Where you start

Every character leaves prison as a hobo: no money, no home, only a room at Lenny’s Motel. The motel is your base until the first plot. Lenny can hold your cash while you save, but he does not store items — stolen goods have nowhere to go until you rent land.

The intro quests lead you through Looty Bay and explain the core rules. Skipping them means learning the loot-loss rules on your own losses.

Transport: free until you own a house

With no active car, the nearest parking terminal gives you a rental for free; terminals are marked on the Looty Bay map. You cannot install upgrades on a rental. A car of your own needs a house of your own: the first purchasable cars, Fukurou Tensa (200 000 $) and Longhorn Van (180 000 $), each need 50 000 $ of research in Larry’s tree first.

For a courier the van is the better first buy: 6 cargo slots against 1 in the Tensa.

First money: five ways

PathWhat you doRisk
RobberiesMask on, a target in Looty Bay, a fenceHigh: death as a criminal costs the bag and the gear
CargoCarry and sell contraband to smuggler vansMedium
ProductionPlantation, lab and workbenches on your plotYour base can be raided
PoliceArrests and confiscations with issued gearLow: you risk nothing of your own
Clan and territoryTaxes from settlements and districtsNeeds a clan and laundered money

You can switch later; the first choice only decides where the early money comes from. For most players it is small robberies: they need nothing but a mask.

Your first robbery

  1. Walk the route as a civilian: the shop, the nearest fence, the exit bridge.
  2. Switch the alarm off at the fuse box outside, or hold the clerk at gunpoint — do not kill him.
  3. Take what is expensive and small. One bag, one shop.
  4. Drive out of the city: the criminal status ends in the exit zone on the bridge.
  5. Sell to a fence and take the cash from the counter straight away.

For scale: a Ruby in Case sells for 20,000 $ and a Gold Bar for 52,000 $ at the base price level — but both lie in the bank, which is not a first-day target. What lies in ordinary shops and what it costs is on the building pages.

Where the first haul is safe

What you haveWhere to keep itWhat can take it
CashWith Lenny until you can launder itPlayers and police
Money on the accountLooty Bay Bank, withdraw at ATMsNothing until the wipe
Stolen itemsYour base (the motel does not store them)Confiscation on surrender or arrest
Equipped gearOn the characterDeath as a criminal in the city, any death in the desert
The bagSell it before a trip to the desertDeath in the desert takes everything

A bank account is opened only as a civilian at the Looty Bay Bank. Do it as soon as you have the first money: the account is also what you pay a bribe from.

The first plot

A plot is rented only in a settlement that already has an owner: find the rent sign and sign the contract. The first plot is paid in cash and comes with a trailer as a gift. The plot gives you a base, storage, a respawn point and access to production. Settlements and districts are on the world map: click a district, then a settlement twice to open its 31 plots.

The trader tier equals the level of the district where your plot stands: no plot — tier I, district 2 — tier II, district 3 — tier III. To move up you need a plot document of that level from Larry’s tree. When you rent a new plot, the whole base moves with you.

While you rent, you pay the settlement owner a percentage of every laundering and every purchase in the laptop. This is normal — it is how the owner earns.

Rules newcomers learn the hard way

  1. The mask stays on the record: once it is on, you are a criminal in Looty Bay until you leave the city.
  2. There is no law in the desert: anyone may attack, and death costs the whole inventory.
  3. Surrender beats a lost fight: the bag is taken, the gear stays.
  4. A criminal who logs out dies. Finish the run before you quit.
  5. The party limit is three players. A clan is a different thing: it is for territory.
  6. Seven days after the server opens the Federal Raid confiscates everything — spend accordingly.

Next: the solo plan for the first week, where to sell loot and what the weekly wipe takes.