Wiki · Crime
The jeweller
Vangelico Fine Jewelry. Smash the display cases for jewellery and empty the till.
Opens: From the start, with a duffel bag
When you can start
A civilian, not on a mission, past the walkthrough; no level needed. You need a duffel bag on your back (without one the cases won’t open) and something to smash glass with: any gun, or a bat, crowbar, hammer, hatchet, machete, wrench, golf club, knuckle duster or battle axe. Up to six robbers. Vangelico is open 09:00 to 21:00 game time; shut, its doors are locked.
How it works
- Prepare (optional).
- Disable the alarm: G at the computer on the counter. Win the hack and the alarm and cameras are off for 10 minutes; lose and the alarm goes off.
- Cut the power at the jeweller’s own fuse box, with a blade, in 30 seconds: no alarm, cameras or lights for 90 seconds, and the door locks open, which is the way in after hours. The police are told.
- Gas it: a BZ gas grenade at the roof fan puts the guards, the assistant and anyone without a gas mask on the floor for 90 seconds (tear gas, 30). A balaclava doesn’t protect you; a gas mask does. Ammu-Nation always stocks the plain Gas Mask and rotates the rest. While you stand in a gassed building, “Gas wears off in” and the seconds left show under your take.
- Start. Point a weapon at the shop assistant to empty the till, or start on a case. Either way, everyone who joins is in the same job.
- The cases. There are 20, each holding one piece that goes into your bag. One robber works a case at a time, and a smashed case stays gone until the shutters come back up and the glass returns. If your bag leaves you between claiming a case and opening it, the piece lands on the floor at your feet. The first case you smash sets off the alarm, unless you disabled it or cut the power; gas doesn’t stop the glass sensors.
- The guards. Two guards draw on robbers, shooters and whoever set off the alarm, unless they’re gassed. A guard you shoot fights back.
- Get out. The job ends when every robber is 100 m from the building, or after 3 minutes. If anything noticed you: a wanted level and an APB.
What’s in a case
Each case holds one piece, picked by chance, in a varying condition.
| How often | Pieces |
|---|---|
| Common | Gold ring, designer watch, pearl necklace, gold bracelet, diamond earrings, steel watch, gold necklace |
| Fair | Amethyst, chronograph watch, blue topaz, topaz, emerald brooch, diamond bracelet, diamond ring, gold watch, luxury watch, sapphire necklace |
| Rare | Sapphire, emerald, ruby, uncut diamond, platinum watch, cut diamond |
| Rarest | Diamond necklace, very rarely |
Pay
- The till: $2,500 to $6,000, paid as the assistant hands it over.
- The pieces. Your screen shows In your bag (what yours are worth) and Crew carrying (the whole crew’s), both at full market value. A pawn shop pays less: see Selling stolen goods.
- 300 civilian XP and 60 Robbing XP to every robber.
- Quit the game mid-job with any of the loot on you and it still counts as the robbery: you’re charged, the cooldowns start on you, and the last robber leaving shuts the shop.
- The shop shuts for 30 minutes after a robbery, and you can’t rob it again for 30 minutes.
Tips
- No bag, no case. Arms full, no case. A full bag loses the piece, and the case is still smashed.
- Killing the assistant loses you the till, not the job.
- Your bag drops where you fall if you die while wanted or inside your own crime scene with police online.
- Pieces stay hot for half an hour after the job. Sell them later for the full price, with no risk of a tip-off.
Related: Carrying things · Selling stolen goods · Banks and hacking · Shop robberies · Repo jobs (where a bag comes from)
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