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Scavenger

Tutorial visitorsLower Levels

Money and reputation are base values, before difficulty and starting perk adjustments.

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About

Unnamed Scavengers who teach trading (the faces are random, so not necessarily one person)

Unnamed Scavengers bring the early food, cigarette and Scrap Metal trading lessons on days 1 through 11. The food and Scrap Metal offers show wholesale discounts, while the cigarette packs are counterfeit. After the day-11 visit selling an Engineering Foundry Supply Crate, an unannounced Meteor Shower comes the next day, whether or not you buy.

Priority by specialization

  • Apprentice

    Priority
    AUseful in the right situation
    Why it matters
    As Apprentice, the fixed early food offers can build resale stock, while the counterfeit-cigarette lessons prevent paying for a false label.
  • Water Merchant

    Priority
    BOrdinary response is enough
    Why it matters
    As Water Merchant, these are optional starter purchases rather than a recurring source for bottled water; the fake-label lessons still matter.
  • Hydroponic Farmer

    Priority
    BOrdinary response is enough
    Why it matters
    As Hydroponic Farmer, these are optional starter purchases rather than a recurring source for crops, coffee and wine; the fake-label lessons still matter.
  • Rat Wrangler

    Priority
    AUseful in the right situation
    Why it matters
    As Rat Wrangler, the early food offers are an optional feed purchase; compare their price with what you can afford before expanding the herd.
  • Aquafarmer

    Priority
    BOrdinary response is enough
    Why it matters
    As Aquafarmer, these are optional starter purchases rather than a recurring source for fish and roe; the fake-label lessons still matter.
SPrepare for this customer
A seller of goods that are hard to get elsewhere, equipment, a reward or an unlock the specialization's route depends on, a deadline or branch to decide in advance, or a danger of major loss such as game over, arrest or confiscation makes advance preparation worthwhile. A high priority does not mean every purchase or report is recommended.
AUseful in the right situation
A main buyer of your goods, a seller of some of your inputs, a side income, optional input, reputation opportunity or conditional risk matters when the matching stock, branch or cash need exists. Check the condition before reserving scarce money or goods.
BOrdinary response is enough
The specialization does not normally depend on this customer's goods or outcome. Serve an appropriate incidental trade when the visitor comes without planning the business around it; a low priority does not remove legal or safety consequences.

Events

Quick summary

  • Days 1–11Trading practice: buying is optional, and the lessons continue either way.

  • Days 3 and 4The Pack of Hemingway Cigarettes is counterfeit

    →inspect it before agreeing a price.

  • Day 11The crate has random contents. A Meteor Shower comes the next day whether or not you buy.

Visit 1 (Day 1)

When
Day 1, unless Skip Intro is selected.
What happens
A seller offers five starter goods for the first trading lesson.

Choices

Complete a trade

  • Place five goods on the table for purchase; none is free.
  • The buying tutorial runs; sending the visitor away closes its hints.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • Place five goods on the table for purchase; none is free.
  • The buying tutorial runs; sending the visitor away closes its hints.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Buy starter goods only when their agreed price leaves room for rent and resale. Leaving closes the buying hints without taking goods, so there is no story reward that requires buying all five.

Visit 2 (Day 2)

When
Day 2, unless Skip Intro is selected.
What happens
Six Peat are offered with a 15% wholesale discount.

Choices

Complete a trade

  • Six Peat are put up for sale and the Negotiation Interface opens.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • Six Peat are put up for sale and the Negotiation Interface opens.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Six units of Peat are offered. The 15% wholesale discount is for buying the complete offer, so compare the total with cash and buyer budgets rather than assuming all six can be resold immediately. Leaving exchanges no goods and does not block later lessons.

Visit 3 (Day 3)

When
Day 3, unless Skip Intro is selected.
What happens
A counterfeit Pack of Hemingway Cigarettes gives an inspection exercise.

Choices

Complete a trade

  • One counterfeit Pack of Hemingway Cigarettes is offered; inspect it before deciding whether to buy.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • One counterfeit Pack of Hemingway Cigarettes is offered; inspect it before deciding whether to buy.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Inspect the offered Pack of Hemingway Cigarettes before considering its price: this pack is counterfeit. Buy only if the corrected value and a real use justify it, or leave without a trade; buying the fake is not required to complete a story branch.

Visit 4 (Day 4)

When
Day 4, unless Skip Intro is selected.
What happens
Another counterfeit pack repeats the inspection lesson.

Choices

Complete a trade

  • One counterfeit Pack of Hemingway Cigarettes is offered.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • One counterfeit Pack of Hemingway Cigarettes is offered.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Inspect the offered Pack of Hemingway Cigarettes before considering its price: this pack is counterfeit. Buy only if the corrected value and a real use justify it, or leave without a trade; buying the fake is not required to complete a story branch.

Visit 5 (Day 5)

When
Day 5, unless Skip Intro is selected.
What happens
Five Scrap Metal show the 33% wholesale discount.

Choices

Complete a trade

  • Five Scrap Metal are offered, with a 33% wholesale discount.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • Five Scrap Metal are offered, with a 33% wholesale discount.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Five units of Scrap Metal are offered with a 33% wholesale discount. Buy the lot only if you will use or resell it and still cover bills; the discount is not a free supply of metal, and leaving changes no later story condition.

Visit 6 (Day 8)

When
Day 8, unless Skip Intro is selected.
What happens
Six Peat give a bargaining exercise as well as a wholesale offer.

Choices

Complete a trade

  • Six Peat are offered, with a 15% wholesale discount.
  • The bargaining tutorial starts and the Negotiation Interface opens.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • Six Peat are offered, with a 15% wholesale discount.
  • The bargaining tutorial starts and the Negotiation Interface opens.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Six units of Peat are offered, and this visit also teaches bargaining. The 15% wholesale discount is for buying the complete offer, so compare the total with cash and buyer budgets rather than assuming all six can be resold immediately. Leaving exchanges no goods and does not block later lessons.

Visit 7 (Day 11)

When
Day 11, unless Skip Intro is selected.
What happens
A Scavenger offers an Engineering Foundry Supply Crate before a Meteor Shower.

Choices

Complete a trade

  • One Engineering Foundry Supply Crate is offered; its contents are drawn at random.
  • After the conversation, whether or not you buy, a Meteor Shower comes one day later without advance notice.
  • Only the selected goods are traded, and cash and ownership change at the agreed price. A buyer's budget is adjusted by reputation perks, Wild's Endorsement and Store Attractiveness.
  • Reputation with this visitor's faction changes by the adjusted trade value ÷ 400. You also gain Favor of 10% of the trade value on Price Gouge and 5% on Mark Up (none on Thin Margins or Red Ink; a custom difficulty uses its own rate). Item legality, the faction and perks adjust the value along the way.

Finish the conversation and leave without trading

  • One Engineering Foundry Supply Crate is offered; its contents are drawn at random.
  • After the conversation, whether or not you buy, a Meteor Shower comes one day later without advance notice.
  • The visit ends with no cash or goods exchanged; anything that happened during the conversation still applies.

Recommended response

Treat the Engineering Foundry Supply Crate as a paid crate with random contents, not a guaranteed equipment investment. Trading or dismissing both schedule the next day's unannounced meteor shower, so buying the crate does not prevent that event.