Traps and generators sit beside turrets. They do not replace a closed entrance.
Traps that were placed
- Spike traps in front of the door, including one builder's hidden spike. Pathing effects of the hidden spike were not shown.
- Electric floor inside as a breach backup, or along the edges. One session showed Verities getting zapped.
- TNT traps and landmines on the perimeter. In one run the TNT never detonated on some Verities. A TNT trap was free in that session.
- Freeze trap, listed among coin purchases. No clip shows the freeze result.
- Laser door, sold to zap Verities as they try to enter.
- Security system, seen in the same buy categories as laser doors and farms. Exact effect not shown.
Free traps have shared the block-menu window with the free block. Do not spend the repair reserve on a second layer of traps before the entrance is closed.
Income buildings
Place farms underground. A surface placement is rejected. One farm pays about every 10 seconds. Another item was said to give 14 coins. A crystal plantation was narrated at 100 coins per second. A coin press cost 35,000 in one session. You can hit a farm limit.
The Crystal Farm is a different currency. It generates +2 Crystals every 30 seconds, from Build then Exclusive, and was priced at 249 Robux or bundled. It does not replace coin farms.
If you are estimating payback, type your own price and coins per cycle into the calculator. Mixing the 14-coin item with the 35,000 press would invent a rate nobody recorded.
