Probably Stolen Week 1 Walkthrough: Day 1–14 Fixed Events, Fake Cigarettes and Rent
A day-by-day Probably Stolen walkthrough for the 14 scripted days: the day 1 wanted list, day 3 fake Hemingways and Arthur Lafleur, day 4 labeler, day 5 display case, day 6 Furnace and day 7 rent, plus the achievements each day sets up.
How the first week runs: fixed events, random order
Source note
This page is built from 1.0 public data and cross-checked against Wikily's fixed-event table and the Into Indie Games and GrindNstrat playthroughs on 10 November 2026. The daily characters and events match across those sources. Specific amounts (the night-one electricity fee, the day 6 Furnace discount) are player records from Price Gouge runs, and we have not re-tested them in 1.0.0.6.
Customer order within a day is random. What follows is what will appear on each day, not a fixed queue.
The first 14 days are scripted: each day has a set of visitors and events, and once the Mentor says goodbye on day 14 random customers take over. Skip Intro skips the whole script and drops you straight into the random pool.
| Day | Fixed events | What they set up |
|---|---|---|
| 1 | Mentor's notes; Officer Lun leaves the wanted list | Start tracking wanted criminals; sell to each budget |
| 2 | Mentor unlocks nights out, gives fanny pack and bandage; wholesale discount explained | Decide whether to scavenge |
| 3 | Counterfeit cigarette lesson and fake Hemingways; wanted criminal Arthur Lafleur | First faction fork: release or report |
| 4 | Another fake Hemingway pack; Mentor gives the labeler; Joe Wild sells theft insurance | Lower Levels Special |
| 5 | Mentor explains the display case and gives neon signs; 5 scrap metal at the Dumping Ground | Set tomorrow's customer tier |
| 6 | Barter customer; Dr. Jackson first sells the Furnace; Georgio's first visit | Start the ingot line |
| 7 | First rent; Wild's network opens; first Supplier visit | Buy a first upgrade |
| 8 | Mentor explains bargains; Appraiser Board invitation; Dr. Jackson visits | Join the board, start appraisal count |
| 9 | Officer Lun on contraband; first appraisal customer; Georgio sells dehydrated water | Build An Eye for Value |
| 10 | Sawyer explains the janitorial fee; Odin Haraldsson visits | Cleaning and attractiveness |
| 11 | Food Stamps and a sealed engineering crate at the Dumping Ground; meteor shower next day | Stock up before prices move |
| 12 | Mentor brings the shotgun and Augmented Identification Guide; Georgio sells his old backpack | Aug Hunter |
| 13 | Upper Level Pharmacist, barter Scav Addict, Thief; Foodie Tourist | Prepare the day 15 return order |
| 14 | Mentor says goodbye and suggests a mortgage; first Shady Customer; random customers begin | First Steps |
Day 1: the wanted list and the first sales
Open the shutter and call the next customer with the green button beside the recorder. The Mentor explains that food is the station's most traded commodity; his note files itself in the dossier on the right.
Officer Lun from Security leaves the wanted list. It matters: when a listed customer shows up, the counter alarm reports them. False reports are fined and hit Lower Levels reputation hard.
The tablet receipt shows each customer's budget under Interests. Matching goods to that budget beats pushing expensive stock. At closing, click the sleeping bag, pay the night's electricity fee (5 credits in the recorded Price Gouge run) and read the morning report.
Day 2: wholesale, nights out and the bandage
The Mentor leaves a handbook and explains wholesale buying: bulk is cheaper per unit but ties up cash. A customer with a materials budget of about 106 credits usually shows up, and the wholesale lot you just bought fills it nicely.
He also unlocks nights out and hands over the fanny pack and a bandage. Put the bandage in the fanny pack before you leave.
The cost of a night out
Every Dumping Ground trip costs you one customer the next day, gives you limited search attempts and can injure you. An injury keeps you from going out for several days. Early on, one lost customer can be the difference between paying rent and not.
Day 3: fake cigarettes and Arthur Lafleur
The Mentor teaches Hemingway cigarette checks: seal, logo and colour, with an identification guide, a colour checker and a magnifying glass. A seller then offers fake Hemingways. Point out the flaws to negotiate the price down, then decide whether to buy.
This is the first real fork in your business:
- Buy the fakes to resell: high margin, but it breaks Clean Hands, and relabelling them costs Upper Levels reputation.
- Buy only genuine stock: thinner margin, clean inventory, and it keeps Clean Hands alive.
The wanted criminal that day is Arthur Lafleur. Release him and he speaks for you with the Revolution faction; report him and Security reputation rises, Lower Levels falls, and Snitches Get Riches moves forward. His bounty is the lowest on the list, so the early choice is not expensive either way.
Day 4: the labeler and Wild's insurance
The Mentor gives you the labeler, which unlocks Lower Levels Special after one relabel. It is also the tool behind fake cigarettes and relabelled water, so it closes the door on Clean Hands for that run.
Joe Wild makes his first proper offer: nightly theft insurance. It is not mandatory. Buy it when the shop holds expensive stock and Security reputation is low.
Clean Hands players, read this
The day 3 and day 4 fake Hemingways are the biggest trap on that route. Buying them is fine, but selling them, or relabelling them as genuine, kills Clean Hands for the run permanently.
Day 5: the display case and neon signs
The Mentor explains the display case: what you display decides which tier of customer visits tomorrow. He also hands over neon signs. The Food sign comes with a Household Item sign, while the Water Merchant start gets a Water sign instead.
The display rule is well established from 1.0 testing: an item with a base value of 350 credits or more draws the matching high-tier buyer the next day, and the game reads only the item's first main tag. Early on, when you cannot hit 350, use neon signs to shape the random walk-in trade.
The Dumping Ground has 5 scrap metal at 33% off. Scrap is the day 6 Furnace's fuel, so take it.
Day 6: the Furnace and Georgio
A barter customer trades food for blood bags, scratcher tickets or scrap. Blood bags matter for the chemistry line later, and scratchers matter for Jackpot.
Dr. Jackson's first visit sells the Furnace, which turns scrap into ingots. Player records put the first-time price at about 50 credits on Mark Up, bundled with an Energy Cell, a Metallurgy Manual and 2 Basic Flux. The Furnace runs overnight on one energy cell plus at least two scrap, and you collect ingots the next day.
Georgio also appears for the first time. He later becomes the only Liquid Luck seller: one free bottle on day 27 and three at 20% off on day 32.
Day 7: rent and Wild's network
The first week closes and rent is due. The developer has not published the amount; the rule is weekly and only ever rising, so set it aside before restocking.
Wild's network opens the same day, letting you buy upgrades with credits or favours. Common first picks:
- A supplier contact such as Red Imp Brewery, for brewing ingredients;
- Showcase Expansion, for more display slots;
- Theft insurance and cleaning services, to cut passive losses.
The Mentor tips you off to a mining expedition and arranges the newspaper. The Supplier also visits for the first time, selling batteries, cassettes and other high-value odds and ends.

Days 8–14: the second week's checkpoints
Day 8: the Appraiser Board
The Mentor explains bargaining. You receive an Appraiser Board invitation that day; accept it, or the first appraisal customer will not appear on day 9. Dr. Jackson visits too.
A perfect appraisal is a quote within ±5% of the item's true base value. Ten of them unlock An Eye for Value, and the counter carries across saves.
Day 9: contraband and the first appraisal
Officer Lun explains contraband handling. An off-duty officer comes in for treats or cigarettes, and how you handle them affects Security reputation.
If you joined the board on day 8, the first appraisal customer arrives today. Georgio starts selling dehydrated water, one of the inputs for purified water.
Day 10: cleaning fees and attractiveness
Sawyer explains the janitorial fee: hiring his crew cleans the shop automatically each day, and the fee does not apply once you are in Sawyer's Crew. A cleaner shop means higher attractiveness, which is how the 1,000 points for Shiny get built.
Odin Haraldsson visits for the first time as a story customer.
Day 11: food stamps and the meteor shower
The Dumping Ground offers Food Stamps and a sealed engineering crate. The day also warns of a meteor shower tomorrow, which moves prices and events. Do not stockpile the same category right before it.
Day 12: the shotgun and the Aug guide
The Mentor brings the shotgun and the Augmented Identification Guide. This visit happens even with Skip Intro, making it the starting point for Aug Hunter.
Confirm before you fire. Hitting a non-Aug does not count and causes trouble. The full list is in how to identify an Aug.
Day 13: the thief and the Foodie Tourist
An Upper Level Pharmacist, a bartering Scav Addict and a Thief cycle through. The thief carries stolen or contraband goods; taking them affects Clean Hands and Black Market reputation.
The Foodie Tourist asks for one of every food and drink and returns on day 15. Have the categories ready, because that is a large single order.
Day 14: the Mentor says goodbye
The Mentor says goodbye and suggests a mortgage once you have more credits. His farewell unlocks First Steps, with the closing line "Well. I taught you all the basics."
The first Shady Customer arrives with a tip that day, the scripted run ends and random customers begin on day 15. The Mentor reappears once on day 24.
Want First Steps? Do not skip the intro
First Steps is checked at the day 14 farewell, not when you finish the day 1 tutorial. Skip Intro removes the whole scripted sequence, and the achievement goes with it. The Rock Bottom, Fence, Gunsmith and Chemist starts force the intro skip, so they cannot earn it.
The first week's achievement hooks
| Achievement | Trigger | Watch out |
|---|---|---|
| First Steps | Mentor's farewell on day 14 | Do not skip the intro; four starts force it |
| Lower Levels Special | Relabel once after the day 4 labeler | Keep it away from fakes in a Clean Hands run |
| Authorized | Buy the permit from the Station Trade Board Official | Earlier is cheaper in risk terms |
| An Eye for Value | Join the Appraiser Board on day 8, count from day 9 | Keep quotes within ±5% of true value |
| Aug Hunter | After the day 12 shotgun | Hit 10 Augs; wrong targets do not count |
| Snitches Get Riches | Read the day 1 wanted list | False reports are fined and cost Lower Levels rep |
| Prodigious | Property reads 12,000 on day 1 (Mark Up) | You must own it before day 50 |
| Shiny | Cleaning and renovations from day 10 | Checked at day start and again when the shutter opens |
Three mistakes the first week invites
- Spending the rent on stock. Rent is weekly and only rises. Set the first payment aside before you restock.
- Selling fakes for quick profit. Fake cigarettes pay well, but relabelling and selling them upsets Upper Levels and ends Clean Hands. Keep that route for the run that is not chasing Clean Hands.
- Scavenging every night from day 2. Each trip costs a customer and risks injury. Wait until the cash flow is stable and you have the bandage and a better backpack.
Read next
- Learn the daily loop properly: beginner guide: daily flow, rent and early mistakes
- Clean up after the story: all 21 achievements, unlock rates and the 100% route
- The full counterfeit check: appraisal basics: cigarettes, water and rare goods
- Keep the day 6 Furnace running: production chains and machine upgrades
Frequently Asked Questions
Is the week 1 customer order fixed?
No. The characters and events for each day are fixed, but the order within a day is random. Prepare for the events rather than memorising who comes first.
Should I release or report Arthur Lafleur on day 3?
Releasing him earns a recommendation with the Revolution faction and his bounty is the lowest on the list. Reporting him advances Snitches Get Riches and Security reputation but costs Lower Levels reputation. Pick based on which faction you want at 200 for Diplomatic.
How do I get the labeler on day 4?
The Mentor gives it to you with a note. It can then live on the hotbar, and changing any item's label unlocks Lower Levels Special. Do not use it on fake cigarettes during a Clean Hands run.
Should I scavenge the Dumping Ground on day 2?
Every night out costs you one customer the next day and can injure you. Put the Mentor's bandage in the fanny pack first, and hold off until the cash flow can absorb a lost customer.
Is the Furnace worth buying on day 6?
Yes. Dr. Jackson's first visit comes with a discount plus an Energy Cell, a Metallurgy Manual and 2 Basic Flux. Turning scrap into ingots is a stable mid-game income source.
How much is the first rent on day 7?
The developer has not published a fixed amount. Rent settles weekly and only ever rises, so set the money aside before restocking.
Does Skip Intro affect the first week?
Yes. Skip Intro removes every scripted visit, sends the Mentor's notes straight to the handbook and blocks First Steps. The Rock Bottom, Fence, Gunsmith and Chemist starts always skip the intro.
Which achievements can the first week set up?
Lower Levels Special (day 4 labeler), Authorized (buy the permit), An Eye for Value (join the Appraiser Board on day 8), Aug Hunter (day 12 shotgun) and First Steps (day 14 farewell).
Related guides
Probably Stolen Beginner Guide: Daily Loop, Rent & Opening Tips
The daily loop, rent, inspection and appraisal, customer types, Aug tells and faction reputation: the core mechanics explained without guesswork.
Probably Stolen Radioactive Waste: How to Dispose of It Properly
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