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Mouse Trap

Category
No category
Contraband level
Legal
Base value
50 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Additional text

Putting some cheese inside will probably help.

Inventory shape

3 × 1 cells · 3 occupied cells

How to get

Quick summary

Vendors

Dr. Jackson

Dr. Jackson

Sells goods when visiting your shop

Visits your shop

  • If you didn't choose Skip Intro · On days 8 and 12
  • While you don't have Shunned · From day 12 · On Fridays

Notes

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

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price +150%
Price −10%
Conditions
—
Dr. Jackson

Dr. Jackson

Sells goods at a place you visit at night

Visit at night

    • Any of the following

    • While you don't have Shunned
    • Any of the following

Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +50%
On Thin Margins difficulty
Price +100%
On Red Ink difficulty
Price −15%
While you have Pillar of the Lower Levels
Price −10%
On Sundays
Conditions

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
Rarelyper successful search
Quantity
1
Conditions
—

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.

Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

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