Ball Grove
The World 3 fruit-harvest minigame: pick ripe fruit off the tree, set the bins, escort golden fruit past the crows and grow Mega Melons — every rate, multiplier, basket roll and trophy.
Overview
BALL GROVE is the World 3 minigame on the Midway: “Catch falling fruit, fill the bins — your pet eats the haul.” A fruit tree hangs over a plinko lattice with six bins along the bottom. Fruit ripens on the branches; you tap a fruit to pick it and it tumbles down the pegs into whatever bin sits under its branch. Your other job is telling the bins which fruit to catch — a fruit that lands in a bin set to a different type is a miss.
A run is untimed: it ends the moment your points reach the goal for your difficulty, and the clock only exists to record how long the harvest took. Winning opens a Fruit Basket of coins, balls and gold balls, feeds the pet you brought (with a chance to amplify one of its stars), and can drop a bush for Your Garden or a hidden Fruit Worm.
Every run plays as an evening harvest. Hard mode has its own tree. The Ball Grove has its own music, its own leaderboard (fastest wins) and 12 trophies.
Getting there
Open the Midway and tap the BALL GROVE tile (World 3 · Flora). The tile is locked until you have broken into World 3 — a locked tile shows a W3 pill and tapping it says “BALL GROVE unlocks when you break into World 3”.
- The hub — a banner (“MINIGAME · WORLD 3”), your best time, and YOUR GARDEN with its three bush mounds (see Your Garden).
- PLAY → CHOOSE YOUR HARVEST — pick REGULAR or HARD, SOLO or DUO, and optionally BRING A PET. Each difficulty card shows its goal (“600 / 750 SOLO / DUO”), its fruit (“4 FRUITS”), your win count (“KC”) and your best time.
- The run — tap fruit off the tree, set the bins, swat crows, grow melons, until the points bar fills.
- HARVEST COMPLETE — the results card, your Fruit Basket, then HARVEST AGAIN or EXIT.
- The i button in the lobby opens the in-game HOW IT WORKS sheet — reproduced below.
Choose your harvest
Difficulty is simply how many fruit types are in play. Regular deals the 4 most common fruit; Hard deals all 8, including the rare ones with tricky falls — and carries a bigger goal. Duo goals are higher than solo because two players clear ground faster than one. Everything rarer (amplification, the Fruit Worm, bushes) is 3× more likely on Hard.
| Mode | Fruit | Solo goal | Duo goal | Melons from (solo / duo) | Amp ★1 / ★2 / ★3 | Fruit Worm | Bush, mound 1 |
|---|---|---|---|---|---|---|---|
| REGULAR | 600 | 750 | 200 / 250 | 1 in 30 / 75 / 150 | 1 in 1,500 | 1 in 150 | |
| HARD | 1,200 | 1,500 | 400 / 500 | 1 in 10 / 25 / 50 | 1 in 500 | 1 in 50 |
The basket also pays more on Hard — see The Fruit Basket.
The fruit
The tree deals fruit by weight. The roster is ordered from most to least common, and a difficulty takes the first N types — so Regular's shares are the same weights rescaled over its 4 fruit. Base points is what a fruit is worth before ripeness, combo and bin multipliers. Fruit have no powers; three of them have a trait that changes how they fall or ripen.
| Fruit | Colour | Share (Hard, all 8) | Share (Regular) | Base points | Trait | Fruit guide | |
|---|---|---|---|---|---|---|---|
| Apple | #e8342b | 34% | 45.3% | 1.1 | — | RED · very common — 34% of every drop | |
| Cherries | #c9143c | 18% | 24% | 1.3 | — | CRIMSON · common — 18% of every drop | |
| Banana | #ffd83b | 13% | 17.3% | 1.5 | SLOW pays ×1.5 | YELLOW · common — 13% of every drop · slow to ripen, pays 1.5× | |
| Pear | #6dc23f | 10% | 13.3% | 1.7 | — | GREEN · uncommon — 10% of every drop | |
| Blueberry | #3b7de0 | 9% | Hard only | 1.9 | LIGHT | BLUE · uncommon — 9% of every drop · light, drifts wide | |
| Grapes | #9b4dd6 | 7% | Hard only | 2.3 | — | PURPLE · rare — 7% of every drop | |
| Strawberry | #ff4d8d | 5% | Hard only | 2.7 | LIGHT | PINK · rare — 5% of every drop · light, drifts wide | |
| Coconut | #f2e6cf | 4% | Hard only | 3.1 | HEAVY | WHITE · very rare — 4% of every drop · heavy, drops straight |
Fruit traits
- HEAVY Coconut — falls fast (hops take ×0.62 the time), skips a peg row on every hop, and 66% of the time it holds its lane instead of flipping a coin, with a much flatter arc. It lands close to the lane you dropped it in: the one fruit you can actually aim.
- LIGHT Blueberry, Strawberry — slower hops (×1.12), can reach pegs up to ×1.55 a pitch away instead of ×0.95, and 34% of the time they wander to the far peg. They drift wide, so a light fruit is a gamble unless every bin agrees.
- SLOW Banana — its whole ripeness timeline runs ×1.4 slower (it sits on the branch through a burst you can't service) and it pays ×1.5 when picked.
- Golden fruit ignore heavy/light and always fall at their own ×1.9 slower pace; a Mega Melon falls at ×2.6.
The tree
Up to 5 fruit hang on the tree at once, spread across 6 branch zones that line up one-to-one with the 6 bins below. There is no aiming: a fruit enters the board directly under the zone it grew in, so you play the hand you are dealt and the bins are where your decisions live.
Ripeness
Every fruit runs the same timeline, and its value depends on the phase you pick it in:
| Phase | Lasts | Multiplier | What it means |
|---|---|---|---|
| SWELL | 3.2s | ×1 | Growing. Picking now is legal but pays base value only. |
| PEAK | 0.8s | ×3 | The fruit GLOWS. Peak picks build the combo and charge the bonus meter. |
| OVERRIPE | 0.5s | ×5 | Worth the most, but it rots in a blink — an overripe pick feeds neither the combo nor the meter. |
| WITHERED | — | — | Gone. A withered fruit simply disappears: no penalty, just the lost opportunity. |
Timings are for an average fruit. Each fruit's timeline is scaled by a random factor between 0.62 and 1.42, so peaks never arrive on a grid — an ordinary fruit lives about 3.2–7.3s, a Banana about 4.4–10.2s. Golden fruit run at a flat ×1.25 speed (about 3.6s of life).
Bursts and seasons
- Bursts — the tree breathes: a quiet gap of 1.3–2.3s, then 2–4 fruit land staggered inside 0.85s (the first burst comes 0.15s into the run). Lulls are for setting bins; bursts are for triage.
- Seasons — every 10s the tree picks a random fruit from the active pool as the season's favourite (the canopy tints to its colour and a “FRUIT SEASON” banner floats up). The favourite takes 30% of all spawns, or its own base share + 12% if that is higher; the rest of the spawns roll the remaining fruit by weight. A season also nudges spawns toward one side of the canopy.
- Starved zones — a zone that has not spawned for 4s is favoured for the next fruit, so the canopy fills evenly.
Picking
Tap a fruit on the branch to pick it. It drops into the board below its zone carrying its ripeness multiplier. Tap a fruit chip in the bottom panel and every bin switches to catching that fruit.
Pick combo
Consecutive PEAK picks within 1.9s of each other climb a ladder; let the window lapse and it silently resets to ×1. The HUD shows “COMBO ×m”. Overripe picks do not count toward it (and do not break it either — only the clock does).
| Peak picks in a row | Combo |
|---|---|
| 1 | ×1 |
| 2 | ×1.25 |
| 3 | ×1.5 |
| 4+ | ×2 |
The board and the bins
- Peg rows
- 10 (12 pegs wide, 11 on narrow rows, 50px apart)
- Bins
- 6 — each exactly 2 peg pitches wide, one under each branch zone
- Hop
- 0.3s + up to 0.06s per peg; final drop 0.62s
- Landing spread
- about 0.8 of a bin for an ordinary fruit — a drop targets a region, not a guaranteed bin
- Switch grace
- 0.2s
- Landing gap
- 0.28s minimum between two landings
At every peg an ordinary fruit flips a coin and hops half a pitch left or right. After the bottom row it falls into the centre of the bin on that side — never onto a divider. Fruit that would land at the same instant queue up 0.28s apart instead, so two catches are never impossible by construction.
Wrong bin? A fruit that lands in a bin set to a different type waits 0.2s. If the bins flip to its type inside that window it scores as a clean catch (this is what absorbs a fast finger or duo latency); otherwise it is a miss — the bin shakes, and you lose nothing but the fruit.
Scoring
A clean catch scores:
points = base value × ripeness × combo × bin multiplier (× the fruit's own pay bonus, if it has one)
- Ripeness — ×1 early, ×3 peak, ×5 overripe. A SHOT replaces it with ×3; a golden fruit is a flat ×7.5 (2.5 × the peak 3) with no ripeness and no combo.
- Combo — the pick-combo ladder above (peak picks only).
- Bin multiplier — 1 + the bin's golden tier (×1 → ×2 → ×3 → ×4, see Golden bins).
- Points are capped at the goal; the instant you reach it the run ends and the basket opens. Crows and misses never subtract points.
| Catch | Working | Points |
|---|---|---|
| Peak Apple, no combo, plain bin | 1.1 × 3 × 1 × 1 | 3.3 |
| Peak Apple at ×2 combo | 1.1 × 3 × 2 × 1 | 6.6 |
| Peak Banana (pays ×1.5) | 1.5 × 3 × 1 × 1 × 1.5 | 6.75 |
| Overripe Coconut | 3.1 × 5 × 1 × 1 | 15.5 |
| Slammed Pear (a SHOT) | 1.7 × 3 × 1 | 5.1 |
| Golden Cherries into a plain bin | 1.3 × 7.5 × 1 | 9.75 |
| Golden Coconut into a ×4 golden bin | 3.1 × 7.5 × 4 | 93 |
Golden fruit and golden bins
Every spawn has a 10% (1 in 10) chance to be golden. A golden fruit ripens fast (about 3.6s of life) and takes 4 taps to shake loose — a pip counter under it counts the hits left. Once free it pays a flat ×7.5 regardless of ripeness or combo, and falls ×1.9 slower than an ordinary fruit — that slow descent is the escort: 0.24s after you pick it a crow is called and dives at it all the way down (see Crow raids). Golden fruit cannot be slammed (“ESCORT IT — NO SLAM”).
Golden bins
Land a golden fruit in a bin set to its type and that bin's golden tier rises by one: it pays ×2, then ×3, then ×4 … (additive — 1 + tier). The tier is permanent for the run and survives retargeting, so switching what a golden bin catches costs nothing. Raise a single bin to ×4 (three golden fruit) for the Midas Bin trophy; land a golden version of all 8 fruit across your career for All That Glitters — that one needs Hard, since only Hard deals the rarer four.
Shots and the bonus meter
The BONUS bar under the board fills with meter XP: +1 for every PEAK pick, +3 for every crow you scare off. At 12 XP it empties and hands you 3 SHOTS automatically (the label flips to “SLAM” with 3 pips). While you are holding shots the meter does not refill — spend them first; XP keeps accruing underneath, so a fresh set arrives the moment your last shot is gone.
- SLAM — tap a falling, non-golden fruit while it is bouncing through the pegs. It drops straight down into the bin below it at ×3 (ripeness replaced, combo not applied). Time it to steer a catch that was heading for the wrong bin. In Duo either seat may slam.
- SCARECROW BLAST — while bats are latched onto a Mega Melon, a tap on the board spends 1 shot to clear every latched bat on every melon at once. Each one counts toward the Scarecrow trophy.
- Golden fruit cannot be slammed — you have to escort those.
Crow raids
A raid is scheduled every 25 points you score, but never within 9s of the last one and never in the last 5 points before the goal. The crow enters from the side of the board, crosses to its target in 2.4s, latches on for 0.5s — the save window — and then flies off with the fruit.
- Target — an untapped golden fruit on the branch first; otherwise your ripest untapped fruit. While a crow is inbound the marked fruit's ripeness freezes, so a crow never resolves against a fruit that already withered.
- Shoo it — tap the bird at any time, while it swoops or while it hangs off the fruit. It flees and you bank +3 meter XP.
- Air raid — when you pick a golden fruit, a crow spawns 0.24s later and chases the falling fruit (it flies ×1.25 faster than a branch raid). Within reach it latches for the same 0.5s window, then steals the fruit mid-air. Tap it off to finish the escort.
- Records — the run tracks raids, crows scared and fruit stolen. Win a run in which crows came but stole nothing for Not One Berry; scare 50 in your career for Scarecrow.
- The swarm that attacks a Mega Melon is called bats in the game's text but uses the same crow art and the same shoo rules.
Mega Melon
Once your points reach a third of the goal, MEGA MELONS start budding on the tree (“MEGA FRUIT — Grow them on the ring — bats will come for them”). It is not a separate phase — ordinary fruit keeps spawning — but a clean melon is worth 150 points flat, so from here on the run is decided by how well you grow, escort and sort them.
| Mode | Players | Goal | Melons unlock at |
|---|---|---|---|
| REGULAR | Solo | 600 | 200 |
| REGULAR | Duo | 750 | 250 |
| HARD | Solo | 1,200 | 400 |
| HARD | Duo | 1,500 | 500 |
- GROW IT — a melon buds every 6.5–10.5s once unlocked, at most 2 on the tree at once (a new one buds 1.1s after a slot frees). A ring sweeps around it in 1.5s; tap while the sweep is inside the last 20% of the circle for a grow, and inside the last 5.5% for a PERFECT. 5 timed hits release it. Every hit makes the next sweep 10% faster (down to 0.72s). A miss (“TOO EARLY”) only resets the sweep — never the run.
- ESCORT IT — it takes the real peg cascade at ×2.6 the normal hop time, the slowest thing on the board. The fruit inside it rotates through the active types every 1.15s, slowing ×2.2 once it is 70% of the way down. Bats arrive 1.1s after release and then every 0.75–1.5s, up to 6 at once; each takes 0.95s to reach the melon, latches on and bites every 1.3s for 14% of its value, down to a floor of 25%. The melon visibly shrinks as it is eaten. Tap a bat to shoo it, or spend a shot on a SCARECROW BLAST.
- SORT IT — on landing (any bin) the melon sits in the bin and demands 5 fruit in a row, showing one at a time with 2.8s per demand. Switch the bins to the demanded fruit before the timer and it locks in the next one. A missed demand halves the melon's remaining health (never below 8%) — the sequence carries on either way.
Mega Melon payout
points = 150 × (1 + perfects × 0.04) × 1.35 if all 5 taps were perfect × health × bin multiplier, rounded. Golden bins multiply melons too, so a ×4 bin turns a flawless melon into nearly a thousand points. The results card sums it up as “MEGA HARVEST +pts · n landed · x% intact · FLAWLESS · bites”.
| Melon | Working | Points |
|---|---|---|
| Fully grown, no perfects, untouched, plain bin | 150 × 1 × 1 × 1 × 1 | 150 |
| All 5 taps PERFECT (flawless), untouched, plain bin | 150 × 1.2 × 1.35 × 1 × 1 | 243 |
| Flawless, untouched, ×4 golden bin | 150 × 1.2 × 1.35 × 1 × 4 | 972 |
| No perfects, three bites (58% intact), plain bin | 150 × 1 × 1 × 0.58 × 1 | 87 |
| No perfects, chewed to the 25% floor, plain bin | 150 × 1 × 1 × 0.25 × 1 | 38 |
| No perfects, untouched, then two missed demands (25% health) | 150 × 1 × 1 × 0.25 × 1 | 38 |
How it works — the in-game rules
This is the rule sheet behind the i button in the lobby, word for word. It opens with: “Fill the bins — the target is set by your difficulty. Take as long as you need.”
| Rule | ||
|---|---|---|
| 1 · TAP A FRUIT | Tap a fruit in the bottom panel and EVERY bin switches to it. Your job is choosing which fruit to drop. | |
| 2 · PICK YOUR MOMENT | Fruit swells, GLOWS at peak for ×3, then goes OVERRIPE — worth ×5, but it rots in a blink and pays no combo or bonus. | |
| 3 · CHAIN YOUR PEAKS | Peak picks in a row build a COMBO up to ×2. Let the rhythm lapse and it resets. | |
| 4 · GOLDEN BINS | Walk a golden fruit down into a bin and that bin pays DOUBLE for the rest of the run. A second one makes it ×3, a third ×4 — and it keeps its bonus even if you switch what it catches. | |
| 5 · KNOW YOUR FRUIT | Coconut is HEAVY — it punches through a peg row and lands near its lane. Blueberry and strawberry are LIGHT and drift wide. Banana ripens slowly but pays 1.5×. | |
| 6 · GOLDEN FRUIT | Rare, rots fast, and takes 4 taps to shake loose — spam it. Then ESCORT it: crows dive for it all the way down, so swat them off. Land it and that BIN turns golden and pays DOUBLE for the rest of the run. | |
| 7 · SHOTS — SLAM A FALLING FRUIT | Peak picks charge the BONUS bar. Fill it and you get 3 SHOTS. Tap a fruit while it is BOUNCING THROUGH THE PEGS and it slams straight down into the bin below it at ×3 — time it to steer a catch. Golden fruit cannot be slammed; you have to escort those. | |
| 8 · CROWS | A crow crosses the canopy for your ripest fruit — and dives at a golden one all the way down. Tap the bird any time: while it swoops, or in the half-second it hangs off the fruit. Miss that window and it leaves with it. | |
| 9 · MEGA MELON | Once you are a third of the way to the goal, MELONS start growing. Time your tap to the ring — 5 hits grow it, and it drops on its own. Bats swarm it on the way down and every bite shrinks it, so swat them. When it lands it demands 5 fruit in a row: switch the bin to each one before its timer runs out. A clean melon is worth 150 points. |
Under the rules the sheet shows THE FRUIT — every fruit with its rounded share of the full table and a HEAVY / LIGHT / SLOW tag:








…and closes with: “Watch the SEASON — the tree favours one fruit at a time, and it deals them in bursts, so use the quiet to set your bins.”
Duo mode
Choose DUO in the lobby to harvest with a friend. A party has exactly two seats:
- PICKER — taps fruit off the tree and grows the Mega Melons.
- BINNER — sets which fruit the bins catch and answers the melon's demands.
- Both seats can swat crows and bats, and either can spend the shared SHOTS on a slam or a blast.
The host picks the difficulty. Open parties are listed in the Ball Grove's own party finder (separate from the Boss Raid's). Duo runs use the duo goal (750 Regular / 1500 Hard) and the same fruit, crows, melons and rules as solo — the run is simulated once and both screens watch the same tree. When you win, each player gets their own Fruit Basket (“One basket each — tap YOURS to feed your pet the catch.”), each fed to the pet that player brought, with independent amplification, worm and bush rolls. Both players' win counts and best times are recorded.
Results and records
The HARVEST COMPLETE card shows your points against the goal, your time (“TIME 2:41 · best 2:15”, or “NEW BEST TIME!”), the MEGA HARVEST line if any melons landed, and your basket.
- KC (kill count) — one per win, per difficulty. Shown on the difficulty cards and used for the win trophies.
- BEST — your fastest win per difficulty, in m:ss. A time only counts as a record if the run took at least 30s (and at most 6h); the account's best is kept across devices.
- Harvest medals — the end card grades a run against its goal: BRONZE 25%, SILVER 50%, GOLD 75%, HARVEST MASTER 100%. Because runs are untimed, every finished harvest reaches 100% — a medal is only spelled out on a run that ended short of the goal.
| Medal | Of the goal | Points (Regular / Hard solo) |
|---|---|---|
| BRONZE | 25% | 150 / 300 |
| SILVER | 50% | 300 / 600 |
| GOLD | 75% | 450 / 900 |
| HARVEST MASTER | 100% | 600 / 1,200 |
The Fruit Basket
A basket only appears on a won run (“Tap the basket — your catch gets fed to your pet.”). Tapping it makes 3 independent loot rolls from the table below — the same shape and candy odds as the Boss Raid chest — and every roll is paid whether or not you brought a pet. HARVEST AGAIN and EXIT open an unopened basket first, so a basket is never lost.
| Loot | Chance per roll | Regular | Hard | Expected per basket (Regular / Hard) | |
|---|---|---|---|---|---|
| Coins | 32.2% (1 in 3.1) | +200,000 Coins | +300,000 Coins | 193.46K / 290.19K | |
| Balls | 32.2% (1 in 3.1) | +20 Balls | +30 Balls | 19.35 / 29.02 | |
| Gold Balls | 32.3% (1 in 3.1) | +250 Gold Balls | +400 Gold Balls | 241.9 / 387.04 | |
| 30 Min Time Candy | 2.18% (1 in 45.9) | +1 30 Min Time Candy | +1 30 Min Time Candy | 0.07 / 0.07 | |
| 1 HR Time Candy | 1.08% (1 in 92.3) | +1 1 HR Time Candy | +1 1 HR Time Candy | 0.03 / 0.03 |
Chance of at least one Time Candy in a basket: 9.46% (1 in 10.6). Amounts are fixed per row — a roll of “coins” on Regular is always +200,000 Coins. Baskets are limited to 30 per hour per account.
The rows are shown in the basket as loot lines, then a purple “BUSH! Planted in your farm. (n/3)” line if a bush dropped, then the fruit flies to your pet and any AMPLIFIED or Fruit Worm reveal plays.
Bring a pet — amplification
Tick BRING A PET in the lobby and one pet rides along; your choice is remembered between runs. The picker explains it: “WHY BRING A PET? Your caught fruit feeds it, and winning baskets can AMPLIFY it — each amp turns the next star PURPLE, permanently boosting that star's ability +5%.”
- Only 3★ (fully fused), hatched pets that are not in a trade can come — and only regular pets: elusive and limited pets cannot be amplified, so they are not offered.
- The fruit volley at the basket is purely visual — the number of fruit you caught does not change any odds (you do need to have caught at least one).
- Amplification is rolled once per winning basket. Amps unlock in order: star 1 first, then 2, then 3. A purple star boosts only the ability tied to that star by 5% (stats that fire “every N balls” fire 5% more often instead). It is permanent.
- The reveal reads “★N AMPLIFIED +5% (N/3)”. The third star posts to your friends' timeline (“lit the THIRD purple star on pet — fully amplified”) and awards Fully Amplified.
- Tap any star on the picker to see its ability and the odds of its amp: “NEXT AMP — 1 in 10 HARD · 1 in 30 REGULAR, per winning basket”.
| Amp | Chance per win (Hard) | Chance per win (Regular) | Effect |
|---|---|---|---|
| ★1 → PURPLE | 10% (1 in 10) | 3.33% (1 in 30) | Star 1's ability ×1.05 |
| ★2 → PURPLE | 4% (1 in 25) | 1.33% (1 in 75) | Star 2's ability ×1.05 |
| ★3 → PURPLE | 2% (1 in 50) | 0.667% (1 in 150) | Star 3's ability ×1.05 |
Expected wins to light all three stars: about 85 on Hard or 255 on Regular.
The Fruit Worm
When a pet was brought, every winning basket also rolls once for a Fruit Worm hiding in the fruit — 0.2% (1 in 500) on Hard, 0.0667% (1 in 1,500) on Regular, per win, regardless of how much fruit you caught. No pet, no roll. The reveal: “It wriggled out of the fruit your pet was eating.”
- Rarity
- RARE
- Ability
- Quick Wriggle — faster AUTO launch: +20% at 1★. In-game: “AUTO launch fires this much faster — +30% at 2★, +40% at 3★.”
- Tradable
- No — untradable
- Fusable
- Yes
- Salvage
- Yes — duplicates can be salvaged for essence
- Counts toward
- Grove Secrets (with the Bramble Hedgehog)
Bush drops
Every won run rolls for a bush for Your Garden. The roll uses the odds of the leftmost empty mound, so the first bush is the easiest and the third the hardest; a drop is announced by a purple RARE DROP basket, planted ready to harvest, and posted to your friends' timeline (“shook a BUSH loose in the Ball Grove (n/3 planted)”). With all 3 mounds planted there is nothing left to roll.
| Next empty mound | Chance per win (Hard) | Chance per win (Regular) |
|---|---|---|
| Mound 1 | 2% (1 in 50) | 0.667% (1 in 150) |
| Mound 2 | 1% (1 in 100) | 0.333% (1 in 300) |
| Mound 3 | 0.5% (1 in 200) | 0.167% (1 in 600) |
Leaderboards
SOCIAL → LEADERBOARD → BALL GROVE has two boards,
REGULAR and
HARD. Players rank by wins, with their best time shown beside it. An empty board reads “No harvests won here yet. Be the first.” See Leaderboards.
Trophies
The Trophy Case has a BALL GROVE tab with these 12 trophies. All of them are checked when a run is won (plus the two that come from the basket feed and the garden). See Trophies for the full list.
| Trophy | Description | In-game hint | Exactly how | id | |
|---|---|---|---|---|---|
| ● | First Harvest | Filled the bins for the first time. | Win 1 Ball Grove run. | Win any run (Regular or Hard). | grove_kc_1 |
| ● | Grovekeeper | Fifty harvests brought in. | Win 50 Ball Grove runs. | 50 wins across both difficulties. | grove_kc_50 |
| ● | Lord of the Grove | Two hundred and fifty harvests. The tree knows your hands. | Win 250 Ball Grove runs. | 250 wins across both difficulties. | grove_kc_250 |
| ● | Nightfall Reaper | Fifty hard harvests, all after dark. | Win 50 HARD Ball Grove runs. | 50 wins on HARD specifically. | grove_hard_50 |
| ● | Gilded | Walked a golden fruit safely into a bin. | Land your first golden fruit. | Land one golden fruit in a matching bin on a run you go on to win. | grove_gold_first |
| ● | All That Glitters | Landed a golden version of every fruit in the grove. | Land a golden one of all 8 fruit types. | Career total — land a golden apple, cherries, banana, pear, blueberry, grapes, strawberry, coconut. Needs Hard for the rarer four. | grove_gold_all |
| ● | Midas Bin | Fed one bin three golden fruit — it pays quadruple. | Raise a single bin to ×4 with golden fruit. | Three golden fruit into the same bin in one winning run (bin tier 3 = ×4). | grove_gold_bin4 |
| ● | Scarecrow | Fifty crows sent home hungry. | Swat 50 crows off your fruit. | Career total: crows shooed off fruit, bats shooed off melons and every bat cleared by a Scarecrow Blast all count. | grove_crow_50 |
| ● | Not One Berry | Won a run without losing a single fruit to a crow. | Win a run where no crow steals anything. | Win a run in which at least one crow raid happened and nothing was stolen. | grove_crow_clean |
| ● | Shake the Tree | A harvest over before the fruit knew it fell. | Win a Ball Grove run in under 40s. | Win with a run time under 40 seconds. (A win under 30s does not set a best time, but still earns this.) | grove_speed_40 |
| ● | Grove Secrets | Found both creatures hiding in the grove. | Find the Fruit Worm and the Bramble Hedgehog. | Own both the Fruit Worm (basket feed) and the Bramble Hedgehog (garden bush). | grove_secrets |
| ● | Fully Amplified | Lit all three purple stars on one pet. | Amplify a pet to 3 purple stars in the grove. | Reach ★3 amplification on any one pet at a winning basket. | grove_amp_max |
Tips
- Set the bins before a burst, not during it — the 1.3–2.3s lull is your planning time, and the season banner tells you which fruit is about to be 30% of spawns.
- Peak taps are everything: ×3 points, combo progress and meter XP all come from the 0.8s glow. Overripe pays ×5 but gives you nothing else.
- Hold a golden fruit until the bins match it, then spam its 4 taps — a golden bin is the strongest permanent upgrade a run has, and it keeps its tier when you retarget.
- Do not sit on SHOTS — the meter will not refill while you hold them. A slam is worth ×3 anywhere and can rescue a fruit heading for the wrong bin.
- Keep 1 shot in reserve once melons unlock: a Scarecrow Blast clears every bat at once and saves far more than one slam earns.
- A flawless melon in a ×4 golden bin is 972 points — more than a whole Regular solo goal.
- Farm on Hard for the rare stuff: amplification, the Fruit Worm and bushes are all 3× more likely there, and the basket pays 1.5× the coins.
See also
- Your Garden — The three bush mounds on the Ball Grove hub: how bushes drop, what their loot pips pay in balls, gems, gold balls and candy, the 5-hour regrow, and the Bramble Hedgehog hiding inside.
- Midway — The Midway hub — every machine and minigame in Ballin Tycoon, what each one is and where it opens.
- World 3 · Flora — World 3 · Flora: its bins, launch odds, portals, Flora's own mechanics, the lock to the next world and the pets in its claw machine.
- Pets — Every pet in Ballin Tycoon — rarities, claw odds, abilities, levelling costs, stars, evolution, shinies and where each one comes from.
- Pet Fusion — Fuse three copies of a pet into the next star tier — costs by rarity, what each star unlocks, and which pets can fuse.
- Trophies — Every trophy in the game — 168 across CHAMPIONS, TITLES, MILESTONES, BOSS RAID, BALL GROVE, EVENTS — with its art, exactly how to earn it, the stat it tracks and its tier colour.
- Leaderboards — The in-game and website hiscores: the six player categories, the world badge, the guild board, Ball Grove boards and your profile rankings.
- Time Candy — The four Time Candies: how many balls each banks, which bins drop them and at what odds, plus the Ball Grove and garden sources.