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MARTINEZAI STUDIOS
CONTRABANDEdge of the Fold
THE ORIGINAL REFERENCE COLLECTION

Credit Farming Guide

Original website archive

Preserved from the original edition. Balance and mechanics can differ from the current release. Narrative entries may reveal story events.

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How to build wealth efficiently in CONTRABAND: Edge of the Fold without grinding tedium. Covers trade routes, mission chains, and ship selection.

Why credits matter (and when they don't)

CONTRABAND's credit economy is front-loaded. You need credits early to buy your second ship, your first crew member, and your initial upgrades. By Chapter 3, most of the game's content is story-gated rather than credit-gated. This guide focuses on earning enough to unlock the game's key moments fast, not on credit maximization for its own sake. Hoarding 1,000,000cr to buy the Starforge is optional; earning 80,000cr to buy a proper Chapter 2 ship is effectively required.

The 3 income tiers

Income in CONTRABAND scales with ship and region access. The three tiers are:

  • Tier 1 (Verge-only, Scout/Courier) — 500-3,000cr per hour. Slow but reliable. Dispatcher cargo runs and basic missions.
  • Tier 2 (Verge + Keros, Raider/Courier) — 5,000-12,000cr per hour. Arbitrage-based trade plus mid-difficulty missions.
  • Tier 3 (all regions, Freight Hauler or Rare combat ship) — 15,000-30,000cr per hour. Full galaxy access with optimized routes.

The goal of Chapter 1 is to transition from Tier 1 to Tier 2 as fast as possible.

Best early-game trade routes

The five most profitable routes in the first 10 hours of gameplay, in order of credit-per-minute return:

  1. Keros-3 → Verge-2 refined ore — Buy refined ore at Keros-3 (450cr/unit), sell at Verge-2 (630cr/unit). 40% margin. Requires at least 25 cargo slots to be worthwhile.
  2. Verge Station → Keros-7 certified manifest paper — Buy at 200cr, sell at 1,400cr. Fringe market demand but legitimate. Low-volume, high-margin.
  3. Keros-2 → Black Fleet Reach unsanctioned medical — Buy cheap at 900cr, sell at 2,200cr. Requires Black Fleet Reach access; risky but profitable.
  4. Ash Ring → Guardian territory fold-touched data — Requires Missing Pilot side quest. Sells to Guardians at +120% markup.
  5. Verge-2 luxury rations → Silent Rift mining colonies — Agricultural goods are rare in the Silent Rift. 30% markup. Requires Resonator-class drive for Silent Rift access.

Mission chains

Missions pay better per unit of time than raw trade, but require combat capability. The top chains:

  • Dispatcher's Trust — Completing 5 dispatcher cargo missions unlocks a 15,000cr trust bonus mission. Total chain payout: 23,000cr.
  • Black Fleet Suppression — Clear 10 Black Fleet encounters in Keros for the Alliance. Each mission pays 2,500-4,000cr; chain completion bonus is 20,000cr.
  • Guardian Courier — Deliver Guardian artifacts between sanctuaries. Low combat risk, 8,000cr per mission, chain of 4.
  • The Missing Pilot — Long side quest starting at V-77. Rewards a legendary relic worth 15,000cr if sold, or keepable as a quest item.

Arbitrage opportunities

True arbitrage (buying low, selling high on the same goods) is limited by the game's market system. The best consistent arbitrage opportunities are:

  • Black Fleet component salvage — Defeat Black Fleet ships, sell drops to Hooded Buyer at 3× market. Warning: stacks Black Fleet Mark progression if done repeatedly.
  • Guardian reputation items — Items at +80 Guardian reputation sell for discount to the Guardians themselves. Skip the middleman.
  • Prism of Vex resale — 40,000cr if sold to the Hooded Buyer in Chapter 3. Has narrative consequences, but if you're not pursuing a specific ending, this is found money.

Ship selection for credit farming

The right ship doubles or triples your income per hour:

  • Courier (9,000cr, 25 cargo) — The Chapter 1 standard. Good enough.
  • Freight Hauler (55,000cr, 60 cargo) — The Chapter 2 wealth multiplier. A single Keros→Verge run in a Hauler returns 15,000-20,000cr, versus 3,000-5,000 in a Courier. This ship pays for itself in 8-10 cycles.
  • Corvette (78,000cr, 30 cargo) — For players who need combat capability alongside trade. Lower cargo but survives hostile encounters that would break a Hauler.

Crew that multiplies income

  • Silk (Smuggler, 15,000cr) — -20% market prices. Pays for itself in 3-5 hours of trading.
  • Mara Voss (Navigator, 8,000cr) — -15% fuel cost. Essential for long-distance runs.
  • Tezze (Diplomat, 18,000cr) — +15% mission pay. Stacks with everything.

Patterns that don't work

A few common approaches that feel productive but actually waste time:

  • Combat grinding for loot — Combat drops are unpredictable and low-value. Cargo runs pay more per hour.
  • Exploring every system — Most systems are dressing. Focus on the 8-10 systems with active markets and missions.
  • Revisiting to re-roll market prices — Prices are not random. Revisiting does not give you better trade prices.
  • Hoarding rare items for "later" — Most items depreciate. Sell rares within 2-3 chapters of acquisition unless they have explicit narrative use.

Milestone credit targets

  • End of Chapter 1 — 30,000cr banked to upgrade to Rare-tier ship.
  • End of Chapter 2 — 75,000cr banked for Epic-tier options.
  • End of Chapter 3 — 200,000cr banked for Legendary-tier approach.
  • End of Chapter 4 — 500,000cr+ if pursuing the Capital Warship or better.

Players significantly below these marks should shift focus to trade for a few in-game days before continuing story content.