Heavyweight Fishing Progression Guide: Cash to Endgame
The island ladder
The game never states an island order, but the rod sellers do. Each island’s stock sits in a strictly higher price band than the last, which gives an unambiguous progression:
| # | Island | Rod price band |
|---|---|---|
| 1 | Beginning Isle | 100 – 2,000 |
| 2 | Bamboo Isle | 5,000 – 60,000 |
| 3 | Fallout Isle | 100,000 – 200,000 |
| 4 | Sovereign’s Isle | 250,000 – 1.5M |
| 5 | Perch Isle | 1.5M – 4M |
| 6 | Frost Isle | 5M – 8M |
| 7 | Coconut Isle | 10M – 20M |
| 8 | Amber Isle | 60M |
Battlefield Isle and Mistpeak Isle have no rod seller. Battlefield is the endgame skill island — Sage Yijiu’s five-quest chain, Giang Lao’s Ascended Taji Art, Lao Ngo and the Blind Grand Angler all live there. Mistpeak has exactly one reason to visit: the Mountain Fish, which drops Mountain Flip at 5%.
The three phases
Phase 1 — Cash (Beginning to Sovereign’s)
Pure rod ladder. Sell everything, buy the next rod, keep Luck above 20 where you can. The only decision is skipping the Alloy Rod and Grandmaster Steel Rod as Luck downgrades. Ends when you can afford the 1M Grandmaster Golden Rod.
Phase 2 — Weather (Perch to Amber)
This is where the game changes shape. Secret fish are locked to island-plus-weather pairs, and they pay Gems rather than Cash. Gems buy banner summons and pay the 50-Gem crafting cost for the endgame rods.
The efficient route is to farm by weather, not by island. Both Flying Fish spawn in Wind on Perch Isle; Sanguine Fish and Draconic Koi both spawn in Blazing Sun on Amber Isle. One weather cycle, two materials.
Phase 3 — Quests and boss (Battlefield, Fallout)
Sage Yijiu’s chain on Battlefield Isle is the spine of the endgame. It starts with catching five fish of at least 1.5M kg for the Diamond Rod and ends at One Hook Dominance behind 100 uses of Tenfold Convergence. Enzo needs Level 1000 and is the only source of the Execution Orb.
What to spend Cash on after rods
Once you own a 100-Power rod, Cash stops being a rod problem and becomes a merchant problem. The two roaming merchants sell 700M worth of unique goods between them — the Maoshan Rod at 300M, two orbs and two skills at 100–200M each — and they only appear for ten minutes every half hour. See the NPC list for the spawn rules.
After that, the only remaining Cash sink is the Spirit event, at 50M per attempt with a 20% success rate.
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