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Module Extractor (Basic)

Category
Tool
Contraband level
Legal
Base value
100 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
Sponsored Link
Sponsored Link

Official description

Short description

Allows you to extract stuck modules from machines without breaking them. Has 6 uses. Can be partially refurbished with Electronic Parts.

Inventory shape

2 × 3 cells · 6 occupied cells

How to get

Quick summary

Vendors

Supplier (Supply Runner)

Supplier (Supply Runner)

Sells goods when visiting your shop

Name shown in the shop: Supplier (first visit), Supply Runner (from the second visit)

Visits your shop

  • On day 7
  • Not on day 7 · On Sundays

Notes

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

Vendor price

Price +50%

Any of the following

  • On Price Gouge difficulty
  • On Mark Up difficulty
Price +100%
On Thin Margins difficulty
Price +150%
On Red Ink difficulty
Conditions
—
Retired Chemist

Retired Chemist

Sells goods when visiting your shop

First visit

Visits your shop

Notes

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

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—

Revolution Raider

Sells goods when visiting your shop

Visits your shop

  • While you have Raid Loot · On Fridays

Notes

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

Vendor price

Bulk purchase: absolute value of (20 + (reputation with Revolution − 40) ÷ 4)% off, division rounded toward zero
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 10

Story scenes

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 10
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 10

Underground Exchange

Underground Exchange Authority

Leave goods for overnight barter

Available from the start

Introduced by Sawyer

Notes

  • If the handed-over goods (2× Vial of "Dream Dust") are too low in purity, they are consumed without a reward
  • While you don't have Blacklisted
  • While Janitorial Service is available
  • While you are using Janitorial Service
  • Activate Underground Exchange Directive to view the exchange list
  • Put the required goods in Trash Can before going to sleep
  • Goods are exchanged during Janitorial Service; after the remaining trash is cleared, rewards are placed in Trash Can
  • A reward that does not fit in Trash Can is destroyed
  • Trades with a higher priority use the goods first; each listed trade is checked once per night
  • 3 different promotional exchanges are selected at the start; after exchanges on every 7th night, the list is replaced for Monday
  • The exchange screen shows only the selected promotional exchanges
  • Each accepted trade also adds 75 ÷ 400 base reputation with Black Market
  • Positive reputation gains are adjusted by difficulty and halved by Blabbermouth; the reputation cap still applies
Frequency
sometimes included, more likely the better your luck when the crate was made
per box filledSeveral slots, each rolled separately
Quantity
1

Comes in: Engineering Foundry Supply Crate

Item details

  • The received crate is locked
  • Contents are individual placement attempts; goods that do not fit are lost
  • On unlocking an unscanned crate, better current luck can replace all its contents
Price
Conditions
  • After the Underground Exchange is unlocked
  • While you don't have Blacklisted
  • While Janitorial Service is available
  • While you are using Janitorial Service
  • The required goods must remain in Trash Can when this trade is checked
  • At most 1 trade(s) per night
  • Goods are accepted in any condition
  • While this promotional exchange is on the current list

Other sources

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.

Engineering Foundry Supply Crate

Unlock Engineering Foundry 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
sometimes inside, more likely with higher luck.
per 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
Rarelyper 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
Rarelyper 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
Rarelyper 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.

Station Engineer

Lower Levels

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

Base budget

750–1000 credits, rising as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Station Engineer

Lower Levels

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

Base budget

250–500 credits.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

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

Lower Level Inventor

Lower Levels

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

Base budget

145–295 credits, rising slowly as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

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.

Lower Level Repairman

Lower Levels

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

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Maintenance Worker

Lower Levels

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

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Conditions for this item

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

Scrap Buyer

Lower Levels

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

Base budget

80–120 credits.

Display Case · Displayed categories

Material / Modules / Tool