Gear & progression
ROB RUN Shipments Guide: First Unlocks and Complete Path Costs
Updated · RobrunCodex
Choose one activity and unlock its complete minimum chain. For early city runs, compare Lockpick, Light Body Armor, Sports Bag and Action Camera; their selected research totals $20,000 before purchases. Use the planner to count unowned prerequisites once, then add district, jail-year and equipment-purchase requirements.
Research the next usable action
A completed node unlocks access. It does not place a copy in your bag, build the room or satisfy another district or jail-year requirement.
- Name the next task
Open an eligible lock, carry more loot, start a harvest or obtain one ranked Police issue. Choose the node that enables it.
- Trace all prerequisites
Count each shared node once. Completed nodes can be excluded from your remaining research budget in the planner.
- Check non-cash gates
District level and lifetime jail years can keep a researched goal unusable. They are separate from the purchase money.
- Reserve the first purchase
Before paying research, keep enough for the item copy, inputs and replacements that make the new action usable.
Learn the two-payment rule before choosing a branch
Shipments take dirty cash and unlock Black Market availability; they do not deliver a copy of the researched item. Earlier nodes, district level and sometimes lifetime jail years also apply. The final node’s price is therefore neither the complete path nor the equipment purchase budget.
The shipment screen connects branches by prerequisites. Follow those connections, then use the planner to deduplicate shared nodes and subtract unlocks you already own. Marking a node completed is manual progress, not a game-account sync.
Watch the unlock change into a purchase offer
Use the in-game item’s unlock action, then buy the copy you intend to use. Check your inventory after purchase. A completed node in our planner is a saved planning choice; it does not perform either transaction in the game.
The recording’s rifle offer demonstrates the interface transition. Its displayed purchase price is a player offer, so keep it separate from the base prices and prerequisite totals in this guide.
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
Early heisting: open targets and carry the result
Lockpick, Light Body Armor, Sports Bag and Action Camera each list $5,000 research: a selected four-unlock research budget of $20,000 before their purchases. That is a suggested small starting set, not a rule that every activity needs every item.
The longer heister route adds Cargo Workbench, KL-545 Mk1, better armor, Code Tablet, Mini Drill, larger bag, USB tool and Deposit Box Keys. The listed path has no jail-year requirements. The Mini Drill target list covers 33 safes across 17 buildings, so compare its access with a target you can already reach.
Full filling items can be sold or bartered. Deposit Box Keys lead to the bank gold-vault ID Card; that does not make the rest of a bank kit free.
Fillable-tool access progression
Heister path
| Order | Shipment | Research | Needs | District level | Running total |
|---|---|---|---|---|---|
| 1 | Lockpick | $5,000 | Nothing | Any | $5,000 |
| 2 | Cargo Workbench | $5,000 | Nothing | I | $10,000 |
| 3 | Light Body Armor | $5,000 | Nothing | Any | $15,000 |
| 4 | Sports Bag | $5,000 | Nothing | Any | $20,000 |
| 5 | KL-545 Mk1 | $25,000 | Nothing | I | $45,000 |
| 6 | Medium Body Armor | $15,000 | Light Body Armor | I | $60,000 |
| 7 | Action Camera | $5,000 | Nothing | Any | $65,000 |
| 8 | Code Tablet | $25,000 | Action Camera | II | $90,000 |
| 9 | Mini Drill | $100,000 | Lockpick | II | $190,000 |
| 10 | Sports Bag (bigger) | $35,000 | Sports Bag | II | $225,000 |
| 11 | USB Hacking Tool | $50,000 | Code Tablet | II | $275,000 |
| 12 | Deposit Box Keys | $100,000 | USB Hacking Tool | III | $375,000 |
Worked budget: four unlocked nodes are not four owned items
Lockpick, Light Body Armor, Sports Bag and Action Camera each list $5,000 research, so the selected unlock subtotal is $20,000. Their listed purchases are $99 + $4,000 + $5,000 + $15,000 = $24,099. Adding the $300 DP-9 produces the $44,399 sample kit before ammunition and other costs.
If you only need to open an eligible lock, the Lockpick branch and $99 copy answer that task; the camera does not have to be purchased at the same time. Conversely, researching a Grow Room without a table and purchases leaves a production chain unfinished. Budget what completes the activity rather than paying for a visually large branch.
Grower or laboratory: unlock a complete first chain
Growing starts Grow Room → Grow Table. Fan, Water Pump and UV Lamp improve speed afterward; UV Lamp needs a level-III district. A room unlock without a table and purchases is not yet production.
The laboratory route needs the structure, Chemical Reactor and Industrial Freezer, with Lab Table as the crushing branch. Industrial Engine is an early quality upgrade; a level-two reactor improves cycles and output. Laboratory Scales can wait if their jail gate is not yet usable.
Grower path
| Order | Shipment | Research | Needs | District level | Running total |
|---|---|---|---|---|---|
| 1 | Grow Room | $150,000 | Nothing | I | $150,000 |
| 2 | Grow Table | $30,000 | Grow Room | I | $180,000 |
| 3 | Fan | $100,000 | Grow Table | I | $280,000 |
| 4 | Water Pump | $200,000 | Fan | II | $480,000 |
| 5 | UV Lamp | $500,000 | Water Pump | III | $980,000 |
Lab path
| Order | Shipment | Research | Needs | District level | Running total |
|---|---|---|---|---|---|
| 1 | Chemical Laboratory | $160,000 | Nothing | I | $160,000 |
| 2 | Chemical Reactor | $20,000 | Chemical Laboratory | I | $180,000 |
| 3 | Industrial Freezer | $15,000 | Chemical Reactor | I | $195,000 |
| 4 | Lab Table | $10,000 | Chemical Laboratory | I | $205,000 |
| 5 | Industrial Engine | $10,000 | Chemical Reactor | I | $215,000 |
| 6 | Chemical Reactor (second level) | $150,000 | Chemical Reactor | II | $365,000 |
Police: use the duty route before researching every badge
Basic Police duty supplies equipment without a badge. Researchable Sergeant, Lieutenant and Captain badges improve issued kits but are consumed per use; found badges are another acquisition route. Personal equipment is not usable on shift.
Police wages go to the bank, while research requires dirty cash. Use an ATM or bank employee to withdraw available money before planning the research payment. The badge-path total is research only; replacement badge purchases are another budget.
Police path
| Order | Shipment | Research | Needs | District level | Running total |
|---|---|---|---|---|---|
| 1 | Sergeant's Badge | $30,000 | Nothing | I | $30,000 |
| 2 | Lieutenant's Badge | $200,000 | Sergeant's Badge | II | $230,000 |
| 3 | Captain's Badge | $500,000 | Lieutenant's Badge | III | $730,000 |
A general base upgrade: Banknote Counter
The first Banknote Counter requires no preceding shipment and improves the Laundering Desk. It lists $10,000 research and $30,000 base purchase. That makes it worth comparing once you have the laundering setup, rather than only chasing a weapon branch.
Choose the next unlock by the task it completes: access to a target, enough space for a haul, an actual production chain or a usable Police issue. A larger tree of paid nodes is not useful if the final tool still lacks a buyer, district or placement requirement.
First Banknote Counter: two payments
- Research access
- $10,000
- Base purchase
- $30,000
- Listed counter spending
- $40,000
Common questions
Why did a researched item not arrive?
Shipments unlock market access. You still need to buy the equipment through the relevant market.
Why does the total exceed my selected final item price?
Earlier prerequisite nodes count too. Shared prerequisites should be counted once, not repeated per goal.
Why can I not pay with Police salary already in the bank?
Research requires dirty cash. Withdraw available funds through an ATM or bank employee first.
Should I research badges before trying Police?
Basic duty needs no badge. Try the duty loop before paying for ranked issue access and repeat badge costs.
What makes the first Banknote Counter a general option?
It needs no preceding shipment and improves an existing Laundering Desk. Its research and purchase still need separate payments.
Can the website know which nodes I own?
The planner uses progress you enter and save on your device. It is not connected to the game account; check your in-game unlocks before relying on the remaining budget.



