DREDGE Endings Guide: How to Unlock Bad and Secret Endings

No time to read?
Get a summary

DREDGE invites players to cast their lines and dive into a dark mystery beneath the waves. The aim isn’t only to haul a big catch and upgrade a ship but also to chart a strange archipelago steeped in Lovecraftian atmosphere. This piece outlines every possible ending and explains how to reach them.

What seems peaceful at first—fishing, traveling between settlements, and roaming calm seas—soon gives way to something more uncanny. When night falls, the mood shifts. Beneath the surface lurk chthonic beings, enigmatic strangers, long-lost civilizations, and a sense that something beyond comprehension is watching from the deep.

There are no spoilers here by design, so a quick heads-up: if you want to savor all the game’s emotions, play it yourself first. If trouble arises, this guide can help. What follows contains spoilers.

The storyline in DREDGE runs deep with intrigue. Even near the end, the game withholds clear explanations, inviting players to interpret the finale and discover the endings on their own. In this title, two endings exist, each shaped by the choices made during the voyage.

How to unlock the “bad” ending

The bad ending is the standard conclusion most players reach on a first playthrough. If, despite many hints, a player keeps following a stranger’s directions, the game will deliver its consequence.

To reach the bad ending, the main narrative must be followed. Do as the Collector directs and recover all missing relics. They are hidden across the world, with clues to their locations and acquisition methods available from the Collector during dialogue if the player asks the right questions.

After delivering the last relic to the Collector, the player must travel to a specific spot on the map. Upon reaching that place, the final cutscene plays and the credits roll.

How to unlock the secret ending

Uncovering the secret ending is a tougher puzzle, but the steps are straightforward once the relics are gathered. After collecting all five relics, the player travels to the Devil’s Spine. On a nameless island, the mayor — whom conversations have hinted at — appears. This character once warned of danger and now seems entangled with the Little Brain.

The island with the mayor sits on square P10. The player should dock at the pier, speak with the old mayor to learn what is happening, and then return to Greater Marrow. For efficiency, teleporting to Blackstone Isle is an option.

Back in Big Salt, the player encounters the mysterious lighthouse keeper. After repeated visits, it becomes clear that this figure knows more than they reveal. The time comes to uncover the truth by choosing the option with the red book and continuing to press for answers until the figure disappears.

With the information gained, swim to Basalt Island and confront the Collector. In dialogue, hide the last relic and repeatedly ask about the Red Book. When the option appears, take another step closer and, eventually, the opportunity to take the relic will arise.

Now the red book is in hand and essential to finishing the game. Return to the lighthouse keeper in Big Salt. She will point out the location to discard the book. Swim to that spot and throw the book overboard. This action ends the game and triggers the credits.

No time to read?
Get a summary
Previous Article

Rewritten article focusing on Russian attitudes toward driver’s licenses and mobility policy

Next Article

Floating Metal Paradise: Inside the 70,000 Tons of Metal Cruise