Starting scenario
Fence
Developer pitch
Stolen goods. Move fast, stay invisible.
Starting equipment
- Additional equipment (Smuggler's Bay)
- Start with a stock of Contraband
- Increased starting reputation (Black Market)
- Decreased starting reputation (Security)
- Immediate access to the Janitor Underground Exchange
- Increased starting rent
Core kit
| Item | Base value (each) |
|---|---|
| Smuggler's Bay ×1 | 250 |
| Vial of "Dream Dust" ×2 | 18 |
| 10mm Ammunition ×2 | 30 |
Listed base value of the whole kit: 346 Credits
How this start plays
- The reputation swing is +30 with the Black Market and −30 with Security, and you also start holding keycards.
- Contraband sells with a markup of 35% at low level, 70% at mid level and 100% at high level.
- Smuggler's Bays and locked containers are never searched, and inspections only begin once you have committed trafficking crimes, so the first contraband sales are the safest.
- Never show serious contraband or stolen goods in the display case: doing so triggers a surprise inspection.
The trade it opens
All trades and unlock costs →- Cash vs. standard start
- -150.
- Starting rent
- +50.
- Trade it opens
- Fencing.
- Core kit
- Smuggler's Bay × 1; Vial of "Dream Dust" × 2; 10mm Ammunition × 2.
- Starting equipment
- Additional equipment (Smuggler's Bay) · Start with a stock of Contraband · Increased starting reputation (Black Market) · Decreased starting reputation (Security) · Immediate access to the Janitor Underground Exchange · Increased starting rent.
- Core machines
- · Smuggler’s Bay ·.
- On any other start
- Always open, but no Smuggler's Bay or Exchange until later.
- Read the guide
- · Contraband ·.
