Explore Goldline

Type to search the city.

MUG A LOCAL

Threaten an eligible local NPC until the E to Mug prompt appears, then press E. Keep the target under control for the ten-second mugging sequence. A target who flees or dies does not complete the normal successful mugging.

The same person cannot simply be mugged repeatedly. Successful muggings can award cash and items, and the action can notify police. Killing the target can trigger a separate report. This local-NPC interaction is different from the player search and restraint menu.

STORE AND TRAP-HOUSE ROBBERIES

Approach a supported robbery point armed and press E to begin. An unarmed character is refused as posing no threat. Remain in the area until the timer completes: store robberies allow 20 metres from the point and trap-house robberies allow 15.

Store timers are two minutes. Trap-house timers vary by location, generally six to nine minutes. Leaving the allowed distance cancels the attempt. These locations also have a randomized one-to-two-hour robbery cooldown.

Robberies notify police and can bring an NPC response. A trap-house robbery is separate from supplying a companion to sell drugs there. Plan your departure after the timer rather than leaving before the payout is awarded.

VEHICLE THEFT AND CHOP SHOPS

At a locked vehicle, the equipment menu can offer Pick vehicle lock with lockpicks or Cut vehicle lock with a blowtorch. Unlocking the doors and gaining ignition access are separate steps. A successful hot-wire warning tells you to keep the engine running.

Take an eligible vehicle to a chop-shop interaction and press E to chop it. The process immobilizes the vehicle and removes its parts in stages. DMV and rental plates are refused, and an occupied chop-shop process must finish before another can begin.

Use the separate scrap-parts menu to select components and quantities from your inventory. Chopping can produce a police report.

FALSE IDS AND PLATES

False identity services separate blank cards from printing. The blank-card seller offers damaged, old, new and government card grades; the printer offers Print an ID Card for $10,000 and identity deletion for $100,000. Choose the intended identity slot before printing or deleting.

False plates also have separate blank-plate and printing services. Printing prices depend on grade: damaged $5,000, old $8,000, new $12,000 and government $16,000. Plate text is validated, so invalid input is refused.

Carry the finished plate item to a vehicle and use its equipment action to fit it. Restore original plates is a separate action. A changed visible plate does not remove the vehicle VIN; the plate service includes a VIN-check interaction.

RESTRAINTS, BAGS AND HOSTAGES

Face the intended player and use the player interaction menu with the required restraint item. Cuffs, ties, escorting, vehicle placement, bags and gags are separate actions. Stay close throughout the action; a player moving away can make the selected-target action fail.

To saw off another player's handcuffs, carry a hacksaw, stand within one metre of them and choose Saw off handcuffs in the player interaction menu, or use the hacksaw from your inventory. You must be uncuffed yourself. Stay close and wait for the sawing to finish; it takes three to seven minutes. A successful attempt removes the cuffs, but a failed attempt breaks the hacksaw.

A cuffed player cannot climb out of a car trunk on their own and needs another player to let them out.

A gag prevents the player from speaking over voice chat. Carry one, stand within two metres of the intended player and choose Apply gag in the interaction menu. Applying it consumes the gag from your inventory. To remove it, choose Remove gag in the interaction menu or use /pickupgag near the gagged player.

A head bag blocks the target's view. /pickupbag removes one from a nearby player, while /untie handles the supported ties. Removing a bag does not remove handcuffs or other restraints.

/takehostage starts the hostage interaction with an eligible nearby person. While holding them, G releases and H kills, as shown on screen. Releasing a hostage ends that hold; it does not automatically undo other equipment previously applied.

ALERTS AND EVIDENCE

Crime can generate reports, gunshot residue, DNA evidence and bullet casings. Cameras and police equipment add other ways to investigate an incident. Planning a getaway includes what you leave behind. To wash off gunshot residue, enter the water and swim. When the cleaning notification appears, stay in the water for another 30 seconds. Police investigations.

LARGER OPERATIONS

Use the heist guide for banks, the yacht, Union Depository and Diamond Casino. Drug production and gangs and shipments cover longer-running criminal activities.

BURGLE A HOUSE

Bring lockpicks and find a supported burglary entrance. Use its door interaction to pick the lock, then enter through the E prompt. House interiors contain individual search spots; stand at a spot and press E to search it.

An empty spot reports that nothing remains. The closet has a separate peek interaction, and the entry door supplies the exit prompt. Watch your surroundings and finish searching before leaving: burglary can trigger a police report.

Player-owned property doors also have their own locks, passwords, alarms and access permissions. Those systems are separate from the fixed burglary-house activity.

SELL GOODS AT A PAWNSHOP

Take supported goods to the pawnshop, approach its marker and press E to sell. The menu lists eligible inventory items with a price and quantity selector.

Choose the quantity you actually want to sell and confirm the offer. A pawnshop, a chop shop and a jewelry buyer accept different goods, so an item missing from one selling menu may belong to another trade or crafting chain.

RECOGNIZE THE LOCKPICKING MINIGAME

Carry lockpicks and start from the door, vehicle or safe interaction that needs opening. Different locks can launch different minigames, so read the controls on the screen rather than applying the same keys everywhere.

In the latch game, G raises a latch, H locks it and X cancels. In the rotating-pin game, left click when the moving marker reaches the target. Each successful pin changes the direction and target; complete every pin to open the lock. A missed click fails the attempt. G or Backspace cancels that version.

Finishing a minigame only handles that particular lock. A stolen vehicle can still need ignition access, and a heist can still have another secured stage.

All featuresHeists and major robberiesDrug production and dealingGangs, reputation and illegal businesses

Optional services stay off until you allow them. You can change your choice here at any time.

Essential storage remembers these choices for up to six months.

Allow Google Analytics to measure visits and page use.

Load WidgetBot Discord chat and Google Translate. These providers receive connection information and may use their own cookies.

Withdrawing consent stops future loading; it does not erase information already received by providers.