Blue Lock Farm beginner guide

Blue Lock Farm Beginner Guide

Blue Lock Farm beginner guide: redeem in the left Shop, buy a locker, place a character, and sell crates. Offline Cash stays on. Place 132767904294856.

First locker, place a striker, sell crates, then fill the plot.

~10 min read

At A Glance

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.

FactDetail
PlatformRoblox
GenreSimulation · locker tycoon
Mode8-player servers · no soccer matches
PriceFree to play on Roblox (optional game passes)
DeveloperFinding Illusions
Place132767904294856
ListedAugust 14, 2026 · Listing updated September 28, 2026 · 8-player servers
OfflinePlaced characters keep producing Cash after you leave
RebirthNone in the checked notes
MatchesNone. Income is crates sold from your plot

What should I do first in Blue Lock Farm?

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.

  • Do01Join Place 132767904294856 (Finding Illusions, 8-player servers)
  • Do02Open the Shop on the left, scroll to the code box, and paste a string from the codes page
  • Do03Place the locker the server hands you in the opening seconds, if one appears
  • Do04Buy the cheapest conveyor locker you can afford once you have Cash
  • Do05Wait out the open, then put the character on an empty plot slot
  • Do06Pick up the crates and sell them
  • Do07Repeat until the plot is full, then log off with those slots still occupied

Codes live in the left Shop

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.

The first locker is a placement, not a trophy

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.

How does the Blue Lock Farm cash loop work?

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.

Placing a locker on the Blue Lock Farm plot and opening it
StepWhat you doDone when
BuySpend Cash on a conveyor lockerThe locker is on your plot and the timer is running
WaitLet the open finishA character is in your inventory
PlacePut that character on an empty slotThe slot shows a kicker, not a hole
KickLeave the character on the slotBalls are moving into crates you can pick up
SellCarry the crates to the sellerCash goes up
LeaveLog off with slots filledOffline earnings still have characters to pay from

Per ball and per second are different reads

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.

Multipliers start at 1x

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.

What should I buy before a million-dollar locker?

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.

PurchaseObserved costBuy it when
Left Shop codesFree if the string still worksBefore the first paid locker
Cheapest conveyor lockerAbout 150 Cash in one session; live tag winsYou have an empty slot
More lockers at the current cheap tagSee the lockers pageThe plot still has holes
LuckAbout 1,000 Cash, then a later tier near 100,000A few units are already selling
Conveyor upgradeAbout 1,000 Cash, then about 100,000The plot is earning and you still buy from the belt
Crate cash boostAbout 25,000 Cash in one sessionSelling is steady and slots are filled
Base expansion / floor 2Price was not spokenYou are out of slots
Million-dollar lockerAbout 1,000,000 CashEmpty slots are gone and cheaper tags are no longer the best unit you can place

The same number is often a different button

About 1,000 Cash was a locker tag, an early luck upgrade, and a conveyor upgrade, depending on which session and which button. About 25,000 Cash was a crate cash boost, while about 30,000 Cash was a locker tag in that same broader set of observations. About 100,000 Cash was both a second conveyor purchase and a later luck tier. Read the label on the button. The lockers page keeps the price tags. The upgrades page keeps the board.

Walk speed and open time are on the same board. No reliable price for either is pinned here. Walk speed shortens the trip to the seller. Open time shortens the wait you already saw on the locker. Neither one fills an empty slot. Buy them after the plot is working, and only at the Cash the live button prints.

What the million-dollar locker actually paid

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.

Read observed locker prices

Matched by build plan, shared topics, and guide progression — not random related links.

When do the Plaza, Index, and Grade matter?

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.

Blue Lock Farm Index panel listing character varieties
Plaza stopWhat a session used it forFirst-hour rule
Base upgradesThe same expansion path as floor 2Only when slots are full
RankRaises the cash boost on a unit you bringSkip until you will keep that unit
TraitsRerolls, with tower rewards mentioned beside themOne token per reroll; do not roll a unit you are about to replace
MarketBuy lockers without waiting on the conveyorEarly prices were called too high to bother
IndexA collection counter, not a shopLook up names you already pulled

1,261 is an on-screen counter

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.

S grade is a later claim

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.

Which beginner mistakes stall Cash?

Each row is a first-hour failure that showed up when the sessions spent Cash before the plot was full.

MistakeWhat to do instead
Joining Blue Lock Rivals or a manga wikiConfirm Place 132767904294856
Saving codes for laterPaste them in the left Shop now — codes
Leaving the starter locker unplacedPut it on a slot as soon as it opens
Chasing a million-dollar tag with empty slotsBuy the cheapest locker you can place
Treating every 1,000 Cash prompt as a lockerRead whether the button says locker, luck, or conveyor
Ranking or rerolling a unit you will deleteFill slots first; rank a keeper
Copying 1,261 into a tier listIt is an Index counter from one session
Logging off with an empty plotOffline Cash needs placed characters — offline earnings
Looking for a rebirth resetChecked notes have none. Progress is the base you leave behind
Queuing a soccer matchSell crates. There is no match

One check before you spend

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.

Blue Lock Farm beginner FAQ

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.

Where do I redeem codes?

Left Shop, scrolled to the code box. Strings and the POLISHER conflict are on codes. The click path is on how to redeem.

Is there rebirth?

No rebirth or prestige reset showed up in the checked notes for Place 132767904294856.

What should my first character earn?

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.

Is 1,261 characters official?

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.

When do I buy the million-dollar locker?

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.

Do I earn Cash while offline?

Yes, from characters that are already placed. Empty slots do not invent income. Leave the base occupied. More on offline earnings.

What should I open next?

The observed locker tags and open times are on lockers. Placement rules are on characters.

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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