Lower Level Citizen

- Faction
- Lower Levels, Revolution
- At the counter
- Buys and sells
- Budget
- 90 to 200 Credits, plus 1 per day on one visit
- Buys
- Energy Cell, Food, Material
- Bulk discount
- -12% to -25% on bulk, by visit
- Accepts retail markup
- Yes
- Haggles
- Yes
- Returns after
- 2 days after a food shortage visit
Sells
- During Minor Water Shortage2 items
- Water purification business (with a Water Neon Sign)2 items
- The day after you buy Water Trading1 item
- With a Class I Weapon Permit or a Firearm Neon Sign in the display case17 items
- James Bailey (wanted)7 items
- The Butcher (wanted)5 items
- Day 13, during Officer Lun's story2 items
Show all items
Bottle of Water (Standard)During Minor Water Shortage: x1; Water purification business: 2 to 5; The day after you buy Water Trading: x2
Bottle of Water (Large)During Minor Water Shortage: x1; Water purification business: up to 2: a 10% and a 50% chance
Nestfire CompactWith a Class I Weapon Permit or a Firearm Neon Sign: up to 2, 50% chance each
.22 MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 40% chance
High Capacity .22 MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Extended .22 MagazineWith a Class I Weapon Permit or a Firearm Neon Sign: 20% chance
Laser SightWith a Class I Weapon Permit or a Firearm Neon Sign: 20% chance
Toy Laser PointerWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Red Dot SightWith a Class I Weapon Permit or a Firearm Neon Sign: 20% chance
Makeshift Red Dot SightWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
SuppressorWith a Class I Weapon Permit or a Firearm Neon Sign: 20% chance
Makeshift SuppressorWith a Class I Weapon Permit or a Firearm Neon Sign: 30% chance
Pistol Auto SearWith a Class I Weapon Permit or a Firearm Neon Sign: 12% chance
High Durability Internal SpringsWith a Class I Weapon Permit or a Firearm Neon Sign: 12% chance
Improved Internal SpringsWith a Class I Weapon Permit or a Firearm Neon Sign: 25% chance
Tuned Trigger GroupWith a Class I Weapon Permit or a Firearm Neon Sign: 12% chance
.22 SR Ammunition (Non-Lethal)With a Class I Weapon Permit or a Firearm Neon Sign: up to 4, 15% chance each
.22 SR AmmunitionWith a Class I Weapon Permit or a Firearm Neon Sign: up to 4, 12% chance each
.22 SR Ammunition (AP)With a Class I Weapon Permit or a Firearm Neon Sign: up to 4, 10% chance each
Stun BatonJames Bailey (wanted), first visit: x1; James Bailey (wanted), later visits: x1
Sentinel Mk. III.James Bailey (wanted), first visit: x1, fair condition; James Bailey (wanted), later visits: 35% chance plus 1% per day
Disposable Keycard (Security)James Bailey (wanted), first visit: x1; James Bailey (wanted), later visits: 35% chance plus 1% per day
Security Department Supply CrateJames Bailey (wanted), later visits: 35% chance plus 1% per day, one of 2 crates at random
Security Department Evidence LockerJames Bailey (wanted), later visits: 35% chance plus 1% per day, one of 2 crates at random
PulseGuard Stun GunJames Bailey (wanted), later visits: 35% chance plus 1% per day
10mm AmmunitionJames Bailey (wanted), later visits: 3 to 6
Satchel (Small)The Butcher (wanted), first visit: x1, with Peat, an electronic part, a Scavenger's Token and an energy drink inside
CrowbarThe Butcher (wanted), first visit: x1
Raw Meat (Standard)The Butcher (wanted), first visit: x1; The Butcher (wanted), later visits: some
Raw Meat (Small)The Butcher (wanted), first visit: x2; The Butcher (wanted), later visits: some
Animal FatThe Butcher (wanted), first visit: x1; The Butcher (wanted), later visits: some
Flashbang GrenadeDay 13, during Officer Lun's story: x1
Smoke GrenadeDay 13, during Officer Lun's story: x1
When they come
- Every Saturday, every Wednesday from day 50, and on days 4, 5, 6 and 8 in a normal start.
- On days 3 and 13 in a normal start, on days 1, 2 and 4 of a Gunsmith start with Skip Intro, and as a wanted visitor.
- During Minor Water Shortage, Power Outage and Power Plant Maintenance, and while station events raise food prices by 30% or more.
- With a Class I Weapon Permit in the display case (50% a day, rising), a Firearm Neon Sign (40%), or a Water Neon Sign on Mondays and Fridays (75%).
- The day after you buy Water Trading on the Joe Wild network.
Visits
- Buys whichever of food, materials, medical goods and household goods your shop holds the most of by valueBudget 90 to 110 Credits, plus 1 per day
- Buys water and sellsBudget 150 to 200 Credits
- Buys energy cellsBudget 150 to 200 Credits
- Buys foodBudget 125 to 175 Credits
- Buys food and materialsBudget 125 to 150 Credits; Revolution visit





