> For the complete documentation index, see [llms.txt](https://the-life-bomb.gitbook.io/whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://the-life-bomb.gitbook.io/whitepaper/move-to-earn/missions.md).

# Missions

What each mission really asks of you

{% hint style="info" %}
This page is a machine translation. The French version is the official reference: [read this page in French](https://the-life-bomb.gitbook.io/whitepaper/fr/move-to-earn/missions).
{% endhint %}

A mission fits in one sentence, and that sentence never says everything. This page tells you, for every action in the game, **what makes the bar go up and what does not**.

In the app, the **« ? »** in the corner of every mission card opens the same explanation, for the mission in front of you.

***

## 1. Reading a mission

Before the details of each action, three regimes. The mission title tells you which one applies, and that is where almost every misunderstanding starts.

### « … on 9 different days » — the bar counts DAYS

Nine days, not nine objects. **Only one action counts per day**: doing nine of them in the same day moves the bar by a single notch, and the other eight do nothing for that mission.

The days never need to follow each other. A day you skip does not reset the counter, it only pushes the end further away.

### « … a day, 9 different days » — a load to redo every day

When a quantity comes before « a day », the **whole** load has to be done again each day. « Collect 2 nectars a day, 2 different days » asks for two nectars on the first day, then two nectars on another day. Not two nectars in total.

The day is only validated **at the moment the load is reached**. A day that ends below the threshold is lost.

### A target with no mention of days — everything adds up

« Run 10 km » adds up your runs until the target, over as many days as it takes. With one exception, announced in the title: a mission asking for **a single** run of a given distance keeps only your **best** run, it adds nothing up.

***

## 2. Running

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Distance</td><td>Every metre of every run, added up. <strong>Running without energy counts too</strong>: the run earns you neither CATKN nor Pollen, but the kilometres do move the mission forward.</td><td>A run that is still open. The distance only lands when the run is <strong>closed</strong>. And distance measured by a watch or another app that never reached a run in the game.</td></tr><tr><td>A single run of N km</td><td>Your longest run. A better one replaces it.</td><td>Two short runs put end to end.</td></tr><tr><td>Number of runs</td><td>Every run you close, whatever its length.</td><td>A run that is still open.</td></tr><tr><td>Duration</td><td>The time your runs lasted, added up.</td><td>A run that is still open.</td></tr><tr><td>Steps</td><td>The steps recorded while you were running.</td><td>Steps taken outside a run.</td></tr><tr><td>Discovery run</td><td>A run started in discovery mode, once closed.</td><td>An ordinary run.</td></tr></tbody></table>

{% hint style="info" %}
**« A run that is still open » comes back everywhere, and it is not a detail.** As long as the run is not closed, the server has nothing to count. It is at the close that the distance, the duration, the steps and the run count all leave at once.
{% endhint %}

***

## 3. Bees

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Level up a bee</td><td>Every level you pay for, on any of your bees.</td><td>Levels a bee already had.</td></tr><tr><td>Spend attribute points</td><td>Each point you place on a bee.</td><td>Points still waiting. You have to place them.</td></tr><tr><td>Mint</td><td>Every bee you breed.</td><td>A bee you bought or received.</td></tr><tr><td>Rejuvenate a bee</td><td>Each bee rejuvenated. <strong>One bee, one notch.</strong></td><td>A second jelly on the same bee: the mission asks for <strong>different</strong> bees. And letting a bee age on its own.</td></tr><tr><td>Enhancement</td><td>Every Enhancement you pay for.</td><td>—</td></tr><tr><td>Turn a bee endemic</td><td>A mutation that actually turns the bee endemic.</td><td>A failed mutation. The attempt costs, but it does not count.</td></tr><tr><td>Open a pocket</td><td>Every pocket you open.</td><td>A pocket that was already open.</td></tr><tr><td>Full team</td><td>Closing a run with every team slot filled.</td><td>A run started with a full team but finished with a bee missing.</td></tr></tbody></table>

***

## 4. Nectar & honey

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Collect nectar</td><td>A nectar found during a run, once the run is closed.</td><td>A second nectar in the same run: <strong>a run gives one at most</strong>. And a run finished with no free cell, which gives none.</td></tr><tr><td>Open a nectar</td><td>Every nectar opened, waited out or opened early.</td><td>A nectar still resting.</td></tr><tr><td>Equip a honey pot</td><td>Take a pot from your inventory and drop it into an <strong>open pocket</strong> of one of your bees. <strong>Any of your bees</strong>, not only the one carrying the Ambrosia. <strong>No run is required.</strong></td><td>A pot <strong>already</strong> in a pocket when the mission started. The same pot put back on the same bee: you need another pot, or another bee. A pot received as a gift less than 24 h ago, or a pocket whose colour refuses it.</td></tr><tr><td>Merge pots</td><td>Every merge attempted. <strong>A failed merge counts too</strong>, since it does consume three pots.</td><td>Pots you only gathered. They have to go into a merge.</td></tr><tr><td>Earn Pollen</td><td>The Pollen that actually landed in the silo, from any source: run, Season Pass, stamps, mission rewards.</td><td>Pollen lost because the silo was full. Empty it and it counts again.</td></tr></tbody></table>

{% hint style="warning" %}
**« Equip a honey pot on 9 different days » is the most misunderstood mission in the game.**

It asks neither to run with the bee, nor to own nine pots. It asks for **one equipping action per day, on nine different days**. A pot already in a pocket when the mission drops is worth nothing: it is the action that counts, not the state of the pocket.
{% endhint %}

***

## 5. Economy

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Burn CATKN, HELT, Pollen</td><td><strong>Every</strong> spend made in the game: level ups, mints, merges, pockets, nectars. You have nothing special to do, playing is enough.</td><td>Tokens merely held, or moved to another wallet.</td></tr><tr><td>Passive mode</td><td>Every passive session started, whatever its rate. A launch on several hives counts as <strong>a single</strong> passive, and at most <strong>one passive per day</strong> is counted per account.</td><td>An ordinary run.</td></tr><tr><td>Conversion</td><td>Every conversion carried through.</td><td>A conversion left pending.</td></tr></tbody></table>

***

## 6. Social & hive

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Refer a friend</td><td>Each new player who signs up with your code.</td><td>A player who already had an account.</td></tr><tr><td>Add a friend</td><td>Each new friend. <strong>The other player gets the same credit</strong>, a friendship goes both ways.</td><td>Removing a friend then adding them back: that pair is already counted.</td></tr><tr><td>Send an item</td><td>Every item you send.</td><td>An item you receive. The mission asks you to give.</td></tr><tr><td>Lock HELT</td><td>The lock itself, at the moment you set it.</td><td>HELT sitting free in the wallet.</td></tr><tr><td>Keep HELT locked for N days</td><td>Each full 24 h that passes. <strong>The counter climbs on its own</strong>, you have nothing to do.</td><td>Locking <strong>more</strong> HELT on one and the same lock: the counter follows the days, not the amount. On the other hand, <strong>several locks running in parallel each count their own day</strong>, so three locks push the bar up three times faster. Unlocking early stops the climb, but the days already earned stay.</td></tr><tr><td>Send a bee to the Imperial Hive</td><td>Each bee deposited.</td><td>Paying a tier or recharging a cycle: that is not a deposit.</td></tr></tbody></table>

***

## 7. Other

<table><thead><tr><th width="230">Mission</th><th>What counts</th><th>What does not count</th></tr></thead><tbody><tr><td>Open the hive</td><td>Opening the app is enough for the day, wherever you go next.</td><td>Opening it twice the same day.</td></tr><tr><td>Propose a point of interest</td><td>A complete proposal: photos, position and title.</td><td>A proposal started and never sent.</td></tr></tbody></table>

***

## 8. Getting your daily missions

Daily missions do not fall at random: you **unlock them yourself**, through three independent doors. Each door opens **one slot**, and the three slots always keep the same place on screen.

<table><thead><tr><th width="180">Slot</th><th>What opens it</th></tr></thead><tbody><tr><td><strong>1</strong></td><td>Burn <strong>500 $CATKN</strong> during the day</td></tr><tr><td><strong>2</strong></td><td><strong>2,000 steps</strong> during the day, counted by the phone pedometer: walking counts, and the app does not need to be open</td></tr><tr><td><strong>3</strong></td><td><strong>2 km in total</strong>, over one or several days, counted since your last mission of this type</td></tr></tbody></table>

* **One mission at a time per slot.** While a mission is running on a slot, meeting the criterion again does not open a second one, and the surplus is lost.
* **Discarding a mission frees its slot**, but its counter starts again from zero: the criterion has to be met in full.

{% hint style="info" %}
This slot system arrives with an **upcoming app update**.
{% endhint %}

***

## 9. Three reflexes when a mission will not move

1. **Read the title again, looking for the word « days ».** If it is there, the bar counts days, and doing more within the day will change nothing.
2. **Check that your run is properly closed.** As long as it is open, neither the distance, nor the duration, nor the steps have left.
3. **A Genetic mission accepts any of your bees**, unless its title says otherwise. It does not require the one carrying the item.
