Frostbound Tower unlocks on rebirth 2, costs 1 Tower Ticket per 30-round run, and drops runes plus Ember Stones. Packs run 49-4999 Robux.
Loot To Forge Frostbound Tower: 30 Rounds, 1 Ticket, and Where the Drops Change
Quick answer: The Frostbound Tower unlocks on your second rebirth, costs exactly 1 Tower Ticket per entry, and runs 30 timed rounds in six locked brackets — 1-5, 6-10, 11-15, 16-20, 21-25, 26-30. Ticket packs cost 49, 199, 1,199 and 4,999 Robux for 10, 50, 400 and 2,000 tickets, so the per-ticket price falls from 4.90 Robux down to 2.50 as the pack grows. Rounds 1-5 pay Coin, four runes, Magma Cluster and Abyssal Blue; rounds 26-30 pay the same Coin and runes but swap the two ores for Yeti-Claw and Glac-Box. Two recorded runs reached round 28 in 1 minute 56 seconds and round 29 in 1 minute 34 seconds.
- Unlock: second rebirth only, confirmed on screen with a
You have unlocked the Frozen Towermessage. Two independent source families agree. - Cost: 1 ticket per entry, spent on entry rather than per round. Leaving early does not refund it.
- What breaks: no Shift Lock, no auto-target, and a countdown instead of a clear-and-move loop.
- Biggest known gap: drops are documented at both ends of the tower and nowhere in the twenty rounds of brackets 6-25.
What the tower actually is
The Frostbound Tower is a side dungeon next to the main stage run, not stage 31. You enter through the castle structure in the lobby, spend a ticket, and the run starts when you step onto the ice. Two independent source families describe it as wave survival rather than a linear stage list, and both use the names Frostbound Tower and Frozen Tower for the same place.
Each bracket has a countdown, and you must clear its enemies before the next opens. A run ends when the timer hits zero or your health does. Main stages have neither timer nor bracket, which is why the two halves of the game feel nothing alike.
Official source: the live game page on Roblox, checked 2026-09-29. The games API for universe 10684750879 lists Good Bro Studio as developer, created 2026-08-12. The tower itself is documented only by players; Good Bro Studio has never published a tower data table, and patch notes land in the studio group first.
A rebirth resets your Power to zero, and Sportskeeda's rebirth guide describes the same reset. Two source families warn that walking into the tower right after a reset gets you killed on the spot, because the later brackets field enemies in the hundreds of millions of HP. Rebuild your damage first. The rebirth guide covers what survives the reset.
The 30-round bracket structure
Six brackets of five rounds. A bracket stays locked until your best run has reached it, and the lock is on the bracket rather than the individual round.
| Bracket | Rounds | Enemies reported | Status |
|---|---|---|---|
| 1 | 1-5 | Goblins and Armored Goblins, low damage and low density | Unlock bracket |
| 2 | 6-10 | Desert Zombies and Jackal Zombies; 500M+ HP mini bosses appear, density spikes | Opens after bracket 1 |
| 3 | 11-15 | Not documented | Opens after bracket 2 |
| 4 | 16-20 | Not documented | Opens after bracket 3 |
| 5 | 21-25 | Not documented | Opens after bracket 4 |
| 6 | 26-30 | Not documented; carries the top ore payout | Opens after bracket 5 |
One community source says the entry screen eventually lets you pick a starting bracket, such as 11-15 or 16, to skip the low rounds. Only that one source family documents it, so treat it as a feature to look for rather than a plan. The six groupings themselves are identical across two independent families.
Three rules that run backwards from the main stages
This is the part most walkthroughs skip, and it changes how you play more than any drop table.
No Shift Lock. The main-stage meta is circle-strafing with Shift Lock on, which keeps enemies missing while your damage works. Shift Lock cannot be enabled in the tower. This one is thinner evidence than the rest of the page — a single source family tracing to one creator video — though it fits a countdown structure, since kiting is what a wave timer is designed to punish.
No auto-target or auto-attack. Two independent families state it and the interface shows an explicit warning when you try. If you farm stages on auto-combat, you switch to manual aim for every tower run.
A timer instead of a stage list. Each bracket demands a clear inside a countdown, so a run is a sprint you can lose, not a checklist you can pause.
With auto-target off and no Shift Lock, a wide melee swing covers far more of a wave than a single-target weapon. The forge recipes page covers which ore combinations produce which weapon class.
Ticket math: 49 to 4,999 Robux
All four packs are Robux developer products, and each is flagged as a Double Pack on first purchase.
| Pack | Tickets | Robux | Robux per ticket | vs previous tier |
|---|---|---|---|---|
| Pack 1 | 10 | 49 | 4.90 | baseline |
| Pack 2 | 50 | 199 | 3.98 | -18.8% |
| Pack 3 | 400 | 1,199 | 3.00 | -24.6% |
| Pack 4 | 2,000 | 4,999 | 2.50 | -16.7% |
Price per ticket falls at every tier, and Pack 4 is 48.9% cheaper than Pack 1. Sixty tickets bought as a 10-pack plus a 50-pack cost 15,340 Robux; the same 60 tickets inside a 2,000-pack cost 6,499. That gap is the whole argument against topping up in small increments.
Official source: Roblox developer-products API for universe 10684750879, the endpoint that confirms the 49, 199, 1,199 and 4,999 ladder. All four ticket packs carry a creation timestamp of 2026-09-16, the same day the Skip Rebirth products shipped.
Free tickets exist, and the sources disagree about how many.
| Source | Amount | Confidence |
|---|---|---|
| Every rebirth | 2 tickets | Two source families agree |
| Daily claim in the tower window | 2 tickets | Single source; a second says the count is unconfirmed |
| Lobby ore spawn board | 1 ticket, 5% chance | Single source; the board's refresh interval is disputed three ways |
| Void-Dominator bundle, 1,299 Robux | 1 ticket | Single source |
| Rebirth 7, one capture | 3 tickets | Single source, conflicts with the flat 2-per-rebirth rule |
Only the 2-per-rebirth line and the Robux ladder are firm. Treat the rest as a bonus you might find rather than a budget to plan against, and check your own lobby counter before spending real Robux.
What drops in which bracket
Drop tables come off the settlement window. Two segments are documented; the twenty rounds between them are not.
| Rounds | Coin | Runes | Ores | Confidence |
|---|---|---|---|---|
| 1-5 | Yes | Flame, Frost, Poison, Thunder | Magma Cluster, Abyssal Blue | One source family for the full list; a second read independently confirms Abyssal Blue here |
| 6-25 | Not documented | Not documented | Not documented | No source has recorded these brackets |
| 26-30 | Yes | Flame, Frost, Poison, Thunder | Yeti-Claw, Glac-Box | Two independent families agree on the full list |
The ore progression is the point. The low brackets pay two ores you would otherwise grind for in the mid stages, and the top swaps them for two endgame ores. Coin and runes are identical in both segments, so the top of the tower is strictly better rather than differently distributed.
A third source, written at a different time, lists 600 coins plus Bone Ore on round 1 and Frostbite, Diamond and Ember Stone across rounds 2-7. That list, carried by Nerdschalk's progression guide, is complementary rather than contradictory, but it means the round-by-round payout is not nailed down.
| Tower ore | Forge multiplier | Recorded rarity |
|---|---|---|
| Magma Cluster | x45 | Not recorded |
| Abyssal Blue | x48 | Not recorded |
| Yeti-Claw | No multiplier published | Not recorded |
| Glac-Box | No multiplier published | Not recorded |
Worth pausing on: the two ores the top bracket exists to deliver are exactly the two with no published forge multiplier, so nobody can yet price a full 26-30 clear in forge terms. The multipliers that do exist are single-lineage community readings that may shift with updates.

Runes drop per round at a probability, not a guarantee — one source saw two consecutive Uncommon-grade runes followed by a floor that dropped nothing. Flame and Poison apply damage-over-time states, Frost slows on hit so you can keep kiting, and Thunder adds damage outright, which is community consensus as the strongest rather than a measured comparison.
Every item has at most 2 rune slots, and only Legendary, Mythic and Eternal gear carries them. You socket them at the central Enchant station, and overwriting a rune destroys the old one permanently. Two independent families flag this as the highest-consequence mistake in the tower economy, so read the slot before committing a Thunder Rune.
Run length, enemy scaling, and Ember Stones
Two recorded runs give the shape of a session: round 28 in 1 minute 56 seconds with 33 kills, and round 29 in 1 minute 34 seconds with 15 kills. Both came off the same settlement screen, so treat them as two samples from one player, not a benchmark.
Scaling is steep and only partly quantified. One source records a round 28 enemy at 660 Qi HP, where Qi means quintillion, in a single reading from one video. A second describes the same curve qualitatively: mini-bosses start in the hundreds of millions, move into the billions, then the trillions, and the tower's own boss reaches the tens of quintillions. Only the 660 Qi figure is precise.
Ember Stones are the stronger economic case for owning tickets. One recorded run collected roughly 200 stones in about a minute, with earlier rounds in the same session yielding 0, then 43, then 162. Four sources name the tower as the main Ember Stone source, and one says outright that it drops them faster than ordinary stages. That curve's shape is more reliable than the 200 figure, because it is one captured session.
If the number holds, the Robux math changes completely. At the largest pack's 2.50 Robux per ticket, 200 stones per run is about 80 stones per Robux, while the Robux Ember Stone bundles run between 7 and 10.4 stones per Robux, best at the 1,299 pack. The tower works out to roughly eight times more stone-efficient — conditional on a run under two minutes and a single 200-stone recording, so verify both before committing 4,999 Robux. Free stones from working codes are worth claiming first.
The tower drops Ember Stones, the Enhance material. Amber is a separate ore from stage 12 worth 3.53K coins, and auto-captions from tower videos routinely render Ember as amber. Likewise the Coin the tower pays is the currency, not the Epic ore called Gold.
FAQ
How do I get into the Frostbound Tower?
Rebirth twice. The gate is tied to your second rebirth and the game confirms it on screen; the castle entrance is visibly locked before that. Main stages stay open throughout, so there is no cost to delaying a rebirth until the tower suits you.
What is the best ticket pack to buy?
Pack 4, at 2.50 Robux per ticket against 4.90 for the smallest. Buy small packs only to test whether the tower suits you, or to use one Double Pack on a single tier. Collect the free 2-per-rebirth tickets on the way there.
Do the tower runes replace the ones I already have?
Only if you overwrite the slot. Each item holds 2 runes, socketed at the Enchant station, where replacing one destroys it permanently. Bank the ones you like before gambling an endgame Thunder Rune on a slot you have not looked at.
Is the tower worth running before I have high-end gear?
Not the top bracket. Round 28 enemies have been recorded at 660 Qi HP and the tower boss sits in the tens of quintillions. The first two brackets are survivable on mid gear, and Ember Stones from any bracket feed the Enhance system covered in the ore and material guide.
Related Guides
- Rebirth gates and multipliers — the second rebirth is the tower gate.
- Ores and drop routes — where Magma Cluster and Abyssal Blue sit outside the tower.
- Forge recipes — tower ores only matter once you know what each multiplier does.
- Races and race buffs — permanent damage passives before the higher brackets.
- Working codes — free Ember Stones for the Enhance levels the tower feeds.
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