How to Play Save the Krusty Krab
Reviewed GuideUnofficial fan guide
Quick answer
1. The lobby
Step onto a green pad to queue. A pad holds up to four players, and the run uses everyone standing on it. You can turn on Friends Only or the Tutorial in match setup. If it’s your first time, leave the tutorial on: Mr. Krabs walks you through Day 1 and yellow arrows on the floor show you where to go.
The lobby is also where you buy classes with Doubloons and claim finished tasks. Everyone starts as Fred, the Trainee.
2. The order flow
Every customer goes through the same six stations. Get this loop smooth and most days take care of themselves.
- 1RegisterTake the customer's order so the kitchen gets a ticket.
- 2GrillCook the patties. Leave them too long and they catch fire.
- 3AssemblyBuild the order in the ingredient order shown on the ticket.
- 4Fryer and drinksCoral Bits and sodas join the menu as the days go on.
- 5DeliverCarry the tray to the customer whose bubble matches it.
- 6Clean upClear tables, collect cash and tips, and empty the trash.
A solo routine that works
- Punch in on the shift clock.
- Grill until about 10 patties are on the counter, finishing each one while its slider is in the green.
- Pour about 10 sodas and fry one batch.
- Only now start taking orders at the register.
- At the assembly table, put the bun and patty down first, then toppings, then the top bun. Use Clear to reset a wrong tray.
- Press Deliver only when the customer’s bubble turns green.
Prep first, serve second. Taking orders before anything is cooked is the most common way new players fall behind.
3. Ending the day
A day ends once service is over and you’ve collected all the money, including cash left on trays and tips. The game reminds you with “Collect all the money to end the day!” Each day earns a star rating from 2 to 5 stars. Wrong orders, fires, angry customers and unfinished rushes all cost stars.
Day won’t end? After the Shift Report you also have to finish the nightly checklist: clean all workstations, mop spills, wipe tables and take a full trash bag to the green dumpster. Then punch in on the golden wall clock to start the next day.
4. Energy
The percentage under the flexing-arm icon is your energy. Sprinting, chores and villain hits drain it. At 0% you pass out and need a revive.
- Drink a Kelp Shake from the Kelp Shake Machine (it has a cooldown).
- Eat a chocolate bar or buy energy items in the Night Shop (about +15 each).
- Gary’s Magic Conch revives a crewmate for free, which is why he’s popular in co-op.
5. The Night Shop
From Day 3 the Night Shop opens between days. You spend restaurant cash (not Doubloons) on station upgrades, speed perks, energy and tools. Station upgrades help the whole crew; perks are personal. Mr. Krabs pays for your first Grill Capacity upgrade. See what to buy first.
6. Villains
From Day 2, villains start showing up: Plankton tries to steal the formula, the Dirty Bubble floats in on Day 4 and Man Ray wrecks stations from Day 6. Each one has a specific counter, listed on the villains page.
Beginner mistakes that end runs
- Walking away from the grill. Burnt patties start fires and cost stars.
- Prepping food nobody ordered. Only make what’s on a ticket.
- Ignoring energy until you pass out mid-rush.
- Leaving trash for the night. The more trash you leave, the more likely the Hash-Slinging Slasher appears.
- Forgetting the tips. The day won’t end until every bit of cash is collected.
- Leaving sleeping customers. A smoky cloud and “Z” icons mean they’re asleep. Kick them out to free the seat.
What to do next
Once you can finish Day 3, claim your tasks and buy your first class. Our best class guide recommends Jim at 150 Doubloons as the first upgrade for most players. Then read the Day 1–10 walkthrough to see what’s coming.