Workshop
Craft gear from crime loot. One craft at a time; ingredients burn on start. Slim Jim and Lockpick Set are craft-only.
The Workshop turns materials into gear. Crime drops feed it. Fence everything and you’ll buy back what you should have held.
Open it from City → Workshop.
Unlock
- Hit the unlock level shown on the page (level 5 unless the game changes it).
- Protection (Story Mission 4) opens the Barbed Bat recipe early, after two street crimes. Mickey leaves the bat and the wire. The rest of the bench still waits for the level.
- You cannot craft while in jail.
Crafting
- Recipes show ingredients, how many you own, and craft time.
- Starting a craft consumes ingredients immediately.
- One craft at a time. Timer ends → finished item lands in inventory.
- Starter recipes you’ll see early:
- Baseball Bat + Barbed Wire → Barbed Bat (60 seconds)
- Spring Steel x2 → Lockpick Set (60 seconds)
- Spring Steel + Duct Tape + Tin Snips → Slim Jim (60 seconds; tin snips take damage on use)
- Electronics recipes need a real chassis or module — parts and wires alone are not enough:
- Smartphone + Prepaid SIM + Battery Pack + Electronic Parts + Wires → Burner Phone (60 seconds)
- Card Reader Head + Battery Pack + Electronic Parts + Wires x2 → Card Skimmer (60 seconds)
- Antenna Module + Battery Pack + Electronic Parts x2 + Wires x2 → Police Scanner (90 seconds)
- Antenna Module + Electronic Parts x2 + Wires x2 + Scrap Copper → RFID Cloner (120 seconds)
- Antenna Module + Battery Pack + Electronic Parts x2 + Wires x2 + Spring Steel → GPS Jammer (120 seconds)
More recipes can appear later without changing how the Workshop works.
What to hold
- Don’t fence every material. Barbed Wire drops from Courier Ambush, and the General Store sells it.
- Spring Steel: Courier Ambush, with a smaller chance from Shoplifting.
- Tin Snips: Shoplifting, with a smaller chance from Courier Ambush.
- Electronic Parts, Wires, and Battery Pack: Shoplifting, Smash and Grab, Home Burglary, Courier Ambush, Cargo Lift, and Pharma Warehouse Lift.
- Prepaid SIM: Shoplifting, Home Burglary, and Courier Ambush.
- Antenna Module and Card Reader Head: Smash and Grab, Courier Ambush, Cargo Lift (antenna also on Pharma Warehouse).
- Scrap Copper: Shoplifting and Stall Sweep — keep some for RFID cloners.
- Smartphones are fence loot — keep one when you want a burner.
- Slim Jims and Lockpick Sets are craft-only. The General Store does not sell them. Theft tools and shop list: Vehicle Theft, City Shops.
Inventory for the finished gear: Inventory Management.