Sunday, October 23, 2011

Resident Evil 5: The Mercenaries - Experimental Facility DUO strategy

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


Wesker with Wesker

Bottom Spawn strategy (Wesker with Wesker)



Player: Spades408

Hit the 90 SECOND TIME BONUS beside your character on the bottom floor right from the start when the run begins. The player at the top will pick up the top combo bonus in the combo chest. The main goal from the beginning is to collect healing items while the player makes his way to the floor above. Kill Base Majini along the way to the green herb in the corner above the stairs. Pick up the green herb then kill the Base Majini in the area. Pick up the combo bonus from the combo chest once the first combo bonus expires then kill off the remaining enemies and climb the ladder in the corridor.

NOTE: Base Majini can be waiting at the top of the ladder and they can hit a player right after you finish climbing. There isn't much you can do to avoid this besides checking the upper floor before climbing.

While on the next floor, move through the tunnel to the right and kill any Base Majini along the way. Hit the 60 SECOND TIME BONUS in the cage trap then collect the red herb from the corner of the trap. Get on the ramp to the side of the cage. Pick up the combo bonus from the combo chest off to the left while on the middle of the ramp.

NOTE: Base Majini pile up in the corridor that leads to the third floor. This can often cause combo breaks when both players are moving. Be prepared to deal with a whole crowd of Base Majini while moving to the top of the ramp as they rush out of the corridor. You might have to use a powered weapon to bullet kill one in order to keep the combo at times. This is a factor for all strategies on Experimental Facility.

Fight in the corridor or on the ramp or on the middle platform of the top level. It will differ per run. You want to basically seek out all Base Majini as they spawn and kill them. The other player will arrive to help out the bottom player around the time of about 50 combo. At 55 combo, the Licker Betas start to spawn - this is when both Wesker players are needed on the bottom level.

The bottom spawn player needs to melee kill Lickers and keep an eye on his partner - keep him healed mainly. One of the players will be the main melee killer of the Lickers. That player will stay on the ramp and melee kill the Lickers on the ramp as they spawn. Ones of the players needs to melee kill Lickers on the top level and kill any rocket launcher Majini that move down the top corridor. You've REALLY got to keep an eye out for the rocket launcher Majini.

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


At 100 combo, one of the players should enter the top corridor then climb to the top floor. The enemies will stop appearing on the bottom floor at around 110 combo, so it's very important that one player climb to the top floor. While on the top floor, the bottom spawn player needs to keep the combo as much as possible by seeking out Base Majini that spawn then melee kill them. Lickers wills start to spawn on the top floors eventually. It's really up to you when you hit the remaining 60 SECOND TIME BONUS on the stairs. Some players don't hit it until near the end of the run - just hit it when you have time.

NOTE: It doesn't matter which player climbs the second floor ladder at 100 combo. One player climbs and the other stays below and melee kills the Lickers until 110 combo then hits the 60 second time bonus on the second floor and climbs to the third floor to join the other player.

7:15
The player accidentally hits a Licker with Wesker's dash then shoots it twice afterwards and accidentally kills the Licker as the dash animation starts. Remember that Wesker's dash takes 200 damage and each shot from STARS Wesker's handgun takes 400 damage. Lickers have 900 health.

At about 110 combo or sometimes after that, the top spawn player will move up the ladder and join the bottom spawn player. Both players need to stay on the stairs and melee kill the Lickers. It's important that each player take one portion of the stairs and melee kill the Lickers from that end. DO NOT try to help your partner with shooting Lickers unless you must make a quick shot to save the combo. It's best for both players to stay separate and melee kill the Lickers away from each other. The run will end at the top once all Lickers have been defeated.

8:11
The bottom spawn player gets pounced by a Licker - the melee prompt for countering the Licker pounce did not appear. When this happens, the partner must save the pounced player. The partner assist option is NOT always the best choice. Keep in mind that Wesker's partner assist melee takes 500 damage and a Licker has 900 health, so one partner assist melee is not going to knock the Licker off unless the Licker has been damaged by about 400 hit points prior to the melee. In the video, the partner blasts the Licker off the pounced player with a Hydra blast. A powered weapon is the least risky option. The partner assist melee is very risky even with prior damage at times since there is usually delay in the knocking off of the Licker.

NOTE: A Licker MUST be killed with the final knockoff hit when trying to hit a Licker off a pounced partner.

Top Spawn strategy (Wesker with Wesker)



Player: Spades408

Turn around and take the combo bonus from the combo chest on the very top floor. the bottom player will most likely start the combo with the first kill. Drop down the ladder directly ahead. The chicken starts right outside the elevator, so it will be walking around the area behind the railing to the right as your character drops. Kill the CHICKEN and melee kill any Base Majini on the top floor. Stay in the area with the railings.

0:37
The player stands on the other side of the railing and waits for the armored scripted Duvalia to climb over the railing. If the scripted Duvalia Majini is killed while performing any type of action such as hopping over a railing, its head will explode and the Duvalia will be cancelled. If the player has hopped over the railing and knocked the scripted Duvalia Base Majini to the ground, he could have ground melee killed it and cancelled the Duvalia as well - the combo was at risk in the video though.

Ignore the time bonuses from the beginning. The main focus is on killing the enemies in the area. The FIRST ROCKET LAUNCHER MAJINI WILL SPAWN AT 10 COMBO from the upstairs spawn point, so be ready to kill him when he leaps down. The player in the video starts to leave at 40 combo, but really you leave when you're out of enemies. Hit the 60 SECOND TIME BONUS in the corridor then go back and hit the 30 SECOND TIME BONUS in front of the elevator when you're starting to leave the top floor. Get in the elevator and ride down to the second floor. The other player will keep the combo while you ride down.

NOTE: You might want to request an item from your partner while in the elevator to let the other player know that you can't keep the combo at that moment.

1:46
The scripted Duvalia with the HUNK mask/iron helmet attacks the player. The player backs up and shoots the scripted Duvalia Base Majini in the helmet to knock it down then he ground melees the enemy to cancel the Duvalia spawn and gain a melee kill.

Scripted Duvalias

Base Majini with body armor - begins in the stage
Base Majini w/HUNK mask and brown sleeveless shirt and green pants - spawns from the spawn point near the flower bed on the third floor.
Random Base Majini - spawns from the second floor spawn point near the two railings.
Random Base Majini - spawns from the bottom floor spawn point near the oil barrels.


Hit the 60 SECOND TIME BONUS after stepping out of the elevator. The top player fights on either the top portion of the second floor or on the ramp. The Lickers will start to arrive after 55 combo. In this video, the top player goes to the third floor and leaves the other player behind at 100 combo. It really doesn't matter which player goes up.

The player that doesn't go up needs to stay on the ramp below and melee kill the Lickers. The enemies will stop spawning on the bottom floor at 110 combo, so the player needs to hit the 60 SECOND TIME BONUS on the platform at that time then climb and join the other player.

One player must climb the ladder in the second floor corridor then keep the combo by killing the spawning Base Majini on the top floor. The other player will meet up with top player sometimes after 110 combo. One of the players hits the 60 SECOND TIME BONUS on the third floor then both players melee kill the remaining Lickers until the end of the run.


Wesker with Non-Wesker

Bottom Spawn strategy (Wesker with Non-Wesker)



Player: Spades408

The Wesker player starts at the bottom in a Wesker/Non-Wesker duo game on Experimental Facility. He hits the 90 SECOND TIME BONUS then fights to keep the combo while he collects healing items and combo bonuses from combo chest while heading to the second floor. Make sure you hit the 60 SECOND TIME BONUS in the cage trap since it's very hard to hit later. The non-Wesker player will hit the 60 second time bonus near the elevator, so don't worry about it.

The Wesker player tries to stay on the ramp for the most part since he can easily dash kill Base Majini as they group along the ramp. The Jill player meets up with the Wesker player shortly after she moves down the elevator. She gives the Wesker player all of her healing items so he can fully maximize his dash. The non-Wesker player needs to move down the top corridor and climb the ladder to go to the third floor at 55 combo.

1:35
Spades completely maximizes on his health at this part. While still in orange, he doesn't heal since Wesker can still dash one time while in full orange health. Risky... but he needs all the dashes he can get in a duo Wesker/non-Wesker game since he is the only one that can easily melee kill Lickers.

At 55 combo, Licker Betas will start to spawn on the second floor. The Wesker player should remain near the top of the ramp at that point and shoot then dash the Licker Betas. Spades does a really good job at keeping the combo while melee killing each Licker in the video. He spreads damage among them very well and waste little melee kills while killing them.

3:32
Spades prepares to start melee killing Lickers so he moves back up the ramp. Shoot, shoot, shoot, dash, dash, dash, knee cannon an uphill Licker.

3:44
Spades positions himself over an item so he can use the invincible pickup animation when a Licker attacks. He makes use of it at 4:00.

The Wesker player dash kills Lickers on the bottom until around 110 combo then sometimes hits the 60 SECOND TIME BONUS on the platform (if the other player hasn't hit it) and then he heads to the third floor via the top tunnel ladder. The Wesker player picks up any green herbs near the ladder above. There will always be green herbs (fixed green herb drops from rocket launcher Majini) near the ladder unless the other player has them.

7:37
Spades picks up the combo bonus from the combo chest since the combo was broken earlier. This will add a few extra points per kill to the overall score while it remains in effect.

While both players are on top, they both usually stand around the middle of the stairs. They both shoot Lickers and the Wesker player dashes the Lickers. Spades shoots the Lickers that he faces and the Jill player (Okita) shoots the Lickers that he faces all so the Wesker player can dash right through all of them. This strategy continues until the end.

8:09
"Okita, get your fine-ass Jill down to the center of the stairs!" The Wesker player uses the "Come on" command to tell his partner to come to the center of the stairs.


Top Spawn strategy (Non-Wesker with Wesker)



Player: Berserker Kev

The non-Wesker player starts out at the top just like the Wesker in the Wesker/Wesker strategy. Grab the combo bonus from the combo chest then fall to the floor below and start killing. Kill the CHICKEN when you have time then start killing the Base Majini. Hit the 60 SECOND TIME BONUS in the corridor and the 30 SECOND TIME BONUS near the elevator once all enemies nearly stop appearing then get in the elevator and ride it to the second floor. You should leave around 20-30 combo most of the time.

0:36
The Base Majini with body armor is always a scripted Duvalia. I kill him off with a hand grenade to help keep the combo since I couldn't get a leg stun on him and he was the only Majini around. He can also be tricked into hopping over the railing - stand on the other side and knock him down by hopping over the railing with your character then ground melee him to cancel the Duvalia and earn a melee kill.

NOTE: Be sure to grab the gold egg from the dead chicken and the green herb drop from the first rocket launcher Majini.

1:41
Take a look at the Base Majini with the metal mask and keep his overall look drilled into your head. He is a scripted Duvalia and he will always look the same. He spawns from the third floor spawn point near the flower bed. In the video, I did not know about this scripted Duvalia at the time of this run, so you can see my surprised reaction when he changes. He can be killed by luring him over the railing just like the scripted Duvalia with the body armor.

1:45
Picking up any type of item when a grenade or other explosive goes off will keep your character from harm and your character will also not perform a flinch animation from the explosion.

Step out of the elevator and hit the 60 SECOND TIME BONUS on the second floor. Make your way up the ramp while fighting Base Majini. The non-Wesker player should fight on the top platform for the most part. It's up to you whether you hit the 60 SECOND TIME BONUS on the platform or not. I didn't do it in the video since there were always enemies to fight usually. If you don't hit it then the Wesker player can hit it on his way up to the third floor after 110 combo - Base Majini will start appearing up there at first first anyway, so the Wesker player isn't needed until about 120 combo really.

NOTE: Be sure to give the Wesker partner most of your healing items - especially the gold egg.

2:55
The rocket launcher Majini that move down the corridor can be very dangerous, so be sure to watch out for them and kill them as they appear. They will stand on the top platform and fire rockets at both players if they move out of the corridor.

Make sure to leave the leave the second floor at 55 combo - this is when the Licker Betas start to appear. A non-Wesker cannot help out on the second floor at that time.

NOTE: Be sure to leave behind any green herbs. DO NOT CARRY ANY GREEN HERBS in your inventory. The green herbs that are dropped by the rocket launcher Majini are fixed drops and will not count against a random green herb appearing if your Wesker partner is in low health while they remain on the floor - if you carry one in the inventory, it will count against a random green herb drop.

While the non-Wesker is on the third floor, fight any Base Majini that appear. The rocket launcher Majini will attack the non-Wesker player. Defeat them as they spawn to help keep the combo. There is not much a non-Wesker can do while at the top if the combo is at risk when there are no enemies. A good bit of faith has to be placed in the Wesker partner to keep the combo up until about 100 combo - when the Base Majini start to spawn more often. At around 100-110 combo the non-Wesker player is in charge of keeping the combo on the third floor Base Majini while the Wesker rushes to the third floor.

NOTE: If the Wesker player is pounced below and you have a flash grenade or flash round with the grenade launcher characters, lock onto the Wesker partner and fire or toss the flash explosive and this will knock off the Licker. It's a longshot, but it can work.

NOTE: Do not pick up any green herbs unless you need them to heal. They need to be used immediately after picking them up to give the Wesker player a chance at a random green herb drop if he gets in orange health. At around 110 combo, start collecting the green herbs in the area to have them ready for the Wesker partner when he comes up to melee kill the Lickers.

While fighting with the Wesker partner on the stairs at the end, stay in the middle of the stairs and shoot the Lickers on the side that the Wesker has his back to in order to damage them and set them up for a one hit dash kill! The shots will vary per character obviously. Be sure to aim for different parts of the Licker depending on your weapons strength. Handguns work the best overall.

8:00
This is the perfect example of bad luck in a Mercs run. There was absolutely no handgun ammo appearing from enemy drops for quite a while! When I went down to break the crates on the platform below, both were shotgun ammo drops. Sometimes, Mercs luck is not so kind even when a run can seem to be going so well...


Non-Wesker with Non-Wesker

Top Spawn strategy (Non-Wesker with Non-Wesker)



Player: Berserker Kev

The player that starts on the top level takes the combo bonus from the combo chest from the start then falls below. Kill the CHICKEN then melee kill all the Base Majini around the area. They should stop appearing at around 20-30 combo. At that time, hit the 30 SECOND TIME BONUS in front of the elevator and the 60 SECOND TIME BONUS in the corridor then drop to the third floor.

The third floor is where the top player will spend the majority of his time. It's a good idea to fight around the top area or along the stairs during the Base Majini waves. The 60 SECOND TIME BONUS on the stairs is hit whenever you have the time - there is no real special time to hit it.

4:00
The bottom player shouts "Go" since he is about to hit the 60 second time bonus on the platform on the second floor - basically, he can't keep the combo well at that time.

The Lickers start to spawn at 70 kills. Once they start to appear, it's best to fight on the stairs for the most part. A non-Wesker character without a grenade launcher will only be able to melee kill a Licker with the counter move (button command) for when the Licker is about to pounce for the most part. Shotguns can flip them if the player aims at a specific portion of the Licker - shooting them in the back leg works pretty well with shotguns. You can also shoot them in their heart area on the bottom side if you are standing downhill from them (mainly with BSAA Jill's handgun) and the shot might flip them.

NOTE: With a grenade launcher, explosive rounds and acid rounds can knock Lickers over and set them up for melee if the grenade round hits them in their front legs - it has to hit them from the front to knock them on their backs.

NOTE: With nitrogen rounds, you can find any sort of surface where your character will drop or jump then freeze the Licker near that obstacle then hop onto the frozen Licker to shatter them for a melee kill. This can be done from dropoffs, railings, raised platforms and hopping platforms (like the ones near the spike trap on the bottom floor). Basically, you have to hop into them to shatter them.

5:58
I discarded my machine gun at this point for better luck at getting grenade round drops from enemy item drops. Even though the bottom player did not discard his machine gun, discarding one weapon will limit the drops for the discarded weapon and increase other ammo drops.

When it nears 140 combo and the Lickers stop appearing for the top player, rush down to the second floor by dropping from the ladders. Be careful since Lickers may be in the corridor. Help the partner defeat the remaining Lickers on the bottom floor. The bottom floor will always have the remaining set of Lickers in a non-Wesker duo run.

NOTE: Do not leave the top too early or you might leave Lickers behind (they will not have time to spawn from you standing in the top spawning region). It's really best to leave no earlier than 138 combo. There can only be 12 enemies on the stage at once, so if there are any more Lickers left on the top to spawn by then, they should have already done so.

Bottom Spawn strategy (Non-Wesker with Non-Wesker)



Player: Berserker Kev

The bottom spawn strategy for a non-Wesker/non-Wesker run is much the same as a Wesker run except the bottom player stays on the second floor the majority of the time. Start out by hitting the 90 SECOND TIME BONUS then run up the stairs and kill the Base Majini then grab the green herb. Pick up the combo bonus from the combo chest around the time that the first bonus period expires. You need to climb the ladder between 10-20 combo in order to keep the combo better from the second floor.

NOTE: Go ahead and grab the combo bonus early if needed. Don't just wait around. The beginning combo period is the most vital area (2-20 kills). Grabbing a combo bonus while one is already active restarts the 30 second period. All bonuses are still received.

While on the second floor, grab the green herb and hit the 60 SECOND TIME BONUS in the spike trap. Move up the ramp. Base Majini will gather in the corridor above the ramp. You might have to make a magnum shot or long distance shots with a weaker weapon to save the combo with how much the Base Majini pile up in the corridor and limit the enemy spawns for the other player. Grab the combo bonus from the combo chest on the middle of the ramp. Spend the majority of the time fighting on the ramp. Try to let the Base Majini come to you.

Hit the 60 SECOND TIME BONUS on the top platform around 70 combo or whenever no enemies are around. The Lickers start to spawn at around 70 combo. Hit the 60 SECOND TIME BONUS in front of elevator at around 120 combo or whenever you can fight Lickers along the way to it. Try to make sure that a Licker is moving up the ramp on the way to the timer so you can shoot it and keep the combo better. At around 120 combo, the top player is usually swamped with Lickers.

The bottom player stays on the second floor until the end of the run. The Lickers are greater in number on the bottom floor, but there will be several dry periods where Lickers will not appear that often. Always look to the bottom floor and on the surrounding platforms to search for them. The top player will come and help to clear out the remaining Lickers at around 140 combo. The Lickers appear in great number at around 135 combo for the bottom player.

NOTE: The bottom player can have a problem with ammo at times. It's best to kind of horde ammo from the beginning. There will be several long distance kills on Lickers and you won't be able to get ammo pickups as often as the top player since the drops will spawn away from your character as the long distance enemies die.

8:20
Fighting around the cage trap can be very risky. It's really best to stay on the ramp as much as possible. Some players will go below to kill the remaining Lickers on the bottom floor at 145 combo when using other characters besides those with a long range powered weapon (magnum, rifle). It can be risky to go below or near the spike trap, but worth it at times.

Friday, October 21, 2011

Resident Evil 5: The Mercenaries - Ancient Ruins DUO strategy

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

Bottom Spawn strategy



Player: OkitaxRingo

This is the most popular strategy for the Bottom spawn on Ancient Ruins DUO. Even though it shows a Jill player, this is the Wesker strategy basically.

The player that starts at the bottom needs to run to the right at the beginning and pick up the first combo chest off to the left down the side path. Ignore the 30 second time bonus behind the wall structure - it will be hit toward the end. A shield Majini will hop off the top walkway at the end of the path, so prepare to melee kill it. The Jill player in the video hits the 30 SECOND TIME BONUS when passing by it, but I would recommend passing up the 30 second time bonus in the tunnel - the main focus at the beginning is on keeping the combo and hitting the time bonus would delay your character in doing so (it's all up to you and your partner though).

The first torch Majini in the stage camps in the tunnel. He is a scripted Cephalo. It takes too long to perform an instant kill melee to him with any non-Wesker, so shoot him in the head to expose the Cephalo then run right by him. Many players use the Cephalo in order to keep the combo once they reach the 90 seconds - aka. grab a flash grenade from near the 90 seconds then toss it at the Cephalo as the combo starts to fade. The Explosive Arrow Majini up the first set of stairs leading the 90 second time bonus is a scripted Duvalia. Try to perform an instant kill melee to him or try to knock him down then melee kill him with a ground melee - either method will cancel the Duvalia spawn.

NOTE: A Wesker player should kill the Torch Majini's Cephalo instantly, or melee kill it with STARS Wesker. It's best just to kill it as quick as you can. Wesker cannot cancel the Duvalia easily though (unless he shoots the tip of its arrow and makes it explode or gets luck with a critical headshot).

NOTE: Any other character besides BSAA Jill, should run up the stairs and collect the two flash grenades from behind the 90 second time bonus right when they reach the 90 second area. Pick up the combo bonus from the combo chest then toss one of the flash grenades to kill the Cephalo and/or the Duvalia that follows in order to keep the combo going - wait until the combo counter is blinking then toss the flash grenade.

If the Duvalia is not cancelled, throw a flash grenade at it. The player on bottom is the main combo keeper, so try to melee kill as much as possible, but bullet kill if the combo is ever at risk. The bottom player must fight in the 90 second area until a little bit after 40 combo. At 40 combo, the enemy spawn will begin dry up. If you haven't hit the 90 SECOND TIME BONUS by then, go ahead and do so and be sure to collect the flash grenades.

NOTE: The corridor above the stairs is a good fighting area for just about any character. Try to stay in that corridor, but move out to the walkway or below the stairs if needed.

1:39
The player activates one of the scripted Cephalo spear Wetland Majini with a Double Knee Drop. Instead of tossing a flash grenade instantly, he turns to the scripted Cephalo torch Majini, that he couldn't get a leg stun on earlier, and activates its Cephalo then tosses the flash grenade to get rid of them both.

3:19
The player equips Jill's flash grenades to make Jill turn quicker when running. When using type A or B controls, equipping a grenade or egg will cause your character to make an instant turn when turning the camera and aiming.

NOTE: While up on the top walkway, the player passes by a vase to the right that ALWAYS contains a green herb pickup when broken. Be sure to keep this in mind since the bottom player will have no healing up until then if no healing item starts in the character's inventory.

Move down the walkway and follow it to the north then run around the right corner of the wall structure at the end then hit the 60 SECOND TIME BONUS on wooden walkway around the right corner. Wetland Majini will begin to spawn while a player is in the north area so prepare to melee kill them along the way to hitting the 30 SECOND TIME BONUS below the bridge to the side.

4:51
The player makes the choice of whether to go and help his Wesker partner out or allow him to continue to fight by himself - after the player sees the Wesker player get lucky with a random flash grenade drop and toss it as a scripted Duvalia spawns, the Jill player decides to leave his Wesker partner alone.

NOTE: If Wetland Majini are not spawning that much and your partner needs help at around 60-80 combo, move down the stairs where he is fighting and help him fight off the enemies. This is usually when the bottom player gives the top player flash grenades. There are a few scripted Duvalias on the top player's side. There are also some scripted Duvalias that might come to the bottom player also however.

5:35
The player activates yet another scripted Duvalia. Since he is starting to run low on flash grenades, he allows the Duvalia to linger while he kills other Majini. If he activates another scripted plagas, he can kill them both with one flash grenade toss. In the video, only the Duvalia remains once the rest of the Majini in the area have been cleared out, so he tosses the flash grenade to kill it.

Once the Giant Majinis begins to spawn from the ledge spawn point down the walkway path to the south, that is your cue to move back down the path. There are usually two Giant Majini that spawn from the ledge spawn point. Their spawning times will vary each run based on how quickly each one is killed off. The player should leave the northeast area at 100-110 combo.

NOTE: If you passed up the 30 second time bonus in the tunnel below the walkway, fall from the ledge off to the right (near where the Giant Majini spawns) then break it.

On the way back to the south, the bottom player is going to face several Wetland Majini scripted Cephalos. They will carry spears and some of them will be weaponless. For a non-Wesker, it is best to instant kill melee just about every Majini on the way back. Only shield Majini and Explosive Arrow Majini do not run the risk of being a scripted Cephalo.

6:20
The BSAA Jill player starts to instant kill melee just about every weaponless and spear Wetland Majini at this point. They ALL have the potential to be scripted Cephalos. Even if you know what spawn point they come from, it doesn't help in picking them out at this point.

The player needs to drop from the walkway eventually and fight below. Hit the 30 SECOND TIME BONUS behind the wall structure in the south while fighting. The player needs to fight off the remaining Wetland Majini in the area. Run to the partner's side toward the end and help him out with the remaining Majini there. Keep in mind that any of the weaponless and spear Wetland Majini that your character runs into have the potential to be a scripted Cephalo!

NOTE: Sometimes, the top spawn player will not hit the 30 second time bonus in the alcove outside the bridge area, so be sure to check on it!


Top Spawn strategy



Player: Skylark/ZyZARD

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

In a duo game where one player plays Wesker and the other plays a non-Wesker, the top spawn player is often the Wesker player. As you can see, there is A LOT of running from area to area for the top spawn player at the beginning. The bottom spawn player basically keeps the full combo up until 40 combo for the most.

NOTE: Incendiary grenades can really help out a Wesker player for the top spawn side. He can toss one to burn a group of Wetland Majini then dash through them all and kill them with one or two hits.

Incendiary Grenade = 500 damage
Wesker's Dash = 200 damage
Wetland Majini health = 700 damage
Instant quadruple dash after a crowd burn = Priceless


Ignore the combo chest off to the left as you start then kill the Explosive Arrow Majini and the first few Majini near the time bonus down the stairs up ahead. Hit the 30 SECOND TIME BONUS on the middle of the stairs after or while fighting enemies. Move down the right set of stairs and run to the bridge area. The top player needs to kill all the camping enemies in the bridge area.

NOTE: The two hand grenades on the right side railing near the 30 seconds in the middle of the area can come in handy for Duvalias with non-Wesker characters.

Kill the CHICKEN on the bridge then melee kill the Explosive Arrow Majini and the Giant Majini. The FIRST GIANT MAJINI starts out in the bridge area and all the rest of them spawn. Move up toward the 90 SECOND TIME BONUS in the bridge area then hit it. A Wesker player should break the two vases near the time bonus and take the Green and Red Herb - the vases will always contain these items. Be sure to take the chicken egg also.

NOTE: Conserve the chicken egg as much as possible. Use other healing items before using the chicken egg since the chicken egg will not count against random green herb drops when a player is in orange health.

Kill any enemies that are in the area - the enemies are very random in how they will spawn in the bridge area for now. The player in the video takes the combo bonus from the combo chest in the bridge area. The combo bonus is really optional - it takes quite a while to get over to it with non-Weskers and combo bonuses after 20 combo (by the time you reach it) don't really give that much extra points to the overall score.

Some players choose to hit the 30 SECOND TIME BONUS in the alcove outside the bridge area after exiting the first time and some choose to save it until the end. Really, it is best to hit it after first exiting the bridge for the first time like in the video. Rush all the way back down the outside corridor. Ignore the 30 time bonus at the end of the corridor and move up the stairs. Move up to the top walkway that extends to the east and west then go left.

The SECOND GIANT MAJINI SPAWNS AT 10 COMBO from the spawn point above the northwest 90 seconds, so he will be on the walkway by the time your character gets there. Kill the Giant Majini and kill any other Majini along the way. Hop across the gap in the bridge on the west side then kill the Explosive Arrow Wetland Majini camper then move up the stairs to the right and break the 90 SECOND TIME BONUS at the top of the stairs. You should reach this area around 30-40 combo.

NOTE: The two hand grenades near the 90 second timer in the west can come in handy for Duvalias with non-Wesker characters.

Fall down from the right dropoff instead of going back down the stairs. The Majini that were following your character will likely be coming down the corridor to the right as your character falls. At this point, start melee killing the Wetland Majini around the area. Kill all Wetland Majini then work your way back to the stairs.

NOTE: Keep in mind that after 40 combo, the Wetland Majini on the bottom player's side will start to dry up. You will be the combo keeper for about 40-55 combo while the other player moves to the 60 second time bonus in the northeast.

4:10
The STARS Chris player gives the Wesker player his flash grenades in order to help the Wesker player deal with the Duvalias quicker on his side. The Chris player stays for a while and helps the Wesker player to fight off the Wetland Majini then leaves and goes back to his side. This is all sort of optional (giving flash grenades).

Move down the stairs and fight along the walkway near the wall at the bottom of the stairs. It's very important to stay in the area below the stairs until 80 combo to allow enemies to spawn in the northwest spawning region. A Giant Majini will appear eventually around 60 combo. After 80 combo, the player needs to move toward the area in front of the 30 seconds below the west walkway. When a player steps into the area near the 30 seconds, they are entering the middle spawning region, which will make enemies spawn.

Hit the 30 SECOND TIME BONUS at the end of the path when you have time - fight your way toward it. The player needs to run back toward the bridge area at 100 combo. When the player gets there, enemies should start to spawn from the bottom middle spawn region. Stand by the spawn points near the water and keep the combo with the magnum if needed.

NOTE: If enemies don't start to spawn once you reach the path outside the bridge area, quickly step into the bridge area to make enemies spawn then shoot one of them as they hop onto the bridge.

The top spawn player needs to run into the bridge area and make enemies spawn in that area. While in the bridge area, TONS of Wetland Majini will start to spawn. As you can see in the video, they can REALLY pile up greatly. The top spawn player is the main combo keeper from 100-150 combo for the rest of the Ancient Ruins run for the most part. Try to fight on the right side of the bridge since enemies do not spawn in the path that leads to the combo bonus chest on that side.

NOTE: It's very important that you practice on dealing with crowds of Wetland Majini for the bridge ending while playing as the top spawn player. The top spawn player is really under some major pressure while on the bridge toward the end of a duo run.

NOTE: The top spawn player might deal with several Duvalias on the way back to the bridge area. It will be random per run. Ancient Ruins has a total of about six Duvalias. most of them hop out of the water spawn points in the top middle area - one of them hops down from the ledge above the stairs that leads to the southwest 90 seconds. It's actually possible to plant a proximity bomb to kill the scripted Duvalia Majini in the southwest before leaving for the first time (plant it on the stairs) since he is the only Majini that spawns from that spawn point.

Wednesday, October 19, 2011

Resident Evil 5: The Mercenaries - Village DUO strategy

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

Bottom Spawn strategy



Player: CabesuObama

This is the most popular strategy for the Bottom spawn on Village DUO. Even though it shows a Chris player, this is the Wesker strategy basically.

The top player should immediately run down the hill from the beginning then grab the combo bonus from the combo chest at the very bottom of the hill. The other player will kill off the chicken right at the beginning in most runs, so the first enemy you kill will be the second enemy in the combo. There is a group of five Wetland Majini that will crowd around the bottom player once that player reaches the bottom of the hill.

NOTE: Any of the Wetland Majini without shields that start out in Village have 900 HP unlike the rest of the Wetland Majini that have 700 HP. Keep in mind that the Majini with 900 HP actually BEGIN in the stage - they do not spawn from spawn points.

Obviously, Wesker will be able to kill off the first group of Wetland Majini faster than the Chris player in the video. Wesker players will often run into the building off to the left of the altar in the middle of the Village and collect the combo bonus since they can kill off the beginning group quicker.

Non-Wesker players often skip the building combo chest and kill the enemies further ahead near the bridge. Skip all time bonuses from the beginning - they are hit later by the other player. Move toward the shield Majini near the bridge and the spear Majini near the spike trap and kill them.

NOTE: The Wetland Majini with the spear that stands on the spike trap in front of the area with the chicken is a scripted Cephalo. The Chris player neck breaks him in the video to cancel the Cephalo.

Grab the egg from the chicken in the chicken area or kill the chicken then grab its egg if it is still there. Collect the combo bonus from the combo chest in the back of the chicken area. Wetland Majini will most likely follow your character into the chicken area. Run toward the building structure on the east side of the Village after leaving the chicken area.

The FIRST GIANT MAJINI SPAWNS AT 20 COMBO from the wall spawn point behind the building structure. The bottom player will almost always run into him before climbing the hill. He can go to the top player if the bottom player doesn't reach his spawn point soon enough. In the video, the bottom player is crowded by Wetland Majini shortly after killing the first Giant Majini. This is not always the case though. Wetland Majini spawns will be random.

1:27
The Giant Majini's attack takes 250 damage off of normal Majini, so a Chris player can kill off the Explosive Arrow Majini with a stomp (600 + 250 > Wetland Majini HP [700 HP])

The bottom player needs to move toward the path that leads to the hill then climb up to the hill. Collect the combo bonus from the combo chest on the hill if the combo is still around 30 combo, if not, you can really just leave it like the player in the video. The player in the video arrives at the top a bit later than normal.

Stay on the hill and fight enemies or kick through the doors and help out the other player. Go where the enemies are at this point. If you enter the area with the other player, stay out of his way - do not melee kill his enemies. The SECOND GIANT MAJINI SPAWNS AT 40 COMBO from the gate spawn point at the beginning of the Village area (southeast). The top player should be the one to kill him, but really, either player can kill him - he will move up the hill.

NOTE: After 50 combo, any Wetland Majini with Spears that move up the stairs in the back of the building and most Explosive Arrow Majini that hop over the wall spawn point on the hill will be scripted Cephalo Wetland Majini. The Wetland Majini with spears have a high chance to be Cephalos, but the Explosive Arrow Majini that hop over the wall spawn point on the hill WILL be Scripted Cephalos.

It's really a good idea for the bottom player to remain on the hill as much as possible, but, no matter what, it's best for that player has to go where the enemies are. All Giant Majini will come up from the hill side most of the time. The THIRD GIANT MAJINI SPAWNS AT 60 COMBO from the wall spawn point on the hill. The FOURTH GIANT MAJINI SPAWNS AT 70 COMBO from the high ledge spawn point beside the west bottom building (in between the building and the chicken area).

3:40
The player on the hill neck breaks an Explosive Arrow Majini then leaves behind the falling Explosive arrow Majini and waits for it to get up while looking for other Majini to kill - he neck breaks the fallen Explosive Arrow Majini once it gets back up (he knew it was a scripted Cephalo!). All Explosive Arrow Majini that spawn from the wall spawn point on the hill between 50-100 combo in duo will be scripted Cephalos.

The other player drops to the bottom area at around 90 combo. This will trigger the enemies in the bottom area once again. At that time, scripted Cephalo Explosive Arrow and Spear Majini will still spawn for the player on the hill. Spear Majini that hop over the wall spawn point and any Spear Majini that come from the behind the doorway that leads to the hill have the possibility to be scripted Cephalo Wetland Majini. Wetland Majini with spears that hop up the hill from the trail below the hill can also be scripted Cephalos as well. The player in the video attempts neck breaks on just about every Wetland Majini with a spear at that point.

The bottom player kicks through the door and moves down the stairs then hits the 30 SECOND TIME BONUS below the stairs before going to meet up with the other player. If a Wetland Majini with a spear spawns from the wall spawn point near the 30 second timer below the stairs, that Wetland Majini is most likely a scripted Cephalo.

Once the two players meet up in the middle, the bottom player takes over with keeping the combo while the other hits all the time bonuses in the bottom area. It's really up to you who takes over keeping the combo and who hits the time bonuses at that point. The other player needs to attempt to help out at times in keeping the combo as well if it ever starts to blink even while hitting the time bonuses.

NOTE: Any Wetland Majini with a spear that move across the bridge or comes from the trail that leads to the hill will have a high chance of being a scripted Cephalo. Be sure to keep this in mind.

Top Spawn strategy



Player: combattmagnum

This is the most popular strategy for the Top spawn on Village DUO. Even though it shows a Chris player, this is the Wesker strategy basically.

From the start of this run, the player uses his grenade launcher with electric rounds to shoot the CHICKEN in the fenced area below the bridge. With most other characters, a player will have to toss a hand grenade at the chicken or possibly pinpoint aim at it with a gun. If you can't shoot it easily, the bottom player can kill it, but keep in mind that the chicken on the bottom can get away from the bottom player very easily and run out into the Village.

The top player does not hit any time bonuses from the beginning. The player focuses on melee killing the Wetland Majini around the building area. All of the Wetland Majini without shields that start in the stage have a higher HP amount (900 HP), so be sure to keep this in mind while fighting them.

NOTE: While fighting in the top area, stay away from the double doors. If your character moves toward them, this will cause the explosive arrow Majini that spawn on the other side to come toward your character. It's really best if they move toward the other player.

0:49
The player shoots an explosive arrow Majini from long range to stagger the Majini so it stops firing arrows as he prepares to make his approach toward it. Shooting them from long range can help with any character just to keep them from firing while your character approaches them.

NOTE: The shield Majini come in great numbers at times. Try to avoid fighting the shield Majini from close range and DO NOT fight them on the bridge unless your character is downhill and the shield Majini are uphill - turn around and run up the bridge if they are below your character. Fighting them while they are downhill can be complete fail.

At around 20 combo, the player on top needs to run up toward the cave. The Wetland Majini will usually spawn from the cave at that point and the bottom player will be working his way up. The bottom player will also have enemies to fight along the way if the top player heads toward the cave.

NOTE: A weaponless Wetland Majini Scripted Cephalo will spawn from the top cave eventually - he's easy to notice since he is the only weaponless Majini. There is also a scripted Cephalo Wetland Majini with a spear that spawns from the cave also. You'll have to sort of guess as to which one is him. Both of them arrive before 50 combo usually.

Break the 60 SECOND TIME BONUS in the top cave while fighting up above. Only move back down the bridge if there are no more enemies to fight at the top. Try not to fight any shield Majini on the bridge on the way down. The other player might join you sometimes after 30 combo. Try to stay away from the other player and do not interrupt his melee kills.

Allow the other player to fight the Giant Majini unless the Giant Majini starts to get the best of that player - only then should you help out. The Giant Majini will spawn at 20 combo, 40 combo, 60 combo and 70 combo. You're likely to see the Giant Majini at 40 combo and 60 combo at times. The other player should leave your area soon if enemies are on the other side of the door (on the hill). Keep in mind that any Wetland Majini with spears that move up the stairs in the back of the building can be scripted Cephalos and any Explosive Arrow Majini that bust through the double doors after 50 combo WILL be scripted Cephalos.

2:51
The player realizes that the Majini that came from the cave behind him has no weapon so he quickly leg stuns and neck breaks the weaponless scripted Cephalo Wetland Majini.

4:03
Fighting Wetland Majini with shields on the bridge is complete fail and so is fighting them from close range. The player turns to a shield Majini that is up in his face and downhill from him a bit. Very bad situation. If combatt's Chris hadn't healed by then, he would have probably exploded like Mega Man after the next hit.

4:36
The player takes advantage of the spike trap below to save the combo. An Explosive Arrow Majini will almost always stand on the trap and shoot explosive arrows at the players up above. The trap can be used to save the combo at times like in the video.

Be sure to hit the 60 SECOND TIME BONUS in front of the building sometimes before 90 combo. At around 90 combo, the top player needs to leave the top area. Run up the bridge and hop over the gap then hit the 90 SECOND TIME BONUS under the rooftop then fall to the chicken area on the bottom - this will make enemies spawn from the bottom spawning region again. The bottom spawning region starts once a player gets near the gap up above, so they will already be spawning by the time the player lands.

NOTE: Don't use the zipline to swing from the 90 second area - drop below to keep the combo while the other player remains on the hill. The combo is more important than a shortcut to the 30 second time bonuses for that moment.

Fight in the bottom area until the other player arrives. Keep in mind that any spear Wetland Majini that move across the bridge or move down the trail from the hill are likely scripted Cephalos. You might also have a spear Wetland Majini scripted Cephalo from south area also - there are two of them and one spawns later into the combo.

Once the other player comes down from the top area, allow him to fight the Wetland Majini and keep the combo. The top spawn player should run and hit the 60 SECOND TIME BONUS in the building, the 60 SECOND TIME BONUS behind the hut and the two 30 SECOND TIME BONUSES around the wooden walkway on the east side of the bottom area. Fight enemies along the way, but don't get too involved in fights while doing so. Attempt to save the combo with a melee kill or powered weapon if needed.

Both players will fight on the bottom until the combo ends at 150.

NOTE: Village has more than 150 enemies, so enemies will still be in the area once the run ends at 150 combo. It's possible to get over a 150 combo by tossing a hand grenade at 149 combo, but in normal Mercenaries, melee killing is more more important than extending the combo unlike in Mercenaries Reunion.

Tuesday, October 18, 2011

Resident Evil 5: The Mercenaries - The Mines DUO strategy

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

Bottom (Cave) Spawn strategy



Player: Kirin

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Top (Platform) Spawn strategy



Player: Kirin

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

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

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

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

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

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

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

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

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

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

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

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

Monday, October 17, 2011

Resident Evil 5: The Mercenaries - Public Assembly DUO strategy

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

Combo Chest Spawn strategy



Player: Kirin

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

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

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

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

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

1:53

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

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

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

2:48

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

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

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

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

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

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


Platform Spawn strategy (Wesker player)



Player: gab3624

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

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

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

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

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

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

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

3:07

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

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

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


Platform Spawn strategy (non-Wesker player)



Player: Berserker Kev

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

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

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

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

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

Monday, October 3, 2011

Resident Evil CODE: Veronica X Guide





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

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

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

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

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

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

EXTRA:

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

Oh, and about the man below...

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

Wednesday, September 28, 2011

Resident Evil 4 HD Guide



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

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

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

CODE: Veronica X is next! Then...


CHRIS!


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