
Storage Hunters: Open World Areas
Mainland yards, Power Plant island, and late zones through Business Bay. Clubs, Clubhouses, 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 → Business 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. | 61 |
| 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. | Heavy hauler, grading throughput, shelf space, and Secret/Void mutation math at high base prices. | 111 |
| 7 | Business Bay | Each garage has its own net-worth door and entry fee. A late-August buff lowered those doors from launch values—read the live unlock UI rather than outdated ~$20M guides. | Net worth, per-garage entry fees, and full shop pipeline at top mutation math. | 109 |
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. Full item rows are on the items page; run the calculator before max bids on high-tier garage hauls.
61 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. Core route before Lucky Bay and Business Bay. 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 strong net-worth flips.
Typical loot: Beach-themed lockers, Surf-Man quests, and higher-value previews versus Shipyard. Run the calculator before max bids on high-base pulls.
111 items listed, filter by area on the items page.
Area 7
Business Bay
Luxury endgame zone past Lucky Bay with three high-tier auction garages (High End Apartment, Luxury Hotel, The Pointer), a Michael quest chain, and Club Clubhouse teleports tied to the clubs update.
Typical loot: High-base previews, Certificates of Authenticity, Diamond Safes, and late-index exclusives. Run the calculator before max bids on luxury garage hauls.
109 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. |
| Power Plant | Ferry unlock (~$7,500 net worth) and Tier 1 garage wins feel routine. | Plan garage tier gates before max bids. Engineer quests refund sell value on restored parts. |
| Farmyard | Flatbed-tier hauls clear machinery previews without leaving exclusives behind. | Upgrade selling space. Shipyard previews need shelf turnover. |
| Shipyard | Industrial previews clear with a heavy hauler and steady grading loop. | Finish the bridge quest chain before Lucky Bay previews tempt overbids. |
| Lucky Bay | Beach garages pay without draining cash on entry fees you cannot recover. | Stack net worth toward Business Bay; confirm the first garage door on the live UI after the late-August buff. |
| Business Bay | Luxury previews still clear profit after mutation math and entry fees. | High End Apartment, Luxury Hotel, and The Pointer each list their own net-worth door. Run the calculator on every high-base pull. |
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.
Clubs and Clubhouses
Clubs unlock around $15,000 net worth at the Club Manager across from Farmyard. Joining is free; creating a club costs Robux. Shared Club Luck grows when members stay active, confirm the live UI for current bonus numbers.
Business Bay adds shared Clubhouses. Pick a style from the Clubs menu, build it with your members, and teleport to the Club Clubhouse from the same screen. Clubhouses are a social hub tied to your group, not a solo auction yard.
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, Shipyard around $125,000, and Lucky Bay commonly lists around $2.5M after the bridge quest. Business Bay's three garages (High End Apartment, Luxury Hotel, The Pointer) each list their own net-worth door—confirm every gate on the in-game unlock UI after the late-August buff. 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 → Business 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. Preview prices in the bid UI are what you pay at auction.
What is Business Bay?
The Aug 22 luxury zone past Lucky Bay with High End Apartment, Luxury Hotel, and The Pointer auction doors, Michael quest deals, and Club Clubhouse teleports. A late-August buff lowered net-worth gates from launch values—confirm the live UI before you travel.
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. Business Bay adds shared Clubhouses you build and visit from the Clubs menu, confirm live UI numbers.