Mayhem Mission

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Overview

Mayhem Missions (sometimes simply called Mayhems) are missions that villains may undertake in which there is a primary mission of robbing a bank and numerous secondary missions assigned that grant additional time and various bonuses. Secondary missions include destroying objects within the zone, and side missions unlocked by defeating certain enemies. In addition, each Mayhem mission map contains an exploration badge marker. Each Mayhem mission awards a specific temporary power for completing it successfully.

Mayhem missions are obtained from brokers and are available after completing several Newspaper missions. Check the progress bar for the broker in the zone. If it is full red, characters can talk to the broker to get the Mayhem mission. If not, then do more newspaper missions in the zone. Characters with the Hero Slayer badge can use Lord Schweinzer to play Mayhem missions they have outlevelled.

After completing or failing a Mayhem mission, characters can complete more newspaper missions in order to re-obtain it (provided one doesn't exceed the maximum level before re-completing the number of prerequisite newspaper missions). Note that a character may obtain the temporary power for successful completion of each individual Mayhem mission only once, regardless of how many times the Mayhem is successfully completed. Additionally, in order to obtain the Mayhem's associated reward, the character must be Threat Level equal to or higher than the minimum for that Mayhem; even advancing to the appropriate level while within the mission followed by successfully completing the mission will not award the power; the character must be trained to the minimum level of the Mayhem mission.

The hero equivalent to Mayhem Missions are Safeguard Missions.

Detailed Description

When a character has a mayhem mission available, he or she will receive the following note:

This is a Mayhem Mission. You can earn extra time by destroying property and creating diversions away from the bank itself.

Each type of item rewards a single time bonus after you destroy a certain number of that item. For each person on your team, you will need to destroy more of that particular item to get the time bonus.

Random side missions can be found on the map. Keys (found by defeating certain enemies) are needed to unlock these side missions. Each completed side mission also rewards a time bonus.

Every character that is at least a minimum level receives a special temporary power the first time they successfully complete this mission.

Mission Parameters

Note that you seem to need to be the correct zone for the broker to award a mayhem mission. For example, a Mayhem mission for a level 31 character is awarded in St. Martial, but not in Sharkhead. In the latter case you can still get paper mission in Sharkhead, and after the required number of missions will be asked to go see the broker in that zone for a "really big job". The broker will then say "I have nothing for you" and the paper missions will be reset.

Mayhem missions are assigned based on the level of the character as follows.

Zone Levels (*) Mission Exploration Badge Active Side Missions Completion Temp Power Key Holders Contacts In
Atlas Park 5 - 10 Rob Atlas Park bank Global Threat 1 Raptor Pack (Flight) Skulls Port Oakes, Cap au Diable
Kings Row 10 - 15 Rob Kings Row bank King Maker 2 Zero-G Pack (Super Jump) Clockwork Port Oakes, Cap au Diable
Skyway City 15 - 20 Rob Skyway City bank Road Raged 2 Resuscitation (Self Resurrect) Trolls Cap au Diable
Steel Canyon 20 - 25 Rob Steel Canyon bank Steel Worker 3 Summon Teammates (Group Recall) Family Sharkhead Isle
Independence Port 25 - 30 Rob Independence Port bank Tyrannical 3 Movement Increase Council Sharkhead Isle, Nerva Archipelago
Talos Island 30 - 35 Rob Talos Island bank Talon of Talos 4 Endurance Increase Freakshow Nerva Archipelago, St. Martial
Brickstown 35 - 40 Rob Brickstown bank Brickhouse 4 Health Increase Crey Nerva Archipelago, St. Martial
Founders' Falls 40 - 45 Rob Founders Falls bank Anarchist 5 Life Insurance (Debt Reduction) Devouring Earth Grandville
Peregrine Island 45 - 50 Rob Peregrine Island bank Gate Crasher 5 Regeneration Increase Knives of Artemis Grandville

(*) Note that at levels divisible by 5 (10, 15, 20, etc.) it is possible to get either of two different missions for the ranges above or below the current level. The mission is determined by your reputation and the number of contacts to whom you have been introduced. If you want to keep doing the lower mayhem mission at that level, then choose not to be introduced to any more contacts from the broker.

Objects

You gain bonus time for destroying objects. Once you destroy the requisite number of objects of a given type, you gain bonus time, but you will not gain any additional bonus time for destroying more of them. In addition, you will not gain bonus time from destroying objects after a successful bank heist (though you will still get time for completing side missions and resisting arrest). Keep in mind that some objects won't be worth destroying at the lower levels; for example, it may take you longer than one minute to destroy a PPD Swat Van.

Object Level Hit Points # Required (Solo) Time Explosion
Barrel 5 45 5 1:30 small
Bus Stop 8 70 1 1:00 none
Cardboard Box* 1 10 5 1:00 none
Car 10 195 5 3:00 medium
Crate 10 90 5 1:30 none
Dumpster 3 115 1 1:00 none
Fire Hydrant 5 45 1 1:00 none
Large Metal Crate 15 265 1 1:00 none
Mailbox 3 30 1 1:00 none
News Vendor 3 20 1 1:00 none
Parking Meter 3 20 5 1:00 none
Pay Phone 3 20 1 1:00 none
PPD Car 10 195 1 1:00 medium
PPD Swat Van 15 265 1 1:00 large
Trash Can 5 20 5 1:00 none
Truck 15 265 1 1:00 large

* Large Cardboard Boxes are treated as Cardboard Boxes.

Secondary Missions

The following are secondary missions that may be completed within a Mayhem Mission:


Mission Bonus Time Description
Kidnapping 8:00 Kidnap a person and bring them to the exit from the main zone map.
Raid 6:00 Raid a base of a villain group, possibly acquiring a Temporary Power.
Smash and Grab Safes - 5:00
Vault - 6:00
Break into safes and/or vaults for valuables, while avoiding security spotlights.
Break Out 3:00 Break another villain out of jail to assist you.
Arson 4:00 Set a building on fire.


It is random which secondary missions are spawned for each Mayhem Mission. Low level Mayhem Missions generally only have one or two active secondary missions, while higher level Mayhem Missions have more.

Secondary missions are unlocked by defeating groups of non-police, non-Longbow enemies in the missions. Clockwork in King's Row, Freaks in Talos, etc. Defeating the entire group of one of these enemies will give a key that unlocks the secondary mission.

Additional Time

Various diversions will add time to the Mayhem Mission. Destroying items, fighting PPD and Longbow, and completing side missions. For items, the number of each item required for the extra time is based on the number of players in the mission. Side mission time bonus are awarded simply for completing the side mission. The amount of time earned for each of these is listed in the previous sections. In addition, 0:30 is earned for each group of PPD defeated, and for each Longbow ambush triggered.

Note: You can still receive bonus time after robbing the bank and completing the mission as long as you don't click Exit.

Temporary Powers

Completion Rewards

The first time you complete each different Mayhem or Safeguard Mission, and are at least the minimum level for that that mission, you are awarded a temporary power. These include:

Note that these are awarded only once per character.

Weapon Raid Side Mission Rewards

These Temporary Powers are acquired by foiling the arms dealers during Weapon Raid Side Missions within Mayhem and Safeguard missions. These powers are awarded to the person who clicks the objective in the side mission, and are random as to which power is awarded.

Farming

It is possible to farm Mayhem Missions, particularly for badge credits, but a few quirks must be dealt with. First is the timer. There are actually two separate timers connected to Mayhem Missions. One inside the mission, and one outside it. If the mission is exited with more than 15 minutes on the inside timer, this extra time will show on the outside timer. When the mission is reset, the outside timer will still show the decaying extra time. But when the reset mission is entered, the inside timer will again start at 15 minutes. If the inside timer is again boosted above 15 minutes and the mission is exited again, this new extra time will have been added to the external timer as well.

However, if the mission is reset the first time with less than 15 minutes on the inside timer, when it is entered again it will still show the decreased time. The differing timers really only show up when extra time is on the internal timer when the mission is reset.

But the result of this is that, as long as some extra time is collected before the mission is reset, the internal timer should always be starting with a fresh 15 minutes after each reset.

The other quirk of reseting Mayhem Missions for badge credits has to do with how the side missions do or do not reset. If the mission owner never enters the mission, then the side missions can be reset over and over. For Mayhems with less than the full five side missions, which side missions are in the specific mission will not change with resetting, but the ones that are there can be completed multiple times for badge credits. (And for Temp powers from the Raid side mission.)

However, if the mission owner enters the mission, any side missions that are completed will no longer reset, and will not be active after the mission resets.

It is possible, using the reset methods, to farm all of the Mayhem achievement badges. This is especially fast and easy with a team of 8 using a level 5 player's mission. This even includes Hero Slayer. To farm Hero Slayer, simply rob the bank vault and defeat the responding hero, but do not defeat the longbows that respond with the hero. Defeating the hero will give credit toward Hero Slayer, and the mission will not complete if the longbow are ignored.

Badges

Badge

You've struck at Atlas Park, the very heart of Paragon City, proving nowhere is safe from villainy!


As a villain you struck at Atlas Park, the very heart of Paragon City, proving you must always be vigilant in its defense.

Badge
King Maker (-249.0, -42.0, -2518.0)[Copy]

This is the spot in Kings Row of a famous bloodbath where the Marcone made a vicious power play against the Verandi.

Badge
Road Raged (-648.0, -42.0, -4031.0)[Copy]

Hair pin risers like this road in Skyway City can incite rage even in pedestrians.

Badge
Steel Worker (-4599.0, 0.0, 1498.0)[Copy]

Not even the hardened metal made in these factories of Steel Canyon can protect the city from you.


Not even the hardened metal made in these factories of Steel Canyon was able to protect this city from determined villains. Good thing Paragon has you now to do it.

Badge
Tyrannical / Revolutionary (-1210.0, -23.1, -2706.0)[Copy]

It isn't uncommon to see the Family taking associates for a walk with cement shoes at this beach in Independence Port.


The Family doesn't make as many deals on the beach in Independence Port since you started working in Paragon.

Badge
Talon of Talos (-1441.0, 160.0, 6876.0)[Copy]

Back alleys in Talos Island like this one are perfect for waiting in ambush.


You know all the possible places where criminals lurk to ambush people in Talos - knowledge that only someone from the other side could have.

Badge
Brickhouse (-161.0, 0.0, -147.0)[Copy]

You have discovered an underground safe house in Brickstown kept right under the noses of the PPD.

Badge
Anarchist / Libertarian (3807.0, 0.0, 2692.0)[Copy]

It is here that the Devouring Earth nearly set off a biological bomb to infect the citizens of Founders' Falls.

Badge
Gate Crasher / Gate Closer (-1154.0, 0.3, -3078.0)[Copy]

Even this gateway to Portal Corps in Peregrine Island couldn't keep you out with the help of the Arachnos Flyer.


You'd hate to have to defend Portal Corps from the Arachnos Flyer should it ever return to Peregrine Island.

Badge
Invader (requires rogue/villain)

No corner of Paragon City is safe from your destruction!

Badge

The citizens of Paragon City flee in terror when they see you coming.


Given your past deeds, many of Paragon City's citizens are understandably wary of you.

Badge

You've done your part to help keep Paragon City's streets clear of traffic.

Badge

The Paragon Police Department can't come close to keeping you behind bars.

Badge

No vault can keep its treasures safe from your brutal onslaught.

Badge

You've taken your rage out on everything not nailed down in Paragon City.

Badge

Not even the best of the best can stop you!

Badge

You have set Paragon City ablaze!

Badge
Force of Nature (requires rogue/villain)

Paragon City felt your wrath; you are a true Force of Nature!

See Also