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Side modes

Extra modes, DLC, unlockables, endings and secrets.

Modes

Campaign: Chapter Select and playing as Sheva

There's no New Game+: after the clear, every chapter is replayed from Chapter Select on any difficulty with your whole inventory, money and upgrades. The Chapter Select screen shows the emblems found per chapter and the sum of your best times (Total).

After the first clear you can pick Sheva as the lead, with Chris as the AI. Co-op is 1 or 2 players, split screen or online.

Before each chapter, Special Settings (Play Game menu) switches on what you bought in Bonus Features: COSTUME SELECT, FILTER SELECT and INFINITE AMMO.

The Mercenaries

Opens when you clear the campaign. Solo or duo. 8 stages: Public Assembly, The Mines, Village, Ancient Ruins, Experimental Facility, Missile Area, Ship Deck and Prison (the only one not taken from the campaign). A B rank opens the next one (except Prison).

  • You start with 2:00. Melee a time crystal for +30 s to +1:30 (each one once); every melee kill adds 5 s.
  • Each stage has 150 enemies, up to 12 at once. Kill them all and every second left is worth 1,000 points.
  • Combo: kill within 10 s of the last kill. Combo timers add 1,000 per kill while they run.
  • Points per enemy: Red Executioner 15,000, Gatling Gun Majini 10,000, Chainsaw Majini 7,000, Reaper 6,000, Giant Majini and Executioner Majini 5,000, chicken 2,000.
  • Solo: you get up from DYING by mashing the button. If you die there's no rank.

An A rank on each stage opens a character: Jill (BSAA), Wesker (Midnight), Chris (Safari), Sheva (Clubbin'), Chris (S.T.A.R.S.), Sheva (Tribal), Jill (Battle Suit) and Wesker (S.T.A.R.S.). EP per rank: D 200, C 600, B 1,000, A 1,500, S 3,000, SS 5,000 (SS needs 90,000 points solo or 150,000 as a duo).

Mercenaries Reunion, United and No Mercy

Reunion (Gold Edition): the same maps with remixed enemies and bonuses, sub-bosses from 50 kills on and, after the 150th kill, 300 points per second left. It adds Josh, Excella, Barry and Rebecca and the new costumes for Chris (Warrior, Heavy Metal) and Sheva (Business, Fairy Tale). Each pair has its own special melees.

United (PS4, Xbox One and Switch) puts the original mode and Reunion on two pages: 18 characters and costumes, every stage and character open from the start. Chris and Sheva use the base-mode melees even in Reunion costumes.

No Mercy (inside United on Switch): far more enemies per stage (sources say 300 or 400) and twice the sub-bosses. Duo by invite is buggy (only 150 enemies spawn, or it crashes).

An S rank with Chris (Warrior) or Sheva (Fairy Tale) opens extra figure 09; with Chris (Heavy Metal) or Sheva (Business), number 10.

Versus (online)

Online only, 2 to 4 players, under Extra Content. Four types:

  • Slayers: free-for-all; kill Majini for points, killing players scores too, dying costs points and last place scores double.
  • Survivors: free-for-all; you win by damaging the other players. There are pickups on the map and you drop a random weapon when you die.
  • Team Slayers and Team Survivors: the same, 2 against 2.

You start with Chris and Sheva (BSAA); the other 8 are bought in Bonus Features for 134,000 EP in total (Let's Get This Party Started!). Mercenaries unlocks don't carry over to Versus. We couldn't confirm whether matches or servers are still active in 2026: treat the 10 Versus awards as possibly unobtainable. Switch has no achievements.

DLC

Lost in Nightmares: the essentials

Chris and Jill in the Spencer mansion, 2006. It takes about 1 hour. Sources disagree on when it opens (after 3-1 on Switch, per Nintendo Life and Fandom; after the campaign clear, per others); you already have it. After the first clear you can play as Jill; Professional opens once you clear it on Veteran.

  • No saving: checkpoints only. Play it in one sitting.
  • It doesn't use your inventory. Weapons are random, following one of 3 patterns (magnum, M3 shotgun, rifle or machine gun in the bedroom, the dining hall and the storeroom); the storeroom grenades are fixed.
  • Structure: mansion (three passwords and the Centaur Emblem) → spike-ceiling trap → prison (Silver Crest and Gold Crest) → both crests open the gate; crossing it drops you through a trap and you lose every weapon → maze → back to the mansion (two M92Fs and a First Aid Spray) → Wesker.
  • Maze: lure the Blob under the spike ceilings you raise with the coloured cranks. Each crushed Blob leaves a shard: you need 1 on Amateur, 3 on Normal and 4 on Veteran and Professional.
  • Wesker: the fight ends by itself at 3:00.

Lost in Nightmares: Score Stars, S rank and Wesker

18 fixed Score Stars (Wish Upon a Star). Two points of no return: the first 10 before you jump from the "Jump Down" ledge (11 can still be seen from below), and up to 17 before you cross the crest gate. Number 18 is back in the mansion: take an M92F from the bodies and go back for it.

  • Blob: its weak spot is the yellow eye behind the growth on its right arm; one shot always stuns it and about 3 magnum shots kill it on Normal. Its grab kills you if your partner doesn't free you. In the mansion you don't have to fight: you can outrun it.
  • S rank (It's Just a Bad Dream!): all the stars, Kung Fu Fighting and one Blob (or 2 Blobs without Kung Fu) to top 13,000 points, little damage and speed.
  • Kung Fu Fighting: shoot Wesker 3 times from range; he dodges twice, then charges you. Dodge and melee on the prompt. 3 to 4 counters make him leave early: a 3,000-point star and the award.
  • On every difficulty except Professional you can mash buttons through the prompts, except Wesker's dash.
  • Secret Blob: there's one more on the prison's upper walkway; on Professional it can be stunned with incendiaries and is worth 4,000 points.

Desperate Escape: the essentials

Jill and Josh escape the Tricell facility. It takes 1 to 2 hours. It opens once all 16 chapters are cleared; after the first clear you can play as Josh, and Professional opens once you clear it on Veteran. No saving, checkpoints only.

  • Randomised: after the first run each act picks Town Majini or Base Majini; weapons are random at mostly fixed spots, following one of 3 patterns. Base Majini can swell up and explode when they die.
  • Act 1, transport area: get the Transport Area Key; the first boss jumps out of a container and drops the Emergency Exit Key.
  • Act 2, communications facility: the alarm spawns enemies endlessly until you move on. Blow the heavy gates with the mounted rocket launchers.
  • Act 3, helipad: before you pass the blue crate, take the First Aid Spray, the ammo and 2 Hand Grenade. Then hold out for about 7 minutes (the timer starts at 5:00 and, at about 0:40, Doug radios and it jumps to about 2:40) until Doug lands. Defend the east upper walkway and knock off anyone climbing the ladders.

Almost every boss (Chainsaw Majini, Gatling Gun Majini, Red Executioner) swells and explodes when it dies: keep shooting as it falls. They have less health than in the campaign.

Desperate Escape: Agitators, 150 kills and the S rank

Shoot the Messenger asks for all 3 Agitator Majini in one run, and the same player must kill all three. Deny them their Plaga with a leg shot and the rear melee.

  • Agitator 1 (transport area 1): the fickle one. Don't take the key until the third wave spawns, kill everyone (snipers included) and open the gate. If his cutscene plays, run back and kill him as he climbs. If he doesn't show, restart.
  • Agitator 2 (communications): after Jill unbars the north gate, clear the area and use both mounted rocket launchers. Kill the two pairs on the south walkway and he appears with 4 more. Solo, leave the AI on a turret.
  • Agitator 3 (helipad): comes out of the lift with 2 Big Man Majini only if you kill the bosses quickly.

Way of the Warrior (150 kills of your own): enemies respawn until you advance; hang back, especially in act 2. S rank (The Great Escape): fast, lots of kills (about 150), good accuracy, little damage. Save time by blowing the gates with the Rocket Launchers you find: the fixed one, past the assisted jump in the middle of the east area, and depending on the pattern another in a locker.

There are 2 fixed Score Stars worth 1,000 (on top of the first boss's container, and on a far container west of the south communications platform), but they give no award or reward.

Unlockables

What clearing the campaign opens

With all 16 chapters marked as cleared on your profile (on any difficulty):

  • Playing as Sheva.
  • The Safari (Chris) and Clubbin' (Sheva) costumes, plus Heavy Metal and Fairy Tale with the Gold content.
  • The Mercenaries and Mercenaries Reunion.
  • Desperate Escape (and Lost in Nightmares, if you didn't have it yet).
  • The INFINITE AMMO option in Special Settings.
  • The Classic Horror and Retro filters (depending on difficulty).
  • The first figurines and extra figures 01-06.
  • The Gatling Gun and Longbow, if you've already maxed the VZ61 or S75.

Later: Professional and the Noise filter (everything on Veteran), the infinite Rocket Launcher (under 5 hours), the Jill (Rare) and Wesker (Rare) figurines (A or S in every chapter) and the S.T.A.R.S. and Tribal costumes (25 and 30 emblems).

Costumes: 5 per character

They all cost 0 EP in Bonus Features once unlocked; pick them in Special Settings → COSTUME SELECT. They change almost everything except a few cutscenes.

  • Chris: BSAA (default), Safari (clear the game), S.T.A.R.S. (clear + 25 BSAA Emblem), Warrior (Gold content, from the start), Heavy Metal (Gold content + clear).
  • Sheva: BSAA (default), Clubbin' (clear the game), Tribal (clear + 30 BSAA Emblem), Business (Gold content, from the start), Fairy Tale (Gold content + clear).

A Japanese guide says the Safari sunglasses protect Chris from Flash Grenade glare (no second source). All Dressed Up needs every one bought, so you need all 30 emblems.

Bonus weapons and infinite ammo

Weapons from maxed upgrades: M93R, Hydra and S&W M500 (₦30,000 each), Gatling Gun and Longbow (₦50,000, which also need the story cleared; their ammo is already infinite).

Infinite ammo, in order: (1) clear all 16 chapters; (2) max the gun with ₦; (3) buy it in Bonus Features with EP; (4) Special Settings → INFINITE AMMO → ON; (5) when starting the chapter, set Infinite Ammo to “Yes”. Forgetting step 5 is the usual mistake.

EP prices (PS3/360/PC, five sources): M92F and VZ61 6,000; Ithaca M37 8,000; H&K P8, SIG P226 and H&K MP5 10,000; M3 and Jail Breaker 12,000; AK-74, SIG 556, S75, Dragunov SVD, H&K PSG-1, S&W M29 and L. Hawk 15,000; M93R, Hydra and S&W M500 20,000. Total: 239,000 EP. One guide for the PS4/Switch version gives half of each price: check yours in the menu.

In co-op, each player needs their own purchase and, per one Japanese source, the host must allow infinite ammo in the session. It doesn't carry into The Mercenaries. With no reloading the pace jumps: start with the cheap ones (M92F, VZ61, Ithaca M37).

Infinite Rocket Launcher: the 5-hour challenge

It unlocks when the sum of your best times (Total on Chapter Select) drops under 5 hours. Each chapter keeps its best time, so you can lower it chapter by chapter. Sources disagree on whether every time must come from the same difficulty: do them all on one, preferably Amateur.

The unlock costs no EP or ₦, but it doesn't give you a new weapon: it makes the ordinary Rocket Launcher infinite. You need one in your inventory (free in the sunken boat in 3-1, or ₦10,000 in the shop) and infinite ammo switched on in Special Settings and at chapter start.

The S-rank times add up to 5:17, so they aren't enough: aim for the times on the “Saving time” card. A rocket to a weak spot takes out almost every boss, Uroboros Wesker included.

Figurines and filters

Filters (0 EP, Special Settings → FILTER SELECT): Classic Horror, black and white (everything on Amateur or higher); Retro, sepia (everything on Normal or higher); Noise, film grain (everything on Veteran or higher).

Figurines: 46 in Bonus Features. Chris (BSAA) and Sheva (BSAA) are free; the other 44 cost 500 EP (22,000 in all) and need chapters cleared plus 0, 5, 10, 25 or 30 emblems. The last gates:

  • Uroboros Aheri: chapter 6 + 30 emblems.
  • Chris (Rare): everything + 25 emblems. Sheva (Rare): everything + 30 (one source says 25; 30 is safe).
  • Jill (Rare): A rank or better in every chapter.
  • Wesker (Rare): S rank in every chapter (difficulty can differ per chapter).

The 10 extra figures (Extra Content) don't count for They're ACTION Figures!: 01-06 on a campaign clear, 07 for clearing Lost in Nightmares, 08 for clearing Desperate Escape and 09-10 for S ranks in Mercenaries with the new costumes.

How many EP you need and how to get them

  • Figurines: 22,000 EP.
  • Versus characters: 134,000 EP (Chris Safari 8,000, Chris S.T.A.R.S. 13,000, Sheva Clubbin' 6,000, Sheva Tribal 15,000, Jill BSAA 5,000, Jill Battle Suit 7,000, Wesker Midnight 30,000, Wesker S.T.A.R.S. 50,000).
  • Infinite ammo for all 18 guns: 239,000 EP.

The fast route is The Mercenaries: an SS is worth 5,000 EP, more than any chapter (S on Professional = 2,500). Without a reliable partner, one Japanese route suggests S-ranking 1-1 on Veteran in under 10 minutes, over and over. The profile cap is 9,999,999 EP.

Endings

One ending

RE5 has no alternate endings and no dialogue choices: the campaign always ends the same way, and each DLC episode has its own fixed ending. The only thing that can go wrong at the end is the helicopter sequence: miss that prompt and you die and repeat it.

After the credits, the cutscenes are in the Library (main menu: documents, figurines and cinemas). Lost in Nightmares adds a scene of its own when you clear it.

What does change: optional scenes and outcomes

  • Wesker flees early (5-3): deal him enough damage before 7:00 (about 5 magnum shots or 3 beat-downs). You get the Heart of Africa (₦10,000) and the Bad Blood award. The gem lies between the two staircases when phase two starts: take it before you remove Jill's device.
  • Don't kill Jill (5-3): if she dies, the mission fails. One player grabs her from behind and the other tears the device off her chest (Masters of Removing). Knocking her down and ripping it off while sitting on her doesn't count.
  • Executioner Majini (1-1): escape by holding out until the helicopter opens the gate, or kill him for the Gold Ring.
  • Allyson (1-2): her abduction always happens; her infected form always drops the Ivory Relief.

Secrets

Old-school Lost in Nightmares

  • Examine the mansion's front door 3 times: the camera switches to fixed angles with tank controls, as in the first Resident Evil. It goes back to normal if you examine the door 3 more times, die or change area.
  • Nods to the original: the Moonlight Sonata on the piano, the spike ceiling, the Keeper's Diary and a bat crashing through a window with a dog's howl, a wink at the Cerberus.
  • Chris has extra dialogue if he examines the crank groove.
  • Piano shortcut: a Hand Grenade thrown at just the right angle goes through the wall and hits the red button next to the Centaur Emblem, no sonata needed.

Hidden details

  • At the 1-1 Civilian Checkpoint, if both players stand still for a while, Chris and Sheva talk.
  • The Ndesu intro (a soldier crushed underfoot) is a tribute to RE4's El Gigante.
  • Sheva is left-handed so the two halves of the split screen mirror each other.
  • A Score Star in Lost in Nightmares reads “The African Star”, which suggests the BSAA Emblem were once stars.
  • Loading screens show excerpts from the History of RESIDENT EVIL file.
  • In the figurine viewer, a button plays a line or sound for each figure.

Little-known combat tricks

  • U-8 (5-1): with the U-8 stunned on the lift you can toss a Hand Grenade into its mouth.
  • Wesker catches rockets (5-3): in co-op, fire a rocket at him while he chases the other player. He catches it: switch at once to another gun (not a shotgun) and shoot the rocket in his hand. It counts for Bad Blood.
  • Invincible while throwing Jill: in 5-3, holding her doesn't protect you, but throwing her does.
  • Uroboros Aheri: while the laser recharges, put it down and kill the blobs it spits out; they drop ammo and herbs.

Co-op glitches (and a warning)

Egg (Rotten) duplication: you need two profiles (online, or split screen with two accounts). One gives the eggs to the other; the receiver quits and saves, the giver quits without saving; repeat. Up to 45 eggs per character: at ₦2,000 each, that is ₦90,000 per character. It works with any item. It's a glitch: use it if you like, it isn't needed.

Item theft: a host can kick whoever joins and keep their items. Be careful joining strangers.

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