Walk out as a Hobo
You start fresh out of prison with nothing in your pockets. Lenny's motel is your base of operations until you own land, and Lenny can hold your cash while you save.
Every ROB RUN character walks out of prison as a Hobo: no cash, no home and a room at Lenny's motel. This guide follows the order the game teaches you, from the intro quests to your first rented plot, and flags the rules that cost new players their first haul.
Seven steps in the order the game unlocks them. Tick each one off as you go; your progress stays in this browser.
You start fresh out of prison with nothing in your pockets. Lenny's motel is your base of operations until you own land, and Lenny can hold your cash while you save.
The opening quests walk you through Looty Bay, and Lenny explains the core mechanics. Skipping ahead means learning the loss rules by losing loot, so play them through.
If you have no active vehicle, the nearest Parking Terminal rents you one at no cost. Buying your own car comes later and needs a plot with a house or garage.
Weapons spawn as loot around the city, and Lenny sells them on the Black Market. Since launch the basic pistol is cheaper and starter weapons spawn in the world instead of a free pistol on every respawn.
After the intro you choose between heists, cargo hauling, base production, police work and territory control. You can switch later; the first pick just decides where your early cash comes from.
Open a bank account at the Looty Bay Bank while you are a Civilian. Loose cash can be stolen or confiscated, while laundered money in the bank stays yours until the wipe and comes out of any ATM.
Plots can only be rented in a settlement that already has an owner. Tier 1 settlements and rentals now cost documents bought on the Black Market. Renting makes you a Settlement Resident and gives you a base that doubles as a respawn point.
The five ways to make money that open after the intro, and where each one is covered.
Mask up, rob a target in Looty Bay and sell the take to a fence. Highest payout, highest risk: a Criminal who dies loses the inventory.
Heist guide →Haul goods and sell contraband in the city. The Shipments tab (H) unlocks more goods as your settlement levels up or as you build jail time.
Money methods →Farms, labs and contraband businesses run from your base. The launch patch raised their profits sharply, which makes a rented plot worth chasing early.
Base guide →Enlist at the Looty Bay Police Station when slots are open. Cops earn from confiscations, arrests and bribes without risking their own gear.
Cop guide →Settlement and district owners tax everyone below them. This path needs laundered funds and a clan, so it is a goal for later in the wipe.
Power Pyramid →Before your first score, check what a death, a surrender or a bribe costs you in the city and in the desert.
Loot Loss checker →What happens to each thing a new player carries, by the official loss rules.
| What you hold | Where to keep it | What can take it |
|---|---|---|
| Loose cash | Lenny's motel, until you can launder it | Other players and cops: cash can be stolen or confiscated |
| Banked money | Your Looty Bay Bank account, withdrawn at any ATM | Nothing until the weekly wipe |
| Stolen goods | Your base; the motel does not store them | A cop confiscates the bag if you surrender |
| Equipped gear | On your character | Death as a Criminal in Looty Bay, or any death in the desert |
| Bag contents | Sell them before you travel | Death in the desert always takes everything |
Every seven days the Federal Raid clears plots, bases, weapons and cash and converts them into jail time and authority. Cosmetics, your name, tutorial progress and accumulated jail time carry over.
The mechanics behind most lost first hauls.
Putting on a mask makes you a Criminal in Looty Bay, and that status only clears when you leave the city.
Outside the city any player can try to kill you, and dying there costs your whole inventory whatever your role.
Surrendering to a cop costs the bag but keeps equipped gear. With money in the bank you can offer a bribe and keep everything if the cop accepts.
Police are other players on the server, not scripted guards, so their choices about bribes and pursuits vary.