
The second Skeleton Fight Room’s Fire Skull Switch activates a spinning fire trap to burn the skeletons with. *a hidden Journal can be read on one of these lava rocks- you must read all 5 in the Tale to complete every commendation Hop across the rocks in the lava* (touching the lava on the floor is INSTANT DEATH), and then swim through the tunnel but watch out- there are underwater spike traps that trigger on and then retract, so swim past them after they retract so you don’t get spiked. Then there’s a spinning fire trap/capstan that you can get through by traveling the direction it rotates. The next corridor has fire traps in the floor that move forward through the path, so walk behind the moving column to not get burned. You’ll enter your first Skeleton Fight Room, and the Fire Skull Switch in this room activates a spike trap in the floor- so don’t activate unless everyone is standing aside! You can open the door by interacting with the Pulley system and pulling down to lift the door up.

The first corridor contains flame thrower fire traps that turn on and off periodically, so time your walk to navigate through them.

(Your boat is safe from volcanic eruptions on Devil’s Thirst too!) If you die down in these dungeons, you respawn (after leaving the ferry of the damned) in the room you died in or close to it, so you don’t have to start all the way back on your boat above the surface. If you interact with them, they will return you to your ship like regular ocean mermaids- but more importantly, they act as respawn save points. These traps are to help you clear the skeleton waves faster, but careful not to accidentally hurt yourself or your crewmates!Īs you progress through the dungeon, you’ll see benevolent Mermaid statues. These fight rooms also always contain one or more Fire Skull Switches, which will activate a trap when you throw a firebomb in their mouth. These rooms always contain resource barrels with fruit and firebombs inside. In each of these instances, the skeletons are standard/“white” skeletons (ie not shadow, gold, or plant varieties), and culminate in a wave containing one leader with a lot more health than the rest. Many times on each path, you will enter a room and get bombarded by waves of skeletons to fight before you are able to move on to the next room. In Heart of Fire, these traps return, but new Fire Traps allow for more forgiving dangers- if you get hit by a Fire Trap, you’ll catch on fire and lose health gradually, but will usually survive as long as you continue to eat fruit and heal yourself! In previous Tall Tales, traps (such as stabbing spikes, spinning saw blades, or swinging logs) were always Instant Kill. There are THREE more things to know before entering one of the three dungeons: We’ll walk you three EACH of the three paths below, so when you complete that path, skip past the other path walkthroughs down to the section labeled “The Paths Converge”.Įach path is linear and moves from corridor to corridor, with each section of hallway offering a challenge in order to progress. To open one of the doors and begin that path, you need to throw a firebomb at the Fire Skull Switch that is marked by the symbol matching the symbol on the door you want to open. There is a commendation for completing EACH of the three paths, so you’ll need to repeat the Tale THREE TIMES to earn every reward.

*inside this chamber is one of the 5 hidden journals you need to find and read- it is located between the second and third doors on a rock The three doorways in this chamber* represent three alternate paths you can follow, each offering similar but unique challenges as you move through the Tale. You must find and read all 5 to earn every commendation in the Tale, but it will take multiple play throughs to discover all 5.

*Inside the cave, along the left wall, is the first of five hidden journals for the Tall Tale. Once opened, you’ll find more pages for your Quest Book, and a ruby gemstone Key. The mechanism lets you rotate three blocks to change the symbol pictured on each, and then pull a lever to enter the correct answer- but what is the answer? Look all around this hideout to find the answer. On Liar’s Backbone, there is a lever to enter the hideout (pictured in the Quest Book), and inside* is a shrine with a puzzle mechanism you need to solve in order to open it. The Quest Book will tell you to head to the island “Liar’s Backbone” where he has a secret hideout. Starting Location: Begin the Tale by voting on the Tall Tale book on the bar in the Charred Parrot tavern on Morrow’s Peak OutpostĬhapter 1: Tellulah the barmaid will tell you to step outside and talk to Captain Morrow, and the Captain will tell you to track down Stitcher Jim at his secret hideout.
