How do I play Blue Lock Farm?
Redeem codes in the left Shop, buy a locker with Cash, wait for the open, place the character on your plot, sell the crates that character kicks, and repeat. Offline earnings continue. You do not queue a soccer match.
This Blue Lock Farm beginner guide is for Place 132767904294856 by Finding Illusions. You buy a locker with Cash, wait for it to open, place the character, let that character kick soccer balls, and sell the crates. Offline earnings continue. There is no rebirth and no soccer match to queue. Verified October 2, 2026. Play on Roblox.
| Fact | Detail |
|---|---|
| Platform | Roblox |
| Genre | Simulation · locker tycoon |
| Mode | 8-player servers · no soccer matches |
| Price | Free to play on Roblox (optional game passes) |
| Developer | Finding Illusions |
| Place | 132767904294856 |
| Listed | August 14, 2026 · Listing updated September 28, 2026 · 8-player servers |
| Offline | Placed characters keep producing Cash after you leave |
| Rebirth | None in the checked notes |
| Matches | None. Income is crates sold from your plot |
Confirm Place 132767904294856 on the join screen, then open the Shop on the left and redeem before you spend the Cash you are about to earn.
The redeem path is the left Shop, not a website form. Codes are case-sensitive, and no group join is required. Copy a current string from codes, then follow how to redeem if the box is below the fold. Do this while a locker is already ticking. The open timer does not need you to stand still.
Working strings change, and one public list disagrees about whether POLISHER is still live. This page does not keep a second code table. If a redeem fails, trust the codes page status over a remembered string.
One opening session received a locker within about 20 seconds of joining. A later paid locker in another session cost about 150 Cash and was described as opening in about 3 seconds. A separate opening roll was labeled on screen as a Diamond Team Z locker. Treat every one of those as player-observed. Your first result can show a different name, a different price tag, and a different wait.
Place whatever opens. An empty slot earns nothing, and offline Cash follows characters that are already down. The next section is the sell loop those characters actually run.
A placed character kicks soccer balls. You collect the crates those kicks produce and sell them for Cash. The server is shared by up to eight players. The plot you fill is yours.

| Step | What you do | Done when |
|---|---|---|
| Buy | Spend Cash on a conveyor locker | The locker is on your plot and the timer is running |
| Wait | Let the open finish | A character is in your inventory |
| Place | Put that character on an empty slot | The slot shows a kicker, not a hole |
| Kick | Leave the character on the slot | Balls are moving into crates you can pick up |
| Sell | Carry the crates to the seller | Cash goes up |
| Leave | Log off with slots filled | Offline earnings still have characters to pay from |
Early numbers from one session, all player-observed: a striker was described at about $26 per ball at level 1 and about $50 per ball at level 5. A diamond-mutation unit read about $50.41 per ball. Another early striker read about $65 per ball at level 1 and about $126 per ball at level 5. After the plot was filled, the same session showed about $2,850 per second for the whole base.
Do not add those rows together. Per ball is one kick on one character. Per second is the base total. Level-up on a unit can raise its per-ball line without a new locker. A different session looked for an upgrade button on the placed characters and did not find one in that moment, so spend Cash on lockers and the upgrade board you can see. If a level number is printed on the unit, read that number. There is no hidden menu to assume.
Before any paid boost, that opening session showed luck at 1x and cash at 1x. The upgrade list on the board was crate cash, luck, open time, base expansion, and walk speed. Buying those is the subject of the next section. Selling one crate does not require them.
There is no rebirth button in the checked notes, so you are not saving a reset. There is also no match lobby. If a search result talks about kickoff, rivals, or a manga chapter, you are on the wrong page. Stay on the plot until the slots you can afford are occupied, then decide what the Cash is for.
Spend in the order that puts another character on the plot. A million-dollar locker showed up in one session only after the base was already earning and the conveyor had been upgraded.
| Purchase | Observed cost | Buy it when |
|---|---|---|
| Left Shop codes | Free if the string still works | Before the first paid locker |
| Cheapest conveyor locker | About 150 Cash in one session; live tag wins | You have an empty slot |
| More lockers at the current cheap tag | See the lockers page | The plot still has holes |
| Luck | About 1,000 Cash, then a later tier near 100,000 | A few units are already selling |
| Conveyor upgrade | About 1,000 Cash, then about 100,000 | The plot is earning and you still buy from the belt |
| Crate cash boost | About 25,000 Cash in one session | Selling is steady and slots are filled |
| Base expansion / floor 2 | Price was not spoken | You are out of slots |
| Million-dollar locker | About 1,000,000 Cash | Empty slots are gone and cheaper tags are no longer the best unit you can place |
In that session the first million-dollar locker opened a character at about $1,000 per ball at level 1, about $4,000 per ball at level 10, and about $25,000 per ball at level 20. Those are on-screen reads for one pull, not a rate card. An earlier pull in the same session, before that purchase, was described at about $339 per ball, with level 20 shown near $7,000 per ball.
Floor 2 showed up after base expansion and gave more slots, which is why a full ground floor is the signal to expand. Plaza rank, traits, and the market come after you know which unit is worth keeping. That is the next decision, not the first one.
Matched by build plan, shared topics, and guide progression — not random related links.
The Plaza is a second building for rank, traits, and a market. It does not replace the plot. Go there after you can name your best per-ball character.

| Plaza stop | What a session used it for | First-hour rule |
|---|---|---|
| Base upgrades | The same expansion path as floor 2 | Only when slots are full |
| Rank | Raises the cash boost on a unit you bring | Skip until you will keep that unit |
| Traits | Rerolls, with tower rewards mentioned beside them | One token per reroll; do not roll a unit you are about to replace |
| Market | Buy lockers without waiting on the conveyor | Early prices were called too high to bother |
| Index | A collection counter, not a shop | Look up names you already pulled |
The Index in that session displayed 1,261 varieties, and later the same counter read 37 unlocked out of 1,261. Treat 1,261 as an on-screen claim, not an official roster size, drop table, or strength ranking. This site does not publish a character list from that number. Names you have not seen on a locker result stay off the characters page.
A diamond mutation was the label on the early unit that read about $50.41 per ball. That is one modifier on one pull. It is not a mutation chart.
Much later in the same session, an S grade was described on screen as a ×3 income boost. A full grade ladder is not published, so ×3 stays that session's claim. Rolls happen at the Plaza Ranking Stand with a Grade Token or Cash. Details and the token sources sit on grade. Trait names and odds sit on traits. Tower dungeons are the Trait Token route on tower.
Rank asked for the unit to be in inventory in one session, which means you pick the character up off the slot before you spend. Doing that to a weak unit, or doing it before the plot is full, stops income for a menu you do not need yet. Finish the mistake list below before you treat the Plaza as the game.
Each row is a first-hour failure that showed up when the sessions spent Cash before the plot was full.
| Mistake | What to do instead |
|---|---|
| Joining Blue Lock Rivals or a manga wiki | Confirm Place 132767904294856 |
| Saving codes for later | Paste them in the left Shop now — codes |
| Leaving the starter locker unplaced | Put it on a slot as soon as it opens |
| Chasing a million-dollar tag with empty slots | Buy the cheapest locker you can place |
| Treating every 1,000 Cash prompt as a locker | Read whether the button says locker, luck, or conveyor |
| Ranking or rerolling a unit you will delete | Fill slots first; rank a keeper |
| Copying 1,261 into a tier list | It is an Index counter from one session |
| Logging off with an empty plot | Offline Cash needs placed characters — offline earnings |
| Looking for a rebirth reset | Checked notes have none. Progress is the base you leave behind |
| Queuing a soccer match | Sell crates. There is no match |
Look at the plot. If a slot is empty, the next Cash goes to a locker you can place, or to the codes you have not redeemed. If every slot has a kicker, compare per-ball numbers and only then open luck, crate cash, conveyor, expansion, or the Plaza. The price bands for those lockers are on lockers. Short answers to the same first-hour questions are in the FAQ below.
Redeem codes in the left Shop, buy a locker with Cash, wait for the open, place the character on your plot, sell the crates that character kicks, and repeat. Offline earnings continue. You do not queue a soccer match.
Left Shop, scrolled to the code box. Strings and the POLISHER conflict are on codes. The click path is on how to redeem.
No rebirth or prestige reset showed up in the checked notes for Place 132767904294856.
One session described an early striker at about $26 per ball at level 1 and about $50 per ball at level 5, with a diamond-mutation read near $50.41 per ball. A filled plot in that session showed about $2,850 per second. Those are player-observed, not a starter wage.
No. 1,261 is the Index total displayed in one session, including a later read of 37 unlocked. It is an on-screen claim, not a published roster.
After the plot is full and cheaper tags are no longer your best unit. One such pull read about $1,000 per ball at level 1. Conveyor upgrades in that session were about $1,000 and then about $100,000 before that purchase.
Yes, from characters that are already placed. Empty slots do not invent income. Leave the base occupied. More on offline earnings.
The observed locker tags and open times are on lockers. Placement rules are on characters.
Matched by build plan, shared topics, and guide progression — not random related links.