

Park your ship nearby, and walk directly under the peak of Cannon Cove with your lantern raised high. That distinctive stone precipice is on Cannon Cove, so raise anchor and make way for G11 on your map. The orders don’t mention an island by name, instead referring to it as the “Eastern Isle”, with only an illustration of a large rock formation to indicate specifically what location they are indicating. Whichever island you clear second will drop The Phantom’s Orders, directing you to the next phase of the adventure. Another scrum with Reaper Phantoms will break out, and The Forsaken Conduit will be marked as done. Travel there, pull out your lantern, and make your way to the sink hold at the center of the largest island. This is Sailor’s Bounty, Northwest of Wanderer's Refuge/West of Salty Sands. The Forsaken Conduit journal entry references a cluster of islands southwest of the Treasury of Sunken Shores. Dispatch them with your preferred form of violence, and the entry for Fallen Lords will be stretched out in your journal, indicating it has been completed. Sail there, pull out your lantern, and search until you find some Reaper Phantoms. The “beach trio” refers to the three islands that make up Salty Sands, roughly due north of Wanderer’s Refuge. The journal entry titled Fallen Lord directs you to a beach trio Southwest of the Coral Fortress (the massive fortress off the North Edge of the map from the Dark Brethren Tall Tale). Your job is to sail to both, and recover more tattered journal pages. You can approach these islands in either order. Dig at the stop to unearth more journal pages, with clues leading to another pair of islands to visit. Keep following the trail and eventually you will see a memory of the Masked Assailant burying something in the dirt. Once that ends, new footsteps will lead you back out of the cave, and up a path to the top of the island. Eventually you will come to a memory of the masked assailant, and a short scene will play out. Doing so will rotate it, and open a locked door.Įnter the door, and follow the footsteps further in. Atop it is a skull that you can interact with. Once you are inside this villainous lair, locate the table at the center of the room. Ghostly footprints will lead you into a cave, and into a secret reaper hideaway. Sail to Wanderer’s Refuge, and raise your enchanted lantern (the one from your quest radial) once you make landfall near this stream. This is referring to the small east-to-west waterway that bisects the center of the island. The journal pages show you a picture of Wanderer’s Refuge, and instructs you to “follow the underground river to find shelter”. You must go to the destination indicated in the notes, and retrace the steps of the killer to get to the truth. Similar to previous adventures and tall tales, the lantern will show you glimpses of the past. A short scene will play out, and you will see Merrick meet his demise at the hands of a masked attacker.īelle will give you an enchanted lantern and some tattered journal pages the attacker carelessly left behind, and set you upon the task of unmasking this murderous scallywag. Speak to Belle again to proceed to the next chapter. Speak to her, and Chapter One of the Adventure will be complete. Just inland from that is your old friend Belle. That’s where you need to go.Īpproach the south side of the Uncharted Island and you will see a buoy. There are no islands on your map between these two reference points, but some experienced sailors may recognize K9 on the map as the home of the uncharted Island.

Once you pick it up you will be directed to your next destination, “land halfway between Shipwreck Bay and Hidden Spring Keep”. Sail to Stephen’s Spoils and look to the ground near one of the corners of the dock furthest away from the shopkeep (near where Merrick would normally stand). Select the option to Begin Adventure, and she will fill you in on the grisly details and ask you to investigate Stephen’s Spoils, a small Seapost at L12 and Merrick’s normal hangout spot, for clues. Pirates ye be warned!Īs with other Adventures you begin your journey by speaking to Larinna at one of the many outposts throughout the Sea. What happened to him, and who’s behind it? Let’s find out!Ĭaution: spoilers ahead. Normally Death is little more than an inconvenience, thanks to the Ferry of the Damned returning everyone to life, but Merrick’s spirit is unaccounted for.
