Tier List

Mr.Mix Badge Tier List

S through D by real award rates — plus two unreleased Secret badges with zero unlocks.

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Mr.Mix Badge Rarity Tiers

This Mr.Mix badge tier list ranks AirAlarm’s awards by how rarely players actually earn them, not by how scary the icon looks. Percentages below are live win rates as of the September 2026 snapshot this wiki is using: S at 0.1%, A from 0.3% to 0.6%, B from 0.8% to 2.5%, C in the single and low double digits, and D for the join badge that almost everyone owns. Unranked covers Secret 1 and Secret 2, which have zero awards and are treated as unreleased. For step-by-step routes, use the badge guide. For the spider that gates the rake award, use Mixer.

Mr.Mix is a 16-player Roblox horror adventure that launched on 14 August 2024. Badges were not all present on day one; the bulk of the board was created around 10 December 2024, with the Secret pair added 21 February 2025. That history matters because Welcome! inflated first, while Perfect Escape and Charity still sit on a 0.1% cliff. Rank here is scarcity plus intent. A death you can farm in two minutes is not S even if it is grim. A finish that demands a clean life budget is.

How the ranks were set

S means roughly one player in a thousand. Those awards ask you to finish the story on a tight death budget, donate a missable coin, or collect a figurine trail that most runs skip. A means a few players in a thousand: a normal escape, a side gag, or a two-location suicide that people still fail to document. B is optional flavor — paint or do not paint, eat or do not eat — that still needs you to reach mid-game. C is “you played far enough to trip a scripted curiosity or stealth check.” D is “you launched the place.” Unranked is “the studio reserved a slot and has not turned it on.”

Rates move as visits grow past 400 million, but the order has been stable: join badges stay common, kitchen-perfect badges stay brutal. If a future patch changes award logic, this page will move rows, not invent new percentages.

S tier — 0.1% on purpose

Perfect Escape (0.1%) sits at the top because the game is built to spend your three lives. Mixer in the first room, Mixer under the stairs, tripwires, parkour, the fake cheese, and the kitchen lunge all exist to tax that budget. Perfect Escape asks you to finish the story without lighting that budget on fire. That is why no-death YouTube runs exist and why a 0.1% rate is not a tracking bug. People who toggle No Lose Lives on a script hub are not earning this; they are bypassing it. Play it on the real client or do not claim it.

Charity (0.1%) is scarce for a quieter reason: a mouse asks if you can spare a coin, and most players never find the coin or never talk to the beggar. The prompt is easy to walk past while chasing cheese dialogue. You also have to be far enough into Mouse City (or its approaches) to meet the citizen who wants the tip. Missable NPC, missable item, 0.1% overlap.

Collection (0.1%) is the figurine trail. Remember Childhood sits nearby in A because grabbing a nostalgia object is one action; collecting the set is a scavenger hunt across house, dungeon, and later maps. Public comments still ask where the figurines are. That question at 400 million visits is the definition of an S collectable.

A tier — rare, but a known recipe

You Escaped (0.3%) is the honest finish. It is three times more common than Perfect Escape because dying along the way still counts. If you can beat Mister Mix in the kitchen with sit-dodges and the shock button, you get this even with a messy life counter. The gap between 0.3% and 0.1% is the death budget, not a secret door.

GOAL (0.5%) is a side gag with an “Impossible” rarity tag on Roblox. It is not the story ending. Players hunt it as a joke objective and still miss it, which is why it outranks several story-adjacent awards. Treat it as optional sport, not a route blocker.

Offend the snowman (0.5%) is another optional insult. You have to notice the snowman and choose violence. Runs that tunnel the main line never see it. The 0.5% rate matches “secret object in a yard or cold set piece,” not a boss mechanic.

Step on the same rake (0.6%) requires dying to Mixer in both spawn spots — the first-room lair and the house stairs — not two taps on the same spider. Comments are full of people who died twice in room one and got nothing. The badge is A because the recipe is known and still easy to fumble, and because you must spend lives on purpose. Farm it on a throwaway run, not during Perfect Escape. Details live on the Mixer page.

Remember Childhood (0.6%) is the single nostalgia pickup that pairs with Collection. One figurine or childhood object is enough for this icon; the full set is the S-tier hunt. People who grab toys as they explore pick it up without a guide. People who sprint only to the shock button never see it.

B tier — mid-run choices

Helper (0.8%) and Lazy (0.9%) are the Mouse City plank pair. Paint the planks after the language unlock and you are a Helper. Leave without painting and you are Lazy. They are mutually exclusive flavors of the same beat, which is why their rates sit together. You must survive long enough to hear the mice; that alone filters 99% of visits given a 4–5 minute average session time.

Dubious Meal (0.9%) is a food interaction that does not go well. It is optional, mid-house, and easy to skip if you never inspect the kitchen props. Glutton (2.5%) is the more common cousin — you ate something — which is why it is the “easiest” B. Still, 2.5% means most visitors never interact with the meal props at all.

C and D — progress and presence

Curiosity killed the cat (9.3%) fires when you poke a trap the game warned you about. It is C because a large minority of players will touch the obvious bad idea, and because it does not require Mouse City or the boss. Under the radar (16.2%) is the stealth-or-skip check a bigger minority complete. Together they are “you left the tutorial rooms with intent.”

Welcome! (69.6%) is D. It is the join award. The remaining ~30% is abandoned loads, alt accounts, and people who bounced before the badge script ran. Do not grind it. Do not list it as an achievement in a montage.

Unranked — Secret 1 and Secret 2

Secret 1 and Secret 2 were added 21 February 2025 and still show 0 awards. This wiki will not pretend there is a button behind the fridge. They are unreleased (or so broken that nobody has a legitimate grant). Script-hub “BabyMix” claims do not map to these slots. When AirAlarm turns them on, they will enter S or A on evidence, not on hopium.

Rank is a planning tool: farm Welcome without thinking, schedule rake deaths on a dirty run, save Charity and Collection for a dedicated loop, and keep Perfect Escape on a night when you will not also offend a snowman for fun. Pair this list with the area difficulty tiers so you know which rooms eat the life budget those S badges need.

FAQ

Frequently Asked Questions

Quick answers to the most common Mr.Mix questions.

What is the rarest Mr.Mix badge?

Perfect Escape, Charity, and Collection all sit at 0.1%. Secret 1 and Secret 2 have zero awards and are unranked until AirAlarm turns them on.

Why is Welcome! in D tier?

It is the join badge at 69.6%. Almost everyone who loads the place gets it. Scarcity, not fright, sets the ranks.

Do I need both Mixer deaths in one run for the rake badge?

Yes. Step on the same rake at 0.6% needs Mixer in the first room and under the house stairs. See Mixer.

Are Helper and Lazy the same Mouse City choice?

They are opposite plank choices: paint for Helper (0.8%), skip for Lazy (0.9%). You cannot treat them as the same award.

Where are the actual badge steps?

This page ranks scarcity. Routes live on the badge guide. Puzzle beats live on the puzzle helper.