The Keeper's Handbook

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

📚 Story & Finch Isle

The story follows the journal of Elias Finch, the lighthouse keeper who came before you. Finishing chapter 6 earns you Elias himself as a keeper.

ChapterTitle
1Keep It Burning
2Hold the Line
3The Marigold
4The Three Fires
5The Big Neighbor
6Past the Fog (reward: 10 pearls, title "Friend of Elias")
7Finch Isle (reward: 12 pearls, title "Finch Islander")

Goals remember what you've already done — in the run you're playing. If a goal asks for something you did earlier in the same run, it ticks off right away.

Finch Isle

Past Fog Rock lies a second island, hidden in fog. Nothing of it exists until someone in your crew is on Chapter 7, past its first goal — then a lantern-buoy lane lights the way from Fog Rock. The landing beach is open at once (Elias's old camp, his logbook, 3 dig spots), and the fog lifts zone by zone as your crew survives nights after your first landing: Jungle Path +3 · Tide Caves +6 · Cliffs +10 · Old Ruins +15 (the Finch family chest pays 3 pearls, once per player per day) · Summit +25, where a broken lighthouse waits. Foglings drift in its fog — pop them with a bonk or lantern light for sea glass. Sail home before dusk: the warning is real.

Night events

Some nights carry an event: a Calm Night, a Low-Tide Night (night 4+ — the shallows slide out 32 studs, 8 bonus dig spots open, and crabs come in bolder), and other surprises the fog keeps to itself.