Money & loot
ROB RUN Solo Guide: Affordable Loot Runs and Money Progression
Updated · RobrunCodex
For solo progression, finish a small sale before carrying an expensive fillable tool. A DP-9 and first Lockpick cost $5,399 before ammunition; the larger $44,399 sample kit is optional. Repeat the loot → buyer → payment → exit loop, then add an Action Camera when you can replace it.
A solo run you can afford to repeat
A nearly full camera is still at risk if you cannot finish the trip. Start with an accessible target and one sale, then increase the money carried only after the entire loop works for you.
- Set the replacement budget
Keep the next gun, opener and ammunition purchase out of the spending pot for this run. Research is a separate first-time payment.
- Choose access before value
Open displays need different equipment from a locked room or drill safe. Pick the interaction your kit can complete.
- Set a stopping point
Once you have a worthwhile haul or the next target needs extra tools, head to the buyer. This is a conservative recommendation, not a game-imposed limit.
- Finish the money loop
Check the offer, complete the sale, pick up the cash, leave Looty Bay and put the proceeds into storage or laundering.
Start without risking a criminal loadout
If you cannot afford replacements yet, basic Police duty is an alternative way to begin: no badge is needed and duty supplies equipment and transport. Civilians and Police retain inventory on death under their role rules; Criminals lose carried inventory. Exact Police salary is not listed, so this is a lower-exposure starting option rather than a quoted income rate.
For the criminal route, first repeat the tutorial-sized loop: enter Looty Bay, mask up, steal a small haul, sell to the Fence and return. Learn an accessible buyer and a way out before adding a valuable filling item.
Buy a kit you can replace
Lenny provides Trade Laptop access until you own a plot. Research is paid once, while Black Market purchases are paid for each replacement. The proposed kit below combines both kinds of spending and totals $44,399.
Do not wait for every optional purchase to learn a simple sale. The kit gives a progression budget; it does not make every target accessible. Found matching keys and eligible lockpicking open different targets, while a basic weapon does not replace an opener.
Starter kit costs
| Item | Shipment unlock | Black Market price | Total |
|---|---|---|---|
| DP-9 Mk1 | None | $300 | $300 |
| Lockpick | $5,000 | $99 | $5,099 |
| Light Body Armor | $5,000 | $4,000 | $9,000 |
| Sports Bag | $5,000 | $5,000 | $10,000 |
| Action Camera | $5,000 | $15,000 | $20,000 |
Try a jewellery-store sale before carrying a camera
Start with the east jewellery store marked below. Before entering, choose a Fence and a city exit on the city map. Bring a mask, carrying space and a weapon you can replace with its ammunition. The jewellery displays do not need a safe key or Mini Drill, so leave expensive access tools behind for this first example.
Equip the mask to enter Criminal mode, then check the shop and street before taking jewellery from the displays. Watch the worker and cameras: aiming at a worker interrupts a Police call, but broken glass and cameras can still raise an alarm. If the shop is contested, skip it. This target choice does not guarantee an uncontested run.
Take the small haul to your chosen Fence, select the items you intend to sell and check the offer. Choose Complete Deal, then collect the cash from the counter. Leave Looty Bay and use the storage or laundering setup you have available. If the buyer is occupied, reconsider another mapped buyer instead of forcing the sale.
Watch inventory and carrying space during a run
Check the bag before committing to another room. Ordinary items need inventory space; cargo needs its own handling and vehicle capacity. The recording below uses a larger loadout than the starter budget, so copy the space check rather than its spending or expected haul.
Check remaining space before taking more loot
A crowded bag during a combat-heavy solo run. The inventory check is the example; this equipment and haul are not a beginner budget or expected payout.
Watch the interaction · 20:58–21:20
Fill the first camera and separate the margins
The starter Action Camera needs 40 qualifying crime points at its required Notoriety level. Progress changes it into the full-camera variant. Check those requirements before repeating an action that may not qualify, and remember that carried progress can be lost on Criminal death.
At base prices, $50,000 sale minus $5,000 research and $15,000 purchase leaves $30,000 before other costs. On later cameras the research is already paid: $50,000 minus another $15,000 purchase leaves $35,000. These are camera-stage differences, not whole-run profits.
Solo Hard mode starts at Notoriety level four and improves additional rare-loot chances. That does not establish a universally safest or fastest route; choose it for the rules you intend to play.
First camera: known investment
- One-time research
- $5,000
- Empty camera purchase
- $15,000
- Camera-stage spending
- $20,000
Add a base and bank account before scaling up
Rent a vacant plot in an owned settlement using the matching Land Plot Title. The first title lists $50,000 research and $100,000 purchase before buildings and equipment. Check the plot and existing structures before buying a Trailer; an older cash-rental description does not match the launch document requirement.
Open a Looty Bay bank account as a Civilian before laundering. Home laundering avoids Lenny’s commission. Process cash at the desk, then use “Transfer to my account” and check the bank balance. Account protection against player theft lasts until the wipe.
Move from cameras to safes and computers
Research Code Tablet after Action Camera, then USB Hacking Tool after Code Tablet. District progression also controls access to tier-II and tier-III stock. Code Tablet needs four fill points from eligible safe actions; do not convert those points into a fixed safe count.
USB Hacking Tool needs five points. Major listed computers give two and many smaller ones give one, so choose an accessible set of interactions rather than assuming five identical computer visits. Sell a full tool or keep it for a specific barter: using it for equipment gives up its sale value.
Deposit Box Keys are useful for the gold-vault ID Card barter, rather than simple resale alone. Higher Cargo Sheets introduce substantial lifetime-jail requirements; a large sale number is not automatically your next usable goal.
The next income and access goals
Next fillable tools
| Item | How it fills | Points | Unlock | Price | Full sells for | Sale minus listed stage costs | Sale minus replacement purchase |
|---|---|---|---|---|---|---|---|
| Code Tablet | Crack safes in Looty Bay | 4 | $25,000 (after Action Camera) | $20,000 | $75,000 | $30,000 | $55,000 |
| Action Camera (II) | Criminal actions at the required Notoriety level | 70 | $35,000 (after Action Camera I) | $30,000 | $100,000 | $35,000 | $70,000 |
| USB Hacking Tool | Hack computers in locked rooms | 5 | $50,000 (after Code Tablet) | $50,000 | $200,000 | $100,000 | $150,000 |
| Action Camera (III) | Criminal actions at the required Notoriety level | 100 | $80,000 (after Action Camera II) | $50,000 | $200,000 | $70,000 | $150,000 |
Decide whether the next stage pays back
The comparison below assumes you extract and sell. Its stage costs do not automatically include every earlier prerequisite, room opener or replacement. If a stage requires equipment you have not bought, add it before choosing the target.
After you have a reliable sale-and-launder loop, compare collections, growing or laboratory production. They need a base, more capital and delivery protection. Bigger output is useful only when you can complete the whole chain.
Base sale versus listed stage costs
| Step | You spend | First sale | Before other costs |
|---|---|---|---|
| Starter kit and first camera | $44,399 | $50,000 | Base sale exceeds listed kit cost |
| Code Tablet | $45,000 | $75,000 | At 4 fill points; action count varies |
| USB Hacking Tool | $100,000 | $200,000 | At 5 fill points; action count varies |
Worked choice: buy another camera or upgrade the gun?
Suppose your first camera is sold full for the listed $50,000. Its own $5,000 research and $15,000 purchase leave a $30,000 camera-stage difference. The next camera costs another $15,000, not another research payment. A later full sale therefore leaves $35,000 at this stage, before ammunition, transport and any losses.
If that $15,000 replacement would empty your cash reserve, repeat a small inventory run first. If access is the bottleneck, buy the opener for the next target before a more expensive weapon. A stronger gun does not satisfy a safe, room-key or computer requirement.
Finish the run before planning the next upgrade
This example leaves the city and returns to Lenny’s cash storage. The creator’s haul and equipment are not an expected solo payout.
Watch the interaction · 9:48–10:19
Common questions
My camera does not seem to fill. What should I check?
Check the exact camera variant’s qualifying actions, required Notoriety and remaining points. The starter camera needs 40 qualifying points; not every crime contributes under every condition.
Do I pay research again after losing a camera?
Research is the one-time unlock in this loop. Each replacement still needs its purchase price; do not budget replacement tools as free.
Should I sell a full USB tool or exchange it for a Drill?
Sell it when you want the base return; keep it for barter only when you are preparing the bank and can support the remaining tools and extraction. The barter gives up the full tool’s sale value.
Does a bank account make my money survive a wipe?
It protects funds against player theft. Federal confiscation has separate rules, so do not treat that theft protection as wipe protection.
What should I do if another group is waiting at my buyer?
Keep distance and reconsider the approach or another buyer shown on the map. A full bag does not oblige you to enter a contested sale. This is a risk choice; the map has no live player or buyer-availability feed.
When should I leave instead of searching one more room?
A practical stopping rule is to leave when your current haul meets the run’s goal or the next interaction needs tools you lack. A lucky item is a bonus, not a reason to risk every remaining replacement purchase.
Keep going
- Inspect item states →
- Plan research →
- Save a haul setup →
- Where to Sell Loot in ROB RUN: Fence, Smuggler and Payment →
- First house and plot requirements →
- Bank account and laundering steps →


