Gaming Guide

Probably Stolen Dumping Ground Guide: Backpacks and Wound Risk After Hours

Close the store, take a Fanny Pack and a bandage, and spend up to five Scavenge attempts while the wound odds climb.

Close the store, take a Fanny Pack and a bandage, and spend up to five Scavenge attempts while the wound odds climb.

Scrap heap at the Dumping Ground

In Probably Stolen: Cyberpunk Shopkeeper Sim, the day continues after you close the store. From Day 2 (Tuesday), you can leave the shop after closing, ride the transit system to the Dumping Ground, and dig through trash for things to sell. Each dig raises your chance of getting hurt, and you can only bring home what fits in your pockets and your backpack.

Quick answer: Close the store, click “Leave the Store”, pick a backpack, travel to the Dumping Ground, press Scavenge up to five times, drag the finds you want into your pockets and backpack, then press Return.


How the Dumping Ground unlocks on Day 2

On Day 2, The Mentor comes into the shop and asks, “You still remember the way to the Dumping Grounds right?” He leaves three things behind: Mentor’s Note: After-Hours Activity, a Fanny Pack (Est. Value 50, Base Value 50), and a Topical Medication Bandage [Medical] worth 16.

Mentor's Note: After-Hours Activity open on the shop counter
The Mentor’s note on Day 2 unlocks after-hours trips (see the beginner guide for Day 1).

The note explains the rules: once the shop closes, you may visit one Sector location, and you can return to the Dumping Grounds whenever you want to scavenge. Without a backpack, you can bring very little back. Take a bandage in case you get injured; a serious injury keeps you from going out for a few days.


How to scavenge the Dumping Ground after hours

Finish serving the day’s customers and press the green wall button once more to close the store. Stay up for now. Using the sleeping bag to sleep ends the day, costing you the after-hours outing.
Closed shutter with the Go to sleep prompt by the sleeping bag
Close the store, but do not sleep yet.
Once the store is closed, click the door on the left, now labeled “Leave the Store”.
Choose your carry option on the “Select a Backpack To Take” screen. Day 2 offers just “Go Outside Without A Backpack” and the Fanny Pack; select the Fanny Pack.
Select a Backpack To Take screen with the Fanny Pack
Pick the backpack to take outside.
The Station Rapid Transit System map is displayed. On Day 2, DUMPING GROUND is the only available destination. Select it, then press Travel.
Station Rapid Transit System map with the Dumping Ground card
Only the Dumping Ground was open on Day 2.
Press Scavenge in the SCAVENGE panel on the right. Each press uses one of your five attempts, drops finds onto the GROUND grid on the left, and raises both wound chances. If you only need a few items, stop early.
Dumping Ground SCAVENGE panel with 5 attempts, 5.00% minor and 1.00% major wound chance
Five attempts, with wound chances that climb each time.
Move the items you want by dragging them from GROUND into Pocket #1, Pocket #2, or the BACKPACK grid. You can put only one item in each pocket. Ctrl+click quick transfer is disabled on this screen, so drag each item manually.
Items dragged into Pocket 1, the backpack and Pocket 2
Drag finds into your pockets and backpack.
Press Return. If anything is still on the ground, the game warns you: “Items left on the ground will be left behind, and lost. Are you sure you want to leave?” Choose Leave to go, or Cancel to keep packing.
Warning that items left on the ground will be lost
Anything left on the ground is lost.
Back at the store, check the inner counter. Everything you carried home appears there, which tells you the trip worked. Then go to sleep. The End of Day panel shows Power Service at 5 credits on Mark Up (Normal) difficulty, along with End the Day.
End of Day 2 panel with Power Service 5 credits and 498 credits in funds
End of Day 2 on Mark Up.

At the end of Day 2 on Mark Up, Your Funds showed 498 credits; the 5 credit power bill had not yet been deducted.


Wound chance per Scavenge attempt

You get 5 attempts per trip. Below Attempts Remaining, the SCAVENGE panel shows two numbers: Minor Wound Chance and Major Wound Chance. Both go up every time you press Scavenge.

Point in the runMinor Wound ChanceMajor Wound Chance
Before the first attempt5.00%1.00%
After 1 attempt6.00%1.25%
After 5 attempts (0 remaining)10.00%2.25%

Bring a bandage so you can treat a wound. The game has three kinds:

  • Basic Bandage, value 8: a plain dressing for wounds.
  • Topical Medication Bandage, value 16: helps the wound heal.
  • Hemostatic Bandage, value 16: stops both heavy and light bleeding.

The Fresh Dump event on Wednesdays makes Junk 50% less likely but makes Injuries 25% more likely.


What the Dumping Ground gives you

Most finds are Junk. Five attempts on Day 2 turned up three pieces of Junk (worth 3 each), a Tube of Toothpaste (worth 15), and an Empty Beer Bottle (worth 5). The bottle’s description says brewers offer a buyback. The bottle and the toothpaste went into the two pockets, and the Junk stayed on the ground.

Junk, a beer bottle and toothpaste on the GROUND grid after five attempts
Day 2 finds after five attempts.

You can also find materials such as Scrap Metal, Wire, Nuts, Flux Agent, Printer Plastic, Gun Parts, Electronic Parts (Common), and Kotton Fabric. Other finds include household goods, tools, makeshift weapons, machine modules, packed food, and basic bandages.

Repair customers buy these materials (see how a wholesale scrap pile paid off on the same day). On Mark Up, the Lower Level Repairman paid 12 for Scrap Metal, 38 for Electronic Parts (Common), and 18 for Wire.

The game has two more after-hours locations, Dr. Jackson and the Commissary, but neither was open on Day 2. Dr. Jackson is closed on Mondays. The Commissary has a Fresh Restock on Fridays (+35% of max stock) and a Burglary event that leaves it with less stock.


Probably Stolen backpacks and base values

Your backpack sets how much you can bring home, on top of your two pockets. The BACKPACK column on the Dumping Ground screen shows the bag you picked and its grid.

BackpackBase value
Fanny PackFanny Pack50
Backpack (Army-Issue)130
Satchel (Small)Satchel (Small)150
Kid's BackpackKid’s Backpack200
Kid's Backpack (Large)Kid’s Backpack (Large)250
Large Military Backpack280
Backpack (Small)Backpack (Small)300
Backpack (Basic)Backpack (Basic)450
Backpack (Large)Backpack (Large)650

The game also has a Technician Backpack, a Small Modular Backpack, a Modular Backpack and a Large Modular Backpack. The Backpack (Small) is described as compact and worn from use, with a light build and space for essentials. The Army-Issue pack is a heavy-duty bag intended for military use.


Does going out at night cost you customers?

Yes. A night out shows up in the next morning’s Nightly Report. After a Day 2 trip to the Dumping Ground on Mark Up, the Day 3 report read “You open up the store late due to last night’s activities and missed out on one customer.” The Short Sleeper starting perk, listed below, removes that penalty.

Nightly Report saying the store opened late due to last night's activities and missed one customer
The morning after a night out, the store opens late.

Starting perks that change after-hours scavenging

Five perks on the Starting Perks screen change how many attempts you get or how often you can go out. The full list is in our starting perks guide.

PerkPerk pointsPerk screen text
Proficient ScavengerCosts 1“You can perform up to 2 additional Search actions in the Dumping Grounds every time you visit.”
Careful ScavengerFree (0)“You can perform 2 fewer actions in the Dumping Grounds every time you visit, but you never get injured while searching.”
Short SleeperShort SleeperCosts 1“You won’t miss out on any customers when going out during after-hours activities the night before.”
AgoraphobiaAgoraphobiaGives 1“After visiting an after-hours location, you must rest at the Store for 2 nights before going out again.”
Degenerative OsteoarthritisDegenerative OsteoarthritisGives 1“Scavenging in the dumping ground works normally for the first week. After that, you lose 1 max scavenging attempt every week that passes. Once your max attempts fall below 3, you can no longer scavenge at all. Normal shopkeepers start with 5 daily max attempts. Start with 2 additional topical medication bandages.”