Levels

Levels

Walkthroughs for all six Trash Day areas — Animal Control, Convenience Store, Construction Site, River, Junkyard and Park — with obstacles, routes and collectibles.

6
Named Areas
6
Collections Tracked
1 area
Demo Coverage

Introduction

This category maps the six areas a raccoon crew crosses on the way to Raccoon Paradise. Each area is less a traditional stage than a stretch of terrain with its own hazards, loot density and physics quirks, and every one of them tracks a separate collection of items to find. The reference pages here break each zone down by obstacle type, collectible layout and relative difficulty, so a group can decide where to stop for value and where to sprint through untouched. Because the areas chain together into one continuous haul, a mistake early can follow you: a cart that loses a wheel in the Convenience Store may still be limping through the Construction Site ten minutes later.

Area Quick Reference

AreaSignature ObstacleCollection FocusDifficulty
Animal ControlFences and patrol routesStarter loot setC
Convenience StoreTight corners and vending machinesShop-area itemsB
Construction SiteUnstable ground and plank propsTool-heavy setB
RiverWater that dissolves loose cargoRiver collectiblesA
JunkyardDense scrap and heavy loadsLargest loot collectionA
ParkOpen sightlines and a runaway cartFinal area setB

All Six Areas

C

Animal Control

new

The tutorial-flavoured opening zone where movement, climbing and the first pickups are introduced.

Signature HazardLow fences and patrolled routes teach you to climb and scurry rather than brawl, so nothing here permanently threatens the cart.
Loot DensitySparse but forgiving, with a starter collection that is ideal for practising the grab-and-deposit loop without pressure.
Crew AdviceUse this zone to settle your roles and rehearse wheel repairs before the terrain starts punishing every mistake.
B

Convenience Store

active

A cramped retail strip where the cart struggles for room and vending machines tempt your wallet.

Signature HazardTight corners and moving traffic leave little margin, so a cart pushed too fast clips shelving and stalls in the open.
Loot DensityModerate and clustered around shopfronts and bins, with a tracked collection that rewards a careful sweep.
Crew AdviceSend one raccoon ahead to clear a path and keep the cart moving at walking pace through the narrow sections.
B

Construction Site

An unstable yard full of planks and loose geometry that doubles as your launching practice ground.

Signature HazardSloping, shifting ground and scattered debris make traction unreliable, so the cart slides exactly where you do not want it.
Loot DensityGenerous and tool-heavy, with plenty of useful props scattered among the valuable trash you are collecting.
Crew AdviceExperiment with plank ramps and bungee launches here while the stakes are low, then reuse whatever works later.
A

River

rare

Water is the enemy in this zone, capable of dissolving loose cargo and dragging a loaded cart off line.

Signature HazardThe current shoves the wagon sideways, and any item that falls in can vanish, so a sloppy crossing costs real value.
Loot DensitySpread along the banks rather than clustered, so the decision becomes which items justify a risky return trip.
Crew AdviceCross with an empty hold where possible, and use planks or a bungee setup instead of forcing a straight push.
A

Junkyard

legendary

The late-game scrap field with the densest loot in the game and terrain that punishes heavy carts.

Signature HazardDense clutter and uneven scrap piles catch wheels constantly, and a loaded wagon becomes genuinely hard to steer.
Loot DensityThe richest collection in the run, which is exactly why the cart grows heavy and sluggish when you need control.
Crew AdviceAccept a slower pace, keep two raccoons on wheel duty, and resist overloading before a difficult stretch.
B

Park

active

An open green zone with long sightlines and the final approach toward Raccoon Paradise.

Signature HazardOpen ground hides fewer traps but offers no cover, so a runaway cart accelerates across wide spaces before you react.
Loot DensityModerate and easy to spot, making the Park a comfortable place to top up value on the closing stretch.
Crew AdviceUse the visibility to plan the final push, then bank the haul before fatigue turns a clean run into a wipe.

Core Mechanics

Every area in Trash Day is a segment of one continuous journey rather than a self-contained mission. Progress is measured by moving the wagon from one drop-off to the next, and the terrain in between defines the challenge. Zones introduce distinct hazards at a steady pace: tight urban corners and moving traffic early, then unstable ground and launching props, then water that can dissolve loose cargo, and finally the dense scrap of the late-game areas. Collectibles are tracked per zone, so completionists need to clear each area's set rather than sampling across the whole map. The reported ordering of the zones comes from the game's own achievement list, so treat it as strong evidence rather than an official step-by-step itinerary.

Advantages

Area-by-area pages make the game's pacing legible. Instead of discovering that a zone hides a dense loot cluster after already sprinting past it, a crew can plan stops in advance and know which stretches are sprint territory. Difficulty notes let mixed-skill lobbies assign their strongest players to the genuinely punishing sections and keep newcomers on safer duties. Because each region tracks its own collection, these pages double as a completionist checklist, showing exactly what remains before a zone can be considered cleared. Finally, obstacle breakdowns save the cart itself: knowing that a hazard is best crossed with a plank rather than a straight push prevents the kind of wipe that scatters an entire haul.

Challenges

The clearest limitation is that Trash Day does not spell out an official area order. The six zone names are confirmed by the achievement list, but the sequence a given crew experiences can vary, so any numbered walkthrough is an interpretation and should be read that way. Terrain also interacts with player count in ways no static page can capture: a slope that is trivial for six raccoons can be brutal for two, and wagon weight changes traction on the same hill. Freshly released games shift under patches, so routes and spawn points can go stale. Finally, water and physics hazards are situational, meaning the safe line documented today may not survive tomorrow's balance pass.

Frequently Asked Questions

How many areas are in the full game?+
The full release contains six named areas: Animal Control, Convenience Store, Construction Site, River, Junkyard and Park. Those names come straight from the game's achievement list, which also tracks a per-area loot collection for each one. The free demo that preceded launch covered only a single area, so players arriving from the demo had five new zones waiting for them. Because the areas form one continuous haul toward Raccoon Paradise, most groups meet them in a broad progression rather than picking freely from a menu.
Which area is the hardest?+
Difficulty is subjective and shifts with crew size, but the late scrap zones and the River tend to generate the most complaints. The River stands out because dropped cargo can dissolve, turning a clumsy crossing into a permanent loss, and its current pushes a loaded wagon off course. The Junkyard combines dense clutter with heavy loot, so the cart grows difficult to control exactly when the terrain becomes unforgiving. Groups typically find the early urban zones the most forgiving because the hazards there are visible and the ground is flat.
Do I have to finish an area's collection before moving on?+
No, the areas chain together continuously, so nothing forces you to complete a collection before continuing. Moving on simply means leaving items behind, which usually cannot be recovered once the crew has pushed the wagon into the next stretch of terrain. Completionists therefore treat each zone as a checklist and clear it fully before advancing, while speed-focused groups deliberately skip collections to save time. Decide as a lobby which approach you are taking, because mixing the two leads to long arguments beside a parked cart.

Quick Tips

💡

Scout the next stretch on foot before you commit the wagon. Sending one raccoon ahead reveals where hazards sit, where the ground turns unstable and whether a loot cluster is worth the detour. This costs a minute of real time and repeatedly saves far more, because a crew that knows the terrain can line up a push instead of discovering a dead end while dragging a full cart behind it.

💡

Match your stop list to your crew size. Six players can afford to sweep an area's collection and still make progress, while a duo should pick the densest clusters and ignore the rest. Deciding this per zone keeps expectations aligned and stops the classic split where half the group wants to leave and half wants one more dumpster before moving on.

💡

Treat water as a hard boundary for loose cargo. Anything you are carrying that can dissolve should never be crossed or thrown while a safer route exists, and a cart parked near the bank should be nudged with care. The River area punishes exactly the panic move of flinging an item across a gap, so slow down and use planks or a bungee setup deliberately.

💡

Note where each area's collection is tracked before you begin looting. Knowing the target count lets the group call the zone finished out loud, which prevents the endless hunt for a single missed item. It also tells you when to stop grabbing and start pushing, keeping the session moving instead of grinding against a nearly complete list.

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