NORDKRIM
Guide

Crimes

Crimes are what you do most in NORDKRIM. They pay kroner and respect, and respect takes you up the ranks. Some can be done in every city, and each city has a job of its own. If a job goes wrong, you can end up in prison.

Local jobs in every city

Each of the eight Nordic cities has one exclusive signature crime that you can only commit while you are physically in the city — if you travel away it is unavailable, and the other cities’ jobs are closed to you. Each is based on the city’s own character: Border smuggling in Helsinki, Quay smuggling in Bergen, Container robbery in Gothenburg, Insider trading in Oslo, Jewel robbery in the design district in Copenhagen, Data break-in in Stockholm, Aluminum smelter robbery in Reykjavík and the Klippfisk (dried cod) heist in Ålesund. They pay more than an ordinary crime at the same level, but have a longer cooldown, so it is a job you travel for and cannot run non-stop. They are rank-gated like the rest of the rank ladder: Helsinki is the most accessible, while Reykjavík pays the most and lies behind the longest journey. At the top of the Crimes page you find a “Local jobs” card with the city’s own signature job, and an overview of the other cities’ jobs so you can see what awaits there. That gives a reason to travel between the cities instead of staying in one.

Adrenaline

Adrenaline builds up by itself over time, completely passively. If you want a faster top-up, you can play the reflex test under Adrenaline — wait for the signal and press as fast as you can, and you get a bonus that is bigger the faster you react. If you press too early it does not count, and you can try again at once. There is a short wait between attempts, so it is a supplement to the passive build-up, not a shortcut around it.

Prison, breakouts and bounties

If you are caught by the police — a miss in Car theft, Crimes, a failed breakout or a raid — you end up in Prison for a while. On the heaviest jobs an arrest can instead end in a SHOOTOUT: if you carry enough bullets you have a real chance of shooting your way free — better weapons give better odds, and without ammunition there is no way out. On the Prison page you see everyone who is inside, and you can try to BREAK OUT other prisoners: if you succeed you are the hero; if you miss you land inside yourself. Now and then people from the syndicates (Gatepatruljen, Kartellet, Jernringen) are inside too: they are marked “Syndicate”, can be broken out like other prisoners and count toward the missions, but never have a bounty. A BOUNTY is a reward on a prisoner’s head — if you break out someone with a bounty, the amount is yours. You can put a bounty on your OWN head to tempt others into springing you (the money is held in escrow and is only paid out if someone actually breaks you out). With AUTO-BOUNTY you set the amount in advance while you are free: it activates automatically the moment you land in prison and is taken from what you have on hand there and then — but only if you can afford it. If nobody gets you out, you get the money back — whether you serve your time, buy your way out with Bail, or the lawyer releases you. The bounty goes ONLY to someone if they actually break you out. All movement of bounty money (set aside, paid out and refunded) shows in the Account statement in the bank. If you are in a hurry, Bail (in the Gold shop) buys you out at once — or, if you have a lawyer on retainer, the lawyer can buy you out for kroner (see the Law office). You are not entirely idle behind the walls: with CELL TRAINING you can stay in shape with simple bodyweight exercises — Cell presses (strength), Yard hardening (defense) and Shadow boxing (reflex). This is NOT the same as the Gym: you cannot practice shooting (precision) in a cell — you only get that done outside — the gain is lower and differs from exercise to exercise (most on strength, least on reflex), and you must rest between sessions. Prison is never as good as being free. While you serve your time, you can train in the cell and play poker under Casino.

Extortion

Press a player for money. Let the game find a random target and press them at once, or look up a particular player by nickname. The chance is mostly a coin toss — your rank tips it only slightly, so even new players have a real chance (nobody has a fixed outcome). If you succeed, you take a share of everything the target has lying OUTSIDE THE BANK. From August 24, 2026 it is not only the cash on hand: it also covers everything that stands UNCOLLECTED — accumulated income in their businesses, the pot at the harbor and the airport, and the money in the plantation fund. If they have an empty pocket but a full plantation fund, they are still worth pressing. MONEY IN THE BANK IS AND REMAINS SAFE. That is the whole point of the rule: what you collect, nobody can take from you — what you leave, they can. If someone takes from one of your pots, it says so in plain text in the message you get, so you see exactly where it was taken from. The more a target has lying out, the bigger the haul: against a rich target who has not tidied up you can pull in several millions in one attempt (the share decreases slightly the richer they are, but the amount is much bigger anyway) — so it pays to hunt targets who leave pots standing, and to collect your own money often. Extortion costs no adrenaline, but a shared cooldown keeps it in check so it cannot be abused. The page shows statistics on your attempts, and who has pressed you and who you have pressed. PEOPLE FROM THE UNDERWORLD: you can also press people from the underworld in the city you are in — they stand in a list of their own on the page. You get one attempt on each of them per day, and a failed attempt counts too. You can press five per day in total. The chance is calculated as against a player of the same rank, and the cooldown is the same.

Missions

The Missions page has four parts. The daily ladder is five tasks in a fixed order: commit 3 crimes, steal a car, train 3 sessions, commit 3 crimes in the day’s city and move a shipment. Monthly missions are the same categories on a much larger scale. Milestones follow your whole career. The mission ladder gives you one mission at a time and never ends, with bigger goals and rewards the higher your rank is. Every 100 missions earn a star, and each star makes the kroner from missions 10% higher, up to five stars. Stars keep counting after that, but the bonus stays at 50%. A step-by-step guided tour also walks you through your first actions.

The mission ladder

The mission ladder is missions that come one at a time and never end: many missions at each rank, harder the higher the rank. The Missions page shows the number you are on, for example “Mission 17 of 100”, and your stars (★).

Read the full answer to “What is the mission ladder?”

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