Lords of the Sea

Sea of Thieves

Lords of the Sea Tall Tale Guide

updated as needed

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It’s all been leading up to this final showdown. With your last mission to retrieve the Treasure a failure and the ritual complete, the situation looks grim. It will take everything the Sea of Thieves has to repeal the evil forces of Davy Jones!

If you are looking for a guide to find each journal throughout this Tall ale, check out our journal guide here!

The Lords of the Sea Tall Tale: Step by Step

Step 1: Starting the Lords of the Sea Tall Tale

Once you have completed the previous four Tall Tales, you will be able to vote on and start this Tall Tale at the Castaway’s camp on any Outpost.

The whole gang will appear to discuss what shall happen next. Davy Jones used Jack’s Treasure in the ritual and he can move freely between worlds. Davy Jones can now enact his plan to destroy the Sea of the Damned, and thus, destroy the Ferryman.

If Davy Jones is able to complete his mission, only pirates who swear an oath to Davy Jones will be allowed to leave the Sea of the Damned. All freedom will be lost.

Using the dagger that Captain Jack took from the Flying Dutchman in the last Tall tale, Calypso will find the location of Davy Jones.

You’ll want to stock up your ship with plenty of supplies before heading into this final Tall Tale. You’ll need all the help you can get! A majority of this Tall Tale will take place on your ship.

Start

Step 2: Sail to the Davy Jones Cloud in the Sky

Sail towards the giant Davy Jones Cloud in the sky. Once you arrive, a giant spire will emerge from the sea! It will quickly be guarded by dozens of Ghost Ships that you will need to destroy.

Davy Jones

Step 3: Defeat Five Ghost Ships

Fight off the first wave of Ghost Ships. You will have to defeat five to progress. While the sheer amount of Ghosts Ships circling you at once might be overwhelming, each only take three hits from a cannonball to defeat. While they have the numbers, they do not have the strength!

Keep an eye out for Storage Crates of the Damned left behind by defeated Ghost Ships. They will glow a bright green and have spirits floating in a circle above them. These crates will be filled will supplies to help you survive this great sea battle!

Step 4: Destroy Two Siren Statues

The following wave of Ghost Ships will ramp up the difficulty with the introduction of giant Siren Statues.

The statues will emerge for the sea and loom large over the battlefield. Though the giant red bubble around them looks like a forcefield, it is not. You can shoot through it to damage the statue. That red bubble will just harm you if you sail into it.

You will need to lay cannonballs into these statues and destroy them to progress through the wave. They take about five cannonballs each. Just watch out for those Ghost Ships trying to thwart you.

Step 5: Destroy Three Siren Statues

After destroying the two Siren Statues, you will trigger the next wave!

This time you will need to fend of Ghost Ships will trying to destroy three Siren Statues.

You will have some help for this wave though! Jack will decide that more firepower is needed! He will leave your ship and use his ghostly Black Pearl to fight alongside you!

Again, each Siren Statue takes five cannonball hits and destroying all three will progress the battle.

How to complete the Ancient Armada commendation

You will most likely need to complete this Tall Tale several times to complete this commendation. Though, it is possible to hold off on destroying the last Siren Statue and continue fighting Ghost Ships. 

Destroying all twenty does not have to happen during one playthrough of the Tall Tale.

How to complete the Sea of Silence commendation

You will have to complete this Tall Tale at least two times to complete this commendation as there are only five Siren Statues per each run through of the Tall Tale. Destroying all ten does not have to happen during one playthrough of the Tall Tale.

As soon as you destroy your tenth statue, you will complete this commendation.

Step 6: Captains of the Damned

With the battle getting more difficult, familiar Captains will show up in their ghostly form and help with the battle! Though you now have more friendly firepower, Davy Jones has dispatched his Captain ghost ships.

These ghost ships take more damage before being destroyed. You will need to shoot at least ten cannonballs at one to defeat it.

After you clear this wave of Captain ghost ships, you will complete the Captains of the Past commendation.

Step 7: Into the Spire

With the Captains out of the way, Calypso will strike the spire with lightning, allowing you to make your way in.

Park your ship next to the spire where there is flat land allowing you to jump on.

Spire beach

To make your way to the top, you will have master some platforming. There will be lots of jumping and climbing to reach the top. Along the way are also five journals to collect. You can check out our guide here to find them all.

Once you reach the top you will find yourself in a room where someone from Jack’s past will be standing next to the Dead Man’s Chest.

Defeat waves of Phantoms until one will finally drop the Dead Man’s Chest Key. Pick it up and open the chest. Inside you will find the other locket. Calypso will strike it with bolts of lightning and you unlock the Dead Man’s Fate commendation.

Calypso then tells you to escape the spire before it goes down. You’ll find a ledge of wood in the room to jump down into the water near your ship.

Get on your ship and prepare for one last battle!

Step 8: Defeat The Flying Dutchman

Davy Jones will summon his Flying Dutchman and take you and your fleet of Captains on.

His ship has an ability to send out a giant shockwave that will rock your boat and put holes in your hull.

He will take a lot of cannonball damage to take down! Luckily, he doesn’t shoot anything but cannonballs so you really only need to worry for his shockwave blast.

The key thing for this battle is to stay alive. Keep your ship floating and your ghostly allies will help damage the Flying Dutchman.

In between repairing, give Davy Jones everything you’ve got to take him down. Once his ship sinks, the spire will submerge back into the depths.

Flying Dutchman

Step 9: Board the Black Pearl

As the Spire that the Flying Dutchman summoned sinks back into the water, Jack’s Black Pearl will float to the top of the sea to take its place.

And this is no ghostly apparition. This is the real Black Pearl that you can board! Sail on over and park your ship just next to the Black Pearl.

Climb the ladder up and speak with the crew! The Ferryman will make an appearance and bring Jack fully back to the land of the living.

Before getting off the Black Pearl and heading back to your ship, be sure to find and read the five journals. You’ll find two near the helm, one in the Captain’s Cabin, one on the bowsprit, and one below the deck of the Black Pearl.

You’ll have to say your farewell, but Jack promises this won’t be the last time you see him! Yo ho, yo ho, a pirate’s life for me!

All Commendations

Ancient Armada: Defeat Ghost Ships of Davy Jones’ Brethren Fleet.

Sea of Silence: Destroy Siren Statues.

A Touch of Destiny: Witness a long-overdue reunion.

The Sea Rises: Defeat boarding Ocean Crawlers.

Captains of the Past: Overcome the wrath of forsaken pirates.

Dead Man’s Fate: Locate the source of an evil power.

Sea of Freedom: Save the Sea of Thieves.

Journals of Forsaken Souls: Discover the Journals of forsaken pirates, trapped in the Sea of the Damned.

Journals of the Black Peal: Discover Jack’s Journals aboard the Black Pearl.

Lords of the Sea: Complete ‘Lords of the Sea’.

An Eternal Pirate Life: Legendary Commendation: Complete all Commendations for ‘Lords of the Sea’.

A Pirate’s Life For Me: Complete all Commendations for the ‘Sea of Thieves: A Pirate’s Life’ Tall Tales.

Congratulations on completing the A Pirate’s Life Tall Tales!

To the Tavern!

Aye, we pirates do love a good tavern. ‘Tis a place to share our findings and adventures. ‘Tis a place to clap each other on the back. ‘Tis a place to glean further insight.

Happily, we’ve found proverbial taverns on several social outposts—each bustling with a vibrant pirate community! Want to join in the merriment? Ye will always find a hearty welcome at our table!

Follow Along

To the Tavern!

Aye, we pirates do love a good tavern. ‘Tis a place to share our findings and adventures. ‘Tis a place to clap each other on the back. ‘Tis a place to glean further insight.

Happily, we’ve found proverbial taverns on several social outposts—each bustling with a vibrant pirate community! Want to join in the merriment? Ye will always find a hearty welcome at our table!

Want to keep a weather eye out?

Jot down yer email, and we’ll be sure to let ye know when there’s something new on the horizon.

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Eman

The first is in the first room, follow around and it is by a ghost’s feet right before the entrance on the left, second is on the next floor, take a left and it is between the pink coral and a ghost, the third is after parkouring around the spire, you climb a ladder up a mast and walk through a jail door, on the left underneath the plant, the fourth is after sliding down the ship, there is a book on the left of the ghost. The fifth is in the ship, on the top, on the railing, left of the ghost on top. Hope this helps you all!

Cpt. Cookie

Ancient Armada can easily be done in one Playthrough. Just Ignore the last statue and kill ships until you get the commendation.

Positiv9

At the top, after defeating the last phantom no key is dropping for me this is the 2nd time it happened. Any clue what to do?

Positiv9

tried again same thing ill look for hidden phantoms. how do i restart at a checkpoint? do i have to restart the tall tale?

Stephen P

Did all accommodations and got the achievement for it but in the tall tails section in the pirate log it hasn’t unlocked the shanty you get for completing all accommodations.
Any ideas?

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