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foxes

the guide · the resort’s other dex

The Fishing Journal

fifty-five species keyed to where you stand, what hour it is, what the sky is doing and — on the sea — what the tide is doing. you can fish anywhere on the island that holds thirty centimetres of water, which is most of it.

55 fish · 6 waters · 8 rods · 6 baits · 7 named spots · generated from the game’s own tables: FishDex, TackleGear, FishingHoles, Tide

55species in the journal
6kinds of water
8rods
6baits
7named spots
0.3 mdepth makes it fishable

01 · the cast

how one cast goes

seven beats, about twenty seconds, and every one of them is readable before it happens. nothing in here is a dice roll you are shown the result of.

STEP 01

stand where water is

any WaterBody with depth is fishable from any bank, deck or pier — the sea, the lagoon, the resort pools, the park creek, a cave pool, and the one body of water in the sky that has no business being there. thirty centimetres is the whole requirement. an aim ring in front of you says yes or no before you commit.

STEP 02

hold to power, swing to aim

hold F and a power meter ping-pongs full travel in 0.8 seconds; A and D swing the aim. release to cast. the stock rod reaches between 3 and 15 metres, and the better rods reach further — the cast is the one part of this that is entirely your fault.

STEP 03

the bobber rides the real surface

it flies for 0.9 seconds and then sits on the water — the actual water, re-asked every frame, so it rides the waves and it rides the tide. nothing here is a flat blue plane with a float parented to it.

STEP 04

a shadow swims in

a dark silhouette comes toward the hook with a bubble trail running ahead of it, and its shape tells you what it is before you know what it is. long is an eel. round is a grouper or a puffer. boot-shaped is a boot. big is a big deal. it moves with intent — an eased approach, a lateral wander scaled to how twitchy the species is, a nose that faces travel and a slow tail sway. sprats zig. sturgeon do not.

STEP 05

the tease, then the bite

uncommon and up will nibble first — a small dip, one or two of them, 0.45 to 0.8 seconds apart. pull on a nibble and you were greedy. the bite is a sharp deep dip with a short window: 0.9 seconds on a common, 0.5 on a legendary, times whatever your rod does for it.

STEP 06

the tension fight

hold to reel, let go when it runs, keep the needle inside the band. peg the tension for 0.55 seconds and the line gives. sit outside the band for 3.5 seconds and it loses interest. a common is landed in 1.6 seconds of in-band reeling and a legendary in 4.2 — the fight is short on purpose, because this is a thing you do between other things.

STEP 07

the bucket, the shack, the journal

what you land goes in the bucket, and the bucket is what the otter at the counter buys — every named spot has one, so a full bucket is never a walk back across the island. J opens the journal: first catch, biggest catch, and the line it wrote about you. walk more than 3.5 metres from your own cast and you have walked away from it.

the shadow sits on the water, not under it. a few centimetres above the surface, because the depth shader is lightest right at the waterline and a silhouette drawn underneath would vanish behind an opaque sea. on the surface it blends dark over whatever the water already drew, so it reads in the lagoon, in the sea at night, and in a cave pool lit from below.


02 · the journal

all fifty-five

each water holds eight to fourteen of its own, and only three species swim between rosters — Pebble Gill, Drizzlecod and Storm Eel, because those three would. coins are the base sale value at a middling size; a bigger one is worth more. the sizes are the real range the game rolls between.

a gate is a condition, not a rarity tier: Moonkelt is a rare that only comes up at night, and Wandering Sunfish wants daylight, clear sky and a falling tide at once, which is about as narrow as this gets.

wide table — scroll it sideways for the journal lines; the name column stays put

# fish waters rarity shadow size bites when coins the journal line
01 Sunfin Dart ocean Common finned 12 cm–24 cm day, clear 8 caught mid-dart. it seems fine with how things went.
02 Glass Sprat ocean Common sprat 6 cm–12 cm any time 7 transparent about everything. mostly plankton.
03 Kelp Ribbon ocean Common long 30 cm–70 cm any time 9 a fish shaped like an opinion about kelp.
04 Pebble Gill ocean river Common round 8 cm–16 cm any time 6 mostly gravel by weight. still counts.
05 Copper Snapper ocean Uncommon finned 25 cm–45 cm day 16 snaps at nothing in particular. relatable energy.
06 Buoy Bass ocean Uncommon finned 30 cm–55 cm high tide 18 comes in on the high tide. has a schedule. sticks to it.
07 Tidewatch Flounder ocean Uncommon flat 20 cm–40 cm low tide 15 lies flat on the sandbar when the tide leaves. waits. so do we.
08 Drizzlecod ocean river lagoon Uncommon finned 30 cm–60 cm rain 18 only shows up once the sky commits to rain.
09 Foghorn Grouper ocean Rare round 50 cm–90 cm overcast 34 hums one low note in the fog. the ferry answers. neither means anything by it.
10 Moonkelt ocean Rare finned 40 cm–80 cm night 40 silver, quiet, keeps night hours. respect it.
11 Inkling Lamp ocean Rare blob 25 cm–50 cm night, clear 36 lights itself up at night, then acts like it didn't.
12 Wandering Sunfish ocean Rare round 1 m–2 m day, clear, a falling tide 45 enormous, round, headed nowhere in particular. leaves with the tide.
13 Storm Eel ocean river Rare long 80 cm–1.6 m night, rain 55 felt like a bad idea. landed like one too.
14 Gilded Marlow key rod ocean Legendary finned 1.2 m–2.2 m any time 100 the ferry captain says it's a myth. go tell him.
15 Lagoon Guppy lagoon Common sprat 4 cm–9 cm any time 6 the lagoon's whole economy, individually.
16 Hibiscus Tang lagoon Common finned 12 cm–22 cm day 9 matches the planters. probably not on purpose.
17 Mimosa Minnow lagoon Common sprat 5 cm–10 cm morning, clear 8 brunch hours only.
18 Poolside Puffer lagoon Uncommon round 14 cm–28 cm any time 15 inflates when startled. the lagoon has startled it a lot.
19 Cabana Carp lagoon Uncommon round 35 cm–65 cm day 17 has a reserved lounger. will not say which.
20 Sunset Wrasse lagoon Uncommon finned 18 cm–32 cm evening 19 shows up for golden hour and leaves before the bill.
21 Umbrella Ray lagoon Rare flat 60 cm–1.1 m day, clear 38 flat, round, and shade for anything under it. the lagoon's only amenity that swims.
22 Velvet Koi lagoon Rare finned 40 cm–75 cm night 42 keeps to the deep end after dark. the deep end is one point six metres.
23 Concierge Gar key rod lagoon Legendary long 1.1 m–1.9 m night 95 knows your room number. nobody told it.
24 Old Boot pool Common boot 28 cm–32 cm any time 1 size ten. broken in. arguably the real catch.
25 Soggy Coupon pool Common flat 10 cm–16 cm any time 2 expired. redeemable for nothing. laminated, though.
26 Lost Sunglasses pool Common flat 13 cm–15 cm day 3 polarised. they saw this coming.
27 Deck Chair Sardine pool Uncommon sprat 8 cm–14 cm day, clear 6 tiny. reclines.
28 Pool Noodle Eel pool Uncommon long 90 cm–1.5 m any time 7 hollow, foam, forty percent of the way to being an eel.
29 Chlorine Cod pool Uncommon finned 30 cm–50 cm day 12 smells like the deep end. tastes like a rule.
30 Filter Trout pool Rare finned 25 cm–45 cm night 30 lives in the pump room. comes out when the lights go off. the pump does not judge.
31 The Lifeguard's Whistle pool Legendary boot 5 cm–6 cm any time 60 still works. don't.
32 Creek Darter river Common sprat 8 cm–14 cm day 9 the creek's fastest resident. past tense.
33 Riffle Char river Common finned 15 cm–30 cm any time 10 lives in the fast bit. thinks the slow bit is for tourists.
34 Mossling Trout river Uncommon finned 25 cm–45 cm any time 15 grows its own shade. very self-sufficient.
35 Pinecone Perch river Uncommon round 15 cm–28 cm any time 13 eats what falls in. mostly pinecones. it's fine with that.
36 Cairn Loach river Uncommon long 12 cm–22 cm overcast 14 stacks pebbles when nobody's looking. somebody is always looking. it manages.
37 Switchback Salmon river Rare finned 55 cm–95 cm day, rain 36 climbs the creek in the rain. nine switchbacks. does not count them.
38 Lantern Grayling river Rare finned 30 cm–50 cm night, clear 33 silver under the moon. under cloud it's just a grayling. it knows.
39 Old Ridge Sturgeon key rod river Legendary long 1.4 m–2.4 m any time 90 older than the trail. the trail agrees.
40 Pale Blindfish cave pool Common finned 8 cm–16 cm any time 8 no eyes. no complaints.
41 Glowgill cave pool Common sprat 6 cm–12 cm any time 9 lights the pool from underneath. the pool would rather it didn't.
42 Miner's Thermos cave pool Common boot 24 cm–28 cm any time 3 still warm. that's the unsettling part.
43 Drip Sculpin cave pool Uncommon round 10 cm–20 cm any time 14 sits under the drip. has for years. very committed to the drip.
44 Emberway Cinderfin cave pool Uncommon finned 20 cm–38 cm any time 20 warm to the touch. don't touch.
45 Lanternvein Lampeel cave pool Rare long 70 cm–1.3 m any time 40 a line of light along the ceiling turns out to be a fish in the water. mirrors, apparently.
46 Stillwater Ghostcarp cave pool Rare round 40 cm–70 cm any time 38 you're not sure you saw it. it's sure.
47 The Deep Nobody key rod cave pool Legendary blob 90 cm–1.6 m any time 110 the divers named it. the divers left.
48 Cloud Guppy sky Common sprat 5 cm–10 cm any time 8 swims in the cloud. the cloud allows it.
49 Lost Kite sky Common flat 60 cm–90 cm day 4 somebody's. was.
50 Cumulus Cod sky Uncommon round 30 cm–55 cm day, clear 16 puffy, white, barely a fish.
51 Updraft Eel sky Uncommon long 60 cm–1.2 m any time 18 rides thermals sideways. nobody taught it.
52 Prism Sprat sky Uncommon sprat 6 cm–11 cm day, clear 15 refracts light on purpose. showing off, respectfully.
53 Thunder Perch sky Rare finned 25 cm–45 cm overcast or rain 38 arrives with the weather. leaves with it. has never been rained on.
54 Nimbus Koi sky Rare finned 40 cm–80 cm night 42 you can see the moon through it. it can see the moon through you.
55 The Weathervane key rod sky Legendary flat 80 cm–1.4 m any time 100 points where the wind's going. the wind checks with it first.

tide conditions only apply on the sea. a lagoon does not have a tide, and neither does a swimming pool.


03 · the waters

six waters, and they are all real

every body of water on the island is a wave mesh on a depth-coloured shader sitting over a real bed with a collider, so depth is geometry rather than a colour. you fall in, you swim, you dive with a sixteen-second breath meter, and you climb out at any bank under 1.15 metres. that is why a cast can be refused: the game actually knows how deep it is in front of you.

shallow turquoise to deep teal, fresnel on the surface, sun and moon glint, foam at every waterline and on every crest. where you fish changes which roster you are rolling against, full stop — a rod in the lagoon cannot raise an ocean fish.

waterspecieswhat it isits legend
ocean 14 the sea all the way round the island — the beach ring, the pier, the otter docks, the roost shelf under the gull cliff. the only water with a tide, and the only one where the tide gates anything. Gilded Marlow
lagoon 10 the big lagoon pool at the centre of the resort, and the steps down into it. still, warm and slow, and the koi have opinions about you. Concierge Gar
pool 8 the resort’s swimming pools. it holds an Old Boot, a Soggy Coupon, a pair of Lost Sunglasses and, at the bottom of the rarity table, The Lifeguard’s Whistle — six centimetres, sixty coins, and a legend. The Lifeguard's Whistle
river 11 the park creek: a chain of knee-deep fords with three swimmable ponds in it. cold, quick, and the trout prefer the quiet bend. Old Ridge Sturgeon
cave pool 8 the water inside the three cave networks — the stillwater’s drowned gallery, the lanternvein’s rimstone pool, the emberway’s warm seep. lit from underneath, mostly. The Deep Nobody
sky 8 the cloud pool above the sky islands. water that should not be there, in a place you can only reach by gliding to it, and it has a full roster like everywhere else. The Weathervane

the same water carries a surf break. on the south shore a swell shoals as the bottom comes up and breaks toward the sand: drop in, cut back, snap, floater, kick out, and every one of those banks style the same way a rail does. you can fish it. you will be doing it in the whitewater.

a deck over water reads as dry ground, on purpose — the depth query answers zero when you are standing on planks, so the pier does not think you are swimming. the swimming code asks the bed directly instead of asking the depth.


04 · the tide

the sea keeps a real tide

two highs and two lows a lunar day

mixed semidiurnal

a coast like this one runs mixed semidiurnal: a principal lunar term of 12h 25m 14s, with a once-a-day term riding underneath it at 23h 56m that makes one of the day’s two highs taller than the other. that is exactly what runs here, on the game clock, so the highs drift about fifty minutes later each day the way real ones do.

the moon already hanging over the island is what decides how big they are: springs at full and new, neaps at the quarters. and the island’s clock persists — the day, the hour, the weather and how long that weather has left are all saved — so a tide you do not like cannot be rerolled by quitting.

The resort pier in bright daylight: wide timber planks and low benches running out over turquoise water, a tackle shack on the right, white sand and the resort behind, and a range of faceted snow-capped peaks on the skyline.
whatnumberwhy it is that number
principal lunar period12h 25m 14sthe real M2 constituent. two highs a lunar day, and the lunar day is not 24 hours.
diurnal period23h 56mweighted at 0.30. this is the term that makes the two highs unequal.
spring half-range±0.18 mat full and new moon, when the two pulls line up.
neap half-range±0.10 mat the quarters, when they do not.
the waterline walks10 mthe beach face climbs at 3.5%, so a 0.36 m swing moves the edge of the sea ten metres up and down the beach over a game day.
highest crest of the month0.00 mspring high plus the 0.12 m wave. the flat sand sits at +0.04, which is what stops a sheet of water showing through the beach at every spring high.

the amplitude was picked against the beach, not against the ocean. the boardwalk at 0.16, the pier deck at 0.20, the otter planks at 0.18 and the offshore isle at 0.15 all stay dry at every tide of every month, and that is not luck — it is what the half-ranges were solved for.

four fish care. Buoy Bass wants a high tide, Tidewatch Flounder wants a low one, Wandering Sunfish wants a falling tide in clear daylight. there is a tide board at the end of the pier that reads the current state, because a system nobody can see is a system nobody plays with.


05 · the gear

eight rods, six baits, one bucket

the tackle shack out on the pier is the only place that sells gear, and it is a trip you make on purpose. a rod changes five numbers, and most rods are a specialist rather than an upgrade — the Creek Switch is worse than the freebie in the sea and it costs 450 coins.

wide table — scroll it sideways for the rest of the multipliers. a dash means the rod leaves that number alone.

rod coins tension band wait rare odds bite window reach speaks for
Driftwood Rod
found leaning on the shack. it holds.
free
Fiberglass Flick
bends, forgives, moves things along.
300 ×1.4 ×0.8 ×1.2
Reef Whip
built for open water. tolerates the lagoon.
450 ×1.15 ×0.9 ×1.3 ocean
Creek Switch
short, quick, no time for the sea.
450 ×1.25 ×0.9 ×1.1 ×0.8 river
Lagoon Long
for still water and long afternoons.
550 ×1.3 ×1.15 ×1.1 lagoon
Lantern Rod
glows a little. the cave fish respect that.
750 ×1.2 ×0.85 cave pool
Gilded Gale
the myth-catcher. rare fish quit pretending.
900 ×1.4 ×0.65 ×2 ×1.1 ×1.15 every water
Skyhook
for water that shouldn’t be there.
1200 ×1.5 ×0.7 ×1.3 ×1.4 sky

a wider tension band is more forgiving in the fight. a lower wait is a faster bite. a specialist also gets much better rare odds and a faster bite in its own water — the Lantern Rod nearly doubles a cave pool’s rare roll and cuts the wait by forty percent, and does nothing at all on the beach.

bait

bought in packs, spent one per cast. the last four only work in one kind of water; elsewhere they are decoration.

baitcoinsper packwaitrare oddsworks in
Dough Ball
next cast bites in seconds. carbs.
50 5 ×0.5 anywhere
Wiggler Deluxe
fast bite, and rare fish get curious.
75 3 ×0.5 ×1.5 anywhere
Kelp Curl
ocean only. elsewhere it’s seaweed on a hook.
90 3 ×0.7 ×2.2 ocean
Fizz Tab
pool only. the filter trout has opinions.
60 3 ×0.6 ×3 pool
Glowgrub
cave only, mostly. it glows. that’s the pitch.
110 3 ×0.7 ×2.5 cave pool
Cloud Wisp
sky only. keep the jar shut.
120 2 ×0.6 ×2.5 sky

the bucket

what you have landed and not yet sold. fill it and you stop being able to keep things.

tierholdscoins
the bucket10free
Bigger Bucket18200
Otter’s Cooler30500

06 · the spots

seven places worth walking to

a named spot is a stake, a sign, and an otter behind a plank counter who will buy your bucket. what it actually gives you is a weighted roster — the listed species come up several times more often standing here than standing anywhere else in the same water.

end of the dock

the otters fish here. they let you.

the otter docks are a floating village on the sea, and the spine of them is kept clear of props for exactly one reason: it is the classic end-of-the-dock spot and it had to stay standable. Inkling Lamp and Buoy Bass come up twice as often out here, and a Glass Sprat half again.

every spot has a counter like this one. the otter behind it buys the whole bucket at the same rate the shack’s till does, so the two can never disagree about what a bucket was worth.

The otter docks: timber decks and floating platforms laid out over turquoise water, a purple-framed gate standing on the boardwalk, an otter on the planks, and faceted snow-capped peaks beyond the resort.
spotwaterwhat it favours
the pier end
deep water. the myth lives here, allegedly.
ocean Gilded Marlow ×3 · Copper Snapper ×1.5 · Buoy Bass ×1.5
the lagoon steps
mind the koi. it minds you.
lagoon Velvet Koi ×2 · Umbrella Ray ×1.6 · Concierge Gar ×2
the river bend
quiet. the trout prefer it.
river Mossling Trout ×1.6 · Switchback Salmon ×2 · Old Ridge Sturgeon ×2
end of the dock
the otters fish here. they let you.
ocean Inkling Lamp ×2 · Buoy Bass ×2 · Glass Sprat ×1.5
turtle cove
sheltered. the flounder agree.
ocean Tidewatch Flounder ×2.5 · Foghorn Grouper ×2 · Pebble Gill ×1.5
the roost shelf
long drop. longer fish.
ocean Moonkelt ×2.5 · Storm Eel ×2 · Wandering Sunfish ×2
the tide pool
small water. small fish. one boot.
pool Old Boot ×4 · Tidewatch Flounder ×2 · Pebble Gill ×2 · Poolside Puffer ×1.5

a spot has to be castable

each spot declares its position and the game asks the ground for the rest: a raycast seats the stake, then sixteen bearings are tested at the stock rod’s reach to check that a guest standing there could actually get a line into water of the right kind. a declaration that cannot succeed refuses out loud rather than standing a sign on dry sand.

which is what caught turtle cove. it used to be declared twenty-seven metres inland of its own water, on a beach slab turned thirty-eight degrees, and it answered no on sixteen bearings out of sixteen at low, mean and high water. a sign nobody could fish from looked completely fine to “is there water near here”. moving it three metres in from the seaward corner took it to twenty-six of thirty-two across the tide.


07 · the last five

the key rod

five species — the legendary of the ocean, the lagoon, the river, the cave and the sky — will not come up for a rod that does not speak for their water. it is not a new system: it is the affinity the rods already carry, promoted from “better odds here” to “the only rod that raises this one”.

the Gilded Gale is the rod with no affinity of its own, which is exactly what makes it the master key: it answers for every water instead of for one. it is priced under the Skyhook on purpose, so the last myth is never hostage to the most expensive rod on the wall.

legendwateropened bycoinssize
Gilded Marlow
the ferry captain says it's a myth. go tell him.
ocean Reef Whip or the Gilded Gale 100 1.2 m–2.2 m
Concierge Gar
knows your room number. nobody told it.
lagoon Lagoon Long or the Gilded Gale 95 1.1 m–1.9 m
Old Ridge Sturgeon
older than the trail. the trail agrees.
river Creek Switch or the Gilded Gale 90 1.4 m–2.4 m
The Deep Nobody
the divers named it. the divers left.
cave pool Lantern Rod or the Gilded Gale 110 90 cm–1.6 m
The Weathervane
points where the wind's going. the wind checks with it first.
sky Skyhook or the Gilded Gale 100 80 cm–1.4 m

three rules this had to hold, and does.

only legendaries are gated. a gate on a common is a wall; a gate on a myth is a goal, and the other fifty species stay open to the rod you found leaning on the shack.

nothing funds its own key. every gated fish is a legendary, and no legendary is needed to afford any rod — each water pays for its own specialist out of its ungated commons and rares.

the gate holds in the fallback. the roll has a last-resort path that deliberately ignores the weather gates, and it must not ignore this one.

the pool’s legend is the exception, and it is ungated. no rod specialises in a swimming pool, so a gate there would have been the master key or nothing — and The Lifeguard’s Whistle is six centimetres long.



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