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

# Garages and car carrier

> Boosting Creator garages: buy one, store stolen cars in 6 bays, take them out for a sale, or sell the whole garage on a car carrier that the police can seize.

Thieves can buy a **garage** and keep stolen cars instead of selling them at once. Later they take them out one at a time, or load all of them on a **car carrier** for a bigger payout. Both are on by default, in **Settings > Contracts**, sections **Garages** and **Bulk sale**.

## Buying a garage

Garages are [locations](https://docs.jaksam-scripts.com/boosting-creator/guides/locations.md#garages) with a price. The laptop **Garage** tab lists the ones for sale with a waypoint button.

At the entrance, on foot, a panel shows the name, area, price and the 6 bays. Press **E** twice within 3 seconds to buy it. The money comes from the account set in **Account garages are paid from**.

Each character owns one garage. Many players can buy the same garage: each one goes into their own private copy of the interior, with their own 6 cars.

![Garage entrance panel with the price](https://mintcdn.com/jaksam/IlNZJo27xmdIZ7XF/images/boosting-creator/garage-entrance.jpg?fit=max\&auto=format\&n=IlNZJo27xmdIZ7XF\&q=85\&s=540f1827d3657c9a89a3aa366404bbb7)

## Storing a car

On a plain drop-off contract (no fixer demand, not VIN scratch or chop shop), once the car is stolen the objective says **or take it to your garage**. Stop inside the entrance radius and press **E**.

The car is stored with its value: the contract pay times the car condition. The player gets the class reputation, but no money yet. A full garage (6 cars) isn't offered.

## Inside the garage

Press **E** at the entrance to walk in. The stored cars stand in their bays, and the panel lists each one with its class and value.

To **take one out**, press **E** next to it. The car appears at the garage **car exit** with the thief at the wheel, and a delivery to a free buyer starts at once: already stolen, no tracker, no guards, no chase, paying the stored value times the condition at delivery. The bay is freed whatever the outcome.

## Selling everything on the car carrier

With at least **3 cars** (by default) the inside panel shows two totals: one by one, and on the carrier with a multiplier, from x1.3 with the cars needed up to x2 with a full garage. Press **G** twice within 3 seconds to start.

* A truck with its trailer appears at the garage **car carrier start**, hooked and with the cars on it, the thief at the wheel.
* The buyer is a **bulk buyer** at least 2,500 m from the garage.
* It needs **2 officers on duty** (by default) and has a 30 minute limit.
* The trailer must stay hooked: if it is left more than 150 m behind for a minute, the sale fails.

### Police

After 20 seconds the police get a circle around the carrier, moved every 40 seconds. If the truck stands still, the circle shrinks at every update.

An officer who gets in the driver seat **seizes** the carrier: the sale fails and the officer gets a route to the closest **impound**. Stopping there pays the society account a fixed reward plus a share of the load value, and an optional bonus to the officer.

### Plan B

Stopped, on foot at the end of the ramp, the thief presses **E**: the rearmost car rolls off and becomes its own delivery at its stored value. The rest of the load is lost.


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