fishies-text/field-guide/en-GB/world/open-water.md
2026-10-15 19:06:02 +03:00

61 lines
6.6 KiB
Markdown

# Open Water
_Swim out as one of your fish and meet other keepers._
## A sea you share
Open Water is a shared place where you swim as one of your own fish and meet other keepers in real time. Back home, your aquarium stays safe and keeps growing.
It's still in beta, and more places will open as the reef grows.
## The ocean map
The Map opens on a painted ocean map. Home marks your own aquarium, the Kelp Garden and the Shipwreck take you out to Open Water, and the [Coral Neighbourhood](https://fishies.lol/wiki/mechanics/explore) opens other keepers' homes.
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.
## Diving in
Open the Map, choose a place and pick the fish you'd like to swim as. Until you've hatched a fish of your own, you swim as a Clownfish. You'll need a username before you travel.
## 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. Up to two fish can be away at once, and adopted and legendary fish stay home.
- Kelp Garden · a coral garden that runs into a kelp forest, several screens wide.
- 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.
- Lagoon · warm, bright shallows of seagrass and white sand, where the oyster bed opens Pearl Catch.
- 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.
- Vents · warm volcanic chimneys glowing in the dark, where fish set out from the outpost.
- The Temple · Inside the sunken temple, where the first light is kept.
## Swimming place to place
Out in one place, every other place is a swim away: open the Map in the corner and pick it, and you travel there with the same fish. Home on the same map swims you back. Your aquarium stays safe and keeps growing while you're out.
## Getting around
On a phone, turn your device sideways to swim.
- Tap or click the water to swim there.
- Hold and drag to steer.
- Arrow keys or WASD work too, and Esc stops.
## Saying hello
Chat with everyone in the same place, or use one of 8 emotes, like a wave or a heart. If you don't move for 5 minutes, you drift back home.
Tap another keeper's fish to open their card, where you can visit their aquarium, whisper or follow. Tap your own fish to see your own card.
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.
---
In the game: https://fishies.lol/wiki/mechanics/open-water · Fishies 0.8.5
This page is generated. Its text lives in [`locales/en-GB.json`](../../../locales/en-GB.json) under `wiki.topics.open-water`; correct it there.