What is "Lag Shot" in Resident Evil 5?
Lag shot is a term associated with performing a gunshot the split second right before a melee attack hits a stunned enemy. Basically, a player fires then melees almost simultaneously. This technique can be done with ANY type of weapon - even a rocket launcher. It can be done with any type of melee as well. This technique can actually be used to play Safari Chris much like BSAA Chris (leg stun only) or it can be used to correct the flaw where Safari Chris' straight might not kill when hitting a Majini from behind after a head stun (straight then lag shot + straight) - when using lag shot before the straight, Safari's straight will always kill if the straight hits!
Around the first year of RE5, lag shot was mainly used while playing off host in duo when a player played with lag. Playing with lag makes a lag shot easier to pull off. When playing with any type of lag, the buttons for performing the lag shot do not have to be pressed as fast! Over the years, players have started to perform lag shot more often without lag. The buttons must be pressed almost instantly one right after the other when lag is not present.
In Mercenaries, most players use lag shot to perform a melee kill more quickly on an enemy after an early stun. It is most useful with Chris and Sheva since their frontal leg melees can both hit grounded enemies. Wesker and Jill can both take advantage of lag shot as well, but the melee will not connect as well in most cases since many of their melees will not hit a grounded enemy (besides arm stun).
Lag shot is best performed with a control type where you can control the camera with the right analog/thumbstick. It's good to tilt the camera toward a stunned Majini before firing the shot right before the melee. With Type C and D controls, a player can only tilt the camera up or down with the right analog/thumbstick, which reduces the amount of control for aiming. With Type A lag shot, you really need all the camera control you can get, so Type C's limited camera control would make that lag shot sequence even harder.
What are the flaws of Lag Shot?
Lag shot does include certain flaws that are caused by trying to perform the lag shot itself.
- When a Majini falls down on both knees for a leg stun, the melee will often miss unless the Majini is uphill or your character is RIGHT NEXT to the Majini. In that case, it is best to perform an instant kill melee from behind or shoot the Majini one more time to cause the Majini to fall. To me, this is the worst flaw of lag shot, simply because, if you had damaged the Majini normally, your character could kill the Majini after the stun, but because you are using lag shot, you need that extra gunshot, but can't get it, so... you are losing time by trying a lag shot when a Majini falls on its knees during a leg stun!
- Never aim toward the head when performing the actual lag shot gunshot or you run the risk of getting a critical shortly before the melee. This can be even worse and you might accidentally activate a scripted Cephalo shortly before a melee.
- Sometimes a Majini will stagger backwards from the lag shot if they are shot in the top half and the melee will miss. This happens VERY rarely, but it will happen eventually. Shooting a Majini in the leg instead of the body will sometimes cause them to fall and the melee will miss as well! It's best to aim toward the body.
- With Safari Chris, if you do a lag shot right after a head stun (lag shot + straight), the Majini might fall and roll to the ground and the straight will miss the rolling Majini. The melee can usually be saved through a stomp when this happens, but this can cause a missed combo!
Type B and D Lag Shot
Player: Berserker Kev
NOTE: Safari Chris is normally a head stun character when trying to melee kill with him. His usual melee kill combination is headshot + straight. When played with lag shot like in the video above, he can be played as a leg stun character since all leg stuns can give you a melee kill. Playing Safari Chris as a leg stun character with the help of lag shot reduces the chances for criticals and random Cephalos in stages where they are both common like Missile Area. I use control type B in the video up above.
The method to perform a lag shot with Type B and D is the easiest, so I will explain it first. With Type B and D, get a stun on an enemy then rush up to the enemy and aim then fire and perform the melee DIRECTLY after firing. The melee button must be pressed between the time period where the gun is fired and the bullet actually hits the enemy.
Here is a full explanation of how to perform a melee from a leg stun with Type B or D:
1) Stun an enemy by shooting the enemy in a leg to get a leg stun
2) Rush toward the stunned enemy to where the melee prompt appears while standing near it
3) Aim at a portion of the enemy with the L1/LT button
4) While aiming press the R1/RT button to fire then QUICKLY tap the Square/X button to perform the melee
The actual shot + melee combination has to be performed one tap right after the other. It's much like Tekken where two button taps must be pressed one right after the other very quickly! Sort of like... R1 ~ Square or RT ~ X.
Type A and C Lag Shot
Player: RAGIA-2-RAGI_
NOTE: The player in the video above is a Type A player. Type A lag shot looks no different from Type B lag shot, but, as you can see, he does it a lot less than in my video - aka. lag shot is harder with Type A and C controls.
Type A and C players have a similar method for lag shot, but, since the melee button and the fire button are both the same, the fire button must be held before stepping in front of the enemy and the gunshot must be triggered by aiming with the aim button. Basically, you have to keep in mind that after you hold the fire button then tap the R1/RT button while holding the fire button, your character will shoot!
Here is a full explanation of how to perform a melee from a leg stun with Type A or C:
1) Stun an enemy by shooting the enemy in a leg to get a leg stun
2) Hold down the fire button (Square/X) then rush toward the stunned enemy to where the melee prompt appears while standing near it
3) While the Square/X button is still being held, aim at a portion of the enemy with the right analog (tilt the camera toward the enemy). The MOMENT you press and hold the R1/RT button to aim your weapon, your character will fire.
4) Right after pressing the R1/RT button to fire, release the Square/X button then quickly tap the Square/X button once again to perform the melee
Just like with Type B and D controls, the melee button press must be tapped in between the time the gunshot is fired and when the gunshot actually hits the enemy in order to perform the melee.
NOTE: If you have any problems performing lag shot with either method, try playing in duo and allowing another player to host - play off host. While playing off host, you will get a bit of lag depending on the connection and the lag shot will be much easier to pull off since you will not need to press the fire and melee button as quickly in sequence.
Showing posts with label Resident Evil 5. Show all posts
Showing posts with label Resident Evil 5. Show all posts
Saturday, April 14, 2012
Wednesday, March 28, 2012
Resident Evil 5: The Mercenaries - Scoring System
The following tables list all point amounts for Resident Evil 5: The Mercenaries. The only point amount not in a table is the point amount for leftover time. Each leftover second at the end of a run is worth 1000 points in The Mercenaries (1 second = 1000 points).
RE5 Mercenaries Normal Enemy Point Amounts
RE5 Mercenaries Boss Enemy Point Amounts
The tables above show the point amount per normal enemy and boss enemy in Resident Evil 5 Mercenaries. Once an enemy is killed, the full point amount that the enemy is worth will be received the moment that all of its HP total has been consumed - some enemies (such as the Blue Chainsaw Majini) do not even have to be performing a death animation for the player to receive the points for their kill. Keep in mind that the Blue Chainsaw Majini is not truly defeated until all of his HP is taken while he is in his berserk mode state.
RE5 Mercenaries Combo System (Standard Combo)
The table above shows the standard combo system for Resident Evil 5: The Mercenaries. Starting from kill 2, a player will receive bonus points per enemy that is killed so long as the combo chain is kept going through enemy kills. The current combo will appear on the right hand side of the screen. Each kill must be chained within 10 seconds of the next in order to continue the combo chain. Normal enemies and boss enemies both give a player a specific amount of bonus points depending on the current kills that have been chained.
The bonus received from chaining kills gives a player a fixed rate of 1000 points per normal enemy and 7000 points per boss enemy starting at 50 combo all the way until 150 combo. The bonus points for the combo are not added up until the combo is broken or until the run ends at 150 combo.
RE5 Mercenaries Combo System (with Combo Chests included)
This second table deals with the bonus received once a combo chest is activated. It needs to be explained thoroughly to understand it, so let's start with kill 2 and explain it:
As you can see, the bonus received is much higher between kills 2-9. Kills 2-9 are the most vital kills for activating a combo chest. Kills after 10, up to 19, award a fixed rate of 500 points per kill. Kills 20-29 give 400 points. From 30 kills to 39 kills, the combo chests are only giving a fixed rate of 300 bonus points extra per kill, so a player might start to question if they are really needed by then. At 40 kills up to 49 kills a player is only receiving 150 bonus points, which is practically worthless. After 50 kills, combo chests become absolutely pointless since you are already receiving 1000 bonus points per enemy kill.
Obviously, ALL of these points can add up, but after 30 combo, if you have enemies to kill in the area, taking the time to grab a combo chest is not really in your best interest. Think about it, you could have quickly killed the enemies in the area faster to get more enemies to spawn and have a higher time instead of running to the nearest combo chest and allowing the current enemies to stay in the stage longer, reducing time, for a measly 300 points extra per kill. That doesn't sound good when each leftover second is worth 1000 points and you could have possibly finished the stage faster with not grabbing the combo chest after 30 kills.
Long story short, after 30 combo, only grab a combo bonus from a combo chest if there are no nearby enemies in the area to kill. Don't go running toward a chest at 30 combo while a crowd of 5 enemies follow behind and wait for your character to grab the combo bonus - in the end, you're losing by doing stuff such as this.
Overall, how you collect combo chests, is all based on your opinion really since Mercs runs can be so random. The current enemy spawns on the screen are the main deciding factor after 30 combo. Just... don't grab a combo bonus after 50 combo - there is no point to that.
-----
RE5 Mercenaries Normal Enemy Point Amounts
| Enemy Type | Point Amount |
| Majini (Town) | 300 |
| Majini (Wetland) | 400 |
| Majini (Base) | 400 |
| Bui Kichwa | 400 |
| Kipepeo | 700 |
| Cephalo | 800 |
| Licker Beta | 900 |
| Duvalia | 900 |
| Big Man Majini | 1000 |
| Chicken | 2000 |
RE5 Mercenaries Boss Enemy Point Amounts
| Enemy Type | Point Amount |
| Executioner Majini | 5000 |
| Giant Majini | 5000 |
| Reaper | 6000 |
| Chainsaw Majini (Red and Blue) | 7000 |
| Gatling Gun Majini | 10000 |
| Executioner Majini (Red) | 15000 |
The tables above show the point amount per normal enemy and boss enemy in Resident Evil 5 Mercenaries. Once an enemy is killed, the full point amount that the enemy is worth will be received the moment that all of its HP total has been consumed - some enemies (such as the Blue Chainsaw Majini) do not even have to be performing a death animation for the player to receive the points for their kill. Keep in mind that the Blue Chainsaw Majini is not truly defeated until all of his HP is taken while he is in his berserk mode state.
-----
RE5 Mercenaries Combo System (Standard Combo)
| Kills | Normal Bonus | Boss Bonus |
| 02 | +20 | +500 |
| 03 | +50 | +1000 |
| 04 | +100 | +1500 |
| 05 | +200 | +2000 |
| 06 | +250 | +2500 |
| 07 | +300 | +3000 |
| 08 | +350 | +3500 |
| 09 | +400 | +4000 |
| 10 - 19 | +500 | +4500 |
| 20 - 29 | +600 | +5000 |
| 30 - 39 | +700 | +5500 |
| 40 - 49 | +850 | +6000 |
| 50+ | +1000 | +7000 |
The table above shows the standard combo system for Resident Evil 5: The Mercenaries. Starting from kill 2, a player will receive bonus points per enemy that is killed so long as the combo chain is kept going through enemy kills. The current combo will appear on the right hand side of the screen. Each kill must be chained within 10 seconds of the next in order to continue the combo chain. Normal enemies and boss enemies both give a player a specific amount of bonus points depending on the current kills that have been chained.
The bonus received from chaining kills gives a player a fixed rate of 1000 points per normal enemy and 7000 points per boss enemy starting at 50 combo all the way until 150 combo. The bonus points for the combo are not added up until the combo is broken or until the run ends at 150 combo.
-----
RE5 Mercenaries Combo System (with Combo Chests included)
| Kills | Normal Bonus | Bonus w/Combo Chest | Actual Bonus received |
| 02 | +20 | +1000 | +980 |
| 03 | +50 | +1000 | +950 |
| 04 | +100 | +1000 | +900 |
| 05 | +200 | +1000 | +800 |
| 06 | +250 | +1000 | +750 |
| 07 | +300 | +1000 | +700 |
| 08 | +350 | +1000 | +650 |
| 09 | +400 | +1000 | +600 |
| 10 - 19 | +500 | +1000 | +500 |
| 20 - 29 | +600 | +1000 | +400 |
| 30 - 39 | +700 | +1000 | +300 |
| 40 - 49 | +850 | +1000 | +150 |
| 50+ | +1000 | +1000 | +0 |
This second table deals with the bonus received once a combo chest is activated. It needs to be explained thoroughly to understand it, so let's start with kill 2 and explain it:
Starting at kill 2, a player normally receives a bonus of 20 points. When a combo chest is activated, starting at kill 2, a player receives 1000 points in place of the 20 points that would be given for kill 2. So, a player is actually receiving 980 points extra by activating the combo chest at kill 2 (1000 points - 20 points = 980 points).
As you can see, the bonus received is much higher between kills 2-9. Kills 2-9 are the most vital kills for activating a combo chest. Kills after 10, up to 19, award a fixed rate of 500 points per kill. Kills 20-29 give 400 points. From 30 kills to 39 kills, the combo chests are only giving a fixed rate of 300 bonus points extra per kill, so a player might start to question if they are really needed by then. At 40 kills up to 49 kills a player is only receiving 150 bonus points, which is practically worthless. After 50 kills, combo chests become absolutely pointless since you are already receiving 1000 bonus points per enemy kill.
Obviously, ALL of these points can add up, but after 30 combo, if you have enemies to kill in the area, taking the time to grab a combo chest is not really in your best interest. Think about it, you could have quickly killed the enemies in the area faster to get more enemies to spawn and have a higher time instead of running to the nearest combo chest and allowing the current enemies to stay in the stage longer, reducing time, for a measly 300 points extra per kill. That doesn't sound good when each leftover second is worth 1000 points and you could have possibly finished the stage faster with not grabbing the combo chest after 30 kills.
Long story short, after 30 combo, only grab a combo bonus from a combo chest if there are no nearby enemies in the area to kill. Don't go running toward a chest at 30 combo while a crowd of 5 enemies follow behind and wait for your character to grab the combo bonus - in the end, you're losing by doing stuff such as this.
Overall, how you collect combo chests, is all based on your opinion really since Mercs runs can be so random. The current enemy spawns on the screen are the main deciding factor after 30 combo. Just... don't grab a combo bonus after 50 combo - there is no point to that.
Labels:
FAQ,
guide,
RE5,
Resident Evil 5,
The Mercenaries,
walkthrough
Sunday, March 4, 2012
Resident Evil 5: The Mercenaries - Prison SOLO strategy
This is a post for archive information for strategies of Prison SOLO in Resident Evil 5 - The Mercenaries.
-- Prison SOLO Strategy 1
Player: combattmagnum
Video Link 1
Video Link 2
-- Prison SOLO Strategy 2
Player: ChabesuObama
-- Prison SOLO Strategy 3
Player: kirin
NOTE: Take a look at the spawning regions for Prison by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 134 enemies (entire Prison)
Yes, Prison only has one spawning region! So, no matter where you stand in the stage, enemies will spawn. There is no need to worry about moving to another portion of the stage. This is really the way all stages should be...
All other enemies are the 5 Executioner Majini boss enemies (2 Black and 3 Red) and the 11 enemies that start in the stage (including the chicken and EXCLUDING the first Red Executioner Majini - I count him along with the boss total).
134 + 5 Executioner Majini enemies + 11 beginning (normal) enemies = 150 enemies total!
Learn the spawning region boundaries! (all one of them!)

NOTE: The map should say "134 enemies" for Region A. I'm not redoing it though.
-- Prison SOLO Strategy 1
Player: combattmagnum
Video Link 1
Video Link 2
-- Prison SOLO Strategy 2
Player: ChabesuObama
-- Prison SOLO Strategy 3
Player: kirin
NOTE: Take a look at the spawning regions for Prison by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 134 enemies (entire Prison)
Yes, Prison only has one spawning region! So, no matter where you stand in the stage, enemies will spawn. There is no need to worry about moving to another portion of the stage. This is really the way all stages should be...
All other enemies are the 5 Executioner Majini boss enemies (2 Black and 3 Red) and the 11 enemies that start in the stage (including the chicken and EXCLUDING the first Red Executioner Majini - I count him along with the boss total).
134 + 5 Executioner Majini enemies + 11 beginning (normal) enemies = 150 enemies total!
Learn the spawning region boundaries! (all one of them!)
NOTE: The map should say "134 enemies" for Region A. I'm not redoing it though.
Labels:
FAQ,
guide,
RE5,
Resident Evil 5,
The Mercenaries,
walkthrough
Resident Evil 5: The Mercenaries - Ship Deck SOLO strategy
This is a post for archive information for strategies of Ship Deck SOLO in Resident Evil 5 - The Mercenaries.
-- Ship Deck SOLO Strategy (grab grenade launcher)
Player: Kayu_uma
Chainsaw Majini spawn times:
Chainsaw Majini 1 (blue) - spawns at beginning
Chainsaw Majini 2 & 3 (blue and red) - 20 combo
Chainsaw Majini 4 (red) - 30 combo
Chainsaw Majini 5 (red) - 40 combo
Chainsaw Majini 6 & 7 (blue and red) - 50 combo
Always start from the south side of Ship Deck, near the two flash grenade pickups. There is no point in starting on the north end.
NOTE: Take a look at the second video. The player shoots the cocktail Majini on the tower in the distance from the beginning. Keep in mind that you need to get the attention of this Majini or he will stay there until your character moves near him. In the Safari video, the player waits to get his attention at 1:17 in the video by hopping over toward him. Notice how the Majini yells at that time - there is no need for the Safari player to shoot him.
Turn around and pick up the two flash grenades from the start. Move down the stairs and hit the 30 SECOND TIME BONUS then move down the second set of stairs and clear the area of Majini by melee killing them. The FIRST BLUE CHAINSAW MAJINI SPAWNS RIGHT WHEN THE STAGE STARTS and he will drop from the crane tower shortly. He actually spawns as soon as the stage begins, so he will take a while to get to your character. It's best to bear down on him with your most powerful weapon as soon as he drops and knock him out. Like all blue chainsaw Majini, he won't count as a kill on the first knockout and he will revive then go into berserk mode after a few seconds.
After the blue chainsaw Majini falls, run toward the ladder on the north crate and climb it then fall down the other side of the crate. Run toward the second ladder off to the left and climb it then hit the 60 SECOND TIME BONUS above the crate tunnel.
OPTIONAL: Fall off the side of the crate with the 60 second timer and hop over the crates to the west of it then climb the ladder off to the left at the end. Fall down to the crate below then climb the ladder up ahead to the right. Hop across the crates then hit the 60 SECOND TIME BONUS and fall to the lower set of crates then pick up the grenade launcher. This is all done in the first video. Obviously, STARS Chris and Tribal Sheva do not need to do this since they already have a grenade launcher. This is completely optional.
Hit the 90 SECOND TIME BONUS in the west before moving up the stairs. Go up the stairs and climb the ladder in the center of the walkway to reach the lower part of the north tower. Climb the middle ladder to reach the top of the tower. Break the 30 SECOND TIME BONUS and take the rocket launcher. Safari Chris does not need the rocket launcher since he already carries two!
Hop back down the tower then fall off the north end. The CHICKEN should be running around either above the ladder or below the ladder. Climb the ladder in the far north then break the 60 SECOND TIME BONUS. Run over to the combo chest containing the combo bonus then take the combo bonus. Start melee killing the Majini and be sure to kill the chicken. Sometimes it's best to kill the chicken first to make sure it doesn't get away from your character. Toss a flash grenade at the chicken if it is ever much trouble.
The first blue chainsaw Majini will attack soon, so be sure to be on the lookout for him. The FIRST RED CHAINSAW AND SECOND BLUE CHAINSAW MAJINI WILL SPAWN AT 20 COMBO from the the crane in the middle of the stage then they will run to the north to attack your character. It is up to you whether you use the rocket launcher to kill them both at that time or not. By killing the first pair of chainsaw Majini with the rocket launcher, you'll have to fight the second pair with some other powered weapon... unless you are Safari Chris!
NOTE: A total of 4 Majini (3 bowgun and 1 dynamite Majini) will spawn from the north crate and try to climb the tower. They will instantly move toward the tower and try to climb it. DO NOT LET THEM CLIMB! Bullet kill them to make sure that they do not reach the top if you have to. If one of them reaches the top, they will camp on top of the tower for the rest of the run! This can easily screw up the entire run for a player by having them still on the tower when the final enemy is killed. They can spawn AT ANY TIME BEFORE 40 KILLS. They spawn randomly within the 40 kill spawning cycle of the north set of enemies, so you'll just have to WATCH CLOSELY!
The player in the video constantly turns back toward the crate where the Majini spawn and you should too! DO NOT allow the 3 bowgun and dynamite Majini to climb the tower ladder or they will camp up there until the end of the run!
NOTE: At around 20 combo, you need to take precaution in how fast you kill. The only nearby spawn point is the crate spawn point and the north region's enemies mainly spawn in the middle portion of the stage, so the majority will take a while to get to your character. There may be times where you'll have to keep the combo with a powered weapon! Both players in both videos kill slow. Some of the neck breaks are used to slow down the killing process intentionally!
The SECOND RED CHAINSAW MAJINI WILL SPAWN AT 30 COMBO from the crate tower and he will make his way toward your character. At 40 combo, it should be safe to leave the area. Run up the stairs to the left and break the 30 SECOND TIME BONUS along the way. The combo needs to be kept by killing the Majini that move toward your character along the way. Kill them with a powered weapon if you have to. The second red Chainsaw Majini will likely be met while leaving the area at 40+ kills.
Fall from the ladder in the south. You're main goal is to keep the combo and reach the middle path in between the crates for now. Once your character steps into the corridor that leads to the middle path from the north, enemies will begin to spawn again. The THIRD RED CHAINSAW MAJINI SPAWNS AT 40 COMBO from the crane tower and he will likely be met along the way to the middle area.
Your main goal is to stay in between the crate corridor in the middle of the stage and fight the enemies until 85 combo. Make your way toward the 60 SECOND TIME BONUS in the middle portion of the crates and hit that timer while fighting. The FOURTH RED AND THIRD BLUE CHAINSAW MAJINI WILL SPAWN AT 50 COMBO from the overhead crane. It's a good idea to fight them in the corridor area, especially if you have a magnum - you can literally shoot both at the same time with piercing if they stand in a line. It's best to stand with your back to the north end since Majini will often hop across the crates instead of hopping down. Majini will have to hop down and move around the side of the crates to come toward your character, so overall, it will take them longer to reach your character.
NOTE: While fighting in the middle area, two green bottle Majini and two dynamite Majini scripted Cephalos will spawn from the crate above the hopping crates near the middle. The dynamite Majini often spawn later and the green bottle Majini can spawn at any time. There will also be two red wrench scripted Cephalo Majini - one will spawn from the same crate as the other Majini mentioned above and one will drop from the overhead crane tower.
Starting at 85 kills, begin to leave the middle area. Make sure you keep the combo with enemies that are in front of your character or enemies that try to follow your character. Try to always keep an enemy in your line of vision while leaving. Move to the west area. Once you pass middle portion of the stack of crates, enemies will start to spawn from the west area.
Stay on the current side of the tunnel and fight any enemies that appear while in the west area and gradually work your way through the tunnel toward the area in front of the gate and then below the crane tower. It's very important to fight enemies a bit before going through the tunnel to make sure that enemies spawn on the other side of the tunnel once your character moves through it. Just running through the tunnel from the get go will mean that you'll likely have to turn around and keep the combo by blasting an enemy that follows.
NOTE: While in the west area, scripted Cephalos will spawn from all over the place. The first two red wrench Majini that spawn will not be scripted Cephalos, but all the rest of the red wrench Majini (around 8) will be scripted Cephalos, so it's very important that you prepare for them by shooting them in the legs and performing an instant kill melee from behind or by preparing to blast the Cephalo with a powered weapon or kill it with a flash explosive. There is a bow gun scripted Cephalo that will spawn from the beginning of the west spawning region from the north crate below the crane tower and there are three spiked club scripted Cephalos that will spawn from the south crate below the crane tower (near the 60 seconds) - the spiked club Majini will spawn toward the end of the spawning cycle. Keep in mind that the green bottle, red wrench and dynamite Majini Cephalos from the other area can follow you from the last area - basically like a surprise appearance.
Be on the lookout for scripted Cephalos and work your way to the area with the 60 second timer below the crane tower. Starting at about 140 combo, hit the 60 SECOND TIME BONUS and get ready to leave. If you didn't hit the 60 SECOND TIME BONUS on the other side of the hopping crates (near the grenade launcher) then climb the nearby ladders and hop over the crates and hit that timer after 140 combo. Kick open the gate and hit the 30 SECOND TIME BONUS near the explosive barrel and then move up the stairs and follow the path to the crane tower.
Climb the ladder to the top of the crane tower. Four camping bowgun Majini will be at the top of the crane. Run over to the 60 SECOND TIME BONUS on top of the crane tower and hit it then quickly melee kill the last four bowgun Majini to end the run!
NOTE: If the run does not end once all of the bowgun Majini are killed on the tower, look over at the north tower. If there is a Majini on top of the tower, you let a camping bowgun or dynamite Majini get by your character and climb the north tower somewhere in between 1-40 combo. If a Majini is on the north tower, you can take your chances with sniping him from long range, or use the nearby zipline to ride over to the rocket launchers on the east suspended platform then fall and climb the crate to the north and then blast him with a rocket. Either way, you're going to lose time because of him. Ship Deck ALWAYS has this type of risk no matter how careful a player is at times.
-- Ship Deck SOLO Strategy (do not grab grenade launcher)
Player: ChabesuObama
Specific Stage Details for Ship Deck:
NOTE: Take a look at the spawning regions for Ship Deck by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 52 enemies (southwest region)
Region B = 40 enemies (southeast region)
Region C = 40 enemies (north region)
All other enemies are the 7 Chainsaw Majini boss enemies and the 11 enemies that start in the stage (including the chicken and EXCLUDING the first blue Chainsaw Majini - I count him along with the boss total).
52 + 40 + 40 + 7 Chainsaw Majini enemies + 11 beginning (normal) enemies = 150 enemies total!
NOTE: If you look closely at the spawning region map below, there is an area of no spawning in between regions A and B. While standing in the south in between regions A and B, no enemies will spawn! That is a complete dead zone where no enemies can be activated. To test it, kill all current 12 enemies in the stage and stand in that area - no enemies will spawn after each of the 12 current enemies are killed! You'll have to step out of the dead zone to make enemies spawn again.
Learn the spawning region boundaries!
-- Ship Deck SOLO Strategy (grab grenade launcher)
Player: Kayu_uma
Chainsaw Majini spawn times:
Chainsaw Majini 1 (blue) - spawns at beginning
Chainsaw Majini 2 & 3 (blue and red) - 20 combo
Chainsaw Majini 4 (red) - 30 combo
Chainsaw Majini 5 (red) - 40 combo
Chainsaw Majini 6 & 7 (blue and red) - 50 combo
Always start from the south side of Ship Deck, near the two flash grenade pickups. There is no point in starting on the north end.
NOTE: Take a look at the second video. The player shoots the cocktail Majini on the tower in the distance from the beginning. Keep in mind that you need to get the attention of this Majini or he will stay there until your character moves near him. In the Safari video, the player waits to get his attention at 1:17 in the video by hopping over toward him. Notice how the Majini yells at that time - there is no need for the Safari player to shoot him.
Turn around and pick up the two flash grenades from the start. Move down the stairs and hit the 30 SECOND TIME BONUS then move down the second set of stairs and clear the area of Majini by melee killing them. The FIRST BLUE CHAINSAW MAJINI SPAWNS RIGHT WHEN THE STAGE STARTS and he will drop from the crane tower shortly. He actually spawns as soon as the stage begins, so he will take a while to get to your character. It's best to bear down on him with your most powerful weapon as soon as he drops and knock him out. Like all blue chainsaw Majini, he won't count as a kill on the first knockout and he will revive then go into berserk mode after a few seconds.
After the blue chainsaw Majini falls, run toward the ladder on the north crate and climb it then fall down the other side of the crate. Run toward the second ladder off to the left and climb it then hit the 60 SECOND TIME BONUS above the crate tunnel.
OPTIONAL: Fall off the side of the crate with the 60 second timer and hop over the crates to the west of it then climb the ladder off to the left at the end. Fall down to the crate below then climb the ladder up ahead to the right. Hop across the crates then hit the 60 SECOND TIME BONUS and fall to the lower set of crates then pick up the grenade launcher. This is all done in the first video. Obviously, STARS Chris and Tribal Sheva do not need to do this since they already have a grenade launcher. This is completely optional.
Hit the 90 SECOND TIME BONUS in the west before moving up the stairs. Go up the stairs and climb the ladder in the center of the walkway to reach the lower part of the north tower. Climb the middle ladder to reach the top of the tower. Break the 30 SECOND TIME BONUS and take the rocket launcher. Safari Chris does not need the rocket launcher since he already carries two!
Second video, 1:35
The player places a proximity bomb near the side of the top portion of the tower. Why? Because there are a total of 4 Majini that will spawn in the north spawning region that will climb to the top of the tower and camp there if they are not stopped. 3 bowgun Majini and 1 dynamite Majini will spawn from the north crate and try to climb up to the top of the tower. The STARS Chris player in the video is taking a precaution by placing the proximity bomb just in case one of those Majini gets by him.
Hop back down the tower then fall off the north end. The CHICKEN should be running around either above the ladder or below the ladder. Climb the ladder in the far north then break the 60 SECOND TIME BONUS. Run over to the combo chest containing the combo bonus then take the combo bonus. Start melee killing the Majini and be sure to kill the chicken. Sometimes it's best to kill the chicken first to make sure it doesn't get away from your character. Toss a flash grenade at the chicken if it is ever much trouble.
The first blue chainsaw Majini will attack soon, so be sure to be on the lookout for him. The FIRST RED CHAINSAW AND SECOND BLUE CHAINSAW MAJINI WILL SPAWN AT 20 COMBO from the the crane in the middle of the stage then they will run to the north to attack your character. It is up to you whether you use the rocket launcher to kill them both at that time or not. By killing the first pair of chainsaw Majini with the rocket launcher, you'll have to fight the second pair with some other powered weapon... unless you are Safari Chris!
First video, 3:05
A flash grenade can be used to stun a berserking chainsaw Majini. Always keep this in mind if you get tied up in melee killing and one is very close to your character.
NOTE: A total of 4 Majini (3 bowgun and 1 dynamite Majini) will spawn from the north crate and try to climb the tower. They will instantly move toward the tower and try to climb it. DO NOT LET THEM CLIMB! Bullet kill them to make sure that they do not reach the top if you have to. If one of them reaches the top, they will camp on top of the tower for the rest of the run! This can easily screw up the entire run for a player by having them still on the tower when the final enemy is killed. They can spawn AT ANY TIME BEFORE 40 KILLS. They spawn randomly within the 40 kill spawning cycle of the north set of enemies, so you'll just have to WATCH CLOSELY!
First video, 3:47
The only scripted Cephalos that spawn while in the north area is a red wrench Majini and a long pipe Majini. The red wrench Majini is very easy to spot. They both spawn from a crate on the west side of the middle portion of the Ship Deck, so they won't get to your character until a bit later after the killing has started. The player in the Safari video just activated the Cephalo and went for a melee kill on the actual Cephalo... and got it! He activates the long pipe scripted Cephalo at 4:58 in the video.
The player in the video constantly turns back toward the crate where the Majini spawn and you should too! DO NOT allow the 3 bowgun and dynamite Majini to climb the tower ladder or they will camp up there until the end of the run!
First video, 4:03
The player notices the bowgun Majini racing toward the ladder and shoots him in the foot to keep him from climbing. This is one of the 3 bowgun Majini that will try to climb and camp on top of the tower (3 bowgun and 1 dynamite).
NOTE: At around 20 combo, you need to take precaution in how fast you kill. The only nearby spawn point is the crate spawn point and the north region's enemies mainly spawn in the middle portion of the stage, so the majority will take a while to get to your character. There may be times where you'll have to keep the combo with a powered weapon! Both players in both videos kill slow. Some of the neck breaks are used to slow down the killing process intentionally!
The SECOND RED CHAINSAW MAJINI WILL SPAWN AT 30 COMBO from the crate tower and he will make his way toward your character. At 40 combo, it should be safe to leave the area. Run up the stairs to the left and break the 30 SECOND TIME BONUS along the way. The combo needs to be kept by killing the Majini that move toward your character along the way. Kill them with a powered weapon if you have to. The second red Chainsaw Majini will likely be met while leaving the area at 40+ kills.
Fall from the ladder in the south. You're main goal is to keep the combo and reach the middle path in between the crates for now. Once your character steps into the corridor that leads to the middle path from the north, enemies will begin to spawn again. The THIRD RED CHAINSAW MAJINI SPAWNS AT 40 COMBO from the crane tower and he will likely be met along the way to the middle area.
First video, 5:51
The player runs to the middle then stops and turns to fight. He is running to the area in front of the middle path to activate enemies for the east area (east spawning region). If he would have stayed outside of that area, the enemies would have not been activated on the east side. Always rush toward the middle portion to activate enemies since there are 12 or fewer enemies in the stage the entire time before your character reaches the middle portion when coming from the north.
Your main goal is to stay in between the crate corridor in the middle of the stage and fight the enemies until 85 combo. Make your way toward the 60 SECOND TIME BONUS in the middle portion of the crates and hit that timer while fighting. The FOURTH RED AND THIRD BLUE CHAINSAW MAJINI WILL SPAWN AT 50 COMBO from the overhead crane. It's a good idea to fight them in the corridor area, especially if you have a magnum - you can literally shoot both at the same time with piercing if they stand in a line. It's best to stand with your back to the north end since Majini will often hop across the crates instead of hopping down. Majini will have to hop down and move around the side of the crates to come toward your character, so overall, it will take them longer to reach your character.
NOTE: While fighting in the middle area, two green bottle Majini and two dynamite Majini scripted Cephalos will spawn from the crate above the hopping crates near the middle. The dynamite Majini often spawn later and the green bottle Majini can spawn at any time. There will also be two red wrench scripted Cephalo Majini - one will spawn from the same crate as the other Majini mentioned above and one will drop from the overhead crane tower.
Starting at 85 kills, begin to leave the middle area. Make sure you keep the combo with enemies that are in front of your character or enemies that try to follow your character. Try to always keep an enemy in your line of vision while leaving. Move to the west area. Once you pass middle portion of the stack of crates, enemies will start to spawn from the west area.
Stay on the current side of the tunnel and fight any enemies that appear while in the west area and gradually work your way through the tunnel toward the area in front of the gate and then below the crane tower. It's very important to fight enemies a bit before going through the tunnel to make sure that enemies spawn on the other side of the tunnel once your character moves through it. Just running through the tunnel from the get go will mean that you'll likely have to turn around and keep the combo by blasting an enemy that follows.
NOTE: While in the west area, scripted Cephalos will spawn from all over the place. The first two red wrench Majini that spawn will not be scripted Cephalos, but all the rest of the red wrench Majini (around 8) will be scripted Cephalos, so it's very important that you prepare for them by shooting them in the legs and performing an instant kill melee from behind or by preparing to blast the Cephalo with a powered weapon or kill it with a flash explosive. There is a bow gun scripted Cephalo that will spawn from the beginning of the west spawning region from the north crate below the crane tower and there are three spiked club scripted Cephalos that will spawn from the south crate below the crane tower (near the 60 seconds) - the spiked club Majini will spawn toward the end of the spawning cycle. Keep in mind that the green bottle, red wrench and dynamite Majini Cephalos from the other area can follow you from the last area - basically like a surprise appearance.
First video, 8:44
The player sets off one of the dynamite Majini scripted Cephalos from the east spawning region. This dynamite Majini spawned while the player was in the east and followed him to the west!
First video, 8:55 and 9:05
The first two red wrench Majini that spawn in the west area are not scripted Cephalos. If you get a scripted Cephalo from the beginning, that is one of the red wrench scripted Cephalos from the east area!
First video, 9:19
The player fails to get a leg stun on a bowgun Majini then instantly moves to another Majini to kill it. He leaves the bowgun Majini for a possible leg stun later (which he gets) since it has a high chance of being the scripted Cephalo bowgun Majini from the north crate. The player later takes the same precaution with another bowgun Majini - the bowgun can be the sneakiest scripted Cephalo of them all since he will appear from the beginning to the middle spawning cycle of the west spawning region.
Be on the lookout for scripted Cephalos and work your way to the area with the 60 second timer below the crane tower. Starting at about 140 combo, hit the 60 SECOND TIME BONUS and get ready to leave. If you didn't hit the 60 SECOND TIME BONUS on the other side of the hopping crates (near the grenade launcher) then climb the nearby ladders and hop over the crates and hit that timer after 140 combo. Kick open the gate and hit the 30 SECOND TIME BONUS near the explosive barrel and then move up the stairs and follow the path to the crane tower.
Climb the ladder to the top of the crane tower. Four camping bowgun Majini will be at the top of the crane. Run over to the 60 SECOND TIME BONUS on top of the crane tower and hit it then quickly melee kill the last four bowgun Majini to end the run!
NOTE: If the run does not end once all of the bowgun Majini are killed on the tower, look over at the north tower. If there is a Majini on top of the tower, you let a camping bowgun or dynamite Majini get by your character and climb the north tower somewhere in between 1-40 combo. If a Majini is on the north tower, you can take your chances with sniping him from long range, or use the nearby zipline to ride over to the rocket launchers on the east suspended platform then fall and climb the crate to the north and then blast him with a rocket. Either way, you're going to lose time because of him. Ship Deck ALWAYS has this type of risk no matter how careful a player is at times.
-- Ship Deck SOLO Strategy (do not grab grenade launcher)
Player: ChabesuObama
Specific Stage Details for Ship Deck:
NOTE: Take a look at the spawning regions for Ship Deck by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 52 enemies (southwest region)
Region B = 40 enemies (southeast region)
Region C = 40 enemies (north region)
All other enemies are the 7 Chainsaw Majini boss enemies and the 11 enemies that start in the stage (including the chicken and EXCLUDING the first blue Chainsaw Majini - I count him along with the boss total).
52 + 40 + 40 + 7 Chainsaw Majini enemies + 11 beginning (normal) enemies = 150 enemies total!
NOTE: If you look closely at the spawning region map below, there is an area of no spawning in between regions A and B. While standing in the south in between regions A and B, no enemies will spawn! That is a complete dead zone where no enemies can be activated. To test it, kill all current 12 enemies in the stage and stand in that area - no enemies will spawn after each of the 12 current enemies are killed! You'll have to step out of the dead zone to make enemies spawn again.
Learn the spawning region boundaries!
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Wednesday, February 15, 2012
Resident Evil 5: The Mercenaries - One Reason Why I'll Never Say "I quit"
For the past year, I've gotten to where I just get lazy with my email and allow emails to build up quite a bit in my inbox before I answer them. I literally just leave emails hanging for a month or two at times. I was just looking through my emails a few moments ago and ran across this one. This kind of email means a lot to me and I wanted to share it:
I've also got a few messages in my guestbook much like this one. They mean a lot to me. The overall RE5 Mercs community is really annoying to me now and has been for over the past year making it hard to continue to enjoy and still write out info for the game. "It's not the game that is bad, it's the community surrounding it that makes it bad" so says a certain friend. That's all very true, but I won't even get into that.
At times, I think to myself, it would be so easy to move on from RE5 and just stay gone, but it's emails like this and certain friends that I play with that will keep me involved for a while longer. I will take many breaks from it from now on and work on other games (Revelations and ORC), but I'll always return eventually.
Aside from messing around with Missile Area, getting high scores has been thrown out the window for over a year now from lack of motivation. Documenting info for RE5 Mercs is much more important to me now. I hate leaving things unfinished and there are still more solo stages left to write some info about so I'll continue with that eventually.
Just last night, I had a brainstorm on one more project for Mercs 3D since I'm sort of back to playing handhelds once again. No one is going to really care, but it wouldn't take that long and it's something I want to do! I think it should give me some variety away from Revelations and RE5 Mercs also. I'll get to the ROOT of that problem later. Yuck! Yuck!
I've just been getting back into playing RE5 mercs again. I love it but, I suck at it. Right now, my highest solo score on PA with BSAA chris is around 80k. A string of youtube and google searches for ideas on tactics and I found out that I've been playing using old info. Picking it up again and learning how to play it all over again, especially using Type B controls over Type D controls is going to take a lot of getting used to but I like it for that very reason. It is like playing a whole new mercenaries. I never had any problems getting SS scores in duo, but I like to attribute that to me and my partner just having insane persistence for getting a good run and a pretty tight teamwork game as well. After I get my game right and I conquer solo, I'm going to go back to duo and bust the scores that we previously set, and I'm going to use your guides to help me do it.
Anyway I guess that was a really long winded and unnecessary way of saying thanks for your guides, I share your enthusiasm for RE5 mercs (but not the skill), and keep up the good work. I'm always willing to support people that put a lot of effort into being good at something everyone can share.
I've also got a few messages in my guestbook much like this one. They mean a lot to me. The overall RE5 Mercs community is really annoying to me now and has been for over the past year making it hard to continue to enjoy and still write out info for the game. "It's not the game that is bad, it's the community surrounding it that makes it bad" so says a certain friend. That's all very true, but I won't even get into that.
At times, I think to myself, it would be so easy to move on from RE5 and just stay gone, but it's emails like this and certain friends that I play with that will keep me involved for a while longer. I will take many breaks from it from now on and work on other games (Revelations and ORC), but I'll always return eventually.
Aside from messing around with Missile Area, getting high scores has been thrown out the window for over a year now from lack of motivation. Documenting info for RE5 Mercs is much more important to me now. I hate leaving things unfinished and there are still more solo stages left to write some info about so I'll continue with that eventually.
Just last night, I had a brainstorm on one more project for Mercs 3D since I'm sort of back to playing handhelds once again. No one is going to really care, but it wouldn't take that long and it's something I want to do! I think it should give me some variety away from Revelations and RE5 Mercs also. I'll get to the ROOT of that problem later. Yuck! Yuck!
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Monday, January 16, 2012
Resident Evil 5: The Mercenaries - Missile Area SOLO strategy
This is a post for archive information for strategies of Missile Area SOLO in Resident Evil 5 - The Mercenaries.
-- Missile Area SOLO Strategy 1 (140+ combo)
Player: Berserker Kev
NOTE: The video above is made mainly just to show off a strategy that I made for Missile Area. Whether you discard the grenade launcher or not is up to you with STARS Chris. Flash rounds and nitrogen rounds can ruin melee kills just as much as they can help you gain more on Missile Area thanks to the dynamite and cocktail Majini.
NOTE: Always avoid any type of melees that hit the head of a Majini. Any type of hit to the head can cause a random Cephalo on just about every Majini in Missile Area. Green bottle Majini are the only Majini that will not spawn a random Cephalo. Try to aim your melees away from the head by stepping to the side or in front of a Majini so your character does not hit the Majini directly in the head.
It's best to choose the office as the starting for Missile Area Solo. Grab the flash grenade on the control panel then hit the 60 SECOND TIME BONUS in the office room. From the start, a player can exit either door and run to the 30 SECOND TIME BONUS along the walkway then hit it. In the video, I exited from the left door and shot the chicken below then ran toward the timer. Some players like to exit from the right office door then melee kill the dynamite Majini outside the office and kill the chicken below then run to the timer. It's all up to you.
NOTE: If you DON'T move along the left side of the walkway, after you hop on the conveyor belt from the stairway, you MUST shoot the camping Majini near the platform with the 60 seconds in the background. The platform will be in front of your character as the character drops onto the conveyor belt. The Majini will be to the left. You MUST shoot him or he will remain there until your character moves next to him. With the way I move out the left office door in the video, that got his attention since I was above him.
Fall below to where the chicken was killed. Grab the chicken egg if needed then move up the stairs to the right then fall on the conveyor belt. Run to the 30 SECOND TIME BONUS on the conveyor belt then hit it. Shoot the two explosive canisters up ahead since your character will be fighting in that area later. Drop from the ladder at the end of the conveyor belt.
Run over to the first ladder that leads to the walkway above the bottom conveyor belt then climb it. Move across the walkway then drop. Run to the 90 SECOND TIME BONUS then hit it. Walk over to the ladder near the 90 second timer then climb it and fall off the dropoff in the middle of the walkway to land on the conveyor belt. Hit the 60 SECOND TIME BONUS at the end of the conveyor belt then get on the platform below the stairs then move up the stairs. Kick through the door at the top then grab the 2 flash grenade and combo bonus from the combo chest off to the side (grab them in that order to make the combo bonus last longer).
Start to kill the Majini. They should be all on the conveyor belt for the most part. If one of them hops up onto the platform that you are on, quickly shoot him to make him drop then fall along with him. There will be a crowd of 12 Majini at the beginning, so kill very quickly from the start. More Majini will begin to spawn. Sometimes, it is hard to keep the combo because the Majini spawn so far away - that's just all bad luck! You might have to keep the combo with the magnum at times. Never know.
NOTE: DO NOT move under the storage room walkway. While standing on the north portion of the conveyor at the start, you are in between two spawning regions. If you move under the storage room walkway, you just crossed over into another spawning region and that region's enemies will spawn, which will cause you to have to stay longer in the current one.
NOTE: MAKE SURE you are behind the ladder (to the side of the conveyor belt) at 50 combo. If you move out from behind that ladder before 50 combo BE SURE to step back behind the ladder. IF YOU DO NOT, YOU RISK LEAVING ENEMIES BEHIND. The ladder is the boundary for the bottom spawning region - when you step past the ladder, you leave the bottom spawn area (Region F on the map). Both spawning regions F and E have a total of 45 enemies altogether and you have 12 starting enemies, so... you will have a full 57 enemies (58 counting the yellow Gatling Gun Majini) as long as you do not move to region D (past the portion under the storage room walkway or near the middle shaft).
NOTE: Basically what I'm trying to say with the first portion is that... if you step out from behind the ladder at 47 combo, you MUST move back behind the ladder at or after 50 combo to make sure that all enemies spawn from the bottom spawning region.
The FIRST YELLOW GATLING GUN MAJINI WILL SPAWN AT 20 COMBO from the spawn point above the top walkway and 90 second area. He will be able to shoot your character from the high walkway. You might have to run along the conveyor belt to avoid him at times. Try to stay underneath the walkway across from the ladder as much as you can to avoid the Gatling Gun Majini's fire and any cocktails from cocktail Majini that spawn from the spawn point up above.
Once the Gatling Gun Majini falls, kill him immediately and try to use the deathblow melee on him to multi kill the surrounding Majini. After 50 combo (make sure that your last standing place was behind the conveyor belt ladder), move to the center shaft area. Keep the combo by bullet killing with a powered weapon if needed. If you have enemies along the way to the central shaft after, luck is on your side!
NOTE: While standing in the middle portion of the bottom floor of Missile Area (Region D), two Scripted Cephalo axe Majini will spawn from the storage room up above.
Once you make it to the center shaft area, it's really up to you when you climb the center shaft ladder. You can climb whenever you want up until a certain number of kills. You can do like I did in the video and wait for the second Gatling Gun Majini to fall then kill him or you can climb immediately. The SECOND YELLOW GATLING GUN MAJINI SPAWNS AT 60 COMBO from the overhead doorway in the central shaft. Either way, make sure you make one kill before climbing. Be ready to keep the combo with a powered weapon when you first climb.
NOTE: After climbing, you can run toward the railing across from the ladder and shoot the explosive canister on the table below the walkway to possibly hit Majini below you and keep the combo. This works VERY well for characters that do not have a magnum!
NOTE: When you first climb, any axe Majini that is moving down the walkway from the office will be a scripted Cephalo. Keep this in mind so it isn't a surprise if you shoot it with the magnum. While standing in the middle area below the ladder, two axe Majini scripted Cephalos will spawn from the storage room - they might be exiting the storage room after you climb. Keep in mind that they will NOT spawn AFTER you have climbed... they will have spawned before climbing!
Alright, so now you're up above. There are two spawning regions while on the top middle walkways - Region A and Region B. Both of the regions have 20 enemies each, so a total of 40 enemies will spawn while a player is up top! Keep that thought in mind!
Run to the storage room and try to make sure an enemy is in view or on the other side of the storage room door then kick open the door and hit the 60 SECOND TIME BONUS inside the storage room. If luck is not on your side (Majini are not in your path) then you'll have to keep the combo with a powered weapon here. Kick back open the door and continue to kill enemies.
A player NEEDS to move over toward region B in the spawning region map. Region B starts as soon as a player steps past the central shaft framework while up top. You can stand in front of the framework across from the platform, on the platform, or on the bridge next to the platform and still be in region B. Region A overlaps region B, so you can't avoid region A. A total of 40 enemies will spawn while standing in between regions. If you stand only in region A (say... on the storage room walkway), only 20 enemies will spawn then they will stop. It's important that you get to the region B area shortly after exiting the storage room! Try not to get held up with melee kills too often.
The THIRD RED GATLING GUN MAJINI WILL SPAWN AT 90 COMBO from the office ceiling spawn point. He will move down the walkway in front of the office then walk toward your character. You will either fight him on the walkway or below the walkway in the 30 second timer area most likely.
NOTE: While standing in region B a long pipe scripted Cephalo Majini and a weaponless scripted Cephalo Majini will spawn from the office area on the walkway across from your character. Because of your current position, you'll just have to guess at which one is scripted or not out of the many other weaponless and long pipe Majini.
Hit the 30 SECOND TIME BONUS on the platform while fighting. Be ready to keep the combo with a powered weapon such a magnum while in region B (around the platform). There will often be periods with dry enemy spawning where you will have to bullet kill from a distance. If you don't see enemies in view look toward the storage room door, on the conveyor belt below the bridge or on the walkway outside the office. There will almost always be enemies on the walkway outside the office since all of the spawn points there will be active.
NOTE: When you drop from the top area depends on when you climbed the central shaft ladder. You MUST stay above for 46 kills no matter what. So... if you climbed the middle ladder at 50 kills, you must stay above until 96 kills. If you climbed the middle ladder at 60 kills, you must stay above until 106 kills. If you drop before 46 kills have passed, you risk leaving behind Majini. In the video, I climb at 65 kills and I drop from the ladder at 112. I could have dropped at 111.
Fall below the ladder on the bridge near the platform. Hit the 30 SECOND TIME BONUS near the explosive barrel. Be sure to keep the combo by melee killing enemies on the way to the time bonus. Now you need to run along either walkway then hit the 30 SECOND TIME BONUS in the middle area.
The remainder of region D's enemies will start to spawn the moment a player falls from the ladder. Keep in mind that there are only 30 enemies in that region. You need to quickly get to region C as shown in the spawning region map. Region C's north boundary is passed after stepping past the stairs in front of the platform with the 60 second timer. You need to get to region C as quickly as possible since this region take a while to activate at times and sometimes enemies will slowly spawn above!
NOTE: There is a strip of Region C in the area with the 30 second timer near the explosive barrel. If you look at the spawning region map, notice that the strip of floor behind the stack of crates near the 30 second timer is just barely in region C. You can literally stand in that area make enemies from region C spawn. This can help to save the combo for you if you are late at times!
NOTE: While in Region C, a cocktail scripted Cephalo Majini will drop from the ceiling spawn point above the 30 second timer near the missiles and a scripted Cephalo Majini with a machete will spawn from the ceiling spawn point above the walkway where the 30 second timer was positioned above. Both of them can be picked out pretty well. There are only two machete Majini that will drop from above and the first cocktail Majini that spawns from the middle is always the scripted Cephalo.
While in Region C fight off the remainder of the enemies and try to hit the 60 SECOND TIME BONUS on the platform while fighting. The enemies will run out before 150 since you had to kill at least about one or two before the main combo kill chaining. It's best to stop the combo then run and hit the last 60 SECOND TIME BONUS in front of the south conveyor belt furnace directly after 145 kills. You might actually want to play it safe and hit the timer before then. It's VERY risky to run for the timer after 145 kills. All it takes is one dynamite explosion to kill the final few enemies to end the run before you hit the timer!
-- Missile Area SOLO Strategy 2 (140+ combo) [alternate - mainly for Wesker]
Player: JohnnyBigK
-- Missile Area SOLO Strategy 3 (120+ combo)
Player: Jorez0
These are the most popular strategies for Missile Area SOLO.
Specific Stage Details for Missile Area:
NOTE: Take a look at the spawning regions for Missile Area by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 20 enemies (most of the top floor)
Region B = 20 enemies (middle portion of the top floor)
Region C = 20 enemies (south bottom floor)
Region D = 30 enemies (middle south bottom floor)
Region E = 25 enemies (middle north bottom floor)
Region F = 20 enemies (north bottom floor)
NOTE: Keep in mind that Region A and B are on the top floor. You can stand on just about any portion of the top floor and be in Region A. Region B is smaller. You can't stand in Region B without standing in Region A - Region A constantly overlaps Region B. Both the Region A and Region B spawn points can be activated by standing on either of the two walkways in Missile Area. Enemies will spawn from certain spawn points while standing on the walkways. You literally have to stand on the walkways to make enemies spawn below and throughout the Missile Area for at least 40 kills (more like 46 kills actually)!
All other enemies are the 3 Gatling Gun Majini boss enemies and the 12 enemies that start in the stage (including the chicken).
20 + 20 + 20 + 30 + 25 + 20 + 3 Gatling Gun Majini enemies + 12 beginning enemies = 150 enemies total!
Learn the spawning region boundaries!
-- Missile Area SOLO Strategy 1 (140+ combo)
Player: Berserker Kev
NOTE: The video above is made mainly just to show off a strategy that I made for Missile Area. Whether you discard the grenade launcher or not is up to you with STARS Chris. Flash rounds and nitrogen rounds can ruin melee kills just as much as they can help you gain more on Missile Area thanks to the dynamite and cocktail Majini.
NOTE: Always avoid any type of melees that hit the head of a Majini. Any type of hit to the head can cause a random Cephalo on just about every Majini in Missile Area. Green bottle Majini are the only Majini that will not spawn a random Cephalo. Try to aim your melees away from the head by stepping to the side or in front of a Majini so your character does not hit the Majini directly in the head.
It's best to choose the office as the starting for Missile Area Solo. Grab the flash grenade on the control panel then hit the 60 SECOND TIME BONUS in the office room. From the start, a player can exit either door and run to the 30 SECOND TIME BONUS along the walkway then hit it. In the video, I exited from the left door and shot the chicken below then ran toward the timer. Some players like to exit from the right office door then melee kill the dynamite Majini outside the office and kill the chicken below then run to the timer. It's all up to you.
NOTE: If you DON'T move along the left side of the walkway, after you hop on the conveyor belt from the stairway, you MUST shoot the camping Majini near the platform with the 60 seconds in the background. The platform will be in front of your character as the character drops onto the conveyor belt. The Majini will be to the left. You MUST shoot him or he will remain there until your character moves next to him. With the way I move out the left office door in the video, that got his attention since I was above him.
Fall below to where the chicken was killed. Grab the chicken egg if needed then move up the stairs to the right then fall on the conveyor belt. Run to the 30 SECOND TIME BONUS on the conveyor belt then hit it. Shoot the two explosive canisters up ahead since your character will be fighting in that area later. Drop from the ladder at the end of the conveyor belt.
Run over to the first ladder that leads to the walkway above the bottom conveyor belt then climb it. Move across the walkway then drop. Run to the 90 SECOND TIME BONUS then hit it. Walk over to the ladder near the 90 second timer then climb it and fall off the dropoff in the middle of the walkway to land on the conveyor belt. Hit the 60 SECOND TIME BONUS at the end of the conveyor belt then get on the platform below the stairs then move up the stairs. Kick through the door at the top then grab the 2 flash grenade and combo bonus from the combo chest off to the side (grab them in that order to make the combo bonus last longer).
Start to kill the Majini. They should be all on the conveyor belt for the most part. If one of them hops up onto the platform that you are on, quickly shoot him to make him drop then fall along with him. There will be a crowd of 12 Majini at the beginning, so kill very quickly from the start. More Majini will begin to spawn. Sometimes, it is hard to keep the combo because the Majini spawn so far away - that's just all bad luck! You might have to keep the combo with the magnum at times. Never know.
3:15
The axe Majini that is killed is a scripted critical that spawns from the 90 second area. His head will always explode upon death if he isn't killed with an instant kill melee. Never shoot him in the head or his head will explode! He is also a random Cephalo, so he could go all Cephalo on your ass for hitting him in the head.
4:37
The Majini with the megaphone that dropped from the overhead walkway was a scripted Cephalo. I neck break him in the video to avoid the Cephalo. With Wesker, you'll have to be ready to activate then kill the Cephalo. This Majini can drop from the overhead walkway like in the video or he can climb up the ladder on the conveyor belt or come through the nearby door on the platform.
NOTE: DO NOT move under the storage room walkway. While standing on the north portion of the conveyor at the start, you are in between two spawning regions. If you move under the storage room walkway, you just crossed over into another spawning region and that region's enemies will spawn, which will cause you to have to stay longer in the current one.
NOTE: MAKE SURE you are behind the ladder (to the side of the conveyor belt) at 50 combo. If you move out from behind that ladder before 50 combo BE SURE to step back behind the ladder. IF YOU DO NOT, YOU RISK LEAVING ENEMIES BEHIND. The ladder is the boundary for the bottom spawning region - when you step past the ladder, you leave the bottom spawn area (Region F on the map). Both spawning regions F and E have a total of 45 enemies altogether and you have 12 starting enemies, so... you will have a full 57 enemies (58 counting the yellow Gatling Gun Majini) as long as you do not move to region D (past the portion under the storage room walkway or near the middle shaft).
NOTE: Basically what I'm trying to say with the first portion is that... if you step out from behind the ladder at 47 combo, you MUST move back behind the ladder at or after 50 combo to make sure that all enemies spawn from the bottom spawning region.
The FIRST YELLOW GATLING GUN MAJINI WILL SPAWN AT 20 COMBO from the spawn point above the top walkway and 90 second area. He will be able to shoot your character from the high walkway. You might have to run along the conveyor belt to avoid him at times. Try to stay underneath the walkway across from the ladder as much as you can to avoid the Gatling Gun Majini's fire and any cocktails from cocktail Majini that spawn from the spawn point up above.
Once the Gatling Gun Majini falls, kill him immediately and try to use the deathblow melee on him to multi kill the surrounding Majini. After 50 combo (make sure that your last standing place was behind the conveyor belt ladder), move to the center shaft area. Keep the combo by bullet killing with a powered weapon if needed. If you have enemies along the way to the central shaft after, luck is on your side!
5:19
Once the combo reaches 50 kills, my character is still in the area behind the ladder (north of the ladder), to ensure that all Majini spawn from region F. If I had been to the south of the ladder, before 50 and not gone back to it, I would have had to return to it after 50 - literally just step in and out to make sure enemies from region F all spawn.
NOTE: While standing in the middle portion of the bottom floor of Missile Area (Region D), two Scripted Cephalo axe Majini will spawn from the storage room up above.
Once you make it to the center shaft area, it's really up to you when you climb the center shaft ladder. You can climb whenever you want up until a certain number of kills. You can do like I did in the video and wait for the second Gatling Gun Majini to fall then kill him or you can climb immediately. The SECOND YELLOW GATLING GUN MAJINI SPAWNS AT 60 COMBO from the overhead doorway in the central shaft. Either way, make sure you make one kill before climbing. Be ready to keep the combo with a powered weapon when you first climb.
NOTE: After climbing, you can run toward the railing across from the ladder and shoot the explosive canister on the table below the walkway to possibly hit Majini below you and keep the combo. This works VERY well for characters that do not have a magnum!
NOTE: When you first climb, any axe Majini that is moving down the walkway from the office will be a scripted Cephalo. Keep this in mind so it isn't a surprise if you shoot it with the magnum. While standing in the middle area below the ladder, two axe Majini scripted Cephalos will spawn from the storage room - they might be exiting the storage room after you climb. Keep in mind that they will NOT spawn AFTER you have climbed... they will have spawned before climbing!
Alright, so now you're up above. There are two spawning regions while on the top middle walkways - Region A and Region B. Both of the regions have 20 enemies each, so a total of 40 enemies will spawn while a player is up top! Keep that thought in mind!
Run to the storage room and try to make sure an enemy is in view or on the other side of the storage room door then kick open the door and hit the 60 SECOND TIME BONUS inside the storage room. If luck is not on your side (Majini are not in your path) then you'll have to keep the combo with a powered weapon here. Kick back open the door and continue to kill enemies.
A player NEEDS to move over toward region B in the spawning region map. Region B starts as soon as a player steps past the central shaft framework while up top. You can stand in front of the framework across from the platform, on the platform, or on the bridge next to the platform and still be in region B. Region A overlaps region B, so you can't avoid region A. A total of 40 enemies will spawn while standing in between regions. If you stand only in region A (say... on the storage room walkway), only 20 enemies will spawn then they will stop. It's important that you get to the region B area shortly after exiting the storage room! Try not to get held up with melee kills too often.
8:34
I equip a flash grenade before stomping the long pipe Majini. This is just in case it turns out to be the scripted Cephalo long pipe Majini. When up above, there is no way to tell the difference between scripted Cephalos. Just be careful about killing long pipe and weaponless Majini since one of them will be a scripted Cephalo.
8:45
Notice the difficulty that I have in trying to keep the combo while up top. There are literally no Majini in the immediate area. There will sometimes be times like this while above. You just have to look around and watch carefully. One thing I didn't do was look toward the office.
The THIRD RED GATLING GUN MAJINI WILL SPAWN AT 90 COMBO from the office ceiling spawn point. He will move down the walkway in front of the office then walk toward your character. You will either fight him on the walkway or below the walkway in the 30 second timer area most likely.
9:22
The red Gatling Gun Majini arrives up top and falls right into my trap. When he hops up the ladder, you can blast him and keep the combo by killing the Majini that climb up the ladder behind him. Keeping the combo this way can be luck based though. If I had climbed the middle shaft ladder sooner, I could have dropped sooner to fight him below.
NOTE: While standing in region B a long pipe scripted Cephalo Majini and a weaponless scripted Cephalo Majini will spawn from the office area on the walkway across from your character. Because of your current position, you'll just have to guess at which one is scripted or not out of the many other weaponless and long pipe Majini.
10:02
A random Cephalo spawns from an uppercut to the head. There are no scripted Cephalo sickle Majini on Missile Area. This one is random.
10:11
The long pipe Majini that I shot is a scripted Cephalo. I shot him with the magnum to help keep the combo since both Majini were next to the ladder and would have fallen otherwise. I chose the Majini with the long pipe to bullet kill since he might have been the scripted Cephalo... and he was!
Hit the 30 SECOND TIME BONUS on the platform while fighting. Be ready to keep the combo with a powered weapon such a magnum while in region B (around the platform). There will often be periods with dry enemy spawning where you will have to bullet kill from a distance. If you don't see enemies in view look toward the storage room door, on the conveyor belt below the bridge or on the walkway outside the office. There will almost always be enemies on the walkway outside the office since all of the spawn points there will be active.
NOTE: When you drop from the top area depends on when you climbed the central shaft ladder. You MUST stay above for 46 kills no matter what. So... if you climbed the middle ladder at 50 kills, you must stay above until 96 kills. If you climbed the middle ladder at 60 kills, you must stay above until 106 kills. If you drop before 46 kills have passed, you risk leaving behind Majini. In the video, I climb at 65 kills and I drop from the ladder at 112. I could have dropped at 111.
Fall below the ladder on the bridge near the platform. Hit the 30 SECOND TIME BONUS near the explosive barrel. Be sure to keep the combo by melee killing enemies on the way to the time bonus. Now you need to run along either walkway then hit the 30 SECOND TIME BONUS in the middle area.
The remainder of region D's enemies will start to spawn the moment a player falls from the ladder. Keep in mind that there are only 30 enemies in that region. You need to quickly get to region C as shown in the spawning region map. Region C's north boundary is passed after stepping past the stairs in front of the platform with the 60 second timer. You need to get to region C as quickly as possible since this region take a while to activate at times and sometimes enemies will slowly spawn above!
NOTE: There is a strip of Region C in the area with the 30 second timer near the explosive barrel. If you look at the spawning region map, notice that the strip of floor behind the stack of crates near the 30 second timer is just barely in region C. You can literally stand in that area make enemies from region C spawn. This can help to save the combo for you if you are late at times!
NOTE: While in Region C, a cocktail scripted Cephalo Majini will drop from the ceiling spawn point above the 30 second timer near the missiles and a scripted Cephalo Majini with a machete will spawn from the ceiling spawn point above the walkway where the 30 second timer was positioned above. Both of them can be picked out pretty well. There are only two machete Majini that will drop from above and the first cocktail Majini that spawns from the middle is always the scripted Cephalo.
While in Region C fight off the remainder of the enemies and try to hit the 60 SECOND TIME BONUS on the platform while fighting. The enemies will run out before 150 since you had to kill at least about one or two before the main combo kill chaining. It's best to stop the combo then run and hit the last 60 SECOND TIME BONUS in front of the south conveyor belt furnace directly after 145 kills. You might actually want to play it safe and hit the timer before then. It's VERY risky to run for the timer after 145 kills. All it takes is one dynamite explosion to kill the final few enemies to end the run before you hit the timer!
-- Missile Area SOLO Strategy 2 (140+ combo) [alternate - mainly for Wesker]
Player: JohnnyBigK
-- Missile Area SOLO Strategy 3 (120+ combo)
Player: Jorez0
These are the most popular strategies for Missile Area SOLO.
Specific Stage Details for Missile Area:
NOTE: Take a look at the spawning regions for Missile Area by clicking on the map below.
Here is a breakdown of all the regions:
Region A = 20 enemies (most of the top floor)
Region B = 20 enemies (middle portion of the top floor)
Region C = 20 enemies (south bottom floor)
Region D = 30 enemies (middle south bottom floor)
Region E = 25 enemies (middle north bottom floor)
Region F = 20 enemies (north bottom floor)
NOTE: Keep in mind that Region A and B are on the top floor. You can stand on just about any portion of the top floor and be in Region A. Region B is smaller. You can't stand in Region B without standing in Region A - Region A constantly overlaps Region B. Both the Region A and Region B spawn points can be activated by standing on either of the two walkways in Missile Area. Enemies will spawn from certain spawn points while standing on the walkways. You literally have to stand on the walkways to make enemies spawn below and throughout the Missile Area for at least 40 kills (more like 46 kills actually)!
All other enemies are the 3 Gatling Gun Majini boss enemies and the 12 enemies that start in the stage (including the chicken).
20 + 20 + 20 + 30 + 25 + 20 + 3 Gatling Gun Majini enemies + 12 beginning enemies = 150 enemies total!
Learn the spawning region boundaries!
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Resident Evil 5: The Mercenaries - Experimental Facility Scripted Majini (Duvalias)
Game (Mini game): Resident Evil 5 "The Mercenaries"
Info: Scripted Majini (Experimental Facility)
Stage: Experimental Facility
Link to page on youtube
This is the second video in a series of scripted Majini videos by that special Chris player that puts the "Chris" in "Merry Christmas" and shotgun blasts all the "Bah! Humbug!" scrooges that deny that phrase. This video showcases ALL of the scripted Majini that will spawn a Duvalia if the event is not cancelled.
----------
TERMINOLOGY
Scripted Duvalia - a Majini that will always become a Duvalia unless the Duvalia spawn is cancelled.
Ways to cancel a scripted duvalia:
NOTE: A scripted Duvalia Majini will mutate after it has received over 250 damage. (Sheva and Chris BSAA's handgun is exactly 250 damage)
- Perform an instant kill melee on the Cephalo with Chris, Sheva or Jill (leg shot must take 250 damage or less. [aka. Safari Chris cannot get a leg stun]).
- Kill the Majini with a rotten egg.
- Make the Majini die from hitting the floor after it falls from a ledge.
- Kill the Majini with a critical head explosion.
- Kill the Majini with a direct hand grenade explosion.
- Kill the Majini while it is grounded (attack must take over 250 damage).
- Kill the Majini while it is in the middle of a dash.
- Kill the Majini while it is hopping, climbing or in mid-air.
(Basically, if the Majini is killed while it is in the air, on the ground or during the middle of a run, it's head will explode and the Duvalia mutation will be cancelled)
----------
SCRIPTED DUVALIA LIST
Refer to the following map for spawning region locations:

Scripted Duvalias:
-- Random Base Majini 1
Spawn Point: Spawns from upper ledge near bottom oil canisters.
Region: Spawns when a player is in Region A on the map.
Appearance: Random Base Majini.
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Random Base Majini 2
Spawn Point: Spawns from upper ledge near bottom railings.
Region: Spawns when a player is in Region A on the map.
Appearance: Random Base Majini.
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Armored Base Majini
Spawn Point: N/A (starts in the stage)
Region: N/A (Starts in the stage)
Appearance: Base Majini with body armor.
Solo Appearance Time: Starts in the stage.
Duo Appearance Time: Starts in the stage.
-- Gas Mask Majini
Spawn Point: Spawns from upper ledge near garden in the top area.
Region: Spawns when a player is in Region B on the map.
Appearance: Majini with iron gas mask. He wears brown overalls and green pants. Always the same!
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
----------
Special thanks to:
Spades408 - for the help with locating all the EF scripted Duvalias and ways in cancelling them.
TMac - for helping me find all the scripted Majini per stage.
Chris x STARS - for helping me in recording their locations.
Info: Scripted Majini (Experimental Facility)
Stage: Experimental Facility
Link to page on youtube
This is the second video in a series of scripted Majini videos by that special Chris player that puts the "Chris" in "Merry Christmas" and shotgun blasts all the "Bah! Humbug!" scrooges that deny that phrase. This video showcases ALL of the scripted Majini that will spawn a Duvalia if the event is not cancelled.
----------
TERMINOLOGY
Scripted Duvalia - a Majini that will always become a Duvalia unless the Duvalia spawn is cancelled.
Ways to cancel a scripted duvalia:
NOTE: A scripted Duvalia Majini will mutate after it has received over 250 damage. (Sheva and Chris BSAA's handgun is exactly 250 damage)
- Perform an instant kill melee on the Cephalo with Chris, Sheva or Jill (leg shot must take 250 damage or less. [aka. Safari Chris cannot get a leg stun]).
- Kill the Majini with a rotten egg.
- Make the Majini die from hitting the floor after it falls from a ledge.
- Kill the Majini with a critical head explosion.
- Kill the Majini with a direct hand grenade explosion.
- Kill the Majini while it is grounded (attack must take over 250 damage).
- Kill the Majini while it is in the middle of a dash.
- Kill the Majini while it is hopping, climbing or in mid-air.
(Basically, if the Majini is killed while it is in the air, on the ground or during the middle of a run, it's head will explode and the Duvalia mutation will be cancelled)
----------
SCRIPTED DUVALIA LIST
Refer to the following map for spawning region locations:
Scripted Duvalias:
-- Random Base Majini 1
Spawn Point: Spawns from upper ledge near bottom oil canisters.
Region: Spawns when a player is in Region A on the map.
Appearance: Random Base Majini.
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Random Base Majini 2
Spawn Point: Spawns from upper ledge near bottom railings.
Region: Spawns when a player is in Region A on the map.
Appearance: Random Base Majini.
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
-- Armored Base Majini
Spawn Point: N/A (starts in the stage)
Region: N/A (Starts in the stage)
Appearance: Base Majini with body armor.
Solo Appearance Time: Starts in the stage.
Duo Appearance Time: Starts in the stage.
-- Gas Mask Majini
Spawn Point: Spawns from upper ledge near garden in the top area.
Region: Spawns when a player is in Region B on the map.
Appearance: Majini with iron gas mask. He wears brown overalls and green pants. Always the same!
Solo Appearance Time: Anytime before the Licker wave on the bottom.
Duo Appearance Time: Anytime before the Licker wave on the bottom.
----------
Special thanks to:
Spades408 - for the help with locating all the EF scripted Duvalias and ways in cancelling them.
TMac - for helping me find all the scripted Majini per stage.
Chris x STARS - for helping me in recording their locations.
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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.
----------
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)
----------
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.
----------
Special thanks to:
TMac - for helping me find all the scripted Cephalos per stage.
Chris x STARS - for helping me in recording their locations.
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.
----------
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)
----------
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.
----------
Special thanks to:
TMac - for helping me find all the scripted Cephalos per stage.
Chris x STARS - for helping me in recording their locations.
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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.
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.
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.
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.
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.
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!
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!
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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.
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.
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.
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
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
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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.
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.
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.
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.
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.
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.
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!
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!
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Resident Evil 5,
The Mercenaries,
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