Security inspections, investigations and how to lower them
Two separate systems can end a run. Inspections search your store and seize what they find. Investigations follow the evidence your illegal sales leave, whether or not anything is found. Keep contraband and hot stolen goods in a Smuggler’s Bay (inspectors never open it), keep the counter and display case clean, and stop selling illegal goods for a few nights whenever your suspected crimes pass 100. Each suspected crime fades by 20 a night while investigation progress is under 80.

Contraband levels
| Level | Sale markup | If an inspector finds it | Examples |
|---|---|---|---|
| Low | +35% | Warning; you keep it | .22 and 10mm ammo, Service and Supply Desequencer chips, most keycards |
| Mid | +70% | Seized | AP ammo, Chemical Supplies (Restricted), the Desequencer, Security keycards |
| High | +100% | Seized, and a fine equal to everything found; arrest if you cannot pay | Phanta Pills, Nightmare Caps, Command keycards, Capped Neural Core |
| Critical | +150% | Arrest; the run ends | Command Desequencer chip, Uncapped Neural Core |
An inspection is judged by the worst item found. Each item also costs Security reputation (2–5, at most 25 per inspection). A clean routine inspection gives +3 Security, but not if anything was hidden in a Smuggler’s Bay.
When inspectors come
Regular inspections start only when your suspected trafficking (contraband sales plus stolen goods) reaches 50:
| Suspected trafficking | Days between inspections |
|---|---|
| Under 50 | None |
| 50–149 | 3–5 |
| 150–299 | 3–4 |
| 300–449 | 3 |
| 450–599 | 2–3 |
| 600–749 | 2 |
| 750 or more | 1–2 |
Surprise inspections come on top: contraband in the display case brings an inspector that day, a Security customer who spots contraband on the counter searches on the spot, and the Crackdown event sends one. +60 Security reputation adds 2–4 days between visits; +100 stops inspections.
What they search
Everything except Smuggler’s Bays (Mini 3×3, standard 5×5, Modified 8×8), locked containers, and the 2×2 compartment behind the wall poster while the poster is down. The Lazy inspector skips the trash can. Stolen items are found with a chance equal to their Heat.
Inspectors and bribes
Normal, Shady and Lazy inspectors are equally likely. A Shady one can be bribed for 100 + 2 × day − 2 × Security reputation, between 40 and 400 credits. Bribes are tallied: every 250 credits paid adds 250 to Bribery of Security Personnel, and once that reaches 500 only normal inspectors come. Clemency (250, Wild’s Network) turns one arrest into a warning.
Stolen goods and Heat
| Base value | Starting Heat |
|---|---|
| 17 or less | Never stolen |
| 18–49 | 25% |
| 50–84 | 50% |
| 85–139 | 75% |
| 140 or more | 100% |
Heat falls by 18 a night (10–16 if the item is also contraband). At 0 the item is clean. A 100% item is safe after 6 nights, so buy cheap, cool it in a Smuggler’s Bay and sell it afterwards: a clean sale adds no evidence.
Investigations
Every illegal sale adds to a line on your Security Record:
| Crime | Added per sale |
|---|---|
| Trafficking (Narcotics, Weapons, Access Cards, General) | The contraband’s sale price |
| Possession (Stolen Goods) | Sale price × Heat |
| Fraudulent Misrepresentation, Consumer Endangerment | Bad water past 2,500 ml; bad chemistry or ammo past 300 credits |
| Operating Without a License | 50 + 20 per week when you refuse the business permit |
Black Market buyers leave half the evidence and Revolution buyers a third. The Intimidating perk cuts all evidence by 33%; Blabbermouth adds 33%.
| Total suspected crimes | Progress per night | Sentence at 100 |
|---|---|---|
| Under 100 | None | — |
| 100–299 | +2 | Fine equal to the total |
| 300–849 | +6 | Incarceration (run ends) |
| 850–1,199 | +9 | Incarceration |
| 1,200–1,499 | +12 | Incarceration |
| 1,500–2,499 | +20 | Execution |
| 2,500 or more | +33 | Execution |
Progress never falls by itself. +60 Security reputation halves it; −20 multiplies it by 1.2 and −60 by 1.5.
Lowering an investigation
- Lay low: stop illegal sales. Under 80 progress every crime fades by 20 a night.
- Wild’s Fixers (350, 25 a night): every crime drops 15% then 50 each night, even past 80. Fixers II and III remove 20% + 150 and 25% + 400.
- Evidence Removal (500, 14-day cooldown, +100 each use) resets progress to 0 but keeps your crimes. Use it just before 100.
- Pay a fine while the total is under 300: the record is wiped for 10 Security reputation.
Worked example. You sell 600 credits of Phanta to Black Market buyers: half evidence, 300 suspected. Progress climbs 6 a night. With Wild’s Fixers the 300 falls to 300 × 0.85 − 50 − 20 = 185 the first night and 87 the second, below the 100 threshold, so the investigation stops advancing. Without fixers, the normal fade of 20 a night takes eleven nights to bring 300 below 100.
Reporting and shooting
Customers on the Wanted board can be reported to Security for the reward on their poster; ten reports across all runs unlock Snitches Get Riches. Reporting a seller of stolen goods or contraband costs reputation with their faction (−8 the first time, rising by 2 to −20). Since 1.0.0.12 most story characters can be shot to end their storyline, and most of those shootings are treated as manslaughter. Augs are the exception you are expected to shoot; see Augs.
Sources
- Probably Stolen Wiki: Security InspectionsInspection frequency, inspector types, search rules, results, bribes and Clemency.
- Probably Stolen Wiki: InvestigationsSuspected crimes, evidence by buyer, nightly progress, sentences and fixers.
- Probably Stolen Wiki: ContrabandContraband levels, markups, hiding places and items per level.
- Probably Stolen Wiki: Stolen GoodsHeat by value, cooling per night and discounts.
- Hotfix 1.0.0.1Items in a Smuggler's Bay left in the trash can or behind the poster are no longer confiscated.
- Cumulative Update 1.0.0.12Story characters can be shot; most such shootings count as manslaughter. Shotgun is kept longer.




