recursal/Fanatic-Fandom huggingface dataset:
Storm

criteria
 Reward
 Goal

*"Travel to a dimension that storms year-round. Trimps gain Storm stacks after every attack, damaging them for 5% of their max hp per stack. Enemies gain Cloudy stacks after every attack. Every 5 Cloudy particles causes a Stormcloud on that enemy, causing them to gain max hp and damage, and take extra damage from gamma bursts. Cloudy stacks stick around after bad guys die, and each new group of bad guys start with a Cloudy stack for each Stormcloud on the previous enemy. Cloudy stacks cannot accrue and Stormclouds have no effect in maps, but Trimps in maps have -0.05% attack per Cloudy stack on the enemy. Defeating an enemy in a map will remove 1 Cloudy stack. Completing **Z105** with this Challenge active will reward you with a brand new building to help with the weather!"*

**Storm** is a new challenge introduced in patch 5.4. Completing this challenge unlocks the Antenna building.

## Rules

Trimps take constant damage from Storm stacks, similarly to Electricity. Having the Angelic mastery makes them survive much longer.

If enemies are not defeated quickly, they become stronger, but also more vulnerable to Gamma Bursts.

## Strategy

Keep attack power high. If enemies start to accrue Cloudy/Stormcloud stacks, you can go to maps to clear them (and to farm metal for more equipment levels, etc.).

## Trivia

* Beating this challenge without allowing any enemies to gain a Stormcloud earns the Clear Skies feat.
* In version 5.5.0, the challenge description was returned to normal in the Challenge³ variant. Prior to this, the Storm³ text was:

*Same as storm but longer. You remember Storm, right?*
Tribute

*"Pay a tribute of food to your Dragimp, increasing his appetite and his speed. He will gather gems 5% faster (compounding)."*

**Tribute** is unlocked after retrieving The Egg in Zone 17. The Egg is guarded by a random common monster in the center cell of the zone and it is denoted by a eye-like icon. Once the monster is defeated and The Egg is researched through the 'Upgrades' tab, you have unlocked the Tribute structure and may start upgrading it.

Tribute is used to increase the Dragimp's production rate.

The output of the Dragimp is affected by the Motivation perk, as well as every other worker production increasing factor. The table presents values without taking any of these into account.

Because the cost of each level and its effect increases at the same rate, the cost of each level upgrade is effectively 20,000 times the gems/second before motivation perk and production increasing factor.

## Formula

The equation used to find base gems/second is:

> (0.5 **\*** (1.05 ^ [Tribute Level]))
>
>
Wildfire

This page is a **guide**.

Guides can be highly subjective, as they include the authors' opinions. Keep that in mind.

For a list of other guides, click here.
## **Setup**

Recommended zone: z680 (wind). With wind enlightenment, I think you can do it at a lower zone, say z665 or maybe even z650. Need more info on this.

Helium: With 1 Sp He, you need to farm less than an hour, even with pure attack/hp weights in Perky.

Perks: Little to no fluffy xp and a good amount of Looting, Motivation, and Resourceful will help cut down the farming time.

Heirlooms: A Staff with Miner and Metal Drop Rate, and a Staff with Lumberjack and Wood Drop Rate (primarily invest Nu into the Efficiencies for both)

Nursery Goal: 7,491 (the amount that will be burned is rounded up from 749.1 to 750)

## **Run**

Once you arrive at your farming zone, disable all Auto-features so your resources don't get used up.
Set a Custom amount to 7,491 and hover over the Nursery building, and write down half of the number it says for wood and metal. Gems shouldn't be an issue.

Farm the amount of metal you wrote down (large metal cache, mountain or gardens, all workers on Miner, metal staff).

Then farm the amount of wood you wrote down (large wood cache, forest or gardens, all workers on Lumberjack, wood staff).

You now have half of the resources required to get 7,491 nurseries. Run Trimple of Doom to double your resources. Then build all the nurseries.

When all 7,491 nurseries are built, finish your zone.

Last update: V 5.1.3
Watch

criteria
 Reward
 Goal

*"Travel to a strange dimension where life is easier but harder at the same time. At the end of each World Zone any available equipment upgrades will drop, and any unassigned Trimps will be split evenly amongst Farmer, Lumberjack, and Miner. However, resource production and drops from all sources will be halved, and all enemies will deal 25% more damage. Completing **Zone 180** with this challenge active will reward you with an additional 200% helium earned from any source up to Zone 180."*

## Helium challenge

**Watch** is a Helium challenge. There are a few rules which are followed by each one of them:

* The Helium reward from this challenge can be obtained repeatedly for multiple challenge completions.
* Completing **Watch** will increase all Helium earned until zone 180 (including 180) by 3x.
* Helium earned from completing Void maps will also be increased by 3x for each Void map completed on zone 180 or below. More information here.

## Rules

After completing each zone:

* Prestige upgrades for Equipment drop, not requiring the player to run maps of that zone's level to earn them.
* All unassigned Trimps are assigned evenly to the three main jobs - Farmer, Lumberjack and Miner. However, if doing so would leave the player with less than 15% current Trimps left to repopulate, this action will not occur.

Resource production and loot is halved for all resources except Helium.
All enemies have 25% more attack.

## Trivia

* Before patch 3.5, Watch would assign all possible workspaces to jobs regardless of whether there'd be leftover unemployed Trimps, which could sometimes completely halt breeding.
Upgrades

*This article only covers upgrades. If you were looking for a list of all unlocks in the game, try Unlocks.*

**Upgrades** can be found through world progression, or by searching for them in maps.

## World

### One-time upgrades

These upgrades can only be found on the world map, and are only ever unlocked once per run:

* Bloodlust
* Blockmaster
* Egg
* Anger

### Repeated upgrades

These upgrades can only be found on the world map, and repeat every certain number of zones:

* Efficiency
* TrainTacular
* Gymystic
* Potency
* Speedfarming/Speedlumber/Speedminer/Speedscience
* Megafarming/Megalumber/Megaminer/Megascience
* Coordination
* Gigastation
* Golden Upgrades, after completing enough Achievements to reach 15% Achievement bonus

## Maps

These upgrades can be found in maps:

* Equipment prestige upgrades
* Housing
* Housing upgrades
* Trapstorm
* Speedexplorer

There are also specific upgrades which can be obtained only from unique maps:

* Shieldblock
* Bounty
* Access to Portal

## Permanent upgrades

Some upgrades which can be found are permanent, which means they persist and do not reset across Portals.
Trapper

criteria
 Reward

*"Travel to a dimension where Trimps refuse to breed in captivity, teaching yourself new ways to take advantage of situations where breed rate is low. Clearing **'Trimple Of Doom' (33)** with this challenge active will return your breeding rate to normal."*

## Strategy

Put at least 15+ points in Bait. If you really want to optimize your helium, then take helium out of pheromones, since it won't do anything in this challenge. However, by the time you can run this challenge and that anticipation is useful, you likely have enough helium not to bother.

Make sure traps are building at all spare times. Get Trapstorm by running a map on zone 10 or higher then turn auto-traps. Swap your player between building traps and baiting trimps frequently. An excessive amount of housing/coordinations bought may actually slow your run down, due to the repopulation times.

Although by the time you reach this challenge you may have stopped running "The Block", it's a worthwhile pickup to speed up your run.

This challenge really starts to slow down around z28. Having a lot of block and hp can help your baiting to keep up with your fighting groups.

## Challenge²

When doing the C² Trapper challenge, there are three different strategies, depending on which stage of the game you're in.

In the early stages, you can play very much like the original challenge. Invest in Bait. Limit your Coordination purchases to keep your army size reasonable, and do Trapping as needed to spawn new armies.

In the middle stages, it is recommended to begin the run in a Carpentry heavy perk spec (to maximize initial population), and then immediately Respec into a Coordination heavy spec, before pressing Fight. If you use Perky, you can use the "Trapper² (initial)" and "Trapper² (respec)" presets to do this.

In the late stages, your initial population is so high compared to your army size that there's no need to do the Respec dance -- you can just play normally, sending out armies from your initial population.

Your trimps' health will be quite low in Trapper² because they don't get a health boost from Geneticists (because they don't breed at all). Your perk selection should emphasize health much more so than you would typically do in late U1 challenges. The Perky "Trapper² (respec)" preset uses a 7:1 ratio of attack to health. This may be fine for a while, but when you're pushing Trapper² past zone 700, you might need a higher health weight.

## Trivia

For the duration of this challenge, the breeding text is "x bored".
Worshipper

*"Worshippers always cost 25% of the total amount of Food gathered and looted from World or Maps in your previous 4 Zones (not including current Zone). Each Worshipper grants a 0.5% chance to grant 25-50% of an entire Zone worth of Scruffy Exp per World Cell cleared. However, 2 Worshippers will stop Worshipping after each Zone cleared. Max of 50."*

## Strategy

The option in AutoJobs only unlocks on reaching zone 51.

An easy way to keep the number of Worshippers between 40 and 50 is to run a Small/Large Savory Cache map once every 5 zones, while not running any maps at all for the 4 zones in between. This obviously isn't sustainable for an entire run, as you'll want to run maps for prestiges, metal and/or damage bonus in the late zones, which is where you earn the most Scruffy experience. But it's good enough for most of a run, and requires no manual intervention.

If you want to keep Worshippers Worshipping throughout a run, one way is to fire all of your farmers after your every-5-zones Food mapping, and don't re-hire them until you're ready to run a Food map again.

Another way is to run a few dozen Savory Cache maps every 5th zone. The actual number should be large enough that your total Food acquired in the Food-mapping zone is about triple the total amount of Food gathered in the 4 previous maps. About 20-30 maps may suffice.
Unessenceted guide

Notes from a thread on reddit:

Double check on z1 that the achievement is achievable. Sometimes rounding errors with removing DE can mess it up. Try the "Clear All Perks" button instead of just importing the perk string. (*note:* As of v5.3.0, You can now pin the achievement to the log).

### ***BIG NOTE:***

This guide is old, like, really old. You can ignore basically all of this if you spend a week in U2 getting to z70+. Fancy new heirlooms, a multiplier to your C²s, a heaping amount of achievement bonus, and a bit more. Saving this for later will save you literal days off your run time and makes the process infinitely easier.

## Strategy

* Obviously you want lots of C²% and Nullifium. Mesmer is a huge help.
* **Staff** - Miner Efficiency / Metal Drop / Explorer Efficiency / Food Drop / Dragimp Efficiency
* **Shield** - Attack / Crit Chance / Crit Dam / Plaguebringer / **Storage Size**
* Run in Nom²
* Set AutoGold to Battle, AutoPrestige to Weapons Only
* Give 0 frogs about your hp. You are okay with being oneshot every hit, so don't spend resources on increasing your hp.

Storage size is on the shield because with zero Packrat it actually costs non-negligible amounts, and there's no useful 5th shield mod on Nom².

100% of all base workers to go miners. The other mods on the staff get you enough gem production from Gardens map drops for warpstations to keep up reasonably. (*note:* This was before the Herbalist Mastery).

## Other tips

* Run a 20+4 giga ratio and you'll run out right near the end
* Keep Liquification on as long as possible. You'll likely need to disable it at some point, though
* Don't forget the Map Bonus boost (from running a map up to 10 times); but without Siphonology you'll won't be able to run it under-level
* Save Trimple of Doom for the end. At z179 or z180, farm for several hours without spending any metal (disable AutoPrestige, Autostructure), use all of your available Bone Charges, then run Trimple of Doom
* You can "scout" (open a new tab, respec and play through to z181) to where the first DE cells are, and what corrupted cells you may have to face to get there.

## Example Runs:

* V 4.10.5
* 1d 10.5h runtime (with well timed afk periods)
* 7340% achievement
* 7940% c²
* 37M Nu
* 525% strength towers
* 775 Sxd min attack at the end
* Coord button says "92(+87)" at the end

Done well, this should take about 4 hrs as the last thing you do before starting U2
Unlocks

This is a compressed list of all the **unlocks** available in Trimps.

## World unlocks

### One-time unlocks

Here's a list of all the unlocks obtainable in the World map, that don't repeat (one-time unlocks).

The following syntax of the column **Cell**: **X-Y** means that the unlock can appear anywhere between cell X and cell Y, including these cells.

1. ↑ The number varies depending on the amount of Gigastation upgrades purchased.

### Repeated unlocks

Here's a list of all the unlocks obtainable in the World map which repeat for some number of zones.

* **Starts at zone** - the zone at which the unlock first appears
* **Ends at zone** - the zone at which the unlock last appears
* **Repeated every \_ zones** - if 1, the unlock appears in every zone between start and end; if 2, the unlock appears every second zone, if 3, every third etc.

Notes:

* The way Gigastation and Gymystic are presented in the table represent the gradual reduction in drop frequency.

* If an unlock overlaps (for example, according to the table above, **Efficiency** and **TrainTacular** would be on the same cell in Zone 10), one of the unlocks will be pushed a cell further (for example, be in cell 10 and 11).

* Zone 20 Coordination upgrade appears in cell 95, not 100. This is the only exception.

## Map unlocks

### One-time unlocks

Here's a list of all the one-time unlocks obtainable in maps, starting at a particular level. Each on the unlocks can also be obtained in levels later than provided if they were missed by the player.

The following syntax of the column **Cell**: **X-Y** means that the unlock can appear anywhere between cell X and cell Y, including these cells.

### Repeated Unlocks

Here's a list of all the unlocks of Tier II equipment prestige upgrades. Each of these upgrades appears again every 5 zones (10 with Scientist IV, starting 11-15), infinitely (for a higher tier).

They always spawn in the **last cell** of a map.

\*Unlocked by completing the Slow challenge.

In addition, Speedexplorer books drop in maps every 10 zones, starting from zone 20, and each book allows your Explorers to be 300% more efficient (compounding). If one has advanced more than 20 zones without running a map and runs a map, then all Speedexplorer books that will drop drops at once as one single 'book' on the map. On the map, the book has a tooltip of "A well-hidden book".

### Unique map unlocks

Here's a list of all the unlocks awarded to the player after completing unique maps.

Note that for all unique maps starting from the Trimple of Doom, the unlock is permanent and will persist through Portals. The only exception is Ancient Treasure, which doubles your current resources for that run.

### Void map unlocks

Here's a list of unlocks that can be found in Void maps. Note: All upgrades there are Permanent Upgrades and you must finish the last cell of a void map to get them.

 100
 150
 350

## Resource based unlocks

Here's a list of all the unlocks awarded to the player when obtaining a required amount of a specific resource.

The resource is **not spent**, the amount is just a trigger for the unlock to automatically appear.
The Prison

Completion Requirements

*"You found The Prison! You have a bad feeling about going in..."*

**The Prison** is a unique map found in maps of level 80 and higher, which unlocks the Electricity challenge. The Prison is also the map which is required to be completed in order to finish the challenge.

The player needs a minimum of over 9.9Sp combined health and block to complete it. That number is the minimum attack of the worst possible scenario on this map - a Snimp encountered on cell 99.

The player should aim for combined health and block of somewhere between that and the maximum attack of that imp (14.85Sp (=14.85e24) ).

The cell 100 boss - Warden, doesn't attack first, therefore its attack doesn't matter, as killing it is only a matter of time.

The following challenges end by completing The Prison:

* Electricity
* Mapocalypse

Completing The Prison is required to finish the Mapocalypse challenge. During that challenge this map has 560% difficulty instead of 260%, which means to finish it the player should aim for combined health and block between 21.47Sp and 32.21Sp instead.
Wormhole

*"Use your crazy, helium-cooled, easy-to-aim wormhole generator to create easy-to-travel links to other colonizable planets where your Trimps can sleep and work. Each supports 1500 Trimps."*

Each level in Wormhole increases maximum population by 1500.

Wormhole is the only Housing structure to use Helium in construction. All Helium used in the construction of Wormholes is lost forever. Proceed with caution when purchasing this structure.

Wormhole is marked among dangerous purchases.

Helium lost by buying Wormholes still counts towards Helium challenges.

## Strategy

Wormhole is only helpful for mid to late game players. If it's your first time reaching it, chances are you don't want to buy it at all. It would be more efficient to use the Portal and accumulate more Helium instead.

Wormhole is usually used to enable reaching zone 50 for the first time (where Collectors and Gymystic allow the player to reach zone 60), and used in subsequent runs to reach zone 50 quicker. It's recommended to buy around 10 or 20 of them at the time of unlocking (zone 37) and never buy any levels in them again in that run.

Even after it becomes trivial for the player to reach zone 50, investing in Wormholes significantly increases population prior to zone 50, which in turn boosts gem production by allowing for more farmers, enabling one to buy Collectors quickly after reaching zone 50.

It's possible to get some value out of using Wormholes without reaching zone 50 (and thus 60), however keep in mind it's only worth it if you manage to get all of the spent Helium back and more quickly than you otherwise would without spending any at all.

### Cost saving

If you value your Helium a lot, there is a trick you can use to reduce the costs a little.

When purchasing by single units (using +1), the costs of everything that is purchasable and have a compounding cost increase are rounded down. The multiple purchase buttons (like +10, or +20) however, use a formula which pre-calculates the cost in a single frame, so the rounding is not done there (only at the very end).

For things which have a compounding increase in cost but the cost never really goes very high in numbers (above 100), the difference can be visibly noticeable, and purchasing them by single units (with +1) can be a little cheaper.

Here's an example table for the cost difference when buying 20 Wormholes:

bought separately

**Note**: This bug is practically unnoticeable for pretty much anything else and doesn't matter at all for any other purchasable unit.

## Trivia

* This structure might seem like an end-game building because of the resource used in its creation. However, it's actually far from it, as can be seen in the Housing list. The reason why it costs Helium is because it was originally an end-game structure, as there was no more housing after it at the time of its introduction. Now it's only used as a stepping stone to the next housing building.
* Before patch V2.75, Wormholes used to give 1000 base Trimps each (now 1500).
* The Wormhole being unlocked by conquering the cell with a paperclip icon is a reference to Universal Paperclips.
Unique maps

**Unique maps** are special maps that are recognized by their distinct red or green color. They are permanent.

Instead of having the ability to recycle them, the player has the ability to abandon them, which resets all your progress on such map but allows starting a different one and does not destroy the abandoned unique map. If a unique map has unclaimed items that can only be unlocked on the map, it will be green. If all the items have been claimed, the map will be red.

There is also one normal map that is unique, the Tricky Paradise map unlocked upon reaching zone 6.

## List of Unique Maps

The following unique maps are currently in the game as of the latest update (v5.0):

For the Helium Universe:

* The Block (11)
* The Wall (15)
* Dimension of Anger (20)
* Trimple of Doom (33\*)
* The Prison (80)
* Bionic Wonderland (125)
* Imploding Star (170)

For the Radon Universe:

* Big Wall (7)
* Dimension of Rage (15)
* Prismatic Palace (20)
* Atlantrimp (33)
* Melting Point (50)

The numbers listed are the map levels required to gain them by doing a map.

## Notes

1. ↑ This map is unlocked by beating cell 100 in zone 20 in U2.
2. ↑ This map is found in zone 33 in U2.
3. ↑ This map is unlocked by beating cell 55 in zone 50 in U2.
Toughness II

Cost increase
 Level cap

*"You feel more grounded as you remember where you came from. Spread your toughness to your Trimps, increasing health by 1% per level. The price for this perk increases additively, and each level will cost exactly 500 more than the previous level."*

## Effect

Each level is a 1% additive increase to Trimp health.

The multiplier given by this perk stacks multiplicatively with other health perks such as Toughness or Resilience.

## Relation to other perks

Because Toughness II effectively adds health, it has synergy with other health perks.

Toughness II, Resilience and Toughness raise their own multipliers, which stack multiplicatively with each other.

A guide on how to efficiently level those perks in relation to each other can be found in this section.
Trainer

### Effect

Each Trainer increases base block amount by 20% additively.The percentage can be increased by TrainTacular

*"This book holds all of the secrets of upper management. Train your Trimps to train other Trimps."*

Trainer is the first job that the player will unlock with an increasing hiring cost per each Trainer owned. This makes it not advisable to ever fire Trainers, as the player doesn't get any resources back from firing them.

Each Trainer additively increases the Block given from all sources by 20%, although the percentage is retroactively increased by the TrainTacular upgrade, as well as the Trainer Efficency mod on your currently equipped Shield.

### Trainers cost

The cost of hiring Trainers increases by 10% of previous cost.

 10
 50
 100
 200
Unlucky

criteria
 Reward

*"Your Trimps will never get far in this harsh Universe without learning how to control their luck. Tweak your Portal to bring you to a an alternate reality where your Trimps' minimum damage will be drastically lower, but their high end damage will be considerably higher. Each time your Trimps attack, 5 alternate timelines will open up. If the first digit of your Trimps' minimum attack is even, the timeline where your Trimps did the most damage will become reality. If the first digit is odd, the timeline where your Trimps did the least amount of damage will instead become reality. Clearing the **Dimension of Rage (Zone 15)** will complete this Challenge!"*

Unlucky is a new challenge introduced together with the Radon Universe. Completing this challenge unlocks the Range Perk for U2.

## Rules

Just like Discipline, the minimum base damage of Trimps is lowered from 80% to 0.5% while the maximum base damage is increased from 120% to 199.5%.

The difference is that depending on Trimps' minimum attack, a new status called Lucky/Unlucky comes into effect. If the first digit is odd, the Unlucky status effect is applied, otherwise the Lucky effect is applied. This changes every time Trimps attack.

Unlucky causes Trimps to always deal minimum damage, whereas Lucky causes Trimps to deal maximum damage. As result, your average damage is reduced to 0.33x of normal while Unlucky, and increased to 1.67x of normal while Lucky. Thus, being Lucky gives an average of 5x more damage than being Unlucky.

The Range perk **has no effect** in the duration of this challenge at all, making it less worth doing it again over a normal run if the player has points in this perk.

## Strategy

The modifiers of this challenge don't require a different strategy to a normal play through. If you can manage equipment levels or heirlooms to be Lucky, it can help, but it is not necessary.

Once Equality is unlocked, you can set scaling to off, and change the manual slider to ensure that the first displayed digit of your minimum damage is even.
TrainTacular

*"This book will teach your trainers to increase block by an additional 5%!"*

TrainTacular is a repeated world unlock that increases the effectiveness of your trainers.

Trainers give a 20% starting bonus to block that increases 5% for every level of TrainTacular. Each trainer, x, will increase block by 20%+5%\*x.

It drops every 5 zones, starting at cell 10 of zone 5. It initially costs 1000 Science, 2000 Food, 2000 Metal, and 3000 Wood.
Trimp (challenge)

criteria
 Reward

*"Tweak the portal to bring you to a dimension where Trimps explode if more than 1 fights at a time. You will not be able to learn Coordination, but completing **'The Block' (11)** will teach you how to keep your Trimps alive for much longer."*

## Rules

In this challenge, Coordination doesn't drop. This effectively means the player has to complete The Block with a single Trimp.

Trying to get Coordination results in the following message:

 "Your scientists don't think that it's a very smart idea to try any of the suggestions in this book."

After the challenge is completed, all of the Coordinations which would have been otherwise found will be retroactively awarded.

## Strategy

This challenge does not have to be completed after the first time you reach Zone 60. The reward is a survivalbility perk. If you intend to farm the first 60 zones, the perk is not necessary. However, it can still help if you are having some trouble surviving before level 50, and the challenge is not significantly challenging.

As with the scientist challenge, the major bottleneck is surviving one attack from a quick attacking enemy like a Snimp. Since only one trimp is fighting, you'll need to significantly upgrade your equipment to compensate. At level 11, shield, dagger, and boots can be prestiged to level 3, while the others can only be prestiged to level 2.

With 20 toughness, this challenge can be done with all the equipments at roughly level 20-30 at their max prestige.

It may be wise to reset your perks beforehand. Perks like looting and pheromones are not helpful for the challenge.

### Challenge² Strategies

For Mid-game, Amalgamators are a strong point to attempt Trimp² again, as they will improve your damage output and health. Due to their nature, you're still technically fighting with 1 Trimp, but can exponentially grow your army size by 1000x with health increasing by 40x, and damage increasing by 50% (additive) per Amalgamator. Doesn't seem like the universe likes this though, ͕s͕͕t͕͕u͕͕f͕͕f͕ ͕s͕͕t͕͕a͕͕r͕͕t͕͕s͕ ͕t͕͕o͕ ͕g͕͕e͕͕t͕ ͕a͕ ͕b͕͕i͕͕t͕ ͕w͕͕e͕͕i͕͕r͕͕d͕.

For end-game Trimp² runs, first note that the final target zone for this challenge is either 451 or 466, depending on which other Challenge² run zones are achieved, to reach the 60k cap. Trimp² gives relatively few points toward the cap, but it's also one of the easier runs.

Perky has a Trimp² preset for perk allocations.

Use poison enlightenment, and start raiding Bionic Wonderland maps from the first block of poison zones (236-240). When you reach the point where you can't afford the prestiges you're unlocking, jump forward to the next block of poison zones (251-255). From there, with some metal farming and with 1000 Nurseries or so, you should be able to raid prestiges up through BW530. Later, you'll get enough metal to actually buy them.

Raiding BW530 is sufficient to reach zone 466. Other zone targets may indicate different raiding targets (not tested).
Unbalance

criteria
 Reward

*"Your scientists have discovered a new chaotic dimension! All enemies have 50% more attack, enemies in world have 100% more health, and enemies in maps have 200% more health. Starting at Zone 6, every time an enemy in the world is slain you will gain a stack of 'Unbalance'. Every time an enemy in a map is slain, you will lose a stack of Unbalance. Each stack of Unbalance reduces your attack by 1%, but increases your Trimps' gathering speed by 1%. Unbalance can stack to 500. Clearing **Zone 35** will complete this Challenge!"*

**Unbalance** is a new challenge introduced together with the Radon Universe. Completing this challenge unlocks the Equality Perk for U2.

## Rules

For the duration of the challenge, all enemies have 50% more attack. All world enemies have 100% more health, and all map enemies have 200% more health.

In addition, this challenge introduces the players to global stacks at zone 6. After the player reaches zone 6, "Unbalance" stacks are gained or lost upon your actions, and have an effect on your game.

Killing an enemy in the world will increase Unbalance stacks by 1, while killing an enemy in a map will decrease the stack by 1. Unbalance stacks cannot go below 0, and cannot go above 500. These stacks are not cleared when the player enter a new zone.

Each stack lowers the Trimps' attack by 1% multiplicatively. At 500 stacks, the Trimps have roughly 0.657% of their original attack. Each stack also raises Trimps' gathering speed by 1% additively. At 500 stacks, the Trimps have 6x gathering speed.

## Strategy

The Improbability at the end of zone 35 has approximately 5.37 Qi minimum attack. That's the minimal amount of health + Prismatic Shield you'll need to complete the challenge. Of course, more is better.

Attaining this goal will be *severely* challenging without a Radiating (or higher) heirloom shield with both the Trimp Health and Prismatic Shield modifiers. If you don't have one of these, you will need many more levels in the Toughness and Prismal perks, and/or substantially more time spent farming metal for armor equipment levels.

On the first time doing this challenge, you probably want to keep the unbalance stacks as low as possible. Farm metal frequently, and buy as much armor as you need.

If you want to maximize unbalance stacks, you may use Map At Zone to run a map with perfect sliders (so that each map is 20 cells), repeating it 5 times at the start of every zone. Your unbalance will drop to 400 but you gain 100% damage; at cell 100 of each zone, you're back to 500 unbalance for next zone.

It's going to be a long run, so if you don't have an optimized U2 shield, you can use your old U1 shield with high damage/crit chance & damage/health/VMDC to speed up the early zones of the run.

Tips :

* If you're close to next microchip, put all your workers in scientist and use the 500% gathering bonus to reach next microchip before ending zone 35.
* Reaching end of zone 35 with 500 stacks of Unbalance will reward you with the "Upsized" achievement.
Team Death Match

Team Deathmatch is a PVP gamemode where there is two teams, competing each other against an enemy team, competing to see who gets the most kills in 300 seconds. Team Deathmatch also has a variant, where players are placed at random spawns.

## Maps

* Dust2
* Dust
* DustPCG
* Nuke
* Jungle
* Subway
* Train
* Killhouse
* Inferno
* Vertigo
* Rain
* Mirage
* Delegation
* Overgrown
* Bureau
* Sugarcane
* Sparity

## Trivia

* Due to the dense forests of Jungle against the T-side spawn, it is very unpopular with high skilled players, lower-skilled players can easily camp in the trees and get extremely high kill-streaks with minimal skill required, particularly places where those players can headglitch.
* Ironically, TDM has limited ammo and Arms Race seems to have unlimited ammo.
* The map of Nuke based on the new variant of Nuke that was released during Operation Wildfire.
* The kill-streaks start off with 3 kills that gets grenades, while 5 kills ges flashbangs.
* Jungle, Subway, and Nuke were the only maps that were ever changed.
* 3 variants of the Dust series of CS maps are added.
* Inferno was removed for TDM Random Spawns
Server Beta

GunColony's beta testing period ran from June 5, 2015 to June 23 of the same year. The server was in 1.8 and well improved from the Alpha. The testing period was ran under the host of Advantage Servers under 1GB of RAM and 20 slots the majority of the beta period. Mob-Arena was the only game mode in beta although there was an extremely buggy pre-Alpha pvp test.

## Arenas and Classes

The available arenas during beta were Starter, Nether, Range, Infection2, Infection,Swamp , Sky land,Island , Arena was also added halfway through the beta test.

At the start of the beta test, no classes were added beyond the classes offered in Alpha. However most of the guns were in 3D models. A lot of classes were later added during the beta test.

## Major Characteristics

* The Infection arena was added by Hky 2 days before the beta test started. It had a lot of overpowered camp spots and glitch spots where players can exploit, and there were also some spots where players could be stuck.
* A lot of guns had "recoil" when shot without sneaking until the "recoil" removal in June 21. What the "recoil" did is it effectively pushed the player to the opposite direction of their shots. This was very easily exploitable using some fast fire-rate weapons. For example, looking down and shooting with a M60 could make the player escape the lobby in Starter. While most guns' "recoil" were removed in June 21, Dual Desert Eagle remained to have "recoil" until July 16.
* The server was updated to 2GB of RAM and therefore 40 slots with a short downtime in June 23 in order to prepare for the release.
* Some weapons used unoriginal 3D models from a publicly released resource pack. They were replaced with custom models one by one until June 19, when all modifications were done.
* logantheriault was one of the first five players to join Beta test. He is currently a moderator in the server.

## PvP Pre-Alpha

The PvP Pre-Alpha was an extremely buggy pvp test during June 14-16.

The major differences to the Alpha PvP are:

* The match could only be triggered to start by the owner Hky, although when a player joined it notified the player with "Arena starting in 60".
* When a player died, he automatically leave the arena.
* Players could join during a match and could even rejoin if the player had died.
* There was a 2 minute timer, however if there was only 1 player left in the arena(if everyone else died/left and none joined back) the arena immediately ended and the last person alive was the winner.
* Winning a game granted $10 and 17 EXP. If the winner joined multiple times in the match he could get the reward multiple times.
* The only arena available was Town Hall Frenzy, which is shown in the image on the right. This image was captured on July 18, however the arena was completely unchanged since the Pre-Alpha and was unused as well.
Trapstorm

### Flavor Text

This book details the fine art of teaching your foremen to actually do stuff instead of just sitting around. When asked, your firemen will start construction on a new Trap if the queue is empty.

## Cost

10000 Science
100000 Food

100000 Wood

**Trapstorm** is an upgrade which can be found in maps of level 10 and higher. It unlocks an option, which toggles the ability to have your Foremen (and/or yourself) automatically construct Traps when no other structure is in the queue.

If another item is put into the queue when Trapstorm is active, it will be worked on after the currently automatically queued Trap has finished building.

## Price:

* 10 000 science
* 100 000 food
* 100 000 wood

## References:

1. ↑ https://github.com/Trimps/Trimps.github.io/blob/97c439dabec81397d41628bc33f9c7f3f14b4689/config.js#L7058
Server Alpha

The server has ran through an Alpha testing period of 3 days at November 1 to 3, 2014. It was a 25 slots home hosted server and was forced to end by a DDoS attack. The only game mode available during Alpha test was Mob-Arena.

## Maps and Classes

The only maps in the Alpha test were Starter, nether and range. They were accessible at Newbie, Player(Now Member1) and Member(Now Member2) ranks, respectively, and these have been left unchanged.

The only classes in the Alpha test were Shooter, Troublist, George, ShootaPlus(Now Shooter Plus), Tom, Olde, and Protest Police. ShootaPlus's rank requirements was Player at the start of the Alpha period, but got changed to Member in November 2, 2014.

## Notable Characteristics

* The server was in 1.7.2 and did not take advantage of the new 3D resource pack feature introduced in 1.8 for 3D guns, even though Spigot for 1.8 was already there. Interestingly the server did not even use the ProtocolHack version that allowed both 1.7 and 1.8 clients to join.
* Protest Police's shock gloves had infinite charges and did not inflict slow effect to mobs during Alpha testing period.
* There was no way for mobs to get to the top platform in arena Nether, and there was no fire on it as well. This effectively meant players could just use recoil to get on top of it and be almost invincible during the rest of the match.
* The guns were simply tools and were not even textured.
Trimple of Doom

Completion Requirements

*"There is something strange about this map. It doesn't seem to reflect any light at all, just pure darkness."*

**Trimple of Doom** is a unique map, found in zone 33.

Completing it unlocks the Relentlessness perk.

The perk only has to be unlocked once, and persists through Portals.

The first time you clear Trimple of Doom each portal (as long as you have already completed it once for the perk), you'll find 'Ancient Treasure', which instantly doubles your stored Food, Wood, and Metal. Note that this does not mean that it doubles your *production rate* but your *current amount of resources.*

The player needs a minimum of over 137.48 billion combined health and block to complete it. That number is the minimum attack of the worst possible scenario on this map - fighting the cell 100 boss which attacks first - Indianimp.

The player should aim for combined health and block of somewhere between that and the maximum attack of that imp (206.22B).

The following challenges end by completing Trimple of Doom:

* Meditate
* Trapper
Gym

### Effect

Adds 4 block to each Trimp in battle group. That amount is increased by Blockmaster and Gymystic, as well as trainers

*"A building where your Trimps can work out. Each Gym increases the amount of damage each Trimp can block by 4"*

Found in Zone 2, gyms are the first source of blocking introduced to the player. Each gym initially blocks 4 damage.

An upgrade Blockmaster in Zone 4 increases that by 50%, allowing 6 damage to be blocked per gym.

Gyms can be affected by the upgrade Gymystic

## Formula

Below is a formula for base block of one gym with Gymystic:

> 6 \* (1.04 + [Gymystic level] \* 0.01) ^ [Gym number]
>
>
M14

M14 is a default, common-rarity assault rifle that fires hard hitting 7.62 rounds. It has a high recoil and a big spread when fired full auto due to the recoil of the bullets at full automatic compared to certain 7.62 rifles such as the AK-47 or 103.
Rifle

## Stats

Damage: *Head: Chest/Arms: Stomach: Legs:*

ROF: 600 RPM

Capacity: 20/80
*Infected:*

Rarity: Common (Default)

Weight: Heavy

Reload: 2.7 seconds

Swap: 1 second

Lore: *"An United Stats fully automatic rifle capable of firing 7.62mm bullets with high accuracy to deliver superior damage over the AR-15 and its counterparts."*

## Trivia

- Strangely, it is more accurate than the AK-47 or AK-103 while running and gunning despite how inaccurate normally this gun is while run-and-gunning. It's also more accurate than the AK-47 and AK-103 while jump shotting. This would not work in real life due to the excess recoil it gives when fired.
The Flutter War

## Buildup

Flutter1234 was stealing art (It's okay flutters we forgive you!) And Concrete8 noticed. She later discussed it with Savercat.

## The Actual War Part

Concrete8 planned attack. SaverCat was the main fighter and ChatterboxThePony was the translator (Since flutter was speaking in different languages). llazzi, (One of Concrete's friends,) took flutter1234's side.

## Anti-Flutter1234

The account Anti-Flutter1234 was made in the buildup of the war. Made by Savercat.

## AntiArt-Thieves

This group was made by Anti-Flutter1234. It has only 6 members and a list of art thieves.

## The End Of The War

After about two days, the war was over.

dont worry we're all cool now
Concrete8

## How she founded Da Croo

After she was inspired by SaverCat, Chatterbox entered the chatroom where the trio's friendship started to grow. Then Concrete thought we should start a group. The group became inactive after the Potato Incident and burst into flameand then exploded <3

## Concrete8

after her transition into RR0se, something happened idk what tho, and she kinda like, disappeared?? like she VANISHED.

come back rose we miss u
Sunky the Game

**Sunky the Game** is a game made by (the legendary) LooneyDude. It stars Sunky, who is supposed to stop Robotnik from taking over the world.

## Level Order

1. Level Fun
2. Level The Green One
3. Level AAA I'M ON FIRE
4. Level JUMP!!!
5. Level Moist
6. Level Night
7. Level Factory Land
8. Level Factory Land Part 2
9. Final Level
10. True final level

### Story

While Sunky is taking a stroll through Level Fun, he discovers that Robotnik is attempting to find the Chaos Emerdoods. He traverses Level The Green One, all the way to Level Moist, where he discovers the Chaos Emerdoods. He continues his travels to Final Level, where he destroys the Self-Destruct crusher, and frees the animals. They all cheer him on, as a Self-Destruct is activated! Super Sunky quickly dodges spikes to escape, and goes back to Level The Green One, ending the story of Sunky the Game.

## Download

Part 1 https://gamejolt.com/games/sunky-the-game-part-1/78242

Part 2 https://gamejolt.com/games/sunky-the-game-part-2/78246

Part 3 https://gamejolt.com/games/sunky-the-game-part-3/115474
Parents of the Fabulous 4

## Sean

Sean has a Mother and Father and A well known Grandfather (Old Man Mgs). Sean's Parents went into hiding for an Unknown reason . It is Unknown if Old Man Mgs ever went into hiding , but if he did he has come out of it ( as seen in Episode 2). Sean's Family is known for the inheritance of Pancake Ninjas.

## Trevor

Trevor has a Mother and a Father and a possible extended Family. It is Unknown if Trevor's Parents or Family went into "hiding" but considering the fact that he does not mention hiding it is probably unlikely that they did. Trevor's Family has a tradition where you must have an Animal on your head. His Family is also very big into science.
The Disbandment of Our Club

## Why

RR0se mysteriously disappeared, we all either vanished or stopped drawing ponies, and we all just kinda.. left.

except for SillySmartAndSuper she still exists lol.

so basically the Crew is dead, guys.

sorry lol

## Who/where are we now?

OK so I, 'RitalinHydrogen666," formerly known as "ChatterboxThePony" has moved on to become "bltter-sweet" My deviantart: http://bltter-sweet.deviantart.com/

(more to be added if needed)
Bans

If you are a banned IP or user It Is most likely that you...

● Made Edits or Comments with Profanity towards Anything or Anyone in the Wikia.

● Spamming.

● Trolling.

● Any Reason where an Admin feels Justified to do so.

If you feel as you were banned for an unjustified or accidental reason Please Tweet us your reason at our Twitters

https://twitter.com/SnacoTaco

https://twitter.com/GoopHug

## Unnecessary Edits

If you are caught making any Unnecessary Edits (which does not fall under the Ban Reasons).

We will Most Likely Give you A Warning through a Message. Any other Unnecessary Edit afterwards you will be Banned.
Interviews

## Interview with mgs61794 (8/9/15)

Q: What are you up to Game wise?

A: I have been playing a lot of Destiny and LBP and cycling between them both.

Q: How is creating film wise on LBP?

A: Currently A bit scarce and low.

Q: Is there anything we can expect from you in the near future Levels, collaborations or voice Acting?

A: All that I'm currently working on is Immortal Being.Cypherous which will be 4 Parts and allot Of Fabulous Four which there will be 4 Episodes more of.

Q: There was an incident where you lost Work on  Episode 2 of FF What was up with that?

A: My Profile was corrupted , however I got it back by importing it in a Adventure Level.
Narrator

Name: Narrator

Age: Unknown

Sex: Male

Height: Unknown

Voice: Rick ( WeroG123)

## Bio

The Narrator is a mysterious and unknown voice that can seem to talk to the members of the FF.

He was able to gather the members of the FF to explain their Back Stories and has a creepy interest in Cora.

He also has accepted the Pokemon Goomy as his Lord And Savior.
Parents and Relatives of the Fabulous 4

## Sean

Sean has a Mother and Father and a well known Grandfather (Old Man Mgs). Sean's Parents went into hiding for an Unknown reason. It is Unknown if Old Man Mgs ever went into hiding, but if he did he has come out of it (as seen in Episode 2). Sean's Family is known for the inheritance of Pancake Ninjas.

## Old Man Mgs

Old man Mgs is Sean's Grandfather, imprisoned during war. This caused him to go insane.

.

## Trevor

Trevor had a Mother and a Father and a possible extended Family. According to FF Episode 2 Trevor's Parents are both dead killed by the "Hooligans"

Trevor also has a named Grandfather Denis.

Trevor's Family has a tradition where you must wear an Animal on your head.

His Family is also very big into science.

Trevor's Dad was most likely an Alchemist.

## Emarie

Emarie had a Mother and a Father. Emarie's Mother is a Cat ( Possibly Half Cat) and her Father is most likely a Human. It is most Likely that her Parents made her while in hiding (as Emarie said that she was "Born in it").

According to FF Episode 2 Emarie's Parents where both killed by Warlocks and necromancers.

## Cora

Cora has a Mother and a Father. They are also a possible antagonist of the Fabulous Four , considering that they locked her up and rarely allowed her to go out. And when Cora Escaped, Cora knew that they would go looking for her.

Cora's parents are most likely Scientist considering that they did experiments on Cora.
Savercat

## How She Became Part Of The Crew

Before Concrete had a account, she saw SaverCat. Astounded and amazed by her art Concrete decided to make an account. And yeah. They used to spend all night talking to each other. Good times.

## Relationships with the crew

Concrete: BFF

Chatterbox: BFF

flutter1234: Friends

Touch-Of-K1NDNESS: Acquaintances

MyTeddy1237: idk

Frosty-Pegasis: Little interaction