Transit stop
Dumping Ground
The scavenging stop of the transit system. Each search finds an item, ends in a wound, or comes up empty.
- 5
- Attempts per night
- 65%
- Junk, share of finds
- 5%
- Minor wound, first search
- Wednesdays
- Fresh Dump
A search without a wound or bad luck finds one item: first a category, then an item in it.
| Category | Normal | Fresh Dump |
|---|---|---|
| Junk | 65.00% | 48.15% |
| Materials | 15.00% | 22.22% |
| Medical | 5.00% | 7.41% |
| Household | 4.75% | 7.04% |
| Packed food | 4.75% | 7.04% |
| Tools | 2.00% | 2.96% |
| Makeshift weapons | 2.00% | 2.96% |
| Modules with a random effect | 1.00% | 1.48% |
| Modules | 0.50% | 0.74% |
Items by category
Junk (6)
Materials (8)
Medical (3)
Household (8)
0.59% per find
0.59% per find
0.59% per find
0.59% per find
0.59% per find
0.59% per find
0.59% per find
0.59% per find
Packed food (13)
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.39% per find
0.24% per find
0.24% per find
Tools (6)
Makeshift weapons (4)
Modules with a random effect (3)
Extra finds on every successful search
3% while you own none and have not found one here.
3% once you have a Satchel (Small), until you own or find a Kid's Backpack.
1%: one not in your Cassette Player yet; any once you have all.
1%
10% while you carry a Screwdriver.
10% while you carry a Wire Cutter.
10% while you carry a Plasma Cutter.
Tools that add finds
Each search rolls for a minor wound, then a major one. A wound ends the search with nothing found and ends scavenging for the night.
What changes the chances
Both chances halved while you carry one.
Both chances a quarter higher.
No wounds, 2 fewer attempts.
No wounds
No minor wound in the first 10 searches, no major wound in the first 20.
Each wound is avoided with a chance equal to your Luck in %, but that search still finds nothing. With negative Luck, a search without a wound comes up empty with a chance equal to the Luck value without its minus sign.
A minor wound adds 2 to your wound level, a major wound 5. Above 5 you cannot leave the store at night.
Every night starts with 5 attempts.
Attempts
+2 attempts
-2 attempts
+5 attempts
-1 per full week after the first. No scavenging from day 22.
No scavenging from day 36 with Proficient Scavenger, from day 8 with Careful Scavenger.
The Dumping Ground is not listed.
Events
Every Wednesday: Junk 50% less likely, wounds 25% more likely.
On day 15, for 50 Credits, that night and the next two: no wounds, +5 attempts.
During the nights named in Georgio's letter about Serpico, food left on the Ground here counts toward Serpico's 2,000 kcal.
Taking items home
Found items land on the Ground, a 12 x 9 grid. Only the backpack slot and the two pocket slots come home; the rest is lost.
While The Butcher is hunting you, you can only go out with a backpack that has a gun inside.
Not listed with the Maimed perk. You can visit one transit stop per night, from day 2. The next day the store opens late (not with the Short Sleeper perk).
Related pages
The store and the three transit stops
Food and bandages for Commissary Tokens
Machines, modules and tools
Helps at the Dumping Ground from day 15
Dumped only here
Every item with its value
Every Luck source and every roll it changes
Wounds, addictions and what blocks a night out

