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Machines and what they make
24 recipes3D PrinterChips for guns, magazines, sights and melee weapons. Metal chips need the Metal Printer and CNC modules.
7 recipesChem FinisherPills, vials and the Nomore injector from a dry ingredient. Modules cut the contamination it adds.
3 recipesFurnaceTwo scrap or ore into one ingot a night. Ore and flux raise the ingot's purity.
7 recipesHydroponic SystemSeven crops, from one-night Fillerweed to six-night Kotton.All 59 recipes from 8 sources, including hand craftingProbably Stolen Handbook
Make money earlyWater Trading, Rustwater On Tap and a Water Purifier (900) clean free Rustwater to 60 credits a litre. The free day-7 Wild's Favor buys the Retired Winemaker.
Make Pure WaterFour Refinement Modules in a Water Purifier give the +100% Quality it needs, legally. A jug of High-Quality Water then takes two nights.- 2Unlock a machineMachines come with Joe Wild's contacts: phone 8376 after his day-7 visit. The Retired Gunsmith (650) brings the 3D Printer.
- 1Buy the store12,000 on Cozy and Normal, sold only on rent days, so day 49 is the last chance for Prodigious. Save about 430 a day from day 21.
Make PhantaStrip the Stabilizing Agent with Acidic Solution, add Reducing Agent at three quarters of the volume, heat at 120–129 °C.
Reach Lab Pure99% purity or more, +135% value: a dry, clean extract and at least three Chemical Equipment Modules in the Chem Finisher.
Print Gun PartsNeeds both the Metal Printer and CNC modules in the 3D Printer, which adds 24 progress a night.- 3Survive inspectionsInspectors never open a Smuggler's Bay. Pause illegal sales while suspected crimes are above 100.
- 4Look up a recipe59 recipes with inputs, nights and the modules each machine needs.
Buying the store
Store price and permit by difficulty
| Difficulty | Price to day 50 | After day 50 | Permit |
|---|---|---|---|
| Price GougeCozy | 12,000 | +25 a day, cap 15,000 | 500 |
| Mark UpNormal | 12,000 | +50 a day, cap 17,000 | 1,500 |
| Thin MarginsHard | 24,000 | +50 a day, cap 34,000 | 2,000 |
| Red InkChallenge | 36,000 | +100 a day, cap 56,000 | 3,000 |

Make and refine
How to make money early: first businesses comparedStart costs, product values and limits for water, wine, hydroponics, appraisal, rats and chemistry, with a week-by-week order for a day-49 store buyout on Mark Up.
Chemistry guide: Dream Dust, purity grades and Lab PureThe four-machine chemistry chain, extraction temperatures, purity grades from Starch to Lab Pure, and the module counts needed for 99% purity and Say My Name.
Phanta recipe: N-Methylol Base, Reducing Agent and temperatureHow to make Phanta Pills: where the Restricted supplies come from, removing the Stabilizing Agent with acid, the Reducing Agent ratio and the 120–129 °C window.
Water purification: grades, heavy metals and Pure WaterWater grades and prices per litre, which tool removes which contaminant, how to remove heavy metals, Moisture Farm output and the Quality needed for Pure Water.
3D Printer chips, Furnace ingots and Gun PartsHow long each 3D Printer chip takes, which need the Metal Printer and CNC modules, how ingot purity sets Gun Parts and melee condition, and how to make High-purity ingots.
Machine modules: Performance, Efficiency, Quality and +250 QualityWhat each module stat does on every machine, the thresholds that make Quality worthwhile, repairing Corrupted Modules, stuck modules, and reaching +250 Quality for Cranked to Eleven.
Hydroponics guide: crops, minerals and a Huge NutrifruitGrowing times, water use and mineral ranges for all seven crops, how contaminants cut plant health, harvest sizes, hydroponic modules and the 96% health needed for Green Thumb.
Stay in business
Factions and reputation: every perk threshold and penaltyReputation perks for the Lower Levels, Upper Levels, Security, Black Market and Revolution, how trades raise reputation, the −100 endings and the route to Diplomatic.
Security inspections, investigations and how to lower themWhen inspectors come, what they search, contraband levels and fines, stolen-goods Heat, the evidence thresholds behind investigations, and how fixers and Evidence Removal reset them.
Starting scenarios, difficulty and perks comparedStarting credits, weekly rent, reputation and unlocked contacts for all nine scenarios, the four difficulties, and the perks that change money, rent and evidence.
Wanted list and story characters: Lou, Eleanor, Serpico, OdinRewards for every wanted criminal, what each offers if you let them go, and the 1.0.0.12 changes to Lou's demand, Eleanor's bail, Serpico's food drop and shooting story characters.
All 21 achievements and how to unlock eachConditions for all 21 Probably Stolen achievements with the global unlock rate on 12 November, which can share a run, and the guide that covers each one.
Update 1.0.0.12 changes and the free update roadmapWhat changed in every patch from 1.0.0.1 to 1.0.0.12 and hotfix 100-Rev13, which tables those changes affect, and the December Junker, January Organ Dealer and April roadmap.
The paperwork on the counter
Inspection guides from the game, with the rules they leave out.

Spotting an Aug
The Security identification guide, decoded.

Appraisals and fakes
Cybernetic hands, Hemingway packs and perfect appraisals.

BloomBerry wine
The score behind Master Vintage.
