How the phone system works
The phone is this game's storefront. Instead of walking to a shop, you pick up the rotary phone in your office, dial a business's number, order what you need, and a courier delivers it to the station barrier — sometimes infuriatingly slowly when the town's single traffic light is against him. The official description's phone-order economy is fully playable, and community footage treats the phone the way office workers treat the fax: constantly.
Calls are not only outbound. The quest line reaches you the same way: Ron Dunn's phone calls advance the story, hand you objectives, and occasionally nag you about them. New players miss this at their peril — a surprising share of 'I'm stuck' threads on the hub are solved by answering, or calling back, the phone.
Practically, the phone workflow is: pick up, dial, order, and go back to work until the delivery arrives. There is no payment step at the phone — charges settle through the day's 21:00 billing sweep like everything else.
Every documented phone number
The numbers below are the ones captured in gameplay footage and community guides — a short list, kept honest. If a number is not on it, we have not seen it dialed on screen, and we would rather ship three verified digits than a copied list of guesses.
Documented numbers: 612-555 — Tony's pawn shop (the day-2 shopping run: fax machine, shredder, registration forms, printer paper, lockers, furniture); 248-648 — the town car dealer (crash repairs and vehicle purchases, up to and including the $20,750 police car); 968-7000 — the prisoner transport service (about $105 per prisoner, the low-pay convenience alternative to driving them yourself).
Two habits make the list usable. First, these are in-fiction US-style numbers — you dial them in-game, not from outside it, and they only work from the station phone. Second, Tony's line doubles as the wiki's own shorthand: when a guide says 'order it from Tony's,' this is the number behind it.

