Relic

The main quest of DREDGE revolves around the collection of five relics. Each relic is made inaccessible by a barrier, locked ability, or danger that the player must first overcome to collect it. Each relic is marked by a column of red light that stretches into the sky at night. They cannot be discarded or sold. The only way to get them out of the player's cabin or cargo is by returning them to the collector. For each relic returned, the player is rewarded with a new ability.

Warning: The following article contains large amounts of spoilers.

## The Handkerchief

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Although the game doesn't count the handkerchief as a relic on the save screen, the handkerchief is the first item the player recovers that has a relationship to the Book of the Deep. This can be recognized by the background colour when the item is in the player's cargo. Additionally, the Collector identifies the piece by its crimson colours and silver stitching. Unlike the other relics in game, the handkerchief is not used in the final ritual.

For returning the handkerchief, the player is rewarded with dredging equipment.

## The Key

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The key is the first relic the player dredges from the depths. It is the key that opens the musicbox. On all accounts, the music box key has never been used. In the note "Artifact Manifest", it was left unopened "for fear of damaging the mechanism; pending inspection by locksmith." This also implies that the key has been separated from the music box for some time. Later, when the music box is returned to the Collector, he neglects to open the music box. Finally, during the ritual, the Collector explicitly inserts the key then throws in the music box, *key unturned.*

It takes up four spaces in an L-block shape.

## The Musicbox

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The music box is the second relic collected by the player. According to the note "Artifact Registry", it has the letter J carved in the base, implying that it was previously owned by Julie.

The music box can't be collected until the player unlocks explosives. It takes up six spaces in a 2x3 grid.

## The Ring

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The ring is the third relic the player collects. It was the engagement ring the fisherman use to propose to Julie.

The ring can't be collected until the player unlocks Hadal fishing, and activates the generator at the old research station with the repulsion machine attached. It takes up four spaces in an 2x2 grid.

## The Necklace

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The necklace is the fourth relic the player collects. It was a gift from the fisherman to Julie. A receipt recovered as a message in a bottle shows that it was custom engraved to read "For Julie, my shining star."

The Necklace can't be collected until the player unlocks mangrove fishing, and mixed bait. It takes up four spaces in an 2x2 grid.

## The Pocket Watch

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The pocket watch is the fifth and final relic the player collects. It was gifted to Julie in the will of the Fisherman's mother. She accepted it begrudgingly. The keychain attached is likely the keychain Julie kept from the christening ceremony of the boat formerly known as Ocean's Riches. It is theorized that keeping this chain is what brought misfortune upon the couple in finding the casket.

The pocket watch can't be collected until the player unlocks volcanic fishing, although this can be bypassed using the Atrophy ability. It takes up three spaces in an L shape.

## Additional Info

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These relics do not need to be gotten in order and in fact, don't correspond to a certain ability. For example, if you get the pocket watch first it will grant you Haste instead of the key. The abilities are entirely reliant on how many relics you get instead of each one.

The order The Collector urges you to go in goes as follows the key in The Marrows, the music box in Gale Cliffs, the ring in Stellar Basin, the necklace in Twisted Strand and the pocket watch in Devil's Spine

Nothing happens if you collect them out of order.
You awarded the abilities in this order for each relic (minus the handkerchief, which gives you the ability dredging. First relic gives you Haste, second gives you Manifest, third gives you Banish, forth gives you Atrophy and the fifth gives you the ending (if you choose so).