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Patch 1.0.0.12

Update 1.0.0.12Reviewed

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.

First-person view of the counter window with the player's pistol drawn on an armoured Lower Level Citizen who says Hey, put that away, with Shoot and Holster prompts.
Official screenshot. Shooting someone who is not an Aug or a criminal is treated as manslaughter by Security.

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.

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

  1. Lay low: stop illegal sales. Under 80 progress every crime fades by 20 a night.
  2. 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.
  3. Evidence Removal (500, 14-day cooldown, +100 each use) resets progress to 0 but keeps your crimes. Use it just before 100.
  4. 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

  1. Probably Stolen Wiki: Security InspectionsInspection frequency, inspector types, search rules, results, bribes and Clemency.
  2. Probably Stolen Wiki: InvestigationsSuspected crimes, evidence by buyer, nightly progress, sentences and fixers.
  3. Probably Stolen Wiki: ContrabandContraband levels, markups, hiding places and items per level.
  4. Probably Stolen Wiki: Stolen GoodsHeat by value, cooling per night and discounts.
  5. Hotfix 1.0.0.1Items in a Smuggler's Bay left in the trash can or behind the poster are no longer confiscated.
  6. Cumulative Update 1.0.0.12Story characters can be shot; most such shootings count as manslaughter. Shotgun is kept longer.

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