[The Mercenaries] The numbers and all you need to know ver.2

NelloAngelo
Posted: 10/7/2012 9:42:39 PM
REposting topic due to the original having an out of place info post. The following information is brought to by the official Resident Evil 6 guide formed by the research of BradyGames. So all props go to them and the book. PLEASE DO NOT post until I have completed posting all the info for you guys, thank you. And thank you to those who had and or are going to request a sticky. I look forward to playing with you, my fellow RE fans in the future. I hope this info helps you all in one way or another.

[THE MERCENARIES]

- [ The Basics ]

The Mercenaries gives you two minutes to rank up as many points possible through various means. Your best bet is to stay moving, collect time and defeat enemies quickly, efficiently and continuously as to not drop the kill combo. Familiarizing your self with the map you are playing will help as well as all time extensions, combo times and items placed around the map never change location.

- [ Hourglasses & "Combo Time" ]

Each stage in The Mercenaries contains large yellow hourglass shaped breakables that provide unique time bonuses. Note that hourglasses grant different amounts of time depending on the one you break, these amounts are predetermined but are not made obvious to the player until the hourglass is broken. They can only be broken by a melee attack or sliding into them.

Use gunfire to break the green hourglasses, these put you into "combo time" where you will receive an extra 1,000 points for each additional combo you perform as long as it is active. Combo times only last for 30 seconds so make them count.

- [ Time Bonuses ]

In addition to the yellow hourglasses defeating enemies in certain ways will grant additional time.

Yellow Hourglass - 30,60 or 60 seconds
Melee weapon/attack finisher - 5 seconds
Coup de Grace - 7 seconds
Counter Finish - 10 seconds

- [ Scoring ]
If a boss is killed in a combo your combo bonus will increase depending on the portion of the combo that you killed the enemy in. It is recommended (to maximize points) if you don't have much of a combo bonus when one of these larger creatures spawn to kill some smaller enemies before finishing off the boss.

Combo / Bonus / Boss Bonus

2 combo / 40 / 750
3 combo / 100 / 1,500
4 combo / 200 / 2,250
5 combo / 400 / 3,000
6 combo / 500 / 3,750
7 combo / 600 / 4,500
8 combo / 700 / 5,250
9 combo / 800 / 6,000
10-19 combo / 1,000 / 6,750
20-29 combo / 1,200 / 7,500
30-39 combo / 1,400 / 8,250
40-49 combo / 1,700 / 9,000
50-59 combo / 2,000 / 10,500
60-69 combo / 2,400 / 12,000
70-79 combo / 2,800 / 15,000
80-89 combo / 3,400 / 18,000
09-99 combo / 4,000 / 22,500
100-109 combo / 6,000 / 30,000
110-119 combo / 8,000/ 45,00
120-129 combo / 12,000 / 60,000
130-139 combo / 20,000 / 75,000
140-149 combo / 30,000 / 90,000
150 hit combo! / 60,000 / 150,000

- [ Point Value ]
Each enemy is worth a specific number of points, no matter how you kill them. Note that the enemies worth high point value tend to increase your combo bonus. Even though Zombie Dogs are worth only 100 points they provide the same combo bonus as normal Zombies or J'avo. If you finish all 150 enemies in a stage before time is over you earn 200 point bonuses for every second left on the clock.

Creature / Score Awarded

Zombies (300)
J’avo (300)
Zombie Dog (100)
Ja’vo with 1 mutation (500)
Bloodshot (600)
Shrieker (800)
Whopper (1,000)
Napad (1,500)
Strelats (1,500)
Gnezdo (3,000)

(more to be posted...)
---
2-D Teddie :-^

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