Burglaries
Solo or crewThe fence hands you an address. Pick the lock, clean the place out, get out without waking anyone. From a fleabag motel to a penthouse, reputation opens the doors.
The plan#
- See the fenceHis purple box is on the map. He offers you 3 leads, with the neighborhood and the distance. Your crew tags along if they're free.
- Get inPick the lock (minigame, harder the fancier the place) or kick the door in. You've got 20 min.
- Kill the alarmIf there is one, a countdown starts. The panel is near the exit: cut it in time (minigame) or it goes off.
- Clean it outCash is pocketed on the spot. Items go in your bag: 12 slots, a TV takes 5, a watch 1.
- SellBack to the fence, he buys it all for cash, at the Fence Exchange price. Or he keeps your goods in his storage. Every successful job earns you a point of burglar reputation.
Two ways in#
The lockpickquiet
- Cursor minigame: 1 mistake allowed, then the pick snaps.
- The resident stays asleep, the alarm gives you time.
The door3.5 s
- No minigame, but the alarm goes off right away.
- The resident is up.
- No alarm? A neighbor calls the cops 60% of the time.
The tiers#
| Tier | Reputation | Loot | Alarm |
|---|---|---|---|
| Motel, dump | 0 | ×0.5 – ×0.8 | ★ |
| Mid-range | 3 | ×1 | ★ |
| High-end | 8 | ×1.8 | ★★ |
| Villa | 15 | ×2.5 | ★★ |
| Penthouse | 25 | ×3.5 | ★★★ |
The classier the place, the more alarms, safes, and the better armed the resident. Jewelry, watches, laptops, consoles, TVs, guitars and microwaves everywhere; gold bars from high-end up, old masters in villas and penthouses. Every now and then, a collector pays +25% for one item (see the Fence Exchange).
The risks#
Noise wakes the resident: running, jumping, shooting, hauling heavy stuff, botching the safe. He gets up, attacks, then calls the cops. If the alarm goes off: stars (the cops are waiting outside), a $1,500 bounty, and every player sees the place flashing on their map.
Die and whatever's in your bag stays on your body. The bag shows on your back: everyone knows you're loaded.
Crouched, you make . Point a gun at the resident and .
The bag is small. A TV is heavy and pays badly: save the room for jewelry.