Fishies 0.8.8

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@ -49,12 +49,12 @@ Coins, selling, the shop, levels and the rarest fish of all.
## Aquarium & decor
Plants, ornaments, the Pantry and how much your aquarium can hold.
Plants, ornaments, the Storeroom and how much your aquarium can hold.
- [Decorating your aquarium](aquarium/decorating.md) · Placing and moving plants and ornaments, and choosing a floor.
- [Aquarium Studio](aquarium/aquarium-studio.md) · Dress your aquarium: try themes, rooms, floors and equipment on your own aquarium, then buy everything you like at once.
- [Rooms and themes](aquarium/rooms-and-themes.md) · Choose the room your aquarium stands in and the water inside it. Just for looks.
- [The Pantry](aquarium/stash.md) · The room of your house where food, decorations, eggs and the worm bin are kept.
- [The Storeroom](aquarium/stash.md) · The room of your house where food, decorations, eggs, resting fish and the worm bin are kept.
- [Room in your aquarium](aquarium/capacity.md) · How many fish and decorations fit, and how that grows.
- [More aquariums](aquarium/aquariums.md) · The Aquarium Studio: buying a second and a third aquarium, and moving fish between them.
- [Filters & auto-feeders](aquarium/filters-and-feeders.md) · Equipment that keeps the water clear and the fish fed, and what it costs to keep running.
@ -69,7 +69,7 @@ Visiting other keepers, following, gifts and chat.
- [Gifts](social/gifts.md) · Sending another keeper an egg or a decoration.
- [Chat](social/chat.md) · Talking with other keepers across the reef, in the room you're in, or in private.
- [Schools](social/schools.md) · A group of keepers of your own: joining, roles, the Cove and School chat.
- [Stall and trading](social/stall.md) · Selling Pantry food, grown fish and eggs to other keepers, buying theirs on the Market, and making offers.
- [Stall and trading](social/stall.md) · Selling Storeroom food, grown fish and eggs to other keepers, buying theirs on the Market, and making offers.
- [Community](social/community.md) · The keepers' forum at fishies.lol/community: questions, ideas, bug reports, guides and aquariums worth showing.
## World
@ -77,6 +77,7 @@ Visiting other keepers, following, gifts and chat.
Swimming beyond your own glass, in Open Water and in friends' aquariums.
- [Open Water](world/open-water.md) · Swim out as one of your fish and meet other keepers.
- [Expeditions](world/expeditions.md) · Send a team of your grown fish to the Trench or the Vents and wait for what they bring home.
- [Swimming in a friend's aquarium](world/swim-visits.md) · Join another keeper's aquarium as one of your own fish.
## About the game

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@ -14,17 +14,17 @@ The Aquariums button beside the Map shows the aquarium you are in and how many o
Details on the Aquariums button opens My Aquarium, the aquarium's own screen. At the top are its picture with your level, its name (the pencil renames it) and its address, with Copy aquarium link and Take snapshot.
Under it everything is a tile in a grid that fills the width. Right now: its fish and decorations against the room it has, its species, what its grown fish sell for, the water and the temperature, then the filter with Service, the feeder with Refill (from the Pantry's jars or for coins, and why not when it cannot), the glass and how your fish are. Setup: each slot's choice with Change, which opens the [Aquarium Studio](https://fishies.lol/wiki/mechanics/aquarium-studio). Then its decorations, Visitors and your other aquariums, each with its picture.
Under it everything is a tile in a grid that fills the width. Right now: its fish and decorations against the room it has, its species, what its grown fish sell for, the water and the temperature, then the filter with Service, the feeder with Refill (from the Storeroom's jars or for coins, and why not when it cannot), the glass and how your fish are. Setup: each slot's choice with Change, which opens the [Aquarium Studio](https://fishies.lol/wiki/mechanics/aquarium-studio). Then its decorations, Visitors and your other aquariums, each with its picture.
## What they share
Your coins, level and Pantry are shared by every aquarium. Each aquarium has its own fish, decorations, floor, glass, water and equipment, and holds as many fish as your level allows, the same as your first.
Your coins, level and Storeroom are shared by every aquarium. Each aquarium has its own fish, decorations, floor, glass, water and equipment, and holds as many fish as your level allows, the same as your first.
## Enlarging an aquarium
From level 25, once your aquariums have room for 24 fish, the Enlarge chip beside them in the [Aquarium Studio](https://fishies.lol/wiki/mechanics/aquarium-studio) makes the aquarium on screen bigger for 200,000 coins. Each aquarium can be enlarged once, and then holds 30 fish and 60 decorations.
An enlarged aquarium is 2 screens wide: a panorama to decorate. Your fish swim the whole width and decorations go anywhere in it. To look along it, drag across empty water, scroll or swipe sideways, press the arrow keys or tap the arrows at its edges; the strip at its foot shows where you are. Visitors see the same wide aquarium. It also grows upward: the water is 1.5 screens tall, with the sand still at the bottom. Drag up and down, hold Alt while you scroll, or press the up and down arrow keys to see the rest.
An enlarged aquarium is 2 screens wide: a panorama to decorate. Your fish swim the whole width and decorations go anywhere in it. To look along it, drag across empty water, scroll or swipe sideways, press the arrow keys or tap the arrows at its edges; the strip at its foot shows where you are. Visitors see the same wide aquarium. It also grows upward: the water is 1.5 screens tall, with the sand still at the bottom. Drag up and down, hold Alt while you scroll, or press the up and down arrow keys to see the rest. Pinch or scroll to zoom out and the whole aquarium fits on one screen.
## Moving a fish

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@ -4,7 +4,7 @@ _Placing and moving plants and ornaments, and choosing a floor._
## Placing decorations
Pick a plant or decoration in the shop, or in your [Pantry](https://fishies.lol/wiki/mechanics/stash), then tap the aquarium floor where it should go.
Pick a plant or decoration in the shop, or in your [Storeroom](https://fishies.lol/wiki/mechanics/stash), then tap the aquarium floor where it should go.
Plants lean and sway with the current, while ornaments stand still. Both slow down [algae](https://fishies.lol/wiki/mechanics/cleaning), and plants do it best.
@ -14,9 +14,9 @@ Each piece needs a little free sand around its root; leaves and branches may ove
Drag a decoration to a new spot whenever you like. To rearrange more, choose Arrange in the aquarium's menu (right-click or hold the water), in the shop, or press R: your fish step back until you press Done.
While arranging, tap a piece to pick it up and tap the sand to put it down, or drag it. Undo (or Ctrl+Z) takes the last step back. Store all puts every decoration and plant into the [Pantry](https://fishies.lol/wiki/mechanics/stash) at once for a fresh start, and Undo brings them all back where they stood.
While arranging, tap a piece to pick it up and tap the sand to put it down, or drag it. Undo (or Ctrl+Z) takes the last step back. Store all puts every decoration and plant into the [Storeroom](https://fishies.lol/wiki/mechanics/stash) at once for a fresh start, and Undo brings them all back where they stood.
Layouts saves your arrangement under a name, up to five for each aquarium. Applying one puts back every piece it names, from the aquarium or the Pantry; anything you no longer have is listed and skipped. Moving is free and earns no extra experience, so your aquarium is never really finished.
Layouts saves your arrangement under a name, up to five for each aquarium. Applying one puts back every piece it names, from the aquarium or the Storeroom; anything you no longer have is listed and skipped. Moving is free and earns no extra experience, so your aquarium is never really finished.
## The aquarium floor

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@ -22,11 +22,11 @@ Feeder meals count toward quality just like the same meal by hand, but they earn
## Food in the hopper
When you refill a feeder you choose what goes in: flake, free as always, or any food from your Pantry's jars. The hopper takes its meals from the jar in grams, the fish's appetite averaged over the aquarium. If the jar runs short, the missing meals are bought at their usual price in the same refill, unless you say no; worms only ever come from their jar. Flake is never refused.
When you refill a feeder you choose what goes in: flake, free as always, or any food from your Storeroom's jars. The hopper takes its meals from the jar in grams, the fish's appetite averaged over the aquarium. If the jar runs short, the missing meals are bought at their usual price in the same refill, unless you say no; worms only ever come from their jar. Flake is never refused.
A hopper holds one food at a time. Switching food empties it first: what is left goes back into its jar as grams, never lost, and leftover flake is let go. A meal from the feeder does exactly what it does by hand, loved and disliked foods and stale worms included. It still earns no XP and no coins.
In the feeder's panel every food shows its Pantry jar and where its meals would come from: free for flake, the meals left in its jar, a price a meal when the jar is empty, or None for worms with an empty jar. A heart counts the fish in this aquarium that love it. Pick a food to see what it does (how much longer it keeps a fish fed, health, quality pace, growth, freshness for worms, and how many of your fish love or dislike it) and its stock; Get more opens the Pantry at that jar, or at the worm bin. The button says what a press does: Load, Top up the same food, or Switch to another, and before a switch it says the old meals go back to the Pantry, what the feeder will hold and how long it will last.
In the feeder's panel every food shows its Storeroom jar and where its meals would come from: free for flake, the meals left in its jar, a price a meal when the jar is empty, or None for worms with an empty jar. A heart counts the fish in this aquarium that love it. Pick a food to see what it does (how much longer it keeps a fish fed, health, quality pace, growth, freshness for worms, and how many of your fish love or dislike it) and its stock; Get more opens the Storeroom at that jar, or at the worm bin. The button says what a press does: Load, Top up the same food, or Switch to another, and before a switch it says the old meals go back to the Storeroom, what the feeder will hold and how long it will last.
## Feeding early

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@ -1,10 +1,10 @@
# The Pantry
# The Storeroom
_The room of your house where food, decorations, eggs and the worm bin are kept._
_The room of your house where food, decorations, eggs, resting fish and the worm bin are kept._
## What is in it
The Pantry is a big cupboard in a small room of your house. Open it with 8, the Owned button in the shop, or the aquarium's menu. Its doors stand open:
The Storeroom is a big cupboard in a small room of your house. Open it with 8, the Owned button in the shop, or the aquarium's menu. Its doors stand open:
- The top shelves hold jars of food, each filled to how much is left. The flake tin and the medicine box sit on a shelf on the wall.
- The worm bin stands on the floor beside the cupboard, from level 5, with the scrap sieve under its tap.
@ -16,13 +16,19 @@ The Pantry is a big cupboard in a small room of your house. Open it with 8, the
Point at something to see its name; click or tap it to pick it up and go back to the aquarium with it in hand. A jar gets the Feed tool ready with that food, a decoration or an egg is ready to place, a floor or a Room goes on. Hold or right-click for its card. Placing is free, because it's already paid for. Drag, use the wheel or the arrow keys to look up and down the shelves and across to a second cupboard, and the magnifier finds anything by name, in the drawers too.
Every food looks the same wherever you meet it: its jar, filled to what is left (flake is its tin), in the Pantry, the Feed tool's food row, the shop's food packs and the auto-feeder.
Every food looks the same wherever you meet it: its jar, filled to what is left (flake is its tin), in the Storeroom, the Feed tool's food row, the shop's food packs and the auto-feeder.
A thing's card shows it large on its shelf and, at a glance, how full its jar is, how long it stays fresh or how far the worm bin's batch has come. Below its main action come what it does, packs to buy more and the Pantry's upgrades. On a phone held sideways the card lies on its side and its actions stay in view.
A thing's card shows it large on its shelf and, at a glance, how full its jar is, how long it stays fresh or how far the worm bin's batch has come. Below its main action come what it does, packs to buy more and the Storeroom's upgrades. On a phone held sideways the card lies on its side and its actions stay in view.
## How much it holds
Decorations, eggs, floors and Rooms have no limit: what the shelves have no room for waits in a drawer. Only food has room: four jar slots of 1 kg to start, more shelves from level 8 (from level 20 they bring a second cupboard) and bigger jars from level 12. Selling something from the Pantry gives you half its price back.
Decorations, eggs, floors and Rooms have no limit: what the shelves have no room for waits in a drawer. Only food has room: four jar slots of 1 kg to start, more shelves from level 8 (from level 20 they bring a second cupboard) and bigger jars from level 12. Selling something from the Storeroom gives you half its price back. The expedition goods in the wall cabinet have no limit.
## Holding aquariums
Beside the worm corner stand small holding aquariums for fish you want to keep without keeping them in your main aquarium. One aquarium for 3 fish is free; a second comes at level 15 for 5,000 coins, and a bigger stand at level 30 for 20,000 coins makes each one hold 6. Click one to put a fish in or take one out.
A resting fish stops: no hunger, no growth, no change in quality, no breeding. It comes out exactly as it went in, so a holding aquarium is a place to keep a fish, not to farm one. Legendary and adopted fish stay home.
## The worm bin

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@ -28,6 +28,12 @@ Incubating a bred egg keeps it until 36 hours and lifts those odds (gold 50%, di
When one fish has two ready partners, each six-hour window a fair draw decides which pair rolls first, so neither partner is always ahead. The pace does not change: each pair's own chance stays 5.4% a window.
## Variants
A fish's Variant is what it hatched as, and it never changes. A rare colour, ink (6% of shop eggs) or coral (2%), is one nacre scale, shown on the fish card, in My Fish and in the hatch toast, and in the aquarium itself on Coral Clownfish, Lagoon Boxfish and Panther Grouper. Colour comes from one parent nine times in ten.
Two scales mark a morph, a species' own painted pattern: the two-band Coral Clownfish is the first. A bred Coral Clownfish egg hatches as one 1 time in 32 (a shop egg never does); one morph parent passes it on one time in three, two morph parents half the time. Three scales are kept for evolved forms, which are not in the sea yet. A Variant changes no price, odds or XP.
## Where to read it
Every keeper sees every number:

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@ -24,9 +24,9 @@ Flake is free and always will be; every other food is an upgrade you choose, nev
## Food in grams
Food lives in jars in your [Pantry](https://fishies.lol/wiki/mechanics/stash), in grams. Every fish has an appetite: its egg price divided by 20, in grams, and half that once it is grown. A Clownfish eats 2 g a meal, a Grouper over 200 g. So a meal from a jar costs what a meal has always cost.
Food lives in jars in your [Storeroom](https://fishies.lol/wiki/mechanics/stash), in grams. Every fish has an appetite: its egg price divided by 20, in grams, and half that once it is grown. A Clownfish eats 2 g a meal, a Grouper over 200 g. So a meal from a jar costs what a meal has always cost.
Buy food in packs from the shop's Food tab or from a jar's card: 100 g at the list price, 500 g at 10% off, 2 kg at 20% off. A jar holds one food; bigger jars and more shelves are upgrades in the Pantry.
Buy food in packs from the shop's Food tab or from a jar's card: 100 g at the list price, 500 g at 10% off, 2 kg at 20% off. A jar holds one food; bigger jars and more shelves are upgrades in the Storeroom.
## Loved and disliked foods
@ -34,13 +34,15 @@ Every fish eats one of five ways: grazers, hunters, plankton eaters, sand sifter
Grazers love nori and dislike krill and worms. Hunters love krill and worms and dislike nori. Plankton eaters love brine shrimp, mysis and krill. Sand sifters love worms and mysis and dislike nori. Everyday eaters take everything the same. Flake and pellets suit every fish.
Nori and krill leave a faint sheen in their colour around a fish for 12 hours after the meal, green-blue for nori and orange for krill. Visitors see it too. It is only a glow: it changes nothing else.
## What feeding earns
Feeding a hungry fish earns 5 XP. Feeding it again straight away doesn't repeat the reward: it has to get hungry again first.
## While you're away
An [auto-feeder](https://fishies.lol/wiki/mechanics/filters-and-feeders) feeds each fish from its hopper the moment it gets hungry, for as long as the hopper lasts. It loads its food from your Pantry's jars. Grown fish get hungry far less often, so the hopper lasts much longer for them. Feeder meals count toward quality just like the same meal by hand, but they earn no XP and no coins, so feeding by hand still pays more, and it still works with a feeder installed.
An [auto-feeder](https://fishies.lol/wiki/mechanics/filters-and-feeders) feeds each fish from its hopper the moment it gets hungry, for as long as the hopper lasts. It loads its food from your Storeroom's jars. Grown fish get hungry far less often, so the hopper lasts much longer for them. Feeder meals count toward quality just like the same meal by hand, but they earn no XP and no coins, so feeding by hand still pays more, and it still works with a feeder installed.
## Too long without food

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@ -6,7 +6,7 @@ _What happens between placing an egg and having a fish._
Buy an egg in the [shop](https://fishies.lol/wiki/mechanics/shop), then tap the water where you want it. A shop egg hatches after 1 minute, right on time, even if nobody is watching.
An egg sent as a [gift](https://fishies.lol/wiki/mechanics/gifts) waits in your Pantry first, so its clock only starts once you place it yourself.
An egg sent as a [gift](https://fishies.lol/wiki/mechanics/gifts) waits in your Storeroom first, so its clock only starts once you place it yourself.
## A newborn's first meal

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@ -16,9 +16,9 @@ The reward grows with your streak, quickly in the first weeks and then more slow
Days 7, 14, 30, 60, 100, 200 and 365, and every full year after, bring a gift on top of the day's coins, and you choose which. The streak window shows each choice with its picture and what it is worth; one tap takes it, and a gift you have not chosen yet waits for you. Later milestones are worth more.
- Care credit: coins kept for one kind of care and spent before your own. Filter credit pays filter services, feeder credit pays any paid food loaded into a feeder, and food credit pays paid meals you feed by hand and food packs for your Pantry. Filter and feeder credit are offered only once you have that gear.
- Care credit: coins kept for one kind of care and spent before your own. Filter credit pays filter services, feeder credit pays any paid food loaded into a feeder, and food credit pays paid meals you feed by hand and food packs for your Storeroom. Filter and feeder credit are offered only once you have that gear.
- Remedy capsules, kept until a sick fish needs one: the next Remedy you give uses a capsule instead of coins.
- On days 30, 100 and 365, and every full year after, you can take a decoration your level has unlocked instead, worth about the same as the other gifts, straight into your Pantry.
- On days 30, 100 and 365, and every full year after, you can take a decoration your level has unlocked instead, worth about the same as the other gifts, straight into your Storeroom.
## Missing a day

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@ -16,7 +16,7 @@ From level 11, every level lifts the profit your fish make over their egg price,
## Selling decorations
A plant or decoration sells for half its purchase price, rounded down, whether it's on the floor or still in your [Pantry](https://fishies.lol/wiki/mechanics/stash). Moving one around your aquarium is always free.
A plant or decoration sells for half its purchase price, rounded down, whether it's on the floor or still in your [Storeroom](https://fishies.lol/wiki/mechanics/stash). Moving one around your aquarium is always free.
## Fish that are never sold

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@ -16,7 +16,7 @@ Things you make or find carry a rarity, shown as a tag with pips on the item's t
Rarity belongs to what you make or find. Nothing bought in the [shop](https://fishies.lol/wiki/mechanics/shop) has one, and neither do fish: a fish has [quality](https://fishies.lol/wiki/mechanics/quality), which you earn by looking after it.
No item carries a rarity yet. It arrives with the first things you can make or find.
Worms from the worm bin and the finds an expedition brings home roll a rarity. More of what you make or find will join them. Hearts from expeditions carry a rarity; plain materials such as Lantern Moss do not.
## Better odds

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@ -4,7 +4,7 @@ _Buying eggs, plants and decorations, one at a time or all together._
## Finding things
The shop has pages for Fish, Plants, Decor and Food, where [food packs](https://fishies.lol/wiki/mechanics/feeding) in grams go straight into your Pantry. Beside them, the Aquarium Studio button opens the [Aquarium Studio](https://fishies.lol/wiki/mechanics/aquarium-studio), for [filters and feeders](https://fishies.lol/wiki/mechanics/filters-and-feeders) and [more aquariums](https://fishies.lol/wiki/mechanics/aquariums), and the Owned button opens your [Pantry](https://fishies.lol/wiki/mechanics/stash), where everything you own but haven't placed yet waits. Everything on sale is listed in the order it unlocks, and you can search and sort each page. Things above your level stay visible and show the level they unlock at. Fish can also be sorted by profit per fish or per hour, by how fast they grow and by stars. Each card shows its fish swimming in a small aquarium of its own, with how long it takes to grow, what it sells for and the experience it gives; pick a card to see everything about it beside the list, and the arrow at the bottom of the list scrolls to the next cards. A fish's card shows the XP of buying its egg and of selling it grown; a decoration pays its XP only the first time you place one. A plant's card also says how many fish's water it cleans (all your plants together up to 6 fish), and every decoration's card how much longer it keeps the glass clear (all together up to 4× longer).
The shop has pages for Fish, Plants, Decor and Food, where [food packs](https://fishies.lol/wiki/mechanics/feeding) in grams go straight into your Storeroom. Beside them, the Aquarium Studio button opens the [Aquarium Studio](https://fishies.lol/wiki/mechanics/aquarium-studio), for [filters and feeders](https://fishies.lol/wiki/mechanics/filters-and-feeders) and [more aquariums](https://fishies.lol/wiki/mechanics/aquariums), and the Owned button opens your [Storeroom](https://fishies.lol/wiki/mechanics/stash), where everything you own but haven't placed yet waits. Everything on sale is listed in the order it unlocks, and you can search and sort each page. Things above your level stay visible and show the level they unlock at. Fish can also be sorted by profit per fish or per hour, by how fast they grow and by stars. Each card shows its fish swimming in a small aquarium of its own, with how long it takes to grow, what it sells for and the experience it gives; pick a card to see everything about it beside the list, and the arrow at the bottom of the list scrolls to the next cards. A fish's card shows the XP of buying its egg and of selling it grown; a decoration pays its XP only the first time you place one. A plant's card also says how many fish's water it cleans (all your plants together up to 6 fish), and every decoration's card how much longer it keeps the glass clear (all together up to 4× longer).
Tap the heart on a species to add it to your favourites, up to 24, so it's quick to find again.
@ -12,11 +12,11 @@ Tap the heart on a species to add it to your favourites, up to 24, so it's quick
Pick an egg or a decoration and it stays in your hand: tap the water for each egg, or the floor for each decoration, until you run out of room or coins. Press Esc when you're done.
Decorations can also go straight into your [Pantry](https://fishies.lol/wiki/mechanics/stash) to place later.
Decorations can also go straight into your [Storeroom](https://fishies.lol/wiki/mechanics/stash) to place later.
## The cart
Add things to the cart and buy them in one go. A cart of 2 or more items costs 8% less than buying the same things one by one, and everything you check out waits in your Pantry.
Add things to the cart and buy them in one go. A cart of 2 or more items costs 8% less than buying the same things one by one, and everything you check out waits in your Storeroom.
Legendary fish are bought on their own, never in a cart.

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@ -4,7 +4,7 @@ _The in-game guide and its public twin: where to find it and what it holds._
## Where it is
The Reef Journal is the notebook in the corner beside Aquariums and the Map (key 9 by default), and it is in the Keeper OS too. It opens over your aquarium, your fish keep swimming, and Escape or the round close button above the bookmarks closes it. Your phone's Back closes it too. On a phone it shows one page at a time, and the last tab under the close lists the chapters.
The Reef Journal is the notebook in the corner beside Aquariums and the Map (key 9 by default), and it is in the Keeper OS too. It opens over your aquarium, your fish keep swimming, and Escape or the round close button above the bookmarks closes it. Your phone's Back closes it too. On a phone it shows one page at a time, and the last tab under the close lists the chapters. Out in the kelp forest, the Pineapple House is its reading room, so you can open it there too.
It is the same guide as the one on the website at fishies.lol/wiki, written once and shown in both places, so the two cannot disagree. Every number in it is read from the game’s own rules.

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@ -6,7 +6,7 @@ _What each button in the dock does, and the Map in the corner._
Almost everything you do in your aquarium starts from the dock of tools at the edge of the screen. Pick a tool, then click or tap the water, a fish or the floor.
Feed, Net and Clean sit on one side of it, Shop, Pantry, My Fish and Friends on the other.
Feed, Net and Clean sit on one side of it, Shop, Storeroom, My Fish and Friends on the other.
- Look: what you hold when no other tool is picked (key 1). Tap a fish to see what it needs, how old it is and what it's worth.
- Feed: drop food into the water and watch your fish chase it.
@ -14,7 +14,7 @@ Feed, Net and Clean sit on one side of it, Shop, Pantry, My Fish and Friends on
- Clean: scrub algae off the glass with the sponge.
- Shop: everything you buy lives here: fish, plants and decorations. Its Owned button shows what you own but haven't placed yet, with Arrange at the top, where your fish step back so you can move decorations. Its Aquarium Studio button opens the Studio.
- Reef Journal: the notebook in the corner beside Aquariums and the Map. Every species, decoration and way of the game, looked up in a moment.
- Pantry: your fish food, every jar and the worm bin, one press away (key 8).
- Storeroom: your fish food, every jar and the worm bin, one press away (key 8).
- My Fish: every fish you own in every aquarium, with its stats and value. To keep the dock open all the time, turn on Keep the tool bar open in Settings › Interface.
## The Map
@ -25,7 +25,7 @@ Out in Open Water the Map stands in the same corner: pick another place to swim
## The right-click menu
Right-click (a long press on touch) with no tool picked opens a menu for what is under your finger. On a fish: open its card ([Your fish's card](https://fishies.lol/wiki/mechanics/fish-card)), feed it while it is growing, sell it (or every adult of its species), collect it, or add its species to your favourites. On a decoration: move it or sell it. On the water: feed here, drop an egg of a favourite fish (see [Shop & cart](https://fishies.lol/wiki/mechanics/shop)), clean the glass, or decorate. At the bottom, Menu lists the game's apps, the ones you use most first; each opens on its own over your aquarium, without the Keeper OS around it. The water's menu also opens the Shop and the Pantry directly.
Right-click (a long press on touch) with no tool picked opens a menu for what is under your finger. On a fish: open its card ([Your fish's card](https://fishies.lol/wiki/mechanics/fish-card)), feed it while it is growing, sell it (or every adult of its species), collect it, or add its species to your favourites. On a decoration: move it or sell it. On the water: feed here, drop an egg of a favourite fish (see [Shop & cart](https://fishies.lol/wiki/mechanics/shop)), clean the glass, or decorate. At the bottom, Menu lists the game's apps, the ones you use most first; each opens on its own over your aquarium, without the Keeper OS around it. The water's menu also opens the Shop and the Storeroom directly.
On a touch screen a two-finger tap is a right-click too: it opens this menu, or puts down the tool in your hand. A three-finger tap on the water scatters your fish; anywhere else it opens or closes the Keeper OS.

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@ -30,7 +30,7 @@ Write to the team with the account help form on the Contact page (fishies.lol/co
Fishies never asks for a password, a sign-in code or a token: not in the form, not by email, not anywhere else. Anyone who asks for one is not from Fishies.
Sold or released a fish by mistake? Write to the team the same way. Every fish that leaves an aquarium is kept on record, and support can put it back exactly as it was: in its aquarium, or in your Pantry if there is no room.
Sold or released a fish by mistake? Write to the team the same way. Every fish that leaves an aquarium is kept on record, and support can put it back exactly as it was: in its aquarium, or in your Storeroom if there is no room.
---

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@ -10,7 +10,7 @@ You can only send things you've unlocked yourself, but the other keeper doesn't
## Getting a gift
Gifts land in your [Pantry](https://fishies.lol/wiki/mechanics/stash), eggs included, so nothing starts hatching while you're away. Place it straight away or keep it for later.
Gifts land in your [Storeroom](https://fishies.lol/wiki/mechanics/stash), eggs included, so nothing starts hatching while you're away. Place it straight away or keep it for later.
## Good to know
@ -18,7 +18,7 @@ Gifts land in your [Pantry](https://fishies.lol/wiki/mechanics/stash), eggs incl
- There's a short wait of 5 minutes between gifts.
- A keeper can receive up to 5 gifts a day. Once they have, try again tomorrow.
- Guests can't send gifts until they [save their progress](https://fishies.lol/wiki/mechanics/signin) to a sign-in.
- A gift always arrives: their Pantry has no size limit for gifts, so nothing is ever sent back.
- A gift always arrives: their Storeroom has no size limit for gifts, so nothing is ever sent back.
- Legendary fish stay with their keeper and can't be sent.
---

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@ -36,9 +36,9 @@ Its banner flies the school's emblem; tap it to open the school. The notice boar
## The weekly order
Every Monday your school gets an order: three kinds of fish its members can raise, one of them at silver or better, and a food from the Pantry. It is sized by how many members were active the week before, so a small school and a large one have the same work each. Open it in the School app's Order tab; the Cove's notice board shows how far it is.
Every Monday your school gets an order: three kinds of fish its members can raise, one of them at silver or better, and a food from the Storeroom. It is sized by how many members were active the week before, so a small school and a large one have the same work each. Open it in the School app's Order tab; the Cove's notice board shows how far it is.
Deliver a grown fish from the aquarium on screen, or grams of the food from your Pantry. A delivered fish pays you what selling it would, and the food its buyback value: nothing goes into a shared purse, and nobody else gets your coins.
Deliver a grown fish from the aquarium on screen, or grams of the food from your Storeroom. A delivered fish pays you what selling it would, and the food its buyback value: nothing goes into a shared purse, and nobody else gets your coins.
The order raises its bronze flag at 40%, silver at 70% and gold when every line is filled. When the week ends, everyone who delivered at least once gets the chest of the highest flag: 15%, 30% or 50% of a day of sales at their own level, with XP, and the first time, the school's pennant for their own aquarium.

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# Stall and trading
_Selling Pantry food, grown fish and eggs to other keepers, buying theirs on the Market, and making offers._
_Selling Storeroom food, grown fish and eggs to other keepers, buying theirs on the Market, and making offers._
## What a stall is
Your stall sells to other keepers: packs of food from your [Pantry](https://fishies.lol/wiki/mechanics/stash) (50, 100, 250 or 500 g of one food at one rarity), your grown fish, and eggs from your Pantry's tray, each at a price you choose. It keeps selling while you are away.
Your stall sells to other keepers: packs of food from your [Storeroom](https://fishies.lol/wiki/mechanics/stash) (50, 100, 250 or 500 g of one food at one rarity), your grown fish, and eggs from your Storeroom's tray, each at a price you choose. It keeps selling while you are away.
Every pack on every stall is also on the Stall Board, at the stalls in Open Water's Market. Keepers visiting your aquarium see a Stall button in the dock when you have something on sale.
@ -12,15 +12,15 @@ Your stall stands on the sand as a painted counter with a crate for each slot: w
## Selling
Open your stall from the Pantry or the Keeper OS and pick what to sell and a price. The price has to sit between 0.6 and 2 times its usual value: a food's shop value, a fish's sale value at your level, an egg's shop price. The stall suggests that value and shows the last 10 sales of the same thing so you can judge.
Open your stall from the Storeroom or the Keeper OS and pick what to sell and a price. The price has to sit between 0.6 and 2 times its usual value: a food's shop value, a fish's sale value at your level, an egg's shop price. The stall suggests that value and shows the last 10 sales of the same thing so you can judge.
What you put on sale leaves your Pantry or your aquarium at once, so it can never be sold twice. Take it back whenever you like and it returns as it was. When it sells, the coins arrive in your aquarium, less a 5% fee the game keeps.
What you put on sale leaves your Storeroom or your aquarium at once, so it can never be sold twice. Take it back whenever you like and it returns as it was. When it sells, the coins arrive in your aquarium, less a 5% fee the game keeps.
A fish keeps everything that makes it itself: its name, Grade, quality, colour, age and family. Its clocks stand still while it waits on the stall. Legendary fish, your first fish, adopted fish and fish resting in the Conditioning Box stay with you.
## Buying
On the Stall Board, pick a food or a species to see the cheapest on sale and the latest prices, then buy in one tap or tap the seller's name to see their whole stall. The coins and the goods change hands at once: food goes into your Pantry's jars, a fish into the aquarium you are looking at, an egg into your Pantry. You need room for it.
On the Stall Board, pick a food or a species to see the cheapest on sale and the latest prices, then buy in one tap or tap the seller's name to see their whole stall. The coins and the goods change hands at once: food goes into your Storeroom's jars, a fish into the aquarium you are looking at, an egg into your Storeroom. You need room for it.
What you buy can be used at once, but it can only go on your own stall after 3 days.

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# Expeditions
_Send a team of your grown fish to the Trench or the Vents and wait for what they bring home._
## Fish on a trip
The Trench and the Vents each have an expedition station. It sends a team of your grown fish away for one, four or eight hours, and the longer they are gone, the more they bring home.
While a team is away its fish are not in your aquarium. They need nothing, they cannot be fed, sold or moved, and they come to no harm. When the time is up they swim home by themselves, fed. If your aquarium is full, they wait until you make room.
## Setting off
The quickest way is Outings in the tool dock: pick the Trench or the Vents and the station opens right over your aquarium. You can also swim to the place and tap the diving bell or the outpost.
At the station choose one, four or eight hours, then choose your team. The station shows what the trip can bring before you send it, so you can compare teams and lengths first.
## Choosing a team
A team is one to 5 fish. Only grown fish can go: adopted and legendary fish stay home, and a fish in the Conditioning Box is busy. Up to 2 teams can be away at once, and nothing limits how many trips you make.
Every fish on the team rolls for its own find, so a bigger team brings home more. Finer fish, a higher level and a better kit all improve the odds.
## What they bring back
A one-hour trip pays a few coins for each fish and sometimes a find: a decoration from that place that is never sold.
Four- and eight-hour trips pay no coins. Every fish rolls for a rarity from common up to mythic instead, twice on a four-hour trip and three times on an eight-hour one, and its best roll counts. A common roll brings the place's first material and any better roll brings its second, and the better the roll, the more grams.
From the Trench come Lantern Moss and Abyss Salt; from the Vents come Ember Kelp and Vent Minerals.
## The heart
A team of 3 or more can also bring home the place's heart, found only on a depth roll. A team of three or four makes one depth roll, and a team of five makes two. A depth roll brings a heart when it comes up rare or better, and the heart keeps that rarity.
The Trench has Abyss Glowstone and the Vents have Ember Opal. On a mythic depth roll, a team of five has one chance in four of bringing the place's rare prize decoration instead.
## The expedition kit
The kit has four tiers, and a better one improves the odds on every roll. The first is free and never wears out. The others cost 1,500, 8,000 and 25,000 coins, and each wears out after 60 trips.
You buy a kit at the station. Once one has worn out, the free kit is in use again until you buy another. A team sets out with the kit you had when it left.
## In the Storeroom
Materials and hearts are kept in your Storeroom. Materials stack by the gram and carry no rarity, while a heart keeps the rarity it was found with. For now they are kept safe for crafting to come.
- Trench: Lantern Moss, Abyss Salt and the heart Abyss Glowstone.
- Vents: Ember Kelp, Vent Minerals and the heart Ember Opal.
---
In the game: https://fishies.lol/wiki/mechanics/expeditions · Fishies 0.8.8
This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.expeditions`; correct it there.

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@ -28,7 +28,7 @@ Open the Map, choose a place and pick the fish you'd like to swim as. Until you'
## Places
There are 9 places to swim, each with room for 12 keepers at a time. When one fills up, another copy of it opens beside it. Some places have buildings you can swim into: tap one and your fish swims to its door and goes inside, and Swim outside brings you back out in front of it. The Gallery in the Kelp Garden hangs the aquariums with the most stars; tap a picture to open its keeper's card. You can also reach it from the Map. Places you can go into or open wear a gold tag, and the Gallery points the way from the edge of the screen; a hidden treasure or tablet wears none, so you have to spot it yourself. At the Market, the wanted board asks for four fish a week, the same for everyone. Bring one of your grown fish that matches an order and it sells for its value plus a bonus, half again (or double for the gold-quality order), one fish per order each. The first keeper to fill an order gets twice the bonus, is named on the board for the week and earns the First at the Market badge. New orders go up every Monday. In the Shipwreck a treasure chest is hidden somewhere new every Monday, the same spot for everyone: swim right up to it and open it once a week for coins and XP that grow with your level. In the Lagoon, tap the oyster bed to play Pearl Catch: for a minute your fish swims along the sand catching the pearls that drift down (a golden one is worth 5) and dodging jellyfish, and 3 stings end the round early. It gets faster as it goes, and every round pays a few coins and some XP by score, as often as you like to play. In the Arena, tap the start gate to race the week's course: your fish swims forward by itself and you steer it up and down through golden rings, which speed it up, and past rocks and jellyfish, which slow it down. Every fish swims at the same speed. Your best time goes on the week's board, your first finish each week pays a few coins and some XP, and the three fastest keepers of the week win a cup for their aquarium, coins and the Arena podium badge. A new course opens every Monday. The Ice Shelf throws a party each season: Halloween in October, a winter festival over the new year, a spring festival and a summer beach party. While one is on, the place is dressed for it; tap the party stand to collect that party's free decoration for your aquarium and its badge, once per party. In the Ruins a sunken temple stands sealed. Six stone tablets are hidden across Open Water, one in the Kelp Garden, the Shipwreck, the Market, the Lagoon, the Arena and the Ice Shelf, each telling part of an old story; swim right up to one to read it, for a few coins and some XP. Tap the temple door to see which you have found and where the rest lie. With all six the door opens: inside, the altar tells the end of the story and gives you the Keeper's Lantern, coins, XP and the Lantern Keeper badge. At the Trench and the Vents, an expedition station sends one of your grown fish away for one, four or eight hours. While it is away it is not in your aquarium and needs nothing; when the time is up it swims home by itself, fed, with coins and sometimes a find you keep for your aquarium: deep-sea crystals and shells from the Trench, geodes and black pearls from the Vents. A longer trip brings more back, and so does a finer fish: the coins and the chance of a find follow what the fish you send is worth (its kind, quality, colour and age), and the rarer finds only come with a fish worth enough. Choose a fish at the station to see what it can bring before it sets out. Up to two fish can be away at once, and adopted and legendary fish stay home.
There are 9 places to swim, each with room for 12 keepers at a time. When one fills up, another copy of it opens beside it. Some places have buildings you can swim into: tap one and your fish swims to its door and goes inside, and Swim outside brings you back out in front of it. The Gallery in the Kelp Garden hangs the aquariums with the most stars; tap a picture to open its keeper's card. You can also reach it from the Map. Places you can go into or open wear a gold tag, and the Gallery points the way from the edge of the screen; a hidden treasure or tablet wears none, so you have to spot it yourself. At the Market, the wanted board asks for four fish a week, the same for everyone. Bring one of your grown fish that matches an order and it sells for its value plus a bonus, half again (or double for the gold-quality order), one fish per order each. The first keeper to fill an order gets twice the bonus, is named on the board for the week and earns the First at the Market badge. New orders go up every Monday. In the Shipwreck a treasure chest is hidden somewhere new every Monday, the same spot for everyone: swim right up to it and open it once a week for coins and XP that grow with your level. In the Lagoon, tap the oyster bed to play Pearl Catch: for a minute your fish swims along the sand catching the pearls that drift down (a golden one is worth 5) and dodging jellyfish, and 3 stings end the round early. It gets faster as it goes, and every round pays a few coins and some XP by score, as often as you like to play. In the Arena, tap the start gate to race the week's course: your fish swims forward by itself and you steer it up and down through golden rings, which speed it up, and past rocks and jellyfish, which slow it down. Every fish swims at the same speed. Your best time goes on the week's board, your first finish each week pays a few coins and some XP, and the three fastest keepers of the week win a cup for their aquarium, coins and the Arena podium badge. A new course opens every Monday. The Ice Shelf throws a party each season: Halloween in October, a winter festival over the new year, a spring festival and a summer beach party. While one is on, the place is dressed for it; tap the party stand to collect that party's free decoration for your aquarium and its badge, once per party. In the Ruins a sunken temple stands sealed. Six stone tablets are hidden across Open Water, one in the Kelp Garden, the Shipwreck, the Market, the Lagoon, the Arena and the Ice Shelf, each telling part of an old story; swim right up to one to read it, for a few coins and some XP. Tap the temple door to see which you have found and where the rest lie. With all six the door opens: inside, the altar tells the end of the story and gives you the Keeper's Lantern, coins, XP and the Lantern Keeper badge. At the Trench and the Vents, an expedition station sends a team of one to five of your grown fish away for one, four or eight hours. While they are away they are not in your aquarium and need nothing; when the time is up they swim home by themselves, fed. A one-hour trip pays a few coins and sometimes a find, as before. The four- and eight-hour trips pay no coins: every fish brings back a find instead, rolled for its rarity from common up to mythic, such as deep-sea shells and angler lamps from the Trench, or geodes and vent chimneys from the Vents. Finer fish, a better kit and a higher level all improve the odds, and a longer trip rolls more times. A team of three or more can also bring home the place's heart, found only on a depth roll: one roll for a team of three or four, two for a team of five. An expedition kit comes in four tiers: the first is free and never wears out, the others cost 1,500, 8,000 and 25,000 coins and wear out after 60 trips. Choose your team at the station to see the odds before it sets out. Up to two teams can be away at once, and adopted and legendary fish stay home. Each Market stall sells one kind of goods: tap the fish, egg or food stall to open the Stall Board on just those, and use the buttons above the board to switch kinds. In the kelp forest the Pineapple House is the reading room: tap it to open the Reef Journal, which can take you straight to this article.
- Kelp Garden · a coral garden that runs into a kelp forest, several screens wide. East of the arch, the School Board lists the schools that have room, and the School Coves gate takes each member into their own school's Cove.
- Shipwreck · an old ship asleep on its side in the sand, its lanterns still lit. It's a little deeper and darker than the garden, and you can swim through its ribs.
@ -36,8 +36,8 @@ There are 9 places to swim, each with room for 12 keepers at a time. When one fi
- Arena · an open stadium of coral stands round a start gate, where the weekly race is swum.
- Ice Shelf · pale water under an ice roof, where the seasonal parties are thrown.
- Ruins · a sunken temple among fallen columns, its door sealed until the six lost tablets are found.
- Trench · the dark deep at the reef's edge, where fish set out from the diving bell. Its expedition station lists every find a fish can bring back from here.
- Vents · warm volcanic chimneys glowing in the dark, where fish set out from the outpost. Its expedition station lists every find a fish can bring back from here.
- Trench · the dark deep at the reef's edge, where fish set out from the diving bell. Its expedition station lists every find a fish can bring back from here. Long trips bring home Lantern Moss and Abyss Salt, and a team of three or more can find Abyss Glowstone. More in [Expeditions](https://fishies.lol/wiki/mechanics/expeditions).
- Vents · warm volcanic chimneys glowing in the dark, where fish set out from the outpost. Its expedition station lists every find a fish can bring back from here. Long trips bring home Ember Kelp and Vent Minerals, and a team of three or more can find Ember Opal. More in [Expeditions](https://fishies.lol/wiki/mechanics/expeditions).
- The Temple · Inside the sunken temple, where the first light is kept.
## Swimming place to place