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Garry's Mod Server Guide - Printable Version

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Garry's Mod Server Guide - Classical - 06-29-2026

[Welcome to AXIOM]
AXIOM is built around persistent characters, player trade, jobs, vehicles, and roleplay. Most systems are reached through F4, your inventory, or marked world locations. Look for nearby interaction blips and press E.

[Menus and Basic Controls]
F1 - Toggle third person on foot or in a vehicle.
F2 - Open the contextual door or vehicle menu when one is available.
F3 - Open the Exsto menu.
F4 - Open this main menu: jobs, character settings, inventory, market, rules, laws, and this guide.
TAB - Open the scoreboard. Click a player for profile and interaction options.
Q - Open the spawn menu for props and tools your character is allowed to use.
C - Open the context menu and supported ARC9 weapon customization controls.
E - Interact with doors, dispatch stations, dealers, vending machines, and other marked locations.

[Temporary Guide Cards]
Some weapons and vehicles show a small HUD guide when equipped or entered. These cards explain controls for hands, police tools, cuffs, medkits, and SVMod-enabled vehicles.
Guide cards disappear after a few seconds and can be toggled with /swepguide. Use /disable swepguide if you prefer to hide them.

[Vehicle Controls]
F - Toggle headlights on SVMod-supported vehicles.
H - Hold horn.
LEFT ARROW and RIGHT ARROW - Toggle turn signals.
UP ARROW - Toggle hazards.
R - Cycle emergency mode on supported Police, EMS, Fire, and other emergency vehicles: off, lights only, then lights and siren.
Leaving a vehicle with sirens active stops the siren but keeps emergency lights on.
SHIFT opens or closes supported ambulance rear doors. Ambulances use EMS lighting and do not use NOS.
SVMod powers vehicle lighting, horns, sirens, turn signals, hazards, reverse lights, and emergency flashers where a vehicle has support.
If a vehicle supports SVMod but has no lights yet, staff can add profiles with the vehicle light editor.
Active VIP players can use /music while driving their own civilian vehicle to open the vehicle radio. Passengers hear a clean stream, while nearby players outside hear a quieter stream from the vehicle.
Use /musicmute to toggle streamed vehicle and venue music client-side.

[Venue Jukeboxes]
Casino and club jukeboxes play approved community music inside their configured venue zones.
Look for the nearby current-song label and press E at the jukebox to browse the library.
Active VIP players can play, pause, resume, queue, or stop venue music. Everyone inside the venue hears the shared stream.
Players may add songs to a shared queue. You can skip your own current song, while staff may skip any song when needed.
Use /musicmute if you want to mute vehicle radio and venue jukebox audio locally.

[Inventory and Player Trade]
The Inventory tab stores persistent items, weapons, ammunition, and owned civilian vehicles.
Use consumes or equips an item. Drop places a transferable item in the world. Sell returns an item to the market for its listed sellback value.
Sell to Players places one item for sale in the world. Look at your listing and use /setprice to choose its price.
Dealers buy wholesale shipments from the Market and sell individual items to players. Market prices cap resale at 50 percent profit.
Weapons do not provide free reserve ammunition. Buy the correct pistol, SMG, AR/AK, shotgun, sniper, or M60 ammunition family.
Weapon Customization Kits are sold as shipments and allow supported ARC9 weapons to be customized. Attachment presets are part of the weapon system, not free market ammunition.
Vehicle Customization Kits allow eligible owned civilian vehicles to save skin and bodygroup presets. Saved and favorited presets are automatically applied when that vehicle spawns.
/holster returns the current supported weapon to inventory. /holsterall returns all supported weapons when you have room.
Job changes and disconnects safely return player-owned unholstered items. Death and arrest are loss cases, so holster before trouble finds you.

[Civilian Vehicles]
Purchased vehicles appear in your inventory and may be traded, dropped, or sold like other supported items.
Use a civilian vehicle hub to spawn an owned vehicle. If one is already active, its Spawn button becomes Park and other spawn choices are disabled.
Return civilian vehicles inside the marked parking region. A short cooldown prevents instant spawn and park spam.
Vehicle presets, including saved skin and bodygroup choices, are applied when the vehicle is spawned.
Fuel is handled by the server fuel system, not SVMod. Visit fuel station zones or use supported fuel items when needed.

[Department Vehicles]
Police, SWAT, Paramedics, Firefighters, Taxi Drivers, and Public Works use their department dispatch stations.
Eligible vehicles are free, spawn with a full fuel tank, and use fixed department presets.
Return a dispatched vehicle near the bay it came from. A failed return points you toward the correct bay for a short time.
Abandoned department vehicles follow the 500-second cleanup rule. Other players may still drive a stolen department vehicle during roleplay.
Sanitation Workers and Delivery Drivers also use dispatch stations and issued vehicles for their routes.

[Contracts and Solo Work]
Public Works accepts service calls from its dispatch station. Travel to the marked infrastructure, complete the work, and return the report.
Police Officers and Commanders can accept area-patrol assignments at law-enforcement dispatch.
Police patrols pay for credited time in the assigned area. A full patrol records five minutes; early turn-in pays half of earned value.
Refusing a patrol before recording time costs $150 and applies a 15-minute patrol cooldown. No-show and partial outcomes have their own cooldowns.
Use the dispatch interface to review the objective, progress, payout rules, and return requirements.
Sanitation Workers accept collection routes from sanitation dispatch. Use the issued trash truck, service the marked trash pickup points, waste bins, or dumpsters, then return the route report.
Delivery Drivers accept local delivery routes from delivery dispatch. Use the issued cargo van, load cargo at the pickup point, deliver it to the drop-off, then return the signed manifest.
Delivery cargo changes the van's rear cargo bodygroup while a route is active, so unloading or closing the route clears the visible cargo.
Most contract blips are intentionally visible and color-coded. If you are working with another player, stay reasonably near the contract area and active participant so the system does not treat you as absent.

[911 and Emergency Response]
Use /911 followed by a clear message to report crime, injury, death, or fire. One call alerts Police, Paramedics, and Firefighters.
First responders receive the location and message on their HUD. Arrival pays $250; qualifying arrests, revivals, and cleared fires pay additional bonuses.
After arrival, the marker clears but the incident remains eligible for nearby job actions during its response window.
Emergency-service jobs cannot create /911 calls. Use /radio to request help from your department.
Dead players are marked for nearby Paramedics. Use the medkit's right mouse action on the body to attempt a revival.
Medics remain the reliable revive class. The medkit's right mouse action revives dead players or wakes unconscious players, and dead-player blips show nearby medics where to go.

[CPR for Non-Medics]
Non-medics can look at a dead player and press E when the prompt appears to attempt CPR.
CPR takes 10 seconds, shows a progress bar, and is interrupted if the rescuer moves too far away or the body is no longer valid.
Only one person can perform CPR on a body at a time. CPR is intentionally unreliable and succeeds about 10 percent of the time.
Successful CPR uses the same revive path as a medic revive. Failed CPR leaves the normal death timer running.

[Police Tools, Subdual, Lockpicks, and Breaching]
The police tool's left click can subdue or wake players and can pull occupants from vehicles. Right click arrests cuffed suspects and handles breach behavior where supported.
The subdual system rewards controlled baton use. Unarmed targets are easier to subdue, armed targets usually require more strikes, and anyone who recently fired a gun is harder to drop.
Baton strikes briefly disorient and slow the target. A recently awakened player has short resistance to repeated knockouts.
Handcuffs require a still, unconscious, or otherwise controlled suspect. Cuffs can be applied and removed with the handcuff SWEP.
The police breathalyzer helps check intoxication during traffic stops and DUI roleplay.
Lockpicks are cheaper but unreliable. They take 10 seconds, have a low success chance, may break on failure, and temporarily prevent a picked lock from being secured again.
Breaching charges are the premium option. They are reliable, force normal doors or special doors open, and keep the target disabled for several minutes.

[Food, Hunger, and Vending]
Chefs and player sellers are the normal source of food. Item descriptions show hunger, satiety, and timed effects before purchase.
Vending machines sell only Pepsi, Coke, and Chips at emergency prices. They cost four times market price, or two times for active VIP.
Some foods grant stamina or other temporary effects. Alcohol builds tipsy, buzzed, and drunk status while reducing energy benefits.
Alcohol also affects driving. Drinking before driving can cause sway and poor vehicle control, and police may use the breathalyzer to support DUI scenes.

[Meth Production and Contraband Raids]
Meth is an active, skill-based lab process. Press E on every supply and station to use its reliable controls; physically throwing ingredients together does not transfer them.

[Meth: 1. Buy the Lab]
Reusable equipment costs about $6,200: one Stove ($1,000), Chemical Tank ($3,500), Red Phosphorus Pot ($500), Sulfur Pot ($500), Cooking Pan ($500), and at least two Chemical Glasses ($200 total).
For one target batch, buy four Aluminum Boxes, one Cyfluthrin shipment, one Methylamine Drum, one Red Phosphorus Box, one Sulfur Box, and two Water Jugs.
Those first supplies cost $5,350, making the complete first-batch cash outlay about $11,550. Several supplies have leftovers for later batches.

[Meth: 2. Make Phosphoric Acid]
Place a Water Jug near the Red Phosphorus Pot. Press E on the jug and transfer 4 water.
Place the pot on a stove burner and heat it to at least 100 C. The fifth burner heats fastest; turn burners off before overshooting.
Place a Red Phosphorus Box nearby, press E, and transfer 4 units. Hold the pot between 100-149 C for 60 seconds.
Place an empty Chemical Glass nearby and press E on the finished pot or glass to collect the phosphoric acid.

[Meth: 3. Make Sulfuric Acid]
Place a Water Jug near the Sulfur Pot and transfer 8 water.
Heat the pot to at least 400 C, then place a Sulfur Box nearby and transfer 4 units.
Hold the pot between 400-499 C for 30 seconds. Collect the sulfuric acid with a second empty Chemical Glass.

[Meth: 4. Make Intermediate Acid]
Place the two filled glasses near the Cooking Pan. Press E on each glass and choose Transfer to Quality Target.
Heat the pan between 100-199 C for 60 seconds. Collect the finished intermediate acid with an empty Chemical Glass.

[Meth: 5. Run the Reactor]
Stage 1: place Aluminum Boxes and Cyfluthrin near the Chemical Tank. Press E and transfer to the visible targets of 40 aluminum and 40 cyfluthrin. Start the reactor and keep pressure between 50-100 until progress reaches 100 percent.
Stage 2: transfer Methylamine to its target of 40. Start the reactor again and keep pressure between 25-50.
Stage 3: pour Intermediate Acid to its target of 8. Start the reactor and keep pressure between 5-25.
The reactor naturally gains pressure while running. Use Open Vent to lower it and Pressurize to raise it. Each completed stage stops automatically and resets pressure near the next safe range.
Too little pressure stops or reverses progress. Too much pressure destroys the reactor and can start a fire.

[Meth: 6. Package and Sell]
When the batch appears above the reactor, press E to package it into inventory. Inventory shows its purity tier and value.
Use consumes the batch. Drop transfers it into the world. Sell to Players creates a listing; use /setprice while looking at that listing. Sell to Market pays the guaranteed sellback shown below.

[Meth Purity Scale]
Contaminated: 0-44 quality. Value $18,000; market sellback $9,000; maximum player listing $27,000; raid reward $1,800.
Street: 45-69 quality. Value $45,000; market sellback $22,500; maximum player listing $67,500; raid reward $4,500.
Refined: 70-89 quality. Value $80,000; market sellback $40,000; maximum player listing $120,000; raid reward $8,000.
Pure: 90-100 quality. Value $120,000; market sellback $60,000; maximum player listing $180,000; raid reward $12,000.

[Meth Quality Scoring]
Ingredient accuracy provides 35 percent of quality. Use the visible 40/40/40/8 reactor targets.
Stable precursor temperatures provide 25 percent. Staying near the middle of each safe range scores better than riding its edge.
Stable reactor pressure provides 25 percent. Regularly vent or pressurize instead of allowing large swings.
Safe operation provides 15 percent. Overheating, unsafe pressure, spills, and interruptions lower this score.
Pure quality requires excellent performance across the whole process; exact ingredients alone are not enough.

[Meth Profit Margins]
A target batch consumes about $3,425 in ingredient value after accounting for reusable leftovers. This estimate assumes no spills, destroyed equipment, or failed reactions.
Guaranteed operating profit from market sellback is approximately $5,575 Contaminated, $19,075 Street, $36,575 Refined, or $56,575 Pure.
Against the full $11,550 first-batch cash outlay, the immediate result is approximately -$2,550 Contaminated, $10,950 Street, $28,450 Refined, or $48,450 Pure. The stove, tank, pots, glasses, and leftover supplies remain for later batches.
Player sales may earn more than market sellback, but require another player to buy. Actual profit equals the chosen sale price minus consumed ingredients and any lost equipment.

[Meth Raids and Risk]
Lab equipment belongs to its purchaser, but other players may destroy it during a raid for contraband rewards. Owners may destroy their own equipment, but every reward is below replacement cost and still creates a net loss.
Finished batches pay the purity-based raid rewards listed above. Destroying a batch always pays less than legitimately selling it.
Ordinary server cleanup does not explode a lab. Severe overheating, overpressure, fire damage, or deliberate destruction can still cause a dangerous accident.

[Clothing, Accessories, and Appearance]
The old F3 Pointshop is intentionally hidden. Pointshop ownership still runs in the background through world dealers.
Press E near a Clothing Dealer or Accessories Dealer to open the custom shop. Clothing suits require lifetime donor status; active VIP is not required.
Citizen Appearance locations permanently change your civilian model for $10,000, or $5,000 with active VIP.
Appearance changes stay within your current gender and include a draggable preview with supported bodygroups.
Pointshop clothing and accessories are hidden on jobs that do not use the permanent civilian model.

[Fishing]
Buy a Fishing Rod and Bait Boxes from a Supplier or another player. Each bait box supplies six casts.
Aim at deep water and left click to cast. When a fish bites, click to hook it, then hold and release left click to manage line tension.
Right click cancels the current cast and consumes bait already used. Successful catches enter your inventory and can be sold to the market.
Common fish provide steady income; rare fish are harder and substantially more valuable.

[Casino]
Casino machines and tables use world blips like vending machines and dealers. Press E near a slot machine, blackjack table, or roulette table to play.
Slots are fast and simple. Blackjack rewards basic card strategy. Roulette supports number and outside bets with a spin cooldown so results cannot be spammed.
Gambling is entertainment and risk. Do not bet money you need for core roleplay items, bail, food, fuel, or job equipment.

[World Blips and Interaction Nodes]
Many systems use nearby blips instead of old NPC menus: clothing, accessories, Citizen Appearance, vending machines, casino tables, dispatch stations, and contract objectives.
Some blips only appear when you are close enough or eligible to use them. If nothing appears, move closer, check your job, or make sure the entity is active.
Returning a department vehicle in the wrong place briefly shows a helper blip pointing toward the correct bay.

[Weather and Environment]
AXIOM uses a dynamic atmosphere system for time of day and weather. Storms, snow, fog, and darkness can change visibility and driving conditions.
Vehicle lights, flashers, and emergency lighting are useful roleplay tools during poor weather and nighttime scenes.

[Jail and Bail]
Arrested players see their remaining sentence, bail, and every surcharge on the HUD. Use /bail to pay and leave early.
Bail considers base cost, new kills since the previous sentence, warrant duration, and jailbreak status. Active VIP pays half.
Leaving the prison before time expires begins an escape. Finishing the sentence outside releases you in place but adds a jailbreak surcharge to the next arrest.
Police can rearrest an escaped prisoner with the arrest stick. Escaped prisoners keep handcuffs and need roleplay help to remove them.

[Useful Player Commands]
/911 <message> - Report an emergency to all first-response departments.
/radio <message> - Speak on your job or department radio.
/givemoney <player> <amount> - Transfer money to a nearby player.
/setprice <amount> - Set the price of the sale item you are looking at.
/bail - Pay your current bail when arrested.
/advert <message> - Post a paid city-wide advertisement.
/pm <player> <message> - Send a private message.
* Classical <action> - Describe a roleplay action. It cannot control another player's actions.
/y <message> and /w <message> - Yell or whisper locally.
/holster and /holsterall - Return supported weapons to inventory.
/sleep and /wakeup - Enter or leave the sleep state.
/music - Open the active VIP vehicle radio while driving your own vehicle.
/musicmute - Toggle streamed vehicle radio and venue jukebox audio locally.
/swepguide - Toggle temporary weapon and vehicle control guide cards.
/disable swepguide - Permanently hide those guide cards until toggled back on.
/getvip - Spend 20 donation credits for 45 days of active VIP.
/getmoney - Spend 2 donation credits for $50,000 in-game money.

[Active VIP Benefits]
Active VIP doubles salary and halves normal spawn, arrest, and knockout waiting times.
Spawn immunity lasts 60 seconds instead of 30 seconds.
Prop limit increases from 25 to 35 and active player-sale listings increase from 8 to 13.
Fuel costs $150 instead of $300. Vending prices drop from four times to two times market price.
Bail and the Citizen Appearance service cost half price.
Owned civilian vehicles may use supported skin and bodygroup editing. Department vehicle presets remain fixed.
Owned civilian vehicles may use the VIP vehicle radio with approved community music.
Active VIP players may control approved music at casino and club venue jukeboxes. Nearby players can still hear shared venue music.
Police Officers and Commanders receive their configured VIP SMG and extra ammunition when weapon access permits. SWAT and SWAT Captains receive their configured VIP rifle and rifle ammunition.

[VIP Tip Cards]
Active VIP makes downtime shorter: faster normal respawns, shorter arrest and knockout waits, and longer spawn protection.
Active VIP makes travel smoother: cheaper fuel, lower vending prices, and discounted Citizen Appearance changes.
Active VIP expands roleplay convenience: more props, more active player-sale listings, and supported vehicle bodygroup/skin editing.
Active VIP unlocks approved music controls: vehicle radios for owned civilian cars and venue jukebox control in the casino and club.
Lifetime donors keep permanent identity perks: donor clothing access, larger inventory capacity, donor-only class access where configured, and the donor heart in chat.

[Lifetime Donor Benefits]
Lifetime donor benefits remain after active VIP expires.
Maximum inventory capacity increases from 150 to 250, although pockets must still be acquired to fill that capacity.
Lifetime donors may buy and wear donor clothing suits through Clothing Dealer locations.
Lifetime donors may access the configured Secret Service and Head of Secret Service classes when job limits permit.
A donor heart icon appears beside the player's name in chat.

[Donation Credits]
Donation Credits are spent through chat commands and are separate from in-game money.
/getvip spends 20 credits for 45 days of active VIP and grants a $150,000 package bonus.
/getmoney spends 2 credits for $50,000 in-game money.
Purchasing a VIP package does not erase lifetime donor benefits when the active period ends.
Ask server management for current donation instructions or account-credit assistance.
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