Supply crates: keycards, contents and opening
Match keycards to all five supply crates in Probably Stolen, compare their contents and luck effects, then sell sealed boxes or reuse opened ones.
1.0
Version history
- 1.0 Main guide
Five ordinary supply crates, matching keycards, complete contents, luck, trade and empty-box use.
Find crates and keep an opening card
Thieves are the repeatable source of all five ordinary sealed crates. They can bring one before you reach 40 Black Market reputation; unlocking the reputation reward at 40 makes a crate part of a Thief’s stock. The department still varies, so read the box’s name before buying a card for it.
After Sawyer grants Underground Exchange access, check the current list for these temporary offers. At Black Market reputation −40 or lower, the exchange stops while paid cleaning still destroys cards left in the bin. Take those cards out before paying for cleaning.
| Give the exchange | Receive |
|---|---|
| 3 Security keycards | 1 Security Department Supply Crate |
| 4 Medical keycards | 1 Medical Bay Supply Crate |
| 4 Engineering keycards | 1 Engineering Foundry Supply Crate |
Check the current exchange list before putting goods in the trash bin, activate the cleaning service and collect the delivery the next morning. Keep another suitable keycard for opening the box; the cards paid into the exchange are gone.
Story visits provide other opportunities. With the opening tutorial enabled, the Evidence Locker Break-In news event starts on day 7 and brings a seller with an Evidence Locker; a scavenger offers an Engineering crate on day 11. Outside Endless Mode, Georgio offers an Evidence Locker during his later story. The returning James Bailey can also offer a Security crate or Evidence Locker. Inspect the actual offer and its ownership or contraband markings before paying.
Match the card to the department
The “access card” in a crate’s description is a Disposable Keycard. Security opens both the Security supply crate and Evidence Locker; Engineering, Medical and Service each open their own department’s crate.
Command opens all five.
| Crate | Matching Disposable Keycard |
|---|---|
Security Department Evidence Locker |
|
Security Department Supply Crate |
|
Engineering Foundry Supply Crate |
|
Medical Bay Supply Crate |
|
Service Department Supply Crate |
“Supply Crate” is the name of the item category, so a Supply keycard does not open every box with those words in its name. Supply, Research and Blank cards do not match any of these five locks. A wrong card leaves the crate closed and stays in your inventory.
To make the card you need, use the Cryptographic Desequencer with a charged cell, the matching department chip and a Blank or existing access card. The chip chooses the output permissions; collect the finished card before attempting the crate.
Decide between a sealed sale and opening
Keep a requested crate sealed. Marketplace requests for Engineering crates or Evidence Lockers reject opened boxes. Buyers who ask for Supply Crates also need the sealed item category. Four sealed types have a base value of 200 credits; the Service crate’s base value is 175. These are the sealed item’s reference values, rather than an appraisal of everything inside.
Use a luck boost before opening. A crate already has contents when it appears. A still-sealed crate whose contents have not been revealed can refill if your luck at unlocking is higher than when it was created. The entire contents are generated again at the higher luck; lower or equal luck keeps the existing set. This replaces the old set rather than adding a few bonus items.
Luck-sensitive chances multiply by 1 + luck ÷ 100. For example, a 20% roll becomes 30% at +50 luck. Georgio’s Liquid Luck can help you arrange the timing; use the boost before unlocking the crate.
Unlock the crate and take out the goods
- Buy or otherwise take ownership of the sealed crate, and put it where you can select it.
- Pick up the correct Disposable Keycard, target the crate with it and confirm the use with the left mouse button. Unlocking happens immediately; no overnight processing is needed.
- The successful unlock consumes that card and changes the crate to its open appearance.
- Double-click the crate, or use its Open action, to show the contents window. Move the items into your stock and inspect their condition, charges and other relevant details.

If the box stays locked, read the department on both items and confirm that you own the box. Double-clicking a locked crate by itself does not supply a keycard. If it has already changed to the open box, put the card away and open the contents window instead.
What each of the five crates can contain
Every ordinary crate has a 7 × 5 contents grid. The entries below are separate chances to add objects, not a fixed shopping list or a fixed number of items per box. “2 × 50%” means two independent attempts, each with a 50% base chance. An item obtained as a pack or bottle is one object; its contents or remaining charge are described separately.
Rows group items with the same roll settings; they do not show the packing order. The percentages use 0 luck. Apply the multiplier above only to luck-sensitive entries. Rolls are processed in order, and an item that cannot fit in the remaining space is discarded. Even an unconditional entry needs room in the grid.
Security Department Evidence Locker
| Items, with separate rolls for each | Attempts per item |
|---|---|
| Current Converter; Disposable Keycard (Medical); Disposable Keycard (Engineering) | 1 × 20% |
| ETERNAL Rejuvenation Serum; SYNC Neuroactive Perfume | 1 × 4% |
| Bottle of Spring Water | 1 × 6% + 1 × 5% |
| L’ESSENCE Pheromone Perfume; Advanced Turbo Booster; Bag of “Blue Blood”; Advanced Water Filter | 1 × 6% |
| Scavenger’s Token; Damaged cassette - random recording; Kitchen Knife; Glass Shiv; Meat Cleaver; Lead Pipe; Disposable Keycard (Security) | 1 × 15% |
| HydraTech Micro Water Purifier | 1 × 3% |
| Immunivax Injector (counterfeit); Oxymore Injector; Raw Meat (Standard); Processed Cheese; Nudka | 1 × 25% |
| Nomore Injector | 2 × 35% |
| Ironcraft 10 (Poor condition); Nestfire Compact (Poor condition); Combat Knife; Hatchet | 1 × 12% |
| Disposable Keycard (Command) | 1 × 10% |
| Chemical Supplies (Common) | 2 × 75% |
| Chemical Supplies (Restricted) | 1 × 50% |
| Electronic Parts (Common); Scratcher Ticket; .22 SR Ammunition; .22 SR Ammunition (AP); .22 SR Ammunition (Non-Lethal); 10mm Ammunition; 10mm Ammunition (AP); 10mm Ammunition (Non-Lethal) | 1 × 33% |
| Unlicensed Phagimycin Pill | 4 × 33% |
| Vial of “Dream Dust”; Phanta Pill | 4 × 50% |
| Zyanide Pill | 2 × 33% |
| Synthetic Yeast, after unlocking Retired Winemaker | 2 × 50% |
Medical Bay Supply Crate
| Items, with separate rolls for each | Attempts per item |
|---|---|
| Disposable Keycard (Medical) | 2 × 50% |
| Synaprest Injector; Galaxy Blend | 2 × 33% |
| Immunivax Injector (genuine); Energy Cell (25–50 energy) | 1 fixed insertion attempt |
| Surgery Toolset; Bag of “Blue Blood” | 1 × 25% |
| Chemical Supplies (Common) | 3 × 75% |
| Chemical Supplies (Restricted); Medical Supplies (Common); Blood Bag | 1 × 50% |
| Nightingale’s Salve; Rubbing Alcohol | 1 × 75% |
| Basic Bandage | 2 × 75% + 2 × 50% |
| Hemostatic Bandage | 2 × 75% |
| Oxymore Injector | 1 × 50% + 2 × 33% |
| Phagimycin Pill | 5 × 50% |
| Phanta Pill; Smelling Salts; Birth Control Pill; Caffeine Pill | 3 × 50% |
Security Department Supply Crate
| Items, with separate rolls for each | Attempts per item |
|---|---|
| Sentinel Mk. III.; PulseGuard Stun Gun; Current Converter | 1 × 20% |
| Tazer; Flashlight | 1 × 33% |
| Energy Cell (50–100 energy) | 1 fixed insertion attempt |
| Stun Baton; Combat Knife | 2 × 35% |
| Oxymore Injector | 3 × 50% |
| Disposable Keycard (Security); Flashbang Grenade; Smoke Grenade | 2 × 50% |
| 10mm Ammunition; 10mm Ammunition (AP); 10mm Ammunition (Non-Lethal); Topical Medication Bandage | 2 × 55% |
Service Department Supply Crate
| Items, with separate rolls for each | Attempts per item |
|---|---|
| Damaged cassette - random recording | 1 × 20% |
| Current Converter; Processed Cheese; Packet of Nutrifruit Seeds (9 seeds); Box Cutter; Kitchen Knife | 1 × 33% |
| SYNC Neuroactive Perfume; HydraTech Micro Water Purifier | 1 × 8% |
| Disposable Keycard (Service) | 1 × 66% + 1 × 33% |
| AquaScan; UV Lamp | 1 × 15% |
| Advanced Water Filter | 1 × 12% |
| Roll of Toilet Paper | 1 × 50% + 1 × 33% + 1 × 15% |
| Tube of Toothpaste; Energy Cell (100 energy) | 1 × 75% |
| Water Filter (400 durability); Kotton Seed | 1 × 75% + 1 × 50% + 1 × 33% |
| Water Testing Kit (10 strips); Bottle of Water Purification Tablets (9 tablets) | 1 × 50% |
| Energy Cell (33 energy); Hatchet; Module Bay Expansion Kit | 1 × 25% |
| Roll of Paper Towels; Bottle of 4 In 1 Wash | 2 × 33% |
| Caffeine Pill | 3 × 33% |
| Hydroreed Seed | 1 × 75% + 1 × 50% |
| Hydroponic Nutrient Tablet | 3 × 50% |
| Packaged food or drink - random item | 2 fixed insertion attempt |
The random packaged-food entries select from: Galaxy Blend; Energy Drink; Soda; Cat Chocolate Bar; Li-Eat Snack Bar; Red Imp Beer; Pilk; Puice; Peat; ZeroChew Tab; Instant Ramen; Nudka; Bei’s Premium Vanilla Icecream.
Engineering Foundry Supply Crate
| Items, with separate rolls for each | Attempts per item |
|---|---|
| Self Charging Energy Cell; Module Extractor (Advanced); Flux Smelting Agent (Advanced) | 1 × 12% |
| Neural Core Module (Capped) | 1 × 4% |
| Module Bay Expansion Kit; Module Extractor (Basic); Disposable Turbo Booster | 2 × 25% |
| Current Converter; Energy Cell (0–100 energy); Screwdriver; Wire Cutter; Crowbar; Plasma Cutter; Performance Module (random shape and effect); Efficiency Module (random shape and effect); Quality Module (random shape and effect) | 1 × 50% |
| Energy Cell (100 energy); Energy Cell (Mk. II) (0–125 energy) | 1 fixed insertion attempt |
| Advanced Turbo Booster | 1 × 8% |
| Furnace Module (Blast) | 1 × 15% |
| Disposable Keycard (Engineering); Node (Medium) (random effect) | 2 × 50% |
| Overclock Module; Eco Module; Refinement Module | 1 × 33% |
| Electronic Parts (Common) | 3 × 33% |
| Metal Screws | 2 × 33% |
| Flux Smelting Agent (Basic) | 3 × 50% |

Sell the contents or reuse the empty box

Choose the selling route before unlocking. Odin buys supply crates and access cards. The Case Enjoyer first visits after day 1 when you own at least two items in total from the access-card and sealed-crate categories. He returns seven days later with a base 1,000-credit budget for those goods. An opened box has lost its Supply Crate category, so it no longer serves as a sealed crate for that buyer.
Once the Case Enjoyer starts opening his crate in your shop, shooting and reporting are disabled for that encounter.
After opening, sell the individual contents to buyers interested in their own categories. The box shell’s base value becomes 15 credits, and the shell loses its stolen and contraband markings. Weapons, drugs or other contraband inside still need their normal handling; opening the shell does not legalise those items. Check each item before displaying or selling it, using the crime and storage guide when needed.
Keep the empty 7 × 5 box for ordinary loose stock, or empty it and sell the shell. Storage bays and normal bags cannot be nested inside it. Contents placed in an opened box count toward its sale value, so move out anything you mean to keep before offering the box to a customer.
Recognise story packages and Wild’s kits
The Care Package for Eleanor is a story item, rather than one of the five keycard loot crates. Giving it to her during the relevant visits can spring the arrest trap; follow Eleanor’s story for the package, the supposed uncle and her later choices.
Lou’s Box of Toys belongs to her safekeeping story. Keep the box and every original item for her return; taking something is different from looking inside. Her box and collection outcomes explain what must be returned.
Wild’s business starter kits deliver the equipment and supplies for the upgrade you purchased. Their contents are listed in Wild’s network starter kits; use that list for a business delivery and the five tables above for ordinary sealed loot crates.
Related Articles
Wiki
Lou: toy box, Republic transmitter and difficulty-based demands
Return Lou's box, choose a gift, use the Republic transmitter and resolve her demands. Check difficulty amounts and payment thresholds.
Guides
Probably Stolen achievements: all 21 and unlock routes
All 21 Probably Stolen Steam achievements, with deed conditions, Clean Hands, Rat Wrangler, workshop goals, Steam counters and practical unlock routes.
Guides
Dream Dust and Nightmare Dust: mushrooms, extraction and sales
Grow or buy the right mushrooms, measure alcohol, extract at 45°C, dry and finish both dusts, then choose buyers and uses in Probably Stolen.
Was this helpful?
Thanks for the feedback!
Security Department Evidence Locker
Security Department Supply Crate
Engineering Foundry Supply Crate
Medical Bay Supply Crate
Service Department Supply Crate