Shopping Mall: choose the right counter

Dirty item → Cleaning Service. Safe → Locksmith. Broken item → Repair Shop. Grade decision → Grading Shop, with possible gains or losses. Unwanted clutter → Quick Sell. Consumables → Energy Cafe. These service roles are narrated in the beginner guide. This page gives destinations rather than fabricated coordinates or an interactive map.

Grading

May increase or decrease value

Cleaning

Removes Dirty

Locksmith

Opens safes

Repair

Fixes broken stock

Quick Sell

Immediate disposal for cash

Energy Cafe

Consumables

Collection landmarks that are easy to confuse

Farmyard contains hay rows and a climbable silo; the pond and Trailer Store lead toward the bridge Key. Back Alley contains the locked Scythe warehouse. Junkyard has the toll booth and storage-unit rooftops. Shopping Mall contains Quick Sell and the disputed Clock entrance. Shipyard routes use the crane, containers, ship and beach. The Lost Items page owns the complete item-by-item route.

Dated net-worth milestones, not the whole current map

A 6 July 2026 progression guide reports Junk Yard as the starting area, Back Alley at $750 net worth, Cargo Ship at $7,000, Farmyard at $10,000 and Shipyard at $125,000. These are historical source thresholds, not cash fees and not a complete September world list. Newer community pages also describe Power Plant, Lucky Beach and Business Bay. Read the current entrance requirement before planning a costly trip; unlocking an area does not fund its auctions.

July 6 community thresholds — historical, not the whole current map
AreaReported net worth
Junk Yard$0
Back Alley$750
Cargo Ship$7,000
Farmyard$10,000
Shipyard$125,000

Dealership, garage, trailers and Clubs

Use the Auto Dealership for standard transport, Car Garage for parts and Trailer Shop for hauling additions. An August Club guide places the Clubs building opposite the Farmyard auction area, with the Club Manager inside. It reports 15,000 Net Worth to access Clubs and a free join path. This is useful as a dated navigation cue; current menu requirements take precedence.

Build a short working route

For dirty auction stock, connect your auction area, the mall service and your shop; do not add a collection detour while cargo is already full. For a Key-to-Scythe run, include your shop between bridge pickup and warehouse so you can unload and equip the Key. For repeated auctions, use an available plot near the area you actually farm. Distances and travel times are not estimated here.

Sources & update boundaries

Checked 17 September 2026. Walkthroughs describe June–July gameplay; newer community pages are identified below. These are attributed sources, not our own in-game tests.

How conflicting and changing information is handled →