Crime on Isla Sombra raises your wanted level, the game's name for a pool of "raid points". The level has three named states (person of interest, suspect and wanted). Higher states change how police and militia treat you and make a militia raid on one of your hideouts more likely. If a fight against police goes badly you are arrested; if a raid or a militia fight goes badly you end up in the work camp.
Contents: The three states · What raises it · Militia raids · Police stops and thug robberies · Arrest and the work camp · How sure is this page? · Not found in the game files
| State | Timer in the balance table | Timed by editors |
|---|---|---|
| Person of interest (lowest) | 900 s = 15 min | About 15 minutes |
| Suspect | 1,500 s = 25 min | About 20 minutes |
| Wanted (highest) | 1,800 s = 30 min | 30 minutes |
Editors report how the states behave:
The suspect timer is 1,500 seconds (25 minutes) in the balance table, but editors have timed it at roughly 20 minutes. Treat 20–25 minutes as approximate until the timer is measured precisely. The point thresholds for moving between states are not stored in the tables.
Different crimes add different amounts of raid points. Making sales adds a little; killing someone adds a lot.
| Flag | Action | Raid points |
|---|---|---|
RAID-PT-BOMB | Raid points for blowing up a car. | 100 |
RAID-PT-KILL-MIL | Raid points for killing a militia officer. | 80 |
RAID-PT-ASSASINATION | Raid points for a beating carried out on contract. | 65 |
RAID-PT-KILL-POLICE | Raid points for killing a police officer. | 60 |
RAID-PT-KILL-CIVIL | Raid points for killing a civilian. | 45 |
RAID-PT-ATTACK-POLICE | Raid points for attacking police (the developer note repeats the "fleeing" text). | 35 |
RAID-PT-KILL-THUG | Raid points for killing a thug. | 32 |
RAID-PT-CHASE | Raid points for fleeing from the police. | 25 |
RAID-PT-INFL-PACKAGE | Raid points per influencer package. | 10 |
RAID-PT-BREAKIN | Raid points per break-in. | 8 |
RAID-PT-SALE-RANDOM | Raid points per sale to a random client. | 1.45 |
RAID-PT-SALE-REGULAR | Raid points per sale to a regular client. | 0.75 |
RAID-PT-SALE-DEALER | Raid points per sale by a dealer. | 0.4 |
RAID-PT-THEFT | Raid points for every B1,000 of stolen goods. | 0.23 |
The Wanted points multiplier cartel setting scales these gains (Economic 0.6, Gangsta 1.2, Chillout 0.2). See Cartel Settings & Difficulty Presets.
Each time the raid pool fills (500 points) a raid can fire, but a full pool is the trigger point, not a guarantee: the Raid chance multiplier setting also applies (Economic 0.5, Gangsta 1.3, Default 1.0). Raids only unlock from cartel level 6. Enemies start to spawn from cartel level 4. See Cartel Progression.
Police and militia can stop you and check you for illegal substances. The stop is a short dialogue, and the options include:
The game reports three outcomes of a search: the police found nothing on you, the police took your bribe, or the police took your drugs. The tables do not list which option leads to which outcome.
Thugs behave differently: they demand your money, and being robbed costs 40 street cred. Thug-run road blockades appear around the map and are not always guarded; they are easier to pass with more street cred. Street cred is scaled by a cartel setting and is lost when you are robbed.
Secret slots only lower the chance of being found: the game says a secret slot "significantly reduces the chance" that items are found in a robbery or search, and items in a backpack's secret slots will be found. Editors report that hidden-slot items survived a police stop search. Your character starts with 1 secret slot and some clothing adds more (see Clothing & Apparel and Inventory & Special Slots).
The tables do not say which stats drive the "chance" shown in a stop, so the effect of Sus, Visibility or Swag on these odds is unconfirmed. See Player Stats & Attributes.
The numbers on this page (raid points, timers, the bribe, stress) come from the tables and code, and the three wanted states are confirmed by editors. Several descriptions (raid behaviour, the police station, street cred, smuggling into the camp) come from developer hint texts that no row of the hint table references, so they may be unfinished or shown by another route. Treat them as unconfirmed until seen in play.
The game has no police checkpoints (the road blockades are thug-run, and each blockade has its own checkpoint chance and ambush chance set on the placed actor), no numbered "search levels" beyond the three wanted states, and no stop-and-frisk zones in the tables. Raid chance per hideout, the state thresholds and the exact arrest sequence are handled in Blueprint scripts, which the class dumps list but do not include. Enemy stats are on Enemies & Opponents.
Source: game DataTables (BalanceFlagsDatabase, StressEventDatabase, CartelConfigPresetDatabase, strTable_Oponents, strTable_GameHints, ItemDatabase). Values are as stored in the current Steam build; bolivars are written with a leading B.
by xDqwg