Playing the game
Drug business
Grow, cure and sell product through your burner phone and on the street, and keep the heat down.
The drug business is the biggest money maker for most players, and the riskiest. You grow your own product, sell it to customers who call your burner or to people on the street, and buy wholesale once you have a name. Every sale raises your heat, and some buyers are cops.
The grow house
Your grow house is in REDBRICK. Walk to the door and press E. You start with 2 pots. Nearby, also in REDBRICK, is Sunfall Hydro, the garden centre that sells seeds and gear (it opens the same panel).
Seeds
| Strain | Seed price | Grow time | Needs total level |
|---|---|---|---|
| Swamp Grass | $150 | 9 min | none |
| Sunfall Haze | $240 | 11 min | 10 |
| Redbrick Kush | $330 | 13 min | 18 |
| Glasstown Diesel | $420 | 15 min | 28 |
| Pearl Key OG | $510 | 17 min | 40 |
| Cosmic Sherbet | $600 | 19 min | 55 |
Grow loop
- Plant a seed in an empty pot.
- Water it. A full pot dries out in about 30 minutes. A dry pot slowly loses health and dies after an hour.
- Harvest when the pot says it is ready.
- Cure the harvest. Curing takes half the grow time (4 to 20 minutes). Let it finish for better quality, or pull it early for much less.
- Sell it.
Your plants keep growing while you are offline, for up to 8 hours. When you come back you get a "while you were away" summary.
Upgrades
| Upgrade | Level 1 | Level 2 | Level 3 | Effect |
|---|---|---|---|---|
| Lighting | CFL Rack $1,200 | HPS Array $4,200 | LED Wall $11,000 | Faster growth |
| Soil | Potting Mix $900 | Living Soil $3,200 | Super Soil $8,500 | Bigger, better harvests |
| Irrigation | Drip Line $1,100 | Timer Rig $3,800 | Hydro Loop $9,500 | Pots dry out slower |
| Security | Deadbolts $1,500 | Cameras $4,500 | Blackout Room $12,000 | Less heat from sales |
Extra pots (up to 6): the 3rd costs $2,500, the 4th $7,000, the 5th $18,000 and the 6th $40,000.
Staff
| Hire | Cost | Wage | What they do |
|---|---|---|---|
| Grower | $3,500 | $120 an hour | Waters for you and adds 8% yield |
| Dealer | $5,000 | $150 an hour | Sells 55 g an hour at 70% of the price, even while you are offline |
Wages come out of their earnings first, then your cash. Leave them unpaid for more than an hour and they quit.
The burner phone
Press T (or Phone in the menu) to open your burner. Once you hold product, customers start to get in touch.
- A new customer reaches out every 3 to 5 minutes, with at most 2 waiting at once.
- About a third of them call instead of texting. A call pays more (15% to 34% extra). It rings for 20 seconds, then turns into a text.
- An ask expires after 3 to 6 minutes, with no penalty.
Accept or decline
- Accept: you get a meeting place and a pin on the map, and the buyer waits there. You have at least 75 seconds plus travel time. One accepted job at a time.
- Decline: no harm done.
- Dropping a job you accepted costs a little reputation. Letting the buyer wait until they give up costs more, and might make them angry.
The deal screen
At the meeting place, walk up to the buyer and press E. The deal screen shows their offer, the street price, your stash and how much they want.
- Push for more: raise your price in steps, up to 1.6 times street price. Each push can make them walk away (every buyer has 1 to 3 pushes of patience).
- Pick the amount, then Sell or Walk away. Selling less than they asked for gives less reputation.
- Every handoff has a bust chance, shown on the screen. If a patrol sees it, you get 2 wanted stars.
Selling on the street
With product on you, walk up to anyone on the street and press E to offer.
- Most people say no. Some are interested. Some get hostile and call the cops (heat and 1 wanted star). A few are undercover.
- Wait a moment between asks, and a few minutes before asking the same person again.
- Asking more than 3 people in the same small area within 90 seconds raises your heat fast. Keep moving.
Wholesale: Fahri, the connect
From total level 12, Fahri (connect) is pinned at the top of your burner. He sells product in bulk, so you can deal what you do not grow.
| Product | Needs total level |
|---|---|
| Candy Press (pills) | 12 |
| Glasswater Crystal | 22 |
| Harbor Snow | 34 |
His prices change with every 20 minute "market day".
Heat
Every sale raises your heat (0 to 100). It shows as a label:
| Heat | Label |
|---|---|
| 10+ | Whispers |
| 30+ | Watched |
| 55+ | Hot |
| 80+ | Task Force |
High heat lowers your prices (down to about half at the top). Above 60, a patrol asking about you can give you a wanted star while you walk around. Heat cools by itself, about 14 points an hour. Security upgrades at the grow house slow it down.
Undercover cops
Once you have made a couple of deals, some buyers are cops. The higher your heat, the more of them.
Tells to watch for:
- very formal texts
- offers well above street price
- an unusually big order from someone new
Sell to a cop and you are busted on the spot: all product you carry is seized, you lose reputation and you get 2 wanted stars.
The Calls switch
Need a break? Switch Calls: off in the menu. No customer calls or texts, and waiting asks lapse without a penalty. A job you already accepted stays. Switch it back on when you want customers again.
Angry customers
Stand a customer up and they might come looking for you.
What makes them angry: letting an accepted job expire (a 50% chance), and sometimes a declined or ignored ask. Repeat stand-ups and missed calls make it more likely, new customers are less touchy.
What happens:
- They text you first.
- 20 to 45 seconds later they show up nearby, marked red on the map and minimap.
- They come at you with their fists (never a gun).
How to get away:
- Run: get 90 m away.
- Hide in a car.
- Get to a safe zone (the green circles on the map).
- Fight them off: knock them down and they leave.
- Or just wait: they give up after 45 seconds.
If they knock you down, they take 8% of your cash (at most $200) and leave. They never kill you. Deliver to them later and it is squared.
Getting busted and dying
- Busted (arrested by the police): all product you carry is seized.
- Dying: you lose 30% of each product you carry.
Product stored in your warehouse is safe from both.