rob run stash
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rob run stash

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Who's who

Everyone you can talk to, where to find them, what they do for you and the tips hidden in what they say.

How you meet them

  1. Prison You start inside. The tattoo artist sizes you up, tests you, gives you your first tattoo and tells you a breakout is coming.
  2. The motel You owe a debt for the breakout. Lenny takes you in, shows you the car and points you at the city.
  3. Looty Bay Shops, the bank and the Police Station. Rob them in a mask, or take it off and they will talk.

Mask on, mouths shut. As a Criminal, shopkeepers and the duty officer will not chat. Talk to them as a Civilian to hear their tips.

County Prison

Where every new character starts.

The Tattoo Artist

Inmate, County Prison

Your first contact. He inks tattoos to match your jail time, tests you on your first day, and when the mass breakout comes he sends you to Lenny.

“The longer the sentence, the cooler the tattoos.”

  • Your sentence is set by what the feds seize: cash, cars, property, contraband stashes and crypto farms. The more you own when they catch you, the longer you sit.
  • Long sentences earn respect, and respect is shown as tattoos. Wear one you have not earned and he will make you scrape it off.
  • On day one he tells you to spit in another inmate’s food. Saying no is the answer he respects.
  • The prison break is a debt: you owe the people who got you out, and Lenny collects.

Lenny’s Motel

The hideout the police never visit.

Lenny

Bartender, Lenny’s Motel

Runs the motel where you start out. He barters heist gear, launders cash for a cut, lends you his Black Market laptop and gets you a car to reach the city.

“Ask away, the info’s free. But if you need some cash laundered, that’s gonna cost you.”

  • Steal something valuable in Looty Bay and sell it to a fence. Lenny only takes cash, not goods.
  • Laundering through him costs a cut. Launder at your own base on the laundering desk and you keep it all.
  • Without a home of your own you can only rent cars. A rental cannot be upgraded.
  • A car you bought stays yours when you die, and so do the mods on it. Start upgrades with the trunk.
  • Only players renting a plot in a district can sell at that district’s Sales Center. Everyone else sells in the city.
  • Most Shipments unlocks cost cash, some need jail time, and the best ones need a top-level district.

The Suspicious Door

Barter

A door you trade through. Bring what it asks for and you get drills, keycards, glass cutters, decoders and other heist gear. Lenny barters the same list.

  • Most trades ask for loot you find on runs, so check the recipes before you sell something to the Fence.

Looty Bay

Shopkeepers, the bank and the police. Talk to them with the mask off.

The duty officer

Desk officer at Police Station

Signs you up for cop duty, holds your own gear while you are on shift and pays you at the end of it.

“If you’re here for the badge, then I’m listening.”

  • Badges are your ticket to better gear: the rarer the badge, the better the kit. Each badge works once.
  • Pay comes from the warehouse of seized goods, and only a small part is cash. Better seized gear means better pay.
  • Order a surrender or patrol with the siren on for a short pay bonus. Answering a backup call pays more for a while too.
  • Downing a Criminal pays less than arresting them. Kill one who surrendered or was arrested and you get nothing.

Zeepeye

Cashier at Looty Bay Bank

Opens your bank account and handles withdrawals, the same as an ATM.

“Everyone will hear the drill, and the cops won’t be the first to arrive.”

  • Money in your account cannot be stolen. Withdraw it and it is dirty cash in your pocket again.
  • B-Coin is bought with credits and even the feds cannot touch it in a seizure.
  • Clan business is paid in credits, so you need laundered money to run a clan.

The mechanic

Mechanic at Gas Station

Sells car parts: ECUs, turbo kits, intercoolers, steering racks, brake rotors, trunk bags and cargo racks.

“If it smokes, pings, or won’t drive, you’ve come to the right place.”

  • Parts go in three places: the trunk, the hood and the underbody. A part only fits its own spot.
  • One kind of part adds space, one adds acceleration and one makes the car easier to drive.
  • You will not outrun police on a straight in a basic car. Lose them in the turns, where they have to brake and steer.
What they sell

The gun seller

Shopkeeper at Gun Shop: West and Gun Shop: East

Sells guns, ammo and gun care kits.

“A bigger mag comes in handy when a firefight drags on.”

  • Mk2 and later versions come with a holographic sight. Aim speed, spread and damage falloff also change between versions.
  • Many Mk3 guns have a bigger magazine, but not all: some reload faster or have better base stats. Check each gun.
What they sell

The armor seller

Shopkeeper at Equipment Store: West and Equipment Store: East

Sells body armor, plates, backpacks, belts and lockpicks.

“If you’re here for protection, take your pick. If you’re here for a guarantee, we don’t do those.”

  • Pick armor you can still move in. Heavy armor is no use if you are stuck in it, and light armor will not save the first one through the door.
What they sell

The electronics seller

Shopkeeper at Electronics Store: West and Electronics Store: East

Sells laptops, cameras, consoles, phones and the other electronics you also find on runs.

“It’s just cheaper all at once.”

  • He collects full sets of cameras, laptops, headphones and phones, and says a whole set costs less than the pieces one by one.
  • A shop alarm always calls the police, but that does not mean they always come.
What they sell

The pharmacist

Pharmacist at Pharmacy: West and Pharmacy: East

Sells painkillers, first aid kits, injectors and medical loot.

“First aid kits. Better have a few around.”

  • Keep a few first aid kits around your base. In a raid there may be no time to reach the one you have, and one can even let you pick where you wake up.
What they sell

The store clerk

Shopkeeper at Convenience Store: West, Convenience Store: East and Convenience Store: Bridge

Sells drinks, comics, cards and other small loot. The good stuff is kept in the back.

“The same junk pays way more if it’s in a nice box.”

  • Contraband sells for far more once it is repacked. Sell it as it is and you get paid fast but little.
  • A plot and a fence of your own is what makes people do business with you.
What they sell

The burger cashier

Cashier at Rusty Burgers Café

Mostly wants to get through the shift. Nobody eats in anymore because sitting by the window is dangerous.

“Do you want sauce with your order?”

  • Ask about odd customers and you hear about a man called Fisherman who hid in tall bushes with a belt full of grenades.

Other names in the files

Staff the game names but who have nothing to say yet.

Quick answers

Who is Lenny in Rob Run?
The bartender who runs Lenny’s Motel. He barters heist gear, launders cash for a cut, lets you use his Black Market laptop and gets you a car when you first arrive.
Where is the tattoo artist in Rob Run?
In the County Prison. He inks tattoos that match your total jail time, and at the start of the game he is the one who sends you to Lenny.
Why won’t shopkeepers talk to me?
You are wearing the mask. As a Criminal every shopkeeper and the duty officer refuse to chat. Take the mask off and talk to them as a Civilian.