Bonavina Orchard Cargo

Fruit Parade

Hall 1

Sugar Hall

Glaze0
Chain0
Lives
Best—

Five factory rooms

Each hall opens the next ribbon

Fill every crate in a hall to unlock the following room. Belts run faster, gates blink, and the sorter wheel joins the floor. Fruit that misses a crate leaves through the scrap chute.

Sugar hall with glazed apples on a candy ribbon

Hall 1

Sugar Hall

Open

A single hopper feeds two prism switches. Apples, grapes and bananas share one yellow-pink ribbon. Tap a prism to turn the fork before the fruit arrives. The glaze pulse is gentle here and can correct a late turn.

Berry line with grapes under magenta factory light

Hall 2

Berry Line

Sealed

Two hoppers drop fruit onto parallel ribbons that meet at a merge prism. Candy tokens share the line with grapes and apples. A wrong fork on the merge dumps a cluster into scrap. Speed is higher than Sugar Hall.

Citrus vault with bananas on gold and pink belts

Hall 3

Citrus Vault

Sealed

A caramel gate blinks open and shut on a timer. Fruit waits at the shutter, then rushes the next prism. Bananas outrun apples. Melons crawl. Time the gate so a heavy melon does not pile into a light banana at the same fork.

Melon gallery with watermelons along gold rails

Hall 4

Melon Gallery

Sealed

The sorter wheel sits in the middle of the floor. Tap the wheel to choose which pocket is live. Four crates wait at the rim: melon, apple, grape, banana. A late tap sends a heavy melon down the wrong pocket.

Parade chamber with crossing candy ribbons

Hall 5

Parade Chamber

Sealed

Two hoppers, two gates, a wheel and a last prism share one floor. Five crates stand at the foot of the chamber. This is the full parade: speed, weight, pulse, and every machine working at once.

Cargo on the ribbons

Fruit that the factory knows by weight

Each piece keeps its own pace on the yellow-pink belts. Learn the weights or a light banana will slip past a switch meant for a melon.

Glossy apple, grapes, banana and watermelon on a gold tray

Still harvest

Four orchard kinds plus glaze

The parade never mixes crates. An apple crate rejects grapes. A melon crate will not take a candy token. Matching a crate grows a chain. A miss breaks the chain and spends a life.

Apple

Steady on the ribbon. Bruises if it drops from a high fork, so Sugar Hall keeps chutes shallow. Quota crates for apples sit on the left in most halls.

Grape

Travels as a tight cluster. A late prism can roll the cluster off the inner rail. Berry Line was built around this cargo and paints the hall in purple light.

Banana

Lightest orchard cargo. It outruns every other piece on the same belt, which is why Citrus Vault asks you to read the gate before you turn the prism.

Watermelon

Heaviest cargo. It crawls, and a belt under a melon stretches. Melon Gallery gives it a reinforced pocket on the sorter wheel so it does not crush lighter fruit.

Glaze candy

Factory tokens, not orchard fruit. A correct crate for candy primes the next glaze pulse. They shine cyan and magenta and share the ribbons from Berry Line onward.

Machines on the floor

How the parade is steered

Nothing on the ribbon stops on its own. You turn prisms, time gates, and lock the wheel. The pulse is the only courtesy the factory gives.

Yellow-pink striped conveyor with gold rivets

Candy ribbons

Yellow-pink belts with gold rails

Striped ribbons carry every piece. Dash marks crawl with the belt so you can read speed at a glance. A fruit follows the polyline until it hits a machine, a crate, or the scrap chute.

Gold sorting wheel with fruit pockets

Sorter wheel

Four pockets, one live exit

Tap the wheel to rotate which pocket feeds a crate. Fruit that arrives uses the live exit. In Melon Gallery the wheel is the whole puzzle. In the Parade Chamber it sits between two gates.

Glossy heart candies, lollipops and colored sweets

Glaze pulse

A sugar wave along the rail

Every few seconds the floor lights cyan. While it shines, tap Pulse or tap a prism: the next fruit at that machine is steered toward a matching crate instead of a miss. Candy tokens refill the pulse faster.

Prism switches

Diamond forks with two or three mouths. Tap to cycle the live mouth. The gold pointer on the diamond shows where the next fruit will go. Turn it before the fruit reaches the jewel, not after.

Caramel gates

Timed shutters. When the bar is gold the gate is open. When it is dim the fruit waits on the threshold. A long wait still costs nothing, but a pile of fruit at a closed gate will burst through together when it opens.

Factory ledger

Halls, scores, and finished parades

Cleared rooms, best glaze, and a short list of finished runs stay on this device. Nothing leaves the factory floor.

Halls clear0/5
Top glaze0
Runs kept0

Best in each hall

    Recent runs

    No finished parades yet.

      Factory hall with fruit on yellow-pink conveyors

      The main line as it looks from the sugar gallery: candy-cane pillars, cotton windows, and the orchard cargo in motion.

      How the line is run

      Steer the ribbon, fill the crates

      Fruit never pauses for a second thought. You do the thinking at the jewels, the wheel, and the gates.

      1. 1. Watch the hopper A new piece drops on a timer. Color tells the crate it wants. Banana is fast, melon is slow, candy primes the pulse.
      2. 2. Tap a prism before the fruit arrives The gold pointer is the live mouth. Cycle it so the piece heads toward its own crate, not a neighbor.
      3. 3. Time gates and the wheel Gates blink. The wheel needs a tap to change the live pocket. Do not leave a melon on a banana pocket.
      4. 4. Spend the glaze pulse When the floor flashes cyan, tap Pulse or a machine. The next fruit at that machine is steered toward a matching crate.
      5. 5. Fill every crate Quotas sit above the floor. A full set opens the next hall. Three scrap drops in a hall end the run.