Resident Evil 5: Gold Edition: Mercenaries Reunion 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

                  My site: www.berserkersblog.blogspot.com
                Youtube: www.youtube.com/user/BerserkerSTARS

                                Version: 1.0

                            Last update: 5/04/10

            Visit the RE5 Mercenaries site (Biohazard Mercenaries):
                    http://www.biohazardmercenaries.com
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

- DISCLAIMER
Basically ALL of the information in this guide is figured by myself with help 
from other players.  There is no official source for Mercenaries Reunion like 
there was for Mercenaries for figuring out weapon stats, damage amounts per 
melee, etc, so some of this information will not always be 100% exact.

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

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

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

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

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

  - Chris (Heavy Metal)  . . . . . . . . . . . . . . . . . . . . . [CS01]
  - Sheva (Fairy Tale) . . . . . . . . . . . . . . . . . . . . . . [CS02]
  - Josh (BSAA)  . . . . . . . . . . . . . . . . . . . . . . . . . [CS03]
  - Excella (Tricell)  . . . . . . . . . . . . . . . . . . . . . . [CS04]
  - Chris (Warrior)  . . . . . . . . . . . . . . . . . . . . . . . [CS05]
  - Sheva (Business) . . . . . . . . . . . . . . . . . . . . . . . [CS06]
  - Barry (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . . [CS07]
  - Rebecca (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . [CS08]

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

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


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

- RESIDENT EVIL 5 MERCENARIES
Resident Evil 5's original Mercenaries mode continued the tradition of an 
action minigame that Resident Evil 3 and Resident Evil 4 had started prior to 
it.  Resident Evil 5's Mercenaries had a total of 10 characters and 8 stages 
from the main game of Resident Evil 5.  Each character had unique weapons sets, 
abilities and melee attacks that could be used to battle against the various 
enemies and bosses in each stage.

A player had to maintain a combo chain by killing off enemies and, most 
important of all, a player had to build time through collecting time bonuses 
and perform a melee to finish off an enemy to gain a 5 second bonus per melee 
kill in order to gain a greater time once all enemies in a stage were finished 
off.  A player would gain 1000 points for each second that was left over at the 
end of each stage once all 150 enemies in a stage were defeated.

- RESIDENT EVIL 5 MERCENARIES REUNION
Mercenaries Reunion expands upon what the original Resident Evil 5 Mercenaries 
brought us.  It is an altered version of the normal Resident Evil 5 Mercs with 
new characters and updated stages.  The same 8 stages still remain but they 
have all been changed in some ways.  The enemy setups are different for each 
stage and the some of the item and time bonuse placements have been altered.

Reunion focuses more on the overall full combo chain gained through enemy 
killing when compared to the original Resident Evil 5 Mercenaries, which 
focused more on building time.  While leftover time is still needed to add 
additional points to an overall score, the main focus on Reunion is on keeping 
a full 150 combo for each stage.  Combo bonuses now play a bigger role in 
maximizing a score also.

The combo continues to add bonus points after the 50th kill now instead of 
giving a fixed bonus point amount per kill after 50.  The bonus points truly 
skyrocket in value after the 100th kill and any combo lost after that will not 
result in the highest score, guaranteed.  A player no longer has the comfort of 
of building time through melee kills to increase a run with a broken combo 
anymore since each leftover second is now only worth 300pts instead of 1000pts 
this time.

Each map now starts out with a very simple enemy setup.  Stages now get MUCH 
more intense around the 50th kill all the way to the end.  Majini spawn plagas 
constantly no matter the stage once the 50th kill is reached.  There is really 
no way to pinpoint which Majini will spawn a plagas this time either.  All 
plagas spawns are scripted, but when a player has about 20+ scripted plagas 
spawns in a mixture of 150 enemies that enter the field randomly, it's near 
impossible to tell which enemies are truly scripted plagas enemies.

- MERCENARIES REUNION AVAILABILITY
The full Mercenaries Reunion minigame is included in multiple packages that can 
be downloaded on PSN or Xbox LIVE.  Lost in Nightmares, Desperate Escape, 
Costume Pack 1 and Costume Pack 2 all contain portions of The Mercenaries 
Reunion.

Here is a breakdown:

Lost in Nightmares - The Mercenaries Reunion + Excella and Barry characters
Desperate Escape - Josh and Rebecca characters
Costume Pack 1 - Warrior Chris and Fairy Tale Sheva characters
Costume Pack 2 - Heavy Metal Chris and Business Sheva characters

The full Mercenaries Reunion minigame is also available through the "Untold 
Stories" package on Xbox LIVE or PSN.  A player can also pick up Resident Evil 
5: Gold Editon at local retailers and have access to all of the extra content.

** NOTE 1: Only the PS3 version of Resident Evil 5: Gold Edition includes all 
of the extra content on the game disc.  The Xbox 360 version includes a code 
that will allow a player to download the "Untold Stories" pack from Xbox LIVE.

** NOTE 2: If you buy Resident Evil 5 Gold Edition for Xbox 360, you will have 
to delete your "Extra Figures" download content if you downloaded that content 
from the Xbox LIVE marketplace.  The content is already on the disc and it 
conflicts with the Mercenaries Reunion mode.  A player will get a "Disc Read 
Error" when trying to select Mercenaries Reunion from the main menu if the 
download content is on the system.  This may also happen if you download the 
"Untold Stories" bundle from the marketplace as well.

This guide is as hardcore 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 they have 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.

*******************************************************************************
- 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

It is now updated for Resident Evil 5 Gold Edition.
*******************************************************************************
- BERSERKER'S YOUTUBE PAGE
I'll be posting up info in videos for Mercenaries Reunions on my Youtube page 
while still working on this guide.  I'll make up some tutorial videos for both 
Mercs Reunion and normal RE5 Mercs eventually, so check out my youtube page 
below if you're ever interested.

http://www.youtube.com/user/BerserkerSTARS
*******************************************************************************
- RESIDENT EVIL 5 MERCENARIES FORUM
If you are interested in finding out some alternate or brand new strategies, or 
you just want to hang out with some great RE5 Mercs players then visit the 
Resident Evil 5 Mercs site below and be sure to register on the forum.  You'll 
find players from the Xbox LIVE and PSN on the forums discussing their latest 
strategies.

http://www.biohazardmercenaries.com

In all honesty, the BioMercs site can give you more info than you can find in 
this guide or my original Mercs guide.
*******************************************************************************

- A BIT ABOUT ME
My username on the Biohazard Mercenaries site is "Berserker".  I post up extra 
details for Mercenaries all the time on the strategy board.  Some extra info 
that I have not yet added to my original Mercenaries guide can be found there.

Here is a link to my score thread on the forum (plug):

http://www.biohazardmercenaries.com/forums/index.php?topic=245.0

In Resident Evil 5 Mercenaries all of my high scores were gained while playing 
as Chris (S.T.A.R.S.).  I also used Chris (BSAA) and Chris (Safari) a bit.  In 
Reunion I cycle between Chris (Warrior) and Chris (Heavy Metal).

I sometimes host online duo games in both Mercenaries and Mercenaries Reunion 
on both PSN and Xbox LIVE, so feel free to join if you ever see me hosting.

PSN: Berserker_Kev
Xbox LIVE: Berserker Kev

I do not accept random friend requests.  If you ever want to message me about 
something then feel free too!  I prefer text messages overall.


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

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

Just like in the original Resident Evil 5 Mercenaries, the main goal of The 
Mercenaries Reunion is to chain kills on enemies and kill as many enemies as 
possible all while collecting time extenders and attempting melee kills on 
Majini 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.

The Mercenaries Reunion mode may be played through Solo play (by yourself) or 
Duo play (with a friend or online gamer).  All Mercenaries Reunion characters 
have a fixed equipment list that may not be changed from the start but each 
character can pick up different items (a grenade launcher on one stage) and 
more ammo from enemy drops or environemtnal pickups as the stage run 
progresses.  New stages will be unlocked as each stage is completed with at 
least a B-rank (Single = 20,000, Duo = 40,000).

****************** IMPORTANT NOTE ABOUT RESIDENT EVIL 5 MERCS *****************
Before skipping to the stage or character sections, make sure you read over the 
"5 Second Bonus Per Melee Kill" section.  Melee kills are not as important in 
Reunion as normal Resident Evil 5 Mercenaries, but they are still important for 
maintaining a good overall time to increase the score slightly. Playing Duo 
mercs with another player that does not attempt melee kills can limit the score 
for that run and cause much frustration for a partner that actually is 
attempting melee kills.  Simply going on a shotgun rampage all the time is 
still NOT the way to play Mercenaries and get a high leaderboard score in 
Resident Evil 5.

High Score (slightly higher)
----------------------------
+ Weaken Majini for a Melee Kill
+ Stun Majini for a Melee Kill
+ Perform Melee Kill to Majini
+ Instant Kill Majini With a High Powered Weapon Only to Save Kill Streak
+ Use High Powered Weapon for Boss Enemy But Try For Melee Finish

Low Score (slightly lower)
--------------------------
+ Frequent Instant Kills With High Powered Weapons
+ Frequent Instant Multiple Kills Through Explosives
+ Robbing a Partner of a Chance at a Melee Kill by Spamming Gunfire

Again, unlike Resident Evil 5 Mercenaries, the combo takes priority over melee 
killing Mercs Reunion, but melee kills still need to be used as often as 
possible for some extra points through extra time that is built while using 
them.  Toward the end of stage, it can get risky to melee kill with each 
character thanks to all the chaos that will ensues through plagas spawns, so a 
player MIGHT have to resort to weapon kills to quickly maintain the combo.

*******************************************************************************

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

The Mercenaries Reunion has two fixed difficulties per mode of play.  Single 
player mode has a difficulty of 6, which is equal to that of Normal mode in the 
main game or Resident Evil 5 and Duo mode has a difficulty of 8, which is equal 
to Veteran difficulty in the main game of Resident Evil 5.

Solo Enemy AI:

- While in close range, enemies will stand still before attacking longer in 
  solo.
- Enemies will recover from being knocked down slower in solo.

Duo Enemy AI:

- Enemies will charge a player more often in duo.
- Enemies will react with an attack quicker in duo.
- Enemies will recover from behind knocked down quicker in solo (sometimes 
  nearly instant)

In short, while playing on duo mode, players will experience much more 
aggressive enemies.

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

Dying in a Mercenaries Reunion 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 Solo mode, the player can resuscitate the controlled character 
by tapping the assist button to revive the current character while that 
character staggers in dying status.  The player's life will begin to restore as 
the assist button is tapped.

An attack that places a player into dying status a second time without any 
prior healing will send that character even deeper into dying status (much less 
red life gauge left) and the player will have a MUCH greater time to recover 
while enemies may freely attack.

===================
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 
counting stage bosses and the chicken enemy.

 -- 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      =         800  | '-----------------------------------------'
| Adjule           =         800  |
| Duvalia          =         900  |
| Big Man Majini   =       1,000  |
| Chicken          =       2,000  |
'---------------------------------'

NOTE: Village and Ancient Ruins go over the 150 enemy limit becauske of Kipepeo 
enemies that spawn from Wetland Majini.  Both the Kipepeo spawn from the 
Wetland Majini and the Kipepeo kill count as two separate kills.

=================================
THE COMBO SYSTEM (CHAINING KILLS)
=================================

Kills can be chained if enemies are defeated within 10 seconds apart from each 
other for a great point value.  Directly after two kills have been chained, an 
indicator of the current number of kills chained will display in the top right 
hand corner of the screen.  The amount of kills will display in a white text 
font.

The indictor will flash a blue color for each multiple of 10 that has been 
reached.  As the 10 seconds go by the current combo indicator will begin to 
flash and flash more rapidly as the 10 seconds are almost up.  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.  The bonus amount 
that has been gained through the enemy kill chain will be awarded at that time.

(NOTE: The boss bonuses listed below are not all entirely correct.  The final 
kill is worth more points than what I have.  I'm still trying to figure out how 
much it's worth overall.)

     .-------------------------------------------------------------.
     | 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   |
     |     50-59     |   + 1,000 per kill   |   + 7,000 per kill   |
     |     60-69     |   + 1,200 per kill   |   + 8,000 per kill   |
     |     70-79     |   + 1,400 per kill   |  + 10,000 per kill   |
     |     80-89     |   + 1,700 per kill   |  + 12,000 per kill   |
     |     90-99     |   + 2,000 per kill   |  + 15,000 per kill   |
     |    100-109    |   + 3,000 per kill   |  + 20,000 per kill   |
     |    110-119    |   + 4,000 per kill   |  + 26,000 per kill   |
     |    120-129    |   + 6,000 per kill   |  + 34,000 per kill   |
     |    130-139    |  + 10,000 per kill   |  + 40,000 per kill   |
     |    140-149    |  + 15,000 per kill   |  + 45,000 per kill   |
     |    150+       |  + 50,000 per kill   |  + 70,000 per kill   |
     '-------------------------------------------------------------'

Unlike the original Resident Evil 5 Mercenaries, chaining kills is absolutely 
mandatory in The Mercenaries Reunion if a player wants to achieve the highest 
possible score.  The full combo per stage should take full priority over time 
bonuses received from melee kills, combo bonus chests and even a time bonus!

In other words:

1) If a possible prolonged melee kill is about to risk the combo chain, kill 
   the enemy with gunfire and forget about the +5 second time bonus that will 
   be received from the melee kill.
2) If collecting the combo timer from a combo bonus chest will risk the combo 
   too greatly, leave it.
3) If you are at the 149th kill and you see a 60 second time bonus in the 
   distance that will cost you the 150th combo chain in getting to it, forget 
   about the time bonus and kill the 150th enemy to include that enemy in the 
   chain and you'll receive a higher overall score.

In normal Resident Evil 5 Mercenaries, the full 150 combo was worth 129,170 in 
bonus points per normal enemy since each chain after 50 would continue to give 
a player 1,000 points per kill.  In The Mercenaries Reunion, the full combo 
from 150 normal enemies is now worth 531,170 since the combo system continues 
to increase in point value for ever multiple of 10 after the 59th kill.

NOTE: Normal enemies are considered any enemy except for those labeled as 
bosses in the "Enemy Score Amount" listing.  Basically, the Executioners, 
Reapers, Giant Majini, Gatling Gun Majini and Chainsaw Majini are all 
considered boss enemies.  The chicken is a normal enemy.

The following is a breakdown of the current bonus received at the starting of 
each kill range based on 150 normal enemies:

         .-------------------------------------------------------.
         | CURRENT COMBO | NORMAL ENEMY BONUS WITH NO BOSS BONUS |
         |=======================================================|
         |       2       |    + 20                               |
         |       3       |    + 70                               |
         |       4       |    + 170                              |
         |       5       |    + 370                              |
         |       6       |    + 620                              |
         |       7       |    + 920                              |
         |       8       |    + 1,270                            |
         |       9       |    + 1,670                            |
         |     10-19     |    + 2,170                            |
         |     20-29     |    + 7,270                            |
         |     30-39     |    + 13,370                           |
         |     40-49     |    + 20,520                           |
         |     50-59     |    + 29,170                           |
         |     60-69     |    + 39,370                           |
         |     70-79     |    + 51,570                           |
         |     80-89     |    + 65,870                           |
         |     90-99     |    + 83,170                           |
         |    100-109    |    + 104,170                          |
         |    110-119    |    + 135,170                          |
         |    120-129    |    + 177,170                          |
         |    130-139    |    + 241,170                          |
         |    140-149    |    + 346,170                          |
         |    150+       |    + 531,170                          |
         '-------------------------------------------------------'

So, at the combo range of 30, a player will receive 13,370 if the combo was to 
end at exactly 30.

Combo starting at 10 + 21-29 combo bonuses + kill 30 bonus = full bonus by 30
2,170                + (600 * 9)           + 700           = 13,370

NOTE: Keep in mind that the above numbers are all figured based on normal 
enemies (no bosses).  Experimental Facility is the only stage with 150 normal 
enemies.

===================================
RISING BONUS POINTS FROM BOSS KILLS
===================================

Check out the combo bonus system above and notice how the bonuses for killing a 
boss continue to rise.  In normal Mercs, the boss bonuses reached a fixed 
amount of 7,000 points for each boss kill after 50 and each boss kill beyond 
that amount.  In Mercs Reunion, the boss kill bonuses continue to rise until 
the final kill is made.  If a boss is killed as the 150th enemy, a player will 
get an intense score amount for defeating that boss.

In Mercenaries Reunion, part of a high score depends on saving bosses until 
later in the kill chain.  The boss can be weakened, but the moment it is 
killed, the bonus points will be awarded.  It's best to lure a boss around some 
type of path while killing enemies or find some way to stun the boss (flash 
round/grenade/magnum shot) while you melee kill enemies.  A player will have to 
keep a boss alive in both solo and duo for the maximum point amount.

In stages such as Public Assembly, a player can usually wait until about the 
139th kill then start to finish off the bosses.  The first Executioner in 
Public Assembly will give a player an extra 45,000 points for being finished 
off as the 140th enemy.  The player can defeat the second Executioner during 
any portion of the 140 range then finish off the final Executioner as the 150th 
kill to get an extremely high bonus point amount.

Obviously, it is much harder to save bosses in some stages when compared to 
others.  Some characters come better prepared to save bosses as well.  
Excella's flash rounds help out greatly for stunning a boss and Barry's high 
powered magnum with a quick rate of fire works extremely well for finishing off 
bosses quickly.

=============
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.

A combo bonus chest is given in place of the current kill chain bonus point 
amount if the kill chain is kept.  Instead of receiving +20 points at the 
second kill, a player will receive +1000 points for the second kill.  Instead 
of receiving 850 points at kill 40, a player will receive +1000 points for the 
40th kill.  Basically, grabbing one of these is like having a kill chain within 
the range of 50-59 kills for a 30 second period.  Since these act like a combo 
chain bonus, they have no effect once the combo kill chain is at 50 or over 50.

NOTE: Once again, activating a combo chest with a kill chain of 50+ is useless 
since the player(s) is (are) already receiving 1,000 bonus points for each 
normal Majini kill.  The 1,000 point bonus received from the combo chest cannot 
override the current bonus since a player is already awarded 1,000 points per 
kill by combo 50.

==========
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 bonus per kill resulting from a melee kill.  Even 
though the time extension is minimal per melee kill this little bonus can be 
used to build time and gain extra points from leftover time at the end of a 
stage run.  Characters that have heavy damaging melee attacks can easily 
perform constant melee moves to keep adding seconds to the clock.

                    **  Each second leftover = 300pts  **

Ending a stage by killing all 150 enemies early will give the player an extra 
300 points per second leftover.  So if a player ends a stage early with 60 
seconds left over then that player will gain a bonus 18,000 points added to the 
score total once the stage ends.  Unlike normal Resident Evil 5 Mercenaries, 
leftover time in Mercenaries Reunion does not play near as much of a role in 
high scoring BUT it is still a factor in high scores.

=============================
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 unless the enemies actually dies from a melee hit.

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 Rebecca's Flame Spray have a tendency to hit more than one enemy when 
enemies are grouped and - with its extreme power - it will finish off any 
normal Majini that it manages to hit.

Melee kills are important in both duo and solo mode.  They are mainly important 
for building time in order to finish a stage in solo mode.  In duo mode, with 
two characters melee killing at the same time, they can actually be used to 
build extra time for extra points more often.

==============
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 solo mode, 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 
in order to gain a high rank.

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

Spawn points are portions of a map where enemies will drop into the stage. 
These might be a certain portion of a fence or a hole in the ceiling.  A player 
can camp out near these spawn points and shoot enemies as they drop but the 
spawning region factor mentioned below will keep a player from gaining too many 
kills from one particular spawn point.

Boss enemies all have their own fixed spawn points.  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.

NOTE: Keep in mind that each stage can only hold a maximum of 12 enemies on the 
stage at one time.  This includes the chicken and any boss enemies.  Enemies 
that camp out in a certain portion of the map count toward the 12 maximum 
number of enemies and limit enemy spawning with their prescence.

=======
REGIONS
=======

Each map has multiple regions that a player must step into in order to make 
some enemies spawn from certain spawn points.  Some regions cover a wide range 
of the full map while other areas are much smaller.  A player must enter all 
regions 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.

=============
PLAGAS SPAWNS
=============

Majini plagas spawns are MUCH more widespread in Mercenaries Reunion when 
compared to normal Mercenaries.  The only type of plagas transformation that 
will count as a kill is a Kipepeo spawn from a Wetland Majini.  All other 
plagas spawns - Cephalo spawns and Duvalia spawns - will not count as a kill if 
the Majini starts to transform after being shot.

When a Majini spawns a Cephalo or a Duvalia, take out a high powered weapon and 
defeat the plagas instantly or quickly turn toward another Majini and shoot it 
to help maintain the kill streak.  Duvalias take a few seconds longer to form 
than Cephalos and a Duvalia is invincible to any type of gunfire except for a 
burst of light or a direct hit with an explosive while the Majini transforms.

The best way to handle a plagas is to toss a flash grenade at it or shoot a 
flash round at it - a Duvalia can be killed while it transforms with either of 
these weapons.  Either type of flash explosive will kill the plagas 
immediately.  If you don't have a flash grenade or flash round then you'll have 
to defeat it quickly with powered weapon or quickly kill a nearby Majini to 
maintain the kill streak.

A hand grenade tossed directly below a plagas or a proximity bomb is another 
way to quickly defeat a plagas enemy such as a Cephalo or Duvalia.  A hand 
grenade will kill a Duvlia while it mutates just like a flash grenade will if 
the explosion from the hand grenade hits it directly (the hand grenade goes off 
underneath it).

========================================
MAJINI STUN ANIMATIONS FOR MELEE ATTACKS
========================================

(NOTE: Sometimes these stuns require two shots in a certain area of the body)

--> HEAD STUN

Shot in head from back or front

Stun animation(s):
.---------------------------------------------.
| Grab face and stumble backward              |
| Grab face and stumble forward               |
| Grab face and stumble slightly backwards    |
| Grab face and look downward and to the side |
| Look downward and to the side               |
'---------------------------------------------'

Comments: This stun comes in a variety of different animations.  The staggering 
stun is the longest yet other head stuns where the Majini remains still are 
quite short.

This particular stun can be hard to realize sometimes thanks to the many 
different animations associated with it.  Not all of the head stun animations 
involve the Majini staggering in a direction, so be sure to pay attention to 
the way the Majini reacts and keep the list above in mind.

--> ARM STUN

Shot in upper arm from back or front

Stun animation(s):
.-----------------------------------------------------------------.
| Flinch to right and grab arm                                    |
| Flinch to left and grab arm                                     |
| Lean forward and grab right arm (shot in right arm from behind) |
| Lean forward and grab left arm (shot in left arm from behind)   |
'-----------------------------------------------------------------'

Comments:  This is one of the harder stuns to get since stronger Majini usually 
take multiple shots in the upper arm in order for them to strike this pose.  
This stun doesn't last that long, so react quickly with your melee attack 
afterwards.  An arm stun is completely random as to when it will occur, so the 
stun animation may not activate on the first shot to the arm.

You have to basically aim for the bicep or elbow area.  Shooting a Majini from 
the front portion of the arm will make it flinch and shooting a Majini from the 
back of the arm will make it lean forward.  It's best to shoot the unequipped 
arm since a shot toward an arm that is holding a weapon will usually only 
stagger the Majini and make it drop its currently equipped weapon.  Usually the 
left arm is the best choice for the most part but there are certain weapon 
wielders that are best shot in the right arm.  For Majini with two-handed 
weapons, shoot them in the left arm since the right arm is their main grasping 
arm for the weapon.

--> LEG STUNS

a) Shot in upper leg from back or front:

Stun animation(s):
.------------------------------.
| Bend down and grab right leg |
| Bend down and grab left leg  |
'------------------------------'

Comments: This stun last just about as long as a head staggering stun giving 
your character plenty of time to hit the Majini.  Like an arm stun, this stun 
is completely random and may require multiple shots to the leg in order to 
activate.

b) Shot in lower leg from back or front:

Stun animation(s):
.---------------.
| Fall to knees |
'---------------'

Comments: A Majini will recover rather quick from a lower leg stun when 
compared to an upper leg stun, so be sure to follow up with an attack quickly 
after this one.

--> KNOCKDOWN STUN

Shot while running/Knocked down by melee attack from back or front/Knocked down 
from gunfire

Stun animation(s):
.----------------.
| Fall to ground |
'----------------'

Comments: Hitting a Majini in just about any part of the body while they run 
will usually make them fall.  A Majini will usually stay grounded for quite a 
while.  Remember that if they don't dissolve then they are still alive.

--> STAGGER/BOUNCE FROM ARM STUN

Stagger/Bounce from back or front

Shot in upper arm + melee then bouncing melee attack from behind

Stun animation(s):
.-------------------------------------------------.
| Stagger backwards from an arm stun melee attack |
'-------------------------------------------------'

Detailed Example: Hit a Majini with either Chris' Hook or Kick attack from an 
arm stun then have Sheva hit the stumbling Majini back with a Twist Kick or 
Knee (in this case from behind).  The character that starts this sequence on a 
Majini will receive a special tag team melee command when the Majini bounces 
back toward that character.

Always remember that the Majini must be bounced back from the opposite side, so 
let's say if Chris performs a Kick from behind a Majini then Sheva must perform 
a Twist Kick from the front to bounce it back toward Chris.  If either Chris or 
Sheva hit a Majini from the same side that was used to begin the melee sequence 
then that character will perform their head stun melee attack (Straight or 
Roundhouse), which will instantly end the sequence and bring about much woe for 
the character that wanted the special command.

Comments: This stun lasts about as long as a lower leg stun (crouching 
animation), but the enemy will begin the stun by staggering in a direction then 
that Majini will stand in place while stunned for a few seconds, so be sure to 
run quickly to get in your melee attack.

--> PARTNER ASSIST MELEE BOUNCE FROM PARTER ACTION COMMAND

Partner Assist Melee + melee from in front of or behind

Stun animation(s):
.-----------------------------------------------.
| Stagger backwards from a partner assist melee |
'-----------------------------------------------'

Detailed Example: If Chris saves Sheva from a Majini that has grabbed her 
through Chris' partner assist melee attack (Top-down Punch) then Sheva can 
quick turn and run behind the staggering Majini then knee it back toward Chris. 
Chris can make use of the same sequence by quickly kicking a Majini back toward 
Sheva after she has performed a roundhouse to knock one off of him.  All of 
this depends upon how much health the Majini currently has much like an arm 
stun combination.  A partner assist command that results from a Bui kichwa or 
Kipepeo grab will stagger any Majini that get in the way as well.

Comments: This stun is best performed on a full health Majini and one that is 
stronger than some of the weak Majini found in the early stages.  A Majini will 
not always stagger from a partner assist melee because these are more damaging 
than a simple arm stun, but if your character is the one being saved and you 
see the Majini stagger backward, quickly try to make use of the situation by 
running behind it and meleeing it back toward your partner.  The camera is the 
main aspect that can mess up this sequence for the character being saved since 
the Majini will stagger behind that character.

Just like with a normal bounce, a Majini must be bounced back from the opposite 
side that it was hit from or your character will only perform a head stun melee 
attack.  You can think of the partner assist melee as an alternate arm stun 
melee.

--> GROUND MELEE BOUNCE

Ground Melee on fallen Majini (while another is to the side) + melee from in 
front of or behind the staggering standing Majini

Stun animation(s):
.---------------------------------------.
| Stagger backwards from a ground stomp |
'---------------------------------------'

Detailed Example: If Chris perform his melee Stomp on a Majini and another 
(standing) Majini happens to be right next to Chris' foot during the Stomp, the 
standing Majini will stagger backward from the hit much like being hit with an 
arm stun melee.  A Sheva player could run up to the staggering Majini at that 
time and bounce it back toward Chris with a melee from behind or hit the Majini 
with a head stun melee from the front portion.

Comments: This type of stun is very rare and hard to plan out.  It basically 
depends on the aggressiveness and overall placement of a Majini.  The Majini 
that the bounce is performed to has to be right next to the character that 
performs the ground melee when the actual hit is delivered in order to get 
bounced back by the ground melee attack.  In this case, the ground melee would 
hit the Majini much like an arm stun and the partner will be free to interact 
with the staggering Majini by hitting it with a physical attack just like after 
an arm stun.

=============================
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
- While a partner performs a Resuscitation in Duo mode(both character are 
  invincible; a player 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 DURING GAMEPLAY
----------------------------------------

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.  STARS Wesker 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 TURN AIMING (QUARTER TURN)
--------------------------------

(Control types A and B 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 Mercs 
players that use Control Type A or B can really use this to their advantage for 
turning to face different directions.


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

The following is a list of all stages in The Mercenaries Reunion 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
- Regions (for enemy spawning)
- Blank Map (For the gamer that wants so make his/her own location listings)

The individual maps are listed in each stage section below.

*******************************************************************************
NOTE:

Some of the stage info is a bit "off" at the moment... mainly for enemy totals 
per spawning region.  The majority is based off info from normal RE5 Mercs.  
Most of it stays the same for Reunion, but some of it changes.  Experimental 
Facility is one of the few stages with different enemy totals per spawning 
region).

These inconsistencies will be edited in future updates.

Also, this stage section is rather brief at the moment since I'm still learning 
the Reunion stages myself.  It's really best to learn about stage strategies 
through videos and then make up your own strategy based on what you saw.  
Copying a strategy 100% is not always the best option.
*******************************************************************************

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

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

-- 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  | '-----------------------------------------'
| Big Man Majini   =       1,000  |
| Bui Kickwa       =         400  |
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

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

Ah, yes, Public Assembly!  The easiest of all stages! The most basic stage! The 
training ground for all character types! Right?

No...

Public Assembly has undergone quite a change since the original Mercs mode. It 
appears to be the same basic stage.  The layout remains the same, but some of 
the time bonuses positioning has changed a bit.  There is no annoying time 
bonus up the ladder in the south anymore.  Oh no, instead, there is a time 
bonus up the ladder and up the next ladder to make getting to it even more of a 
risk on the kill combo!

--> THINGS HEAT UP AROUND THE 50TH KILL ONWARD

The enemy setup appears to be unchanged from the beginning of the stage.  The 
Agitator no longer appears at the beginning like he used to.  Just wait until 
later in the stage however.  Around kill 50 one of the Town Majini will spawn a 
Duvalia and then a few of them will start to spawn Cephalos.  Cephalos spawns 
pick up GREATLY once a player gets near kill 100.  At kill 100, Big Man Majini 
will start to appear from spawn points.

The Big Man Majini have less health than the ones in original Mercenaries mode, 
but they are more aggressive, carry weapons and have new attacks.  Big Man 
Majini can actually grab a player from behind now!  Anywhere from kill 100 to 
kill 150 the Agitator and Allyson (blonde woman) from the main RE5 story mode 
will appear and attack.

--> THE AGITATOR AND ALLYSON

The Agitator is a scripted Duvalia, so finish him off with an instant kill 
melee or knock him to the ground and perform a ground melee to keep him from 
spawning a Cephalo.  Allyson is most aggressive Majini that a player will find 
in the Mercenaries Reunion.  She will hardly ever walk in place.  She will dash 
most of the time.  It almost seems that her AI is set to Professional level 
difficulty.  She will grab without hesitation no matter if your character's 
back is turned or not.

Allyson is a scripted Cephalo, so attempt to get an instant kill melee on her 
or some melee that cancels plagas spawns.  It's kind of hard to hit her 
precisely at times.  She moves very quickly and will not hesitate to grab.  If 
she is damaged too much, she will spawn a Cephalo and her Cephalo seems to have 
more health than the rest of the Majini Cephalos, so be ready to spam her 
Cephalo with gunfire if she spawns one.

--> THE EXECUTIONERS ARRIVE LATER

Public Assembly still has three Executioners.  They arrive at different times 
now.  The first will spawn from the southwest fence spawn point on the hill at 
kill 40, the second will spawn from the fence spawn point below the executioner 
platform at kill 60 and the third will spawn from the gate spawn point in the 
northwest at kill 90.  The Executioners remain unchanged in difficulty and 
overall attack variety.  The third will appear in the midst of Cephalo spawns 
and the beginning of the Big Man Majini wave, so be prepared to finish him 
quickly when he appears.

The Executioners still cannot follow a player into the bus in the center 
portion of the assembly.  He CAN swing his axe and hit a player through the 
walls of the bus is he begins an attack while the player is still on the 
outside.  He will not bother a player while a player remains inside of the bus 
however.  This bit of knowledge can be exploited to save all Exectuioners until 
around the 130-150 kill in Reunion so a player can gain a higher point amount 
for killing them at that time.

----
MAPS
----

--> Time Bonus Locations

http://img109.imageshack.us/img109/6803/publicassemblytimebonus.png

--> Enemy Spawning Regions

http://img180.imageshack.us/img180/717/publicassemblyspawningr.png

--> Blank Map (for your own labeling)

http://img88.imageshack.us/img88/3772/re5public2.png

---------------
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 solo and duo mode.

-- 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 = 7 MINUTES

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: Near the northeast portion of the waterway, directly underneath the 
small building that extends across the east portion of the waterway.

[ ] Time Bonus 2

Extra Time: +30 seconds
Location: Lying in the corner of the alleyway near a big building in the 
northwest section of the assembly.  This near the corner of the concrete fence 
in that alleyway.

[ ] Time Bonus 3

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 4

Extra Time: +60 seconds
Location: On the rooftop of the building in the center portion of the map.  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 5

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 in the center 
of map then hop across to the bus from the rooftop.

[ ] Time Bonus 6

Extra Time: +60 seconds
Location: Inside the center 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 7

Extra Time: +60 seconds
Location: Inside of the west building in the center of the assembly.  Kick 
through the door of the building, hop through the window on the north side of 
move down the stairs on the top portion of the building after stepping off the 
execution platform and this time bonus will be to the left of the door from the 
inside.

[ ] Time Bonus 8

Extra Time: +60 seconds
Location: On the third 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.  A player will need to climb the 
wooden ladder on the second floor to each the rooftop.  The time bonuse will be 
on the west end of the building near a dropoff ledge.

--> TOTAL TIME BONUSES

5 x 60 seconds
4 x 30 seconds

----------------
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 the 60 second time bonus inside.

[ ] 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 now starts out in the small area to the west of the south building. 
It will be moving around the area with the two breakable barrels and ladder 
that leads to the top of the hill in the southwest.  This chicken can move 
inside of the building via the open doorway and it can move outside of the 
building if the doorway is opened or destroyed.

------------------------------
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.

[ ] First Aid Spray (NEW ITEM IN REUNION!)

Kick open the door of the west center 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 center building.

[ ] Green Herb

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

[ ] Hand Grenade

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

[ ] Incendiary Grenade

On the counter to the east while inside the west center 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 40 or more enemies have been defeated
Spawn Point: The first Executioner will hop over the concrete fence along the 
southwest hill.
Max Number in stage at once: 1
Item Drops: First Aid Spray

-- Executioner 2

Spawning Condition: Spawns when 80 or more enemies have been defeated and 
Executioner 1 has been defeated
Spawn Point: The second Executioner will hop over the concrete fence behind the 
executioner platform.  He will always hop over the section closest to the 
building in that area.
Max Number in stage at once: 1
Item Drops: First Aid Spray

-- Executioner 3

Spawning conditions: Spawns when 100 or more enemies have been defeated and 
Executioner 2 has been defeated
Spawn Point: the third Executioner will hop over the gate in the northwest 
portion of the assembly.  The gate is right near the opening that leads to the 
waterway in the north.
Max Number in stage at once: 1
Item Drops: First Aid Spray

--------------------------------
REGION LIST (for enemy spawning)
--------------------------------

There are two regions total for the Public Assembly stage:

-- Region A

Region A starts in the far north portion of the area and ends at the same 
portion where the southwest ramp on the hill slopes downward.

-- Region B

Region B begins just a few steps past where the main gate used to be in story 
mode - the gate that is blown open by Kirk.  This regions extends all the way 
to the far south and includes the rest of the map.

----------
STAGE TIPS
----------

SOLO:

- Hit at least the timer on the rooftop and the two timers in the buildings 
before starting to kill enemies.

- Try to pick up at least two combo chests while killing.

- The Executioner cannot enter the bus, so fight inside of the bus if you're 
trying to save the Executioner for later in the combo to get a higher score.  
The first Executioner arrives at kill 40, so you won't have to enter the bus 
until the 50-60th kill.

DUO:

- The player that starts on the executioner platform should wait until about 
the 10-20th kill before climbing the ladder to get on the rooftop with the 60 
second timer.  The other player will have to stay in charge of the combo while 
getting this timer for the most part.

- The player that starts on the execution platform will have a much wider area 
to fight in which is perfect for melee killing around the Exectioner if the 
player insist on killing him at the end of the run for a higher score.

BOTH:

- Place a proximity bomb next to the green herb on the third floor rooftop in 
order to kill the bowgun Majini that climb up to the roof toward the end of the 
stage.  This will prevent a player from having to make precise shots to hit him 
from a distance.

- Try to save all flash grenade for Duvalia spawns.  Don't use them on Cephalos 
untless your character doesn't have a magnum and the counter for the combo 
gauge is blinking when one spawns.

----------------------
PUBLIC ASSEMBLY VIDEOS
----------------------

SOLO:

--> kayu__uma (Heavy Metal Chris)

Score: 684,906

http://www.youtube.com/watch?v=827JEEy7xuw
http://www.youtube.com/watch?v=eBz8AVlhg_8

--> Big Kahoona 22 (Barry)

Score: 709,104

http://www.youtube.com/watch?v=zrR5I7XHWkE
http://www.youtube.com/watch?v=_NUE772wtZY

--> Zero_MTL (Rebecca)

Score: 756,609

http://www.youtube.com/watch?v=ng3Ukf9TyLA
http://www.youtube.com/watch?v=YBjKzHQFFjY

--> Elgar-I (Barry)

Score: 770,407

http://www.youtube.com/watch?v=QfdBlC-WcZM
http://www.youtube.com/watch?v=BfM1AWQmFmg

--> OSUSHISAMURAI (Excella)

Score: 811,955

http://www.youtube.com/watch?v=QzL5DY2pvJ0
http://www.youtube.com/watch?v=1hbw5_vHckU

DUO:

--> Andrew Evenstar (Excella) and Rinacoon (Business Sheva)

Score: 902,257

http://www.youtube.com/watch?v=3t36TlMTsaE

--> MostSkiLL (Josh) and Ernest10 (Barry)

Score: 916,301

http://www.youtube.com/watch?v=Mew3HBerdUw

--> rokuonju (Excella) and green chord1213 (Barry)

Score: 919,307

http://www.youtube.com/watch?v=RCjIPm2mCOM


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

                                 S T A G E  2

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

-- Normal Enemy Points List         -- Boss Enemy Points List
.---------------------------------. .-----------------------------------------.
| ENEMY TYPE       | POINT AMOUNT | | ENEMY TYPE               | POINT AMOUNT |
|=================================| |=========================================|
| Majini (Town)    =         300  | | Reaper                   =       6,000  |
| Cephalo          =         800  | '-----------------------------------------'
| Adjule           =         900  |
| Big Man Majini   =       1,000  |
| Chicken          =       2,000  |
'---------------------------------'

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

The Mines still carries the same basic Town Majini types from the starting of 
the stage.  Big Man Majini will not show up until a bit later into the kill 
streak for Mines now.  The Mines now has a brand new enemy.  A dog type enemy 
known as an Adjule will spawn every now and then.

--> NEW ENEMY: ADJULES

Adjules come in three different sizes ranging from small, medium and large.  
They have around 800 HP each so you'll need to use a powered weapon such as a 
shotgun or magnum to kill them quickly.  Adjules will attack with a quick bite 
attack.  They stand at a distance from a player then suddenly run up to a 
player and leap into the air then bite them.  Adjules will always growl before 
they attack.  They are very quick when they attack and they will always run 
away from the player then turn and look back after each attack.

Adjules can make their head split open and show the plagas inside of the dog 
body. Once an Adjule reveals its plagas, it will gain a whole new set of 
attacks. It can stand at a distance and quickly impale a player with its plagas 
tentacle. It can also leap onto a player and maul them with its plagas mouth.  
A player must shake the left analog to fight off the attacking Adjule when it 
pounces or get a partner to kick off the dog via the partner assist melee 
command that will appear while a partner stands near the attacked character.

Adjules are a great threat while they are in the area and they can get 
incredibly annoying with their quick attacks.  Always make sure to defeat them 
first when they are in a crowd with other enemies.  Once they reveal their 
plagas be sure to kill them quickly.  They have more health once their plagas 
is revealed, but they are weak to a bright flash of light and electrical damage 
just like any other plagas enemies.  Toss a flash grenade, shoot a flash round 
or hit them with a stun rod to quickly kill them once their plagas is revealed.

--> THE FAMILIAR REAPER

Three Reapers will still appear later in the kill streak in the Mines, but just 
like in all other Reunion stages, their appearance is delayed by a few kills 
when compared to normal Mercenaries.

A Reaper enemy should be shot in its center weak point with a powered weapon 
when the weak point opens in order to defeat it.  A character that does not 
have a magnum needs to find a hand grenade or a proximity bomb and use the 
explosive blast of either to damage it greatly.  After it has been damaged with 
a direct hit from the explosion of either explosive weapon, it will be weak 
enough to where just about any type of gunfire to any of its weak points will 
finish it off.

A Reaper can be stunned with two flash or acid rounds to where it will lean 
back and reveal its chest weak point.  It can also be stunned with the 
electricity from an electric round or a stun rod.  The first stun will only 
make the Reaper lean over and show its shoulder weak point.  If a player fires 
an electric round directly at a shoulder weak point, the Reaper will lean back 
and show its main chest weak point.

--> THE PLAGAS

Jut like in every stage, the plagas spawns will begin to pick up around kill 
100.  Cephalos will begin to spawn from Town Majini, so be ready to blast a 
Majini with a powered weapon after a plagas spawn or have a flash grenade or 
flash round handy to instantly kill the plagas.

Big Man Majini come in fewer number in Mines unlike Public Assembly.  They will 
appear throughout the Mines kill streak.  Usually, no more than two at a time 
will appear the majority of the time.


----
MAPS
----

--> Time Bonus Locations

http://img706.imageshack.us/img706/55/theminestimebonuses4.png

--> Enemy Spawning Regions

http://img534.imageshack.us/img534/7934/theminesspawningregions.png

--> Blank Map (for your own labeling)

http://img263.imageshack.us/img263/7931/re5mines22.png

---------------
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 bottom cave area of the mines, this is in the southeast 
section lying near a proximity bomb and wooden barrel.

[ ] Time Bonus 2

Extra Time: +30 seconds
Location: Lying in the middle of the tunnel on the west side of the circular 
portion of the bottom mine tunnel.  There is an explosive barrel and a combo 
bonus chest at the end of the tunnel.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: In the middle of the front portion of the bottom tunnel.

[ ] Time Bonus 4

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

[ ] Time Bonus 5

Extra Time: +30 seconds
Location: In the big open mine area on the center portion of the second floor 
platform that is connected to the side ledge by two bridges.

[ ] Time Bonus 6

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

[ ] Time Bonus 7

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.

[ ] Time Bonus 8

Extra Time: +30 seconds
Location: on the very top ledge in the northwest portion of the big open area 
of the Mines.  A breakable box and a first aid spray pickup are lying on a 
stack of steel beams behind this time bonus.  This is in the ledge area below 
the 90 second time bonus.

--> TOTAL TIME BONUSES

1 x 90 seconds
1 x 60 seconds
5 x 30 seconds

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

[ ] Combo Bonus 1

This is at the end of the curved portion of the bottom tunnel that stretches 
toward four cave-like areas.  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 on the bottom floor.  A 60 
second time bonus 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

In the circular portion of the bottom mine tunnel area, this chicken starts out 
in the tunnel with the 60 second time bonus.  It usually walks out of the 
tunnel by the time a player approaches the tunnel.

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

[ ] Wooden Barrel

On the far southeast end of the group of cave-like tunnels in the south on the 
bottom floor.  This is lying beside the 30 second time bonus in that area.

[ ] Proximity Bomb

On the southeast end of the group of cave-like tunnels in the south on the 
bottom floor.  This is lying beside the 30 second time bonus in that area.

[ ] Wooden Barrel

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

[ ] Flash Grenade

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

[ ] Green Herb

Lying on a group of bags in the group of cave-like tunnels in the south portion 
on the bottom floor.

[ ] Wooden Crate

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

[ ] First Aid Spray (NEW ITEM IN REUNION!)

Lying on a table to the right of the wooden crate in the west dead end tunnel 
in the middle of the bottom set of tunnels.

[ ] 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 Barrel

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.

[ ] First Aid Spray (NEW ITEM IN REUNION!)

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 50 or more enemies
Spawn Point: Spawns from the high ledge by the south starting point in the 
bottom tunnel.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Reaper 2

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Reaper 1 has been defeated
Spawn Point: Spawns from the high ledge spawn point on the east side of the 
middle portion of the bottom tunnel.  The spawn point is near the front of the 
bottom tunnel.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Reaper 3

Spawning Condition: Spawns when a player has defeated 120 or more enemies and 
Reaper 2 has been defeated
Spawn Point: Spawns from the high ledge spawn point above the north high 
platform starting point.
Max Number in stage at once: 1
Item Drop: First Aid Spray

--------------------------------
REGION LIST (for enemy spawning)
--------------------------------

There are two areas total for The Mines stage:

-- Region A

Region A starts in the far north portion of the area and extends downward all 
the way until the south end of the middle tunnel.

-- Region B

Region B starts just to the north of the west middle high ledge spawn in the 
middle tunnel then continue to the far south and takes up all the of the south 
area.

----------
STAGE TIPS
----------

SOLO:

- It's really best to start from the platform starting point, so you can easily 
hit the upper level timers without having to climb as many ladders.

- If you intend to save the Reaper until later in the combo, take advantage of 
the ledges and the bridge and move along them then kill while running from the 
Reaper.  It's best to start killing while outside of the bottom tunnel and 
while still on the upper ledges.  While inside the bottom tunnel, a player can 
use the back circular tunnel portion to run from the Reaper while melee 
killing.

DUO:

- To save the Reaper, the player in the bottom tunnel should keep the Reaper 
busy by constantly circling the back portion of the tunnel while killing.

BOTH:

- If an Adjule reveals its plagas (splits its head), toss a flash grenade to 
instantly kill it.

- Adjules cannot climb or hop up onto raised surfaces so they can't move up to 
the upper ledges.  They will remain below and run near the wall, so they can be 
shot from a distance to help keep the combo going.

--------------------
THE MINES DUO VIDEOS
--------------------

SOLO:

--> kayu__uma (Heavy Metal Chris)

Score: 707,007

http://www.youtube.com/watch?v=sf7-ZXi69RU
http://www.youtube.com/watch?v=vDuCzqymCa0

--> Zero_MTL (Rebecca)

Score: 713,725

http://www.youtube.com/watch?v=6AGJXkb2qqM
http://www.youtube.com/watch?v=1DBZ8Fn__s8

--> kiriko13 (Excella)

Score: 769,801

http://v.youku.com/v_show/id_XMTYwMDEzMjYw

DUO:

--> jmrju (Josh) and Zero_MTL (Rebecca)

Score: 843,928

http://www.youtube.com/watch?v=9lJU3kH0HHk

--> shigoon (Barry) and ??? (Josh)

Score: 895,506

http://v.youku.com/v_show/id_XMTU5MDQ3MTYw


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

                                 S T A G E  3

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

-- 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  |
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

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

--> WETLAND MAJINI + PLAGAS

Wetland Majini are once again the main Majini type that are fought on Village. 
They carry spears and some of them carry shields.  Character weapons that have 
a pierching property will be very beneficial for the wooden shield carriers 
here. Some of the Wetland Majini wear helmets and mud musk, so shooting them in 
the head is not always the best option for some characters.

Bui Kickwa enemies still appear slightly from the start of the stage then pick 
up toward the end.  Cephalo spawns do not begin until about midway through the 
stage.  Duvalia's will begin  to spawn from some Wetland Majini toward the end 
of the stage run.

--> WETLAND MAJINI WITH GREATER HEALTH

Unlike normal Mercenaries, the starting Wetland Majini in the stage do not have 
greater health when compared to the rest.  The Wetland Majini with reddish 
brown mask that appear toward the end of a Village run have greater health 
amounts however.  They have about 25% more health than the standard Wetland 
Majini.  The Majini with masks that appear toward the end are the main Majini 
that will spawn a Duvalia so try to cancel the plagas with a melee attack that 
will cancel it or be ready to kill the Duvalia with a flash grenade.

--> THE GIANT MAJINI

Giant Majini will begin to spawn later in the run.  The final two Giant Majini 
come in a pair.  Time bonuse placement remains the exact same as it was in 
normal Mercenaries.  All time bonuses even carry the same amount of time.  All 
items still remain in the exact same spots as well.  It's a good idea to grab 
green herbs and mix them then stock up on flash grenades on the tables of the 
bottom area.

----
MAPS
----

--> Time Bonus and Combo Bonus Locations

http://img406.imageshack.us/img406/3557/villagetimebonuses4.png

--> Enemy Spawning Regions

http://img293.imageshack.us/img293/6550/villagespawningregions2.png

--> Blank Map (for your own labeling)

http://img59.imageshack.us/img59/7305/re5village2.png

---------------
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 will begin in the very back of the cave tunnel at the top area. 
This chicken can move down the bridge and run along the second floor walkway if 
it is not killed early.

---------
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 a chest with a combo bonus inside.

[ ] Green Herb

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

[ ] 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 a 60 second time bonus.  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 the 90 second time bonus.

----------
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 and Ancient Ruins 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.

-- 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 50 or more enemies.
Spawn Point: Leaps over the wall directly across the stairs of the platform 
area with the two 30 second timers around it.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 2

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Giant Majini 1 has been defeated.
Spawn Point: Leaps over the gate in the south next to the south starting point.
Max Number in stage at once: 1
Item Drop: Red Herb

-- Giant Majini 3

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Giant Majini 2 has been defeated.
Spawn Point: Leaps over the wall directly across from the combo chest on the 
east hill.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 4 & 5

Spawning Condition: Spawns when a player has defeated 110 or more enemies and 
Giant Majini 3 has been defeated.
Spawn Point (Giant Majini 4): Leaps over the wall directly across the stairs of 
the platform area with the two 30 second timers around it.
Spawn Point (Giant Majini 5): Falls from the high ledge on the north side of 
the building with the 60 seconds and combo bonus inside of it.
Max Number in stage at once: Both
Item Drop: Green Herb (Giant Majini 4), Red Herb (Giant Majini 5)



--------------------------------
REGION LIST (for enemy spawning)
--------------------------------

There are two areas total for the Village stage:

-- Region A

Region A starts in the far north portion of the area and extends all the way to 
the beginning portion of the bottom bridge.

-- Region B

Region B starts on the north side of the bridge and continues all the way to 
the south.

----------
STAGE TIPS
----------

SOLO:



DUO:

- Both players should meet up at the bottom area around the 100th kill since 
the upper area will begin to run dry of enemies.

BOTH:

- Keep a hand grenade or flash grenade for the final portion of the kill combo 
then toss the explosive to kill off multiple enemies at once to make the kill 
combo go above 150 for a higher score.

- A player can stand on the hill in the northwest portion of the map and allow 
Bui Kichwa enemies to gather below the hill.  They can be used to help maintain 
the kill streak and a player can toss a flash grenade at the 149th kill in 
order to kill them all off for a 150+ combo.

- The final few Majini with dark masks that spawn along the upper floor have 
more life and will usually spawn a Cephalo or Duvalia once killed, so try to 
kill them with a melee that will cancel a plagas spawn.

--------------
VILLAGE VIDEOS
--------------

SOLO:

--> kayu__uma (Heavy Metal Chris)

Score: 867,601

http://v.youku.com/v_show/id_XMTU3OTg3MDU2

--> Zero_MTL (Rebecca)

Score: 890,776

http://www.youtube.com/watch?v=BnKxb-2p9bY
http://www.youtube.com/watch?v=MpWQV02cVNo

--> SapphireStone-K (Business Sheva)

Score: 1,008,673

http://www.youtube.com/watch?v=LdRjWuXnUAU
http://www.youtube.com/watch?v=wNF_-h7F7JE

DUO:

--> Berserker Kev (Heavy Metal Chris) and combattmagnum (Rebecca)

Score: 1,002,928

http://www.youtube.com/watch?v=e26zJ2FF8OE

--> jmrju (Josh) and Zero_MTL (Rebecca)

Score: 1,0??,???

http://www.youtube.com/watch?v=myXbxDK_F90




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

                                 S T A G E  4

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

-- 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  |
| Kipepeo          =         700  |
| Chicken          =       2,000  |
'---------------------------------'

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

--> NEW ENEMY: KIPEPEOS

Ancient Ruins continues to be a map filled with Wetland Majini that can spawn 
Cephalos and Duvalias, but Reunion adds two more plagas types - now the Wetland 
Majini can spawn Kipepeos and Bui Kichwas will spawn in some areas.  Torch 
Majini still spawn at certain kills and Giant Majini will appear as the stage 
progresses.  Overall a player will fight a mixture of every type of Wetland 
Majini on Ancients Ruins once again.

There are now four flash grenades near the 90 second time bonus in the east 
portion of the map.  There are still a few fixed flash grenade drops as well. 
Flash grenades still carry an important role in this map with the many Duvalias 
that can spawn.

--> SCRIPTED PLAGAS SPAWNING AREAS

Just like in other stages, all plagas spawns are scripted, but unlike other 
stages there will usually be a specific type of plagas per enemy spawning 
region. The east region has several scripted Duvalia spawns while the northwest 
regions has several scripted Kipepeo spawns.  Knowing these regions can help a 
player anticipate the plagas spawn and either cancel the plagas or be ready to 
toss a flash grenade or shoot a flash round so as not to endanger the kill 
streak.

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

--> Time Bonus Locations

http://img232.imageshack.us/img232/3166/ancientruinstimebonuses.png

--> Enemy Spawning Regions

http://img46.imageshack.us/img46/967/ancientruinsspawningreg.png

--> Blank Map (for your own labeling)

http://img59.imageshack.us/img59/5489/re5ancient2.png

---------------
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 
a combo bonus 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 a chest 
containing a combo bonus will be off to the left while a 30 second time bonuses 
will be off to the player's right.

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

--> TOTAL EXTRA TIME = 8 MINUTES

[ ] Time Bonus 1

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.  An explosive arrow Majini will be 
guarding this time bonus.

[ ] Time Bonus 2

Extra Time: +30 seconds
Location: Along the west walkway outside the area with 90 second time bonus in 
the southwest, a player should move to the far north along that walkway to 
reach this.  It can be seen from the far south. 

[ ] Time Bonus 3

Extra Time: +60 seconds
Location: In the northwest 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 4

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

[ ] Time Bonus 5

Extra Time: +30 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 6

Extra Time: +90 seconds
Location: In the east section of the map, move out to the area with the burning 
structure that has four flash grenade pickups on it 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.

[ ] Time Bonus 7

Extra Time: +30 seconds
Location: This tiem bonus lies at the beginning of the tunnel on the first 
floor of the east section.  This tunnel leads to the 90 second time bonus in 
the east.

[ ] Time Bonus 8

Extra Time: +60 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 9

Extra Time: +30 seconds
Location: This time bonus lies in the center portion of the south region.  The 
player that starts in the south will see this after moving to the north a bit.

[ ] Time Bonus 10

Extra Time: +30 seconds
Location: This time bonus is on the far north walkway.  The player that starts 
in the north will have this time bonus to the right of their characters at the 
start of the run.

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

[ ] Combo Bonus 1

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

[ ] 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 the 90 second time bonus in the east.  This is in on that 
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 (left side if heading north).

[ ] Combo Bonus 5

In the far north, on top of the north platform with the 30 second time bonus 
where one player will start.  It will be to the left of the player that starts 
in the north.

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

[ ] Vase

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

[ ] Vase

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

[ ] Incendiary Grenade (x2)

In the southwest area, lying on the burning structure beside the southwest 90 
second time bonus.

[ ] Proximity Bomb

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

[ ] Vase (left)

In the southwest area, lying on the same platform as the southwest 90 
secondtime bonus.  This contains a green herb all the time.

[ ] Vase (right)

In the southwest area, lying on the same platform as the southwest 90 second 
time bonus.  This contains a red herb all the time.

[ ] Hand Grenade (x2)

Lying on the burning structure on the platform where the northwest 60 second 
time bonus is located.

[ ] Vase

Across from burning structure on the platform where the northwest 60 second 
time bonus 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 (x4) (NEW ITEM IN REUNION! TWO MORE FLASHES THAN USUAL)

In the east lying on the burning structure behind the east 90 second time 
bonus.

[ ] 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 north door to the Ancient 
Ruins.

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

[ ] Chicken

The chicken roams around the platform with the east 90 second time bonus.  It 
will be moving around in front of the burning structure with the four flash 
grenade pickups.

----------
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.

NOTE 2: Exclusive to the Village and Ancient Ruins 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.

-- 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: Start out on the north walkway near the north starting 
point
Max Number in stage at once: 1
Item Drop: Random

-- Torch Majini 2

Spawning Condition: Spawns when a player has defeated 10 or more enemies and 
Torch Majini has been defeated.
Spawn Point: Drops from high ledge to the east of the 30 seconds on the bottom 
floor in the south portion of the map.
Max Number in stage at once: 1
Item Drop: Random
NOTE: This torch Majini is a scripted Cephalo.

-- Torch Majini 3

Spawning Condition: Spawns when a player has defeated 40 or more enemies and 
Torch Majini 2 has been defeated.
Spawn Point: Leaps off the high ledge across from the combo chest in the 
southwest portion of the map.
Max Number in stage at once: 1
Item Drop: Random

-- Torch Majini 4

Spawning Condition: Spawns when a player has defeated 60 or more enemies and 
Torch Majini 3 has been defeated.
Spawning Condition: Leaps off high ledge along the high walkway on the east 
side [above tunnel] OR leaps off high ledge in the middle tunnel on the first 
floor.
Max Number in stage at once: 1
Item Drop: Random

-- Torch Majini 5

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Torch Majini 4 has been defeated.
Spawning Condition: Leaps off high ledge along the high walkway on the east 
side [above tunnel] OR leaps off high ledge in the middle tunnel on the first 
floor.
Max Number in stage at once: 1
Item Drop: Random

-- Torch Majini 6

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Torch Majini 5 has been defeated.
Spawning Condition: Leaps off high ledge along the high walkway on the east 
side [above tunnel] OR leaps off high ledge in the middle tunnel on the first 
floor.
Max Number in stage at once: 1
Item Drop: Random
NOTE: This torch Majini is a scripted Cephalo.

-- Torch Majini 7

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Torch Majini 6 has been defeated.
Spawning Condition: Leaps off high ledge near the 30 seconds on the wooden 
walkway along the northeast side.
Max Number in stage at once: 1
Item Drop: Random

-- Giant Majini 1

Spawning Condition: Spawns when a player has defeated 50 or more enemies.
Spawn Point: Leaps down from high ledge spawn point above the northwest 60 
second timer.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 2

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
has defeated Giant Majini 1.
Spawn Point: Leaps down from a ledge in the northeast (not sure where yet!)
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 3

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
has defeated Giant Majini 2.
Spawn Point: Leaps down from high ledge above the east 90 second timer.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Giant Majini 4 & 5

Spawning Condition: Spawns when a player has defeated 110 or more enemies and 
has defeated Giant Majini 3.
Spawn Point (Giant Majini 4): Spawn point in the west.
Spawn Point (Giant Majini 5): Spawn point in the east.
Max Number in stage at once: Both
Item Drop: Green Herb

-- Giant Majini 6

Spawning Condition: Spawns at some random multiple kill of 10.
Spawn Point: Random spawn point
Item Drop: Green Herb
Extra Info: This Giant Majini can appear at ANY multiple of 10.  He can appear 
at 10 kills or 20 kills or some other random multiple of 10.  His spawning can 
actually delay one of the above Giant Majini - he will spawn in their place.

--------------------------------
REGION LIST (for enemy spawning)
--------------------------------

There are five regions total for the Ancient Ruins stage:

-- Region A

Region A covers all of the southwest area with the 90 second timer, combo bonus 
and chicken.  The moment a player steps through either of the southwest 
doorways, that player will enter Region B.

-- Region B

Region B begins outside the southwest area and extends to the north.  It's 
north boundary stops at the very top of the first middle staircase in the 
south.  It's east boundary stops at the wall that hides a 60 second timer.

-- Region C

Region C includes the majority of the southeast area.  It includes the bottom 
tunnel and a good bit of the second floor walkway above the tunnel.  The north 
boundary stops right where the north wall of the tunnel ends.  The area behind 
the wall to the southwest with the 60 second timer is part of this region.

-- Region D


Region D covers the northwest portion of the map.  It's southwest boundaries 
take up the walkway that leads to the north lower walkway from the west side.  
The top of the staircase that leads to the north and the walkway below the 
stairs are actually in Region E however.

-- Region E

Region E covers most of the north portion of the map.  It covers the lower and 
upper portion of the north walkway to the east.  It's boundaries stretch to the 
top of the south staircase in the middle but only extend toward the north wall 
of the bottom floor tunnel in the east.

----------
STAGE TIPS
----------

SOLO:



DUO:



BOTH:

- The second and sixth torch Majini are both scripted Cephalos so finish them 
off with a melee that will cancel a plagas spawn.

- The majority of the Wetland Majini that wear masks in the east portion of the 
map will become Duvalias, so finish them with a melee that will cancel a plagas 
spawn.

- Just like in Village, save a hand grenade or flash grenade for the ending 
portion of the kill streak then toss the explosive to finish off multiple 
enemies and make the kill streak go above 150 enemies for a higher score.

--------------------
ANCIENT RUINS VIDEOS
--------------------

SOLO:

--> ??? (Fairytale Sheva)

Score: 888,579

http://v.youku.com/v_show/id_XMTU5NTQxNjYw

--> kayu__uma (Heavy Metal Chris)

Score: 911,504

http://www.youtube.com/watch?v=K_jcrgAEvb8
http://www.youtube.com/watch?v=86isk54axKM

DUO:

--> Berserker Kev (Heavy Metal Chris) and combattmagnum (Rebecca)

Score: 1,050,609

http://www.youtube.com/watch?v=jYyO7CzuEQw



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

                                 S T A G E  5

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

-- Normal Enemy Points List
.---------------------------------.
| ENEMY TYPE       | POINT AMOUNT |
|=================================|
| Majini (Base)    =         400  |
| Cephalo          =         800  |
| Licker Beta      =         800  | 
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

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

--> BASE MAJINI + NO BOSSES

Just like in normal Mercenaries, Experimental Facility still has no boss 
enemies.  The stage is composed entirely of all normal enemies, so there is no 
way to exploit boss bonuses for the last few kills on this stage!

Base Majini are still the main Majini type that are fought on the this stage. 
There are not any separate Base Majini and Lickers waves anymore.  The top 
portion of the facility mainly has Base Majini and the bottom portion has a 
mixture of Base Majini and Lickers.  Base Majini will still spawn Duvalias at 
times, but now they can spawn Cephalos as well.  The plagas spawns will 
increase as the stage progresses like usual.

--> NEW ENEMY: BASE MAJINI WITH MACHINE GUNS

Base Majini with rocket launchers will spawn throughout the stage and they come 
in much greater number than in normal Mercs.  Base Majini with machine guns now 
inhabit Experimental Facility and they will appear in greater number toward the 
end of a run.  These Majini will blast a player with short bursts of gunfire 
from their machine guns.  They can really drain a health bar fast at a 
distance.  Machine gun Majini should be killed immediately when they first 
appear.  They can be VERY dangerous with their rapid fire.

The machine gun Majini have a pattern to their attacks however just like any 
enemy.  They will fire two rapid fire burst of machine gun fire then reload, so 
a player can run to the sides to avoid the first two burst fires then shoot the 
Majini while it reloads.

Base Majini still toss grenades and have armor on different portions of their 
body.  Their main attack is usually a stun rod strike just like in normal 
Mercenaries.  Experimental Facility still carries the same bad hit detection 
per Base Majini when the Majini is shot in the head.  Once a Majini is shot in 
the head, a head stun is not guaranteed.  Characters that rely on head stun 
melees for killing will be much weaker on Experimental Facility when compared 
to other stages.

--> THE LICKER BETAS

Lickers will still attempt to pounce a player.  A player will have to input the 
counter attack command by pressing the []+X/A+X buttons when the button command 
appears or face a Licker pounce.  In solo mode, a Licker pounce is still 
instant death and on duo, a partner must knock off the Licker with a gunshot or 
partner assist melee.

As previously mentioned, all Lickers will spawn on the bottom floor.  The only 
Lickers that a player will fight on the top floor in solo mode are one of three 
Lickers that begin on the bottom floor from the beginning of the stage.

----
MAPS
----

--> Time Bonus Locations

http://img695.imageshack.us/img695/7100/experimentalfacilitytim.png

--> Enemy Spawning Regions

http://img697.imageshack.us/img697/3716/experimentalfacilityspa.png

--> Blank Map (for your own labeling)

http://img695.imageshack.us/img695/9044/re5exfacility2.png

---------------
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 and a 30 second time bonus upon starting.

-- Starting Point 2

On far southeast side of the very bottom floor.  The player will face the 
stairs to the west upon starting and have a 60 second time bonus to the right 
of the character.

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

--> TOTAL EXTRA TIME = 6 MINUTES

[ ] Time Bonus 1

Extra Time: +30 seconds
Location: Right in front of the top portion of the ladder in the very top room 
of the facility.

[ ] Time Bonus 2

Extra Time: +60 seconds
Location: On the southeast corner of the platform with the red flower bed in 
the in the middle.

[ ] 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: +30 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: +30 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: +30 seconds
Location: On the middle of the walkway to the south of the spike trap.

[ ] Time Bonus 7

Extra Time: +60 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 bottom 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 in the top room on the top floor.

[ ] Green Herb

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

[ ] Red Herb (NEW ITEM IN REUNION!)

Lying on the second floor platform with the red flowers at the top of the 
stairs.  This is on the east 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.

[ ] Red Herb (NEW ITEM IN REUNION!)

In the southwest corner of the long corridor to the west of the 30 second time 
bonus that is on a platform.

[ ] Hand Grenade (x2)

Lying along the control panel on the raised platform where a 30 second time 
bonus is located 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 60 second time bonus.

[ ] 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 moving down the stairs to the 60 second time bonus on the bottom 
floor, this will be on the platform above the stairs that leads to that floor, 
along the southwest corner.

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

[ ] Chicken

The chicken will be standing on the portion of the floor right above a red 
explosive barrel on the very bottom floor from the start of the stage.  It is 
best to NOT shoot the explosive barrel right at the beginning since the 
explosion will set off the oil canisters to the side and trap a player in 
between flame streams.

----------
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.

NOTE 2: In solo Experimental Facility in Mercs Reunion, three Lickers always 
start in the bottom area and then all the other enemies spawn from spawn points 
besides the chicken.

-- Base Majini (x50)

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

-- Rocket Launcher Majini 1

Spawning Condition: Spawns when a player has defeated 30 or more enemies.
Spawn Point: Spawns from the spawn point on the very top floor room.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Rocket Launcher Majini 2

Spawning Condition: Spawns when a player has defeated 50 or more enemies and 
Rocket Launcher Majini 1 has been defeated.
Spawn Point: Spawns from the spawn point below the top floor staircase.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Machine Gun Majini 1

Spawning Condition: Spawns when a player has defeated 50 or more enemies.
Spawn Point: Spawns from the spawn point on the very top floor.
Item Drop: Random Item

-- Machine Gun Majini 2

Spawning Condition: Spawns when a player has defeated 50 or more enemies.
Extra Info: This machine gun Majini is a scripted Cephalo.
Spawn Point: Spawns from the spawn point near the flowers on the top floor.
Item Drop: Random Item

-- Machine Gun Majini 3

Spawning Condition: Spawns when a player has defeated 50 or more enemies.
Spawn Point: Spawns from the spawn point below the top floor staircase.
Item Drop: Random Item

-- Rocket Launcher Majini ?

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Rocket Launcher Majini ? has been defeated.
Spawn Point: Spawns from the spawn point near the railings on the first floor.
Item Drop: Green Herb

-- Rocket Launcher Majini ?

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Rocket Launcher Majini ? has been defeated.
Spawn Point: Spawns from the spawn point near the spike trap.
Item Drop: Green Herb

(NOTE: I'm still working on a bunch of the RL and MG Majini appearances.  There 
are TONS of these enemies on EF.  As for MG Majini, they always appear in 
groups and the final two groups appear around the 120 kill and 140th kill on 
the bottom floor respectively.)

-----------
REGION LIST
-----------

There are two regions total for the Experimental Facility stage:

-- Region A

Region A covers all of the bottom floor (B1F) and the first floor (1F).

-- Region B

Region B covers all of second floor (2F) and third floor (3F).

----------
STAGE TIPS
----------

SOLO:

- In order to maintain a combo while moving in between floors, a player will 
need to make use of a proximity bomb or hand grenade.  Toss the hand grenade at 
enemies while climbing up a ladder or while falling down a ladder to hit the 
enemies that follow or lay down a proximity bomb on the floor that you drop 
from/are about to step off of.

- A player can also stand near the ladder and lure some enemies over to it then 
drop or climb and quick turn to shoot the enemies in order to keep the combo 
going.

- Get ready to leave the top area around the 50th kill (about 55) if you start 
on top.  A player will run out of enemies shortly after the 60th kill is made 
if that player stays on top.

DUO:

- The player that starts on the top floor should drop down to the bottom floor 
and meet up with the partner sometimes after the 100th kill since the top floor 
spawns will be nearly cleaned out by then.

BOTH:

- Heavy Metal Chris is the only character that can melee kill a Licker (with 
his stun rod), so he is really the best choice for this stage.  Since there are 
no bosses in the stage, the combo bonus from normal enemies and the overall 
leftover time are the main determining factors for a high score.

----------------------------
EXPERIMENTAL FACILITY VIDEOS
----------------------------

SOLO:

--> ??? (Warrior Chris)

Score: 610,375

http://v.youku.com/v_show/id_XMTU2MDQzOTc2

--> Matreezaz (Business Sheva)

Score: 657,758

http://www.youtube.com/watch?v=RPJmgIE4ico

--> kayu__uma (Heavy Metal Chris)

Score: 677,373

http://www.youtube.com/watch?v=meHK5Kk2Gds
http://www.youtube.com/watch?v=yhhBSiNwwKE

DUO:

--> Andrew Evenstar (Fairytale Sheva) and Rinacoon (Barry)

Score: 711,105

http://www.youtube.com/watch?v=TrEArJoJpTc

--> rokuonji (Excella) and greenchord1213 (Fairytale Sheva)

Score: 758,209

http://www.youtube.com/watch?v=-YBJAy5V4oA

--> kurono-K (Heavy Metal Chris) and masuo0 (Heavy Metal Chris)

Score: 782,406

http://www.youtube.com/watch?v=yMZJX3DO3GQ



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

                                 S T A G E  6

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

-- 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
--------

--> TOWN MAJINI AND TONS OF CEPALOS

Missile Area still has only Town Majini present in the stage as the main Majini 
type much like in the original Mercs mode.  The stage still carries a vast 
amount of Cephalo spawns.  Cephalos now spawn in an extreme great number from a 
certain region of the stage - the majority of them spawn from the area along 
the top middle walkway when a player climbs to the top walkway.  About half of 
all Majini that are not finished with a melee that cancels plagas will spawn 
Cephalos in the middle region.

--> GATLING GUN MAJINI AND CAMPERS

Three Gatling Gun Majini will still appear in the stage at certain kills - they 
all appear much later into the kill count now.  All of them still appear from 
the same spawn points.

Missile Area now has a bunch of stationary Majini that will camp out in certain 
portions of the map.  These Majini carry either bowguns, dynamite or cocktails. 
They all stand on the overhead walkways and attack from up high.  These enemies 
will reduce the total number of enemies that will attack on the screen at one 
time so they need to defeated quickly.

The camping Majini can be used to save the combo as well.  Since they stay in a 
certain area, a player will be sure to always have an enemy to kill in that 
particular area.  The camping Majini can be very crucial to keeping a full 
combo in solo mode.

Quite a few of the camping Majini will arrive once a player has stepped into a 
specific spawning region.  Most of them appear when a player steps onto the 
middle high walkway region.  There are two that will spawn while a player is in 
the far north a regions as well.

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

--> Time Bonus Locations

http://img215.imageshack.us/img215/9051/missileareatimebonuses4.png

--> Enemy Spawning Regions

http://img41.imageshack.us/img41/4855/missileareaspawningregi.png

--> Blank Map (for your own labeling)

http://img717.imageshack.us/img717/9414/re5missile2.png

---------------
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 southwest office with a 60 second timer behind the 
character on the south portion of top floor.  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 bottom north conveyor belt.  It is 
up under the portion that is covered by the middle conveyor belt while looking 
overhead.

[ ] Time Bonus 3

Extra Time: +30 seconds
Location: Climb the tall ladder in the north area and this time bonus will be 
on the top walkway directly ahead.  A player will have to leap over a gap to 
each this time bonus.

[ ] Time Bonus 4

Extra Time: +30 seconds
Location: Lying on the middle top floor platform that is reachable by climbing 
the ladder in the east near a 30 second time bonus or by climbing the ladder in 
the northeast, across from the bottom floor conveyor belt.  The ladder in the 
middle shaft area will lead up to the walkways near this time bonus as well.  A 
player will have to leap over to this platform either way.

[ ] Time Bonus 5

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 a 30 second time bonus or by climbing the ladder in the northeast, 
across from the bottom floor conveyor belt.  The ladder in the moddle shaft 
area will lead a player to the walkway near this room as well.

[ ] Time Bonus 6

Extra Time: +30 seconds
Location: This time bonus is lying at the vern end of the middle conveyor belt 
that stretches across the middle portion of the area.  The timer is much 
further to the south than it was in normal Mercenaries.

[ ] Time Bonus 7

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 the area with the missiles behind the 
railing.

[ ] 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.

[ ] 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 top 
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 top walkway.  One player will start with this time 
bonus right behind them

----------------
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 middle conveyor 
belt.

[ ] Combo Bonus 2

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

[ ] Combo Bonus 3

On a table near the 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 bottom conveyor belt.  The crate is to the west beside the small staircase.

[ ] Proximity Bomb

Lying on a crate beside the 90 second time bonus in the far northwest section 
of the area.

[ ] Flash Grenade (x2)

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

[ ] Proximity Bomb

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

[ ] Proximity Bomb

On a crate inside the east room on the north top walkway.  This is the same 
room with a 60 second time bonus.

[ ] Incendiary Grenade (x2)

On a shelf inside the east room on the north top walkway.  This is the same 
room with a 60 second time bonus.

[ ] Hand Grenade (x2)

On a shelf inside the east room on the north top walkway.  This is the same 
room with a 60 second time bonus.

[ ] First Aid Spray

Lying on a crate in the east portion of the middle area near a 30 second time 
bonus.

[ ] Hand Grenade (x2)

After moving down the south staircase from the 60 second time bonus along the 
shaft platform, turn around and find the crate with these on it.

[ ] First Aid Spray

Lying on the table beside the combo bonus 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 a 
combo bonus.

[ ] Hand Grenade

Lying on the controls in the southeast control room on the high walkway in the 
south.

[ ] Flash Grenade

Lying on the controls in the southeast control room on the high walkway in the 
south.

[ ] Green Herb

Lying on a counter in the southeast control room on the high walkway in the 
south.

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

[ ] Chicken

The chicken begins in the east room beside the high walkway in the middle of 
the map.  A 60 second time bonus is in this room along with an explosive barrel 
and other item pickups.  Even though the door to this room is closed the 
majority of the time, the chicken CAN get out if a Majini opens the door after 
spawning from the ceiling spawn point.  Just because the chicken starts in the 
closed room, doesn't mean that it will stay there.

----------
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 50 or more enemies.
Spawn Point: Spawns from the high ledge across from the 30 second timer on the 
middle high walkway.  The high ledge is right above the tall ladder in the 
south.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Gatling Gun Majini 2

Spawning Condition: Spawns when a player has defeated 80 or more enemies and 
Gatling Gun Majini 1 has been defeated.
Spawn Point: Spawns from the high doorway above the middle shaft area.  He will 
leap down from the doorway and land in the shaft area below.
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 120 or more enemies and 
Gatling Gun Majini 2 has been defeated.
Spawn Point: Spawns from the ceiling spawn point in the office room on the high 
walkway in the south.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-----------
REGION LIST
-----------

There are six regions total for the Missile Area stage:

-- Region A (green)

Region A is split into two portions.  The south portion covers the entire 
second floor walkway in the south and the northern portion covers the majority 
of the middle walkway in the north up until the walkway stretches across the 
bottom floor in the north area.

-- Region B (yellow)

Region B is split into two portions just like Region A.  It covers the north 
portion of the south high walkway.  The bottom portion of the stairs on the 
west side of the south walkway is where the south boundary starts for the south 
portion of this region.  On the middle walkway, this regions covers the 
platform with the 30 second timer, the narrow walkway to the east of the 
platform and the side of the walkway in front of the middle shaft before 
reaching the path that leads to the east storage room.

-- Region C (red)

Region C covers all of the bottom portion of the south floor up until a player 
passes underneath the south overhead walkway.

-- Region D (orange)

Regions D starts below the stairs that lead up to the middle portion of the 
bottom floor of the stage.  Its boundary extends to the north up until a player 
steps past the top walkway along the conveyor belt that leads to the storage 
room.

-- Region E (light blue)

Region E begins near the west area with the missiles on the wall past the 
railing.  The region extends all the way to the south up until a player drops 
from the north end of either walkway that hangs over the north conveyor belt.

-- Region F (purple)

Region F covers the entire bottom floor of the north area.  A player can stand 
on the north portion of the middle conveyor belt and still be in this region. 
The north portion of the middle high walkway is also included in this area.  A 
player can stand right next to the potion of the walkway in front of the tall 
ladder and hop over the gap then stand on the piece of walkway to the east and 
still be in this area.

----------
STAGE TIPS
----------

SOLO:



DUO:

- In order to delay the killing of the first Gatling Gun Majini, the player 
that starts near the 90 second timer, should lure the Gatling Majini to the 
north area while on the way to breaking the 90 seconds then keep luring him 
around that area until the player moves to the middle area.  A player can use 
hand grenades or proximity bombs to stun and damage the Gatling Gun Majini 
while running from him.

BOTH:

- The top floor region (Region B) has almost nothing but scripted Cephalos 
during the first 10 - 15 kills in that region, so perform constant melees that 
will cancel plagas spawns in order to avoid the Cephalo spawnings.

- The north area region and the regions on the upper walkways both make Majini 
spawn that will camp out on the upper walkways no matter where you move to.  
These Majini will continue to stand in place and can cost a player the full 
combo.  Be sure to finish them off early from a distance.  They can be used to 
help maintain the combo as well.  The north regions make two campers appear 
also (one on the north walkway over the north conveyor belt and one dynamite 
Majini on the walkway right above the tall ladder).

-----------------------
MISSILE AREA DUO VIDEOS
-----------------------

SOLO:

--> orochi008 (Barry)

Score: 721,123

http://www.youtube.com/watch?v=GT0PcSSG76s
http://www.youtube.com/watch?v=i427DfAjwmY

DUO:

--> ??? (Josh) and ??? (Barry)

Score: 922,854

http://www.youtube.com/watch?v=fu42pMY9Y08

--> zungpei (Josh) and chatora777 (Business Sheva)

Score: 931,807

http://www.youtube.com/watch?v=0CIjX9APDTc




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

                                 S T A G E  7

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

-- 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  | | Gatling Gun Majini       =      10,000  |
| Duvalia          =         900  | '-----------------------------------------'
| Chicken          =       2,000  |
'---------------------------------'

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

--> MANY DIFFERENT ITEM PLACEMENTS

Normal Town Majini are still the main enemy types on Ship Deck.  Ship Deck 
still remains the only stage with extra weapons.  There are still a total of 
three rocket launchers hidden in the stage as well as a grenade launcher.  The 
grenade launcher now comes equipped with explosive rounds instead of flame 
rounds in Reunion.  Nitrogen rounds and flash round pickups are lying in the 
stage now.  One rocket launcher position and the grenade launcher position has 
changed.

--> THE CHAINSAW MAJINI AND... OTHER BOSSES!?

Ship Deck was always known for its chainsaw Majini bosses that would appear 
early in the stage in normal Mercenaries.  In Mercenaries Reunion, the chainsaw 
Majini still appear, but they appear much later into the run.  Two chainsaw 
Majini will still appear at once.  The little surprise of having a blue and red 
chainsaw Majini appear at once seems much less deadly in normal Mercs when 
compared to Reunion.  In Mercenaries Reunion's Ship Deck, the final three boss 
enemies are a red Gatling Gun Majini and two blue chainsaw Majini.  Should you 
save a rocket launcher for them?

You damn right, you should!

--> TONS OF PLAGAS ENEMIES... BUT WE HAVE A GRENADE LAUNCHER WITH FLASH ROUNDS!

As usual, plagas spawns will pick up later into the combo on Ship Deck.  This 
time there is no specific area where the plagas will appear.  They just all 
start spawning at around a specific kill (around 100).  Thankfully, a player 
has access to a grenade launcher with flash round and nitrogen round ammo in 
the stage that can be used to cancel or instantly kill the plagas enemies.

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

--> Time Bonus Locations

http://img62.imageshack.us/img62/2142/shipdecktimebonuses4.png

--> Enemy Spawning Regions

http://img717.imageshack.us/img717/2083/shipdeckspawningregions.png

--> Blank Map (for your own labeling)

http://img710.imageshack.us/img710/3875/re5deck2.png

---------------
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.  A combo bonus 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 
the 90 second time bonus 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 hit 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 time bonus is in the open area to the west.  There is a combo 
bonus up the ladder of a metal container to the south of this time bonus.

[ ] 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.  The stairs nearby will 
lead to the crane tower.

[ ] 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.  It's right near the south starting point.

----------------
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 the 60 second time bonus in the open are to 
the south.  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 the north 60 second time bonus is 
located.  The chicken is also nearby.

[ ] Nitrogen Rounds (x12) (NEW ITEM IN REUNION!)

Lying along the east 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.  A 30 second time bonus is on th same platform.

[ ] Grenade Launcher (w/explosive rounds) and Flash Rounds (x12) (NEW ITEM IN 
REUNION!)

These are propped against the crate to the south as your character gets off the 
zipline after swinging to the south from the 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 a combo bonus is located in the west.  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 south 30 second time bonus.

[ ] Tall Crate

Up the staircase to the south of 30 second time bonus in the southeast.

[ ] Flash Grenade (x2)

These are lying on a metal crate, up the staircase to the south of the 30 
second time bonus in the south.  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 a combo bonus in the southwest portion of the map.

[ ] First Aid Spray

Around the center south portion of the map, hop over to the 60 second time 
bonus along the metal crates then break it and drop to the south set of crates 
to find this lying nearby.

[ ] Incendiary Grenade (x2)

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

[ ] Rocket Launcher (NEW ITEM IN REUNION! USED TO BE PROXIMITY BOMBS HERE)

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 (NEW ITEM IN REUNION! THERE IS ONLY ONE ROCKET LAUNCHER 
HERE NOW)

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 starts out on the small suspended platform in the southeast portion 
of the ship.  This platform has a rocket launcher pickup laying against its 
railing and a Town Majini with a bowgun is on top of the tower also.  In order 
to get to the tower, a player will have to swing from the zipline along the 
crane tower in the west.  It's best to shoot this chicken from a distance or 
fire a rocket at the platform to kill it off quickly.

----------
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 (red)

Spawning Condition: Spawns when a player has defeated 40 or more enemies.
Spawn Point: Drops from the center the overhead crane.
Max Number in stage at once: 1 of each type
Item Drop: Green Herb

-- Chainsaw Majini 2 (red)

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Chainsaw Majini 1 has been defeated.
Spawn Point: Drops from the center the overhead crane.
Max Number in stage at once: 1
Item Drop: Green Herb

-- Chainsaw Majini 3 (red) & 4 (red)

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Chainsaw Majini 2 has been defeated.
Spawn Point: Drops from the center the overhead crane.
Max Number in stage at once: both
Item Drop: Green Herb (both drops one each)

-- Chainsaw Majini 5 (blue) & 6 (blue) & Red Gatling Gun Majini

Spawning Condition: Spawns when a player has defeated 110 or more enemies and 
Chainsaw Majini 3 and 4 have been defeated.
Spawn Point: Drops from the center the overhead crane.
Max Number in stage at once: all three
Item Drop: First Aid Spray (both blue Chainsaw Majini drop one each), First Aid 
Spray (Gatling Gun Majini)

-----------
REGION LIST
-----------

There are three regions total for the Ship Deck stage:

-- Regions A

Region A covers the majority of the southwest area.  Its east boundary ends in 
the middle portion to the east and its north boundary ends right across from 
the platform with the west combo bonus.

-- Regions B

Region B covers the majority of the southeast area.  It's west boundary ends in 
the middle portion to the west and its north boundary ends right across from 
the area that contains the east combo bonus.

-- Region C

Region C covers the north portion of the map and its south boundary ends right 
before the narrow path near the row of large crates.

----------
STAGE TIPS
----------

SOLO:



DUO:

BOTH:

--------------------
SHIP DECK DUO VIDEOS
--------------------

SOLO:

--> Seitengrate (Barry)

Score: 834,572

http://www.youtube.com/watch?v=2LVIMm2FuIM
http://www.youtube.com/watch?v=hJN6HPOy0xE

--> kiriko (Barry)

Score: 851,229

http://www.youtube.com/watch?v=eKpYnFSgxAg
http://www.youtube.com/watch?v=TA0fq6MQIn8

DUO:

--> zungpei (Josh) and chatora (Business Sheva)

Score: 1,107,000

http://www.youtube.com/watch?v=5HL0vm3YZOc

--> shin210_y (Barry) and black-bives (Josh)

Score: 1,141,509

http://www.youtube.com/watch?v=oU0ZmAhTZsA




                           ___      _                                    [ST08]
                          / _ \_ __(_)___  ___  _ __  
                         / /_)/ '__| / __|/ _ \| '_ \ 
                        / ___/| |  | \__ \ (_) | | | |
                        \/    |_|  |_|___/\___/|_| |_|

                                 S T A G E  8

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

-- 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  | '-----------------------------------------'
| Duvalia          =         900  |
| Chicken          =       2,000  |
'---------------------------------'

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

Prison is still the only map with one specific area for enemy spawning.  No 
matter where a player stands in this stage, the enemies will still spawn.  
Prison still has the most aggressive Town Majini out of any stage.  Cephalo and 
Duvalis spawns will still increase as a run progresses just like in many other 
stages.

--> IT'S RAINING KIMBOS!

Big Man Majini will not start to show up until around the 50th kill.  An entire 
wave of almost nothing but Big Man Majini will come at the end of Prison.  They 
literally group up on a player like Town Majini toward the end of a run.  Town 
Majini with dynamite still appear toward the end, but the Big Man Majini will 
be more numerous.

--> TWO NORMAL EXECUTIONERS AND THREE RED EXECUTIONERS!

In normal Mercenaries, a red Executioner would start out in the stage from the 
beginning.  In Mercenaries Reunion, the first Executioner will not appear until 
the 50th kill.  The first Executioner will be a normal Executioner then a red 
Executioner will appear shortly afterward and another normal Executioner will 
follow.  The final two Executioners are red.  There are total of five 
Executioners overall - two normal and three red Executioners.

--> MAJOR CHANGES IN TIME BONUSE PLACEMENT

Quite a few of the time bonuses have been changed in Prison.  There is now a 
time bonus in the center area and several other time bonuses have been 
rearranged in the stage as well.  First Aid Spray pickups have now been added 
in two places on the map.  The majority of the item placements remain the same 
however.

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

NOTES ABOUT THE FOLLOWING MAPS:

NOTE: In all the following maps, 3F overlaps 2F in some areas.  3F covers a 
good majority of the north portion of 2F.

--> Time Bonus and Combo Bonus Locations

http://img260.imageshack.us/img260/6792/prisontimebonuses4.png

--> Enemy Spawning Regions

http://img153.imageshack.us/img153/6358/prisonspawningregions3.png

--> Blank Map (for your own labeling)

http://img709.imageshack.us/img709/1594/re5prison2.png

---------------
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 time bonus is right next to the zipline on the north side of the 
map.  After moving down the walkway from the top starting area, turn to the 
left then move down that path to arrive at this time bonus.

[ ] 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 4

Extra Time: +60 seconds
Location: This is lying in the very center of the middle room on 1F.  It's on 
the bridge in the center of the room.

[ ] Time Bonus 5

Extra Time: +30 seconds
Location: This time bonus is inside of the long room on the west side of 1F.  
Kick through the west door in the middle area of 1F and this will be off to the 
right.

[ ] Time Bonus 6

Extra Time: +30 seconds
Location: This can be seen through a window if a player approaches the far 
north room on the second floor.  Move up the wooden ladder on the west side of 
the middle area then look to the right to see this through a window.

[ ] Time Bonus 7

Extra Time: +30 seconds
Location: On a wooden 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 8

Extra Time: +60 seconds
Location: In the center of B1, this is on a walkway that extends across a pool 
of lava on the bottom floor. This is in the basement level below the middle 
portion of the area.

[ ] Time Bonus 9

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.  The room is 
right across from a cell that contains a combo bonus.

[ ] 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: In the south portion of 1F, this is to the west of the room with the 
green herb pickup inside.  A player will need to kick through the door on the 
south or north side to enter the room.

[ ] Time Bonus 112

Extra Time: +30 seconds
Location: This time bonus is lying along the platform in the far west portion 
of the map.  A player will have to climb the ladder on the north or south side 
of the platform or drop from the window along the west portion of 3F in order 
to reach it.

----------------
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 a combo bonus 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 a first 
aid spray pickups is located.

[ ] First Aid Spray (NEW ITEM IN REUNION!)

Lying near a rail cart directly across from a 60 second time bonus at the other 
end of the zipline.

[ ] 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 a 
30 second time bonus (the one that can be seen through a window).

[ ] 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 in the northeast.  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 a 30 second time bonus.

[ ] 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

[ ] First Aid Spray (NEW ITEM IN REUNION!)

In the cell along the east side of the B1F tunnel.

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

[ ] Chicken

The chicken's location for Prison remains unchanged in Mercenaries Reunion.  It 
is still located in far northeast portion of 1F.  It roams around the side of 
the room behind the wooden railing where a combo bonus 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 (normal)

Spawning Condition: Spawns when a player has defeated 50 or more enemies.
Spawn Point: Spawns from high ledge spawn point above the top floor combo box.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 2 (red)

Spawning Condition: Spawns when a player has defeated 70 or more enemies and 
Executioner 1 has been defeated.
Spawn Point: Spawns from high ledge spawn point above the top floor staircase 
(bottom portion of the stairs)
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 3 (normal)

Spawning Condition: Spawns when a player has defeated 90 or more enemies and 
Executioner Majini 2 has been defeated.
Spawn Point: Spawns from high ledge spawn point above the top floor staircase 
(top portion of the stairs)
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 4 (red)

Spawning Condition: Spawns when a player has defeated 110 or more enemies and 
Executioner Majini 3 has been defeated.
Spawn Point: Spawns from high ledge spawn point above the top floor staircase 
(bottom portion of the stairs)
Max Number in stage at once: 1
Item Drop: First Aid Spray

-- Executioner Majini 5 (normal)

Spawning Condition: Spawns when a player has defeated 130 or more enemies and 
Executioner Majini 4 has been defeated.
Spawn Point: Spawns from high ledge spawn point above the top floor combo box.
Max Number in stage at once: 1
Item Drop: First Aid Spray

-------
REGIONS
-------

-- Regions A

The entire Prison is only composed of one region, so Region A stretches across 
the entire map and covers all floors.

----------
STAGE TIPS
----------

SOLO:

- Hit the majority of the time bonuses in the Prison before fighting.  The 
chicken should be the first enemy that is killed.  Pick up the combo bonus from 
the chest then start fighting after killing the chicken.

- A player can step inside of the room with the green herb on the first floor 
in order to delay the first red Executioner's arrival.  The red Executioner 
will not arrive until a player steps outside of this room.  DO NOT step through 
a doorway or a window or the red Executioner will spawn.

DUO:

- Both players need to work out a strategy where they can hit all time bonuses 
before fighting or one player can hit the time bonuses while another player 
fights.

- It is best for both players to fight separately until the first Executioner's 
arrival at the 50th kill.  Once the Executioner arrives, both players should 
meet up in the middle area.

- Save the Executioner by fighting around him while in the middle area.  Try to 
save him until the 120th kill.

BOTH:

- Conserve flash grenades for Duvalias or any Cephalo spawn that is almost 
guaranteed to ruin your combo without tossing the flash explosive.

-------------
PRISON VIDEOS
-------------

SOLO:

--> kayu__uma (Josh)

Score: 818,006

http://www.youtube.com/watch?v=eDpvw45Pbu0
http://www.youtube.com/watch?v=wfuucV72Jks

--> kiroko (Barry)

Score: 894,706

http://www.youtube.com/watch?v=H2DzXGnlhx4
http://www.youtube.com/watch?v=JJYp6QpimmI

DUO:

--> zungpei (Josh) and chatora777 (Business Sheva)

Score: 989,504

http://www.youtube.com/watch?v=Hjy-vyBYxpk

--> Berserker Kev (Warrior Chris) and Paglie (Barry)

Score: 1,015,275

http://www.youtube.com/watch?v=2k5SnzbVDM4


===============================================================================
                         MERCENARY REUNION CHARACTERS                    [CS00]
===============================================================================

The following is a list of all characters in The Mercenaries Reunion 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.

Each character should be used differently depending on whether a player is 
playing solo or duo mode.  In solo mode, melee kills should be used often, but 
take out a powered weapon and fire at the closest enemy if the combo is ever at 
risk.  The combo should take full priority over melee kills.

In Duo mode, players should limit themselves to weaker weapons in order to 
obtain as many melee kills as possible.  Each player will draw the attention of 
the enemies so a player will not get surrounded as much in Duo mode.  Limit the 
use of a powerful weapon so that your character only uses one for bosses and to 
keep the kill chain going.  Melee kills are still a factor in obtaining a high 
score in Reunion.  Remember that each second left over after all enemies are 
defeated will be worth 300 points per second.

----------------------------------------
Extra Melee Attacks in Duo Mercs Reunion
----------------------------------------

In Duo Mercs Reunion, some character match-ups will cause both characters' 
melees to change to a new, more powerful melee attack.

-- New Melee Combinations

The following team match-ups in duo will change at least one of the characters' 
melees to a more powerful melee.

Chris - Barry
Barry - Josh
Josh - Sheva
Sheva - Excella
Excella - Rebecca
Rebbeca - Chris

-- Team Melee List

Chris: leg stun front (Rising Upper) and leg stun back (Hammer Elbow)
Barry: arm stun front (Lights Out)
Sheva: ground melee (Double Fang)
Excella: arm stun front (Cross Slap)
Rebecca: arm stun front (Double Flame Spray)
Josh: head stun (Maximum Straight)

These duo melees are discussed more in the following character sections.


                                                                         [CS01]


                            ___  _            _      
                           / __\| |__   _ __ (_) ___ 
                          / /   | '_ \ | '__|| |/ __|
                         / /___ | | | || |   | |\__ \
                         \____/ |_| |_||_|   |_||___/
     __                                                                 __
    / /                                                   _          _  \ \
   / /    /\  /\ ___   __ _ __   __ _   _    /\/\    ___ | |_  __ _ | |  \ \
  | |    / /_/ // _ \ / _` |\ \ / /| | | |  /    \  / _ \| __|/ _` || |   | |
   \ \  / __  /|  __/| (_| | \ V / | |_| | / /\/\ \|  __/| |_| (_| || |  / /
    \_\ \/ /_/  \___| \__,_|  \_/   \__, | \/    \/ \___| \__|\__,_||_| /_/
                                    |___/                              


No, this character is not a Gatling Gun Majini!  This is Chris Redfield in 
metal armor with a gatling gun!  Think of him as a metal Tofu with a gatling 
gun.

Heavy Metal Chris can easily be considered the most unique character out of the 
full roster of characters in Mercenaries Reunion.  He has several hidden 
advantages in his armor and weapon arsenal that no other character possesses.  
He comes equipped with a gatling gun that has an infinite supply of bullets and 
a stun rod that can easily melee kill any type of enemy.  This Chris type also 
has special inventory armors that reduce the damage done by melee and 
projectile attacks.


--> HEAVY METAL CHRIS' INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |           |   Hand    |           |
                   |           |Grenade (3)|           |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   | Gatling   |           |   Stun    |
                   |   Gun     |           |   Rod     |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  Melee    | Proximity |Bulletproof|
                   |  Vest     | Bomb (3)  |   Vest    |
                   |           |           |           |
                   '-----------------------------------'

Heavy Metal Chris is the only character in Reunion that comes with inventory 
items that cannot be discarded.  Both his melee vest and bulletproof vest must 
remain in his inventory at all times.  They can be switched to different slots 
but they will always be there to take up two slots in the player's inventory. 
It's a small price to pay for two items that allow him to take less damage from 
melee and projectile attacks however.

This Chris type requires no ammo, so all he really needs to collect are 
explosive items and healing items.  Heavy Metal Chris will definitely need 
healing items if a player chooses to use his stun rod often.  Even though he 
takes less damage from attacks, he will most likely be hit often while trying 
to hit a crowd from close range.

His explosives in his inventory work very well for bosses!  Since his gatling 
gun has trouble stunning a boss, laying down a proximity bomb in a boss' path 
or tossing a hand grenade at a boss to stun it will definitely help out when a 
boss enemy appears.

Chris walks very slow while his gatling gun is currently equipped, so a player 
will want to switch to the stun rod or an exposive item to run faster while 
moving with him.  Both his gatling gun and his stun rod can be used to set up 
melee kills so you'll be switching between them often.


--> HEAVY METAL CHRIS' GATLING GUN

                       .-----------------------------.
                       | Gatling Gun                 |
                       |=============================|
                       | Firepower:    350           |
                       | Capacity:     Infinite      |
                       | Reload Speed: --            |
                       | Special:      --            |
                       '-----------------------------'

Gatling Gun
-----------

Pros:
+ Infinite Ammo.
+ No need to reload.

Cons:
- Doesn't pack enough power to stun bosses quickly or kill them quickly.
- Has a slow start-up animation for firing due to the barrel rotation.
- Chris moves slower while this gun is equipped.


At first glance, the gatling gun seems just like a boss killer and nothing 
more. It basically seems like a weapon that would ruin melee kills with its 
power.  That's not the case if you know how to use this gun though.  The 
gatling gun's rapid fire can easily mow down a crowd of normal enemies in 
seconds.  When the barrel of the gun starts to revolve, whatever is at the 
other end of Chris' gatling gun is going to get spammed with a shower of 
bullets as long as player continues to hold down the trigger button.

The gatling gun can actually be used to set up melee kills!  It takes some good 
timing but the feeling of setting up a melee kill is quite rewarding and the 
novelty of actually using a gatling gun to stun an enemy for a melee kill is so 
very epic!  The gun can stun an enemy just like a machine gun but a player 
needs to time the barrel rotation and the actual shots very well in order to 
stun a normal Majini without killing it.  Two shots at a Town or Base Majini or 
one shot to a Wetland Majini will set it up for a kill from Chris' frontal leg 
stun or head stun melees.

The main flaw of the gatling gun is its start-up animation due to the barrel 
rotation and the fact that it can't stun some bosses very quickly at all.  The 
gatling gun is best used for long range or mid range kills since it needs a few 
seconds to start up due to the barrel rotation prior to firing.  Bosses such as 
the Executioner need to be shot from long range or stunned with a hand grenade 
or proximity in order to damage them easily with the gatling gun.  It takes 
quite a few shots in order to stun an Executioner with the gatling gun alone, 
so a player should not use this weapon from close range when confronting a boss 
unless the boss has been weakened severly and is close to death.

Chris will move slower than normal while carrying the gatling gun, so a player 
will want to switch to his stun rod or any other weapon or item in order to 
move faster while running with him.  His gatling gun can actually be discarded 
in order to remove his metal bullet backpack.  There is really no reason to do 
that unless you want to limit your firepower and only take on a stage with a 
short range weapon and explosives however.


--> HEAVY METAL CHRIS' STUN ROD

                    .-------------------------------------.
                    | Stun Rod                            |
                    |=====================================|
                    | Firepower:    350                   |
                    | Capacity:     --                    |
                    | Reload Speed: --                    |
                    | Special:      x5 damage on plagas   |
                    |               cancels plagas spawns |
                    '-------------------------------------'

Stun Rod
--------

Pros:
+ Any kill with the stun rod counts as a melee kill.
+ Quick close range weapon.
+ No ammo or reloading required.
+ Highly effective against plagas enemies and actually prevents plagas spawns.

Cons:
- Lacks range (close range only).
- Slight hit detection problems with small enemies.


Chris delivers a quick shock for electrical damage with each swing of his 
trusty stun rod.  This short range weapon has the ability to stun an enemy and 
set it up for melee just like gunfire.  The stuns are still random based on 
what portion of the enemy's body that a player hits.  Every Majini type, takes 
at least three hits to kill off with all stun rod attacks.

Any Majini that is killed with a stun rod strike will counts as a melee kill 
and give a bonus of 5 seconds to a player just like a melee kill.  Depending on 
the range and the section of the body that a player is aiming for, the stun rod 
can hit multiple times per strike.  It's really best to walk up to a Majini and 
aim downward then strike it with the stun rod.  Chris stun rod will hit from 
his left side first, so try to point his left side toward whatever enemy that 
you're trying to attack.

His stun rod can be used in combination with his gatling gun.  The gatling gun 
can be used to weaken an enemy then the stun rod can be used to finish the 
enemy off.  There are quite a number of methods that can be used to weaken a 
Majini before a final stun rod hit.  Incendiary grenades will take just enough 
damage from a Majini to where Chris can finish it off with a single stun rod 
strike - use this on crowds to get in multiple kills with stun rod strikes 
easily.

Since the stun rod deals electrical damage to an enemy, it can be used to 
quickly defeat any parasitic enemies such as a Cephalo.  Two stun rod strikes 
will instantly kill a Cephalo for a melee kill.  One stun rod strike will 
weaken a Cephalo severly!  Chris' stun rod will also prevent plagas spawn.  
Scripted plagas Majini such as the Allyson on Public Assembly or the second 
torch Majini on Ancient Ruins will not spawn a Cephalo when killed with the 
stun rod!

Chris' stun rod can be used to melee kill enemies that cannot even be set up 
for a melee.  A player can strike a Bui Kichwa (spider enemy) in Village with 
the stun rod and kill off the Bui Kichwa for a melee kill.  Chris can even 
melee kill a Duvalia with a stun rod attack to its mouth when it leans over!  
Melee kills can be saved with the stun rod whenever any enemy has been weakened 
to the point of death as well.  So long as the final hit against an enemy is a 
stun rod attack, that kill will count as a melee kill.

Chris' stun rod sometimes has hit detection problems on smaller enemies.  With 
Bui Kichwa enemies, a player must aim downward, and the hit with the stun rod 
must be exact in order to hit the spider-like enemy.  Sometimes the stun rod's 
close range only attacks will make it hard to hit an enemy.  If the enemy backs 
up in the slightest, the stun rod strike may miss the enemy, so always be 
prepared to run closer to an enemy after aiming to get a definite hit.

NOTE: A stun rod strike can stun a Reaper from close range much like an 
electric round from the grenade launcher.


--> HEAVY METAL CHRIS' METAL BACKPACK

Pros:
+ Protects Chris from some back attacks
+ Protects Chris from grabs to the back or sides

Cons:
- Blocks a player's view somewhat


Say what?  A section for Chris' back pack!?  Yes!  Chris' metal backpack 
deserves its own section under his listing because it is indeed a factor in 
playing him.  As long as Chris wears his metal back pack, he cannot be grabbed 
from directly behind or to each of his sides by a Majini.  A Majini must reach 
out toward his front portion in order to grab him, otherwise a Majini will not 
be able to reach him since his back pack will be in the way of itss arms!

Chris can also use his backpack to shield him from some melee attacks and 
projectiles.  Whenever a gatling gun Majini begins to fire its gatling gun, 
Heavy Metal Chris can turn his back to the attacking gatling gun Majini and 
walk so that his backpack fully covers him - he will be shielded from the 
Gatling Gun Majini's gunfire with his metal backpack at that time.

Chris backpack will also shield him from thrown weapons and a few attacks that 
hit the backpack first and not Chris.  As long as the weapon makes contact with 
Chris' metal backpack first, the attack will not harm him.  The attack will hit 
his metal backpack instead.


--> HEAVY METAL CHRIS' HAND GRENADES

                          .---------------------.
                          | Hand Grenade        |
                          |=====================|
                          | Direct Hit:  1,500  |
                          | Area Effect: 1,000  |
                          '---------------------'

Pros:
+ Can easily take down a group of normal Majini or stun a boss enemy.
+ Useful against Cephalos and Duvalias with direct hit.

Cons:
- Bouncing can sometimes mess up a precise direct hit.


It's a real good thing that Chris has both hand grenades and proximity bombs, 
otherwise, bosses would be quite hard to stun quickly from close range with his 
gatling gun along.  Hand grenades should be used for distant stunning on a boss 
enemy such as the Excutioner.  Toss the hand grenade then fire the gatling gun 
at a boss while it is stunned.  Boss enemies such as the Giant Majini don't 
need an explosive stun to finish them off.

Chris' hand grenades can also be used to knock down breakable walls with 
explosions for quicker access to areas.  The hand grenades can be tossed down 
at enemies that lie below some high areas in order to maintain the combo as 
well.  When a Duvalia is spawning, if Chris doesn't have any flash grenades, 
toss a hand grenade at the feet of the spawning Duvalia to finish it off with a 
direct hit explosion while it spawns - this method is much quicker than waiting 
through its invincibility animation of a spawn and then shooting it with the 
gatling gun.

In solo mode, it's a good idea to use hand grenades in order to save the combo 
from a distance.  Thanks to the recoil and time consuming startup animation of 
his gatling gun, tossing a hand grenade can be a bit faster and more exact when 
trying to save a combo.


--> HEAVY METAL CHRIS' PROXIMITY BOMBS

                          .---------------------.
                          | Proximity Bomb      |
                          |=====================|
                          | Direct Hit:  1,500  |
                          | Area Effect: 1,000  |
                          '---------------------'

Pros:
+ The explosive can be placed on the ground and any enemy that triggers it will 
  be hit directly.
+ These can help to keep the kill chain while being placed on the run from a 
  group of enemies.

Cons:
- There is really no way to aim a proximity bomb at an enemy for precion. Hits 
  are all about timing and expectency.


Just like hand grenades, Chris can use these explosives to stun a boss.  
Proximity bombs are better used for a boss that is moving along a narrow path 
toward Chris or a boss that is expected to move along the path that the 
proximity bomb is placed.  These can work much better than hand grenades 
against Reapers since Chris can place one then quickly run away as a Reaper 
approaches then blast the Reaper in the chest as it turns from getting up to 
kill it after a proximity bomb hit.  These can also be used to quickly finish a 
Duvalia after it spawns - just lay a proximity bomb in its path while running 
away from it.

In solo mode, proximity bombs can also be used to save the combo.  While 
running away from enemies, place a proximity in their path in order to save the 
combo while on the run.  Some luck and good placement of the proximity bomb is 
needed while attempting this however.


--> HEAVY METAL CHRIS' MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command   | Type of Melee                | Damage | Special           |
|=========================================================|===================|
| Straight        | Head Stun Melee              |   600  | Possible critical |
| Hook            | Arm Stun Melee (front)       |   250  | Possible critical |
| Kick            | Arm Stun Melee (back)        |   250  | N/A               |
| Uppercut        | Leg Stun Melee (front)       |   450  | Possible critical |
| Neck Breaker    | Leg Stun Melee (back)        |  Kill  | Cancels plagas    |
|                 |                              |        | spawn             |
| Rising Upper    | * Special Leg Stun Melee     |  2000  | N/A               |
|                 |   (front)                    |        |                   |
| Hammer Elbow    | * Special Leg Stun Melee     |  1500  | Possible critical |
|                 |   (back)                     |        |                   |
| Stomp           | Ground Melee                 |   600  | Critical if aimed |
|                 |                              |        | at Majini's head  |
| Haymaker        | Tag Team Melee (front)       | 3,000  | Cancels plagas    |
|                 |                              |        | spawn             |
| Back Hand       | Tag Team Melee (back)        | 3,000  | Cancels plagas    |
|                 |                              |        | spawn             |
| Top-down Punch  | Partner Assist Melee         |   500  | N/A               |
| Uppercut        | Counter Melee on Licker Beta |   600  | Sets up stab      |
|                 |                              |        | melee on Licker   |
| Stab            | Ground Melee on Licker Beta  | 1,200  | N/A               |
'-----------------------------------------------------------------------------'
* Chris can only perform these special leg stun melees in duo mode while paired
  with a Barry or Rebecca partner.

Chris' straight and his uppercut now take off a bit more damage when compared 
to regular Mercenaries.  His straight punch will instantly kill any Majini that 
has taken a headshot from his gatling gun or a head stun from his stun rod.  
The stun rod + straight combination works excellent for crowds with Chris' wide 
range for his straight attack.  Both his uppercut and his hook can be used in 
combination with his stun rod strikes to further damage a Majini as well.

His gatling gun can easily set up an uppercut melee kill with the damage it 
deals.  Two leg shots to a Town Majini or Base Majini will make it to where an 
uppercut will finish them off.  One shot to a Wetland Majini will allow Chris 
to finish it off with an uppercut for a melee kill.  Chris' stomp will easily 
finish off any Majini that has taken damage from a gatling gun shot or a stun 
rod hit with its 600 damage.

The stun rod by itself is considered a melee so a player can use the stun rod 
to finish off any weakened enemy for a melee kill.  Sometimes it is faster to 
hit a grounded Majini with a stun rod rather than stomp it.  For a group of 
Majini, it is a lot better to hit them with a stun rod strike while they are 
grounded rather then stomp them since the stun rod attack is much quicker.

The stun rod can work good against multiple Majini.  Aim downard and strike the 
stun rod at Majini to hit their legs and get a chance for a stun in order to 
activate a melee.  Chris starts swinging from his left, so try to line up a 
targeted Majini with his left side before a swing to get a better chance at 
hitting the Majini.

An incendiary grenade that hits a Majini will weaken it just enough to where a 
stun rod strike will finish it off.  Since Chris can attack with a stun rod 
immediately after tossing an incendiary grenade, the stun rod can hit the 
burning Majini as it flails or falls while on fire to kill it much quicker 
rather than having to wait on it to be grounded for a stomp.

As usual, Chris' neck breaker will prevent plagas spawns, and, even though it 
isn't an instant kill, a stun rod strike that kills a Majini will also prevent 
a plagas spawn as well.

When Chris is paired with a Rebecca or Barry partner in duo mode, he will gain 
a new frontal leg stun and back leg stun melee.  His uppercut melee will change 
to the Rising Upper melee and his neck breaker will change to the Hammer Elbow 
melee.  Both of these melees take off some incredible damage.  No prior damage 
is even needed to kill the majority of Majini with either of these.

Chris' Rising Upper has a slower startup animation when compared to his 
uppercut but it has some very good range.  His Hammer Elbow is much quicker, 
but lacks the range for multi melee kills most of the time.  Neither of these 
new melees will cancel a plagas spawn, so a player will need to use Chris' stun 
rod in order to cancel a possible or scripted plagas when paired with a Rebecca 
or Barry partner.


--> HEAVY METAL CHRIS' 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 300 
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.

The following section lists methods to obtain melee kills for Heavy Metal 
Chris.

-----------------
Basic Melee Kills
-----------------

** Gatling Gun shot/Stun Rod Attack --> Gatling Gun/Stun Rod leg stun --> 
Uppercut

For all Town Majini and Base Majini, Chris must first shoot each of them with 
at least two shots from the gatling gun before they can be killed off by an 
Uppercut.  Each shot or stun rod strike takes 350 damage and the uppercut takes 
450, so two shots are needed for Town Majini with 800 life (Male Town Majini)

** Gatling Gun/Stun Rod leg stun --> Uppercut
(Wetland Majini [besides Torch], Female Majini, Dynamite Majini, Cocktail 
Majini [only in Mines] and Bowgun Majini ONLY)

For all the Majini listed above, a single shot from the Gatling Gun to any 
portion of its body followed by an uppercut will finish off each of them for a 
melee kill.

** Gatling Gun leg trip --> Stomp

After any gatling gun shot or stun rod strike that grounds a Majini, rush 
toward the Majini then stomp the Majini for a melee kill.  If you miss the 
stomp then quickly take out the stun rod and hit the Majini while it gets up.

** Gatling Gun/Stun Rod leg stun --> Neck Breaker

This melee combination will instantly kill ANY Majini and avoid any possible or 
scripted plagas.

** Gatling Gun/Stun Rod leg stun --> Rising Upper
(with a Rebecca or Barry partner in duo mode only)

This will instantly kill off any normal Majini that gets hit by the Rising 
Upper melee.  It can easily set up multiple melees kills with its range.

** Gatling Gun/Stun Rod leg stun --> Hammer Elbow
(with a Rebecca or Barry partner in duo mode only)

Much like the Rising Upper, this melee will instantly kill any normal Majini as 
well without the need for prior damage.  The Hammer Elbow is faster than the 
Rising Upper, but it has shorter range for multi melee kills.  It should be 
noted that the Hammer Elbow will NOT cancel plagas spawns like a neck breaker. 
A Heavy Metal Chris player will have to cancel possible plagas with the stun 
rod instead of the neck breaker when playing with a Rebecca or Barry partner.

** Stun Rod attack x3

All normal male Town Majini will take at least 3 strikes from the stun rod to 
finish off if they do not receive any prior damage.  The stun rod by itself can 
quickly kill a Majini if a Majini is trapped in a corner or pinned against a 
wall.  Aim Chris' left side toward a Majini that you want to hit since he hits 
from that side first and he has greater reach from his left side.

There is no limit to what Heavy Metal Chris can melee kill with his stun rod. 
He can even melee kill a Duvalia if the final attack against a Duvalia is with 
the stun rod.  The stun rod works very well for melee killing Bui Kickwa 
enemies in Public Assembly and Village - just make sure to hit them before they 
grab.  All Bui Kickwa's only take one strike from the stun rod to kill.

He can also melee kill Cephalos very easily with the stun rod.  Since the stun 
rod takes x5 damage against plagas enemies, a Cephalo will be killed in two 
strikes.  There is a sort of trick to killing a Cephalo with a stun rod.  If 
one of them spawns in front of Chris right after an uppercut, quickly aim and 
turn his left side to the Cephalo then swing to hit the Cephalo with the stun 
rod.  This usually makes it to where the Cephalo's top appendage will not hit 
Chris.  Quickly strike it twice with the stun rod to kill it off.

Keep in mind that a stun rod strike against a Majini will cancel any possible 
or scripted plagas spawns from the Majini.  Sometimes it is really best to hit 
a fallen Majini with the stun rod to finish it off rather than stomp it with 
the possibility of a plagas spawn.

** Stun Rod attack after two Gatling Gun shots

It's good to get yourself in a habit of equipping the stun rod directly after 
trying to shoot a Majini once or twice for a leg stun.  If the Majini fails to 
give a leg stun, equip the stun rod while it staggers from the first or second 
shot then run up to it and strike it with the stun rod to finish it off.

** Incendiary Grenade --> Stun Rod attack

Any normal Majini will be weak enough to be finished off by a stun rod attack 
after being hit by an incendiary grenade.  The best part about Heavy Metal 
Chris is that he can hit them with the stun rod while they stagger or fall from 
being burned.  Toss an incendiary grenade at a crowd and dash toward them then 
hit them all with stun rod attacks and you'll kill the whole crowd very 
quickly!

** Stun Rod attacks --> Melees

While hitting a Majini with a stun rod, the stun rod attacks might activate a 
stun.  You'll have to keep a Majini's health in mind based on the current 
Majini that you're fighting to take advantage of melees during stun rod 
strikes.

  Stun Rod head stun --> Straight
  Stun Rod leg stun --> Neck Breaker
  Stun Rod leg trip --> Stomp
  Stun Rod strike --> Stun Rod leg stun --> Uppercut
  Stun Rod strike --> Stun Rod arm stun --> Hook/Kick
  Stun Rod arm stun --> Hook/Kick --> Stun Rod strike

** Straight punch --> Stomp
(Wetland Majini)

This combination is really good to know for Wetland Majini.  As you know, 
Wetland Majini will hop back up once knocked down if they do not receive enough 
damage prior to the fall.  A straight punch's 600 damage rate will make sure 
that they stay grounded for a while, whether you hit one after a flash grenade 
or hit one while melee killing another.  Chris can follow up this fall with a 
stomp OR he can leg stun a nearby Wetland Majini and uppercut it and the 
grounded Majini.

** Gatling Gun shot (as Majini stumbles) --> Stomp / Stomp (Head Crush)

If a Majini begins to stumble from any type of action that Chris makes, he can 
quickly shoot it once with the gatling gun before it falls completely then run 
up to it and stomp it.  The gatling gun shot must hit before the Majini hits 
the ground completely or the shot will trigger its recovery animation.  If a 
Majini falls to the ground before you can shoot, rush to the head portion of 
the Majini (move forward then quick turn) and then activate the stomp so that 
Chris' foot hits the Majini's head for an instant kill head crush.

All of the above can be avoided through the use of Chris' stun rod however. 
Since he can melee kill with any stun rod strike, all a player has to do is run 
toward the fallen Majini then hit it with the stun rod.  You could actually 
stomp the Majini once to take off 600 damage then hit it with the stun rod 
afterward to kill it.  It really doesn't matter when you have a close range 
weapon that can melee kill!

-------------------------
Big Man Majini Melee Kill
-------------------------

** Gatling Gun shots --> Straight

You really have to get the feel of this melee kill sequence and know the 
timing.  Aim at a Big Man Majini then shoot it in the legs.  Your shots will 
make it stand up and down.  Once you think you've shot it enough, run up to it 
and perform a straight punch while it kneels.  If the straight doesn't kill, 
take out the stun rod and hit the Big Man Majini and it should die eventually 
for a melee kill.

------------------------
Multi Melee Combinations
------------------------

** Uppercut that hits standing and grounded Majini

If a Majini falls to the ground after being shot at least twice with the 
gatling gun and that grounded Majini falls near a standing Majini, try to shoot 
the standing Majini in the leg with the gatling gun for a leg stun then 
uppercut the standing Majini so that Chris' uppercut hits the standing and 
grounded Majini at the same time to kill both.

Chris' uppercut takes 450 damage and a normal Male Town Majini has 800 life, so 
you'll usually have to shoot the Majini at least twice in order to kill it with 
an uppercut.

** Stomp two grounded Majini at once

This is hard to plan at times, without the use of an uppercut, but if two 
damaged Majini fall to the ground and a portion of one Majini lies over or 
under the other, try to angle Chris stomp so that he hits both of them with his 
foot.  While facing a Majini's legs, Chris' foot will always stomp the body, so 
if a Majini's foot lies over or under another grounded Majini body, stomp the 
body of the Majini with the legs near it to hit them both.

You can also time an uppercut after a leg stun so that it hits a stunned Majini 
and a Majini that is behind the stunned Majini to set them both up for a double 
stomp.

** Gatling Gun leg stun --> Rising Upper to multiple Majini
(with a Rebecca or Barry partner in duo mode only)

Since Chris' rising upper has good range and deals intense damage that can kill 
most Majini prior to the melee, it can easily be used to set up multiple melee 
kills if a player simply shoots the leg of a Majini to get a leg stun then 
stands near the stunned Majini and waits for Majini to pile up near it before 
performing the melee.  This is much better used in narrow areas such as the 
back alley in Public Assembly.

** Gatling Gun leg stun --> Hammer Elbow
(with a Rebecca or Barry partner in duo mode only)

Just like the rising upper, the hammer elbow can easily gain multiple melee 
kills with its intense damage since it needs no extra damage prior to the melee 
to kill.  The hammer elbow is quicker than the rising upper and lacks good 
range so it's a bit harder to set up multiple Majini for this melee.


--> HEAVY METAL CHRIS' 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!"


--> HEAVY METAL 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"


--> HEAVY METAL CHRIS' 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]

                        __  _                        
                       / _\| |__    ___ __   __ __ _ 
                       \ \ | '_ \  / _ \\ \ / // _` |
                       _\ \| | | ||  __/ \ V /| (_| |
                       \__/|_| |_| \___|  \_/  \__,_|
          __                                                     __
         / /    ___       _                _____        _        \ \
        / /    / __\__ _ (_) _ __  _   _  /__   \ __ _ | |  ___   \ \
       | |    / _\ / _` || || '__|| | | |   / /\// _` || | / _ \   | |
        \ \  / /  | (_| || || |   | |_| |  / /  | (_| || ||  __/  / /
         \_\ \/    \__,_||_||_|    \__, |  \/    \__,_||_| \___| /_/
                                   |___/                        


Yeah, Capcom gave Sheva Midnight Wesker's magnum, STARS Chris' machine gun and 
BSAA Chris' shotgun from normal Mercenaries along with a sexy new outfit 
reminiscent of fairy tale.  Fairy Tale Sheva is more like a BB Hood or Bulleta 
when compared to Red Riding Hood though.  Even though Sheva still has her slow 
ground melee, the damage of two of her melees have been upgraded to make her 
much more useful than she was in the original Mercenaries.


--> FAIRY TALE SHEVA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |Machine Gun| H&K M500  |  Shotgun  |
                   | Ammo (100)|   (MAG)   |Shells (10)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   | SIG 556   |  Magnum   |  Ithaca   |
                   |   (MG)    |   Ammo    |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |   Gold    |           |
                   |           |  Egg (5)  |           |
                   |           |           |           |
                   '-----------------------------------'

Sheva comes jam-packed with a whole basket full of weapons in her inventory. 
She carries the SIG 556 with an assortment of 100 bullets.  She also has the 
most powerful magnum in the game - the M500 magnum - with an additional 6 
bullets.  Much like BSAA Chris in regular RE5 Mercs, she also carries a 
shotgun.  Fairy Tale Sheva is almost like a STARS Wesker with the amount of 
firepower she comes with.  She really comes with too much, so a player might 
want to consider discarding.

Her Ithaca shotgun can easily be discarded in favor of the M500 if a player can 
handle the recoil and make precise shots from close range.  Besides the M500, 
all of her weapons are slightly more damaging than they were in normal RE5 
Mercs in the hands of other characters.

Sheva also comes with 5 Golden Eggs.  There is no reason to start collecting 
healing items for her early in a run.  Fairy Tale Sheva is about the only 
character that can easily make it through a full run without the need of any 
extra healing items since she starts with 5 full heals from the beginning!


--> FAIRY TALE SHEVA'S SIG 556

                     .-------------------------------.
                     | SIG 556 (MG)                  |
                     |===============================|
                     | Firepower:    175             |
                     | Capacity:     80              |
                     | Reload Speed: ? sec.          |
                     | Special:      --------------  |
                     '-------------------------------'

SIG 556
-------

Pros:
+ Good damage rate that matches her melees very well.
+ Decent capacity

Cons:
- Recoil can mess up precision aiming


Fairy Tale Sheva's SIG 556 machine gun matches her melees perfectly.  The 
machine gun takes off damage good enough to where all she has to do is hit a 
Majini once or twice at the max then perform either her frontal leg stun or 
head stun melee and finish it off.  The machine gun comes with a higher 
capacity than STARS Chris' machine gun in original RE Mercs, so Sheva won't 
have to reload as often.

A player will have to put up with some slight recoil during rapid fire, which 
can mess up precision aiming with the SIG.  Short taps of the trigger can help 
for precise shots but precision is pretty hard to maintain from long range 
while holding down the trigger.


--> FAIRY TALE SHEVA'S M500

                      .-----------------------------.
                      | M500 (MAG)                  |
                      |=============================|
                      | Firepower:    4000          |
                      | Capacity:     6             |
                      | Reload Speed: ? sec.        |
                      | Special:      ------------  |
                      '-----------------------------'

H&K M500
--------

Pros:
+ Extreme damage

Cons:
- Heavy recoil
- Poor rate of fire

Fairy Tale Sheva's magnum is the most powerful magnum of any Mercs character in 
Reunion.  This gun can kill any boss enemy in just a few shots thanks to its 
4000 damage rate.  The only real flaw is the heavy recoil animation per shot 
fired.  The recoil makes it to where the rate of fire is very slow as well.  
Sheva must tilt the gun upward after every shot in order to absorb the recoil.

This gun is highly effective against any enemy type that cannot be taken down 
quickly with the SIG 556.  Big Man Majini, Cephalos, Duvalias, Kipepeos and 
Adjules all fall very quickly to the M500 magnum.  Since a player will 
constantly find magnum ammo from enemy drops, it's best to use the M500 over 
Sheva's Ithaca shotgun.


--> FAIRY TALE SHEVA'S ITHACA

                      .-----------------------------.
                      | Ithaca (SG)                 |
                      |=============================|
                      | Firepower:    ?             |
                      | Capacity:     25            |
                      | Reload Speed: ------------  |
                      | Special:      ------------  |
                      '-----------------------------'

Ithaca
------

Pros:
+ Decent Damage
+ The spread of each shot covers a wide area in front of Sheva
+ Good pushback weapon for knocking enemies down
+ Sets up a melee kill for Cephalos.

Cons:
- Overall decent damage will not always save a combo in an intense situation
- The M500 takes off way more damage and is almost a guarantted kill on normal 
  enemies


Fairy Tale Sheva's shotgun is slightly more damaging than the Ithaca shotgun 
that BSAA Chris carried in original RE5 Mercenaries, but the gun still isn't a 
guaranteed kill on normal Majini if the full spread does not hit them and the 
gun still has a rather poor firepower when compared to Sheva's magnum.  A 
player could easily discard this weapon in favor of the more highly damaging 
M500 magnum.

The only real positive aspect of the Ithaca is that its spread and pushback 
power can knock down an enemy such as a Cephalo instantly.  If you're aiming is 
good, why would you want to simply knock down a Cephalo, when you could easily 
switch over to the M500 magnum and kill the Cephalo instantly with a shot to 
any portion of its body?  Well, there is one answer to that question though, 
and that is to melee kill a Cephalo with Sheva's highly damaging ground melee. 
Cephalo melee kills are about the only reason to keep the Ithaca.  Even while 
shooting and impaling the fallen Cephalo, however, the kill is not always 
guaranteed because of the shotgun's spread.


--> FAIRY TALE SHEVA'S MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command        | Type of Melee                | Damage | Special      |
|==============================================================|==============|
| Roundhouse           | Head Stun Melee              |   600  | Possible     |
|                      |                              |        | critical     |
| Twist Kick           | Arm Stun Melee (front)       |   250  | N/A          |
| Knee                 | Arm Stun Melee (back)        |   250  | N/A          |
| Somersault           | Leg Stun Melee (front)       |   600  | Possible     |
|                      |                              |        | critical     |
| Throat Slit          | Leg Stun Melee (back)        |  Kill  | Cancels      |
|                      |                              |        | plagas spawn |
| Impale               | Ground Melee                 |   800  | Critical if  |
|                      |                              |        | aimed at head|
| Double Fang          | * Special Ground Melee       | 600 x2 | N/A          |
| Skull Crusher        | Tag Team Melee (front)       | 3,000  | Cancels      |
|                      |                              |        | plagas spawn |
| Spinning Back Kick   | Tag Team Melee (back)        | 3,000  | Cancels      |
|                      |                              |        | plagas spawn |
| Pivot Kick           | Partner Assist Melee         |   450  | N/A          |
| Somersault           | Counter Melee on Licker Beta |   600  | Sets up stab |
|                      |                              |        | melee on     |
|                      |                              |        | Licker       |
| Stab                 | Ground Melee on Licker Beta  |   900  |              |
'-----------------------------------------------------------------------------'
* Sheva can only perform this special ground melee in duo mode while
paired with a Josh or Excella partner.

If you're familiar with the melee damage from Sheva's melees in the original 
RE5 Mercs then you'll notice a drastic increase in damage for her head stun and 
frontal leg stun melees in Reunion.  She now takes off just enough to kill any 
normal Majini after two shots to any portion of the body with her SIG.  If 
Sheva would have had this type of damage rate in the original RE5 Mercenaries, 
she would have been quite useful instead of a painful challenge to play.

Since her roundhouse and her somersault now take off nearly double what they 
used to, any two shots prior to these melees will kill off any normal Majini 
type. A single shot to the body followed by a shot to the leg for a leg stun 
will set up a somersault melee kill.  A single shot to the head followed by a 
somersault will now kill off any weaker Majini such as females, dynamite, 
Wetland (except Torch) and cocktail Majini in the Mines.

Her Throat Slit can still be used to cancel possible or scripted plagas 
enemies.  Shevan's ground melee is still very slow but it will kill off any 
standard Majini that falls to the ground no mater if it is undamaged or not. 
One needs to keep in mind that this ground melee will NOT kill off an undamaged 
male Town Majini that happens to step into the blade as Sheva impales however 
since she will be hitting the standing Majini's legs and only take off 800 - 
10% damage when the Majini has a full 800 HP amount.  Female Majini and other 
weaker Majini will be killed by a standing impale however since they have less 
than 800 HP.

Sheva's Double Fang melee will kill off just about any Majini that falls to the 
ground.  You have to keep in mind that this melee hits twice however, so any 
Majini that steps into the slashes will get hit by one slash that causes 600 
damage before the Majini staggers backward.  It won't completely ruin a melee 
kill like with Sheva's Impale, but it can still mess them up for her.  Any 
Majini that is already on the ground will be pinned down and receive both hits 
automatically once the melee begins.

--> FAIRY TALE SHEVA'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 300 
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.

The following section lists methods to obtain melee kills for Fairy Tale Sheva.

-----------------
Basic Melee Kills
-----------------

** SIG 556 shot --> SIG 556 leg stun --> Somersault

Notice how I don't define the first shot as a "body" or "leg" shot - because it 
doesn't matter.  Any two shots prior to a somersault will now kill off the 
majority of Majini types.

** SIG 556 leg stun --> Somersault
(Wetland Majini [besides Torch], Female Majini, Dynamite Majini, Cocktail 
Majini [only in Mines] and Bowgun Majini ONLY)

A single leg stun shot and a somersault performed on any of the Majini listed 
above will kill them off instantly.

** SIG 556 head stun --> Roundhouse
(Wetland Majini [besides Torch], Female Majini, Dynamite Majini, Cocktail 
Majini [only in Mines] and Bowgun Majini ONLY)

One head stun shot from the SIG 556 along with a roundhouse will instantly kill 
off all Majini types listed above.

** SIG 556 leg stun --> Throat Slit

This combination will instantly kill ANY Majini and it will avoid any possible 
or scripted plagas.

** Somersault --> Impale / Roundhouse --> Impale
(Wetland Majini)

Wetland Majini will get up after being knocked down if they do not receive 
enough prior damage to fall.  Sheva's somersault and roundhouse melees take off 
enough damage to keep them grounded.  This will set them up for an impale OR 
another roundhouse or somersault on a Wetland Majini next to them - keep in 
mind that both her somersault and roundhouse will hit grounded Majini.

** Impale on fallen Majini

Any normal Town, Base or Wetland Majini that falls and stays on the ground can 
be impaled for a melee kill.  The 800 damage from an impale is just enough to 
kill off the majority of Majini types instantly without the need of any damage 
prior to the fall.  After a Majini has grabbed Sheva and she knocks it off, a 
player can turn toward that fallen Majini and impale it for an instant melee 
kill.

** Double Fang on a fallen Majini
(with a Josh or Excella partner in duo mode only)

While paired up with a Josh or Excella partner in duo mode, Sheva's impale 
ground melee becomes the double fang ground melee.  This melee hits with two 
attacks that cause 600 damage each for a total of 1200 damage.  This ground 
melee is a bit shorter than the impale and takes more damage overall.  Sadly, 
if a Majini walks into the melee it will likely only get hit with one slash, 
which will send it staggering back, only damaged by 600 and have a change at 
wasting a melee kill.

------------------
Cephalo Melee Kill
------------------

** Ithaca blast --> Impale/Double Fang

This melee kill combination can be kind of risky.  Even though Sheva's impale 
takes off 800 damage, the shotgun blast might not have weakened the Majini 
enough for it to die to the impale.  Only try this combination in duo mode 
since Sheva's long recovery animation from the impale can easily cost a player 
the full combo in solo mode.  The double fang melee in duo mode has a much 
greater chance at killing a Cephalo with its 1200 damage.

In solo mode, it's really best to just blast the Cephalo with the M500 and make 
sure it dies regardless of melee...

------------------------
Multi Melee Combinations
------------------------

** Somersault that hits standing and grounded Majini/Roundhouse that hits 
standing and grounded Majini

If Sheva can knock a Majini to the ground and make sure that it has been shot 
twice, she can set a nearby Majini up for a somersault or roundhouse melee then 
somersault or roundhouse both the standing and grounded Majini at the same time 
for a double melee kill.

She can also perform a somersault to a group of Majini to knock them down then 
perform another somersault or a roundhouse to a Majini that stands near the 
group of fallen damaged Majini to multi melee kill the grounded Majini.  Since 
Sheva's somersault and roundhouse melees now take off 600 damage, she can truly 
be a beast for multi melee killing in a tight area!

** Impale or Double Fang that hits multiple Majini

Just like with Chris' stomp, Sheva can impale or Double Fang two Majini that 
have been knocked to the ground and are on top of each other in some way.  If a 
weakened Majini or "weaker" Majini (female, etc.) happens to move into the 
blade while Sheva performs the impale then it will die from the impale melee 
attack.


--> FAIRY TALE 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!"

--> FAIRY TALE 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"

--> FAIRY TALE 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!"


                                                                         [CS03]

                                     __                           __
          __               _        / /    ___  __    _      _    \ \
          \ \   ___   ___ | |__    / /    / __\/ _\  /_\    /_\    \ \
           \ \ / _ \ / __|| '_ \  | |    /__\//\ \  //_\\  //_\\    | |
        /\_/ /| (_) |\__ \| | | |  \ \  / \/  \_\ \/  _  \/  _  \  / /
        \___/  \___/ |___/|_| |_|   \_\ \_____/\__/\_/ \_/\_/ \_/ /_/


Delta team's Captain Josh Stone is probably one of the biggest beasts of a 
character in Mercenaries Reunion if a player realizes his effectiveness.  His 
ground melee is highly damaging and can get multiple melee kills much like Jill 
Valentine's Double Knee Drop in the original RE5 Mercenaries.  His handgun 
carries max capacity, his shotgun has an incredible range and... this man 
carries a rocket launcher!


--> JOSH'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |   Rocket  |  Shotgun  |
                   | Ammo (10) |  Launcher | Ammo (10) |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |    M92F   |           |    M3     |
                   |    (HG)   |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |   Hand    |           |
                   |           |Grenade (3)|           |
                   |           |           |           |
                   '-----------------------------------'

What?  Only 10 ammo for our handgun!?  Well, take a look at the capacity first 
of all.  Josh comes supplied with enough handgun bullets to take down about 
half of any stage's normal Majini if melee kills are used along with each shot! 
It's still a good idea to collect handgun ammo along the way, but Josh won't 
really be needing it for a while.

His shotgun has a capacity of 7 and he only brings 10 shotgun ammo to the 
battle with him, so you'll need to start grabbing ammo for it early since he 
has one of the most useful shotguns in the game.  We'll get to that later.  
Josh carries three hand grenades along with him.  These can be used to break 
open cracked walls in a stage or tossed at the Reaper to weaken it severly.

Would you look at that?  My man, has a rocket launcher as well.  This rocket 
launcher will instantly kill a boss, so always save it for one of the stage 
bosses!


--> JOSH'S M92F HANDGUN

                     .-------------------------------.
                     | M92F (HG)                     |
                     |===============================|
                     | Firepower:    250             |
                     | Capacity:     100             |
                     | Reload Speed: ? sec.          |
                     | Special:      --------------  |
                     '-------------------------------'

M92F
----

Pros:
+ Extremely high capacity!  Josh will not need to reload for quite a while.
+ The handgun's light damage can help to set up Josh's powerful melees rather 
  well and give him a chance for more.
+ Unlike BSAA Chris' and BSAA Sheva's M92F in the original Mercs, Josh doesn't 
  have to worry about a high critical rate.

Cons:
- The damage is overall weak which can be bad for setting up Josh's frontal leg 
  stun melee.

With a 100 capacity, a player will not need to reload Josh's M92F handgun for 
quite a while.  Sure, you should still collect handgun ammo, but there is 
really no need to reload after each shot - unless you're some kind of Mercs 
whore that used to play original Mercs everday and try for 900K and 700K on 
various Mercs duo and solo stages respectively and were constantly worried 
about having to sit through a reload animation.

Thankfully Josh's M92F does not carry the same high critical percentage that 
BSAA Chris' and BSAA Sheva's handgun carried in original Mercenaries.  His 
handgun only gets a critical headshot sometimes just like any standard handgun. 
Josh can easily get a head stun on any type of Majini then perform his hammer 
blow melee and kill it off the majority of the time.

The handgun's weak damage allows Josh multiple attempts at all of his melees. 
Really the only flaw with his handgun is the fact that it will take at least 
two shots to damage a Majini enough to kill it with Josh's power kick melee, 
but that can be easily excused when the rest of his melees pack so much power.


--> JOSH'S M3 SHOTGUN

                    .---------------------------------.
                    | M3 (SG)                         |
                    |=================================|
                    | Firepower:    ?                 |
                    | Capacity:     7                 |
                    | Reload Speed: ? sec.            |
                    | Special:      --                |
                    '---------------------------------'

M3
--

Pros:
+ Incredible damage for a shotgun!
+ The high damage makes the range far greater than any other shotgun.

Cons:
- Lower capacity than many other shotguns and Josh doesn't start with much ammo 
  for his shotgun.

The sheer damage of Josh's shotgun is simply amazing.  Josh's M3 can basically 
be thought of as a magnum.  Usually it can be quite hard to take on a boss with 
only a shotgun.  In Josh's case, he can mutilate a boss in just a few shots 
with his M3.  Cephalos will fall easily with a single shot from close or even 
mid-range with this shotgun.

Josh's M3 damage is so great that it makes its attack range seem greater than 
it actually is.  If a player fires at any normal Majini and ANY portion of the 
spread hits that Majini, that Majini will die.  If a player is halway across 
Public Assembly and fires at a Majini on the other side and hits that Majini 
with any portion of the shotgun's spread, that Majini will die!

The M3 can be a really good combo saver and it's really just as much of a boss 
killer as any magnum.  If Safari Chris would have had this much power behind 
his M3 in normal Mercs, he would have really had been the ultimate boss killer!


--> JOSH'S ROCKET LAUNCHER

                    .---------------------------------.
                    | Rocket Launcher                 |
                    |=================================|
                    | Firepower:    30,000            |
                    | Capacity:     1                 |
                    | Reload Speed: --                |
                    | Special:      --                |
                    '---------------------------------'

Rocket Launcher
---------------

Pros:
+ 1 hit kill to anything basically.
+ Its spread can kill multiple enemies.

Cons:
- Only holds one rocket.
- Josh only has one rocket launcher!
- A player can accidentally get knocked into dying status from using this 
  weapon on close range enemies.


Josh comes equipped with one rocket launcher from the start of each run.  A 
player should save this rocket launcher for one of the stage's bosses - most 
likely the last boss.  This weapon can be used to kill a boss as the 150th 
enemy very easily and increase the score for a stage dramatically!  The rocket 
launcher is an instant kill to just about any enemy.  The only enemy that can 
sometimes survive this weapon is a Red Executioner if the Red Executioner only 
happens to get hit by the long range portion of the spread.

The damage of the explosive spread of a rocket launcher can be just as damaging 
as a direct hit, so a player can easily defeat a group of enemies including a 
few bosses by simply aiming down at the surrounding ground and firing a rocket 
directly at the ground.  This can easily defeat normal enemies and multiple 
bosses with one shot all while they surround a player.  For the three bosses 
that appear at one time on Ship Deck, the rocket launcher is basically a 
necessity!

----------------------------------------------------------------
Immediate Rocket Launcher Blast While Aiming With Another Weapon
----------------------------------------------------------------

Command: Aim with a weapon such as a handgun then immediately equip the rocket 
launcher through the quick select D-pad command assigned to the rocket launcher 
then fire immediately.

Normally Josh has to stand and lean over a bit then place the rocket launcher 
on the shoulder shortly before aiming, but with the method mentioned above the 
rocket launcher blast is instant.  You're actually aiming with the first weapon 
then quickly equipping the rocket launcher and firing instantly at whatever 
target your character was aiming at.

Here's a more detailed description on how to perform this technique:

1) Set up the rocket launcher to where it can be quickly equipped with a D-pad 
   press (Up, Down, Left, Right) by placing it in the Up, Down, Left or Right 
   slots in the inventory menu
2) Aim with a weapon such as a handgun.  Whatever you aim at is going to hit 
   with the rocket.
3) While still aiming with the handgun, press the D-pad direction that the 
   rocket launcher is assigned to then immediately fire.

This method is most useful for when an enemy is close to your character and you 
don't have time to go through the full aiming animation of the rocket launcher. 
Just aim with a handgun then immediately equip the rocket launcher then fire to 
avoid having the enemy get too close to where the rocket blast might hit your 
character.


--> JOSH'S MELEES

                                MELEE ATTACKS
.-----------------------------------------------------------------------------.
| Melee Command   | Type of Melee                | Damage | Special           |
|=========================================================|===================|
| Hammer Blow     | Head Stun Melee              |   600  |                   |
| Maximum Straight| * Special Head Stun Melee    |  2000  |                   |
| Back Hand       | Arm Stun Melee (front)       |   450  |                   |
| Iron Tackle     | Arm Stun Melee (back)        |   700  |                   |
| Power Kick      | Leg Stun Melee (front)       |   450  |                   |
| Suplex          | Leg Stun Melee (back)        |  Kill  | 100% critical/    |
|                 |                              |        | cancels plagas    |
|                 |                              |        | spawn             |
| Elbow Drop      | Ground Melee                 | 1,200? | High critical     |
|                 |                              |        | rate              |
| Chokeslam       | Tag Team Melee (front)       |     ?  | Cancels plagas    |
|                 |                              |        | spawn             |
| Dynamite Kick   | Tag Team Melee (back)        |     ?  | Cancels plagas    |
|                 |                              |        | spawn             |
| ?               | Partner Assist Melee         |   800? | N/A               |
| ?               | Counter Melee on Licker Beta |   600  | Sets up stab on   |
|                 |                              |        | Licker            |
| Stab            | Ground Melee on Licker Beta  | 1,200  | N/A               |
'-----------------------------------------------------------------------------'
* Josh can only perform this special head stun melee in duo mode while
paired with a Barry or Sheva partner.


Josh really has one thing going for him with the majority of his main melees. 
He's got power!  His Hammer Blow packs just enough power to enable him to 
finish just about any Majini with a simple headshot from his M92F handgun. His 
hammer blow is his main melee kill setup overall.  A player can play Josh just 
like BSAA Chris and perform one M92F shot to the chest followed by a M92F leg 
stun then hit the Majini with a power kick.

His most useful melee is his ground melee.  Much like Jill's Double Knee drop 
in the orignal Mercs mode, Josh can easily set up multi melee kills by luring a 
Majini toward a fallen Majini then elbow drop them both.  He has some really 
good range with this melee also!  Any Majini that comes into contact with his 
body will be instantly finished off by his elbow drop.  The melee takes off at 
least around 1000 damage, so it will finish any normal Majini no matter what 
portion of the body they are hit from.

His arm stun melees are also quite damaging as well.  If a player can get an 
arm stun on a Majini that is near a weaker Majini (female, bowgun, etc.), the 
player can rush behind the stunned Majini and perform Josh's iron tackle melee 
and kill both the stunned and weaker Majini.  This melee has some really good 
range too - Josh rushes forward when he performs this.

The melee that Josh performs to save a partner will instantly kill off any 
normal Majini that it hits.  Basically, a player can get multiple melee kills 
from saving a grabbed partner!

--> JOSH'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 300 
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.

The following section lists methods to obtain melee kills for Josh.

-----------------
Basic Melee Kills
-----------------

** M92F head stun --> Hammer Blow

Unlike BSAA Chris in normal Mercs, Josh's handgun does not have a high critical 
rate, so he can take advantage of a head stun followed by a melee.  An M92F 
head stun and a Hammer Blow will finish off all normal Majini (Town, Wetland 
and Base) for a melee kill.  His hammber blow has some good range, so it can 
easily hit multiple Majini and set them up for an elbow drop.

** M92F head stun --> Maximum Straight
(with a Sheva or Barry partner in duo mode only)

When paired with a Sheva or Barry partner in duo, Josh's hammer blow changes to 
the maximum straight melee.  The maximum straight is much more powerful than 
the standard hammer blow even though it resembles the melee somewhat.  The 
maximum straight takes more time to perform, but if it hits multiple Majini 
then it will kill just about any Majini without the need for prior damage.

** M92F leg stun --> Suplex

Josh's suplex is always a 100% critical on any Majini type.  It will cancel any 
scripted or possible plagas, so always try to perform this melee kill setup 
when a plagas is expected to spawn from a certain Majini.

** M92F arm stun --> Iron Tackle
(KILLS Wetland Majini [besides Torch], Female Majini, Dynamite Majini, Cocktail 
Majini [only in Mines] and Bowgun Majini without the need for prior damage)

For an arm stun melee, Josh's iron tackle melee is incredibly damaging.  On 
weaker Majini types such as Wetland Majini and the other listed above, there is 
no need for prior damage for this melee to kill.  Josh can basically shoot a 
Majini in the arm for an arm stun then perform his iron tackle and get multiple 
melee kills for the types of Majini listed above since the damage rate of the 
melee is greater than their HP amount.

With the majority of Town and Base Majini, Josh will need to shoot a Majini at 
least once before performing his iron tackle melee in order to achieve a kill. 
A player can still set up multiple melees with his iron tack on Town and Base 
Majini, but a single M92F shot to all targets must be achieved before the iron 
tackle will kill most of the time.

** Partner Assist Melee (after a partner is grabbed)

Josh's Partner Assist Melee takes off some tremendous damage and will kill any 
Majini that he hits.  This melee can be used to gain multiple melee kills on 
surrounding Majini that happen to stand in the way of a grabbed partner.

------------------
Cephalo Melee Kill
------------------

** M3 blast (from long/mid-range) --> Elbow Drop

Since Josh's M3 takes off so much damage, a player must make sure to be at a 
distance or at least aim downward while shooting a Cephalo to make sure that 
the blast does not kill.  Once the Cephalo falls, Josh can most likely finish 
it off with an elbow drop.

------------------------
Multi Melee Combinations
------------------------

** Elbow Drop that hits multiple Majini

Since Josh's Elbow Drop takes off so much damage, a player can ground a 
standing Majini with a shot to the legs then stand over that Majini and wait 
for another Majini to attempt an attack then perform his elbow drop to kill off 
both the grounded and standing Majini.  The elbow drop is damaging enough to 
kill off the majority of all Majini types without the need of prior damage.


--> JOSH'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Josh 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

    Josh: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Josh: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Josh: "Go!"

05) Hold assist button + Down on the Directional Pad

    Josh: "Wait!"


--> JOSH'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Josh 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 Josh

    Josh: "Help!"
          "A little help!"

02) While Josh is in dying status

    Josh:  "Heeeelp me!"
           "I'm huring over here!"

03) When Josh runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Josh player requests ammo from a partner

    Josh: "I need some of your ammo"


--> JOSH'S PARTNER RESPONSES

Listed below are the responses that a Josh 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)

    Josh: "Great aim!"
          "Very good!"
          "Nice work!"

02) Partner gives Josh an item
03) Partner heals Josh
04) Partner resuscitates Josh
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Josh: "Thank you."
          "Accept my gratitude."
          "I owe you one."

06) Partner is in dying status

    Josh: "I'm comin'!"
          "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

     Josh: "Understood"
           "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 Josh has knocked off the partner with 
    a partner assist melee attack.

    Josh: "That'll work!"
          "Good job!"
          "Nice!"


                                                                         [CS04]

                       __                  _  _        
                      /__\__  __ ___  ___ | || |  __ _ 
                     /_\  \ \/ // __|/ _ \| || | / _` |
                    //__   >  <| (__|  __/| || || (_| |
                    \__/  /_/\_\\___|\___||_||_| \__,_|
                   __                                  __
                  / / _____        _             _  _  \ \
                 / / /__   \ _ __ (_)  ___  ___ | || |  \ \
                | |    / /\/| '__|| | / __|/ _ \| || |   | |
                 \ \  / /   | |   | || (__|  __/| || |  / /
                  \_\ \/    |_|   |_| \___|\___||_||_| /_/


Excella can easily be considered one of the best of the Mercenaries Reunion 
characters because of one reason - she carries a grenade launcher loaded with 
12 flash rounds.  Plagas spawns can happen without warning at certain points of 
Reunion stages and Excella can instantly take out her grenade launcher and kill 
any plagas that dares to try to break the current kill combo.  Her grenade 
launcher also allows her to stun bosses and save them for later into the combo, 
which is a clever technique for gaining a higher score since bosses are worth 
more points later in the combo.


--> EXCELLA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |  Grenade  |Machine Gun|
                   | Ammo (50) | Launcher  | Ammo (150)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |   M93R    |           |   AK-74   |
                   |   (HG)    |           |    (MG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Excelle comes prepared to deal with any situation in Mercenaries Reunion. It's 
such a crime that she comes with a grenade launcher loaded with 12 flash 
rounds.  She's fully prepared to deal with the two most annoying factors of 
scoring high in Reunion - keeping the combo (instantly killing a spawning 
plagas that can break a combo) and making sure that a boss lives until later in 
the combo (stunning the boss with flash rounds and melee killing around it).

Her M93R handgun is extremely powerful.  You can think of this weapon as her 
magnum.  It fires 3 burst fire shots that can be toned down to one by tapping 
the trigger.  She brings along 50 handgun ammo which can be used up in the 
blink of an eye.  Make sure to constantly collect handgun ammo for her!

Her AK-74 is decent and can be used to set up a quick stun for a melee kill if 
a player accidentally hits the wrong portion of a Majini's body with the M93R. 
It can also be used to set up Excella's cross slap while with a Sheva or 
Rebecca partner in duo mode.  A player needs to keep this weapon.  Don't 
discard it in favor of the M93R.  Excella will likely run out of ammo if a 
player carries only her M9R.

To top off her assortment of useful weapons, she also carries a first aid 
spray... as if she needs one!


--> EXCELLA'S M93R HANDGUN

M92F
----

Pros:
+ High damage
+ Effective boss killer

Cons:
- High damage can mess up melee kill combinations
- Need of instant stun power against bosses (like a magnum)

                     .-------------------------------.
                     | M93R (HG)                     |
                     |===============================|
                     | Firepower:    400             |
                     | Capacity:     30              |
                     | Reload Speed: ? sec.          |
                     | Special:      3 shot burst    |
                     '-------------------------------'

Excella packs a lot of firepower behind her handgun mainly because of its 
intense damage mixed with the fact that it fires a 3-shot burst if the fire 
button is held down.  This gun is basically like a magnum when all three shots 
are fired at once.  One 3-shot burst fire hits for 1200 damage on any foe.  The 
fact that she can spam 3 shots very quickly means that she can take down a boss 
pretty quickly with this weapon.

The M93R is also Excella's main weapon that can be used to set up melee kills 
on normal Majini.  A single shot to a Majini's head for a head stun followed by 
her high heel melee attack will instantly finish off any normal Majini.  Her 
M93R also makes a good combo saver for when the combo is at risk.  Basically, a 
player can just spam her three shot burst fire on any nearby Majini and kill it 
in two shots.

Excella will be using this weapon a bunch and a player will likely run out of 
ammo quickly since this gun basically takes priority over her AK.  It's very 
wise not to discard her AK in place of her M93R though.  She doesn't always 
receive handgun ammo at a steady rate and you might find yourself out of ammo 
completely if you choose to discard her AK.

The damage that this gun deals can be just as much of a flaw as it can be 
useful.  Since the gun takes so much damage from a normal Majini, a player will 
really only have one chance to get a head stun on most Majini.  If a player 
misses the head and hits the body of a Majini, the next shot to any portion of 
the body after that will kill.


--> EXCELLA'S AK-74 MACHINE GUN

                     .-------------------------------.
                     | AK-74 (MG)                    |
                     |===============================|
                     | Firepower:    220             |
                     | Capacity:     50              |
                     | Reload Speed: ? sec.          |
                     | Special:      ?               |
                     '-------------------------------'

AK-74
-----

Pros:
+ Sets up melees with little damage prior to the stun
+ Can save a melee kill from a missed M93R head stun
+ Very useful for her special arm stun melee in duo with a Sheva/Rebecca 
  partner

Cons:
- Minimal damage doesn't set her quicker melees that well


Excella's AK actually has a good damage rate for a machine gun, but it doesn't 
really set up her quicker melees that well at all.  The AK can be used to save 
a melee kill when a M93R shot misses a Majini's head and hits another portion 
of its body.  Melee kills are not really worth the time and effort to switch to 
the AK in Reunion like they would be in normal Mercs though.

Her AK weapon really only shines when Excella is teamed up with a Sheva or 
Rebecca partner.  Her new frontal arm stun melee (Cross Slap) is highly 
damaging and a player will have several chances to set up an arm stun with the 
light damage of her AK when compared to the high damage of her M93R.

Her AK can be used to set her humilation and first aid melee easily, but these 
melees take quite a bit of time and are not worth the effort most of the time.


--> EXCELLA'S GRENADE LAUNCHER

Grenade Launcher
----------------

Pros:
+ Comes equipped with the absolute best type of ammo for Reunion stages (flash 
  rounds)
+ Flash rounds can save melee kills
+ Possibilty of other useful ammo types such as nitro rounds

Cons:
- Having a grenade launcher limits the possibility of handgun ammo drops (since 
  you're getting so many different types of grenade launcher ammo at times)

                            GRENADE LAUNCHER AMMO
      .----------------------------------------------------------------.
      | 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.    |
      '----------------------------------------------------------------'
      .----------------------------------------------------------------.
      | 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.                  |
      '----------------------------------------------------------------'
      .----------------------------------------------------------------.
      | 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     |
      '----------------------------------------------------------------'

Excella's grenade launcher starts with 12 flash rounds already inside the 
chamber.  Her starting ammo type is really the best type of ammo to have for a 
grenade launcher in Mercenaries Reunion.  Stages are plagued with scripted 
plagas enemies that will ruin your combo with their spawnings from Majini and 
this ammo will instantly kill off any plagas enemies that spawn with a single 
shot.

Excella can also gain nitrogen rounds, which will instantly freeze normal 
Majini and set them up for her high heel melee.  A nitrogen round freeze will 
cancel any possible plagas spawn, so melee kill killing with a high heel after 
a nitro freeze will never result in a plagas.  Nitrogen rounds can be used to 
build time, but Excella can't easily hit multiple enemies with her high heel 
like Chris or Sheva could with their head stun melees in the original 
Mercenaries mode.  Nitrogen rounds are most useful for Excella in canceling 
possible plagas from Majini overall.

Explosive rounds can actually be useful in Reunion for keeping the combo.  One 
explosive round blast will kill any normal Majini, so explosive rounds can be 
used for a quick combo saver in place of Excella's M93R handgun.


--> EXCELLA'S MELEE ATTACKS

                                MELEE ATTACKS
.-----------------------------------------------------------------------------.
| Melee Command  | Type of Melee                | Damage | Special            |
|=============================================================================|
| High Heel      | Head Stun Melee              |   400  |                    |
| Slap           | Arm Stun Melee (front)       |    50  |                    |
| Backhand       | Arm Stun Melee (back)        |   100  |                    |
| Cross Slap     | * Special Arm Stun Melee     |   500  | 100% critical      |
|                |   (front)                    |        |                    |
| Humiliate      | Leg Stun Melee (front)       |   750  | Cancels plagas     |
|                |                              |        | spawns if it kills |
| First Aid      | Leg Stun Melee (back)        |  Kill  | Cancels plagas     |
|                |                              |        | spawns/timed       |
|                |                              |        | explosive          |
| Heel Stomp     | Ground Melee                 | 1,200  | N/A                |
| Disco Spin     | Tag Team Melee (front & back)| 4,000  | Cancels plagas     |
|                |                              |        | spawns             |
'-----------------------------------------------------------------------------'
* Excella can only perform this special arm stun melee in duo mode while 
paired with a Sheva or Rebecca partner.

Excella carries a much different variety of melees when compared to other 
character types.  Her main melee that a player will want to use for melee 
killing is her high heel melee.  After a single head stun from her M93R, 
Excella can kill off the majority of Majini with a high heel for a melee kill.

Her AK can be used to easily set up either of her leg stun melees.  Excella's 
melees take off so much damage that only a bit of prior damage is needed before 
the actual melee to kill.  Both her frontal leg stun and back leg stun melees 
will cancel a plagas spawn.  Take off enough damage to where these melees will 
kill (first aid always kills) prior to the melee and a scripted plagas Majini 
will die instantly without a plagas spawn.

Excella's normal arm stun melees are completely useless thanks to the low 
damage that they deliver.  When paired with a Sheva or Rebecca partner, her 
frontal arm stun melee turns into the "Cross Slap" melee.  This melee takes off 
only 500 damage, but it has a 100% critical rate on standard Majini, so it will 
basically always kill a normal Majini unless the Majini spawns a plagas from 
the cross slap.  Her cross slap can easily gain multiple melee kills on a group 
as well without the need for prior damage!

Excella's heel stomp ground melee hits twice and takes around 600 damage per 
hit - the actual stomp takes damage then the foot grind takes more damage.  
Since her ground melee is so damaging, she can instantly finish off the 
majority of Majini types that happen to fall to the ground without taking prior 
damage.


--> EXCELLA'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 300 
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.

The following section lists methods to obtain melee kills for Excella.

-----------------
Basic Melee Kills
-----------------

** M93R head stun --> High Heel

Shoot a Majini one time in the head to get a head stun then rush up to the 
Majini and hit it with Excella's high heel for a melee kill on just about any 
Majini type.  Make sure to only tap the trigger to avoid the 3 shot burst fire 
when shooting a Majini.  Excella's M93R takes so much damage that a player can 
only follow up with a second shot aimed at the leg for a possible leg stun in 
order to melee kill the damaged Majini.  A body shot after a previous body shot 
or head shot will kill most Majini.

Excella can also take advantage of her weaker AK when a M93R headshot is missed 
and hits another portion of a Majini's body.  Her AK only takes off 220 damage 
from a Majini, so she can have another chance at a possible head stun if a 
player switches to the AK and fires at a damaged Majini's head after a M93R 
shot. In a way, attempting for a melee a second time, isn't always worth it in 
Reunion since time isn't worth as much point value at the end.

** M93R/AK leg stun --> Humiliation

Humiliation appears to be an instant kill melee, but it isn't.  Keep in mind 
that the Humiliation melee takes 750 damage, so some form of prior damage is 
needed.  This knowledge is mainly needed for Torch Majin on Ancient Ruins that 
have around 1000 HP.

The full melee animation is quite long, but this melee will cancel a plagas 
spawn as long as the melee kills the Majini.  Damage the second torch Majini on 
Ancient Ruins enough to where this melee will kill it and that torch Majini 
will not spawn its scripted Cephalo.

** M93R/AK leg stun --> First Aid

Excella's first aid melee is an instant kill and has quite a lengthy animation. 
Much like the Humiliation melee, it will cancel any scripted plagas.  This 
melee is like laying down a proximity bomb with a timer.  Excella gives the 
Majini a shot of the Uroboros virus and it causes the Majini's body to swell up 
and explode.  The explosion will instantly kill or damage any enemy that is 
within its blast radius.  It has quite a bit of a blast radius also!

The first aid melee is mainly useful for solo mode.  The timed explosion is set 
to go off right when a combo chain starts to blink if no prior kill is made.  
Basically, an Excella player can perform her first aid melee as a crowd 
approaches then run ahead and make some distance while the swelling Majini body 
prepares to blow up and kill off approaching Majini (and save the combo).  This 
has to be timed well and a bit of luck is involved.  In duo mode, this melee 
basically just ruins melee kills if it explodes near a group of Majini.  It CAN 
be used to keep the combo in duo also, but a combo is easier to keep with a 
partner, which limits this melee's potential in duo mode.

** AK arm stun --> Cross Slap
(ONLY when paired with a Rebecca or Josh partner in duo mode)

This melee gives much usage to Excella's AK.  Excella's light damaging AK can 
be used to gain an arm stun on any Majini type in order to set up Excella's 
highly critical cross slap melee.  Her cross slap melee can easily gain 
multiple kills with its range and the fact that no prior damage is need to kill 
a Majini with the melee (because of its 100% critical rate).  Since an arm stun 
is random it's highly advised that player uses the AK to set up the arm stun 
instead of the highly damaging M93R.

** Heel Stomp

No prior damage is needed in order for this melee to kill.  It can be set up 
with the AK or M93R so long as the Majini hits the grounds.  The melee has two 
animations that actually damage.  The actual stomp damages the Majini first of 
all then the foot grind damages the Majini once again.  If a Majini happens to 
walk into Excella's foot, it will likely only get hit by one portion of this 
melee and might only bounce back as if hit by an arm stun melee.

** M93R shot to body or head --> Flash round stun --> High Heel

Since Excella's M93R takes off 400 damage and her high heel melee takes off 400 
damage as well, a player can quickly shoot surrounding Majini in the body or 
head then stun them all with a flash round then high heel kill all of the 
Majini that were damaged.  This is a really nice melee kill setup for a crowd.

--> EXCELLA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Excella 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

    Excella: "Come On!"

03) Hold assist button + Left on the Directional Pad

    Excella: "Don't expect any thanks!"

04) Hold assist button + Up on the Directional Pad

    Excella: "Go!"

05) Hold assist button + Down on the Directional Pad

    Excella: "Wait!"


--> EXCELLA'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Excella 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 Excella

    Excella: "Help!"
             "Help me out here!"

02) While Excella is in dying status

    Excella: "Heeeelp me!"
             "I'm not gonna' make it!"

03) When Excella runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Excella player requests ammo from a partner

    Excella: "I need some of your ammo"


--> EXCELLA'S PARTNER RESPONSES

Listed below are the responses that a Excella 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)

    Excella: "Bravo!"
             "Good work!"
             "Nice work!"

02) Partner gives Excella an item
03) Partner heals Excella
04) Partner resuscitates Excella
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Excella: "Don't expect any thanks."
             "I suppose I should thank you."
             *Giggle*

06) Partner is in dying status

    Excella: "Enough whining!"
             "I'll be there when I'm ready!"

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

    Excella: "Very well."
             "Understood."

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 Excella has knocked off the partner 
    with a partner assist melee attack.

    Excella: "Nice technique!"
             "You're good!"
             "Nice!"

                                                                         [CS05]
                           ___  _            _      
                          / __\| |__   _ __ (_) ___ 
                         / /   | '_ \ | '__|| |/ __|
                        / /___ | | | || |   | |\__ \
                        \____/ |_| |_||_|   |_||___/
               __                                           __
              / / __    __                    _             \ \
             / / / / /\ \ \ __ _  _ __  _ __ (_)  ___   _ __ \ \
            | |  \ \/  \/ // _` || '__|| '__|| | / _ \ | '__| | |
             \ \  \  /\  /| (_| || |   | |   | || (_) || |   / /
              \_\  \/  \/  \__,_||_|   |_|   |_| \___/ |_|  /_/


I used to constantly joke to friends about Safari Chris being a Chris 
(Midnight) in the original Mercs.  He couldn't always kill after a headshot 
followed by a straight however.  Warrior Chris is about the closest variation 
to a Midnight Chris as Capcom will give us - he makes up for the shortcomings 
that Safari Chris had.

Warrior Chris even has Midnight Wesker's P8 handgun with the same stats that 
Wesker had in the original Mercs mode.  He borrows the Hydra from STARS Wesker, 
though STARS Wesker's Hydra is still supreme in attack range and attack power. 
His hair is slick back like Wesker and he has the attitude of a badass.

I can now officially say that there is a Chris (Midnight)!


--> WARRIOR CHRIS' INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  |   PSG-1   |  Shotgun  |
                   | Ammo (30) |   (RIF)   |Shells (15)|
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  H&K P8   |           |  Hydra    |
                   |   (HG)    |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   '-----------------------------------'

Warrior Chris begins with a P8 handgun and a total of 55 bullets if you add up 
the bullets in his chamber along with the starting ammo in his inventory.  He 
also packs in a Hydra shotgun.  Chris' Hydra holds 10 shells unlike the 6 
shells that STARS Wesker's Hydra held in normal Mercenaries.  He has 15 shotgun 
shells extra from the start.  Warrior Chris also starts with a PSG-1 rifle.  It 
has a starting capacity of 15 with no extra ammo.

A player will most likely want to start hording ammo from the start while using 
Warrior Chris.  His power weapon is mainly going to be his Hydra, so collecting 
ammo for it from the beginning in solo runs is almost essential with the 
widespread of plagas in some stages.  His PSG-1 rifle will most likely only be 
used for distant shots on far away enemies and distant combo saving shots, so 
collecting ammo for it is not really of that much concern.  A player may 
actually want to discard his rifle to get the chance of having more handgun and 
shotgun ammo.

Warrior Chris goes through shotgun ammo like a sifter on some stages since his 
shotgun isn't always powerful enough to take down some enemies from close range 
and it still can't hold that much ammo when compared to some of the other 
shotguns.


--> WARRIOR CHRIS' P8 HANDGUN

                     .--------------------------------.
                     | P8 (HG)                        |
                     |================================|
                     | Firepower:    300              |
                     | Capacity:     25               |
                     | Reload Speed: ? sec.           |
                     | Special:      Level 3 Piercing |
                     '--------------------------------'

P8
--

Pros:
+ Light damage gives multiple headshot attempts
+ Piercing bullets can shoot through shield and help set up multi melee kills
+ Can easily set up an uppercut melee on weaker Majini with one leg stun 
  without the need of prior damage

Cons:
- Doesn't work well to set up an Uppercut melee on Town and Base Majini

Chris' P8 handgun is almost exactly like Midnight Wesker's handgun from the 
original Mercenaries mode.  It deals the same amount of damage to an enemy and 
it has a piercing effect.  The only slight change is a higher capacity of 25 
bullets.

This handgun allows Chris to gain multiple head stuns on a single Majini 
because of its light damage.  Chris' straight punch melee now takes off 600 
damage from enemies so he can finish off any normal Majini with a straight 
punch after a headshot or any type of shot from the P8 handgun.  A player can 
set up multiple melee kills easily with his handgun's piercing.  While Majini 
are grouped, shoot a Majini in the body so that the shot pierces through the 
first Majini and hits a Majini behind it.  Shoot the first Majini in the head 
for a head stun then straight punch it so that the straight hits the front and 
back Majini to kill them both with a melee.

Because of the handguns' piercing, Chris has no problem dealing with Majini 
that have wooden shields since his bullets will travel right through the 
shield.  Chris has a major advantage against Wetland Majini because of his 
handgun's damage mixed with his uppercut melee's new damage rate.  Chris can 
easily shoot a Wetland Majini in the leg to gain a leg stun then uppercut the 
Wetland Majini and finish it off with only one shot's worth of prior damage 
before the uppercut.


--> WARRIOR CHRIS' HYDRA

                     .---------------------------------.
                     | Hydra (SG)                      |
                     |=================================|
                     | Firepower:    ??                |
                     | Capacity:     10                |
                     | Reload Speed: ?                 |
                     | Special:      ?                 |
                     '---------------------------------'
Hydra
-----

Pros:
+ High damage rate from close range
+ Good boss killer overall

Cons:
- Even with its high damage it can't stun bosses quickly
- Overall, not as powerful as STARS Wesker's Hydra from original Mercs


Dear god, Capcom gave Chris the Hydra shotgun!  The Hydra shotgun is still a 
real powerful shotgun just like STARS Wesker's Hydra in the original Mercs 
mode, but Warrior Chris' Hydra is not as powerful as Wesker's shotgun from a 
distance.  A shot has to hit point blank from close range in order to take off 
maximum damage with Warrior Chris' Hydra.

The lack of distant power makes the Hydra useful for setting up Cephalo and Big 
Man Majini melee kills, but overall, Chris' Hydra is kind of risky when it 
comes to saving the combo.  Just shooting a normal Majini from a distance is 
not going to be a guaranteed kill like it used to be the majority of the time 
with STARS Wesker.

Even though the gun lacks distance power, the Hydra is still very powerful from 
close range as long as the full blast hits.  It lacks stunning power just like 
STARS Wesker's Hydra when confronting the Executioner boss and Warrior Chris 
has no high-powered handgun or magnum to stun the Executioner boss with, so its 
wise to run behind an Executioner and shoot him from the back while he tries to 
turn.  The gun will stun after the second shot from close range and it still 
takes off quite a bit - basically killing a Public Assembly Executioner in 
three shots at least (possibly two from extreme close range).


--> WARRIOR CHRIS' PSG-1 RIFLE

                      .-------------------------------.
                      | PSG-1 (RIF)                   |
                      |===============================|
                      | Firepower:    1200            |
                      | Capacity:     15              |
                      | Reload Speed: ? sec.          |
                      | Special:      Level 8 Scope   |
                      '-------------------------------'

Pros:
+ Good long distance damage for saving a combo
+ Maximum zoom for the scope

Cons:
- Takes a while to aim with the scope


The PSG-1 rifle is best used for distance shots while playing as Warrior Chris 
in Mercs Reunion.  It takes some good damage from long range and will kill just 
about any Majini with one shot to any portion of the body.  Since enemies lie 
in wait in high areas throughout some Reunion stages such as Missile Area, the 
rifle can make a good weapon for disposing of these camping enemies.

The rifle can also make a good combo saving weapon for when a kill needs to be 
made quickly in order to save a combo.  Remember that Chris will have to aim 
and you'll need to quickly adjust your scope over an enemy before each shot 
however, unlike the Hydra's instant blast.  The PSG-1 is more of a guaranteed 
kill on distant Majini unlike the Hydra with its lower attack range however. 
The only problem with using a PSG-1 for combo saving is the possibility of a 
plagas spawns.  The PSG-1 will likely not be enough to finish a Cephalo in time 
if the combo is at risk.

The PSG-1 is really not good for bosses at all.  It can be used to kill off 
bigger normal enemies such as Big Man Majini or distant Cephalos in about three 
shots, but overall, the Hydra still reigns supreme for dealing damage to a boss 
enemy.


--> WARRIOR CHRIS' MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command   | Type of Melee                | Damage | Special           |
|=========================================================|===================|
| Straight        | Head Stun Melee              |   600  | Possible critical |
| Hook            | Arm Stun Melee (front)       |   250  | Possible critical |
| Kick            | Arm Stun Melee (back)        |   250  | N/A               |
| Uppercut        | Leg Stun Melee (front)       |   450  | Possible critical |
| Neck Breaker    | Leg Stun Melee (back)        |  Kill  | Cancels plagas    |
|                 |                              |        | spawn             |
| Rising Upper    | * Special Leg Stun Melee     |  2000  | N/A               |
|                 |   (front)                    |        |                   |
| Hammer Elbow    | * Special Leg Stun Melee     |  1500  | Possible critical |
|                 |   (back)                     |        |                   |
| Stomp           | Ground Melee                 |   600  | Critical if aimed |
|                 |                              |        | at Majini's head  |
| Haymaker        | Tag Team Melee (front)       | 3,000  | Cancels plagas    |
|                 |                              |        | spawn             |
| Back Hand       | Tag Team Melee (back)        | 3,000  | Cancels plagas    |
|                 |                              |        | spawn             |
| Top-down Punch  | Partner Assist Melee         |   500  | N/A               |
| Uppercut        | Counter Melee on Licker Beta |   600  | Sets up stab      |
|                 |                              |        | melee on Licker   |
| Stab            | Ground Melee on Licker Beta  | 1,200  | N/A               |
'-----------------------------------------------------------------------------'
* Chris can only perform these special leg stun melees in duo mode while paired
  with a Barry or Rebecca partner.

Chris' straight punch melee has received a heavy increase in damage ever since 
the original Mercs mode.  A single headshot with his P8 handgun (or a shot to 
any portion of the body) followed by a straight punch will kill any normal 
Majini.  His uppercut melee only takes off just a bit more damage than it used 
to (450 now compared to 400) so at least two shots of prior damage are needed 
for Majini such as most Town and Base Majini.  For weaker Majini such as female 
Town Majini or Wetland Majini, Chris can kill them all with an uppercut after a 
single shot to the leg.

Chris' stomp damage still remains the same and just about every other melee 
remains unchanged from normal RE5 Mercs.  His neck breaker melee can still be 
used to cancel possible or scripted plagas spawns from a Majini in order to 
avoid the plagas.

When Chris is paired with a Rebecca or Barry partner in duo mode, he will gain 
a new frontal leg stun and back leg stun melee.  His uppercut melee will change 
to the Rising Upper melee and his neck breaker will change to the Hammer Elbow 
melee.  Both of these melees take off some incredible damage.  No prior damage 
is even needed to kill the majority of Majini with either of these.

Chris' Rising Upper has a slower startup animation when compared to his 
uppercut but it has some very good range.  His Hammer Elbow is much quicker, 
but lacks the range for multi melee kills most of the time.  Neither of these 
new melees will cancel a plagas spawn, so a player will not be able to cancel a 
possible or scripted plagas when paired with a Rebecca or Barry partner while 
using Warrior Chris.  Not being able to cancel plagas can be a major flaw for 
Warrior Chris in stages such as Missile Area where a certain region (the middle 
region) will spawn Cephalos more often than others.


--> WARRIOR CHRIS' 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 300 
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.

The following section lists methods to obtain melee kills for Warrior.

--------------------
Town and Base Majini
--------------------

** P8 head stun --> Straight

Much like Midnight Weskers headshot + Cobra Strike in standard Mercenaries, 
Chris can now kill the majority of Majini with a headshot followed by a 
Straight punch.  Unlike Safari Chris, the side that the Straight hits from 
doesn't matter - since the Straight takes off 600 damage and the headshot takes 
300 + 20%, this combination will kill any normal Town or Base Majini.  The only 
exceptions are the Agitator Majini and Allyson on Public Assembly along with 
Torch Majini on Ancient Ruins.

Thanks to the P8 handgun only taking 300 damage, Chris can shoot a Majini twice 
in the head and not kill off the Majini with either shot just like Midnight 
Wesker could do in normal RE5 Mercenaries.

** P8 leg stun --> Uppercut
(Wetland Majini [besides Torch], Female Majini, Dynamite Majini, Cocktail 
Majini [only in Mines] and Bowgun Majini ONLY)

The Majini types listed above are weak enough to be killed by a P8 leg stun 
shot followed by an uppercut.  The leg stun is random so it might not activate 
on the first shot.  Thankfully, Chris can shoot the Majini in the leg once 
again for another chance.

** P8 leg stun --> Neck Breaker

This melee combination will instantly kill ANY Majini and avoid any possible or 
scripted plagas.

** P8 leg stun --> Rising Upper
(with a Rebecca or Barry partner in duo mode only)

This will instantly kill off any normal Majini that gets hit by the Rising 
Upper melee.  It can easily set up multiple melees kills with its range.

** P8 leg stun --> Hammer Elbow
(with a Rebecca or Barry partner in duo mode only)

Much like the Rising Upper, this melee will instantly kill any normal Majini as 
well without the need for prior damage.  The Hammer Elbow is faster than the 
Rising Upper, but it has shorter range for multi melee kills.  It should be 
noted that the Hammer Elbow will NOT cancel plagas spawns like a neck breaker.

** P8 shot to head or body --> Flash Grenade --> Straight

This combination is much like Excella's high heel after a M93R shot except 
you'll need to find a flash grenade in order to perform it obviously.  Since 
Chris' handgun and straight are greater than a standard Majini's HP when used 
together, he can fire one shot at every Majini in a crowd and possibly use the 
handgun's piercing in the process, then toss a flash grenade and hit each 
Majini with a straight punch in order to melee kill it.

------------------
Cephalo Melee Kill
------------------

** Hydra shot --> Stomp

Perform a Hydra shot from mid-range from a Cephalo then run up and stomp it 
while it is on the ground for a possible melee kill.  It's really best to 
attempt to kill the Cephalo from close range and then run up and stomp it if it 
doesn't die from a close range blast however.  Having a Cephalo live through a 
stomp takes more time than a possible melee kill on it is worth in solo mode. 
In duo mode, a Cephalo melee kill will help a bit more since both players are 
building time.

-------------------------
Big Man Majini Melee Kill
-------------------------

** Hydra Shot --> Uppercut

Perform a Hydra shot from mid-range then run up to the Big Man Majini as it 
blocks and perform Chris' uppercut melee for a possible melee kill.  Much like 
the Cephalo melee kill, it's best to fire off the shot from close range and 
only attempt an uppercut if the Big Man Majini survives the blast.  A close 
range leg blast will help to increase the chances of having the Big Man Majini 
live through the blast and have just enough HP left for the uppercut to finish 
it off.

** Hydra Shot --> Rising Upper
(with a Rebecca or Barry partner in duo mode only)

Perform a Hydra shot from mid-range to long range and then run up to the Big 
Man Majini as it blocks and perform Chris' rising upper for a possible melee 
kill.  This will work about 90% of the time.  Chris' rising upper melee takes 
so much damage that a Big Man Majini will likely not be able to survive even 
with only a slight bit of damage lost from a Hydra spread shot.  Chris players 
that are paired with a Rebecca or Barry partner should definitely try for this 
melee kill since it works the majority of the time.

------------------------
Multi Melee Combinations
------------------------

** Piercing shot that hits multiple Majini --> Straight

Since Chris' handgun can easily pierce through a Majini and hit another Majini 
behind it, he can take advantage of this and shoot through a Majini's body to 
hit the one behind it then shoot the front Majini in the head and straight 
punch the Majini in front and the one behind it and kill both in the process 
since a handgun shot to the chest and a straight punch are greater than the 
standard Majini's HP amount.

** Uppercut that hits standing and grounded Majini

If a Majini falls to the ground after being shot at least twice with the P8 
handgun and that grounded Majini falls near a standing Majini, try to shoot the 
standing Majini in the leg with the P8 handgun for a leg stun then uppercut the 
standing Majini so that Chris' uppercut hits the standing and grounded Majini 
at the same time to kill both.

Chris' uppercut takes 450 damage and a normal Male Town Majini has 800 life, so 
you'll usually have to shoot the Majini at least twice in order to kill it with 
an uppercut.  Weaker Majini such as female and Wetland Majini can be killed 
with an uppercut after one shot however.

** Stomp two grounded Majini at once

This is hard to plan at times, without the use of an uppercut, but if two 
damaged Majini fall to the ground and a portion of one Majini lies over or 
under the other, try to angle Chris stomp so that he hits both of them with his 
foot.  While facing a Majini's legs, Chris' foot will always stomp the body, so 
if a Majini's foot lies over or under another grounded Majini body, stomp the 
body of the Majini with the legs near it to hit them both.

You can also time an uppercut after a leg stun so that it hits a stunned Majini 
and a Majini that is behind the stunned Majini to set them both up for a double 
stomp.

** P8 leg stun --> Rising Upper to multiple Majini
(with a Rebecca or Barry partner in duo mode only)

Since Chris' rising upper has good range and deals intense damage that can kill 
most Majini prior to the melee, it can easily be used to set up multiple melee 
kills if a player simply shoots the leg of a Majini to get a leg stun then 
stands near the stunned Majini and waits for Majini to pile up near it before 
performing the melee.  This is much better used in narrow areas such as the 
back alley in Public Assembly.

** P8 leg stun --> Hammer Elbow
(with a Rebecca or Barry partner in duo mode only)

Just like the rising upper, the hammer elbow can easily gain multiple melee 
kills with its intense damage since it needs no extra damage prior to the melee 
to kill.  The hammer elbow is quicker than the rising upper and lacks good 
range so it's a bit harder to set up multiple Majini for this melee.


--> WARRIOR CHRIS' 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!"

--> WARRIOR 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"


--> WARRIOR CHRIS' 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!"


                                                                         [CS06]

                         __  _                        
                        / _\| |__    ___ __   __ __ _ 
                        \ \ | '_ \  / _ \\ \ / // _` |
                        _\ \| | | ||  __/ \ V /| (_| |
                        \__/|_| |_| \___|  \_/  \__,_|
             __                                               __
            / /    ___              _                         \ \
           / /    / __\ _   _  ___ (_) _ __    ___  ___  ___   \ \
          | |    /__\//| | | |/ __|| || '_ \  / _ \/ __|/ __|   | |
           \ \  / \/  \| |_| |\__ \| || | | ||  __/\__ \\__ \  / /
            \_\ \_____/ \__,_||___/|_||_| |_| \___||___/|___/ /_/


Since I consider Warrior Chris a Chris (Midnight), then Business Sheva is 
definitely a Sheva (Midnight).  Business Sheva comes equipped with a highly 
damaging handgun and magnum.  This setup makes her a really good character that 
can be hard to use but ultimate when mastered.  Her handgun will kill any 
normal Majini in two shots, but if a player's aiming is precise, she can be a 
real beast with her roundhouse melee that hits with such a wide range.  She can 
really show the Majini that she means business if used properly.


--> BUSINESS SHEVA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  | Proximity |  Magnum   |
                   | Ammo (50) | Bomb (5)  | Ammo (12) |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  SIG P226 |           |  L. Hawk  |
                   |    (HG)   |           |   (MAG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           | First Aid |           |
                   |           |   Spray   |           |
                   |           |           |           |
                   '-----------------------------------'

Sheva comes equipped with Safari Chris' handgun from the original Mercs mode. 
Her handgun capacity is kind of low so she will definitely be needing the 50 
extra handgun bullets that she comes equipped with.  Her L. Hawk magnum has a 
low capacity as well, but she brings along 12 magnum bullets which will 
definitely help out for bosses.

She brings along 5 Proximity Bombs.  A player would usually want to discard 
them to save inventory space since they will ruin melee kills, but these can be 
used to keep the combo going in both solo and duo modes so it's a good idea to 
keep them.  Business Sheva also starts with a first aid spray.  As if she 
needed one with such a good inventory already!


--> BUSINESS SHEVA'S SIG P226

                     .-------------------------------.
                     | SIG P226 (HG)                 |
                     |===============================|
                     | Firepower:    480             |
                     | Capacity:     16              |
                     | Reload Speed: 1.62 sec.       |
                     | Special:      --------------  |
                     '-------------------------------'

SIG P226
--------

Pros:
+ This gun packs some real power that can set up Sheva's main melees for a kill 
  in one shot
+ The gun takes so much damage, it can actually be used to keep a combo going 
  when a quick kill needs to be made instead of having to switch to the magnum

Cons
- The gun leaves no room for error when trying to melee kill normal Majini
- Small capacity overall compared to other handguns

Business Sheva's handgun really packs power and makes a loud racket per shot to 
signify its dominance in damage among the Reunion handguns.  Sheva's SIG P226 
is the most damaging handgun in any Mercs mode.  This can be both good and bad. 
Precision must be maintained when using Business Sheva.  There is no room for 
error when setting up a head stun melee for a melee kill.  If a normal Majini 
is hit twice with this handgun in any portion of its body then it will die!

One headshot is all that is needed in order to set a Majini up for a roundhouse 
or somersault melee kill.  Business Sheva can even kill weaker Majini (Wetland, 
female Town, etc.) with a single arm stun followed by a twist kick or knee.

The high damage rate per shot can be both good and bad depending on your 
precision and how you melee kill with Sheva.  She can easily set up multiple 
Majini for a kill with a somersault just by shooting them and then head 
stunning one in a crowd then perform a roundhouse on the stunned Majini and hit 
the whole crowd in the process.  Since her handgun takes much damage, she can 
simply shoot a Majini in the legs or the chest and still kill it off with a 
roundhouse or somersault.

Her handgun can actually be used to keep the combo going during a situation 
where the combo is about to be lost since it is so damaging.  The only true 
flaw besides the arguable damage is the fact that this gun has a rather low 
capacity when compared to other handguns in Mercs Reunion.


--> BUSINESS SHEVA'S L. HAWK MAGNUM

                     .-------------------------------.
                     | L. Hawk (MAG)                 |
                     |===============================|
                     | Firepower:    2900            |
                     | Capacity:     8               |
                     | Reload Speed: ? sec.          |
                     | Special:      --------------  |
                     '-------------------------------'

Pros:
+ Overall good damage for a magnum
+ Quick rate of fire

Cons:
- Still not as damaging as the M500 magnum

The L. Hawk doesn't take off as much damage as Fairy Tale Sheva's M500 Magnum 
but a magnum that has such a good rate of fire as the L. Hawk and takes off 
over half of what the M500 takes with much less recoil makes for a very nice 
powered weapon for boss killing.  This gun can finish off all bosses very 
quickly within a few shots and it can help Sheva set up melee kills on a boss 
if the shots are aimed at certain areas of each boss.

The L. Hawk has a really good rate of fire than be used to spam damage on 
enemies and the reloading is very quick for a magnum weapon, even though you'll 
likely still want to inventory reload like with all weapons.  The weapon's 
damage allows Sheva to shoot bigger enemies in a stronger area of their body to 
minimize damage just enough to where she can finish them off with a melee for a 
melee kill.

The L. Hawk magnum is a good weapon to use against any type of plagas enemy 
also.  Cephalos fall with one shot to the body while trying to defeat them with 
this weapon.  Duvalias take the usual shot to stun then shot to the mouth 
however.


--> BUSINESS SHEVA'S PROXIMITY BOMBS

                          .---------------------.
                          | Proximity Bomb      |
                          |=====================|
                          | Direct Hit:  1,500  |
                          | Area Effect: 1,000  |
                          '---------------------'

Pros:
+ The explosive can be placed on the ground and any enemy that triggers it will 
  be hit directly
+ These can help to keep the kill chain while being placed on the run from a 
  group of enemies

Cons:
- There is really no way to aim a proximity bomb at an enemy for precion - hits 
  are all about timing and expectency


Proximity Bombs should mainly be used for keeping the combo while Sheva moves 
to some other location for the most part.  Since Business Sheva has a magnum 
there is no need to use a proximity bomb for a boss.  They might come in handy 
for Duvalias, but Cephalos can be easily defeated with her magnum.  In duo 
mode, a player may actually want to discard these unless they might be needed 
for some obscure locations where enemies might follow you as your character 
races to some other portion of the map.


--> BUSINESS SHEVA'S MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command        | Type of Melee                | Damage | Special      |
|==============================================================|==============|
| Roundhouse           | Head Stun Melee              |   600  | Possible     |
|                      |                              |        | critical     |
| Twist Kick           | Arm Stun Melee (front)       |   250  | N/A          |
| Knee                 | Arm Stun Melee (back)        |   250  | N/A          |
| Somersault           | Leg Stun Melee (front)       |   600  | Possible     |
|                      |                              |        | critical     |
| Throat Slit          | Leg Stun Melee (back)        |  Kill  | Cancels      |
|                      |                              |        | plagas spawn |
| Impale               | Ground Melee                 |   800  | Critical if  |
|                      |                              |        | aimed at head|
| Double Fang          | * Special Ground Melee       | 600 x2 | N/A          |
| Skull Crusher        | Tag Team Melee (front)       | 3,000  | Cancels      |
|                      |                              |        | plagas spawn |
| Spinning Back Kick   | Tag Team Melee (back)        | 3,000  | Cancels      |
|                      |                              |        | plagas spawn |
| Pivot Kick           | Partner Assist Melee         |   450  | N/A          |
| Somersault           | Counter Melee on Licker Beta |   600  | Sets up stab |
|                      |                              |        | melee on     |
|                      |                              |        | Licker       |
| Stab                 | Ground Melee on Licker Beta  |   900  |              |
'-----------------------------------------------------------------------------'
* Sheva can only perform this special ground melee in duo mode while
  paired with a Josh or Excella partner.

Sheva's damage with her main melees (head stun and frontal leg stun) have been 
greatly improved in Reunion.  She can gain multiple melee kills so very easily 
with her roundhouse and somerault now.  Since both melees take off 600 damage 
each, a single shot from the SIG P226 to any portion of the body will guarantee 
a kill after a normal Majini is hit from these melees in any way.

Be sure to keep in mind that both her somersault and her roundhouse will hit 
grounded enemies.  Her main melee kill setup gives great advantage to multiple 
melee kills just like with Fairy Tale Sheva.  Sheva's somersault is easily one 
of her fastest melees and the fact that her roundhouse and somersault can hit 
grounded enemies can truly make Business Sheva a beast in the hands of an 
experienced player that cleverly uses her gun to weaken Majini surrounding a 
Majini that she is about to kill off with with either melee - basically, a 
player and weaken multiple Majini with chest shots then stun a Majini with a 
shot to the head and roundhouse the whole crowd to kill them off, standing or 
grounded.

Sheva's ground melee still takes off 800 damage and will kill just about any 
normal Majini without the need of prior damage.  If a Majini happens to hit the 
ground at any time, Sheva can run up to it and perform her impale ground melee 
for an instant melee kill on most Majini.

Her throat slit melee can be used to cancel possible or scripted plagas 
enemies.  The damage rate of her handgun can go against Sheva when trying to 
set up a throat slit however.  If you try to get a leg stun on a scripted 
Duvalia on Ancient Ruins then the leg stun shot will make the Duvalia spawn 
because of the power of the SIG P226.

Sheva's Double Fang melee will kill off just about any Majini that falls to the 
ground.  You have to keep in mind that this melee hits twice however, so any 
Majini that steps into the slashes will get hit by one slash that causes 600 
damage before the Majini staggers backward.  The Double Fang will ruin any 
melee kill on a Majini that is hit while it is standing since Sheva's handgun 
is so damaging to attempt a stun afterward, so only a flash grenade/round can 
be used to save the melee kill basically (stun the Majini then run up and 
somersault it).  Any Majini that is already on the ground will be pinned down 
and receive both hits from the Double Fang automatically once the melee begins.


--> BUSINESS SHEVA'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 300 
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.

The following section lists methods to obtain melee kills for Business Sheva.

-----------------------------
Town, Base and Wetland Majini
-----------------------------

** SIG P226 head stun --> Roundhouse

A single head stun shot from the SIG P226 followed by a Roundhouse is enough to 
finish off any normal Majini.  Sheva takes off over 1000 damage with this full 
melee kill setup.  The main problem with this melee kill setup is that a player 
cannot afford to miss the headshot (and hit another portion of the body) and 
then expect to try for a stun on another portion of the Majini's body.  Sheva 
Business does not work that way.  She requires precise aiming at all times in 
order to melee kill with her effectively, which can make her a challenge to 
play.

Since her handgun takes off so much damage, a Majini can be shot in any portion 
of its body to set it up for a melee kill from Sheva's roundhouse or 
somersault.  Basically if a Majini has already received damage from a shot, 
then try to stun a Majini that is nearby and work both of them into Sheva's 
head stun or leg stun melee.

** SIG P226 leg stun --> Somersault

With the randomness of a leg stun, a somersault is a bad melee to attempt to 
set up with the SIG P226.  After one attempt at a leg stun, the next shot will 
kill off a normal Majini if the first shot to a Majini's legs fails to give a 
leg stun animation.  Don't even try to set up a somerault melee with Sheva 
unless a Majini wears a mask or your fighting the Base Majini with their bad 
hit detection on Experimental Facility.

If a Majini wears a mask or carries a shield, shooting it in the legs is about 
your only option.  Thankfully, shield Majini will always give a player a leg 
stun after shooting their legs though.

** SIG P226 leg stun --> Throat Slit

This combination will instantly kill ANY Majini and it will avoid any possible 
or scripted plagas.

** Impale on grounded Majini

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.  After a Majini has grabbed Sheva and she knocks it 
off, a player can turn toward that fallen Majini and impale it for an instant 
melee kill.

** Double Fang on a fallen Majini
(with a Josh or Excella partner in duo mode only)

While paired up with a Josh or Excella partner in duo mode, Sheva's impale 
ground melee becomes the double fang ground melee.  This melee hits with two 
attacks that cause 600 damage each for a total of 1200 damage.  This ground 
melee is a bit shorter than the impale and takes more damage overall.  Sadly, 
if a Majini walks into the melee it will likely only get hit with one slash, 
which will send it staggering back, only damaged by 600 and basically a waste 
of a melee kill by then unless you a spare flash grenade to stun it.

** SIG P226 shot to any portion of the body --> Flash Grenade --> Roundhouse

Much like with Excella and Warrior Chris, Business Sheva can shoot multiple 
Majini with her SIG P226 handgun in any portion of the body then quickly toss a 
flash grenade to set up a head stun then kill all the damaged Majini off with a 
roundhouse.  Thanks to her roundhouse's range, she can easily hit multiple 
Majini that stand together for multiple roundhouse melee kills.

------------------------
Multi Melee Combinations
------------------------

** Somersault that hits standing and grounded Majini/Roundhouse that hits 
standing and grounded Majini

If Sheva can knock a Majini to the ground and make sure that it has been shot 
twice, she can set a nearby Majini up for a somersault or roundhouse melee then 
somersault or roundhouse both the standing and grounded Majini at the same time 
for a double melee kill.

She can also perform a somersault to a group of Majini to knock them down then 
perform another somersault or a roundhouse to a Majini that stands near the 
group of fallen damaged Majini to multi melee kill the grounded Majini.  Since 
Sheva's somersault and roundhouse melees now take off 600 damage, she can truly 
be a beast for multi melee killing in a tight area!

** Roundhouse multiple weakened Majini

Since Business Sheva's handgun takes off so much damage, she can shoot Majini 
that surround a certain undamaged Majini and then shoot the unweakened Majini 
in the head then perform a roundhouse on the stunned Majini so that is hits the 
weakened Majini in the process.  This can work very well in tight areas or when 
Majini gather near a wall.

Keep in mind that even if a Majini falls, Sheva can still hit that grounded 
Majini with a roundhouse that is performed to a standing Majini.  Her 
roundhouse hits surrounding grounded enemies too, which really increases her 
chance for multiple melee kills!

** Impale that hits multiple Majini

Just like with Chris' stomp, Sheva can impale two Majini that have been knocked 
to the ground and are on top of each other in some way.  If a weakened Majini 
or "weaker" Majini (female, etc.) happens to move into the blade while Sheva 
performs the impale then it will die from the impale melee attack.


--> BUSINESS 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!"


--> BUSINESS 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"


--> BUSINESS 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!"


                                                                         [CS07]

                          ___                           
                         / __\  __ _  _ __  _ __  _   _ 
                        /__\// / _` || '__|| '__|| | | |
                       / \/  \| (_| || |   | |   | |_| |
                       \_____/ \__,_||_|   |_|    \__, |
                                                  |___/
                 __                                         __
                / /  __    _____    _         __     __     \ \
               / /  / _\  /__   \  /_\       /__\   / _\     \ \
              | |   \ \     / /\/ //_\\     / \//   \ \       | |
               \ \  _\ \ _ / /_  /  _  \ _ / _  \ _ _\ \ _   / /
                \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/


Come on, Come oooon!  Here's Barry!  I have THIS!  Alright, I think we have all 
the popular Barry phrases out of the way, and I'm sure as hell not going to 
mention that damn overused sandwich line that is associated with Jill.  Barry 
is easily one of the most useful characters in Mercs Reunion.  He has a handgun 
that sets up his main melee rather well.  His handgun is powerful, but not 
powerful enough to limit his melee killing.  Mr. Burton also has a very 
damaging magnum with a good rate of fire.


--> BARRY'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |  Handgun  | Dragunov  |  Magnum   |
                   | Ammo (50) | SVD (RIF) | Ammo (6)  |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |  Samurai  |           |  S&W M29  |
                   | Edge (HG) |           |   (MAG)   |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   |           |           |           |
                   '-----------------------------------'

Barry comes equipped with the Samurai Edge handgun that STARS Wesker had from 
the original Mercs mode.  He bring along 50 extra handgun bullets even though 
he already has a capacity of 30 in the handgun from the start, so he basically 
starts with 80 handgun bullets altogether.  Besides the increase in damage, his 
M29 magnum is just like the one used by STARS Chris in the original Mercs mode. 
He has a starting capacity of 12 and brings along 6 extra magnum bullets.

Barry carries a Dragunov SVD rifle as well with no extra ammo, which is really 
nice if you choose to discard this weapon.  The Dragunov can be used to shoot 
distant enemies or simply keep the combo going from a distance.  It's more 
valuable in some stage than others.  In some stages, you can literally just 
discard the weapon in favor of more handgun and magnum ammo drops.


--> BARRY'S SAMURAI EDGE HANDGUN

                     .-------------------------------.
                     | Samura Edge (HG)              |
                     |===============================|
                     | Firepower:    350             |
                     | Capacity:     30              |
                     | Reload Speed: ? sec.          |
                     | Special:      Piercing        |
                     '-------------------------------'

Pros:
+ Decent damage that allows Barry to get multiple stuns on a Majini
+ Good capacity for a handgun

Cons:
- The gun requires two shots to set up Barry's frontal leg stun melee kill 
  combination on ANY Majini

Barry comes equipped with the famed Samurai Edge handgun.  This gun was custom 
made at Robert Kendo's gun shop back in Raccoon City before the zombie outbreak 
that destroyed the population... so that make it one badass weapon!  Barry's 
handgun deals some good damage overall - not too much and not too little.

His handgun sets up his main headbutt head stun melee with ease.  Because of 
his handgun's power, he needs to be played much like a STARS Wesker from the 
original Mercs.  Two headshots will kill a standard Town Majini, so if a player 
misses a headshot and hits another portion of the body then the Barry player 
will have to try to get a leg or arm stun in order to melee kill the Majini 
since another headshot will likely finish off the Majini.

In order to set up his frontal leg stun melee, a player must first weaken a 
Majini with a shot by shooting it once on any portion of its body then the 
player must try for a leg stun.  Sadly, the third hit kills.  It's best to only 
try for a leg stun when a head shot cannot be gained or when a shot 
accidentally misses the head and hits another portion of the body.

Unlike STARS Wesker's Samurai Edge, Barry's handgun can pierce through shields 
or multiple enemies, so he won't have a problem with Wetland Majini that carry 
shields!


--> BARRY'S S&W M29 MAGNUM

                    .---------------------------------.
                    | S&W M29 (MAG)                   |
                    |=================================|
                    | Firepower:    3100              |
                    | Capacity:     12                |
                    | Reload Speed: ? sec.            |
                    | Special:      Level 4 Piercing  |
                    '---------------------------------'

Pros:
+ High firepower
+ Great rate of fire (arguably the fastest for a magnum)
+ High capacity for a magnum

Cons:
- Still not as powerful as the M500 (this flaw can really be ignored with such 
  a good rate of fire though)

STARS Chris in the original Mercs mode had a low damaging M29 magnum (2100 
damage) with a capacity of 12, but Barry has THIS new M29 magnum with the same 
capacity and a higher damage rate (3100 damage).  Barry's magnum only deals 
1000 less damage when compared to Fairy Tale Sheva's M500 and it has a faster 
rate of fire with very little recoil.  A player can easily spam damage on a 
bigger enemy with the quick rate of fire from the M29.

Barry's M29 magnum works perfectly for boss kills and even setting up boss 
melee kills when shooting different portions of a boss' body.  It's high, but 
not extreme, damage can easily set up bigger enemies, such as the Big Man 
Majini, for a melee kill as well.


--> BARRY'S DRAGUNOV SVD RIFLE

                    .---------------------------------.
                    | Dragunov SVD (RIF)              |
                    |=================================|
                    | Firepower:    1100              |
                    | Capacity:     18                |
                    | Reload Speed: ? sec.            |
                    | Special:      Level 4 Piercing  |
                    '---------------------------------'

Pros:
+ Long distance weapon for distant enemies
+ Good combo saver from long range

Cons:
- Overall weak damage
- Not all stages really need a rifle


BSAA Sheva has to use her Dragunov rifle as her main source of power for 
disposing of bosses in the orignal Mercs mode, but Barry has a clear advantage 
over a simple rifle with his more damaging magnum.  The Dragunow can be used to 
shoot enemies that are at a distance or it can be used as a quick combo saving 
weapon for a far away enemy.

Really, a Barry player can easily discard his rifle on most stages in favor of 
more handgun and magnum ammo.  The rifle is really only useful on a few stages 
such as Missle Area for enemies that like to camp on high platform.  In solo 
mode, the rifle can be useful for a quick combo saver as well.  The zoom 
function is only normal with no high-powered zoom, so Barry won't be able to 
tell if a pool of blood has a Chris body lying near it from a great distance - 
he will have to get closer to investigate/taste the blood.


--> BARRY'S MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command   | Type of Melee                | Damage | Special           |
|=============================================================================|
| Headbutt        | Head Stun Melee              |   400  | High critical     |
|                 |                              |        | rate/cancels      |
|                 |                              |        | plagas spawns     |
| Barry Sandwich  | Arm Stun Melee (front)       |   300  | N/A               |
| Knee            | Arm Stun Melee (back)        |   250  | N/A               |
| Lights Out      | * Special Arm Stun Melee     |     ?  | Possible critical |
|                 |   (front)                    |        |                   |
| Burton Boot     | Leg Stun Melee (front)       |   350  | N/A               |
| Gun Bash        | Leg Stun Melee (back)        |  Crit  | 100% critical     |
| Miranda Rights  | Ground Melee                 | 1,200  | Critical if aimed |
|                 |                              |        | at head           |
| Hurricane       | Tag Team Melee (front & back)|     ?  | Cancels plagas    |
|                 |                              |        | spawns            |
| ?               | Partner Assist Melee         |     ?  | N/A               |
| Sweep Kick      | Counter Melee on Licker Beta |   600  | Sets up stab melee|
|                 |                              |        | on Licker         |
| Stab            | Ground Melee on Licker Beta  |   900  | N/A               |
'-----------------------------------------------------------------------------'
* Barry can only perform this special arm stun melee in duo mode while paired
with a Chris or Rebecca partner.

Barry has quite an assortment of low damaging melees mixed with extremely 
powerful melees.  His headbutt melee has the ability to cancel a plagas spawn 
in a Majini yet setting up the melee will risk a critical and increase the 
chance for a plagas spawn on certain Majini.

His headbutt appears to kill instantly but that's because it has such a high 
critical rate.  The headbutt melee will result in a critical head explosion on 
a Majini most of the time, but it does not always critical and when it doesn't, 
it won't kill because of its low damage.  If his headbutt does not kill, a 
player can rush up to the stunned Majini and perform another headbutt while it 
is stunned to finish it off.

Barry appears to have no real flaw with such good overall weapons but his main 
flaw lies in the fact that he cannot achieve a multi melee kill on a group of 
enemies that easily.  His head stun melee is a single kill melee only and the 
majority of his other melees have limited range and they are not very damaging.

His ground melee and back leg stun melee are about the only ways to multi melee 
kill with him.  His gun bash has some good overall range and it criticals 100% 
of the time so it is a slow yet effective way to kill off multiple Majini 
instantly if a player can work two Majini together.  His ground melee, Miranda 
Rights, takes off some very intense damge and will kill any Majini without the 
need for prior damage but trying to multi melee kill with it is like trying to 
multi melee kill with Chris' stomp (it lacks range).


--> BARRY'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 300 
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.

The following section lists methods to obtain melee kills for Barry.

-----------------
Basic Melee Kills
-----------------

** Samurai Edge head stun --> Headbutt

Since Barry's Samurai Edge takes off 350 damage per hit and a head shot 
increases that by 20% a Heabutt melee, which takes off 400 damage after a 
headshot will immediately kill any normal Majini regardless of whether it is a 
critical or not.  The headbut melee will also cancel any plagas spawns so Barry 
will never get a Cephalo or Duvlia or any other type of plagas after finishing 
off a Majini with a headbutt.  The only flaw with this melee combination is 
that the headshot for setting it up can be a critical which will increase the 
chance of a plagas spawn from certain Majini (very few).

** Samuai Edge shot --> Samurai Edge leg stun --> Burton Boot

This melee kill combination is good to know for when you accidentally shoot 
another portion of a Majini's body instead of the head when trying to go for 
Barry's headbutt melee kill.  Basically, you'll just need to shoot the Majini 
in the leg and hope for a leg stun then follow it up with a Burton Boot melee.

A player can shoot the arm of a Majini for an arm stun and perform Barry's 
Barry Sandwich or Knee instead of trying for a leg stun, but the Samurai Edge 
shot will take off more when shooting a Majini in the arm so you might run the 
risk of finishing off weaker Majini with a body/arm shot.

** Samurai Edge leg stun --> Gun Bash

A gun bash will always critical a Majini 100% of the time regardless of the 
type of Majini and any Majini that gets caught in the way of Barry's gun bash 
will get criticaled as well.  The melee has the exact same range as Chris' 
Hammer Elbow melee.  Even though this is a leg stun melee from behind, it will 
NOT cancel a plagas spawn in a Majini.  If a player hits a scripted Cephalo 
enemy with this melee then the Cephalo will spawn right after the gun bash.

** Flash Grenade --> Headbutt

Barry can actually gain melee kills from headbutting an enemy without any prior 
damage because of the melee's high critical percentage.  A headbutt will 
critical about 90% of the time.  A simple flash grenade toss in the midst of a 
crowd will set all of them up for Barry's headbutt.  Sadly, his headbut is a 
single kill move only so he can only defeat one Majini at a time.  On the good 
side, Barry will not have to deal with a plagas from a Majini that is killed by 
the headbutt since his headbutt will cancel any plagas spawns!


--> BARRY'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Barry 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

    Barry: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Barry: "Thank you kindly!"

04) Hold assist button + Up on the Directional Pad

    Barry: "Go!"

05) Hold assist button + Down on the Directional Pad

    Barry: "Wait up!"


--> BARRY'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Barry 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 Barry

    Barry: "I need some help here!"
           "Help me!"

02) While Barry is in dying status

    Barry: "Don't let me die!"
           "Don't leave me!"

03) When Barry runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Barry player requests ammo from a partner

    Barry: "I need some ammo"


--> BARRY'S PARTNER RESPONSES

Listed below are the responses that a Barry 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)

    Barry: "Good work!"
           "Nice work!"
           "Nice one!"

02) Partner gives Barry an item
03) Partner heals Barry
04) Partner resuscitates Barry
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Barry: "Aw, you shouldn't have!"
           "I can always count on you!"
           "Thank you kindly!"

06) Partner is in dying status

    Barry: "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

    Barry: "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 Barry has knocked off the partner with 
    a partner assist melee attack.

    Barry: "Couldn't have done it better myself!"
           "That's good!"
           "Yes!"


                                                                         [CS08]

                     __        _                            
                    /__\  ___ | |__    ___   ___  ___  __ _ 
                   / \// / _ \| '_ \  / _ \ / __|/ __|/ _` |
                  / _  \|  __/| |_) ||  __/| (__| (__| (_| |
                  \/ \_/ \___||_.__/  \___| \___|\___|\__,_|
                 __                                         __
                / /  __    _____    _         __     __     \ \
               / /  / _\  /__   \  /_\       /__\   / _\     \ \
              | |   \ \     / /\/ //_\\     / \//   \ \       | |
               \ \  _\ \ _ / /_  /  _  \ _ / _  \ _ _\ \ _   / /
                \_\ \__/(_)\/(_) \_/ \_/(_)\/ \_/(_)\__/(_) /_/


Is that you, Rebecca?  The S.T.A.R.S. medic that fought Dr. Marcus alongside 
Billy Coen?  The last surviving member of Bravo team that escaped from the 
Spencer Estate with Chris and Jill back in the Arklay Mountains of Raccoon 
City?

Rebecca Chambers is both a strong and weak character in Mercenaries Reunion 
depending on how she is played.  Much like Wesker in the original Mercs mode, 
she has one melee that rules highly over all others since it can kill without 
the need of prior damage.  Rebecca is still far from a Wesker though.  Besides 
having a very powerful melee, she also some of the weakest overall melees and 
weapons.


--> REBECCA'S INVENTORY

                   .-----------------------------------.
                   |           |           |           |
                   |           |           |           |
                   |Machine Gun| First Aid |  Shotgun  |
                   | Ammo (150)|   Spray   | Ammo (30) |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |   Jail    |
                   |  H&K MP5  |           |  Breaker  |
                   |    (MG)   |           |   (SG)    |
                   |           |           |           |
                   |-----------+-----------+-----------|
                   |           |           |           |
                   |           |           |           |
                   |Machine Gun| First Aid | Shotgun   |
                   | Ammo (150)|   Spray   | Ammo (30) |
                   |           |           |           |
                   '-----------------------------------'

Would you look at all that ammo?  Dear god, do you really need all of that, 
Rebecca?  Talking about a caked up inventory!  In a way she doesn't really need 
so much shotgun ammo.  It's a good idea to discard something in her inventory 
from the start of each run.

Rebecca carries the MP5 from the start.  It comes with a capacity of 120 and 
she already has 300 bullets extra.  In a way, she might need them since the MP5 
is a very weak weapon.  Rebbecca also brings along a Jail Breaker shotgun.  Her 
Jail Breaker has a capacity of 10 and she brings along 60 extra shotgun shells 
along with her.

To ensure her medic status, Rebecca starts out with two first aid sprays!  
Fairy Tale Sheva still has the advantage of more healing with her gold eggs, 
but Rebecca likes to look after others and share her healing with a healing 
item that can heal her and her partner.


--> REBECCA'S H&K MP5 MACHINE GUN

                      .-------------------------------.
                      | H&K MP5 (MG)                  |
                      |===============================|
                      | Firepower:    120             |
                      | Capacity:     120             |
                      | Reload Speed: ? sec.          |
                      | Special:      Piercing        |
                      '-------------------------------'

H&K MP5
-------

Pros:
+ Sets up Rebecca's Flame Spray melee easily with very light damage
+ Very accurate shots with little recoil

Cons:
- Very low firepower
- Light damage requires several hits in order to kill with other melees besides 
  the flame spray


Rebecca's MP5 carries the same damage rate as BSAA Jill's MP5 in the original 
Mercs mode.  It has a slightly lower capacity however.  This gun is best used 
to set up Rebecca's head stun flame spray melee.  A simple tap of the trigger 
to get a head stun on a Majini followed by a flame spray will instantly kill 
the majority of Majini.  Nearly any Majini that is caught in the flames will be 
killed off as well.

This gun is very accurate when compared to the other machine guns in Mercs 
Reunion.  A player can literally pinpoint aim from a distance with this weapon 
and keep firing at a precise area thanks to the little recoil that this machine 
gun has.

The lower firepower of the MP5 really works against Rebecca whenever a player 
tries to set up her other melees besides her flame spray.  Since the MP5 will 
ground a Majini rather easily, a player will likely knock down a Majini before 
damaging it enough to kill it off with Rebecca's kick ground melee unless a 
player aims for the head portion of the Majini for a critical kick.  A 
combination of MP5 damage and Rebecca's head cracker melee is a good method to 
cancel any scripted plagas.


--> REBECCA'S JAIL BREAKER SHOTGUN

                      .-------------------------------.
                      | Jail Breaker (SG)             |
                      |===============================|
                      | Firepower:    ?               |
                      | Capacity:     10              |
                      | Reload Speed: ? sec.          |
                      | Special:      --------------  |
                      '-------------------------------'

Jail Breaker
------------

Pros:
+ Decent damage for boss and big enemy kills
+ Tight spread allows a player to perform a more pinpoint blast instead taking 
  down a whole crowd and ruining melee kills with a single blast

Cons:
+ Lacks instant stunning power for bosses like most shotguns


Rebecca's Jail Breaker is more powerful than Clubbin' Sheva's Jail Breaker from 
the original Mercs mode.  She carries a capacity of 10 in the gun and comes 
with plenty of ammo from the start.  Really, a player doesn't need as much ammo 
as Rebecca starts each run with, so a player might want to discard some in 
favor of more inventory space.

Her Jail Breaker is her main source of firearm power and takes some really good 
damage from close range.  She can kill off a Cephalo with one shot from close 
range a good bit of the time.  If the Cephalo lives through a close range shot 
then a kick will most likely finish it.  The Jail Breaker is a decent gun for 
boss enemies.  It can kill a boss enemy rather quickly - usally in about four 
shots.  It can't stun a boss such as the Executioner quickly however.  Rebecca 
needs to fire her Jail Breaker at least twice in order to stun an Executioner.

Since the spread of the gun is so tightly compacted, Rebecca can avoid needless 
killing by aiming diretly at an enemy and firing.  She won't run the risk of 
ruining melee kills in the process that much thanks to the little spread of 
each shot.


--> REBECCA'S MELEE ATTACKS

.-----------------------------------------------------------------------------.
| Melee Command      | Type of Melee                | Damage | Special        |
|=============================================================================|
| Flame Spray        | Head Stun Melee              |   800  | Possible       |
|                    |                              |        | critical       |
| Tear Gas           | Arm Stun Melee (front)       |   200  | N/A            |
| Rump Shaker        | Arm Stun Melee (back)        |   200  | N/A            |
| Double Flame Spray | * Special Arm Stun Melee     |   600  | Possible       |
|                    |   (front)                    |        | critical       |
| Jump Hit           | Leg Stun Melee (front)       |   300  | N/A            |
| Head Cracker       | Leg Stun Melee (back)        |   400  | Cancels plagas |
|                    |                              |        | if it kills/   |
|                    |                              |        | possible       |
|                    |                              |        | critical       |
| Kick               | Ground Melee                 |   500  | Critical if    |
|                    |                              |        | aimed at head  |
| Stun Gun           | Tag Team Melee (front & back)| 5,000? | Cancels plagas |
|                    |                              |        | spawns         |
| ?                  | Partner Assist Melee         |   350  | N/A            |
| ?                  | Counter Melee on Licker Beta |   600  | Sets up stab   |
|                    |                              |        | melee on Licker|
| Stab               | Ground Melee on Licker Beta  |   900  | N/A            |
'-----------------------------------------------------------------------------'
* Rebecca can only perform this special arm stun melee in duo mode while paired
with a Chris or Excella partner.


Rebecca has a wide range of weak melees for the most part.  Her head stun flame 
spray melee literally rules her gameplay for the most part.  A simple head stun 
with the MP5 machine gun followed by her flame spray will kill the majority of 
Majini types.  Her flame spray by itself can finish off most Majini without the 
need for prior damage.  Her flame spray has some really good range and she can 
get multiple melee kills very easily with this melee.

Rebecca's other melees require quite a bit of prior damage.  It's best to make 
sure that Rebecca has shot a Majini at least three times with her MP5 before 
performing her kick ground melee to make sure that the ground melee kills.  
Rebecca can face a Majini's head while it is grounded and get a critical kick 
for a Majini that has not been damaged much.

Rebecca's Jump Hit sets up her kick rather well, but the process of doing both 
of these together is rather time consuming.  Her Head Cracker has the ability 
to cancel a Cephalo if it kills.  The head cracker has about a 25% chance of 
gaining a critical on a Majini.  If the melee kills a Majini or criticals a 
Majini then a plagas spawn is instantly canceled.  The critical possibility is 
all random though!


--> REBECCA'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 300 
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.

The following section lists methods to obtain melee kills for Rebecca.

-----------------
Basic Melee Kills
-----------------

** MP5 head stun --> Flame Spray

An MP5 head stun followed by a flame spray melee is literally the bread and 
butter of Rebecca's melee game.  The flame spray melee deals enough damage to 
kill off just about any Majini without prior damage.  This combination is a 
very easy way to set up multiple melee kills in tight areas.  Rebecca can 
easily get a triple melee kill against a crowd with little effort while using 
this melee combination.

** MP5 shot to body --> MP5 shot to body --> MP5 leg trip --> Kick
(only two shots required for Wetland Majini [besides Torch], Female Majini, 
Dynamite Majini, Cocktail Majini [only in Mines] and Bowgun Majini)

Rebecca needs to damage the standard male Town and Base Majini with at least 
three shots prior to her kick ground melee in order to kill it off.  With 
weaker Majini such as the ones listed above, Rebecca only needs to shoot each 
of them twice before performing her kick ground melee.

** Kick (Critical)

Whenever an undamaged Majini falls to the ground, or you are unsure whether or 
not a kick will kill it from the body portion, run toward the Majini's head and 
face the head then perform Rebecca's kick to splatter the Majini head all over 
the ground with a kick directly to its noggin'.  Such violence, Rebecca!  Such 
bloodshed, Ms. Chambers! Oh no!

** MP5 shot to body --> MP5 shot to body --> MP5 leg stun --> Head Cracker

One might think this melee combination is too time consuming to worry with but 
a head cracker melee is the only way to cancel a plagas spawn with Rebecca.  A 
player must damage a Majini just enough to where the head cracker melee will 
kill it in order to cancel a possible Cephalo.  The head cracker has about a 
25% chance of a critical, which means no prior damage may be needed but the 
critical is all based on chance and luck.  The critical will not spawn a plagas 
either.

** MP5 body shot --> MP5 arm stun --> Double Flame Spray
(with a Chris or Excella partner in duo mode only)

Rebecca's double flame spray does NOT take off as much damage as her normal 
head stun flame spray.  A player will likely not get multiple kills off of a 
double flame spray alone even though there is a slight chance of a critical or 
multiple hits from the blast of a double flame spray.

A player should shoot a Majini at least once prior to the arm stun in order to 
make sure that her double flame spray actually kills.  This melee combination 
is really not that great to use most of the time.  Rebecca's normal flame spray 
greatly overshadows her double flame spray with its ability to kill without the 
need of prior damage.

** Flash Grenade --> Flame Spray

Since Rebecca's flame spray melee can kill off Majini without the need of prior 
damage, a Rebecca player can simply toss a flash grenade into a crowd of Majini 
then run up to each Majini or multiple Majini and kill them off with a flame 
spray without the need of any MP5 shots before the flame spray.

-----------------
Basic Melee Kills
-----------------

** MP5 head stun --> Flame Spray to multiple Majini

ANY portion of the flame spray that hits a standard Majini will kill off the 
Majini.  No prior damage is needed for the majority of Majini types.  A Rebecca 
player can shoot a Majini in the head with her MP5 then stand next to the 
Majini and wait as other Majini approach the stunned Majini then quickly 
activate the flame spray melee and kill off multiple Majini.  Her flame spray 
works basically like a Wesker Cobra Strike that has greater range.


--> REBECCA'S BASIC PARTNER COMMANDS

The following is a list of all the basic commands that a Rebecca 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

    Rebecca: "Come on!"

03) Hold assist button + Left on the Directional Pad

    Rebecca: "Thanks!"

04) Hold assist button + Up on the Directional Pad

    Rebecca: "Go!"

05) Hold assist button + Down on the Directional Pad

    Rebecca: "Wait!"


--> REBECCA'S PARTNER ASSIST COMMANDS

The following is a list of all the assist commands that a Rebecca 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 Rebecca

    Rebecca: "I need backup!"
             "Help me!"

02) While Rebecca is in dying status

    Rebecca: "Neeeed help!"
             "Ugh, help me!"

03) When Rebecca runs completely out of ammo (NONE AVAILABLE FOR ANY INVENTORY 
    WEAPON)
04) When a Rebecca player requests ammo from a partner

    Rebecca: "I need ammo"


--> REBECCA'S PARTNER RESPONSES

Listed below are the responses that a Rebecca 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)

    Rebecca: "Good work!"
             "Nice work!"
             "Nice one!"

02) Partner gives Rebecca an item
03) Partner heals Rebecca
04) Partner resuscitates Rebecca
05) Partner helps to break a grab (even a slight nudge that breaks the hold)

    Rebecca: "Sorry for the trouble."
             "Thanks for the save."

06) Partner is in dying status

    Rebecca: "I'm on my way!"
             "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

    Rebecca: "Roger"
             "Copy that."

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 Rebecca has knocked off the partner 
    with a partner assist melee attack.

    Rebecca: "Good one!"
             "That was great!"


===============================================================================
                    FREQUENTLY ASKED QUESTIONS (F.A.Q.)                  [FA00]
===============================================================================


[1]

Q) How much is leftover time worth in Mercenaries Reunion

A) Time that is leftover at the end of run is now only worth 300 points per 
   second.


[2]

Q) How did you figure all the weapon stats, melee damage stats, enemy stats, 
   etc?

A) It all started from the assumption that a knife slash will deal 50 damage 
   to an enemy like it did in normal Mercenaries.  16 knife slashes will kill a
   standard male Town Majini, therefore that Majini has around 800 HP.  So... 
   yeah, a bunch of knife slashing and gunfire was used by me to figure out 
   many of the stats in this guide.

   I will say that some of the info may be off, but it should be very close to 
   the actual information that Capcom hasn't released yet.


[3]

Q) What is the best method for gaining a high score in Mercenaries Reunion 
   (solo and duo)?

A) ALWAYS get a full combo.  150 kills exact.  Any combo lower than that is 
   going to result in a much lower score.  The run might as well end once the 
   kill chain stops before reaching 150 and display the phrase "YOU HAVE 
   FAILED!1" across the screen in red letters if the combo dies before 150 kils 
   are reached.

   In stages with bosses, bosses should be saved until the last possible kill 
   range to where the bosses will all spawn during a kill range and the player 
   has enough time to include all of the bosses in the kill combo.  The final 
   boss NEEDS to be the 150th kill ALWAYS if you want the highest score 
   possible!

   Combo chests need to be picked up as early as possible.  They will give 1000
   points in place of the current bonus from the current kill chain number.  
   The earlier a player picks them, the more points the player will gain during
   the kill combo.  Picking up a combo bonus after the 50th kill will not 
   result in any extra bonus!

   Melee killing is not near as important as maintaining a full kill combo in 
   Reunion, but it can raise the score a bit, so leftover time is still a 
   factor in Reunion but not near as much as it was in normal RE5 Mercenaries.
   One full minute will now only give a player 18,000 extra points.  Only in 
   Experimental Facility is time important since there are no bosses!


===============================================================================
                               EVERYTHING ELSE                           [EE00]
===============================================================================

*******************************************************************************
                                   UPDATES
*******************************************************************************

5/04/10 - First version that is in postable form on the gaming site.  Still a 
BUNCH of extra things to add at this point!  I'll be updating this guide 
constantly for the weeks to come!

*******************************************************************************
                                  COPYRIGHT
*******************************************************************************

This document Copyright 2010 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/

- Big Kahoona 22, Seitengrate, iK1NG, Paglie, Andrew Evenstar, KaneWallace, 
  combattmagnum, BoBo_273, JuJuJC, LuNaTiiC, Choko_TS, Immortal_Neji and many 
  others that helped out in some way with the making of this guide.

- big thanks to the users who's youtube vides that I linked to!

- http://biohazardmercenaries.com for keeping me involved in Mercenaries so 
  much.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
.,                                                                           ,.
\ '.              /\   http://berserkersblog.blogspot.com   /\             .' /
 '. '.                                                                   .' .'
   '. '.           ___    __  __  __    __  __          __  __         .' .'
     '.|          / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\        |.'
  ..,            /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//           ,..
 ( \ '.         / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \         .' / )
 '. \  '..      \_____/\__/\/ \_/\__/\__/\/ \_/\/  \/\__/\/ \_/      ..'  / .'
  '. \/\  '.                                                       .'  /\/ .'
    '.  \/\/'                                                     '\/\/  .'
      '.....'      T E A R   T H R O U G H   T H E   G A M E!     '.....'
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
     
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