Why sail?
Money buys upgrades, upgrades open water, water holds fish, and fish make friends of
strangers. But the long game is above: befriend the islands, fill the codex, witness
the wonders โ and see what the sea does about it.
And some say the sea remembers kindness โ
a rescue, an offering, a big one set free. They say a released fish sometimes comes back.
Fishing
Fish swim as
dark shadows in the fishing grounds โ the bright turquoise shallows around
islands, the green kelp beds, the coral reefs, and (with a Longline) the dark Deeps.
Drift up
slowly โ a fast wake scatters them. Within reach, press
E to cast, then
hit
Space when the needle crosses the glowing arc. The strong ones then
run:
hold Space to reel while they're calm, let go when they fight, and watch the line tension โ
a snapped line just means a fish with a story.
Money
Fish sell at any dock market โ
fresher is worth more (the Ice Box helps). Delivery
contracts pay reliably, with a bonus if you arrive before dusk. Money buys the shipwright's
nine upgrades at Hearthquay, and repairs when you've kissed a rock.
Conditions
Time of day and weather decide what's biting. Some fish want dawn, some want rain on the
night sea, one wants a starless overcast midnight in the deepest water. The codex (
C)
keeps your hints.
The wind
Every flag in the islands tells the same truth. Run
fair (wind at your back) and she
surges; beat into a
foul wind and she trudges โ worse in weather. Check the ๐จ chip,
plan your loop with the wind, and let it bring you home. Weather Canvas eases the beating.
The hull
Rocks and hard landings chip the hull. Below 30% she slows; at zero she limps. Any dock
patches her up for a few coins. Nothing you carry is ever lost.