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Li-Eat Snack Bar

Category
FoodTreat
Contraband level
Legal
Base value
17 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 high protein chocolate flavored candy bar.

Inventory shape

3 × 1 cells · 3 occupied cells

How to get

Quick summary

Vendors

Petty Thief

Sells goods when visiting your shop

Visits your shop

  • While you have Safe Hands

Attracted by your Display Case

Random visitor

Notes

  • Waits at least 2 days before visiting again
Frequency
sometimes
Higher reputation with Black Market makes it more likely
One item from the pool
per drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 10% off
Conditions
—
Frequency
Occasionallyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 10% off
Conditions
—

Scavenger

Sells goods when visiting your shop

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper draw
Quantity
5–6 before day 20, 6–7 from day 20

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Frequency
Occasionallyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
  • If your counter is not empty
  • If the first item on your counter has a very low base value
Frequency
Occasionallyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
  • If your counter is not empty
  • If the first item on your counter has a low base value

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
Rarelyper drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Frequency
Rarelyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
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
Very rarelyper drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

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 didn't choose Skip Intro · On day 5

Notes

  • Shares its sign with another supplier: the higher your reputation with Lower Levels, the more often this one comes; the higher your reputation with Black Market, the more often the other does
  • Waits at least 1 day before visiting again
Frequency
sometimes; more likely the higher your reputation with Lower Levels, and still possible when it is low
One item from the pool
per drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Frequency
sometimes; more likely the higher your reputation with Lower Levels, and still possible when it is low
per visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Story scenes

The Landlord

The Landlord

The landlord offers a handful of goods for purchase.

When

  • On day 18
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 10% 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
Rarelyper drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
Frequency
Rarelyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
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
Rarelyper drawSeveral slots, each rolled separately
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
Frequency
Rarelyper draw
Quantity
1

Draw: One item from the pool

Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"

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.
  • 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
very rarely found; a little more often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
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.

Service Department Supply Crate

Unlock Service Department Supply Crate 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
Occasionallyper box filledSeveral slots, each rolled separately
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
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
Rarelyper night of service
Quantity
1–5
Conditions
—
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
Very rarelyper qualifying night
Quantity
1
Conditions
—
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.

Foodie Tourist

Foodie Tourist

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

Base budget

750 credits.

Conditions for this item

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

Upper Level Private Chef

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

400–500 credits, rising as the days go by.

Display Case · Displayed categories

Food

Eleanor

Eleanor

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

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

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

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

Upper Level Citizen

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Tourist

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

Base budget

180–250 credits.

Food Bank Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

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

Expedition Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

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

Display Case · Displayed categories

Food

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits.

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits, rising as the days go by.

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–150 credits.

Lower Level Citizen

Revolution

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

Base budget

125–150 credits.

Lower Level Elder

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125 credits.

Cadet Serpico

Cadet Serpico

Security

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

Base budget

120 credits.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits, rising as the days go by.

Conditions for this item

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

Spacer Cook

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits.

Display Case · Displayed categories

Food

Conditions for this item

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

Off Duty Officer

Security

Buys Treat, subject to the buying rules below.

Base budget

100–115 credits.

Lower Level Citizen

Lower Levels

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

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–105 credits.

Display Case · Displayed categories

Food

Cadet Serpico

Cadet Serpico

Security

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

Base budget

100 credits.

Food Buyer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

75–100 credits.

Hungry Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–100 credits.

Display Case · Displayed categories

Food

Spacer

Lower Levels

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

Base budget

75–100 credits.

Conditions for this item

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

Annoyed Engineer

Lower Levels

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

Base budget

80 credits.

Security Officer

Security

Buys Treat, subject to the buying rules below.

Base budget

75 credits.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

61–69 credits.

Officer Lun

Officer Lun

Security

Buys Food, subject to the buying rules below.

Base budget

50 credits.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

35–50 credits, rising as the days go by.

Eleanor

Eleanor

Upper Levels

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

Base budget

0 credits.

Old Scav

Lower Levels

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

Base budget

0 credits.

Pale Scav

Lower Levels

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

Base budget

0 credits.

Calories

250 kcal

Counts for Cadet Serpico's request: Yes

Uses of calories

Calories (kcal) are shown in the descriptions of food and some other items. They decide how much an item counts for Cadet Serpico's food request at the Dumping Ground, and how much it feeds animals and fish. Most items always have the same calorie value. The exceptions are harvested crops, which depend on their seed's traits, the leftover piece from cutting up a fish, which holds what the other pieces did not take, and fish feed, which loses calories as fish eat it.

Shown in the item's description.

Any item with a calorie value shows it in its description, as a whole number of kcal. This includes items that are not Food, such as fish feed.

For an item with the Meat mark, the line also says that it is meat.

Counted for the food request from Cadet Serpico at the Dumping Ground.

Only Food items with a calorie value count, each as its calories × its units (at least 1), including items inside containers. The food left at the Dumping Ground is added up when you leave, and the request needs 2000 kcal in total. While you are there, a notice appears once the total, with what was already counted, reaches 2000 kcal.

Fills an animal's hunger when it eats.

At the end of each day, an animal eats if its hunger is below 75% of its maximum. It first takes calories from a feed dispenser it can reach, up to the target set on the dispenser. If it is still hungry, it eats one item with a calorie value from where it is, whole, and its hunger rises by the item's calories (up to its maximum). Canned items and fish feed are not eaten this way. An animal whose hunger is below 300 and that has no food where it is may move to another area that has food.

The Meat mark makes no difference here. If the item is meat of the animal's own species (by its meat type), the animal may get Prion Disease, and it always does if the meat carries the disease.

Stored as calories in a feed dispenser, for animals and fish to eat.

Items with a calorie value can be put in it. When it blends (with its button, or by itself if set to), each item's calories are added to its store, up to 40000 kcal in total; an item that would go over is left as it is. Animals and fish put in it are cut up first, and the pieces go in the same way. Fish feed goes to its own store, which animals and Carnivore fish do not eat from. Animals and fish take only what they need to reach the target set on the dispenser (85% of their maximum hunger at first).

Meat (an item with the Meat mark or a meat type) goes to the meat store, and meat of a livestock species goes to a store for that species. Herbivore fish do not eat from these stores and Carnivore fish eat only from them; animals eat from them as well as from other food. An animal that eats from the store of its own species may get Prion Disease.

Fills a fish's hunger when it eats.

A fish eats when its hunger is below 75% of its maximum. It first takes calories from the feed dispenser attached to its tank, up to the target set on the dispenser. Next it eats fish feed in the tank, taking only what it needs to reach 85% of its maximum. Otherwise it eats one item with a calorie value in the tank, whole, and its hunger rises by the item's calories (up to its maximum). Canned items are not eaten. Items with a calorie value can be put into the tank.

Herbivore fish do not eat meat and Carnivore fish eat only meat; here meat means an item with the Meat mark or a meat type. Some species grow faster the more meat they have recently eaten.

Fills a fish's hunger when it eats roe in its tank.

If a Carnivore or Omnivore fish has not reached 75% of its maximum hunger and found no other item to eat, it eats the lightest roe or small fish in its tank that weighs at most 20% of its own weight. Eating roe raises its hunger by the roe's calorie value and does not count as eating meat.

Decides which pieces a fish-cutting machine sends to a connected feed dispenser.

A machine that cuts up fish sends each piece with a calorie value into the connected feed dispenser while there is room for its calories (40000 kcal in total); the other pieces go to its tray. Roe jars always go to the tray.