monday, October 17, 2011

Resident Evil 5: The Mercenaries - Public Assembly DUO strategy

This is a post for archive information for strategies of Public Assembly DUO in Resident Evil 5 - The Mercenaries.

Combo Chest Spawn strategy



Player: Kirin

This is the most popular strategy for the Combo Chest spawn on Public Assembly DUO.

NOTE: The players in both videos discard their Hydra shotguns in order to have a greater chance at receiving handgun and magnum ammo through enemy item drops.

The combo bonus does not start until combo 2, but it's really best to go ahead and pick up the combo chest near your character from the start of a run. A player can pinpoint aim through the fence to the left of the starting point and shoot the red barrel to most likely hit the chicken below. When playing as Wesker, he can melee kill the chicken with a dash though, so it's best to save it for later.

The chest spawn player needs to hit the 30 SECOND TIME BONUS in the waterway and the 30 SECOND TIME BONUS in the shack all while maintaining the combo by melee killing surrounding enemies.

It's important for the chest spawn player to reach the alley side before or a little bit after 20 combo to make sure that no camping Majini are standing around and keeping other enemies from spawning - there is always one that will spawn and stand near a column across from the ramp, so be sure to check that area often before 50 combo. The FIRST EXECUTIONER SPAWNS AT 20 COMBO from the fence spawn point on the hill. Either player can kill him, but its usually best if the chest spawn player kills the first Executioner.

1:53

The player uses the random green herb drop so one might become available to his partner from a random drop. His partner is in orange health, so, if there is not already a green herb drop in the area AND in the inventory of either player, a green herb will be dropped from the next killed Majini on either side. Fixed drops like the First Aid Spray from the Executioners do not count. Red Herb drops and eggs do not count either - that's why he stocks up on eggs at the beginning.

Don't worry about any of the surrounding time bonuses until around 120 combo. It's best to save them and hit them when you have the time! The player needs to move back and forth between the area with the chest and the area near the ramp. A female Majini and a long pipe Majini will spawn then camp near the starting combo chest eventually, and it's best to be ready for them - kill them or at least shoot them to get their attention once they appear. You'll know its them since they will both just stand there. They often appear around 60 combo.

At 50 combo, the second Executioner will spawn and attack the platform spawn player. You need to keep this in mind and try to keep the combo as best as you can since the platform player might be under major stress at that point. The THIRD EXECUTIONER SPAWNS AT 70 COMBO from the gate spawn point near the combo chest. The chest player needs to be sure to keep this in mind. Either meet him at the spawn point and kill him there or just know that he is in the area so he doesn't sneak up on your character and give your character the overhead of doom.

2:48

The player makes what appears to be a random magnum shot at 2:48. This was to get rid of some of his spare magnum ammo so the partner might receive a magnum ammo drop most likely. The only problem is that the player had more than one shot left. Either way, when you only have 1 extra bullet, firing off that extra shot and inventory reloading is much faster than discarding.

The less amount of ammo in the area or in a player's inventory, the greater the chance of its drop - it WON'T be instant like a green herb though. It just increases the chances.

Around 100 - 130 combo, Majini will start to spawn in great numbers for the chest spawn player. It's a good idea to get in a narrow area such as the shadowed corridor near the oil barrels or the back alley around the backside of the nearest building. Fight around either of those two areas. At about 130 combo, start to hit the timers around the alley area. Hit the 60 SECOND TIME BONUS in the alley and the 30 SECOND TIME BONUS near the ramp if you haven't already by then.

The chest spawn player needs to climb the ramp then hit the TWO 60 SECOND TIME BONUSES along the rooftop sometimes after 135-140 combo. Around that time, the Majini on your side should be limited, so you will be able to move a lot more than the other player. The platform player is usually the combo keeper toward the end. The final few kills of the combo don't matter as much as melee killing, but it's still best to try to keep the combo as much as possible on distant enemies especially.

In the video above, the chest spawn player is the one that hits the 60 SECOND TIME BONUS in the building. This is not always the case though. Basically whichever character is free to hit the timer is the one that will usually hit it while the other maintains the combo. Sometimes the 60 second time bonus up the ladder is also kept until the end. The platform spawn player is often the one that will hit that time bonus at the end, since that player will be the closest to it most likely.

NOTE: Like in the video, if a Majini is seen in the distance toward the end of a run and he can't be quickly melee killed, bullet kill him.


Platform Spawn strategy (Wesker player)



Player: gab3624

This is the most popular strategy for the Combo Chest spawn on Public Assembly DUO. The starting is for Wesker only.

The strategy above (the starting) only works well for a Wesker player. He can shoot the oil barrels to damage the starting Majini then dash through them all and kill them in a few dashes. Wesker remains invincible during his dash, so he cannot be harmed while doing so. Be sure to keep in mind that the Agitator has more health than other Majini, so he can be more of a problem with any character.

The platform player needs to shoot the Majini on the hill in the background or he will stay there until the chest spawn player moves toward him - this is VERY IMPORTANT to do in order to increase enemy spawn. The platform player needs to drop from the platform and move toward the area in between the bus and building beside the platform in order to make the Female Majini in the side buildings (green dress and red dress) move out and attack the player. If you don't move there, they will remain inside and both players will get fewer enemies.

The platform spawn player's killing from the beginning will speed up the Majini spawning for the other player, so try to melee kill as fast as possible. The player in the video above does not pick up the combo bonus from the combo chest in the bus - it's really optional based on the situation (number of Majini attacking you). Time is really worth more points, so fast melee killing will really award more points than a combo chest combo bonus, but on the other hand, combo bonuses that are picked up before 20 combo are worth the most - all of this can be arguable amongst Mercs players.

Don't worry about hitting either of the two time bonuses around the area until much later into the combo. The chest spawn player will sometimes deal with the first Executioner but the platform player needs to also be aware that the FIRST EXECUTIONER SPAWNS AT 20 COMBO from the fence spawn point on the hill. If the platform player stays near the building on the left side of the area, the Executioner will move down the hill and break through the wall of the building. If the platform player stays out in the middle or near the bus, the first Executioner will move across the rooftops then drop and attack.

The SECOND EXECUTIONER SPAWNS AT 50 COMBO from the left side of the fence spawn point behind the Execution platform. He will usually not hop over the fence until about 52 combo. The platform player needs to keep this mind and be ready for him!

Around 60-100 combo, the Majini will not spawn as much for the platform spawn player. This is your best time to climb the ladder of the building near the car and hit the 60 SECOND TIME BONUS on the rooftop. The combo chest spawn player will have to deal with the third Executioner at 70 combo, so be sure to keep this in mind while fighting. Sometimes the third Executioner will come with a crowd of Majini and place the chest spawn player under major stress.

3:07

The player requests ammo to let the other player know that he is climbing a ladder and cannot keep the combo. Players in duo often do things such as this when running to collect a time bonus.

In the video, the player leaves the 60 SECOND TIME BONUS in the building until the end of the run, but the platform spawn player can hit it early when no enemies (or few enemies) are in the area if possible and this will save time at the end of the run. Majini spawns will not be that great in number again until about 110 combo. From then onwards, a player needs to find a good fighting place and fight off the remaining Majini. The corridors behind the Executioner platform serve as a good fighting place for just about any character around that time.

Be sure to keep the combo as much as possible around 130 combo since that is when the combo chest spawn player will start to hit the time bonuses on the other side. It's really best that the platform player keeps a watch on the rooftops to know where the other player is. If you haven't hit either of the time bonuses in the area, the other player or both of you will have to hit the remaining time bonuses sometimes after 140 combo.


Platform Spawn strategy (non-Wesker player)



Player: Berserker Kev

This is the most popular non-Wesker strategy for the Platform spawn on Public Assembly DUO. Once again, the starting is for a non-Wesker player only.

A non-Wesker player cannot take advantage of the flames from the oil barrels, nor can they kill the starting enemies as fast. Shoot the Majini on the hill to make him move while up on the platform then fall from the top portion of the platform. Melee kill the Majini to the right then turn around and kill the Majini that will climb the ladder behind your character. After that fall and kill the Majini around the area.

This shows how the Majini in the buildings can be agitated by simply moving toward the bus. Notice how at 11 combo, I move toward the bus - this is to make the females move out of the buildings. In this video, I step into the bus and collect the combo bonus from the combo chests. It's an option if you're running low on enemies.

NOTE: Non-Wesker's can have a big problem with Cephalos and each female Majini can spawn one easily from any hit to the head with any weapon or melee, so it's good idea to limit head attacks with a non-Wesker. In the video, I neck break female Majini a bunch, but still risk uppercuts. You'll always have to take some chances since you can't exactly instant kill melee all females.

The rest of the strategy basically plays out like the Wesker strategy above. In the video, I hit the time bonus up the ladder after 100 combo. You just basically hit it when you can do so around 60-110 combo.

Monday, October 3, 2011

Resident Evil CODE: Veronica X Guide





Veronica may be old, but I'd still FAQ that... Hard. And so, I did! I busted a whole load of info all over her.

Seriously, Resident Evil CODE: Veronica X stands as my favorite RE game out of them all. I've been constantly wanting to write a guide for the game, but have been lacking the reason to. Now that it's been rereleased in HD, I finally saw my chance.

The game looks quite good for such an old game. The lighting effects have been improved quite drastically. Flame effects and water effects seem much better now. The water actually looks fully remade if you ask me. It sure didn't look that good on the Gamecube version I was playing recently.

Maybe some day, I'll have a reason to write for another old RE game. In a way, I'd kind of like to write for RE: Zero.

NOTE: For anyone wondering about the image above, it's the design on the back of Claire's jacket:

http://img295.imageshack.us/img295/4421/letmelive.jpg

EXTRA:

Just for fun, this is a little portion of the guide that I decided to remove but still wanted to share with the readers of my blog. I felt that it went a little overboard with explanation, so I removed it. This was originally in the area where Claire first sees Nosferatu in his cell below the grated floor at the Antarctic Base:

Oh, and about the man below...

It appears that someone has been restrained because of their RE5 Mercs addiction. This is what happens when a person becomes obsessed with that minigame - some of them slowly mutate into a terrifying monster with no pity on others. They are one with the leaderboards at this point - the LB-Virus has taken over. They have to be restrained with shackles and their eyes have to be strapped shut so they cannot view the leaderboards anymore. This is an RE5 Mercs community joke, by the way.

Wednesday, September 28, 2011

Resident Evil 4 HD Guide



Resident Evil 4: Wii Edition - :Wii Edition + HD = Resident Evil 4 HD guide by Berserker

Yeah, this guide is VERY similar to my Resident Evil 4: Wii Edition guide, but I did add Achievements and Trophies and changed all controller configurations and button mentions in the guide.

I also updated it with a few reader emails that I have received over the past few years.

CODE: Veronica X is next! Then...


CHRIS!


What the hell does ^that mean? ...wait and see.

Saturday, September 17, 2011

Resident Evil: The Mercenaries 3D Guide



Let's see...

a) biased Chris pic - CHECK!
b) extremely late in posting this - CHECK!
c) incomplete in some ways - CHECK!

It's got to be a Berserker Resident Evil guide then!

Anyway, I noticed that I still haven't posted up a mention of my Mercs 3D guide here and I sure am tired of seeing that Mercenaries stat list every time I check my blog, so here is a post for The Mercenaries 3D!

Besides finishing up the character sections, I want to add the boss spawn points and time of spawning for EX stages to this FAQ as well. At the moment, I only have the final Prison stage left to do and then I'll probably call it quits on this guide.

Sadly, the game did not pull me in as much as the other Mercenaries modes really...

In other news, I'm working on an RE: Code Veronica X guide and... I still do want to write a Chris guide for RE5 Mercs and Mercs Reunion. There is a slight motivation problem with that latter guide at this time though.

UPDATE

9/21/11 - Added Boss spawns for EX stages to the EX stage walkthrough listings. This includes all boss spawn times and spawn point locations.

Tuesday, July 26, 2011

Resident Evil 5: The Mercenaries - Full Stat List

The following is a full list of every statistic in Resident Evil 5: The Mercenaries. I will update this list if I find out anything new.

CHARACTERS

This is a list of all statistics for each character in The Mercenaries. The list includes character melees and weapon damage per shot fired.

C H R I S
R E D F I E L D


-- STARTING HP (for all Chris types): 1000

-- MELEE (for all Chris types)

-- Straight

Type of Melee: Head Stun Melee
Damage: 400

-- Hook

Type of Melee: Arm Stun Melee (front)
Damage: 300

-- Kick

Type of Melee: Arm Stun Melee (back)
Damage: 300

-- Uppercut

Type of Melee: Leg Stun Melee (front)
Damage: 400

-- Neck Breaker

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Stomp

Type of Melee: Ground Melee
Damage: 600

-- Haymaker

Type of Melee: Tag Team Melee (front)
Damage: 3,000

-- Back Hand

Type of Melee: Tag Team Melee (back)
Damage: 3,000

-- Top-down Punch

Type of Melee: Partner Assist Melee
Damage: 500

-- Uppercut Counter

Type of Melee: Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 1,200


-- BSAA GEAR

- M92F (HG)

Firepower: 250
Capacity: 50
Reload Speed: 1.70 sec.
Special: Critical 37.5%

- Ithaca M37 (SG)

Firepower: 400 x 7
Capacity: 20
Reload Speed: 2.40 sec.
Special: Critical 25%

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- SAFARI GEAR

- SIG P226 (HG)

Firepower: 350
Capacity: 16
Reload Speed: 1.70 sec.
Special: ---------

- M3 (SG)

Firepower: 500 x 7
Capacity: 10
Reload Speed: 3.00 sec.
Special: ---------

- Rocket Launcher

Firepower: 30,000
Capacity: 1
Reload Speed: ---------
Special: ---------


-- S.T.A.R.S. GEAR

- SIG 556 (MG)

Firepower: 160
Capacity: 65
Reload Speed: 2.55 sec.
Special: ---------

- S&W M29 (MAG)

Firepower: 2,100
Capacity: 12
Reload Speed: 3.53 sec.
Special: Level 3 Piercing

- Grenade Launcher

Acid Round Firepower: 500
Electric Round Firepower: 400
Explosive Round Firepower: 1,000
Flame Firepower: 500
Flash Round Firepower: 100
Nitrogen Round Firepower: 100


S H E V A
A L O M A R


-- STARTING HP (for all Sheva types): 1000

-- MELEE (for all Sheva types)

-- Roundhouse

Type of Melee: Head Stun Melee
Damage: 350

-- Twist Kick

Type of Melee: Arm Stun Melee (front)
Damage: 225

-- Knee

Type of Melee: Arm Stun Melee (back)
Damage: 225

-- Somersault

Type of Melee: Leg Stun Melee (front)
Damage: 350

-- Throat Slit

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Impale

Type of Melee: Ground Melee
Damage: 800

-- Skull Crusher

Type of Melee: Tag Team Melee (front)
Damage: 3,000

-- Spinning Back Kick

Type of Melee: Tag Team Melee (back)
Damage: 3,000

-- Pivot Kick

Type of Melee: Partner Assist Melee
Damage: 450

-- Somersault

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 900


-- BSAA GEAR

- M92F (HG)

Firepower: 250
Capacity: 40
Reload Speed: 1.36 sec.
Special: Critical 50%

- VZ61 (MG)

Firepower: 100
Capacity: 260
Reload Speed: 2.83 sec.
Special: Critical 37.5%

- Dragunov SVD (RIF)

Firepower: 1,300
Capacity: 13
Reload Speed: 2.41 sec.
Special: Semi-auto


-- CLUBBIN' GEAR

- AK-74 (MG)

Firepower: 200
Capacity: 50
Reload Speed: 2.83 sec.
Special: ---------

- Jail Breaker (SG)

Firepower: 180 x 14
Capacity: 8
Reload Speed: 2.24 sec.
Special: Attack Range: 15

- S75 (RIF)

Firepower: 2,000
Capacity: 20
Reload Speed: 2.24 sec.
Special: ---------


-- TRIBAL GEAR

- Longbow

Firepower: 1,500
Capacity: Infinite
Reload Speed: 1.00 sec.
Special: ---------

- Incendiary Grenade

Direct Hit: 500
Area Effect: 500

- Flash Grenade

Direct Hit: 0
Area Effect: 0

- Grenade Launcher

Acid Round Firepower: 500
Electric Round Firepower: 400
Explosive Round Firepower: 1,000
Flame Firepower: 500
Flash Round Firepower: 100
Nitrogen Round Firepower: 100

J I L L
V A L E N T I N E


-- STARTING HP (for all Jill types): 1000

-- MELEE (for all Jill types)

-- High Kick

Type of Melee: Head Stun Melee
Damage: 350

-- Roundhouse

Type of Melee: Arm Stun Melee (front)
Damage: 250

-- Reverse Roundhouse

Type of Melee: Arm Stun Melee (back)
Damage: 250

-- Sweep Kick

Type of Melee: Leg Stun Melee (front)
Damage: 350

-- Head Grab

Type of Melee: Leg Stun Melee (back)
Damage: Kill

-- Double Knee Drop

Type of Melee: Ground Melee
Damage: 1,200

-- Flip Kick

Type of Melee: Tag Team Melee (front)
Damage: 2,000

-- Cartwheel Kick

Type of Melee: Tag Team Melee (back)
Damage: 2,000

-- Double Kick

Type of Melee: Partner Assist Melee
Damage: 350

-- Sweep Kick

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 900


-- BSAA GEAR

- PX4 (HG)

Firepower: 300
Capacity: 25
Reload Speed: 1.70 sec.
Special: Critical 87.5%

- H&K MP5 (MG)

Firepower: 120
Capacity: 150
Reload Speed: 2.10 sec.
Special: Level 4 Piercing

- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- BATTLE SUIT GEAR

- VZ61 (MG)

Firepower: 100
Capacity: 300
Reload Speed: 2.83 sec.
Special: Critical 37.5%

- H&K PSG-1 (RIF)

Firepower: 1,200
Capacity: 9
Reload Speed: 1.70 sec.
Special: Level 8 Scope

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


A L B E R T
W E S K E R


-- STARTING HP (for all Wesker types): 1000

-- MELEE (for all Wesker types)

-- Cobra Strike

Type of Melee: Head Stun Melee
Damage: 1,200

-- Panther Fang

Type of Melee: Arm Stun Melee (front)
Damage: 300

-- Jaguar Kick

Type of Melee: Arm Stun Melee (back)
Damage: 300

-- Tiger Uppercut

Type of Melee: Leg Stun Melee (front)
Damage: 400

-- Mustang Kick

Type of Melee: Leg Stun Melee (back)
Damage: 500

-- Windfall

Type of Melee: Ground Melee
Damage: 600

-- Rhino Charge

Type of Melee: Tag Team Melee (front)
Damage: 4,000

-- Ghost Butterfly

Type of Melee: Tag Team Melee (back)
Damage: 4,000

-- Ram Horn

Type of Melee: Partner Assist Melee
Damage: 500

-- Tiger Uppercut

Type of Melee: Counter Melee on Licker Beta
Damage: 600

-- Stab

Type of Melee: Ground Melee on Licker Beta
Damage: 1,200

-- Dash

Type of Melee: Special Melee*
Damage: 200

-- Knee Cannon

Type of Melee: Special Melee*
Damage: 1000

* Press RS/R3 to activate Wesker's dash. Wesker can hit an enemy with his body during the dash to take off damage. He can turn while running up to three times by pressing the left thumbstick in any direction along with the A/X button a few seconds after starting the dash. Press the RT/R1 button to perform a Knee Cannon finisher.


-- MIDNIGHT GEAR

- H&K P8 (HG)

Firepower: 300
Capacity: 21
Reload Speed: 1.53 sec.
Special: Level 3 Piercing

- S&W M500 (MAG)

Firepower: 4,300
Capacity: 6
Reload Speed: 3.53 sec.
Special: Level 2 Piercing

- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000

- Proximity Bomb

Direct Hit: 1,500
Area Effect: 1,000


-- S.T.A.R.S. GEAR

- Samurai Edge (HG)

Firepower: 400
Capacity: 15
Reload Speed: 1.70 sec.
Special: ---------

- Hydra (SG)

Firepower: 500 x 14
Capacity: 6
Reload Speed: 3.67 sec.
Special: Attack Range: 15

- L. Hawk (MAG)

Firepower: 2,300
Capacity: 8
Reload Speed: 1.53 sec.
Special: Level 5 Piercing


E N E M I E S

This is a list of all statistics regarding enemies in Resident Evil 5: The Mercenaries. Some statistics refer to only solo and only duo and are labeled as such.

-- RANDOM MAJINI DAMAGE

This is a listing of certain forms of damage that can happen to a Majini as a result of the player's action or another enemy's actions. Most of the time, a Majini will receive some form of damage per hit from another Majini.

Majini falling: 350*
Giant Majini attack: 400 - 500
Reaper attack: 100
Gatling Gun Majini shot: 30
Majini Cocktail: 250 - 300
Dynamite: 500/instant death**


* A Majini can fall by a player shooting a Majini while it stands near a ledge or a player can knock a Majini off a ladder by falling on it through a drop command. If the Majini hits the ground in any way with its back or stomach, it will take 350 damage.

** Dynamite that explodes will instantly kill any normal Majini. If the explosion hits a boss or Big Man Majini, it will take off 500 damage.


M A J I N I

-- DAMAGE MODIFIERS (for all Majini types)

Head: +20%
Body: Normal Damage
Leg: -10%

-- MODE ATTRIBUTES (for all Majini types)

Running Speed:

Solo: 90-105%
Duo 100-110%

Evade probability:

Solo: 55%
Duo: 85%

Knockdown duration:

Solo: 2-5 seconds
Duo: 1-4 seconds

Attack interval:

Solo: 5 seconds
Duo: 1 second

Left analog shakes for grab escape:

Solo: 20-30
Duo: 20-35


-- BASE MAJINI

-- DAMAGE MODIFIERS (for all Majini types)

Armor: No damage (except for magnum/explosive shot)

-- ATTACK POWER

Stun rod attack: 360
Rocket Launcher: Inflicts dying status
Hand Grenade: 400
Flash Grenade: No damage (stun)

-- STARTING HP

Normal Base Majini: 800
Rocket Launcher Majini: 1000


-- TOWN MAJINI

-- ATTACK POWER

Grapple (bite): 135-280
Melee weapon attack: 280
Melee weapon throw: 180
Kick: 150
Bow Gun: 120
Molotov cocktail: 280
Dynamite (ground): 500
Dynamite (air): 400

-- STARTING HP

Male Town Majini: 800
Agitator: 1400
Female: 700
Bowgun, Dynamite and Cocktail (in Mines stage): 700


-- WETLAND MAJINI

-- MODE ATTRIBUTES (for Spear Wetland Majini)

Spear jump attack probability:

Solo: 25%
Duo: 50%

-- ATTACK POWER

Grapple (bite): 135-280
Spear attack: 280
Spear throw: 180
Shield ram: 200
Explosive arrow: 120
Torch attack: 280
Torch fire spit: 280

-- STARTING HP

Wetland Majini: 700
Shield Majini: 700
Explosive Arrow Majini: 700
Torch Majini: 1500
Starting Normal Wetland Majini on Village: 900

B O S S E S


-- CHAINSAW MAJINI

-- DAMAGE MODIFIERS

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

-- DAMAGE MODIFIERS (BERSERK STATUS)

Head: +10%
Body: Normal damage
Arms: -40%
Legs: No damage (bullets pass through legs)

-- STARTING HP

Red Chainsaw Majini: 7000
Blue Chainsaw Majini: 15000
Blue Chainsaw Majini (berserk status): 1500


-- EXECUTIONER MAJINI

-- DAMAGE MODIFIERS

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

-- STARTING HP

Public Assembly Executioner: 8000
Prison Normal Executioner: 15000
Prison Red Executioner: 20000


-- GATLING GUN MAJINI

-- DAMAGE MODIFIERS

Head: +30%
Body: Normal Damage
Legs: +30%
Ammo container: No damage (magnum shot can pierce and hit other body areas)

-- WEAPON DAMAGE MODIFIERS

Any weapon besides machine gun and grenade launcher: -70%
Grenade Launcher: Normal damage
Machine gun: -75%

-- STARTING HP

Yellow Gatling Gun Majini: 4000
Red Gatling Gun Majini: 6000

SPECIAL NOTE: All melees on the Gatling Gun Majini take less damage from him. Chris and Sheva's melees take 70% less than normal and Jill and Wesker's melees are 50% less than normal.


-- GIANT MAJINI

-- DAMAGE MODIFIERS

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage (no gun can pierce)

-- WEAPON DAMAGE MODIFIERS

Magnum: -20%
Shotgun, Rifle: -70%
Other weapons: -50%

-- STARTING HP

Giant Majini: 4000


-- REAPER

-- DAMAGE MODIFIERS

Weak Spot (stomach): Normal Damage
Weak Spot (sides): -50%
Other Parts: No Damage

-- STARTING HP

Reaper: 1500


P L A G A S


-- BUI KICHWA

-- DAMAGE MODIFIERS

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

-- STARTING HP

Bui Kichwa: 200


-- CEPHALO

-- DAMAGE MODIFIERS

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

-- STARTING HP

Cephalo: 3000


-- DUVALIA

-- DAMAGE MODIFIERS

Shell: No Damage
Mouth: +150%
Appendage: -90%
Legs: -10%

-- STARTING HP

Duvalia: 6000


-- KIPEPEO

-- DAMAGE MODIFIERS

Body: +50%
Tentacle: Normal Damage
Wings: -70%

-- STARTING HP

Kipepeo: 1000


B. O. W.
A N D
O T H E R S



-- BIG MAN MAJINI

-- DAMAGE MODIFIERS

Head: +20%
Body: Normal Damage
Legs: -10%

-- STARTING HP

Big Man Majini: 4000


-- LICKER BETA

-- DAMAGE MODIFIERS

Heart: +300%
Head: +10%
Body: Normal Damage
Front Legs: -30%
Rear Legs: -20%

-- STARTING HP

Licker Beta: 900


-- CHICKEN

-- DAMAGE MODIFIERS

Any portion of body: Normal Damage

-- STARTING HP

Chicken: 1


HP LIST PER STAGE

PUBLIC ASSEMBLY

Town Majini - 800
Agitator Majini - 1400
Female Majini - 700
Cephalo - 3000
Executioner - 8000
Chicken - 1

THE MINES

Town Majini - 800
Dynamite Majini - 700
Bowgun Majini - 700
Molotov Majini - 700
Cephalo - 3000
Big Man Majini - 4000
Reaper - 1500
Chicken - 1

VILLAGE

Wetland Majini - 700/900
Shield Majini - 700
Bow Majini - 700
Cephalo - 3000
Kipepeo - 1000
Bui Kichwa - 200
Giant Majini - 4000
Chicken - 1

ANCIENT RUINS

Wetland Majini - 700
Shield Majini - 700
Bow Majini - 700
Torch Majini - 1500
Cephalo - 3000
Duvalia - 6000
Giant Majini - 4000
Chicken - 1

EXPERIMENTAL FACILITY

Base Majini - 800
Rocket Launcher Majini - 1000
Licker Beta - 900
Cephalo - 3000
Duvalia - 6000
Chicken - 1

MISSILE AREA

Town Majini - 800
Dynamite Majini - 800
Bowgun Majini - 800
Molotov Majini - 800
Cephalo - 3000
Yellow Gatling Majini - 4000
Red Gatling Majini - 6000
Chicken - 1

SHIP DECK

Town Majini - 800
Dynamite Majini - 800
Bowgun Majini - 800
Molotov Majini - 800
Cephalo - 3000
Red Chainsaw - 7000
Blue Chainsaw - 15000
Blue Chainsaw (Berserk) - 1500
Chicken - 1

PRISON

Town Majini - 800
Dynamite Majini - 800
Molotov Majini - 800
Big Man Majini - 4000
Cephalo - 3000
Executioner - 15000
Red Executioner - 20000
Chicken - 1


thanks to MetalArkanus for some of the enemy stats!

Thursday, July 14, 2011

Resident Evil: The Mercenaries 3D review

Resident Evil: The Mercenaries 3D

Original review link

Player(s): 1-2
Extra Features: online multiplayer (1-2 players)

"I've got us a chopper, headed your way now..." If that phrase means anything to you, then Resident Evil: The Mercenaries 3D is a game that you'll want to take a look at. If that phrase doesn't mean anything to you, then read on and I'll tell you about it. That is the opening phrase that a player is forced to listen to at the beginning of each Mercs run in Resident Evil 5 and one that is surely drilled into every RE5 Mercs players' head by now. Mercs 3D is the type of game that will appeal the most to a hardcore Mercs player or any Mercs player that really enjoyed The Mercenaries mini game that started in Resident Evil 3 and continued on into Resident Evil 4 and Resident Evil 5.

Mercs 3D is a standalone version of the Mercenaries mini game that you'll find in Resident Evil 4 and Resident Evil 5 - it's a full game based off that mini game. Mercs 3D compiles enemies and gameplay from both RE4 and RE5. The game is split into missions that start out very basic then turn into normal Resident Evil Mercenaries playthroughs that RE fans are more familiar with. Like in the RE4 and RE5 Mercs mini game, the main focus for most missions is to kill as many enemies as you can and achieve the highest score possible while staying alive.

The game keeps all of the established styles of gaining points that were in RE5 Mercs - building time through collecting timers and achieving melee kills, keeping a large kill combo through enemy kills and collecting combo bonuses to gain extra points per kill. Each of the 8 characters in Mercs 3D has their own melee moves that can be used to weaken or finish off enemies. Just like in RE5 Mercs, each character has one head stun melee, two arm stun melees, two leg stun melees, one ground melee and at least one really powerful tag team melee.

The 8 characters in Mercs 3D are Chris Redfield, Jill Valentine, HUNK, Jack Krauser, Albert Wesker, Barry Burton, Rebecca Chambers and Claire Redfield. Claire Redfield is the only new addition that wasn't in a previous title. Each character has one alternate outfit as well. The game has a total of 21 main missions, which are spread into 5 levels of difficulty. There are also 9 EX missions that are unlocked once all missions have been completed.

As already mentioned, the missions start out very basic. The beginning missions are basically tutorials for overall movement and some of them teach a player how to score higher through the means available (melee kills, combo bonus chests, etc). Once all of the basics missions are out of the way, the game will present actual Mercs missions to the player and the difficulty will increase per mission thereafter.

Mercs 3D brings in several enemies from RE4 and RE5 Mercs. For a full roster the game has the following enemies: Town Majini, Base Majini (some w/metal shields), Zealots (some w/wooden shields), Big Man Majini, Cephalo, Duvalia, Bui Kichwa, Executioner, Red Executioner, Gatling Gun Majini, Super Salvador, Chainsaw Majini, Garrador and Popokarimu. The game mixes these enemies up greatly. You'll never constantly fight a certain enemy per stage all the time like you would in the previous Mercs games. Just because you're at the Castle stage doesn't mean that you'll only fight Zealots. The game will sometimes toss a mixture of normal enemies your way, such as mixing Town Majini with Zealots.

Each enemy has a certain amount of health that can be quite large. Zealots have quite a bit of health, which helps make an RE5 Mercs player reconsider a "melee kill only" sort of strategy. When Zealots take about 6-7 shots from a handgun to weaken for a melee to kill them off for a time bonus, a player will often find it best to blast a group with a shotgun and finish off any surviving enemies in the crowd with a melee that will finish them off. The enemy durability and overall aggression makes Mercs 3D feel a lot more like RE4 Mercs in terms of difficulty. There is much more of a fight for survival feel in the later missions of Mercs 3D when compared to RE5 Mercs. The difficulty in Mercs 3D is more like RE Mercs overall.

The overall controls make Mercs 3D harder as well. More like RE4 Mercs, a player must go through a full reload animation in front of active enemies in order to reload. Healing must be performed in real time as well, though the healing animation is invincible. Item pickups are now instant - once you press a button while standing over an item, your character will automatically gain that item without having to bend down to pick it up like in RE5 Mercs. This eliminates the invincibility from item pickup that was established in RE5 Mercs however, so say... when the Executioner is about to hit Chris over the head with his large axe, Chris can't suddenly lean over and pick up that flash grenade on the ground next to him to gain invincibility from it!

The game has four control types. It has the usual RE4 control setup and three other control types, one of which is similar to a first person shooter and some that change up the buttons just a bit. Overall, I could not find a control setup that I was completely comfortable with, and that limited my gameplay during tense situations. No matter the control type, I constantly felt like the controls were more complicated than they should be. To make matters worse, during gameplay, you have to tap on the touch screen to equip explosives such as hand grenades and proximity bombs. Having to use the touch screen to equip an explosive during a heated battle often messed me up.

The aiming in the game can be set to first person view or the usual behind the shoulder view. A player can now move while aiming by holding down on the L button to lock the current view into place while your character is free to move. This does show off some of the flaws in the enemy gameplay however - basically, I can now simply move backwards as the Executioner readies his very slow overhead attack while I shoot him with a rifle. The action in the later Mercs missions can be so intense that this flaw cannot be exploited as much as you think however. When surrounded by several Zealots as two Executioners approach your character, you will be thankful for the ability to move while shooting!

Most of the character melees have been adjusted to where each melee feels balanced in Mercs 3D stages. Wesker's Cobra Strike head stun melee can still kill weaker enemies with a single hit without prior damage, but it is much slower now. He can no longer group enemies very easily and kill off several in a row for bonus time very easily. Wesker's other melees have more reason to use now since his Cobra Strike is not as quick. Some characters have been given new melees and some remain the same. Claire's melees are all basically new. She has a ground stomp melee much like her brother Chris but she does it a bit differently.

As ranks are gained per mission, new skills will be unlocked that can be equipped to a character before a mission begins. Each character can equip 3 skills that will empower them with new abilities. Some skills allow a character to gain more health back from each herb that is used, some skills give a character quicker reload for a certain range of weapons, some skills make a combo bonus last longer under a certain condition - there are many other skills as well. Skills will gain levels through skill points that are awarded based on how many score points are gained in each mission. The use of skills gives Mercs 3D an added RPG type of feel and breaks up the monotony of only completing a stage for a score rather well.

Each character can also equip different weapon setups once other weapon setups have been unlocked. For instance, Chris can use Krauser's bow, knife and rocket launchers once Krauser's weapon setup has been unlocked. Some weapon setups are far better for stages than others. Krauser's weapon setup is easily one of the best. He has a bow with infinite arrows that takes off quite a bit of damage, a knife that takes off about the same damage as a handgun shot per slash along with the ability to achieve melee kills with the finishing slash of the knife (the final slash counts as a melee kill) and a pair of rocket launchers that take considerable damage from any target that is hit!

Mercs 3D looks quite good for a handheld Mercs game. The action flows just as well as it did in other Mercs titles without much slowdown. Character models have a bunch of noticeable jagged edges on them, though they still have a good bit of detail just like in RE5. All of the action on the top screen can be shown with a 3D appearance by adjusting the 3D slider on the 3DS. The 3D effects look quite good - objects that are in the background actually have depth and look far away while your character and on screen enemies appear to stand out separate from the environment.

Environmental effects such as flames and the blinding flash from a flash grenade have been basically removed. The plagas mutation of a Cephalo is very instant when compared to RE5 Mercs - basically the head explodes on the enemy and the snake head of the Cephalo just sort of... appears! Mercs 3D has stages taken from RE4 and RE5 Mercs. The full list of stages is as follows: Castle, Prison, Ship Deck, Missile Area, Public Assembly, The Mines, Village (RE4), Deserted Island. Some of the stages have a day and night setting. The stages from RE5 Mercs have been trimmed down quite a bit in some areas. About half of Missile Area has been blocked off, and all other stages from RE5 have been trimmed down as well - this actually makes it better however since some RE5 stages had a flaw of being too big anyway.

When it comes to overall sound, Mercs 3D has the best soundtrack for Mercs so far. Mercs 3D has a new soundtrack per stage. It compiles all music themes from RE4 and RE5 - The HUNK theme, the RE5 Mercs theme, the RE5 Versus theme, etc. The overall sound effects have been toned down from past Mercs games. Partner commands from RE5 Mercs have all been made very basic. Some decisions such as Wesker saying "Thanks" instead of "It was in your best interest to assist me" when a player uses his thank command take away from the character personality. Majini and Zealots and all other enemies still have the same sound effects, though a few of their sound effects have been mixed up or taken away.

Mercs 3D can be played multiplayer locally or online through duo play. The duo option is only available for the later missions, though there are quite a few later missions where it can be used - there are only about 5 missions without a duo mode option. While playing the game in duo mode two players can join together to defeat enemies. Just like in RE5 Mercs, players can interact with each other with partner commands and both players can assist each other.

To fight off the sale of used games, Capcom made it to where a save on Mercs 3D cannot be deleted, so it's best to buy this game new if you plan to unlock all material for yourself. All content remains unlocked once it has been unlocked for the first time. The main save file cannot be deleted.

Mercs 3D has no story to it whatsoever. It's much like how Metal Gear Solid: VR Missions was a compilation of MGS's VR mini game, only RE uses Mercs missions as the main feature. Mercs 3D will likely only appeal to players that enjoyed RE4 Mercs and RE5 Mercs for the most part. Most players will only want to play through the game to unlock everything and gain SS-ranks for all characters for the most part. The game has tons of unlockables. Achieving a high score on a stage has little reward when there are no leaderboards for a player to brag about gaining a high rank on. Overall, Mercs 3D is a pocket-sized compilation of RE4 and RE5 Mercs - it's literally Mercs on the go!


The Good:

+ The majority of the game is a compilation of both RE4 and RE5 Mercs (there is a lot of material here!)
+ There is much more overall balance with the character roster when compared to RE5 Mercs.
+ Online multiplayer.

The Bad:

- The controls for the game feel uncomfortable (all control types)
- The majority of the game is a compilation of both RE4 and RE5 Mercs (not too much new content).

80%

Resident Evil: The Mercenaries 3D is a handheld compilation of RE4 and RE5 Mercs mini games that will feel like a nice bonus to Mercs players that enjoyed the Mercs mini game.