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Author Topic: The Mercenaries Information Thread  (Read 20979 times)
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Brawnysilverfox
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« Reply #150 on: October 29, 2010, 04:21:26 PM »

Ah i thought shooting the legs meant the big guy would take LESS damage. Thats usually the case with other enemies isn't it?!
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« Reply #151 on: October 30, 2010, 12:55:44 AM »

Yes it is. It seems that the Giant Majini is the only exception to that rule. Then again, he doesn't take any damage to the head so it would seem appropriate to increase the modifier on the legs.
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« Reply #152 on: November 30, 2010, 06:33:11 AM »

Quote
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


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.
« Last Edit: November 30, 2010, 09:32:47 AM by sp33dd34m0n » Logged


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« Reply #153 on: November 30, 2010, 11:06:21 PM »

that's very helpful info speed ! r/hand bottle scripted  !
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« Reply #154 on: December 01, 2010, 04:33:13 AM »

Quote
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


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini
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« Reply #155 on: December 02, 2010, 06:48:27 AM »

Good info!  Especially about The Mines scripted bottle Majini.

I'll get back to this stuff eventually.  Just not sure when.
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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!"

I said, "I shall give you a REbirth, RE5... just you wait!  I'll make them understand..."
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« Reply #156 on: December 02, 2010, 06:58:06 AM »

Quote
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


Me and Eileen tried some stuff with the giant majini.
Actually 4 shots with the Rifle of Sheva BSAA or Jill BS to the legs should kill him. But you need 6 shots with sheva and 8 with Jill what would be...  more than 10K HP. Strange...
We wonder if the information in Capcoms gaming guide about the power of the weapons is correct in that case.

Its strange in general with the giant majini. Coz 1magbullet with midnight plus 3 legshots with the pistol would be:
5380 damage. You need to dash him after that to kill him.

Another calculation that could prove that 5000 isnt correct would be BSAA Jills MG.
120 damage +20% =144
5000HP / 144 = 35 Bullets to the leg to kill him.
But you need more than or 60

With Clubbin Sheva you need 5 Rifleshots to the legs what would be 10K damage
With Tribal Sheva you need 5 shot with the Longbow = 7500
With Wesker STARS it takes 17-18 HG Bullets to leg = 8640
And something funny:
http://www.biohazardmercenaries.com/forums/index.php?topic=4093.msg77670#new

We are a bit confused to be honest about giant majini.
Actually we begin to think that he reacts different depending on the weapon.
---------

-We noticed that the Information for Weskers dash is missing.
150 damage.
---------
For the scripted cephalos at TM to make it easyer:
Majinis with a bottle in the left hand are normal Majinis
Bottle in the right hand are scripted cephalos.

Giant Majinis have weapon damage modifiers:
- Shotguns & Rifles: - 70%
- Magnums: -20%
- All other weapons: - 50%

Saw this on Absolute Steve Guide

And the dash power seems to variate between 150-200, it depends on where you hit the majini


I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
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« Reply #157 on: December 02, 2010, 12:27:56 PM »

I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
I think that perhaps the dash hits the legs of the majini almost all times, that could be the reason they don't die with 4 dashes.
Or simply it does have a modifier on the Bui Kichwa.
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« Reply #158 on: December 02, 2010, 12:48:18 PM »

I didnt see that. Thanks. But the info about the magnum cant be correct.
Its just copied from capcoms gaming guide and is for story mode.
I would say: Magnum = Normal damage.

About the dash... A Bui Kichwa has 200 health. A dash kills it. So it makes 200 damage on it but for normal town majinis 4 dashes doesnt kill them what also could mean that there is a damage modifier on Bui Kichwa - I know, sounds pretty funny. So, yeah I agree 150-200 damage for the dash.
Btw. The info about the bottle majini at TM is from JK and Roxus - its not my discovery.
I think that perhaps the dash hits the legs of the majini almost all times, that could be the reason they don't die with 4 dashes.
Or simply it does have a modifier on the Bui Kichwa.

The only way that town majini die in four dashes is that the first dash has to hit them head on. Then the other three dashes hit accordingly.
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« Reply #159 on: December 16, 2010, 07:33:56 AM »

Missile Area Spawning Region Activation

This info lists the spawn points that are activated per region.  The only way to stand in Region B by itself is through the south catwalk.  With Region F, you can stand on the first floor of the 90 second area to be only in that region.

Use the spawning region map to help pinpoint regions:



North Spawning Region (90 second area)
REGION F

Activated Spawn Points:
- Both north walkway door spawn points
- Doorway spawn point on top wall above conveyor belt ladder
- Door spawn point with walkway above north end of top catwalk
- Storage room ceiling spawn point

Top Catwalk North Region
REGION A

Activated Spawn Points:
- Storage room ceiling spawn point
- Control room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)

Top Catwalk South Region
REGION B

Activated Spawn Points:
- Storage room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)
- Ceiling spawn point above 30 seconds on east side of south catwalk

Middle Upper Region
REGION E

Activated Spawn Points:
- Storage room ceiling spawn point
- Doorway spawn point on top wall above conveyor belt ladder
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)

Middle Lower Region
REGION D

Activated Spawn Points:
- Storage room ceiling spawn point
- Middle west ceiling spawn point (near missiles above 30 seconds)
- Middle east ceiling spawn point (above 30 seconds near explosive barrel)
- Ceiling spawn point above 30 seconds on east side of south catwalk

South Spawning Region
REGION C

Activated Spawn Points:
- Control room ceiling spawn point
- Doorway spawn point above west portion of the south catwalk
- Ceiling spawn point above 30 seconds on east side of south catwalk
- Middle west ceiling spawn point (near missiles above 30 seconds)


I've also basically found out the FULL boundaries per region now.  What you see in that map is not entirely true.  Like HeadMinerve said once, some of the boundaries extend further (like D) and some can only be activated while on a certain floor.  I'll list out all that stuff later.  It would take a lot of zigzag lines to show it in a map. =P

I absolutely love how complex Missile Area is compared to other stages! xD
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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 #160 on: December 16, 2010, 01:35:49 PM »

Berserker loves detail and intricasy  .  i love that !
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« Reply #161 on: December 20, 2010, 08:44:53 PM »

I went back over all the MA region listings.  A few of them were off and some of them were not all that well explained.

The most interesting is one that HeadMinerve pointed out to me way back in this thread.  Region C has a small strip to the south of the 30 seconds near the first aid spray and explosive barrel where a player can stand to make enemies spawn.  To me, it's not a reliable place to stand though since it won't immediately activate Region C enemies.

Here's all the MA region listings redone: (Regions A, C, E, and F have added descrptions)




-- 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 all of the middle walkway in the north.

Unlike the map shows, Region A covers all of the Region B area along the middle walkway - a player cannot stand in Region B without standing in Region A while on the middle walkway.

-- 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.

My Region C north boundary doesn't stretch far enough.  There is a strip of the floor behind the stack of crates to the south of the 30 second timer on the east side of the middle area where a player can stand and still be in Region C.  This portion of the Region C doesn't seem to respond that well to a player stepping into though.  With Chris, I literally have to make sweet love to the south railing to get Region C enemies to spawn - literally having to move up and down the railing with him to get them to activate.

-- 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 E DOES NOT cover any portion of the bottom floor in the north area.

Region E DOES NOT cover any of the Region D area surrounding the 30 seconds near the first aid spray and explosive barrel.  Basically, the moment you step on either staircase leading down to the 30 second timer near the first aid spray and explosive barrel, you are only in Region D.

-- Region F (purple)

Region F covers the entire 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 portion 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 while standin on any portion of that walkway.

When a player stands on the bottom floor that player is only standing in Region F at that time.  It does not intersect with any other region until you move up to a higher floor.  While moving up the stairs to the combo chest and while moving along the platform with the combo chest, a player is still ONLY in Region F.  The moment a player steps onto the north portion of the conveyor belt, Region F and E intersect.

Region F intersects with Region E in two places:

1) While standing on the walkways that are suspened over the bottom floor conveyor belt.
2) While standing on the north portion of the middle conveyor belt.
« Last Edit: December 20, 2010, 09:42:40 PM by Berserker » Logged

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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 #162 on: December 21, 2010, 09:18:23 AM »

There are 3 1/2 Scripted crits on the North side. They spawn between 10-60 and have an axe. They spawn where the first gunner spawns. The 4th one is strange because if u mustangkick him, his head explodes. If u perform a Windfall from headside its a cephalo. If you dont see where the axe-guys spawned you will end up doing a mustangkick against a scripted cephalo if he spawned from the little room on top.

The easyest scripted cephalo to identify from the office is the pole-guy. Sometimes he spawns right at the beginning, sometimes later. He will ignore you until he ran into the center and ran in a circle before he attacks you.

Also I noticed for dynamite guys that spawn from the little roome with the 60s timer have a very high chance of cephalo spawn if u knee-cannon them right after they have thrown the dynamite. The Dynamite gys that span where the first gunner spawns usually have a very low cephalo rate.
« Last Edit: December 21, 2010, 09:22:18 AM by sp33dd34m0n » Logged


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« Reply #163 on: December 23, 2010, 06:42:46 AM »

If the dash does 150-200 damage then is it possible to melee the Reaper after an explosion(Grenade, Proximity bomb etc)

Jill BS can kill it with 1 VZ bullet after the explosion. If you just dash through him too you are invincible to any big pappa hugs xD
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« Reply #164 on: December 23, 2010, 08:43:54 PM »

This info lists the spawn points that are activated per region.

Public Assembly Spawning Region Activation



North Spawning Region
REGION A

Activated Spawn Points:
- Northeast fence (near shack)
- Northwest gate (near waterway ladder)
- East fence in marketplace area
- West fence near building and 60 seconds

South Spawning Region
REGION B

Activated Spawn Points:
- West fence near building and 60 seconds
- West fence near 30 seconds
- West fence on hill (1st Executioner)
- East fence behind execution platform (2nd Executioner)
- Southeast fence above car near south building
- Southeast fence near south building


The Mines Spawning Region Activation



North Spawning Region
REGION A

Activated Spawn Points:
- Fence in the top tunnel
- Overhead ledge in middle of top tunnel
- Opening in wall above east high platform (3rd Reaper)
- Opening in wall above west high platform (90 seconds)
- Ceiling of dead end tunnel with 60 seconds
- Opening on west side of long tunnel in middle

South Spawning Region
REGION B

Activated Spawn Points:
- Opening on east side of long tunnel in middle (2nd Reaper)
- Ledge above middle 60 seconds
- Ledge above 30 seconds and combo chest
- Ledge above south starting point (1st Reaper)
- Fence behind south starting point


Village Spawning Region Activation



North Spawning Region
REGION A

Activated Spawn Points:
- Top floor hut ledge
- Ledge in northwest tunnel (60 seconds)
- Wall spawn point on east hill
- Ledge above alcove on bottom floor of north hut (30 seconds)
- Wall spawn point behind east walkways (1st Giant Majini)

South Spawning Region
REGION B

Activated Spawn Points:
- South gate entrance to Village
- Ledge above alcove of west building
- Wall spawn point behind south hut (near 60 seconds)
- Wall spawn point behind east walkways (1st Giant Majini)
- Wall spawn point on east hill
- Ledge above alcove on bottom floor of north hut (30 seconds)
- Top floor hut ledge


Ancient Ruins Spawning Region Activation



Southwest Spawning Region
REGION A

Activated Spawn Points:
- High ledge above path to combo chest in chicken area
- North water spawn point near walkway in chicken area
- South water spawn point near walkway in chicken area
- Water spawn point outside chicken area

South Spawning Region
REGION B

Activated Spawn Points:
- Ledge to the right of bottom starting point
- East ledge above stairway to top floor walkway
- Water spawn point outside chicken area
- North water spawn point near walkway in chicken area
- South water spawn point near walkway in chicken area
- High ledge above path to combo chest in chicken area

Southeast Spawning Region
REGION C

Activated Spawn Points:
- East ledge above 60 seconds and two flash grenades
- Ledge in the middle of east tunnel
- East ledge above stairway to top floor walkway
- Ledge to the right of bottom starting point

Northwest Spawning Region
REGION D

Activated Spawn Points:
- West side water spawn point south of stairway
- West side water spawn point north of stairway
- West ledge above walkway across from water spawn points
- Ledge along wall of north walkway near 90 second area

North Spawning Region
REGION E

Activated Spawn Points:
- West side water spawn point south of stairway
- West side water spawn point north of stairway
- East side water spawn point near stairway
- Ledge along east walkway
- East side top ledge near 60 seconds in corner
- Ledge along wall of north walkway near 90 second area


Ship Deck Spawning Region Activation



North Spawning Region
REGION C

Activated Spawn Points:
- Crate on the north side of the tower (chicken area)
- Crate near the tunnel by the 90 seconds
- Crate in the alcove to the west of the 90 seconds
- Middle opening in the overhead crane
- Stacked crate across from the east path leading to the north area

West Spawning Region
REGION A

Activated Spawn Points:
- Crate on south side of grenade launcher area
- Crate on north side of grenade launcher area
- Crate behind gate with stairway leading to crane tower
- Crate near the tunnel by the 90 seconds
- Middle opening in the overhead crane

East Spawning Region
REGION B

Activated Spawn Points:
- Stacked crate near staircase by southeast starting point
- Stacked crate on other side of the crate listed above
- Stacked crate across from the second crate listed above
- Stacked crate across from the east path leading to the north area
- Middle opening in the overhead crane




Ancient Ruins Plagas

This is all fully redone when compared to my original post.  I think this is ALL of them.  Here is the region map which helps to find them greatly.  Just stand in the right region and look toward the spawn point and they will appear eventually.

* This list doesn't include Torch Majini yet.




Region A

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops down from ledge below the stairs leading to the 90 seconds. This is the only normal Wetland Majini that falls from this spawn point.
Region: Spawns while a player is in the southwest region (Region A)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of water spawn point right outside of the southwest 90 second area.  This Majini has more health than other Wetland Majini.
Region: Spawns while a player is in the southwest region (Region A)


Region B

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out from ledge spawn point above the east staircase.
Region: Spawns while a player is in the south region (Region B)


Region C

-- Duvalia

Type of Majini: Explosive Arrow Wetland Majini
Location: Below the staircase that leads to the 90 seconds and two flash grenade pickups.  This Majini is already in the stage from the beginning.
Region: Stands in southeast region (Region C)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Spawns from the ledge spawn point at the top of the east tunnel with the 30 second timer inside.  The ledge is up above the corner of the tunnel closest to the 30 seconds.
Region: Spawns while a player is in the southeast region (Region C)


Region D

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of the water spawn point right near the 30 seconds on the west side - to the north of the bottom of the stairs.
Region: Spawns while a player is in the northwest region (Region D)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops out of the water spawn point right near the 30 seconds on the west side - to the north of the bottom of the stairs.
Region: Spawns while a player is in the northwest region (Region D)


Region E

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase near the 30 second timer.
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Normal Wetland Majini with no weapon
Location: Hops out of the water from the spawn point below the west staircase near the 30 second timer.
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Spear Wetland Majini
Location: Hops out of the water from the spawn point below the east staircase near the tunnel with the 30 seconds (facing the bottom of the east staircase the spawn point is to the left).
Region: Spawns while a player is in the northeast region (Region E)

-- Duvalia

Type of Majini: Spear Wetland Majini
Location: Hops out of the water from the spawn point below the east staircase near the tunnel with the 30 seconds (facing the bottom of the east staircase the spawn point is to the left).
Region: Spawns while a player is in the northeast region (Region E)

-- Cephalo

Type of Majini: Spear Wetland Majini
Location: Hops off of the ledge spawn point near the 90 second area in the northwest (in Region D)
Region: Spawns while a player is in the northeast region (Region E)

-- Cephalo

Type of Majini: Normal Wetland Majini with no weapon
Location: Spawns from the ledge spawn point at the top of the east tunnel with the 30 second timer inside.  The ledge is up above the corner of the tunnel closest to the 30 seconds.
Region: Spawns while a player is in the northeast region (Region E)




I think I am missing a few spawn point activations for AR and possibly once Cephalo in Region E.  Region E is the hardest to figure.

I'll add all of this info to the first post eventually.

And also, thanks for the extra info speed and Roger! :)
Logged

---
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