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This is a very in-depth guide to help players at all stages of the game. If you are a brand new player consider paying attention to the in-game Advisor your first run.

Introduction[]

Welcome to the New Player Guide (written by Truth and other people) for the game Trimps. If you have questions on a specific subject, use control-f to search for key words, or search for the specific page on the wiki. If you need help with troubleshooting, consult the Common Pitfalls and Troubleshooting section below. If you wish to know about the game in general, read through and enjoy.

As noted in our manifesto at the bottom, we wish to curate all basic knowledge about the game and provide a library of all useful resources. To help us, you should read this guide before asking questions in chat, and link this guide to Help Vampires instead of enabling them to ask.

Due to our goals, this guide is extensive. If you only want to know the basics of how to get started, please read the Guide From Zone 1. Furthermore, this guide will always be a work in progress[1]. We are currently updated for Trimps 5.4.0 (some information may be missing, but U2 is definitely missing).

If we are no help, consider playing with kittens, fiddling with paperclips, eating candy, baking cookies, or fighting MS Paint drawings instead.

Dumb [2] Questions[]

What is this game and how do I play?[]
  • This game is Trimps, an Idle-management game. You play this game by clicking the clickable buttons inside the game. However, many players choose to play in other ways[3]. You can hire Trimps to work for you, fight for you, or any other flavor of make thing - do thing for me[4]
Where do I get it?[]
How do I run a map?[]
  • Click the orange map button. If the orange map button turns into a button that says "Abandon Soldiers", click on the button again. Click the light blue "Create" button. A new map should have been created. Click on the new map, and click the light blue "Run Map" button.
'What are Gems for? What are fragments for?[]
  • Gems allow you to prestige equipment (in the upgrade tab), and allow you to buy housings and other Structures.
WhatAreGemsFor
  • Fragments are used to make maps. More fragments are used to make better maps. They are also required for Gateways, a housing structure.
Where is the wiki? Where can I find specific numbers for certain things?[]
  • Here's a redirect to the main page, but uh, you're already here.
Is this a guide or a FAQ?[]

Introduction to Gameplay and the Longest Tutorial[]

Technical issues are covered at the end of this guide.

In this section, the mechanics introduced in the early game are covered. The mechanics will be introduced in roughly the order the player is introduced to them in the game. However, discussion about these mechanics may involve aspects of the later parts of the game.

Game Introduction and Progress[]

Trimps is an incremental and pseudo-idle game [7] that has no end [8][9]. The player makes progress by sending their Trimps into battle against enemies. The world consists of zones and each zone consists of 100 cells each with an enemy. Thus, defeating all 100 cells clears one zone, and advances to the next zone in the world. After zone 20 and completing the Dimension of Anger map, the player unlocks Portal, the soft-reset mechanics of the game. They also unlock Helium, which is used for some of the most important persistent upgrades, allowing the player to delve into deeper zones.

As the player progress, they will complete challenges and milestones, which can unlock new Perks, or grant certain benefits. Some of these benefits are quality of life upgrades or automations which allow the player to idle easier. In addition to challenges and milestones, the player will eventually unlock other persistent progresses, such as Masteries, the Dimensional Generator, and Nature.

Starting Out[]

Early game play is very simple, and there are very few choices. Use the player to gather resources, build buildings, and check traps. Additional buildings and choices are unlocked as you gather resources and gain population. The player can often mouse over or click things to get a toolbox with more information. The player should read the Guide from Zone 1 if there is serious trouble.

The Player (ie. What Should "You" Do)?[]

At the beginning of the game, the player will need to do almost everything. They will need to gather resources, build, and check traps. As long as trapping is still effective, the player should continue to trap. Eventually the player should limit themselves to building and research, depending on what is needed. The player excels in these areas but scales poorly in others.

During gameplay, the player may receive a Turkimp. If so, the player should gather the resource that is currently being gathered by the most number of trimps. Doing so will increase the resource gathering rate of that resource. Furthermore, it will increase your global looting multiplier by 1.166 for all three resources of food, wood, and metal.

Once the player unlocks Foreman at zone 125 in Bionic Wonderland, they will have 50000 foremen building at all times, removing the need for the player to ever build. This is a pretty big quality of life boost, and the player can stay mining throughout the run. Getting good use of the Turkimps that they get along the way increasing metal production and global looting.

Worker Distribution[]

Farmers, lumberjacks, and miners are cheap to hire. Early on, each of the jobs are about equal. This eventually changes, as miners become increasingly important. If a particular resource is needed, it is trivial[10] to divert your workers to the corresponding job.

You should hire scientists , however, scientists do not scale as well as other workers, and it is recommended that the player researches if a lot of science is needed.

Trainers and explorers should be hired as food allows.

Combat and Exploration[]

The mechanics of Combat are fairly simple. In general, turn on AutoFight, and focus on managing other aspects. Trimps have health, attack and block that is used to fight against the bad guys. These stats are based on your equipment that can be leveled up or prestiged to become stronger, and give more of these stats so you can continue fighting more bad guys and progressing towards the next zone. The more health they have, the more hits the Trimps can take from the enemy. The more attack they have, the more damage they can deal to the enemy. Block is a special case, which is given by Gyms and is further increased by Trainers, Gymystic and Shieldblock that allows shields to give block instead (not recommended once you can easily reach the first Gymystic upgrade) and other upgrades. Block mitigates the damage taken from the enemy. If your Trimps health reaches 0, they die and require another group to fight. If your Trimps are not progressing against an enemy, increase their stats one way or another.

Maps[]

After reaching zone 6, players can create maps. Maps are repeatable independent areas that can be run for map-specific unlocks and loot. Click on the "Maps" button to access the Map Chamber. At the Map Chamber, the player can create custom maps and run them.

Creating and Finding Maps[]

Maps take fragments to create. Unique maps are either guaranteed drops in certain zones in the world, or guaranteed drops from high enough level of maps.

Unlocks[]

There are unique unlocks which can only be found by running maps. The unlocks found in maps depend mainly on the level of the map. All non-unique maps of the same level will have the same unlocks. Furthermore, a higher level map will also include all the unlocks from lower level non-unique maps. The player can see how many unlocks a map has under the "item" statistic of the map. Unlocks include additional housing, certain upgrades, and equipment prestiges. Unique maps may have additional unlocks, but also all of the normal unlocks.

What are some important levels to run maps at?[]
  • You can check the unlocks page for all the unique unlocks details.
  • Some important ones are:
Zone Unlock
8 Mansion
11 Shieldblock
14 Hotel
15 Bounty
25 Resort
30 Gateway
37 Wormhole
50 Collector
  • It should be noted that one must run a level 15 or higher map to get the unique map "The Wall", and then run that map to get Bounty, which doubles resource gain. Early on, you might also want to run a level 11 map for Shieldblock. On the first time passing level 33, the player should remember to do Trimple of Doom.
When should I prestige an Equipment?[]
  • Basically as soon as possible. Buying a prestige upgrade resets that piece of equipment back to level 1, so investing in high levels of equipment may be wasteful. The player must balance short term needs against long term efficiency.
  • Level one of a prestiged equipment is roughly 9 (attack) or 11 (health) times better than the unprestiged equipment, with the exception of shieldblock being 5 times better. Watch the cost if you have more than 10 levels in that equipment though - if you don't have enough to buy the second level, you may be stuck with a lower stat until you gather the appropriate resources. This should almost never be a problem.
Shieldblock vs Health shield[]
  • Shieldblock starts off significantly better than health shields. However, each prestige of shieldblock only multiplies the stats by about 5.5, while each prestige of health shield multiples stats by about 11. In other words, shieldblock scales significantly worse than health shields. After about zone 40-50, shieldblock quickly becomes useless. It is recommended to stop buying shieldblock when planning to push past 60, because by that point the player should have no trouble with the early zones, but will benefit from the extra health in later zones.

Zone bonus[]

The Trimps gains a +20% additive bonus to their current zone damage (not maps) by doing any map with the same level as the zone they are currently in. The damage stacks up to 10 times for a total of +200% damage. This is affected by Siphonology and the Map Battery Mastery. This bonus damage resets upon entering a new zone.

Map Farming[]

If you need particular resources, you can farm maps for loot.

Biomes[]

When creating maps the player can select which Biome applies to the map, for an increase in fragment cost. Mountain maps are for metal. Sea maps are for food. Forest maps are for wood. Garden maps are for all three of the previous resources, and is only selectable after completing the Decay challenge. Depth maps are for gems. All maps give gems, however, depth maps gives on average more gems.

In general, use whatever map will give you what you need. In the early game, random maps (to conserve fragments) are probably ideal. Around zone 25, the player may need extra wood for Gymystic upgrades and Gyms. After zone 60, mountain maps may be desired for equipment and prestiges.

After completing Decay and getting either Chronoimp or Jestimp imports, you should use Gardens maps almost exclusively, as the 25% loot bonus applies to Imports and Caches.

EarlyGameMapMaking
Sliders[]

Each map has three basic modifiers, Loot, Size and Difficulty. When the user creates a map, the map rolls a random number for each of these three modifiers. The low limit in the range of possible values can be increased by dragging the corresponding slider to the right, this in turn makes the map costs more fragments to create.

How should I control the sliders?[]
  • Pushing the Size slider to the right gives a smaller map.
  • Pushing the Difficulty slider to the right gives an easier map (enemies have less attack and health).
  • When farming, Difficulty and Loot sliders should be maximized if you can afford the fragments.
  • Size slider is complicated. Unless you have sufficient fragments, it should be left alone. A smaller map (slider to the right) will give less loot per enemy on average, but the enemies are also significantly easier, which means the player can defeat them more quickly, and possibly get more loot per minute. This is due to enemies and loot scaling with zone and cell number. In general, one should get a higher level map rather than a bigger one. The only reason to use a bigger map is if it is impossible to get a higher level map.
  • In the later stages, when the player can add resource caches to each map, you will want the smallest maps you can afford, in order to get resource caches as often as possible.
How else can I maximize map loot?[]
  • Get to the highest zone possible. For the same map level, a higher zone level will increase loot. There is an exception once you get Chrono and Jestimp. Once they become the main source of loot, it is better to be in a zone where you've gotten all the speedbooks from, rather than the next zone where you don't have them.
  • If you have the Turkimp buff, farm one of the three basic resources. This will give you a 1.166x multiplier to basic loot.
  • Population is a direct multiplier to loot, and as such, more population means more loot.
  • If you have Jestimp or Chronoimp, getting the speed/megabooks of the zone will increase loot gained from them.
What level of maps should I Farm?[]
  • As a general rule, if you seek to maximize map loot, you want to one shot most if not all of your enemies.
  • Grimy's ZFarm Calculator can tell you what is the optimal map level you should run for loot. It also assumes your trimps are fighting 100% of the time. You should read the disclaimer.
  • If you are looking for equipment prestiges, you want to run as high a map as practically possible. Once you are done farming for prestiges, you may want to farm at a lower level.
Why can't I make garden maps?[]
  • You can't select garden maps until you've completed the Decay challenge. You can still make them via random, however the 25% loot bonus is a reward from completing Decay.
Void Maps![]
  • Void Maps do cool things! More info is given in the void map section later on, but tldr: they give more Helium, and cool buff items. The best time to use them is generally 5-10 zones before you portal.

Fragments[]

Fragments are used to make maps. Higher level maps, and better maps require more fragments. Fragments are also needed to make gateways, a housing structure.

How do I get fragments?[]
  • You can get fragments from certain loot cells in zones, by employing Explorers, and from maps by purchasing the Flutimp imp-ort.
I don't have enough fragments.[]
  • Be more frugal with them.
  • Leave the map area and go back to the world, where you can find them in battle
  • Explorers allow you to collect fragments by assigning trimps to get them.
  • Get Flutimps.

Offline Progress[]

When loading a save the game will track how much time has passed since you last played. This time will be given back depending on selected setting for the Offline Progress.

  • Trustworthy Trimps - The game will reward you the loot that your Trimps would have gathered if you had been playing.
  • Time Warp Only - The game simulates normal progression, but at as high speed as it can. This means that you will progress almost entirely as if you had been online, with the option to change formations and control equality. You also get the option to create one map per 8 hours away. TW is however limited to 24 hours of offline progress. That means if you are away for more than a day you will still only get the progress from that day.
  • Hybrid Offline - Combines the two previous options, you get the full benefit of TW, but any time extra wasted beyond the 24 hours or extra time if the TW is stopped early, still rewards the gathering boost from Trustworthy Trimps.

The player should always use Hybrid Offline!

Portals[]

  • You soft-reset by activating the Portal. Activating the Portal will enable you to "cash-in" the Helium you gained and enable you to buy Perks, and enter a challenge. Don't be discouraged! You will always return to your current zone faster than before.
What persists through Portals?[]
Do I lose Helium if I do dimension of Anger late?[]
  • Only on your first run! You'll lose helium you'd have gained by completing zones if you did not do Dimension of anger. Thus, do Dimension of Anger as soon as practical on your first run. However, note that losing 1 zone of helium isn't that terrible.
  • On later runs, you'll get helium regardless of whether or not you've finished Dimension of Anger.
When Should I Portal the first couple of times?[]
  • First run: When the run starts slowing down (this is true for all portals ever) zone 23 is a common place. Remember to select the Discipline challenge!
  • Second Run: At earliest zone 25 to get the Metal challenge which should be ran the next portal, it gives a good perk!
  • Third Run: If reaching zone 35 feels feasible to unlock the Size challenge, go for it, this is the most important unlock for a while. Remember to run the new special map unlocked at zone 33 before you portal.
  • Fourth Run: Zone 35 if you did not reach it the previous run.
How do I get Helium?[]
  • You get Helium after beating the Dimension of Anger map, which you will get at the end of zone 20. Further helium is earned from killing the cell 100 enemy at the end of zones, such as Blimps.
  • You do not get helium from maps, unless it is a Void Map.
  • You get Helium by getting bone portals from bone traders.
  • Helium challenges such as Balance gives additional helium.
How do I get Helium Per Hour (Helium/Hr)?[]
  • You don't. There is nothing that passively gives you helium per hour. The Helium per Hour counter simple measures the rate of helium gain for you this run.
When should I use the portal in general situations?[]
  • When your helium per hour decreases.
  • When you've accomplished whatever you were aiming for this run (unlocking something, completing a helium challenge, etc.).
  • If you're close to zone 59, you should consider completing zone 59. The boss at zone 59 will give 5x as much helium as earlier zones.
  • 30 unlocks Gateway, which gives a huge increase in population. 37 unlocks Wormholes, which may help you push a few more levels. 50 unlocks Collectors. Similarly, if you are one level off the next Gigastation upgrade, it might be better to push on.

Perks[]

Perks are permanent bonuses purchased with helium. They persist through portals. Perks are some of the most important persistent upgrade in the game, and should usually be focused on. All perks can be reset and the helium cost fully refunded once per portal. As such, there is no way to permanently screw yourself over. Congratulations.

This is my first reset; what perks should I get?[]
  • One of everything. Perk costs increase exponentially (typically, each level increases cost by 30%, but it varies by perk). After you get one of everything, loot, damage, health, and motivation are good things to go for.
What is the best perk?[]
  • Early on, Carpentry. Later on, Coordinated. Once you get Carpentry, you should put more than half of all your helium into it.
How well do perks scale?[]
  • In the early mid-game, the best perks are Coordinated, Carpentry, Resilience, and Artisanistry, probably in that order.
  • Looting is special, as it is a direct multiplier to helium gained. It could be considered best perk after those ones.
  • The Spire perks and the Fluffy perks become extremely good once unlocked.
How good is agility?[]
  • Quite good. It makes the game more fun, possibly.
  • If you have no breeding problems, it doesn't matter that that enemy also attacks faster, since your Trimps just replenish when they die.
  • Maxing it out is like having a x2.7 speed for combat. In maps, it is a direct multiplier to enemies killed, and thus a direct multiplier to loot. Maxing it out is like having x2.7 non-helium loot.
Does Artisanistry lower the cost of Equipment Prestiges?[]
  • Yes.
I don't see some perks.[]
  • You need to complete challenges to get them[11].
Can you give some Analysis?[]
  • Yes (Partly outdated).
How should I spend my Helium?[]
I've screwed up my distribution of perks for this run. What can I do?[]
  • You can respec by going to "View Perks", and clicking "Respec". This can only be done once per run, including using the portal. The button will not show up if you already respecced.

Perk Calculators[]

  • Grimy's Perk Optimizer is an easy to use perk calculator. Simply export your code, and paste it into the import save part of the calculator. You also need to change the preset appropriately. If you wish, you can tweak the weights you wish to assign to each stat. You can mouse over things to see more info on each button. It is up to date with version 5.7.
GrimyPerky

An image of Grimy's Perky Calculator. Simply export your savefile and paste the savestring in the "Import Save" part, and select your preset.

  • You can directly import a perk distribution from Grimy. Below the suggested perks on Grimy's Perky, one can see a box with a distribution string. Copy it, go to perks in game, click import, and paste the string.

Challenges[]

How do I unlock challenges?[]
  • You unlock challenges by reaching specific zones, or by completing certain maps.
When should I attempt a challenge?[]
  • You should attempt all challenges once unlocked, especially the ones that gives perks (non-helium challenges), unless you want to complete another challenge. In general the player can expect a challenge run to take no longer than the run which unlocked the challenge.
At what suggested Helium should I attempt each non-Helium Challenge?[]
Challenge Zone Unlock Helium Note
Discipline 20 30 Basically acts like a normal run.
Metal 25 Just run mountain maps for metal. Sounds worse than it is.
Size 35 Complete ASAP. More Trimps = more resources = better attack and health.
Scientist I 40 1K Gives quality of life, can be ran at once or later.
Meditate 45 Not that important to do ASAP.
Scientist II 50 Not very important, but gives some nice QOL upgrades. Pairs well with Feyimp.
Decay 55 You might fail this the first few times, so just abandon and portal when you get 300/400+ stacks and aren't near the end of a zone. It essentially acts like a helium challenge due to greatly speeding up your zone clear speed. The eventually unlocked reward is decent too.
Trimp 60 Gives a very useful perk for progressing in a broken planet.
Trapper 70 The perk isn't that useful early, but will eventually become essential for progressing. It is very powerful when combined with Geneticist.
Scientist III 90 Also not very important, but gives QOL upgrades. May help slightly with speedruns.
Frugal 100 300k Really important to do ASAP. One of the most powerful buffs upon completion.
Scientist IV 110 400k Fairly nice.
Mapocalypse 115 600k This can be done at around 500K, but you probably won't be using the reward until 1-2M.
Coordinate 120 800k Gives the most powerful perk in the game. Do ASAP.
Scientist V 130 1M This should be run ASAP. One of the most powerful buffs upon completion; even better than frugal (maybe).
Slow 130 1M Good boost.
Mapology 150 8M Mediocre reward.
Devastation 170 25M It's devastatingly easy. Should be done ASAP since it unlocks a perk that greatly speeds up the early zones.
Experience 600 Incredibly important to speed up Fluffy, upon unlock run partial runs, eventually completing the challenge.
At what suggested Helium should I start using each Helium Challenge?[]
  • In general, you should attempt each Helium Challenge whenever you feel you can reach the required level rather quickly.
Challenge Suggested Helium Note
Balance 1.2K Run as soon as you unlock it or after doing Scientist I. You'll do 0-4 runs of this before pushing to unlock Decay.
Decay 15K Though this is not a helium challenge, it is often used to speed up the early game. It is much greater He/hr than Balance. You will start every run as a decay run unless you're doing another challenge or until you get to electricity. You can use this to easily get <1 hour speed runs up through ToD.
Electricity 100K May or may not be better He/hr than Decay, depends on playstyle and current He. If you usually farm maps a bit on zone 60 after breaking the planet, it's highly recommended to do it on z59 before having a long spawn timer. Boosting BLK doesn't help nearly as much on this challenge, because you are guaranteed to die shortly after you encounter any Fast enemy. Reducing breed time helps more.
Life 1M Apparently about 5x as much helium as Electricity. So might be worth it even if slow. Also, after a few runs you can ignore the living/dead aspect until you are nearing the end of the run. It can be done at around 700K He.
Crushed 3M This is quite a good challenge with 5x helium gain, and way less micromanagement than Life.
Nom 10M At 10M, it is possible that crushed is still better helium per hour, however with a recent buff this challenge is now very good giving up to 1M He/hr.
Toxicity 25M* Similar to Nom it has gotten a recent buff to the reward making this a good challenge.

For a normal tox run the player should get 1500 stacks at z165 before doing VMs, which will account for ~35% of total helium for the run.

Getting any stacks just to get more helium prior to z165 is strictly worse than a normal run in terms of He/hr, but can be considered if letting the challenge run overnight or similar. An OCDTox (see NOTE, below) is when you get 1500 stacks on all zones after a broken planet. Combined with bone portals, and maybe heliumy, this will give a huge boost to total helium, but the player should note that they still have to get online and get Golden Helium.

Watch 80M + Headstart With the introduction of earlier and better Map at Zone there is almost no reason to run this challenge anymore, but it does allow for some speedruns, the c2 version should be considered then.

Some people may actually find Lead easier/faster. Watch is meant to be "hands-off" but you still have to manage housing, so it's really not.

Lead 80M + Headstart You run this if you want to be more involved, and get more helium.

With the introduction of Map at Zone this challenge is almost as trivial as Watch and thus almost strictly better, probably only outdoes tox after getting Headstart, but might be better if the player wants to reach z181+ anyways.

Corrupted 150M With good Heirloom and Challenge² bonuses, you can beat it earlier than at 100M helium, although it might take longer. Bone Portaling after Corrupted can boost your helium amount significantly.
Domination 500M+ Requires quite a bit more of microing than Corrupted and Lead, starts getting really easy at 1B Helium.
Is there a Reason to repeat a Certain Challenge?[]
  • If it is not a helium challenge, or decay, there are usually no reasons to repeat a certain challenge. However, you will want to repeat Challenge²s.
Should I keep my max health below my block for the Crushed challenge?[]
  • No, unless you are trying to get the Thick Skinned feat.
What are Daily Challenges?[]
  • Daily challenges are a randomized challenge that you will receive, and are unlocked once you've reached zone 100. You get a new daily challenge every day, which has a different set of rules and a helium modifier based on these rules. The challenges of the last week are kept.
Should I do a Daily Challenge or a regular Helium Challenge?[]
  • Daily Challenges should not be used for Helium while other challenges are an option. This means start running Daily Challenges once you can do Void Maps at zone 230 or above, in the challenge.
  • Obviously, if the player is far beyond any normal challenge, the player should do all daily challenges.

Bones[]

Basics[]

How do I get bones?[]
  • They are dropped by Skeletimps and Mega Skeletimps, which are only found in zones. If it's around the December holidays, you may also encounter PresImps - they drop gifts that sometimes include bones. You can also buy them with Kreds.
  • Spires in the late game can also give them, depending on if you have completed them for the first time. Spires give 20 bones for every unique completion.
What should I spend bones on?[]
  • You should spend them exclusively on Exotic Imp-orts, until you have the full set. This unlocks another group of Permanent Upgrades, which are quite good.
  • For special runs (deep pushes or difficult challenges), you might want to spend some bones on Sharp Trimps or Golden Maps.
Does buying gold maps also double helium gain from void maps?[]
  • No.
What is the optimal time to use bone portals?[]
  • Your bone portal give you the same amount of helium as the best run you've done (ignoring bonuses from daily challenges, but not other challenges.)
  • Use bone portal if you need an additional perk respec, as it gives you one.
Using Bone Portals[]

Bone portal effectiveness should be measured by the amount of time it would take to gain the amount of helium from the portal using other methods. For example, if a bone portal would give 1 million helium, and it takes 2 days of normally playing to gain 1 million helium, then the bone portal is quite effective. If a bone portal would give 1 million helium, but it only takes 2 hours to gain 1 million helium, then the bone portal is much less effective.

As there are quite a few other uses for bones which takes a while to get, and Bone Portals are weak, especially in Universe 1, it is not normal to use any Bone Portals in Universe 1.

The player should consider using bone portals in a few situations. First of all, if a player has spare bones early on, using bone portals is usually a good idea. As a player portals more and more, each portal takes a shorter amount of time. In general, after finishing a hard helium challenge for the first time is a good time to use a bone portal.

As an aside, it should be noted that bone portals give another perk respec. This can be helpful in certain challenges, or long runs.

Imp-orts[]

What order should I get imp-orts?[]
  1. Whipimp - Gives both food/wood/metal loot and production to all resources, which is why it takes the #1 spot. It's almost strictly better than Magnimp, but they do stack.
  2. Venimp/Magnimp
  3. Chronoimp/Jestimp
  4. Tauntimp
  5. Everything else...(Feyimp, Flutimp, Titimp)
  6. Goblimp

Situational imps:

  • Flutimp: Buy if you're having trouble keeping up with fragments in the late game (three digit zones). At that stage of the game, all of your fragments come from loot. A Flutimp kill is roughly the equivalent of one fragment loot cell on the world map. The world map loot in terms of fragments is usually enough for people to afford maps, but if it's not, buy Flutimp.
  • Feyimp: This imp does not have a huge impact, and is best if you have the Scientist II challenge completed. This imp is like buying a Scientist challenge reward, as it lets you buy tier 2 equipment before zone 6. Otherwise it doesn't do much.
Can you give some Analysis?[]
  • Whipimp provides is a multiplier to both production and food/wood/metal loot. As production is the most important early on, Whipimp is something to get early. Whipimp is almost strictly better than Magnimp. (note: Whipimp does not directly increase loot. However, certain sources of loot, specifically Jestimps, Chronimps, and Caches at the end of maps, give loot measured in terms of seconds of production. This includes Whipimp bonus, and is then affected by other loot multipliers, including perks, though not population. This means that in late game, most of the resources you gain is from those sources.)
  • Tauntimp will give roughly 7-12% more population, which can be thought of as 7-12% more damage/hp/block and 7-12% more production/loot.
  • Venimp gives breeding speed. 10% more breeding speed is 10% less time it takes to breed to full population. If you do not have full uptime on your trimps fighting, this will increase your dps. It should be noted that 10% more uptime is roughly 10% more dps. Once time it takes to breed to full is no longer an issue, Venimps are still useful, because any unneeded breeding speed can by converted into health vie Geneticists.
  • Jestimp gives map loot. If you do not have Chronoimp or Goblimp, Jestimp will give you roughly 30-40% more basic loot and 80-100% more gem loot at level 0 motivation. At level 20 motivation, you'd get roughly 60-80% more basic loot and 160-200% more gem loot. This is probably better than Magnimp unless you are reaching much higher levels.
  • Titimp doubles your damage, which means you can farm roughly 1 level of map higher. That is worth roughly 25% more loot.
  • Chronoimp gives 33% less loot than Jestimp. At 20 motivation, you get roughly 40%-55% more basic loot. However, this is additive to Jestimp. However, Chronoimp's output is consistent, while Jestimp's is highly random. In a long farming session, Jestimp's raw numbers win out, but in a short farming session, where you only run a map a few times, Chronoimp's consistency is more valuable.
  • Flutimp is the only way to get a significant amount of fragments in the late game.
  • In a vacuum, Goblimp gives 90% more gem loot from maps. However, this is additive to the additional gem loot given by Jestimp and Chronoimp. Considering that Jestimp might give you 2000% and Chronoimp give you 1300%, you are simply adding 90% to 3300%. The farther you are in the game, the worse Goblimp is.
  • Feyimp gives you a bit of gems in zones. This will help you get your weapon prestiges without having to go into maps.

Bone Farming:

  • Bone farming is not a good use of time. You will max out on Exotic Imp-orts and Permanent Upgrades far before you finish even half the content in the game, with later upgrades increasing your Bone gains on top of that. but here are some insights nonetheless.
  • f your current zone and map for 45+ minutes, then progress to the next zone.  The following will give game mechanics of why this works.
  • 1 Skeletimp/Megaskeletimp will appear on each zone, but they will not spawn until 45 minutes have passed since the last one died.
  • The whole zone is created when you enter the first square of a new zone, so getting a bone in zone 1, and getting to zone 2 square 1 before 45 minutes passed means no bone in zone 2, no matter how long you let it sit since all of zone 2 was created when you entered it.
  • There is a 5% chance per square in the zone for it to be a Skeletimp/Megaskeletimp, but a maximum of one per zone starting in square 1 and moving onwards, so half the time, they show up within the first 13 squares of a new map, but can be almost anywhere in that zone.  It is an 0.5% probability for one to simply fail every 5% chance.
  • Megaskeletimps (which drop 2 bones) have a 10% chance to spawn instead of Skeletimps, so you end up with 1.1 bones per zone if you go slow enough. There is a Mastery called King of Bones I that increases this to 1.2 bones per zone (you have a 20% chance for the Megaskeletimp) and 35 minutes per zone with King of Bones II.

Permanent upgrades:

Permanent upgrades are unlocked once you acquire all of the imports

Prioritize this order of permanent upgrades

  • 1-2x bone shrine - Useful to save time farming. 2nd level optionally doubles productivity
  • 3-4x imports - More loot, production, population, etc.
  • 1-2x multitasking/void maps else - optional and not really important, but they're cheap
  • 7-8x imports - More whipimps=better bone shrine and more tauntimps which will be extremely useful during z230 onwards
  • 5x bone shrine - Faster gain time
  • 10x Imports - Lower priority due to cost.
  • 10x void maps - Not prioritized earlier because of the low number of void maps per run during early game. Better once you switch to gold voidilium and are able to get many more void maps per run (~z350)
  • 10x Multitasking - Minor boost to health and resources
  • 10x bone shrine - Faster gain time. At this point you probably won't use them often but they're still useful in some c^2 challenges.

Wormholes[]

Should I buy a wormhole?[]
  • You can buy up to 5 for your first push to zone 40. Plus maybe a couple on the next few runs that go to 40, but pretty soon you won't need them to complete Balance.
  • You can buy up to 25 for your first push to zone 50, and another 10 to 20 for your next few runs to 50+. Aim to reduce this to per run when you can.
  • Note that the Helium you spend on wormholes is still multiplied when you end up completing a helium challenge such as Balance. E.g. if you earn 500 Helium during the run, but you spend 20 Helium on wormholes, you'll still get an extra 500 (not 480) at the end of Balance.
Why do wormholes cost helium?[]
  • Wormholes were once the most late game housing structure available. Even though that is no longer the case, the cost of wormholes stayed the same.

Void Maps[]

The Maps[]

When should I do a void map?[]
  • If you are doing a helium challenge, you should do the void map near the end of the helium challenge. Else, you should do it near the end of your run. However, void maps become harder the higher zone you are in. You should not do it too late, lest the void map becomes too hard.
Should I do the void map before the end of the challenge to get more helium, or do it after to get a better heirloom?[]
  • Before. Helium is much more significant than the chance for a better heirloom.
Void maps at zone 59[]
  • While you get 5x the helium for a normal Improbability at the end of zone 59, void maps completed at zone 59 don't get this bonus. The player has to reach zone 60 to get the 5x helium bonus (at which point void maps will be much more difficult!)
What multipliers affect void map helium gain?[]
  • All multipliers, except the one indicated above.
For challenges that only ends when you do a specific map, like electricity, when is the last zone I can do the void map and still get the challenge helium multiplier?[]
  • The zone before the zone where you can get the map, so for Electricity, zone 79 is the last zone, since you can get The Prison on zone 80, which can be beaten at any point once you get the map to complete the challenge.

Heirlooms[]

What can you do with Heirlooms?[]
  • Many Things.
  • You can equip an heirloom by clicking on it, and clicking equip/swap.
  • You can switch the modifiers on a heirloom, place a modifier on an empty heirloom, and upgrade existing modifiers. Doing these things costs Nullifium, which you get by recycling unneeded heirlooms*.
  • To modify modifiers, click on the modifier, then either click on "Select a Mod" with the mod that you want to replace it with, then click Replace, or you can upgrade the mod, either by 1x or 10x.
  • *As of version 5.9.0, heirlooms do not consume Nullifium and you can spend 100% of your Nulliufium on heirlooms
Should I focus on getting more helium or better heirlooms?[]
  • More helium. Heirloom stats are secondary and also suffer from exponential cost scaling after a point (although this is reduced for higher tier heirlooms), so helium should be prioritized more.
Which Heirloom should I use?[]
  • Use your judgement. It mainly depends on what stage of the game you're on.
  • For staff, Miner Efficiency is superb, because that drives your metal income from Jestimp/Chronoimp and metal caches on maps. Fragments/Explorer Efficiency is second most important after metal. Then Food/Dragimp, but it isn't really important.
  • For Shield, Attack is most important. In terms of damage efficiency, Attack is better than Critical Damage, which is better than Critical Chance. Other important affixes are Void Map Chance and Health.
  • Once you get later on in the game, consider equipping a shield with Void map drop chance right before you portal to get more void maps in the early zones of your next portal.
  • With a Magmatic Heirloom, you no longer have to make a choice. The 5 modifiers you want on a shield (pre-4.8) are Attack, Health, Crit Chance, Crit Damage, and Void Map Chance. You may want a second shield with breed speed instead of VMDC to use for spire pushing.
  • For Magmatic Staff (best tier pre-4.8), you want 2 Metal, 2 Fragments, and Farmer Efficiency. Farmer Efficiency can be replaced by Dragimp Efficiency, but Farmer is SLIGHTLY better. Ultimately, Farmer/Dragimp doesn't really matter too much. There is no need to make it a priority to replace.
Production Efficiency or Loot?[]
  • Production efficiency is better late game. For "balance" reasons, the staff multipliers work differently from normal. Production efficiency does not affect normal loot, but it does affect Chronoimps and Jestimps. On the other hand, loot multiplier only affects normal loot and does not affect Chronoimps and Jestimps. Since Chronoimps and Jestimps tend to make up the bulk of loot endgame, production efficiency is better.
When should I add an affix/change and affix?[]
  • Whenever you feel like you'll be using an Heirloom for a few runs, and your Heirloom could stand to have a very good affix added on to it, you should consider adding an affix. Changing one is 3 times more expensive, and is generally not recommended, except for Magmatic (and possibly Ethereal) heirlooms. For Magmatic (and possibly Ethereal) Heirlooms, consider changing affixes if it has 2-4 ones you desire.
When should I upgrade an affix?[]
  • Each heirloom has its own pool of Nullifium (starts at 100% of total). This is what is spent to upgrade and change affixes. The only thing that spends Nullifium now is getting new carry slots. As of version 5.9.0, Nullifium is not spent on carry slots; thus, there are no remaining ways to decrease one's nullifium.
Plague Heirlooms[]
  • After Zone 500, the player can get Plague Heirlooms. These Heirlooms cannot have their affixes changed. However, they will have at least 1 empty slots that can be added onto.
  • These Heirlooms are extremely powerful. In particular, the void map drop chance for shields have their caps significantly raised, and staffs have a new modifier: Fluffy Exp. Shields also have an additional new modifier: Plaguebringer. It is decently powerful.
  • The player should get plague heirlooms quickly. Specifically, they should switch to a plague shield as soon as they can get one with Void Map Drop Chance, Trimp Attacks, and one other good mod. They should switch to a plague staff as soon as they get Fluffy Exp and one decent other modifier.
  • The optimal Shield has Void map Drop Chance, Trimp Attacks, Critical Damage, Critical Chance, and Plaguebringer, in that order. However, Critical Chance becomes better than Critical Damage at higher values when you can get into mega-crits (require more than 100% total crit chance).
  • The optimal Staff has Fluffy Exp, Miner Efficiency, Explorer Efficiency, Fragment Drop Rate, Metal Drop Rate, in that order. Explorer Efficiency and Fragment Drop Rates are roughly equal.

Golden Upgrades and Achievements[]

  • You get your first golden upgrades after reaching 15% achievement damage. You start off by getting a golden upgrade every 50 zones. As you get more achievements, you get golden upgrades more frequently.
  • For a Helium Run/Challenge, you generally want golden Helium.
  • If the player just got into Magma, and is doing VMs in Magma, the player want the first few level of Golden Upgrades to be Golden Void Maps, assuming the player gets the upgrade fast enough [12].
  • Golden Upgrades have to be re-upgraded every portal.
  • You get a golden upgrade every certain number of zones. You get them quicker if you have more achievement percentages, up to 2000%. Beyond that, you start with an additional golden upgrade for every 500%.
  • Auto-Golden Upgrade will allow you to automatically get the selected golden upgrade. It is available after manually obtaining a certain # of golden upgrades across all runs, specifically 77 of them (nerfed in 5.4.0).
  • At around z350 (~z350), you want to start getting 8 Golden Void upgrades on helium based runs to hit the max void map increase of 72% (as of patch 4.10), and then switch to Golden Helium (Voidlium).

Basic Walkthrough[]

This is not an in-depth guide to early game, but rather a concise checklist of things to remember. For a step to step guide, consult your brain, or if that is not possible, check out Guide:From Zone 1.

First Run[]

  1. Create and run a map at zone 8 to unlock Mansions.
  2. At zone 11, you will receive "The Block" map. This gives the Shieldblock and Trapstorm upgrade. (Trapstorm allows you to build traps automatically. You can then use the traps to accelerate breeding speed.)
  3. Create and run a map at zone 14 to unlock Hotels.
  4. At zone 15, you can receive "The Wall" map from running maps. Run it to get the Bounty upgrade.
  5. Create and run a map at zone 18 to unlock UberHuts (Hut upgrade).
  6. After completing zone 20, you will receive the Dimension of Anger map. Run it to get the Portal and 45 helium.
  7. Create and run a map at zone 25 for Resorts (optional if not activating portal at zone 23).
  8. Activate the Portal when your run starts to really slow down, try hitting at least zone 23 to have a solid amount of helium for your next run.

First Portal Activations[]

Allocate your Perks and activate the Portal. Do a Challenge if you think you can manage it. (Note that you can abandon a challenge any time using the "Abandon Challenge" button in the Perks tab.)

For your first Portal activations, you should do the challenges in the following order as soon as you unlock them:

  1. The "Discipline" challenge to gain the Range perk.
  2. The "Metal" challenge to gain the Artisanistry perk.
  3. The "Size" challenge to gain the Carpentry perk.

Once the Size challenge is completed, the player should put the majority of their Helium into the Carpentry Perk.

Reaching Zone 40[]

Once you reach zone 40, you should do the Scientist I challenge. After this, you will need to decide whether to farm the Balance challenge for Helium, or not. Skip it, if you feel you can reach zone 50 in about 2 days. Else, farm the Balance challenge until you have enough helium to reach zone 50 (~2 days). Note that it is discouraged to get Wormholes while farming the Balance challenge. Once you've run balance about 4 times, push to z55 and do Decay runs* until you acquire ~10k Helium and make your way to z60.

*Decay is the only challenge unlocked in grey (pre z60) that you will not be able to complete until a later stage in the game. Do partial runs and portal once your He/hr starts to decline. You don't have to prioritize beating decay as the reward is mediocre and it's not a helium challenge.

Once you can reach zone 37, you should start to buy some Wormholes. These can be a bit intimidating due to the fact they cost Helium. The main idea is that the return on investment in Wormholes needs to come back to you, so it is unwise to buy them without a plan.

• If you're pushing to zone 40 to unlock the Balance challenge, it can be worth it to buy around 5 Wormholes. • You can keep buying them when doing Balance until you feel like you don't need them anymore, so you don't spend the helium.

• You can up the amount to around 10 Wormholes if you're breaching zone 50-55, once again lowering the amount/not buying at all once you think you're fine without them.

• If you want to unlock Decay early, it can be worth to buy 20-25 Wormholes for a push to 55 (and completion of level 50 Void Map for a special reward). Of course you should still get a few Balance runs under your belt before even attempting this.

At zone 50 with Collectors and Gymystic, you should be able to push up to zone 60. At zone 60, activate the portal again.

Note that, if you have enough helium, you can use the Decay challenge to speed you up to zone 55 quicker than balance. You will not gain the helium boost though so you can choose for speed or for helium.

Planet Breaking and Onwards[]

Breaking the planet[]

Completing zone 59 will break the planet. The planet will revert to its normal state after activating the portal.

Saving up resources before hand[]

  • As equipment prices drastically lowers after you break the planet, a player might think it is a good idea to stop buying equipment a few levels before breaking the planet. However, it should be noted that resource production increases exponentially as you progress in zones, and as such, saving up too much resources does not have much value.
  • One can simply choose not to bother with saving up resources because of the above reason. If one does choose to bother, saving up resources before z58 is not a good idea.

Warpstations and Gigastations[]

  • On your first few runs breaking the planet, you should get 1+1 or 2+2 (see Gigastation page for explanation of notation) warpstations before getting a gigastation, with a cap at 10 warpstations. You can remove this cap once your runs pass z85
  • Ultimately, you should plan ahead, and spend all your gigastations before you portal.
  • 3+3 is a good starting point for Crushed.
  • 4+4 is a good starting point for Nom.
  • Autostructure unlocks before Toxicity, at which point painstakingly microing your warpstations is no longer a thing. Setting 'at W' to 30 and setting a limit on your gigas so they don't consume all of your metal is a good starting point, you can raise the cap, and the minimum warps per giga, as you progress.
  • Ultimately, the player should adjust depending on their current situation. If it is too hard to continue adding 3 or 4 each time, perhaps the player should simply maintain the same number of warpstations per gigastation.
  • After you reach Magma, you have a new source of housing, and gigas become increasingly irrelevant, so make sure you have sane caps on autostructure to prevent wasting resouces.

Advanced Map Settings and Features[]

The player begins to unlock advanced Map settings and features starting from zone 60, and ending even after zone 225. Two very important features are "Special Modifiers" and "Extra Zones". Both of these features will make the map cost additional fragments to make.

AdvancedMapMaking

The Special Modifiers are unlocked between Zone 60 and Zone 185. You can mouse over the "Special Modifier" text to see information on all the special modifiers. The best special modifier for farming is the Large Metal Cache, which gives 20 seconds of metal production whenever you finish a map. Obviously, small metal cache can be used before large metal cache is unlocked, and large cache can be used before that. If you use a cache, you definitely want the smallest map size, as you get a cache whenever you complete a map. Finally, Prestigious can be used to get equipment prestige fast.

The second important option, "Extra Zones", allows the player to farm maps above their current zone, unlocked at zone 210. Just like Special Modifiers, this costs extra fragments. This option allows the player to get equipment prestige higher level than current zone. This is especially helpful before Spires and Magma, and before doing void maps. Furthermore, this can be used to get higher level equipment when in a poison zone (unlocked much later), when it is much easier to complete maps.

Each Extra Zone will also give a 10% extra looting bonus (multiplicative). However, often Extra Zones are only used for getting equipment prestige. As such, the player can save fragments by not using Caches and turning the looting slider down. The player can also change Biome to Random. If the player has enough fragments, the player might want to use the special modifier prestigious.

As the player progresses, they will eventually get enough income to always want Large Metal Caches, and possibly some extra Zones for extra loot. If so, the player can save up to 5 configurations by clicking the save button right above the "Level" selection. The saved configuration will automatically be loaded when the player next go to the map screen.

MapsConfigurationScreen

Access this by clicking the gear on the right of the map button.

In addition to these extra features, there are extra map configurations. The screen can be accessed by clicking the gear on the right of the map button.

In general, "Equip First", "Finish All Voids", "Repeat On", and "Exit to World" should always be the selected setting.

The "Repeat Forever" option can be toggled between multiple useful options. The player can use "Repeat Any" to repeat maps until they have both 200% bonus damage and all items. The player can also choose to have only go for one or the other.

The "Map at Spire" option can be changed to send the player to the map screen either at the highest reached spire, the top two spires, all spires, or not at all. The player should use it to pause at spires they want to complete. Usually, it should be set to "Map at Top Spire", or "Keep Fighting at Spire".

Map at Zone[]

The final option is "Map at Zone", unlocked by doing a void map at Zone 150 or above. It allows you to stop before magma, or at poison zones so you can do void maps. As of version 5.3, it has been updated to allow you to do maps automatically, at up to 6 zones. This is an unbelievable quality of life upgrade, as long as the player uses it correctly.

The first thing to do to use map at zone is to set up the 3 presets.

Preset 1
  • +0 zones
  • Prestigious
  • Max all 3 sliders
  • Perfect Slider (optional)
Preset 2
  • +5 zones
  • Prestigious
  • Max Size and Difficulty slider(as in, they should be the lowest possible)
Preset 3
  • +10 zones
  • No special modifiers
  • Minimum sliders

Now, you want to set up 5 Map at zone rows. Make sure to check "Run Map?" for each of them. All of them should be set to have "Repeat Map On". For "Set Repeat Until", each of them should be set to "Repeat for items", except for the last one. The last one should be set at the zone which you plan to run void maps, and should be set to "Repeat Forever". All of them should be set to "Exit to World".

Finally, it is possible to use this option to climb Bionic Wonderland. This should only be done when trying to beat Spires, or in special circumstances. Set the first option to "Run Bionic", and set Repeat Until to "Climb BW".

Geneticists and Anticipation[]

Buying more geneticists doesn't increase health without them breeding for the whole timer. Check your health breakdown to see if geneticists are working properly. For example, if your breed timer is 100 seconds, and you send them out after 40 seconds, you get no health bonus.

Anticipation is based on how long you have been breeding since you've sent out your last army.

Daily Challenges[]

  • Once you've gotten close to Magma, you should do the daily challenges. You can access and select a week's worth of daily challenges in the portal menu. To select one, click daily in the portal menu, and click a green button corresponding to one of the days. You can end a daily challenge any time by clicking "end daily".
  • Daily challenges should not take more than a day, as a new challenge will appear after a day. (Hence, daily challenges)
  • Void maps should be done a few levels before the end of the daily challenge.
  • You should almost always do a daily challenge if there is one available that doesn't have terrible penalties. (Edit: With the addition of the Life challenge, this is no longer entirely true. Life gives a substantial helium bonus and is often much better than the available daily challenges around zone 100. In general, with the rebalancing of Helium challenges, daily challenges are probably not worthwhile until near zone 230. With daily challenges affecting heirloom recycle value, nature token and dark essence gains based on helium modifier, you could do some daily challenges before zone 230, but don't rely a lot on them until later. Most stuff described in the challenge reward doesn't have much of an effect until later on.)

Challenge²[]

  • Challenge²s give a permanent bonus to stats and helium gain. They were named thus to make it hard to edit the wiki. I'm not actually sure how to make the ²; I just copied it from another page. I also assumed that the plural of challenge² is challenge²s.
What is the plural/pronunciation of challenge²?[]
  • An ad hoc committee has discussed this at length. It was split between challenge²s, c²s, and challenges² for the pluralization. For the pronunciation, we couldn't decide between challenges squared, challenge squareds, squared challenges, c-two-(s), challenge cubed, among others. For fairness's sake, I shall be using all of them equally as I write this guide.
When should I do challenge²s?[]
  • About when you do achievements. Challenge²s are arguably about as important, or more important, compared to achievements.
  • It is recommended that the first time to do them is before an OCDTox run if one is planning on being done. Doing them right before Nom is also a good spot.
How long should I spend on each challenge²?[]
  • About the same amount of time as on a normal run.
In which order should I do them in?[]
  • It doesn't matter. Probably the easiest, or the one you think will give you the most bonus, first.
When should I seek to improve my score/zone/bonus for challenge²?[]
  • Very rarely. Maybe once every hundred runs?

Geneticistassist[]

GeneticistassistScreen

The Genetcistassist Setting Screen. Click on the Blue "Geneticistassist" Button under workers to switch between the three adjustable time settings, which have been set to 3, 13, and 45 in this Figure. "No GA Firing" and Wait for Gene Send" are bad choices for late game but I can't upload a new image here.

The player unlocks Geneticistassist at zone 170 in Bionic Wonderland IV. Once unlocked, it will persist between portals, automatically revealing itself when you unlock geneticists each run. Geneticistassist will attempt to keep breed timer at the selected time setting by hiring/firing geneticists. You can set 3 different time settings in the settings menu, and toggle between the 3 (or toggle it off) by clicking the Geneticistassist button in the workers section. You can control click the button to quickly bring up the Geneticistassist Settings screen.

The Geneticistassist Settings has 2 additional important settings. "Geneticistassist Firing" and "No Gene Send" are the reccomdended initial settings. "Geneticistassist Firing" ensures that your Genes can go up as you get more pop/nurseries, and back down when you get more coords. For most of your run, not losing time to long breed timers is more important than maintaining your Gene count for health, and when your health is critical, you are not getting a lot of additional housing to mess up your Gene counts.

To start with, use "No Gene Send." When you unlock the DG, you will find your population growing faster than it can breed to keep up, and then "Using Gene Send" is helpful to maintain speed. You are unlikely to ever want to use "Enforce Gene Send" and "Wait for Gene Send options," don't worry about them.

Mastery[]

Mastery unlocks at zone 181, after getting the notification of Corruption spreading within the world. You can only get Dark Essence from Scryer formation above Zone 180, and then can use it to buy Masteries.

Which Mastery should I get?[]
  • In general the player should prioritize masteries like this, helium > attack > other resources > quality of life.
  • Hyperspeed I is a very important upgrade. Decreasing time between fights not only mean that it takes a shorter time to get to higher levels, but also that you farm resources faster at higher levels. Hyperspeed I is usually better than Blacksmithery I unless you are super inactive.
  • Blacksmithery II is better than Hyperspeed II usually. Unlike the case with Hyperspeed I, Hyperspeed II does not improve late game farming. While Hyperspeed II will still save more time if you play optimally, Blacksmithery II allow you to AFK for 25% more of your zones.
  • Still Rowing I is probably the most important Tier 7 mastery.
  • Headstart I can be considered the most useful Tier 2 mastery. (Foremany is now a Bionic Wonderland unlock)
  • Void Specialization is the most important tier 8 Mastery.
Tier 1 Masteries[]
  • Tier 1 Masteries are mostly quality of life improvements. The exception is Turkimp Tamer I, which is only useful if the player is active enough to use turkimps effectively (in other words, the player must not simply idle on science). Otherwise, Bounty Hunter is most likely the most important, followed by Portal Generator, Bionic Magnet, and finally Home Detector. The order isn't too important.
  1. Bounty Hunter
  2. Portal Generator
  3. Bionic Magnet
  4. Explorer Aura I
  5. Turkimp Tamer I
  6. Home Detector
Tier 2 Masteries[]
  • For Tier 2 Masteries, Headstart I is the most important mastery giving more helium. It's followed by Herbalism giving more attack. Scryhard gives more DE and attack, but only while fighting corrupted cells which means it isn't that good yet. Heirnuum I gives you stronger Heirlooms, which is nice to have and is comparable to Void Power I and Metallic Coat. Metallic Coat is probably almost useless when you first start getting T2 masteries, but gets useful later on.
  1. Headstart I
  2. Herbalist
  3. Scryhard I
  4. Heirnuum I
  5. Void Power I
  6. Metallic Coat
Tier 3 Masteries[]
  • For Tier 3 Masteries, Headstart II is the most important. If you are regularly running Daily Challenges or close to reaching zone 230+ (which is when you should really start doing dailies), then Legs for Days is next since you can deal more damage. Otherwise, it is followed by Map Reducer, giving quicker farming, or Void Power II. Remember that Void Power II requires Void Power 1, which might affect the priority for T2 masteries. Dead last is King of Bones and Safe Mapping with neither being very helpful.
  1. Headstart II
  2. Legs for Days
  3. Map Reducer I
  4. Void Power II
  5. Safe Mapping
  6. King of Bones I
Tier 4 Masteries[]
  • For Tier 4 Masteries, there could be debates. Hyperspeed I is the most useful greatly speeding up your runs. This is followed by Randimp (1 more Tauntimp every 2.5 zone) and Map Battery (1.66x more damage). Blacksmithery I also speeds up the run, but less than one might think. With a proper Map at Zone setup, the player shouldn't prioritize Blacksmithery I. Comparable to BS1 is Turkimp Tamer, giving a 33% increase to metal farming. Headstart, even though giving more helium, is the last mastery as the helium gain isn't very good, with both the earlier corruption and the 2 extra cells later on giving neglectable amounts of helium.
  1. Hyperspeed I
  2. Randimp
  3. Map Battery
  4. Blacksmithery I
  5. Turkimp Tamer II
  6. Headstart III
Tier 5 Masteries[]
  • For Tier 5 masteries, Expert Gen and Magma Flow are the best ones. Expert Gen greatly helps the player getting Mi and thus making the Dimsum better. Magma Flow also helps with the end of the runs giving more Magmite. These masteries are followed by Blacksmithery II and Hyperspeed II both increasing early game, but the player should remember that Hyperspeed II gets worse as the player liquifies more and more percentages of their run. Explorer Aura II gives a slight increase to fragments letting the player create more fragment heavy maps.
  1. Expert Gen
  2. Magma Flow
  3. Hyperspeed II
  4. Blacksmithery II
  5. Explorer Aura II
  6. King of Bones II
Tier 6 Masteries[]
  • For Tier 6 masteries, Scryhard II is the best mastery giving more Helium. Furthermore Void Power III is quite powerful, granting all Void Maps a Faster Attack modifier, and 30% increased damage for you in them. This is followed by Liquification I and Blacksmithery III, both speeding up runs. Heirnuum II shouldn't be a priority unless the player haven't maxed their VMDC on their shield. At a last is Map at Zonier giving a second Map at Zone preset. This is a straight QoL, but the player can consider respeccing for it when doing c²s.
  1. Scryhard II (If you have good poison/can complete Void Maps relatively fast)
  2. Void Power III (might be #1 If you can't)
  3. Liquification I
  4. Blacksmithery III
  5. Heirnuum II
  6. Map at Zonier
Tier 7 Masteries[]
  • For Tier 7 Masteries, Still Rowing I is definitely the most useful granting more helium. This is followed by Magmamancermancy and Patience. Patience is a flat (for most challenges) 50% more damage. Magmamancermancy is more powerful but will take a long time (2 hours) to get to max power. It is good for raiding, especially BW's. This is followed by Map Reducer II and Natural Diplomacy I. Natural Diplomacy I is only really useful because it is required for Natural Diplomacy II.
  1. Still Rowing I
  2. Magmamancermancy
  3. Patience
  4. Map Reducer II
  5. Natural Diplomacy (only if you need to trade tokens)
  6. Kerfluffle
Tier 8 Masteries[]
  • For Tier 8 Masteries, Void Specialization is the most useful, since it can give at least twice your helium gain from Void Maps. Strength in Health and Still Rowing II are probably second in importance, both granting a multiplier to your attacks. The exact priority will depend on how many Spire floors you're clearing and what zone your runs stop at, with the breaking point at zone 450 for Strength in Health to be better. Natural Diplomacy II is great, but it requires the previous Natural Diplomacy, so Amalgagreater may be the better choice (and the more Amalgamators you're getting the better it is). Finally, Liquidification II is also great, but probably is the least helpful. A trick you can do is to get the Liquidification II to get the Born Imploded achievement (Complete imploding star in 5 mins), and then respec to get Void Specialization.
  1. Void Specialization I
  2. Strength in Health I
  3. Still Rowing II
  4. Amalgagreater
  5. Natural Diplomacy II
  6. Liquidification II
Tier 9 Masteries[]
  • For Tier 9 Masteries, Void Specialization II is the most useful, since it (like Void Spec I) massively increases your helium gain from Void Maps, in addition to making you spend less time clearing them.
  • The rest of the masteries are very playstyle dependent, and at this point in the game spending bones to respec for specific runs is a good and viable strategy, as such the order suggested here is by no means the definitive optimal way.
  • Fluffinity is great for getting the level 9 ability from Fluffy when you are ready to clear Spire IV.
  • Fluffocus isn't very good to begin with, but quickly becomes awesome as you progress in the 500s.
  • Charged Crit really starts to shine when the player gets a plagued shield with a good crit chance multiplier, which should be a fair bit after getting the first few T9 masteries.
  • Excessive is a priority for people who prefer lots of runs (fillers) while Bionic Magnet and Fluffinity should be a priority for people who plan on doing longer runs (a daily a day) and lots of raiding.
  1. Void Specialization II
  2. Fluffinity
  3. Flufffocus
  4. Bionic Magnet II (respecing in and out of it is a very viable option.)
  5. Charged Crit
  6. Excessive
Tier 10 Masteries[]
  • The first mastery to get of this tier should be obvious. Doubling your Helium gain (and your damage and health) is usually a good thing. Your next two masteries should be the ones of the rest that gives extra helium. You should get Strength in Health II first, as it gives you roughly 30% gain of helium in both zones and void maps (since void maps are based on zones). If you can stack more than 3 maps (fluffy E6L10), definitely get Master of the Void.
  • To be more specific, Strength in Health will give about 30% more helium between zone 511 and 540 , and increases as one increases in zones. On the other hand, with 66 void maps, and allowing a stack of 3 maps, Master of the Void give roughly 25% more helium to void maps. However, Master of the Void will make the void map farming significantly faster, and can save up to 10 minutes or more on your Geico Insurance. [13]
  • The 4th mastery is a choice between Liquidification III, and Still Magmamancing. Assuming you clear 5 spires, or 50 spire rows, Still Magmamancing will give you 50 extra minutes of magmamancer bonus at the beginning of every zone, translating to roughly 5x attack and metal gain. However, Liquid makes you go a lot faster. This choice depends on how long your runs are. If you do a lot of very quick runs every day, Liquification III is better. However, if you want to get a lot out of your dailies, Still Magmamancing is better. In general, the latter is the safer choice, as the player usually spends most of his time in the latter part of the run, where attack matters.
  • The final mastery, Angelic, is a solid Quality of Life Mastery (albeit still pretty bad). It allows the player to ignore the most annoying mods of challenges and dailies: anything that removes a percentage of life every attack. If the player only runs dailies this mastery can be picked before Liquification III.
  1. Mesmer
  2. Strength in Health II
  3. Master of the Void
  4. Still Magmamancing
  5. Liquification III
  6. Angelic

Spire[]

Completing rows 1,3,5,8 & 10 of the spire will unlock a series of very powerful (though not necessarily immediately powerful) perks with additive cost scaling. Each cell of the spire is exponentially harder (*1.17^C atk, *1.14^C hp) than the last cell, cumulating in cell 100 having over 6 MILLION times as much attack (and slightly under 500,000x as much hp) as cell 1.

It is highly recommended to try and get the first 3 Spire Perks before trying to clear it.

It takes about 250M Helium to complete the spire if you try hard. It is much easier to complete it at 500M Helium.

  • Shinis's How to Attempt the Spire is an excellent guide on attempting and completing the spire.
  • Here are the values of enemy stats in the spire. This will help you judge whether or not you have enough stats to beat certain rows of the spire.
  • Due to the release of Toxad and bone shrine, farming has improved greatly for spire, which can allow one to complete it without too much difficulty around 300m or even earlier.

Liquification[]

For each unique spire you complete, you will liquify +5% of the highest zone you have ever reached at the start of each portal. For example, if you have completed 3 different spires, you will liquify 15% of your HZE each portal.[]

Liquification means you essentially only have to do one attack to go through a zone, turning the zone into a stronger Liquimp that contains everything the zone has. Completing the zone is essentially overkilling 99 cells at once. This saves a decent amount of time for early zones, and has (virtually) no downsides. However, this can still be turned off in the settings menu if needed (like for certain feats). A liquified zone is turned yellow.

There is a series of Masteries which grant additional % HZE liquification (5% for Liquification I and II, 10% for Liq III)

Spire TD (Build A Spire)[]

The Player's Spire is unlocked upon the first completion of the Spire, and can grant some fairly decent world bonuses to your trimps.

General Layout Tips:

You want enemies to always be under the effect of frost traps as much as possible. Put poison traps early on to stack toxicity, then put condensor towers (interlaced with lightning in checkerboard pattern) to multiply it by absurd amounts. Use fire traps & strength towers later on for additional damage When you get lightning trap, put it in front of towers and frost traps.

Keep 1 spire core for fire builds (runestone>fire>lightning>strength) and 1 for Poison builds (condensor>runestone>poison/lightning), upgrading BOTH as you get more spirestones. (As of 5.9.0, Spirestones are not consumed on upgrade, making this trivial.)

The most powerful trap to use (out of Poison and Fire) is usually whichever one is at a higher upgrade level (exceptions later in the game).

Here is a Player Spire calculator:

http://spiredb.tdb.fi

Magma[]

Dimensional Generator[]

The Dimensional Generator (dimsum) is unlocked at the beginning of zone 230. Once you have enough fuel, it will begin to generate max housing every tick. The amount of housing generated is proportional to the square root of your current fuel amount (up to capacity), and does not depend on zone level.

The tick starts at 60 seconds, and will decrease as the player reaches high zones. Each tick will consume a set amount of fuel (a base of 0.5). The dimensional generator will only start a tick after the player has at least this much fuel.

Each zone after 229 will have a set number of Magma cells (16 base). These cells are red on the map. The dimensional generator has two settings, "gain fuel", or "gain Mi". The former will allow the player to gain fuel after defeating a magma cell, and the latter will allow the player to gain 1 Magmite (Mi) instead. Any fuel gained past the dimensional generator's capacity is lost.

Mi can be used to upgrade the dimensional generator. Stored Mi will decay after portalling, and a set percentage (base 30%) will be lost.

Why is it called Dimsum?[]
  • Because the acronym of DG annoyed me. (You won't see this abbreviation anywhere but this guide, everyone else will just say DG)
  • Because the dimensional generator generates a large amount of max population; a large number of Dimsum restaurants will also do so [14].
  • Because generators [15] and sum are related. If you have a generator for a group, the sum of two elements in the generator will be in the group. Also, you can get any member of that group by repeatedly taking sums and products of members of the generator.

Strategies[]

Keep your fuel near capacity. The first few ticks of the generator are much more important than the later ticks. In fact, after your population has gotten high enough, the player should switch to Mi farming, as additional population from the dimsum is not as important.

Before the player gets Storage, the player should get to max fuel, then wait in maps for a few ticks, before repeating. After getting Storage, the player should fill up storage, then either turn on the "Hybrid Mode", or wait in a map for the dimsum to generate population.

Tauntimp Synergy[]

Once the player's HZE is high enough, the player should fill up storage, then wait in a map until the the fuel past capacity is almost gone, then continue to fill up storage. After repeating this to build up a high base population from the dimsum, the player should turn off getting fuel. As the player continues, the high base population will grow with tauntimps exponentially.

Upgrades[]

In general, you want to maintain a rough ratio of 6:2:1 for the amount of upgrades for Efficiency, Capacity, and Supply.

Optimal Zone for Fuel[]

The optimal zone to fuel is generally around the zone your supply caps out. If you are fueling for 10 zones, you should fuel for 5 before, and 5 after, your maximum supply. Once you get Supervision, you can set these fueling zones automatically, starting on MI, switching to fuel, and then back to MI.

Your fueling needs will vary as you get more Helium and progress more zones. When you are just starting magma, 1-2 fueling zones is a good idea to focus on getting MI. Mid-late 200's, you might fuel for 5-10 zones. 20 is a reasonable maximum fueling for 'regular' runs, as by that point your tauntimps will take over and give you more housing. If you are doing a particularly difficult run (Spire, DE push, etc) you should fuel all the way for maximum stats.

https://quiaaaa.github.io/GatorCalc/ There is a calculator for optimal fueling, however it is not fully functional until you get your first amalgamator. Before then, you must input your own number of fueling zones, and click 'Optimize.' Once you have amalgamators, you can click 'Minimize' and it will suggest the minimum required fuel zones to get the most amalgamators possible. In both cases, the Fuel Start and Fuel End Zone input boxes will change after you Optimize/Minimize, and you should put those values into the game in Supervision.

Nursery Control Post Magma[]

After Magma, you lose 10% of your current nurseries each zone. The price of nurseries does not get cheaper. As such, the player should not max out on nurseries. Instead, the player should only get enough nurseries to beat the spire before zone 200. After zone 230, nurseries should be used in the last few levels before portalling.

AutoStructuresScreen2

Once you get it, use AutoStructure to control nursery. Set an upper limit to how many nurseries you want, and set "Don't Buy Nurseries until Z" to a zone that is close to your max, since they will no longer be as useful as they were once before.

Nature[]

Nature isn't too helpful when you first get it. However, that doesn't mean you can't improve it as you play. First, buy 1 transfer on ice and wind - stack transfer calc rounding means you will always retain a minimum of 1 stack on each enemy while in the empowerment. Next, spend tokens on empowerment to get things to 50 and unlock the respective enlightenments, which are helpful for dailies.

These enlightenment should usually only be used when they are free. Wind enlightenment isn't as helpful without transfer rate. Thus, bring wind to 25 Empowerment first. Afterwards, upgrade transfer rate for all of these until they are maxed. Then continue to upgrade Empowerment.

Not all Nature are created equal. In the late game, Wind Enlightenment is the most powerful. Ice is the weakest. Bring Ice Empowerment to 200, and then start converting tokens to Wind. Poison remains useful for endgame, so continue to level it along with Wind, but don't transfer any tokens to Poison.

There is a more accurate chart on the Nature page.

Spire II and Onward[]

Completing rows of these spires improve your helium gain for the rest of the run. It's not advised to spend too much time on trying though. As you get more helium, you'll eventually complete these. Completing spires the first time will allow you to liquify an extra 5% of zones. Furthermore, each Spire completed (for the first time) will permanently multiply your Dark Essence gain by 4.

Completing spires will also allow you to get more and more healthy enemies. Healthy enemies are good for extra helium and for extra damage after you get "Strength in Health". As such, completing spires is important even after the first time.

Recommended Helium for Spire Completion[]

Spire Tier

Helium (standard notation)

Helium (Scientific notation)

Spire II 30 B 3e10
Spire III 3 T 3e12
Spire IV 50 Qa 5e16
Spire V 100 Qi 1e20
Spire VI 10 Sp 1e25
Spire VII ?? ??

Fluffy[]

When you complete Spire II, you unlock the Capable perk, which allows you to upgrade a persistent unique Trimp called Fluffy. Fluffy gains exp from completing zones above 300. Gaining exp will level Fluffy up and also grant a bonus damage multiplier based on the amount of exp.

Fluffy can only gain exp and level up based on the level of the Capable perk. Completing Spires III, IV and V will unlock Curious, Cunning and Classy, perks that each greatly improve Fluffy's experience gain.

Each level of Fluffy will grant a unique passive ability which greatly helps with game progression. Level 2 and Level 7 are notable for granting +25% more helium each.

Once Fluffy has reached level 10, he can evolve. Evolving resets Fluffy's level and damage bonus, quintiples the amount of exp needed to level up, but quintiples his damage bonus and lowers the level requirement of all abilities by 1, meaning that he will start with some abilities unlocked at level 0. Evolution 1 will permanently unlock the first ability, Evolution 2 will permanently unlock the first 2 abilities and so forth, each time while adding in a new level 10 ability. By Evolution 10, all of the original Evolution 0 abilities will be passive unlocks, with a new set of abilities from evolutions 1-10 in their place.

Spire III[]

Due to the Ice affinity of Spire III, it may be easier to complete it at lower helium and lower attack with a decent Ice Empowerment/Transfer rate. This will give you more time spent accumulating stacks and reducing enemy attack to low amounts, as opposed to rushing through and reaching the Echo of Druopitee with too few ice stacks and getting oneshot. Refraining from purchasing too many Weapon Prestiges/upgrades beforehand or attempting it during a daily with an attack debuff will further increase the stacks gained (though at the cost of making the ordeal take increasingly longer). Even if it takes a few hours and is only done once, this will give large benefits from the extra 5% Zone Liquification, 4x Dark Essence multiplier and spire core. The alternative may have you waiting until ~100T Helium to attempt the spire naturally.

Spire IV[]

Completing Spire IV grants you the Curious perk, which can greatly improve your Fluffy exp gain.

PREP

  • (required) Fluffy Lvl 8 and one T9 mastery (if you don't have this, it's up to luck whether or not you'll be able to finish)
  • (required) Preset: Use Perky 'Other c2' for the full run, no need to respec mid run.
  • (recommended) 40Qa He or more. I did it in just over 4 hours with 62Qa but was very active. Becomes faster/easier with more helium, so farming more helium to expedite the push is perfectly valid.
  • (recommended) A staff with Fragment Drop and Explorer Efficiency over 1000% (to help with prestige raiding +10 maps)
  • (recommended) Poison at 50/80 or close to it (makes raiding faster).  
  • (recommended, major timesave) Use poisonlight (Poison Enlightenment)
  • (optional, moderate timesave for raiding and farming) Use Lead2/toxad challenge2 for more damage and resources during the longest part, which is z495 farming. Toxad doesn't give more damage overall (being a net 33% increase in enemy toughness compared to normal) but grants an additional boost to resources gain to make it up.
  • (optional, moderate time save for the whole run) Sharp Trimps (25 bones)
  • (optional, minor time save on the push to 495) Quick Trimps (20 bones)

THE RUN

  • Change AutoGold to 'AutoGold Battle'
  • Set AutoStructure 'Nurseries' on 500
  • (optional) After passing liquification, respec to Bionic Magnet II, swapping Liquification I to Heirnuum II and Void Specialization I to Still Rowing II
  • At z495c100:
    •   Do BW 485 and 500
    •   Raid 501 and 502 maps for items (as cheap as possible)
    •   Do the first 2 rows of BW 515 for the SpeedExplorer
    •   Raid 503 and 505 maps for items (as cheap as possible) - farm a LMC 494 if you can't afford them yet
    •   Raid BW 515 for all items
  • Stop z499c100 and Respec into Fluffinity
  • At z500c1 drop Lead2, farm in maps while building all your nurseries.
  • Exit to and from maps to make sure the group you send has updated geneticists
  • Do the entire spire in D formation (you won't even come close to dying, though row 10 can take minutes per cell)
  • Do Voids at z501 (ice) - it's faster than z506 (poison) and you won't get much helium anyway because no gold heliums.  If you're not rushing for a time achievement, you can also do voids at z500.
  • Respec back into Void Specialization before Portal

With all optional speedups, it is possible to complete Spire IV in under 5 hours for the speedruns, with around 50-60Qa He.


NOTE!!!

Around the time you unlock Tier 10 Masteries, have Level 100 Ice, and can fairly easily take out Spire IV, (~HZE 550+, Fluffy E3 L10 for +2 Overkill is a perfect time) this is the time to sweep through those pesky Speed: Spire achievements. Respec into Liquification I, II, III, Excessive, and activate the Ice enlightenment for maximum liquification and overkill. You should easily be able to take out every achievement for Spire I, II, and III, while snagging Temporal Tempest (1 hour) at the very least and Stratus Screamer (30 mins) if you have more damage from Sharp Trimps, maxing out c2's, and respeccing into Mesmer when your liquification is done and the bonus from Hyperspeed wears off. Even if you can't hit the 30 minute threshold, the other achievements will give a worthwhile damage bonus and potentially another Golden Upgrade to boost future runs.

Spire V[]

After Spire V[]

AKA: The part where you farm Experience for 3 weeks. Have fun.

You should have or get the second T10 mastery, Strength in Health II, after completing Spire V for the first time.

The goal is now to get to Fluffy E6L9, and have roughly 6 Sp (6e24) helium so you can get to zone 645. Once you have reached Fluffy E6L9, aim for zone 645 so you can get the third T10 mastery, Master of the Void. With 60 Sx (6e22) helium, the run should take between 2 and 3 days to complete. Should you get a good push daily, the run will be faster. Along the way, you should get Flufffinity. With Fluffy E6L9, Flufffinity, and Master of the Void, helium gain should drastically increase.

This new helium gain will continue until Fluffy evolves to E7. At this point, you should switch to a Fluffy only configuration until you reach E7L8. Use fillers or ice enlightened dailies to get to E7L8 faster. At E7L8, you should do a few dailies with helium configuration, before switching back to fluffy configuration. This should be repeated at E7L9. At E7L9, consider farming c2s while still farming fluffy.

Finally, you will farm until E7L10, and bank up roughly 5-6 dailies. E7L10 will allow you to gain a huge amount of helium from wind zones. It will also greatly help pushing, as it buffs both ice and poison. Before farming the saved up dailies (unless you have 6-7 dailies, in which case, use 2 of them), you should update your Eradicated and Obliterated. If possible, go past z230 for Obliterated. Doing so will allow you to push almost to z300 for Obliterated due to the instant 100 extra Coordinations. If any other important c2's are really behind, they should be updated again.

Finally, you should be farming the dailies with wind enlightenment for every single daily. This should continue until you run out of dailies. For these runs, start running wind formation at around z530, and do void maps at zones 615-630. If possible, you should complete spire 5 for every single one of these runs.

After running out of dailies, you should do a pure push run to around zone 675. If necessary, you can respec into push masteries. The goal of this push run is to get the 4th T10 mastery. After obtaining this, continue to do dailies until they run out, and finally evolve to E8.

NOTE: An alternate path can be done if pushing to z230-z300 on Obliterated and pushing to z675 does not feel comfortable or quick enough, mainly if you're behind on helium, c2s, etc. This involves simply evolving to E8 after using all your Dailies with E7L10 Wind formation, then running Obliterated and z675 pushing (Dailies -> Evolve -> Quick Experience run/Bone Portal -> Obliterated -> z675, Opposed to running Obliterated -> Dailies -> z675 -> Evolve). The large damage increase from evolving should be enough to make up for the loss of this ability, but may result in Daily Void Maps being ran at z615 instead of z630, and running a few Dailies at E8L9 for helium later.

In summary:

After evolving, respec back into fluffy. You should not try to gain helium until you get to E8L10. If the you get excessive dailies, use them for fluffy exp as well. During the grind to E8L10, consider once more updating c2s. Once you eventually reach E8L10, you can move to Universe 2. The full guide will be down below. Everything past this point for U1 will assume you took a trip over to U2.

After E8L10[]

Well, you had your fun in U2. I hope you went to U2. Please go to U2, you're missing a ton of damage/health/helium bonus if you don't go. I'm gonna assume you went for a bit. Your goal now should be reaching z700, completing Spire VI, and hitting Obsidian. First plan of action, go do a push run. Regardless of E8 or E9, you should be able to hit a new HZE, z691. Nice. If you have dailies about to expire, they can be done now in Wind for some extra helium while you have the Fluffy Nature buffs. If not, they can be saved for later. Evolve to L9, and get to work. Fluffy spec and use your extra U2 and E9 damage to push even further than before in Experience runs. At z600, pushing to BW 650-665 should be possible. Now fight until you hit late 600s, BW up a tier (BW 650 push ends on 665, BW 665 push ends on 680), and collect your juicy Exp reward. Rinse and repeat until E9L8 is obtained. Time to go ham on helium gains. All your stacked up Dailies, all on wind formation. This should leave you with enough helium to comfortably reach Spire VI.

Spire VI[]

Although its a bit old, the Spire VI guide should have you covered. Just take the recommended helium with a grain of salt as it was made before Universe 2 was added. Pray for a good Spire Core, and enjoy the new Player Spire upgrades.

Obsidian[]

At z701, you have now reached the Obsidian wall. Your progress is now completely tied to Universe 2 progress. Enemies gain the Hardened effect, making their attack and health infinite. Every 10 zones of progress in Universe 2 will push the Obsidian wall back 10 zones. 1 U2 zone does not equal 1 Obsidian zone, it has to be 10:10. On the bright side, c2's are worth 5x more past Obsidian, making this a great time to update some of those. Due to overflow errors, the maximum zone that can be completed is z810, requiring z150+ to be completed in U2.

Universe 2[]

VERY IMPORTANT NOTE: This entire section is being worked on and revamped as I play through the game myself. I try to cross-reference all of my information and personal strategies with the Trimps Discord, Wiki Pages, Wiki Comments, etc. Feel free to add, change, or correct things as desired.

Starting Out²[]

So you've made it to U2. This is the current focus of the game in terms of updates and new content, however, this does not make U1 obsolete. Every 10 zones you push in U2 will push back the Obsidian wall at z701 by 10 zones, allowing you to hit new zone milestones. There are some U1 achievements, mainly the last 3 Zone Progress achievements that are impossible to obtain without U2 progress. Furthermore, the increased Achievement bonus from U2 will make returning to U1 a bit easier from more damage and Golden Upgrades.

Before you begin, bring your c2s to at least 15000% and respec your Masteries to relevant ones. The average player should have 1 T9 and 2 T10s remaining, so no need for Bionic Magnet, Magmamancers or Strength in Health as theyre all irrelevant. This is where Angelic turns from minor QoL to a great bonus to have. Make sure to turn your AutoGold to Battle as you really need the bonus damage while getting your starting perks set up. You should have ~9500% achievement bonus from U1 and your first U2 run should set you up with 10000%. Don't spend bones for a bit before entering U2. It's nice to have a few hundred for quickly rolling new Radiating Heirlooms from the Bone Trader. If you don't have these baseline stats, be warned that all U2 progress made will be nullified if you leave before unlocking the Portal.

U2 works similarly to U1, but with a few differences. Most of the QoL features you lose can be re-obtained via unlocks in U2.

The following items are kept between the two Universes:

The following items are NOT kept between the two Universes, and hence are restricted to the Universe they come from:

Block is gone in U2; in its place is a new mechanic called Prismatic Shield. This special shield can be first obtained by beating cell 5 of zone 2, and allows Trimps to resist enemy hits. All enemy hits will target Prismatic Shield first, and then the actual Trimp health once the Shield is depleted. The Prismatic Shield is recharged fully after an enemy is defeated.

A new modifier present in Radiating and above Heirlooms, called Gamma Burst, allows Trimps to charge up a powerful attack every few attacks (provided they live long enough, that is). Every attack adds 1 stack of Charging, and once 5 stacks are acquired, a Burst is released, further multiplying the damage of the current hit.

z1-29[]

U2 Heirlooms

Optimal U2 Heirlooms.

On your first run, you can mostly get by through intuition and c2/achievement damage bonus. Since you can't gain radon until first completing the Dimension of rage, try and finish that at or around z16 if possible. DO NOT PORTAL AT Z16 ON YOUR FIRST RUN!!!! While the base gain for zones before z20 is only 1 base radon, you'll have so much c2 bonus and condensor towers that clearing a single zone will more than double your radon earnings.

Try to go for Big Wall Scholar (z7 map in 50 minutes) on your first run if you can. If not, its no big deal, but it may help you push a tiny bit more. Once you portal, use Perky's weird, Radon-infused cousin Surky to assign perks now (or use your head). Spend your bones on heirlooms at the bone trader if you saved them up. Look for a shield with TA, TH, Prismatic Shield, Crit Dmg (though Plaguebringer/Crit Chance also work) until you get Scruffy L2 and a shield with CC,CD,PS,TA,TH,VMDC. Look for a staff with Farmer, Lumber, Miner Efficiency and Pet Exp (and another one with scientist efficiency for Microchip farming), as Food and Wood production actually matter again. Its not needed immediately, but Dragimp Efficiency or Gem Drop Rate will boost Gems, which will unlock more of the new Smithy building. Generally, refer to this image on what heirlooms to make and this website on how to properly upgrade them. Microchips will act as your new Scientist challenges, in Building form. These are quite nice, and grinding a bit for them is well worth the QoL - Use Zfarm to find the optimal map farming level, put all your workers into Science and equip the scientist efficiency staff you hopefully would've gotten by now.

Soon enough you'll unlock U2 challenges. These will help a ton with new perks to boost your runs. Unlucky (z15) will unlock Range, Downsize (z20) will unlock Carpentry, and Transmute (z25) will unlock Artisanistry. Unlucky and Downsize can be run a bit after unlocking, but you should hold off on Transmute until ~z28 or so. Due to the nature of the challenge, far less metal will be gained than normal, with basically no way to brute-force it until z25 can be comfortably beaten. Don't be afraid to dump a few Bone Charges into beating a challenge or pushing an extra zone or 2. Treat them like little Get Out of Jail Free cards. The respective achievements for these challenges, and the Speed Achievements are easily completed a few zones after unlocking them. The only U2 Hidden Achievement, Eliter Feat is easiest to obtain early on. Simply wait for your Rn/h to hit a bit over 1337, then let the counter slowly decrease.

You should notice Scruffy slowly gaining levels as you push. Level 2 will nullify the penalty for Pet Exp, Plaguebringer, VMDC, and Crit Chance, increasing your Scruffy level gain, Damage, and Radon gain from the extra Void Maps. This increased Pet Exp should speed you up to Level 3, which increases your Radon based on your highest Zone reached last Portal. This should regularly put you at over +100% extra Radon, which speeds up perk gain by a large amount.

z30-49[]

Now that you have Scruffy Level 3, it's viable to swap to a Radon spec (Easy Radon Challenge setting in Surky) for a bit to boost your perks up. These have a lower zone reached due to swapping Power/Toughness and Gold Battle for extra Looting and Gold Radon, but give more Radon overall. Run your Void maps at a lower zone to compensate, around low 20s. z30 unlocks Daily challenges as well. Dailies can be run in conjunction with this Radon spec, but they quickly become obsolete after U2 Radon challenges are introduced in z40. After this, Dailies are better saved for U1 exclusively. z30 will also unlock Meteorologists. These will boost Radon by 1% per Meteorologist hired, but take 1 zone to get started. When possible, Void Maps should be run on z31+ to take advantage of these.

After this brief Radon spec (I was sitting at 1.75m Radon and Scruffy L4) you can return to a Push spec to do some z33 Atlantrimp Speed Achievements (U2 Trimple of Doom equivalent, 4 hours and 1 hour are easy) and scale up to z35 and unlock Unbalance. This challenge should be easy, as long as you bring a shield swap with high Health and Prismatic Shield bonuses to chip down the fast enemies. This unlocks Equality, reducing enemy and Trimp attack by 10% per level. Wait, lowers my Trimps' attack? Yes, and like it sounds, it can be a good or a bad thing. This is where Equality Scaling comes in, allowing Equality stacks to activate or deactivate depending on the circumstance. If Trimps die in less than X hits for for X amount of times, Equality stacks will increase and lower enemy damage to manageable levels. If Trimps hit the same enemy successfully for X amount of times, Equality stacks will decrease, raising Trimp/enemy attack accordingly. This allows you to keep your high damage output and speed in the early parts of the run, then lower enemy attack in the later parts to help with survivability. This will lower Trimp attack, but, since Trimps can deal more attacks before they die and use Gamma Burst more frequently, it results in a net gain in most cases. Ideally, this should stay at a 1:1 ratio.

At this point, a tiny bit more Radon farming into an overnight push should give you enough power and survivability to last until z40. This unlocks the first Radon challenge, Bublé. You start with 250% Prismatic Shield, but any damage to Trimp health instantly ends the challenge and gives an additional 200% (3x) of all Radon earned. Clearing z40 will complete the challenge and gives an additional 500% (6x) of all Radon earned. This is why Daily challenges kinda suck when first unlocked in U2. Here we learn the value of turning Equality Scaling off, lowering trimp damage and speed to gain survivability. This skill comes back later when attempting the Shielded challenges, reaching X zone without your Prismatic Shield falling below 25%. While you may be inclined to swap to a pure Radon spec, the extra zones of Radon and Void Maps from a Push spec are more valuable right now, and will continue to be until you can properly beat Bublé. The Push or Difficult Radon Challenge settings in Surky should have you covered. Later on, you can start mixing in Gold Radon to increase the difficulty and the reward of the challenge. For now, set your Map at Zone to ~z29, and set it to Any. The more damage bonus, the better. This allows you to push a bit more, at least until Meteorologists get set up, and then use up your Void Maps for extra helium.

The goal should now be ~8-10m Radon and a push run to hit z45 and unlock Duel. Its a bit complicated, but tldr: you cannot fail this challenge since falling below 10 points allows your Trimps to always attack first. This challenge is best saved for an overnight push run. Until then, keep running Bublé runs to boost your power. Completing the Upsized Feat for +400% damage is also a decent use of your time. While doing this, keep track of the heirlooms obtained from Void Maps. Literally any Radiating Staff will do, just make sure to put max Scientist Efficiency on there and save it. Activate Sharp Trimps and let your Trimps get to work. The run should take ~15 hours depending on your Radon, and get used to it. You have to push a lot harder in U2 for stuff, but its always worth it. Ideally you'll wake up at z44 and can dump a few bone charges + Atlantrimp in to get a last push. The Criticality perk should now be yours, increasing Crit damage by +10% per level. Don't portal yet though, its time to grab Microchip 4. Fire all your workers and dump them into Scientists. Swap your staff too and start farming any map that you can one-shot in. This will boost science production immensely to snag the upgrade in a few hours, allowing you to earn 2 levels of equipment prestige upgrades per map.

With your new boosts, lets head back to Bublé to farm a bit. Equality Scaling off (and make sure to swap your staff/AutoJobs back), and let the game roll for a bit. Set your MaZ to do 0, 9, 9 Any maps from ~z29 and Voids at z35/36. If you don't have a second monitor or care to pay attention, set another preset at z37 with Run Map off. Bublé can be completed, but requires user input by the end. Don't be afraid to use a few Bone Charges either for the first completions. Export your save near the end of every zone as backup and keep an eye out when you hit the Improbability. If shield gets to dangerous levels, hit M two times to exit to maps -> return to the world. While Trimps cannot be hit, they can be consistently abandoned for a free shield refill. Use this to your advantage and you should be able to finally complete Bublé. This should be a baseline 1m Rn/h, and can hit higher than 1.5m Rn/h depending on Void Map luck. Keep farming a bit, and slowly bump up your MaZ/Void levels. 15-20m Rn is the ideal range for an overnight push to z50, unlocking some pretty juicy upgrades. Realistically you should be making more bones than you can spend at this point, so don't be afraid to dump some into Sharp Trimps during pushes. Before then, a quick filler run to beat Atlantrimp in 20 minutes should be very doable for a massive +750% damage. Ideally you can take out Mapophobia (z40) during the push for another +400% damage just by setting your MaZ/Voids to 40+ and letting it run. Lets get pushin'.

z50-69[]

C3s!!!! These are huge for damage, health, and Radon, as the bonuses stack multiplicatively with your C2s. Right after you get them, push every one of your challenges up to z40. This multiplies your total Challenge bonus by 60% and should be the tipping point for your Bublé runs. Try to keep these updated with every new challenge and HZE you reach. Going back to Bublé, you should see a huge spike in your total Rn/h. Keep farming for a day or two and aim for ~100m-200m Radon. This should be enough for an overnight push to z60 to unlock a new challenge, Trappapalooza (Trappa for short).

Use the Trappa^3 setting in Surky, and go for it. This challenge shouldn't be too bad, and with enough patience, you can snag the achievement for it too. Trimps can't breed, and every trap you use destroys 10% of your resources. Try to separate resource farming time and trapping time accordingly. For the achievement, run a few +1 and +2 maps at z49 for Equipment and Collectors. Start Trapping until your population is full, then start resource farming/use Bone Charges to level up your Equipment. This should give you enough power to grab 2 coordinations from z50/51, then take on Melting Point without issue. This earns you the Resilience perk, and should be the tipping point to allow you to run Melt with no issue. Before you reset though, this is a decent point to grab Microchip 5. Go full science mode and farm for a few hours to 1Qi science. This unlocks the final Microchip and you can yeet that Science staff into oblivion. Melt time. Make sure to run Void Maps before you end your run at z55. Pick up Worshippers at z50 and try to maximize them at all times while running Melts. If not, your Scruffy may end up underleveled for the future. He should be a bit under L6 right now. Keep farming Melts for a while until Scruffy 6 and 500m-1b Radon. This sets you up for a big z70 push with immense rewards.

z70-84[]

Generalized Tactics[]

Simplifying Gameplay and Speedruns[]

On the map menu, instead of "repeat forever", set the repetition to "repeat to 10", and set the other option to "exit to world". This way, you will automatically run a map 10 times, then continue onto the world. You can do this once per zone whenever you are too far back on prestiges to progress in zones. You need to set the equipment looting section to "Equip First".

Dagger Climb[]

The Dagger Climb is a strategy for quickly getting to high zones. Change the equipment looting section to "Equip First" instead of Tier First. This will allow the player to get all the shields before getting daggers, and getting all the daggers before the boots. You can further select "repeat to 10" for a less micro intensive play style.

Getting only daggers, and possibly boots, will greatly speed up the early game. You get a new dagger/boot in every zone ending with 1 and 6 (before Scientist IV), or every zone ending with 1 afterward. While you still have to do the same number of maps in the end, this strategy allows you to move mapping from earlier into the run to later, where you need to farm anyway to begin affording Prestiges and you have larger resource modifiers. Instead of just mapping for Prestiges, you're mapping for Prestiges and the resources to buy them. Keep in mind it doesn't have to be just grabbing dagger and shield; you can do numbered repeats (such as 1 to 5 repeats) with MAZ depending on your gear needs.

Watch C2[]

The Watch C2 challenge will give you all Prestiges associated with a zone when you clear the zone. This means the player doesn't have to run as many maps, naturally. The player may still need to map to afford the Prestiges to begin with. This challenge can be a way to get speedrun achievements earlier than one would otherwise able to do so. Combining speedruns with a Watch C2 update is the way to go here, rather than running Watch itself, which as a helium challenge is outclassed.

Watch becomes obsolete for these purposes after you get a high enough Blacksmithery mastery level.

Pre-Zone 70 - Anticipation[]

This tactic is a micro-intensive tactic that might be good in rare circumstances. Use this when you desperately need damage before zone 70.

The player might want to spec out of breeding perks, and possibly not get potency upgrade. The player should buy a bunch of housings in bulk, and then hire as many workers as possible. This will make it so very few trimps are breeding, greatly increasing the breed time. This allows the player to have the bonus damage from anticipation. However, the player will need to click fight manually every time.

Late Game Run Summarization and Checklist.[]

Perhaps you just got back after a long break, and have no idea what to do. This is a guide of how a run goes after having all the in game quality of life upgrades.

  1. Right after using the portal, wait for about 5 seconds for AutoGold, then click fight.
  2. Turn on Enlightenment of Nature. Spend nature tokens while at it.
  3. Do nothing until near the end of the run. Near the end of the run, run maps to push a bit further,
  4. In a poison zone, do all your void maps.
  5. Check to see if you got any good heirlooms/cores.
  6. You are now ready to portal. Upgrade your dimensional generator, and spend your helium.

Strategy for Challenges and Achievements[]

This is a walkthrough/strategy for some of the more tricky challenges and achievements. Especially challenge2s. I assume you are using Grimy's perky.

Challenges and Challenge2s[]

Trapper[]

Early Game/Pre-Blacksmithery[]

Before 230, just run trapper like any other challenge. However, you only get 1 life at it, so you might want to micro. You can't get very far without Blacksmithery Mastery.

After getting Blacksmithery[]

Run trapper like normal. Use Grimy's challenge2s preset. You only get one life, and your zone reached will depend on your Blacksmithery levels. Get higher level of Blacksmithery and higher level of Highest Zone Ever to get better Trapper runs. This holds until you reach Magma. You can't die even once, so make sure you hire some scientist.

Post z230[]

Once you reached z230 on Trapper^2, you should stop trying to get higher level Trapper^2 until you get a lot more helium. The issue with post z230 is that your trimps will automatically die every 5 levels starting at z230.

The strategy for late game trapper is a bit more complicated. In short, you want to get as much population as possible at the start of the run. You do this by putting all your helium into carpentry and carpentry 2. You then buy a lot of housings. You then respec into a lot of coordinated perk levels, so your army size post z230 are really small. This will allow your trimps to suffer deaths and still continue fighting.

Specifically, before you even start the Trapper^2 run, you want to respec into Grimy's Trapper^2 (initial) spec. Basically, put all your helium into Carpentry and Carpentry II. After you start the run, buy housings, and start fighting. Make sure you are putting some workers in science.

After you gain sufficiently high max population, you want to respec into Grimy's Trapper^2 (respec) spec. You might want to add even more coordinated onto that. In short, you want damage/health, and a lot of Coordinated perk levels. You want to respec mostly out of Carpentry, and possibly Motivation. You might also want to increase the value of health, since you won't be able to use geneticists. In the late game, health definitely becomes a issue.

It is still important to get housing in Trapper^2, as your looting is based on your max housing. After z230, you'll have to manually click fight every 5 zones. It should be noted that level 96 coordinated can more or less carry to z450. At 2.5 Qi helium, you can get 102 coordinations that gives a army size of 1 billion at level 480 with about 300 billion initial population. At these points, health becomes a major concern, and you should set the value of health much higher. Modify these numbers to your needs.

Obliterated Challenge[]

The obliterated challenge is one of the hardest challenges. It gets significantly harder every 10 levels. As such, on every level ending with 9, the player should do higher tier maps to get all the prestiges of the next 6 levels.

For example, on zone 29, the player should do maps to get all the prestiges up to zone 35.

The player should use Grimy's Other c2 preset. However, the player should greatly increase the value of health before hand. It is reasonable to put health as high as damage in Grimy's preset. It is difficult to make it to complete zone 70, due to low health before hand. However, it should be doable with roughly 1 Qi helium.

Once you have reached cell 50 of zone 70, however, you unlock geneticists, which gives you a lot of hp, and allow you to take advantage of anticipation. At this point, health is no longer a problem, and the player can respec into damage. At 1 Qi Helium, it is reasonable to value damage at 100 times their health.

If the player wants, they can try to use anticipation before zone 70, with the hiring worker strategy.

Achievements[]

Elite Feat[]

This achievement requires you to get exactly 1337 He/Hr. Get to around 1400 He/Hr, go to maps, and then wait until it drops down.

Very Sneaky[]

This achievement requires you to beat a zone above 99 with 150 stacks of health. There are two methods for doing so, depending on whether or not you can liquify zone 100.

In any case, you want to turn on auto-abandon in the settings. The player needs to get to level 99, and then turn off auto-fight. To make it easier, the player might want to respec out of overkill. At level 99, the player must turn off Liquification in the settings if they have it.

The player must attempt to evade life cells. To do this, go to the maps screen before reaching a life cell, and then go back to the world. The life cells will change and play Conway's game of life over time. Wait until the life cell is gone, then continue. Do this to make sure you reach the end of 99 with 150 stacks.

If you can liquify zone 100, turn liquification back on, and continue to zone 100. This will complete the achievement. If you do not have it, you'll need to manually go through zone 100 while skipping all the life cells.

Brr[]

This achievement requires you to bring a world enemy's attack down below 1. This can be done with Ice. You need to have somewhat decent ice empowerment. Then, simply don't buy equipment in an ice zone near your highest zone, and set your formation to any formation that reduces damage. Wait until you've gained enough stacks and you'd have done it.

Obliterate []

This achievement requires you to kill 1 cell in the Obliterated2 challenge. Get as much attack as possible, then keep restarting until your first enemy is no longer fast.

Born Imploded[]

This achievement requires you to complete Imploding Star in 5 minutes. You need to liquify up to about zone 115. You might need to get the Liquification II mastery to get it. After Liquifying to 115, run a +10 map (level 125) to unlock Bionic Wonderland. Then work up the tiers of Bionic Wonderland until you complete Bionic Wonderland 170. Then run Imploding Star.

A common tactic is to do this the first time you can afford a Tier 8 mastery. Get Liquification II to get this achievement, then respec into Void Specialization.

Common Pitfalls and Troubleshooting[]

If you feel like your problem is of the technical variant, consult the technical issue section below.

Lost Save[]

Game Frozen[]

  • You might have the game paused. Check bottom right. Clicking the timer will pause/unpause the game. You most likely have accidentally pressed "spacebar", which pauses the game. This can be disabled in Options, under Other -> Enable/Disable Pausing.

Low Damage/Income[]

  • You might be in the wrong formation. Accidentally pressing hotkeys can switch formations.
  • You might not have ran "The Wall" for Bounty. (this is no longer an issue later in the game)
  • You might not have enough Science for the relevant researches.
  • You might not have the right geneticists/geneticistassist settings.

Negative Damage[]

  • A common bug. Refresh the game.

Low Health[]

  • You might not have enough science for the relevant researches.
  • Your geneticists might not be working. If you send your trimps out faster than they are breeding, you won't get health bonus from geneticist. This can happen with Geneticistassist. Check the health breakdown to see how many geneticists are accounted for.

My trimps aren't breeding[]

  • They might all be working. If they are all assigned as workers, none can breed.

Getting less Helium/Void maps than normal[]

  • You might be using the wrong perk preset, especially if you are using a third party perk calculator.
  • You might not have gotten Golden upgrades, or have gotten the wrong golden upgrades.

Giant Setting Menu Taking up Space[]

  • You have the setting menu open. Click "Settings" to close it.

Appendix[]

Hotkeys and Keyboard Control[]

There are multiple hotkeys that can be used instead of clicking. They are usually noted in tooltips. Furthermore, you can use keyboard and mouse together for various things. Some hotkeys are really useful for certain achievements. It should be noted that you might have to click the trimp game before the hotkeys will work.

Basic Zone and Map Control[]

Hotkey Control Description
A Autofight Turn on/off autofight, allowing Trimps to start fighting whenever their population gets full. When Autofight is off, the Trimps won't attack unless you order them to, or unless you turn Autofight back on. (Autofight (Off) is good for Spires)
F Fight Sends your Trimps to fight.
M Go to maps/world Press to toggle between the Maps and the World Screen.
R Repeat on/off for maps If Repeat is on, the player will restart from the beginning of the map when he completes the last cell of the map. This is only for Maps, and not for the World.
Spacebar Pause/Unpause the game This is extremely likely to happen by accident. It will look like your game froze.

Formation[]

The 5 formations can be switched easily with hotkeys. There are 2 sets, and both work the same.

Hotkey Control
1, X No formation
2, H Heap Formation
3, D Dominance formation
4, B Barrier formation
5, S Scryer formation

Misc[]

Hotkey Control Description
Control Click Buy Warp with Giga If you control click when you buy a gigastation, you will attempt to buy as many warpstations as you had with your previous gigastation, or however many you can afford, whichever is lower. The Gigastation button should light up when you do this.

Stat Valuation[]

  • Nsheetz's Perk Calculator uses Google Docs. Hopefully, someone can provide an up to date link, and explain its usage. And explain whether or not it is up to date. It will give different answers to Grimy's Perk Optimizer.

Perk Questions[]

Should I get more coordinate perk, even after I have enough to always get all the coordination upgrades?[]
  • Yes. It lowers your army size, which makes it faster to breed your army, which translates to more health.

Perk Distribution[]

There are certain perks whose effects are compounding/exponential. In other words, getting one level of the perk will always give the same relative improvement, regardless of the current perk level. As such, the relative cost of these perks should remain the same. Since perk costs grow exponentially with the same base, the difference in level between these perks should also remain the same.

The compounding perks are carpentry, resilience, artisanistry, and resourcefulness. Coordinated can almost be treated as a compounding perk, even though it is sesqui-exponential.

We take carpentry as our base line. The following is how much 1 level of perk should cost compared to 1 level of carpentry.

Perk Relative cost compared to carpentry
carpentry 1 times the cost of carpentry (of course)
resilience 1/3 times the cost of carpentry
artisanistry 1/12 times the cost of carpentry
resourcefulness 1/12 times the cost of carpentry

As for the other perks:

Perk At perk level 0 At perk level 20 At perk level 40
Power 1/6 times cost of carpentry 1/12 times cost of carpentry 1/18 times cost of carpentry
Toughness 1/6 times cost of carpentry 1/12 times cost of carpentry 1/18 times cost of carpentry
Motivation 1/6 times cost of carpentry 1/12 times cost of carpentry 1/18 times cost of carpentry
Pheromones 1/6 times cost of carpentry 1/12 times cost of carpentry 1/18 times cost of carpentry

Finally, coordinated should cost 2-3x the cost of carp, depending on how many coordination you usually buy. As you get into 150+ coordinations, the cost of coordinated should increase relative to the cost of carp. 4-5x becomes the normal later.

As for the other perks, looting should be focused upon, and should definitely cost more than motivation/power/toughness. The perks that can be maxed should eventually be maxed.

Spire Perks[]

The incremental spire perks should cost a certain proportion of their corresponding normal perks. However, this proportion depends on both the normal perk level and the spire perk level. The ratio of the ideal spire perk cost to normal perk cost is given below. Note that this is not a ratio of the total cost, but the cost of the last level of both perks.

Toughness/Power/Motivation[]

In general,

n/20 + 1/5


Perk level 40

Perk Level 60

Perk Level 80

Perk Level 100 Perk Level n
Spire Perk Level 0 3/5 4/5 5/5 6/5

n/20 + 1/5


Spire Perk level 100 3/10 4/10 5/10 6/10

n/20 + 1/10


Spire Perk Level 200 3/15 4/15 5/15 6/15

n/20 + 1/15


Spire Perk Level 300 3/20 4/20 5/20 6/20

n/20 + 1/20


Spire Perk Level 400 3/25 4/25 5/25 6/25

n/20 + 1/25


Spire Perk level 500 3/30 4/30 5/30 6/30

n/20 + 1/30


... ... ... ...
Spire Perk 1000 3/55 4/55 5/55 6/55

n/20 + 1/55


Spire Perk level 1500 3/80 4/80 5/80 6/80

n/20 + 1/80


Spire Perk level 2000 3/105 4/105 5/105 6/105

n/20 + 1/105


Spire Perk level 2500 3/130 4/130 5/130 6/130

n/20 + 1/130


....
Spire Perk level 5000 3/255 4/255 5/255 6/255

n/20 + 1/255


Spire Perk level 7500 3/380 4/380 5/380 6/380

n/20 + 1/380


Spire Perk Level 10000 3/505 4/505 5/505 6/505

n/20 + 1/505


Spire Perk Level m

3/m/20+5


4/m/20+5


5/m/20+5


6/m/20+5


n/20+1/m/20+5


Carpentry[]

The relative cost of Carpentry I and Carpentry II only depends on the level of Carpentry II.

Carpentry II Level Cost of Carpentry II Relative to Carpentry I
0 1/40
100 1/50
200 1/60
300 1/70
400 1/80
... ...
800 1/120
1200 1/160
m

1/n/10+40


Looting[]

The following is a table of the ideal relative cost of Looting I vs Looting II.

Looting Level 40 Looting Level 60 Looting Level 80 Looting Level 100 Looting Level n
Looting II Level 0 3/20 4/20 5/20
Looting II Level 100 3/25 4/25 5/25
Looting II Level 200 3/30 4/30 5/30
Looting II Level 300 3/35 4/35 5/35
Looting II Level 400 3/40 4/40 5/40
...
Looting II Level 800 3/60 4/60 5/60
Looting II Level 1200 3/80 4/80 5/80
Looting II Level 1600 3/100 4/100 5/100
Looting II Level 2000 3/120 4/120 5/120
...
Looting II Level 4000 3/220 4/220 5/220
Looting II Level 6000 3/320 4/320 5/320
Looting II Level 8000 3/420 4/420 5/420
Looting II Level m

n/20+1/m/20+20


Garden vs Mountain Maps[]

After the player has completed the Decay Challenge, Garden Maps may be strictly better than Mountain Maps, even if the player is only interested in Metal. This only holds when income from chronoimp/jestimp vastly overwhelms income from normal loot. My calculation indicates this holds when chronoimp/jestimp makes up 70% of the loot, assuming all workers are mining metal. Another source, however, indicate that this is 80%. Too lazy to check math; maybe someone else can confirm one way or another?

Either way, assuming no Staff Heirlooms, this occurs roughly when the total motivation multiplier is roughly 400 to 600%. This would for example, correspond to combining a Motivation I level of 40 (3 times), and motivation 2 level of 100 (2 times). If one has a Staff Heirloom, one must multiply the motivation multiplier by Miner Efficiency multiplier, and divide by metal drop multiplier. It should be noted that a 120% metal efficiency represents a 2.2 multiplier.

Even if the player has a multiplier of less than 4, the player should still consider garden. After all, Garden gives both Food and Wood, and one or the other might also be useful.

Personal testing indicates that Garden is significantly better than Mountain for a player with Motivation 46 and Motivation II 65. Note that this is not a necessary condition, merely a sufficient condition. Even though Jestimp are not calculated in the in game Metal per second display, Metal loot seems roughly the same or even higher for Garden maps compared to Mountain maps on the display. This is done with roughly equal miner efficiency (120%), and metal loot (144%) on the staff.

Nomenclature and Acronyms[]

Please keep this in alphabetical order.

Acronyms

Meaning

Description

AS Auto Structure A unlock in Bionic Wonderland that allow you to automatically build structures. (Was moved from a mastery to BW in 5.3)
BP Bone portal Something you can get with bones. Gives helium based on your highest helium amount in a run (outside of dailies).
BS# (#=1-3) Blacksmithery level A late game Mastery that allows you to get prestige books for equipment in the World up to a certain point.
BW# (#=Zone number) Bionic Wonderland Level # A unique map that unlocks Robotrimp and quality of life features. You get the first one at zone 125. You get additional ones by completing the first one, and each one is 15 levels higher.
DE Dark Essence Unlocked at zone 181 and used to buy Masteries.
DG Dimensional Generator A persistent unlock at zone 230 that generates housing space. (note that you don't necessarily keep it after portals, but its upgrades are kept)
DoA Dimension of Anger Unlocked at zone 20. A unique map that unlocks portal and allows the player to get helium.
E#L# (#=0-4, #=1-10) Evolution #, Level # Progress for Fluffy. Fluffy is unlocked after completing Spire II at zone 300. Fluffy gains levels up to 10, and once at 10, he can evolve.
GA Geneticistassist Late game Quality of Life feature that controls the amount of Geneticists.
Genes Geneticists Unlocked at zone 70. Geneticists reduce breeding rates, but gives more health. Important for the Anticipation perk.
GS GreenSatellite The Game Developer.
GU Golden Upgrades Bonus upgrades that scale with your achievements. They are more important in the lategame.
HE, He Helium Unlocked at zone 20 after completing the Dimension of Anger Map. It's the first and most important persistent resource, and are used for perks.
HS# (#=1-3) Headstart level A late game mastery allowing Corruption to start earlier.
HZE Highest Zone Ever The highest zone the player has reached. Used to brag, and is used for multiple things.
LMC Large Metal Cache Special modifier for maps. Unlocked later in the game.
T# (#=1-10) Mastery tier Tiers of Mastery.
VM Void Map Unlocked after 5 portals. Void maps are special maps that gives helium and heirlooms, but are harder than normal maps.
VMDC Void Map Drop Chance This can refer to multiple things, but mainly the "Void Map Drop Chance" modifier on heirlooms. This increases the speed at which you'd get void maps, but not in the way you'd expect.

Technical Issues[]

Ignore this section if you are not interested in technical issues.

Where can I find...?[]

The Trimps game?[]

  1. https://www.kongregate.com/games/greensatellite/trimps
  2. http://trimps.github.io/indexKong.html (Kong version on GitHub)
  3. https://trimps.github.io/
  4. https://store.steampowered.com/app/1877960/Trimps/

Information about Trimps and the Trimps community?[]

Calculators[]

Saving and Exporting[]

The game is normally saved in your cookies. The game at Kongregate web site (1) and the github/Kong version(2) share the same save file. The other version on github (3) uses a different save file. The game autosaves every few minutes by default. You can turn off autosaving in the settings. If something happens to your cookies, your progress will be lost.

To protect your game progress: Backup! Export and save your progress in a file.

  • Click the export button, copy the text (save string), paste it in a simple text file and save it somewhere safe.

The save string is a snapshot of your savefile of the moment you clicked 'Export'. You can import your save string back into the game, and continue from where you were when you exported your save string. To always have a recent backup of your latest progress, do it often.

If the player is logged into Kongregate, they can also save online with PlayFab. The player probably should still have a save file elsewhere.

You can also import your save string onto a different computer, to move your save file. If worst comes to worst, there are save file generator, which can be used to create a save file[16].

As Kong has limited many forms of communication (locked down forums and removed chat entirely), you should go to the Trimps Discord server.

Troubleshooting[]

My game won't run, or certain elements are missing![]

  • Have you tried turning it off and on again?
  • Certain firewall, ad-blockers, and script-blockers can interfere with the game. Try disabling them. The game requires javascript.
  • Try a different browser?
  • Check if you can run other Kongregate games.

My game is laggy![]

  • Have you tried turning it off and on again? (You should seriously do this though)
  • Have you refreshed? Close your browser, make sure it is closed via task manager, and then reload.
  • Do you have too many tabs open? Close the ones you don't need.
  • Is Firefox Inspector open? Close it.
  • Go to settings; turn off animation and progress bar.
  • Try a different browser?

Portal is missing![]

Help! Something is wrong![]

In chatroom 1, there is a player named REDACTED. You can contact him by REDACTED REDACTED and also REDACTED.

Developer, Suggestions, Bug Reports[]

Who is the developer and how can I contact him?[]

  • The developer is GreenSatellite. Every so often, he comes to room 1 of the many chatrooms of the game on Kongregate. He is also active on the Kongregate forums, and on reddit, both of which are linked above. He can also be contacted on the Trimps Discord Server (Greensatellite#7771)

How do I make suggestions?[]

Where can I report a bug?[]

---

Supporting The Developer[]

You can support the developer by buying bones with Kreds on Kongregate. 75% of the proceeds goes to GreenSatellite. 25% of the proceed goes to making greedy people at Modern Times Group fat.

I know of no way to support the developer financially otherwise. Peer pressure GreenSatellite into making a donate page.

Peer Pressure worked. As of 4.6, there is now a donate button on the GitHub version, but only on the Github version. https://trimps.github.io/

The donate button is under Statistics -> Trimp Info.

High Scores[]

The high score of this game depends on the highest zone you've reached, and the highest cell you've reached in that game. The last two digits in High Score correspond to the number of cells you've completed in the highest zone you've been in. The other digits correspond to the highest zone you've been in.

ex. A High Score of 10233 means that a player has reached zone 102, and has completed 33 cells of that zone.

High Score? What High Score?[]

  • You have to be playing on Kongregate, with a Kongregate account.

My High Score is inaccurate![]

  • Kongregate High Score submission is notoriously bad.

Holy crap, someone has reached zone 700?[]

  • Yes. People who have reached Universe 2 have reached zone 700 in Universe 1. It's more of an endgame feat now.
  • However, Kongregate High Score is filled with hackers/cheaters, and some records are above zone 900 regardless of the fact that the Obsidian wall limits Universe 1 based on Universe 2's HZE, and that you can't go very far in Universe 1 without going far into Universe 2. There's only content up to around z100 in Universe 2, so only reaching up to around z800 is possible. You cannot go past z810 because of issues with overflowing values.

Manifesto[]

This guide was originally written to stop the onslaught of questions akin to "What do gems do?". The goal of this guide essentially has not changed. It hopes to stop the cancerous growth of Help Vampires.

I highly recommend a reading of that page. In short, a help vampire is a person who would ask others to solve their problem rather than googling a solution, or a person who asks an impossible question (what is the optimal way to play this game?) and expects step by step help.

These people create tiresome conversations that drives away the experts, and ultimately results in a community full of shallow discourses.

To combat this problem, I have created this guide, which I hope to be a all-inclusive library of knowledge. Essentially, I hope it will be something like the Trimp StackExchange: a library of knowledge that is not hidden, not behind a paywall, and not filled with useless discourses (except jokes).

You can help by doing the following:

  1. Reading the page on Help Vampires, and following its suggestions.
  2. Do not enable Help Vampires by answering their questions. Instead, link them to this page.
  3. Post questions that you frequently see in the comment section.
  4. Keep this guide up to date.
  5. Help link pages to this guide.

Contributors[]

  • Greycat70 - For updating and adjusting info on balances.
  • Steph Bloops - Adding info for late-game U1 and revamping the U2 section.

While revamping U2, I must thank the previous Wiki Buddhas for their U2 wisdom. All of their notes have been merged into the main U2 section.

To Do List[]

  1. Add info about Map options.
  2. Add info about stopping at poison zones.
  3. Add info about golden upgrade/void/helium if not already there.
  4. TLDR version?
  5. Add info about ice being useless at higher levels.
  6. Add info about AutoNursery
  7. Add info about Spire 4 when I get to it.
  8. Add info about Universe 2.

References[]

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