Crime
Small-Time Robbery

Small-Time Robbery

Everyday scores: parking meters, vending machines, and small stores (24/7s, LTD, liquor, Ammu-Nation, clothing, barbers, tattoos, hardware, and the like).

Not banks. Not wave nightclubs. No cops on duty required. Government jobs can't start these.

80% of the take is cash. 20% is dirty money.


Parking meters

Needs a lockpick. Walk up to a meter, press E, beat the circles, then wait out the pick.

The lockpick is gone if you fail the minigame, and it's gone if you cash out too. After a hit, wait about 20 seconds before the next one.

Pays about $2,000–$7,500. If someone sees you, that's 1 star. If nobody's around, you can walk away clean.

Cheap starter money. Not a store cooldown.


Vending machines

Needs a crowbar in your hands. Buy one at Ammu-Nation once it unlocks (early level). Cops / government jobs can't pry these.

Walk up to a soda, snack, water, or fridge machine with the crowbar out. Press E, pry it, then beat the lock minigame.

Pays about $5,000–$12,000. You're 1 star when it pays.

That machine is locked for about 5 minutes for everyone — even if you fail the lock. After a successful hit, wait a few seconds before the next one.

Equip the crowbar. Standing next to a machine empty-handed just tells you that you need one.


Small stores

24/7, LTD, Rob's Liquor, hardware, clothing, barbers, tattoos, the black market dealer, and Ammu-Nation all run the same hold-up:

  1. Walk in with a weapon. Aim at the clerk until intimidation fills.
  2. Keep them scared. If the bar drops too far, the job fails.
  3. The register pays into a pot. Stay until it finishes.
  4. If that shop has a safe, a second person can drill it in the back — only while someone else is still on the clerk, and intimidation has to stay high. The drill is used when you start, even if you fail.
  5. When the till (and safe, if you did it) is done, everyone still in splits the pot equally.

You're 2 stars when you join (plus a bounty). The shop gets a dispatch.

A store you just hit is locked for about 5 minutes for everyone. You also can't hit the same store again right away — rob a different one first, or wait about 20 minutes.

Die or leave before payout and you don't get a share.

Safes

Most 24/7s, LTDs, and liquor stores have a safe. Ponsonbys (the fancy clothing shops) do too. Hardware, most clothing, barbers, tattoos, the black market, and Ammu-Nation are till-only.

Full clear needs 2 people: one on the clerk, one on the drill.

Ammu-Nation

Same aim-the-clerk loop as every other small store. The differences:

  • Register only — no safe, no drill.
  • After a hit that branch is dark for 10 minutes: no robbery and no gun shop. Hit a different Ammu if you want another till (or to buy a gun).

Typical tills

Busy / city shops pay more than quiet / desert ones.

ShopTypical tillSafe?
Busy 24/7About $60,000–$75,000Yes — extra ~$150,000–$190,000
Other 24/7About $32,000–$40,000Yes — extra ~$80,000–$100,000
Busy LTDAbout $52,000–$68,000Yes — extra ~$120,000–$150,000
Quiet LTDAbout $28,000–$36,000Yes — extra ~$64,000–$80,000
Busy liquorAbout $45,000–$60,000Yes — extra ~$125,000–$165,000
Quiet liquorAbout $24,000–$32,000Yes — extra ~$68,000–$88,000
Ammu-NationAbout $65,000–$80,000No
HardwareAbout $28,000–$68,000No
Clothing (most)About $20,000–$53,000No
PonsonbysAbout $52,000–$68,000Yes — extra ~$135,000–$165,000
BarberAbout $20,000–$45,000No
TattooAbout $20,000–$53,000No
Black market dealerAbout $36,000–$40,000No

A busy 24/7 full clear is about $210,000–$265,000 in the pot — two people split that, so about $105k–$130k each.

The pawn shop cannot be robbed. That's where you sell stolen goods.


Tips

  • Meters and vending are the solo starters. Crowbar for machines, lockpicks for meters.
  • Fat 24/7s (Innocence Blvd, Clinton Ave) are the big till + safe. Bring a friend and a drill.
  • Ammu is the best solo till if you don't want to babysit a safe — just remember the 10-minute shop lockout.
  • Don't drop the aim on a two-man safe. The driller can't start unless the clerk is still scared.
  • Rotate stores. Same door twice in a row will bounce you.
  • Failing a vending lock still puts that machine on cooldown. Move to another one.
  • Nightclubs are wave jobs. The Vanilla Unicorn is a separate crew heist.