Job

Jobs are how the player earns money in Derail Valley, with said income being used to pay off fees and buy licenses to take more risky and lucrative jobs. Jobs come in three different varieties: Freight Hauls, Logistic Hauls, and Shunting. Completing a job under a certain time will provide the player with extra money via a time bonus. During the execution of a job, fees start to accumulate as a cost of consumables used by engaged locomotives. The fees may increase further should the player cause any damage to their train, the cargo and the environment during the operation.

To activate a job, select one of the preview papers from the table in a station office and insert it in the job validator. Job preview paper consist of only one page with "To accept: insert into job validator" sentence in the right bottom corner. The validator will then give you a booklet detailing the job's steps to completion, plate numbers of the cars you need to move, and siding numbers that cars need to be brought to and from. Job booklet has a brown cover and consist of several pages. To finish a job, complete all the prerequisite steps, then insert the booklet into the job validator. If all prerequisite steps are completed properly, job validator will return a report containing short summary of the job and a payment in cash, otherwise the validator will instead provide a status report on the job, including what steps have been completed and how much time has elapsed so far.

Avoid taking job preview papers outside of a station area, otherwise it will be rejected by the job validator should you come back and submit said job. Job preview papers also cannot be taken from one station and submitted to another station's validator. Booklets meanwhile can be submitted for completion to the validator at any station.

All consists of cars, locomotives and available jobs are spawned upon the player enter the station. When player go out of the station range, all consists of cars and respective job preview papers that not been claimed are going to despawn immediately, whereas consists claimed by the player or any other cars coupled to recently used locomotives will stay there up to two hours in-game time. After that time limit, it will also despawn.

Claiming a job through the job validator causes reservation to siding track at the destination station, so there is always enough room for cars that the player has to deliver. It also reduce a number of jobs that can be spawned at the destination station.

Any job can be abandoned if for some reason the player decide that. In order to cancel a job in progress, respective job booklet has to be discarded into trash bin at any station office or into a dumpster outside. There is no penalty for canceling the job and the respective consist of cars will despawn.

## Job types

#### Freight Haul

Freight Hauls are the main income-earners the player will make use of when they first start the game. Their job preview papers are marked with a green heading.

Freight Hauls consist of gathering loaded cars from a station's outbound track, and hauling them to another station's inbound track. These generally have the highest payout of all job variants, but also the highest risk, especially if the player takes a Freight Haul that involves moving military or hazmat material, both of which can cause severe environmental damage in a derailment.

Freight Hauls will never have you move empty train cars, and once completed will lead to a shunting job involving unloading and storing the cars. Shunting jobs involving loading the cars, once completed will lead to a Freight Hauls emerge.

#### Logistic Haul

Logistic Hauls are similar in function to Freight Hauls, but with two major differences; they don't pay as much and they require you to haul empty cars. Their destinations are also slightly more varied, even doing as far as, say, hauling staked flatcars from Machine Factory & Town to Forest Central; locations that would normally not have cars moved between them. Cars will also generally have more varied destination tracks (such as storage tracks), which may already be partially occupied by other cars.

Logistic Hauls cannot be accessed when you start the game, requiring you purchase the Logistic Haul license for $20,000 from a Career Manager. Their job preview papers are marked with a yellow heading.

Logistic Hauls will never have you move loaded train cars, and once completed will lead to a shunting job involving loading and preparing the cars for a freight haul.

#### Shunting

The least profitable and most localized jobs you can take. Shunting jobs are generally lower-risk since they don't require you to travel between stations, instead having you move cars around between yard tracks in a single location. These jobs will usually involve picking up and loading or unloading cars at a loading track, then moving them to an outbound track for a freight/logistic haul or moving them into storage on sidings. However, some jobs may require you to own other licenses before taking them, such as taking a hazmat license to be allowed to take shunting jobs involving hazmat cargo or a length license for shunting jobs involving longer trains.

Shunting jobs cannot be accessed when you start the game, requiring that you first buy the Shunting license from a Career Manager. Their job preview papers are marked with a red heading.

Because of their low-paying nature, it is highly advised to use the DE2 to keep maintenance costs low. A locomotive remote is also highly recommended to make shunting easier (to buy in one of the Shops).

## Tips for swiftly completing a job

Completing a job under the printed time limit is a must, as it gives you additional cash for your work, which can be the difference between getting your next license or being swamped by fueling fees for the foreseeable future.

In the yard:

* Be ready to go before submitting a job to the validator. Have your locomotive hooked up to the consist you intend to pull so you can get moving the moment you grab the booklet.
* Have a plan on what you intend to do. If you think you might need a helper, take one, plus a locomotive remote to operate it, especially if you're going to be pulling a long train across the map.
* Make sure you have enough fuel to get you through the job. Paying service fees at the career manager will always give your locomotive a full resupply, or you can take what you need at a manual service depot.
* Car numbers and sidings are only revealed once you accept a job. Try to look for hints to what a job's consist might be, such as cargo type and car color, which are always shown on job preview papers even when the job has yet to be accepted, as well as the job number (top right of the job file), which can also be found on cars belonging to the job's consist.

On the line:

* Know what your locomotive is capable of pulling, and the terrain you're going to be dealing with.
* Keep an eye on your map and the speed signs along your route of choice, otherwise you risk being blindsided at speed by a sharp curve that can easily derail a car, or worse, the entire train.
* Make sure the switches are set. Going down the wrong line can waste valuable time and may even risk a derailment if you get redirected onto a sharp curve.
* Use your independent brake first when you need to slow down for a curve.
* Try to go as fast as you can, but leave room for when you want to coast or if a downhill grade is approaching.
* Remember how you set your switches last time you passed them. They may not be alligned with where you want to go this time.
* Don't be afraid to run ahead to see what's coming up. It may save you invaluable time and prevent a derailment, or let you pinpoint the track you need to travel on.

## Gallery

Freight Haul - job previewFreight Haul - job bookletFreight Haul - job report upon completion