Resident Evil 5: Mercenaries Guide

       - - - - - - - - - - - -  R E S I D E N T  E V I L  5  - - - - - - - - - - - - -

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                                  G U I D E

                           Authored by: Berserker

                                Version: 1.1

                            Last update: 6/12/09

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===============================================================================
                             TABLE OF CONTENTS
===============================================================================

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

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

-- Mercenary Stages  . . . . . . . . . . . . . . . . . . . . . . . . . . [ST00]

 - Public Assembly . . . . . . . . . . . . . . . . . . . . . . . . [ST01]
 - The Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST02]
 - Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST03]
 - Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . [ST04]
 - Experimental Facility . . . . . . . . . . . . . . . . . . . . . [ST05]
 - Missile Area  . . . . . . . . . . . . . . . . . . . . . . . . . [ST06]
 - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST07]
 - Prison  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08]

-- Mercenary Characters  . . . . . . . . . . . . . . . . . . . . . . . . [CS00]

  - Chris (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [CS01]
  - Chris (Safari) . . . . . . . . . . . . . . . . . . . . . . . . [CS02]
  - Chris (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . . [CS03]
  - Sheva (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [CS04]
  - Sheva (Clubbin') . . . . . . . . . . . . . . . . . . . . . . . [CS05]
  - Sheva (Tribal) . . . . . . . . . . . . . . . . . . . . . . . . [CS06]
  - ???? (BSAA)  . . . . . . . . . . . . . . . . . . . . . . . . . [CS07]
  - ???? (Battle Suit) . . . . . . . . . . . . . . . . . . . . . . [CS08]
  - ?????? (Midnight)  . . . . . . . . . . . . . . . . . . . . . . [CS09]
  - ?????? (S.T.A.R.S.)  . . . . . . . . . . . . . . . . . . . . . [CS10]

-- Frequently Asked Questions  . . . . . . . . . . . . . . . . . . . . . [FA00]

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


===============================================================================
                                INTRODUCTION                             [IN00]
===============================================================================

- PAST RESIDENT EVIL MERCS
The Mercenaries minigame first debuted in Resident Evil 3 Nemesis where players 
could take control of one of three U.B.C.S. soldiers and attempt to reach their 
destination through the zombie-infested streets of Raccoon City all in single 
player.  The player was required to rescue civilians along the way and fight 
off enemies for time and points.  Resident Evil 4 brought in a new single 
player Mercenaries mode where players were given a choice of 4 characters and 4 
stages then had a certain amount of time per stage to chain as many kills as 
possible to gain points.  Time bonuses could be found to extend the time per 
stage and combo bonuses could be found to increase the point value per enemy 
for a certain amount of time.

- RESIDENT EVIL 5 MERCS
Resident Evil 5 continues The Mercenaries tradition in much the same style of 
The Mercenaries minigame that Resident Evil 4 was well known for.  This time 
players can choose from a total of 8 different stages and have the ability to 
play with a total of 10 characters all with unique weapon setups exclusive to 
that particular character along with different outfits per character type.  The 
game still has the usual single player mode per stage, but this time players 
can now play through a stage with a partner through both console's online 
service (Playstation Network or Xbox LIVE) or split screen play.

- RESIDENT EVIL 5 MERCS GUIDE
This Mercenaries guide gives the reader a full breakdown of each stage with 
links to maps that detail item locations, time and combo bonus locations, areas 
for enemy spawning, enemy spawn points, and I also give you the option to print 
out your own blank map and label it as you see fit.  This guide also contains a 
full analysis of each character available in The Mercenaries minigame for 
Resident Evil 5 that details many methods to get the most out of each character 
and a way to achieve melee kills with each character to help you get higher 
scores.

This guide is as harcore as I can make it and will be updated as I find out new 
techniques and ideas.  I cannot guarantee that you'll be walking away from each 
stage with an SS-rank, that's more up to individual by utilizing their own 
skills and techniques that the gamer has learned, but I will tell you one 
thing:  After all the work that has been put into this guide, it very much 
tries to give you that SS-rank that you so desire and if it doesn't then maybe 
you and I can meet online and help you achieve it (that option comes later mind 
you).

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- FULL RESIDENT EVIL 5 GUIDE BY BERSERKER

If you want to completely tear through Resident Evil 5 and get full enjoyment 
out of your many playthroughs of the game then check out my full Resident Evil 
5 guide (version "Haymaker") on GameFAQs:

http://www.gamefaqs.com/console/ps3/file/929198/56203
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- PLAYING ONLINE MERCS WITH ME
If you ever want to play online Mercs with me then look for my username 
Berserker_Kev (PSN) and Berserker Kev (Xbox LIVE) while looking through the 
Mercs sessions on either console.  I usually host games now and, yeah, I play 
both the PS3 and Xbox 360 version of Resident Evil 5 regularly.  I very rarely 
use a mic while playing RE5, so don't expect any talking.  Don't add me to your 
friends list at this time please.  I might accept friend requests later.  I 
don't mind text messaging on either console though.

I use all Chris types but I mainly stick with Chris (S.T.A.R.S.).  All of my 
high scores are with him since he is my main character.  And yes, I use melee 
kills... sometimes literally knife slashing an enemy to achieve a melee kill.


===============================================================================
                              MERCENARY BASICS                           [MB00]
===============================================================================

===========================
OVERVIEW OF THE MERCENARIES
===========================

The main goal of The Mercenaries challenge mode is to chain kills on enemies 
and kill as many enemies as possible all while collecting time extenders to 
extend the current clock for more time on the current stage.  Your character 
will start out with a total of 2 minutes and will face up to 150 enemies total 
in each stage.  Once the stage timer has expired or the full amount of enemies 
have been killed, the stage will end and the score will be tallied based on 
your performance.

Mercenaries may be played through Single play (by yourself) or Duo play (with a 
friend or online gamer).  Mercenaries characters have a fixed equipment list 
that may not be changed from the start but each character can pick up different 
items and a few different weapons as the stage progresses.  New stages will be 
unlocked as each stage is completed with at least a B-rank and new characters 
are unlocked per stage completed with an A-rank (Single = 40,000, Duo = 
80,000).

==========
DIFFICULTY
==========

Mercenaries has two fixed difficulties that cannot be changed while playing in 
a chosen mode.  Single player mode has a difficulty of 6, which is equal to 
that of Normal mode in the main game and Duo mode has a difficulty of 8, which 
is equal to Veteran difficulty.  In short, while playing on duo mode, players 
will experience much more aggressive enemies along with more random parasitic 
enemy spawnings.

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

Dying in a Mercenaries stage will automatically end the stage without any 
points.  In Duo mode, whenever a character enters dying status, the other 
player will have to rush toward that character and heal or resuscitate that 
character.  In single player, the player can resuscitate a controlled character 
by tapping the assist button to revive the current character while that 
character staggers in the dying status.  The player's life will begin to 
restore as the assist button is tapped.

===================
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 per stage.

 -- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Executioner Majini       =       5,000  |
| Majini (Wetland) =         400  | | Giant Majini             =       5,000  |
| Majini (Base)    =         400  | | Reaper                   =       6,000  |
| Bui Kichwa       =         400  | | Chainsaw Majini          =       7,000  |
| Kipepeo          =         700  | | Gatling Gun Majini       =      10,000  |
| Cephalo          =         800  | | Executioner Majini (Red) =      15,000  |
| Licker Beta      =         900  | '-----------------------------------------'
| Duvalia          =         900  |
| Big Man Majini   =       1,000  |
| 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 blue 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
=============

Blue egg-timers are hidden in chests throughout each stage.  Once these are 
collected the players will enter a 30 second period where "Combo Bonus" will 
displayed on the upper right hand portion of the screen.  During this Combo 
Bonus period, each kill is worth an additional 1,000 points each.  So defeating 
a normal Town Majini will now yield 1,300 points instead of the normal 300 
points like usual.

==========
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 in Mercenaries mode.  
Each time extender will add a certain amount of seconds to the clock as shown 
below:

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

There is also a +5 second per kill resulting from a melee kill.  Even though 
the time extension is minimal per melee kill this little bonus can be exploited 
beyond belief with certain characters.  Characters that have heavy damaging 
melee attacks can easily perform constant melee moves to keep adding seconds to 
the clock.

Ending a stage by killing all 150 enemies early 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.  This time left over bonus can be severely 
exploited through the use of certain character melees that can constantly add 5 
seconds to the clock through their instant kill ability.

================================================
BREAKING TIME BONUSES BEFORE ENEMY KILLS OR NOT?
================================================

A player can actually score higher by killing Majini on your way to each time 
bonus per stage. It's going to be harder to keep the kill streak going by doing 
this but the kill streak doesn't matter as much if you're trying to go for all 
melee kills, however a player should try to keep the kill streak going as much 
as possible.

Killing Majini on your way to the time bonuses is much harder since you'll get 
surrounded before breaking all the time bonuses.  You'll likely have to leave 
in the midst of a horde due to time constraints from the clock.  This can 
really be the best method for obtaining a really high score that will put your 
name higher on the leaderboards however, but it is not needed in order to gain 
enough for an SS-rank.

=============================
5 SECOND BONUS PER MELEE KILL
=============================

As mentioned in the time bonus description above, 5 bonus seconds will be added 
to the clock per melee kill, so it is very important to try to gain a melee 
kill on each enemy as much as possible.  The enemy must actually be killed by a 
melee attack to gain this score.  Weakening an enemy with melee attacks will 
not give any sort of bonus.

Multiple enemies that are killed with one melee will yield 5 bonus seconds per 
enemy defeated, so if two enemies are finished off with the same Straight punch 
then a Chris player will gain 10 bonus seconds instead of 5.  Melee attacks 
such as Wesker's Cobra Strike have a tendency to hit more than one enemy when 
enemies are grouped and with its extreme power, it will finish off any normal 
enemy that it manages to hit.

==============
RANKING SYSTEM
==============

Once the timer has run out or once all 150 enemies in a stage have been 
defeated, a rank will be given at the end of the stage based on the player(s) 
performance. Exchange points will be awarded and the score will be posted up on 
the leaderboards.

       .---------------------------------------------------------------.
       | RANK GRADE | SOLO SCORE |  DUO SCORE  | EXCHANGE POINT AMOUNT |
       |===============================================================|
       |     D      |  0 - 9,999 | 0 - 19,999  |          200          |
       |     C      |   10,000+  |   20,000+   |          600          |
       |     B      |   20,000+  |   40,000+   |         1,000         |
       |     A      |   40,000+  |   80,000+   |         1,500         |
       |     S      |   60,000+  |  120,000+   |         3,000         |
       |    SS      |   90,000+  |  150,000+   |         5,000         |
       '---------------------------------------------------------------'

Rank differs depending on the mode that a player chooses to play on.  While 
playing in single player, the game is more forgiving in terms of grading, 
allowing for a player to get a lower score and still get a high overall grade 
when compared to duo mode.  In duo mode, the player must work nearly twice as 
hard all the time in order to gain a high rank.

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

Spawn points are portions of a map where enemies will drop into the stage from. 
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 but the 
area factor mentioned below will keep a player from gaining too many point from 
one particular spawn point.  Even boss enemies spawn from these locations.  
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.  Each 
stage listed in the stages section has a full map of the various spawn points 
per stage.

=====
AREAS
=====

Each map has multiple areas that a player must visit in order to make some 
enemies spawn from certain spawn points.  Some areas cover a wide range of the 
full map while other areas are much smaller.  A player must visit all areas 
throughout the course of the battle in order to make enemies spawn since the 
enemies will stop appearing if a player chooses to stay in one area range for 
too long.  Each stage listed in the stages section has a full map of the 
various areas associated with that stage.

=============================
MERCENARY ADVANCED TECHNIQUES
=============================

The following section is a list of techniques that should be utilized to help a 
player gain the most out of The Mercenaries minigame.  Learning these will help 
your overall game greatly during intense situations.  All of these are taken 
from the advanced basics section of my RE5 guide, but they come in even greater 
use in the Mercenaries, so they need to be emphasized here strongly.  With the 
type of pressure that your character will be under sometimes, making use of the 
following techniques is very necessary.

--------------------
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; the inventory menu can be pulled up 
during most of these animations - keep that in mind.  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 grabbing an item
- While jumping from a platform/vaulting over an object
- Giving an item
- Performing a melee attack
- While recovering from an attack
- Resuscitation (cannot pull up inventory during this)
- While climbing a ladder
- While grounded
- While on fire (burning animation)
- While electrified (shocking animation)
- While holding up arms to block debris from an explosion
- Door kick animation
- During a hold, when your character is winning/losing the struggle

In The Mercenaries, knowing about these invincibility frames will help out 
considerably!  For instance, if a player sees an item that the player wants to 
grab, but it is near a Majini, that player can quickly run toward the item then 
wait for the Majini to attack.  Right when the Majini attacks, pick up the item 
to avoid the attack due to the invincibility of picking up the item then shoot 
the Majini while it recovers from the attack.

NOTE: Check the Basics section of my full RE5 guide for a much greater 
description of each invincibility frame listed above.

--------------------------------------------
EXCLUSIVE MERCENARY INVINCIBILITY ANIMATIONS
--------------------------------------------

See the advanced techniques section under basics for a full list of 
invincibility animations in the main game of Resident Evil 5.  All of the same 
invincibility animations from the main game can be take advantage of in the 
Mercenaries mode, but there are also a few that are exclusive to the 
Mercenaries minigame:

--> COLLECTING A COMBO BONUS

Whenever a character opens a chest containing a combo bonus, that character 
cannot be hit with an enemy attack while the chest is being opened.  While 
collecting the time bonus, the character can also not be hit much like 
collecting an item.  A player can actually take advantage of the chest opening 
animation invincibility even further and pull up the inventory to cycle through 
it if needed.

--> HITTING A TIME EXTENDER

A character cannot be hit from the moment a melee command is issued to hit a 
time extender.  The entire makes the character invincible much like a normal 
melee attack.  Did you know that this melee attack can hit enemies that happen 
to be in close range of the time extender item?  You do now, buddy!  The melee 
staggers Majini just like any normal arm stun melee.

TIP: Keep in mind that a player can pull up the inventory and quickly make 
adjustments during the combo bonus pickup and the melee hit to destroy a time 
extender listed above.  Hitting a time extender is a melee animation, so one 
could easily reload through the inventory or make some much needed inventory 
adjustments at that time.

----------------------------------
PULLING UP THE INVENTORY ON THE GO
----------------------------------

Learn to take advantage of certain actions when pulling up the inventory menu. 
The following actions will allow you to pull up the inventory menu while the 
character is in the middle of the animation and most of these animations will 
leave your character invincible to attacks.

- the moment when your character tosses off or receives a hit from a grappling
  enemy
- after sustaining a hit
- while climbing a ladder
- while vaulting over an obstacle/jumping/jumping through a window
- while quick turning (NOT INVINCIBLE)
- in between gunshots (NOT INVINCIBLE)
- during a melee attack, ground melee or partner assist melee
- while reaching down to pick up an item
- while healing (NOT INVICIBLE)
- during reloading animations (NOT INVINCIBLE)
- during a taunt (NOT INVINCIBLE) [it's the novelty that counts here]

NOTE: The full animation for some of these instances must be fully finished 
before an item can be equipped, but anytime during the animation, you can have 
the "Equip" option ready to trigger as the animation ends.  So, say if a player 
jumps through a window, the player can select an item and pull up the equip 
option, but the player can't actually equip the item until the player's 
character fully stands.

NOTE: Check the Basics section of my full RE5 guide for a much greater 
description of each invincibility frame listed above.

----------------------------------------
ADVANCED RELOADING (INVENTORY RELOADING)
----------------------------------------

- Pull up the inventory menu
- Select the desired ammo
- Combine the ammo with the proper gun that needs reloading for an instant 
  reload
- Quickly cancel the inventory menu by pressing the assist button

NOTE: A player can press the aiming button while an item or weapon is 
highlighted to cancel the inventory screen and equip the current item or 
weapon.

Reloading via the inventory menu does not require your character to perform any 
reloading animation and it is instant.  This can also be done while in the 
middle of melee attack or jump.  Wesker STARS players will be SEVERLY crippled 
while using his Hydra if the Wesker player does not reload through the 
inventory because of his near 4 second reload time.

--> INVENTORY RELOAD WITH AMMO IN THE MIDDLE

Since your cursor will always start in the middle slot on the inventory grid 
for every time that you open the inventory menu, you can place the desired ammo 
in the middle of the inventory grid then place the corresponding gun to the 
immediate right, left, top middle or bottom middle slot, so you can quickly 
select the ammo upon opening the menu then press in either of those four 
directions to combine it quickly.

When you reload through inventory, use the action button to quickly combine the 
ammo with the gun.  For my setup, I always place shotgun or rifle ammo in my 
middle inventory slot then place the shotgun or rifle to the left of that slot, 
so basically, for every reload with the shotgun or rifle, I perform the 
following button sequence:

Xbox 360 - Y, X, left, X, B (to cancel inventory)
PS3      - /\, [], left, [], O (to cancel inventory)

And my inventory menu looks much like the inventory menu shown below:

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   | Dragunov <--- Rifle   |           |
                   | SVD (RIF) | Ammo (50) |           |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

--> INVENTORY RELOAD WITH AMMO ON THE TOP LEFT AND RIGHT SIDES

Many players like to use this setup for inventory reloading:

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |   Rifle   |           |Machine Gun|
                   | Ammo (50) |           | Ammo (150)|
                   |     |     |           |     |     |
                   |-----|-----+-----------+-----|-----|
                   |     |     |           |     |     |
                   |     v     |           |     v     |
                   | Dragunov  |           |   VZ61    |
                   | SVD (RIF) |           |   (MG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Through the above display, we see that players have a gun on the right and left 
side of the middle portion of the inventory menu then they quickly pull up the 
inventory and select ammo from the top left or top right row then quickly 
combine it with the gun below the ammo.  The above setup basically requires 
that your character reloads while in the middle of an animation.

--> A COMBINATION OF THE TWO

Whenever I inventory reload, I use a mix of the two above and usually have ammo 
for a gun in the middle of my inventory along with a gun on the center right 
square with the ammo in the square above it.  So here is a look at my usual 
setup:

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |           |           |Machine Gun|
                   |           |           | Ammo (150)|
                   |           |           |     |     |
                   |-----------+-----------+-----|-----|
                   |           |           |     |     |
                   |           |           |     v     |
                   | Dragunov <--- Rifle   |    VZ61   |
                   | SVD (RIF) | Ammo (50) |    (MG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

As you can imagine, I have to perform a lot of adjustments constantly to gain 
the above inventory appearance, but it sure is worth it, especially in The 
Mercenaries mode.

--> RELOAD FRAME CANCELING

Make sure that the melee attack button prompt appears first then reload in 
front of an enemy that is stunned.  During any portion of the reload animation 
hit the Action button to instantly end the reload animation and cancel into a 
melee attack.  The reload will still take place but the animation will be 
cancelled early and this will give your character a full reload.

----------------------
QUICK SIDE TURN AIMING
----------------------

(Control types A and C only)

Command: While holding the right thumbstick to the right or left, press the Aim 
button when a weapon is equipped.

Your character will quickly turn toward the viewpoint direction and aim when 
the aiming button is pressed.  This technique can be used to aim to the side 
quickly.  This is an old technique from Resident Evil 4.  Many hardcore RE fans 
that use Control Type A or C can really use this to their advantage for turning 
to face different directions.

===============================
TIPS AND OTHER MERCENARY EXTRAS
===============================

- INVINCIBILITY FRAMES
Learn to take advantage of invincibility frames as listed in the basics 
section.  For instance, when an enemy is preparing to attack and an item is on 
the ground below your character, quickly pick up the item and your character 
will remain invincible during the entire item pickup animation allowing the hit 
to pass right through your character.

- TAKE ADVANTAGE OF THE 5 SECOND BONUS PER MELEE KILL
Try to set up melee kills when possible and make sure that the melee attack 
will kill the enemy that is hit so that a 5 second bonus will be received after 
the kill.  Players that take advantage of melee kills, literally making every 
kill a melee kill, while attempting to chain kills WILL get a higher score 
because of the 5 second bonus.  Wesker Midnight and Jill players should take 
notice to this and read their sections below.

- RELOAD THROUGH THE INVENTORY MENU
Reload through the inventory!  Pull up the inventory menu and combine ammo with 
the appropriate gun to avoid any reload animations.  Make appropriate 
adjustments to the inventory menu at the beginning of the stage to help in 
inventory reloading, such as placing ammo for your most used gun in the middle 
of the inventory so the cursor will start right on top of the ammo, allowing it 
to be selected quickly when combining it with a gun.  Place the gun into one of 
the fast equip slots.  Many players like to position the ammo at the top or 
bottom of the gun slot for quick selection as well, which helps for multiple 
guns.

- MAINTAIN THE INVENTORY WHILE ON THE RUN
Pull up the inventory during long melee attack animations such as instant kill 
melees then use that time to make adjustments to the inventory slots or reload 
through the inventory menu.  This technique can also be used during many other 
animations such as climbing a ladder or while recovering from an attack.  A 
full list of recommended animations is in the basics section.

- KEEP THE KILL STREAK GOING AS MUCH AS POSSIBLE
Don't do this often, but if you are about to lose your current kill streak (the 
number is flashing) you might want to think about taking out your most powerful 
weapon and aiming at the closest Majini then blasting it for (hopefully) a one-
hit kill.  A precise long range magnum shot can be a godsend for a fading kill 
streak.  In single player mode, when your character is grabbed or knocked down, 
take out your most powerful weapon and kill the closest Majini to keep the kill 
streak going.  This is actually much more effective in single player since it's 
harder to melee every enemy.

Maintaining a kill streak is really not as important as performing as many 
melee kills as possible, but keeping the kill streak active will definitely 
help out in the long run.  Performing melee kills on as many enemies as 
possible is really the most important part of achieving a high score, but 
trying for high kill streak while doing so will help out a bit as well.

- DISCARD USELESS WEAPONS
If a character has a weapon that you are not going to use in that character's 
starting inventory, discard the weapon right as the round starts. This will 
keep your character from gaining the ammo or weapon (if it's a proximity bomb, 
etc) as a regular drop from enemies.

- COMBINE HERBS OFTEN TO SAVE INVENTORY SPACE
Combine green herbs into a green herb + green herb mixture to avoid crowding 
the inventory menu when no red herbs can be found.  Give a green herb to your 
partner if that player has a red herb and vice versa.  This advice is very 
useful for the Village and Ancient Ruins stages where green herbs are more 
common.

- COMBINE AMMO PICKUPS IN THE INVENTORY MENU
If ammo pickups can be combined, then combine it quickly through the inventory 
menu. Don't leave 10 handgun bullets in one slot and 2 handguns in another, 
combine them for 12 to take up less space.

- DON'T DISCARD ITEMS OFTEN
Discarding an item can REALLY leave a character open to attack so always try to 
give your partner a certain ammo if your character can't use it.  If your 
character needs to get rid of a grenade or rotten egg then equip it and toss 
it.  Throwing a weapon is much quicker than discarding it.  With a rotten egg, 
try to make use of it and toss it a Majini.  It might even come in handy as the 
final hit against a boss enemy!

- DISCARDING AN ITEM
When your character absolutely must discard an item, pull up the inventory 
while performing some sort of action so your character is not a sitting duck 
while you cycle through the menu.  Pull up the inventory during a melee attack 
and then select "Discard" then choose "Yes" and the command will already be 
inputted so that your character will immediately discard after the action.  A 
player is likely to get hit while trying to discard out in the open though.  If 
an enemy interrupts the discard animation with an attack about halfway through 
the discard then the discard will still be successful but if the enemy 
interrupts the early stages of a discard then your character may still hold the 
item in the inventory.

- HEAL IMMEDIATELY WHEN IN LOW HEALTH
Whenever your health is in caution (orange) status, your character needs to 
heal immediately since it is extremely risky to run around any stage with an 
orange health bar.  Majini will stand by and watch your character heal 
sometimes, especially after your character throws off an attacking Majini.  
Time a health to right after an attack and your character most likely won't 
have a problem with getting hit while healing.

Keep in mind that on stages with dynamite Majini, a dynamite explosion will 
take around 30% of your health, so if you character is still in a low green 
state of health, one blast can still send your character into dying status and 
getting hit with dynamite can happen so very easily without any warning 
whatsoever, so always make sure to keep your character's life above 50% in 
stages where dynamite Majini are present.

- SAVING YOUR PARTNER
When your character helps out a partner that is grabbed by a Majini, either 
fire with a powerful weapon from close range to instantly knock off and finish 
the Majini or perform a partner assist melee in the hope that your partner will 
kill the staggering Majini with a melee after your character hits it.  I 
usually issue the "Go" command after I perform a partner assist melee to 
encourage my partner to hit the staggering Majini with a melee attack to kill 
it off for a 5 second bonus for the melee kill.

- TAKE ADVANTAGE OF THE FREE MELEE ATTACK AFTER A PARTNER ASSIST MELEE
Whenever another player knocks a Majini off of your character with a partner 
assist melee, run toward the staggering Majini, if it is still alive, then 
perform a melee on it with your character to most likely kill it off and 
receive a 5 second bonus for the melee kill.

If a partner knocks a Majini off of your character and the Majini falls 
straight to the ground, run over to the Majini and perform a ground melee to 
it.  This goes for both characters, so if a partner doesn't finish off a Majini 
after your character knocks it off after it falls, then run over to it yourself 
and perform a ground melee to finish it off for a melee kill.

- PARTNER RESPONSE AFTER PARTNER ASSIST MELEE
When a partner knocks a Majini off of your character with a partner assist 
melee and the Majini falls straight to the ground without staggering backward, 
your character CANNOT perform the usual partner response.  If you press the 
assist button, you'll only get the "Come on" command unless the button is held, 
so you'll have to thank your partner manually using "Hold assist button + left 
on d-pad".

- MAJINI STAGGER FROM A GROUND MELEE
If a standing Majini is right by a character when a ground melee is performed, 
that Majini might get hit by the ground melee, which will make the Majini 
stagger backward as if it got hit with an arm stun melee.  A partner can take 
advantage of this and run up then perform a bouncing melee to the staggering 
Majini to most likely finish it off.  Basically, a ground melee hits just like 
an arm stun melee on a close standing Majini when it is performed.

- WATCH FOR ARM STUN MELEES
If your partner performs an arm stun melee that sends a Majini staggering 
backward, quickly run over to the staggering Majini and perform another melee 
to it.  You can run to the back and front of the Majini and the melee will 
differ depending on the side that it was hit from that started the stagger.  
From the opposite side, your character will perform a weak arm stun melee that 
will bounce the Majini back to the partner, but from the front your character 
will perform a more damaging head stun melee.  If a second arm stun melee is 
performed then the character that first started the sequence can get a tag team 
melee command by approaching the Majini.

- CANCEL EXPLODING BOSSES
When a boss is about to explode after its death, the explosion will take damage 
from a player if the player is near the expanding boss, but if the boss is 
quickly shot then that shot will cancel out the explosion and make it harmless.

- KILL THE CHICKEN
Each stage has at least one chicken.  The chicken is an actual enemy and counts 
toward the 150 enemies that must be defeated in a stage.  It will always drop 
some type of egg, most of the time it is a gold egg but the one on the upper 
floor of The Mines stage drops a white egg.

- MAJINI PARASITES
Majini that mutate into Cephalos and Duvalias only count as a kill once the 
mutated form is defeated.  The actual Majini kill is not considered a kill.

- WESKER'S DASH
Wesker's dash move can be used to get to far away places much quicker than 
normal running.  Say a time bonus is all the across an open straight path 
directly ahead, press in on the right thumbstick to run toward the destination 
then quickly perform his rising knee when right next to the time bonus in order 
to stop near it.

- TRICKS WITH WESKER'S DASH
Each hit of Wesker's dash hits an enemy just like an arm stun melee.  If Wesker 
hits a Majini twice with a dash (by dashing back and forth while turning) then 
a partner can run up to that Majini and perform a tag team melee.  All enemies 
killed off with a dash hit or the rising knee finisher will yield the same 
amount of bonus seconds as a melee kill.  This is incredibly useful for the Bui 
kichwa enemies on the Village stage.  A player can dash right into a Bui kichwa 
and receive 5 seconds for the kill since the spider-like enemies are so weak.

- ACCIDENTAL GIVE WHEN TRYING TO RESPOND
If a player suddenly "gives" your character an item right after your character 
saves that player's character from a Majini grab, then that player most likely 
didn't mean to do that.  The player was probably trying to thank you with the 
partner response but gave you the item that the character had equipped instead 
since both buttons perform the same function.  Be a pal and equip the item then 
give it back to that player.  This happens most commonly with Wesker Midnight 
(Proximity Bombs & Hand Grenades), Jill BSAA (Flash Grenades) and Chris BSAA 
(Hand Grenades).

- FULL INVENTORY WHEN TRYING TO GIVE
If your character can't give an item to another player then that character's 
inventory is full.  This can be kind of annoying when you're giving ammo and 
suddenly can't give anymore to a player and are then stuck with it.  Check the 
person's inventory by pulling up yours and pressing the R2/RB button. To avoid 
accidentally issuing the "Come on" command while attempting to give to a 
character who's inventory is possibly full, hold down the assist button for a 
few seconds after pressing it while attempting to give and this will cancel any 
accidental "Come On" command.

- GAIN KILLS WHILE RETRIEVING COMBO BONUSES
When attempting to retrieve a combo bonus from a chest in a far off area or 
inconvenient area (up a ladder), especially in single player, place a proximity 
bomb on your way to the chest so an enemy will walk over it.  This can help you 
to keep your current kill streak while obtaining a combo bonus.  The enemy will 
likely walk over the proximity bomb when your character is about halfway to the 
chest.

- GROUND MELEE BURNING MAJINI
When a Majini burns, let it fall and then kill it off with a ground melee.  
This is really helpful to know when you accidentally shoot a cocktail that a 
Majini holds.  Simply wait for it to fall after burning then perform a ground 
melee to finish it off for the extra 5 bonus seconds for a melee kill.  Many 
times, multiple Majini will burn and then fall to the ground.  A Chris player 
can really take advantage of this and Stomp a few of them in a row for some 
melee kills.

- IN DUO MODE STAY SEPARATE FROM YOUR PARTNER
While playing in Duo mode, it is best to say separate from your partner.  When 
both characters stay together, enemies will mount up on both players and 
sometimes overwhelm them.  If the characters stay apart, they will both fight 
less enemies at one time.  It is best to stay in a specific area for a while as 
labeled on the area maps then move onto another area when the enemies seem to 
stop spawning.  The only bad part about splitting up is when a player runs out 
of healing item or suddenly enters dying status from an unseen boss hit.

- PARTNER LOCK-ON AND FIRE AT A GRABBED PARTNER
To quickly free a partner from a Majini grab while your character is facing 
away from your partner or at a distance from the partner, quickly hold the 
partner lock-on button then aim and fire.  Adjust aiming very quickly when 
necessary after your character turns.

This will make your character immediately face and lock-on to the grabbed 
partner where you can quickly aim and shoot.  It's amazing how quick and 
accurate this can be.  With Type D controls, you can literally hold down the 
partner lock-on/fire button, aim while still holding the button then your 
character will automatically fire without letting go of the lock-on/fire 
button.

- MELEE MULTIPLE MAJINI TO KILL OFF A WEAK MAJINI
If a Majini is extremely weak after your attempts to set it up for a melee 
kill, try to stun a nearby Majini and possibly work the weaker Majini into the 
melee that is performed on the stronger Majini.  Leg stun frontal melees are 
usually your best while trying this because of their range.

- FINISH OFF A MAJINI WITH A TIME BONUS HIT
When a Majini is extremely weak and you've just got to get to that melee kill 
in, lead the Majini toward a Time Bonus then hit the Time Bonus to where the 
melee hit will hit the Majini as well while it stand near.

- KNIFE + MELEE KILL
When all else fails, slash a Majini in the leg then try to perform a melee.  
This is most useful for when you know that the next gunshot will kill a Majini. 
Let's say Chris BSAA has shot a Majini three times with his handgun in an 
attempt to get a leg stun but he didn't receive it.  The next gunshot will kill 
off the Majini, so quickly run up to it and slash it in the leg in the hope of 
a leg stun then finish it off with the melee for extra five bonus seconds if 
the leg stun is achieved.  Don't dwell on trying to achieve a stun through 
knifing however or you'll waste valuable time.  Really one or two slashes is 
enough.

- KNIFING A CROWD
While a crowd surrounds your character in close range, try to slash them.  
You'll slash about three Majini at once sometimes and have the possibility to 
get one of them in some type of stun to which you can quickly melee them for 
invincibility and to knock some of them away.  This is mainly good to use for 
all characters besides Jill since Jill's knife slash lacks a wide range.

- ACCIDENTALLY RUINING A CHANCE FOR A GROUND MELEE
When trying to knock a Majini down with gunfire, don't ever shoot as the Majini 
falls since the Majini will immediately start to get up once again if anything 
hits it while it is on the ground.  If your character accidentally shoots a 
grounded Majini then it will get up early and a ground melee cannot be 
performed.  Even if your character performs some sort of action such as falling 
down a ladder or vaulting over a railing, this action can hit a grounded Majini 
and cause it to get up early.

- MAJINI THAT FALL FROM A HIGH PLACE WILL GET UP IMMEDIATELY
Any Majini that is shot off a ladder while it tries to climb, or any Majini 
that is knocked off a higher ledge or platform will immediately get up shortly 
after hitting the ground.  A character cannot perform a ground melee to any 
Majini that have fallen as such.

- TIME ITEM PICKUPS RIGHT BEFORE AN ENEMY HIT
If an enemy is nearby an item that you want then stand over the item and wait 
for the enemy to swing.  Right when it swings, pick up the item to exploit the 
invincibility of an item grab animation.  The attack will go right through your 
character.  It's really best to take the extra time to wait for the enemy to 
swing.  Picking up an item then having an enemy hit your character right 
afterward can be a real pain since there is no way to escape the attack if the 
enemy swings right after the item pickup animation.

- REMIND A PARTNER OF A HEALING ITEM
If a partner is near death and has a herb in the inventory and you don't and 
that partner hasn't healed for a while, open up the inventory and request the 
herb from the partner to remind the partner that there is indeed a healing item 
in the partner's inventory.  If the partner hands over the healing item instead 
of using it to heal then... I don't know... there's little hope for that match.

This can also help out for when you don't have a healing item and need healing 
from your partner.  Sometimes it's easy to forget about a healing item in the 
current inventory.

- CONSTANTLY STAY MOVING WHEN MAJINI ARE PRESENT
When more than one Majini is in the area, constantly move.  Back up and walk to 
the side (sidestep) to keep surrounding Majini from grabbing your character.  
The sidestep will help out a great deal for Majini that suddenly dash at your 
character.  Simply step to the right or left as they run by.  With the limited 
view of what is behind your character, constantly moving from one area to 
another is very important for bosses that can easily sneak up on your 
character.

- TRICK THEM INTO ATTACKING THEN SHOOT THEM WHILE THEY RECOVER
When face to face with a close Majini it is sometimes best to wait for the 
Majini to attempt an attack then quickly back up to dodge the attack and shoot 
it while it recovers.  This works extremely well for head stuns with Chris 
Safari and Wesker Midnight since the Majini will not quickly dodge out of the 
way while the character aims after dodging an attack since the Majini will be 
recovering at that time.

- BEING GRABBED BY MAJINI SO MUCH
Majini who are behind you are EXTREMELY prone to grabbing. About 90% of the 
time, if you turn your back on a Majini, it will attempt a grab. Knowing this 
can change your gameplay because you can face away from an enemy to shoot 
another one (or for whatever reason), then run forward a few paces and turn 
back around to face a wide open Majini with outstretched arms. Even in a more 
general sense, if you know or suspect there are guys behind you, it is a good 
idea to move as soon as possible, even if they are out of weapon range, because 
they will most likely just run right at you for a grab.  Majini with shields 
cannot grab your character however.

- MAJINI WITH POLES/PICKAXES
Their range is so unfair. If you are in close quarters, if they go for a swing, 
dodging is basically impossible. Running behind them doesn't help as they arc 
their swing, and you can't back away fast enough to avoid being hit. Basically 
your only chance is to shoot them really fast. If you aren't fast enough, even 
if you pull off a shot, you'll still get hit. These particular Majini appear to 
be faster to attack. Once they run up to you, they give you almost no time 
before they swing.

- WHEN DEAD MAJINI STILL ATTACK
When you get a critical headshot on a Majini, sometimes they continue their 
attack before falling. Majini without a head can still grab and swipe at your 
character if the animation has already been started prior to the head burst. 
That's why you should still dodge even if their head just blew up. Although, 
the running one might be nigh impossible to avoid.

- MAJINI GRACE PERIODS (FOR COUNTER ATTACKING)
This one isn't a complaint! But it's extremely useful. Majini have a sort of 
"action-movie complex": they don't team up on you properly. Specifically, after 
you've been hit, even if you're surrounded by 10 Majini, you have a sort of 
grace period of maybe 3 seconds before anyone attacks you again. Therefore, 
instead of frantically blasting everyone in panic, you can calmly set up a 
melee attack, or run away if you can and wish to. Even for someone who only 
does melee attacks, if you're nervous you'll probably aim really fast and miss, 
resulting in getting hit some more.

- MAJINI GRACE PERIODS (FOR HEALING)
This is related to the last tip. If you've just performed a melee attack (or 
gotten hit most of the time), if you immediately use a healing item such as a 
first aid spray or herb, enemies will just stand around and watch your 
character heal. They won't attack. In other circumstances they'll keep 
attacking you and probably at least get you during your life bar filling up. If 
you drop into low caution or want to heal for any reason, even if you're on the 
brink of death, it's a good idea to set up a melee attack and instruct your 
partner to use it during the animation. It's really a lot safer.

(Big thanks to Egheadfool/Hapkido for some of the tips listed above)

===============================================================================
                               MERCENARY STAGES                          [ST00]
===============================================================================

The following is a list of all stages in The Mercenaries challenge mode along 
with a map and a full listing of the details for each stage.  The maps are set 
up like so:

- Time Bonus and Combo Bonus Locations
- Item Locations
- Areas (for enemy spawning)
- Enemy Spawn Points
- Blank Map (For the gamer that wants so make his/her own location listings)

If you go to my blog page, then I have all the maps listed on the right sidebar 
in collections based on the stage.

http://berserkersblog.blogspot.com

The individual maps are listed in each stage section below.


      ___       _     _ _          _                          _     _    [ST01]
     / _ \_   _| |__ | (_) ___    /_\  ___ ___  ___ _ __ ___ | |__ | |_   _ 
    / /_)/ | | | '_ \| | |/ __|  //_\\/ __/ __|/ _ \ '_ ` _ \| '_ \| | | | |
   / ___/| |_| | |_) | | | (__  /  _  \__ \__ \  __/ | | | | | |_) | | |_| |
   \/     \__,_|_.__/|_|_|\___| \_/ \_/___/___/\___|_| |_| |_|_.__/|_|\__, |
                                                                      |___/ 
                                 S T A G E  1

                    .------------------------------------.
                    | How to unlock: Unlocked by default |
                    '------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.: 222,643                      -
---               Duo w/Chris S.T.A.R.S.: 699,169 (Xbox LIVE)               ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Executioner Majini       =       5,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

---------------------------
OVERVIEW OF PUBLIC ASSEMBLY
---------------------------

The Public Assembly stage plays out much like the Public Assembly area in the 
main game.  Players will fight tons of Town Majini that continue to spawn from 
buildings on the other side of the surrounding gates around the area.  The 
Executioner will appear as the sub boss for this stage.  The Executioner has 
now gained the ability to jump, so he can follow a character anywhere now.  
Even on the third floor the south building!  There's no point in hiding.  You 
can't hide forever!  Oh, there I go again.

The normal Majini will sometimes form Cephalos in this stage, so its good to 
have a few flash grenade ready or prepare to fight them with a powerful weapon. 
More Cephalos will spawn in Duo play when compared to the difficulty of single 
play.  Hand grenades and incendiary grenades are both common as item drops from 
Majini and both can be useful for the crowds and Executioners that a player 
will face here.

----
MAPS
----

--> Time Bonus and Combo Bonus Locations

http://img35.imageshack.us/img35/939/publicassemblymaptimean.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img33.imageshack.us/img33/5139/publicassemblymapitemse.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chicken also.

--> Areas (for enemy spawning)

http://img30.imageshack.us/img30/4332/publicassemblymaparease.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img40.imageshack.us/img40/4175/publicassemblymapspawnp.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img198.imageshack.us/img198/942/publicassemblyblankedit.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Public Assembly Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56573

---------------
STARTING POINTS
---------------

The chosen character that a player starts with will begin the stage in one of 
the following portions of the map.  The starting place will be chosen at random 
for single player and duo mode play.

-- Starting Point 1

On the very top of the execution platform in the east section.  The character 
will face west.

-- Starting Point 2

Beside the ladder that leads to the waterway in the far northwest portion of 
the map.  The character will face south.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 6 MINUTES AND 30 SECONDS

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: Inside the center of the tunnel in the waterway that stretches across 
the north portion of the assembly.

[ ] Time Bonus 2

Extra Time: +30 seconds
Location: Inside the north small building that extends above the northeast 
section of the waterway.

[ ] Time Bonus 3

Extra Time: +60 seconds
Location: In the far southeast corner outside of the big building in the 
northwest.

[ ] Time Bonus 4

Extra Time: +30 seconds
Location: Among some pillars in the west section along the path that is to the 
south of the big northwest building.  This time bonus is west of the ramp above 
the house that contains time bonus 7.

[ ] Time Bonus 5

Extra Time: +60 seconds
Location: On the rooftop of the building in the west that contains time bonus 
7.  Use the stairs on the north side of the building to reach the top or use 
the ramp on the west side beside the rooftop.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: On top of the bus in the center of the assembly.  Run up the stairs 
on the north side or move up the ramp to the west of the building that contains 
time bonus 7 then hop across to the bus from the rooftop.

[ ] Time Bonus 7

Extra Time: +60 seconds
Location: Inside the west building.  Kick through the door on the south side 
and turn to the left then round the corner to see this, or simply jump through 
the window on the northwest side of the building and this will be right in 
front of the character.  A player could also toss a hand grenade toward the 
destructible wall on the west side along the section outside of the north door 
and break it to avoid the door kicking animation and having to run around the 
corner in order to get to the time bonus faster.

[ ] Time Bonus 8

Extra Time: +60 seconds
Location: On the second floor of the south building.  Either move up the wooden 
ladder on the northeast side of the building or climb up the northwest ladder 
beside the small wooden fence.  The northwest ladder is connected to a walkway 
that leads to the second floor of the house.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

In the far northwest portion of the map, to the right of the ladder that leads 
down to the waterway.

[ ] Combo Bonus 2

Inside the bus in the center of the map.  The bus is to the south of the 
building that contains Time Bonus 7.

[ ] Combo Bonus 3

On the first floor of the building in the south.  The chest is in the northwest 
corner while inside of the building.

[ ] Combo Bonus 4

On the second floor of the building in the south.  Climb up either ladder along 
the side of the building and the chest is in the southwest corner of the second 
floor.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken can be found roaming the water way in the north.  His starting 
appearance is in the east section of the waterway beside the red explosive 
barrel.

------------------------------
ITEM AND BREAKABLE OBJECT LIST
------------------------------

(This list basically starts from the northwest starting point)

[ ] Wooden Barrel

Behind the small wooden fence in the northwest portion of the map that is next 
to the ladder that leads down to the west portion of the waterway.

[ ] Wooden Barrel

Fall down to the waterway from the ladder in the northwest and this barrel will 
be to the right of that ladder while down in the waterway tunnel.

[ ] Wooden Barrel (x2)

At the far east end of the waterway in the north.

[ ] Wooden Crate

After stepping past the north gate entrance while headed south, this wooden 
crate is on a stand to the east beside a stack of tomatoes.

[ ] Wooden Barrel

After stepping past the north gate entrance while headed south, this barrel is 
in the west corner beside a stand.

[ ] Flash Grenade (x2)

On the cabinet shelf in the first floor of the east building.

[ ] Hand Grenade

Inside of the drawer directly across from the cabinet with the two flash 
grenades on the first floor of the east building.

[ ] Wooden Crate

On a counter on the east side of the first floor of the east building.  Facing 
the door from the inside, it is to the left.

[ ] Incendiary Grenade

Kick open the door of the west building beside the bus and this incendiary 
grenade will be lying on a cabinet shelf directly across from the door.

[ ] Incendiary Grenade

Inside the drawer to the left of the cabinet that has the first incendiary 
grenade lying on it in the west building.

[ ] Green Herb

After moving through the doorway of the west building, this is on the counter 
to the left.

[ ] Hand Grenade

On the counter to the east while inside the west building.  This is lying 
beside an incendiary grenade.

[ ] Incendiary Grenade

On the counter to the east while inside the west building.  This is lying 
beside a hand grenade.

[ ] Green Herb

Lying along the side of the railing that stretches along the north portion of 
the third floor of the south building.  A player will have to climb either 
ladder on the north side of the south building then climb the ladder on the 
east side of the second floor to reach the third floor.

[ ] Wooden Barrel (x2)

Across from the doorway on the west side of the south building.

[ ] Red Herb

Along the path that stretches across the southeast portion of the map.  This 
item is near a fence by the end of the path once it stretches to the north.  
It's a little hard to see this item in a way unless a player is looking for it 
while headed north along the path.

----------
ENEMY LIST
----------

(See the maps at the beginning of this section for a list of spawn points and 
areas)

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Town Majini (x60)

Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 12
Item Drops: Random

-- Town Majini (x75)

Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 12
Item Drops: Random

-- Executioner 1

Spawning Condition: Spawns when 20 or more enemies have been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray

-- Executioner 2

Spawning Condition: Spawns when 50 or more enemies have been defeated and 
Executioner 1 has been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray

-- Executioner 3

Spawning conditions: Spawns when 70 or more enemies have been defeated and 
Executioner 2 has been defeated
Max Number in stage at once: 1
Item Drops: First Aid Spray

---------
AREA LIST
---------

There are two areas total for the Public Assembly stage:

-- Area A

Area A stretches from the far north corner of the map and includes the entire 
map up to the open gate that the Executioner breaks in story mode (to the north 
of the south building).

-- Area B

Area B stretches from the far south up to the point of the open gate in the far 
north that Kirk fires missiles at in story mode (basically right outside of the 
small building above the north waterway).

-------------------------------
SINGLE PLAYER STAGE WALKTHROUGH
-------------------------------

Run and break all of the time bonus statues in the sequences mentioned below 
depending on where your character starts from.  Whether you decide to run and 
break them all before fighting any Majini or if you decide to fight off Majini 
while breaking them is entirely up to the individual.  Fighting Majini along 
the way will give a player a higher score overall, but it's going to be harder 
to keep a kill streak going.

--> NORTHWEST STARTING POINT

Time Bonus Order: 1, 2*, 3, 4, 5, 6**, 7***, 8***

* Don't fall down into the waterway opening from the beginning.  Move down the 
path to the east and defeat the chicken on the east end of the waterway by 
shooting the red explosive barrel, or use pinpoint aiming with any weapon from 
a distance.  It's best just to aim down at the red barrel before moving down 
the ramp then shoot it and hope that you hit it since the chicken will usually 
be right near the barrel from the start.

** Shortly after breaking time bonus 6, if you happen to have a hand grenade, 
toss the hand grenade toward the building doorway while on top of the bus, so 
that it hits the door and the breakable wall to expose a quick path to time 
bonus 7.  Jump to the rooftop portion right above the breakable wall portion 
below then drop from the rooftop portion directly up above it then quick turn 
to face time bonus 7.

*** If you happen to have more hand grenades then the breakable wall on the 
north building can be destroyed to gain quicker access to combo bonus 3.  If 
you're playing with Wesker then a hand grenade can be tossed at the breakable 
wall on the side of the east building in order to gain quicker access to the 
flash grenade inside.

*** Once time bonus 8 is broken, run directly over to the chest containing 
combo bonus 3 then open it and turn to face the Majini that climb the ladder 
then start killing them off.  If there are more gathered below the ladder then 
fall back down instead of waiting for them to climb.

-- EAST EXECUTION PLATFORM STARTING POINT

Time Bonus Order: 8*, 7**, 5, 6, 4, 3, 2, 1***

* Since you're near so many combo bonuses from this starting point, go ahead 
and begin to pick them up and kill off enemies to gain use out of them.  The 
quickest method for getting to combo bonus 3 is to toss a hand grenade at the 
breakable wall on the north side of the building then run inside, but jumping 
through the window on the north side can be just as fast.  Don't forget about 
the combo bonus in the bus!

** Toss a hand grenade at the door to the west building to break the weak wall 
to the side or break the door with a weapon to avoid the kicking animation and 
having to move around the corner inside.

*** Defeat the chicken.  Shoot the red explosive barrel as it walks by it or 
use pinpoint aiming from far away.

--> KILL STREAK AND COMBO BONUSES

Keeping the kill streak active can be a major factor in obtaining a high score. 
Combo bonuses also need to be gathered but ONLY while a Majini group is 
following your character.  If you're going after a combo bonus, then you need 
to allow Majini to follow your character, so you can quickly shoot one then 
turn and grab the combo bonus and turn right back around to have something to 
shoot before the kill streak ends.  Grabbing a combo bonus can quickly eat up 
kill steak time, so in single player mode, a player has to be ready to shoot a 
Majini directly after grabbing the combo bonus.

A helpful method for gaining a high score is to slowly work your way toward a 
combo bonus location then allow the Majini to follow your character along the 
way.  Don't ever be afraid to take out a powerful weapon to shoot them with 
when attempting to regain control of the kill steak timer since picking up a 
combo bonus in single player will take focus, timing, and some quick gunshots.

--> KEEP THEM WHERE YOU CAN SEE THEM

You want to try as much as possible to keep all the Majini at one side while 
killing them.  Getting surrounded is one of the worst things a player can do 
while trying to keep the kill streak going.  A random Majini grab from nowhere 
can easily end your current kill counter.  To retaliate from an accidental 
grab, pull out the character's most powerful weapon and fire at the nearest 
Majini.  A magnum works extremely well here.

It's not easy to keep them all to one side while in pursuit of a combo bonus, 
but try as much as you can to keep the current surrounding Majini in mind.  
Wave a machine gun in front of a crowd if needed then run and face them.

--> INVINCIBLITY AMONG THE HORDES

The most effective way to survive among the hordes of Majini is take advantage 
of the invincibility of melee attacks.  Ground melee attacks are some of the 
easiest melees to seek invincibility from but they are not as instant as a 
standing melee since your character has to get within a certain precise range 
of the fallen Majini.  Usually a character's weakest weapon can be the most 
effective way to stun a Majini for a melee kill.

--> RELOAD THROUGH INVENTORY DURING MELEE KILLS

If a player is not reloading through the inventory and making inventory 
adjustments while invincible throughout this battle, then that player is not 
going to get a good score in single player.  You need to quickly pull up the 
inventory menu to reload or cycle through it during melee attacks or simply 
while standing when nothing else is around.  It's best to save inventory times 
for when your character is performing a melee attack, but sometimes that just 
can't be done.

One effective way to quickly gain a good amount of quick invincibility for 
inventory management is to quickly shoot the leg of an approaching Majini with 
a weak weapon in order to stun it then quickly run behind it and perform an 
instant kill melee.  The instant kill melee will give a player plenty of time 
to manage the inventory or reload through the inventory while the kill takes 
place.  You don't want to do this while a kill streak is on the line however 
since the kill is not always instant enough.  For Wesker, all of his melee 
attacks are about the same length, so a player will have to be just as fast 
while pulling up the inventory.

Ground melees are another effective way to gain invincibility for inventory 
management.  Most of them take off enough damage to kill a weak enemy as well 
to help boost their need.  Sheva's ground melee can help a player to easily 
make some much needed inventory adjustments since the animation is quite long.

--> FIVE SECOND MELEE KILL BONUS

It's so much better if a melee kills a Majini rather than simply knock it down. 
Try to weaken a Majini enough to where a melee will kill it off if possible; 
this way, the player will gain a 5 second bonus for the melee kill in an effort 
to boost the clock just a bit.  I've listed a few methods for gaining 5 second 
bonus kills for each character under the section describing them.  Multiple 
Majini that killed off with a single melee will give the attacker 5 bonus 
seconds per Majini hit, so a melee kill that defeats two Majini will yield 10 
bonus seconds.

The big amount of incendiary grenades that are found in this stage can help out 
for gaining some quick ground melees.  Simply toss an incendiary grenade at a 
crowd of Majini and wait for them to fall then run up and finish off the 
survivors with a ground melee.  With a Chris character, a player can get about 
three ground melees off of one incendiary grenade toss.  A Wesker player can 
take advantage of the two flash grenades on the cabinet in the east building.  
He can toss them at a Majini crowd then perform his Cobra Strike on a few of 
them for an instant kill.

--> BREAKABLE WALLS

The cracked walls of the south building, west center building and east building 
can all be destroyed with hand grenades.  It is best to find a hand grenade and 
toss it toward the cracked walls of the south and middle west building for sure 
to gain easier access to combo bonus 3 and time bonus 7 in each of those 
buildings.  The building to the east holds two flash grenade on the cabinet 
inside, which is highly beneficial to a Wesker player since he can toss them at 
a group of Majini and then Cobra Strike about three of them per flash grenade 
toss.

In a Duo game, a player with a starting set of hand grenades should be sure to 
break the cracked walls of the buildings listed above.  A Chris BSAA player can 
be very beneficial to a Wesker STARS player by breaking the wall of the east 
building with Chris's starting hand grenades.  A wall per building should be 
broken regardless however.  Wesker Midnight and Jill Battle Suit also come with 
a starting set of hand grenades to take advantage of.

--> DEALING WITH THE EXECUTIONER

Whenever the Executioner appears, take out your most powerful weapon and try to 
stun him.  Spam him with ammo while he is stunned then shoot a nearby Majini if 
the kill streak ever starts to nearly run out.  Use your most powerful weapon 
to shoot a Majini if needed since time can easily get away during the midst of 
an Executioner battle.

With some characters it is a good idea to move near the Executioner while he is 
stunned then quickly perform a melee on him when a Majini is about to grab your 
character in order to shield that character from Majini attacks.  The Majini 
will usually not attack directly after the melee, so you could use that time to 
finish off the Executioner or shoot another Majini to continue the kill streak. 
An Executioner fight can be some of the most dangerous times, both in losing a 
kill streak and getting hit, which are basically all caused from a random 
Majini grab.

Hand grenades can be a real good way to stun the Executioner for characters 
that don't have a good stunning weapon.  Hand grenades are found throughout 
this stage, so stock up on them.  Flash grenade are good for an instant stun on 
the Executioner as well in tense situations.

One of the best ways to handle the Executioner whenever he comes close to a 
character is to trick him into performing his overhead strike from mid distance 
then simply sidestep it and move to either side.  From that point, a player can 
do a variety of attacks while he is stunned.  If he ever holds his axe to the 
side then BACK AWAY since he will perform his stepping side swings forward.

--> THE LAST KILL

The final kill will more than likely be gained more in Duo mode rather than 
single player mode.  Once the final enemy is killed then the stage will end and 
all bonus time will add to the score for a better overall score.  Once all 
enemies have stopped appearing and the stage has not ended, there are three 
possible area where a kill needs to be made most likely:

a) The northwest-most area near the ladder that leads down the waterway.  A lot 
of times one final Majini will be hanging around near the top of the ladder.  
The Majini will not attack until approached.

b) The far west area with pillars near Time Bonus 4.  Sometimes, a Majini will 
be hanging around this area as well.  The Majini will not attack until 
approached.

c) The chicken on the far east end of the waterway.  Yes, the chicken counts as 
an enemy and might very well be the last enemy that is keeping your character 
from achieving a higher score.  It's nothing a little flame round can't fix.

Either kill the final Majini quickly with an extremely powerful weapon or 
quickly weaken it then stun it and finish it off with a melee for a quick five 
second bonus.  If a Majini is not in the above areas then stop and listen and 
you might be able to here the Majini yell while in pursuit of your character.  
Stand in one place where a big amount of the area can be seen then wait for him 
to step into view.

--> DUO PLAY STRATEGY

In Duo play, both characters should stay at different ends of the Public 
Assembly and stay separate.  It is best for one character to stay in the south 
or middle area and the other to stay in the west or north area.  This will make 
it to where all enemies will spawn throughout the course of the battle and the 
players will not have any extra Majini hanging out toward the end.

Splitting up like this can be bad on a player that gets swamped with Majini.  
It seems like one player usually has to fight more Majini than the other.  One 
player will also have to fight the Execution and take him down solo.  Be sure 
to watch out for him, since he can sneak up on a player so very easily while 
both are separate.  Try to stay apart as long as each player can handle it then 
meet up when a player is running out of healing items and health or ammo.

Using this method, the stage will be finished faster and leftover enemies will 
be kept to a minimum.  They should all come to the players while staying 
separate like this.  Combine this method with the information that you read 
above and you'll get a rather high score.  In Duo mode, if both players perform 
melee kills to each enemy, the clock will keep gaining bonus seconds and all 
stage enemies will be finished off before the timer ends rather easily.


                 _____ _                   _                             [ST02]
                /__   \ |__   ___    /\/\ (_)_ __   ___  ___ 
                  / /\/ '_ \ / _ \  /    \| | '_ \ / _ \/ __|
                 / /  | | | |  __/ / /\/\ \ | | | |  __/\__ \
                 \/   |_| |_|\___| \/    \/_|_| |_|\___||___/

                                 S T A G E  2

  .--------------------------------------------------------------------------.
  | How to unlock: Achieve a B-rank or higher on the "Public Assembly" stage |
  '--------------------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.: 103,420                      -
---               Duo w/Chris S.T.A.R.S.: 513,687 (Xbox LIVE)               ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Reaper                   =       6,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

---------------------
OVERVIEW OF THE MINES
---------------------

Players will run into the same basic Town Majini that were found in the Public 
Assembly while in The Mines.  These Town Majini come equipped with dynamite and 
cocktails very often for this stage.  It's wise not to shoot these type of 
Majini up close since it is so very easy to shoot their explosives and have 
them go off and damage your character.  Some Majini with dynamite will actually 
run toward a character with the stick lit in an effort to explode near the 
player!

Big Man Majini will appear among the normal Majini often; there can be up to 
two Big Man Majini at a time in the area.  A Reaper boss enemy will show itself 
after a certain amount of Majini have been taken down.  Reaper enemies need 
full attention when they are in the area thanks to their instant kill grab 
attack.  There are plenty of proximity bombs lying around the various portions 
of the mine that can help a bunch for Majini crowds and gaining some heavy 
damage on a Reaper.

This is also the first of the stages with two chickens in it.  Kill them, kill 
them all!  You'll get a total of 4,000 extra points just from defeating both of 
them.

----
MAPS
----

--> Time Bonus and Combo Bonus Locations

http://img401.imageshack.us/img401/1014/theminesmaptimeandcombo.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img223.imageshack.us/img223/6876/theminesmapitems.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chickens also.

--> Areas (for enemy spawning)

http://img526.imageshack.us/img526/4415/theminesmapareas.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img401.imageshack.us/img401/4328/theminesmapspawnpointse.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img223.imageshack.us/img223/9436/theminesmapblank.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Mines Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56575

---------------
STARTING POINTS
---------------

The chosen character that a player starts with will begin the stage in one of 
the following portions of the map.  The starting place will be chosen at random 
for single player and duo mode play.

-- Starting Point 1

On the top of the tall wooden platform on the east side of the north section of 
the mine.  The character will face southwest.

-- Starting Point 2

In the southwest end of the cave area in the far south portion of the map.  The 
character will face north.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 6 MINUTES

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: In the cave area of the mines, this is in the southeast section lying 
near proximity bomb and wooden barrel.

[ ] Time Bonus 2

Extra Time: +30 seconds
Location: At the end of the curved portion of the mine tunnel in the east.  
This is lying beside combo bonus 1.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Lying in the middle of the tunnel on the west side of the circular 
mine tunnel portion.  There is an explosive barrel and combo bonus 2 at the end 
of the tunnel.  A chicken prowls around this time bonus.

[ ] Time Bonus 4

Extra Time: +60 seconds
Location: In the circular center section of the tunnel area right before 
getting to the tunnel that leads out into the open mine area.

[ ] Time Bonus 5

Extra Time: +60 seconds
Location: Inside a small dead end tunnel on the west side of the big open mine 
area.  An enemy spawn point is on the ceiling at the end of this dead end 
tunnel.

[ ] Time Bonus 6

Extra Time: +30 seconds
Location: In the big open mine area on the east side of the second floor bridge 
that extends out from the middle wooden platform.

[ ] Time Bonus 7

Extra Time: +30 seconds
Location: In the center of the third floor tunnel in the big open mine area.

[ ] Time Bonus 8

Extra Time: +90 seconds
Location: On top of the tall wooden platform on the west side of the big open 
mine area.  A character will have to climb the ladder on the east side of the 
third floor to reach the top of the east wooden platform in order to break 
this.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

This is at the end of the curved portion of the tunnel that stretches toward 
four cave-like area.  It is on the east side.

[ ] Combo Bonus 2

This is at the far end of the tunnel that stretches to the southwest from the 
center circular area in the group of mine tunnels.  Time Bonus 3 is lying in 
the middle of the tunnel while moving toward this combo bonus.

[ ] Combo Bonus 3

In the big open mine area, this is on the northwest side of the bottom floor. 
It is lying next to a stack of steel beams near the dead end tunnel 

[ ] Combo Bonus 4

On the third floor of the big open mine area, hop over the railing along the 
side while in the center and the chest will be on the wooden platform behind 
that railing.  There is a wooden barrel near this chest as well.

----------
CHICKEN(S)
----------

[ ] Chicken 1

In the circular portion of the mine tunnel area, this chicken should be moving 
around the west tunnel that holds time bonus 3.

[ ] Chicken 2

In the big open mine area, climb to the third floor and run into the tunnel to 
the north.  This chicken should be around the middle of the north tunnel.

---------
ITEM LIST
---------

[ ] Wooden Barrel

On the far southeast end of the group of cave-like tunnels in the south.  This 
is lying beside time bonus 1.

[ ] Proximity Bomb

On the southeast end of the group of cave-like tunnels in the south.  This is 
lying beside time bonus 1.

[ ] Wooden Barrel

On the northwest end of the group of cave-like tunnels in the south.

[ ] Flash Grenade

Lying on a wooden container in the northwest end of the group of cave-like 
tunnels in the south.

[ ] Green Herb

Lying on a group of bags in the group of cave-like tunnels in the south 
portion.  This is in the northeast cave-like tunnel of the four.

[ ] Wooden Crate

On a table at the end of the tunnel to the west of the circular section of the 
tunnel area.  It's right beside the chest containing combo bonus 2.

[ ] Green Herb

Lying to the left (west) near a stack of wooden blocks while entering the big 
open mine area from the main tunnel.

[ ] Wooden Barrels

On the east side of the big open mine area near a stack of wooden blocks.

[ ] Proximity Bomb

Propped up inside of a metal piece that is attached to the big wooden platform 
that extends across the middle section of the big open mine area.  This on the 
bottom floor, east side.

[ ] Flash Grenade

Lying on the wheel of an overturned mine cart in the north portion of the big 
open mine area.  Bottom floor.

[ ] Wooden Barrel

At the end of the west ledge of the second floor of the big open mine area.

[ ] Hand Grenade

Lying on a stack of blocks on the second floor east ledge in the big open mine 
area.

[ ] Proximity Bomb

Propped up against a wooden container at the end of the east side of the third 
floor ledge in the open mine area.

[ ] Wooden Barrel

Hop over the railing in the middle of the third floor ledge of the big open 
mining area and this is to the right of the chest containing combo bonus 4.

[ ] Wooden Barrel

Around the center of the third floor cave in the big open mine area.  This is 
lying near an enemy spawn point that is in an alcove along that tunnel.

[ ] Wooden Crate

Lying on a stack of steel beams at the end of the west side of the third floor 
ledge in the big open mine area.

[ ] Hand Grenade

Lying on a stack of steel beams at the end of the west side of the third floor 
ledge in the big open mine area.

----------
ENEMY LIST
----------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Town Majini (x73)

Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x57)

Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 12
Item Drop: Random

-- Big Man Majini (x2)

Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 2
Item Drop: Proximity Bomb

-- Big Man Majini (x3)

Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 2
Item Drop: Proximity Bomb

-- Reaper 1

Spawning Condition: Spawns when a player has defeated 30 or more enemies
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Reaper 2

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Reaper 1 has been defeated
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Reaper 3

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Reaper 2 has been defeated
Max Number in stage at once: 1
Item Drop: First Aid Spray

---------
AREA LIST
---------

There are two areas total for The Mines stage:

-- Area A

Area A starts in the far north and reaches to the far end of the first tunnel 
that leads into the cave area in the center of the map.

-- Area B

Area B starts at mine tunnel entrance in the north section and stretches all 
the way to the far south of the map.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

--> FROM THE SOUTH STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7**, 8***

* Defeat the chicken in the same tunnel as time bonus 4.  A lot of times, the 
chicken will step near the explosive red barrel at the end of the tunnel, which 
a player can quickly shoot to kill the chicken off.  This chicken sometimes 
moves down the north tunnel and walks out into the big open mine area.

** Defeat the chicken in the third floor tunnel before attempting to break time 
bonus 7.  Usually a player can wait for the chicken to step past the explosive 
barrels then shoot it for a quick kill.

*** Once the final time bonus is broken, don't stay on the platform to knock 
off the Majini while they climb after your character, fall down the side of the 
ladder to knock them down the ladder like a domino effect while falling.  This 
will set them up perfectly to where a player can shoot them afterward.  A 
player can't ground melee any of them after falling however since a Majini will 
always start to get up instantly after being knocked down from a high place, 
well, if the Majini doesn't die from the fall.

--> FROM THE NORTH STARTING POINT (ON PLATFORM)

Break the time bonuses in the following order:

Time Bonus Order: 6, 7*, 8, 5, 4**, 3, 2, 1

* Defeat the chicken in the third floor tunnel before attempting to break time 
bonus 7.  Usually a player can wait for the chicken to step past the explosive 
barrels then shoot it for a quick kill.

** Defeat the chicken in the same tunnel as time bonus 4.  A lot of times, the 
chicken will step near the explosive red barrel at the end of the tunnel, which 
a player can quickly shoot to kill off the chicken.  This chicken sometimes 
moves down the north tunnel and walks out into the big open mine area.

--> SO MANY EXPLOSIONS

Majini in this stage like to carry dynamite very often, so watch for any 
dynamite carriers and shoot them from a distance or shoot them in the legs from 
close range to avoid hitting their dynamite since the explosion can take some 
intense damage.  If a Majini with lit dynamite dies then it's body will explode 
afterward, so keep your distance from it.

Some Majini with dynamite like to run toward character with lit dynamite in an 
effort to explode near that character.  These kamikaze Majini will try to grab 
a character shortly before the explosion.  Always try to run the opposite way 
that they run toward and allow them to explode before turning.

Because of the intense damage of the dynamite, be sure to keep your character's 
health above 50% at all times.  Dynamite explosions take around 30% of your 
character's life, so they can knock a character's low life bar that is still 
green into immediate dying status if the life bar is only around 30% full.

Majini also carry cocktails often in this stage.  Don't shoot them from close 
range or your character might be caught in a burning blaze if the cocktail is 
shot.  Shooting these Majini in the legs can help in defeating them since you 
won't risk shooting their cocktail as much.

--> KILL THE CHICKENS

There are two chickens in this stage (north third floor and near time bonus 3), 
so be sure to kill them both.  A total of 4,000 points can be gained from 
defeating them both.  The chicken in the north will only drop a white egg 
instead of a gold egg, so don't pick it up by accident if your character 
doesn't need it.

--> BIG MAN MAJINI

Big Man Majini should be dealt with the moment that they show up in a crowd of 
Majini.  Hit them with your character's most powerful weapon.  Simply spam them 
with gunfire and get rid of them before they become a threat.  A magnum works 
best, but a shotgun can work well too.  Try to work a Big Man Majini into a 
wall when using a shotgun and make sure each blast is from close range.

While fighting a crowd of enemies, a Big Majini can so easily sneak in one of 
their quick attacks.  All characters can take advantage of the invincibility of 
a melee attack against a Big Man Majini whenever a Big Man Majini is stunned.  
Run up and hit the Big Majini for instant invincibility.  This can be useful 
when surrounded by other Majini.

In Duo mode, two characters can double team a Big Man Majini much like a normal 
Majini.  Shoot it in the legs with any weapon or shoot it in the body with a 
shotgun to stun it for a few seconds.  A character can run up to it and melee 
the Majini then the other character can perform a second melee.  The character 
that hit the Big Man Majini the first time with a melee can get a special tag 
team command by running up to the Majini at that point.  The tag team melee 
will take some intense damage but it might not always finish off the Big Man 
Majini.  When double teaming a Majini, it doesn't matter which side a character 
hits him from when performing the double team sequence unlike a normal Majini.

--> DEALING WITH THE REAPER

Most players will be scared away from the Reaper because of his instant kill 
grab attack, and they are right in that notion, because he should indeed be 
feared because of that.  It still doesn't mean that we have to turn and run and 
screw up our kill count just because some jackass wants to ruin our fine 
killing spree though.

It's best to back up while a Reaper approaches and give him time to showcase 
his stomach weak point.  The moment he reveals his weak point, take out the 
more powerful weapon that your character carries and blast him in that weak 
point.  If your current character has a magnum, then that character's first 
shot will instantly kill him if the shot is precise.

Characters with machine guns can fire at his stomach weak point or back weak 
points (when he dashes) then shoot at his shoulder weak points while he 
crouches from the first shot.  When he shows his white chest weak point, spam 
him in that weak point with the most powerful weapon in your character's 
arsenal to finish the job.  Constant machine gun fire to its chest weak point 
can bring it down very quickly.

Constantly shoot a Reaper anywhere on his body will make him lose his 
appendages but this will not damage him.  This can help out in escaping his 
instant kill grab however since he needs all of his appendages in order to 
perform his instant kill grab.  Keep in mind that he regenerates appendages at 
a very quick rate however!

The Reaper can be damaged with proximity bombs and hand grenades.  Each of 
these explosives will make him curl into a ball and roll to the side when the 
explosion hits him.  This will damage him badly and can ultimately kill him, 
but the process is slow and he will get up right after rolling then charge at 
your character again.

Characters that have grenade launchers have an extremely major advantage 
against a Reaper.  Acid rounds and flash rounds will instantly stun him no 
matter what portion of the body he is hit in and two hits with either of these 
rounds will make him bend back and show his chest weak point.  Keep in mind 
that a flash round has to hit him directly but the area affect of the acid 
round will stun him just as much as a direct hit.

Electric rounds can make the Reaper lean over to show his shoulder weak points, 
but electric rounds can't be used any further than that, so a player will have 
to quickly switch to another weapon to continue the stunning process when an 
electric round is fired at him.  With the grenade launcher's stunning effect 
and the magnum's instant kill, Chris STARS players can be the ultimate Reaper 
exterminator when used effectively.  Whether it's a magnum shot directly to the 
stomach weak point or a few grenade rounds to its body followed by magnum shot 
to its exposed weak point to finish it off, no one is going to be seeing Chris' 
blood on the ground anytime soon.

Shotguns that hit a tight area with their spread and are long range can make 
useful stunning weapons against a Reaper.  Both Sheva Clubbin's Jail Breaker 
and Wesker S.T.A.R.S.'s Hydra can easily shoot a Reaper's back weak point while 
it scurries or have a greater chance to hit its stomach weak point while it 
walks.  The spread of the shot hits a vast majority of its body, so hitting the 
weak point is not all that hard with these shotguns.

--> ADJUST YOUR INVENTORY A BUNCH

You're going to be getting hit quite a bit in this stage with all the cocktail 
Majini that will spawn, so take advantage of the times when your character is 
hit and pull up the inventory to make quick adjustments or reload through the 
inventory.  Be sure to watch your health.  It's so very easy to get hit 
unexpectedly in this stage.

--> TAKE ADVANTAGE OF MAJINI COCKTAILS

Whenever a Majini tosses a cocktail and it burns other Majini, run over to the 
burning crowd and wait for them to fall then finish them off with ground melees 
for some extra 5 second bonuses.

--> PICK UP ITEMS TO AVOID ATTACKS

Picking up items the moment that a Majini attacks is helpful for dodging an 
attack in any stage, but when in the mine tunnels it become very necessary when 
a player fights Majini in a narrow area.  Pick up an item if your character is 
about to get grabbed or sliced with a weapon.  It's sometimes good to simply 
run toward an item and pick it up as a nearby Majini attacks in order to get 
the item and avoid the oncoming Majini attacks.  Shoot the Majini as it 
recovers from its attacks.

--> COMBO BONUSES

It might be a good idea to pick up maybe one of the combo bonuses a bit early. 
The one near the explosive barrel in the mine tunnel (combo bonus 2) is a very 
good combo bonus to pick up when a bunch of Majini are chasing your character. 
Simply grab the combo bonus then turn around and shoot the red barrel when 
Majini pile up near it.  As long as your character is backed up ALL THE WAY 
toward the combo bonus chest, the character will not get hit in the explosion.


                              _ _ _                                      [ST03]
                       /\   /(_) | | __ _  __ _  ___ 
                       \ \ / / | | |/ _` |/ _` |/ _ \
                        \ V /| | | | (_| | (_| |  __/
                         \_/ |_|_|_|\__,_|\__, |\___|
                                          |___/      

                                 S T A G E  3

     .-----------------------------------------------------------------.
     |  How to unlock: Achieve a B-rank or higher on "The Mines" stage |
     '-----------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.:                              -
---              Duo w/Chris S.T.A.R.S.: 416,041 (Xbox LIVE)                ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Wetland) =         400  | | Giant Majini             =       5,000  |
| Bui Kichwa       =         400  | '-----------------------------------------'
| Kipepeo          =         700  |
| Cephalo          =         800  |
| Chicken          =       2,000  |
'---------------------------------'

-----------------------
OVERVIEW OF THE VILLAGE
-----------------------

Wetland Majini are the main form of enemy while in the village stage and 
parasitic enemies are very common here.  Cephalos will spawn from Wetland 
Majini at a greater rate than the prior stages and some of these Wetland Majini 
will now spawn Kipepeos.  Bui kichwa enemies will appear alongside the Wetland 
Majini to quickly trap a player so that Wetland Majini may attack the container 
player. The boss enemy for this stage is the Giant Majini and there will be a 
total of four of them if a player can keep the timer going and kill long 
enough.

Shield carriers are common in this stage, so rapid fire and piercing properties 
are very helpful for a player.  Remember that a character can always aim at the 
legs of a shield carrier.  Flash grenades or some type of weapon such as a 
grenade launcher (w/flash or electric rounds), shotgun or magnum that will 
easily dispose of Cephalos are very important to have in this stage.  

----
MAPS
----

--> Time Bonus and Combo Bonus Locations

http://img401.imageshack.us/img401/676/villagemaptimeandcombob.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img401.imageshack.us/img401/3725/villagemapitemsedit.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chickens also.

--> Areas (for enemy spawning)

http://img223.imageshack.us/img223/917/villagemapareas.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img401.imageshack.us/img401/7203/villagemapspawnpoints.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img223.imageshack.us/img223/7528/villagemapblank.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Village Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56574

---------------
STARTING POINTS
---------------

-- Starting Point 1

In the far southeast in front of the entrance gate to the Village.  The 
character will have a choice of two paths ahead when starting.  The character 
will face west.

-- Starting Point 2

In the room on the second floor of the north building.  The character will 
start across from the center of the long table with the red herb and 3 hand 
grenade pickups on it.  The character will face south.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 7 minutes

[ ] Time Bonus 1

Extra Time: +60 seconds
Location: Behind the small hut in the south.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: Off to the left as a character enters the west building.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Under the south walkway below the east hut.

[ ] Time Bonus 4

Extra Time: +30 seconds
Location: On the north walkway while on the second floor of the east hut.

[ ] Time Bonus 5

Extra Time: +30 seconds
Location: Lying in the alcove in the back portion of the first floor of the 
north building.  The alcove is on the west side.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: Run to the second floor of the north building and this will be in the 
center of the walkway in front of the building.

[ ] Time Bonus 7

Extra Time: +60 seconds
Location: At the far end of the cave tunnel along the west side, which can be 
reached from the second floor walkway outside the north building.

[ ] Time Bonus 8

Extra Time: +90 seconds
Location: Along the high walkway in the west that leads to the zipline.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

While moving to the west along the southeast path, this will be off to the left 
at the end of that path before reaching the south small hut.

[ ] Combo Bonus 2

On the second floor of the west building.  Climb the ladder inside.

[ ] Combo Bonus 3

In the back of the northwest area with wooden walls.  This is in a small alcove 
with two vases in front of it.  The chicken roams this area.

[ ] Combo Bonus 4

On the hill in the northeast.  The chest containing this is on a wooden 
platform near some railings.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken can be found in the northwest section of the village behind the 
wooden walls.  This is the area containing the chest with combo bonus 3 inside. 
This chicken will sometimes leave its usual area and head to the southeast set 
of paths, so go there if the chicken is not in its starting area.

---------
ITEM LIST
---------

[ ] Green Herb

While facing the gate in the east portion of the village this green herb is 
lying on the ground to the left at the beginning of the north path.

[ ] Green Herb

On the ground along the east side of the small south hut.

[ ] Vase

On the east side of the small hut in the south.

[ ] Vase

Inside the small hut in the south.

[ ] Flash Grenade (x3)

Lying on the far left side of the long table behind the small hut in the south.

[ ] Green Herb

On the ground beside some tall grass along the south side of the building in 
the west.

[ ] Vase

On the ground along the south side of the building in the west.

[ ] Vase

Right outside the doorway to the west building.  While facing the door, this 
vase is on the left side.

[ ] Hand Grenade (x3)

On the far left side of the long table in the back of the west building.

[ ] Vase (x2)

Climb up the ladder in the west building and these will be off to the right 
while on the second floor.

[ ] Flash Grenade (x3)

Lying on the right side of the altar in the middle of the village.  This is in 
between the west building and east hut.

[ ] Green Herb

Up under the walkway of the east hut.  This is under the south overhead 
walkway, right beside time bonus 3.

[ ] Vase

Move up the stairs of the east hut and this is on the second floor walkway in 
the middle of the building.

[ ] Green Herb

Step past the wooden walls in the northwest and this will be lying in some tall 
grass beyond them.

[ ] Vase

Step past the wooden walls in the northwest and this will be lying behind the 
middle tree pillar.

[ ] Vase (x2)

Step past the wooden walls in the northwest and this will be lying in the 
alcove that contains the chest with combo bonus 3 inside.

[ ] Green Herb

On the hill in the northeast, lying beside some tall grass near combo bonus 4.

[ ] Vase (x2)

On the first floor near the stairs in the north building.

[ ] Vase

In the outside alcove along the west side of the north building where time 
bonus 5 is located.

[ ] Vase

On the second floor of the north building, beside the staircase railing.

[ ] Red Herb

On the left side of the long table on the second floor of the north building.

[ ] Hand Grenade (x3)

On the right side of the long table on the second floor of the north building.

[ ] Vase

Near the back of the cave tunnel that contains time bonus 7.  This tunnel is up 
the bridge to the west while on the second floor of the north building.

[ ] Vase (x2)

Lying across from the zipline after moving across the high walkway in the west. 
These are near time bonus 8.

----------
ENEMY LIST
----------

NOTE 1: All enemies listed below are based on enemies that actually spawn in 
the stage.  Some enemies are already present from the beginning so the amount 
of enemies listed below will not add up to the total amount of enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

NOTE 2: Exclusive to the Village stage, there are actually more than 150 
enemies, so the stage will end once 150 enemies have been killed even though 
there may be more enemies in the area.  The random Kipepeo spawnings are the 
cause of this exception.

-- Wetland Majini (x64), Bui Kichwa (X16)

Spawning Condition: Spawns when a player is in Area A
Max Number in stage at once: 9
Item Drop: Random

-- Wetland Majini (x50), Bui Kichwa (X10)

Spawning Condition: Spawns when a player is in Area B
Max Number in stage at once: 10
Item Drop: Random

-- Kipepeo (x6)

Spawning Condition: Spawns randomly and is counted separately from the 150 
enemies from this level.  In other words, the Kipepeos are not among the 
standard 150 enemies for this stage, so the characters will fight over 150 
enemies total for this stage.
Max Number in stage at once: 6
Item Drop: Random

-- Giant Majini 1

Spawning Condition: Spawns when a player has defeated 20 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 2

Spawning Condition: Spawns when a player has defeated 20 or more enemies and 
Giant Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: Red Herb

-- Giant Majini 3

Spawning Condition: Spawns when a player has defeated 20 or more enemies and 
Giant Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 4

Spawning Condition: Spawns when a player has defeated 20 or more enemies and 
Giant Majini 3 has been defeated.
Max Number in stage at once: 1
Item Drop: Red Herb

---------
AREA LIST
---------

There are two areas total for the Village stage:

-- Area A

Area A starts from the far south and includes all of the map up to about 
halfway across the middle bridge that leads to the north building.

-- Area B

Area B begins in the far north then includes all of the northern portion of the 
map up until the far south portion of the middle bridge that leads to the north 
building.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

--> FROM THE SOUTHEAST STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 1, 2, 3, 4*, 5, 6, 7, 8**

* Don't defeat the chicken behind the walled area just yet.

** After breaking time bonus 8, DROP (don't use the zipline) from the high 
walkway off to the right then let the chicken be your first victim.

--> FROM THE NORTH STARTING POINT (ON PLATFORM)

Break the time bonuses in the following order:

Time Bonus Order: 6, 7, 8, 5, 4, 3, 2, 1

--> WETLAND MAJINI RECOVER QUICK FROM KNOCKDOWNS

There won't be any Jill Battle Suit ground melee chains on this stage since the 
Wetland Majini will not allow exploits such as that.  The Wetland Majini 
recover from an attack very quickly when they have been knocked down with 
little damage dealt to them.  The only way to stop this is to make sure that 
they are near death when they fall.

Wesker Midnight still has no problem with his Cobra Strike melee chains for the 
most part however, since he performs them all from a standing position, and his 
handgun will go right through shields with its piercing property.

The best way to perform melee kills against Wetland Majini is to have an idea 
of how much damage each weapon hit will take then quickly set them up for a 
melee when they are weakened enough.  Some characters can take advantage of 
their quick rising from being grounded and shoot the Wetland Majini in the head 
for a quick head stun then melee kill it; this depends upon the gun's critical 
hit percentage though.  These methods are discussed more thoroughly in the 
Mercs characters section under each character.

--> DEALING WITH SHIELD CARRIERS

All shield carriers can be dealt with by aiming and firing at their legs then 
performing a melee on them while they are stunned (frontal to break the shield 
or back for usual instant kill).  As usual, their shields can be broken through 
rapid gunfire or shotgun fire with any character.  Hand grenades can also work 
well for groups of shield carriers.  Some characters will have a slight 
advantage over others while dealing with shielded enemies however.

Jill BSAA's MP5 with its piercing property can instantly shoot through multiple 
shield carriers.  Chris STARS' electric rounds can destroy multiple shields and 
damage the Wetland Majini shield carriers very badly to where only a few more 
hits will kill them.  Wesker Midnight's handgun will shoot through multiple 
shields with its piercing property as well.

If a player can learn the exact amount of shots that it will take to kill a 
shield Wetland Majini then an easy melee kill can be gained through that 
knowledge.  A Wesker Midnight player can shoot a shield Majini twice in the 
legs then perform his Tiger Uppercut to break through the shield and kill off 
the shield Majini.  Other characters can take advantage of a similar setup as 
well.  Characters with machine guns such as Chris STARS have to make an 
estimate of damage through timing based on how many times the legs have been 
shot before attempting a frontal melee.  The easiest melee style to use is a 
quick leg stun followed by an instant kill melee from behind, but this will 
take more time per kill as usual.  See the characters section to find methods 
to obtain melee kills on shield Majini for each character.

--> SO MANY PLAGAS

This stage has a vast majority of parasitic enemies.  They spawn by the 
truckload as the stage continues to progress.  Take advantage of the flash 
grenade pickups in this stage and horde a collection of them then place them on 
your quick select inventory slots so they can be easily selected when several 
parasitic enemies spawn.  It's best to toss them at any Cephalos that spawn 
since Cephalos can take quite a bit of punishment depending on the gun type 
used.  Wesker STARS' Hydra will make quick work of any Cephalos and magnums 
with other characters can quickly bring them down fast.

Chris STARS' electric rounds can bring a Cephalo down in two hits and it can 
finish off a Kipepeo by simply aiming at the ground below it then firing an 
electric round so that the electricity hits the Kipepeo while it flies in the 
air.  Sheva Tribal and Jill BSAA are some excellent characters to have in this 
stage with their starting set of flash grenades.

--> GAINING MELEE KILLS ON BUI KICHWA

There are three possible ways to gain melee kills on the Bui kichwa spider 
enemies.  Wesker has the easiest chance at a melee kills through the use of his 
dash move.  He can simply dash right into one of them to gain a melee kill.  A 
player can use his turning during a dash to hit multiple Bui kichwa.

Another way to kill them off with a melee kill is to perform a partner assist 
knife slash to a partner that is grabbed by a Bui kichwa.  Try not to shoot 
them off if possible since you'll miss out on the 5 second bonus in doing that.

The final and hardest way to gain a melee kill on a Bui kichwa is to get one in 
between a melee that is performed on a Wetland Majini.  This is more about luck 
than anything else, but if Bui kichwa surround your current positioning then 
you just might be able to work one into Chris' Uppercut or Sheva's Somersault 
among other melees.  It's worth a shot!

--> VALENTINE'S DAY

Jill BSAA is one of the best characters to have on this stage, mainly on duo 
play.  Her starting flash grenade assortment and MP5 with armor piercing are 
the best weapon assortment that one can have here.  She doesn't have much of a 
problem with the stage boss either.  Jill can spam Giant Majini with her MP5 
then perform a follow up melee if she ever starts to get surrounded.

Her flash grenades come equipped to her upper inventory slot, so a player can 
simply press up on the d-pad and toss a flash grenade right in the face of any 
parasitic mess that unfolds on the screen.  Try to restock your flash grenade 
assortment early so that her flash grenades stay in the upper inventory slot; 
this way, a player won't have to quickly manage inventory during the middle of 
battle.

Use her MP5 mainly for shielded enemies then take out her handgun and aim for 
the heads of enemies then fire for plenty of critical headshots.  For groups, a 
player needs to find some hand grenades to help her out since her MP5 fire 
won't always cut it for a big group of enemies.

--> THE GIANT MAJINI ATTACKS

Giant Majini are not much of a problem for any character so long as the Giant 
Majini are the primary focus when they appear.  Ignore them and allow them to 
begin swinging with their wild attacks while you focus on other enemies, and 
they can become very deadly.

With any character, aim for any skinned portion below their masks then shoot 
them with a powerful weapon or spam them with rapid fire.  Don't perform melee 
attacks unless your character is about to get hit by surrounding Majini; the 
melee attack will be a good form of invincibility if surrounding Majini are 
about to attack.  Hitting them with a melee will exposes more of their skinned 
portion for a player to shoot however.  It's really up to the player whether to 
use melee attacks or not while fighting the Giant Majini.  Either spam them 
continuously with a powerful weapon's gunfire or stun them with that gunfire 
then perform a melee followed by more gunfire.

For a shotgun attacker, it is best to perform melees after each shotgun blast 
for the sake of invincibility since a shotgun will take more recovery time, 
which allows Majini to group around the attacker much easier.  Try to get the 
Giant Majini up against a wall then fire, melee, fire, melee, fire, melee, 
repeat.

--> HERB COMBINATIONS

A player is going to run across several green herbs in this stage, so don't be 
afraid to combine them in order to save inventory space when carrying two.  Red 
herbs are found sometimes, but don't wait until you find one if you carry two 
green herbs and a near full inventory.


           _              _            _       __       _                [ST04]
          /_\  _ __   ___(_) ___ _ __ | |_    /__\_   _(_)_ __  ___ 
         //_\\| '_ \ / __| |/ _ \ '_ \| __|  / \// | | | | '_ \/ __|
        /  _  \ | | | (__| |  __/ | | | |_  / _  \ |_| | | | | \__ \
        \_/ \_/_| |_|\___|_|\___|_| |_|\__| \/ \_/\__,_|_|_| |_|___/

                                 S T A G E  4

     .-------------------------------------------------------------------.
     |  How to unlock: Achieve a B-rank or higher on the "Village" stage |
     '-------------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.: 114,120                      -
---                       Duo w/Sheva BSAA.: 540,294                        ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Wetland) =         400  | | Giant Majini             =       5,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

-------------------------
OVERVIEW OF ANCIENT RUINS
-------------------------

The Ancient Ruins map is composed of the area with sun beam lasers where Chris 
and Sheva had to find three emblems spread around the area to place into the 
middle door.  Much like the Village, Plagas enemies are present in constantly 
increasing numbers as kills are made.  This is the first of the Mercs stages 
where enemies will mutate into Duvalias after being defeated.  Flash grenades 
should be kept and saved for multiple Cephalo fights and Duvalia fights.

Giant Majini roam the area and appear more frequently that in the Village.  
Majini come equipped with spears and shields and a few of them will arm 
torches.  The map is composed of several areas this time, so it is in a 
player's best interest to visit all of those area and camp out in specific 
areas with many enemy spawn points in order to obtain a high score.

--------
MAP LIST
--------

--> Time Bonus and Combo Bonus Locations

http://img177.imageshack.us/img177/4320/ancientvillagemaptimean.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img186.imageshack.us/img186/6626/ancientvillagemapitems.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chicken also.

--> Areas (for enemy spawning)

http://img411.imageshack.us/img411/4937/ancientvillagemapareas.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img412.imageshack.us/img412/1204/ancientvillagemapspawnp.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img177.imageshack.us/img177/791/ancientvillagemapblank.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Ancient Ruins Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56577

---------------
STARTING POINTS
---------------

-- Starting Point 1

In the far south middle portion of the map in an area with two walls to the 
side.  The player will face north and that player will have a chest containing 
time bonus 1 behind that player.

-- Starting Point 2

On the far north portion of the second floor upper walkway by the north door 
that leads out of the Ancient Village.  The player will face south and the 
chest containing combo bonus 5 will be off to the left.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 8 MINUTES AND 30 SECONDS

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: Outside the area containing time bonus 2 and combos bonus 2.  This is 
in an alcove on the south side of the map.  From starting point 1 this is 
behind the west wall.

[ ] Time Bonus 2

Extra Time: +90 seconds
Location: In the far southwest area, move up the stairs beyond the bridge and 
this will be on the platform at the top.  A Giant Majini guards this time 
bonus.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Along the west walkway outside the area with time bonus 2, a player 
should move to the far north along that walkway to reach this.  It can be seen 
from the far south. 

[ ] Time Bonus 4

Extra Time: +90 seconds
Location: In the northeast area, hop across the gap in the bridge or move up 
the side ladder to the north and this will be in front of the burning structure 
on the top platform that either obstacle leads to.

[ ] Time Bonus 5

Extra Time: +30 seconds
Location: Under the bridge (or walkway) that extends across the middle walkway 
in the north.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: In the northeast portion of the map, find the wooden walkway that 
extends around the side of the northeast platform where a sun pillar laser 
device was kept in the main story mode and this will be at the end of that 
wooden walkway.  This is the east of the ladder along the north walkway.

[ ] Time Bonus 7

Extra Time: +90 seconds
Location: In the east section of the map, move out to the platform with the 
burning structure to find this time bonus in front of the burning structure.  
Either use the first floor stairs in the northeast or the second floor stairs 
in the southeast to reach it.  A Wetland Majini that mutates into a Duvalia 
guards the stairs up to it.

[ ] Time Bonus 8

Extra Time: +30 seconds
Location: In the northeast tunnel that leads to the area with time bonus 7.  
This is at the beginning portion of the tunnel (northwest section).

[ ] Time Bonus 9

Extra Time: +30 seconds
Location:  This is behind a wall on the first floor east walkway.  The wall is 
along the south portion of the east walkway.

[ ] Time Bonus 10

Extra Time: +30 seconds
Location: Up any of the middle staircases on the platform in the direct center 
portion of the map.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

In the far south middle portion of the map.  This will be behind a player that 
starts at starting point 1.

[ ] Combo Bonus 2

In the southwest portion of the map, cross the bridge then turn to the right 
and follow the walkway to the end to find the chest containing this combo 
bonus.

[ ] Combo Bonus 3

To the right of time bonus 7.  This is in the east section of the map on a 
platform in front of a burning structure (to the right a bit).

[ ] Combo Bonus 4

On the east walkway of the first floor, the chest containing this is inside an 
alcove in the middle of that walkway (west side).

[ ] Combo Bonus 5

In the far north, on top of the north platform with the exit door for the 
Ancient Village area.  This is on the second floor.  Use the far north to reach 
it.

---------
ITEM LIST
---------

[ ] Vase

In the far south middle portion of the map around the area of starting point 1.

[ ] Vase

Up the first staircase and in a corner near a tall pillar just a bit north from 
starting point 1.

[ ] Incendiary Grenade (x2)

In the southeast area beside lying on the burning structure beside time bonus 
2.

[ ] Proximity Bomb

In the southeast area beside attached to the burning structure beside time 
bonus 2.

[ ] Vase (left)

In the southeast area beside lying on the same platform as time bonus 2.  This 
contains a green herb all the time.

[ ] Vase (right)

In the southeast area beside lying on the same platform as time bonus 2.  This 
contains a red herb all the time.

[ ] Hand Grenade (x2)

Lying on the burning structure on the northeast platform where time bonus 4 is 
located.

[ ] Vase

Across from burning structure on the northeast platform where time bonus 4 is 
located.

[ ] Vase

On the second floor east walkway, this is in an alcove near the middle portion.

[ ] Vase

On the second floor east walkway, this in an alcove in the far south.

[ ] Flash Grenade (x2)

In the east lying on the burning structure behind time bonus 7.

[ ] Vase

This is across from the top of the ladder that leads up to the second floor of 
the middle north walkway that is in front of the exit door to the Ancient 
Ruins.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken for this area roams around the southwest area where time bonus 1 
and 2 are located.  The chicken moves up and down the walkways below time bonus 
2 and sometimes moves out the doorway and stands near time bonus 1.  There are 
times where it will move up the north walkway outside of the area with time 
bonus 2.

----------
ENEMY LIST
----------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Wetland Majini (x30)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 11
Item Drop: Random

-- Wetland Majini (x30)

Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 10
Item Drop: Random

-- Wetland Majini (x20)

Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 11
Item Drop: Random

-- Wetland Majini (x20)

Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 11
Item Drop: Random

-- Wetland Majini (x28)

Spawning Condition: Spawns when a player is in Area E.
Max Number in stage at once: 11
Item Drop: Random

-- Torch Majini 1

Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: ?
Item Drop: Random

-- Torch Majini 2

Spawning Condition: Spawns when a player has defeated 40 or more enemies and 
Torch Majini 1 has been defeated.
Max Number in stage at once: ?
Item Drop: Random

-- Torch Majini 3

Spawning Condition: Spawns when a player has defeated 60 or more enemies and 
Torch Majini 2 has been defeated.
Max Number in stage at once: ?
Item Drop: Random

-- Torch Majini 4

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Torch Majini 3 has been defeated.
Max Number in stage at once: ?
Item Drop: Random

-- Torch Majini 5

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Torch Majini 4 has been defeated.
Max Number in stage at once: ?
Item Drop: Random

-- Torch Majini 6

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Torch Majini 5 has been defeated.
Max Number in stage at once: ?
Item Drop: Random

-- Giant Majini 1

Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 2

Spawning Condition: Spawns when a player has defeated 10 or more enemies and 
has defeated Giant Majini 1.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 3

Spawning Condition: Spawns when a player has defeated 10 or more enemies and 
has defeated Giant Majini 2.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 4

Spawning Condition: Spawns when a player has defeated 10 or more enemies and 
has defeated Giant Majini 3.
Max Number in stage at once: 1
Item Drop: Green Herb

---------
AREA LIST
---------

There are two areas total for the Ancient Village stage:

-- Area A

Area A starts in the far northwest and stretch over to the middle of the lower 
north walkway for its east boundary.  It's south boundary goes all the past the 
first alcove along main west walkway.

-- Area B

Area B covers the entire southwest area where the chicken usually roams.  This 
is the area that houses time bonus 2 and combo bonus 2.

-- Area C

Area C is in the middle area.  It starts on the west side of the south portion 
of the west walkway then covers the middle south area but doesn't stretch past 
the north and east stairs.

-- Area D

Area D covers much of the east side.  The bottom floor and top floor east 
walkway are covered most of the way, as is the entire area to far east.

-- Area E

Area E contains much of the middle north and northeast portion of the map.  Its 
lower boundary is slanted and runs at an angle to the northeast slightly 
overlapping Area D.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

--> FROM THE SOUTH STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 1, 2*, 3, 4**, 5, 6***, 7, 8, 9****, 10

* Stay in the southwest area that contains time bonus 2 and kill the enemies 
until the time reaches about 30 seconds then leave.  This will give your player 
a chance to kill off many of the enemies that will spawn in this area.  Be sure 
to break the two vases near time bonus 2 and combine the red herb and green 
herb that you'll get from them.  Allow the enemies to pile up around your 
character and pick up combo bonus 2 on your way back from hitting the time 
bonus and make sure to defeat the Giant Majini beforehand.  Kill the chicken in 
this area before leaving it as well.

** A player can camp out in this section as well.  It's best to stand near the 
door that leads to the area to get a glimpse of the walkway that stretches to 
the east.

*** The area surrounding time bonus 6 is another good area to camp out in and 
kill Majini much like the time bonus 2 area.  Here a player has two surrounding 
enemy spawn points on high ledges to the north and east and that player has 
plenty of distance to see the oncoming Majini.

**** The area on the first floor in the east near combo bonus 4 is another good 
area to rack up kills.  A player can pick up combo bonus 4 and kill off the 
Majini that enter the area from the water to the north and the high ledge to 
the south.  For player starting at this starting point, it might be best to go 
up and hit time bonus 10 before starting to kill.

--> FROM THE NORTH STARTING POINT (ON PLATFORM)

Break the time bonuses in the following order:

Time Bonus Order: 10, 1, 2*, 3, 4**, 5, 6***, 7, 8, 9****

* Stay in the southwest area that contains time bonus 2 and kill the enemies 
until the time reaches about 30 seconds then leave.  This will give your player 
a chance to kill off many of the enemies that will spawn in this area.  Be sure 
to break the two vases near time bonus 2 and combine the red herb and green 
herb that you'll get from them.  Allow the enemies to pile up around your 
character and pick up combo bonus 2 on your way back from hitting the time 
bonus and make sure to defeat the Giant Majini beforehand.  Kill the chicken in 
this area before leaving it as well.

** A player with a rifle can get some good shots on the Majini that follow that 
player while standing on the other side of the bridge and facing east.  Don't 
stay in this area too long however since the enemy spawn points very close.

*** The area surrounding time bonus 6 is another good area to camp out in and 
kill Majini much like the time bonus 2 area.  Here a player has two surrounding 
enemy spawn points on high ledges to the north and east and that player has 
plenty of distance to see the oncoming Majini.

**** The area on the first floor in the east near combo bonus 4 is another good 
area to rack up kills.  A player can pick up combo bonus 4 and kill off the 
Majini that enter the area from the water to the north and the high ledge to 
the south.

--> SO MANY DIFFERENT AREAS

This entire stage is split up into five areas as shown on the area map and the 
enemies will spawn based on which area the player is in.  A player cannot stake 
out for long in any certain area or the enemies will stop appearing.  This is 
one stage where it will not benefit a player to run and hit all time bonuses 
ahead of time.  It is best to rack up kills while moving in between the various 
time points as highlighted in the starting section above.

--> CAMPING

A player needs to camp out in certain areas and rack up kills while in area 
with many surrounding area spawn points.  Some of the best places are the 
following portion of the map:

- In the southwest area around time bonus 2
- In the northeast area around time bonus 6
- Along the bottom floor east walkway with time combo bonus 4

All of the areas listed above have at least two surrounding spawn points and 
they are all in different areas as labeled on the area map for this stage.  A 
player should take advantage of these specific portions of the map while on the 
path to a time bonus.

Stay in these areas until you have about 30 seconds left then quickly run to 
the next time bonus.  Don't even kill the enemies at that time, just run past 
them.

--> DUVALIAS

Many of the Wetland Majini in this stage will randomly spawn a Duvalia.  The 
only scripted mutation is in the east section in front of time bonus 7.  There 
is also a torch Majini in the first floor east tunnel that will always spawn a 
Cephalo.  The Torch Majini Cephalo transformation can be cancelled with an 
instant kill melee from a character.

A player needs to stock flash grenades or flash rounds to deal with the 
constant impending threat of parasitic enemies.  Shoot or throw a flash 
explosive right as the parasite begins to form to kill it instantly.  You don't 
have to wait until it is fully formed.

Electric rounds are another way to defeat any parasitic enemy.  With a Duvalia, 
two electric rounds will make it kneel to where it can be easily finished off 
with a few shots from any weapon while aiming at its mouth.


          __                      _                      _        _      [ST05]
         /__\_  ___ __   ___ _ __(_)_ __ ___   ___ _ __ | |_ __ _| |
        /_\ \ \/ / '_ \ / _ \ '__| | '_ ` _ \ / _ \ '_ \| __/ _` | |
       //__  >  <| |_) |  __/ |  | | | | | | |  __/ | | | || (_| | |
       \__/ /_/\_\ .__/ \___|_|  |_|_| |_| |_|\___|_| |_|\__\__,_|_|
                 |_|                                                
                         ___          _ _ _ _         
                        / __\_ _  ___(_) (_) |_ _   _ 
                       / _\/ _` |/ __| | | | __| | | |
                      / / | (_| | (__| | | | |_| |_| |
                      \/   \__,_|\___|_|_|_|\__|\__, |
                                                |___/

                                 S T A G E  5

  .-------------------------------------------------------------------------.
  |  How to unlock: Achieve a B-rank or higher on the "Ancient Ruins" stage |
  '-------------------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.: 80,340                       -
---                    Duo w/Wesker S.T.A.R.S.: 226,883                     ---

-- Normal Enemy Points List
.---------------------------------.
| ENEMY TYPE       | POINT AMOUNT |
|=================================|
| Majini (Base)    =         400  |
| Licker Beta      =         900  | 
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

--------
OVERVIEW
--------

Wow, no boss enemies?  How fantastic!  This stage is going to be like a walk in 
park, eh?  Come back at me with your answer once you've played this stage at 
least one time on duo mode with its higher difficulty.  It's more like a walk 
in Alone in the Dark's Central Park location.

To put it simply, this stage is the embodiment of pure hate.  The enemies on 
this stage will chase the player down with intense aggression like that player 
stole their copy of the RE5 Collector's Edition.  I sure as hell would chase 
you down with a stun rod if you had intentions to steal mine and they will too.

The Base Majini here will show no mercy at their attempt to hit a player with 
their stun rods and they will gang up frequently.  They sometimes toss stun 
grenades and normal grenades at times.  Some of them will expand and blow up, 
some of them will change into Duvalias and some of them have grenades strapped 
to their chest just begging for a player to hit them from close range so they 
might take damage from the player with their kamikaze explosion.

A few Base Majini will camp out in high areas or long range distances and aim 
toward a player with their rocket launchers then fire.  A rocket launcher hit 
will cause a player to go into immediate dying status when it hits, so finding 
their location is of the utmost importance when fighting the enemy waves.

Not only will a player have to put up with some extremely aggressive Base 
Majini, but the enemy variety will suddenly begin to change dramatically once 
so many Base Majini are finished off.  Licker Betas will move into the area and 
attack the player in intense numbers.  Thankfully, they are not as strong as 
the Licker Betas in story mode, but they are still every bit as aggressive. The 
enemy variety will eventually change back to the usual Base Majini once enough 
Lickers have been taken down however.

----
MAPS
----

** IMPORTANT NOTE ABOUT EXPERIMENTAL FACILITY MAPS **

The 3F-2F maps showcase all floors with 3F and 2F overlapping the bottom 
floors.  The top platform and staircase at the very top of 2F are covered by 
the top room of 3F, so again, the 2F platform in question is covered a bit by 
the topmost room of 3F.

--> Time Bonus and Combo Bonus Locations

1F-B1F
http://img401.imageshack.us/img401/8756/experimentalfacility1fbd.jpg

3F-2F
http://img223.imageshack.us/img223/8550/experimentalfacility3f2.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

1F-B1F
http://img401.imageshack.us/img401/9716/experimentalfacility1fb.jpg

3F-2F
http://img401.imageshack.us/img401/1600/experimentalfacility3f2n.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The 3F-2F map includes the chicken also.

--> Areas (for enemy spawning)

1F-B1F
http://img223.imageshack.us/img223/9716/experimentalfacility1fb.jpg

3F-2F
http://img401.imageshack.us/img401/8550/experimentalfacility3f2.jpg

These should be used when examining the Enemy list below.

--> Enemy Spawn Points

1F-B1F
http://img401.imageshack.us/img401/8785/experimentalfacility1fbf.jpg

3F-2F
http://img401.imageshack.us/img401/9866/experimentalfacility3f2a.jpg

These should be used when examining the Enemy list below.  Normal Enemy Spawn 
Points are where Base Majini will spawn from and the Licker Spawn Points found 
below the walkways are where Licker Betas will spawn from once enough Base 
Majini have been defeated.  Licker Spawn points are always in the shape of a 
tunnel entrance below a platform.  The Lickers climb along the side of the wall 
as they move out of the tunnel when they enter the area.

--> Blank Map (For the gamer that wants to make his/her own location listings)

1F-B1F
http://img223.imageshack.us/img223/161/experimentalfacility1fbq.jpg

3F-2F
http://img401.imageshack.us/img401/7290/experimentalfacility3f2o.jpg

These should be used if you want to label everything yourself.

--> Sephirosuy's Experimental Facility Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56579

---------------
STARTING POINTS
---------------

-- Starting Point 1

On the far west side of the top floor on the third floor.  The player will face 
the top of a ladder to the east upon starting.

-- Starting Point 2

On far southeast side of the very bottom floor on the B1 floor.  The player 
will face the stairs to the west upon starting.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 7 MINUTES

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: Right in front of the elevator shaft on the third floor.  The 
elevator shaft is on the south side.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: Near the very end of the third floor hallway that has a ladder that 
leads down to the second floor.

[ ] Time Bonus 3

Extra Time: +60 seconds
Location: While moving down the stairs on the second floor, this will be near 
the bottom of the stairs.

[ ] Time Bonus 4

Extra Time: +60 seconds
Location: On a raised platform in the south center portion of the first floor. 
There are two hand grenade pickups on the control panel behind this time bonus.

[ ] Time Bonus 5

Extra Time: +60 seconds
Location: Directly in front of the elevator shaft on the first floor.  The 
elevator shaft is on the east platform on the first floor.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: In the middle of the spike trap on the first floor.  the spike trap 
is to the north.

[ ] Time Bonus 7

Extra Time: +90 seconds
Location: On the very bottom floor of B1 near the southeast wall.  There are 
some oil canisters nearby.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

In the very top room of the third floor.  This is lying on the southwest side.

[ ] Combo Bonus 2

On the raised platform off to the east on the bottom portion below the stairs 
on the second floor.

[ ] Combo Bonus 3

Midways down the long ramp on the first floor that leads to the spike trap, 
this will be on the east side in the middle of that ramp.

[ ] Combo Bonus 4

After stepping onto the B1 floor shortly after dropping down the ladder, look 
off to the left when stepping onto the platform with the stairs that leads down 
to the very bottom floor to see this in the northwest corner.

---------
ITEM LIST
---------

[ ] Tall Crate

Lying to the side of combo bonus 1 in the top room on the third floor.

[ ] Green Herb

Lying on the second floor platform with the red flowers at the top of the 
second floor.  This is on the west side of the flowers.

[ ] Proximity Bomb (x2)

Propped up against the west side of the platform that is below the stairs on 
the second floor.  The two of these are not directly near each other but close 
enough to list them together.

[ ] Tall Crate (x2)

Near the top of the stairs that lead down to the bottom portion of the second 
floor.

[ ] Tall Crate (x2)

On the raised platform off to the east on the bottom portion below the stairs 
on the second floor.

[ ] Hand Grenade (x2)

Lying along the control panel on the raised platform where time bonus 4 is 
while on the south side of the first floor.

[ ] Tall Crate (x2)

On the big east platform along the first floor.  This is lying across from the 
side of the first floor elevator shaft and time bonus 5.

[ ] Incendiary Grenades (x2)

On the north small platform that can be leaped over to.  This platform is to 
the east of the spike trap on the first floor.  The spike trap is in the north.

[ ] Red Herb

Lying along the southwest wall in the spike trap that is on the north side of 
the first floor.

[ ] Green Herb

Right before reaching the very bottom floor on B1, this will be on the platform 
above the stairs that leads to that floor, along the southwest corner.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken will start out near the third floor elevator and move around the 
room with the two railings below the ladder of the first starting point.

----------
ENEMY LIST
----------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Base Majini (x30)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 10
Item Drop: Random

-- Base Majini (x30)

Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 10
Item Drop: Random

-- Licker Beta (x30)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random

-- Licker Beta (x42)

Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 11
Item Drop: Random

-- Rocket Launcher Majini 1

Spawning Condition: Spawns when a player has defeated 10 or more enemies.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Rocket Launcher Majini 2

Spawning Condition: Spawns when a player has defeated 30 or more enemies and 
Rocket Launcher Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Rocket Launcher Majini 3

Spawning Condition: Spawns when a player has defeated 40 or more enemies and 
Rocket Launcher Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Rocket Launcher Majini 4 & 5

Spawning Condition: Spawns when a player has defeated 60 or more enemies and 
Rocket Launcher Majini 3 has been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb

-- Rocket Launcher Majini 6 & 7

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Rocket Launcher Majini 4 & 5 have been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb

-- Rocket Launcher Majini 8 & 9

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Rocket Launcher Majini 6 & 7 have been defeated.
Max Number in stage at once: 2
Item Drop: Green Herb

---------
AREA LIST
---------

There are two areas total for the Experimental Facility stage:

-- Area A

Area A covers all of 3F, 2F and B1F.  1F is covered up to the extreme north and 
south portions.  In the north, starting with the south portion of the spike 
trap all the way to the north and in the south, starting from the near mid-
portion of the railing all the way to the south, this area does not cover any 
of those regions.

-- Area B

Area B covers all of B1F and 1F.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

For this stage, a player can really run and break all the time bonuses then 
fight the enemies or fight the enemies along the way while breaking time 
bonuses.  The enemy assortment gets increasingly tough as enemies are killed, 
so fighting along the way can be a bad move.

It's really good to quickly grab a combo bonus when the Lickers begin to appear 
in the stage since they are so incredibly numerous.  Combo bonus 4 is one of 
the best combo bonuses to stand near and collect when the Licker Betas begin to 
appear since your character will be up on a raised platform that the Lickers 
will need to jump on in order to reach the character.

--> FROM THE 3F STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 1, 2, 3, 4, 5, 6, 7

--> FROM THE B1F STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 7, 6, 5, 4, 3, 2, 1

--> THE AGGRESSIVE BASE MAJINI

On this stage, you will learn just how aggressive a Base Majini group can get. 
Even single Base Majini can be a problem at times.  They come equipped with 
stun rods, pipe bombs (grenades), flash grenades and rocket launchers.  The 
most common Base Majini on this stage will carry stun rods and they will get 
under your skin so bad at times that you'll want to punch a department store 
Santa.

The Base Majini with stun rods get so aggressive at times that simply running 
from one and then turning to fire at it can be a chore since the Base Majini 
might be right up in your face preparing to hit your character with the stun 
rod the moment that character turns around.

You really have to be ready for these enemies by equipping a weapon that will 
get them off of your character quick whenever they surround your character.  
Just about any weapon can do the job really.  With a handgun, you'll need to 
shoot them in the head, arms or legs then quickly perform a melee.  Your 
character has to be just as aggressive as they will be.

Some of the Base Majini will have heavy armor, so you'll need to quickly shoot 
an unarmored portion or take out a magnum then shoot through their armor.  
Shotguns can work good at knocking them away from your current area as well. 
Collect flash grenades when they are found since some of the Base Majini will 
mutate into Duvalias and a Duvalia among a group of super aggressive Base 
Majini can make quite a frustrating pair.

Whenever a green laser suddenly appears on your character that means that a 
Base Majini with a rocket launcher is standing in the nearby area and is about 
to fire a rocket.  Whenever you see a green laser in the area, your character 
needs to stop everything and move out of the way.  Find them quickly and 
dispose of them.  They like to stand in groups of two in one area then only 
move to adjust their aim when your character moves.  Shoot them with a magnum 
from long range if you have to or run up close to them and shoot them until 
they are stunned then run up and perform a melee.  They will lean their body 
back for their leg stun melee animation rather than falling to their knees.  
These enemies can actually shoot from another floor at times, so watch for the 
green laser and react quickly by running away or entering into some type of 
invincibility animation (pick up an item, perform a melee, etc.)

--> INVINCIBILITY AND RELOADING THROUGH THE INVENTORY MENU

It is very important to take advantage of invincibility animations while in 
this stage.  Performing melee attacks will render your character invincible and 
picking up an item will give your character some slight invincibility.  When a 
Base Majini fires a rocket, a player can actually pick up an item once the 
rocket fire is heard and avoid the rocket with this clever exploit.  Climbing 
ladders and falling from platforms will give your character invincibility as 
well and all of this is so incredibly useful.

You NEED to reload through the inventory during this stage.  Quickly pull up 
the inventory during a melee attack or while climbing a ladder then combine the 
ammo with its corresponding gun.  Reloading out in the open on this stage is so 
very risky on this stage and your character will get hit eventually while doing 
so if you choose to trigger a reload animation.

--> ENTER THE LICKER BETAS

Once a good majority of Base Majini have been defeated a few Licker Betas will 
begin to enter the area.  And they will continue to enter and enter and enter. 
These enemies can get even more numerous than the Base Majini and are more 
dangerous.  Do not let your character get surrounded by these enemies along a 
walkway or they will tear that character up quickly.

It's best to find a raised platform and get up on it, such as the platform with 
the hand grenade pickups and time bonus 4 or the platform at the bottom of the 
stairs on the second floor.  Climb on top of the platform and fire at the 
Lickers from the safety of the platform.  They can get up on the platform, but 
they will have to jump on it.  They can be shot with just about any weapon 
since they are weaker than story mode Licker Betas.  Magnums, grenade launchers 
with acid rounds or nitrogen rounds, shotguns, rifles, machine guns, or even a 
basic handgun (from long range) will work.

If a Licker Beta ever gets your character in a tongue impale or tongue grab 
then you'll have to take the full damage from the entire grab animation in 
single player mode.  If a Licker ever tries to pin your character then your 
character better move out of the way or perform the counter attack command 
displayed on the on-screen command because if a Licker Beta pins a character in 
single player mode then "You Are Dead", plain and simple because there is not a 
partner to knock the Licker Beta off in single player.

In Duo play, a partner can save a character from both of the Licker restraints 
mentioned above.  Saving a character from a Licker pin down can be tricky 
however.  There are times where the partner assist melee will hit the Licker 
while it is on top of the character, but the melee will not knock off the 
Licker.  For this reason, I highly recommend shooting the Licker Beta off of 
your partner.  Whenever a partner is pinned to the floor by a Licker, quickly 
hold down the partner lock-on button then aim and fire.

While fighting Licker Betas, rocket launcher Majini might be in the area, so if 
you ever see a green laser, then your character will have to risk everything 
and move out of the way, sometimes even moving off the platform that your 
character might be on while fighting Licker Betas.  The second floor platform 
provides a slight wall of support from the side with the staircase so the 
character can hide behind the wall to avoid rockets.

--> IT'S A TRAP!

Seriously, this stage is one big trap.  Its full of hidden explosive barrels 
along with a few oil canisters.  It also has a transformer on B1F and a spike 
trap on the north side of 1F.  All of these traps can be used to a player's 
advantage or they can make the stage even harder (if an enemy pipe bomb goes 
off near an explosive barrel, etc).

Let's take a look at the hidden explosive barrels.  A player should know the 
location of each of these, so I will list them below from the starting position 
of the 3F starting point:

--> THIRD FLOOR HAZARDS

- Explosive Barrels

a) On the far southeast side below the grated portion of the floor of the top 
   room of the third floor.
b) Above the fenced ceiling in the hallway with time bonus 2.  It's to the 
   north after falling down the ladder.

--> SECOND FLOOR HAZARDS

- Oil Canisters

On the top platform with the red flowers.  This is to the right after falling 
from the ladder on 3F.

--> FIRST FLOOR HAZARDS

- Explosive Barrels

a) Under the floor of the south platform along the east side of that platform.
b) Under the floor of the east platform along the north side of that platform.
c) Under the floor of the north platform with the spike trap on the east side 
   of that platform.

- Spike Trap

On the north side of the first floor.  Stand on the west side of the spike 
caged portion of the spike trap and you'll get a "Kick" command.  Initiate the 
command to kick the button and set off the trap.

--> B1 FLOOR HAZARDS

- Transformer

In the middle of the platform that is right below the ladder that leads to the 
first floor.

- Explosive Barrel

Under the floor on the west side of the bottom platform where time bonus 7 is 
located.

- Oil Canisters

On the bottom platform to the left of time bonus 7.  It's basically in the 
middle of the platform.

--> USING THE TRAPS TO YOUR ADVANTAGE

Now that you know the location of each trap, while being followed by a big 
crowd, try shooting the hazardous objects while standing away from them.  The 
explosive barrels can easily get rid of any crowd of Lickers or Base Majini 
that are following your character.  The oil canisters can provide a good 
distraction for a group so that your character can get away or have time to 
retaliate.  The transformer isn't really too useful, but it can stun a group 
for a short while.

One main factor that can help a player achieve a high score or simply get rid 
of a tough enemy is the spike trap on the north portion of the first floor.  I 
deem this contraption as the perfect "Asshole Killer".  Whenever an annoying 
enemy such as a group of Base Majini, a Duvalia or a group of Licker Betas 
enter the trap, run to the west side and "Kick" the button on that side to 
instantly kill off anything inside of the trap.  If you're playing duo and your 
partner is inside the trap when it is set off, then that partner will go into 
dying status, so make sure that your partner is not inside the trap when 
setting it off.

Any of the enemies fought in this stage can be lead into the trap from any 
direction, preferably from the south or east.  Once they are lured inside, make 
a break for the button on the west side then kick it to kill all of the enemies 
inside.  Sometimes enemies will actually move through the cage while your 
character stands near the button.

--> SIDESTEP AND BACK UP

The absolute most important tip I can give you for this stage besides using 
constant melees to render yourself invincible is to constantly sidestep and 
back up while fighting enemies.  A player should be constantly backing up or 
running forward while fighting Base Majini.  Backing up can help to avoid a 
stun rod hit.  If a Base Majini ever dashes at your character to hit the 
character with a stun rod then run at it and get behind it then quick turn back 
toward it and shoot it as it recover from stun rod swipe.  If they ever group 
up then try to stun one for a melee attack and then quickly perform that melee 
attack or run away.

Base Majini with rocket launchers have limited aiming; once they begin to aim 
while their green laser appears, they will only fire in that one direction for 
that blast, so a player can simply sidestep the rocket.  It is imperative to 
know this while at a distance from one.  A player can be right next to one as 
it aim and completely circle the rocket launcher Majini and the Majini will 
continue to aim in the same direction.  They have a real fast rocket launcher 
swing when they aren't aiming however, so shoot them quick while in close range 
when they are not aiming.  They have to be hit a few times in order to stun 
them.  Head stuns are much easier to get than leg stuns, but leg stuns will 
allow a player to run behind them and perform an instant kill melee.

With the Licker Betas, a player needs to learn to sidestep their tongue impale. 
If a Licker ever stands still and quickly throws back its head, quickly step to 
the side to avoid its tongue impale.  A player has to be careful since this 
grab move has quite a range from mid-distance.  It's best not to stand in one 
area as Lickers approach since they can so easily tongue impale or pin a player 
to a catwalk floor.  They will attack with an upward slash almost instantly 
while in close range and they attack with a mid range lunge rather quick as 
well so always shoot them quick as they approach.  A player needs to always be 
ready to press the action and run button together to counter their pin down 
grab.  The move can be run avoided by stepping out of range also.

--> JILL BATTLE SUIT AND SHEVA TRIBAL

Jill Battle Suit is probably the ultimate choice for this stage.  She can 
handle Base Majini by tripping them with her VZ61 and then perform her Double 
Knee Drop on them.  When the Lickers begin to appear, she can use her PSG-1 
rifle to shoot at them from a distance.  Each rifle shot from her PSG-1 will 
kill off a Licker.

Jill can actually stand on the ramp along the first floor and shoot the Lickers 
on the B1 level as they spawn.  Collect as much rifle ammo as possible before 
the Lickers appear in order to have enough for their vast number.  Jill shines 
more in Duo play due to having a character that will cover her while she 
shoots, but even in single play, she can be one of the best characters for this 
stage.

Sheva Tribal is a very good choice for this stage because of her bow that kills 
just about any enemy on this stage in one hit.  She also has nitrogen rounds 
which can be used to freeze a whole group of Licker Betas.  Sheva can get up on 
a raised platform whenever the Lickers appear then easily shoot arrows down on 
them and chain kills rather easily.  If the mob ever starts to overtake her 
then take out the grenade launcher and freeze them with a nitrogen round.


                      _         _ _          _                           [ST06]
                /\/\ (_)___ ___(_) | ___    /_\  _ __ ___  __ _ 
               /    \| / __/ __| | |/ _ \  //_\\| '__/ _ \/ _` |
              / /\/\ \ \__ \__ \ | |  __/ /  _  \ | |  __/ (_| |
              \/    \/_|___/___/_|_|\___| \_/ \_/_|  \___|\__,_|

                                 S T A G E  6

             .--------------------------------------------------.
             | How to unlock: Achieve a B-rank or higher on the |
             |          "Experimental Facility" stage           |
             '--------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.: 113,990                      -
---                     Duo w/Chris S.T.A.R.S.: 640,558                     ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Gatling Gun Majini       =      10,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

--------
OVERVIEW
--------

Missile Area brings together both Missile Areas from the main game of Resident 
Evil 5 and combines them both into one full stage.  Missile Area is quite a 
large stage and it has several ladders and dropoffs that can be used as 
shortcuts.  A player needs to fully memorize all of the hidden ladders strewn 
throughout the area to quickly reach top or bottom floors quickly in order to 
make the most out of each run.

Town Majini are the main enemies for this stage.  Many more of them come 
equipped with dynamite when compared to the Town Majini in the Mines stage.  
It's uncommon to fight a group of Majini in this stage without at least one 
dynamite carrier among them.  A player really needs to watch the character's 
current area when fighting a group of Majini since a dynamite explosive can so 
easily land right near a character from seemingly out of nowhere.

The boss enemy for this area is the Gatling Gun Majini.  His biggest threat is 
his incredibly long range that he shoot his gatling gun from.  From up close, 
his threat level is basically cut in half unless fought among a big group of 
Town Majini.  Any explosive or extremely powerful weapon will quickly stun the 
Gatling Gun Majini to where a player can easily focus on damaging him with 
intense gunfire followed by a melee attack.

--------
MAP LIST
--------

--> Time Bonus and Combo Bonus Locations

http://img401.imageshack.us/img401/342/missileareatimeandcombo.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img401.imageshack.us/img401/8381/missileareaitems.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chicken also.

--> Areas (for enemy spawning)

http://img223.imageshack.us/img223/8832/missileareaareas.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img401.imageshack.us/img401/7540/missileareaspawnpoints.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img223.imageshack.us/img223/9372/missileareablank.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Missile Area Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56576

---------------
STARTING POINTS
---------------

-- Starting Point 1

On the platform in the northwest that is right beside the west end of the 1F 
conveyor belt in the north.  The player will face east.

-- Starting Point 2

In the middle of the southeast office on the south portion of 3F.  The player 
will face north.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 9 MINUTES

[ ] Time Bonus 1

Extra Time: +90 seconds
Location: In the far northwest portion of the map.  In order to reach this time 
bonus, a character must climb the ladder of the east high walkway that 
stretches across the conveyor belt on the south end of the 1F conveyor belt in 
the north.  There are two high walkways that stretch over the conveyor belt and 
a player must climb the one on the east side.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: This is at the far east end of the north 1F conveyor belt.  It is up 
under the portion that is covered by the 2F conveyor belt while looking 
overhead.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Lying on the third floor platform that is reachable by climbing the 
ladder in the east near time bonus 6 or by climbing the ladder in the 
northeast, across from the 1F conveyor belt.  A player will have to leap over 
to this platform either way.

[ ] Time Bonus 4

Extra Time: +60 seconds
Location: Inside the room in the middle east portion of the map on the third 
floor.  The door to this room can be gotten to by climbing the ladder in the 
east near time bonus 6 or by climbing the ladder in the northeast, across from 
the 1F conveyor belt.

[ ] Time Bonus 5

Extra Time: +30 seconds
Location: This time bonus is lying near the end of the 2F conveyor belt that 
stretches across the middle portion of the area.

[ ] Time Bonus 6

Extra Time: +30 seconds
Location: Lying among some crates in the east, middle portion of the map.  Move 
down either staircase to the east of time bonus 7 to reach this or drop from 
the walkway to the east of time bonus 3.

[ ] Time Bonus 7

Extra Time: +30 seconds
Location: In the west, middle portion of the map to the west of time bonus 6.

[ ] Time Bonus 8

Extra Time: +60 seconds
Location: In the south portion of the area, look for a shaft with a platform in 
the middle of it and this will be in the middle of that platform.  This shaft 
is on the west side of the area just to the south of time bonus 7.

[ ] Time Bonus 9

Extra Time: +60 seconds
Location: Get on the conveyor belt in the far south and move to the far east 
side of that conveyor belt.  This time bonus is in front of the furnace at the 
end.  Be careful not to move too far past it or the character will get killed 
by the flames of the furnace.

[ ] Time Bonus 10

Extra Time: +30 seconds
Location: Climb either of the ladders (west or east) just to the north of the 
south conveyor belt.  This time bonus is on the northeast portion of the 3F 
walkway.

[ ] Time Bonus 11

Extra Time: +60 seconds
Location: Climb either of the ladders (west or east) just to the north of the 
south conveyor belt.  This time bonus is inside of the control room in the 
southeast portion of the 3F walkway.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

In the northeast portion of the map, this is lying on a crate next to two flash 
grenades.  It's on a raised platform at the north end of the 2F conveyor belt.

[ ] Combo Bonus 2

This is to the west of the first ramp that leads off the 2F conveyor belt.  It 
is on a long set of shelves.

[ ] Combo Bonus 3

On a table near the north railing of the south conveyor belt.  A player must 
move down the stairs near the dropoff that leads to the south conveyor belt.  
This is lying next to a first aid spray pickup.

[ ] Combo Bonus 4

This is inside of the office on the 3F walkway along the south side of the 
area.  Climb the ladder on the east or west side to the north of the south 
conveyor belt to reach the walkway that will lead to this.  The office is in 
the southwest.

---------
ITEM LIST
---------

[ ] Hand Grenade

In the northwest section of the area, lying on a crate along the south side of 
the 1F conveyor belt.  The crate is to the west beside the small staircase.

[ ] Proximity Bomb

Lying on a crate beside time bonus 1 in the far northwest section of the area.

[ ] Flash Grenade (x2)

In the far northeast, on the second floor on a crate beside combo bonus 1.

[ ] Proximity Bomb

Lying on a shelf besides combo bonus 2.  This is to the west of the first ramp 
on the 2F conveyor belt.

[ ] Proximity Bomb

On a crate inside the east room on the north 3F walkway.  This is the same room 
with time bonus 4.

[ ] Incendiary Grenade (x2)

On a shelf inside the east room on the north 3F walkway.  This is the same room 
with time bonus 4.

[ ] Hand Grenade (x2)

On a shelf inside the east room on the north 3F walkway.  This is the same room 
with time bonus 4.

[ ] First Aid Spray

Lying on a crate in the east portion of 1F near time bonus 6.

[ ] Hand Grenade (x2)

After moving down the south staircase from time bonus 8, turn around and find 
the crate with these on it.

[ ] First Aid Spray

Lying on the table beside combo bonus 4 in the south area, north of the south 
conveyor belt.

[ ] Hand Grenade

On a crate off to the north after grabbing the first aid spray pickup near 
combo bonus 4.  This is around the area with the chicken.

[ ] Hand Grenade

Lying on the controls in the southeast control room on the 3F in the south.

[ ] Flash Grenade

Lying on the controls in the southeast control room on the 3F in the south.

[ ] Green Herb

Lying on a counter in the southeast control room on the 3F in the south.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken roams around the southeast portion of the map, just to the north of 
south conveyor belt by the explosive barrel and the ladder that leads up to the 
3F walkway.  It sometimes roams to the west of this area.

----------
ENEMY LIST
----------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Town Majini (x20)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x25)

Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x20)

Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x20)

Spawning Condition: Spawns when a player is in Area D.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x20)

Spawning Condition: Spawns when a player is in Area E.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x30)

Spawning Condition: Spawns when a player is in Area F.
Max Number in stage at once: 12
Item Drop: Random

-- Gatling Gun Majini 1

Spawning Condition: Spawns when a player has defeated 20 or more enemies.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Gatling Gun Majini 2

Spawning Condition: Spawns when a player has defeated 60 or more enemies and 
Gatling Gun Majini 1 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Gatling Gun Majini 3 (red)

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Gatling Gun Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray

---------
AREA LIST
---------

There are six areas total for the Missile Area stage:

-- Area A (blue)

Area A covers the majority of the top north region and ends right as the bridge 
from the 2F conveyor belt right at the west bridge that leads to the west area.

-- Area B (green)

Area B is... well, Area B forms a backward "h" in design and covers the 
majority of the 2F conveyor belt along with a good chunk of the region to the 
south of the 1F conveyor belts in the north.

-- Area C (purple)

Area C covers most of the midportion of the middle 2F conveyor belt along with 
most of the area to the east and west.

-- Area D (red)

Area D starts at the middle portion of the 2F conveyor belt and covers the 
majority of the rest of the map all the way to the south.

-- Area E (brown)

Area E begins at the far south end of the 2F conveyor belt and stretches all 
the way to the south while covering that entire region.

-- Area F (light blue)

Area F basically covers the entire middle portion of the map.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

--> FROM THE 1F CONVEYOR BELT STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 1*, 2**, 3, 4***, 5****, 6, 7, 8, 9, 10, 11

* Climb up the nearby ladder next to time bonus 1 then drop from the middle 
section of the high walkway while facing east to land on the conveyor belt with 
time bonus 2 at the end.

** Climb on top of the raised platform and move up the stairs to get on the 2F 
conveyor belt.  Run to the south ladder that is on the east side and climb it 
to reach 3F.

*** Drop from the south side of the outside walkway on 3F to get back on the 2F 
conveyor belt.

**** Drop from the dropoff on the east side of the conveyor belt to reach time 
bonus 6

Don't worry about the chicken until after breaking time bonus 11.  Drop from 
the east ladder then allow him to be your first victim.

--> FROM THE B1F STARTING POINT

Break the time bonuses in the following order:

Time Bonus Order: 11, 10*, 9, 8, 7, 6**, 3, 4***, 5****, 1*****, 2

* Kill the chicken after dropping from the east ladder on 3F.

** Climb the ladder behind the crate with the first aid spray then hop over to 
time bonus 3 while on 3F.

*** After breaking time bonus 4, hop off the north side of the outside walkway 
then break time bonus 5.

**** Hop off the east side of the 2F conveyor belt from the dropoff that is 
right before your character gets to the raised platform in the north.  This 
way, your character can quickly climb up the ladder of the east walkway that 
stretches across the 1F conveyor belt and reach time bonus 1 quicker.

***** Climb the ladder near time bonus 1 and dropoff the east section of the 
walkway above to land on the conveyor belt with time bonus 2.

--> WATCH FOR THE EXPLOSIVES

This stage has tons of Majini that will run at your character while equipped 
with dynamite.  Don't shoot them too close unless you know that you're not 
going to hit the dynamite that they carry.  Shooting them with a shotgun from 
up close can be extremely risky since the spread tends to hit the dynamite.  Be 
sure to keep your character's life meter above 50% for this stage since a 
dynamite hit from nowhere can so easily knock a low health character into dying 
status even when the character is still in green health.

Be careful about standing still for too long during fights as well.  A lot of 
times, a Majini with dynamite will show up somewhere off the camera and might 
toss dynamite toward your character, so stay on the move quite a bit.  
Sometimes Majini will light a dynamite stick then charge directly at your 
character.  Run away from them when they do this or quickly shoot them in the 
leg to stop their mad dash.  A lot of times they move too quickly to aim at 
them however.

--> DEALING WITH THE GATLING GUN MAJINI

The Gatling Gun Majini can be a major threat from long range and he can shoot 
from quite a distance.  While at a distance from him, quickly run behind any 
sort of obstacle to take cover from his machine gun fire.  When no obstacle is 
available, a player can run to the side of him and avoid his gunfire while he 
turns his gun in an attempt to keep up with the player.  The running method can 
work well at times from midrange, but always try to find some sort of wall or 
obstacle as opposed to running.

Whenever the Gatling Gun Majini begins to rotate his gatling gun barrel, he 
will fire no matter how close your character gets to him.  From close range, he 
will attack a character by smacking that character with the back end of his 
gatling gun.  This is a rather quick melee move and covers some good distance 
in front of him, so don't ever get extremely close to him unless he is stunned 
since your character won't be able to back away when he attempts his melee 
attack with the gatling gun.

If your character does not have a magnum in the character's starting inventory, 
then be sure to load up on hand grenade pickups and proximity mines that are 
found throughout this stage.  Stunning the Gatling Gun Majini with a quick 
explosion or powerful shot to any portion of the body is the key to ultimately 
taking him down.

Whenever the Gatling Gun Majini first steps into view, shoot him with a magnum 
or toss a hand grenade toward him to stun him.  He can be lured toward a 
Proximity Bomb as well, but this will take longer obviously.  While he is 
stunned, run up to him and blast him in the head with the most powerful that 
your character has.  Be sure to run up close enough so that the melee command 
appears in you're using Control Type B or D.  Fire at him then quickly perform 
a melee attack to finish off the attacking sequence.  If he is not dead after 
the full attacking sequence then restun him and damage him again from close 
range.

There are two types of Gatling Gun Majini found in this stage.  The first two 
have a yellow outfit and the third and final Gatling Gun Majini has a red 
outfit.  The red Gatling Gun Majini can take more damage than the yellow 
Gatling Gun Majini.

If your character is caught in his gunfire, then keep in mind that he is likely 
to taunt by raising his gatling gun into the air and firing right as your 
character gets up, so use that time to your advantage to quickly stun him.

--> TAKE ADVANTAGE OF EXPLOSIVE BARRELS/CANISTERS

There are quite a few explosive barrels and canister on this stage.  Most of 
the explosive objects lie along the many conveyor belts but a few are 
elsewhere.  Allow enemies to pile up near them at times then shoot the 
explosive barrel or canister to defeat all of them at once.

--> THE WIDE OPEN AREA

While along the 2F conveyor belt, your character has a good view of a good 
majority of the surrounding area.  A character with a rifle can easily take 
advantage of this open area and get in plenty of long range shots from long 
distance.  Some characters can even take down the Gatling Gun Majini from long 
range with their rifles.  This works even better on Duo mode.

--> THE LAST FEW MAJINI

This stage can get right down aggravating because of the many different areas 
for enemy spawning that are present throughout the Missile Area.  If the Majini 
ever stop appearing and time is still leftover then run to the south and climb 
the ladder next to the staircase.  This will likely make enemies spawn from the 
office room and nearby shaft.  Another few sections to try is the portion in 
the far north and the third floor walkway in the north.

It's so very common to have a single Majini wander throughout this area once 
most of the Majini are defeated.  Try to find him quickly to save on time once 
all other Majini are defeated.  Sometimes it pays to stand in one spot and 
listen for him.  Of course sometimes, he might not have spawned, which means 
that your character will have to move throughout the different portions of the 
stage to make him appear.


                   __ _     _            ___          _                  [ST07]
                  / _\ |__ (_)_ __      /   \___  ___| | __
                  \ \| '_ \| | '_ \    / /\ / _ \/ __| |/ /
                  _\ \ | | | | |_) |  / /_//  __/ (__|   < 
                  \__/_| |_|_| .__/  /___,' \___|\___|_|\_\
                             |_|                           

                                 S T A G E  7

  .------------------------------------------------------------------------.
  |  How to unlock: Achieve a B-rank or higher on the "Missile Area" stage |
  '------------------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.:                              -
---              Duo w/Chris S.T.A.R.S.: 606,306 (Xbox LIVE)                ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Chainsaw Majini          =       7,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

--------
OVERVIEW
--------

Ship Deck is taken from the first section of chapter 6-1 in the main game.  It 
comprises the same metal container placement and adds in a few ziplines to 
reach certain portions of the map very quickly.  Ship Deck can be like a 
labyrinth of metal containers once a player reaches the south portion.  This 
stage has TONS of ladders.  Knowing where ladders will take your character is a 
key factor in navigation for this stage.  The stage is best memorized but a 
player can gain an idea of which ladder to climb or drop from by tilting the 
camera for a better view of the surrounding area.

Town Majini are once again the main enemy type that will be fought on this 
stage.  Many of them will carry dynamite in this stage just like they did in 
The Mines and Missile Area.  The boss enemies are quite frequent on the Ship 
Deck.  They come in the form of Chainsaw Majini.  One of them is already 
waiting in the southeast portion of the map from the get go.  The rest will 
spawn after the first has been taken down and after a certain number of enemies 
have been killed.

Some of the Chainsaw Majini (blue pants) will always go into berserk mode a few 
seconds after falling from heavy damage.  It is very important to keep these 
enemies in mind and finish them off as quickly as possible - basically start 
firing at them when they start to get up after a knockdown.

--------
MAP LIST
--------

--> Time Bonus and Combo Bonus Locations

http://img504.imageshack.us/img504/8858/shipdecktimeandcombobon.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

http://img301.imageshack.us/img301/8615/shipdeckitemsk.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chicken also.

--> Areas (for enemy spawning)

http://img504.imageshack.us/img504/4987/shipdeckareasb.jpg

This should be used when examining the Enemy list below.

--> Enemy Spawn Points

http://img158.imageshack.us/img158/1207/shipdeckspawnpoints.jpg

This should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

http://img158.imageshack.us/img158/7598/shipdeckblanko.jpg

This should be used if you want to label everything yourself.

--> Sephirosuy's Ship Deck Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56578

---------------
STARTING POINTS
---------------

-- Starting Point 1

In the far north, the player will start on the first platform along the tower.  
The player will face south.

-- Starting Point 2

In the far southeast, the player will start at the top of the stairs in that 
direction.  The player will face east.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 9 MINUTES AND 30 SECONDS

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: On the third floor of the tower in the far north, near the zipline.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: On the far north platform at the circular end that stretches to the 
north.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: While walking away from the north tower along the east side of the 
boat, this will be lying below the second set of stairs that your character 
comes to.  A ladder is nearby.

[ ] Time Bonus 4

Extra Time: +90 seconds
Location: This is across from the staircase at the very end of the west walkway 
that leads away from the north section of the boat.  Combo Bonus 3 is on a 
higher platform nearby.

[ ] Time Bonus 5

Extra Time: +60 seconds
Location: Find the ladder that leads up to a metal container to the south of 
time bonus 4 then climb the ladder and hop over the next three crates to the 
east and then climb the next ladder and this will be at the top.  It's on a 
east metal container.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: Near the middle of the metal containers in the south portion of the 
map.  It's in between several metal containers.  Ladders can be climbed from 
the east or west to reach this or it can be while coming from the north.

[ ] Time Bonus 7

Extra Time: +60 seconds
Location: In the very middle of the map (to the west a bit from the middle), 
your character will be on a set of metal containers.  There is a ladder that 
leads to a west metal container and, after climbing it, your character can leap 
across a few metal containers to the west.  This time bonus is on the south end 
of the long set of metal containers.

[ ] Time Bonus 8

Extra Time: +60 seconds
Location: This is in the south and to the north of combo bonus 4.  Time bonus 7 
is in the same basic area as this one, only higher.

[ ] Time Bonus 9

Extra Time: +30 seconds
Location: There is a gate in the west middle portion of the map.  Kick open the 
gate door and this will be off to the right behind it.

[ ] Time Bonus 10

Extra Time: +60 seconds
Location: After kicking open the gate door on the west middle side of the map, 
move up the stairs in the back then get on the walkway that heads south.  Climb 
each ladder while moving up the crane tower and this will be off to the left at 
the top.

[ ] Time Bonus 11

Extra Time: +30 seconds
Location: This time bonus is in the far southeast portion of the map on a 
platform above some stairs.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

On the far north platform on the ship.  This is lying on the east side.

[ ] Combo Bonus 2

This is lying along the end of the east set of walkways that lead away from the 
north section of the boat.  It is off to the east near the second ladder on 
that side.

[ ] Combo Bonus 3

This is lying along the end of the west set of walkways that lead away from the 
north section of the boat.  Climb the ladder along the west side to reach it.

[ ] Combo Bonus 4

Combo bonus 4 is to the south of time bonus 8.  It's up a ladder in the south 
while on the west portion of the map.

[ ] Combo Bonus 5

After kicking open the gate door on the west middle side of the map, move up 
the stairs in the back then get on the walkway that heads south.  Climb each 
ladder while moving up the crane tower and this will be directly in front of 
your character at the top.

---------
ITEM LIST
---------

[ ] Tall Crate (x2)

These are along the far north walkway where time bonus 2 is located.  The 
chicken is also nearby.

[ ] Hand Grenade (x2)

Lying along the west side of the top pole along the third floor of the north 
tower.

[ ] Rocket Launcher

This is propped up against the left side of the zipline framework on the third 
floor of the far north tower.

[ ] Tall Crate

Along the east path that leads away from the north portion of the boat.  This 
is near a ladder.

[ ] Hand Grenade

Along the east path that leads away from the north portion of the boat.  This 
hand grenade is lying on a metal crate and near a ladder.

[ ] Tall Crate (x2)

Below the high platform where combo bonus 3 is located.  This is along the west 
path that leads away from the north portion of the boat.

[ ] Tall Crate (x2)

Along the east portion down the stairway from time bonus 11.

[ ] Tall Crate

Up the staircase to the south of time bonus 11 in the southeast.

[ ] Flash Grenade (x2)

These are lying on a metal crate, up the staircase to the south of time bonus 
11.  Round the stairway railing to the left after climbing the stairs and they 
will be up ahead.

[ ] Tall Crate

On top of a long stack of metal containers in the far south.

[ ] Tall Crate

In the area with combo bonus 4 in the southwest portion of the map.

[ ] Grenade Launcher, Flame Rounds, First Aid Spray

Around the center south portion of the map, hop over to time bonus 7 then break 
it and drop to the south set of crates to find these lying nearby.

[ ] Incendiary Grenade (x2)

Lying along the control panel for the gate door in the middle west portion of 
the map.

[ ] Proximity Bomb (x2)

Climb to the very top of the crane tower that can be reached after moving past 
the gate in the center portion of the map and these will be across from the 
zipline.

[ ] Rocket Launcher (x2)

Climb to the very top of the crane tower that can be reached after moving past 
the gate in the center portion of the map and ride the zipline to the east.  
The zipline will take your character to a high east platform with two rocket 
launchers lying against the railing.  Only one can be taken at a time per 
character.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken for this stage roams around the far north walkway where time bonus 
2 is located.  It sometimes jumps off the walkway and moves around the area 
below the ladder.

----------
ENEMY LIST
----------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Town Majini (x40)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x45)

Spawning Condition: Spawns when a player is in Area B.
Max Number in stage at once: 12
Item Drop: Random

-- Town Majini (x52)

Spawning Condition: Spawns when a player is in Area C.
Max Number in stage at once: 12
Item Drop: Random

-- Chainsaw Majini 1 (blue) & 2 (red)

Spawning Condition: Spawns when a player has defeated 20 or more enemies and 
first Chainsaw Majini has been defeated.
Max Number in stage at once: 1 of each type
Item Drop: First Aid Spray (blue), Green Herb (red)

-- Gatling Gun Majini 3 (red)

Spawning Condition: Spawns when a player has defeated 30 or more enemies and 
Chainsaw Majini 1 & 2 have been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Chainsaw Majini 4 (red)

Spawning Condition: Spawns when a player has defeated 40 or more enemies and 
Chainsaw Majini 3 has been defeated.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Chainsaw Majini 5 (blue) & 6 (red)

Spawning Condition: Spawns when a player has defeated 50 or more enemies and 
Chainsaw Majini 4 has been defeated.
Max Number in stage at once: 1 of each type
Item Drop: First Aid Spray (blue), Green Herb (red)

---------
AREA LIST
---------

There are three areas total for the Ship Deck stage:

-- Area A

Area A covers the entire north half of the ship up to the end of both paths 
(west and east) that lead to the north on the map.

-- Area B

Area B covers the entire east portion of the boat that is not covered by Area A 
or C and its boundaries are in the middle and to the far north where Area A 
starts.

-- Area C

Area C covers the entire west portion of the boat that is not covered by Area A 
or B and its boundaries are in the middle and to the far north where Area A 
starts.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

In a way, it really doesn't matter when your character starts killing in this 
stage.  Either run and destroy the time bonuses or stop and fight for a while 
when near a combo bonus.  The Chainsaw Majini in this stage can actually be 
taken down rather quickly to where a player won't have to deal with anymore 
since they all appear early.  Read on in the "Kill them" section below.

--> FROM THE FAR NORTH

Break the time bonuses in the following order:

Time Bonus Order: 1*, 2**, 3, 4, 5***, 6****, 7, 8, 9, 10*****, 11

* Pick up the rocket launcher while at the top but don't use the zipline.  Use 
the rocket launcher if needed along the way

** Kill off the chicken near this time bonus.

*** Climb the ladders off to the west middle portion of the metal containers to 
reach time bonus 6 after breaking time bonus 5.

**** Climb up the metal container in the middle portion and hop over to time 
bonus 7 and break it then drop down to time bonus 8.

***** Ride the zipline on the crane tower, pick up a rocket launcher and fall 
then break time bonus 11.

--> FROM THE FAR SOUTHEAST

Break the time bonuses in the following order:

Time Bonus Order: 11, 5, 4, 3, 2, 1, 6, 7, 8, 9, 10

--> A MIX OF TOWN MAJINI

The mix of Town Majini in this stage is really not different than the Missile 
Area.  They seem more aggressive in this stage however.  Don't ever let them 
group up around your character when a Chainsaw Majini is nearby.

Majini still carry dynamite in this stage, so be sure to keep your character's 
health above 50%.  This can be a rather hard task in a stage with such 
aggressive Town Majini but a sudden dynamite blast from nowhere will instantly 
wake you up to the realization of how quickly a dynamite explosion can thrust 
your character into dying status.

--> THE ROAR OF THE CHAINSAW

Shortly after this level begins, a chainsaw can be heard in the distance.  He's 
coming to get you, my dear reader!  One Chainsaw Majini with blue pants will 
always be the first Chainsaw Majini to appear in this area and will start from 
the northwest end (he drops from the crane spawn point).  If your character 
happens to start at the northwest starting point, then you'll likely see him.

There are two types of Chainsaw Majini in this stage - one with blue pants and 
one with red pants.  The red pants version is the weaker one of the two and the 
blue pants Chainsaw Majini is stronger and will go into a berserk frenzy after 
falling one time.  The blue Chainsaw Majini will always go into a berserk 
status shortly after falling and he does not count as a kill or drop an item 
until after he has been defeated while he is berserking. 

--> DEALING WITH THE CHAINSAW MAJINI

Just about any weapon can be used to stun the Chainsaw Majini if the player 
shoots one in the head.  Even a handgun is useful in stunning one (two shots to 
the head).  Hand Grenades, Incendiary Grenades, Flame Rounds, Proximity Bombs, 
Flash Grenades or a nearby explosion with an explosive barrel will all stun him 
as well. Incendiary grenades really provides the quickest stun out of the 
listed throwing weapons.  The grenade launcher that can be found in this level 
comes equipped with flame rounds that will stun the Chainsaw Majini just like 
an incendiary grenade.  There are also some extra flame rounds near it.  
Getting to the grenade launcher or getting to the flame rounds should be one of 
the first task that a character should think about before fighting the Chainsaw 
Majini, but be sure to hit time bonuses along the way.

Once a chainsaw Majini is stunned, race toward him then fill him full of your 
most powerful gun's gunshots from close range.  Make sure that no other Majini 
are in the immediate area before doing this however.  Quickly perform a melee 
attack before he recovers; a player can also perform the melee when any 
surrounding Majini are about to hit to take advantage of the melee's 
invincibility.  With Type B and D controls a player can literally stand over 
him while he is stunned then let loose with gunshots and cancel the final 
gunshot into a melee attack by pressing the action button during the gunshot 
animation.

The Chainsaw Majini with red pants will explode instantly upon being defeated 
but the Chainsaw Majini with blue pants will fall then get back up a few 
seconds later and go into berserk status.  A player can stand right near his 
body as he falls then begin to shoot him as he gets up to go into berserk 
status.

Keep in mind that he cannot die while he is getting up, but he will quickly die 
once fully standing if enough damage is delivered to him.  So basically, if a 
player shoots him twice with Chris S.T.A.R.S. magnum while he gets up then that 
player can stand and watch as he rises then suddenly dies from the damage of 
the two magnum shots (taunt at that time to look cool).

A Chainsaw Majini with blue pants that has already started berserking needs to 
be taken down quickly!  All it takes is one Majini grab from nowhere to have 
him catch up to a player.  If he catches a player then that player is basically 
dead since the Chainsaw Majini will continue to swing right near the character 
as the characters gets up while in dying status.  Be sure to shoot a berserking 
Chainsaw Majini from a distance with any weapon until he dies.  Never use a 
shotgun unless it is long range such as the Hydra or Jail Breaker.

--> KILL THEM, KILL THEM ALL!

The Chainsaw Majini in this stage show up very early.  They come as a player 
kills them off and finishes off Majini in multiples of ten. Once a player has 
finished off 50 Majini then all Chainsaw Majini in the area are already 
scheduled to appear.  If they haven't then there is a Chainsaw Majini already 
in the stage that is keeping the others from spawning, so go kill him to make 
another spawn.

In Duo mode, or if you are that sure of yourself, players can simply stand in 
one spot and kill off all seven chainsaw Majini then have the rest of the time 
free of these pests.  It's better to do this in Duo mode once both players have 
met up with each other.  Some of the Chainsaw Majini with blue pants will 
appear alongside the Chainsaw Majini with red pants, so you'll have to deal 
with two at a time sometimes.  Keep all surrounding Majini away while a player 
deals with the Chainsaw Majini(s) is of the utmost importance while fighting 
any of them.

--> 3 ROCKET LAUNCHERS AND A GRENADE LAUNCHER!

There are a total of 3 rocket launchers and one grenade launcher hidden in this 
stage.  One rocket launcher is on the top of the tower near time bonus 1 and it 
is lying near the zipline.  The other two rocket launchers can be gotten to by 
using the zipline on the crane tower in the far west.  A grenade launcher is 
lying below the metal container that time bonus 7 is on (drop from the south 
side).  Once the grenade launcher is picked up by a character that doesn't 
already have one then that character will receive random grenade launcher ammo 
drops from enemies.

The grenade launcher comes equipped with flame rounds and there are some extra 
flame rounds near it.  The flame rounds can come in handy for any character 
since they will stun a Chainsaw Majini whenever one is shot at him much like an 
incendiary grenade's flames.  This can be the key for Jill BSAA players to gain 
an edge in this stage.

A player cannot pick up a weapon that the player already has in that player's 
inventory, so you can't horde rocket launchers.  Rocket launchers are really 
best used against a set of two Chainsaw Majini.  If will kill the one with red 
pants and knock out the one with blue pants.

--> HIGH PLATFORMS FOR SNIPING

There are several high platforms in this area that a character with sniper 
rifle can take advantage of.  Both towers can be used for sniping points and 
the platform in the east with the two rocket launchers makes an absolutely 
perfect sniping spot, since you can get a good survey of the area without 
having to worry about what might be behind your character.

--> THE LAST FEW MAJINI

This stage can have the same problems as Missile Area in trying to find the 
last Majini to kill off in order to complete the stage.  You'll most likely be 
missing a Majini with a crossbow.  Majini with crossbows like to group up on 
the very top of the north tower and the very top of the crane tower in the 
west, so immediately check those two areas if time is leftover and the stage is 
not yet complete.


                           ___      _                                    [ST08]
                          / _ \_ __(_)___  ___  _ __  
                         / /_)/ '__| / __|/ _ \| '_ \ 
                        / ___/| |  | \__ \ (_) | | | |
                        \/    |_|  |_|___/\___/|_| |_|

                                 S T A G E  8

    .---------------------------------------------------------------------.
    |  How to unlock: Achieve a B-rank or higher on the "Ship Deck" stage |
    '---------------------------------------------------------------------'

---                        Berserker's Best Scores                          ---
-                     Single w/Chris S.T.A.R.S.:                              -
---                     Duo w/Chris S.T.A.R.S.: 504,875                     ---

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Executioner Majini       =       5,000  |
| Cephalo          =         800  | | Executioner Majini (Red) =      15,000  |
| Big Man Majini   =       1,000  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

--------
OVERVIEW
--------

The Prison map is another exclusive stage to The Mercenaries mode.  This three 
floor stage is filled with several twisting corridors and a basement level full 
of lava.  The layout of this map can easily confuse a player a first much like 
the Ship Deck, but through memorization it isn't so bad.  Town Majini roam this 
map and spawn throughout the middle portion and side areas of the maps.

The main threat with the Prison is the new Executioner Majini exclusive to this 
stage.  He wears a red mask and has white flesh along with a red growth on his 
back.  He also carries a new and improved flaming axe.  This Executioner is 
much faster than the normal Executioner and can stand up to even the most 
powerful guns for quite a while with his tremendous health.  If you're partner 
ever dies in duo mode and a flaming axe suddenly moves by the camera then 
you'll have a pretty good idea as to what killed that player.  Damn you, red 
Ex!

A normal Executioner will appear in the stage eventually and he is much like 
the original Executioner, though he does have more health than the Executioner 
fought in the Public Assembly stage.  All the same tricks for taking this bad 
boy out on the Public Assembly stage still work here, but a player will need to 
dish out even more punishment than before.

--------
MAP LIST
--------

NOTES ABOUT THE FOLLOWING MAPS:

NOTE 1: In all the 3F-2F maps, 3F overlaps the 2F in some areas.  3F covers a 
good majority of the north portion of 2F.

NOTE 2: There is a staircase at the bottom of the east portion of 3F that was 
not added in my initial sketch of the area.  I would have to go back and redo 
all maps to add that.

--> Time Bonus and Combo Bonus Locations

1F-B1F
http://img259.imageshack.us/img259/6917/prison1fb1ftimeandcombo.jpg

3F-2F
http://img245.imageshack.us/img245/8942/prison3f2ftimeandcombob.jpg

Visit the Time Bonus list and Combo Bonus list for an in-depth description of 
each time and combo bonus.

--> Item Locations

1F-B1F
http://img245.imageshack.us/img245/1453/prison1fb1fitems.jpg

3F-2F
http://img242.imageshack.us/img242/1994/prison3f2fitems.jpg

Visit the Item and Breakable Object list for an in-depth description of the 
location on the map.  The map includes the chicken also.

--> Areas (for enemy spawning)

1F-B1F
http://img245.imageshack.us/img245/2655/prison1fb1fareas.jpg

3F-2F
http://img527.imageshack.us/img527/7839/prison3f2fareas.jpg

These should be used when examining the Enemy list below.
HINT: It's all one big area and I just made up the maps to be thorough.

--> Enemy Spawn Points

1F-B1F
http://img527.imageshack.us/img527/9016/prison1fb1fspawnpoints.jpg

3F-2F
http://img245.imageshack.us/img245/4571/prison3f2fspawnpoints.jpg

These should be used when examining the Enemy list below.

--> Blank Map (For the gamer that wants to make his/her own location listings)

1F-B1F
http://img259.imageshack.us/img259/2807/prison1fb1fblank.jpg

3F-2F
http://img242.imageshack.us/img242/8279/prison3f2fblank.jpg

These should be used if you want to label everything yourself.

--> Sephirosuy's Prison Map on GameFAQs

http://www.gamefaqs.com/console/ps3/file/929198/56612

---------------
STARTING POINTS
---------------

-- Starting Point 1

On the third floor high walkway that extends across the middle room of the 
prison.  The player will face to the west and starts right near time bonus 1.

-- Starting Point 2

In the first floor middle room of the prison.  The player will face south.

---------------
TIME BONUS LIST
---------------

--> TOTAL EXTRA TIME = 8 MINUTES

[ ] Time Bonus 1

Extra Time: +60 seconds
Location: On 3F, this is in the center of the top of the walkway that extends 
across the middle portion of the Prison.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: This is on the south side of 2F, right across from a zipline that a 
player can use in the north.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Along the north portion of 2F right before reaching time bonus 4.  
This is actually in a room slightly to the south of time bonus 4.

[ ] Time Bonus 4

Extra Time: +30 seconds
Location: Very close to time bonus 3 on 2F, only this is in the room to the 
north of it.  This can be seen through a window if a player approaches the room 
from the south.  Time bonus 3 is behind the door to the south of that window.

[ ] Time Bonus 5

Extra Time: +60 seconds
Location: Right before getting to the northwest stairs that lead down to the 
area with the chicken on 2F, this is on the other side of the gap that a player 
will have to leap across to get to those stairs.

[ ] Time Bonus 6

Extra Time: +30 seconds
Location: On a walkway that extends out toward the far northwest side of 1F.  
This is next to the ramp that leads down to the basement level.

[ ] Time Bonus 7

Extra Time: +90 seconds
Location: In the center of B1, this is on a walkway that extends to the south. 
This is in the basement level below the middle portion of the area.

[ ] Time Bonus 8

Extra Time: +30 seconds
Location: This is in a northeast room to the west of the hallway with three 
cells to the east on 1F.  A red herb lies near this time bonus.

[ ] Time Bonus 9

Extra Time: +30 seconds
Location: To the side of the bottom of the east staircase that is to the west 
of the three cells in the east on 1F.

[ ] Time Bonus 10

Extra Time: +30 seconds
Location: Inside the south cell in the set of three cells to the east on 1F.  
Kick through the cell door then break it.

[ ] Time Bonus 11

Extra Time: +30 seconds
Location: Inside of a long room in the southwest portion of 1F.  There is 
another long room to the south of this one.

----------------
COMBO BONUS LIST
----------------

[ ] Combo Bonus 1

Move down the walkway to the west of time bonus 1 and this will be off to the 
left.  This is on the walkway that stretches across the third floor of the 
Prison.

[ ] Combo Bonus 2

This is in the chest in the room down the east staircase that can be taken down 
from 3F.  This is on 2F near time bonus 2.

[ ] Combo Bonus 3

In the far northeast section of 1F, this is in the area where the chicken is 
located.  Hop over the railing and collect this from the chest in the back of 
the room.

[ ] Combo Bonus 4

On the east side of 1F this is in the north cell of the set of three cells 
along that side.

----------
ITEMS LIST
----------

-- THIRD FLOOR

[ ] Hand Grenade

Lying on a crate near combo bonus 1 on the third floor walkway that extends 
across the middle floor of the prison.  This is on the west side of that 
walkway.

-- SECOND FLOOR

[ ] Wooden Barrel

Lying along the top portion of the outside walkway to the west.

[ ] Hand Grenade

Lying on a crate near the doorway that leads out to the tracks where time bonus 
2 is located.

[ ] Proximity Bomb

Lying beside a rail cart at the end of the north portion of the tracks that 
extend across the middle floor of the prison.

[ ] Hand Grenade

Lying on a metal stretcher with a body on top of it in the same corridor with 
time bonus 4.

[ ] Wooden Crate

Lying on a wooden cabinet on the east side of 2F.  This is in a dead end 
corridor right before going down the stairs on that side.

[ ] Incendiary Grenade

On a wooden crate on the outside walkway in the northeast.

[ ] Flash Grenade

On a wooden crate near time bonus 5.  This is right before turning to go down 
the set of stairs that lead to the floor with the chicken.

-- FIRST FLOOR

[ ] Proximity Bomb

In the closet cubby set in the pair of cubbies off to the right in the 
northeast room with the chicken.

[ ] Hand Grenade (x2)

In the further cubby set in the pair of cubbies in the room with the chicken in 
the northeast.

[ ] Wooden Crate

In the far northeast room with the chicken.  This is on a wooden cabinet to the 
left in the back of the room.

[ ] Wooden Barrel

While moving along the north walkway, this will be off to the right while 
coming from the east.

[ ] Red Herb

Lying on a wooden crate in the north room that contains time bonus 8.

[ ] Wooden Barrel

Lying in the corridor below the east stairs.

[ ] Hand Grenade (x2)

These are lying on some metal containers in the long room to the north.

[ ] Flash Grenade

In the middle room, this is on a counter along the north side.

[ ] Hand Grenade

In the middle room, this is on a crate along the south side.

[ ] Wooden Barrel

Lying in a dead end corridor below the west set of stairs.

[ ] Green Herb

On a counter in the room to the south of the middle room.

[ ] Proximity Bomb

On a table in the room to the south of the middle room.

[ ] Wooden Barrel

On the east side of the long room to the south of the long room that contains 
time bonus 11.

[ ] Flash Grenade (x2)

Lying along some cement blocks in the tunnel in the far south.  These are in 
the middle portion of the tunnel.

[ ] Incendiary Grenade (x2)

Lying beside the north ladder along the west side of the prison.

-- BASEMENT FLOOR

[ ] Flash Grenade (x2)

In the cell along the west side of the B1F tunnel

[ ] Green Herb

In the cell along the east side of the B1F tunnel.

----------
CHICKEN(S)
----------

[ ] Chicken

The chicken for this stage is located in far northeast portion of 1F.  It roams 
around the side of the room behind the wooden railing where combo bonus 3 is 
located.

-------
ENEMIES
-------

NOTE: All enemies listed below are based on enemies that actually spawn in the 
stage.  Some enemies are already present from the beginning so the amount of 
enemies listed below will not add up to the total amount of 150 enemies.  The 
chicken(s) in each stage count(s) as an enemy also.

-- Town Majini (x122)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 10
Item Drop: Random

-- Big Man Majini (x14)

Spawning Condition: Spawns when a player is in Area A.
Max Number in stage at once: 3
Item Drop: Hand Grenade

-- Executioner Majini 1

Spawning Condition: Spawns when a player has defeated the first Executioner 
(red).
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 1 (red)

Spawning Condition: Spawns when a player has defeated 50 or more enemies and 
Executioner 1 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 2

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Executioner Majini 1 (red) has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 2 (red)

Spawning Condition: Spawns when a player has defeated 120 or more enemies and 
Executioner Majini 2 has been defeated.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-----
AREAS
-----

-- Area A

The entire prison is only composed of one area, so Area A stretches across the 
entire map and covers all floors.

-------------------------
SINGLE PLAYER WALKTHROUGH
-------------------------

--> FROM THE 3F HIGH WALKWAY

Break the time bonuses in the following order:

Time Bonus Order: 1*, 2**, 3, 4, 5***, 6, 7, 8, 9, 10, 11

* Use the zipline in the north or move down the stairs to the south to get to 
time bonus 2.

** Time bonus 3 and 4 are very close together.  It's more up to the player in 
what order that person wants to break these.

*** Kill the chicken in the room below the northeast set of stairs.

--> FROM THE MIDDLE ROOM

Break the time bonuses in the following order:

Time Bonus Order: 11, 9, 10, 7, 6, 8, 5, 3, 4, 2, 1

--> ONE AREA

The entire Prison stage is composed of one area that covers all floor, so 
Majini will spawn constantly and they come in the form of Town Majini once 
again.  These Town Majini usually only carry melee weapons, so your character 
won't have to worry as much about explosions during this stage unless you're 
careless with a hand grenade or grenade launcher.  They still carry molotov 
cocktails and dynamite from time to time though.

Big Man Majini will spawn often as well.  They sometimes come in groups of 
three. Use the usual magnum or shotgun + melee or just constant gunfire aimed 
at a leg + melee to get rid of them easily.  They can quickly group up and 
appear out of nowhere from around a corner or behind a door, so always be 
prepared to quickly switch weapons when one appears.  They all drop hand 
grenades once defeated, which can be used to destroy the many breakable walls 
on this stage.

--> A RED EXECUTIONER

Whenever a player sees a red glow suddenly cover a nearby corridor or wall then 
get ready to see the new Red Executioner.  This Executioner wears a red mask 
and has white skin and a fiery axe.  He is much quicker than the normal 
Executioner but he still has all the same moves.  He can be stunned the same 
way as the other Executioner - by shooting him in the head or anywhere with a 
powerful weapon.  His main weak point is the red growth on his back, but really 
that shouldn't be much of a focus for a player since it is rather hard to hit 
and a headshot works fine for stunning him.

A player without a real powerful weapon should use a hand grenade or proximity 
bomb to stun him.  Electric rounds with a grenade launcher works well in 
stunning for a character that happens to have a grenade launcher as well.  Get 
in close while he is stunned and fire directly at his head or the red growth on 
his back with a magnum or shotgun (or any weapon) then perform a melee as he 
starts to rise from his stunned position.  He rises quicker than the normal 
Executioner and he doesn't stay stunned for that long, so take advantage of 
each stun and spam him with gunfire while you are able to the quickly melee him 
before he fully rises if you're character is in close range.

The main problem with fighting the Red Executioner once a player is familiar 
with his speed, is the Town Majini that will group up around him.  This 
Executioner takes some extreme punishment, so the Majini will bunch up rather 
quickly while hitting the Executioner.  Try to time your melee attacks until 
right before a Majini grabs or hits your character to avoid being hit - the 
invincibility of the melee attack animation will save your character.  There 
may be times where you'll have to run away then fight off the Majini crowd in 
order to focus on the Red Executioner.

--> THE NORMAL EXECUTIONER

Players will still have to deal with a normal Executioner after fighting off 
Red Executioner.  The normal Executioner has all the same behavior as the one 
from Public Assembly but his health is much greater, which means your character 
will have to dish out even more punishment while Majini group up around your 
character. Once again, use melee attacks to gain invincibility from the 
surrounding Majini while fighting him and simply run away when too crowded.

--> BREAKABLE WALLS

This stage has quite a few breakable walls that can be used to your advantage 
in making a new pathway.  The breakable walls found in the middle area are some 
of the best walls to break for quick access to the surrounding hallways.  
Simply toss a hand grenade or fire an explosive round at the walls to break 
them.  Keep in mind that the Executioners can break these walls as well.  
There's nothing quite like moving past a breakable wall only to have a sudden 
overhead axe swing break through a nearby wall and send your character into 
dying status.  It can happen, so be careful around those cracked walls!

Also take note of the large red canister in the middle room.  The canister is 
much bigger than all the rest that a player is familiar with.  This can be shot 
to help out when a big group of Majini follow your character.

--> SO MANY FLOORS

This stage has a total of three floors and one basement area.  It's good to 
have an idea of where nearby ladders will lead your character to and, like the 
Ship Deck, you'll need to memorize the layout of the stage in order to gain a 
good score.  It's not really that bad of a stage once you become familiar with 
it.  Learn which rooms are on certain floors and that will help out a lot in 
navigation.

The B1 area can be reached via a ramp on the northwest side of the first floor 
or the opening with a ladder in the floor of the middle cell in the far east 
portion of the first floor.  To quickly reach the second floor from the first 
floor, run up the staircase in either of the two rooms along the northwest or 
northeast portion of the first floor.  In order to reach the third floor from 
the second floor, a character will have to move to the west portion of the 
second floor then move to the south circle around it heading southeast then 
move up the stairs along the southeast portion of the second floor.

Constantly look for doors and windows to enter new rooms and be sure to have 
the mini-map pulled up at all times.  The windows will help out a bunch when 
being chased.  The many doors in the area can cause your character to get hit 
shortly before or directly after the door opening animations.  Always kick the 
doors when forced to open one to give your character some invincibility while 
opening a door.  There might be some doors that you'll want to destroy if they 
are wooden - toss a hand grenade at them before your character gets to them or 
shoot them down.  Two shots from a light weapon followed by a kick will destroy 
any wooden door.


===============================================================================
                             MERCENARY CHARACTERS                        [CS00]
===============================================================================

The following is a list of all characters in The Mercenaries challenge mode 
along with a full analysis of each one based on my own playthroughs with each 
character and some ideas from fellow friends that I have talked with.  Be 
forewarned that some of the character names can be considered spoilers!


                                                                         [CS01]
                                       __                           __
          ___  _            _         / /    ___  __    _      _    \ \ 
         / __\| |__   _ __ (_) ___   / /    / __\/ _\  /_\    /_\    \ \
        / /   | '_ \ | '__|| |/ __| | |    /__\//\ \  //_\\  //_\\    | |
       / /___ | | | || |   | |\__ \  \ \  / \/  \_\ \/  _  \/  _  \  / /
       \____/ |_| |_||_|   |_||___/   \_\ \_____/\__/\_/ \_/\_/ \_/ /_/


                   .------------------------------------.
                   | How to unlock: Unlocked by default |
                   '------------------------------------'

Chris BSAA can be considered a good starting character and he's an overall good 
character for normal Majini battles, both single and grouped.  Chris comes 
equipped with a low damaging handgun and a decent shotgun that can pack quite a 
punch on a normal Majini or when used aggressively against boss enemies.  One 
of the main useful aspects of Chris is the amount of ammo that this man brings 
into battle.  He really comes prepared to put an end to the Majini threat.

--> CHRIS BSAA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |   Hand    |  Shotgun  |
                   | Ammo (50) |Grenade (5)|Shells (30)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |   M92F    |           |Ithaca M37 |
                   |   (HG)    |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Chris begins his game with the M92F handgun and the Ithaca M37 shotgun as his 
main weapons.  Both weapons carry quite a big capacity when compared to other 
character weapons.  Not to be pleased with his already high capacity per gun, 
he also brings along plenty of ammo for each weapon.  Just look at that.  Chris 
freaking brings along 30 extra shotgun shells to go along with his already high 
capacity of 20.  He actually comes with so much shotgun ammo that one might 
want to consider giving some to a Chris Safari or Wesker STARS players in duo 
mode.

The fact that he will gain both types of weapon ammos means that he will be 
overflowing with ammo if every ammo pickup is taken, so be nice and share with 
your other player in duo mode, dear sir.  Your Chris Safari and Wesker STARS 
are counting on you to support them, since their shotgun will plow through 
bosses quite a bit quicker than your Ithaca shotgun will and they start with 
only 10 shotgun shells each along with a lower capacity than your shotgun!

Reloading is not too much of a problem for this Chris since his weapons come 
with such a high capacity.  I recommend setting up his inventory so one can 
quickly reload through the inventory when reloading his Ithaca shotgun however 
since it has the longest reload animation.  There is really no reason to reload 
that often with Chris' handgun since it can hold an astounding 50 bullets.

--> CHRIS BSAA'S M92F HANDGUN

                      .-------------------------------.
                      | M92F (HG)                     |
                      |===============================|
                      | Firepower:    250             |
                      | Capacity:     50              |
                      | Reload Speed: 1.70 sec.       |
                      | Special:      Critical 37.5%  |
                      '-------------------------------'

M92F
----

+ Sets up melee attacks easily.

+ Extremely high capacity.

+ Decent long distance weapon.

+ Low damage (allows for better attempt at melees).

One can easily look at Chris' low damaging M92F handgun and consider it useless 
compared to the instant stopping power of Chris' shotgun, and people with that 
kind of thought will lose out on a big score with Chris BSAA.  It's very true 
that his handgun will not take down a normal Majini near as fast as a blast 
from Chris' shotgun, but if a well-timed melee attack is used after a few shots 
from Chris' handgun then the melee attack will kill off the Majini and add five 
seconds to the clock in the process!

In Public Assembly, one can simply aim for a Town Majini's legs and shoot it 
twice in its legs.  Make the shots rapid by holding down on the fire button 
while shooting to speed up the process.  If the Majini falls into a leg stun 
pose after the two shots then finish it off with frontal uppercut to kill it.  
If it falls to the ground from the second shot, or even the first shot, perform 
a ground stomp to finish it off (no head stomp needed).  I wouldn't recommend 
trying for a head stun followed by a straight since a player may accidentally 
get a critical headshot and ruin the chance for a melee kill.

The true greatness behind this gun's low firepower is that Chris can actually 
get a third attempt at a stunning shot without damaging the Majini.  For a Town 
Majini, an uppercut will kill the majority of them after the second shot and 
after the third shot, so Chris has two chances after the first shot to get a 
leg stun for the uppercut setup.  Techniques such as this can be used to keep 
adding seconds to the clock per kill.  A player shouldn't stand back and spam 
handgun fire whenever a group approaches however.  Pull out the shotgun or toss 
a grenade when dealing with a group.

Since Chris' handgun comes with such a high capacity, a player won't even have 
to worry about reloading for quite some time.  Don't overflow Chris' inventory 
with handgun ammo.  It's very easy to do since he starts out with so much from 
the beginning.  You want to limit Chris a bit on what ammo he picks up to keep 
his inventory ready for other items.

Chris' handgun can be used well for distance enemies or simply spamming a 
distant enemy with gunfire.  The laser pointer alone won't give a player 
pinpoint accuracy but the handgun is a much better choice for distance enemies 
rather than using the shotgun.  It can help to save a grabbed character from 
long range.

Chris' handgun comes with a decent critical headshot percentage for gaining 
instant head pops but these will really only ruin a chance for a melee attack. 
I wouldn't recommend trying for critical headshots that much since you'll 
mainly only get head stuns in return and on top of that, the Majini will not 
receive enough damage to kill it off unless it has already been weakened some 
before the head shot.

Long story short, don't discard the handgun at the beginning of the battle in 
favor of receiving more shotgun ammo for Chris' shotgun!  It's a very good 
choice in the hands of players that often perform melees to increase the 
seconds on the clock.


--> CHRIS BSAA'S ITHACA M37 SHOTGUN

                       .-----------------------------.
                       | Ithaca M37 (SG)             |
                       |=============================|
                       | Firepower:    400           |
                       | Capacity:     20            |
                       | Reload Speed: 2.40 sec.     |
                       | Special:      Critical 25%  |
                       '-----------------------------'

Ithaca M37
----------

+ Overall good power for close range combat.

+ Effective stunning weapon for boss enemies.

+ Very good capacity for a shotgun.

- Not near as effective at long range when compared to close range.

- Slow boss killer if used alone.

Nothing dishes out sweet love to a Majini like an Ithaca M37 shotgun to the 
face.  Even though this weapon has a rather low critical rate, it can achieve 
critical hits rather easily at mid-range.  Chris can often fire at just about 
any close range normal Majini and usually receive a kill with this shotgun.  If 
the hit doesn't kill the Majini, then simply run up to it and perform a ground 
stomp to kill it off and receive +5 bonus seconds.  8 times out of 10, one 
Ithaca shotgun blast from up close is going to kill off a normal Majini 
however.

Chris' shotgun should mainly be used for crowds of Majini or instant quick 
kills on a single Majini.  With its rather high capacity, a Chris player won't 
have to reload as much as other characters, so Chris can easily rampage through 
a stage with his Ithaca without much worry of a sudden accidental reload.  As 
usual with a shotgun, the Ithaca is not really effective at all from long 
range.  A Chris player will want to take out the handgun for any long range 
precision aiming or simply toss a hand grenade.

The shotgun is an overall good boss stunner.  Whether it is a good boss killer 
or not depends upon how aggressive a Chris player can be.  Chris can easily 
stun just about any boss enemy with a close range shotgun blast to the enemy's 
head or body then perform a follow up melee.  For enemies such as the 
Executioner and Gatling Gun Majini, it would be best to perform an up close 
blast to the head for a head stun then rush up to them and perform at least 
three shotgun blasts in a row then finish off the sequence with a melee.  From 
close range (especially when an enemy is against a wall), Chris can really spam 
shotgun fire on any enemy and deliver some heavy damage, so stay aggressive and 
use his melee moves effectively when a boss enemy is stunned and Chris can 
deliver some heavy damage with his shotgun.  Use a hand grenade for an instant 
stun on a boss enemy if a close range shotgun blast doesn't do the trick.  
Follow up that hand grenade explosion with a number of shotgun blasts from 
close range.

--> CHRIS BSAA'S HAND GRENADES

                          .---------------------.
                          | Hand Grenade        |
                          |=====================|
                          | Direct Hit:  1,500  |
                          | Area Effect: 1,000  |
                          '---------------------'

+ Can easily take down a group of normal Majini or stun a boss enemy.

+ Useful against Cephalos and Duvalias with direct hit.

- Bouncing can sometimes mess up a precise direct hit.

It's easy to forget about Chris' hand grenades while a player is rampaging with 
Chris' shotgun, but the Ithaca shotgun is not always the best answer for an 
extremely large group of Majini; that's when a Chris player should take a hand 
grenade and toss it for plenty of instant kills.  The hand grenade is also a 
very effective boss stunner from a distance.  Say, a Chris player is about mid-
distance from the Gatling Gun Majini and that player feels that the Gatling Gun 
Majini is about to fire, that player could quickly equip a hand grenade and 
toss it at the Gatling Gun Majini for an immediate stun then rush over to him 
and deliver shotgun blast to the head followed by a wonderful display of 
Haymaker to the face.

Hand Grenades are Chris's best answer to a Cephalo in most cases.  Cephalos 
have a high tendency to stand still for short periods of time, so a Chris 
player can easily toss a hand grenade right under one and get it in the direct 
hit range to instantly get rid of this nuisance.  An effective trick against a 
moving Cephalo is to knock it down with a shotgun blast then toss a hand 
grenade at its grounded body to most likely get it in direct hit range and 
instantly defeat it.

--> CHRIS BSAA'S MELEE ATTACKS

        .---------------------------------------------------------.
        | Melee Command   | Type of Melee                | Damage |
        |=========================================================|
        | Straight        | Head Stun Melee              |   400  |
        | Hook            | Arm Stun Melee (front)       |   300  |
        | Kick            | Arm Stun Melee (back)        |   300  |
        | Uppercut        | Leg Stun Melee (front)       |   400  |
        | Neck Breaker    | Leg Stun Melee (back)        |  Kill  |
        | Stomp           | Ground Melee                 |   600  |
        | Haymaker        | Tag Team Melee (front)       | 3,000  |
        | Back Hand       | Tag Team Melee (back)        | 3,000  |
        | Overhead Punch  | Partner Assist Melee         |   500  |
        | Uppercut        | Counter Melee on Licker Beta |   600  |
        | Stab            | Ground Melee on Licker Beta  | 1,200  |
        '---------------------------------------------------------'

Chris has a decent assortment of mid damage melee moves that fit his weapon 
setup rather well.  His stomp attack will almost instantly kill any Majini that 
has received at least one gunshot and has been grounded in the process.  His 
Neck Breaker is a good move to perform for a definite kill and for the sake of 
invincibility from surrounding enemies.  It's long animation can allow a player 
to pull up the inventory and make some needed adjustments throughout the entire 
kill sequence.  The Neck Breaker is also a good melee to perform against 
shielded Majini; simply shoot at a leg for a leg stun then run behind the 
shielded Majini and neck break for an instant kill.

Chris' Uppercut from a leg stun can easily be considered one of his best melee 
moves when used strategically on a Majini that has been damaged with his own 
handgun fire.  Simply aim for the legs and shoot twice with any Town Majini 
then, if a leg stun is achieved, run up and uppercut for an instant melee kill 
that will add 5 bonus seconds to the clock.  Shoot two rapid handgun shots by 
holding down the fire button to speed up the stunning process.  If the leg stun 
is not achieved then shoot the Majini in the leg again for another try without 
worry of killing it off.  If the Majini falls to the ground then perform a 
ground stomp after any handgun shot to finish it off.  If you're ever unsure 
whether a ground stomp will kill a Majini or not, walk to the head portion of 
the Majini then trigger the ground stomp melee to have Chris perform an instant 
kill head crush.

Chris' Uppercut is also very effective against crowds.  If he is ever 
surrounded and performs an Uppercut then Chris will knock down all surrounding 
Majini that are close to him.  A player can finish each of them off with Chris' 
quick Stomp.  One Uppercut will damage a Majini just enough to where a Stomp 
will finish it off regardless of what else it has been hit with.

--> CHRIS BSAA'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Chris BSAA.

--------------------------------
Town and Base Majini Melee Kills
--------------------------------

** M92F shot --> M92F leg stun --> Uppercut

Chris can perform a single shot to any part of a Majini's body then perform a 
leg stun and Uppercut the Majini to instantly kill the Majini.  The weakness of 
Chris' M92F handgun will allow a player to try for a third shot for a possible 
leg stun if the second shot doesn't perform one since a Majini can take a total 
of 4 shots from the M92F before falling.

It's best to perform these two shots as quick as possible.  Don't always rush 
behind the Majini for a Neck Breaker if the first shot give you a leg stun; 
simply shoot the Majini in the leg again.  Hopefully the Majini will fall to 
the ground or lean over again.  If the Majini falls on the first hit then rush 
up and perform a Stomp for an instant kill.

** M92F shot --> Neck Breaker

Chris can perform a leg stun at any time with his handgun and then rush behind 
the Majini and perform his Neck Breaker instant kill melee.  This melee will 
stop any Cephalo, Duvalia or Kipepeo spawning as well as provide a Chris player 
quite a bit of time to cycle through the inventory if needed during the entire 
animation.

** M92F shot --> M92F shot --> M92F arm stun --> Hook/Kick

Chris can kill a Majini after two shots to any portion of the body followed by 
an arm stun then a Hook or Kick.  It's really best not to actually try for 
this, but just case you accidentally get an arm stun after two hots have 
already hit a Majini then at least you'll know that a Hook or Kick melee will 
finish it off for a melee kill.

** M92F shot --> M92F head stun --> Straight

This combination is very risky thanks to the M92F's critical headshot rate.  
Chris can perform any M92F shot to a Majini then shoot the Majini in the head 
and kill it off with a Straight punch melee.  Again this is risky since it will 
end with a head pop about half the time because the critical headshot rate of 
the handgun.

** M92F shot --> Stomp

As long as Chris has shot a Majini at least one time with the M92F before it 
falls to the ground, a Stomp ground melee to any portion of the body will 
finish it off.

** Walk around to head portion of undamaged grounded Majini --> Stomp

Chris can always achieve an instant head crush by walking around to the head 
portion of any Majini and performing his Stomp ground melee.  This is very 
useful for when an undamaged Majini gets knocked down from being staggered too 
much.

--------------------------
Wetland Majini Melee Kills
--------------------------

** M92F shot --> M92F shot --> M92F leg stun --> Uppercut

With normal Wetland Majini it is best to aim for their legs then shoot three 
continuous shots very quickly and hope for a leg stun or hope that they fall on 
the third hit.  Sometimes, you will run into a Wetland Majini that will be 
killed off with two handgun shots followed by an Uppercut, but not all the 
time.

** M92F leg stun --> Neck Breaker

Chris will need to resort to a quick leg stun and Neck Breaker for groups quite 
a bit to gain invincibility, so this instant kill melee will come in handy for 
Wetland Majini.

** M92F shot --> M92F head stun --> Straight

This melee kill sequence would work so extremely well if it wasn't for the 
moderate critical rate on Chris' handgun.  It's still a good melee kill setup, 
but you'll have a head pop about 40% of the time.  Shoot the Majini in the 
upper body to make it stand straight up and then shoot it in the head then run 
up and perform a Straight Punch for a melee kill if the Majini's head doesn't 
explode.

** M92F shot --> M294 leg stun --> Uppercut  (explosive arrows and shield 
   Majini)

For Wetland Majini with explosive arrows or shields, perform a shot then a leg 
stun shot with the M92F handgun then finish them off with an Uppercut.  For a 
Majini with a shield, quickly shoot them twice in the leg since the first shot 
to the leg will always perform a leg stun and then the second shot will not 
phase the normal leg stun.

** M92F leg trip --> Walk around to head portion of undamaged grounded Majini -
-> Stomp (Torch Majini)

If you ever knock a Torch Majini to the ground, it will stay grounded for quite 
a while regardless of the damage is has sustained.  Take that time to run 
around to it head portion then perform a Stomp head crush to finish it off.

-------------------------
Big Man Majini Melee Kill
-------------------------

** Extremely close shotgun blast to body --> Uppercut --> shotgun blast to body 
without moving from standing position --> Uppercut

This melee sequence requires that the player get right up next to a Big Man 
Majini and hit it in the body with a shotgun blast from close range so that the 
entire shotgun spread hits it.  Run up and perform an Uppercut as it blocks.  
Quickly aim at the Big Man Majini again from where Chris currently stands after 
the first Uppercut then shoot it again.  Run up to the Majini as it blocks then 
hit it with another Uppercut to possibly get a melee kill.

This NOT always going to work because it's rather hard to aim precisely with a 
shotgun so that the entire spread hits it, so don't expect to get this melee 
kill every time.

--> CHRIS BSAA'S EFFECTIVE PARTNERS

----------------
Jill Battle Suit
----------------

Jill can really help a Chris BSAA player out quite a bit come boss time.  Chris 
can stun the boss with a hand grenade or shotgun blast from close range then 
Jill can take out the PSG-1 rifle and start blast the boss as Chris blast it 
with the shotgun from close range.

While a Jill player is not spamming knee drops, she can also use the PSG-1 
rifle to help a Chris player keep the kill streak going.

----------
Sheva BSAA
----------

She can help out about the same as Jill Battle Suit.  Sheva BSAA can blast a 
boss with her Dragunov SVD rifle while a Chris BSAA player blast the boss with 
his shotgun from close range.  Sheva can also keep the kill streak going with 
her a quick hit from her rifle.

--------------
Sheva Clubbin'
--------------

It's kind of arguable, but a Sheva Clubbin' player could add to the shotgun 
hits from Chris come boss time like the other two mentioned above by using any 
of her weapons.  It could give actual use to her slow S75 rifle.

---------------
Wesker Midnight
---------------

Since Chris carries such a large capacity with his handgun, he could give some 
of his handgun ammo to a Wesker Midnight player.

If Wesker performs a dash multiple times in a row (back and forth) then Chris' 
Back Hand tag team melee can quickly defeat multiple Majini as they stagger.  
Two dash hits to a Majini will set up the Majini for a tag team melee since 
each dash counts as a separate arm stun hit.

----------------
Wesker S.T.A.R.S
----------------

Since Chris carries such a large capacity with his shotgun and starts out with 
a rather large amount of shotgun shells, he could give some of his shotgun ammo 
to a Wesker S.T.A.R.S. player.  Chris could also hand over some of his handgun 
ammo to Wesker S.T.A.R.S. as well.

If Wesker performs a dash multiple times in a row (back and forth) then Chris' 
Back Hand tag team melee can quickly defeat multiple Majini as they stagger.  
Two dash hits to a Majini will set up the Majini for a tag team melee since 
each dash counts as a separate arm stun hit.

--> SCORING HIGH IN SINGLE PLAYER WITH CHRIS BSAA

Chris has got to take advantage of his handgun for the most part in order to 
score high.  A player needs to perform Uppercuts and/or Stomps often.  Only 
perform a Neck Breaker while in the midst of a crowd for invincibility 
purposes.  Chris' Neck Breaker really doesn't give off a good time advantage 
since the animation is so long.

Chris can only defeat a Town Majini with an Uppercut after two handgun shots, 
so it's best to aim for a Town Majini's legs then shoot it twice and perform 
some type of melee based of its current stance.  If it falls immediately after 
the first shot or any other shot then run up and Stomp it, if it leans over for 
a leg stun after two shots then Uppercut it.  If the Majini still doesn't fall 
then try to shoot it in the leg a third time.  After the third shot, the fourth 
shot will kill the Majini.

You'll need to switch to the shotgun sometimes when Majini crowd around Chris 
too much, so take it out whenever they group too much then thin the crowd down. 
Don't use hand grenade to kill off a crowd.  Use the shotgun or environmental 
explosions to your advantage.  Don't take out the shotgun for small crowds 
either.  Wait until a large crowd is near.  The shotgun can also help to save 
the kill streak, but in single player with Chris, it's rather hard to maintain 
a kill streak for long, but if a Majini is right next to Chris and the kill 
streak is almost over then take out the shotgun and shoot the nearest Majini.  
Run toward the Majini just in case the shotgun blast doesn't finish it then 
perform a Stomp to finish it off if needed.

One method that can help any Chris type is to work Majini into some type of 
tight corridor or group them together to where they surround Chris then stun 
one with a leg stun and perform Chris' Uppercut.  The Uppercut can knock down 
all surrounding Majini that are close to Chris and set them all up for Stomps.  
If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If 
a Majini staggers then falls down then quickly run over to its head and perform 
a stomping head crush to its head.

Chris has a big problem with bosses since they take a while for him to fight 
off with the shotgun.  Use a hand grenade to stun the Executioner then use the 
shotgun from up close until he is about to recover, then quickly perform a 
melee attack.  Run up to him while he staggers back then hit him with constant 
shotgun blast in the head.  If a Chris player is aggressive enough then the 
Executioner will fall kind of fast, but Chris still can't take him down very 
quickly.  Spamming him with hand grenades after the first stun will bring him 
down much faster, but Chris needs every hand grenade he can get for boss stuns 
and breakable walls.

Speaking of which, be sure to stock any flash grenades and hand grenades that 
can be found from enemy drops.  Chris needs to start stocking handgun ammo 
early as well.  You won't always have time to grab it when the Majini hordes 
start to appear, so stock it early.  Don't grab too much shotgun ammo or your 
inventory will get overcrowded quickly since the key to a high score is by 
using the handgun to set up melees rather than killing off enemies instantly 
with the shotgun.  Chris starts out with enough shotgun ammo to last him for 
quite a while, so only grab it when needed.

The shotgun should only be used for bosses, Cephalos, Big Man Majini, Kipepeos, 
and big Majini hordes (very big, not three).  When a Cephalo spawns, quickly 
take out the shotgun and blast it then toss a hand grenade directly at it to 
finish it off quickly.  A flash grenade is a much better approach but they are 
not always handy for Chris BSAA.

--> CHRIS BSAA'S VIDEO SHOWCASE

Chris BSAA SS Rank (Part 1) - http://www.youtube.com/watch?v=0B_m23rM7YQ
Chris BSAA SS Rank (Part 2) - http://www.youtube.com/watch?v=5dXRWf-aQcQ

The video above is a perfect example of the way that Chris BSAA can achieve 
melee kills and get an overall good score in single player Mercs when dealing 
with Town Majini.  The player constantly performs two handgun shots or more 
followed by some type of melee whenever a Majini stun is seen after at least 
the second hit most of the time.  Chris can always perform his instant kill 
Neck Breaker immediately however and that leaves a player much time to cycle 
through the inventory.

Notice his use of melee moves to avoid damage.  He sometimes literally runs 
into a crowd to perform a melee kill to gain invincibility from the crowd.  He 
makes good use of Chris' Uppercut leg stun melee to sometimes knock down 
multiple Majin and then rush in to perform Chris' stomp on the extra Majini 
that stood in the way of the Uppercut.  He also walks around to the head 
portion to perform an instant kill ground stomp to the head portion of a few 
Majini that gets knocked down without any damage taken.

--> CHRIS BSAA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Chris player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Chris: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Chris: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Chris: "Go!"

05) Hold assist button + Down on the Directional Pad

    Chris: "Wait!"

--> CHRIS' PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Chris player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Chris

    Chris: "Help!"
           "Help me out here!"

02) While Chris is in dying status

    Chris: "Heeeelp me!"
           "I'm not gonna' make it!"

03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Chris player requests ammo from a partner

    Chris: "I need ammo"

--> CHRIS BSAA'S PARTNER RESPONSES

Listed below are the responses that a Chris player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Chris: "Great shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Chris: "Thanks for the help."
           "Much appreciated."
           "Thanks."

06) Partner is in dying status

    Chris: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Chris: "Roger"
           "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with 
    a partner assist melee attack.

    Chris: "That'll work!"
           "Good job!"
           "Nice!"


                                                                         [CS02]
                                   __                                  __
      ___  _            _         / /  __          __               _  \ \
     / __\| |__   _ __ (_) ___   / /  / _\  __ _  / _|  __ _  _ __ (_)  \ \
    / /   | '_ \ | '__|| |/ __| | |   \ \  / _` || |_  / _` || '__|| |   | |
   / /___ | | | || |   | |\__ \  \ \  _\ \| (_| ||  _|| (_| || |   | |  / /
   \____/ |_| |_||_|   |_||___/   \_\ \__/ \__,_||_|   \__,_||_|   |_| /_/


      .---------------------------------------------------------------.
      | How to unlock: Achieve an A-rank or higher on "Village" stage |
      '---------------------------------------------------------------'

Chris Safari is the ultimate boss killer hands down.  It should come as no 
surprise with his zebra skin outfit that this man is ready to go on a hunt.  He 
has two rocket launchers prepared to shoot some Executioners, Gatling Gun 
Majini, Reapers, Giant Majini, merchants, elephants or whatever the hell else 
gets in his way.  Besides the rocket launchers, he also sports a really good 
handgun and shotgun for some extra killing along the side.

--> CHRIS SAFARI'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |  Rocket   |  Shotgun  |
                   | Ammo (30) | Launcher  |Shells (10)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   | SIG P226  |           |    M3     |
                   |   (HG)    |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |  Rocket   |           |
                   |           | Launcher  |           |
                   |           |           |           |
                   '-----------------------------------'

Upon first viewing Chris Safari's inventory one can't help but notice the two 
rocket launchers that he carries.  Both of them come fitted to the top and 
bottom quick inventory select, so if a player sees some big threat up ahead 
then just press up or down on the d-pad and fire; whatever the threat was will 
no longer be a factor.

Besides the rocket launchers, Chris also has a good handgun and shotgun.  The 
SIG P226 handgun comes with a capacity of 16 and Chris also has 30 extra 
handgun bullets to go along with this.  His M3 shotgun has a capacity of 10 
bullets and Chris brings along an extra 10 shotgun shells.

As one can easily see, Chris doesn't start with a vast assortment of ammo, so 
he'll need to be a bit conservative from the start.  Since a Chris BSAA player 
comes equipped with a surplus of both types of ammos, it wouldn't hurt to hunt 
him down and hound him for some extra ammo if needed.

--> CHRIS SAFARI'S SIG P226 HANDGUN

                     .-------------------------------.
                     | SIG P226 (HG)                 |
                     |===============================|
                     | Firepower:    350             |
                     | Capacity:     16              |
                     | Reload Speed: 1.70 sec.       |
                     | Special:      --------------  |
                     '-------------------------------'

SIG P226
--------

+ Good overall firepower for a handgun (not too much, not too little)

+ Decent capacity

Chris' SIG P226 packs some really good firepower for a handgun.  It can 
severely weaken any normal Majini in two hits and kill it for sure with three 
shots.  The moderate firepower of this handgun can be used to Chris' advantage 
for some convenient melee setups that will most likely kill a Majini quickly 
for a 5 second bonus.  Unlike Chris BSAA's handgun, Chris Safari's handgun will 
not take as many shots to weaken a Majini for a melee.  His handgun doesn't 
perform a critical headshot that often when aimed toward a Majini's head as 
well.

One trick to boost the time during the Pubic Assembly stage is to aim for each 
Majini's head then fire for a head stun and follow that up with a straight 
punch for an instant kill most of the time.  Very rarely will a Town Majini 
survive a head stun + melee from Chris Safari.  He can also stomp on any foe 
that is grounded from any shot of his handgun for an instant melee kill much 
like the Chris BSAA.

The capacity of his handgun is decent, but one will still need to reload quite 
a bit with it, so set this item next to its ammo in the inventory for a quick 
inventory reload.  If you're trying to constantly add seconds to the clock, 
then this weapon will be used more than Chris' shotgun.


--> CHRIS SAFARI'S M3 SHOTGUN

                      .-----------------------------.
                      | M3 (SG)                     |
                      |=============================|
                      | Firepower:    500           |
                      | Capacity:     10            |
                      | Reload Speed: 3.00 sec.     |
                      | Special:      ------------  |
                      '-----------------------------'

M3
--

+ Good overall damage

+ Decent capacity

- Slow reload animation

At the cost of a better firepower, this gun comes with a lower capacity than 
that of Chris BSAA's Ithaca shotgun but it's still decent overall; 10 shots is 
still much better than the Hydra's six shots for Wesker STARS.  The M3 shotgun 
is usually an instant kill on any normal Majini that Chris manages to fire at 
from up close.  It's also effective at mid range, though Chris may have to 
still finish the job with a stomp.

This can easily be considered an effective boss stunner and overall boss killer 
when used from close range.  One will want to resort to a stun followed by 
continuous shotgun blast and a melee for maximum aggression on boss enemies.  
The normal shotgun spread makes it good for crowds and it is an overall good 
weapon to have when quick normal Majini kills need to be made.  It has a slower 
reload animation when compared to the Ithaca shotgun and with the fact that it 
has a lower capacity than the Ithaca, one will definitely want to perform a 
quick inventory reload rather than go through the 3 second reload animation for 
ever reload.

Chris' handgun power can compensate very well for quick kills against normal 
Majini however.  Don't just confine yourself to the shotgun or you'll miss out 
on a very effective weapon variety that Chris Safari carries.


--> CHRIS SAFARI'S ROCKET LAUNCHER

                      .-----------------------------.
                      | Rocket Launcher             |
                      |=============================|
                      | Firepower:    30,000        |
                      | Capacity:     1             |
                      | Reload Speed: ------------  |
                      | Special:      ------------  |
                      '-----------------------------'

Rocket Launcher
---------------

+ Whatever the rocket hits, the rocket kills (for the most part)

- Only 1 rocket per rocket launcher with no way to reload or get another 
  rocket launcher (no enemy drops) except for the Ship Deck stage which is open 
  to all players

- The rocket can backfire just as easily as it can deliver an instant kill for 
  a Chris player that does not watch his surroundings when attempting to fire

Chris' two rocket launcher are easily the ultimate boss killers in The 
Mercenaries challenge mode.  Whenever a boss enemy reveals itself, simply arm 
the rocket launcher and fire at the boss enemy for an instant kill upon impact. 
The rocket launcher can even kill a Reaper by shooting it directly without the 
need to go through its stun phases.  Even the area damage can instantly kill a 
boss enemy, so a player can shoot at a nearby wall next to a boss and still 
kill off the boss enemy.  Aiming at the floor directly in front of a boss can 
sometimes help as well when the boss moves around too much.

When a boss is not around, the rocket launcher can be effective against a crowd 
of Majini and bigger than usual Majini as well.  You'll mainly want to conserve 
it for big bosses that take a lot of damage to stun though.  That Red 
Executioner in the Prison stage is simply begging to be shot with a weapon that 
delivers 30,000 points of damage upon impact.  I'm sure we all know that way 
too well.

Even though the rocket launcher can be the saving grace come boss time, it can 
also lead to instant failure if a Chris player is not mindful of his 
surroundings.  The biggest threat to a Chris player that stands and aims with 
the rocket launcher is a sudden Majini that runs toward him or darts in front 
of him from the side of the screen.  If Chris fires while a Majini is directly 
in front of him or blocking the rocket while standing nearby, then Chris will 
likely go into an immediate dying status because of the blast.  Chris also 
takes a few seconds to aim through the scope to set up the aiming process, 
which can easily allow Majini to gather.

If he can find one, Chris can take advantage of a flash grenade to stun a boss 
or group of enemies and set them up for a rocket launcher blast.  Partnering up 
with a Jill or Sheva Tribal player can help in that instance.  If needed, use 
Chris' shotgun to clear a trail directly to the path of a boss and then take 
out the rocket launcher and fire.  No distractions in the immediate area are so 
very important when using this dangerous weapon since it can backfire on a 
Chris player just as easily as it grants him supreme dominance.  The whole "I 
got you know" Redfield moment can quickly lead to a "Poor performance indeed" 
failure.


--> CHRIS SAFARI'S MELEE ATTACKS

        .---------------------------------------------------------.
        | Melee Command   | Type of Melee                | Damage |
        |=========================================================|
        | Straight        | Head Stun Melee              |   400  |
        | Hook            | Arm Stun Melee (front)       |   300  |
        | Kick            | Arm Stun Melee (back)        |   300  |
        | Uppercut        | Leg Stun Melee (front)       |   400  |
        | Neck Breaker    | Leg Stun Melee (back)        |  Kill  |
        | Stomp           | Ground Melee                 |   600  |
        | Haymaker        | Tag Team Melee (front)       | 3,000  |
        | Back Hand       | Tag Team Melee (back)        | 3,000  |
        | Overhead Punch  | Partner Assist Melee         |   500  |
        | Uppercut        | Counter Melee on Licker Beta |   600  |
        | Stab            | Ground Melee on Licker Beta  | 1,200  |
        '---------------------------------------------------------'

Chris' melee setup goes along well with the SIG P226 handgun's moderate 
firepower.  In Public Assembly, a Chris Safari player can usually get an 
instant kill on a Town Majini with a head stun + straight punch melee finish.  
As always, Chris' instant kill neck breaker from a leg stun can be a good melee 
move to perform for instant invincibility and inventory cycling during the kill 
animation while in the midst of a crowded area.

His stomp is a perfect way to finish off any Majini that is grounded through 
any type of his own gunfire in order to add an additional five second bonus to 
the clock.  Since his stomp already takes 600 damage by itself, any type of 
gunfire from Chris' arsenal added before it will make it an instant kill.

Like all Chris types, Chris' Uppercut is also very effective against crowds.  
If he is ever surrounded and performs an Uppercut then Chris will knock down 
all surrounding Majini that are close to him.  A player can finish each of them 
off with Chris' quick Stomp.  One Uppercut will damage a Majini just enough to 
where a Stomp will finish it off regardless of what else it has been hit with.

--> CHRIS SAFARI'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Chris Safari.

--------------------------------
Town and Base Majini Melee Kills
--------------------------------

** SIG P226 head stun shot --> Straight

Chris can quickly shoot a Majini in the head then run up and perform his 
Straight melee punch to the Majini and kill it off the majority of the time.  
Rarely will a Majini survive this sequence, but there are very few that will to 
which a player can perform a Stomp to end the kill.

** SIG P226 shot --> SIG P226 leg stun shot --> Uppercut

This is a really good melee kill setup to know for when a Chris player misses a 
headshot or a Majini gets right up in your face and you don't have for a 
headshot.  Shoot the Majini once and then shoot it in the leg and, if you get a 
leg stun animation, perform Chris uppercut to kill off the Majini.

** SIG P226 leg stun shot --> Neck Breaker

Like with all Chris types, Chris can perform a leg stun at any time then run 
behind a Majini and perform an instant kill Neck Breaker.  This will cancel any 
possible Cephalo, Kipepeo or Duvalia spawnings from a Majini as well as provide 
a Chris player quite a bit of time to cycle through the inventory if needed 
during the entire animation.

** SIG P226 shot --> Stomp

As long as Chris has shot a Majini at least one time with the SIG P226 before 
it falls to the ground, a Stomp ground melee to any portion of the body will 
finish it off.

** Walk around to head portion of undamaged grounded Majini --> Stomp

Chris can always achieve an instant head crush by walking around to the head 
portion of any Majini and performing his Stomp ground melee.  This is very 
useful for when an undamaged Majini gets knocked down from being staggered too 
much.

** Nitrogen Round Freeze --> Roundhouse

Nitrogen rounds can be extremely effective for gaining quick melee kills when 
used properly.  Allow a whole swarm of Majini to surround Chris then aim at the 
ground and fire off the nitrogen round.  This will freeze every surrounding 
Majini in close range.  Perform Chris's Straight on each frozen Majini to 
finish it off with a melee kill.  Try to group them together to where one melee 
will finish off several to save time.  Each Majini that is finished off will 
add five seconds to the clock regardless of how it is hit with a melee.

Be sure to NOT attempt to freeze a Majini with a cocktail.  The Majini's 
cocktail will explode and shatter any nearby frozen Majini and ruin the melee 
kills opportunities.  Kill off a Majini with a cocktail when one is in a group 
then quickly freeze the rest.

--------------------------
Wetland Majini Melee Kills
--------------------------

** SIG P226 shot --> SIG P226 shot --> Melee

It's really best to aim for the Wetland Majini's legs when attempting both 
shots.  If the Wetland Majini falls to the ground with the second shot then it 
will remain grounded for a Stomp.  If the Wetland Majini leans over for a leg 
stun then perform Chris' Uppercut.

This method will also work for Majini with shields.  Many times, Majini with 
shields will be harder to hit in the leg twice however, so a Chris Safari 
player might want to rush behind the leg stunned Majini and perform a Neck 
Breaker.

** SIGP226 leg stun --> Uppercut (Explosive Arrow Majini)

For Wetland Majini that carry explosive arrows, simply shoot them in the leg 
once for a leg stun then run up and Uppercut them.  A head stun + Straight will 
kill them off as well.

** SIG P226 leg stun --> Neck Breaker

This is highly needed for Wetland Majini groups for invincibility's sake like 
with Town Majini, but even more so with the aggressive Wetland Majini.  When 
fighting a group, shoot for the legs of one Majini then quickly run behind it 
and perform Chris' Neck Breaker to again invincibility from any attacks.

** SIG P226 leg trip --> Walk around to head portion of undamaged grounded 
Majini --> Stomp (Torch Majini)

If you ever knock a Torch Majini to the ground, it will stay grounded for quite 
a while regardless of the damage is has sustained.  Take that time to run 
around to it head portion then perform a Stomp head crush to finish it off.

--> EFFECTIVE PARTNERS FOR CHRIS SAFARI

----------
Sheva BSAA
----------

If a Sheva BSAA player discards her handgun (which is rather useless) then she 
can give her handgun ammo to a Chris Safari player since his supply is rather 
limited from the start.  Her ammo will keep him well stocked for quite a while. 
Sheva can have a good melee kill game with only her VZ61 alone so she does not 
really need her handgun.

---------
Jill BSAA
---------

Jill BSAA usually has problem while dealing with a boss.  Chris Safari has the 
ultimate answer to defeat a boss, so he makes a good companion for a Jill BSAA 
player so she can continue to spam her knee drop on fallen Majini.

----------------
Jill Battle Suit
----------------

Chris Safari can take care of the boss while Jill Battle Suit continually spams 
her knee drop on fallen Majini.  Jill Battle Suit has an effective weapon for 
taking down a boss, but a rocket launcher hit is a lot quicker!

---------------
Wesker Midnight
---------------

Even though Wesker Midnight has the other ultimate boss killer weapon, turning 
to face a boss takes time away from his effective melee kill game (headshot, 
Cobra Strike), so a Chris Safari player can easily remedy this by taking down 
the boss enemy with his rocket launcher.  This is most effective against 
Reapers which can take a while to take down without precise aiming.  Chris can 
simply shoot the Reaper at any time with the rocket launcher to destroy it.

--> SCORING HIGH IN SINGLE PLAYER WITH CHRIS SAFARI

Chris Safari players will mainly be aiming for the head of Town Majini with his 
handgun to shoot them and exploit his Straight punch melee kill technique.  
There will be times where a critical will be landed instead of an actual head 
stun, so a Chris player must be ready to respond to that sudden head pop while 
in the midst of an approaching horde by backing away or quickly shooting toward 
any grabbing Majini.  It might be best to quickly switch to the M8 shotgun 
during that time then shoot any Majini that might attack.

Chris' Straight punch works well against crowds, but his Uppercut is still just 
as good for knocking down crowds.  Be sure to run toward any extra Majini that 
get hit by the punch and finish them off with a Stomp.  The Straight will 
rarely not finish off a Majini, but every now and then a Majini has just a bit 
more life that will allow it to survive the sequence, so be ready to finish it 
off with a Stomp if this is the case.  If you ever miss a headshot and hit 
another part of the body, quickly shoot the leg of the Majini in the hope of a 
leg stun then finish it off with an Uppercut.  DON'T shoot the head again, or 
you'll kill off the Majini.

Come boss time, Chris Safari really has no problem... for the two bosses that 
he manages to hit with his rocket launcher.  The key word there is "two" when 
each stage usually has three bosses or more.  Chris will have to go up against 
a boss eventually though.  He doesn't have enough rocket launchers for all of 
them per stage.  A player will be forced to use the same tactics as Chris BSAA 
at that point.  Stun the boss with a shotgun blast to the head then quickly run 
up on it and shoot it and then melee punch it right before it recovers.  It can 
be a good idea to take down a boss with the shotgun whenever a Majini horde is 
not in the area.  This way Chris can easily focus on taking down the boss with 
his slow shotgun + melee damaging and not be interrupted with a grab.

On the flip side of that boss method, Chris can more easily aim with his rocket 
launcher while a Majini horde is not on the battlefield and he won't shoot any 
of the Majini that player can potentially melee kill.  It all depends on the 
player and how that player wants to deal with a boss and horde of Majini.

One method that can help any Chris type is to work Majini into some type of 
tight corridor or group them together to where they surround Chris then stun 
one with a leg stun and perform Chris' Uppercut.  The Uppercut can knock down 
all surrounding Majini that are close to Chris and set them all up for Stomps.  
If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If 
a Majini staggers then falls down then quickly run over to its head and perform 
a stomping head crush to its head.  Just like with Chris BSAA, Chris Safari 
must shoot a Town Majini with at least two handgun shots to kill it off with an 
Uppercut.

Besides the Straight punch, the invincibility of Chris' Stomp and Neck Breaker 
play a big role in keeping him safe from attacking Majini.  The Neck Breaker 
melee's invincibility frame (while performing it) is a player's best way to 
cycle through the inventory during a battle as well.  Simply perform a leg stun 
then follow that up with a Neck Breaker and make inventory adjustments during 
the actual neck break.

Whenever a group of Majini get burned from any type of fire explosion, 
especially cocktails, run up to them and Stomp as many as you can when they hit 
the ground.  Since Chris' Stomp is so fast, he can usually Stomp about two of 
them, maybe three.

--> CHRIS SAFARI'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Chris player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Chris: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Chris: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Chris: "Go!"

05) Hold assist button + Down on the Directional Pad

    Chris: "Wait!"

--> CHRIS' PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Chris player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Chris

    Chris: "Help!"
           "Help me out here!"

02) While Chris is in dying status

    Chris: "Heeeelp me!"
           "I'm not gonna' make it!"

03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Chris player requests ammo from a partner

    Chris: "I need ammo"

--> CHRIS SAFARI'S PARTNER RESPONSES

Listed below are the responses that a Chris player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Chris: "Great shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Chris: "Thanks for the help."
           "Much appreciated."
           "Thanks."

06) Partner is in dying status

    Chris: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Chris: "Roger"
           "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with 
    a partner assist melee attack.

    Chris: "That'll work!"
           "Good job!"
           "Nice!"


                                                                         [CS03]
                               __                                         __
   ___  _            _        / /  __    _____    _         __     __     \ \
  / __\| |__   _ __ (_) ___  / /  / _\  /__   \  /_\       /__\   / _\     \ \
 / /   | '_ \ | '__|| |/ __|| |   \ \     / /\/ //_\\     / \//   \ \       | |
/ /___ | | | || |   | |\__ \ \ \  _\ \ _ / /_  /  _  \ _ / _  \ _ _\ \ _   / /
\____/ |_| |_||_|   |_||___/  \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/


.-----------------------------------------------------------------------------.
| How to unlock: Achieve an A-rank or higher on "Experimental Facility" stage |
'-----------------------------------------------------------------------------'

Chris (S.T.A.R.S.) can easily be considered your all-in-one character fit for 
any type of enemy in Mercenaries.  Chris basically has the answer for any enemy 
type.  He has a descent machine gun for normal enemy kills, a grenade launcher 
for multiple enemies and a magnum for bosses.

--> CHRIS STARS' INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |  Grenade  |           |
                   |Machine Gun| Launcher  |  Magnum   |
                   | Ammo (150)|   (ELC)   | Ammo (6)  |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  SIG 556  |           |  S&W M29  |
                   |    (MG)   |           |   (MAG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   '-----------------------------------'

Chris (S.T.A.R.S.) starts his game with a really good assortment of ammo for 
his inventory.  His 150 shots of Machine Gun ammo can easily last him for quite 
a while.  The thought he even carries some extra magnum ammo is a blessing 
indeed considering his magnum already holds an astonishing 12 bullets, giving 
him 18 right from the start.  His grenade launcher comes equipped with electric 
rounds, which is the best all purpose round that a character can gain for a 
grenade launcher.  This Chris' inventory does not include a healing item, so 
make sure to pick up any healing items that Chris happens to run across as 
early as possible to compensate for this.

Whenever I play with Chris (S.T.A.R.S.), I like to immediately place the 
Machine Gun ammo into the center slot as quickly as possible to provide for an 
extremely quick reload through inventory without the need of his reload 
animation.  His Magnum Ammo is already in a very reachable slot for inventory 
reloading and thanks to his high magnum capacity, one can simply wait to reload 
through the inventory menu while climbing a ladder or during the next melee 
attempt.  There's really not much rush to reload with Chris' magnum like with 
other characters' magnums.

--> CHRIS STARS' SIG 556 MACHINE GUN

                     .-------------------------------.
                     | SIG 556 (MG)                  |
                     |===============================|
                     | Firepower:    160             |
                     | Capacity:     65              |
                     | Reload Speed: 2.55 sec.       |
                     | Special:      --------------  |
                     '-------------------------------'

SIG 556
-------

+ Kills normal enemies rather quickly with minimal stagger when fired at upper
  half.

+ A single shot to an enemies leg + behind instant kill melee attack will kill
  a single enemy in seconds.

+ Normal enemies can be grounded most of the time by aiming at legs and the 
  damage done by the shots will usually allow them to be instantly killed by a
  ground melee.

Chris' SIG 556 can easily take down a normal Majini with little struggle.  When 
aimed toward the upper half of a Majini it can easily spam the Majini with 
bullets and kill it fast without the need of having to waste many bullets and 
without the fear of having a Majini suddenly drop or fall to the side from its 
spray.

The machine gun's single fire (simply tap the fire button) can be used to 
instantly stun an enemy in the leg then Chris can run behind the enemy and 
perform an instant kill melee to add five bonus seconds to the clock.  A player 
can also aim for an enemy's legs then perform a rapid fire and usually ground 
the enemy with just enough damage for Chris to run up and perform a melee 
ground stomp finish for a quick five seconds added to the clock.

A player can also aim for the head of a Majini then perform a single tap to set 
up a head stun melee Straight punch.  This is extremely useful as an enemy 
continues to get damaged when attempting a leg stun since a head stun will 
occur if the shot is not a critical headshot.

--> CHRIS STARS' GRENADE LAUNCHER

Chris starts with Electric Rounds and can also find Flame, Explosive, Acid, 
Flash, and Nitrogen rounds from enemy drops or breakable objects.

                            GRENADE LAUNCHER AMMO
      .----------------------------------------------------------------.
      | Acid Rounds                   |  Electric Rounds               |
      |================================================================|
      | Firepower:    500             |  Firepower:    400             |
      | Effect: Penetrates armor and  |  Effect: Instantly stuns       |
      | stuns with acid damage as     |  multiple enemies with         |
      | acid spreads from each shot   |  electricity.                  |
      '----------------------------------------------------------------'

Electric Rounds (starts with this)
---------------

+ Electric rounds can instantly stun a Reaper and set it up for its 
  first weakness phase.  These CANNOT stun a Reaper all the way and make it 
  show its chest weak point unlike acid rounds however.

+ Electric rounds can instantly stun a whole crowd of enemies and have the 
  possibility of setting some up for a melee attack in their weakened state 
  from the electric shock.

+ Electric rounds can instantly defeat parasitic enemies quickly
  Kipepeo (1 shot) [a shot to the ground will hit these in the air]
  Bui kichwa (1 shot)
  Cephalo (2 shots)
  Duvalia (2-3 shots)

- Electric Rounds can cause electrical damage to a character if shot from close 
  range.

- It usually takes two Electric Rounds to defeat a normal Majini.

Chris' grenade launcher starts with electric rounds inside which is the 
absolute best all around round that can be obtained for Mercenaries.  Electric 
rounds can work well to stun a group of normal Majini and kill them all within 
two shots. Electric rounds are also very effective against annoying parasitic 
enemies such as Duvalias and Cephalos; two shots will instantly kill a Cephalo 
and around three will kill a Duvalia.  Kipepeos can also be easily defeated 
with Electric rounds by simply firing one at the ground to catch it in the air, 
eliminating the need of having to aim into the air and follow the little 
bastards with a gun.  Flash rounds are no doubt better at defeating a parasitic 
enemies, but they don't really damage normal enemy types any.

Chris STARS has a slight problem killing shielded enemies with his normal 
machine gun unless you simply spam fire on one or perform a leg stun into a 
front or back melee.  Electric rounds can remedy that problem by zapping right 
through the shields of any shielded enemies and kill multiple shielded enemies 
in a group with two shots.

Acid Rounds
-----------

+ Acid Rounds can instantly stun a Reaper for its first weakness phase then a 
  Reaper can be shot again to enter its major weakness phase and skip the 
  second.

+ Acid Rounds can instantly defeat a group of Licker Betas with its acid spread

+ Acid Rounds can deliver acid damage to an entire crowd of enemies with acid 
  spread.  Spam them against a crowd (usually 2 shots) to defeat them quickly.

- Acid Rounds cannot defeat most normal enemies in one hit.

- Acid Rounds can cause damage to a player from an extremely close range.

Acid rounds can hit all surrounding enemies in a group with acidic damage once 
the shot is fired at one enemy in a group.  Even though they cannot kill a 
normal Majini with one hit, they can be spammed on a group (2 shots) to take 
down the entire group instantly.

Since the first shot of an acid round will make a group of enemies stagger, a 
Chris STARS player can shoot a group of Majini then stand and wait for them to 
drop then Stomp around two of them for a melee kill.  Since Chris' ground melee 
is so fast, acid rounds can be useful for quick melee kills while dealing with 
a crowd.

Acid rounds are highly effective against Reapers.  Two well-timed acid rounds 
shot at a Reaper will make it to where the Reaper will showcase its major chest 
weak point, to which Chris can finish it off with a magnum shot to the chest 
weak point.

These rounds are also highly effective against Licker Betas in the Experimental 
Facility stage.  The acid area effect can take some extreme damage from a 
Licker and almost always kill them with one hit.

      .----------------------------------------------------------------.
      | Explosive Rounds              |  Flame Rounds                  |
      |================================================================|
      | Firepower:   1,000            |  Firepower:    500             |
      | Effect: Explosive damage on   |  Effect: Instant burning       |
      | target creating an area       |  damage on target creating     |
      | affect on surrounding targets |  area affect around target     |
      '----------------------------------------------------------------'

Flame Rounds
------------

+ Flame Rounds can instantly engulf a whole crowd of enemies in flames.  Spam 
  them against enemy groups (usually 2 shots) for good results.

- Flame Rounds cannot defeat most normal enemies in one hit.

- Flame Rounds can cause flame damage to a character if shot from close range.

Flame rounds can work much like electric rounds and acid rounds in that they 
can instantly defeat a whole crowd with spread damage in two shots.  Flame 
rounds produce a burning spread effect that will stagger and knock down any 
enemies that are caught in the blaze produced by a flame round.

Flame rounds can be just as useful as acid rounds for knocking down a crowd for 
melee kills.  Chris can shoot a crowd then walk up to them as they fall then 
Stomp about two of them for a melee kill since his ground melee is so quick.

Explosive Rounds
----------------

+ Explosive Rounds can instantly defeat an entire crowd of enemies.

- Explosive Rounds can cause damage to a character if shot from close range.

Explosive rounds are the ultimate instant Majini group killer.  Arm Explosive 
rounds to instantly take down a whole group of Majini in one shot.  They don't 
even have to be shot directly.  The spread of the explosion is enough to kill 
off any normal Majini in Mercenaries.

These are also very effective against Licker Betas.  Explosive rounds are not 
as damaging as acid rounds, but they will sometimes instantly kill a Licker 
when shot toward one.  If the shot doesn't kill the Licker then it will 
certainly knock it down.  These actually have a rather good chance at setting a 
Licker up for stabbing melee kill since the explosive rounds have a better 
chance at leaving a Licker alive when compared to an acid round.  Watch for the 
Licker to fall on its back and kick its legs up in the air after being hit with 
an explosive round then rush in and perform a stab melee kill to it.

      .----------------------------------------------------------------.
      | Flash Rounds                  |  Nitrogen Rounds               |
      |================================================================|
      | Firepower:   100              |  Firepower:    100             |
      | Effect: Instant blinding stun |  Effect: Instant freeze on     |
      | on multiple enemies. Instant  |  normal enemies.  Staggers     |
      | kill on parasitic enemies.    |  other enemies with damage.    |
      '----------------------------------------------------------------'

Flash Rounds
------------

+ Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias.

+ Can instantly stun all nearby enemies and set them up for melees.

+ Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first 
  weakness phase then a Reaper can be shot again to enter its major weakness 
  phase and skip the second.

+ Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.) 
  partner; a flash round sets up enemies for Wesker's Cobra Strike melee.

- Basically no damage against normal enemies or big enemies.

- Since there is little damage done to an enemy, a follow-up melee hit will 
  likely not kill the enemy unless it has been damaged prior to the stun.

- Blinds players for a few seconds if shot too close to either player.

Flash rounds are highly effective against parasitic enemies such as Duvalia, 
Cephalos, Bui kichwa and Kipepeos.  A flash round will instantly kill off a 
parasitic enemy.  It's area effect covers a very wide range as well.  It can 
stun normal Majini and bosses and set them up for a head stun melee attack when 
they are approached.

When attempting melee kills with Chris STARS, a flash round can help out quite 
a bit.  For instance, if a Chris player damages a Majini to where one more shot 
will kill it off, that player can aim toward the ground then shoot a flash 
round to set the Majini up for a head stun melee without the Majini taking any 
damage from the stun.  Flash rounds are not very effective against Majini that 
haven't been damaged prior to the stun however since Chris' Straight punch will 
not kill a normal Majini unless he gets a random critical head shatter off of 
the melee which he only has a small chance of getting.

There is one partner specific strategy that one can take advantage of with 
Flash rounds also.  When a Chris STARS player plays alongside a Wesker STARS or 
Midnight player, the Flash rounds have a whole new reason.  One flash round 
shot at a whole group of enemies can stun them all and set them up for Wesker's 
Cobra Strike Melee, which takes 1,200 damage all the time and always guarantees 
a kill on a normal Majini enemy.  Wesker has enough time per flash round stun 
to get around three melee attacks which will instantly give the team 15 seconds 
of extra time.  Chris could take that time to shoot a staggered Majini's legs 
with the Machine gun then perform his ground melee on around two of them.

Flash Rounds are also highly effective when shot at Reapers.  Much like the 
Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where 
the Reaper will showcase its major chest weak point, to which Chris can finish 
it off with a magnum shot to the chest weak point.  Flash rounds are able to 
hurt a player, but the player has to basically shoot them against a wall that 
the player is standing right beside in order for a flash round to damage the 
player.  Getting damaged by one is very rare.

If you're going for all melee kills with Chris STARS then flash rounds can 
serve him a better purpose when a Cephalo or other type of parasitic enemy 
appears.  The flash round will kill off the Cephalo or parasitic enemy without 
damaging any surrounding Majini, unlike an electric round or a magnum shot.  
It's really best to not melee attack Majini that are stunned with a flash round 
and have not been damaged prior to the stun since that will only slow down a 
melee kill.  It would be best to take that chance to ground a Majini with the 
SIG 556 and then Stomp it.  If a player stuns a Majini that is already damaged 
then go ahead and perform the free head stun melee to finish off the stunned 
Majini.  Obviously, a Chris STARS player will have to keep up with any damaged 
Majini while trying to perform melee kill hits after a flash round stun.

Nitrogen Rounds
---------------

+ Nitrogen Rounds can instantly freeze a group of enemies and set them up for 
  one hit shots or instant melee kills.

+ Each instant melee kill after a freeze adds five bonus seconds to the clock.

- Nitrogen Rounds are not effective against big enemies.

Nitrogen rounds are highly effective for groups of Majini.  Simply fire a 
Nitrogen round directly into a group and freeze the whole crowd.  Chris can 
finish off each frozen Majini with a straight melee attack, which will add five 
seconds to the clock per hit.  When Chris can group a bunch of frozen Majini 
together then perform melee attacks to each single frozen Majini in a crowd, he 
can get quite the amount of bonus time with the extra five seconds per straight 
punch.  Literally allow Majini to surround Chris then simply aim toward the 
ground below him then shoot a nitrogen round to freeze a whole bunch of Majini 
at times.

Chris can also take out his machine gun and instantly shatter his foes with 
rapid fire after a Nitrogen round.  The most important factor to keep in mind 
about a nitrogen round is that a single hit will not kill an enemy, only freeze 
it, so you don't want to use these when you're pressed for time because a 
frozen enemy will not register as a kill until it has been shattered.

Some bigger enemies such as Big Man Majini and Lickers can be shot with 
nitrogen rounds as well.  Frozen Lickers cannot be hit with a melee attack 
however.  They have to be shattered with a gunshot or knife slash.

--> CHRIS STARS' S&W M29 MAGNUM

                    .---------------------------------.
                    | S&W M29 (MAG)                   |
                    |=================================|
                    | Firepower:    2,100             |
                    | Capacity:     12                |
                    | Reload Speed: 3.53 sec.         |
                    | Special:      Level 3 Piercing  |
                    '---------------------------------'

S&W M29
-------

+ Impressive capacity for a magnum allows for more shots without the worry of 
  reloading.

+ Effective boss killer and capacity can compensate for a slightly lower damage
  than other magnums.

+ One shot kills against most normal enemies.

+ Decent rate of fire.

+ Instant long range kills on normal enemies with good aim

Chris S&W M500 Magnum is a very effective boss killer.  It doesn't take off as 
much damage as the standard magnum, but the weapon's capacity and rate of fire 
can easily make up for that.  Chris can easily spam a boss enemy with shots and 
kill it off rather quickly.  A boss enemy will likely get stunned with the 
first shot, so Chris can continue to spam it with shots or, if enemies are in 
the area, he can run up and perform his standing melee for instant 
invincibility against the surrounding enemy hordes and then finish off the boss 
enemy with magnum shots directly after the melee.

This is a very effective weapon against normal Majini as well.  When Chris gets 
close to running out of machine gun ammo, simply switch to his magnum and use 
it to take down normal Majini for a while.  Try to allow Majini to line up and 
shoot one bullet through multiple Majini thanks to its level 3 piercing.  With 
practice Chris' magnum can be an effective long range weapon as well.  Since 
his machine gun and grenade launcher are questionable at long range, pull out 
the his magnum when an enemy is at a distance then aim with the laser pointer 
and fire when appropriate for an instant kill long range shot.

--> CHRIS STARS' MELEES

                                MELEE ATTACKS
         .---------------------------------------------------------.
         | Melee Command   | Type of Melee                | Damage |
         |=========================================================|
         | Straight        | Head Stun Melee              |   400  |
         | Hook            | Arm Stun Melee (front)       |   300  |
         | Kick            | Arm Stun Melee (back)        |   300  |
         | Uppercut        | Leg Stun Melee (front)       |   400  |
         | Neck Breaker    | Leg Stun Melee (back)        |  Kill  |
         | Stomp           | Ground Melee                 |   600  |
         | Haymaker        | Tag Team Melee (front)       | 3,000  |
         | Back Hand       | Tag Team Melee (back)        | 3,000  |
         | Overhead Punch  | Partner Assist Melee         |   500  |
         | Uppercut        | Counter Melee on Licker Beta |   600  |
         | Stab            | Ground Melee on Licker Beta  | 1,200  |
         '---------------------------------------------------------'

Chris STARS' weapon assortment can easily set up some very good melee attempts 
for him overall.  His machine gun can be his best asset when trying to perform 
a melee attack on a normal Majini.  The most effective melee combinations are a 
single shot to the leg followed by an instant kill melee from behind or Chris 
can perform rapid shots to the leg with his machine gun followed by a ground 
melee.  Both of these will score a kill and add five bonus seconds to the 
clock.

Remember that a player can quickly open up the inventory and cycle through it 
to make adjustments during Chris' long neck breaker animation.  When shooting a 
Majini with a single fire shot in the leg, aim toward the leg then fire and let 
up then begin to run behind the Majini.  If the Majini doesn't stun then 
perform another single tap followed by a dash.  It will eventually stun or it 
will die while you're trying.

When attempting to fire with several shots to the leg for a ground melee setup, 
fire a group of shots then let up and see if the Majini falls.  You don't want 
to shoot the Majini too many times or the Majini will simply die, so limit your 
shots and wait for the Majini to hit the ground then quickly run up and perform 
the ground melee.  If you accidentally knock down an enemy early and you know 
if a normal ground stomp will kill it, then walk around to the side of its head 
and perform Chris' stomp on its head for an instant kill regardless of health.  
If you shoot an enemy a bunch of times in the leg and the Majini simply kneels 
over with a leg stun then go ahead and take the risk and perform Chris' 
uppercut frontal melee and it will most likely kill the Majini if it was shot 
enough.

Single headshots performed to a Majini's head with the SIG 556 is a very 
effective way to set up a Majini for Chris' Straight punch melee.  If the 
Majini is damaged prior to a head stun, then the Straight punch melee performed 
after a head stun can possibly finish it off for a melee kill.  It's a good 
idea to try for a head stun if Chris continues to miss out on a leg stun while 
shooting a Majini.  The head stun will always work whenever a random critical 
headshot is not received if the Majini has enough health to sustain the hit.  
Thanks to the SIG 556's low damage, it's rather easy to obtain a Straight punch 
melee kill by tapping the trigger button while aiming at the head of a Majini 
that has already sustained damage prior to the head stun.

Like all Chris types, Chris' Uppercut is also very effective against crowds.  
If he is ever surrounded and performs an Uppercut then Chris will knock down 
all surrounding Majini that are close to him.  A player can finish each of them 
off with Chris' quick Stomp.  One Uppercut will damage a Majini just enough to 
where a Stomp will finish it off regardless of what else it has been hit with.

--> CHRIS STARS' MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Chris STARS.

--------------------------------
Town and Base Majini Melee Kills
---------------------------------

** SIG 556 shot --> SIG 556 shot --> Stomp

Chris can kill a Town or Base Majini with a ground melee Stomp after at least 
two hits from the SIG 556 prior to the Majini being grounded.  The best way to 
do this is to aim for the feet of the Majini then hold down the trigger button 
for a few seconds so that the Majini falls within the fist few shots.

At least two shots must hit the Majini before it hits the ground in order for a 
normal Stomp to finish it off.  In order to compensate for a single hit with 
the SIG 556 before being grounded or not hits at all, a Chris player can move 
around toward the head portion of the grounded Majini then perform a head crush 
Stomp for an instant kill melee.  If a shot hits the Majini while it is 
grounded then a melee cannot be performed since the Majini will begin to get 
up.

** SIG 556 leg stun shot --> Neck Breaker

Chris can quickly shoot any Majini in the leg and, if the Majini performs a leg 
stun animation then Chris can quickly run behind the Majini and perform an 
instant kill Neck Breaker.  This will cancel any possible Cephalo, Kipepeo or 
Duvalia spawnings as well as provide a Chris player quite a bit of time to 
cycle through the inventory if needed during the entire animation.

** SIG 556 shot --> SIG 556 shot --> SIG 556 shot --> SIG 556 leg stun shot --> 
Uppercut

Well, it's not like a player is going to count exactly four shots, but it's 
good to have an idea that if the fourth shot of any SIG 556 auto-fire is a leg 
stun then Chris can quickly finish off the Majini with an Uppercut.  Trying for 
this can be risky, but if you've already tried to ground a Majini for a Stomp 
and the Majini simply won't fall after the first two or three hits then you'll 
know that Chris can most likely perform an Uppercut to finish it off eventually 
if the leg stun is the fourth hit.

Achieving this combination is more about getting the feel of four shots after 
holding down the trigger button for an extended period.  This is a combination 
that is more suitable for players that are familiar with the SIG 556 weapon 
rather than a first time starter.

Chris can also finish off the Majini with a Hook or Kick if the fourth shot 
happens to be an arm stun.  The four shots weaken the Majini so much that it 
doesn't matter what type of melee is performed really.  Since aiming at a 
Majini's legs is so important to Chris' melee kill game, an Uppercut will be 
more likely however.

Some Majini such as the crossbow Majini and female Majini are weaker than other 
so they can only survive 3 shots from the SIG 556.

** SIG 556 shot --> SIG 556 shot --> SIG 556 head stun shot --> Straight

After two shots to any portion of the body then a head stun with the SIG 556, 
Chris can kill off a Majini with a Straight punch melee.  This is mainly useful 
if a player aims directly toward a Majini's head then hold down the trigger for 
just a second in order to shoot a total of three shots.  This will set up the 
Majini perfectly for a melee kill from a Straight punch melee.

** Walk around to head portion of undamaged grounded Majini --> Stomp

Chris can always achieve an instant head crush by walking around to the head 
portion of any Majini and performing his Stomp ground melee.  This is very 
useful for when an undamaged Majini gets knocked down from being staggered too 
much.

--------------------------
Wetland Majini Melee Kills
--------------------------

** SIG 556 shot --> SIG 556 leg trip --> SIG 556 head stun --> Straight

Trip a Majini with two quick shots to the leg with the SIG 556.  A normal 
Wetland Majini will automatically get up if it has been hit with 4 shots or 
lower, so aim directly for its head when it gets up and shoot it one in the 
head (tap the trigger).  After the head stun, run up and Straight punch it to 
kill it off.

As you might imagine, this takes some practice, but it is a very effective way 
to kill off a normal Wetland Majini that are not equipped with a bow or a 
shield.  Keep in mind that a Wetland Majini will die with in 5 SIG 556 shots so 
the leg trip must be done by the third shot or else the head stun shot will 
kill it off.  A Wetland Majini will stay grounded after 3 shots from the SIG 
556.

Sometimes the recovery animation can throw off the timing for the head stun and 
you don't want to shoot too fast out of risk of hitting the wrong portion of 
the body, so aim carefully and precisely.  As you might imagine, this can 
sometimes be hard to obtain against grouped Wetland Majini, but sometimes they 
stand around and allow this sequence to be performed to a single Wetland Majini 
in a crowd.

** SIG 556 shot --> SIG 556 shot --> SIG 556 head stun --> Straight

I'm sure this is obvious after the above mention, but after two shots from the 
SIG 556, a head stun shot + a Straight punch melee will finish off a Wetland 
Majini regardless if it is grounded or not.

** SIG 556 shot --> SIG 556 shot --> SIG 556 shot --> SIG 556 leg stun --> 
Uppercut

You have to really get the feel of this one and know about how many shots that 
have actually hit the Wetland Majini before performing the Uppercut.  Don't 
stand back and count, just learn the timing for the button press duration.

** SIG 556 shot --> SIG 556 shot --> SIG 556 shot to ground the Majini --> 
Stomp

After a Wetland Majini has been shot three times with the SIG 556, it will not 
get up once grounded, so take that time to perform a Stomp ground melee.

** SIG 556 leg stun --> Neck Breaker

As usual the Neck Breaker is an instant kill as always.  This can be effective 
against a Majini that carries a shield and especially Torch Majini on the 
Ancient Ruins stage.

** Electric Round leg stun --> Uppercut

It's hard to control the way an electric round will stun a Majini, but if a 
Chris player can achieve a leg stun with a single shot then Chris can kill off 
the Majini with an Uppercut for a melee kill.

** SIG 556 shot --> SIG 556 shot --> SIG 556 leg stun --> Uppercut [shield 
Majini]

The first leg hit against a Wetland Majini that carries a shield is always a 
leg stun hit.  The next hits will not interrupt the leg stun.  A Chris player 
can aim at the legs of a Majini that carries a shield and fire off three shots 
then run up and Uppercut the stunned Majini to kill it off.  The Uppercut will 
break its shield and defeat it for a melee kill.  Like with many of Chris' 
melee setups, you have to get the feel of holding down the trigger for three 
shots rather than counting them.

** SIG 556 shot --> SIG 556 stun (leg or head) --> melee [explosive arrow 
Majini]

Either combination will instantly kill off a Wetland Majini with explosive 
arrows since they are so weak compared to the others.

** SIG 556 leg trip --> Walk around to head portion of undamaged grounded 
Majini --> Stomp (Torch Majini)

If you ever knock a Torch Majini to the ground, it will stay grounded for quite 
a while regardless of the damage is has sustained.  Take that time to run 
around to it head portion then perform a Stomp head crush to finish it off.

-------------------------
Big Man Majini Melee Kill
-------------------------

** M29 shot to body --> M29 shot to leg --> Straight

If the Big Man Majini is shot directly in the body two times then the second 
shot will kill him, but if a Chris STARS player shoots the Big Man Majini in 
the leg for the second shot then the Big Man Majini will fall to his knees then 
the player can rush up and perform a Straight punch melee to finish him off.

----------------------
Executioner Melee Kill
----------------------

** M29 shot to body --> M29 shot to head --> M29 shot to head --> M29 shot to 
body --> Uppercut

This combination will instantly kill off the Executioner for a melee kill.  It 
is kind of hard to perform all the precise blasts and melee during one stun but 
it can be done with enough speed.  The player will most likely perform the 
Uppercut right before the Executioner rises.

-----------------------------
Gatling Gun Majini Melee Kill
-----------------------------

** M29 shot to body --> M29 shot to body --> M29 shot to body --> M29 shot to 
body --> M29 shot to body --> Haymaker

Shoot the Gatling Gun Majini five times in the body (not the head) then rush up 
and perform a Haymaker while he is stunned to kill him with that Haymaker 
melee. You'll likely have to delay the fifth shot a bit since he will most 
likely recover from the fist stun.  Shoot him the fifth time to stun him and 
then rush and perform a Haymaker to finish him off.

--> EFFECTIVE PARTNERS FOR CHRIS STARS

---------------
Wesker Midnight
---------------

If a Chris STARS player can find them from a random drop, the player can use 
the flash rounds to stun Majini for Wesker Midnight to hit with his Cobra 
Strike melee.

Also, like with any Chris type, If Wesker performs a dash multiple times in a 
row (back and forth) then Chris' Back Hand tag team melee can quickly defeat 
multiple Majini as they stagger.  Two dash hits to a Majini will set up the 
Majini for a tag team melee since each dash counts as a separate arm stun hit.

----------------
Wesker S.T.A.R.S
----------------

Chris can once again gain flash rounds to help out a Wesker player.  This time, 
Chris can help out even more since Wesker S.T.A.R.S. players can't set an enemy 
up for a Cobra Strikes as easily as Wesker Midnight.

Also, like with any Chris type, If Wesker performs a dash multiple times in a 
row (back and forth) then Chris' Back Hand tag team melee can quickly defeat 
multiple Majini as they stagger.  Two dash hits to a Majini will set up the 
Majini for a tag team melee since each dash counts as a separate arm stun hit.

--> SCORING HIGH IN SINGLE PLAYER WITH CHRIS STARS

Nitrogen rounds can be the main key to scoring high with Chris STARS while in a 
solo game.  Sadly, luck plays a major role in obtaining them.  Wait until a big 
Majini crowd appears around Chris then aim toward the center of them, or 
directly at the ground below Chris if they are all surrounding your character 
then fire and break them all with melee Straight punches.  Majini with 
cocktails and explosive arrows can mess up your frozen punching bags with how 
the fire from their cocktails will destroy other frozen Majini when they are 
hit.

Flash rounds can play another big role in Chris' single player game, mainly for 
defense.  They aren't that effective for Chris in Duo mode, but in single 
player, they can instantly stun a whole horde of Majini.  Chris can then run up 
and Straight punch one of them then Stomp it, or a player can quickly trip one 
with the SIG 556 then Stomp it or perform a Neck Breaker.

One method that can help any Chris type is to work Majini into some type of 
tight corridor or group them together to where they surround Chris then stun 
one with a leg stun and perform Chris' Uppercut.  The Uppercut can knock down 
all surrounding Majini that are close to Chris and set them all up for Stomps.  
If a Majini gets hit by the Uppercut then a ground Stomp will finish it off. If 
a Majini staggers then falls down then quickly run over to its head and perform 
a stomping head crush to its head.

The invincibility of Chris' Stomp and Neck Breaker play a big role in keeping 
him safe from attacking Majini.  The Neck Breaker melee's invincibility frame 
(while performing it) is a player's best way to cycle through the inventory 
during a battle as well.  Simply perform a leg stun then follow that up with a 
Neck Breaker and make inventory adjustements during the actual neck break.

Whenever a group of Majini get burned from any type of fire explosion, 
especially cocktails, run up to them and Stomp as many as you can when they hit 
the ground.  Since Chris' Stomp is so fast, he can usually Stomp about two of 
them, maybe three.

When a Cephalo spawn from an enemy, Chris can finish it off with a single 
electric round followed by a few SIG 556 shots or he can finish it off with a 
magnum shot followed by a few SIG 556 shots.  He can spam both of them twice, 
but it is not needed.  Focus on using magnum shots when Majini are grouped 
around the Cephalo to avoid killing them off without a melee.

--> CHRIS STARS' BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Chris player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Chris: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Chris: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Chris: "Go!"

05) Hold assist button + Down on the Directional Pad

    Chris: "Wait!"

--> CHRIS' PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Chris player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Chris

    Chris: "Help!"
           "Help me out here!"

02) While Chris is in dying status

    Chris: "Heeeelp me!"
           "I'm not gonna' make it!"

03) When Chris runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Chris player requests ammo from a partner

    Chris: "I need ammo"

--> CHRIS STARS' PARTNER RESPONSES

Listed below are the responses that a Chris player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Chris: "Great shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Chris an item
03) Partner heals Chris
04) Partner resuscitates Chris
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Chris: "Thanks for the help."
           "Much appreciated."
           "Thanks."

06) Partner is in dying status

    Chris: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

     Chris: "Roger"
            "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Chris has knocked off the partner with 
    a partner assist melee attack.

    Chris: "That'll work!"
           "Good job!"
           "Nice!"


                                                                         [CS04]
                                      __                           __
      __  _                          / /    ___  __    _      _    \ \
     / _\| |__    ___ __   __ __ _  / /    / __\/ _\  /_\    /_\    \ \
     \ \ | '_ \  / _ \\ \ / // _` || |    /__\//\ \  //_\\  //_\\    | |
     _\ \| | | ||  __/ \ V /| (_| | \ \  / \/  \_\ \/  _  \/  _  \  / /
     \__/|_| |_| \___|  \_/  \__,_|  \_\ \_____/\__/\_/ \_/\_/ \_/ /_/

                   .------------------------------------.
                   | How to unlock: Unlocked by default |
                   '------------------------------------'

Sheva BSAA has a good weapon assortment, but none of them compliment her melee 
attacks that often.  Her handgun is rather weak but has a small edge in its 
ability to gain criticals more often than usual.  Her machine gun is low 
damaging but it can knock an enemy down easy and set it up for ground melee, 
however her ground melee is very slow.  Sheva's Dragunov SVD rifle is quite 
useful for single enemies and bosses with its high rate of fire.

--> SHEVA BSAA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  | Dragunov  |Machine Gun|
                   | Ammo (50) | SVD (RIF) | Ammo (150)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |   M92F    |           |   VZ61    |
                   |   (HG)    |           |   (MG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Sheva comes equipped with a standard M92F handgun, which comes with high 
capacity of 40 bullets.  She brings an extra 50 bullets into the battle with 
her.  Her VZ61 machine gun holds a capacity of 260 bullets and she has an extra 
150 bullets to go along with it.  Her machine gun is very helpful to her from 
close range, so it is wise to constantly find more ammo for this weapon 
throughout the battle.

Her Dragunov SVD rifle carries a capacity of 13 rifle bullets.  Sadly Sheva 
does not have any extra rifle ammo to go along with this fantastic weapon, so a 
Sheva player is going to be forced into finding ammo for it from the get go.  
Be sure to collect as much rifle ammo as possible since Sheva's rifle is 
incredibly useful for much needed power when taking down boss enemies or for 
quick normal enemy kills.  To round out her inventory, Sheva also brings along 
one first aid spray.

--> SHEVA BSAA'S M92F HANDGUN

M92F
----

+ High capacity

- Low firepower

- Doesn't support her melee attacks that well for melee kills

                     .-------------------------------.
                     | M92F (HG)                     |
                     |===============================|
                     | Firepower:    250             |
                     | Capacity:     40              |
                     | Reload Speed: 1.36 sec.       |
                     | Special:      Critical 50%    |
                     '-------------------------------'

This is probably the worst handgun and character match up in The Mercenaries. 
Sheva's handgun takes exactly four shots to take down most Town Majini and her 
melees are so weak that it takes at least three shots to set up a Town Majini 
so that a quick melee will kill the Majini.  She also has the chance of 
knocking a Majini over while trying to get the stun and from there a player can 
either shoot the Majini some more to finish it off or perform Sheva's slow 
ground melee to finish it off.

The gun has a rather high critical rate for a head pop when aimed at a Majini's 
head, but the critical occurrence is still too much of a gamble to rely upon.  
If the shot is not a critical then Sheva can only follow-up with more handgun 
fire or her head stun melee roundhouse, which will not kill unless the Majini 
has been currently weakened or she can shoot the Majini in the leg as it 
staggers and hopefully get a leg stun in which she can finish off the Majini 
with a somersault melee kill for 5 bonus seconds.

The gun has a high capacity, but in the end it really doesn't matter since the 
gun is basically only good for four shot kills or the 50/50 probability of 
critical shot to the head.  It's still a good handgun to keep around for when 
the machine gun runs out of ammo however.  A Sheva player can still easily 
perform a shot to a Majini's legs for a leg stun then follow that up with a 
throat slit melee from behind.

--> SHEVA BSAA'S VZ61 MACHINE GUN

                     .-------------------------------.
                     | VZ61 (MG)                     |
                     |===============================|
                     | Firepower:    100             |
                     | Capacity:     260             |
                     | Reload Speed: 2.83 sec.       |
                     | Special:      Critical 37.5%  |
                     '-------------------------------'

VZ61
----

+ Knocks down and staggers normal Majini quickly

- Low damage


Even though Sheva's machine gun has low firepower, this gun's capacity and 
overall rate of fire allows Sheva to spread constant firepower on any target. 
It's an overall good weapon to stagger a whole group of Majini as well.  
Whenever a group is in front of Sheva, simply hold down the trigger and wave 
the machine gun fire over the group to instantly stop a good majority of 
attacks that they might be preparing.

A machine gun can also be used for precision fire to set up melee stuns with a 
single tap of the trigger.  Simply aim at a Majini's legs with the machine gun 
then tap the trigger.  If the Majini kneels down into a leg stun pose then run 
behind it and perform Sheva's throat slit instant kill melee attack.  This can 
be a very effective technique when surrounded by a crowd.  Her other melees 
will allow her to knock down a whole crowd.

With this machine gun being able to knock down a Majini very easily, Sheva can 
simply aim for a Majini's legs then knock it down with a few shots.  Sheva can 
run up to the grounded Majini and perform her impale ground melee for an 
instant kill the majority of the time since her ground melee takes off quite a 
bit.  A player can't really spam this ground melee as much as one can easily do 
with Jill Battle Suit's ground melee since Sheva's ground melee takes much 
longer both in the initial kill and in the recovery.  She's still invincible 
during the entire animation, but the move can easily miss its target with how 
long it takes for her to stab and it's not instant enough.  It's not a bad 
technique, but I wouldn't recommend spamming it that much like one can do with 
Jill Battle Suit's ground melee.


--> SHEVA BSAA'S DRAGUNOV SVD RIFLE

Dragunov SVD
------------

+ Good rate of fire

+ Overall good damage for quick single enemy kills

+ Decent capacity

- Scope zoom could be better for more accurate aim from a distance

                     .-------------------------------.
                     | Dragunov SVD (RIF)            |
                     |===============================|
                     | Firepower:    1,300           |
                     | Capacity:     13              |
                     | Reload Speed: 2.41 sec.       |
                     | Special:      Semi-auto       |
                     '-------------------------------'

The Dragunov SVD rifle is pretty much the highlight gun for Sheva.  It's high 
damage allows her to shoot most normal Majini for an instant kill.  From a 
distance, she can easily get quite a number of kills in seconds with this 
rifle's high rate of fire.  If Sheva can find a high platform that overlooks an 
entire area then she can easily watch over the entire area and gain quite a 
number of kills at a high rate.  The scope zoom feature does not zoom in as far 
as the PSG-1 rifle scope but one can easily work with the Dragunov's limited 
zoom and score plenty of long range hits.

Sheva's rifle is also a good boss killer and boss stunner.  She's not going to 
stun a boss instantly so she needs to be at a distance while firing, but she 
can easily spam rifle shots on a boss and defeat the boss rather quickly 
without the need to get in close range or perform any type of melee attack on 
the boss for extra damage.

The rifle has a capacity of 13 shots, which is very helpful when fighting a 
boss, but the problem with Sheva's rifle is that she will need to start hording 
ammo from the beginning.  She does not start with any type of ammo for the 
rifle, so she must kill enemies in order to gain ammo for her most valuable 
weapon.

--> SHEVA BSAA'S MELEE ATTACKS

                                MELEE ATTACKS
       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | Roundhouse           | Head Stun Melee              |   350  |
       | Twist Kick           | Arm Stun Melee (front)       |   250  |
       | Knee                 | Arm Stun Melee (back)        |   250  |
       | Somersault           | Leg Stun Melee (front)       |   350  |
       | Throat Slit          | Leg Stun Melee (back)        |  Kill  |
       | Impale               | Ground Melee                 |   800  |
       | Skull Crusher        | Tag Team Melee (front)       | 3,000  |
       | Spinning Back Kick   | Tag Team Melee (back)        | 3,000  |
       | Sweeping Roundhouse  | Partner Assist Melee         |   450  |
       | Somersault           | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  |   900  |
       '--------------------------------------------------------------'

Sheva has some overall weak melees and her guns do not really work well with 
any of them.  The best she can do in the way of melee kills is perform a leg 
stun to a Majini then run behind it and trigger her throat slit or knock it to 
the ground and perform her ground melee.  Her ground melee takes off 800 damage 
per hit, so it is most likely going to kill any grounded enemy.  She can even 
kill off most Majini that simply get knocked down without taking a gunshot 
first.

The main problem with her ground melee is that the entire animation takes so 
long.  The beginning stab is so long sometimes that a Majini can quickly get up 
from being grounded before Sheva can plunge the knife into the Majini.  The 
entire ground melee animation takes up more time than any other ground melee.

The 5 second bonus that Sheva gains per ground melee is still useful for an 
instant kill but a player shouldn't try to spam this move since she only gains 
about two seconds out of the five second bonus with the ground melee already 
taking up around 3 seconds total to perform.  Her ground melee is a lot more 
useful during a duo game where the other player can be killing while Sheva is 
stabbing. At least then, the five second bonus feels more worthwhile.

With both her instant kill melee and her ground melee, a player can easily take 
that time to quickly pull up the inventory and reload or make adjustments to 
her inventory slots.  Both animations are long enough to allow for this action 
and one should take advantage of it if either melee is performed.

--> SHEVA BSAA'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Sheva BSAA.

-----------------------------------------
Town, Base and Wetland Majini Melee Kills
-----------------------------------------

** VZ61 leg stun --> Throat Slit

Perform a leg stun with the VZ61 machine gun by shooting a Majini in the legs 
then quickly run behind it and activate the throat slit melee.  This the best 
melee combination for Sheva BSAA and Sheva Clubbin' since it's the easiest to 
activate.  With Sheva BSAA's enormous amount of ammo and light damage with the 
VZ61, a player can tap a Majini's leg with a single shot and se it up for this 
instant stun melee kill rather easily.

This melee kill is pretty much the bread and butter of Sheva's melee kills.  
Her instant kill melee is more effective than other characters since she ends 
the animation quickly after the kill - almost directly after the 5 bonus 
seconds are received.  Sheva players can literally work their way through a 
crowd while performing leg stuns and gaining invincibility off of her throat 
slit.

** VZ61 shots to ground a Majini --> Impale

Point toward the legs of the Majini then fire until it falls.  Run up to its 
grounded body and perform Sheva's Impale to kill off the Majini.  This will 
usually kill a Majini regardless of the damage it has taken before a fall.  The 
only normal Majini that it won't kill without any damage beforehand is the 
Majini with sunglasses in Public Assembly.

A Sheva player doesn't want to restart to her ground melee too much since 
you're not really gaining much time because of long recovery animation after 
the stab.  This works really well for when a Majini is suddenly knocked down 
without receiving any damage though because the high damage will finish it off 
for a melee kill.

** Impale

As already mentioned, Sheva's Impale ground melee will kill off just about any 
type of Majini with one hit no matter if it has received damage from a 
knockdown or not.  The only Town Majini that this will not kill is the Majini 
with sunglasses in the Public Assembly stage.

For the Majini with the sunglasses, walk to his head portion then perform the 
head crush impale while facing his head.  The VZ61 is perfect for tripping a 
Majini and setting it up for this ground melee.  Once again, you don't want to 
resort to this melee often since a Sheva player will not gain much of a time 
advantage due to her recovery after the stab.

Sheva's ground melee is sometimes so slow that a Majini can escape from it.  
This can really go against a Sheva player since the player is already giving up 
time to perform the slow ground melee.  Try to make sure to perform the Impale 
very quickly after a Majini is grounded.  If you wait around, the Majini might 
get up shortly before the stab.

** VZ61 shots for a leg stun --> Somersault (shield Wetland Majini)

Like with Chris STARS' melee kill for shield Wetland Majini, a Sheva player 
needs to get the feel of how many shots will kill off a Wetland Majini then 
simply aim for its legs and hold down the fire button for a certain amount of 
time then run up and perform a Somersault to kill it off.  This works slightly 
better than the Throat Slit if a player can learn the timing.  The Throat Slit 
still works, but you'll gain more time by performing a well-timed Somersault 
kill.

--> SHEVA BSAA'S EFFECTIVE PARTNERS

----------
Chris BSAA
----------

Sheva BSAA can blast a boss with her Dragunov SVD rifle while a Chris BSAA 
player blasts the boss with his shotgun from close range.  Sheva can also keep 
the kill streak going with a quick hit from her rifle.

---------------
Wesker Midnight
---------------

If a Sheva BSAA player decides to discard her M92F handgun then give the Wesker 
Midnight player all of your handgun ammo.  Wesker Midnight could definitely use 
it!

--> SCORING HIGH IN SINGLE PLAYER WITH SHEVA BSAA

First of all, discard the M92F handgun and the handgun ammo at the beginning of 
the battle.  The handgun is useless for Sheva BSAA's melee game and this will 
keep her from receiving handgun as random drops from enemies.

Sheva can easily leg stun and Throat Slit her way to a high score in single 
player but she does have some faults that will make the battle tough.  Make 
sure to tap the trigger when going for a leg stun since a few shots in a row is 
likely to ground a Majini.  Her VZ61 is good at tripping Majini and staggering 
an entire crowd.  You don't want to perform ground melees that often unless a 
Majini falls from her machine gun shots or, especially when a Majini suddenly 
falls without receiving damage.  Her ground melee will not give off a good time 
advantage because of the long recovery animation after the stab but when a 
Majini falls to the ground, and there are no other options for melee, you might 
as well perform it.

Even though Sheva's Impale ground melee is slow, it can be effective at killing 
off multiple Majini if they happen to be on the ground.  The stab hit radius 
will kill off multiple Majini rather easily if they happen to fall on top of 
each other.  This makes it to where luring Majini into a narrow corridor can 
pay off.

Sheva's Somersault is not a bad melee to perform to crowds in order to simply 
ground them.  If you happen to get a leg stun on a Majini that is in a crowd, 
go ahead and run up to it and perform Sheva's Somersault to knock down that 
Majini and a few of the crowded Majini also.  Don't expect this to kill off any 
Majini however unless it is severely weakened.  Sheva can kill at least one off 
with her Impale ground melee, but she'll most likely only have time for that 
one kill.  Like with her ground melee alone, you don't want to perform this 
combination of Somersault followed by a ground melee that much however.

Be sure to collect hand grenades or flash grenades as soon as possible since 
Sheva needs some sort of quick boss stunning weapon.  A hand grenade or flash 
grenade will help stun a boss and get rid of surrounding enemies so Sheva can 
easily stand back and fire her Dragunov SVD rifle at the boss' weak point.  Aim 
for the boss' head since you have an accurate weapon and this will speed up the 
kill process.

--> SHEVA BSAA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Sheva player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Sheva: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Sheva: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Sheva: "Go!"

05) Hold assist button + Down on the Directional Pad

    Sheva: "Wait!"

--> SHEVA BSAA'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Sheva player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Sheva

    Sheva: "I need your help!"
           "Help me!"

02) While Sheva is in dying status

    Sheva: "I need heeeelp!"
           "Help!"

03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Sheva player requests ammo from a partner

    Sheva: "I need ammo"

--> SHEVA'S PARTNER RESPONSES

Listed below are the responses that a Sheva player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Sheva: "Nice shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Sheva: "Thanks partner."
           "I owe you one."
           "Thanks."

06) Partner is in dying status

    Sheva: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Sheva: "Roger"
            "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with 
    a partner assist melee attack.

    Sheva: "Nice teamwork!"
           "That's good!"
           "Excellent!"
           "Chobenbeznaz!"


                                                                         [CS05]
                         __  _                        
                        / _\| |__    ___ __   __ __ _ 
                        \ \ | '_ \  / _ \\ \ / // _` |
                        _\ \| | | ||  __/ \ V /| (_| |
               __       \__/|_| |_| \___|  \_/  \__,_|        __
              / /    ___  _         _      _      _         __\ \
             / /    / __\| | _   _ | |__  | |__  (_) _ __  /_/ \ \
            | |    / /   | || | | || '_ \ | '_ \ | || '_ \      | |
             \ \  / /___ | || |_| || |_) || |_) || || | | |    / /
              \_\ \____/ |_| \__,_||_.__/ |_.__/ |_||_| |_|   /_/

    .---------------------------------------------------------------------.
    | How to unlock: Achieve an A-rank or higher on "Ancient Ruins" stage |
    '---------------------------------------------------------------------'

Sheva Clubbin' has quite a bit of firepower in her arsenal and can be a good 
character from all ranges (close, mid, and long distance).  Her AK-74 is 
extremely powerful for a machine gun, allowing her take down normal enemies 
very quickly with rapid fire.  Thanks to her AK's high firepower, she can help 
out a lot in grave situations when the a kill streak clock is about to expire. 
Her rifle packs quite a punch per shot and her Jail Breaker shotgun has some 
good range and overall stopping power.

--> SHEVA CLUBBIN'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |Machine Gun|    S75    |  Shotgun  |
                   | Ammo (100)|   (RIF)   |Shells (20)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |   Jail    |
                   |  AK-74    |   Rifle   |  Breaker  |
                   |   (MG)    | Ammo (10) |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   '-----------------------------------'

Sheva begins with only a moderate supply of ammo for every weapon in her 
inventory.  Her AK-74 only has a capacity of 50 bullets at a time and Sheva 
packs in an additional 100 machine gun bullets along with this weapon.  Her 
Jail Breaker shotgun has a capacity of 8 and she has an extra supply of 20 
shotgun shells to accompany this.

Her rifle has a capacity of 20 and she brings along 10 extra bullets along with 
this, which means that a player really will not need to seek out rifle ammo for 
quite a while with the starting amount.  She doesn't start with any type of 
healing item, so a player will have to quickly find some sort of healing item 
just in case things get ugly.

Have you noticed anything different about her inventory compared to other 
characters yet?  Kind of crowded with weapons and ammo, isn't it?  With Sheva 
Clubbin's surplus of guns and ammo from the start, it wouldn't be a bad idea to 
discard something, especially if there is a certain type of weapon that you 
feel you don't need.  Really, I'd recommend getting rid of her rifle ammo.  
With the S75 having 20 capacity and the fact that she can't fire it that fast 
at all, I don't really think a player will need the extra rifle ammo.  Instead 
of discarding it, a Sheva Clubbin' player could also find the nearest Jill 
Battle Suit or Sheva BSAA player and give it to that character.  That character 
will need it much more than Sheva Clubbin'.

--> SHEVA CLUBBIN'S AK-74

                      .-------------------------------.
                      | AK-74 (MG)                    |
                      |===============================|
                      | Firepower:    200             |
                      | Capacity:     50              |
                      | Reload Speed: 2.83 sec.       |
                      | Special:      --------------  |
                      '-------------------------------'

AK-74
-----

+ Extremely good damage for a machine gun

+ Effective boss killer (with stun support)

- Slow reload animation

- The low capacity keeps the player reloading often


The Ak-74 is easily the bread and butter of Sheva's arsenal.  At 200 damage per 
shot fired, this weapon can take down normal Majini within just a few shots.  
This weapon can be the saving grace of a kill streak timer that has almost 
expired.  Say, a Majini grabs Sheva and the timer is just about to expire when 
Sheva fights off the Majini, Sheva can quickly perform rapid fire shots on a 
nearby Majini and kill the Majini within one second to save the current kill 
steak.

It's good to learn how many shots each Majini type will take when using the AK. 
One can easily raise the AK then simply hold down the trigger for a precise few 
seconds to get a kill without wasting ammo; this is an incredibly useful 
technique to use once a combo bonus egg timer has been picked up.  Knowing how 
long to hold down the trigger takes practice and a knowledge of how many hits 
each enemy type will take.  It is always best to shoot a Majini from close 
range with the AK rather than having to worry about the inaccuracy of its long 
range fire.

In Public Assembly, the AK can kill most Town Majini in four shots.  If a Sheva 
player can hit a Majini with three shots and achieve a leg stun then Sheva can 
run up and perform a Somersault melee attack and kill the enemy for an extra 
five bonus seconds.  It's a good technique to try for while killing off Majini 
with the AK, but one should not get too bogged down in trying to get three 
shots then suddenly get surrounded in the process.

The AK is also a good boss killer... with a grain of salt.  The AK by itself is 
not all that good at stunning a boss unless Sheva spams ammo on a boss' weak 
point or simply spams ammo so badly on the boss that it forces it into a stun.  
It's really best to use the Jail Breaker shotgun to stun a boss then run toward 
the boss and let loose with the AK.  It's amazing how quick the AK can take 
down some bosses by laying down firepower from close range.

The only real flaw with the AK is its capacity.  Since the capacity is so 
small, a player will be forced to reload constantly.  Inventory reloaders will 
even feel a slight burden thanks to the low capacity since it begins to become 
a pain to pull up the inventory to reload after every encounter.  The gun has a 
slow reload animation, but this can easily be solved by reloading through the 
inventory menu.

--> SHEVA'S JAIL BREAKER

                     .---------------------------------.
                     | Jail Breaker (SG)               |
                     |=================================|
                     | Firepower:    180               |
                     | Capacity:     8                 |
                     | Reload Speed: 2.24 sec.         |
                     | Special:      Attack Range: 15  |
                     '---------------------------------'
Jail Breaker
------------

+ Much greater damage than one initially thinks because of its spread

+ More effective at a greater range than a standard shotgun

+ Good rate of fire for a shotgun

- Low capacity keeps the player reloading often


The Jail Breaker is a decent shotgun that can dish out much greater damage than 
one would normally think just by looking at its stats.  Even though it appears 
to be weaker than a handgun, this shotgun works just as well as any other 
shotgun from close range.  The shots are tightly spread, so they basically hit 
the full areas of the target per shot fired from close range.  The Jail Breaker 
has a tendency to perform critical headshots from close range much like Chris 
BSAA's Ithaca.

The shotgun is effective at close range, mid range and long range.  Most close 
range shots on a Majini will kill it within the shot fired, but mid range shots 
will only knock it down a Majini most of the time.  Sheva could follow up that 
knockdown with her ground melee.  Don't always rely on the ground melee to 
finish the job however since Sheva's is rather slow with her ground melee 
attack.

The Jail Breaker can be a good boss stunning weapon, but because of the way the 
gun is held, Sheva has to aim almost directly upwards in order to hit a boss' 
head if that is its weak point. The Jail Breaker can be decent for taking down 
bosses, but the AK really overshadows this shotgun when it comes to damaging a 
boss.  The Jail Breaker is mainly best to use for stuns so Sheva can quickly 
switch to the AK to finish the job with a boss enemy.

For Reapers, the Jail Breaker can be an effective stunning weapon because of 
its tight spread.  Sheva can literally blast a Reaper that is dashing toward 
her to hit its back weak points as it scurries, or she can quickly perform a 
blast to its chest weak point when it opens and most likely hit it because of 
the guns spread over the majority of the Reaper.  She can continue to fire with 
the Jail Breaker or take out the AK at that time and further damage the Reaper.

It has a rather low capacity, which means you'll be reloading quite a bit, so 
make sure to use inventory reloading to your advantage.  The reload animation 
isn't all that bad for a shotgun, but why reload during gameplay when one can 
simply use the inventory menu to do so?

--> SHEVA CLUBBIN'S S75 RIFLE

                      .-------------------------------.
                      | S75 (RIF)                     |
                      |===============================|
                      | Firepower:    2,000           |
                      | Capacity:     20              |
                      | Reload Speed: 2.24 sec.       |
                      | Special:      --------------  |
                      '-------------------------------'

+ Very high firepower per shot

+ High capacity

- Constant bullet ejection per shot and no kind of rapid fire

- Doesn't stun bosses easily


For long range shots, Sheva can switch to her S75 rifle.  This weapon has quite 
a high firepower and packs in a really good capacity.  With the gun's high 
firepower, one might assume that this weapon could completely own a boss.  If a 
boss enemy is at an extremely long range, this rifle could be effective against 
a boss enemy, but from close range, don't ever try to use this weapon against a 
boss enemy.

Trying to fire this weapon from even mid range against the Executioner will 
likely make the Executioner knight Sheva with a most devastating overhead blow 
(overhead swing) when she ejects that bullet to fire again.  This rifle might 
have a magnum's high firepower but it is still not a magnum, so it will not 
stun a boss in one hit and the bullet ejection will keep Sheva from spamming a 
boss with shots in order to stun the boss quickly.  It is possible to stun a 
boss such as the Executioner, Chainsaw Majini and Gatling Gun Manjini then 
stand over it and perform the following: rifle shot -> rifle shot -> rifle shot 
(cancel final shot into melee attack) -> melee attack.  This can be effective 
but the surrounding Majini will likely ruin the full sequence.

In a way, this weapon is really only useful in certain instances (such as 
shooting off a Majini from a partner that is at the other side of the Public 
Assembly area) and should only be used for long distant attacks because of the 
amount of preparation needed in between shots.  I'd actually recommend 
discarding this weapon if you simply can't find a use for it.  Sheva's 
inventory is already overcrowded anyway, so why not make a little room?  A 
player could at least discard the extra ammo for the rifle at the start.  
Sheva's starting capacity with this weapon should really be enough to last her 
for quite a while.

--> SHEVA CLUBBIN'S MELEE ATTACKS

       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | Roundhouse           | Head Stun Melee              |   350  |
       | Twist Kick           | Arm Stun Melee (front)       |   250  |
       | Knee                 | Arm Stun Melee (back)        |   250  |
       | Somersault           | Leg Stun Melee (front)       |   350  |
       | Throat Slit          | Leg Stun Melee (back)        |  Kill  |
       | Impale               | Ground Melee                 |   800  |
       | Skull Crusher        | Tag Team Melee (front)       | 3,000  |
       | Spinning Back Kick   | Tag Team Melee (back)        | 3,000  |
       | Sweeping Roundhouse  | Partner Assist Melee         |   450  |
       | Somersault           | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  |   900  |
       '--------------------------------------------------------------'

Sheva's ground melee attack is the only real damaging melee that she carries 
and this melee takes quite a while to perform.  Even though Sheva can easily 
spam melee ground kills after many AK or mid range Jail Breaker shots, her 
ground melee will only reward a player with the usual five second bonus, even 
after the full three seconds that it takes to perform the entire stabbing 
animation, so Sheva will only gain about two seconds to her advantage per 
ground melee attack.

Her ground melee is still useful to perform against a Majini, but it's really 
best not spam it that much since you're not really gaining much of a time bonus 
per melee kill while using it.  With the ground melee taking off 800 damage per 
hit, this move is going to kill most Majini even without the need for gunfire, 
so a Sheva player could run up and stab a Majini that happens to get knocked 
over during a group attack and still manage to kill it with out the need of 
extra damage.  The ground melee will dish out a head smash when it is done 
while facing a Majini's head, but this is really not needed with the amount of 
damage that this move already takes off.

In order to receive a good time bonus, use Sheva's AK to shoot at the legs of a 
Majini then, after three shots, run up to the Majini if it is stunned then 
perform Sheva's somersault melee for an instant kill that will add an 
additional five seconds to the clock.  It's best not to stand back and count 
the shots.  Get a feel of how many shots will come out of the gun while holding 
the button to fire at a Majini's legs then perform the somersault after 
shooting it a few times.

Sheva can also use her AK to perform a quick leg stun on a Majini the rush 
behind it and perform her throat slit melee allowing the player time to pull up 
the inventory menu and cycle through it to make adjustments all during the kill 
animation.

--> SHEVA CLUBBIN'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Sheva Clubbin'.

--------------------
Town and Base Majini
--------------------

** AK leg stun --> Throat Slit

Perform a leg stun with the AK machine gun by shooting a Majini in the legs 
then quickly run behind it and activate the throat slit melee.  This 
combination is still really the highlight of this Sheva type as well.

** AK shot --> AK shot --> AK leg stun --> Somersault

Much like Chris STARS Uppercut melee kill, you have to get the feel of holding 
down the trigger to get this stun.  It's best to aim down at the Majini's legs 
then quickly fire off three shots then perform a Somersault melee if it is in a 
leg stun pose.

** AK shot --> AK shot --> AK head stun --> Roundhouse

This combination can work well.  The good thing about it is that a headshot is 
a definite stun and Sheva's AK doesn't have a high critical rate, so it can 
give you a setup for roundhouse melee kill if all else fails.  The headshot can 
be performed to a standing Majini after a player tries to hit it twice in the 
legs without any type of success with a leg stun; this idea is what adds use to 
the head stun melee combination.

** Impale

Sheva's Impale ground melee will kill off just about any type of Majini with 
one hit no matter if it has received damage from a knockdown or not.  The only 
Majini that this will not kill is the Majini with sunglasses in the Public 
Assembly stage.  For the Majini with the sunglasses, walk to his head portion 
then perform the head crush impale while facing his head.  The AK can sometimes 
knock down a Majini to set it up for this ground melee.

--------------
Wetland Majini
--------------

Sheva Clubbin's AK works rather well against Wetland Majini.  It's actually 
very helpful for setting up melee kill opportunities thanks to its quick 
damaging rate.

** AK shot --> AK shot --> AK leg stun --> Somersault

After three hits from Sheva'a AK a normal Wetland Majini will be weak enough 
for Sheva to finish it off with a Somersault.

** AK shot --> AK shot --> AK leg trip --> Impale

The best part about the AK's damage is that it will ground a Wetland Majini and 
make it stay grounded after three shots to where Sheva can finish it off with 
her ground melee.  It's always best to go for a Somersault finish, but if the 
Majini falls during the stunning process then it will usually not get up.

** AK shot --> AK head stun --> Roundhouse

This combination works extremely well for when a Wetland Majini suddenly gets 
up after a quick knockdown, like if the Majini fell after the first shot.  
Stand over it and aim for its head when it gets up then tap the trigger for a 
quick head stun.  Finish it off with Sheva's Roundhouse to kill it.

** AK shot to leg --> AK shot to leg --> Somersault (explosive arrow and shield 
Majini)

Fire twice a the legs of a Wetland Majini that carries explosive arrows or a 
shield then simply run up to it and perform a Somersault to finish it off.

--> SHEVA CLUBBIN'S EFFECTIVE PARTNERS

----------
Chris BSAA
----------

Sheva Clubbin' can blast a boss with her S75 rifle while a Chris BSAA player 
blasts the boss with his shotgun from closer range.  Sheva can also join in 
with a Chris player with her AK or Jail Breaker from close range.

--> SCORING HIGH IN SINGLE PLAYER WITH SHEVA CLUBBIN'

First of all, discard the S75 rifle and the rifle ammo to avoid having random 
rifle ammo drops.  The bullet ejection per shot kills its use in single player 
while fighting an enemy boss so it is useless.

Sheva Clubbin' is mainly going to have use the AK to set up melee kill 
opportunities.  Use leg shots on every Majini that you run across and try to 
perform a leg stun followed by a Throat Slit instant kill melee.  If the Majini 
is not stunned after two shots to the leg then quickly shoot it in the head and 
perform Sheva's Roundhouse melee to kill it off.  Sheva's Somersault is 
actually rather useful against a group of Majini.  It can knock a crowd to the 
ground and Sheva might be able to work two Majini into one ground melee kill if 
the Majini are near each other while on the ground.

Sheva needs to find some hand grenades or flash grenades in order to stun 
bosses.  It's really best to damage a boss from close range with Sheva's Jail 
Breaker.  Run up to it and stun it then perform constant blast with Sheva's 
Jail Breaker  Don't use the AK at that time unless you have a bunch of 
stockpiled ammo since the AK is the key to Sheva's melee opportunities.  The AK 
can be really effective at whittling down a boss' health however.

It's rather hard to get a good score on stages with Town Majini while using 
Sheva Clubbin' since they have more health when compared to Wetland Majini.  
With Wetland Majini, Sheva Clubbin' really shines since they have lower health 
allowing Sheva to damage and set them up quicker for melee kills.


--> SHEVA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Sheva player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Sheva: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Sheva: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Sheva: "Go!"

05) Hold assist button + Down on the Directional Pad

    Sheva: "Wait!"


--> SHEVA'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Sheva player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Sheva

    Sheva: "I need your help!"
           "Help me!"

02) While Sheva is in dying status

    Sheva: "I need heeeelp!"
           "Help!"

03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Sheva player requests ammo from a partner

    Sheva: "I need ammo"


--> SHEVA'S PARTNER RESPONSES

Listed below are the responses that a Sheva player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Sheva: "Nice shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Sheva: "Thanks partner."
           "I owe you one."
           "Thanks."

06) Partner is in dying status

    Sheva: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Sheva: "Roger"
            "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with 
    a partner assist melee attack.

    Sheva: "Nice teamwork!"
           "That's good!"
           "Excellent!"
           "Chobenbeznaz!"


                                                                         [CS06]
                                    __                                  __
   __  _                           / / _____        _  _             _  \ \
  / _\| |__    ___ __   __ __ _   / / /__   \ _ __ (_)| |__    __ _ | |  \ \
  \ \ | '_ \  / _ \\ \ / // _` | | |    / /\/| '__|| || '_ \  / _` || |   | |
  _\ \| | | ||  __/ \ V /| (_| |  \ \  / /   | |   | || |_) || (_| || |  / /
  \__/|_| |_| \___|  \_/  \__,_|   \_\ \/    |_|   |_||_.__/  \__,_||_| /_/

    .--------------------------------------------------------------------.
    | How to unlock: Achieve an A-rank or higher on "Missile Area" stage |
    '--------------------------------------------------------------------'

Sheva Tribal comes equipped with the Longbow weapon, which has the ability to 
take down any normal Majini in one shot.  She is easily the best choice for any 
player that wants to simply achieve a high combo.  She is a literal combo 
queen.  Her Longbow weapon is the only gun type weapon in the game that has to 
aimed manually without a laser pointer, but once a player has found the correct 
positioning for shooting a foe with her arrows, Sheva Tribal can be effective 
at both close range, mid range, and long range.

--> SHEVA TRIBAL'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |           |Incendiary |           |
                   |           |Grenade (3)|           |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |  Grenade  |
                   |  Longbow  | First Aid |  Launcher |
                   |(infinity) |   Spray   |   (ICE)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |   Flash   |           |
                   |           |  Grenade  |           |
                   |           |    (3)    |           |
                   |           |           |           |
                   '-----------------------------------'

Upon first glance, you'll notice that Sheva has the special Longbow weapon.  
This weapon comes complete an infinite supply of arrows, so Sheva won't be 
needing any extra type of ammo for the weapon.  It really helps her to save 
space, allowing her to carry extra healing items and grenade rounds.

Speaking of grenades, Sheva brings along a grenade launcher packed with 6 
Nitrogen rounds from the start.  With her good amount of inventory space, she 
can pack a whole variety of grenade rounds throughout her inventory slots.

She also has set of 3 Incendiary and Flash Grenades.  Each of these can be 
helpful for crowds or the flash grenades can allow her to deal with parasitic 
enemies rather easily.  Another good part about having grenades in two 
inventory slots is that she can easily get rid of them by tossing all three at 
once if she needs some extra inventory space; no need to discard them, just 
toss them toward the nearest area or enemy for extra inventory space.

--> SHEVA TRIBAL'S LONGBOW

                     .-------------------------------.
                     | Longbow                       |
                     |===============================|
                     | Firepower:    1,500           |
                     | Capacity:     Infinite        |
                     | Reload Speed: 1.00 sec.       |
                     | Special:      --------------  |
                     '-------------------------------'

Longbow
-------

+ Instant kill on normal Majini

+ Infinite ammo

- No laser pointer

- Requires a second of reload per shot regardless of whether another is made

Sheva's Longbow is easily the most unique weapon in The Mercenaries.  The bow 
carries no laser pointer, so a player has to get the feel of aiming with this 
weapon by lining up the arrow head with a target.  The aiming is not much of a 
problem when the weapon carries an infinite supply of arrows however.  Each 
shot fired will easily take down a normal Majini most of the time.  The weapon 
is a complete booster so long as Sheva has foes to shoot.

The Longbow can only hit a single enemy at a time, so Sheva will need to result 
to other weapons for crowds, or run away then turn and shoot each crowd member 
individually. Both her incendiary grenades and flash grenades can work well for 
stunning a crowd, so Sheva can shoot each enemy while it staggers.  

The bow can be used in the same way as a sniper rifle while Sheva is on a high 
platform.  She can overlook an area and simply make it her shooting gallery 
while she picks off each individual Majini below her.  The bow carries a slight 
second of reload per shot fired regardless of whether a player continues to 
shoot or not.  This second of reloading can get her hit easily, especially when 
trying to use this weapon against a boss.

The Longbow can be an effective boss killer from a distance.  It stuns bosses 
in about three arrow shots, so Sheva cannot afford to be in close range of a 
boss enemy while using this weapon.  It's best to stun the boss with a grenade 
round or grenade then spam the boss with continuous arrow shots. 

--> SHEVA TRIBAL'S GRENADE LAUNCHER

Sheva starts with Nitrogen rounds and can find Flame, Explosive, Acid, Flash, 
and Electric rounds from enemy drops or breakable objects.

                            GRENADE LAUNCHER AMMO
      .----------------------------------------------------------------.
      | Acid Rounds                   |  Electric Rounds               |
      |================================================================|
      | Firepower:    500             |  Firepower:    400             |
      | Effect: Penetrates armor and  |  Effect: Instantly stuns       |
      | stuns with acid damage as     |  multiple enemies with         |
      | acid spreads from each shot   |  electricity.                  |
      '----------------------------------------------------------------'

Electric Rounds
---------------

+ Electric rounds can instantly stun a Reaper and set it up for its 
  first weakness phase.  These CANNOT stun a Reaper all the way and make it 
  show its chest weak point unlike acid rounds however.

+ Electric rounds can instantly stun a whole crowd of enemies and have the 
  possibility of setting some up for a melee attack in their weakened state 
  from the electric shock.

+ Electric rounds can instantly defeat parasitic enemies quickly
  Kipepeo (1 shot) [a shot to the ground will hit these in the air]
  Bui kichwa (1 shot)
  Cephalo (2 shots)
  Duvalia (2-3 shots)

- Electric Rounds can cause electrical damage to a character if shot from close 
  range.

- It usually takes two Electric Rounds to defeat a normal Majini.

Electric rounds can work well to stun a group of normal Majini and kill them 
all within two shots. Electric rounds are also very effective against annoying 
parasitic enemies such as Duvalias and Cephalos; two shots will instantly kill 
a Cephalo and around three will kill a Duvalia.  Kipepeos can also be easily 
defeated with Electric rounds by simply firing one at the ground to catch it in 
the air, eliminating the need of having to aim into the air and follow the 
little bastards with a gun.  Flash rounds are no doubt better at defeating a 
parasitic enemies, but they don't really damage normal enemy types any.

Acid Rounds
-----------

+ Acid Rounds can instantly stun a Reaper for its first weakness phase then a 
  Reaper can be shot again to enter its major weakness phase and skip the 
  second.

+ Acid Rounds can instantly defeat a group of Licker Betas with its acid spread

+ Acid Rounds can deliver acid damage to an entire crowd of enemies with acid 
  spread.  Spam them against a crowd (usually 2 shots) to defeat them quickly.

- Acid Rounds cannot defeat most normal enemies in one hit.

- Acid Rounds can cause damage to a player from an extremely close range.

Acid rounds can hit all surrounding enemies in a group with acidic damage once 
the shot is fired at one enemy in a group.  Even though they cannot kill a 
normal Majini with one hit, they can be spammed on a group (2 shots) to take 
down the entire group instantly.

Acid rounds are highly effective against Reapers.  Two well-timed acid rounds 
shot at a Reaper will make it to where the Reaper will showcase its major chest 
weak point, to which Sheva can finish it off with a few arrows to the chest 
weak point.

These rounds are also highly effective against Licker Betas in the Experimental 
Facility stage.  The acid area effect can take some extreme damage from a 
Licker and almost always kill them with one hit.

      .----------------------------------------------------------------.
      | Explosive Rounds              |  Flame Rounds                  |
      |================================================================|
      | Firepower:   1,000            |  Firepower:    500             |
      | Effect: Explosive damage on   |  Effect: Instant burning       |
      | target creating an area       |  damage on target creating     |
      | affect on surrounding targets |  area affect around target     |
      '----------------------------------------------------------------'

Flame Rounds
------------

+ Flame Rounds can instantly engulf a whole crowd of enemies in flames.  Spam 
  them against enemy groups (usually 2 shots) for good results.

- Flame Rounds cannot defeat most normal enemies in one hit.

- Flame Rounds can cause flame damage to a character if shot from close range.

Flame rounds can work much like electric rounds and acid rounds in that they 
can instantly defeat a whole crowd with spread damage in two shots.  Flame 
rounds produce a burning spread effect that will stagger and knock down any 
enemies that are caught in the blaze produced by a flame round.

Explosive Rounds
----------------

+ Explosive Rounds can instantly defeat an entire crowd of enemies.

- Explosive Rounds can cause damage to a character if shot from close range.

Explosive rounds are the ultimate instant Majini group killer.  Arm Explosive 
rounds to instantly take down a whole group of Majini in one shot.  They don't 
even have to be shot directly.  The spread of the explosion is enough to kill 
off any normal Majini in Mercenaries.

These are also very effective against Licker Betas.  Explosive rounds are not 
as damaging as acid rounds, but they will sometimes instantly kill a Licker 
when shot toward one.  If the shot doesn't kill the Licker then it will 
certainly knock it down.  These actually have a rather good chance at setting a 
Licker up for stabbing melee kill since the explosive rounds have a better 
chance at leaving a Licker alive when compared to an acid round.  Watch for the 
Licker to fall on its back and kick its legs up in the air after being hit with 
an explosive round then rush in and perform a stab melee kill to it.

      .----------------------------------------------------------------.
      | Flash Rounds                  |  Nitrogen Rounds               |
      |================================================================|
      | Firepower:   100              |  Firepower:    100             |
      | Effect: Instant blinding stun |  Effect: Instant freeze on     |
      | on multiple enemies. Instant  |  normal enemies.  Staggers     |
      | kill on parasitic enemies.    |  other enemies with damage.    |
      '----------------------------------------------------------------'

Flash Rounds
------------

+ Flash Rounds instantly kill parasitic enemies such as Cephalos and Duvlias.

+ Can instantly stun all nearby enemies and set them up for melees.

+ Like Acid Rounds, Flash Rounds can instantly stun a Reaper for its first 
  weakness phase then a Reaper can be shot again to enter its major weakness 
  phase and skip the second.

+ Partner specific strategy for Wesker (Midnight) and Wesker (S.T.A.R.S.) 
  partner; a flash round sets up enemies for Wesker's Cobra Strike melee.

- Basically no damage against normal enemies or big enemies.

- Since there is little damage done to an enemy, a follow-up melee hit will 
  likely not kill the enemy.

- Blinds players for a few seconds if shot too close to either player.

I do not recommend Flash rounds at all for a Sheva Tribal player because she 
cannot really get any use out of them with her instant kill bow that has no 
potential to weaken an enemy for a head stun melee kill once a flash round is 
used.  They do have a few uses though for the obvious instant kill on 
parasites, but more importantly for helping out a Wesker partner.

Flash rounds basically do not damage, they blind yourself and the other player, 
they set enemies and bosses up for melees but they don't damage enough for any 
melee kills unless you count a standing melee followed by a ground melee, which 
takes too long to mess with.  The only positive aspect of a flash round against 
enemies for a Sheva Tribal player is that they can take down a whole group of 
parasitic enemies with one shot.  I'd recommend substituting Electric rounds in 
place of Flash rounds.  Even though electric rounds take two shots to kill off 
parasitic enemies, they will come in good use for other enemies as well.

There is one partner specific strategy that one can take advantage of with 
Flash rounds however.  When a Sheva Tribal player plays alongside a Wesker 
STARS or Midnight player, the Flash rounds have a whole new reason.  One flash 
round shot at a whole group of enemies can stun them all and set them up for 
Wesker's Cobra Strike Melee, which takes 1,200 damage all the time and always 
guarantees a kill on a normal Majini enemy.  Wesker has enough time per flash 
round stun to get around three melee attacks which will instantly give the team 
15 seconds of extra time.  Sheva could take that time to shoot some of the 
staggered Majini with the Longbow.

Flash Rounds are also highly effective when shot at Reapers.  Much like the 
Acid Rounds, two well-timed flash rounds shot at a Reaper will make it to where 
the Reaper will showcase its major chest weak point, to which Sheva can finish 
it off with a few arrows to the chest weak point.  Flash rounds are able to 
hurt a player, but the player has to basically shoot them against a wall that 
the player is standing right beside in order for a flash round to damage the 
player.  Getting damaged by one is very rare.

Nitrogen Rounds (starts with this)
---------------

+ Nitrogen Rounds can instantly freeze a group of enemies and set them up for 
  one hit shots or instant melee kills.

+ Each instant melee kill after a freeze adds five bonus seconds to the clock.

- Nitrogen Rounds are not effective against big enemies.

Nitrogen rounds are highly effective for groups of Majini.  Simply fire a 
Nitrogen round directly into a group and freeze the whole crowd.  Sheva can 
finish off each frozen Majini with a roundhouse melee attack, which will add 
five seconds to the clock per hit.  When Sheva can group a bunch of frozen 
Majini together then perform melee attacks to each single frozen Majini in a 
crowd, she can get quite the amount of bonus time with the extra five seconds 
per straight punch.  The most important factor to keep in mind about a nitrogen 
round is that a single hit will not kill an enemy, only freeze it, so you don't 
want to use these when you're pressed for time because a frozen enemy will not 
register as a kill until it has been shattered.

Some bigger enemies such as Big Man Majini and Lickers can be shot with 
nitrogen rounds as well.  Frozen Lickers cannot be hit with a melee attack 
however.  They have to be shattered with a gunshot or knife slash.

--> SHEVA TRIBAL'S INCENDIARY GRENADES

                           .--------------------.
                           | Incendiary Grenade |
                           |====================|
                           | Direct Hit:  500   |
                           | Area Effect: 500   |
                           '--------------------'

+ Burns or staggers target in its flames

- The flames don't do enough damage to instantly kill an enemy

- Incendiary grenade can cause the thrower to get flamed rather easily

Incendiary grenades produce an area of flames that will burn all enemies caught 
in those flames once the grenade hits the ground.  Sheva can use these grenades 
for crowds of Majini.  It will not kill them by itself, but Sheva can use an 
incendiary grenade to stun a group of Majini or stagger a boss enemy as it 
burns the area around them.  While the enemies are affected by the flames, 
Sheva can pull out her bow then quickly pick off the enemies while they burn.

Incendiary grenades can easily backfire on the user however.  If a Majini 
suddenly steps in the way while throwing one, then the thrower can suffer burn 
damage as the incendiary grenade falls to the nearby ground.  Be cautious while 
using these and don't toss them at a Majini that is running directly toward 
Sheva.

--> SHEVA TRIBAL'S FLASH GRENADES

                          .---------------------.
                          | Flash Grenade       |
                          |=====================|
                          | Direct Hit:  0      |
                          | Area Effect: 0      |
                          '---------------------'

+ Instantly kills all parasitic enemies in the immediate area

+ Stuns and sets normal enemies up for head stun melees

- No damage to non-parasitic enemies

If a parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in 
the area then simply toss a flash grenade to instantly kill the parasite.  Any 
parasitic enemy in the immediate area will fall in the burst of light.  
Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms 
all the way and begins to move before tossing the flash grenade.  If a grenade 
is tossed too early then it might not affect the parasitic enemy.

Flash grenades can also be useful in intense situations since they will 
instantly stun most normal enemies and most boss enemies in the current area. 
Enemies will be set up for a head stun melee attack while they stagger, so 
Sheva can run up and perform her Roundhouse to all stunned enemies.  Be on the 
lookout for normal enemies and boss enemies that wear masks.  An enemy with a 
mask will not be affected by the burst of light from a flash grenade.

Like with any type of blinding flash, a Wesker player can take advantage of 
these flash grenades when teamed up with Sheva Tribal.  When several Majini are 
around, a Sheva Tribal player can toss a flash grenade and allow for Wesker to 
perform constant Cobra Strikes against all staggering Majini.  It might even 
pay the Sheva Tribal player to give all of her flash grenades to a Wesker 
player if the Wesker player knows of the effectiveness of the Cobra Strike 
melee.

--> SHEVA TRIBAL'S MELEE ATTACKS

       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | Roundhouse           | Head Stun Melee              |   350  |
       | Twist Kick           | Arm Stun Melee (front)       |   250  |
       | Knee                 | Arm Stun Melee (back)        |   250  |
       | Somersault           | Leg Stun Melee (front)       |   350  |
       | Throat Slit          | Leg Stun Melee (back)        |  Kill  |
       | Impale               | Ground Melee                 |   800  |
       | Skull Crusher        | Tag Team Melee (front)       | 3,000  |
       | Spinning Back Kick   | Tag Team Melee (back)        | 3,000  |
       | Sweeping Roundhouse  | Partner Assist Melee         |   450  |
       | Somersault           | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  |   900  |
       '--------------------------------------------------------------'

Sheva's melee attacks are all rather weak and Sheva Tribal's weapon setup does 
not help a Sheva player to set up melee attacks that often.  Her grenade 
launcher and flash grenades are the only reason to ever resort to melee.  Her 
starting set of nitrogen rounds that come loaded in the grenade launcher can 
help her to set up some good melee opportunities however.

Since her roundhouse stretches far around the area in front of her, one 
nitrogen round that is shot at a group of Majini can help her to take down 
several Majini with one roundhouse while attempting to shatter her victims.  In 
a way, it is good to try to hit as many individual frozen Majini as possible 
for the extra 5 second bonus associated with each melee kill, but Sheva's 
roundhouse can really help out for when more than three Majini are frozen at a 
time, since she likely can't hit a big number individually with her melee 
attack.

As usual, Sheva's ground melee stab can nearly always finish off any Majini 
that falls, damaged or not.  Even though her ground melee is slow, it is almost 
always an instant kill and one can take advantage of its length by pulling up 
the inventory during the animation in order to make adjustments.

--> SHEVA TRIBAL'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Sheva Tribal.

-----------------------------
Town, Base and Wetland Majini
-----------------------------

** Nitrogen Round Freeze --> Roundhouse

This is about the only chance that Sheva Tribal has for a melee kill.  Allow a 
whole swarm of Majini to surround Sheva then aim the grenade launcher at the 
ground or between a whole group of Majini then fire.  Quickly run up to them 
all and perform a Roundhouse on each one (or several) to shatter them for a 
melee kill.  Nitrogen rounds can be SO effective at building up time thanks to 
Sheva's wide Roundhouse melee.  Sheva can literally build up 30 seconds on the 
clock with one Roundhouse on grouped Majini that are frozen.

Be sure to NOT attempt to freeze a Majini with a cocktail.  The Majini's 
cocktail will explode and shatter any nearby frozen Majini and ruin the melee 
kills opportunities.  Kill off a Majini with a cocktail when one is in a group 
then quickly freeze the rest.

** Impale

Just like with other Sheva types, Sheva's Impale ground melee will kill off 
just about any type of Majini with one hit no matter if it has received damage 
from a knockdown or not.  The only Majini that this will not kill is the Majini 
with sunglasses in the Public Assembly stage.  For the Majini with the 
sunglasses, walk to his head portion then perform the head crush impale while 
facing his head.

Sheva Tribal can only perform this on a Majini that she has hit with her 
Roundhouse or a Majini that has fallen due to a grenade launcher attack (flame 
round, acid round) or possibly a Majini that has gotten burned due to a 
cocktail.  An incendiary grenade and flash grenade (after the roundhouse) can 
be another good setup.

Remember that it is best not to perform Sheva's ground melee much however since 
she won't gain much out of the bonus seconds because of the rising animation 
after a stab.

--> SHEVA TRIBAL'S EFFECTIVE PARTNERS

-------------------------------
Wesker Midnight or Wesker STARS
-------------------------------

In a way, it is hard to match Sheva up with any other player when attempting a 
high score since she focuses on instant kills rather than melee kills.  A Sheva 
Tribal player that realizes this can act as a really good support character for 
any Wesker type.  She should really give the Wesker player her flash grenade so 
he can toss them and set up Cobra Strike melees on his own.

Find flash rounds and fire them toward a crowd of Majini so that Wesker 
Midnight can kill them all with his Cobra Strike melee.  Sheva can add to the 
melee kills by shooting a nitrogen round toward a group of Majini then her and 
Wesker could shatter them.

--> SCORING HIGH IN SINGLE PLAYER WITH SHEVA TRIBAL

Sheva Tribal mainly needs to work on keeping the kill streak going for as long 
as possible to help her gain more points.  A player needs to pick up all the 
combo bonuses to help gain more points as well.  Each arrow will instantly kill 
off a Majini so she won't have many problems at taking down the majority of the 
150 enemies per stage.  Sheva cannot depend on melee kills that much at all.

Save the nitrogen rounds for when a group of Majini surround Sheva then quickly 
aim at the ground then fire to freeze them all.  Shatter them with Sheva's 
Roundhouse for a melee kill.  Sheva can build up some very high bonus second 
increases with nitrogen rounds thanks to her Roundhouse range at times.  It's 
best to stand in an open area and allow Majini to surround Sheva or catch 
Majini as they group up in a narrow corridor.  MAKE SURE that you don't hit a 
Majini with a cocktail or explosive arrows with a nitrogen round since their 
flame explosions will shatter the rest of the frozen Majini for a normal kill; 
take out the bow and shoot them first then freeze the rest.  Nitrogen rounds 
are Sheva's answers to crowds and this grenade ammo should be the only type 
that she should pick up for the most part.

Sheva has some slight problems with bosses but she can still handle them rather 
well.  It only takes a few hits from her arrows to stun a boss and then she can 
spam the boss with arrows.  Use flash grenades for a quick stun on a boss if 
needed.  Flash rounds also make effective boss stunner, so be sure to grab them 
if they are found in a random item drop from an enemy.  You can also spam a 
boss with Sheva's incendiary grenades.  They really serve no other purpose to 
her so put them to some use.

--> SHEVA TRIBAL'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Sheva player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Sheva: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Sheva: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Sheva: "Go!"

05) Hold assist button + Down on the Directional Pad

    Sheva: "Wait!"

--> SHEVA TRIBAL'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Sheva player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Sheva

    Sheva: "I need your help!"
           "Help me!"

02) While Sheva is in dying status

    Sheva: "I need heeeelp!"
           "Help!"

03) When Sheva runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Sheva player requests ammo from a partner

    Sheva: "I need ammo"

--> SHEVA TRIBAL'S PARTNER RESPONSES

Listed below are the responses that a Sheva player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Sheva: "Nice shot!"
           "Good work!"
           "Nice work!"

02) Partner gives Sheva an item
03) Partner heals Sheva
04) Partner resuscitates Sheva
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Sheva: "Thanks partner."
           "I owe you one."
           "Thanks."

06) Partner is in dying status

    Sheva: "I'm coming!"
           "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Sheva: "Roger"
            "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Sheva has knocked off the partner with 
    a partner assist melee attack.

    Sheva: "Nice teamwork!"
           "That's good!"
           "Excellent!"
           "Chobenbeznaz!"


                                                                         [CS07]
                               __                           __
               __   _  _  _   / /    ___  __    _      _    \ \
               \ \ (_)| || | / /    / __\/ _\  /_\    /_\    \ \
                \ \| || || || |    /__\//\ \  //_\\  //_\\    | |
             /\_/ /| || || | \ \  / \/  \_\ \/  _  \/  _  \  / /
             \___/ |_||_||_|  \_\ \_____/\__/\_/ \_/\_/ \_/ /_/

   .-----------------------------------------------------------------------.
   | How to unlock: Achieve an A-rank or higher on "Public Assembly" stage |
   '-----------------------------------------------------------------------'

Jill BSAA is an overall fun character to use with her weapon setup.  With her 
starting flash grenades, she is extremely effective in stages with a bunch of 
parasitic enemies and she has a few other tricks up her sleeves that give her 
an edge as well.  Did someone mention headshots?  Well, if you're good at 
precision aiming with a laser pointer, then go and fix yourself a sandwich and 
read on because you're going to have some fun after unlocking this old partner.

--> JILL BSAA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |   Flash   |Machine Gun|
                   | Ammo (50) |Grenade (5)| Ammo (150)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |   PX4     |           |  H&K MP5  |
                   |   (HG)    |           |   (MG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Jill brings along some decent supplies for her journey.  She has a PX4 handgun 
with a capacity of 25, which is quite nice, especially considering that she 
brings along 50 extra handgun bullets to go along with it.  Her handgun is just 
as useful as her machine gun, so you'll want to collect handgun ammo just as 
much as machine gun ammo.

She also brings along an H&K MP5 machine gun with a capacity of 150.  Jill 
carries an extra 150 bullets with this weapon.  The MP5 is very useful for 
crowds and overall quick enemy kills, so Jill will always want to stay stocked 
up on machine gun ammo.

On certain stages, a player will be extremely happy that Jill has packed in an 
extra 5 flash grenades.  Nothing is quite as pleasing as tossing a single flash 
grenade to quickly light up an intense battle with 3 Duvalias and thereby take 
all three down with one blinding flash.  Jill also brings along a first aid 
spray which is always helpful to have during the intense battles in The 
Mercenaries.


--> JILL BSAA'S PX4 HANDGUN

                     .-------------------------------.
                     | PX4 (HG)                      |
                     |===============================|
                     | Firepower:    300             |
                     | Capacity:     25              |
                     | Reload Speed: 1.70 sec.       |
                     | Special:      Critical 87.5%  |
                     '-------------------------------'

+ Extremely high critical rate means just about every headshot will give out an 
  instant head pop

+ Decent damage for a handgun

+ Decent capacity


The Px4 handgun deals out some pretty good damage per shot and can help Jill to 
set up some good stuns for a melee kill.  She can easily shoot a normal Majini 
in the legs two times and run up then perform her Sweep Kick from the front of 
the Majini for an instant melee kill.  If the Majini happens to fall to the 
ground during the process then Jill can easily finish the job with her Double 
Knee Drop ground melee.

Would you just look at this weapon's critical rate?  Freaking 87.5%!  Usually 
critical headshots are uncommon, but with Jill BSAA, its uncommon NOT to get a 
critical headshot when aiming at a Majini's head.  If a player wants to see her 
roundhouse melee anytime soon then that person had best take out her MP5 and 
try for a head stun because the majority of all head shots with the PX4 are 
going to pop the head of each Majini that Jill aims at.

At 25 shots, the PX4 also has a pretty good capacity, so Jill is less likely to 
run out of ammo during intense situations while using it.  Much like any other 
handgun, the reload speed isn't that long, but it would really be best to still 
try for inventory reloads when possible.

--> JILL BSAA'S H&K MP5

                    .---------------------------------.
                    | H&K MP5 (MG)                    |
                    |=================================|
                    | Firepower:    120               |
                    | Capacity:     150               |
                    | Reload Speed: 2.10 sec.         |
                    | Special:      Level 4 Piercing  |
                    '---------------------------------'

+ Level 4 piercing

+ Weapon fire is good for crowds and more accurate

+ Weapon fire is more accurate than most machine guns allowing for precision 
  aiming for melee stuns

- Low firepower


The H&K MP5 is an overall descent single enemy killer.  Even with its low 
firepower, just aim for a Majini's mid section then hold down the trigger for a 
few seconds until it flies back and let go and it will be dead upon hitting the 
ground the majority of the time.  It's really best not to spread fire to other 
parts of the body since you'll only wind up taking more time to kill a Majini 
if it stumbles to the side.  This weapon can be used to knock a Majini over as 
well and set it up for Jill's Double Knee Drop ground melee attack.  Her ground 
melee will always kill a normal Majini since it takes 1,200 damage per hit, so 
it doesn't matter when a Majini falls during the blast.

The MP5's armor piercing special ability makes a Jill BSAA player incredibly 
useful to have around for shielded enemies.  The MP5's bullets will go through 
shields as if they weren't even there!  It can also hit multiple enemies that 
happen to stand in line while aiming at a group.  Much like any machine gun, 
Jill can sweep through a crowd and stun all the enemies if they ever start to 
gang up on her.  This can be effective when you're expecting them to attack 
anytime soon.

To me, the H&K MP5 always stands out from the other machine guns because it 
seems to be more accurate overall.  One can easily aim toward the head, arm or 
leg of a Majini and perform a single fire tap for some instant stuns to that 
region of the body most of the time.  With Jill, a player can perform a single 
tap stun to the legs of the Majini then run up and perform Jill's Head Grab 
from behind the Majini.  This is an excellent way to have a break from the 
action in order to quickly cycle through the inventory or perform a quick 
inventory reload during the kill animation.

If a player is attempting to fight a boss enemy with Jill BSAA then the MP5 
will be the best choice.  It might be a good idea to take advantage of a flash 
grenade to stun the boss then stand back and fire constant MP5 machine gun 
blast directly at the stunned boss.  The MP5 by itself can stun a boss enemy 
but it takes a lot hits in order to stun the boss.  Jill BSAA should really be 
more of a support character in helping another player to take down a boss enemy 
rather than going at it solo, but even by herself, she can take down a boss 
enemy with her MP5... it's just going to take a lot of firing.

--> JILL BSAA'S FLASH GRENADES

                          .---------------------.
                          | Flash Grenade       |
                          |=====================|
                          | Direct Hit:  0      |
                          | Area Effect: 0      |
                          '---------------------'

+ Instantly kills all parasitic enemies in the immediate area

+ Stuns and sets normal enemies up for head stun melees

- No damage to non-parasitic enemies

Jill's five flash grenades make her unique in one aspect for sure.  If a 
parasitic enemy such as a Duvalia, Cephalo, Bui kichwa, or Kipepeo is in the 
area then simply toss a flash grenade to instantly kill the parasite.  Any 
parasitic enemy in the immediate area will fall in the burst of light.  
Whenever a Cephalo or Duvalia is forming from a Majini, make sure that it forms 
all the way and begins to move before tossing the flash grenade.  If a grenade 
is tossed too early then it might not affect the parasitic enemy.

Flash grenades can also be useful in intense situations since they will 
instantly stun most normal enemies and most boss enemies in the current area. 
Enemies will be set up for a head stun melee attack while they stagger, so Jill 
can run up and perform her Sweep Kick to all stunned enemies.  Be on the 
lookout for normal enemies and boss enemies that wear masks.  An enemy with a 
mask will not be affected by the burst of light from a flash grenade.

One very good teammate for Jill BSAA to have is either of the Wesker 
characters.  When several Majini are around, a Jill BSAA player can toss a 
flash grenade and allow for Wesker to perform constant Cobra Strikes against 
all staggering Majini.  It might even pay the Jill player to give all of her 
flash grenades to a Wesker player if the Wesker player knows of the 
effectiveness of the Cobra Strike melee.

--> JILL BSAA'S MELEE ATTACKS

       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | High Kick            | Head Stun Melee              |   350  |
       | Roundhouse           | Arm Stun Melee (front)       |   250  |
       | Reverse Roundhouse   | Arm Stun Melee (back)        |   250  |
       | Sweep Kick           | Leg Stun Melee (front)       |   350  |
       | Head Grab            | Leg Stun Melee (back)        |  Kill  |
       | Double Knee Drop     | Ground Melee                 | 1,200  |
       | Flip Kick            | Tag Team Melee (front)       | 2,000  |
       | Cartwheel Kick       | Tag Team Melee (back)        | 2,000  |
       | Sweeping Roundhouse  | Partner Assist Melee         |   350  |
       | Sweep Kick           | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  |   900  |
       '--------------------------------------------------------------'

The majority of Jill's melee attacks are rather weak much like Sheva's but her 
ground melee attack is extremely powerful.  If a player can knock a Majini to 
the ground with gunfire or simply find a grounded Majini that has fallen based 
on being bumped, a Double Knee Drop ground melee can be performed on the 
grounded Majini for an instant kill.  No firepower is needed when the attack 
takes 1,200 damage per hit.

For a Town Majini, Jill BSAA's Sweep Kick can easily kill a Majini after Jill 
has shot the Majini at least twice in the legs with the PX4 handgun.  This will 
give the player an extra five bonus seconds for the kill.  Just make sure that 
the Majini has sustained two shots of damage from the handgun before the Sweep 
Kick melee is performed and it will kill the Majini.  If the Majini falls to 
the ground while shooting then simply perform Jill's Double Knee Drop.

--> JILL BSAA MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Jill BSAA.

--------------------
Town and Base Majini
--------------------

** MP5 shots to ground Majini --> Double Knee Drop

This is the main combination that a gamer will want to perform with Jill BSAA. 
Not only does it provide quite a bit of invincibility but her double knee will 
instantly kill any Majini.  The back flip animation of Jill also has the chance 
to knock down any Majini that is in the way to set them up for another Double 
Knee Drop, though it's not as effective at knocking a Majini down as Jill's 
Head Grab dive.

** Double Knee Drop

Jill's ground melee will kill any Majini that it hits whether the Majini was 
damaged prior to the fall or not.  For this reason, Jill can seek out any 
Majini that has been knocked down due to a recent Head Grab melee that she 
performed or any Majini that happens to fall during the battle and perform her 
ground melee for an instant kill.

Any Majini that is caught close enough to Jill during her Double Knee Drop 
melee will be killed off as well.  Luck plays a big roll in hitting more than 
one Majini with the Double Knee Drop, but performing it in the midst of a crowd 
will certainly help.

** MP5 or PX4 leg stun --> Head Grab

This combination is works so extremely well for gaining invincibility, cycling 
through the inventory during the animation and knocking down Majini afterwards 
to set them up for a Double Knee Drop.  It's so very vital to Jill's melee 
game.  When Jill is surrounded by several Majini, try to get a leg stun one of 
them then quickly run behind it and perform the Head Grab melee.

Jill will perform a dive after breaking the Majini's neck that has a real good 
habit of instantly knocking down any Majini that are in front of her.  A player 
can run up to those grounded Majin then perform a Double Knee Drop to finish at 
least one of them off.

** PX4 shot --> PX4 leg stun shot --> Sweep Kick

This sequence is about as good as it gets with the PX4 handgun when used to set 
up a melee kill.  The bad part about this sequence is that the third shot will 
kill off a Town Majini, so if a leg stun is not gotten with the second shot 
then the next hit with the PX4 will off the Majini.

--------------
Wetland Majini
--------------

** MP5 shot --> MP5 shot --> MP5 shot --> MP5 shot --> MP5 head stun shot --> 
High Kick

After a normal Wetland Majini has taken 4 MP5 shots, it can be finished off 
with a head stun shot from the MP5 followed by a High Kick.  The best way to 
perform this sequence is to ground a Majini with rapid fire.  If it gets up 
then take the chance that it has been hit by four shot and fire at its head to 
stun it then quickly run up and perform a High Kick melee attack.

** MP5 shot --> MP5 shot --> MP5 shot --> High Kick (shield Wetland Majini)

Like with Chris STARS, you have to get the feel of this one rather than stand 
back and count the shots.  Hold the trigger down long enough for three shots 
while aiming at a shield Majini's legs then run up and perform a High Kick 
melee to kill it off.  Thankfully the shield will not get in the way thanks to 
the MP5's piercing property, so a Jill BSAA player won't even have to worry 
about hitting the shield instead of the Majini.

** PX4 shot --> PX4 leg shot --> Sweep Kick (shield Majini)

Perform two shots while aiming at a shield Majini's legs then finish it off 
with a Sweep Kick melee.

--> JILL BSAA'S EFFECTIVE PARTNERS

---------------
Wesker Midnight
---------------

Jill BSAA can be the absolute best partner for any Wesker Midnight player 
(other than himself).  Jill brings along flash grenades that can stun all 
nearby enemies and set them up for Cobra Strikes for the Wesker Midnight 
player.

It may be best to actually give the Wesker Midnight player the flash grenades 
if the two plan to stay separate for the majority of the battle.  Of course 
Jill running into Plagas enemies is a factor that may convince a Jill player 
otherwise since she has a hard time fighting off Plagas enemies without her 
flash grenades.

If a Jill player decides to discard the PX4 handgun then give then give all of 
her handgun ammo to Wesker Midnight.  Wesker Midnight also makes a good boss 
killer for a Jill BSAA player.

Since Wesker Midnight and Jill BSAA both try to spam melees to build up bonus 
second time when using them effectively, this is one of the best pairs you'll 
find in Duo play Mercs!

------------
Wesker STARS
------------

Again, Jill BSAA can set enemies up for Wesker' Cobra Strike with her flash 
grenades.  Simply toss a flash grenade toward a group of Majini to set them up 
for Wesker's Cobra Strike melee.  If a Jill player decides to discard the PX4 
handgun then give then give all of her handgun ammo to Wesker STARS.  Wesker 
STARS also serves as a good boss killer for his Jill BSAA partner.

----------------
Jill Battle Suit
----------------

Both Jill types can constantly perform Double Knee Drops and Head Grabs for 
melee kills to add bonus seconds to the clock.  Jill Battle Suit can help a 
Jill BSAA player with bosses.  Jill BSAA can help out in stunning the boss to 
which Jill Battle Suit has problems with and Jill Battle Suit can help to 
damage the boss quickly to which Jill BSAA has problems with.  It's a good 
pair, but both need to stay a bit close to each other in order to make this duo 
work well.

------------
Chris Safari
------------

Since Jill cannot handle bosses well, Chris Safari can stand by with his rocket 
launchers and be ready for any approaching boss.  Try to hurt my vulnerable 
partner that spams Double Knee Drop all day and I'll be ready for you, my dear 
boss boy!

--> SCORING HIGH IN SINGLE PLAYER WITH JILL BSAA

First of all, discard the PX4 handgun and the handgun ammo at the beginning of 
the battle.  Jill's main weapon should always be her MP5 machine gun while in 
single player mode.  The PX4 will only make it harder for a player, especially 
one trying to attempt melees since luck plays a big role in achieving a melee 
kill with the PX4 handgun when approaching a third shot to a standing Town 
Majini since the third shot will kill it off.

Jill has nearly no problem whatsoever against normal Majini since she can 
easily ground them with her MP5 and seek cover through leg stuns followed by 
Head Grab melees and even knock down more Majini directly after performing her 
Head Grab melee.  It's so important to not get surrounded while fighting normal 
Majini.  Spread fire among a crowd while aiming at their legs then pick out one 
Majini and either perform a ground melee or a Head Grab instant kill melee.  In 
the midst of a standing crowd, always choose a Head Grab over a Double Knee 
Drop since this will likely knock down other Majini and set them up for a 
Double Knee Drop after the Head Grab.

Sometimes a Jill player might have to quickly perform a Sweep Kick on a leg 
stunned Majini that is in a crowd for the sake of invincibility from the 
surrounding horde of Majini.  This isn't necessarily bad, but a player should 
only perform a Sweep Kick only when absolutely needed.  Thankfully, it will set 
up a Majini for a Double Knee Drop.

It's best to lead Majini into a tight space rather than out in the open.  A 
player can lead them into a corridor or other tight area where they can easily 
be grouped.  This will greatly increase the chance of hitting multiple Majini 
with Jill's Double Knee Drop after they have been grounded.  Use flash grenade 
to stun a horde of Majini if they become to aggressive.  You'll mainly want to 
save flash grenades for parasitic enemies such as Cephalos however since Jill 
doesn't have a powerful weapon to defeat them normally.

Speaking of powerful weapons, it is so very vital that Jill grab up any type of 
grenade or even a rotten egg if one happens to fall from a random enemy drop.  
Rotten eggs are the most damaging weapon available to Jill since they take off 
2,000 damage per hit.  Jill will absolutely need to take advantage of any extra 
explosive weapon that she can get to help stun and damage a boss.  Stun a boss 
with a hand grenade or rapid fire to a weak point such as the head then run up 
to it and spray the boss with continuous MP5 fire to its weak point.  If Jill 
has a rotten egg then toss it at the boss while it is stunned for some heavy 
damage.  Hit the boss with a melee then run up and start blasting the boss in 
its weak point once again.

Jill can also use her flash grenades to stun a boss but again, it's best to 
save those for parasitic enemies.  Hand grenades, rotten eggs, and even 
incendiary grenades (spam them) play a vital role in helping Jill out with 
bosses.  Without these, a Jill player is going to have to spam the MP5 on a 
boss' weak point then continue to spam that weak point when the boss is finally 
stunned.  Once all bosses in a stage, especially the Executioner and Gatling 
Gun Majini, have been defeated, it's smooth sailing from then on with Jill's 
Head Grab melee and constant Double Knee Drops on Majini.

With Wetland Majini, a Jill player is mainly going to have to focus on using 
Head Grabs for quick kills since the Majini get up too fast to perform Jill's 
Double Knee Drop half the time.  Another method is to wait right up above a 
grounded Wetland Majini after it has been knocked down from gunshot then 
quickly shoot it in the head with the MP5 when it rises then perform Jill's 
High Kick.  The High Kick might finish off the Majini if enough damage was 
delivered to the Majini beforehand.

--> JILL BSAA'S VIDEO SHOWCASE

Jill BSAA SS Rank (Part 1) - http://www.youtube.com/watch?v=OrboZ7eS9pg
Jill BSAA SS Rank (Part 2) - http://www.youtube.com/watch?v=koTWeWFJ-wc

As you can see, the player in these videos discards the handgun near the 
beginning in favor of more machine gun pickups.  The player mainly focuses on 
tripping Majini with the MP5 and performing Double Knee Drops.  Head Grabs are 
performed while in a crowd for the sake of invincibility and in an attempt to 
knock down the crowded Majini.  The player quickly seeks out the nearest fallen 
Majini after a Head Grab and performs a Double Knee Drop to the grounded 
Majini.

Sometimes the player is forced to perform a Sweep Kick instead a Head Grab 
because the crowd of Majini surround the player too much and the player needs 
some sort of invincibility from the surrounding Majini attack, so the melee is 
definitely needed in order to keep from getting hit.

The player is forced to spam every single weapon at the player's disposal come 
boss time.  It is best to stock up on hand grenades, incendiary grenades and 
rotten eggs in order to quickly stun and damage a boss such as the Executioner. 
The player continuously fires the MP5 at the Executioner's head weak point 
while in close range to his stunned body.  It is so very important to lay down 
firepower as much as possible from close range.  It's also important to 
performs a melee to the boss and knock the boss back then quickly run forward 
and continue firing.  Jill will push the boss away from any surrounding Majini, 
which helps to get her out of harm's way for a bit while she is free to attack 
the boss before it recovers.

--> JILL BSAA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Jill player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Jill: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Jill: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Jill: "Go!"

05) Hold assist button + Down on the Directional Pad

    Jill: "Wait!"

--> JILL BSAA'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Jill player can issue 
to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Jill

    Jill: "Give me a hand!"
          "Help me!"

02) While Jill is in dying status

    Jill: "Neeeed help!"
          "Ugh, help me!"

03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Jill player requests ammo from a partner

    Jill: "I need ammo"

--> JILL BSAA'S PARTNER RESPONSES

Listed below are the responses that a Jill player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Jill: "Good work!"
          "Nice work!"
          "Nice one!"

02) Partner gives Jill an item
03) Partner heals Jill
04) Partner resuscitates Jill
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Jill: "You really bailed me out back there."
          "I owe you one."
          "Thanks."

06) Partner is in dying status

    Jill: "I'm coming!"
          "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Jill: "Roger"
          "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Jill has knocked off the partner with 
    a partner assist melee attack.

    Jill: "Good work!"
          "That's good!"
          "Yes!"


                                                                         [CS08]

                                __   _  _  _ 
                                \ \ (_)| || |
                                 \ \| || || |
                              /\_/ /| || || |
        __                    \___/ |_||_||_|                    __
       / /    ___         _    _    _         __         _  _    \ \
      / /    / __\  __ _ | |_ | |_ | |  ___  / _\ _   _ (_)| |_   \ \
     | |    /__\// / _` || __|| __|| | / _ \ \ \ | | | || || __|   | |
      \ \  / \/  \| (_| || |_ | |_ | ||  __/ _\ \| |_| || || |_   / /
       \_\ \_____/ \__,_| \__| \__||_| \___| \__/ \__,_||_| \__| /_/

     .-----------------------------------------------------------------.
     | How to unlock: Achieve an A-rank or higher on "Ship Deck" stage |
     '-----------------------------------------------------------------'

Jill Battle Suit is an overall effective killing machine for single Majini at 
long range or close range.  Thanks to the quick rate of fire of her rifle, she 
can stand at a distance and rack up kills or simply spam a boss enemy with 
constant firepower.  Her machine gun can allow her to spread fire upon a group 
and it also gives her the advantage she needs in knocking an enemy to the 
ground for her extremely powerful ground melee.

--> JILL BATTLE SUIT'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |Machine Gun|   Hand    |  Rifle    |
                   | Ammo (150)|Grenade (3)| Ammo (30) |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |   VZ61    |           | H&K PSG-1 |
                   |   (HG)    |           |   (RIF)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |   Mixed   |           |
                   |           |   Green   |           |
                   |           |   Herb    |           |
                   |           |           |           |
                   '-----------------------------------'

Jill comes equipped with a VZ61 machine gun with a capacity of 300 bullets 
which will last her for quite a while without the need to reload if used 
effectively.  She also packs in an extra 150 machine gun bullets to go along 
with that extremely high capacity.

Jill's other main weapon is an H&K PSG-1 rifle that comes with a low capacity 
of 9 bullets.  Thankfully, Jill has an extra 30 rifle bullets to along with her 
rifle, which are much needed since this weapon will be the best weapon for a 
boss enemy.

To round out her inventory Jill also keeps a set of 3 hand grenades and one 
green + green herb mixture.  I suppose she couldn't find another red herb so 
just "To hell with it" and combined two of the more common green herbs.

Even though Jill brings along extra ammo for both guns, she will need to 
constantly horde ammo for both of them.  Her machine gun is going to be fired 
quite a bit with is low firepower and her rifle will constantly need to be 
reloaded, so she will need plenty of extra ammo to keep her alive an well 
throughout each stage.

--> JILL BATTLE SUIT'S VZ61 MACHINE GUN

                      .-------------------------------.
                      | VZ61 (MG)                     |
                      |===============================|
                      | Firepower:    100             |
                      | Capacity:     300             |
                      | Reload Speed: 2.83 sec.       |
                      | Special:      Critical 37.5%  |
                      '-------------------------------'

VZ61
----

+ Quick normal Majini knockdowns and staggers from blasts

- Very low firepower


Even though Jill's machine gun has low firepower, this gun's capacity and 
overall rate of fire allows Jill to spread constant firepower on any target. 
It's an overall good weapon to stagger a whole group of Majini as well.  
Whenever a group is in front of Jill, simply hold down the trigger and wave the 
machine gun fire over the group to instantly stop a good majority of attacks 
that they might be preparing.

A machine gun can also be used for precision fire to set up melee stuns with a 
single tap of the trigger.  Simply aim at a Majini's legs with the machine gun 
then tap the trigger.  If the Majini kneels down into a leg stun pose then run 
behind it and perform Jill's Head Grab instant kill melee attack.  This can be 
a very effective technique when surrounded by a crowd.  Her other melees will 
allow her to knock down a whole crowd.

The VZ61 machine gun can be used for a quick knockdown on Majini as well.  If 
Jill aims for the legs and performs rapid fire to a standing Majini, it will 
likely fall within a few hits.  And this brings up to the reason why you can 
see so many Jill Battle Suit high scores on the leaderboards of Public 
Assembly!  Read on.

When dealing with a Majini that will not get up quickly after a knockdown, Jill 
can fire at the Majini's legs to knock it down then run up to the Majini and 
perform her Double Knee Drop ground melee for an instant kill thanks to its 
deliverance of 1,200 damage per hit.  This move can be spammed over and over 
and over during a Duo game since Jill have some sort of support at that time.  
It will add 5 seconds to the clock every time that Jill performs this move, and 
she can perform it very often thanks to the quick knockdown and the fact that 
she is invincible throughout the whole melee attack animation.


--> JILL BATTLE SUIT'S H&K PSG-1 RIFLE

                      .-------------------------------.
                      | H&K PSG-1 (RIF)               |
                      |===============================|
                      | Firepower:    1,200           |
                      | Capacity:     9               |
                      | Reload Speed: 1.70 sec.       |
                      | Special:      Level 8 Scope   |
                      '-------------------------------'

H&K PSG-1
---------

+ Effective firepower that kills single enemies quickly

+ Extremely good rate of fire

+ High level of zoom for more accurate and distant shots


One can easily get in the mindset that Jill has entered a shooting gallery once 
she pulls out the PSG-1 rifle.  The 1,200 damage that this weapon carries means 
it will usually kill any normal Majini that is hit anywhere on its body.  Jill 
can really take advantage of this weapon's high rate of fire and simply shoot 
at single Majini from a distance to rack up kills very quickly.  She can 
actually get far away and look toward a spawn point where Majini drop from and 
constantly shoot them as they fall.

If Jill can find a high platform in an area that overlooks the majority of the 
current stage (such as the execution platform in Public Assembly), then she can 
get a good view of the surrounding area and take potshots at any enemy of her 
choosing so long as she has the ammo to keep her going and makes sure to watch 
her back every now and then.

Not only is this weapon good for normal Majini but it can completely obliterate 
a boss enemy very quickly and its accurate aim through the scope will allow a 
player to quickly target a boss' weak point to stun it for another player.  
This weapon can take down a boss enemy very quickly without the need for an 
added melee.  Simply stand at a distance from the boss enemy and spam rifle 
fire!  If a boss enemy is close, then simply toss one of Jill's hand grenades 
to stun it and get other enemies away from it then start spamming that rifle 
fire on the boss enemy from close range.

Jill can literally spend a good majority of her battle at some high platform 
that overlooks a good amount of the area and simply watch the battle through 
her sniper scope.  The only time that she needs to move is to watch her back 
and collect ammo for her rifle.

--> JILL BATTLE SUIT'S HAND GRENADES

                          .---------------------.
                          | Hand Grenade        |
                          |=====================|
                          | Direct Hit:  1,500  |
                          | Area Effect: 1,000  |
                          '---------------------'

+ Can easily take down a group of normal Majini or stun a boss enemy.

+ Useful against Cephalos and Duvalias with direct hit.

- Bouncing can sometimes mess up a precise direct hit.


Jill's hand grenade can really help her out a lot more than with other 
characters.  They fit her weapon combination well.  When assaulted by a group 
of Majini, Jill can quickly spread fire over the entire group with her machine 
gun in order to stun them then toss a hand grenade into the crowd to finish the 
job.

As always, the hand grenade is also an effective boss stunner and this can 
really come in handy for Jill since her rifle is not an instant stunning 
weapon, so she can quickly toss a hand grenade toward an advancing boss enemy 
to stun it then take out her rifle and fill the boss full of constant rifle 
fire until it is defeated.

The hand grenades can be useful at instantly defeating Cephalos and Duvalias if 
they are caught in the direct hit area (the grenade is tossed below one) of the 
hand grenade's explosion.  As usual, the hand grenade will bounce a bit, which 
can mess up precision aiming with one.

--> JILL BATTLE SUIT'S MELEE ATTACKS

      .--------------------------------------------------------------.
      | Melee Command        | Type of Melee                | Damage |
      |==============================================================|
      | High Kick            | Head Stun Melee              |   350  |
      | Roundhouse           | Arm Stun Melee (front)       |   250  |
      | Reverse Roundhouse   | Arm Stun Melee (back)        |   250  |
      | Sweep Kick           | Leg Stun Melee (front)       |   350  |
      | Head Grab            | Leg Stun Melee (back)        |  Kill  |
      | Double Knee Drop     | Ground Melee                 | 1,200  |
      | Flip Kick            | Tag Team Melee (front)       | 2,000  |
      | Cartwheel Kick       | Tag Team Melee (back)        | 2,000  |
      | Sweeping Roundhouse  | Partner Assist Melee         |   350  |
      | Sweep Kick           | Counter Melee on Licker Beta |   600  |
      | Stab                 | Ground Melee on Licker Beta  |   900  |
      '--------------------------------------------------------------'

Jill's melee attacks are much like Sheva's melees overall in that they are low 
damaging for the most part except for when it comes to Jill's ground melee.  
Her Double Knee Drop ground melee can be heavily exploited on Majini that stay 
grounded after Jill uses her machine gun to knock down a Majini through 
gunfire.  Her Double Knee Drop does 1,200 damage per hit so no normal Majini is 
going to survive that amount of damage.  Jill can easily run through the Public 
Assembly and shoot Majini to knock them down then perform her ground melee 
continuously and achieve a high score through added seconds to the clock by 
doing so while she has some sort of support in Duo mode!

A quick tap of her machine gun to a Majini leg for a leg stun followed by her 
Head Grab instant kill melee attack from behind will give players all the time 
they will need to quickly bring up the inventory and cycle through it to make 
adjustments or reload any weapons by combining the ammo with the gun all during 
the long animation of a single kill.

--> JILL BATTLE SUIT'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for an instant kill.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Jill Battle Suit.

-----------------------------------------
Town, Base and Wetland Majini Melee Kills
-----------------------------------------

** VZ61 shots to ground Majini --> Double Knee Drop

This is the main combination that a gamer will want to perform with Jill Battle 
Suit.  Not only does it provide quite a bit of invincibility but her double 
knee will instantly kill any Majini.  The back flip animation of Jill also has 
the chance to knock down any Majini that is in the way to set them up for 
another Double Knee Drop, though it's not as effective at knocking a Majini 
down as Jill's Head Grab dive.

With Jill Battle Suit, she can ground a Majini more easily with her VZ61 
machine gun.  It takes very little effort to knock a Majini down when aiming at 
its legs with this weapon.  This little aspect makes Jill more effective at her 
ground melee game when compared to Jill BSAA, but in turn, a player has to be 
more precise when attempting a leg stun because of the gun's rapid grounding 
shots.

** Double Knee Drop

Jill's ground melee will kill any Majini that it hits whether the Majini was 
damaged prior to the fall or not.  For this reason, Jill can seek out any 
Majini that has been knocked down due to a recent Head Grab melee that she 
performed or any Majini that happens to fall during the battle and perform her 
ground melee for an instant kill.

Any Majini that is caught close enough to Jill during her Double Knee Drop 
melee will be killed off as well.  Luck plays a big roll in hitting more than 
one Majini with the Double Knee Drop, but performing it in the midst of a crowd 
will certainly help.

** VZ61 leg stun --> Head Grab

Since Jill Battle Suit's VZ61 will ground a Majini much easier than Jill BSAA's 
MP5, a Jill player will have to be more careful when firing at a Majini's leg 
in an effort to stun the Majini.  Perform a single tap of the trigger while 
aiming at a Majini's leg.  If more than one shot hits the Majini, then the VZ61 
has a higher potential to ground a Majini when compared to the MP5.

The Head Grab will give a Jill player plenty of invincibility time, time to 
cycle through the inventory and it will also knock down other Majini that are 
in Jill's way when she leaps off the Majini's head.  It's best to perform this 
combination in crowds so Jill will have the potential to knock down grouped 
Majini with her leap.  This will set them up for a Double Knee Drop.

** VZ61 shots for a leg stun --> Sweep Kick (shield Wetland Majini)

Like with Chris STARS' or Sheva BSAA's melee kill for shield Wetland Majini, a 
Jill player needs to get the feel of how many shots will kill off a Wetland 
Majini then simply aim for its legs and hold down the fire button for a certain 
amount of time then run up and perform a Sweep Kick to kill it off.  This works 
slightly better than the Head Grab if a player can learn the timing.  The Head 
Grab still works, but you'll gain more time by performing a well-timed Sweep 
Kick kill.

--> EFFECTIVE PARTNERS FOR JILL BATTLE SUIT

----------
Chris BSAA
----------

Jill Battle Suit can use her PSG-1 rifle to help out a Chris player that fights 
off a boss.  While Chris is in close range and shooting the boss with his 
shotgun, a Jill player can be at long range and shoot the boss with her PSG-1 
rifle.

---------
Jill BSAA
---------

Both Jill types can constantly perform Double Knee Drops and Head Grabs for 
melee kills to add bonus seconds to the clock.  Jill Battle Suit can help a 
Jill BSAA player with bosses.  Jill BSAA can help out in stunning the boss to 
which Jill Battle Suit has problems with and Jill Battle Suit can help to 
damage the boss quickly to which Jill BSAA has problems with.  It's a good 
pair, but both need to stay a bit close to each other in order to make this duo 
work well.

----------------
Jill Battle Suit
----------------

Jill Battle Suit goes along well with a duplicate of herself.  Both Jill 
players can constantly perform Double Knee Drops and Head Grab melee kills on 
Majini then gang up on a boss and shoot the boss with her PSG-1 rifle.

---------------
Wesker Midnight
---------------

Wesker can spam his Cobra Strike melee against Majini to build up time and Jill 
Battle Suit can spam her Double Knee Drop on grounded Majini to build up time.  
It's a match made in heaven.  Stay separate.  Both players can handle bosses 
rather well, but a Jill player will have to be more careful.

--> SCORING HIGH IN SINGLE PLAYER WITH JILL BATTLE SUIT

Jill Battle Suit comes with a good arsenal for both bosses and normal Majini, 
so her single player game won't be near as hard Jill BSAA's.  Like Jill BSAA, a 
Jill Battle Suit player needs to focus on melee kills through Double Knee Drops 
and Head Grabs.  Since Jill's VZ61 machine gun will ground a Majini so quickly, 
Jill will not have any problems in performing her Double Knee Drops that often.

A player will have to be more precise in single shots when attempting to 
perform a Head Grab melee to a Majini however.  Aim for the legs then tap the 
trigger until a leg stun is achieved then quickly run behind the stunned Majini 
and perform the Head Grab to kill it off and possible knock down other Majini 
when Jill dives off it's head.  Try to work Majini into a narrow corridor and 
Jill will be able to make better use of her Head Grab for knocking down Majini.

Come boss time, Jill would normally have some slight problems in stunning a 
boss with her rifle alone, but thankfully she comes prepared with hand 
grenades, which can easily stun a boss and set it up for PSG-1 rifle fire.  
Stun the boss by tossing a hand grenade at it then spam the boss with 
continuous rifle fire.  Don't even attempt a melee since that will mess up 
Jill's perfectly nestled sniping position.  Keep the boss at long range and 
fire at it continuously.  A player should only have to use one hand grenade if 
the player spams rifle fire enough.  The only exception here is surrounding 
Majini, so a Jill Battle Suit player might have to run away then turn and fire 
at the boss from a less crowded portion of the area.

Jill Battle Suit's main problem lies in Wetland Majini.  She can't ground a 
Majini well since the Majini will usually get up after being grounded with 
light damage and Jill can't quickly shoot the Majini in the head for a head 
stun after it rises because of the VZ61's high critical rate, so a Jill Battle 
Suit player will need to focus on mainly Head Grab melees when attempting to 
fight normal Wetland Majini.

Leg VZ61 shots work well for shield Wetland Majini (leg shots + Sweep Kick) and 
explosive arrow Wetland Majini (they're grounded for a while after the first 
knockdown), but not for normal Wetland Majini.  Leg shots along with a Sweep 
Kick can be useful for knocking down crowds of Wetland Majini with Jill Battle 
Suit since there is really no other option to weaken them for melees.

--> JILL BATTLE SUIT'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Jill player can issue 
with the partner assist button followed by a direction.  These can only be 
performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Jill: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Jill: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Jill: "Go!"

05) Hold assist button + Down on the Directional Pad

    Jill: "Wait!"

--> JILL BATTLE SUIT'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Jill player can issue 
to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Jill

    Jill: "Give me a hand!"
          "Help me!"

02) While Jill is in dying status

    Jill: "Neeeed help!"
          "Ugh, help me!"

03) When Jill runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Jill player requests ammo from a partner

    Jill: "I need ammo"

--> JILL BATTLE SUIT'S PARTNER RESPONSES

Listed below are the responses that a Jill player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Jill: "Good work!"
          "Nice work!"
          "Nice one!"

02) Partner gives Jill an item
03) Partner heals Jill
04) Partner resuscitates Jill
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Jill: "You really bailed me out back there."
          "I owe you one."
          "Thanks."

06) Partner is in dying status

    Jill: "I'm coming!"
          "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Jill: "Roger"
          "Ok."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Jill has knocked off the partner with 
    a partner assist melee attack.

    Jill: "Good work!"
          "That's good!"
          "Yes!"


                                                                         [CS09]
                     __    __            _               
                    / / /\ \ \ ___  ___ | | __ ___  _ __ 
                    \ \/  \/ // _ \/ __|| |/ // _ \| '__|
                     \  /\  /|  __/\__ \|   <|  __/| |   
            __        \/  \/  \___||___/|_|\_\\___||_|         __
           / /          _      _         _         _      _    \ \
          / /    /\/\  (_)  __| | _ __  (_)  __ _ | |__  | |_   \ \
         | |    /    \ | | / _` || '_ \ | | / _` || '_ \ | __|   | |
          \ \  / /\/\ \| || (_| || | | || || (_| || | | || |_   / /
           \_\ \/    \/|_| \__,_||_| |_||_| \__, ||_| |_| \__| /_/
                                           |___/             

     .-----------------------------------------------------------------.
     | How to unlock: Achieve an A-rank or higher on "The Mines" stage |
     '-----------------------------------------------------------------'

Wesker Midnight is easily the most strategic character in The Mercenaries.  He 
requires much more thought in order to play effectively; a player cannot simply 
outgun a group of enemies with this Wesker.  Wesker Midnight has a moderate 
damage handgun and the most damaging magnum out of any of the Mercs characters 
as his two main guns.  All thanks to his weak handgun and powerful head stun 
melee, Wesker Midnight can easily help out in achieving the highest possible 
score in The Mercenaries.


--> WESKER MIDNIGHT'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |   Hand    |  Magnum   |
                   | Ammo (50) |Grenade (5)| Ammo (6)  |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  H&K P8   |           | S&W M500  |
                   |   (HG)    |           |   (MAG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           | Proximity |           |
                   |           |   Bomb    |           |
                   |           |    (5)    |           |
                   |           |           |           |
                   '-----------------------------------'

Wesker begins his battle with only two guns and two explosive weapons.  His 
handgun, which already has a descent capacity of 21 bullets, comes with an 
incredibly helpful 50 extra handgun bullets.  Wesker's Magnum only has a 
capacity of 6 and he has 6 extra bullets in his inventory for a total of 12 
boss killer shots, which is pretty good considering the intense firepower of 
the weapon.

In order to take down groups of enemies, Wesker has 5 hand grenades and 5 
Proximity Bombs.  Both of these weapons can be used effectively for whenever 
Wesker is overwhelmed with a mob of enemies.  They can also be used to stun 
bigger enemies.


-- WESKER MIDNIGHT'S H&K P8 HANDGUN

H&K P8
------

+ Can set up a normal Majini for a head stun melee with little damage.

+ Piercing effect allows shots to travel through up to 3 enemies along with any 
  shields that enemies might carry.


The H&K P8 handgun is Wesker's absolute best weapon for normal enemies.  Why in 
the world would a handgun be so effective?  Well, let's take a look at the 
handgun.

                     .---------------------------------.
                     | H&K P8 (HG)                     |
                     |=================================|
                     | Firepower:    300               |
                     | Capacity:     21                |
                     | Reload Speed: 1.53 sec.         |
                     | Special:      Level 3 Piercing  |
                     '---------------------------------'

At first glance at the weapon's stats, one might notice the level 3 piercing 
special ability.  This allows each shot fired to move through up to 3 enemies 
at a time.  This can make Wesker's handgun effective against a small crowd of 
enemies that stand in a line and he can fire right through an enemy's shield. 
This is far from the best aspect of the handgun however.

Notice that there is no mention of a critical headshot percentage, which means 
that it is low.  I very rarely get any critical headshots with Wesker Midnight. 
Also notice that the handgun's firepower is only decent.  The fact that the 
handgun's firepower is rather low and it doesn't get critical headshots that 
often is the most effective aspect of this weapon to Wesker.

Wesker can easily aim for the head of any normal type of Majini (Town, Wetland 
or Base) and fire to stun that Majini with a head stun and prep it for a melee 
attack.  Wesker can rush up and perform his Cobra Strike melee attack from this 
head stun and instantly kill any normal Majini enemy, get a few seconds worth 
of invincibility and get five bonus seconds added to the clock.  This head fire 
+ melee technique can be spammed in both single and duo play to get a very high 
score as seconds keep getting added to the clock after every melee attack.  His 
Cobra Strike takes 1,200 damage per hit and no normal Majini can withstand that 
much damage and still remain standing.

Since the handgun's firepower is so low, a player can accidentally miss a 
headshot and still be able to try again without killing the Majini and thanks 
to the low critical rate, Wesker is less likely to perform a critical headshot 
while attempting a head stun.  Wesker STARS cannot perform a head stun + melee 
technique as well since his Samurai Edge handgun is much more powerful and has 
a higher critical headshot rate.

If you find yourself having problems with achieving headshots for a head stun 
setup, then aim for the legs of a Majini then fire twice with the handgun and 
perform a Tiger Uppercut melee or rush behind the Majini and perform Wesker's 
Mustang Kick.  All of this considers that the Majini is stunned in the leg from 
the second shot obviously.  When a Majini falls from attempting the two shots 
then simply perform a Windfall ground melee to kill it off.  All of these 
techniques will give a player a 5 second bonus melee kill bonus as well.

The handgun's level 3 piercing can actually help out a bit while aiming at a 
Majini's legs since, if a group of Majini happen to be in a line, each shot 
might pierce through the first and hit the one behind in the leg as well.  This 
means, Wesker could actually get one in a leg stun pose then have the other 
behind it fall to the ground for a quick Tiger Uppercut and Windfall one right 
after the other if a player is quick enough!

The H&K P8 is going to be Wesker's most useful weapon, so place the ammo in the 
center of the inventory menu right at the start of each playthrough and quickly 
reload through the inventory menu after every melee.  Since a high scoring 
player will be performing constant melees with Wesker Midnight, a player really 
does not have to set up the inventory at all, since plenty of time to cycle 
through the inventory menu is already give during a Cobra Strike melee 
animation.  The handgun does not have a lengthy reload animation at all, but 
why go through any seconds of reload for such a useful weapon?

--> WESKER MIDNIGHT'S S&W 500 MAGNUM

                    .---------------------------------.
                    | S&W M500 (MAG)                  |
                    |=================================|
                    | Firepower:    4,300             |
                    | Capacity:     6                 |
                    | Reload Speed: 3.53 sec.         |
                    | Special:      Level 2 Piercing  |
                    '---------------------------------'

S&W 500
-------

+ Most damaging Magnum among the Mercs characters.

+ Can be an extremely damaging long range weapon with precision aiming.

- Poor rate of fire, worse than a shotgun.

- Lengthy reload time (Inventory reloaders need not worry here however).


Wesker Midnight has the most damaging magnum which will help out greatly for 
any boss type enemy.  His magnum takes away an astonishing 4,300 damage per 
shot fired.  The majority of boss enemies are not going to survive more than 2 
blasts from Wesker's magnum.

With so much power comes a great flaw however with this gun's kickback per shot 
fired.  Wesker's magnum has a poor rate of fire - pretty much equal to a 
shotgun's rate of fire (only slightly worse) - so the gun's shots cannot be 
spammed near as much as other magnum's.  Even if his weapon can't hit as 
quickly as other magnum's the intense firepower per blast makes up for that 
shortcoming when used against a boss enemy; as previously mentioned, it usually 
only takes about 2 shots to finish a boss enemy.

This magnum can also be an effective long range killer from a distance.  With 
precise aiming, one can easily kill a boss enemy from nearly the other side of 
an area thanks to the laser sighting.  All shots will take the same amount of 
damage no matter the distance!

I wouldn't recommend using this weapon that much at all against normal enemies, 
unless it is absolutely necessary.  The gun's poor rate of fire takes too long 
when up against multiple enemies and you'll constantly have to reload thanks to 
the guns limited capacity.  Only fire at a normal enemy if it happens to be in 
the way while aiming at a boss enemy.  With the gun's level 2 piercing, it will 
fire through at least one enemy and still hit another.

This gun is incredibly useful for Cephalos.  It can really be deemed as Wesker 
Midnight's Cephalo killer.  Whenever a Majini suddenly spawns a Cephalo, simply 
switch to this magnum then fire at any portion of its body to kill it off 
instantly!  For close range Cephalo battles, this the M500 magnum can be a kill 
streak saver.

Always reload through the inventory when using this weapon; reload after each 
use to keep from performing an accidental reload animation.  The magnum has a 
hefty reload speed that will get Wesker hit rather easily if he is forced to 
reload using the reload animation.

--> WESKER MIDNIGHT'S HAND GRENADES

                           .---------------------.
                           | Hand Grenade        |
                           |=====================|
                           | Direct Hit:  1,500  |
                           | Area Effect: 1,000  |
                           '---------------------'

+ Can easily take down a group of normal Majini or stun a boss enemy.

+ Useful against Cephalos and Duvalias with direct hit.

- Bouncing can sometimes mess up a precise direct hit.


Much like Chris BSAA, Wesker Midnight comes equipped with 5 hand grenades, 
which can really help him out for defeating crowds or stunning distant boss 
enemies.  When up against crowds, hand grenades are much quicker than using a 
proximity bomb but the bouncing of a hand grenade can sometimes throw off 
precision aiming for that direct area that one always tries for when using a 
hand grenade.  Keep in mind that hand grenades that are tossed at groups of 
Majini will mess up the possibility of melee kills against them so only use 
them in emergencies.

Wesker Midnight's hand grenade are best used to destroy breakable walls in 
areas such as Public Assembly and the Prison.  Hand grenades can also be 
effective against Cephalo enemies.  Simply toss the grenade right at a Cephalo 
when it first spawns from a Majini and it will most likely land below it and 
place the Cephalo in the direct hit range of the blast.

With Wesker Midnight's unique proximity bomb weapon, it's easy to disregard his 
hand grenades, but his hand grenades are still every bit as useful with good 
accuracy when compared to a proximity bomb.

--> WESKER MIDNIGHT'S PROXIMITY BOMBS

                           .---------------------.
                           | Proximity Bomb      |
                           |=====================|
                           | Direct Hit:  1,500  |
                           | Area Effect: 1,000  |
                           '---------------------'

+ Effective against groups and boss enemies.

+ Always a direct hit on the enemy that triggers the explosion.

- Slow process of attack, since the bomb must first be placed then an enemy 
  must be lured toward it.


Wesker is the only character out of the group of mercs that has proximity bombs 
from the start.  These can be used effectively against both normal enemies and 
boss enemies.  Simply place the proximity bomb on the ground then run the other 
way while a normal enemy or boss enemy follows after Wesker.  These will almost 
always stun or at least knock down any boss enemy that triggers the proximity 
bomb.  When it comes time for a Chainsaw to go into berserk fury of chainsaw 
slashes, simply lay a proximity in front of its path then allow it to step over 
the bomb and it will stun it then simply finish it off with the magnum.

When Wesker is overwhelmed by a group of enemies, he can simply turn and place 
a proximity bomb then run away and listen for the explosion to confirm a hit as 
kill totals are displayed along the side of the screen.  The blast radius can 
easily take down the majority of a normal enemy crowd if they all stay 
together.  Like with the hand grenades however, his proximity bombs will mess 
up potential melee kills against Majini, so they should only be used in 
emergencies.

Wesker's proximity bombs are also highly effective against Cephalos or the very 
annoying Duvalia.  The second that one forms, simply place a proximity bomb 
then run away and lead it toward the bomb.  One proximity bomb will always be 
enough to finish off either enemy type since walking over it will always give 
off a direct hit damage amount.

Proximity bombs will be received more frequently for either player during 
runthroughs with Wesker Midnight,  Remember that an armed proximity bomb will 
have a flashing red light shining from the middle top portion of the bomb.  
Much like a hand grenade, a proximity bombs can be just as deadly to either 
player, so try to be at a safe distance whenever an enemy manages to trigger 
one or a character will suffer damage.

--> WESKER MIDNIGHT'S MELEE ATTACKS

       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | Cobra Strike         | Head Stun Melee              | 1,200  |
       | Panther Fang         | Arm Stun Melee (front)       |   300  |
       | Jaguar Kick          | Arm Stun Melee (back)        |   300  |
       | Tiger Uppercut       | Leg Stun Melee (front)       |   400  |
       | Mustang Kick         | Leg Stun Melee (back)        |   500  |
       | Windfall             | Ground Melee                 |   600  |
       | Rhino Charge         | Tag Team Melee (front)       | 4,000  |
       | Ghost Butterfly      | Tag Team Melee (back)        | 4,000  |
       | Elbow Strike         | Partner Assist Melee         |   500  |
       | Tiger Uppercut       | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  | 1,200  |
       '--------------------------------------------------------------'

Thanks to a whopping 1,200 damage per hit, Wesker's Cobra Strike melee attack 
from a head stun is basically all a player should ever do in terms of melee 
moves.  Simply use the handgun to perform a head stun then perform a Cobra 
Strike for a kill against a normal Majini.  No extra damage is needed.  Rinse 
and repeat and you'll likely end the stage with a high score based on the 
amount of leftover seconds built up through constant melee kills.

If Wesker can obtain a flash grenade or team up with a character that starts 
with flash grenades or can shoot flash rounds from a grenade launcher then he 
can heavily exploit his Cobra Strike melee around three times in a row on a 
group of enemies while they are staggering from a flash explosive.  He can 
quickly build up 15 seconds on the clock in a little under 5 seconds while 
using a flash explosive.  If you ever happen to find a flash grenade with 
Wesker then simply toss it toward a mob of enemies and then perform constant 
Cobra strikes against the individual enemies until they manage to recover.

Wesker's Windfall ground melee attack can be very useful for any grounded 
enemies that happen to get knocked down while shooting them with a handgun.  It 
has the same power as Chris' stomp, so make sure that the enemy has sustained 
some damage before performing it in order to guarantee a kill.  Much like 
Chris' stomp, Wesker will smash the head of any enemy that he brings his foot 
down upon while facing the head of a fallen enemy.  Notice that Wesker's back 
melee attack from a leg stun does not kill; it only takes 500 damage from a 
normal enemy.  Thanks to the damage rate, Wesker cannot count on a leg stun + 
back melee instant kill like every other character can, but he more than makes 
up for it with his head stun melee.

--> WESKER MIDNIGHT'S DASH ATTACK

           .---------------------------------------------------.
           |  Command    |  PlayStation 3  |     Xbox 360      |
           |===================================================|
           |    DASH     |       R3        |        RS         |
           |---------------------------------------------------|
           |  TURN WHILE |  Right analog   | Right thumbstick  |
           |   DASHING   | in a direction  |  in a direction   |
           |   (CHANGE   |      + X*       |       + A*        |
           |  DIRECTION) |  (during dash)  |   (during dash)   |
           |---------------------------------------------------|
           | RISING KNEE |       R1**      |        RT**       |
           |             |  (during dash)  |   (during dash)   |
           '---------------------------------------------------'
*  Can turn (change direction) up to the three times while dashing.  A 
direction change must be done during the first few steps of each dash.
*  Use "Left analog/thumbstick in a direction + X (or A)" with control types A 
or C.
** [] (or X) with control types A or C.

Wesker's special dash attack can be performed at any time by pressing in on the 
right thumbstick.  Press in on the thumbstick to make Wesker charge then 
suddenly dash across the current area.  Wesker can change direction during the 
first few animation frames (or steps) of the dash by pressing in another 
direction with the right thumbstick and tapping the run button at the same 
time.  He can turn backward, to the right and to the left while dashing.  
Wesker can perform a total of three direction changes per dash.  Wesker can 
also end any dash with a rising knee melee attack by pressing the R1 (or RT) 
button at any time during any portion of the dash.

Each dash performed takes away a small chunk of Wesker's health, but multiple 
dashes during a single dash will not drain Wesker's health.  Don't spam this 
move too much or Wesker will wind up in orange health rather easily.  He will 
not be able perform it when near dying status but can perform it more once 
healed with a healing item.

This move is most effective when used against a crowd of enemies since each 
dash will damage an enemy as Wesker dashes by them.  Simply stand in front of a 
group of enemies then push in on the right thumbstick to begin the dash then 
quickly change direction by pressing back on the right thumbstick and the run 
button to run back into the enemy crowd and damage them with another quick 
dash.  Keep changing directions and running back and forth through a crowd to 
damage all the enemies in that group.  When Wesker changes direction for the 
third time, be sure to press the R1 (or RT) button to perform a knee while 
ending the dash.

Key aspects of Wesker's Dash:

1) An enemy killed by a dash will give Wesker 5 bonus seconds.  This is PERFECT 
   for the Bui kichwa enemies in the Village stage.
2) An enemy killed by the rising knee will give Wesker 5 bonus seconds.
3) Wesker is completely invincible once he begins to dash. *
4) Each dash is like an arm stun melee, in that it will bounce an enemy so that 
   a partner can hit the Majini with another bouncing arm stun melee.  It's 
   much like the start of a tag team melee sequence for Chris' Haymaker and 
   other character specific tag team melee attacks.

(*Wesker is NOT invincible during the charging animation for the dash)

- Youtube video of Wesker dash move with turning displayed

http://www.youtube.com/watch?v=8dZngR95jGQ

(please note that the player in ^that video is not Berserker)

- Discussion on Tag Team Commands from a Dash

Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun 
melee attack that makes a Majini stagger.  Whenever Wesker dashes back and 
forth while turning, each hit delivered to a Majini will be like a separate arm 
stun melee.  So, basically it's as if the game is counting his dashes as two 
characters tag teaming a Majini.

With that in mind, a partner can rush up to any Majini that Wesker has hit 
twice with a dash and get an instant tag team melee command on the Majini.  For 
instance, if Wesker hits a Majini twice by dashing and turning then dashing 
directly into it again, then a Chris player can run to the back of that Majini 
to get a Back Hand command or to the front of the Majini to get a Haymaker 
command.  Any Majini that has only been hit once by Wesker will result in a 
normal arm stun melee attack if the partner tries to hit the staggering Majini.

It's all very interesting how Wesker's dash can work when two players cooperate 
during one his Wesker's dashes when he dashes back and forth among a group of 
Majini.  The partner character can get a 5 second bonus per Majini melee kill 
resulting from a dash hit stagger and Wesker himself can get a 5 second bonus 
per Majini that is killed by a dash or his Rising Knee at the end of the 
dashes!

--> WESKER MIDNIGHT'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for a more damaging 
    melee that might kill him off.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Wesker Midnight.

-----------------------------------------
Town, Base and Wetland Majini Melee Kills
-----------------------------------------

** P8 head stun shot --> Cobra Strike

This is by far the best melee setup for Wesker Midnight and really the best 
melee kill sequence in Mercs.  One headshot will stun any Majini unless they 
wear head armor.  Wesker's Cobra Strike takes off 1200 damage, so it is a 
guaranteed kill on normal Majini.

Another good feature of the Cobra Strike is that it can hit multiple Majini 
that happen to get in the way.  Wesker can sometimes defeat around three Majini 
with one Cobra Strike and the player will gain 15 bonus seconds for that hit 
since it will kill them all.  If possible, it is a good idea to lead Majini 
into a narrow area in order to have a better chance at hitting multiple Majini 
by hitting one in the head while it is next to a group then Wesker can run up 
and perform his Cobra Strik to possible defeat multiple Majini.

Wesker Midnight's P8 handgun takes off the perfect amount of damage to where he 
can perform two head stuns on one Majini and the Majini will still live, so 
there is room for error here, unlike with Wesker STARS.  The only flaw present 
with this melee kill is that Wesker has a small chance of getting a critical 
headshot.  That cannot be remedied.

Cephalos will also spawn often while Wesker attempts this combination.  A 
player should always be ready to immediately switch to his M500 magnum then 
shoot the Cephalo in any portion of the body to kill it off.  Any shot with the 
M500 will finish off the Cephalo.  A Wesker Midnight player should learn to 
respond automatically to a Cephalo spawning with this method.

** P8 shot --> P8 leg stun --> Tiger Uppercut [mainly for shield Wetland 
Majini]

A player can always resort to two handgun shots to the legs then perform a 
Tiger Uppercut for a melee kill.  This sequence can be good to use when aiming 
for the head becomes an issue.  Sometimes when a Majini is right up next to 
Wesker, it is rather hard to aim for the head.  This is also good for 
countering a Majini attack.  So, if Wesker shoots an attacking Majini to stop 
its attack while it is in close range, he could quickly aim for the legs then 
shoot for a possible leg stun and perform a Tiger Uppercut to finish it off.

The key word there though is "possible".  If Wesker shoots the head of the 
Majini after a P8 shot then he gets a guaranteed head stun without killing off 
the Majini except for the case of a random critical headshot.  So still, the 
head stun + Cobra Strike wins for the most part, but this is one exception.

This sequence is absolutely perfect for a Wetland Majini with a shield.  Wesker 
can use his handgun's piercing properties to shoot right through the wooden 
shield then shoot the Majini in the leg and perform a Tiger Uppercut to finish 
it off.  On the Village and Ancient Ruins stage, this melee kill sequence is a 
godsend.

** P8 handgun leg trip --> Windfall

After a Majini has been hit with one shot from the P8 handgun, a Windfall to 
any portion of the body will kill it off for a melee kill.

** Walk around to head portion of undamaged grounded Majini --> Windfall

Like all Chris types with his Stomp, Wesker Midnight can achieve a head crush 
on an undamaged grounded enemy by walking over to the head portion and 
performing a Windfall ground melee to crush the Majini's head.

** Dash

Wesker can perform his dash directly into a crowd of Majini and dash back and 
forth against the crowd to possibly finish them off with a dash which will 
count as a melee kill.  A player can turn back and forth while dashing into and 
out of a crowd and trap them.  Wesker can also hit a Majini with his Rising 
Knee finisher at the end of the dashes.  See the melee section for Wesker to 
find out how to control the dash.

Each dash hit will hit a Majini much like an arm stun melee, so in Duo play, 
the partner can rush up to any Majini that Wesker hits and perform a melee to 
the staggering Majini.  If the partner waits until the Wesker has hit a Majini 
at least twice then the partner can run up to that Majini and receive a tag 
team melee command to finish off that one Majini or multiple Majini with one 
melee.

** Flash Grenade/Round --> Cobra Strike

BE SURE to pick up any flash grenades that Wesker comes across since he can 
toss these at a group of Majini to set them all up for head stun melee attacks. 
A Wesker player can run up to each of the stunned Majini and finish it off with 
his Cobra Strike melee for an instant kill.

Partners that join Wesker in Duo mode can help a Wesker player out by tossing a 
flash grenade or shooting a flash round toward a group of Majini to stun the 
surrounding Majini for him.  It's really best to give the Wesker player flash 
grenades rather than toss them for him since you don't want to accidentally 
blind your Wesker Midnight player and mess up his Cobra Strike spammage, now do 
you?

---------------------
Bui kichwa Melee Kill
---------------------

** Dash

Wesker can dash directly into any Bui kichwa in the Village stage and finish it 
off immediately for a melee kill.  The Bui kichwa cannot survive a single dash 
from Wesker.  It is imperative that you learn how to turn while using Wesker's 
dash in order to further exploit this method.  Dash directly into a crowd of 
Wetland Majini and Bui kichwa and dash back and forth (back + Run on 
thumbstick) to finish off the Bui kichwa and possible some Wetland Majini.  See 
Wesker's melee section to learn how to control his dash.

Keep in mind that in Duo mode, the partner can perform melees to the staggering 
Majini that Wesker has hit since this dash works as an arm stun hit.  After 
Wesker hits a single Majini twice, the partner can run up to that Majini and 
perform a tag team melee to finish off single or multiple Majini with one 
melee.

-------------------------
Big Man Majini Melee Kill
-------------------------

** M500 shot to leg (leg stun) --> Cobra Strike

If the Big Man Majini is hit anywhere else other than the leg, then a single 
M500 magnum shot will kill him instantly, but if he is shot in the leg then he 
will fall to his knees then a Wesker Midnight player can quickly finish him off 
with the Cobra Strike melee for a melee kill.

--> EFFECTIVE PARTNERS FOR WESKER MIDNIGHT

---------------
Wesker Midnight
---------------

Wesker Midnight's most effective partner is actually another Wesker Midnight.  
Care to take a guess why?  That's right, because both of the Wesker players can 
perform continuous head stuns and Cobra Strikes to exploit the five second 
bonus per melee kill until the end of the round.

---------
Jill BSAA
---------

Jill BSAA is the absolute best of partners for Wesker Midnight outside of a 
Wesker Midnight mirror match.  Jill has the flash grenades that a Wesker 
Midnight player so desires, so she can give them to Wesker or keep them for 
herself to toss at grouped Majini.  If a Jill player decides to discard her PX4 
handgun then that player should give the spare handgun ammo to Wesker Midnight. 
The only flaw here is that Wesker player is going to nearly always have to help 
Jill take on a boss since she lacks the stopping power to kill a boss quickly.

----------------
Jill Battle Suit
----------------

Jill can easily spam her Double Knee Drop ground melee on Majini while Wesker 
is busy Cobra Striking his way to a high score.  Jill Battle Suit can fend off 
a boss enemy by herself better than a Jill BSAA player as well, so a Wesker 
Midnight player will not have to worry about keeping her in sight in order to 
help out.

-----------
Chris STARS
-----------

If Chris STARS can find some flash rounds, he can shoot them into a crowd of 
Majini so that Wesker Midnight can perform his Cobra Strike to all of them.  Be 
careful not to blind your Wesker Midnight player however.  I personally play as 
Chris STARS a bunch and love the feeling of shooting a flash round into a 
Majini crowd and then issuing the "Go" command to my high scoring Wesker tool.

----------
Sheva BSAA
----------

If a Sheva BSAA player discards her handgun (which is rather useless) then she 
can give her handgun ammo to a Wesker Midnight player.  Her ammo will keep him 
well stocked for quite a while.  Sheva can have a good melee kill game with 
only her VZ61 alone so she does not really need her handgun.

------------
Sheva Tribal
------------

This is arguable.  Sheva Tribal can gain flash rounds that will help out a 
Wesker Midnight player much like Chris STARS with his grenade launcher stun, 
but the fact that Sheva Tribal is a one hit kill character with little 
possibility of melee kills makes her quite the opposite of what a Wesker 
Midnight player is trying to achieve.  I just wanted to mention her grenade 
launcher with possible flash round use here mainly.

--> SCORING HIGH WITH WESKER MIDNIGHT IN SINGLE PLAYER

A player might want to simply discard Wesker's proximity bombs when staring 
with him since Wesker's proximity bombs will only ruin potential melee kills on 
Majini if they are used.  A Wesker Midnight player can easily spam the head 
stun + Cobra Strike melee kill throughout a single player session.  The only 
problem that Wesker Midnight might face is that he doesn't have a weapon that 
can deal with crowds that well.

His main weapon to hit multiple Majini with is his Cobra Strike, so in the 
midst of a crowd, his best option is to shoot a Majini in the head for a head 
stun then perform a Cobra Strike for invincibility and in an an attempt to 
finish off multiple Majini with one melee.  Keep in mind that a crowd will 
usually allow a player enough time to aim and shoot directly after the player 
is hit if you happen to get by a crowd member.  Crowded Majini tend to stand 
and watch rather than attack at times to which a Wesker Midnight player can 
take advantage of precise head shots.

A Wesker player can lead Majini into a tight area such as a corridor or narrow 
path then shoot one Majini in the head while they are grouped and run up then 
perform his Cobra Strike to possibly finish off multiple Majini with one melee. 
Always be ready to switch to the M500 magnum to kill off any Cephalo that 
spawns to save your kill streak since the Majini death before the spawning does 
NOT count as a kill.

When a boss shows itself, quickly take out the M500 magnum then shoot the boss. 
Shoot the boss once to stun it then shoot it again and be sure to aim for its 
weak point if if has one when going for the second shot in order to have a 
better chance at finishing it off.

Don't use hand grenades to stun a boss since these will only kill off Majini 
that are grouped around it and ruin your possible melee kills.  Hand grenades 
with Wesker should be used to destroy breakable walls in the Public Assembly 
and Prison stages in order to gain easier access to items and open new paths 
for Wesker to save time.  They can also be used to quickly defeat a chicken 
with the blast radius.

Finding a flash grenade plays a big part in Wesker's melee game since he can 
toss the grenade to set all surrounding Majini up for a head stun, to which he 
can perform a Cobra Strike to all stunned Majini to finish them off.  With a 
flash grenade comes the question of whether to finish off a possible Cephalo 
that might spawn or move on to the next stunned Majini quickly.  If the Majini 
are grouped close to each other then ignore the Cephalo and finish it off 
later, but if only a few Majini were stunned then go ahead and take out the 
magnum then finish it off immediately.

--> WESKER MIDNIGHT'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Wesker player can 
issue with the partner assist button followed by a direction.  These can only 
be performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Wesker: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Wesker: "It was in your best interest to assist me!"

04) Hold assist button + Up on the Directional Pad

    Wesker: "Go!"

05) Hold assist button + Down on the Directional Pad

    Wesker: "Wait!"

--> WESKER MIDNIGHT'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Wesker player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Wesker

    Wesker: "Your assistance is required!"
            "Help!"

02) While Wesker is in dying status

    Wesker: "How is this possible!?"
            "You failed me!"

03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Wesker player requests ammo from a partner

    Wesker: "I need ammo!"

--> WESKER MIDNIGHT'S PARTNER RESPONSES

Listed below are the responses that a Wesker player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Wesker: "Impressive!"
            "Good work!"
            "Nice work!"

02) Partner gives Wesker an item
03) Partner heals Wesker
04) Partner resuscitates Wesker
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Wesker: "It was in your best interest to assist me."
            "I suppose I should thank you!"
            "Ha!"

06) Partner is in dying status

    Wesker: "I'm coming!"
            "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Wesker: "Affirmative"
            "Fine."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Wesker has knocked off the partner with 
    a partner assist melee attack.

    Wesker: "You're getting better!"
            "Not bad!"
            "Good teamwork!"


                                                                         [CS10]
                    __    __            _               
                   / / /\ \ \ ___  ___ | | __ ___  _ __ 
                   \ \/  \/ // _ \/ __|| |/ // _ \| '__|
                    \  /\  /|  __/\__ \|   <|  __/| |   
               __    \/  \/  \___||___/|_|\_\\___||_|     __
              / /  __    _____    _         __     __     \ \
             / /  / _\  /__   \  /_\       /__\   / _\     \ \
            | |   \ \     / /\/ //_\\     / \//   \ \       | |
             \ \  _\ \ _ / /_  /  _  \ _ / _  \ _ _\ \ _   / /
              \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/


      .--------------------------------------------------------------.
      | How to unlock: Achieve an A-rank or higher on "Prison" stage |
      '--------------------------------------------------------------'

There is a reason why this former S.T.A.R.S. Alpha team leader stands on his 
high place above all others on the main title screen of The Mercenaries 
challenge mode.  Is it his Samurai Edge handgun that is superior to all other 
handguns in damage?  Not really.  Surely it's his L. Hawk magnum with its 
decent magnum damage and high piercing, right?  Getting warmer and there's only 
one option left.  Yes, that's right, buddy, the Hydra.  This shotgun can kill 
off the majority of boss enemies in about two hits from close range and it 
makes mincemeat out of normal Majini!


--> WESKER STARS' INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |  L. Hawk  |  Shotgun  |
                   | Ammo (30) |   (MAG)   |Shells (10)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |  Samurai  |           |           |
                   |   Edge    |           |   Hydra   |
                   |   (HG)    |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   '-----------------------------------'

Any hardcore Resident Evil fan will first notice that Wesker has the famed 
Samurai Edge customized handgun that was specialized at the Kendo shop in 
Raccoon City. The Samurai Edge handgun is exclusive to The Mercenaries mode and 
exclusive to the Wesker STARS character.  At 400 damage per shot, this gun 
packs the most power out of any character handgun.  The gun carries a decent 15 
bullet capacity and Wesker brings along an extra 30 handgun bullets.

His L. Hawk magnum carries an 8 bullet capacity.  Wesker does not bring along 
any magnum ammo for the L. Hawk, which is actually a good thing, if you ask me. 
You see, Wesker's main stopping power comes in the form of the Hydra shotgun 
and he really only needs to resort to the L. Hawk magnum for long range shots, 
so additional magnum ammo would only crowd his inventory much like Sheva 
Clubbin's crowded inventory of weapons and ammo.

Wesker's Hydra shotgun has a low capacity of 6 bullets.  He only brings along 
10 extra shotgun shells to go along with his Hydra.  A Wesker STARS player 
really needs to start stocking up on shotgun ammo very early to compensate for 
the 16 shells that Wesker begins with.

It's best to set up Wesker's inventory so that his Hydra can be reloaded 
through the inventory menu.  A Wesker player that reloads in real time has just 
severely ruined the effectiveness of Wesker's Hydra game.  Wesker STARS is a 
killing machine, don't ruin that rampage by severely crippling him with the 
Hydra's lengthy reload animation!

--> WESKER STARS' SAMURAI EDGE HANDGUN

                    .---------------------------------.
                    | Samurai Edge (HG)               |
                    |=================================|
                    | Firepower:    400               |
                    | Capacity:     15                |
                    | Reload Speed: 1.70 sec.         |
                    | Special:      ----------------  |
                    '---------------------------------'

Samurai Edge
------------

+ High firepower

- The Firepower can mess up potential melee attacks since it kills off Majini 
  too quickly in some cases


No, for the last time, the Samurai Edge is not a sword!  The Samurai Edge has 
the highest firepower of any of the handguns in The Mercenaries.  This weapon 
can bring down the majority of Majini in three shots and it can be used to set 
up some effective melee stuns.

Unlike Wesker Midnight, it is not good to try for a head stun into a Cobra 
Strike melee with Wesker's Samurai Edge since the Samurai Edge has a higher 
tendency for critical head shots when compared to Wesker Midnight's handgun.  
The Handgun also takes off more than Wesker Midnight's gun which means that 
Wesker STARS will only have about one chance to go for that head stun and then, 
if he misses the next shot or pinpoint aim for the head, he will likely kill 
off the Majini.

For a simple Town Majini, Wesker can simply aim for the legs and shoot once for 
a potential leg stun.  Directly after the first shot, he can run behind the 
Majini and perform his Mustang Kick melee in order to get a melee kill for 5 
bonus seconds.  If the first hit does not stun the Town Majini, then Wesker can 
shoot again and hopefully get a leg stun with the second shot.  After a second 
shot his frontal Tiger Uppercut will easily finish the weakened Majini off for 
a melee kill.

With only a capacity of 15 and extra starting ammo of 30, Wesker is going to 
have to switch over to the Hydra early in the battle most likely.  Don't limit 
yourself to only the handgun since Wesker should really be played as more of a 
powerhouse than a bonus second grabber.

--> WESKER STARS' HYDRA SHOTGUN

                    .---------------------------------.
                    | Hydra (SG)                      |
                    |=================================|
                    | Firepower:    500               |
                    | Capacity:     6                 |
                    | Reload Speed: 3.67 sec.         |
                    | Special:      Attack Range: 15  |
                    '---------------------------------'

Hydra
-----

+ Heavy damage from up close

- Very low capacity

- Painfully long reload animation

Wesker's Hydra is easily the most powerful shotgun in The Mercenaries.  Don't 
let that 500 firepower fool you.  This gun can kill a boss enemy in two hits if 
Wesker is close enough for the boss to feel the full spread of the gunshot.  
The gunshot spread from close range deals some extremely intense damage!  One 
shot from this gun can break a Wetland Majini's shield and kill it all in the 
same shot.  It can instantly defeat a Cephalo from close range while aiming at 
its head.  If a crowd is in front of Wesker then aim forward and shoot about 
two times with the Hydra and the crowd will no longer be there after both 
shots; it's a magic trick.

The Hydra is effective at mid range, but it doesn't take off near as much 
damage as it will from close range.  You want Wesker to be right up in an 
enemy's face when he shoots this gun so that enemy can feel all of love that is 
packed into a single Hydra shot.

With all that power comes some faults however.  The gun has a painfully long 
3.67 seconds of reload animation per reload and the gun can only carry six 
shotgun shells at a time.  This gun is going to be reloaded very often and at 
the rate that a Wesker player will be using this gun, the reload time can 
easily sneak up on a player.

The Hydra shotgun's extremely long reload animation can be solved by simply 
reloading through the inventory menu often.  I would highly recommend reloading 
after about two or three shots also.  With this weapon's low capacity, the 
reload time can so very easily sneak up on a player and make that player go 
through a reload animation that is very likely to get Wesker hit in the 
process.

--> WESKER STARS' L. HAWK MAGNUM

                    .---------------------------------.
                    | L. Hawk (MAG)                   |
                    |=================================|
                    | Firepower:    2,300             |
                    | Capacity:     8                 |
                    | Reload Speed: 1.53 sec.         |
                    | Special:      Level 5 Piercing  |
                    '---------------------------------'

L. Hawk
-------

+ Decent damage for a magnum

+ Quick reloading, much like a handgun

+ Much more effective at long range when compared to the Hydra shotgun


When it comes to instant damage, the L. Hawk magnum takes a backset to the 
Hydra shotgun when at close range, but from a distance a Wesker player will 
want to resort to the L. Hawk magnum rather than his other weapons.  This gun 
takes off some really good damage and it isn't confined to a certain range.  
With pinpoint aiming the Executioner can be shot from the other side of the 
Public Assembly and still receive all 2,300 worth of damage rather than nothing 
from the Hydra or 400 from the Samurai Edge.

The L. Hawk has some an extremely good quick reload animation also.  It even 
reloads faster than the Samurai Edge!  It packs a decent capacity of 8 magnum 
bullets at a time as well. I wouldn't really recommend stocking up on magnum 
ammo throughout a battle since Wesker won't be using this magnum all that much. 
Due to the Hydra's dominance in damage, I sometimes find myself shooting normal 
enemies with the L. Hawk Magnum just to get rid of some of the ammo that I 
accidentally picked up or just to say that I shot the weapon a few times during 
the battle.  Wesker's main focus should be on collecting shotgun shells for his 
Hydra rather than magnum ammo for the L. Hawk.


--> WESKER STARS' MELEE ATTACKS

       .--------------------------------------------------------------.
       | Melee Command        | Type of Melee                | Damage |
       |==============================================================|
       | Cobra Strike         | Head Stun Melee              | 1,200  |
       | Panther Fang         | Arm Stun Melee (front)       |   300  |
       | Jaguar Kick          | Arm Stun Melee (back)        |   300  |
       | Tiger Uppercut       | Leg Stun Melee (front)       |   400  |
       | Mustang Kick         | Leg Stun Melee (back)        |   500  |
       | Windfall             | Ground Melee                 |   600  |
       | Rhino Charge         | Tag Team Melee (front)       | 4,000  |
       | Ghost Butterfly      | Tag Team Melee (back)        | 4,000  |
       | Elbow Strike         | Partner Assist Melee         |   500  |
       | Tiger Uppercut       | Counter Melee on Licker Beta |   600  |
       | Stab                 | Ground Melee on Licker Beta  | 1,200  |
       '--------------------------------------------------------------'

Wesker's leg stun melees go along with the intense damage of his handgun rather 
well when performed during a leg stun.  A Town Majini will be defeated after 
one leg stun if a Mustang Kick is used from behind and the Majini will fall 
from a Tiger Uppercut if two Samurai Edge shots are used for a leg stun.  
Wesker's Windfall ground melee can be performed on any Majini that falls from 
any of his gunshots for an immediate kill as well.

Wesker STARS is not really going to be taking advantage of his Cobra Strike 
head stun melee that much since the Samurai Edge will not allow for too many 
head stuns.  Half the time a player will gain a critical headshot or take off 
way too much damage on a Majini from missed shots while trying to aim for the 
head when attempting a head stun with the Samurai Edge.

Much like Wesker Midnight, Wesker STARS can still take advantage of a flash 
grenade when thrown at a crowd of Majini in order to set the whole crowd up for 
constant Cobra Strikes as they stagger after being blinded with a flash grenade 
toss.  Wesker can also take advantage of a grenade launcher's flash rounds for 
performing Cobra Strikes to a crowd as well.

--> WESKER STARS' DASH ATTACK

           .---------------------------------------------------.
           |  Command    |  PlayStation 3  |     Xbox 360      |
           |===================================================|
           |    DASH     |       R3        |        RS         |
           |---------------------------------------------------|
           |  TURN WHILE |  Right analog   | Right thumbstick  |
           |   DASHING   | in a direction  |  in a direction   |
           |   (CHANGE   |      + X*       |       + A*        |
           |  DIRECTION) |  (during dash)  |   (during dash)   |
           |---------------------------------------------------|
           | RISING KNEE |       R1**      |        RT**       |
           |             |  (during dash)  |   (during dash)   |
           '---------------------------------------------------'
*  Can turn (change direction) up to the three times while dashing.  A 
direction change must be done during the first few steps of each dash.
*  Use "Left analog/thumbstick in a direction + X (or A)" with control types A 
or C.
** [] (or X) with control types A or C.

Wesker's special dash attack can be performed at any time by pressing in on the 
right thumbstick (or analog).  Press in on the thumbstick to make Wesker charge 
then suddenly dash across the current area.  Wesker can change direction during 
the first few animation frames (or steps) of the dash by pressing in another 
direction with the right thumbstick and tapping the run button at the same 
time.  He can turn backward, to the right and to the left while dashing.  
Wesker can perform a total of three direction changes per dash.  Wesker can 
also end any dash with a rising knee melee attack by pressing the R1 (or RT) 
button at any time during any portion of the dash.

Each dash performed takes away a small chunk of Wesker's health, but multiple 
dashes during a single dash will not drain Wesker's health.  Don't spam this 
move too much or Wesker will wind up in orange health rather easily.  He will 
not be able perform it when near dying status but can perform it more once 
healed with a healing item.

This move is most effective when used against a crowd of enemies since each 
dash will damage an enemy as Wesker dashes by them.  Simply stand in front of a 
group of enemies then push in on the right thumbstick to begin the dash then 
quickly change direction by pressing back on the right thumbstick and the run 
button to run back into the enemy crowd and damage them with another quick 
dash.  Keep changing directions and running back and forth through a crowd to 
damage all the enemies in that group.  When Wesker changes direction for the 
third time, be sure to press the R1 (or RT) button to perform a knee while 
ending the dash.

Key aspects of Wesker's Dash:

1) An enemy killed by a dash will give Wesker 5 bonus seconds.  This is PERFECT 
   for the Bui kichwa enemies in the Village stage.
2) An enemy killed by the rising knee will give Wesker 5 bonus seconds.
3) Wesker is completely invincible once he begins to dash. *
4) Each dash is like an arm stun melee, in that it will bounce an enemy so that 
   a partner can hit the Majini with another bouncing arm stun melee.  It's 
   much like the start of a tag team melee sequence for Chris' Haymaker and 
   other character specific tag team melee attacks.

(*Wesker is NOT invincible during the charging animation for the dash)

- Youtube video of Wesker dash move with turning displayed

http://www.youtube.com/watch?v=8dZngR95jGQ

(please note that the player in ^that video is not Berserker)

- Discussion on Tag Team Commands from a Dash

Whenever Wesker hits a Majini with a dash, that dash is much like an arm stun 
melee attack that makes a Majini stagger.  Whenever Wesker dashes back and 
forth while turning, each hit delivered to a Majini will be like a separate arm 
stun melee.  So, basically it's as if the game is counting his dashes as two 
characters tag teaming a Majini.

With that in mind, a partner can rush up to any Majini that Wesker has hit 
twice with a dash and get an instant tag team melee command on the Majini.  For 
instance, if Wesker hits a Majini twice by dashing and turning then dashing 
directly into it again, then a Chris player can run to the back of that Majini 
to get a Back Hand command or to the front of the Majini to get a Haymaker 
command.  Any Majini that has only been hit once by Wesker will result in a 
normal arm stun melee attack if the partner tries to hit the staggering Majini.

It's all very interesting how Wesker's dash can work when two players cooperate 
during one his Wesker's dashes when he dashes back and forth among a group of 
Majini.  The partner character can get a 5 second bonus per Majini melee kill 
resulting from a dash hit stagger and Wesker himself can get a 5 second bonus 
per Majini that is killed by a dash or his Rising Knee at the end of the 
dashes!

--> WESKER STAR'S MELEE KILLS

Killing off any enemy with a melee will give the player a +5 second bonus, 
which will be added to the clock.  Finishing off as many enemies as a player 
possibly can with melee kills is one of the main keys to scoring high in the 
Mercenaries.  All leftover time will be added to a player's main score at 1,000 
points per second!

Exceptions to melee kills with Town, Base and Wetland Majini:

  - Female Majini, explosive arrow Majini and shield Majini all have less life 
    than other normal Town and Wetland Majini so they will die within less 
    shots than what I have listed.

  - The Rocket Launcher Majini will always perform a "lean backward" sort of 
    stun after being shot a few times.  This counts as a leg stun, so rush 
    behind him and perform a melee after he leans back for a more damaging 
    melee that might kill him off.

  - Another exception is the Majini with sunglasses in the Public Assembly 
    which has more life than the rest of the Majini in Public Assembly.  Kill 
    him off with an instant kill melee or head crush ground melee while facing 
    the head of his grounded body.

The following section lists methods to obtain melee kills for Wesker STARS.

-----------------------------------------
Town, Base and Wetland Majini Melee Kills
-----------------------------------------

** Samurai Edge head stun shot --> Cobra Strike

Wesker STARS can perform the same melee kill sequence as Wesker Midnight by 
shooting an enemy in the head for a head stun and then follow that up with a 
Cobra Strike melee, but a player cannot afford to miss with Wesker STARS.  A 
hit in the head then hit anywhere else on the body from the Samurai Edge 
handgun is very likely finish off a Majini, so a player must not miss with the 
handgun most of the time when trying for this melee kill sequence.

** Samurai Edge leg stun shot --> Mustang Kick

Shoot a Majini in the legs with one Samurai Edge shot then quickly run behind 
it and perform Wesker's Mustang Kick from behind to finish off the Majini.  
This will finish off most Majini, but every now and then, one might survive, so 
be prepared to finish if off with a Windfall ground melee just in case.

** Samurai Edge shot --> Samurai Edge leg stun shot --> Tiger Uppercut

After a Majini has been shot once with the Samurai Edge, another shot can be 
fired at its legs in an attempt for a leg stun.  Wesker can finish off Majini 
with a Tiger Uppercut.  This is a perfect setup to know for when a single shot 
leg stun is missed for the Mustang Kick melee kill or when a shot misses the 
head and hits the body of a Majini.  Every now and then, two hits from Wesker's 
Samurai Edge will immediately kill off a Majin however.

** Samurai Edge leg stun shot --> Tiger Uppercut (explosive arrow and shield 
Wetland Majini)

A single Samurai Edge handgun shot to the legs for a leg stun followed by a 
Tiger Uppercut will kill off an explosive arrow Majini and a shield Majini.  
Wesker STARS can't shoot through wooden shields so a player will have to aim at 
the shield Majini's legs and avoid hitting the shield.

** Samurai Edge leg trip --> Windfall

After a Majini has been hit with one shot from the Samurai Edge, a Windfall to 
any portion of the body will kill it off for a melee kill.

** Walk around to head portion of undamaged grounded Majini --> Windfall

Like Wesker Midnight and all Chris types with his Stomp, Wesker STARS can 
achieve a head crush on an undamaged grounded enemy by walking over to the head 
portion and performing Windfall ground melee to crush the Majini's head.

** Dash

Wesker can perform his dash directly into a crowd of Majini and dash back and 
forth against the crowd to possibly finish them off with a dash which will 
count as a melee kill.  A player can turn back and forth while dashing into and 
out of a crowd and trap them.  Wesker can also hit a Majini with his Rising 
Knee finisher at the end of the dashes.  See the melee section for Wesker to 
find out how to control the dash.

Each dash hit will hit a Majini much like an arm stun melee, so in Duo play, 
the partner can rush up to any Majini that Wesker hits and perform a melee to 
the staggering Majini.  If the partner waits until the Wesker has hit a Majini 
at least twice then the partner can run up to that Majini and receive a tag 
team melee command to finish off that one Majini or multiple Majini with one 
melee.

** Flash Grenade/Round --> Cobra Strike

BE SURE to pick up any flash grenades that Wesker comes across since he can 
toss these at a group of Majini to set them all up for head stun melee attacks. 
A Wesker player can run up to each of the stunned Majini and finish it off with 
his Cobra Strike melee for an instant kill.

Partners that join Wesker in Duo mode can help a Wesker player out by tossing a 
flash grenade or shooting a flash round toward a group of Majini to stun the 
surrounding Majini for him.  It's really best to give the Wesker player flash 
grenades rather than toss them for him since you don't want to accidentally 
blind your Wesker Midnight player and mess up his Cobra Strike spammage, now do 
you?

---------------------
Bui kichwa Melee Kill
---------------------

** Dash

Wesker can dash directly into any Bui kichwa in the Village stage and finish it 
off immediately for a melee kill.  The Bui kichwa cannot survive a single dash 
from Wesker.  It is imperative that you learn how to turn while using Wesker's 
dash in order to further exploit this method.  Dash directly into a crowd of 
Wetland Majini and Bui kichwa and dash back and forth (back + Run on 
thumbstick) to finish off the Bui kichwa and possible some Wetland Majini.  See 
Wesker's melee section to learn how to control his dash.

Keep in mind that in Duo mode, the partner can perform melees to the staggering 
Majini that Wesker has hit since this dash works as an arm stun hit.  After 
Wesker hits a single Majini twice, the partner can run up to that Majini and 
perform a tag team melee to finish off single or multiple Majini with one 
melee.

--> EFFECTIVE PARTNERS FOR WESKER STARS

---------------
Wesker Midnight
---------------

Both Wesker types can still use the head stun + Cobra Strike melee to boost 
bonus seconds from melee kills, but Wesker STARS is a bit more limited this 
time, especially if a headshot is missed with Wesker STARS.

---------
Jill BSAA
---------

Jill BSAA is the absolute best of partners for Wesker STARS.  Jill has the 
flash grenades that a Wesker STARS player so desires, so she can give them to 
Wesker or keep them for herself to toss at grouped Majini.  If a Jill player 
decides to discard her PX4 handgun then that player should give the spare 
handgun ammo to Wesker STARS since his is rather limited from the start. The 
only flaw here is that Wesker player is going to nearly always have to help 
Jill take on a boss since she lacks the stopping power to kill a boss quickly.

----------------
Jill Battle Suit
----------------

Jill can easily spam her Double Knee Drop ground melee on Majini while Wesker 
is busy Cobra Striking his way to a high score.  Jill Battle Suit can fend off 
a boss enemy by herself better than a Jill BSAA player as well, so a Wesker 
Midnight player will not have to worry about keeping her in sight in order to 
help out.

-----------
Chris STARS
-----------

If Chris STARS can find some flash rounds, he can shoot them into a crowd of 
Majini so that Wesker STARS can perform his Cobra Strike to all of them.  Be 
careful not to blind your Wesker STARS player however.

----------
Sheva BSAA
----------

If a Sheva BSAA player discards her handgun (which is rather useless) then she 
can give her handgun ammo to a Wesker STARS player.  Her ammo will keep him 
well stocked for quite a while.  Sheva can have a good melee kill game with 
only her VZ61 alone so she does not really need her handgun.

--> SCORING HIGH IN SINGLE PLAYER WITH WESKER STARS

Wesker STARS has a much easier single player game than any of the characters in 
Mercenaries because he has the perfect arsenal of weapons to deal with any 
situation.  He has a magnum and a very powerful shotgun that can defeat a boss 
within a few hits.  His magnum can actually be discarded at the beginning of 
the round in favor of picking up more shotgun ammo and handgun ammo from enemy 
item drops.  His Hydra shotgun from close range is the perfect boss killing 
machine.  It lacks the long range of the L. Hawk magnum but when in close 
range, the Hydra's power is simply astonishing to the point of being a tad 
overpowered for a shotgun.

Wesker STARS can still use a headshot + Cobra Strike melee to his advantage for 
easy melee kills that will add seconds to the clock but there is no room for 
error unlike there is with Wesker Midnight.  A Wesker STARS player only gets 
one chance at a headshot since his handgun is so powerful.  A Wesker STARS 
player can also use a leg shot + Mustang Kick or two leg shots + Tiger Uppercut 
to his advantage for melee kills as well.

Wesker STARS can still take advantage of flash grenades and toss them for 
instant stuns on Majini crowds to set them up for his Cobra Strike melees.  
Like with Wesker STARS, try to work Majini into a tight corridor when 
performing Wesker's Cobra Strike melee for a better chance at hitting more than 
one Majini.  If a Cephalo ever spawns on Wesker then simply take out the Hydra 
and fire off a shot from close range to finish it off with one shot.

--> WESKER STARS' BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Wesker player can 
issue with the partner assist button followed by a direction.  These can only 
be performed in duo mode.

01) Tap assist button
02) Hold assist button + Right on the Directional Pad

    Wesker: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Wesker: "It was in your best interest to assist me!"

04) Hold assist button + Up on the Directional Pad

    Wesker: "Go!"

05) Hold assist button + Down on the Directional Pad

    Wesker: "Wait!"

--> WESKER STARS' PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Wesker player can 
issue to a partner.  Press the assist button to perform the following responses 
during the action listed.  These can only be performed in Duo mode.

01) When an enemy has grabbed Wesker

    Wesker: "Your assistance is required!"
            "Help!"

02) While Wesker is in dying status

    Wesker: "How is this possible!"
            "You failed me!"

03) When Wesker runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Wesker player requests ammo from a partner

    Wesker: "I need ammo!"

--> WESKER STARS' PARTNER RESPONSES

Listed below are the responses that a Wesker player can trigger by pressing the 
assist button during the following actions.  In order to perform each one with 
more accuracy, press and hold the assist button when you go to perform each 
response.  Holding the button for a few seconds will keep your character from 
accidentally saying "Come on".  If the response doesn't work the first time, 
then press and hold the assist button again.

When it doesn't work the second time, that usually means either the time for a 
response has elapsed, or the action was not counted as one that can be 
responded to; every now and then responses will not activate when they should. 
These can only be performed in duo mode.

01) Partner critical headshot (when an enemy's head bursts from a partner 
    handgun, magnum, or rifle shot - the shot MUST BE the random critical 
    headshot)

    Wesker: "Impressive!"
            "Good work!"
            "Nice work!"

02) Partner gives Wesker an item
03) Partner heals Wesker
04) Partner resuscitates Wesker
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Wesker: "It was in your best interest to assist me."
            "I suppose I should thank you!"
            "Ha!"

06) Partner is in dying status

    Wesker: "I'm coming!"
            "Hold on!"

07) Partner performs a request
08) Partner performs an action command
09) Partner performs an action command while in a hoisting/preparing to jump 
    pose

    Wesker: "Affirmative"
            "Fine."

10) Partner melee attacks an enemy after a bounce/stagger animation from a 
    Hook, Kick, Twist Kick or Knee (double team attack) [CAN'T BE ACTIVATED ON 
    BOSSES]
11) Partner melee attacks an enemy with a special tag team melee attack
12) Partner melee attacks an enemy that Wesker has knocked off the partner with 
    a partner assist melee attack.

    Wesker: "You're getting better!"
            "Not bad!"
            "Good teamwork!"


===============================================================================
                    FREQUENTLY ASKED QUESTIONS (F.A.Q.)                  [FA00]
===============================================================================

[1]

Q) Which character is the easiest to achieve high score with in Mercs?

A) Wesker Midnight.  Shoot Majini in the head with his handgun then perform his 
   Cobra Strike head stun melee on them.  Keep repeating this to gain 5 bonus 
   seconds per kill.  His Cobra Strike takes off 1200 damage per hit so it will 
   always finish off any normal Majini.  Shoot Cephalos and bosses with his 
   magnum.  There are other factors besides the Cobra Strike that make Wesker 
   Midnight very effective but his head stun + Cobra Strike melee is the 
   biggest part of achieving a high score with him.  See his character section 
   for more details on him.

[2]

Q) Why did the stage end when I still have time leftover?

A) Because all 150 enemies in the stage were defeated before time ran out.  In 
   the Village stage, there are than 150 enemies, so there might still be 
   enemies on the screen once the stage ends.

[3]

Q) Is there any benefit to finishing a stage with time leftover?

A) You'll gain 1,000 points per leftover second when the stage ends with time 
   leftover, so yes, very much so.  With a full minute (60 seconds) leftover, 
   you will gain an extra 60,000 points.

[4]

Q) Which is more effective at raising a high score: kill chains or melee kills?

A) Both are effective, but melee kills should take priority over chaining kills 
   mainly in Duo play.  Whenever an enemy is killed with a melee, you're 
   basically adding 5,000 points to your total score if the stage is finished 
   by killing all 150 enemies since you'll gain 1,000 points per second 
   leftover.  By keeping a kill streak high, you'll only gain an extra 1,000 
   points per normal enemy defeated.

   If a chain can be accomplished while using melee kills in Duo play then both 
   the chained kills and the melee time bonus per kill will add up to a rather 
   high score, but you shouldn't really every pull out a magnum to keep the 
   kill streak going since you're basically giving up 5,000 points by not 
   killing that enemy with a melee.  Once you get into the really high kill 
   streak chains (above 50), it becomes questionable whether you should take 
   out a high powered gun at times to keep the kill chain going or not.  That's 
   more for you to decide.

   In single player, the kill chain is just as important as trying for melee 
   kills.  I would actually recommand taking out a high powered guns when the 
   kill streak timer has almost disappeared to keep the chain going for as long 
   as possible in single player since one melee killing character can't build 
   up as much time as two melee killing character can in duo play

[5]

Q) Should I run through a stage and hit all time bonuses first, kill enemies as 
   I hit time bonus, or save the time bonuses until right before the end?

A) It's really best to kill enemies along the way to each time bonus.  Some 
   time bonuses are in obscure locations where enemies are less likely to 
   follow at a quick rate, so in single player, you're going to need to lure 
   enemies toward the time bonus if you plan to keep a kill steak going.  As 
   you can imagine, it is much harder to kill off enemies along the way to each 
   time bonus, but it will most likely give you a higher score.

   While running and hiitng all time bonuses at the beginning or end of the 
   stage, you're actually wasting time in getting to each one.  That time could 
   have been spent, killing enemies as you progressed through the stage.

[6]

Q) Should I risk the kill streak to collect a combo bonus?

A) In both modes of play, you should always try to obtain combo bonuses.  In 
   single player, to maintain a kill streak, you'll have to lead enemies toward 
   a combo bonus chest or place a proximity bomb along the path to the chest so 
   that an enemy steps across it while your character is grabbing the combo 
   bonus.  It's always best to obtain a combo bonus later in the session 
   instead of right at the beginning, but there are some areas that your 
   character will likely not return to, so you might as well grab the combo 
   bonus while you're there.

   In Duo play, it's best to run and grab a combo bonus while one character is 
   busy killing enemies.  If your partner is surrounded by a few enemies and in 
   the middle of killing them, use that time to your advantage and seek out the 
   nearest combo bonus.  There is ALWAYS the potential that your partner may 
   get grabbed suddenly however, so be ready to quickly shoot off a possible 
   attacking Majini or seek out the nearest enemy to continue the kill chain.


===============================================================================
                               EVERYTHING ELSE                           [EE00]
===============================================================================

*******************************************************************************
                                  COPYRIGHT
*******************************************************************************

This document Copyright 2009 Kevin Hall (Berserker)

Resident Evil 5 Copyright 2009 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 RE5 Mercenary maps!  Recommend them on GameFAQs if you 
  enjoy them and visit his site: http://sephirosuy.blogspot.com/

- the_silent_man226 for helping me out with a bunch of testing and offering 
  suggestions.  He's my own personal labrat for RE5 and a very good friend!

- BossVirgo for the lock-on aiming technique during a partner Majini grab.

- Erik (EgHeadFool/Hapkido) for his extra tips for The Mercenaries mode.

- Radian_Planet for the extra info on Chris STARS' melee kills against Wetland 
  Majini.

- Dark Dreamer RD/Dreamer RD on Xbox LIVE for his stage techiniques and also 
  for giving my chosen character an identity.  I am now known as the Chris 
  STARS player that talks so much.  That'll work! Good job! Nice! Thanks!

- Piggyback Official Resident Evil 5 Strategy for hidden weapon stats and 
  mercenary info that is unattainable otherwise.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
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  '. \/\  '.                                                       .'  /\/ .'
    '.  \/\/'                                                     '\/\/  .'
      '.....'      T E A R   T H R O U G H   T H E   G A M E!     '.....'
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