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:
- Walk in with a weapon. Aim at the clerk until intimidation fills.
- Keep them scared. If the bar drops too far, the job fails.
- The register pays into a pot. Stay until it finishes.
- 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.
- 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.
| Shop | Typical till | Safe? |
|---|---|---|
| Busy 24/7 | About $60,000–$75,000 | Yes — extra ~$150,000–$190,000 |
| Other 24/7 | About $32,000–$40,000 | Yes — extra ~$80,000–$100,000 |
| Busy LTD | About $52,000–$68,000 | Yes — extra ~$120,000–$150,000 |
| Quiet LTD | About $28,000–$36,000 | Yes — extra ~$64,000–$80,000 |
| Busy liquor | About $45,000–$60,000 | Yes — extra ~$125,000–$165,000 |
| Quiet liquor | About $24,000–$32,000 | Yes — extra ~$68,000–$88,000 |
| Ammu-Nation | About $65,000–$80,000 | No |
| Hardware | About $28,000–$68,000 | No |
| Clothing (most) | About $20,000–$53,000 | No |
| Ponsonbys | About $52,000–$68,000 | Yes — extra ~$135,000–$165,000 |
| Barber | About $20,000–$45,000 | No |
| Tattoo | About $20,000–$53,000 | No |
| Black market dealer | About $36,000–$40,000 | No |
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.