After-hours: destinations, unlocks and travel rules
After-hours rules: all three destinations, unlocks, shared visits, packing, lost items, next-day customers, weekly events and departure restrictions.
1.0
Version history
- 1.0 Main guide
Outings and the shop day
After-hours outings supply your business outside daytime trading. Close the shop, take your carried items to an unlocked destination, then return before ending the day. The three locations offer scavenging, cash purchases and Food Stamp supplies.
All three destinations share one visit per night. Returning from one uses that opportunity, so you cannot visit a second location that night. Opening the transit map and backing out without a visit does not use it.
An outing normally removes one random customer the following day, reducing your trading opportunities. Short Sleeper prevents this loss. Weigh missing equipment and food against tomorrow’s customer traffic when planning a trip.

An early Apprentice transit map showing the unlocked Dumping Ground. Dex’s full-release gameplay screenshot; Simplified Chinese interface.
All destinations and unlocks
Version 1.0 has three destinations. Destination cards appear as you unlock them; empty nodes on the background lines are map artwork.
| Destination | Purpose | Unlock conditions |
|---|---|---|
| Dumping Ground | Scavenge free goods and dispose of hazardous waste | Available after the outing introduction; Maimed removes it. |
| Dr. Jackson’s shop | Buy equipment, tools and modules with credits; sell materials | Complete Jackson’s introduction, or select Skip Intro. At Lower Levels reputation −80 or below, Shunned hides the shop. |
| Commissary | Redeem Food Stamps for credit and buy food, water and bandages | Complete the Food Stamp introduction. Welfare Program unlocks it early; Banned from the Commissary removes access. |
In the normal Apprentice tutorial, the mentor introduces outings on day 2 and Jackson visits on day 6; Food Stamps come later. Other starts and Skip Intro have different opening conditions: see difficulty and starting modes.
Dumping Ground: scavenging and waste disposal
When you cannot afford stock, search here for goods to sell. Each visit starts with five searches; traits and location events change the allowance and injury risk. A carried
Flashlight reduces injury chances, while a
Scav Scanner can add loot. Put them in the bag you select for the outing.
Waste disposal is a separate action: move carried waste barrels onto the Ground grid and confirm leaving them behind when returning. You can do this without searching. See Dumping Ground search rules and transporting radioactive waste.
Dr. Jackson: equipment and materials
Jackson sells machines, batteries, modules, appraisal tools and storage equipment, and buys materials. Check the current stock before spending cash: some goods appear randomly, while others depend on contacts or story progress.
Opening the shop and unlocking a particular item are separate conditions. For example, the Toolbox still has its own date or Skip Intro condition after you can visit the shop. See Jackson’s stock and purchase instructions.
Commissary: stamp credit and supplies
Activate an owned, genuine
Food Stamp to add its face value to your Commissary credit, then spend that balance on supplies. This balance is separate from cash and persists between visits. Credit already redeemed does not require another stamp in your bag.
The regular stock contains seven goods, including food, sealed water rations and basic bandages. Relabeling a counterfeit stamp does not make it redeemable. See Commissary redemption, prices and restocking.
Prepare, depart and return
- Close the shop and prepare a bag. Put required tools or supplies inside it, click the shop door and select that bag from the outing choices. You can also leave without a bag and carry a small amount in your pockets.
- Choose a destination on the transit map and depart. Read its event and closure notices before committing tonight’s visit.
- Search or trade at the destination. Other bags and the main inventory stay at the shop. Scavenging tools left there provide no carried-tool effect.
- Pack before returning. Put wanted loot, paid purchases and tools into your pockets or bag. Confirming the leave warning abandons remaining Ground items. Your carried items transfer back into the shop on return.
A
Backpack occupies a carrying slot and provides storage inside. Leave room before departing so purchases will fit. Waste barrels intended for disposal stay on the Dumping Ground’s floor; goods you want to keep must be packed.
Why you cannot go out
Read the door tooltip first, then the destination card. The door controls whether you can go out at all; the card controls access to that particular location.
| Condition or symptom | Cause and action |
|---|---|
| Shop still open, or outings not introduced | Close the shop; in a tutorial start, finish the mentor’s outing introduction. |
| Already visited a destination tonight | The shared visit is spent. Plan another location for a later night. |
| Serious wound | The door blocks departure until the injury recovers enough to allow outings. |
| Active crackdown | Wait for the crackdown to end. |
| Agoraphobia rest period | Stay home for two nights after each outing. An outing on night 5 means resting on nights 6 and 7, then going out again on night 8. |
| Butcher warning when selecting a bag | While hunted, place a firearm or Stun Gun inside the selected bag. The no-backpack choice is blocked. |
| A destination has never appeared | Check the unlock table, tutorial progress, starting traits and reputation. |
| A known destination is closed today | Read its location event and use the schedule below. |
Maimed affects the Dumping Ground; Banned from the Commissary affects the Commissary. Serious wounds and crackdowns block outings to every destination. See the complete trait list.
Location events and the weekly schedule
Destination cards show active events. Weekly schedules and character encounters affect stock, prices and searches.
| Time or trigger | Location event | Effect |
|---|---|---|
| Monday, without Special Stock | Jackson closed | His shop cannot be visited that night. |
| Monday, with Special Stock unlocked | Jackson’s rare stock | Rare goods replace the closure, with a +150% selling-price modifier. Unlock Special Stock through Wild’s network. |
| Wednesday | Fresh dump | Junk loot weight is halved; injury chances are multiplied by 1.25. |
| Friday | Commissary restock | Adds 35% of each item’s stock cap, without exceeding that cap. |
| Sunday | Jackson discount | Selling-price modifier −10%; check the current quoted price. |
| Pay 50 credits when Georgio offers assistance | Georgio’s help, lasting three nights | Five extra searches per visit and no search injuries while active. |
| Commissary burglary story event | Commissary burglary | Reduced stock; check quantities before buying. |
Wednesday’s injury increase is relative: a 5% minor-wound chance before other modifiers becomes 6.25%, not 30%. Careful Scavenger and Georgio’s injury immunity still reduce search injury chances to zero.
For equipment, check Jackson’s opening schedule; for food, check Commissary credit and stock. When you need free trading stock, plan a scavenging visit around your health and carrying space.
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