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Author Topic: The Mercenaries Information Thread  (Read 21920 times)
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Berserker
Kev0wnage
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« on: December 08, 2009, 07:30:24 PM »

THE MERCENARIES

FAQ: http://www.gamefaqs.com/console/xbox360/file/929197/56737
http://berserkersblog.blogspot.com

STAGE MAPS

(these maps are all blank)

Public Assembly




The Mines




Village




Ancient Ruins




Experimental Facility




Missile Area




Ship Deck




Prison



Score System

Mercenaries Combo System

Kills      Normal Bonus   Boss Bonus

   02        = +20               +500
   03        = +50               +1000
   04        = +100             +1500
   05        = +200             +2000
   06        = +250             +2500
   07        = +300             +3000
   08        = +350             +3500
   09        = +400             +4000
   10 - 19 = +500             +4500
   20 - 29 = +600             +5000
   30 - 39 = +700             +5500
   40 - 49 = +850             +6000
   50+      = +1000           +7000

Mercenaries Combo System with Combo Chests

Kills      Normal Bonus   Bonus w/Combo Chest    Actual Bonus received

   02        = +20                    +1000                             +980
   03        = +50                    +1000                             +950
   04        = +100                  +1000                             +900
   05        = +200                  +1000                             +800
   06        = +250                  +1000                             +750
   07        = +300                  +1000                             +700
   08        = +350                  +1000                             +650
   09        = +400                  +1000                             +600
   10 - 19 = +500                  +1000                             +500
   20 - 29 = +600                  +1000                             +400
   30 - 39 = +700                  +1000                             +300
   40 - 49 = +850                  +1000                             +150
   50+      = +1000                +1000                             +0

The table above shows off the point amounts per kills when a combo chest is activated.  Players will always receive 1000 points per enemy kill once a combo chest is activated since it takes the place of the current bonus from the normal combo system.  The actual bonus received is listed on the right.

This is basically the way it works:

Combo Chest point amount (1000) - Current Combo Bonus = Actual Bonus received

Bonus Point Scale

Info for this section is by Headminerve

Here's a tool to know exactly how many bonus points we get from 150 basic majinis.
It doesn't include sub-bosses, chicken, kimbos, cephalos, duvalias, kipepeos, bui kichwas and other potential enemies who give more or less bonus points than normal majinis.
You can check how many points you lose if you don't break your combo at all, if you break it once, and if you break it twice. If you break it more than twice... let's say you can restart your run ! ;)

For each map, some of the 150 majinis must be substituted for other kinds of enemies if you want the real count. But since every map is different, I chose to do the maths with 150 normal majinis, which doesn't change the amount of lost points (or a very very little bit !).

The following lists are built as :

001-??? = bonus points for the 1st combo
001-??? = bonus points for the 2nd combo

total :   addition of the 2 combos bonus points
and in parenthesis (approximative loss of points in comparison to a single 150 combo)

- If you break your combo once in a run, you lose 21k max. No big loss so :

001-150 = 129 170
-----------------

001-140 = 119 170
001-010 = 2 170

total :   121 340 (-8k)
-----------------

001-130 = 109 170
001-020 = 7 270

total :   116 440 (-13k)
-----------------

001-120 = 99 170
001-030 = 13 370

total :   112 540 (-17k)
-----------------

001-110 = 89 170
001-040 = 20 520

total :   109 690 (-19.5k)
-----------------

001-100 = 79 170
001-050 = 29 170

001-090 = 69 170
001-060 = 39 170

001-080 = 59 170
001-070 = 49 170

total :   108 340 (-21k)

- If you break your combo twice in a run, you lose 42k max :

001-150 = 129 170
-----------------

001-130 = 109 170
001-010 = 2 170
001-010 = 2 170

total :   113 510 (-16k)
-----------------

001-120 = 99 170
001-020 = 7 270
001-010 = 2 170

total :   108 610 (-20.5k)
-----------------

001-110 = 89 170
001-020 = 7 270
001-020 = 7 270

total :   103 710 (-25.5k)
-----------------

001-100 = 79 170
001-030 = 13 370
001-020 = 7 270

total :   99 810 (-29.5k)
----------------

001-090 = 69 170
001-030 = 13 370
001-030 = 13 370

total :   95 910 (-33k)
----------------

001-080 = 59 170
001-040 = 20 520
001-030 = 13 370

total :   93 160 (-36k)
----------------

001-070 = 49 170
001-040 = 20 520
001-040 = 20 520

total :   90 210 (-39k)
----------------

001-060 = 39 170
001-050 = 29 170
001-040 = 20 520
total :   88 860 (-40.5k)
----------------

001-050 = 29 170
001-050 = 29 170
001-050 = 29 170

total :   87 510 (-42k)


Original thread: http://www.biohazardmercenaries.com/forums/index.php?topic=2368.0

Enemy Spawning Region Info

These are all done myself for the most part.  I basically kill off all enemies in an area then inch forward until Majini start to spawn in order to determine the boundaries.  Enemy totals are based on the official guide's numbers, but I did go through and check them for myself to at least get close to their numbers.

The region boundaries are as precise as I can make them.  They should be very exact.  Both Mercenaries and Mercenaries Reunion share the same boundaries for enemy spawning per stage.

Public Assembly



Region A

- Town Majini x60

Region B

- Town Majini x75

Other Enemies

- Executioner 1 (spawns from southwest fence at 20 kills)
- Executioner 2 (spawns from east fence behind execution platform [left side while facing it] at 50 kills)
- Executioner 3 (spawns from northwest fence at 70 kills)

- Starting Majini x11 (Majini that begin in the stage, including the Agitator)
- 1 chicken (starts at east end of the waterway)

60 + 75 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

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

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

- One camper Majini usually spawns along the west side while a player is in Region B.  He will appear sometimes after the 10th kill in that region.

- Three camper Majini will appear in the northwest sometimes after the 10th kill while a player is in Region B.



The Mines



Region A

- Town Majini x73
- Big Man Majini x2

Region B

- Town Majini x57
- Big Man Majini x3

Other Enemies

- Reaper 1 (spawns from southwest high platform in the back of the bottom tunnel at 30 kills)
- Reaper 2 (spawns from high platform on the east side in the middle portion of the bottom tunnel at 70 kills)
- Reaper 3 (spawns from northeast high platform (VERY high) in the north open area at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 Big Man Majini (starts in upper tunnel)
- 2 chickens (one in upper tunnel, one in 30 second dead end tunnel in bottom area)

73 + 2 + 57 + 3 + 3 + 9 + 1 + 2 = 150
Enemy total = 150

Extra Notes on Regions

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

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

- Campers (all from region B)

  - One Big Man Majini in the southwest portion of the bottom tunnel
  - One dynamite Majini in the southwest portion of the bottom tunnel
  - One Majini in the middle portion of the bottom tunnel near the 60 seconds (arrives late in the kill streak)
  - One Majini in the middle tunnel near where the third Reaper spawns.



Village



Region A

- Wetland Majini x50
- Bui Kichwa x10

Region B

- Wetland Majini x64
- Bui Kichwa x 16

Other Enemies

- Giant Majini 1 (spawns from high wall in the east portion of the map (by the two 30 second timers) at 20 kills)
- Giant Majini 2 (spawns from the front gate of the Village in the southeast at 40 kills)
- Giant Majini 3 (spawns from the high wall across from the combo chest on the hill in the east at 60 kills)
- Giant Majini 4 (70 kills)

- Starting Majini x11 (Majini that begin in the stage; the one that guards the fenced area is a scripted Cephalo)
- 1 chicken (starts in the bottom area surrounded by a fence with the combo bonus)
- 0-6 random Kipepeo spawns (can be canceled)

50 + 10 + 64 + 16 + 4 + 11 + 1 + 6 = 162
Enemy total = 150+

Extra Notes on Regions

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

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

- If a player stands in the very back portion of the top dead end tunnel, the player is actually in between Region B and A while standing there.

- Wetland Majini that begin in the stage have slightly more health than Wetland Majini that spawn later.  Their health is about 1000 HP.



Ancient Ruins



Region A

- Wetland Majini x30

Region B

- Wetland Majini x20

Region C

- Wetland Majini x20

Region D

- Wetland Majini x30

Region E

- Wetland Majini x28

Other Enemies

- Giant Majini 1 (starts in the stage [southwest area near 90 seconds])
- Giant Majini 2 (10 kills)
- Giant Majini 3 (40 kills)
- Giant Majini 4 (60 kills)
- Giant Majini 5 (70 kills)

- Torch Majini 1 (begins in stage - starts in the east tunnel on the bottom floor)
- Torch Majini 2 (spawns at 10 kills)
- Torch Majini 3 (spawns at 40 kills)
- Torch Majini 4 (spawns at 60 kills)
- Torch Majini 5 (spawns at 70 kills)
- Torch Majini 6 (spawns at 80 kills)
- Torch Majini 7 (spawns at 90 kills)

- Starting Majini x9 (Majini that begin in the stage)
- 1 chicken (starts in the alcove outside the southwest area)

30 + 20 + 20 +30 + 28 + 5 + 7 + 9 + 1 = 150
Enemy total = 150

Extra Notes on Regions

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

- Region B begins outside the southwest area and extends to the north.  It's north boundary stops at the very top of the first middle staircase in the south.  It's east boundary stops at the wall that hides a 30 second timer.

- Region C includes the majority of the southeast area.  It includes the bottom tunnel and a good bit of the second floor walkway above the tunnel.  The north boundary stops right where the north wall of the tunnel ends.  The area behind the wall to the southwest with the 30 second timer is part of this region.

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

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


Experimental Facility



Region A

- Base Majini x30
- Licker Beta x30

Region B

- Base Majini x30
- Licker Beta x42

Other Enemies

- Rocket Launcher Majini 1 (spawns from top floor spawn point at 10 kills)
- Rocket Launcher Majini 2  (30 kills)
- Rocket Launcher Majini 3 (40 kills)
- Rocket Launcher Majini 4 & 5 (60 kills)
- Rocket Launcher Majini 6 & 7 (70 kills)
- Rocket Launcher Majini 8 & 9 (80 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts right outside the elevator on the top floor)

60 + 72 + 9 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the B1 floor and first floor.

- Region B covers the second floor and third floor.

- 8 Majini and 1 chicken start in the stage and the other 3 Base Majini spawn from spawn points after the stage begins for a total of 12 enemies.


Missile Area



* Region B DOES cover all of the 30 second platform.  My linework is a bit off.  The official strategy guide shows Region A and B extending all the way across Missile Area, but I thought it was best to split them up.  They are the only two regions on the top floors.

Region A

- Town Majini x20

Region B

- Town Majini x20

Region C

- Town Majini x20

Region D

- Town Majini x30

Region E

- Town Majini x25

Region F

- Town Majini x20

Other Enemies

- Gatling Gun Majini 1 (yellow) (spawns from the high ledge spawn point above the tall ladder in the north at 20 kills)
- Gatling Gun Majini 2 (yellow) (spawns from the high doorway spawn point inside the central shaft at 60 kills)
- Gatling Gun Majini 3 (red) (spawns from the ceiling spawn point in the top floor office at 90 kills)

- Starting Majini x11 (Majini that begin in the stage)
- 1 chicken (starts in the area with explosive barrel, combo chest and first aid spray pickup beside the south conveyor belt)

20 + 20 + 20 + 30 +25 +20 + 3 + 11 + 1 = 150
Enemy total = 150

Extra Notes on Regions

-- Region A (green)

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

-- Region B (yellow)

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

-- Region C (red)

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

-- Region D (orange)

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

-- Region E (light blue)

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

-- Region F (purple)

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


Ship Deck



Region A

- Town Majini x52

Region B

- Town Majini x40

Region C

- Town Majini x40

Other Enemies

- Chainsaw Majini 1 (blue) (spawns from crane at the start of the stage)
- Chainsaw Majini 2 (red) (spawns from crane at 20 kills)
- Chainsaw Majini 3 (blue) (spawns from crane at 20 kills)
- Chainsaw Majini 4 (red) (spawns from crane at 30 kills)
- Chainsaw Majini 5 (red) (spawns from crane at 40 kills)
- Chainsaw Majini 6 (red) (spawns from crane at 50 kills)
- Chainsaw Majini 7 (blue) (spawns from crane at 50 kills)

- Starting Majini x10 (Majini that begin in the stage)
- 1 chicken (starts near 60 second time in the far north area)

52 + 40 + 40 + 7 + 10 + 1 = 150
Enemy total = 150

Extra Notes on Regions

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

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

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

- Region A and B do not intersect.


Prison



Region A

- Town Majini x122
- Big Man Majini x14

Other Enemies

- Executioner Majini (red) (starts in the B1 portion of the map)
- Executioner Majini (normal) (leaps down from spawn point above the top floor combo chest after the first red Executioner is killed)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 50 kills)
- Executioner Majini (normal) (leaps down from spawn point above the top portion of the stair corridor on the top floor at 90 kills)
- Executioner Majini (red) (leaps down from spawn point above the bottom portion of the stair corridor on the top floor at 120 kills)

- Starting Majini x8 (Majini that begin in the stage)
- 1 chicken (starts in the area with the combo bonus behind the fence in the northeast)

136 + 5 + 8 + 1 = 150
Enemy total = 150

Extra Notes on Regions

- Region A covers the full map.  Prison only has one region.

- The spawn point above the bottom portion of the stairway corridor is connected with the ceiling spawn point on the ceiling of the cell corridor (the one near the 30 second timer in the cell).  Basically if a player is on the staircase, enemies will drop from the small building spawn point but if a player is in the cell corridor then the same enemies will drop from the ceiling spawn point at the southeast end.

ENEMY STAT LIST

This is a list of all (or will be all eventually) enemies in Mercs along with their stats.  The official guidebook only lists damage totals for enemies in story mode, so I used weapon stats and enemy damage modifiers to slowly find out a number close to the actual HP amount for each enemy.

Since I use STARS Chris, a lot of the damage totals are based on his weapons.  WEAPON STATS FOR EACH CHARACTER ARE LISTED MUCH FURTHER DOWN and you will need these to see how I figured the HP totals if you're interested.  The calculations listed in small font are the methods I used to find what I think the HP total for each enemy is.

The Damage Modifiers show how much damage an enemy will take when shot in each area listed below.  For instance with a Town Majini, one SIG 556 shot to the body will take the full 160 damage, one SIG 556 shot to the leg will take 144 damage (160 - 10%) and one SIG 556 shot to the head will take 192 damage (160 + 20%).

The Stun Areas are something I'm thinking about removing.  They are basically ways to stun an enemy or set it up for melee when shot or hit in the area described - it's something I added at the last second.

*My main goal in doing all of this is to make a huge melee kill list for each character.  Much deeper than the one found in my guide.  It sure as hell isn't going to have explanations for each melee kill like my Mercs guide currently has though. xD

Knowing the HP total and damage modifier for each enemy along with the damage rate per weapon will help you and me to figure out ways to melee kill them better.  I'll probably list character melee kills in separate posts in this thread until I gather enough that I'm satisfied with for each character then maybe make a new thread with everything included in it.  All of this info should be included together.

If you disagree with something or find an error or want to add anything or whatever, then tell me!  Not every enemy has an HP total because I haven't gotten around to them yet.  All of this pretty rough, so you can expect to find errors or strange stuff at times.


Town Majini

Damage Modifiers

Head: +20%
Body: Normal Damage
Leg: -10%

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee
If Grappled: Partner can perform partner assist melee

Male Town Majini

HP: 800

2 SIG P226 shot to body + 2 knife slashes to body
700 + 100 = 800

5 SIG 556 shots to body
800

4 SIG 556 shots to body + 4 knife slashes to body
640 + 200 = 840


Agitator

HP: 1400

9 SIG 556 shots to body
1440

8 SIG 556 shots to body + 3 knife slashes to body
1280 + 150 = 1430


Female, Bowgun, Dynamite and Cocktail Majini

HP: 700

2 SIG P226 shots to body
700

14 knife slashes to body
700

4 SIG 556 shots to body + 2 knife slashes to body
640 + 100 = 740




Wetland Majini

Damage Modifiers:

Head: +20%
Body: Normal Damage
Leg: -10%

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee
If Grappled: Partner can perform partner assist melee

Normal Wetland Majini

HP: 670 - 680

2 SIG 556 shots to body + 7 knife slashes to body = 670
3 SIG 556 shots to body + 5 knife slashes = 730


* Normal Wetland Majini will usually stay grounded after receiving 450+ damage from a melee knockdown

1 Knife Slash + 1 Flash grenade + 1 Straight = Grounded Wetland Majini
50 + 0 + 400 = 450


* Normal Wetland Majini will usually stay grounded after receiving 475+ damage from a weapon fire knockdown

1 M92F shot to body + 1 M92F shot to leg = Grounded Wetland Majini
250 + 225 = 475

2 SIG 556 shots  + 1 SIG 556 shot to leg = Wetland Majini will NOT stay grounded
320 + 144 = 464

3 MP5 shots to body + 1 MP5 shot to leg = Wetland Majini will NOT stay grounded
360 + 108 = 468


Shield Majini

HP: 700

2 SIG 226 shots to body
700


Explosive Arrow Majini

HP: 620 - 630

(instantly explodes if explosive arrow is hit while it is lit)
(grenade rounds set off explosive arrow IF one is lit)

2 SIG shots to body + 6 knife slashes to body = 620
3 SIG shots to body + 3 knife slashes to body = 630


Torch Majini

HP: 1500

5 M92F shots to body + 5 knife slashes to body
1250 + 250 = 1500


Starting Normal Wetland Majini in Village

HP: 900

6 SIG 556 shots to body = 960
5 SIG 556 shots to body + 2 knife slashes to body = 900




Base Majini

Damage Modifiers:

Head: +20%
Body: Normal Damage
Leg: -10%
Armor: No damage (only a magnum/explosive can penetrate)

Stun Areas:

Head: Head Stun Melee
Arm: Arm Stun Melee
Legs: Leg Stun Melee

Normal Base Majini

HP: 800

4 SIG 556 shots to body + 4 knife slashes to body
640 + 200 = 840


Rocket Launcher Majini

HP: 1000

2 SIG 226 shots to body + 6 knife slashes to body
700 + 300 = 1000




Chicken

HP: 1

Damage Modifiers:

N/A

Stun Areas:

N/A



Executioner Majini

Damage Modifiers:

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

Stun Areas:

Any Area: Leg Stun Melee
If grappled: Partner can perform partner assist melee

Public Assembly Executioner

HP: 8000

2 M29 shots to leg + 2 M29 shots to head
3360 + 4620  + 400 = 8380

1 M29 shot to body + 2 M29 shots to head + 1 M29 shot to arm + Uppercut
2100 +  4620 + 1260 + 400 = 8380


Prison Normal Executioner

HP: 15000

4 M500 shots to body
17,200

8 M29 shots to body
16,800

7 M29 shots to body + 2 SIG 556 shots to body
14700 + 320 = 15020



Prison Red Executioner

HP: 20000

10 M29 shots to body
21000

9 M29 shots to body + 7 SIG 556 shots to body
18900 + 1120 = 20020

5 M500 shots to body
21,500

9 L. Hawk shots to body
20700




Chainsaw Majini

Damage Modifiers:

Head: +10%
Body: Normal Damage
Legs: -20%
Arms: -40%

Stun Areas:

Head: Arm Stun Melee
Leg: Leg Stun Melee

Red Chainsaw Majini

HP: 7000

M500 shot to leg + M500 shot to leg + Tiger Uppercut
6880 + 400 = 7280


Blue Chainsaw Majini

HP: 13500

8 M29 shots to leg + 1 SIG 556 shot to leg

(1680*8 ) + 128 = 13568


Blue Chainsaw Majini Berserk Status

HP: 2000

5 SIG P226 shots to body + Hook
1750 + 250 = 2000




Giant Majini

HP: 5,000

1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160


Damage Modifiers:

Body: Normal Damage
Back: +20%
Legs: +20%
Mask: No damage

Stun Areas:

Leg: Arm Stun Melee
Blast with Shotgun: Leg Stun Melee



Big Man Majini

HP: 4,000

1 M500 shot to leg + 1 P8 shot to body
3870 + 300 = 4170

1 M29 shot to body + 1 M29 shot to leg + 1 knife slash
2100 + 1890 + 50 = 4040


Damage Modifiers:

Head: +20%
Body: Normal Damage
Legs: -10%

Stun Areas:

Leg: Head Stun Melee
Blast with Shotgun: Leg Stun Melee



Gatling Gun Majini

Yellow Gatling Gun Majini

HP: 12000

6 M29 shots to body
12600

2 M500 shots to body + 12 P8 shots to body
8600 + 3600 = 12200


M29 shot to leg + 1 M29 shot to head + 2 M29 shots to body + Back Hand
2730 + 2730 + 4200 + 3000 = 12660

M500 shot to body + Ghost Butterfly + 9 P8 shots to body
4300 + 5000 + 2700 = 12000


Red Gatling Gun Majini

HP: 16500 - 16900

9 M29 shots to the body
18900

8 L. Hawk shots to body
18400

3 M500 shots to body + Ghost Butterfly
12900 + 5000 = 16900

1 M29 shot to leg + Back Hand + 3 M29 shots to head + Back Hand
2730 + 3000 + 8190 + 3000 = 16920



Damage Modifiers:

Head: +30%
Body: Normal Damage
Legs: +30%
Ammo container: No damage (magnum can pierce and hit other areas of body)

Stun Areas:

Body: Front Tag Team Melee
Leg: Back Tag Team Melee


Bui Kickwa

HP: 200

4 knife slashes to body
200


Damage Modifiers:

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

Stun Areas:

If grappled: Partner can perform knife slash



Cephalo

HP: 2900

1 M29 shot to body + 5 SIG shots to body
2100 + 800 = 2900

10 SIG 556 shots = 3040


Damage Modifiers:

Appendage: Normal Damage
Body: Normal Damage
Legs: -10%

Stun Areas:

N/A



Kipepeo

HP: 1,000

7 SIG 556 shots to body
1120


Damage Modifiers:

Body: +50%
Tentacle: Normal Damage
Wings: -70%

Stun Areas:

If grappled: Partner can perform knife slash



Duvalia

HP: 7000?

4 M29 shots to legs
7560

1 M29 shot to leg + 1 M29 shot to mouth
1890 + 3150 = 5040


Damage Modifiers:

Shell: No Damage
Mouth: +150%
Appendage: -90%
Legs: -10%

Stun Areas:

Legs: reveals mouth weak point



Licker Beta

HP: 900

2 SIG P226 shots to body + 4 knife slashes
700 + 200 = 900

2 Samurai Edge shots to body + 2 knife slashes
800 + 100 = 900



Damage Modifiers:

Heart: +300%
Head: +10%
Body: Normal Damage
Front Legs: -30%
Rear Legs: -20%

Stun Areas:

After Counter Attack: Stab
After Powerful Blast that nearly kills it: Stab


Reaper

HP: 1300?

Indirect hit with Grenade + M92F shot to body + M92F shot to shoulder
1,000 + 250 + 125

Direct hit with proximity bomb + M92F shot to body
1,500 + 250


Damage Modifiers:

Weak Spot (stomach): Normal Damage
Weak Spot (sides): -50%
Other Parts: No Damage

Stun Areas:

Stomach: Reveals side weak spots
Side Weak Spot: Reveals other side weak spot
Side Weak Spot 2: Reveals stomach weak spot


CHARACTER STAT LIST

This is all taken from my Mercs guide, which was recorded from the official strategy guide.  I really think some of the damage listings are wrong.  Especially Jill and Wesker's tag team melee attack damage listing.  I think they all take 3,000 damage.

*All of this is unformatted and spaced in a very halfass manner at the moment.  I'll fix this later. xD  I want to list many melee kills along with each character eventually.  Much more than what my Mercs guide has.

Chris (BSAA)

-- M92F (HG)

Firepower: 250
Capacity: 50
Reload Speed: 1.70 sec.
Special: Critical 37.5%

-- Ithaca M37 (SG)

Firepower: 400
Capacity: 20
Reload Speed: 2.40 sec.
Special: Critical 25%

-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000

-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Chris (Safari)

-- SIG P226 (HG)

Firepower: 350
Capacity: 16
Reload Speed: 1.70 sec.
Special: --------------  

-- M3 (SG)

Firepower: 500
Capacity: 10
Reload Speed: 3.00 sec.
Special: ------------

-- Rocket Launcher

Firepower: 30,000
Capacity: 1
Reload Speed: ------------
Special: ------------


-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Chris (S.T.A.R.S.)

-- SIG 556 (MG)

Firepower: 160
Capacity: 65
Reload Speed: 2.55 sec.
Special: --------------

-- S&W M29 (MAG)

Firepower: 2,100
Capacity: 12
Reload Speed: 3.53 sec.
Special: Level 3 Piercing

-- Grenade Rounds

Acid Rounds

Firepower: 500
Effect: Penetrates armor and stuns with acid damage as acid spreads from each shot

Electric Rounds

Firepower: 400
Effect: Instantly stuns multiple enemies with electricity.

Explosive Rounds

Firepower: 1,000
Effect: Explosive damage on target creating an area affect on surrounding targets.

Flame Rounds

Firepower: 500
Effect: Instant burning damage on target creating area affect around target.

Flash Rounds

Firepower: 100
Effect: Instant blinding stun on multiple enemies. Instant kill on parasitic enemies.

Nitrogen Rounds

Firepower: 100
Effect: Instant freeze on normal enemies.  Staggers other enemies with damage.

-- Melee Attacks
  
Melee Command  Type of Melee                    Damage
  
Straight               Head Stun Melee                      400
Hook                  Arm Stun Melee (front)              250
Kick                    Arm Stun Melee (back)              250
Uppercut             Leg Stun Melee (front)               400
Neck Breaker       Leg Stun Melee (back)                Kill
Stomp                Ground Melee                           600
Haymaker           Tag Team Melee (front)          3,000
Back Hand          Tag Team Melee (back)           3,000
Top-down Punch  Partner Assist Melee                   500
Uppercut             Counter Melee on Licker Beta      600
Stab                   Ground Melee on Licker Beta    1,200


Sheva (BSAA)

-- M92F (HG)

Firepower: 250
Capacity: 40
Reload Speed: 1.36 sec.
Special: Critical 50%

-- VZ61 (MG)

Firepower: 100
Capacity: 260
Reload Speed: 2.83 sec.
Special: Critical 37.5%

-- Dragunov SVD (RIF)

Firepower: 1,300
Capacity: 13
Reload Speed: 2.41 sec.
Special: Semi-auto

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Sheva (Clubbin')

-- AK-74 (MG)

Firepower: 200
Capacity: 50
Reload Speed: 2.83 sec.
Special: --------------

-- Jail Breaker (SG)

Firepower: 180
Capacity: 8
Reload Speed: 2.24 sec.
Special: Attack Range: 15

-- S75 (RIF)

Firepower: 2,000
Capacity: 20
Reload Speed: 2.24 sec.
Special: --------------

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Sheva (Tribal)

-- Longbow

Firepower: 1,500
Capacity: Infinite
Reload Speed: 1.00 sec.
Special: --------------

-- Grenade Rounds

Acid Rounds

Firepower: 500
Effect: Penetrates armor and stuns with acid damage as acid spreads from each shot

Electric Rounds

Firepower: 400
Effect: Instantly stuns multiple enemies with electricity.

Explosive Rounds

Firepower: 1,000
Effect: Explosive damage on target creating an area affect on surrounding targets.

Flame Rounds

Firepower: 500
Effect: Instant burning damage on target creating area affect around target.

Flash Rounds

Firepower: 100
Effect: Instant blinding stun on multiple enemies. Instant kill on parasitic enemies.

Nitrogen Rounds

Firepower: 100
Effect: Instant freeze on normal enemies.  Staggers other enemies with damage.

-- Incendiary Grenade

Direct Hit: 500
Area Effect: 500

-- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- Melee Attacks

Melee Command      Type of Melee                  Damage

Roundhouse            Head Stun Melee                    350
Twist Kick                Arm Stun Melee (front)            200
Knee                      Arm Stun Melee (back)             200
Somersault             Leg Stun Melee (front)             350
Throat Slit               Leg Stun Melee (back)              Kill
Impale                   Ground Melee                         800
Skull Crusher          Tag Team Melee (front)         3,000
Spinning Back Kick  Tag Team Melee (back)          3,000
Pivot Kick               Partner Assist Melee                 450
Somersault            Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta      900


Jill (BSAA)


-- PX4 (HG)

Firepower: 300
Capacity: 25
Reload Speed: 1.70 sec.
Special: Critical 87.5%


-- H&K MP5 (MG)

Firepower: 120
Capacity: 150
Reload Speed: 2.10 sec.
Special: Level 4 Piercing


-- Flash Grenade

Direct Hit: 0
Area Effect: 0


-- Melee Attacks

Melee Command       Type of Melee                   Damage

High Kick                  Head Stun Melee                      350
Roundhouse              Arm Stun Melee (front)             250
Reverse Roundhouse Arm Stun Melee (back)              250
Sweep Kick                Leg Stun Melee (front)              350
Head Grab                Leg Stun Melee (back)               Kill
Double Knee Drop     Ground Melee                        1,200
Flip Kick                   Tag Team Melee (front)          2,000
Cartwheel Kick          Tag Team Melee (back)          2,000
Double Kick              Partner Assist Melee                  350
Sweep Kick               Counter Melee on Licker Beta     600
Stab                        Ground Melee on Licker Beta      900


Jill (Battle Suit)


-- VZ61 (MG)

Firepower: 100
Capacity: 300
Reload Speed: 2.83 sec.
Special: Critical 37.5%


-- H&K PSG-1 (RIF)

Firepower: 1,200
Capacity: 9
Reload Speed: 1.70 sec.
Special: Level 8 Scope


-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- Melee Attacks

Melee Command       Type of Melee                   Damage

High Kick                  Head Stun Melee                      350
Roundhouse              Arm Stun Melee (front)             250
Reverse Roundhouse Arm Stun Melee (back)              250
Sweep Kick                Leg Stun Melee (front)              350
Head Grab                Leg Stun Melee (back)               Kill
Double Knee Drop     Ground Melee                        1,200
Flip Kick                   Tag Team Melee (front)          2,000
Cartwheel Kick          Tag Team Melee (back)          2,000
Double Kick              Partner Assist Melee                  350
Sweep Kick               Counter Melee on Licker Beta     600
Stab                        Ground Melee on Licker Beta      900


Wesker (Midnight)


-- H&K P8 (HG)

Firepower: 300
Capacity: 21
Reload Speed: 1.53 sec.
Special: Level 3 Piercing


-- S&W M500 (MAG)

Firepower: 4,300
Capacity: 6
Reload Speed: 3.53 sec.
Special: Level 2 Piercing


-- Hand Grenade

Direct Hit: 1,500
Area Effect: 1,000


-- Proximity Bomb

Direct Hit: 1,500
Area Effect: 1,000


-- Melee Attacks

Melee Command      Type of Melee                  Damage

Cobra Strike            Head Stun Melee                 1,200
Panther Fang          Arm Stun Melee (front)            300
Jaguar Kick             Arm Stun Melee (back)            300
Tiger Uppercut        Leg Stun Melee (front)             400
Mustang Kick          Leg Stun Melee (back)             500
Windfall                 Ground Melee                          600
Rhino Charge         Tag Team Melee (front)         4,000
Ghost Butterfly       Tag Team Melee (back)          4,000
Ram Horn              Partner Assist Melee                 500
Tiger Uppercut       Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta    1,200
Knee Cannon         Knee after Dash                     1,200


Wesker (S.T.A.R.S.)

-- Samurai Edge (HG)

Firepower: 400
Capacity: 15
Reload Speed: 1.70 sec.
Special: ----------------


-- Hydra (SG)

Firepower: 500
Capacity: 6
Reload Speed: 3.67 sec.
Special: Attack Range: 15


-- L. Hawk (MAG)

Firepower: 2,300
Capacity: 8
Reload Speed: 1.53 sec.
Special: Level 5 Piercing

-- Melee Attacks

Melee Command      Type of Melee                  Damage

Cobra Strike            Head Stun Melee                 1,200
Panther Fang          Arm Stun Melee (front)            300
Jaguar Kick             Arm Stun Melee (back)            300
Tiger Uppercut        Leg Stun Melee (front)             400
Mustang Kick          Leg Stun Melee (back)             500
Windfall                 Ground Melee                          600
Rhino Charge         Tag Team Melee (front)         4,000
Ghost Butterfly       Tag Team Melee (back)          4,000
Ram Horn              Partner Assist Melee                 500
Tiger Uppercut       Counter Melee on Licker Beta     600
Stab                     Ground Melee on Licker Beta    1,200
Knee Cannon         Knee after Dash                     1,200



SCRIPTED PLAGAS/CRITICALS LIST


A Majini that mutates into a Cephalo or Duvalia does not count as a kill nor a melee kill if a mutation occurs.  A mutation can be canceled to where the parasite will not form and a kill or possibly a melee kill will be earned from the disposal of the Majini.  In some of the Mercs stages a few of the Majini will always spawn a parasite - the mutation is scripted to occur when the Majini is attacked.  A player can learn which Majini will spawn these parasites and be ready to deal with that particular Majini to cancel the parasite mutation.

Majini that spawn Kipepeos will still count as a kill or a melee kill even if the mutation occurs.  The mutation can still be cancelled however to where the player will not have to fight the Kipepeo.


PLAGAS LOCATIONS

Cephalos are found on the following stages:

Public Assembly
Mines
Village
Ancient Ruins
Missile Area
Ship Deck
Prison

Duvalias are found on the following stages:

Ancient Ruins
Experimental Facility

Kipepeos are found on the following stages:

Village


KILL METHODS TO CANCEL SCRIPTED PLAGAS

The following lists ways to cancel a scripted plagas and gain a kill or a melee kill in process.

Cephalos

Melee Kill without Cephalo spawn:
- Instant kill melee
- Nitrogen round + melee

Normal Kill without Cephalo spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- Critical headshot (these are random but if you pick BSAA Jill and use her PX4, you'll have an extremely high chance for getting one when shooting a Majini in the head)

Duvalias

Melee Kill without Duvalia spawn:
- Instant kil melee
- Nitrogen round + melee
- Knock Majini to ground without triggering the mutation then perform a ground melee.

Normal Kill without Duvalia spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- * Kill Majini while it is:
 a) grounded
 b) climbing a ladder
 c) falling from a high ledge
 d) stepping over a railing
 e) sidestepping (sometimes)
 d) dashing (sometimes)

* Majini's head will explode.

Kipepeos

Melee Kill without Kipepeo spawn:
- Instant kill melee
- Nitrogen round + melee
- Melee kill Majini while a structure is overhead (roof, cave ceiling, etc)

Normal Kill without Kipepeo spawn:
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- Kill Majini while a structure is overhead (roof, cave ceiling, etc)


KILL METHODS THAT INCREASE RANDOM CEPHALO SPAWNINGS

These kill methods increase the risks of a random Cephalo spawning:

- Headshots
- A melee that kills a Majini after a flash round/flash grenade stun
- Critical ground melee (ground melee aimed directly at a Majini's head)

A scripted Cephalo will appear regardless of whether these type of attacks avoided or not unless the Cephalo is avoided through one of the kill methods listed in the last section.


SCRIPTED CEPHALO/DUVALIA LIST

The following is a list of the scripted plagas that I have found throughout the stages.  The kill in which they appear refers to that particular region, so if a player goes to that area at the beginning of the stage then the scripted parasite should appear around the kill that I mention.  If you go to that region after the kill streak has been raised in another region then the kill streak in which the scripted plagas appears will differ since a player has to be in the scripted plagas' area for it to spawn - unless it's already in the stage from the beginning.

Each scripted plagas that appears from a spawn point will appear randomly but it will always appear from the spawn point that I have listed.  For instance, in Ancient Ruins, the scripted Duvalias on the east side have appeared one right after the other and then at other times, they would appear far apart from each other.

I wouldn't expect a player to stand right by a spawn point and wait for a scripted plagas, but knowing their location and the type of Majini that they spawn from might help you avoid them or at least be ready for them if you think one might be scripted.


PUBLIC ASSEMBLY

-- Cephalo

Type of Majini: Female Town Majini
Location: Many spawn points
When: Throughout the stage run
Extra Notes: All of the female Majini in Public Assembly have a high chance of spawning a Cephalo when shot in the head or after performing a critical ground melee that hits the Majini's head directly.  Perform other melees besides head stun melees and perform ground melees that are not aimed directly at their head in order to reduce the risk of a Cephalo spawn from a female Majini.  Most female Majini have less life, so different melee kill setups can be used by some characters to kill them off without the possibility of activating a Cephalo spawn - such as a leg stun and Mustang Kick with Midnight Wesker instead of a headshot + Cobra Strike.

THE MINES

-- Cephalo

Type of Majini: Bowgun Town Majini
Location: Spawns from the spawn point above the 30 seconds near the combo chest in the bottom tunnel
When: Appears randomly between the 1-20 kill.

-- Cephalo

Type of Majini: Town Majini with bottle
Location: Spawns from the spawn point near the entrance to the bottom tunnel (right side)
When: Appears randomly between the 1-20 kill.

_ _ <-- tunnel entrance
* |
| |
| * <-- this spawn point

-- Cephalo

Type of Majini: Town Majini with shovel
Location: Spawns from the spawn point near the middle 60 seconds.
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Town Majini with shovel
Location: ?
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Pickaxe Town Majini
Location: Spawns from the fenced spawn point in the upper tunnel.
When: Appears as one of the final few enemies from the spawn point.

VILLAGE

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Under the overhead structure that leads to the area with the chicken and combo bonus chest.  This Majini guards this area and stands there from the beginning of the stage.
When: Stands in place under the overhead structure from the start of the stage.

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from high wall spawn point across from the south window in the lower building containting the 60 second timer.
When: Appears randomly between the 10-20 kill.

-- Cephalo

Type of Majini: Explosive Arrow Wetland Majini
Location: Spawns from the high wall spawn point near the ladder on the east side across from the combo chest (to right of the chest).  There are a total of three to four of these!
When: ?

ANCIENT RUINS

-- Cephalo

Type of Majini: Torch Wetland Majini
Location: Inside the tunnel on the east side of the ruins.  There is a 30 second time bonus along the way to him.
When: Stands in place from the start of the stage.

-- Cephalo

Type of Majini: Torch Wetland Majini
Location: Spawns from the spawn point on the southeast side of the ruins.  This spawn point is right beside the 30 second time bonus behind the wall on the southeast side of ruins.
When: Spawns immediately after the first torch Majini in the tunnel is killed.

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from the spawn point at the top of the east tunnel with the 30 second timer inside.
When: Appears around the 10-20 kill.

-- Cephalo

Type of Majini: ? (there are three scripted around the 100th combo in the east)
Location: Spawn on the east side of the Ruins.
When: Spawns around the 100th kill in a DUO game.

-- Cephalo

Type of Majini: ?
Location: Spawn from the spawn point right outside the bridge area.
When: Spawns around the 150th kill in a DUO game.

-- Duvalia

Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups
When: Stands in place from the start of the stage.

-- Duvalia (West 1)

Type of Majini: Normal Weltand Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase (facing the bottom of the west staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill.

-- Duvalia (West 2)

Type of Majini: Normal Weltand Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase (facing the bottom of the West staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

-- Duvalia (East 1)

Type of Majini: Spear Weltand Majini
Location: Hops out of the water from the spawn point below the east staircase (facing the bottom of the east staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill.

-- Duvalia (East 2)

Type of Majini: Spear Weltand Majini
Location: Hops out of the water from the spawn point below the east staircase (facing the bottom of the east staircase the spawn point is to the left).
When: Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Spawns from the high ledge spawn point in between the stairs that leads to the 90 second timer in the southwest bridge area.
When: Appears randomly between the 1-20 kill.

EXPERIMENTAL FACILITY

-- Duvalia

Type of Majini: Armored Majini (torso armor, no leg armor)
Location: Starts on first floor and moves down to bottom floor from the beginning.  He will always meet the bottom floor player.
When: Stands on first floor from the start of the stage.

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from bottom floor spawn point above the 90 second timer.
When: Appears randomly between the 1-40 kill. Can appear right at the beginning or very late (before the Licker wave).

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from spawn point across from the raised platform with the 60 second timer on the first floor.
When: Appears randomly between the 10-30 kill.

-- Duvalia

Type of Majini: Armored Base Majini (torso armor, no leg armor)
Location: Starts on the second floor near the two breakable tallk crates then move up the ladder toward the top player.
When: Stands on the second floor near the two tall crates from the start of the stage.

-- Duvalia

Type of Majini: Random Base Majini
Location: Spawns from top second floor spawn point near green herb pickup and garden.
When: Appears randomly between 1-40 kill.

MISSILE AREA

There are quite a few Majini in Missile Area that will usually spawn a Cephalo after any type of critical hit that shatters their head.  Using headshots or performing a critical ground melee to a Majini's head greatly increases the chances for a Cephalo spawn in Missile Area.  Avoid all shots to the head or melees that hit the head directly if possible.  Angle melees away from the head portion.

-- Cephalo

Type of Majini: Majini with Megaphone
Spawning Region: 90 second area
Spawn Point Facing the set of door on the high north walkway, he exits the right doorway.

-- Cephalo

Type of Majini: Cocktail Majini
Spawning Region: Chicken area
Spawn Point Spawns from ceiling spawn point above the 30 seconds in the middle area (west side/near missiles).

-- Cephalo

Type of Majini: Majini with long pipe
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point in the south office room.

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini with handaxe
Spawning Region: first floor middle area
Spawn Point Spawns from the ceiling spawn point in the storage room on the middle high walkway

-- Cephalo

Type of Majini: Majini (weaponless)
Spawning Region: middle 30 second platform/30 seconds on high south walkway
Spawn Point Spawns from the ceiling spawn point above the 30 seconds and first aid spray on the east side of the middle area.

-- Cephalo

Type of Majini: Majini with machete
Spawning Region: chicken area
Spawn Point Spawns from the ceiling spawn point above the 30 seconds on the high south walkway.

SHIP DECK

A good majority of the Majini that spawn around the 70th to the 110th kill (duo) and 120 - 150 (solo) on the west side of the boat will become Cephalos if they are not finished off with an instant kill melee or an explosion.

-- Cephalo

Type of Majini: Majini with crossbow
Location: Spawns in the west area - south crate spawn point
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Majini with spiked club
Location: Spawns in the west area - north crate spawn point
When: Appears randomly between the 70 - 100 kill.

-- Cephalo

Type of Majini: Majini with red wrench
Location: Spawns in the north area
When: ?

-- Cephalo

Type of Majini: Majini with long pipe
Location: Spawns from the crate opening in the alcove to the left of the 90 second (while facing north).
When: Appears randomly between the 130-150 kill in duo.

-- Cephalo

Type of Majini: Dynamite Majini
Location: Spawns from the crate opening in the alcove to the left of the 90 second (while facing north).
When: Appears randomly between the 130-150 kill in duo.


Majini more likely to become Cephalos in west area:

Type of Majini: Majini with red wrench
Type of Majini: Majini with spiked club (THREE of these will become Cephalos)
Type of Majini: Majini with bow gun (ONE of these will become a Cephalo, usually the first or second bow gun Majini)

Dynamite, knife, axe, pipe and molotov Majini will not become Cephalos in the west area - this ONLY goes for the west area.

PRISON

A good majority of the Majini found in Prison can spawn a Cephalo at any time randomly, no matter how they are killed.  The east side of the Prison seems to have the highest Cephalo rate.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 1-30 kill.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 1-30 kill after the first Machete Town Majini scripted Cephalo.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 30-50 kill after the second Machete Town Majini scripted Cephalo.

-- Cephalo

Type of Majini: Machete Town Majini
Location: Hops down from southeast high ledge spawn point above the second floor door that leads to a combo chest.  This is in a stairway corridor below the very top 60 seconds.  **This spawn point is connected to the ceiling spawn point next to the 30 seconds in the cell corridor, so if you're fighting in that corridor, the Majini will spawn from the ceiling spawn point instead.
When: Appears randomly between 30-50 kill after the third Machete Town Majini scripted Cephalo.

50% SCRIPTED CEPHALO LIST

All of the following Majini have a 50% chance of becoming a Cephalo.  Performing any type of critical gunshot or melee (direct head stomp) that makes the head explode will increase the chances of getting a Cephalo greatly - this action almost always guarantees the Cephalo.

PUBLIC ASSEMBLY

-- Cephalo

Type of Majini: Female Town Majini with red dress (no weapon)
Location: Stands inside the building with the two flash grenades on the east side of the middle of the east area.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Female Town Majini with green dress (no weapon)
Location: Stands inside the building with the 60 second timer inside in the middle of the area.
When: Starts in the stage from the beginning.

MISSILE AREA

-- Cephalo

Type of Majini: Normal Town Majini (no weapon)
Location: Stands near the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.

-- Cephalo

Type of Majini: Town Majini with red wrench
Location: Stands just to the south of the explosive canisters on the north end of the middle conveyor belt and will drop to the bottom floor conveyor belt from the west ledge of the middle conveyor belt while moving along the bottom conveyor belt in a duo game.
When: Starts in the stage from the beginning.

SCRIPTED CRITICALS

Scripted Critical Majini are Majini that will always give a player a critical headshot (Majini's head will explode) if they are killed with gunfire.  A single headshot will always result in a critical headshot from these type of Majini.  To avoid getting a critical headshot, kill the Majini off with a melee that does not require a headshot.

THE MINES

-- Scripted Critical Majini

Type of Majini: Cocktail Majini
Location: Hops down from the spawn point near the bottom tunnel combo chest in the south.
When: Appears randomly between 1-20 kill.

-- Scripted Critical Majini

Type of Majini: Cocktail Majini
Location: Hops down from the spawn point near the bottom tunnel combo chest in the south after the first scripted critical cocktail Majini has been killed.
When: Appears randomly between 1-20 kill.

-- Scripted Critical Majini

Type of Majini: Majini with shovel
Location: Hops down from the upper ledge spawn point near the 60 seconds in the middle in the bottom tunnel.
When: Appears randomly between 1-20 kill.


* NOTE: All Cocktail Majini and Dynamite Majini in the Mines give off a high chance for a critical headshot when shot in the head, so you're always risking a critical when one of these types are shot.

MISSILE AREA

-- Scripted Critical Majini

Type of Majini: Majini with hatchet
Location: Appears in the area near the 90 second timer.  Spawns from the third floor walkway spawn point.  Can drop off either side of that walkway - east or west side.
When: Appears randomly between 1-30 kill.


If you know of any other scripted Cephalo/Duvalia/Kipepeos in a stage then list them in this thread and I'll add them to the list and give you credit.  Feel free to correct me also.

All of these were found through solo mode while standing by particular spawn points.  I restarted multiple times to confirm each one.  Some stages have not been experimented with as much as others.  I know I'm missing some scripted Cephalos in Mines and Ship Deck.  Most likely Prison also.  Missile Area is just... a little bastard with its randomness of Cephalos.  It's hard to pinpoint a scripted Cephalo there.

I'll probably add these to my Mercs guide eventually.

- Berserker



CREDITS

Thanks to the following users for their help:

- justMatt
- Elgar/Dreamer RD (Serge)
- Seitengrate
- Andrew Evenstar
- BoBo_273
- Headminerve
- RogerRockmore
- K1NGxCARVER
- Big K
« Last Edit: September 09, 2012, 06:02:54 PM by Ae » Logged

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RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

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« Reply #1 on: December 08, 2009, 08:14:28 PM »

Damn!! Nice berserker, must have tooken u a LONG time to write all of this information down. I was really interested in the scripted cephalo's info. Thanks for posting this stuff.
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« Reply #2 on: December 08, 2009, 10:45:19 PM »

Damn!! Nice berserker, must have tooken u a LONG time to write all of this information down. I was really interested in the scripted cephalo's info. Thanks for posting this stuff.
concur wholeheartedly!
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« Reply #3 on: December 08, 2009, 11:00:54 PM »

AWESOME berserker!!

I always had problems figuring which one spawns a parasite! Thanks for this info! ^_^
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« Reply #4 on: December 08, 2009, 11:54:31 PM »

It really didn't take that long, just some careful observation for a few hours.

I was really surprised to notice some in Prison.  I bet there's more.  I didn't try out every spawn point there.  Ship Deck is even harder to take a look at since the Cephalos don't start appearing that often until about midway through.

Ex Facilities' Duvalias are completely random Base Majini every time it seems (except for the armored ones), but they always appear from the same spawn points.

Anyway, I was originally going to start writing for RE: Darkside Chronicles, but I've lost motivation for it with Alternate Edition being so close and RE5 still has my complete attention, so I'll spend time doing stuff for the forum until Alternate Edition is released next year.  I've still got something else planned.  This thread is pretty minor and a split second decision from an idea that I got yesterday while practicing type B controls in solo mode. :)
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RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #5 on: December 09, 2009, 12:14:25 AM »

ur a forum treasure berserker!
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« Reply #6 on: December 09, 2009, 10:16:17 AM »

Great post! Thanks!
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« Reply #7 on: December 09, 2009, 10:20:47 AM »

I may be wrong but ive sorta been noticing that the bald headed white male majini usually never transforms. like i said i may be wrong though, ill have to check it out.
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« Reply #8 on: December 09, 2009, 03:46:14 PM »

Great observations, didn't know most of these, thanks for posting.
Also, on village I'm sure there is one normal spear majini who spawns between 10-15 kills on the south side of the hut with combo and time bonuses who always seems to become a cephalo.
It becomes very noticeable when using the kenbio strat
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« Reply #9 on: December 10, 2009, 02:20:48 AM »

Thanks for the info, you two.  I'll be sure to check it out.

I really didn't experiment with Village that much much like I didn't with Ship Deck
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>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #10 on: December 13, 2009, 09:56:37 AM »

Ive got an idea:

sometimes with Wesker-Midnight/STARS:

Its better to hit ur opponent in the back with an cobra strike,
instead of his head..
maybe that will decrease the Cephalo rate?
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« Reply #11 on: December 13, 2009, 03:40:56 PM »

- Added "KILL METHODS THAT INCREASE RANDOM CEPHALO SPAWNINGS" section.
- Added the extra Village scripted Cephalo thanks to justMatt
- Corrected the locations of the Ancient Ruins Duvalias.

Ive got an idea:

sometimes with Wesker-Midnight/STARS:

Its better to hit ur opponent in the back with an cobra strike,
instead of his head..
maybe that will decrease the Cephalo rate?

Thanks.  I'll get a friend to experiment with that.
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My youtube page - http://www.youtube.com/user/BerserkerSTARS
>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #12 on: December 14, 2009, 02:49:59 AM »

Hey i just realized that i think you can stop that spear majini near the chicken in the village from spawning a cephalo. The player that starts on top near the time bonus and red herb can kick the trap near the bonus.
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« Reply #13 on: December 14, 2009, 04:04:17 AM »

Hey i just realized that i think you can stop that spear majini near the chicken in the village from spawning a cephalo. The player that starts on top near the time bonus and red herb can kick the trap near the bonus.

Nah, that would only kill the explosive arrow Majini below.  The scripted Cephalo Majini stands over the other spike trap that can only be activated from the bottom portion.  I don't really think the player on the bottom could sneak toward the button without alerting the scripted Cephalo.

Even if you did, that would waste too much time really.
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My youtube page - http://www.youtube.com/user/BerserkerSTARS
>> Resident Evil 5: The Mercenaries Reunion Guide - http://www.gamefaqs.com/console/ps3/file/980166/59792 <<

RE5 fiREd me then hiREd me again for part time employment.

RE5 said, "Back from the dead I see?  You know... scREw this old Mercs guide, I want a new one!  I want to fREelance you for the RE5t of the year.  Write me a new one.  Go now. Show the world what a dangerous drug I truly am.  Make me proud my boy!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #14 on: December 14, 2009, 09:04:42 AM »

Thanks for this.Now I know when to expect to fight those damn Duvalias.
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