Net Profit

Player's guide

How to play, where everything is, and how to beat it all. Every answer is folded away, so nothing is spoiled until you open it.

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1Getting started

You skipper a little fishing boat with a net on a line behind it. Steer through the fish, fill your hold, sail home to sell, and spend the coins on a wider net, a bigger hold and a faster engine. A bigger boat sails further, and further out there are islands, sea monsters, a castle and a whole ocean of tar.

Your first few minutes

  1. Tap Cast off. You start next to the home dock in a dinghy that holds 12 fish.
  2. Drag anywhere on the screen to steer. Sail through a school of fish and the net scoops them up.
  3. When the hold bar goes red, a gold arrow points home. Sail into the ring by the dock and your fish sell by themselves.
  4. Spend your coins in the shop: Wider net, Bigger hold and Faster engine.
  5. Sail into floating driftwood on the way. It builds your treehouse, which grows into a palace.

You can't lose your stuff. Coins, upgrades and your boat are always kept. Sinking or losing a fight only ever costs the fish in your hold.

Stuck? Every place and boss below has a hint. If the hint isn't enough, open Show the answer.

Show the usual order of the story
  1. Grow the boat at home until all three upgrades are at level 6. That's the flagship, the only boat that can cross the buoys.
  2. Island 2: the spear, the monkey camp and the tower.
  3. Island 3: the tower, the scuba gear and the dive underneath it. Then something happens to island 4.
  4. Island 4: the chemistry suit and the Tar Anchorer. The far deep opens.
  5. Buy the harpoon. Island 5: the Skeleton Shark King.
  6. Island 6: the Deep One and what's under it, Star, and the Reaper's egg. The Reaper at sea gives you an ice fishing kit for the ice floe.
  7. Island 7: the sorcerer and the portal to Gigantis, the castle on the sea.
  8. Islands 8 and 9: the Heron.
  9. Island 10: the old man's store, the swamp, the pelican and the crows.
  10. A crow shows you the way past the white buoys to island 11.
  11. Back in Gigantis: the crypt behind the skull door.
  12. The abyss, the metal bridge, the tar ocean and the tar island.
  13. Skull Island and Skrill.
  14. The Endless Isle.
  15. The Garden Isle, any time once the far deep is open. It's on the way to the Endless Isle.

Later on, the orb on the roof of the metal bridge always tells you what to do next.

2Controls

ToOn a phoneOn a keyboard
Steer the boatPut a thumb down anywhere and drag the way you want to goArrow keys or WASD
Walk ashoreThe same. Half a push is already full speedArrow keys or WASD
Throw a spear, fire the harpoonThe round button on the rightSpace
Use your battle abilitiesThe round buttons by it, in a battle: Badge I's above, II's and III's round to its leftE R F
A trick off a jump, on the ski runThe round Trick! buttonSpace
Walk and climb ladders, in the Treehouse ClimbThe arrows, bottom left: slide your thumb between themArrow keys or WASD
Jump, in the Treehouse ClimbThe round Jump buttonSpace
Send a message awayTap it, or flick it
Close the map or a cardIts ✕ buttonEsc

The boat carves round rather than turning on the spot, so start your turns early. You can steer while the shop is open: drag on its wood and it fades out of the way.

On a keyboard, the ⌨ drive pill at the top changes how the keys feel. In drive, left and right turn the boat, up is the throttle and down is the brake. In point, the keys point the boat the way a thumb does.

What's on the screen

3Fishing and coins

The net

Your net is towed on a line behind the boat, like a trailer. Turning swings it out wide, so sweep big curves through the schools. It only catches while it's moving along, and only while the hold has room. Schools thin out as you fish them and fill back up after a while.

About one catch in twenty is junk: an old boot, a tin can, a soggy sock. The dock won't buy it, but the muffin man will take it (see Side quests).

Selling and orders

Sail into the ring at a dock and the shop opens and sells your fish, cheapest first. Docking also mends a torn net and shakes out jellyfish. The islands you find later have docks that buy fish too.

The order card asks for a number of one kind of fish, like "12 mackerel pays 40". Catch them for the bonus and a new order. The gold arrow points to the nearest school it wants.

Upgrades

LevelNet widthHoldTop speedNet costsHold costsEngine costs
15212175–––
268202058610
38832240201625
411250275454060
51408031510090130
6170120350220200280

Your home palace sets how far you can upgrade: level 3 to start with, then 4, 5 and 6 as you build it (below). A net at level 4 or more catches sharks instead of being torn by them.

Boats

Add up your three upgrade levels and that's your boat. Each boat is bigger, sails further from home (the dashed ring) and unlocks more paints for its hull.

BoatLevels added upHow far from home
Dinghy31,150
Skiff61,600
Cutter92,000
Trawler122,400
Seiner152,900
Flagship18anywhere

Only the flagship can cross the buoys into the deep. The shipwright opens once you have the cutter. There are ten paints, and an eleventh that nobody sells.

The palace and driftwood

BuildDriftwoodCoinsWhat you get
Tree platform8–Fish sell for 15% more, upgrades to level 4, a dog, and a plot for an aquarium
Treehouse20–30% more, upgrades to level 5
Second storey4010045% more, upgrades to level 6
Watchtower702,00060% more, and the fishmonger opens
Palace dome1205,00075% more, and the smokehouse opens

Driftwood floats all over the sea: sail into a log to pick it up. Salvage crates pay coins straight away. The fishmonger pays double for one kind of fish each day (his sign and a chip say which), and the smokehouse pays half as much again for tuna, goldfin and shark.

Day and night

A day lasts five minutes. At night the sea goes dark except around your boat and the lights. Moonfish and starfin only come out at night, and they glow. Every dawn brings one sunrise koi (60 coins) and every dusk one dusk ray (90): they sparkle, and they don't stay long. Lots of things come back each dawn, like treasure, honey and the day's special fish. Later you'll find places to sleep till morning.

Trouble near home

Friendly things help too. Pass a dolphin at speed and it escorts you, and sharks leave you alone while it does. Ease up slowly beside a sea turtle and it swims with you (the net never takes turtles). Gulls circle over schools that still have fish.

Storms

Past the buoys, a storm comes along every so often, with a warning first. During it the boat is slower and the fish go deep. Afterwards they boil back up, and for a minute every fish counts double. Storms never reach home water.

Your hull and your hearts

Past the buoys a hull bar shows. Monsters bash it; home water and any dock mend it. If it reaches zero the boat is swallowed, and you come back up near home (or at your nearest base) with an empty hold and nothing else lost.

Ashore you have hearts: 3, or more with armour. A bonk takes one. Hearts come back slowly once a fight is over, and all at once aboard. Run out and you're bonked out: you wake on your boat, and anything you'd beaten stays beaten.

Every fish and where it lives
FishCoinsWhere
Sardine1Closest to home
Mackerel2A little further out
Snapper4Further again
Pufferfish6Further again
Tuna9Where the sharks start
Goldfin14Near the buoys
Lanternfish22The far corners of home water, and the trench
Shark40Around the tuna, goldfin and lanternfish (net level 4 or more)
Moonfish10Middle of home water, at night
Starfin18Outer home water, at night
Sunrise koi60One each dawn, somewhere in your range
Dusk ray90One each dusk, somewhere in your range
Mahi-mahi30The deep, under floating weed
Parrotfish36Around island 2, and in its shallows to spear
Grouper44Island 3's far side, and the wreck at island 5
Marlin60The far deep's four corners
Spider crab25Crab pots
Glow squid45The trench, speared
Neon dragonfish65The trench floor, speared
Arctic char, polar cod, icefish, snow crab18–60The ice floe's fishing hole
Bluegill, yellow perch, largemouth bass, channel catfish12–34Island 10's pond
Ten deep fish, from the giant glow squid to the frilled shark91The abyss floor, speared
Remoro190The abyss floor, one a day
Attack nibbler150The abyss floor, one a day
Tar fish250The tar ocean (only the scientist buys them)

A couple more are somewhere secret. The field guide in the shop has a page for every fish you've met, and says where to look for the ones you haven't caught yet.

4Gear, weapons and armour

The shipwright

The shipwright's shelf opens once you have the cutter. Some things only appear once you need them.

GearCoinsWhat it does
Fishing rod800Catches lionfish for a 40-coin bounty
Mending kit1,500Mends a cut net at sea
Coast guard radio2,500Once a day, call the coast guard and the pirate runs
Ballast2,500Steadier in storms
Radar3,000Fish show blue, danger red, everything else grey
Big air tank3,500120 seconds of air when you dive, not 75
Fine mesh4,000Jellyfish slip through the net
Lionfish net4,500Lionfish can't cut it, and it scoops them up for the bounty
Chemistry suit5,000Walk and swim in tar
Strongbox6,000The pirate takes a quarter of your fish, not half
White scuba suit6,000Stay warm diving under the ice

Spears and the harpoon

Spears come onto the shelf once you've found island 2, one at a time. The Throw button shows when something is in reach, and a throw always lands.

WeaponCoinsReachSeconds between throwsHits for
Fishing spear500950.91
Long spear1,5001250.71
Barbed spear3,5001500.552
Harpoon6,0001600.52

At sea, the harpoon is how you fight monsters. When one is up and close, the Throw button turns blue. Red pips show how many hits it has left, and a ring shows which one you'll hit. It reloads in just over a second. The big sea monsters are never killed, only driven off for a couple of minutes, leaving a trophy and 1,000 coins the first time.

Armour

ArmourCoinsHearts
None–3
Leather1,2004
Diamond3,5005
Gold7,0006
Space12,0007
Honor Guard15,0009

Armour comes onto the shelf once you own a spear. Space and Honor Guard turn up later in the story, and Honor Guard comes with a survival knife: it stabs up close, throws further off, and hits for 4. You can hide your armour on the character card and keep its hearts.

Snacks and helpers

The old man's store on island 10 sells these. Tap a snack's chip by your hearts to eat it (ashore only).

ThingCoinsWhat it does
Apple25Walk half as fast again for 30 seconds
Banana30Two hearts back, right away
Carrot40Your spear hits twice as hard for 30 seconds
Bug spray50Six sprays. A certain big bug hates it
Treasure finder2,000Your radar shows sunken treasure (needs the radar)
Honey3,000A jar that sends a certain big fish running
Treasure submarine6,000Dive anywhere in the far deep

The muffin man at home bakes fish muffins out of junk. Eat one ashore for a heart back.

Badges for your friends

Also from the old man. Each friend can wear one; pin them on the shop's Badges card.

BadgeCoinsWhat it does
Shield1,500A bubble that takes the wearer's next 3 hits, fresh each landing
Shield upgrade2,5006 hits instead of 3
Damage2,000The wearer's hits count double
Healing2,000Heals the wearer slowly, even in a fight

5The sea and its places

The sea comes in rings. Home water sits inside the first buoys, where nothing can hurt your boat. Past them is the deep, then the far deep behind a second line of buoys, then the far far sea past the tall white buoys. Beyond the far far sea, behind a metal bridge, lies an ocean of tar.

The sea map (bottom left) shows everywhere you've sailed. The rest is fog until you go there, and islands get their names once you find them. The places below are in the order you'll usually meet them.

Home island where you start

The pier and the dock, your palace tree, the muffin man's bakery and a street sign that says Drury Lane. A bridge on stilts runs off the west shore to a little beach: the Ten Cent Bridge. An otter lives in the water just north of the dock. While you're docked, tap Step ashore to walk around.

Show the answer
  • Build the palace one stage at a time with driftwood (see Fishing and coins). The first stage brings a dog. Tap him to pet him; he barks when the pirate's coming.
  • The otter: with fish in your hold, sail close and tap him. After three fish he's yours.
  • Something big lives under the far end of the Ten Cent Bridge, at dusk, night and dawn. See The snook in Side quests.
  • After the tree platform, an aquarium plot appears south of the palace tree.
Island 2 the deep, to the left

Only the flagship can cross the buoys. Once you're over, a green marker points the way. Island 2 has a trading post, a tower, parrotfish in its shallows, and a monkey camp on the far side. Finding it puts the spear on the shipwright's shelf.

Show the answer
  • Buy a spear and spear the parrotfish from the sand. They come back.
  • The monkey camp has five monkeys in skull masks. Three run at you and two throw coconuts: a shadow shows where each will land. Two hits each, or one with the barbed spear. Beat all five and the chest opens for 400 coins. The first time, you also free someone from a bamboo cage.
  • Climb the tower: two floors of monkeys, then the boss on the roof (see Bosses).
  • Build a base here: a hut (30 driftwood, 1,500 coins) makes it a home port, and a gear shed (50 driftwood, 3,000 coins) gives you the seine.
Island 3 the deep, at the top

After island 2, a pale blue marker leads up to the top of the map. A town lies drowned on the sea floor, and beside a tower that stands out of the water there's a floating town of rafts. Its dock buys fish, and ashore you can walk the planks right round the tower.

Show the answer
  • Climb the tower: two floors of monkeys, then a familiar face on the roof. The prize is the scuba gear, and a warning that something is down below.
  • With the scuba gear, walk round the tower's foot to a gap in the seaweed and tap Dive. The swordsman is waiting, and then something stranger (see Bosses).
  • Build a base: a hut (30 driftwood, 1,500 coins), and a crab shed (50 driftwood, 3,000 coins) for crab pots.
  • Groupers swim on the far side from the town.
Island 4, the tar island the deep, at the bottom

At first it's a plain little island nobody lands on. Something has to happen there first, and when it does you'll know. After that you'll need special gear to get in.

Show the answer
  • Once you free the prisoner under island 3, a scene plays the next time you're aboard, and island 4 turns to tar.
  • No boat can sail into its black water. Buy the chemistry suit (5,000) from the shipwright, sail up to the tar, almost stop, and tap Into the tar. You swim slowly through it and walk on its sand.
  • The Tar Anchorer rises the moment you step ashore (see Bosses). Beat him and the far deep opens.
The trench the deep, up and right of home

A patch of black-blue water with bubbles coming up, between home and island 3. You need scuba gear: stop over it and dive. It's very deep, and only glowing things show at the bottom. Watch your air bubbles. Running out just floats you back up, with nothing lost.

Show the answer
  • Treasure, once each, glinting in the dark: an old spyglass (200) and a ship's bell (250) on the right wall, a gold crown (500) and a glowing gem (400) on the left, and a treasure chest (600) on the floor.
  • A giant clam on the floor opens on a pearl worth 150 that grows back every dawn.
  • With a spear: glow squid (45), neon dragonfish (65) and lanternfish (22).
  • Something hunts the midnight water at the bottom. See The lurker in Bosses.
The far deep past the dark red buoys

Past the end of the deep stands a second line of dark red buoys. An anchor chain sags between them and nothing gets past it. Something on island 4 is holding it.

Show the answer

Beat the Tar Anchorer on island 4 and the chain sinks for good. The far deep has marlin at its four corners, islands 5 to 10, the ice floe, and some very big creatures.

Island 5, the island of bones far deep, upper left

A bone-white marker points the way. A sand bar of bleached bone, a giant shark's jaw, an empty throne, a wrecked boat on the rocks, and fins circling. There's nowhere to land. Buy the harpoon before you go close.

Show the answer
  • Come near the reef and the Skeleton Shark King comes for you (see Bosses). Sail far enough away and he gives up.
  • With scuba gear, stop near the wreck and tap Dive to the wreck. The chest in its hold holds 1,200 coins, the most of any treasure. Bone sharks cruise outside: when a jaw opens, get out of the way, or sting one off with your spear. Inside the hold they can't reach you.
Island 6, the big island far deep, upper right

A green marker appears once the Shark King is beaten. It's huge: several screens of walking, a long pier, a rocky hill, a green temple half in the sea, birds everywhere, and treasure hidden around it. Something sleeps off the temple. Something else sleeps in a cove.

Show the answer
  • Six treasure chests are hidden around the island, 300 coins each.
  • The Deep One sleeps at sea off the temple. Beat it and you'll find out what's under the temple. If you're bonked out down there, tap Into the temple at the temple door to go back.
  • Star, a flying meteor serpent, hunts flagships near the island.
  • The Reaper on land sleeps with his egg in a cove on the north-west side, behind the hill from the pier.
  • Build a base: a hut, and a charter office for taking passengers sightseeing (see Side quests).
The ice floe far deep, at the top

Old sea ice with a hole, a red flag and two seals. You can't land a boat on it, but stop alongside and see what you can do. To fish there you need an ice fishing kit, and someone big is carrying one.

Show the answer
  • The Reaper at sea spits out the ice fishing kit the first time you drive him off. Then stop alongside the floe and tap Ice fish (see Side quests).
  • Build an igloo (30 driftwood, 1,500 coins): a home port, and a bed to sleep till morning.
  • A seal lies at the edge. See Friends.
  • With scuba gear, tap Dive under the ice. Buy the white scuba suit (6,000), or the cold pulls you up after 15 seconds. Five frozen treasures to chip out: a spyglass by the hole (200), a chest at the back of the cave (800), a blue gem on the left ridge (400), a gold crown in the tunnel roof (500), and a ship's bell on the right ridge (250).
Island 7 far deep, lower left

A lavender marker appears after a big fight under island 6. It's like island 2, only bigger: a beach dock, a tower, a monkey camp, and a dark metal ring standing on burnt grass.

Show the answer
  • The monkey camp has six monkeys and a chest of 800 coins.
  • Climb the tower: two floors, then the sorcerer for the third time (see Bosses).
  • Beat it and the ring lights up green: it's a portal. Walk into it and tap Into the portal.
Gigantis, the castle on the sea through island 7's portal

A castle under a green sky, full of the undead. Every hit is one heart. Clear a room and its door opens, with your hearts filled. Leave, and the rooms fill up again next time, so try to do it in one go.

Show the answer
  • Skeletons: 4 hits. The sword goes up just before they slash, and the shield blocks your first spear.
  • Archers stay back and shoot where you're going. Change direction when an arrow flies.
  • Zombies: 8 hits, and slow. Their arms go up before they swing.
  • Ghosts: 3 hits. Their slow wisps drift after you: just walk away from them.
  • Necromancers: 6 hits. They raise skeletons from cracks in the floor, and the skeletons fall when they do. Spear them first.
  • The rooms go: the courtyard, the first hall, the second hall, then the throne room and the Forgotten One (see Bosses).
  • After him, try the chained door behind the throne with his bones beside you. Behind it are the ruins. In the ruins, a skull door needs a key from somewhere far away.
Islands 8 and 9 far deep, lower right

A blue marker appears once island 7's sorcerer is beaten. Twin islands with a sandbar between them, one dock (on island 8) and two towers. Midnight-blue boats patrol the water, and they'll ram you.

Show the answer
  • The hired boats: outrun them (the flagship is faster), or harpoon one 3 times for 60 coins. They go home for good once the Heron is beaten.
  • Camps of hired men on both islands: 3 hits each, 25 coins each, and 300 for clearing a camp.
  • Island 8's tower: two floors, then the Heron on the roof. He flees to island 9, and its tower opens.
  • Island 9's tower: two more floors, then his nest (see Bosses).
Island 10 far deep, far right

A pale green marker appears once islands 8 and 9 are found. A prairie with bunnies and bison, a pond, a forest, a swamp, and an old man in a rocking chair telling dad jokes. Most of the animals are friendly. Some aren't.

Show the answer
  • Tap the old man for his store: snacks, bug spray, honey, the treasure finder, badges and the treasure submarine.
  • The pond: Cast into the pond for peaceful fishing.
  • The swamp: gators in the bigger pools, a giant spider's web between two cypress trees, and a friendly swamp monster. The spider can't be speared, so bring bug spray.
  • The forest: gorillas, and a beehive with one free jar of honey a day.
  • The tower in the middle goes straight up to the giant pelican. Beat it for a loaf of bread.
  • Put the bread in the birdfeeder past the old man's porch, and three crows come, each with a question (see Side quests).
The white buoys past the far deep

A third line of buoys, tall and white with blinking lamps. The flagship is held there. "Sailors used to take a bird along and let it go, because a bird flies for land."

Show the answer

Win a crow at island 10's birdfeeder by answering its science question. Sail out to the white buoys with it aboard, tap Let a crow go, and follow it. It flies to island 11. After that the far far sea is always open.

Island 11 far far sea, past island 10

A big island, all jungle, with black water inland and old grey stones among the trees. Someone in a clearing wants a word.

Show the answer
  • In the clearing on the left waits the Heron's brother (see Bosses). Afterwards Caterman comes out of his workshop and joins you.
  • With scuba gear, tap Dive into the lagoon: murky water, ten lagoon creatures, and a skull key in the deepest part.
  • The stone portal on the far side stays dark until something in Gigantis's ruins is beaten. Then it takes you straight there.
The abyss far far sea, next to island 11

A round patch of the brightest blue with a dark middle. You need scuba gear: stop over the middle and dive. It's 1,000 metres down, and you go in a cage.

Show the answer
  • On the way down, giants swim past and slam the bars. Nothing is lost in the cage.
  • At the floor the door opens. Your air only runs outside the cage. Tap Ride the cage up whenever you like.
  • Spear the ten deep fish (91 coins each), the silver Remoro (190 coins, three spears, one a day) and the attack nibbler (150 coins, three spears, one a day).
  • A gulper hunts over the floor: swim aside when it gapes, or get back in the cage.
  • A full hold of abyss fish sells for about 10,000 coins.
The metal bridge far far sea, top right

A huge metal building on legs stands across the sea. Beyond it, the water is tar. Stop at the door in the middle.

Show the answer
  • Inside: a bunk and a mirror, the scientist (he buys tar fish and hands out missions), the tar dock, the missions room and the tar news.
  • Start mission 1, the stealth mission (see Side quests). Win it for the chemistry boat, which sails on tar.
  • Go up the ladder to the roof and put your hand in the orb. It shows your boats, every boss you've beaten, and what to do next.
The tar ocean and the tar island past the metal bridge

Only the chemistry boat sails the tar, and the tar ocean is as big as the whole sea. Out there the map button shows a tar map. The tar island has a tower on a hill, and things made of tar.

Show the answer
  • Tar fish: stop by a school and tap Cast for tar fish. Only the scientist buys them: 250 coins each, 12 a day.
  • Red tentacles rise in your way while you sail (see Bosses).
  • Step ashore at the end of the tar island's jetty. Tar humans walk the shore, tar beasts the hill, the tar leader stands by the tower, and a tar dragon circles the south-east slope. The tower door stays barred, for now.
  • Mission 2 at the bridge is the tar eel. Beat it, and something under the middle of the tar wakes up.
Skull Island far far sea, at the bottom

Its little skull marker shows once island 11 is found. It's the biggest island yet, shaped like a skull lying face up, and the pits in its eyes and nose have no bottom. A tower stands on its crown, and someone up there is yelling.

Show the answer
  • Skrill's men in bone armour, and displacer beasts, are everywhere (see Bosses).
  • Climb the tower: four floors, with your hearts filled after each. Then Through Skrill's door.
The Endless Isle far far sea, on the left

Its marker, a crossed cutlass and katana, shows once island 11 is found. Two halves that mirror each other, pirates on one and ninjas on the other, who have been fighting forever. Each half has its own pier.

Show the answer
  • Captain Cappy waits at the pirates' pier (Talk to Captain Cappy), and Master Sensei at the ninjas' (Bow to Master Sensei). Ask them why they're fighting.
  • Join either side, or both. The pirates give you Jacks Parrow, and the ninjas give you Bun-San (see Friends).
  • Once you've joined a side, its leader offers two battles, Fight: Capture the Flag and Fight: Hold the Forts, then asks where you'll fight. Be the tank (Quartermaster or Stone Guard, 14 hearts and armour, so every hit on it is a heart less), the damage (Swashbuckler or Shadow, 8 hearts) or the healer (Ship's Cook or Blossom Monk, 7 hearts, who throws a sparkly magic fish or pink mochi from up to 220 away, so stay back behind your tank). It's five a side: you and four bots against five bots. Your armour, spear and other friends sit it out, but your side's minion fights with you. Your basic attack is on the round button at the right: a blade for the tank and the damage, 2 a hit, and a throw for the healer, 1 a hit. You have armour too, in any place: every hit on you is a heart less, but never less than half a heart.
  • Each place comes with its Badge I ability, on the round button above the blade (or E). It aims itself, then takes a few seconds to be ready again. The tank's shout (Oi! Over here! or Mountain Shout) makes every enemy close by come at you for 4 seconds. The damage's shot (Flintlock or Shuriken) hits the nearest enemy up to 300 away for 4, after a red aim line. The healer's Sea Biscuit or Green Tea gives 4 hearts back to the most hurt teammate near you, or to you. The bots have theirs too.
  • Every battle gives marks to the place you fought in, on that side: 2 for a win, 1 for a draw or a loss. At 3 marks that place has Badge II, and at 8 Badge III, each with one more ability on its own button (R, then F). The badge card shows each place's badge and how many marks the next one takes. The bots in your battle have as many badges as you have in your place.
  • Badge II: the tank's Batten the Hatches or Iron Skin halves the hits on you for 6 seconds. The damage's Swing In or Shadow Step jumps you to an enemy up to 220 away and strikes for 3. The healer's Lime Ration or Cherry Blossom gives a heart a second for 6 seconds to the most hurt teammate near you, or to you.
  • Badge III: the tank's Drop Anchor or Earthquake Stomp shows a red ring round you, then every enemy in it takes 2 and is stunned for a second and a half. The damage's Powder Keg or Firework Bomb is thrown at an enemy and shows a red ring where it lands, then bursts for 5 on everyone still in it. If you see a red ring that isn't yours, get out of it! The pirate healer's Sea Shanty gives every teammate near you a heart a second for 6 seconds while you sing, at half speed. The ninja healer's Lotus Circle leaves a glowing ring on the ground that does the same for everyone in it.
  • A new badge stops the battle's end for a moment: your medal spins in, your leader is proud of you, and the new ability plays once on the card. Tap it to see it again.
  • Your badges for each side add up across its three places, nine in all. At 3 pirate badges you win the captain's coat and tricorn, and at 3 ninja badges the ninja garb and mask. You put it on straight away, and the leader's card says how many badges the next one takes.
  • At 6 badges for a side you win its flag for your boat: the pirates' Jolly Roger or the ninjas' banner. Fly it from Your flag in the shop, where its skull and crossbones or throwing star joins the emblems for any flag you design. At all 9 you win a hull paint: Pirate Lord, black and red, or Grand Master, midnight blue and silver.
  • All 9 also make you a Pirate Lord or a Grand Master: your title shows under your name on Your character, and your leader greets you by it. Captain Cappy's cutlass or Master Sensei's katana goes on a stand in your trophy hall at Gigantis. All 9 badges on both sides make you the Master of the Endless Isle, and win the golden mirror for the hall.
  • Keep going: at 20 marks a place's Badge III turns gold. There's no new power, but it gets its own ceremony, your ability buttons glow gold in that place, and you win a title, like Golden Swashbuckler or Golden Blossom Monk.
  • Everyone waits behind their fort's gate for ten seconds. Then take their flag from the middle of their fort and carry it to yours. It only scores while your own flag is at home, so get yours back first if they have it. First to three wins, and when the clock runs out, whoever has scored more wins.
  • Beaten, you get up at your graveyard six seconds later. A dropped flag goes home after ten seconds, or straight away if one of its own side touches it. Arrows at the edge of the screen point to the flags.
  • Hold the Forts has three bases: the pirates' Cannon Battery, the ninjas' Bell Tower, and the Shipwreck on the sandbar in the middle, reached by wading. Nobody holds them at the start. Stand in a base's ring for 5 seconds with no enemy in it to take it. If both sides are in the ring, nobody gets anywhere, so clear them out. The ring fills with the colour of whoever is taking it, and turns their colour once it's theirs.
  • Every second, your side scores 1 for holding one base, 3 for two, and 10 for all three. First to 400 wins, or whoever has more when the 6-minute clock runs out. The three chips under the score show who holds which, and the arrows at the screen's edge point to the bases you don't hold.
  • A win pays 500 coins, and a draw or a loss 200, in either battle, with the same marks toward your badges. To leave early, tap Leave the battle under the score, then again to be sure: it pays nothing.
  • On the ninjas' half, a chairlift runs up the snow peak from its foot. Anyone who has landed can ride it (Ride the chairlift) to the top of the Bunny Slope for the Ninja Slalom, seen from just behind you as you ski down.
  • Steer with your thumb, or the arrow keys, through each pair of flags. Going round a gate instead adds 2 seconds. Push up to tuck down for speed, and pull back to slow down. Ice slides you sideways, and moguls slow you.
  • Miss the pines, rocks and snowmen. Hit one and you tumble in a ball of snow, losing about two seconds, then off you go again: you can't fail.
  • Off a jump, tap Trick! (or Space) for a flip, or a spin if you're steering as you tap. Tap it as you take off: land it for a second off your time, but if you're still turning when you land, you tumble.
  • Pass close to a paper lantern and your sword slices it: 10 coins each. Your best time is kept. Stop the run, top left, takes you back down to the chairlift.
  • Each run has a gold, a silver and a bronze time, shown under the clock as you go. Get down under one for its medal. On the Bunny Slope, gold means tucking nearly all the way down.
  • Ski the Bunny Slope to the end and the Fox Run opens: a blue run, longer and steeper, with narrower gates swinging further apart, through the late afternoon. After that, Ride the chairlift asks which run, with your best time and medal on each.
  • Ski the Fox Run to the end and the Doom Drop opens: the black run, the longest and steepest, at dusk. A yeti comes down after you! It roars at the start and sets off. Its face peeking up from the bottom of the screen, and the number under your lanterns, show how close it is. Keep going and you pull away from it, but it gains whenever you slow down or tumble. If it catches you, it swipes you into a tumble and stops to roar, then comes after you again. It can't get you in the air.
  • Get gold on all three runs and you win the snow ninja's whites: a white suit and hood with an ice-blue sash and headband, for skiing down in.
  • On the pirates' half, a rope ladder hangs down the front of the great tree. Anyone who has landed can climb it (Climb the great tree) for the Treehouse Climb. The view turns side on, like an old arcade game, and the first stage is the Barrel Planks.
  • Walk with the arrows at the bottom left, or the arrow keys, and press up or down at a rope ladder to climb it. Hold up and right (or left) to walk on and climb the ladder as you reach it. The big Jump button, or Space, jumps. Walking off the end of a plank just drops you onto the one below.
  • The gorilla at the top rolls barrels down the planks, and now and then one comes down a ladder. Jump over a barrel for 5 coins. A barrel that hits you costs one of your three hearts. Lose all three and you start again from the bottom, but you keep your coins.
  • Two belaying pins float a jump up from the planks. Jump up to grab one, and for 8 seconds you smash every barrel you touch, 10 coins each. You can't climb or jump while you hold it.
  • Get up to the hut at the top for 100 coins and your best time, then in at its door and on up to the next stage. Climb down, top left, takes you back to the foot of the tree with every coin you've made on the way up.
  • The second stage is the Rope Swings. Some planks have gaps too wide to jump, with a rope swinging over each one. Jump at a rope to grab it (5 coins, the first time), slide up and down it with the arrows, and tap Jump again to let go: you fly on the way it's swinging, so let go as it reaches the other side. Miss, and you only drop to the level below.
  • The rope bridges sag under you, and coconuts hang under the planks above them. One wobbles for a moment before it drops, so watch for the wobble and wait. A coconut on the head costs a heart.
  • The third stage is the Bucket Lifts. Buckets go round on two ropes, up on the left and down on the right. Stand where a bucket comes up out of the ground and it scoops you up, or step into one from the end of a ledge as it goes by. Walk off its edge onto a ledge to get out. Stay in to the end of the ride and it tips you out.
  • Two bridges are pulled up. Walk into a lever to pull it (10 coins), and its bridge comes down. You need both bridges down to get to the door at the top, so work out which lever to pull first. Coconuts drop here too.
  • The fourth stage, at the very top, is the Crow's Nest. Walk over a peg to knock it out (10 coins). Each one leaves a hole, so jump over it, or drop through to the deck below.
  • The gorilla up in the crow's nest throws monkeys down. Jump over one for 5 coins; land on its head and you just bounce off. Walk into one and it costs a heart. A belaying pin bonks them right off the tree.
  • Knock out all eight pegs and the crow's nest gives way: the gorilla tumbles into the sea with a splash, and the pirates' treasure chest drops down beside you. It's 1,000 coins the first time and 250 every time after.
  • Once you've climbed a stage, Climb the great tree asks where to start: at the bottom, or at any stage you've reached.
The Garden Isle far deep, on the left

Its little green sprout marker shows once the far deep is open. A green island with a windmill, fruit trees and a plot of beds by the pier, on the way out to the Endless Isle.

Show the answer
  • Tie up at the end of its pier to sell your catch, then Step ashore.
  • At the seed stall, Look at the seeds and buy some. Some crops are picked once, like carrots; others keep fruiting once they've grown, like strawberries.
  • New seeds come in at every dawn. Carrots, strawberries, blueberries and tomatoes are always there. The rarer a seed, the less often it's in, and the more it's worth: check every morning for a legendary, mythic or divine one.
  • Your seeds show in the tray above the big button. Tap one to choose it, stand on one of the dug beds by the pier and Plant it.
  • It grows even while the game is closed. Over a growing bed you can see how long it has left, and a ripe one twinkles (and has a little light at night). Stand on it and Pick: the fruit goes in your basket (50 at most).
  • Every fruit has its own size, and bigger ones sell for more. Once in a while one grows into a giant, three or four times the size, worth ten times as much or more.
  • Watch for a fruit that shines: about one in 100 grows Gold (worth 20 times as much), and one in 1,000 grows Rainbow (50 times).
  • The weather helps, while you're playing. Fruit that ripens at night can come out Moonlit (twice as much), and at dawn or dusk Twilight (three times).
  • Out in a storm near the isle? Its rain makes ripe fruit Wet (twice as much), and lightning can strike one and make it Shocked (ten times). Sail round your island when a storm comes.
  • Sell the whole basket at the sell stand.
  • The gear shed, by the windmill, has new gear every dawn. Gear you hold shows in your tray: tap it to take it in hand, and tap it again (or a seed) to put it away. Ripe fruit always gets picked first.
  • A watering can has ten waterings. Each one takes 30 seconds off a bed's wait.
  • A sprinkler goes down wherever you stand in your plot and waters the beds round it for five minutes, so they grow faster. A gold sprinkler lasts ten minutes, grows them twice as fast, and can make fruit Wet. Sprinklers are best on big crops you pick once, like a pineapple.
  • The shovel digs a plant up so you can plant something better. Tap twice: whatever was in the bed is gone.
  • There's a lily pond on the grass by the plot. Stand at its edge and Cast: carp will take any fruit, so each cast uses the cheapest fruit in your basket. Wait for the float to go under, then Reel in! Most are common carp; one in four is a mirror carp, worth much more.
  • After dark, something big and pale circles under the lily pads: the Moonkoi. It only rises to a fruit the moon has touched, a Moonlit coconut, dragon fruit, lantern gourd, kraken squash or moonpetal, and only once a night. With one in your basket, cast it at night.
  • When it bites, hold the button to pull while it sulks, and let go when it shakes its head and splashes, or the line will snap. Don't let it reach the reeds on the far side.
  • Land it and it's worth 5,000. It goes up on the gear shed's wall, and it leaves you a moonpetal vine seed, the best crop in the garden. The stall never sells those.
  • By the pier is a compost bin. In its card, choose which fish it keeps: common fish, dawn and dusk rares, deep fish, or legendary fish (the Remoro, the attack nibbler and the Moonkoi). Next time you tie up here, it takes those from your hold (ten at most) before the crates buy them.
  • Pick a fish from your tray and plant a seed: the fish is buried under it and feeds its first harvest. A common fish makes it grow faster, a rare one makes Gold fruit likelier, and a deep fish makes the fruit bigger.
  • Once in a long while the seed stall has a starfall melon seed, the best in the garden. It only sprouts over a legendary fish from the compost bin, and it takes one by itself when you plant it. Ripe in an hour, it sells for about 80,000.
  • While you work the beds, your companions (and any leggy muffins) wait on the lawn below the plot, out of your way. Step out of the plot and they come back to you.
  • Step into your plot and the camera comes in closer, so the beds are easier to see. Step out and it goes back.
  • Want more room? Stand on one of the staked-out beds and dig six more: 2,000 coins for the first six, then 5,000, then 10,000 for the whole plot of 24. The gear shed also sells a bigger basket that carries 100 fruit.
  • Three animals keep the stalls: Capy Barrow the capybara sells seeds (take your time: he does), Penny Platypus buys your fruit (and has something to say about every basket, especially a shiny one), and Toolcayo the Tilcayo keeps the gear shed (he tests everything on himself first).
  • The field guide has a garden journal after the fish: a page for every crop, filled in as you pick it, with your biggest and how many Gold and Rainbow you've grown.

6Bosses and big creatures

Almost everything that fights you shows its move first: a raised arm, a glint, a red ring or line on the ground. Watch for that, step out of it, and hit back while it's open. The hint tells you the warning sign; the answer tells you how to win.

At sea, with the harpoon

The guard leviathan at the buoys

A huge serpent circles just inside the buoys. When a flagship tries to cross, it rises in the way, spines first, and stays up for as long as you keep coming.

Show the answer

Turn away or stop. It sinks after a couple of seconds and won't rise again for 20 seconds: cross then. Or harpoon it 3 times while it stands. If you touch it, a third of your hold goes overboard. Prize: its spine.

The Cthuluviathan the deep, to the right

Cthulhu's pet, asleep and snoring in a sunken city of broken columns. Fast boats wake it. Awake, it sends tentacles up where you're going, and the water boils just before.

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Sail past slowly and it dreams on. Awake, steer off the boiling water. Harpoon 3 tentacles and it goes back to sleep. Prize: a piece of its dome.

The anglerfish the deep, at night

Out in the deep at night, a ring of glowing lights. But no glowing fish live in the deep…

Show the answer

It's a lure. Sail at it and the jaws open: the bulb flickers red and something creaks. Turn away right then. Or harpoon the light 3 times. If it gets you, it swallows the boat and spits you out at home without your fish. Prize: its lure.

The gulper the deep, lower right

Something far down groans and chases any flagship that comes close. It's nearly as fast as you, and three bites eat the boat.

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Keep moving and never sit still. Harpoon its head 4 times; each hit makes it flinch and slow down. It gives up after a while, or once you're far enough away. Prize: its blinking tail light.

The Skeleton Shark King island 5

A bone shark with a gold crown and a trident, faster than any boat. Before he charges, the water churns and a dashed red line shows where he's going. Before the trident comes down, a gold ring shows where it will land.

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Steer off the red line. Circling won't save you, because the line already knows you're turning. He leaps out at the end of every charge: harpoon him then. Harpoon him too while the trident is raised, and steer out of the gold rings. 6 hits. Prize: 3,000 coins, his jaws, and a secret he tells you as he dies.

The Deep One off island 6's temple

It wakes when you come close and wades slowly after you. Its tentacles grab, and two of them throw driftwood at where you're going. Now and then a gold eye opens.

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Circle outside its reach. Turn hard just after a log's ring shows. Harpoon the eye only while it's open: 10 hits. If a tentacle grabs you, harpoon the tentacle to get free. Beaten, it doesn't die. It drags you under…

Star, the meteor serpent around island 6

A meteor with a snake's body, wings and legs, flying loops round island 6. Its head glows red-hot, a ring shows where you'll be, and then it dives. It hits harder than anything else at sea.

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Swerve hard out of the ring. After a dive it thrashes in the water for a moment: harpoon it then. 4 hits. It's scared of anything bigger than itself, so when the Deep One rises, Star flies off to space. Prize: a piece of Star.

The Reaper roams the deep and the far deep

A great blue fish with zigzags and four clawed legs. Only his fin shows as he roams. He circles you, then a red fan shows on the water, and his tail sweeps through it.

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Turn hard out of the fan; don't keep going through it. Then he rears up on his legs and roars: harpoon him then. 5 hits. Honey makes him flee, but then there's no prize. The first time, he spits out an ice fishing kit. Prize: his tooth.

On foot

The leviathan sorcerer island 2's tower

A winged serpent-bird flying round the roof, throwing slow purple bolts at where you're standing. Every so often it swoops in to peck.

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Keep moving round the roof (the bolts go where you were) and throw when it swoops in. 8 hits. A longer spear makes it much easier. Prize: 2,000 coins and its staff.

The sorcerer returns island 3's tower

The same sorcerer, with a new trick once it's angry: a ring of bolts all around it.

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Step into a gap in the ring. Otherwise, the same as before: 8 hits. Prize: 1,000 coins and the scuba gear.

The swordsman under island 3

A man in a long red cape, nearly as quick as you. His sword glints up before he slashes, and he blocks your first spear.

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Step aside when the sword glints, then hit him while he's open. 12 hits. Prize: 1,500 coins and a key. Then he pulls you somewhere else…

The three demons after the swordsman

Red slashes like the swordsman. Blue keeps away and calls up monkeys. Green does both.

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4 hits each. The barbed spear is close to a must here. Prize: 1,500 coins, and the key opens a cage. The prisoner inside becomes your friend.

The Tar Anchorer island 4

A tar monster swinging a ship's anchor on a chain. It never leaves the black water, but wades round to stay near you. A red ring shows where the anchor will land.

Show the answer

Stand and throw. Step out of each red ring as it shows (you have about a second), and don't get close or it swings the anchor round itself. A bar shows how much is left. Prize: 2,000 coins, a friend made of tar, the anchor, and the far deep opens.

What waits under island 6 after the Deep One

Something huge with an octopus head, in a drowned temple. It never moves, but the floor ripples where you're going, and a tentacle bursts up and chases you.

Show the answer

It's Cthulhu. Spear each tentacle as it comes (one hit each) and keep moving. Then spear him: 10 hits. Prize: a rare fish worth 1,000 coins, and a healer cat and a little Cthulhu warrior who join you.

The sorcerer, third time island 7's tower

16 hits this time, with the ring of bolts, and once it's angry it calls monkeys onto the roof.

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As before, and spear the monkeys. A healer cat makes it easy. Prize: 2,000 coins, its spellbook, and the portal wakes up.

The Forgotten One Gigantis's throne room

Long black hair, a pale screaming face and a big sword. Up close he sweeps the sword round. Further off he throws a fan of blue skulls, or his eyes burn orange and a thin line points at you before a beam.

Show the answer

Spear the three necromancers first. Find a gap in the skull fan, step off the orange line, and step back when the sword goes up. 36 hits. Prize: 5,000 coins, his crown, and his bones get up and join you.

The lancers Gigantis's ruins

Three knights in green-black armour, standing still. They leave you alone unless you start it.

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If you wake one, it draws its lance back before it thrusts (2 hearts). Hit it right after. 10 hits.

The Old One Gigantis's ruins, the black pool

Something rises from the black pool, and lagoon creatures climb out with it. Its hand comes down on a ring where you stood.

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Keep moving off the rings, and clear the creatures (2 hits each). 50 hits. As it rises you're given soul armour, which gives you a heart back every third hit: that carries the fight. Prize: 8,000 coins, its black pearl, and island 11's portal wakes.

The Heron, round one island 8's tower

A great grey heron with an alien gun. A flickering pink line shows where the zap will go. Then there are three of him.

Show the answer

Step off the pink line. The one that shoots is the real one: spear that one. The copies just pop. 14 hits. Then he flies off to island 9.

The Heron, round two island 9's nest

He sits inside a pink shield. Someone is chained to the orb that powers it. Zaps hurt twice as much here.

Show the answer

Spear the chained necromancer first (8 hits). His chain snaps and the shield drops. Then fight the Heron as before: 14 hits, but each zap costs 2 hearts. Prize: 4,000 coins, his feather, and the necromancer joins you.

The Reaper on land island 6, the north-west cove

The Reaper's shape on four legs, asleep beside an egg. He charges along a red line, or sweeps his tail through a red fan. Then he rears up.

Show the answer

Step off the line or out of the fan. Throw only while he's reared up: that's the only time a spear hurts him. 30 hits. Walk far enough away and he goes back to sleep. Honey makes him run, but then there's no egg. Prize: 1,000 coins, his claw, and the egg (walk up to it).

Gators island 10's swamp

They surge out of the bigger pools. Up close, the jaws open wide, pink inside.

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Back off when the jaws open, then hit. 10 hits, 30 coins. Walk away and it slides back into its pool.

Gorillas island 10's forest

A troop of three. One rears up with both fists high, and a red ring shows in front of it.

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Step out of the ring, because the slam costs 3 hearts. Hit it right after. 7 hits, 40 coins each.

The giant spider island 10's swamp

He drops from his web and wraps you up. Spears bounce off him: tink!

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Only bug spray works (the old man sells it). With spray in your bag, a green spray button shows when he's close: 3 sprays. Don't walk into the web. Prize: 100 coins.

The giant pelican island 10's tower

It spits fish at you, then flies up and circles with a ring following you. It can't be hit while it's up there.

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Step out of the ring when it turns solid red. The pelican dives bill first and gets stuck in the floor: spear it then. 15 hits. Prize: 1,500 coins, its golden egg, and a loaf of bread for the birdfeeder.

The Heron's brother island 11's clearing

"Have you seen my brother?" He zaps and makes copies just like the Heron, and his zaps cost 2 hearts.

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The same as the Heron: step off the pink line and hit the real one. 14 hits stops him. He can never really be beaten; he just flies off. Then Caterman comes out to thank you.

Behind the skull door Gigantis's ruins

It needs the skull key, and the Old One beaten. Inside is a crypt full of the undead, and an old enemy who fooled you. Every hit in here costs 4 hearts.

Show the answer

It's the Forgotten One again, with skeletons, zombies and ghosts. He has the same moves as in the throne room, but every hit is 4 hearts, so dodge everything and wear your best armour. After 9 hits he gives up. Prize: 6,000 coins and his sword. Then walk up to him and tap Go with him.

Tar humans and tar beasts the tar island

Tar humans raise their arms into a glob with a red ring in front of them. Tar beasts crouch with a red lane ahead, then lunge, and run away when they're hurt.

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Keep a little way off, dodge each ring or lane, and throw. Tar humans: 15 hits, 3 hearts a slam, 60 coins. Tar beasts: 18 hits, 4 hearts a lunge, 90 coins. Corner a beast against the tar and it stops running.

The tar leader the tar island, by the tower

Taller than the rest, with a crown of tar spikes and a black sword. A wide red fan shows before the sword, and a red ring where he'll leap.

Show the answer

Keep moving round him, because he's slow to turn. Dodge, then throw while he's open after a sweep or a landing. At half he calls up two tar humans. 25 hits, and 4 hearts a blow. Prize: 3,000 coins and his sword.

The tar dragon the tar island, south-east slope

Bat wings and six legs, circling high. Walk under it to wake it. It's too high to hit while it flies.

Show the answer

Dodge the three tar balls (red rings) and the swoop (a red lane). After it lands it pants on the ground: spear it then. 18 hits. Prize: 500 coins.

The kraken, again the tar island

Beat the kraken out on the tar and it isn't finished with you. Go ashore on the tar island and the tar starts to boil.

Show the answer

Its arms rise out of the tar by the shore, two at a time, each over a red ring where you stood: step out (3 hearts a slam). A spear chops an arm in one. Chop 6 and its eye rises off the shore. Throw only while the eye is open: 9 hits. Prize: 900 coins and its eye.

Skrill's men Skull Island

Men in bone armour with jawblades, in pairs. A red fan shows before they sweep.

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Step straight back out of the fan, then hit. They're slow. 18 hits, 2 hearts a sweep, 70 coins.

Displacer beasts Skull Island

Six-legged cats with spiked tentacles. Your spear goes straight through them. "Not there!"

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What you see is a picture, off to one side of where it really is. Watch its shadow and the shimmer: that's the real one. Right after it lashes, the picture snaps onto it for a moment: hit it then. 4 hits (the survival knife kills one in a single hit). Prize: 60 coins.

Skrill the top of Skull Island's tower

Horned and winged, with a bone sword, an orb and five monkeys. Every hit he lands costs 3 hearts. Someone unexpected turns up.

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Hit him only when he's low: on foot, or just landed from a swoop. When one of the hired men grabs him, that's a free hit. Beat the monkeys. 20 hits. Prize: 8,000 coins and his horn.

On the tar, in the chemistry boat

The tar eel mission 2

Twice as long as the guard leviathan. It bites over a red ring, or coils a closing red ring round your boat.

Show the answer

Keep moving. Get out of the bite ring, and sail out through the coil ring before it shuts, or you're pulled under. Harpoon its head while it's up: 6 hits. Prize: 4,000 coins, and a cage comes up with someone in it. Do NOT let it out.

Red tar tentacles all over the tar

The tar bubbles in a red ring in front of you, then a tentacle rises.

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Sail round it, or harpoon it twice for 50 coins. None rise for a boat that's sitting still.

The tar kraken the middle of the tar ocean

Once the eel is beaten, something under the very middle of the tar is awake. Its arms rise around your boat over big red rings.

Show the answer

Keep sailing out of the rings. One harpoon chops an arm. Chop 10 and the giant eye rises. Harpoon the eye only while it's open: 9 hits. Prize: 900 coins and an arm. And then…

Underwater (they take air, not hearts)

The lurker the trench's midnight water

Pale green eyes in the dark, circling you.

Show the answer

When its eyes flare orange and its jaw drops, swim across its path and it shoots past. A spear past its head stings it, and it flees.

Lagoon creatures island 11's lagoon

Ten of them, slower than you swim. Their claws take air.

Show the answer

Swim away, or spear them: 2 hits each, or 1 with the barbed spear. Your swimming friends help.

The abyss hunters the abyss floor

A gulper over the floor, and the attack nibbler chasing the deep fish.

Show the answer

When the gulper gapes, swim aside or get back in the cage. A spear stings it off for a while. The attack nibbler only bites you if you're in front of its charge: three spears land it, for 150 coins.

7Friends and pets

Friends follow you ashore everywhere, into every tower and room, and fight whatever is near you. If one gets worn out, it goes back to the boat to rest until you land again. Some of them sail their own little boats beside yours; the shop's Boats card says who rides what. The hint says what a friend does; the answer says how to get it.

The shop's Your pets card has everyone who is yours, pets and friends, with where each came from and where it is now. Tap Rename to give one a name of your own. The crows and the leggy muffins come as a crowd, so they keep theirs.

Draw a pet, at the bottom of the pets, opens a drawing pad. Draw your pet with your finger in six colours, or pick a shape (a line, a circle, a square, a triangle, a heart or a star) and drag it out across the pad: it fits the box you drag, so drag it wide for an oval, and a triangle, a heart or a star points the way you started, so drag upwards for one upside down. The four arrows pick up a piece: tap one to pick it up, drag it to move it, or pull the round handle on its corner to make it bigger, smaller, wider or taller; tap a colour to paint it, and tap an empty spot to put it down. The eraser rubs out wherever your finger goes, even the middle of a line, and picking a colour puts the pen back in your hand. Undo takes back the last thing you did, rubbing out and Clear included. Draw its legs as separate lines, low down, and it walks on them. The ink pot empties as you draw, and when it's dry the pen stops, so keep it simple. Tap Done, give it a name, and it's in your book, walking. You can have four drawn pets at once; to draw a fifth, let one go to live on the island.

Tap Take it along on a pet you drew and it walks with you: at your heel on every island and in every room, and riding at the back of your boat at sea. One pet walks with you at a time. Tap it to pet it.

Eggs ride in a nest crate on your boat, three at most (the Garden Isle will sell them once its coop opens). They hatch in real time, even while the game is closed: a common egg in 10 minutes, a rare one in an hour, a mythic one in 4 hours. Your pet book shows how long each has left. When one is ready it hatches the next time you're aboard and nothing dangerous is near: it shakes, it cracks, and out pops a pet of your own to name. What's inside is a surprise, but a pet from an egg can walk with you like one you drew.

The pet house is built from the shop once the tree platform is up, for 30 driftwood and 1,500 coins, on the plot with the paw sign by the hut. When it opens, its keeper gives you an egg. Every pet of your own that isn't walking with you lives there and plays in the yard in front of it; tap one to pet it. Walk up to the house to visit them in your pet book. Nobody there ever gets hungry or sad.

Training. Pets living at the pet house train there, a little every minute, even while the game is closed, from level 1 up to level 10. The one walking with you doesn't train, so leave a pet at the house to level it up. Time away counts for a day at most: a week away is the same as a day. Your pet book shows each pet's level and how close it is to the next, and the game tells you who levelled up while you were away.

Pet battles. Once the pet house is built, a sandy ring sits on the grass by the hut. Stand in it and tap Pet battle to fight a trainer's pet with one of your own. The first trainer is Pip and her sea fox, Scamp. A pet from an egg fights the way its kind does. A pet you drew picks how it fights the first time, for good: speedy, strong or tough, and a special (pounce, spit, roar or curl). In the ring you steer your pet with the stick, tap Bite when you're close (or press E or Space), and use its special (or R). When the ground goes red, Scamp is about to slam down there: get out of the red before it lands. Win, and your pet gets experience and you get a few coins. Lose, and nothing is lost: your pet is back at the pet house, fine already.

The ladder. After Pip come Moss, Wren, Ida, Old Fen and, last, Cora the champion, each waiting until you have beaten the one before. Each one's pet has its own trick: Moss's hedgehog rolls at you down a red lane, Wren's bunny takes turns slamming and rolling, Ida's frog is quick, and Old Fen's moth slams a much bigger patch of ground. The card says which level each is for. Beat a trainer and their ribbon hangs on your pet house; beat the champion and her cup stands beside it. A pet that curls up can take a slam on its spikes instead of running. The friends you've won can fight too: the dog barks, the otter splashes, Neil the seal curls up in his blubber, and the crows peck. They don't live at the pet house, so they only get better by fighting.

The warlock

Part man, part bird, with a green flame staff. He zaps the nearest enemy and never misses. At sea he sails his own boat behind you and zaps fish into your hold.

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Freed from a cage under island 3, after the swordsman and the demons.

The tarling

A drop of tar with yellow eyes that can't be hurt. It spits tar that stops enemies in the middle of a swing.

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Your prize for beating the Tar Anchorer on island 4.

The healer cat

White, with a red cross on its collar. It heals you after you lose a heart, twice a fight. Aboard, tap it with fish in the hold to feed it for more heals. Feed it a tuna and it heals your other friends too.

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Under island 6, along with the Cthulhu warrior.

The Cthulhu warrior

A little octopus-head with a sword and a shield.

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Under island 6, along with the healer cat.

The naga

A fish head, a blue snake's body, and a fin-blade on a pole with the longest reach of anyone. He swims beside the boat and dives with you.

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Beat island 2's monkey camp for the first time: he's in the bamboo cage.

The skeleton

Long black hair on a skull, green eyes, and a sword. In a fight he raises a ghost and a skeleton of his own.

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The Forgotten One's bones, after the throne room in Gigantis.

The necromancer

A pink robe and a pointed hat. He doesn't fight up close; he raises a skeleton hamster instead.

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The Heron's prisoner in the nest on island 9.

The baby Reaper

He has his dad's zigzags and his dad's fin. He paddles off the bow and leaps; tap him and he leaps again.

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Take the Reaper on land's egg aboard. It hatches at the next dawn, while you're out at sea with nothing dangerous around.

Caterman

A ginger cat standing like a person, with goggles and a blaster. He brings a swan paddle boat with a spare seat.

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Stop the Heron's brother in island 11's clearing.

Jacks Parrow

A pirate parrot with an eyepatch. He rides your shoulder, pecks enemies and can't be hurt. Mind his language. Tap him for a line.

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Join the pirates on the Endless Isle.

Bun-San

A little blue ninja bunny with a red headband and a tiny katana. Hit him and he vanishes in a puff of smoke and pops up behind you.

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Join the ninjas on the Endless Isle.

Pets

The dog home

Potters on the pier. Tap him to pet him. He barks when the pirate sails in.

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He arrives when you build the tree platform.

The otter home

Floats on his back with a pink shell, just north of the home dock. Once he's yours he swims with the boat. If he climbs aboard with a "!", something dangerous is in the water nearby.

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With fish in your hold, sail close and tap him. He's tossed a fish each time; on the third he's yours.

Neil the seal the ice floe

Lies at the edge of the floe. Once he's yours he swims alongside, flops on deck, and catches fish for you when you're ice fishing.

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From the boat, tap him to toss him an ice fish (arctic char, polar cod or icefish). On the third he's yours.

The crows island 10

Three crows that ride your boat's rail. One of them knows the way somewhere.

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Answer their science questions at island 10's birdfeeder (see Side quests).

8Side quests and mini-games

The snook under the Ten Cent Bridge

At dusk, night or dawn, stop by the far end of the bridge, south side, and tap Cast · 10 (ten coins a cast). It's a fight: the bar says Hold or Let go. Most casts end with "The snook is still under the bridge."

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Hold to pull while it sulks. Just before it runs, it shakes its head and the word turns to Let go: let go right then. Pull through a run and the line breaks; pull too little and it reaches the piling. Most you land are too short and go back. A keeper (28 to 32 inches) gets mounted on the hut.

Lionfish outer home water

Pretty, but they cut your net. Real lionfish have invaded Florida's waters, so catching them helps.

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With the fishing rod, stop close and tap Cast for lionfish. Wait. When the float goes under, the button pulses gold: tap Reel in! (not too soon, not too late). 40 coins each. The lionfish net sweeps them up as you tow.

Crab pots island 3's crab shed

Three pots to drop in home water. Spider crabs climb in while you're off fishing.

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Tap the crab button to drop a pot behind you (not near the island or another pot). Crabs climb in faster the further out it is. A full pot has a crab on its float. Sail past it to collect the crabs; stop beside it to lift it back aboard.

Seining island 2's gear shed

A long net you lay in a loop round a whole school.

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Tap the seine button to drop its buoy, then circle a school. Once the buoy pulses, bring your stern back to it to close the loop, and every fish inside comes aboard. A tight loop keeps them all; circle tight at full speed.

Charters island 6's charter office

Passengers pay you to show them the sights.

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Each passenger wants to see something: whales at the surface, a manta leap, a turtle swimming with you, a dolphin escort, or the Cthuluviathan asleep. Tie up at any dock to get paid, with a bonus if every wish came true. A fright halves the pay.

Ice fishing the ice floe

A line down a hole in the ice. Fish hang at different depths, and snow crabs sit on the floor. A new lot every dawn.

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Tap Drop the line. It sinks by itself; on the way up, steer it through the fish (up to 5 at once) and keep away from the pale jellies, which knock a fish off. Steer down onto a snow crab just as the line turns.

Pond fishing island 10

Peaceful fishing with birdsong. Nothing can go wrong here.

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Tap Cast into the pond. When the float nibbles and goes under, tap Reel in!. Bluegill bite most, then yellow perch, largemouth bass, and the rare channel catfish.

The crows' questions island 10's birdfeeder

Three crows, each with a science question: magnets, life cycles, animals and plants, weather, water, fossils and the sun.

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Get one right and tap Pet the crow: it flies to your boat. A wrong answer just shows the right one, and you can try another question. Win all three. You need a crow to get past the white buoys.

The stealth mission the metal bridge

Tunnels under the tar, with guards carrying lanterns. If one sees you, you start over.

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Wait for heads to turn. Use the invisibility potion to cross lit floor (it lasts 5 seconds, then needs 12 to recharge). Get close behind a guard who can't see you: Backstab! At the top, sneak up behind the sorcerer while he's looking out, and Kick him off! Prize: the chemistry boat, and the sorcerer's hat.

Sunken treasure the treasure finder

Treasure sinks somewhere new every day.

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With the treasure finder fitted to your radar, eight treasures show as gold diamonds: three in home water, three in the deep and two in the far deep. Tow your net over one. Clunk!

The treasure submarine the far deep

A round yellow sub with a claw and lamps. It needs no air.

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Stop anywhere in the far deep and tap Dive in the submarine. Every patch of seabed has its own three treasures a day, and deep fish to spear.

The Battle Barge the crossed swords, once you own a spear

Practice fights, just for fun. Losing costs nothing.

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On foot: pick a size of barge and up to ten enemies or bosses, then Fight!. At sea (with the harpoon): pick a sea boss, and make your own map with islands to hide behind, tar to slow you, and bridges. On the tar, once you have the chemistry boat. A win pays 1 coin.

At home the aquarium, the muffin man and more

The aquarium, the muffin man, the field guide, your flag and your character.

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  • Aquarium (25 driftwood and 1,000 coins, after the tree platform): every kind of fish you've caught swims inside. Tap the water to feed them, hold a finger in the tank and they follow it, and tap the pufferfish.
  • The muffin man on the home pier loops his song forever. With junk aboard, he bakes you fish muffins (up to 6). Leave one uneaten for a whole day and it grows legs and follows you about, under a cloud of stink.
  • The field guide (in the shop) has a page for every fish and creature you've met.
  • Your flag: pick colours, a pattern and an emblem. It flies on your boat, your palace and every tower you take. Flags won on the Endless Isle are there too, ready to fly with a tap.
  • Your character: Skipper, Finn, Coral or Hank, or make your own. Outfits you win on the Endless Isle go on over it, and you can take them off again here.

9Your headquarters

Late in the story, somewhere becomes yours.

Where it is, and what's in it spoils the castle story

Beat the crypt behind the skull door, then go with the one who yields. The castle you fought through becomes yours.

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Gigantis is your headquarters: no enemies, every door open, your flag over the courtyard. You also get the portable scanner. Get there through island 7's portal, island 11's portal, or your own dock once you've built it.

Castle plansCoinsWhat it does
Garden2,000A free apple, carrot or banana every day
Dock4,000A castle landing on the sea off island 7, straight to the courtyard
Forge6,000Your spear and knife hit 1 harder, and the harpoon reloads faster
Bigger tower10,000The sea map shows every school of fish
  • The telescope shows where every big sea creature is right now, and from then on the sea map does too.
  • The bed: sleep till morning, with every heart back.
  • The roll-call board: choose which friends come with you and which stay at the castle.
  • The trophy hall: a stand for every boss you beat (25 in all), and a mound of your treasure.
  • The fish board: a frame for every kind of fish, dark until you catch it.
  • The armoury: every armour and weapon you own, on show.
  • The scanner: a blue button under Throw. Scan a creature to see how to beat it and what it's afraid of. The more kinds you scan, the further it reaches, and later it shows hit points too.

10Saving and other devices

For grown-ups: add #tester to the end of the game's link for a tester panel that skips story steps and adds coins or friends. It changes the real save, so a skipped game stays skipped. #tester-off puts it away.

Secrets: only open if you want to know

Some things in the game are surprises, and nothing tells you about them. Each one is folded again.

Something sings near island 2

From dusk until midnight, go to island 2's far shore and listen. Come in gently.

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Three mermaid sisters, Marina, Ondine and Pearl, sing on the rocks. A fast boat sends them under, so slow down. Stop close by and tap Sing with the mermaids. One sings a tune: listen to all of it, then tap it back on the four shells (or keys 1 to 4). A wrong note just means she sings it again, slower. Sing it right and they give you a pearl, one a night. The tunes get longer as you go.

What the pearls are for

Keep collecting them.

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Your first pearl brings the eleventh paint, Mermaid scales. At five pearls the mermaids string them into the siren charm, which hangs in your cabin. You'll want it for what comes after midnight.

After midnight

When the mermaids leave, something else comes to their rocks. If your wheel starts turning on its own, sail away fast.

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The sirens: great dark birds with women's heads and gold eyes. Their song steers your boat onto the rocks, and the rocks break the hull. Turn hard away at full speed to break free. Or wear the siren charm: their song can't pull you, and if you come close they shriek and fly off for the night.

Caterman's workshop

Once Caterman is your friend, try his workshop door on island 11.

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  • He builds a drone (3,000 coins, in nine colours). Fly it! through the jungle: steer through the gaps, collect gold rings (10 coins each), and don't bump things, because bumps and time both use up the battery.
  • Fly through an orange flower's pink middle to hang a bug trap. The next day it glows green: fly through again for jewel beetles.
  • Fish the black lagoon with a beetle: drop it over a rise and reel in an arowana (120 coins) or an archerfish (30).
  • Caterman can upgrade the battery, the rotors, the traps and the line.
The biggest snook

Keep fishing under the Ten Cent Bridge.

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Once in a long while, a keeper is a giant: Grampy's Snook, 40 to 46 inches. It goes back after a photo, and hangs on the wall in a gilt frame.

11Coming soon

These are being made or planned. None of them is in the game yet.