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Arsenal & Lures — Every Weapon and Lure in How to Fish

Every weapon and lure in How to Fish with costs, roles and field notes — plus the upgrade order that actually scales from Island 1 to Island 5.

8/29/2026 v1.0.9 Last updated: 10/2/2026 4 min read

FAQ

What should I buy first in How to Fish?
The bright spinner lure, then the second grill slot, then the shotgun. Full upgrade order is in the Arsenal & Lures guide — the short version is lures pay for weapons, never the reverse.

What is in the How to Fish gun cabinet?

Six tools of indoor-outdoor marine conflict. Note what’s missing from this table: a reason to buy them before your lures and grill. Guns convert catches into chips; they do not create catches.

Weapon Cost Role Field note
Starter Pistol Free Emergency sidearm Yours at the Island 1 dock. Loud, weak, loyal.
Shotgun $180 Swarm answer Wide cone, short temper. The Island 2 purchase.
SMG $340 Sustained fire Leech drones and flying-fish schools. Rewards trigger discipline.
Assault Rifle $720 Precision Mid-air calls at range and Island 3+ duels.
Dynamite ×3 $150 Area denial Fishing, if you hate fishing. Never stacks with trick shots.
Harpoon Gun $950 Boss utility Pins big fish for the reel. The Reef Tyrant hates it here.

What does every lure do?

Lures are the real economy of How to Fish. Each one unlocks a family of species — which means each one is an income unlock before it is a fishing preference. The per-species pairings are in the fishipedia.

Lure Cost Effect Best for
Basic Hook Free No modifiers Sardine, herring, whatever is desperate
Bright Spinner $45 Bite rate up on schoolers Mackerel, bluegill, first-day income
Worm Ball $60 Bounces with the current Mudskippers and tide-pool tricksters
Meat Chunk $80 Predator aggro Piranha, catfish, post-swarm windows
Feather Rig $120 Spooks schools upward Flying fish — the trick-shot economy
Steel Leader $140 Stops line cuts Sharks, turtles, anything with teeth
Glow Lure $160 Lights up night feeders Anglerfish, lantern squid, night cycles
Deep Troll Rig $260 Long-drop line Swordfish, manta rays, the Abyss floor
Golden Hook $600 Drip-tier attraction Drippy urchins and high-roller payouts
Mythic Lure $2,000 Summons endgame spawns Comet tuna, leviathan fry, ghost marlin

What is the upgrade order that actually scales?

The shop sells everything from day one, which is exactly how it gets you. The community-tested order:

  1. Bright spinner ($45) — cheapest bite-rate multiplier in the game.
  2. Second grill slot — food security is DPS security. The hunger math is in the cooking guide.
  3. Shotgun ($180) — the Swarm’s leech waves are unmanageable without it.
  4. Feather rig ($120) — unlocks flying fish, where trick-shot money lives.
  5. SMG ($340) — sustained fire for drones; the shotgun’s reload gets someone killed.
  6. Steel leader ($140) — before Island 4, unless you enjoy re-tying lines mid-shark.
  7. Assault rifle ($720) + deep troll rig ($260) — the Island 3/4 dueling combo.
  8. Golden hook ($600) — the drippy urchin trade funds everything after this.
  9. Harpoon gun ($950) — boss utility; one charge per voyage, so make it count.
  10. Boat engine — a luxury until the map gets long, which is exactly Island 4.
  11. Mythic lure ($2,000) — the endgame key. Everything else is cosmetics.

Lines, traps and the boring drawer

The shop’s third shelf sells line upgrades, traps and bait bulk packs. Most of it is skippable — except three items the community treats as mandatory:

  • Insulated line (Island 2) — electric eels otherwise cost more in reel durability than they pay.
  • Tide pool trap (Island 1) — crabs sell steadily while you do literally anything else.
  • Reinforced trap (Island 5) — the Abyssal King Crab needs two crew and this trap, or it needs a new boat.

Everything else in the drawer is bait bulk, which is fine value and zero fun to manage. Buy the 20-pack, forget about it, and spend your attention on the fish that actually fight back. When those fights are bosses rather than fish, the boss guides cover which gun each one punishes you for skipping.

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