A drug storyline falls apart when it lives inside one script and one marker. Give it geography and it runs itself, which is where a Soloty gang MLO comes in: production sites, stash houses, trade spots and routes that police have to learn the hard way.

This walkthrough builds a supply chain out of locations available at FiveM Shops, in the order you would add them. Each step explains what the place does in the story and why it is worth a map slot.

Step one: production sites with a Soloty gang MLO

Start with where the product comes from. Production locations are the anchor of the whole chain because they are stationary, raid-able and worth defending, which gives both sides a reason to plan.

Soloty Weed Lab

Grow room interior from the Soloty gang MLO weed lab release

Soloty Weed Lab is the starting point for most cities, since a grow operation is the entry level crime almost every server allows. A dedicated interior turns an abstract job into a place with a door, and a door is something police can knock on.

Put it somewhere reachable but not obvious. A lab on a main road gets found in a night, and a lab nobody ever finds is just a private room.

Best for: the first production location on a crime server.

Soloty Crystal Lab

Soloty Crystal Lab escalates the chain. Once a server has run a grow operation for a season, players want a step up with higher risk, and a separate lab interior keeps that tier physically distinct instead of reskinning the same room.

Best for: servers adding a second, higher risk production tier.

Soloty Island Weed Field

Soloty Island Weed Field moves production outdoors and far away. Remote sites change the shape of a scene completely: transport becomes a job, boats or aircraft become useful, and a raid needs a plan rather than a patrol car.

Best for: servers that want transport to be part of the crime.

Step two: storage and stash spots

Product has to sit somewhere between the lab and the street. Stash locations are what make robbery of other players interesting, because there is finally somewhere worth breaking into.

Soloty Hidden Coke

Concealed storage space in the Soloty Hidden Coke criminal map

Soloty Hidden Coke is built for exactly this role, a concealed spot rather than a showpiece. Hidden locations reward players who explore, and they give a crew something to protect that is not their car.

Best for: servers that want stashes worth hunting for.

Soloty Ruined Hideaway

Soloty Ruined Hideaway fits the same slot with a rougher look. A derelict building reads as temporary, which is useful for a crew that has to move after a raid rather than sitting in the same room all year.

Best for: crews that relocate after losing a location.

Step three: where it gets sold

Trade spots are the busiest part of the chain and the place where most police contact happens, so they belong somewhere with foot traffic and messy sight lines.

Soloty Crackhouse

Soloty Crackhouse is the obvious anchor for street level trade. It works best inside a residential area you already run, so buyers arrive on foot, neighbours notice and the whole thing can boil over without a chase starting on the motorway.

Best for: street level dealing inside an existing neighbourhood.

Step four: the escape

Routes are the part owners forget. If every raid ends with a sprint to a car, your criminal scenes will all look the same by the third week.

Soloty Sewer Underground

Soloty Sewer Underground adds an underground layer for people who need to leave without being seen. Vertical options change police tactics, because containment stops meaning a ring of cars around a block.

Best for: escape routes and underground meetings.

Soloty Illegal Well

Soloty Illegal Well gives the chain a final hiding place out of sight. Locations like this work as a last resort, the spot a crew only uses when everything else is compromised, which makes it memorable when it finally gets used.

Best for: a last resort location saved for big storylines.

Build order checklist

  • One production site first, running for a month before adding another.
  • One stash within driving distance of that site.
  • A trade spot inside a neighbourhood your police already patrol.
  • One escape route that is not a road.
  • Written rules for what can happen at each location.

How to choose

How many locations does a storyline need

Four is usually enough to start: make, store, sell, escape. Adding more before players use those four just spreads the activity out.

Should police know where they are

Some of them, yes. A chain nobody can find produces no scenes at all, so let the trade spot be known and keep the production sites quiet.

Where should a Soloty gang MLO sit on the map

Close enough that players reach it in a couple of minutes, far enough that a patrol car cannot see the door from a main road. Locations that fail either test end up unused within a month.

Everything in this build sits in Gang and Criminal MLOs or the neighbouring City and Public MLOs page at FiveM Shops, which is where to look when the next Soloty gang MLO slot opens up on your map.