the hungry depths is the latest addition to Sea of Thieves, which features new cosmetics, content, and tools. The goal of the expansion is to discover what exactly lurks in the depths with the help of “Merry” Merrick, a deeply unfortunate pirate with one eye, two legs and contact with the beast below.
A quick note: it’s impossible to brute force your way through the campaign by trying to skip stages and working your way through quest objectives until you have all the clues. You have to do it step by step, crossing the ts and dotting the i’s.
Find the depth
When you load the game you will see a new NPC in the tavern, a member of the Bilge Rat faction. These lower tier renegade pirates have a lot of attitude and one tip for you: have your say “Lucky” Merrick. embark for Shark Bait Bay, the group of double ring islands of the Old Isles. Merrick is on the southwest side of the island, in the outer ring.
After you speak to Merrick, he will provide you with these Speaking of trumpet, a tool in your inventory ring that allows you to project your voice across the sea to other players. (The trumpet doesn’t change your voice, so you can use it to project your voice and prank other teams.)
Ask Merrick how he lost his legs and he’s a bit short on you, but he says you’ll find the answer in his journal by the shark statue in the middle of Shark Bait Cove. Head towards the center of the island past the two rings of land.
His diary has two entries. The first:
“A disaster has happened! I played huts with my crew inspired by the notes of the ancient tribes. Even another boat has joined us! But… the rhythm somehow called for a creature… just as the tribes worshiped it. In a few moments it was over. The sea was red before, but even more so afterwards. My crew was reduced to nothing more than shark bait down my legs. The last of us escaped. I wrote down the card number in case I got so drunk I forgot. The necessary letter is a letter close to my heart.
“I’m going for a drink!” I’m going to charm one of my favorite buttocks with a little romantic verse. With red hair and a beautiful face, your tavern is a bright spot! A place for captains to hang their hats for drunk talk!”
We know who this host is: red-haired, light spot, that means we’re talking to him tub a Gold Sands Outpost, straight north and a little west. Go and ask Tina if she has seen drunk people lately. She has information for you on Merrick.
Tina remembers Merrick. Ask him about all the drunks who’ve been breaking in lately and he’ll give you the next clue.
“Now there’s that villain Merrick! He always tries to charm me with free drinks with songs and stories. Have you seen the remains of his ship, the Killer Whale? The crow’s nest is still out of the water. He said he ran off to “safety” after fighting a beast but ran out of boards! It’s north of this place…Idiot Island or something. East of…Double Trees I fail at place names If you see that drunk playing the drums, tell him to pay his bill!
Tina is bad at place names, but we can see what she means: fools pond Y twin groves. Navigate to field L14 after consulting your map, there you will find the remains of the orc, near a small unknown island nearby. Because the mast is sticking out of the water, it’s easy to see and you can find a tree trunk in the crow’s nest.
There are two entries, both written while drunk. The first explains that Merrick tried to summon the creature himself but couldn’t. The second tells of Merrick’s decision to get drunk with “T” serving in a tavern with a “nasty bite”. navigate to Daggertooth Outpost in Q8.
Once you arrive you will find Teri at the tavern and ask him about the memorable drunks. She tells him that the last time she partied with Merrick, they were in a “shabby little cave” under the “golden arch”. She remembers it was just west of South Tooth Keysouth of Dagger Tooth, with a nearby rock that looks like “their enemy”.
driving Shark Tooth Key and in S16, sail a little west to an uncharted island. Land, then swim to the northeast side of the island and under a nearby stone arch that will lead you into a cave. Enter and read the final journal, which contains one final clue: the beast was near a “Hell’s Ridge”.
fight the beast
You need to get back to Merrick, he’s got something you need. The drums keep coming and you don’t have a set. Talk to Merrick and he will give you the third musical instrument in the game: this Drums.
After you have the battery you are almost there. You want to approach a “Hell’s Ridge” where the sea is red. This will take you to T26 on the map.
Working with other crews is the name of the game Sea of Thievesand you need three sloops or two crew galleons for at least five players, but they can all travel on the same ship and still summon the boss.
When you are near Merrick, start playing in his cabin. One person has to hold the tune (you can pick them up from your ship if you park nearby), and the rest of the crew can sail away and join the slum once it arrives. Once you reach T26, have all players join the slum with the drums and you will summon Hungering Deep.
Source : polygon.com