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Gadgets

Gadgets are items you carry into a level: sneakers, grenades, scanners, a helmet that locks your focus. You hold them in your Loadout, which has up to 3 slots. Some work on their own, some you trigger with a key. There are 13 gadgets, and every one of them can be found for free on levels.

Your Loadout

  • Slots come from Class Mastery. Your loadout has as many slots as the mastery level of the class you have equipped: Level 1 = 1 slot, Level 2 = 2 slots, Level 3 = 3 slots. Three is the cap for everyone, and money can't buy more.
  • Plain has no mastery track, so it always has 1 slot.
  • Wildcard uses its own mastery level, not the level of the class it rolls.
  • Switching to a class with lower mastery shrinks your loadout. Gadgets that no longer fit stay owned, just not equipped.
  • You only see the slots you've earned. The store and the Focus Room tell you which mastery level unlocks the next one.

Using gadgets

  • Gadgets only work during a round (while the timer is running and during the return rush).
  • Passive gadgets (Sneakers, Robo-Arm, Focus Glass) need no input. They work as long as they're in a slot and show a green ON.
  • Active gadgets have charges. Press the slot's key to use one:
  • PC: 1 / 2 / 3 (or Z / X / C).
  • Mobile: tap the slot tile at the bottom of the screen.
  • Thrown gadgets (Grenade, EMP Magnet) are aimed: press the slot, drag the circle to where you want it (up to 50 studs away), and let go to throw.
  • Getting distracted interrupts an active gadget, but you never drop or lose anything.
  • Gadgets never touch the rescue puzzle, a level's delivery gate (fountain fill, pole build, colour sort), or a skill-check. Those stay a real challenge.

Getting gadgets

Source Cost How long it lasts
Found on a level Free Until you use it, or until the run ends
Focus Room offer (between levels) Focus Shards or Robux One run: kept until you use it
Lobby store: one run Focus Shards or Robux One run: kept until you use it
Lobby store: forever Robux only Permanent. Refills to full charges at the start of every level

A run is the chain of levels from leaving the Lobby until you come back to it. A passive bought for one run stays on for the rest of that run and is used up when the run ends.

Finding gadgets on levels

Every level drops gadgets on the floor for your team: 1 for 1–2 players, 2 for 3–5, 3 for a full team of 6. They turn up near task-item spots and on distractor patrol routes, so grabbing one can mean taking a risk. Walk up and press E to pick one up.

Rarity Find chance
Common 60
Uncommon 30
Rare 10
Legendary 2 (Medium and Hard levels only)

If your loadout is full you'll see "Loadout full — use a gadget to pick this up". There's no swap menu mid-chase: use something, or leave it for a teammate.

Lobby prices

Open the gadget store from the button on the right edge of the Lobby screen. Each gadget can be bought for one run or forever.

Rarity One run Forever
Common 100 Focus Shards 49 R$
Uncommon 150 Focus Shards 99 R$
Rare 300 Focus Shards 249 R$
Legendary not for sale not for sale

Robux prices are set by Roblox and can differ by region. The store always shows the live price.

The Focus Room offer

When you clear a level, the Focus Room shows three gadget cards right after the YOU EARNED card: one Common for 100 Focus Shards, and one Uncommon and one Rare for Robux (about a tenth of the "forever" price). The cards change every level, skip what you already carry, skip gadgets that do nothing for your class, and don't repeat the last offer. What you buy here is yours from the next level on.

The 13 gadgets

Distractors are robots, which is why the Grenade and EMP Magnet hit them so hard.

Sneakers

Common · passive · movement. +1.5 walk speed for the whole level, up to a cap of 20.5. Does nothing for a Speed-5 class such as Mover.

Protein Bar

Common · 1 use · movement. Eat it for +15% walk speed for 60 seconds. The speed cap still applies, so it stacks with Sneakers less than it looks.

Loader Belt

Common · 1 use · carry. Press to arm it: your next pickup can go 1 item over your carry limit. Then the slot frees up.

Mini Scanner

Common · 1 use · info. Highlights the single closest task item you still need, for 5 seconds. Does nothing for the Visor, which already has a better scanner.

Grenade

Uncommon · 1 throw · stun. Aim and throw. It's magnetic: land it within 10 studs of a robot and it flies to it, clamps on, and blows 0.75 s later. Whatever it sticks to is disabled for 5 seconds. If it lands on the floor with nothing to grab, it disables the nearest robot within 6 studs.

Blind Wall

Uncommon · 2 uses · cover. Drops a 12×8 panel 4 studs behind you for 5 seconds. Distractors can't see through it, so your capture meter stops filling. You can walk through it yourself.

Tether

Uncommon · 1 use · movement. A fast ride straight to the active delivery point (the one the beacon arrow points at), carrying whatever is in your hands. It never skips a traversal challenge: on levels with parkour, ziplines, water or the fire pole it is switched off (21 of the 42 levels).

Robo-Arm

Uncommon · passive · carry. +1 carry limit for the whole level, up to a hard cap of 4 items. Does nothing for the Hauler.

Focus Glass

Uncommon · passive · focus. Your focus never drops below 1 stack, so the capture meter always fills about 25% slower. Meditating still takes you to 3.

EMP Magnet

Rare · 1 throw · area stun. Aim and throw. It opens a 25-stud field where it lands, and every distractor inside is frozen for 8 seconds. At most two fields can be live at once across the team.

Visor Scanner

Rare · 3 scans · info. Borrows the Visor's item scan (base level, not the mastery upgrades): 3 scans per level, 5 seconds each, for your eyes only. Does nothing for the Visor itself.

Focus Helmet

Rare · 1 use · focus. Pins your focus at 3 stacks for 30 seconds, so the capture meter fills four times slower. It's a panic button, not a replacement for meditating.

Shutdown Lever

Legendary · found only. Every distractor on the level is disabled for 15 seconds, for the whole team. It's never sold, only turns up on Medium and Hard levels, works once per round per team, and is refunded if there's no distractor to switch off.

What a stun does

A disabled distractor stops patrolling, chasing and filling anyone's meter. If it was walking a caught player to a distraction room, that player is freed. A teammate who is already locked in a room still needs a rescue. Stuns don't stack: hitting a stunned robot again only extends the stun if the new one lasts longer.

Do gadgets count?

Yes. Runs with gadgets count normally for leaderboards, best times, mastery XP and tier unlocks.