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Rock Bottom

Extreme Challenge Mode

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About this specialization

A specialization that starts from 0 credits and sells free finds from the Dumping Ground. Sell materials, modules and spare tools to the Lower Level Inventor; from day 14, build up a material display for the Station Engineer. Join the Appraisal Board when Appraiser Board Member visits on day 5 and earn fees alongside scavenging, without buying stock. Sell spare household goods, food, medicine and weapons to their own buyers, and buy extra stock only after setting aside rent and money for a bag.

You start with no cash, stock or tools, and the first rent of 200 is due to The Landlord on day 7 (Sunday). Go to the Dumping Ground after closing; until you get a bag, prioritize valuable finds because you can carry little home. Before opening, group your wares by Display Case category: materials, modules and tools attract different buyers from food or household goods. Appraisals earn a fee for judging a customer's item; display the Appraisal Board Junior Certificate and keep a normal customer slot available.

Ratings

Beginner friendliness1 / 5
You start with 0 credits, so overspending can leave you short on rent. Learn the Dumping Ground and how to attract Display Case buyers before choosing this specialization.
Early income1 / 5
With no starting cash or bag, you depend on the limited finds you can carry home before you can afford appraisal membership.
Growth before the buyout2 / 5
Bags and tools increase what you can bring back, and appraisal promotions raise the base service fee. Both take investment after a start with nothing in hand.
Low daily effort2 / 5
This route involves Dumping Ground trips, choosing what to carry home, rearranging the Display Case and watching your cash before rent day.
Safety from Security and factions5 / 5
Selling legal finds and appraising customers' items avoids dealing in contraband or stolen goods. You start with no faction reputation penalty.
Starting cash margin1 / 5
You start with 0 credits against a first rent of 200. Taking Savings lets you start with 150.

Starting conditions

The Mentor didn't help you with anything aside from negotiating your lease with the Landlord. You have nothing but the Store, and a will to survive.

Cash and rent

Starting cash
0
Rent
200

Both before perk changes.

Starting items

  • None.

Special rules

  • You start with 0 credits. The Savings perk still adds its 150 credits, because perks apply after the scenario.
  • You also start without the four music cassettes, and without the Magnifying Glass, Labeler, Topical Medication Bandage, Fanny Pack and reference guides that other scenarios get when you skip the intro.
  • Wild never comes to bail you out. In other scenarios he comes once when your money keeps falling, if the difficulty allows it.

Income routes

Quick summary

Compare ways to earn

Sell free materials, modules and spare tools

From the start

Go to the Dumping Ground from day 1 and sell the materials, modules and spare tools you bring back to Display Case buyers. It needs no stock money, but carrying space is tight until you get a bag. On rent day, Merchant can buy the leftovers before rent is collected.

  1. After closing, choose "Go Outside Without A Backpack" and head to the Dumping Ground.

    • You can go to only one place per night. The day after an outing, you get up to one fewer normal customer unless you have Short Sleeper.
    • The outing penalty applies to the normal customer quota; the buyers your Display Case calls in still come.
  2. You normally have up to 5 searches. A successful search produces finds; choose what you will carry home.

    • Each search raises the wound-roll chances, and once wounded you cannot search again that night. Carrying a Flashlight halves each of the minor- and major-wound roll chances.
    • In the normal loot draw for a successful search, the result is often Junk. On Wednesdays the Fresh Dump makes it less common and turns up more materials, but you get hurt more easily.
    • A successful search also rarely turns up an eligible bag, either Satchel (Small) or Kid's Backpack. Finding a bag saves money for rent and membership.
  3. Until you have a bag or another container, prioritize the most valuable finds when packing for home.

  4. On the End the Day screen, uncheck Power Service while you own no machines, and turn on Janitorial Service from the second night.

    • You cannot end the day unless you can pay for every service you use, so with 0 credits on night 1 you must uncheck Power Service.
    • Without Power Service the store lights dim and only machines that run on an Energy Cell work, but you lose no customers.
    • Two nights in a row without cleaning lower your starting Store Attractiveness from 250 to 200, costing up to one normal customer slot. Without perks, reputation benefits or other changes to customer numbers, the outing penalty then leaves no normal customers; Short Sleeper prevents that outing penalty.
    • From the fourth night, a thief may take one of your items on any night without the Insurance Service, and the chance rises with each uninsured night in a row. Once you own tools such as a Flashlight, use the Insurance Service too; it stays cheap while your stock is small.
  5. Before opening the next morning, display the materials, modules or spare tools you brought back to attract their buyers.

  6. On rent day, day 7 (Sunday), the Merchant arrives before The Landlord. Make up any shortfall in the rent by selling your leftover items to the Merchant.

    • Merchant buys non-contraband goods, but accepts no Retail Markup and applies a Clearance Discount. He can also appear as a normal customer outside rent day.
    • On Mark Up you start with Rent Grace, so one missed payment does not end the run; the unpaid rent carries over to the next rent day.

Related Wild's Network upgrades

  • Rent Grace

    Lets you survive one missed rent. Keep it until you need it, and buy it again once used and available; a purchase starts a 15-day wait before another purchase.

  • Showcase Expansion I

    Enlarges the Display Case and, while the store is not vandalized, lets one more category call a buyer each day.

Related items

Related customers and events

  • Merchant

    Arrives before The Landlord on rent day and buys anything except contraband, your fallback for covering rent.

  • The Landlord

    Collects rent every Sunday from day 7. Without Rent Grace, failing to pay ends the run.

  • Lower Level Inventor

    Before day 14, comes when the Display Case holds enough in materials, with a bigger budget than the other early material buyers. Store Attractiveness of 400 or more also calls this customer with less on display.

  • Foreman

    Buys materials during the Construction Project Launched event.

  • Station Tourist

    May arrive during Tourist Influx and buys materials and Junk.

Tips

  • Until you get a bag, limited carrying space makes the value of each find more important than how many items you uncover.
  • When Construction Project Launched occurs, offer saved materials to the Foreman.
  • Keep bandages such as Basic Bandage and use them on yourself when you get hurt. A wound you do not stabilize can get worse, and a serious wound keeps you from going out at night.
  • Pay the rent on time even if you must sell to the Merchant, and keep Rent Grace in reserve: unpaid rent is added to the next rent day.

Earn fees from the Appraisal Board's customers

From the start

Join the appraisal board when the Appraiser Board Member visits on day 5, put the Appraisal Board Junior Certificate in the Display Case, and collect fees from the Scavenger who brings items to appraise. It needs no stock, only the joining fee; the bottleneck is the number of appraisal customers, at most one a day.

  1. Keep the joining fee on hand until day 5: 85 on Mark Up, which the 150 from Savings covers.

    • With less cash than the fee, the option to join does not appear. Choose "Ask them to come back later" and the board returns 7 days later; "Don't join" ends the invitation.
    • The fee is twice as much on Thin Margins and three times as much on Red Ink.
  2. When the Appraiser Board Member comes on day 5, join. You receive the Appraisal Board Junior Certificate, the Cybernetic Hand Appraisal Guide and a Magnifying Glass.

  3. Before opening, display the Appraisal Board Junior Certificate. With a normal customer slot available, it can attract the Scavenger for an appraisal; the base chance at Junior Appraiser rank is 33%.

    • The chance goes up for every day one does not come.
    • The appraisal customer takes one of the day's normal customer slots, so none comes on a day with no normal customers.
  4. At Junior Appraiser rank, the customer brings 2–4× Cybernetic Hand. Inspect each with the Magnifying Glass, then use the Cybernetic Hand Appraisal Guide to work out its value.

    • The precision of an accepted estimate determines your bonus. Read the Cybernetic Hand Appraisal Guide and check the item's properties before giving a price; repeated refusals make the customer leave.
    • With Illiterate you cannot read the guide.
  5. Each accepted appraisal pays immediately. As a Junior Appraiser, you receive a base fee of 20 plus up to 15% of the estimate, depending on precision.

  6. Once appraisal progress is full, Appraiser Board Member offers a promotion the following day. Set aside rent, then pay the promotion fee to become an Appraiser.

    • Promotion raises the base fee to 40 and gives you a new appraisal guide. Read it before taking on the new items.
    • After promotion, an Awful estimate earns no fee and reduces your promotion progress. Check the guide carefully.

Related items

Related customers and events

Tips

  • After collecting appraisal fees, set aside the next rent and promotion fee before buying stock or equipment.
  • Appraisal customers come at most once a day and not every day, so run this alongside the Dumping Ground route.
  • Appraisal customers use normal customer slots. Keep the store clean, and if you go out every night, take Short Sleeper so outings do not cut the next day's normal customers.

Carry more with bags and tools, and sell in bulk to the Station Engineer

From mid gamePrevious stage: Sell free materials, modules and spare tools

Get a bag and carry a Flashlight and tools to recover more saleable finds. On day 12, Georgio offers a Kid's Backpack (Large) at a discount; from day 14, display materials with a high total value to attract the Station Engineer, whose base budget starts at 750. Search attempts and carrying space limit your nightly haul.

  1. Get your first bag. If the Dumping Ground has not turned one up, buy a Satchel (Small) at Dr. Jackson's night shop.

    • On regular opening nights, Dr. Jackson's night shop always stocks a Satchel (Small) while you own none. It is closed on Mondays unless you have Monday's Special Stock; Monday opening then uses a different stock.
    • The night you visit the shop, you cannot go to the Dumping Ground.
  2. Pack a Flashlight and tools in the bag, and pick that bag when you go out.

  3. On day 12, buy the Kid's Backpack (Large) that Georgio sells at 40% off.

  4. From day 14, display materials with a high total value to call the Station Engineer.

    • The Station Engineer has a budget of 750 or more and can buy materials in bulk. If your display falls short and you need cash for rent, sell to the Lower Level Inventor or another material buyer, saving the surplus for a later display.
    • Store Renovation I adds 150 base Store Attractiveness. Keep the store clean: at a current value of 400 or more, the Lower Level Inventor comes even when the materials total is low.
  5. On day 15, accept Georgio's Assistance for 50: for 3 nights you can search the Dumping Ground 5 more times and you do not get hurt.

    • You cannot accept with less than 50 cash. Take your biggest bag on those 3 nights.
  6. Throughout this route, sell a Ruined Module and spare materials to Dr. Jackson. Use his night shop or his Friday visits from day 12, provided your Lower Levels reputation is above -80.

Related Wild's Network upgrades

  • Showcase Expansion I

    A bigger Display Case helps raise the total value, and while the store is not vandalized one more category can call a buyer.

  • Store Renovation I

    Adds 150 base Store Attractiveness. Keep the current value at 400 or more by cleaning to attract the Lower Level Inventor with small displays and raise customer budgets.

  • Showcase Expansion II

    Enlarges the Display Case further and, while the store is not vandalized, lets yet another category call a buyer.

Related items

Related customers and events

Tips

  • The bottleneck is your searches per night and your bag space. Proficient Scavenger adds up to 2 searches and Georgio's Assistance adds 5.
  • On Wednesdays the Fresh Dump turns up more materials; bring the Flashlight, since you get hurt more easily.
  • The Station Engineer only comes from day 14. Before that, sell to the Lower Level Inventor in batches with a medium or high total.

Recommended starting perks

Point limit: 3

Build 1

Total: 3 Points

The 150 from Savings helps fund joining the appraisal board on day 5 and the first rent; on Mark Up it covers the 85 joining fee. Proficient Scavenger raises the normal search limit to 7, and Short Sleeper preserves the normal customer slots the appraisal customer needs. It suits all three routes.

Build 3

Total: 3 Points

Takes both extra searches and tools to increase the opportunities to find materials at the Dumping Ground. The day after each outing, you get up to one fewer normal customer, but the buyers your Display Case calls in still come.

Recommended Wild's Network upgrades

Early game

  1. Rent GraceRatingA

    You start with it on Mark Up; after a missed rent uses it up, buy it again when available. A purchase starts a 15-day wait before another purchase, so it may not be available by the next rent day. On Thin Margins and Red Ink you start without it, so buy it first.

Mid game

  1. While the store is not vandalized, one more category can call a buyer each day, and the larger Display Case makes a high material total easier.

  2. Adds 150 base Store Attractiveness. Keep the current value at 400 or more by cleaning to attract the Lower Level Inventor with small material displays and raise customer budgets.

  3. 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.

Late game

  1. Enlarges the Display Case again and, while the store is not vandalized, lets yet another category call a buyer.

  2. Adds another 150 base Store Attractiveness. A current value of at least 500 can add a normal customer slot while the store is not vandalized, and higher attractiveness raises budgets.

  3. Another 150 Store Attractiveness for even bigger customer budgets.

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 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
Trading materials with the main buyers and Merchant builds Lower Levels reputation. This benefit adds one to the normal customer quota calculation, helping leave room for an appraisal customer.
APriority: A big gain once you have itLower Levels

Pillar of the Lower Levels

Required reputation+100 or more
In-game effect
You will now receive 15% discount from Joe Wild and Dr. Jackson.
Why
Cuts network upgrade prices by 15% and adds a 15% discount when buying from Dr. Jackson; his item discount combines additively with difficulty and day-specific price adjustments. This makes the upgrades, bags and tools this specialization buys cheaper.
BPriority: Nice to haveSecurity

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
While your Security reputation is 0 or more, the Security Requisition Officer comes every Thursday from day 11 to buy food and medical supplies, a buyer for spare bandages from the Dumping Ground. Trading with this customer also raises your Security reputation.
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
On nights without the Insurance Service, thieves strike less often.
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
Stops routine inspections and strongly suppresses theft on uninsured nights. Inspections caused by Display Case goods or a Station-wide Crackdown can still occur.

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
Subtracts one from the normal customer quota calculation, making appraisal visits harder to secure when slots are scarce. The main material buyers belong to the Lower Levels, so keep that reputation up in Rock Bottom.
Lower Levels

Shunned

Required reputation−80 or less
In-game effect
All suppliers will refuse to take your calls. Dr. Jackson will no longer visit your Store, except under special circumstances.
What to watch
Dr. Jackson's regular Friday visits stop and his night shop closes to you, cutting off your source of bags and tools there.
Lower Levels

Mob Justice

Required reputation−100 or less
In-game effect
A mob from the Lower Levels will attack your Store and lynch you.
What to watch
When you open the shutter, the Mob Leader comes and the run ends.

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.

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.

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

  • Joe Wild

    As Rock Bottom, the intro is always skipped: there is no day-7 introduction, the network is available from day 1, and he never comes with an upgrade reminder or a bailout. It includes upgrades that enlarge the Display Case and raise customer budgets; reserve Favor and cash for the upgrades your business with goods from the Dumping Ground needs.

  • Georgio

    As Rock Bottom, scavenging assistance can improve stock gathering, and the later loan locks up scarce cash before conditional repayment; keep rent and operating money safe.

  • The Landlord

    As Rock Bottom, rent is a survival deadline for the income from goods you pick up at the Dumping Ground; keep the bill covered before reinvesting, and plan the buyout separately from optional vending installation.

  • Merchant

    As Rock Bottom, his visit before a payment can rescue a rent shortfall, but his limited budget and clearance price make stock preparation necessary.

  • The Butcher

    As Rock Bottom, a report brings a 450 base bounty, but later vandalism and stalking can interrupt your nightly trips to pick up goods at the Dumping Ground; decide before reporting whether you can carry a firearm or PulseGuard Stun Gun, or pay 500 to end it.

  • Eleanor

    As Rock Bottom, 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 your business with goods from the Dumping Ground.

  • Trade Board Official

    As Rock Bottom, the permit or repeated bribes compete with the cash your business with goods from the Dumping Ground needs; take the free first delay, then budget a legal response instead of adding avoidable crimes.

  • Lou

    As Rock Bottom, her 1500 base bounty starts a chain with fatal box and payment checks; to protect your Dumping Ground goods and working cash, decide whether you want the chain before reporting her.

  • Cadet Serpico

    As Rock Bottom, his deadline needs 2000 kcal of actual food, then offers equipment and faction reputation that also help a business with goods from the Dumping Ground; 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