The Mentor

The Mentor is the veteran who trained you before you took over the store. He visits during your first two weeks to teach you the basics of the shop, hands you notes, and returns later to warn you about rogue implants and the Business Permit. He sells nothing and buys nothing; every visit is a conversation.

When does the Mentor visit?

Day What he tells you
1 Drops by to see your first day and gives you notes. Keep both sides of the counter clear and do not leave items on the outside counter overnight, or they get stolen.
2 Says you are doing well and reminds you that after closing you can go out to the Dumping Grounds. Going out takes time: you open later the next day and miss a customer, so do not feel obliged to go every night.
3 Counterfeit cigarettes have been unloaded at the Docks. Gives you identification tools: use the Magnifying Glass on the Cigarette Box and the Handbook as reference. One discrepancy is enough to confront the customer; a correct accusation lowers the price, a false one costs reputation.
5 Introduces the Display Case and gives you neon signs.
7 Tips you off about a mining expedition returning, which will flood the market with Materials and lower prices, and arranges a daily newspaper delivery.
8 Explains Bargains: offering a better price earns more faction reputation, demanding one earns less, and your reputation affects how likely they are to accept.
12 Warns about the rogue implants and Augs, and gives you a shotgun. See the Augs guide.
14 Says he has taught you the basics. Tells you to buy upgrades and machines, expand your contacts, and either take a mortgage or buy the store outright.
24 If you still have no Business Permit, warns you that the Trade Board will require one.
When you first commit a crime Gives you the Security Record, explaining that Security investigates once it suspects too many crimes.
After two days with an empty Display Case Reminds you to stock it with both a neon sign and merchandise.

Visit days are fixed. The code that sets up a skip-intro start turns off the story visits for days 1 to 14 and the Security Record visit, and grants the matching notes up front.

What are the Mentor’s Notes?

Many tutorial pages arrive as Mentor’s Notes: basic trading, food, contraband, inspection, the display case, visual inspection, after hours, stolen items, upgrades, and, if your start allows, the Commissary and food stamps. Related guides: Black Market and contraband, Counterfeits and Store appeal.

FAQ

What does the Mentor sell?

Nothing. He only talks and hands you notes and tools.

Why did the Mentor give me a shotgun?

On day 12 he says Security now requires every shopkeeper to shoot Augs on sight and warns you to use the gun only if you are certain.

Does the Mentor come back after day 24?

The scheduled visits end with day 24. The Security Record and Display Case reminder visits are triggered by your actions instead.

See also