What to Unlock Next in Chop Chop Inc
This is the progression route I use through Chop Chop Inc, from the first bridge and city projects to Hamsters, Batteries, Snowy Mountain and the Work Hall.
Read Guide →Game Guide Hub
I use this hub to choose what matters next, then jump to focused guides for Batteries, Bober automation, axes, the Cannon, special wood and secrets.
Recommended Order
Use these guides to find the right Chop Chop Inc. walkthrough, solution or next step.
Progression
This is the progression route I use through Chop Chop Inc, from the first bridge and city projects to Hamsters, Batteries, Snowy Mountain and the Work Hall.
Unlocks
I unlock the Electronics Press through Brother Lewis, build it with 20 Ingots and 8 Screws, then craft Batteries from Electric Wood.
Automation
I start Chop Chop Inc automation with Bober, control furniture production, then expand into the Work Hall and connected machine automation.
Quest
I reach Strength 4, lift the cannon, build it, upgrade to Doombringer 3000 and prepare enough furniture value to fire at Furnox.
Guide Cluster
This is the progression route I use through Chop Chop Inc, from the first bridge and city projects to Hamsters, Batteries, Snowy Mountain and the Work Hall.
Read Guide →I unlock the Electronics Press through Brother Lewis, build it with 20 Ingots and 8 Screws, then craft Batteries from Electric Wood.
Read Guide →I start Chop Chop Inc automation with Bober, control furniture production, then expand into the Work Hall and connected machine automation.
Read Guide →I reach Strength 4, lift the cannon, build it, upgrade to Doombringer 3000 and prepare enough furniture value to fire at Furnox.
Read Guide →I tested the Sacrifice Bowl with Golden Wood, eggs, chicken, a duck and a hamster. These are the combinations I can verify and when I actually use them.
Read Guide →I find Metal Wood beyond the lava route, Electric Wood during later progression, Crystal Wood in Snowy Mountain and Golden Wood in later portal areas.
Read Guide →I upgrade from Wooden to Stone, Metal and Crystal axes based on real chopping needs, material supply and whether progression needs the resources first.
Read Guide →Start here: if I have lost the overall route, I use the Progression Guide. If I already know what is blocking me, I go straight to the focused page: the Battery and Electronics Press Guide, Automation Guide, Axe Upgrades Guide, Cannon Quest Guide, Special Wood Guide or Sacrifice Bowl Guide.
Chop Chop Inc gets much larger than the opening furniture loop suggests.
I start with:
chop → process → craft → sell
Then the game starts opening:
That is where my mission list becomes misleading.
I have had 14 active missions at once.
They were not 14 equally important objectives.
The question I use instead is:
Does this change what I can do next?
If yes, I prioritize it.
If it only gives me more money or another optional item, I am much more willing to leave it for later.
I use the Chop Chop Inc Progression Guide.
That page owns the larger route through:
I do not repeat that route here step by step.
This Hub is for deciding which problem I am dealing with.
I use the Battery and Electronics Press Guide.
The important Hub-level rule is:
If a device asks for a Battery before I can craft one, I leave it.
I do not search the nearby map for a loose Battery.
That guide owns the actual unlock sequence, Electronics Press construction and Battery crafting.
I use the Automation Guide.
It covers:
I move into automation when I already have a supply chain worth automating.
If I cannot obtain the raw resource in the first place, another machine is usually not the answer.
I use the Axe Upgrades Guide.
The verified normal Grindstone progression now reaches:
Wooden → Stone → Metal → Crystal
That page owns the exact Mark costs, Crystal Axe unlock and the decision of when rare wood is better spent on access rather than another Axe upgrade.
I use the Cannon Quest Guide.
The Cannon stops being only an early Strength problem.
Its later route expands into:
I keep those requirements on the Cannon Owner Page instead of reproducing them here.
I use the Special Wood Guide.
That page owns:
I use the Sacrifice Bowl Guide.
I do not throw rare items into the bowl just to see what happens.
That page owns the combinations I have actually verified.
This is the system that keeps my run organized.
Anything that permanently opens:
That usually gets my resources first.
This is the one thing preventing the progression objective I already chose.
It might be:
I solve that blocker instead of switching to five unrelated missions.
This includes:
I collect them when they overlap with my current route.
I do not let them replace the main route by default.
Once city progression begins opening target audiences, I stop treating the game as one long Chester quest.
The Progress screen exposes eight named groups:
I do not fully complete one audience before touching another.
That can force me into a huge resource grind.
Instead, I ask:
What does this branch unlock for me right now?
A cheap mission using materials I already collect is easy to fit in.
A large order that consumes the same rare material as a permanent unlock can wait.
My priority test is simple.
Does this open a region, audience or permanent system?
I usually do that first.
Does it remove the blocker on that unlock?
That becomes the current job.
Can I finish it naturally while doing the current route?
I take the free progress.
Does it consume a large stockpile I need somewhere more important?
I leave it.
That is why a mission being old does not automatically make it important.
It can stay on the screen while I open something that changes the rest of the run.
The Plan eventually gives me one especially useful long-term number:
35% of the city’s citizens on my side
That changes how I read progression.
I am not trying to produce a clean mission tab.
I am trying to turn:
city projects
→ target audiences
→ support
into enough progress for the larger Furnox objective.
If one project opens another audience while another only produces cash, I usually value the audience more.
Chop Chop Inc constantly shows me future content early.
I can encounter:
before the system needed to complete them exists.
I no longer interpret that as:
I missed something nearby.
I interpret it as:
Remember this and come back when progression catches up.
This is especially important for Batteries.
It also applies to later equipment and regional gates.
If the required recipe does not exist yet, I leave.
My first trip into a newly opened region is usually reconnaissance.
I look for:
I do not assume every visible activity needs to be completed before I leave.
That keeps exploration connected to progression instead of turning every new region into a completion sweep.
Snowy Mountain becomes much more important once the Tech Bridge route opens.
It is not only an optional mountain-climbing area.
The region connects to:
The exact resource and Axe mechanics remain on their dedicated pages.
For the Hub, I mainly treat Snowy Mountain as the point where another material tier and equipment tier become available.
There is also a completion objective for reaching the summit:
King of the Hill
In the August 10 achievement snapshot, it had a 16.9% completion rate.
I therefore treat the summit as a real completion target, but I do not force the climb before the route itself is useful.
Chester eventually tells me that he has lost:
three photographs
One memory is identified as:
Chester in the Snow
I also find a Memory Photo while following a beach treasure route.
I do not stop normal progression and search the whole map blindly for all three as soon as Chester mentions them.
I keep the objective active.
As more areas open, I take the photographs when their routes overlap with something else I am already doing.
There is a real hidden developer area tied to the achievement:
You found our secret base
The objective is to find the secret developer room.
In the August 10 snapshot, this achievement had an 11.8% completion rate.
The room includes the game’s thank-you area and developer references.
I treat it as later exploration cleanup.
I do not use it as a prerequisite for:
The August 10 achievement set contains 21 goals.
The early achievements track normal progression, including:
The completion rates fall sharply as the game opens.
In that snapshot:
That is another reason I do not try to turn the early game into a 100% cleanup run.
A lot of the deeper objectives are naturally completed much later.
The same August 10 snapshot shows much lower completion for finishing the individual audience branches:
I use those numbers as a reminder that:
unlocking an audience is not the same thing as finishing its whole chain.
Early on, opening more useful branches matters to me more than taking one branch all the way to 100%.
Full faction cleanup becomes much easier after:
One of the rare objectives is:
Hail thee, King Nugget!
which asks me to kill the Chicken King.
Its August 10 completion rate was 4.4%.
I leave it in my later cleanup list.
I do not turn every chicken-related activity into a hunt for the King while larger progression systems are still missing.
There is enough evidence that it is a real completion objective.
I do not currently need a separate character-style Chicken King page just to repeat that fact.
The achievement:
My kind of Zen
requires destroying all Stone Figures.
Its completion rate was 4.0% in the same snapshot.
I destroy one when I naturally pass it.
I do not start a full-map sweep while important travel routes and permanent systems are still locked.
That turns normal exploration into partial completion without forcing a long cleanup too early.
The late achievement:
Bye Bye Furnox
is tied to finally bringing Furnox down.
Its completion rate in the August 10 snapshot was 3.2%.
That fits the way I use the 35% citizen target.
Furnox is the long-term destination.
It is not something I try to force as soon as the corporation appears on the Progress screen.
The Cannon eventually becomes part of that push, but I keep its Strength, construction, Doombringer and firing requirements in the Cannon Quest Guide.
Rubber Ducks appear as recurring exploration finds.
I collect them when I see them while I am already:
I do not abandon a useful progression route to perform a full-world Duck sweep.
I use the same rule for Stone Figures and photographs.
Natural overlap first.
Dedicated cleanup later.
There are three achievement milestones for money held in Chester’s inventory:
If I am deliberately chasing one of those achievements, I make sure the money is actually sitting with Chester.
But outside that situation, I am comfortable spending.
I spend money when it opens:
I can rebuild cash later.
A permanent unlock changes the rest of the run immediately.
This is the spending distinction I use through most of the game.
A permanent unlock changes what I can do.
A convenience upgrade makes something I can already do faster.
If both need the same scarce resource, I usually choose the permanent unlock.
That can mean delaying:
The exception is when efficiency itself has become the blocker.
If I am spending most of every session chopping advanced trees, the Axe Upgrades Guide becomes more relevant.
If I am spending most of it repeating production, I switch to the Automation Guide.
Electrical requirements are one of the clearest examples of the game showing future progression early.
If I see a Battery requirement but cannot craft Batteries yet:
I leave.
I do not keep checking:
Once electronics progression becomes my active blocker, I use the Battery and Electronics Press Guide.
The Hub-level decision is only:
no Battery recipe yet = continue progression.
I do not wait until the full late-game factory exists before automating anything.
Bober already removes repeated furniture crafting earlier.
The Work Hall becomes more important later when the bottleneck expands into:
The exact production settings and machine order stay in the Automation Guide.
The normal Grindstone progression I have verified now reaches:
Wooden → Stone → Metal → Crystal
That changes one older assumption I no longer use:
Metal is not the final equipment target.
Snowy Mountain and later Grindstone progression move the Axe line into Crystal.
I still do not craft every Mark immediately.
The exact costs and the Crystal Axe Mk3 decision stay in the Axe Upgrades Guide.
The original Cannon starts with a clear stat blocker.
Later, the route becomes much larger.
It eventually connects to:
So if my Cannon problem is no longer “I cannot lift it,” I do not keep training Strength blindly.
I identify which Cannon stage I am actually on and switch to the Cannon Quest Guide.
Metal, Electric, Golden and Crystal Wood do not all behave the same way.
I use them differently:
Metal → workhorse construction and Ingot resource.
Electric → increasingly important as electronics and later equipment open.
Golden → rarer and worth keeping for known special uses.
Crystal → Snowy Mountain resource that enters Glass and equipment progression.
I do not farm every special tree simply because I have found it.
If the resource is not blocking anything yet, I keep a reserve and continue.
The full routes belong in the Special Wood Guide.
The Sacrifice Bowl is optional enough that I become even more conservative.
I do not use rare inputs just to test random combinations.
If I want one of the known outcomes, I use the Sacrifice Bowl Guide.
If I have no verified reason to sacrifice something difficult to replace, I keep it.
By the middle of Chop Chop Inc, I use the same question for almost everything:
Does this change what I can do next?
If yes:
prioritize it.
If it removes the blocker on that priority:
solve it.
If it is a cheap side objective already on my route:
take the free progress.
If it is only interesting:
remember it and come back later.
Chop Chop Inc gives me more missions, machines, resources and secrets than I need to finish immediately.
The run becomes much smoother once I stop treating every new discovery as the next main quest.
I prioritize anything that permanently opens a region, target audience, recipe family or production system. If a visible objective needs something I cannot make yet, I leave it and continue progression instead of forcing that gate.
The achievement descriptions track money in Chester's inventory. The three milestones are 1,000, 10,000 and 100,000, so I move money back to Chester when I am deliberately working toward those achievements.