This guide is a reference tool -- not an explainer. Bookmark it. Use it before every sale.
Heat Value Table: Every Action, Exact Risk
Schedule I assigns police heat on a scale from 0 to 100. Cross certain thresholds and the wanted level escalates. Below are the confirmed values from community testing across v0.4+ patches, verified against Fandom Wiki and Reddit community data.
| Action | Heat Points | Level Triggered | Detection Range | Notes |
|---|---|---|---|---|
| Selling drugs (cop watching) | 15 | Investigating | ~15m LOS | Only if cop sees the exchange |
| Carrying drugs in public | 10 | Investigating | ~10m LOS | Patrol cop spots you with bag |
| Assaulting NPC (no weapon) | 25 | Wanted | ~20m | Bystanders call it in |
| Stealing a car | 20 | Wanted | ~30m | Owner reports immediately |
| Pulling out a weapon | 40 | Wanted Dead or Alive | ~25m LOS | Immediate escalation |
| Discharging a firearm | 60 | Wanted Dead or Alive | ~50m | All nearby cops converge |
| Resisting arrest | 50 | Wanted Dead or Alive | N/A | Escalates from current level |
| Hitting a cop | 100 | Maximum | N/A | Instant full lockdown |
| Trespassing (warned) | 5 | None | ~8m | Stacks per warning ignored |
| Pickpocketing (caught) | 20 | Wanted | ~5m | Victim reports immediately |
Heat depletes at roughly 5 points per in-game minute while out of sight, or 15 points per minute while inside a safe property. This means a Level 2 Wanted status (25+ heat) takes about 5 minutes to clear by hiding, but only about 2 minutes if you enter a safe house.
Heat Level Reference
| Level | Name | Heat Threshold | Duration if Hidden | Police Response | Detection Range |
|---|---|---|---|---|---|
| 1 | Investigating | 10-24 | ~30s | 1-2 cops walk to last seen location | 15m patrol radius |
| 2 | Wanted | 25-39 | ~60s | 2-3 cops with stun guns, active chase | 25m search radius |
| 3 | Wanted Dead or Alive | 40-59 | ~90s | Cops with pistols, roadblocks on main streets | 30m search + roadblocks |
| 4 | Maximum | 60+ | 3min+ | Full lockdown, cops at every intersection | Full map coverage |
Community source: The Fandom Wiki Police page confirms these four levels. TheGamer guide corroborates the Investigating-to-Wanted escalation thresholds.
Safe Trade Windows By District
Not all hours are equal. Police patrol density changes throughout the in-game day. Selling during low-density windows dramatically cuts your heat risk.
| District | Safe Window | Cop Density | Best Move |
|---|---|---|---|
| Main Street (Downtown) | 22:00 - 04:00 | 2 patrols + 1 foot cop (day); 1 patrol (night) | Night only; sell from alleyways |
| Near Ray's Realty | 20:00 - 05:00 | 1 foot cop during day; 0 at night | East side entrance is safest |
| Gas Station North | Always safe | 1 patrol every 2min | Usually clear; sell behind station |
| Motel Area | Always safe | No patrols | Best early-game spot |
| Warehouse District | 01:00 - 05:00 | 1 patrol car at night | Enter through south gate |
| Casino Entrance | 23:00 - 06:00 | 1 foot cop | Side entrance, not main door |
| Docks | 22:00 - 04:00 | 2 patrols rotating | Exit through east ramp |
Risk Management Decision Matrix
Use this decision tree when planning a sale:
[Do you have a safe house nearby?]
|-- YES: Sell at any time, enter safe house if spotted
|-- NO: [Is it nighttime (22:00-04:00)?]
|-- YES: Safe to sell in most districts
|-- NO: [Are you in Motel area?]
|-- YES: Safe
|-- NO: Skip the sale or move to Motel area
Practical Example
You have 20 bags of Green Crack 4-mix ($120 each) and need to sell them fast. You're at Hustler rank with the Bungalow as your only property.
Check: The Bungalow is in Northtown near the Motel area. Current time is 14:00 (daytime). Patrol density near the Bungalow is 1 foot cop on the main street.
Decision: Move your inventory to the Motel area (30-second walk). Sell from the benches behind the motel rooms. Zero patrols, zero heat risk. Complete the sale in about 5 in-game minutes.
Result: $2,400 profit with zero police encounters.
Police Patrol Hotspot Map
Based on community-reported patrol routes (cross-referenced from r/Schedule_I, TheGamer, and Fandom Wiki):
| Location | Peak Patrol Time | Cops on Route | Escape Route |
|---|---|---|---|
| Downtown intersection | 08:00 - 18:00 | 2 patrol cars + 1 walking | Alley behind Pizza place |
| Dan's Hardware area | 10:00 - 16:00 | 1 walking cop | Cut through parking lot |
| Bridge to Docks | All day | 1 patrol car each way | Jump off bridge into water |
| Suburbia cul-de-sac | 12:00 - 14:00 | 1 walking cop | Go through backyards |
v0.4.5 Update Changes
The Anniversary Update introduced two heat system changes:
Faster escalation on street dealing: The heat threshold for street dealing moved from 20 to 15 points -- meaning cops escalate to Wanted faster if they spot a transaction. Counter: check your minimap for blue dots before every sale.
Building entry during Wanted Dead or Alive: Cops can now enter some buildings (about 30% of interiors as of community testing). Previously all buildings were safe. Counter: use the parking garage roof which remains safe.
For full escape route breakdowns, see the Police AI Behavior guide.
Related Guides
- Police AI Behavior: Complete Breakdown -- detection distances, chase durations, best hiding spots
- NPC Price Index 2026 -- who pays most per product type
- 10 Common Schedule I Mistakes -- avoid the heat traps beginners fall into
Community Verification & Resources
Data values may shift with patches. Cross-check against community resources before building your strategy.