Deep Investigation

Legend has it that mermaids were driven out from their home centuries ago, after the war, exiled to the depths of the kingdom. Is the princess' enmity towards the dragon queen and the rest of her kingdom baseless? An old 'Fishhead' told her about that legend, but went lost in the Deep Merk since.

## Rewards

*None*

Requires the Knight to look around mermaid reign for any trace left by the 'Old Fishhead'.

**Warning:** This questline is currently unfinished.

## Start the quest

The Quest is obtained by talking to Mermaid Princess. After the third conversation (you will need 6 Affinity or higher) the quest will automatically be added to the active quests.

## Quest Progression

* **Look around the mermaid's reign for any trace left by the 'Old Fishhead'**
	+ Go to the Deep Merk (southwest of mermaid reign)
	+ Southeast in the deep merk you will find a crack in the oceanfloor (Could be hard to see). If you interact with the crack you can either jump in or stay out of it. Jump in.
	+ Inside the Crack is an optional chest and the ***Strange Barnacle.*** Pick it up
* **You've found a strange barnacle inside the spika's nest! Report your discovery to mermaid princess.**
	+ Go back to mermaid princess. You need at least 8 Affinity and the strange barnacle to trigger the conversation with mermaid princess and progress the quest. She will finally agree to go after the Spika and give you some lure.
* **The mysterious sage, old barnacle, has been eaten by a nasty Spika. The princess believes that it's a sign from the abyss. You have to hunt it down!**
	+ Then go again to the crack in the Deep merk, where you found the strange barnacle, this time the save crystal is active for you to save and you will need to use the lure in the stone inside the cave and start the battle with spika.
	+ Spika has 2 phases, the first it will have a slow attack rate and attack in a straight line, the other phase it's appearance changes to a transparent with blue glowing spots and it's attack will be quicker being able move redirecting it's attack (if you are using soap bubbles to water breath, be careful because the pop-up alert that shows when its effect stops won't stop spika from attacking you)
	+ After defeating spika you will recue old barnacle, she will mention a curse and the "Floor".
* **The barnacled finhead you've freed from the monster's belly told you that the secret behind mermaids' past is hidden somewhere way, way deeper than the Deep Merk. To reach out for the truth for yourself the princess is a key piece.**
	+ At this point you need to go to the Tinkerer and buy a tear lantern (7500) (if you haven't already). The lantern is only available if you gave her at least 20 cogs and a blue tear (from the first visit to the deep merk).
	+ Next, you need MermaidP or a clone of MermaidP. Have them in your party and head to the Deep Merk, there should be a weird Mermaid (Selkie) in front of the door with a large boulder (North East / upper right corner). Selkie will NOT appear if you don't have MermaidP or her clone in your party.
	+ Equip the tear lantern (accessory) and talk to Selkie She will "react to your light", and tell you to turn it off. Ignore her, fight and kill her and then equip her veil (dropped on death) on MermaidP or her clone.
	+ You can now approach the the blocked off door and open it.
	+ Go down the elevator, and get the Selkie Harp from the chest.
	+ The 6 Selkies guarding the chest will begin to attack you if you interact with them after taking the Selkie Harp. Escape or fight.
	+ Use the Selkie Harp on a non mermaid progeny. (Using the Selkie Harp on an unimportant progeny is recommended.)
* **The Selkie Harp seems to be able to transform anyone into a mermaid. Every trace of one's past self lost forever. What is the meaning of this? Go meet old barnacle again.**
	+ As of Version 0.19.00 this has not been implemented into the game.
	+ As of Version 0.20.12 r, this function is implemented. The chosen progeny will transform into a mermaid, losing their previous immunities and acquiring water breathing. The converted progeny keeps it's ability, regardless of which it is. This means you can have a a golem with "cool aura" become a mermaid with "cool aura". The converted progeny can only use mermaid gear. This means that, if you had a golem wielding a mace, the mace was automatically unequipped.

Deep Investigation QuestDeep Merk CrackPrompt for jumping into the nest of the SpikaSee gallery for screenshots detailing the locations of the items.