Crime
House Robberies

House Robberies

Get a house from The Boss, lockpick the door, sneak the interior, and pawn whatever you carry out. Any time of day. No cops on duty required.

Bring a lockpick for the door. A drill is worth it — some houses have a safe.

Cops, EMS, and other government jobs can't start these. On-duty cops can breach a house that's already open.

Lockpicks are at a hardware store or the black market. Drills are black market. The lockpick is used up whether you beat the minigame or fail it — bring spares.

How to start

  1. Find The Boss on the map (Vinewood Hills). Press E.
  2. Wait a few seconds. He assigns a house and drops a GPS.
  3. Go there. Press E to lockpick. Beat the circles, then finish the bar.

You're 2 stars as soon as you try the lock — success or fail. A successful crack also pings cops.

Friends don't need their own assignment. Once the door is open, they press E to join the break-in. Max 4 people. Full house? Find another.

If the boss says nothing's available, every house is mid-hit or on a short cooldown (about 10 minutes after a job).

Inside

Stay quiet. CTRL to crouch. There's a noise meter.

  • Crouch-walking is quiet enough that the meter can actually drop.
  • Normal walking climbs it slowly. Holding W (running) is loud. Sprint and gunshots are worse.
  • Drilling the safe ticks the meter. Fumbling a lock on an already-open house does too.

Around 80, if someone's home, they wake up with a shotgun. Around 100, the alarm goes — cops get a call, the meter sticks full, and anyone still inside without 2 stars gets them.

⚠️

Sneak. A loud crew fights a homeowner and a dispatch. A quiet crew just loots.

Walk the rooms. Press E on anything searchable (drawers, furniture, TVs, art). First person to finish the search gets that piece — it isn't split. Cancel or die mid-search and someone else can still take it.

E at the door to leave. Die or get cuffed and you're out of the job.

The safe

Not every house has one (about 1 in 6). Mid-size apartments can also roll a laptop.

If you see a safe, you need a drill. It is consumed when you start drilling, even if you fail the crack. Worth bringing one from the start.

Cracking it pays extra stolen goods plus a cash bonus, about $8,000–$18,000 (80% cash / 20% dirty).

Selling

Take everything to the Pawn Shop blip (Davis / Strawberry). Press E and sell all. 80% is cash. 20% is dirty money.

The shop's offer moves around (a bit under or over the usual rate). Don't treat the numbers below as exact.

Rough pawn values

Big appliances are the real money. Drawer junk is extra.

What you carried outTypical pawn
Stolen flatscreenAbout $80,000
MicrowaveAbout $40,000
CoffeemakerAbout $30,000
ArtAbout $15,000
LaptopAbout $12,000
TelescopeAbout $10,000
Drawer / safe valuablesA few thousand to about $12,000 each

A full mid apartment with the big pieces is often in the $160k range before the shop's modifier. Hit the safe and you're closer to $250k. High-end houses pay more if you empty them.

Cops can seize this stuff. Don't walk it through a checkpoint.

Tips

  • Extra lockpicks. Fail the circles and that pick is still gone, plus 2 stars.
  • Crouch the whole time. The meter is the job.
  • Don't shoot unless the homeowner is already up. Gunshots dump the meter.
  • Crew for speed, not for sharing — each search is winner-take-all. Split at the pawn shop if you agreed to.
  • Drill in the bag. Missing a safe because you didn't bring one is the expensive mistake.
  • Leave before the alarm if the meter's climbing and you already grabbed the TV.