Boss's Orders & chapters
When the heir opens the desk in the Mansion study, there is one drawer that has never been locked. In it lie the Old Man's standing orders: sixty-one small cards in his own hand, one per task, in the order he believed a house must be built. The Advisor hands you one card at a time. You do not have to obey. But in all his years, the Old Man's order was never wrong about the sequence.
After the tutorial, the orders come in 12 chapters, each one a sealed envelope from someone in the house. Finish every order in a chapter, then open its chest.
The tutorial: arrival
You'll still get every starter reward. Tips stay in the Advisor's Notebook.
| Step | In game | Story | Reward |
|---|---|---|---|
| T0 Arrival | You step off the boat with a few dollars and a good memory. The harbor has families. It has room for one more. Make it yours. | The heir arrives at dusk. Below, the city is already lit in neon; up on the hill the Mansion lamp is dark. The Old Man taught this child to remember every face on the dock. | - |
| T1 Who are you? | Pick your leader and give them your name. | The Letter names one of ten. You choose who answers: your face, your name, your style. | - |
| T2 First money | The grocer pays for protection. Tap Send. | The grocer remembers the Old Man and pays the same rate, no questions. | 100 Dirty Money |
| T3 A respectable front | Every empire needs a front. Build a Restaurant. | The House cannot be seen counting Dirty Money. A restaurant has nothing to hide, in plain sight. | 120 Clean Money, Restaurant Lv 1 |
| T4 A friend | Gravedigger is looking for work. Free of charge. Tap to recruit. | A familiar face at the kitchen door. Someone remembers the Old Man's table. | Gravedigger |
| T5 First job | A small street gang. Send your squad. They'll handle it. | The first job is small on purpose. The Old Man wanted heirs to start by being useful, not feared. | 50 Dirty Money, 50 Supplies |
| T6 Wash it | Dirty Money buys nothing here. Launder it at the Restaurant. | The first lesson of the house: money must be washed before it is spent. | 140 Clean Money |
| T7 Eyes on you | Wanted rises when you work in the open. It cools down on its own, even while you are away. | A police car idles near the gate. It is not a threat; it is a reminder. | - |
| T8 Grow the house | Spend your Clean Money. Upgrade the Mansion. | The lamp on the hill flickers. A second floor, a new roof. | Sledgehammer, Mansion Lv 3 Gift crate: 140 Clean Money, 100 Supplies |
| T9 Your first order | Your first order is waiting. | The Advisor sets a single card on the desk. | - |
Chapters
Chapter 1: The Harbor
Opens: Advisor Emil · Closes: Steward Esi
The Old Man sealed this envelope himself. Open it, and start at the front door.
| Order | Task | Reward |
|---|---|---|
| Dress up the Restaurant | Upgrade the Restaurant to Lv 2. First order: make the front a place people would choose. The Old Man judged a family by its restaurant before its ledger. | 100 Clean Money |
| Start brewing | Build the Bootleg Distillery. A front needs something behind it. The back room hums at night and nobody asks why. | 100 Clean Money |
| New face | Recruit Loophole. A house is people. Someone remembers the Old Man and walks in without an appointment. | 75 Clean Money, 50 Supplies |
| Take it to the street | Clear Street Job 1. The street remembers who stopped showing up. The first fight is small. The point is to be seen working. | 100 Dirty Money, 125 Clean Money |
Chapter reward: 10 Diamonds, Build Speedup 5m x2
Chapter 2: Paper Walls
Opens: Launderer Nikos · Closes: Steward Esi · Mansion goal: Lv 4
Every wall starts as paper. Get a lawyer, get organized, then get comfortable.
| Order | Task | Reward |
|---|---|---|
| Hire a lawyer | Build the Law Office. Paper is the first wall. A desk, a lamp and a man who has never lost an argument about a comma. | 75 Clean Money |
| Keep a squad ready | Save a squad preset. A good captain does not choose his squad twice. The Old Man kept two lists on the wall: one for trouble, one for quiet. | 200 Dirty Money |
| Delegate | Assign a manager to a building. A house runs when no one does everything. Put the right person at the right desk. | 125 Clean Money |
| The Big House | Upgrade the Mansion to Lv 4. Rank has its rewards. A house grows from the top. A new floor means a new door, and a new door means more guests. | 300 Dirty Money, 100 Supplies, 30 Diamonds |
Chapter reward: 100 Supplies, 10 Diamonds, Training Speedup 5m x1
Chapter 3: First Test
Opens: Launderer Nikos · Closes: Advisor Emil
Being noticed is a lesson. Lowering it again is the real skill. Steam, not noise.
| Order | Task | Reward |
|---|---|---|
| Get noticed | Let Wanted reach Suspect. Don't worry, it's a lesson. Every heir is noticed once, on purpose. The Old Man wanted you to know the feeling before it came uninvited. | 300 Dirty Money |
| Bring it down | Lower Wanted: let it cool, run the Police Archive or bribe. Silence is also a skill. There are three ways down; none is free. | 75 Clean Money |
| Wash again | Finish 1 launderings. A habit is a wall. The more often money is washed, the less anyone looks twice. | 200 Dirty Money |
| Prove yourself | Clear Street Job 3. Bring the squad back standing. The last card of the first page. The Old Man closed every beginning with a test: not whether you win, but whether everyone comes home. | 100 Clean Money, 100 Supplies, Fox shards +8 |
Chapter reward: 10 Diamonds, Fox shards +12, Build Speedup 5m x1, Case Dismissed x1
Chapter 4: Second Floor
Opens: Driver Hana · Closes: Steward Esi · Mansion goal: Lv 5
A second floor means more rooms and more errands. Let's see what the street owes the house.
| Order | Task | Reward |
|---|---|---|
| First pickup | Finish a gathering run at any gathering point. | 100 Clean Money, Build Speedup 5m x1 |
| A finer front | Upgrade the Restaurant to Lv 4. | 150 Clean Money |
| Keep it brewing | Upgrade the Bootleg Distillery to Lv 4. | 100 Supplies |
| Push further | Clear Street Job 5. | Training Speedup 5m x1 |
| Raise the roof | Upgrade the Mansion to Lv 5. | 20 Diamonds, VIP points +40, Build Speedup 1h x1 |
Chapter reward: 200 Supplies, 10 Diamonds, Research Speedup 5m x1
Chapter 5: The Advisor's Room
Opens: Advisor Emil · Closes: Advisor Emil · Mansion goal: Lv 6
This one is mine. A room full of books and a second front. Mind the dust.
| Order | Task | Reward |
|---|---|---|
| Open the books | Build the Consigliere's Office. | 150 Clean Money |
| Start a study | Start any research in the Consigliere's Office. | Research Speedup 5m x1 |
| Pier run | Finish a gathering run at a Smugglers' Pier. | 200 Clean Money, Build Speedup 5m x1 |
| A second front | Build the Laundry. | 200 Clean Money, 200 Supplies |
| Paper in order | Upgrade the Law Office to Lv 5. | 150 Supplies |
| Another floor | Upgrade the Mansion to Lv 6. | 20 Diamonds |
Chapter reward: 1,000 Ammo, 10 Diamonds, Build Speedup 5m x1
Chapter 6: Two Doors
Opens: Coach Marisol · Closes: Steward Esi · Mansion goal: Lv 7
Two jobs at once. Two doors, two squads. Count your people twice.
| Order | Task | Reward |
|---|---|---|
| Two at once | Run two operations at the same time. | 300 Supplies |
| Orders on file | Assign a squad preset to an operation type. | 500 Dirty Money |
| Keep them standing | Build the Clinic. | 300 Clean Money, Training Speedup 5m x1 |
| Stock the shelves | Build the Warehouse. | 50 Reputation |
| Train harder | Upgrade the Boxing Gym to Lv 6. | 500 Clean Money |
| Up we go | Upgrade the Mansion to Lv 7. | 20 Diamonds, Build Speedup 1h x1 |
Chapter reward: 1,500 Ammo, 20 Diamonds, Build Speedup 5m x1, Case Dismissed x1
Chapter 7: The Jeweler
Opens: Driver Hana · Closes: Launderer Nikos · Mansion goal: Lv 8
A jeweler on the Quay keeps small stones and long memories. Let's go say hello.
| Order | Task | Reward |
|---|---|---|
| Jeweler's pickup | Finish a gathering run at a Jeweler. | 10,000 Jewels, Build Speedup 5m x1 |
| Deeper in | Clear Street Job 7. | Leader Dossiers +5 |
| Sharper ultimate | Raise your Leader's ultimate to Lv 2. | 10 Diamonds |
| Quiet ledgers | Build the Accounting Office. | 1,000 Clean Money |
| Counsel grows | Upgrade the Consigliere's Office to Lv 7. | 1,000 Supplies |
| A grander house | Upgrade the Mansion to Lv 8. | 30 Diamonds, Speedup 8h x1 |
Chapter reward: 2,500 Ammo, 20,000 Jewels, 20 Diamonds, Build Speedup 5m x1
Chapter 8: Sharp Suits
Opens: Coach Marisol · Closes: Advisor Emil · Mansion goal: Lv 9
Good gear, good habits. A squad that looks ready usually is.
| Order | Task | Reward |
|---|---|---|
| Dress for the job | Equip a piece of gear on a crew member. | 2,000 Ammo |
| Gear up the shop | Build the Equipment Workshop. | 1,000 Clean Money, Build Speedup 5m x1 |
| A little sharper | Enhance a piece of gear to +1. | 3,000 Ammo |
| Make a name | Clear Street Job 8. | 100 Reputation |
| Press the linens | Upgrade the Laundry to Lv 8. | 2,000 Supplies |
| Almost there | Upgrade the Mansion to Lv 9. | 30,000 Jewels, 30 Diamonds |
Chapter reward: 20 Diamonds, Build Speedup 5m x1, Hired Builder 24h x1
Chapter 9: The Archive
Opens: Advisor Emil · Closes: Launderer Nikos · Mansion goal: Lv 10
Every family keeps an archive. Some keep it in a cellar, some in a police station.
| Order | Task | Reward |
|---|---|---|
| Study hard | Reach 8 total research levels. | 2,000 Clean Money |
| Rising star | Bring a crew member to 3 stars. | 10 Diamonds |
| Deep in the city | Clear Street Job 10. | 1,500 Clean Money, 10,000 Ammo |
| Clear the archive | Win the Police Archive run (Street Job 11). | 100 Reputation, Hush Money x1 |
| Strong foundations | Upgrade the Bootleg Distillery to Lv 9. | 3,000 Supplies |
| Top of the hill | Upgrade the Mansion to Lv 10. | 50 Diamonds |
Chapter reward: 30 Diamonds, Build Speedup 1h x1, Rare Gear Choice x1
Chapter 10: Lamp on the Hill
Opens: Steward Esi · Closes: Advisor Emil · Mansion goal: Lv 10
It has been dark a long time. Let's give it a reason to burn.
| Order | Task | Reward |
|---|---|---|
| Music upstairs | Build the Jazz Club. | Build Speedup 5m x1 |
| Top of the street | Clear Street Job 12. Bring everyone home. | 30 Diamonds, VIP points +60 |
| Three rising stars | Bring 3 crew members to 3 stars. | 10 Diamonds |
| Sharper still | Raise your Leader's ultimate to Lv 4. | Leader Dossiers +5 |
| A deeper study | Finish one Tier 2 research once it unlocks. | Research Speedup 1h x1 |
Chapter reward: 100 Reputation, 40 Diamonds, Rare Shard Choice x10
Chapter 11: House in Order
Opens: Steward Esi · Closes: Coach Marisol · Mansion goal: Lv 10
Walk every room with me. If it does not shine, we polish it.
| Order | Task | Reward |
|---|---|---|
| Every room polished | Bring 15 buildings to Lv 8. | Build Speedup 5m x1 |
| A scholar's house | Reach 40 total research levels. | Research Speedup 5m x1 |
| A strong bench | Bring 5 crew members to 3 stars. | 10 Diamonds |
| Fully dressed | Fill all 4 gear slots on one crew member. | 5,000 Ammo |
Chapter reward: 40 Diamonds, Leader Dossiers +5, Training Speedup 5m x1
Chapter 12: The Whole House
Opens: Advisor Emil · Closes: Advisor Emil · Mansion goal: Lv 10
The last envelope on this floor. Spend what you have learned.
| Order | Task | Reward |
|---|---|---|
| A grand front | Upgrade the Restaurant to Lv 10. | Build Speedup 5m x1 |
| The house library | Reach 100 total research levels. | Research Speedup 5m x1 |
| Six who shine | Bring 6 crew members to 3 stars. | 20 Diamonds |
| Peak ultimate | Raise your Leader's ultimate to Lv 5. | 10 Diamonds |
| Every floor finished | Bring 15 buildings to Lv 10. | 100 Reputation |
Chapter reward: 40 Diamonds, Build Speedup 1h x1, Rare Shard Choice x10, Case Dismissed x1
More chapters Coming soon
- Chapter 13: Higher Ground
- Chapter 14: Three at Once
- Chapter 15: Steady Hands
- Chapter 16: Long Shifts
- Chapter 17: Engines Warm
- Chapter 18: Every Room Lit
- Chapter 19: Deep Foundations
- Chapter 20: Old Debts
- Chapter 21: Quiet Money
- Chapter 22: Steady Tide
- Chapter 23: Tall Windows
- Chapter 24: The Long View
- Chapter 25: North Wing
- Chapter 26: Balcony Hours
- Chapter 27: Roof Garden
- Chapter 28: Cornerstone
- Chapter 29: The Last Floor
- Chapter 30: The Crown