Mayhem mission briefing.
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To gain those missions, you need to defeat the villains in the zone where the Mayhem mission is taking place. Those are enemies who are not PPD, Psi-Cops, Police Drones or Longbow, and are usually some form of villain group resident to the zone. However, defeating those villains will only yield a dud clue. That's a clue that doesn't mean anything and doesn't give a key. It will also not generate a waypoint, or so has been my experience.
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Sorry, if I'm misunderstanding this, but I can state that most of the time you do in fact get a key that spawns a waypoint. Not always.
I have a feeling that there might be five spawn of non PPD enemies per zone, each keyed to a different side mission, but, depending on your level and which missions have been randomly chosen, only a certain number of them will give a key, the others giving you "duds", as you mentioned. At least, thats as near as I can ascertain.
Here you come with a stupid name like Fixer - brutalkillz_
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Sorry, if I'm misunderstanding this, but I can state that most of the time you do in fact get a key that spawns a waypoint. Not always.
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Exactly. Going off Positron's comment that the number of side missions is level-dependent and my experience of getting dud clues (I got a wanted poster) would suggest exactly that.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Exactly. Going off Positron's comment that the number of side missions is level-dependent and my experience of getting dud clues (I got a wanted poster) would suggest exactly that.
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Ah, right. I thought you were inferring that you'd get a dud, EVERY time. Gotcha then.
Here you come with a stupid name like Fixer - brutalkillz_
But... if you got a wanted poster, then it's not a dud. Go free the person from the jail and get an extra... 3 minutes, I think it was? Either way. It's extra time (which is pretty much spent going to the jail, breaking the person out, and leaving).
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Going off Positron's comment that the number of side missions is level-dependent and my experience of getting dud clues (I got a wanted poster) would suggest exactly that.
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The wanted poster is a special case. It doesn't give you a key because you can already get into the police station, and it doesn't set a waypoint because the police station is already on the map.
edit - re: 'dud' clue - beaten to it twice.
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I wonder if there's either a bug, or perhaps something left unsaid about bonus time.
I've done 3 mayhem missions so far. 1 with my lvl 7 Dom and a lvl 7 brute. 1 with my lvl 27 brute and the lvl 7 brute, so I could get the atlas exp badge. Finaly one solo with my brute.
For the first two we got plenty of bonus time. The solo one however I was only getting bonus time for resisting arrest. I smashed a good dozen or more cars and didn't notice any bonus time. When I ran it with the 2 brutes we seemed to get it every 3-4 cars.
However when I ran it with my lvl 27 brute, the broker in question had no more contacts to give me, and it took 5 newspaper missions to get the mayhem. I wonder if mayhem missions that don't count, because there's no contact to get are different.
I think I'm going to test that today and pay more attention.
I didn't even get a poster—I just noticed the spawn talking about the jailed villain.
Now if you could just explain the side missions. I did a mayhem today, killed a boss, got a key, went inside the waypoint, captured the civie, and walked out. Now wet? The civie followed me all over, but I had no idea what to do to finish the side mission, and nothing in the briefing said what to do.
Anybody have a clue about this?
-jeff
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Now if you could just explain the side missions. I did a mayhem today, killed a boss, got a key, went inside the waypoint, captured the civie, and walked out. Now wet? The civie followed me all over, but I had no idea what to do to finish the side mission, and nothing in the briefing said what to do.
Anybody have a clue about this?
-jeff
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You're supposed to take the civilian to your own "exit point". As in, the exit of the Mayhem Mission, not just the exit of the building.
There should be a waypoint marker on the map and nav bar, but it wouldn't surprise me if this was also bugged for some.
Also, I noticed that if the hostage manages to lose you, they run back to the building they came from... and refuse to follow you anywhere afterwards.
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But... if you got a wanted poster, then it's not a dud. Go free the person from the jail and get an extra... 3 minutes, I think it was? Either way. It's extra time (which is pretty much spent going to the jail, breaking the person out, and leaving).
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Point taken, but it's never really explained. Will edit my original post if I still can.
*edit* Craps! No-go, sorry. It timed out.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You're suppsed to escort the villain to the map exit? =0_o= Geez, and I thought the reward was having an NPC helping you out in the fights. <_<
I guess if you're playing a non-fighting type, having an NPC along would be useful, and you can escort him out after you rob the bank.
As far as the clues go, the PPD station, the map exit, and the bank are all on the map when you start, but clues that lead to other spots are added when you get that clue. At least, that's what I've seen. <_<
However, the first time I did the Atlas map, we didn't get a clue for the villian in the PPD station, but we heard about him from the villains talking. It was only the next time through, which also had a villain incarcerated, did we notice that we couldn't just enter the station and free a non-existant villain... we had to beat the stuffin's out of the baddies to get a poster.
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where is the villian kept, I got to the jail cells and didn't see anyone after breaking down a few doors...
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You're suppsed to escort the villain to the map exit? =0_o= Geez, and I thought the reward was having an NPC helping you out in the fights. <_<
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No, you're supposed to take a kidnapping villain to the exit of the map, not the NPC villian.
The NPC villain is there to help you blow stuff up.
Here you come with a stupid name like Fixer - brutalkillz_
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You're suppsed to escort the villain to the map exit? =0_o= Geez, and I thought the reward was having an NPC helping you out in the fights. <_<
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No, you're supposed to take a kidnapping villain to the exit of the map, not the NPC villian.
The NPC villain is there to help you blow stuff up.
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If you ever get a mystery Key or don't know exactly what the side mission is supposed to do, check your CLUES tab. A short briefing of the side mission should appear.
Also, if you get a key with no waypoint, you can always check your mini-map for the non-bank, non-police station waypoint (its usually near the spawn you defeated).
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My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.
Bug? Intended? Pie?
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My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.
Bug? Intended? Pie?
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I noticed that too. Was wondering where she went to.
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My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.
Bug? Intended? Pie?
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I noticed that too. Was wondering where she went to.
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About half the time mine leave the police station, other half they vanish. Of course, they are often useless because they spend more time blowing up scenery than cops .
Maybe this is related to the bug where 1 mm henchman will become disconnected/uncontrolled when you move through a mayhem mission door?
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My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.
Bug? Intended? Pie?
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I noticed that too. Was wondering where she went to.
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About half the time mine leave the police station, other half they vanish. Of course, they are often useless because they spend more time blowing up scenery than cops .
Maybe this is related to the bug where 1 mm henchman will become disconnected/uncontrolled when you move through a mayhem mission door?
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I think it might more likely be related to how long it used to take your henchmen to actually go through the doors in the mayhem missions.
Oh and if you ever go through a door and ALL your pets're gone from your pet display and none show up, just re-summon your tier 1. It'll pop up all of them again. Sadly, from what I can tell, this doesn't help with the random pets becoming uncontrollable (yet they still follow) and disappearing from the pet tab.
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My NPC villain never leaves the station with me. I exit and he doesn't come with. I re-enter and he's gone.
Bug? Intended? Pie?
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I've noticed that on the Founder's Falls map. It's always a stalker there, at least it has been for me. I don't have that problem with my lowbies on the Atlas Park map, when I rescue the corruptor.
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In the Mayhems I've done, we always busted out the NPC villain, lost them when we transitted outside of the jail, and then would HEAR them when we ducked into the next side mission, saying something clever that translated to "NPC villain is no longer following you." After that we never saw them again.
From this I deduce that they're SUPPOSED to follow you around the zone, but (at least for us) take too long to transit the door - they don't finish zoning out until you've gone through another mission door, whereopon they automatically dump you.
Kind of a pain.
Also: side mission waypoints don't clear off your map after they've finished (i.e. the time bonus is awarded.)
This makes a five-side-quest mission map unbearably cluttered after a while. Figuring out which one is the fifth mission waypoint ain't fun.
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Also: side mission waypoints don't clear off your map after they've finished (i.e. the time bonus is awarded.)
This makes a five-side-quest mission map unbearably cluttered after a while. Figuring out which one is the fifth mission waypoint ain't fun.
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I employ the Oblivion Maneuver in such cases.
Enter, see if the minimap's filled in, if it is, leave.
--GF
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Except in the Magic pool. Positron I have petitioned the stupid rescue 21 magicians mission EVERY SINGLE TIME I FIGHT IT.
The mission description NEVER SAYS DEFEAT ALL. If the mission is DEFEAT ALL IT SHOULD SAY - DEFEAT ALL.
I went thru late one night on my Emp/Elec defender for 3 stupid hours in this mission. I defeated all of the mobs holding the 21 magicians. Guess what? IT WAS DEFEAT ALL.
Missions clues tab is mostly useless. It often does not tell you what to do.
Since I've been seeing some recurring questions about Mayhem missions, a lot of which remain unanswered or uncertain, I've decided to post the briefing message that I got about them. I have seen evidence that not everybody seems to see that briefing message, so I've decided to put it here for all to see. You'll notice I cut out the acrual mission briefing and left only the explanatory text displayed in blue.
Mayhem Mission Briefing
For the sake of consistency, I'll transcribe the text below:
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This is a mayhem mission. You can earn extra time by destroying property and creating diversions away from the bankitself.
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Ech 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.
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Five side missions can be found on this map. Keys (found by defeating certain enemies) are needed to unlock these side missions. Each completed side mission also rewards a time bonus.
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Each character that is at least level XX the first time they successfully complete this mission.
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Point for point, let me explain what these mean.
You get time bonuses for destroying items, but you will only get the time bonus for a given type of item once. Period. Once you've gotten a time bonus for, say, carboard boxes, you will never get another one for them, regardless of how many you destroy.
Also the ammount of items you need to destroy is dependent on your team. What that means is that wile solo you only need a couple of cars to get a time bonus, on a team you may need to destroy them in their dozens for that same bonus.
As per Positron, you can get UP TO 5 missions on any given Mayhem Mission, however those depend on the level of the mission. Extreme low level missions (6-10) will usually have just a single side mission, whereas extreme high level missions (45-50) will have all five side missions.
To gain those missions, you need to defeat the villains in the zone where the Mayhem mission is taking place. Those are enemies who are not PPD, Psi-Cops, Police Drones or Longbow, and are usually some form of villain group resident to the zone. However, defeating those villains will only yield a dud clue. That's a clue that doesn't mean anything and doesn't give a key. It will also not generate a waypoint, or so has been my experience.
You can gain a temporary power from a Mayhem Mission of a given level range only once, and only if you're above the lower end of the level range. For the mission I have a picture of, that means characters above 40. It doesn't have to be your missions, and once you gain your temporary power, you can never gain another temporary power from that level range of Mayhem mission ever again on that character. You may, however, find other temporary powers in some of the side missions, I am told.
I hope that helps, and I hope it's not a duplicate of somebody else's post.