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Chemist

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About this specialization

Make the Vial of "Dream Dust" from the supplied Dream Cap and build your weekly stipend through Monday deliveries to the Cartel Handler. Secure the first 10 vials at 40% purity for day 8, then sell surplus to the Dealer or the Cartel Soldier. Alongside this, resell legal Medical goods and turn spare Coffee Beans into the Caffeine Pill for Medical and Household Goods buyers. With temperature control, Chemical Supplies (Restricted) also makes the Phanta Pill; reserve the alcohol and drying time for deliveries first. Appraisals add fees without consuming materials. Compare crates, cards and other resale below before tying up cash or taking on more crime.

You start with a Blender, a Heating Plate, an Evaporator and a Chem Finisher. Blend, extract, filter, dry and finish the mixture, then scan the product to check its purity and purity level. The Vial of "Dream Dust" serves both deliveries and ordinary sales, while the Caffeine Pill sells legally as Medical or Household Goods. The Phanta Pill is contraband, and the Vial of "Nightmare Dust" is also a Poison, so their outlets differ. Reserve Monday's vials before selling; never put contraband in the Display Case. Listed product values are Base Values, and drying can take more than one night.

Ratings

Beginner friendliness1 / 5
You must learn a hands-on chemistry process, setting temperatures and amounts yourself, before the first Monday (day 8). Delivering no vials, or vials that are far too impure, ends the run on the spot.
Early income3 / 5
Monday deliveries and spare vials sold to the Dealer fund the opening weeks. Before Increased Stipend, the stipend is 150 against starting rent of 200 before perk changes. Legal medicine resale can fill the gap while the lab is busy.
Growth before the buyout4 / 5
Meeting the count and purity raises Sector 13 Cartel reputation with the vials delivered, up to 200, and Increased Stipend makes the stipend grow with that reputation. With the Chemical Equipment Module in your machines, each Dream Cap also yields more vials.
Low daily effort1 / 5
Every batch means scanning the mixture, measuring alcohol and Acid, watching the temperature during extraction, filtering, drying it over one or more nights and then finishing. There are many steps, and the required count grows every week.
Safety from Security and factions1 / 5
Both Dream Cap and finished vials are contraband and are seized if found in an inspection. Sales to the Dealer add suspected crime, while sales to the Cartel Soldier add none. An investigation ending in Incarceration or Execution ends the run.
Starting cash margin3 / 5
Materials arrive free from the Cartel Handler; you mainly buy extra Dream Cap and Chemical Supplies (Common). But the stipend stays at 150 until Increased Stipend unlocks at Sector 13 Cartel reputation 25.

Starting conditions

During your training with The Mentor, you acquired a nose for narcotics. You are an expert in the illegal, addictive and lucrative trade of controlled substances. You're not bad in the lab, either, should supply run low.

Cash and rent

Starting cash
300
Rent
200

Both before perk changes.

Regular visitor

  • Shady FarmerVisits on days 3, 10, 17, …
  • Shady FarmerVisits on days 6, 13, 20, …
  • Retired ChemistVisits on days 2, 9, 16, …

Starting reputation

Security
-15

Scaled by the difficulty's reputation multipliers.

Special rules

  • Cartel Protection is active from the start.
  • Until you leave the cartel, its people come on set days: the Cartel Handler on day 1 to introduce it, a Security Officer and a Scav Addict on day 2, a Dealer on day 3, the Cartel Handler twice a week from day 4 (days 4, 8, 11, 15, 18 and so on) and a Cartel Soldier on days 9, 18 and 27.
  • A Shady Farmer also comes on days 3, 6, 10, 13 and so on, and a Dealer on days 9, 12, 16, 19 and so on. Anyone with the Retired Chemist upgrade gets these visits too.

Income routes

Quick summary

Compare ways to earn

Make Vial of "Dream Dust" from Dream Cap for the Cartel Handler

From the start

Deliver vials that meet the count and purity every Monday to collect the stipend, materials and the Chemical Equipment Module. The bottleneck is how many units of Dream Cap you have and how much alcohol you get from Chemical Supplies (Common). The buyer is the Cartel Handler: extra vials raise reputation until its cap of 200, and Increased Stipend raises the stipend from reputation 25.

  1. On day 1 the Cartel Handler leaves 3× Dream Cap and 1× Chemical Supplies (Common) on the counter; take them. On day 2 the Security Officer asks about the cartel: choose [Don't report].

    • This visitor is with the Sector 13 Cartel: choosing [Report The Cartel] gives no Security reputation, and the Cartel Handler comes back and lowers your Sector 13 Cartel reputation.
    • Dream Cap and the vials are contraband. Keep them in the Mini Smuggler's Bay until needed; inspections do not search inside it.
  2. Open the Chemical Supplies (Common) to get 2 Mini Alcohol Bottles, a Bottle of Acidic Solution, a Bottle of Basic Solution and a Bottle of Lipobond Agent. Put a container with free space in the Blender and blend the Dream Cap.

    • A Blender without modules loses part of the contents when blending.
  3. Scan the mixture with the Composition Spectrometer, then measure with the 100ml Graduated Cylinder, 50ml Graduated Cylinder, 25ml Graduated Cylinder, 5ml Dropper and 1ml Dropper you start with: add alcohol of at least 5 times the Dream Cap Mush, and Acid equal to the Protein. Scan the Bottle of Acidic Solution too: it contains impurities, so measure its Acid content and add it in small amounts, rescanning the mixture.

    • With less alcohol than 5 times the Dream Cap Mush, you get less Dream Cap Extract.
    • If alcohol makes up at least 40% of the mixture, the Microbes disappear.
    • Acid turns Protein into Insoluble Debris that the filter can remove. Leftover Acid does not evaporate and stays in the product as an impurity, so add no more than the Protein.
  4. Put the container on the Heating Plate and keep the mixture around 45°C (at least 40°C, below 50°C) until the Dream Cap Mush is gone.

    • With fewer than 2 modules, the Heating Plate has no temperature setting. Watch the mixture itself and lift the container off before it reaches 50°C; put it back as it cools toward 40°C.
    • Above 50°C the Dream Cap Mush starts to break down, and above 60°C the Dream Cap Extract does.
  5. When extraction is done, fit a Water Filter or Kotton Fabric in the Water Pitcher and pour the mixture through it.

    • Filtering before extraction also removes the Dream Cap Mush.
    • The Kotton Fabric removes only large particles such as Plant Matter and Insoluble Debris. The Water Filter also removes Physical Contaminant and Mineral, so purity goes up; buy one whenever the Retired Chemist has it.
  6. In weeks when you can make more than the count, blend a Nutrifruit in a Blender fitted with a separate container that has enough free space. Use a 1ml Dropper or 5ml Dropper to add small measured portions to the filtered mixture, rescanning after each addition. Its Starch increases the number of vials, but adding the whole fruit at once can put purity below the requirement.

    • Dilute so the finished vials average between the required purity and 10 above it. A Chem Finisher without modules lowers purity by about 12%, so aim the pre-finish non-volatile contents about 15 percentage points above the requirement. The scanner includes water and alcohol in the mixture percentages: calculate Dream Cap Extract divided by the total non-volatile amount, then multiply by 100.
    • The Nutrifruit also adds water, Protein and other components. Recheck the alcohol and Acid amounts, wait for the reactions, then filter again before drying in the Evaporator; the added water evaporates there.
  7. Leave the mixture in the Evaporator overnight to remove the alcohol and water, and continue for more nights if it is still wet. Once dry, select the Vial of "Dream Dust" as the output of the Chem Finisher, make one vial and scan it with the Composition Spectrometer to check purity before finishing the rest.

    • The Evaporator can only remove so much per night; a large batch takes two nights or more.
    • The Evaporator runs on the Energy Cell in its power slot and uses charge each working night; your starting Energy Cell lasts about 6 nights. Buy charged spares at Dr. Jackson's shop, or recharge them in a Recharger with the Power Service. A Recharger restores about half a working night's use per night; Commercial Grade Power Supply Unit doubles that.
    • You cannot finish until the volatile components are down to 100 µL or less. Each vial uses 2 ml of mixture.
  8. On Monday, when the Cartel Handler asks for the vials, put every vial you are handing over on the counter before you answer.

    • Every vial on the counter is taken, so keep the ones you want to sell off it.
    • No vials at all, or an average purity far below the requirement, ends the run on the spot.
    • If you meet the count and the average purity is above the requirement minus 5, you also get 1 Chemical Equipment Module. Separately from the count bonus, purity below the requirement loses reputation by the difference; up to 10 above earns the difference; any higher earns only a quarter of it. Fractional differences and the result of division by 4 are discarded before the difficulty reputation multiplier is applied. Reputation is capped at 200.
    • Handing vials over is not a sale, so it does not raise your suspected crime level.
    • Next week's requirement rises by 5 vials and 5 purity; purity stops at 70.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

  • The bottleneck is Dream Cap and alcohol. Beyond Monday's 3× Dream Cap, buy from the Shady Farmer on Wednesday and Saturday, or request Thursday's extra materials (3× Dream Cap and 1× Chemical Supplies (Common), at a Sector 13 Cartel reputation cost). Each unit of Chemical Supplies (Common) holds only 2 Mini Alcohol Bottles, so buy the Retired Chemist's pack every week.
  • Grow extra Dream Cap in the old Hydroponic System from Retired Farmer: plant a unit of Dream Cap Spores, keep water and charge topped up and add a Hydroponic Nutrient Tablet as nutrients fall. Reuse the spores after harvesting. Increase growing only as far as your alcohol supply and drying capacity can process it.
  • In a week you meet the count and purity, Sector 13 Cartel reputation rises with every vial you hand over until its cap of 200. Before that cap, dilute with Starch only as far as the required purity allows, and deliver more vials when you can.
  • Early requirements are low, so diluted vials pass easily. The first Monday (day 8) asks for 10 vials at 40% purity.

Sell spare units of Vial of "Dream Dust" to the Dealer and other buyers

From the startPrevious stage: Make Vial of "Dream Dust" from Dream Cap for the Cartel Handler

After reserving Monday's delivery, sell spare vials to the Dealer on Tuesdays and Fridays, the Cartel Soldier or the Shady Merchant. Buyers' budgets and suspected crime limit how much you can sell. Sales to the Cartel Soldier add no suspected crime.

  1. Set aside Monday's delivery, then scan the remaining vials with the Composition Spectrometer. A vial sells at the price of its purity level, so when you make vials to sell, dilute the batch until the finished vials land just above the lowest purity of the level you aim for.

    • Purity levels step up at 30% (Junk Grade), 45% (Cut Product), 60% (Street Standard), 80% (Near Pharma), 90% (Pharma-Grade) and 99% (Lab Pure) purity, and each higher purity level sells for more. Below 30% is Starch Grade.
    • Customers refuse vials labelled Junk Grade or Starch Grade, so keep vials for sale at 45% or more.
  2. The Dealer comes on day 3 and then every Tuesday and Friday from day 9. Put out vials and sell.

    • The Dealer pays below market and refuses retail markups, and the budget grows as the days pass.
  3. When the Cartel Soldier comes on days 9, 18 and 27 to buy medicine, sell vials.

    • Sales to the Cartel Soldier add no suspected crime. This customer's base trade reputation multiplier is 3, against the usual 1, helping build Sector 13 Cartel reputation.
  4. When a Shady Merchant drops in, sell spare vials there too.

    • This normal customer comes at random as a Black Market customer and buys any contraband, at a discount.
    • As a Black Market buyer, the Shady Merchant halves the suspected crime added by contraband sales. Intimidating reduces it further.
  5. When Officer Lun asks for medicine on day 12, sell him medicine that is not a narcotic, never vials.

    • Each narcotic sold deepens his addiction. If it remains on day 24, he disposes of every narcotic left out in the shop; items in containers are not found.
    • If he is still addicted on day 16, each Synaprest Injector sold cuts his addiction sharply. Reporting him on day 20 so he is arrested stops the day-24 visit.
  6. Do not sell too much at once: spread sales across the Dealer's visits and keep an eye on the Security Record.

    • Suspected crime falls each day while investigation progress is below 80. Higher suspected crime makes the daily investigation advance faster, so stop selling early enough to let it fall.
    • When the investigation progress reaches 100, an officer comes to carry out the expected sentence: a Fine can be paid if you have enough cash, but refusing it when you cannot pay, Incarceration or Execution ends the run.
    • Unlock Wild's Fixers, then select the service at closing and pay its nightly fee. It lowers your suspected crime level faster on the nights you use it.
  7. Keep out only the vials you will sell that day, and put the rest and your Dream Cap in the Mini Smuggler's Bay. Never put contraband in the Display Case.

    • Contraband in the Display Case brings an inspection.
    • Vials and Dream Cap found in an inspection are seized, and Security reputation drops.

Related Wild's Network upgrades

  • Wild's Fixers

    Select this night service at closing and pay its fee; your suspected crime level falls faster on the nights you use it.

  • Inspection Early Warning Service

    Select and pay for this night service at closing to receive warnings of scheduled inspections and move contraband into the Mini Smuggler's Bay beforehand. Surprise inspections are not covered.

  • Evidence Removal

    Ruins all collected evidence and disrupts the investigation in progress (14-day cooldown). Use it to recover when an investigation has gone too far.

Related items

Related customers and events

  • Dealer

    Buys narcotics; comes on day 3 and every Tuesday and Friday from day 9.

  • Cartel Soldier

    Buys medicine on days 9, 18 and 27. Sales add no suspected crime, making this a useful outlet for spare vials.

  • Shady Merchant

    A random Black Market normal customer who buys contraband at a discount; these sales add half the usual suspected crime.

  • Officer Lun

    Asks for medicine on day 12. Selling him narcotics can lead to him disposing of the narcotics left out in your shop on day 24, if he is still addicted and has not been arrested.

Tips

  • Keep vials for the Cartel Soldier on days 9, 18 and 27: those sales add no suspected crime. Between those visits, sell only what the Dealer's budget and your investigation allow.
  • Both the Dealer and Shady Merchant are Black Market customers, so their sales add half the usual suspected crime. It still accumulates; check the record before the next sale.
  • After you earn the Sector 13 Cartel perk Increased Stipend, each whole point of Sector 13 Cartel reputation adds 4 to that stipend. Reputation stops at 200 and the stipend at 950. Until then, extra vials delivered with the required count and purity add reputation. Unless you need the cash now for rent or upgrades, use those extra deliveries to raise reputation.

Fit Chemical Equipment Module to keep up with rising requirements

From mid gamePrevious stage: Make Vial of "Dream Dust" from Dream Cap for the Cartel Handler

Fit units of Chemical Equipment Module into the Heating Plate, the Chem Finisher and the Blender to meet the 70 purity requirement and a count that grows by 5 every week. The bottleneck is alcohol and how much the Evaporator can dry per night. The buyer is still the Cartel Handler.

  1. Collect the Chemical Equipment Module. The Retired Chemist always sells 1 every Tuesday (up to 3 more by chance), and the Cartel Handler gives 1 in weeks you qualify.

  2. Put the first 2 into the Heating Plate and use the Target Temp buttons to select an available value at least 40°C and below 50°C, then heat on Low.

    • Target Temp changes in 5°C steps.
    • With just 1, the plate still cannot be set and heads for an even higher temperature, so wait until you have 2.
    • A 3rd and 4th module make it heat faster.
    • Use a Module Extractor (Basic) or Module Extractor (Advanced) to remove fitted modules without dismantling the machine.
  3. Put the next 4 into the Chem Finisher. Less Physical Contaminant gets mixed in when finishing, and none with 4.

  4. Buy an Evaporator Solvent Recovery Module when the Retired Chemist stocks one, fit it to the Evaporator and place a collection container with free space. It recovers part of the evaporated alcohol for the next batch.

    • Use the recovered alcohol for the next extraction.
  5. Once alcohol is no longer short, put the next 4 into the Blender. It loses less when blending, and nothing with 4.

    • With less lost, you get more Dream Cap Mush and need more alcohol to keep it at 5 times or more.
  6. Scan the mixture, add Acid in small amounts to match the Protein, and wait for the reaction before filtering with a Water Filter. Use measured portions of separately blended Nutrifruit to dilute only as far as the required purity allows, then recheck the components and filter again before drying.

  7. Once the purity requirement stops at 70, only the count keeps rising, by 5 a week. Get more Dream Cap from Thursday's extra materials and the Shady Farmer on Wednesday and Saturday.

    • Asking for extra materials on Thursday costs Sector 13 Cartel reputation; the reputation 50 perk Reliable Chemist halves the cost.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

  • The bottleneck is alcohol and how much the Evaporator can dry per night. Modules in the Blender get more Dream Cap Extract from each Dream Cap but also need more alcohol, so while alcohol is short, equip the Heating Plate, Chem Finisher and Evaporator Solvent Recovery Module first. When one Evaporator cannot dry a week's batches, buy another from the Retired Chemist and give it its own Energy Cell.
  • The count keeps rising. If you rely on the materials and suppliers in this route, the weekly supply has a limit. The Sector 13 Cartel reputation 100 perk Authorized Exit lets you move toward leaving the cartel after each Monday delivery.

Make legal Caffeine Pill from Coffee Beans

From mid game

Use spare lab time to turn Coffee Beans into units of Caffeine Pill, then sell them as Medical or Household Goods. Each pill uses 5 ml of dry mixture and has a Base Value of 10. Water extraction saves alcohol for deliveries but extracts less caffeine than alcohol does.

  1. Set aside the materials, charge and drying time needed for Monday. Put a container with free space into the Blender and blend the Coffee Beans. Scan the mixture with the Composition Spectrometer.

    • You have one unit of Coffee Beans at the start. Extra raw material still costs money, so compare the finished pills with selling the beans unchanged.
  2. Measure water or alcohol into the mixture, then heat on the Heating Plate until the Coffee Bean Mush is gone: at least 80°C for water, or at least 50°C for alcohol. Extraction yield also depends on the solvent amount, so add it gradually while reserving the alcohol needed for deliveries.

    • Water extraction yields up to 12.5%, alcohol up to 75%. These percentages describe extraction from the mush, not the purity of the finished pills.
  3. Use measured amounts from the Bottle of Acidic Solution to turn Protein into Insoluble Debris, and measured amounts from the Bottle of Lipobond Agent to turn Fat/Oil into Insoluble Debris too. Scan as you add small amounts, wait for the reactions, then filter through a Water Filter fitted to the Water Pitcher.

    • Both reagents come from Chemical Supplies (Common). Match the Acid to the measured Protein; leftover Acid does not evaporate and lowers purity.
  4. Dry the mixture in the powered Evaporator. Select the Caffeine Pill in the Chem Finisher, make one pill and scan it before finishing the batch.

    • Buyers reject the two lowest purity levels; keep finished purity at 45% or more. Drying time depends on the amount of water and alcohol, so check that the delivery batch can still finish in time.
  5. Display the legal pills with other Medical goods to attract the Mid-Level Nurse or Upper Level Hospital Supplier, or as Household Goods for the Citizen. The selected Display Case category and its total determine who comes.

Related Wild's Network upgrades

Related items

  • Coffee Beans

    The raw material, including the one you start with; keep it separate from the delivery ingredients.

  • Bottle of Lipobond Agent

    Turns Fat/Oil into Insoluble Debris that can be filtered out.

  • Water Filter

    Filters Insoluble Debris and also removes Physical Contaminant and Mineral.

  • Caffeine Pill

    Legal Medical and Household Goods, with a Base Value of 10.

Related customers and events

  • Retired Chemist

    Sells the supplies and filters used in the shared lab.

  • Mid-Level Nurse

    Buys Medical goods, including pills of an accepted purity level.

  • Upper Level Hospital Supplier

    A Display Case outlet when your Medical stock reaches the higher tier.

  • Citizen

    Buys the pills as Household Goods when that Display Case category draws this customer.

Tips

  • Use alcohol only when you can spare it after the delivery batch. Water saves that solvent but yields less, and both methods still occupy the same drying equipment.

Use spare Chemical Supplies (Restricted) for Phanta Pill

From mid game

After deliveries are secure and you can control the Heating Plate, try the Phanta Pill from Chemical Supplies (Restricted). Each pill needs 0.5 ml of dry mixture and has a Base Value of 12. Sell to the Dealer; supply, temperature control and acceptable finished purity limit this side line.

  1. Buy Chemical Supplies (Restricted) when the Retired Chemist has it and open it for the Bottle of N-Methylol Base and the Bottle of Reducing Agent. Keep Chemical Supplies (Common) for the cleaning reagents too.

    • The restricted supplies are often, not always, in stock on Tuesdays; do not count on a new pack every week.
  2. Scan the Bottle of N-Methylol Base, then measure a portion into a separate container with room for the reagents. Add small, measured amounts from the Bottle of Acidic Solution or from the Bottle of Basic Solution to turn the Stabilizing Agent into Insoluble Debris; wait for the reaction, then pour through a Water Filter fitted to the Water Pitcher.

    • Remove Stabilizing Agent before synthesis; it limits how much N-Methylol Base can react. Rescan and neutralize leftover Acid with measured Base, or leftover Base with measured Acid.
  3. Heat on the Heating Plate and add measured amounts from the Bottle of Reducing Agent in small portions, rescanning the remaining N-Methylol Base and Reducing Agent. Keep the actual mixture from 110°C to below 130°C; synthesis is faster from 120°C. Stop adding reducer when the precursor is gone.

    • The product degrades at 130°C or hotter. Use at least 2× Chemical Equipment Module in the plate for temperature control and still monitor the mixture.
  4. Filter after the reaction and dry the mixture in the powered Evaporator. Select the Phanta Pill in the Chem Finisher, finish one pill and scan its purity before making the rest.

    • The two lowest purity levels are refused, so the product needs at least 45% purity to sell to ordinary buyers.
  5. Sell to the Dealer after reserving Monday's delivery cash and materials. Keep unsold pills in the Mini Smuggler's Bay and out of the Display Case.

    • These pills share the same buyer budget and drying equipment as the main product; make small batches while checking demand and the crime record.

Related Wild's Network upgrades

Related items

Related customers and events

  • Retired Chemist

    The Tuesday source of restricted supplies; a visit often brings one pack.

  • Dealer

    Buys the finished narcotic when its purity is acceptable, within the same budget used for spare vials.

  • Cartel Soldier

    Can also buy the pills as Medical goods on days 9, 18 and 27, without adding suspected crime.

Tips

  • For the first attempt, set aside only a small portion of the precursor and run it through synthesis, filtering, drying and finishing. Scan the test pill and check that it sells before processing the remaining precursor with spare lab capacity.

Recommended starting perks

Point limit: 3

Build 2

Total: 3 Points

For spare-vial sales. Intimidating reduces suspected crime added by crimes by 33% before rounding. Unlucky refunds 1 point, using all 3 points and 4 slots. Without other luck bonuses, lower luck affects scavenging, crate contents, lottery draws and Scratcher Tickets. Keep Model Citizen and Short Sleeper from the delivery build.

Recommended Wild's Network upgrades

Early game

  1. Rent GraceRatingA

    Before Increased Stipend, the stipend of 150 is below starting rent of 200. This upgrade is already owned on Price Gouge and Mark Up; on Thin Margins and Red Ink, take it early if you cannot cover rent. It carries one missed payment into the next.

  2. The nightly Power Service fee becomes free, and blackouts no longer stop a Recharger from charging the Energy Cell your Evaporator runs on. The fee is charged every night, so the sooner you take it, the more it saves.

Mid game

  1. With it, Dr. Jackson often stocks one more Chemical Equipment Module, on his Friday visits from day 12 and at his shop on nights with normal stock, while Lower Levels reputation is above -80. Take it once rent and the next delivery's materials are covered, keeping cash for the modules themselves.

  2. Grow Dream Cap as the weekly count rises. For the first planting, buy a unit of Dream Cap Spores from the Retired Farmer and use the water, the charged Energy Cell and the Hydroponic Nutrient Tablet supplied with the old Hydroponic System. Reuse the spores after harvest and replenish water, nutrients and charge for later crops.

  3. Take it when you start selling vials: for a nightly fee, your suspected crime level falls faster and evidence Security has not collected yet is hidden. Deliveries alone add no crime, so you do not need it for them.

  4. For a nightly fee you are told when regular inspections are due, so you can move Dream Cap and vials into the Mini Smuggler's Bay beforehand. Surprise inspections are not covered.

  5. The Display Case holds more items. While the store is not vandalized, it can draw one more customer per day, provided you display enough different types of goods with matching buyers. Take it once you have ordinary goods to sell, and never display contraband there.

  6. Raises base attractiveness by 150, from 250 to 400. At shop attractiveness 300–449, every customer with a budget, the Dealer included, has 10% more to spend from attractiveness; from 450 the bonus is higher. Take it once the delivery materials and crime control are paid for.

  7. Ruins all collected evidence and disrupts the investigation in progress (14-day cooldown). Keep it for when vial sales push an investigation too far.

Late game

  1. With it, Dr. Jackson often stocks yet another Chemical Equipment Module. Take it once the count has grown large and you have seen what the first investment brings.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
SPriority: Aim for it firstSector 13 Cartel

Increased Stipend

Required reputation+25 or more
In-game effect
Your weekly stipend now scales with your Cartel Reputation.
Why
Earned at Sector 13 Cartel reputation 25. The stipend becomes 150 plus 4 for each whole point of Sector 13 Cartel reputation, up to 950 at reputation 200. Raise reputation by delivering at least the required count every Monday with an average purity from the requirement up to 10 above it; the count bonus is scaled by difficulty.
APriority: A big gain once you have itSector 13 Cartel

Reliable Chemist

Required reputation+50 or more
In-game effect
Requesting additional Materials now costs 50% of the usual Reputation.
Why
Earned at Sector 13 Cartel reputation 50. Asking for Thursday's extra materials costs half the usual reputation, so you can ask in weeks you are short of Dream Cap.
BPriority: Nice to haveSector 13 Cartel

Authorized Exit

Required reputation+100 or more
In-game effect
Your handler will start to process your authorized exit from the Cartel.
Why
Available at Sector 13 Cartel reputation 100. Each Monday delivery lets you advance one exit talk with the Cartel Handler, raising the next talk's requirement by 25. After four talks, reach 200 for the final exit. Leaving ends deliveries and the stipend, and lifts the cartel's restriction on the Insurance Service. Plan another income source before leaving.

Penalties of low reputation

Sector 13 Cartel

Forced Retirement

Required reputation−100 or less
In-game effect
A Cartel Hitman has been dispatched to eliminate you.
What to watch
At Sector 13 Cartel reputation -100 or below, the Cartel Hitman waits at the next opening and ends the run. Reporting the cartel on day 2 and requesting Thursday's extra materials lower reputation. Short counts and low purity incur separate penalties, combined with any delivery bonuses.
Security

Watchlist

Required reputation−20 or less
In-game effect
Security has added you on their watchlist. Any investigation on you will progress x1.2 times faster.
What to watch
At Security reputation -20 or below, daily investigation progress is multiplied by 1.2, with rounding; at -60 or below, Most Wanted replaces this with 1.5. On Red Ink, the Chemist starts at -30 before perk bonuses. On that difficulty, without another starting reputation bonus, Model Citizen keeps you off the initial watchlist. Contraband found during inspections lowers reputation further.

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.

Sector 13 Cartel

  • Delivering at least the weekly quantity adds as much as the number of items delivered. The first week asks for 10, and each week asks for 5 more.
  • An average purity above the target adds more, and one below the target subtracts.
  • Trades with a Cartel Soldier count three times.
  • Well Connected starts you 15 higher.

Main causes of loss

Each missing item in a delivery costs 4, asking for extra materials costs 12, and telling the officer about the deal on day 2 costs 20.

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.

Important customers

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

SPrepare for this customer

  • Officer Lun

    As Chemist, selling Narcotics can make his day-24 visit destroy exposed narcotic stock; reserve non-narcotic medicine or the Synaprest Injector instead of treating each sale in isolation.

  • Joe Wild

    As Chemist, the intro is always skipped: there is no day-7 introduction, and the network is available from day 1. It includes upgrades that enlarge the Display Case and raise customer budgets; reserve Favor and cash for the upgrades your chemicals and injectors business needs.

  • The Landlord

    As Chemist, rent is a survival deadline for income from chemicals and injectors; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • The Butcher

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

  • Li Bei Wen

    As Chemist, his chemical-supply request competes directly with production materials, but preserving him yields a formula note and two very pure injectors; choose how much time and stock to commit.

  • Leroy

    As Chemist, mistaking him for a harmless fake inspector can still cost illegal or stolen inventory; reporting gives a 300 base bounty without a visitor-faction penalty.

  • Eleanor

    As Chemist, 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 chemicals and injectors.

  • Trade Board Official

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

  • Lou

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

  • Cadet Serpico

    As Chemist, feeding him preserves useful equipment and a choice of faction reputation; choose the recipient for your actual relationship rather than assuming every chemical business wants the same faction.

  • Security Inspector

    As Chemist, high or critical contraband in chemical stock can cause fines or arrest; prepare legal storage and emergency cash before inspection.

  • Security Officer

    As Chemist, crimes from illegal trade can lead to a fatal sentence once the total reaches 300; treat investigation control as part of the business.

  • Cartel Handler

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Chemical Equipment Module).

  • 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.

  • Retired Chemist

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Blender, Heating Plate, Evaporator +2 more).

  • Retired Farmer

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Dream Cap Spores, Water Pitcher).

  • Retired Water Merchant

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Evaporator, Water Pitcher).

  • Supplier (Supply Runner)

    Always sells goods this specialization buys in that few customers or places sell and that you cannot make yourself (Water Pitcher, 50ml Graduated Cylinder).

AUseful in the right situation

See every customer's priority for this specialization