We Buy Anything: Difference between revisions

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** Oddly, they can buy the Moon Stone and Master Ball (which isn't sold in stores), but for ''free''. Then again, if you're stupid enough to sell the one-of-a-kind Master Ball, you probably deserved getting nothing for it.
* While the SNES ''[[Lufia]]'' games obey this trope as far as all vendors buying what you sell without exception, they do provide an explanation to what happens to sold items: they are shipped to Forfeit Island, an island that sells exclusively merchandise you have sold in shops elsewhere in the world.
* While ''[[Valkyrie Profile: Silmeria]]'' allows you to sell any item to any shop you find, in order to gain access to the best buyable gear, specific items have to be sold to specific merchants.
* ''[[Fallout]]'' merchants have a finite (but renewable) supply of coins, but will still buy literally anything, including plot items and ''stock stolen from their own shop''. In ''Fallout 1'' and ''2'' it will remain in stock for you to buy back later (usually, anyway) and certain vendors will offer better prices for certain items. Lampshaded in ''[[Fallout 3]]'', as Moire Brown cheerfully reminds you "Remember, I'll buy ''whatever'' you're selling". Of course, this is doubly fitting as she ropes you into doing field research for her book, and it's pretty easy to feed her false information.
** One vendor in ''[[Fallout 2]]'' even allows you to steal cash, which allows you to buy their entire stock and steal all your money back in one go.
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** The aforementioned loot items, no matter how mundane, can be used to create all kinds of items. While they're often just potion six-packs, or something like that, they occasionally turn out to be something like the [[Infinity+1 Sword]], which raises the question of how a shopkeeper managed to craft Ye Olde Hammer Of Massive Internal Hemmorhaging out of pebbles and wolf musk.
*** Kill enough of specific enemy types and the game actually gives you answers to that.
* ''[[My World, My Way]]'' does this, although you can pick up the items again from <s>the same</s> [[Paper-Thin Disguise|different]] merchants in other towns after you've sold them.
* Aside from [[We Sell Everything|selling every kind of weapon or armor the characters need]], Officer Kurosawa from ''[[Persona 3]]'' can ''buy'' anything they come across --particularly, the inexplicable equipment that appears in the inexplicable treasure chests that generate within the inexplicable, otherdimensional [[Evil Tower of Ominousness]] that appears out of thin air in place of the local high school.
** The same happens with the owner of Daidara Metalworks in ''[[Persona 4]]'' who takes Kurosawa's place as the game's primary equipment vendor, and will also purchase anything - and indeed needs to be sold all the [[Vendor Trash]] you scavenge off of Shadows, because these new materials expand his inventory.
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== [[Role Playing Game]] ==
* The slightly obscure (and fantastic) steampunk fantasy RPG ''[[Arcanum of Steamworks and Magick Obscura|Arcanum: Of Steamworks and Magick Obscura]]'' has nearly all of the shops specialize, only buying or selling certain items (with the exception of the junk dealers, who exist in-game for the sole purpose of buying everything). Tailors will only buy or sell clothing, a gunsmith will only buy guns, a blacksmith will only buy weapons, armor, and the stuff required to make them, etc.
** Unless you have training in haggle, then it is a proper example.
* ''[[The Elder Scrolls]] 3: [[Morrowind]]'' completely avoids this trope. Characters have limited and finite amounts of gold on them, after which they will not be able to purchase anything until the player purchases items from them or time passes. Likewise, they will largely refuse to purchase items that are too different from their normal wares -- a fine clothing store won't buy armor, a jewelry shop has no use for weapons or magic scrolls, and most merchants won't touch any of your goods if you're carrying the potent drugs skooma or moon sugar. There are two exclusions, however, in a talking mudcrab and a talking scamp, both of whom will purchase nearly everything and have ''vast'' supplies of currency.
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** There are a number of stores, such as Jensine's in Imperial City, that will buy anything except illegal goods. Some vendors will buy even those, but you need to be a thief to find them.
* The sequel [[Skyrim]] keeps to this theme - if you are not skilled in Speech, you'll have to content yourself with the usual ways, but as soon as you get halfway to the max skill level you can unlock a perk that makes it possible to sell anything to anyone. At 70, you can invest money into specific shopkeepers to make them have more gold for you, at 90 you can sell ''stolen goods'' to any vendor and at 100, the max level, every merchant in the world gains a large increase to their permanent available gold. Yes, ''everyone''. Amusingly enough, this means that you can now walk into any shop, even taverns, travelling merchants or random street peddlers (who normally have a very low amount of gold and mostly sell food and drink) and sell them stolen, high-level magical armor for the highest price possible. Why exactly your average street vendor suddenly decided to accept these kinds of items is never explained. Perhaps, as the skill implies, you're just ''very'' persuasive.
* ''[[Paper Mario: theThe Thousand -Year Door]]'' has a very slight aversion: although any shop will buy any item, they do ''not'' all value them the same; there were at least two money-making schemes in-game that relied on this.
* ''[[SaGa]] Frontier'' and its sequel subvert this trope by making only specific vendors for the express purpose of selling items (and only certain ones, at that). Other vendors will only sell goods.
* ''[[Jade Empire]]'' averts this trope entirely, as Essence Gems are the only non-quest items in the game, and so everyone is willing to buy and sell them.
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** Money laundering, of course. Everyone knows that Tom Nook is the Nookfather.
* In the ''[[Railroad Tycoon]]'' games, stations will only buy commodities if a local industry needs them. Only a station with a bakery will buy grain, and so on. Also, stations must reach a minimum population size before they will buy passengers, mail, and other goods. (At normal difficulty levels. Easier levels enabled [[We Buy Anything]] mode.)
* In ''[[Sid MeiersMeier's Pirates!]]'', each town you visit has a limited amount of gold that it can pay for items with (and limited supplies to sell). However, leaving the town and immediately turning your ship around lets them restock their cash reserves and supplies.
** While keeping in mind that a [[Time Keeps On Slipping|week of game time passes]] whenever the player stops at a town.
* In ''[[Harvest Moon]]: More Friends Of Mineral Town'', you can unlock a feature where you can sell items to Won instead of shipping them. Won usually pays more for said items, and also buys some items which you cannot ship. Even though Won apparently doesn't even have enough money for a proper stall or his own house.