Blue Lock Farm lockers

Blue Lock Farm Lockers

Blue Lock Farm lockers: observed Cash from about 150 to 60000, open times near 3 seconds and 37 seconds. Conveyor notes, not an official price sheet.

Observed Cash bands and conveyor luck while lockers open.

~11 min read

At A Glance

Blue Lock Farm lockers on Place 132767904294856 (Finding Illusions) take Cash and open into one character. You place that character so it can kick balls and feed crates. The prices and wait times on this page are player-observed. The live conveyor tag wins if it disagrees. Verified October 2, 2026. Play on Roblox.

FactDetail
Place132767904294856 · 8-player servers · no soccer matches
CurrencyCash, from selling crates
RewardOne character per open
Repeated bandsAbout 150, 1,000, 2,000, 5,000, 30,000, and 60,000 Cash
Spoken waitsAbout 3 seconds on a ~150 tag; about 37 seconds on a ~60,000 tag
Also seenAbout 200, 1,500, 500,000, and a 1,000,000 Cash locker in another session
Sheet statusPlayer-observed. Not an official price list
MatchesNone. The character works on your plot

How do I buy a Blue Lock Farm locker?

Lockers move along the conveyor with a Cash price on them. You purchase the one you want, it sits on the plot until it opens, and the character goes onto a slot.

Buying lockers from the Blue Lock Farm conveyor
  • Do01Redeem any unused code in the left Shop first — strings are on the codes page
  • Do02Read the Cash number on the locker before you press purchase
  • Do03Prefer a tag you can place on an empty slot over a tag you have to store
  • Do04Start the open, then sell crates while the timer runs
  • Do05Place the character as soon as the locker finishes
  • Do06If the plot is already full, hold the new character until you have compared per-ball numbers

Conveyor first, market later

The conveyor is the locker source you use in the opening hour. One session described the Plaza market as a way to buy lockers without waiting on that belt. Another session opened the market and called the prices too high for the first hour. Stay on the belt until you know which per-ball numbers are worth skipping the roll for. Rank and traits are separate Plaza stops. They are not locker shops. The first-hour order is on the beginner guide.

A free locker can arrive before you pay

One session was handed a locker after about 20 seconds in the server. That gift was described as taking about 15 seconds to open, longer than the paid ~150 Cash locker that followed. Place the gift. It is still a character, and an empty slot does not earn while you wait for a round number.

Codes do not replace this purchase. They add tokens and potions. Paste them from codes while the first timer runs, then come back to the belt. The bands below are what that belt has shown, not a menu with six fixed buttons.

Which Blue Lock Farm locker prices were observed?

Two passes line up on six rough bands. The conveyor also showed tags outside that list in the same sessions. Nothing here is an official shop table.

BandObserved CashWhat the session didSource
Low~150Bought and placed; open described at about 3 secondsPlayer-observed
2~1,000Bought off the belt once Cash allowed itPlayer-observed
3~2,000Bought; the session then treated this as the floor to keep buyingPlayer-observed
4~5,000Seen and picked up while clearing weaker unitsPlayer-observed
5~30,000Bought later, after cheaper tags had filled the plotPlayer-observed
High~60,000Bought; open described at about 37 seconds; that pull read about 836 per ballPlayer-observed

Tags that sat between the bands

The same conveyor pass also bought a locker at about 200 Cash, just before the 1,000 Cash tag, and later bought tags around 1,500 Cash while filling slots. A locker marked around 500,000 Cash was on screen early and was skipped. A different session, after conveyor upgrades, bought a million-dollar locker. That pull read about $1,000 per ball at level 1. Add those four tags to the six bands when you are standing at the belt. Do not delete the 150 Cash row because a 200 Cash locker also exists.

If your belt shows a number that is not in either list, pay it when you have a slot and the Cash. The observation set is a sample from recorded play, not a closed catalog.

Do not mix locker tags with upgrade prices

About 1,000 Cash was a locker, an early luck upgrade, and a conveyor upgrade in different moments. About 25,000 Cash was a crate cash boost, not a locker band. About 100,000 Cash was a later luck tier and, in the other session, a second conveyor purchase. About 30,000 Cash in the band table is a locker. A separate upgrade note has also used ~30,000 for conveyor luck. Read the noun on the button: locker, luck, crate cash, or conveyor.

Open-time and walk-speed buttons sit on that same board and do not have a price pinned on this page. The upgrades page holds the board. The waits in the next section are the locker timers, measured before those open-time purchases.

Place the character

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How long do lockers take to open?

Only three waits were spoken out loud. Every other tag on this page has a price and no recorded timer. An open-time upgrade can shorten whatever you see today.

LockerSpoken waitNotes
Gift at joinAbout 15 secondsHanded over after about 20 seconds in the server. Price not shown
~150 CashAbout 3 secondsPaid locker placed on the base in that session
~60,000 CashAbout 37 secondsSame session, much later. One pull, about 836 per ball
~200 to ~30,000, and the million-dollar tagNot spokenDo not copy the 3-second or 37-second figure onto them

Use the wait as selling time

You do not have to watch the door. Crates already on the belt can be sold while a new locker ticks, and a second locker can be purchased if you still have Cash and a place to put the result. The 37-second open is long enough to make a sell trip. The 3-second open is not a reason to stand still either. Place the character, then look at the belt again.

A higher price tended to mean a longer wait in the two timed examples, and that is as far as the recordings go. Do not invent a seconds-per-Cash formula. If the HUD prints a timer, that timer is the spec.

Open time is an upgrade, not a locker

The board includes an open-time boost. One session bought it so later lockers would finish sooner, after the 37-second wait had already been spoken. Buying that boost does not change the historical 3-second and 37-second notes. It changes your next open. Check the Cash on the boost before you take it. A full plot of cheap characters often pays the next locker faster than shaving seconds off a locker you cannot afford.

Luck on the conveyor is the other button people hit while they are staring at a timer. That choice has its own prompt, covered next.

When should I buy conveyor luck?

Conveyor luck is an upgrade you confirm. It is not a locker, and the prompt exists so you do not buy it by walking into the button.

Selling a soccer crate on the Blue Lock Farm base after a conveyor purchase
ButtonObserved CashTake it when
Luck, first tier~1,000Several characters are already placed and 1,000 does not empty the slot budget
Conveyor upgrade~1,000, then ~100,000 in another sessionYou are still buying from the belt and the plot is earning
Conveyor luckConfirm the live number. A separate note lists ~30,000The prompt is on screen and you meant to buy luck, not a locker
Crate cash boost~25,000Slots are full and you are selling every trip
Luck, later tier~100,000The cheap luck tier is already bought and empty slots are gone
~500,000 lockerSeen, not bought earlySkip until that Cash is spare and a slot is free

Read the prompt, then decide

In the session that bought the 200 Cash and 1,000 Cash lockers, conveyor luck was the recommended next click, and the game asked for a confirm. Accept only if the Cash on that prompt is money you can spend without deleting your next locker. Starting luck in a different session was 1x. The first paid luck step was the ~1,000 Cash one. The jump to ~100,000 Cash is large enough that players in that session walked past it and kept buying 1,000 and 2,000 Cash lockers instead.

That is the right instinct while the plot has a weak character you can replace with a slightly better tag. Luck changes the belt. It does not put a body on an empty pad. Crate cash at about 25,000 Cash raises what you sell. It also does not fill a hole. Order: slot, then the cheap luck tier if it is truly about 1,000, then crate cash or conveyor luck at the price the prompt shows, then the 100,000 luck tier.

The belt keeps moving after you upgrade

After the luck click, the same session still saw 1,000 and 2,000 Cash lockers and still bought them to retire weaker per-ball units. Luck is not a switch that removes cheap tags. You will keep seeing prices you have already outgrown. Buy the cheap one when it is still your best empty-slot option. Leave it when every pad is ahead of it.

Once you are choosing between two characters for one pad, the price on the locker matters less than the per-ball number on the result. That replacement rule is the last step on this page.

When do I replace a placed character?

A locker is only income after the character has a slot. Replacement is how a full plot keeps up with a more expensive belt.

Plot stateAction
Empty slotPlace the character that just opened, even if the per-ball number looks ordinary
Full plot, new pull is clearly higher per ballRemove the weakest kicker and place the new one
Full plot, new pull is lowerKeep the current kickers. The new character can wait or be skipped
You are unsureLeave the earners down. One session kept units around $50 per ball until a better tag was actually in hand
You want to rank or rerollOnly pick up a unit you have decided to keep. Rank wanted the character in inventory
You are about to log offPut the best characters back on slots first. Offline Cash follows what is placed

Price paid is not the per-ball number

The ~60,000 Cash locker is the clearest example. The wait was about 37 seconds and the pull read about 836 per ball. That was a strong result for that session, and it was still one pull. A ~150 Cash locker earlier in the same visit was worth buying because the slot was empty. A ~500,000 Cash tag on the belt was not worth buying while 1,000 and 2,000 Cash lockers were still upgrades over the units on the pads.

Compare the number printed on the character, per ball, against the number printed on the character you would remove. Ignore the Cash you already spent. That Cash is gone. The slot is the scarce piece.

Where the character goes next

Placement, level reads, and why this site has no full roster are on characters. Luck, crate cash, open time, and base size are on upgrades. Leaving the slots occupied is on offline earnings. If you still need the join-to-sell order, use the beginner guide.

Grade and traits can raise a keeper after it has a slot. They are poor spends on a character you are about to replace. The Ranking Stand is grade. Trait tokens are traits. The FAQ below answers the price and wait questions in short form.

Blue Lock Farm lockers FAQ

Are Blue Lock Farm locker prices official?

No. The bands near 150, 1,000, 2,000, 5,000, 30,000, and 60,000 Cash are player-observed, along with extra tags near 200, 1,500, 500,000, and 1,000,000. The live conveyor number wins.

Why do I see both 150 and 200 Cash lockers?

Both tags appeared in the same recorded belt. 150 Cash is the low band. 200 Cash was bought a few moments later. Neither one cancels the other.

How long does a locker take to open?

A ~150 Cash locker was about 3 seconds. A ~60,000 Cash locker was about 37 seconds. A gift locker at join was about 15 seconds. Other tags were not timed. Open-time upgrades can shorten your next wait.

Does a more expensive locker always pay more?

No. The ~60,000 Cash open that was timed paid about 836 per ball in that one pull. Empty slots should still take cheaper characters. Compare per-ball numbers when the plot is full.

Should I buy the 100,000 Cash luck upgrade first?

No. A session saw luck at about 1,000 Cash first, then a later tier at about 100,000, and kept buying 1,000 and 2,000 Cash lockers instead of the expensive tier. Fill slots before that jump.

What is conveyor luck?

An upgrade with a confirm prompt, separate from the locker you are buying. A notes pass lists a conveyor luck node near 30,000 Cash. Trust the Cash printed on the prompt you see.

Do lockers help offline earnings?

The character has to be placed. A locker that has not been opened yet is not a filled slot. Sell, place, then leave. See offline earnings.

Where do I put the character after it opens?

On an empty base slot so it kicks crates for Cash. Placement detail is on characters. This Place does not start a soccer match.

Related pages

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