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ROB RUN Beginner Guide: First Loot, Sale and Cash

For a first run, prepare a loadout you can replace, choose a target you can open, sell a small haul to the Fence, collect the payment and leave Looty Bay. Return to cash storage before buying a larger setup. A big loot find is optional; completing the loop is the goal.

Six-stage first-run plan: prepare, choose a target, loot, sell, leave Looty Bay and store the cash.
Our first-run plan. Each stage solves a different problem; a successful theft does not complete the sale or secure the payment.

1. Set one goal: finish a complete run

After the prison introduction, meet Lenny and use a rental to get moving. Crossing a location boundary opens the global map, where you select Looty Bay. You do not need to own a house or an upgraded car to learn a first inventory-loot sale.

Plan the whole journey before carrying more: where you can loot, which buyer accepts the items, how you will leave, and where the payment will go. Theft, sale, city departure and cash storage are separate stages. Stopping at the sale leaves you carrying dirty cash rather than having finished the money loop.

2. Buy for the next target, not the whole equipment tree

A DP-9 Mk1 lists a $300 base purchase with no research charge. Ammunition is additional. If your intended target uses an eligible lock, Lockpick adds $5,000 research and $99 per purchase. Together those two items cost $5,399 before ammunition and other expenses. A pistol does not replace a key or opener.

Light Body Armor adds $9,000 in listed research plus first purchase; the first Sports Bag adds $10,000. They protect or expand the loadout, but neither unlocks a drill safe. Pick an accessible target first instead of buying an expensive tool and searching for something to use it on.

Action Camera is a later progression goal, adding $20,000 for its research and first purchase. Taking all five rows below makes the familiar $44,399 sample kit, before ammunition, housing, transport and losses. That total is a budget example, not an entry fee for making your first sale. Research is the one-time access payment; each lost or sold item still needs a replacement purchase.

Starter-cost chart separates research from purchase: DP-9 $300, Lockpick $5,099, Light Body Armor $9,000, Sports Bag $10,000 and Action Camera $20,000.
Calculated from the item records. The chart separates first-time research from the purchase you pay for each copy.

Recognize the unlock and the purchase offer

A locked item shows the payment that opens access. After unlocking it, buy a copy separately and check that it appears in your inventory. The clip uses a rifle as the example; it is not a recommendation to spend your first cash on that rifle.

Unlocking access and buying the item are separate

Watch the weapon unlock become a purchase offer. The recorded offer reflects that player's conditions; compare your own price before buying.

Watch the interaction · 12:00–12:28

Gameplay by Ditech Gaming. Open at 12:00 on YouTube →

3. Scout before the mask and know what the mask changes

Enter the city, check where you are and inspect a target before switching to Criminal mode. Look for the intended loot, its lock restriction, workers, cameras and any usable electrical-panel interaction. Some targets are open inventory thefts; others need a specific key or drill. A quiet-looking building is not proof that you can open its valuable container.

Equipping a mask activates Criminal mode. Criminal death loses carried inventory, while surrender preserves equipped gear and sacrifices bag contents. Civilian and Police outcomes differ, as the role table shows. Staying unmasked is a preparation choice, not immunity from another player attacking you.

In the video example below, the player checks a house exterior before entry. Use that sequence to understand the inspection. It does not establish that this neighborhood is always quiet or that the same route will be available in your encounter.

Inspect the exterior before entering

Watch the approach, exterior alarm check and camera discussion. The example ends before the interior looting begins.

Watch the interaction · 6:37–7:13

Gameplay by Smooooth. Open at 6:37 on YouTube →

Pick your role

Pick your role
RoleWhat you doIf you die
CivilianExplore the city safelyYou keep your inventory
PoliceStop Criminals and earn a share of confiscated goodsYou keep your inventory
CriminalRob, steal and fight other CriminalsYou lose your whole inventory

4. Control the call, then take a haul that fits

Workers can call Police when they see a Criminal. Aiming interrupts the call; killing workers raises Wanted faster. Cameras and broken glass are separate alarm triggers. Eligible lockpicking does not itself activate the lock alarm, but that does not cancel workers, cameras or a citywide Special Job announcement.

Take inventory items your bag can carry without turning the visit into a search for the most valuable possible random find. A painting can have a useful sale value and still occupy much of a small bag. Compare the space with the actual offer rather than assuming rarity alone decides what to take.

The creator explains that the example uses a larger bag looted from another player. Your starting capacity can be smaller, and the unusually valuable find in that run is luck rather than an expected first-run payout. Use the footage for the interaction and inventory lesson, not a promise that your own first trip earns the same amount.

Watch bag space and trunk use

The example shows moving loot and checking item space. Keep the larger borrowed loadout and random finds separate from a fresh-character budget.

Watch the interaction · 7:35–8:20

Gameplay by Smooooth. Open at 7:35 on YouTube →

5. Finish the Fence sale and collect the payment

The Fence buys stolen inventory; cargo goes to the Smuggler. Choose the correct buyer before transporting the haul. At the trade screen, move only the items you intend to sell into the offer and check the final deal amount. A catalogue base value and the displayed offer can differ because of sale conditions and Notoriety.

Complete the deal, then collect the money. The example discusses collecting payment after the sale, rather than treating the confirmation as an automatic protected-bank deposit. If you used a vehicle trunk, check it deliberately before leaving so you do not forget the second part of the haul.

The sale area is still part of the city encounter. Do not spend the next minute comparing upgrades while holding the proceeds. Leave with the cash, complete the return to storage and choose the next equipment goal afterward.

From the offer to collecting cash

The sale screen begins at 8:32. Watch item selection, Complete Deal and the payment step; the amounts belong to this recorded haul.

Watch the interaction · 8:32–9:15

Gameplay by Smooooth. Open at 8:32 on YouTube →

6. Leave Looty Bay and put the cash away

Cross the city boundary to return to the global-map stage and end Criminal mode. Hiding conceals the player and nickname but does not finish the run. Police can temporarily block bridges, so keep your route flexible. Logging out instead leaves a vulnerable character until its countdown finishes.

For the early loop, the video returns to Lenny’s cash stash. Cash storage is an interim destination, separate from laundering. When you have a bank account and the relevant setup, laundering converts deposited dirty cash toward account credits protected against other players’ theft. Federal confiscation has separate rules.

The run is complete when the intended loot has been sold, its payment collected, the city left and the proceeds put into the chosen storage or laundering workflow. Use what you learned to fund one useful next purchase: an opener for another target, enough carrying space, or a fillable-tool goal. Skip unrelated upgrades.

Complete the city exit and return to cash storage

Watch the city-boundary departure and the return to Lenny’s cash stash. This is the final stage of the example run, after collecting the sale payment.

Watch the interaction · 9:48–10:19

Gameplay by Smooooth. Open at 9:48 on YouTube →

What changes when the loot becomes money?

A sale changes valuable items into dirty cash, but the cash is still inventory. Cash storage and laundering solve the next problem; neither is the same as the original Fence interaction. Decide where the proceeds are going before choosing your next target.

Bank credits come after the account and laundering setup. They are protected against theft by other players, while federal confiscation follows separate retention rules. For the first run, finish the cash-storage step you actually have available instead of assuming every payment already became a bank balance.

Money-state diagram: inventory loot becomes dirty cash after sale, while laundering converts deposited cash toward bank credits.
Our money-state diagram. Lenny’s cash stash, carried dirty cash and a bank balance are different places or forms of money.
FAQ

Common questions

I paid for research. Why is the item not in my bag?

Research unlocks purchase access. You still need to buy a copy from the appropriate market. Budget the one-time research and each replacement separately.

Do I need the full $44,399 kit before my first sale?

No. It combines five suggested equipment goals and their first listed costs. Choose a target your smaller loadout can actually complete; ammunition and other expenses are additional.

Why did I not earn the amount shown in the video?

The recorded run includes a lucky valuable find and a larger bag acquired from another player. Your finds, capacity and trade conditions can differ. The guide uses that footage to explain the sequence, not to promise the same payout.

I clicked Complete Deal. Is the payment safe now?

Finish collecting the payment shown by the interaction. Dirty cash remains inventory before storage or laundering; a Fence sale is not an automatic protected-bank deposit.

Why did Police react when I had not fired?

Workers, cameras and broken glass can trigger calls or alarms. Eligible quiet lockpicking avoids that lock interaction’s alarm trigger, not every source of detection.

Should I quit the game if I am being chased?

Logging out leaves the character vulnerable until its countdown ends, and enemy territory can lengthen it. Completing the city exit and storing the proceeds are different actions.

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