Beginner's Guide - Guide for Resident Evil: The Mercenaries 3D
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=============================================================================== | | | R E S I D E N T E V I L 3 | | T H E M E R C E N A R I E S D | | | | | | B E G I N N E R G U I D E | | | =============================================================================== by Pierce_Azasuke version 1.04 11 October 2011 =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: TABLE OF CONTENTS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== 01. OBJECTIVE ......................................................... [0001] Our goal and an introduction to BSAA Chris Redfield 02. MELEE ATTACKS ..................................................... [0002] The basics on performing melee attacks 03. LAS PLAGAS ........................................................ [0003] Encountering and handling Cephalos and Duvalias 04. ONE-HIT-KILLS ..................................................... [0004] Effective instant-kill melee attacks 05. COMBOS ............................................................ [0005] Maintaining your kill streak 06. INVINCIBILITY FRAMES .............................................. [0006] Exploiting melees, platforms, and ladders 07. RELOADING ......................................................... [0007] Clip management, reload-cancels, and handling bosses 08. DEATH-BLOWS ....................................................... [0008] Powerful, follow-up melee attacks 09. PRACTICE .......................................................... [0009] Put your skills to use 10. GLOSSARY .......................................................... [0010] Commonly used terms in this guide and the community 00. CREDITS ........................................................... [0000] Updates, disclaimers, and special thanks =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: OBJECTIVE ............................................................. [0001] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== Here is a simple and concise beginners' guide intended to (hopefully) inform newcomers of tried-and-tested tactics, and perhaps even teach veterans a thing or two. It purposely omits some information that I have found unnecessary to mention nor explain in the context of this guide's objective. This guide will assume that you are playing with default controls. This guide will also assume that you have at least played through a few of the levels already (specifically up to at least 3-4 for this guide) and are able to perform basic functions such as movement, quick-turns, and, of course, aiming. (Note: Though the official instructions manual denotes offensive actions as "Physical Attacks", I will refer to them as "Melee Attacks". Nonetheless, they are one and the same.) First and foremost, let us state that perhaps the single most important objective in The Mercenaries is to finish as quickly and efficiently as possible, with the maximum amount of time left on the countdown timer permitted. Time limits vary per mission and may be extended in one of two ways: - breaking Time Bonuses allocated throughout most missions - performing and killing enemies with melee attacks For the sake of our objective, I will use BSAA Chris as an example in the proceeding guide. He is defaulted as the first selectable mercenary, alongside Jill and HUNK. Chris Redfield's personal loadout consists of the following: - M92F handgun (20/20 ammo) - M37 shotgun (7/7 ammo) - S75 rifle (8/8 ammo) Newcomers need not worry about the type of handgun/shotgun/rifle Chris possesses, but only that he carries these weapons. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MELEE ATTACKS ......................................................... [0002] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== The handgun is your staple firearm. In the most general of purposes, it may primarily be used for setting up melee attacks. Melee attacks provide you with three basic bonuses: - performing a melee attack (whether it actually connects or not) will put you in invincibility frames; you cannot take damage while in the melee animation - performing and killing with a melee attack rewards +5 seconds to the countdown timer - performing certain melee attacks will prevent the spawning of Cephalos and Duvalias (explained later) To perform said attacks, you must first either: - cause an enemy to wince/flinch - knock an enemy down completely to the ground The specific body targets to trigger a wince/flinch are: - head (face and back of head) - either shoulder - either arm - either hand - either leg - either knee - either foot - rump (that's the buttocks) A wincing/flinching enemy will signal said state by dropping their head, holding their face, grabbing their arm or knee, or falling to their knee(s). Move closer to said enemy and a command will be displayed on-screen (set to the Y-button), allowing for a melee attack. The kind of melee attack performed will depend on where the enemy is hit. In Chris's example, the following melee attacks are available based on the body target: - head: Straight (a single, direct Falcon Punch) - shoulder/arm/hand from the front: Hook (a single horizontal swing) - shoulder/arm/hand from the rear: Kick (a single Spartan Kick) - leg/knee/foot from the front: Uppercut (a single upward swing that will always knock an enemy down to the floor) - leg/knee/foot from the rear: Neckbreaker (a one-hit-kill melee attack, referred to as a OHK) - rump: Neckbreaker (same as above) Chris (as well as each of the rest of the mercenaries) also has access to two additional melee attacks, which I will discuss later. The quickest and easiest way to learn is to learn by example. As Chris Redfield, select and load 1-3; do not worry about skills (which I will also touch upon later on) at this time. 1-3 provides you with five basic enemies (specifically referred to as "Majini", singular "Jini"). As soon as you are presented with the first Jini, take aim for the head with your pistol. Take your time and line up your shot; the more your practice head-shots, the quicker and more accurate you will become over time. Be careful not to double-fire (firing two or more bullets, instead of one), as a second successful headshot may disrupt and/or kill the Jini before you may perform a melee attack. A successful head-shot will cause the enemy to wince/flinch (as mentioned before). Run closer to her/his front and press the Y-button to perform a Straight. This will always kill the Majini in this level (1-3) in one hit. You may practice the Straight to your heart's content for the remainder of this level. Returning to 1-3 again, next take aim for the Jini's leg area (this includes the knee and foot, but the upper leg/knee area is the easiest to hit). A successful leg-shot will cause the enemy to grab her/his leg in pain or bring her/him down to a knee(s). Run closer to her/his front and perform an Uppercut. This will most likely kill the 1-3 Majini in one hit but should it not, the enemy will fall to the floor. Move closer to perform another kind of melee attack, which I refer to as "finishers". Chris will perform a Stomp. Take note that later on, where you perform the Stomp relative to the enemy's location on the floor by you will also determine how much damage the Stomp will do. In basic terms, performing the Stomp on an enemy's feet/legs/torso area may not possibly kill it off; performing the Stomp by an enemy's head will virtually always kill it (satisfyingly crushing her/his head beneath your foot). Return again to 1-3 and attack the leg area again. This time, run towards and to the side of the Jini, passing by them until you are behind them. Should you move quickly enough before they stop flinching, you may then perform the OHK Neckbreaker. With very little practice, performing rear melee attacks will become second-nature. This OHK melee attack will absolutely always kill the enemy and will prevent the spawning of Cephalos and Duvalias, which I will now get into. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: LAS PLAGAS ............................................................ [0003] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== Parasitic mutations spawned from common enemy types. These generally pose a greater threat than their initial hosts, though may be handled very quickly and easily as well. Note that though all forms of Las Plagas (including Bui Kichwas) do not allow for melee attack prompts but are still vulnerable to them, via collateral damage, and thus will still yield additional bonus seconds if killed in this way. Knife attacks also provide the same bonuses. Cephalos and Duvalias appear randomly in very specific missions, coming out from regular enemies. Cephalos are the tentacle-like appendages that spawn from the enemy's head. They spawn from common Town Majini (civilian-clothed), Base Majini (soldier-outfitted), and Zealots (cultists in clerical robes). Duvalias are the clam-like shells that burst from the enemy's torsos. They will only spawn from Base Majini-type enemies. Thus, Chris's Neckbreaker is an efficient option in missions heavy with Cephalos or Duvalias. However, should either spawn before you anyway, they are best handled as follows: flash grenades/rounds. A flash from either a hand grenade or the grenade launcher will immediately neutralize all Plagas spawns within range. (This includes Bui Kichwa spiders.) Flashes may be utilized as soon as the Las Plagas mutation animation occurs - you need not wait for the actual Cephalo or Duvalia creature to fully materialize. Note that explosive hand grenades/rounds are also fatally effective when thrown beneath their feet. Should you find yourself without a means to detonate or flash, you may simply tackle each Plagas manually. Cephalos suffer from slow movement - it loses the running grab attack its host Jini formerly possessed - and weak range. They perform an overhead smash that will down you in a single strike; this is simply avoided by keeping distance. Any type of gunfire will dispose of a Cephalo in short time, though shotgun attacks in close range will typically neutralize it in a single blow. Duvalias, on the other hand, may be deemed far more dangerous due to their inherent OHK ability to clamp you at close range. Not unlike their Cephalo counterpart, however, they are slow and pose no threat at a distance. Attacking the intact legs will drop the Duvalia and forcing open its shell to expose the sensitive flesh within. Direct damage to this - particularly a close shotgun blast - will kill it. It is very well noting that you may at times be contended with a leg-armored Duvalia, increasing the difficulty in dropping it to submission. These cases must be handled however so is personally best - only understand that though its legs are indeed protected from gunfire, its feet are not. Alternately, you may also quickly move yourself behind it and attack its exposed legs from behind. These are one of the greater nuisances in the game. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: ONE-HIT-KILLS ......................................................... [0004] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== For reference, these are all OHK melee attacks present in the game, which, by nature, prevent Cephalos and Duvalias: - Chris Redfield: Neckbreaker (leg/knee/foot, rear melee) - Jill Valentine: Head Grab (leg/knee/foot, rear melee) - HUNK: The End (leg/knee/foot, front melee) - HUNK: Executioner (leg/knee/foot, rear melee) - Jack Krauser: Stinger (leg/knee/foot, front melee) - Jack Krauser: Throat Slit (leg/knee/foot, rear melee) Note that enemies (the aforementioned Duvalia) and bossess possess their own unique OHK attacks, as well as fatal instant-kill attacks. In the context of bosses, OHKs refer to any attacks sending a player into dying status; instant-kills refer to any attacks bypassing this state, immediately forcing a death and, subsequently, a Game Over. Returning the Chris, his shotgun serves its purpose fairly well, such as simple crowd-control or potential rapid killing of an enemy (such as bosses). However, let this not be an open invitation for immediately resorting to the boomstick for the entirety of the mission. Shotgun-spamming may be problematic in the simple fact that you are denying yourself the benefits of performing consistent melee attacks. It may provide you with the opportunity to melee a flinching enemy caught in the spread of the shotgun blast, but this is largely inefficient in chaining together melee attacks and melee combos (which I will now get into). =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: COMBOS ................................................................ [0005] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== Combos are performed simply by killing another enemy within ten seconds of killing one beforehand. Once you've achieved a 2 Combo, a display will keep track of said combo on-screen. As the ten-second timer of combo counts down, the combo display will flash, increasing rapidly as the timer reaches the end of its ten seconds. Hence, attaining another kill before its end will bump it to 3 Combo, and so on and so forth. Striving for high combos will provide you with greater scores by the end of the mission, with higher combos rewarding higher scores. Later missions generally have an enemy limit of 150; thus, killing each enemy within only one, single, continuous combo will net you a 150 Combo, and higher scores. Within certain missions there exists treasure chests containing Combo Bonuses. Picking up a Combo Bonus will display "Combo Time" on-screen and provide a x1000-point bonus per enemy killed during the duration of the bonus. Combo Bonuses do not stack with one another nor are they cumulative; prematurely picking up another Combo Bonus while one is already ongoing will immediately override the first with the second and the remaining time of the first Combo Timer will not be added to the new duration. Note that Combo Bonuses, while definitely beneficial for points, may hinder efficiency with killing streaks and may thus not be worth the time to acquire should they be out of your way. Also note that melee-combos may only permit enough time for 7 to 9 kills within the duration of the Combo Bonus. As personal taste, the maintaining of an ongoing combo via melee attacks comes to be very important. Melee attacks save you ammunition, and thus spawn more from defeated enemies, allowing you amass ammunition reserves. Recall that melee attacks provide you with invincibility frames - you are immune to all damage, including OHKs from bosses. Melee attacks reward +5 seconds to the countdown timer. Note that some melee attacks take perhaps up to three seconds to perform, so speed and accuracy will do well to promote efficiency. In Duo (local or online multiplayer), the time taken to perform melee attacks may become negligible as two players consistently racking up +5 seconds from continuous melees may even push the countdown beyond its initial time limit. As aforementioned, melee attacks do take time to perform, and thus maintaining a continuous combo via melee attacks obviously demands enough time taken to set up shots to perform them. If and only if you are certain you cannot complete a melee attack in time for the combo, do not hesitate to simply gun the next enemy down, just for the sake of maintaining said combo. This is not to say that high scores cannot be achieved with short combos here and there, but longer combos undoubtedly extend the rewards. This brings us to Chris's last weapon: his sniper rifle. The S75 sniper rifle is a strong bolt-action, zoomable weapon that allows for precise aim on distant targets. Once scoped, you may zoom in and out with the X and A buttons. You may exploit this powerful weapon on bosses, given you have enough space to do so, or on regular enemies, though this does not attribute to proficient melee-combo streaks. With that said, the sniper rifle may simply be used as a saving grace for a rapidly ending combo - that is, should the next enemy be too far away for melee attacks, or even accurate pistol/machine gun fire, the sniper rifle may come in handy. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: INVINCIBILITY FRAMES .................................................. [0006] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== Aforestated, melee attacks grant you invincibility frames in which absolutely no harm may befall you. In one example, performing Chris's Neckbreaker on a Jini that has ignited a dynamite stick will provide two benefits: - Chris is invincible to all forms of damage, including enemy attacks and even OHKs from bosses - the Jini will fall dead and the dynamite will explode at Chris's feet, but he is still in invincibility frames until after the explosion has occurred Invincibility frames are also in effect when climbing up or dropping down from platforms and ladders - useful in escaping from fatal situations such as OHK boss attacks or overwhelming numbers. Finally, invincibility frames are also granted when healing via herb spray. This advantage applies to both partners in Duo, should one use a spray to heal the other within close proximity. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: RELOADING ............................................................. [0007] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== Reloading is as simple as pressing the B-button while aiming, or tapping the icon of your currently equipped weapon on the touch-screen. The latter can be more preferable as you do not have to stop to aim in order to reload. Reloading efficiently with regards to time, the combo, and enemies is no less important. As a general rule of thumb, never allow a pistol to fall to 3 bullets or less in a clip, or a machine gun to empty to 10-15 rounds or less. Placing each weapon in such low clip munition may cost an opportunity to quickly finish off an enemy or boss within dangerous proximity, or even in killing off an enemy in order to save the combo. Until you are comfortable and confident with melee combos, always reload during a down time - that is, when it is safe to do so and clear of any immediate threats - as the reload animation may take up to even three seconds to perform for some weapons. However, reloading also comes with its own perks. Performing a reload while in the proximity of any explosion (from grenades, mines, and barrels, to exploding enemies and bosses) will cancel the reload animation (hence "reload-cancel") and immediately reload your equipped weapon. (Explosions will cause you to shield yourself from the blast and will also put you in invincibility frames.) Note that you cannot reload-cancel just before performing a melee attack as you will first finish the reload animation before being permitted to a melee. With invincibility frames and explosions in mind, take note that each type of boss, with the exception of Garradors, will explode upon death. Bosses include the following: - Big Man Majini - Black Executioner Majini - Red Executioner Majini - Gatling Gun Majini - Red-Pants Chainsaw Majini - Purple-Pants Chainsaw Majini - Super Salvadors As a very brief note on bosses: very generally speaking, bosses are best handled with a stun-attack pattern. This is most easily achieved by utilizing explosive or flash grenades (via hand grenades or the Grenade Launcher) to momentarily cause the boss-type to stop it in its track and/or floor it, then counter-attacking with powerful weapons. In a very basic example, Chris Redfield may toss a grenade at a pursuing Black Executioner Jini. The explosion will force the boss-type to drop to a knee, allowing Chris a chance to move in and cause as much damage via shotgun before the boss recovers from the stun, should it not sustain enough damage to kill it by then. (Chris also has the option of dropping the Executioner Jini to its knee by shooting it enough times - particularly in its legs - though this obviously poses greater danger as the boss would be making its way towards you. More comfortable players may simply dodge each boss's attack animations (i.e., the Black Executioner Jini's slow vertical swing) and quickly exploit its post-attack vulnerability with retaliatory weapon-fire. It is worth informing that bosses generally receive more damage from the head, though Garradors are an exception. These blind, claw-wielding boss-types are highly susceptible on the soft, exposed flesh on their backs. Again, grenade/flash-stunning them allow for follow-up attacks to said weak spot, though they slowly recover with wild, flailing swings. Nonetheless, a pattern may be formed, as high-damaging attacks to their backs cause them to turn to face the opposite direction in pain, in which you may quickly run behind and perform another damaging attack. They will again turn around in pain, by which you may repeat the process until its defeat. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: DEATH-BLOWS ........................................................... [0008] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== On the topic of bosses, each mercenary also has access to two additional melee attacks, referred to as death-blows. These are accessed via: - using flash grenades/rounds - chaining two successive melee opportunities on a single enemy in Duo Using Chris as an example: - front: Haymaker (a wild, thrusted Falcon punch) - rear: Backhand (a horizontal swing of the backhand) With any boss in mind - a Big Man Jini for our example - death-blows are very easy to set up. Chris may target the Big Man Jini's legs to bring it down to a knee. His partner, Jill, performs a High Kick, knocking the boss back. Chris is then allowed to complete the death-blow on the boss, killing the Big Man Jini in the process. Note that not all bosses will die from a single death-blow and that they must sustain enough damage beforehand for the death-blow to succeed in the kill. Each mercenary has at least one death-blow, though for those that possess two, both attacks will always perform the same amount of damage. Also note that death-blows may be performed on any kind of enemy (with the exception of Bui Kichwa spiders and the Popokarimu final boss) as long as the required partner set-up is sufficed. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: PRACTICE .............................................................. [0009] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== With your newly-found insight and skills, select Chris Redfield and equip the following skills (which should be unlocked by now): - Medic - Handgun Technique - Combat Select and load mission 3-4. There are 100 enemies for this mission and four Time Bonuses. In relation to where you spawn, they are located as follows: - (A) a few steps to the west, as soon as you drop down to the ground floor - (B) inside the southern house, directly southeast of your spawn - (C) inside the northern house, directly northeast of your spawn - (D) at the end of the long stretch to the east, in plain sight Some important windows and doorways into houses and huts are denoted as >>> below. Player spawn is represented as PLAYER with /\ representing facing north. ___ _____________ _________ ___|_| | NORTH | | | | |__| | |_______| | | | ,' | | |(C) >>>_____ | | | | W - o - E ,' , _ |____ __ | | _| | | | | __'__,' ,' \ |__| | | | | | | | S | | \ B \ >>> | | ______ |_| | | | _| |__ \ U \ | | | | | | | | | _ \ S \ |____| |______| | | | | |_| \ \ (D)|_ _| | (A) \,' | |_| | _____| ______ ________________ | >>> | | ____| | | | | >>> |______| | |_|__| |_____| | | /\ | | | (B) _|_______________|___| | | |PLAYER| >>> _| | | | |______| | |___| |___| \____________|_| As the mission starts, drop down ahead of you and get your bearings. Your first Majini will be directly to your left, along with your first Time Bonus just up ahead. Practice setting up your flinch-shots on your first lone target and take advantage of the melee opportunity it provides. Since Cephalos are not spawned in this mission, you may exploit Chris's Straight or Uppercut over his Neckbreaker, as the two formers are much quicker and allow for multiple strikes in crowds. After the first downed enemy, the mission will not hesitate to begin to throw several enemies at once. As a rule of thumb, keep to a consistent and fluid motion of moving from OHK to OHK. If you keep moving, your enemies have a lesser chance of striking you first and may even be thrown off their lounge at you. Keeping with your knowledge of invincibility frames and melee-combo streaks, do not be afraid to exploit the two hand-in-hand, with crowds being of no exception. Just remember that no matter how many enemies may surround you at once, should you continuously setup quick and efficient melee opportunities, you will greatly decrease your chances of being grabbed or hit. Though it is recommended in keeping to Straights and Uppercuts for melees, do not be afraid to seize Neckbreakers should they present themselves, especially when overwhelmed with a crowd. Big Man Majini will eventually come at you one at a time. How you handle them is to your taste, though quickly disposing of them via shotgun is ideal for saving time over setting up long melee attacks against them - a single Straight or Uppercut may not kill them depending on your handgun/shotgun blasts connect, and attempting to finish them off with two or three successive melee attacks may counter-act the +5 second benefit. Maintain a neat route throughout the stage as you steadily work your way to each Time Bonus. Some may prefer to seek out each Time Bonus first before dispatching enemies though it is much more efficient to acquire them along the way. Once survival - maintaining movement and dodging attacks - become an afterthought, focus on pushing the countdown timer and combo up with (as always) solid melee attacks. From Chris, expand to the rest of the roster. Each character has her/his own unique melee attacks, as well as underlying statistics such as basic defense against enemy damage and health recovery rate - there is another in-depth FAQ available for those. Note that once you've completed each mission up to 5-5 with any single mercenary, that character's weapon loadout will become available for any other character to use. This is especially helpful should you find yourself liking one mercenary's weapon set but favoring another's melee attacks, for example. I will not offer loadout or skill combination suggestions here as there is also another FAQ available for this, as well as numerous forum posts discussing such. Perhaps it would also be best to experiment and find one to your own liking. Now note that skills may then affect much of the tactics aforementioned here, such as Combat's increase in melee damage and Lucky 7's additional bonus seconds per kill satisfying its requirement. There is a FAQ available for these as well. Finally, do not accept this guide as the only canon of its kind. Online may change your experience considerably, even contradicting any of what you've learnt here. Instead, please take these words of wisdom as a stepping stone for your own style and - most importantly - helping with your enjoyment of the game. =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: GLOSSARY .............................................................. [0010] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== The following lists many of the most commonly used terms found in-game and within the player community. I have included any and all terms I found important to know and be aware of in some sense, as well as very general terms that may also come up during play. Note that many terms reference each other and may be referred to by differing terms by different players. The definitions remain the same nonetheless. _______________________________________________________________________________ AMMO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "AMMUNITION") _______________________________________________________________________________ AMMUNITION :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - bullet/clip reserve for currently equipped weapons, represented as x/y, where x is the bullet count for the clip already loaded into the weapon and y is the magazine reserve (i.e., the M92F handgun possesses an initial ammunition count of 20/20 for a total of 40 ammo - starting ammunition numbers represent the maximum clip size allowed by a weapon (x), while magazine reserves (y) have no limit _______________________________________________________________________________ ANIMATION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a triggered instance in which a character performs a single motion relative to a command initiated by pressing the Y-button or in reaction to enemy attack, friendly fire, or environmental hazard - includes aiming, firing, reloading, melee attacks, healing, saving, opening doors, climbing, dropping, vaulting, attack recovery, grabs, grab recovery, explosion cover, explosion recovery, and rising - grants invincibility _______________________________________________________________________________ BARREL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - an explosive red drum triggered by gunfire and explosion, causing massive damage to characters and enemies in close proximity - may or may not kill an enemy, depending on proximity and sustained damage - a surviving enemy will always be downed, a surviving boss will always be dropped, unless already in an invincibility animation, including dropping, jumping, and rising - triggers reload cancels for characters in close proximity - available in most later missions, typically in at least two or more - unaffected by melee attacks and gunfire within melee animations, including HUNK's Triple Tap and Barry's Miranda Rights _______________________________________________________________________________ BLIND ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "FLASH") _______________________________________________________________________________ BOSS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - an uncommon enemy type populating most missions, typically spawned in specific instances or after achieving a set amount of common enemy kills - non-EX missions do not allow for the spawning of more than one of the same boss type at any given time (i.e., a spawned Big Man Jini does not allow for another Big Man Jini type until the preceding one is killed) - non-EX missions do not allow for the spawning of more than two of any boss types at any given time (i.e., a Big Man Jini and a Black Executioner Jini spawned at the same time do not allow for any further boss type spawns until either one is killed) - EX missions allow for the spawning of more than one of the same boss type at a given time (i.e., two or more Big Man Majini may be spawned concurrently) - EX missions allow for the spawning of more than two of any boss type at a given time (i.e., two Big Man Majini and a Black Executioner Jini may be spawned concurrently) - includes Big Man Majini, Black and Red Executioner Majini, Gatling Gun Majini, Red-Pants and Purple-Pants Chainsaw Majini, Super Salvadors, and Garradors - though technically a boss, usually not used in reference to the Popokarimu _______________________________________________________________________________ BUI KICHWA :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a small, spider-like Las Plagas creature, primarily serving to hinder and constrain character movement by leaping and latching itself onto a player - causes very minimal damage once attached and is easily removed by following button prompts - in Duo, a character may shoot or slash an attached Bui Kichwa off of her/his partner - fatally susceptible to flash grenades/rounds _______________________________________________________________________________ CANCEL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - an instance in which an animation is prematurely ended before its inherent completion, intentionally or not - a cancel may be purposely triggered or may be triggered automatically in reaction to another animation (i.e., manual reloading within close proximity to an explosion will cancel the reload animation and trigger a character's shielding animation to the explosion; or simply being grabbed while reloading) _______________________________________________________________________________ CEPHALO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a long, tentacle-like Las Plagas creature, spawned from the head of a host - spawns only from common Town Majini, Base Majini, and Zealots - possesses slow movement and typically attacks by flailing; in close range, may perform an overhead smash that will always down a character - susceptible to all gunfire, particularly to the tentacle itself - fatally susceptible to flash grenades/rounds _______________________________________________________________________________ CHARACTER ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a playable mercenary, whether directly controlled by the player or by a partner - three characters are initially available with another five unlockable for a total of eight playable mercenaries; eight additional costumes (one per mercenary) allow for a total of sixteen playable characters - damage modifier and health recovery statistics are inherently unique to each character, as well as their respective alternate costume - melee attacks are unique to each character - taunts are unique to each character - customizable with loadouts and three skill selections _______________________________________________________________________________ CHICKEN ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a single, small creature to be found in most later levels - contributes to the total enemy limit - drops two herbs when killed - fatally susceptible to flash grenades/rounds _______________________________________________________________________________ COMBO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - successive killing of one enemy after another within the default allotted time-frame of 10 seconds - represented as "x Combo" where x is the number of enemies killed within the combo time-frame - higher combos yield greater points cumulatively, starting at +20 points for the first enemy killed, succeeding to a point limit at +1000 points for each enemy killed above a 49 Combo _______________________________________________________________________________ COMBO BONUS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - in-game item granting +1000 points per enemy killed within the allotted time-frame of 30 seconds - located within treasure chests available on most later missions, typically in at least two or more - grants invincibility during entirety of treasure chest-opening animation _______________________________________________________________________________ COMMAND ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "EMOTION") _______________________________________________________________________________ COSTUME ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a player skin differentiating mercenaries within the character roster - aside visual, cosmetic differences, damage modifiers and health recovery statistics are unique to each costume - two costumes are available per mercenary _______________________________________________________________________________ CUSTOMIZE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - modifying a character via loadout and skill selections _______________________________________________________________________________ DAMAGE MODIFIER ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - percentage of damage sustained per enemy attack, friendly fire, or environmental hazard - in tandem with health recovery, statistic is specific to each costume - not to be confused with character damage output _______________________________________________________________________________ DASH :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "WESKER DASH") _______________________________________________________________________________ DEATH-BLOW :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a physical (or weapon) attack performed on an enemy within a single character animation initiated by pressing the Y-button - may be performed on a flinching enemy, a dropped enemy, and a blinded enemy - some enemies require specific setups in order to perform death-blows on them - this is typically achieved by causing said enemy to flinch, then allowing a partner to perform a melee attack first, followed by one's own melee attack, resulting in a death-blow - most commonly performed on boss types - though very likely, may or may not kill the intended target, depending on inherent and sustained damage - Chris Redfield, Jill Valentine, and Albert Wesker - as well as their respective alternate costumes - each possess two unique death-blows; all other mercenaries possess only one - does not require or consume ammunition - grants invincibility _______________________________________________________________________________ DOWN :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - to force an enemy to fall down completely to the ground, via gunfire, melee attack, or explosion - allows for follow-up finishers on downed common enemy-types - a surviving downed enemy or boss will always rise _______________________________________________________________________________ DROP :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - to force an enemy to fall to a knee(s), via gunfire, melee attack, or explosion - allows for follow-up melee attacks, including OHKs and death-blows - a dropped enemy or boss not followed-up on will always rise _______________________________________________________________________________ DUO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - cooperative multiplayer via local-area-network (LAN) or Internet connection _______________________________________________________________________________ DUVALIA ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a hard, clam-like Las Plagas creature, spawned from the torso of a host - spawns only from common Base Majini - possesses slow movement and attacks with a headbutt that will always down a character; in close range, may perform a OHK clamp - susceptible to gunfire to the legs; armored legs are susceptible to damage to the feet or the rear; once dropped, susceptible to gunfire to the fleshy interior of the clam - fatally susceptible to flash grenades/rounds _______________________________________________________________________________ DYING ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - an incapacitated state in which a character is disabled from performing certain actions - particularly weapons and items usage, opening doors, jumping through windows, and climbing and dropping from platforms; acquiring items, including Time and Combo Bonuses; and suffers from impaired movement, including the inability to quick-turn - in dying status, a character is forced into her/his vitality reserve, represented in the top-right quarter of her/his vitality circle as red - in Solo, recovery from dying status is achieved only by rapidly pressing the Y-button when prompted, albeit in minimal vitality - in Duo, recovery from dying status is achieved only through a partner, whereby both mercenaries are in very close proximity to each other, prompting a command initiated by the Y-button - in Duo, recovery from dying status with a herb in the saving character's possession prompts "Heal Partner" (similar to utilizing a Herb in the same way by pressing the B-button) - in Duo, recovery from dying status without a herb in the saving character's possession prompts "Save Partner" - character is vulnerable during entirety of dying status, with one enemy attack typically resulting in instantaneous death - in Duo, both characters are granted invincibility during the entirety of healing and saving animations _______________________________________________________________________________ EMOTION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a gesture in which a character performs one of five specific animations initiated by pressing the X-button - pressing the X-button initiates a taunt - pressing down the X-button in tandem with a direction on the control pad performs four commands shared among all mercenaries: - up: "Go!" - down: "Wait." - left: "Thanks." - right: "Come on!" (HUNK does not verbally voice "Thanks", rather nodding his head) - character is vulnerable during entirety of emotion animation - in Duo, "Go!" may sometimes be used as a command to one's partner to maintain the combo while the emoter performs another task, such as acquiring an out-of-reach Time Bonus, killing a boss, or simply because no enemies are present for the emoter to attack _______________________________________________________________________________ ENEMY ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a non-playable character purposed with hindering and/or killing a player - includes common enemy types, such as Town Majini, Base Majini, Zealots, Bui Kichwas, Cephalos, Duvalias, and Chickens - includes uncommon boss types, such as Big Man Majini, Black and Red Executioner Majini, Gatling Gun Majini, Red-Pants and Purple-Pants Chainsaw Majini, Super Salvadors, and Garradors - includes the Popokarimu - two of any common enemy types may not spawn concurrently with one another (i.e., Town Majini nor Base Majini nor Zealots will spawn simultaneously with one another), with the exception of EX-9 _______________________________________________________________________________ EQUIPMENT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "CUSTOMIZE") _______________________________________________________________________________ FC :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "FRIEND CODE") - not to be confused with "FULL COMBO" _______________________________________________________________________________ FINISHER :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a physical (or weapon) attack performed on a downed enemy within a single character animation initiated by pressing the Y-button - may no be performed on boss types - though very likely, may or may not kill the intended target, depending on inherent and sustained damage as well as the location relative to the target that the finisher is performed - finishers performed upon the head region of an enemy are more likely to result in a critical hit, effectively as a OHK - completed finishers that fail to kill the intended target allow for the spawning of Cephalos; Duvalia are never spawned from completed finishers - attacks are unique to each character - does not require or consume ammunition - grants invincibility _______________________________________________________________________________ FLASH ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a weapon attack performed on a character or enemy that may momentarily stun all those within its range - performed with either flash grenades or flash rounds from HUNK's loadout's Grenade Launcher - allows for follow-up melee attacks, including death-blows - fatal to Bui Kichwas, Cephalos, and Duvalias - ineffective to Garradors - if flashed, whether self-inflicted or from friendly or enemy fire, character is vulnerable to attack and damage _______________________________________________________________________________ FLINCH :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - to force an enemy into a brief, incapacitated state, via gunfire, melee attack, or explosion - allows for follow-up melee attacks, including OHKs and death-blows - flinch duration varies among enemies and bosses _______________________________________________________________________________ FPS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - first-person shooter viewpoint triggered by aiming down the gun sight, if controls are set to FPS View - aiming and shooting are performed through the character's point of view _______________________________________________________________________________ FRIEND :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "PLAYER") _______________________________________________________________________________ FRIEND CODE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - personal code provided per 3DS system allowing for online registration between two players - comprised of a twelve-number sequence, divided into three groups of four numbers, unique to each 3DS system - viewable on personal 3DS profile card from the Friend List screen - allows for online Resident Evil: The Mercenaries 3D cooperative multiplayer Duo, with each player's friend code mutually registered _______________________________________________________________________________ FRIENDLY FIRE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - intentional or unintentional harm towards another player, resulting in damage or death due to weapons fire or environmental explosions - typically caused by proximity to grenade and grenade launcher attacks, and explosive barrels _______________________________________________________________________________ FULL COMBO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - successful completion of a level within a single, continuous combo, defined as x Combo, where x is a specific total enemy limit for a given level - also applies to levels 4-5 and EX-9, in which the combo is carried over between waves with the combo time limit still in effect - some levels provide more enemies than their actual full combo limits _______________________________________________________________________________ GL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - Grenade Launcher - preloaded with one of three ammunition types: explosive rounds, electric rounds, or flash rounds - available to the following loadouts: Rebecca Chambers (explosive rounds), Claire Redfield (electric rounds), HUNK (flash rounds), and Extra (explosive rounds) - the Extra loadout possesses a unique grenade launcher capable of firing two explosive rounds simultaneously per one ammunition round - not to be confused with "Good Luck" _______________________________________________________________________________ GLOBAL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ GRAB :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ GRENADE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ HEALTH :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "VITALITY") _______________________________________________________________________________ HERB :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ HOST :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ INFINITY 7 :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - an equippable skill allowing for unlimited use of Jack Krauser's loadout's rocket launcher - upgraded to level 3 grants invincibility with the exception to boss instant-kill attacks - always forces a resulting player score of 0 if equipped; applicable to Duo for both players should at least even one player equip said skill _______________________________________________________________________________ INSTANT-KILL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a single boss attack that will instantaneously kill a character, bypassing dying status - Black and Red Executioner Majini, Red-Pants and Purple-Pants Chainsaw Majini, Super Salvadors, and Garradors each possess an instant-kill attack _______________________________________________________________________________ INVINCIBILITY ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a triggered instance in which a character is immune and impervious to all threats and damage, including enemy attack, grabs, explosions, boss one-hit-kills, environmental damage, and friendly fire - granted during the following animations: performing a melee attack; healing or being healed; saving a partner or being saved from dying; opening doors; climbing ladders and platforms; dropping down from platforms; vaulting over objects; opening a Combo Bonus chest; recovering from an enemy attack; freeing or being freed from a grab and freeing a partner from a grab; covering from an explosion; while downed; and rising - generally last for the entire duration of character animations - also referred to as "Invincibility Frames" _______________________________________________________________________________ ITEM :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ JINI :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a common enemy type populating most missions, as well as related boss types - includes Town Majini, Base Majini, Big Man Majini, Black and Red Executioner Majini, Gatling Gun Majini, and Red-Pants and Purple-Pants Chainsaw Majini - two of any common enemy types may not spawn concurrently with one another (i.e., Zealots will not spawn simultaneously with Town Majini or Base Majini), with the exception of EX-9 _______________________________________________________________________________ KNIFE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ LEVEL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ LOADOUT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ LOCAL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - cooperative multiplayer with other 3DS players via Local-Area-Network (LAN) connection _______________________________________________________________________________ LV :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "LEVEL") _______________________________________________________________________________ MAJINI :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "JINI") _______________________________________________________________________________ MEDAL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ MELEE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a physical (or weapon) attack performed on an enemy within a single character animation initiated by pressing the Y-button - may be performed on a flinching enemy, a dropped enemy, a downed enemy, and a blinded enemy - may or may not kill the intended target, depending on inherent and sustained damage - melee animations that connect with the intended target, whether it kills her/him or not, are considered completed melee attacks - completed melee attacks that fail to kill the intended target allow for the spawning of Cephalos and Duvalias - attacks are unique to each character - does not require or consume ammunition - grants invincibility _______________________________________________________________________________ MERCENARY ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "CHARACTER") _______________________________________________________________________________ MISSION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ NADE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "GRENADE") _______________________________________________________________________________ OHK ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "ONE-HIT-KILL") _______________________________________________________________________________ ONE-HIT-KILL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a melee attack performed on an enemy within a single character animation that will always kill said enemy initiated by pressing the Y-button - may be performed on a flinching enemy and a dropped enemy - term generally not used in reference towards weapon attacks, such as RPGs - grants invincibility - a single enemy or boss attack that forces a character into dying status; Duvalias, Black and Red Executioner Majini, and Red-Pants and Purple-Pants Chainsaw Majini each possess a OHK attack _______________________________________________________________________________ ONLINE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - cooperative multiplayer with other 3DS players via Internet connection _______________________________________________________________________________ PARTNER ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ PERK :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "SKILL") _______________________________________________________________________________ PHYSICAL ATTACK ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "MELEE") _______________________________________________________________________________ PLATOON OF TWO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ POPOKARIMU :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ QUICK-TURN :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ RANK :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ RECOVERY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ RELOAD :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ RELOAD-CANCEL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "CANCEL") _______________________________________________________________________________ RESPONSE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "EMOTION") _______________________________________________________________________________ RISE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ RL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - "Rocket Launcher" - effectively OHKs its intended target, should the weapon attack properly connect, including all bosses, as well as the Popokarimu - available only to Jack Krauser's loadout _______________________________________________________________________________ ROUNDS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - grenade launcher ammunition types - _______________________________________________________________________________ SKILL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ SS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - - not to be confused with "SUPER SALVADOR" _______________________________________________________________________________ STAGE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "MISSION") _______________________________________________________________________________ STUN :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "FLINCH" and "FLASH") _______________________________________________________________________________ SUPER SALVADOR :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ TAUNT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a provoking, mocking action performed within a single character animation by pressing the X-button - each character possesses one unique taunt - some skills grant damage bonuses initiated by taunting - character is vulnerable during entirety of taunt animation _______________________________________________________________________________ TECHNIQUE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ TIME :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ TIME BONUS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ TIME CRYSTAL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "TIME BONUS") _______________________________________________________________________________ TIME LIMIT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ TPS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - Third-Person Shooter viewpoint triggered by aiming down the gun sight, if controls are set to TPS View - aiming and shooting are performed from an over-the-shoulder view behind the character _______________________________________________________________________________ VITALITY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ WAVE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ WESKER DASH ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - _______________________________________________________________________________ WINCE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - (see "FLINCH") _______________________________________________________________________________ ZEALOT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: - a common enemy type populating some missions - two of any common enemy types may not spawn concurrently with one another (i.e., Town Majini nor Base Majini will spawn simultaneously with Zealots), with the exception of EX-9 =============================================================================== ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: CREDITS ............................................................... [0000] ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: =============================================================================== 1.00 .............................................................. 28 Aug 2011 1.01 .............................................................. 29 Aug 2011 ONE-HIT-KILLS: expanded "Cephalo" ONE-HIT-KILLS: expanded "Duvalia" COMBOS: added "Combo Bonus" 1.02 .............................................................. 29 Aug 2011 INVINCIBILITY FRAMES: added DEATH-BLOWS: added CREDITS: added 1.03 .............................................................. 31 Aug 2011 MELEE ATTACKS: refined ONE-HIT-KILLS: refined COMBOS: refined PRACTICE: added map CREDITS: added update records reorganized all bullet-point information for ease and clarity 1.04 .............................................................. 11 Oct 2011 MELEE ATTACKS: refined LAS PLAGAS: added ONE-HIT-KILLS: added "instant-kills" COMBOS: refined RELOADING: added "bosses" DEATH-BLOWS: corrected PRACTICE: added compass to map GLOSSARY: added CREDITS: refined update records reworded singular "Majini" term as "Jini" reorganized all empty line breaks for ease and clarity Special thanks to my new friends in the online 3DS Mercenaries community who welcomed me to the sciences of Duo, and for putting up with my inferior play-styles. Thank you to all of the randoms I have played with on Global - whether or not I enjoyed co-oping with you, every experience is a learning one. Very special thanks to the following friends for helping me organize this guide through countless hours of online Duo and question-and-answer: - chronic3ds - DragonKnight387 - gregamasta - Holy2360 - ImFelix - malz98 - REmasterXc30 - RPGgamemaster6 - snowsurfer3 This guide is written by Pierce_Azasuke (Copyright 2011). [email protected] Resident Evil: The Mercenaries 3D is Copyright 2011 Capcom Co., Ltd. Resident Evil: The Mercenaries 3D was released 2 June 2011 Japan and 28 June 2011 North America. First and foremost, this guide purposes to help players enjoy Capcom's Resident Evil: The Mercenaries 3D. It is intended for free, private, personal use only. Please do not copy or reproduce any part of this document nor publicly distribute any content found wherein without express written permission from the author. Unauthorized use of this guide is strictly prohibited and a violation of copyright If you wish to contribute any appropriate information pertaining to the context of this guide, please do not hesitate to contact me for any inquiries or suggestions.