> ## Documentation Index
> Fetch the complete documentation index at: https://wiki.pogware.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Police, wanted levels and jail

> Join police, unlock equipment, transport wanted suspects and understand custody timers.

Open **Inventory → Police** to see your character's police progress, nearby suspects and reported crime locations. Follow the station directions to its duty desk.

## Join and progress

Police requires **four hours of active playtime on that character**. Wanted characters must clear their wanted status and finish any sentence first. Change duty at the police desk or Jobs.

| Police rank | Total police XP | New equipment |
| - | -: | - |
| Cadet | 0 | Department handgun and Patrol sedan |
| Officer | 300 | Department shotgun |
| Senior Officer | 900 | Patrol SUV |
| Corporal | 1,800 | Department rifle |
| Sergeant | 3,000 | Pursuit sedan |

Handcuffs, the stun device and battering ram are available from Cadet. Going on duty adds unlocked department equipment to your character's inventory. Use **Collect unlocked equipment** at the duty desk after a promotion. Repeated collection does not add duplicate items. Police XP belongs to the character and is separate from crafting XP and genetic points. Active duty earns **1 XP per minute**; idle time stops counting after two minutes without activity.

Eligible arrests award **25 police XP per wanted star**. Delivering a suspect to the booking desk also pays **\$25 per star into your bank**. Automatic booking pays XP but no transport cash. Arresting the same suspect again with the same officer account within 30 minutes gives no additional arrest reward.

## Arrest and transport

**1. Collect your cruiser**

Go on duty, then use the dedicated **Police fleet terminal** at the station's pedestrian entrance, clear of the vehicle bay. Stand close to the terminal and select **Collect cruiser** for a rank-unlocked vehicle. Keep the bay free of people and vehicles. The cruiser starts locked; approach a door and press **U** to unlock it, then **E** to enter. **Police → Equipment → Find Police fleet terminal** provides directions.

Only one vehicle can be issued at a time. To change cruisers or end duty, park the cruiser back in the fleet bay, have everyone exit, and choose **Return cruiser** at the terminal. Finish transporting any detained suspect first. Entering another player's vehicle keeps your assigned cruiser parked where you left it. The civilian garage cannot replace or return it.

**2. Arrange your equipment**

Open **Inventory** and move the issued handgun, handcuffs, stun device or ram into the first five pocket slots to use the normal hotbar. Equipment stays in your inventory off duty but can only be used while eligible and on duty. It cannot be dropped, sold or shared. **Rearm** at the duty desk replenishes department firearm ammunition and stun-device cartridges.

**3. Find and subdue a wanted suspect**

The Patrol tab lists nearby wanted players. A reported crime location is the location of that report, not a live tracker. Exit the vehicle before using the stun device or surrendering. A suspect can choose **Surrender** in their Police menu; otherwise equip the stun device from your hotbar and use the normal [weapon aiming and firing controls](https://wiki.pogware.com/weapons/weapon-stats.md). A dart must hit a wanted player on foot within 18 studs and clear sight. It causes no health damage or bleeding. The stun lasts five seconds; the device fires at most once every 12 seconds.

The device holds **one dart**, with **three spare cartridges** when issued or rearmed. Use the normal reload control after firing. There is no nearby Stun prompt.

**4. Handcuff and seat the suspect**

Equip handcuffs from your hotbar, then use the **Handcuff** prompt while close to a surrendered or stunned suspect. Police tool prompts use **F**, **Y** on a controller, or a tap on touch devices. Handcuff and transport actions are also available in **Police → Patrol**.

Both players race to land **three timed taps**. Press **Space**, controller **A**, or tap the timing bar when the white marker reaches the red zone. Misses reset the marker without removing completed taps. Both players stay in place during the short contest.

* **Officer wins:** the suspect is cuffed and follows the officer.
* **Suspect wins:** they break free and can run, with eight seconds of protection from another cuff or stun attempt.
* **Time runs out after 14 seconds:** the suspect breaks free. The officer can also choose **Release**, **Backspace**, or controller **B**.

After winning, stop beside your cruiser's rear passenger door and choose **Seat in cruiser** to put the suspect in the rear-right seat. You must stop before choosing **Escort** to remove them.

**5. Book at the station**

Stop at the station, exit the cruiser and choose **Escort** beside the rear passenger door. Bring the suspect to the booking desk and choose **Book suspect**. The remaining sentence is served in the cell, then the character is released automatically. The jail countdown clears and ordinary controls return on release.

The sentence is **one minute per wanted star**, capped at **five minutes**. It starts when cuffs are first applied: transport time counts toward it. At **90 seconds**, an unbooked suspect is booked automatically; a shorter sentence ends sooner. Losing the arresting officer also triggers automatic booking. Repeated cuff or booking requests do not restart the sentence.

Disconnecting pauses the remaining sentence. Rejoining resumes it in jail; death does not clear it. While in custody, character switching and ordinary inventory, vehicle and job actions are unavailable.

## Wanted levels

Wanted levels run from **one to five stars**, capped at five.

| Crime | Stars added |
| - | -: |
| Assault | 1 |
| Armed store robbery or ATM theft attempt | 2 |
| Unjustified killing | 3 |

Further hits in the same combat incident do not repeatedly add assault stars. If that assault becomes a killing, its severity increases to three stars. Unjustified police violence also creates wanted status and ends duty.

After **60 seconds without pursuit**, one star fades every **120 seconds**. A nearby officer with clear sight pauses this countdown. New crimes restart the quiet period. Wanted status does not expire while the character is offline, and reconnecting or dying does not remove it.

## Breaching a home

An on-duty officer can use the **Breach door** prompt near a locked home when its wanted tenant is currently inside. Keep the ram equipped and remain beside the door for three seconds. Breaching opens the entrance temporarily; it grants no keys or storage/furniture rights. The door recovers after at least 60 seconds once the home is empty.

## Cruiser controls

**L** cycles emergency lighting stages and **K** cycles the siren. The on-screen controller also provides a lighting slider and siren buttons for touch/controller use. Sirens stop when the driver leaves. Department headlights and rear running/brake lights work separately from ELS while the engine is running. Standard [driving and vehicle care](https://wiki.pogware.com/vehicles/vehicle-stats.md) still apply.


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