Keycard readers stay dark until the generator finishes charging. The room itself is chained at the start. A note on the door reads that it should stay closed until Tuesday because they are still waiting on the repair guy, Bob. That lines up with day 3. Spend the first two nights on food and the shelf fort. You can pick the cubes up earlier and drop them outside the door.
Where each cube is
| Cube | Where | How to route it |
|---|---|---|
| Red | Checkout registers by the front entrance | Grab it as you spawn, or come back once the fort exists |
| Green | Mechanic area, among the automotive props | Wider aisles and a rougher night patrol |
| Blue | Behind the Weaponry counters | Pair the pickup with a weapon search |
Each cube fills a slot. Solo players usually ferry one cube at a time so a burger and a weapon stay equipped. A full three-cube carry leaves almost no room to fight. If you are on the four-slot reports, the 95 Robux +3 pass is described as seven slots total, which is enough for the set plus food. Drop a cube on the ground if a chase starts. You can come back for it in daylight, when staff still will not hit you.
Charging
On day 3, go in and match each cube to the colored outline on the generator. Hold the cube, then interact with its slot. After the third cube seats, a meter climbs from the low yellow end toward green. The charge takes a full day cycle. Staff often converge on the electrical room while it runs. Shut the doors or drop tables across them and wait on the shelf if you cannot hold the doorway. Readers accept cards only after the bar is fully green. A "locked, needs power" message means the meter is not done, not that you have the wrong card.
Power is the gate for the manager office and the later electric room. It does not by itself open the front exit.
