Make Vial of "Dream Dust" from Dream Cap for the Cartel Handler
From the startDeliver 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.
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.
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.
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.
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.
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.
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.
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.
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
Retired ChemistActive from the start: the Retired Chemist visits every Tuesday and always sells 1× Chemical Supplies (Common) and 1× Chemical Equipment Module.
Rent GraceBefore Increased Stipend, the stipend is 150, below the starting rent of 200. This lets one unpaid week's rent roll into the next (once per purchase).
Power Line HijackThe nightly Power Service fee becomes free, and blackouts no longer stop a Recharger from charging the Energy Cell your Evaporator runs on.
Retired FarmerGives an old Hydroponic System that already holds a charged Energy Cell and water, so you can grow Dream Cap from the Dream Cap Spores the Retired Farmer sells.
Related items
Dream CapThe raw material: 3 come with each Monday payout, and you buy more from the Shady Farmer.
Dream Cap SporesPlant 1 in the Hydroponic System and replenish water, nutrients and charge. It grows Dream Cap and returns spores for replanting; modules and plant health affect the result.
Chemical Supplies (Common)Holds the 2 Mini Alcohol Bottles you extract with, and the Bottle of Acidic Solution.
Composition SpectrometerMeasures the mixture so you can dose alcohol and Acid, and checks the purity of finished vials.
Heating PlateHolds the mixture at extraction temperature.
Water FilterAlso filters out Physical Contaminant and Mineral, raising purity.
Energy CellThe Evaporator runs on it; keep a charged spare.
NutrifruitIts blended Starch dilutes the batch into more vials; measure small additions so the finished purity still meets the requirement. The Shady Farmer always sells 2.
Mini Smuggler's BayInspections do not search inside it; store Dream Cap and vials here.
Related customers and events
Cartel HandlerCollects vials on Monday and pays the stipend, 3× Dream Cap and 1× Chemical Supplies (Common), plus a Chemical Equipment Module if you qualify. On Thursday you can ask for extra materials (another 3× Dream Cap and 1× Chemical Supplies (Common)) at a Sector 13 Cartel reputation cost.
Shady FarmerVisits on Wednesday and Saturday. Always sells 3× Dream Cap (2 of them small, holding less) and 2× Nutrifruit; another 2× Dream Cap each usually appear.
Retired ChemistVisits on Tuesday, always sells Chemical Supplies (Common) and the Chemical Equipment Module, and sometimes the Water Filter or the Evaporator Solvent Recovery Module.
Retired FarmerComes once Retired Farmer is unlocked and sells 3× Dream Cap Spores and 3× Hydroponic Nutrient Tablet per visit.
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.