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Apprentice

Recommended For New Players

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About this specialization

Buy food and household goods at a discount and sell them to the buyers your Display Case attracts. Sell the starting stock first, then use the Food Neon Sign and the Household Item Neon Sign to replenish it; from day 14, build up the display for the Upper Level Servant and the Upper Level Private Chef. Add appraisal fees when a normal customer slot is free. Sell purchased water to Water buyers and legal luxury goods to the Upper Level Visitor. Replenish stock with scavenged goods and use matching Marketplace Requests to sell spare stock.

The profit comes from the difference between the purchase price and the sale price. Use Accept Wholesale when its discount leaves enough cash for rent, and check goods with the Magnifying Glass before buying. Food and Household Goods attract different Display Case buyers: the item Coffee Beans is a Household Good, unfertilized fish roe is Food, and empty water bottles and glassware sell as Household Goods. Water can bring its own Display Case buyers; luxury goods sell to customers who buy that category. Base values in the comparison are a guide: condition, contents, market events and trading bonuses affect the amount you receive. The route dates assume the intro is enabled. Prepare the Display Case before opening and keep Store Attractiveness at 100 or above for its buyers to come.

Ratings

Beginner friendliness5 / 5
The intro teaches buying, Visual Inspection, the Display Case and bargaining in order, and the starting food and household goods are already the stock this specialization sells.
Early income4 / 5
You start with food and household goods to sell and no production to wait for, and your starting food sells on day 1. Until day 13 no random normal customers come, so apart from the visitors the intro sends, the customers who come to buy from the Display Case set your income, and Showcase Expansion I on day 7 matters.
Growth before the buyout3 / 5
From day 14, Upper Levels buyers and renovations raise the sale per customer, but how much you sell stays capped by the goods the sellers bring.
Low daily effort5 / 5
On the main retail routes, the daily work is preparing the Display Case before opening, checking goods with the Magnifying Glass and bargaining. Those routes need no overnight production to manage.
Safety from Security and factions5 / 5
Choose legal food and household goods and leave stolen goods and contraband out of your purchases; this lets you follow the main retail routes without stock subject to confiscation.
Starting cash margin5 / 5
You start with 550 Credits against 200 rent, so you can pay the first rent on day 7 without selling anything.

Starting conditions

During your training with The Mentor, no particular specialization piqued your interest. Instead, you spent more time optimising your operation, resulting in less money spent setting up the store.

Cash and rent

Starting cash
550
Rent
200

Both before perk changes.

Starting items

  • Increased starting Credit count
  • Additional equipment (Storage Bay)
  • Start with a stock of Household Goods and Food

Income routes

Quick summary

Compare ways to earn

Buy food and household goods through the Food Neon Sign and Household Item Neon Sign, and sell them from the Display Case

From the start

Buy food and household goods from the sellers your Neon Signs bring and sell them to the customers your Display Case draws. The Mentor gives the signs on day 5, and they work from day 6. The bottleneck is buyers: one customer a day comes to buy from the Display Case, and Showcase Expansion I makes it two.

  1. On day 1, sell your starting food to the two Spacer buyers.

    • The second one adds a 15% Variety Buyer Bonus to each item you offer and buys only one of each, so offer different items, such as Peat and Puice.
  2. From day 2, buy food and household goods from the sellers who come, at prices that leave a margin. When a seller offers Wholesale, choose Accept Wholesale to buy everything at a discount.

    • On days 2 and 8, the Scavenger offers six units of Peat with a 15% Wholesale discount.
    • From day 3, check goods with the Magnifying Glass before you buy. The cigarettes the Scavenger sells on days 3 and 4 are counterfeits for practice.
    • Without other reputation-loss modifiers, falsely accusing a customer about an item lowers that customer's faction reputation by 2 on Mark Up, so point out only the flaws you have found.
  3. On day 5, The Mentor gives you the Food Neon Sign and Household Item Neon Sign; put both in the Display Case. They bring sellers from day 6.

    • Each sign has a 75% roll only while a normal customer slot remains, and each seller uses one slot. Food is rolled before Household Goods, so an outing can leave too few slots to roll both.
    • Set up the Display Case before you open; changes made after opening count from the next day.
  4. Display the food and household goods you bought next to the signs. Each day, the type of goods with the highest total value in the Display Case brings one buyer.

    • Before day 14, once a type is worth enough in total, the Expedition Supplier comes for food and the Citizen for household goods, with larger budgets than the Spacer and the others who come at lower totals.
  5. On day 7, Joe Wild opens the network and gives you Wild Favor; spend it on Showcase Expansion I.

    • On Mark Up the first favor is 200, the same as the undiscounted price of Showcase Expansion I. Upgrades spend favor before cash, and favor grows when events award Lower Levels reputation and when you use the nightly services unlocked through Joe Wild. On Mark Up, buying and selling also earn favor; the reputation gained through trades does not itself add more favor.
    • With two customers coming to buy from the Display Case, display both food and household goods so that each type brings its own buyer.
  6. From day 11, keep food in stock for Thursdays: the Security Requisition Officer comes every Thursday to buy Food and Medical Supplies with a base budget of 300 Credits.

    • The officer comes only while your Security reputation is 0 or above, and the officer's trade reputation multiplier is 2, compared with 1 for most customers.
  7. On each Rent Due day, Merchant comes before you pay the rent; sell the goods that are not moving to him.

    • He buys anything except contraband but pays below its value, so sell him only what your buyers did not take.
  8. Once cash allows, buy Buyer Referral Service and select it at the end of days when you hold plenty of stock.

    • For 10 Credits per selected night, it selects a buyer for the most numerous category in your main inventory. If the Display Case already calls that same customer, the visits merge into one. While the shop is not vandalized, it also lets the Display Case call a buyer for one more category.

Related Wild's Network upgrades

  • Showcase Expansion I

    A second customer comes to buy from the Display Case each day and there is more space, so food and household goods each bring a buyer.

  • Buyer Referral Service

    On the day after you select it, it selects a buyer if the most numerous category in your main inventory has a matching buyer. A customer already called by the Display Case is merged, so a second copy does not come. When the store is not vandalized, it also lets the Display Case call buyers for one more category; with food and household goods alone, the Display Case still brings at most two.

  • Marketplace Requests

    Adds Marketplace Requests as an outlet for spare stock such as Roll of Toilet Paper. Check the requested goods, deadline and reward before setting stock aside.

Related items

  • Food Neon Sign

    In the Display Case, it gives a 75% roll for a food seller while a normal customer slot remains.

  • Household Item Neon Sign

    In the Display Case, it gives a 75% roll for a household goods seller if a normal customer slot remains after the earlier predictions.

  • Magnifying Glass

    Lets you inspect goods for flaws and fakes before you pay for them.

  • Box of PAX Tampons

    The household good with the highest base value brought by a Scavenger from your Neon Sign, but at Lower Levels reputation 0, a Scavenger selling household goods only occasionally has one, so buy every one you see.

  • Roll of Toilet Paper

    Starting stock that a Scavenger selling household goods also always brings at least one of. After unlocking Marketplace Requests, compare any matching request with selling it to your usual buyers.

  • Peat

    Starting food, and the Scavenger sells six at a 15% Wholesale discount on days 2 and 8.

Related customers and events

  • Spacer

    The two day-1 buyers turn your starting food into the first cash.

  • The Mentor

    Teaches Visual Inspection on day 3, gives the two Neon Signs on day 5 and teaches bargaining on day 8.

  • Scavenger

    Comes through the Neon Signs to sell food and household goods, at 15 to 25% off when you buy all of them with Accept Wholesale, and has higher stock-roll chances as your Lower Levels reputation rises.

  • Expedition Supplier

    Before day 14, buys food once the food in the Display Case is worth enough.

  • Citizen

    Before day 14, buys household goods once those in the Display Case are worth enough.

  • Security Requisition Officer

    Buys food every Thursday from day 11 while your Security reputation is 0 or above.

  • Joe Wild

    Unlocks the Insurance Service on day 4, and on day 7 opens the network with the first favor, which pays for Showcase Expansion I on Mark Up.

  • Merchant

    Comes on every Rent Due day, before you pay the rent, and buys your leftover goods.

Tips

  • Until day 13 no random normal customers come. Alongside the intro visitors, use the Display Case to bring buyers; if you have both food and household stock ready to sell, Showcase Expansion I lets you attract a buyer for each category.
  • Sell food to the Expedition Supplier and the Security Requisition Officer, and household goods to the Citizen. From day 14, move on to the Upper Levels buyers in the next route.
  • From day 10, select the Janitorial Service every night; the normal fee is 4 Credits on day 10 and rises with the day. After two nights in a row without it, trash lowers Store Attractiveness by 20% of its base value, and by up to 50% as it piles up; before any renovation, that already costs you up to one normal customer slot.
  • From day 4, unless you took Vigilant, select the Insurance Service every night you hold stock. Without reputation perks or other protection affecting theft, the first night without it sometimes costs you one eligible item, and each further uninsured night in a row makes theft more likely.

Display the Appraisal Board Junior Certificate and earn appraisal fees

From the start

Join the Appraiser Board on day 8 and display its certificate to earn fees from the items a Scavenger brings. The intro sends the first appraisal visitor on day 9. Separately, certificate-attracted normal customers are rolled after the Neon Sign sellers and need a free normal customer slot.

  1. On day 8, join when the Appraiser Board Member asks. The fee is 85 on Mark Up, 170 on Thin Margins and 255 on Red Ink.

    • The option to join appears only if you have the fee in cash.
    • If you cannot pay yet, postpone it and the offer comes back in 7 days; refusing ends the offer for good.
  2. Joining gives an Appraisal Board Junior Certificate, a Cybernetic Hand Appraisal Guide and a Magnifying Glass. Put the Appraisal Board Junior Certificate in the Display Case.

    • Joining on day 8 brings the first appraisal visitor the next day, with two units of Cybernetic Hand to estimate.
    • A Junior Appraiser's base roll is 33%. Display the certificate and leave a normal customer slot available for this normal customer.
    • The certificate is rolled after both Neon Signs, so with only two normal customer slots, the normal customer seeking an appraisal cannot come on days when both signs bring sellers.
  3. When the visitor brings items, inspect each one with the Magnifying Glass, work out its value from the Cybernetic Hand Appraisal Guide, and send your estimate.

    • Aim for an estimate within 5% of the true value. It earns the best rating, with the highest fee share and promotion progress at ranks that can still advance.
    • Estimates that are too low or too high are refused. Three refusals make the visitor leave, so use the Cybernetic Hand Appraisal Guide to work out the value before sending your estimate.
  4. When the Appraiser Board Member offers a promotion, pay to move up and receive the next certificate. Promotion to Appraiser or Senior Appraiser also gives the newly unlocked guide if you do not already own it.

    • Promotion has its own fee, so keep the amount shown in the offer available. The new certificate replaces the old one.
    • Postpone to receive another offer in 7 days. Refusing for good stops later promotions.
  5. Promotion raises appraisal fees; new item types are added at Appraiser and Senior Appraiser ranks. Use the Ribwich Appraisal Guide for the type added at Appraiser rank and the Plasma Cartridge Appraisal Guide for the type added at Senior Appraiser rank.

    • At Appraiser and Senior Appraiser ranks, poor estimates and visitors walking out can reduce your promotion progress.

Related Wild's Network upgrades

  • Store Renovation II

    A third normal customer slot, if no outing or other modifier has removed it, leaves room for the normal customer seeking an appraisal on days when both Neon Signs bring sellers.

Related items

Related customers and events

  • Appraiser Board Member

    Offers membership on day 8 and every promotion afterwards.

  • Scavenger

    Brings items for appraisal and pays a fee when your estimates are accepted.

Tips

  • The bottleneck is normal customer slots: the certificate competes with both Neon Signs, so a third slot from Prime Real Estate, Store Renovation II or the reputation perk Referral at Lower Levels reputation 20 makes room.
  • Illiterate stops you reading the appraisal guides, so leave it out of your starting perks for this route.
  • Earn the fee by estimating the items the Scavenger brings. Accepted items are removed from the counter.

Fill the Display Case with household goods and food, and sell to Upper Levels buyers

From mid game

From day 14, household goods worth enough in the Display Case bring the Upper Level Servant, whose budget is several times that of the earlier buyers, and Store Renovation I to Store Renovation III add to every customer's budget. The bottleneck is how many household goods the sellers bring, so keep both Neon Signs out and add normal customer slots.

  1. From day 14, keep household goods of high total value in the Display Case; three units of Box of PAX Tampons are enough if market events and other value modifiers have not changed their value. The Upper Level Servant then comes every day in place of the Citizen.

    • The total is taken from what is in the Display Case when you open, so if you sell goods from the Display Case, restock it before the next opening.
  2. Sell household goods to the Upper Level Servant within the customer's budget. Selling to this Upper Levels customer without a Bargain Markup or threats also raises that reputation.

    • At Upper Levels reputation 20, the reputation perk Pourboire adds a 15% bonus to every sale to Upper Levels customers.
  3. Buy Store Renovation I. Store Attractiveness rises from 250 to 400, customers' budgets rise by 10%, and even a small display brings the Expedition Supplier and the Citizen.

    • Trash takes a share of the base Store Attractiveness, so the loss grows with each renovation; keep selecting the Janitorial Service.
  4. Buy Showcase Expansion II and give the extra space to food. Food worth enough brings the Upper Level Private Chef, another Upper Levels buyer.

    • The Upper Level Servant has the larger budget, so stock enough household goods first and give food the room that is left.
  5. Buy Store Renovation II and then Store Renovation III as cash allows. Store Attractiveness 550 provides three normal customer slots and a 25% budget bonus, and 700 raises the bonus further.

    • The third slot lets one more seller or customer in on days when both Neon Signs bring sellers.
  6. Eleanor comes to buy food on day 23 and household goods on day 25. On day 27 she sells a Bottle of Spring Water, a Box of PAX Tampons and SYNC Neuroactive Perfume; choose Accept Wholesale to buy all three at a 50% discount.

    • On day 28, a man who calls himself her uncle puts the Care Package for Eleanor on the counter for her. Leave it there and report him once the conversation is over: the crate is stolen, so the report is valid.
    • When she comes to thank you, choose the HydraTech Micro Water Purifier to add a Household Good to your stock. The alternative, L'ESSENCE Pheromone Perfume, is contraband.
    • When she runs out of money, give her a Food, Treat or Beverage item. She then comes back to sell scavenged goods; buying them until her fund reaches 800 Credits moves the story on, and both endings give SYNC Self-Refilling Neuroactive Perfume.
  7. Use SYNC Self-Refilling Neuroactive Perfume on the large Upper Levels buyers. It boosts the trading bonus with the current customer by 15% and refills on its own.

    • Only one perfume works at a time.

Related Wild's Network upgrades

Related items

  • Box of PAX Tampons

    Barring market events or other value changes, three reach this route's Household Goods total. A Scavenger brought by the household Neon Sign only occasionally brings one at Lower Levels reputation 0, so keep the ones you buy in the Display Case.

  • SYNC Self-Refilling Neuroactive Perfume

    Use it to add 15% to the trading bonus with the current customer. It refills on its own, so save the available uses for large sales.

Related customers and events

  • Upper Level Servant

    Comes every day from day 14 while the household goods on display are worth a lot, with the largest base budget among the buyers attracted by household goods in the Display Case.

  • Upper Level Private Chef

    Comes every day from day 14 while the food on display is worth a lot.

  • Eleanor

    An Upper Levels customer who buys food on day 23 and household goods on day 25 and sells three goods at a 50% discount on day 27; her story gives SYNC Self-Refilling Neuroactive Perfume in either ending.

  • Foodie Tourist

    Greets you on day 13; finishing the conversation brings the tourist back two days later, on day 15, with a base budget of 750 Credits for food and beverages. The tourist buys only one of each item and adds a 15% Variety Buyer Bonus to each, so keep many kinds in stock.

  • John Smith

    A wanted man who can come from day 14 to buy food. Let him go and he comes back every 7 days with a budget that grows with the day. If you report him, he still returns 2 days later, and reporting him again then gets your shop vandalized.

  • Georgio

    On day 43 he asks to borrow a quarter or half of your cash and pays back four times the amount once.

Tips

  • The bottleneck is supply: once the Upper Level Servant comes, sales are limited by the household goods you have. Keep both Neon Signs out, add normal customer slots with Prime Real Estate and Store Renovation II, and raise Lower Levels reputation: the higher it is, the higher the stock-roll chances for each Scavenger from your signs, the Box of PAX Tampons included.
  • If the shop is vandalized, select the Janitorial Service that night; cleaning costs more while it is vandalized. Until it is cleaned, only one customer a day comes to buy from the Display Case, and Store Attractiveness gives no normal customer slots, so the Neon Sign sellers lose those slots too. The shop is vandalized when you report John Smith again on his return, and it can be at night while any faction's reputation is -20 or below.
  • Your buyers here, the Upper Level Servant and Upper Level Private Chef, are Upper Levels customers. Sycophant adds 10% to their budgets, starts that reputation at 15 and raises the reputation you gain with them by 25%, so you soon reach the 15% sales bonus at 20.
  • On day 43, choose a quarter- or half-cash loan to Georgio only if the cash left covers your bills and restocking until repayment. He repays four times the loan once; check his events for the timing before lending.

Recommended starting perks

Point limit: 3

Build 1

Total: 3 Points

For the Upper Levels route, from your second run (starting perks cannot be chosen on the first). Prime Real Estate adds a normal customer slot for sellers and normal customers seeking appraisals at the cost of 75 more starting rent, Sycophant adds 10% to Upper Levels budgets and starts that reputation at 15, and Vigilant stops night theft of your stock without paying for the Insurance Service.

Recommended Wild's Network upgrades

Early game

  1. Buy it on day 7 with the first favor. Until day 13 no random normal customers come, so a second customer buying from the Display Case lets food and household goods each bring a buyer. On Thin Margins and Red Ink, pay the rest in cash.

  2. Buy it next with cash, and select it on nights before days you hold plenty of stock: for 10 Credits a night, it selects a buyer for the most numerous category in your main inventory if one can be matched. A customer already called by the Display Case is merged, so a second copy does not come. When the store is not vandalized, it also lets the Display Case call buyers for one more category; with food and household goods alone, the Display Case still brings at most two.

Mid game

  1. Rent GraceRatingB

    On Price Gouge and Mark Up you start with it. On Thin Margins and Red Ink, buy it before the large renovation payments, so one missed rent does not end the run. After it is used and the 15-day cooldown from purchase has ended, you can buy it again.

  2. Store Attractiveness 400 brings the Expedition Supplier and the Citizen even to a small display and adds 10% to customers' budgets.

  3. Buy it to add delivery requests as an outlet for spare stock. Check the requested goods, deadline and reward, then compare the procurement cost with selling to your usual buyers.

  4. Buy it once you can keep the household goods on display at a high total: the extra space holds food for the Upper Level Private Chef, and you can attract a buyer for a third category. With only food and household goods, the Display Case still brings at most two.

  5. Store Attractiveness 550 provides three normal customer slots from attractiveness, so sellers and normal customers seeking appraisals can come on the same day, and raises the budget bonus to 25%.

Late game

  1. The last renovation lifts customer budgets further; buy it once the Upper Level Servant comes every day and cash is no longer tight.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
APriority: A big gain once you have itSecurity

Requisition Order

Required reputation0 or more
In-game effect
A Security Requisition Officer will occasionally visit your Store to purchase Food and Medical Supplies. Trading with them will increase your Reputation.
Why
Unless a starting perk changes it, Security reputation starts at 0, so you have it from the start. Keep it from dropping below 0, and the Security Requisition Officer keeps buying your food every Thursday from day 11.
APriority: A big gain once you have itUpper Levels

Pourboire

Required reputation+20 or more
In-game effect
You will receive 15% bonus when selling items to customers from the Upper Levels.
Why
At Upper Levels reputation 20, sales to Upper Levels customers such as the Upper Level Servant and Upper Level Private Chef get a 15% bonus. Selling to them without a Bargain Markup or threats raises it, and Sycophant starts it at 15.
APriority: A big gain once you have itLower Levels

Referral

Required reputation+20 or more
In-game effect
100% chance that 1 additional random customer will visit the Store per day.
Why
At Lower Levels reputation 20, one normal customer slot is added before the final quota limit, leaving more room for Neon Sign sellers and normal customers seeking appraisals. Most early buyers are Lower Levels customers, so sales without a Bargain Markup or threats raise it, and higher reputation improves the stock-roll chances of each Scavenger from your signs.
BPriority: Nice to haveUpper Levels

Rave Reviews

Required reputation+100 or more
In-game effect
All customers from the Upper Levels have 25% more credits to spend.
Why
At Upper Levels reputation 100, all customers who use a budget receive an addition of 25% of their original budget, regardless of faction. It is far off, but it grows your main buyers' budgets further.
BPriority: Nice to haveSecurity

Reliable Vendor

Required reputation+80 or more
In-game effect
The Security Surplus Merchant will have improved wares, and Security customers will have 50% more credits to spend.
Why
At Security reputation 80, all customers who use a budget receive an addition of 50% of their original budget, regardless of faction, including the Security Requisition Officer who buys your food.
BPriority: Nice to haveSecurity

Security Protection

Required reputation+40 or more
In-game effect
Due to your good Reputation with Security, Thieves are more reluctant to target your Store.
Why
At Security reputation 40, thieves target your store less often; it helps on nights you skip the Insurance Service if you did not take Vigilant.

Penalties of low reputation

Lower Levels

Poor Reviews

Required reputation−20 or less
In-game effect
100% chance that 1 less random customer will visit your Store per day.
What to watch
At Lower Levels reputation -20 or below, one normal customer slot is removed, with a floor of 0, so Neon Sign sellers have less room; the shop can also be vandalized at night. Reputation drops when a Lower Levels customer leaves after failed bargaining or you falsely accuse one about an item.
Upper Levels

Tourist Trap

Required reputation−40 or less
In-game effect
Customers from the Upper Levels are less likely to visit your Store.
What to watch
At Upper Levels reputation -40 or below, fewer random Upper Levels customers come, though the buyers your Display Case brings still come. From -20 the shop can already be vandalized at night, so avoid failed bargaining and false accusations with Upper Levels customers.

How to raise reputation

Values are before adjustments. Gains are multiplied by 1.5 on Price Gouge, 1 on Mark Up, 0.75 on Thin Margins and 0.5 on Red Ink; losses by 0.5, 1, 1.25 and 2.

Security

  • Trading with Security customers adds about 2.5 for every 1000 credits sold or bought, and trades with the Security Requisition Officer count double.
  • A clean inspection adds 3.
  • Correctly reporting a wanted customer adds 5, or 1.5 times as much with Model Citizen.
  • Reporting a seller of stolen goods or serious contraband who is not wanted adds 0 to 4, depending on the contraband level, but lowers the seller's faction.
  • Correctly shooting an augmented person adds 8. A wrong shot costs 15.
  • An Alarm System with a transmitter for Security adds 1 on each night the Insurance Service is checked.
  • Completing a Security request from Marketplace Requests adds up to 10.
  • Model Citizen starts you 30 higher and Well Connected 15 higher, without difficulty adjustments.

Main causes of loss

It drops by up to 25 when an inspection finds contraband or stolen goods, and by 10 when you pay a fine.

Upper Levels

  • Trading with Upper Levels customers adds about 3 for every 1000 credits.
  • An active Alarm System with a transmitter for the Upper Levels adds 1 on each night the Insurance Service is checked.
  • Completing an Upper Levels request from Marketplace Requests adds up to 5.
  • Sycophant starts you 15 higher and increases gains by 25%; Well Connected starts you 15 higher. These starting increases receive no difficulty adjustments.

Main causes of loss

Reporting this faction's customers usually costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Lower Levels

  • Trading with Lower Levels customers adds about 1.65 for every 1000 credits. Most normal customers belong to this faction, so everyday sales raise it.
  • Completing a Lower Levels request from Marketplace Requests adds up to 10, and the larger requests give 6 to 10.
  • Handing out free medicine you were given without charging adds 1 per item, and selling it costs 4.
  • Reporting The Butcher adds 6 instead of lowering it.
  • Well Connected starts you 15 higher.

Main causes of loss

Reporting its members costs 6 or more, and a failed haggle that makes the customer leave costs 3.

Important customers

Customers rated S or A for this specialization in the priority of the customer list, with the reason.

SPrepare for this customer

  • Joe Wild

    As Apprentice, the network controls expansion beyond food and household goods, including more Display Case capacity and customer budget bonuses; reserve Favor and cash for the upgrades you actually need.

  • The Landlord

    As Apprentice, rent is a survival deadline for income from food and household goods; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • The Butcher

    As Apprentice, a report brings 450 base bounty but later vandalism and stalking can interrupt night supply runs for food and household goods; decide before reporting whether you can carry a firearm or PulseGuard Stun Gun, or pay 500 to end it.

  • Eleanor

    As Apprentice, the investigation route yields SYNC Self-Refilling Neuroactive Perfume regardless of the final moral choice; plan its food help and 800-credit purchase fund beside food and household goods.

  • Trade Board Official

    As Apprentice, the permit or repeated bribes compete with the cash and stock needed for food and household goods; take the free first delay, then budget a legal response instead of adding avoidable crimes.

  • Lou

    As Apprentice, her 1500 base bounty starts a chain with fatal box and payment checks; protect food and household goods and working cash by deciding whether you want the chain before reporting her.

  • Cadet Serpico

    As Apprentice, his deadline needs 2000 kcal of actual food, then offers useful equipment and faction reputation for a business selling food and household goods; missing the food deadline ends the route.

  • Cartel Hitman

    Comes when your Sector 13 Cartel reputation is -100 or lower; the run ends when the conversation finishes.

  • Mob Leader

    Comes when your Lower Levels reputation is -100 or lower; the run ends when the conversation finishes.

AUseful in the right situation

See every customer's priority for this specialization