Missions
How to find, accept, track, abandon and finish missions, with timed steps, escorts, daily repeatables and rewards.
Updated 2026-10-27missionsjournalprogressionrewardsdaily
Missions are the main way to earn Fusion Matter, taros and gear. Fusion Matter is what moves you towards your next level, so a steady supply of missions is the fastest way to level. This page explains how missions work from the first talk to the reward window.
The three kinds of mission
| Kind | Who gives it | What it is for |
|---|---|---|
| Guide mission | Your guide's contacts | A story chain for the guide you follow. Each guide has 36 of them, from level 4 to level 36. In the Future, Computress gives six. |
| Nano mission | Starts by itself | Appears when you have enough Fusion Matter for your next level. Finishing it gives you a new nano and the level. |
| World mission | Any character | Everything else. Open to every player who meets the level and the earlier missions it asks for. |
Guide missions are covered in Guides and Guide Shops and nano missions in Nano Missions.
Finding missions
- A character with a mission for you has an exclamation mark over their head.
- The same marks show on the minimap and on the world map (M). Hover a mark on the map to read the names of the missions waiting there. Missions you already hold are listed as "Active".
- Missions that can be repeated show a green exclamation mark.
- A character you need to report to has a question mark.
- Your guide also writes to you by e-mail (P) and calls you on the NanoCom when a new guide mission is ready.
- At levels 4 and 5 a
[GUIDE]line in chat names the character to visit next. It appears when you log in and each time you finish a mission.
Markers only show missions you can take right now. If a character has nothing for you, you are either below the level, missing an earlier mission in the chain, or following a different guide.
Accepting a mission
- Walk up to the character until the talk icon appears, then click it (on mobile, tap it).
- Pick a mission from the list. The Mission Offer window shows a summary and the reward.
- Press Accept Mission, or Decline to leave it for later.
Your journal holds nine missions at a time, and at most eight of them can be world missions. With more than four the list scrolls. If the journal is full the game says "You cannot take on any more missions of that kind right now."
"You cannot take that mission right now" means a gate is not met:
- Level. Every mission has a minimum level.
- Earlier missions. Parts of a chain unlock in order. "Part 2 of 4" needs Part 1.
- Guide. Guide missions need you to follow that guide.
Tracking a mission
Open the Mission Journal with J (on mobile, the Missions button). It has tabs for guide, nano and world missions, and a Completed tab that keeps every mission you have finished.
- Select a mission and press Make Current Mission. Its current objective then shows under the minimap, and a waypoint arrow points at the next step.
- When you are close, the arrow becomes a circle. A plus sign means the target is above you, a minus sign means it is below.
- The destination itself is ringed with glowing energy rings.
- A kill that counts for a mission plays a short sound, so you know it registered.
- When a step ends away from the quest giver, they call you on the NanoCom with the next step, and you hear their voice.
Kinds of step
| Step | How it completes |
|---|---|
| Talk | Speak to the named character. |
| Go to | Reach the marked spot. Most of these complete when you walk over the spot. No click is needed. |
| Defeat | Knock out the listed monsters. The counter is in the journal and under the minimap. |
| Collect | Monsters drop the mission item. Not every kill drops one. |
| Deliver | Bring the item to the named character. |
| Timed | Finish before the clock runs out. |
| Escort | Keep a friendly character alive. |
| Lair | Enter a Fusion lair and beat its boss. See Fusion Lairs and Infected Zones. |
Timed missions
A timed step starts a countdown on screen. Times run from under a minute to several minutes. In Pokey Protection you have 150 seconds to defeat four Cyber Stingers. Other missions hand you a Gooby Trap that has to be delivered or defused before it goes off.
If the clock runs out, the mission does not disappear. It drops back to an earlier step, usually "return to the start point", and you try again. Clear the area and summon a nano before you trigger the timer.
Escort missions
A few steps ask you to protect a character, for example Eduardo in Scary Monsters, Billy in Carnival Collection and Grim in Don't Fear the Reaper (Part 4 of 4).
- Stay within 60 m of the character. They follow you, or walk their own route and wait when you fall behind.
- They fight back, and monsters can target them.
- The step fails if the character is knocked out, if you are knocked out, or if you warp away or disconnect. You then restart that step.
- Group members who are on the same step nearby share the escort.
Abandoning a mission
Select the mission in the journal and press Delete Mission. Its progress is lost, and you can take it again from the character who gave it. Nano missions cannot be deleted.
Finishing and rewards
Return to the character with the question mark (some missions finish on the last kill or the last spot). The Mission Completion window lists the reward. Press Complete Mission.
- Fusion Matter and taros. Every mission pays both.
- Items. Many missions add gear or a C.R.A.T.E. Some let you pick: "Please choose one of the rewards."
- A free bag slot is needed for an item reward. With a full bag the mission stays in your journal until you make room.
- Level catch-up. One-time missions pay 1.5 times their Fusion Matter while you are level 4 and 2.5 times at level 5.
- Boosts. A Mission FM Booster adds 25% Fusion Matter for six hours, and Ultra members get 10% more from missions. See Boosts and Potions and Ultra Daily Gift, Bonus and Welcome Rewards.
Daily repeatable missions
Four missions can be done again every day. They need level 4, show a green exclamation mark, and reset at 06:00 UTC.
| Mission | Given by | Where |
|---|---|---|
| Dawn Vigil | Samurai Jack | Goat's Junk Yard, the Future |
| Salvage Rights | Mandark | Genius Grove, the Future |
| Today's Special | Eddy | Peach Creek Commons, the Future |
| Double Knockout | Buttercup | Pokey Oaks North, the Future |
Each one pays a Daily Mission Crate, and finishing all four in one day sends one more crate by mail. All four are in the Future. Once your character lives in the Past, the way back is the Past / Future switch of Ultra Time Travel.
Tips
- Take every mission in an area before you set out. Many share the same monsters.
- Make the mission you are working on the current one. The tracker only points at one mission.
- If a lair door says "You are not on the correct mission task for this", check the journal: the lair step may belong to a different mission, or to a later step.
- When a mission will not start, read FAQ and Troubleshooting.
