Resident Evil 5 Walkthrough :
This walkthrough for Resident Evil 5 [Playstation 3] has been posted at 28 Mar 2010 by verity and is called "Mercenaries Guide". If walkthrough is usable don't forgot thumbs up verity and share this with your freinds. And most important we have 14 other walkthroughs for Resident Evil 5, read them all!
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Walkthrough - Mercenaries Guide- - - - - - - - - - - - R E S I D E N T E V I L 5 - - - - - - - - - - - - - _____ _ |_ _|| |__ ___ | | | '_ \ / _ \ | | | | | || __/ |_| |_| |_| \___| __ __ _ | \/ | ___ _ __ ___ ___ _ __ __ _ _ __ (_) ___ ___ | |\/| | / _ \| '__|/ __|/ _ \| '_ \ / _` || '__|| | / _ \/ __| | | | || __/| | | (__| __/| | | || (_| || | | || __/\__ \ |_| |_| \___||_| \___|\___||_| |_| \__,_||_| |_| \___||___/ G U I D E Authored by: Berserker Version: 1.4 Last update: 10/09/09 Visit the RE5 Mercenaries site (Biohazard Mercenaries): http://biohazardmercenaries.com/forums - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - =============================================================================== TABLE OF CONTENTS =============================================================================== -- Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . [IN00] -- Mercenary Basics . . . . . . . . . . . . . . . . . . . . . . . . . . [MB00] -- Top 10 Leaderboards Info . . . . . . . . . . . . . . . . . . . . . . [LE00] -- Mercenary Stages . . . . . . . . . . . . . . . . . . . . . . . . . . [ST00] - Public Assembly . . . . . . . . . . . . . . . . . . . . . . . . [ST01] - The Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST02] - Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST03] - Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . [ST04] - Experimental Facility . . . . . . . . . . . . . . . . . . . . . [ST05] - Missile Area . . . . . . . . . . . . . . . . . . . . . . . . . [ST06] - Ship Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST07] - Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08] -- Mercenary Characters . . . . . . . . . . . . . . . . . . . . . . . . [CS00] - Chris (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [CS01] - Chris (Safari) . . . . . . . . . . . . . . . . . . . . . . . . [CS02] - Chris (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . . [CS03] - Sheva (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [CS04] - Sheva (Clubbin') . . . . . . . . . . . . . . . . . . . . . . . [CS05] - Sheva (Tribal) . . . . . . . . . . . . . . . . . . . . . . . . [CS06] - ???? (BSAA) . . . . . . . . . . . . . . . . . . . . . . . . . [CS07] - ???? (Battle Suit) . . . . . . . . . . . . . . . . . . . . . . [CS08] - ?????? (Midnight) . . . . . . . . . . . . . . . . . . . . . . [CS09] - ?????? (S.T.A.R.S.) . . . . . . . . . . . . . . . . . . . . . [CS10] -- Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . [FA00] -- Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . [EE00] =============================================================================== INTRODUCTION [IN00] =============================================================================== - PAST RESIDENT EVIL MERCS The Mercenaries minigame first debuted in Resident Evil 3 Nemesis where players could take control of one of three U.B.C.S. soldiers and attempt to reach their destination through the zombie-infested streets of Raccoon City all in single player. The player was required to rescue civilians along the way and fight off enemies for time and points. Resident Evil 4 brought in a new single player Mercenaries mode where players were given a choice of 4 characters and 4 stages then had a certain amount of time per stage to chain as many kills as possible to gain points. Time bonuses could be found to extend the time per stage and combo bonuses could be found to increase the point value per enemy for a certain amount of time. - RESIDENT EVIL 5 MERCS Resident Evil 5 continues The Mercenaries tradition in much the same style of The Mercenaries minigame that Resident Evil 4 was well known for. This time players can choose from a total of 8 different stages and have the ability to play with a total of 10 characters all with unique weapon setups exclusive to that particular character along with different outfits per character type. The game still has the usual single player mode per stage, but this time players can now play through a stage with a partner through both console's online service (Playstation Network or Xbox LIVE) or split screen play. - RESIDENT EVIL 5 MERCS GUIDE This Mercenaries guide gives the reader a full breakdown of each stage with links to maps that detail item locations, time and combo bonus locations, areas for enemy spawning, enemy spawn points, and I also give you the option to print out your own blank map and label it as you see fit. This guide also contains a full analysis of each character available in The Mercenaries minigame for Resident Evil 5 that details many methods to get the most out of each character and a way to achieve melee kills with each character to help you get higher scores. This guide is as 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 the gamer has learned, but I will tell you one thing: After all the work that has been put into this guide, it very much tries to give you that SS-rank that you so desire and if it doesn't then maybe you and I can meet online and help you achieve it (that option comes later mind you). - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FULL RESIDENT EVIL 5 GUIDE BY BERSERKER If you want to completely tear through Resident Evil 5 and get full enjoyment out of your many playthroughs of the game then check out my full Resident Evil 5 guide (version "Haymaker") on GameFAQs: http://www.gamefaqs.com/console/ps3/file/929198/56203 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PLAYING ONLINE MERCS WITH ME I sometimes host online Mercs games on Xbox 360 and PS3. My gamertags are "Berserker Kev" on Xbox 360 and "Berserker_Kev" on PS3. I don't accept random friend request anymore. Feel free to message me on either console if you ever feel the need to for any purpose. I use all Chris types but my main character is Chris (S.T.A.R.S.). All of my high scores are with STARS Chris since he is my personal favorite character and I've gotten some rather high scores on Solo and Duo play with him thanks partially to some very good partners and friends that have influened me to play both modes. Check the Xbox LIVE leaderboards to view the majority of my high scores - just look for the higher STARS Chris scores. I'm also trying for higher scores on PS3 now. The following thread has a list of all my Solo and Duo scores with STARS Chris for both consoles: http://www.biohazardmercenaries.com/forums/index.php?topic=245.0 ******************************************************************************* - 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 forum below. You'll find players from the Xbox LIVE and PSN on the forums discussing their latest strategies. http://biohazardmercenaries.com/forums - UNOFFICIAL INDIVIDUAL CHARACTER LEADERBOARDS This is a list of all individual characters with the top 5 highest scores for each based on user info from the RE5 Mercs forum. If you want to show off your highest score with a certain character that is NOT a Wesker-type, then take a look at the following thread to have your score listed: http://www.biohazardmercenaries.com/forums/index.php?topic=118.0 ******************************************************************************* =============================================================================== MERCENARY BASICS [MB00] =============================================================================== =========================== OVERVIEW OF THE MERCENARIES =========================== The main goal of The Mercenaries challenge mode is to chain kills on enemies and kill as many enemies as possible all while collecting time extenders 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. Mercenaries may be played through Solo play (by yourself) or Duo play (with a friend or online gamer). Mercenaries characters have a fixed equipment list that may not be changed from the start but each character can pick up different items and a few different weapons as the stage progresses. New stages will be unlocked as each stage is completed with at least a B-rank and new characters are unlocked per stage completed with an A-rank (Single = 40,000, Duo = 80,000). ****************** 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 will give a player the highest score while killing off enemies, mainly in Duo mercs. Playing Duo mercs with another player that does not attempt melee kills can severely 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 is NOT the way to play Mercenaries and get a high leaderboard score in Resident Evil 5. High Score ---------- + 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 --------- + 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 ******************************************************************************* ========== DIFFICULTY ========== Mercenaries has two fixed difficulties that cannot be changed while playing in a chosen mode. Single player mode has a difficulty of 6, which is equal to that of Normal mode in the main game and Duo mode has a difficulty of 8, which is equal to Veteran difficulty. In short, while playing on duo mode, players will experience much more aggressive enemies along with more random parasitic enemy spawnings. ============ DYING STATUS ============ Dying in a Mercenaries stage will automatically end the stage without any points. In Duo mode, whenever a character enters dying status, the other player will have to rush toward that character and heal or resuscitate that character. In single player, the player can resuscitate the controlled character by tapping the assist button to revive the current character while that character staggers in the dying status. The player's life will begin to restore as the assist button is tapped. =================== ENEMY SCORE AMOUNTS =================== Each enemy that is killed in a stage will yield a specific amount of points based on the enemy type and overall difficulty of the enemy. Normal enemies will yield a small amount while boss type enemies will add a much greater amount to the overall point total. There are a total of 150 enemies per stage. -- Normal Enemy Points List -- Boss Enemy Points List .---------------------------------. .-----------------------------------------. | ENEMY TYPE | POINT AMOUNT | | ENEMY TYPE | POINT AMOUNT | |=================================| |=========================================| | Majini (Town) = 300 | | Executioner Majini = 5,000 | | Majini (Wetland) = 400 | | Giant Majini = 5,000 | | Majini (Base) = 400 | | Reaper = 6,000 | | Bui Kichwa = 400 | | Chainsaw Majini = 7,000 | | Kipepeo = 700 | | Gatling Gun Majini = 10,000 | | Cephalo = 800 | | Executioner Majini (Red) = 15,000 | | Licker Beta = 900 | '-----------------------------------------' | Duvalia = 900 | | Big Man Majini = 1,000 | | Chicken = 2,000 | '---------------------------------' ============== COMBOING KILLS ============== Kills can be chained if enemies are defeated within 10 seconds apart from each other. Directly after two kills have been chained, an indicator of the current amount of kills, shown in white text font, will display in the top right hand corner of the screen. The indictor will flash a blue color for each multiple of 10 that has been reached. As the 10 seconds go by the current indicator will begin to flash and when the 10 seconds are almost up, the indicator will flash rapidly. Once the chain kill indicator disappears it will instantly begin to award the combo score amount based on the current kills that have been chained. .---------------------------------------------------------. | CURRENT COMBO | NORMAL ENEMY BONUS | BOSS ENEMY BONUS | |=========================================================| | 2 | + 20 per kill | + 500 per kill | | 3 | + 50 per kill | + 1,000 per kill | | 4 | + 100 per kill | + 1,500 per kill | | 5 | + 200 per kill | + 2,000 per kill | | 6 | + 250 per kill | + 2,500 per kill | | 7 | + 300 per kill | + 3,000 per kill | | 8 | + 350 per kill | + 3,500 per kill | | 9 | + 400 per kill | + 4,000 per kill | | 10-19 | + 500 per kill | + 4,500 per kill | | 20-29 | + 600 per kill | + 5,000 per kill | | 30-39 | + 700 per kill | + 5,500 per kill | | 40-49 | + 850 per kill | + 6,000 per kill | | 50+ | + 1,000 per kill | + 7,000 per kill | '---------------------------------------------------------' Chaining kills is necessary to receive a high score. For instance, by killing the Executioner Majini with a 50+ combo chain active, you will receive the normal 5,000 points for killing him then you will receive an additional 7,000 bonus points because the current combo gauge is over 50; so instead of 5,000 points for a normal Executioner Majini kill, you will receive 12,000 points for killing him. ============= COMBO BONUSES ============= Blue egg-timers are hidden in chests throughout each stage. Once these are collected the players will enter a 30 second period where "Combo Bonus" will displayed on the upper right hand portion of the screen. During this Combo Bonus period, each kill is worth an additional 1,000 points each. So defeating a normal Town Majini will now yield 1,300 points instead of the normal 300 points like usual. A combo bonus takes the place of a kill chain point amount. Basically, grabbing one of these is like having a kill chain of 50+ for a 30 second period. Since these act like a combo chain bonus, they have no effect once the combo kill chain is over 50. -> Collecting a combo bonus with a kill chain of 50+ is useless since the player(s) are already receiving 1,000 bonus points for each normal Majini kill. ========== TIME BONUS ========== Hidden throughout each Mercenaries stage are orange colored time extenders that can extend the clock by a certain amount of seconds. There are altogether 3 different type of time extenders that can be collected in Mercenaries mode. Each time extender will add a certain amount of seconds to the clock as shown below: .----------------------. | TIME EXTENDERS | |======================| | +30 | | +60 | | +90 | '----------------------' There is also a +5 second per kill resulting from a melee kill. Even though the time extension is minimal per melee kill this little bonus can be exploited beyond belief with certain characters. Characters that have heavy damaging melee attacks can easily perform constant melee moves to keep adding seconds to the clock. Ending a stage by killing all 150 enemies early will give the player an extra 1,000 points per second leftover. So if a player ends a stage early with 60 seconds left over then that player will gain a bonus 60,000 points added to the score total once the stage ends. This time left over bonus can be severely exploited through the use of certain character melees that can constantly add 5 seconds to the clock through their instant kill ability. ================================================ BREAKING TIME BONUSES BEFORE ENEMY KILLS OR NOT? ================================================ In duo mode, a player can actually score higher by killing Majini on the way to each time bonus per stage. It's going to be harder to keep the kill streak going by doing this but the kill streak doesn't matter as much if you're trying to go for all melee kills, however a player should try to keep the kill streak going as much as possible. Killing Majini on your way to the time bonuses is much harder since you'll get surrounded before breaking all the time bonuses. You'll likely have to leave in the midst of a horde due to time constraints from the clock. This can really be the best method for obtaining a really high score that will put your name higher on the leaderboards however, but it is not needed in order to gain enough for an SS-rank. In solo mode, it is almost always best to run and break the time bonuses before attempting any kills unless the enemy only stays in a certain area (chicken). You'll likely keep a better kill streak by not having to worry about time. The game plan for most stages in solo mode is to run and break all the time bonuses then find an area to fight and stay there. ============================= 5 SECOND BONUS PER MELEE KILL ============================= As mentioned in the time bonus description above, 5 bonus seconds will be added to the clock per melee kill, so it is very important to try to gain a melee kill on each enemy as much as possible. The enemy must actually be killed by a melee attack to gain this score. Weakening an enemy with melee attacks will not give any sort of bonus. Multiple enemies that are killed with one melee will yield 5 bonus seconds per enemy defeated, so if two enemies are finished off with the same Straight punch then a Chris player will gain 10 bonus seconds instead of 5. Melee attacks such as Wesker's Cobra Strike have a tendency to hit more than one enemy when enemies are grouped and with its extreme power, it will finish off any normal enemy that it manages to hit. Melee kills are most useful in Duo play since all the enemies will not group up on one character and both players will be adding bonus seconds to the clock more quickly since they will both be killing around the same time. In solo mode, it is much harder for a player to perform melee kills to build bonus time and keep the chain going at all times. Sometimes the enemies simply group up too much or grab a character and a player has no choice but to quickly shoot with a powerful weapon to keep the kill streak going or relieve the intense pressure. ============== RANKING SYSTEM ============== Once the timer has run out or once all 150 enemies in a stage have been defeated, a rank will be given at the end of the stage based on the player(s) performance. Exchange points will be awarded and the score will be posted up on the leaderboards. .---------------------------------------------------------------. | RANK GRADE | SOLO SCORE | DUO SCORE | EXCHANGE POINT AMOUNT | |===============================================================| | D | 0 - 9,999 | 0 - 19,999 | 200 | | C | 10,000+ | 20,000+ | 600 | | B | 20,000+ | 40,000+ | 1,000 | | A | 40,000+ | 80,000+ | 1,500 | | S | 60,000+ | 120,000+ | 3,000 | | SS | 90,000+ | 150,000+ | 5,000 | '---------------------------------------------------------------' Rank differs depending on the mode that a player chooses to play on. While playing in single player, the game is more forgiving in terms of grading, allowing for a player to get a lower score and still get a high overall grade when compared to duo mode. In duo mode, the player must work nearly twice as hard all the time in order to gain a high rank. ============ SPAWN POINTS ============ Spawn points are portions of a map where enemies will drop into the stage from. These might be a certain portion of a fence or a hole in the ceiling. A player can camp out next to these spawn points and shoot enemies as they drop but the area factor mentioned below will keep a player from gaining too many point from one particular spawn point. Even boss enemies spawn from these locations. Every map has several spawn points and knowing their locations can really help out when enemies begin to stop appearing once so many have been killed. Each stage listed in the stages section has a full map of the various spawn points per stage. ===== AREAS ===== Each map has multiple areas that a player must visit in order to make some enemies spawn from certain spawn points. Some areas cover a wide range of the full map while other areas are much smaller. A player must visit all areas throughout the course of the battle in order to make enemies spawn since the enemies will stop appearing if a player chooses to stay in one area range for too long. Each stage listed in the stages section has a full map of the various areas associated with that stage. ============================= MERCENARY ADVANCED TECHNIQUES ============================= The following section is a list of techniques that should be utilized to help a player gain the most out of The Mercenaries minigame. Learning these will help your overall game greatly during intense situations. All of these are taken from the advanced basics section of my RE5 guide, but they come in even greater use in the Mercenaries, so they need to be emphasized here strongly. With the type of pressure that your character will be under sometimes, making use of the following techniques is very necessary. -------------------- INVINCIBILITY FRAMES -------------------- An invincibility frame is a frame of animation when your character is completely or partially (during a certain point) invincible to any type of enemy attack. Your character cannot be controlled once these animations have started up till the point that they stop; the inventory menu can be pulled up during most of these animations - keep that in mind. Some of these obviously cause your character to lose health, but the character can't be hit with any other attack during that time. Here's the full list of invincibility animations: - While grabbing an item - While jumping from a platform/vaulting over an object - Giving an item - Performing a melee attack - While recovering from an attack - 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 ON THE GO ---------------------------------- Learn to take advantage of certain actions when pulling up the inventory menu. The following actions will allow you to pull up the inventory menu while the character is in the middle of the animation and most of these animations will leave your character invincible to attacks. - the moment when your character tosses off or receives a hit from a grappling enemy - after sustaining a hit - while climbing a ladder - while vaulting over an obstacle/jumping/jumping through a window - while quick turning (NOT INVINCIBLE) - in between gunshots (NOT INVINCIBLE) - during a melee attack, ground melee or partner assist melee - while reaching down to pick up an item - while healing (NOT INVICIBLE) - during reloading animations (NOT INVINCIBLE) - during a taunt (NOT INVINCIBLE) [it's the novelty that counts here] NOTE: The full animation for some of these instances must be fully finished before an item can be equipped, but anytime during the animation, you can have the "Equip" option ready to trigger as the animation ends. So, say if a player jumps through a window, the player can select an item and pull up the equip option, but the player can't actually equip the item until the player's character fully stands. NOTE: Check the Basics section of my full RE5 guide for a much greater description of each invincibility frame listed above. ---------------------------------------- ADVANCED RELOADING (INVENTORY RELOADING) ---------------------------------------- - Pull up the inventory menu - Select the desired ammo - Combine the ammo with the proper gun that needs reloading for an instant reload - Quickly cancel the inventory menu by pressing the assist button NOTE: A player can press the aiming button while an item or weapon is highlighted to cancel the inventory screen and equip the current item or weapon. Reloading via the inventory menu does not require your character to perform any reloading animation and it is instant. This can also be done while in the middle of melee attack or jump. 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 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 RELOAD FRAME CANCELING Make sure that the melee attack button prompt appears first then reload in front of an enemy that is stunned. During any portion of the reload animation hit the Action button to instantly end the reload animation and cancel into a melee attack. The reload will still take place but the animation will be cancelled early and this will give your character a full reload. ---------------------- QUICK SIDE TURN AIMING ---------------------- (Control types A and 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 RE fans that use Control Type A or B can really use this to their advantage for turning to face different directions. =============================== TIPS AND OTHER MERCENARY EXTRAS =============================== ---------- BASIC TIPS ---------- - SKIP THE DIALOGUE BEFORE EACH ROUND Press the Select (PS3) or Back (Xbox 360) button in order to skip the beginning dialogue when Josh speaks before each round of Mercs. In duo mode, both players will have to press the button in order to skip the dialogue. If the other player doesn't skip the dialogue then it will continue to play and you will know that the gamer on the other end most likely never did take a look at Berserker's Resident Evil 5 Mercs guide. Poor performance indeed! - QUICLY CYCLE BETWEEN CHARACTERS ON THE CHARACTER SELECT MENU On the character select screen, a player can press the []/X button to choose a character, but to quick select a character without having to go to the character select screen, press the L2 and R2/LT and RT trigger buttons to quickly cycle between the available characters. - INVINCIBILITY FRAMES Learn to take advantage of invincibility frames as listed in the basics section. For instance, when an enemy is preparing to attack and an item is on the ground below your character, quickly pick up the item and your character will remain invincible during the entire item pickup animation allowing the hit to pass right through your character. - TAKE ADVANTAGE OF THE 5 SECOND BONUS PER MELEE KILL Try to set up melee kills when possible and make sure that the melee attack will kill the enemy that is hit so that a 5 second bonus will be received after the kill. Players that take advantage of melee kills, literally making every kill a melee kill, while attempting to chain kills WILL get a higher score because of the 5 second bonus. Midnight Wesker and Jill players should take notice to this and read their sections below. - KEEP THE KILL STREAK GOING AS MUCH AS POSSIBLE Don't do this often, but if you are about to lose your current kill streak (the number is flashing) you might want to think about taking out your most powerful weapon and aiming at the closest Majini then blasting it for (hopefully) a one- hit kill. A precise long range magnum shot can be a godsend for a fading kill streak. In single player mode, when your character is grabbed or knocked down, take out your most powerful weapon and kill the closest Majini to keep the kill streak going. This is actually much more effective in single player since it's harder to melee every enemy. Maintaining a kill streak is really not as important as performing as many melee kills as possible, but keeping the kill streak active will definitely help out in the long run. Performing melee kills on as many enemies as possible is really the most important part of achieving a high score, but trying for high kill streak while doing so will help out a bit as well. - KILL THE CHICKEN Each stage has at least one chicken. The chicken is an actual enemy and counts toward the 150 enemies that must be defeated in a stage. It will always drop some type of egg, most of the time it is a gold egg but the one on the upper floor of The Mines stage drops a white egg. - MAJINI PARASITES Majini that mutate into Cephalos and Duvalias only count as a kill once the mutated form is defeated. The actual Majini kill is not considered a kill. Whenever a Kipepeo bursts forth from a Majini's head, that Majini death WILL count as a kill however, so the Majini that spawns a Kipepeo will count as a kill and Kipepeo will count as a kill as well. Kipepeos are only found in the the Village stage. - ITEM DROPS Item drops from normal enemies will eventually disappear after about one minute, so pick them up quickly if needed. Boss item drops such as first aid sprays will remain in the area and not disappear. - PREPARATION AS A ROUND BEGINS From the beginning of a round of Mercs, do the following to help out your game at bit: 1) Make inventory adjustments 2) Press R2/RB to pull up the mini-map (GPS) 3) Pull up the inventory menu and press R2/RB to showcase the partner's inventory in duo play. All of the above can be done during or shortly after action animation such as a melee attack or falling or jumping among many other animations. -------------- INVENTORY TIPS -------------- - RELOAD THROUGH THE INVENTORY MENU Reload through the inventory! Pull up the inventory menu and combine ammo with the appropriate gun to avoid any reload animations. Make appropriate adjustments to the inventory menu at the beginning of the stage to help in inventory reloading, such as placing ammo for your most used gun in the middle of the inventory so the cursor will start right on top of the ammo, allowing it to be selected quickly when combining it with a gun. Place the gun into one of the fast equip slots. Many players like to position the ammo at the top or bottom of the gun slot for quick selection as well, which helps for multiple guns. - MAINTAIN THE INVENTORY WHILE ON THE RUN Pull up the inventory during long melee attack animations such as instant kill melees then use that time to make adjustments to the inventory slots or reload through the inventory menu. This technique can also be used during many other animations such as climbing a ladder or while recovering from an attack. A full list of recommended animations is in the basics section. - DISCARD USELESS WEAPONS If a character has a weapon that you are not going to use in that character's starting inventory, discard the weapon right as the round starts. This will keep your character from gaining the ammo or weapon (if it's a proximity bomb, etc) as a regular drop from enemies. - COMBINE HERBS OFTEN TO SAVE INVENTORY SPACE Combine green herbs into a green herb + green herb mixture to avoid crowding the inventory menu when no red herbs can be found. Give a green herb to your partner if that player has a red herb and vice versa. This advice is very useful for the Village and Ancient Ruins stages where green herbs are more common. - COMBINE AMMO PICKUPS IN THE INVENTORY MENU If ammo pickups can be combined, then combine it quickly through the inventory menu. Don't leave 10 handgun bullets in one slot and 2 handgun bullets in another slot, combine them for 12 to take up less space. - DON'T DISCARD ITEMS OFTEN Discarding an item can REALLY leave a character open to an enemy attack so always try to give your partner a certain ammo if your character can't use it. If your character needs to get rid of a grenade or rotten egg then equip it and toss it. Throwing a weapon is much quicker than discarding it. With a rotten egg, try to make use of it and toss it a Majini if you don't intend to melee kill it. It might even come in handy as the final hit against a boss enemy! - DISCARDING AN ITEM When your character absolutely must discard an item, pull up the inventory while performing some sort of action so your character is not a sitting duck while you cycle through the menu. Pull up the inventory during a melee attack and then select "Discard" then choose "Yes" and the command will already be inputted so that your character will immediately discard after the action. A player is likely to get hit while trying to discard out in the open though. If an enemy interrupts the discard animation with an attack about halfway through the discard then the discard will still be successful but if the enemy interrupts the early stages of a discard then your character may still hold the item in the inventory. - DON'T CAKE UP ANOTHER PERSON'S INVENTORY Sure shotgun shells are nice for a BSAA Chris player to have, right? But when a BSAA Chris player already has 30 shotgun shells that fill a whole slot and his shotgun is loaded to the max, he doesn't need anymore shotgun shells, so if your character accidentally picks some up then don't cake up his inventory with an overabundance of ammo. This goes for all characters. Don't give my STARS Chris 12 more electric rounds when I already have 12 in the grenade launcher. Don't give him another pickup of 150 machine gun ammo when I already have 300 in my inventory. Don't give my STARS Chris handgun ammo when I only have a magnum... wait, why the hell did you just do that!? Long story short, if you must then simply discard the ammo. Characters like Midnight Wesker go through handgun ammo like a sifter but even Wesker can get too much at times thanks to constant pickups or partner gives, so don't contribute to situations such as this. ------------- SURVIVAL TIPS ------------- - HEAL IMMEDIATELY WHEN IN LOW HEALTH Whenever your health is in caution (orange) status, your character needs to heal immediately since it is extremely risky to run around any stage with an orange health bar. Majini will stand by and watch your character heal sometimes, especially after your character throws off an attacking Majini. Time a heal to right after an attack and your character most likely won't have a problem with getting hit while healing. Whether or not an enemy will attack your character really depends upon when your character starts to heal. If your character heals BEFORE an attack is started then the Majini will basically wait for your character to heal, but if your character heals while an attack animation has started, that enemy will hit your character during the healing process if it is close enough. - HEAL AT 30% HEALTH IN STAGES WITH DYNAMITE MAJINI Keep in mind that on stages with dynamite Majini, a dynamite explosion will take around 30% of your health, so if your character is still in a low green state of health, one blast can still send your character into dying status and getting hit with dynamite can happen so very easily without any warning whatsoever, so always make sure to keep your character's life above 30% in stages where dynamite Majini are present. Remember this, three hits from dynamite from full health will send a character into immediate dying status. Factor in some of the other attacks that your character will receive and healing early will become a necessity in stages like Missile Area and Ship Deck among others. - HEAL AT 50% HEALTH IN EXPERIMENTAL FACILITY WHILE LICKERS ARE PRESENT A Licker's tongue impale will take 50% of a character's health gauge once the tongue hits a character from the front side if a partner is not there to slash the tongue off. This means that the tongue impale will drain 50% of the character's life bar and immediately cause the character to go into dying status if the character only has 50% and the character will die shortly after entering dying status while still being impaled. Always heal while a character is at 50% life while Lickers are present to avoid this. A tongue strangle from behind will only take around 25% life. - HEAL THROUGH THE "USE" COMMAND DURING CERTAIN ANIMATIONS Instead of always equipping a healing item before using it, while your character recovers from getting hit or while your character perfoms a melee attack and is low in life, quickly open the inventory menu and select a healing item then scroll down to "Use" instead of equip and select the "Use" option to have your character heal immediately after the current animation. Enemies wlll usually not hit your character if the character begins the healing animation right after the current animation. - SAVING YOUR PARTNER When your character helps out a partner that is grabbed by a Majini, either fire with a powerful weapon from close range to instantly knock off and finish the Majini or perform a partner assist melee in the hope that your partner will kill the staggering Majini with a melee after your character hits it. I usually issue the "Go" command after I perform a partner assist melee to encourage my partner to hit the staggering Majini with a melee attack to kill it off for a 5 second bonus for the melee kill. - CANCEL EXPLODING BOSSES When a boss is about to explode after its death, the explosion will take damage from a player if the player is near the expanding boss, but if the boss is quickly shot then that shot will cancel out the explosion and make it harmless. A player can also knife slash a boss enemy while it dies in order to cancel out it's explosion. - REMIND A PARTNER OF A HEALING ITEM If a partner is near death and has a herb in the inventory and you don't and that partner hasn't healed for a while, open up the inventory and request the herb from the partner to remind the partner that there is indeed a healing item in the partner's inventory. Request the healing item from very far away then shout out the "Go" command. This can also help out for when you don't have a healing item and need healing from your partner. Sometimes it's easy to forget about a healing item in the current inventory. It can also help for when your partner has a red herb and your character has a green herb. If you're playing with a player that knows how to handle situations then this might become annoying to them since sometimes a person can get under pressure so don't rely on this too much. You might wind up making an ass out of yourself. - PREPARING FOR A LICKER POUNCE IN EX FACILITY Licker pounces can seemingly come out of nowhere and it's hard to quickly tap the []+X/X+A command that appears at the spur of the moment. Whenever Lickers are nearby, hold the X/A button then tap the []/X button constantly while running by a group of Lickers. If the pounce counter command appears then you'll instantly counter the Licker pounce. This is a perfect technique to use when running by a group of Lickers or when your character is stuck in a gunshot animation (BSAA Chris' shotgun blast). - KNOW AT WHAT KILL (KILL CHAIN) AND WHERE A BOSS WILL APPEAR All bosses in a stage will spawn after a certain kill (judging by the kill chain) and they will all spawn from the same spawn point every time. If you know the precise kill when the boss will appear and precise spawn point where the boss will appear then your character can meet up with a boss right when the boss hops out of a spawn point and defeat the boss instantly. This is most helpful for a player with a powerful weapon (Midnight Wesker) or a player that can easily stun a boss and defeat it quickly (STARS Chris vs Reaper in Mines). It's much better to keep the kill chain going in order to prepare for the boss. For instance, the second Reaper in the Mines will hop out of the east tunnel spawn point near the open area right at the 70th kill. ---------- MELEE TIPS ---------- - TAKE ADVANTAGE OF THE FREE MELEE ATTACK AFTER A PARTNER ASSIST MELEE |
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