Wiki · Your progression
What unlocks when
Every level gate in the game, in order, and what grows a little with every level.
Most gates read your total level. The pimp’s ladder reads your civilian rank, and the tow truck reads your Towing skill.
| When | Which level | What opens |
|---|---|---|
| From the start | Tow dispatch rank 1. Trucking cargo and petrol runs. Simeon’s repo jobs. The pimp’s Trouble on the corner. Shop and ATM hold-ups (once the walkthrough reaches them). Fishing, racing, the G6 insider. Every dealership but Premium Deluxe. Joining a team. | |
| 3 | Civilian | The pimp’s Collect the earnings (at night only, 19:00 to 06:00 game time) |
| 3 | Total | Banks: walk up to a Fleeca, or /heists for Pacific Standard |
| 3 | Towing | Tow rank 2: the Large Tow Truck, highway breakdowns, calls after dark |
| 4 | Total | Trucking random events: illegal goods, fragile goods, zoo animals |
| 5 | Total | Create a group (/creategroup). Lease a business slot (/businesses) |
| 5 | Civilian | The pimp’s Rival on the block |
| 6 | Towing | Tow rank 3: the Flatbed, police seizures, impound transfers, gang cars, calls further out |
| 7 | Fishing | The large cooler |
| 8 | Civilian | The pimp’s Client pickup |
| 10 | Total | Premium Deluxe Motorsport: sports cars, supercars and convertibles |
| 10 | Hacking | Every hack one step easier |
| 10 | Towing | Tow rank 4: insurance recoveries |
| 11 | Civilian | The pimp’s Hold the turf |
| 15 | Total | Buying from Vangelico’s cases |
| 15 | Civilian | The pimp’s VIP Escort: the whole ladder is open |
| 15 | Towing | Tow rank 5: the scrapyard offers two to four times the fee for the car on your hook |
| 20 | Hacking | Another step easier |
| 25 | Civilian | The heads-up race stake stops growing ($6,000) |
No level needed for joining a team (not while you’re wanted, and the police turn away anyone with unpaid tickets), robbing Vangelico, attacking a Gruppe Sechs truck, buying a weapon at Ammu-Nation (no licence either), or buying from Lester (civilians only).
What grows a little every level
- The pimp’s pay: 1% more per civilian level, up to 50% more.
- A heads-up race stake: $1,000 plus $200 per civilian level, up to $6,000. It’s always the lower of what the two racers’ levels and cash allow.
- Your haggle at the pawn shop: a 45% chance, plus 2% per Robbing level, up to 80% (from Robbing 18).
Business reputation
Your Business skill is your reputation as a small-business holder:
| Reputation | Business skill | What it gives |
|---|---|---|
| 1 | 2 | 10% off washes and club drinks |
| 2 | 4 | Business jobs cool down 20% faster and pay you 15% more |
| 3 | 7 | Others on your jobs earn 25% more; your jobs earn the business 15% more; a second slot |
| 4 | 11 | Your slots earn 15% more |
| 5 | 16 | Your slots can pay into your paycheck instead of the safe |
Police rank: the armoury
| Rank | Weapons |
|---|---|
| 0 | Stun Gun, SNS Pistol, SNS Pistol Mk II, Pistol |
| 1 | Ceramic Pistol |
| 2 | Vintage Pistol, Perico Pistol, Pump Shotgun |
| 3 | Pistol Mk II, Combat Pistol, Double Barrel Shotgun, Machine Pistol |
| 4 | Marksman Pistol |
| 5 | Heavy Revolver, Sawed-Off Shotgun, Mini SMG, Compact Rifle |
| 6 | SMG |
| 7 | Double-Action Revolver, Sweeper Shotgun, Sniper Rifle |
| 8 | Navy Revolver, Bullpup Rifle |
| 10 | Pistol .50, Heavy Pistol, Heavy Revolver Mk II, Bullpup Shotgun, Combat PDW, Gusenberg, Carbine Rifle |
| 12 | Heavy Shotgun, Musket, Assault SMG, Special Carbine, Smoke Grenade |
| 15 | AP Pistol, Assault Shotgun, Micro SMG, MG, Advanced Rifle, Assault Rifle, Heavy Sniper |
| 20 | Combat Shotgun, SMG Mk II, Combat MG, Assault Rifle Mk II, Bullpup Rifle Mk II, Carbine Rifle Mk II, Military Rifle, Marksman Rifle |
| 25 | Pump Shotgun Mk II, Special Carbine Mk II, Heavy Sniper Mk II, Marksman Rifle Mk II |
| 30 | Combat MG Mk II |
Roadblocks, stingers and oil slicks stay down 1 minute at first, then 2 minutes at police rank 5, 3 at 10, 4 at 15, 5 at 20, 10 at 25, and an hour at 30.
Firefighter rank: the station’s equipment
Extinguisher, flashlight and flares from the start; a stone hatchet at rank 1; a flare gun at 2; a hatchet and a wrench at 3; a jerry can at 5.
Next on the path: Levels 1 to 5.
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