Reporting customers: rewards, reputation and false accusations
Compare wanted arrests, stolen goods and contraband reports, calculate cash and faction costs, and avoid false reports after buying the evidence.
1.0
Version history
- 1.0 Main guide

Dex’s original playthrough screenshot · Simplified Chinese interface.
Report a wanted visitor or a seller who still owns the stolen or serious contraband goods. A normal stolen-goods report pays 50 credits plus 4% of each stolen item’s negotiated value; contraband adds 25, 40 or 60 credits per level-II, III or IV item. The seller’s faction may lose reputation. Check the goods before buying them and read the receipt after Security leaves.
How do I report a visitor?
Finish the visitor’s introduction, inspect the offered goods and compare a suspected wanted person with the wanted poster. Use the counter’s report control while the visitor is present. Some story visitors interrupt the first attempt with a warning or offer; read that dialogue before trying again. Wait for the arrest and Security’s departure, then collect the event report and check cash and faction reputation. Goods you already bought belong to you and no longer qualify as this seller’s evidence.
Settlement by report type
| Type / evidence | Credits before trait modifiers | Security reputation before modifiers |
|---|---|---|
| Wanted visitor | Poster bounty | +5 |
| Stolen goods | 50 + 4% per stolen item | 0 |
| Level II contraband | 50 + 25 × n | +2 |
| Level III contraband | 50 + 40 × n | +3 |
| Level IV contraband | 50 + 60 × n | +4 |
| No valid evidence | −50 if cash is at least 100 | −8 |
| Aug reported by alarm | No arrest reward; the Aug escapes | 0 |
Use the highest contraband level; stolen-only = 0
Wanted status takes priority over goods; add goods bonuses only for non-wanted sellers.
Mixed goods: add every eligible item’s bonus once, plus a single 50-credit base. A stolen contraband item contributes both components.
Why did Black Market reputation fall by 16?
For an ordinary non-wanted seller whose report damages their faction, the raw penalty starts at −8, then becomes −10, −12, −14, −16, −18 and finally −20 for subsequent reports of that faction. Black Market losses are doubled: on Normal, the sequence is −16, −20, −24, −28, −32, −36, then −40. Other factions start at −8. A stolen-only report gives 0 Security reputation; a contraband report uses the highest level, not the sum of item levels. One level-II item therefore pays 75 credits and gives +2 Security before modifiers.
Modifiers and special visitors
Convict multiplies report money and the positive Security input by 0.75; Model Citizen multiplies them by 1.5, with rounding. Difficulty then modifies reputation gains and losses. An active Upper Levels Petition doubles Security losses. Wanted arrests normally cost 6 raw reputation with their faction, rather than the escalating seller-report penalty; the Butcher instead grants 6 Lower Levels reputation, and neither Lou nor Leroy takes that faction penalty. Special story outcomes apply as well: arresting Odin ends his trading contact. An ordinary false report costs 8 Security reputation and, with at least 100 cash, a 50-credit fine. Its warning counter decreases by one on each fifth calendar day. An Aug escapes an alarm report; shooting and Security’s later settlement are a separate procedure.
- Wanted list: all nine portraits, bounties and reporting
- Probably Stolen Security guide: reputation, VIP and inspections
- Probably Stolen Aug guide: identify customers and deal with them
- Odin Haraldsson
- Difficulty and modes: costs, reputation and new-game options
False reports and an ignored alarm
If a false report also uses the visitor’s normal faction-loss rule, it deducts a raw 6 from that faction in addition to Security−8 and any fine. This is separate from the escalating penalty for valid reports of ordinary illicit sellers. At Security−40 the alarm is ignored, so restore that relationship before relying on the report button.
Stolen rewards and level-I combinations
Stolen rewards are calculated per item: take the item’s integer negotiated value, multiply by 4%, round to the nearest credit with midpoint-to-even, then add the results and the single 50-credit base. Two ordinary stolen items worth 13 each add 1+1, paying 52 total. A stolen item can make the report valid even when the highest contraband level is only I: that combination gives base Security+1, but tierI adds no contraband cash bonus. TierI alone without stolen goods is still not a valid reason.
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