SALES POINTS, DEALERS AND CARTEL ORDERS
Where and how to sell your product
Sell drug products at street selling points, either manually or through a hired dealer, or use Warehouse stock for Cartel contracts. Carry sellable stock for manual sales; for automated distribution, finish processing and packaging, then move output into Warehouse storage and set delivery targets.
Mechanics and exact figures below come from the official Wiki alone, checked on 29 October 2026. They are single-source details; editorial route suggestions are identified separately.
Manual street sales: carry stock and call a buyer
Unlock Drug Selling Points for 100 FV points and carry sellable product. At a point you capture, its management panel offers manual selling and dealer hiring.
- For an owned point, defeat its defender and complete the capture interaction first.
- Enter selling mode, hover over a pedestrian and press H to call them.
- Inspect traits and addiction, use Reveal for preferences, then choose an offer before the timer ends.
- A successful sale consumes stock and pays you. Theft or police outcomes can lose stock or stop selling.
- Canceling an active buyer or timing out uses one of the point’s three manual-selling lives; some police outcomes do too. At zero, manual selling closes until reactivation. Becoming wanted also closes it.
Dealer sales: hire, stock and manage risk
A Level 1 hire costs $1,000 and supplies one shared dealer/guard. Dealer and guard upgrades are separate. Dealer L2 and L3 upgrades cost $2,500 and $3,500, expanding sales and inventory capacity.
- Stock the point directly, or enable dealer auto-supply in the Warehouse screen and set product amounts for that outlet.
- Prefer the district’s starred favorites. Completed sales add 15 / 25 / 35 risk for Tier 1 / 2 / 3 products; non-favorites generate double risk.
- Inventory alone does not raise the live risk bar. The first sale that fills it does not roll an arrest; each subsequent sale while full has a 15% arrest chance.
- Arrest or death removes the shared dealer/guard and remaining stock and resets both upgrade levels. Dealer risk differs from the manual-selling lives.
- Manual sales can run while a hired dealer’s scheduled economic sales continue.
Warehouse supply: finish the production chain
For plants, provide growing, drying and packaging equipment plus growers and handlers. For chemical output, place a Lab Room, hire a chemist and choose a recipe. Keep handlers available to process and store completed batches. Maintain inputs, ventilation and worker health.
- Set dealer and owned-stand stock targets explicitly after their unlocks are enabled.
- Keep the required products in Warehouse storage; stock already promised to a contract is also needed by outlet deliveries.
- Watch the shared delivery channel: club or Warehouse orders may delay another delivery.
Cartel orders: accept terms and prepare the right stock
Unlock Cartel connections for 500 FV points with Warehouse access. Open the Warehouse Cartel section and compare required goods, deadline, delivery route, payout and risk. Up to three contracts can be active.
| Goods | Deadline | Listed reward | Listed risk |
|---|---|---|---|
| 100 × Blue Sky | 3 days | $23,760 | 40% police-interception probability before agent-share reduction |
Choose collection or vehicle shipment
For agent collection, have stock ready before the due day; due orders dispatch automatically. Holding goods early does not complete the order immediately. Agent share can be 0–50%; effective interception risk equals listed risk × (1 − share / 50). A 25% share halves that risk, and 50% removes this interception roll. Missing goods can still fail delivery.
- The 40% example is a risk probability, not a profit margin, sales commission or guaranteed loss.
- Vehicle shipment pays 1.5× the listed base reward without an agent share, but needs escort through possible ambushes.
- Keep goods in Warehouse stock until loading. Open the loaded vehicle’s notification and approve departure before day end; approval starts a two-game-day deadline.
- Protect the vehicle and clear attackers so unloading can finish. Cargo is not reserved when the offer is accepted.
Prices and other outlets
Wiki base item values include Blue Sky $120, Broccoli $100, NTZ $100 and Powder $150 at Tier 1. Buyer offers, quality and contract terms determine the actual transaction. Market drink retail is another business line; it does not replace street drug sales. No supported district-by-district best-buyer ranking is available.
Questions
Where do I sell Blue Sky or Broccoli?
Use street selling points for manual sales or dealer distribution, or meet a Cartel contract through Warehouse storage. Capture a point for its ownership and dealer-management controls.
What does the Cartel example’s 40% mean?
It is the listed police-interception probability for that contract before agent-share reduction. It is not the margin or the agent’s commission.
Why is my dealer not supplied?
Check that auto-supply is enabled in the Warehouse, the outlet has product targets and the correct stock is available. Other deliveries and contract needs share your stock and delivery capacity.
Keep going
Capture selling points
Local capture and district ownership steps.
Warehouse setup
Keep processing, storage and supply accessible.
Make the product
Recipes and manual production.
Choose a cash route
Compare upfront cash and operating effort.
Version line: 1.0 plus the 28 October 2026 hotfix, unless a paragraph says otherwise. Patch notes. Sources. Checked 2026-10-29. Store: Steam. Wiki: thebossgangster.com/wiki.