
The shopkeeper's dossier
20 guides sorted by the job they help with. Recipe inputs live in the recipe table.

Money and rent
Starting scenarios, rent day, buyout and the business permit.

How to buy the store: rent, buyout price and mortgage
The store costs 12,000 credits on Cozy and Normal until day 50. A day-49 savings plan for Prodigious, rent and mortgage tables, the business permit and what ends a run.

How to make money early: first businesses compared
Start 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.

Starting scenarios, difficulty and perks compared
Starting credits, weekly rent, reputation and unlocked contacts for all nine scenarios, the four difficulties, and the perks that change money, rent and evidence.

Wild's Network upgrades, costs and Wild's Favor
What every Joe Wild upgrade costs and unlocks: retired traders, suppliers, fixers, Rent Grace, Clemency, store expansions, power and the post-buyout tab.

Production
Machines, chips, chemistry, water and module upgrades.

Chemistry guide: Dream Dust, purity grades and Lab Pure
The 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 temperature
How 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 Water
Water 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 Parts
How 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 Quality
What 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.

Keycards, supply crates, the Desequencer and scavenging
Which keycard opens each supply crate, Desequencer chip times and keycard values, what the Dumping Grounds can give and the wound chance for each search.

Plants and animals
Hydroponics, wine, rats and fish.

Hydroponics guide: crops, minerals and a Huge Nutrifruit
Growing 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.

BloomBerry wine: Master Vintage score, yeast and aging
How wine quality is scored from berries, yeast and water, fermentation times for each yeast, aging value per day, and why GloomBerry Wine is contraband.

Rat ranching: breeding, feeding and butchering at 400 g
How rats grow and breed, what the Auto Butcher should keep, why 400 g is the butchering weight, disease and prion problems, and how We Have Rats! unlocks.

Law and factions
Reputation, inspections, investigations and Augs.

Security inspections, investigations and how to lower them
When 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.

Factions and reputation: every perk threshold and penalty
Reputation perks for the Lower Levels, Upper Levels, Security, Black Market and Revolution, how trades raise reputation, the −100 endings and the route to Diplomatic.

How to identify Augs, when to shoot and Aug Hunter
The signs of an Aug from the Security identification guide, telltale phrasing, the Aug Scanner, rewards and manslaughter penalties, and how the Aug threat ends a Hard run.

Customers and appraisal
Counterfeits, appraisals and story visitors.

Appraisal guide: cybernetic hands, Ribwich, Plasma Cartridge and fakes
Appraisal fees and ranks, the value tables for cybernetic hands, Ribwiches and Plasma Cartridges, and how to spot counterfeit Hemingway packs, Food Stamps and Immunivax injectors.

Wanted list and story characters: Lou, Eleanor, Serpico, Odin
Rewards 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.

Records
Achievements, patch changes and the roadmap.

All 21 achievements and how to unlock each
Conditions 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 roadmap
What 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.
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