Nighthawks: How to Reach Millionaire Status

This is my walkthrough for hitting the millionaire mark in Nighthawks. If you are working toward the same milestone and wondering which actions actually push your bankroll over the line, this covers the exact choices and upgrade order I used across all four acts. The path is not perfectly optimized — some of these moves might be unnecessary — but every step here is what got me there.

I wrote this up because the achievement felt opaque when I started. I wasn’t sure which jobs were mandatory, whether cosmetic choices like club outfits mattered, or how aggressively I needed to chase side deals. Rather than hoard that uncertainty, I am laying out the sequence so you can skip the guesswork. I will revise this as I get feedback, so treat it as a living document rather than gospel.

 

Act I: Build the Foundation

Before anything else, complete every job from both Sam Tancredi and the Salvation Center. Missing even one of these is an easy way to leave money on the table, and you cannot easily go back for it later. I made a point of finishing both chains before moving on, and I would do the same in your shoes.

When you take over the club, I went with the skimpy outfits for this achievement. Whether that actually shifts the numbers, I honestly cannot say — it might make zero difference. But since it is what I did on the run that worked, I am noting it here so you have the full picture.

 

Act II: Side Deals and Upgrade Priorities

Act II is where the money starts compounding if you make the right calls. These are the specific actions I took, and the order I upgraded things in. Skipping any of the special actions below cost me time when I experimented, so I would not risk it if you are aiming for millionaire.

Special actions to take:

  • Steal money from Gally at the fight club
  • Make a deal with Dahlia for a cut of the drug money
  • Get Becca to wear green for St. Patrick’s Day
  • Continue playing poker with The Madrigal after finishing Gamblin’ Lou’s story

The poker sessions with The Madrigal are the one I would flag hardest — they only open up after you close out Gamblin’ Lou’s storyline, and it is easy to forget they exist if you move on too quickly.

Order of upgrades:

  1. Gideon’s PC
  2. Marketing Campaign, New Vitality Blood
  3. Masquerade Ball, New Salvation Center (to get the celebrity DJ)
  4. Celebrity DJ, staff payraise

That New Salvation Center pick is the one I nearly second-guessed, but it is what unlocks the celebrity DJ, which then feeds directly into the next upgrade slot. Follow the chain in order and it flows naturally.

 

Act III: Blood, Upgrades, and One Critical Investigation

There is really only one special action that matters in Act III: investigate Gideon’s ex-wife as soon as you possibly can. I put this off on an early attempt and regretted it. Do it the moment the option appears.

Order of upgrades:

  1. Sacer Sanguis Blood, Samuel Medical Equipment, skill upgrade of choice
  2. Blood for Necropolis, Tattoo Gear for Inez, skill upgrade of choice
  3. Campaign for Safer Cradlebridge, security upgrade, Reputation Management
  4. Poker Tournament, Escape Tunnel, Heralds of Dawn

By the end of this act, I had already crossed into millionaire territory. If you follow this order, you likely will too — but I am including the final act anyway in case your run drifts off schedule, or if you want the safety margin.

 

Act IV: Closing It Out

If you have made it here still short of the goal, Act IV gives you a few final levers. These are the special actions I took, plus the upgrade order that carried me over.

Special actions to take:

  • Don’t let Domino publish his story
  • Win the bet on the fight between Sairse and Inez

Order of upgrades:

  1. Room at Devil’s Inn, 2 skill upgrades
  2. Invest in Sleepless Moon, final skill upgrade, event for next month

You have two Fridays left if you fall behind schedule, so there is a small buffer here. I would not lean on it, but it exists.

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Final Thoughts

This was the route that worked for me, and I suspect a few of these steps are optional rather than required. I will update the guide as I get more feedback from players who tried different approaches. If you are cross-referencing layouts for other parts of the game, the sewer maps I keep on hand have saved me plenty of backtracking. Let me know if your run diverges from mine — the more data points we have, the cleaner this gets.

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