Dr. Jackson
Visit his workshop after closing. Each visit shows part of a stock list of more than 60 entries, and the Toolbox joins it from day 14.
Nineteen people shape a run in Probably Stolen. Four of them run your week: Joe Wild sells insurance and contacts, Dr. Jackson sells machines, the Mentor teaches and the Landlord takes the rent. The rest walk up to the counter with a story, a deal or a price on their head. Each dossier says who they are, what they want from you and where your choice leads.
Most problems in a week have one person who can fix them. Start here when you know what you need but not who sells it.
Visit his workshop after closing. Each visit shows part of a stock list of more than 60 entries, and the Toolbox joins it from day 14.
Call 8376 once trade picks up. Each service costs a one-off fee, and the ongoing ones add a charge every night.
He collects every seventh day and only offers the deed during a rent visit, when you hold the full price in cash.
His visits cover the display case, counterfeits, Security heat and the coming trading permit before each one bites.
He hands over the wanted poster on Day 1. Press the alarm under the counter while the customer is still inside.
Pay his crew's cleaning fee, and later he lets you trash listed items in exchange for something left by morning.
Pass on his 400-Credit bounty. He comes back three days later looking for Common or Restricted Chemicals.
The busts are the in-game portraits. Lou, Serpico and the Salvage Ship Pilot have no portrait here; the pilot borrows a random Lower Levels face in the game.
Joe Wild Role Insurance agent and fixer
Dr. Jackson Role Machine and gadget dealer
The Mentor Role Your lender and first guide
The Landlord Role Weekly rent collector
Officer Lun Security Role Security officer
Georgio Role Dubious salvager
Eleanor Upper Levels Role Upper Levels exile
Sawyer Black Market Role Janitorial crew boss
Li Bei Wen Lower Levels Role Wanted sellerBounty (Credits) 400
The Butcher Lower Levels Role Wanted citizenBounty (Credits) 450
James Bailey Lower Levels Role Wanted citizenBounty (Credits) 300
Arthur Lafleur Revolution Role Wanted citizenBounty (Credits) 100
Odin Haraldsson Revolution Role Wanted fighterBounty (Credits) 300 / 350
Juan Lower Levels Role Wanted laborerBounty (Credits) 75
John Smith Lower Levels Role Wanted citizenBounty (Credits) 125
Leroy Lower Levels Role Wanted citizenBounty (Credits) 300 Bounties are in Credits and paid when Security makes the arrest. Each name opens the full dossier.
| Character | Role | Faction | Bounty (Credits) | What they do |
|---|---|---|---|---|
| Insurance agent and fixer | Independent | None | Sells nightly theft insurance, then opens Wild's Network of contacts and favors. His business card number is 8376. | |
| Machine and gadget dealer | Independent | None | Sells machines, modules, scanners and the Toolbox from day 14; hands out a free Furnace on day 6. | |
| Your lender and first guide | Independent | None | Lent you the money for the shop, leaves notes on opening day and warns about the trading permit on Day 24. | |
| Weekly rent collector | Independent | None | Collects rent that opens at 200 Credits every 7 days and keeps rising; offers the deed buyout during his visit. | |
| Security officer | Security | None | Explains reporting wanted customers on Day 1; a storyline of patrol, injury and return-to-duty visits follows. | |
| Dubious salvager | Independent | None | Returns on a fixed schedule with salvage and a plan to build a spaceship; the loan offer is his day-43 visit. | |
| Upper Levels exile | Upper Levels | None | Starts as a picky customer, turns scavenger and investigates her mother's arrest. | |
| Janitorial crew boss | Black Market | None | Runs the Lower Levels Janitorial Staff fee and later reveals the Underground Exchange. | |
| Wanted bomber | Black Market | 1,500 | Turns up after the Business Permit, leaves a box at the store and ends with a 1,500 Credit demand. | |
| Wanted seller | Lower Levels | 400 | Skip the bounty and he returns three days later with the route to the Nomore formula. | |
| Wanted citizen | Lower Levels | 450 | Reporting him pays out but starts a delayed vandalism sequence. | |
| Wanted citizen | Lower Levels | 300 | Sells spare gear at 33% off if you buy the lot; Security wants him for ambushing its officers. | |
| Wanted citizen | Revolution | 100 | An activist from the failed revolution who only buys food and materials; his capture makes the station news. | |
| Wanted fighter | Revolution | 300 / 350 | Asks you not to raise the alarm and offers a standing deal for weapons and contraband; the bounty rises to 350 on later visits. | |
| Wanted laborer | Lower Levels | 75 | Sells surplus food and promises more; the smallest bounty on the poster. | |
| Wanted citizen | Lower Levels | 125 | Claims his name is so common that Security keeps mistaking him for a robber; no cover title. | |
| Wanted citizen | Lower Levels | 300 | Walks in dressed as a Security inspector; impersonating an officer is a serious crime. | |
| Short encounter | Lower Levels | None | A one-off visitor back from salvaging debris and derelict trade ships. | |
| Security cadet | Security | None | From day 40 a storyline opens a three-night food window with a 2,000 kcal target. |
These characters come back on a schedule. The days below follow the normal story scheduler, which Endless Mode skips, and earlier choices can block later visits.
Plants a fake bomb, leaves a toy box in your care, returns in disguise and finally demands 1,500 Credits.
An Upper Levels exile running out of money. Feed her when she asks and her investigation carries on.
A lost lunchbox, an ambush and a return to duty, then a surplus sale and an inspection if his addiction grows.
A Security cadet whose letter opens three nights to gather 2,000 kcal of food for him.
Ten check-ins with salvage of doubtful origin, ending in a request to fund his spaceship.
Keeps coming back until reported. The arrest pays 450 Credits and earns you vandalism and a threat note.
Trading with a character, reporting them or shooting them moves the reputation of the faction they belong to. Independents answer to nobody.