Rent, debt and paperwork
5Both wins and the three endings that come from money or the Business Permit.
A run ends in one of 17 ways. Two are wins, both titled Buyout, and they are the only endings that let you keep playing afterwards. The other 15 come from unpaid rent and debt, Security's case against you, a faction reaching −100, two encounters with Lou and three risky starting perks.
Sorted by what causes them, so you can see which endings you are walking toward.
Both wins and the three endings that come from money or the Business Permit.
Sentences handed down once the evidence against you adds up.
Five factions keep a final penalty at the bottom of their track.
Two of the three BOMBED screens come from Lou: her box of toys and her final debt.
Endings that only exist because of a perk you picked or a difficulty rule.
Filter to the two goals or the fifteen dangers. Each row says exactly what ends the run and what keeps it going.
| Ending | Result | What triggers it | How to reach or avoid it |
|---|---|---|---|
| Rent, debt and paperwork | |||
Buyout (deed) | Win | Paying the Landlord the full deed price in cash during a rent visit. | Hold the cash on a rent day. The price climbs a little each day, so earlier is cheaper, and the run continues afterwards. Keys to the Kingdom → |
| Win | Making the last weekly payment on a Loan Shark mortgage. | Only take the mortgage if every weekly payment is covered. The run continues afterwards. Keys to the Kingdom → | |
| Loss | Refusing the Landlord with no rent grace left. | Set the week's rent aside first. Rent Grace from Joe Wild covers one missed week, and Thin Margins and Red Ink start with no grace at all. | |
Repossession | Loss | Missing a mortgage payment when the Loan Shark finds too little stock to seize. | A missed payment first costs goods and leaves a Repo Slip, so keep stock worth at least one payment on hand. |
No Permit | Loss | Having no Business Permit when enforcement starts. | The Mentor warns on Day 24, permits go on sale two weeks later and enforcement follows a week after that. The Mentor → |
| Security's case | |||
| Loss | A Security case of 300 to 1,499 Credits of crimes, a fine you refuse or cannot pay, or an inspection that finds too much. | Pay fines and keep the evidence against you low. You are jailed and the shop is leased to someone else. Security → | |
Executed | Loss | A Security case of 1,500 Credits of crimes or more. | Slow or clear the investigation before the officer arrives the morning after it completes. Security → |
| A faction at −100 | |||
Framed | Loss | Security standing at −100, whatever evidence exists. | Stay above −100 with Security. Officers arrest you for crimes against the station and the store is sold to pay a fine. Security → |
| Loss | Lower Levels standing at −100. | Stay above −100 with the Lower Levels. Shooting an ordinary Lower Levels customer costs 15 at once. Lower Levels → | |
Assassinated | Loss | Upper Levels standing at −100. | Stay above −100 with the Upper Levels. The hitman check fires when you open the shutter. Upper Levels → |
| Loss | Revolution standing at −100. | Stay above −100 with the Revolution. Nobody comes to the counter; a planted explosive counts down and goes off. Revolution → | |
| Loss | Sector 13 Cartel standing at −100, or crossing the Cartel at a collection. | Deliver something every week at close to the purity asked. Dust a little under the mark only earns a warning. Sector 13 Cartel → | |
| Crossing Lou | |||
Bombed (Lou's toys) | Loss | Crossing Lou while her box is in the store. | Leave the box alone, and disarm the Armed Plastic Explosive before midnight if it appears. Lou → |
Bombed (Lou's debt) | Loss | Coming up short on Lou's final demand for 1,500 Credits. | Cash and firearms both count toward the demand. Reporting her instead pays her 1,500 Credit bounty. Lou → |
| Starting perks and settings | |||
| Loss | Skipping Immunivax with the Sentinel Collapse Disorder perk. | Never let seven nights pass without a genuine Immunivax; the timer below shows how the harm builds. Sentinel Collapse Disorder → | |
| Loss | Aug presence reaching 100%. | Scan suspicious customers and deal with confirmed Augs. The Aug Menace perk makes this ending possible on every difficulty. Aug Menace → | |
Meltdown | Loss | Neglecting the reactor on a Makeshift Reactor run. | Check the reactor before sleeping, and repair it whenever its integrity is no higher than the next night's loss. Makeshift Reactor → |
These endings never arrive by surprise. Each one runs on a timer you can read in advance.
| Nights since last injection | Harm that night |
|---|---|
| 6 | 0 |
| 7-9 | 1 |
| 10-13 | 2 |
| 14+ | 3 |
Harm adds up and never heals, and the run ends at 20. Untreated after a fresh injection, the sixteenth night is the last. A genuine Immunivax resets the count to zero; an expired one leaves it at 3, a counterfeit at 3 or more.
The Mentor warns you that a Business Permit will be required.
Permits go on sale. The price depends on difficulty, and Red Ink charges 3,000 Credits.
Enforcement begins, and a shop still without a permit ends the run as No Permit.
On a Makeshift Reactor run the reactor loses 18 integrity each night, minus one for every upgrade it has. When integrity reaches zero overnight, the explosion ends the run at the day change.
Makeshift Reactor perk →