DREDGE
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Dredge 100% Guide on Everything GER|ENG
作者: Draven
[ENG]:
Hello, this guide will show you nearly everything that you need to know about Dredge. The explained Story looks big at the first glance but you can just skip it if you are not lore-interested.

[GER]:
Moin, dieser Guide wird euch nahezu alles zeigen, was ihr zu Dredge wissen müsst. Die Story, die ich in 3 Abschnitten erkläre sieht natürlich nach viel aus aber die könnt ihr natürlich auch rechts durch die Überschriften überspringen wenn ihr nicht an der Geschichte interessiert seid.
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Intro [ENG] & [GER]
[ENG]
Hello challenge-seeking Fishermen that lurk in the beatiful, wonderfull seas of Dredge.
Optimistically I present a full guide, that covers nearly everything u need to know about Dredge.
It contains a guide on all the Achievements, every quest, every "secret Item", the complete encyclopedia with all abberations, my personal ship loadout as well as some Strategies => and every Info is supported by pictures to visualize it.

[GER]
Petri Heil Herausforderungssuchende Fischer die sich hier in den wundervollen Wellen von Dredge wiederfinden.
Ich presentiere euch hiermit einen kompletten guide, der nahezu alles beinhaltet, was für Dredge nützlich sein könnte.
Unteranderem beinhaltet es einen Guide zu allen Achievements, jeder Quest, jedem secret Item, eine komplette Enzyklopädie mit allen Annomalien, mein persönliches endgame Schiffsloadout und einige Strategien fürs allgemeine Gameplay => Jede Information wird durch Bilddateien gestützt, die zur visuellen Darstellung beitragen sollen.
[ENG] DLC-Achievements
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[ENG] Achievements (1/3)
Fishing-related
Careless Harvesting: [1]

• Just throw out 25 fishing pots
• Available at the fishmonger after researching it

Lives for Profit: [2]

• Sell so much fish that you made $2500 Profit

Cash for Gold: [3]

• Sell so many trinkets that you made $1500 Profit

Unwanted: [4]

• Hold Z-Button when hovering over a fish 25 times

Trapped by These Walls: [5]

• Catch 100 Crabs with your crab pots
• Throw out some traps and sleep 3-4 Days, pick them up, repair them, repeat


Tangled in This Web: [6]

• Catch 150 fish in trawl nets

Lifted From the Deep: [7]

• Catch 250 fish using rods

Master Angler: [8]

• Catch every normal fish variant
• I’d suggest Visiting the Encyclopedia-Tab

Aberration Attractor: [9]

• Catch every Abberation form of every fish
• I’d suggest Visiting the Encyclopedia-Tab

Story-related
Introductions: [10]

• Complete the first Quest

The Key: [11]

• Hand the first Relic [Key] to the Collector at Blackstone Isle


The Secret: [12]

• Hand the second Relic [Music Box] to the Collector at Blackstone Isle


The Bond: [13]

• Hand the third Relic [Ring] to the Collector at Blackstone Isle


The Chains: [14]

• Hand the fourth Relic [Necklace] to the Collector at Blackstone Isle


The Moment: [15]

• Hand the fifth Relic [Pocket Watch] to the Collector at Blackstone Isle


Unshackled: [16]

• Accept the Quest of the Collector after handing in all five Relics [Bad Ending]

Sated: [17]

• After handing in all five Relics to the Collector do not accept the Quest and go to the old Mayor at P10 on the map. After talking to him visit the Lady from the Lighthouse in Greater Marrow and sail where the light from the lighthouse shines at [Good Ending]

Ability-related
Cruel Heat: [18]

  • Keep your Haste burn meter above 50% for 10 seconds


Dimensional Bypass: [19]

  • Traverse a long distance using Manifest
  • For me it worked after using Traverse at Ingfell

Banisher: [20]

  • Banish 10 Threats
  • I just banished the blind yellow giant in Devil’s spine 10 times
  • After banishing him I slept until the next day for 10 days

Unsustainable Fishing: [21]

  • Use Atrophy on a fishing spot long way away
  • I just sailed away from the islands, searched a fishing spot in the distance and the ability said “No Victims nearby” so I sailed a bit closer until it worked

Shrine-related
Servant of the Shrines: [22]

  • Solve all fish shrine puzzles
  • There are four different shrines
  • The purple “?” signalizes a shrine spot:
  • The Marrows Shrine requirements: [2nd & 3rd Picture below]
    -> Demands 5 cods
  • Gale Cliffs Shrine requirements: [4th & 5th Picture below]
    -> 1 Decorator crab, 2 Rock crabs
  • Stellar Basin Shrine requirements: [6th & 7th Picture below]
    -> 1 Bronze Whaler, 1 Blacktip Reef Shark, 1 Hammerhead Shark, 1 Ghost Shark
  • Twisted Strand Shrine requirements: [8th & 9th Picture below]
    -> 1 single aberrant fish no matter which one














Dock-related
Safe Havens: [23]

  • Visit every dock in the game
  • There are 19 docks that count to this achievement but only 15 of them are marked on the map via little black dots as well as the name of the Dock. The other 4 “Docks” are just campsites marked on the map below

Greater Marrow:

Little Marrow:

Blackstone Isle:

Steel Point:

Dusty Pontoon:

Ingfell:

Ruins:

Research Outpost:

Starlight Pontoon:

Old Fortress:

Rickety Pontoon:

Camp:

Ancient Temple:

Charred Pontoon:

Ancient Ruins:


Campsites:
Gale Cliff, O2:

Between Gale Cliff and Stellar Basin, J3:

Twisted Strand, F15:

Devil’s Spine, P10:

[ENG] Achievements (2/3)
Quest-related
Providence: [24]

• Complete all side quests. One way or another
• Complete every Quest in Dredge, there are currently 21 Quests on the Board (See below)

The Marrows:

A Fresh Start:
  • Introductory Quest, meet the fishmonger and Shipwright in Greater Marrow
    Grotesque Fish:

  • Catch any aberrant fish-form, bring it to the fishmonger, return the Handkerchief to the Collector on Blackstone Isle

Caught to Order:
  • There are 4 different orders from the Fishmonger:
    1. 1 Flounder (Shallow), 1 Eel (Shallow)
    2. 1 Squid (Nighttime), 1 Black Grouper (Nighttime)
    3. 1 Common Crab (Crab pots in Marrows), 1 Fiddler Crab (Crab pots in the Marrows)
    4. 1 Aberrant fish

A Place to Rest:
  • Gather 2 Lumber and 2 Scrap parts, from dredge-spots and deliver them at Steel Point
  • Upon returning to the Builder you are asked to ship the Builder to Steel Point

Package Delivery:
  • The Mayor of Greater Marrow wants you to deliver the Package to the Dockworker of Little Marrow

Lost at Sea:
  • Near Little Marrow you’ll come across a dredging point, where you dredge up an engraved belt buckle
    • You then need to return this to the Grieving Father in Little Marrow

Castaway:
  • Looking towards Steel Point from The Marrows, you’ll find the campsite to the right of Steel Point

Craven Courier:
    • There is a little boat located in I10, centralized in the 3 little islands to the left of Steel Point• He will hand you a package in, which you need to return to the Dockworker in Little Marrow

Gale Cliffs:

Hermitage:
  • Return the family crest to the hermit
    • Blow up the blocking debris for the old whaler
    • Transport the Hermit to his Brother in Ingfell

Best Before:
  • Catch a Conger Eel (Nighttime, Centralised in Gale Cliffs)
    • The Conger Eel needs to have the "Rotting" condition.
    • Therefore you need to catch an eel, regularily check its condition until it says "Rotting"
    • (Huge thanks to MasterZoen who corrected my entry via comment section)

Stellar Basin:

Research Assistant:
  • Collect 3 Specimen:
    1. 1 Glowing Octopus (Crab pots or Nighttime)
    2. 1 Firefly Squid (Nighttime)
    3. Aurora Jellyfish (Nighttime, only catchable with Nets)
    • Collect Prototype parts from the Research Outposts, Laboratory and/or Generator
    • Bring these back to the Researcher
    • Get the Repulsion Machine and sail back to the generator
    • This will make the tentacle monstrosity harmless for quite some time
    • Collect 4 Specimen:
    1. 1 Anglerfish
    2. 1 Loosejaw
    3. 1 Giant Amphipod
    4. 1 Snailfish
    • Bring these back to the Researcher

Lost Dog:
  • There is a Dog stranded, near the abandoned tourist residence
    • Just click through the dialogue but make sure to click the first answer at the end, where you pick the dog up

Twisted Strand:

The Bitter End:
  • Eliminate all of the Mind Suckers
    • Locate the Pilot at the Camp, centralized in Twisted Strand
    • He will first ask you to find 2 separate Mortar pieces
    • Next you need to craft 3 different Baits and place them under these 3 contraptions
    • Bait requirements:
    1. 1 Gar, 2 Grey Mullets
    2. 1 Catfish (Nighttime), 1 Grey Mullet
    3. 2 Longfin Eels (Nighttime)
    • Put the bait straight under the 3 contraptions
    • Do not forget to collect the corpse of the Mind Suckers after killing them
    • From now on you can salvage fish at the Pilot to craft bait-buckets
    o Upon dropping them it will create a Fish-Shoal with local species (can be mixed)

Devil’s Spine:

Flames of the Deep:
  • You need to dock at the Ancient Temple located at N13
    • The Fanatic wants you to finish his ritual by lighting up all 3 Statues
    • Make sure to carry some explosives, since there will be some barricades
    • 3 X-Spots will occur on your map and they need the following species:
    • The first is located at O14, therefor you need:
     2 aberration fish (Can be the same)
    • The second is located at Q13/Q14, therefor you need:
     1 Ghost Shark (Abyssal)
     1 Pale Skate (Volcanic)
    • The third is located at P13/P14 and Q13/Q14, northside of Charred Pontoon. You need:
     1 Squat Lobster (Best found in crab pots in a depth greater than 83ft. or 26m)
     1 Spider Crab (Best found in crab pots in a depth greater than 33-82ft. or 11-25m)
    Huge thanks again to @MasterZoen for the detailed info on what you need for the third one.
    • Return to the temple and light up the Statues
    • Watch the Fanatic perform his Ritual and get yourself his Pocket Watch after fading away

Stone Tablets:
  • There are 3 Stone tablets that you need to Dredge up:
    1. The first is located at N14 to the top right of the quadrant
    2. The second is located at P13
    3. The third is located at Q13
    • After dredging all 3 up, head to the Trader in Little Marrow, he has the 4th piece and will craft you the fused stone tablet
    • Head to the Ancient Ruins in O15 and put the fused stone inside the lighthouse

Recording Rarities:
  • The traveling merchant demands you to catch 4 exotic fish
    1. The Oarfish (Sail into the waterfall in Gale Cliffs)
    2. The Gulper Eel (next to the Crater, from the perspective of the Lab in Stellar Basin)
    3. The Goliath Tigerfish (Carry explosives to Twisted Strand, E12 bottom right)
    4. The Coelacanth (Carry explosives to Devil’s Spine, Q12 top left)

Hooded Figures:

  • There are 4 Hooded figures (Marker colour signalizes the colour of the Hooded Figure):
    o Red
    • Demands 1 Cusk Eel, 1 Sailfish, 1 Frilled Shark
    o Violet/Purple
    • Demands 1 Tarpon, 1 Horseshoe Crab, 1 Barreleye
    o Blue
    • Demands 1 Blue Mackerel, 1 Tiger Mackerel, 1 Snake Mackerel
    o Yellow
    • Demands 1 Red Snapper, 1 Fangtooth, 1 Blue Crab


Shadow-Wizard-Money-Gang Pictures (aka Hooded Figures):


[ENG] Achievements (3/3)
Random_actions-related
From the Fog: [25]

  • Hear a Foghorn echo
  • If u see one of these Ghost-Ships in the night just use your honk and the ghost ship eventually honks back

Perfect Packing: [26]

  • Have a full cargo
  • The easiest method in my opinion is to stack some crab pots, sleep like 2-3 days and collect them all. Make sure to deploy them at the port of Greater Marrow since the crabs there take a space of 1x1
  • Maxed out ship example below:

Feeling Prepared: [27]

  • • Install equipment into every slot on your ship
    • Depending on your ship-upgrades, your ship has the following equipment slots:
    1. Light-Slot
    2. Rod-Slot
    3. Net- +Rod-Slot
    4. Engine-Slot
    • You simply need to put a piece of Equipment in every slot

Mixed Results: [28]

  • • Use Mixed Bait to attract 3 different species to a single spot
    • After helping the pilot in Twisted Strand he will convert fish into Bait-Buckets
    • Use this bait and equip it while holding E and just throw it in the water, you’ll eventually get it

Prey Sighted: [29]

  • • Spot a fish of each category through your Spyglass
    • At the Moment you can spy 8 different categories/Shoals with your Spyglass
    1. Coastal
    2. Shallow
    3. Oceanic
    4. Abyssal
    5. Hadal
    6. Volcanic
    7. Mangrove
    8. Dredge
Hull: Improved: [30]

• Upgrade to the 2nd tier hull


Hull: Refined: [31]

• Upgrade to the 3rd tier hull


Hull: Advanced: [32]

• Upgrade to the 4th tier hull


Swift Reaper: [33]

• Have a combined fishing speed of 200%


No Time to Linger: [34]

• Have a combined engine speed of 75kn


Light up the Night: [35]

• Have a combined light strength of 3000 lumens


Researcher: Engines: [36]

• Research all engines


Researcher: Rods: [37]

• Research all rods


Researcher: Pots: [38]

• Research all pots


Researcher: Nets: [39]

• Research all nets


Completion 100%
From the Depths: [40]

• Obtain all other 39 achievements
[ENG] Encyclopedia [1/2]
[ENG] Encyclopedia [2/2]











[ENG] Story explained [1/3]
It’s somewhere around the early 1900s and you find yourself playing as a fisherman, sailing across the open seas to attend your new job as an angler. Although it’s already nighttime and you can barely see what’s in front of you, you continue to sail towards your destination, since the first impression counts the most, right?
The weather gets foggier as you continue your journey but the being a rough fisherman you are little impressed by that and continue. Little did you know that this particular place has some sinister secrets that need to be revealed, when suddenly you notice a silhouette that evidently has the shape of a … Rock? You crashed your boat that night and have no clue where the Rock appeared from, since the maps didn’t mark a rock there and the bright light provided by the lighthouse should’ve revealed the stone earlier.
You are very lucky to crash right next to the little but secluded town called Greater Marrow accompanied by Little Marrow at the opposite.
As mentioned earlier the lighthouse should’ve revealed the places in the Marrows with its light, however the seas of Dredge offer habitations for sinister monstrosities which you will encounter on your journey whether you want or not.
The day begins and you wake up at the port of Greater Marrow, greeted by the mayor who is already familiar with you as their new town-fisherman. He tells you the Date and it’s Monday the first. It seems that in the seas of Dredge there are no months and the habitants on all islands only use Monday to Sunday as well as the time to gain a perception of time. Since your boat is wrecked due to the crash last night the mayor offers you the old fisherman’s boat to start your job and wants you to fish right away. You are about to sail on the open seas when you hear the mayor warning you not to fish late in the night when the fog rolled in.
You thank the mayor for his advice and start sailing. You encounter various fish including blue Mackerels and Cods. Fully loaded you take a look at your watch and it’s nearly 18:00 o’clock signalizing that you should return to the port of Greater Marrow as the mayor has advised. The mayor himself has great news. He let’s you keep the boat, but you need to kind of pay it off of the town by paying paying 500$ you need to earn through fishing.
You get to know the local fishmonger that pays your fish off so you can pay back your depths. He also tells you about special orders coming in quite regularly. You also encounter the shipwright of Greater Marrow, that is able to do all the repairs on your ship and even has the ability to upgrade your ship to an extent. Then you take a glance at the lighthouse, noticing an old lady which you greet but she seems to act a bit strange.. saying there is nothing special about this place wanting you to move on as she leaves. The mayor then gives you your first quest, wanting you to deliver a package to Little Marrow.
It’s day 3 and you make your way to Little Marrow along with the mayors package and deliver it to the local dockworker that is thankful for the delivery but keeps the package’s content a secret. You leave the dockworker and meet Little Marrows trader who would buy old trinkets and valuable goods off of you. It starts getting darker again and you head back to Greater Marrow before night breaks in and the mayor tells you that due to your efforts the town is flourishing which leads to an expansion of the shipwrights offers and services by opening a Dry-Dock.
The next day when reeling in some fish you find yourself reeling in an unusual fish with unusual proportions so you head back to the local fishmonger and hand it to him. He slices the fish open and hands you a strange handkerchief from it’s insides in. It has a strange anchor-motive and is very dirty, probably because of what the fish ate. You encounter a man that spectates you through a window of a cabin and he tells you that he has all the answers you are looking for towards the strange fish and the handkerchief. He Then wants you to visit him on Blackstone Isle which is located south of the Marrows. You ask the mayor about Blackstone Isle and he gives you the information that this small island was sold to a private buyer around 20 years before your arrival. But the mayor himself didn’t meet the buyer once within these 20 years. You then want to get further information about the previous fisherman but the mayor just sais that he was practically useless because he was only heading on the open seas at night returning with less or even no fish and then sleep all day and suddenly, he went out one day… but hasn’t returned to this date.
You suddenly make your way to Blackstone Isle to visit the strange person. Introducing himself as the Collector – collector of arts, artifacts and truths. Within his hands you see a red - rather crimson – book. He appears to still be quite mysterious about him and his house. You hand the handkerchief to the Collector, and he reveals that it belongs to an old ship he is searching for and has been sunken many years ago. Along with this information he wants you to retrieve more artifacts from that ship but those are located in the very Depths of Dredge, so he gives you the right dredging equipment and enhances your ship with the new stuff and you get back to work. In the evening you meet the old lighthouse-lady again and question her about the shipwrecks the collector previously mentioned, and she gives you the location of an old shipwreck near the Marrows, where you immediately head to, dredging your first real artifact – a big golden L-shaped key.
The next day you visit the collector handing him the key in, but it miraculously changes it’s shape and appears to be smaller. The collector then tells you that there needs to be a lock somewhere in the seas of Dredge where the key must fit in – another relic. All the Relics have been carried to other places. The Collector then performs somewhat that’s like a ritual and as he reads from the crimson book you feel empowered. Undocking from the Blackstone Isle’s port you now have the ability to empower your engine, raising your panic and raising the chance of overheating your engine.
While searching for the other Relics you come across some isles, the Gale Cliffs located southeast of the Marrows. The Gale cliffs were used by pirates as a hideout. Nowadays it’s the residence of many sea creatures and the habitants of Ingfell, a little town nearby. Back then Ingfell’s business was dominated by selling whale-goods until the whales disappeared and nearly everyone abandoned Gale Cliff and the only ones left are 3 residents. You speak to the lady which tells you an old tale of a whale-poacher, that went out searching for the whales but found nothing except a scroll which says that eating mutated fish could make you become immortal. This Fisherman was called Magran and he just disappeared.
While exploring the Gale Cliffs you learn that it’s not only a place for a couple of Ingfell residents and smaller fish after you encounter a massive, enormous fish. You then come across a small town next to Ingfell which is used by the Hermit, the brother of the second Ingfell resident a retired whaler. He tells you the story of the Town, that it has been destroyed by the giant serpent that lurks in these waters and asks you to come back with some dynamite to blow away the stone-barricade. Seeking for solutions the Hermit informs you that he has an ongoing dispute with his brother after disagreeing with him towards their parents’ inheritance. However, he lets you know that his brother used to produce dynamite in Ingfell. Since they haven’t talked to each other for years and since the family-crest has sunken into the depths you first need to dredge it out of the depths and return the hermit to Ingfell. The retired whaler listens to the story and forgives his younger brother and lets him stay in his old workshop in Ingfell. The whaler then wants you to blow up some cliffs and
[ENG] Story explained [2/3]
find yourself the second relic – an old oaken music box – which you retrieve to the collector on the same day. As well as the last relic the collector reads from the crimson book granting you the ability to instantly teleport back to Blackstone Isle.

On The next Day you make your way to an Atoll called Stella Basin, located at the southwest of the map. In the past it was infamous for its beauty making it a tourist attraction. Therefor a tourist destination was built on the coral reef. To the north of Stella Basin, you find yourself a huge fort made of stone to scare Pirates away from the atoll and the inhabitants. There is an old research outpost where you dock to and see a generator and a laboratory, but everything is old and dilapidated. After that you head to the stone fort where you encounter a researcher, which once worked in the previously visited laboratory but needed to flee since her lab was attacked by a gigantic monstrosity that now lives within the abyssal crater, centralized in Stella Basin. The Researcher wants you to get some specimen for her to study.
It’s day 33 and you caught the last specimen for the researcher when you see an animal silhouette in the distance. Slowly you get closer and closer until you notice that it’s indeed an animal – a dog to be precise – which has been left there probably after the tourist residence had been attacked by the tentacle giant monster. You pick up the dog and return it to the researcher along with the specimen. She then gives you a device that allows you to fish in the abyssal zones which is exactly where the tentacle monster lives. To partially make it safe to fish in these abyssal zones the researcher also hands you in a device that needs to be connected to the generator and then can be activated. Upon activating the prototype, the monstrosity in the center of Stella Basin pulls back in the depths, allowing you to fish up the rest of the requested samples. While fishing the last samples you are surprised by a jewel encrusted ring. Its appearance fits to the description of one of the Relics the collector asked for.
The next day you use your new ability and magically teleport back to Blackstone Isle where your presumptions should be confirmed. After reading strange words from the crimson book, you now have the ability to banish sinister creatures.
After all these adventurous experiences you take a day off adventuring returning to the Marrows where you sell fish and head to bed. The next day – day 43 – you head to the northwest of Dredge and come across a place called Twisted Strand. Its seas are similar to a swamp, and it’s dominated by large mangroves. You find many shipwrecks and you knew it has to do with the strange fog and night and you are sure that the boats get trapped within the mangroves at night because they behave unnaturally. You explore the Twisted Strand and come along a camp setup where a man, no a soldier is living. Technically he is fighting for survival rather than living. He tells you his backstory, that he is stranded and lives there for quite some time. Apparently, he wasn’t always alone but all of his crew members got killed by creatures which they called Mind-Suckers. The Pilot seeks for revenge to honor his crewmembers and wants to kill the Mind-Suckers with a mortar after trapping them in his self-made contraptions. You first dredge the mortar-barrel and then the mortar-frame before returning to the Pilot again. You then need to catch some fish that would be used as bait for the Mind-Suckers to lure them into the contraptions and kill them afterwards. All 3 creatures get taken out one by one – just like the pilots’ crewmembers. You bring back the remains of the Mind-Suckers and after cutting them open the pilot recognizes something shiny. He pulls it out of the bloody flesh, and it seems to be a necklace. Thankfully he gifts it to you and after resting in his camp this night you teleport back to Blackstone Isle alone next morning. The Pilot decided to stay at the camp since he considers it as his new home, and he doesn’t want to leave his crewmembers souls alone in the Twisted Strand.
Back at Blackstone Isle you visit the Collector once again returning the fourth relic. You know have the ability to harvest shoal of fish.
Its day 63 and you head to the last bigger island, Devil’s Spine. Devil’s Spine has an active volcano, and you find many ancient ruins. According to Greater Marrows mayor the volcano is still active and could erupt any time. You dock at a small port at a ruined island where you see 3 Statues with a bowl and immediately attract the man that greets you. The man is concerned that you are the disciple of the providence which was brought to him as an answer by the depths after calling the depth. You are now part of the trial and act as the replacement of the man which you now call the Fanatic. You see a tattoo on his right elbow showing fish scales. You then remember the Tale from the Ingfell habitant about Magran the fish men. Combining it all you come to the result that the fanatic is indeed Magran the fish man who became mad after finding the scroll. Magran the Fanatic describes your role to act as “Herald of the Purge” and that you are only the successor of the Fanatics mission. You now need to light up the 3 statues with blue fire, so-called stone hearths. After sacrificing plenty different fish to the 3 shrines, you gathered yourself the 3 required fathomless flames. You then place one of them each into the bowls of the statues near the Fanatic and he proceeds with the ritual. He pulls out the fifth relic before fading away. The relic is the only thing left and you take it and head back to Blackstone Isle.

This time you additionally want to know more about the crimson book, but the collector replies that you should remember like you were there when the book was discovered. The collector says that you begged him to forget. You want the collector to hand the book over to you, but he refuses to, so you use your bare fists to get it. But as soon as you touch the Collector, you hear glass shattering on the floor. A big mirror appears, and u discover that the Collector is just a reflection of yourself. You ask yourself what is going on here and then remember the messages in the bottles you collected throughout your journey, and you start reading them.

You seem to be the fisherman which the mayor of Greater Marrow is referring to at the beginning, described as lazy and useless. Only the old lady in the lighthouse remembers you as the old fisherman.
*You read the text bottles*
*December 22, 1926*
Received the sum of fifty [50] dollars and zero [0] cents in exchange for one [1]
silver necklace with emeralds on silver mounting.
Additional Notes: Received a further $3 for custom engraving on reverse of
mounting, customer to return tomorrow [23 December] for collection. Engraving is
to be as follows:
“For J, my shining Star."

*March 6th and 7th 1927*
We are engaged to be married!
He sailed us out to the very center of Stellar Basin to see the lights. We talked for
hours - something we have not done in such a long time - waiting and hoping.
Some time past midnight, as we were growing delirious and hysterical from the
lack of sleep, the aurora shimmered into the skies above. When I turned to see his
reaction, he was already down on one knee.
I cannot even remember what he said, or what I said, but I know that I said yes! The
ring is beautiful, with a span of jewels going right the way around. I cannot take my
eyes off of it.
P.S. I was not sure whether to write this under yesterday’s date, or today's, given
that it occurred at the conjunction of days - but I feel that the news is significant
enough to warrant spanning multiple entries.

[ENG] Story explained [3/3]
*August 20th 1927*
Morning of the second day of the honeymoon - and our first day proper. Today,
we're sailing around the islands and inlets at the back of Greater Marrow. I love the
rocks here; the lagers and colours are so striking.
Furthermore, the fishing is relatively poor in these shallows, so I know he will keep
his hands on the Wheel instead of the rods.
He renamed the boat last night "Julie". He did a fancy renaming ceremony and
everything - I think he took that more seriously than the wedding. Supposedly it's
very important to perform it correctly, lest you want ill fortune to follow the
vessel.
He wanted to throw away everything With the Old name on it, but I kept the
keychain. "Ocean's Riches" was a good name.
I think he has prepared a surprise picnic lunch - I can see the basket half-hidden,
stuffed under a blanket at the front of the cabin. I love it when he tries to be
romantic.


*August 21st 1927*
We had a slight accident yesterday around the shallows at the back of Greater
Marrow - a rock seemingly appeared out of nowhere and struck the front of the
boat. It did not penetrate the hull, but it jostled us around and a few items fell
overboard into the water. We did not see what they were, which is of some
concern, but we believe all important articles are accounted for.
He has been checking over some notes from the boat renaming ceremony. He is
paranoid that he performed the steps incorrectly. I have never known him to be so
superstitious.

*Artifact Manifest*
Vessel: SY Grand Prize
Owner: Mr Michael Schult
Port: Gale Cliffs

Oaken Music Box
Purchased from the antiquarian at Little Marrow for a bargain price. Previously
salvaged from an undisclosed shipwreck. Has the letter J carved on the underside,
otherwise in reasonable condition. Has not been opened for fear of damaging the
mechanism; pending inspection by locksmith.

Wooden Mask
Carved wooden tribal mask. Said to bring good luck, fertility, good health, fortune,
rain and protection from evil spirits. Traded for a pair of socks and a pocket watch
chain.

12 Piece Tea Set
Bone China, 6x cup & 6x saucer. Acquired from an eastern dealer. DO NOT USE.

Jar of Earth
A jar containing earth from a meteor impact Site. Allegedly.


*September 9th 1927*

He still refuses to take me aboard when he is working. He is convinced that I will
find it dull or that the crew will be crass or otherwise intolerable.
Perhaps I am being overly needy. I know he needs time alone...but I am so
desperately bored at home when he is away.
He recently installed some salvaging equipment onto the boat. I think the idea of
pulling up treasure is terribly exciting. I must convince him to let me have a go.

*September 14th 1927*
I have not written in a few days. I have been afflicted with some strange Chill which
conspires to fog mg brain. I cannot seem to keep warm no matter what I do.
[The ink has run from some lines here, and they are illegible.]
While most of what they hauled up was junk, they eventually came up with a large
wooden casket. A hush came over the crew at such a tantalizing discovery. I
remember the next moments with excruciating Clarity.
He pried it open easily. The buckling boards cracked and groaned with relief as
they splintered apart. Crimson Cloth spilled out onto the deck.
The crashing waves rose to fill my ears. I hear them still.
He stared down into the open casket, then turned to me. In his eyes I saw the void.
[The page has been torn off here.]
[ENG] Good & Bad Ending
Bad Ending:

After collecting all 5 Relics and returning them to the Collector – yourself – on Blackstone Isle you head out to the west of Greater Marrow, where you perform the ritual to resurrect your wife. You are successful, your wife is resurrected but at what cost? Cthulhu has awoken as well sleep in depths and destroys the world of Dredge.

Good Ending:

After gathering all five Relics you head to the old mayor and then to the lighthouse-lady who witnessed everything in 1927 as well. You are in belief that throwing the crimson book into the depths would end all the mysterious anomalies in Dredge so you can finally move on with your life. You sail to the point of the incident from 1927 and throw the book into the depths, however a massive Leviathan that always followed you on your journey at a distance comes closer and closer until it finally burst out of the depths to the surface devouring you, your boat and the crimson book. You are now reunited with “J” – your wife – and the strange events stopped in Dredge and the fog is finally lifted.
[GER] DLC-Achievements
[GER] Achievements (1/3)
[GER] Achievements (2/3)
[GER] Achievements (3/3)
[GER] Enzyklopädie [1/2]
[GER] Enzyklopädie [2/2]
[GER] Story erklärt [1/3]
[GER] Story erklärt [2/3]
[GER] Story erklärt [3/3]
[GER] Gutes & Schlechtes Ende
21 件のコメント
(WTH) BlackWolf41 4月2日 14時29分 
I can happily translate the german part - hit me up if needed mate!
morq-BN 2024年12月6日 6時54分 
come on, just do a quick translation with google or deepL. OR remove the german part all together
Millismarwa 2024年7月17日 16時38分 
I finished the last quest in the middle without knowing and didn't caught the corpses of the monsters - can I still do this later in the game?
Kobest 2024年5月13日 13時45分 
Vielen Dank für diesem Guide - super hilfreich!
Engels78 2024年5月5日 1時22分 
I got bad ending... So despite game is very good, I have too many games to play, so I've watched good ending on YouTube 😉😈
rob 2024年5月3日 12時49分 
You can get the 'good' ending without finding the final relic. After finding the first four relics, I found the Old Mayor camped on an island near the Devil's Spines. He tells you to talk to the Lighthouse Keeper. She has some new dialogue available. From there, heading over to the Manor, you can confront the Collector about the Book, which features a cool exchange I don't want to spoil. Afterwards, if you go the Lighthouse Keeper, she'll share some truth with you and ask you to go get rid of the book and lift the curse.
Monochrome Pyro 2024年4月28日 14時26分 
If anyone is struggling to find the "Safe Havens" (all dock locations) achievement, here are some tips.
Visit all the main docks, them find all the campsites - Gale Cliffs-O2 , Stellar Basin-J3, Twisted Strand-F15, Devils Spine-P10.

Also, you many find visual indicators for the camps - a red, green breeze animation will play around the boat, if near the area.
Engels78 2024年3月19日 8時37分 
You should add Controller keys...
MasterZoen 2024年2月4日 21時11分 
@Drogi I was having that problem as well, but I just went back and visited all the docks again to get it to unlock. It turns out that there was a dock I had missed in the swamp area.
Drogi 2024年2月3日 8時35分 
I visited every dock, but didnt get the achievement. Do I have to visit the DLC docks now too?