fishies-text/field-guide/en-GB/economy/quests.md
2026-10-26 13:30:17 +03:00

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Quests

The story your aquarium tells, one quest at a time, and the achievements you choose to follow beside it.

A story, in order

Quests are one story that starts with your first egg and grows with your aquarium. Each quest asks for something you were going to do anyway · feed, clean, raise, sell, decorate, visit · and a finished quest opens the next ones. Some wait for a level; they open by themselves when you reach it.

Nothing asks you to buy anything, and nothing expires. There is no claim button: the moment a quest is done it pays its coins and experience, leaves the rail and joins your history.

The rail and the quest window

Up to four quests in progress show as icons down the left of your aquarium, each ringed by how far along it is; the rest wait their turn. Click one to open the quest window.

  • The window shows the story so far, the quests in progress, and each quest's steps and reward.
  • A quest can be taken off the rail from its window and put back later; it keeps counting either way.
  • The star at the top of the rail folds the whole rail away, and your aquarium remembers it.

Tracking achievements

In the Achievements window, the star beside an achievement you have not earned puts it on the rail with your quests, up to three at a time. Its window shows how far along it is and what it pays.

The Achievement tracker switch in the quest window turns the whole tracker off or on. An achievement drops off the rail by itself the moment you earn it.

The Quest Book

Click the quest rail to open the Quest Book. Its pages run along the top:

  • Today: Ollie's board in the Kelp Garden posts three small jobs each UTC day, from places, neighbours, foraging, care and the Workshop. One swap a day is free, and an unfinished job simply goes at midnight with no penalty.
  • Community: one goal for the whole sea each week, such as meals served or materials gathered. It has three tiers, and every keeper who helped at least a little earns each tier the sea reaches. Ollie's board in the Kelp Garden shows the count too.
  • Together: pick a job and ask a friend (a keeper who follows you back) to pair up. Each of you does your half, and you are both paid. Your school's weekly order is here too.
  • Story: Open Water's neighbours and your hearts with each. At three hearts a neighbour's story begins, and Marlo's becomes a quest that sends you round the Shipwreck.
  • Guide: the storyline and its chains, exactly as before.

Talking, bringing and finding

Some quests ask you to talk to a neighbour, bring one a material from your Storeroom, or find something out in Open Water. Hand-ins happen in the neighbour's own place, only what a quest still asks for leaves your Storeroom, and a spot counts once a day.


In the game: https://fishies.lol/wiki/mechanics/quests · Fishies 0.8.10

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