Probably Stolen Keycards: How to Get and Use Them - Trading

Probably Stolen Keycards: How to Get and Use Them

Learn how Probably Stolen keycards work: crafting them with the crypto descrambler, opening crates in the smuggler's bay, and building a contraband

2026-11-01
Probably Stolen Wiki Team
Quick Guide
  • Keycards are crafted consumables used to open locked crates in the smuggler's bay
  • Crypto descrambler is the crafting station that produces keycards
  • Contraband build relies on buying crates from thieves, opening them, and reselling the goods
  • Best buyer: Odin Haroldson pays well for opened stolen goods
  • Security reputation synergy makes inspections less frequent as you progress

What Are Keycards in Probably Stolen?

Keycards are the core item of one of the strongest money-making strategies in Probably Stolen: the contraband build. Instead of relying on regular store customers, you buy sealed crates and stolen goods from thieves, stash them in your smuggler's bay, and use keycards to crack the crates open. The contents are then sold at a healthy markup.

This approach pairs naturally with the crypto descrambler crafting station, which is where keycards are produced. A well-run contraband loop can carry a run from the early weeks all the way into late-game wealth, and it keeps evidence generation manageable even without defensive perks.

Video Highlights:

  • Contraband builds use keycards from the crypto descrambler to open crates
  • Opened goods sell to buyers like Odin Haroldson
  • Evidence perks are rarely needed when running this strategy
  • Security reputation reduces inspection frequency on smuggled goods
Why This Build Works

Evidence generation is rarely a bottleneck for a contraband run. Many players push investigations no further than around 40% without any evidence-reduction perks, meaning you can spend perk points and credits on growth instead of protection.

The Contraband Loop: Step-by-Step

The keycard workflow is a repeatable daily cycle. Follow these steps to run it efficiently:

1

Buy Crates from Thieves

thieves and black-market contacts sell sealed crates and stolen goods at low prices. Stock up whenever their inventory refreshes.

2

Store Goods in the Smuggler's Bay

Move purchases into your smuggler's bay. Hidden storage keeps contraband out of sight and prepares it for opening.

3

Craft Keycards

Use the crypto descrambler to produce keycards. Keep a small stockpile so you never stall when a batch of crates arrives.

4

Open Crates

Spend keycards to crack open the stored crates and reveal their contents.

5

Sell to the Right Buyer

Sell opened goods to Odin Haroldson or other high-paying contacts for a strong margin over the crate's purchase price.

Watch Your Inspections

Security can inspect your goods. Building security reputation over time lowers inspection frequency, which synergizes directly with a smuggler's bay full of contraband.

Keycard Economy Breakdown

Understanding where keycards fit in your budget helps you decide when to invest in this strategy versus standard retail.

ItemSourceRoleProfit Notes
Sealed cratesThieves / black marketRaw contrabandCheap buy-in, random contents
KeycardsCrypto descramblerOpens cratesSmall crafting cost per card
Smuggler's bayStore upgradeHides contrabandCan be upgraded with items like the oximore
Opened goodsCrate contentsSellable stockBest margins with Odin Haroldson
StrategyUpfront CostRiskScalability
Regular retailMediumLowSteady, limited by foot traffic
Contraband (keycards)Medium-HighMedium (inspections, evidence)High, scales with thief supply
ScavengingLowWound risk, low valuePoor late game
Commissary food flipsLowVery lowStrong early, fades late
Reinvestment Rule

Roll a portion of every contraband sale back into more crates and keycards. The loop compounds fastest in the first two weeks, when every credit of working capital matters most.

Supporting Perks and Synergies

Certain starting perks supercharge a keycard run. These four are the most relevant:

Diplomatic

  • +33% reputation from trade
  • Boosts faction budgets and customer spending
  • Strong in every phase of the run

Model Citizen

  • +30 security reputation on start
  • Unlocks the security merchant immediately
  • Pushes toward reduced inspections

Vigilant

  • Never robbed at night
  • Removes early insurance costs
  • Protects contraband during the critical first weeks

Sawyer's Crew

  • Free janitor service, underground exchange from day one
  • Frees credits for crates and keycards
  • Outstanding value for one perk point
PerkCostValue for Keycard BuildsRating
Diplomatic2Trade reputation accelerates all selling★★★★★
Model Citizen1Security rep reduces inspection pressure★★★★☆
Sawyer's Crew1Saves daily utility credits★★★★★
Vigilant2Protects stock at night★★★★☆
Intimidating3Evidence reduction rarely needed★☆☆☆☆
Skip Intimidating

At three perk points, Intimidating is the most expensive perk in the game and largely unnecessary for contraband runs. Cheaper fixes like Joe Wild's repairs and alarm systems cover the same problems while also building security reputation.

Run Goals Checklist

Track your contraband progress with these milestones:

Contraband Run Milestones:

  • Set up the smuggler's bay storage
  • Craft the first batch of keycards with the crypto descrambler
  • Establish a reliable crate supplier among the thieves
  • Unlock the security merchant for upgrades like the oximore
  • Build enough security reputation to reduce inspections
Upgrade Priority

Invest smuggler's bay upgrades early. Items such as the oximore—buyable from the security merchant—expand your capacity to hold and process contraband, letting each keycard cycle move more goods.

FAQ

Q: How do you get keycards in Probably Stolen?

Keycards are crafted at the crypto descrambler. Keep a steady stockpile so you can open crates from the smuggler's bay as soon as thieves deliver new stock.

Q: What do keycards open?

Keycards crack open the sealed crates you buy from thieves and black-market contacts. The revealed goods inside are then sold to buyers such as Odin Haroldson for a profit.

Q: Do I need the Intimidating perk to avoid investigation on a contraband run?

Generally no. Many contraband players keep investigations around 40% or lower without it. Alarm systems and Joe Wild's fixes handle security more cheaply than spending three perk points on Intimidating.

Q: How does security reputation help a keycard build?

Raising security reputation through trade and reporting wanted customers reduces how often security inspects your goods, which pairs perfectly with a smuggler's bay full of contraband.

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