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Equipment and upgrades
Equipment unlocks, Coin prices, and permanent upgrade levels from the lobby stalls.

Equipment and upgrades
Two lobby stalls. Equipment unlocks throwables and Rescue Rope. Upgrades buy permanent LV boosts in order (cap LV 3). Coin prices below match the in-game UI.
Equipment
Five Equipment stall items. Unlock is the Coin price (Pebbles start equipped at 0). What it does is the in-game blurb. Notes under the table cover carry limits, free uses on unlock, and which item opens which upgrade line: Bottles 150, Rescue Rope 250, Wind-up Toy 300, Flare 450.
| Item | Unlock | What it does |
|---|---|---|
| Pebbles | Starter (equipped) | Skip across the water. Small splashes lead it away. |
| Bottles | 150 Coins | One loud splash. Pulls it to that spot from far away. |
| Wind-up Toy | 300 Coins | Waddles through the water, making noise the whole time. |
| Flare | 450 Coins | Stuns it for 5s. It can't be stunned again for 8s. |
| Rescue Rope | 250 Coins | Pull a teammate onto a platform from further away. Once per room. |
Pebbles. No carry limit. Buy +1 for 5 Coins or +5 for 25. Refill from gray stone clusters in rooms too.
Bottles. No carry limit. Comes with 3 free uses on unlock.
Wind-up Toy. No carry limit. 3 free uses on unlock. Unlocks Toy Battery upgrades.
Flare. No carry limit. 3 free uses on unlock. Unlocks Flare Radius upgrades.
Rescue Rope. Never runs out. 1 / room. Yours forever. Unlocks Rope Reach. Works with Rescue Speed.
Permanent upgrades
Six permanent lines from the Upgrades stall. LV0 and LV1 are the first buy step shown in-game; each line caps at LV 3 and buys in order. Open rows cost 150 Coins. Toy Battery, Flare Radius, and Rope Reach stay locked until you unlock Wind-up Toy, Flare, or Rescue Rope.

| Upgrade | LV0 | LV1 | Cost / gate |
|---|---|---|---|
| Throwing Range | Normal | +10% | 150 Coins |
| Pebble Skipping | 3 Splashes | 4 Splashes | 150 Coins |
| Rescue Speed | 3.0s | 2.8s | 150 Coins |
| Toy Battery | 6s | 7s | Unlock Wind-up Toy first |
| Flare Radius | 10 Studs | 11 Studs | Unlock Flare first |
| Rope Reach | 12 Studs | 14 Studs | Unlock Rescue Rope first |
Throwing Range. Pebbles and bottles fly further.
Pebble Skipping. More splashes per pebble.
Rescue Speed. Pull teammates out faster.
Toy Battery. The wind-up toy runs for longer.
Flare Radius. Flares reach further. Stun stays 5s.
Rope Reach. Throw the rope further.
Spend priority
Solo vs co-op buy order, and which equipment unlock opens which upgrade line.
Solo: buy Throwing Range and Pebble Skipping first, then Bottles when you need one loud pull from far away. Co-op: Rescue Rope (250), then Rescue Speed, then Rope Reach. Revives fail more often without the rope.
Flare stuns for 5s with an 8s stun cooldown. Wind-up Toy wanders and keeps making noise. Unlock the item before its upgrade line opens. The Upgrades stall buys levels in order. Each line caps at LV 3. This page lists LV0 to LV1 only.
Related: Beginner for first-session rules, or Stages for when to use each item.
FAQ
Do pebbles cost Coins every throw?
No. Refill from stone clusters in rooms. The shop sells extras (+1 for 5 Coins, +5 for 25) if your inventory hits zero.
Is Rescue Rope only a Robux pass?
No. The Equipment stall sells it for 250 Coins as a permanent unlock (1 use per room). The store can also list a Robux version.
Why are some upgrades locked?
Toy Battery, Flare Radius, and Rope Reach stay locked until you unlock Wind-up Toy, Flare, or Rescue Rope.
What does Pebble Skipping start at?
Base pebbles already make 3 splashes. The first upgrade raises that to 4.