recursal/Fanatic-Fandom huggingface dataset:
Low-Cost Housing

Map tile

Interior

**Low-Cost Housing** (or **Low-Cost Apartments**) is a Location that is one of two possible Apartments a player can live in. At the start of a new game, all players live in a Low-Cost Apartment and have their Rent paid through to the end of the first Month.

A Low-Cost Apartment's Rent is typically cheaper than Le Security Apartments, though it can be more expensive if the Economy is particularly good.

Low-Cost Apartments can be robbed by Wild Willy if the player owns particular Durables, though the chance decreases with the player's Relaxation Stat.

## Renting

All players own a **Low-Cost Apartment** by default, with a monthly rent of $325. If a player moves out of this apartment, they can no longer enter the building at all unless switching back to it.

If the player switches to a Security Apartment, they can switch back to a Low-Cost Apartment by visiting the Rent Office at the end of the Month or while on Rent Extension. When switching back, you must pay for the first month in advance.

The Base Rent of a Security Apartment is $325. This price is affected by the Economy.

## Benefits

* Low-Cost Housing is better for players who work at the Z-Mart, Monolith Burgers or QT Clothing, since it is closer to those locations.

## Drawbacks

* A Low-Cost Apartment can be robbed by Wild Willy at the beginning of each Turn, if the conditions are met.

## Actions

### Relax

You may Relax in a **Low-Cost Apartment**.
## Events

The **Low-Cost Apartment** can get robbed by Wild Willy at the start of each turn. For this to happen, the following conditions must be met:

* The player is currently Renting a Low-Cost Apartment.
* The player owns any Durables that are not a Refrigerator, Freezer or Stove.

If the player meets these conditions, the game rolls a random number to determine whether a Robbery will take place:

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{\displaystyle Chance\ of\ Apartment\ Robbery={1 \over Relaxation\ stat+1}}

Relaxation can never drop below 10, so the maximum chance is 1/11, or 0.0909, each turn. Relaxation can never increase above 50, so the minimum chance is 1/51, or 0.0196 each turn.

If the apartment is robbed, each Durable (except the Refrigerator, Freezer or Stove) has a 25% chance of being stolen that turn. Any number of different durables can be stolen on the same turn. If the player owns multiple durables of the same type, they will all be stolen together.

If all Durables in the player's inventory pass the test, the robbery is canceled and will not take place.

If a robbery does occur, it causes the player to lose **-4 Happiness**.

## Visuals

The interior view of a **Low-Cost Apartment** shows a dilapidated armchair, a broken table, and a sign on the wall saying "Home Sweet Home". These items will disappear if the player's apartment is robbed by Wild Willy at the start of the Turn, but will reappear the following week.

None of the player's owned Durables appear in the visuals for their Low-Cost Apartment.

If you are not currently Renting a Low-Cost Apartment, the view will be of the outer door.

After a RobberyNot Rented
Stove

A **Stove** is a type of Appliance.

A new Stove can be purchased at Socket City for a Base Price of **$570**.

Alternatively, a used Stove can be purchased at Z-Mart for a Base Price of only $490. A used Stove has a higher chance of breaking down each Turn and require Repairs.

If the player does not own a Stove, purchasing one gives them **+1 Happiness** regardless of where it was purchased. Subsequent purchases do not provide Happiness.

As long as the player owns either a Stove or a Microwave, they receive **+1 Happiness** at the start of each and every turn. Owning both items still only gives +1 per turn.

Stoves cannot be stolen by Wild Willy from the player's Low-Cost Housing.
Starvation

**Starvation** is an event that occurs at the start of a player's Turn if they've failed to purchase any food during the previous turn.

## Triggering Starvation

Starvation is triggered at the start of a player's Turn if **neither** of the following conditions is true:

* The player purchased at least one Fast Food item during their previous Turn.
* The player has at least one Week's worth of Fresh Food in their inventory.

If either condition is *true*, Starvation will not occur.

## Effects

If Starvation occurs, the game displays a notice alerting the player that they have starved.

The clock at the bottom of the screen advances by 20 Hours. The player also suffers **-2 Happiness**.

Starvation has a 25% chance of sending the player to the Doctor. This would advance the clock by another 10 Hours, and costs the player a random sum of money.

**Note:** Purchasing any amount of Fresh Food without owning a Refrigerator will keep a player fed for exactly 1 Week. At the start of the player's turn, all Fresh Food will spoil. They will not Starve that turn, but have a very high chance of having to visit the Doctor.
Experience

**Experience** is a hidden Stat that is tracked independently for each player. It determines the player's ability to get Jobs.

Players start the game with 10 Experience. This Stat never decreases for any reason.

Experience is checked each time the player applies for a new Job. Each job has a Required Experience rating, which the player must reach or surpass to qualify for that Job.

Whenever a player Works at their job, they get **+1 Experience** per Work session (6 Hours or fewer). However each player has a Maximum Experience limit which they cannot normally surpass. This limit is increased as the player gets better Jobs and more University Degrees.

## Experience Stat

**Experience** is a hidden Stat - you may not check your Experience anywhere during the game, though it is tracked constantly behind the scenes.

Each player starts the game with 10 Experience.

Unlike Dependibility, the Experience stat never decreases for any reason; It can only increase.

## Required Experience

Each Job in the game has a specific "Required Experience" rating. See the List of Jobs for the Required Experience of each job in the game.

In order to get any Job, the player must have enough Experience to match its Required Experience or surpass it. If the player does not have enough Experience, their application will be rejected on grounds of **"Not Enough Experience"**.

## Increasing Experience

The primary way to increase Experience is to Work.

Each successful Work session (where any amount of money was earned) increases Experience by **+1 point**.

This increase only occurs if the player has not yet reached their Maximum Experience -- otherwise no points are received in this stat.

Additionally, each time a player switches to a new Job, they get **+2 Experience**.

## Maximum Experience

The player's Maximum Experience prevents them from accumulating more Experience than their current Job allows.

Each time the player gets a new Job, their Maximum Experience is reset according to the formula below:

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{\displaystyle Maximum \ Experience = 10 + Required \ Experience \ for \ Job + (University \ Degrees \times 5)}

Normally this means that players can exceed their job's Required Experience by 10 points. This requires Working exactly 10 times at their job.

This limitation means that players are normally forced to climb from one Job to a slightly better one, collecting more and more Experience each time before proceeding to a better job.

Each University Degree acquired by the player increases their Maximum Experience by a permanent **+5 points**. Thus, a player who has all 11 Degrees and a Job that requires only 10 Experience has a maximum of 10 + 10 + 55 = **75 Experience**, which is enough to jump straight to the highest-paying Jobs in the game without having to slowly climb the Jobs ladder.
Manager (QT Clothing)

**Manager** is the top Job at QT Clothing, but a mid-tier job overall.

To become a QT Clothing Manager, the player needs 50 Experience and 50 Dependibility. Additionally, they require a Business Administration Degree.

In order to Work at this Job, the player needs to own a Business Uniform.

The Base Wage for this job is **$12** ($96 per 6 Hours of Work).

The QT Clothing Manager job is *decidedly sub-optimal*. With the same exact requirements, a player could get the Manager job at Black's Market, which pays a base $6 more. In fact, by the time the player meets the requirements for QT Clothing Manager, they should already be able to get the Black's Market Assistant Manager job which *also* pays more. There are several other managerial jobs that outperform the QT Clothing Manager job, while having no higher requirements.
Goals

In order to win a game of *Jones in the Fast Lane*, a player must fulfill all four of their pre-set **Goals**.

Each of the four Goals is set at the start of the game for each player. Different players may have different goals in each of the four categories.

Each goal is set at anywhere between 10 to 100. A player's progress towards each goal is calculated based on different Stats or other in-game values.

As soon as a player achieves all four goals at the start of their Turn, they win the game. After the win screen, it is possible to allow the remaining players to keep playing until someone else manages to fulfill their goals. This can be repeated until all remaining players have won the game.

## Setting the Goals

Goals are set at the start of the game for each individual player (except Jones, whose goals are set at random).

Each player can have any combination of goals. It is up to the players themselves to decide whether all players should have the same goals, the same total values of all goals combined, or any other specific requirements (e.g. "Wealth Goal must be at 100", etc.).

Goals may not be "turned off". Each goal must be between 10 and 100; It cannot be lowered to 0. However, achieving a 10-point goal is extremely easy, and can sometimes be done on the very first turn of the game.

## Checking Progress

Each player's current progress towards their assigned Goals can be checked using the "Goals" screen. This is accessed by pressing the F6 button or the Middle-Mouse-Button.

The Goals screen shows a bar for each player in the game, showing how close they are to achieving their goal. A percentage value is also displayed above the bar to indicate the same value.

Clicking on a player's number (or Jones's face) shows a break-down of their progress towards each of the four individual goals. A small white box shows how far the player has progressed. Once a goal has been fulfilled, the star representing that goal lights up in gold.
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Fresh Food

**Fresh Food** is a type of Consumable. One unit of Fresh Food is consumed at the start of a player's Turn, preventing Starvation that Week. Fresh Food will Spoil if the player does not have a Refrigerator (or exceeds a certain limit), costing Happiness and possibly sending the player to the Doctor.

Fresh Food can only be purchased at Black's Market. Each unit of Fresh Food purchased provides **+1 Happiness**, but only if this was the first Fresh Food purchase made this Turn. Multiple units purchased as a "pack" are cheaper than purchasing single units.

## Effect

As long as the player owns a Refrigerator and has any amount of **Fresh Food** in their inventory at the start of their Turn, one unit of Fresh Food is consumed and the player avoids Starvation this Week.

Eating Fast Food during the Week does not prevent Fresh Food from being consumed the following week.

### Spoiled Food

If the player does not own a Refrigerator at the start of their turn, all Fresh Food in their inventory spoils immediately. A notice pops up on the screen to announce this. This event causes all Fresh Food to be removed from the player's Inventory. The player suffers **-2 Happiness**. If the player didn't purchase any Fast Food during the previous Week, they will Starve. If the player has any Cash, they also have a 50% chance of having to visit the Doctor.

If the player owns a Refrigerator, but has more than 6 units of Fresh Food in their inventory at the start of their turn, all but 6 units of Fresh Food will spoil and be removed from the inventory. The player suffers **-1 Happiness** for this. However, they still consume one unit of the remaining Fresh Food and avoid Starvation.

If the player owns both a Refrigerator and a Freezer, they can store up to 12 units of Fresh Food in their inventory without it spoiling. Any units above 12 will spoil at the start of the turn and be removed from the inventory, causing **-1 Happiness**. One unit of Fresh Food is then consumed, and the player avoids Starvation.
Hour

Progress from the start to the end of a player's Turn is measured in "**Hours**".

At the start of a Turn, the player receives 60 Hours (or fewer, in case of events like Starvation). They may spend those Hours on moving across the board, Working, Relaxing, Studying, or any other action whose cost is measured in Hours.

Each action costs a different number of Hours, while some actions (like purchasing Items) cost none.

Once the player has spent all 60 Hours allotted to them, the next time they leave a Location will trigger the end of their Turn, and start the next player's Turn.

There is no way to regain Hours that have already been spent.

The Town Clock at the bottom of the screen tracks the number of Hours remaining in a player's Turn. As Hours are spent, the yellow clock gradually fills with a red color. When no yellow is left on the clock, the Turn is over.

If a player has depleted their last Hour while inside a Location, they may still perform any action that does not cost Hours, such as purchasing Items. They may not perform any action that costs Hours.

If a player has depleted their last Hour while traveling across the board, their turn ends instantly (before even reaching their destination).

## Hour Costs

The lists below detail each action and event in the game that costs **Hours**.

### Events

Events that cost Hours only occur at the start of a player's Turn. They effectively make the turn shorter by reducing the number of Hours a player has left once they receive control of their character.

 Doctor Visit | 10

### Actions

No action may be performed if the player has spent all 60 hours of their turn.

If an action would spend more Hours than remaining on the clock, it simply advances the clock to the end of the turn. In most cases this has no effect on the outcome of the action (except when Working).

 Entering a Location | 2
 Working | up to 6
 Applying for a Job | 4
 Relaxing | 6
 Studying | 6
 Apply for Loan | 2
 Visiting the Broker | 2
 Purchasing a Newspaper | 1
Clerk (Z-Mart)

**Clerk** is the lowest-tier Job at Z-Mart, and one of the lowest-paying Jobs in the game.

To become a Z-Mart Clerk, the player needs 10 Experience and 10 Dependibility. They do not require any Degrees. These requirements are met by all players at the very start of the game.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$5** ($40 per 6 Hours of Work).

This job is mostly undesirable, primarily due to its low Wage. Even a Monolith Burgers Clerk makes more money (+$1), and benefits from being able to eat where they work. You should normally pick the Z-Mart Clerk job only if no other job is available.

On the other hand, as with any job at Z-Mart, the Z-Mart Clerk job makes it easy for the player to check out discount offers every Turn, and to avoid spending a lot of time running to Monolith Burgers to eat.
Post-Doctoral

**Post-Doctoral** is a Degree that can be acquired by studying at Hi-Tech U.

To Enroll in Post-Doctoral, a player must already have the Graduate School Degree.

Acquiring a Post-Doctoral degree does not unlock any new Job opportunities. However it does enable the player to enroll in a Research course - required to become a Professor.
Janitor (Black's Market)

**Janitor** is an entry-level Job at Black's Market.

To become a Black's Market Janitor, the player needs 10 Experience and 10 Dependibility. They do not require any Degrees. These requirements are met by all players at the very start of the game.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$6** ($48 per 6 Hours of Work).

This job is one of several entry-level jobs that players can get at the very start of the game. Among these, the Black's Market Janitor job is not very desirable. Jobs like Groundskeeper or Factory Janitor pay a base $1 more, which can be quite a lot early in the game; whereas a job like Monolith Burgers Clerk pays the same but doesn't require the player to trek halfway across the map each Turn to eat.

Another reason not to pick this job is the low Dependibility requirement. While this may allow the player to skip work for a bit longer without getting fired, it limits the player's Maximum Dependibility by a whole 10 points compared to other entry-level jobs, which could hinder advancement out of this job.

As with any Job at Black's Market, owning a Refrigerator allows the player to purchase food at their Workplace and save time on running to Monolith Burgers every Turn - but a Janitor is very unlikely to be able to afford one before they get a better Job. There is also a small risk of being robbed by Wild Willy each time the player leaves their Workplace. To avoid this happening, consider working until your turn is over.
Relaxation

**Relaxation** is a player Stat, as well as an action that can be performed at the player's Apartment to increase that Stat.

Raising the Relaxation stat prevents Doctor visits, and helps reduce the chance of Wild Willy robbing the Low-Cost Apartments. Relaxing also increases Happiness, but only once per turn.

A player's Relaxation drops gradually over time, unless the player owns a Hot Tub.

## Relaxation Stat

Each player has a **"Relaxation"** Stat that is set to 10 at the start of the game.

The Relaxation stat can only be increased by Relaxing at the player's current Apartment, to a maximum of 50.

The Relaxation Stat **decreases by -1 point** at the start of each Turn, unless the player own a Hot Tub (in which case the stat will not decrease at all). Relaxation can never drop below 10.

## Relaxation Action

The Player can **Relax** at their Apartment by clicking the "Relax" button.

Relaxing takes **6 Hours**. Since this action costs time, it only works if the Turn has not yet ended, otherwise the button will do nothing.

Each time a player Relaxes, their Relaxation stat is **increased by +3 points**, to a maximum of 50.

The first time a player relaxes in any given Turn, they also get **+2 Happiness points**. Relaxing again during the same turn will not increase Happiness.

## Effects

### Doctor Visit

If a player's **Relaxation** stat is at 10 (the minimum) at the start of any Turn, they stand a 25% chance of having to visit the Doctor, wasting 10 Hours of time and costing up to **$200**. They also lose **-4 Happiness points** if this occurs.

### Apartment Robbery

At the start of each Turn, a player living at the Low-Cost Apartments who owns any Durables has a chance for their apartment to be robbed by Wild Willy.

The chance of this happening is directly related to the "Relaxation" stat:

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{\displaystyle Chance \ of \ Apartment \ Robbery = {1 \over Relaxation \ Stat + 1 }}

If this event occurs the player suffers **-4 Happiness**, and may lose any number of Durables.
Machinist's Helper

**Machinist's Helper** is a low/mid-tier Job at the Factory.

To become a Machinist's Helpter, the player needs 40 Experience and 40 Dependibility. Additionally, they require a Pre-Engineering Degree.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$10** ($80 per 6 Hours of Work).

This job is *sub-optimal*, and should only be taken if other jobs have "No Openings". Most importantly, the player should already be able to get the Butcher job at Black's Market before they ever get their Pre-Engineering degree - and that job pays a base $2 more already. Nevertheless, if the Butcher job has no openings and the player has no degrees from the Junior College branch, Machinist's Helper is still superior to Assembly Worker. Just make sure to check whether the Butcher job is available every Turn.
Locations

A **Location** is one of the interactive places on the game board, representing an Apartment, Store, Workplace, or other service-providing building.

Turns always begin with the player at the location of their current Apartment.

Players may move freely between Locations on the map during their turn. Movement costs a certain number of Hours depending on the distance traveled, with a full lap around the entire board costing about 10 Hours.

Entering any Location advances the clock by 2 Hours. This happens even if the player walks out of the building and immediately goes back inside. Therefore, it's important to finish whatever you were doing in a building before leaving it, lest you forget something and have to waste time going back in.

Once all 60 Hours of a turn have been spent, exiting any Location will immediately cause the turn to end. If the 60 hours are over while the player is traveling, the turn ends immediately before they even get to their destination.

Exiting certain Locations (the Bank and Black's Market) has a chance to trigger a mugging by Wild Willy.

## List of Locations

The Locations on this list are sorted by their position on the board, going clockwise from the very top of the board.
Garnishment

**Garnishment** is the game's way of enforcing Rent payment. Whenever the player is in Rent Debt, the game removes part of the player's earnings each time they Work, using most of the removed money to cover their Rent Debt. This continues until all Rent Debt is paid off.

Garnishment can be seen as an alternative way to pay Rent without having to run to the Rent Office once a month. However, it costs extra money due to a small Interest Fee paid each time the player Works. These small payments can amount to a much larger sum of money than the player would earn by spending their time Working instead of going to the Rent Office.

## Forced Payments

If the player fails to pay their Rent on the fourth (last) Week of the Month, and does not receive a Rent Extension (or receives one but then fails to pay), their Rent Debt is increased by an amount equal to the current price of their Rent.

While the Rent Debt is greater than $0, the game **Garnishes** the player's earnings each time they Work at their Job.

Each time the player works, only 50% of their earnings are acquired in Cash. The remaining 50% is automatically deducted from their Rent Debt.

Additionally, the player loses another $2 which is not used to reduce their Rent Debt. This is an Interest Fee paid to the Rent Office for being late on payments.

For example, if a Work session would earn the player $100, the player's Rent Debt is reduced by $50, and they earn only $50 - $2 = **$48** in Cash.
Each time this happens, the player is informed of the total deduction by their employer. The reported amount includes the money that went to covering the debt plus the Interest Fee.

If the player attempts to Work when their Rent Debt is lower than 50% of their earnings for this Work Session, the game only deducts whatever amount is necessary to cover the entire Rent Debt from their paycheck. No Interest Fee is collected in this case.

For example, if a Work session would earn the player $100, but they owe only $30 in Rent Debt, the Rent Debt is completely cleared and the player earns $100 - $30 = **$70** in Cash.
**Note:** The calculation is run when attempting to work. If the player's Wage changes, the amount Garnished from their paycheck adjusts accordingly.
Groundskeeper

**Groundskeeper** is an entry-level Job at the Rent Office, but a highly desirable first job.

To become a Groundskeeper, the player needs 10 Experience and 20 Dependibility. They do not require any Degrees. These requirements are met by all players at the very start of the game.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$7** ($56 per 6 Hours of Work).

Groundskeeper is one of the two highest-paying jobs available at the very start of the game (the other is Factory Janitor). Though only paying a base $1 more than Monolith Burgers Clerk, even a little bit of extra money is extremely important at this stage. This does mean, however, that the player will need to run over to Monolith Burgers each Turn.

**Note:** The Rent Office will remain open to any player who works there throughout the Month. However, no options for Rent payment or other Rent-related actions will be available except on the last Week of the Month.
Business Administration

**Business Administration** (or **Business Admin.**) is a Degree that can be acquired by studying at Hi-Tech U.

To Enroll in Business Administration, a player must already have the Junior College Degree.

Acquiring this Degree allows the player to qualify for several of mid-level jobs, particularly in management. Together with other specific degrees (Engineering or Academic) the player may also be able to get high-level jobs - including the highest-paying job in the game (General Manager at the Factory).

The Business Administration degree does not unlock any new Degrees.
Apartment Manager

**Apartment Manager** is the top Job at the Rent Office.

To become an Apartment Manager, the player needs 30 Experience and 30 Dependibility. Additionally, they require a Junior College Degree.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$9** ($72 per 6 Hours of Work).

The Apartment Manager job has slightly low requirements for its Wage. Along with the cheap Uniform requirement, this is one of the best jobs for a new Junior College graduate - at least while building up the necessary Experience and Dependibility to qualify for Bank Teller or Black's Market Assistant Manager.
Assembly Worker

**Assembly Worker** is a low-tier Job at the Factory.

To become an Assembly Worker, the player needs 30 Experience and 30 Dependibility. Additionally, they require a Trade School Degree.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$8** ($64 per 6 Hours of Work).

This job is *sub-optimal*, and should only be taken if other jobs have "No Openings". The same requirements qualify the player for the Butcher job at Black's Market, which earns a base $4 more. Alternatively, even without a Trade School degree the player can get a QT Clothing Salesperson job for the same wage as Assembly Worker.
Electronics

**Electronics** is a Degree that can be acquired by studying at Hi-Tech U.

To Enroll in Electronics, a player must already have the Trade School Degree.

Acquiring this Degree allows the player to qualify for two jobs at Socket City (one requires Junior College as well). Neither job is very lucrative (especially given that a Trade School degree already qualifies the player to be a Butcher), but working at Socket City allows the player to quickly switch from work to study at the university in order to complete their Engineering degree. Therefore, Electronics can be seen as a stepping-stone towards a high-end career, especially if the player needs this degree to complete a high Education Goal.

The Electronics degree does not unlock any new Degrees.
Wealth Goal

The **Wealth Goal** is one of four Goals a player must meet in order to win a game of *Jones in the Fast Lane*.

The precise goal to fulfill is determined at the beginning of the game, separately for each player. Its range is between 10 and 100.

Fulfilling a player's Wealth Goal is a simply function of accumulating money. To count towards the Wealth Goal, the money must be held in Cash, in the Bank, or in Stocks.

## Liquid Assets

To measure a player's progress towards fulfilling their Wealth Goal, the game calculates and tracks a special hidden Stat called "Liquid Assets".

The Liquid Assets Stat is equal to the sum of all of the following:

* All Cash currently in the player's wallet.
* All money currently deposited in the player's Bank account.
* The current total value of all Stocks owned by the player, based on their price this Turn.

This sum is recalculated constantly as the player's assets fluctuate, but the only calculation that really matters happens at the start of the player's turn, just before the game checks whether they've won.

Each $100 the player owns in Liquid Assets is worth 1 point towards their Wealth Goal. Thus, a player needs exactly $10,000 in Liquid Assets to fulfill a 100-point Wealth Goal.

Note that the Liquid Assets formula **completely ignores all Items owned by the player**, including even expensive Durables like the Computer. Thus, purchasing Items actually *decreases* the player's advancement towards the Wealth goal, since it spends liquid money on assets that don't count. This can be confusing, since the Liquid Assets stat is *not* displayed in the player's Statistics page, but "Net Worth" *is* (which does take Items into account).

This also means that owning multiple Durables of the same type (e.g. two Refrigerators) doesn't help the player *at all*, and is actually a detriment to their progress towards the Wealth Goal!
Color TV

A **Color TV** is a type of Appliance.

A new Color TV can be purchased at Socket City for a Base Price of **$525**.

Alternatively, a used Color TV can be purchased at Z-Mart for a Base Price of only $450. A used Color TV has a higher chance of breaking down each Turn and require Repairs.

If the player does not own a Color TV, purchasing one at Socket City gives them **+2 Happiness**, whereas purchasing one from Z-Mart gives only **+1 Happiness**. Subsequent purchases do not provide Happiness.

The Color TV has no effect once purchased.

Color TVs can be stolen by Wild Willy from the player's Low-Cost Housing. They have the same chance of being stolen (25%) as any other stealable Appliance.
QT Clothing

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Interior

**QT Clothing** is a Location where players can buy new Clothes. It is also a Workplace

Clothes are required in order to Work anywhere. Certain jobs - especially high-paying jobs - require specific minimum Uniforms beyond the basic Casual Clothes. Clothes deteriorate over time, and therefore must be purchased regularly every few Months. Clothes purchased at QT Clothing cost more than those purchased at Z-Mart, but also last longer. QT Clothing is the only place to purchase a Business Suit.

Low-level Jobs at QT Clothing are generally desirable, but mid/high-level jobs are not; They pay less and require more expensive Uniforms than similar-level jobs elsewhere.

## Opening Hours

**QT Clothing** is open every Week. You may purchase items even if the turn has ended while you're in the store.

## Items

**QT Clothing** offers all manners of Clothes. All items are available every Week.

Clothes purchased at QT Clothing last longer before having to be replaced than those purchased at Z-Mart.

The more expensive types of Clothes provide a small bonus to Happiness when purchased.

Actual prices at QT Clothing are affected by the Economy.

## Actions

### Work

If you have a Job at **QT Clothing**, you can Work here to get money.

## Jobs

**NOTE:** The Janitor Job at QT Clothing is only available in the CD-ROM version of the game.

## Visuals

Like most other portraits, the QT Clothing Salesperson's face is slightly different in the CD-ROM version of the game.

QT Clothing Salesperson, CD-ROM version
## Quotes

### Greetings

* *Welcome to QT Clothing. We will sell you anything, no matter how bad it looks.*
* *Welcome to QT Clothing. Meet our tailor, Howie Fitzhugh!*
* *Welcome to QT Clothing. Our ties don't bind and our belts are a cinch.*
* *Welcome to QT Clothing. We have legal briefs and law suits.*
* *Welcome to QT Clothing, open 24 hours...we never clothes!*
* *Welcome to QT Clothing. Thursday is Double Shoulder Pad Day!*
* *Welcome to QT Clothing. Wear our clothes and you'll be a QT, too!*
* *Welcome to QT Clothing. The only place in the world where you can buy just 1 pant!*
* *Welcome to QT Clothing. Try on our soothing new Medicated Tux!*

### Bought an Item

* *My! Don't WE look nice today!*
* *It's the real you.*
* *Spiffy.*
* *Faaabulous!!!*
* *Our clothes are of the highest quality.*
* *Have a wonderful day!*
* *Lookin' good!*
* *You can't go wong at QT.*
* *Perhaps you should stock up now while the prices are so reasonable.*
* *With your figure, perhaps you should consider going to a tent maker.*
* *Oooh, you look good enough to eat!*
* *Don't you just love the new spring fashions? Tres magnifique!*
* *It's nice like that, just a tad tight around the bottom.*
* *Good choice...rayon is back in this year!*
* *Now what are you going to do about your HAIR?*
* *Don't forget to accessorize!*
* *Nice! It really accentuates those pectorals.*
* *You know, a little tummy tuck would take care of that slight pucker in back.*
* *Stop slouching and it won't crease across the torso.*
* *With a physique like yours, you could wear ANYthing!*
* *Let me mention just two little words. Lipo. Suction.*
Casual Clothes

New

Used

**Casual Clothes** are a type of Clothes.

Casual Clothes can be purchased at QT Clothing for a Base Price of **$73** to provide the player with **11 Weeks' worth** of a Casual Uniform.

Alternatively, the same Clothes can be purchased at Z-Mart for a Base Price of **$35**, but this provides only **9 Weeks' worth**.

As a Consumable, one "week's worth" of Casual Clothes are consumed at the start of the player's Turn.

As long as the player has at least 1 week's worth of Casual Clothes remaining, their Uniform is sufficient to work at the low-end jobs like Cook or Groundskeeper. A few medium-level jobs also accept this Uniform.

If the player also has a better set of clothes (Dress Clothes or a Business Suit), they will wear those instead - but the Casual Clothes will still be consumed each Week.
Uniform

A **Uniform** is the minimum level of Clothing required for the player to be able to Work at a specific Job.

Each Job in the game requires the player to wear a different minimum level of Clothing. Generally speaking, low-paying jobs require only Casual Clothes, mid-level jobs require Dress Clothes, and high-paying jobs require a Business Suit. Players are allowed to be "over-dressed" for their job, but not "under-dressed".

Failure to wear the required level of clothing (or better) results in being unable to work the current job. Players must then either buy the appropriate Clothes, or look for a different Job.

## List of Uniforms

(\*) These jobs are only available in the CD-ROM version of the game.
Consumables

**Consumables** are Items that go into the player's inventory when purchased, but are either immediately or gradually removed at the start of each turn, usually having some sort of effect. Food and Clothing are the two main groups of Consumables, and there are several others.

Consumables can be purchased at Monolith Burgers, Black's Market, QT Clothing and Z-Mart, though Z-Mart's inventory is randomized every turn. The price of most consumables fluctuates with the Economy, though some have a fixed price.

A player may purchase multiple instances of the same Consumable. In some cases, purchasing multiple instances makes the Consumable last longer. In other cases, all instances of the same consumable in the player's inventory are erased at the start of the next turn.

The effects of purchasing a Consumable differ greatly from one item to another. The purchase itself usually adds a small Happiness bonus, but the full effect of the item usually only takes place at the start of the player's next turn.
Encyclopedia

An **Encyclopedia** is a type of Book.

An Encyclopedia can be purchased at Z-Mart for a Base Price of **$475**. This is the only place to purchase this item.

As long as the player owns all three Books (Encyclopedia, Dictionary and Atlas), they receive +1 Extra Credit. This reduces the number of lessons required to finish a course at Hi-Tech U by 1.

Encyclopedias cannot be stolen by Wild Willy from the Low-Cost Housing.
Clerk (Monolith Burgers)

**Clerk** is a low-tier Job at Monolith Burgers.

To become a Monolith Burger Clerk, the player needs 10 Experience and 20 Dependibility. They do not require any Degrees. These requirements are met by all players at the very start of the game.

In order to Work at this Job, the player needs to own a Casual Uniform or better (essentially, they need to not be naked).

The Base Wage for this job is **$6** ($48 per 6 Hours of Work).

This job is one of several entry-level jobs that players can get at the very start of the game. Among these, the Monolith Burgers Clerk job is only *somewhat* desirable due to its prime location. Otherwise, jobs like Groundskeeper or Factory Janitor are superior due to paying a base $1 more, which can be quite a lot early in the game.

As with any job at Monolith Burgers, the Monolith Burger Clerk job makes it easy for the player to work throughout their entire Turn without having to go elsewhere to eat. This may or may not save you some money in the long run.
Stat

A **Stat** (short for **Statistic**) is a value that is tracked independently for each player. The game uses a player's Stats to help calculate the results of various actions or events that happens during their Turn.

While some stats can be viewed within the game, most are hidden from the player. Nevertheless, there are several stats that are important enough for this Wiki to discuss them at length:

* Goal Stats: These Stats track the player's progress towards fulfilling their Goals, and thus winning the game.
	+ Liquid Assets: This Stat adds together the player's Cash, Bank account and Stock Market investments.
	+ Happiness: This Stat fluctuates up and down as the result of many different player actions and random events. Purchasing items is generally the best way to increase the Happiness stat.
	+ Education: This Stat tracks the number of Degrees a player has acquired.
	+ Career: This Stat directly correlates to the player's Dependibility Stat. It is equal to 0 if the player has no Job.
* Misc. Stats: These Stats track additional values that influence the outcome of various actions and events.
	+ Experience: This Stat tracks roughly the player's progress up the career ladder. Increasing this Stat mostly requires Working at progressively better Jobs. Higher Experience is needed to be hired for better jobs.
	+ Dependibility: This Stat tracks the player's effort at their Job. Working increases it, while skipping work tends to decrease it. Like Experience, increasing this stat requires Working at progressively better Jobs. Higher Dependibility is required to be hired for better jobs, and to avoid being fired.
	+ Relaxation: This Stat roughly measures how much time a player has spent Relaxing at their Apartment. High Relaxation prevents random visits to the Doctor, and reduces the chance of the player's Low-Cost Apartment being robbed by Wild Willy.
	+ Extra Credit: A minor Stat that gives a "discount" on the number of hours a player must study at Hi-Tech U to obtain a degree in a course. This stat is increased by owning a Computer, and/or by owning all three Books.
Atlas

An **Atlas** is a type of Book.

An Atlas can be purchased at Z-Mart for a Base Price of **$55**. This is the only place to purchase this item.

As long as the player owns all three Books (Encyclopedia, Dictionary and Atlas), they receive +1 Extra Credit. This reduces the number of lessons required to finish a course at Hi-Tech U by 1.

Atlases cannot be stolen by Wild Willy from the Low-Cost Housing.
Hot Tub

A **Hot Tub** is a type of Appliance.

A new Hot Tub can be purchased at Socket City for a Base Price of **$1255**. It is the second most expensive Appliance in the game. There is nowhere to buy a used Hot Tub.

If the player does not own a Hot Tub, purchasing one at Socket City gives them **+3 Happiness**. Subsequent purchases do not provide Happiness.

As long as the player owns a Hot Tub, their Relaxation Stat does not decrease each Turn. Thus, the player can devote less time to Relaxation without risking a visit to the Doctor.

The Hot Tub cannot be stolen by Wild Willy from the player's Low-Cost Housing.
Junk

**Junk Items** are Items that have an effect on purchase, but are then immediately removed from the player's inventory. For the most part, Junk Items are simply used to give a small boost to Happiness -- though some actually give a *penalty*.

Junk can be purchased at Monolith Burgers, Black's Market and Z-Mart. The price of most Junk Items fluctuates with the Economy; The Newspaper has a fixed price.

A player may purchase multiple instances of the same Junk Item, but in most cases only the first purchase of each type of Junk Item has any effect. This is reset at the start of the next turn.
Black & White TV

A **Black & White TV** is a type of Appliance.

A used Black & White TV can be purchased at Z-Mart for a Base Price of only $110. There is nowhere to purchase a new (not used) version of this item. As such, the Black & White TV always has a higher chance of breaking down and requiring Repairs.

Purchasing a Black & White TV awards no Happiness, thus making the purchase itself questionable at best.

The Black & White TV has no effect once purchased.

Black & White TVs can be stolen by Wild Willy from the player's Low-Cost Housing. They have the same chance of being stolen (25%) as any other stealable Appliance.
Hamburgers

**Hamburgers** are a type of Fast Food.

Hamburgers can be purchased at Monolith Burgers for a Base Price of **$79**.

At the start of the player's next Turn after buying Hamburgers, they will not Starve.

Hamburgers do not provide any Happiness on purchase. If this is the first Fast Food item purchased during a player's Turn, they will not receive any Happiness from other Fast Food items purchased that same turn.
Concert Tickets

**Concert Tickets** are a type of Ticket.

Concert Tickets can be purchased at Z-Mart for a Base Price of $40.

The first Concert Tickets purchased in a given Turn award the player **+2 Happiness**. Subsequent purchases of Concert Tickets during the same turn do not provide Happiness.

At the start of a player's Turn, if that player has any number of Concert Tickets in their inventory -- but no Baseball Tickets or Theatre Tickets -- they receive a specific Weekend message with a Medium-range price.

If the Concert Tickets triggered their specific Weekend, all Concert Tickets are then immediately removed from the player's inventory. Therefore, purchasing multiple Concert Tickets during the same turn does not prolong their effect beyond the start of the next turn.

If the Concert Tickets did not trigger their specific weekend (due to the player also owning Baseball Tickets or Theatre Tickets), they are *not* removed from the inventory.
Assistant Manager (Black's Market)

**Assistant Manager** is a mid-tier Job at Black's Market.

To become a Black's Market Assistant Manager, the player needs 40 Experience and 40 Dependibility. Additionally, they require a Junior College Degree.

In order to Work at this Job, the player needs to own a Dress Uniform.

The Base Wage for this job is **$15** ($120 per 6 Hours of Work).

This is the best Job is one could get with just a Junior College degree, making it easily obtainable near the end of the early-game stage. If the player lacks sufficient experience, working as an Apartment Manager at the Rent Office for a Week or two is usually enough.

As with any Job at Black's Market, owning a Refrigerator allows the player to purchase food at their Workplace and save time on running to Monolith Burgers every Turn. On the other hand, there is a small risk of being robbed by Wild Willy each time the player leaves their Workplace. To avoid this happening, consider working until your turn is over.
Education Goal

The **Education Goal** is one of four Goals a player must meet in order to win a game of *Jones in the Fast Lane*.

The precise goal to fulfill is determined at the beginning of the game, separately for each player. Its range is between 10 and 100.

Fulfilling a player's Education Goal requires them to earn Degrees at Hi-Tech U. Each Degree adds 9 points to their Education Stat. This stat is then compared to their Education Goal to determine whether they've fulfilled it.

Since the number of Degrees a player owns cannot decrease during the game, once the Education Goal is fulfilled it will remain fulfilled.

## Education Stat

At the start of the game, each player's **Education Stat** is equal to 1.

A player's current Education Stat is recalculated each time they earn a new Degree at Hi-Tech U by completing a course.

Each Degree acquired adds exactly 9 points to the Education Stat.

With exactly 11 Degrees available in the game, the maximum achievable Education Stat is 1 + (11\*9) = 100.

This Stat is then compared to the Education Goal to determine whether the player has accomplished that goal. For example, if the player has an Education Goal of 50 (the default), they need to earn at least 50 Education Stat points to achieve it (by completing at least 6 Degrees).
Le Security Apartments

Map tile

Interior

**Le Security Apartments** (or **Security Apartments**) is a Location that is one of two possible Apartments a player can live in.

A Security Apartment's Rent is often more expensive than Low-Cost Housing, though it can be cheaper if the Economy is bad.

Security Apartments can never be robbed by Wild Willy.

## Renting

Players do not own a **Security Apartment** by default. If a player is not currently renting this apartment, they cannot enter the building at all.

To Rent a Security Apartment, visit the Rent Office at the end of the Month or while on Rent Extension. You must pay for the first month in advance.

The Base Rent of a Security Apartment is $475. This price is affected by the Economy.

## Benefits

* The Security Apartment cannot by robbed by Wild Willy.
* The Security Apartment is better for players who work at the Black's Market, Bank or Factory, since it is closer to those locations.

## Actions

### Relax

You may Relax in a **Security Apartment**.
## Visuals

The interior view of a **Security Apartment** will show whether you own a Color TV, VCR, Stereo and/or Encyclopedia. No other Durables are shown.

If you are not currently Renting a Security Apartment, the view will be of the outer door.

With Color TV, VCR, Stereo and EncyclopediaNot Rented