"Yojo! Hello! A pirate's life for me!"
Who doesn't enjoy the pirate life? There is adventure and excitement! There is treasure and glory! There is magic and mystery! The main thing is freedom!
In the rich tradition of the Sea of Thieves, every time we talk about a pirate's voyage to the Sea of Thieves, a common theme emerges: pirates defy that voyage for the promise of freedom!
Now the Sea of Thieves' promise of freedom seems to have lured a rather well-known pirate to these shores: Captain Jack Sparrow.
Fleeing the wrath of the ever-vengeful Davy Jones, the resourceful Jack stole "the greatest pirate treasure of all time: a golden key to other lands."
Yes, Sea of Thieves was already such a vast and wonderful world. However, this golden key could open these seas to another popular pirate world: Pirates of the Caribbean!
But beyond that, this golden key can open a portal to a world previously unreachable in Sea of Thieves: the Sea of the Damned!
Oh yeah. Although Captain Jack Sparrow has arrived at the Sea of Thieves, he is not as free as he expected.
When the ferryman discovered Jack and the golden key, he locked them both aboard the Ferry of the Damned.
You see, dear ones, the boatman is worried about who else might use this key.
Yes, but when dark forces threaten the lives of pirates, we must learn everything about the threat we face. To do this, we must first find and free Captain Jack Sparrow!
So we embarked on this noble quest: the first fantastical tale in the original and epic tale A Pirate's Life, aptly named A Pirate's Life.
If you're just looking for magazine locations, take a lookour guide here! Finding all ten magazines will earn you two prizes: (1) Tales of the Damned and (2) The Crew of the Headless Monkey. However, if you need help with Tall Tale and finding the journals, keep reading!
Step 1: Beginning the Great Tale, "A Pirate's Life"
After reading the above narratives, you may be thinking: “Wait! How will we get to the Sea of the Damned? We don't have the golden key!"
This is true.
There is one, however, who does not need this golden key to travel between worlds: the Mysterious Castaway.
The mysterious castaway has his own magic, a magic that also allows others to travel between worlds!
So, to begin your daring journey, you must first find the mysterious castaway at Castaway's Camp.
No problem. You can find this camp at every outpost!
Amazingly placed on the beach—relatively close to the main pier- see a large structure made from the hull of a ship. Just outside the structure, under a tattered candle, you'll see a bonfire lit with blue-green flames.
When you stand in front of these flames, you will see the Mysterious Castaway.
You can talk to the mysterious castaway, but at first she will be terribly cryptic.
Along the hull wall of his ship can be seen the five Tall Tale books. They look for the book next to a small galleon.
As you zoom in on this book, you'll see its title and a brief description. You will also see the message "Vote for a fantastic story". Follow this message!
Once you and your crew have voted, the Mysterious Castaway begins to tell the story: what has happened so far, what you need to do, and what fate awaits you if you don't.
He will also give you a Tall Tale quest book to help you on your journey. You can find this book in your Quest Radial.You can retrieve your Voyage Quests in the same way.
His spoken and written words are even less direct than poetic, but he shows you your next step in his mystical flames.
Step 2: Navigate through the mythical portal
You must navigate through the mythical portal.
After the mysterious stranger finishes speaking, the portal will appear near your outpost.
Don't worry, you'll see. It would be hard not to notice this brilliant green light filling a colossal rock formation and projecting into the sky.
Pirates beware:
You cannot take treasure to the Sea of the Damned. Your worldly possessions must be left behind. So if you have something to sell, do it before browsing this portal!
Step 3: Navigate the Tunnel of the Damned
The mythical portal takes you to the Tunnel of the Damned.
In the Tunnel of the Damned you are no longer in control. He takes you where he wants.
Ah, but there is still a lot to see!
For starters, you'll be greeted by a creepy parrot, or at least we were done on our first sail.Keep an eye on your ship and your horizon. They could be visited by something or someone else.
Well, our little parrot babbled a bit, but didn't really say anything to make head or tail. Then, just as suddenly as he had appeared, he disappeared.
You will hear a threatening voice warning you. It's the familiar voice of Pirates of the Caribbean!
Gradually you see rowboats approaching, each apparently carrying a soul. But as tempted as you are, you can't jump off the side of your boat for a closer look.
You will also see shadowy ships in the distance. Oh, but there's no need to worry; It sounds like you're keeping that distance.
Finally, he envisions the portal of his target. There is nothing to do but have an out of body experience in a cinematic view of your journey to the other side.
Step 4: Dock your boat
They come from this second portal in Strange Shores.
After losing control of your steering wheel, you may be tempted to allow your ship to continue on its course. However, now is the time for you to take the helm, lest you want to destroy your ship early in your journey.
You see your destination straight ahead: the silhouette of an island of steep rocks and palm trees.
Set sail, hoist your sails and disembark!
If you take out your compass, you will find that you are roughly on the east-southeast side of the island.


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Step 5 – Find the entrance to the cliff
Along the shore, look for the hull of a large, hollowed-out ship sticking out of the water and up the beach.
From there, head inland (in a southwest-west direction).
In front of you you see another hollowed-out helmet. Follow it where it leads you.


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Soon you will see a creepy statue in the distinctive robe of the boatman. It opens onto a corridor carved into the cliff.
Walk down that aisle, dear!
This statue is called the Specter Statue. It works similar to the mermaid statues in thetale of the heart of fire.
Essentially, if you've saved a Tales Checkpoint, you still have to navigate through the Tunnel of the Damned to reach that other realm.
After that, this statue can transport you to where you last saved a Tall Tale checkpoint.
Step 6: Navigating the "Grotte of the Dead"
In the next part of your journey, you will walk through corridors, each of which leads to a cave. In these caves there is a gate, door or other barrier that prevents you from continuing on the path.
No journals can be found in Dead Man's Grotto. So you don't have to worry about missing any while enjoying your trip.
How to open the first barrier
As you take in the scene of this first cave, your eyes will probably soon stray to a bonfire.
As you get closer to this bonfire, you will notice a prompt stating that you need to equip your lantern to collect the flame.
Take out your flashlight and pick it up (left trigger). You should then receive a prompt to take the flame.
Interestingly, this is called the "flame of souls."
We've had Flames of Fate in the past. Time will tell what all the differences may be.
If a member of your crew took the Flame of Souls, don't worry if you can't take the flame yourself. Once a crew member has collected the green glow from this bonfire, he will flash the lanterns of all crew members.
You will then use the flame to light two lanterns.
Yes, there are two skeletons stretched out on both sides of the door. Everyone is holding a flashlight. Turn on both flashlights and the door will open.


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How to open the second barrier
Follow the corridor to the next cave. You will begin to hear sounds more characteristic of the Pirates of the Caribbean cruise, including a seagull.
You will find this seagull on the right side of the room, perched on a skeleton's hat. This skeleton is also holding a lantern. Use the flame of your soul to light this lantern.
Then approach the skeletons to the left of the next door. You should come across the remains of a pirate with the message "move arm".
Once you move his arm, you will see another lantern. Turn on this flashlight too.
Ah, now you might notice an opening to the left of this cave. It leads to a narrower tunnel from which a small stream trickles down towards a cave entrance.
Follow the dripping water until you come to a broken rowboat. In this rowboat you will find the third and last lantern. Turn on the flashlight and see what happens next!
When you back out of the rowboat, you'll see apparitions dragging chests down the stream to the cave. You will then see them circling around the winch and using it to lift the gate and clear their way.
The stormy closed ship
From this path, you exit and enter a strange landscape.
You'll see a ship with a captain at the helm, perhaps the iconic storm-tossed ship from the voyage, and what appears to be her crew on land.
Meanwhile, a booming voice warns of the curse of the Dead Man's Grotto.
The captain's cabin on this ship is closed. It seemed like we scanned every corner of this scene, but we haven't reached the captain's quarters yet.
Although it must be said that we are very suspicious of the rope that hangs from the stern of the boat.
How to open the third barrier: A door that needs a handle
Waterfalls and grottoes surround you on the next path, and a soulful melody fills the air: "Yo Ho! Hello! A pirate's life for me!"
Ah, but then the road gets darker.
They then come to a scene of pirates drinking around a campfire, all but one. A pirate steps aside. He slowly reaches for his sword. We can only guess what happened to the others.
On the west side of this cave you will see a waterfall. Jump across this waterfall and you will find yourself in another cave.



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A wrecked rowboat with a skeleton inside is propped up against the north wall of this cave. You will also notice the shine of the treasure!
Approach the skeleton and you should see the "Collect Oar Handle" prompt. Pick it up and take it to your nearest barrier.
This barrier looks like a real door. Next to the door you will see a lever. If you don't have the rudder, the message will be "You need a handle".
If you approach while holding the rudder, the message will be "Repair". So set the lever, use the lever and continue on your way.



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The Fourth Barrier: How to Lower Double Drawbridges
You'll get a bit of platforming in the next section. However, falling is not so bad.
If you fall, your gait will slow down, requiring you to walk to a spot where you can get back up (usually at the beginning).
You will then see water cascading up and down your path. Don't worry; Just walk through the rushing water where your path continues on the other side.
Pirates beware:
If you decide to jump off the edge, you'll find yourself a few caves back and have to follow the path again to join your crew.
Continue down the path and you will come to a large room with a raised drawbridge. In front of the drawbridge you will find a small pier sticking out of the water with some broken boxes and a lantern.
Turn on this flashlight.
A rowboat with a ghostly crew appears and rows to the raised drawbridge. However, they will disappear as their path is currently blocked.
Follow the ghostly crew down the path to the drawbridge to find a winch. Raise the anchor to lower the drawbridge. Cross the drawbridge to a platform. On the edge of this platform you will see a pulley. Use the pulley to create another platform.
This platform allows you to jump to the other side.
Again, a fall is just a minor setback. Under the platform that connects to that first drawbridge, there is a ladder under the platform you were standing on. Climb to the shore, climb the ladder and try your luck again.
Walk along the pier to the next drawbridge.
Under the drawbridge you will see an unlit hanging lantern on the left. Turn on this flashlight. This, in turn, will light the remaining torches in the room.







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Once you've lit both lanterns, the rowboat will suddenly reappear with a ghostly crew and begin rowing up the path to the second drawbridge.
As the rowboat reaches the second drawbridge, the scene ends and the drawbridge opens, but not before you've witnessed another insidious betrayal!



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The treasure cave!
Yes, follow these creepy sailors to the infamous treasure cave!
If you've ever been to Disneyland's Pirates of the Caribbean ride, you may remember fighting the urge to get off the boat and climb that mountain of treasure.
Well, now's your chance!
You'll have to jump onto this treasure-laden rock anyway, as your path continues on the other side.
This path will lead you into a slightly dangerous abyss. There, you will jump over what appear to be fallen stalactites and enter a tunnel that leads to the final cave.




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the last cave
You have reached your last platforming cave. Again, not a deep drop, but a drop means you have to go...this- return to the beginning of the section.
When you first enter, you'll probably notice that the walkway marking your way forward has a significant gap in the middle. However, you will also likely see a ladder to your right.
Climb up this ladder to the platform above. There you will see an armory.
If you don't have a sword handy, now is the time to equip one. Just outside the armory is a flimsy rope. Cut the rope to lower a platform. The walkway is now complete and you can cross it safely.
Keep the sword equipped! you will need it again
If you're feeling a bit braver, you can also use your sword to cross the gap.




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To the right of the next broken bridge you will see a pulley. Use this pulley to pass the mast.
As soon as you release the pulley, the mast will slowly start to fall into place. So you should tackle the mast quickly.
Then you come to another flimsy rope. Cut the rope and jump.



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Eventually you will see a rushing river on your right. It looks a bit like a water slide, doesn't it?
This is a point of no return.
Yes, but there is still a lot to discover! Forward. The water is fine!
Soon you will emerge with a beautiful and spooky view of the Sailor's Tomb!
Go down the path to the right. This will trigger two milestones in your Tall Tale journey!
First, you'll unlock the Strange Shores Commendation: "You successfully navigated Dead Man's Grotto."
Second, you get a Tall Tale checkpoint that allows you to return to that location in a later session.
Step 7: Enter the sailor's grave
You must open the doors of the Sailor's Tomb to continue.
As you head towards town, look for a brazier on your left. Light this brazier and you'll see burning headlights all over Sailor's Grave.
You will then see apparitions raising a winch, opening the doors and allowing you inside.
On closer inspection, does this winch look much like the "Silent Barnacle"?




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Step 8 – Do a Good Deed for a Cursed Captain
Find and save the cursed captain
Slowly, as you continue to descend into the Sailor's Tomb, you will hear the cursed captain begin to speak. Head towards the shore and pass the Sailor's Tomb sign on your right.
Follow her voice until you see a glowing cage at the top. He will show you where it hangs. If he is looking for a way to the captain, he will soon notice a ladder to the left of him.
As you walk up these stairs, lanterns will guide your steps towards a ship.
The ship is very close to the cursed captain, but out of reach. So you have to go the other way to get to it.
Walk on the fallen mast. Once you get to the other side, drop down through a hole in the hull and into the water below. Swim through.




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You will come out of the water to find a reel. Use this pulley to get you and your crew up to the next platform.
After releasing, the platform goes back down. However, this will happen quite slowly. So make sure your entire crew is on board before you start lifting.
On this platform you will see your next pulley a little further to the left.
Oh, but to the right you can see the quarters of a captain, also with gold! Unfortunately, as you get closer, you will find the inscription "Key required to unlock". Yeah, better put that away after you've rescued the cursed captain.
Come back to this paper. Use it to raise a platform of barrels and crates. Don't worry; If you let go of this roller, the platform will stop.
Once you've done that, you'll see some steps to the right. There you will see the scroll you need to get to the shipwreck.
This roll moves two platforms across the gap, one from your side and one from the other.
Drag the platforms just enough to jump from one to the other without falling.


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On the other side you see a brig with a glittering treasure inside. But then again, since you don't yet have any more clues on how to enter this locked brig or what to do after entering it, it would probably be best to move on to the cursed captain.
Use the bowsprit to climb up to the captain's cage. Look down at the cage and you'll see another frayed rope and a message saying "Requires a flashlight to power up."
Despite the captain's request for a smooth descent, this appears to be the correct way to dispose of him.
(Alternatively, you can cut the rope with your sword if you prefer.)
Find and get the cage key.
Ah, despite the fall, the cage remains intact. You could leave the captain to his fate. However, since we know so little about this new world and he offers us words of wisdom, perhaps we better find the key.
From the fallen cage, head south to a wrecked galleon. A sign reading "The Last Stand" swings from her bowsprit.
You will see the key shining in the chandelier.
On the south side of the tavern, on the center deck, you will see a pulley. This pulley is connected to the chandelier. Use this scroll to lower the chandelier and get the key.


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Be sure to read the journal on the upper deck of the tavern before heading back to the cursed captain with the key.
Click on the images to enlarge
After reading the journal, return the key to the cursed captain and release him.
This will unlock Tales of the Dead: Do a Good Deed for a Cursed Captain Commendation.
Before continuing with Tall Tale, there are two offbeat magazines nearby that you should definitely read.
Head north from the cursed captain's cage to find a wooden path that leads northeast to a shipwreck.
If you follow the wooden path, you will come to a door that you can open to access the shipwreck hull. Open the door and enter. You will find the journal on a table to the right of the bed.
Click on the images to enlarge
After reading the bedside journal, head back and head back to The Last Stand Tavern. Instead of going inside, turn left and enter the back of the nearby shipwreck. You go to a gambling den and find the journal on a table to the left of the chess set.
Click on the images to enlarge
Step 9: Recover the lost light and call a rescue.
Let's go back to the Chinese tale! He goes back to the cursed captain and pick him up. Then, with the Cursed Captain in hand, head towards the lighthouse. You will soon come to a large gap where it looks like there should be a bridge.
Fortunately, the cursed captain seems to have a way to get that bridge back.
Just wait at the entrance to the bridge; Soon the ground will rumble and the bridge will rise for you to cross.
Cross the bridge and go up to the lighthouse. You'll know you're almost to the top when the steps turn to stone.
Once you reach the top, the cursed captain will ask you to place his skull on a suitable bone body. You will find one of those headless skeletons sitting with binoculars in hand.
Be sure to read the journal on the nearby bookcase before climbing the ladder to the top of the lighthouse.
Click on the images to enlarge
After reading the journal, go up the ladder to the top of the lighthouse. There you will find the lighthouse brazier. As you get closer, you will see the message "Raise the flashlight to turn on the headlight."
Once you revive the flame, you'll see a beam of light emanating from the lighthouse. If you want to summon the ferryman, you must direct this beam.
On each side of the flames you will see two wheels. A wheel allows you to tilt the headlight lens. With the other you can rotate it.



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So where do we aim this beam? They look for three nearby beacons.
You'll find one in the southwest. From there, turn left and you will soon see two more.
Powering all three unlocks the Awaiting Forever: Recover the Lost Light and Call a Rescue achievement.
You will also see the Ferry of the Damned in full view.




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Step 10 - Find the Cabin Key
Next, the cursed captain will ask you to take him to his old ship: The Golden Hare. The captain will direct you from there. Soon the cursed captain will ask you to reunite him with his body.
Maybe you don't want to obey him yet.
Pirates beware:
Once you place the cursed captain's head on its original body in the captain's cabin of your ship, you will not be able to complete various recommendations and find the remaining journals.
We will talk about these awards in the next section.
So if you want to earn these commendations, don't fulfill the cursed captain's wishes just yet.
if and when youSonReady to continue advancing through Tall Tale, you can grant the Cursed Captain's wish.
In exchange for your services, the cursed captain will give you the key to his cabin.
Before leaving the captain's cabin, be sure to read the journal on the nearby bookshelf.
Click on the images to enlarge
After reading the journal, use the cabin key on the back door. She walks through the door and sees a rowboat that you can use to row to the Ferry of the Damned.





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The Sailor's Grave Commendation Adventure!
There are six commendations in Sailor's Grave, and they're unlike any fairy tale commendation we've come across!
- a strong thirst
- resurrection of the dead
- treasure for the dead
- ship of robbers
- mystery of the tomb
- The Headless Monkey Crew
Most of Tall Tale's recommendations come naturally as the story progresses. Some require small detours, but in general, pirates don't need to stray too far from their main Tall Tale targets.
Good examples of these little detours are two in The Sunken Pearl Tall Tale:Chest of Pain and Tale of Eternal Pain.
Unlike,This series of awards is afull descentof the Tall Tale path, and to complete all six, you must make themsequentiallyYin a meeting.
Yes, completing these six Commendations is quite an adventure in itself, and we love it!
Below are thumbnail guides for each award, where we'll walk you through each step. Between the cursed captain and the weird thief, we like to think that Sailor's Grave offers mighty good company.
A strong thirst for praise
Praise of raising the dead
Treasure for the praise of the dead
Commendation of the Thieves Ship
Tomb Mystery Praise
Journals, locations, and text from A Pirate's Life Tall Tale
Why separate guides?
Initially, we tried to integrate all these awards in this guide. It was a brave but unfortunate attempt.
For everything to fit together, our descriptions were too superficial. Let's just say they didn't live up to our usual Rare Thief standards.
As brief as they were, it was a great and uncomfortable break to fit a guide to this great adventure in the middle of a guide for pirates trying to complete the Tall Tale.
By separating the guides, pirates looking for help only in a specific recommendation can quickly find what they need without having to scroll through the entire Tall Tale guide.
I understand?
TLDR:Strangely, it was too long and we didn't want people reading it or skimming through it when they didn't need it. TLDR, in fact.
Step 11 - Board the Ferry of the Damned
Start rowing your boat south. You won't be able to see the ferry at first, but it should become visible as you pass the lighthouse.
Oh, and what a show! Keep an eye on the weather. When you hear a bell ring, you'll see a dark-cloaked figure transporting souls from the Sailor's Tomb to the Ferry of the Damned!
Seeing this sight will unlock your next checkpoint!




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Navigate towards the stern of the ship until you see the prompt to dock the rowboat. Disembark in your little ship and get on the ferry!
Instead of going left to the captain's door (which is locked), go right. There you will find a ladder.
When you reach the top of the ladder, listen to the ferryman give a speech to the souls he brought on board. Yes, and you'll get a bit more insight into the history of Sailor's Grave and indeed the Ferry of the Damned as we know it in the Sea of Thieves.
Once the boatman has finished, the ship sets sail, and the boatman promises that it will be a long journey. Now is your chance!
Step 12 – Go Below Deck
To get to the prisoner you are looking for, you need to go under the upper deck.
Approach the Well of Destiny, raise your lantern, and light the Well with your Soul Flame! Source lighting fromdestinationswith the flame ofalmasit will destroy the well, leaving a hole through which you can enter the lower deck.


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Below are some resource boxes. Stock up if you need to.
Interestingly, you will find an unlit lantern mounted next to a locked door. Light this flashlight to open the door.


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In this next chamber you will see a room full of sarcophagi.similar to the one seen in theFate of the Morningstar Tale.
Approach the sarcophagus on the right side of the room. Move the lid and it will reveal a flashlight. Turn on this flashlight.
You also need to light the opposite lantern on the left side of the room. Turning on both flashlights will open the cage door.
Now all you have to do is head down the now infamous stairs to the brig and its prisoner.


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Step 13: Release a prisoner from captivity.
There you will find the famous Captain Jack Sparrow trying to persuade man's best friend to give you the key to the brig. Unsuccessful as usual, he lures you into doing it for him.
Beware:The pirate who receives the keys gets to pet the dog. We're just saying.
Put the key in the lock and free Captain Jack!
This will unlock your next commendation: The Prisoner – Free a prisoner from captivity.
Step 14: Fight for the Ferry of the Damned!
After freeing Captain Jack Sparrow, follow him as he ascends to the upper deck of the ferry. As he wanders around, he will tell you more knowledge.
Upon reaching the upper deck, the boatman will see them and punish them all. Ah, but someone else has come to join the fight: Davy Jones!
Thank goodness for those resource barrels, right? Oh, and there's an ammunition box on the mainmast on the upper deck.
The boatman calls you to arms. All you have to do is take that call and watch the story unfold.
When the story ends, the ferryman will take you back to the Tunnel of the Damned, which will soon take you back to the Sea of Thieves.
Yes, but we can't wait to get back in...
All recommendations
Strange Shores: Fight your way through a cave filled with treasure and treachery.
Tales of the Dead: Do a good deed for a cursed captain.
Waiting for Eternity: Restore the lost light and summon a save.
Raising the Dead - Find out what happens to pirates who betray other pirates.
Treasure for the Dead: Return a treasure to its "rightful" owner.
A strong thirst: helps to quench the thirst of someone who cannot help it.
Ship of Thieves - find a way to open the door of a locked ship.
The secret of the grave - discover the secret of the sailor's grave.
The Prisoner: Free a prisoner from captivity.
A Pirate's Life: Complete "A Pirate's Life".
Tales of the Damned: Uncover the journals of the cursed captain in Sailor's Grave.
The Headless Monkey Crew - Discover the headless monkey captain's journals.
Fog and Memory: Legendary Commendation – Complete all of the Life of a Pirate Commendations.
Award
Cursed Captain's Hat: Earn the achievement A Pirate's Life.
Cursed Captain's Sails: Earn the Fog and Memory achievement.
Ready for your next adventure in A Pirate's Life? proceed toour guide The Sunken Pearlto continue the story of Captain Jack Sparrow and his treasure!