Saints Row 4 puts the President of the United States inside an alien simulation and then charges for everything. Our six pages on the game agree on that much, and they disagree only about the currency. Guns, car parts and shop outfits take cache. Super power rungs take a Rank threshold and a pile of Data Clusters. A handful of the best rungs, and every Blazin' trophy, take medals. The store hack takes sixty seconds of your undivided attention. And a long list of vehicles, weapons and suits takes nothing but a homie's loyalty quest. This guide is arranged by those five prices, so you can see at a glance what each hour of play is actually buying.
What Cache Buys
Cache is the simulation's money, and Friendly Fire is where the expensive purchases live. Our weapons guide prices twelve of the game's twenty-two guns on its shelves, from six starters at 100 cache through the 20,000 and 35,000 tiers to a single 50,000 Alien RPG, and then prices every upgrade rung behind them. That second list is where the money disappears: a starter pistol costs 100 but its four upgrade lines climb to 10,000 a rung, and a unique upgrade that changes what a gun does (explosive rounds, a shotgun that goes full auto, a rifle that refills its clip on kills) costs 20,000 or 35,000 more. Two trophies reward the spending, one for maxing any gun and one for customising every gun on the wheel.
The same shop money also finishes cars. The vehicles page lists 82 rides across nineteen classes and four performance lines that each cost 200, 400, 800 and 1,600 cache, so a complete build with Nitrous and Kneecappers comes to 12,400, less than one late weapon rung. The outfits page adds the three costumes that are bought rather than earned, including a Minecraft-style Block Head for as little as $75 at any Let's Pretend. Our items guide puts all three catalogues into one table by how each item reaches you.
Where the cache comes from is the stores page: shops are your early income, they lock themselves as the story advances, and the hack that reclaims them is covered under its own currency below.
What Rank And Data Clusters Buy
Super powers are free to use and expensive to grow. The stamina they draw on refills by itself, but each rung on the super powers page names a Rank you must have reached and a number of Data Clusters you hand over. The first rung opens at Rank 1 and the last two at Rank 50, and across fifty-two purchasable rungs the clusters add up to a round thousand. Wall Running at Rank 6 is the one that changes how you move around Steelport; Special Vehicle at Rank 14 lets telekinesis lift tanks and aircraft; Nuke at Rank 50 is a dive from higher than any charged jump reaches on its own.
Eight powers share the tree: sprint, jump, blast in freeze, fire and mind-control flavours, telekinesis, stomp with its shrinking variant, buff in fire, lightning and fire-ice, a force shield with a single rung, and Death from Above with Nuke at its top. Our mechanics guide lays the whole ladder out Rank by Rank and pairs it with the two other systems that run on a timer.
What Medals Buy
Eleven power rungs cannot be bought at any Rank. Nine of them are paid in medals from the challenge activities: silver across the Speed Rifts lets you run on water and gold gives Haste, the Platforming Rifts pay jump and glide distance, a gold sweep of Insurance Fraud makes you immovable to traffic, the Genki M.O.M. and TK Rift sweeps pay telekinesis, and a gold run of Super-Powered Fight Club adds elemental damage to buff. The other two come from Keith's Executive Orders (unlimited sprint) and Kinzie's Power Play (blast damage).
Medals are also the whole point of the nine Blazin' races. The course pages measure success in seconds left on the clock at the finish, fifteen for silver and twenty-five for gold, with blue checkpoints adding time along the way and green orbs adding speed. Two of the nine are described as impossible to gold without a second Air Dash, which ties the races back to the Rank ladder: that rung is Rank 8 and twenty clusters.
What Sixty Seconds Buys
The store hack is the only system on our pages with a hard timer and no way to extend it. You get a grid, a signal coming in from the left, a rationed pile of blocks on the right, and sixty seconds to wire the two sides together before the authorities are called. The detail that makes it learnable is that the puzzles come in a fixed order no matter which store you visit, so a solution memorised at one counter works at the next. You can be shot while the grid is open, so the page says to clear your notoriety first, and the powers page names hacking as a time to keep the stomp holstered.
What A Homie's Loyalty Buys
The fifth currency costs nothing at a counter. Finish a homie's loyalty quests and the rewards land in the wardrobe, the garage and the weapon wheel at once: Kinzie's line pays a Tentacle Bat, a Semi-Auto Shotgun and two vehicles, Asha's an Energy Sword and five rides, Keith's two Zin craft, two vans and a suit, and the crew quests everyone shares hand you the Black Hole Launcher. Sixteen of the 82 vehicles, five of the 22 weapons and six of the 12 outfits arrive this way, and the items guide's opening table is the full ledger, homie by homie.
A Reading Order
Start with the super powers page, because the Rank ladder decides what the rest of the game feels like and Wall Running comes early. Read the stores page before the shops lock so the income keeps flowing. Then the weapons guide, since cache is finite and the unique upgrades are where it should go. Blazin' and the outfit and vehicle lists are for a second sitting. If you want to know what a piece of content costs before you chase it, the two guides above are built to answer exactly that.
FAQ
Do you get super powers in Saints Row 4?
Yes. The simulation grants them, more open up as the story progresses, and every upgrade rung is bought with a Rank and Data Clusters or earned with challenge medals.
How do you store a vehicle in Saints Row 4?
Press Down on the D-pad while in the vehicle. Retrieve it later through the phone's Pause Hub, from a garage, or at a Gateway Hub.
How many Data Clusters do you need in total?
One thousand, counting Nuke's fifty, covers every Rank-gated rung the super powers page lists. The medal and quest rungs cost none.

