Everything you buy in this game that isn’t network equipment or cabin related is for the trade sequence. Here’s what you do with it.
Guide to Trade Sequence
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The Guide
In advance, if you’re rich, you can buy everything but the magnet, teddybear, speaker, and CD from the supermarkets. They are just expensive. In general, you only need one of each item. If you follow the steps of this guide in order you’ll be done quick.
I’m not listing prices, mostly because I don’t remember them. I wouldn’t bother chasing this quest until you’ve done a few mainframes and bought all the network upgrades except the automap.
Battery: You give it to the old man in the cabin. You can buy it from the cafeteria in the research lab. You only need one, two for some bonus dialog later on.
Screws: Buy from the fisherman at the pool. You can use it at the workshop to fix the CNC machine (not the one that’s on fire, that one is just cooked).
Scrap: You can trade it for seeds at the campsite after you do another (optional) quest. Just exhaust all dialog at each step before moving on: Talk to grandparents at cabin, give battery to old man, inspect (click with hand) picture of grandson, talk to grandparents more. Find scoutmaster at campsite, talk to him about signing up. Talk to bored robot at nightclub, learn about his grandparents, talk to him about scouts, ask for his serial number. Go back to camp, talk to scout master, sign him up. There is a small fee but it’s not too bad. Then leave and come back, bored robot will now trade for seeds at the campsite.
Seeds: Trade to the farmer for corn. You can skip the seeds and buy corn from the farmer, slightly cheaper than the supermarket, if you want.
Corn: Trade to the hermit to make corn oil.
Corn oil: Give to the old lady at the cabin to get a teddy bear.
Teddybear: Give to the kid at school to learn where you can get magnets: the soldiers have them. The soldiers will now sell you a magnet for corn oil (I think, honestly I forget) or credits. I just paid credits. You can also “borrow” a magnet from the fisherman at the pool.
Magnet: Take to the workshop after you fix the CNC machine to make a speaker
Speaker: Give to the nightclub DJ to pump the tunes and get a CD.
CD: Give to the hermit for some lore.
That’s it!
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