Sunday, December 18, 2011

Resident Evil 5: The Mercenaries - The Mines Scripted Majini (Cephalos/Criticals)

Game (Mini game): Resident Evil 5 "The Mercenaries"
Info: Scripted Majini (Cephalos and Criticals)
Stage: The Mines



Link to page on youtube

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.

Saturday, December 17, 2011

Resident Evil 5: The Mercenaries - Experimental Facility SOLO strategy

This is a post for archive information for strategies of Experimental Facility SOLO in Resident Evil 5 - The Mercenaries.



Player: circleBuddy



Player: Spades408





Link 1
Link 2

Player: Matreezaz

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).

72 + 60 + 9 RL Majini + 9 beginning enemies = 150 enemies total!

NOTE: Experimental Facility only has 9 enemies in the stage from the beginning. As the run starts, 3 more Base Majini will spawn each time!

Learn the spawning region boundaries!


Wednesday, November 30, 2011

Resident Evil 5: The Mercenaries - Village SOLO strategy

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



Player: tomii90FI

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.

80 + 60 + 4 bosses + 12 beginning enemies + random Kipepeos = 156+ enemies total!

Learn the spawning region boundaries!





NOTE: I'm still trying to find all scripted Cephalos in Village at this time.

- BK

Tuesday, November 22, 2011

Resident Evil 5: The Mercenaries - The Mines SOLO strategy

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



Player: tomii90FI

This is the most popular strategy for The Mines SOLO.

It's best to choose the platform start point for The Mines solo. The player can easily break the two top time bonuses and kill the chicken at the top after falling off the platform. Keep in mind that The Mines has two chicken enemies!

NOTE: Cocktail, bowgun and dynamite Majini all have 700 HP unlike all the other Majini that have 800 HP in The Mines. This change is exclusive to the Mines stage! Keep in mind that cocktail, bowgun and dynamite Majini are weaker!

Start off by dropping off the right side of the platform. Enter the top tunnel off to the side (north upper tunnel). The player in the video dashes right by the Big Man Majini in the cave. Some players will kill him along the way into the top cave just so he won't hit them - and also a Big Man Majini in the opening crowd of Majini without Wesker can be very annoying once you start fighting.

Be sure to kill the CHICKEN enemy in the top tunnel while moving through it. The player in the video kills the chicken with a dash which registers as a melee kill for Wesker. Hit the 30 SECOND TIME BONUS in the middle of the top cave. Kill or quickly shoot (to stagger) the long pipe Majini near the red barrel along the way and run to the other end of the tunnel. Kill the dynamite Majini that stands outside the other end of the tunnel.

NOTE: Why do players melee kill the dynamite Majini early? Because he would he would blow up and possibly ruin other melee kills if you don't kill him early. Also, he wouldn't give a +5 second bonus if he blew up naturally.

Drop from the ledge outside the tunnel after exiting the tunnel then climb up to the platform with the 90 second timer and hit the 90 SECOND TIME BONUS at the top. Turn around and drop from the high platform - drop back down the ladder. Move along the wooden bridge then drop from the ladder at the south end of the bridge. Ignore the 30 second time bonus for right now. You'll return to this area later and stand around that time bonus, which is the best place to fight for the last few remaining enemies. Ignore the 60 second timer in the dead end tunnel at the bottom of the current area as well - it will be hit later.

NOTE: If your character hits any Majini while falling off the ladder and they fall a great distance from the top, that means you just took off 350 damage from that one Majini. The fall has to make them land on their back and they must make a long fall. It's very hard to judge whether or not you actually damage Majini while falling unless they are in about the middle of the ladder when your character hits them.

0:35
The player falls from the ladder and knocks down a Majini that was nearly at the very top. The Majini that fell from the top likely sustained 350 damage from the fall. Again, there is no REAL way to tell, but be sure to keep stuff like this in mind. When a Majini is suddenly killed off early without melee from two gunshots, remember my words.

Enter the bottom tunnel. There is a camping red wrench Majini at the end of the long tunnel. You'll need to run by him and avoid getting hit - if you run to his left side, you'll have a far greater chance of not getting hit when he swings at your character. The second CHICKEN enemy should be in the middle of the tunnel. Quickly kill the chicken.

It's really up to the player whether you hit the 60 SECOND TIME BONUS to the side or leave it for when you actually start to fight. It really doesn't matter if you hit it before you fight or not. Hit the 30 SECOND TIME BONUS in the dead end cave then rush to the end of the cave. Open the chest and pick up the combo bonus from inside the chest then start to kill the Majini behind your character.

While inside the tunnel, you have a great chance of setting up multiple melee kills with the narrow corridor that the Majini will be lined up in. None of the starting Majini will likely be scripted Cephalos unless some of the scripted Cephalo green bottle Majini have spawned from the front portion of the long tunnel. Hit the 60 second time bonus outside of the dead end cave on the way out of the tunnel if you haven't hit it yet.

1:31
The player immediately notices the scripted Cephalo green bottle Majini and activates its Cephalo to melee kill it with Wesker. There are three of these green bottle Majini that spawn from the right ledge spawn point at the other end of the tunnel (north) and they all carry their green bottles in their right hand.

Make your way out of the dead end tunnel while fighting. Do not stand still for long and do not hide in the tunnel and wait for the enemies to come to you. You need to make your way toward the back of the tunnel (south end). Hit the 60 second time bonus near the chest in the back if you want to now, or wait until you exit the back area - it's really optional and depends on the situation (how close it is to 30 combo when the first Reaper spawns).

OPTIONAL: When much of the beginning crowd is killed run toward the back of the tunnel then open the chest near the 60 second time bonus and grab the combo bonus then continue to kill Majini. Picking up the combo bonus is optional. The combo bonus points received after 20 combo sometimes aren't really worth the trouble much of the time in solo, I feel. It's up to you really. Some players pick it up when not many enemies are around and receive about 500 points extra per kill after 20 kills - not much though.

Run to the back of the tunnel and pick up the flash grenade off the crates to the right. Prepare to kill the FIRST REAPER THAT SPAWNS AT 30 KILLS from the ledge spawn point by the back fence spawn point. The Reapers in The Mines will ALWAYS spawn a few kills before the actual combo number because you'll need to make kills from the beginning to kill the chickens and camping Majini in the usual Mines strategy (you'll be about 4 kills behind the actual number of remaining enemies).

NOTE: A camping dynamite Majini and a camping Big Man Majini will spawn in the back cave and stand in place if your character is not around. This is not shown in the video since the player stays back there long enough to kill them. These camping Majini usually spawn around 20-30 combo, so just stay in the back until about 35 combo and you'll likely kill them.

2:38
The player camps around the first Reaper spawn point and kills Majini then waits for the Reaper to drop. It will drop almost immediately after its spawning time. Right when the Reaper drops, it will take a few seconds to turn and it will ALWAYS expose its chest weak point when it turns. The player in the video aims for the Reaper's mid-section as it turns then gives its chest weak point a very intense blast of Hydra pellets the moment it tries to move toward him.

3:01
The player notices a bow gun Majini then makes a quick headshot and activate its Cephalo then quickly starts to attack another Majini. The first bowgun Majini that spawns from the ledge spawn point above the 60 second timer near the combo chest in the back cave is always a scripted Cephalo. The player doesn't know for sure if the bowgun is the scripted, but he quickly moves onto another Majini after he realizes it was the scripted Cephalo bowgun Majini.

Basically, by moving on to the next enemy after activating the Cephalo, the player was saving the Cephalo to melee kill it after he killed another Majini, but he got scraped with the tentacle of the Cephalo while trying to shoot the bowgun Majini near the explosive barrel so the player said "fuck it" and tossed his flash grenade to kill the Cephalo and keep the fading combo and set all surrounding Majini up for a Cobra Strike melee kill.

Kev saw what you did there, Tomii.

You need to eventually move over to the 30 SECOND TIME BONUS in the back of the cave and hit the time bonus. Like the player does in the video, you might not want to immediately just run over to it. The player in the video actually moves out into the cave and kills enemies then allows Majini to spawn behind him so he has enemies to kill on the way to the time bonus when he returns. Very smart move! You might want to instantly hit the time bonus at times though - it's really up to you.

4:00
The player activates one of the two scripted Cephalo shovel Majini that start to spawn during the last few remaining kills in the back (south) spawn point region. These shovel Majini spawn from the ledge spawn point above the 60 second timer in the middle portion of the back tunnel.

If you haven't hit the 60 SECOND TIME BONUS near the chest then go ahead and hit that time bonus on the way out of the back area. You need to start working your way out of the back area at 60 kills then return to the long tunnel to make more enemies spawn.

NOTE:Players needs to start making their way out of the back area at 60 combo. You have until about 70 combo before you completely run out of enemies if you don't reach the long tunnel quickly. Do not allow the enemies to surround your character. Try to move out of the back cave and move to the front of the cave then keep the combo off killing the Majini that spawns at the front of the tunnel (north end). There is often a camping red wrench Majini that stands in the middle of the long tunnel - you can keep the combo off of him most of the time.

4:39
This is the perfect example of why you can't gain everything from viewing a video. The player quickly kills while dashing to the south end of the long tunnel in the cave then he camps in that portion of the cave. Why does he stay in the long tunnel?

He's standing in between spawning regions and allowing the enemies in the north region to spawn while standing in between them both! The north spawning region's south boundary starts at the south end of the long tunnel, so as long as a player makes it to the south end of the tunnel and stands there, enemies will spawn outside of the tunnel as the remaining on-screen enemies (12 enemies on screen at once) are killed.

See the map at the very end of this post to see the spawning region boundaries for mines - VERY important!


The SECOND REAPER SPAWNS AT 70 KILLS from the right ledge spawn point at the north end of the long tunnel. The player in the video prepares for this and runs toward the Reaper as it hits the ground. The Reaper will always show its chest weak point after turning, so the player aims and shoots its chest weak point - he kind of misses a bit.

The player in the video stays inside of the long tunnel until about 90 kills. It really doesn't matter where you move to once you're inside the long tunnel - you'll stay in the north spawning region from then on. Allow Majini to come to you if they start moving into the tunnel. The THIRD REAPER SPAWNS AT 90 COMBO from the ledge spawn point above the tall platform on the right side of the upper level. Some players will actually run toward the ledges in the north and point their gun at his chest weak point when he falls then wait for it to open as the Reaper starts to move then shoot him in the chest weak point. If not, prepare to aim toward his weak point and shoot it as the Reaper moves toward your character.

Move out into the open area outside of the tunnel if Majini ever stop grouping in front of your character. Cocktail Majini will toss cocktails at your character and bowgun Majini will stand at a distance and fire bolts your character. Try to watch for them and avoid their attacks. Pick up the flash grenade off the mine cart below the ledge in the north eventually - you'll likely need it!

NOTE: Never run directly toward a bowgun Majini. Always run sideways while running toward one to avoid its bowgun bolts.

Work your way toward the 60 SECOND TIME BONUS in the dead end tunnel on the west side of the north open area and hit it. It can be good to wait for an enemy to drop from the ceiling spawn point inside of the dead end tunnel then kill it along the way to the time bonus - this is optional though.

Constantly run and kill enemies. DO NOT stand still at all. If you stand still, you are going to get a cocktail tossed at your character from a cocktail Majini on the upper bridge or ledges most likely. Stay moving constantly and do not ever stay in one place for too long.

8:31
The player successfully works his way back to the tunnel entrance while fighting through all the Majini. While standing in front of tunnel your character is MUCH safer from cocktails. This will make fighting the surrounding Majini easier.

NOTE: While a player is in the north spawning region, four scripted Cephalos will spawn toward the end of that region's last few remaining enemies. Two of them have sickles and two of them have mining picks. Both of them are left-handed! The sickle Majini spawn from the ledge spawn point above the 90 seconds and the pickaxe Majini spawn from the fence spawn point in the upper cave.

Also, keep in mind that red wrench Majini and any Majini with mining picks can be random Cephalos if you hit them in the head in any way. There is also one random Cephalo dynamite Majini that spawns from the upper cave.

As the combo reaches 140 kills, you need to climb a ladder (either in the back of the area [the ledge ladder] or the ladder on the wooden platform) then kill off the remaining enemies as they slowly spawn from above. Be sure to hit the 30 SECOND TIME BONUS on the wooden bridge in the middle of the area before killing off the remainder of the enemies. You might have to keep the combo by bullet killing distant enemies at times. Sometimes players will climb at 120 combo in order to fight enemies and ensure that they can hit the 30 second timer. When you climb is really up to you.

NOTE: The last few enemies might require you to climb to the top level and enter the top cave in order to kill them. This a flaw with the slow spawning in The Mines stage and it can screw up an ending for a player often. It doesn't in this video, but it most definitely can!


Specific Stage Details for The Mines:


Scripted Cephalo/Critical list <- Click for all scripted Cephalos and Criticals
EF has 10 scripted Cephalos and 3 scripted criticals total.

NOTE: Take a look at the spawning regions for The Mines by clicking on the map below. The north region has 75 enemies and the south region has 60 enemies. All other enemies are the 3 Reaper bosses and the 12 enemies that start in the stage (including the 2 chickens).

75 + 60 + 3 bosses + 12 beginning enemies = 150 enemies total!

Learn the spawning region boundaries!


Friday, November 11, 2011

Resident Evil 5: The Mercenaries - Public Assembly SOLO strategy

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



Player: Ritalin202



Player: Yaritaiji

This is the most popular strategy for Public Assembly SOLO.

NOTE: I'm describing the Ritalin202 video in this description. Yaritaiji is basically the creator of this strategy, so I felt it important to list his original video however.

The platform starting point on Public Assembly is the overall best starting point in solo mode since a player can get the attention of all camping Majini in the area while heading to the north.

IMPORTANT: Notice how the player shoots the Majini that stands on the hill right at the start. You need to hit the Majini on the hill at least once to get his attention or he will remain there!

The player falls from the platform after getting the attention of the Majini on the hill then he dashes straight to the north.

0:09
The player shoots a Majini then dashes through it while heading to the north. This does cost him some points since he doesn't keep a full combo.

IMPORTANT: It is VERY important that a player move BETWEEN the two buildings while heading to the shack in the north. If you hop across the buildings beside the platform, you'll need to shoot the Majini that stands on the ramp off to the west to get his attention. By running between the buildings, you'll get the attention of all Majini in the middle area.

Run to the far north and hit the 30 SECOND TIME BONUS in the shack above the waterway. Hop out the window then run and break the 30 SECOND TIME BONUS in the waterway off to the west. The CHICKEN enemy should be your first enemy. The chicken will be fluttering about somewhere in the waterway, so be sure to watch for him. If he is near the explosive barrel, shoot the explosive barrel. Wesker can melee kill the chicken with a dash, but that is sometimes not worth it if an easy kill can be gained simply by shooting the explosive barrel.

After killing the chicken, your fight with the Majini will start. The opening crowd needs to be killed quickly as they drop into the waterway. Try to melee kill them as quick as possible to make other Majini spawn.

NOTE: The beginning crowd will include the Agitator Majini (Majini with sunglasses). He has 1400 health, so a non-Wesker and non-Jill will have to weaken him more than usual before hitting him with a melee.

NOTE: Notice how the player keeps stepping in and out of the area in between the ramp and north wall while he fights. That narrow area is a good area to gain multiple melee kills with any character. It's best to stay around that area. DON'T STAND STILL for too long or you risk the chance of getting grabbed though.

After the opening crowd has been killed, the enemy spawning will begin to slow down as Majini spawn from up above the waterway. The FIRST EXECUTIONER SPAWNS AT 20 COMBO from the fence spawn point on the hill in the southwest portion of the map. You need to prepare yourself for him. Most of the time players will move out of the waterway at around 27 combo to meet the Executioner as he enters the shaded area below the building in the west. Basically, players meet up with him when few enemies are near him then kill him with quick powered weapon shots.

Either way, you need to move out of the waterway once enemies begin to stop spawning. You will agitate two campers (a long pipe and a female) that spawn and camp near the combo chest in the northwest once you step out of the waterway most likely. If they are not there, make sure you stay near the combo chest for a little while to make them come to your character.

2:05
After killing the first Executioner, the player stays in the shaded area to the side of the building to fight the Majini that surround him. This is a good area to fight since it is narrow. The narrow alley on the other side of the building is a good fighting area as well, but players have stopped using that area in most runs since the Majini cannot get to the player quick enough while standing back there most of the time - you'll run out of enemies in periods!

2:36
Notice the camping Majini that stands near the columns across from the small ramp near the rooftops. You need to get the attention of this Majini by rushing up and killing him or shooting him since he will remain there if you don't!

Step into the back alley area and hit the 60 SECOND TIME BONUS when not many enemies area around. If you can, try to wait for an enemy to spawn from the wall spawn point near the time bonus then kill the enemy to keep the combo on the way to the time bonus. Hit the 30 SECOND TIME BONUS by the columns once you can work your way toward it. There is no definite time to hit it, but it's best to hit it before the second Executioner comes toward your character.

The SECOND EXECUTIONER SPAWNS AT 50 COMBO from the left side of the wall spawn point behind the Executioner platform. He will move up the rooftop and come toward your character from the ramp. He will likely make it to your character around 54-55 combo, so be ready to kill him.

The Wesker player in the video steps out onto the rooftop at 50 combo. Many non-Weskers will likely still have enemies around then. It's best to step out onto the rooftop at around 50-70 combo for sure. What kill combo you move at will likely vary depending on the enemy spawns - if you don't have many enemies, the newly spawning enemies are likely moving up the rooftop past the ramp!

NOTE: DO NOT stay only in the back alley. If you stay in the back alley, you'll get some dry periods where no enemies will spawn at times. At around 70 combo, you're going to run out of enemies often since they will all be spawning somewhere below the bus! The back alley is an area that is in between spawning regions for Public Assembly, but the enemies start to spawn from near the Executioner platform later into the run.

Eventually, you'll need to step up onto the ramp and go and break the two 60 SECOND TIME BONUSES (x2) on the rooftop and on the bus. The order you break them in is preference and spawn-based really. Go the way that the enemies are coming. If a Majini is on the bus and is about to hop over to the shack rooftop, go that way and break the bus timer first, so you can kill that Majini along the way. If Majini are hopping across the bus over toward the rooftop with the time bonus, run in that direction then keep the combo off of them and hit the 60 second timer on the roof then hop over to the bus and break that timer.

No matter what you choose to do at this point, be VERY CAREFUL about getting grabbed and losing the combo. Bullet kill distant enemies if you have to in order to keep the combo. The end of the building and the top of the bus are the easiest places to get grabbed and lose the combo on accident. Even the best of players can often mess up and lose the combo during this transition part of the strategy.

4:07
Notice how the player begins to struggle with fighting the Majini while trying to keep the combo on the slanted rooftop. Keeping the combo can be hard at this transition point, even for Wesker.

4:50
The player shoots a Majini that stands next to the side of the bus and falls down along with the Majini then melee kills it after hitting the ground. It's a good idea to prepare to do something like this since Majini that stand on the bus will often stand near the edge. Falling down WITH the Majini as it falls will make it to where your character's landing will not make the Majini get up instantly after falling on it.

You need to break the timers and fall from the east portion of the bus or rooftop very quickly while keeping the combo. Once your character is back on the ground, fighting will be a bit easier.

Stay in between the two buildings while below. It's best to fight in the area below the transformer since the ground is flat. In other areas, the ground surface is unleveled and Majini will climb along the Executioner platform if you stand near it. By standing in between the two buildings, Majini will only be able to hop off the rooftop and come in from behind and in front of your character. The THIRD EXECUTIONER SPAWNS AT 70 COMBO from the fence spawn point near the combo chest in the northwest. He will likely meet up with your character at around 73-75 combo.

5:18
The player accidentally activates a random Cephalo off of an axe Majini. MANY Public Assembly Majini are random Cephalos that will activate only when struck in the head. Females have the highest potential to be a random Cephalos, so try to avoid headshots or melees that hit them in the head.

6:25
The player notices a hand grenade pickup and grabs it. The hand grenade can be used to destroy the breakable wall on the side of the middle building in order to gain easier access to the 60 second time bonus inside.

If you have some sort of weapon to destroy the cracked wall of the building with the timer inside, destroy the cracked wall when few enemies are around. Literally, destroy the wall then go back to fighting! Do not move toward the timer until enemies start to move in front of the timer - you need to find an easy way to keep the combo while moving toward the 60 SECOND TIME BONUS inside the building then hit it shortly after killing an enemy.

NOTE: Cocktail Majini will begin to spawn starting at around 100 combo. They can be a real pain in the south area of Public Assembly. Try to kill them as soon as you notice them to avoid their cocktail attacks.

8:24
After breaking the timer, the player moves around the side of the bus near the small shack. This can be a very good move since he is avoiding the area with the oil canister. The oil canisters can be SO easily set off by cocktail Majini! And once they are set off, the resulting fire will likely damage some Majini and possibly kill them.

Try to fight in the middle area until at least about 90 combo. This will guarantee that all the Majini spawn from the north area spawning region. Once your character moves past the Execution platform, your character will leave the north spawning region. Try to fight away from the oil canisters as much as possible.

Once you near 147 combo, BE SURE to take a look around for the number of Majini in the area. Always make sure there are two before you kill one. Before you kill the final Majini, climb the ladder beside the south building then break the 60 SECOND TIME BONUS on top. Players will sometimes bounce a grenade off the rooftop and then break the timer so that the grenade explosion kills the final Majini right before they hit the final timer. This is optional though. Watch the Yaritaiji video and he ends the run with the a hand grenade bounce. Be sure to practice the hand grenade bounce before a good run!

Other than the hand grenade bounce, you'll usually want to take out a powered weapon and shoot the final Majini after breaking the final time bonus. This can keep the full combo. If you move toward it and melee kill it, you will likely only waste time where you could have had more leftover time with a quick blast from a powered weapon!




Player: kinokoking

This is an alternate strategy for Public Assembly SOLO.

Monday, November 7, 2011

Resident Evil 5: The Mercenaries - Wesker (Midnight and STARS) Damage Listing

Decided to post a pic of Wesker since this post is all about him. That's so unlike me- Wait.

Anyway, I recently did a full damage listing of all of Chris' gun and melee damage to every portion of an enemy's body in The Mercenaries in my Chris guide and I got to thinking...

It would be so dumb to do that only for Chris and not for Wesker also. A Wesker player could be free to make his/her own melee kills with such a list for Wesker. So here it all is.

The following is a listing of every gunshot and melee to every portion of the body for Wesker (S.T.A.R.S.) and Wesker (Midnight). This covers EVERYTHING that Wesker has, even a knife slash.

Never say that the Chris player didn't give the Wesker player any help.

NOTE: If you need to look up any other type of statistic based on characters or enemies, look it up in my Stat List on GameFAQs:
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/62790

All of this info will be added to that guide along with the Chris info soon. And for anyone wondering, no, I will not do this for Sheva and Jill - Chris and Wesker were intense enough.

NOTE: The Gatling Gun Majini has a random weapon damage modifier for weapons other than a magnum. That number cannot be rounded off to a full percent for those types of weapons so the damage listing for weapons other than a magnum will be off for the Gatling Gun Majini.

MAJINI

Town Majini (800 HP)
Female Majini (700 HP)
Dynamite, Bow Gun, Cocktail in Mines (700 HP)
Agitator (1400 HP)
Base Majini (800 HP)
Rocket Launcher Majini (1000 HP)
Wetland Majini (700 HP)
Starting Wetland Majini on Village (900 HP)
Shield Majini (700 HP)
Explosive Arrow Majini (700 HP)
Torch Majini (1500 HP)

Damage Modifiers:

Body (normal damage)
Head (+20%)
Legs (-10%)

-- P8

Body: 300
Head: 360
Legs: 270

-- M500

Body: 4300
Head: 5160
Legs: 3870

-- Samurai Edge

Body: 400
Head: 480
Legs: 360

-- Hydra

Body: 500
Head: 600
Legs: 450

-- L. Hawk

Body: 2300
Head: 2760
Legs: 2070

-- Cobra Strike

Body: 1200
Head: 1440
Legs: 1080

-- Panther Fang/Jaguar Kick

Body: 300
Head: 360
Legs: 270

-- Tiger Uppercut

Body: 400
Head: 480
Legs: 360

-- Mustang Kick

Body: 500
Head: 600
Legs: 450

-- Windfall

Body: 600
Head: 720 (Critical)
Legs: 540

-- Deathblow

Body: 4000
Head: 4800
Legs: 3600

-- Ram Horn

Body: 500
Head: 600
Legs: 450

-- Counter

Body: 600
Head: 720
Legs: 540

-- Stab

Body: 1200
Head: 1440
Legs: 1080

-- Dash

Body: 200
Head: 240
Legs: 180

-- Knee Cannon

Body: 1000
Head: 1200
Legs: 900

-- Knife

Body: 50
Head: 60
Legs: 45


CHAINSAW MAJINI

Red Chainsaw Majini (7000 HP)
Blue Chainsaw Majini (15000 HP)
Berserk Blue Chainsaw (1500 HP)

Damage Modifiers:

Body (normal damage)
Head (+10%)
Leg (-20%)
Arms (-40%)

-- P8

Body: 300
Head: 330
Legs: 240
Arms: 180

-- M500

Body: 4300
Head: 4730
Legs: 3440
Arms: 2580

-- Samurai Edge

Body: 400
Head: 440
Legs: 320
Arms: 240

-- Hydra

Body: 500
Head: 550
Legs: 400
Arms: 300

-- L. Hawk

Body: 2300
Head: 2530
Legs: 1840
Arms: 1380

-- Cobra Strike

Body: 1200
Head: 1320
Legs: 960
Arms: 720

-- Panther Fang/Jaguar Kick

Body: 300
Head: 330
Legs: 240
Arms: 180

-- Tiger Uppercut

Body: 400
Head: 440
Legs: 320
Arms: 240

-- Mustang Kick

Body: 500
Head: 550
Legs: 400
Arms: 300

-- Windfall

Body: 600
Head: 660
Legs: 480
Arms: 360

-- Deathblow

Body: 4000
Head: 4400
Legs: 3200
Arms: 2400

-- Ram Horn

Body: 500
Head: 550
Legs: 400
Arms: 300

-- Counter

Body: 600
Head: 660
Legs: 480
Arms: 360

-- Stab

Body: 1200
Head: 1320
Legs: 960
Arms: 720

-- Dash

Body: 200
Head: 220
Legs: 160
Arms: 120

-- Knee Cannon

Body: 1000
Head: 1100
Legs: 800
Arms: 600

-- Knife

Body: 50
Head: 55
Legs: 40
Arms: 30


EXECUTIONER MAJINI

Public Assembly Executioner (8000 HP)
Prison Black Executioner (15000 HP)
Prison Red Executioner (20000 HP)

Damage Modifiers:

Body (normal damage)
Head (+10%)
Leg (-20%)
Arms (-40%)

-- P8

Body: 300
Head: 330
Legs: 240
Arms: 180

-- M500

Body: 4300
Head: 4730
Legs: 3440
Arms: 2580

-- Samurai Edge

Body: 400
Head: 440
Legs: 320
Arms: 240

-- Hydra

Body: 500
Head: 550
Legs: 400
Arms: 300

-- L. Hawk

Body: 2300
Head: 2530
Legs: 1840
Arms: 1380

-- Cobra Strike

Body: 1200
Head: 1320
Legs: 960
Arms: 720

-- Panther Fang/Jaguar Kick

Body: 300
Head: 330
Legs: 240
Arms: 180

-- Tiger Uppercut

Body: 400
Head: 440
Legs: 320
Arms: 240

-- Mustang Kick

Body: 500
Head: 550
Legs: 400
Arms: 300

-- Windfall

Body: 600
Head: 660
Legs: 480
Arms: 360

-- Deathblow

Body: 4000
Head: 4400
Legs: 3200
Arms: 2400

-- Ram Horn

Body: 500
Head: 550
Legs: 400
Arms: 300

-- Counter

Body: 600
Head: 660
Legs: 480
Arms: 360

-- Stab

Body: 1200
Head: 1320
Legs: 960
Arms: 720

-- Dash

Body: 200
Head: 220
Legs: 160
Arms: 120

-- Knee Cannon

Body: 1000
Head: 1100
Legs: 800
Arms: 600

-- Knife

Body: 50
Head: 55
Legs: 40
Arms: 30


GATLING GUN MAJINI

Yellow Gatling Gun Majini (4000 HP)
Red Gatling Gun Majini (6000 HP)

Damage Modifiers:

Body (normal damage)
Head (+20%)
Legs (+20%)

Weapon Damage Modifiers:

Any weapon besides machine gun and grenade launcher (-70%)
Grenade Launcher (normal damage)
Machine Gun (-75%)

-- P8

Body: 90
Head: 117
Legs: 117

-- M500

Body: 1290
Head: 1677
Legs: 1677

-- Samurai Edge

Body: 120
Head: 156
Legs: 156

-- Hydra

Body: 150
Head: 195
Legs: 195

-- L. Hawk

Body: 690
Head: 897
Legs: 897

-- Cobra Strike

Body: 1200
Head: 1560
Legs: 1560

-- Panther Fang/Jaguar Kick

Body: 300
Head: 390
Legs: 390

-- Tiger Uppercut

Body: 400
Head: 520
Legs: 520

-- Mustang Kick

Body: 500
Head: 650
Legs: 650

-- Windfall

Body: 600
Head: 780
Legs: 780

-- Deathblow

Body: 4000
Head: 5200
Legs: 5200

-- Ram Horn

Body: 500
Head: 650
Legs: 650

-- Counter

Body: 600
Head: 780
Legs: 780

-- Stab

Body: 1200
Head: 1560
Legs: 1560

-- Dash

Body: 200
Head: 260
Legs: 260

-- Knee Cannon

Body: 1000
Head: 1300
Legs: 1300

-- Knife

Body: 50
Head: 65
Legs: 65


GIANT MAJINI

Giant Majini (4000 HP)

Damage Modifiers:

Body (normal damage)
Back (+20%)
Legs (+20%)

Weapon Damage Modifiers:

Magnum (-20%)
Shotgun, Rifle (-70%)
Other weapons (-50%)

-- P8

Body: 150
Back: 180
Legs: 180

-- M500

Body: 3440
Back: 4128
Legs: 4128

-- Samurai Edge

Body: 200
Back: 240
Legs: 240

-- Hydra

Body: 150
Back: 180
Legs: 180

-- L. Hawk

Body: 1840
Back: 2208
Legs: 2208

-- Cobra Strike

Body: 1200
Back: 1440
Legs: 1440

-- Panther Fang/Jaguar Kick

Body: 300
Back: 360
Legs: 360

-- Tiger Uppercut

Body: 400
Back: 480
Legs: 480

-- Mustang Kick

Body: 500
Back: 600
Legs: 600

-- Windfall

Body: 600
Back: 720
Legs: 720

-- Deathblow

Body: 4000
Back: 4800
Legs: 4800

-- Ram Horn

Body: 500
Back: 600
Legs: 600

-- Counter

Body: 600
Back: 720
Legs: 720

-- Stab

Body: 1200
Back: 1440
Legs: 1440

-- Dash

Body: 200
Back: 240
Legs: 240

-- Knee Cannon

Body: 1000
Back: 1200
Legs: 1200

-- Knife

Body: 50
Back: 60
Legs: 60


REAPER

Reaper (1500 HP)

Damage Modifiers:

Chest Weak Point (normal damage)
Side Weak Point (-50%)

-- P8

Chest WP: 300
Side WP: 150

-- M500

Chest WP: 4300
Side WP: 2150

-- Samurai Edge

Chest WP: 400
Side WP: 200

-- Hydra

Chest WP: 500
Side WP: 250

-- L. Hawk

Chest WP: 2300
Side WP: 1150

-- Cobra Strike

Chest WP: 1200
Side WP: 600

-- Panther Fang/Jaguar Kick

Chest WP: 300
Side WP: 150

-- Tiger Uppercut

Chest WP: 400
Side WP: 200

-- Mustang Kick

Chest WP: 500
Side WP: 250

-- Windfall

Chest WP: 600
Side WP: 300

-- Deathblow

Chest WP: 4000
Side WP: 2000

-- Ram Horn

Chest WP: 500
Side WP: 250

-- Counter

Chest WP: 600
Side WP: 300

-- Stab

Chest WP: 1200
Side WP: 600

-- Dash

Chest WP: 200
Side WP: 100

-- Knee Cannon

Chest WP: 1000
Side WP: 500

-- Knife

Chest WP: 50
Side WP: 25


CEPHALO

Cephalo (3000 HP)

Damage Modifiers:

Appendage (normal damage)
Neck: (+20%)
Body (normal damage)
Legs (-10%)

-- P8

Appendage: 300
Neck: 360
Body: 300
Legs: 270

-- M500

Appendage: 4300
Neck: 5160
Body: 4300
Legs: 3870

-- Samurai Edge

Appendage: 400
Neck: 480
Body: 400
Legs: 360

-- Hydra

Appendage: 500
Neck: 600
Body: 500
Legs: 450

-- L. Hawk

Appendage: 2300
Neck: 2760
Body: 2300
Legs: 2070

-- Cobra Strike

Appendage: 1200
Neck: 1440
Body: 1200
Legs: 1080

-- Panther Fang/Jaguar Kick

Appendage: 300
Neck: 360
Body: 300
Legs: 270

-- Tiger Uppercut

Appendage: 400
Neck: 480
Body: 400
Legs: 360

-- Mustang Kick

Appendage: 500
Neck: 600
Body: 500
Legs: 450

-- Windfall

Appendage: 600
Neck: 720
Body: 600
Legs: 540

-- Deathblow

Appendage: 4000
Neck: 4800
Body: 4000
Legs: 3600

-- Ram Horn

Appendage: 500
Neck: 600
Body: 500
Legs: 450

-- Counter

Appendage: 600
Neck: 720
Body: 600
Legs: 540

-- Stab

Appendage: 1200
Neck: 1440
Body: 1200
Legs: 1080

-- Dash

Appendage: 200
Neck: 240
Body: 200
Legs: 180

-- Knee Cannon

Appendage: 1000
Neck: 1200
Body: 1000
Legs: 900

-- Knife

Appendage: 50
Neck: 60
Body: 50
Legs: 45


BUI KICHWA

Bui Kichwa (200 HP)

Damage Modifiers:

Appendage (normal damage)
Body (normal damage)
Legs (-10%)

-- P8

Appendage: 300
Body: 300
Legs: 270

-- M500

Appendage: 4300
Body: 4300
Legs: 3870

-- Samurai Edge

Appendage: 400
Body: 400
Legs: 360

-- Hydra

Appendage: 500
Body: 500
Legs: 450

-- L. Hawk

Appendage: 2300
Body: 2300
Legs: 2070

-- Cobra Strike

Appendage: 1200
Body: 1200
Legs: 1080

-- Panther Fang/Jaguar Kick

Appendage: 300
Body: 300
Legs: 270

-- Tiger Uppercut

Appendage: 400
Body: 400
Legs: 360

-- Mustang Kick

Appendage: 500
Body: 500
Legs: 450

-- Windfall

Appendage: 600
Body: 600
Legs: 540

-- Deathblow

Appendage: 4000
Body: 4000
Legs: 3600

-- Ram Horn

Appendage: 500
Body: 500
Legs: 450

-- Counter

Appendage: 600
Body: 600
Legs: 540

-- Stab

Appendage: 1200
Body: 1200
Legs: 1080

-- Dash

Appendage: 200
Body: 200
Legs: 180

-- Knee Cannon

Appendage: 1000
Body: 1000
Legs: 900

-- Knife

Appendage: 50
Body: 50
Legs: 45


DUVALIA

Duvalia (6000 HP)

Damage Modifiers:

Mouth (+150%)
Appendage (-90%)
Legs (-10%)

-- P8

Mouth: 750
Appendage: 30
Legs: 270

-- M500

Mouth: 10750
Appendage: 430
Legs: 3870

-- Samurai Edge

Mouth: 1000
Appendage: 40
Legs: 360

-- Hydra

Mouth: 1250
Appendage: 50
Legs: 450

-- L. Hawk

Mouth: 5750
Appendage: 230
Legs: 2070

-- Cobra Strike

Mouth: 3000
Appendage: 120
Legs: 1080

-- Panther Fang/Jaguar Kick

Mouth: 750
Appendage: 30
Legs: 270

-- Tiger Uppercut

Mouth: 1000
Appendage: 40
Legs: 360

-- Mustang Kick

Mouth: 1250
Appendage: 50
Legs: 450

-- Windfall

Mouth: 1500
Appendage: 60
Legs: 540

-- Deathblow

Mouth: 10000
Appendage: 400
Legs: 3600

-- Ram Horn

Mouth: 1250
Appendage: 50
Legs: 450

-- Counter

Mouth: 1500
Appendage: 60
Legs: 540

-- Stab

Mouth: 3000
Appendage: 120
Legs: 1080

-- Dash

Mouth: 500
Appendage: 20
Legs: 180

-- Knee Cannon

Mouth: 2500
Appendage: 100
Legs: 900

-- Knife

Mouth: 125
Appendage: 5
Legs: 45


KIPEPEO

Kipepeo (1000 HP)

Damage Modifiers:

Tentacle (normal damage)
Body (+50%)
Wings (-70%)

-- P8

Tentacle: 300
Body: 450
Wings: 90

-- M500

Tentacle: 4300
Body: 6450
Wings: 1290

-- Samurai Edge

Tentacle: 400
Body: 600
Wings: 120

-- Hydra

Tentacle: 500
Body: 750
Wings: 150

-- L. Hawk

Tentacle: 2300
Body: 3450
Wings: 690

-- Cobra Strike

Tentacle: 1200
Body: 1800
Wings: 360

-- Panther Fang/Jaguar Kick

Tentacle: 300
Body: 450
Wings: 90

-- Tiger Uppercut

Tentacle: 400
Body: 600
Wings: 120

-- Mustang Kick

Tentacle: 500
Body: 750
Wings: 150

-- Windfall

Tentacle: 600
Body: 900
Wings: 180

-- Deathblow

Tentacle: 4000
Body: 6000
Wings: 1200

-- Ram Horn

Tentacle: 500
Body: 750
Wings: 150

-- Counter

Tentacle: 600
Body: 900
Wings: 180

-- Stab

Tentacle: 1200
Body: 1800
Wings: 360

-- Dash

Tentacle: 200
Body: 300
Wings: 60

-- Knee Cannon

Tentacle: 1000
Body: 1500
Wings: 300

-- Knife

Tentacle: 50
Body: 75
Wings: 15


BIG MAN MAJINI

Big Man Majini (4000 HP)

Damage Modifiers:

Body (normal damage)
Head (+20%)
Legs (-10%)

-- P8

Body: 300
Head: 360
Legs: 270

-- M500

Body: 4300
Head: 5160
Legs: 3870

-- Samurai Edge

Body: 400
Head: 480
Legs: 360

-- Hydra

Body: 500
Head: 600
Legs: 450

-- L. Hawk

Body: 2300
Head: 2760
Legs: 2070

-- Cobra Strike

Body: 1200
Head: 1440
Legs: 1080

-- Panther Fang/Jaguar Kick

Body: 300
Head: 360
Legs: 270

-- Tiger Uppercut

Body: 400
Head: 480
Legs: 360

-- Mustang Kick

Body: 500
Head: 600
Legs: 450

-- Windfall

Body: 600
Head: 720 (Critical)
Legs: 540

-- Deathblow

Body: 4000
Head: 4800
Legs: 3600

-- Ram Horn

Body: 500
Head: 600
Legs: 450

-- Counter

Body: 600
Head: 720
Legs: 540

-- Stab

Body: 1200
Head: 1440
Legs: 1080

-- Dash

Body: 200
Head: 240
Legs: 180

-- Knee Cannon

Body: 1000
Head: 1200
Legs: 900

-- Knife

Body: 50
Head: 60
Legs: 45


LICKER BETA

Licker Beta (900 HP)

Damage Modifiers:

Heart (+300%)
Head (+10%)
Body (normal damage)
Front Legs (-30%)
Rear Legs (-20%)

-- P8

Heart: 1200
Head: 330
Body: 300
Front Legs: 390
Rear Legs: 360

-- M500

Heart: 17200
Head: 4730
Body: 4300
Front Legs: 3010
Rear Legs: 3440

-- Samurai Edge

Heart: 1600
Head: 440
Body: 400
Front Legs: 280
Rear Legs: 320

-- Hydra

Heart: 2000
Head: 550
Body: 500
Front Legs: 350
Rear Legs: 400

-- L. Hawk

Heart: 9200
Head: 2530
Body: 2300
Front Legs: 1610
Rear Legs: 1840

-- Cobra Strike

Heart: 4800
Head: 1320
Body: 1200
Front Legs: 840
Rear Legs: 960

-- Panther Fang/Jaguar Kick

Heart: 1200
Head: 330
Body: 300
Front Legs: 210
Rear Legs: 240

-- Tiger Uppercut

Heart: 1600
Head: 440
Body: 400
Front Legs: 280
Rear Legs: 320

-- Mustang Kick

Heart: 2000
Head: 550
Body: 500
Front Legs: 350
Rear Legs: 400

-- Windfall

Heart: 2400
Head: 660
Body: 600
Front Legs: 420
Rear Legs: 480

-- Deathblow

Heart: 16000
Head: 4400
Body: 4000
Front Legs: 2800
Rear Legs: 3200

-- Ram Horn

Heart: 2000
Head: 550
Body: 500
Front Legs: 350
Rear Legs: 400

-- Counter

Heart: 2400
Head: 660
Body: 600
Front Legs: 420
Rear Legs: 480

-- Stab

Heart: 4800
Head: 1320
Body: 1200
Front Legs: 840
Rear Legs: 960

-- Dash

Heart: 800
Head: 220
Body: 200
Front Legs: 140
Rear Legs: 160

-- Knee Cannon

Heart: 4000
Head: 1100
Body: 1000
Front Legs: 700
Rear Legs: 800

-- Knife

Heart: 200
Head: 55
Body: 50
Front Legs: 65
Rear Legs: 60


Disclaimer: This damage listing for Wesker can be found on Biohazard Mercenaries since I asked a friend to post it up for the many Wesker players there.

Big thanks to TheMarkusBoy/MetalArkanus for help with figuring these stats!

Wednesday, October 26, 2011

Resident Evil 5 - Chris Mercenaries Guide

NOTE: I'm still adding stage strategy info for RE5 Mercs. Scroll down to the posts below to find the newer info. (aka. Chris guide takes priority over all of that.)


I've been working on this guide off and on ever since June. After writing out a Chris character guide for Marvel vs Capcom 3, I thought to myself "wouldn't it be awesome to have character guides for Mercs!?" I've mentioned before that a writer could probably write a whole entire FAQ dedicated to Wesker with how deep he is. I really don't care enough about Wesker to try though. I must admit a damage listing for him would be extremely valuable for making up your own dash melee kills with him.

Anyway, this Chris guide could be the starting of fully redoing my Mercs guide. The only problem is that I probably won't go near as deep with other Mercs characters. I'm the type of person that sets my sights on one character to where I will block out all others.

This guide will eventually cover everything that a beginning player that wants to use Chris seriously could ever need. I need more time to make the stage section better - it's very half-assed at the moment. I'm going to use the stage strategies posted on my blog to help out on this and I'll need to play Mercs a bit more seriously once again to make sure I can stand behind what I write.

A lot of love and attention to detail went into this guide. That's the reason why I've delayed it so much. It's still far from perfect, but I will spend the rest of this year on it. I have a goal to try to make it as big as my original Mercs guide - yeah, you just read that correctly (700K). It's already almost as big as my Reunion guide. Once I'm finished with this guide I don't want my readers to say a simple "Wow!"

I want them to say...

"Goddamn!"

Berserker, just...

BLEW ME AWAY!




^ That's the type of power I want to unleash with this guide. I listened to that song a bunch while writing it. Halo 2, ftw! Funny, that I've never even played it.

Also, after reading the guide and practicing with Chris, you can finally say this to players that kick you out of a duo game for choosing Chris:


Yeah, that's right, Chris all up in yo' face openin' up a can of thanks on that ass!

Also, here is the most up-to-date example of my gameplay:



I will not fall. I will not fade. I will take your breath away!
And I'll survive, paranoid. I have lost the will to change.



UPDATES to Chris guide

--> 10/28/11

- Added a mention of a head shot melee combination for STARS Chris
- Added some better formatting for the main melee setups for each Chris

Tuesday, October 25, 2011

Resident Evil 5: Mercenaries/Mercenaries Reunion - Info Database

I recently got back into writing for Resident Evil 5: The Mercenaries. Just a few weeks back... I got this sudden spark of interest to finish FAQing RE5 Mercs. I surely thank that spark of inspiration also. I received great motivation in an "I'll show you..." sort of way and will start back from where I left off last... uhhhhh... I forget...

Well, anyway, I will now start back since I have no other game to write for at the moment!

The Mercs mini game is pretty boring to the majority of the world now and I have been sort of struggling to keep myself amused with it for the past year, but I'll spend the rest of this year making sure that The Mercenaries and (possibly) The Mercenaries Reunion is fully covered on GameFAQs with the latest info. All of this information will be archived at GameFAQs by yours truly. Any naysayer that says that the RE5 Mercs community doesn't need GameFAQs is about to be proven wrong.

I'll go through and describe each Mercenaries stage's strategy by posting up a video and then describing it with text. To me, a starting player cannot understand everything that goes on in a video just from watching it, so I'll go through and describe each video with text also. I will link to the posts below.

Resident Evil 5: The Mercenaries

SOLO stage strategies

Public Assembly
The Mines
Village
Ancient Ruins
Experimental Facility
Missile Area
Ship Deck
Prison

DUO stage strategies

Public Assembly
The Mines
Village
Ancient Ruins
Experimental Facility
Missile Area
Ship Deck
Prison

To any new players of Mercenaries out there, you can always contact me if you need help or assistance with anything in RE5 Mercs or Mercs Reunion.

If you need any help with RE5 Mercs, keep my blog bookmarked since you'll find quite a few helpful posts here for the mini game for the rest of the year!

Disclaimer: If you see any of this info posted on another site, be sure to let me know. So far, no site has permission to post it up.

Monday, October 24, 2011

Resident Evil 5: The Mercenaries - Prison DUO strategy

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

Top Spawn strategy



Player: Kirin

This is the most popular strategy for the Top spawn on Prison DUO.

The top player starts on top of the catwalk walkway at the top of the Prison. Start by hitting the 60 SECOND TIME BONUS right beside your character. Turn and run down the catwalk on the opposite side of the side that leads to the combo bonus chest then make a right and kick through the door at the end of the stairway corridor.

0:13
The player in the video kicks the door open and hits the Majini on the other side. This Majini will be so highly aggressive that it will sometimes open the door for you. One thing that a lot of players do here is to simply run against the door and allow the Majini to open it then run right by him as he swings. It can save time altogether.

0:15
Characters that don't have starting grenades should pick up the hand grenade next to the tracks in order to blow open the wooden door below. A STARS Chris player can use electric rounds to destroy the door.

Ignore the combo bonus and run out on the rail tracks to the right then break the 60 SECOND TIME BONUS on the rail tracks. Fall from the left side of the rail tracks while facing away from the time bonus. Toss a grenade through the window so that it lands in front of the wooden doors and blows it open while your character hops through the window. A STARS Chris player can use electric rounds to blow open the door. Run down the hall to the right then hit the 60 SECOND TIME BONUS at the end of the hall. Run back toward the window then make a right.

IMPORTANT: A player MUST step in front of the doorway that was blown open in order to get the attention of the Majini that camps beside the flash grenades on the other side of the door. If you don't get his attention, he will remain there and take up one of the stage's 12 enemies that can be in the stage at one time. Always make sure to listen for him to yell to signify that he has been agitated.

0:42
Listen closely and you can hear the Majini on the other side of the doorway as he yells at the Wesker player - this is the sign that he has been agitated and will follow the player. It's very important that you get his attention or he will remain there until the end of the run!

Run through the doorway across from the hall with the 60 second time bonus that you hit earlier and run by the 30 second time bonus then move through the doorway at the top. If the doorway still has a wooden door on it then the other player didn't destroy it for you. Hop across the gap that leads to the top of the chicken holding room then break the 60 SECOND TIME BONUS on top and take the flash grenade from the crate.

Run down the stairs and hop into the chicken pen. The other player should be fighting the first Red Executioner by now. Pick up the combo bonus in the combo chest then kill the CHICKEN and then start melee killing the enemies that follow your character. Watch for Majini with machetes since they can be scripted Cephalos.

NOTE: All of the Majini with machetes that spawn from the ceiling spawn point at the far sound end of the cell corridor will be scripted Cephalos. A Wesker player should be ready to activate them then melee kill the Cephalo and any other character should try to gain a leg stun then instant kill melee them to cancel their Cephalo. There are a total of eight machete Majini scripted Cephalos.

Work your way outside of the chicken pen and step into the cell corridor while you fight Majini. Pick up the combo bonus in the combo chest in the first cell along the left wall when you can. When not many enemies are around, blow open the wooden door across from the cell with the combo bonus chest then hit the 30 SECOND TIME BONUS inside the room. Work your way back out then run to the south end of the corridor and melee kill the Majini that attack. You will spend the rest of the run in this cell corridor.

2:28
The player notices a Majini with a machete fall from the ceiling spawn point at the end of the corridor. The player waste no time in activating this scripted Cephalo Majini to melee kill it. A total of eight scripted Cephalo Majini with machetes will fall from the ceiling spawn point at the end of the corridor.

The THIRD EXECUTIONER (RED) WILL SPAWN AT 50 KILLS from the ceiling spawn point at the end of the cell corridor. The FOURTH EXECUTIONER (BLACK) WILL SPAWN AT 90 KILLS from the top spawn point above the stairs and he will come toward your character from the chicken area. The FIFTH EXECUTIONER (RED) WILL SPAWN AT 120 KILLS from the ceiling spawn point at the end of the cell corridor. Be sure to be ready for the three Executioner that you will face. The final Executioner is one of the hardest since he will often appear along with Town Majini and Big Man Majini.

3:20
At 50 combo, the third Red Executioner falls from the ceiling spawn point at the end of the corridor - his appearance will be slightly delayed like in the video. This video shows how badly enemies can pile up while a player fights an Executioner on the cell side. This player is using Wesker also, so you can only begin to imagine how much of a problem the Executioners can be to handle with other characters.

5:00
The player equips a hand grenade and throws it to free up his inventory. It is quicker to equip and throw a grenade than it is to discard it. The discarding animation takes longer.

5:51
The fourth (black) Executioner steps through the window to the side. This Executioner spawns from the spawn point above the stairs below the area where the top player starts at 90 kills. He will either step through the window or he will walk toward your cell player from the chicken area at the end of the corridor.

6:28
The player notices that his partner is running low on magnum and handgun ammo, so he discards his ammo to give his partner a better chance at receiving magnum and handgun ammo from random enemy item drops on his partner's side.

When no enemies are around, enter the cell with the 30 SECOND TIME BONUS and hit the time bonus. There is no specific time in which you should hit this time bonus - just hit it when no enemies are around. Toward the end of the run - around 140 combo, when the dynamite Majini start to spawn, hop through the window at the south end of the corridor and hit the 30 SECOND TIME BONUS. It's good to save this time bonus until the end since you will have to enter the corridor to kill the remaining dynamite Majini most likely.

7:23
The player sets off the scripted Cephalo dynamite Majini. One scripted Cephalo dynamite Majini will fall from the ceiling spawn point at the end of the corridor around 140 combo.




South (Flash) Spawn strategy



Player: Kirin

This is the most popular strategy for the Bottom spawn on Prison DUO.

Blowing open the two walls at the beginning is optional. It can help to speed up the enemy flow, but it's not entirely a necessity. The player in the video uses hand grenades to blow open the wall near the ladder and the wall through the window off to the left of the ladder.

Be sure to pick up the flash grenade on the counter then climb the ladder that leads to the window. Toss a hand grenade or break open the wooden door in the corridor to the right. A STARS Chris player can use an electric round to blow open the door. The door is destroyed so your partner can move through the doorway without having to worry about kicking the door open - a Wesker player will often dash right through the doorway.

Kick through the iron door to the left of the wooden door. A camping cocktail Majini will be on the other side of the door. Your appearance will get him to follow. Don't attack him at the moment. Run into the corridor off to the left and blow open the wooden door and the wall to the right with a hand grenade or an electric round. Hit the 30 SECOND TIME BONUS in the first corridor then hit the 30 SECOND TIME BONUS in the corridor to the right. Blow open the wall beside the second time bonus. If you have nothing to knock down the walls then just kick through the door and hop through the window on the right.
0:17
The player uses the time bonus hit animation for invincibility from the hand grenade explosion. The grenade blast will not hurt or make him flinch as long as he is in the arm melee animation.

NOTE: It's in your best interest to blow open the wooden door and the wall beside the time bonus in the far right room. A Big Man Majini can get stuck behind the door or the wall at times and you will have to move up to the top floor and kill him. This happens randomly but blowing open both the wooden door and the breakable wall will make the enemies move out smoother.

Fall from the broken side of the wall and land on the wooden walkway below. Ignore the 30 second time bonus on the ledge up ahead for right now - this is hit toward the end of the run when you have time to hit it. The FIRST RED EXECUTIONER THAT STARTS IN THE STAGE will be coming up the ramp from the basement. Rush by him then run to the 90 SECOND TIME BONUS and hit the time bonus.

NOTE: Sometimes players shoot the Red Executioner to damage him a bit before moving by him. This is optional. Players will sometimes enter the first cell off to the right in the basement and grab the two flash grenades then turn around and kill the first Red Executioner while he stands in the cell doorway and blocks off the Majini behind him. This can be useful for both a Wesker and a non-Wesker. It's really your choice. Either way, you'll need to hit the 90 second time bonus afterwards.

Kill the first Red Executioner then melee kill all the Majini on your way back to the first floor. Step inside the first cell and collect the two flash grenades also. Run over to the right and get in the area with the gas tank on the wall. This will be your main fighting area for the cliffside.

1:39
The player in the video hits the 30 SECOND TIME BONUS on the cliffside after exiting from the basement. This is optional. Sometimes players leave this time bonus until the very end of a run and then run and hit it while the dynamite Majini spawn. It's really your choice.

The SECOND EXECUTIONER (BLACK) will spawn at 20 kills from the ledge spawn point above the cliffside. Be ready for him as he falls then kill him. The player on the cliffside will fight a mixture of Town Majini. Many of them will have cocktails as the fight progresses. Many Big Man Majini will also spawn on this side. The cliffside player is the main combo keeper, so be sure to keep that in mind. You will be swamped with enemies at times. Know that the cell player will be fighting an Executioner at 50 kills, 90 kills and 120 kills, so try to keep the combo as best you can around those times.

NOTE: Around 120 kills a scripted Cephalo axe Majini and a scripted Cephalo red wrench Majini will come toward the cliffside player. One of these might go toward the other player, but they mainly go to the cliffside player. Try to instant kill melee or be prepared to fight the Cephalo from a red wrench or axe Majini after 120 kills!

Starting around 140 kills, dynamite Majini will begin to spawn. The time between 138-150 kills can be VERY dangerous - a player can die quickly from dynamite blast (literally get hit during healing animations) with low health so be sure to heal. If you haven't hit the 30 SECOND TIME BONUS on the cliffside, be sure to hit that time bonus toward the end of the run.


Top Spawn strategy [Alternate Kirin Strategy]



Player: Kirin


Bottom Spawn strategy [Alternate Kirin Strategy]



Player: Kirin


I'll add descriptions for each video later. -BK