All 34 effect multipliers, all 16 ingredient prices and the base product prices are cross-checked against the published Steam reference tables. The individual transformation rules are mostly not confirmed one by one yet, and meth/cocaine input costs are modelled. Checked against build v0.4.6f12 (Early Access) on 2026-08-11. Sources.
Schedule 1 Cartel Guide
The Benzies family gate every region past Northtown. This is how influence actually works, the exact numbers behind each way of reducing it, and the one rule that makes most players waste hours of spray paint for nothing.
Region unlock threshold
Influence < 300
Each region has its own influence pool. Drop that region below 300 and it opens.
Graffiti and unlocking customers do nothing while you are on a truce. Influence only moves when you are hostile with the cartel. Tags sprayed during a truce are wasted — they do not bank up and they do not count retroactively. This is the single most common reason people post "my influence isn't going down".
How to reduce cartel influence
| Action | Influence | Notes |
|---|---|---|
| Unlock a new customer | -75 | Steals market share directly. Scales best. |
| Spray a graffiti tag | -50 | 68 locations, 3–5 sprays per can, never respawn. |
| Knock out a cartel dealer | -100 | Loot their pockets for free product. |
| …then kill them | -100 | Stacks with the knockout for -200 total. |
| Win an ambush | -100 | Per victory, when they jump you. |
| Interrupt Benzies graffiti | — | Added in v0.4.3. Reduces influence and grants XP. |
Unlocking customers is the best value per unit of effort — it is the only method that also grows your own business, and it scales as you expand. Graffiti is the reliable filler when you have run out of customers to convert.
Cartel dealers only spawn if there are customers for them to serve. Strip a region of every available customer too early and the dealers stop appearing — which removes your -100 and -200 options and can leave you grinding graffiti with no faster route. Leave some customers on the table until the region's dealers are dealt with.
Starting influence by region
Values once you have gone hostile. Everything opens below 300.
| Region | Starting influence | To clear | |
|---|---|---|---|
| Westville | 500–700 | 200–400 | The first region you push into. |
| Downtown | ~800 | 500 | Gates shrooms and Fungal Phil. |
| Docks | ~900 | 600 | |
| Suburbia | ~1,000 | 700 | |
| Uptown | ~1,100 | 800 | Needed for the endgame quest. |
At -75 per customer, clearing Downtown from ~800 is roughly seven customer unlocks, or ten graffiti tags, or a mix of both plus a couple of dealers.
The deal: Unfavorable Agreements
Thomas Benzies meets you at Taco Ticklers and offers a truce. It is a genuine fork, not a fake choice:
Accept the truce
- No more ambushes or dealer robberies
- Locked to Northtown and Westville
- Deliver product to Hyland Manor 2–3× weekly
- Paid wholesale — roughly 50% of market value
- Cocaine stays locked
Refuse — stay hostile
- Random ambushes and dealer robberies
- Every region stays reachable
- Influence reduction actually works
- Cocaine and the endgame stay open
- Hyland Manor becomes obtainable
The practical answer: refuse, or accept only as a short breather. The truce is survivable early if you are being robbed faster than you can earn, but it caps your map at two regions and halves your prices. You can end it at any time by texting T.B. or simply not delivering.
Cartel dealer locations
One per region. They spawn at midnight (00:00) and the window is roughly two seconds — be standing there before the clock rolls over. Since the Shrooms update they also wander out on smoke breaks, which is a second, more forgiving chance to catch them.
| Region | Where the dealer is |
|---|---|
| Westville | Boarded-up building near Dean’s Tattoo |
| Downtown | Apartment between the Diner and the Canal |
| Docks | Billy’s house — the door near the Cuke machine |
| Suburbia | Building next to Jane’s camper |
| Uptown | The Crimson Canary |
Knock one out for -100, loot their pockets for free product, then kill them for another -100. That is the fastest single chunk of influence in the game.
Surviving robberies
While influence is above zero your dealers get robbed. These arrive as notifications rather than events you can run to, and whether they hold onto the product depends on what you armed them with:
| Dealer’s weapon | Fully defended | Partial loss |
|---|---|---|
| Unarmed | 33% | 42% |
| M1911 pistol | 80% | 20% |
| Shotgun | 90% | 10% |
Arming dealers is cheap insurance — a shotgun takes them from losing product two times in three to holding it nine times in ten.
Finishing the Job
The endgame quest. It requires Uptown unlocked while hostile, after which you get a morning call from U.N. The chain is:
- Deliver 20g of pure, packaged cocaine to Billy
- Pay $10,000 to Sam to excavate a tunnel beneath the manor
- Eliminate a marked stranger at the docks, at night
- Get the bomb from Stan and plant it in the tunnel
- Destroy the cartel headquarters
Afterwards Hyland Manor goes up for sale at $250,000 — 12 worker slots and 2 loading bays, the largest property in the game — and every cartel mechanic disappears from your save for good.
Next
- Growing mushrooms — what Downtown unlocks.
- Sewer key & code — free materials while you grind influence.
- Mix recipes — what to sell once cocaine is unlocked.
- Steam Community — Cartel Guide: How to Beat the Benzies Family (2026) — influence values, dealer locations, region thresholds.
- Steam Community — Cartel Update [FULL GUIDE] — robbery defence rates, Finishing the Job steps.
- Steam — Schedule I store page & app data