Drug Lord Play

Drug Lord 3 guide

Shipping, vehicles, property and crew

Early ranks are won by picking good trades. From Dealer onwards, they're won by moving volume without losing it. These are your tools.

Also in this guide: beginner's guide · fighting and weapons · the 26 cities

Shipping

Shipping sends stock to another city without you flying with it. You choose a courier and a speed, and you stay where you are while the shipment travels. Shipments skip airport security, and freight gets cheaper per gram the more you send.

The catch is that a courier's odds are rolled every day the shipment is moving. A courier that's 94% safe per day is only about 83% safe over a three-day trip. Here's how the numbers compound:

CourierSafe per dayOvernight (1 day)Three-dayCharacter
Street Runner85%85%61%Dirt cheap, but a slow trip multiplies the risk.
Courier Stan94%94%83%He tries his best. Fine for short hops.
Sharp Ship98%98%94%Professional and discreet. Worth it for big loads.
Global Express99.7%99.7%99.1%Near-guaranteed, at ten times the price.

Speed. Overnight costs 2.5 times the base freight and risks a single roll. Three-day costs the base rate and risks three. Pay for speed when the cargo is worth more than the difference.

What a failed day means. Usually a checkpoint seizes part of the load and the rest arrives late. Sometimes the whole shipment disappears.

Insurance refunds the purchase value of anything seized or lost in transit. The premium scales with the courier's risk, so insuring a Street Runner is expensive and insuring Global Express is cheap. Insurance never covers an overloaded courier.

Weight limits. Couriers unlock as you rank up, and each has a hard weight cap. Overloading one is a 90% chance of disaster. Don't do it.

Heat. Seized shipments and airport busts raise your heat. While you're hot, couriers run into more trouble, airport security flags you more often and insurers charge more. Heat cools by three points a day, so sometimes the smartest move is a quiet day or two.

Rule of thumb: ship weight, fly light. Send the bulk of a big load by a safe courier, carry only what you can afford to lose, and insure whatever would end your run if it vanished.

Vehicles

A vehicle is how you move product without an airport. It never changes the price of a gram, but it changes how much you can carry, how quietly you sell and how you get from city to city. Buy one at the dealership.

Safe houses

A white two-storey apartment block, the starter property in Drug Lord 3
An apartment: modest, cheap, safe.
A large white mansion with a pool and palm trees
A mansion: more storage, better upgrades.

You can own one property per city, from a trailer at the bottom to a hospital at the top. Stock in your stash doesn't count against your carry limit, and it can't be seized in a bust or found by customs. That makes stashes the backbone of any route:

Crew

The Drug Lord 3 crew screen in New York offering a fighter for hire at $1,500 a day
Each city offers its own fighters.

Crew members fight alongside you and fire every round automatically with their own weapons. Each has a daily wage, their own health and a perk that works outside fights too, such as shop discounts, cheaper flights or better bribe rates.

Even one crew member dramatically changes how fights go, and by Runner the wage is easy to cover. Hire early, arm them well, and keep your veterans alive.

Front businesses

Neon car wash at night
Car wash
Nightclub entrance glowing purple
Nightclub
Casino strip at night
Casino

Fronts are legitimate businesses, from a car wash and a taxi firm up to a casino and a crypto exchange. Each one raises the daily interest your bank balance earns, and each has daily upkeep. Small fronts give the biggest boost for their price, but every front is outgrown: beyond a certain rank its bonus halves with each rank you climb. A car wash can't clean a cartel's billions. Treat fronts as a mid-game engine, and keep upgrading to bigger ones as you rise.

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