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Master every stage of the game — from your first bag of weed to a drug empire worth hundreds of thousands.
Drug Dealer Simulator is a game of careful risk-reward management. Every decision you make — what to sell, where to sell, how much to carry, and when to stop — directly impacts your survival and profitability. The most successful dealers are not the ones who push the most product in a single day; they are the ones who build a sustainable operation that grows steadily over time.
Your primary goal at every stage is to maximize profit while minimizing heat. Heat is the invisible killer in this game. It accumulates with every sale, every suspicious action, and every encounter with law enforcement. Let it climb too high and the DEA will come knocking — and they do not knock gently.
This guide is structured around the game's natural progression phases. Each section covers the optimal strategy for that phase, including which drugs to focus on, what equipment to buy, where to sell, and how to manage your growing empire. Follow this path and you will reach endgame status with minimal setbacks.
The core gameplay loop is simple: Buy low, sell high, launder money, upgrade, repeat. But the details matter enormously. Knowing when to push hard and when to lay low is what separates a successful operation from a failed one. Let's break it down phase by phase.
The early game is all about survival and building your foundation. You have almost no money, no equipment, and no reputation. Resist the temptation to jump into harder drugs — the margins look attractive but the risk will destroy you before you can build any momentum.
Marijuana is your bread and butter. It is the cheapest drug to buy, carries the lowest risk per sale, and clients are the most forgiving about quality. Eddie sells bags for $12-18 each, and you can flip them for $30-60 depending on the area and client.
| Priority | Action | Cost | Why |
|---|---|---|---|
| 1 | Buy marijuana from Eddie | $12-18/bag | Safest starting product, low heat per sale |
| 2 | Sell in low-risk zones (ghetto, suburbs) | Free | Lower police presence, tolerant clients |
| 3 | Buy Mixing Tray | $50 | Enables basic drug mixing and cutting |
| 4 | Buy Small Jar + Mortar | $45 | Grinding and storage for production |
| 5 | Buy Laundromat | $3,000 | Convert dirty money — FIRST major purchase |
| 6 | Upgrade backpack | Varies | Carry more product per trip = fewer trips = less heat |
At this stage, your goal is $500-1,000 per in-game day. This might seem low compared to late-game numbers, but consistency is more important than big scores right now. A single DEA raid at this stage can set you back days of progress.
| Equipment | Cost | Purpose | Priority |
|---|---|---|---|
| Mixing Tray | $50 | Basic mixing and cutting | Essential |
| Small Jar | $15 | Storage container for ingredients | Essential |
| Mortar & Pestle | $30 | Grinding ingredients for mixing | High |
| Scale | $40 | Precise measurements | High |
| Larger Backpack | Varies | More carry capacity | Medium |
By level 5, you should have a Laundromat, basic equipment, and a comfortable routine selling marijuana. Now it is time to step up. The mid-early game is the transition period where you shift from small-time weed dealer to a more serious operation with harder drugs and better margins.
Amphetamine and cocaine are your stepping stones to real money. The profit margins are significantly higher than marijuana, and while heat accumulates faster, you now have the infrastructure to manage it. Switch gradually — don't drop weed entirely, but start allocating more of your budget to powder drugs.
| Priority | Action | Cost | Impact |
|---|---|---|---|
| 1 | Switch to amphetamine/cocaine | $30-60/bag | 2-3x higher margins than weed |
| 2 | Buy Gas Station at Level 5 | $15,000 | Critical laundering upgrade — 2x capacity |
| 3 | Start mixing with cutting agents (20-30%) | Varies | Stretch supply, increase total profit per batch |
| 4 | Expand to 2-3 sale territories | Free | Spread heat across areas, more clients |
| 5 | Consider a second hideout | $2,000-5,000 | Storage distribution, backup stash |
The Gas Station at $15,000 is arguably the single most important purchase in the mid-early game. It massively increases your laundering capacity, which is the bottleneck that prevents most players from scaling. Without enough clean money throughput, you will hit a ceiling where you have mountains of dirty cash but cannot buy what you need. Save aggressively and get the Gas Station as soon as you hit Level 5.
Now that you are working with powder drugs, cutting becomes viable and profitable. Start conservative — 20-30% cut maximum. Paracetamol and baking soda are your safest options at this stage. Going above 30% will tank your client satisfaction and they will stop buying from you.
| Drug | Best Cutting Agent | Safe Ratio | Extra Profit |
|---|---|---|---|
| Amphetamine | Paracetamol | 20-30% | +15-25% per batch |
| Cocaine | Baking Soda | 15-25% | +12-20% per batch |
Daily profit target: $2,000-5,000/day. You should be hitting this comfortably by Level 7-8. If not, you are either selling too conservatively or spending too much on unnecessary upgrades.
The mid game is where your operation transforms from a hustle into an actual business. You should now have multiple revenue streams, a solid laundering pipeline, and enough experience to handle the increased heat that comes with bigger operations. This is the expansion phase — time to scale up hard.
| Priority | Action | Cost | Impact |
|---|---|---|---|
| 1 | Buy Car Wash | $50,000 | Massive laundering upgrade — handles mid-game cash flow |
| 2 | Invest in weed growing operation | $5,000-10,000 | Passive income stream — free marijuana supply |
| 3 | Start ecstasy production (Pill Maker) | $400 | High profit pills with good client demand |
| 4 | Expand to 3-4 sale territories | Free | Maximum heat distribution across areas |
| 5 | Multiple hideouts for risk distribution | $2,000-5,000 each | Never lose everything in a single raid |
At $50,000, the Car Wash is expensive but absolutely necessary. By this point, you are generating so much dirty cash that the Laundromat and Gas Station combined cannot keep up. The Car Wash solves this problem and sets you up for the rest of the game. Prioritize saving for this over almost everything else.
Setting up a weed growing operation is one of the smartest mid-game investments. It provides a free, passive supply of marijuana that you can sell directly or use as a base product. The initial setup (UV Lights, Air Filters, pots, seeds) costs around $5,000-10,000, but it pays for itself within a few in-game days.
| Equipment | Cost | Purpose | Unlocks |
|---|---|---|---|
| Lab Flask Mixer | $200 | Advanced drug mixing | Higher purity batches |
| Pill Maker | $400 | Ecstasy production | Ecstasy (high profit pills) |
| UV Lights | $150 | Growing operation lighting | Faster plant growth |
| Air Filters | $100 | Odor control for grows | Reduced heat from growing |
| Large Mixing Tray | $120 | Bigger batch sizes | More efficient production runs |
Ecstasy production becomes viable at this stage. The Pill Maker at $400 is relatively cheap and ecstasy has excellent profit margins. Pills are easy to carry, sell quickly, and have a loyal client base. Start producing and adding ecstasy to your rotation alongside cocaine and amphetamine.
Daily profit target: $5,000-15,000/day. With multiple drug types, cutting agents, and territory rotation, you should be climbing rapidly through this range.
Welcome to the big leagues. By Level 15, you are a serious player with a full operation running. The late game is about maximizing every dollar and pushing into the highest-margin drugs. This is where fortunes are made — and where careless players lose everything.
| Priority | Action | Cost | Impact |
|---|---|---|---|
| 1 | Buy Restaurant | $120,000 | Premium laundering — handles late-game cash volume |
| 2 | Crystal meth production (Crystallizer) | $800 | Highest profit margins in the game |
| 3 | Crack production | Varies | Premium clients, exceptional margins |
| 4 | LSD production | Varies | Niche high-profit sales, lightweight product |
| 5 | Unlock all sale territories | Free (Level req) | Maximum rotation options for heat management |
The Crystallizer ($800) unlocks crystal meth production, which has the highest profit-per-unit of any drug in the game. A single batch can sell for thousands. The production process is more complex and the heat generation is significant, but the margins make it absolutely worth it.
At this stage, you should be running at least 3-4 different drug types simultaneously. This is not just for profit — diversification spreads your risk. If one product gets too hot, you can lean on others. Your rotation might look like:
Daily profit target: $15,000-50,000/day. With crystal meth in the mix and all territories available, the money will flow faster than you can launder it.
Level 20 and beyond is the victory lap. You have built a drug empire from nothing. Your laundering businesses are churning, your lab is fully equipped, your grow operations are producing passively, and every territory in the city knows your name. At this point, the challenge shifts entirely.
The Nightclub ($300,000) is the ultimate laundering business. It takes a 10% commission on everything it launders, but the throughput is enormous. At this price point, it is the last major purchase you will make, and it signals that you have truly reached the top. With the Nightclub operational, you can launder virtually unlimited amounts of dirty money.
| System | Status Goal | Purpose |
|---|---|---|
| Nightclub | Purchased & Running | Maximum laundering throughput |
| Full Lab | All Equipment Owned | Produce every drug type at max quality |
| Multiple Grow Ops | 2-3 Active Grows | Passive marijuana supply |
| All Territories | Fully Unlocked | Maximum rotation for heat control |
| Multiple Hideouts | 3-4 Stash Houses | Risk distribution, never lose everything |
| Laundering Chain | All 5 Businesses | Laundromat + Gas + Car Wash + Restaurant + Nightclub |
At this stage, money is no longer the bottleneck — heat management is. You can produce and sell more than enough to maintain your empire, but the DEA is relentless at high levels. Your focus shifts entirely to:
Knowing which drug to focus on at each level is crucial for optimal progression. This table shows the recommended primary drug for each level range, along with the reasoning and expected profit impact.
| Level | Primary Drug | Profile | Profit Tier | |
|---|---|---|---|---|
| Lv 1-3 | Marijuana | Safe, easy to sell, forgiving clients | $ Low | |
| Lv 3-5 | Marijuana + Hashish | Slightly better margins, still low risk | $ Low-Med | |
| Lv 5-8 | Amphetamine | First real profit jump, powder drug transition | $$ Medium | |
| Lv 8-10 | Cocaine | High demand everywhere, great margins | $$$ Med-High | |
| Lv 10-13 | Ecstasy | Pill production, excellent profit-to-risk ratio | $$$ High | |
| Lv 13-15 | Cocaine + Heroin | Maximum powder drug margins, premium clients | $$$$ Very High | |
| Lv 15-18 | Crystal Meth | Highest profit drug in the game, period | $$$$$ Max | |
| Lv 18-20 | Crystal Meth + Crack + LSD | Diversified endgame portfolio, multiple streams | $$$$$ Max | |
| Lv 20+ | Everything — Full Rotation | Rotate all drugs for maximum income and client coverage | $$$$$ Empire |
| Drug | Buy Cost | Sell Price | Profit/Unit | Heat/Sale | Profit/Heat Ratio | |
|---|---|---|---|---|---|---|
| Marijuana | $12-18 | $30-60 | $18-42 | Low | Good | |
| Amphetamine | $30-45 | $80-150 | $50-105 | Medium | Good | |
| Cocaine | $50-80 | $120-250 | $70-170 | Medium-High | Average | |
| Ecstasy | $40-60 | $100-200 | $60-140 | Medium | Good | |
| Crystal Meth | $80-120 | $250-500+ | $170-380+ | High | Average | |
| Shrooms | $20-35 | $60-120 | $40-85 | Low | Great | |
| LSD | $60-90 | $150-350 | $90-260 | Medium | Good |
Managing your money is just as important as making it. The number one mistake new players make is spending everything they earn on product and wondering why they cannot afford critical upgrades. Smart budget allocation is the difference between a thriving operation and one that crumbles under its own weight.
Each laundering business should be purchased at a specific point in your progression. Buy too early and you waste money you need for supplies. Buy too late and you sit on mountains of unusable dirty cash.
| Business | Cost | When to Buy | Laundering Capacity | ROI Time |
|---|---|---|---|---|
Laundromat |
$3,000 | ASAP (Level 1-2) | Low — handles early game | 2-3 days |
Gas Station |
$15,000 | Level 5 | Medium — enables powder drug scaling | 3-4 days |
Car Wash |
$50,000 | Level 10-11 | High — mid-game backbone | 4-5 days |
Restaurant |
$120,000 | Level 15-16 | Very High — late-game requirement | 5-6 days |
Nightclub |
$300,000 | Level 20+ | Maximum — unlimited scaling | 6-8 days |
Territory rotation is one of the most underrated strategies in the game. Selling in the same area repeatedly causes that territory's heat to skyrocket, attracting police patrols and eventually triggering raids. Smart rotation keeps your heat distributed and your operation running smoothly.
The optimal approach is to maintain 3-4 active territories and cycle between them every 2-3 in-game days. When you leave a territory, its heat gradually decreases. By the time you return, it should be back to manageable levels. Think of it like crop rotation — you never exhaust one area completely.
Use map markers to track client locations and delivery points across territories. Planning your routes in advance saves time and reduces exposure on the streets.
| Territory | Best Time | Client Density | Risk Level | Recommended Drug |
|---|---|---|---|---|
| Ghetto | Night | High | Low | Weed, Crack, Amphetamine |
| Suburbs | Afternoon | Medium | Low | Weed, Ecstasy, Cocaine |
| Downtown | Evening | High | High | Cocaine, Crystal Meth, LSD |
| Docks/Industrial | Night | Medium | Medium | Amphetamine, Heroin, Meth |
| Nightlife District | Late Night | Very High | Medium | Ecstasy, Cocaine, LSD |
| University Area | Evening | Medium | Low-Med | Weed, Shrooms, Ecstasy |
| Rich Neighborhood | Afternoon | Low | High | Cocaine, Crystal Meth |
Here are two example rotation patterns. Choose based on your current level and risk tolerance:
Day 1-2: Ghetto → Day 3-4: Suburbs → Day 5-6: University → Day 7-8: Ghetto (repeat)
Best for: Early-mid game, heat recovery periods, conservative play
Day 1: Downtown → Day 2: Nightlife → Day 3: Rich Area → Day 4: Rest/Sleep → Day 5: Downtown (repeat)
Best for: Late game, when heat management is mastered, maximum income needed
When your heat spikes too high, you need recovery territories — low-risk areas where you can make small sales while your heat in other territories cools down. The Ghetto and Suburbs are ideal for this. Sell small amounts of weed, keep income trickling in, and wait for your primary territories to reset.
Risk management is the art of balancing profit against safety. The temptation is always to push harder — one more deal, one more territory, one more batch. But the best players know when to stop, when to rest, and when to let heat dissipate. Discipline wins the long game.
Heat is the single most important metric to track. It determines how aggressively law enforcement pursues you. Here is how to read and manage it:
| Heat Level | Status | Police Behavior | Recommended Action |
|---|---|---|---|
| 0-20% | Safe | Normal patrols, no suspicion | Sell freely, push for profit |
| 20-40% | Caution | Increased patrols, occasional checks | Continue selling, be more careful |
| 40-60% | Warning | Active searching, will chase on sight | Wind down sales, consider stopping |
| 60-80% | Danger | Aggressive pursuit, checkpoints | STOP selling. Go home. Sleep. |
| 80-100% | Critical | DEA raids imminent, active manhunt | HIDE. Stash everything. Lay low. |
When a raid happens (and it will), follow this recovery checklist:
| Step | Action | Priority |
|---|---|---|
| 1 | Assess losses — what was seized, what remains in other stashes | Immediate |
| 2 | Lay low for 2-3 in-game days — let heat drop significantly | Immediate |
| 3 | Use emergency fund to buy replacement supply | High |
| 4 | Move remaining stashes to a different hideout | High |
| 5 | Resume selling in LOW-risk territories only | Medium |
| 6 | Rebuild emergency fund before scaling back up | Medium |
Cutting drugs is one of the most powerful profit-boosting techniques in the game, but it requires careful calibration. Cut too little and you leave money on the table. Cut too much and your clients abandon you — or worse, overdose and generate massive heat spikes. Here is the definitive guide to optimal cutting ratios.
| Drug | Best Cutting Agent | Safe Ratio | Max Ratio | Notes | |
|---|---|---|---|---|---|
| Marijuana | DO NOT CUT | 0% | 0% | Clients notice immediately — ruins reputation | |
| Amphetamine | Paracetamol | 20-30% | 35% | Mild, low toxicity — most forgiving cut | |
| Cocaine | Baking Soda | 15-25% | 30% | Accepted by most clients, standard street cut | |
| Heroin | Paracetamol | 10-20% | 25% | CAREFUL — wrong agent causes overdoses | |
| Ecstasy | Paracetamol | 10-20% | 25% | Pill format masks cuts well | |
| Crystal Meth | Baking Soda | 10-15% | 20% | Visual appearance changes — keep cuts low | |
| LSD | DO NOT CUT | 0% | 0% | Tab format — cutting is not practical |
| Cutting Agent | Cost | Toxicity | Detection Risk | Best For |
|---|---|---|---|---|
| Paracetamol | $2-5 | Low | Low | Amphetamine, Ecstasy, Heroin |
| Baking Soda | $1-3 | Very Low | Medium | Cocaine, Crystal Meth |
| Viagra | $5-10 | Medium | Low | Ecstasy (enhances effects perception) |
| Horse Tranquilizer | $3-8 | High | Medium | Heroin (dangerous — use sparingly) |
| Fentanyl | $1-3 | EXTREME | High (OD) | AVOID — overdose risk is catastrophic |
Use this milestone checklist to track your progression through the game. Each milestone represents a significant achievement that unlocks new capabilities and pushes your operation to the next level. The milestones are color-coded by game phase to help you see where you stand at a glance.
| Cash Target | Milestone | Phase | Impact | |
|---|---|---|---|---|
| β | $3,000 | Buy Laundromat | EARLY | Unlocks clean money — foundation of everything |
| β | $5,000 | Second Hideout | EARLY | Risk distribution — backup stash location |
| β | $15,000 | Gas Station | EARLY | Major laundering boost — enables powder drug scaling |
| β | $25,000 | Full Mixing Lab | MID | All basic lab equipment — production efficiency |
| β | $50,000 | Car Wash | MID | Heavy-duty laundering — handles mid-game revenue |
| β | $80,000 | Weed Growing Operation | MID | Passive marijuana income — free supply forever |
| β | $120,000 | Restaurant | LATE | Premium laundering — supports crystal meth income |
| β | $200,000 | Crystal Meth Lab | LATE | Highest-margin drug production unlocked |
| β | $300,000 | Nightclub | ENDGAME | Ultimate laundering — virtually unlimited throughput |
| β | $500,000+ | Endgame Empire | ENDGAME | Full operation — every business, every territory, every drug |
Following this guide's strategies, here is a rough timeline for hitting each milestone. These estimates assume reasonably efficient play with minimal losses from raids or mistakes.
| Milestone | In-Game Days | Real-Time (Approx) | Level Range |
|---|---|---|---|
| Laundromat ($3K) | 3-5 days | 1-2 hours | Level 1-2 |
| Second Hideout ($5K) | 5-8 days | 2-3 hours | Level 2-3 |
| Gas Station ($15K) | 10-15 days | 3-5 hours | Level 5 |
| Full Lab ($25K) | 15-20 days | 5-7 hours | Level 7-8 |
| Car Wash ($50K) | 20-30 days | 7-10 hours | Level 10-11 |
| Grow Op ($80K) | 30-40 days | 10-13 hours | Level 12-13 |
| Restaurant ($120K) | 40-55 days | 13-18 hours | Level 15-16 |
| Meth Lab ($200K) | 50-65 days | 17-22 hours | Level 17-18 |
| Nightclub ($300K) | 60-80 days | 20-27 hours | Level 20+ |
| Empire ($500K+) | 80-100+ days | 27-35+ hours | Level 20+ |
| Phase | Focus | Target Income |
| Early (1-5) | Weed sales, Laundromat, basic equipment | $500-1,000/day |
| Mid-Early (5-10) | Powder drugs, Gas Station, cutting agents | $2,000-5,000/day |
| Mid (10-15) | Car Wash, ecstasy, growing, multiple territories | $5,000-15,000/day |
| Late (15-20) | Restaurant, crystal meth, crack, LSD | $15,000-50,000/day |
| Endgame (20+) | Nightclub, full rotation, heat management | $50,000+/day |