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    Beginner Guide by Pierce_Azasuke

    Version: 1.05 | Updated: 08/11/12 | Printable Version | Search This Guide

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    |                         R E S I D E N T   E V I L   3                       |
    |                     T H E   M E R C E N A R I E S    D                      |
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    |                         B E G I N N E R   G U I D E                         |
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                                  by Pierce_Azasuke
                                     version 1.05
                                    02 August 2012
    
    
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     TABLE OF CONTENTS
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     01. OBJECTIVE ......................................................... [0001]
            Our goal and an introduction to BSAA Chris Redfield
    
     02. MELEE ATTACKS ..................................................... [0002]
            The basics on performing melee attacks
    
     03. LAS PLAGAS ........................................................ [0003]
            Encountering and handling Cephalos and Duvalias
    
     04. ONE-HIT-KILLS ..................................................... [0004]
            Effective instant-kill melee attacks
    
     05. COMBOS ............................................................ [0005]
            Maintaining your kill streak
    
     06. INVINCIBILITY FRAMES .............................................. [0006]
            Exploiting melees, platforms, and ladders
    
     07. RELOADING ......................................................... [0007]
            Clip management, reload-cancels, and handling bosses
    
     08. DEATH-BLOWS ....................................................... [0008]
            Powerful, follow-up melee attacks
    
     09. PRACTICE .......................................................... [0009]
            Put your skills to use
    
     10. GLOSSARY .......................................................... [0010]
            Commonly used terms in this guide and the community
    
     00. CREDITS ........................................................... [0000]
            Updates, disclaimers, and special thanks
    
    
    
    
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     OBJECTIVE ............................................................. [0001]
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    ===============================================================================
    
    Here is a simple and concise beginners' guide intended to (hopefully) inform
    newcomers of tried-and-tested tactics, and perhaps even teach veterans a thing
    or two. It purposely omits some information that I have found unnecessary to
    mention nor explain in the context of this guide's objective.
    
    This guide will assume that you are playing with default controls. This guide
    will also assume that you have at least played through a few of the levels
    already (specifically up to at least 3-4 for this guide) and are able to
    perform basic functions such as movement, quick-turns, and, of course, aiming.
    
    (Note: Though the official instructions manual denotes offensive actions as
    "Physical Attacks", I will refer to them as "Melee Attacks". Nonetheless, they
    are one and the same.)
    
    First and foremost, let us state that perhaps the single most important
    objective in The Mercenaries 3D is to finish as quickly and efficiently as
    possible, with the maximum amount of time left on the countdown timer
    permitted. Time limits vary per mission and may be extended in one of two ways:
     - breaking Time Bonuses allocated throughout most missions
     - performing and killing enemies with melee attacks
    
    For the sake of our objective, I will use BSAA Chris as an example in the
    proceeding guide. He is defaulted as the first selectable mercenary, alongside
    Jill and HUNK. Chris Redfield's personal loadout consists of the following:
     - M92F handgun (20/20 ammo)
     - M37 shotgun (7/7 ammo)
     - S75 rifle (8/8 ammo)
    
    Newcomers need not worry about the type of handgun/shotgun/rifle Chris
    possesses, but only that he carries these three weapons.
    
    
    
    
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     MELEE ATTACKS ......................................................... [0002]
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    ===============================================================================
    
    The handgun is your staple firearm. In the most general of purposes, it may
    primarily be used for setting up melee attacks. Melee attacks provide you with
    three basic bonuses:
     - performing a melee attack (whether it actually connects or not) will put you
       in invincibility frames; you cannot take damage while in the melee animation
     - performing and killing with a melee attack rewards +5 seconds to the
       countdown timer
     - performing certain melee attacks will prevent the spawning of Cephalos and
       Duvalias (explained later)
    
    To perform said attacks, you must first either:
     - cause an enemy to wince/flinch
     - knock an enemy down completely to the ground
    
    The specific body targets to trigger a wince/flinch are:
     - head (face and back of head)
     - either shoulder
     - either arm
     - either hand
     - either leg
     - either knee
     - either foot
     - rump (that's the buttocks)
    
    A wincing/flinching enemy will signal said state by dropping their head,
    holding their face, grabbing their arm or knee, or falling to their knee(s).
    Move closer to said enemy and a command will be displayed on-screen (set to the
    Y-button), allowing for a melee attack. The kind of melee attack performed will
    depend on where the enemy is hit. In Chris's example, the following melee
    attacks are available based on the body target:
     - head: Straight (a single, direct Falcon Punch)
     - shoulder/arm/hand from the front: Hook (a single horizontal swing)
     - shoulder/arm/hand from the rear: Kick (a single Spartan Kick)
     - leg/knee/foot from the front: Uppercut (a single upward swing that will
       always knock an enemy down to the floor)
     - leg/knee/foot from the rear: Neckbreaker (a one-hit-kill melee attack,
       referred to as a OHK)
     - rump: Neckbreaker (same as above)
    
    Chris (as well as each of the rest of the mercenaries) also has access to two
    additional melee attacks, which I will discuss later.
    
    The quickest and easiest way to learn is to learn by example. As Chris
    Redfield, select and load 1-3; do not worry about skills (which I will also
    touch upon later on) at this time.
    
    1-3 provides you with five basic enemies (specifically referred to as "Majini",
    singular "Jini"). As soon as you are presented with the first Jini, take aim
    for the head with your pistol. Take your time and line up your shot; the more
    you practice head-shots, the quicker and more accurate you will become over
    time. Be careful not to double-fire (firing two or more bullets, instead of
    one), as a second successful headshot may disrupt and/or kill the Jini before
    you may perform a melee attack. A successful head-shot will cause the enemy to
    wince/flinch (as mentioned before). Run closer to her/his front and press the
    Y-button to perform a Straight. This will always kill the Majini in this level
    (1-3) in one hit. You may practice the Straight to your heart's content for the
    remainder of this level.
    
    Returning to 1-3 again, next take aim for the Jini's leg area (this includes
    the knee and foot, but the upper leg/knee area is the easiest to hit). A
    successful leg-shot will cause the enemy to grab her/his leg in pain or bring
    her/him down to a knee(s). Run closer to her/his front and perform an Uppercut.
    This will most likely kill the 1-3 Majini in one hit but should it not, the
    enemy will fall to the floor. Move closer to perform another kind of melee
    attack, which I refer to as "finishers". Chris will perform a Stomp. Take note
    that later on, where you perform the Stomp relative to the enemy's location on
    the floor by you will also determine how much damage the Stomp will do. In
    basic terms, performing the Stomp on an enemy's feet/legs/torso area may not
    possibly kill it off; performing the Stomp by an enemy's head will virtually
    always kill it (satisfyingly crushing her/his head beneath your foot).
    
    Return again to 1-3 and attack the leg area again. This time, run towards and
    to the side of the Jini, passing by them until you are behind them. Should you
    move quickly enough before they stop flinching, you may then perform the OHK
    Neckbreaker. With very little practice, performing rear melee attacks will
    become second-nature. This OHK melee attack will absolutely always kill the
    enemy and will prevent the spawning of Cephalos and Duvalias, which I will now
    get into.
    
    
    
    
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     LAS PLAGAS ............................................................ [0003]
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    ===============================================================================
    
    Parasitic mutations spawned from common enemy types. These generally pose a
    greater threat than their initial hosts, though may be handled very quickly
    and easily as well. Note that though all forms of Las Plagas (including Bui
    Kichwas) do not allow for melee attack prompts but are still vulnerable to
    them, via collateral damage, and thus will still yield additional bonus
    seconds if killed in this way. Knife attacks also provide the same bonuses.
    
    Cephalos and Duvalias appear randomly in very specific missions, coming out
    from regular enemies. Cephalos are the tentacle-like appendages that spawn from
    the enemy's head. They spawn from common Town Majini (civilian-clothed), Base
    Majini (soldier-outfitted), and Zealots (cultists in clerical robes).
    
    Duvalias are the clam-like shells that burst from the enemy's torsos. They will
    only spawn from Base Majini-type enemies.
    
    Thus, Chris's Neckbreaker is an efficient option in missions heavy with
    Cephalos or Duvalias. However, should either spawn before you anyway, they are
    best handled as follows: flash grenades/rounds. A flash from either a hand
    grenade or the grenade launcher will immediately neutralize all Plagas spawns
    within range. (This includes Bui Kichwa spiders.) Flashes may be utilized as
    soon as the Las Plagas mutation animation occurs - you need not wait for the
    actual Cephalo or Duvalia creature to fully materialize.
    
    Note that explosive hand grenades/rounds are also fatally effective when thrown
    beneath their feet.
    
    Should you find yourself without a means to flash or detonate, you may simply
    tackle each Plagas manually. Cephalos suffer from slow movement - it loses the
    running grab attack its host Jini formerly possessed - and weak range. They
    perform an overhead smash that will down you in a single strike; this is simply
    avoided by keeping distance. Any type of gunfire will dispose of a Cephalo in
    short time, though shotgun attacks in close range will typically neutralize it
    in a single blow.
    
    Duvalias, on the other hand, may be deemed far more dangerous due to their
    inherent OHK ability to clamp you at close range. Not unlike their Cephalo
    counterpart, however, they are slow and pose no threat at a distance. Attacking
    the intact legs will drop the Duvalia and force open its shell to expose the
    sensitive flesh within. Direct damage to this - particularly a close shotgun
    blast - will kill it.
    
    It is very well noting that you may at times be contended with a leg-armored
    Duvalia, increasing the difficulty in dropping it to submission. These cases
    must be handled however so is personally best - only understand that though its
    legs are indeed protected from gunfire, its feet are not. Alternately, you may
    also quickly move yourself behind it and attack its exposed legs from behind.
    These are one of the greater nuisances in the game.
    
    
    
    
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     ONE-HIT-KILLS ......................................................... [0004]
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    ===============================================================================
    
    For reference, these are all OHK melee attacks present in the game, which, by
    nature (and as aforestated), prevent Cephalos and Duvalias:
     - Chris Redfield: Neckbreaker (leg/knee/foot, rear melee)
     - Jill Valentine: Head Grab (leg/knee/foot, rear melee)
     - HUNK: The End (leg/knee/foot, front melee)
     - HUNK: Executioner (leg/knee/foot, rear melee)
     - Jack Krauser: Stinger (leg/knee/foot, front melee)
     - Jack Krauser: Throat Slit (leg/knee/foot, rear melee)
    
    Note that enemies (the aforementioned Duvalia) and bossess possess their own
    unique OHK attacks, as well as fatal instant-kill attacks. In the context of
    bosses, OHKs refer to any attacks sending a player into dying status;
    instant-kills refer to any attacks bypassing this state, immediately forcing
    a death and, subsequently, a Game Over.
    
    Returning the Chris, his shotgun serves its purpose fairly well, such as simple
    crowd-control or potential rapid killing of an enemy (such as bosses). However,
    let this not be an open invitation for immediately resorting to the boomstick
    for the entirety of the mission. Shotgun-spamming may be problematic in the
    simple fact that you are denying yourself the benefits of performing consistent
    melee attacks. It may provide you with the opportunity to melee a flinching
    enemy caught in the spread of the shotgun blast, but this is largely
    inefficient in chaining together melee attacks and melee combos (which I will
    now get into).
    
    
    
    
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     COMBOS ................................................................ [0005]
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    ===============================================================================
    
    Combos are performed simply by killing another enemy within ten seconds of
    killing one beforehand. Once you've achieved a 2 Combo, a display will keep
    track of said combo on-screen. As the ten-second timer of combo counts down,
    the combo display will flash, increasing rapidly as the timer reaches the end
    of its ten seconds. Hence, attaining another kill before its end will bump it
    to 3 Combo, and so on and so forth. Striving for high combos will provide you
    with greater scores by the end of the mission, with higher combos rewarding
    higher scores. Later missions generally have an enemy limit of 150; thus,
    killing each enemy within only one, single, continuous combo will net you a 150
    Combo, and higher scores.
    
    Within certain missions there exists treasure chests containing Combo Bonuses.
    Picking up a Combo Bonus will display "Combo Time" on-screen and provide a
    x1000-point bonus per enemy killed during the duration of the bonus. Combo
    Bonuses do not stack with one another nor are they cumulative - prematurely
    picking up another Combo Bonus while one is already ongoing will immediately
    override the first with the second and the remaining time of the first Combo
    Timer will not be added to the new duration. Note that Combo Bonuses, while
    definitely beneficial for points, may hinder efficiency with killing streaks
    and may thus not be worth the time to acquire should they be out of your way.
    Also note that melee-combos may only permit enough time for 7 to 9 kills within
    the duration of the Combo Bonus.
    
    As personal taste, the maintaining of an ongoing combo via melee attacks comes
    to be very important. Melee attacks save you ammunition, and thus spawn more
    from defeated enemies, allowing you to amass ammunition reserves. Recall that
    melee attacks provide you with invincibility frames - you are immune to all
    damage, including OHKs and instant kills from bosses. Melee attacks reward +5
    seconds to the countdown timer. Note that some melee attacks take perhaps up to
    three seconds to perform, so speed and accuracy will do well to promote
    efficiency. In Duo (local or online multiplayer), the time taken to perform
    melee attacks may become negligible as two players consistently racking up +5
    seconds from continuous melees may even push the countdown beyond its initial
    time limit.
    
    As aforementioned, melee attacks do take time to perform, and thus maintaining
    a continuous combo via melee attacks obviously demands enough time taken to set
    up shots to perform them. If and only if you are certain you cannot complete a
    melee attack in time for the combo, do not hesitate to simply gun the next
    enemy down, just for the sake of maintaining said combo. This is not to say
    that high scores cannot be achieved with short combos here and there, but
    longer combos undoubtedly extend the rewards.
    
    This brings us to Chris's last weapon: his sniper rifle. The S75 sniper rifle
    is a strong bolt-action, zoomable weapon that allows for precise aim on distant
    targets. Once scoped, you may zoom in and out with the X and A buttons. You may
    exploit this powerful weapon on bosses, given you have enough space to do so,
    or on regular enemies, though this does not attribute to proficient melee-combo
    streaks. With that said, the sniper rifle may simply be used as a saving grace
    for a rapidly ending combo - that is, should the next enemy be too far away for
    melee attacks, or even accurate pistol/machine gun fire, the sniper rifle may
    come in handy.
    
    
    
    
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     INVINCIBILITY FRAMES .................................................. [0006]
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    ===============================================================================
    
    Aforestated, melee attacks grant you invincibility frames in which absolutely
    no harm may befall you. In one example, performing Chris's Neckbreaker on a
    Jini that has ignited a dynamite stick will provide two benefits:
     - Chris is invincible to all forms of damage, including enemy attacks and even
       OHKs from bosses
     - the Jini will fall dead and the dynamite will explode at Chris's feet, but
       he is still in invincibility frames until after the explosion has occurred
    
    Invincibility frames are also in effect when climbing up or dropping down from
    platforms and ladders - useful in escaping from fatal situations such as OHK
    boss attacks or overwhelming numbers.
    
    Finally, invincibility frames are also granted during these direct partner
    interactions in Duo:
     - when healing via herb spray
     - when saving a partner from dying status
    
    This advantage applies to both partners, should one use a spray to heal the
    other within close proximity or by performing the saving animation in time.
    
    
    
    
    ===============================================================================
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     RELOADING ............................................................. [0007]
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    ===============================================================================
    
    Reloading is as simple as pressing the B-button while aiming, or tapping the
    icon of your currently equipped weapon on the touch-screen. The latter can be
    more preferable as you do not have to stop to aim in order to reload.
    
    Reloading efficiently with regards to time, the combo, and enemies is no less
    important. As a general rule of thumb, never allow a pistol to fall to 3
    bullets or less in a clip, or a machine gun to empty to 10-15 rounds or less.
    Placing each weapon in such low clip munition may cost an opportunity to
    quickly finish off an enemy or boss within dangerous proximity, or even in
    killing off an enemy in order to save the combo. Until you are comfortable and
    confident with melee combos, always reload during a down time - that is, when
    it is safe to do so and clear of any immediate threats - as the reload
    animation may take up to even three seconds to perform for some weapons.
    
    However, reloading also comes with its own perks. Performing a reload while in
    the proximity of any explosion (from grenades, mines, and barrels, to exploding
    enemies and bosses) will cancel the reload animation (hence "reload-cancel")
    and immediately reload your equipped weapon. (Explosions will cause you to
    shield yourself from the blast and will also put you in invincibility frames.)
    Note that you cannot reload-cancel just before performing a melee attack as you
    will first finish the reload animation before being permitted to a melee.
    
    With invincibility frames and explosions in mind, take note that each type of
    boss, with the exception of Garradors, will explode upon death. Bosses include
    the following:
     - Big Man Majini
     - Black Executioner Majini
     - Red Executioner Majini
     - Gatling Gun Majini
     - Red-Pants Chainsaw Majini
     - Purple-Pants Chainsaw Majini
     - Super Salvadors
    
    As a very brief note on bosses: very generally speaking, bosses are best
    handled with a stun-attack pattern. This is most easily achieved by utilizing
    explosive or flash grenades (via hand grenades or the Grenade Launcher) to
    momentarily cause the boss-type to stop it in its track and/or floor it, then
    counter-attacking with powerful weapons.
    
    In a very basic example, Chris Redfield may toss a grenade at a pursuing Black
    Executioner Jini. The explosion will force the boss-type to drop to a knee,
    allowing Chris a chance to move in and cause as much damage via shotgun before
    the boss recovers from the stun, should it not sustain enough damage to kill it
    by then. (Chris also has the option of dropping the Executioner Jini to its
    knee by shooting it enough times - particularly in its legs - though this
    obviously poses greater danger as the boss would be making its way towards you.
    More comfortable players may simply dodge each boss's attack animations (i.e.,
    the Black Executioner Jini's slow vertical swing) and quickly exploit its
    post-attack vulnerability with retaliatory weapon-fire.
    
    It is worth informing that bosses generally receive more damage from the head,
    though Garradors are an exception. These blind, claw-wielding boss-types are
    highly susceptible on the soft, exposed flesh on their backs. Again,
    grenade/flash-stunning them allow for follow-up attacks to said weak spot,
    though they slowly recover with wild, flailing swings. Nonetheless, a pattern
    may be formed, as high-damaging attacks to their backs cause them to turn
    to face the opposite direction in pain, in which you may quickly run behind and
    perform another damaging attack. They will again turn around in pain, by which
    you may repeat the process until its defeat.
    
    
    
    
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     DEATH-BLOWS ........................................................... [0008]
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    ===============================================================================
    
    On the topic of bosses, each mercenary also has access to two additional melee
    attacks, referred to as death-blows. These are accessed via:
     - using flash grenades/rounds
     - alternately chaining two successive melee attacks with a partner on a single
       enemy in Duo
    
    Using Chris as an example:
     - front: Haymaker (a wild, thrusted Falcon punch)
     - rear: Backhand (a horizontal swing of the backhand)
    
    With any boss in mind - a Big Man Jini for our example - death-blows are very
    easy to set up. Chris may target the Big Man Jini's legs to bring it down to a
    knee. His partner, Jill, performs a High Kick, knocking the boss back. Chris is
    then allowed to complete the death-blow on the boss, killing the Big Man Jini
    in the process. Note that not all bosses will die from a single death-blow and
    that they must sustain enough damage beforehand for the death-blow to succeed
    in the kill.
    
    Each mercenary has at least one death-blow, though for those that possess two,
    both attacks will always perform the same amount of damage. Also note that
    death-blows may be performed on any kind of enemy (with the exception of Bui
    Kichwa spiders and the Popokarimu final boss) as long as the required partner
    set-up is sufficed.
    
    
    
    
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     PRACTICE .............................................................. [0009]
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    ===============================================================================
    
    With your newly-found insight and skills, select Chris Redfield and equip the
    following skills (which should be unlocked by now):
     - Medic
     - Handgun Technique
     - Combat
    
    Select and load mission 3-4. There are 100 enemies for this mission and four
    Time Bonuses. In relation to where you spawn, they are located as follows:
     - (A) a few steps to the west, as soon as you drop down to the ground floor
     - (B) inside the southern house, directly southeast of your spawn
     - (C) inside the northern house, directly northeast of your spawn
     - (D) at the end of the long stretch to the east, in plain sight
    
    Some important windows and doorways into houses and huts are denoted as >>>
    below. Player spawn is represented as PLAYER with /\ representing facing north.
                                                                     ___
                              _____________    _________         ___|_| |
          NORTH              |  |  |  |    |__| |       |_______|     | |
            |               ,'  |  |  |(C)     >>>_____         |   | | |
        W - o - E         ,'  ,    _  |____ __  |  |           _|   | | |
            |          __'__,'   ,' \      |__| |  |          | |   | | |
            S         |  |       \ B \    >>>   |  |  ______  |_|   | | |
                     _|  |__      \ U \    |    |    |      |   |   |   |
                    |    |    _    \ S \   |____|    |______|       |   |
                    |    |   |_|    \   \                        (D)|_ _|
                    | (A)            \,'                        |   |_|  |
               _____|        ______    ________________         |    >>> |
              |      ____|  |      |  | |      >>>     |______| |   |_|__|
              |_____|    |  |  /\  |  | |  (B) _|_______________|___|   |
                         |  |PLAYER|   >>>   _|                     |   |
                         |  |______|  | |___|                       |___|
                         \____________|_|
    
    As the mission starts, drop down ahead of you and get your bearings. Your first
    Majini will be directly to your left, along with your first Time Bonus just up
    ahead. Practice setting up your flinch-shots on your first lone target and take
    advantage of the melee opportunity it provides. Since Cephalos are not spawned
    in this mission, you may exploit Chris's Straight or Uppercut over his
    Neckbreaker, as the two formers are much quicker and allow for multiple strikes
    in crowds.
    
    After the first downed enemy, the mission will not hesitate to begin to throw
    several enemies at once. As a rule of thumb, keep to a consistent and fluid
    motion of moving from OHK to OHK. If you keep moving, your enemies have a
    lesser chance of striking you first and may even be thrown off in their lounge
    at you. Keeping with your knowledge of invincibility frames and melee-combo
    streaks, do not be afraid to exploit the two hand-in-hand, with crowds being of
    no exception. Just remember that no matter how many enemies may surround you at
    once, should you continuously setup quick and efficient melee opportunities,
    you will greatly decrease your chances of being grabbed or hit. Though it is
    recommended in keeping to Straights and Uppercuts for melees, do not be afraid
    to seize Neckbreakers should they present themselves, especially when
    overwhelmed with a crowd.
    
    Big Man Majini will eventually come at you one at a time. How you handle them
    is to your taste, though quickly disposing of them via shotgun is ideal for
    saving time over setting up long melee attacks against them - a single Straight
    or Uppercut may not kill them depending on how your handgun/shotgun blasts
    connect, and attempting to finish them off with two or three successive melee
    attacks may counter-act the +5 second benefit.
    
    Maintain a neat route throughout the stage as you steadily work your way to
    each Time Bonus. Some may prefer to seek out each Time Bonus first before
    dispatching enemies though it is much more efficient to acquire them along the
    way. Once survival - maintaining movement and dodging attacks - become an
    afterthought, focus on pushing the countdown timer and combo up with (as
    always) solid melee attacks.
    
    From Chris, expand to the rest of the roster. Each character has her/his own
    unique melee attacks, as well as underlying statistics such as basic defense
    against enemy damage and health recovery rate - there is another in-depth FAQ
    available for those. Note that once you've completed each mission up to 5-5
    with any single mercenary, that character's weapon loadout will become
    available for any other character to use. This is especially helpful should you
    find yourself liking one mercenary's weapon set but favoring another's melee
    attacks, for example. I will not offer loadout or skill combination suggestions
    here as there is also another FAQ available for this, as well as numerous
    forum posts discussing such. Perhaps it would also be best to experiment and
    find one to your own liking.
    
    Now note that skills may then affect much of the tactics aforementioned here,
    such as Combat's increase in melee damage and Lucky 7's additional bonus
    seconds per kill satisfying its requirement. There is a FAQ available for these
    as well.
    
    Finally, do not accept this guide as the only canon of its kind. Online may
    change your experience considerably, even contradicting any of what you've
    learnt here. Instead, please take these words of wisdom as a stepping stone for
    your own style and - most importantly - helping with your enjoyment of the game.
    
    
    
    
    ===============================================================================
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     GLOSSARY .............................................................. [0010]
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    ===============================================================================
    
    The following lists many of the most commonly used terms found in-game and
    within the player community. I have included any and all terms I found
    important to know and be aware of in some sense, as well as very general terms
    that may also come up during play. Note that many terms reference each other
    and may be referred to by differing terms by different players. The definitions
    remain the same nonetheless.
    
    
    _______________________________________________________________________________
    AMMO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "AMMUNITION")
    _______________________________________________________________________________
    AMMUNITION ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - bullet/clip reserve for currently equipped weapons, represented as x/y,
        where x is the bullet count for the clip already loaded into the weapon and
        y is the magazine reserve (i.e., the M92F handgun possesses an initial
        ammunition count of 20/20 for a total of 40 ammo
    
      - starting ammunition numbers represent the maximum clip size allowed by a
        weapon (x), while magazine reserves (y) have no limit
    _______________________________________________________________________________
    ANIMATION :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a triggered instance in which a character performs a single motion relative
        to a command initiated by pressing the Y-button or in reaction to enemy
        attack, friendly fire, or environmental hazard
    
      - includes aiming, firing, reloading, melee attacks, healing, saving, opening
        doors, climbing, dropping, vaulting, attack recovery, grabs, grab recovery,
        explosion cover, explosion recovery, and rising
    
      - grants invincibility
    _______________________________________________________________________________
    BARREL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - an explosive red drum triggered by gunfire and explosion, causing massive
        damage to characters and enemies in close proximity
    
      - may or may not kill an enemy, depending on proximity and sustained damage
    
      - a surviving enemy will always be downed, a surviving boss will always be
        dropped, unless already in an invincibility animation, including dropping,
        jumping, and rising
    
      - triggers reload cancels for characters in close proximity
    
      - available in most later missions, typically in at least two or more
    
      - unaffected by melee attacks and gunfire within melee animations, including
        HUNK's Triple Tap and Barry's Miranda Rights
    _______________________________________________________________________________
    BLIND :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "FLASH")
    _______________________________________________________________________________
    BOSS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - an uncommon enemy type populating most missions, typically spawned in
        specific instances or after achieving a set amount of common enemy kills
    
      - non-EX missions do not allow for the spawning of more than one of the same
        boss type at any given time (i.e., a spawned Big Man Jini does not allow
        for another Big Man Jini type until the preceding one is killed)
    
      - non-EX missions do not allow for the spawning of more than two of any boss
        types at any given time (i.e., a Big Man Jini and a Black Executioner
        Jini spawned at the same time do not allow for any further boss type spawns
        until either one is killed)
    
      - EX missions allow for the spawning of more than one of the same boss type
        at a given time (i.e., two or more Big Man Majini may be spawned
        concurrently)
    
      - EX missions allow for the spawning of more than two of any boss type at a
        given time (i.e., two Big Man Majini and a Black Executioner Jini may
        be spawned concurrently)
    
      - includes Big Man Majini, Black and Red Executioner Majini, Gatling Gun
        Majini, Red-Pants and Purple-Pants Chainsaw Majini, Super Salvadors, and
        Garradors
    
      - though technically a boss, usually not used in reference to the Popokarimu
    _______________________________________________________________________________
    BUI KICHWA ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a small, spider-like Las Plagas creature, primarily serving to hinder and
        constrain character movement by leaping and latching itself onto a player
    
      - causes very minimal damage once attached and is easily removed by following
        button prompts
    
      - in Duo, a character may shoot or slash an attached Bui Kichwa off of
        her/his partner
    
      - fatally susceptible to flash grenades/rounds
    _______________________________________________________________________________
    CANCEL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - an instance in which an animation is prematurely ended before its inherent
        completion, intentionally or not
    
      - a cancel may be purposely triggered or may be triggered automatically in
        reaction to another animation (i.e., manual reloading within close
        proximity to an explosion will cancel the reload animation and trigger a
        character's shielding animation to the explosion; or simply being grabbed
        while reloading)
    _______________________________________________________________________________
    CEPHALO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a long, tentacle-like Las Plagas creature, spawned from the head of a host
    
      - spawns only from common Town Majini, Base Majini, and Zealots
    
      - possesses slow movement and typically attacks by flailing; in close range,
        may perform an overhead smash that will always down a character
    
      - susceptible to all gunfire, particularly to the tentacle itself
    
      - fatally susceptible to flash grenades/rounds
    _______________________________________________________________________________
    CHARACTER :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a playable mercenary, whether directly controlled by the player or by a
        partner
    
      - three characters are initially available with another five unlockable for a
        total of eight playable mercenaries; eight additional costumes (one per
        mercenary) allow for a total of sixteen playable characters
    
      - damage modifier and health recovery statistics are inherently unique to
        each character, as well as their respective alternate costume
    
      - melee attacks are unique to each character
    
      - taunts are unique to each character
    
      - customizable with loadouts and three skill selections
    _______________________________________________________________________________
    CHICKEN :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a single, small creature to be found in most later levels
    
      - contributes to the total enemy limit
    
      - drops two herbs when killed
    
      - fatally susceptible to flash grenades/rounds
    _______________________________________________________________________________
    COMBO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - successive killing of one enemy after another within the default allotted
        time-frame of 10 seconds
    
      - represented as "x Combo" where x is the number of enemies killed within the
        combo time-frame
    
      - higher combos yield greater points cumulatively, starting at +20 points for
        the first enemy killed, succeeding to a point limit at +1000 points for
        each enemy killed above a 49 Combo
    _______________________________________________________________________________
    COMBO BONUS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - in-game item granting +1000 points per enemy killed within the allotted
        time-frame of 30 seconds
    
      - located within treasure chests available on most later missions, typically
        in at least two or more
    
      - grants invincibility during entirety of treasure chest-opening animation
    _______________________________________________________________________________
    COMMAND :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "EMOTION")
    _______________________________________________________________________________
    COSTUME :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a player skin differentiating mercenaries within the character roster
    
      - aside visual, cosmetic differences, damage modifiers and health recovery
        statistics are unique to each costume
    
      - two costumes are available per mercenary
    _______________________________________________________________________________
    CUSTOMIZE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - modifying a character via loadout and skill selections
    _______________________________________________________________________________
    DAMAGE MODIFIER :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - percentage of damage sustained per enemy attack, friendly fire, or
        environmental hazard
    
      - in tandem with health recovery, statistic is specific to each costume
    
      - not to be confused with character damage output
    _______________________________________________________________________________
    DASH ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "WESKER DASH")
    _______________________________________________________________________________
    DEATH-BLOW ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a physical (or weapon) attack performed on an enemy within a single
        character animation initiated by pressing the Y-button
    
      - may be performed on a flinching enemy, a dropped enemy, and a blinded enemy
    
      - some enemies require specific setups in order to perform death-blows on
        them - this is typically achieved by causing said enemy to flinch, then
        allowing a partner to perform a melee attack first, followed by one's own
        melee attack, resulting in a death-blow
    
      - most commonly performed on boss types
    
      - though very likely, may or may not kill the intended target, depending on
        inherent and sustained damage
    
      - Chris Redfield, Jill Valentine, and Albert Wesker - as well as their
        respective alternate costumes - each possess two unique death-blows; all
        other mercenaries possess only one
    
      - does not require or consume ammunition
    
      - grants invincibility
    _______________________________________________________________________________
    DOWN ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - to force an enemy to fall down completely to the ground, via gunfire, melee
        attack, or explosion
    
      - allows for follow-up finishers on downed common enemy-types
    
      - a surviving downed enemy or boss will always rise
    _______________________________________________________________________________
    DROP ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - to force an enemy to fall to a knee(s), via gunfire, melee attack, or
        explosion
    
      - allows for follow-up melee attacks, including OHKs and death-blows
    
      - a dropped enemy or boss not followed-up on will always rise
    _______________________________________________________________________________
    DUO :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - cooperative multiplayer via local-area-network (LAN) or Internet connection
    _______________________________________________________________________________
    DUVALIA :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a hard, clam-like Las Plagas creature, spawned from the torso of a host
    
      - spawns only from common Base Majini
    
      - possesses slow movement and attacks with a headbutt that will always down a
        character; in close range, may perform a OHK clamp
    
      - susceptible to gunfire to the legs; armored legs are susceptible to damage
        to the feet or the rear; once dropped, susceptible to gunfire to the fleshy
        interior of the clam
    
      - fatally susceptible to flash grenades/rounds
    _______________________________________________________________________________
    DYING :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - an incapacitated state in which a character is disabled from performing
        certain actions - particularly weapons and items usage, opening doors,
        jumping through windows, and climbing and dropping from platforms;
        acquiring items, including Time and Combo Bonuses; and suffers from
        impaired movement, including the inability to quick-turn
    
      - in dying status, a character is forced into her/his vitality reserve,
        represented in the top-right quarter of her/his vitality circle as red
    
      - in Solo, recovery from dying status is achieved only by rapidly pressing
        the Y-button when prompted, albeit in minimal vitality
    
      - in Duo, recovery from dying status is achieved only through a partner,
        whereby both mercenaries are in very close proximity to each other,
        prompting a command initiated by the Y-button
    
      - in Duo, recovery from dying status with a herb in the saving character's
        possession prompts "Heal Partner" (similar to utilizing a Herb in the same
        way by pressing the B-button)
    
      - in Duo, recovery from dying status without a herb in the saving character's
        possession prompts "Save Partner"
    
      - character is vulnerable during entirety of dying status, with one enemy
        attack typically resulting in instantaneous death
    
      - in Duo, both characters are granted invincibility during the entirety of
        healing and saving animations
    _______________________________________________________________________________
    EMOTION :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a gesture in which a character performs one of five specific animations
        initiated by pressing the X-button
    
      - pressing the X-button initiates a taunt
    
      - pressing down the X-button in tandem with a direction on the control pad
        performs four commands shared among all mercenaries:
         - up: "Go!"
         - down: "Wait."
         - left: "Thanks."
         - right: "Come on!"
        (HUNK does not verbally voice "Thanks", rather nodding his head)
    
      - character is vulnerable during entirety of emotion animation
    
      - in Duo, "Go!" may sometimes be used as a command to one's partner to
        maintain the combo while the emoter performs another task, such as
        acquiring an out-of-reach Time Bonus, killing a boss, or simply because
        no enemies are present for the emoter to attack
    _______________________________________________________________________________
    ENEMY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a non-playable character purposed with hindering and/or killing a player
    
      - includes common enemy types, such as Town Majini, Base Majini, Zealots, Bui
        Kichwas, Cephalos, Duvalias, and Chickens
    
      - includes uncommon boss types, such as Big Man Majini, Black and Red
        Executioner Majini, Gatling Gun Majini, Red-Pants and Purple-Pants Chainsaw
        Majini, Super Salvadors, and Garradors
    
      - includes the Popokarimu
    
      - two of any common enemy types may not spawn concurrently with one another
        (i.e., Town Majini nor Base Majini nor Zealots will spawn simultaneously
        with one another), with the exception of EX-9
    _______________________________________________________________________________
    EQUIPMENT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "CUSTOMIZE")
    _______________________________________________________________________________
    FC ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "FRIEND CODE")
    
      - not to be confused with "FULL COMBO"
    _______________________________________________________________________________
    FINISHER ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a physical (or weapon) attack performed on a downed enemy within a single
        character animation initiated by pressing the Y-button
    
      - may no be performed on boss types
    
      - though very likely, may or may not kill the intended target, depending on
        inherent and sustained damage as well as the location relative to the
        target that the finisher is performed - finishers performed upon the head
        region of an enemy are more likely to result in a critical hit, effectively
        as a OHK
    
      - completed finishers that fail to kill the intended target allow for the
        spawning of Cephalos; Duvalia are never spawned from completed finishers
    
      - attacks are unique to each character
    
      - does not require or consume ammunition
    
      - grants invincibility
    _______________________________________________________________________________
    FLASH :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a weapon attack performed on a character or enemy that may momentarily stun
        all those within its range
    
      - performed with either flash grenades or flash rounds from HUNK's loadout's
        Grenade Launcher
    
      - allows for follow-up melee attacks, including death-blows
    
      - fatal to Bui Kichwas, Cephalos, and Duvalias
    
      - ineffective to Garradors
    
      - if flashed, whether self-inflicted or from friendly or enemy fire,
        character is vulnerable to attack and damage
    _______________________________________________________________________________
    FLINCH ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - to force an enemy into a brief, incapacitated state, via gunfire, melee
        attack, or explosion
    
      - allows for follow-up melee attacks, including OHKs and death-blows
    
      - flinch duration varies among enemies and bosses
    _______________________________________________________________________________
    FPS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - first-person shooter viewpoint triggered by aiming down the gun sight, if
        controls are set to FPS View
    
      - aiming and shooting are performed through the character's point of view
    _______________________________________________________________________________
    FRIEND ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "PLAYER")
    _______________________________________________________________________________
    FRIEND CODE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - personal code provided per 3DS system allowing for online registration
        between two players
    
      - comprised of a twelve-number sequence, divided into three groups of four
        numbers, unique to each 3DS system
    
      - viewable on personal 3DS profile card from the Friend List screen
    
      - allows for online Resident Evil: The Mercenaries 3D cooperative multiplayer
        Duo, with each player's friend code mutually registered
    _______________________________________________________________________________
    FRIENDLY FIRE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - intentional or unintentional harm towards another player, resulting in
        damage or death due to weapons fire or environmental explosions
    
      - typically caused by proximity to grenade and grenade launcher attacks, and
        explosive barrels
    _______________________________________________________________________________
    FULL COMBO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - successful completion of a level within a single, continuous combo, defined
        as x Combo, where x is a specific total enemy limit for a given level
    
      - also applies to levels 4-5 and EX-9, in which the combo is carried over
        between waves with the combo time limit still in effect
    
      - some levels provide more enemies than their actual full combo limits
    _______________________________________________________________________________
    GL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - Grenade Launcher
    
      - preloaded with one of three ammunition types: explosive rounds, electric
        rounds, or flash rounds
    
      - available to the following loadouts: Rebecca Chambers (explosive rounds),
        Claire Redfield (electric rounds), HUNK (flash rounds), and Extra
        (explosive rounds)
    
      - the Extra loadout possesses a unique grenade launcher capable of firing
        two explosive rounds simultaneously per one ammunition round
    
      - not to be confused with "Good Luck"
    _______________________________________________________________________________
    GLOBAL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    GRAB ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    GRENADE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    HEALTH ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "VITALITY")
    _______________________________________________________________________________
    HERB ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    HOST ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    INFINITY 7 ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - an equippable skill allowing for unlimited use of Jack Krauser's loadout's
        rocket launcher
    
      - upgraded to level 3 grants invincibility with the exception to boss
        instant-kill attacks
    
      - always forces a resulting player score of 0 if equipped; applicable to Duo
        for both players should at least even one player equip said skill
    _______________________________________________________________________________
    INSTANT-KILL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a single boss attack that will instantaneously kill a character, bypassing
        dying status
    
      - Black and Red Executioner Majini, Red-Pants and Purple-Pants Chainsaw
        Majini, Super Salvadors, and Garradors each possess an instant-kill attack
    _______________________________________________________________________________
    INVINCIBILITY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a triggered instance in which a character is immune and impervious to all
        threats and damage, including enemy attack, grabs, explosions, boss
        one-hit-kills, environmental damage, and friendly fire
    
      - granted during the following animations: performing a melee attack; healing
        or being healed; saving a partner or being saved from dying; opening
        doors; climbing ladders and platforms; dropping down from platforms;
        vaulting over objects; opening a Combo Bonus chest; recovering from an
        enemy attack; freeing or being freed from a grab and freeing a partner from
        a grab; covering from an explosion; while downed; and rising
    
      - generally last for the entire duration of character animations
    
      - also referred to as "Invincibility Frames"
    _______________________________________________________________________________
    ITEM ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    JINI ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a common enemy type populating most missions, as well as related boss types
    
      - includes Town Majini, Base Majini, Big Man Majini, Black and Red
        Executioner Majini, Gatling Gun Majini, and Red-Pants and Purple-Pants
        Chainsaw Majini
    
      - two of any common enemy types may not spawn concurrently with one another
        (i.e., Zealots will not spawn simultaneously with Town Majini or Base
        Majini), with the exception of EX-9
    _______________________________________________________________________________
    KNIFE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    LEVEL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    LOADOUT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    LOCAL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - cooperative multiplayer with other 3DS players via Local-Area-Network (LAN)
        connection
    _______________________________________________________________________________
    LV ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "LEVEL")
    _______________________________________________________________________________
    MAJINI ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "JINI")
    _______________________________________________________________________________
    MEDAL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    MELEE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a physical (or weapon) attack performed on an enemy within a single
        character animation initiated by pressing the Y-button
    
      - may be performed on a flinching enemy, a dropped enemy, a downed enemy, and
        a blinded enemy
    
      - may or may not kill the intended target, depending on inherent and
        sustained damage
    
      - melee animations that connect with the intended target, whether it kills
        her/him or not, are considered completed melee attacks
    
      - completed melee attacks that fail to kill the intended target allow for the
        spawning of Cephalos and Duvalias
    
      - attacks are unique to each character
    
      - does not require or consume ammunition
    
      - grants invincibility
    _______________________________________________________________________________
    MERCENARY :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "CHARACTER")
    _______________________________________________________________________________
    MISSION :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    NADE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "GRENADE")
    _______________________________________________________________________________
    OHK :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "ONE-HIT-KILL")
    _______________________________________________________________________________
    ONE-HIT-KILL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a melee attack performed on an enemy within a single character animation
        that will always kill said enemy initiated by pressing the Y-button
    
      - may be performed on a flinching enemy and a dropped enemy
    
      - term generally not used in reference towards weapon attacks, such as RPGs
    
      - grants invincibility
    
      - a single enemy or boss attack that forces a character into dying status;
        Duvalias, Black and Red Executioner Majini, and Red-Pants and Purple-Pants
        Chainsaw Majini each possess a OHK attack
    _______________________________________________________________________________
    ONLINE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - cooperative multiplayer with other 3DS players via Internet connection
    _______________________________________________________________________________
    PARTNER :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    PERK ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "SKILL")
    _______________________________________________________________________________
    PHYSICAL ATTACK :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "MELEE")
    _______________________________________________________________________________
    PLATOON OF TWO ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    POPOKARIMU ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    QUICK-TURN ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    RANK ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    RECOVERY ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    RELOAD ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    RELOAD-CANCEL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "CANCEL")
    _______________________________________________________________________________
    RESPONSE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "EMOTION")
    _______________________________________________________________________________
    RISE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    RL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - "Rocket Launcher"
    
      - effectively OHKs its intended target, should the weapon attack properly
        connect, including all bosses, as well as the Popokarimu
    
      - available only to Jack Krauser's loadout
    _______________________________________________________________________________
    ROUNDS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - grenade launcher ammunition types
    
      - 
    _______________________________________________________________________________
    SKILL :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    SS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    
      - not to be confused with "SUPER SALVADOR"
    _______________________________________________________________________________
    STAGE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "MISSION")
    _______________________________________________________________________________
    STUN ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "FLINCH" and "FLASH")
    _______________________________________________________________________________
    SUPER SALVADOR ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    TAUNT :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a provoking, mocking action performed within a single character animation
        by pressing the X-button
    
      - each character possesses one unique taunt
    
      - some skills grant damage bonuses initiated by taunting
    
      - character is vulnerable during entirety of taunt animation
    _______________________________________________________________________________
    TECHNIQUE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    TIME ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    TIME BONUS ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    TIME CRYSTAL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "TIME BONUS")
    _______________________________________________________________________________
    TIME LIMIT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    TPS :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - Third-Person Shooter viewpoint triggered by aiming down the gun sight, if
        controls are set to TPS View
    
      - aiming and shooting are performed from an over-the-shoulder view behind the
        character
    _______________________________________________________________________________
    VITALITY ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    WAVE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    WESKER DASH :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - 
    _______________________________________________________________________________
    WINCE :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - (see "FLINCH")
    _______________________________________________________________________________
    ZEALOT ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
      - a common enemy type populating some missions
    
      - two of any common enemy types may not spawn concurrently with one another
        (i.e., Town Majini nor Base Majini will spawn simultaneously with Zealots),
        with the exception of EX-9
    
    
    
    
    ===============================================================================
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     CREDITS ............................................................... [0000]
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    ===============================================================================
    
    1.00 .............................................................. 28 Aug 2011
    1.01 .............................................................. 29 Aug 2011
         ONE-HIT-KILLS: expanded "Cephalo"
         ONE-HIT-KILLS: expanded "Duvalia"
         COMBOS: added "Combo Bonus"
    1.02 .............................................................. 29 Aug 2011
         INVINCIBILITY FRAMES: added
         DEATH-BLOWS: added
         CREDITS: added
    1.03 .............................................................. 31 Aug 2011
         MELEE ATTACKS: refined
         ONE-HIT-KILLS: refined
         COMBOS: refined
         PRACTICE: added map
         CREDITS: added update records
         reorganized all bullet-point information for ease and clarity
    1.04 .............................................................. 25 Oct 2011
         MELEE ATTACKS: refined
         LAS PLAGAS: added
         ONE-HIT-KILLS: added "instant-kills"
         COMBOS: refined
         RELOADING: added "bosses"
         DEATH-BLOWS: corrected
         PRACTICE: added compass to map
         GLOSSARY: added
         CREDITS: refined update records
         reworded singular "Majini" term as "Jini"
         reorganized all empty line breaks for ease and clarity
    1.05 .............................................................. 02 Aug 2012
         INVINCIBILITY FRAMES: expanded "Duo"
         GLOSSARY: expanded
         reorganized all bullet-point information for ease and clarity
    
    
    Special thanks to my new friends in the online 3DS Mercenaries community who
    welcomed me to the sciences of Duo, and for putting up with my inferior
    play-styles.
    
    Thank you to all of the randoms I have played with on Global - whether or not I
    enjoyed co-oping with you, every experience is a learning one.
    
    Very special thanks to the following friends for helping me organize this guide
    through countless hours of online Duo and question-and-answer:
    
    - chronic3ds
    - DragonKnight387
    - gregamasta
    - Holy2360
    - ImFelix
    - ja_doves
    - malz98
    - REmasterXc30
    - RPGgamemaster6
    - snowsurfer3
    
    This guide is written by Pierce_Azasuke (Copyright 2011).
    azasuke_negative@yahoo.com
    
    Resident Evil: The Mercenaries 3D is Copyright 2011 Capcom Co., Ltd.
    Resident Evil: The Mercenaries 3D was released 2 June 2011 Japan and
    28 June 2011 North America.
    
    First and foremost, this guide purposes to help players enjoy Capcom's Resident
    Evil: The Mercenaries 3D. It is intended for free, private, personal use only.
    Please do not copy or reproduce any part of this document nor publicly
    distribute any content found wherein without express written permission from
    the author. Unauthorized use of this guide is strictly prohibited and a
    violation of copyright.
    
    If you wish to contribute any appropriate information pertaining to the context
    of this guide, please do not hesitate to contact me for any inquiries or
    suggestions.