The Resident Evil: The Mercenaries 3D wiki last edited by Yummylee on 10/06/14 02:40PM View full history

Overview

Chris will have his first encounter with Los Iluminados.

Resident Evil: The Mercenaries 3D is a standalone version of the popular "The Mercenaries" minigame that has appeared in Resident Evil games since Resident Evil 3: Nemesis. It takes a select few characters and stages from both the Resident Evil 4 version of The Mercenaries as well as the Resident Evil 5 version and combines them into one game.

A "pilot" demo of Resident Evil: Revelations is also included with the game. However it is incredibly basic, with no sort of inventory system and is about 10-15 minutes long on average.

Gameplay

Overview

Claire Redfield making her Mercenaries debut.

Mercenaries 3D's gameplay functions much like it did in Resident Evil 5, however instead of being presented with a series of stages to choose from there are now ''Missions''. Tiered across 5 sets, with an 'EX' set at the very bottom, they are each set on a pre-determined stage with certain variables in place.

However they more often than not follow the classic design of dropping the player into the environment, with the goal to score as many points as possible by killing enemies within the time-limit. Time bonuses are typically scattered throughout for the player to destroy with a melee attack, which will provide additional time, though how much time varies between 30, 60, 90, and 120 seconds depending on which time bonus it is--however they all look the same--and what mission.

Melee attacks are still in play, and once again function as contextual button prompts once an enemy has been staggered. However there are different melee attacks depending on where the enemy was shot, and from what direction the player performs the attack. Killing an enemy with a melee attack will also provide a 5 second bonus to the timer.

Killing enemies in quick succession will initiate a combo meter, which will rise up by 1 per kill. The bigger the combo the player can attain before it dissipates the bigger the points bonus. There are also chests located in the environment that'll provide a 30 second combo boost whence opened, that will then reward players with 1000 additional points per combo kill during those 30 seconds.

Once the mission objective has been met--or the timer has ran out--players will then be graded between D-SS. However if players die then they receive no rank, but are at least given the option to retry the mission.

Controls & Inventory

One of the returning sub-bosses, the Chainsaw Majini.

On the surface the game largely resembles how Resident Evil 4 & 5's Mercenaries game played, as a third-person shooter with an over-the-shoulder perspective. However the most notary difference is players can now, to a degree, move and shoot/reload. While holding the L button down, the character will lock their laser-sight aim into position, but will then be able to move while shooting. This does, however, greatly limit the player's ability to aim their weapon. Though players can still move while reloading without the need to hold down L.

Character inventory works differently as well. Thanks to the 3DS' double-screen, the character's inventory will now show up on the bottom screen indefinitely, along with the stage map. Each character has access to at most three weapons, each of which can be selected with the d-pad, or can alternatively be selected by pressing on the weapon's icon on the screen itself. The touchscreen method can also be used to reload the weapon prematurely, though pressing the B button while aiming will also do as such.

Useable explosives such as grenades and landmines are now determined by the mission itself rather than the character. Combat knifes are also similarly restricted, in that only Jill Valentine and Jack Krauser have access to one (each with their own knife fighting style) and it functions as its own selectable weapon from the inventory as opposed to being able to be pulled out with its own dedicated button.

While each character starts off with their own pre-determined inventory loadout, additional healing & ammo supplies can be located in destructible barrels or most commonly dropped from defeated enemies.

The game by default will force the player into a first-person view while aiming their weapon, however players can choose to switch to the classic third-person view in the options. They can also choose the color--red, blue, green, and white--of their laser-sight as well. Each character has a taunt animation that can be initiated by pressing X, however it provides no mechanical benefit.

Health & Healing

Rebecca Chambers armed with a grenade.

A character's health bar is designed exactly like how it was in Resident Evil 5. It is represented by 3/4's of a circle, and should it drop into the final 4th will then send the player into the Dying state. During this state the player cannot attack and can only very slowly limp, making the player extremely vulnerable. To get out of it a player must rapidly tap the Y button until it has been filled in.

While most attacks will do base damage, there are certain enemies that can perform instant-kill attacks regardless of a player's condition, such as the Super Salvador sub-boss or The Executioner. Though The Executioner will first have to grab the player, which will then initiate a QTE forcing the player to press the face-button prompts in the correct order to escape. This same style of QTE will occur should players be grabbed by a regular Ganado/Majini enemy as well, though failing a regular enemy QTE will simply force the character to withstand more damage as opposed to instantly-killing them.

Healing has been greatly simplified and only offers one item of use, green herbs. They have their item slot in the bottom screen inventory and can stack as many as the player can collect. While they too can be used by pressing their icon on the bottom screen, players can otherwise press A to immediately use a herb, which while healing the character will also make the character invulnerable to attacks for a few short seconds due to the invincibility-frames during the animation.

Duo Mode

As in Resident Evil 5, Mercenaries 3D can be played cooperatively for up to two players. Players can either create their own lobby or search for one themselves, including whether or not the lobby will be open for all or exclusively for Friends.

When playing cooperatively players can now heal one another when close by, though this added benefit also comes with a price, in that should a player fall into the dying state they now require the aid of their partner to get out of it, otherwise they will die. Melee attacks can also be chained together as well.

Scores attained in Duo Mode are kept separate from scores when playing single-player.

Skills

A new feature for the Mercenaries minigame are Skills, which function as passive buffs the player can equip. There are 30 Skills in all and up to 3 can be equipped at once, however not all are available at the outset and must be unlocked by playing through the game. Skills can also be levelled up through use up to a Level 3; when they reach Level 3 they will provide an additional benefit besides the base one.

A list of Skills is as follows:

  • Medic -- Improve vitality recovery. Level 3 Effects: Recover some vitality on critical hit.
  • Toughness -- Reduce damage.
  • Luck -- Improve resistance against instant-kill. Level 3 Effects: Partner receives same effects.
  • Handgun Technique -- Improve handgun handling. Level 3 Effects: Improved critical hit rate.
  • Handgun Custom -- Improve handgun ability.
  • Shotgun Technique -- Improve shotgun handling.
  • Shotgun Custom -- Improve shotgun ability.
  • Machine Gun Technique -- Improve machine gun handling. Level 3 Effects: Strengthen melee attacks.
  • Machine Gun Custom -- Improved machine gun ability.
  • Rifle Technique -- Improve rifle handling.
  • Magnum Technique -- Improve magnum handling.
  • Bomber -- Improve explosive handling.
  • Combat -- Improve melee attacks. Level 3 Effects: Faster reload speeds for all weapons.
  • Smart Reload -- Improve reload speed for all weapons.
  • Technician -- Improve handling for all weapons.
  • Full Burst -- Strengthen all weapons.
  • Weapon Master -- Improve skills for weapons; recovery becomes longer when equipped.
  • Reversal -- Gain access to more powerful melee attacks when vitality is low.
  • Revenge -- Critical hit rate increases when vitality is low.
  • Giant Killing -- Increases damage against powerful enemies.
  • Adrenaline -- Combo timer lasts longer when damage is sustained.
  • Extension -- Combo timer lasts longer when time remaining is low.
  • Lucky 7 -- Defeat an enemy with ''7'' displayed on the clock for a Time Bonus.
  • Close Range -- Combo timer lasts longer when an enemy is defeated at close range.
  • Old School -- Temporary invincibility when picking up an item.
  • Landing -- Take down opponents more easily when jumping down to a lower area.
  • Maximizer -- Skills with improve faster.
  • Friendship -- Health will regenerate when close-by to the player's partner.
  • Thunderbolt -- Melee attacks gain electric shock properties.
  • Infinity 7 -- Unlimited use of the rocket launcher; score will be reduced to 0.

Medals

A set of 50 medals exist within the game that provide a series of goals for players to strive for. They are all rated across bronze, silver, and gold tiers.

A list of medals is as such:

  • Newcomer -- Clear all Level 1 Missions.
  • Beginner -- Clear all Level 2 Missions.
  • Rookie -- Clear all Level 3 Missions.
  • Veteran -- Clear all Level 4 Missions.
  • Captain -- Clear all Level 5 Missions.
  • Hero -- Clear all EX Missions.
  • S.T.A.R.S. -- Clear all missions with an A rank or better.
  • Original Eleven -- Clear all missions with an SS rank or better.
  • Good Combination -- Complete a mission with a partner.
  • Perfect Alliance -- Clear any mission with an SS rank with a partner.
  • Me, I Prefer Guns -- Kill all enemies by gunshot on any mission on or above Mission Level 4.
  • Can't Touch This -- Clear a mission on or above Mission Level 4 without taking any damage.
  • Super Combo -- Clear a mission on or above Mission Level 4 with a combo amount above 50.
  • Ultra Combo -- Clear a mission on or above Mission Level 4 with a combo amount above 100.
  • Iron Fist -- Clear a mission by defeating all enemies within a combo.
  • Hard To Kill -- Clear 10 waves in Survival Mission.
  • Mr. Death -- Clear 15 waves in Survival Mission.
  • Skill Captor -- Obtain all skills.
  • ?
  • One (Thousand) Down... -- Kill 1000 enemies.
  • Platoon of Two -- Perform 5 melee attacks in a row during one turn (Duo only).
  • Meat Shower -- Kill 3 enemies with 1 hand grenade.
  • ?
  • Like a Phoenix -- During solo play, revive yourself 50 times from the verge of death.
  • No Fear -- Perform 50 taunts near an enemy.
  • Counter Shot -- Shoot down 20 enemy projectiles.
  • ?
  • ?
  • Master of Unlocking -- Unlock all characters.
  • Dressed to Kill -- Unlock all costumes.
  • Chicken Hunter Portable -- Destroy your first chicken.
  • Let's Work Together -- Play duo mode for the first time.
  • Jack of All Trades -- Play with all characters.
  • Leave No Stone Unturned -- Play every map more than once.
  • Me, I Prefer Fists -- Crush your enemy with a hand-to-hand combat blow after shooting them.
  • Bright Future -- Defeat a parasite with a flash grenade.
  • Boom! -- Land 100 headshots.
  • Perfection -- Clear a mission without ever missing a shot (100% accuracy rate).
  • The Old Banana Trick -- Cause a running enemy to fall over by shooting them.
  • Saw What You Did There -- Set off a proximity bomb by shooting it.
  • Opening a Dojo -- See all of the hand-to-hand combat moves for any one character.
  • The Wesker Special -- Drop an enemy into magma.
  • Party Pooper -- Blow an enemy up by shooting his dynamite.
  • Strike From Behind -- Attack an Executioner Majini Black, Executioner Majini Red, and a Garrador in their weak point in the back.
  • A Friend In Need -- In partner mode, save your dying partner for the first time.
  • In The Buff -- Clear a mission with rank A or better on or above Mission Level 4 without using any skills.
  • Only One -- Clear a mission on or above Mission Level 4 using only one of the weapons in your arsenal.
  • No Turning Back -- Clear a mission without using the quick turn even once.
  • No Guts, No Glory -- Continue 30 times.
  • Social Butterfly -- Play duo mode 50 times.

Play Coins

While each character is ordinarily restricted to one weapon loadout (as detailed below), with the use of Play Coins players can alternatively 'unlock' alternate character weapon loadouts for use with their preferred character. Each loadout costs 10 coins to unlock, though there is also a unique loadout that includes the Red 9 pistol from Resident Evil 4 and a dual-shot Grenade Launcher that costs 15 coins.

Characters

Eight playable characters are available in Mercenaries 3D, each of whom has an unlockable costume. However unlike in Resident Evil 5 the costumes are purely cosmetic and don't function as separate characters with unique inventory loud-outs.

The list of characters is as such:

Chris Redfield (B.S.A.A.)Chris Redfield (Pilot)
Unlocked by default.Unlocked by getting an SS rank in Mission 1-3.
Inventory
  • M92F Handgun
  • M37 Shotgun
  • S75 Rifle
Jill Valentine (B.S.A.A.)Jill Valentine (Casual)
Unlocked by defaultUnlocked by getting an S rank in Mission 3-5.
Inventory
  • SG 55G Machine Gun
  • Knife
  • M3 Shotgun

Notes:

  • Jill's 'Casual' outfit makes one mistake regarding her Resident Evil 3: Nemesis default attire, in that she didn't wear fingerless gloves.
H.U.N.K. (U.S.S.)H.U.N.K. (Mr. Death)
Unlocked by default.Unlocked by getting an A rank on all missions besides EX.
Inventory
  • P8 Handgun
  • Grenade Launcher w/ Flash Rounds
  • AK74 Machine Gun

Notes:

  • HUNK's Necksnap melee attack from Resident Evil 4 has been replaced with an Elbow Strike, which unlike the Necksnap will not always instantly kill a common enemy.
Claire Redfield (Code: Veronica)Claire Redfield (Suit)
Unlocked by completing Mission 1-3 with a B rank.Unlocked by getting 25 medals.
Inventory
  • Matilda Handgun
  • Grenade Launcher w/ Electric Rounds
  • PSG-1 Rifle

Notes:

  • Claire's Suit outfit is based off of the template from Sheva's DLC Business Lady outfit in Resident Evil 5, only Claire wears pants as opposed to a skirt.
Jack Krauser (Mercenary)Jack Krauser (Exo-Skeleton)
Unlocked by completing Mission 3-5 with a B rankUnlocked by attained an S rank in Mission 5-5
Inventory
  • Bow & Arrow (Infinite Ammo)
  • Knife
  • Rocket Launcher x2

Notes:

  • Krauser doesn't have access to his mutated arm ability like he did in Resident Evil 4.
  • Krauser's Exo-Skeleton outfit is based off of the template from Chris Redfield's DLC Heavy Metal outfit in Resident Evil 5.
Rebecca Chambers (S.T.A.R.S.)Rebecca Chambers (Nurse)
Unlocked by completing Mission 2-3 with a B rankUnlocked by achieving an S rank in all missions besides EX
Inventory
  • MP5 Machine Gun
  • Grenade Launcher w/ Explosive Rounds

Notes:

  • Rebecca's Flamespray melee attack from Resident Evil 5 has been replaced with Push Out, which unlike the Flamespray will not always instantly kill a common enemy.
  • Rebecca's Nurse outfit is based off of the template from Sheva's DLC Fairy Tale outfit in Resident Evil 5.
Barry Burton (S.T.A.R.S.)Barry Burton (Patriotic)
Unlocked by completing Mission 4-5 with a B rankUnlocked by getting 20 medals
Inventory
  • Samurai Edge Handgun
  • M500 Magnum-Revolver
  • Dragunov Rifle

Notes:

  • Barry will no longer randomly ad-lib quotes in-game from his dialogue in the original Resident Evil like his appearance in Resident Evil 5's Mercenaries Reunion mode.
Albert Wesker (Midnight)Albert Wesker (Uroborus)
Unlocked by completing Mission 5-5 with a B rankUnlocked by completing all Missions with a B rank
Inventory
  • Samurai Edge Handgun
  • Lightning Hawk Magnum
  • Hydra Shotgun

Notes:

  • Albert Wesker's moveset is based off of his Resident Evil 5 appearance.
  • The animation for Wesker's Cobra Strike melee attack is slightly longer than it was in Resident Evil 5.

Leon S. Kennedy

Leon S. Kennedy, one of the most recurring male protagonists next to Chris Redfield, is notably absent from the game. This is especially strange as Jack Krauser, Resident Evil 4 antagonist and rival to Leon, is one of the available characters as are stages from Resident Evil 4. In an interview with Eurogamer, Resident Evil producer Masachika Kawata has said regarding the omission of Leon, "He's all tied up for Resident Evil: Operation Raccoon City. He couldn't make his appearance in Mercenaries."

Not only does the reasoning make no sense, but it is also contradictory to the fact that Claire Redfield and Jill Valentine star in both Resident Evil: The Mercenaries 3D and Operation Raccoon City.

Enemies

Mercenaries 3D compiles some of the enemies and sub-bosses encountered across Resident Evil 4 and Resident Evil 5. One of the boss creatures from Resident Evil 5, called Popokarimu, also makes a couple of appearances as a special enemy the player must kill.

All sub-bosses in the game will explode upon death, which can deal a lot of damage to both the player and any nearby hostiles.

Common Enemies

Villager Majini

The weakest and least well-equipped of the common enemies in the game, the Villagers of Kijuju reprise all of their rudimentary weapons--shovels, pickaxes, dynamite--from Resident Evil 5.

Soldier Majini

More durable than the Villager Majini, Soldier Majini are also most distinctive for their more effective array of weapons, including cattle prods, bulletproof shields, and flashbang grenades. However unlike their appearances in Resident Evil 5, they will no longer be encountered with firearms. Similar to sub-boss enemies, there's a good chance that upon death a Soldier Majini will begin to expand and eventually explode, which can deal damage to both the player and any nearby hostiles.

Los Illuminados

The toughest of the common Ganado/Majini enemies, though their weapons aren't quite as damaging as the Soldier Majini. They nonetheless have a wide assortment of weaponry, ranging from scythes, dynamite, wooden shields, to sometimes even RPG-launchers.

Bui Kichwa

Most commonly encountered alongside Villager Majini, the Bui Kichwa is a small insect-like creature. It is exceptionally weak and will typically die from a single shot. Its only form of attack is to launch itself at the player character and wrap around them; this in doing so will force the player to only walk without any means of attack. To escape the player must tap the face-button prompts as they appear.

Chicken

Like their appearance in Resident Evil 5's Mercenary modes, chickens will be encountered throughout the levels. They will usually avoid the player and flee once combat erupts around them, however they have been known to on occasion attack the player by leaping at them, though the damage they inflict is minimal. Killing a chicken will always reward the player with two herbs to collect, and will also add to a player's combo.

Ganado & Majini Mutations

Upon withstanding so much damage, there is a chance that the Ganado and Majini enemies may mutate into something further. However whether they have the capability or not is determined by the Mission. Throwing a flashbang will kill any mutated enemies within the vicinity instantly.

Cephalo

Available to all Ganado and Majini varieties, when this mutation occurs the enemy will no longer make use of any weapons they previously used and will instead use the plagas almost akin to a whip to swipe the player. Because of the many skittering legs that litter the plagas, simply being too close to the mutated Majini can inflict damage without the Majini actually initiating an attack. Damage to the plagas host is now largely ineffective, and the Majini from then on is most vulnerable by shooting the plagas itself.

Duvalia

This mutation is exclusive to the Soldier Majini. The entire upper-half of the enemy is now enclosed within an impenetrable shell, with the vulnerable 'mouth' residing with. The Duvalia will primarily try to whack the player using its shell, but given the chance should the player get close enough will open its shell and chomp the player, instantly placing the player in the dying state. The only way to kill it without a flashbang is to shoot the lower regions of the Majini, forcing the Duvalia to fall onto its knees with the shell open, then shooting the inside.

Sub-Bosses

Executioner Majini

Wielding a massive hammer, they will pull it along the ground and slowly slam it unto the player should the player be close enough. The attack itself will empty a character's entire health bar, leaving them in the dying state. Besides that, the Executioner may also pick up the player forcing them to tap the face-button prompts as they show to escape. If unsuccessful, the Executioner throws the player to the ground and will execute and kill the player instantly - ignoring the dying state completely. Their other main attack is to swing the hammer left to right, with a slam in between each pair of swings.

While the Black Executioner is the one that will be most commonly fought against, there is also a Red Executioner that differs in appearance and is slightly more durable.

Chainsaw Majini

Like their name implies, this enemy has available a chainsaw. Though when close enough to strike, they tend to laugh maniacally often giving the player an added second to escape the Majini's attack range.

There are two versions of the Chainsaw Majini distinguished by the color of their trousers. The Chainsaw Majini wearing red, once killed, will stay dead. The ones wearing blue, however, once bested will soon get up and begin to flail madly with their Chainsaw making them much more so dangerous than usual. To compensate, they have very little health left before they'll then die for good.

Gatling Gun Majini

Sharing a particular resemblance to the 'J.J.' Ganado from Resident Evil 4, Gatling Gun Majini's are stocky Majini equipped with, like their name implies, gatling guns. They primarily attack by way of their gatling gun to rip through any players they manage to catch within their fire, though they will also use the gatling gun to smack the player away should they get close enough.

Big Man Majini

The weakest of all sub-bosses, they nonetheless carry a lot of strength - enough to withstand many close-range shots from a shotgun. They are especially formidable when close and can knock the player onto the ground with ease should any one of his attacks hit.

Garrador

One of the imports from Resident Evil 4, the Garrador is a tall creature equipped with a large claw on each hand. While it's also completely blind, it has highly acute hearing. Upon noticing the player it will rush to their vicinity and madly swing around the area. Their other most notable attack is their charging lunge attack, to which kill a player instantly should they get caught by it. It may alternatively have the Garrador get its claw stuck into a wall, allowing the player some easy shots at its weak-point located on its back.

When attack with explosives such as grenades, it may then fall over onto the ground with its back exposed, again allowing for some easy potshots.

Super Salvador

A 'Super' variant of the Dr. Salvador enemy encountered in Resident Evil 4, Super Salvador is the toughest and most antagonizing sub-boss in the game. It has a huge chainsaw made up of two smaller ones tied together, and it will continually swing the chainsaw as it moves throughout the area. It's surprisingly fast and its chainsaw has a fair bit of reach; any attack from Super Salvador will also kill the player instantly, completely ignoring the Dying state regardless of the player-character's condition.

Boss

Popokarimu

The only boss monster in the game, the creature's attack patterns will switch between chasing the player on the ground, and hounding the player from the air. Popokarimu's front is impenetrable from gunfire, though its rear of its tail is highly vulnerable. When close enough to its front, it will also swipe at the player with its front claws. Most of its attacks can be avoided by way of a QTE.

The most suitable strategy is for the player to lay down mines; after the Popokarimu comes in vicinity, the explosion will knock it over giving the player ample time to fire at its weak point.

Missions

There are 30 missions in total across the game, all of which star across eight stages from both Resident Evil 4 and Resident Evil 5. Though there also exist some that feature a different time of day, such as the Resident Evil 5 stage Public Assembly set during nighttime as opposed to day.

The eight stages are:

Resident Evil 4

  • Village
  • Deserted Island
  • Old Castle

Resident Evil 5

  • Public Assembly
  • Mines
  • Ship Deck
  • Missile Area
  • Prison

And a full list of missions is as such:

1-1

  • Stage: Public Assembly.
  • Objective: Follow the markers.
  • Beginning Time: 2:30
  • Enemies: N/A.
  • Sub-Boss(es): N/A.
  • Duo Mode: Not available.

1-2

  • Stage: Public Assembly - Night.
  • Objective: Destroy all red drums.
  • Beginning Time: 2:12
  • Enemies: N/A
  • Sub-Boss(es): N/A
  • Duo Mode: Not available.

1-3

  • Stage: Public Assembly.
  • Objective: Defeat all enemies within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Villager Majini.
  • Sub-Boss(es): N/A
  • Duo Mode: Not available.

2-1

  • Stage: Public Assembly - Night.
  • Objective: Defeat all enemies within the time-limit.
  • Beginning Time: 1:30
  • Enemies: Villager Majini.
  • Sub-Boss(es): N/A.
  • Duo Mode: Not available.

2-2

  • Stage: Public Assembly.
  • Objective: Defeat all enemies within the time-limit.
  • Beginning Time: 1:00
  • Enemies: Villager Majini
  • Sub-Boss(es): N/A.
  • Duo Mode: Not available.

2-3

  • Stage: Ship Deck.
  • Objective: Defeat all enemies within the time-limit.
  • Beginning Time: 3:00
  • Enemies: Villager Majini
  • Sub-Boss(es): Big Man Majini
  • Duo Mode: Yes.

3-1

  • Stage: Missile Area.
  • Objective: Kill all enemies within the time-limit with the help of red drums and flashbang grenades.
  • Beginning Time: 2:15
  • Enemies: Villager Majini.
  • Sub-Boss(es): N/A.
  • Duo Mode: Not available.

3-2

  • Stage: The Mines.
  • Objective: Kill all enemies within the time-limit.
  • Beginning Time: 1:30
  • Enemies: Villager Majini.
  • Sub-Boss(es): N/A.
  • Duo Mode: Not available.

3-3

  • Stage: The Mines.
  • Objective: Get a 20-kill combo.
  • Beginning Time: 1:30
  • Enemies: Villager Majini.
  • Sub-Boss(es): N/A
  • Duo Mode: Not available.

3-4

  • Stage: Public Assembly - Night.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Villager Majini.
  • Sub-Boss(es): Big Man Majini.
  • Duo Mode: Not available.

3-5

  • Stage: Deserted Island.
  • Objective: Defeat the Popokarimu.
  • Beginning Time: 1:00
  • Enemies: Bui Kichwa.
  • Sub-Boss(es): N/A.
  • Duo Mode: Yes.

4-1

  • Stage: Village.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Illuminados.
  • Sub-Boss(es):
  • Duo Mode: Yes.

4-2

  • Stage: Missile Area.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Villager Majini.
  • Sub-Boss(es): Big Man Majini.
  • Duo Mode: Yes.

4-3

  • Stage: Deserted Island - Evening.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini.
  • Sub-Boss(es): Gatling Gun Majini.
  • Duo Mode: Yes.

4-4

  • Stage: Public Assembly.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Villager Majini.
  • Sub-Boss(es): Big Man Majini, Chainsaw Majini.
  • Duo Mode: Yes.

4-5

  • Stage: Ship Deck.
  • Objective: Survive 15 waves of enemies, or until the timer run outs.
  • Beginning Time: 3:00
  • Enemies: Villager Majini, Los Illuminados, Soldier Majini.
  • Sub-Boss(es): Chainsaw Majini, Big Man Majini, Gatling Gun Majini, Garrador.
  • Duo Mode: Yes.

5-1

  • Stage: Old Castle.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Illuminados.
  • Sub-Boss(es): Executioner Majini.
  • Duo Mode: Yes.

5-2

  • Stage: The Mines.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Villager Majini.
  • Sub-Boss(es): Super Salvador.
  • Duo Mode: Yes.

5-3

  • Stage: Ship Deck.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini.
  • Sub-Boss(es): Garrador.
  • Duo Mode: Yes.

5-4

  • Stage: Prison.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Solder Majini.
  • Sub-Boss(es): Executioner Majini.
  • Duo Mode: Yes.

5-5

  • Stage: Deserted Island.
  • Objective: Defeat the Popakarimu.
  • Beginning Time: 2:00
  • Enemies: Los Illuminados.
  • Sub-Boss(es): Executioner Majini.
  • Duo Mode: Yes.

EX-1

  • Stage: Village - Night.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Iluminados.
  • Sub-Boss(es): Garrador, Super Salvador.
  • Duo Mode: Yes.

EX-2

  • Stage: The Mines.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini.
  • Sub-Boss(es): Chainsaw Majini, Gatling Gun Majini.
  • Duo Mode: Yes.

EX-3

  • Stage: Ship Deck.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini.
  • Sub-Boss(es): Garrador, Super Salvador.
  • Duo Mode: Yes.

EX-4

  • Stage: Old Castle.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Iluminados.
  • Sub-Boss(es): Garrador, Executioner Majini.
  • Duo Mode: Yes

EX-5

  • Stage: Public Assembly - Night.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Illuminados.
  • Sub-Boss(es): Executioner Majini.
  • Duo Mode: Yes.

EX-6

  • Stage: Deserted Island
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini
  • Sub-Boss(es): Gatling Gun Majini
  • Duo Mode: Yes.

EX-7

  • Stage: Missile Area
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Los Iluminados.
  • Sub-Boss(es): Chainsaw Majini, Super Salvador.
  • Duo Mode: Yes.

EX-8

  • Stage: Prison.
  • Objective: Get as high a score as possible within the time-limit.
  • Beginning Time: 2:00
  • Enemies: Soldier Majini.
  • Sub-Boss(es): Chainsaw Majini, Executioner Majini.
  • Duo Mode: Yes.

EX-9

  • Stage: Deserted Island - Evening.
  • Objective: Survive 15 waves of enemies, or until the timer run outs.
  • Beginning Time:
  • Enemies: Villager Majini, Soldier Majini, Los Iluminados, Bui Kichwa.
  • Sub-Boss(es): Chainsaw Majini, Executioner Majini, Gatling Gun Majini, Big Man Majini, Garrador, Super Salvador.
  • Duo Mode: Yes.

Save Data

The save data on Mercenaries 3D's game card cannot be reset or deleted. A certain amount of fan complaint regarding this fact that arose led Capcom to publicly respond, and they stated that the idea of the game being resold or traded did not come to mind during development. Capcom cited the game's structure, designed for replayability and emphasis on scores, as another reason for the lack of a data reset feature:

In Resident Evil: The Mercenaries 3D, all mission progress is saved directly to the Nintendo 3DS cartridge, where it cannot be reset. The nature of the game invites high levels of replay-ability in order to improve mission scores. In addition, this feature does not remove any content available for users.

Trivia

  • All of the character themes from Resident Evil 4's Mercenaries mode returns, alongside some new tracks composed for the game.

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