recursal/Fanatic-Fandom huggingface dataset:
Garden

## Overview

>  *"A wonderful botany garden merged with an upgrader to tend to your ores. Make sure you keep it watered!"* - In game description
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**Gardens** are upgraders that give ores 25% plant multiplier and increase toughness by 3. Gardens only store 5 charges for upgrading ores. Once 5 ore are upgraded, the garden takes 7 seconds to recharge all of its charges. Gardens are unlocked from the Mystery Item Giver. Once unlocked, they are found in basic packs with a rare rarity.

## Usage

Gardens are one of the few ways to increase ore toughness. If your setup needs extra toughness, then it would be best to get multiple gardens to upgrade as many ores as possible. Beehives consider gardens as plant based upgraders. Multiplier gardens can be obtained, but they can only be used on each ore Once.

buildings
Empty 3x3

## Overview

**Empty 3x3** is a level that's unlocked at **10** level completions. As the name implies, the level is only 3 tiles wide, meaning that it can get cramped and chaotic very quickly. Although you start with 3 Elevators in your inventory, buying them from the Mystery Item Giver beforehand is pretty much mandatory, as otherwise your factory will be extremely limited and inefficient. Overall, this level isn't necessarily difficult, but it's a pain to play regardless.

## Description

This level is identical in appearance to Empty Plate, except the dirt plot is only 3x3 tiles instead of the standard 7x7.

## Tips

* Elevators are an absolute must, since otherwise you have no way of expanding your factory and cash output.
	+ Elevators tend to clog when they're filled too much. Consider cutting down the number or size of ores to minimize problems.
* There's two main ways to approach this level: have ores move up one layer at a time through your factory, or elevate them to the very top and have them move down from there. The latter option is more efficient and less prone to clogging, but ores tend to tumble off the conveyors. Think about which strategy (or combination of) you'll employ and how you'll implement it.
* Items that take up or require extra space, such as Steamers and the season-themed upgraders, will have a hard time fitting into your factory, although it depends on how exactly your factory is set up.
Sandstone 2/B-Side

## Overview

**Sandstone 2 B-Side** is the B-side variant of Sandstone 2. The level features a dust devil that functions the same as the one from Sandstone 1 B-Side, as well as a couple Adamantite deposits. Overall, although there aren't many differences from the original Sandstone 2 or Sandstone 1 B-Side, the difficulty is considerably high and will require some strategy.

## Description

The level is pretty much the same as Sandstone 2, except there's a dust devil moving in a U-shaped line, which flings and deals 4 toughness damage to ores that pass through it. There are also Adamantite deposits where the Gold deposits would normally be.

## Tips

* Play this level using the same strategies you did for Sandstone 2 and Sandstone 1 B-Side, taking advantage of the Adamantite deposits and watching out for the dust devil.
Planter

## Overview

> *"This funky planter has a rare species of mushrooms growing in it that siphon power from the ground and adapt to it." - In game description*
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**Planters** are upgraders which adds up to 25% plant multiplier depending to the ground under it. Planters must be placed above an ore node and can be only used 4 times. Planters are unlocked from the Mystery Item Giver and once unlocked can be found in Basic packs in sets of 2 with a rare rarity.

## Usage

File:Placed Planter.png
Beehives consider planters as plant based upgraders. Planters can be used 4 times.

buildings
Waterfall 2

## Overview

**Waterfall 2** is a level that's unlocked at **9** level completions, alongside Waterfall 1, Waterfall 3 and Lava Cavern 1, 2 and 3. Like the other Waterfall levels, this level includes water that puts out burning ores upon contact. Although this level contains Ruby nodes and Sapphire, which gains value in exchange for its stability, it includes obstructive terrain and a lower ceiling than other underground levels. It's recommended to have completed Waterfall 1 and at least some of the Cavern levels beforehand, particularly Cavern 2, since you'll be contending with the water mechanic, gemstones and a low ceiling. Overall, it's a tad harder than Waterfall 1 but provides greater variety for more strategies.

## Description

This level is set in a long but low cavern with a wide river flowing through it lengthwise. There are numerous stalagmites and stalactites scattered throughout the cavern, as well as Ruby and Sapphire deposits in small groups along the edges.

## Tips

* Sapphires are valuable ores that become even more valuable the less stable they are. Upgraders that reduce stability, such as Compressors and Combustors, synergize well with them.
	+ Purifiers are a must, as not only do they reduce stability, but they also improve Sapphire's effect, meaning that it can gain even more base value.
* The low ceiling means that usage of vertical machines like Droppers will be limited. Pick your packs wisely and plan ahead so you don't bump into obstructions.
* You can just use the same strategy that you used for Waterfall 1, since this level also contains Ruby nodes and water.
Gravel Infection/B-Side

## Overview

**Gravel Infection B-Side** is the B-side version of Gravel Infection. This level features metal scaffolding that can hinder your setup, as well as built-in Combustors that take up two tiles and can't be moved. Although there isn't much of a difference from the regular level apart from the additional upgraders and obstacles, it can still pose a decent challenge without proper strategy.

## Description

Gravel Infection B-Side is nearly identical to the regular Gravel Infection, with the exception of two layers of metal platforms that partially separate the plot into levels. On the ground level, there are two Combustors in fixed positions that take up two tiles rather than just one. It's assumed that these Combustors work the same way as regular ones.

## Tips

* You can follow the same strategies that are viable for the normal Gravel Infection level, although you'll have to contend with the metal scaffolding and large Combustors dividing the play area.
Hexer

## Overview

> *"An evil machine infused with darkness, with the power to be used infinitely"* - In game description
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**Hexers** are upgraders that give ores 0.15 amplification but lower stability by 3%. The next upgrade after the hexer also gains the dark element. After 10 uses, luck lowers by 0.05 each use. After 15 uses, ore has a 1/8 chance to take 2 toughness damage. If the next upgrade is a Flamethrower, then the ore gains cursed fire instead of burn. Hexers are unlocked from the Mystery Item Giver and once unlocked, can be found in sets of 2 from basic packs and have a rare rarity.

## Usage

Loopers can be used to reuse hexers multiple times. They can be used up to 15 times before they start draining ore toughness. Hexers can be used to boost amplification for powerful upgrades like the Twin or Volt Box. Hexers also work well with the Graveyard by allowing for more dark multiplier to be given to ores. For gaining dark multiplier, they can be used with powerful upgraders like the Volt Box or Laser or they can be put in a loop with a reusable upgrader like a Zapper or Geothermal Extractor. Hexers can be used infinitely.

buildings
Cavern 3

## Overview

**Cavern 3** is a level that's unlocked at **6** level completions, alongside Cavern 1, Cavern 2 and TNT Storehouse. It follows the same pattern as the previous Cavern levels, being a large, rock-filled cavern containing various gemstone nodes. However, the terrain is much more chaotic than the previous levels, with even more obstructions taking up space and getting in the way of factories. This level is also indoors, meaning that the Storm Tower won't appear in any packs. It's recommended to beat one of the previous Cavern levels beforehand to prepare you for this level. Overall, this level is pretty difficult and will take you quite some time to complete.

## Description

Like every Cavern level, this level features a rocky cavern which contains Ruby, Emerald and Sapphire nodes around the cavern in groups. The terrain is very uneven and is stuffed with stalagmites and stalactites, which can easily obstruct parts of your setup and force you to reroute or even redo your factory.

## Tips

* Planning ahead will be important in this level. Scout out the level and figure out where and how you'll expand your factory, or you'll spend more time rebuilding your factory over and over again than anything else.
Lava Cavern 1

## Overview

**Lava Cavern 1** is a level that's available at **9** level completions, alongside Lava Cavern 2, Lava Cavern 3 and Waterfall 1, 2 and 3. This level introduces lava as a terrain feature, which burn any ores that pass over it, regardless of their height. The stone terrain in this and other Lava Cavern levels contain ores that synergize with the lava mechanic, such as Basalt and Sunstone. Overall, this level is pretty simple to complete, but may take some time and effort to complete due to the lava and varied ores.

## Description

This level takes place in a large cavern, but unlike other underground levels there are fewer obstructions and the terrain is relatively flatter. A large lava river runs straight through the middle of the cavern.

## Tips

* The lava river in the level restricts your available ground space, so you might as well take advantage of it and use upgraders and ores that utilize the burn effect.
	+ Upgraders like Boilers and Thawers that can interact with flaming ores are useful to use in this level.
		- Avoid using Beehives, since they can poison nearby ores if you send a burning ore through them.
	+ Ores like Basalt and Sunstone take reduced damage from fire, and Basalt gains more value the longer it burns for, making them very useful.
* The terrain in the Lava Cavern levels are much easier to deal with than the Cavern or Waterfall levels, so more setups are possible.
Graveyard

## Overview

>  *"A graveyard haunted by evil spirits that leeches on the lifeforce of ores."* - In game description
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The **Graveyard** is an upgrader which adds 20% dark multiplier while leeching 20% stability and grants a 16% chance for ores that pass though it to be revived. When an ore that has previously passed through a graveyard is destroyed, it has a chance to be teleported back to the graveyard. The revival chance can be improved using luck. Unique to the graveyard, dark multiplier also counts towards luck while respawning ores. The Graveyard is unlocked from the Mystery Item Giver. Once unlocked, it is found in advanced packs packs and has an advanced rarity.

## Usage

The graveyard gives ores a small chance to be returned to the graveyard upon exploding, a process known as Revival. It can be useful in setups that destroy ores using items like combustors, geysers and the Altar. The graveyard works well with the Shrine and Eyemaster Contraption which can slightly increase the chances for an ore to be revived. It can only be used once. Revived ores have a special ability of not being able to be affected by toughness and stability, and instead, going to the negatives. This can be utilized in many ways, getting most difficult badges such as Super Struck Gold and Snake Eyes.

buildings
Blaster

This article is in need of a **clean-up.** You can help out Mini Megafactory Wiki by re-organizing parts of the article, checking grammar and spelling, and doing other helpful things to correct the article.
## Overview

> *"Laser technology inspired by the beings of the void."* - In game description
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The **Blaster** fires a laser beam 3 tiles forward for 1 second. The laser can hit ores up to 5 times, and will add 0.07 fire multiplier per hit.

* Putting a Cooler ontop of the Blaster will convert the fire multiplier into an ice multiplier.

* Putting an electric item behind the Blaster will cause the multiplier to be electric.

When you put an electric item and a Cooler the beam will turn to a light purple color. Note that you can have the blaster be both electric and fire or ice. **Blaster** is obtained from the Mystery Item Giver and has a rare rarity.

## Usage

Since you want to have 3 open tiles for the blaster to shoot at, you should put it at one of your elevators so you can get the most of the multiplier. You could also put it at a turn. You should also use the ores for what multiplier you need, like if you're getting adamantite, use the fire multiplier and if you're getting silver use the ice multiplier. You should always use the electric multiplier but it may be hard to find space for it.

buildings
Cavern 1

## Overview

**Cavern 1** is a level that's unlocked at **6** level completions, alongside Cavern 2, Cavern 3 and TNT Storehouse. It introduces rock terrain, which contains different ores than sandstone does, as well as Ruby, Emerald and Sapphire nodes that produce their respective gems when mined. It's also an indoor level, meaning that the Storm Tower is unobtainable since it only works outdoors. Although the building space is significantly bigger than the default plot size (7x7 > 13x13), the space is cluttered with rocky terrain, stalagmites and stalactites. This level is a notable step up in difficulty from the previous levels and prepares players for the following levels to come.

## Description

This level is a rocky cavern with uneven terrain and numerous stalagmites and stalactites. There are also various Ruby, Emerald and Sapphire nodes throughout the cavern, grouped in pairs. (confirmation needed)

## Tips

* Make use of the gemstone nodes within the cavern. Each one has different effects, so it's recommended to look up their properties before developing a strategy. Purifiers can enhance their abilities.
	+ Although Drills will take longer when placed on gemstone nodes, the ores they produce will have higher base value(confirmation needed), so it's worth it to focus your setup around them.
* Since the terrain is so cluttered, it's a good idea to plan out what you're doing before you put it into practice in order to save your time and effort.
Gravel Infection

## Overview

**Gravel Infection** is a level that's unlocked after completing the Tutorial, alongside the Empty Plate and Copper Infection levels. This level is similar to Empty Plate since it's just a simple dirt plot, but it's covered entirely in Gravel deposits that can be mined by Drills. Although Gravel's explosive properties make it a bit difficult to work with, overall the level is fairly simple and can be completed somewhat quickly.

## Description

The level is the same as Empty Plate with a 7x7 dirt plot, except its surface is mostly covered in Gravel.

## Tips

* When exploded (either through simply exploding or losing all of its toughness or stability), Gravel upgrades nearby ores and has a chance to turn into a more valuable ore, making it synergize well with Combustors, Bomb Packers and/or other explosive/harmful upgraders.
	+ Although you want to blow up your Gravel ores as soon as possible, you should also take care to protect their byproducts so that they don't meet the same fate. Use toughness-enhancing upgraders like Tougheners and Compressors or other protective machines such as Altars to ensure that your ores can make it to the Furnace safely.
	+ Material Sorters will be useful in this level, since you can just keep cycling Gravel through your explosive setup while filtering out the more valuable ores.
Changelogs

+ ORES (Pearl / Quartz / Hematite / Beryl)

+ BADGES (Seasonal / Beryl Encounter / Mysterious Being)

+ Clear ores UI button

+ Badge fixes

+ ACHIEVEMENTS (Nonetheless, It Tolls / Snake Eyes / Super Struck Gold / Splash! Amplified / Super Amplified / Status Chaos)

+ Added achievement panel in lobby

+ Fixed altar puzzle / darkness bug

### Version 1.4

+ ITEMS (Amplifier / Overclocker / Multiplier / Gambler)

+ LEVELS (Sandstone B-Side / Caverns B-Side / Lavafall B-Side / Copper/Gravel Infection B-Side / 3x3 B-Side)

+ Gamepass room

+ Improved autosave

+ Ores crack when damaged

### Version 1.3

+ LEVELS (Tundra1 / Tundra2 / Tundra3 / Tundra4 / Tundra5)

+ ITEMS (Graveyard / Toughener / Material Sorter / Infuser / Water Cannon / Geyser / Ladder / Platform)

+ ORES (Ice / Sunstone Rework)

+ FLASKS (Fire / Ice / Electric / Plant / Holy / Dark / Luck)

+ Mobile Support

### Version 1.2

+ LEVEL (Pipes 1-4, Erupting Volcano)

+ ITEMS (Blaster, Terrain Scanner, Volcano)

+ ORES (Silver, Bort)

+ BADGES (Red Green Blue / High Voltage / Erupting Volcano Complete)

+ Ore size calculations changed (Now based on base size and size multiplier values)

+ Tips now show what specific keywords do (i.e. toughness, luck)

+ Game now autosaves on level complete

### **Version 1.1**

+ LEVEL (TNT Storehouse)

+ ITEMS (Bomb Packer / Lukkiko / Splitter / Looper)

+ BADGES (Kaboom / TNT Storehouse Complete / UFO Invasion

+ CHANGELOG ADDED

+ If you get more copies of an item than you can use it will no longer appear in packs
Excavation 2

## Overview

**Excavation 2** is a level that's unlocked at **4** level completions, along with Excavation 1 and Excavation 3. It shares features with Excavation 1, being a large hole filled with sandstone terrain and wooden structures, but the terrain is a bit more crowded and there are more wooden platforms and crates. It's recommended to complete Excavation 1 before this, since they're similar in gameplay. Overall, it's somewhat harder than Excavation 1 but still manageable.

## Description

This level is similar to Excavation 1, being a large, hollowed-out sandstone mound containing sandstone and wooden platforms. The bottom of the hole is more cramped than the previous, while the top is flatter and easier to work with but lacks exposed terrain.

## Tips

* You can play this level as if it were Excavation 1, but don't rely on ground-based upgraders like Geothermal Extractors, since your available terrain is limited.
Excavation 3

## Overview

**Excavation 3** is a level that's unlocked at **4** level completions, along with Excavation 1 and Excavation 2. It goes in a completely different direction than the previous Excavation levels, taking on the form of a narrow, spiraling tunnel instead of a large, open pit. Overall, this level can be relatively simple or cramped and complicated, depending on how you approach it.

## Description

This level features a large pile of sandstone, with a tunnel descending into the ground in a clockwise "screw" shape. There are several wooden pillars within the tunnel and the bottom is covered in dirt terrain.

## Tips

* If you rely on Iron for consistent cash output, you will absolutely hate this level. Since the only normal (dirt) terrain lies at the very end of the narrow tunnels, you'll have a tough time routing your factory through the tight space. (second opinion requested)
* Building on the surface is probably the best way to beat the level, since it's open and clear of any disruptive terrain. You can approach it as a typical Sandstone level, if you'd like.
Laser

## Overview

>  *"A deadly fine point laser that only hits ores in the middle of the conveyor."* - In game description
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The **Laser** is an upgrader which adds 30% multiplier to ores that pass though. If an ore with a status (only burn works) passes through it, then it will copy that status. Once a laser has copied a status, its multiplier is increased to 50% and it will give that status to all ores that pass through it for a while. The laser is unlocked from the Mystery Item Giver. Once unlocked, is found in advanced packs with an advanced rarity.

## Usage

 See also: Effects

While it sounds like it the Laser has a lot of potential with its ability to duplicate statuses, it only works with burn. Ores need to be in the center of the conveyor to be hit by the Laser's beam. One way you can align ores to the laser is by using Gumballinator's narrow passage. One should be careful if they are building a multiple floor processing line as the laser's hitbox is tall enough to block a conveyor above it. The laser can be used only once.

buildings
Sapper

## Overview

>  *"Sappers leech power from the upgrader below them to make the ore upgrading process more efficient."* - In game description
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**Sappers** are buildings that when placed above another upgrader, will increase multiplier of ore that pass through it by 15%. Any upgraders will work including flamethrowers and compressors. It does not matter what upgrader is put underneath. Sappers are unlocked at the start and are found in basic packs with a rare rarity.

## Usage

Obviously, you would want to use a ramp or elevator to go to an upgrader you've already used. If you cant, you could use excess upgraders your not using under the sapper. And make sure to not put in above upgraders that are more than 1 tile high, like the storm tower or gumballinator are exception.

buildings
Chute

## Overview

> *"A helpful chute that can be used to transport ores downwards while also upgrading them"* - In game description
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The **Chute** is a unique upgrader which when used in your factory will send them downwards and upgrade them. When an ore is sent downwards it is given a 20% multiplier. It will also cancel the ores velocity, meaning it will hit the ground faster than it usually would take. This upgrader can only be used mid air since an ore must be sent downwards when using it.

## Usage

The chute could be used anywhere in your setup that is one tile up. You will probably use this item to drop into a Furnace but it doesn't matter. When you use this you should have extra conveyors around the landing point so the ore doesn't just fall off. Chute can only be used 3 times.

buildings
Looper

## Overview

> *"A helpful machine that can be used to loop ores a specific number of times."* - In game description
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**Loopers** are buildings which loops ores to the left and sends ores forward once done looping. The number of loops can be modified by interacting with the side panel on the item. Loopers are found in basic packs with a common rarity.

## Usage

File:Placed Looper.png
They are used to repeat upgraders like the Polisher, Cooler or Zapper.

## Trivia

* A looper set to zero loops can be used to glitch ores into Vats even if the looper was put onto the side. Loopers can be used to glitch into other buildings too, like right underneath a Conveyor Ramp. These can be used for very compact builds that require fitting it very small.

buildings
Amplifier

## Overview

>  *"A versatile upgrader that can be used in free spaces in your setup up to 3 times."* - In game description (bugged)
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The Amplifier is an upgrader that adds 1.1x-2x amplification to ores that pass through it. The Amplifier can charge up to 2x amplification, but will decrease to 1.1x when an ore passes it. The Amplifier takes around 6 seconds to fully charge. The Amplifier is unlocked from the Mystery Item Giver. Once unlocked, it can be found in basic packs with a rare rarity.

## Usage

The amplifier is used to increase amplification. It works best in setups with few ores and works poorly it setups with many ores. The Amplifier can only be used once.

buildings
Winter Gate

## Overview

>  *"A freezing gate of trees which hold a mysterious artifact on their withered branches."* - In game description
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The **Winter Gate** is an upgrader that gives ores 20% ice multiplier and the cold effect at the cost of 5-10% stability. The cold effect gives ores fire resistance (whatever that means, it's hard to tell because this item is super bugged). Like the other seasonal gates, ores will get a stacking 30% amplification boost on all later seasonal gates that they pass through. The Winter Gate is unlocked in the Mystery Item Giver. Once unlocked, it is found in basic packs with a rare rarity.

## Usage

The Winter Gate can be used to protect ores from the burn effect at the cost of some stability. Using amplification with this upgrader is not recommended as the stability loss will also be amplified. The Winter Gate should be used before the Autumn Gate, Spring Gate and Summer Gate to avoid amplification boosts. Beehives consider the Winter Gate as a plant based upgrader. The Winter Gate can only be used once. In V1.6, every bit of information in the in-game description is incorrect. It gives 25% ice multiplier instead of 20%, increases stability instead of decreasing it, and does not give resistance to the burn effect, nor fire upgrades.

buildings
Purifier

## Overview

>  *"A scientific machine that can be used to increase the power of your ores unique perks and base value by adding concentration."* - In game description
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**Purifiers** are upgraders which add +30% purity to ores original materials at the cost of 25% stability and 1.5 toughness. Purifiers are unlocked from the Mystery Item Giver. Once unlocked, they are found in basic packs and have a rare rarity.

## Usage

Since purity affects an ore material's base value, the Purifier effectively functions as a 30% base value boost. Purity also increases potency of an ore's perks which is just generally useful. The purifier can only be used 5 times but most ores will have exploded by then.

buildings
Tom and Jerry: The Movie (1992)

## Storyline

The popular cartoon cat and mouse are thrown into a feature film. The story has the twosome trying to help an orphan girl who is being berated and exploited by a greedy guardian.

## Movie Trailer

* Tom and Jerry: The Movie (1992) (Trailers)

## Horta Editorial Sound Effects Used

* Horta Heavy Wood Crash
* Horta-Hacienda Post Head Shake
* Horta-Hacienda Post Splats (6th splat only)
* HORTA-HACIENDA SUCTION POP
* Horta Wobbles
Thawer

## Overview

>  *"An ancient machine frozen in ice. Perhaps it could be thawed."* - In game description
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The **Thawer** is an upgrader which adds 20% ice multiplier to ores while thawed. It is one of the few upgraders which give an ice multiplier. The thawer must be thawed with a flaming ore before it can upgrade ores and will unthaw after no flaming ores pass through it for an amount of time. An unthawed thawer will not prevent ores from passing through it. The thawer is unlocked from the start and is found in basic packs with a rare rarity.

## Usage

The thawer is a good upgrader to use as long as there is an upgrader that can give burn in the setup: Geothermal Extractor, Flamethrower, gumballinator, etc. Its ice multiplier can be used to reduce the size and increase the base value of silver ore. It can only be used once.

buildings
Lukki Crate

## Overview

> *"A chaotic crate from lukki himself that is unpredictable by nature."* - In game description
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The **Lukki Crate** is a gamepass upgrader similar to a Combustor, except vastly more random. It applies various different effects and increases/reductions in stats to ores that pass through, and like Combustor is also infinite use. Once its gamepass is bought for 50 Robux, it is found in Basic Packs with a rare rarity.

## Usage

Also like the Combustor, the Lukki Crate should be used after luck upgraders such as Lukkiko or Shrine to decrease the chances of ores exploding. You can also use Altar to ensure their survival.

## Effects

The Lukki Crate has many different effects that include:

Luck

Multiplier (In intervals of 5)

Base Value (in intervals of 1)

+/- ??? Size

+/- 2 Toughness (in intervals of 1)

+ White / Black / Red / Green Sparkles

Shield

Duplicate Ore

-5% - 20% Stability (in intervals of 5)

Explode

Burn

+???%ElementalMultiplier

**Some secret ones include:**

Ore shapes into a duck (visual)

Ore gains a smiling face on one side and turns yellow and plays music (visual)

Ore gains a Ghostface (visual)

Ore gains the Winning Smile face (visual)

Ore gains the Epic Face (visual)

Others (?)

buildings
Waterfall 3

## Overview

**Waterfall 3** is a level that's available at **9** level completions, alongside Waterfall 1, Waterfall 2 and Lava Cavern 1, 2 and 3. Like the previous Waterfall levels, this level features cluttered, cavernous terrain and gemstone nodes, as well as water, which extinguishes burning ores that touch it. In addition to Ruby and Sapphire nodes, there are also Emeralds that get tougher the more valuable they are. Overall, this level is somewhat time-consuming, but is compatible with a variety of strategies.

## Description

(idk if this is 100% accurate, pls confirm)

This level takes place in a tall, rocky cavern with stalagmites and stalactites, split into 3 layers or levels. The ground level contains Ruby deposits and a pool of water. There's also a waterfall that flows to the ground level from the second level, which contains Emerald nodes. A small ledge above the second level holds Sapphire deposits.

## Tips

* Emerald ores get tougher as they gain more base value, so upgraders that increase the base value of ores (ex. Shrine, Beehive w/ plant-themed upgraders) will allow it to resist more harmful upgraders (ex. Oven, Sander).
	+ Emerald works especially well with Bomb Packer, since Bomb Packers remove toughness in exchange for increasing base value, while Emeralds recover toughness as their base value increases.
		- Note that this does not make Emeralds immortal from Bomb Packer's effects, although a (soon to be outdated) strategy doing just that can be found on the Struck Gold page.
* The waterfall in this level functions the same way as water everywhere else, which makes it easier to extinguish burning ores, since you just have to pass ores through the waterfall rather than dump them into the water.
* This can be approached the same way you would for the other Waterfall levels, since this level features Ruby and Sapphire nodes, which appear in previous Waterfall levels.
	+ The Ruby nodes are easier to use, since they're on the ground level and easier to access.

## Trivia

* This is the only Waterfall level to actually feature a waterfall.
Flamethrower

## Overview

>  *"A portable flamethrower that can be placed next to conveyors to burn ore."* - In game description
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**Flamethrowers** are upgraders which add 15% fire multiplier to ores that pass in front of it and gives them the burn status. Flamethrowers can only be used once, trying to use it again will not add more multiplier nor can it re-apply the burn status. They are found in basic packs and have a rare rarity. Despite only being usable once, flamethrowers still continue to appear in packs after one is acquired.

## Usage

Flamethrowers upgrade ores on the tile in front of them, ores do not pass through the flamethrower. They are useful for giving ores the burn status which is used by the Thawer, Boiler and Blesser upgraders. Burn is also used to create bronze from Copper ore and increase Basalt ore's base value by up to 2. Flamethrowers can be used to cook Meat ore, adding 0.04 base value per 1% meat.

buildings
Alloyer

## Overview

> *"A handy mechanism creates a new alloy with the properties of two different ores."* - In game description
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The **Alloyer** is a building that takes 2 ores and outputs them as an amalgam with 75% of both of the ores original properties (including size and special properties). It can also accept amalgamated ores, too. The Alloyer is unlocked from the Mystery Item Giver. Once unlocked, they are found in Basic Packs and have a rare rarity.

## Usage

Alloyers are useful for creating stable or valuable ores, like fusing Malachite and Steel to create an extremely resistant ore, or fusing Diamond and Sapphire to increase both of their base values via. their abilities using Compressors. Alloyers are also a main component to strategies getting the Struck Gold badge, although Vat strategies are easier.

Only 1 ore is known to have come out of the alloyer, which is Amalgam.

## Tips

* NEVER place the alloyer when many ores are within reach of the alloyer as the alloyer will significantly clog up, leading to a massive mess that either the self destructor or rejoining the game could only fix.

* Use the alloyer when you want to fuse ores either at the middle or at the end of the factory.
* Using the alloyer with near indestructible ores and valuable ores will make a extremely tough and expensive ores that could be beneficial for using flaming upgrades such as Geothermal extractors or flamethrowers.
* If you want to use two alloyers, use an upgrader that will make ores smaller such as Compressors.
* Any status effects will work on the alloyer.
* The alloyer cannot be used to boost the Sapper or Volt Box because it is not considered as an upgrader, furnace or drill.
* The Shrine does not consider the Alloyer as harmful towards ores.

buildings
SpongeBob SquarePants

**SpongeBob SquarePants** is a Nickelodeon Production created by Stephen Hillenburg.

From "Reef Blower" (Episode 2) onward, **Jeff Hutchins** serves as the series' sound effects designer & editor (although credited on standard prints of "Help Wanted", Jeff was not involved with that pilot, nor was he originally credited on the standalone pilot). **Tom Syslo** is the supervising sound effects editor and may have been the uncredited sound designer of the pilot "Help Wanted", according to Roy Braverman; Syslo contributed some editing on few later episodes.

The sound services began with **Horta Editorial & Sound** (uncredited), working with **Timothy J. Borquez'**s team there and at **Pacifica Sound Group** and **Hacienda Post** (the latter, including housing facility **Sabre Media Studios**, continued working on the show from Seasons 5-8, but only for track reading). During Season 5, Jeff Hutchins and the sound services moved on to **Oracle Post**; in 2012 they relocated to **Atlas Oceanic Sound and Picture**, which also recorded dialogue for *The SpongeBob Movie: Sponge Out of Water* (2015). In 2019, Jeff and the Atlas Oceanic/Oracle Post sound team relocated to Rob McIntyre's **Sound Rebels**.
Doug

**Doug** is an American animated television series created by Jim Jinkins. The show focuses on the early adolescent life of its title character, Douglas "Doug" Funnie, who experiences common predicaments while attending school in his new hometown of Bluffington. Doug narrates each story in his journal, and the show incorporates many imagination sequences. The series addresses numerous topics, including trying to fit in, platonic and romantic relationships, self-esteem, bullying, and rumors. Many episodes center on Doug's attempts to impress his classmate and crush, Patti Mayonnaise.

Jinkins developed Doug from drawings in his sketchbook that he created over the course of the 1980s. Doug, a mostly autobiographical creation, was largely inspired by Jinkins's childhood growing up in Virginia, with most characters in the series being based on real individuals. He first pitched Doug as a children's book to uninterested publishers before Nickelodeon purchased the show. Following this, the series underwent further development, in which Jinkins meticulously detailed every aspect of the show's setting. Jinkins was insistent that the series would have a purpose and instructed writers to annotate each script with a moral. The show's unusual soundtrack consists largely of scat singing and mouth noises.

The series premiered on August 11, 1991 on the cable network Nickelodeon, as the channel's first original animated content alongside Rugrats and The Ren & Stimpy Show. The series' original run consisted of 52 episodes over four seasons that were broadcast from 1991 to 1994. In 1996, Disney acquired the series, retooling it with several creative changes, thus renaming it Brand Spanking New! Doug (retitled Disney's Doug in 1998), and airing it for three years on ABC's Saturday morning lineup. It became a top-rated show, inspiring various books, merchandise, a live musical stage show, and a theatrical feature, Doug's 1st Movie, released at the series' conclusion in 1999.

## Storyline

The life of a young boy as he meets friends, falls in love, maneuvers his way through grade 6 and writes all about it in his journal.
Conveyor Ramp

## Overview

>  *"Moves ores upwards."* - In game description
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**Conveyor Ramps** are buildings that can be used to raise your ores up to higher elevations. They are 1 tile wide, 1 tile high and 3 tiles long, other buildings can still be placed on the 2 tiles in the back of the conveyor. They are unlocked from the start and found in basic packs with a common rarity.

## Usage

Conveyors are used to raise your ores to higher elevations which are needed to use some upgraders like the sapper, chute and dropper as well as dropping ores into the vat. Elevators are usually prefered over Conveyor Ramps except for when using large ores which would clog an elevator.

buildings
Horta Vocal Poof/Grunt

This is a exhale-cough sound from Horta Editorial/Hacienda Post

## Used in

### TV Shows

* The Ren & Stimpy Show (Heard once in "The Littlest Giant" and then for the rest of season 2.)
* The Ripping Friends
* Ren & Stimpy: Adult Party Cartoon

## Image Gallery

The Ren & Stimpy Show Horta Vocal Poof/Grunt in "Ren's Toothache"
## Audio Samples

- Placeholder until source(s) for a cleaner sample.
Horta-Hacienda Post SFX Wiki

**Welcome to the Horta-Hacienda Post SFX Wiki!**

## Introduction

Welcome to the Hacienda Post Sounds Wiki!, you will find sounds used in shows such as, Ren and Stimpy, Rocko's Modern Life, SpongeBob, and more!

If you're having trouble on finding a certain sound effect in a scene you are posting in the Image Galleries, either write in the description "What \_\_\_ sound is this?" or make a blog of it, and admins will help you.

## Rules

We recommend these rules we want you to follow.

* First off, in response to events that occurred on this Wiki in the past, you are now required to log in and must be over the age of 13 before adding anything. Registering for a Wikia account is not hard!
* Only message admins or users from this site and not on other Wikia/Fandom sites please. As it will tick off the admins of those sites, and will immediately remove them.
* Do not put in fake or irrelevant information on this site please. In particular, you are not to add information to any upcoming films or video games until they are actually released - this website is not a crystal ball, we cannot predict whether or not upcoming media will use certain sound effects. And don't add any *Aired On* categories to films that were not released yet.
* Don't put in fake sound effects libraries.
	+ If you are adding so many images or audio files to a gallery, it's recommended to use the *Mass upload* tool in the Source Editor.
	+ Don't add in links to pages on the **Link your photo (optional)** selection on the images in the Image Galleries. Images are used to click on to see the full size, not as a link to another page.
	+ External links to other sites are only allowed to be in their own section on media pages, as well as in **Clean, Full Length and Unedited Link to the Sound Effect** sections in sound effects pages.
	+ Don't upload duplicates of a screenshot or image that was already posted on this site.
	+ Please don't add the posters or non-screenshots from anything else in the Image Gallery, they should only be posted on top of the media pages.
	+ Placeholders are not allowed to be on any sound or media pages.
		- If you only have a different audio file of a sound effect, you can convert it to an OGG file on this site.
		- You can either upload still images (jpg or png) or moving GIF images. And you can update the still images with GIF images if you want. Use GIPHY to make GIFs from YouTube or Vimeo videos. Use Gfycat for to make GIFs from Dailymotion videos.

## Blacklist

If users that have broken the rules and caused trouble, name goes here.

## Audio Samples - Listen to our Sounds!

- Horta-Hacienda Post Head Shake
- Horta Doorbell Sound
Value Scanner

## Overview

> *"Shows value of ores it scans."* - In game description
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**Value Scanners** are buildings that scan ores to show its value. When an ore passes through a Value Scanner, it shows the value of the ore sent. It also shows its base value and multiplier. The analytics update every time a new ore is sent. Value scanners are found in basic packs and have a common rarity.
Tundra 3

## Overview

**Tundra 3** is a level that's available at **15** level completions, alongside Tundra 1, 2, 4 and 5. Like many of the Tundra levels, it features a large upgrader that applies a large ice/electric multiplier to your ores, as well as several geysers that also upgrade ores that pass through it. This level also includes Silver and Copper deposits, as well as Ice ores that can be mined from the ground. Overall, this level isn't as hard as the other Tundra levels but may take quite a bit of thinking to work with.

## Description

This level is made up of a ice-covered plot, with a large rock structure taking up all but one side of the plot. Geysers erupt at frequent intervals from the remaining icy surface, which applies varying ice multipliers to ores that pass above active ones. The level is split in two, with a large gate separating the two sides of the level. When an ore passes through the gate, it charges up for a moment before applying a 40% ice/electric multiplier to ores that are caught within the beams it produces. The side opposite of the geysers contains Silver and Copper deposits.

## Tips

* The gate is a powerful tool that takes some effort and thinking to use effectively, since its upgrading beams require a short delay to charge up and activate. Stalling items like Ovens are useful in ensuring your ores stay in the beams when they do eventually activate.
	+ Additionally, build your setup through the gate in a way that maximizes your ores' exposure to the path of the beams. The arrangement of the beams will be the same every time, so don't worry about filling up the entire space in conveyors.
* The Silver and Copper deposits in this level both synergize greatly with the gate, since they benefit from the ice/electric multiplier it gives. Try to orient your factory around these two ores.
Overclocker

## Overview

>  *"A dangerous machine that overclocks the next upgrade."* - In game description
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The **overclocker** adds 30% amplification to ores that pass through it. Putting an electric themed item on either side of this upgrader will increase the amplification by 15% giving up to +30%. The next upgrader that the ore passes through will gain the fire element and will burn the ore. The overclocked is unlocked in the Mystery Item Giver and once unlocked, has an advanced rarity.

## Usage

The overclocked can be used to add amplification and reliably burn ores. It can only be used once. It works well with powerful upgraders like the Volt Box, Shrine, Combustor or Twin as well as upgraders that need burn to work like the Thawer or Blesser. The Storm Tower can also be used to remove the burn effect from ores. The overclocker can only be used once.

buildings
Amy Park/Lee

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## Story relevance

Amy is Bibi´s first friend, and the one who is going to help her try to get with Peter.

## Appearance

Amy is an asian teenage girl with short brown hair. Her eyes, which typically look tired and with heavy bags, are also brown.

Her outfit is the typical school uniform: a navy colored baggy sweater with buttons, along with a tie and a dress shirt below it.

As a bottom, she wears a grey skirt with buttons on the side. She has middle length grey stockings, one of them almost always falling over due to its size, and white shoes.

## Personality

She is a quiet, somewhat shy girl who doesn´t take conflict particularly well. In school, she doesn´t make an effort to interact with anyone, and those who do interact with her she doesn´t want to speak to (typically Peter).

Her aunt Joy coddles her a lot due to her harsh past, and is strict with knowing where she´s going: not out of malice, but genuine worry. This makes her a paranoid, nervous sort of person. She prefers to go with what others are doing and usually doesn´t stand up for herself, preferring to avoid rather than confront.

###### Likes:

Chocolate chip cookies, crunchy desserts, chocolate, Auntie, Bibi, Camilla

###### Dislikes:

Herself, cars, crowded spaces, man who lives an amicable life with no difficulties

## Backstory

### WARNING: ALL SPOILERS AHEAD

Amy used to be taken care of by her mom, Julia Park: a quite unstable woman. She tried to end her child´s life by leaving her in a closed car when the sun was harshly hitting it, and, almost dying off a heatstroke, she was saved by some passerby, cause of her trauma later on.
Her mother went to prison and she started living with her paternal grandmother, who generally despised her, believing that "like mother like daughter". Eventually Joy, her aunt, got into a verbal fight with Amy´s grandmother and convinced her to let her take Amy to live with her all the same.

She ended up meeting Camilla as a kid, her neighbor, and they became best friends. This friendship continued all through their childhood, seemingly hitting a stop when Amy got tired of them being compared all the time, maybe even believing that they really shouldn´t be friends.

## Trivia

* Unni wanted to make her look worn out, which is why her hair has that texture
* She is the only character in the series which wears the school uniform correctly
* Everyone is usually kind to Amy, though when she was friends with Camilla, she got bullied a lot by those who aspired to be the popular one´s friend.
* She wound up adopting two kids with Bibi: Jerry Reden and Alice Reden
Drill

## Overview

> *"A portable drill from Cribblecorp. When placed ontop solid terrain it will siphon valuable ores from the ground and spit them out of its dropper."* - In game description
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**Drills** are buildings which drill from ground below it to produce ore every 2 seconds. The type of ore produced depends on two things - the level it is in (certain levels have special terrain containing different ores, listed below) and ore nodes, single tiles that produce a specific ore when drills are placed on them. You receive a number of drills upon starting a Level, but special levels such as Lab can increase the numbers obtained. Drills can also appear in Basic Packs with a common rarity outside of B-side levels.

## Usage

Drills are used to extract ores from the ground. It can sometimes be worth picking an unhelpful rare item if the pack comes with a drill. In B-side levels, you start with 3 drills instead of 2 but cannot gain any more from basic packs. Malachite Drill and Volcano can be good alternatives for extra drills in B-side levels.

## Terrain

**Note: Terrain Scanner can be used to get exact ores and chances**

##### Dirt:

When placed on dirt, Drills will produce Iron, have a chance to produce Gold, and have an even smaller chance to produce Diamond.

###### Sandstone:

When placed on sandstone, more random ores are drilled. Ores that can be produced are Iron, Basalt, Gravel, Coal, Diamond, Obsidian, Malachite, Ruby, Sapphire, Emerald, Onyx, and others.

buildings
We Bare Bears

**We Bare Bears** is a Cartoon Network Studios original TV show created by Daniel Chong.

**Hacienda Post**/**Sabre Media Studios** provided the post production sound services: **Timothy J. Borquez** and **Alex Borquez** are the Supervising Sound Editors, and **Daisuke Sawa** and **Tony Orozco** are the sound editors. **Marc Mailand** is the sound effects designer/editor for the pilot, one of his last Hacienda Post projects. The sound design style is generally realistic as is the nature of the show, although the Hacienda Post sound designers tend to use a fair number of "cartoon" sound effects in the show, usually in realistically appropriate contexts and rarely in a cartoonish context.

## Storyline

Three brother bears awkwardly attempt to find their place in civilized society, whether they're looking for food, trying to make human friends, or scheming to become famous on the internet. Grizzly, Panda and Ice Bear stack atop one another when they leave their cave and explore the hipster environs of the San Francisco Bay Area, and it's clear the siblings have a lot to learn about a technologically driven world. By their side on many adventures are best friend Chloe (the only human character in the cast), fame-obsessed koala Nom Nom, and Charlie, aka Bigfoot.

## Also See

* We Bare Bears: The Movie (2020)
* We Baby Bears