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Blood Money Empire

Missions System

Daily, weekly, Story Missions, and achievement medals. Claim rewards on the Missions page.

Updated 4 days ago

Missions pay you for playing the game you were going to play anyway. Open Missions in the sidebar - that’s separate from Mickey’s onboarding tour.

Categories

  • Daily - reset every day; quick objectives.
  • Weekly - larger goals, better rewards.
  • Story Missions - narrative chapter jobs (Chapter 1: Nobody, Borrowed Wheels, Tools of the Trade, Protection, Wrong Place, Wrong Time, Tommy Two Times, Easy Money, First Night Inside, Santoro's Test, Welcome to the Life). Mickey, Tommy, and Frank work out of New York - you need to be in the United States (any US city) to accept, do their street work, or turn in. Each job opens in the usual page header, with the mission number and a short description over the scene. The description drops off once the objectives are on screen. Finishing a story job shows a mission complete screen with rewards before you move on. Mission 1 teaches crimes plus earning $5,000 on the street. Corner Shop Reminder leaves the Story tab once you have the envelope; Mission 2 has you steal Dom's Old Camry (Mickey's late father's car), finish a short garage repair (~1 minute), then hand the Camry to Mickey (it cannot be sold, listed, or traded until that mission is done; Mickey takes the car on turn-in); Mission 3 unlocks story Weapon Shop stock (Kane's Custom Rook, one unit, one purchase; Mickey walks you in to Marcus Kane on the way back); Mission 4’s Overdue Protection story crime only appears after two street crimes and wrapping a Barbed Bat at the Workshop (Mickey leaves a baseball bat and barbed wire; that recipe opens early); Mission 5 unlocks a story Armed Robbery target (Mickey's Tip) that needs an equipped firearm (tip cash covers the story doctor bill - heal cost is capped while that objective is active); Mission 6 starts with Mickey sending you to his friend Tommy, then has you grab Tommy's Package from Story Crimes and deliver it back to Tommy; Mission 7 (Easy Money) is Tommy's shipment tip: steal clean wheels, then pull Tommy's Dock Tip, which takes one level-1 slot on Jobs, and work it to 30% mastery; Mission 8 has you break Leo "Whisper" Varga out of Jail (story inmate, not getting yourself arrested); Mission 9 is Frank Santoro's test (Mickey walks you in, after teeing him up at the end of Mission 8) - five street crimes, two muggings, then deliver Santoro's Collection; Mission 10 (Frank tees Eddie on Mission 9 return) has you mug Rico "Wrench" Gallo and Dom "Buttons" Gallo (named story street targets), recover Santoro's Stolen Cut, buy 50 rounds at the Bullet Factory, land a hit at Shooting Practice, defeat Eddie Gallo in a Shoot / Cover / Reload Story Encounter (take cover before you reload; hospital on fail), and earn Gallo's Sawed-Off (usable keepsake). Separate from daily/weekly boards.
  • Achievements - long-term medals (~100 available) on the Achievements page, not the same as Story Missions.

Claim rewards one at a time or use claim-all. Completed daily and weekly missions still unclaimed are collected automatically at reset (midnight; Monday midnight for weeklies), and you get a notification with the rewards. Mission points track completion tiers.

Examples

  • Jail break - daily and weekly missions track successful breakouts of other inmates. Failed attempts and adrenaline self-escapes do not count. See Legal System & Jail.
  • Casino - daily and weekly missions count games played at slots, roulette, blackjack, horse racing, and rock-paper-scissors. Scratch cards are excluded.
  • Drug runs - Daily Drug Runner and Weekly Drug Courier only appear while you own Drug Run Access from the Credit Shop. See Drugs & Drug Runs.