Sell your valuables to the fence in ROB RUN; you can locate this buyer by finding a dollar-sign van on the map in Looty Bay or the Sales Center. A recorded Playtest also shows a criminal-role requirement, so check your role if you cannot trade. After selling, look for payment at the transaction site before heading back to manage your cash.

Find the fence at the dollar-sign van
The official selling instructions identify the fence as the buyer for your valuables and direct you to a van with a dollar-sign map marker. They name Looty Bay and the Sales Center as places to look, giving you a destination when your goal is to turn loot into money. Use that marker to identify the selling destination instead of assuming that any nearby merchant handles the same transaction. If you are having trouble getting started, confirm you have found the marked van before troubleshooting the role requirement described in the Playtest.
Check your role before trying to trade
In an introductory Playtest recording, the player explains that selling to the fence requires becoming a criminal. That is a useful troubleshooting clue for the recorded version, while the official FAQ separately explains that the police-versus-criminal role choice happens in Looty Bay. Each time you enter that city, you can choose either role or explore before choosing, so your arrival there does not require an immediate decision.
The same Playtest shows the player holding F to become a criminal after finding the fence. In that sequence, F is used for the role change; it should not be treated as a confirmed shortcut for selling your inventory. Check the interaction prompts in your version when you reach the buyer, keeping the role-selection action separate from whatever trading interaction the game presents.
Gather valuables without assuming guaranteed loot
The introductory Playtest presents scavenging through trash cans as a way to get starting cash and items, with the player holding E during the search. The footage mentions cash, laptops, and toasters as examples encountered while scavenging, giving beginners an idea of what that particular session produced. These examples describe the recorded Playtest rather than a guaranteed result from every bin, so do not plan a selling trip around receiving a specific item.
A separate Playtest provides an example of alcohol being sold after the players look for a dollar-sign marker. That supports alcohol as a sale item in the shown situation, without establishing that every object you can collect has a buyer. When sorting out what to sell, distinguish between an item appearing during scavenging and an item actually being accepted in a trade; those are different observations.
Check for payment, then plan your return
After the sale in the second Playtest, the players point out a cash pile with a take prompt and discuss taking the money. Make checking the transaction area part of your selling routine, because this example shows payment that the players still need to collect. Follow the prompt shown in your game for that step; the recorded exchange does not establish a particular keyboard button for picking up the proceeds.
The introductory Playtest then describes returning to the base or hotel through one of the road exits after selling. Treat that as the return approach described in that session, rather than a fixed route that every player must follow from every selling location. Once you have collected your payment, consider your return alongside your next purchase, especially if you still have unsold belongings in your bag or vehicle.
Weigh better fence deals against the loot you carry
Official information says a heist streak during a single city visit raises your Notoriety, and higher Notoriety brings better deals from the fence. This connects the terms of a sale to your activity during that visit, rather than making every fence trade equivalent. It gives you a reason to consider when to sell, but it does not establish an exact payout multiplier or a universally best point to cash out.
Keeping valuables in a vehicle while you continue your visit carries a separate risk: the official FAQ says any player can lockpick and raid your trunk anywhere in the city. Moving loot from your bag into the trunk therefore should not be treated as making it inaccessible to other players. When weighing another heist against a trip to the fence, include those stored valuables in your decision, alongside the prospect of better trading terms.
The introductory Playtest also reports that arrest costs you the contents of your bag and vehicle trunk while leaving your gear intact. That account concerns arrest in the recorded Playtest, so keep its scope separate from assumptions about what happens on death. For a selling trip, its practical relevance is the unsold cargo: keeping items for a later transaction can leave those belongings exposed to the reported arrest loss.
Separate cash storage from laundering
Back at the motel in the introductory Playtest, the player demonstrates a cash stash that accepts money but refuses another item they try to deposit. Use that example to distinguish cash storage from general inventory storage, rather than expecting the same stash to hold all your unsold valuables. It fits the cash-management part of the selling loop: the demonstration concerns storing money after returning, not a universal storage solution for everything you collected.
Laundered cash has a specific protection in the official FAQ: thieves cannot steal it. That statement concerns money that has been laundered, while the motel example concerns a place to store cash, so the two should not be treated as interchangeable. Do not assume that depositing sale proceeds into a stash automatically launders them; distinguish where your money is stored from whether it has that protection.
Use sale proceeds with unlock requirements in mind
The official FAQ says earned money supports progression and opens up more gameplay, making selling part of your wider development. For purchases, official help directs you to Shipments through H or the side menu in the desert, Lenny's Motel, or Looty Bay. Some specific items have unlock requirements involving your base's settlement level or accumulated jail time, so having sale proceeds does not by itself resolve every purchase requirement.
The introductory Playtest illustrates another distinction at the black market, where the player unlocks a backpack and then buys it. For that example, unlocking and purchasing are separate steps, so check which step you are completing when you put your earnings toward equipment. Before spending the proceeds of a fence sale, look at the relevant item's requirements and purchase options rather than assuming one payment both unlocks it and puts it in your inventory.