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DREDGE The Marrows Pursuits Guide: First Jobs and Useful Detours

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Get the working loop running first

The Marrows is where DREDGE teaches the loop that every later Pursuit relies on. Follow A Fresh Start in the order the journal gives it: catch fish, sell them to the Fishmonger, then meet the Shipwright. That gives you a place to sell, repair, buy equipment, and inspect the boat before you turn a short trip into a cargo problem.

The Collector’s first job is the important next step. Returning the Key opens the dredging part of the story and gives you a reason to visit shipwrecks and marked spots instead of only chasing fish. Keep an empty block of cargo space before starting a dredge. If an item will not fit, abandoning ordinary fish is often cheaper than leaving the actual quest item behind.

Choose detours by what they unlock

Pursuit Start What to do Why it is useful now
Package Delivery Take the package from the Mayor Sail it to Little Marrow and speak to the Dockworker Establishes the short, safe route between the two Marrows docks
Lost at Sea Talk to the man at Little Marrow Dredge nearby wrecks for the engraved belt buckle and take it back A small early dredging target and a Research Part reward
A Place to Rest Meet the Builder at Greater Marrow Bring the requested building materials, then take her aboard Her reward is a book, so it is worth doing when the materials arrive naturally
Castaway Find the stranded passenger toward Steel Point Give him a direct trip to Little Marrow This one has a time-sensitive rescue outcome, so do not start it just before a long expedition

Do not carry a passenger while you are trying to make room for materials, relics, and fish. Pick one up when you have a direct dock-to-dock plan. The Hermit later needs the same care in Gale Cliffs Pursuits.

A practical first-day route

Start at Greater Marrow, fish and sell as the opening task asks, then use daylight for Little Marrow. Deliver the package before loading several large fish. Talk to the Trader while you are there, because later stone-tablet progress returns to this dock. On the ride back, inspect nearby wrecks for the belt buckle rather than sailing into the outer regions for it.

The first trip to Blackstone Isle should be a clean out-and-back. Return the Key, check the next relic objective, then use the journal to decide whether you need a better rod, more room, or simply daylight. Getting Started covers the first services; Research Parts explains why an unlock still needs a purchase and a slot.

Before leaving The Marrows

For a complete hand-in rather than a hub summary, use Lost at Sea, Caught to Order, A Place to Rest, Craven Courier, and Castaway. Marrows Fish Reference groups the early day, night, trawl-net, and pot catches that overlap those jobs. You do not need to clear every side job before Gale Cliffs. You should know where Greater Marrow, Little Marrow, Blackstone Isle, the Fishmonger, and the Shipwright are, and have enough open space to take a quest item home. The Cod shrine is a useful early optional stop if you already have five Cod; save its exact cargo puzzle for Four Fish Shrines.

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