RESIDENT & DEED ROADMAP
Know who unlocks
your next town system
Mark visitors, spending, friendship and buildings. The roadmap saves locally and surfaces the next resident whose requirements are closest to complete.
HOW MOVE-INS WORK
Four checks matter
FOUNDATION
Fletch
Licences, deeds and town progressFletch is permanent from the start and controls the systems that let every other resident settle.
FIRST SHOP
John
General goods and sellingJohn visits after the Visitors Site is placed and continues returning until he moves in.
Requirement: more than 15,000 Dinks and more than 0.25 heart.
COLLECTION HUB
Theodore
Museum curatorAfter John moves in, speak to Theodore on his first visit. The Museum deed then becomes available; building it moves him in.
FARM ROUTE
Rayne
Seeds, crops and farming gearRayne joins the visitor pool once the island host owns Farming Licence Level 1.
Requirement: more than 18,000 Dinks and more than 0.5 heart.
TECHNOLOGY
Franklyn
Inventions and vehiclesFranklyn can visit after John moves in. Selling Shiny Discs contributes to his spending total and unlocks commissions.
Requirement: more than 190,000 Dinks and more than 0.75 heart.
ANIMALS
Irwin
Livestock and animal careIrwin only visits after Handling Licence Level 1, which follows Farming Licence Level 1.
Requirement: more than 25,000 Dinks and more than 0.5 heart.
TOWN DESIGN
Melvin
Furniture and decorationMelvin enters the visitor pool only after the player's Tent has been upgraded into a House.
Requirement: more than 800 Dinks on floor stock and more than 1 heart. Catalogue purchases do not count.
CUSTOMISATION
Sally
Hair and appearanceSally starts visiting after the island reaches five permanent residents.
Requirement: at least 10,000 Dinks and at least 1.25 hearts.
