Dr. Jackson

- Faction
- Lower Levels
- At the counter
- Buys and sells
- Budget
- 50 Credits, plus 2 per day, plus what you pay him; 100 more after Jackson Investment I, 300 more after Jackson Investment II
- Buys
- Material
- Accepts retail markup
- Yes
- Haggles
- No
- Returns after
- 10 days (after a storage visit)
Sells
- Regular stock (the same as at his place)92 items
- First visit4 items
- First visit after you own a machine3 items
- Storage upgrade visit (850 or 1,200 Credits on hand)2 items
Show all items
Mirage ProjectorFrom day 10, if you own none: chance in % equal to the day number
Alarm SystemIf you own none: 66% chance
Storage BayAlways while you own none, 25% once you do
Machine BayAlways while you own none, 25% once you do
Recharger66% chance while you own none, 25% once you do
Smuggler's Bay66% chance while you own none, 25% once you do
FurnaceAlways while you own none, 25% once you do; First visit: x1
FridgeAlways while you own none, 25% once you do
Cryptographic Desequencer66% chance while you own none, 25% once you do
PowerBloc75% chance
Current Converterx1, +1 with each Jackson Investment
Storage CoordinatorFrom day 15, if you own none: 40% chance
Intake HopperFrom day 21: x1
Outlet HopperFrom day 21: x1
Disposable Keycard (Blank)2 if you own a Cryptographic Desequencer, else 1 when he offers one
Cryptographic Desequencer Chip (Security)10% chance if you own a Cryptographic Desequencer, else 5% when he offers one
Cryptographic Desequencer Chip (Command)5% chance if you own a Cryptographic Desequencer, else 2% when he offers one
Cryptographic Desequencer Chip (Medical)15% chance if you own a Cryptographic Desequencer, else 7% when he offers one
Cryptographic Desequencer Chip (Engineering)15% chance if you own a Cryptographic Desequencer, else 7% when he offers one
Cryptographic Desequencer Chip (Service)20% chance if you own a Cryptographic Desequencer, else 10% when he offers one
Alarm Transmitter Module20% chance
Furnace Module (Blast)20% chance
Furnace Module (Junk Processing)20% chance
Performance Module33% chance; With Jackson Investment I: x1; With Jackson Investment II: x1; First visit after you own a machine: x1
Efficiency Module33% chance; With Jackson Investment I: x1; With Jackson Investment II: x1; First visit after you own a machine: x1
Quality Module33% chance; With Jackson Investment I: x1; With Jackson Investment II: x1; First visit after you own a machine: x1
Overclock Module16% chance; With Jackson Investment II: x1
Eco Module16% chance; With Jackson Investment II: x1
Refinement Module16% chance; With Jackson Investment II: x1
Node (Medium)33% chance; With Jackson Investment I: x1; With Jackson Investment II: x1
Module Bay Expansion Kit20% chance; one more 20% chance from day 20 and again from day 40; With Jackson Investment I: 20% chance; With Jackson Investment II: 20% chance
Storage Bay Expansion Kit15% chance, 45% with Jackson Investment I, 75% with II
Module Extractor (Advanced)4% chance
Energy Cell (Mk. II)x1
Energy Cellx2, 50% chance of a third; First visit: x1, free
Self Charging Energy Cell8% chance
Scav ScannerIf you own none: 50% chance
FlashlightIf you own none: 50% chance
Magnifying GlassIf you own none: x1
LabelerIf you own none: x1
Blue LabelerIf you own none: x1
Metallurgy ManualIf you own none: x1; First visit: if you own a Furnace: x1, free
ToolboxFrom day 14, if you own none: x1
Water Trading ManualIf you own none: x1
Hemingway Identification GuideIf you own none: x1
Hemingway Color CheckerIf you own none: x1
Food Stamp Identification HandbookIf you own none, not with Banned from the Commissary: x1
Republic Logo CheckerIf you own none, not with Banned from the Commissary: x1
Immunivax Assessment GuideFrom day 25, if you own none: x1
Aug ScannerDuring the Aug storyline, if you own none: 50% chance
Mouse Trap5% chance
Water Neon SignIf you own none: x1
Food Neon SignIf you own none: x1
Medical Neon SignIf you own none: x1
Household Item Neon SignIf you own none: x1
Material Neon SignIf you own none: x1
Firearm Neon SignWith Weapon Permit I, if you own none: x1
Heavy Firearm Neon SignWith Weapon Permit III, if you own none: x1
Black LampAlways if you own none, plus a 15% chance of another (more with Black Market reputation)
AquaScanIf you own none: x1
Advanced Water FilterIf you own none: 15% chance
HydraTech Micro Water PurifierIf you own none: 15% chance
UV Lamp20% chance while you own none, 10% once you do
Bottle PrinterIf you own none: x1
Water PurifierAlways while you own none, 25% once you do
Water Tank50% chance; one more 50% chance with each Jackson Investment
Moisture FarmAlways while you own none, 25% once you do
Hydroponic Farming ManualIf you own none: x1
Hydroponic System66% chance while you own none, 25% once you do
Nutrifruit Hydroponic Module25% chance
Dream Cap Neutralizer Hydroponic Module25% chance
Kotton Auto Loom Hydroponic Module25% chance
Dream Cap Nightmare Hydroponic Module25% chance
Fillerweed Production Hydroponic Module25% chance
Hydroreed Filter Hydroponic Module25% chance
Hydroponic Smuggler Module25% chance
Plant AnalyzerIf you own none: x1
Chemical Equipment ModuleA 50% and a 25% chance, one more 50% chance with each Jackson Investment
DNA Manipulator50% chance
DNA Data Disk1 plus two 50% chances, +1 with each Jackson Investment
Genetic Stabilizer Module25% chance
Positive Trait Filter Module25% chance
Negative Trait Filter Module25% chance
Precision Extraction Module25% chance
Gene ScannerIf you own none: x1
AgeWell33% chance
Yeast Bioreactor20% chance
Recirculating Aquaculture SystemWith Aquaculture: 66% chance while you own none, 50% once you do
Livestock Feed DispenserWith Aquaculture: 66% chance while you own none, 50% once you do
Auto ButcherWith Ranching or Aquaculture: x1
Makeshift Micro Nuclear ReactorWith the starting perk Makeshift Reactor, if you own no reactor: x1
Music Cassette (Corrupted)One of 14 tracks at random, 8% chance
Flux Smelting Agent (Basic)First visit: if you own a Furnace: x2, free
Storage Bay (Extended)Storage upgrade visit: 1 from day 12, a 2nd from day 40, a 3rd from day 70
Machine Bay (Expanded)Storage upgrade visit: 1 from day 30, a 2nd from day 55, a 3rd from day 85
When they come
- On days 6, 8 and 12 in a normal start, then every Friday from day 12, unless you have the Shunned perk.
- On other days, after a 10-day gap, when you have 850 Credits or more and no Storage Bay upgrade (from day 12), or 1,200 Credits or more and no Machine Bay upgrade (from day 30).
Visits
- Buys materials, Corrupted Modules and Ruined Modules, and sellsBudget 50 Credits, plus 2 per day, plus what you pay him; 100 more after Jackson Investment I, 300 more after Jackson Investment II





