- Route stage
- Lighthouse
- Free pool
- Brown Crab / Shrimp
- Purchased bait
- Hot Dog
- Quest bait
- Empty Beer Can
Base equipment prices, damage and catch pools: Patch 1.0.10 reference. These figures are not a new playtest of the latest release.
One rod, three useful setups
The Crab Fishing Rod covers the opening shell-creature catches and the first story boss. Change the bait to change the task: rebuild a small budget without bait, target the Hot Dog pool for higher base values, or equip the keeper’s Empty Beer Can when ready for Spider Crab.
| Setup | Recorded catches | Purpose |
|---|---|---|
| No bait | Brown Crab, Shrimp | Starter money and combat practice |
| Hot Dog ($1) | Rock Crab, Lobster | Higher-value routine shell catches |
| Empty Beer Can | Spider Crab | Lighthouse story progression |
Build a repeatable starter routine
Choose a landing area with space to handle the catch, finish it with the equipment you can use reliably and sell only what has no immediate food or quest role. A small repeatable loop is enough to fund the early essentials; there is no need to finish the whole collection before leaving.
Brown Crab and Shrimp have recorded base values of $3 and $5. Hot Dog outcomes rise to $7 for Rock Crab and $9 for Lobster, before sale modifiers. Use the comparison to set a practical earning target rather than assuming each cast produces the best result.
Check the bait before the story cast
Give the Lighthouse Keeper a Beer, keep the returned Empty Beer Can and attach it for Spider Crab. Prepare combat supplies and inventory room first. After the fight, return the quest shell for the Boat Keys and obtain the $10 Radar before sailing.
The later Fishing Rod opens the regular fish and tiered-lure route from Forest onward. Keep the two rods distinct when returning for a missing creature; a familiar-looking bait setup on the wrong equipment will not serve the same reference pool.







