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Mercenaries Guide

by Berserker

- - - - - - - - - - - -  R E S I D E N T  E V I L  6  - - - - - - - - - - - - -

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                            |_   _|| |__    ___ 
                              | |  | '_ \  / _ \
                              | |  | | | ||  __/
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         __  __                                            _            
        |  \/  |  ___  _ __  ___  ___  _ __    __ _  _ __ (_)  ___  ___ 
        | |\/| | / _ \| '__|/ __|/ _ \| '_ \  / _` || '__|| | / _ \/ __|
        | |  | ||  __/| |  | (__|  __/| | | || (_| || |   | ||  __/\__ \
        |_|  |_| \___||_|   \___|\___||_| |_| \__,_||_|   |_| \___||___/

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

                                 G U I D E

                           Authored by: Berserker

                                Version: 1.10
                           Last update: 12/13/12

                                   - - -

                                  My site:
                       www.berserkersblog.blogspot.com

                           Visit my youtube page:
                       www.youtube.com/BerserkerSTARS
                    (Now posting RE6 Mercenaries videos)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

=-=-=-=-=-=-=-=-=-=- - T A B L E  O F  C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=

--    Press Ctrl + F and type in the code listed beside each section for     --
-                   quicker navigation through the guide                      -
---                                                                         ---

   Section I:  Introduction  . . . . . . . . . . . . . . . . . . . . . . [IN00]

  Section II:  Basics  . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]

  -- Mercenaries System Basics . . . . . . . . . . . . . . . . . . . . . [BS01]
  -- Mercenaries Gameplay Basics . . . . . . . . . . . . . . . . . . . . [BS02]
  -- Mercenaries Melee Basics  . . . . . . . . . . . . . . . . . . . . . [BS03]
  -- Mercenaries Skills  . . . . . . . . . . . . . . . . . . . . . . . . [BS04]
  -- Mercenaries Unlockables . . . . . . . . . . . . . . . . . . . . . . [BS05]

 Section III:  Advanced Basics . . . . . . . . . . . . . . . . . . . . . [AB00]

  Section IV:  Characters  . . . . . . . . . . . . . . . . . . . . . . . [CH00]

  -- Leon S. Kennedy . . . . . . . . . . . . . . . . . . . . . . . . . . [CH01]
  -- Chris Redfield  . . . . . . . . . . . . . . . . . . . . . . . . . . [CH02]
  -- Jake Muller . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH03]
  -- Helena Harper . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH04]
  -- Piers Nivans  . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH05]
  -- Sherry Birkin . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH06]
  -- Ada Wong  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH07]
  -- Carla Radames . . . . . . . . . . . . . . . . . . . . . . . . . . . [CH08]

   Section V:  Stages  . . . . . . . . . . . . . . . . . . . . . . . . . [ST00]

  -- Urban Chaos . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST01]
  -- Steel Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST02]
  -- Mining the Depths . . . . . . . . . . . . . . . . . . . . . . . . . [ST03]
  -- Rail Yard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST04]
  -- High Seas Fortress. . . . . . . . . . . . . . . . . . . . . . . . . [ST05]
  -- Catacombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST06]
  -- Requiem for War . . . . . . . . . . . . . . . . . . . . . . . . . . [ST07]
  -- Liquid Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . [ST08]

  Section VI: Enemies  . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]

 Section VII: Medals & Titles  . . . . . . . . . . . . . . . . . . . . . [MT00]

Section VIII: Everything Else  . . . . . . . . . . . . . . . . . . . . . [EE00]

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

S E C T I O N  I                                                         [IN00]
- - - - - - - - -                                             - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ |   I N T R O D U C T I O N   | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

Resident Evil 5 started my interest in writing out highly detailed information 
for The Mercenaries minigame included with it.  This guide continues that love 
for the minigame that I've had for the past few years.  It's so much fun to 
pick apart a Mercenaries mode in Resident Evil and I love every minute of it!  
Hopefully this guide will show that.

In this guide, you will find your standard information taken from the Official 
Resident Evil 6 strategy guide since that is way too conveniently available to 
me.  I'll also present details to you that you will not find in the official 
guide eventually. If I can't find it in the official guide, you better believe, 
I WILL figure it out by myself no matter how long it takes me or how much work 
it takes.  Once this FAQ is complete, it will be your ultimate source for RE6 
Mercenaries information.

Unlike my Resident Evil 5 Mercenaries guide, my Resident Evil 6 Mercenaries 
guide will remain completely separate from the main guide.  In this guide, you 
will not find the usual "please see the blahblahblah section of my full guide" 
like in my Resident Evil 5 Mercenaries guide.  Oh no... I'll put all that info 
in this guide if I think you'll need it.  I intend for this guide to appeal to 
casual and hardcore Mercs players.  If you need an S-rank, I'll help you out.  
If you want to know which creature spawns from a certain spawn point at a 
certain combo, I'll find it for you eventually!

I'll go into more depth with this guide as I play Mercenaries.  Please keep in 
mind that I will be working on a full RE6 guide for the next month or so and I 
won't be just sitting and playing Mercenaries in my spare time to figure out 
stuff for it.  I'll do that after my RE6 guide is finished, but I will try to 
figure out information for Mercenaries in between.  If you visit my youtube 
page, you will find my latest runs in RE6 Mercenaries if you are interested.  
I'll continue to post up more videos and make some video guides for Mercs 
eventually.

- - - - - - - - - - - - -   M O T I V A T E   M E   - - - - - - - - - - - - - -
If you find this walkthrough helpful, give me a recommend by clicking the 
middle link on the blue bar above this guide on GameFAQs and/or give me a 
subscription on youtube!  I'd really appreciate it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \



S E C T I O N  II                                                        [BS00]
- - - - - - - - -                                             - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ |     | _ B A S I C S _ |     | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

                               ________________________________________________
______________________________/ M E R C E N A R I E S  S Y S T E M  B A S I C S
-------------------------------------------------------------------------------
                                                                         [BS01]
====================
Mercenaries Overview
====================

The Mercenaries is an extra mode that may be played from the "Extra Features" 
menu of Resident Evil 6.  Mercenaries is playable from the start after 
completing the Prelude, but only the Urban Chaos stage may be played.  The two 
other stages must be unlocked by completing Chris' and Jake's scenarios in 
campaign mode.  Mercenaries is a survival mode where a player can choose a 
stage and a character with a limited weapon set and fight against a survival 
stage of 150 enemies to achieve a high score through killing enemies, chaining 
kills and building time off of melee kills.

The Mercenaries may be played in single player (solo) or with two players 
(duo). Scores that a player earns are uploaded to the leaderboard for each 
stage in both modes of play.

Mercenaries Unlockables in campaign mode:

Steel Beast stage       - Complete Chris' campaign scenario
Mining the Depths stage - Complete Jake's campaign scenario
Ada Wong character      - Complete Ada's campaign scenario

==============================
RE6 Mercenaries Ranking System
==============================

Players will receive a letter rank at the end of each Mercenaries run that 
shows how well they did.  The score needed to achieve a certain rank differs 
per Mercenaries mode.  Collecting Combo Bonus items, maintaining the combo, 
getting a secret boss to spawn, saving the secret boss until the latest 
possible kill in the combo and finishing a run with leftover time all influence 
the final score.

.-------------------------------------------------------.
| Rank | Solo Score Requirement | Duo Score Requirement |
|=======================================================|
| E    |      0 - 39999         |      0 - 59999        |
| D    |  40000 - 59999         |  60000 - 89999        |
| C    |  60000 - 79999         |  90000 - 119999       |
| B    |  80000 - 99999         | 120000 - 179999       |
| A    | 100000 - 139999        | 180000 - 219000       |
| S    | 140000+                | 220000+               |
'-------------------------------------------------------'

===================================
RE6 Mercenaries Enemy Point Amounts
===================================

The following table shows how much each enemy type of worth.  Once an enemy is 
killed, its point amount will be automatically added to the total score on the 
left side of the screen.  These point amounts are the points received from the 
actual enemy kill.

.--------------------------------------.
| Enemy Type            | Point Amount |
|======================================|
| Zombie Dog            | 100          |
| Zombie                | 300          |
| J'avo                 | 300          |
| J'avo with 1 Mutation | 500          |
| Bloodshot             | 600          |
| Shrieker              | 800          |
| Whopper               | 1000         |
| Napad                 | 1500         |
| Strelats              | 1500         |
| Gnezdo                | 3000         |
'--------------------------------------'

==================================
RE6 Mercenaries Combo Bonus System
==================================

The following table shows the bonus points that are awarded for chaining kills 
in each Mercenaries stage.  Starting at the second kill, the current kill is 
displayed on the upper right hand side of the screen in blue text.  Once the 
current kill number appears, a player has fifteen seconds in between each kill 
to chain another kill and keep the combo going.  Once the current kill number 
starts to blink, the current combo is about to cancel, so make a kill quickly 
in order to chain the combo!  A player only has four more seconds to chain the 
next kill once the current kill number starts to blink.

IMPORTANT:  You only have 15 seconds after a kill to make another kill for it 
to count as a combo (under normal circumstances).  For the first 11 seconds the 
combo kill count number is solid, but shaky (like "006 combo").  For the final 
4 seconds the combo kill count number is blinking and then disappears 
completely.

For the highest possible score, it is crucial to keep the kill chain going.  
One broken combo will have a dramatic effect on the score in RE6 Mercenaries 
since it is double the point value of RE5 Mercenaries Reunion's combo system.

.----------------------------------------------------.
| Kill Range | Normal Enemy Bonus | Boss Enemy Bonus |
|====================================================|
| 01         |  +0                |  +0              |
| 02         |  +40               |  +750            |
| 03         |  +100              |  +1500           |
| 04         |  +200              |  +2250           |
| 05         |  +400              |  +3000           |
| 06         |  +500              |  +3750           |
| 07         |  +600              |  +4500           |
| 08         |  +700              |  +5250           |
| 09         |  +800              |  +6000           |
| 10-19      |  +1000             |  +6750           |
| 20-29      |  +1200             |  +7500           |
| 30-39      |  +1400             |  +8250           |
| 40-49      |  +1700             |  +9000           |
| 50-59      |  +2000             |  +10500          |
| 60-69      |  +2400             |  +12000          |
| 70-79      |  +2800             |  +15000          |
| 80-89      |  +3400             |  +18000          |
| 90-99      |  +4000             |  +22500          |
| 100-109    |  +6000             |  +30000          |
| 110-119    |  +8000             |  +45000          |
| 120-129    | +12000             |  +60000          |
| 130-139    | +20000             |  +75000          |
| 140-149    | +30000             |  +90000          |
| 150        | +60000             |  +150000         |
'----------------------------------------------------'

Just look at how high the combo bonus points are after 100 combo!  Notice how 
boss bonuses increase as the kill number increases.  Since a boss is worth far 
more later in the combo, once a boss has spawned, that boss should be saved 
until the latest possible kill number and killed at that time to receive the 
maximum bonus point amount for finishing him.

IMPORTANT: For the highest possible score the boss should be the final enemy 
killed!

==================================================
RE6 Mercenaries Combo System (Full Standard Combo)
==================================================

This table shows the FULL standard combo system for 150 normal enemies.  The 
total bonus is all configured by myself through tons of math.  The kill bonus 
shows the bonus point amount at each kill and the total bonus shows the full 
combo bonus that is given to a player once the combo is broke at that precise 
kill number.  The table DOES NOT include boss enemy bonus point amounts or 
points received from a combo time.

.-----------------------------------.
|  Kills | Kill Bonus | Total Bonus |
|===================================|
|  01    |  +0        |  +0         |
|  02    |  +40       |  +40        |
|  03    |  +100      |  +140       |
|  04    |  +200      |  +340       |
|  05    |  +400      |  +740       |
|  06    |  +500      |  +1240      |
|  07    |  +600      |  +1840      |
|  08    |  +700      |  +2540      |
|  09    |  +800      |  +3340      |
|  10    |  +1000     |  +4340      |
|  11    |  +1000     |  +5340      |
|  12    |  +1000     |  +6340      |
|  13    |  +1000     |  +7340      |
|  14    |  +1000     |  +8340      |
|  15    |  +1000     |  +9340      |
|  16    |  +1000     |  +10340     |
|  17    |  +1000     |  +11340     |
|  18    |  +1000     |  +12340     |
|  19    |  +1000     |  +13340     |
|  20    |  +1200     |  +14540     |
|  21    |  +1200     |  +15740     |
|  22    |  +1200     |  +16940     |
|  23    |  +1200     |  +18140     |
|  24    |  +1200     |  +19340     |
|  25    |  +1200     |  +20540     |
|  26    |  +1200     |  +21740     |
|  27    |  +1200     |  +22940     |
|  28    |  +1200     |  +24140     |
|  29    |  +1200     |  +25340     |
|  30    |  +1400     |  +26740     |
|  31    |  +1400     |  +28140     |
|  32    |  +1400     |  +29540     |
|  33    |  +1400     |  +30940     |
|  34    |  +1400     |  +32340     |
|  35    |  +1400     |  +33740     |
|  36    |  +1400     |  +35140     |
|  37    |  +1400     |  +36540     |
|  38    |  +1400     |  +37940     |
|  39    |  +1400     |  +39340     |
|  40    |  +1700     |  +41040     |
|  41    |  +1700     |  +42740     |
|  42    |  +1700     |  +44440     |
|  43    |  +1700     |  +46140     |
|  44    |  +1700     |  +47840     |
|  45    |  +1700     |  +49540     |
|  46    |  +1700     |  +51240     |
|  47    |  +1700     |  +52940     |
|  48    |  +1700     |  +54640     |
|  49    |  +1700     |  +56340     |
|  50    |  +2000     |  +58340     |
|  51    |  +2000     |  +60340     |
|  52    |  +2000     |  +62340     |
|  53    |  +2000     |  +64340     |
|  54    |  +2000     |  +66340     |
|  55    |  +2000     |  +68340     |
|  56    |  +2000     |  +70340     |
|  57    |  +2000     |  +72340     |
|  58    |  +2000     |  +74340     |
|  59    |  +2000     |  +76340     |
|  60    |  +2400     |  +78740     |
|  61    |  +2400     |  +81140     |
|  62    |  +2400     |  +83540     |
|  63    |  +2400     |  +85940     |
|  64    |  +2400     |  +88340     |
|  65    |  +2400     |  +90740     |
|  66    |  +2400     |  +93140     |
|  67    |  +2400     |  +95540     |
|  68    |  +2400     |  +97940     |
|  69    |  +2400     |  +100340    |
|  70    |  +2800     |  +103140    |
|  71    |  +2800     |  +105940    |
|  72    |  +2800     |  +108740    |
|  73    |  +2800     |  +111540    |
|  74    |  +2800     |  +114340    |
|  75    |  +2800     |  +117140    |
|  76    |  +2800     |  +119940    |
|  77    |  +2800     |  +122740    |
|  78    |  +2800     |  +125540    |
|  79    |  +2800     |  +128340    |
|  80    |  +3400     |  +131740    |
|  81    |  +3400     |  +135140    |
|  82    |  +3400     |  +138540    |
|  83    |  +3400     |  +141940    |
|  84    |  +3400     |  +145340    |
|  85    |  +3400     |  +148740    |
|  86    |  +3400     |  +152140    |
|  87    |  +3400     |  +155540    |
|  88    |  +3400     |  +158940    |
|  89    |  +3400     |  +162340    |
|  90    |  +4000     |  +166340    |
|  91    |  +4000     |  +170340    |
|  92    |  +4000     |  +174340    |
|  93    |  +4000     |  +178340    |
|  94    |  +4000     |  +182340    |
|  95    |  +4000     |  +186340    |
|  96    |  +4000     |  +190340    |
|  97    |  +4000     |  +194340    |
|  98    |  +4000     |  +198340    |
|  99    |  +4000     |  +202340    |
| 100    |  +6000     |  +208340    |
| 101    |  +6000     |  +214340    |
| 102    |  +6000     |  +220340    |
| 103    |  +6000     |  +226340    |
| 104    |  +6000     |  +232340    |
| 105    |  +6000     |  +238340    |
| 106    |  +6000     |  +244340    |
| 107    |  +6000     |  +250340    |
| 108    |  +6000     |  +256340    |
| 109    |  +6000     |  +262340    |
| 110    |  +8000     |  +270340    |
| 111    |  +8000     |  +278340    |
| 112    |  +8000     |  +286340    |
| 113    |  +8000     |  +294340    |
| 114    |  +8000     |  +302340    |
| 115    |  +8000     |  +310340    |
| 116    |  +8000     |  +318340    |
| 117    |  +8000     |  +326340    |
| 118    |  +8000     |  +334340    |
| 119    |  +8000     |  +342340    |
| 120    | +12000     |  +354340    |
| 121    | +12000     |  +366340    |
| 122    | +12000     |  +378340    |
| 123    | +12000     |  +390340    |
| 124    | +12000     |  +402340    |
| 125    | +12000     |  +414340    |
| 126    | +12000     |  +426340    |
| 127    | +12000     |  +438340    |
| 128    | +12000     |  +450340    |
| 129    | +12000     |  +462340    |
| 130    | +20000     |  +482340    |
| 131    | +20000     |  +502340    |
| 132    | +20000     |  +522340    |
| 133    | +20000     |  +542340    |
| 134    | +20000     |  +562340    |
| 135    | +20000     |  +582340    |
| 136    | +20000     |  +602340    |
| 137    | +20000     |  +622340    |
| 138    | +20000     |  +642340    |
| 139    | +20000     |  +662340    |
| 140    | +30000     |  +692340    |
| 141    | +30000     |  +722340    |
| 142    | +30000     |  +752340    |
| 143    | +30000     |  +782340    |
| 144    | +30000     |  +812340    |
| 145    | +30000     |  +842340    |
| 146    | +30000     |  +872340    |
| 147    | +30000     |  +902340    |
| 148    | +30000     |  +932340    |
| 149    | +30000     |  +962340    |
| 150    | +60000     | +1022340    |
'-----------------------------------'

Basically, keeping the full combo in an RE6 Mercenaries run is worth a grand 
total of 1,022,340 bonus points added to your score at the end of the run.  
This total is added to the enemy point amount, extra time leftover (200 points 
per second) and any combo time kills that were made in between kills 2-9 at the 
beginning of the combo (1000 - normal combo bonus).

NOTE: My math might be off a bit since this was all some intense calculating 
done by your favorite Chris playing FAQ author, but all of this should give you 
some idea as to how much the full kill combo is worth at certain kills.

============
Time Bonuses
============

NOTE: Score Amount Per Second Left Over = 200 points

.------------------------------------------------------------------.
| Time Bonus Item/Attack                 | Time Received           |
|==================================================================|
| Yellow Hourglass (Timer)               | +30, +60 or +90 seconds |
| Melee Kill (weapon or physical attack) | +5 seconds              |
| Coup De Grace                          | +7 seconds              |
| Finish with Counter                    | +10 seconds             |
'------------------------------------------------------------------'

Even though leftover time is only worth 200 points which is not near as much 
points as the full combo or combo bonus, it is important to build as much time 
as possible in a Mercenaries run to achieve the highest score.  Yellow 
Hourglasses are hidden throughout each Mercenaries stage and are worth a 
certain amount of time.  Other ways to raise time is through killing enemies 
with a melee attack.  A melee that kills an enemy will give a player 5 bonus 
second added to the total time.  A Coup De Grace (frontal heavy stun melee that 
kills an enemy) will give a player an extra 7 seconds added to the total time 
and a counter of any type on any kind of enemy will yield 10 extra seconds 
added to total time if the counter kills the targeted enemy.

Some melees and counters can hit and kill multiple enemies all at once and 
award an even higher point amount all at once.  A melee that hits and kills two 
enemies will give a player +10 seconds and a counter that hits and kills three 
enemies will give a player +30 seconds.

==========
Combo Time
==========

NOTE: These are also referred to as Extended Combo Bonus Crystals or Green 
Hourglasses.  Some people just call them "Combo Bonus".

Green Hourglasses are hidden throughout a stage and can be shot or hit with a 
melee attack in order to enter combo time.  Sometimes these green hourglasses 
are hidden in the background and must be shot from a distance.

While in combo time, a player will receive 1000 points in place of the normal 
combo bonus while keeping the combo.  So long as the combo is kept, a player 
will continue to receive 1000 points per kill up to 10 combo.  Unlike RE5 
Mercenaries, the combo time bonus point amount is displayed under the full 
score once the combo is broken - so you can actually see your bonus points 
awarded during a combo time in RE6!

The following table shows how the 1000 point bonus affects the combo.  The 
normal bonus is the bonus that is received from chaining kills without a combo 
time active.  The Bonus w/Combo Time is the point amount a player will receive 
while a combo time is active.  The Actual Bonus receive shows the difference 
between the normal bonus and the Bonus w/Combo Time to show how much of an 
actual bonus that you will receive while combo time is active.

-- RE6 Mercenaries Combo System (with Combo Time Bonuses included)

.--------------------------------------------------------------------.
| Kills | Normal Bonus | Bonus w/Combo Time  | Actual Bonus received |
|====================================================================|
| 01    | +0           | +0                  | +0                    |
| 02    | +40          | +1000               | +960                  |
| 03    | +100         | +1000               | +900                  |
| 04    | +200         | +1000               | +800                  |
| 05    | +400         | +1000               | +600                  |
| 06    | +500         | +1000               | +500                  |
| 07    | +600         | +1000               | +400                  |
| 08    | +700         | +1000               | +300                  |
| 09    | +800         | +1000               | +200                  |
| 10+   | +1000        | +1000               | +0                    |
'--------------------------------------------------------------------'

IMPORTANT: Notice how the combo time does not give a bonus point amount for 
kill 1 and any kills starting at 10 combo or after.  At kill 1, no combo has 
started yet, so it's best to activate a combo time at kill 2.  A combo time is 
useless starting at 10 combo since a player is already receiving 1000 points 
per kill based on the normal combo bonus system from enemy kills.  Since the 
combo time only offers 1000 points in place of the actual bonus, it cancels out 
starting at 10 combo since the normal bonus points received is equal to the 
bonus points given by the combo time at that point and the normal bonus points 
get even greater afterwards.

=========================
Difficulty in Mercenaries
=========================

In RE6 Mercenaries, as enemies in a stage are defeated, the enemies will 
increase in difficulty.  Enemies in each stage will attack with more aggression 
toward the end of a run.  By 140 combo, a stage full of zombies will be lunging 
at your character the moment they come into view.  They will literally group 
and follow you like you're some outsider invading their gang's territory.  The 
enemies will not have extra durability or power - they will only be more 
aggressive.  A player must prepare for this rising difficulty and play VERY 
carefully toward the end of a full combo run.

====================================================
Skipping the Introduction for Each Mercenaries Round
====================================================

At the start of each Solo or Duo Mercenaries round, the phrases written in text 
at the beginning can be skipped by pressing the Select/Back button.  In duo 
mode, both players must tap the Select/Back button in order to skip the 
phrases.  If one player taps the button and other doesn't, a button prompt for 
tapping the button to skip the on-screen text will appear on the player's 
screen that hasn't pressed the button to skip it yet.

============
Skill Points
============

Just like in the main game, skill points can be gained in The Mercenaries as 
well, but skill points found in The Mercenaries will be worth more per pickup. 
They will start at 500 points per pickup then increase in value per pickup as 
the combo rises.

.---------------------------------.
| Skill Point Type | Point Amount |
|=================================|
| Rook (Bronze)    |    500       |
| Rook (Silver)    |    1500      |
| Rook (Gold)      |    3000      |
| Queen (Bronze)   |    1000      |
| Queen (Silver)   |    2500      |
| Queen (Gold)     |    5000      |
| King (Bronze)    |    2000      |
| King (Silver)    |    4000      |
'---------------------------------'

NOTE: Mercenaries runs MUST be completed in order to keep skill points that 
have been collected in a run.  If you die in a stage, you lose all of the 
collected skill points.

=========
Solo Mode
=========

Solo mode is the single player version of The Mercenaries.  This mode allows 
one player to go up against all 150 stage enemies without the help of a 
partner.  A player can pause the game during solo play.

========
Duo Mode
========

Duo mode is the co-op version of The Mercenaries that allows players to team up 
with a partner through split screen or online services in order to play a 
stage.  Both players will fight all 150 stage enemies in this mode.  A player 
can host a stage by choosing "Create Game (Duo) or join another player's game 
from the session list by choosing "Join Game (Duo)"

-- Objectives

A hosting player can choose from a list of objectives that show joining players 
what the hosting player intends to play for during the session.

o Playing For Fun
o Serious Players Only
o Playing For Medals
o High Score Hijinks
o Here For Events

Basically...

o I don't know what I'm doing/I'm not playing seriously, lol
o Can you at least melee kill?  Oh, you can counter also!?  Join!
o I'm playing for some of the unlockable medals
o I'm going to restart if we lose the combo because combo break = fail
o Look at me, I go to RE.net!

                           ____________________________________________________
__________________________/ M E R C E N A R I E S  G A M E P L A Y  B A S I C S
-------------------------------------------------------------------------------
                                                                         [BS02]
=============
Healing Items
=============

-- Herbs (Green and Red)

Herbs can be collected throughout all of the Mercenaries stages and they are 
sometimes dropped randomly through an enemy item drop.  When a green herb is 
collected, do not use it immediately unless healing is needed at that second. 
Try to find a red herb to combine the green herb with.  When you collect two or 
more green herbs, it's usually best to go ahead and mix them.

.---------------------------------------------------.
|          Pills per herb/herb mixture              |
|===================================================|
| Green Herb                           | 1 pill     |
| Green Herb + Green Herb              | 3 pills    |
| Green Herb + Green Herb + Green Herb | 6 pills    |
| Green Herb + Red Herb                | 6 pills    |
'---------------------------------------------------'

It's always best to combine herbs and mix them into pills via the inventory 
menu.  While the inventory menu is open, highlight an herb then press Square/X 
to select the herb.  Move over to the herb you want to combine the selected 
herb with and press Square/X again to instantly combine them - the menu will 
automatically move to the most convenient herb to combine the current one with, 
so you likely won't have to move the cursor after selecting the first.  To make 
the combined herbs into pills, select the combined herb then press X/A twice to 
select combine and then confirm the command.

Herbs can be mixed automatically by using R2+Square/RB+X but this will make 
your character perform a mixing animation that will take time and possibly 
allow your character to get hit.

NOTE: Herbs pills can be used on both players in duo play if one player uses a 
healing pill and the other player is standing near that healing player.  The 
Medic skill can also be used to heal both players when one player uses a 
healing pill from any range.

-- First Aid Spray

A First Aid Spray is found throughout the Mercs stages much like herbs, but a 
first aid spray cannot be found from a random enemy item drop.  A first aid 
spray must be equipped by pressing directional pad up or down.  Once used, it 
will restore all of your character's health.  While the first aid spray is 
equipped, it can be used on a partner by standing next to the partner and 
pressing the command that appears while standing beside their character.

============
Dying Status
============

Once all of a player's health has been drained from enemy attacks, the player 
will enter a state known as "dying status" where the next enemy attack 
sustained will kill the player.  While in dying status, the character will be 
knocked to the ground and a meter will appear on the screen while the screen 
changes to a bluish color.  The player will have very limited control of the 
character at that time.

Controls are as follows while in dying status:

-- Dying Status Commands

LT - Ready weapon
RT - Fire
LS - Move

Controls are as follows for the partner not in dying status in duo mode (close 
range):

RB - Give herb pill (restores some health)
B  - Revive/Use first aid spray (when a first aid spray is equipped)

If the player can manage to not get hit before the meter on the screen fully 
charges, the player will be revived in a Danger status.  While in Danger, the 
player will have permanent zero stamina and any hit from an enemy attack will 
kill the player.  The player will still be able to do everything else normally. 
If the player has an herb pill or first aid spray, health item can be used to 
gain back stamina and put the player back in a normal condition.  If the player 
is hit once again after that, the player will go back into a dying status and 
have to fight to recover.

NOTE: In The Mercenaries, the First Responder skill can be equipped during duo 
play in order to resuscitate a partner with a full block of health instead of 
no health at all.  The revived partner must still regain full stamina however. 
The skill is much like a free herb pill, but there is no stamina recovery.

========
Taunting
========

Taunting is ONLY available in The Mercenaries portion of RE6.  To perform a 
taunt, press the L2/LB button on your controller at any time.  Each character 
has a unique animation for a taunt.  Taunting is very useful from a gameplay 
perspective also!  It makes your physical combat gauge recharge MUST faster 
than normal.  The recharge is even faster than lying down on the ground!  When 
in read combat gauge, if you taunt, your character will nearly recover all lost 
stamina before the taunt animation finishes.

                                 ______________________________________________
________________________________/ M E R C E N A R I E S  M E L E E  B A S I C S
-------------------------------------------------------------------------------
                                                                         [BS03]

This section goes over the basics of melee.  I go into some heavy detail with 
RE6's melee system in this section.  The melee system can appear random, but 
it's only random up to a certain degree really.  The game still has arm stun 
and leg stuns, but these stuns both set up the same melee type now.

============
Combat Gauge
============

The combat gauge (stamina gauge) recovers much faster in The Mercenaries 
minigame of RE6.  It recovers about three or four times the speed of campaign, 
so you don't really have to watch it as closely.  It's still a good idea to 
keep an eye on your combat gauge however since it does have the potential to 
run all the way out during intense fights.  Just like in campaign, a player 
will use up one block of stamina for the majority of melees performed.

==========
Stun Types
==========

NOTE: Keep in mind that each melee kill in The Mercenaries yields +5 seconds 
added to total stage time.

This is a listing of all the enemy stun types in Resident Evil 6 along with 
some tips on how to activate them.  RE6 has the same leg stun and arm stun 
animations that can be activated from shooting an enemy in the leg or arm a few 
times, but the melee that results from the stun is the same for both types of 
stuns and I call this stun type a "Light Stun".  A leg or arm stun is now 
harder to get and there are a variety of other stuns that yield the same melee 
prompt.  There is now a stun type that makes the enemy stagger for longer than 
a light stun and I refer to this type of stun as "Heavy Stun".  I referred to 
them this way in my RE6 demo guide.

-- Light Stun/Stagger (J'avo)

A light stun is a stun that is gained after hitting J'avo in any portion of the 
body other than the head.  This stun can be VERY short.  It's so short that 
sometimes, your character cannot even finish a melee and get the button prompt 
for the finisher melee afterwards.  The second hit of any character's basic 
melee combo (with R1/RT) will cause this type of stun for a greater period than 
usual.  Any type of gunshot to any portion of the body besides the head will 
cause this stun for a short time on a J'avo.  Any slight flinch in a J'avo's 
body due to a gunshot activates this stun for a brief period.  You have to be 
REALLY close to the J'avo to see the melee prompt after a single shot though.

Setups for Light Stun on J'avo:

- Shot to any portion of body besides head with normal J'avo.  This is a VERY 
  quick light stun and looks more like a stagger with a button prompt.
- Multiple shots to any portion of the body besides the head on a normal J'avo.
  Arm Stun*, leg stun, body stun!  These are all "light stun" setups in RE6.
- Quick shot with a weak gun
- R1, R1/RT, RT (Second melee will set up a light stun)
- Dashing shoulder ram
- When a J'avo ducks (anytime it ducks)
- When a character jumps/lands and hits a J'avo
- When a player tosses a flash grenade and makes a Mutated Arm J'avo block with 
  its mutated arm

* If an enemy turns its back during an arm stun, your character will do a back 
heavy stun melee from up close.  From a distance, when approaching the enemy, a 
light stun prompt will appear, but from close range, the back heavy stun melee 
will appear.

NOTE: Arm, leg and body stuns trigger randomly after weak shots to any of the 
mentioned areas.  Sometimes you will get the stun on the first shot and 
sometimes it will take around three shots to get the stun.

-- Light Stun/Stagger (Zombie)

Zombies are slightly different when compared to J'avo when trying to get a 
light stun on them.  They are actually harder to stun than a normal J'avo.  A 
zombie will not yield a stun from a simple shot to any portion of the body 
while standing next to one.

Setups for Light Stun on Zombie:

- Two shots to any leg of a walking or standing zombie
- Quick shot with a weak gun
- R1,R1/RT, RT (Second melee will set up a light stun)
- Dashing shoulder ram

-- Heavy Stun (J'avo)

The heavy stun is the hardest stun to get with weapons or melees.  It requires 
a player to hit an enemy several times to where it staggers and stays stunned 
for a few seconds.  The heavy stun is longer than the light stun.  The easiest 
way to get this type of stun on a J'avo is to toss a flash grenade.  The heavy 
stun is the resulting stun on all nearby enemies once a flash grenade goes off 
in the area.

NOTE 1: With a heavy stun, the type of melee will differ depending on whether 
it is activated from the front or back of the enemy.  Every character has two 
types of melees with a heavy stun (front and back melee).

Setups for Heavy Stun on J'avo:

- Flash grenade explosion
- Shot to head then hit with a dashing slide attack
- Quick shot then hit with a dashing slide attack
- Shot to arm for an arm stun then hit with a dashing slide attack
- Quick shot for a light stun then stand to the side of stunned enemy and press 
  the melee button to autotrack the enemy and hit it with the first melee
- Quick shot for a light stun then stand in front of enemy and switch to 
  another weapon then tap the melee button
- Shot to head on mutated arm J'avo
- Back melee attack (Elbow with Chris and Piers, etc)
- Sneak up behind an enemy (back heavy stun melee only)
- Shot to head then melee from behind (back heavy stun melee only)
- Shot to arm for arm stun then melee from close range (back heavy stun melee)
- Melee button attack directly after a light stun

NOTE: Arm stuns trigger randomly after a shot to the arm.  Sometimes you will 
get the stun on the first shot and sometimes it will take around three shots to 
get the stun.

-- Heavy Stun (Zombie)

A Zombie is much harder to get a heavy stun on.  The back heavy stun melee can 
be set up with a simple shot to the arm - the zombie will turn and a player can 
easily perform the back heavy stun at that time.  The frontal heavy stun is 
really more trouble than it worth to get on an enemy.

Setups for Heavy Stun on Zombie:

- Shot to head then hit with a dashing slide attack
- Quick shot then hit with a dashing slide attack
- Back melee attack (Elbow with Chris and Piers, etc)
- Shot to arm for an arm stun then hit with a dashing slide attack
- Quick shot for a light stun then stand to the side of stunned enemy and press 
  the melee button to autotrack the enemy and hit it with the first melee
- Quick shot for a light stun then stand in front of enemy and switch to 
  another weapon then tap the melee button
- Shot to head and melee from behind (back heavy stun melee only)
- Shot to either arm (back heavy stun melee only)
- Melee button attack directly after a light stun

-- Head Stun (J'avo and Zombie)

The head stun is activated with a shot to the head with any type of weak 
weapon.  It can be activated with a knife as well.  The enemy will grab its 
head and stagger backwards.  This is a returning stun from RE4 and RE5.  Move 
toward the staggering enemy to get a special head stun melee finisher.

NOTE: Back heavy stun melees can be done from a head stun by stepping behind an 
enemy.

Front = Head Stun Melee
Back  = Back Heavy Stun Melee

TIP: If you have problems setting up a heavy stun, equip a low damaging weapon 
such as a machine gun then perform a quick shot on an enemy to set up a light 
stun and then quickly shoot that stunned enemy in the head.  The enemy will 
remain still while stunned allowing for more precise aim.

-- Grounded (J'avo and Zombie)

The enemy falls to the ground after receiving damage.  In order to get this 
type of stun, the enemy must fall to the floor from your attacks.  An enemy can 
be shot while it is near a ledge and it will fall to the ground.  Unlike RE5, a 
grounded animation cannot be interrupted by your character falling on the enemy 
or doing something that hits the enemy.  The enemy will remain grounded until 
it gets up.  When a ground melee is aimed at the head, the ground melee will 
often result in a critical head explosion with proper melee aiming.  It's 
almost always best to aim for the head with the melee so the kill will be 
instant, especially against Zombies.

NOTE: The melee performed against a grounded enemy is sometimes different when 
aimed at the legs or head (Jake with bare hands).

==================================
Melee Killing Zombies with Weapons
==================================

If a zombie has a weapon in its hand or stuck to its body, your character will 
pull that weapon away from the zombie and use it to attack for any type of 
melee that is activated from the zombie's front portion.  Examples of this are 
hitting a zombie with a 2x4, axe, knife or sledgehammer that it carries 
somewhere along its body.  The weapon attack will always kill the zombie 
regardless of its health amount.

===============================
Counter (Coup De Grace Counter)
===============================

NOTE: Keep in mind that each enemy kill with a counter melee yields +10 seconds 
added to total time.  This is HIGHLY important for high scoring since 
countering raises time the most!

A melee counter finisher can be activated by pressing the R1/RT button when the 
button prompt appears before an enemy attacks your character.  Stand and wait 
on an enemy to perform some type of melee attack then press the R1/RT button 
right as the button prompt appears to perform a counter.  When the counter 
melee kills an enemy it is considered a Coup De Grace counter and is worth +10 
bonus seconds added to total time.

NOTE 1: A counter melee animation will differ depending on the weapon that the 
enemy has equipped.  The weapon that the character has equipped can lead to a 
different counter melee as well.  With Chris' default outfit, he will often 
stab an enemy in the chest for his counter melee while the knife is equipped.  
Equipping the Power Counter skill will raise your counter attack damage by 25%. 
Equipping different weapons will make a counter take off more less at times.  
For instance, a two-handed weapon might take off more than a one-handed weapon. 
If a character has only two-handed weapons, equip a grenade to perform 
different counters!

NOTE 2: A counter where your character grabs a zombie's weapon and hits the 
zombies with the weapon cannot hit multiple enemies for a +10 counter time 
bonus.  The weapon will only give +5 bonus seconds for killing other enemies 
besides the countered enemy.  The kill on the countered enemy will still give 
+10 bonus seconds.

==========
Quick Shot
==========

A quick shot is performed by pressing L1+ R1/LT + RT.  This autotracking shot 
will hit the closest enemy and set up a light stun on that enemy.  All quick 
shots take one block from the combat gauge in order to perform them.   Quick 
shots can be performed with melee weapons such as Chris' knife, Sherry's stun 
rod and Jake's knife.

NOTE: Even though the quick shot takes a bar from the combat gauge, it is NOT 
considered a melee kill when an enemy is killed with it.  It will not yield +5 
bonus seconds.

====================
Environmental Melees
====================

When an enemy is stunned in any type of stun pose while next to a railing, 
platform or wall, your character will grab the enemy and slam their head into 
the wall/railing or toss them off the railing.  Environmental melees take the 
place of any type of other melee that can be done when an enemy is next to one 
of the obstacles listed above.  Environmental melees are instant kill as well.

Another type of environmental melee is the leg grab melee or face buster.  When 
standing near an enemy that is on a slightly higher platform, you will get a 
melee prompt for a leg grab melee.  Press the R1/RT button at that time to grab 
the enemy's legs and pull them off their feet.  The enemy will hit the platform 
with their head.

To perform a face buster, your character must be on a small platform above an 
enemy and face that enemy to get a melee prompt.  When activated, your 
character will leap down toward the enemy and grab its head then slam it into 
the ground.  The leg grab and face buster can easily be seen while standing 
near the subway tracks on the Rail Yard Mercenaries stage.  Just stand above 
the tracks or below the tracks and wait on a J'avo to move above or below your 
character.

There is also an environmental melee for knocking an enemy off a platform.  
This can only be activated when an enemy is standing right near the edge of a 
platform in a stunned pose (shooting it to stun it).  Once activated, your 
character will ram or kick the enemy off the platform.

=============
Coup De Grace
=============

NOTE: Keep in mind that each enemy kill with a Coup De Grace melee will yield 
+7 seconds added to total time.  Coup De Grace is important to set up on 
enemies that can't be killed with a counter easily, such as J'avo.

A Coup De Grace is a frontal heavy stun melee that kills an enemy.  A Coup De 
Grace gives a 7 second time bonus.  Bigger enemies such as Bloodshots and 
Whoppers can be hit with a frontal heavy stun melee when they are stunned.  If 
they are killed with that melee, a player will receive +7 bonus seconds.  Coup 
De Grace is not limited to just bigger enemies however - it can be done on all 
enemy types!

A Coup De Grace attack on a basic J'avo and Zombie enemy can be set up by 
hitting that enemy with ANY type of non-prompt melee after any type of stun 
pose.  Basically, the enemy is stunned then it is hit again with a non-prompt 
melee and then placed into a heavy stun pose for a Coup De Grace setup.  Non-
prompt melees do not require a command prompt while standing in front of enemy 
in order to perform them.

Non-prompt melees:

- Slide
- Melee button combo (R1, R1/RT, RT)
- Back Attack (R1/RT behind an enemy)

Any of the non-prompt melees mentioned above will set up a heavy stun on an 
enemy that is stunned prior to the hit.  So, say if you do a quick shot to a 
J'avo and then slide into that J'avo, the J'avo will be in a heavy stun pose 
after the stun.

The following are ways to stun an enemy:

.-----------------------------------------------------------------------------.
| Action                          | Stun Type                 | Stamina Usage |
|=============================================================================|
| Weak weapon shot to head        | head stun                 | None          |
| Weak weapon shots to body       | light stun                | None          |
| Weak weapon shots to arm        | light stun                | None          |
| Weak weapon shots to legs       | light stun                | None          |
| Quick shot with weak weapon     | light stun                | 1 block       |
| Slide                           | light stun                | 1 block       |
| Melee button combo              | light stun for second hit | 1 block       |
| Melee button combo behind enemy | light stun, heavy stun    | 1 block       |
| Shoulder Ram/Knee               | light stun                | 1 block       |
| Melee button behind enemy       | heavy stun*               | 1 block       |
'-----------------------------------------------------------------------------'
* Males only.  Females perform a backward kick that grounds the enemy.

So basically, a player can get ANY of the stuns mentioned above, that aren't 
already heavy stun, then hit that stunned enemy with any of the non-prompt 
melees mentioned above and get a heavy stun.  The player can stand in front of 
the heavy stunned enemy and get a melee command for their character's Coup De 
Grace melee.

Examples of ways to set up a frontal heavy stun melee:

o Shot to head then hit with a dashing slide attack
o Quick shot then hit with a dashing slide attack
o Shot to arm for an arm stun then hit with a dashing slide attack
o Quick shot for a light stun then stand to the side of stunned enemy and press 
  the melee button to autotrack the enemy and hit it with the first melee
o Quick shot for a light stun then stand in front of enemy and switch to 
  another weapon then tap the melee button
o Back melee attack (Elbow with males only)
o Flash Grenade stun (J'avo and Bloodshot only)

NOTE 1: The melee MUST be triggered from the enemy's FRONT side in order to 
perform the Coup De Grace (frontal heavy stun melee).

NOTE 2: Some of the methods mentioned above are discussed further in the 
advanced basics section.

                                            ___________________________________
___________________________________________/ M E R C E N A R I E S  S K I L L S
-------------------------------------------------------------------------------
                                                                         [BS04]
================
Basics of Skills
================

All skills must be bought with skill points in The Mercenaries just like in the 
campaign mode of RE6.  Mercenaries has its own unique set of skills but the 
skill points collected in any other modes can be used to buy skills in 
Mercenaries.  Only 1 skill can be equipped at a time.

To equip a skill, select "Skill Settings" from The Mercenaries menu then equip 
a skill to any of the eight available skill slots.  It's important to fill 
these slots if you play duo mode since you only have access to your slots while 
cycling through skills on the session menu before a run.  You can't buy skills 
during a session.

==========
Skill List
==========

All of the following skills may be bought with skill points under the "Skill 
Settings" menu on the main menu of The Mercenaries for RE6.

-- Eagle Eye

Skill Point Cost: 3000
Description: Adds an extra level of magnification to sniper rifle scope.
Details: Gain an extra level of zoom on all rifles - sniper rifle, semi-auto 
sniper rifle and the anti-material rifle.

-- Item Drop Increase

Skill Point Cost: 3500
Description: Causes more defeated enemies to drop items.
Details: Defeated enemies will drop more random items.

-- Go for Broke!

Skill Point Cost: 60000
Description: Make it easier to pull off combos as time runs out.
Details: When the total time is below 30 seconds, players will receive an 
additional 2 seconds to chain each kill in the kill combo.  Basically, you will 
receive 17 seconds to chain each kill with this skill equipped (15 seconds + 2 
bonus seconds).

-- Time Bonus +

Skill Point Cost: 90000
Description: Increases time awarded by a Time Bonus.
Details: All time bonuses (yellow hourglasses) are now worth 10 seconds more 
than usual.

-- Combo Bonus +

Skill Point Cost: 50000
Description: Increases time for a Combo Bonus.
Details: All combo times (Extended combo bonuses/green hourglasses) now last 
for 10 seconds longer.

-- Limit Breaker

Skill Point Cost: 60000
Description: Increases the points earned for surpassing 50 combos.
Details: When the kill combo reaches over 50 kills, you will receive an extra 
50 points per kill.  Basically at 50 kills, you can go to my table for the 
combo bonus and add an extra +50 to each kill from 50-150.

-- Blitz Play

Skill Point Cost: 5000
Description: Increases your attack power if you attack immediately after 
another player.
Details: Attack an enemy right after another player in duo mode and your attack 
will be increased by 50%.

-- Quick Shot Damage Increase

Skill Point Cost: 15000
Description: Increases power of quick shots.
Details: Quick shot damage is increased by 50%.

-- Power Counter

Skill Point Cost: 8000
Description: Greatly increases the power of counters.
Details: Counter damage increases by 25%.

-- Second Wind

Skill Point Cost: 6000
Description: Increases power to firearms and melee attacks when life gauge is 
low.
Details: Increases overall damage by 10% when your health is at 2 bars or 
below.

-- Martial Arts Master

Skill Point Cost: 25000
Description: Increases strength of physical attacks, but the power of firearm-
related attacks is greatly reduced.
Details: Increases any type of melee damage (melee attacks, survival knife, 
combat knife, stun rod) by 25% but decreases damage of firearms by 50%.

-- Target Master

Skill Point Cost: 25000
Description: Increases strength of firearm-related attacks, but the power of 
physical attacks is greatly reduced.
Details: Increases any type of firearm damage by 25% but decreases melee damage 
(melee attacks, survival knife, combat knife, stun rod) by 50%.

-- Last Stand

Skill Point Cost: 30000
Description: Greatly increases attack power, but attacks on you hurt three 
times as much.
Details: Increases your overall damage delivered to enemies by 30% but enemy 
attacks now deal 300% damage on your character.

-- Preemptive Strike

Skill Point Cost: 7000
Description: Increases attack power when you attack from behind.
Details: Increases damage on enemies that are hit from behind by 75%.

-- Dying Breath

Skill Point Cost: 15000
Description: Greatly increases attack power when dying, but recovery time is 
comparably shortened.
Details: Increases damage of attacks on enemies while in dying status by 300% 
and lowers dying status recovery time to five seconds.

-- Pharmacist

Skill Point Cost: 17000
Description: Increases the potency of health tablets.
Details: Each herb tablet now restores two blocks of health instead of one.

-- Medic

Skill Point Cost: 12000
Description: Heals a teammate that's far away when you use a health tablet.
Details: In duo mode, when your character uses an herb tablet, both your 
character and your partner's character will be healed by 1 block per tablet.

-- First Responder

Skill Point Cost: 15000
Description: Makes it easier to rescue dying teammates.
Details: When a partner enters dying status in duo, if your character is 
equipped with this skill after a normal resuscitation (O/B button), the revived 
partner will receive one block of health back.  The partner must still recover 
all stamina however.  This means that after being revived, the partner will not 
instantly die to the next enemy attack like normal.  Normally, a revived 
partner will not get any health back and cannot recover stamina during a normal 
resuscitation unless an herb tablet is used.  Using First Responder is much 
like always giving your partner an herb tablet for a normal resuscitation, but 
the partner must recover all stamina.

-- Take It Easy

Skill Point Cost: 20000
Description: Increases speed of natural recovery when using cover.
Details: While taking cover, the health and stamina gauge (combat gauge) will 
recharge two times as fast.

-- Natural Healing

Skill Point Cost: 15000
Description: Increases speed of natural recovery.
Details: Health and stamina gauge (combat gauge) recover is increased by 25%.

                                  _____________________________________________
_________________________________/ M E R C E N A R I E S  U N L O C K A B L E S
-------------------------------------------------------------------------------
                                                                         [BS05]
=================
Unlockable Stages
=================
 _
|_| Steel Beast stage

Requirement: Complete Chris' campaign scenario
 _
|_| Mining the Depths stage

Requirement: Complete Jake's campaign scenario
 _
|_| Rail Yard

Requirement: Preorder bonus stage from Gamestop.  Now, download content on the 
             PlayStation Store and Xbox Marketplace for $1.00/80 points.
 _
|_| High Seas Fortress

Requirement: Preorder bonus stage from Gamestop.  Now, download content on the 
             PlayStation Store and Xbox Marketplace for $1.00/80 points.
 _
|_| Catacombs

Requirement: Preorder bonus stage from Gamestop.  Now, download content on the 
             PlayStation Store and Xbox Marketplace for $1.00/80 points.
 _
|_| Requiem for War

Requirement: Buy the Map Pack A download content on the Xbox Marketplace or 
             PlayStation Store for $2.00/160 points.
 _
|_| Liquid Fire

Requirement: Buy the Map Pack A download content on the Xbox Marketplace or 
             PlayStation Store for $2.00/160 points.

=====================
Unlockable Characters
=====================
 _
|_| Helena Harper

Requirement: Complete the Urban Chaos stage in The Mercenaries with any 
             character with at least a B-rank.
 _
|_| Piers Nivans

Requirement: Complete the Steel Beast stage in The Mercenaries with any 
             character with at least a B-rank.
 _
|_| Sherry Birkin

Requirement: Complete the Mining the Depths stage in The Mercenaries with any 
             character with at least a B-rank.
 _
|_| Ada Wong

Requirement: Complete Ada's scenario in campaign mode.
 _
|_| Carla Radames

Requirement: Complete each stage in The Mercenaries with all character's 
             default outfits with an A-rank.  Basically, unlock all costumes.

===================
Unlockable Costumes
===================
 _
|_| Leon EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Leon with at least an 
             A-rank.
 _
|_| Chris EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Chris with at least an 
             A-rank.
 _
|_| Jake EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Jake with at least an 
             A-rank.
 _
|_| Helena EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Helena with at least an 
             A-rank.
 _
|_| Piers EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Piers with at least an 
             A-rank.
 _
|_| Sherry EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Sherry with at least an 
             A-rank.
 _
|_| Ada EX1 (costume 1)

Requirement: Complete any stage in The Mercenaries with Ada with at least an 
             A-rank.

==========================
Unlockable RE.net Costumes
==========================

In order to get the Costume 2 version of any Mercenaries character (besides 
Carla), go to www.resident evil.net and sign up on their site.  Follow the 
instructions on the site to link your game profile to your Capcom account on 
RE.net.  As you play RE6, your account on RE.net gains points for accomplishing 
certain task on the site and you can use these points to buy extra outfits on 
the site to be useable in your copy of RE6.

Once you sign up on the site, go to the "Overview" page and look on the left 
hand side and click on "Unlockable Items" to pull up a display of unlockable 
extras from the site.  The first tab will be for the costumes in The 
Mercenaries.  Use your site points to unlock them there and they will unlock in 
your game.  All character costumes are 60,000 points on RE.net.

NOTE: If the costumes do not unlock immediately in your game after purchasing 
them on the RE.net site, go to the Options menu from the main menu of RE6 and 
activate the "Auto-upload" command on there and that should unlock the outfit 
that you bought on the site once you return to the main menu.
 _
|_| Leon EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Chris EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Jake EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Helena EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Piers EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Sherry EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.
 _
|_| Ada EX2 (costume 2)

Requirement: Buy from RE.net for 60,000 points.


   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \



S E C T I O N  III                                                       [AB00]
- - - - - - - - - -                                         - - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___   A D V A N C E D  B A S I C S  ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

======================================
Exploiting the Counter Kill Time Bonus
======================================

Each counter that kills an enemy (Counter Coup De Grace) will give a player an 
extra 10 bonus seconds. By mastering the counter timing for each particular 
enemy attack, players can exploit this time bonus and actually build time off 
killing enemies with counters.  It's best to kill with counters as much as 
possible.  Counters are more important than melee kills in RE6 Mercenaries.  A 
powerful counter that hits and kills three enemies is worth +30 seconds.  
That's like hitting an extra time bonus!

The Power Counter skill can help a lot for killing enemies with counters.  The 
Power Counter skill will add an extra 25% damage to the usual damage for your 
character's counter.  For instance, a player cannot normally counter a zombie's 
slap and then kill it with a ram afterwards with Chris, but by equipping the 
power counter skill, Chris will kill that enemy and receive +10 bonus seconds 
for the counter kill.

===================
Easy Counter Method
===================

A player can tap the R1/RT button to counter an attack without having to press 
the button at the precise moment the button prompt appears.  This will normally 
make your character perform a melee however.  To avoid doing a melee, aim with 
the L1/LT button while standing in front of the enemy then let go of the L1/LT 
button when the counter button prompt is about to appear and keep tapping 
R1/RT.  Your character will instantly counter the attack and the character will 
not perform a melee since nothing can be done a few seconds after lowering a 
weapon from aim.

This is highly useful on Catacombs since the zombies there will grab from close 
range without any appearance of a counter button prompt.  Stand near a zombie 
and aim at it then keep your distance from it slightly until it attacks.  When 
it attacks, move in and prepare to lower your gun then tap the R1/RT button to 
counter the attack.

====================================
Exploiting the Melee Kill Time Bonus
====================================

There will be times where you can't counter an enemy.  This happens due to the 
randomness of the enemy AI at times.  Sometimes, they simply won't attack and 
you're stuck standing in front of a nonagressive enemy and no other enemy is in 
the area to attack your character.  At this time, you should give up the 
counter and melee kill.  Quickly weaken the enemy with a certain amount of 
shots then hit the enemy with a melee so that that the melee kills the enemy.

One of the best ways to melee kill in RE6 Mercenaries is to critical head stomp 
a fallen enemy.  When an enemy falls, walk over to the head of the enemy and 
activate the ground melee to crush its head.  This works on just about all 
normal enemies.  It will not work on some normal enemies though.  You just have 
to experiment.

==================
Saving a Boss Kill
==================

Each stage has a secret boss.  The spawning for the secret boss requires a 
player to perform a certain task.  Some of the tasks involve wasting counter 
and melee kills on a few enemies in order to get the boss to appear, but it is 
in your best interest to perform the task and get the boss to spawn.  Once the 
boss appears, dodge the boss' attacks while killing other enemies.  Allow the 
boss to survive until 149 combo then make the boss your final kill (150th kill) 
for an extra 150,000 points in bonus points.

So long as the boss is the final kill, a player will receive 150K points for 
the final kill.  The points for boss bonuses rise dramatically later in the 
combo and it's far better to kill the boss as the final enemy.  A boss usually 
spawns somewhere around 70 combo or earlier depending on the task you have to 
perform.  At that time, a player will only receive 15,000 bonus points for 
killing the boss, but if the boss is kept alive and killed as the 150th enemy, 
150,000 points will be awarded for his kill.

======================
Weapon Switch Shooting
======================

In Resident Evil 5 Mercenaries, players found a way to fire a rocket launcher 
without even aiming with it.  They would aim with another gun such as a handgun 
then quickly press the directional pad of whatever directional pad direction 
that they had the rocket launcher equipped to and then fire to instantly shoot 
a rocket without even having to look through the scope of the rocket launcher. 
There is an exploit similar to this in Resident Evil 6 as well.

In Resident Evil 6, players can take advantage of switching weapons right after 
firing a weapon in order to cancel out the animation of a weapon that has an 
animation after the shot.  For instance, with Piers' Anti-Material Rifle, when 
a player fires out a rifle shot, Piers will hold the gun and eject the bullet 
shell.  A player can avoid the ejection animation by quickly pressing to the 
right or left with the directional pad to equip another weapon.  Piers will 
switch to the MP-AF machine gun instead of ejecting the bullet.

A player can basically rapid fire an Anti-Materiel Rifle or Sniper Rifle by 
switching back and forth between the weapon while firing it.  Basically, you 
switch to the Anti-Material rifle then fire, switch to MP-AF, switch to Anti-
Material Rifle then fire, switch to MP-AF and keep repeating this sequence.  
Players can actually aim with the MP-AF and then quickly switch to the Anti-
Material Rifle then fire and switch back.  No bullet ejection animation!

This can also be done with several other guns to increase the time it takes to 
recover from the shooting animation.  You can even do this with shotguns.  With 
Chris' Costume 1 outfit, players can aim with his Nine-Oh-Nine handgun and then 
switch to his rocket launcher then fire instantly without having to look 
through the scope!  This is nearly exactly like what Safari Chris could do in 
Resident Evil 5 Mercenaries.

================
Reload Canceling
================

A weapon switch or the melee button can be used to cancel a reload animation.  
If you find yourself accidentally reloading, you can quickly switch to another 
weapon to cancel the reload or push the melee button if an enemy is about to 
attack.  There is a certain period of time in the animation for each weapon 
reload where the reload will finish but the animation will still continue.  The 
extra animation can be cancelled by quickly switching to another weapon or 
meleeing an enemy.  This might not seem like that big of a deal, but it can 
reduce the reload time somewhat.

===================================
Exploiting Invincibility Animations
===================================

Like in other Resident Evils since RE4, a character is invincible during melee 
animations.  This was greatly exploited in RE5 Mercenaries and it can still be 
taken advantage of in RE6 Mercenaries.  RE6 limits invincibility for some melee 
animations.  A stomp is not completely invincible throughout the entire 
animation in RE6.  Melees that have a very long animation such as Chris' body 
slam melee have several seconds of invincibility however.

Counters also have invincibility frames from the start of each counter 
animation.  Counters have some of the most reliable invincibility frames.  
Whenever any type of counter is triggered your character is immediately 
invincible to all types of damage and will strike forward with the counter 
attack.

Other animations such as vaulting over a counter, falling from a ladder and 
kicking open a door have some slight invincibility also, but you can't rely on 
these as much as in prior RE games.  For instance, climbing a ladder is no 
longer invincible all the way.

=============================
Getting out of a Grab Quicker
=============================

When grabbed by an enemy or tackled by an enemy rotate both the left and right 
thumbstick to break free from the hold easier.  Rotating both thumbsticks will 
make the gauge on the screen fill up much faster!  This technique might still 
not help out after 100 combo however since the enemies' difficulty is so high. 
Not even God himself could shake that thumbstick fast enough to escape from a 
zombie dog tackle at 140 combo.

==========================
First Aid Spray Extra Info
==========================

If a player has a first aid spray equipped while in dying status, the character 
can instantly use the first aid spray and recover.  In order to have it 
equipped, you have to equip the first aid spray BEFORE your character enters 
dying status however.  Basically, you have to be expecting to get hit.  This 
could help out when your extremely low in health in a duo game at 140 combo and 
your partner has full health and is doing very well.  Obviously, you'll always 
want to attempt to use the first aid spray before dying, but if you get knocked 
into dying status with a first aid spray in your character's hand, remember 
that you can still use it!

Also, a first aid spray will INSTANTLY revive a partner in duo with no reviving 
animation.  The animation for a first aid spray heal is very short and the 
partner can move immediately after the heal so they combo can be kept MUCH 
easier afterwards.  A player must equip a first aid spray near the dying player 
then press the O/B button to use it on the player when the button prompt for 
using the first aid spray appears.

=============================
Combat Gauge Recharge Methods
=============================

Keep the following recharge methods in mind if your physical combat gauge ever 
gets really low during a Mercenaries run:

Herb pill       - Instant recharge of combat gauge
First aid spray - Instant recharge of combat gauge
Taunt (L2/LB)   - Extremely fast recharge of combat gauge
Lay on Back     - Fast recharge of combat gauge

An Herb pill will instantly recharge all stamina on the combat gauge.  A taunt 
will leave your character open to attack and your character MUST finish the 
entire taunt animation once it has been triggered, but this will recharge your 
stamina gauge almost before the full taunt has ended.  Holding the L1/LB button 
and rolling or falling to the ground by pressing in a direction the X/A button 
will make your character lie down on the ground.  If you continue to hold the 
L1/LB button and stay still while on the ground, your character's combat gauge 
will recharge at a quick rate.

The "Take It Easy" and "Natural Recovery" skills will also help to recharge 
your combat gauge faster as well.  Take it Easy will make your combat gauge 
charge at an extremely fast rate whenever your character takes any form of 
cover.  Since your character can take cover against any type of wall, Take It 
Easy can really help out for a quick stamina recharge.  Players can literally 
run and slide toward a wall then continue to hold the L1/LT button to take 
cover to recharge the stamina gauge quickly.

Natural Recover recharges the combat gauge 25% faster than it usually does.  
This won't seem like much at first, but use this skill for a while and you will 
notice a slight difference.  The combat gauge will always recharge a bit faster 
than normal while running, walking, taking cover and while lying on your 
character's back.  Taking cover with Natural Recovery equipped is almost as 
good as taking cover with Take It Easy equipped.

=============================================
Coup De Grace/Heavy Stun Pose Advanced Setups
=============================================

-- Weapon Switch Method

To get an instant heavy stun on a normal J'avo or Zombie in order to activate a 
Coup De Grace melee, get any type of stun on an enemy then walk up to the 
stunned enemy to where the button prompt for a melee appears then switch your 
character's current weapon using the directional pad.  Once your character 
switches to another weapon, the button prompt for the melee command will 
disappear, even though your character is still in front of the enemy!  At that 
time, tap the melee button to hit the stunned enemy one time before it recovers 
to knock that enemy into a heavy stun pose.  The weapon switch and melee button 
hit MUST be done BEFORE the enemy fully recovers from the first stun to get a 
heavy stun.

-- Autotarget with Melee Button Method

Another way to do this without switching weapons is to get any type of stun on 
an enemy then walk toward that enemy and step to the side so that the melee 
button prompt does not appear then tap the melee button and your character will 
autotarget that enemy and hit it with the R1/RT melee to knock that enemy into 
a heavy stun pose.

-- Hit from Behind with Melee Button Method

Any normal J'avo or Zombie that is hit from behind with the full melee button 
combo will automatically enter a heavy stun pose.  The first R1/RT press will 
hit the enemy in the back for light stun then the second R1/RT press will hit 
that light stunned enemy again for a heavy stun.

-- Hit from Behind with Back Attack Method (Males only)

When a male character's back is facing an enemy, press the melee button to 
perform an elbow attack that will immediately heavy stun a normal J'avo or 
Zombie.  The easiest way to do this is to run behind an enemy without turning 
the camera then press the R1/RT button.  Make sure that your character is close 
enough to the enemy to hit the enemy with the melee.

Only males can do this since they all do an elbow attack when their back is 
facing an enemy.  Females will perform a kick from the back of an enemy that 
will knock the enemy down.

===================================================
Coup De Grace Setups with Little Combat Gauge Usage
===================================================

The following lists ways to set up a Coup De Grace with the least amount of 
stamina usage to the Combat Gauge.

  -----------------------
  No Bars of Combat Gauge
  -----------------------

  - Flash Grenade stun (J'avo and Bloodshot only)
  - Counter Bloodshot uppercut

  ------------------------------------
  1 Bar of Combat Gauge for Heavy Stun
  ------------------------------------

  - Shot to head then hit with a dashing slide attack
  - Shot to body, arm or legs for light stun then hit with a dashing slide 
    attack
  - Quick shot for a light stun then stand to the side of stunned enemy and 
    press the melee button to autotrack the enemy and hit it with the first 
    melee
  - Quick shot for a light stun then stand in front of enemy and switch to 
    another weapon then tap the melee button
  - Back melee attack (Elbow with males only)

  ----------------------
  2 Bars of Combat Gauge
  ----------------------

  - Quick shot then hit with a dashing slide attack

=====================================
Aiming to Turn Your Character Quicker
=====================================

Whenever the camera is rotated with the right thumbstick, a player can make the 
current character instantly face the direction of the camera by tapping the aim 
button.  This can be used to turn faster.  Normally, your character will have 
to turn all the way around if you use the left thumbstick to turn, but if you 
rotate the camera and then aim, your character will quickly face whichever 
direction the camera is pointed toward.

This helps out the most for lining up your character with an enemy when close 
to a stunned enemy that you want to melee.  Walk in front of the enemy then 
turn the camera toward the enemy and aim at the stunned enemy to make your 
character instantly face the enemy.

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \


S E C T I O N  IV                                                        [CH00]
- - - - - - - - -                                             - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ |     C H A R A C T E R S     | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH01]
                           __                       __    
                          / /   ___   ___   _ __   / _\   
                         / /   / _ \ / _ \ | '_ \  \ \    
                        / /___|  __/| (_) || | | | _\ \ _ 
                        \____/ \___| \___/ |_| |_| \__/(_)
                                  
                                                      _        
                   /\ /\ ___  _ __   _ __    ___   __| | _   _ 
                  / //_// _ \| '_ \ | '_ \  / _ \ / _` || | | |
                 / __ \|  __/| | | || | | ||  __/| (_| || |_| |
                 \/  \/ \___||_| |_||_| |_| \___| \__,_| \__, |
                                                         |___/
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Ram

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Leon will dash and ram the enemy in front of him with his shoulder.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Leon will dash and slide toward the enemy in front of him.

-- Elbow

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing 
                  Leon's front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Leon will perform an elbow to his backside while turning around.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Leon shatters the breakable object.

-- Forward Kick, Upward Kick

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: None
Stamina Usage:    1 bar (for second melee)

Leon will hit the enemy with a forward kick followed by an upward kick.  The 
second attack will set up a light stun on the enemy.

-- Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Leon performs a spinning roundhouse kick to the enemy.

-- Judo Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Leon performs a forward kick that keeps his leg up in the air for a while until 
the enemy falls.

-- Bulldog Headlock

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Leon jumps and grabs the back of the enemy's head then fall to the ground and 
smashes the enemy's face against the ground.

-- Judo Arm Takedown

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Leon grabs the enemy's arm then flips them over his shoulder and onto the 
ground.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: None
Stamina Usage:    1 bar

Leon stands over the enemy then stomps the enemy.

==============
Leon (default)
==============

How to unlock: Available by default.

Leon's default outfit has around the same weapon setup of the Leon from RE4 
Mercenaries.  He has a weak handgun and a shotgun for his main weapons.  Leon 
is the only character that can dual wield handguns in Mercenaries, but this 
does not help him out much aside from slightly increasing his rate of fire and 
increasing his reload time.  He starts with four remote bombs and eight healing 
tablets as well.

Inventory

Wing Shooter x16
Shotgun x8
Remote Bomb x4
9mm Ammo x50
12-gauge shotgun shells x8
Healing Tablets x8

-- Wing Shooter

Firepower: 120
Clip Size: 18 bullets (single)/36 bullets (dual)
Critical Chance: B
Reload Speed: A
Firing Speed: A (single)/A+ (dual)
Alternate Fire: Dual Wield

Like in story mode, Leon can dual wield two Wing Shooters in The Mercenaries.  
The best part about this is that his firing speed increases so he can damage 
faster, but his reload speed is slower so he will take longer with his reload 
animation.  Another bad part about dual wield is that Leon's targeting laser 
will not be as precise.  Really, it's best not to dual wield that often in The 
Mercenaries because of these flaws.

The Wing Shooter is weak enough by itself to weaken enemies and quickly set 
them up for melee with just one gun so two aren't really needed.

-- Shotgun

Firepower: 140 x 7 (far), 180 x 7 (close)
Clip Size: 8 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: C
Alternate Fire: None

Leon's shotgun has a slow firing speed and overall reload time.  Like any 
shotgun, it's best used at close range on more powerful enemies that the Wing 
Shooter can't damage quick enough.

-- Remote Bomb

Firepower: 1600 (direct hit), 800 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

The remote bomb is Leon's main source for a quick powerful attack.  Laying one 
of these bombs will cause a blast that will inflict an extreme amount of damage 
for a direct hit and a pretty good amount of damage for all enemies that stand 
in the radius of the blast.  The best part about remote bombs is that the blast 
is huge, so this can be used against several powerful enemies at once - such as 
a group of Bloodshots.

================
Leon (Costume 1)
================

How to unlock: Beat any Mercenaries stage with Leon with at least an A-rank.

Leon's default outfit has a very nice weapon selection for just about any 
situation.  His assault is highly damaging, which make it easy for him to set 
up melee kills.  He actually hits the enemy with the blade of his assault rifle 
for a light stun melee when the assault rifle is equipped and this takes more 
damage than his normal light stun melee.  His sniper rifle is decent for 
killing bigger enemies or distinct enemies and he has a grenade launcher with 
nitrogen rounds for freezing and melee killing crowds.  This Leon starts with 
four healing tablets.

Inventory

Assault Rifle RN x30
Sniper Rifle x6
Grenade Launcher x5
5.56mm Ammo x60
7.62mm Ammo x30
Healing Tablets x4

-- Assault Rifle RN

Firepower: 210
Clip Size: 30 bullets
Critical Chance: 2.5
Reload Speed: B
Firing Speed: S
Alternate Fire: None

This machine gun definitely gives Leon a melee advantage.  Leon will stab the 
enemy with the blade attached to the front of the machine gun for his frontal 
melee when this weapon is equipped and it will always kill a zombie with a 
slightly weakened zombie.  The gun is almost too powerful for zombies in a way 
since it will kill them with three shots to any portion of their body.

The Assault Rifle RN makes Leon a melee beast against J'avo as well.  When 
fighting J'avo with this weapon, shoot them in the legs to try to get a stun 
then melee them with the machine gun blade from close range.  This combination 
melee kills normal J'avo quite fast.

NOTE: When firing this weapon, fire single shots at the legs of enemies to take 
off less damage.  Try to get a stun on an enemy within three shots. After three 
shots, the next shot will likely kill the enemy, so hit them with the melee 
button at that time.

-- Sniper Rifle

Firepower: 700
Clip Size: 6 bullets
Critical Chance: 100
Reload Speed: C
Firing Speed: C-
Alternate Fire: None

The normal sniper rifle has decent power but Leon must eject each bullet shell 
and reload after each shot.  A player should take advantage of switching to 
another weapon when the bullet ejection animation starts to cancel it.  Use the 
Weapons Switch Shooting exploit mentioned in the Advanced Basics section to 
spam this rifle's gunfire on enemies.

-- Grenade Launcher

Firepower (Nitrogen Rounds): 300 (direct hit), 0 (area)
Clip Size: 6 grenades
Critical Chance: N/A
Reload Speed: C
Firing Speed: A
Alternate Fire: None (for Leon Alternate in Mercenaries)

Leon starts out with five Nitrogen Rounds loaded in his grenade launcher.  Use 
them wisely since this is all the ammo you get for this weapon.  Wait for a 
crowd of zombies or J'avo to gather then freeze them all with one shot and 
shatter them all with melee attacks for +5 bonus seconds on each frozen enemy.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH02]
      ___  _            _          __            _   __  _        _      _ 
     / __\| |__   _ __ (_) ___    /__\  ___   __| | / _|(_)  ___ | |  __| |
    / /   | '_ \ | '__|| |/ __|  / \// / _ \ / _` || |_ | | / _ \| | / _` |
   / /___ | | | || |   | |\__ \ / _  \|  __/| (_| ||  _|| ||  __/| || (_| |
   \____/ |_| |_||_|   |_||___/ \/ \_/ \___| \__,_||_|  |_| \___||_| \__,_|

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Shoulder Ram

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Chris will dash and shoulder ram the enemy in front of him.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Chris will dash and slide toward the enemy in front of him.

-- Elbow

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing Chris' 
                  front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Chris will perform a quick elbow to his backside while turning around.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Chris shatters the breakable object.

-- Assault Rifle Strikes

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the assault rifle is equipped
Weapons Required: Assault Rifle
Stamina Usage:    1 bar (for second melee)

Chris will hit the enemy with the back of his assault rifle twice.  The second 
hit will cause a light stun.

-- Punch and Upward Punch

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Combat Knife or Grenade (one-handed weapon)
Stamina Usage:    1 bar (for second melee)

Chris will perform a punch with his left hand then perform a downward punch. 
The second hit will cause a light stun.

-- Knife Slash

Type of Melee:    No Stun Melee
How to Perform:   Hold L1/LT then press R1/RT while the combat knife is 
                  equipped
Weapons Required: Combat Knife
Stamina Usage:    None

Chris swings his knife in whatever direction he is facing.  This can easily set 
up stuns on enemies.

-- Knife Slash Retreat

Type of Melee:    No Stun Melee
How to Perform:   Hold L1/LT then back + R1/RT while the combat knife is 
                  equipped
Weapons Required: Combat Knife
Stamina Usage:    None

Chris swings his knife twice while stepping backwards.

-- Knife Slashes

Type of Melee:    Quick Shot
How to Perform:   Press R1 + L1/RT + LT with the combat knife equipped
Weapons Required: Combat Knife
Stamina Usage:    1 bar

Chris steps forward and swings his knife twice.  The second hit of this knife 
combo will heavy stun the enemy.

-- Backhand

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Chris steps forward with his back to the enemy then turns around and hits the 
enemy with the back of his left fist.

-- Straight Punch

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Chris leans back then lunges forward with a punch.

-- Neck Break

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: Anything but the combat knife
Stamina Usage:    1 bar

Chris grabs the enemy's head from behind then twists its neck.

-- Throat Slit

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT while the combat knife is equipped
Weapons Required: Combat Knife
Stamina Usage:    1 bar

Chris grabs the enemy's head from behind and slices its throat.

-- Body Slam

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Chris picks up the enemy and throws it forward.  The thrown enemy can hit other 
enemies and an enemy can actually be thrown off a ledge if Chris is facing a 
gap.

-- Assault Rifle Smash

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Assault Rifle
Stamina Usage:    1 bar

Chris stands over the enemy and raises his assault rifle and right leg into the 
air then smashes the enemy with the back end of his assault rifle when he 
brings it down.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the handgun is equipped
Weapons Required: Grenade (or other one-handed explosive)
Stamina Usage:    1 bar

Chris stands over the enemy and raises his right leg into the air then stomps 
the enemy.

-- Ground Stab

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the combat knife is equipped
Weapons Required: Combat Knife
Stamina Usage:    None

Chris stands over the enemy then raises his knife into the air with both hands 
and then plunges his knife into the enemy.

-- Wing Rip

Type of Melee:    Ground Melee
How to Perform:   When a J'avo flies, make it fall from the air with gunshots 
                  then move close to its wings (leg side) and press R1/RT.
Weapons Required: None
Stamina Usage:    1 bar

Chris grabs the wings of the J'avo to prop it up then grabs the top portion of 
the creature and tears off its bottom half.

NOTE 1: This melee can only be performed on a flying J'avo (after shooting its 
legs).  This melee must be done while facing the side with wings.  Facing the 
J'avo head side will only make Chris perform his normal ground melee that he 
does to other enemies.  Try to get close to the wings and tilt the camera so 
that the J'avo body is not in view or Chris might stomp.  It's really best to 
stand in the middle of the J'avo and face his wings - this seems to work the 
best.

NOTE 2: The best way to make a winged J'avo fall is to toss a flash grenade 
below it.  It will instantly fall at that time.

===============
Chris (default)
===============

How to unlock: Available by default.

Chris' default outfit easily has one of the best weapon setups in RE6 
Mercenaries.  He starts with a high-powered assault rifle, powerful magnum and 
a really good melee weapon.  He also carries three hand grenades for crowds.  
Chris' default outfit is one of the best selections to make to beat a stage 
easily since he has the answer for all situations overall.  Chris' only flaw is 
that he does not start with any healing item, which can be bad in a mode that 
is so hard on a player at times.

Inventory

Assault Rifle for Special Tactics x30
Lightning Hawk x7
Combat Knife
Hand Grenade x3
5.56mm Ammo x60
.50 Action-Express Magnum ammo x7

-- Assault Rifle for Special Tactics

Firepower: 200
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: S
Alternate Fire: None

Chris' Assault Rifle is a highly damaging rapid fire weapon that can be used to 
damage quickly and easily set up melees.  The easiest way to set up a melee 
with Chris on zombies is to simply quick shot then backhand.  His assault rifle 
takes off enough damage to instantly kill a zombie after melee.  With a J'avo 
it will take around four shots along with a melee for a melee kill.

Chris' assault rifle takes off enough to deal heavy damage to more powerful 
enemies as well!  It can be literally spammed on an enemy to take them down 
almost just as quickly as his magnum.  The only bad part about doing this is 
that this uses up ammo quickly so it's best to stick with the Lightning Hawk 
magnum for the big boys unless you are running out of magnum ammo.

Chris' Assault Rifle also has a slow reload speed and the clip size is quite 
low.  Be sure to aim carefully and try to make each shot counter because of 
this.  Only reload while on the move, don't reload in the middle of a crowd.

-- Lightning Hawk

Firepower: 1200
Clip Size: 7 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: B
Alternate Fire: None

The Lightning Hawk is your big enemy killer.  It has the potential to take down 
the majority of enemies instantly with one shot.  It should be saved for more 
powerful enemies since ammo for it can be quite rare!  The firing rate for the 
gun is quite good for a magnum and the reload speed is equal to a normal 
handgun.  It holds seven shots at a time, which is good for a magnum.

-- Combat Knife

Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Every kill with the combat knife is considered a melee kill regardless of the 
attack.  It's a useful weapon just by itself for a small group of enemies.  It 
takes off more damage with its basic slice than a normal handgun shot so it 
kills just about as fast as a handgun.  The quick shot for the weapon is quite 
damaging and the ground melee (ground stab) for this weapon takes no stamina 
from the stamina gauge when used.  The main flaw with the ground stab is that 
it's a bit slower than the standard stomp.

-- Hand Grenade

Firepower: 1200 (direct hit), 600 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

The Hand Grenade is Chris' best weapon to use against groups of powerful 
enemies.  Whenever enemies gather, don't always pull out your magnum and try to 
kill them one by one - just take out a hand grenade and toss it into the crowd 
then haul ass out of there!  This is highly effective against a group of 
Bloodshots.

=================
Chris (Costume 1)
=================

How to unlock: Beat any Mercenaries stage with Chris with at least an A-rank.

Chris' Samurai costume has a decent weapon for setting up melees, a decent 
weapon for killing off bigger enemies and one hell of a weapon for a single hit 
kill on one enemy or a whole group.  Redfield-san also brings along six healing 
tablets.  This sensei is wise to bring along healing items unlike his 
headstrong student (default Chris).

Inventory

Nine-Oh-Nine x15
Shotgun x8
Rocket Launcher x1
9mm Ammo x50
12-Gauge Shells x20
Healing Tablets x6

-- Nine-Oh-Nine

Firepower: 150
Clip Size: 15 bullets
Critical Chance: 12.5
Reload Speed: A
Firing Speed: A
Alternate Fire: None

Chris' Nine-Oh-Nine handgun is a weak handgun so it will take quite a few shots 
to set up a melee on most enemies.  Zombies take at least four handgun shots 
before they can be killed with a melee and J'avo take even more!  Thankfully, 
handgun ammo is very plentiful from enemy drops the majority of the time, so 
you can afford to spam this weapon and gain melee kills once you find out the 
proper amount of shots to weaken each enemy type.

-- Shotgun

Firepower: 140 x 7 (far), 180 x 7 (close)
Clip Size: 8 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: C
Alternate Fire: None

Chris' shotgun is the same as default Leon's shotgun.  It shoots slowly and the 
reloading is slow, but its Chris' only powered weapon besides his rocket 
launcher, so we will have to make it useful!  The shotgun is best used at close 
range like all shotguns.  It's good to save a fading combo or lay the smackdown 
on a powerful enemy from close range.

-- Rocket Launcher

Firepower: 30000 (direct hit), 2000 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Chris only gets one shot with his rocket launcher, so make it count.  RE6 
Mercenaries doesn't have overly powerful enemies like RE5 Mercenaries did, so 
this is best used against a crowd of enemies or for killing a bigger enemy very 
quickly when the combo is about to fade!  Basically, this is your one-time-use 
hand grenade or magnum that WILL kill whatever it hits, so use it wisely!

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH03]
            __          _                          _  _             
            \ \   __ _ | | __ ___    /\/\   _   _ | || |  ___  _ __ 
             \ \ / _` || |/ // _ \  /    \ | | | || || | / _ \| '__|
          /\_/ /| (_| ||   <|  __/ / /\/\ \| |_| || || ||  __/| |   
          \___/  \__,_||_|\_\\___| \/    \/ \__,_||_||_| \___||_|   

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Jumping Knee

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Jake will dash and jump kick the enemy in front of him.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Jake will dash and slide toward the enemy in front of him.

-- Elbow

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing 
                  Jake's front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Jake will perform an elbow to his back side while turning.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Jake shatters the breakable object.

-- Knife Slash (Costume 1 and 2 Jake only)

Type of Melee:    No Stun Melee
How to Perform:   Hold L1/LT then press R1/RT while the survival knife is 
                  equipped
Weapons Required: Survival Knife
Stamina Usage:    None

Jake swings his knife in whatever direction he is facing.  This can easily set 
up stuns on enemies.

-- Powered Knife Slash (Costume 1 and 2 Jake only)

Type of Melee:    No Stun Melee
How to Perform:   Press L1 + R1/LT + RT while the survival knife is equipped
Weapons Required: Survival Knife
Stamina Usage:    None

Jake swings his knife in whatever direction he is facing.  This is a more 
powerful version of his normal knife slash.  It looks almost the same as his 
normal knife slash.

-- Ground Stab (Costume 1 and 2 Jake only)

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the survival knife is equipped
Weapons Required: Survival Knife
Stamina Usage:    None

Jakes stands over the enemy then raises his knife into the air with both hands 
and then plunges his knife into the enemy.

-- Kick Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Handgun
Stamina Usage:    1 bar (for second melee)

Jake will kick and then perform a forward kick.  The forward kick will cause a 
light stun on the enemy.

-- Bare Hand Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   While the bare hands are equipped hold L1/LT then tap R1/RT 
                  three times
Weapons Required: Bare Hands
Stamina Usage:    None

Jake performs a hook with each arm and ends the combo with an elbow.

-- Special Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   While the bare hands are equipped hold L1/LT then hold R1/RT 
                  and release then press R1/RT four times
Weapons Required: Bare Hands
Stamina Usage:    3 bars (1 for tiger uppercut, 1 for sweep, 1 for ground 
                  pound)

Jake charges his first then unleashes a cobra strike followed by a tiger 
uppercut, thrust punch, sweep and ground pound.  This combo is very powerful 
and is hard to connect on normal enemies.

The starting melee of this combo will autotrack a targeted enemy.  A targeting 
cursor will lock-on to an enemy from the start and the target can be changed by 
moving the right thumbstick.  A player can dodge to the side while running by 
tapping to the side with the left thumbstick while Jake runs.  A player can 
also hop forward or back flip away by pressing left thumbstick up or down 
respectively.

-- Tiger Uppercut

Type of Melee:    No Stun Melee
How to Perform:   While the bare hands are equipped, press L1 + R1/LT + RT
Weapons Required: Bare Hands
Stamina Usage:    1 bar

Jake steps forward while ducking and performs an uppercut.

-- Jumping Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Jake leaps into the air and kicks the enemy in the head.

-- Jaguar Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Jake steps forward with a kick to the side on the enemy.

-- German Suplex

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Jake grabs the enemy around the waist from behind then performs a suplex and 
plant the enemy headfirst into the ground behind him.

-- Tornado DDT

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Jake jumps at the enemy and grab it from the back then slams it to the ground.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the handgun is equipped
Weapons Required: Handgun
Stamina Usage:    1 bar

Jake stands over the enemy then stomps the enemy.

-- Giant Swing

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy's 
                  legs and press R1/RT while the bare hands are equipped
Weapons Required: Bare Hands
Stamina Usage:    1 bar

Jake grabs the enemy's legs and tosses the enemy behind him.

==============
Jake (default)
==============

How to unlock: Available by default.

Jake is another good starting character for Mercenaries since he has a good 
overall weapon setup for just about any situation.  His handgun has deals out 
decent damage for weakening enemies for melee kills and his elephant killer 
magnum is highly damaging!  Jake is also the only character that can fight with 
his bare hands.  His bare hand charge attacks can kill some enemies in 2-3 
hits.  Jake also carries flash grenades, which are perfect for setting up heavy 
stun melees on crowds of J'avo.  He comes with ten healing tablets also!

Inventory

Nine-Oh-Nine x15
Elephant Killer x5
Hand-to-Hand
Flash Grenade x2
9mm Ammo x50
.500 Magnum Ammo x10
Healing Tablets x10

============
Nine-Oh-Nine
============

Firepower: 150
Clip Size: 15 bullets
Critical Chance: 12.5
Reload Speed: A
Firing Speed: A
Alternate Fire: None

Just like with Chris' alternate outfit, Jake starts out with the Nine-Oh-Nine. 
It takes around 4-5 shots to weaken an enemy enough in order to melee kill 
after using this weapon on zombies and J'avo.  It's an overall good weapon for 
weakening enemies and setting up melees since you get plenty of ammo for it 
through random enemy item drops.

===============
Elephant Killer
===============

Firepower: 1600
Clip Size: 5 bullets
Critical Chance: 12.5
Reload Speed: C
Firing Speed: C
Alternate Fire: None

Haha.  Like father, like son, Jake gets the M500 magnum in his Mercs game just 
like his old man in RE5 Mercs.  Just like his old man's magnum, Jake's elephant 
killer still has all the same flaws and strengths.  The elephant killer takes 
tons of damage per shot fired, but it's firing speed is very slow due to heavy 
recoil and the reload for this weapon can be really long, so be sure to move 
while reloading and don't reload that much at all.

============
Hand-to-Hand
============

Firepower:
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Jake's bare hands can be quite damaging when he uses his flip kick out of his 
charge combo.  If you hold L1/LT then lock on to an enemy then hold R1/RT and 
lock on to that enemy then hit them with the running Cobra Strike then back 
flip away with Back + X/A and allow Jake to move forward again while still 
holding L1/LT, he will perform a flip kick that takes off quite a bit of damage 
on J'avo.  All of his attacks that can be performed during this charge combo 
take off a lot of damage from J'avo.

Jake can easily hit winged J'avo with his charging melee since he will perform 
a flip kick instead of the Cobra Strike at the end while targeting them.

-- Bare Hand Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   While the bare hands are equipped hold L1/LT then tap R1/RT 
                  three times
Weapons Required: Bare Hands
Stamina Usage:    1 bar

Jake performs a hook with each arm and ends the combo with an elbow.

-- Special Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   While the bare hands are equipped hold L1/LT then hold R1/RT 
                  and release then press R1, R1, R1, R1/RT, RT, RT, RT
Weapons Required: Bare Hands
Stamina Usage:    3 bars (1 for tiger uppercut, 1 for sweep, 1 for ground 
                  pound)

Jake charges his first then unleashes a cobra strike followed by a tiger 
uppercut, thrust punch, sweep and ground pound.  This combo is very powerful 
and is hard to connect on normal enemies.

The starting melee of this combo will autotrack a targeted enemy.  A targeting 
cursor will lock-on to an enemy from the start and the target can be changed by 
moving the right thumbstick.  A player can dodge to the side while running by 
tapping to the side with the left thumbstick while Jake runs.  A player can 
also hop forward or back flip away by pressing left thumbstick up or down 
respectively.

-- Tiger Uppercut

Type of Melee:    No Stun Melee
How to Perform:   While the bare hands are equipped, press L1 + R1/LT + RT
Weapons Required: Bare Hands
Stamina Usage:    1 bar

Jake steps forward while ducking and performs an uppercut.

=============
Flash Grenade
=============

Firepower: 1
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Flash grenades are actually quite good in RE6 Mercs.  They set up heavy stun 
immediately once the blinding flash of this grenade stuns a J'avo!  And the 
frontal heavy stun melee takes off tons of damage from normal J'avo.  Jake will 
actually get credit for performing a Coup De Grace and get +7 bonus seconds 
after performing a melee on the front portion of a J'avo that is stunned with a 
flash grenade.  Be sure to keep this in mind.  Coup De Grace is NOT limited to 
melee attacks that finish bigger enemies, Coup De Grace is credited for a 
frontal heavy stun attack that defeated ANY enemy.

================
Jake (Costume 1)
================

How to unlock: Beat any Mercenaries stage with Jake with at least an A-rank.

Jake's alternate outfit has one of the hardest weapon sets to use effectively 
for melee since he kills so slow with only a survival knife.  He will get a 
fair share of ammo for his semi-auto rifle since he has no other ammo drops to 
collect however, so he can easily spam a bigger enemy with damage without 
having to worry about ammo.  Jake also carries a grenade launcher with plenty 
of explosive rounds that helps for enemy groups of damaging bigger enemies.  He 
starts with eight healing tablets.

Inventory

Survival Knife
Semi-Auto Rifle x5
Grenade Launcher x6
First-Aid Spray x1
7.62mm Ammo x20
40mm Explosive Rounds x12
Healing Tablets x8

-- Survival Knife

Firepower: 180
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Jake's only weak weapon to set up most of his melee kills with is a knife, 
which means you might get hit a bunch if you only try to set up melee kills! 
The good part about this weapon is that any kill with it will be considered a 
melee kill, so any kill with it will yield +5 bonus seconds.  Keep in mind that 
Jake's ground melee will take no stamina while the survival knife is equipped - 
it will be just a bit slower than his stomp, but not by much.

-- Semi-Auto Rifle

Firepower: 600
Clip Size: 5 bullets
Critical Chance: 75
Reload Speed: B
Firing Speed: B+
Alternate Fire: None

One of the best parts about playing with this alternate version of Jake is that 
he gets TONS of rifle ammo since he has no other weapon that receives drops.  
You'll get around 80 rifle bullets toward the end of a run if you collect all 
drops.  Because of this, Jake can use this weapon to spam damage against bigger 
enemies to quickly kill them and not even have to worry about ammo while doing 
so.  His quick shot with this weapon can be useful for knocking bigger enemies 
down as well.

-- Grenade Launcher

Firepower (Explosive Rounds): 1000 (direct hit), 500 (area)
Firepower (Acid Rounds): 250 (direct hit), 200 (area)
Firepower (Nitrogen Rounds): 300 (direct hit), 0 (area)
Clip Size: 6 grenades
Critical Chance: N/A
Reload Speed: C
Firing Speed: A
Alternate Fire: Acid Rounds, Nitrogen Rounds

Jake comes packed with six explosive rounds in his gun and twelve extra 
explosive rounds in his inventory, so he starts with eighteen altogether.  Use 
the explosive rounds for groups of enemies that trouble you or use them to 
quickly damage bigger enemies.

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|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH04]
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  / /_/ // _ \| | / _ \| '_ \  / _` |  / /_/ // _` || '__|| '_ \  / _ \| '__|
 / __  /|  __/| ||  __/| | | || (_| | / __  /| (_| || |   | |_) ||  __/| |   
 \/ /_/  \___||_| \___||_| |_| \__,_| \/ /_/  \__,_||_|   | .__/  \___||_|   
                                                          |_|                
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|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Jump Kick

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Helena will dash and jump kick the enemy in front of her.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Helena will dash and slide toward the enemy in front of her.

-- Back Kick

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing 
                  Helena's front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Helena will perform a kick while turning around.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Helena shatters the breakable object.

-- Overhead Punch, Upward Kick

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: None
Stamina Usage:    1 bar (for second melee)

Helena hits the enemy over the head with her fist then performs an upward kick 
while stepping forward.

-- Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Helena performs a spinning roundhouse kick to the enemy.

-- Drop Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Helena leaps into the air and kicks the enemy with both of her feet while 
dropping.

-- Face Smash

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Helena kicks the enemy in the lower back portion of the legs to make the enemy 
fall to the ground then falls on the enemy's head with an elbow.

-- Head Scissor

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Helena jumps at the enemy then grabs onto its right arm and body  then spins 
around the enemy shortly before tossing it to the ground.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: None
Stamina Usage:    1 bar

Helena stands over the enemy then stomps the enemy.

================
Helena (default)
================

How to unlock: Beat Urban Chaos with any character with at least a B-rank.

Helena has a pretty good overall weapon setup for handling all types of enemies 
if used properly.  Her handgun is powerful enough to weaken enemies for quick 
melee kills.  She is the only character in Mercenaries that can use the Hydra 
shotgun.  The Hydra shotgun must be aimed carefully in order to get the most 
out of the weapon since it only holds three shells at a time.  Helena also 
carries a grenade launcher with acid rounds that works well for crowd control 
against J'avo.  She starts with six healing tablets.

Inventory

Picador x16
Hydra x3
Grenade Launcher x6
9mm Ammo x50
10-Gauge Shells x30
Healing Tablets x6

=======
Picador
=======

Firepower: 160
Clip Size: 16 bullets
Critical Chance: 6
Reload Speed: A
Firing Speed: A-
Alternate Fire: None

Helena's handgun packs just a little more "oomph!" per hit than the Wing 
Shooter or the Nine-Oh-Nine handguns, but she can't fire as fast.  The lower 
firing speed is barely noticed however.  Since her handgun takes off more 
damage, she has to watch out a bit about spamming shots before a melee.  Helena 
can kill zombies with four shots to the chest, so it's best to shoot them three 
times in the chest then blast them in the leg once and then melee for a melee 
kill.  J'avo can be killed with five shots to the chest followed by a melee 
most of the time.

=====
Hydra
=====

Firepower: 120 x 7 (far), 170 x 7 (close)
Clip Size: 3 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: S
Alternate Fire: None

The Hydra is not as good in RE6 as it was in RE5 since it can only hold three 
shells at a time, but it is the most powerful shotgun from close range and it 
has a really good rate of fire.  From close range, Helena can heavily damage an 
enemy very quickly with three shots that are almost instant.  That's 170 damage 
x7 for the pellet spread and x3 for the three shots so from close range you can 
deliver nearly 3000 damage in three shots almost instantly.

The Hydra has a long reload animation so a player must make each shot count.  
The Hydra needs to be used wisely and precisely in RE6 Mercs.  It's not near 
the insane broken weapon that STARS Wesker had in RE5 anymore.

================
Grenade Launcher
================

Firepower (Acid Rounds): 250 (direct hit), 200 (area)
Clip Size: 6
Critical Chance: N/A
Reload Speed: C
Firing Speed: A
Alternate Fire: None (for Leon Alternate in Mercenaries)

Helena starts out with acid rounds loaded in her grenade launcher.  Acid rounds 
explode and stun enemies in place with acid for a few seconds before they fall 
to the ground.  The acid rounds set up melee on groups of J'avo incredibly 
well.  The acid rounds should be saved for big groups of J'avo.  Shoot an acid 
round into a crowd and then run up and melee each of the enemies that gets 
stunned by acid.  One melee will kill off any of the enemies caught in the acid 
spread.

Acid rounds will stagger zombies, but it won't really affect them as badly as 
J'avo.  It will weaken zombies up to the point where one melee will kill them 
most of the time, but the affect is kind or random with a zombie.  Sometimes it 
will kill them, sometimes it will not hurt them enough to where a single melee 
will kill them and sometimes it will work just right to where a single melee 
will kill them after being soaked with acid.  Even though the acid rounds are 
random against zombies, they are still good for zombie crowds.

==================
Helena (Costume 1)
==================

How to unlock: Beat any Mercenaries stage with Helena with at least an A-rank.

Helena's alternate outfit can be quite hard to use effectively without a bit of 
countering mixed in since she has the potential to run out of ammo quickly with 
her main weapon to set up melees with.  Her sniper rifle does some good damage 
for bigger enemies and distant enemies and incendiary grenades really help out 
for crowds.  This Helena starts out with one red herb and a first aid spray.  
Keep the red herb to mix with a green herb!

Inventory

Ammo Box 50 x50
Sniper Rifle x6
Herb (Red) x1
First-Aid Spray x1
Incendiary Grenade x3
9mm Ammo x50
7.62mm Ammo x20

-- Ammo Box 50

Firepower: 90
Clip Size: 50 bullets
Critical Chance: 5
Reload Speed: B
Firing Speed: S
Alternate Fire: None

This weapon is quite weak, but thankfully it is rapid fire, so Helena can spam 
an enemy with it quickly to set the enemy up for melee.  The problem with this 
weapon is that it requires at least around five shots to weaken an enemy where 
a melee will kill them, so Helena will be using up ammo for this weapon quite 
fast.  With ammo pickups for this weapon only giving a player +15 ammo per 
pickup, it's easy to run out of ammo if you don't conserve your ammo at times. 
Because of this, a player can fall into a bad luck scenario where Helena will 
receive few ammo drops and be stuck without ammo for this weapon.

-- Sniper Rifle

Firepower: 700
Clip Size: 6 bullets
Critical Chance: 100
Reload Speed: C
Firing Speed: C-
Alternate Fire: None

Helena has the basic sniper rifle that requires a bullet ejection and reload 
per shot fired, but a player can take advantage of Weapon Switch Shooting which 
is mentioned in the Advanced Basics section to basically rapid fire this weapon 
- Shoot, Switch, Switch Back, Shoot, repeat.  This version of Helena does not 
have another powerful weapon to fall back on for bosses besides incendiary 
grenades, so it's very important to use Weapon Switch Shooting with her rifle 
to make it more useful.

-- Incendiary Grenade

Firepower: 800 (direct hit), 400 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Helena starts out with three incendiary grenades, which can come instantly 
killing or damaging crowds of zombies and J'avo.  Incendiary grenades take a 
bit more damage than they did in RE5, so they are much more useful for crowds 
in RE6.  The radius of the area in which they hit seems to have been increased 
as well.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH05]
          ___  _                        __  _                          
         / _ \(_)  ___  _ __  ___    /\ \ \(_)__   __ __ _  _ __   ___ 
        / /_)/| | / _ \| '__|/ __|  /  \/ /| |\ \ / // _` || '_ \ / __|
       / ___/ | ||  __/| |   \__ \ / /\  / | | \ V /| (_| || | | |\__ \
       \/     |_| \___||_|   |___/ \_\ \/  |_|  \_/  \__,_||_| |_||___/

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Shoulder Ram

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Piers will dash and shoulder ram the enemy in front of him.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Piers will dash and slide toward the enemy in front of him.

-- Elbow

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing Piers' 
                  front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Piers will perform a quick elbow to the back of him.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Piers shatters the breakable object.

-- MP-AF/Rifle Strikes

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the assault rifle is equipped
Weapons Required: Assault Rifle
Stamina Usage:    1 bar (for second melee)

Piers will hit the enemy with the back of his weapon twice.  The second hit 
will cause a light stun.

-- Forward Kick and Elbow

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Grenade (Hand or Flash)
Stamina Usage:    1 bar (for second melee)

Piers will perform a forward kick then step forward and strike with his elbow. 
Since Piers does not have a one-handed weapon, a player must equip a grenade in 
order to perform this combination.

-- Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Piers performs a roundhouse kick to the enemy.

-- Uppercut

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Piers ducks then performs an uppercut.  This is the same type of melee that 
Chris used in RE5.

-- Dragon Sleeper

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: Anything but the combat knife
Stamina Usage:    1 bar

Piers grabs the lower and upper portion of the enemy from behind then pulls 
upward during this hold.

-- Sleeper Throw

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Piers grapples the enemy and gets them in a quick sleeper hold then flips over 
the enemy and tosses the enemy over his shoulder.

-- MP-AF/Rifle Smash

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Assault Rifle
Stamina Usage:    1 bar

Piers stands over the enemy and raises his weapon and right leg into the air 
then smashes the enemy with the back end of his weapon when he brings it down.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while a grenade is equipped
Weapons Required: Grenade (Hand or Flash)
Stamina Usage:    1 bar

Piers stands over the enemy and raises his foot then stomps the enemy.  In the 
Xbox demo, the Piers player must equip a grenade in order to perform this melee 
while standing above the enemy.  Piers starts with a hand grenade in his 
inventory.

-- Wing Rip

Type of Melee:    Ground Melee
How to Perform:   When a J'avo flies, make it fall from the air with gunshots 
                  then move close to its wings (leg side) and press R1/RT.
Weapons Required: None
Stamina Usage:    1 bar

Piers grabs the wings of the J'avo to prop it up then grabs the top portion of 
the creature and tears off its bottom half.

NOTE 1: This melee can only be performed on a flying J'avo (after shooting its 
legs).  This melee must be done while facing the side with wings.  Facing the 
J'avo head side will only make Piers perform his normal ground melee that he 
does to other enemies.  Try to get close to the wings and tilt the camera so 
that the J'avo body is not in view or Piers might stomp.  It's really best to 
stand in the middle of the J'avo and face his wings - this seems to work the 
best.

NOTE 2: The best way to make a winged J'avo fall is to toss a flash grenade 
below it.  It will instantly fall at that time.

===============
Piers (default)
===============

How to unlock: Beat Steel Beast with any character with at least a B-rank.

Piers' default outfit is similar to Safari Chris in RE5 Mercenaries in a way 
because of one flaw that they both share - Piers will often run out of ammo for 
MP-AF machine gun if you do not conserve ammo for this weapon.  He also does 
not receive rifle ammo drops from enemy item drops at all.  Piers will only 
receive +15 ammo for his MP-AF for ammo drops while using him, which can be 
used up quickly.

Piers rifle is quite nice for damaging enemies, but with him receiving no rifle 
ammo drops for a rifle that is hard to aim with from a distance, it really 
makes him a weak overall character.  Thankfully, he carries three remote bombs 
that work quite well against bigger enemies and crowds.  For healing, Piers 
starts with a first aid spray.

Inventory

MP-AF x30
Anti-Material Rifle x10
First-Aid Spray x1
Remote Bomb x3
9mm Ammo x50
AM Rifle Ammo x20

-- MP-AF

Firepower: 100
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: A (Primary Fire)/S (Alternate Fire)
Alternate Fire: Automatic (Rapid Fire)

Be sure to set this machine gun to automatic from the start.  The gun is so 
weak that single shots don't even matter unless you are going for head stun 
melees only.  It will take a few shots to damage an enemy enough to set it up 
for melee with this weapon.  It's so very easy to run out of ammo with this 
weapon since Piers will have to spam shots in order to set up melees and he 
only receives +15 ammo per random ammo drop from enemies.  Be sure to counter 
when possible to avoid running out of ammo.  The only positive aspect of this 
weapon is its highly accurate aim.

-- Anti-Material Rifle

Firepower: 1000
Clip Size: 10 bullets
Critical Chance: 100
Reload Speed: B
Firing Speed: D-
Alternate Fire: Thermal Scope

Out of all the games I have played and all the rifles I have used in them, 
nothing comes close to giving me pleasure like hitting an enemy with Piers' 
Anti-Material Rifle.  This rifle doesn't just go "boom", this rifle goes "F'in 
BOOM, BITCH!  YEAH!"

The power for the rifle is nearly equal to a magnum shot.  Piers has a heavy 
bullet ejection and reload animation after each shot, but a player can take 
advantage of Weapon Switch Shooting as mentioned in the Advanced Basics section 
to basically rapid fire this weapon!  The biggest flaws with the anti-material 
rifle is that the aiming is not steady and Piers will not receive any extra 
rifle ammo drops for this weapon.  Because of the shaky aiming of the Anti-
Material Rifle, when using Weapon Switch Shooting, make sure your target is 
close while aiming with a machine gun to make sure the rifle actually hits the 
target.

-- Remote Bomb

Firepower: 1600 (direct hit), 800 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Piers starts with three remote bombs, which are highly useful for instantly 
killing crowds of enemies or damaging bigger enemies.  These can really help 
out for later in the runs when enemies get highly aggressive so be sure to 
conserve them for when you really need them!

=================
Piers (Costume 1)
=================

How to unlock: Beat any Mercenaries stage with Piers with at least an A-rank.

"Nobody knows how to advertise like Piers Nivans!" says his Mercenaries 
sponsors.  He's like a Capcom fanboy at Capcom Summer Jam with this outfit.  
Piers is representin' his company!

Piers' alternate costume is quite a well rounded character overall.  He can 
deal decent damage from any range with his weapon assortment.  His main flaw is 
his basic weapon for melee.  The Ammo Box 50 has the potential to run out of 
ammo very quickly if you spam shots with it.  Unlike his default outfit, Piers 
will receive rifle ammo drops from enemies along with shotgun drops for his 
Assault Shotgun.  This Piers starts with four healing tablets.

Inventory

Ammo Box 50 x50
Semi-Auto Sniper Rifle x5
Assault Shotgun x7
9mm Ammo x30
7.62mm Ammo x15
12-Gauge Shells x10
Healing Tablets x4

-- Ammo Box 50

Firepower: 90
Clip Size: 50 bullets
Critical Chance: 5
Reload Speed: B
Firing Speed: S
Alternate Fire: None

Just like Piers' default outfit and Helena's alternate outfit, the Ammo Box 50 
is weak so it requires a player to spam ammo on an enemy in order to weaken it 
enough for a melee kill, so Piers will need a lot of ammo for this weapon, 
which he sometimes will not get during a run.  Each ammo drop is only +15 ammo 
and Piers will have to shoot each enemy at least five times with the Ammo Box 
to set the enemy up for melee.  Be sure to counter often instead of only melee 
killing!

-- Semi-Auto Rifle

Firepower: 600
Clip Size: 5 bullets
Critical Chance: 75
Reload Speed: B
Firing Speed: B+
Alternate Fire: None

This rifle trades the power of the Anti-Material Rifle for a much more accurate 
aim.  A player can easily hit enemies from a distance with this weapon.  There 
is no need to use Weapon Switch Shooting for this weapon since it already fires 
rapidly enough as it is.  This is a great source of long-range power for Piers.

-- Assault Shotgun

Firepower: 150 x 7 (far), 170 x 7 (close)
Clip Size: 7 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: B-
Alternate Fire: None

The Assault Shotgun is my personal favorite shotgun out of the available 
shotguns since it has the best rate of fire.  It has an overall tighter spread 
of pellets when compared to the normal shotgun so it will hit enemies more 
accurately from further away.  The rate of fire is slightly better than the 
normal shotgun as well.  This is a good source of close range power for Piers, 
which helps to balance him out for all ranges basically.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH06]
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    / _\| |__    ___  _ __  _ __  _   _    / __\(_) _ __ | | __(_) _ __  
    \ \ | '_ \  / _ \| '__|| '__|| | | |  /__\//| || '__|| |/ /| || '_ \ 
    _\ \| | | ||  __/| |   | |   | |_| | / \/  \| || |   |   < | || | | |
    \__/|_| |_| \___||_|   |_|    \__, | \_____/|_||_|   |_|\_\|_||_| |_|
                                  |___/                                  
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|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Jump Kick

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Sherry will dash and jump kick the enemy in front of her.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Sherry will dash and slide toward the enemy in front of her.

-- Back Kick

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing 
                  Sherry's front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Sherry will perform a kick while turning around.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Sherry shatters the breakable object.

-- Forward Kick, Elbow

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Handgun
Stamina Usage:    1 bar (for second melee)

Sherry will hit the enemy with a forward kick followed by an elbow.  The second 
attack will set up a light stun on the enemy.

-- Stun Rod Combo

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   While the stun rod is equipped hold L1/LT then tap R1/RT 
                  twice
Weapons Required: Stun Rod
Stamina Usage:    None

Sherry hits the enemy from the side with the stun rod then steps forward and 
hits the enemy with a thrust from the stun rod.

NOTE: The second hit of this combo is very delayed, so you'll have to keep 
tapping R1/RT or tap it right after the first hit.  The second hit can be 
charged.

-- Stun Rod Charge Hit

Type of Melee:    No Stun Melee
How to Perform:   While the stun rod is equipped hold L1/LT then charge R1/RT
Weapons Required: Stun Rod
Stamina Usage:    None

Sherry will charge a stun rod attack.  This melee can be activated in a variety 
of ways.  It can be done during normal stun rod combo, while pressing Back + 
X/A while holding L1/LT and while prone (on the ground).

-- Stun Rod Dodge Strike

Type of Melee:    No Stun Melee
How to Perform:   While the stun rod is equipped hold L1/LT then press back + 
                  X/A
Weapons Required: Stun Rod
Stamina Usage:    None

Sherry steps backward and swings once with the stun rod.

-- Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Sherry performs a roundhouse kick to the enemy.

-- Sweep Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Sherry ducks down then performs an upward kick to the enemy.  This is the same 
melee Jill had in RE5.

-- Face Buster

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Sherry grabs the enemy from behind and smashes its face into the ground.

-- Kick Off

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Sherry climb on top of the front of the enemy then kicks off of them with both 
her legs and knocks the enemy to the ground.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Handgun
Stamina Usage:    1 bar

Sherry stands over the enemy then stomps the enemy.

-- Stun Rod Ground Hit

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Stun Rod
Stamina Usage:    None

Sherry stands over the enemy then hits the enemy with her stun rod.

================
Sherry (default)
================

How to unlock: Beat Mining the Depths with any character with at least a B-
               rank.

Sherry's default outfit has an overall good weapon selection.  She has a decent 
handgun, a powerful magnum and her trusty stun rod.  Her stun rod can help her 
with close range combat, but it also ruins melee kills if an enemy dies from 
the charged shock portion of a stun rod attack.  Really her quick shot 
autotargeting with the stun rod is the best part about using it.  Sherry starts 
with one healing tablet and two red herbs.  Save the red herbs to combine with 
green herbs.

Inventory

Triple Shot x20
Lighting Hawk x7
Stun Rod
Herb (Red) x2
First Aid Spray x1
9mm Ammo x30
.50 Action-Express Magnum Ammo x10

-- Triple Shot

Firepower: 150
Clip Size: 20 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: S
Alternate Fire: 3-shot burst fire

Keep this gun on its default 3-shot burst fire so it can damage enemies 
quicker.  With the right timing for shooting an enemy enough to where it is 
weakened enough for a melee kill, this handgun is quite useful.  It just takes 
some practice to know how to hold the button down for the right amount of 
shots.  The single fire for this weapon is basically useless unless you simply 
can't get down the timing for damaging with the 3-shot burst on.

-- Lightning Hawk

Firepower: 1200
Clip Size: 7 bullets
Critical Chance: 8
Reload Speed: A
Firing Speed: B
Alternate Fire: None

The Lightning Hawk magnum is a great source of long range and short-range 
damage.  It's just an overall powerful weapon per shot fired, so it really 
helps out Sherry when it comes to bigger enemies.  It reloads like a handgun 
and nearly shoots just as fast as a handgun also.

-- Stun Rod

Firepower: 140/280 + 40 + 80 (charge)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

The stun rod is really too weak to use against normal enemies and it has the 
potential to ruin melee kills when charged.  When the stun rod is charged with 
electricity, the actually shocking damage at the end is not considered melee 
and will kill an enemy without you receiving +5 bonus second if the actual 
shock kills them.

A stun rod's quick shot is highly effective against melee killing zombie dogs 
that are near Sherry however.  The quick shot will instantly kill the dog for 
+5 bonus seconds when the stun rod is equipped.

==================
Sherry (Costume 1)
==================

How to unlock: Beat any Mercenaries stage with Sherry with at least an A-rank.

Sherry's alternate outfit is a beast.  She comes with a high-powered assault 
rifle for setting up easy melee kills, my personal favorite shotgun and some 
flash grenades.  Oh, and did I mention that her assault rifle has a grenade 
launcher alternate fire with explosive rounds?  This young lady definitely has 
potential for high scores!  This version of Sherry also starts with one healing 
tablet and two red herbs like her default outfit.

Inventory

Bear Commander x30
Assault Shotgun x7
Flash Grenade x2
Herb (Red) x2
First-Aid Spray x1
5.56mm Ammo x60
12-Gauge Shells x20
40mm Explosive Rounds x3

-- Bear Commander

Firepower: 190
Firepower (Alternate): 1000 (direct hit), 500 (area)
Clip Size: 30 bullets/1 grenade (alternate)
Critical Chance: 4
Reload Speed: B
Firing Speed: ?
Alternate Fire: Explosive Rounds

This gun can really help out Sherry for melee kills since it takes a lot of 
damage per shot fired.  Just shoot an enemy a few times with this weapon and it 
will be weak enough to be killed off with a melee.  Along with the great 
damage, the gun has an alternate fire that allows Sherry to fire explosive 
rounds.  Sherry starts with three explosive rounds and will get no more so save 
them for crowds of enemies or bigger enemies.

-- Assault Shotgun

Firepower: 150 x 7 (far), 170 x 7 (close)
Clip Size: 7 shells
Critical Chance: ?
Reload Speed: C
Firing Speed: B-
Alternate Fire: None

For close range damaging, Sherry can switch over to the Assault Shotgun.  The 
Assault Shotgun has a tighter spread when compared to the normal Shotgun so it 
is slightly more accurate from a range.  This is a good source of close range 
damage for Sherry.

-- Flash Grenade

Firepower: 1
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

As if Sherry's load out is not already good enough, she starts with three flash 
grenades as well.  Toss one of these grenades at a group of J'avo to blind them 
and set them up for instant heavy stun melee (Coup De Grace) kills for +7 
seconds each.  Flash grenade are also highly effective for stunning groups of 
Bloodshots.

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|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH07]
               _        _          __    __                     
              /_\    __| |  __ _  / / /\ \ \ ___   _ __    __ _ 
             //_\\  / _` | / _` | \ \/  \/ // _ \ | '_ \  / _` |
            /  _  \| (_| || (_| |  \  /\  /| (_) || | | || (_| |
            \_/ \_/ \__,_| \__,_|   \/  \/  \___/ |_| |_| \__, |
                                                          |___/
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|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Jump Kick

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Ada will dash and perform a jumping kick to the enemy in front of her.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Ada will dash and slide toward the enemy in front of her.

-- Back Kick

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing Chris' 
                  front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Ada will perform a quick kick to the back of her while turning.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Ada shatters the breakable object.

-- Bowgun Strikes

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the assault rifle is equipped
Weapons Required: Bowgun
Stamina Usage:    1 bar (for second melee)

Ada will hit the enemy with the back of her bowgun twice.  The second hit will 
cause a light stun.

-- Overhead Arm Strike and Kick

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Ammo Box 50
Stamina Usage:    1 bar (for second melee)

Ada will perform an overhead arm strike with her right arm then perform a kick 
forward with her right leg.  The second hit will cause a light stun.

-- Jumping Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Ada leaps into the air then performs a roundhouse kick to her front side.

-- Flip Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Ada performs a flip upward and kicks the enemy while flipping backwards in mid-
air.

-- Leg Face Slam

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Ada grabs the enemy's shoulders then leaps over the enemy and grabs its head 
with the bottom of her legs and then slams the enemy's face into the ground.

-- Leg Takedown

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Ada jumps and wraps both her legs around the enemy's head then slams them to 
the ground.

-- Bowgun/MP-AF/Sniper Rifle Smash

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Bowgun/MP-AF/Sniper Rifle
Stamina Usage:    1 bar

Ada stands over the enemy and raises her bowgun/MP-AF/Sniper Rifle and right 
leg into the air then smashes the enemy with the back end of her bowgun/MP-
AF/Sniper Rifle when she brings it down.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the handgun is equipped
Weapons Required: Ammo Box 50
Stamina Usage:    1 bar

Ada stands over the enemy and raises his right leg into the air then stomps the 
enemy.

=============
Ada (default)
=============

How to unlock: Beat Ada's scenario in campaign mode.

Ada's default outfit carries the same starting weapons that she has in 
campaign.  Ada's light stun melee is very quick and helps her to utilize the 
Ammo Box 50 weapon a bit better than other characters who's light stun melees 
are slower and leave them a bit more open to attack afterwards.  She has the 
crossbow with her, but it doesn't help that much for Mercenaries.  She also 
starts with eight healing tablets.

Inventory

Ammo Box 50 x50
Crossbow x1
Incendiary Grenade x3
9mm Ammo x30
Arrows (Normal) x60
Arrows (Pipe Bomb) x30
Healing Tablets x8

-- Ammo Box 50

Firepower: 90
Clip Size: 50 bullets
Critical Chance: 5
Reload Speed: B
Firing Speed: S
Alternate Fire: None

Ada starts with the weak Ammo Box machine gun that she had in her campaign. 
Just like with other characters, a player must spam an enemy with shots from 
this weapon in order to set up melees and you have the potential to run out of 
ammo quickly if you use this weapon too much.

-- Crossbow

Firepower: 550
Firepower (secondary): 150 (impact)
Firepower (secondary [explosion]): 1000 (direct hit), 500 (area)
Clip Size: 1 arrow
Critical Chance: 100
Reload Speed: B
Firing Speed: ?
Alternate Fire: Pipe Bomb Arrows

Ada starts with 60 normal arrows and 30 pipe bomb arrows for her crossbow.  
While this weapon was good in campaign, it's not as useful in Mercenaries.  Ada 
must reload after every shot fired with both primary and alternate fire - this 
really goes against this weapon in Mercenaries.  In order to get the most out 
of the primary fire, an enemy needs to have a wall to its back so Ada can 
impale the enemy to the wall then run up and for a chance at a light stun melee 
on the impaled enemy.  The crossbow alone does not take off much damage and it 
only hits a single target.  It will almost always ground an enemy immediately.

The pipe bombs are useful for crowds that will stick together long.  The enemy 
that is impaled with the pipe bomb arrow will almost always die and the area of 
explosion that the bomb will cause will mainly just knock down the majority of 
enemies near the targeted enemy.  Sometimes groups stay close enough together 
to be in the direct hit range, but most of the time, the pipe bomb will only 
scatter surrounding enemies.

-- Incendiary Grenade

Firepower: 800 (direct hit), 400 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Like with other characters, the Incendiary Grenades are highly useful for 
crowds of J'avo or Zombies.  The resulting flame is highly damaging and will 
kill most normal enemies.  Save these for groups of enemies that spawn later in 
the combo.

===============
Ada (Costume 1)
===============

How to unlock: Beat any Mercenaries stage with Ada with at least an A-rank.

Ada's alternate outfit is really not much better than her default outfit.  Once 
again, she has a weak weapon for setting up melees.  The sniper rifle offers 
her a bit more instant power than the bowgun and she does bring along some hand 
grenades and flash grenades, which can help out a bunch for crowds however.  
This Ada starts with one healing tablet and two red herbs.

Inventory

MP-AF x30
Sniper Rifle x6
Herb (Red) x2
Hand Grenade x3
Flash Grenade x2
9mm Ammo x30
7.62mm Ammo x6

-- MP-AF

Firepower: 100
Clip Size: 30 bullets
Critical Chance: 6
Reload Speed: B
Firing Speed: A (Primary Fire)/S (Alternate Fire)
Alternate Fire: Automatic (Rapid Fire)

Good god, Ada!  You need a more powerful primary weapon for melee!  Just like 
with her default outfit, she once again gets a weak machine gun to set up melee 
with.  Like with Piers' default outfit, this machine gun will run out of ammo 
quickly if a player spams shots with it to set up melee kills... which is about 
the only effective way to use this weapon!

-- Sniper Rifle

Firepower: 700
Clip Size: 6 bullets
Critical Chance: 100
Reload Speed: C
Firing Speed: C-
Alternate Fire: None

For her main source of damage, Ada's alternate outfit has the basic sniper 
rifle with the constant shell ejection and reload after every shot fired.  
Unless you wan to be waiting through this full animation after every shot when 
a Whopper is running toward your Ada, you will want to take advantage of the 
Weapon Switch Shooting technique that is described in the Advanced Basics 
section of this guide - Shoot rifle, switch weapon, switch back to rifle, 
shoot, repeat.

-- Hand Grenade

Firepower: 1200 (direct hit), 600 (area)
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Having only single kill weapons, Ada will certain need her three hand grenades 
for crowds of enemies that can ambush a player later in the combo on stages.  
Toss these into a group and it will most likely kill or highly damage the 
majority of the crowd.

-- Flash Grenade

Firepower: 1
Clip Size:
Critical Chance:
Reload Speed:
Firing Speed:
Alternate Fire:

Ada starts with two flash grenades that can be used to instantly stun groups of 
J'avo or Bloodshots and set them up for heavy stun melees (Coup De Grace).  Be 
sure to save these for big crowds of J'avo or Bloodshots.  Flash grenades are 
basically useless against normal zombies.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
                                                                         [CH08]
   ___              _            __             _                              
  / __\ __ _  _ __ | |  __ _    /__\  __ _   __| |  __ _  _ __ ___    ___  ___ 
 / /   / _` || '__|| | / _` |  / \// / _` | / _` | / _` || '_ ` _ \  / _ \/ __|
/ /___| (_| || |   | || (_| | / _  \| (_| || (_| || (_| || | | | | ||  __/\__ \
\____/ \__,_||_|   |_| \__,_| \/ \_/ \__,_| \__,_| \__,_||_| |_| |_| \___||___/
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


======
Melees
======

-- Jump Kick

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  R1/RT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Carla will dash and perform a jumping kick to the enemy in front of her.

-- Slide

Type of Melee:    Dashing Melee
How to Perform:   Move forward and hold the X/A button to dash then press the 
                  L1/LT button after a short while
Weapons Required: None
Stamina Usage:    1 bar

Carla will dash and slide toward the enemy in front of her.

-- Back Kick

Type of Melee:    No Stun Melee
How to Perform:   Turn around and face the screen with the camera facing Chris' 
                  front side and then press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Carla will perform a quick kick to the back of her while turning.

-- Breakable Object Melee

Type of Melee:    Breakable Object Melee
How to Perform:   Press R1/RT when next to a breakable object
Weapons Required: None
Stamina Usage:    None

Carla shatters the breakable object.

-- Grenade Launcher Strikes

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the assault rifle is equipped
Weapons Required: Grenade Launcher
Stamina Usage:    1 bar (for second melee)

Carla will hit the enemy with the back of her grenade launcher twice.  The 
second hit will cause a light stun.

-- Overhead Arm Strike and Kick

Type of Melee:    No Stun Melee/Combo Melee
How to Perform:   Press R1/RT twice while the handgun is equipped
Weapons Required: Picador
Stamina Usage:    1 bar (for second melee)

Carla will perform an overhead arm strike with her right arm then perform a 
kick forward with her right leg.  The second hit will cause a light stun.

-- Jumping Roundhouse

Type of Melee:    Light Stun Melee
How to Perform:   Activate a light stun on an enemy then press R1/RT while near 
                  the enemy.
Weapons Required: None
Stamina Usage:    1 bar

Carla leaps into the air then performs a roundhouse kick to her front side.

-- Flip Kick

Type of Melee:    Heavy Stun (Front) Melee/Partner Assist Melee
How to Perform:   Activate a heavy stun on an enemy then press R1/RT while in 
                  front of the enemy
Weapons Required: None
Stamina Usage:    1 bar

Carla performs a flip upward and kicks the enemy while flipping backwards in 
mid-air.

-- Leg Face Slam

Type of Melee:    Heavy Stun (Back) Melee
How to Perform:   Activate a heavy stun on an enemy then move to the back of 
                  the enemy and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Carla grabs the enemy's shoulders then leaps over the enemy and grabs its head 
with the bottom of her legs and then slams the enemy's face into the ground.

-- Leg Takedown

Type of Melee:    Head Stun Melee
How to Perform:   Activate a head stun on an enemy then move close to the enemy 
                  and press R1/RT
Weapons Required: None
Stamina Usage:    1 bar

Carla jumps and wraps both her legs around the enemy's head then slams them to 
the ground.

-- Grenade Launcher

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the assault rifle is equipped
Weapons Required: Grenade Launcher
Stamina Usage:    1 bar

Carla stands over the enemy and raises her grenade launcher and right leg into 
the air then smashes the enemy with the back end of her grenade launcher when 
she brings it down.

-- Stomp

Type of Melee:    Ground Melee
How to Perform:   Knock an enemy to the ground then move close to the enemy and 
                  press R1/RT while the handgun is equipped
Weapons Required: Picador
Stamina Usage:    1 bar

Carla stands over the enemy and raises his right leg into the air then stomps 
the enemy.

===============
Carla (default)
===============

How to unlock: Unlock all other characters and outfits.  Basically, get an A-
               rank with every character's default outfit.

Oh great!  Ada finally got a damaging weapon for her primary weapon, so now she 
can easily set up light stun melee kills with a few shots from her Picador 
handgu... Hey, wait!  You're not Ada!

Like I said, "Carla" has the advantage over Ada with the same basic melees but 
a better handgun for setting them up.  This female beast also brings along a 
grenade launcher with six explosive rounds, twelve acid rounds and six nitrogen 
rounds.  Holy hell!  Carla also starts with six healing tablets.

Inventory

Picador x16
Grenade Launcher x6
9mm Ammo x50
40mm Acid Rounds x12
40mm Nitrogen Rounds x6
Healing Tablets x6

-- Picador

Firepower: 160
Clip Size: 16 bullets
Critical Chance: 6
Reload Speed: A
Firing Speed: A-
Alternate Fire: None

Now this is what Ada should have had for a primary weapon.  Carla's handgun can 
set up a melee kill with a few weakening shots on her target.  Unlike Ada, 
Carla doesn't have to worry as much about ammo since she won't have to spam 
shots as much!

-- Grenade Launcher

Firepower (Explosive Rounds): 1000 (direct hit), 500 (area)
Firepower (Acid Rounds): 250 (direct hit), 200 (area)
Firepower (Nitrogen Rounds): 300 (direct hit), 0 (area)
Clip Size: 6 grenades
Critical Chance: N/A
Reload Speed: C
Firing Speed: A
Alternate Fire: Acid Rounds, Nitrogen Rounds

Carla starts out with six explosive rounds loaded into the grenade launcher.  
For alternate fire, she has twelve acid rounds and six nitrogen rounds.  Keep 
in mind that Carla WILL NOT find any extra ammo for her grenade launcher, so 
use your starting ammo wisely.  Save nitrogen rounds for groups of normal 
enemies in order to freeze them and kill them off with quick melees.  Carla's 
explosive rounds are her main source of power, so use them against bigger 
enemies and make each shot count.  Acid rounds are almost just as good as 
nitrogen rounds for crowds of J'avo, but they don't work as well for normal 
zombies.

Acid rounds will instantly set up a group of J'avo for one hit melee kills for 
a few seconds, but they only stun J'avo with acid for a few brief seconds 
instead of freezing.  A J'avo takes major damage from the acid round to where 
it can be easily melee killed off easily after the acid bath however.

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \



S E C T I O N  VI                                                        [ST00]
- - - - - - - - -                                             - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ |     | _ S T A G E S _ |     | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST01]
                  _                       ___  _                       STAGE 01
     /\ /\  _ __ | |__    __ _  _ __     / __\| |__    __ _   ___   ___ 
    / / \ \| '__|| '_ \  / _` || '_ \   / /   | '_ \  / _` | / _ \ / __|
    \ \_/ /| |   | |_) || (_| || | | | / /___ | | | || (_| || (_) |\__ \
     \___/ |_|   |_.__/  \__,_||_| |_| \____/ |_| |_| \__,_| \___/ |___/

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  |            Stage Enemies             |
                  |======================================|
                  | Enemy Type            | Point Amount |
                  |--------------------------------------|
                  | Zombie Dog            | 100          |
                  | Zombie                | 300          |
                  | Bloodshot             | 600          |
                  | Whopper               | 1000         |
                  | Napad (boss)          | 1500         |
                  '--------------------------------------'

Urban Chaos is a Chinese marketplace with several stores.  The street outside 
the stores has been barricaded on both sides with roadblocks and several 
vehicles lie out in the street.  On one side of the street there is a bar, 
restaurant and an arcade.  The bar and restaurant are both connected via a 
small corridor in between them.  The other side of the street has two 
restaurants.  The restaurant with the red herb inside is a ramen shop.  The 
middle of the area has an overhead tunnel bridge that extends across the street 
below.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

-- Beginning of Run (1-40 combo)

Zombies
Zombie Cops
Zombie Dogs x9
Firefighter Zombies

-- Middle of Run (41-90 combo)

BSAA Zombies
Bloodshot BSAA Zombies x2 (40 combo)
Zombies
Whopper x1 (50 combo)
Splitting Zombies
Bloodshots x9

-- End of Run (91-150 combo)

Firefighter Zombies
Zombies
Whopper x2
Zombie Cops
Zombie Dogs x7
Bloodshot BSAA Zombies x2
BSAA Zombies
Zombies

********************************** SECRET BOSS ********************************
  Boss Type:            Napad
  Spawning Requirement: Kill 15 enemies with counters before killing 80 
                        enemies.
*******************************************************************************

==========
Stage Maps
==========

-- Urban Chaos (First Floor)
                                                 _
                                               .' |
              |'..         /\                 .'  '.
              |   '._____.'  '._.'._.'..___.'.'    |.___________
   ___________|   _|_|       __        _                _IG     |
  |           |      |       \_\      |_|              |_|GH    |
  |                 _       __                        \ _       
  |   FS           |-|  ___/ /__ __    _| |_           |-|      |
  | 90        |    |-| /__/ /         | | |            |-|  CT  |
  |___________|    |-|   /_/         *90|GH       _____|-|      |
 _________|            ___.           | | |       _  _/         |___________
|         \        TC||               |_| |      |   __||       |           |
| 60       |      TC|_|                           \    |,TC         RB   60 |
| IG       |          |                            |   ||       |___________|
|______ ___          ||         _ _                 _  |,TC                  |
   ___| |  |        |_|        | | |              _| |_|_       |            |
 _| ____|__|        _      _   | | |        TC TC//'   |-|      |   RH       |
|    FG            |-| \  /_/  | |HG           __      |-|      |         60 |
|                  |-|         | |_|          /_/      |-|      |            |
|____RB_____ GH    |-|___                          __            ____________|
            |        |___|                         \_\          |
            |                                                |_||
            |       _|        __        ___                   |||
            |    IG|_|        \_\      /  /            |      |||
            |        |        TC |    /_ /             |        |
            |.                TC:|   90/ \   .         |_       |
              '..    |          /      \  \.' '________|_|      |
                 '  _      ..'..    ...'\__\           \        |
                 |_| '.._.'     '..'                    \       |
                                                         \      |
                                                          \_____|

                                                  CT


* This 90 seconds is on the rooftop of the bus.

-- Urban Chaos (Second Floor) [Top Walkway]

  _____ ________________________________________________________________ _____
 |     ^     |__|                    |__|                     |__|      ^     |
 |                       __    CT*    _          IG__                         |
 |_____v________________|  |_________| |__________|  |__________________v_____|


* Combo Time is on the roof

.------------------------------------.
| MAP ABBREVIATIONS                  |
|====================================|
| FS = First Aid Spray               |
| RH = Red Herb                      |
| GH = Green Herb                    |
| FG = Flash Grenade                 |
| HG = Hand Grenade                  |
| IG - Incendiary Grenade            |
| RB = Remote Bomb                   |
| TC = Tall Crate (breakable object) |
| CT - Combo Time                    |
| 90 = 90 Second Time Bonus          |
| 60 = 60 Second Time Bonus          |
| 30 = 30 Second Time Bonus          |
'------------------------------------'



-- Urban Chaos (First Floor) [Blank Map]
                                                 _
                                               .' |
              |'..         /\                 .'  '.
              |   '._____.'  '._.'._.'..___.'.'    |.___________
   ___________|   _|_|       __        _                _       |
  |           |      |       \_\      |_|              |_|      |
  |                 _       __                        \ _       |
  |                |-|  ___/ /__ __    _| |_           |-|      |
  |           |    |-| /__/ /         | | |            |-|      |
  |___________|    |-|   /_/            | |       _____|-|      |
 _________|            ___.           | | |       _  _/         |___________
|         \          ||               |_| |      |   __||       |           |
|          |        |_|                           \    |,                   |
|          |          |                            |   ||       |___________|
|______ ___          ||         _ _                 _  |,                    |
   ___| |  |        |_|        | | |              _| |_|_       |            |
 _| ____|__|        _      _   | | |             //'   |-|      |            |
|                  |-| \  /_/  | |             __      |-|      |            |
|                  |-|         | |_|          /_/      |-|      |            |
|___________       |-|___                          __            ____________|
            |        |___|                         \_\          |
            |                                                |_||
            |       _|        __        ___                   |||
            |      |_|        \_\      /  /            |      |||
            |        |           |    /_ /             |        |
            |.                  :|     / \   .         |_       |
              '..    |          /      \  \.' '________|_|      |
                 '  _      ..'..    ...'\__\           \        |
                 |_| '.._.'     '..'                    \       |
                                                         \      |
                                                          \_____|


-- Urban Chaos (Second Floor) [Top Walkway] [Blank Map]

  _____ ________________________________________________________________ _____
 |     ^     |__|                    |__|                     |__|      ^     |
 |                       __           _            __                         |
 |_____v________________|  |_________| |__________|  |__________________v_____|




====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 7 minutes and 30 seconds
Total Stage Time       = 9 minutes and 30 seconds

[ ] 60 seconds - Behind a counter and some fallen tables inside the building 
                 with pink ceiling lights that can be reached through the bar. 
                 There is an animal carcass near the counter.

[ ] 90 Seconds - Behind the counter in the back of the arcade building.

[ ] 90 Seconds - Near a tall white bus beside the blockade that faces a combo 
                 time.  The combo time is out on the street.

[ ] 60 Seconds - This timer is off to the far right in the back of the 
                 restaurant with the Red Herb inside.

[ ] 60 Seconds - Inside the restaurant with the animal carcass behind the 
                 cashier counter.  There is an explosive barrel behind the 
                 counter also.

[ ] 90 Seconds - Get on the middle walkway by moving up either of the stairs 
                 then find the side without railing that overlooks two buses. 
                 Fall off that ledge and this time bonus will be on top of the 
                 second bus.

====================
Combo Time Locations
====================

[ ] Combo Time 1 - Outside of the blockade on the side of the area with the 
                   tall bus and the 60 seconds.  This combo time is in the 
                   background near a light pole.  It must be shot with a gun in 
                   order to activate it.

[ ] Combo Time 2 - Look on the rooftop of the high walkway to see this combo 
                   time. It must be shot in order to activate it.

[ ] Combo Time 3 - Stand near the arcade entrance then look out into the street 
                   to see this combo time on a high catwalk above a sign.  Look 
                   to the left while staring across the street.

==============
Item Locations
==============
 _
|_| Remote Bomb x1
 _                 \__ On the two side cabinets in the bar building.
|_| Flash Grenade  /   
 _
|_| Herb (Green) - On a crate outside the bar building
 _
|_| Hand Grenade - On the counter near the 60 seconds in the meat shop
 _
|_| Incendiary Grenade - On a green stand in outside the bar building. Two 
                         police cars are nearby.
 _
|_| First Aid Spray - Find the middle row of consoles in the arcade and this is 
                      lying on top of them.
 _
|_| Herb (Green)
 _                     \__ Lying on a green stand across the street from the
|_| Incendiary Grenade /   arcade.
 _
|_| Herb (Red) - Inside of the restaurant that is across the street from the 
                 bar building.  This building has a 60 second time bonus 
                 inside.
 _
|_| Remote Bomb - On the counter of the restaurant with the hanging animal 
                  carcass behind the counter. There is a 60 second timer in the 
                  back of the building also.
 _
|_| Herb (Green) - Move inside the tall bus across from the arcade up under the 
                   upper walkway in the middle of the area and this is on a 
                   counter inside the bus.
 _
|_| Incendiary Grenade - Move inside the tall bus across from the building with 
                         pink overhead lights and this will be on a counter 
                         inside.  This is up under the middle overhead walkway. 
                         The bus with the green herb is on the other side of 
                         the walkway.
 _
|_| Incendiary Grenade - On top of the middle crate on the upper walkway.
 _
|_| Herb (Green) - Get up on the upper walkway by moving up either staircase 
                   then find the side without railing that overlooks a bus with 
                   this green herb on it.  Fall to the bus rooftop then claim 
                   the herb.

==========================
Breakable Object Locations
==========================
 _
|_| Tall Crate
 _             \__ Near a fallen sign and red car in the street outside the
|_| Tall Crate /   restaurant.
 _
|_| Tall Crate
 _             \__ There is a tall crate near a pillar by the stairs that lead
|_| Tall Crate /   up to the middle walkway outside of the restaurant.
 _
|_| Tall Crate
 _             \__ Beside a pillar outside the building with the pink overhead
|_| Tall Crate /   lights and hanging animal carcass inside.

================
Hazard Locations
================

[ ] Explosive Barrel - In the middle of the building with the pink overhead 
                       lights and hanging animal carcass inside.

[ ] Explosive Barrel - Near a pillar that supports the middle walkway outside 
                       the building with pink overhead lights and hanging 
                       animal carcass inside.

[ ] Explosive Barrel - Near a roadblock, fallen sign and red car in the street 
                       outside of the restaurant.

[ ] Explosive Barrel - Behind the cashier counter and beside a hanging animal 
                       carcass in the restaurant with the 60 seconds.

[ ] Explosive Barrel - On top of the upper walkway.

==========
Stage Tips
==========

o Whoppers drop green herbs after they are killed, so be sure to pick them up 
  once you kill one later in the combo.

o Try to counter zombies with weapons as much as possible to increase time, but 
  do so only when you move toward a zombie and it starts to swing with its 
  weapon arm.  DO NOT stand and wait too long for a zombie to attack in order 
  to set up a counter.  Move to another zombie if the current falls, or just 
  melee kill it.

o When the zombie dogs arrive, use a quick shot to easily kill them if they 
  ever get too annoying to shoot with normally aimed shots.  Melee killing them 
  is often more trouble than it's worth since it will often take two kicks to 
  finish them off.

o Bloodshots will almost always run toward your character and try to lunge and 
  tackle your character from a distance.  If you can get the timing down, you 
  can easily counter their tackle the second right before they grab during a 
  lunge for a +10 second counter bonus and instant kill on a Bloodshot!  The 
  counter is not that hard since the Bloodshot is so predictable from long 
  range.

o When Bloodshots or Zombie dogs crowd around your character, be prepared to 
  roll.  Always roll after a melee or counter on a Bloodshot if others are in 
  the area.

o Zombie BSAA soldiers have body armor and Zombie fireman have head armor so 
  avoid those areas with weaker weapons.  Zombie fireman can be shot in the 
  fire extinguisher backpack to make them blow up.  Both of these types of 
  zombies have just a little more health than the standard zombie.

o Around 40 combo, BSAA soldiers will camp along the top middle walkway.  The 
  two in the middle will spawn a Bloodshot once they are shot.  Two BSAA 
  soldiers that spawn Bloodshots will also spawn after 140 combo on the lower 
  level.

O Zombie policeman armed with assault rifles and magnums will shoot from a 
  distance and cause your character to fall over often per hit.  Be sure to 
  listen for the gunfire and take them down quickly after they spawn.  The 
  zombie policeman with the magnums can be the worst with their long range 
  gunshot that will knock your character down.

o Be sure to keep an eye on Whoppers whenever one of them arrives in the area. 
  They are slow, but their attacks are hard to stop once they are headed for 
  your character.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST02]
              __  _               _     ___                    _       STAGE 02
             / _\| |_  ___   ___ | |   / __\  ___   __ _  ___ | |_ 
             \ \ | __|/ _ \ / _ \| |  /__\// / _ \ / _` |/ __|| __|
             _\ \| |_|  __/|  __/| | / \/  \|  __/| (_| |\__ \| |_ 
             \__/ \__|\___| \___||_| \_____/ \___| \__,_||___/ \__|

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  | Enemy Type            | Point Amount |
                  |======================================|
                  | J'avo                 | 300          |
                  | J'avo with 1 Mutation | 500          |
                  | Napad                 | 1500         |
                  | Gnezdo                | 3000         |
                  '--------------------------------------'

Steel Beast is a bridge area in Edonia, Europe from Chris' campaign.  This 
stage has three floors altogether.  The top floor is the actual bridge and it 
has a huge gap on one side of it.  The bridge is broken in several areas.  
There are many sets of stairs on all floors of the bridge.  The stairs lead to 
the middle floor and bottom floor below the bridge.  The middle floor is mainly 
a set of long catwalks.  It has a room with a window on the side of the bridge 
below the big gap.  The very bottom floor can be reached from both sides of the 
map by going down the stairs on either side.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

Melee J'avo
Ruka-Srp x4 
Noga-Let x5 (30 combo)
Rocket Launcher J'avo x2 (35 - 40 combo)
Sniper J'avo x1 (35 - 40 combo)
Napad x8 (55 - 70 combo)
Telo-Eksplozija x11 (65 - 75 combo)
Melee J'avo
Noga-Skakanje x11
Sniper J'avo x1
J'avo to Ruka-Srp Mutation x4
Ruka-Bedem x8
Glava-Smech x9 (120 - 130 combo)
Telo-Eksplozija x9 (125 - 135 combo)
Rocket Launcher J'avo x1 (130 combo)
Melee J'avo (130 - 150 combo)

********************************** SECRET BOSS ********************************
  Boss Type:            Gnezdo
  Spawning Requirement: Defeat 25 enemies with Coup De Grace attacks before
                        killing 80 enemies. (aka. kill 25 enemies with a 
                        frontal heavy stun melee [flash grenade toss sets it up 
                        on normal J'avo if melee'd from their front side])

  Boss Type:            Napad
  Spawning Requirement: All Napads that spawn after 60 combo are considered 
                        bosses on Steel Beast and will give a boss bonus once 
                        defeated.
*******************************************************************************

==========
Stage Maps
==========

-- Steel Beast (Bottom Floor)

            |^^|
            |--|
 __ __ __ __|--|
|  |  |  |  |90|
|__|__|__|__|__|
|--|
|--|
|--|_____________
|       | | |    |
|_ FS   |_|_|_  _|
|_| _       | TC |
|60| |      |____|
|  |_|      \ \  |
|   _HG      \_\_|
|  | |      o|___|
|  |_|        TC |
|   _            | 
|  | |     _     |
|  |_|    CT|    |
|         |_|____|
|           |    |
|           |____|
|           |    |
|        ___|_  _|
|       | | |    |
|  _    |_|_|____|
| |_|            |
|                |
|_____________   |
              |--|
              |--|
              |vv|

-- Steel Beast (Second Floor)

 ___________________
|O                TC|
|   __________      |
|  |          |^^|^^|
|  |          |--|--|
|  |          |--|--|
|  |
|  |__
|  |TC|
|  |__|
|  |90|
|  |  |
|   __|
|  |
|  |             |^^|
|  |             |--|
|  |_____________|--|
|                   |
|   _____________   |
|  |             |  |
|  |             |  |
|  |             |  |
|TC|             |90|
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |_____________|  |
|                   |
|      _____________|
|  |^^|
|  |--|
|  |--|
|  |
|  |             |^^|
|  |             |--|
|  |             |--|
|  |_____________|--|
|                   |
|   ________________|
|--|             |--|
|--|             |--|
|--|             |vv|
|--|             |  |
|--|             |  |
|--|             |  |
|  |_____________|  |
|                   |
|   _____________   |
|  |TC    60     |  |
|  |TC           |  |
|                   |
|___________________|

-- Steel Beast (Top Floor)

                        CT*

 ___________________
|         TC        | 
|                90 |
|   _ _       RB    |
|  |   |         |^^|
|  |   |         |--|
|  |   |         |--|
|  |   |            |
|  |   |            |
|  |_ _|            |
|                   |
|____________       |
             |      |
             |      |
             |   |^^|
 ____________|   |--|
|      _         |--|
| __  | |           |
||  | |_|           |
||  |               |
||__|_ /FS          |
|   |_|60           |
|                   |
|                   |
|                   |
|                   |
|                   |
|    _ _  ;:;       |
|   |_|_|           |
|    |^^|           |
|    |--|           |
|    |--|           |
|__      IG GH      |
|  |     _--_    |--|
|  |             |--|
|__|_____________|--|
                 |vv|


         CT*

* Both Combo Times on the top floor are off in the distance.

.------------------------------------.
| MAP ABBREVIATIONS                  |
|====================================|
| FS = First Aid Spray               |
| RH = Red Herb                      |
| GH = Green Herb                    |
| FG = Flash Grenade                 |
| HG = Hand Grenade                  |
| IG - Incendiary Grenade            |
| RB = Remote Bomb                   |
| TC = Tall Crate (breakable object) |
| CT - Combo Time                    |
| 90 = 90 Second Time Bonus          |
| 60 = 60 Second Time Bonus          |
| 30 = 30 Second Time Bonus          |
'------------------------------------'


-- Steel Beast (Bottom Floor) [Blank Map]

            |^^|
            |--|
 __ __ __ __|--|
|  |  |  |  |  |
|__|__|__|__|__|
|--|
|--|
|--|_____________
|       | | |    |
|_      |_|_|_  _|
|_| _       |    |
|  | |      |____|
|  |_|      \ \  |
|   _        \_\_|
|  | |      o|___|
|  |_|           |
|   _            | 
|  | |     _     |
|  |_|    | |    |
|         |_|____|
|           |    |
|           |____|
|           |    |
|        ___|_  _|
|       | | |    |
|  _    |_|_|____|
| |_|            |
|                |
|_____________   |
              |--|
              |--|
              |vv|

-- Steel Beast (Second Floor) [Blank Map]

 ___________________
|O                  |
|   __________      |
|  |          |^^|^^|
|  |          |--|--|
|  |          |--|--|
|  |
|  |__
|  |  |
|  |__|
|  |  |
|  |  |
|   __|
|  |
|  |             |^^|
|  |             |--|
|  |_____________|--|
|                   |
|   _____________   |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |             |  |
|  |_____________|  |
|                   |
|      _____________|
|  |^^|
|  |--|
|  |--|
|  |
|  |             |^^|
|  |             |--|
|  |             |--|
|  |_____________|--|
|                   |
|   ________________|
|--|             |--|
|--|             |--|
|--|             |vv|
|--|             |  |
|--|             |  |
|--|             |  |
|  |_____________|  |
|                   |
|   _____________   |
|  |             |  |
|  |             |  |
|                   |
|___________________|

-- Steel Beast (Top Floor) [Blank Map]

 ___________________
|                   | 
|                   |
|   _ _             |
|  |   |         |^^|
|  |   |         |--|
|  |   |         |--|
|  |   |            |
|  |   |            |
|  |_ _|            |
|                   |
|____________       |
             |      |
             |      |
             |   |^^|
 ____________|   |--|
|      _         |--|
| __  | |           |
||  | |_|           |
||  |               |
||__|_ /            |
|   |_|             |
|                   |
|                   |
|                   |
|                   |
|                   |
|    _ _  ;:;       |
|   |_|_|           |
|    |^^|           |
|    |--|           |
|    |--|           |
|__                 |
|  |             |--|
|  |             |--|
|__|_____________|--|
                 |vv|

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 9 minutes
Total Stage Time       = 11 minutes

[ ] 60 seconds - This is lying beside an iron crate in the middle of the 
                 bridge.  A group of sandbags with a first aid spray pickup on 
                 them is nearby.

[ ] 90 seconds - On the side of the bridge without the gap, you can see a timer 
                 across a small gap in the bridge.  Find the traincart off to 
                 the left and hop inside then move to the other side to reach 
                 this timer.

[ ] 90 seconds - On the stairs that lead down to the bottom floor portion of 
                 the bridge.  This is on the side without the gap.

[ ] 90 seconds - In the middle floor, this time bonus is in a small alcove that 
                 is behind a roadblock.  It has a wall on its back side that 
                 keeps a player from seeing it from the side of the bridge 
                 without the gap.

[ ] 90 seconds - On the middle floor of the bridge, this timer is on the 
                 catwalk across from the middle set of stairs.

[ ] 60 seconds - Make your way to the middle floor of the bridge and run to the 
                 side below the gap in the top portion of the bridge.  This 
                 timer is inside the room on that side - it's near a window.

[ ] 60 seconds - Move to the very bottom floor of the bridge and this timer 
                 will be off to the left in the back of that area near a truck.

====================
Combo Time Locations
====================

[ ] Combo Time - This is on the opposite side of the top bridge, across the gap 
                 in the bridge.  It must be shot with a weapon.

[ ] Combo Time - There is a ledge in the background of the side without the gap 
                 in the bridge where this combo time can be seen.  It must be 
                 shot from a distance.  It's right near a ramp that is in the 
                 background.  While moving toward the side of the bridge 
                 without the gap, it will be on the back right portion of that 
                 side.  It must be shot with a weapon.

[ ] Combo Time - Lying in the back of a blue dumptruck on the very bottom 
                 portion of the bridge.  It must be shot with a weapon.

==============
Item Locations
==============
 _
|_| Green Herb
 _                     \__ These are both on a pile of sandbags on the side of
|_| Incendiary Grenade /   the top of the bridge that faces a combo time.
 _
|_| First Aid Spray - Find the 60 second timer near the iron crate on the 
                      bridge and this will be lying on the group of sandbags 
                      near that timer.
 _
|_| Hand Grenade - On the back of a car that is leaned up against a pile of 
                   sandbags on the bottom floor of the bridge.  This is across 
                   from the area with the 60 second timer on the bottom floor.
 _
|_| First Aid Spray - On a pile of sandbags near the 60 second timer on the 
                      very bottom floor of the bridge.

==========================
Breakable Object Locations
==========================
 _
|_| Tall Crate
 _             \__ These are both lying near a fence by the set of stairs that
|_| Tall Crate /   is closet to the big gap with the combo bonus on the other 
                   side of it.
 _
|_| Tall Crate - On the third floor of the bridge, this is lying near the 
                 railing by the stairs that lead down to the bottom portion of 
                 the bridge.  This is on the side without the gap.
 _
|_| Tall Crate - On the side of the bridge without the big gap, this is lying 
                 near the 90 second timer on that side.  You'll need to move 
                 through a train cart to reach it.  This is on the top floor 
                 of the bridge.
 _
|_| Tall Crate - Lying near the railing of the catwalks on the third floor of 
                 the bridge.  This is closet to the side with the big gap in 
                 the bridge.
 _
|_| Tall Crate
 _             \__ These are both in the room below the bridge gap.  Move down
|_| Tall Crate /   to the second floor of the bridge to find it.  There is a 60
                   second timer in the room.
 _
|_| Tall Crate - On the very bottom portion of the bridge, this tall crate is 
                 near an iron crate.  An explosive barrel is near the iron 
                 crate also.

================
Hazard Locations
================
 _
|_| Explosive Barrel - On the third floor of the bridge, this is near the 
                       railing on the opposite side of the catwalk across from 
                       the side with the stairs.  This is on the side without 
                       the gap.
 _
|_| Explosive Barrel - Inside of the traincart that leads to the 90 seconds on 
                       the opposite side of the bridge without the big gap on 
                       the top floor of the bridge.
 _
|_| Explosive Barrel - This is lying near an iron crate on the very bottom 
                       floor of the bridge.  It's near a tall crate.

==================
Solo mode Strategy
==================

Choose the top starting point and don't hit the 60 second timer on the top 
floor of the bridge.  Collect the green herb, first aid spray and red herb on 
the top floor before moving down to the second floor.

Hit the following timers from the start:

- 90 seconds on the side of the bridge with the train cart
- 90 seconds on the middle floor behind the roadblock
- 60 seconds on the middle floor in the room below the side of the bridge with 
  the gap

Start fighting on the second floor in the room with the 60 second timer.  Kill 
off the J'avo while entering that room.  Work your way back out of the room and 
toward the 90 second timer near the stairs on the second floor and hit it then 
move back up to the top floor via the stairs.  Stay on the second floor and 
fight until enemies start to run out - this means that J'avo are starting to 
spawn on the top floor.  Flying Noga-Lets will start to appear and this is your 
cue to get to the top floor.  J'avo will start to parachute into the area at 
30-35 combo.  Be sure to start moving to the top floor at 30 combo.  Melee kill 
the J'avo and kill off the Noga-Lets that will appear in the area.

Shortly after 55 combo, Napads will start to spawn from the side of the bridge 
with the train.  Hop over the railing on that side and move down the stairs.  
Keep the combo by killing the Napads and Telo-Eksplozija on the way down the 
stairs.  The Telo-Eksplozija will spawn from the second floor catwalks off to 
the left as you move down the stairs and some will spawn from the bottom floor. 
Hit the 90 second timer on the stairs while moving down the stairs and continue 
to kill the Napads that move up the stairs.  Telo-Eksplozija will spawn from 
the bottom floor.

Grab the first aid spray off the sandbags and hit the 60 second timer behind 
the sandbags while fighting.  Eventually, J'avo will start to spawn along with 
Noga-Skakanje mutations that have grasshopper legs.  The Noga-Skakanje spawn at 
80 combo.  You will have dry periods at time, especially around 100 combo, so 
be prepared to bullet kill to keep the combo if needed!  You could also use an 
incendiary grenade to instantly kill just about any enemy.  Around 100 combo, 
the J'avo with white coats that spawn can mutate into a Ruka-SRP, so be ready 
for this blade arm mutation and instantly bullet kill to keep the combo if 
needed.  Ruka-Bedem with shields will start to spawn around 105 combo.  Fight 
the enemies until about 120 combo then start to look back up the stairs that 
you came down while fighting the Napads.

Glava-Smech with brown pincher heads will start to move down the stairs by 120 
combo, so start to move up the stairs and fight them along the way in order to 
keep the combo.  DO NOT move up the stairs until Glava-Smech start to move down 
the stairs toward you.  Bullet kill the Glava-Smech slowly on the bottom floor 
if needed to allow the Glava-Smech that spawn on top to move down the stairs 
toward you.  Kill the Glava-Smech as they move down the stairs and be on the 
lookout for more Telo-Eksplozija as well.  Once you reach the second floor, 
look for Telo-Eksplozija as they spawn along the second floor and blast their 
legs to make them explode and keep the combo going.  It's best to delay kills 
as much as possible when on the second floor.  Look back down to the bottom 
floor and shoot any Telo-Eksplozija that spawn down there.  You need to get up 
top after 132 combo.  It's best to delay getting back up to the top to allow 
the J'avo time to start parachuting down to the top floor.

Climb the stairs and get back to the top floor sometimes after 132 combo and 
J'avo will start to parachute onto the top portion of the bridge.  Look up into 
the air and you can see the airplanes that they parachute out of.  Hit the 60 
second timer while fighting on the top floor sometimes before killing the final 
enemy.  Kill off the remaining J'avo on the top to finish the run!

MAJOR TIP: When the J'avo are parachuting out of the air at 35 combo or at 130 
combo, aim up at their parachute and shoot the parachute with a handgun or 
machine gun to kill them if you need to keep the combo going with a bullet 
kill.  Destroying the parachute will instantly kill the J'avo!

==========
Stage Tips
==========

o The majority of enemies on Steel Beast spawn from the top two floors of the 
  stage.  If you can't find enemies then head up top.  You might have to shoot 
  from a floor below or a floor above an enemy at times to keep the combo 
  going. Always be prepared to do so!

O While on the top floor at 130 combo, J'avo will start to parachute onto the 
  bridge.  You might have to shoot one as it falls to keep the combo. Most of 
  the time enemies will moving up the stairs near the train tracks, so look 
  there first.

o Beware of J'avo with rocket launchers!  Their rockets take three blocks of 
  health per hit and they will fire at your character from long range.  If you 
  ever see a J'avo crouch at long range and stand in place, he most like has a 
  rocket launcher!  Two J'avo with rocket launcher will parachute down at 35-40 
  combo on the bridge.  One more will parachute down at 130 combo.  The final 
  rocket launcher J'avo will always be the first J'avo to parachute down to the 
  bridge.

o Try not to let the Napads group much when they begin to spawn from behind the 
  train on the top floor of the bridge.  Kill them off quickly by blasting them 
  from the front or back to destroy their shell then unload on their weak inner 
  flesh.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST03]
                      _         _                 _    _               STAGE 03
               /\/\  (_) _ __  (_) _ __    __ _  | |_ | |__    ___ 
              /    \ | || '_ \ | || '_ \  / _` | | __|| '_ \  / _ \
             / /\/\ \| || | | || || | | || (_| | | |_ | | | ||  __/
             \/    \/|_||_| |_||_||_| |_| \__, |  \__||_| |_| \___|
                                          |___/                    
                         ___              _    _          
                        /   \ ___  _ __  | |_ | |__   ___ 
                       / /\ // _ \| '_ \ | __|| '_ \ / __|
                      / /_//|  __/| |_) || |_ | | | |\__ \
                     /___,'  \___|| .__/  \__||_| |_||___/
                                  |_|                     
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|


.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  |            Stage Enemies             |
                  |======================================|
                  | Enemy Type            | Point Amount |
                  |--------------------------------------|
                  | Zombie Dog            | 100          |
                  | Zombie                | 300          |
                  | Bloodshot             | 600          |
                  | Shrieker              | 800          |
                  | Whopper               | 1000         |
                  | Strelats (boss)       | 1500         |
                  '--------------------------------------'

Mining the Depth is an icy cave that is similar in structure to The Mines stage 
from Resident Evil 5.  Like The Mines in that game, it has both back tunnels 
and a wide open tunnel.  Mining the Depth is much bigger in overall size 
however and its back tunnels have several cave corridors.  The big open area is 
all frozen from the wintry weather that comes through the hole in the ceiling.  
This area has a large steel tower with a wheel in the middle of it and several 
stacks of iron pipes spread throughout the area.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

Firefighter Zombies
Zombies
Zombie Dogs x7
Shriekers x2
BSAA Zombies
Zombie Dogs x5
Firefighter Zombies
Bloodshots x11
Dynamite Zombies
Shrieker x1
Bloodshots x7
Firefighter Zombies
BSAA Zombies
Zombie Dogs x12
Shrieker x1
Zombies

********************************** SECRET BOSS ********************************
  Boss Type:            Strelats
  Spawning Requirement: Kill 70 enemies before 600 seconds has gone by.
*******************************************************************************

=========
Stage Map
=========

-- Mining the Depths

                          _________________
                      _..'     60          '._._
                     /     _________TC____      '.
                    /     /               '.      |
         __ _ _ _ _/     /_ _ _ _         /   .    |
        |    | | |         | | |  '.     /   / '.   |
        |   _|_|_|_ _____ _|_|_|_   |   /   /    \   |
  ...'''     TC TC |     |30        |../   /    /     |
.'     __          |     |                 '    \      |
|     |__|        .'     '.                /____.'      |
|      __         \__       '.                           |
|     / /FG           ',       '.           _______        '.
|    /_/FS ...          ',_____/o          |       '         '.____
|         /   '.                           '      .'   _ _ _ _    '._________
|        |  90 |          .               '.     '    | | | | |              '.
|TC       \___/         .' '.._             '___.'    |_|_|_|_|       ___   RH|
|TC                   .'       '.                          |  .'     |   '  IG|
|                    /   CT     .'           _____         |  '      |...'  90|
|     IG__RB       .'          /             \___/       .'   |      TC TC    |
 '. ___|__|         '-.      .'              TC TC     .'     |               |
   '.                  '....'                        .'       '.              |
    |         ..                                   .'          '              |
   /          ' '...                             .'           .'              |
    \         '.    '..._______________           '..       .'                |
    |           '.                     '.            '.....'                  |
    |             '________              '...                                '
    |                      '..               '                             .'
    |       .                 '..___________.'                           .'
    |      ' '.                                                        .'
    |      |  /           ______                                     .'
    '      '.'          .'      '....                              .'
     '                   '...........'                     TC TC .'
      '.     60                  CT   _____     _______________.'
        '.            HG FS         .'     '...'
          '.____..................''


.------------------------------------.
| MAP ABBREVIATIONS                  |
|====================================|
| FS = First Aid Spray               |
| RH = Red Herb                      |
| GH = Green Herb                    |
| FG = Flash Grenade                 |
| HG = Hand Grenade                  |
| IG - Incendiary Grenade            |
| RB = Remote Bomb                   |
| TC = Tall Crate (breakable object) |
| CT - Combo Time                    |
| 90 = 90 Second Time Bonus          |
| 60 = 60 Second Time Bonus          |
| 30 = 30 Second Time Bonus          |
'------------------------------------'

-- Mining the Depths [Blank Map]

                          _________________
                      _..'                 '._._
                     /     _______________      '.
                    /     /               '.      |
         __ _ _ _ _/     /_ _ _ _         /   .    |
        |    | | |         | | |  '.     /   / '.   |
        |   _|_|_|_ _____ _|_|_|_   |   /   /    \   |
  ...'''      oo   |     |          |../   /    /     |
.'     __          |     |                 '    \      |
|     |__|        .'     '.                /____.'      |
|      __         \__       '.                           |
|     / /             ',       '.           _______        '.
|    /_/   ...          ',_____/o          |       '         '.____
|         /   '.                           '      .'   _ _ _ _    '._________
|        |     |          .               '.     '    | | | | |              '.
|         \___/         .' '.._             '___.'    |_|_|_|_|       ___     |
|                     .'       '.                          |  .'     |   '    |
|                    /          .'           _____         |  '      |...'    |
|       __         .'          /             \___/       .'   |               |
 '. ___|__|         '-.      .'                        .'     |               |
   '.                  '....'                        .'       '.              |
    |         ..                                   .'          '              |
   /          ' '...                             .'           .'              |
    \         '.    '..._______________           '..       .'                |
    |           '.                     '.            '.....'                  |
    |             '________              '...                                '
    |                      '..               '                             .'
    |       .                 '..___________.'                           .'
    |      ' '.                                                        .'
    |      |  /           ______                                     .'
    '      '.'          .'      '....                              .'
     '                   '...........'                           .'
      '.                              _____     _______________.'
        '.                          .'     '...'
          '.____..................''


====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 5 minutes and 30 seconds
Total Stage Time       = 7 minutes and 30 seconds

[ ] 90 seconds - Find a ramp that leads downward and this will be next to a 
                 wooden table with a incendiary grenade and red herb on it.  
                 This is below a high ledge that can be dropped down and there 
                 are several spotlights that light up the dark overhead tunnel.

[ ] 60 seconds - In the back tunnels, this is in the lit up portion of the 
                 tunnel before reaching the dark portion with spotlights.  A 
                 table with a first aid spray and hand grenade on top of it is 
                 near this timer.

[ ] 30 seconds - In the middle icy area, this time bonus is in an alcove right 
                 next to a set of stairs.

[ ] 60 seconds - In the middle icy area, this time bonus is on a ledge up above 
                 some stairs.  There is a spotlight hanging off the railing 
                 near this time bonus and a wooden barrel near it.

[ ] 90 seconds - This time bonus can be seen on a high platform in the middle 
                 of the icy area of the cave.  To reach this platform, move up 
                 the ramps or stairs in the icy area and find the wooden bridge 
                 that leads to this platform. Hop over to the platform with the 
                 button prompt command that appears when you reach the edge 
                 then hit it.

====================
Combo Time Locations
====================

[ ] Combo Time - In between the lit up tunnel and the dark tunnel in the back 
                 caves.  When you find the 60 second time bonus in the back lit 
                 up tunnel, look down the tunnel near it and this combo time 
                 will be in the middle of that tunnel.

[ ] Combo Time - This is near the very top of a large metal structure in the 
                 icy area portion of the cave.  It is right above the wooden 
                 bridge that leads to the 90 seconds.  An iron wheel is below 
                 this combo time.  This combo time must be shot from a 
                 distance.

==============
Item Locations
==============
 _
|_| Red Herb
 _                     \__ On a wooden table near a 90 second time bonus.  The
|_| Incendiary Grenade /   time bonus is below a high ledge that can be dropped
                           down.  This is near the back tunnel with spotlights.
 _
[_} First Aid Spray
 _                  \__ Lying on a table near a 60 second time bonus in the
|_| Hand Grenade    /   back cave tunnels.  This area is lit up and not dark
                        like the portion of the tunnel with spotlights
 _
|_| Remote Bomb
 _                     \__ These two items are lying on a frozen stack of iron
|_| Incendiary Grenade /   pipes below the overhead wooden bridge in the icy
                           portion of the cave.
 _
|_| First Aid Spray
 _                  \__ These are lying on some metal structures near the small
|_| Flash Grenade   /   tower with the explosive barrel below it in the icy 
                        area.  This is on the side opposite the 30 second
                        alcove.  Some cables extend out from the bottom of the
                        metal structures.

==========================
Breakable Object Locations
==========================
 _
|_| Wooden Barrel
 _                \
|_| Wooden Barrel \
 _                 __ In the dark portion of the back cave tunnels, these
|_| Wooden Barrel /   these barrels can be found in groups of two in the area
 _                /   with spotlights.
|_| Wooden Barrel
 _
|_| Wooden Barrel
 _                \__ In the icy area, find the wooden bridge on the upper
|_| Wooden Barrel /   ledge that leads to the middle 90 second platform and
                      these two barrels are near the beginning of the bridge.
 _
|_| Wooden Barrel - Lying on the ground beside the alcove with the 30 seconds
                    near the middle icy area.
 _
|_| Wooden Barrel - Lying near the railing of the top ledge in the icy area 
                    with the 60 seconds nearby on it.
 _
|_| Wooden Barrel
 _                \__ These two barrels are below one of the sets of stairs
|_| Wooden Barrel /   that lead to the top ledge in the icy area.  This is on
                      the stairs on the opposite side of the 30 second alcove.
 _
|_| Wooden Barrel
 _                \__ In the middle icy area, these barrels are on the side
|_| Wooden Barrel /   opposite the 30 seconds.  They are near a cave wall
                      and near the metal structures with cables where the flash
                      grenade and first aid spray are found.
================
Hazard Locations
================
 _
|_| Explosive Barrel - This is beside a small concrete wall along the way to 
                       the alcove with the 30 seconds near the icy area.  It's 
                       very dark and almost looks like a wooden barrel.
 _
|_| Explosive Barrel - Below a small steel tower near one of the sets of stairs 
                       that leads to the top ledges in the icy area.  This is 
                       on the opposite side from the 30 second alcove.
 _
|_| Transformer - Against the rock wall across from the ramp closet to the 60 
                  second timer on the high ledge in the icy area.
 _
|_| Transformer - In the dark portion of the back cave tunnels, this is found 
                  in the area with spotlights.  It's right below the ledge of 
                  the tunnel with the combo time.

==========
Stage Tips
==========

o It's best to fight in the open icy area for the most part.  The caves can get 
  too crowded.  Both players can usually fight in the icy area in a duo game.

o Shriekers will spawn in the icy area and run to the middle platform and 
  scream at players from above.  Bullet kill the Shrieker from a distance when 
  it first hops up to the platform to avoid having to put up with it's stunning 
  scream.

o All of the Shriekers will drop green herbs.  You might have to jump over to 
  the middle platform to retrieve the green herb at times.  It could be a good 
  idea to save the time bonus on that platform for later in the run, since you 
  might need to get up there to retrieve a green herb.

o Soldier Zombies with magnums can be a real pain in this stage since they can 
  get up on the high bridge and shoot at your character from below.  Find them 
  and bullet kill them if you have to.  The Soldier Zombies spawn from the 
  cave, so if you are standing near the ramp that leads to the cave, they can 
  shoot at your character from the back of the cave.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST04]
                    __         _  _                       _            STAGE 04
                   /__\  __ _ (_)| | /\_/\ __ _  _ __  __| |
                  / \// / _` || || | \_ _// _` || '__|/ _` |
                 / _  \| (_| || || |  / \| (_| || |  | (_| |
                 \/ \_/ \__,_||_||_|  \_/ \__,_||_|   \__,_|
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  | Enemy Type            | Point Amount |
                  |======================================|
                  | J'avo                 | 300          |
                  | J'avo with 1 Mutation | 500          |
                  '--------------------------------------'

The Rail Yard is a subway area.  The middle portion of the rail yard has train 
tracks and subway carts.  Most of the subway train carts block off the exits of 
the train tracks.  One open subway cart lies along the back portion of the 
tracks.  The subway area has corridors that lead to stairs on each side of it.  
The corridors lead in and out of the main subway tunnel and they lead up to the 
overhead catwalk that extends across the train tracks in the middle of the 
area.  There is a ladder in the middle of the track tunnel that can be climbed 
to instantly reach the top floor catwalks as well.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

J'avo
Rocket Launcher J'avo
Glava-Smech
Glava-Dim
Strelats*
Ruka-Bedem
Ruka-Khvatanje
Noga-Trchanje
Noga-Oklop
Telo-Eksplozija

* J'avo will form Chrysalids and mutate into Strelats

(This is just a list of enemies for the stage at the moment, not the actual 
waves)

********************************** SECRET BOSS ********************************
  Boss Type:            Ubistvo
  Spawning Requirement: Get 25 Quick Shot kills before 80 kills.

  Boss Type:            Strelats
  Spawning Requirement: Strelats mutates from a normal J'avo that forms a 
                        Chrysalid.  The Strelats is considered a boss on Rail 
                        Yard and gives a boss bonus once defeated.
*******************************************************************************

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 9 minutes
Total Stage Time       = 11 minutes

[ ] 60 seconds - In the back of the subway train along the tracks.  Step inside 
                 the train through one of the open doors.  A green herb is on a 
                 seat near this timer.

[ ] 90 seconds - This timer is on top of the subway train.  In order to get to 
                 it, climb the steps along the side of the train and pull up to 
                 the top of the train.  A player can also drop to the top of 
                 the subway train from the upper bridge that extends across the 
                 subway tracks.

[ ] 60 seconds - Below a "Tall Oaks" sign and a few wall maps, this timer is 
                 against the wall beside some stairs in the subway train area.

[ ] 60 seconds - This lies near the bars of a waterway in a corner of the 
                 tunnel beside the main subway train tunnel.  It's in the same 
                 tunnel as a combo timer.

[ ] 90 seconds - Near a fence across from the rotating bars in the tunnel with 
                 the combo times.  Some stairs are past the rotating bars.

[ ] 90 seconds - Move up the stairs and reach the second floor catwalks that 
                 are above the train tracks and this will be along those 
                 catwalks.  It's right near a catwalk bridge.

====================
Combo Time Locations
====================

[ ] Combo Time - On the area with the train tracks beside the subway train.

[ ] Combo Time - This is in the middle of winding corridor with a green herb 
                 pickup near one side of the stairs that leads to the top 
                 catwalk bridge that extends across the train tracks.

[ ] Combo Time - In the tunnel with the rotating bars and 90 seconds, this 
                 combo time is near the railing of walkway that overlooks the 
                 subway tracks below.  This is on the second floor.

==============
Item Locations
==============
 _
|_| Green Herb - On a passenger seat in the subway train.  This is the same 
                 train cart as the 60 seconds in the subway train.
 _
|_| Green Herb - On top of a crate near a combo time in a winding tunnel.  
                 Stairs that lead to the top catwalk bridge are near the combo 
                 time this pickup is close to.
 _
|_| Red Herb - On the second floor catwalks above the train tracks, this is 
               right across from the top of a ladder on the way to a 90 second 
               timer.

==========================
Breakable Object Locations
==========================
 _
|_| Tall Crate - Move to the back of the subway train in the middle where the 
                 red stoplight is and climb up to the tunnel off to the side 
                 and this tall crate will be inside next to some stairs.  A 60 
                 second timer is in a corner above the stairs.
 _
|_| Tall Crate - Climb up the stairs to reach the overhead bridge above the 
                 subway train and this will be inside one of the tunnels right 
                 next to the bridge.
 _
|_| Tall Crate - Lying by a pillar near a set of rotating bars.  A 90 second 
                 timer is nearby and so a combo bonus is down a corridor next 
                 to this.  This is in the second floor tunnel.
 _
|_| Tall Crate
 _             \__ These are on the middle portion of the stairs across from
|_| Tall Crate /   the rotating bars and 90 seconds in the second floor tunnel.


================
Hazard Locations
================

None.

==========
Stage Tips
==========

o While near the train tracks in the middle of the Subway, players can get an 
  instant melee kill by standing above a J'avo that is on the train tracks.  
  Stand on the platform above the J'avo that is on the tracks to get a melee 
  button prompt.  Perform the melee to have your character fall toward the 
  J'avo and drive it's face into the ground for an instant +5 bonus seconds.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST05]
                       _         _       __                            STAGE 05
                /\  /\(_)  __ _ | |__   / _\  ___   __ _  ___ 
               / /_/ /| | / _` || '_ \  \ \  / _ \ / _` |/ __|
              / __  / | || (_| || | | | _\ \|  __/| (_| |\__ \
              \/ /_/  |_| \__, ||_| |_| \__/ \___| \__,_||___/
                          |___/                              
                   ___             _                        
                  / __\___   _ __ | |_  _ __  ___  ___  ___ 
                 / _\ / _ \ | '__|| __|| '__|/ _ \/ __|/ __|
                / /  | (_) || |   | |_ | |  |  __/\__ \\__ \
                \/    \___/ |_|    \__||_|   \___||___/|___/
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  | Enemy Type            | Point Amount |
                  |======================================|
                  | J'avo                 | 300          |
                  | J'avo with 1 Mutation | 500          |
                  | Gnezdo                | 3000         |
                  '--------------------------------------'

The High Seas Fortress is a military ship with several planes and vehicles 
spread around its upper deck.  The ship has two cargo planes on it.  There are 
several large containers lying around the deck.  The middle building has a 
platform outside of its second and third floors.  The B1 level of the ship has 
a few corridors and a control room.  The stairs for reaching the lower levels 
are spread across the deck.  They are near the building and the two cargo 
planes.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

J'avo
Sniper Rifle J'avo
Rocket Launcher J'avo
Glava-Smech
J'avo that mutate into Glava-Smech
Glava-Begunats
Ruka-Bedem
Ruka-Khvatanje
Noga-Trchanje
Noga-Skakanje
Noga-Let
Noga-Oklop
J'avo that mutate into Telo-Eksplozija
Telo-Eksplozija

(This is just a list of enemies for the stage at the moment, not the actual 
waves)

********************************** SECRET BOSS ********************************
  Boss Type:            Gnezdo
  Spawning Requirement: Get 40 melee kills before 80 kills.
*******************************************************************************

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 9 minutes
Total Stage Time       = 11 minutes

[ ] 30 seconds - This is near a vehicle right outside the cargo plane starting 
                 point that has a remote bomb and flash grenade inside.  There 
                 is a stack of steel containers near this as well.

[ ] 90 seconds - On top of a steel container in front of the cargo plane 
                 starting point with the flash grenade and remote bomb inside.  
                 In order to reach this, you will need to climb up one of the 
                 smaller crates stacked around the nearby containers then move 
                 across the steel platforms that connect the containers.

[ ] 30 seconds - This is on the ship deck beside a truck with an open back end.
                 This time bonus is across from the cargo plane with the remote 
                 bomb and flash grenade inside.  There are two tall blue crates 
                 by some other crates near this timer.

[ ] 30 seconds - Beside an armored vehicle that near the cargo plane.  The 
                 outside portion of this cargo plane is one of the stage's 
                 starting points.

[ ] 60 seconds - This is outside of a truck with an opened back end near a 
                 cargo plane.  The outside portion of the cargo plane serves as 
                 a starting point for this stage and also has a hand grenade 
                 and incendiary grenade inside.  The truck has a first aid 
                 spray on the control panel inside.

[ ] 60 seconds - This is lying by some small white metal containers and oil 
                 drums on the platform near the ship buildings.  Move up the 
                 stairs and this will be out on the platform.

[ ] 30 seconds - Lying near the stairs in the first room with the combo time 
                 inside after climbing the outside stairs.  There is a 60 
                 second timer on the platform outside this room.

[ ] 90 seconds - Move up to the top floor of the middle building and this timer 
                 will be on the platform outside the room.  It will be near a 
                 crate that has an incendiary grenade on it.

[ ] 30 seconds - Move to the bottom floor of the ship via the stairs in between 
                 the two cargo planes and this timer will be right across from 
                 the bottom of those stairs.

[ ] 90 seconds - In the corner near a ladder in the long fenced corridor on the 
                 bottom level of the ship.  This corridor is near the control 
                 room of the bottom floor.  The ladder near this leads to a 
                 container that is near the middle building area.  You can find 
                 that open container on the deck then drop down the ladder and 
                 this timer will be nearby.

[ ] 30 seconds - This is near the bottom floor set of stairs that is closest to 
                 the middle building area of the ship.  The building area has 
                 two floors and the room with this staircase is below them.

====================
Combo Time Locations
====================

[ ] Combo Time - Move up the stairs that lead to the platform with the 60 
                 seconds and this combo time will be in the back of the first 
                 room through the right doorway.  This room has a 30 second 
                 timer in it.

[ ] Combo Time - On top of a blue container on the side with the cargo plane 
                 that has a hand grenade and incendiary grenade inside of it.  
                 The outside portion of this plane serves as one of the 
                 starting points for this stage. This time bonus must be shot 
                 with a weapon to activate it.

[ ] Combo Time - Inside of the bottom floor control room.  Find the stairs near 
                 the cargo planes that lead down to the bottom floor of the 
                 ship.  This room has two tall blue crates and a first aid 
                 spray inside as well.

==============
Item Locations
==============
 _
|_| Remote Bomb
 _                \__ Inside of a cargo plane that is directly across from the
|_| Flash Grenade /   building portion of the ship.  The inside of this plane
                      is one of the starting points for this stage.
 _
|_| Hand Grenade
 _                     \__ These are on the seats inside of the cargo plane
|_| Incendiary Grenade /   that is closet to a combo time that is up on a large 
                           steel crate.
 _
|_| Red Herb
 _                \__ Lying on a crate on top of one of the crates that is near
|_| Flash Grenade /   the 90 seconds that lies on a container in the middle of
                      the ship.  You'll need to climb one of the smaller crates 
                      near the containers to reach the top of the containers.
 _
|_| First Aid Spray - On a control panel in the open back end of a truck.  This 
                      truck is beside a cargo plane and a 60 second timer is in 
                      front of the open end of the truck.
 _
|_| Green Herb - This is on a shelf in the small building near the 60 second 
                 timer on the platform outside the middle building of the ship.
 _
|_| Green Herb - Lying on a shelf on the top floor of the middle building.  A 
                 90 second timer is on the platform outside of the room.
 _
|_| Incendiary Grenade - On top of a crate near the 90 second timer that is on 
                         the top floor of the middle building.
 _
|_| Green Herb - Lying on a shelf on the bottom floor of the ship.  The stairs 
                 for reaching the bottom are near the two cargo planes.
 _
|_| Remote Bomb
 _                \__ Find the two yellow oil drums on the bottom portion of
|_| Flash Grenade /   the ship near the 30 second timer and these will be on
                      top.  The stairs for reaching the bottom are near the two 
                      cargo planes.
 _
|_| First Aid Spray - Reach the bottom floor control room by going downstairs 
                      and this will be on the control panel inside.  This room 
                      has a combo time in it.

==========================
Breakable Object Locations
==========================
 _
|_| Tall Blue Crate - Beside a steel container that is outside of the cargo 
                      plane with the remote bomb and flash grenade.  This cargo 
                      plane is one of the starting points for this stage.
 _
|_| Tall Blue Crate
 _                  \__ Leaning up against a large red container outside of
|_| Tall Blue Crate /   the cargo plane with the remote bomb and flash grenade 
                        inside.  This cargo plane is one of the starting points 
                        for this stage.
 _
|_| Tall Blue Crate - This is inside of an open container while moving away 
                      from the front of the cargo plane with the remote bomb 
                      and flash grenade inside.
 _
|_| Tall Blue Crate - On top of a red container in the middle of the ship deck.
                      You'll need to climb a stack of boards on the side of the 
                      red container in order to reach the top of the container.
 _
|_| Tall Blue Crate
 _                  \__ These are lying near a stack of crates by the 30 second
|_| Tall Blue Crate /   timer that is near a truck with an open back end.
 _
|_| Tall Blue Crate
 _                  \__ Propped up against a blue container that is outside of
|_| Tall Blue Crate /   a cargo plane.  The outside portion of this cargo plane 
                        is one of the stage's starting points.
 _
|_| Tall Blue Crate
 _                  \__ Beside a blue container near the tall blue crates
|_| Tall Blue Crate /   mentioned above.  This is outside the same cargo plane 
                        also.
 _
|_| Tall Blue Crate
 _                  \__ Near the white railing of the platform with the 60
|_| Tall Blue Crate /   seconds on it.  Move up the outside stairs to reach
                        this platform.
 _
|_| Tall Blue Crate
 _                  \__ These are lying beside the combo time in the bottom
|_| Tall Blue Crate /   floor control room.

================
Hazard Locations
================

None.

==========
Stage Tips
==========

o The Fortress has a few sniper rifle J'avo that will spawn and immediately run 
  to certain locations on the map and camp there then shoot at your character 
  from long range.  If you're character is ever shot and falls then look on 
  high places for a sniper J'avo.  One of them will camp above a ladder near 
  the building area and another will camp on top of a platform near one of the 
  cargo planes.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST06]
            ___        _                                 _             STAGE 06
           / __\ __ _ | |_  __ _   ___  ___   _ __ ___  | |__   ___ 
          / /   / _` || __|/ _` | / __|/ _ \ | '_ ` _ \ | '_ \ / __|
         / /___| (_| || |_| (_| || (__| (_) || | | | | || |_) |\__ \
         \____/ \__,_| \__|\__,_| \___|\___/ |_| |_| |_||_.__/ |___/

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
                  .--------------------------------------.
                  |            Stage Enemies             |
                  |======================================|
                  | Enemy Type            | Point Amount |
                  |--------------------------------------|
                  | Zombie                | 300          |
                  | Bloodshot             | 600          |
                  | Whopper               | 1000         |
                  '--------------------------------------'

The Catacombs is composed of a cave area and an area with several coffins and 
traps.  The most unique part about this stage is that it has a unique spike 
trap and blade trap.  The spike trap can be controlled by a handle on the wall 
near it.  The coffin area has several long corridors in it and so does the cave 
area.  The overall stage is basically composed of long corridors.  The main 
enemies here are zombies.  Bloodshots and Whoppers spawn eventually once the 
combo gets higher and a Lepotitsa will spawn much later into the combo as well.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========


********************************** SECRET BOSS ********************************
  Boss Type:            Strelats
  Spawning Requirement: Get 20 Quick Shot kills before 80 kills.

  Boss Type:            Lepotitsa
  Spawning Requirement: All Lepotitsas that spawn on Catacombs are considered 
                        bosses and will give a boss bonus once defeated.
*******************************************************************************

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 8 minutes
Total Stage Time       = 10 minutes

[ ] 90 seconds - Near a collection of coffins down some tunnels in the middle 
                 of the Catacombs area (trap tunnel).  In order to reach this, 
                 a player must move down one of two middle tunnels while in the 
                 tunnels with traps.  One of the tunnels that it can be reached 
                 from has two pots, one of which always has a first aid spray 
                 inside.

[ ] 60 seconds - This is on the upper floor of the trap tunnel.  You'll pass by 
                 a TNT barrel and a pot on the way to this timer.  A combo time 
                 crystal can be seen in the pit past the railing of the ledge 
                 this is on.

[ ] 90 seconds - While moving past the 60 second timer mentioned above, you'll 
                 reach a darker area with a TNT barrel and stairs.  This timer 
                 is near the blade trap at the top of the stairs.

[ ] 60 seconds - On one side of the spike trap in the tunnel area.

[ ] 90 seconds - On the side of the spike trap with the handle for activating 
                 the trap.

[ ] 90 seconds - In the cave area, this is on the ledge above the area with the 
                 transformer.

====================
Combo Time Locations
====================

[ ] Combo Time - This combo time is lying in the pit that stretches across the 
                 middle of the Catacombs trap area.  It can be seen easily 
                 while in the area with 90 seconds and coffins that must be 
                 reached through one of two tunnels.  It can also be seen from 
                 the railing of the upper ledge in the trap tunnel (with the 60 
                 seconds on it).  It must be shot to activate it.

[ ] Combo Time - While on the wooden bridge in the cave area, this combo time 
                 is in on a section of a wooden bridge that is in a pit beside 
                 the wooden bridge that you can move along.  Some tree roots 
                 grow out of the ceiling above this combo time.  It must be 
                 shot to activate it.

==============
Item Locations
==============
 _
|_| Red Herb - Lying on top of a coffin just before getting to the 60 seconds
               near the spike trap.
 _
|_| Green Herb
 _                     \__ These are lying on a coffin near the transformer and
|_| Incendiary Grenade /   upper ledge dropoff in the cave area.
 _
|_| First Aid Spray
 _                     \__ These are both lying on a coffin near the 90 second
|_| Incendiary Grenade /   timer that is by the spike trap.
 _
|_| Green Herb - On the left railing of the stairs that lead up to the blade 
                 trap.

==========================
Breakable Object Locations
==========================
 _
|_| Pot - Lying near a coffin by the 90 second timer.
 _
|_| Pot
 _      \__ Down a tunnel that is close to the spike trap.  This tunnel leads
|_| Pot /   to the 90 second area with the coffins.  Facing the wall, the pot 
            on the right will always have a first aid spray inside!
 _
|_| Pot
 _      \__ Near a transformer in the cave tunnel area.  This is below a ledge
|_| Pot /   with a 90 second timer on it.
 _
|_| Pot - Lying along the upper ledge of the trap tunnel.  This ledge overlooks 
          the pit in the cave.  There is a TNT barrel nearby.
 _
|_| Pot
 _      \__ On the wooden bridge that is in front of the blade trap.  These are
|_| Pot /   grouped together at the beginning of that bridge.

================
Hazard Locations
================

[ ] TNT Barrel - While on the coffin filled ledge with the 90 second timer, 
                 this barrel is closest to the tunnel with two pots down it. 
                 One of the pots contains a first aid spray.

[ ] Transformer - This is lying on the lower ledge in the cave tunnel area.

[ ] TNT Barrel - Near the small dropoff on the upper ledge with the 90 seconds 
                 in the cave tunnel area.  A transformer and green herb pickup 
                 is nearby.

[ ] TNT Barrel - Lying along the upper ledge of the trap tunnel.  This ledge 
                 overlooks the pit in the cave.  There is a breakable pot near 
                 this.

[ ] TNT Barrel - This is lying near a rock pillar below the stairs that lead to 
                 the blade trap and a 90 second timer.

[ ] Blade Trap - This is at the top of some stairs and near a 90 second timer 
                 in the trap tunnel.  A dark area is below the stairs.

[ ] Spike Trap - This is in the trap tunnel near the outside cave area.  Two 
                 times are on opposite sides of the trap.  The crank for 
                 activating this trap is 

==========
Stage Tips
==========

o Lepotitsas and Whoppers will spawn later in the combo.  The Lepo can be the 
  most dangerous enemy on Catacombs with its instant dying status grab if you 
  fail to press the on-screen button at the required time during the grab QTE. 
  The Lepo will immediately run toward a player and try to grab after it 
  spawns.  Listen for its high pitch voice and find it when it spawns and keep 
  it on your camera until its dead so you can watch its movement.

o Zombies with lanterns will burn a player if you try to perform a light stun 
  melee to them.  If you choose to melee kill them, shoot them in the head then 
  perform a head stun melee so your character will be invincible to the lantern 
  fire once it falls to the ground.

o Be wary of crossing the spike trap.  Zombies will spawn in the stage and 
  immediately run over to the crank to activate the spikes at times.  One will 
  always start out at the crank and another will eventually start to use it 
  once the first is killed.

o The Spike Trap or Spinning Blade can be used to damage normal enemies and 
  bosses.  This is not useful for a player that wants the highest score
  since it eats up time but for player that could care less about their 
  rank on a leaderboard this might help out.

o Most Bloodshots start out as hooded red zombies so prepare to counter their 
  jumping attack after shooting them.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST07]                                                                 STAGE 07
          __                      _                     __              
         /__\  ___   __ _  _   _ (_)  ___  _ __ ___    / _|  ___   _ __ 
        / \// / _ \ / _` || | | || | / _ \| '_ ` _ \  | |_  / _ \ | '__|
       / _  \|  __/| (_| || |_| || ||  __/| | | | | | |  _|| (_) || |   
       \/ \_/ \___| \__, | \__,_||_| \___||_| |_| |_| |_|   \___/ |_|   
                       |_|                                              
                              __    __             
                             / / /\ \ \ __ _  _ __ 
                             \ \/  \/ // _` || '__|
                              \  /\  /| (_| || |   
                               \/  \/  \__,_||_|   
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

                  .---------------------------------------.
                  | Enemy Type             | Point Amount |
                  |=======================================|
                  | J'avo                  | 300          |
                  | J'avo with 1 Mutation  | 500          |
                  | J'avo with 2 Mutations | 600          |
                  | Ogroman                | 5000         |
                  | Gnezdo                 | 3000         |
                  '---------------------------------------'

Requiem for War is composed of the city streets of Edonia in Eastern Europe 
that is near the city hall building.  This is the area where Chris, Piers, Jake 
and Sherry all battle Ogromans while trying to disable anti-aircraft guns in 
campaign mode.  This stage is HUGE in The Mercenaries.  It has an underground 
area, several streets and many buildings that players can move up into to fight 
enemies and find items.

The main enemy fought in the stage are J'avo.  An Ogroman will appear during 
the middle of the run and toward the end.  The Ogroman needs special attention 
in order to fight him.  A player must stun him by shooting the red growth on 
his back then climb on top of a building ledge and leap over to him with the 
melee command and melee kill him.  He can be taken down by shooting his red 
growth constantly, but that takes a long time.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

J'avo
Ruka-SRP
J'avo that mutate into Ruka-SRP
Telo-Eksplozija
J'avo that mutate into Telo-Eksplozija
Ruka-Khvatanje
J'avo that mutate into Ruka-Khvatanje
Noga-Let
Noga-Skakanje
Noga-Oklop with Ruka-SRP arms
Noga-Skakanje with Ruka-SRP arms
Glava-Begunats
Ogroman x2

********************************** SECRET BOSS ********************************
  Boss Type:            Gnezdo
  Spawning Requirement: Kill 70 enemies before 600 seconds has gone by.

  Boss Type:            Ogroman
  Spawning Requirement: Both Ogromans that spawn on Requiem for War are 
                        considered bosses and will give a boss bonus once 
                        defeated.
*******************************************************************************

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 9 minutes and 30 seconds
Total Stage Time       = 11 minutes and 30 seconds

[ ] 90 seconds - Up in a building with a stairway and a ladder along the side 
                 of it.  This building's upper floor is partially destroyed.  
                 The building has a red herb near the stairway railing that is 
                 across from this time bonus.

[ ] 60 seconds - This time bonus lies in the street in between a blue car and a 
                 blue truck.  This is across from a building with a 90 second 
                 timer inside.

[ ] 90 seconds - This time bonus is on top of a walkway with two ladders that 
                 is across the street from the tallest building on the map.  
                 There is a roadblock in the middle of the walkway and a ladder 
                 on each side of the walkway.  In campaign, a gun turret is in 
                 the same spot at this timer.

[ ] 90 seconds - Find the tallest building in the middle of the map then move 
                 to the second floor via the wooden walkways and then climb the 
                 ladder to reach the rooftop.  This time bonus will be against 
                 the back wall.  The time bonus is below a spawn point that was 
                 in campaign mode.

[ ] 90 seconds - Facing the doorway of the middle building, this timer is 
                 inside the alcove of the building down the street to the 
                 right.  This building has a combo time on the top floor 
                 rooftop.

[ ] 90 seconds - While underground, this time bonus is next to two oil drums 
                 that are across from a drainage area ramp.  One drum has a 
                 green herb on top of it and the other drum is burning.

[ ] 30 seconds - While underground, this time bonus is across from a single oil 
                 drum that has an incendiary grenade on top of it.  There is a 
                 ladder nearby that leads up to the street above.  This is 
                 closest to the ladder that leads to the bottom floor of the 
                 middle building on the street above.

[ ] 30 seconds - While underground, this time bonus is to the left of a spawn
                 point that is near two oil drums (one is burning).  From the
                 bottom starting point of the stage, run directly down the 
                 corridor to reach this timer.

====================
Combo Time Locations
====================

[ ] Combo Time - Look off to the right while starting out on the street to see 
                 this behind the railing in a second floor room of the city 
                 hall building.  It's above a blue car.  This combo time must 
                 be shot with a gun.

[ ] Combo Time - This combo time is behind a fence to the left of the building 
                 with the 90 second time bonus that is across from a railing on 
                 the second floor.  This combo time can be shot from behind the 
                 fence, or a player can move up the stairs of the building to 
                 the right of it then shoot it from the top floor - the portion 
                 of the top floor across from the stairs does not have a wall. 
                 This combo time must be shot with a gun.

[ ] Combo Time - While facing the doorway of the middle building, look down the 
                 street to the right then look up on the building to the left 
                 down that street to see this combo time on the rooftop of that 
                 building.  The building has a ladder on it, where a player can 
                 climb close to this combo time, but it still must be shot with 
                 a gun.

==============
Item Locations
==============
 _
|_| Red Herb - Near the railing of the stairs in the partially destroyed 
               building with the 90 second timer and first aid spray and 
               remote bomb pickups.  This building has some stairs that lead 
               to the top floor and a ladder along the side of it.
 _
|_| Remote Bomb
 _                  \__ These items are on a table in the upper room of the
|_| First Aid Spray /   partially destroyed building that has a 90 second timer 
                        inside.  This building has an outside ladder near the 
                        room that these two pickups are in.
 _
|_| Green Herb
 _                \__ Find the tallest building in the middle of the map then
|_| Flash Grenade /   move to the second floor via the wooden walkway and then 
                      climb the ladder to reach the rooftop.  These items lie 
                      on an oil drum to the left of the 90 second timer on the 
                      roof.
 _
|_| Green Herb - This is lying in a corner of a building across from a blue 
                 truck and near a railing.  Facing the doorway of the middle 
                 building, this is down the street to the right - right side of 
                 the street.
 _
|_| First Aid Spray - While underground, this is on top of an oil drum that is 
                      near a burning oil drum in the corridor with the grated 
                      floor that is above the drainage area.  This is close to 
                      an open gate near a ladder that leads to the street 
                      above.
 _
|_| Incendiary Grenade - While underground, this grenade is lying on top of a
                         single oil drum that is across from a 30 second timer.
                         This is near the ladder that leads to the bottom floor 
                         of the middle building.
 _
|_| Green Herb - While underground, this pickup is on top of an oil drum near 
                 the 90 second time bonus.  This oil drum is across from a ramp 
                 that leads to a drainage area.

==========================
Breakable Object Locations
==========================
 _
|_| Tall Crate
 _             \_ These are both on the upper floor of the building to the
|_| Tall Crate /  right of the middle building (while facing the entrance
                  door).  These are by the wall on the side with the stairs.

           Contents: Flash Grenade (right crate), Incendiary Grenade (left 
                     crate)

================
Hazard Locations
================

NOTE: Both electric cables in the stage can be used to stun the Ogroman.  Lead 
him into each of the electric cables to damage him.

[ ] Electric Cable - Facing the doorway of the middle building, this cable is 
                     down the street to the right.  It is up overhead before 
                     reaching the enemy spawn point (fence) at the end of that 
                     street.

[ ] Electric Cable - Facing the doorway of the middle building, this cable is 
                     down the street to the left.  Look to the left as the 
                     street turns right to see an overhead cable behind the 
                     fence on the left side of the street while looking up.  
                     The Ogroman must step over the fence on the street to hit 
                     this electric cable.  This particular cable is useless 
                     really - it only staggers the Ogroman.

==========
Stage Tips
==========

o In order to stun the Ogroman, he must be near a building ledge that a player 
  can leap to his back from.  The Ogroman must be shot in the red growth on his 
  back in order to stun him.  Getting up on a building and shooting him can 
  work well, and shooting him in the back when he leans over while he faces 
  your character can work just as well.  Be forewarned that he has an instant 
  kill stomp and his punches take off quite a bit of health.

o The electric cable that is near the green herb pickup in the city streets is 
  one of the best ways to stun the Ogroman when you use a character that has 
  weak weapons.  Lead the Ogroman toward the cable and it will electrify him 
  when he runs into it then it will stun him so that your character can climb 
  the ladder of the nearby building and hop on his back then melee kill him.

o If you're having problems keeping the combo while trying to fight Ogroman, 
  lay down a remote bomb before climbing a building to leap on his back then 
  detonate it before melee killing him.  The remote bomb can be laid very early 
  in a run and used later - all you have to do is switch to the detonator.  A 
  great place to place a remote bomb is right underneath the electric cable 
  near the green herb.  You can set it there early then just switch to the 
  detonator if you're about to lose the combo while fighting the Ogroman.

o Chris EX1 and EX2 can instantly kill an Ogroman by shooting it with the 
  rocket launcher.  Chris EX only has one rocket launcher though, so the other 
  Ogroman must be killed with melee.  A duo game with two Chris EXs works quite 
  well, but the Gnezdo boss can be a pain with the shotgun.

o When Glava-Beganutses appear (raging bug head), try to get behind them and 
  counter them while they slash with their swords or guns.  Follow behind them 
  and tap the R1/RT button to possibly kill them with a counter.  A flash 
  grenade will stun them also.  These enemies can get out of control when they 
  crowd, so be ready to bullet kill them if needed.  They are weakest in the 
  head so shoot them there with a powerful weapon if needed.  A magnum shot 
  will kill them instantly no matter where your character shoots them.

o The Ruka-SRP with Noga-Oklop legs (blade arm with leg armor) are highly 
  aggressive and can be hard to fight.  Bullet kill them if they start to group 
  too much or use explosives to kill them.  They can be really bad in groups.  
  When fighting one solo, try to shoot him in the chest to weaken him then hit 
  him with a quick shot and melee him while he is stunned.  A quick shot will 
  still stun these enemies for a melee attack.

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|
[ST08]                                                                 STAGE 08
              __  _                _      _     ___  _            
             / / (_)  __ _  _   _ (_)  __| |   / __\(_) _ __  ___ 
            / /  | | / _` || | | || | / _` |  / _\  | || '__|/ _ \
           / /___| || (_| || |_| || || (_| | / /    | || |  |  __/
           \____/|_| \__, | \__,_||_| \__,_| \/     |_||_|   \___|
                        |_|                                       

 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _   _ 
|_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_| |_|

.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

                  .---------------------------------------.
                  | Enemy Type             | Point Amount |
                  |=======================================|
                  | J'avo                  | 300          |
                  | J'avo with 1 Mutation  | 500          |
                  | J'avo with 2 Mutations | 600          |
                  | Mesets                 | 1500         |
                  | Chrysalid              | 2000         |
                  | Rasklapanje (whole)*   | 5000         |
                  | Napad                  | 1500         |
                  '---------------------------------------'
                  * torso and legs must be knocked into lava 
                    to receive points

Liquid Fire is composed of the surroundings of the final area where Ustanak is 
fought in Jake's campaign.  The stage is very... red.  This stage has a rock 
platform at the very bottom of the area, which is connected to some walkways.  
The stage has a set of bottom walkways with railings that have yellow lights on 
them and some stairs along the sides that lead to the upper catwalks.  The 
upper catwalks have railings with blue lights along the sides and there are 
three surrounding circular rooms.

Each room has a time bonus and a Chrysalid inside.  The Chrysalid will hatch 
into a Mesets after a certain amount of time has passed.  Neo-Umbrella J'avo 
are the main enemies that are fought on this stage.  They will mutate and some 
will spawn already mutated like the J'avo in other stages.
.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.

===========
Enemy Waves
===========

Neo-Umbrella J'avo w/wrist blade
Neo-Umbrella J'avo w/electrical blade
Neo-Umbrella J'avo w/machine pistol
Neo-Umbrella J'avo w/heavy machine gun
Neo-Umbrella J'avo that can mutate into Ruka-SRP
Neo-Umbrella J'avo that can mutate into Ruka-Khvatanje
Telo-Eksplozija
Glava-Dim
Noga-Oklop
Glava-Smech
Glava-Smech with Ruka-Khvatanje arm
Noga-Skakanje
Glava-Begunats
Rasklapanje
Chrysalid x4
Mesets

********************************** SECRET BOSS ********************************
  Boss Type:            Napad
  Spawning Requirement: Defeat 25 enemies with Coup De Grace attacks before
                        killing 80 enemies. (aka. kill 25 enemies with a 
                        frontal heavy stun melee [flash grenade toss sets it up 
                        on normal J'avo if melee'd from their front side]).

  Boss Type:            Mesets
  Spawning Requirement: All Mesets that hatch from the four starting Chrysalids 
                        and the Mesets that spawn on Liquid Fire are considered 
                        bosses and will give a boss bonus once defeated.

  Boss Type:            Rasklapanje
  Spawning Requirement: All Rasklapanjes that spawn in the stage are considered 
                        bosses and will give a boss bonus once both halves of 
                        the Rasklapanje have been killed. *

* Both the torso and the legs of a Rasklapanje must be knocked off a ledge and 
  into the lava.  Stand near a ledge that a player can leap across and then use 
  gunfire (shotgun, magnum, etc) to push the Rasklapanje off any ledge and into 
  the lava below.
*******************************************************************************

====================
Time Bonus Locations
====================

Beginning Time         = 2 minutes
Full Time Bonus Amount = 9 minutes
Total Stage Time       = 11 minutes

[ ] 90 seconds - This is near a railing in the middle of the bottom floor 
                 set of walkways.  It is below the circular room with red 
                 lights that is on the top floor.

[ ] 90 seconds - Facing the circular room with red lights on the top floor, 
                 this time bonus is on the right side of the bottom floor near 
                 a railing.

[ ] 90 seconds - Facing the circular room with red lights on the top floor, 
                 this time bonus is on the left side of the bottom floor near a 
                 railing.

[ ] 90 seconds - Inside the circular room with red lights on the top floor.

[ ] 90 seconds - Inside the circular room with yellow lights on the top floor.

[ ] 90 seconds - Inside the circular room with blue lights on the top floor.


====================
Combo Time Locations
====================

[ ] Combo Time - When starting at the bottom walkway starting point, turn 
                 around and this combo time is above a large pipe out in the 
                 lava.  It must be shot with a gun.

[ ] Combo Time - While on the bottom floor, find the stairs that lead up to the
                 circular room with yellow lights and look to the left of the 
                 stairs to see this combo time up on top of some framework 
                 above the lava.  It must be shot with a gun.

[ ] Combo Time - This combo time is on the rooftop of the circular room with 
                 blue lights on the top floor.  It must be shot with a gun.

==============
Item Locations
==============

None.  All items are located in breakable objects.

==========================
Breakable Object Locations
==========================
 _
|_| Metal Tall Crate
 _                   \_ These are near the railing that is to the left of the
|_| Metal Tall Crate /  entrance to the circular room with red lights on the
                        top floor.

           Contents: Remote Bomb (left crate), Hand Grenade (right crate)

 _
|_| Metal Tall Crate
 _                   \_ These are near the railings across from the entrance 
|_| Metal Tall Crate /  to the circular room with red lights.  Each tall crate 
                        is by some grouped pipes.

           Contents: Flash Grenade (closet to red room), Green Herb (closet to 
                     yellow room)

 _
|_| Metal Tall Crate
 _                   \_ These are near a railing on the bottom floor
|_| Metal Tall Crate /  portion that is across from the stairs that lead up to 
                        the circular room with yellow lights.

           Contents: Red Herb (left crate), Incendiary Grenade (right crate)

 _
|_| Metal Tall Crate
 _                   \_ These are near a railing on the bottom floor
|_| Metal Tall Crate /  portion that is near the stairs that lead up to the 
                        circular room with blue lights.  This is near the 
                        bottom walkway starting point.

           Contents: First Aid Spray (left crate), Green Herb (right crate)
 _
|_| Metal Tall Crate - This tall crate is near the railing closest to the 
                       stairs that lead down to the rock platform on the bottom 
                       floor.

           Contents: Flash Grenade

================
Hazard Locations
================

None.

===================
Chrysalid Locations
===================

NOTE: Liquid Fire has three Chrysalids in the three circular rooms with timers 
on the top floor.  Each of the Chrysalids will hatch into a Mesets once a 
certain amount of time has passed by.  The Chrysalids are considered enemies so 
they will take up a total of three of the possible eight on-screen enemies from 
the start.  The Chrysalids can be destroyed with gunshots to increase spawning.
 _
|_| Chrysalid 1 - This Chrysalid is in the room with the red lights surrounding 
                  it on the top floor.  The Chysalid is off to the left when 
                  stepping inside.
 _
|_| Chrysalid 2 - This Chrysalid is in the room with the yellow lights 
                  surrounding it on the top floor.  The Chysalid is off to the 
                  right and around the corner when stepping inside.
 _
|_| Chrysalid 3 - This Chrysalid is in the room with the blue lights
                  surrounding it on the top floor.  The Chysalid is off to the 
                  right and around the corner when stepping inside.

==========
Stage Tips
==========

o The Rasklapanje enemies can be killed by leading them toward a ledge that a 
  player can jump across (the jump command appears while standing near it) and 
  knocking them off the side of the ledge and into the lava below.  Make sure 
  the Rasklapanje has its back to the ledge then knock it off with a shot from 
  a powerful weapon such as a shotgun or magnum to knock it into the lava and 
  kill it.  It will give a player an extra kill and a Rasklapanje will give a 
  boss bonus.  Rasklapanjes are worth 5000 points per kill, not including the 
  boss bonus point at the current combo.

o Mesets will hatch from the Chrysalids on the top floor.  A Chrysalid is worth 
  2000 points for destroying it, but a Mesets is worth 1500 points + a boss 
  bonus.  It's best to wait for the Mesets to hatch then kill them.  Destroying 
  the Chrysalids early will increase enemy spawning however, since the 
  Chrysalids are considering enemies.

o Telo-Eksplozija (explosive J'avo) can easily be melee killed by leading them 
  toward a time bonus and hitting it so that it hits the Telo or by stunning a 
  normal J'avo and then attacking the J'avo with a melee while the Telo-
  Eksplozija is nearby.  Since Liquid Fire is composed of narrow walkways, it's 
  easy to melee kill them. Hitting them with any type of melee will give a 
  player +5 bonus seconds.

o If you have problems keeping the combo going from the start of the stage 
  because of lack of enemies then destroy the Chrysalids in the upper circular 
  rooms by hitting them with gunfire.  Keep in mind that the Mesets that hatch 
  from the Chrysalids are worth more points if they are killed while the combo 
  is still kept while they are in the area.

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \


S E C T I O N  VI                                                        [EN00]
- - - - - - - - -                                             - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ |     |  E N E M I E S  |     | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

================
J'avo with Sword
================

HP: 900
Stages of Appearance: Steel Beast, Rail Yard, High Seas Fortress

A J'avo is a Chinese human that has been directly injected with the C-virus.  
J'avo's come equipped with a variety of weapons.  When a portion of their body 
receives enough damage, it can mutate and become stronger and they will change 
their attacks and have more health.

Stun Areas:

Head (Head Stun)   - J'avo grabs head and turns to side
Body (Light Stun)  - J'avo stands still and hunches over
Arms (Heavy Stun)  - J'avo grips arm and turns to side
Legs (Light Stun)  - J'avo fall to knees
Coup De Grace stun - Kneels down and hunches over

Damage Modifiers:

Head - ???
Body - 1.0
Legs - 1.2

Sword Attack

J'avo holds right arm with sword behind its back then performs a vertical swing 
forward.

Damage:
Counter Timing: The button prompt for countering this attack appears as the 
J'avo's blade comes downward when it swings forward.

Sword Swings

J'avo spins blade while standing then spins and performs a side slash as it 
turns then spins again and performs another side slash while hopping forward a 
bit.

Damage:
Counter Timing:  The button prompt for countering this attack will appear 
twice.  The button prompt will appear shortly before the J'avo's blade comes 
downward for each swing.  The swing will always come from its right side.  Keep 
in mind that the J'avo will spin during the first swing and stay on the ground 
and hop forward slightly while performing the second swing.  Also, remember 
that a J'avo will spin its blade before starting this attack sequence.  The 
blade spin will not hit your character.

==================================
Neo-Umbrella J'avo with Blade Arms
==================================

HP:
Stages of Appearance: N/A (yet)

Blade Slash

J'avo holds its right blade arm forward quickly then steps forward and holds 
the blade to the left then swings to the right.

Damage:
Counter Timing: The button prompt for countering this attack appears as the 
J'avo's blade arm swings forward.  Keep in mind that the J'avo will hold its 
blade arm forward then swing the blade arm shortly afterwards.  It will slash 
starting from its left.

Running Upward Stab

J'avo crouches downward then readies its blade arm by holding it behind its 
back and runs forward then swings the blade upward.

Damage:
Counter Timing: The button prompt for countering this attack appears as the 
J'avo's arm starts to move upward while it dashes forward.

==========
Glava-Sluz
==========

HP: 1200

===========
Glava-Smech
===========

HP: 1200

The Glava-Smech is a J'avo mutations where the head splits opens and two brown 
pinchers form on the head.  This type of J'avo mutation only has only one 
attack where it will rush toward a player and bite the player then hold them 
into the air.  In order to break free, you'll need to tap the R1/RT button at 
the precise time when it appears.  The Glava-Smech can be stunned quickly with 
a quick shot and it can be set up for a Coup De Grace melee by hitting it with 
another melee (slide) while it is stunned.

Dashing Bite

Glava-Smech will hiss and then dash toward a player with its pincher mouth open 
and try to grab the player with its mouth.  A player will have to press the 
R1/RT button during a timed QTE in order to break free from the grapple or 
suffer some major damage.  This grab is quite lengthy.

Damage:
Counter Timing: The button prompt for countering this attack appears as the 
Glava-Smech gets close to the targeted character while it's dashing.  The 
button prompt will appear when the Glava-Smech is right up on the character.

=========
Glava-Dim
=========

HP:

========
Ruka-SRP
========

HP: 1200

Ruka-SRP is the most common J'avo mutation where a J'avo will form a blade-like 
arm.  It can mutate both of its arms into a blade arm if both of them are shot. 
These J'avo are highly aggressive and like to rush players.  These type of 
J'avo can be stunned for a few seconds with a quick shot and they can be set up 
for a Coup De Grace melee.  Shooting them in the head with a light damaging 
weapon will stun them so that a Coup De Grace melee can be performed on them.

==========
Ruka-Bedem
==========
 
HP: 1200

Ruka-Bedem is a mutation where a J'avo grows a shield arm. This J'avo will 
block oncoming gun attacks with its shield arm and attack with its arm. The 
J'avo is vulnerable by getting behind it and attacking it from behind or by 
shooting its legs.  A player can also stagger this J'avo mutation from up close 
with melee attacks or a quick shot.

==============
Ruka-Khvatanje
==============

HP: 1200

A J'avo will form a long insect-like arm with three pinchers at the end of it. 
This type of mutation will perform very quick long-range attacks.  It will grab 
a player from behind cover or from long range then slam the player to the 
ground without any chance of breaking free.  It's best to always concentrate on 
killing this type of mutation when it spawns from a J'avo since its attacks are 
so quick and cover a great distance.  This type of mutation can be stunned with 
a quick shot and set up for a Coup De Grace melee.

=============
Noga-Trchanje
=============

HP:

The Noga-Trchanje is a type of mutation where a J'avo will shed its human legs 
and grow a set of spider legs.  This type of mutation can climb on walls and 
ceilings.  It will attack with a machine gun and dash forward with a ram while 
on the ground.  This type of J'avo is very weak to melee.  Quick shooting this 
mutation will set it up for a stomp melee that will kill it instantly.

========
Noga-Let
========

HP:

A J'avo will shed its legs and grow bug-like wings for this mutation.  When 
armed with a machine gun, it will fly and fire and fire the machine gun from 
the air.  This type of mutation can perform dive attacks and grab a player from 
the air.  The grab must be broken by shaking the left analog or by having a 
partner help out with a partner assist melee or the Noga-Let will kill the 
player instantly!

This type of mutation can be knocked out of the air with a few shots.  While it 
is on the ground it can be killed with stomp melee.  There is also a special 
melee that can be activate by facing the wings of the J'avo and pressing the 
melee button while it is on the ground.  Your character will tear its wings 
off.  The animation for the wing tearing is very lengthy and not even really 
worth the 5 bonus seconds from the melee kill.  It's best to try for a stomp 
kill to kill it faster.  Both melees will kill this mutations instantly.

=============
Noga-Skakanje
=============

HP:

The J'avo will shed its legs and grow some tall insect legs for this mutation. 
This type of J'avo can jump very far.  It will move toward a player by jumping 
toward the player and will try to land on them to cause damage.  This mutation 
can be quite annoying in groups since it will jump around so much.  Try to kill 
these types of mutations quickly before they have a chance to get off the 
ground.

==========
Noga-Oklop
==========

HP:

A hard shell skin grows around the legs of J'avo for this mutation and its legs 
become invincible.  The added armor limits its movements however.  The J'avo 
will take no damage when shot in the legs after this mutation so concentrate 
fire on its upper body.  A J'avo with this type of mutation cannot be knocked 
down with a melee attack.  The melee attack will hit the J'avo but not knock it 
down.

===============
Telo-Eksplozija
===============

HP: 1200

The top half of the J'avo will mutate into a cocoon for this mutation.  The 
legs can still freely carry this form around and the legs are its main weak 
point.   The Telo-Eksplozija is very limited in attack however.  Its only 
attack is basically self-sacrifice.  It will blow itself up and die and try to 
damage a player in the process.  The best way to deal with this J'avo is to 
blast it in the legs to make it kneel and blow up a few seconds afterwards.

==========
Telo-Magla
==========

HP:

=============
Telo-Krljusht
=============

HP:

========
Strelats
========

HP: 3000

A Strelats is a lizard-like J'avo mutation that can scurry around an area very 
quickly.  It attacks by shooting out spikes from long range and from close 
range, it will let out a gas that will stun a character in place for a few 
seconds.  This enemy can be knocked down by shooting it with a powerful weapon 
such as a shotgun or a magnum.

This enemy can be hit with a quick shot or dashing ram and set up for a special 
melee.  The creature can be grabbed with the R1/RT button prompt that appears 
while standing in front of it while it is stunned to initiate a QTE grab 
sequence.  Players will have to hit the button that appears three times in a 
row to knee the Strelats and eventually kill it.  This grab sequence takes a 
ton of damage from the Strelats.

======
Mesets
======

HP: 2000

=====
Napad
=====

HP: 5000

A Napad is a J'avo mutation that has encased itself in a hard shell.  This 
burly creature attacks with punches and rams and can get quite aggressive while 
it remains in the area.

A Napad's outer shell can be broken on any part of the creature.  Breaking the 
shell with a highly damaging weapon such as a shotgun or magnum will expose the 
inner red skin of the creature.  Its main weak spot is the white colored skin 
on its back.  Once the back portion of the shell is broken, blast the white-
colored skin and the Napad will take some serious damage.

======
Gnezdo
======

HP: 2000

Gnezdo is a J'avo mutation that has taken on the form of a group of flying 
insects.  They all fly together and make up the form of a human.  This creature 
attacks by sending out a swarm of insects to choke characters.  From close 
range, Gnezdo will grab a character and swarm of insects will attack - shake 
the left thumbstick to break free from this highly damaging grab!  The close 
range grab nearly takes off all health from player.  Be sure to be at full 
health at all times while this enemy is in the area.  Once you're grabbed with 
lower than full health, expect to enter dying status no matter how much you 
struggle.

A Gnezdo must be shot at in order to make its main weak point appear.  The weak 
point of a Gnezdo is a large insect - like a bee - that flies near the swarm.  
This insect is very weak and can be killed quickly to kill the Gnezdo.  The 
only main problem is that the insect will fly around and dodge attacks and it 
will eventually move back into the swarm.  Shoot the creature again to make the 
large insects fly out of the swarm.

=======
Ubistvo
=======

HP:
Stages of Appearance: Rail Yard

Ubistvo is a highly advanced J'avo mutation that has a chainsaw arm for its 
right hand.  This highly dangerous enemy is just like the Chainsaw Maine from 
Resident Evil 5 with its deadly attacks - any hit from this creature's chainsaw 
arm will cause a player to enter an instant dying status.  To make matters 
worse, this enemy can be highly aggressive with its attacks and seems to have 
super armor that causes shots to not even stagger it while it attacks.

Bring out the magnum for this enemy when you go to kill it.  Using other 
weapons is risky but sometimes you have no choice.

======
Zombie
======

HP (Urban Chaos): 600 (female)
HP (Urban Chaos): 700 (male)
Stages of Appearance: Urban Chaos, Mining the Depths, Catacombs

The standard zombie covers several different models of the undead citizens that 
have been mutated into walking dead corpses with the hunger for human flesh by 
the C-virus outbreak.  This enemy can be shot in the head, body, arms or legs 
to stun the creature.

Stun Areas:

Head (Head Stun)   - Stagger backwards
Body (Light Stun)  - Stand and hunch over, hunch and lean to side
Arms (Heavy Stun)  - Stumble backwards and turn while staggering
Legs (Light Stun)  - Fall to ground on hands and knees
Coup De Grace stun - Stumble backwards and turn while staggering

Attacks:

-- Punch

The zombie readies its right arm and holds it to the side then slaps its arm 
forward.  This move can be either very slow or fast - it all depends on how 
fast the startup for the attack is.  Watch closely to see how fast the zombie 
readies its punch to determine how fast the actual punch will come.  The zombie 
will sometimes only perform one punch forward with its right arm and sometimes 
it will perform a follow-up punch with its left arm shortly after the right arm 
punch.  Both punches have the same startup animation.

Damage:
Counter Timing: The button prompt for countering appears as the zombie brings 
its arm to the side and is about to strike for each arm.  With a two-hit slap, 
a player gets too chances to counter.

-- Grab

The zombie holds out both arms and leans forward then grabs.  If the zombie 
grabs a player, the player will have to tap the X/A button or shake the left 
thumbstick to break free.  Usually a grab from the front will result in a 
button tap prompt.

Damage:
Counter Timing: The button prompt for countering appears shortly after the 
zombie holds it's arms back and starts to lean forward.  In order to counter 
this attack, a player must be ready to respond quickly only a second after the 
grab animation has started.  This is a very quick attack!

-- Jumping Lunge

The zombie stands in place and snarls then leaps forward toward the player. If 
the zombie manages to tackle a character, the player will have to shake the 
left thumbstick while the zombie bites their character on the ground in order 
to break free.

Damage:
Counter Timing: The button prompt for countering appears as the zombie first 
jumps.  The countering is a bit tricky for this attack since it does NOT appear 
the second before the zombie collides with your character... instead, a player 
must counter the attack as the zombie jumps.  This attack is slower than a 
Bloodshot jumping lunge, therefore the counter timing comes a bit sooner.

==================
Zombie with Weapon
==================

Stages of Appearance: Urban Chaos, Mining the Depths, Catacombs

Some Zombies will carry a melee weapon with them and attack by swinging the 
weapon.  These zombies carry a whole variety of the weapons.  If the zombie 
weapon is burning, your character will start to burn then quickly put out the 
flames in a lengthy recovery animation.  When your character sets up one of 
these zombies for a melee, a front light stun or heavy stun melee will cause 
your character to grab the zombie's weapon and kill the zombie with their own 
weapon.  A weapon kill on a zombie will always be an instant kill.

A zombie with a weapon cannot be hit with a Coup De Grace melee since the 
character will always grab the zombies weapon and kill the zombie - therefore, 
you can only get a +5 second bonus for any type of melee from a zombie stun on 
a zombie with a weapon.  Some of these zombies are impaled with a weapon and do 
not use it, but your character will pull the weapon out of the zombie's chest 
and use it.

Countering a zombie with a weapon is one of the easiest counters in the game 
provided that you understand its attacks.  Both of its close-range attacks 
share have the same two attack animations, but they are reverse of each other!

Possible Weapons: Fireman Axe, Lead Pipe, Fire Extinguisher, 2x4, Flaming 2x4, 
Knife, Sledgehammer, Flaming Torch

Attacks:

-- Horizontal Swing & Vertical Swing

The holds its weapon to its left side then steps forward and swings the weapon 
to its right while stepping forward.  After swinging the to the right, the 
zombie will hold the weapon behind it back then swing the weapon downward while 
stepping forward again.

Damage:
Counter Timing: The button prompt for countering the first attack appears as 
the zombie brings its weapon forward from its right side.  The button prompt 
for the second attack is a bit slower and appears as the zombie begins to swing 
the weapon downward from behind its back.  The starting horizontal swing attack 
in this attack sequence is about a second quicker than the horizontal attack 
than the vertical attack, therefore the button prompt appears just a bit 
quicker.

-- Vertical Swing & Horizontal Swing

The zombie holds its weapon behind its back then swings the weapon downward 
while stepping forward.  After swinging downward, the zombie will be holding 
its weapon to its left side then it will swing the weapon to its side while 
stepping forward once again.

Damage:
Counter Timing: The button prompt for countering the first attack is a bit 
slower than the horizontal attack and appears as the zombie begins to swing the 
weapon downward from behind its back. The button prompt for countering the 
second attack appears as the zombie brings its weapon forward from its right 
side.  The starting vertical swing attack in this attack sequence is about a 
second slower than the horizontal attack than the vertical attack, therefore 
the button prompt appears just a bit quicker.

-- Throw Weapon

From a distance, a zombie will sometimes toss its weapon at a player.  The 
zombie will hold its weapon upwards then toss the weapon at the player.  Moving 
or rolling to the side will avoid this attack.  The player will suffer damage 
if the zombie weapon hits.

Damage:
Counter Timing: This move cannot be countered.

====================
Zombie with Dynamite
====================

Stages of Appearance: Mining the Depths

A zombie with dynamite shares the same attacks as the standard zombie with no 
weapon.  The main difference is that its dynamite will explode after it attack 
or after the zombie is killed.  A player can get hit with the dynamite after a 
melee attack if the melee sequence is too short.  The zombie's dynamite will 
explode before it dissolves no matter how it is killed.

===================
Zombie with Lantern
===================

Stages of Appearance: Catacombs

==============
Spitter Zombie
==============

Stages of Appearance: Urban Chaos, Mining the Depths, Catacombs

A spitter zombie has the same punch attack as a normal zombie from close range, 
but from long range, this zombie will perform an acid spit attack.

-- Acid Spit

The zombie holds its head back and gathers acid in its mouth then leans forward 
and spits a shot of acid forward.

Damage:
Counter Timing: The button prompt for countering this attack appears right as 
the zombie is brings its head forward to spit.  A player must wait for the 
zombie to begin the spitting attack from long or mid-range then move close to 
the zombie in order to receive a button prompt before the zombie spits.  The 
button prompt for countering is very delayed with this attack.  A player really 
leaves their character open to attack from all sides while waiting for the 
counter prompt.

==============
Fireman Zombie
==============

Stages of Appearance: Urban Chaos, Mining the Depths

A fireman zombie has the attacks of both an unarmed zombie and a zombie with a 
weapon depending on if the zombie is equipped with a weapon or not.  Fireman 
zombies have more health than the standard zombie so a counter will not 
instantly kill them unless they carry a weapon.  Fireman zombies have fire 
extinguisher on their back that can be shot to make it explode and kill the 
zombie instantly along with any zombie or enemy near the fireman zombie.  
Fireman zombies have a bit more health than the standard zombie.

===============================
BSAA Zombie (or Armored Zombie)
===============================

Stages of Appearance: Urban Chaos, Mining the Depths, Catacombs

BSAA Zombies carry either an assault rifle or a magnum and they will fire at 
your character with it.  They will slowly lock-on to your character and fire in 
one direction.  The magnum weapon can be the most annoying with these type of 
zombies since they will knock a player down with the magnum shot then instantly 
fire again once the player gets up.  Working your way around these zombies is 
the best way to avoid their gunfire.  They have trouble locking on to player 
that moves to the side or behind them since they turn slowly.  From close 
range, they will try to grab like an unarmed zombie.

BSAA zombies also have armor on their body, arms and legs.  The legs and arms 
are not fully covered however so they can still be shot in their unarmored 
portions of their legs and arms.  They're head is the most exposed area of 
their body however.  BSAA zombies seem to have more life than the standard 
zombie.  They have around the same amount of health as a fireman zombie.

Attacks:

-- Machine Gun Fire

The zombie raises its machine gun and fires forward.  This attack will chip 
away at a player's health and eventually knock them down once a bar of health 
is fully drained.

Damage:
Counter Timing: This attack cannot be countered

-- Magnum Fire

The zombie raises its magnum and fires forward.  This attack will knock a 
player down.

Damage:
Counter Timing: This attack cannot be countered

================
Policeman Zombie
================

Stages of Appearance: Urban Chaos

A policeman zombie can carry an assault rifle or magnum just like a BSAA 
zombie, but they have the same amount of health as normal zombies and they do 
not have body armor.  Unarmed policeman zombies will punch and grab like other 
zombies. Policeman zombies that are armed with a gun will only fire that weapon 
even from close range.

=======================
Whopper/Whopper Supreme
=======================

HP:
Stages of Appearance: Urban Chaos, Catacombs

A Whopper is an extremely fat zombie that can take some major punishment.  A 
Whopper can be highly aggressive but it's overall slow.  Explosives and magnums 
are the best way to defeat this enemy.  It can be shot in the legs to stun it 
and make it drop to its knees in order to get a button prompt for a Coup De 
Grace melee while standing next to it.

Laying down a single remote bomb near it and detonating it or tossing a hand 
grenade will damage the Whopper and set it up for a Coup De Grace melee that 
will finish it off.  Explosives not only damage the Whopper intensely, but it 
also rids the surrounding area of other enemies that will get in your way while 
fighting the Whopper.  A Whopper Supreme is a bigger version of the Whopper, 
but they still both fall to explosions easily.

Stun Areas:

Legs (Coup De Grace Stun) - Falls to knees

Attacks:

Damage:
Counter Timing:

=========
Lepotitsa
=========

HP:
Stage of Appearance: Catacombs

=========
Bloodshot
=========

HP: 3000
Stages of Appearance: Urban Chaos, Mining the Depths, Catacombs

Bloodshots are muscular red zombies that are highly aggressive.  In 
Mercenaries, these enemies will spawn in groups and sometimes they are 
disguised as normal zombies.  Zombies that have a reddish glow to their heads 
might be a Bloodshot in disguise.  They will mutate into a Bloodshot and 
immediately start attacking while mutating at times.  Bloodshots can be 
instantly killed by countering their jumping attacks and they can be set up for 
a Coup De Grace melee by countering their uppercut attack.

Bloodshots can be stunned with some character's quick shot attack with a 
powerful weapon such as magnums and rifles.  Sometimes it will take more than 
one shot from a powerful weapon in order to stun a bloodshot.  Acid rounds and 
flash grenades will instantly stun a Bloodshot as well.  Bloodshots can be 
frozen and melee'd with nitrogen rounds.

Stun Areas:

Middle of chest (Coup De Grace stun) - Fall down to knees

Attacks:

-- Uppercut

The Bloodshot leans downward while moving forward then performs an uppercut 
with its right arm while rising.

Damage:
Counter Timing: The button prompt for countering this attack appears just as 
the Bloodshot start to rise and uppercut after it's crouching.

-- Diving Grab

The Bloodshot yells while standing in place then suddenly leaps forward.  This 
attack will autotrack a player that runs to the side, but it can still be 
avoided by running or rolling out of the way.

Damage:
Counter Timing The button prompt for countering this attack appears right 
before the Bloodshot tackles the character while in mid-air.  This is a very 
easy attack to counter.  While moving to the side, the Bloodshot will autotrack 
your character and the counter command will still appear even while a player 
walks to the side, making it even easier to counter!  You don't have to stand 
in place to counter this move.  It's a good idea to keep the Bloodshot in your 
line of view with the camera while moving however.

==========
Zombie Dog
==========

HP: 100
Stages of Appearance: Urban Chaos, Mining the Depths

A zombie dog is a normal dog that has been infected with the C-virus and now 
has the urge to gobble up more than just a child's homework - it wants the 
entire child to gobble up now!  A zombie dog only has one attack, but it will 
constantly run around your character until it prepares that attack. Its 
movements can be deceiving and look like it's about to attack, but it won't 
until it starts to bark.

The quickest way to instantly kill a zombie dog is to shoot it with a quick 
shot from any weapon.  Any single fire weapon will kill the dog in one shot and 
any automatic weapon will kill the dog within about two shots.  The dog can be 
melee'd with a close range melee attack where your character will kick while 
next to the dog, but it will take two kicks to finish it off without any type 
of skill.  A dashing ram can kill a dog with one hit however!

Stun Areas:

Any portion of dog (breakable object kick) - While near a dog, a button prompt 
command for kicking the dog will appear.  This is the same type of kick that 
your character does to shatter a breakable object.

-- Jumping Lunge

The dog stands in place and barks two times then it runs forward and jumps then 
tackles a player.  A dog's normal running looks just like the running during 
this attack, but the dog will always stand in place and bark before running up 
to attack.  The moment it barks, it is about to run and lunge!

Damage
Counter Timing: The button prompt for countering this attack appears right as 
the dog jumps while in close range to a character.  The dog will always stand 
in place shortly before it runs toward a player and attacks.  Always watch for 
the starting animation.  You can either stand and wait for the dog to move 
toward your character or move toward the dog to make it lunge faster after it 
starts to run toward you.

========
Shrieker
========

HP: 5000
Stages of Appearance: Mining the Depths

A Shrieker is a zombie with a big sac of flesh on its chest that can swell up 
and glow a red color while it charges a scream.  This creature's scream will 
stun a player and hold that player in place throughout the duration of the 
scream when a player is near the Shrieker.  A Shrieker can be shot in any 
portion of its body to damage it, but hitting its chest sac as it starts to 
swell up and glow red will kill it even quicker.  A Shrieker will cause zombies 
in an area to move toward its location while it is still alive.

Attacks:

Damage:
Counter Timing:

===========
Rasklapanje
===========

HP: 3000
Stages of Appearance: Liquid Fire

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \

S E C T I O N  VII                                                       [MT00]
- - - - - - - - - -                                           - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___ | M E D A L S  &  T I T L E S | ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

==========
Title List
==========

Titles are viewable from the "Dog Tags" menu under the "Play Game" menu of 
Resident Evil 6.  These titles all have 4-star rankings.  Every completed 
Mercenaries game will count toward one of these.

-------------------------------------------------------------------------------
-- Hired Killer                                THE MERCENARIES TITLE (01/15) _
                                                                            |_|
REQUIREMENT: Play the Mercenaries

RANKING:     1 Star Rank = 10 times
             2 Star Rank = 30 times
             3 Star Rank = 100 times
             4 Star Rank = 200 times
-------------------------------------------------------------------------------
-- Decorated Mercenary                         THE MERCENARIES TITLE (02/15) _
                                                                            |_|
REQUIREMENT: Earn all the different medals in The Mercenaries

RANKING:     1 Star Rank = 10 medals
             2 Star Rank = 20 medals
             3 Star Rank = 30 medals
             4 Star Rank = 50 medals
-------------------------------------------------------------------------------
-- Medal Mercenary                             THE MERCENARIES TITLE (03/15) _
                                                                            |_|
REQUIREMENT: Earn many medals in The Mercenaries

RANKING:     1 Star Rank = 30 medals
             2 Star Rank = 100 medals
             3 Star Rank = 200 medals
             4 Star Rank = 300 medals
-------------------------------------------------------------------------------
-- S.T.A.R.S. Trainee                          THE MERCENARIES TITLE (04/15) _
                                                                            |_|
REQUIRMENT: Get an S-rank in different stages of The Mercenaries

RANKING:     1 Star Rank = 3 stages
             2 Star Rank = 5 stages
             3 Star Rank = 7 stages
             4 Star Rank = 9 stages
-------------------------------------------------------------------------------
-- Professional Mercenary                      THE MERCENARIES TITLE (05/15) _
                                                                            |_|
REQUIREMENT: Get an A-rank in different stages of The Mercenaries

RANKING:     1 Star Rank = 3 stages
             2 Star Rank = 5 stages
             3 Star Rank = 7 stages
             4 Star Rank = 9 stages
-------------------------------------------------------------------------------
-- Soldier of Fortune                          THE MERCENARIES TITLE (06/15) _
                                                                            |_|
REQUIREMENT: Complete different stages of The Mercenaries

RANKING:     1 Star Rank = 3 stages
             2 Star Rank = 5 stages
             3 Star Rank = 7 stages
             4 Star Rank = 9 stages
-------------------------------------------------------------------------------
-- A Cut above the Rest                        THE MERCENARIES TITLE (07/15) _
                                                                            |_|
REQUIREMENT: Get an S-rank with different characters in The Mercenaries

RANKING:     1 Star Rank = 3 characters
             2 Star Rank = 7 characters
             3 Star Rank = 14 characters
             4 Star Rank = All characters
-------------------------------------------------------------------------------
-- Killing's What I Do                         THE MERCENARIES TITLE (08/15) _
                                                                            |_|
REQUIREMENT: Kill many enemies in the Mercenaries

RANKING:     1 Star Rank = 300 enemies
             2 Star Rank = 1,000 enemies
             3 Star Rank = 3,000 enemies
             4 Star Rank = 5,000 enemies
-------------------------------------------------------------------------------
-- Gettin' My Hands Dirty                      THE MERCENARIES TITLE (09/15) _
                                                                            |_|
REQUIREMENT: Kill enemies with physical attacks in The Mercenaries

RANKING:     1 Star Rank = 100 enemies
             2 Star Rank = 500 enemies
             3 Star Rank = 1,000 enemies
             4 Star Rank = 3,000 enemies
-------------------------------------------------------------------------------
-- Combo Master                                THE MERCENARIES TITLE (10/15) _
                                                                            |_|
REQUIREMENT: Get high kill combos in The Mercenaries

RANKING:     1 Star Rank = 40 combo
             2 Star Rank = 80 combo
             3 Star Rank = 120 combo
             4 Star Rank = 150 combo
-------------------------------------------------------------------------------
-- Man of the Hour                             THE MERCENARIES TITLE (11/15) _
                                                                            |_|
REQUIREMENT: Get time from time bonuses in The Mercenaries

RANKING:     1 Star Rank = 100 times
             2 Star Rank = 200 times
             3 Star Rank = 300 times
             4 Star Rank = 500 times
-------------------------------------------------------------------------------
-- Under the Wire                              THE MERCENARIES TITLE (12/15) _
                                                                            |_|
REQUIREMENT: Clear a stage in The Mercenaries with time left over

RANKING:     1 Star Rank = 1 minute
             2 Star Rank = 2 minutes
             3 Star Rank = 3 minutes
             4 Star Rank = 5 minutes or over
-------------------------------------------------------------------------------
-- Killin' Like a Boss                         THE MERCENARIES TITLE (13/15) _
                                                                            |_|
REQUIREMENT: Unlock and kill the hidden boss in a stage in The Mercenaries

RANKING:     1 Star Rank = 10 times
             2 Star Rank = 30 times
             3 Star Rank = 100 times
             4 Star Rank = 200 times
-------------------------------------------------------------------------------
-- Let's Work Together!                        THE MERCENARIES TITLE (14/15) _
                                                                            |_|
REQUIREMENT: Chain physical attacks with your partner in The Mercenaries

RANKING:     1 Star Rank = 10 times
             2 Star Rank = 50 times
             3 Star Rank = 100 times
             4 Star Rank = 200 times

EXTRA INFO:  Can only be performed in DUO play.
-------------------------------------------------------------------------------
-- Team Player                                 THE MERCENARIES TITLE (15/15) _
                                                                            |_|

REQUIREMENT: Rescue a partner from dying status in The Mercenaries

RANKING:     1 Star Rank = 5 times
             2 Star Rank = 10 times
             3 Star Rank = 20 times
             4 Star Rank = 30 times

EXTRA INFO:  Can only be performed in DUO play.
-------------------------------------------------------------------------------

==========
Medal List
==========

Medals are found under the "Records" menu of the main menu of Resident Evil 6. 
They are unlocked by performing various tasks throughout the game.  The 
following is a list of all medals that can be unlocked in The Mercenaries 
minigame.  In order to unlock each one, the Mercenaries run must be fully 
completed by killing all 150 stage enemies or allowing the time to run out.

NOTE: "Cleared the stage" means that you got an S-rank in the stage.
 _
|_| Cleared Urban Chaos
 _
|_| Cleared the Steel Beast
 _
|_| Cleared Mining the Depths
 _
|_| Cleared Rail Yard
 _
|_| Cleared the High Seas Fortress
 _
|_| Cleared the Catacombs
 _
|_| Cleared Requiem for War
 _
|_| Cleared Liquid Fire
 _
|_| ??? (DLC addition)
 _
|_| ??? (DLC addition)
 _
|_| Killed 120
 _
|_| Killed 100
 _
|_| Killed 70
 _
|_| Killed 40
 _
|_| Executed a 120-hit combo
 _
|_| Executed a 100-hit combo
 _
|_| Executed a 50-hit combo
 _
|_| Executed a 20-hit combo
 _
|_| Survived for 120 seconds
 _
|_| Survived for 90 seconds
 _
|_| Survived for 60 seconds
 _
|_| Survived for 30 seconds
 _
|_| Killed an enemy with a physical attack
 _
|_| Killed an enemy with a coup de grace
 _
|_| Killed an enemy with a quick shot
 _
|_| Killed an enemy with a counterattack
 _
|_| Destroyed a time bonus while sliding
 _
|_| Found a time bonus
 _
|_| Found all time bonuses
 _
|_| Found a combo bonus
 _
|_| Found all combo bonuses
 _
|_| Caused the hidden boss to appear
 _
|_| Defeated the hidden boss
 _
|_| Defeated the hidden boss during a combo chain
 _
|_| Finished off the hidden boss with a physical attack
 _
|_| Executed a 150-hit chain combo with your partner
 _
|_| Cleared the stage with a partner with over 150 seconds left
 _
|_| Killed 150 enemies with a partner
 _
|_| Cleared the stage with a partner
 _
|_| Cleared a stage without taking any damage
 _
|_| Cleared the stage without the use of any skills
 _
|_| Killed an enemy using the stage surroundings
 _
|_| Cleared a stage with 100% accuracy
 _
|_| Cleared the stage without the use of any health items

============================
Medal List with Explanations
============================

This section list out all the medals with explanations of how to unlock each 
one.  The in-game descriptions is really too vague, so I added some extra info 
to help players understand them better.


-- Cleared Urban Chaos
-- Cleared the Steel Beast
-- Cleared Mining the Depths
-- Cleared Rail Yard
-- Cleared the High Seas Fortress
-- Cleared the Catacombs
-- Cleared Requiem for War
-- Cleared Liquid Fire
-- ???
-- ???

Urban Chaos, Steel Beast and Mining the Depths are all included on the RE6 disc 
for both consoles.  Urban Chaos is the default stage available from the start.  
Steel Beast and Mining the Depths are unlocked after beating Chris' and Jake's 
campaign respectively.  The codes for Rail Yard (Best Buy), High Seas Fortress 
and Catacombs (Gamestop) were only available for preordering the game from 
certain stores.  The preorder maps are now on the PlayStation Store and Xbox 
LIVE marketplace for $1 each or 80 points each.  Requiem for War and Liquid 
Fire can be bought on the PlayStation Store or Xbox LIVE marketplace in "Map 
Pack A".  Both maps are included in the download and the download is $2 or 160 
points.  Clear all of the stages with an S-rank in solo or duo mode to get 
these medals.


-- Killed 120
-- Killed 100
-- Killed 70
-- Killed 40

Kill the required number of enemies.  The kills do not have to be chained into 
a combo and there is no need to get an S-rank while doing these tasks.


-- Executed a 120-hit combo
-- Executed a 100-hit combo
-- Executed a 50-hit combo
-- Executed a 20-hit combo

Kill the required number of enemies and make sure that each is killed within 15 
seconds apart from the last kill to chain a combo.  You do not need an S-rank 
for these but you will get an S-rank for the higher combo medals anyway.


-- Survived for 120 seconds
-- Survived for 90 seconds
-- Survived for 60 seconds
-- Survived for 30 seconds

Survive in the stage for the amount of seconds shown above and achieve an S-
rank while doing so.  Just surviving in the stage for the amount of time shown 
will NOT award the medals.


-- Killed an enemy with a physical attack

Weaken an enemy then perform a melee attack with the R1/RT button and make sure 
that the melee attack kills the enemy.  If it kills the enemy, you will receive 
+5 bonus seconds added to your total time for the current stage.


-- Killed an enemy with a coup de grace

A Coup De Grace is most easily obtained with a flash grenade.  A flash grenade 
instantly sets up heavy stun on J'avo and Bloodshots.  Toss a flash grenade at 
either of these groups of enemies then perform an R1/RT melee from close range. 
With J'avo, you MUST perform the melee attack from their front side.  
Performing the melee from the back side will do the back heavy stun melee, 
which is not considered a Coup De Grace.  A Coup De Grace melee finisher will 
yield +7 bonus seconds added to the total time for the current stage.


-- Killed an enemy with a quick shot

Weaken an enemy then finish it off with a quick shot (L1+R1/LT+RT).  Make sure 
that the actual quick shot kills the enemy.


-- Killed an enemy with a counterattack

Standing in front of an enemy as it attacks will give a player an R1/RT button 
prompt to counter the attack.  The easiest attacks to counter are zombie weapon 
attacks.  Find a zombie with a weapon in its hand then stand in front of it and 
wait for it to attack then press R1/RT when the command for the counter 
appears.  This counter will always kill the countered zombie.  If you're trying 
for other counters, the Power Counter skill might come in handy.


-- Destroyed a time bonus while sliding

Dash toward a time bonus and press L1/LT to slide into it and break it.  A 
slide is considered a melee and all melees can destroy a time bonus.


-- Found a time bonus
-- Found all time bonuses

Time bonuses are the yellow hourglasses hidden throughout each stage that 
extend total time by 30, 60 or 90 extra seconds.  These can only be broken with 
a melee attack.

Total Time Bonus number per stage:

Urban Chaos        - 6
Steel Beast        - 7
Mining the Depths  - 5
Rail Yard          - 6
High Seas Fortress - 11
Catacombs          - 6


-- Found a combo bonus
-- Found all combo bonuses

Combo bonuses (Combo Times) are the green hourglasses hidden throughout each 
stage that give 1000 points in place of the normal combo bonus from chaining 
enemy kills.  These can be activated with a melee attack or they can be shot 
with a gun from a distance.  Sometimes shooting them is the only way to hit 
them.

Total Combo Bonus (Combo Time) number per stage:

Urban Chaos        - 3
Steel Beast        - 4
Mining the Depths  - 2
Rail Yard          - 3
High Seas Fortress - 3
Catacombs          - 2


-- Caused the hidden boss to appear
-- Defeated the hidden boss
-- Defeated the hidden boss during a combo chain
-- Finished off the hidden boss with a physical attack

Each Mercenaries stage has a hidden boss that will only spawn once a required 
task is performed.  You will receive a text message on the screen that will 
alert you to when the task is performed and then the boss will spawn.

Urban Chaos        - Kill 15 enemies with counters before killing 80 enemies.
Steel Beast        - Defeat 25 enemies with Coup De Grace attacks before 
                     killing 80 enemies. (aka. kill 25 enemies with a frontal 
                     heavy stun melee [flash grenade toss sets it up on normal 
                     J'avo if melee'd from their front side])
Mining the Depths  - Kill 70 enemies before 600 seconds has gone by.
Rail Yard          - Get 25 Quick Shot kills before 80 kills
High Seas Fortress - Get 40 melee kills before 80 kills.
Catacombs          - Get 20 Quick Shot kills before 80 kills.


-- Executed a 150-hit chain combo with your partner
-- Cleared the stage with a partner with over 150 seconds left
-- Killed 150 enemies with a partner
-- Cleared the stage with a partner

These are all duo mode medals that can only be obtained while playing online. 
Again, clearing the stage means that you cleared it with an S-rank.


-- Killed an enemy using the stage surroundings

Stage surroundings include any stage hazards such as explosive barrels, TNT 
barrels and transformers.  Shoot any of these objects and have it kill an enemy 
to get credit for this medal.  The Catacombs stage has a spike trap and 
spinning blade trap that can be used to kill enemies as well.


-- Cleared the stage without taking any damage
-- Cleared the stage without the use of any skills
-- Cleared the stage with 100% accuracy
-- Cleared the stage without the use of any health items

These all require a player to get an A-rank or higher in a stage while 
performing the extra tasks mentioned above.  These can be done in solo and duo 
mode.

   ___    ___    ___    ___    ___    ___    ___    ___    ___    ___    ___
\_/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \__/   \_/
/ \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/  \___/ \


S E C T I O N  VIII                                                      [EE00]
- - - - - - - - - -                                           - - - - - - - - -
        ___         ___         ___         ___         ___         ___
       /   \       /   \       /   \       /   \       /   \       /   \
  ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___ |     | ___
 /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \
|     | ___ |     | ___  E V E R Y T H I N G   E L S E  ___ |     | ___ |     |
 \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/ /   \ \___/
      |     |     |     |     |     |     |     |     |     |     |     | 
       \___/       \___/       \___/       \___/       \___/       \___/

- - - - - - - - -                                             - - - - - - - - -

*******************************************************************************
                                   UPDATES
*******************************************************************************

10/15/12 - The RE6 Mercenaries portion of my full RE6 guide is now in postable 
form.  If you know me at all from RE5 then you know there will be TONS of more 
info coming your way in the weeks that pass.  I don't just play The Mercenaries 
portion of an RE game, I live that shit... I mean, stuff! xD

10/16/12 - Added Maps for the first three Mercs stages - I'll label the items 
on them later today.  Added a mention of taunting to the Gameplay basics and 
how taunting effects a character.  Also added some MUCH easier Coup De Grace 
setups that I figure out last night.  My latest Steel Beast video on youtube 
shows the back melee setup for Coup De Grace.  You can get a Coup De Grace 
(heavy stun melee) setup after hitting any stunned enemy with a slide 
basically.

10/18/12 - Labeled the maps for the first three Mercs stages.  Started on an 
Enemies section.  Made a few corrections with characters.  Much more to come 
soon.  Thanks for all the comments and emails so far!

10/22/12 - Added a Steel Beast solo strategy.  The strategy can be used for duo 
since the stage works the same way basically.  I'll make one for duo soon and 
I'll have more strategies to follow.  I want to make sure this info is good 
before I actually add it.  These will be strategies to get the full combo... 
not just S-rank.  Updated the enemy section a bit and made a few corrections 
here and there.  Steel Beast info has been corrected.

10/29/12 - Added more information about Coup De Grace to the Basics and 
Advanced Basics section.  Added a mention of skipping the on-screen text to the 
Basics section also.  Once I'm done with my full RE6 guide, I'll go into much 
more depth with this Mercenaries guide.  So far, only the Basics section is 
really detailed.

12/13/12 - Wow, it's been a while, but I'm finally satisfied enough with my RE6 
campaign guide to get back on my Mercs guide.  And man... this Mercs guide is a 
mess - to put it bluntly, the characters and stages sections are absolute shit 
compared to what I know now.

Anyway, I added the information for Requiem for War and Liquid Fire. Eveything 
else remainds untouched for the moment.  I'll go back and rewrite a big chunk 
of the current info, especially the characters section, in the next few weeks. 
Besides the Basics section, all the other sections are just placeholder 
sections at the moment.  Haha.

*******************************************************************************
                                 CONTACT INFO                            [CI00]
*******************************************************************************

I can be reached at my email address, which is berserker_kev(at)yahoo.com, so 
please contact me if you have any questions, comments, etc.  Replace the (at) 
with @.  I don't mind receiving emails at all.  Don't add me to your Yahoo 
Messenger though; I use Yahoo Messenger only for close friends.

You can contact me through Xbox or PSN.  I'm online nearly all the time.  Don't 
send a friend request though.

Xbox LIVE Gamertag: Berserker Kev
PSN:                Berserker_Kev

I do have a few guidelines however:

1) Give me a subject in the email, preferably one including the name of the 
   game.  An actual subject looks damn sexy in my inbox compared to an 
   unattractive blank subject line.
2) Read the guide over and make sure that your question is not already 
   answered.
3) Please speak in English and attempt to use some correct grammar.  This is in
   no way meant to offend those that cannot speak English well.  I have spoken 
   with some readers that claim they cannot speak English when, in fact, they 
   speak better English then some Americans.  So basically if you "try" to talk
   to me then that is good enough. :)

And last, but not least, if you found this walkthrough helpful, an email would 
be most appreciated.  It is very true that I write these guides as a hobby, but 
just that little email that lets me know that I have helped someone always 
makes me feel special for about five minutes.  Don't worry, I won't tell anyone 
on the gaming boards that you used a guide. ;)

If you have a youtube account, you could also give me a subscription on 
youtube.  I promise to keep you entertained with plenty of Chris Redfield 
action!

www.youtube.com/BerserkerSTARS

*******************************************************************************
                                   ABOUT ME                              [AM00]
*******************************************************************************

My name is Kevin Hall.  I'm 32 years old and live in the US, in a small town in 
Mississippi.  Ever since I was really young, I have been a huge fan of video 
games since I was first introduced to them via the Atari 2600 and NES 8-bit.  
My favorite gaming series is the Resident Evil series followed closely by the 
Castlevania series.  I'm a complete horror gaming junkie - survival horrors are 
my main cup of tea.  Capcom is my favorite video game company.  They hardly 
ever let me down when it comes to games with plenty of replay value.

                         "My Chris will FAQ you up!"

I have been deeply involved in the Resident Evil Mercenaries community ever 
since the release of Resident Evil 5 in March 2009.  The Mercs portion of RE5 
hit me like no other mini game has before and I've spent the past few years 
fully dedicated to it for the most part.  I'm pretty well known for using only 
Chris Redfield in RE5 Mercs and continue to do so in other games.  Why?  Chris 
Redfield has always been my favorite RE character and I'm biased when it comes 
to my selected character!

My known aliases are Berserker or Berserker Kev.  Many people call me "Kev" and 
I've also gained the nickname "Kevo" from the Mercs community.

-------------------------------------------------------------------------------

--> My Youtube page:

Videos with RE5 Mercs Chris Redfield gameplay and videos for plenty of other 
games that I have worked on can be found on my youtube page.

www.youtube.com/BerserkerSTARS
-------------------------------------------------------------------------------

--> Berserker: Tear Through the Game (My Gaming Blog)

My own site with game reviews, discussions of my guides (some), and random 
thoughts about video games.  Feel free to post up some comments on the blog.  I
don't bite... well not that much... and not too viciously...

http://berserkersblog.blogspot.com
-------------------------------------------------------------------------------

--> IGN FAQ Writer of the Month interviews:

July 2005     - http://faqs.ign.com/articles/637/637797p1.html
December 2008 - http://faqs.ign.com/articles/941/941068p1.html
-------------------------------------------------------------------------------

--> My other work can be found at both IGN and GameFAQs.

IGN      - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs
GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1
-------------------------------------------------------------------------------

--> My ResidentEvil.net info (www.residentevil.net)

Username: Berserker     [Xbox site username]
Username: Berserker Kev [PS3 site username]

*******************************************************************************
                                  COPYRIGHT
*******************************************************************************

This document Copyright 2012 Kevin Hall (Berserker)

Resident Evil 6 Copyright 2012 Capcom Ltd.

This document is for private and personal use only.  Do not try to sell this 
document for profit.  This is a free document and should remain free.  Do not 
try to reproduce this document in any way, shape, or form.  Do not alter this 
FAQ in any way.  Use of this guide on any other web site, besides the sites 
that have contacted me, or as a part of any public display is strictly 
prohibited, and a violation of copyright.

If you want to use this FAQ on your site, then contact me for permission first. 
This FAQ can only be found on a few sites as of now and I am keeping a list of 
those sites.  Contact me if you want to use it.

This FAQ is not authorized to appear on any Resident Evil sites, especially 
Mercenaries sites, unless I say so... which I haven't yet.  If it is on there, 
then I didn't ever give you permission to use it and therefore, you fail 
hardcore and I will tell all my friends and fans of your failings.

*******************************************************************************
                               SPECIAL THANKS
*******************************************************************************

- My parents.

- All of the friends that I've gained from the RE5 Mercs community.  Truly too 
  many to list!

- Greg, JuJu, Josh, Paglie, Bryce and many other friends!

- God for helping me get through the past 4 months of stress problems.

- The Bradygames Official Resident Evil 6 Strategy Guide for listing figures 
  and statistics.

- ResidentEvilz and Roman from RE.net for the secret boss info for the preorder 
  maps.

- RE.net forum members for listing out many details for RE6.  There is a great 
  community of RE fans over there.

- XBMule for the corrections with characters.

- Matkerzah for the extra info about counters and Coup De Grace on Bloodshots.

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/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
.,                                                                           ,.
\ '.          - -     http://berserkersblog.blogspot.com     - -           .' /
 '. '.        - - http://www.youtube.com/user/BerserkerSTARS - -         .' .'
   '. '.           ___    __  __  __    __  __          __  __         .' .'
     '.|          / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\        |.'
  ..,            /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//           ,..
 ( \ '.         / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \         .' / )
 '. \  '..      \_____/\__/\/ \_/\__/\__/\/ \_/\/  \/\__/\/ \_/      ..'  / .'
  '. \/\  '.                                                       .'  /\/ .'
    '.  \/\/'                                                     '\/\/  .'
      '.....'      T E A R   T H R O U G H   T H E   G A M E!     '.....'
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