Detective
Reveals the true alignment of one official: clean or corrupt. Cuts through any disguise or lie status. Reach for this when a single hard read would unlock the rest of the case.
3 Specialists
Hired professionals are one-shot consumables you carry between levels in a run. They earn you alignment reads, force corrupt teammates to expose each other or give you back a spent role ability. Each one is a single use, and the rarer ones drop rarely on purpose.
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There are three professionals: Detective, Interrogator and Janitor. Each one targets a single official. They are earned at the end of a level via a probability roll and stored in your run-wide inventory.
The drop chance for each professional climbs as you progress through a campaign. Roll order matters: Detective rolls first because it is the rarest, then Interrogator, then Janitor. The first success awards that professional and the remaining rolls are skipped, so a level awards at most one professional.
Reveals the true alignment of one official: clean or corrupt. Cuts through any disguise or lie status. Reach for this when a single hard read would unlock the rest of the case.
Points from a target to one other official on the same side who has not been arrested yet. It shows who, not which side: interrogating a clean official points at another clean one. If nobody on that side is left free, the target points at themselves. The pick comes from the seed, not the moment: on a shared seed, the same target with the same officials still free points at the same official. Devastating against a corrupt cluster mid-game.
Resets a spent active ability on a target, making it usable again. Only works on an official whose active ability has already been used. Doubles the value of a Legal Advocate, Zoning Director or Finance Director read. Effectively turns one investigation into two.
Effective per-level drop chance for each professional, accounting for the sequential roll order. The "Any Drop" column is the chance you walk away from a level with at least one professional.
| Level | Detective | Interrogator | Janitor | Any Drop |
|---|---|---|---|---|
| 1 | 2.0% | 3.9% | 7.5% | 13.4% |
| 6 | 4.0% | 6.7% | 11.2% | 21.9% |
| 10 | 5.6% | 8.9% | 13.8% | 28.3% |
| 15 | 7.6% | 11.5% | 16.7% | 35.7% |
A run that is unlucky on rolls would finish with too few professionals to handle the late-act difficulty curve. To prevent that, the final act of your build tier triggers a catch-up rule from level 10 onward: if the number of a professional you have earned during the run (not the number still in your inventory) is below the per-tier floor, the rarest deficient professional is force-dropped instead of rolling. Endless does not use catch-up.
| Tier | Detective | Interrogator | Janitor | Run Total |
|---|---|---|---|---|
| Demo (Act I) | 0 | 1 | 2 | 3 |
| Early Access (Acts I–II) | 1 | 1 | 2 | 4 |
In a normal lucky run you will exceed the floor anyway and never trigger catch-up. The system exists for the bottom 10-15% of runs that would otherwise hit a wall in the late act with no tools left.