Gaming Guide

Every Underground Exchange Trade in Probably Stolen and How It Works

Sawyer's side business turns spare Water Filters, keycards, modules, Dream Dust and ammo into new goods overnight through your trash can.

Sawyer’s side business turns spare Water Filters, keycards, modules, Dream Dust and ammo into new goods overnight through your trash can.

Sawyer at the store window on Day 25 handing over the list

The Underground Exchange in Probably Stolen: Cyberpunk Shopkeeper Sim is a trading service run by the janitorial crew. You leave specific items in your store’s trash can, and the crew swaps them for something else while it cleans overnight. Everything below applies as of version 100-REV3. Prices are for Mark Up (Normal) difficulty.

Quick answer: Sawyer gives you the Underground Exchange Directive on Day 25 (Day 1 with Sawyer’s Crew). Put the listed items in your trash can, keep the Janitorial Service on, and collect the reward from the trash can next morning.

A trade may be completed once during a night. You can perform multiple different trades that night if the trash can has all the required items for each. Finishing any trade increases your Black Market reputation.


How to unlock the Underground Exchange

If you don’t already have the exchange, it arrives on Day 25, which is a Thursday. Sawyer, the janitor, comes to your store window. He wears a red cap, sunglasses and green janitor overalls. He opens with “I’m going to let you in on a little secret.” and follows with “The janitorial staff runs a little side business.” Next he says “Here’s the list.”, adds that you won’t be tracked by Security, and ends with “See you around, kid.” before he leaves.

Pixel-art shop counter with a man in a red cap and green shirt at the window, items on the counter and an inventory grid below.
Sawyer speaks at the store window on Day 25, Thursday, saying “I’m going to let you in on a little secret.” while the inventory grid sits open beneath the counter.

Once he leaves, find the Underground Exchange Directive on the ledge. Open the document for the complete trade list. It bears the signature “Chairman S., Underground Exchange Authority” and is divided into Permanent Exchanges and Promotional Exchanges.

Two choices made at the start of a run let you skip the wait:

  • Sawyer’s Crew (starting perk): “The Underground Exchange is available from the start. Janitorial Service is always free, unless the Store is vandalized. Vandalism clean up cost is significantly reduced.”
  • With the Fence specialization, the listed benefit is “Immediate access to the Janitor Underground Exchange”.

How to make an Underground Exchange trade

Trades happen while the janitorial crew cleans the storefront overnight. The crew only comes if the Janitorial Service is active that night.

Collect the exact items one trade asks for, such as three Water Filters or two modules. Check the Directive for the counts.
Before you sleep, put those items in your store’s trash can. To run several different trades that night, add the items for each one.
On the End of Day screen, keep the Janitorial Service active for that night. If the janitors don’t clean, no trade happens.
The next morning, open the trash can. The crew has taken the items you traded and left the reward inside. Your Black Market reputation is also higher.

A full trash can means you forfeit the reward. That night, any items in it that weren’t used in a trade are still collected as garbage, as usual.

At -40 Black Market reputation, the Blacklisted perk for that reputation takes effect, cutting off access: “You are barred from the Underground Exchange. The Janitorial Service cost double.”


Every permanent Underground Exchange trade

Permanent exchanges never change. Each one is marked “Once Per Night” on the Directive.

You put inYou get
3 Water Filters (any condition)3 Water Filters (any condition)1 new Water Filter
Any 2 modulesAny 2 modules1 random module
2 Vials of Dream Dust2 Vials of “Dream Dust”Random legal goods
1 Disposable Keycard (Command)1 Disposable Keycard (Command)2 random keycards
2 Poison1 Energy Cell
2 Ammunition2 AmmunitionFood
Smuggler's Bay + 8 Oxymore InjectorsSmuggler’s Bay + 8 Oxymore InjectorsSmuggler’s Bay (Modified)

Water Filters

Used filters count. Three filters in any condition become one brand-new Water Filter, which has a base value of 25.

Modules

Neither input module type can be the result. Most often, the output is a Performance, Efficiency or Quality Module, with a base value of 70 apiece. Overclock, Eco and Refinement Modules are less common; each has a base value of 100. A Neural Core Module (Capped), valued at 250 and classed as contraband, is an extremely rare result.

Dream Dust x2

The reward is random legal goods. Possible results include meat, an energy cell, a Scavenger’s Token, electronic parts, a knife or cleaver, medical supplies, contraceptives, blood bags and Peat. Higher purity dust gives more. Low-purity dust can give nothing at all.

Command keycard, Poison and Ammunition

Trading one Disposable Keycard (Command), with a base value of 125, yields two keycards selected at random: Security (100), Engineering (75) or Medical (75). Two Poison produce an Energy Cell whose charge is based on the poisons’ value, capped at 100. Two Ammunition yield a minimum of two food items, randomly chosen from Cat Chocolate Bar, Peat, Soda, Pilk and Galaxy Blend. Contraband or restricted ammunition yields additional food.

Smuggler’s Bay (Modified)

A plain Smuggler’s Bay plus eight Oxymore Injectors becomes Smuggler’s Bay (Modified). Its base value is 400, compared with 250 for the plain bay. Its description reads “A disguised storage bay designed to hide its contents from inspection. This one has been modified to allow for more storage.” Dr. Jackson sells the plain bay for 288 on Mark Up. That is the 250 base value plus a 15% Supplier Markup.

Smuggler's Bay (Modified)
Smuggler’s Bay (Modified)

Promotional Underground Exchange trades and the Monday reset

Promotional exchanges are labelled “Reset On Monday” on the Directive. Each week, three are picked at random from a pool of seven, and each one works once per night. When the selection changes, the Monday Nightly Report includes the line “-New promotional offers are available from the Underground Exchange”. The week that begins with Sawyer’s Day 25 visit offers the Dream Dust x4, Medical keycard and Engineering keycard trades.

Pink document listing item trade recipes with arrows from input items to rewards, signed Chairman S., over a pixel-art shop.
The Underground Exchange Directive lists Permanent Exchanges and Promotional Exchanges (Reset On Monday), each available Once Per Night.
You put inYou get
4 Vials of Dream Dust4 Vials of “Dream Dust”Medical goods
3 Disposable Keycard (Security)3 Disposable Keycard (Security)Security Department Supply Crate
4 Disposable Keycard (Medical)4 Disposable Keycard (Medical)Medical Bay Supply Crate (teal)
4 Disposable Keycard (Engineering)4 Disposable Keycard (Engineering)Engineering Foundry Supply Crate (orange)
Any 5 SeedsAny 5 SeedsFully charged Energy Cell
1 Scavenger's Token1 Scavenger’s TokenBlack Market reputation
2 Oxymore InjectorsGenuine Immunivax Injector

For the Dream Dust x4 trade, the reward depends on the average purity of the four vials. At low purity, you get two bandages. At 99% or higher, you get Synaprest Injectors and Bags of “Blue Blood”.

Day 29 Nightly Report: New promotional offers are available from the Underground Exchange
Day 29 (Monday): the report announces new promotional offers.

Best Underground Exchange trades to use

  • Smuggler’s Bay (Modified): the only way on the list to upgrade your hidden storage. A plain bay (250) becomes a 400-value bay with more room for contraband and stolen goods that inspections skip; see our Smuggler’s Bay and robbery guide.
  • Water Filters: worn filters are otherwise junk, so recycle every three into a new one if you sell water (how to purify water).
  • Command keycard: one card (125) becomes two others worth 75 to 100 each, which also feed the keycard promotions and crate trades.
  • Black Market reputation: every completed trade raises it, so a cheap trade each night (two spare modules, two rounds of ammo) keeps you climbing toward the Black Market perks and away from Blacklisted.

Tips

  • Empty the trash can of anything you want to keep before you sleep: whatever is not part of a trade goes out with the garbage.
  • Leave room in the trash can for the rewards, or they are lost.
  • Read the Directive again after each Monday report; the three promotional trades change every week.
  • If you skip the Janitorial Service to save a few credits, that night’s trades do not happen.

Related guides: all starting perks (Sawyer’s Crew), every customer and visitor, items list with base values and our complete Probably Stolen guide.