Wiki · Life in the city
Items and your pockets
Everything you carry, what fits where, where each kind of item comes from, what a search finds on you, and what a police frisk takes.
Opens: From the start
Everything you own that isn’t money sits in your pockets. Press I to open them. Your cash and bank are separate: see Money.
Your pockets
- Pockets have no weight limit and no slot limit. Bags and car boots do. The one exception is fish, which are capped at 25 lb (11.3 kg) in your pockets: see Fishing.
- Weights follow your measurement setting, kilograms or pounds, like every other unit in the game.
- The menu is a shelf of categories, in this order: Weapons, Fishing, Tools, Valuables, Drugs, Food & Drink, Masks, Bags, Clothing, General. Each shows how many kinds you carry and how much they weigh, and the top line says what you weigh in all.
- Pick an item for its options: Use (Withdraw for a gun), Wear or Take off, Put down if it’s in your hands, Give to…, Look inside for a bag, and Drop.
- Give to… hands an amount to somebody next to you. It’s instant and one-way: see Trading.
- The walkthrough’s phone is bound to you. It can only leave your pockets into a car’s boot: Drop and Give are greyed out, the pawn shop skips it, and the bind lifts when the walkthrough ends or you skip it.
Sizes
| Size | Where it can go |
|---|---|
| Pocket-sized (most things) | Your pockets, a bag, a boot |
| Bag-sized (sealed G6 cargo, a laptop) | Never loose in your pockets: your hands, or a worn bag |
| Arms-sized (a TV, a crate) | Only your hands, a boot, a stash or the ground |
You hold one thing at a time, and Left Alt puts it down. A load that needs both arms goes in the boot before you get into a car. A seat holds one bag-sized thing, and an arms-sized one goes in the boot: see Vehicles.
Picking up and dropping
A floating prompt shows over anything lying close by. E picks it up, and H looks inside a bag. A cash pile reads Take $X cash and takes it all at once; a pile of several things opens an amount menu that starts at one. With several things under your feet the last one is offered first, then the next as each goes.
Bags
| Bag | Holds | Notes |
|---|---|---|
| Briefcase | 5 kg (11 lb) | |
| Duffel Bag | 25 kg (55 lb) | Can be worn on the back |
| Package | 15 kg (33 lb) |
- A bag can’t go inside a bag, and a bag’s weight includes what’s in it.
- I opens a bag’s row onto what’s inside and what could go in from your pockets.
- A bag drops whole. Dropped, it keeps its contents and can be picked up as it was; H looks inside it from the ground. A worn bag drops with everything in it.
- No shop sells a duffel bag, briefcase, package or balaclava. A duffel is a rare find in a dumpster or a hard repo car’s boot: see Simeon’s Repo Jobs. A briefcase or package comes from a dumpster.
- A pawn shop won’t buy a bag: see Selling stolen goods.
Wearing things
- One bag and one mask at a time. Wearing another takes the first off. A duffel hangs on your back, and each duffel is a random look that stays with that bag.
- Right Alt: tap to put a mask on or take it off, hold for a wheel of your masks and bags.
- A balaclava makes your nametag read “Masked” to everybody else. The Night Vision Mask gives you night vision while it’s on, and a gas mask is for getting through gas.
- A mask you bought as clothing stays in your wardrobe and keeps working across logins.
- A worn pile can’t be given or traded: take it off first.
- Clothing toggles: the personal assistant (`) has a Clothing menu: hat, visor, glasses, earrings, hair, necklace, jacket, top, gloves, watch, bracelet, bag, trousers and shoes, each with a short clip and shown as “off” while it is. Nothing is saved: the next time your outfit is put on whole (a spawn, a clothes shop, the creator) it all comes back.
Food and drink
Use one from your pockets. You eat or drink one at a time: drinking takes 3 seconds, eating 4, and you heal at the end. Backspace, being knocked down or being hurt cancels it and gives it back, and you can’t start another while one is going.
| Item | Heals | Price |
|---|---|---|
| P’s & Q’s | 6 | $2 |
| Apple | 8 | $2 |
| Bagel | 12 | $4 |
| Hot Dog | 15 | $5 |
| Taco | 15 | $5 |
| Bottled Water | 5 | |
| eCola, Sprunk | 10 | |
| Pisswasser | 5 | |
| Whisky, Vodka, Tequila, Wine | 8 | |
| Champagne | 10 |
Where items come from
The shops
| Shop | Sells |
|---|---|
| 24/7 and gas stations | Every food and drink, plus the counter: lottery ticket (a 24/7 always has them), burner phone, smartphone, walkie talkie, condom, binoculars, fake wallet, big rotary drill, blow torch. A gas station always has an empty jerrycan |
| Liquor stores, bars, clubs | Drinks |
| Ammu-Nation | Guns, rounds, parts, tints and armour: see below. It always has a blow torch and a gas mask |
| Bait & Tackle | Fishing gear: see Fishing |
A 24/7’s menu has Food and Drinks submenus. Press Y at a counter to open a shop.
Ammu-Nation
Anybody can buy a gun here: no licence, no level, only the cash.
- A gun comes with one magazine, as the game defines it for that gun. A thrown weapon comes with the one you bought, and a melee weapon or a jerrycan with none. Buying a gun you already carry puts the spare in your pockets with no rounds, and Withdraw in the inventory puts it on you.
- Prices: a pistol is $2,500 plus tax. A knife, dagger or switchblade is $200, a hatchet $2,000, a wrench, crowbar or pool cue $400. The Sniper Rifle is $50,000 and the Heavy Sniper $75,000.
| Shotgun | Price |
|---|---|
| Bullpup | $9,600 |
| Assault | $12,000 |
| Heavy | $16,260 |
| Pump | $16,800 |
| Double Barrel | $18,540 |
| Sweeper | $21,000 |
| Musket | $25,680 |
| Sawed-Off | $30,000 |
| Pump Mk II | $102,000 |
What a store carries, roughly:
| Kind | On the shelf |
|---|---|
| Melee | Nearly every weapon, a few of each |
| Handguns | Several kinds |
| SMGs, shotguns, rifles | A kind or two of each |
| Snipers | Few, if any |
| Machine guns | Rarely |
| Flares, smoke, BZ gas, a ball | On most shelves |
| Grenades and the like | Rarely |
| Armour | Always: five weights, below |
| Blow torch, gas mask | Always |
| Other gas masks | Each comes and goes |
- Never stocked: the stun gun, the ray guns, the railgun, the minigun, the hazard can, the snowball, a broken bottle and the parachute. The Mk II guns and nine oddities (the Heavy Sniper, Gusenberg, Combat MG, Navy Revolver, Double Action, Ceramic Pistol, Marksman Pistol, Assault Shotgun and the Sweeper) turn up far less often than the rest.
- Each store leans: country stores (Sandy Shores, Paleto Bay, Palomino Freeway, Great Chaparral) carry more snipers and shotguns; the two ranges (Cypress Flats, Pillbox Hill) more rifles, SMGs and machine guns; the city stores more handguns and SMGs.
- The shelf changes. At game midnight each store swaps a line or two, and sold stock comes back over time.
- The menu runs Melee, Misc, Ammunition, Armour, then the guns, Throwables, Masks and the loose rows.
| Armour | Armour points | Price |
|---|---|---|
| Super Light | 20 | $500 |
| Light | 40 | $1,000 |
| Standard | 60 | $1,500 |
| Heavy | 80 | $2,000 |
| Super Heavy | 100 | $2,500 |
Using a vest sets your armour to its weight. One that would add nothing is kept, not used up.
Rounds
Rounds are items, named by calibre (9mm, 12 gauge, .380, .44 Magnum, 5.56, 7.62, .50 BMG and so on). Aim an empty gun and your hand shows the rounds it takes; R loads every round you carry for that gun, up to what the game lets it hold, and the rest stays in your pockets. Loading from the inventory goes into the gun that takes them, the one in your hand first. Your weapon wheel is your loadout: guns you’ve put on aren’t in your pockets.
Weapon mods
A Mods row appears on a stocked gun you own: suppressors, scopes, grips, flashlights, magazines, muzzle brakes, barrels and finishes, then tints. One part per slot, and taking a part off refunds nothing. The gun hangs on the wall behind the counter so you can see it. Special rounds (tracer, incendiary, hollow point, FMJ, armour piercing and explosive) are never sold.
| Part | Price on a pistol |
|---|---|
| Suppressor | $3,000 |
| Scope | $750 |
| Grip | $400 |
| Flashlight | $250 |
| Magazine | $600 |
| Muzzle brake | $500 |
| Barrel | $900 |
| Finish | $1,500 (gold and platinum are double) |
| Tint | $150 |
Bigger guns cost more: melee parts are cheaper than pistol ones, and a sniper’s are the dearest. A store has only a few suppressors on the shelf, so they run out.
Found, not bought
- Dumpsters, cars and bodies: see Searching below.
- The Davis Quartz quarry always has some tools or finds lying about, and a new one turns up a couple of hours after one’s taken. It’s mostly a flashlight, hammer, wrench, crowbar, petrol can, fire extinguisher, binoculars or hatchet, now and then a blow torch, a big rotary drill or a machete, and very rarely an SNS pistol, a pump shotgun or a gold bar. A gold bar has no other source except a sealed G6 gold bag.
Searching
A dumpster: walk up and press E (“Search Dumpster”); the ones behind shops are worth the walk. A car that is nobody’s and unlocked: X on it, Search vehicle. A progress ring runs and what you found is worked out at the end. The same dumpster or car can’t be searched again for an hour.
Either can come up empty, a car more often than a dumpster. A dumpster sometimes holds cash, $10 to $80, and a car never does.
| What turns up | |
|---|---|
| Dumpster | Packages, empty baggies, a fake wallet, baking soda, lithium strips, acetone, a wallet, a stolen or burner phone, a silver chain, a walkie talkie, a digital watch, and rarely a duffel bag, a briefcase or a balaclava |
| Car | A condom, lottery ticket, sunglasses, empty baggies, earbuds, a wallet, car keys, a stolen phone, a digital watch or a field watch, and rarely a balaclava |
Bodies: killing one of a gang’s people drops what they carried around the spot where they fell, for whoever walks over it, for a couple of minutes. It is usually cash ($20 to $120), now and then a slim jim, and a few finds. A balaclava is a likely drop, and other masks turn up too. See Gangs and street crime.
Pockets: a pickpocket’s hand sometimes finds nothing, otherwise usually $10 to $60, or a stolen phone, wallet, car keys, lottery ticket, condom, sunglasses, a fake wallet or empty baggies.
Searching players is the police’s job: see below.
Contraband and frisks
An item is either legal or contraband, and a police search separates the two.
| Contraband | Legal |
|---|---|
| Guns and rifles, drugs, seeds, sealed G6 cargo, crates, a blow torch, a big rotary drill, a slim jim, coca leaves, opium paste, thermite, a hacking laptop and a USB hacking drive | Melee weapons, throwables, a stun gun and a fire extinguisher, rounds, armour, valuables, bags, food and drink, phones, masks |
A frisk goes through your pockets, which is why a spare gun in them shows up and the guns on your weapon wheel don’t. For six seconds you can bury up to three piles (contraband first, six taps of E each), and a worn duffel bag costs you two of those three. The officer then sees what’s left, contraband in red, and either books it into evidence (it’s destroyed and the city pays a bounty) or pockets it, which is dirty and the suspect sees. A frisk ends if either of you dies. See Jail and the law and Police.
Good to know
- Items keep their details. Two watches of different condition, or two duffels, are separate piles, not one stack.
- Dying doesn’t empty your pockets. See Death and respawn.
- Drugs can’t be played yet. Drug items exist and are contraband, but nothing turns them into money.
Related: Money · Trading · Selling stolen goods · Vehicles · Fishing · Death and respawn · Jail and the law
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