Sometimes enabling/disabling a bunch of scripts... ...by hand... ...one at a time... ...with a sandbox reboot between... can be a pain. Another option is to look at the line number where the error is reported (in your image, that's line 6457), and see if you can narrow down which script that is. This method might not be for everyone, but it's available if you want to try. For context, your scripts get rolled up into a single js file, one script appended to the previous, so your line count starts to build. If you know that a particular script starts at line 6200 and the next script starts at 6700, then you know your erroring-line (6457) should be in the one that starts at 6200 (and the line in that script throwing the error would be 6457 - 6200 = 257). Getting the number of lines in a script can be difficult (for instance, if you installed the script from the one-click you won't see the code for those and you'll have to dig to get the line count), but here's basically what to look for: 1) Some recent script work standardizes around a way to report the starting line number of the script. When you reboot your sandbox, see if any of the scripts report an "offset"... here is one of my test games: Those numbers tell me where the scripts start, so if I see an error at line 2400, I know that's 70 lines into Fetch. Not every script (especially some of the older ones) will use this method, and typically the people using this method are fairly careful about leaving an error like this in the code, but if there are any scripts that are reporting an offset like this, it can help you track down which scripts you are NOT worried about, at the very least. 2) If you click on a script that was installed manually, you can see the actual line count by scrolling down in the code pane. You can identify manually installed scripts in the script panel because they'll be the ones without a globe beside their name in the tab list: There, libInline and SelectManager came from the 1-click. PlayMonitor is something I was writing, so I'm copying/pasting it in as I go. If I click on PlayMonitor and look in the code panel, I can scroll down and see... ...it's 40 lines long. 3) For 1-click installed scripts, you'll need to go to the Roll20 Git repo . Find the script for which you want the line count, navigate into the folder for the latest version, and click on the js file for the script. Here, you can see SelectManager has 559 lines: Caveat The one thing to be aware of using this method is that the order of tabs is not guaranteed to match the order of scripts as they are aggregated into the single JS file I mentioned. Rarely, I have seen them be out of order to how they register... and I have only seen this on high-script-count, high-line-count games (we're talking 30-40 scripts and 60K lines). I doubt whether you will see that.