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Lead Pipe

Category
JunkMakeshiftMelee WeaponWeapon
Contraband level
Legal
Base value
15 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

A heavy lead pipe. After the Station overhauled the water line, tonnes of leftover lead piping found its way into the hands of scavs and thieves.

Inventory shape

5 × 2 cells · 6 occupied cells

How to get

Quick summary

Vendors

Conspiracy Theorist

Sells goods when visiting your shop

One-time random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 33% off
Conditions
—

Scav Addict

Sells goods when visiting your shop

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · On day 2

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
1
Price

Barter

Trade 1 Narcotic item for one set of goods you choose
Starch Grade goods are not accepted
Junk Grade goods are not accepted
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you chose Skip Intro · On day 1
  • If you didn't choose Skip Intro · On days 3, 7, 10, and 12

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
  • From day 7

Story scenes

Eleanor

Eleanor

After receiving help, she begins selling scavenged junk and materials.

When

  • On day 31 if you did not report Eleanor's Uncle, or 5 days after you warned her if you did. You have helped her with food or drink at least 1 time. She has not been arrested. Earliest possible day: 31
Frequency
Rarelyper draw
Quantity
1

Draw: One item from the pool

Draw attempts: 4

Price

Vendor price

Bulk purchase: 33% off
Conditions
  • If you choose "Complete a trade"
Eleanor

Eleanor

She plans to pay an investigator and sells scavenged stock toward the required savings.

When

  • At least 4 days after the scheduled first scavenged-goods sale visit. The investigation-plan conversation has not happened yet. You have helped her with food or drink at least 1 time. She has not been arrested. The first scavenged-goods sale has a scheduled date. Earliest possible day: 35
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • From day 7
Eleanor

Eleanor

She returns with another randomly generated stock while saving for the investigation.

When

  • At least 4 days after the later of the investigation-plan conversation and the latest scavenged-goods sale visit. Only after the investigation-plan conversation. Her investigation fund is below 800 credits. She has not been arrested. If one of her earlier visits (investigation plan) is also due that day, that one comes instead. Earliest possible day: 39
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • From day 7
Lou

Lou

She leaves Lou's Box of Toys, unlocked, with Old Republic Orders and tools inside, and will later check that everything is still there.

When

  • From 4 days after the talk about the bomb, if she has not left the box yet. There are no money, item or chance conditions
Frequency
Alwaysper visit
Quantity
One per Lead Pipe previously sold to Lou; 0 if no goods were sold; only those that fit

Comes in: Security Department Evidence Locker

Price

Free

Free
Conditions
  • If you choose "Accept the box; the conversation has no choice"

Other sources

Gifts from Secret Admirer

Receive gifts when opening the shutter with Secret Admirer. The main gifts form a priority chain; cassette and note rolls are additional.

Availability and notes

  • Choose Secret Admirer at the start.
  • Day 2 gives the special gift for certain. On other days a gift comes rarely at first; the longer you go without one, the more likely it becomes, and one is certain within 12 days of the previous gift.
  • When the daily gift arrives, the main gifts are checked in priority order and the first one that applies is given. Cassettes and notes are extra chances and do not replace the main gift.
Frequency
On gift days, occasionally chosen when its turn in the priority order comes.
per shutter opening
Quantity
1
Conditions
  • Except day 2; requires the daily gift roll to succeed.
  • The Immunivax Injector gift must not apply: you do not have Sentinel Collapse Disorder, the admirer already gave this one-time gift, or you own a genuine or expired genuine Immunivax Injector.
  • The Synaprest Injector gift must not apply: you have no addiction, or the admirer already gave this one-time gift.
  • The wound gift must not apply: you have no wound.
  • The earlier roll for Cat Chocolate Bar must miss.
  • The earlier roll for Li-Eat Snack Bar must miss.
  • The earlier roll for Scratcher Ticket must miss.
  • A random gift, rolled only if no gift earlier in the priority order applied.

Dumping Ground

Scavenge for random loot and bonus finds. Injury or bad luck can leave an attempt empty.

Availability and notes

  • Close the shop and unlock night outings. An outing must remain; serious wounds, a crackdown or recovery required by Agoraphobia prevent travel.
  • Maimed prevents access. The location must also be open.
  • When The Butcher is hunting you, select a backpack containing a gun.
  • Without Skip Intro, night outings are introduced on day 2; with Skip Intro they are available from the start.
  • Start with 5 scavenge attempts per arrival: add 2 with Proficient Scavenger, subtract 2 with Careful Scavenger, then apply the rounded event adjustment; the minimum is 0.
  • With Degenerative Osteoarthritis, you lose one attempt per week after the first week. If the count before event adjustments falls below 3, you cannot scavenge.
  • A fresh wound prevents scavenging. Every attempt uses up one attempt, whatever the result; the count resets on arrival.
  • Without Skip Intro, early scavenge attempts skip minor-wound rolls for a while and major-wound rolls even longer. With Skip Intro there is no such protection.
  • Fresh Dump lasts 1 day each Wednesday: the rubbish-group weight is multiplied by 0.5, and injury chances by 1.25. Other loot groups are rebalanced.
  • Georgio's Assistance adds 5 scavenge attempts and prevents injuries. Paid help lasts 3 days; its daily random-start chance is 0%.
  • Lucky and Unlucky affect luck. Positive luck can prevent injury, but that attempt still yields no loot; negative luck can make an otherwise successful attempt empty.
  • Loot rolls occur only after both injury checks and the bad-luck check are passed. Item chances below are per successful scavenge attempt.
  • Before protection, minor injury is (5 + 1 × previous attempts)%, major injury is (1 + 0.25 × previous attempts)%. Carrying an owned Flashlight divides both by 2; event changes then apply.
  • Careful Scavenger, injury protection from an event, or the matching protection when Skip Intro is not selected makes that injury roll 0%. Each injury chance is limited to 0–100%.
  • An actual minor injury needs the minor-injury roll to hit (the screen shows its current chance before you search); the better your luck, the less likely it is.
  • An actual major injury needs the minor-injury roll to miss and the major-injury roll to hit (the screen shows their current chances before you search); the better your luck, the less likely it is.
  • A scavenge attempt succeeds only if both injury rolls miss (the screen shows their current chances before you search) and bad luck does not leave you with nothing. Success gets less likely with each attempt since arrival and the worse your luck is.
  • An owned Scav Scanner carried outside adds a separate loot draw at the displayed chance: initially 15%, increasing by 5 points per upgrade to 100%. Bonus bags, cassettes and tool-related finds are not doubled.

Cost

  • Up to 1 night outing; returning home uses it. Scavenging itself takes no extra time.
  • The day after an outing, you miss out on up to one normal customer unless you have Short Sleeper.
  • An actual minor injury raises wound severity; a major injury raises it much more. Major injury is checked only when the minor-injury roll fails.
  • Finds must fit in the carried inventory and be brought home.
  • Paid Georgio's Assistance costs 50 credits for 3 days.
  • Each Scav Scanner upgrade uses 1 Electronic Parts (Common). With Tinkerer, the material is kept with a 20% chance; otherwise it is consumed.
Frequency
rarely found; a little less often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
Frequency
very rarely found; a little more often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
Frequency
In an extra draw, rarely found; a little less often during a Fresh Dump. Extra draws happen at your carried Scav Scanner's displayed chance plus any event bonus.
per successful search
Quantity
1
Conditions
  • This is an additional, separate loot roll; bonus bags, cassettes and tool finds are unaffected.
Frequency
In an extra draw, very rarely found; a little more often during a Fresh Dump. Extra draws happen at your carried Scav Scanner's displayed chance plus any event bonus.
per successful search
Quantity
1
Conditions
  • This is an additional, separate loot roll; bonus bags, cassettes and tool finds are unaffected.

Security Department Evidence Locker

Unlock Security Department Evidence Locker to take what is inside. Several separate draws decide the contents, so you can get more than one of the same item.

Availability and notes

Cost

Frequency
occasionally inside, more likely with higher luck.
per box filled
Quantity
1
Conditions
—

Pile of Debris

Use each required tool once; receive materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and use Crowbar, Wire Cutter and Plasma Cutter, once each. All three types are needed to finish.

Cost

  • Consume 1 Crowbar when this tool type is used on the pile.
  • Consume 1 Wire Cutter when this tool type is used on the pile.
  • Consume 1 Plasma Cutter when this tool type is used on the pile.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Debris Removal

Pay for the nightly Debris Removal service; receive nightly loot and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile, unlock the Debris Removal service and use it for 10 nights.

Cost

  • Pay 50 credits per active night.
Frequency
Occasionallyper night of service
Quantity
1–5
Conditions
—
Frequency
Rarelyper night of service
Quantity
1–5
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Pile of Debris

Clear the pile by staying home at night; receive nightly materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and stay home at night. Clearing finishes after 10 qualifying nights.

Cost

  • Spend 10 nights at home to finish this pile.
Frequency
Rarelyper qualifying night
Quantity
1
Conditions
—
Frequency
Very rarelyper qualifying night
Quantity
1
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Rarelyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Shopping Thief

Black Market

Buys goods from the listed categories, subject to the buying rules below.

Base budget

500–750 credits.

Shopping Mercenary

Black Market

Buys goods from the listed categories, subject to the buying rules below.

Base budget

600–650 credits.

Upper Level Citizen

Upper Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

500 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
Eleanor

Eleanor

Revolution

Buys Weapon, subject to the buying rules below.

Base budget

350 credits.

Conditions for this item

  • This visit must be in its buying phase.

Mercenary

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

300 credits, rising as the days go by.

Mercenary

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

300 credits.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Panicked Shopkeeper

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

150–300 credits.

Station Tourist

Buys Weapon, subject to the buying rules below.

Base budget

200–300 credits.

Lou

Lou

Black Market

Buys Melee Weapon, subject to the buying rules below.

Base budget

250 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Revolutionary Fighter

Revolution

Buys goods from the listed categories, subject to the buying rules below.

Base budget

150–200 credits, rising as the days go by.

Station Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–200 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Self-Defense Enthusiast

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

145–195 credits, rising slowly as the days go by.

Display Case · Displayed categories

Weapon / Armor / Ammunition

Angry Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

75–150 credits.

Desperate Lover

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

150 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Scavenger

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

80–120 credits.

Display Case · Displayed categories

Weapon / Armor / Ammunition

Lower Level Citizen

Lower Levels

Orders a gun, then may buy additional goods after delivery.

Base budget

Payment depends on the requested gun. Later shopping has a separate budget: 60 credits for a requested melee weapon, 0 credits for requested munitions, and, for requested ammunition, 33% of the delivered gun's value.

Conditions for this item

  • The customer requests a melee weapon after delivery. They sometimes ask, and meeting more bonus requirements makes it more likely. Dismissing an unfinished order also changes the visit to melee-weapon shopping.
Odin Haraldsson

Odin Haraldsson

Revolution

Buys goods from the listed categories, subject to the buying rules below.

Base budget

Saved trading budget: 350 credits at first, rising as they buy from you (more for pricier items) up to 1500 credits before bonuses.