Beginner's Guide - Guide for Resident Evil: The Mercenaries 3D

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                              by Pierce_Azasuke
                                 version 1.04
                               11 October 2011


 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

  - 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

  - 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

  - 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

  - 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)
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
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
     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

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

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