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Скачать или смотреть Sea Of Thieves: Dark Brethren Walkthrough

  • DICEplay
  • 2021-06-26
  • 174
Sea Of Thieves: Dark Brethren Walkthrough
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Описание к видео Sea Of Thieves: Dark Brethren Walkthrough

Step 1: Starting the Dark Brethren Tall Tale
Once you have completed the previous three Tall Tales, you will be able to vote on and start this Tall Tale at the Castaway’s camp on any Outpost.

As soon as you start the Tall Tale, The Castaway will start talking to you and your crew. She explains that Davy Jones is extremely upset that his plans for Jack have been thwarted and that the Sea Queen has been vanquished.

The Castaway will reveal Captain Jack Sparrow who has secretly been listening. She then reveals herself to be Calypso!

She came to the Sea of Thieves to protect the waters from Davy Jones. The pirates of the Sea of Thieves threaten Davy Jones and he wants to put an end to this domain for which he has no control over.

As he has had to put up a good fight, he has summoned his own version of the Brethren Court.

With Jack at our side, we need to break into the Coral Fortress, where he will be holding his court.

Step 2: Sail to the Coral Fortress
Turn to the last page in your Tall Tale book and you will find a map of where you need to sail to.

The Coral Fortress is located above I1 and J1, just a bit into the red sea, extremely North on the map.

Start sailing North with Captain Jack Sparrow. You’ll know you are heading in the right direction as you should spot large ominous clouds over the Coral Fortress.

As you approach you will be greeted with large waves, cold rain and harsh winds.

Step 3: Enter the Coral Fortress
Sail up to the South side of the fortress and you should find a large entrance highlighted with blue coral.

Head inside and you’ll come to a stone door with two large mermaid statues on either side and Captain Jack Sparrow. Jack will open the door with a locket from Tia that was left on the Black Pearl ages ago.

The lock plays music that is near and dear to Davy Jones. Jack will hold the locket up to the door and after it plays its tune the stone door will open.

How to complete the Siren's Call commendation
Along your journey through the Coral Fortress, you will come across five different areas that each have three levers to pull. Finding and pulling all three levels in order in the room will reveal a hidden Siren Mural.

The order is very important! You won’t trigger the mural if you pull them out of order.

We will make note of each room and where the levers are as you progress through the guide.

The first area you will find three levers is in the room directly after the locked stone door that Jack just opened with the locket. You will find two coral levers to the left of the room and one directly in front of you. All three are just barely above the water.

First interact with the closest lever on the left that is in-between some seaweed and coral.

Then follow the left wall to interact with the next lever on the left.

Finally, interact with the lever near the front of the room next to the white coral that climbs up the
wall.

Switching all three will reveal a hidden Shark mural.

Back to the Tall Tale. After Jack opens the door with the locket, head inside. You can flip the levers or just swim straight through an underwater tunnel. You’ll come to a dead end but Jack will help you up and remove the blocking stone.

Step 4: Traveling through the Coral Fortress
In this small cavern, stand on the geyser to be push up to a ledge. Use the pulley to bring a wooden beam closer to you to jump on. Jump across and continue to make your way up the path. You’ll find Jack waiting for you just before he slips backwards down a slide. Follow him for the ride!

How to complete the Secret Waters commendation
As you slide down to follow Jack, hold right on your joystick or D on your keyboard to slide right to a secret pathway.

Step 5: The Chamber of Sorrow
The water slide will spit you out into a giant chamber with the Flying Dutchman. Before heading up its ladder to board, you’ll want to pull three more levers for this room.

The Siren's Call commendation continued...
The second area is the room with the Flying Dutchman. You’ll find one lever to the right of the Dutchman, one lever to the left of the Dutchman and one level directly in front of the Dutchman. All three are just barely above the water.

First interact with the lever to the right of the Flying Dutchman.

Then, swim underneath the Flying Dutchman to the other side to interact with the left lever.

End with the interacting with lever in front of the Flying Dutchman.

Switching all three will reveal a hidden Mermaid mural.

After you reveal the mural, you’ll want to board the Flying Dutchman. Unlike most galleons, you’ll find the ladder up near the front of the ship.

Head down into the hull to the map table and remove the dagger. Doing this will awaken the ship and the door to the organ room will open. Walk back up one level and head inside the organ room to find Jack holding Sheet Music.

Pick up the Sheet Music and use the organ.

Walkthrough continued in comments...

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