
Storage Hunters: Open World Areas
Junk Yard through Lucky Bay, Power Plant island, Clubs soft notes, and what changes in each zone.
By Bloxron Editorial Team · Last updated
Yards unlock mainly by net worth — Junk Yard → Back Alley → Power Plant → Farmyard → Shipyard → Lucky Bay. Each step raises preview tiers and shifts what caps you — cash early, then truck weight, then shelf space. Use the unlock table below and the yard notes for what each zone tends to drop.
Unlock overview
Quick look at unlocks and caps — yard details are below.
| # | Area | Unlock | Bottleneck | Listed |
|---|---|---|---|---|
| 1 | Junk Yard | Open from your first session — no net-worth gate. | Cash for bids — vehicle weight rarely blocks starter hauls. | 141 |
| 2 | Back Alley | About $750 net worth (confirm the in-game unlock UI). | Tighter margins — entry costs rise and overbidding on preview flash hurts. | 125 |
| 3 | Power Plant | About $7,500 net worth for the ferry / Tier 1 garage (live since the Aug 1, 2026 island drop). Higher garages climb with net worth — confirm fees and gates in-game. | Ferry timing plus rising garage entry fees — heavy hauler and Diamonds / Luck from Index progress matter more than raw cash alone. | 0 |
| 4 | Farmyard | About $10,000 net worth after Back Alley. | Vehicle weight — partial hauls waste winning bids. | 116 |
| 5 | Shipyard | About $125,000 net worth after Farmyard. | Full pipeline — carry, grading, shelf space, and customer turnover. | 110 |
| 6 | Lucky Bay | Commonly listed around $2.5M net worth after the bridge / toll quest — confirm the live unlock UI. Live since the mid-July area drop. | Full endgame pipeline — heavy hauler, grading throughput, shelf space, and Secret/Void mutation math at high base prices. | 0 |
Yard profiles
Area 1
Junk Yard
The starting yard — basic storage auctions, low-value items, and where every new player learns the bid→haul→sell loop.
Typical loot: Floor clutter, starter furniture, low-base collectibles, and early head/wrist accessories. Scrap Dominus is a documented Junk Yard exclusive despite its price tier.
141 items listed — filter by area on the items page.
Area 2
Back Alley
Urban back-alley lockers with higher-value used goods than the Junk Yard — the first zone where thin margins punish sloppy bidding.
Typical loot: Mid-tier furniture, tools, used goods, and occasional exclusive wearables. Preview values step up noticeably from starter clutter.
125 items listed — filter by area on the items page.
Area 3
Power Plant
Nuclear Power Plant island — ferry from the mainland, four garage tiers, nuclear-themed lockers, Engineer restoration quests, and Acid Rain weather after the late quest chain.
Typical loot: Nuclear-themed collectibles and plant Index rewards. Catalog rows on this wiki may lag — treat live previews as bid truth until item tables catch up.
0 items listed — filter by area on the items page.
Area 4
Farmyard
Farm-tier auctions featuring animals, crops, and agricultural machinery — where cargo weight starts to cap profitable hauls.
Typical loot: Heavier machinery, farm props, higher base prices, and stronger mutation absolute-dollar hits. Single pieces can exceed starter truck weight.
116 items listed — filter by area on the items page.
Area 5
Shipyard
Port lockers filled with industrial equipment, boats, and high-value cargo. Still a core late-game farm after Lucky Bay opens. Timed Cargo Ship auctions also dock here.
Typical loot: Industrial gear, boats, top exclusives, and strong mutation payoffs in absolute dollars. Entry fees match the preview ceiling.
110 items listed — filter by area on the items page.
Area 6
Lucky Bay
End-game beach yard across the bridge (menus may say Lucky Beach) — higher preview ceilings than Shipyard and beach-hut auction garages for late-net-worth flips.
Typical loot: Beach-themed lockers, Surf-Man quests, and higher-value previews versus Shipyard. Exclusive prices and catalog rows still expand — confirm previews before max bids.
0 items listed — filter by area on the items page.
When to move on
Leave a yard when you can win consistently without overbidding — not just when previews look exciting.
| From | Move when | Before you push |
|---|---|---|
| Junk Yard | Wins stack reputation and you are not overpaying on low preview totals. | Set a max bid habit — Back Alley margins are thinner. |
| Back Alley | Cash buffer covers higher entry costs without draining your shop stock. | Check cargo weight — Farmyard machinery ends starter-truck hauls. |
| Farmyard | Flatbed-tier hauls clear machinery previews without leaving exclusives behind. | Upgrade selling space — Shipyard previews need shelf turnover. |
| Shipyard | Endgame route — focus on mutation math and full pipeline, not rushing earlier yards. | Run the calculator on every high-base pull before you list raw. |
Between yards
- Stack reputation with lost collectibles between auction pushes — cash alone does not skip gates.
- Set your max bid on the auction page before Back Alley entry costs climb.
- When previews show machinery, check cargo weight before you commit — partial Farmyard hauls waste winning bids.
- High-base pulls from any yard are worth a pass in the calculator before you list them raw.
FAQ
What net worth unlocks each yard?
Junk Yard is free. Back Alley sits around $750, Power Plant ferry around $7,500, Farmyard around $10,000, and Shipyard around $125,000. Lucky Bay commonly lists around $2.5M after the bridge quest — confirm every gate on the in-game unlock UI. Cash on hand is not the same as net worth.
Can I skip ahead if I have enough cash?
No — yards and islands gate on net worth (and any extra unlock UI requirements). Sitting on unspent bid cash does not skip Back Alley or Farmyard.
When does vehicle weight become the bottleneck?
Farmyard — agricultural machinery often exceeds a starter truck. Check cargo on the vehicles page before Shipyard becomes your main route.
Do mutations change by area?
The mutation roster is the same in every yard. Higher-tier areas matter because base prices are higher, so the same multiplier pays more in absolute dollars — especially Secret and Void on Lucky Bay or Power Plant previews.
Is Cargo Ship a permanent yard?
No. Cargo Ship is a timed Shipyard dock event (~$7,000 net worth to board). Permanent progression runs Junk Yard → Back Alley → Power Plant → Farmyard → Shipyard → Lucky Bay. See the auction page for the event loop.
What is the Power Plant?
An Aug 1, 2026 island with four auction garages, Engineer restoration quests, a plant Index, and Acid Rain weather after the late quest chain. Ferry unlocks around $7,500 net worth — higher garages need more net worth and charge higher entry fees.
What is Lucky Bay?
Lucky Bay (sometimes labeled Lucky Beach) is the late beach yard across the bridge — commonly around $2.5M net worth. Exact unlock still confirm in-game; treat preview prices as the bid truth until catalog rows catch up.
What are Clubs?
A mid-August group system — often unlocks around $15,000 net worth at the Club Manager opposite Farmyard. Joining is free; creating a club costs Robux. Shared Club Luck grows with active members — confirm live UI numbers.