Fishies 0.8.8

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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