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How Security inspections, evidence, investigations, fines and arrests work in Probably Stolen, and the ways to hide contraband or buy your way out.
Rat ranching, the Animal Cage rework, the Gene Scanner and the aquafarming update of October 19, 2026 in Probably Stolen.
Joe Wild's network in Probably Stolen: its categories, Wild's Favor, the confirmed upgrades and the fixers who clean up evidence.
Water grades, testing, purifiers, the Moisture Farm and the Water Merchant scenario in Probably Stolen, with the risks of selling bad water.
The machines, power systems and production chains in Probably Stolen, including the Chem Finisher, Desequencer, Moisture Farm, Toolbox and wine.
How rent, store attractiveness, customer budgets, bargaining, market events and the Commissary work in Probably Stolen.
How Probably Stolen plays: running a shop counter on a dystopian space station, judging customers and goods, and keeping up with rising rent.
The confirmed starting scenarios in Probably Stolen, including Rock Bottom and Rat Wrangler, plus the starting perks and their balance numbers.
How to inspect, authenticate and appraise goods in Probably Stolen, from counterfeit cigarettes to cybernetic hands, and the tools used to do it.