ROB RUN Cargo Guide: Sell or Open It, Cargo Prices, Best Vehicles and How to Keep It
What to do with cargo in ROB RUN: sell it to the Smuggler for $10,000 to $500,000, or open it at the Cargo Workbench. Prices and open times for each.
Updated for Correction
Top Notoriety adds up to 25% to Smuggler cargo prices, not 50%

On this page (5)
Open your cargo at a Cargo Workbench when you can, because opened safes and crates pay more than the Smuggler. No plot yet, or need cash this run? Sell it whole to the Smuggler.
- Portable Safe, one opened run
- 100K → 400K
- Cargo Workbench, unlock + buy
- $20,000
- Longhorn Van cargo slots
- 6 → 12
Should you sell ROB RUN cargo or open it at the Cargo Workbench?
Opening pays more than selling whole. Before launch, Kefir made base businesses, cargo opening included, pay several times more.
The Smuggler buys cargo at box icons on the map. The Cargo Workbench is base furniture that opens it. A few more words come up in every cargo run:
Words to know (5)
- Smuggler
- The buyer for cargo. Its spot is a box icon on the map, not the dollar-sign van of the Fence.
- Cargo Workbench
- Furniture on your plot that opens cargo. You get what was inside.
- Shipments
- The unlock menu, opened with H. You unlock an item there first, then buy it.
- Black Market
- The shop for unlocked items, on your base laptop or through Lenny.
- Notoriety
- Rises with each robbery in one city visit. Higher Notoriety means the Smuggler pays more.
One player opened a Portable Safe, which sells for $100,000, and pulled about $400,000 of gold out of it. It took an hour on the bench. That is one player's run, so your safe may hold less.
Pick by what you have right now:
- Need cash this run? Sell it. The Smuggler pays on the spot, and you need no base.
- Have a plot and an hour? Open safes, crates and suitcases, and compare that hour with other jobs. The Portable Safe and the Expensive Safe take 60 minutes, most crates 30.
- Holding a money bag and no bench for it? Sell it. A Bank Money Bag still pays $60,000 whole.
Not every cargo fits the Cargo Workbench. Check this before you drive it home:
| Cargo | Where it opens |
|---|---|
| Safes, Valuable Cargo, Alcohol, Electronics and other crates, suitcases | Cargo Workbench |
| Contraband Cargo | Contraband Workbench |
| Growing plants | Grow Room |
| Reagents | Chemical Laboratory |
Collection crates are built to be sold, so they go straight to the Smuggler.
How do you get the Cargo Workbench?
You need a plot first, then $20,000 in two payments: $5,000 to unlock the bench and $15,000 to buy it. Here's the order:
Rent a plot in a settlement that already has an owner.
Go to For Rent sign next to the plot
Press H and unlock the Cargo Workbench for $5,000.
Go to Shipments
Buy the bench for $15,000.
Go to Black Market: base laptop or Lenny's Motel
Place it on your plot.
Go to Your base
Put the cargo in and wait out its open time.
Go to Cargo Workbench
A Trailer fits one bench, a Small House two.
In the game files, Locksmith Tools and the Cargo Saw each make the bench 20% faster. A Bench Vise adds slots. The Saw needs a level 2 settlement, the Vise level 3.
How much is each cargo worth, and where do you sell it?
The Smuggler pays from $10,000 to $500,000 per piece, before bonuses. Six of them, with their icons from the game files:

The Portable Safe is highlighted: it is the one with a measured payout when opened. The main prices come from the game files (Nov 6 update), not from Kefir. They leave out location and Notoriety bonuses:
| Cargo | Smuggler price | Open time |
|---|---|---|
| Unique Collection Crate (from the Collection Table) | $500,000 | 15 min |
| Golden Statue | $250,000 | 5 min |
| Expensive Safe | $200,000 | 60 min |
| Valuable Cargo | $150,000 | 30 min |
| Rare Collection Crate | $150,000 | 15 min |
| Weapon Parts Box | $25,000–120,000 | 30 min |
| Portable Safe | $100,000 | 60 min |
| Bank Money Bag | $60,000 | 30 min |
| Alcohol, Electronics, Medications and other crates, Jewelry Box | $25,000–40,000 | 30 min |
| Premium Cargo | $35,000 | 30 min |
| Suitcases, Closed Money Bag | $25,000 | 30 min |
| Contraband Cargo | $10,000 | 30 min |
Grade changes the price inside one type, so a Weapon Parts Box pays anywhere in its range. At top Notoriety the Smuggler pays up to 25% more. Solo players and duos start with higher Notoriety.
To sell, find a box icon on the map, a Cargo Trading Zone. Looty Bay has two.
Park close, carry the cargo from the trunk, confirm the deal and grab the cash right away. The Fence at the dollar-sign van buys loose loot, not cargo.
Contraband Cargo is the exception: don't sell it raw for $10,000. Repack it into Premium Cargo worth $35,000:
Unlock the Contraband Workbench for $20,000.
Go to Shipments (H)
Buy it for $20,000 and place it on your plot.
Go to Black Market
Buy Contraband Cargo for about $5,000.
Go to Lenny's Motel, Looty Bay or the Distribution Center
Repack it for 30 minutes.
Go to Contraband Workbench
Sell the Premium Cargo.
Go to Smuggler, box icon on the map
At base prices that is up to $30,000 per box, but players report $10,000–20,000.
Which car carries the most cargo?
The Longhorn Van carries the most for its price: 6 cargo slots, 12 with trunk upgrades. Your starter car holds one, too few for a cargo run. The Van costs $50,000 to unlock and $180,000 to buy.

Cargo slots are separate from trunk space for normal items. These are the main cars with all trunk upgrades:
| Longhorn Van $180,000 | 12 |
|---|---|
| Longhorn Titan $900,000, level 2 | 8 |
| Royal J $4,000,000, level 3 | 8 |
| Royal E $1,000,000, level 2 | 4 |
| Fukurou Tensa $200,000 | 3 |
| Fukurou Spark starter car | 1 |
The Van is highlighted: most slots for the lowest price, with no settlement level needed. The Titan ($900,000) and Royal J ($4,000,000) top out at 8 and need a level 2 or 3 settlement.
The Royal E ($1,000,000) reaches 4, the Fukurou Tensa ($200,000) 3. The $10,000,000 Buletti Soltempra carries no cargo at all.
How do you lose cargo, and how do you keep it?
You lose cargo on the way to the bench or the Smuggler, in these moments:
- You draw a gun with a crate in your arms: you drop the crate. Load it into the trunk before any fight.
- A cop corners you: surrender with Q and the police take your bag and cargo, but your gear stays. A bribe keeps the bag, if you have money in the bank.
- Someone camps the Cargo Trading Zone: snipers wait there, others hide in bins and bushes. Loot and sell in separate runs. Scout the zone as a Civilian first, and drive past if a car waits there.
- You leave Looty Bay without your car: players report the cargo in that trunk is gone. Drive it out, and don't re-summon it inside the city.
- A player with lockpicks finds your car: lockpicks open any trunk. Never leave a loaded car parked and walk off.
- Cargo waits at your base: bases get raided by players with decoders, and the weekly Federal Raid wipe clears them. Open or sell it this week.
A Criminal who dies in Looty Bay loses the inventory, and in the desert everyone loses all loot.
Carry the safe home, give the bench an hour, then sell what comes out.