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Your first hour
The walkthrough, your first goals and today's work, and how they get you to level 3.
The walkthrough
It starts the moment you register, and it’s six short steps. Each one puts a marker or a waypoint on the thing to do:
- Welcome. Chat says to follow the prompts, or leave with
/skipwalkthrough. - Steal the bag on the curb (E). A marker shows the bag. Inside: $250, a pistol with no rounds, a knife or a dagger, and a candy bar.
- Open your inventory (I). The candy bar heals you; the weapons are in your weapon wheel.
- Take a car. A car with nobody in it nearby is marked, and a waypoint points to it. It is never your own car, a police or emergency car, or a job’s car. Any car you find yourself counts just the same.
- Buy something at a shop (Y at the counter). The nearest 24/7 or gas station selling something you can afford is marked. If none has anything at your price, one is stocked for you.
- Hold the shop up. The nearest open 24/7 or gas-station store with a clerk is marked: not one you own, and not one you robbed lately. Point your weapon at the clerk. The knife or dagger is enough.
For your first 15 minutes nobody can hurt you and you can’t hurt anybody. The hold-up step turns that off, and you are told so: “Passive mode is off. This one is real: the police can come for you.” If the 15 minutes run out while the walkthrough is still going, you are told that too. You can’t rob anywhere until you reach the hold-up step, and the robbery prompt stays hidden until then.
If you already know the game, /skipwalkthrough leaves at any time and pays part of the reward for the steps you did.
Finishing ends on a “You’re all set” banner.
Finishing pays 150 XP, and the hold-up adds 60. That’s past the 145 XP that level 2 needs.
Your first goals
Four goals pay once each, the moment you meet them. See them with /goals, or Your goals in the
F10 dashboard. When one is met, a Goal complete card shows at the top right with the cash and
XP, and chat repeats it. Goals are checked regularly, so one you met without noticing is paid on the next check.
| Goal | Pays | How |
|---|---|---|
| Put $1,000 together | $500 and 50 XP | Cash and bank both count. The walkthrough’s till usually gets you there. |
| Own a vehicle | $1,000 and 150 XP | Any dealership. The cheapest car, an Asea, is $3,000 plus 6% sales tax. |
| Reach rank 2 | $500 and 60 XP | The walkthrough does it. |
| Buy a house | $2,500 and 400 XP | You can spawn in it afterwards. |
Each goal also shows up as an achievement on your dashboard; see Achievements and leaderboards.
After the walkthrough, rank 2 and the $1,000 goal you have about 320 XP. Level 3 is 354, so your first job after the walkthrough takes you to level 3, and level 3 opens banks.
Today’s work
/work (or /jobs, /daily) shows your board: three jobs for the game day and one for the game week. A game
day is about 48 real minutes, a game week about 5 and a half hours. The board pays on top of the job’s own money:
| Daily | Pays |
|---|---|
| Clear three tow calls | $1,500, 120 XP |
| Six tow calls | $2,500, 200 XP |
| Two trucking loads | $1,500, 120 XP |
| One petrol run | $1,200, 100 XP |
| Two repo cars | $1,800, 130 XP |
| Two pimp jobs | $1,800, 130 XP |
| One job with another player | $2,000, 150 XP |
| Finish two races | $1,200, 100 XP |
| Win a race | $2,000, 150 XP |
| Set a lap worth keeping | $1,200, 100 XP |
| Get away with two robberies | $1,800, 130 XP |
| Sell five fish | $1,400, 110 XP |
| Weekly | Pays |
|---|---|
| 20 tow calls, 10 pimp jobs, 8 races, 10 trucking loads or 30 fish | $8,000 and 800 XP |
| 5 jobs with a crew | $10,000 and 1,000 XP |
The board’s XP is civilian XP, so you only get it while you’re a civilian. The cash and the count still happen on any team.
How the board behaves
- Your board is your own. It is drawn for your account, so two players see different jobs. It stays the same all day, however often you log in and whatever the server does. You never get the same job twice in one draw.
- A new game day clears the dailies and a new game week clears the weekly. Each turns over on its own, without touching the other.
- Two jobs can count the same thing. If your board has both “three tow calls” and “six tow calls”, every call you deliver counts toward both.
- What counts as a job with another player. Only a pimp job that more than one of you was paid for, or a robbery taken by more than one of you. Tow, repo, trucking and racing don’t count. The same goes for the weekly crew job.
- Races. “Finish” and “win” count only in a race with at least two starters; a time trial never counts. A “lap worth keeping” is a personal best or a track record, not any lap. See Racing.
- A petrol run is also a trucking load. It counts toward “two trucking loads” and the weekly ten, as well as its own row. See Trucking.
- Fish. Both fish rows count legal fish sold at a counter, one per fish. Undersize fish and the garibaldi can’t be sold, so they never count. See Fishing.
- You are told as it goes. A notification shows your progress (“2/3”) each time, and finishing a job plays a sound,
shows a notification and prints a chat line with the cash and XP.
/worklists every row in chat, with what it pays, and marks finished ones as done.
Where to see it: /work, Your goals in the F10 dashboard (the board sits above your first goals, with the
game day and week), and Help > Missions > Today’s work. The first time you spawn in after the walkthrough, a hint
points you to it.
Finding the next thing
- Ways to earn: a card 8 seconds after the walkthrough ends, and
/waystoearnany time. - Hints: the first time you stand somewhere that does something you haven’t been told about, a card tells you about it, once per character. A dealership, Ammu-Nation, a mod shop, a trucking board and a fish finder each have one. No hint shows until the walkthrough is over, two never come close together (one held back comes the next time you pass), and each fades after a moment.
- Tips: a short tip at the top right every so often for your first hours on a team, alternating between your team’s and your skills’.
- New to the game? For your first hour of play, a few extra labels show for you, such as the mod shop’s “Bring your vehicle to this Mod Shop to get tricked out!”
- Help: F10, or
/help./commandslists the commands. - Keys: every key and menu is on Keys and menus.
- Chat: a line from the server goes out now and then. See Chat and Discord.
Keep in mind
- Cash in your pocket is at risk. It’s what a stick-up takes and what the hospital bills when you die. Money in the bank is safe from both.
- A pistol at Ammu-Nation is $2,500 plus tax, and you don’t need a licence or a level to buy one. It comes with one magazine. Buying a weapon is legal; carrying it where the police can see it is not. You don’t need a gun to start robbing: the walkthrough’s blade holds a clerk up.
- Search the bins. A dumpster can be searched with E (the ones behind shops are worth it), and a stopped, unlocked car that is nobody’s from its X menu. Anything you search stays empty for an hour.
Related: Welcome · Money · Shop robberies · Vehicles · Houses · Trucking · Racing · Fishing · Tow dispatch · Achievements and leaderboards
Something wrong or missing? Suggest an edit. Staff review it on Discord.
