Sell free materials, modules and spare tools
From the startGo to the Dumping Ground from day 1 and sell the materials, modules and spare tools you bring back to Display Case buyers. It needs no stock money, but carrying space is tight until you get a bag. On rent day, Merchant can buy the leftovers before rent is collected.
After closing, choose "Go Outside Without A Backpack" and head to the Dumping Ground.
- You can go to only one place per night. The day after an outing, you get up to one fewer normal customer unless you have Short Sleeper.
- The outing penalty applies to the normal customer quota; the buyers your Display Case calls in still come.
You normally have up to 5 searches. A successful search produces finds; choose what you will carry home.
- Each search raises the wound-roll chances, and once wounded you cannot search again that night. Carrying a Flashlight halves each of the minor- and major-wound roll chances.
- In the normal loot draw for a successful search, the result is often Junk. On Wednesdays the Fresh Dump makes it less common and turns up more materials, but you get hurt more easily.
- A successful search also rarely turns up an eligible bag, either Satchel (Small) or Kid's Backpack. Finding a bag saves money for rent and membership.
Until you have a bag or another container, prioritize the most valuable finds when packing for home.
- Take items such as Kotton Fabric, Electronic Parts (Common) or Ruined Module, and leave the Junk behind.
On the End the Day screen, uncheck Power Service while you own no machines, and turn on Janitorial Service from the second night.
- You cannot end the day unless you can pay for every service you use, so with 0 credits on night 1 you must uncheck Power Service.
- Without Power Service the store lights dim and only machines that run on an Energy Cell work, but you lose no customers.
- Two nights in a row without cleaning lower your starting Store Attractiveness from 250 to 200, costing up to one normal customer slot. Without perks, reputation benefits or other changes to customer numbers, the outing penalty then leaves no normal customers; Short Sleeper prevents that outing penalty.
- From the fourth night, a thief may take one of your items on any night without the Insurance Service, and the chance rises with each uninsured night in a row. Once you own tools such as a Flashlight, use the Insurance Service too; it stays cheap while your stock is small.
Before opening the next morning, display the materials, modules or spare tools you brought back to attract their buyers.
- Without upgrades or Buyer Referral Service, only the category with the highest total value in the Display Case calls a buyer, one a day. Choose materials, modules or spare tools for the buyer you want; while the store is not vandalized, Showcase Expansion I and Showcase Expansion II each add one category.
- Before day 14, a low material total calls one of the Scrap Buyer, the Maintenance Worker or the Lower Level Repairman, unless Store Attractiveness is 400 or more. A higher total, or Store Attractiveness of 400 or more, calls the Lower Level Inventor, who has a bigger budget. From day 14, an even higher total calls the Station Engineer instead.
- If the top category is Modules or Tool, the Lower Level Inventor comes even when the total is low.
On rent day, day 7 (Sunday), the Merchant arrives before The Landlord. Make up any shortfall in the rent by selling your leftover items to the Merchant.
- Merchant buys non-contraband goods, but accepts no Retail Markup and applies a Clearance Discount. He can also appear as a normal customer outside rent day.
- On Mark Up you start with Rent Grace, so one missed payment does not end the run; the unpaid rent carries over to the next rent day.
Related Wild's Network upgrades
Rent GraceLets you survive one missed rent. Keep it until you need it, and buy it again once used and available; a purchase starts a 15-day wait before another purchase.
Showcase Expansion IEnlarges the Display Case and, while the store is not vandalized, lets one more category call a buyer each day.
Related items
Kotton FabricOne of the most valuable materials at the Dumping Ground, worth a pocket.
Electronic Parts (Common)A valuable material that the Display Case's material buyers take.
Ruined ModuleSell it intact to the Lower Level Inventor, Dr. Jackson or Merchant.
JunkThe most common normal loot result, but cheap and bulky. Leave it when you have more valuable finds.
Related customers and events
MerchantArrives before The Landlord on rent day and buys anything except contraband, your fallback for covering rent.
The LandlordCollects rent every Sunday from day 7. Without Rent Grace, failing to pay ends the run.
Lower Level InventorBefore day 14, comes when the Display Case holds enough in materials, with a bigger budget than the other early material buyers. Store Attractiveness of 400 or more also calls this customer with less on display.
ForemanBuys materials during the Construction Project Launched event.
Station TouristMay arrive during Tourist Influx and buys materials and Junk.
Tips
- Until you get a bag, limited carrying space makes the value of each find more important than how many items you uncover.
- When Construction Project Launched occurs, offer saved materials to the Foreman.
- Keep bandages such as Basic Bandage and use them on yourself when you get hurt. A wound you do not stabilize can get worse, and a serious wound keeps you from going out at night.
- Pay the rent on time even if you must sell to the Merchant, and keep Rent Grace in reserve: unpaid rent is added to the next rent day.