Newest Features:
"Reset" is set by each player in their player profile options. The options are 6 am, 12 am, 6 pm and 12 pm. What is Reset? When you are attacked while offline, you can only take in 4 attacks if a member or 8 if a non-member. If you do not log back on after Reset, you can take in another 4 or 8 attacks before you next log on. It is best for you to check your account either right before Reset or right after Reset so that you are not wide open for other people to take your inventory.
A membership costs $5 and gives the player:
Players are limited to 3 accounts per computer!!
Check out the referral link available in your profile! Send this link to your friends and earn 250 turns when they click it! Decreased back to 3000 total referral bonus turns per day and each player can only get one referral click from the same person per day.
Bonus turns link in your public profile that others can click to give you 100 turns! Limited to 10 clicks per day.
New Stats page available! This will track overall totals in Hitmen Killed, Hookers Stolen and Manufacturers Stolen! Track your stats against the top ten check out the new line at the bottom of the stats to show how you are holding up.
Check out the Slot Machine and Blackjack in the new Casino page!
Families can purchase Family Business Fronts which give bonuses depending on the business. Families can only own five total and only one of each type.
Players can purchase codes as well as do instant purchases. Codes are valid for all accounts and all rounds but turn codes can only be used for turns and membership codes can only be used for memberships.
Improved Raid Complex attacks.
Improved/Randomized Dedicated Expert attacks.
Players get a 3 hour recovery time once all 4 or 8 attacks are received.
Families can now hold 10 players each.
Check out the new layout!!!
A new forum is now in place! Check it out!
Limit on purchasing Intelligence Agents
Modification to the Kidnap Dealers attack
Accounts will become permanent, so at the start of Round 12, you will be able to log in and will not have to reregister. You will also be able to change your account name once per round through My Profile.
Referral system has been returned.
If you would like to purchase turns or memberships from other players, you can go to the "Buy Memberships or Turns" page and purchase turns or memberships in bulk. This works by sending you codes to your in-game inbox that can be redeemed on the same page by clicking "Click here to Redeem Membership/Turns Codes." You can buy 5 memberships for $20, 9 3k turn codes for $35, 14 3k turn codes for $50 and 30 3k turn codes for $100. These codes can be used by any account during any round. They can only be used once and turn codes can only be used for turns, membership codes can only be used for memberships. It is your responsibility to keep track of these codes - inbox messages are deleted at the end of each round.
You do not need to have a Paypal account in order to use Paypal. You simply select that you do not have an account and it will allow you to pay via Credit Card - this also accepts Prepaid credit card. There are also other options. such as sending a Money Order for membership or turn codes that must be distributed by the administration. You would then go to the purchase page and click "Click here to Redeem Membership/Turn Codes" and enter the code for use. Codes are delivered to your in-game inbox, and it is your responsibility to save them as all inbox messages (and accounts) are cleared at the end of each round. They can be used by any account and are good for any round, but may only be used once. Please contact admin@themobworld.com if you are interested in using this method.
Purchases for turns and memberships are generally given by the system automatically and instantaneously or as codes delivered to your in-game inbox. If you did not get your membership, turns or codes, a few things could have happened. A. You did not click "Return to merchant," B. You sent money via e-check (since this is a pending transaction and takes 4-5 days to clear, it does not automatically give you your membership or turns), C. You did not complete the transaction, or D. You have not checked your in-game inbox. Please contact White_Widow in game or admin@themobworld.com via email and she will help you take care of the problem.
Players can only attack other players within the same city as them. Since players are able to choose a starting city at registration, Traveling is how one player can move to another city to attack that other player. Traveling calculates your total of Hitmen, Hoes, and Manufacturers and then divides that total with the number of people your vehicles can carry (refer to vehicle types to see how many can fit in each vehicle). Any remaining people will travel by air which will cost much more than if traveling by vehicle. Even if you have enough vehicles for everyone, there will still be the cost of gas to get to and from. The eight cities are Toronto, Dallas, Los Angeles, Las Vegas, Miami, New York and New Orleans.
Please make sure that your password is not a simple word that could be found in a dictionary. It is very easy for people to use dictionary based password generators that will just try random words from the dictionary. Also, do NOT give your password to ANYONE. If you do, be sure to change your password on both that account and any other account you may have with the same password. It is best to use passwords that are a combination of numbers and letters. This makes it more complicated for others. Do not use your player name as your password or any other phrase or word combo that someone might easily associate with as being you. Also, be VERY careful about using the same password here as you use on other sites. Admins of other sites (forums, games, etc) may have access to your passwords directly and could use those passwords on your account. Here at TMW all passwords are heavily encrypted - even the admins do not know what your passwords are. This is for both your and our protection, but not all sites have the same standards.
So - use passwords that are combos of numbers and letters, unique in that they are not used on other sites, and they do not contain your username or words/phrases associated with you. Never give your password out.
Live Chat works through a java program enabling you to participate in an active chat room. The best method for doing this while continuing to play the game is to open the chat portion of the menu as a new window (control N or Right click + Open as a new window). You type in your user name and it logs you into the lobby. To view all rooms you can either click "Show Rooms" in the section to the left of the chat screen or you can click "Roam" from the top menu and click "Room List". Users can create their own rooms using "Roam" as well and can also password lock them. Right click a room from the left screen in order to click "Join Room." You can set your options for exiting, entering, and new text noise just be sure to click "On" when you also pick a sound to toggle it. You can also choose avatars, and customize your font, colors, and font size, and can private message other players. Enjoy!
Hitmen are the blood of your empire. They protect your hoes and manufacturers and are the brute force with which you can destroy your enemies. You need Hitmen for most attacks on other players, including raid complex, whack Hitmen, stealing vehicles and kidnapping manufacturers. Your hoes also need Hitmen to protect them while they work the streets. Hitmen need guns, vehicles, weed and meth to stay happy. If they are below 100% happiness, they will not work as hard for you to attack other players or protect you. Hitmen are obtained by purchasing on the Buy Items page.
Hookers are your low-level hoes. These girls will work for just about anything and will be happy as long as you have Hitmen to protect them and meth and ecstasy to keep them high. They do not earn as much per trick as Call-Girls earn for escorts. Hookers are obtained by bribing them away from other players and by scouting for them. You will recruit more Hookers than Call-Girls in any scouting attempt. Your Hookers have a lasting value, as they are much less likely to leave you than your Manufacturers, who will go to the highest bidder. Your girls form their own loyalty and tend to stay in one place unless the temptation is just too high.
Your Call-Girls are your pride and joy. They will work hard for you and earn much more than your Hookers. They take customers out for escort services, but need Hitmen to protect them and will use a good amount of opium and ecstasy. They are gained by stealing from other players and by scouting for them, but you will track down fewer Call-Girls than Hookers in a scout. Your Call-Girls have a great deal of value, as it is very hard for other people to take them. They will only leave if they feel you are doing a very bad job of protecting them and satisfying their needs. These girls are the backbone of your empire and they know it! They have their own definition of loyalty and tend to stick with you unless the temptation is just too high.
Your Marijuana Growers are gained by scouting, same as your Hoes. They will grow weed when you Manufacture them and will create an amount based on turns used and the amount of Growers you have. However, they will easily leave you if a better offer comes along?after all, they are men of business.
Your Opium Importers are gained by scouting, same as all of your manufacturers. They will import Opium for you when you Manufacture them and will create an amount based on turns used and the amount of Importers you have. However, they will easily leave you if a better offer comes along.
Your Meth Cooks are gained by scouting, same as all of your manufacturers. They will cook meth when you Manufacture them and will create an amount based on turns used and the amount of Cooks you have. However, they will easily leave you if a better offer comes along?and why not? They are in it for the drugs and the money.
Your Chem Students are gained by scouting, same as your Hoes. They will make Ecstasy when you Manufacture them and will create an amount based on turns used and the amount of Students you have. However, they will easily leave you if a better offer comes along?and isn't that the way it should be? There is always a better party somewhere else.
Your Dedicated Experts are highly trained to perform special attacks on your opponent. They use Weed and Opium to stay happy. When they are sent out to perform their special attacks, they do not return to you afterwards. Their primary goal is to even the playing field between you and your rival, attempting to destroy whatever item they are sent after.
Your family is a group of people, headed by a boss, that you should work most closely with in attacking others and in dominating as a mob family. You can only have 10 people to a single family. A family tax is set, by the boss, which gleans off the top of your money earned and resources made while scouting and manufacturing. The maximum level is 30%. A boss tax can also be set by the boss, which gleans off the top of the boss' earnings as well, with the same limit. Families have their own profile and anyone can view the family profile with its description, picture, list of members in the family, family's networth, and other information. Family members can view their own personal forum where members can post notes to each other. Family bosses can invite new players, donate money to players, and set taxation limits. All family donations have a daily donation limit of 20% the player's total networth. Once you leave a family, you cannot go back to it.
Families can also purchase family business fronts. These benefit everyone within the family. Families can only own five businesses and they cannot be sold. These business fronts are
Your resources are required to keep your Hitmen, Hookers, Call-Girls, and Dedicated Experts happy. They are used when scouting, manufacturing, and hitting other players. Your resources can be either purchased or created by using the Manufacture option to manufacture a Resource of a particular kind:
Weed can either be purchased or grown by your Growers. The price of Weed (both for selling and for buying) will change everyday, as the market changes and fluctuates. Your Hitmen and Dedicated Experts require Weed to function properly.
Opium can either be purchased or brought in by your Importers. The Opium will fluctuate in price as the market changes, both in selling costs and buying costs. Both Call-Girls and Hitmen require Opium to be happy.
Meth can either be purchased or developed by your Meth Cooks. Meth prices, for both selling and buying, will change everyday as the market changes. Hookers and Dedicated Experts require a good amount of Meth to do their jobs.
Ecstasy can either be purchased or created by your Chem Students. Ecstasy will change in price everyday, both in buying and selling. Hookers and Call-Girls both require Ecstasy to turn tricks and escort clients.
Hitmen require guns to attack other players as well as to protect your complex, hoes, and manufacturers. Every attack involving Hitmen requires them to have weapons and they will not be happy unless you have at least one gun per Hitmen. It is important to remember the each gun has a purpose and that they have varying costs. A good combination of weapons allows your Hitmen a wider range of attacking strength.
Machine Guns are the strongest and most expensive of your weapons. These are considered the strongest weapons by some, but are quite costly.
Assault Rifles are your second class weapons. These weapons are more expensive than Uzis and cheaper than Machine Guns. Assault Rifles are often considered the most accurate of all weapons available.
Uzis are your third tier of weaponry. These were once favored weapons in the mafia world, yet with their erratic fire, they are placed just above pistols, and below the accuracy of assault rifles. Each Hitman can carry two Uzis.
Pistols are the cheapest of weapons for your Hitmen to use. Using pistols, because they are so cheap, often allows you to have more Hitmen than others of the same net. Yet, they are also fairly weak in comparison to other weapons. Each Hitman can carry two pistols.
Vehicles are required for traveling, but are also required for some attacks, such as raiding a complex or stealing other vehicles. Hoes, manufacturers, dedicated experts and Hitmen all need vehicles to travel from one city to another and will be calculated into your traveling costs.
Vans can carry 25 people per vehicle but are also the most expensive.
SUVs can carry 15 people per vehicle and are moderately priced.
Coupes cost the least but also carry the least. They can carry 10 people per vehicle
Intelligence Agents will help deflect another player's attempt to get information on you while not in use, but their main function is to be sent out to find important information on other players. The appropriate amount of Intelligence Agents will also attempt to intercept Agents from other players.
Attacks are performed on other players in the game. You must be in the same city to attack another player and you must have the required people and items to complete the attack. Some attacks require vehicles, some require drugs, and some can only be performed by a Dedicated Expert. Non-members can take in 8 attacks per 3 hours or while offline and members can take in 4 attacks per 3 hours or while offline. However, reset occurs at 6 pm game time and after that point, all attacks in are reset back to 0.
Further attack clarification: The 4 or 8 attacks in per 3 hour limit is continuous. This means the system adds up your total attacks during the past 3 hours to decide if you should go into recovery. Therefore, if someone is a member and receives two attacks right away and then hops to another city and is hit two more times 1 hour later, they go into recovery after the last of the 4 or 8 total hits is received. Once the player comes out of recovery, he/she is able to be hit all 4 or 8 times.
You must have Intelligence Agents to perform this attack. This attack will succeed or fail depending on the quantity of agents that the victim has. If they succeed, they will tell you what the other player has. Note that they give an overall total for Hoes and Guns, not specifying how much there are of the different types.
Primary Attacks in general use your hitmen to attack other players. Your primary goal in these attacks is not only to hurt the other player but also to take their items. You have the capacity to take their hoes, take their guns, take their vehicles and take their manufacturers (i.e. dealers). You will always incur a loss of some sort, in hitmen, resources or other items. Most primary attacks where your hitmen go against someone else's hitmen requires vehicles.
When attempting to bribe hoes from another player, you will not know before hand what kind of hoes they have (Hookers or Call-Girls). Depending on the amount of Hoes they have, of what kind, and how much you have in drugs that they want, you can steal Hoes. You will fail if they are 100% Happy. Call-Girls need to be less than 50% to be bribed, but Hookers only need to be less than 70%. Hookers want Meth and Ecstasy and Call-Girls want Opium and Ecstasy.
This attack sends your Hitmen in their vehicles to raid an opponent's complex. The success or failure of this hit is based on a percentage of Hitmen you send and a percentage of their Hitmen who are present at the Complex when the hit takes place. Your Hitmen will use weed and opium during this hit and, if the hit is successful, they will take guns from the killed Hitmen, as well as a portion of "extra" guns kept in the gun cache at the Complex.
In this attack, your hitmen go in their vehicles to attack the opponent's hitmen. With this attack, your Hitmen will have a straight out fight with the Hitmen of your opponent. If you succeed, you will also take the money that is on the fallen Hitmen.
This attack sends your Hitmen in their own vehicles to steal the opponent's vehicles. You can only steal as many vehicles as your men can drive home, if the hit is successful. This attack will take you to another page where you choose which type of vehicle to attempt to steal. The options are SUVs, Vans and Coupes. You will only be able to steal vehicles of the type chosen during the attack.
In this attack, you send your Hitmen to attack the opponent and attempt to take their manufacturers. You will only kidnap the manufacturers that the other player has the most of while killing a portion of the Hitmen who are protecting those manufacturers. There is a glitch here where your Vans are not being used during these attacks. It is recommended you use vehicles other than Vans for Kidnapping Dealers.
Secondary Attacks are attacks that pit your Dedicated Experts against those of your enemy. You need to send a certain amount of these highly specialized Experts in order to succeed but too many would be wasteful. These highly trained specialists do not return from their jobs, but will take on opponents much larger than you without fear. They have their own special hits which focus on destroying the inventory of the other player. They will not bring anything back to you. Because of their cost and the fact that they do not return after a hit, it is suggested that you do not send many experts at a time.
Dedicated Experts are excellent at poison and carry their own supply. They will go to your opponent's Hoes and give them tainted drugs. This will kill a percentage of their hoes, affecting both Hookers and Call-Girls, with the later at a smaller percentage.
Your Dedicated Experts will sneak into the opponent's Complex and set up Booby-Traps for the Hitmen returning from jobs. This will effectively kill a percentage of their Hitmen as they return to the Complex.
With this hit, Dedicated Experts will sneak into the Gun Cache of the player. They destroy a percentage of the opponent?s guns, based on the amount of Experts sent.
Experts with bombs and C4, Dedicated Experts will plant C4 on the vehicles of the opponent to eliminate their ability to attack you. This will destroy a percentage of their vehicles, affecting the one of most quantity, as well as the Hitmen in them at the time.
Dedicated Experts can be sent to kill manufacturers. They will attack the manufacturers that the opponent has the most of and execute them.