Block'hood

Block'hood

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Block'hood - All Challenge Solutions
By Incredible HLK
Now with all 24 solutions listed! Need to know how many of each block to build, and when, to complete the challenges? I've done the math! :)
   
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Introduction
The challenges in Block'hood can be tricky, because you need to balance the dozens of categories of needs for each block, while building them.

After spending a lot of time pausing and un-pausing, doing math in my head, and still failing - I decided to use math and spreadsheets to figure out at least one working solution to each challenge.

Yes - just one. I tried to find the solution that seemed to involve the least amount of building, and that maximized the required resource to beat the challenge. Was I successful in this? Probably not. But after dozens and dozens of hours of work on this, I'm happy with what I've come up with.

There are, of course, additional solutions beyond what I have here.

But my guide should help if you're completely stuck. :)

I also like to test that the solution works and post a screenshot. The screenshot is just proof that the solution works. Your build doesn't need to look like mine to beat the challenge.

Planned Improvements:
  • Solving all of the other challenges :o)
  • Testing all of the challenges and posting screenshots.
  • Adding the color tabs that each block can be found in (e.g. Ash tree = Green) for timed challenges.
General Tips
  • The solutions below aim to achieve a balanced state, with no blocks lacking resources.
  • Because you could build the solution in any configuration, the solutions usually don't consider possible "synergy bonuses" from placing blocks next to each other in a certain way (e.g., placing Ash trees next to a Small apartment gives a bonus to the Small apartment). If my solution does take advantage of "synergy bonuses", I make note of it in the solution.

For challenges that require a certain amount of a resource, after ensuring that all blocks are producing resources and nothing is decaying, you can:
  • Increase the speed to 8x and wait for the required resource to build up.
  • Build multiples of the solution to increase the amount produced per refresh. (For example, if the solution says to build 1 algae farm and 3 windmills, you could build 3 algae farms and 9 windmills to get 3x the output)

The order that you build is very important, because blocks will decay if their required resources are not being produced yet. There are two general methods to prevent decay. Method 1 may not work if there are many inter-dependent blocks, as they need time to build up resources to function. In those cases, try Method 2.

Method 1:
  • Pause the challenge immediately when you load it.
  • Search for the first block from the list to place, and place it.
  • Immediately after placing it, pause again to search for the next block.
  • Repeat until all blocks in the solution are placed, then start time again.

Method 2:
  • Place the blocks in the order that they are given in the solution.
  • The (Optional) blocks such as corridors are not all needed to complete the challenge, but you might need at least a few of them for access.
  • If you build more Corridors/Elevators/etc. than the "Up to" recommendation, you won't be making enough money to support the Corridors (i.e., you will be losing money), but you may still beat the challenge if you are quick (by using the money you start with).
  • Try to place blocks that require nothing (e.g. Solar panel) or only money (e.g. Water tower, Windmill) first.
  • Next, place blocks whose required resources were produced in the blocks you previously placed, and on and on.
  • Keep your time advancing x1 (do not keep pausing if possible) to allow the resources to begin producing.

More on Corridors/Elevators/Stairs and access
  • You don't have to use corridors for access. Grass, sand, ash trees, etc. work in between buildings for access. My solutions prefer those to corridors.
  • You can also avoid using corridors by building rooms with their entryways facing the edge of the map. This won't work for challenges with a lot of rooms, but it can save on some costs.
  • Corridors cost 0.5 Money per refresh
  • Elevators cost 1 Money and 0.2 Electricity per refresh
  • Stairs cost 0.2 Money per refresh
  • Replacing 1x Windmill with 2x Solar panel saves 1 Money per refresh which you can use to build more Corridors/Elevators/Stairs if needed for access.
Achievement Notes
Completion of the Challenges affects these achievements:
  • Easy Challenges - Complete all easy challenges
  • Intermediate Challenges - Complete all intermediate challenges
  • Advanced Challenges - Complete all advanced challenges
  • Challenge Master - Complete all challenges
  • Challenge and Tutorials - Complete all challenges and all tutorials
    • Note: The first few levels of Story Mode are considered part of the Tutorial, and must also be completed in order to "complete all tutorials".
  • Complete All Levels - All Levels Completed.
    • Challenges
    • Tutorial
    • Story Mode
Difficulty
Challenges vary in difficulty, according to the game. There are some easier challenges within the higher numbers, so check those out if you're stuck on the more difficult ones:

Easy
  • Challenge 1 - It's All About the Water
  • Challenge 2 - A Knowledge Economy
  • Challenge 3 - Tycoon
  • Challenge 4 - Aquaculture
  • Challenge 15 - Water to Wine
  • Challenge 16 - Build It, and They Will Come

Intermediate
  • Challenge 5 - The Price of Oil
  • Challenge 6 - Feed Me
  • Challenge 7 - Cheers
  • Challenge 8 - Vegas
  • Challenge 13 - Children of the Corn
  • Challenge 14 - Locally Grown

Advanced
  • Challenge 9 - Dense Living
  • Challenge 10 - Just Passing By
  • Challenge 11 - It's Only Waste If You Don't Use It
  • Challenge 12 - Zero Footprint
  • Challenge 17 - Farm to Table

Other ("Corny", "Avant Garde", etc.)
  • Challenge 18 - Maize Runner
  • Challenge 19 - True Cost of Fast Fashion
  • Challenge 20 - Silicon Hood
  • Challenge 21 - Space Elevator
  • Challenge 22 - A Taste of Tokaido
  • Challenge 23 - Caffe Nation
  • Challenge 24 - Fruit of the Loam
*Challenge 1 - It's All About the Water
Goal: Produce 250 water



Working solution:
  • (Optional) Up to 8x Corridor
  • 2x Water tower
  • 4x Windmill
  • 2x Sprinklers
  • 4x Elm trees
  • 4x Small apartment
  • 1x Algae farm
  • 2x Corner store

Results:
Produces 18 water per refresh.
*Challenge 2 - A Knowledge Economy
Goal: Produce 10 Knowledge



Working solution:
  • 3x Windmill OR 6x Solar panel & up to 12 Corridors
  • 2x Water tower
  • 2x Sprinklers
  • 3x Grass
  • 1x Beech tree grove
  • 3x Large apartment
  • 1x Small apartment
  • 1x School
  • 1x Office

Result:
Gives 10 knowledge per refresh
*Challenge 3 - Tycoon
Goal: Produce 500 Money



Working solution:
  • (Optional) Up to 2x Elevator
  • 1x Water tower
  • 4x Windmill
  • 2x Sprinklers
  • 4x Ash tree
  • 4x Small apartment
  • 1x Corner store
  • 1x Barbershop
  • 2x Newsstand

Result:
Produces 8-10 Money per refresh (depending on your use of Elevators).
*Challenge 4 - Aquaculture
Goal: Produce 100 Fish & 100 Vegetables


If you build more than 4x Corridors/2x Elevators, your Money will decrease, like mine did in the screenshot, but if you are fast, you may still beat the challenge.

  • (Optional) Up to 4x Corridor OR 2x Elevator
  • 4x Windmill
  • 2x Water tower
  • 2x Wetland
  • 2x Beech tree grove
  • 2x Grass
  • 8x Small apartment
  • 2x Fish farm
  • 2x Greenhouse
  • 1x Market

Result:
Produces 5 Fish & 5 Vegetables per refresh.
*Challenge 5 - The Price of Oil
Goal: Produce 1000 Electricity and less than 100 Sickness



Working solution:
  • (Optional) Up to 8x Corridor and 2x Elevator
  • 1x Oil well
  • 2x Water tower
  • 1x Oil generator
  • 4x Sprinklers
  • 1x Clinic
  • 1x Plastics factory
  • 3x Large apartment
  • 2x Small apartment
  • 1x School
  • 3x Grass
  • 1x Beech tree grove
  • 1x Ash tree

Result:
Produces 11 Electricity and -1 Sickness per refresh.
*Challenge 6 - Feed Me
Goal: Produce 200 Bread while keeping Wheat below 50.

These screenshots show a floor by floor view:




Working solution:
Build these in this order - each depends on the previous thing being built to avoid decay:
  • (Optional, at any time) Up to 52x Corridor or 26x Elevator
  • 3x Water tower
  • 32x Canal I (Note: Must be on ground floor)
  • 5x Algae farm
  • 2x Biomass generator
  • 3x Beech tree grove
  • 3x Elm trees
  • 8x Corner apartment
  • 9x Small apartment

Don't place these all at once (that is, place 1 or 2 Anaerobic digestors, then a few Wheat fields, etc). Pause in between placing them until everything is built:

  • 4x Anaerobic digestor
  • 18x Wheat field
  • 6x Bakery
  • 1x Cafe

Result:
Produces 22 Bread per refresh with 0 Wheat left over.
*Challenge 7 - Cheers
Goal: Produce 500 units of Beer and 1000 units of Money while having less than 100 units of Organic Matter.



Working solution:
  • 2x Water Tower
  • 3x Solar Panel - will delete later
  • 3x Sprinkler
  • 1x Beech Tree Grove
  • 1x Elm Trees
  • 2x Small Apartment
  • 1x Anaerobic digestor
  • 1x Gas Generator
  • 2x Wheat Field
  • 1x Brewery
  • 1x Beer Garden
  • Press fast forward, wait until all blocks are producing, then delete Solar Panels.

This solution takes advantage of some "synergy" by placing certain blocks next to each other. See the screenshot above for the configuration. The solar panels are necessary because it can take some time for the simulation to catch up to the resources needed to produce power with the Gas Generator.
*Challenge 8 - Vegas
Goal: Produce 1000 Consumers and create 20 Retail Shops while having less than 100 units of Inorganic Waste.

These screenshots show my build floor by floor:









Working solution:
  • 6x Water tower
  • 3x Oil well (Do not place next to each other)
  • 3x Oil generator
  • 1x Oil tank
  • 9x Sprinklers
  • 8x Barrel cactus
  • 4x Wild date palm
  • 4x Boiler

The rest should be built bit by bit, watching the resources, pausing in between building blocks.

  • 8x Small apartment
  • 4x Luxury loft
  • 20x Corner store (Do not place next to each other)
  • 9-12x Incinerator *
  • 19-21x total Neon ads (Neon ad 1, 2, 3, 4, or 5) **

You will have a big surplus of Money, so build as many Corridors and Elevators as you want. Note that Elevators use some Electricity, which will impact your ability to build more Neon ads.

* Incinerators should be added to combat your Inorganic Waste. Per my calculations based on the "costs" of each block, 9 is the minimum, but my actual build needed 12 to properly combat it.

** Depending on how long it takes you to build everything, you may have a surplus of Electricity, which you can "spend" on more Neon ads, which attract more Consumers faster. The Electricity will fluctuate because the Electricity generated by your Incinerators will fluctuate.
*Challenge 9 - Dense Living
Create 40 Housing Units.

The screenshots below show the first 3 floors of my build using the pattern below:




This challenge gives you a 3x3 area to work with. Since we'll need to end up making many floors, once we have a "stable" pattern, where no resources are decreasing over time, we can simply repeat the pattern until we have created 40 housing units.

The full pattern to repeat is:

Public Space
  • 3x Elevator
  • 1x Botanical Garden
  • 1x Spa

Production
  • 2x Algae Farm
  • 1x Biomass Generator
  • 1x Water Tower
  • 1x Solar Heater

Buildings
  • 5x Small Apt
  • 1x Large Apt
  • 1x Corner Store (Do not place next to each other)

Organics
  • 1x Grass
  • 1x Ash Tree
  • 1x Beech Tree Grove
  • 3x Wetland

Once you have completed one build of the pattern, start the time, and let some resources build up. You should have 6/40 Housing Units. Repeat the pattern, building more floors with those items, until you have 40/40 housing units.



As I'm writing this guide, I'm noticing that calculating the resources based on what is listed when you hover over the items isn't always exactly how it works in play. You may find that you can build more housing blocks with less of the other blocks. Just watch your resources to be sure nothing is in the negative.
*Challenge 10 - Just Passing By
Create 30 Hotel Rooms while having less than 100 units of Grey Water and less than 100 units of Organic Waste.

Floor by floor screenshots of my solution:








This solution requires a lot of balancing resources in order to avoid decay. You'll have to build it bit by bit, only building some of the total amount of blocks needed at a time, allowing resources to build up and balance out in between. Here are the calculated totals you would need without using synergy bonuses. In practice, I ended up building a lot more Algae Farms to combat Greywater.

  • 14x Water tower
  • 1x Solar panel
  • 3x Oil well (Must be on ground floor)
  • 1x Oil generator
  • 11x Algae farm
  • 15x Anaerobic digestor
  • 6x Biomass generator
  • 10x Boiler
  • 18x Wetland
  • 12x Beech tree grove
  • 6x Small apt
  • 10x Botanical garden
  • 5x Art gallery
  • 30x Hotel room
*Challenge 11 - It's Only Waste If You Don't Use It
Goal: Create 30 Factories and 50 units of Plastic with less than 50 units of Organic Waste and less than 50 units of Inorganic Waste.

For this challenge, you again need to carefully balance resources. I have written out the order that I built everything, to achieve balanced states, and allow resources time to produce to avoid decay.

This challenge is limited to 3 total floors. I am American - for us, "first floor" refers to the ground floor, and floors increase in numbering from there :)



First floor
  • 16x Oil well (Do not place next to each other)
  • 2x Oil generator
  • 5x Oil tank - Build to get Money increasing as you build, we will delete these later
  • 4x Water tower
  • 19x Willow tree - 2 blocks away from the perimeter on 2 sides, in an L shape
  • 2x Elevator
  • 13x Wetland - Connect the elevators in an L shape. These will be used for access.
  • Press play and let resources build up
  • 16x Small apt - Between Wetlands and Willow trees
  • 1x Willow tree - In empty corner next to Small apts
  • 13x Small apt - On other side of Wetlands
  • 9x Algae farm - In the empty corner
  • Press play and let resources build up
  • 11x Incinerator - Next to oil wells
  • 4x Willow tree - Next to Algae farms for access

We will come back to the first floor later - don't worry if you are missing some blocks from the image.



Second floor

Build out from the elevator - you may not be able to build in the "corner" of the L shaped building unless you start at the elevator and build block by block.

  • 2x Elevator - Stack with first floor
  • 12x Wetland - Connect elevators in L shape. These are on top of first floor Wetlands for access.
  • 19x Small apt - On either side of the Wetlands.
  • 8x Plastics factory - Next to each other on top of Small apts on first floor, but not next to Small apts on second floor.
  • 2x Solar tree - In gaps between Small apts and Plastics factory



Third floor
  • 2x Elevator - Stack with second floor
  • 12x Corridor - Connect elevators in L shape, on top of second floor Wetlands for access.
  • 22x Plastics factory
  • 1x Library

There is a possible bug here. After I built 30 Plastics factory, it said I had more than 30, so I deleted some to get back to 30 in the counter in the top left, and put Incinerators in their place later on in the build. Notice in my screenshots that I only have 24 Plastics factory, but it's saying that I have 36 still.

Go back to first floor

  • Delete all Oil tanks (5x)
  • 2x Algae farm - Build in gaps near oil wells.
  • 4x Plaza - Build near 9x Algae farms
  • 2x Clinic - Build near 9x Algae farms

Now put Incinerators all over your build to cut down on Inorganic Waste.

If you have too much Organic Waste, build the following temporarily until it's gone. You should have the resources for them to function. Do not build them next to the Plastics factory block. In my final build I only needed to keep 1 Landfill:
  • Landfill
  • Waste sorting center
  • Recycling plant
*Challenge 12 - Zero Footprint
Create 500 units of Fresh Air and less than 80 of all other resources.

This seems more daunting than it is. Though the challenge says "all other resources"...it doesn't actually care about all other resources, in practice.

Resources the challenge cares about:
  • Beer
  • Biogas
  • Community
  • Consumer
  • Electricity
  • Fertilizer
  • Fish
  • Fresh air
  • Greywater
  • Inorganic waste
  • Knowledge
  • Labor
  • Leisure
  • Money
  • Oil
  • Organic waste
  • Sickness
  • Water
  • Youth

Resources the challenge doesn't care about:
  • Acorns
  • Algae
  • Bees
  • Bread
  • Coffee beans
  • Coffee cherry
  • Corn
  • Culture
  • Fruit
  • Greenhouse gas
  • Groundwater
  • Hot water
  • Juice
  • Olives
  • Rice
  • Roasted coffee
  • Saltwater
  • Tourist
  • Vegetables
  • Wilderness
  • Wine

Resources I didn't check:
  • Cotton bale
  • Data
  • Devices
  • Eggs
  • Entertainment
  • Ethanol
  • Fabric
  • Fitness
  • Garment
  • Leather
  • Meat
  • Media
  • Milk
  • Performer
  • Pesticides
  • Plastics
  • Pollution
  • Processed food
  • Raw cotton
  • Risk
  • Sorted waste
  • Technology
  • Wool

You start the challenge with too much Money, and most of the resources that produce Fresh air need Groundwater...

Build in this order:
  • 4x Solar panel
  • 1x Water tower
  • 8x Sprinklers
  • 16x Bristlecone pine

Set speed to 8x.

You will likely be producing too much Groundwater. Remove some Sprinklers until the Water and Groundwater balance. Eventually you will lose enough Money and gain enough Fresh air to beat the challenge.

*Challenge 13 - Children of the Corn
Create 1000 Corn, 500 Knowledge, and 500 Youth.



Pause between building:
  • 9x Solar panel
  • 1x Windmill
  • 3x Water tower
  • 18x Canal I
  • 5x Grass
  • 6x Elm trees
  • 8x Corner apt
  • 1x School
  • 1x Anaerobic digestor
  • 2x Algae farm
  • 4x Corn field
  • 1x Grain silo

Now set the speed to 8x and wait for resources to build up.

Even though (by my calculations) the resources should support up to 10 Corner apts and 2 Schools, I wasn't able to build any additional Schools or Corner apts without them decaying.
*Challenge 14 - Locally Grown
Goal: Create 4 Fish Stands, 4 Fruit Stands, and 4 Vegetable Stands. Produce at least 200 Money and 200 Community.

In this challenge, you don't start with a blank landscape. I decided to try to meet the objectives without removing any of the existing blocks:



Also - there are 3x Solar panel and 1x Water well when you start the challenge. These blocks aren't available to re-build, so think carefully if you decide to remove them.

Here's what I added to the existing build to get the required resources:
  • 2x Windmill
  • 3x Water tower
  • 17x Canal
  • 2x Ash tree
  • 2x Apple orchard
  • 3x Fish farm
  • 2x Planters
  • 2x Corner apt
  • 5x Small apt
  • 4x Fish stand
  • 4x Fruit stand
  • 4x Vegetable stand





For access, I also built several Corridors and Plazas, and one set of Stairs.
*Challenge 15 - Water to Wine
Goal: Create 100 Wine out of 100 Water.



Working solution:
  • 2x Algae Farm
  • 1x Biomass Generator
  • 3x Fog Collector
  • 3x Fish Farm
  • 1x Newsstand
  • 6x Vineyard
  • 3x Wetland
  • 4x Ash Tree
  • 2x Plum Tree
  • 6x Small Apt
  • 1x Library
  • 2x Fermenter
  • 1x Wine Cellar
*Challenge 16 - Build It, and They Will Come
Goal: Attract 10 Consumer Inhabitants to your neighborhood.



Note that this is not referring to the Consumers listed in the Resources - this refers to the Consumer people that will actually appear and walk around in your 'Hood.

Repeat this pattern until you attract 10 Consumers. For me, I repeated the pattern 3 times.
  • 6x Windmill
  • 2x Water Tower
  • 3x Sprinkler
  • 6x Ash Tree
  • 3x Large Apt
  • 2x Small Apt
  • 4x Corner Store (Do not build next to each other)
*Challenge 17 - Farm to Table
Goal: Produce 200 Culture through farm to table restaurants.

This challenge is a little odd because you don't start with Money like usual - instead you have 100 Water, 100 Labor, and 100 Fertilizer. Still, I always aim for a balanced build.



Turn on 1x speed as you build:
  • 5x Solar panel
  • 8x Canal
  • 1x Flower garden
  • 1x Beech tree grove
  • 3x Small apt
  • 2x Anaerobic digestor
  • 1x Vegetable farm
  • 1x Corn field
  • 2x Pig pen
  • 2x Vineyard
  • 1x Wine cellar
  • 2x Fermenter
  • 1x Fine restaurant
  • 3x Water tower

Wait until you are producing Culture (slowly). Then either set your timer to 8x speed and wait for Culture to build up, or add to your existing build by building the above pattern again.

For me, the Anaerobic digestors (which produce your Fertilizer for the farms) were the limiting factor. However, I was able to build up enough Culture to win the challenge just before the loss of Fertilizer caused the farms to decay. Give it a few tries, it should work.

*Challenge 18 - Maize Runner
Goal: Produce 1000 Electricity in 10 minutes.

Build each thing, pause in between.
  • BLUE - 2x Water tower
  • BLUE - 3x Sprinklers
  • YELLOW - 1x Community center
  • RED - 1x Shack I
  • BLUE - 1x Anaerobic digestor
  • BLUE - 4x Corn field
  • BLUE - 1x Grain silo
  • BLUE - 1x Ethanol distillery
  • BLUE - 1x Ethanol generator

The above pattern will produce Electricity without any resources decaying.

Build the pattern 3 times total.

Then start 8x speed until you win the challenge.

*Challenge 19 - True Cost of Fast Fashion
Goal: Collect 500 Money from fashion industry garment sales. Create at least 4 Clothing Retailers.

The Wool mill appears twice in the block "catalog", I used the first one listed.



Build while at 1x speed:
  • 6x Solar panel
  • 4x Water tower
  • 9x Canal
  • 4x Ash tree
  • 2x Community center
  • 8x Shack
  • 4x Anaerobic digestor (needs to be placed next to accessible piece)
  • 2x Compost plant
  • 3x Gas generator
  • 2x Pesticide shack
  • 6x Cotton field
  • 3x Industrial gin
  • 3x Cotton mill
  • 3x Garment sweatshop (Do not place next to Community center)
  • 4x Clothing retailer
  • 4x Neon ad

Turn on 8x speed and wait for the resources to build up.
*Challenge 20 - Silicon Hood
Goal: Guide a 'Hood into the Information Age.

There are 3 parts to this challenge, and each part continues from the previous one, so you can add to or modify your build as you go.

Part 1: Generate 100 Youth and 100 Knowledge. Build 5 Schools.

This challenge doesn't start with a blank piece of land. If you remove the Escalator, Soil, Grass hill, or Structured corridors, you won't be able to rebuild them. The Groundwater is really unpredictable with Soil, so after a few tries of working with what was already built, I decided to clear the canvas and start from scratch. You can Clear Hood in the Home menu.



After clearing, you start with 100 Electricity, 100 Water, 100 Money, and 100 Groundwater.




  • 27x Solar panel
  • 5x Water tower
  • 5x Sprinkler
  • 12x Ash tree
  • 3x Pine tree
  • 16x Plaza
  • 6x Elevator
  • 14x Large apt
  • 4x Small apt
  • 7x Corner store
  • 5x School




Part 2: Generate 100 Techology. Build 5 Tech offices and 5 Maker spaces.
  • 37x Solar panel
  • 5x Water tower
  • 2x Sprinkler
  • 6x Pine tree
  • 16x Plaza
  • 5x Small apt
  • 6x Large apt
  • 2x Waste sorting center
  • 2x Recycling plant
  • 3x Data center
  • 5x Makerspace
  • 5x Tech office
  • 7x Anaerobic digestor
  • 7x Gas generator
  • Remove all the Solar panels




Part 3: Generate 100 Data and 100 Devices. Build 5 Data Centers and 5 Internet Cafes.
  • Remove 8x Plaza, replace with 8x Solar tree
  • 12x Solar tree (in addition to 8x above)
  • 1x Water tower
  • 1x Sprinkler
  • 1x Tech factory
  • 2x Pine tree
  • 4x Small apt
  • 1x Large apt
  • 3x Corner store
  • 2x Waste sorting center
  • 2x Recycling plant
  • 4x Tech factory
  • 2x Data center

The challenge mentions Internet cafes in the pop up screen, but not in the top left pane. I didn't build any and still won the challenge.


*Challenge 21 - Space Elevator
Goal: Generate 2001 Technology from a 'Hood that is 20 Elevators tall.

Build in roughly this order:
  • 20x Elevator
  • 2x Oil well
  • 2x Oil tank
  • 2x Solar panel
  • 2x Water tower
  • 1x Oil generator
  • 2x Playground
  • 7x Green wall
  • 1x Clinic
  • 1x Plastics factory
  • 7x Corner apt
  • 1x School
  • 2x Tech office
  • 2x Tech factory
  • 1x Data center
  • 1x Makerspace

Set the speed to 8x and wait. It will take several minutes total to build up 2001 Technology.

*Challenge 22 - A Taste of Tokaido
Goal: Create a 22-block Corridor, 2 Art Galleries, 2 Sushi Restaurants, and generate 222 Culture.

The level starts with some blocks built:



However, I was unable to make any second-floor blocks. There may be an issue with the Stairs in this level.

So I opted to clear the canvas (House icon in lower left > Clear Hood).

Build in roughly this order:
  • 22x Corridor
  • 10x Solar tree
  • 3x Water well
  • 8x Canal (any combination of L, +, I, or T)
  • 1x Wetland
  • 3x Shack (any combination of I, II, or III)
  • 2x Rice field
  • 2x Fish farm
  • 4x Capsule hotel
  • 1x Solar heater
  • 2x Art gallery
  • 2x Sushi bar
  • 3x Algae farm
  • 1x Biomass gennerator
  • 4x Neon ad (any combination of the available - 4 and 5)
  • 12x Torii arch (fill remaining space)

Set speed to 8x and wait for Culture to build up.

*Challenge 23 - Caffe Nation
Goal: Complete four quick Coffee related challenges in succession.

You only have 230 seconds (3.83 minutes) total for all four challenges. The timer starts as soon as the challenge loads, and you cannot stop it by pausing. It also does not stop when the next challenge menu appears. Each challenge builds on the previous one, so you will be adding to your build.

Set your speed to 8x right away!



Challenge 1: Produce 100 Coffee beans.

  • BLUE - 1x Oil well
  • BLUE - 1x Oil generator
  • BLUE - 1x Oil tank
  • BLUE - 2x Water tower
  • GREEN - 8x Wetland
  • GREEN - 3x Poplar tree
  • RED - 5x Small apt
  • GREEN - 4x Shaded coffee field
  • BLUE - 3x Dry coffee processing

Once you have built the above things, immediately start on the list for Challenge 2, even if you haven't produced 100 Coffee beans yet. Once you have, the screen will interrupt you for Challenge 2, and you can just keep building from there.



Challenge 2: Build 10 office complex.
  • BLUE - 1x Oil well
  • BLUE - 2x Oil generator
  • GREEN - 4x Wetland
  • GREEN - 3x Poplar tree
  • YELLOW - 2x Community center
  • RED - 7x Small apt
  • RED - 3x Library
  • RED - 10x Office

Challenge 3: Attract 10 Business Casual Agents by building more Coffee Shops.
  • BLUE - 3x Water tower
  • GREEN - 1x Wetland
  • GREEN - 1x Poplar tree
  • BLUE - 2x Solar heater
  • RED - 1x Small apt
  • RED - 10x Coffee shop

The resources can only support 6 Coffee shops long-term at that point (per my calculations), but you can build 10 with your saved up resources and you should be able to beat the challenge.

If it doesn't complete right after building the 10th Coffee shop, try building:
  • BLUE - 1x Water tower
  • BLUE - 1x Solar heater

There doesn't seem to be a challenge 4. After challenge 3, I got a screen saying I had completed the challenge, and it showed as complete in my challenges list.

I had to play through this challenge a few times to get everything figured out. Here's a different playthrough from the above screenshots with all of the blocks needed to complete the challenge:

*Challenge 24 - Fruit of the Loam
Goal: Generate 100 Money, Wine, Bread, and Fabric.

The expected Blocks to produce these resources - such as Wheat fields to start the process to make Bread - are not available in this level. You start with 2000 Groundwater, which will supply the many Open Space features you need to produce resources.

You can build this in 3 short stages. The build is stable at the end of each stage.

Stage 1 - Bread

Build in this order:
  • 12x Wild oats
  • 1x Water well
  • 1x Windmill
  • 14x Wild date palm
  • 2x Vegetable stand
  • 2x Bike station
  • 1x Shack (I, II, or II)
  • 1x Bakery

Stage 2 - Fabric

Build in this order:
  • 2x Windmill
  • 16x Kapok tree
  • 1x Industrial gin
  • 1x Cotton mill

Stage 3 - Wine

Build in this order:
  • 1x Windmill
  • 2x Soaptree yucca
  • 2x Fermenter
  • 1x Wine cellar

All Blocks and Where to Find Them (part 1)
Here are all of the available blocks and what pages they are on in-game:

Block name
Category
Pg, Row, Col
Algae farm
Production
I,1,1
Amphitheater
Public Space
II,4,2
Anaerobic digestor
Production
I,1,2
Antenna
Buildings
II,1,1
Apple orchard
Organics
I,6,3
Arctic moss
Organics
II,5,1
Arctic willow
Organics
II,5,2
Art gallery
Buildings
I,5,1
Ash tree
Organics
I,3,4
Bakery
Buildings
I,1,1
Bar
Buildings
I,1,2
Barbershop
Buildings
I,6,3
Barrel cactus
Organics
II,2,4
Basketball court
Public Space
II,3,3
Bee farm
Production
I,1,3
Beech tree grove
Organics
I,3,2
Beer garden
Public Space
II,1,1
Bengal bamboo
Organics
II,3,3
Bike station
Public Space
II,4,3
Biomass generator
Production
I,1,4
Boiler
Production
I,5,3
Botanical garden
Public Space
II,4,4
Brewery
Production
II,1,1
Bristlecone pine
Organics
II,1,2
Brownstone apt
Buildings
II,6,1
Butcher shop
Buildings
II,1,2
Cafe
Buildings
I,1,3
Canal +
Organics
II,5,4
Canal I
Organics
II,6,1
Canal L
Organics
II,5,3
Canal T
Organics
II,6,2
Capsule hotel
Buildings
I,2,3
Cemetery
Public Space
II,1,4
Cheese stand
Public Space
II,2,2
Chicken barn
Production
II,3,2
Clinic
Buildings
I,1,4
Clothing retailer
Buildings
II,2,4
Coffee shop
Buildings
I,5,2
Community center
Public Space
I,6,4
Compost plant
Production
I,2,3
Corn field
Production
II,2,1
Corner apt
Buildings
I,2,4
Corner grass hill
Organics
I,1,3
Corner store
Buildings
I,2,1
Corp. office
Buildings
I,4,3
Corridor
Public Space
I,1,1
Cotton field
Production
II,5,1
Cotton mill
Production
II,5,3
Cow cafo
Production
II,3,4
Cow pasture
Production
II,1,4
Cross support
Buildings
II,6,4
Data center
Buildings
II,3,2
Diner
Buildings
I,6,4
Dry coffee processing
Production
II,6,3
Elevator
Public Space
I,2,2
Elm trees
Organics
I,3,3
Escalator
Public Space
I,6,3
Ethanol distillery
Production
II,4,3
Ethanol generator
Production
II,4,4
Fast food restaurant
Buildings
II,3,4
Fermenter
Production
II,3,1
Fine restaurant
Buildings
II,1,3
Fish farm
Production
I,2,1
Fish stand
Public Space
II,2,3
Flower garden
Organics
I,1,1
Fog collector
Production
I,5,4
Food truck
Public Space
II,3,2
Football pitch
Public Space
II,3,4
Foxtails
Organics
II,3,1
Fruit stand
Public Space
II,2,4
Garment sweatshop
Buildings
II,2,3
Gas generator
Production
I,5,1
Geothermal generator
Production
I,6,3
GMO corn field
Production
II,4,1
"Grain silo
-4 and +2 corn"
Production
II,2,3
Grass
Organics
I,1,2
Grass hill
Organics
I,1,4
Green wall
Public Space
II,5,1
Greenhouse
Buildings
I,4,2
Hotel room
Buildings
I,4,4
Hybrid park I
Public Space
II,6,1
Hybrid park II
Public Space
II,6,2
Hybrid park III
Public Space
II,6,3
Hybrid park IV
Public Space
II,6,4
Hydroponic farm
Production
I,2,2
"Incinerator -
-1 and +4 electricity"
Production
I,5,2
Industrial gin
Production
II,5,2
Internet cafe
Buildings
II,4,1
Japanese pine
Organics
I,5,3
Jazz club
Buildings
II,4,2
Kapok tree
Organics
II,3,4
Lamppost
Public Space
I,2,4
Landfill
Production
I,2,4
Large apt
Buildings
I,3,1
Library
Buildings
I,6,2
Luxury apartment
Buildings
II,4,3
Luxury loft
Buildings
II,4,4
Makerspace
Buildings
I,5,3
Mangrove
Organics
II,2,1
Market
Buildings
I,3,3
Maze garden I
Organics
I,4,2
Maze garden L
Organics
I,4,3
Maze garden O
Organics
I,4,4
Maze garden T
Organics
I,5,1
Maze garden X
Organics
I,4,1
Mediatheque
Buildings
II,5,1
Moss campion
Organics
II,1,1
Neon ad 1
Public Space
I,3,1
Neon ad 2
Public Space
I,3,2
Neon ad 3
Public Space
I,3,3
Neon ad 4
Public Space
I,3,4
Neon ad 5
Public Space
I,4,1
All Blocks and Where to Find Them (part 2)
Sorry, guide sections can only be so long :o)

Block name
Category
Pg, Row, Col
Newsstand
Public Space
I,2,3
Noodle stall
Buildings
II,5,2
Oak tree
Organics
I,2,2
Obelisk
Public Space
II,5,2
Office
Buildings
I,3,4
Oil generator
Production
I,4,4
"Oil tank -
-4 and +2 oil"
Production
I,3,2
Oil well
Production
I,3,1
Olive tree
Organics
II,1,3
Ostrich farm
Production
II,6,1
Palm
Organics
I,2,1
Pesticide shack
Production
II,4,2
Pig pen
Production
II,1,3
Pine tree
Organics
I,6,2
Planters
Public Space
I,4,2
Plastics factory
Buildings
I,2,2
Playground
Public Space
I,4,3
Plaza
Public Space
I,4,4
Plum tree
Organics
I,2,3
Pond
Organics
I,2,4
Poplar tree
Organics
I,5,4
Processed food factory
Buildings
II,3,3
Recycling plant
Public Space
II,1,2
Rice field
Production
I,6,2
Runway stage
Public Space
II,4,1
Saguaro cactus
Organics
II,2,2
Sand
Organics
I,3,1
School
Buildings
I,4,1
Shack I
Buildings
II,1,4
Shack II
Buildings
II,2,1
Shack III
Buildings
II,2,2
Shaded coffee field
Organics
II,6,3
Sheep pasture
Production
II,3,3
Shipping center
Buildings
II,5,3
Sitting area
Public Space
I,5,1
Small apt
Buildings
I,3,2
Soaptree yucca
Organics
II,2,3
Soil
Organics
I,5,2
Solar heater
Production
I,6,1
Solar panel
Production
I,3,3
Solar tree
Public Space
II,3,1
Spa
Public Space
II,5,4
Sprinklers
Production
I,6,4
Stairs
Public Space
I,5,2
Structure -V
Public Space
I,6,2
Structure I
Public Space
I,5,3
Structure II
Public Space
I,5,4
Structure V
Public Space
I,6,1
Structured corridor -V
Public Space
I,2,1
Structured corridor I
Public Space
I,1,2
Structured corridor II
Public Space
I,1,3
Structured corridor V
Public Space
I,1,4
Studio space
Buildings
II,3,1
Sun coffee field
Organics
II,6,4
Sushi bar
Buildings
II,5,4
Tech factory
Buildings
I,6,1
Tech office
Buildings
I,5,4
Torii arch
Public Space
II,5,3
Tualang tree
Organics
II,4,1
Umbrella thorn acacia
Organics
II,4,2
Vegetable farm
Production
I,3,4
Vegetable stand
Public Space
II,2,1
Vineyard
Production
II,2,2
Waste sorting center
Public Space
II,1,3
Water tower
Production
I,4,1
Water treatment plant
Production
II,6,2
Water well
Production
I,4,2
Wet coffee process
Production
II,6,4
Wetland
Organics
I,6,4
Wheat field
Production
II,1,2
White birch
Organics
II,1,4
White spruce
Organics
II,4,4
Wild date palm
Organics
II,4,3
Wild oats
Organics
II,3,2
Willow tree
Organics
I,6,1
Windmill
Production
I,4,3
Wine bar
Buildings
II,6,2
Wine cellar
Production
II,2,4
Wool mill
Production
II,5,4
Yoga studio
Buildings
II,6,3
Zen garden
Public Space
III,1,1
8 Comments
Incredible HLK  [author] 30 Mar, 2023 @ 4:20pm 
D'oh, Mtext, I forgot about all these messages. I scrolled down after finally completing the guide only to find we'd come to a very similar solution for Zero Footprint. Neat!!
Incredible HLK  [author] 13 Jan, 2023 @ 4:57pm 
Thanks so much for the info, Mtext! I play Blockhood about once a year, so when I'm on my next kick I will try these out and add them to the guide :)
Mtext 7 Dec, 2022 @ 4:24pm 
Ok, dopey spoiler for stupidly easy Zero Footprint:
Arctic Moss uses a tiny bit of groundwater and produces Fresh Air (goal) and Wilderness+Algae (both of which aren't counted in the level goals). So, a water tower to burn up some of the excess money, some solar panels/windmills to build up power for sprinklers to get groundwater going, and then just blanket the space with moss (balanced with water supplies) and win a few minutes later.
I ruled that solution out before because I knew there wasn't any way to get rid of Wilderness and didn't know that some resources just aren't counted. All the complications mentioned below come from the hoops you have to jump through (i.e. building apartments) to get rid of the Leisure that builds up from all the other normal sources of Fresh Air. What a frustratingly-designed level.
Mtext 7 Dec, 2022 @ 11:17am 
Note that Taste of Tokaido's Noodle Shop [Pnk] is a trap, there's no way I could find in that scenario to get the Wheat needed to actually run it. Fortunately the Sushi Bar only needs Rice and Fish (both easily available) and will generate all the culture you need.
Mtext 7 Dec, 2022 @ 11:14am 
Wow, Zero Footprint was a slog! I struggled with that one for a long time, like trying to push down bubbles under wallpaper that just kept popping up somewhere else. I never would've noticed that there were some resources it didn't check for! It would've been totally impossible otherwise. Can confirm that Data, Fitness, Sorted waste and Technology are all items it doesn't check for, while Plastics and Biogas ARE counted against the goal.
Mtext 7 Dec, 2022 @ 11:13am 
The most important buildings for me were the Planters[Ylw], which turn Water/Community/Fertilizer (all counted) into just Vegetables (not counted), and the Solar Heaters[Blu] which turn a large amount of Water into Hot Water (not counted). Wetlands[Grn] also help to turn Water into a bit of Fertilizer for the Planters and a bunch of other things that aren't counted anymore, and Elevators/Escalators/Structures [Ylw] help burn off Money/Electricity. Incinerators are great for getting rid of Inorganic Waste by turning it into Electricity (easier to burn off) and Pollution (not counted). Rice fields[Blu] are a great way to burn off excess Fertilizer and Labor since neither Rice/GHG's aren't counted, and can be sold with Fish at a Sushi Bar[Pnk] for a compact income. I made all my money by selling Vegetables/Fish (via Market[Pnk]) and Sushi.
Mtext 7 Dec, 2022 @ 11:11am 
Finally, remember that decayed buildings can be demolished and rebuilt for free, OR can be restored in place at a cost of 5 Labor, 5 Knowledge AND 5 Community, all three of which can really pile up in this scenario. If you have roughly even numbers of all of them, you could let a bunch of tiles decay and then restore them all at once to knock those numbers back down pretty quickly. Hope this all helps someone else out there!
じ乃〄 18 Apr, 2020 @ 1:06pm 
+10