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Ronikak Bass Marina

Field guide for the night shift

Defender Handbook

Everything you need to know about the three defenders, the two invaders and the nest, explained in plain words.

Your defenders

Heron

Costs 50 shells

The heron waits on its berth and strikes the invader that has swum furthest. One strong hit roughly every second, with the longest reach of the three. Upgrades make each strike much heavier and stretch its reach a little further.

Net

Costs 40 shells

The net does little damage, but it catches every fish in range at once and slows them down for a moment. At full power the swimmers crawl at about a third of their normal speed, which gives every other defender more time.

Otter

Costs 70 shells

The otter dives at the leading invader and splashes everything around it. It attacks a little slower than the heron, but against a tight group of pike it is the best value in the harbour.

Upgrades

Every defender has three levels. Tap or select a placed defender to raise it one level. An upgrade costs a share of the original price that grows with each level, and the small lights under the defender show its current level.

The invaders and the nest

Pike

Fast and thin. Pike make up most of every wave and pay a few shells and points when stopped.

Catfish

Slow but very tough, with almost three times the stamina of a pike. They appear from the third wave on and pay double.

The nest

Every invader that reaches the nest costs one heart. When the last heart is gone the lights go out and the run ends.

Playing with the keyboard

Press Tab to move between berths. On an empty berth press 1, 2 or 3 to post a heron, a net or an otter. On a defender press U or Enter to upgrade it. N calls the next wave, P pauses and Escape clears your selection.

Harbour master's advice

Spend your first shells on two herons near the entrance, add a net before wave three when the catfish arrive, and save for otters once the waves get crowded.