The Mercenaries is a game mode featured in Resident Evil 5. It is unlocked by beating the main game once. It is the third incarnation of the Mercenaries mini-game. Completing rounds will earn the player Exchange Points based on their rank.
- 1 Rules
- 2 Scoring
- 3 Grades
- 4 Characters
- 5 Stages
- 6 No Mercy
- 7 Mercenaries Reunion
- 8 Gallery
- 9 Sources
As in its previous Resident Evil 4 iteration, the goal of The Mercenaries is to amass as many points as possible in the limited time period.
The player starts with a 2:00 timer that immediately starts counting down. In order to replenish time, the player can add more to the timer by smashing (perform a melee attack while nearby) the time crystals scattered around the map. The number of time crystals is different on each map, and each replenishes the timer by between 30 and 1:30 seconds. There does not appear to be an upper limit for the timer, but each time crystal can only be smashed once.
The player can add 5 seconds to the timer by killing an enemy with a melee attack (knife kills not included). If you kill multiple enemies with a single melee strike, it will appear to only add one +5, but it does add for every kill.
The number of points awarded for kills of different enemies scales with the difficulty of the enemy. Additionally, the player is further awarded if multiple kills are strung together in a combination. All enemies, including the chickens present on some maps, count toward calculating combos. Each map has several "Combo Timers" - after being activated, the combo timer allows the player to get 1,000 points per combo kill (in addition to all other points awarded) that is made while the combo timer counts down.
Enemies spawn in from multiple locations on the map, often jumping or climbing over walls at the edge of the play area. Each map is limited to 150 enemies, but the number of enemies "in play" is limited to 12. Killing one enemy allows another to be spawned. It appears that there is a limit to the number of instances of certain enemies in play - for example, on the Public Assembly Stage, there will never be more than one Executioner Majini in play at a time. Killing all 150 enemies gives the player a 1000 points per second left in the time clock bonus.
New to The Mercenaries, is the option to play either solo or as a duo. Enemies are generally stronger and more aggressive in co-op to balance gameplay out.
Exclusive to the Mercenaries when playing solo is the ability to revive yourself. When the player enters Dying status, they can repeatedly tap the partner action button to revive themselves.
The player earns points for defeating enemies. The points are determined by what kind of enemy is defeated, and how high of a combo the player has reached (Also as mentioned above additional points can be earned with "Combo Timers"). Kills must be done within 10 seconds of each other to count towards the combo.
A last bonus is added to your score if you defeat all 150 enemies in the stage. For every second you have left in the timer a 1,000 point bonus is added. It should be noted killing multiple enemies at once via piercing, an explosion, or a well set up melee attack to get over 150 kills will still add to your score.
|Combo achieved||Bonus||Boss bonus|
|Big Man Majini||1,000|
|Gatling Gun Majini||10,000|
|Executioner Majini (Red)||15,000|
Grades are only given upon completing a game. Dying awards the player no grade and their score is not recorded. Additionally, players earn Exchange Points based on their rank.
|Solo Mode Points||Duo Mode Points||Rank||Exchange Points Earned|
|0 - 9,999||0 - 19,999||D||200|
The Mercenaries allows players to play as four different characters each with their own set of melee attacks. Each character has alternate outfits that have different inventory load outs. Chris and Sheva in their BSAA outfits are available be default, the rest must be unlocked by scoring an A rank on a certain stage.
Additionally, after an unlocking a costume the respective silhouette will be filled in on the title screen.
|Character||Costumes||Unlock with A rank on|
|Jill Valentine||BSAA||Public Assembly|
|Battle suit||Ship Deck|
|Albert Wesker||Midnight||The Mines|
|Position \ Character||Chris Redfield||Sheva Alomar||Jill Valentine||Albert Wesker|
|Arm stun; Front||
|Arm stun; Back||
|Leg stun; Front||
|Leg stun; Back||
|Combo Finisher; Front||
|Combo Finisher; Back||
Spinning Back Kick
Double Knee Drop
Chris in his Safari costume and Wesker in both of his costumes has a pair of sunglasses on. This prevents them from flinching from Flash Grenades. Sunglasses can fall off when the player gets knocked down.
Chris in his Safari costume has a pair of sunglasses.
Sheva aims left-handed in all of her costumes, as she does in the Campaign mode.
Jill has a different knife attack. She uses an extremely fast stabbing attack.
In both costumes Wesker wears sunglasses.
In addition, Wesker also has the ability to charge at incredible speed when prompted by pressing the right analog stick in, or pressing shift and the X key in PC versions; using this ability causes Wesker to lose a small amount of health. Dashing into enemies damages them. When dashing, the player can steer Wesker to a limited extent by tilting the right analog stick. Furthermore, Wesker can switch directions mid-dash up to 3 times by pushing either left, right, or down on the left analog stick combined with A (Xbox 360), X (PS3), or those same directions with the keys and Shift (PC) within a two-second time period from the initial Dash press or previous direction swap. If the player presses RT on the Xbox 360, R1 on the PS3, or Left Mouse on PC, Wesker performs the Knee Cannon that does 1,000 damage to an enemy. After this attack is performed, Wesker stops dashing. The player can also stop Wesker from dashing by running him into a wall or another structure.
Each stage has the same enemies that are seen in the main game, except for the Red Executioner in the Prison. Achieving a B grade or higher on any level except Prison will unlock the next map.
The same area from the main game where Chris and Sheva witnessed the death of the Butcher and fought the Instigator Majini. After roughly 20 enemies routed, the first Executioner will arrive in the area near the red herb spawn straight ahead of the platform spawn point. If he is killed, another Executioner will eventually spawn in behind the platform spawn point, after 50 or so enemies have been killed. The 3rd and final Executioner spawns behind the wall to the right of the back alley spawn point, at around 70 enemies routed. Only one Executioner appears at time.
The underground mines where Chris and Sheva needed the portable spotlight in order to see, although now the tunnels are well-lit and the GPS Map is available. Although they were not encountered at this stage in the main game, Reapers show up as the boss for the stage. Only one Reaper appears at time.
One of the Ndipaya villages Chris and Sheva fought through in the marshlands. Just as in the main game, Giant Majini lead the Ndipaya Majini into battle. A pair of spike traps can be activated with a good swift kick to their trigger buttons, killing any Majini standing on top of them.
One section of the ancient Ndipaya city the BSAA agents found themselves inside while hunting Wesker and Excella, at the same time searching for answers about Jill's whereabouts. While the solar lasers are deactivated, they have to deal with both Giant Majini and fire-breathing Majini. More than one Giant Majini may appear at time.
One of only two areas not directly taken from the main game, this map is based on the abandoned TriCell facility hidden beneath the Ndipaya Ruins. The battle here is difficult, as the Majini tend to wear bulletproof armour, and their electric batons cause major damage. Making matters worse, in two player mode, the players start on different levels, requiring an elevator trip to meet up. Every once in a while, Majini with a Rocket Launcher will show up. After a certain amount of time has passed, all non-Rocket Launcher Majini will stop spawning in, and licker βs will begin appearing in massive numbers. A large room in the facility contains a spike trap similar to those in the Village level. In the Mercenaries Reunion, Lickers will spawn alongside the Base Majini rather than in a large swarm.
Gatling Gun Majini
The factory area within the Tricell facility, where the missiles that contained the Uroboros virus are kept. The player is able to access some locations of the map that are inaccessible in the campaign. In the main game, some of these specific locations can only be viewed from on top of the platforms. Both variations of the Gatling Gun Majini appear, but only one at time.
Chainsaw Majini (Red and Blue)
The cargo deck of Wesker's TriCell tanker. The Adjule may be gone, but in their place are a steady stream of Chainsaw Majini, sometimes appearing more than one at a time (after killing the initial one), with a distressing tendency to get back up after they are "killed". There is a secret Grenade Launcher with flame rounds hidden near the high ladder, and at the top of the crane control tower is a zipline that leads to a pair of Rocket Launchers. The Chainsaw Majini appear in waves and the next wave will arrive after the previous has been killed; usually both Red and Blue show up together. Both variations of the Gatling Gun Majini appears, but only one at time. Gatling Gun Majini may appear alongside the two Chainsaw Majini.
No Mercy (PC Only)
After the final wave, the Chainsaw Majini stop spawning in.
Big Man Majini
One of only two Mercenaries levels that is not directly lifted from the campaign mode, and the only map that isn't based on a campaign level, the action takes place, as the name suggests, in a large prison, surrounded by volcanoes. Narrow hallways abound, making grenades, land mines, and shotguns very useful. With this unique level comes a unique enemy not seen in the campaign: a red and much tougher version of the Executioner, with a flaming axe. However, Plagas parasite sticks out of his back, and inflicting any damage on it is usually enough to stagger this Executioner. After he is killed, ordinary Executioners and Red Executioners will spawn in. Should be noted that the regular Executioner from the Prison has more health than the Executioner from the Public Assembly. Only one Executioner appears at time, either regular or Red.
"An original, single-player mode for the PC version. There are more enemies in this mode."
— Explanatory message in-game
No Mercy is an alternate mode that is exclusive to the PC version of Resident Evil 5. In this mode, there is a great change in enemies: not only are there 400 enemies instead of 150 (an exception being the Village stage because of the Kipepeo), but also, there can be around 40 enemies in the stage at once, and the game features more parasitic enemies (Cephalo, Kipepeo and Duvalia). The first miniboss spawn will be as normal, but after that, the amount of boss enemies that spawn will be doubled. However, to compensate for the overwhelming number of hostiles on screen, Majini are be much weaker than usual. There are also at least 4 Rocket Launchers per stage. It is only available when playing solo.
An alternate version of the minigame is available as part of DLC called The Mercenaries Reunion. The game mode features different characters and costumes. A set of characters be acquired by downloading each of the four segments to the Resident Evil 5: Gold Edition download pack or, by buying the Gold Edition disc which has all the downloadable content. 
Although the game mode has the same stages however it features some different enemies and different sub-boss spawns. There are also extra melee attacks with certain character pairings in co-op.