Stars of a Thief Walkthrough
This article contains information that may ruin your enjoyment of discovering the game's secrets for yourself. Read at your own risk!
This is a detailed walkthrough of the Stars of a Thief quest. The Stars of a Thief page describes the quest without spoilers.
The Tale Book[edit | edit source]
Once the Crew has voted on the Tall Tale and listened to the Sudds, they are given the Tale Book, which they can find and take out in the
Map Radial menu. Any Tale Book can be viewed with the
Primary Use button (Left Mouse Button/Right Trigger). Once taking a closer look at the Tale Book, it's pages can be turned with the
E keys on a Keyboard and the
Right buttons on a Controller.
Pages 3-10 of the Tall Tale book are always the same:
Opening[edit | edit source]
The tall tale is started by voting on it on Sudd's desk at The North Star Seapost.
In his own special way, Sudds will inform you that he once had a special spyglass like the the one you already found during The Cursed Rogue. That one belonged to Briggsy but this one was his and can show you where you might find the next piece of the Shroudbreaker.
If you are seeking all of the commendations, you will need to grab Sudds' Journals. All of the locations that you could visit on this quest are scattered all over the Sea Of Thieves as are the journals. You may or may not visit a place where (or near) a journal is located. Journal locations will be called out in puzzle locations below so you can grab them while you are there but be sure to visit the Sudds' Journals section at the bottom of the walkthrough to collect those that you missed before ending the quest.
Stars of a Thief[edit | edit source]
You will be tasked with finding Sudd's Ancient Spyglass. You will then use the Spyglass along with the tall tale book to find two Star Jewels. The Star Jewels will allow you to grab a totem and use that totem to open a vault where you will find the object of your quest.
At the island where Briggsy and Sudds parted ways. Briggsy left an Ancient Chest containing Sudds' Ancient Spyglass that will be required to observe the constellations in the sky. These constellations represent compass directions. You will need these to decipher the clues in the Tall Tale book throughout the journey.
The Spyglass[edit | edit source]
Start off your journey by finding the spyglass that will help you find the rest of what you will need.
Luckily there are only two possible locations for the spyglass and the first page of the Tall Tale book gives a clue to where it is located. Click on the text below that matches with the beginning text in your tall tale book to see the location of the spyglass.
Inside the Ancient chest, you will find Sudds' Ancient Spyglass. The spyglass needs a bit of an instruction manual but go ahead and take look through it see has some magic after all. Peering through the spyglass and looking up into the heavens will show you the constellations. If you were to look at one of those constellations and then look at your compass you will find that each one corresponds to a compass direction or cardinal (N,E,S,W) intercardinal (NE,NW,SE,SW) and secondary intercardinal (NNE, NNW, ENE, ESE, SSE, SSW, WSW, WNW) if you want to get fancy.
The spyglass can see the stars in daylight and through storms as well.
Pages 3-10 of your handy dandy tall tale book names and describes each constellation with some keywords that you will need to decipher the next parts of the journey.
Tip: You will be picking up two items in this next part of the quest so you might want to bring the ancient chest along for easy portability. This will also make it easier if you happen to find yourself in some unfortunate circumstance that has you abandoning ship and swimming for life to an island hoping against hope to find a rowboat. Not that such a circumstance would ever befall a pirate like yourself but one can never be too careful.
The Star Jewels[edit | edit source]
Pages 11-16 of your tall tale book contain two stories that will lead you to the two Star Jewels that you are looking for. You can either search the text for keywords that match the constellations that in turn match the directions on your compass or you can click on the name of your story below to find the location.
An Ancient Awakening[edit | edit source]
Now that you have two Star Jewels you will want to head to the island indicated in what are currently the last pages of your tall tale book.
Once you arrive at Uncharted Island (N-13), grab your Star Jewels and take a deep dive just west of the small island with the red flower on it. You will find a cave fronted by stone archway. Enter that cave and you will find a statue. If you followed the previous advice to bring along the ancient chest, you can place the Jewels into the ancient chest so you will just need to make one trip. Otherwise, enjoy the exercise.
Before placing the Star Jewels into the statue, make sure to grab the extra pages to the Tall Tale book sitting on the statue. Once you are sure you have the pages, place the Jewels into the statue to receive the Totem Key.
The Totem Key[edit | edit source]
Now that you have the Totem Key, it's time to open the vault where you will find the last item for the quest.
You will receive one of six possible Totem Keys. Each one opens a specific vault on different islands. The pictures on the second to last page of your book will show you where to find the island and vault for your Totem Key. Have a seat in your thinking chair and decipher the images or just click on the name of your totem below to reveal it's location.
Island: Uncharted Island (N-13)
This one is located right behind where you got the totem. The pedestal to place the key is just to the left of the crab painting.
Island: Crook's Hollow
This is the Cave below the Waterfall in Crook's Hollow. You can see the Scarab Cave Paintings nearby.
Island: Kraken's Fall
Amidst rocks to the North under the big Arch.
Island: Mermaid's Hideaway
Under the North Western Arch.
The Pillar Puzzle[edit | edit source]
Now that you are inside the vault, stop and catch your breath then read on to the end of this section before starting the puzzle ahead. If you fail this part of the quest by letting the timer run out, you will have to start over from the beginning.
To begin the puzzle, raise your lantern and light the four braziers on the table and light them up. After this, the room will start filling with water leaving you on a timer and no escape. You will notice that the four pillars will light up with neon-green figures. You can rotate these pillars to switch between the figures.
The last page of your Tall Tale book will give you two paragraphs. The words of each of these lines match up with the descriptions of the constellations on pages 3-10 of the tall tale book. The constellations will then match up with the symbols on the pillars that need to be facing you. Line one is for the first pillar, line two is for the second and so on. You will do one paragraph at a time.
Once you are satisfied with the pillar placement, go to the Table and press a button to Enter a Solution. If the solution is correct, the pillars will refresh with new images. If the solution is wrong, they will flash red. Once you have the correct pattern and entered the solution, you will move to the next paragraph in the book and repeat the process.
Once you are ready, read the paragraphs and get the symbols in your mind (or on paper) and start the puzzle. Or, click on the first words of your final page below to see the solution.
After you have solved both sets of the pillar puzzles, the vault will unlock and reveal the Shroudbreaker Stone.
Conclusion[edit | edit source]
Submit the Shroudbreaker Stone to Sudds to finish.
Sudd's Journals[edit | edit source]
CLICK FOR JOURNALS
The North Star Guides You[edit | edit source]
(Eastern islet, Rum Runner Isle)
Sudds met a young whippersnapper today. Green as leaves, he was. He hadn't even heard of the North Star!
You don't need no spyglass to find her, Sudds told the lad, she's the biggest and brightest friend and she likes to stay put.
Spot the North Star and you'll never need a compass again!
And the boy smiled, and asked Sudds: "What if it's raining?"
Sudds gave the lad a thick ear. Busy, too busy for foolish questions! Gots to reach ol' Plunder by nightfall...
The Little Glimmer Fish[edit | edit source]
(Highest peak, Plunder Valley)
Brave little Glimmer Fish...
He used to swim down here in the water with all of his brothers and sisters, shining in the sun. Sometimes it's not wise to shine too brightly...
Bigger fish came with empty bellies, and their teeth went snicker-snack!
Soon Glimmer Fish was the only one left to guide the ancient ones on their journey here. One brave little light, all alone...
The ancients felt sorry for Glimmer Fish and placed him in the heavens where he could swim in safety. Lucky little fishy!
Now Sudds must swim along too, all the way to the shores named after the sneaky snake...
Snake Gets What He Deserves[edit | edit source]
(Mainland, Snake Island)
Snake has many voices and likes to play tricks. He coiled along a branch and waited until the Great Warrior was near.
"Help me!" came the Sea Queen's cry, "Won't someone help me, for wicked One-Eye has me by the tail!"
Warrior heard it all. Warrior ran through the trees, not looking up above his head, and whump! There came Singing Snake to coil around his throat.
Snake is cunning, but Warrior is strong! He grabbed at Snake and hurled him up into the stars, where he has lived ever since!
Sudds can't get a good view from here. Needs to sail out to Old Harry's place before daybreak...
The War that Shook the Sky[edit | edit source]
(Northeast rock, Devil's Ridge)
There was once a great battle that shook the whole heavens, and caused great sadness to Sudds's friends above.
Great Warrior knew that he would have to battle Old Kraken, for she planed to feast on the merfolk and their kin.
To fletch the arrows he would need, Warrior told Proud Eagle to give up eight of his feathers, or they would go to war.
Eagle refused, of course, and tore at Warrior with his sharp talons, but it was no use. Warrior fled with his golden prizes!
He dropped one feather as he fell back to earth, and it's still in the stars! Sudds wants to see it from the moon-shaped isle...
The Binding of the Kraken[edit | edit source]
(Southwest rocks, Crescent Isle)
Great Warrior took his arrows and went to make war with Kraken, but he had lost a feather along the way.
He thought of Singing Snake and the venom it used to bite, and he tipped each of his arrows with the very same.
The arrows stung the Old Mother and made her sleepy, so that she sank down to the sea bed. Warrior gave out a great cry.
The ancients came, then, with their great chains. Together they bound Kraken rightly to the star above, far out of reach.
The Sea Queen was grateful, for her people were saved, and she promised they would always help those lost at sea.