Wanted level and jail
Every attempt raises your wanted level. The higher it is, the more likely a failure jails you. Being jailed resets it to 0.
Every attempt raises your wanted level. The higher it is, the more likely a failure jails you. Being jailed resets it to 0.
123Tap Break out on an inmate. You cannot break anyone out while you are jailed.
A failure has two outcomes.
- Caught: a 30% chance. You are jailed and your wanted level resets.
- Bottled it: otherwise nothing happens. You wait 7 seconds before trying again.
- Your Defence stat lowers the chance of being caught, by up to 60%.
- Success frees the inmate and gives bust skill XP. Higher bust ranks add an item chance.
Wanted points build as you play. Stars show how many thresholds you have passed. Below 1 star you cannot be jailed.
| Stars | Wanted points | Jail chance on a failure |
|---|---|---|
| 1 | 25 | 0% |
| 2 | 60 | 1.65% |
| 3 | 110 | 4% |
| 4 | 180 | 7.29% |
| 5 | 280 | 12% |
Every attempt adds points, success or failure.
| Activity | Points |
|---|---|
| Break Into Cars, Pickpocketing, Burglary, Piracy | 1.5 |
| Shoplifting | 1.5 |
| Car theft (GTA) | 2 |
| Heist | 3 |
| Drug smuggling run | 3 |
| Organised crime, per participant | 4 |
- It decays over time. Every 15 minutes you lose a share, and the amount halves every 6 hours.
- Anything under 0.05 points drops to 0.
- Being jailed resets it to 0. That includes a failed break-out.
Only on a failure. The jail chance is your wanted chance multiplied by the activity.
- Break Into Cars and Shoplifting use no multiplier.
- Car theft multiplies the chance by 1.2.
- Pickpocketing multiplies it by 2 (easy), 4 (medium) or 7 (hard).
- A piracy sale that is caught multiplies it by 10.
- Burglary and heists use their own multipliers. They are higher than a plain crime.
- A failed organised crime always jails every participant.
- Evade-jail effects and jail-bust accessories can cancel a jail roll on crimes, car theft, heists and smuggling.
| Activity | Seconds |
|---|---|
| Crime | 45–90 |
| Car theft | 67.5–90 |
| Heist | 45–112.5 |
| Drug smuggling | 90–135 |
| Organised crime | 180–195 |
| Failed break-out | 105–180 |
Most pages close, including crimes, car theft, heists, travel and the gym. These stay open.
- Wait. The clock on the Jail page shows your time left.
- The yard. Train a gym stat for energy. Gains are x1.15. There is a 20% chance of an incident that can raise your custody level.
- Jail jobs. Spend nerve for XP and a chance of items. See the table below.
- An escape item. Diddys Baby Oil ends your sentence at once.
Custody has 5 levels: Open, Low, Close, High and Solitary. A failed jail job or a yard incident can raise it one level. Defence can talk it down.
- Custody falls one level every 20 seconds on its own.
- A higher level closes jobs. At Solitary the yard and every job are closed.
| Job | Nerve | Base success | Open up to |
|---|---|---|---|
| Commissary run | 2 | 55% | High |
| Work the line | 2 | 50% | High |
| Toss a cell | 3 | 45% | High |
| Rush the cart | 3 | 40% | Low |
| Staff lockers | 4 | 30% | Open |
- Being jailed clears your wanted level, so a sentence also resets your risk.
- You can only be jailed on a failure. Successes never jail you, but they still add wanted points.
- Keep below 1 star (25 points) and no crime can jail you.
- Defence helps twice: it lowers the chance of being caught busting and of custody rising.