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Fence

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About this specialization

Use your two units of Black Lamp to buy discounted stock from thieves, hold it in the Smuggler's Bay until its Heat reaches 0, then sell it to buyers of each category. Food gives early cash while expensive stock waits; matching keycards let you open crates and sell their contents. Sell starting contraband to suitable buyers or turn the Vial of "Dream Dust" into other stock through the Underground Exchange. Add appraisals and surplus exchanges when the main trade is running.

Thieves sell food, household goods, medical goods, modules and other stock at a Five Finger Discount. Heat falls each night; at 0 the Stolen tag disappears, but contraband stays contraband. Display cleared goods that are not contraband to call buyers of their category. Keep contraband in the starting Smuggler's Bay, and take out only what you are selling. The Underground Exchange trades goods left in the trash can overnight while the Janitorial Service is on; its results vary by deal.

Ratings

Beginner friendliness2 / 5
The intro is always skipped, so the guided first days do not happen, and you learn Heat, contraband and inspections all at once with a starting Security reputation penalty before perk adjustments.
Early income3 / 5
Lamps can call thieves from day 1 and random customers start on day 2. Food from the Food Thief clears in 2 nights; expensive stock that is not contraband can take 6. The Case Enjoyer first visits from day 2 when you own at least 2 keycards and supply crates combined, then returns to buy them 7 days later, on day 9 at the earliest.
Growth before the buyout4 / 5
At Black Market reputation 40, Safe Hands brings the Thief every Monday with a supply crate on every visit. Store Renovation I and Store Renovation II raise base attractiveness by 300 in total; reaching 500 attractiveness adds a normal customer slot on days when the store is not vandalized. A Smuggler's Bay (Modified) holds more stock while its Heat drops.
Low daily effort3 / 5
No production machines, but you move Stolen goods in and out of the Smuggler's Bay, check each tag's Heat to decide when to sell, and run Wild's Fixers on nights after contraband sales.
Safety from Security and factions1 / 5
Before perk adjustments, your Security reputation starts low and you hold contraband. An inspection can bring a warning, seizure, a fine or arrest depending on whether it is Low-, Mid-, High- or Critical-Level Contraband; an unpaid fine can also mean arrest. A completed investigation brings a Security Officer.
Starting cash margin3 / 5
Five Finger Discounts let you buy cheap and sell at normal prices, but nightly fees such as Wild's Fixers add up, and cash sits in stock while its Heat drops.

Starting conditions

During your training with The Mentor, you took a particular interest in contraband. You're an established black marketeer, and have even installed a hidden storage compartment in your store to avoid the prying of the station's security.

Cash and rent

Starting cash
450
Rent
250

Both before perk changes.

Starting items

  • Additional equipment (Smuggler's Bay)
  • Start with a stock of Contraband
  • Increased starting reputation (Black Market)
  • Decreased starting reputation (Security)
  • Immediate access to the Janitor Underground Exchange

Starting reputation

Black Market
+30
Security
-30

Scaled by the difficulty's reputation multipliers.

Special rules

  • The Underground Exchange is open from the start, and Sawyer comes on day 1 to introduce it. In other scenarios he comes on day 25, or on day 1 with the Sawyer's Crew perk.

Income routes

Quick summary

Compare ways to earn

Buy Stolen goods from thieves and sell them once their Heat is 0

From the start

Call the Food Thief, Petty Thief and Thief with the Black Lamp, keep what you buy at a Five Finger Discount in the Smuggler's Bay, and once Heat reaches 0, display goods that are not contraband to call buyers of that category or sell them to the Merchant on rent day. Normal customer slots and the room in the Smuggler's Bay cap how much you can handle.

  1. Before opening, place units of Black Lamp in the Display Case and double-click each one to choose who it calls: the Food Thief, the Petty Thief or the Thief.

    • Choose the targets and arrange the Display Case before opening for the day.
    • More lamps on one target and higher Black Market reputation raise the invitation chance, up to 95%. Each target is invited at most once a day; the same customer selected by another route is merged into one visit.
    • Each thief a lamp brings uses one of that day's normal customer slots, so you get one fewer random customer for each. Lamps work from day 1; random customers start on day 2.
  2. Buy from the thieves. From day 1, check the Stolen tag, Heat and Five Finger Discount (I to IV) on their goods on the negotiation screen. The higher the Heat, the bigger the discount.

    • Buying Stolen goods raises Black Market reputation more than an ordinary trade, and more for higher Heat.
    • Do not report thieves. It lowers your Black Market reputation; the penalty grows with each report until it reaches its cap.
  3. Move Stolen goods into the Smuggler's Bay right away. Inspections never find its contents.

    • Keep Stolen goods and contraband off the counter and out of the Display Case. Contraband or discovered Stolen goods in the Display Case can bring a Security Inspector.
    • Higher Heat makes Stolen goods easier to find in an inspection; luck can still make the inspector overlook them.
  4. Check the tag as Heat drops each night. Sell after Heat reaches 0 and the Stolen tag disappears; a non-contraband item at Heat 100 takes 6 nights.

    • Heat drops inside the Smuggler's Bay too.
    • Stolen contraband is still contraband after the tag disappears, so keep it in the Smuggler's Bay until you sell it.
    • Food from the Food Thief starts at Heat 25 and reaches 0 after 2 nights, which makes it a shorter wait than expensive stock.
  5. Sell non-contraband items as ordinary stock once their Heat reaches 0. Put those goods in the Display Case to call buyers of that category.

  6. The Merchant comes on every rent day and buys anything that is not contraband. Sell there to raise cash in a week when the rent is short.

    • The Merchant does not pay the retail markup, so sell items that can wait to your normal customers.
  7. At Black Market reputation 40 you get Safe Hands: the Thief comes every Monday and carries a supply crate on every visit, and the Petty Thief sometimes comes too, on any day of the week.

    • Without perks that change starting reputation, on Mark Up you start at 30, so 10 more is enough, and on Price Gouge you start with Safe Hands. Blabbermouth halves the starting value and every later Black Market gain.

Related Wild's Network upgrades

  • Showcase Expansion I

    When the store is not vandalized, adds room for one more category of Display Case buyers per day. Display enough different categories of goods; more goods of a single category do not add another buyer.

  • Store Renovation I

    Raises base attractiveness. Customer budgets increase at attractiveness thresholds, and reaching 500 adds a normal customer slot on days when the store is not vandalized; combine it with the other renovation.

  • Store Renovation II

    Raises base attractiveness. Customer budgets increase at attractiveness thresholds, and reaching 500 adds a normal customer slot on days when the store is not vandalized; combine it with the other renovation.

Related items

Related customers and events

  • Thief

    Comes through lamps from day 1, as a random Black Market customer from day 2, and every Monday with Safe Hands; sells modules, filters, perfumes, keycards and supply crates.

  • Petty Thief

    Sells household goods, medical goods and food; with Safe Hands, may also come on any day.

  • Food Thief

    Sells food and has the highest base invitation chance per lamp.

  • Merchant

    Comes on every rent day, and sometimes as a random customer; buys anything that is not contraband.

  • Dr. Jackson

    Sometimes sells a Black Lamp and a Smuggler's Bay.

Tips

  • The bottleneck is normal customer slots and the room in the Smuggler's Bay. Lamps invite each target at most once a day and each thief they bring takes a slot. Store Renovation I and Store Renovation II help reach 500 attractiveness, which adds a slot when the store is not vandalized; a Smuggler's Bay (Modified) gives more storage.
  • Buyers depend on the item category: call them by displaying goods that are not contraband, and sell the rest of those goods to the Merchant on rent day.
  • The Thief has the lowest base invitation chance per lamp but brings expensive goods and supply crates. Point both lamps at the Thief once your Black Market reputation is high.
  • The day after a night out, you get up to one fewer normal customer unless you have Short Sleeper.
  • Turn the Janitorial Service on. Two consecutive nights without it leave garbage that lowers attractiveness and can reduce normal customer slots; the Underground Exchange also requires the service.

Open supply crates with keycards and sell the contents

From the start

Buy supply crates from the Thief, open them with matching keycards, starting with the three you own, and sell the contents to buyers of each category. Keycards are the bottleneck; sell unopened crates and spare keycards to the Case Enjoyer, who returns to buy them 7 days after the first visit, on day 9 at the earliest.

  1. Match keycards to crates: the Disposable Keycard (Security) opens the Security Department Supply Crate and the Security Department Evidence Locker, the Disposable Keycard (Medical) the Medical Bay Supply Crate, the Disposable Keycard (Engineering) the Engineering Foundry Supply Crate, the Disposable Keycard (Service) the Service Department Supply Crate, and the Disposable Keycard (Command) opens any crate. Each opening uses up one keycard; you start with one Disposable Keycard (Medical), one Disposable Keycard (Engineering) and one Disposable Keycard (Security).

    • Opening clears the Stolen and contraband status of the crate itself, and it no longer sells as a supply crate. Take the contents out and check each item before selling it.
  2. Buy supply crates from the Thief. Before Safe Hands, a visit sometimes carries one crate; after it, every visit carries one.

  3. Sort the contents by buyer: look for the Immunivax Injector and the Energy Cell in a Medical Bay Supply Crate, and the Energy Cell and the Energy Cell (Mk. II) in an Engineering Foundry Supply Crate. Contents vary, so count what you actually received.

  4. When you run short of keycards, use the Underground Exchange: turn the Janitorial Service on, put one Disposable Keycard (Command) in the trash can and sleep. The next morning the trash can holds 2 keycards in total, randomly chosen from the Disposable Keycard (Security), the Disposable Keycard (Engineering) and the Disposable Keycard (Medical); both may be the same type.

  5. The Case Enjoyer first stops by to talk once you meet the ownership condition, on day 2 at the earliest, and comes back once 7 days later with a large budget, on day 9 at the earliest. Sell unopened crates and spare keycards on that return visit.

Related Wild's Network upgrades

Related items

Related customers and events

Tips

Sell contraband to the Shady Merchant and other buyers

From the start

Sell starting units of Vial of "Dream Dust" to the Shady Merchant; sell an Ironcraft 10 and 10mm Ammunition to that buyer or the Mercenary. Restock the Vial of "Dream Dust" from the Lower Level Chemist or an opened Security Department Evidence Locker. Buyer visits and your suspected crime level limit turnover: use Criminal Networking for more buyers and Wild's Fixers after sales.

  1. Keep contraband in the Smuggler's Bay until you sell it.

    • If you open with contraband in the Display Case, a Security Inspector comes that day.
    • Inspections also search the counter and Display Case. Take out only what the current buyer will buy, then return the rest to the Smuggler's Bay.
  2. From day 2, the Shady Merchant comes now and then as a random Black Market customer. This customer buys contraband and keycards, and sales to Black Market customers raise your suspected crime level only half as much.

    • The Shady Merchant does not pay the retail markup and applies contraband discounts. Compare the offered price before buying more stock.
    • At Black Market reputation 25, and again at 50, random customers are more often Black Market customers such as the Shady Merchant and the Thief.
    • To bring Black Market buyers on purpose, use Criminal Networking: for a nightly fee, either the Shopping Thief (keycards and medical goods, the Vial of "Dream Dust" included) or the Shopping Mercenary (weapons, ammunition and medical goods) comes with a large budget (3-day cooldown).
  3. The Mercenary, a random customer, also buys weapons and ammunition.

    • The Mercenary pays the full markup, but as a Lower Levels customer the crime is not halved unless you have Tight Lips.
    • Police customers never buy contraband.
  4. Run Wild's Fixers on nights after contraband sales. Your suspected crime level drops faster than normal.

    • While your Trafficking and Possession (Stolen Goods) crimes have built up a little, routine inspections recur unless you have VIP; higher totals shorten the interval. Keep contraband in the Smuggler's Bay; Inspection Early Warning Service tells you the routine inspection schedule for a nightly fee.
    • If the investigation completes while your suspected crime level is high, a Security Officer comes; Evidence Removal destroys the evidence collected so far.
    • Once the investigation's evidence reaches 80 of 100, your suspected crime level stops dropping by itself each night. Use Wild's Fixers to lower it, or use Evidence Removal to reset the evidence to 0 and restore the nightly decrease.
  5. Limit how much contraband you sell per day, and sell the next batch after your suspected crime level has come down.

  6. Restock the Vial of "Dream Dust" from the Lower Level Chemist, a random customer who often brings it; a Security Department Evidence Locker can contain it too.

Related Wild's Network upgrades

  • Wild's Fixers

    Run it on sale nights to bring the suspected crime level down faster.

  • Wild's Fixers II

    Upgrade when sales grow and Wild's Fixers alone no longer brings the level down.

  • Clemency

    If an inspection finds Critical-Level Contraband, or High-Level Contraband with a fine you cannot pay, you avoid arrest once. The items are still seized and Security reputation drops.

  • Evidence Removal

    Destroys all collected evidence when an investigation has gone too far.

  • Criminal Networking

    For a nightly fee, a buyer with money for expensive contraband is referred to you, and Black Market reputation rises a little; the service has a 3-day cooldown.

Related items

Related customers and events

Tips

  • The bottlenecks are your suspected crime level and how often buyers come. Displaying contraband also brings an inspector, so keep it out of the Display Case and sell to buyers who come by other means. Save the most valuable pieces for Black Market buyers, whose sales count as half the crime.
  • Both the Shady Merchant and the Mercenary buy guns and ammunition. The former does not pay the retail markup; compare the offered prices and the crime control cost.
  • If you plan to sell a lot of contraband, take Intimidating: all crimes leave less evidence.

Turn spare contraband and supplies into saleable stock

From the start

The Underground Exchange is available from the start. Use two units of Vial of "Dream Dust" for the regular deal, or surplus units of Oxymore Injector for the promotional Immunivax Injector deal when offered. Turn on the Janitorial Service, leave room in the trash can and sell the delivered goods to their own buyers. Each deal runs once per night, and the result may be random.

  1. Check the Underground Exchange deals and turn the Janitorial Service on.

    • Promotional offers change every 7 days; use only a deal offered that week.
  2. For the regular deal, prepare 2× Vial of "Dream Dust". The starting two bottles are enough for one deal.

    • Check the bottles' purity before exchanging them: it changes the possible rewards, and low-purity bottles can be consumed without any reward. Other outcomes include household goods, food, materials and medical goods; compare them with selling the bottles directly.
    • The promotional medical-goods deal takes 4× Vial of "Dream Dust", so the starting two bottles alone are not enough.
  3. When its promotional deal is offered, exchange 2× Oxymore Injector for 1× Immunivax Injector. Keep storage-upgrade materials before trading the surplus.

  4. For an Energy Cell, use 2 spare poisons, or 5 spare seeds only when the seed promotional deal is offered.

    • Seeds give a full battery; poison results depend on the inputs. Check the charge before choosing to use or sell it.
  5. Leave only the exchange materials in the trash can and enough free space for the result, then sleep.

    • Each deal is used once per night. Extra ordinary goods are thrown away, and a reward that cannot fit is lost after the materials are consumed.
  6. In the morning, sort the delivered goods. Sell the Immunivax Injector to the Security Requisition Officer and the Energy Cell to the Station Engineer; use other goods to fill categories you can already sell.

Related Wild's Network upgrades

  • Showcase Expansion I

    Lets the different categories received in exchanges draw more Display Case buyers when enough categories are displayed and the store is not vandalized.

  • Wild's Fixers

    Use after selling contraband instead of exchanging it, or after selling contraband cards from the crate route.

Related items

Related customers and events

Tips

  • Compare the offer with direct resale first. Selling contraband brings crime; exchanges consume materials and can give a random result, so neither choice guarantees more cash.
  • Do not buy extra good filters or modules just for the exchange: 3 filters return 1 and 2 modules return 1. Use unwanted stock only.

Recommended starting perks

Point limit: 3

Build 3

Total: 3 Points

For the crate route. Sawyer's Crew makes the Janitorial Service free on nights when the store is not vandalized, so you can use the Underground Exchange without a nightly fee on those nights; vandalism cleanup still costs money. Short Sleeper keeps your customer slots after nights out.

Recommended Wild's Network upgrades

Early game

  1. Take it before you start selling contraband and run it on sale nights; your suspected crime level drops faster than normal.

  2. When the store is not vandalized, adds room for one more category of Display Case buyers per day. Display enough different categories of goods; more goods of a single category do not add another buyer.

  3. ClemencyRatingA

    Insurance for crates and keycards: a Disposable Keycard (Command) or an unopened Security Department Supply Crate found in an inspection brings a fine, and a fine you cannot pay means arrest. With this you avoid arrest once, also for the most serious contraband; the items found are still seized.

Mid game

  1. While selected as a nightly service, it selects a buyer for the most numerous category in your main inventory, excluding documents, if one can be matched. If the Display Case already calls the same customer, they are merged and a second one does not come. When the store is not vandalized, it also lets the Display Case draw from one more category; display enough different categories.

  2. Raises base attractiveness. Customer budgets increase at attractiveness thresholds, and reaching 500 adds a normal customer slot on days when the store is not vandalized; combine it with the other renovation.

  3. Raises base attractiveness. Customer budgets increase at attractiveness thresholds, and reaching 500 adds a normal customer slot on days when the store is not vandalized; combine it with the other renovation.

  4. Upgrade when contraband sales grow and Wild's Fixers no longer brings your suspected crime level down in time. The nightly fee rises.

  5. Take it when contraband is waiting for buyers: for a nightly fee, a Black Market buyer for expensive contraband is referred to you, and Black Market reputation rises a little (3-day cooldown).

  6. Rent GraceRatingB

    You start with it on Price Gouge and Mark Up. On harder difficulties, buy it before a tight rent week. After use, you can buy it again once the 15-day cooldown from purchase ends; the next purchase costs more.

  7. An emergency reset: it destroys all collected evidence when an investigation is close to finishing, then needs 14 days before you can use it again.

Late game

  1. When you have enough different categories to fill another Display Case buyer slot, it can add one more buyer per day while the store is not vandalized.

Recommended faction reputation

Priority
SAim for it first
AA big gain once you have it
BNice to have
SPriority: Aim for it firstBlack Market

Safe Hands

Required reputation+40 or more
In-game effect
You are guaranteed a visit from a Thief once per week. All thieves will now offer improved wares.
Why
The Thief comes every Monday, every visit by the Thief carries a supply crate, all thieves offer better wares, and the Petty Thief may come on any day. Without perks that change starting reputation, you start at 30 on Mark Up and already have Safe Hands on Price Gouge. Buying Stolen goods raises Black Market reputation quickly, and handing over a Scavenger's Token in the Underground Exchange's promotional offers raises it a lot more.
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
At Security reputation 0, the Security Requisition Officer comes every Thursday from day 11 and buys medical goods and food, and those trades raise Security reputation faster. On Mark Up you have it from the start with Model Citizen if no other perks change your starting reputation.
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 you get one more normal customer every day, which makes room for lamp-called thieves.
APriority: A big gain once you have itSecurity

Trusted

Required reputation+60 or more
In-game effect
Inspections will be less frequent, and any investigations will progress slower. You will receive advanced warning of any impending Security Operation.
Why
At Security reputation 60, investigations progress much more slowly, routine inspections come less often, and you get advance warning of any Security Operation.
BPriority: Nice to haveLower Levels

Tight Lips

Required reputation+80 or more
In-game effect
Selling Contraband to customers from the Lower Levels will only create 50% of its value in available evidence.
Why
At Lower Levels reputation 80, contraband sold to Lower Levels buyers such as the Mercenary counts as half the crime.
BPriority: Nice to haveSecurity

VIP

Required reputation+100 or more
In-game effect
Due to your excellent Reputation with Security, Thieves will no longer target your Store. You will no longer be subject to inspection.
Why
At Security reputation 100, routine inspections stop and night burglaries are almost entirely prevented in normal play, even without Vigilant or the Insurance Service. Thieves who sell you stock still visit. A distant goal when you start with low Security reputation.

Penalties of low reputation

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 lower, investigations progress faster. On Mark Up you have it from the start unless you take Model Citizen, assuming no other perks change your starting reputation.
Security

Most Wanted

Required reputation−60 or less
In-game effect
Any investigation on you will progress x1.5 times faster.
What to watch
At Security reputation -60 or lower, investigations progress faster still. On Red Ink you have it from the start unless you take Model Citizen, assuming no other perks change your starting reputation.
Black Market

Blacklisted

Required reputation−40 or less
In-game effect
Customers from the Black Market will no longer sell you Contraband items. You are barred from the Underground Exchange. The Janitorial Service cost double.
What to watch
At Black Market reputation -40 or lower, you are barred from the Underground Exchange, Black Market customers stop selling you contraband, and the Janitorial Service costs double. Reporting thieves lowers this reputation.
Security

By Any Means

Required reputation−100 or less
In-game effect
Security will immediately arrest and jail you, regardless of any evidence they have (or don't have).
What to watch
At Security reputation -100 or lower, Security is waiting when you open the shutter and arrests and jails you regardless of evidence, which ends the run.

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.

Black Market

  • Trading with Black Market customers adds about 2.5 for every 1000 credits.
  • Using the Criminal Networking service adds 2 each time.
  • Each accepted offer at the Underground Exchange adds about 0.19, and handing over a requested token adds 25.
  • An Alarm System with a transmitter for the Black Market adds 1 on each night the Insurance Service is checked.
  • Completing a Black Market request from Marketplace Requests adds up to 5.
  • Well Connected starts you 15 higher, Blabbermouth halves every gain, and Known Snitch starts you 10 lower.

Main causes of loss

Losses with this faction are magnified, so avoid reporting its sellers and failing haggles with its customers.

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.

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

  • Officer Lun

    As Fence, reports and inspections affect your illegal-stock plan, and his addiction branch can bring a destructive visit even without a normal inspection.

  • Joe Wild

    As Fence, 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 stolen-stock business needs.

  • The Landlord

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

  • James Bailey

    As Fence, sparing him keeps a 14-day supply of Security equipment and ammunition; reporting trades that recurring source for a 300 base bounty and a reputation loss.

  • The Butcher

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

  • Leroy

    As Fence, 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 Fence, 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 stolen stock.

  • Trade Board Official

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

  • Lou

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

  • Cadet Serpico

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

  • Security Inspector

    As Fence, stolen stock can be seized and can start routine inspections, so concealment, liquidity and Clemency are business planning issues.

  • Security Officer

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

  • 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