Resident Evil: The Mercenaries 3D: FAQ/Walkthrough [Guide]

Walkthrough
Sep
8
2011

Resident Evil: The Mercenaries 3D is the first standalone Mercenaries title in the Resident Evil series.  It combines Resident Evil 4 and Resident Evil 5′s Mercenaries stages and plays much the same as RE5 Mercs, only with more tension on the player much like RE4 Mercs.

- - - - - - - - - - -  R E S I D E N T   E V I L  - - - - - - - - - - - - - -
                            _____  _
                           |_   _|| |__    ___
                             | |  | '_ \  / _ \
                             | |  | | | ||  __/                     _____
__  __                      |_|  |_| |_| \___|    _               |__  / ____
|  \/  |  ___  _ __  ___  ___  _ __    __ _  _ __ (_)  ___  ___     /_ < / __ \
| |\/| | / _ \| '__|/ __|/ _ \| '_ \  / _` || '__|| | / _ \/ __|  ___/ // / / /
| |  | ||  __/| |  | (__|  __/| | | || (_| || |   | ||  __/\__ \ /____// /_/ /
|_|  |_| \___||_|   \___|\___||_| |_| \__,_||_|   |_| \___||___/      /_____/

                                  G U I D E

                           Authored by: Berserker

                                Version: 1.2
                            Last update: 8/11/11

                                   - - -

                                  My site:
                       www.berserkersblog.blogspot.com

                           Visit my youtube page:
                       www.youtube.com/BerserkerSTARS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

=-=-=-=-=-=-=-=-=-=- - T A B L E  O F  C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=

-- Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00]

-- Mercenary Basics  . . . . . . . . . . . . . . . . . . . . . . . . . . [MB00]

-- Mercenary Characters  . . . . . . . . . . . . . . . . . . . . . . . . [MC00]

  - Albert Wesker  . . . . . . . . . . . . . . . . . . . . . . . . [MC01]
  - Barry Burton . . . . . . . . . . . . . . . . . . . . . . . . . [MC02]
  - Chris Redfield . . . . . . . . . . . . . . . . . . . . . . . . [MC03]
  - Claire Redfield  . . . . . . . . . . . . . . . . . . . . . . . [MC04]
  - HUNK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MC05]
  - Jack Krauser . . . . . . . . . . . . . . . . . . . . . . . . . [MC06]
  - Jill Valentine . . . . . . . . . . . . . . . . . . . . . . . . [MC07]
  - Rebecca Chambers . . . . . . . . . . . . . . . . . . . . . . . [MC08]
  - Extra Weapon Set . . . . . . . . . . . . . . . . . . . . . . . [MC09]

-- Mercenary Mission Walkthrough . . . . . . . . . . . . . . . . . . . . [MW00]

Misson 01 --------------------------------------------------------------------

  - Mission Level 1-1  . . . . . . . . . . . . . . . . . . . . . . [ML11]
  - Mission Level 1-2  . . . . . . . . . . . . . . . . . . . . . . [ML12]
  - Mission Level 1-3  . . . . . . . . . . . . . . . . . . . . . . [ML13]

Mission 02 -------------------------------------------------------------------

  - Mission Level 2-1  . . . . . . . . . . . . . . . . . . . . . . [ML21]
  - Mission Level 2-2  . . . . . . . . . . . . . . . . . . . . . . [ML22]
  - Mission Level 2-3  . . . . . . . . . . . . . . . . . . . . . . [ML23]

Mission 03 -------------------------------------------------------------------

  - Mission Level 3-1  . . . . . . . . . . . . . . . . . . . . . . [ML31]
  - Mission Level 3-2  . . . . . . . . . . . . . . . . . . . . . . [ML32]
  - Mission Level 3-3  . . . . . . . . . . . . . . . . . . . . . . [ML33]
  - Mission Level 3-4  . . . . . . . . . . . . . . . . . . . . . . [ML34]
  - Mission Level 3-5  . . . . . . . . . . . . . . . . . . . . . . [ML35]

Mission 04 -------------------------------------------------------------------

  - Mission Level 4-1  . . . . . . . . . . . . . . . . . . . . . . [ML41]
  - Mission Level 4-2  . . . . . . . . . . . . . . . . . . . . . . [ML42]
  - Mission Level 4-3  . . . . . . . . . . . . . . . . . . . . . . [ML43]
  - Mission Level 4-4  . . . . . . . . . . . . . . . . . . . . . . [ML44]
  - Mission Level 4-5  . . . . . . . . . . . . . . . . . . . . . . [ML45]

Mission 05 -------------------------------------------------------------------

  - Mission Level 5-1  . . . . . . . . . . . . . . . . . . . . . . [ML51]
  - Mission Level 5-2  . . . . . . . . . . . . . . . . . . . . . . [ML52]
  - Mission Level 5-3  . . . . . . . . . . . . . . . . . . . . . . [ML53]
  - Mission Level 5-4  . . . . . . . . . . . . . . . . . . . . . . [ML54]
  - Mission Level 5-5  . . . . . . . . . . . . . . . . . . . . . . [ML55]

Mission EX -------------------------------------------------------------------

  - Mission Level EX1  . . . . . . . . . . . . . . . . . . . . . . [EX01]
  - Mission Level EX2  . . . . . . . . . . . . . . . . . . . . . . [EX02]
  - Mission Level EX3  . . . . . . . . . . . . . . . . . . . . . . [EX03]
  - Mission Level EX4  . . . . . . . . . . . . . . . . . . . . . . [EX04]
  - Mission Level EX5  . . . . . . . . . . . . . . . . . . . . . . [EX05]
  - Mission Level EX6  . . . . . . . . . . . . . . . . . . . . . . [EX06]
  - Mission Level EX7  . . . . . . . . . . . . . . . . . . . . . . [EX07]
  - Mission Level EX8  . . . . . . . . . . . . . . . . . . . . . . [EX08]
  - Mission Level EX9  . . . . . . . . . . . . . . . . . . . . . . [EX09]

-- Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]

-- Skills  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SK00]

-- Extra Tips  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ET00]

-- Unlockables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [UN00]

  - Medals . . . . . . . . . . . . . . . . . . . . . . . . . . . . [UN01]
  - Unlockable Characters  . . . . . . . . . . . . . . . . . . . . [UN02]
  - Alternate Outfits  . . . . . . . . . . . . . . . . . . . . . . [UN03]
  - EX Missions  . . . . . . . . . . . . . . . . . . . . . . . . . [UN04]
  - Weapon Sets  . . . . . . . . . . . . . . . . . . . . . . . . . [UN05]

-- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

[IN00]
===============================================================================
                         _____         _              
                         \_   \ _ __  | |_  _ __  ___ 
                          / /\/| '_ \ | __|| '__|/ _ \
                       /\/ /_  | | | || |_ | |  | (_) |
                       \____/  |_| |_| \__||_|   \___/
                           I N T R O D U C T I O N
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Welcome to my Mercenaries 3D guide, fellow Mercs player!            - Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Even though Resident Evil 3 established the Mercenaries minigame, many players
will likely remember The Mercenaries mainly from Resident Evil 4 and Resident
Evil 5's Mercenaries modes.  Resident Evil 4 focused on achieving a high score
through a kill chain combo with added bonus chests for extra points.  Resident
Evil 5 focused on achieving a high score by killing off all 150 enemies per
stage while using melee kills to build time in order to have leftover time at
the end of the end of a run.

Resident Evil 5 added an online duo mode and made the Mercenaries minigame much
more popular.  Through the addition of leaderboards and a duo mode, RE5
Mercenaries was a cult hit to many Resident Evil fans.  RE5 Mercs is still
quite active to this day with fan made videos of Mercs runs on youtube,
internet sites that specialize in Mercs material and the ever-popular RE5 Mercs
leaderboards.

Resident Evil: The Mercenaries 3D is the first standalone Mercenaries title in
the Resident Evil series.  It combines Resident Evil 4 and Resident Evil 5's
Mercenaries stages and plays much the same as RE5 Mercs, only with more tension
on the player much like RE4 Mercs.  Through the use of equippable skills, a
player can gain extra upgrades that can help a character to achieve higher
scores.  Weapon sets may also be swapped so that each character has the chance
to start with each available weapon set.

This guide includes a full walkthrough of each mission along with strategies
that will help you achieve a high score in the mission.  I don't just play the
stages for SS-ranks - I also try for a really high score!  Character and weapon
breakdowns, skill lists with descriptions and a full medal list are all listed
in the guide as well.

*******************************************************************************
NOTE: At the moment, I'm still very much working on this guide, so some
inconsistencies may be found since I haven't had time to go over everything in
detail just yet.  Not every section is completely filled out like I want it to
be just yet, but that will change in time.  The characters section needs a lot
of additions, etc.
*******************************************************************************

[MB00]
===============================================================================
                         ___              _           
                        / __\  __ _  ___ (_)  ___  ___
                       /__\// / _` |/ __|| | / __|/ __|
                      / \/  \| (_| |\__ \| || (__ \__ \
                      \_____/ \__,_||___/|_| \___||___/
                       M E R C E N A R Y  B A S I C S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains all the basic information to help a beginning player out
with the controls, scoring system and other basic features of Mercs 3D.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

========
CONTROLS
========

-- Type A controls

Type A is much like the classic control setup from the older RE titles except
that a player does not have to hold a button and move the circle pad in order
to run.  Press up on the circle pad all the way in order to run and press up
lightly to walk.

L                     - Strafe/Move while aiming
R                     - Aim weapon
X                     - Emotions/Taunt/Partner commands*
Y                     - Action
A                     - Use Herb
B                     - Hold to walk
Back + B              - Quick turn
R + Y                 - Shoot
R + B                 - Reload
L + Circle Pad        - Strafe
Circle Pad Up         - Walk/Run (Hold lightly to walk)
Circle Pad Right/Left - Rotate
Control Pad Up/Down   - Change weapons
Start                 - Display pause menu

* Partner Command controls:

Hold X + Up    = Go!
Hold X + Left  = Thanks!
Hold X + Down  = Wait!
Hold X + Right = Come on!

-- Type B controls

Type B controls changes the movement so that when a player presses to the right
or left on the circle pad, the character will automatically strafe in that
direction.  In order to turn, a player must hold the B button then press to the
right or left on the circle pad.  This control setup is much like RE5's Type D
controls except a player will have to hold a button to turn the character.

Circle Pad Left/Right     - Strafe
R                         - Aim weapon
X                         - Emotions/Taunt/Partner commands*
Y                         - Action
A                         - Use Herb
B                         - Hold to walk
Back + B                  - Quick turn
R + Y                     - Shoot
R + B                     - Reload
R + L + Circle Pad        - Move while aiming
Circle Pad Up             - Walk/Run (Hold lightly to walk)
B + Circle Pad Right/Left - Rotate
Control Pad Up/Down       - Change weapons
Start                     - Display pause menu

* Partner Command controls:

Hold X + Up    = Go!
Hold X + Left  = Thanks!
Hold X + Down  = Wait!
Hold X + Right = Come on!

-- Type C controls

Type C is a control type that is similar to a first person shooter.  Rotate
your character with the face buttons to the side of the screen - X, Y, A and B
basically serve as a right analog.  While aiming with the L button, your
character can move freely while in an aiming pose if the circle button is
pushed in a direction.

L                     - Aim weapon
Control Pad Down      - Emotions/Taunt/Partner commands*
R                     - Action
Touch Herb Icon       - Use Herb
Control Pad Up        - Quick turn
L + R                 - Shoot
Control Pad Left      - Reload
L + Circle Pad        - Move while aiming
Circle Pad Up         - Walk/Run (Hold lightly to walk)
A, B, X, Y            - Rotate
Control Pad Up/Down   - Change weapons
Start                 - Display pause menu

* Partner Command controls:

Control Pad Down + X = Go!
Control Pad Down + Y = Thanks!
Control Pad Down + B = Wait!
Control Pad Down + A = Come on!

-- Type D controls

Type D is the classic control setup from the original RE games.  It's almost
the exact same as Type A except a player must hold the B button then hold up on
the circle pad to run.  Holding up normally will walk.

L                     - Strafe/Move while aiming
R                     - Aim weapon
X                     - Emotions/Taunt/Partner commands*
Y                     - Action
A                     - Use Herb
B                     - Hold to walk
Back + B              - Quick turn
R + Y                 - Shoot
R + B                 - Reload
L + Circle Pad        - Strafe
Circle Pad Up         - Walk
B + Circle Pad Up     - Run
Circle Pad Right/Left - Rotate
Control Pad Up/Down   - Change weapons
Start                 - Display pause menu

* Partner Command controls:

Hold X + Up    = Go!
Hold X + Left  = Thanks!
Hold X + Down  = Wait!
Hold X + Right = Come on!

====================
EQUIPPING EXPLOSIVES
====================

In each stage, your character will get a different variety of explosive weapons
such as hand grenades, flash grenades and proximity bombs.  The explosives that
your character will get will vary per stage depending on the enemies in the
stage.  Your current explosives will be displayed on the touch screen below the
current amount of green herbs in your inventory.

** In order to equip an explosive weapon, a player must touch the icon of the
   explosive on the bottom touch screen.  This is the only way to equip the
   explosive weapon.

After your character is finished the weapon, press up or down on the control
pad to switch back to the weapon that your character had equipped prior to
equipping the explosive weapon.  Herbs can be used by touching them on the
bottom screen as well.

========================================================
MAP SCREEN CAMERA MOVEMENT (QUARTER TURN/QUICK AIM TURN)
========================================================

The bottom touch screen displays a mini map of the current stage.  A player can
touch and hold their finger on any portion of the map in order to make the top
screen camera face that direction.  By touching the map, a player can perform a
quick turn in that direction if the aiming button is pressed afterward. 
Basically, a player can perform RE4 and RE5's "quick aim turn" or more commonly
known as the "quarter turn" by touching the map screen and aiming after the
camera switches direction.

Touching the mini map to turn the camera in a direction is quite tricky at
first.  If you just want to rotate the camera to the right or left, it's best
to touch the outer portion of the mini map - touch the black areas along the
side.  Touching the outside of the map will make the camera do a full rotation
toward that side of the map.

So, to recap, in order to quickly aim in a direction on the top screen, do the
following:

- Touch the furthest middle sides of the mini map on the touch screen
- When the camera turns, press the aim button to make your character turn

======================
HUD (HEADS UP DISPLAY)
======================

-- Score

A player's score is shown in the upper left hand corner of the screen.  Defeat
enemies for extra points and try to chain kills and finish a stage with
leftover time for the highest scores.

-- Time Limit

The time limit is shown in the top middle portion of the LCD screen.  This
shows how much time a player has left to complete the current mission.  Any
leftover time will give a player 1000 points per second.

-- Life Bar

The green bar that circles the current equipped weapon on the bottom right hand
portion of the screen represents a player's health.  Once it has gotten low, it
will change red.  Use herbs to replenish this gauge.  If a player's health is
drained all the way through attacks, a player will enter dying status.

-- Equipment Icon

The current equipped weapon is in the middle of the character's health bac on
the bottom right hand portion of the screen.  This displays the amount of
bullets in the chamber of the gun on the left and the amount of ammo remaining
in your character's inventory on the right.

-- Item Menu

The character's inventory is shown on the left side of the bottom touch screen.
A player can select each item by touching the item.  Control pad up/down can be
used to cycle between gun weapons.

-- Map

The map of the current area and location of your character is displayed on the
right side of the touch screen.

=================
RECOVERING HEALTH
=================

Health can only be recovered through green herbs in Mercs 3D.  Some characters
start with green herbs, some green herbs can found lying around in the stages
and enemies can drop green herbs after being defeated.  Tap the A button or
touch the green herb icon on the touch screen to use a green herb.  While in
duo mode, if a green herb is used near a partner, the herb will heal both
characters.

Below is a list of the amount of damage that each character takes per attack
along with the amount of health that they will recover per herb heal.  Damage
taken shows how much damage the character will take from an enemy attack. 
Recover Rate shows how much health a character will gain from a green herb heal
assuming that the character starts with 1000 health.

CHARACTER           DAMAGE TAKEN  RECOVER RATE
---------           ------------  ------------
Barry                        90%           180
Barry (Patriotic)           130%           390
Chris                       100%           300
Chris (Pilot Suit)           90%           330
Claire                      110%           360
Claire (Suit)                80%           240
HUNK                         90%           270
HUNK (Mr. Death)             70%           180
Jill                        110%           330
Jill (Casual)               120%           390
Krauser                      80%           210
Krauser (Exo-Skeleton)       60%           150
Rebecca                     130%           450
Rebecca (Nurse)             150%           600
Wesker                      110%           300
Wesker (Uroboros)            50%            90

IMPORTANT: When a player is in red health, the next enemy that is defeated will
always drop a green herb if the player has no green herbs and no green herb
drops are in the current stage.  It's a guaranteed 100% drop as long as a green
herbs is not in the area or inventory (in duo both player's inventories count).

============
DYING STATUS
============

Once a player's health is fully drained, the player's character will enter
dying status.  While in dying status, a player cannot attack or run - the
character can only limp while moving slowly.  Tap the Y button to recover life
while in dying status in solo mode in order to recover.  If a player gets
knocked into dying status a second time without healing prior to that, the
player will have to regain even more health while surrounding enemies are free
to attack.

In duo mode, a dying status player must count on a partner for revival.  The
health bar will constantly drain while the dying status player limps.  Approach
the player that is in dying status and tap the Y button to revive or heal the
player.  A character will automatically use a recovery herb that is in their
inventory while trying to revive a player.

===================
ENEMY SCORE AMOUNTS
===================

Each enemy that is killed in a stage will yield a specific amount of points
based on the enemy type and overall difficulty of the enemy.  Normal enemies
will yield a small amount while boss type enemies will add a much greater
amount to the overall point total.  There are a total of 150 enemies in most
later missions.

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Executioner Majini       =       5,000  |
| Majini (Base)    =         400  | | Chainsaw Majini          =      10,000  |
| Zealot           =         400  | | Gatling Gun Majini       =      10,000  |
| Bui Kichwa       =         400  | | Garrador                 =      10,000  |
| Cephalo          =         800  | | Super Salvador           =      15,000  |
| Duvalia          =         900  | | Executioner Majini (Red) =      15,000  |
| Big Man Majini   =       1,000  | | Popokarimu               =      35,000  |
| Chicken          =       2,000  | '-----------------------------------------'
'---------------------------------'

==============
COMBOING KILLS
==============

Kills can be chained if enemies are defeated within 10 seconds apart from each
other.  Directly after two kills have been chained, an indicator of the current
amount of kills, shown in white text font, will display in the top right hand
corner of the screen.  The indictor will flash a red color for each multiple of
10 that has been reached.  As the 10 seconds go by, the current indicator will
begin to flash and when the 10 seconds are almost up, the indicator will flash
rapidly.  Once the chain kill indicator disappears it will instantly begin to
award the combo score amount based on the current kills that have been chained.

         .---------------------------------------------------------.
         | CURRENT COMBO | NORMAL ENEMY BONUS |  BOSS ENEMY BONUS  |
         |=========================================================|
         |       2       |     + 20 per kill  |    + 500 per kill  |
         |       3       |     + 50 per kill  |  + 1,000 per kill  |
         |       4       |    + 100 per kill  |  + 1,500 per kill  |
         |       5       |    + 200 per kill  |  + 2,000 per kill  |
         |       6       |    + 250 per kill  |  + 2,500 per kill  |
         |       7       |    + 300 per kill  |  + 3,000 per kill  |
         |       8       |    + 350 per kill  |  + 3,500 per kill  |
         |       9       |    + 400 per kill  |  + 4,000 per kill  |
         |     10-19     |    + 500 per kill  |  + 4,500 per kill  |
         |     20-29     |    + 600 per kill  |  + 5,000 per kill  |
         |     30-39     |    + 700 per kill  |  + 5,500 per kill  |
         |     40-49     |    + 850 per kill  |  + 6,000 per kill  |
         |      50+      |  + 1,000 per kill  |  + 7,000 per kill  |
         '---------------------------------------------------------'

Chaining kills is necessary to receive a high score.  For instance, by killing
the Executioner Majini with a 50+ combo chain active, you will receive the
normal 5,000 points for killing him then you will receive an additional 7,000
bonus points because the current combo gauge is over 50; so instead of 5,000
points for a normal Executioner Majini kill, you will receive 12,000 points for
killing him.

=============
COMBO BONUSES
=============

Combo bonuses are found inside of chests throughout each stage.  There can be
up to three of these chests per stage in Mercs 3D.  These chests contain a blue
egg timer that will allow a player to gain 1,000 points extra per kill for a 30
second period once they have been collected.  The screen will display "Combo
Bonus" on the upper right hand portion of the screen and the player will
receive +1000 points per kill.

Combo bonuses take the place of the current kill chain bonus amount to where a
player will receive the full 1000 points as if the kill chain was already above
50 kills.  The first kill does not count as a bonus in any way - only the
second kill and any kill afterwards will give a bonus point amount.

** At 50 kills a player is already receiving 1000 points per kill, so combo
   chests are useless after the 50th kill in a kill chain has been reached.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-- Mercenaries Combo System with Combo Chests

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
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

As you can see through the table above, the combo bonus chest amount will
ALWAYS give 1000 points per kill after the second enemy chain instead of the
normal bonus amount that is received through the normal enemy kill chain
system.  So at 2 kills, a player will receive 1000 points instead of the normal
20 points through the normal combo chain, which is a 980 point bonus.

It is important to pick up the combo bonus chests as early as possible. 
Picking one up before starting your first kill is really the best option. 
Picking up a chest after 20 kills starts to really just waste time since you're
only receiving 400 points extra per kill at that time when you could have been
focusing on melee kills to build time.

==========
TIME BONUS
==========

Hidden throughout each Mercenaries stage are orange colored time extenders that
can extend the clock by a certain amount of seconds.  There are altogether 3
different type of time extenders that can be collected.  Each time extender
will add a certain amount of seconds to the clock as shown below:

                          .----------------------.
                          |     TIME BONUSES     |
                          |======================|
                          |         +30          |
                          |         +60          |
                          |         +90          |
                          '----------------------'

Ending a stage by killing all 150 enemies early or performing whatever tasks
the stage requires will give the player an extra 1,000 points per second
leftover.  So if a player ends a stage early with 60 seconds left over then
that player will gain a bonus 60,000 points added to the score total once the
stage ends.

===================================
+5 SECOND TIME BONUS PER MELEE KILL
===================================

If an enemy is killed off with any type of character melee, the kill will give
the player a 5 seconds bonus that will be added to the total time remaining to
complete the stage.  The 5 second bonus is meant to compensate for the amount
of time that the melee takes to perform.  Some melees are much quicker than
other melees however, so this 5 second increase can be exploited to actually
build time or retain time in each mission.

Some melees have the potential to hit multiple enemies at once.  If a melee
kills off 2 enemies at once, the player will gain a 10 second increase to total
time.  A player can actually set up multiple melee kills to help build time in
each mission.  Melees such as Chris' uppercut have the potential to hit
standing and grounded enemies, so a player can set up a single uppercut on a
grounded enemy to where it will hit a grounded enemy beneath the currently
targeted enemy.

The following melees can all kill an enemy and count as a melee kill:

Head stun melees
Arm stun melees
Leg stun melees
Ground melees
Deathblow/Tag Team/Boss melees
Partner Help Melees
Knife Slash (Krauser and Jill's weapon sets)
Time bonus hit
Landing on an enemy (from ledge dropoff)

Most of the melees mentioned above will take prior damage in order to finish
off an enemy for a melee kill.  Finding out exactly how much damage an enemy
can withstand before they are weak enough to finish off with a melee is very
important when trying to build time through melee kills.

==================================
DEATHBLOW MELEES (TAG TEAM MELEES)
==================================

Each character has at least one deathblow melee that takes off tons of damage
from an enemy.  There are a total of 3 ways to perform a deathblow melee:

1) Equip the "Reversal" skill and get in red health.  A deathblow melee can be
   done from any stun while in red health while the skill is equipped.
2) When a Gatling Gun Majini or Super Salvador is stunned from a high powered
   weapon shot or explosion, run up to them to get the button prompt for
   performing a deathblow melee.  With the Gatling Gun Majini, he can be
   stunned in two ways with a magnum - by shooting him in the body or legs.
3) In duo mode, one player must hit a Majini, Base Majini or Zealot in the arm
   and get an arm stun.  One player must hit the enemy with an arm stun melee
   then the other player must hit the enemy with an arm stun melee as it
   staggers.  When the first player that performed an arm stun melee gets close
   to the stumbling enemy, the deathblow melee prompt will appear.  A partner
   assist melee and a ground melee that hits a standing enemy can act as the
   starting melee in this sequence as well (basically the partner assist melee
   or ground melee serves as the arm stun melee starter).

Chris, Jill and Wesker have 2 deathblow melees.  They can be done by activating
the deathblow from in front of or behind an enemy when trying the methods
above.  All other characters have 1 deathblow melee that will activate no
matter which side of the enemy your character is on.  All except for Claire and
Krauser's deathblow melees will cancel a plagas spawn in a normal enemy.

======
SKILLS
======

As a player completes missions with a certain ranking, skills will be unlocked.
Skills can be equipped to each character from the character select screen on
the main menu by pressing the R button while highlighting the character.  Each
character can equip three skills at a time.

While highlighting each skill, the effect will be shown below the skill title.
Skills can be leveled up to a max of level 3 by gaining skill points while
completing missions.  Each skill has a normal effect and a level 3 effect that
is unlocked once the skill is fully leveled.

Mixing and matching skills can give a player a great advantage in some missions
in the game.  Some skills give a player immunity to instant kills, some give
extra healing percentages, some grant unique abilities, some give quicker
reloading time to weapons, etc.

============
SKILL POINTS
============

Skill points are used to upgrade skills.  After finishing each mission, a
player will receive a certain amount of skill points based on the overall score
achieved.  A skill must be equipped to a character during the mission in order
for it to receive skill points.  All skills can be leveled up to level 3 once
enough skill points have been earned.

============
SPAWN POINTS
============

Spawn points are portions of a map where enemies will drop into the stage as a
player kills other enemies. These might be a certain portion of a fence or a
hole in the ceiling.  A player can camp out next to these spawn points and
shoot enemies as they drop.  Boss enemies spawn from these locations as well.
Every map has several spawn points and knowing their locations can really help
out when enemies begin to stop appearing once so many have been killed.

====================
INVINCIBILITY FRAMES
====================

An invincibility frame is a frame of animation when your character is
completely or partially (during a certain point) invincible to any type of
enemy attack.  Your character cannot be controlled once these animations have
started up till the point that they stop; a player can quick reload using the
Revenge or Old School skill at level 3 during these animations.  Some of these
obviously cause your character to lose health, but the character can't be hit
with any other attack during that time.

Here's the full list of invincibility animations:

- While healing *
- While jumping from a platform/vaulting over an object
- Performing a melee attack (even hitting a time bonus)
- While recovering from an attack
- While climbing a ladder
- While grounded
- While holding up arms to block debris from an explosion
- Door kick animation
- During a hold, when your character is winning/losing the struggle
- Opening a combo bonus chest
- Picking up an item (requires Old School skill to be equipped)

The invincibility frames for Mercs 3D are not as numerous as RE5 Mercs though
many of them are still the same.  Item pickup has no animation anymore and your
character is not invincible while picking up an item unless the Old School
skill is equipped.  There is still no item pickup animation at that time
though.

* Healing with a herb will make a character completely invincible now.  Your
character can literally heal as an Executiner brings his axe down and it will
pass right through your character.  Healing is the most useful invincibility
frame out of all of them in Mercs 3D.

========
DUO PLAY
========

Each mission that has a duo ranking screen per character can be played through
the online duo option.  The "DUO" option is displayed on the bottom of the
character rankings for each stage that can be played in duo mode.

SOLO only missions: 1-1, 1-2, 2-1, 2-2, 3-1, 3-2, 3-3, 3-4

From the main menu, choose "Duo" then choose either local or internet play. 
Choose between the available options that appear:

Global Session (Host) - You will be the host of a session that anyone can join
Global Session (Join) - You can choose between several random sessions to join
Friend Session (Host) - Host a game so that a friend can join from the "Friend
                        Session (Join) Option".
Friend Session (Join) - Join a session that a friend is hosting through the
                        "Friend Session (Host)" option.

NOTE: Duo requires that another player have a 3DS with a copy of Resident Evil:
The Mercenaries 3D for local play or a wireless internet connection for
internet play.

While playing duo, if your partner is killing enemies and doing fine on their
own, keep your distance and kill enemies yourself.  Only come together when a
partner needs help for the most part.  Try to always keep an enemy in view to
keep the combo while collecting time bonuses.  It's really good to collect the
most hard to reach time bonuses from the very beginning.  Once a boss shows up,
one player can deal with the boss while the other keeps the combo by killing
normal enemies.

[MC00]
===============================================================================
            ___  _                               _                  
           / __\| |__    __ _  _ __  __ _   ___ | |_  ___  _ __  ___
          / /   | '_ \  / _` || '__|/ _` | / __|| __|/ _ \| '__|/ __|
         / /___ | | | || (_| || |  | (_| || (__ | |_|  __/| |   \__ \
         \____/ |_| |_| \__,_||_|   \__,_| \___| \__|\___||_|   |___/
                     M E R C E N A R Y  C H A R A C T E R S
===============================================================================

[MC01]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            A L B E R T  W E S K E R
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

      "Sure, I'm not human anymore, but just look at the power I've gained!"

---------
Biography
---------

/-------------------------------------\
| S.T.A.R.S. Alpha Team               |
| Mission Leader                      |
|                                     |
| Gender: Male                        |
| Age: 38                             |
| Blood: O                            |
| Height: 6'3                         |
| Weight: 198 lbs                     |
\-------------------------------------/

Another easily identifiable character in the Resident Evil series along with
Chris and Jill is the series' main antagonist, Albert Wesker.  Wesker was first
introduced in the original Resident Evil where he played the role of the
S.T.A.R.S. Alpha Team leader.  It was later revealed that he had simply lead
his crew into the Spencer Mansion to observe their combat ability with the
B.O.W.'s contained therein.  He intentionally decided to use the outbreak at
the mansion and surrounding area as a clever distraction while he fulfilled his
own agenda of downloading Umbrella's personal data from their mansion files. 
He unleashed the awesome Tyrant on both of the survivors of Alpha Team and was
killed upon its releasing.

He later resurfaced on Rockfort Island and commanded a raid on the island in an
attempt to gain control of a sample of the T-Veronica virus that Alexia had
worked on.  This is where Wesker once again met up with Chris, the one person
that had messed up his plans and caused him to die once.  Wesker revealed that
he had injected himself with a virus that allowed him to come back to life
shortly before being attacked back at the Spencer Estate.  He follows Chris to
the Antarctic Base and manages to seize control of a specimen that would make
an excellent test subject for the study of the T-Veronica virus.  With his
newfound power, he engages in a showdown with Chris shortly before leaving the
island in an effort to rid himself of the surviving member of S.T.A.R.S. but
fails in his attempts.

(still need to add Wesker's RE5 info)

Oh dear, Wesker still has the Cobra Strike!  It's time to line up all enemies
for a single hit that will make time fly up by 20 seconds per cobra strike hit,
right?  Not exactly.  Wesker's Cobra Strike still takes off tons of damage for
a normal head stun melee but it is now very slow and times have changed to
where enemies now have more than 1200 HP, so Wesker is now just as normal as
other characters in a sense compared to his RE5 Mercs appearance.  He still has
his unique dash and knee cannon melees, but a broken character, he is not.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                110%                 300
Uroboros                50%                  90

Taunting time: 2.3 seconds

-----------------
Default Inventory
-----------------

Handgun / Samurai Edge (9/9)
Magnum / L. Hawk (6/0)
Shotgun / Hydra (3/3)

Green Herb(s) = 0

NOTE: Wesker's weapon set has a flaw of low recovery, so any character that
equips his weapon set will only recover have health per green herb heal unless
a skill (Medic) is used to counteract the effect.

---------------
Default Weapons
---------------

-- Samurai Edge

Weapon type: Handgun
Ammo: 9/9
Max number of load: 18
Damage: 400
Reload speed: 1.70 seconds
Critical percentage: 50%

Wesker's custom Samurai Edge handgun is the most damaging handgun in Mercs 3D
per single shot.  It weakens an enemy well to set them up for leg stun or arm
stun melees.  Wesker's own Samurai Edge handgun goes against his melee style of
setting up Cobra Strike head stun melees though.  With a 50% critical rate, a
player will be getting quite a few critical headshots instead of head stuns
with this weapon.  On the flip side, this weapon has a 50% chance of being an
instant kill when a normal enemy (Majini, Zealot) is shot in the head with it,
which can help to save a dying combo quickly!

With an arm stun leg stun character that has increased damage due to a skill
that boosts their melee damage, this gun can work very well for setting up
melees.  Unlike Barry's Samurai Edge, Wesker's Samurai Edge DOES NOT have
piercing, so it can't pierce through wooden shields like Barry's Samurai Edge.

-- L. Hawk

Weapon type: Magnum
Ammo: 6/0
Max number of load: 10
Damage: 2300
Reload speed: 1.53 seconds
Critical percentage: 12.5%
Special Properties: Piercing

While not as damaging as the M500 magnum, the L. Hawk has a really good rate of
fire for such a powered weapon.  The reload animation is quite fast as well -
it's even faster than the Samurai Edge handgun.  The L. Hawk magnum is a good
weapon for stunning and damaging boss enemies.  Since magnum ammo can be rare
at times, it's best to use this weapon for stunning a boss enemy so you can
move close to the boss and damage it with the Hydra shotgun.  The L. Hawk
Magnum also pierces per shot fired, so it can pierce through a Zealot's wooden
shield and armor on Base Majini.

-- Hydra

Weapon type: Shotgun
Ammo: 3/3
Max number of load: 6
Damage: 500 x 14
Reload speed: 3.67 seconds
Critical percentage: 12.5%

When the full spread of the Hydra hits an enemy, it will take off a full 7000
damage per shot (500 damage x 14 pellets), which is a hell of a lot for a gun
weapon.  The only problem is that a player will have to be at extreme close
range to make ever pellet hit an enemy.  The Hydra is an excellent boss killing
weapon, but it can't stun a boss well on its own.  When used in combination
with the L. Hawk magnum, the Hyrdra can be highly damaging.  Basically, a
player can use one shot from the L. Hawk magnum to stun a boss then blast the
boss from close range with the Hydra.

------
Melees
------

-- Cobra Strike

Melee type: Head Stun melee
Hit Range: High
Damage: 1200

Wesker lunges forward and strikes with the palm of his hand.

The Cobra Strike is easily Wesker's best melee overall.  With weaker enemies
such as normal Town Majini, Wesker will kill off any Majini that he hits with
one single Cobra Strike.  He can get multiple kills with one Cobra Strike very
easily.  The Cobra Strike's speed has been toned down since RE5 Mercs, but it's
still deadly!

-- Tiger Uppercut

Melee type: Leg stun melee (front)
Hit range:
Damage: 400

Wesker ducks down and performs a quick uppercut.

-- Mustang Kick

Melee type: Leg stun melee (back)
Hit range:
Damage: 600

Wesker steps forward and kicks the enemy from behind.

-- Panther Fang

Melee type: Arm stun melee (front)
Hit range:
Damage: 300

Wesker performs a quick horizontal swing with his fist.

-- Jaguar Kick

Melee type: Arm stun melee (back)
Hit range:
Damage: 400

Wesker steps forward and kicks the enemy.

-- Windfall

Melee type: Ground melee
Hit range:
Damage: 600
Special Effect: Critical if aimed for the head.

Wesker stretches his leg into the air and brings his foot down on the grounded
enemy with extreme force.

-- Dash

Melee type: Special melee (Press "right" on the control pad)
Hit range:
Damage: 200

Wesker kneels down then move runs forward very quickly.

Extra Info: Press right on the control pad to perform a dash then press any
direction on the circle pad + Y to change the direction of the dash.  Every hit
after a direction change will take off 200 damage.

-- Knee Cannon

Melee type: Special melee (Press "Y" during a dash)
Hit range:
Damage: 1000

Wesker ends his dash with a jumping knee strike.

-- Ghost Butterfly

Melee type: Deathblow melee (front)
Hit range:
Damage: 4000
Special Effect: Cancels plagas spawn.

Wesker steps forward and performs a strike with both palms of his hands.

-- Rhino Charge

Melee type: Deathblow melee (back)
Hit range:
Damage: 4000
Special Effect: Cancels plagas spawn.

Wesker jabs his hand through the enemy's chest then takes his hand out shortly
before the enemy's head bursts before its body falls.

[MC02]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             B A R R Y  B U R T O N
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                 "I have this!"

---------
Biography
---------

/-------------------------------------\
| S.T.A.R.S. Alpha Team               |
| Marksman                            |
|                                     |
| Gender: Male                        |
| Age: 38                             |
| Blood: O                            |
| Height: 6'1                         |
| Weight: 197 lbs                     |
\-------------------------------------/

Barry Burton was one of the original members of S.T.A.R.S. Alpha team during
the events of the Mansion Incident in the Arkley Mountains of Raccoon City. 
Along with the rest of his squad, he was sent in to investigate the
disappearance of Bravo team.  Barry is known to be a firearms expert with the
taste for high-power weapons.  He uses a custom made Samurai Edge handgun
handmade at the Kendo shop in Raccoon City.  He escaped with Chris, Jill and
Rebecca and hid his family away so he could help his comrades put an end to
Umbrella.

When it comes to power, Barry turns to his magnum.  He even uses his .44 Magnum
during one of his melees.  His ground melee is easily the most powerful ground
melee in the game - taking a whopping 5000 damage per shot, it will kill any
normal enemy that he hits.  Barry also has a unique head stun Headbutt melee
that will critical often.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                 90%                 180
Patriotic              130%                 390

Taunting time: 1.8 seconds

-- Default Inventory

Handgun / Samurai Edge (9/9)
Magnum / M500 (5/0)
Rifle / Dragunov (4/4)

Green Herb(s) = 0

---------------
Default Weapons
---------------

-- Samurai Edge

Weapon type: Handgun
Ammo: 9/9
Max number of load: 18
Damage: 350
Reload speed: 1.70 seconds
Critical percentage: 12.5%
Special Properties: Piercing

Barry's Samurai Edge is easily one of the best handguns in Mercs 3D.  It does a
good amount of damage per shot fired, each shot will pierce and it has a low
critical rate!  This gun is good for both head stun and leg stun characters. 
It's piercing propery means that it can shoot through wooden shields that
Zealots carry which can help out tremendously in Zealot stages.

-- M500

Weapon type: Magnum
Ammo: 5/0
Max number of load: 8
Damage: 3800
Reload speed: 3.53 seconds
Critical percentage: 12.5%
Special Properties: Piercing

When it comes to a great amount of power per single precise bullet shot, the
M500 magnum will deliver the most damage per shot fired.  It takes 3800 damage
per shot, so it will kill bosses fast.  The main flaws with the weapon are its
low capacity and slow rate of fire.  It also has a very slow reload as well. 
Though this is a good boss killer, magnum ammo can be extremely rare at times
so the M500 is really a better boss stunner rather than a boss killer unless
your character has plenty of built up ammo for it!

-- Dragunov

Weapon type: Rifle
Ammo: 4/4
Max number of load: 6
Damage: 1700
Reload speed: 2.41 seconds
Critical percentage: 100%
Special Properties: Semi-auto fire

The Dragunov sniper is the middle grade sniper rifle in Mercs 3D.  It is semi-
automatic, so a shot can be fired one after the other and the fire button can
be held down for a near rapid fire.  It takes some good overall damage, so a
player can easily spam a boss enemy with this weapon from close or long range. 
The only real flaw is that it can't hold much ammo at once, so it must be
reloaded constantly.  From a distance, the aiming with the Dragunov is not as
steady as the S75 or PSG-1 either.  Unfortunately, there are no Pentazimin's
around in the world of Mercenaries, Snake.

------
Melees
------

-- Headbutt

Melee type: Head stun melee
Hit range:
Damage: 400
Special Effect: High critical rate, Cancels plagas spawn (if enemy is killed)

Barry grabs the enemy by the shoulder then headbutts their head.

Extra Info: Barry's headbutt is a very unique head stun melee.  It has a very
high critical rate and it will cancel plagas spawns.  Barry can literally toss
a flash grenade at any time and headbutt surrounding enemies to kill most of
them.

-- Burton Boot

Melee type: Leg stun melee (front)
Hit range:
Damage: 400

Barry moves kicks forward with his right leg.

-- Gun Bash

Melee type: Leg stun melee (back)
Hit range:
Damage: 650

Barry steps behind the enemy and bashes them in the head with the butt of his
samurai edge.

-- Barry Sandwich

Melee type: Arm stun melee (front)
Hit range:
Damage: 300

Barry strikes forward with his right elbow.

-- Knee

Melee type: Arm stun melee (back)
Hit range:
Damage: 400

Barry knees the enemy from behind.

-- Miranda Rights

Melee type: Ground melee
Hit range:
Damage: 5000
Special Effect: Critical if aimed for the head.

Barry takes out his magnum and shouts "I have this" then shoots the grounded
enemy.

Extra Info: This ground melee works great against Zealot enemies and more
powerful enemies.  The shot from the magnum will kill just about anything that
Barry hits with it thanks to its extreme damage.  It can kill a Cephalo without
the need for prior damage!

-- Hurricane

Melee type: Deathblow melee (front and back)
Hit range:
Damage: 2000 x 4
Special Effect: Cancels plagas spawn

Barry lunges forward and hits the enemy with his fists while spinning.

[MC03]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           C H R I S  R E D F I E L D
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   "More and more I find myself wondering if it's all worth fighting for..."

---------
Biography
---------

/-------------------------------------\
| S.T.A.R.S. Alpha Team               |
| Pointsman/Marksman                  |
|                                     |
| Gender: Male                        |
| Age: 25                             |
| Blood: O                            |
| Height: 6'1                         |
| Weight: 216 lbs                     |
\-------------------------------------/

This former USAF pilot is fully trained in both armed and unarmed hand-to-hand
combat.  Although an exceptional pilot, he was discharged from his unit due to
constant disagreements with his superiors possibly brought on by his straight-
laced personality.  He is S.T.A.R.S. Alpha Team's top marksman and tags along
with Alpha Team on their investigation into Raccoon Forest to search for Bravo
Team.  Both him and Jill are eventually chased into the mansion along with
their team leader Wesker.  Chris along with Jill fights through the horrors of
the Spencer Mansion and eventually finds a hidden lab where the ultimate T-
virus bio-weapon (at that time) is unleashed upon them by a traitor.  Chris
survives the Mansion Incident then decides to take the investigation further as
he continues to gather information about Umbrella.

He heads off to Umbrella headquarters located in Europe but is stopped on his
way by a warning from Leon that his sister, Claire, is being held captive on
Rockfort Island while on her journey to find Chris.  He goes off in search for
Claire and meets up with his old Alpha Team leader Wesker once Chris makes it
to the island.  Learning that Claire has been taken to an Antarctic Base, Chris
flies there and manages to save Claire and also destroy that facility.

(still need to add Chris' RE5 info)

Chris plays much the same as he did in RE5 Mercs and Mercs Reunion.  He even
retains the same basic weapon setup as BSAA Chris from RE5 Mercs along with an
added S75 rifle.  His melees take off decent damage and he can melee kill
easily if his handgun is used for weakening an enemy.  His most effective
melees for quickly killing enemies are still his uppercut and stomp.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                100%                 300
Pilot Suit              90%                 330

Taunting time: 2.3 seconds

-----------------
Default Inventory
-----------------

Handgun / M92F (20/20)
Shotgun / M37 (7/7)
Rifle / S75 (8/8)

Green Herb(s) = 0

---------------
Default Weapons
---------------

-- M92F

Weapon type: Handgun
Ammo: 20/20
Max number of load: 40
Damage: 250
Reload speed: 1.70 seconds
Critical percentage: 20%

The M92F handgun is the weakest handgun in Mercs 3D.  The only real good part
about this handgun is that it can hold the most ammo out of any handgun and it
starts with the most handgun ammo.  It's best used against Town Majini or Base
Majini on most stages.  With Zealot enemies, you're going to have to shoot them
about five times with this weapon before setting up the stun for most melees in
order to get a kill.

For a character like Wesker or Barry that rely on head stun melees, this weapon
can give several chances for a head stun if the shot accidentally hits another
portion of the enemy's body.  Since it is so weak, it is not likely to kill. 
It does have a 20% critical rate that can go against a head stun character
however.

-- M37

Weapon type: Shotgun
Ammo: 7/7
Max number of load: 14
Damage: 400 x 7
Reload speed: 2.40 seconds
Critical percentage: 25%

From close range, the M37 (Ithaca) shotgun take off 2800 damage (400 x 7
pellets).  The M37 shotgun has a tight spread of pellets to it so it is more
likely to take its full damage amount from close range.  It's best used against
bigger boss enemies, such as the Executioner or Super Salvador from close
range.  It can stun many bosses with about two or three shots.

In RE5 Mercs, a player was forced to stand still during the entire pump
animation after each shot.  Since a player can move while shooting in Mercs 3D,
the M37 shotgun is much better than it used to be in RE5 Mercs.

-- S75

Weapon type: Rifle
Ammo: 8/8
Max number of load: 13
Damage: 2600
Reload speed: 3.67 seconds
Critical percentage: 100%

The S75 rifle takes off the most damage out of any of the available rifles in
Mercs 3D.  Each shot takes 2600 damage which is slightly more than the L. Hawk
magnum.  Unfortunately, it cannot stun a boss like a magnum can though!  The
main flaw with this weapon is that the bullet shell must be ejected per shot
fired, so there will always be a slight pause in between shots to remove the
bullet shell.  This bullet ejection animation can be quite dangerous when up
against some boss enemies, so each shot needs to be carefully planned.

The S75 rifle makes for a pretty good combo-saving weapon for when the kill
combo is at risk however.  Since each shot takes off 2600 damage, it has a good
chance of killing a distant enemy when aiming for one.  This gun can actually
set up a melee for a Big Man Majini rather well when used in combination with
skill that powers up a character's melees.

------
Melees
------

-- Straight

Melee type: Head stun melee
Hit range:
Damage: 450

Chris winds his fist then steps forward and punches the enemy with a straight
punch.

-- Uppercut

Melee type: Leg stun melee (front)
Hit range:
Damage: 400

Chris leans downward then perform a quick uppercut.

-- Neck Breaker

Melee type: Leg stun melee (back)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas spawn

Chris grabs the enemy from behind and twist their neck, killing them instantly.

-- Hook

Melee type: Arm stun melee (front)
Hit range:
Damage: 300

Chris performs a quick horizontal punch.

-- Kick

Melee type: Arm stun melee (back)
Hit range:
Damage: 400

Chris leans back and kicks the enemy from the backside.

-- Stomp

Melee type: Ground melee
Hit range:
Damage: 650

Special Effect: Critical if aimed for the head.
Chris stomps on the grounded enemy.

-- Haymaker

Melee type: Deathblow melee (front)
Hit range:
Damage: 3000
Special Effect: Cancels plagas spawn

Chris yells out as he readies a punch then lunges forward and hits the enemy
with a very powerful punch.

-- Backhand

Melee type: Deathblow melee (back)
Hit range:
Damage: 3000
Special Effect: Cancels plagas spawn

Chris yells out and steps forward then hits the enemy with the back side of his
left arm.

[MC04]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          C L A I R E  R E D F I E L D
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                              "You lose, big guy!"

---------
Biography
---------

/-------------------------------------\
| Gender: Female                      |
| Age:                                |
| Blood: O                            |
| Height: 5'6                         |
| Weight: 115 lbs                     |
\-------------------------------------/

Claire drove to Raccoon City to search for her lost brother Chris and managed
to get caught up in the viral outbreak in the city.  She met a rookie police
officer by the name of Leon Kennedy.  The two struggle through the viral
outbreak incident and manage to escape from the city.  Later, Claire gets
apprehended while in a Paris lab facility and she is brought to Rockfort Island
where another viral outbreak occurs.  She escapes from the island and later
reunites with Chris before escaping the Antartic Base.

Claire is the only character in the Mercs 3D roster that hasn't been in a Mercs
mini game until now.  She is fast and uses two combination melees along with
several other decent kick melees.  Claire is the only character that can cancel
her combination melees.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                110%                 360
Suit                    80%                 240

Taunting time: 5.0 seconds

-----------------
Default Inventory
-----------------

Handgun / Matilda (15/30)
Grenade Launcher - Electric Rounds (6/6)
Rifle / PSG 1 (6/6)

Green Herb(s) = 1

---------------
Default Weapons
---------------

-- Matilda

Weapon type: Handgun
Ammo: 15/30
Max number of load: 30
Damage: 320
Reload speed: 1.73 seconds
Critical percentage: 5%
Special Properties: 3-round burst fire

If you've ever played The Mercenaries Reunion on Resident Evil 5 then you're
familiar with Excella's M93R handgun with its 3 shot burst fire.  The Matilda
fires a 3 round burst of handgun bullets if the trigger is held down much in
the same was as the M93R.  When aiming this gun at weaker enemies, the fire
button needs to be tapped quickly for one shot to set up a melee.

Against stronger enemies such as Zealots, this gun can really shine.  With a
Zealot's high HP total, a player can easily damage them quickly and set up a
stun for a melee rather quickly.  With proper timing of knowing how long to
hold the button down, the Matilda can work well against weak and strong
enemies.  The Matilda has a low critical percentage so it can work well for a
head stun character. 

-- Grenade Launcher

Weapon type: Grenade Launcher
Ammo: 6/6
Max number of load: 10
Damage: 600 - 1000
Reload speed: 3.33 seconds
Critical percentage: 0%

The grenade launcher in this weapon setup comes loaded with electric rounds. 
Electric rounds will stun enemies briefly with electricity and sometimes
activate stuns on them.  Electric rounds can work well for quick damage on a
crowd of enemies, but they are best used against any type of plagas enemies.
Both Cephalos and Duvalias are very weak against electric rounds.  Each shot
will take three times the normal damage amount against a plagas enemy.

Electric rounds can be used to stun a Garrador as well.  When the Garrador is
hit with an electric round, it will kneel over and expose its back plagas. 
When electric rounds are used in combination with the Matilda or the PSG-1, a
player can make quick work of a Garrador - stun him with electric rounds then
quickly shoot the back plagas.

NOTE: Electric rounds can be shot toward the ground in front of your character
to make your character perform a flinching pose where they will throw up their
arms to shield their body.  This pose will make the character invincible to any
attack while the flinching pose is activated.

-- PSG 1

Weapon type: Rifle
Ammo: 6/6
Max number of load: 10
Damage: 1400
Reload speed: 1.70 seconds
Critical percentage: 100%
Special Properties: Semi-auto fire, Level 3 scope zoom

The PSG-1 is the least damaging rifle in Mercs 3D, but it has the option of
semi-auto fire which allows a player to fire shots constantly just by holding
down on the fire button!  The PSG-1 is a good weapon for damaging bosses from
long range or killing a distant enemy when the combo is at risk.  A player can
literally spam an enemy with shots from this rifle.  The PSG-1 is quite
accurate as well and has the highest scope zoom out of any rifle when fully
zoomed in.

------
Melees
------

-- One Two High

Melee type: Head stun melee
Hit range:
Damage: 100, 250, 250

Claire performs two hooks to the enemy then kicks them.

Extra Note: Hold in any direction with the circle pad to cancel the kick.

-- Upper Combination

Melee type: Leg stun melee (front)
Hit range:
Damage: 250 x 2

Claire performs an uppercut followed by a right hook.

Extra Note: Hold in any direction with the circle pad to cancel the hook.

-- Neck Kick

Melee type: Leg stun melee (back)
Hit range:
Damage: 800

Claire kicks the enemy to its knees then roundhouse kicks the back of their
head.

-- Fall High

Melee type: Arm stun melee (front)
Hit range:
Damage: 250

Claire performs a roundhouse kick.

-- Back Hook Kick

Melee type: Arm stun melee (back)
Hit range:
Damage: 400

Claire kicks the enemy from the back with a forward kick.

-- Stomp

Melee type: Ground
Hit range:
Damage: 600

Claire lifts her leg upward then stomps the enemy.

-- Double Shoot

Melee type: Deathblow melee (front and back)
Hit range:
Damage: 500, 5500

Claire kicks forward then hits the enemy with a jumping roundhouse.

Extra Info: Unlike most other deathblow melees, Claire's Double Shoot will not
cancel a plagas spawn for a normal enemy.

[MC05]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                    H U N K
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                            "The Death cannot die."

---------
Biography
---------

/-------------------------------------\
| Gender: Male                        |
| Age: ?                              |
| Blood: ?                            |
| Height: ?                           |
| Weight: ?                           |
| Occupation: Umbrella Special Forces |
|             Team Leader             |
\-------------------------------------/

Earning the nickname of the "Grim Reaper" or "Death", this U.S.S. (Umbrella
Special Forces) member has been involved in a large number of operations where
he was the only survivor of his team.  Him and his squad confronted William
Birkin in his lab then shot him and took the G-virus sample for themselves. 
Little did they know that Birkin remained alive and injected himself with G
then confronted his attackers in the sewers of Raccoon City.  HUNK single-
handedly survived the attack and managed to retrieve the G-virus sample.

He wakes up in the sewers later and contacts his helicopter at the evacuation
point outside the building.  With little ammo left, HUNK must then fight
through the remainder of the T-virus carriers that roam the police station on
his way to the evac point.  He keeps his usual attitude during his fight -
cold, silent, and emotionless - and keeps one thing in mind - the Death cannot
die.

HUNK is easily one of the most flashiest and deadliest Mercs character in Mercs
3D.  He has two instant kill melees and his deathblow melee makes him extremely
powerful when used in combination with the Reversal skill.  HUNK can be a time
building machine through Side Kick melee kills with the Reversal skill on any
stage.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                 90%                 270
Mr. Death               70%                 180

Taunting time: 5.0 seconds

-----------------
Default Inventory
-----------------

Handgun / P8 (14/14)
Grenade Launcher - Flash Rounds (4/4)
Machine Gun / AK74 (30/30)

Green Herb(s) = 0

---------------
Default Weapons
---------------

-- P8

Weapon type: Handgun
Ammo: 14/14
Max number of load: 28
Damage: 300
Reload speed: 1.53 seconds
Critical percentage: 12.5%
Special Properties: Piercing

The P8 handgun is a good mix of damage per shot fired matched up with an
overall good amount of bullets that can be loaded into the handgun at a time
before a reload.  Throw in the fact that it can pierce through wooden shields
and it has a low critical rate for setting up head stun melees and this handgun
can work pretty well for most characters.  Barry's Samurai Edge is a better
handgun if you want a higher firepower mixed with a higher damage rate per shot
fired however.

-- Grenade Launcher

Weapon type: Grenade Launcher
Ammo: 4/4
Max number of load: 6
Damage: 0 - 100
Reload speed: 3.33 seconds
Critical percentage: 0%

The grenade launcher in this weapon set is loaded with flash rounds.  Flash
rounds can work well for instantly killing plagas enemies or for saving a melee
kill on a weakened normal enemy.  When shot toward the ground, these grenade
rounds will create a burst of blinding light that will momentarily blind
surrounding enemies and set them up for a head stun melee.  Keep in mind that
any enemies that wear any type of armor over their head will be immune to a
flash stun.

Flash grenades can actually damage an enemy with a direct hit.  They take 100
damage when they hit an enemy directly, so don't ever hit an enemy with a flash
round when attempting to save a melee - fire the shot at the ground instead. 

NOTE 1: When a player equips the Reversal skill and gets in low (red) health
with that character, flash rounds can be used to set up deathblow melees on all
surrounding enemies that do not wear masks.  This works considerably well for
HUNK since his Side Kick deathblow melee is so fast!

NOTE 2: When a flash round is shot at the ground directly in front of your
character or when a shot goes off very close to your character, the character
will throw up an arm to shield themselves from the burst of light.  While a
character holds up an arm, that character is momentarily invincible to attacks.
Don't depend on this animation for saving your character from attacks most of
the time though.  The animation is much shorter then the flinch animation from
explosive rounds and electric rounds.

-- AK74

Weapon type: Machine Gun
Ammo: 30/30
Max number of load: 60
Damage: 240
Reload speed: 2.83 seconds
Critical percentage: 12.5%

When it comes to power, the AK74 machine gun is the most damaging machine gun
of them all.  It can be used to damage bosses quickly if needed.  The only flaw
is that the machine gun has a bad recoil, which can ruin accurate shots.  This
machine gun also has a lengthy reload animation, but that can be solved by
equipping a skill with a quick reload level 3 effect to avoid the reload
animation altogether.  The AK has no piercing, but it comes with a weapon set
that has a piercing handgun so that is not much of a problem.

------
Melees
------

-- Elbow Strike

Melee type: Head stun melee
Hit range:
Damage: 350

HUNK steps forward and hits the enemy with an overhead elbow strike.

-- The End

Melee type: Leg stun (front)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas spawn

HUNK stabs the enemy in the neck with his wrist blast then kick them to the
ground.

-- Executioner

Melee type: Leg stun (back)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas spawn

HUNK grabs the enemy from the back then extends his wrist blade and stabs the
enemy in the back.

-- Riot Kick

Melee type: Arm stun (front)
Hit range:
Damage: 300

HUNK sheathes the blade on his foot then kicks the enemy and stabs them with
the blade.

-- Neck Slicer

Melee type: Arm stun (back)
Hit range:
Damage: 400

HUNK slices forward with his wrist blade.

-- Triple Tap

Melee type: Ground melee
Hit range:
Damage: 200, 250, 250
Special Effect: Critical if aimed for the head.

While HUNK looks down at the enemy, he takes out his handgun and fires three
times at the grounded enemy.

-- Side Kick

Melee type: Deathblow melee (front and back)
Hit range:
Damage: 3000
Special Effect: Cancels plagas spawn

HUNK leaps into the air then perform a kick toward the enemy.

[MC06]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                             J A C K  K R A U S E R
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     "For you and I, Leon, we're merely different sides of the same coin."

---------
Biography
---------

/-------------------------------------\
| Gender: Male                        |
| Age: ?                              |
| Blood: ?                            |
| Height: ?                           |
| Weight: ?                           |
| Occupation: Freelance Mercenary     |
|                                     |
\-------------------------------------/

Jack Krauser was once a member of the US Socom where he led many successful
operations.  Under Government orders, both Krauser and Leon were sent on a
special mission to South America to investigate Umbrella's relationship to the
drug lord Havier Hidalgo.  Krauser is a gun for hire.  He never sells his time
to any one given organization.  His loyalties lie with those who will pay him
well for his time.  Leon and Krauser fight together in South America and put an
end to the new strain of T-Veronica.  Krauser's arm is severely injured during
the events and he is infected with T-Veronica.  Krauser learns of a man named
Wesker from Leon.  He is discharged from the military due to his injuries. He
forms a quiet, yet deep, grudge against Leon and seeks out Wesker for a new
job.

The two meet again in Europe when Leon is searching for the President's
daughter, Ashley.  Krauser is a mercenary for Saddler at that time.  Krauser
admits that he was the one that kidnapped Ashley to gain Saddler's trust.  He
had no interest in Saddler's goals though.  His main agenda was to retrieve a
sample of Las Plagas for Wesker.  Leon and Krauser fight twice during the
events in Europe and Krauser is believed to be killed by Leon.

Krauser had the most unique weapon setup in RE4 Mercs and he still retains the
same basic type of weapons.  His Bow has infinite arrows and his knife takes
off about as much as a handgun shot per slice and counts as a melee kill after
finishing off an enemy with it.  Krauser also carries two of the most powerful
weapon in the game - the rocket launcher - which can finish off most enemies
(including bosses) with one shot.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                 80%                 210
Exoskeleton             60%                 150

Taunting time: 2.6 seconds

-----------------
Default Inventory
-----------------

Bow & Arrow
Knife
Rocket Launcher (2/0)

Green Herb(s) = 1

---------------
Default Weapons
---------------

-- Bow & Arrow

Weapon type: Bow & Arrow
Ammo: Infinite
Max number of load: Infinite
Damage: 700
Reload speed: n/a
Critical percentage: 12.5%

The bow & arrow comes with an infinite supply of arrows.  It never needs to be
reloaded and a player doesn't have to worry about picking up any type of ammo
for it.  Against weaker enemies such as Town Majini, it will often kill them
too quickly to be useful for melee kills.  It is a decent weapon for setting up
melee kills on more powerful enemies.  With its high damage rate per arrow, it
can easily mess up melee kills on just about any normal enemy however.

The bow can make a decent boss killer once your character has used both
rockets.  It's not a good boss stunning weapon, but when arrows are shot while
moving a player can constantly focus on spamming a boss with arrows without
needing to stop to reload.

-- Knife

Weapon type: Knife (melee weapon)
Ammo: n/a
Max number of load: n/a
Damage: 300
Reload speed: n/a
Critical percentage: 0%
Special Properities: Counts a melee (+5 seconds per finishing knife slash)

Krauser's knife takes off 300 damage per slice, so it can kill weaker enemies
with only about three slashes.  The knife can stun enemies by hitting them in
different portions of the body much like a handgun also.  The best part about
the knife is that an enemy that is killed with a knife slash finish will count
as a melee kill and give a player 5 bonus seconds.

NOTE: The knife is best used while moving.  Move while aiming and slash at
enemies to kill them off quickly.

-- Rocket Launcher

Weapon type: Rocket Launcher
Ammo: 2/0
Max number of load: 2
Damage: 30000
Reload speed: n/a
Critical percentage: 0%

When a certain boss enemy refuses to die from any other type of weapon, shoot
it with the rocket launcher and it will suddenly disappear!  The rocket
launcher takes off 30,000 damage per rocket shot.  Each rocket launcher only
has 1 rocket, so aim carefully.  The only boss enemy that cannot be finished
off with a direct shot from the rocket launcher is Popokarimu - he can be
finished off with two rockets shot as his tail weak point however.

------
Melees
------

-- Roundhouse

Melee type: Head stun melee
Hit range:
Damage: 200, 300

Krauser performs two spinning roundhouses while moving forward.

-- Stinger

Melee type: Leg stun melee (front)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas spawn

Krauser grabs both of the enemy's shoulders then knees them in the head and
makes their head explode.

-- Throat Slit

Melee type: Leg stun melee (back)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas spawn

Krauser grabs the enemy around the neck from behind then slits their throat
with his combat knife.

-- Up-Slice

Melee type: Arm stun melee (front)
Hit range:
Damage: 350

Krauser performs an uppercut slice with his combat knife.

-- Tackle

Melee type: Arm stun melee (back)
Hit range:
Damage: 800

Krauser lunges forward and hits the enemy from behind with his shoulder.

-- Knife Stab

Melee type: Ground melee
Hit range:
Damage: 800
Special Effect: Critical if aimed for the head.

Krauser takes out his combat knife then stabs the grounded enemy.

-- Drop Kick

Melee type: Deathblow melee (front and back)
Hit range:
Damage: 4000

Krauser leaps into the air then hits the enemy with both of his feet.

Extra Info: Unlike most other deathblow melees, Krauser's Drop Kick will not
cancel a plagas spawn for a normal enemy.

[MC07]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           J I L L  V A L E N T I N E
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

               "You want S.T.A.R.S?  I'll give you S.T.A.R.S!"

---------
Biography
---------

/-------------------------------------\
| S.T.A.R.S. Alpha Team               |
| Rear Security/B&E Specialist        |
|                                     |
| Gender: Female                      |
| Age: 23                             |
| Blood: B                            |
| Height: 5'8                         |
| Weight: 123 lbs                     |
\-------------------------------------/

Before joining S.T.A.R.S., Jill spent years as a member of the US Army's Delta
Force.  Her mad skills for lock picking has earned her the title "Master of
Unlocking".  Being highly skilled at bomb disposal and, given her size, highly
adept at physical combat have helped her to gain a secure position among the
local police department's top ranks.

Along with Chris, she survives the horrors of the Spencer Estate then plans to
meet up with him in order to take down a newly discovered Umbrella base after
she finishes gathering data on a nearby Umbrella facility in Raccoon City.  She
is unfortunate enough to be stuck in Raccoon City as the T-virus is spread
throughout the town.  She plans her last escape then journeys out into the
streets only to face a new enemy, a pursuer sent by Umbrella that will not stop
until it has hunted down the last of the remaining S.T.A.R.S. team.  She
watches in horror as her fellow comrade, Brad Vickers, that helped her escape
the Spencer Mansion, is assassinated by this monster, this Nemesis, right in
front of her eyes.

While escaping from the endless pursuit of this new threat, Jill stumbles
across Carlos, a member of the U.B.C.S. (Umbrella Biohazard Countermeasure
Service) and decides to join up with him and his remaining team.  She
eventually fights off her pursuer in a heated battle where she delivers
S.T.A.R.S. unto him shortly before reaching a rescue helicopter that flies her
and Carlos out of Raccoon City shortly before the sterilizing missile hits the
city and wipes it from the face of the Earth.

(still need to add Jill's RE5 info)

In RE5 Mercs, Jill didn't really have a very powerful weapon with either her
Battle Suit or BSAA variety.  In Mercs 3D, Jill gets her own shotgun.  She used
the SG 556 machine gun, which has slightly more power than her past machine
guns from RE5 Mercs.  Jill still retains her double knee drop ground melee that
can easily kill a weaker enemy.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                110%                 330
Casual                 120%                 390

Taunting time: 2.3 seconds

-----------------
Default Inventory
-----------------

Machine Gun / SG 556 (45/45)
Knife
Shotgun / M3 (5/5)

Green Herb(s) = 1

---------------
Default Weapons
---------------

-- SG 556

Weapon type: Machine Gun
Ammo: 45/45
Max number of load: 90
Damage: 180
Reload speed: 2.55 seconds
Critical percentage: 12.5%

The SG (SIG) 556 is the middle grade machine gun in Mercs 3D.  It does decent
damage per shot fired, has a good amount of ammo that can be loaded into the
gun at a time and has less recoil than the AK.  The SG 556 has nothing special
about it other than it is the middle grade machine gun though.  It has no
piercing like the MP5 and doesn't take off heavy damage per shot like the AK. 
It can be a good weapon to set up melee kills against weaker enemies instead of
using the AK, but against stronger enemies, the AK is a better choice.

-- Knife

Weapon type: Knife (melee weapon)
Ammo: n/a
Max number of load: n/a
Damage: 190
Reload speed: n/a
Critical percentage: 0%
Special Properities: Counts a melee (+5 seconds per finishing knife slash)

Jill's knife takes off 190 damage per slash and will count as a melee kill if a
an enemy is finished off with a knife slash.  With its low damage, this knife
is only really good against weaker enemies.  Jill, herself, gets the most use
out of her knife.  She will poke forward with quick stabs that hit an enemy
quickly compared to other characters' wide range slices.

NOTE: The knife is best used while moving.  Move while aiming and slash at
enemies to kill them off quickly.

-- M3

Weapon type: Shotgun
Ammo: 5/5
Max number of load: 10
Damage: 500 x 7
Reload speed: 3.00 seconds
Critical percentage: 12.5%

The M3 shotgun has a slightly higher firepower per pellet when compared to the
M37 shotgun.  The slight upgrade in pellet power makes it take off quite a bit
more if the full pellet spreads hits though.  The M37 takes off 2800 damage
with a full spread and M3 takes off 3500 damage with a full spread, so this
shotgun can take more damage from bigger enemies such as an Executioner or
Super Salvador when shot from close range.  Just like the M37, the M3 is only
really effective against bigger enemies from close range.

------
Melees
------

-- High Kick

Melee type: Head stun melee
Hit range:
Damage: 350

Jill performs an upward kick to the enemy's face.

-- Rising Kick

Melee type: Leg stun melee (front)
Hit range:
Damage: 350

Jill leans down and perform an upward kick.

-- Head Grab

Melee type: Leg stun melee (back)
Hit range:
Damage: Instant kill
Special Effect: Cancels plagas

Jill leaps onto the enemy's head by latching her knees around its head then
quickly twist their neck before dive rolling off.

-- Roundhouse

Melee type: Arm stun melee (front)
Hit range:
Damage: 250

Jill performs a roundhouse kick.

-- Reverse Roundhouse

Melee type: Arm stun melee (back)
Hit range:
Damage: 350

Jill performs a spinning roundhouse kick.

-- Double Knee Drop

Melee type: Ground melee
Hit range:
Damage: 1200

Jill leaps into the air and falls on the enemy with both of her knees then
backflips away.

-- Flip Kick

Melee type: Deathblow melee (front)
Hit range:
Damage: 2000
Special Effect: Cancels plagas spawn

Jill leaps forward and hits the enemy with two kicks while rising and
somersaulting away.  She lands and crouches then poses.

-- Cartwheel Kick

Melee type: Deathblow melee (back)
Hit range:
Damage: 2000
Special Effect: Cancels plagas spawn

Jill performs a carwheel and kicks the enemy twice then lands and crouches and
poses.

[MC08]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         R E B E C C A  C H A M B E R S
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

      "The name is Rebecca Chambers, but that's *Officer* Chambers to you."

---------
Biography
---------

/-------------------------------------\
| S.T.A.R.S. Bravo Team               |
| Rear Security/Medic                 |
|                                     |
| Gender: Female                      |
| Age: 18                             |
| Blood: AB                           |
| Height: 5'3                         |
| Weight: 93 lbs                      |
\-------------------------------------/

As the team medic, this S.T.A.R.S. Bravo Team rookie was involved in the
outbreak that occurred aboard the Ecliptic Express.  Although her lack of
experience can cause her to hesitate in certain situations she remains calm in
the face of danger.  She has a tendency to act overconfident and act as if she
does not need anyone's help even when she is fully aware that she does.

She first meets Billy Coen while on board the Ecliptic Express and tries to
shrug him off as a criminal that is simply using the outbreak as a means to
reach freedom.  After the two work together and Billy begins to help her out,
Rebecca begins to respect Billy and believe that he has been wrongfully
convicted.  The two characters survive the Training Facility nightmare together
and Rebecca allows Billy to walk away from the incident claiming that he
officially died in the train wreck.  The two go their separate ways and Rebecca
heads for the Spencer Estate to rejoin Bravo Team.

Though Rebecca has been robbed of her flamespray head stun melee from RE5 Mercs
Reunion, she has one of the best weapon setups in Mercs 3D.  Her melees lack
power, but they can be used effectively with enough damage before each melee
setup.

---------------
Character Stats
---------------

                Damage Rate      Recovery Amount
Default                130%                 450
Nurse                  150%                 600

Taunting time: 2.6 seconds

-----------------
Default Inventory
-----------------

Machine Gun / MP5 (60/60)
Grenade Launcher Launcher - Explosive Rounds (4/4)

Green Herb(s) = 5

---------------
Default Weapons
---------------

-- MP5

Weapon type: Machine Gun
Ammo: 60/60
Max number of load: 120
Damage: 120
Reload speed: 2.40 seconds
Critical percentage: 20%
Special Properties: Piercing

The MP5 is the weakest machine gun in Mercs 3D, but it is the only machine gun
with piercing and it has the least amount of recoil when shooting.  The MP5 is
quite accurate for a machine gun, so when spamming an enemy with rapid fire,
it's much easier to focus on a certain point of their body.  Since the MP5 is
so weak, it's a good idea to equip a skill that will boost your character's
melee attack power or a skill that will boost the attack power of the MP5.  The
gun really needs some type of support to make it effective.

-- Grenade Launcher

Weapon type: Grenade Launcher
Ammo: 4/4
Max number of load: 6
Damage: 1500
Reload speed: 3.33 seconds
Critical percentage: 0%

The grenade launcher with explosive rounds is easily one of the best boss
killing weapons in the game.  Each explosive round will take off 1500 damage
per direct hit and it will often stun a boss.  Not only is this a good weapon
to spam a boss with for damage, but it will also help a player to keep the
combo while fighting a boss.  Since each shot will make an explosion, nearby
enemies will be killed off and this will help a player keep the combo with
little effort while damaging a boss.

Explosive rounds can stun just about any boss!  Garradors can be knocked over
with a direct hit - a player can actually activate both stun animations on a
Garrador with explosive rounds (kneel over and fall).  Executioners, Super
Salvadors, and Chainsaw Majini will all be stunned with a direct hit.  Gatling
Gun Majini are also extremely weak against explosive rounds - it will only take
about 4 explosive rounds to finish them off!

NOTE 1: Explosive rounds can be shot toward the ground in front of your
character to make your character perform a flinching pose where they will throw
up their arms to shield their body.  This pose will make the character
invincible to any attack while the flinching pose is activated.

NOTE 2: Once again, Gatling Gun Majini are extremely weak against explosive
rounds.  A player can easily spam a Gatling Gun Majini with explosive rounds
and kill it within 3-4 direct shots.

------
Melees
------

-- Push Out

Melee type: Head stun melee
Hit range:
Damage: 400

Rebecca moves forward and pushes the enemy to the ground.

-- Jump Punch

Melee type: Leg stun melee (front)
Hit range:
Damage: 350

Rebecca hops into the air then punches the enemy straight down to the ground.

-- Head Cracker

Melee type: Leg stun melee (back)
Hit range:
Damage: 450
Special Effect: 50% Critical rate, Cancels plagas spawn (if enemy is killed)

Rebecca gets behind the enemy then knees the enemy in the back of the head.

-- Tear Gas

Melee type: Arm stun melee (front)
Hit range:
Damage: 200

Rebecca takes out a bottle of tear gas and sprays the enemy in the face.

-- Rump Shaker

Melee type: Arm stun melee (back)
Hit range:
Damage: 300

Rebecca lunges forward and strikes the enemy with her rump.

-- Kick

Melee type: Ground melee
Hit range:
Damage: 500
Special Effect: Critical if aimed for the head.

Rebecca perform a quick punt kick to the grounded enemy.

-- Stun Gun

Melee type: Deathblow melee (front and back)
Hit range:
Damage: 8000
Special Effect: Cancels plagas spawn

Rebecca takes out a stun gun then shocks the enemy with the gun.

[MC09]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         E X T R A  W E A P O N  S E T
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-------
Weapons
-------

-- Red 9

Weapon type: Handgun
Ammo: 3/9
Max number of load: 6
Damage: 800
Reload speed: 2.37 seconds
Critical percentage: 12.5%

The Red 9 is the most damaging weapon in the game that can set up melee kills.
At first glance, this handgun looks too damaging to be effective.  The Red 9
actually isn't that useful weaker enemies such as Town Majini and most Base
Majini, but it is highly effective for setting up melee kills with Zealots
however!  When this gun is paired up with a skill that can boost melee attacks,
it can help a player make quick work of Zealot enemies.

Since the Red 9 can only hold 3 bullets at a time, it will have to be reloaded
constantly.  It's need of constant reloading makes it useless without a skill
that will allow a player to perform a quick reload (Old School, Revenge, etc.).
Always make sure to use a skill that will allow your character to reload during
animations while using this weapon.

-- Grenade Launcher

Weapon type: 2-Way Grenade Launcher
Ammo: 4/10
Max number of load: 6
Damage: 1500 x 2
Reload speed: 3.33 seconds
Critical percentage: 0%

What is better than a grenade launcher that can fire explosive rounds?  A
grenade launcher that can fire two explosive rounds at a time!  Since this 2-
way grenade launcher will fire two explosive rounds with each shot, it can take
off 3000 damage if both explosive rounds hit an enemy.  One of the best parts
about this grenade launcher is that each shot will only take 1 ammo from the
gun, so each time your character shoots both explosive rounds per shot, only 1
round will be taken away from the gun.

[MW00]
===============================================================================
     __    __        _  _     _    _                                _
    / / /\ \ \ __ _ | || | __| |_ | |__   _ __  ___   _   _   __ _ | |__ 
    \ \/  \/ // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \
     \  /\  /| (_| || ||   < | |_ | | | || |  | (_) || |_| || (_| || | | |
      \/  \/  \__,_||_||_|\_\ \__||_| |_||_|   \___/  \__,_| \__, ||_| |_|
                                                             |___/       
          M E R C E N A R Y  M I S S I O N S  W A L K T H R O U G H
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-=
The walkthrough portion of this guide includes a full walkthrough for each
Mission.  Each mission has an explanation along with a strategy to help you get
started.

Recommendations to help you get an SS-rank for each chapter are included for
each mission as well.  Many of the later missions have recommended skills and
weapon sets.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
____________________________
M I S S I O N  L E V E L  1 \__________________________________________________
-------------------------------------------------------------------------------
                                                                         [ML11]
==================================
Mission Level 1-1: Public Assembly
==================================

The first mission takes place in the Public Assembly of Resident Evil 5 and is
just basically a tutorial on how to move.  This mission is very important to
first time players however since the controls for movement have actually become
more basic compared to the options that players had in Resident Evil 5 Mercs. 
A player will need to collect all of the red glowing markers in Public Assembly
in order to complete this mission.

(.) <- red glow (look for this marker)
|

. <- normal marker
|

The markers must be collected in the order in which they light up in.  The
current one to collect will glow red while the others remain unlit.  Only
collect the glowing markers in order to complete this mission successfully.

-- Mission Objective = Collect all of the 20 markers in order

Once you gain control of the character, hold up on the circle thumbstick to
move forward and collect the first lit-up marker.  Use the circle thumbstick to
rotate your character to the right then collect the first marker to the left
while moving ahead then collect the two markers near the stands and the one in
front of the stairs.

Turn to the right and move up the stairs.  Collect the two markers while moving
up the stairs then turn left and collect the trail of markers that extend
across the rooftop of the building.  Tap the button that appears while standing
near the rootop ledge to hop over to the rooftop of the shack then collect that
marker and turn left then hop again to land on the bus rooftop.  Collect the
bus rooftop marker then turn to the right and fall after collecting it.

Move toward the marker to the left of the stack of oil barrels and tires then
collect it.  The next marker is inside the bus behind your character, so it
would be best to perform a quick turn in order to turn quickly toward it.  Tap
down on the circle button then tap the B button to perform a quick turn.  Run
inside the bus and collect the marker.  Quick turn again while inside the bus
then move back outside.

Climb the ladder of the Executioner platform to the left of the oil barrels. 
Move to the left while on top and collect the marker to the left of the top of
the ladder then move toward the top of the platform until you get a button
icon.  Press the displayed button to climb to the top of the Executioner
platform then collect the marker at the top.

It would be best to immediately turn to the left after grabbing the top marker
and fall off the side of the top portion of the platform then hop over the gap
to reach the next building.  You can also move down the ramp, but that will
take more time.  Run ahead and collect the markers then fall off the side of
the building.  Collect the marker behind the stands.

Move back toward the entrance to this area and enter the shack above the
waterway.  Turn to the left then collect the marker in the shack then press the
prompted button while standing next to the window and your character will hop
through the window and land then collect the final marker in the waterway below
to finish the mission!

SS-rank tips:

- Obviously, you'll need to memorize the positioning of the markers for the
best results with this mission.

- After collecting the marker to the side of the oil barrels IMMEDIATELY quick
turn then grab the marker in the bus then perform another immediate quick turn
to save time.

- After climbing the Executioner platform ladder, turn to the left and grab the
marker then move to the left a bit more.  Pull up and you'll be directly in
front of the top marker when your character pulls up to the top.

- While on the very top of the Executioner platform, collect the marker at the
top then immediately turn to the left and fall off the top platform then hop
across the gap to the next building with the next marker.  Hopping across the
gap is much quicker than moving down the nearby ramp at the top of the
Executioner platform.

                                                                         [ML12]
==========================================
Mission Level 1-2: Public Assembly (Night)
==========================================

Alright, so now we're back in Public Assembly again!  Oh wait... it's night, so
we're in a new stage, right?

Mission 1-2 has several red barrels spread out across the assembly.  Shoot each
of the red barrels to finish the mission.  There are target makers spread out
throughout the assembly, the but the target markers DO NOT need to be
collected.  Collecting them will actually go against your overall ranking since
you'll spend extra time lining up with them.

-- Mission Objective: Shoot all red explosive barrels.

The first barrel will be near the building directly in front of your character
while starting.  Just aim straight ahead with your equipped gun and shoot --RED
BARREL (1/8)--.  Run into the area with the Executioner platform and pass by or
collect the first target marker and shoot the --RED BARREL (2/8)-- near the
Executioner platform.  --RED BARREL (3/8)-- is in the shack across from the
left side of the bus - the target markers will leaf your character toward them.
The next --RED BARREL (4/8)-- is in front of the building behind the bus.

The target markers lead into the building, but entering the building will only
slow your character down.  --RED BARREL (5/8)-- is on the opposite side of the
building next to a small gate.  It's right outside the back window.  --RED
BARREL (6/8)-- is lying across from a stand further ahead before getting to the
waterway.  --RED BARREL (7/8)-- is past the concrete wall entrance and to the
right before getting to the shack overlooking the waterway.  --RED BARREL
(8/8)-- is actually a group of red barrels.  They are on the far right side of
the waterway.  Either hop into the waterway and shoot them or shoot them from
up above the waterway.

SS-rank tips:

- Do not collect the target markers.  Just run right by them.

- Try to stand as far as you can away from the barrels to avoid the animation
where a character will throw up their arms to shield their self from the blast
since the animation will only slow you down.

- Don't enter the building that the target markers lead your character to. 
Step around the right side of the building and shoot the red barrels.  They'll
be in a view the moment you step around to the other side.

- Shoot the final set of red barrels from the ledge that overlooks the waterway
instead of hopping into the waterway.

                                                                         [ML13]
==================================
Mission Level 1-3: Public Assembly
==================================

Mission 1-3 will be your first test run against actual enemies.  Several Town
Majini will hop over the concrete walls near the shack above the waterway and
they'll all have to be killed in order to finish the mission.  It's best to
kill each Majini with melee.  Shoot each Majini in the head, arms or legs to
get a stun animation or knock it down with gunfire then run toward it to get a
button prompt to attack it with your character's melee.  The melee attacks will
differ depending on the type of stun (head, arm, leg or grounded enemy)

It's very important to try to always finish an enemy off with a melee since
each melee kill with give you 5 extra seconds.  Each second leftover after a
mission is worth 1000 points, so you'll want to build or maintain as much time
as possible.

-- Mission Objective: Kill each Majini.

A --MAJINI (1/5)-- will run out from the right side of the concrete wall
directly ahead.  Shoot it in the head, arms, or legs or ground it then rush
toward it to get a melee button prompt.  Kill it with a melee to get 5 bonus
seconds.  Another --MAJINI (2/5)-- will hop over the left wall once the first
is defeated, so get ready to fight him off.  --MAJINI (3/5)-- will hop over the
right wall.  Once the third Majini has been killed stay near the current wall
since another --MAJINI (4/5)-- will hop over that wall shortly and a --MAJINI
(5/5)-- will hop over the other wall as well.  Kill them both to end the
mission.

SS-rank tips:

- Be sure to finish each Majini off with a melee to get 5 bonus seconds added
to your total time.

- Stand near the right wall after defeating the third Majini since another
Majini will hop over that wall directly afterwards.  The final Majini will run
toward your character while you kill the fourth.

____________________________
M I S S I O N  L E V E L  2 \__________________________________________________
-------------------------------------------------------------------------------
                                                                         [ML21]
==========================================
Mission Level 2-1: Public Assembly (Night)
==========================================

This stage is your first actual stage with several enemies in it.  Your
objective here is to keep killing Majini until the stage ends.  There are
altogether 15 Majini that will appear.

-- Mission Objective: Defeat all 15 Town Majini.

A few Majini will already be around the Executioner platform when the mission
starts.  Find them then start killing the Majini off with melee kills.  More
Majini will hop over the concrete walls along the sides of the assembly as your
character kills off Majini.

If you want an SS-rank for this mission, it's very important to try for all
melee kills to boost the remaining time as much as possible.  The time needs to
be at least 1:30 in order to get an SS-rank for this mission.  If all enemies
are melee killed quickly, the time should stay above 1:30.

There are many breakable wooden barrels containing items and several green
herbs in this stage, but there is no need to get them.  Collecting the items
will only waste valuable time.

SS-rank tips:

- Try for all melee kills.

- Kill as fast as possible.  Weaken each Majini quickly then hit it with a
melee.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

                                                                         [ML22]
==================================
Mission Level 2-2: Public Assembly
==================================

It appears that Capcom has been taking a look at the duo session list on RE5
Mercs recently and their mind has been warped from only seeing the Public
Assembly stage being hosted - there are other stages besides Public Assembly in
Mercs, dear Capcom!  If you don't know, Public Assembly serves as the "testing
ground" in normal RE5 Mercs duo for experienced players to test out new
players.  That's what I used to call it anyway...

Anyway, this level is really not much different than the last level.  The main
thing that the game tries to teach a player on this stage is the importance of
time bonuses.  Time bonuses are shaped like an hour glass and have an orange
glow to them.  Approach a time bonus and press the Y button to break it and
gain a certain amount of extra time added to your total time depending on
however many seconds the time bonus is worth.

-- Mission Objective: Defeat all 20 Town Majini.

Go ahead and kill the Majini off to the right as the stage starts.  A --60
SECOND TIME BONUS-- is near the metal wall directly ahead.  A Majini will hop
over the metal wall as your character approaches the time bonus, so be prepared
to kill him.

- - - - - - - - - - - - - - - - - - - TIP - - - - - - - - - - - - - - - - - - -
-- Time Bonus Melee Attack

One important factor to learn about each time bonus melee strike is that it is
an actual melee that can weaken and kill a Majini.  Your character will perform
an arm melee and it will take off the same amount of damage as usual.  A time
bonus melee hit can be used to save melee kills on weakened Majini.  Be sure to
keep this in mind!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Head on into the marketplace of the assembly where all the stands are placed
and start killing the Majini around the area.  Move up the stairs to get on the
rooftop of the building in the middle of the assembly then hop over to the bus
rooftop and break the --30 SECOND TIME BONUS-- on top of the bus.

There are several camping Majini around this area that will only attack as your
character comes into their view.  A camping Majini is a term associated with a
Majini that stands in place on the map.  Later Mercs 3D stages will have tons
of camping Majini in them that will cause other enemies to not spawn at times
since Majini are standing in the stage already and taking up the total number
of enemies that can exist in the stage at one time.

Many Majini camp around the Executioner platform so be sure to hop off the bus
and look around that area to make them all come toward your character.  As
usual try for all melee kills on every Majini in the area.  There are several
breakable objects in the area, but you don't really need them.

SS-rank tips:

- Be sure to break both time bonuses before killing off all 20 Majini.  You'll
gain a total of 6,000 points from Majini kills, so when you're nearing that
amount be sure that both time bonuses are broken!

- Run toward the Executioner platform to make sure that all enemies are coming
toward your character.  There are several camping Majini around the Executioner
platform.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

                                                                         [ML23]
====================
Level 2-3: Ship Deck
====================

Ah, finally!  A refreshing change from Public Assembly.  RE5 Mercs players will
likely notice that Ship Deck has had both of its furthest north and south
points closed off in favor of a smaller overall stage.  There are altogether
three time bonuses in this stage.  If all three of them are broken, you will
have no problem getting an SS-rank.

Big Man Majini will appear in this stage at times.  They are slightly bigger
Majini that take more shots to kill.  Take out a heavy weapon such as a magnum
or shotgun or spam them with a machine gun to kill them as quick as possible. 
They hit very fast with their lunging hooks.  It is possible to melee kill
them, but don't really focus on that.  They are not really worth the trouble to
melee kill most of the time except with a few characters that can easily do so.

-- Mission Objective: Defeat 25 Town Majini.

Majini will attack right off the bat as your characters starts in the alcove in
between the metal containers.  Start killing off Majini with melee kills as
soon as the mission begins.  There is a --60 SECOND TIME BONUS-- in the tunnel
to the right as your character steps out of the alcove so run and hit it.

Don't run into the area past the tunnel.  Turn back around and turn right then
follow the path that takes your character buy some containers that are stacked
in a row.  Seach the first alcove in between the crates to find a green herb. 
The second alcove will have a --60 SECOND TIME BONUS-- inside.  Follow the path
behind the time bonus and kill Majini along the way.

Look up toward the stacked crates in the distance to see another time bonus up
above.  Enter the dead end area up ahead then look off to the right to find a
ladder that your character can climb.  Climb that ladder then turn to the left
and run to the next ladder to climb onto the crates up above.  Break the final
--60 SECOND TIME BONUS-- and finish killing off the rest of the Majini to
complete this mission.

SS-rank tips:

- Be sure to collect all three time bonuses!

- Kill off Majini along the way to each time bonus to satisfy the kill rate
quicker and maintain time.

- Kill Big Man Majini with a heavy weapon as soon as they step into view to rid
yourself of their quick attack nuisance quickly.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

____________________________
M I S S I O N  L E V E L  3 \__________________________________________________
-------------------------------------------------------------------------------
                                                                         [ML31]
===============================
Mission Level 3-1: Missile Area
===============================

For those that are familiar with Missile Area from RE5 Mercs, the stage has
been toned down quite a bit for Mercs 3D.  The entire north end has been
blocked off and the south end has no top floor or furnace now.

Mission Objective: Defeat all 15 Town Majini, 4 of which are scripted Cephalos.

Your character will start at the south end of the stage.  The character will
face Majini that are grouped by a red explosive barrel as the mission begins.
Go ahead and shoot the red explosive barrel to kill them all.  It's much
quicker than running down the stairs and melee killing each one.

Turn to the left and move up the stairs.  Pick up the flash grenade on the
ground along the way.

There are two Town Majini up ahead.  The Majini on the right up ahead is a
scripted Cephalo.  A Cephalo is a plagas enemy that spawns from the head of
enemies once the enemies health is fully drained.  Cephalos are a worm-like
appendage that stretches out of the enemy's neck.  A Cephalo can be finished
off instantly with a flash grenade or flash round or a character can kill the
Cephalo with heavy firepower such as a magnum, rifle or shotgun.

- - - - - - - - - - - - - - - - - - - TIP - - - - - - - - - - - - - - - - - - -
-- Scripted Cephalos

Scripted Cephalos are enemies that will ALWAYS become a Cephalo if they are not
finished with an instant kill melee such as Chris' neck breaker.  Performing an
instant kill melee on an enemy that will become a Cephalo will automatically
cancel the plagas mutation.  Even if your character doesn't have an instant
kill melee, knowing which enemies are scripted Cephalos will help you avoid the
feeling of surprise when fighting them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Counting the first Cephalo that was mentioned above, your character will fight
a total of four Cephalos on this stage unless the scripted Cephalo Majini is
finished off with an instant kill melee.  Ignore the stairs off to the right
and move toward the shaft area.  Two of the Majini in the group around the
shaft are scripted Cephalos.  The scripted Cephalos will differ in appearance
every time.  Shoot the explosive barrel next to the shaft to kill all the
enemies.  It's really quicker than melee killing them all.  Toss a flash
grenade to instantly kill both of the scripted Cephalos after they spawn.

Step onto the conveyor belt.  There are two Majini on the middle of the
conveyor belt.  The Majini on the right is a scripted Cephalo so perform an
instant kill melee on that Majini if possible.  Finish off the other Majini on
the conveyor belt to complete the mission.

SS-rank tips:

- Toss a flash grenade to quickly kill off any Cephalo that spawns.

- Shoot the explosive barrel at the beginning and the explosive barrel near the
shaft to quickly kill off the Majini that surround those areas.  Get ready to
toss a flash grenade at the Cephalos in the middle once they mutate.

- Instant kill melee the Majini on the right after moving up the first set of
stairs to prevent him from spawning a Cephalo.

- Instant kill melee the Majini on the right while on the conveyor belt to
prevent the Cephalo that will spawn from that Majini otherwise.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

                                                                         [ML32]
============================
Mission Level 3-2: The Mines
============================

Mission Objective: Kill 10 Town Majini.

This mission is designed to teach a player about melee kills.  Your character
will start with 1:30 on the clock and that full time must be kept in order to
get an SS-rank.  You'll gain a 5 second bonus per melee kill against an enemy,
so most of the Majini must be melee killed and you'll need to do this quickly.

Your character will start out in the dead end tunnel in the north open area of
the Mines.  Run out of the tunnel and fight off the Majini to the right.  Melee
kill both of them for a 5 second bonus per kill.  Run into the tunnel off to
the right and melee kill the Majini along the way.  In the middle, a few more
Majini will attack.

Run to the very back of the cave and fight off all the Majini there to end the
mission.  The Majini in the back tunnel can group up easily, so try not to let
them surround your character.

SS-rank tips:

- Equip the Lucky 7 skill and the added time bonus that your character gets
when a "7" is displayed on the clock will help tremendously.  You can easily
get an SS-rank with any character when Lucky 7 is equipped.

- Melee kill fast and try not to miss with any shots.  Head stun melees often
work the best here since your character will take off maximum damage per shot
by hitting the enemy in the head before the melee and your character will
always get a stun or an instant kill always.

- Do not miss shots and do not get hit.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

                                                                         [ML33]
============================
Mission Level 3-3: The Mines
============================

Level 3-3 teaches a player about the combo system in Mercs 3D.  It's the exact
same combo system as in RE5 Mercs.  If each kill is chained within ten seconds
of each other, a player will gain a certain number of bonus points per kill. 
The combo system for Mercs 3D is as follows:

         .---------------------------------------------------------.
         | CURRENT COMBO | NORMAL ENEMY BONUS |  BOSS ENEMY BONUS  |
         |=========================================================|
         |       2       |     + 20 per kill  |    + 500 per kill  |
         |       3       |     + 50 per kill  |  + 1,000 per kill  |
         |       4       |    + 100 per kill  |  + 1,500 per kill  |
         |       5       |    + 200 per kill  |  + 2,000 per kill  |
         |       6       |    + 250 per kill  |  + 2,500 per kill  |
         |       7       |    + 300 per kill  |  + 3,000 per kill  |
         |       8       |    + 350 per kill  |  + 3,500 per kill  |
         |       9       |    + 400 per kill  |  + 4,000 per kill  |
         |     10-19     |    + 500 per kill  |  + 4,500 per kill  |
         |     20-29     |    + 600 per kill  |  + 5,000 per kill  |
         |     30-39     |    + 700 per kill  |  + 5,500 per kill  |
         |     40-49     |    + 850 per kill  |  + 6,000 per kill  |
         |      50+      |  + 1,000 per kill  |  + 7,000 per kill  |
         '---------------------------------------------------------'

There are also chests that contain combo bonuses. Combo bonuses will give a
player bonus points for early kills in the combo chain.  It will give a player
a 30 second period where every kill, starting with kill 2, will be worth 1000
extra bonus points as if the combo is already at 50 kills.  Once the combo
chain has reached 50 kills, the combo bonus chests become useless.

At kill 2, with a combo bonus in effect, a player will receive 1000 points for
the kill instead of the usual 20 points shown above.  Kill 1 does not count, so
you can actually pick up a combo bonus after the first kill to make the most of
the combo chests, but that's usually more trouble than its worth.

Mission Objective: Defeat 20 Majini.

Your character will start inside the back of the lower cave in the Mines for
this mission.  From the start, DON'T start killing the Majini yet - run forward
and run to the left and open the chest and pick up the combo bonus.  This will
make the early kills after kill 2 worth 1000 points each.  It's very important
to grab a combo bonus chest early in the kill chain if you decide to use one.
In this mission, the combo chests are a necessity for getting an SS-rank.

Melee kill all surrounding Majini after picking up the combo bonus.  Kill as
fast as possible then run toward the tunnel in the middle of the cave.  Make
sure that all Majini are killed within ten seconds of each other to keep the
current kill chain going.  Kill Majini on the way out of the tunnel.

It's really best to only kill Majini just to keep the current combo since you
will want to grab the combo chest in the open area outside the cave.  Pick up
the second combo bonus from the second chest after exiting the tunnel then
immediately start killing off the remainder of the Majini.  Melee kill as fast
as you can to gain the most out of the combo bonus.

SS-rank tips:

- From the start, run forward and pick up the combo bonus in the chest to your
left then start killing to gain the most out of the first combo bonus.

- As usual, melee kill as much as possible to build time.

- On the way out of the cave, don't worry about killing every single Majini. 
Only kill just enough to keep the combo chain going then open the second chest
and grab the second combo bonus.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- CLOSE RANGE [to make the combo timer last longer when an enemy is deafeated
              at close range]

                                                                         [ML34]
==========================================
Mission Level 3-4: Public Assembly (Night)
==========================================

Alright, here we are!  This mission is your first actual Mercenaries mission
and the form that many will take from now on.  In this mission you should use
all the key factors in place that you have learned thus far to your advantage:

Melee Kills to build/maintain overall time
Hit all time bonuses
Chain all kills for bonus points
Combo bonus chests

Mission Objective: Defeat all 100 Majini.

In order to get a good score in this mission, a player will need to chain kills
on all 100 enemies and try to have the highest remaining time at the end of the
run.  In order to get the highest score, it's best to start out fighting from
the start and hit the time bonuses while fighting.  There is a chest containing
a combo bonus in the waterway at the north end of the assembly, but the time a
player will waste in running to it is not worth it.  Time is by far more
important.

Time Bonus List:

- Outside the closed building in the south (30 seconds)
- Inside the east building next to the Executioner platform (60 seconds)
- Inside the west building near the bus (60 seconds)
- Outside the shack that hangs over the waterway in the north (30 seconds)

Combo Bonus List:

- Inside the chest on the east end of the waterway below the shack in the north

Your character will start out on the very top of the Executioner platform on
the south side of the assembly.  Start melee killing from the beginning then
enter the building right beside the Executioner platform.  Hit the --60 SECOND
TIME BONUS-- inside then kill all the Majini inside.  Be sure to pick up the
green herb inside the building as well.  Kick open the door and continue melee
killing and approach the building on the opposite side of the assembly.  Make
sure that you kill a Majini before entering the building to keep the chain
going.

Enter the west building then hit the --60 SECOND TIME BONUS-- and grab the
green herb off the table inside.  Kick open the door once again and continue
melee killing.  It's really up to the enemy spawning where you go from here. 
Go toward the direction that has the most Majini and hit the time bonus at that
end.  There is a --30 SECOND TIME BONUS-- at the north end and a --30 SECOND
TIME BONUS-- outside the closed building at the south end.

Run toward the time bonus that has the most Majini camping around it.  Majini
will camp throughout the assembly, so it's important to run back and forth from
the south end to the north end then back again!  Use a rifle to keep the combo
if needed.

SS-rank tips:

- Don't grab the combo bonus in the combo chest. Just avoid it.

- Start killing from the beginning and work your way to each time bonus
starting with the building time bonuses.  It's best to grab the building time
bonuses first since they risk the combo chain the most.

- Pick up the herbs inside the buildings and any herbs that are out in the
open.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

                                                                         [ML35]
==================================
Mission Level 3-5: Deserted Island
==================================

Level 3-5 is a boss fight.  A player will fight the bat BOW from RE5 known as
Popokarimu.  This mission still has time bonuses that must be hit and a player
can keep a kill combo on this mission, but that is quite hard with how little
enemies there are besides Popokarimu.  The only other enemies are Bui Kichwa
that will burrow out of the ground near Popokarimu.

Mission Objective: Defeat Popokarimu.

Time Bonus List:

- Along the north side of the lower area (30 seconds)
- Along the south side of the lower area (30 seconds)
- Along a path outside the south tunnel entrance (60 seconds)
- Outside the north tunnel entrance (60 seconds)

It's a good idea to hit time bonuses along the way while fighting Popokarimu.
It will take quite a bit of damage in order to finish him off, and you'll need
explosives in order to stun him, so you'll have to move around the map quite a
bit.

From the start of the mission, turn around and hit the --30 SECOND TIME BONUS--
behind your character.  Popokarimu will be on the hill up ahead.  He will move
by a red barrel.  A red barrel is a great way to knock Popokarimu over in order
to damage him, so blast the red barrel as he moves by it.  The red barrel
explosion will kill any Bui Kichwa enemies that are next to him also.

Popokarimu will fall over on his side from the explosion, so run over to his
bottom end.  His weak point is the pinkish portion on the bottom of his tail.
Blast the pink portion of his tail with your most powerful weapon.  A shotgun
or magnum can work well here, or if you have Krauser's weapon setup then just
blast it with the rocket launcher!

Popokarimu will eventually flip back over so run on ahead.  Break the wooden
barrel and crate off to the left for extra ammo and then break the --30 SECOND
TIME BONUS-- below the stairs.  Run up the stairs and look off to the right to
see a path that has a timer on it.  Hit the --60 SECOND TIME BONUS-- along that
path then turn back around and move into the corridor that leads toward the
cave.

Turn back around while in the corridor and face the top of the stairs. 
Popokarimu will eventually move up the stairs.  Blast the red explosive barrel
at the top of the stairs to knock him over.  With the way he will likely flip
over, your character won't be able to get in close proximity of him, so blast
his tail weak point with a long range weapon (aka. not a shotgun).  All damage
will add up, so don't hesitate on firing a handgun if that is all your
character has.  When Popokarimu recovers, run into the tunnel.

Break the wooden crate along the way to find some extra ammo.  Run through the
tunnel then run to the other side and hit the --60 SECOND TIME BONUS-- in the
open area outside.  Turn around and face the tunnel entrance then aim at the
red explosive barrel.  Popokarimu will likely emerge from the ground
eventually, so lead him toward the explosive barrel and then blast it.  Lay
down firepower upon his tail when he flips over and he will likely die if
you've been aggresive enough.

A player can place a proximity bomb in the path of Popokarimu to make him fall
over from the resulting explosion.  Proximity bombs can be found in breakable
objects or by blasting the Bui Kichwa enemies that surround Popokarimu. 
Besides weapon fire, hand grenades will take off quite a bit of damage from
Popokarimu's weak point, so toss then at his back end when he flips over if you
have them.

Popokarimu can fly and attack while in the air.  He can be shot out of the air
with a weapon by aiming at his tail weapon point - it will be fully exposed at
that point.  Be ready to press the on-screen buttons that appear if he performs
his charge attack toward your character.

SS-rank tips:

- For an easy SS-rank, have Krauser's weapon set equipped from the beginning
then hit the closest time bonus behind your character and hit Popokarimu with
two rockets (one in the tail) to kill him and get your SS-rank.  The explosive
barrel must go off in the first explosion and damage him a bit.  If you can't
get this to work, shoot the explosive barrel with an arrow then shoot
Popokarimu in the tail weak point with two rockets and he will die for sure.

- Fight your way to each time bonus.  It's best to weaken Popokarimu along the
way so he will be severly weak by the time your character hits the final time
bonus.

- Krauser's rocket launcher will work wonder for this mission.  Two direct
shots in the tail weak point from the rocket launcher will finish off
Popokarimu instantly.

- Lay down firepower and be as aggressive as possible to Popokarimu's weak
point once he has been flipped over.  If he flips over to where your character
cannot get in close range of his weak point, use a long range weapon, no matter
how weak it is.  It all adds up to finishing him.  Do not fire a shotgun from
long range since that would be a waste.

Recommended Weapon Sets

- Krauser [two direct shots to tail weak point = dead Popokarimu]
- Rebeccau [explosive rounds can stun and weaken Popokarimu quickly]
- Barry [The M500 magnum will kill off Popokarimu quickly]

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Giant Killing [for taking more damage per hit on Popokarimu]

____________________________
M I S S I O N  L E V E L  4 \__________________________________________________
-------------------------------------------------------------------------------
                                                                         [ML41]
==========================
Mission Level 4-1: Village
==========================

Level 4-1 takes place in Pueblo Village from RE4.  This is your first mission
with normal enemies and bosses.  The normal enemies are Zealots and the bosses
are Garradors.  Zealots have quite a bit of health compared to the Majini that
a player has been facing in earlier stages.  Zealots must be weakened with
several shots from most weapon and then killed with a melee or a player can use
more powerful melees such as Barry's Miranda Rights ground melee or an instant
kill melee such as Chris' neck breaker.

This will be your first time to fight Garradors also.  Garradors are blinded
Ganados with long metal spikes in each hand.  They are attracted to any sort of
sound that your character makes.  In order to kill one, a player will need to
stun the Garrador with an explosion to knock it down then fire at the plagas on
its back.  It's best to knock them down with a proximity bomb or a hand
grenade.  The grenade launcher with explosive rounds works very well in
knocking them over also!

Once a Garrador has been stunned, run over to its backside and spam its back
plagas with gunfire.  It's best to use a powerful weapon such as a magnum or
shotgun.  Spam the plagas with machine gun or handgun fire if your character
doesn't have a real powerful weapon.  A Garrador can be hit with a melee when
it bends over in a stunned pose, though the melee is not that damaging.

It is possible to kill a Garrador with two hand grenades if you're aiming is
good. Toss one hand grenade to stun the Garrador and make it kneel down then
toss another hand grenade behind the Garrador so that the explosion hits its
back plagas.  This combination can actually instantly kill a Garrador with good
aiming.

A Garrador will only attack while your character moves or when your character
attacks it.  It will blindly run toward the direction of the attacking player.
A player can just quickly run out of the way to avoid the attack.  The Garrador
attacks with several claw swipes and it also has an instant kill rushing stab.

Enemies: Zealots, Garradors

Time Bonus List:

- Inside the building near the entrance to the Village (60 seconds)
- Behind the stable/beside the stable (60 seconds)
- On the far northwest portion of the Village near a barricade in the road.
  (60 seconds)
- In the middle of the Village (60 seconds)
- On the rooftop of the building near the entrance.  Enter the house beside
  this building then run to the second floor and hop out the window.
  (90 seconds)

Combo Bonus List:

- On the hill above the stable (near a red barrel)
- On the northwest portion of the Village, behind the northwest building. There
  is also near a 60 second timer and a barricade that blocks a road.

Mission Objective: Defeat all 150 enemies.

Hit the 60 second timer in the building near the entrance to the Village and
hit the 90 second timer on the rooftop of that same building - you'll have to
enter the building across from it and run to the second floor then hop out the
window on the right side to hit the 90 second timer.  Start killing after
hitting these two timers and slowly work your way to the rest of the timers.

Stay in the middle area for the most part while killing.  Once the Garradors
arrive, they become a nuisance to keeping the combo, so it's best to try to
stun them with grenades to hit other enemies while stunning them and then spam
their back plagas with gunfire to finish them off immediately.  Be sure to use
a grenade or a proximity bomb to stun them in order to keep the combo (hit
other enemies with the explosion).

It's really up to you if you use combo bonus chests to start the combo with
bonus points or not.  With the time it takes to kill off each Zealot, you're
not likely to have time leftover in this mission.  It will take a character
with a powerful melee in order to build time with Zealots.  Really, with a
character that must weaken each Zealot with several gun shots in order to set
up a melee kill, the combo points become more important, so grabbing a combo
bonus is worth it in that case.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Giant Killing [for killing Garradors quicker]
- Combat [to make melees more powerful]

Recommended Weapon Sets:

- Extra Weapon Set [the Red 9 works great for damaging Zealots quickly]
- Rebecca [the explosive rounds can instantly floor a Garrador easily]
- Wesker [his L. Hawk magnum can finish off Garrador's quickly]
- Barry [one direct shot to the back plagas = dead Garrador]

Recommended Characters:

- HUNK [WEAPONS: HUNK weapon set]
       [SKILLS: Old School, Reversal, Lucky 7]

Get in low health purposely then attack all the enemies with HUNK's Side Kick
deathblow melee - use flash rounds to set up the deathblow melee.  This melee
will kill off any Zealot with one hit after any type of stun!

- Chris, Jill, Rebecca, Claire, Barry, Wesker
  [WEAPONS: Extra Weapon Set (Red 9)]
  [SKILLS: Combat, Old School, Handgun Custom]

Each character can kill off each Zealot with one shot to the legs for a leg
stun followed by a leg stun melee.  The red 9 will have 4 shots thanks to the
handgun custom skill.  Use the grenade launcher to knock over Garradors then
damage their back plagas with the Red 9.  Be sure to keep the combo going with
explosive rounds while fighting a Garrador.

- Krauser
  [WEAPONS: Barry's or Rebecca's weapon set]
  [SKILLS: Old School, Lucky 7]

Gain a leg stun on each Zealot then perform Krauser's Stinger leg stun melee to
kill it instantly.  Krauser can also use his throat slit melee to kill also. 
Aim for the head and hit it with Krauser's ground melee if the Zealot falls. 
Krauser will gain bonus seconds while having the Lucky 7 skill equipped.  Toss
a hand grenade or use an explosive rounds to stun the Garrador then blast the
back plagas of the Garrador when it appears depending on which weapon set you
use.

                                                                         [ML42]
===============================
Mission Level 4-2: Missile Area
===============================

Level 4-2 isn't really as hard as the last level.  There is no true boss on
this Missile Area mission.  The basic enemy in the stage are Town Majini.  Big
Man Majini will appear at times.  They have little warning as to their presence
besides a slight moan, so they can easily hit your character with their silent
appearances.  Cephalos will spawn from some of the Town Majini if they are not
killed with an instant kill melee.  There is no way to pick out the Majini that
will turn into Cephalos this time.  Thankfully, you'll get quite a few flash
grenades from enemy item drops.

This time, there are plenty of time bonuses to make your way to.  It's a good
idea to hit a few before fighting since they are in areas where enemies don't
pile up as much.  The combo bonuses in the stage really don't come in much use
since they are far away and left over time is more important in this stage when
compared to the last.  Most characters can easily defeat all 150 enemies in the
stage and still have leftover time this time.

Mission Objective: Defeat all 150 Majini.

From the start, be sure to hit the 90 second time bonus in the second floor
storage room and the 60 second time bonus on the suspended platform on the
second floor.  Fall down the ladder near the suspended platform then hit the 60
second time bonus near the explosive barrel.  Start fighting after hitting the
60 second time bonus on the bottom floor and work your way to the rest of the
time bonuses while fighting.

Enemies: Town Majini, Cephalos, Big Man Majini

Time Bonus List:

- In the top storage room in the far north (90 seconds)
- On the suspended platform in the north on the second floor (60 seconds)
- On the middle west side near the missiles (30 seconds)
- On the middle east side near the explosive barrel and crates (60 seconds)
- In the middle of the conveyor belt (60 seconds)
- On the platform in the south (90 seconds)
- In the south area with the wooden barrel below some stairs (30 seconds)

Combo Bonus List:

- In a safe on the west side near the missiles
- In a safe by the stairway at the end of the conveyor belt

Town Majini will camp throughout this stage, so try not to stay in one area for
too long.  Run to the north portion near the shaft area and to the south
portion often.  It's a good idea to fight on the conveyor belt at times also. 
The conveyor belt allows most of the area to be in view while standing on it. 
If you suddenly run out of enemies, look along the conveyor belt or run to the
south area.  Many Town Majini will camp in those two areas.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Reversal [for more powerful melees with low life]*
- Thunderbolt [Cephalos are weak to the electrical damage]**

* A player can easily get several multi melee kills to build quite a bit of
time depending on the character used.  Remember that your character will have
to be in red health to perform the special melee when the Reversal skill is
equipped.

** Thunderbolt can really come in handy while playing HUNK when performing a
ground melee.  Whenever HUNK performs his triple tap on a Majini that spawns a
Cephalo, that Cephalo will be hit by the remaining handgun shots and each shot
will take off tremendous damage because of the added shock with each hit.  This
ability can also help out with Claire and her multiple hits for some of her
standing melees.

On the flip side, while using thunderbolt, your character has the potential to
ruin melee kills from the ligntning attack.  Thunderbolt helps if you're just
going for an SS-ranks, but doesn't really help for a very high score.

Recommended Weapon Sets:

- HUNK [the flash rounds can help greatly for Cephalo spawns]

Recommended Characters:

- HUNK, Chris, Jill, Rebecca, Wesker, Barry
  [WEAPONS: HUNK's weapon set]
  [SKILLS: Old School, Reversal, Lucky 7]

Get in low health and then stun all nearby Town Majini with flash rounds or any
other type of stun from the AK or P8 then hit them with a deathblow melee.  A
player will easily get the highest score with HUNK since his Side Kick
deathblow melee is so fast.  The deathblow melees of the characters listed
above will cancel Cephalo spawns, so your character will always gain time per
deathblow melee kill.  Spam the Big Man Majini with the AK and then hit him
with a deathblow melee when he is low in health.

When only one enemy is in the area, stun it with the AK or P8 handgun then hit
it with a deathblow melee to save flash rounds.  Only use flash rounds when
multiple Majini are in the area for the most part.  You can also resort to
flash grenades since the stage has so many.  Use the characters and skills
listed above, you will get very few Cephalos and an overall high time from not
constant deathblow melees and the Lucky 7 skill to add bonus time to the clock.

NOTE: You can also use Wesker's weapon set with the same skills.  The good part
about using Wesker's weapon set is that you can heal once when in extreme red
health and not go back to green health - basically, you can always stay in red
health even after a heal.  This is good when you accidentally get hit when in
red health - if you're character gets hit again, you won't risk the chance of
dying.

                                                                         [ML43]
============================================
Mission Level 4-3: Deserted Island (Evening)
============================================

Level 4-3 will be a player's first time to fight Base Majini.  Base Majini with
knives, stun rods and rocket launchers will be the most common enemy on this
Deserted Island stage.  Base Majini can be very aggressive and will likely hit
your character if you try to run by one.  The most common Base Majini carry
stun rods and knives.  Base Majini cannot grab your character, but they will
stun your character momentarily with a stun rod strike or perform a quick slice
toward your character.  Both attacks are very fast.

Base Majini have a variety of armor that they will wear.  Some of them are
fully armored and only leave a slight portion of their legs and their head
exposed.  For Base Majini that have armor on their legs, they must be hit in
the foot in order to gain a leg stun on them.  Hitting an armored Majini in the
foot can be quite hard however since the hit detection doesn't always register
a precise foot shot, so don't rely on a single shot.

Rocket Launcher Base Majini should be killed immediately when they appear. 
Unlike normal Majini, rocket launcher Majini have only one stun pose.  Once a
player hits them with a weaker weapon they will lean back while stunned - leg
stun melees can be performed while they lean back.  Always kill off rocket
launcher Majini immediately since they will aim toward your character and
actually follow the character's movement if you try to run away then fire a
rocket.  Listen for the beeping sound effect as they aim to tell when one is in
the area aiming at your character.

Bui Kichwa appear in this stage as well.  They are spider-like plagas enemies
that die easily within a few shots from any weapon.  They are weak to flash
explosives such as flash rounds or flash grenades.  They attack by jumping
toward your character and latching onto the character's body.  Once one has
latched on, press the button that appears on the screen to knock it off.  With
how weak they are, Bui Kichwa are very easy combo keepers if the combo starts
to run low.

Enemies: Base Majini, Rocket Launcher Base Majini, Bui Kichwa, Gatling Gun
Majini

Time Bonus List:

- Right in front of the zipline up the stairs on the hill (90 seconds)
- Under a rooftop on the wooden walkway on the hill (60 seconds)
- At the top of a ladder on the hill (60 seconds)
- In the open area on the bottom of the island (30 seconds)
- In a corridor area outside the tunnel (60 seconds)

Combo Bonus List:

- In an alcove near the ladders on the hill that leads to the bottom area.
- Behind a ladder in the bottom area.  The ladder leads to the tunnel area.

Mission Objective: Defeat all 150 Majini.

It's best to start at the top of the hill.  From the start, ignore all enemies
and run all the way up the stairs and hit the --90 SECOND TIME BONUS-- at the
top of the stairs.  Turn around and run back down the stairs then make a right
and hit the --60 SECOND TIME BONUS-- on the wooden walkway.  Turn back around
and start killing the enemies along the way to the --60 SECOND TIME BONUS--
near the ladder then hit it.  Run down the path toward the ladders that lead to
the bottom area and collect the --COMBO BONUS-- in the alcove near the ladders.

The combo bonus will help to boost the early combo a bit.  Fall down to the
bottom area then keep killing enemies there.  Fight your way to the --30 SECOND
TIME BONUS-- below and hit it eventually.  Another --COMBO BONUS-- is behind
the ladder up the hill a bit from the 30 seconds.  Move up the stairs
eventually and hit the --60 SECOND TIME BONUS-- in the corridor area outside
the tunnel.

You'll want to stay in two places for the most part while fighting enemies. 
It's good to stay in the bottom area and around the stairs in that area while
fighting enemies to get the biggest amount of enemy spawns.  When you move up
the stairs to hit the 60 second time bonus outside the tunnel, it's good to
hang around the top portion of the ladder above the bottom combo bonus since
enemies will climb that ladder from the bottom and spawn from the hill spawn
point above the ladder.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]

Recommended Weapon Sets:

Rebecca [the explosive rounds work GREAT against Gatling Gun Majini - it only
takes around 3-4 direct hits to kill them]
Barry [the M500 magnum will kill the Gatling Gun Majini quickly]

Recommended Characters:

- Chris, Jill, Rebecca, Claire, Barry

  [WEAPONS: Jill's weapon set]
  [SKILLS: Old School, Full Burst, Lucky 7]

Really, any character could work well with this weapon and skill set, but the
ones listed above all have fast leg stun melees.  Jill's weapon set has a knife
that allows a player to melee kill the Bui Kichwa enemies with a knife slash. 
The full burst skill will make it to where the SG 556 and knife take off more
damage, so the SG 556 will damage Base Majini faster to set up melee kills
quicker and the knife will take off more damage to where each Bui Kickwa will
only take one knife slash to kill.  Lucky 7 will give a player added bonus
seconds when a "7" is displayed on the clock to help build more time.

When the Gatling Gun Majini appears, it will be hard to kill him with only a
machine gun and a shotgun, so make sure to be ready for him.  Spam him in the
legs with the SG 556 to stun him then run up to him and blast him with the M3
shotgun (move while aiming to avoid the melee prompt) to kill him quickly.

- Wesker

  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Combat or Full Burst, Lucky 7]

Wesker doesn't need a knife to melee kill Bui Kichwa - he can just use his dash
to melee kill them!  With the Grenade Launcher with explosive rounds, he can
make quick work of the Gatling Gun Majini when he arrives as well.  Just blast
the Gatling Gun Majini with 3-4 shots of explosive rounds and he will be
finished in no time!

                                                                         [ML44]
==================================
Mission Level 4-4: Public Assembly
==================================

Level 4-4's Public Assembly can get quite intense.  The main enemy that your
character will fight here are Town Majini.  Some of them will carry dynamite.
The dynamite carriers can be very dangerous, so be on the lookout for them.

The dynamite Majini will light the dynamite and toss it at your character. 
When the dynamite hits the ground, it will explode immediately.  Be careful
while shooting the dynamite Majini because your character can hit the dynamite
and set it off.  If the dynamite Majini are killed with bullets, they're
explosion can hurt your character.  If they are killed with a melee, the
explosion afterwards will not hurt your character but it will harm surrounding
Majini.

Big Man Majini will attack at times, so be on the lookout for them and kill
them instantly when they appear.  The main boss for this stage is a chainsaw
Majini.  When the chainsaw Majini arrives toss a hand grenade at it to stun it
and knock away any Majini that are near it then blast the chainsaw Majini with
your most powerful weapon.  If your character has a magnum, the chainsaw Majini
can be easily stunned without a hand grenade by shotting them in the legs or
head with the magnum.  Focus all attention on the chainsaw Majini and kill him
immediately when one appears.

It is very easy to get grabbed by a Town Majini in this mission.  Once your
character is grabbed, carefully press the buttons that appear on the screen. 
Do not hit the wrong button!  If you hit the wrong button, the combo is lost
right then and there!  You cannot afford to go through the full grab attack
animation on this stage.

Enemies: Town Majini, Dynamite Majini, Big Man Majini, Chainsaw Majini

Time Bonus List

- At the east end of the waterway (60 seconds)
- On top of the bus (90 seconds)
- On top of the Executioner platform (90 seconds)
- Inside the building near the bus, across from the window (60 seconds)
- At the far north portion of the assembly near a wrecked car (60 seconds)

Combo Bonus List:

- Inside the shack near the bus
- Inside the shack that is suspended over the waterway

Mission Objective: Defeat all 150 Majini.

Start at the starting point near the oil barrels on the north side of the
assembly.  Restart if your character starts at the other end.  Don't start
killing just yet.  Climb the Executioner platform and hit the --90 SECOND TIME
BONUS-- at the top.  Drop down and move up the stairs to reach the rooftop of
the building near the bus then hop over to the bus and break the --90 SECOND
TIME BONUS-- on top of the bus.  Fall down and enter the building behind the
bus and break the --60 SECOND TIME BONUS-- in the building.

Jump through the window then find the shack above the waterway in the south. 
Enter the shack and pick up the combo bonus in the chest.  Don't start killing
just yet though.  Fall into the waterway and hit the --60 SECOND TIME BONUS--
then turn and start killing Majini.  Don't hit the explosive barrel since that
will waste melee kills.  It's very important to perform as many melee kills as
possible during this mission.  It's easy to build or maintain time on this
stage with the weak Town Majini.

Fight your way out of the waterway and move up the ramp.  Fight all the way
back to the north eventually, but don't be in hurry.  Your character needs to
hit the final --60 SECOND TIME BONUS-- at the north end.  It's a good idea to
move to the north and south very often while fighting to get the attention of
Majini that will camp in each of those areas.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Giant Killing [to help in defeating the Chainsaw Majini quicker]

Recommended Weapon Sets

- Rebecca [explosive rounds can help in killing off the chainsaw Majini and
keeping the combo when they arrive]
- Barry [the M500 can kill chainsaw Majini and Big Man Majini very quickly]

Recommended Characters:

- Chris, Jill, Barry, Rebecca, Wesker, Claire

  [WEAPONS: Barry's weapon set]
  [SKILLS: Old School, Combat, Lucky 7]

The above weapon set and skill combination works extremely well for just about
any character listed above in mission 4-4.  Rebecca can have some shortcomings
due to her low melee power, but most of the time, each character can shoot a
Town Majini in the leg for a leg stun then perform their front or back leg stun
melee.  With Lucky 7 equipped, the time will actually start to build from melee
killing because the Majini spawn so quick in this stage.

When the Big Man Majini arrives, shoot him in the legs with the M500 magnum
then melee him while he is stunned.  With most characters listed above, your
character will get a melee kill on the Big Man Majini - Rebecca needs one leg
shot with the handgun before an M500 hit to make her melee kill.  When the
chainsaw Majini appears, shoot him in the leg with the M500 magnum then shoot
him in the head to kill him instantly.

- HUNK [WEAPONS: HUNK weapon set]
       [SKILLS: Reversal]

Get in low health purposely then attack all the enemies with HUNK's Side Kick
deathblow melee - use flash rounds to set up the deathblow melee.  This melee
will kill off any Town Majini with one hit after any type of stun!  The
chainsaw Majini and Big Man Majini will be your only obstacles.  Spam the Big
Man with HUNK's AK then melee kill him.  With the chainsaw Majini, toss a
grenade to stun him then blast him with the AK while he is stunned.

                                                                         [ML45]
============================
Mission Level 4-5: Ship Deck
============================

Level 4-5 is a 15 wave survival mission.  A player will have to face off
against a total of 15 waves of enemies and defeat them all or survive until
runs out.  A time bonus will be awarded to the player after every wave has been
finished.

Waves 1 - 10 have a total of 10 enemies in each wave and Wave 11 - 15 have 15
enemies in each wave.  Boss enemies will spawn in some waves.  There are
altogether 200 enemies in all waves.  It is possible to keep a full 200 combo
on this stage, which would greatly increase the score!

It's best to stay on top of the crates that your character will start on. 
Enemies spawn from the south crate near the explosive barrel or from the crate
below the ladder in the middle of the area.  Always look toward these two spawn
points and shoot an enemy with a high powered weapon to keep the combo if the
current kill chain number ever starts to blink.  Keeping the combo at the
beginning of each wave is usually the hardest part.  There are also other spawn
points, but the two that I mentioned are the main spawn points that you will
want to take notice to since they are always in view from the middle area.

When bosses arrive in your current area, kill them quickly and toss hand
grenades to damage them and keep the current combo with the explosion that will
kill off surrounding weaker enemies.  Always be ready for a Cephalo in the
waves where I list them also.  Wave 6 is the worst wave with Cephalos.

-- Wave 01

Enemies:    Town Majini
Time Bonus: +60 seconds

-- Wave 02

Enemies:    Town Majini, Zealots
Time Bonus: +60 seconds

-- Wave 03

Enemies:    Base Majini, Zealots
Time Bonus: +60 seconds

-- Wave 04

Enemies:    Zealots, Town Majini, Base Majini
Time Bonus: +60 seconds

-- Wave 05

Enemies:    Town Majini, 2 Chainsaw Majini
Time Bonus: +300 seconds

Use a grenade launcher with explosive rounds or proximity bombs to stun the 2
Chainsaw Majini then spam them with gunfire.  Using explosives and melee kill
Town Majini sparingly will help to keep the combo here.

-- Wave 06

Enemies:    Base Majini (can spawn Cephalos)
Time Bonus: +60 seconds

Make sure that you are ready to toss a flash grenade after each melee kill
during this wave of enemies.  This wave has the most Cephalos out of any enemy
wave.

-- Wave 07

Enemies:    3 Big Man Majini, Town Majini
Time Bonus: +60 seconds

-- Wave 08

Enemies:    3 Big Man Majini, Zealots (can spawn Cephalos)
Time Bonus: +60 seconds

-- Wave 09

Enemies:    4 Big Man Majini, Base Majini, Zealots
Time Bonus: +60 seconds

-- Wave 10

Enemies:    2 Big Man Majini, Base Majini, 1 Gatling Gun Majini
Time Bonus: +300 seconds

If your character has a grenade launcher with explosive rounds, the Gatling Gun
Majini will be no problem in this wave.  Without a grenade launcher, stun him
with either proximity bombs or flash grenades then hit him with a deathblow
melee.  Simply tossing flash grenades and meleeing him after each stun will
kill him off quickly.

-- Wave 11

Enemies:    Town Majini, 1 Chainsaw Majini
Time Bonus: +90 seconds

-- Wave 12

Enemies:    Base Majini, 2 Chainsaw Majini
Time Bonus: +90 seconds

-- Wave 13

Enemies:    Zealots (can spawn Cephalos), 2 Chainsaw Majini
Time Bonus: +90 seconds

-- Wave 14

Enemies:    Town Majini, 1 Chainsaw Majini, 1 Gatling Gun Majini
Time Bonus: +90 seconds

-- Wave 15

Enemies:    Base Majini, Iron Shield Base Majini, 1 Gatling Gun Majini,
            2 Garradors
Time Bonus: --

This wave is where it becomes increasingly difficult to maintain the full
combo.  The Gatling Gun Majini should be finished immediately as he appears.
Stun the Garradors with a grenade launcher with explosive or electric rounds
then spam their back plagas with gunfire while they are on the ground.

It's a good idea to always knock the Garradors down to the ground then hit
their back plagas.  Proximity bombs can work just as well at knocking them
over.  As always, a rocket launcher is superior to all other weapons at killing
off the Garradors quickly also - group them then fire.

Recommended Weapons Sets:

- Rebecca [explosive rounds are the best weapon for Gatling Gun Majini besides
  the rocket launcher and explosive rounds make quick work of Chainsaw Majini
  and knock down Garradors!]
- Krauser [his rocket launchers can help out greatly for Wave 15 an any
  multiple bosses]
- Barry [His M500 magnum helps for all bosses]

Recommended Characters:

- Any character [WEAPONS: Rebecca's Weapon Set]
                [SKILLS: Old School, Combat or Lucky 7, Full Burst]

Rebecca's weapon set can work extremely well in mission 4-5 for keeping the
combo, damaging bosses and killing normal enemies when used with the skills
above.  The weapon set can work for any character.  Be sure to stock up on
explosive rounds constantly - horde them!  Explosive rounds are your only way
to keep the kill combo going at times!

Use explosive rounds to stun Chainsaw Majini then spam them in the head with
the MP5 while they are stunned.  Run up and melee them before they recover then
use that melee animation time to reload then spam them some more as they
recover.  It should only take about one explosive round stun and machine gun
spam to kill them. Blast the Gatling Gun Majini with 4 explosive rounds when he
appears and that should kill him.

Stay on the middle set of crates in the stage the entire time for the most
part.  With normal enemies, in order to keep the combo, look off to the south
and wait for them to hop out of the crate at the beginning of each wave then
fire an explosive round at one enemy in the crowd to keep the combo going. 
This is a must in order to keep the combo going!

It's very easy to lose the combo in wave 6.  Try to kill most of the Base
Majini with an instant kill melee to prevent the spawning of Cephalos.  BB
ready to equip a flash grenade after each shot or melee if you kill them with
an instant kill melee.  Wave 8 and 13 have Cephalos in them as well, but not
near as many as Wave 6.

It's hard to keep the combo while fighting the Garradors in the final wave as
well, but at least you've kept the majority of the combo by then.  To kill the
Garradors quickly, knock them down with explosive rounds then spam their back
plagas with machine gun fire while they are on the ground.

____________________________
M I S S I O N  L E V E L  5 \__________________________________________________
-------------------------------------------------------------------------------
                                                                         [ML51]
=================================
Mission Level 5-1: Castle (Night)
=================================

This will be your first visit to one of the stages with the most annoying enemy
spawning in the game!  I'll get back to that later though.  Your main enemy in
this castle stage will be Zealots.  Some of them will carry dynamite and some
will carry wooden shields.  It's very important to watch for the Zealots that
carry dynamite and move out of their way if they are about to toss dynamite or
quickly kill them before they light their dynamite.

Black Executioners will begin to spawn eventually.  The castle can have two
Executioners at a time.  They spawn right around the same time, so it's not
common to have two of them in the current area.  Use a hand grenade found from
enemies to stun them or use a powerful weapon to stun them then blast them with
your most powerful weapon.

The Zealots in this stage will spawn Cephalos at times.  The Cephalos can get
very annoying early on into the run because flash grenades are not found that
often in the stage.  You're likely to get a Cephalo and not have a flash
grenade for it at times.  If that happens, quickly toss a hand grenade under
the Cephalo to kill it or damage it badly with a powered weapon.

Enemies: Zealots, Cephalos, Executioners (Black)

Time Bonus List:

- In the bottom open area near a combo chest (30 seconds)
- On the second floor above the middle open area (60 seconds)
- On the third floor near a large closed set of doors (60 seconds)
- Inside the castle room near the chicken and top combo bonus (90 seconds)
- Along the second floor ledge with a gap in the center (90 seconds)

Combo Bonus List:

- Inside the second floor room with the 60 seconds and a chicken outside
- Near the 30 second time bonus in the bottom open area.

Now, why is the castle stage annoying with its spawning?  Well, this stage has
the potential for tons of Zealots that will camp around the areas of the castle
and reduce enemy spawning greatly!  When you run out of enemies in a certain
area, you'll need to move to another area.

From the start, hit the --90 SECOND TIME BONUS-- on the second floor ledge with
the circular gap in the middle.  Enter the room on the other side then quickly
move up the stairs to the left.  Hit the --90 SECOND TIME BONUS-- in the room
then pick up the combo chest.  Kick open the door and a red barrel will be to
the side.  A chicken enemy is around the current area, so find the chicken and
kill it.  Let the chicken be your first enemy.

Kick through the double doors then run toward the enemies off to the right and
fight them then break the --60 SECOND TIME BONUS-- up the steps to the left. 
It's important to stay on top for a while and fight enemies.  Hop down to the
middle ledge off to the right once the enemies stop spawning as much.  Don't
hit the 60 second timer on that middle ledge just yet though - fall down to the
bottom open area.  There should be camping Zealots in the area below that will
help you keep the kill combo, so be ready to kill them quickly.  Fight your way
to the --30 SECOND TIME BONUS-- and hit it.  Only grab the combo bonus if the
combo has been broken.

Stay and fight in the bottom area until enemies begin to stop appearing.  You
NEED to move toward the stairway that leads to the middle ledge once they stop
appearing, BUT it's good to have at least one enemy following you at that time.
When you move toward the stairs, enemies will drop from the ledge above the
stairs, but they will take time to drop, so your character needs to keep the
combo with the enemies that follow behind the character.  Fighting enemies on
the middle ledge can be a good idea since enemies will often spawn up top and
below then climb to the middle ledge.  Hit the --60 SECOND TIME BONUS-- on the
middle ledge at some point and then keep dropping and climbing to a new area to
make sure that you always have enemies.

Constantly move to the bottom, then move back to the stairs and up to the
middle ledge then drop again.  You need to repeat this pattern in order to make
camping enemies from the top and lower levels come to your character.  There
will be times where only a few enemies will appear, so be ready to keep the
combo with a sudden blast from a powered weapon.

When Executioners appear, use hand grenades to stun them and a powerful weapon
to damage them.  If your character has a rocket launcher then allow two of them
to group then fire the rocket in between them both to kill them off.  It's not
very hard at all to dodge an Executioner's attacks and fight around one.  Their
attacks are very slow.  When Cephalos spawn from a Zealot, toss a flash grenade
or throw a hand grenade under it.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Giant Killing [to help in defeating the Executioners quicker]

Recommended Weapon Sets:

- Extra Weapon Set [the Red 9 works great for damaging Zealots quickly]
- Krauser [kill two Executioners with one rocket launcher]
- Rebecca [Explosive round spam on Executioners]
- Barry [M500 magnum can kill the Executioners quickly]
- Wesker [even with the health flaw his weapons are great for Executioners]
- Chris/Jill [their shotguns work great for Executioners in close range]

Recommened Characters:

- HUNK, Krauser
  [WEAPONS: Barry weapon set]
  [SKILLS: Old School, Lucky 7, Giant Killing]

Both Krauser and HUNK's front and back leg stun melees are instant kill which
will help in killing off Zealots quickly and preventing plagas spawns. 
Krauser's stinger melee is highly effective with how quick it is for an instant
kill melee.  When the Executioner appears, blast him once with the M500 to stun
him then shoot him once with the Dragunov then melee him before he gets up to
kill him with a melee.  The Lucky 7 will add bonus time to your total time per
kill when a "7" is on the clock.

- HUNK, Chris, Jill, Wesker, Barry, Rebecca
  [WEAPONS: HUNK weapon set]
  [SKILLS: Old School, Reversal, Weapon Master]

Get in low health then use the P8 handgun and flash rounds to set up deathblow
melees.  The deathblow melees will cancel all possible plagas for the
characters that I listed - HUNK's side kick is highly effective in this mission
as usual.  Try to save flash rounds for groups of enemies.  The Weapon Master
skill will give your character a chance to heal after dying status and still
retain red health with its low recovery effect.  When the Executioner appears,
blind him with a flash round then spam him with the AK.  Hit him with all shots
after a stun and a full clip of the AK should kill him.

                                                                         [ML52]
============================
Mission Level 5-2: The Mines
============================

This level has an easy normal enemy variety.  Your character will fight a
constant wave of Town Majini and Bui Kichwa enemies.  The Bui Kickwa enemies
can really mount up at times unlike most stages, so watch out for their sudden
jumping grabs.  The main hard part about this mission is the chainsaw boss that
spawns throughout the run - Super Salvador.

Super Salvador is a large chainsaw wielding Ganado that swings his chainsaw and
runs at high speed.  His attacks all cause dying status and he will kill a
player right after they get knocked into dying status.  It's best to stun him
by shooting him in the legs with a magnum or by tossing a hand grenade at him.
An explosive round from a grenade launcher will instantly stun him as well.

While he is stunned, your character can perform a deathblow melee that will
take off quite a bit of damage from him.  Always try to fight him while other
enemies are in sight if you want to keep the current kill chain going.  He is
going to take a lot of firepower to kill and you need to restun him constantly.

Enemies: Town Majini, Bui Kichwa, Super Salvador

Time Bonus List:

- On top of the wooden platform in the open area (30 seconds)
- On the ledge in the far north of the open area (60 seconds)
- In the alcove on the bottom floor of the open area (90 seconds)
- In an alcove in the back tunnel (30 seconds)
- Next to some crates in the very back of the tunnel (60 seconds)

Combo Bonus List:

- On the west side of the top ledge in the north open area
- In the west side of the back tunnel

Make sure to start on the platform in the open area.  If the game starts your
character in the tunnel, restart until you get the wooden platform starting
point.  Hit the --30 SECOND TIME BONUS-- on the platform then run across the
bridge to the right and pick up the combo bonus in the combo chest.  Start
killing Majinin on your way to the --60 SECOND TIME BONUS-- on the middle
portion of the ledge then fall off the ledge.  Run into the alcove on the right
side of the open area then hit the --90 SECOND TIME BONUS-- inside.

Only enter the tunnel once the enemies stop spawning.  Run to the back and
break the --30 SECOND TIME BONUS-- and the --60 SECOND TIME BONUS-- in the back
portion of the tunnel.  Be sure to find the chicken in the back tunnel and kill
it also.  Super Salvador will spawn eventually, so be ready to stun him with a
hand grenade.

It's best to fight Super Salvador in an area with surrounding Majini.  If he
appears in an area with no Majini, try to quickly run by him and find an area
with Majini so that you can keep the current kill combo while fighting him -
toss hand grenades to stun him.  Super Salvador is the only true enemy that
makes this map hard.  The normal enemies are all very easy for the most part.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Giant Killing [to help in defeating Super Salvador quicker]

Recommended Weapon Sets

- Rebecca [the explosive rounds will instantly stun Super Salvador]

Recommended Characters:

- Chris, Jill, Rebecca, Wesker, Barry, Claire

  [WEAPONS: Extra Weapon Set (Red 9)]
  [SKILLS: Old School, Lucky 7, Giant Killing]

With the Red 9, any character listed above can kill with a single leg stun from
the Red 9 followed by a frontal leg stun melee.  Wesker can melee kill the Bui
Kichwa in the stage with his dash, so he really is the best character listed
above.  Use the 2-way grenade launcher to stun Super Salvador then hit him with
a deathblow melee while he is stunned. It should only take a few shots followed
by a melee to kill him with Giant Killing equipped.  Super Salvador is your
biggest obstacle in this stage, so when he appears, focus all attention on him
and kill him while trying to keep the kill combo going!

                                                                         [ML53]
============================
Mission Level 5-3: Ship Deck
============================

This Ship Deck level has almost nothing but Base Majini as the main enemies.
Some of them will carry iron shields later in the run.  It's best to kill all
the iron shield carriers with an instant kill melee since they are all scripted
Cephalos.  The boss enemy for this level is the Garrador.

Ship Deck has much the same problem as the Castle levels - it is such a big
stage, so Majini will spawn in areas and camp there and reduce total enemy
spawn in other areas.  It's very important that a player move around the map
constantly in order to make camping Majini attack.  If your character doesn't
move around the map while fighting, enemies will eventually stop spawning and
the combo will be lost easily.

Enemies: Base Majini, Base Majini with shields, Garradors

Time Bonus List:

- On top of the stack of crates in the southeast (60 seconds)
- In an open area below some crates near the chicken area (90 seconds)
- On top of a tall stack of crates above a tunnel in the northeast (90 seconds)
- In an alcove in the the north/across from a crate corridor (60 seconds)
- In an alcove in the northwest (90 seconds)
- Outside of a gate in the west (60 seconds)

Combo Bonus List:

- Lying beside a crate along the stack of crates in the southeast. Near a 60
second time bonus.
- On the ground near an alcove in the northwest portion of the map.

Make sure that you start at the starting point on the stack of crates in the
southeast portion of the map.  Hit the --60 SECOND TIME BONUS-- near the
starting position then turn to the right and fall down the side of the crates.
Run by the Majini and kill the chicken on the crates.  Drop down to the
southeast area and break the --90 SECOND TIME BONUS--.  Climb the ladder and
move across the crates to the north then drop.  Climb the second ladder on the
left and break the --90 SECOND TIME BONUS-- on the high stack of crates.

Fall off the side and find the --60 SECOND TIME BONUS-- in the alcove off to
the right - its right across from the crate corridor.  Run to the northwest and
pick up the combo bonus near the alcove with the next time bonus.  Hit the --90
SECOND TIME BONUS-- in the alcove and then start fighting the Base Majini in
the area.  Work your way to the --60 SECOND TIME BONUS-- on the other side of
the tunnel to the side - it's right in front of a gate.

Enter the open area with the red barrel since several Base Majini will lurk
there.  Fight your way back to the tunnel eventually then move along the crates
in the north since Majini will camp around those areas.  Be sure to return to
the open area with the red barrel eventually.

When the Garrador arrives, have a proximity bomb or hand grenade ready to stun
him and keep the combo while he is there.  Spam his back plagas with a high
powered weapon and try to defeat him as quick as possible.

It can be quite hard at times to keep the combo in this stage because of the
Garradors and the lack of enemy spawn overall.  You'll have to keep moving to
different portions of the map to make camping Base Majini come to your
character.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Giant Killing [to help in defeating the Garradors quicker]

Recommended Weapon Sets

- Barry [the M500 will make quick work of a Garrador when the back plagas is
hit]
- Rebecca [the explosive rounds will easily knock down a Garrador]

Recommended Characters:

- Any character [WEAPONS: Rebecca's weapon set]
                [SKILLS: Old School, Lucky 7 or Combat, Giant Killing]

A machine gun comes in great use on this stage with all the Base Majini with
armor on it.  When you need a shot for a stun, you'll always be able to make a
quick shot with the machine gun.  It's really up to you whether your characters
uses Lucky 7 or Combat.  Combat will boost your melee attacks, so if a Base
Majini falls from one shot, your character is more likely to be able to kill it
with a ground melee without having to set up a critical ground melee on the
Base Majin's head.  It's still not too bad to give up Combat for Lucky 7's
added time bonus however.  Be sure to leg stun and instant kill melee all iron
shield Majini, since they are scripted Cephalos!

Giant Killing is the main skill that is needed for this Ship Deck stage if you
use a machine gun.  When a Garrador appears, it will sometimes be alone and
your character needs to make a kill quick!  With Giant Killing, it will greatly
increase your chances of killing the Garrador with machine gun fire to its back
plagas.

                                                                         [ML54]
=========================
Mission Level 5-4: Prison
=========================

Prison is a very unique stage compared to other stages that you've played so
far.  It has been toned down a bit by removing the basement that was in RE5
Mercs, but the stage is still really big.  The stage requires a player to move
throughout its many rooms constantly in order to make camping Base Majini come
to your character.  If you stay in one area, the enemy spawn will become very
dry.

The main enemies a player will face on Prison is Base Majini.  Every now and
then one will carry a metal shield and a rocket launcher, so be on the lookout
for them.  Plenty of the Base Majini will spawn a Duvalia once they are killed.
The Duvalia mutation animation looks much like a Base Majini swelling up to
explode except it makes a screaming sound right before its chest bursts open to
reveal the Duvalia.

Be ready for Duvalia spawns and instantly toss a flash grenade at the Duvalia.
Early Duvalia spawns can be a real pain when your character doesn't have a
flash grenade.  If you get one early, either take your chances and fight it off
by weakening its legs and then shooting the mouth as it falls or run from it
and wait for a flash grenade item drop from an enemy.  It's really best to run
and wait for a flash grenade, especially if the Duvalia has leg armor.

Black Executioners will spawn every now and then.  One of them actually starts
in the stage, so be ready to kill them quickly with your most powerful weapon.
They are silent enemies, so ALWAYS be on the lookout for an Executioner.  There
is nothing quite like having a combo break from getting suddenly hit from the
back with their axe.

Enemies: Base Majini, Rocket Launcher Base Majini, Metal Shield Base Majini,
Duvalias, Executioners (black)

Time Bonus List:

- Inside the top floor room on the south side of the Prison (60 seconds)
- In the middle room of the Prison (60 seconds)
- Near northeast ledge one floor above where the chicken pen is (90 seconds)
- On the northwest side of the Prison (90 seconds)
- On the southwest side of the Prison (90 seconds)
- Inside the southeast cell (90 seconds)

Combo Bonus List:

- Inside the top floor room on the south side of the Prison near a 60 second
timer.
- Inside the chicken pen on the northeast side of the Prison.
- On the raised area on the west side of the Prison

Make sure that you get the top starting point on the rail track.  From the rail
track, turn around and break the --60 SECOND TIME BONUS-- in the south room. 
Go back out onto the track and drop to the middle room.  Ignore the time bonus
in the middle room for now - you'll be back later.  Climb the ladder on the
east side of the room then move through the doorway off to the left.  Break the
--90 SECOND TIME BONUS-- off to the left.  Hop over the gap to the right and
enter the chicken pen area by moving down the set of stairs.

Hop over the wooden gate and kill the chicken then pick up the combo bonus from
the chest.  Start killing Base Majini at this point.  The Executioner that
starts in the stage should be nearby, so get ready to kill him.  Open the door
and run across the outside wooden walkway.  Kill Base Majini along the way. 
Try your best to keep the combo.  Break the --90 SECOND TIME BONUS-- on the
northwest side of the Prison.

Climb the nearby ladder and fall to the other side and break the --90 SECOND
TIME BONUS-- up ahead.  Try to keep the combo as much as possible.  If it
breaks early, pick up the combo bonus chest on the middle raised area.

What you do now is really up to you, but you NEED to go to all rooms on the
bottom floor of the Prison to activate enemies as they stop appearing. 
Constantly turn around and check for enemies.  They will often run up to your
character when you least expect it.  Return to the middle room and break the
--60 SECOND TIME BONUS--.  Stay in the middle area and fight until Base Majini
run out then open the east door and fight off Majini in that area.

After opening the east door, enter the left room and then move through the
right doorway in that room.  There should be a camping Base Majini off to the
left.  Be sure to break the --90 SECOND TIME BONUS-- in the southeast cell on
your way back around the Prison.  A player needs to continue to circle all
rooms in the Prison in order to keep the enemies flowing.  If you don't enter
new areas, Base Majini will stop appearing since so many will be camping out in
rooms while awaiting your arrival!

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Lucky 7 [to build extra time per melee kill]
- Giant Killing [to help in defeating the Executioners quicker]

Recommended Weapon Sets

- Hunk [his flash rounds will help for early Duvalias and he can take down the
Ex quickly if the Giant Killing skill is equipped]
- Rebecca [spam the Executioners with explosive rounds to kill them]
- Barry [the M500 can kill an Executioner quickly]
- Chris/Jill [their shotguns work great for killing a close range Executioner]

Recommended Characters:

- Any Character [WEAPONS: Barry's Weapon Set]
                [SKILLS: Old School, Combat, Handgun Technique]

The added Handgun Tenchnique skill in this set will make it to where the
Executioner can be killed with a body shot followed by a headshot from the M500
magnum so he won't be a problem at all when he shows up.  Each Base Majini can
be killed by shooting them twice to set up a stun then performing a melee. 
Iron Shield and fully armored Base Majini can be a problem with Barry's weapon
set because of the need for rapid fire to hit their unarmored areas however.

- Any Character [WEAPONS: HUNK'S Weapon Set]
                [SKILLS: Old School, Combat, Giant Killing]

It's good to start out using only the P8 handgun in this weapon set since the
AK will be your main boss killing weapon.  Stock up on ammo with the AK and
start to use it against Base Majini once your character collects over 100
machine gun bullets.

The Executioner can be killed with a single clip from the AK - stun him with a
flash round then blast him.  Any Duvalias that appear early can be killed with
a flash round.  Your character will get quite a few flash grenade pickups from
enemies so the flash rounds in this weapon set aren't really needed as much
later on.

                                                                         [ML55]
==================================
Mission Level 5-5: Deserted Island
==================================

This mission is the final mission of the game and it is much like mission 3-5
overall.  The main starting enemy in the stage are Zealots and the starting
bosses are Black Executioners.  Two Executioners will constantly spawn in this
stage no matter how many your character kills them off.  From the beginning
your character will have to face off against two Executioners.

Popokarimu will spawn after the 15th kill has been reached.  Your main priority
in this mission is to defeat Popokarimu after he appears.  An SS-rank can be
achieved very easily in this mission.  All a player really has to do is defeat
Popokarimu and still have time remaining to get an SS-rank basically.  The main
challenge is defeating Popokarimu with all the other enemies around in the time
limit.

The weapon set that a player chooses in this mission greatly affects the
possible score.  The weapon sets of Krauser (rocket launcher), Rebecca (grenade
launcher w/explosive rounds) and Barry (M500 magnum) will make quick work of
Popokarimu while other characters like HUNK and Claire will struggle more with
their default weapon set.

Enemies: Zealots, Executioners (Black), Popokarimu

Time Bonus List:

- Along the north side of the lower area (60 seconds)
- Along the south side of the lower area (60 seconds)
- Along a path outside the south tunnel entrance (90 seconds)
- Outside the north tunnel entrance (90 seconds)

Combo Bonus List:

N/A

The time bonus placement for level 5-5 is the same as it was in level 3-5.  The
only difference is that the time bonuses are now worth more time.  Depending on
the character that a player chooses, all that time might be needed.  Your
character will always start in the bottom area, but will be facing a different
direction randomly.  An Executioner will be at each end of the bottom area.

It's really up to you how you hit the time bonuses in this stage.  It's a good
idea to hit the two top timers before fighting however - the --90 SECOND TIME
BONUS-- at the south end of the tunnel and the --90 SECOND TIME BONUS-- at the
north end of the tunnel.  They are the most troublesome to get to once your
character starts fighting.

The kill combo is not really all that important in this mission.  It's good to
try to keep it as much as possible until Popokarimu arrives however. 
Popokarimu will spawn at the 15th kill.  Kill off the Executioners with a high
powered weapon and try to collect extra ammo from the surrounding breakable
objects before Popokarimu arrives - having several proximity bombs and ammo for
your most powerful weapon is very important!  Try to keep the Executioners near
each while fighting them at all times.  The explosion of the first one that
dies will heavily damage the other Executioner!

It's important that you save your ammo for your most powerful weapon for
Popokarimu.  It's best to stay in the bottom area around the center portion
when fighting Popokarimu.  Lay out a proximity bomb and have him run over it to
make him fall over then spam his tail weak point with your most powerful
weapon.  A promixity bomb is perfect for stunning him and killing/stunning the
enemies that surround him.

By staying in the lower middle area, you'll be able to group the Executioners
and Popokarimu and stun them all at once.  Popokarimu is the main target to
damage so most of your attention should be focused on him.  When two
Executioners are in the area, killing one of them can help greatly.

One of the hardest parts of this mission is the way the bosses can block your
character.  Popokarimu can easily block off a path and the Executioners will
get in the way a bunch.

As already mentioned above, the weapon set used for this mission is really the
determing factor as to how easy or hard the mission will be.  With Krauser's
weapon set, all a player has to do is hit Popokarimu's tail weak point with two
rocket shots and possibly a few extra hits.  With Rebecca, a player can stun
Popokarimu with the explosive rounds and then spam his tail weak point with
explosive rounds.  A grenade launcher will also give you the added flinch
invincibility frame when a grenade is shot at the ground near your character,
which can REALLY help for this mission.  Barry's M500 will make quick work of
Popokarimu and the Executioners - ammo can be an issue though, so try to
conserve and aim carefully.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Giant Killing [to help in defeating the boss enemies quicker]

Recommended Weapon Sets

- Krauser [two direct shots to tail weak point = dead Popokarimu]
- Rebecca [explosive rounds can stun and weaken Popokarimu quickly]
- Barry [The M500 magnum will kill off Popokarimu quickly]

_____________________________
M I S S I O N  L E V E L  EX \_________________________________________________
-------------------------------------------------------------------------------

                                                                         [EX01]
============================
Mission Level EX-1 - Village
============================

Time Bonus List:

- Inside the southeast corner of the northwest building (60 seconds)
- At the top of the hill in the southwest corner of the Village (90 seconds)
- Beside a wagon in the back of the southeast building (60 seconds)
- On the east side of the southeast building (90 seconds)
- On the second floor of the northeast building (90 seconds)
- Along the outside walkway that stretches across the northeast building.
  Northwest side. (90 seconds)

Green Herb List:

- On a wagon beside the stable in the southwest
- On a table beside the front door in the northeast building

Chicken Location:

The chicken walks around the northwest end of the Village - usually to the left
of the building while standing in front of the doorway there.

Enemies: Zealots, Wooden Shield Zealots, Dynamite Zealots, Rocket Launcher
Zealots, Garradors, Super Salvadors

Choose the starting point that is on top of the southwest building.  It's far
better to start there.  Run around the northwest side of the northeast building
then hit the --90 SECOND TIME BONUS-- there.  Break through the window of the
northeast building then hit the --90 SECOND TIME BONUS-- off to the left on the
second floor.  Hop back out the window and fall off the west end of the
northwest building.  Kick open the door of the building and hit the --60 SECOND
TIME BONUS-- inside.

A player can start fighting after hitting the 60 second time bonus in the
northwest building.  The chicken for this stage walks around the northwest end
of the map, so look for him there then shoot him.  Work your way to the other
time bonuses while fighting.  There is a --90 SECOND TIME BONUS-- up the hill
to the southwest, a --60 SECOND TIME BONUS-- beside the wagon in the back of
the southeast building and a --90 SECOND TIME BONUS-- on the east side of the
southeast building.  Hit them all while fighting.  Pick up some of the green
herbs on the map if they are along the way.

A Garrador will spawn from the east side of the Village after a few kills then
a Super Salvador will hop over the west fence after a few more kills.  If your
character has a rocket launcher, wait for both bosses to spawn then group them
and shoot them both.  With any other weapon besides the rocket launcher, kill
the bosses as they spawn.

It's a really good idea to get in a narrow space when fighting one of the
bosses.  The southwest hill is one of the best places to fight a boss without
the fear of getting grouped up on from all sides by Zealots.  There is an
explosive barrel at the top of the hill which helps a bunch in stunning a boss
as well.

The Garrador is not that much of a problem if it is knocked down with hand
grenades or a proximity bomb - you can just spam it's back plagas to quickly
kill it.  With Super Salvador, make sure that you're far enough away from him
then toss a hand grenade or plant a proximity bomb then run away.  Shoot him
with a weapon while he is stunned then hit him with a deathblow melee.

Try to keep the combo as much as possible when the bosses are not around.  Once
the bosses spawn, keeping the combo will take some explosives or shots with a
high powered weapon in order to hit enemies while you fight the boss.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Giant Killing [to help in defeating the boss enemies quicker]

Recommended Weapon Sets:

- Krauser [the rocket launchers will kill at least two bosses - group them]
- Rebecca [explosive rounds can stun Garradors and Super Salvador]
- Barry [the M500 magnum is good for both bosses]

Recommended Characters:

- HUNK, Krauser
  [WEAPONS: Barry weapon set]
  [SKILLS: Old School, Lucky 7, Giant Killing]

Since Krauser and HUNK's front and back leg stun melees are both instant kill,
they can really excel in this stage with lucky 7 equipped to extend the bonus
seconds at times.  Krauser is easily the best since his stinger is quite fast. 
They can only kill Zealot at at time, so it's best not stay out in the open and
risk getting surrounded.

With Barry's piercing handgun, shield Zealots will not be a problem at all
since they can be shot through their shields.  Garradors can be finish off with
a quick shot to the back plags with the M500 magnum after stunning them with a
hand grenade.  Super Salvador will fall fast if he is shot with the M500 with
the Giant Killing skill equipped.  Shoot him in the legs then fire at his
stunned body then hit him with a deathblow melee to damage him badly.

- Any Character [WEAPONS: Barry's Weapon Set]
                [SKILLS: Old School, Reversal, Weapon Master]

Barry's weapon set really shines on EX-1 because of his handgun with piercing
and his magnum that can kill both of the bosses quickly.  When equipped with
the Reversal and Weapon Master skills, get in low health and constantly set up
deathblow melees on Zealots.  Because of the high difficulty of this level, it
is NOT good to stand out in the open for very long - you really risk getting
hit by doing that.  Find a closed in area where only a few enemies will come at
a time like the hill in the southwest or just about any portion of the south
area.  The weapon master skill will keep your recovery low so that your
character can heal while in red and still stay in red health.

The weapon master skill will also boost the guns' capacity which really helps
out for the M500!  Stun a Garrador with a hand grenade then shoot it in its
back plagas with the M500 to instantly kill it.  With Super Salvador, he can be
stunned with a leg shot followed by a few more M500 shots.  It's quite hard to
keep the combo no matter what your character does on this mission.  Keeping the
combo nearly requires Zealots to be around most of the time (shoot the Zealots
with the rifle to keep the combo going while fighting a boss).

- Any Character [WEAPONS: Rebecca's Weapon Set]
                [SKILLS: Old School, Reversal, Weapon Master]

This weapon set is a bit safer than the Barry weapon set with the skills listed
above.  The best part about this weapon set is that your character gains 5
green herbs from the start and your character can use explosive rounds in a
tight situation.  Keeping the combo with this weapon set once a Super Salvador
arrives can be extremely hard though.  It's not as hard to get a high score in
EX-1 with this weapon set however.  It shouldn't be too much of a problem to
get an SS-rank while using this setup.

                                                                         [EX02]
==============================
Mission Level EX-2 - The Mines
==============================

Mission Level EX2 has a harder boss setup than the enemies that you have been
fighting so far.  Chainsaw Majini with purple pants and a Gatling Gun Majini
will appear every so often while fighting the normal Base Majini enemies.  The
Base Majini will sometimes wear leg armor, which can make them very annoying
from close range.  Always try to concentrate on the portion of the Base Majini
without armor to at least stagger it then stun it in the arm, leg or head.

The purple pants Chainsaw Majini fought in this mission will take several shots
with a high powered weapon before they die then they will simply fall over
without registering a kill.  The Chainsaw Majini will eventually get up and go
into a rage mode where they will run and swing their chainsaw.  They are very
weak at this point and can be killed off with a high powered weapon or hand
grenade/proximity bomb rather quickly.

The Gatling Gun Majini are only tough when they attack along with the Chainsaw
Majini mainly.  You'll often want to just lay down a proximity bomb then run
when they both show up at once.

Time Bonus List:

- On the east side of the ledge in the north open area (90 seconds)
- On the north end below the platform in the north open area (60 seconds)
- In the middle of the long tunnel (60 seconds)
- In a small alcove on the east side near the back of the tunnel (90 seconds)
- At the south end of the tunnel (90 seconds)

Combo Bonus List:

- On the bottom floor on the north end of the open area in the north.

Green Herb List:

- Inside the west alcove in the north open area
- Lying on some sandbags on the west side of the portion of the tunnel
- In the south portion of the tunnel, lying along some sandbags

Chicken Location:

The chicken will walk around the south portion of the tunnel.  It will likely
be in the very back.

Enemies: Base Majini, Rocket Launcher Base Majini, Iron Shield Base Majini,
Chainsaw Majini (purple pants), Gatling Gun Majini

It's best to start on the ledge in the north outside the cave.  Hit the --90
SECOND TIME BONUS-- up on the ledge then fall down below.  Hit the --60 SECOND
TIME BONUS-- below then pick up the combo bonus there and start fighting
enemies.  Work you way to the rest of the time bonuses in the cave.  In the
very back of the cave, find the chicken and kill it.

Your first boss will be a Chainsaw Majini with purple pants.  Try to kill him
early since the Chainsaw Majini in this stage will often cause a player to lose
the combo with the attention they need in order to be killed off.  Don't stand
in the tunnel portion of the cave when fighting Gatling Gun Majini.  It's best
to lure them to the south or north portion of the mines in order to have
obstacles to hide behind if they open fire.

You can easily lay down proximity bombs to set traps for both boss types.  It's
always best to kill each boss once it appears in the area.  Having both bosses
mount up on your character is VERY dangerous.

Recommended Skills:

- Old School (level 3) [for inventory reloading]
- Giant Killing [to help in killing the bosses faster]

Recommended Weapon Sets:

- Wesker [He has great power with his weapons and a magnum for stunning the
  Gatling Gun Majini.  He really has the best overall weapon set for this
  mission]
- Barry [His magnum can help for the bosses, but magnum ammo can be rare]
- Rebecca [explosive rounds will make QUICK work of the Gatling Gun Majini, but
  it takes several explosive rounds to kill the Chainsaw Majini]

Recommended Characters:

- Chris, Jill, Rebecca, Wesker, Barry, Claire
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Combat, Machine Gun Technique]

With Combat and Machine Gun Technique (Level 3), the low power to the MP5
machine gun won't even matter that much no matter which character that you use
since they're melees will be so powerful! It's good to pick a character without
an instant kill frontal melee for faster kills however.  Just spam the chest of
each Base Majini with about 4-5 shots then try for a leg stun shot then perform
a frontal leg stun melee to kill off most Majini for a melee kill.

Explosive rounds will help out greatly for each of the bosses in this level as
well.  The Gatling Gun Majini can be easily killed with 4 explosive rounds, so
keeping the combo on him will not be hard at all.  With the chainsaw Majini,
you're going to need Base Majini around while fighting him so you can shoot
them while damaging him.

Since your character will get proximity bombs and hand grenades, you can easily
kill the raging chainsaw Majini when he revives by tossing hand grenade at him
or by placing a proximity bomb in his path or right on his stunned body. 
Explosive rounds can work just as well at weakening the chainsaw Majini in his
raged state also.

                                                                         [EX03]
==============================
Mission Level EX-3 - Ship Deck
==============================

Mission Level EX3 is one of the hardest EX missions overall because of the boss
enemy variety.  A player will have constant Big Man Majini spawning on the map
and a Super Salvador will spawn quite often as well.  The Big Man Majini will
attack in groups of two at times.  Super Salvador will spawn very often on this
map.  He is the true boss of the map.

Rebecca's weapon setup works wonders for this mission because of your overall
invincibility.  Her weapon set will allow a player to start with 5 green herbs
which will give you invincibility while using one and her grenade launcher can
be shot toward the ground in front of a player to make them do a flinch
animation that will make the character invincible also.  You will need
invincibility with the enemy setup at times.

Time Bonus List:

- In the middle of the southwest open area (60 seconds)
- In an alcove in the south (120 seconds)
- In the middle dead end portion of the map (120 seconds)
- On a crate on the west side/almost above the tunnel (90 seconds)
- Along the east side near the tunnel (90 seconds)

Combo Bonus List:

- Lying on the ground behind a gate in the west.

Gree Herb List:

- Lying on the crates above the west tunnel
- On top of a crate and near some sandbags in the middle area.

Chicken Location:

The chicken will usually be walking around in the middle area that is
surrounded by crates.  It can move along the long path that leads to the area
and get out into the corrirdor that leads to the long path as well.

Enemies: Base Majini, Iron Shield Base Majini, Rocket Launcher Base Majini, Big
Man Majini, Super Salvador

Start in the northeast portion of the map.  Climb the ladder off to the left to
get on the crates then fall from the left (west) side of the crates.  Hit the
--90 SECOND TIME BONUS-- in front of the ladder up ahead.  This is the only
time bonus that is really out of the way, so you can drop and begin fighting
after hitting the west 90 second time bonus.  Work your way to each of the
other time bonuses on the map while fighting.  All the rest can be reached
without climbing any sort of ladder.

The chicken for this mission is usually in the middle area, though it can move
out and go west or east.  It really wastes more time than it's worth to kick
through the west gate and grab the combo bonus.  Fight Super Salvador in a
corridor area so Base Majini cannot surround your character.  The middle path
is the best place to fight him.

To keep up the enemy flow on this map, a player needs to climb up to the middle
area from time to time to activate camping Base Majini that will spawn then
stand on the top of the middle crates.  It's a good idea to circle around the
southwest side then climb the ladders to get on top of the middle set of
crates.  Once on top, Base Majini should be standing around on top of the
crates.  Drop to the middle area between the crates after fighting the Base
Majini then continue to the north and circle back to the southwest then retrace
your steps as enemies run out - return to the top of the middle crates and
repeat.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill Super Salvador and Big Man Majini quicker]

Recommended Weapon Sets:

- Rebecca [for invincibility through the many green herbs and explosive rounds]

Recommended Characters:

- Chris, Jill, Rebecca, Wesker, Barry, Claire
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Giant Killing, Lucky 7]

Rebecca's weapon set is really needed for this level to make it easier.  With
her many herbs, your character can easily heal if Super Salvador is in your
path in order to pass by him unharmed.  Giant Killing will help your character
to damage both Big Man Majini and Super Salvador quicker.  Big Man Majini will
fall with two explosive round shots or you can try to set up a melee kill with
one explosive round shot followed by MP5 leg shots then melee the Big Man
Majini.  When Super Salvador appears, stun him with explosive rounds or hand
grenades then spam him with explosive rounds or hand grenades before hitting
him with a deathblow melee.

You need to have enemies around to blast with explosive rounds while fighting
Super Salvador in order to keep the combo since he will not fall quickly, even
with Giant Killing equipped, but Giant Killing will make him die quicker when
shot with explosive rounds.  The Base Majini will all die after spamming them
with about 5-6 MP5 chest shots and shooting them in the leg for a leg stun then
hitting them with a frontal leg stun melee.

The Lucky 7 skill will help out a lot for an improved firing rate (level 3) for
the grenade launcher (allowing a player to spam explosive rounds more) and to
build extra time per kill when a "7" is displayed on the clock.  In order to
keep the combo in this level, you're going to have to make several combo saving
shots at times, and Big Man Majini will attack frequently, so you'll be needing
all the extra time that you can get!

                                                                         [EX04]
===============================
Mission Level EX-4 - Old Castle
===============================

Your character will have to face off against constant Garradors and Red
Executioners as this mission progresses.  The main normal enemy types are Base
Majini once against just like the last mission.  Being a castle stage, the
spawning can be very slow at times thanks to all the camping Base Majini in the
stage.  Thanks to the harder difficulty of this EX mission, a player is not
going to run out of enemies as often since they spawn quickly then aggressively
seek out the player rather than stand around.  They will still camp though, so
be prepared to move to other areas of the castle map often!

Time Bonus List:

- On the top of the north walkway (60 seconds)
- On the mid level ledge in the middle of the map (120 seconds)
- Inside the middle room on the south upper level (120 seconds)
- Inside the top room on the south upper level (120 seconds)

Combo Bonus List:

- On the southeast corner of the north walkway.
- On the east side of the bottom area.

Green Herb List:

- On the east side of the bottom area.
- On the middle portion of the stairs in the south upper level (in between
  rooms)

Chicken Location:

The chicken is found on the mid level ledge.

Enemies: Base Majini, Iron Shield Base Majini, Garradors, Executioners (red)

Choose the starting point that is up on the high walkway.  Run to the left and
break the --60 SECOND TIME BONUS-- at the top of the steps.  Move back to where
your character started then kick open the set of double doors.  Enter the room
through the door off to the left and break the --120 SECOND TIME BONUS--
inside.  Move down the steps and break the --120 SECOND TIME BONUS-- in the
room below.

A player can start fighting after breaking the second 120 second timer since
all of the more hard to reach timers are broken.  The only other timer is on
the middle ledge which can be gotten to by moving up the west stairs in the
bottom area.  The chicken for this stage is also on the middle ledge, so be
sure to move up there and kill it.

It's good to fight in the bottom area or on top of the middle ledge - you'll
have to alternate between the two to keep the combo on this level due to the
camping Base Majini that will appear in both areas.  The first two Garradors in
this stage will spawn at the same time on the top level.  Most of the later
boss enemies will spawn in the bottom area. The red Executioners all seem to
spawn near the bottom combo bonus chest.

Use proximity bombs when you get two bosses at once.  Always try to kill a
Garrador as quickly as possible by shooting its back plagas with a powered
weapon.  If enemies stop spawning, run up the stairs and get on the middle
ledge.  If they still don't spawn, climb to the top level and fight there for a
while then return below.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill Red Executioners quicker]

Recommended Weapon Sets:

- Wesker [His L. Hawk magnum is perfect for shooting the plagas on Garradors
and his Hydra quickly damages Red Executioners]
- Rebecca [Her explosive rounds will easily knock over Garradors and her MG can
be used to spam their back plagas]

Recommended Characters:

- Chris, Jill, Rebecca, Wesker, Barry, Claire
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Giant Killing, Lucky 7]

Since this stage has so many Garrador enemies, Rebecca's weapon set really
works the best.  The Giant Killing skill will help the machine gun and the
grenade launcher take off a bunch of damage from both the Garrador and
especially the Red Executioner.  Knock a Garrador to the ground with explosive
rounds and then spam its back plagas with the MP5.

For the Red Executioner, the Lucky 7 skill will improve the grenade launcher's
rate of fire allowing your character to spam the Executioner more with
explosive rounds.  In order to keep the combo while the Executioner is around
you will have to have Base Majini around to kill off with the explosion since
the Red Executioner will take several explosive rounds to kill.

The normal Base Majini will not be much of a problem with the MP5 and your
character's normal melees.  Shoot them about 5-6 times in the chest then shoot
them in the leg for a leg stun then melee them to kill the majority of them.

                                                                         [EX05]
============================================
Mission Level EX-5 - Public Assembly (Night)
============================================

Well, if it isn't that old RE5 Mercs theme that I now mute constantly on RE5
Mercs!  Well, it sounds kind of good to hear it again for once actually!  The
main enemy for this mission are Zealots once again.  They carry wooden shields,
rocket launchers and dynamite at times.  The main bosses are Black Executioners
and Red Executioners.  The boss enemies are mainly hard just from their massive
HP amounts.  The Red Executioner has a large amount of health, so he will take
some hefty firepower.  It's good to fight them out the in the open with many
enemies to keep the combo easily while fighting them.

Time Bonus List:

- In the south behind the concrete wall outside the building (60 seconds)
- Inside of the east building in the middle area (90 seconds)
- Outside of the north window of the west building (90 seconds)
- On top of the west building rooftop (60 seconds)
- In the north waterway, this time bonus is on the west side (90 seconds)

Combo Bonus List:

- On the very top of the Executioner platform - the front faces east!
- Inside of the small shack on the west side of the bus in the middle of the
  assembly.

Green Herb List:

- On a barrel outside of the bus (northwest side)

Chicken Location:

The chicken roams around the middle of the assembly.

Enemies: Zealots, Rocket Launcher Zealots, Wooden Shield Zealots, Dynamite
Zealots, Executioner (Black), Executioner (Red)

Start this mission at the starting point on the rooftop.  Run and hit the --60
SECOND TIME BONUS-- on the building rooftop near the bus.  There are two timers
in the middle area that can be troublesome to get to while fighting enemies,
but they can be saved, so it's really up to you whether you hit them from the
beginning or not.  The --90 SECOND TIME BONUS-- inside the east building and
--90 SECOND TIME BONUS-- behind the small gate near the west building window
both risk the combo if you leave them and hit them while fighting since enemies
don't usually appear in the area of the two timers so it can be good to hit
them early.

Be sure to hit the --90 SECOND TIME BONUS-- at the west end of the north
waterway before killing the first enemy.  After that time bonus is hit start
fighting on the way out of the waterway.  Hit the --60 SECOND TIME BONUS-- at
the far south end while fighting.  It's very easy to hit while fighting
enemies.

The first Black Executioner will spawn earlier in the north.  The first Red
Executioner will spawn in the north as well.  At times, both a Black
Executioner and Red Executioner will be in the area at the same time.  Toss a
grenade to stun them if needed.  A grenade explosion can also be a good way to
keep the combo while fighting, but remember that these are Zealot enemies that
you're fighting, so they can survive a grenade explosion if the hit is not
direct.

Be on the lookout for Rocket Launcher Zealots since they can easily hit your
character with a rocket while you fight the Executioners.  The dynamite Zealots
on this mission can help out at times.  Their dynamite can be shot to make an
explosion that will stun the bosses and keep the combo.  When fighting both
Executioners together, try to lure one into the explosion of a dying
Executioner and that will damage it greatly!

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill the Executioners quicker]

Recommended Weapon Sets:

- Extra Weapon Set [the Red 9 works great for damaging Zealots quickly]
- Wesker [his Hydra will kill the Executioners fast]
- Rebecca [her explosive rounds are really good for stunning the Executioners]
- Barry [his magnum is good for damaging the Executioners quickly]
- Krauser [group two Executioners together then fire a rocket at them]
- Chris & Jill [both of their shotguns can be good for killing the
  Executioners]

Recommended Characters:

- Any character
  [WEAPONS: Extra weapon set (Red 9)]
  [SKILLS: Old School, Giant Killing, Lucky 7]

The Extra Weapon set can work very well for weakening the Zealots for a melee
kill and killing the bosses in this level!  A chest shot followed by a leg shot
for a leg stun with the Red 9 will set up most Zealots for a melee kill with
most characters.  Krauser shines the most out of any character with his quick
Stinger frontal leg stun melee that kills instantly.  With Krauser, a player
can just constantly work on getting leg stuns with the Red 9 then perform
constant Stingers on single Zealots.

Both the Red Executioner and the normal Executioner will fall quite fast to the
2-way grenade launcher while Giant Killing is equipped.  The normal Executioner
will fall within about four shots.  This Public Assembly stage's spawning can
get so intense that your character will likely have to use the grenade launcher
to control crowds when surrounded.  Simple melee killing will not work as well
on this stage since setting Zealots up for melee is a problem with their HP
levels.  It's very easy to have time leftover without the need to melee kill
most enemies in this stage unlike other stages.

Keep in mind that rocket launcher Zealots have more health than other Zealots
and dynamite Zealots have less health.  Dynamite Zealots should be killed
immediately when they are in a crowd since they will race forward and try to
grab the instant that they light their stick of dynamite.  The combo can be
lost so easy with a dynamite Zealot grab in this level.

- Krauser, HUNK
  [WEAPONS: Barry weapon set]
  [SKILLS: Old School, Giant Killing, Lucky 7]

As already mentioned in previous Zealot stages, Krauser works very well against
Zealots with his Stinger frontal leg stun melee.  With Barry's weapon set, he
can easily be the best character for this stage.  Equip Giant Killing so that
the Executioners fall quickly to the M500 magnum then equip Lucky 7 to boost
your time bonus per kill in some periods and Krauser will work quite well on
this stage.  HUNK can work well on this stage with Barry's weapon set as well,
but his instant kill melees will take longer.

- Any character
  [WEAPONS: Barry weapon set, Rebecca's weapon set, HUNK's weapon set]
  [SKILLS: Old School, Reversal, Weapon Master]

If you favor living on the edge, get in low health and set up constant stuns
then perform Deathblow melees on Zealots with Reversal equipped.  This can work
well with both Barry's, HUNK's and Rebecca's weapon set but Barry's will allow
for quicker boss disposal.  With the other two weapon sets, that Red
Executioner is not going to fall quick.  HUNK's weapon set can help out quite a
bunch with its flash rounds since Zealots do not wear iron helmets in this
level, but... you've got a Red Executioner with tons of health to deal with and
he doesn't fall easily to HUNK'S weapons.

All of the mentioned weapon sets have a weapon with piercing to deal with
wooden shield Zealots much better.  Besides setting up melees, the flash rounds
in HUNK's weapon set work good for quick disposal of dynamite Zealots as well -
just fire a flash round to make a dynamite Zealot explode and rid yourself of
his nuisance.  The Weapon Master skill will keep your character in red health
even after a heal from dying status as usual.

NOTE: You could also try the above skill setup with the extra weapon set.  The
Weapon master skill will boost your capacity for each weapon which can help out
for spamming the Red 9 and 2-way grenade launcher.  The main problem with the
extra weapon set is that you will not have piercing for when the wooden shield
Zealots arrive.

                                                                         [EX06]
====================================
Mission Level EX-6 - Deserted Island
====================================

Once again, the main enemy are Base Majini.  Duvalias will spawn from random
Base Majini every now and then.  All Iron Shield Base Majini and Rocket
Launcher Base Majini are scripted Duvalias, so kill them with an instant kill
melee if your character has one.  If not, prepare to fight the Duvalia!  Flash
grenades will be dropped from Base Majini every now and then, so be sure to
collect them.  The only boss enemy on this mission is the Gatling Gun Majini.
He will appear quite frequently, so always be ready to deal with him.

Time Bonus List:

- On top of the northeast hill (60 seconds)
- Right outside the north tunnel entrance, climb the ladder outside the tunnel
  and this will on the top ledge - it can also be reached through the north
  zipline (120 seconds)
- In the middle of the west tunnel (90 seconds)
- Outside the south portion of the tunnel, there is a path to the east - this
  time bonus is along that path (60 seconds)
- Inside the north tunnel in the bottom area (120 seconds)

Combo Bonus List:

- In an alcove in between the south tunnel entrance and the southwest hill.

Green Herb List:

- Lying along the path in between the south tunnel entrance and the southwest
  hill.
- Lying on a stack of blocks at the south end of the bottom area.

Chicken Location:

While moving along the path outside the south portion of the west tunnel, there
is a section of broken wall that can be hopped over.  The chicken is trapped in
that area.  A player can also climb the wooden ladder in the bottom area to
reach to this area.

Enemies: Base Majini, Rocket Launcher Base Majini, Iron Shield Base Majini,
Duvalias, Gatling Gun Majini

Start from the top starting point for this mission.  Your character will start
right near the zipline.  Use the zipline to swing across to the ledge on the
other side.  Fall down to the lower ledge and hit the --120 SECOND TIME
BONUS--.  Run along the path to the right and break the --60 SECOND TIME
BONUS-- near the ladder off to the east.  Start killing enemies from here.

Pick up the combo bonus chest in the alcove on the path to the hill.  Drop
below and kill the Base Majini on the way to the south.  Hit the --60 SECOND
TIME BONUS-- along the path at the top of the south stairs and the --90 SECOND
TIME BONUS-- in the west tunnel.  The chicken is trapped inside of the section
of broken walls near the 60 second time bonus along the path outside the cave,
so hop over the wall and kill it.  Only go through the west tunnel if there is
an enemy along the way.  The combo can be easily lost if there if a Base Majini
isn't there.

Stay in the bottom area and fight there for the most part.  Hit the --120
SECOND TIME BONUS-- in the north tunnel when you can.  Move to the south and
move up the stairs then run to the north and climb the ladder every now and
then to make the camping Base Majini in those areas come to your character.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill the Gatling Gun quicker]

Recommended Weapon Sets:

- Rebecca [Her explosive rounds totally murder the Gatling Gun Majini very
  quickly]
- HUNK [His flash rounds come in handy for sudden Duvalia spawns and he can
  also use flash rounds to stun the Gatling Gun Majini and set him up for
  deathblow melees]
- Wesker [His weapon set is still good here, but its overall power isn't needed
  as much this time]
- Barry [Sort of like Wesker, his magnum is a bit overboard for the bosses, but
  he's still got a good weapon set for the stage]

Recommended Characters:

- Chris, Jill, Rebecca, Wesker, Barry, Claire
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Combat or Machine Gun Technique, Lucky 7]

If ever there was an EX stage where Rebecca's weapon set shines the most above
all others, it is stage EX-6.  The main boss enemy is a Gatling Gun Majini and
the explosive rounds completely annihilate him within four shots!  The Base
Majini are not that strong, so a player can get by with simply boosting the
power of the machine gun or character melees.

Duvalias can be easily forseen on this stage for the most part.  All rocket
launcher and iron shield Base Majini are scripted Duvalias, so a player can
kill those type of Majini with an instant kill melee to cancel the Duvalia.  If
an unexpected Duvalia emerges, use a flash grenade to kill it off.

                                                                         [EX07]
=================================
Mission Level EX-7 - Missile Area
=================================

This Missile Area EX mission requires a bunch of firepower.  Zealots are the
main enemy here and they have around 2000 health each!  Zealots with wooden
shields will spawn constantly in this stage.  Don't be surprised to have two
that might surround your character at times.  If they ever get in the way too
much, take out a powered weapon and shoot them without even trying for a melee.
With the high level of enemy aggression by now, the wooden shield Zealots will
get right up in your face constantly - piercing weapons are basically a
necessity for this Missile Area stage.  This is the type of stage where a
player might have to hurt their own character with an explosive to keep the
combo thanks to the constant enemy assault and overall tough enemy groups here.

The boss enemies in this mission are Super Salvadors and Chainsaw Majini with
purple pants.  Both of them have a great deal of HP.  The Chainsaw Majini will
not register as a kill after they drop the first time.  Be ready to kill them
when they get up and go into berserk status.  Both of them spawn quite often
throughout the mission.

Time Bonus List:

- Inside the top floor storage room in the north (60 seconds)
- On bridge beside the suspended platform in the north (90 seconds)
- Inside the north shaft area (60 seconds)
- On the east side of the middle area (30 seconds)
- To the right of the steps that lead to the middle area on the west side (120
  seconds)
- In the far southeast corner of the Missile Area (90 seconds)

Combo Bonus List:

- On the second floor suspended platform in the north
- On the suspended platform in the south (west portion)

Green Herb List:

- Lying on a crate near the west side of the middle area.
- On a table in the southeast area.

Chicken Location:

The chicken moves around the southeast area.  This area has steps leading to
the conveyor belt in the middle of the Missile Area.

Enemies: Zealots, Wooden Shield Zealots, Super Salvador, Chainsaw Majini
(purple pants)

Start on the top walkway.  You can actually try killing from the beginning on
this mission.  Rush into the storage room and hit the --60 SECOND TIME BONUS--
inside.  There should be some Zealots inside, so kill them if you've already
started killing.  Once your character moves back outside the storage room,
Zealots should already be piling up outside.  Run over the suspended platform
then pick up the combo bonus inside the safe on the platform.  Hit the --90
SECOND TIME BONUS-- on the bridge beside the platform.

It's really up to the enemy flow where you want to go while up top.  If Zealots
start jumping onto the platform your character was just on then hop back over
to the platform and kill them then jump down to the bottom floor via the middle
shaft area.  If there are no Zealots near the platform hop down the ladder on
the opposite side of the bridge and look for Zealots below.

Either way, hit the remaining time bonuses below while fighting.  Make sure
that enemies appear on the way to the 30 second time bonus in the middle
portion of the map.  Zealots should appear quite often throughout this stage.
If they ever stop appearing then run toward the south or north area.  They like
to camp in the south area quite a bit.  Some of the Zealots will camp out on
the conveyor belt also, but overall, few enemies will group on the conveyor
belt, so it's risky to the kill combo to get on it often.

The bosses can be dealt with in just about any area.  It's good to use a
proximity bomb to stun them both while they follow if your character doesn't
have any other type of explosive weapon.  Super Salvadors and Chainsaw Majini
will appear together quite often on this stage.  They can be lead onto the
middle conveyor belt where the gas canisters can be shot, but fighting them in
any other area is just as good really.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill the Super Salvadors and the Chainsaw Majini quicker]

Recommended Weapon Sets:

- Wesker [his Hydra and L. Hawk will help out greatly for damaging the bosses]
- Extra Weapon Set [the Red 9 works great for damaging Zealots quickly and the
  2-way grenade launcher will damage the bosses greatly with direct hits]
- Rebecca [her explosive rounds work well for Super Salvador and they can work
  good for the Chainsaw Majini also]
- Barry [his M500 will easily stun and kill both bosses quickly]
- Krauser [group both bosses together and fire one of his rockets]

Recommended Characters:

- Any character
  [WEAPONS: Extra weapon set (Red 9)]
  [SKILLS: Old School, Giant Killing, Lucky 7]

The 2-way grenade launcher and the Giant Killing skill is nearly a necessity
for a high score in this level.  Super Salvador and the purple pants chainsaw
Majini will often show up all at once and you'll want to kill them both fast!
The 2-way grenade launcher's explosive rounds will damage them both quickly
when the Giant Killing skill is equipped however.  Plant a proximity bomb over
the body of the Chainsaw Majini and the bomb will kill it the instant that it
revives!

The Red 9 can weaken Zealots within two shots to where just about any melee
will kill them.  Once again, Krauser is the best character to use here with his
Stinger instant kill melee, but even he will really need the 2-way grenade
launcher in the extra weapon set to make boss killing easier.  Wooden shield
Zealots will appear often in this stage and can be a pain with a Red 9 handgun
- use the grenade launcher to kill them if they become a nuisance, which they
will most likely.

- Any character
  [WEAPONS: Barry's weapon set]
  [SKILLS: Old School, Giant Killing, Combat]

Barry's weapon setup can work well with Giant Killing for this level.  The best
part about his weapon setup is that his handgun has piercing which will make
the wooden shield Zealots MUCH easier.  The main flaw with his weapon set is
that his magnum is a single boss killing weapon and both bosses have a habit of
appearing at the same time.  This weapon set can work well but the bosses can
be a problem with it.

In order to kill Zealots with Barry's handgun, you're going to have to shoot
each one in the chest about 3-4 times before even thinking about setting up a
stun for a melee kill.  Krauser and HUNK can instant kill with their leg stun
melees though, so they are best with this weapon set.  Other characters aren't
too bad with the handgun, but you will go through handgun ammo quickly!

                                                                         [EX08]
===========================
Mission Level EX-8 - Prison
===========================

This EX Prison mission is much like the last Prison mission in terms of overall
enemy spawning - it can have several camping enemies.  Once again, the main
enemies are Base Majini which can carry iron shields and rocket launchers.  No
Duvailas will spawn from Base Majini this time.  Iron shield Majini will mainly
spawn toward the middle portion of a run and they will spawn in a great number!

Chainsaw Majini with purple pants and Red Executioners will spawn and attack
throughout a run on this stage.  They are both a great threat to the combo and
a player is very likely to lose the current kill combo while fighting both of
them.  The Red Executioner has a bunch of health and the only weapon that can
kill him instantly is a rocket.  It is possible to lure the Red Executioner
into targeting range of an enemy rocket and have the enemy rocket hit him and
kill him instantly. That is actually worth the dying status if your character
gets hit with the rocket!

Keeping the combo in this Prison stage is extremely hard once both of the
bosses appear.  They will often appear together.  The Red Executioner has tons
of health and the Chainsaw Majini will not count as a kill the first time it
falls, so that can really complicate keeping the combo while fighting the
bosses.

Like the last Prison mission, a player will have to constantly move around the
different rooms of the map to lure out camping enemies.  If you stay in one
area for too long, you'll run out of enemies.  It's actually good to have
enemies that will follow behind your character when moving to a different area
just so you have some enemies to keep the current kill combo.  Always be ready
to keep the current kill combo with a powered weapon if needed.

Time Bonus List:

- On top of the high platform on the west side (90 seconds)
- Inside the south room to the north of the cell tunnel (90 seconds)
- In the middle of the north wooden walkway (90 seconds)
- Beside the stairs on the bottom floor of the west corridor (90 seconds)
- On the second floor, this is on the middle of the train tracks that extend
  above the middle room (90 seconds)
- In the northeast, this is above the chicken pen on the second floor (90
  seconds)

Combo Bonus List:

- On the south side of the middle room on the bottom floor
- Inside the north room at the far north end of the cell corridor on the bottom
  floor
- On the west side of the long north room on the second floor

Green Herb List:

- At the south end of the cell corridor on the east side
- Inside the chicken pen this is on the back set of shelves

Chicken Location:

The chicken is inside the chicken pen on the bottom floor in the northeast
Prison room.

Enemies: Base Majini, Iron Shield Base Majini, Rocket Launcher Base Majini,
Duvalias, Executioner (red), Chainsaw (purple pants)

It's best to start on the west side of the Prison.  Your character will start
near the --90 SECOND TIME BONUS-- on a high platform, so turn to the right and
hit it.  Turn to the north and fall off the ladder.  Hop through the window off
to the right and hit the --90 SECOND TIME BONUS-- to the left of the stairs off
to the right.  Move up the stairs and kick through the door off to the left.

Walk out onto the tracks and hit the --90 SECOND TIME BONUS-- on the tracks. 
Fall down to the middle area by dropping from the tracks and pick up the combo
bonus inside the chest in the middle room then start fighting the Base Majini
in the room.  The bosses will appear in view soon - they actually start in the
stage.  You're likely to lose the combo while fighting the bosses, so try to
kill them as soon as they appear.

Leave the middle room eventually.  Don't wait until there are no enemies. 
Leave before the enemies stop appearing then circle around the east side of the
Prison and head south.  Move to the west while in the south corridor and hit
the --90 SECOND TIME BONUS-- in the hallway along the south corridor.  Climb
the ladder on the west side and hurry to the other side.  There will most
likely be enemies on the other side of the high platform.

Fight the enemies and move onto the north walkway.  Hit the --90 SECOND TIME
BONUS-- on the north walkway then move to the east.  Enter the chicken pen area
and shoot the chicken that is in the pen.  The chicken will help to keep the
combo.  Move up the stairs and hit the --90 SECOND TIME BONUS-- on the floor
above.

It would really be best to drop back down to the wooden walkway after hitting
the final 90 second timer since no enemies spawn around that area.  Circle the
entire Prison's outer areas and fight enemies.  Stay on the constant move when
only a few enemies are remaining.  You'll need to enter the middle area to lure
out the camping Base Majini there too.

Basically, you'll need to circle the Prison and enter the middle room while
fighting enemies in order to keep the combo.  When the bosses appear in view,
it becomes quite troublesome to keep the combo.  A player will likely have to
keep the combo with a powered weapon or explosives.  Be sure to use the combo
bonuses inside the chests if the combo is lost to gain more points when
starting a new combo.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill the Red Executioners and the Chainsaw Majini quicker]

Recommended Weapon Sets:

- Wesker [His Hydra and magnum work very well for killing off the bosses fast]
- Rebecca [with some good explosive round drops she can be be good for killing
  the bosses, even thuough the red Ex will take a while]
- Barry [His M500 will kill the bosses quickly]
- Krauser [group the bosses and fire one of his rockets]
- Chris & Jill [their shotguns are good for both boss types, especially the red
  Executioner when the moving while aiming technique is used]

Recommended Characters:

- Any character
  [WEAPONS: Barry's weapon set]
  [SKILLS: Old School, Giant Killing, Reversal]

Barry's weapon set works quite well with the Giant Killing skill equipped.  The
M500 magnum will kill the red Executioner in about 5 shots and the rifle can be
used to kill off the chainsaw Majini quickly as well.  At level 3, the Reversal
skill will increase the capacity of the M500 which is very much needed since
magnum ammo can get rare.  The main thing that can go against this weapon set
is how rare magnum ammo can be.  The rifle itself can be good against both
bosses, but the magnum takes full priority in heavy damage.

Use proximity bombs to kill off the chainsaw Majini when they revive - lay one
in the path of the raging chainsaw Majini or simply lay it on its unconscious
body before it gets up.  With the Giant Killing skill equipped, a direct
proximity bomb explosion is a guaranteed kill on the raging chainsaw Majini.
You might need to use explosives for the iron shield Majini at times since they
can be a real nuisance without a machine gun.

- Any character
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Giant Killing, Combat or Lucky 7]

Rebecca's weapon set is not going to kill off the bosses very quickly, but it
is the easiest weapon set to use on this Prison stage.  It will damage both
bosses when grouped and help to keep the combo against surrounding enemies. 
Rebecca's machine gun and explosive rounds will help out for keeping the combo
against the armored and shielded Base Majini quite a bit - the rapid fire can
easily spam an unarmored area for a stun and the explosive rounds are good for
keeping the combo.  It's a good idea to have the combat skill equipped since
there are many armored Base Majini on this stage and hitting them with a
powerful melee after a stun is essential.

Characters such as Krauser and HUNK won't need to worry about using the combat
skill with their instant kill melees - a player can easily substitute another
skill in place of combat at that time.  Lucky 7's extra time per kill and
quicker firing rate (mainly for the grenade launcher) can help just as much.

                                                                         [EX09]
==============================================
Mission Level EX-9 - Deserted Island (Evening)
==============================================

Mission Level EX-9 is another survival mission with 15 waves of enemies just
like Mission 4-5 was.  Waves 1-5 all have 10 enemies in them and waves 6-15 all
have 15 enemies.  Each wave will give a time bonus upon completion.  Later
waves will have multiple bosses.

It's very easy to get a really high score in this stage just from completing it
with the amount of time a player will gain just from normal progress.  Waves 5
and 10 will both give a great amount of time for completing them.

-- Wave 1

Enemies: Town Majini
Time Bonus: 60 seconds

-- Wave 2

Enemies: Base Majini
Time Bonus: 60 seconds

-- Wave 3

Enemies: Zealots, Wooden Shield Zealots
Time Bonus: 60 seconds

-- Wave 4

Enemies: Bui Kichwa, Town Majini
Time Bonus: 60 seconds

-- Wave 5

Enemies: Base Majini, Iron Shield Base Majini, 2 Purple Pants Chainsaw Majini,
1 Red Pants Chainsaw Majini
Time Bonus: 300 seconds

-- Wave 6

Enemies: Town Majini, Big Man Majini
Time Bonus: 60 seconds

-- Wave 7

Enemies: Dynamite Town Majini, Cephalos, 1 Black Executioner
Time Bonus: 60 seconds

Don't let the Dynamite Majini grab your character.  The Black Executioner will
often not spawn until toward the end of the wave of Town Majini, so this wave
won't be as difficult as it could be.

-- Wave 8

Enemies: Base Majini, Duvalias, 1 Purple Pants Chainsaw Majini
Time Bonus: 60 seconds

It's good to do an instant kill melee often during this wave if your character
has one.  When a Duvalia spawns, don't instantly toss a flash grenade - try to
melee kill around it just in case another Duvalia spawns then toss a flash
grenade to kill multiple Duvalias.

-- Wave 9

Enemies: Rocket Launcher Zealots
Time Bonus: 60 seconds

This wave can be pretty dangerous.  It's good to shelter your character with
the invincibility during a long melee animation to avoid rocket launcher
blasts. Perform instant kill melees often.  When two or more Rocket Launcher
Zealots are aiming at your character, shoot them all to stun them both before
performing a melee.

-- Wave 10

Enemies: Town Majini, 3 Garradors
Time Bonus: 500 seconds

This can be the most troublesome wave of enemies because of the Garradors
instant kill stab.  Make SURE that all Garradors can be seen in view when
carefully aiming at one's back plagas.  They can SO easily hit your character
with an instant kill stab when your character carefully aims at a back plagas.
Try to group all Garradors then stun them all at once.

-- Wave 11

Enemies: Base Majini, Iron Shield Base Majini, 2 Black Executioners, 1 Red
Executioner
Time Bonus: 120 seconds

Be sure to watch your back as you kill the Base Majini from the beginning.  The
Executioners have little warning as to their arrival.  If the Executioners
start to pile up, lead them all together so that your character can focus on
damaging all of them at once.  It's good to use hand grenade when they group. 
Make them stand together so that the explosions of the dyning Executioner will
hurt the currently active Executioners.

-- Wave 12

Enemies: Dynamite Zealots, 2 Purple Pants Chainsaw Majini, 2 Red Pants Chainsaw
Majini
Time Bonus: 120 seconds

This wave of enemies can be dangerous if your character stands out in the open.
It's good to take the fight to one of the tunnels, so the dynamite Zealots
can't grab your character as easily.  While in one of the tunnels, dynamite
Majini will drop outside the tunnel and all enemies will be coming from one
direction.

-- Wave 13

Enemies: Wooden Shield Zealots, 2 Black Executioners, 1 Gatling Gun Majini
Time Bonus: 120 seconds

The Gatling Gun Majini will spawn in the north, so try to kill him as soon as
possible.  The 2 Black Executioners can be lead together and killed rather
easily.

-- Wave 14

Enemies: Town Majini, 2 Red Executioners, 1 Gatling Gun Majini
Time Bonus: 120 seconds

The Gatling Gun Majini will spawn in the north and the 2 Red Executioner will
spawn from the top west.  Kill the Gatling Gun Majini right when he appears
then group the 2 Red Executioners and kill them.  If Majini start to surround
your character too much, run toward the north tunnel so that they can't grab as
easily.

-- Wave 15

Enemies: Base Majini, Rocket Launcher Base Majini, Iron Shield Base Majini,
Cephalos, 2 Super Salvadors
Time Bonus: --

Make sure that both Super Salvadors are in view one they appear.  You cannot
afford to have a Super Salvador nearby that is unseen with their instant kill
attacks.  Look over the Base Majini carefull and kill any that have a rocket
launcher.

Lead the Super Salvadors into the north cave and fight them both there or on
the cliff outside the cave.  Make sure that you stun them from a distance.  If
they ever get too close, perform a heal and run by them immediately.  ALWAYS be
ready perform a heal for invincibility when in close range to them.

Green Herb List:

- At the end of the wooden walkway on top of the northeast hill.
- Use the zipline at the end of the wooden walkway on top of the northeast hill
  and it will take your character across to a ledge where this sits on a wooden
  crate.
- Lying on a box behind the sandbags at the south end of the bottom area.

Recommended Skills:

- Old School (level 3) [for quick reloading]
- Giant Killing [to kill the bosses quicker]

Recommended Characters:

- Any character
  [WEAPONS: Rebecca's weapon set]
  [SKILLS: Old School, Giant Killing, Lucky 7]

Well, you know the way it works by now I'm sure - when you want to get things
done, choose Rebecca's weapon set!  With the Giant Killing skill equipped
bosses will be killed much faster while spamming them with explosive rounds. 
The Lucky 7 skill will give your grenade launcher a better rate of fire as
well.

Since your character will be fighting a whole variety of different enemies, the
combat skill isn't really needed on this mission.  Choosing Lucky 7 with its
quicker rate of fire is a much better choice overall.

- Any character
  [WEAPONS: Barry's weapon set]
  [SKILLS: Old School, Giant Killing, Reversal]

Barry's weapon set can work just as well as Rebecca's with the Giant Killing
and Reversal skill (more capacity mainly) equipped.  Wave 10 can be your
biggest problem with this weapon set however.  You'll need to use hand grenades
to stun the Garradors then shoot their back plagas with the rifle or M500 or
wait until they turn their back then shoot.  And as usual, without a machine
gun, the armored Base Majini can be a problem.  Use explosives to kill the iron
shield Majini if they ever become too much of a nuisance.

[EN00]
===============================================================================
                     __                         _           
                    /__\_ __    ___  _ __ ___  (_)  ___  ___
                   /_\ | '_ \  / _ \| '_ ` _ \ | | / _ \/ __|
                  //__ | | | ||  __/| | | | | || ||  __/\__ \
                  \__/ |_| |_| \___||_| |_| |_||_| \___||___/
                                 E N E M I E S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E N E M I E S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section contains a list of all enemies in the games.  I have listed a
description along with some information about fighting each one.
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                              T O W N  M A J I N I
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-- STARTING HP: 500 - 1000

-- DAMAGE MODIFIERS

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

During the events of Resident Evil 5, the infected African villagers were
referred to as "Majini".  A Town Majini is an African villager that has been
infected by the newer strain of Las Plagas.  The Las Plagas parasite is
administered forcefully through the mouth of the villager and lies dormant in
the villager's chest.  The mouth (four extensions) of the parasite can protrude
from the villager's mouth and wrap its teeth around a victim's head to attack.

Majini use common tools to attack such as green bottles, hand axes, shovels and
other types of everday equipment.  Some Majini can spawn a Cephalo after they
have been defeated.  The Cephalo extends from the head of the Majini and is a
mutation of the actual Las Plagas parasite that is inside the Majini.

Majini can be stunned and set up for melee by shooting them in the head, arm or
leg or by knocking one to the ground.  Approach a Majini while it is stunned or
on the ground to get a button prompt for a melee attack.  It's very important
to take advantage of melee attacks to conserve ammo while fighting these
enemies.

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                              B A S E  M A J I N I
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-- STARTING HP: 700 - 1200

-- DAMAGE MODIFIERS

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

Base Majini are Majini that carry military weapons such as knives and stun
rods.  They are sometimes outfitted with body, head and leg armor which
protects them from weaker weapons.  Find the area that isn't covered with body
armor and blast them there.

Stun rod attacks will stun a character in place for a few seconds.  Their knife
attacks are very quick!  Unlike other normal enemies, a Base Majini cannot
grab.  It can carry the following weapons:

- Stun rod
- Knife
- Rocket launcher
- Iron shield

Base Majini can be stunned by hitting the arm, leg or head or they can be
grounded in order to set up a melee.  Since they sometimes wear armor, their
stun areas can be limited.  Their armor is invincible to weaker weapons.  Only
a magum shot will pierce through their armor.

Extra note: Unlike in RE5 Mercs, a player can now get a head stun on a Majini
all the time by shooting it in the head.  In RE5 Mercs there was a hit
detection glitch which caused Base Majini to not head stun properly when shot
in the head.

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                            B I G  M A N  M A J I N I
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-- STARTING HP: 3000 - 4000

-- DAMAGE MODIFIERS

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

A Big Man Majini is a slightly bigger Majini than normal.  He is shirtless,
overweight and wears white shorts.  A Big Man Majini attacks with only
barehanded attacks.  He will perform an overhead punch attack with both fists
from close range.  From mid or long range, he will lunge toward his opponent
with a series of three hooks.

Big Man Majini can be stunned by shooting them in the legs with a magnum or
shooting them with a weaker weapon a few times in the legs.  They can also be
pushed back by shooting them in any portion of the body with a shotgun - they
will block while sliding back.  Both of these methods can stun them and set
them up for melee.

Big Man Majini can be melee killed but the ultimate goal is to kill them
immediately when they appear.  They are the only type of mini-boss type of
enemy in Mercs 3D and they are very annoying once they appear with their
constant aggression.  Make them your first target most of the time when they
come with a group of normal Majini.

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                                  Z E A L O T
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-- STARTING HP: 1200 - 2400

-- DAMAGE MODIFIERS

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

A Zealot is a monk that has been infected by Las Plagas.  The Zealots are also
referred to as "Los Illuminados" or Cultist.  They wear dark blue, black or red
robes with hoods.  They're skin is painted a white color and they have designs
on their skin.  Zealots can be heard well even while off-screen.  They will
constantly chant and laugh when nearby.

Zealots attack with scythes that they will swing or throw and some of them
carry maces that they will use for close range attacks.  Like Majini, unarmed
Zealots will grab from close range or perform a dash grab from long or mid
range.  Zealots are the toughest type of basic enemy found in Mercs 3D.  The
weapons they can carry are as follows:

- Scythe
- Mace
- Rocket launcher
- Wooden shield

Like a normal Majini, Zealots have stun animations that can be activate by
shooting them in the head, arm or leg or knocking one to the ground.  A melee
can be performed after each type of stun or by grounding one.

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                               B U I  K I C H W A
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-- STARTING HP: 100 - 200

-- DAMAGE MODIFIERS

Any portion of body: Normal damage

A Bui Kichwa is the actual plagas parasite that infects townspeople to
transform then into Majini.  It is a spider-like parasite that attacks by
jumping at its victim and wrapping its leg appendages around them.  While it
holds its prey, it will squeeze with each leg appendage and cut the victim with
its spikes along the sides of its legs.

Bui Kichwa are very weak enemies that can be finished with a few shots from a
weak weapon.  They are plagas so they are weak to any type of burst of light
from a flash explosive such as a flash round or flash grenade.  Be on the
lookout for their lunge when fighting one.  A Bui Kichwa will always stand up
on its back legs shortly before jumping in for a grab.  To escape the grab,
press the on-screen button that appears.

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                                 C E P H A L O
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-- STARTING HP: 3000

-- DAMAGE MODIFIERS

Head/Parasite: Normal Damage
Body: Normal Damage
Arms: Normal Damage
Legs: -10%

A Cephalo is a mutation of the actual parasite that lies dormant in a Majini or
Zealot body.  The worm-like parasite stays inside of the host's body and
protrudes from the neck.  While killing off a Majini or Zealot, a Cephalo might
burst from its head and attack.  The Cephalo has a much greater hit point value
than a normal enemy and it attacks very often from close range by simply
whipping its long head appendage from side to side.

A Cephalo can be killed off instantly with any sort of burst of light from a
flash grenade or flash round.  Other than a flash explosive, it will take some
heavy firepower to finish off - shotgun, magnum, rifle, etc.

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                                 D U V A L I A
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-- STARTING HP: 6000

-- DAMAGE MODIFIERS

Shell: No damage
Inside shell/Mouth: +150%
Legs: -10%

A Duvalia is a hard-shell mutation of the plagas parasite inside of a Majini.
It will actually bust out of the Majini's body as the Majini mutates.  The
mutation animation is much like an explosion.  Only Base Majini can mutate in
Mercs 3D.

A Duvalia attacks by biting its victim with its mouth or by ramming its foe
with its head.  The bite will cause dying status the moment that the Duvalia
chomps down on its prey.

The Duvalia's shelled head is resistant to any type of gunshot or damage.  It
can only be weakened by shooting its legs and causing it to fall over.  It will
fall to its knees and open its mouth to reveal a weak point.  Blast it in the
mouth to take considerable damage from it.

Duvalias are weak to any type of burst of light from a flash explosive such as
a flash round or flash grenade just like any other plagas.  Killing these
enemies off with anything but a flash explosive can be a real pain.  Some of
them will have the Base Majini host's leg armor still on their legs which makes
them even harder to kill since you'll have to aim for the portions without
armor.

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                        E X E C U T I O N E R  (B L A C K)
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-- STARTING HP: 6000 - 10000

-- DAMAGE MODIFIERS

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

The Executioner is a large hooded Majini that carries a large hammer-like axe.
This Majini has spikes driven into the top portion of its shoulders and a large
metal spike piercing through its back, which sort of hints at one idea... this
bad boy enjoys pain!

The Executioner will attack with either an overhead axe swing or it will swing
forward with two horizontal strikes.  When in low health, it will swing wildly
with horizontal and overhead strikes.  All of its attacks will send a character
into dying status upon being hit.  The Executioners attacks are all very slow
and predictable.  A player can easily learn its attacks and move around them or
move back to avoid them.

Any type of powerful weapon such as a magnum or shotgun will stun the
Executioner.  A magnum will stun it instantly while other weapons take a few
more hits to stun it.  A character can hit the Executioner with a leg stun
melee while it is stunned.

Thanks to the new way to aim while moving in Mercs 3D, an Executioner is much
easier now.  A player can easily step toward it while aiming and fire at it
then back off whenever it starts an attack and still continue firing.

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                         E X E C U T I O N E R  (R E D)
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-- STARTING HP: 9000 - 15000

-- DAMAGE MODIFIERS

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

The red Executioner is a red and white variant of the normal black Executioner
except the red Executioner is much faster and has more health.  The red
Executioner can take several shots from a powered weapon in order to kill it
off.  It has the same exact attacks as the normal Executioner, but it will
perform each of its attacks at a quicker rate.

It's best to use a magnum or a shotgun when weakening a red Executioner.  No
matter the weapon that is used, it will take several shots with their high
amount of health.

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                        G A T L I N G  G U N  M A J I N I
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-- STARTING HP: 5000 - 6000

-- DAMAGE MODIFIERS

Head: +30%
Body: Normal damage
Legs: +30%

-- WEAPON DAMAGE MODIFIERS

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

The Gatling Gun Majini is a large bulky Majini that wears a metal backpack full
of bullets on its back and carries a gatling gun.  It also has sunglasses and a
big cigar in its mouth - to put it simply, he's too cool for us all!  In Mercs
3D, a player will only fight the weaker Gatling Gun Majini in a yellow outfit.

The Gatling Gun Majini attacks from long range by firing its gatling gun and by
tossing grenades.  Both attacks can be very damaging, especially the grenade
toss.  Even though the Gatling Gun Majini will start its gatling gun firing at
a certain range the attack covers a great range in front of it, so if you
choose to run, be sure to get behind some sort of obstacle.  From close range,
the Gatling Gun Majini will attack by performing a quick swipe with its gatling
gun.

A gatling gun Majini will be stunned instantly with a magnum shot to the body
or legs.  It has two separate stun animation - one where it will grab its head
(body shot) and one where it will kneel over (leg shot).  From these two stun
animations, a character can perform their deathblow melee (tag team melee)
against the Gatling Gun Majini for some great damage.

The best way to fight a Gatling Gun Majini is to blind it with flash explosive
such as a flash round or flash grenade then hit it with melee - keep repeating
this and it will die fast!  A Gatling Gun Majini can be stunned with hand
grenade or a proximity bomb as well.  The Gatling Gun Majini is weak against
explosive rounds also.  Spamming the boss with explosive rounds will kill it in
3-4 shots depending on how direct the hits are.

NOTE: Just like in RE5 Mercs, the Gatling Gun Majini has a 70% damage tolerance
to all weapons except for a grenade launcher and machine gun.  A machine gun
will take -75% damage and a grenade launcher will take normal damage per shot
fired.

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                                G A R R A D O R
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-- STARTING HP: 2000 - 6000

-- DAMAGE MODIFIERS

Head: No damage
Back Parasite: Normal damage
Arms: -90%
Legs: -90%

A Garrador is a blinded Ganado with a metal helmet and iron spiked claws.  It
can't see so it hunts its enemies through sound.  Whenever it hears what sounds
like an enemy, it will go running toward that direction and attack.

Garradors attack by swinging wildy in one direction whenever a sound is made or
they might ready an instant kill stab then go charging in that direction.  A
Garrador can be easily avoided by stepping to the side as it starts to run. 
It's violent swing is it's worst attack that can likely hit a player in a tight
area.

A Garrador is fully armored from the front, but it has a plagas that extends
out of its back.  From its back, a player can easily shoot its back plagas to
damage it heavily.  Getting behind the Garrador to do so requires a player to
walk around its backside or a player can knock the Garrador to the ground with
an explosive.

A direct hit with an explosive will make the Garrador fall to the ground on its
stomach and leave its back plagas in full view.  An indirect explosive hit or a
few shots to the back plagas without a stun will cause the Garrador to lean
downward in a stun pose.  It can be hit with a melee while it leans over.

The best way to take on a Garrador is to stun it with an explosive such as a
hand grenade, proximity bomb or explosive round then run toward it and spam its
back plagas with gunfire from your most powerful weapon.  A Garrador really
doesn't have that much health.  Trying to hit the Garrador in its back plagas
is the main challenge in fighting it.

It is possible to kill a Garrador with two hand grenades if you're aiming is
good. Toss one hand grenade to stun the Garrador and make it kneel down then
toss another hand grenade behind the Garrador so that the explosion hits its
back plagas.  This combination can actually instantly kill a Garrador with good
aiming.

NOTE 1: While standing and looking for a player to attack, a Garrador will turn
its back to a player while looking around the current area and reveal its back
plagas while standing.  If a player is behind a Garrador and doesn't move while
it looks around, the Garrador will keep its back turned.

NOTE 2: A Garrador's back plagas can be shot while it swings its claws while
moving forward.  At that time, a precise magnum shot or a shotgun blast as it
turns its back can hit its back plagas and stun it.

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                           S U P E R  S A L V A D O R
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-- STARTING HP: 12000 - 15000

-- DAMAGE MODIFIERS

Head: Normal damage
Body: -60%
Arms: -65%
Legs: -45%

Super Salvador is a bigger version of the normal Chainsaw Ganado (Dr. Salvador)
found in Resident Evil 4.  This chainsaw wielding maniac will run and swing its
chainsaw constantly.  Super Salvador will not stop running unless he is
stunned.  His swinging attacks are instant death.

Super Salvador needs to be the main focus once he appears in a stage.  He is
the most deadly boss in Mercs 3D by far thanks to his constant swings that are
instant kill.  He can be stunned with any type of explosive such as a hand
grenade, proximity bomb or explosive round.  While he is stunned, he can be hit
with a deathblow (tag team) melee much like a Gatling Gun Majini - this will
take some big damage from him.  Be careful when he recovers though since he
will go right back to swinging his chainsaw.

Besides his instant kill swings, Super Salvador has a great amount of health. 
A player will have to spam him with a powerful weapon in order to finally kill
him.  Besides explosives, he can also be stunned by shooting his legs with a
magnum.  It's a good idea to blast this boss with a weapon while he is stunned
then perform the deathblow melee before he recovers in order to gain some extra
damage on him during his stun.

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                          C H A I N S A W  M A J I N I
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RED PANTS CHAINSAW MAJINI
-------------------------

-- STARTING HP: 9000 - 15000

-- DAMAGE MODIFIERS

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

PURPLE PANTS CHAINSAW MAJINI
----------------------------

-- STARTING HP: 12000 - 18000
-- BERSERK STATUS HP: 1500

-- DAMAGE MODIFIERS

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

-- DAMAGE MODIFIERS (BERSERK STATUS)

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

The Chainsaw Majini is a Majini with a burlap sack over its head and dry skin
wounds all over its body.  The burlap sack has a single hole to reveal its one
crazy eye that it stares its victims down with before plunging its chainsaw
into their body.  It's not Resident Evil without the chainsaw, right?  Yuck,
yuck! (sarcasm)

The most common type of Chainsaw Majini in Mercs 3D wears red pants.  The
Chainsaw Majini has two attacks that it will perform with its chainsaw.  It
will either slice forward and cause dying status or slice forward and instantly
kill a character.  Either way, you want to avoid that chainsaw!

A Chainsaw Majini can be stunned by shooting it in the leg or the head with a
powered weapon or several shots from a weaker weapon.  It can also be stunned
easily with a hand grenade, proximity bomb or explosive round.  Explosives are
some of the best ways to stun one of these enemies.  After stunning it with an
explosive, run up to it and spam it with gunfire to the head or body.

Chainsaw Majini with purple pants will fall after all of their health is taken
and remain on the ground.  After a few seconds, they will get up and run toward
a character while swinging their chainsaw in berserk mode.  Each slice will
cause dying status at that time.  Use some sort of explosive to stop them while
they run or shoot it in the body with a powered weapon.  Its legs are
invincible once it enters this rage mode.

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                                 C H I C K E N
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-- STARTING HP: 1

-- DAMAGE MODIFIERS

Any portion of body: Normal damage

While fighting infected Villagers, Los Illumindos, raging Chainsaw Majini, Las
Plagas parasites and giant hooded men with large axes there might be another
enemy wandering the stage that time.  The later levels of the game will have a
chicken that roams the stage.  The chicken is actually one of the enemies in
any stage in which it appears.  It is very small and sometimes quite hard to
hit.  Sometimes it will walk around near an explosive barrel, but sometimes
not.

The chicken only has 1 HP so any type of gunshot will kill it.  If you're like
me, you might get mad at the way it scurries and blast this little creatin with
an explosive round to make sure that it is hit.  I have been known to shoot
them with Safari Chris' rocket launcher in RE5 Mercs out of frustration of
trying to hit such a small target!  They can be just as hard to hit in Mercs 3D
also!

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                              P O P O K A R I M U
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-- STARTING HP: 20000 - 28000

-- DAMAGE MODIFIERS

Head: -50%
Body: -50%
Shell: -80%
Tail/Reddish bottom: +50%

Popokarimu is the bat and wasp hybrid BOW from the main game of Resident Evil
5.  It is fought on both Mission Level 3-5 and Mission Level 5-5.  It can move
by scurrying along the ground or it can fly in the air.  Popokarimu attacks by
lunging at a character while in the air or on the ground.  Be ready to press
the on-screen buttons that appear in order to dodge its attacks whenever it
targets your character.

Popokarimu's weak point is the reddish flesh on the bottom side of its tail. 
Hitting it anywhere else will only take about 50% damage from it.  Popokarimu
can be knocked over instantly by shooting an explosive barrel near it or by
making it crawl over a proximity bomb.  It can also be knocked over with other
explosives such as explosive rounds, but it will take more than one hit to
knock it over with other explosives.

Once Popokarimu is on its side, its weak point on the bottom of its tail will
be exposed.  Blast it directly in its weak point with a high-powered weapon
(magnum, shotgun, rocket launcher, etc).  Any type of weapon that will damage
it from a distance can be used if its back end is blocked off.  The tight areas
that Popokarimu is sometimes fought in will make it to where its weak point
will be blocked off by a wall or other obstacle so use a long range weapon if
that is the case.  A machine gun can work well for long range fire in a tight
area.

Popokarimu can be knocked out of the air when it hovers in the air.  It is
weaker in the air and will be stunned easier while flying.  A player can easily
just shoot it in the tail weak point a few times to cause it to drop from the
air and fall on its side.

[SK00]
===============================================================================
                             __  _     _  _  _     
                            / _\| | __(_)| || | ___
                            \ \ | |/ /| || || |/ __|
                            _\ \|   < | || || |\__ \
                            \__/|_|\_\|_||_||_||___/
                                  S K I L L S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - S K I L L S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This section lists all of the skills that can be earned and equipped in Mercs
3D along with a way to unlock each one.
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===========
Skill Table
===========

.--------------------------------------------------------------------------.
| Medic   | Toughness | Luck       | Handgun    | Handgun     | Shotgun    |
|         |           |            | Technique  | Custom      | Technique  |
|--------------------------------------------------------------------------|
| Shotgun | Machine   | Machine    | Rifle      | Magnum      | Bomber     |
|         | Gun       | Gun        | Technique  | Technique   |            |
|         | Technique | Custom     |            |             |            |
|--------------------------------------------------------------------------|
| Combat  | Smart     | Technician | Full       | Weapon      | Reversal   |
|         | Reload    |              Burst      | Master      |            |
|--------------------------------------------------------------------------|
| Revenge | Giant     | Adrenaline | Extension  | Lucky 7     | Close      |
|         | Killing   |            |                          | Range      |
|--------------------------------------------------------------------------|
| Old     | Landing   | Maximizer  | Friendship | Thunderbolt | Infinity 7 |
| School  |           |            |            |             |            |
'--------------------------------------------------------------------------'

==========
Skill List
==========

-------------------------------------------------------------------------------

-- Medic

Effect:              Improve vitality recovery (50%)
Level 3 Effect:      Recover some vitality on critical hit
Skill Points Needed: 4000 (Lv. 2), 10000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 1-3
-------------------------------------------------------------------------------

-- Toughness

Effect:              Reduce damage (25%)
Level 3 Effect:      Combo Timer extends upon enemy defeat
Skill Points Needed: 4000 (Lv. 2), 10000 (Lv. 3)
How to Unlock:       Unlock "Like a Phoenix" medal
                     (recover from dying status 50 times in solo)
-------------------------------------------------------------------------------

-- Luck

Effect:              Improve resistance against instant kill (60%)
Level 3 Effect:      Partner receives same effects
Skill Points Needed: 4000 (Lv. 2), 10000 (Lv. 3)
How to Unlock:       Unlock 5 medals

Details:             An instant kill move is 60% less likely to kill your
                     character.

Details (Level 3):   Your partner in duo receives the same effect of whatever 3
                     skills that you currently have equipped.
-------------------------------------------------------------------------------

-- Handgun Technique

Effect:              Improve handgun handling
Level 3 Effect:      Improved critical hit rate (30%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 4-1
-------------------------------------------------------------------------------

-- Handgun Custom

Effect:              Improve handgun ability (Firing speed +30%, Capacity +50%)
Level 3 Effect:      Increase all weapon attack power (8%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-1
-------------------------------------------------------------------------------

-- Shotgun Technique

Effect:              Improve shotgun handling
Level 3 Effect:      Reduced damage (10%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 5-1
-------------------------------------------------------------------------------

-- Shotgun Custom

Effect:              Improve shotgun ability (Firepower +30%, Capacity +50%)
Level 3 Effect:      Faster recovery (+15%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-5
-------------------------------------------------------------------------------

-- Machine Gun Technique

Effect:              Improve machine gun handling
Level 3 Effect:      Strengthen melee attacks
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 4-3
-------------------------------------------------------------------------------

-- Machine Gun Custom

Effect:              Improved machine gun ability (Firepower +30%, Capacity
                     +50%)
Level 3 Effect:      Increase blast radius of explosives
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-2
-------------------------------------------------------------------------------

-- Rifle Technique

Effect:              Improve rifle handling
Level 3 Effect:      Stengthen melee attacks (15%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 5-1
-------------------------------------------------------------------------------

-- Magnum Technique

Effect:              Improve magnum handling
Level 3 Effect:      Improve resistance to instant kill (30%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 5-2
-------------------------------------------------------------------------------

-- Bomber

Effect:              Improve explosives handgling (Explosives damage +30%)
Level 3 Effect:      Reduced damage (10%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 5-2
-------------------------------------------------------------------------------

-- Combat

Effect:              Improve melee attacks (40%)
Level 3 Effect:      Faster reload speeds for all weapons (10%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 4-2
-------------------------------------------------------------------------------

-- Smart Reload

Effect:              Improve reload speed for all weapons (20%)
Level 3 Effect:      Reload in various situations
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-4
-------------------------------------------------------------------------------

-- Technician

Effect:              Improve handling for all weapons
Level 3 Effect:      Improve recovery (15%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 5-3
-------------------------------------------------------------------------------

-- Full Burst

Effect:              Strengthen all weapons (15%)
Level 3 Effect:      Partner receives same effects
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-6
-------------------------------------------------------------------------------

-- Weapon Master

Effect:              Double skill effects for weapons, but recovery becomes
                     longer
Level 3 Effect:      Improve resistance to instant kill (30%)
Skill Points Needed: 17000 (Lv. 2), 32000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-8
-------------------------------------------------------------------------------

-- Reversal

Effect:              Gain more powerful melee attack when vitality is low
Level 3 Effect:      Increase all weapon ammo capacity (20%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 5-4
-------------------------------------------------------------------------------

-- Revenge

Effect:              Critical hit rate increase when vitality is low (90%)
Level 3 Effect:      Reload in various situations
Skill Points Needed: 17000 (Lv. 2), 32000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 4-2
-------------------------------------------------------------------------------

-- Giant Killing

Effect:              Increased damage against powerful enemies (50%)
Level 3 Effect:      Faster reload speeds for all weapon (10%)
Skill Points Needed: 17000 (Lv. 2), 32000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 4-5

Details:             While this skill is equipped, all attacks (weapon or
                     melee) against boss enemies will be 50% more damaging. 
                     This included ANY boss enemy.

                     Boss Enemies: Big Man Majini, Chainsaw Majini (red and
                     purple pants), Super Salvador, Garrador, Executioner
                     (Black and Red), Gatling Gun Majini, Popokarimu

Details (Level 3):   All weapon's reload animation will be 10% faster.
-------------------------------------------------------------------------------

-- Adrenaline

Effect:              Combo timer last longer when damage is sustained (+2 sec)
Level 3 Effect:      After taunt, attack power boost (60% for 6 sec)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 5-4
-------------------------------------------------------------------------------

-- Extension

Effect:              Combo timer lasts longer when time remaining is low
                     (+3 sec)
Level 3 Effect:      Auto-recover vitality when time is low
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 4-1
-------------------------------------------------------------------------------

-- Lucky 7

Effect:              Defeat an enemy with "7" displayed on clock for a time
                     bonus
Level 3 Effect:      Improve fireing rate for all weapons (10%)
Skill Points Needed: 15000 (Lv. 2), 22000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 5-3

Details:             When a "7" is displayed on the clock, each kill will give
                     a +3 second time bonus at max level.  It doesn't matter if
                     the kill is a melee kill or not.  For melee kills, a
                     player will receive +8 seconds when a "7" is displayed on
                     the clock (5 second normal bonus for melee + 3 seconds for
                     each with Lucky 7 skill equipped.)
                       - Level 1 = +1 second per kill when "7" is on the clock
                       - Level 2 = +2 seconds per kill when "7" is on the clock
                       - Level 3 = +3 seconds per kill when "7" is on the clock
Details (Level 3):   All weapon's will fire a bullet 10% faster in between
                     shots
-------------------------------------------------------------------------------

-- CLOSE RANGE

Effect:              Combo timer lasts longer (+3 sec) when an enemy is
                     defeated at close range
Level 3 Effect:      After taunt, attack power boost (60% for 6 sec)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least an S-rank on Mission Level 4-3
-------------------------------------------------------------------------------

-- Old School

Effect:              Temporary invincibility when picking up an item
Level 3 Effect:      Reload in various situations
Skill Points Needed: 17000 (Lv. 2), 32000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-3
-------------------------------------------------------------------------------

-- Landing

Effect:              Take down opponents easier when jumping down to a lower
                     area
Level 3 Effect:      Increase all weapon shot capacity (20%)
Skill Points Needed: 4000 (Lv. 2), 10000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 4-4
-------------------------------------------------------------------------------

-- Maximizer

Effect:              Skills will improve faster
Level 3 Effect:      Improve skills for all weapons (20%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level 4-4
-------------------------------------------------------------------------------

-- Friendship

Effect:              Vitality recovers automatically when partner is nearby
Level 3 Effect:      Increase all weapon attack power (8%)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Unlock the "Social Butterfly" medal
                     (Play Duo 50 times)
-------------------------------------------------------------------------------

-- Thunderbolt

Effect:              Melee attacks gain electric shock properties
Level 3 Effect:      Release electrical storm
Skill Points Needed: 17000 (Lv. 2), 32000 (Lv. 3)
How to Unlock:       Achieve at least a B-rank on Mission Level EX-7
-------------------------------------------------------------------------------

-- Infinity 7

Effect:              Unlimited use of the rocket launcher.  Score will be
                     reduced to 0.
Level 3 Effect:      Invincibility (not listed on the menu)
Skill Points Needed: 9000 (Lv. 2), 16000 (Lv. 3)
How to Unlock:       Unlock 30 medals

Details:             Use Krauser's weapon set and your charact will have an
                     unlimited amount of rockets while this skill is equipped. 
                     A player will not gain a score at the end of a mission
                     while using this skill.
Details (level 3):   When boosted up to max level, a player will gain
                     invincibility from all attacks that take damage.  Dying
                     status attacks will take no damage also.  Instant kill
                     attacks will still kill your character however.

NOTE: The skill points for leveling up Infinity 7 are gained from extending the
kill combo as much as possible.  Chaining all enemies in one stage will yield
the most skill points for leveling up this skill.  The easiest way to level up
this skill quickly is to play mission level 4-4 and chain all 150 enemies each
time.  This will give your character around 9,000+ skill points per run.
-------------------------------------------------------------------------------

[ET00]
===============================================================================
            __        _                  _____          __       
           /__\__  __| |_  _ __  __ _    \_   \ _ __   / _|  ___ 
          /_\  \ \/ /| __|| '__|/ _` |    / /\/| '_ \ | |_  / _ \
         //__   >  < | |_ | |  | (_| | /\/ /_  | | | ||  _|| (_) |
         \__/  /_/\_\ \__||_|   \__,_| \____/  |_| |_||_|   \___/
                             E X T R A  T I P S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=- - E X T R A  T I P S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This section contains a bunch of extra info that can help your gameplay out a
bit.  Some of this info is the same as it was in RE5 Mercs, but there are quite
a few extra techniques that a player can use to gain an advantage as well.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-----------------------------------------
Shooting a Stunned Enemy from Close Range
-----------------------------------------

When fighting an enemy such as a boss, once you stun the boss, and get close to
it, you'll get a melee prompt and won't be able to shoot the boss without
performing the melee first.  To avoid this with Type A controls, hold the
aiming button and aim toward the boss then hold the strafe button (L) to lock
your aim into place on the boss.  Move toward the boss and start firing.  The
melee button prompt will not appear until you let go of the strafing button.

This is a perfect way to get extra damage in on Super Salvador with a shotgun
user while Super Salvador is stunned.  As you know, a shotgun only takes
maximum damage from close range, so a player can toss a hand grenade to stun
Super Salvador then walk toward him while holding the L + R buttons and blast
him with the shotgun from close range.

-------------------------------------
Cancelling Plagas Spawns With a Melee
-------------------------------------

Plagas mutations (Cephalos, Duvalias) in Zealots, Base Majini and Town Majini
can all be cancelled by performing an instant kill melee, most deathblow melees
and a few other melees.  Some character melees will cancel the plagas spawn
after they kill.

Here is a list of all melees that will cancel a plagas spawn:

Barry   - Headbutt, Hurricane
Chris   - Neck Breaker, Haymaker, Backhand
HUNK    - Executioner, The End, Side Kick
Jill    - Head Grab, Cartwheel Kick, Flip Kick
Krauser - Stinger, Throat Slit
Rebecca - Head Cracker, Stun Gun
Wesker  - Rhino Charge, Ghost Butterfly

--------------------
Melee Time Bonus Hit
--------------------

Any type of time bonus hit will make your character perform an arm stun melee
to hit the time bonus.  If an enemy is the in the way of the time bonus, this
melee will hit that enemy.  Weakened enemies can be lead toward time bonuses
and hit with the arm stun melee that activates when the time bonus is hit - the
time bonus will be hit and the weakened enemy will be killed with that same arm
stun melee.

-----------------------------
Melee Killing a Falling Enemy
-----------------------------

When a Majini or Zealot is standing near any type of ledge, a single shot from
any type of weapon will cause them to fall off the side of the ledge.  If your
character fall immediately along with them, that character will hit the ground
at about the same time as the enemy and not disrupt their grounded status.  At
that time, your character can hit the grounded enemy with a ground melee.

Make sure you fall along with the enemy.  If you wait too long in falling with
the enemy, your character will hit the grounded enemy and cause the enemy to
get up.

---------------------------------------------
Setting a Stumbling Enemy Up for a Melee Kill
---------------------------------------------

While melee killing Majini and Zealots, at times, your character will hit one
of them and cause them to stumble to the ground.  During the stumble, if your
character is free to attack, quickly shoot the stumbling enemy to weaken it and
set it up (weaken it) for a ground melee kill.  A player can run over to the
grounded enemy then kill it with a ground melee after this.

The shots have to be done before the enemy hits the ground.  If the enemy is
hit while it is on the ground, the shots will simply trigger its "get up"
animation.

---------------------------------------
Invincibility with the Flinch Animation
---------------------------------------

Whenever your characters throw up their arms to shield their body from a nearby
explosion, they are completely invincible at that time.  This can really be
exploited with Rebecca's grenade launcher with explosive rounds.  You can
literally stand in front of a boss as he starts an attack then shoot toward the
ground to make your character flinch and avoid any attack that the boss is
about to perform.

--------------------------------------------
Ending a Reload through the Flinch Animation
--------------------------------------------

Whenever your character starts to reload during gameplay, that reload can be
interrupted early through the flinch animation as a nearby explosion goes off
and still finish fully.  Whenever a boss is dying, you can quickly reload
nearby it and the flinch animation that your character will do from the
explosion will cancel the reload animation.

The grenade launcher with explosive rounds can be quick reloaded easily while
using a skill such as Old School while in a flinch animation from the gun.  You
can purposely aim toward the ground and fire then cause the flinch animation
then quick reload during the flinch.

[UN00]
===============================================================================
                      _               _           _      _           
        /\ /\  _ __  | |  ___    ___ | | __ __ _ | |__  | |  ___  ___
       / / \ \| '_ \ | | / _ \  / __|| |/ // _` || '_ \ | | / _ \/ __|
       \ \_/ /| | | || || (_) || (__ |   <| (_| || |_) || ||  __/\__ \
        \___/ |_| |_||_| \___/  \___||_|\_\\__,_||_.__/ |_| \___||___/
                            U N L O C K A B L E S
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-= - U N L O C K A B L E S - -=-=-=-=-=-=-=-=-=-=-=-=-=-
This section lists all the unlockables for Mercs 3D.  Medals, characters,
weapon sets, character outfits and EX missions!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                                                         [UN01]
============
Medal Tables
============

-- Page 1

.---------------------------------------------------------------.
| Newcomer | Beginner   | Rookie     | Veteran     | Captain    |
|---------------------------------------------------------------|
| Hero     | S.T.A.R.S. | Original   | Good        | Perfect    |
|          |            | Eleven     | Combination | Alliance   |
|---------------------------------------------------------------|
| Me, I    | Can't      | Super      | Ultra       | Iron       |
| Prefer   | Touch      | Combo      | Combo       | Fist       |
| Gun      | This       |            |             |            |
|---------------------------------------------------------------|
| Hard     | Mr.        | Skill      | Skill       | One        |
| to       | Death      | Captor     | Master      | (Thousand) |
| Kill     |            |            |             | Down       |
|---------------------------------------------------------------|
| Platoon  | Meat       | Chariot    | Like        | No         |
| of       | Shower     | of         | a           | Fear       |
| Two      |            | Fire       | Phoenix     |            |
'---------------------------------------------------------------'

-- Page 2

.---------------------------------------------------------------.
| Counter  | Now        | Dead       | Master      | Dressed    |
| Shot     | That's     | Rising     | of          | to         |
|          | Dedication!|            | Unlocking   | Kill       |
|---------------------------------------------------------------|
| Chicken  | Let's      | Jack       | Leave No    | Me, I      |
| Hunter   | Work       | of All     | Stone       | Prefer     |
| Portable | Together   | Trades     | Unturned    | Fists      |
|---------------------------------------------------------------|
| Bright   | Boom!      | Perfection | The Old     | Saw What   |
| Future   |            |            | Banana      | You Did    |
|          |            |            | Trick       | There      |
|---------------------------------------------------------------|
| Opening  | The        | Party      | Strike      | A Friend   |
| a Dojo   | Wesker     | Pooper     | from        | in         |
|          | Special    |            | Behind      | Need       |
|---------------------------------------------------------------|
| In the   | Only       | No         | No Guts,    | Social     |
| Buff     | One        | Turning    | No Glory    | Butterfly  |
|          |            | Back       |             |            |
'---------------------------------------------------------------'

==========
Medal List
==========

-------------------------------------------------------------------------------

-- Newcomer

Mission Level 1, clear all missions.
Extra Info: Get at least a B-rank on all Level 1 missions.

-------------------------------------------------------------------------------
-- Beginner

Mission Level 2, clear all missions.
Extra Info: Get at least a B-rank on all Level 2 missions.

-------------------------------------------------------------------------------
-- Rookie

Mission Level 3, clear all missions.
Extra Info: Get at least a B-rank on all Level 3 missions.

-------------------------------------------------------------------------------
-- Veteran

Mission Level 4, clear all missions.
Extra Info: Get at least a B-rank on all Level 4 missions.

-------------------------------------------------------------------------------
-- Captain

Mission Level 5, clear all missions.
Extra Info: Get at least a B-rank on all Level 5 missions.

-------------------------------------------------------------------------------
-- Hero

Mission Level EX, clear all missions.
Extra Info: Get at least a B-rank on all Level EX missions.  EX Missions are
unlocked once Level 5-5 has been completed with a B-rank.  Lever EX-9 unlocks
once a B-rank has been achieved on all other EX levels.

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

Clear all missions with A Rank or better.
Extra Info: Get at least an A-rank on all missions (Mission Levels 1-5 and all
EX missions.

-------------------------------------------------------------------------------
-- Original Eleven

Clear all missions with SS Rank.
Extra Info: Get an SS-rank on all missions (Mission Levels 1-5 and all EX
missions).

-------------------------------------------------------------------------------
-- Good Combination

Complete a mission with a partner.
Extra Info: Play a duo mission one time and complete it.

-------------------------------------------------------------------------------
-- Perfect Alliance

Clear any mission with SS Rank with a partner.
Extra Info: Play a duo mission and complete it with an SS-rank.

-------------------------------------------------------------------------------
-- Me, I Prefer Guns

Kill all enemies by gunshot on any mission on or above Mission Level 4.
Extra Info: Finish a mission by killing all enemies.  All stages have a
specific amount of enemies.  Most later stages have 150 total enemies.

-------------------------------------------------------------------------------
-- Can't Touch This

Clear a mission on or above Mission Level 4 without taking any damage.
Extra Info: In order for a mission to be considered "cleared" a player must
finish it with a B-rank, so in order to get this medal, a mission 4 or 5 level
must be finished without taking damage and at least a B-rank must be achieved
also.

One easy way to get this one is to use Rebecca's weapon set in mission level 4-
4.  Activate a combo chest at the beginning then kill off Majini with explosive
rounds.  Try to aim toward the ground in front of your character to get the
flinch animation per shot to protect your character from harm.  Do not hit any
time bonuses.  Keep a full 50 combo and you'll get at least a B-rank easily.

-------------------------------------------------------------------------------
-- Super Combo

Clear a mission on or above Mission Level 4 with a combo amount above 50.

-------------------------------------------------------------------------------
-- Ultra Combo

Clear a mission on or above Mission Level 4 with a combo amount above 100.

-------------------------------------------------------------------------------
-- Iron Fist

Clear a mission by defeating all enemies within a combo.
Extra Info: A mission must be cleared with a B-rank with ALL enemies being
included in the combo.  In other words, a player must get a 150 combo in a
mission with 150 enemies - like in mission 4-4.

-------------------------------------------------------------------------------
-- Hard To Kill

Clear 10 waves in Survival Mission.
Extra Info: This refers to Mission Level 4-5 and EX-9.  Get to wave 11 in
either mission and this will unlock.

NOTE: The Infinity 7 skill and Krauser's weapon set can be used to get this
medal!

-------------------------------------------------------------------------------
-- Mr. Death

Clear 15 waves in Survival Mission.
Extra Info: This refers to Mission Level 4-5 and EX-9.  Defeat all enemy waves
in either mission.

NOTE: The Infinity 7 skill and Krauser's weapon set can be used to get this
medal!
-------------------------------------------------------------------------------
-- Skill Captor

Obtain all skills.
Extra Info: Obtain 15 skills.  Supposedly, the Japanese version list this medal
requirement's as "obtain 15 skills".

-------------------------------------------------------------------------------
-- Skill Master

Max out all skills to their limit (except Infinity 7).

-------------------------------------------------------------------------------
-- One (Thousand) Down...

Kill 1000 enemies.
Extra Info: This one will unlock in time.  Every enemy counts toward this and
it all stackable.

-------------------------------------------------------------------------------
-- Platoon of Two

Perform 5 Melee attacks in a row during one turn. (Duo only)
Extra Info: This refers to setting up a deathblow melee with a partner.  You
need to get an arm stun on a Town Majini, Base Majini or Zealot, and perform
the arm stun (front or back) then your partner must knock the enemy back toward
your character with an arm stun as the enemy staggers toward the partner.  Your
character will get the deathblow melee command once the enemy staggers back
your way.  Do this sequence of melees five times in one duo mission.

-------------------------------------------------------------------------------
-- Meat Shower

Kill 3 enemies with 1 hand grenade.
Extra Info: Kill 3 enemies with a hand grenade explosion.  This can be done
easily on Mission 4-4 since the Town Majini pile up often and you'll get hand
grenades from enemy item drops.

-------------------------------------------------------------------------------
-- General

Unlock all other medals
Extra Info: Unlock all of the other 49 medals and you'll get the 50th medal for
doing so... how thoughtful.

-------------------------------------------------------------------------------
-- Like a Phoenix

Recover from Dying status 50 times in Solo.
Extra Info: Get into red health then get hit again to go into into dying status
then recover by tapping the prompted button.  Do this 50 times.  It's
stackable, so this will unlock over time.

-------------------------------------------------------------------------------
-- No Fear

Perform 30 taunts near an enemy.
Extra Info: Tap the taunt button (X with most control types) while an enemy is
near.  Do this 30 times to unlock this medal.  It's stackable, so this will
unlock in time after taunting an enemy.

-------------------------------------------------------------------------------
-- Counter Shoot

Shoot down 20 enemy projectiles.
Extra Info: Shoot 20 enemy weapons that are thrown at your character before
they hit.  It's best to pick a stage with Zealots and shoot their scythes when
they toss them toward your character.

-------------------------------------------------------------------------------
-- Now That's Dedication!

Play the game for 14 days straight.
Extra Info: Play the game for at least one time each day for a total of 14
days.

-------------------------------------------------------------------------------
-- Dead Rising

Kill 53594 enemies.
Extra Info: Defeat a total of 53594 enemies.  This one will DEFINITELY be
unlocked over time.  And yes, it is stackable.  There is no need to kill all
53594 enemies in one run.  Oh, wait... that's impossible!

-------------------------------------------------------------------------------
-- Master of Unlocking

Unlock all characters.
Extra Info: Unlock all characters in the game (outfits not included).

-------------------------------------------------------------------------------
-- Dressed to Kill

Unlock all costumes.
Extra Info: Unlock all character outfits in the game.

-------------------------------------------------------------------------------
-- Chicken Hunter Portable

Destroy your first chicken.
Extra Info: Mission Levels 5-1, 5-2, 5-3 and 5-4 all have a chicken enemy. 
Find the chicken and shoot it to get this medal.

-------------------------------------------------------------------------------
-- Let's Work Together

Play Duo Mode for the first time.
Extra Info: Play a duo mission!  No need to complete it, just start a duo run!

-------------------------------------------------------------------------------
-- Jack of All Trades

Play with all characters.
Extra Info: Throughout your plays, choose each character and character outfit
and start a run with all of them.

-------------------------------------------------------------------------------
-- Leave No Stone Unturned

Play every map more than once.
Extra Info: Play each of Mission Levels 1, 2, 3, 4, 5, EX all more than once. 
EX Mission are factored into this medal.

-------------------------------------------------------------------------------
-- Me, I Prefer Fists

Crush your enemy with a hand-tohand combat blow after shooting them.
Extra Info: Weaken your enemy with a gunfire then get a stun and then kill them
off with a melee.  Do a melee kill!

-------------------------------------------------------------------------------
-- Bright Future

Defeat a parasite with a flash grenade.
Extra Info: Toss a flash grenade at a plagas enemy.  It's best to do this in
mission 3-1.  Just grab a flash grenade and toss it after a Cephalo spawns from
a Majini.

-------------------------------------------------------------------------------
-- Boom!

Land 100 headshots.
Extra Info: Get 100 critical headshots.  This will stack and unlock over time.

-------------------------------------------------------------------------------
-- Perfection

Clear a mission without ever missing a shot. (100% accuracy rate)
Extra Info: Finish a mission without ever missing a shot.  This is very easy on
earlier missions.

NOTE: The knife and bow will not count against total accuracy if a knife slash
or arrow misses.

-------------------------------------------------------------------------------
-- The Old Banana Trick

Cause a running enemy to fall over by shooting.
Extra Info: Shoot an enemy while it runs toward your character to make it trip.

-------------------------------------------------------------------------------
-- Saw What You Did There

Set off a Proximity Bomb by shooting it.
Extra Info: Lay a proximity bomb on the ground then shoot it with a gun!

-------------------------------------------------------------------------------
-- Opening a Dojo

See all of the hand-to-hand combat moves for any one character. 
Extra Info: This requires the "Reversal" skill.  Start a mission and perform
each of one character's melees.  Perform a head stun melee, two leg stun
melees, two arm stun melees, ground melee and one/two deathblow melee(s) to get
this.

-------------------------------------------------------------------------------
-- The Wesker Special

Drop an enemy into magma.
Extra Info: Do this on Mission 5-4.  Stay in the middle room and shoot an enemy
when it stands near the pool of lava so that it falls into the lava.

-------------------------------------------------------------------------------
-- Party Pooper

Blow an enemy up by shooting the dynamite.
Extra Info: Shoot the dynamite that an enemy holds in its hand.  This can
easily be done on Mission 4-4.

-------------------------------------------------------------------------------
-- Strike from Behind

Attack an Executioner Majini Black, Executioner Majini Red, and Garrador in
their weak point in the back. 

-------------------------------------------------------------------------------
-- A Friend in Need

Save your dying partner for the first time in Duo Mode.
Extra Info: Allow your partner to reach dying status in duo then approach the
partner and press the prompted button to revive the partner and get this medal.

-------------------------------------------------------------------------------
-- In the Buff

Clear a mission with rank A or better on or above Mission Level 4 without using
any skills.

-------------------------------------------------------------------------------
-- Only One

Clear a mission on or above Mission Level 4 using only one of the weapons in
your arsenal.

-------------------------------------------------------------------------------
-- No Turning Back

Clear a mission without using the Quick Turn even once.
Extra Info: Clear a mission without performing a quick turn (Back + B).

-------------------------------------------------------------------------------
-- No Guts, No Glory

Continue 30 times.
Extra Info: Choose to continue a mission 30 times.  This is stackable, so
you'll get this eventually.

-------------------------------------------------------------------------------
-- Social Butterfly

Play Duo Mode 50 times.
Extra Info: Play a total of 50 duo runs.

The shortest mission level is level 1-3.  It's best to play it over and over.
You could equip the Infinity 7 skill (level 3 for invincibility) and host a
level 1-3 game and then walk away from your system then let your partner kill
the enemies for you in this mission since it is so easy.  I mean, you would be
making a total ass out of yourself, but... it does work.

Not that I have done it or anything...

Nah, Berserker would never do anything like that...

-------------------------------------------------------------------------------

                                                                         [UN02]
=====================
Unlockable Characters
=====================

-- Albert Wesker

Achieve at least a B-rank on Mission Level 5-5

-- Barry Burton

Achieve at least a B-rank on Mission Level 4-5

-- Claire Redfield

Achieve at least a B-rank on Mission Level 1-3

-- Jack Krauser

Achieve at least a B-rank on Mission Level 3-5

-- Rebecca Chambers

Achieve at least a B-rank on Mission Level 2-3

                                                                         [UN03]
=================
Alternate Outfits
=================

-- Barry (American)

Get 20 Medals

-- Chris (Pilot Suit)

Get an SS-rank on Mission Level 1-3 or Get 10 Medals

-- Claire (Suit)

Get 25 Medals

-- HUNK (Mr. Death)

Get at least an A-rank on all Mission Levels (except EX levels)

-- Jill (Casual)

Get an S-rank on Mission Level 3-5

-- Krauser (Exo-skeleton)

Get an S-rank on Mission Level 5-5

-- Rebecca (Nurse)

Get an S-rank on all Mission Levels (except EX levels)

-- Wesker (Uroboros)

Get a B-rank on all Mission Levels (including EX levels)

                                                                         [UN04]
===========
EX Missions
===========

-- EX Missions 1, 2, 3, 4, 5, 6, 7, 8

Achieve at least a B-rank on Mission Level 5-5.

-- EX Mission 9

Achieve at least a B-rank on all other EX Missions (1-8).

                                                                         [UN05]
===========
Weapon Sets
===========

-- Barry's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Barry or
spend 10 play coins on the weapon selection menu.

-- Chris' weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Chris or
spend 10 play coins on the weapon selection menu.

-- Claire's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Claire or
spend 10 play coins on the weapon selection menu.

-- HUNK's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with HUNK or
spend 10 play coins on the weapon selection menu.

-- Jill's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Jill or
spend 10 play coins on the weapon selection menu.

-- Krauser's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Krauser or
spend 10 play coins on the weapon selection menu.

-- Rebecca's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Rebecca or
spend 10 play coins on the weapon selection menu.

-- Wesker's weapon set

Finish all Mission Levels (except EX) with at least an A-rank with Wesker or
spend 10 play coins on the weapon selection menu.

-- Extra Weapon Set

Finish all Mission Levels (except EX) with at least an A-rank with all
characters or spend 15 play coins on the weapon selection menu.

[EE00]
===============================================================================
                                __  _          
                               /__\| |_  ___   
                              /_\  | __|/ __|  
                             //__  | |_| (__  _
                             \__/   \__|\___|(_)
                        E V E R Y T H I N G  E L S E
===============================================================================

*******************************************************************************
                                   UPDATES
*******************************************************************************

7/19/11 - First version.  Finally up!  Got several things to add and edit which
will come in time!

7/26/11 - Just about finished with the EX Missions.  All the list info is up
for all EX Missions.  Added a mention of how to perform the deathblow melees to
the basics section also.  The enemies section now has enemy HP and damage
modifiers also.

8/1/11 - Added info for Mission EX-9.  All characters have weapon descriptions
in their sections now.  A "Duo Play" section was added to basics.  A few
corrections were made also.  Started adding "Recommended Character" suggestions
to each stage past mission 4.

8/11/11 - Added some more "Recommended Characters" suggestions.  Changed the
Weapon Set requirements in the Unlockables section.  Added Infinity 7's level 3
effect and started adding more detail for each skill in the skill list.

*******************************************************************************
                                 CONTACT INFO                            [CI00]
*******************************************************************************

I can be reached at my email address, which is berserker_kev(at)yahoo.com, so
please contact me if you have any questions, comments, etc.  Replace the (at)
with @.  I don't mind receiving emails at all.  Don't add me to your Yahoo
Messenger though; I use Yahoo Messenger only for close friends.

You can contact me through Xbox.  I'm online nearly all the time.  Don't send a
friend request though.

Xbox LIVE Gamertag: Berserker Kev

I do have a few guidelines however:

1) Give me a subject in the email, preferably one including the name of the
   game.  An actual subject looks damn sexy in my inbox compared to an
   unattractive blank subject line.
2) Read the guide over and make sure that your question is not already
   answered.
3) Please speak in English and attempt to use some correct grammar.  This is in
   no way meant to offend those that cannot speak English well.  I have spoken
   with some readers that claim they cannot speak English when, in fact, they
   speak better English then some Americans.  So basically if you "try" to talk
   to me then that is good enough. :) 

And last, but not least, if you found this walkthrough helpful, an email would
be most appreciated.  It is very true that I write these guides as a hobby, but
just that little email that lets me know that I have helped someone always
makes me feel special for about five minutes.  Don't worry, I won't tell anyone
on the gaming boards that you used a guide. ;) 

*******************************************************************************
                                   ABOUT ME                              [AM00]
*******************************************************************************

                          "Gimme' a can of THANKS!"

           - a command cancel that I use all the time in duo play on RE5 Mercs.

My name is Kevin Hall.  I'm 31 years old and live in the US, in a small town in
Mississippi.  Ever since I was really young, I have been a huge fan of video
games since I was first introduced to them via the Atari 2600 and NES 8-bit. 
My favorite gaming series is the Resident Evil series followed closely by the
Castlevania series.  I'm a complete horror gaming junkie - survival horrors are
my main cup of tea.  Capcom is my favorite video game company.  They hardly
ever let me down when it comes to games with plenty of replay value.

I have been deeply involved in the Resident Evil Mercenaries community ever
since the release of Resident Evil 5 in March 2009.  The Mercs portion of RE5
hit me like no other mini game has before and I've spent the past few years
fully dedicated to it for the most part.  I'm pretty well known for using only
Chris Redfield in RE5 Mercs and continue to do so in other games.  Why?  Chris
Redfield has always been my favorite RE character and I'm biased when it comes
to my selected character!

If there is one thing that I have learned from the Mercs community, it would be
that it's more enjoyable to support others rather than only caring about
yourself and how you look in the community.  Instead of using what I have
learned to achieve my own scores, I spend more time displaying the info for
others once I find out something new.  It's more rewarding that way.

My known aliases are Berserker or Berserker Kev.  Many people call me "Kev" and
I've also gained the nickname "Kevo" from the Mercs community.

-------------------------------------------------------------------------------

--> My Youtube page:

Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other
games that I have worked on can be found on my youtube page.

www.youtube.com/BerserkerSTARS
-------------------------------------------------------------------------------

--> Berserker: Tear Through the Game (My Gaming Blog)

My own site with game reviews, discussions of my guides (some), and random
thoughts about video games.  Feel free to post up some comments on the blog.  I
don't bite... well not that much... and not too viciously...

http://berserkersblog.blogspot.com

-------------------------------------------------------------------------------

--> IGN FAQ Writer of the Month interviews:

July 2005     - http://faqs.ign.com/articles/637/637797p1.html
December 2008 - http://faqs.ign.com/articles/941/941068p1.html
-------------------------------------------------------------------------------

--> My other work can be found at both IGN and GameFAQs.

IGN      - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1

*******************************************************************************
                                  DONATIONS                              [DO00]
*******************************************************************************

                   Paypal Address: berserker_kev@yahoo.com

I'm not going to bore you with a huge sermon or provide tons of reasons why you
should donate, but I would like to mention that I do take donations now.  If
you go to my site at http://berserkersblog.blogspot.com there is a Paypal
donation link on the right column if you look down the page that you can use as
well.

All donations will be used to help make my future guides better as I am able to
afford better equipment.  A donation will never go toward personal gain items
such as a new game or any other personal commodity for myself.

Here's more of an explanation:

http://berserkersblog.blogspot.com/2008/12/donations.html

Be sure to email me if you donate, so I can thank you personally!  Big thanks
to the readers that have donated so far.  You know who you are and you're some
very generous people.

If you don't have a Paypal account, then check out my items on Half.com and see
if you can find anything that might interest you:

http://shops.half.ebay.com/cadman-half_W0QQsellerZcadmanQ2dhalf

I post up items on Half.com regularly and am constantly rolling back prices. 
My father and I share an account on eBay, hence the username.

*******************************************************************************
                                  COPYRIGHT
*******************************************************************************

This document Copyright 2011 Kevin Hall (Berserker)

Resident Evil: The Mercenaries 3D Copyright 2011 Capcom Ltd.

This document is for private and personal use only.  Do not try to sell this
document for profit.  This is a free document and should remain free.  Do not
try to reproduce this document in any way, shape, or form.  Do not alter this
FAQ in any way.  Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.

If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites.  Contact me if you want to use it.

*******************************************************************************
                               SPECIAL THANKS
*******************************************************************************

- Sephirosuy for his all of his Mercs 3D lists on his blog!
  Visit his site: http://sephirosuy.blogspot.com/

- All of the friends that I've gained from the RE5 Mercs community.  Truly too
  many to list!

- Daniel Feit for the extra info and corrections for controls and medals!

- Ultimate_Finale for the Captaim medal description correction.

- Raymond for the Weapon Set requirement corrections!

- Martin for the Infinity 7 info and other extra tips!

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
.,                                                                           ,.
\ '.              /\   http://berserkersblog.blogspot.com   /\             .' /
'. '.                                                                   .' .'
   '. '.           ___    __  __  __    __  __          __  __         .' .'
     '.|          / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\        |.'
  ..,            /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//           ,..
( \ '.         / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \         .' / )
'. \  '..      \_____/\__/\/ \_/\__/\__/\/ \_/\/  \/\__/\/ \_/      ..'  / .'
  '. \/\  '.                                                       .'  /\/ .'
    '.  \/\/'                                                     '\/\/  .'
      '.....'      T E A R   T H R O U G H   T H E   G A M E!     '.....'
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
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