Find the booth, roll, and check the result.
- Walk to the Classes booth near spawn.The report describes a physical stand near the farm’s spawn area. Move your character up to it to interact.
- Interact to open the Classes menu.Browse the roles and the currently selected preview before spending. If you want to equip a class you already unlocked, select it here for free; you do not need another roll.
- Press Spin Class at the bottom of the menu.For a random roll, first check that you have at least 40 Gems at the reported price. Forty Gems buys one attempt, not a chosen class.
- Check both the balance and the class card.According to the report, a registered spin makes your Gem balance fall by 40 and the menu land on a class card.
If the button does not respond and your balance is below 40, you need more Gems first. A non-response with enough Gems does not establish the cause; these balance checks do not diagnose every menu or server fault.
Source: Classes and Gems illustrated report, September 2, 2026; collected September 7.
Free Gems: use the right reward entry.
Group reward: FREE REWARD, then CLAIM
The reported reward is 25 Gems once per account. Both a registered like and actual group membership are required.
- Open FREE REWARD and press LIKE THE GAME.Give the experience a thumbs up on its Roblox page. The report says the panel detects the registered like.
- Press JOIN THE GROUP and join Garage Games.Join the Garage Games community as an actual member; following or favouriting does not substitute for joining. Both the like and membership must be in place for CLAIM to become active.
- Return to the game and press CLAIM.The reported success feedback is an immediate 25-Gem increase in your balance. This pays once per account; 25 Gems alone is 15 short of a 40-Gem roll.
If CLAIM does not work, check both the like and completed group membership. If the join prompt says “Unable to join…”, finish joining in your browser or Roblox app, confirm you appear as a Garage Games member, then rejoin the server and press CLAIM again. The guide identifies an unfinished join as the condition to check; rejoining lets the game check membership again. These checks do not guarantee that every claim failure has the same cause.
Daily rewards: open REWARDS
Open the REWARDS menu to access the separate eight-day login track. This is the daily entry; FREE REWARD → CLAIM above is the one-time group reward. The report lists these standard payouts:
Can these rewards buy a roll?
These examples assume a starting balance of zero, an unclaimed group reward, the listed daily rewards collected, no previous spending, no extra Gems or multiplier, and the reported 40 Gems per roll. The arithmetic calculates affordability from the reported values; it does not guarantee a current grant or a particular class.
25 + 10 = 35 Gems. No roll yet: 40 − 35 = 5 Gems short.
25 + 10 + 120 = 155 Gems. 3 rolls cost 3 × 40 = 120 Gems, leaving 35 Gems.
3 rolls at 40 Gems each, leaving 0 Gems.
10 + 120 + (5 × 50) + 500 = 880 Gems. 22 rolls at 40 Gems each, leaving 0 Gems.
Day 2 and Day 8 are the largest listed daily payouts: together they provide 620 Gems, compared with 260 from the other six days. You can reach the three-roll example using the stated free rewards without spending Robux.
Reported reward codes provide another separately dated route, with their own validity and reward boundaries. No code grant is counted in these examples.
Optional paid Gems are separate.
The same September 2 report places the Gem shop in the menu system and lists 2x Gems [GP] at 39 Robux. It describes a multiplier on Gems earned afterwards, rather than an immediate bundle. Under that description, a reward earned before purchase would not be doubled retroactively; purchasing before a future eligible payout is the relevant condition.
The report does not itemize every eligible Gem source. These free-reward examples assume no pass; they do not calculate a purchase return or promise doubled amounts for a specific claim.
Source values and instructions: Classes and Gems illustrated report, September 2, 2026; collected September 7. Roll counts and remaining balances are this guide’s arithmetic using those values.
Choose from the classes you already own.
Once unlocked, a class stays in your list and can be selected again through the Classes menu without paying again, according to the September 2 report. Start with your equipment and the part of the run that keeps slowing you down.
Switch an owned class or roll for a new one?
Already unlocked the class you want? Walk to the Classes booth, open its menu, preview and select that class for 0 Gems under the reported switching rule. Another random roll is unnecessary for this goal.
Want a chance at a different class? Use Spin Class if you can afford 40 Gems per random attempt at the displayed price. It does not buy a named class, and the reported base pool includes Starter at 40%; paying does not guarantee an upgrade.
Only have the group reward and Day 1? Keep those 35 Gems and collect more before rolling: you are 5 Gems short. Under the no-spending conditions above, the reported Day 2 reward would bring your total to 155 Gems. The currency guide explains collecting exposed diamonds and the other reward entries.
All eight classes: base odds, effects and when to use them
The following base chances and bonuses come from O Santuário Geek’s September 7 guide; AllThings.How’s September 11 table gives the same roster and base odds. They total 100%. These are published base values, not this site’s measured rolls or a guaranteed outcome under an active luck boost.
The newer tables include Starter in the roll pool at 40%, correcting the older September 2 guide’s description of only the other seven roles as random awards.
Starter — 40% base chance
Effect: No class bonus or attribute increase.
Use it when: You are starting out or have no other unlocked option. Keep playing and buy useful run upgrades; a rare class is not required to begin a run.
Pack Mule — 25% base chance
Effect: Bag capacity increases by 50%.
Choose it when: Your bag fills after only a few collection actions and frequent trips to sell keep interrupting you. It addresses capacity; it does not directly increase hay sale value.
Hay Merchant — 14% base chance
Effect: Earn 20% more money when selling hay.
Choose it when: You can carry and gather comfortably but need more run Cash for a tool or upgrade. The reported bonus is sale money, not a class-roll discount.
Forkmaster — 9% base chance
Effect: Each Pitchfork swing gathers 25% more hay, and Pitchfork upgrades cost 25% less.
Choose it when: You plan to use and upgrade the Pitchfork through the run. Compare it with Pack Mule if the stronger swings would immediately fill your bag; the best fit depends on which limit you hit first.
Demolitionist — 7% base chance
Effect: Dynamite blast radius increases by 20%, with a 10% chance to produce three additional explosive mini-charges.
Choose it when: You already have Dynamite and are clearing dense, reachable hay with repeated throws. The 10% is the reported mini-charge effect chance, separate from the 7% class-roll chance.
Prospector — 3.9% base chance
Effect: Diamonds are 50% more common during harvesting, and hay has a chance to turn into a diamond.
Choose it when: You want to build your Gem bank while digging. The source does not give a hay-to-diamond conversion probability or a fixed Gems-per-minute gain; “50% more common” is a relative increase, not a 50% diamond chance on every action.
Drone Specialist — 1% base chance
Effect: Always owns a Drone, with 30% more drone speed and 40% more drone capacity. A temporary swarm of three auxiliary drones can also appear.
Choose it when: You want an automatic helper while you dig or handle other objectives. The source provides no swarm probability or duration, so do not plan around a guaranteed swarm at a particular time.
Ultimate Farmer — 0.1% base chance
Effect: Combines the other class bonuses and periodically triggers Golden Harvest.
Choose it when: You already own it and want the combined benefits across tools and gathering. Its rarity does not guarantee it within any particular roll budget; the sources do not specify Golden Harvest’s interval or duration.
Compare the same starting situation.
With the same equipment and Cash, choose an owned Pack Mule when carry capacity is forcing sell trips; choose an owned Forkmaster when Pitchfork collection or its upgrade cost is the limiting factor. For Cash saving, compare Hay Merchant; for a Gem-focused run, consider Prospector. These are choices based on the reported effects, not a measured universal tier list.
- Capacity illustration: If your base bag holds 100 hay and Pack Mule’s +50% applies to that base, 100 × 1.50 = 150 hay capacity.
- Sale illustration: If the same hay sale would otherwise pay $1 and Hay Merchant’s +20% applies, $1 × 1.20 = $1.20.
- Upgrade illustration: If a Pitchfork upgrade has a $4 base cost and Forkmaster’s −25% discount applies, $4 × 0.75 = $3.
These are conditional arithmetic examples, not claims of current bag sizes, shop prices or the game’s rounding rules. Check the preview and displayed price for your own equipment and active bonuses.
PETS: 2× Class Luck is separate from base odds.
Try Hard Guides’ September 12 listing reports PETS for 200 Gems plus 30 minutes of 2× Class Luck. Open the side-screen Codes button, enter PETS and press Redeem; read your Gem balance and boost indicator to see what your account receives. This site has not redeemed it. A code grant is not counted in the daily/group budgets above.
If the reported boost is active and you choose to spend on a class, inspect the Classes preview and displayed chances during that window. Do not double every base probability: that would total 200%, and these sources do not specify how boosted odds are redistributed. A luck boost still does not buy a chosen class.
AllThings.How’s September 11 report describes Fast Rolls as speeding up the spin animation. That is an animation benefit, not a reported increase in luck; it is also separate from the historical 2× Gems earnings pass above.
Next: choose a run upgrade or another Gem purchase.
The September 2 report says the Farmhouse party menu continues to work whichever class you receive. Return to the Farmhouse upgrade decision ↗ for Hold, Grasp, Speed and tool cooldowns, or use the tool and upgrade comparison for the reported costs and effects. Relate your next run-Cash upgrade to your collection bottleneck; this is separate from spending Gems on classes.
With only 40 Gems, the reported 40-Gem Drone purchase and a 40-Gem random class roll cannot both fit. Compare the helper or a displayed permanent lobby stat improvement with the class you already own before spending; the currency and spending guide covers those alternatives.
Unlocks, switching and party-menu continuity: September 2 illustrated report. Class values: September 7 O Santuário Geek and September 11 AllThings.How, linked above; collected September 13. PETS: September 12 Try Hard Guides listing. Choices and conditional arithmetic are this guide’s application of those reports, not gameplay measurements.