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Landmarks and special buildings

What each landmark does and who runs it: the Herbalist, Social Club, Fence, union hall, Shipment, Courthouse and the Mission, plus the Saint's church.

Last checked Category The city
Landmarks and special buildings

Every district has one landmark: a special place with its own keeper, open to anyone standing in that district once they reach its level. The level is shown on the district map (Districts and travel). Each landmark has its own entry under City in the menu, and its own building on the district street in the Classic and Graphical views.

The Herbalist (Chinatown)

Opens at level 3. Three services, none of them while you are in hospital or jail:

  • Remedies: heal an injury without going to hospital. It costs 50% of what the private doctor would charge, but takes 200% of the hospital stay it replaces, so it is cheaper and slower. You pay now and the health arrives when the remedy is ready. One at a time.
  • Hangover cure: ends a hangover (see Nights out and drinks) for $100, once every 6 hours.
  • Tonic: a little happiness for $250, once a day. It never takes you above your happiness maximum.

The Social Club (Little Sicily)

Opens at level 5 for taking and handing in contracts; anyone can read the recruiting board from anywhere.

  • Family contracts: each week the Club offers 3 contracts of 3 to 5 tasks each, drawn at random (things like committing crimes, winning fights or training). New ones come every Monday at midnight game time. Take one, do the tasks as you play, then hand it in at the Club. You can have 1 in hand at a time, and the tasks get bigger as you level up.
  • Pay: each task pays cash and 2 Respect (yours, never the gang's), at most 20 Respect a week from contracts. An unfinished contract simply ends with the week.
  • Recruiting board: one board for the whole city. A player not in a gang can pin a "looking for a gang" note; a member whose rank may invite can pin a "recruiting" note for the gang. A note stays up 7 days, can be 280 characters long, and can't hold links or contact details. A new note replaces your old one. See Gangs.

The Fence (Old Harbor)

Opens at level 8. The Fence buys loot only (not your gear or other goods), and only while you stand in his district.

  • He pays 15% more than a dealer would. If you live in Old Harbor, your resident perk stacks on top.
  • The hot list: each week he picks 3 kinds of loot and pays 200% of his usual price for them. The list is announced in The Evening Racket (The Evening Racket). He never picks anything worth more than $25,000.
  • Limits: he pays at most $10,000 a day, plus $2,500 for each of your levels, and takes up to 100 pieces in one sale.

The union hall (Ironworks)

Opens at level 10.

  • Union shift: if you live in the Ironworks, you may work one extra shift a day at the hall. It is a normal shift, with the same pay, experience and Favours as any other (see Jobs), and it does not use up your usual shift timer.
  • Strikes: now and then the union calls a city-wide strike. It is announced the day before, in the paper and with a notice, and then for 24 hours everyone's job pay is 25% higher. Strikes are never closer together than 14 days, and there is no way to call one yourself.

The Shipment (Docklands)

Opens at level 12. Once a week a ship docks at the pier with 6 to 8 kinds of goods: rare versions of ordinary gear, about 15% better than the ordinary item.

  • Who and when: players standing in the Docklands can buy once the ship is in. Docklands residents get an early look, as their resident perk. The ship sails when the week ends.
  • Buying: cash only, at a fixed price (150% of the ordinary item's price), first come first served, one of each good per player per ship. Linked accounts share that one.
  • After you buy: you can wear and use it at once, but you can't trade or give it away for 7 days, and a dealer never buys it back.

The Courthouse (Capitol Hill)

Opens at level 20. It has a lawyer, a judge and a clerk of records:

  • The lawyer cuts 50% off what is left of your sentence, once per jail stay. He charges by the minute left, so a longer sentence costs more.
  • Judge Pike takes an envelope: pay, and there is a 70% chance he frees you. If he refuses, 25% of the time you have left is added. Once every 24 hours, cash only.
  • Clear your record: in person, in Capitol Hill, one arrest at a time for 10% of a day's income at your level.

If you are in jail, the lawyer and the judge are reached from the jail page, wherever you were arrested. More in Jail and hospital.

The Mission (Southside Slums)

Ma Doyle's soup kitchen, with a candle in the doorway all night. Anyone standing in the Slums can walk in.

  • Lend a hand: once a day, from level 5, help Ma Doyle peel, carry and wash up. It costs 10 energy and gives 10 happiness (never above your maximum) and 2 Respect (yours, never the gang's). There is no pay: no cash and never Gold.
  • A free meal: players below level 5 get a hot meal that gives energy, once a day.
  • Not from jail or hospital, and not while you are on the road.

The special buildings

The other buildings on the district streets are not landmarks, but each has a short story when you click it. One of them does something, free and once a day, while you are in its district:

  • The Saint's church (Little Sicily): light a candle for a little happiness. Anyone can.

Tips

  • A landmark only works while you are in its district, so plan the trip first (see Districts and travel).
  • The Fence's hot list is posted weekly: keep an eye on it before selling loot elsewhere.
  • Union strikes are the best days to do your shifts.