The Last Fisherman: Fish, Boats and Gear
A reference to everything you can catch and buy in The Last Fisherman. Prices are in coins. The numbers come from the game's own data and match the current version.
Fish and catches
Species live in different kinds of water: coastal shoals, kelp edges, rock shelves, cold currents and deep water. Rarer fish are heavier, fight harder and are worth more.
| Species | Rarity | Weight (kg) | Where to look | Notes |
|---|---|---|---|---|
| Silver Mackerel | Common | 0.4–1.8 | Coastal shoals, kelp edges | Schools; can be netted |
| Atlantic Herring | Common | 0.2–0.9 | Coastal shoals, cold currents | Schools; can be netted |
| Striped Sea Bass | Uncommon | 1.5–6.0 | Rock shelves, kelp edges | The Ghost-Weave net can take it |
| Red Snapper | Uncommon | 1.0–4.5 | Rock shelves, kelp edges | The Ghost-Weave net can take it |
| Lantern Shoalfish | Uncommon | 0.3–1.2 | Deep water, cold currents | Glows; from chapter 7; can be netted |
| Mahi-Mahi | Rare | 4–12 | Deep water | Jumps during the fight |
| Yellowfin Tuna | Rare | 8–35 | Deep water, cold currents | Long, fast runs |
| Giant Halibut | Rare | 10–45 | Rock shelves, cold currents | Heavy dead weight; from chapter 5 |
| King Crab | Rare | 2–7 | Rock shelves | Clamps on; release to break its grip; Ghost-Weave can net it; from chapter 6 |
| Swordfish | Epic | 25–90 | Deep water, cold currents | Thrashes hard |
| Ghostfin Marlin | Legendary | 60–180 | Deep water | The rarest and toughest fight in the game |
| Old Boot | Junk | 0.7–1.2 | Rock shelves, kelp edges, open water | Not food |
| Message in a Bottle | Junk | 0.4–0.6 | Kelp edges, open water | Not food |
Tip: early orders are about weight, so netting schools of mackerel and herring near the coast is the quickest way to fill them. Later orders need several species, so you'll have to visit rock shelves and deep water.
Boats
| Boat | Price | Top speed | What it is |
|---|---|---|---|
| The Old Wooden Boat | Free | 3.3 knots | Jim's 3.6 m oak starter boat, driven directly from the deck. |
| Coastal Skiff | 620 | 13.6 knots | A 4.2 m aluminum hull with a small tiller outboard: more speed and range for coastal runs. |
| Sea Serpent | 1,600 | 17.2 knots | A 4.65 m runabout with a steering console. |
| Reefrunner | 2,600 | 24.1 knots | A 6.6 m center-console boat with twin outboards, a shaded helm and an open aft casting spot. The fastest boat in the fleet. |
| Northstar | 3,600 | 15.2 knots | An 8.2 m working fishing vessel with an enclosed helm, an open stern deck and broad, steady turns. |
| Tidekeeper | 5,200 | 16.7 knots | A 10.6 m island workboat with a sheltered forward helm and the largest aft fishing deck. Slower to accelerate, with wider turns. |
Reefrunner, Northstar and Tidekeeper moor at the Deep Water pier on the seaward side of the harbor. They have separate helm and aft fishing stations; press V while stopped, with your line stowed, to switch between them.
Rods
Rods change three things: how long you wait for a bite, how fast tension builds during a fight, and how quickly you reel.
| Rod | Price | Character |
|---|---|---|
| Driftwood Rod | Free | Jim's father's rod. Balanced, with no bonuses. |
| Graphite Pro | 180 | Light and fast: +25% reel speed. Affordable right after Mara's supper run. |
| Tidemark Coast | 310 | Quicker bites (−26% bite wait) with a light blank. |
| Surfglass | 440 | Forgiving glass: −12% tension and +5% reel speed. |
| Deep-Sea Master | 560 | A big-game rod: −22% tension climb and +10% reel. |
| Stormline | 940 | Controlled drag for powerful runs: −38% tension, but slower cranking. |
| Ghostfin Legend | 1,200 | −30% bite wait, −25% tension and +20% reel. |
| Bluewater Chaser | 1,850 | +48% reel speed for surface chances, but tension climbs faster. |
| Abyss Heavy | 2,400 | Very forgiving pressure control: −48% tension. |
| Horizon Custom | 3,300 | The best all-rounder: faster bites, quicker reeling and steadier drag. |
Hooks, nets and bait
- Bronze J Hook (free): simple and reliable.
- Forged Circle Hook (80): tension climbs 15% more slowly while a fish runs.
- Silver Feather Lure (220): cuts bite waiting by 20% around coastal schools.
- Hand Net (free): 6 throws, up to 4 small fish per haul.
- Weighted Trawl (250): 9 throws, up to 6 small fish.
- Ghost-Weave (760): 12 throws and up to 8 fish. It can also take medium species: sea bass, snapper and even King Crab.
- Worm bait: toggle it with B. Nets and cancelled casts don't use any.
A sensible upgrade path
- Spend your first delivery money on the Graphite Pro or a Forged Circle Hook so you lose fewer fish.
- Pick up the Weighted Trawl to fill weight orders faster with coastal schools.
- Save for the Coastal Skiff to reach rock shelves faster, then a rod like Stormline or Surfglass for bigger fights.
- Before the multi-species chapters, buy Reefrunner for speed or Northstar for a proper working deck, and head for deep water.
New to the game? Start with the beginner's guide.