A Hunter’s Cry is the latest Sea of Thieves This time-limited adventure kicked into action on August 18, as players embark on a daring rescue mission to save the beloved Merrick from the clutches of the Dark Brethren. It’s the first time players will be able to return to The Sea of The Damned since Season 3’s Pirate’s Life update, but this time it’s a stormy battle in the style of a Damned Sea Dog’s Tavern fortress.
Some players have described A Hunter’s Cry as one of the most exciting and rewarding adventures yet in Sea of Thieves. However, it also has its challenges in the form of tricky puzzles and a PVP-enabled environment, leading to issues such as spawn camping and grief for some players. However, it is possible to join forces with other players and complete the mission in enough time before the Pirate Lord gets cranky. This guide lights the way in three main steps and contains spoilers.
Since the adventure’s launch, Rare has reduced the maximum number of crew for each trip to two and increased the total turnaround time to one hour.
How to start the adventure?
Players can activate the adventure by talking to Larinna outside the tavern on an active outpost and selecting the Begin Adventure option, which will cause the Pirate Lord to appear on the dock. When players talk to the Pirate Lord, he will open a nearby portal that players can sail through to reach the Sea of The Damned. It is essential to stock up before you leave, especially fruits for health and wood for the possibility of attacking players and NPC ships.
Sailing through the portal transports players and their ship to the Sea of The Damned, where the Pirate Lord briefly appears and instructs players to use the lighthouses to unlock the path to Merrick. As players continue to sail forward, the green sky clears to a cloudy blue landscape as Warsmith’s voice appears, unless the adventure has already been started by other players, along with ghost and player ships surrounding the fortress where Merrick is being held captive.
There are 3 lighthouses surrounding the central Sea Dogs Tavern jutting out of a central rocky arch, plus plenty of surrounding rocks to dodge. Players can park their ship anywhere, but may find it easier to park and start at the south dock where there is plenty of room. The lighthouses are located in the north, south and east.
Step 1 – Light the way to a mysterious jetty
The first step is to collect a green flame of souls using their lanterns from one of the lit braziers on the docks. Players can then use their lanterns to open many closed lighthouse doors by lighting the two small braziers at the stairway entrance of each lighthouse, breaking the green force field door. When players die, they must collect the flame again. Once inside a lighthouse, eagle-eyed players will sometimes find a stash of gold at the bottom of the lighthouse stairs, unless they’ve already been looted.
Once at the top, players must light the lighthouse mechanism to activate it, then line it up with the beacons, which are easier to spot by looking for the green torches. Players familiar with the Pirate’s Life Adventure may remember a similar lighthouse puzzle. Lighting one beacon will cause another to appear, allowing players to easily transport between lighthouses using the cannons on the docks and ladders peppered across the island. This is also a useful way to avoid other players when necessary. Players must light at least two beacons until a ghostly jetty appears at the base of the central Damned Sea Dog’s Tavern, where one of the beacons is located.
Step 2 – Storming the Scaffold
Players must now climb the steps of the jetty, light all five small braziers along the way and around the entrance to the Damned Sea Dog’s Tavern, battling Dark Brethren phantoms as needed or running past them. Once all the braziers and enough beacons are lit, the green glow around the capstan mechanism at the door of the Sea Dog’s Tavern disappears and players can turn it to open the large, nearby gate.
The tunnel in the gate leads players directly under the central rocky arch with a small brazier that players must light. There is currently no road across the gorge, but there is now a large beacon visible in the distance behind it that needs to be lit using the northern lighthouse. When players return, a ghostly bridge will appear at the top of the tunnel, allowing players to travel across the opening. It’s a tricky walkway, with a big jump that might confuse some players, but they can navigate through it safely.
Step 3 – A Dangerous Walkway and Drawbridge Access to Merrick
Once across the bridge, players must light another small brazier located in front of a fallen mast with dangerous points below. When lit, another large beacon will appear on the right, which players must light from the eastern lighthouse. Once lit, players can return to the fallen mast by climbing the shipwreck shortcut at the base and carefully walking up the mast to another hazy ghostly construction that has now appeared, leading players back to the central arch, but this time at the other side.
Here, players must light another small brazier with a cannon that activates another beacon that can be lit with the south or east lighthouse. It is fastest to run across the water with the sword to save time. When players climb back to the spot with the cannon, the final ghostly wooden platform becomes visible, allowing players to follow it to the final capstan. If players fall off, there’s a handy mast at the bottom where they can climb back up. When turned, the capstan lowers the drawbridge leading to Merrick. If players cannot complete all the steps in time and reach Merrick in about an hour, the Pirate Lord will end the adventure and players will have to reactivate it from Larinna, so time is of the essence.
Merrick rescued and delivers a letter
Upon reaching Merrick, players can spot the Dark Brethren in the background looming above him. Players must talk to Merrick to complete the rescue, which results in the Pirate Lord appearing as the Dark Brethren escape through a portal. Once the Pirate Lord has finished speaking, players quickly travel back to their ship where the Pirate Lord returns and asks the players to return to Larinna at an Outpost for one last task, although Chapter 1 of the adventure has now been completed.
When players talk to Larinna, they can activate the final chapter of the adventure, which involves sailing to the North Star Seapost and delivering a letter from Merrick to his wife Serik for a sweet ending. After completing the adventure, players will reach the Hunter’s Repose Memento, a painting that can be displayed as an ornament on the walls of player ships and, if they complete all Adventure Deeds, the Defender of the Damned Memento. Players have until September 1 to complete the adventure and unlock any remaining achievements.
Sea of Thieves is available to play on Xbox and PC and is free to play on Xbox Live Game Pass Ultimate.
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