- Probably Stolen Butcher is a wanted-list NPC who visits your shop with a mystery satchel priced at roughly 450 credits.
- Reporting him instantly recovers the bounty, but cooperating fits revolutionary-style runs.
- The satchel contents are often underwhelming food items — treat it as a gamble.
- Managing heat on stolen goods is the core skill when trading with him.
- Budget for the business permit bribe before spending your cash on his wares.
Who Is the Butcher in Probably Stolen?
The Butcher is one of the named wanted-list characters who can appear as a customer in your shop during a run of Probably Stolen, the pound-shop dystopian cyberpunk shopkeeping simulator. He does not arrive as a hostile event — instead, he walks in like any other scavenger-type seller, offers a heavily discounted bundle of goods topped with a sealed satchel, and leaves the moral choice entirely to you: pay for the loot, or report him to security for the bounty.
Because his bundle is priced aggressively (a full lot can run 600+ credits with the satchel alone around 450), meeting the Butcher early in a run is usually a cash-flow crisis. Meeting him late, when you have reserves, can be a profitable flip — his stolen goods carry heat, but heat fades, and discounted contraband sells at a strong markup later.
Video Highlights:
- Day 29+ of a "Rock Bottom Revolutionary" run with self-imposed rules: no electricity, no appraisals, no scavenging, never reporting wanted people
- The Butcher appears with a 606-credit bundle; the satchel alone costs 450
- Reporting him would refund the money via bounty — but revolutionary roleplay forbids it
- The satchel turns out to contain low-value food, a classic Probably Stolen gamble
- Food shortages and water treatment breakdowns create the run's real profit windows
The satchel is a lottery. In the featured encounter it contained mostly cheap food — bought at premium prices during a food shortage, it felt doubly painful. Only buy it when losing the credits will not sink your permit fund.
Report or Cooperate: Decision Breakdown
Every wanted-list encounter in Probably Stolen is a fork in the road. The Butcher is the textbook case because his bounty is large enough to matter and his goods are cheap enough to tempt you.
| Option | Immediate Reward | Long-Term Effect | Risk |
|---|---|---|---|
| Report immediately | Bounty cash (≈450 credits in featured run) | Cannot buy his discounted stock | None direct; closes black-market relationship |
| Buy bundle, then report | Goods + bounty refund | Maximum profit per visit | Breaks roleplay/revolutionary rules; feels cheesy |
| Buy and stay silent | Discounted stolen goods | Ongoing supplier relationship | Heat on items, cash drain |
| Decline and stay silent | Nothing | Preserves cash for permit | Missed flip opportunity |
Loyalist Play
- Report the Butcher on sight
- Instant bounty cash
- Safe, reputation-neutral income
- No heat items in inventory
Neutral Merchant
- Buy only if bundle is discounted
- Store heat items until heat decays
- Sell during demand spikes
- Skip the satchel if broke
Revolutionary
- Never report wanted people
- Build trust with Giorgio, Haroldson and cells
- Accept heat as cost of doing business
- Lean on marketplace code-word requests
If you are broke when the Butcher visits, reporting him can bail out your permit fund in a single click. If you are flush with cash, buying and holding his stock for a shortage window usually beats the flat bounty.
Trading the Butcher's Goods: Heat and Timing
Stolen goods in Probably Stolen carry heat — a flag that makes them risky to resell while active. The Butcher's bundle almost always includes heat items, so your profit depends on timing the market, not just the discount.
Inspect the Bundle
Check which items show heat markers. Separate clean items (sellable today) from hot items (store in your smuggling box for later).
Watch the News
Buy information from informants. Events like the water treatment plant breakdown (3-day water spike) or food shortages tell you exactly when to unload stock.
Set Daily Sell Lists
Each morning, set shop signs to the categories you want to move. During shortages, prioritize food and water; sell materials when demand signs go up.
Sell High, Restock Low
Flip the Butcher's discounted goods at doubled food prices or spiked water prices. Never sell heat items to referrals or official buyers like the station trade board.
Bank the Permit Fund
Keep 1.5k–2.2k credits liquid. The permit inspector visits weekly and will report you unless you pay or bribe.
| Market Event | Duration | Best Stock to Hold | Profit Window |
|---|---|---|---|
| Food shortage | ~3 days | Food, nutri-seeds | Double food prices |
| Water plant breakdown | ~3 days | Sealed water | Sharp spike, sell fast |
| Weapon demand increase | ~1 day | Weapons, gun parts | Moderate markup |
| Material surplus | 1 day | Buy materials cheap | Resell next day at markup |
Heat items can be stored safely — heat decays over days. Keep them in your box, not your display case, and wait for a high-demand day with a buyer who does not check origins.
Run Rules That Change the Butcher Fight
Self-imposed challenge rules, popular in the community, dramatically change how much the Butcher matters. The featured "Rock Bottom Revolutionary" run stacked multiple restrictions that turned a routine wanted encounter into a genuine dilemma.
| Rule | Effect on Butcher Encounter |
|---|---|
| No reporting wanted people | Bounty option removed; pure trading decision |
| No electricity / no machines | Water purifiers and batteries unusable, lowering bundle value |
| No appraisals | Satchel contents stay unknown until opened |
| No scavenging | Scavenger-style sellers like the Butcher become key supply |
| Rock Bottom start | Tight cash makes the 450-credit satchel a real gamble |
Before the Butcher Visits:
- Keep at least 600 credits liquid for discounted bundles
- Reserve the 1.5k permit fund before speculative buys
- Clear heat from your smuggling box before restocking
- Buy informant news daily to catch shortage windows
- Decide your reporting policy before the run starts
The featured run survived permit pressure, rent, and a 606-credit Butcher bundle purely by holding cash, timing shortages, and refusing panic sales. Slow money beats greedy money in Probably Stolen.
FAQ
Q: Who is the Butcher in Probably Stolen?
The Butcher is a named wanted-list character who can visit your shop as a seller, offering stolen goods at a discount plus a mystery satchel. You can report him for a bounty or trade with him and accept the heat on his items.
Q: Is the Butcher's satchel worth buying?
It is a gamble. In the documented encounter it cost 450 credits and contained mostly low-value food. Buy it only with surplus cash — never with money earmarked for your business permit.
Q: What happens if I report the Butcher?
You receive the bounty, which in the featured run roughly matched the satchel price. Reporting closes off future black-market cooperation and conflicts with revolutionary-style roleplay runs.
Q: How do I sell the Butcher's stolen goods safely?
Store heat items until heat decays, then sell during demand spikes like food shortages or the water plant breakdown. Avoid selling heat goods to official buyers or referred customers.
