What to buy first
Cheap utility first: Radar at 50, Shotgun at 70, Infinite Stamina at 99. Leave Sniper Rifle at 599 and Explosives at 399 until you already know the map. No damage table exists, so price is the honest sort.

There is no official tier list for Closing Shift game passes, and there could not be one: the developer has never published damage, duration or cooldown figures for the animatronics, so any "best" ranking is somebody's opinion wearing a table.
What can be done honestly is a ranking by price against the scope of what the official description promises. That is the method here. Cheap items that change how you move through the building go first; expensive items that only matter once you already know the map go last.
The buying order
| Order | Pass | Robux | Why it earns its place |
|---|---|---|---|
| 1 | Radar | 50 | Cheapest item in the store and it tells you where things are. Nothing else at 50 Robux changes play |
| 2 | Shotgun | 70 | Ten shells, stun on hit, more ammo in the map. The cheapest real weapon |
| 3 | Infinite Stamina | 99 | Removes the one resource you cannot see. Running and vent crawling both stop costing |
| 4 | Infinite Lives | 175 | Turns deaths into setbacks. Directly opposes Not A Scratch, so buy it after you have that badge |
| 5 | Animatronic Bodyguard | 199 | A second pair of eyes that also opens doors and fights. The most described feature set in the store |
| 6 | Night Vision Goggles | 299 | Solves darkness permanently. Competes with the free option: your light |
| 7 | Minigun | 299 | Powerful, but three ammo cans in the whole restaurant and a 45-second recovery for the target |
| 8 | Shove Players | 100 | Co-op utility only. Solo players get nothing from it |
| 9 | Explosives | 399 | Environment destruction is a mobility tool, but 399 is a lot for a demolition budget |
| 10 | Sniper Rifle | 599 | The most expensive item in the store and the one whose description never says PERMANENT |
Why the cheap end wins
The three cheapest passes cost 219 Robux together. For that you get positional awareness, a weapon that stuns, and unlimited sprint. Those three address the three things that actually end runs: not knowing where something is, having nothing to push it back with, and running out of breath in a corridor.
The three most expensive cost 1,297 Robux together — more than half the price of the entire store — and each one solves a problem you only have after you already understand the map. A 599-Robux sniper is a solution to "I know where the hunter patrols and I want to interrupt it." It is not a solution to "I do not know where I am."
Read the descriptions, not the prices
Four lines in the store do more work than any ranking:
- Radar: "Monsters near you show up as blips." Not a map, not a wallhack — proximity. Cheap information is still information.
- Infinite Stamina: "running from them and crawling through the ceiling vents." The vents cost stamina. That is a mechanic most players do not learn until they are halfway through one.
- Minigun: "they put themselves back together after 45 seconds." Whatever you kill comes back. The minigun buys you 45 seconds, not a clear.
- Explosives: "crack the walls, blast doors off." Doors are the thing the description says animatronics kick in. Being able to remove one yourself is a route tool.
Which passes fight which badge
If you are chasing achievements rather than escapes, two passes are actively counterproductive:
| Badge | Condition | Pass that conflicts |
|---|---|---|
| Not A Scratch | Escape without dying once | Infinite Lives removes the pressure that teaches you to survive |
| In The Dark | Escape with your light off the whole night | Night Vision Goggles make darkness free, which is fine — but the badge is about the light, not sight |
Not A Scratch has 7,601 awards against 80,777 escapes. If that badge is your goal, buy the Radar and the Shotgun and skip Infinite Lives until afterwards. The pass that saves you is the pass that stops you learning.
Co-op buyers read this differently
If you play with the same three or four people, the ranking changes shape. Shove Players at 100 Robux is a positioning tool for a group, and Not On My Watch — pulling a friend away from the squatter, 7,276 awards — is a co-op badge that no solo purchase helps with. One player with Explosives opening a wall for the group is worth more than four players with Night Vision.
The cheapest co-op configuration: two Radars (100), one Shotgun (70), one Shove Players (100). 270 Robux for a group that can see, fight and reposition.
What no amount of Robux fixes
Ten passes and 2,289 Robux will not get you out of the restaurant. The badge table says why: 1,339,348 players clocked in and 80,777 escaped. The gap is not equipment, it is route knowledge — four keys, one code, one panel, one call button. Buy the Radar first, learn the building, and let the store be a convenience rather than a strategy.