Monday, November 22, 2010

Resident Evil 5 Mercenaries Info

[center][size=30pt][b][color=#8E7CFF][u]THE MERCENARIES[/u][/color][/b][/size][/center]

[quote][size=14pt][b][font=Verdana][color=#4E387E]Public Assembly: 08'30
The Mines: 08:00
Village: 09:00
Ancient Ruins 10:30
Experimental Facility: 09:00
Missile Area: 11:00
Ship Deck: 11:30
Prison: 10:00[/color][/font][/b][/size][/quote]

[center][size=24pt][b][color=#FFE87C]STAGE MAPS[/color][/b][/size][/center]

(these maps are all blank)

[size=16pt][b]Public Assembly[/b][/size]

[URL=http://img88.imageshack.us/i/re5public2.png/][img width=108 height=165]http://img88.imageshack.us/img88/3772/re5public2.th.png[/img][/URL]


[size=16pt][b]The Mines[/b][/size]

[URL=http://img263.imageshack.us/i/re5mines22.png/][img width=88 height=150]http://img263.imageshack.us/img263/7931/re5mines22.th.png[/img][/URL]


[size=16pt][b]Village[/b][/size]

[URL=http://img59.imageshack.us/i/re5village2.png/][img width=142 height=165]http://img59.imageshack.us/img59/7305/re5village2.th.png[/img][/URL]


[size=16pt][b]Ancient Ruins[/b][/size]

[URL=http://img59.imageshack.us/i/re5ancient2.png/][img width=128 height=165]http://img59.imageshack.us/img59/5489/re5ancient2.th.png[/img][/URL]


[size=16pt][b]Experimental Facility[/b][/size]

[URL=http://img695.imageshack.us/i/re5exfacility2.png/][img width=108 height=165]http://img695.imageshack.us/img695/9044/re5exfacility2.th.png[/img][/URL]


[size=16pt][b]Missile Area[/b][/size]

[URL=http://img717.imageshack.us/i/re5missile2.png/][img width=89 height=165]http://img717.imageshack.us/img717/9414/re5missile2.th.png[/img][/URL]


[size=16pt][b]Ship Deck[/b][/size]

[URL=http://img710.imageshack.us/i/re5deck2.png/][img width=84 height=165]http://img710.imageshack.us/img710/3875/re5deck2.th.png[/img][/URL]


[size=16pt][b]Prison[/b][/size]

[URL=http://img709.imageshack.us/i/re5prison2.png/][img width=123 height=165]http://img709.imageshack.us/img709/1594/re5prison2.th.png[/img][/URL]

[center][size=24pt][b][color=#FFE87C]Score System[/color][/b][/size][/center]

[size=14pt][b][u]Mercenaries Combo System[/u][/b][/size]

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

[size=14pt][b][u]Mercenaries Combo System with Combo Chests[/u][/b][/size]

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

[size=14pt][b][u]Bonus Point Scale[/u][/b][/size]

[i]Info for this section is by [url=http://www.biohazardmercenaries.com/forums/index.php?action=profile;u=267]Headminerve[/url][/i]

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)

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

[size=12pt][b]001-150 = 129 170[/b][/size]
-----------------

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

total : 121 340 ([color=red]-8k[/color])
-----------------

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

total : 116 440 ([color=red]-13k[/color])
-----------------

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

total : 112 540 ([color=red]-17k[/color])
-----------------

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

total : 109 690 ([color=red]-19.5k[/color])
-----------------

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 ([color=red]-21k[/color])

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

[size=12pt][b]001-150 = 129 170[/b][/size]
-----------------

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

total : 113 510 ([color=red]-16k[/color])
-----------------

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

total : 108 610 ([color=red]-20.5k[/color])
-----------------

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

total : 103 710 ([color=red]-25.5k[/color])
-----------------

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

total : 99 810 ([color=red]-29.5k[/color])
----------------

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

total : 95 910 ([color=red]-33k[/color])
----------------

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

total : 93 160 ([color=red]-36k[/color])
----------------

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

total : 90 210 ([color=red]-39k[/color])
----------------

001-060 = 39 170
001-050 = 29 170
001-040 = 20 520
total : 88 860 ([color=red]-40.5k[/color])
----------------

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

total : 87 510 ([color=red]-42k[/color])


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

[center][size=24pt][b][color=#FFE87C]Enemy Spawning Region Info[/color][/b][/size][/center]

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.

[size=14pt][b]Public Assembly[/b][/size]

[URL=http://img180.imageshack.us/i/publicassemblyspawningr.png/][img width=108 height=150]http://img180.imageshack.us/img180/717/publicassemblyspawningr.th.png[/img][/URL]

[u]Region A[/u]

- Town Majini x60

[u]Region B[/u]

- Town Majini x75

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.



[size=14pt][b]The Mines[/b][/size]

[URL=http://img534.imageshack.us/i/theminesspawningregions.png/][img width=88 height=150]http://img534.imageshack.us/img534/7934/theminesspawningregions.th.png[/img][/URL]

[u]Region A[/u]

- Town Majini x73
- Big Man Majini x2

[u]Region B[/u]

- Town Majini x57
- Big Man Majini x3

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.



[size=14pt][b]Village[/b][/size]

[URL=http://img293.imageshack.us/i/villagespawningregions2.png/][img width=142 height=150]http://img293.imageshack.us/img293/6550/villagespawningregions2.th.png[/img][/URL]

[u]Region A[/u]

- Wetland Majini x50
- Bui Kichwa x10

[u]Region B[/u]

- Wetland Majini x64
- Bui Kichwa x 16

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150+[/b]

[u]Extra Notes on Regions[/u]

- 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.



[size=14pt][b]Ancient Ruins[/b][/size]

[URL=http://img46.imageshack.us/i/ancientruinsspawningreg.png/][img width=128 height=150]http://img46.imageshack.us/img46/967/ancientruinsspawningreg.th.png[/img][/URL]

[u]Region A[/u]

- Wetland Majini x30

[u]Region B[/u]

- Wetland Majini x20

[u]Region C[/u]

- Wetland Majini x20

[u]Region D[/u]

- Wetland Majini x30

[u]Region E[/u]

- Wetland Majini x28

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.


[size=14pt][b]Experimental Facility[/b][/size]

[URL=http://img697.imageshack.us/i/experimentalfacilityspa.png/][img width=108 height=150]http://img697.imageshack.us/img697/3716/experimentalfacilityspa.th.png[/img][/URL]

[u]Region A[/u]

- Base Majini x30
- Licker Beta x30

[u]Region B[/u]

- Base Majini x30
- Licker Beta x42

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.


[size=14pt][b]Missile Area[/b][/size]

[URL=http://img41.imageshack.us/i/missileareaspawningregi.png/][img width=89 height=150]http://img41.imageshack.us/img41/4855/missileareaspawningregi.th.png[/img][/URL]

[size=7pt][i]* 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.[/i][/size]

[u]Region A[/u]

- Town Majini x20

[u]Region B[/u]

- Town Majini x20

[u]Region C[/u]

- Town Majini x20

[u]Region D[/u]

- Town Majini x30

[u]Region E[/u]

- Town Majini x25

[u]Region F[/u]

- Town Majini x20

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

-- 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.


[size=14pt][b]Ship Deck[/b][/size]

[URL=http://img717.imageshack.us/i/shipdeckspawningregions.png/][img width=84 height=150]http://img717.imageshack.us/img717/2083/shipdeckspawningregions.th.png[/img][/URL]

[u]Region A[/u]

- Town Majini x52

[u]Region B[/u]

- Town Majini x40

[u]Region C[/u]

- Town Majini x40

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.


[size=14pt][b]Prison[/b][/size]

[URL=http://img153.imageshack.us/i/prisonspawningregions3.png/][img width=123 height=150]http://img153.imageshack.us/img153/6358/prisonspawningregions3.th.png[/img][/URL]

[u]Region A[/u]

- Town Majini x122
- Big Man Majini x14

[u]Other Enemies[/u]

- 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
[b]Enemy total = 150[/b]

[u]Extra Notes on Regions[/u]

- 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.

[center][size=24pt][b][color=#FFE87C]ENEMY STAT LIST[/color][/b][/size][/center]

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. [b][size=10pt]WEAPON STATS FOR EACH CHARACTER ARE LISTED MUCH FURTHER DOWN[/size][/b] 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 [b]Damage Modifiers[/b] 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 [b]Stun Areas[/b] 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.

[i]*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[/i]

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.


[size=14pt][b][color=limegreen]Town Majini[/color][/b][/size]

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

[size=10pt][b][color=red]Male Town Majini[/color][/b][/size]

[b]HP: [color=royalblue]800[/color][/b]

[size=7pt]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[/size]

[size=10pt][b][color=red]Agitator[/color][/b][/size]

[b]HP: [color=royalblue]1400[/color][/b]

[size=7pt]9 SIG 556 shots to body
1440

8 SIG 556 shots to body + 3 knife slashes to body
1280 + 150 = 1430[/size]

[size=10pt][b][color=red]Female, Bowgun, Dynamite and Cocktail Majini[/color][/b][/size]

[b]HP: [color=royalblue]700[/color][/b]

[size=7pt]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[/size]



[size=14pt][b][color=limegreen]Wetland Majini[/color][/b][/size]

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

[size=10pt][b][color=red]Normal Wetland Majini[/color][/b][/size]

[b]HP: [color=royalblue]670 - 680[/color][/b]

[size=7pt]2 SIG 556 shots to body + 7 knife slashes to body = 670
3 SIG 556 shots to body + 5 knife slashes = 730[/size]

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

[size=7pt]1 Knife Slash + 1 Flash grenade + 1 Straight = Grounded Wetland Majini
50 + 0 + 400 = 450[/size]

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

[size=7pt]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[/size]

[size=10pt][b][color=red]Shield Majini[/color][/b][/size]

[b]HP: [color=royalblue]700[/color][/b]

[size=7pt]2 SIG 226 shots to body
700[/size]

[size=10pt][b][color=red]Explosive Arrow Majini[/color][/b][/size]

[b]HP: [color=royalblue]620 - 630[/color][/b]

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

[size=7pt]2 SIG shots to body + 6 knife slashes to body = 620
3 SIG shots to body + 3 knife slashes to body = 630[/size]

[size=10pt][b][color=red]Torch Majini[/color][/b][/size]

[b]HP: [color=royalblue]1500[/color][/b]

[size=7pt]5 M92F shots to body + 5 knife slashes to body
1250 + 250 = 1500[/size]

[size=10pt][b][color=red]Starting Normal Wetland Majini in Village[/color][/b][/size]

[b]HP: [color=royalblue]900[/color][/b]

[size=7pt]6 SIG 556 shots to body = 960
5 SIG 556 shots to body + 2 knife slashes to body = 900[/size]



[size=14pt][b][color=limegreen]Base Majini[/color][/b][/size]

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

[size=10pt][b][color=red]Normal Base Majini[/color][/b][/size]

[b]HP: [color=royalblue]800[/color][/b]

[size=7pt]4 SIG 556 shots to body + 4 knife slashes to body
640 + 200 = 840[/size]

[size=10pt][b][color=red]Rocket Launcher Majini[/color][/b][/size]

[b]HP: [color=royalblue]1000[/color][/b]

[size=7pt]2 SIG 226 shots to body + 6 knife slashes to body
700 + 300 = 1000[/size]



[size=14pt][b][color=limegreen]Chicken[/color][/b][/size]

[b]HP: [color=royalblue]1[/color][/b]

Damage Modifiers:

N/A

Stun Areas:

N/A



[size=14pt][b][color=limegreen]Executioner Majini[/color][/b][/size]

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

[size=10pt][b][color=red]Public Assembly Executioner[/color][/b][/size]

[b]HP: [color=royalblue]8000[/color][/b]

[size=7pt]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[/size]

[size=10pt][b][color=red]Prison Normal Executioner[/color][/b][/size]

[b]HP: [color=royalblue]15000[/color][/b]

[size=7pt]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[/size]


[size=10pt][b][color=red]Prison Red Executioner[/color][/b][/size]

[b]HP: [color=royalblue]20000[/color][/b]

[size=7pt]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[/size]



[size=14pt][b][color=limegreen]Chainsaw Majini[/color][/b][/size]

Damage Modifiers:

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

Stun Areas:

Head: Arm Stun Melee
Leg: Leg Stun Melee

[size=10pt][b][color=red]Red Chainsaw Majini[/color][/b][/size]

[b]HP: [color=royalblue]7000[/color][/b]

[size=7pt]M500 shot to leg + M500 shot to leg + Tiger Uppercut
6880 + 400 = 7280[/size]

[size=10pt][b][color=red]Blue Chainsaw Majini[/color][/b][/size]

[b]HP: [color=royalblue]13500[/color][/b]

[size=7pt]8 M29 shots to leg + 1 SIG 556 shot to leg

(1680*8 ) + 128 = 13568[/size]

[size=10pt][b][color=red]Blue Chainsaw Majini Berserk Status[/color][/b][/size]

[b]HP: [color=royalblue]2000[/color][/b]

[size=7pt]5 SIG P226 shots to body + Hook
1750 + 250 = 2000[/size]



[size=14pt][b][color=limegreen]Giant Majini[/color][/b][/size]

[b]HP: [color=royalblue]5,000[/color][/b]

[size=7pt]1 M500 shot to body + 4 P8 shots to body
4300 + 1200 = 5500

1 M500 shot to leg
5160[/size]

Damage Modifiers:

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

Stun Areas:

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



[size=14pt][b][color=limegreen]Big Man Majini[/color][/b][/size]

[b]HP: [color=royalblue]4,000[/color][/b]

[size=7pt]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[/size]

Damage Modifiers:

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

Stun Areas:

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



[size=14pt][b][color=limegreen]Gatling Gun Majini[/color][/b][/size]

[size=10pt][b][color=red]Yellow Gatling Gun Majini[/color][/b][/size]

[b]HP: [color=royalblue]12000[/color][/b]

[size=7pt]6 M29 shots to body
12600

2 M500 shots to body + 12 P8 shots to body
8600 + 3600 = 12200[/size]

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


[size=10pt][b][color=red]Red Gatling Gun Majini[/color][/b][/size]

[b]HP: [color=royalblue]16500 - 16900[/color][/b]

[size=7pt]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
[/size]


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


[size=14pt][b][color=limegreen]Bui Kickwa[/color][/b][/size]

[b]HP: [color=royalblue]200[/color][/b]

[size=7pt]4 knife slashes to body
200[/size]

Damage Modifiers:

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

Stun Areas:

If grappled: Partner can perform knife slash



[size=14pt][b][color=limegreen]Cephalo[/color][/b][/size]

[b]HP: [color=royalblue]2900[/color][/b]

[size=7pt]1 M29 shot to body + 5 SIG shots to body
2100 + 800 = 2900

10 SIG 556 shots = 3040[/size]

Damage Modifiers:

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

Stun Areas:

N/A



[size=14pt][b][color=limegreen]Kipepeo[/color][/b][/size]

[b]HP: [color=royalblue]1,000[/color][/b]

[size=7pt]7 SIG 556 shots to body
1120[/size]

Damage Modifiers:

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

Stun Areas:

If grappled: Partner can perform knife slash



[size=14pt][b][color=limegreen]Duvalia[/color][/b][/size]

[b]HP: [color=royalblue]7000[/color][/b]?

[size=7pt]4 M29 shots to legs
7560

1 M29 shot to leg + 1 M29 shot to mouth
1890 + 3150 = 5040[/size]

Damage Modifiers:

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

Stun Areas:

Legs: reveals mouth weak point



[size=14pt][b][color=limegreen]Licker Beta[/color][/b][/size]

[b]HP: [color=royalblue]900[/color][/b]

[size=7pt]2 SIG P226 shots to body + 4 knife slashes
700 + 200 = 900

2 Samurai Edge shots to body + 2 knife slashes
800 + 100 = 900[/size]


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


[size=14pt][b][color=limegreen]Reaper[/color][/b][/size]

[b]HP: [color=royalblue]1300[/color][/b]?

[size=7pt]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[/size]

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


[center][size=24pt][b][color=#FFE87C]CHARACTER STAT LIST[/color][/b][/size][/center]

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.

[center][size=20pt][color=royalblue][u]Chris (BSAA)[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Chris (Safari)[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Chris (S.T.A.R.S.)[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Sheva (BSAA)[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Sheva (Clubbin')[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Sheva (Tribal)[/u][/color][/size][/center]

-- 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


[center][size=20pt][color=royalblue][u]Jill (BSAA)[/u][/color][/size][/center]


-- 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


[center][size=20pt][color=royalblue][u]Jill (Battle Suit)[/u][/color][/size][/center]


-- 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


[center][size=20pt][color=royalblue][u]Wesker (Midnight)[/u][/color][/size][/center]


-- 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


[center][size=20pt][color=royalblue][u]Wesker (S.T.A.R.S.)[/u][/color][/size][/center]

-- 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



[center][size=24pt][b][color=#FFE87C]SCRIPTED PLAGAS/CRITICALS LIST[/color][/b][/size][/center]


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.


[size=14pt][b][color=limegreen]PLAGAS LOCATIONS[/color][/b][/size]

[size=10pt][b]Cephalos are found on the following stages:[/b][/size]

Public Assembly
Mines
Village
Ancient Ruins
Missile Area
Ship Deck
Prison

[size=10pt][b]Duvalias are found on the following stages:[/b][/size]

Ancient Ruins
Experimental Facility

[size=10pt][b]Kipepeos are found on the following stages:[/b][/size]

Village


[size=14pt][b][color=limegreen]KILL METHODS TO CANCEL SCRIPTED PLAGAS[/color][/b][/size]

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

[size=10pt][b][u]Cephalos[/u][/b][/size]

[color=royalblue]Melee Kill without Cephalo spawn:[/color]
- Instant kill melee
- Nitrogen round + melee

[color=royalblue]Normal Kill without Cephalo spawn:[/color]
- 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)

[size=10pt][b][u]Duvalias[/u][/b][/size]

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

[color=royalblue]Normal Kill without Duvalia spawn:[/color]
- Direct hit with hand grenade or proximity bombo
- Hit Majini with a rotten egg
- Dynamite or explosive arrow explosion from other Majini
- [i]*[/i] 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)

[i]* Majini's head will explode.[/i]

[size=10pt][b][u]Kipepeos[/u][/b][/size]

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

[color=royalblue]Normal Kill without Kipepeo spawn:[/color]
- 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)


[size=14pt][b][color=limegreen]KILL METHODS THAT INCREASE RANDOM CEPHALO SPAWNINGS[/color][/b][/size]

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.


[size=14pt][b][color=limegreen]SCRIPTED CEPHALO/DUVALIA LIST[/color][/b][/size]

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.


[size=12pt][b][color=red][u]PUBLIC ASSEMBLY[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Female Town Majini
[color=royalblue]Location:[/color] Many spawn points
[color=royalblue]When:[/color] Throughout the stage run
[color=royalblue]Extra Notes:[/color] 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.

[size=12pt][b][color=red][u]THE MINES[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Town Majini with shovel
[color=royalblue]Location:[/color] ?
[color=royalblue]When:[/color] Appears randomly between the 70 - 100 kill.

[size=10pt]-- Cephalo[/size]

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

[size=12pt][b][color=red][u]VILLAGE[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Spear Wetland Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Stands in place under the overhead structure from the start of the stage.

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Explosive Arrow Wetland Majini
[color=royalblue]Location:[/color] 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!
[color=royalblue]When:[/color] ?

[size=12pt][b][color=red][u]ANCIENT RUINS[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Torch Wetland Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Spawns immediately after the first torch Majini in the tunnel is killed.

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Duvalia[/size]

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

[size=10pt]-- Duvalia (West 1)[/size]

[color=royalblue]Type of Majini:[/color] Normal Weltand Majini with no weapon
[color=royalblue]Location:[/color] 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).
[color=royalblue]When:[/color] Appears randomly between the 1-20 kill.

[size=10pt]-- Duvalia (West 2)[/size]

[color=royalblue]Type of Majini:[/color] Normal Weltand Majini with no weapon
[color=royalblue]Location:[/color] 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).
[color=royalblue]When:[/color] Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

[size=10pt]-- Duvalia (East 1)[/size]

[color=royalblue]Type of Majini:[/color] Spear Weltand Majini
[color=royalblue]Location:[/color] 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).
[color=royalblue]When:[/color] Appears randomly between the 1-20 kill.

[size=10pt]-- Duvalia (East 2)[/size]

[color=royalblue]Type of Majini:[/color] Spear Weltand Majini
[color=royalblue]Location:[/color] 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).
[color=royalblue]When:[/color] Appears randomly between the 1-20 kill sometimes after the first scripted Duvalia from this region has spawned.

[size=10pt]-- Duvalia[/size]

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

[size=12pt][b][color=red][u]EXPERIMENTAL FACILITY[/u][/color][/b][/size]

[size=10pt]-- Duvalia[/size]

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

[size=10pt]-- Duvalia[/size]

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

[size=10pt]-- Duvalia[/size]

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

[size=10pt]-- Duvalia[/size]

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

[size=10pt]-- Duvalia[/size]

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

[size=12pt][b][color=red][u]MISSILE AREA[/u][/color][/b][/size]

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.

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=12pt][b][color=red][u]SHIP DECK[/u][/color][/b][/size]

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.

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Majini with red wrench
[color=royalblue]Location:[/color] Spawns in the north area
[color=royalblue]When:[/color] ?

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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


[size=10pt][b]Majini more likely to become Cephalos in west area:[/b][/size]

[color=royalblue]Type of Majini:[/color] Majini with red wrench
[color=royalblue]Type of Majini:[/color] Majini with spiked club (THREE of these will become Cephalos)
[color=royalblue]Type of Majini:[/color] 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.

[size=12pt][b][color=red][u]PRISON[/u][/color][/b][/size]

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.

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Machete Town Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 1-30 kill.

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Machete Town Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 1-30 kill after the first Machete Town Majini scripted Cephalo.

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Machete Town Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 30-50 kill after the second Machete Town Majini scripted Cephalo.

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Machete Town Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 30-50 kill after the third Machete Town Majini scripted Cephalo.

[size=14pt][b][color=limegreen]50% SCRIPTED CEPHALO LIST[/color][/b][/size]

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.

[size=12pt][b][color=red][u]PUBLIC ASSEMBLY[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

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

[size=10pt]-- Cephalo[/size]

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

[size=12pt][b][color=red][u]MISSILE AREA[/u][/color][/b][/size]

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Normal Town Majini (no weapon)
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Starts in the stage from the beginning.

[size=10pt]-- Cephalo[/size]

[color=royalblue]Type of Majini:[/color] Town Majini with red wrench
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Starts in the stage from the beginning.

[size=14pt][b][color=limegreen]SCRIPTED CRITICALS[/color][/b][/size]

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.

[size=12pt][b][color=red][u]THE MINES[/u][/color][/b][/size]

[size=10pt]-- Scripted Critical Majini[/size]

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

[size=10pt]-- Scripted Critical Majini[/size]

[color=royalblue]Type of Majini:[/color] Cocktail Majini
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 1-20 kill.

[size=10pt]-- Scripted Critical Majini[/size]

[color=royalblue]Type of Majini:[/color] Majini with shovel
[color=royalblue]Location:[/color] Hops down from the upper ledge spawn point near the 60 seconds in the middle in the bottom tunnel.
[color=royalblue]When:[/color] 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.

[size=12pt][b][color=red][u]MISSILE AREA[/u][/color][/b][/size]

[size=10pt]-- Scripted Critical Majini[/size]

[color=royalblue]Type of Majini:[/color] Majini with hatchet
[color=royalblue]Location:[/color] 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.
[color=royalblue]When:[/color] Appears randomly between 1-30 kill.


[i]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[/i]


[size=14pt][b][color=limegreen]CREDITS[/color][/b][/size]

Thanks to the following users for their help:

- justMatt
- Elgar/Dreamer RD (Serge)
- Seitengrate
- Andrew Evenstar
- BoBo_273
- Headminerve
- RogerRockmore
- K1NGxCARVER
- Big K

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