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.
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
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.
| Fact | Detail |
|---|---|
| Place | 132767904294856 · 8-player servers · no soccer matches |
| Currency | Cash, from selling crates |
| Reward | One character per open |
| Repeated bands | About 150, 1,000, 2,000, 5,000, 30,000, and 60,000 Cash |
| Spoken waits | About 3 seconds on a ~150 tag; about 37 seconds on a ~60,000 tag |
| Also seen | About 200, 1,500, 500,000, and a 1,000,000 Cash locker in another session |
| Sheet status | Player-observed. Not an official price list |
| Matches | None. The character works on your plot |
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.

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.
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.
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.
| Band | Observed Cash | What the session did | Source |
|---|---|---|---|
| Low | ~150 | Bought and placed; open described at about 3 seconds | Player-observed |
| 2 | ~1,000 | Bought off the belt once Cash allowed it | Player-observed |
| 3 | ~2,000 | Bought; the session then treated this as the floor to keep buying | Player-observed |
| 4 | ~5,000 | Seen and picked up while clearing weaker units | Player-observed |
| 5 | ~30,000 | Bought later, after cheaper tags had filled the plot | Player-observed |
| High | ~60,000 | Bought; open described at about 37 seconds; that pull read about 836 per ball | Player-observed |
Matched by build plan, shared topics, and guide progression — not random related links.
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.
| Locker | Spoken wait | Notes |
|---|---|---|
| Gift at join | About 15 seconds | Handed over after about 20 seconds in the server. Price not shown |
| ~150 Cash | About 3 seconds | Paid locker placed on the base in that session |
| ~60,000 Cash | About 37 seconds | Same session, much later. One pull, about 836 per ball |
| ~200 to ~30,000, and the million-dollar tag | Not spoken | Do not copy the 3-second or 37-second figure onto them |
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.
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.
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.

| Button | Observed Cash | Take it when |
|---|---|---|
| Luck, first tier | ~1,000 | Several characters are already placed and 1,000 does not empty the slot budget |
| Conveyor upgrade | ~1,000, then ~100,000 in another session | You are still buying from the belt and the plot is earning |
| Conveyor luck | Confirm the live number. A separate note lists ~30,000 | The prompt is on screen and you meant to buy luck, not a locker |
| Crate cash boost | ~25,000 | Slots are full and you are selling every trip |
| Luck, later tier | ~100,000 | The cheap luck tier is already bought and empty slots are gone |
| ~500,000 locker | Seen, not bought early | Skip until that Cash is spare and a slot is free |
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.
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.
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 state | Action |
|---|---|
| Empty slot | Place the character that just opened, even if the per-ball number looks ordinary |
| Full plot, new pull is clearly higher per ball | Remove the weakest kicker and place the new one |
| Full plot, new pull is lower | Keep the current kickers. The new character can wait or be skipped |
| You are unsure | Leave the earners down. One session kept units around $50 per ball until a better tag was actually in hand |
| You want to rank or reroll | Only pick up a unit you have decided to keep. Rank wanted the character in inventory |
| You are about to log off | Put the best characters back on slots first. Offline Cash follows what is placed |
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.
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.
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.
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.
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.
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.
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.
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.
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.
On an empty base slot so it kicks crates for Cash. Placement detail is on characters. This Place does not start a soccer match.
Matched by build plan, shared topics, and guide progression — not random related links.