Probably Stolen Endings Guide and How to Get Them

In Probably Stolen, every run eventually comes to an end. You might successfully buy the store and secure your future, or you could lose everything because of unpaid rent, debt, security trouble, or problems with the factions. There are several different endings, and knowing what triggers them can help you plan your next move.

In this guide, we will explain all 15 endings in Probably Stolen, including the two buyout endings that count as wins. I’ll cover the conditions that lead to each ending, from failing to pay the Landlord to getting arrested, upsetting factions, or facing special story-related threats.

If you want to keep your store running for as long as possible, this guide will help you understand which mistakes to avoid. And if you are aiming for a particular ending, you can use the requirements below to work toward it deliberately.

Probably Stolen Endings Guide and How to Get Them

A run ends when you buy the store or when something takes it away from you. The game has 15 endings, including two buyout endings that count as wins.

The two buyout endings are special because they allow you to continue playing after achieving the win. The other endings describe situations where your run ends because of debt, security, faction reputation, or other events.

All 15 Endings at a Glance

Ending Category How it happens
Buyout (store bought) Win Buy the store from the Landlord using its full price in Credits on a rent day
Buyout (mortgage paid) Win Make the final mortgage payment to the Loan Shark
You Defaulted On Your Rent Rent and debt Fail to pay the Landlord without Rent Grace
Repossession Rent and debt Miss a mortgage payment without goods worth the payment
Bombed (Lou’s debt) Rent and debt Give Lou weapons, ammo, and meds worth too little to meet the demand
Arrested Security Receive a qualifying sentence, have an unpaid fine, or have certain contraband discovered without Clemency
Executed Security Receive a sentence on a case of 1,500 or more
Framed Security Security reputation reaches -100 or lower
Lynched Factions Lower Levels reputation reaches -100 or lower
Bombed (Revolution) Factions Revolution reputation reaches -100 or lower
Retired Perks and story Trigger one of the listed Chemist-specific conditions
Bombed (Lou’s toys) Perks and story A toy is missing or the box is gone when Lou collects her toy box
Sentinel Collapse Perks and story Go too many nights without an Immunivax injection when affected by Sentinel Collapse Disorder
Augmented Perks and story Aug presence reaches 100 at the start of a day under the listed conditions
Meltdown Perks and story Makeshift Reactor integrity reaches 0

Buyout Endings – The Two Wins

These are the two endings that count as victories. Unlike the other endings, you can continue playing after reaching either one.

1. Buyout (store bought)

How to get it: Buy the store from the Landlord on a rent day by paying its full price in Credits.

This ending represents buying the store outright. Once the purchase is complete, the store belongs to you, and the pressure of rent from the Landlord is gone.

The ending text describes signing the deed and finally gaining control of your future after working hard to keep the business running.

2. Buyout (mortgage paid)

How to get it: Pay the final mortgage payment to the Loan Shark.

Instead of buying the store outright, you can reach this ending by completing the mortgage payments. Once the final payment is made, the threat of repossession from the loan is over.

The ending text describes breaking free from the Loan Shark’s hold and securing the store’s future.

Both buyout endings are wins, and both let you continue playing.

Rent and Debt Endings

These endings occur when you fail to meet financial obligations or do not provide enough value to satisfy a demand.

3. You Defaulted On Your Rent

How to get it: Fail to pay the Landlord without Rent Grace.

Rent is one of the key responsibilities you need to manage while running the store. If you cannot pay and do not have Rent Grace protecting you, the run ends with this result.

Keep an eye on your upcoming rent payments and make sure you have enough money available when they are due.

4. Repossession

How to get it: Miss a mortgage payment without having goods worth the payment.

This ending is connected to your mortgage obligations. If you miss a payment and do not have goods worth the required amount, you can lose the store through repossession.

To avoid this ending, track your mortgage payments and make sure you can cover the amount due.

5. Bombed (Lou’s debt)

How to get it: Lou demands 1,500 Credits’ worth of weapons, ammunition, and medicine, but the goods you give her plus your Credits total less than 500.

This ending is triggered when you fail to meet Lou’s demand under the specified conditions. The key requirement is the combined value of the items you hand over and the Credits you provide.

Make sure you understand the demand before handing over your goods. The supplied conditions distinguish between the 1,500-Credit demand and the less-than-500-Credit combined value that triggers the ending.

Security Endings

Security-related endings can occur because of criminal cases, unpaid fines, contraband discoveries, or very low Security reputation.

6. Arrested

How to get it: Receive a sentence on a case of 300–1,499, have an unpaid fine, or have Critical or unpaid High contraband discovered without Clemency.

Several different conditions can lead to this ending. The case value, your outstanding fines, and the type of contraband involved can all matter.

If you are trying to avoid arrest, pay attention to your legal situation and the consequences of keeping or selling restricted goods.

7. Executed

How to get it: Receive a sentence on a case of 1,500 or more.

This is the more severe security ending listed in the game information. It is triggered when the sentence is on a case valued at 1,500 or higher.

The supplied description does not list any additional conditions, so the important threshold to remember is the case value.

8. Framed

How to get it: Let Security reputation fall to -100 or lower.

When your Security reputation reaches this threshold, you are arrested on opening, resulting in the Framed ending.

If you want to avoid this outcome, keep an eye on your Security reputation rather than focusing only on your store’s finances.

Faction Endings

Faction reputation can also decide the fate of your run. The following endings are tied to reaching -100 reputation or lower with specific factions.

9. Lynched

How to get it: Reach -100 or lower reputation with the Lower Levels faction.

When the reputation condition is met, a mob appears at the door when the store opens, triggering the Lynched ending.

Watch your Lower Levels reputation if you want to keep your run going.

10. Bombed (Revolution)

How to get it: Reach -100 or lower reputation with the Revolution faction.

At this reputation level, a bomb appears on the counter when the store opens, ending the run.

If you are working with multiple factions, remember that letting one faction’s reputation fall too far can have serious consequences.

Perks and Story Endings

These endings are connected to specific story events, starting conditions, or mechanics that can affect your run.

11. Retired

How to get it: Trigger one of the listed Chemist-specific conditions:

  • Cartel reputation reaches -100 or lower.
  • A handover occurs without Dream Dust.
  • Average purity is at or below one-quarter of the requested purity, such as 10 when the requested purity is 40.

This ending is specific to the Chemist. Pay attention to Cartel reputation and the requirements of any handover, especially when Dream Dust or product purity is involved.

12. Bombed (Lou’s toys)

How to get it: Have a toy missing, or have the box gone, when Lou collects her toy box.

This ending depends on the condition of Lou’s toy collection when she comes to collect it. If a toy is missing or the box itself is gone, the ending can trigger.

Keep track of the toy and its box if you want to avoid this outcome.

13. Sentinel Collapse

How to get it: Have Sentinel Collapse Disorder and go too many nights without an Immunivax injection.

This ending is tied to a specific condition and the failure to receive the required injections. The supplied information does not specify the exact number of nights, so make sure you keep up with Immunivax while affected by Sentinel Collapse Disorder.

14. Augmented

How to get it: Reach 100 Aug presence at the start of a day while playing on Thin Margins or Red Ink, or while Aug Menace is active.

The timing of the check matters: Aug presence must be at 100 at the start of the day. The listed conditions are Thin Margins, Red Ink, or having Aug Menace active.

If you are playing under one of these conditions, monitor Aug presence closely.

15. Meltdown

How to get it: Let the Makeshift Reactor’s integrity reach 0.

This ending is linked to the Makeshift Reactor. Once its integrity reaches zero, the run ends with Meltdown.

Keep track of reactor integrity while using this setup so you can respond before it reaches the failure point.

The 15 endings in Probably Stolen cover several different outcomes, from buying the store and securing a win to losing it through debt, security problems, faction hostility, or special story events.

If you want to finish a run successfully, keep your finances under control and pay attention to the conditions that can end your game. If you are trying to experience every ending instead, use the table above to identify the trigger for each one and plan your run accordingly.

The two buyout endings are the only endings listed as wins, and both allow you to continue playing after you achieve them.

Eric Langell
Eric Langell

Eric is a Senior Writer for Treyexgaming, primarily covering guides and codes, as well as general gaming news and guides. After leaving university with a degree in Bachelor in Physical Education.

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