Gaming

Probably Stolen: Best Picks and Favor Costs for All 52 Wild’s Network Upgrades

Every upgrade Joe Wild sells, what it costs in favor on each difficulty, and which ones pay off first.

Every upgrade Joe Wild sells, what it costs in favor on each difficulty, and which ones pay off first.

The Station Rapid Transit System map in Probably Stolen

In Probably Stolen: Cyberpunk Shopkeeper Sim, Joe Wild runs a favor economy. You earn Wild’s favor and spend it in Wild’s Network on upgrades, supplier introductions, and services that change how your shop runs. The network has 52 upgrades, and some cost far more than others.

Quick answer: Call Joe Wild’s Assistant on 8376 once Wild gives you his business card on day 7. On Mark Up, start with Rent Grace (100 favor), Buyer Referral Service (200) and Power Line Hijack (300).


Best first picks in Wild’s Network

All favor costs below are for Mark Up, which uses the same prices as Price Gouge. On harder difficulties, multiply them as shown in the next section.

UpgradeFavor (Mark Up)Why
Rent Grace (Favor)Rent Grace (Favor)100A missed rent payment rolls into next week
Buyer Referral Service (Referral)Buyer Referral Service (Referral)200More buyers and display case traffic
Retired Winemaker (Referral)Retired Winemaker (Referral)200Starter kit and weekly supplier
Marketplace Requests (Service)Marketplace Requests (Service)250Requests usually pay above market value
Power Line Hijack (Service)Power Line Hijack (Service)300Nightly Power Service becomes free
Vending Machine (Store)Vending Machine (Store)1200Sells goods during the night
Wild's Endorsement I (Endorsement)Wild’s Endorsement I (Endorsement)2500Customers bring 25% more budget (once you own the store)

Rent Grace costs less favor than any other item in the network and is a one-time favor (see how rent works). If rent goes unpaid, Wild gets the Landlord to add the overdue amount to the following week’s rent.

Buyer Referral Service sends buyers from Wild’s network to your Store for a nightly fee, and it also draws more customers to items in your display case. Seller Referral Service costs the same and does the same thing for sellers, but it does not include the display case bonus.

Among starter-kit upgrades, Retired Winemaker has the lowest favor cost. The Winemaking Starter Kit arrives immediately. A winemaker comes by the next day, then returns each week to sell supplies and equipment.

Marketplace Requests lets you browse buyer requests and supply the items they want. Requested goods typically earn more than their standard market price.

Power Line Hijack runs your shop off an external solar panel that belongs to someone else, so your nightly Power Service becomes free. That saving repeats every night.

The Vending Machine is placed in the store immediately, so goods can keep selling overnight. Vending Fountain costs the same and offers the same service for water.

With Wild’s Endorsement I, each visiting customer has 25% more money to spend. Endorsements II and III each add another 25%, but require much more favor. All three sit on the ADVANCED tab, which only appears once you own the store (see below).


How to open Wild’s Network

Play through to day 4, when Joe Wild introduces his insurance service.
Keep going until day 7. On that day, Joe Wild hands you his business card.
Use the phone to call Joe Wild’s Assistant on 8376. The call opens Wild’s Network.
Phone keypad calling 8376 with the Browse Wild's Service option
Call 8376 and pick Browse Wild’s Service.
Pick an upgrade from a section such as Introduction, Favor, Informant, Referral or Store. The left panel shows its description and an Unlock button with the price; press it to buy the upgrade. Some upgrades require an earlier one first. The “Needs” column in the tables below lists those requirements.

Wild’s Favor vs credits

The Unlock button lists each price in credits, but you rarely pay cash. The Wild’s Favor tooltip explains: “Gaining Reputation with the Lower Levels or using nightly services unlocked through Joe Wild increases Wild Favor, which is spent first on Wild’s upgrades.” Favor covers the price before your credits do, so the favor costs in the tables below are what you need to bank to unlock an upgrade without touching your cash.

Unlocking an Introduction upgrade puts that supplier’s business card on your counter, so you can phone them straight away.

Wild's Network window with Recommended, Introduction, Favor and Informant upgrades
The Wild’s Network window opens on its Recommended row.

Upgrade prices change with difficulty:

  • Price Gouge and Mark Up: x1, the prices listed here
  • Thin Margins: x1.5
  • Red Ink: x2, and Wild’s favor is reduced as well

All 52 Wild’s Network upgrades and favor costs (Mark Up)

Each table uses the in-game names. A dash in the Effect column means the upgrade has no in-game description text.

Introduction upgrades and Minor Shareholder stakes

UpgradeFavorNeedsEffect
Red Imp Brewery (Introduction)Red Imp Brewery (Introduction)200—Beer supplier card
Lower Levels Chemist (Introduction)Lower Levels Chemist (Introduction)250—Cheap illegal drugs supplier card
GP Mining Coop (Introduction)GP Mining Coop (Introduction)250—Bulk mineral ore supplier card
Upper Level Pharmacist (Introduction)Upper Level Pharmacist (Introduction)300—Business card for legal medications that are difficult to obtain
Minor Shareholder: GP Mining Coop (Introduction)Minor Shareholder: GP Mining Coop (Introduction)900GP Mining Coop (Introduction)—
Minor Shareholder: Lower Levels Chemist (Introduction)Minor Shareholder: Lower Levels Chemist (Introduction)1440Lower Levels Chemist (Introduction)—
Minor Shareholder: Red Imp Brewery (Introduction)Minor Shareholder: Red Imp Brewery (Introduction)1450Red Imp Brewery (Introduction)—
Minor Shareholder: Upper Level Pharmacist (Introduction)Minor Shareholder: Upper Level Pharmacist (Introduction)2500Upper Level Pharmacist (Introduction)—

You know an Introduction worked when Wild gives you the supplier’s business card. Courier orders from these suppliers sell at 20% off value. With the matching Minor Shareholder upgrade, the discount rises to 35% off.

ContactNumberSupplierStock
Red Imp Rep.8815Red Imp BreweryBeer cases
Ashish3319Lower Levels ChemistDream Dust
Caulson56371GP Mining CoopMetal Ore
Dale4615Upper Level PharmacistOxymore Injector

Favor, Informant and Service upgrades

UpgradeFavorNeedsEffect
Rent Grace (Favor)Rent Grace (Favor)100—One missed rent rolls into next week
Clemency (Favor)Clemency (Favor)250—One warning instead of imprisonment
Inspection Early Warning Service (Informant)Inspection Early Warning Service (Informant)300—Warns of regular inspections; nightly fee
Wild's Fixers (Informant)Wild’s Fixers (Informant)350—Faster suspected crime drop; nightly fee
Wild's Fixers II (Informant)Wild’s Fixers II (Informant)450Wild’s Fixers (Informant)Bigger nightly drop; higher fee
Wild's Fixers III (Informant)Wild’s Fixers III (Informant)550Wild’s Fixers II (Informant)Fastest nightly drop; higher fee
Evidence Removal (Informant)Evidence Removal (Informant)500——
Marketplace Requests (Service)Marketplace Requests (Service)250—Buyer requests, usually above market value
Power Line Hijack (Service)Power Line Hijack (Service)300—Free nightly Power Service
Commercial Grade Power Supply Unit (Service)Commercial Grade Power Supply Unit (Service)350——

Clemency can be used once: when a Security Inspector catches contraband that would ordinarily land you in prison, you receive a warning instead. The Inspection Early Warning Service applies to routine Security inspections only, not surprise ones. Wild’s Fixers can hush witnesses and remove evidence before Security collects it.

Referral, Water, Hydroponic, Gunsmith and Aquaculture upgrades

UpgradeFavorNeedsEffect
Buyer Referral Service (Referral)Buyer Referral Service (Referral)200—Referred buyers, display case traffic
Seller Referral Service (Referral)Seller Referral Service (Referral)200—Referred sellers; nightly fee
Retired Winemaker (Referral)Retired Winemaker (Referral)200—Unlocks Winemaking Content
Ruined Machine Scrapping (Referral)Ruined Machine Scrapping (Referral)300—Unlocks Ruined Machine Content
Criminal Networking (Referral)Criminal Networking (Referral)350——
Ranching (Referral)Ranching (Referral)750—Unlocks Rancher Content
Retired Chemist (Referral)Retired Chemist (Referral)1000—Unlocks Advanced Chemistry Content
Hypertech Smuggler (Referral)Hypertech Smuggler (Referral)2500Own the storeNightly access to the Hypertech Smuggler
Water Trading (Water)Water Trading (Water)300—Unlocks Water Trading Content
Gutterflow On Tap (Water)Gutterflow On Tap (Water)250Water Trading (Water)Unlimited Gutterflow
Rustwater On Tap (Water)Rustwater On Tap (Water)350Gutterflow On Tap (Water)Unlimited Rustwater
Retired Farmer (Hydroponic)Retired Farmer (Hydroponic)350—Unlocks Advanced Farming Content
Plant Genetics (Hydroponic)Plant Genetics (Hydroponic)1250Retired Farmer (Hydroponic)DNA manipulation gear
Retired Gunsmith (Gunsmith)Retired Gunsmith (Gunsmith)650—Unlocks Advanced Gunsmith Content
Weapon Permit I (Gunsmith)Weapon Permit I (Gunsmith)300——
Weapon Permit II (Gunsmith)Weapon Permit II (Gunsmith)600Weapon Permit I (Gunsmith)—
Weapon Permit III (Gunsmith)Weapon Permit III (Gunsmith)900Weapon Permit II (Gunsmith)—
Aquaculture (Aquaculture)Aquaculture (Aquaculture)400Water Trading (Water)Unlocks Aquaculture Content
Aquaculture II (Aquaculture)Aquaculture II (Aquaculture)1200Aquaculture (Aquaculture)Bigger fish, two young eels

Unlocks become active right away: the starter kit is delivered immediately, but its associated visitor turns up later. The retired farmer, gunsmith, chemist, and winemaker make their first visit the next day and return every week. The Rat Rancher and retired aquafarmer visit weekly, and the Water Trader starts showing up at the Store. Ruined Machine Scrapping brings a Junker the following day. Gutterflow and Rustwater purity changes daily. Plant Genetics provides a DNA manipulator, a gene scanner, and blank DNA data disks; Dr. Jackson also starts stocking DNA manipulation equipment.

Water Trading is required for both Gutterflow On Tap and Aquaculture, so buy it before planning either path.

Store, Supplier and Endorsement upgrades

Wild's Network Referral, Service and Store upgrade sections
Store upgrades include the Vending Machine and Vending Fountain.
UpgradeFavorNeedsEffect
Showcase Expansion I (Store)Showcase Expansion I (Store)200——
Showcase Expansion II (Store)Showcase Expansion II (Store)500Showcase Expansion I (Store)—
Upgraded Dossier (Store)Upgraded Dossier (Store)300—Bigger dossier
Upgraded Trash Can (Store)Upgraded Trash Can (Store)300—Bigger trash can
Store Renovation I (Store)Store Renovation I (Store)500——
Store Renovation II (Store)Store Renovation II (Store)750Store Renovation I (Store)—
Store Renovation III (Store)Store Renovation III (Store)1000Store Renovation II (Store)—
Vending Machine (Store)Vending Machine (Store)1200—Sells goods at night
Vending Fountain (Store)Vending Fountain (Store)1200—Sells water at night
Jackson Investment I (Supplier)Jackson Investment I (Supplier)400—Bigger budget and stock; Modules
Jackson Investment II (Supplier)Jackson Investment II (Supplier)650Jackson Investment I (Supplier)More budget, stock and Modules
Monday’s Special Stock (Supplier)1250Jackson Investment II (Supplier)Monday rare stock at a premium
Wild's Endorsement I (Endorsement)Wild’s Endorsement I (Endorsement)2500Own the store+25% customer budget
Wild's Endorsement II (Endorsement)Wild’s Endorsement II (Endorsement)5000Wild’s Endorsement I (Endorsement)Another +25%
Wild's Endorsement III (Endorsement)Wild’s Endorsement III (Endorsement)10000Wild’s Endorsement II (Endorsement)Another +25%

The Jackson investments permanently raise Dr. Jackson’s budget and the stock he has when you visit. Monday’s Special Stock opens his shop on Mondays for you alone. Wild’s Endorsement III costs 10000 favor on Mark Up, the highest price in the network.


The ADVANCED tab: Endorsements and the Hypertech Smuggler

Wild’s Network opens on the BASIC tab. A second tab, ADVANCED, appears only after you own the store, whether you bought the deed from the Landlord or paid off the Loan Shark’s mortgage (our guide to buying the store covers both). It holds two sections:

Wild's Network ADVANCED tab with Referral and Endorsement sections
The ADVANCED tab after the store is yours.
UpgradeSectionPrice (Mark Up)Description
Hypertech SmugglerHypertech SmugglerReferral2500“Joe Wild refers you to a smuggler who deals in Hypertech items, technology far beyond what the station’s industry can produce. Unlocks the Hypertech Smuggler nightly service.”
Wild's Endorsement IWild’s Endorsement IEndorsement2500“Joe Wild personally endorses your store. Visiting customers have 25% more budget to spend.”
Wild's Endorsement IIWild’s Endorsement IIEndorsement5000 (needs I)Another 25% more budget
Wild's Endorsement IIIWild’s Endorsement IIIEndorsement10000 (needs II)Another 25% more budget
Wild's Endorsement I selected on the ADVANCED tab
Wild’s Endorsement I: the Unlock button sits under its description.

These are the upgrades for a store you plan to keep running after the Buyout. The Endorsements raise every customer’s budget, so they pay back fastest when you sell high-value goods; the Hypertech Smuggler adds a nightly service for goods you can’t get from the station’s normal suppliers.


Joe Wild’s insurance cost and starting perks

Joe Wild’s insurance costs your total estimated wealth divided by 400, plus 3 credits a night. That amount doubles if you are Marked. The Wild’s Favorite starting perk on the perk screen halves it. For how break-ins work, see the night robbery guide.

Upgrade-specific guides: the Vending Machine guide, all phone numbers, hydroponics and plant DNA, and the complete Probably Stolen guide.

Joe Wild
Joe Wild