Zones: cave, mangroves, glacier, open sea
Beyond the main island, four zones wait with their own fish and materials.
The four zones
| Zone | Access |
|---|---|
| Dripstone Cave | from level 5, rock crevice at the Lighthouse Cliff |
| Mangroves | from level 12, boardwalk on the west coast between Hut Bay and the Wild Trail |
| Glacier Island | from level 18, by ferry |
| Open sea | with your own boat, upgraded to “open sea” range |
The ferry MS Möwchen with Cap’n Fiete leaves from the Long Pier. A round trip costs 25 🐚; guests ride free. The ferry waits 12 seconds for more passengers.
What awaits you
- Each zone has its own fish species – 12 each in the cave and on the glacier island, 12 in the mangroves and 13 on the open sea.
- Each also has its own material: dripstone pearl, mangrove resin, ice crystal and deep-sea glow. The workbench needs them for the upper tiers of some parts.
- The cave has no sky weather; the glacier island has aurora at night.
New in the cave and on the glacier
- In the northeast of the cave, the crystal grotto sparkles. In the glowing pool in front of it, the four new cave species bite especially well, and beams of light fall through holes in the ceiling.
- On the northwest shore of the cave lies the breakthrough to the mine. It leads to the mine lake on level 5 and opens as soon as your cage runs down that far. Walk up to it and tap “Go”. You can always come back to the cave; in the mine it stands on the north shore of the lake.
- On the glacier island, a seal colony suns itself in the east. Cast at the seal bank in front of it if you are looking for the four new ice species.
- The ice rink in the southwest lets you slide: with a run-up you glide a bit further, and you bounce off the edge. While fishing you stand still again.
- On clear nights the northern lights dance. From the graphics level “High”, footprints stay in the snow; light beams and sparkles start at “Medium”. On “Low” everything stays as before.
- In the cave, casts and catches echo softly.
- Some new species have conditions: Geode Perch in rain or fog, Slipthrough Eel at dusk and night, Seal Flounder by day, Icicle Eel only on clear nights.
Caught all eight newcomers? Then you earn the “Freshly Surfaced” achievement, and each group of four is its own collection set.
New in the mangroves and on the open sea
- The mangroves are almost twice as big: new boardwalks lead to the stilt village in the west, the heron hide, the north watch, the firefly lookout and the water-lily terrace. All the old walkways and fishing spots are still there.
- In the stilt village you find trader Marie. She sells bait (shrimp, glow bait) and four pieces of furniture for your hut: hammock, bamboo lamp, mangrove sapling and crab basket. Furniture needs an account.
- Canoes wait at three jetties. The first ride of the day is free, after that it costs 8 🐚; a ride lasts 12 minutes (guests: 8, free). The canoe glides only on the canals between the lantern posts. Fish as from a boat, get out at a jetty.
- At night fireflies dance (even more from the graphics level “Medium”), and from “Medium” mist lies on the water early in the morning.
- From “Medium” the swell rolls on the open sea and the sea glows at night, and now and then a whale or dolphins pass by. Sightings count toward “Whale Watcher” and “Dolphin Friend”.
- New on the open sea is Smugglers’ Cove: a second island with a jetty and its own emergency bell. You dock there just like at Gull Rock.
- Eight new species: in the mangroves sailfin molly, will-o’-the-wisp perch (dusk and night only), tarpon and sawfish; on the open sea silver sardine, blue shark, whale shark (daytime only) and sea-lantern (night only).
The smuggler’s riddle
- On Smugglers’ Cove stands a captain’s chest with Saltbeard’s logbook. Read it first, then the three clue stones (gull stone, fire stone, anchor stone) will talk.
- Each stone gives away a third: the side, the direction from the fire, and whether a palm stands guard. That leads you to the right one of eight sand mounds. Digging wrong costs nothing.
- The chest is yours once a week per account (the spot changes on Monday): 600–1,000 🐚, 1–2 💎 and materials. The very first time, Saltbeard’s sea chest is in there too, as a piece of furniture.
- Hints you have read are kept in the ⋯ menu under “Saltbeard’s logbook”. Accounts only.
North is up on the compass. The sea side with the jetty lies to the south.
Good to know
- Your pet travels with you.
- Traps stay on REELPARTY Island.
- Grandpa’s wishes and Frieda’s board also take the zones you can already reach into account.