Guides

Route 06 Roblox Checkpoints & C4RL

Scripted pit stops — shop, fuel, Ready Up, and the first Plague milestone.

Last updated:

Checkpoints & C4RL

C4RL’s Checkpoint is the heartbeat of every Route 06 run — a scripted pit stop where you sell junk, buy gear, refuel, vote to continue, and breathe before the highway throws more zombies. Checkpoints are not random dungeons; they appear on a designed schedule so OutLaik can teach economy, gate Plague progression, and pace co-op breaks. Mastering C4RL timing separates teams that reach the military outpost from teams that bleed Coins on teleport fees and get caught when gates open.

Read Getting Started first, then use this page as your shopping checklist.

What C4RL sells and buys

C4RL (the NPC vendor) runs a hybrid shop:

  • Buys valuables from your inventory — turn structure loot into Coins
  • Sells random gear each stop — weapons, tools, and utility rolls change between checkpoints
  • Always stocks a gas can at 50% fill and a bandage — treat these as guaranteed picks when fuel or HP is low
  • Cannot sell certain premium valuables — prioritize high-value trash from Structures & Loot

Coins exist only inside the current run. They do not convert to Tokens or Lunacy — spend before extraction or lose them.

Vending machines

Two machines sit in the checkpoint corner:

ItemCostEffect
Bloxy Cola16 CoinsStamina / utility drink for night segments
Witches Brew25 CoinsStronger sustain; buy before Plague nights

Budget vending after selling loot, not before — empty pockets waste sales value.

The 90-second timer

When C4RL opens, you get roughly 90 seconds of safety. After that:

  • C4RL leaves
  • Gates open
  • Regular, Sprinter, Charger, and Boomer zombies can enter the lane

Use the timer for: sell → shop → gas → bandage → vending → Ready Up alignment. Late shoppers get caught mid-transaction. Voice countdowns help in co-op.

Ready Up (green plate)

The green Ready Up floor plate starts the next road segment early when every player stands on it. Benefits:

  • Skip dead air if team is stocked
  • Control night timing relative to distance

Risks:

  • Starting early with empty ammo before a long structure chain
  • Leaving a looter off-plate and forcing awkward waits

Only Ready Up when trunk sales finished and fuel is stable.

Car teleport button

Opposite C4RL, a button teleports your vehicle into the checkpoint lane for a Coin fee scaling with distance — commonly cited from $10 to $50+ the farther you left the car. Use when:

  • Driver died far back and zombies surround the vehicle
  • Team looted on foot and needs wheels now

Avoid spam — fees drain Coins needed for vending and shop rolls. Always ask in co-op before pressing.

First checkpoint vs later stops

The first checkpoint is the narrative gate for Plague — after your team leaves it, night can spawn Plague on future cycles. That makes the first stop the last “Plague-free night” learning window. Later checkpoints repeat shop rules but with:

  • Higher zombie pressure outside gates
  • More expensive teleport fees
  • Tighter inventory decisions heading toward 4,500+ meters

Pair night planning with Survive Plague.

Economy loop

Ideal checkpoint cadence:

  1. Loot structures → fill trunk
  2. Arrive C4RL → sell valuables
  3. Buy weapon upgrade if rolled
  4. Grab guaranteed gas + bandage
  5. Vending if night incoming
  6. Ready Up together

Repeat until outpost finale — Military Outpost covers spend-down of leftover ammo and heals.

Combat inside checkpoints

Before timer ends, zombies cannot enter — shop peacefully. When gates open:

  • Regulars clog the lane — melee to save ammo
  • Boomers explode near vending — finish at range
  • Sprinters punish players staring at shop UI — close menus fast

Do not confuse checkpoint zombies with Plague — Plague rules apply on the road at night, not inside the sealed shop minute.

Driver and trunk logistics

Park so trunk faces safe lane for fast transfers. Driver stays seated if expecting instant Ready Up departure. Passengers dump sellables before sales UI locks. See Controls for trunk prompts.

Codes and C4RL

Promo Codes grant Lunacy, not checkpoint Coins. Redeem /redeemcode in lobby — C4RL does not accept strings like DARILLUFIXYOURGAME. Economy stays separate by design.

Failure stories (avoid these)

  • Selling before looting trunk leftovers
  • Buying random shop junk instead of gas at low fuel
  • Teleporting car without team consent
  • Ready Up while teammate is still selling across map
  • Ignoring 90-second call and getting boxed by Sprinters
FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How long is C4RL shop safe?

About 90 seconds. After that C4RL leaves and zombies can enter the checkpoint.

What does C4RL always sell?

A gas can at 50% fill and a bandage every stop, plus random gear rolls.

When does Plague start after checkpoints?

After you leave the first checkpoint, Plague can spawn on subsequent nights.

How much does car teleport cost?

Coin fees scale with distance — often $10 to $50+ the farther your car is parked.