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Schedule I: From Rags to Riches Chapter 2 - Two Weed Plants, a Meth Empire and $55,776 in Three Days

Writer: Niels Gys
Niels Gys
4 hours ago
14 min read

You don't need a gigantic grow operation to conquer Westville in Schedule I. You need reliable customers, a dealer who can handle them, a profitable meth recipe and enough sense to stop manufacturing drugs when you've already got hundreds sitting in storage. Our two OG Kush plants from Northtown remained in service throughout Westville. They helped finance a meth laboratory, two money-laundering businesses and eventually a fully automated, five-employee Bungalow producing eight-stage meth worth $343 per unit.


The interesting part is that we could have made the operation considerably more efficient by spending less money, buying fewer ingredients and occasionally allowing our employees to stand outside doing absolutely nothing. Here's how we'd approach Westville knowing what we know now.


Animated drug lab at sunset with armed man, stacks of cash, and neon text: Schedule II Rags to Riches Chapter 2 in Westville

Still building your empire? Start with Chapter 1: Northtown Mastery and discover how two OG Kush plants became a fully automated cannabis operation. No industrial greenhouse required, just some suspiciously profitable bananas.



Bring your Northtown business into Westville

If you've followed Chapter 1: Northtown Mastery, you should already have a functioning cannabis operation. Ours consisted of two OG Kush plants, four Mixing Stations and three employees operating out of the Northtown Storage Unit.


The product financing our expansion was Granddaddy Fruit:

OG Kush → Viagor → Mega Bean → Banana → Cuke

Detail

Amount

Mixing additives per unit

$15

Suggested selling price

$111

Our cultivation setup

2 OG Kush plants

Don't immediately buy more pots because you've unlocked another district. Your existing production might already be sufficient, and additional plants only become useful when you have enough customers to sell the extra output. Our first priority in Westville was recruitment.



Recruit Molly Presley

Molly Presley costs $1,000 to recruit, takes a 20% commission and can manage ten assigned customers.


We eventually assigned her the following Westville customers:

  • Dean Webster

  • Doris Lubbin

  • George Greene

  • Joyce Ball

  • Keith Wagner

  • Trent Sherman

  • Meg Cooley

  • Kim Delaney

  • Charles Rowland

  • Jerry Montero


Keeping Benji Coleman in Northtown while Molly handles Westville means both districts can generate sales without you personally arranging every transaction. Start Molly with a manageable amount of Granddaddy Fruit and replenish it based on consumption. We frequently kept around 40 units with her, but that was our operating choice, not an optimal quantity prescribed by the game.


If she sells 20 units in a day, replacing those 20 is perfectly sensible. Giving her another 100 because you happen to have them achieves very little beyond making her an unusually convenient target for thieves. Which brings us to Thomas Benzies.


Dark SUV with headlights on sits in a night parking lot; a driver looks out the window beside a lit Cuke machine.


The Benzies deal and Westville cartel influence

The cartel approaches you through Unfavourable Agreements with an offer to supply drugs at a substantial discount in exchange for reduced hostility. Our offer involved roughly 10 to 15 grams several times a week at around half the normal selling value, along with restrictions on expanding beyond Northtown and Westville. We refused because expansion was the point of the exercise.


That meant dealing with cartel influence, robbery and occasional armed aggression from people who apparently believe a commercial disagreement should be settled with several knives and a firearm.



Reducing influence without getting stuck

Recruiting customers, completing graffiti tags and defeating cartel members can reduce influence. In our game, every successful graffiti tag removed 50 influence. We reduced Westville influence from 500 to 100 using graffiti, and Downtown unlocked when the meter reached 250.


The important warning concerns recruitment order. We recruited every Westville customer before finishing the cartel problem. Community guides suggest that this can make the local rival dealer harder to encounter. We subsequently watched the reported dealer location near Dean's Tattoo Shop over several in-game days without seeing him.


A cartel goon we later killed in the Docks produced a confirmed 100-point influence reduction, although that was a separate district encounter. We cannot claim it eliminated Westville's remaining influence.


Our recommendation is to monitor influence while recruiting, use the graffiti locations available to you and deal with rival cartel members when genuine opportunities arise. Don't leave the entire influence problem until after you've exhausted the district's customer network. You also don't need to reach zero influence to unlock Downtown.



Protect your dealers

Cartel retaliation can become expensive. Molly was robbed of 25 Extreme Assblaster and $1,439 in cash during our playthrough. We subsequently invested in Revolvers and ammunition for dealer protection. We also survived a dead-drop ambush involving armed Benzies attackers while carrying a baseball bat.

It worked, but I wouldn't recommend adopting a baseball bat as the centrepiece of your anti-cartel security policy. Particularly when the opposition has started bringing guns.


Avoid exposing unnecessarily large stockpiles, equip your dealers appropriately and don't assume that unlocking the next district means the cartel has suddenly developed a respect for commercial boundaries.


Chemical lab setup with red phosphorus and acid jars, a flask dripping orange liquid into a beaker, and safety warning labels


Getting started with meth production

Westville opens the door to methamphetamine production, and the initial setup is relatively straightforward.


We used this Layout in the Sweatshop: https://schedule1-lab.com/b/QqxqEaSb


You'll need Pseudo, Acid, Phosphorus, a Chemistry Station and a Lab Oven.

Item

Our observed cost

Chemistry Station

$1,000

Lab Oven

$1,000

Low-Quality Pseudo

$60

Regular Pseudo

$80

Acid

Initially $40

Phosphorus

Initially $40

One Pseudo, one Acid and one Phosphorus produced ten units of base meth in our setup. Using the initial prices, Low-Quality Pseudo brought the raw material cost to $140 per ten units, or $14 per unit before mixing.


We observed approximately eight hours of chemistry processing followed by five hours in the oven. Treat those as figures from our equipment and game setup, rather than universal timings for every configuration. There's also the temperature to consider. Our first attempt ended with the equipment overheating and the character dying.


There are certainly more dignified ways to discover that a production process requires supervision. You could read the instructions, for example. Instead, we turned the laboratory into an extremely brief demonstration of combustion.


Learn the cooking process before scaling it. Once the chemistry and oven stages are functioning, you can start turning ordinary meth into something considerably more valuable.


Assorted drugs in jars, white bars, blue crystals and green baggies laid out on a gray table against a wood-paneled wall.


Banana Ghost: our four-mix meth recipe

Banana Ghost became our first dependable premium meth recipe.


Add ingredients in this order:

Meth → Paracetamol → Mega Bean → Mouth Wash → Addy

Ingredient

Cost per unit

Paracetamol

$3

Mega Bean

$7

Mouth Wash

$4

Addy

$9

Total mixing additives

$23

Banana Ghost has a suggested selling price of $175. With our initial Low-Quality Pseudo costs, the basic meth ingredients and four additives totalled approximately $37 per finished unit, excluding wages, equipment and packaging.


It's also relatively easy to automate because the recipe requires four mixing stages. A Chemist can operate four assigned workstations, allowing you to chain the mixing process once the necessary supplies and destinations are configured. We initially ran this mixing line in the Sweatshop while continuing to handle other production tasks ourselves.


That arrangement works as an intermediate step. You don't need to purchase a fully staffed Bungalow the moment meth becomes available. But there's one upgrade worth paying attention to before manufacturing a large batch.



Regular Pseudo is worth the extra $2 per unit

Regular Pseudo unlocks at Hustler III and costs $80 rather than $60 for the low-quality version. That's $20 extra for ten base meth, or just $2 per finished unit. The eventual effect on our Businessmen sales was considerably larger than that difference suggests.


A product can have the same recipe name and desired effects while still attracting a different payment because of ingredient quality. So if you're preparing high-value meth for specialist customers, don't automatically save $2 on the most important component of the batch. We learned exactly how expensive that decision could become.




The Businessmen: $55,776 from Banana Ghost

The Businessmen were one of the most profitable opportunities we encountered in Westville. They favour methamphetamine and particular product effects. Our Banana Ghost matched four of their five preferred effects, resulting in substantial bonus payments.


We prepared stock in advance and completed three transactions:

Sale

Units

Payment

First

50

$17,080

Second

50

$17,080

Third

50

$21,616

Total

150

$55,776

Those figures are actual completed sales from our playthrough. The first two transactions involved Low-Quality Pseudo Banana Ghost, returning $341.60 per unit. The final transaction contained 40 units made with regular Pseudo and ten made with Low-Quality Pseudo. Its total payment was consistent with the regular-quality units earning $455 each, compared with $341.60 for the low-quality product.


That's $113.40 additional revenue per upgraded unit, for an extra $2 in precursor cost. Suddenly, purchasing the cheaper ingredient looks rather less clever.


The important qualification is that these were Businessmen event prices. Ordinary customers don't automatically pay those amounts, and different qualities, effects or event conditions can change the result. Our event accepted 50 units on each of three selling days, giving us 150 confirmed sales. Check the actual allowances in your game before assuming that quantity applies universally.



Prepare before they arrive

Special customers reward preparation. During the earlier Hippies event in Northtown, we missed $2,544 in potential revenue because we hadn't prepared enough appropriate stock. For the Businessmen, the approach was much better: identify their preferences, manufacture a suitable product and have enough ready before the selling opportunity disappears.


The resulting $55,776 financed a substantial part of our later expansion. It also rescued us from a rather spectacular cash-flow problem.


Blue house with black-trim windows behind pine trees, a for sale sign by the walkway on a quiet sunny street.

The Businessmen paid us $55,776, but they aren't the only visitors worth preparing for. Meet Schedule I's Special Customers and learn how travelling buyers turn drug dealing into an increasingly ridiculous exercise in inventory management.



The banking bottleneck and the Post Office

By this point, we had two very different kinds of wealth. There was the cash we physically possessed, and there was the bank balance required to purchase equipment and supplies. Unfortunately, the second number was substantially less impressive.


The ATM's $10,000 weekly deposit allowance limited how quickly we could turn physical cash into banked funds. The Laundromat we bought in Chapter 1 helped by laundering $2,000 per cycle, but our recurring expenses were growing.


We eventually purchased the Post Office for $10,000, unlocking $5,000 laundering cycles in our game.

Business

Purchase price

Laundering per cycle

Laundromat

$4,000

$2,000

Post Office

$10,000

$5,000

Combined

$14,000

$7,000

The extra capacity was useful, but purchasing the Post Office almost emptied our accessible operating funds. We temporarily couldn't afford the $700 required to fund the Storage Unit employees. Then the Businessmen arrived and paid $17,080 for 50 Banana Ghost.


Excellent timing, although relying on wealthy visitors to appear shortly before payroll is due probably wouldn't survive much scrutiny from a qualified accountant.


The lesson is to expand laundering capacity before restricted bank funds begin interrupting essential purchases. Keep enough working capital for ingredients, wages and unavoidable operating costs. And remember that laundering moves existing money into a usable form. The amount being processed isn't additional profit.


White house partly hidden by tall pine trees in a quiet yard under a blue sky, with a sidewalk at the edge.


The Bungalow: automating eight-stage meth

Our Sweatshop automated Banana Ghost mixing, but too much of the meth operation still required manual intervention. We wanted an integrated factory that would handle chemistry, oven processing, mixing, transfers and packaging while we supplied the raw ingredients.


The Bungalow was the solution. We paid $6,000 for the property and eventually configured a five-employee operation using ordinary equipment. We didn't need Mk2 Mixing Stations or oversized storage racks to make the system work.


You can find the layout we used here: https://schedule1-lab.com/b/6YnzmQS3


Our staffing arrangement was:

Employee

Responsibility

Chemist 1

Chemistry Station and Lab Oven

Chemist 2

Mixing Stations 1-4

Chemist 3

Mixing Stations 5-8

Handler 1

Supplies and transfers

Handler 2

Transfers and packaging

The workflow runs from the raw materials through chemistry and oven processing, into the eight mixing stages, then through packaging and into finished-product storage.


The Chemists operate production equipment. The Handlers keep materials moving and perform their assigned packaging work. Workstation destinations and storage connections need to be configured correctly, otherwise the factory becomes a very expensive collection of employees waiting for someone else to move a jar.


We confirmed that the completed Bungalow could operate the entire production chain automatically. Our only routine manual production responsibility was replenishing Pseudo and ingredients. That's genuine automation, even if the game still expects us to act as the world's least glamorous procurement department.



Do you need Mk2 equipment?

No. We confirmed the eight-mix operation using standard machinery and ordinary storage. Upgraded equipment may improve throughput, but don't buy it merely because a blueprint looks more impressive with expensive hardware.


First establish whether your current equipment is actually preventing you from meeting sales demand. Likewise, retain any functioning existing production line until the new setup completes a full unattended cycle. A factory that looks perfect from above but cannot move product between stations isn't finished.


Blue lab oven on a worktable in a game room, with a 00:00 display, COOK button, and E Use Lab Oven prompt.


Hairy Cock: the $343 eight-stage recipe

The Bungalow allowed us to move beyond four-mix Banana Ghost and manufacture a more valuable eight-stage product. We confirmed Hairy Cock at a suggested selling price of $343.


Its recipe is:

Meth → Motor Oil → Cuke → Paracetamol → Gasoline → Cuke → Battery → Horse Semen → Mega Bean

Yes, Cuke appears twice. Follow the order exactly. And yes, the result is called Hairy Cock.


Imagine spending years developing a complex eight-stage chemical production process, sourcing the ingredients, designing a fully automated manufacturing facility and employing an entire specialist workforce, only to arrive at the marketing meeting and discover somebody has written Hairy Cock on the whiteboard. Nobody objects. The packaging goes into production.



Hairy Cock ingredient costs

For 40 units, our mixing ingredients were:

Ingredient

Quantity

Motor Oil

40

Cuke

80

Paracetamol

40

Gasoline

40

Battery

40

Horse Semen

40

Mega Bean

40

Total additive cost

$1,880

That's $47 in additives per finished unit. Combined with our later observed regular-Pseudo and chemical prices, we estimated direct material costs at approximately $69.70 per unit, before payroll and other expenses.


We also produced Hairy Cock successfully and sold ten units through ordinary personal transactions, confirming that the product wasn't merely an impressive number in the recipe menu. However, we didn't isolate a precise realized price or net profit for those ten units, so the $343 figure remains its suggested value rather than a demonstrated average transaction price.



Is Hairy Cock better than Banana Ghost?

Product

Suggested price

Mixing stages

Additive cost

Granddaddy Fruit

$111

4

$15

Banana Ghost

$175

4

$23

Hairy Cock

$343

8

$47

Hairy Cock offers considerably more potential value per unit, but costs more to manufacture and requires a larger automated mixing chain. More importantly, customers still have preferences, budgets and purchasing habits.


A customer who regularly buys cannabis won't necessarily switch to expensive meth just because you've developed something with an outrageous name and a luxurious suggested price. Which is why we kept both drug types available.


Low-poly coastal town intersection with a gas station, fenced lots, pine trees, and an ocean horizon under a clear blue sky.


Should your dealers sell weed or meth?

We recommend mixed inventories, adjusted according to actual sales. Our network eventually expanded to three dealers: Benji in Northtown, Molly in Westville and Brad Crosby in Downtown. Brad required a $2,000 signing fee and took a 20% commission.


Once the network matured, we observed approximate daily sales of 20 cannabis units and five to ten meth units per dealer. That's useful for planning, but those are figures from our particular customer assignments, not universal purchase limits.


A starting stock of around 30 Granddaddy Fruit and ten premium meth gives a dealer a reasonable selection without tying up enormous inventory quantities. Replenish according to consumption, and adjust the balance when you can see which products customers actually buy.


Weed remained the higher-volume product in our operation. Meth offered greater potential value per unit. There is no reason to force dealers into weed-only or meth-only roles when their customer networks can purchase both.


You can also keep valuable customers for personal transactions to avoid dealer commission, but that means doing more work yourself. We preferred letting the business operate through its dealers rather than personally handling every sale in pursuit of the last possible dollar.


Dim warehouse interior with stacked boxes on metal shelves, blue barrels, and a small white table under hanging lamps.

Our biggest discovery: production doesn't need to run every day

This is the improvement we wish we'd adopted much earlier. We eventually accumulated 430 Granddaddy Fruit, 50 Banana Ghost and 110 Hairy Cock in finished inventory. That's 590 units, with more meth still processing.


And yet we were continuing to buy ingredients and fund production. The factories were doing exactly what we'd designed them to do. They were producing drugs with impressive efficiency. Unfortunately, they hadn't been informed that we already had enough.



Run production in bursts

The better approach is to manufacture a stockpile, stop production and restart when demand requires it. A run can last two days, three days or longer. There is no fixed ideal duration.


We recommend this sequence:

  1. Estimate how much each dealer sells and decide on a stock reserve.

  2. Fund the relevant factory for a production run.

  3. Supply enough ingredients to reach your target inventory.

  4. Allow the automated operation to complete its batches.

  5. Stop funding production when you have sufficient stock.

  6. Continue distributing finished products until replenishment becomes necessary.


We verified that unfunded employees remain hired and stand outside rather than continuing to work. They can resume their assignments when funded again. That makes production shutdowns practical without rehiring the entire workforce.



What can you save?

Our Northtown Storage Unit had an active payroll of $700 per day. The completed meth operation required approximately $1,300 per day. Together, that's roughly $2,000 in production wages per fully active day.


Once existing prepayments have been exhausted, an unfunded day with both factories idle can avoid that day's production payroll. The exact saving depends on which employees would otherwise have been working and how much wage funding is already committed.


You also avoid purchasing unnecessary ingredients, although delaying purchases should not be confused with reducing the eventual cost of ingredients you genuinely need.


The important part is that the two factories can operate independently. If cannabis stock is sufficient but premium meth is running low, fund the Bungalow and leave the Storage Unit inactive. If meth demand slows, do the opposite.


A business with automated production shouldn't require a daily manufacturing ritual just because you own the equipment. Sometimes the most efficient factory is the one doing absolutely nothing.


Man in orange shirt stands by ATM in a dim office lobby while another person bends over a cubicle; ceiling fans and glass doors.

The Westville progression we'd recommend

If we were starting again, we'd follow this route:

  1. Enter Westville with your existing Northtown cannabis operation. Keep cultivation modest until sales demand justifies expansion.

  2. Recruit Molly Presley and establish consistent Granddaddy Fruit distribution.

  3. Manage Benzies influence alongside customer recruitment, using graffiti and available cartel encounters before rival dealers become difficult to find.

  4. Start basic meth production with a Chemistry Station, Lab Oven and the required chemicals.

  5. Develop Banana Ghost as a useful four-stage premium recipe, paying attention to Pseudo quality.

  6. Prepare for special customers, particularly the Businessmen, and produce the right stock before their purchase window.

  7. Expand laundering capacity when necessary, without sacrificing the money required for wages and essential supplies.

  8. Automate meth production progressively. The Sweatshop can serve as an intermediate setup; the Bungalow supports a larger integrated operation.

  9. Introduce premium meth alongside cannabis, then use actual dealer consumption to determine the product balance.

  10. Run the factories in demand-driven production bursts rather than funding continuous output that nobody needs.


The eight-mix Bungalow and Hairy Cock are advanced optimization options. They're not mandatory requirements for unlocking Downtown or progressing through Westville. The point is to build a business that supports expansion without repeatedly draining your money and time.


Dusk street scene outside Top Tattoo shop, with pine trees, lit window, sidewalk trash can, and red Cuke vending machine.


What Westville Mastery actually looks like

By the end of our research, we had three operating dealers, two laundering businesses, an automated cannabis operation and a fully staffed meth Bungalow capable of producing eight-stage products without manual cooking, mixing, transferring or packaging.


Our corrected closing financial position was:

Financial position

Amount

Cash

$47,969

Bank

$31,560

Total liquid funds

$79,529

Supplier debt

$0

That's available money, not audited lifetime profit. It doesn't include the value of properties and equipment, and it shouldn't be confused with the theoretical retail value of our stockpiles.


We also finished with a rather useful change in perspective. When we entered Westville, the obvious ambition was to make more money by manufacturing more expensive products. Eventually, we achieved that. We had a recipe worth $343 per unit and a fully automated laboratory capable of producing it.


Then we discovered that our biggest avoidable expense was continuing to manufacture products we didn't currently need. The two OG Kush plants from Northtown hadn't become obsolete. They'd helped build an empire large enough that the smartest operational decision was occasionally telling the entire workforce to go and stand outside.


And in a game about building a drug empire, there's something wonderfully ridiculous about reaching the point where your most valuable management skill is knowing when to stop producing drugs.


Got thousands in cash but can't afford your next purchase? Compare every Schedule I money-laundering business before spending $80,000 on a building whose primary function is convincing your bank that everything is perfectly normal.



Schedule I Westville Mastery FAQ

How do you unlock Downtown in Schedule I?

Reduce Benzies cartel influence in Westville below 300. Recruiting customers, spraying graffiti and defeating cartel members can lower influence. Each successful graffiti tag reduced influence by 50 in our playthrough.


What is the best meth recipe for Westville?

Banana Ghost is an excellent four-mix option with a suggested price of $175. For higher-value production, Hairy Cock uses eight mixing stages and has a suggested price of $343, although it requires more ingredients and equipment.


Is regular Pseudo better than Low-Quality Pseudo?

Yes, particularly for premium meth. Regular Pseudo costs just $2 more per finished unit in our setup, but increased our Businessmen payout from $341.60 to $455 per unit.


Can you fully automate meth production in the Bungalow?

Yes. We automated chemistry, cooking, eight mixing stages, transfers and packaging with five employees using standard equipment. You still need to replenish Pseudo and ingredients manually.


Should dealers sell weed or meth?

Both. Our dealers averaged approximately 20 weed units and 5-10 meth units daily. Mixed inventories allow them to serve different customer preferences without sacrificing established cannabis sales.


How do you save money on employee wages?

Produce drugs in batches, then stop funding employees until more stock is needed. Unpaid workers remain hired and resume working when paid again. Our combined cannabis and meth production payroll was approximately $2,000 per active day.


 
 
 

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About the Editor
Naamloos3.png

I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

​

​Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

​

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

​

Not here.

​

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

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​

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

​

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More "your inside man in the digital underworld."

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I'm here to tell you which crimes are worth committing. 🤘

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