Required for the camphor-hull sloop setup used by the current money-making route.
Deep Sea Trawling for Yellowfin
Follow yellowfin shoals with a two-net sloop, keeping one crewmate on the helm and another on a net while the player works the second net.
SailingProfit, XP and account fit
Requirements
Mandatory and recommended are kept separate
Hard requirements
Required for the yellowfin shoal route.
Needed to keep pace with the moving shoal.
One is worked by the player and one by a crewmate.
Assign one with at least Helmsmanship 3 to the helm and another to the second net.
Recommended
Provides a documented crewmate option, with Jenkins tied to Dragon Slayer I.
Supports the moving trawling route.
Carries fish crates and reduces unloading interruptions.
Optional bait improves catch yield when used through the appropriate chum facility.
Leaves room for loose fish and repair kits.
Location and access
Deepfin Point
Sail to Deepfin Point and locate the moving yellowfin shoal. The shoal passes pygmy krakens, so keep repair and survival space available.
Load empty fish crates in the cargo hold, leaving free spaces for repairs and loose catches before assigning the crew.
Gear progression
Only equipment that changes this method
Yellowfin trawling sloop
SailingUse two cotton nets and a hull fast enough to stay with the shoal.
- Sloop
- Camphor or better hull
- Two cotton trawling nets
- Wind or gale catcher
- Large cargo hold
Longer trawling session
SailingBalance crate count against repair and loose-fish space.
- Empty fish crates
- Teak repair kits
- Fine fish offcuts
- Ice cooler for returned crates
- Bank or unloading route
Recommended inventory
Adjust quantities to your trip and risk plan
Method
A repeatable practical cycle
Install two cotton nets, a camphor or better hull, wind support and a large cargo hold.
Put a Helmsmanship 3 crewmate on the helm and a second crewmate on one net.
Work the second net while keeping the ship beside the yellowfin shoal and responding to hazards.
Let empty crates fill from the cargo hold and repair the ship before damage interrupts catches.
Bank the catch, recharge returned crates and measure actual fish per hour before scaling supplies.
XP vs profit
What changes the tradeoff
Sailing XP is based on the reference catch rate of 1,100 fish/hr. Clicking the net each tick can improve catches, while following random events or losing the shoal lowers both XP and loot.
Profitability
Wiki reference plus your assumptions
Expected profit depends on market prices, pace and the Wiki method assumptions.
Missing assumptions are not treated as zero.
Common mistakes
Method-specific checks
Treating the method as a normal stationary Fishing spot
Using a hull that cannot keep pace with the shoal
Filling every cargo slot with crates and leaving no repair space
Using the one-tick interaction rate without performing the extra clicks
Useful upgrades
Improvements that affect this method
Provides the documented minimum speed for the method.
Lets the player and crew fish simultaneously.
Extends time between unloading.
Reduces time lost when the shoal changes direction.
Guide status and data source
Guide facts have been researched against reliable game and Wiki information. The Wiki Estimate uses current market inputs when available, while the calculator remains controlled by the player.
Mlux test: Not published