Probably Stolen LedgerUnofficial player handbook中文

The first 14 days: who comes each day and what unlocks when

The scripted visitor schedule of the tutorial fortnight (generated from the game data), one tip per day, and the long-term calendar after day fourteen.

Quick card

1. The fortnight

2. A tip a day

  1. Day 1: the mentor walks you through a trade; the two food buyers are free points; Security drops by to explain the wanted system.
  2. Day 2: a sell-only junker and a Lower Levels repairman; the mentor explains night outings, so try one tonight.
  3. Day 3: visual inspection lesson (rust, dents); the cigarette vendor and two scavengers; the first wanted customer, so decide in advance whether you trade or report.
  4. Day 4: the first Upper Levels visitor, with a noticeably bigger budget; the insurance pitch, which you should accept on the spot.
  5. Day 5: the scavenger food supplier appears, an early steady source; the mentor explains the showcase, so put a sign in today.
  6. Day 6: barter lesson; the inventor (Georgio’s line) begins. The first rent lands about now.
  7. Day 7: Wild introduces the network and favour starts to matter; the mentor explains events.
  8. Day 8: bargaining lesson, so from today you can raise prices (read pricing and bargaining first); the appraisal board shows up; the newspaper unlocks and you can follow the market.
  9. Day 9: Security’s second visit; the first chemist carrying contraband, and whether you buy sets your path.
  10. Day 10: the janitor pitches cleaning; the second scripted wanted customer.
  11. Day 11: the stamp seller and the lucky scavenger (lottery line and Officer Lun’s line begin).
  12. Day 12: the mentor gives you a shotgun and augmented content unlocks.
  13. Day 13: a shady pharmacist, an addict, a thief and a foodie tourist, one sample each of the Black Market and Upper Levels crowds.
  14. Day 14: the mentor signs off; lottery content unlocks; random wanted customers appear from here on.

3. After day fourteen

Updated 2026-11-03