The Keeper's Handbook

The Tidewatch knowledge base — keep the light burning, survive the night.

🦀 Monsters

Every monster can be beaten, and every monster drops loot — the tougher the monster, the better the tier, and loot grows +25% every 10 nights (up to double). Monsters never take more than 1 heart per hit.

MonsterFirst nightHow to beat it
Fog Crab1Bonk it to flip it onto its back (2.5 s). Hits while flipped don't count; the 3rd flip defeats it. 25% chance of a Fog Crab Hoard find. Fog Crabs never flee from light — a crab caught in the beam steps just past the edge and comes back.
Shellback5An armored Fog Crab (dark slate shell, barnacles, red eyes). Takes 2 extra flips and moves faster, but has a 50% hoard chance and carries better treasure. Their share of the crab swarm grows each night, up to 25%.
Driftwood Golem5Wades ashore and walks straight for the lighthouse, pushing through walls. It raises an arm before it slams (1 heart + a shove) — dodge the slam. Light dries it out: keep it in lantern, torch or lighthouse light (faster near lanterns), and knock wet bark off with Bonker/Slinger hits. Dry Golems catch fire and flee to the sea, paying out loot. None appear on Calm or Tidemaw nights.
Glowfish3They dim lanterns and hunt keepers who are alone. First hit scatters them, second hit pops them. Stick together — two friends close by scare them off.
Lamp Moths—They land on the lighthouse lamp and drink its oil. Two Bonker/Slinger swats puff them to dust for the night. They never take hearts.
Barnacle Brute8Light doesn't scare Brutes. Flip it, then flip it again to beat it — everyone who helped gets driftwood and a Hoard find at better odds. Watch for the two-claw raise: that's your dodge window. A Brute Bell upgrade slows them.
SharksShallowsA hunting shark circles for a moment (watch the fin), then lunges at where you're swimming. 3 bonks from a pier or boat — or Slinger shots — drive it off for the patrol, often leaving a shark tooth.
MossbackJungle caveSee below — the big neighbor has his own rules.
Old Tidemaw10See below.
Pirates25See the Crew Chest section under Building.
FoglingsFinch IsleLittle puffs of living fog. A touch costs a heart, but a bonk, a Slinger shot or lantern light within 7 studs pops one into sea glass.

🌊 Old Tidemaw

The oldest thing in the sea. Tidemaw rises first on night 10, then every 3–5 nights at random — the morning before, the sea goes glassy and still and Marlo warns you. Don't follow its golden lure (it tugs swimmers toward it and snaps at 6 studs: 1 heart and you're flung home). Waves roll in about every 30 seconds, each costing the lamp 8 oil and shrinking the light. To drive it off, light the Three Fires — Elias's old signal fires on the beach. Driving it off pays pearls, coins, supplies and a shot at the Tidemaw's Treasures find set (its Scale, Tooth and Lure-Light Pearl).

🌿 Mossback, the big neighbor

Mossback lives in the jungle cave. He charges and throws — hearts stay at 1 per hit. But Mossback remembers how you treat him:

Monsters get tougher

As nights pass: Fog Crabs take +1 flip every 8 nights (up to 5), Brutes take +1 hit every 10 nights (up to 6), Tidemaw's waves come sooner each visit, and Mossback shows up more often after night 12. A dusk notice tells you when something has gotten tougher.