Card album - Every fish, insect, frog and find of the lake has a card, 44 in all, photographed in the game. The notebook pages are now an album with a numbered place for each, and the rare ones are on holo foil. The card you look at tilts with the mouse and turns over when you click it.
Fishing from the dock - Sit at the end of the dock, or on 8 new spots along its sides, and keep fishing. Look out over the water and press E or 4.
Fish prints by hand - Hold up a catch and press R to lay Terry's rice paper over it, then rub it with the mouse. The Old Fellow prints in gold.
Gestures - Hold B to see every gesture and its key. Press 6 to open your arms for a hug, and Terry hugs back.
Building together - Press G on a friend's card to invite them to build at your cabane. Every board they nail has their name on it.
Visiting - Knock on a friend's shut door and they are told who it was. You can also leave today's flower at their sign.
Crosscut saw - Terry's saw comes with the hatchet (F). A friend takes the other handle with E and you pull in turns. The tree comes down twice as fast and you both get the boards.
Regatta - Push off two boats at the same time and they race across the lake. The first one in wins.
Archery - With others at the range, you take turns shooting rounds of three arrows. The best round wins.
New in the catalogue - A hammock, a bell, a zipline and a pulley with a bucket. Anyone can ring your bell, and you are told who did.
Walnut trees - The round trees standing alone in the grass are now walnuts. Their boards are dark brown.
Cabane page - Your notebook draws your cabane in pencil, board by board. It keeps up to three, one standing at a time.
Swans and gulls - Most nights a swan sleeps on the bank, and one has three cygnets that ride on her back. A gull lands on the newest thing the lake left on your beach.
Four-leaf clover - Each day one sprig near the camp has four leaves. Look at it up close to pick it.
Picnics - Ants and a sparrow come for the crumbs, and a wasp for the jam (wave with 1 to send it off). Pick blackberries by the archery range and pass them round with F.
Storms - Sit out a storm under a roof and it goes in your notebook. A photo taken on a flash catches the lightning, and the fish bite better that evening.
Map and lanterns - Find every secret and Terry draws you a map of the valley. His lantern wish can now be done with a friend, two lanterns side by side.
Settings - The notebook has a settings page: music and lake volume, camera speed, walk or run, where the fishing text shows, and a switch for camera shake.
Things to wear - You can earn swim trunks and the camp scarf, tuck a feather or a flower in your hat, and wear up to three friendship bracelets. Your rod's cork darkens with every catch, and your hat's brim frays over the days.
Boats - A boat left where it landed is back on the camp beach the next morning. Press R before pushing off to set the rudder.
Gifts - Terry now hands you his things himself. He calls you over, gets up and holds them out, and you take them with E.
Terry's house - Rebuilt with a real window and shutters, a box of geraniums, a plank door and a hurricane lantern on the porch.
Souvenirs - F opens a sheet with all your souvenirs. Click one to take it in hand.
Holding things - The rod, net, camera, rope and everything else sit properly in your hands. No more twisted wrists.
Camp tree - It no longer jumps to a new size when the host changes.
Necks - The s&box update of 13 October gave everyone a neck. Terry and the campers have their old look back.
Bug net - Grass no longer shows through the net.