Fishies 0.8.9

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# Halloween
_Trick-or-treating at other keepers’ aquariums while the Halloween party runs._
## Trick-or-treating
While the Ice Shelf’s Halloween party runs, visiting another keeper’s aquarium is trick-or-treating. Your first visit of the day to each aquarium fills your treat bag, and its keeper finds a note in their notifications saying you came by.
The first aquarium of the day gives 6 treats, and each other aquarium you visit that day gives a little less, down to 1. Treats belong to the party: spend them before it ends.
- Each aquarium gives treats once a day; come back tomorrow for more.
- Guests and keepers below level 2 collect no treats; [save your progress](https://fishies.lol/wiki/mechanics/signin) to a sign-in first.
- An aquarium gives treats once its keeper has had their name for a day.
- Treats can’t be sent, sold or kept for the next party.
## The Halloween quests
While the party runs, a Halloween chain opens by itself in your quests: knock on doors, fill your treat bag, collect the Ice Shelf’s pumpkin, place it in your aquarium, buy something from the party shop and visit the whole street. Each step pays coins and XP like any other quest; when the party ends, the steps you have not finished close with it.
The last step also gives the Pumpkin Mask for your wardrobe.
## The party shop
While the party runs, the shop has a Halloween tab. Its few limited decorations cost treats, not coins: Bubbling Cauldron (20), Mossy Gravestone (30), Witch Hat (35), Lantern Gourds (45), Bat Wings (50), Crooked Cottage (60). A piece goes straight to your Storeroom. Pieces bought with treats can’t be sold back.
The Witch Hat and the Bat Wings are wardrobe pieces: each is bought once and goes to your wardrobe, for any of your fish to wear.
## The treat board
Below the party shop, the treat board ranks keepers by the treats they collected; whoever reached a total first stands higher. When the party ends, the top 10 keepers on the board earn the Treat champion badge; it is given the next time they play.
## A pumpkin for everyone
Every keeper who plays during the party up to 1 November, guests included, finds one Party Pumpkin in their Storeroom, once. It is the same pumpkin the Ice Shelf gives, and the two never use each other up.
## The season’s dress
For the whole party the site dresses up: the landing page, the loading screen and your own aquarium turn to night and indigo, lantern garlands and glowing pumpkins light the water, and bats flit overhead. It turns itself off when the party ends.
---
In the game: https://fishies.lol/wiki/mechanics/halloween · Fishies 0.8.9
This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.halloween`; correct it there.

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# Sea folk
_Ollie, Marlo, Captain Shelby and Pip live out in Open Water. Talk to them, make friends and hear their stories._
## Who lives out there
Four wild creatures have made their homes in Open Water. They are not fish you can keep or sell: they live in their places, go about their day, and talk to every keeper who swims up to them.
Ollie the octopus keeps the Kelp Garden in order beside the School Board. Marlo the moray eel watches the Shipwreck from a hole in its hull. Pip the hermit crab chats and haggles beside the Market's stalls. Captain Shelby the sea turtle rides a long current round the reef and stops in a different place every week, so look for him on the map.
## Talking
Tap one of them to talk. A card opens along the bottom of the screen with their face, their words and up to three answers to choose from, while the world carries on above it. Tap the card to see a whole line at once or to go on.
Each of them has several conversations: a first meeting, everyday chats that change from day to day, a story and a goodbye gift for good friends. When you swim close they sometimes say something to everyone nearby.
## Friendship and hearts
Every creature counts its friendship with you in hearts, from none to five, shown on their card. The first chat of the day with each of them fills a little of the next heart, and listening well, asking about them and answering their questions, fills a little more, once for each answer.
At three hearts they tell you their story. At five they give you a gift: Marlo's old diving lamp and Pip's deep-water shell go to your Storeroom, while Ollie's knitted scarf and Captain Shelby's cap are kept for your wardrobe. Hearts never change a price, a reward or how your fish grow: friendship is for its own sake.
## The four of them
Ollie is busy, kind and doing eight things at once. She asks what you think of the Garden and gives a tip of the day.
Marlo is gruff and dry and secretly soft. He sees everything from his hole, and if you ask nicely he may say where this week's chest lies.
Captain Shelby is old, slow and full of stories, about the whale who sang, the ice that chimes and the far reef. What he says depends on where he is this week.
Pip talks more than he trades. He haggles over pebbles just for fun, collects shells and is always looking for a bigger house.
---
In the game: https://fishies.lol/wiki/mechanics/npcs · Fishies 0.8.9
This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.npcs`; correct it there.

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@ -14,7 +14,7 @@ The Map opens on a painted ocean map. Home marks your own aquarium, the Kelp Gar
Places that only carry a name are still uncharted. Tap a place to open its card: how many keepers are there, what is waiting for you (a party gift, the treasure, a lost tablet, your Arena time, a fish on an expedition) and a button to swim there. The strip along the top lists what is waiting for you today.
On a phone held sideways the whole map fits the screen, with the chosen place's card beside it, so there is nothing to scroll; the pictures over each place show what is waiting there.
On a phone held sideways the Map has a wider chart of its own, with the places in two rows across the whole screen. Tap a place and its card opens over the map, on the side away from it; close the card to see the whole map again. The pictures over each place show what is waiting there.
## Outings
@ -61,6 +61,16 @@ Tap another keeper's fish to open their card, where you can visit their aquarium
Playing Pearl Catch or racing in the Arena counts as being there, and a round you have started stays open even if you drift home, so you can still hand it in. Looking at another app for under a minute keeps your place, and if the game is updated while you are out, you swim back to the same place by yourself.
When you are alone in a room, the place's wild fish drift over to keep you company. If more keepers are in another room of the same place, a note under the place's name says how many, and Swim over takes you to them; when nobody else is in your place at all, it points to the busiest place instead. Only real keepers are ever counted.
## Golden shoals
Now and then a golden shoal swims through one of the places for a few minutes, and every keeper in the game hears about it, with a button to swim there. Swim into the glittering fish while it passes to catch sparkle scales, a rare crafting material, a handful each per shoal. They go to your Storeroom, and the Workshop bench can use them as a rare material.
## Foraging
The Lagoon, the Shipwreck, the Kelp Garden, the Ice Shelf and the Ruins each have three spots to forage, with a twinkle on them. Swim up to one and tap it once per bite: after six to eight bites it gives its material (shells, driftwood, kelp fibre, ice crystals or stone shards) to your Storeroom and stands bare for six hours while it grows back. Your spots are your own, so nobody takes them from you.
---
In the game: https://fishies.lol/wiki/mechanics/open-water · Fishies 0.8.9