Guide › Islands & buildings
Islands & buildings
Your home island, its buildings and decor, the harbor and research. Gold builds and upgrades, time finishes the work, and gems can speed it up.
In this chapter:
- Island and building
- Habitats and gold
- Farm and food
- Hatchery and eggs
- Vault
- Temple
- All buildings
- Regions
- Decor
- Harbor
- Research
Island and building
Your home. Build habitats, a farm and more, and open wild regions (9 in all) to get room for new buildings.
How it works. Tap Build, pick a building and place it. 2 builders work at the same time; gems finish a build at once.
Where to get it and where you need it. Gold pays for buildings. New buildings and regions unlock as your player level rises.
- Drag the island to move it and pinch or use the wheel to zoom.
- Tap a building to upgrade it. Upgrades take time, so start one before you leave.
Habitats and gold
A habitat is the home of monsters of one element. Monsters living there earn gold, from 12 gold a minute for a common one up to 90 for the rarest.
How it works. Build a habitat of the right element, then give a monster a home in it. Tap the coin above the habitat to collect the gold.
Where to get it and where you need it. A habitat holds 2 monsters, up to 6 when fully upgraded. The gold waits in the habitat until you collect it.
- Upgrade a habitat to hold more monsters and more stored gold, so a long night pays off.
- Decor next to a habitat makes its monsters earn more.
Farm and food
The farm grows food. Food raises the level of your monsters.
How it works. Tap the farm, pick a crop and plant it. Sunberries give 12 food after 20 s, Crunchroot 45 food after 3 min. Then feed a monster: 4 bites make a level.
Where to get it and where you need it. Slower crops give much more food. Some food also comes from adventures, tasks and events.
- Plant a slow crop before you go to bed and a quick one when you are about to play.
- A monster stops growing at its level cap. A temple of its element raises the cap.
Hatchery and eggs
Eggs hatch in the hatchery. A common egg takes 20 s, the rarest take up to 8 h.
How it works. Buy or find an egg, put it into the hatchery and tap it when it is ready to hatch.
Where to get it and where you need it. The shop sells common eggs for 120 gold. Rarer eggs come from breeding, adventures and events.
- Build a habitat of the egg element first, so the new monster has a home right away.
- A monster that has no habitat waits in the vault.
Vault
The vault stores monsters that have no habitat. It holds 10 monsters at first and up to 80 when fully upgraded.
How it works. Tap the vault to see who is inside, then give a monster a home.
Where to get it and where you need it. Build it from the build menu. You can have one.
Unlocks at player level 2.
- Monsters in the vault do not earn gold. Give them a habitat to put them to work.
- Hatch many eggs? Upgrade the vault before the room runs out.
Temple
A temple raises the level cap of one element. The first temple lifts the cap to level 20, every further temple level adds 10.
How it works. Build a temple of the element whose monsters have stopped growing, then feed them again.
Where to get it and where you need it. You can have one temple per element, each with 9 levels.
Unlocks at player level 5.
- Build the temple of the element of your best team first.
- When a monster stops growing, the message names the temple it needs.
All buildings
Buildings are placed from the build menu. Gold pays for them, time finishes them, and gems can finish a build at once. Costs are for the first and the last level.
| Building | What it does | From player level | How many | Levels | Cost (gold), first level | Cost (gold), last level | Build time, first level | Build time, last level | |
|---|---|---|---|---|---|---|---|---|---|
![]() | Habitat | Home for monsters of one element. They earn gold here. | 1 | Several | 5 | 150 | 400,000 | 5 s | 8 h |
![]() | Farm | Grows food for your monsters. | 1 | 6 | 5 | 100 | 600,000 | 5 s | 10 h |
![]() | Hatchery | Eggs hatch here. | 1 | 1 | 4 | Free | 400,000 | – | 8 h |
![]() | Breeding Grove | Two monsters from level 4 make a new egg. | 3 | 2 | 2 | 1,500 | 80,000 | 1 min | 3 h |
![]() | Temple | Raises the level cap of one element by 10 per temple level. | 5 | 1 per element | 9 | 4,000 | 8,353,083 | 4 min | 2 d |
![]() | Vault | Stores monsters that have no habitat. | 2 | 1 | 4 | 500 | 500,000 | 30 s | 8 h |
![]() | Rune Forge | Makes runes that give your monsters bonuses. | 8 | 1 | 5 | 6,000 | 8,000,000 | 10 min | 24 h |
![]() | Lab | Collects essence, raises stars and makes monsters. | 7 | 1 | 5 | 8,000 | 12,000,000 | 2 min | 16 h |
![]() | Forge | Crafts weapons, armor and talismans and mines ore. | 4 | 1 | 5 | 2,500 | 5,000,000 | 1 min | 16 h |
![]() | Watch Tower | Raises the gold storage of nearby habitats, so a long night pays off. | 10 | 3 | 1 | 25,000 | 25,000 | 10 min | 10 min |
Temples raise the level cap of one element
| Temple level | Level cap of the element | Cost (gold) | Build time |
|---|---|---|---|
| 1 | 20 | 4,000 | 4 min |
| 2 | 30 | 10,400 | 9 min |
| 3 | 40 | 27,040 | 21 min |
| 4 | 50 | 70,304 | 49 min |
| 5 | 60 | 182,790 | 1.9 h |
| 6 | 70 | 475,255 | 4.3 h |
| 7 | 80 | 1,235,663 | 9.9 h |
| 8 | 90 | 3,212,724 | 22.7 h |
| 9 | 100 | 8,353,083 | 2 d |
Habitat levels
| Habitat level | Monsters | Gold it can store | Cost (gold) | Build time |
|---|---|---|---|---|
| 1 | 2 | 600 | 150 | 5 s |
| 2 | 3 | 3,000 | 1,200 | 2 min |
| 3 | 4 | 15,000 | 9,000 | 20 min |
| 4 | 5 | 80,000 | 60,000 | 2 h |
| 5 | 6 | 400,000 | 400,000 | 8 h |
Regions
The island has 9 regions. Opening a region gives room for new buildings.
| Region | Opens at player level | Cost (gold) |
|---|---|---|
| Home Meadow | 1 | Free |
| Sandy Bay | 6 | 12,000 |
| Palm Grove | 10 | 60,000 |
| Rocky Slope | 15 | 250,000 |
| Misty Woods | 20 | 900,000 |
| Lighthouse Cape | 26 | 3,000,000 |
| Marsh | 32 | 8,000,000 |
| Crystal Field | 38 | 20,000,000 |
| Summit | 45 | 50,000,000 |
Decor
Decorate your island. Decor within 3 tiles of a habitat makes its monsters earn more gold, up to 10 percent.
How it works. Open Decor, pick a piece and place it next to a habitat.
Where to get it and where you need it. Decor costs gold or decoration tokens. More pieces of different kinds give a bigger bonus.
Unlocks at player level 11.
- Place decor near your busiest habitats first.
- You can move or remove decor any time.
The Decor menu opens at player level 11. A piece with a higher number in the table also needs that player level.
All 20 decor pieces
| Decor | Decor points | Piece needs player level | Cost (gold) | Tokens instead | Place up to | |
|---|---|---|---|---|---|---|
![]() | Flower Pots | 1 | 1 | 40 | – | 12 |
![]() | Flower Bed | 2 | 1 | 90 | – | 10 |
![]() | Hedge Bed | 2 | 2 | 160 | – | 10 |
![]() | Bench | 3 | 2 | 250 | – | 8 |
![]() | Lantern | 3 | 3 | 400 | – | 10 |
![]() | Banner | 4 | 4 | 700 | – | 6 |
![]() | Crates | 4 | 4 | 1,100 | – | 6 |
![]() | Camp Tent | 6 | 5 | 1,800 | – | 4 |
![]() | Fountain | 8 | 6 | 3,000 | – | 4 |
![]() | Statue | 10 | 8 | 5,000 | – | 4 |
![]() | Market Stall | 12 | 10 | 8,000 | – | 3 |
![]() | Campfire | 14 | 12 | 12,000 | – | 3 |
![]() | Beach Parasol | 16 | 15 | 20,000 | – | 3 |
![]() | Sandcastle | 20 | 18 | 35,000 | – | 3 |
![]() | Wooden Bridge | 26 | 22 | 60,000 | – | 2 |
![]() | Windmill | 40 | 28 | 150,000 | – | 2 |
![]() | Treasure Chest | 16 | 5 | 0 | 30 | 2 |
![]() | Palm Tree | 20 | 5 | 0 | 45 | 3 |
![]() | Mossy Rock | 22 | 8 | 0 | 60 | 3 |
![]() | Lighthouse | 50 | 12 | 0 | 160 | 1 |
Harbor
A trader ship, visitors with wishes and a bottle with a story arrive at the harbor. The harbor grows through 10 levels.
How it works. Open the Harbor, tap a visitor to see the wish and hand over what they ask for.
Where to get it and where you need it. Fulfilled wishes make friends. You can meet 12 harbor friends, and each one has outfits and gifts.
Unlocks at player level 7.
- The ship trades materials, so it is a way to fill gaps.
- A badge shows when a wish can be fulfilled.
The 12 harbor friends
| Harbor friend | Title of the friend | About |
|---|---|---|
| Skipper Tuck | Tuck's Deckhand | A retired sailor who knits tiny sweaters for monsters. They never fit. He does not mind. |
| Madame Quill | Quill's Co-Author | Writes the Big Book of Monsters and is on page 4,000. Loves facts, collects quirks. |
| Chef Nutmeg | Nutmeg's Taster | A chef who tastes everything twice, just to be sure. Smells of cinnamon. |
| Juno Sparks | Sparks' Tinkerer | A young inventor with sooty cheeks. Half of her gadgets work. The other half work louder. |
| Grandpa Barnaby | Barnaby's Listener | A fisherman with the tallest tales. His biggest catch was a boot, but he says it was a whale. |
| Lady Frostwick | Frostwick's Friend | Collects snowflakes in little jars and labels them. Cold hands, warm heart. |
| Bo the Juggler | Bo's Sidekick | A travelling juggler who drops one ball on purpose, because it makes people laugh. |
| Professor Zephyr | Zephyr's Apprentice | A weather watcher who predicts rain every day, and is right once in a while. |
| Nana Fiorella | Fiorella's Favorite | A baker grandmother who hides cookies in every pocket and gives them to every monster. |
| Sir Wobbleton | Wobbleton's Squire | A knight in tin armor who squeaks when he walks and is afraid of beetles. Very brave about everything else. |
| Pearl the Diver | Pearl's Shell Pal | A diver who chats with fish and claims they gossip about everyone on the island. |
| Hermit Moss | Moss's Seedling | A gardener who speaks very slowly, because plants are in no hurry. Sleeps standing up. |
Harbor levels
| Harbor level | Cost (gold) | From player level |
|---|---|---|
| 1 | Free | 7 |
| 2 | 5,000 | 8 |
| 3 | 15,000 | 11 |
| 4 | 40,000 | 14 |
| 5 | 90,000 | 18 |
| 6 | 180,000 | 22 |
| 7 | 330,000 | 27 |
| 8 | 560,000 | 33 |
| 9 | 900,000 | 40 |
| 10 | 1,400,000 | 48 |
Research
Study new things with time and notes: more builders, a bigger vault, faster breeding and more. 4 branches with 48 topics in all.
How it works. Open Research, pick a topic and start it. It finishes while you are away.
Where to get it and where you need it. Research notes come from wins and tasks, up to 24 a day. Studies also cost some gold.
Unlocks at player level 13.
- Start a long study before you close the game.
- A second desk lets you study two topics at once.
All 48 research topics in 4 branches
| Branch | Topic | What it does | Levels |
|---|---|---|---|
| Island | Field Notes | Neat notes make every study go faster. | 5 |
| Island | Second Desk | A second desk lets you study two things at the same time. | 1 |
| Island | Carpentry | Better tools: new buildings go up faster. | 5 |
| Island | Stonework | Strong walls, quick work: upgrades finish faster. | 5 |
| Island | Extra Hands | More builders can work on the island at the same time. | 3 |
| Island | Storage Racks | Shelves for resting monsters: the vault holds more. | 4 |
| Island | Deep Vault | A deeper vault with room for even more monsters. | 3 |
| Island | Early Rounds | The welcome-back board shows up after a shorter break, with Collect all. | 4 |
| Island | Garden Plots | Room for more of every decoration. | 4 |
| Island | Clear Brush | Rocks and trees clear away faster. | 4 |
| Island | Scholar Habit | You get better at learning: all research is faster. | 2 |
| Island | Master Plan | A grand plan: all building and upgrading is quicker. | 1 |
| Breeding | Warm Nest | A warm nest: eggs hatch faster. | 5 |
| Breeding | Extra Nest | More places for eggs in the hatchery. | 2 |
| Breeding | Mixing Bench | A tidy bench: breeding takes less time. | 5 |
| Breeding | Quirk Lens | See the chance of every quirk before an egg hatches. | 2 |
| Breeding | Repeat Cross | Repeat your last cross with one tap. | 1 |
| Breeding | Cross Tip | See what a cross can become and which results are new to you. | 2 |
| Breeding | Warm Stones | Warm stones under the eggs: they hatch even faster. | 4 |
| Breeding | Young Parents | Younger monsters may become parents. | 2 |
| Breeding | Pair Book | Remember more of your crosses and repeat any of them. | 3 |
| Breeding | Master Breeder | A master hand: breeding is even faster. | 4 |
| Breeding | Third Grove | Room for one more breeding grove. | 1 |
| Breeding | Breeder Almanac | The full quirk table: see which quirks a kind is still missing. | 1 |
| Battle | Training Drill | Daily drills: your monsters get a little more life in battle. | 4 |
| Battle | Sharp Edge | Sharper claws: a little more power in battle. | 4 |
| Battle | Padded Gear | Padding: your monsters take a little less damage. | 2 |
| Battle | Keen Eye | Sharp eyes: a few more critical hits. | 2 |
| Battle | Opening Guard | Every monster starts the battle with a small shield. | 2 |
| Battle | Herb Lore | Herb knowledge: healing works a little better. | 2 |
| Battle | Bigger Satchel | A bigger satchel: one more item per battle. | 1 |
| Battle | Deep Pockets | Deep pockets: carry more of every item. | 3 |
| Battle | Scout | A scout shows the enemy abilities before the battle. | 2 |
| Battle | Far Sight | The scout also reports each enemy trait. | 1 |
| Battle | Team Advisor | Suggests the five monsters that fit best against the enemies. | 1 |
| Battle | Master Satchel | The master satchel: one more item per battle. | 1 |
| Journey | Travel Pack | Light packing: expeditions are shorter. | 5 |
| Journey | Camp | More monsters can be away on expeditions at once. | 2 |
| Journey | Big Camp | One more expedition place. | 1 |
| Journey | Fast Boats | Faster boats: expeditions are even shorter. | 5 |
| Journey | Trail Luck | Every Wild Trail run starts with a free blessing. | 1 |
| Journey | Wanderer Boon | A second free blessing at the start of every Wild Trail run. | 1 |
| Journey | Quick Finish | Finish adventure battles instantly after only 2 stars. | 1 |
| Journey | Campfire Craft | Campfires on the Wild Trail heal more. | 4 |
| Journey | Starting Coins | Start every Wild Trail run with some trail coins. | 4 |
| Journey | Trail Vigor | After a won battle on the Wild Trail everyone heals a little. | 3 |
| Journey | Same Again | Send the same monster to the same place again with one tap. | 1 |
| Journey | Grand Tour | The grand tour: expeditions are quicker still. | 1 |





























