Saints Row Codexery

The Filthy Moneys

Every deal has a price; the Filthy Moneys just collect in blood.

The Filthy Moneys

The Filthy Moneys are one of the three principal rival gangs in the original Saints Row (2006), operating out of Stilwater alongside the Voodoo Boys and the Ronin. Where the Voodoo Boys lean into mysticism and the Ronin into disciplined violence, the Filthy Moneys are the gang of greed—dealers in backroom finance, protection rackets, and the kind of dirty money that never sees daylight. They are the 'business' faction of the city's underworld, and their territory is marked by the same slick, transactional energy as the rest of their operation.

The player, leading the 3rd Street Saints, must wrestle Stilwater away from all three gangs. The Filthy Moneys represent the most 'legitimate' of the three rivalries: less about ideology or honor, more about leverage, blackmail, and the slow strangulation of a neighborhood through debt and corporate front companies. Defeating them is as much a financial war as a street war.

Affiliation
Rival gang (Stilwater underworld)
First appears
Saints Row (2006)
Territory
Stilwater
Theme
Money, greed, financial crime
Role in narrative
One of three main rival factions the 3rd Street Saints must defeat
Rival gangs in same game
Voodoo Boys, Ronin

Lore & Background

Stilwater was never a city with one criminal family. It was a three-way split, and the Filthy Moneys held the slice that smelled like old paper and fresh ink. Their operation ran on the quiet machinery of extortion: businesses that couldn't afford to say no, loans that came with teeth, and a network of middlemen who made sure the Saints' name never crossed a ledger without a fee attached. They were the gang you didn't fight with a shotgun; you fought with a subpoena, a wire transfer gone wrong, or a rival's accountant walking into the wrong office at the wrong hour.

Their street presence was less flamboyant than the Voodoo Boys' drum-and-incense processions or the Ronin's synchronized knife work. A Filthy Moneys enforcer wore a suit that cost more than a player's starter car, drove a sedan with tinted glass, and settled disputes in parking garages where the acoustics swallowed a gunshot. Their territory in Stilwater was the kind of block where the storefronts looked respectable from the sidewalk and the back rooms told a different story.

Within the narrative of Saints Row, the Filthy Moneys serve as the 'white-collar' antagonist. Beating them isn't a single dramatic boss clash in the way the other factions play out; it's a grinding campaign of taking their income, cutting their supply lines, and making the math stop working in their favor. By the time the 3rd Street Saints have finished with them, the Moneys are less a gang than a line item in someone else's budget—zeroed out.

In Their Own Story

The parking garage on 4th and Meridian smelled of wet concrete and expensive cologne. A Filthy Moneys fixer—slim, silver-tipped, already on his third phone call—leaned against a sedan and watched the Saints' lead driver peel into a spot two rows down. He didn't reach for a weapon. He reached for his wallet, pulled out a card with a single number on it, and let it slide across the hood of the car like a tip.

"You can take the block," he said, voice flat, rehearsed. "But the accounts don't transfer. You touch the accounts, and every vendor in this city owes me by Friday."

The driver didn't take the card. He took the sedan's keys instead, started the engine, and drove out with the fixer's reflection still smeared across the windshield. The fixer watched the taillights fade, finished his phone call, and walked to the elevator. The block was gone. The accounts, of course, were not.

Reader's Guide

The Filthy Moneys don't have a single charismatic frontman the way other rival gangs do; they are a system, and that makes them harder to knock out. In Saints Row (2006) they appear as one of the three rival factions whose territory the 3rd Street Saints must strip away. Their enforcers fight in small, coordinated groups, favoring the kind of quick, dirty brawls that keep a fight from escalating into a cinematic set-piece. You'll meet them in the streets of Stilwater, in their territory blocks, and in the missions that chain together to form the 'take the Moneys' campaign.

Their visual identity leans into the money theme: darker palettes, gold or amber accents, and a general 'expensive but not flashy' wardrobe that sets them apart from the Voodoo Boys' tribal regalia or the Ronin's uniformed discipline. In gameplay, their encounters are structured around territory control—clear out their members, hold the zone, and watch their influence meter drain. There is no single 'kill the boss and the gang dissolves' moment; the Moneys bleed out slowly, enforcer by enforcer, until the block is yours.

Relationship-wise, they are pure antagonists to the player. There is no recruitment, no defection, no post-mission handshake. You take their turf, they respawn or reassert in the next session, and the cycle continues until the campaign objective is met. Their role is to be the 'boring' rival in a game full of over-the-top enemies, and that contrast is part of the joke.

Did You Know?

More in The Saints & Rival Gangs

Elsewhere in the Saints Row universe

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