MAIN VIDEO · 3:23 · Silent original gameplay at 1×, with explanatory text 0s: Locked evidence locker? You need the matching card — This Thief offered a stolen Security Department Evidence Locker. Inspect its Locked state. 10s: Our locker cost 150 credits; your offer can differ — The Five Finger Discount IV reduced its 200 base value by 25%. Cash falls from 600 to 450. 22s: A Medical card does not unlock this Security locker — We drag the Medical card onto it. The card remains and the locker still shows Locked. 34s: Drag the Security card onto the locker — The matching disposable card is consumed. Locked disappears; now double-click to view contents. 46s: After unlocking, double-click to inspect the reward — This locker contained nine items, including three cards. Contents vary; this is one opening. 60s: Getting a crate: our new run had Safe Hands active — Fence + Well Connected started at 45 Black Market reputation. The perk promises improved wares. 70s: To invite Thief visitors, set a Black Lamp to Thief — Double-click cycles its signal. Put the actual lamp in your display before opening. 79s: Place the lamp in your display before opening — Here we placed it after opening, so its visitor effect begins the following day. 85s: The trade panel confirms a lamp-attracted Thief — Prior run without Safe Hands: this seller offered cards and a chip, but no crate. 97s: Producing a Security keycard takes several nights — Our completed card is in Output. Keep it safe until you have a matching crate. 109s: Get the Security chip, not just a blank card — Dr. Jackson charged 345 credits here: base 300 plus 15% supplier markup. 121s: Load a cell, the Security chip and a blank card — The Security chip requires 125 work. Keep all three inputs loaded for overnight processing. 133s: After night one: 33 of 125 work — Battery fell from 100 to 90 kJ. We kept the machine directly in cargo overnight. 145s: After night two: 66 of 125 work — The same chip and blank stay loaded. Battery now has 80 kJ. 157s: Night four finishes the card: 40 kJ used overall — One blank was consumed; the Security chip remains installed. Battery has 60 kJ. 169s: Overnight exchange failed? Check Janitorial Service — These two Dream Dust vials remained after a night with cleaning OFF. 179s: Retry with the same inputs and cleaning ON — Otherwise empty bin; Janitorial Service costs 3 credits. Power stayed ON at 5 credits. 191s: Next morning: two vials consumed, three Peat cans — This random legal-goods reward arrived in the bin. Leave receiving space clear. SHORT · 0:34 · Exchange troubleshooting 0s: Exchange did nothing? Check cleaning. — Two Dream Dust vials remained after our first night with Janitorial Service OFF. 10s: Enable Janitorial Service before sleeping — Same two vials, otherwise empty bin. Cleaning costs 3 credits; power stayed ON. 22s: Next morning: three Peat cans in the bin — Both vials were consumed. This is our random legal-goods reward, not a guarantee.