Outsmart the traps, kite the Phantom fleet, and beat rival crews to the vault—your complete Act 3 playbook.
TL;DR (for pirates already at the helm)
- What this is: In Season 17, Act 3, Flameheart has fortified Skeleton Forts into Reaper Fortresses, which can be under siege by a Phantom fleet. Expect new environmental traps inside the forts and PvE/PvP chaos around them.
- When: Act 3 lands in October (post–Act 2 on September 18). It’s the Sea Fort refresh month—and the Reaper Fortress sieges are the headline open‑world mash‑up.
- What to prep: Chainshots, cursed balls (esp. Anchor/Grog/Rigging), blunderbombs, food, firebombs; Reaper Emissary for payout; rowboat for extraction.
- Timer heuristics: Treat them like Fort events in the world‑event rotation. Only one Fort‑type event per server at a time is the long‑standing rule; Fort events time out if untouched (≈30 min)—use this to predict windows. (Official timers aren’t published; these are best‑practice heuristics from the core Fort rules.)
1) What exactly is a “Reaper Fortress Under Siege”?
Rare’s Season 17 launch brief spells it out: Flameheart’s forces strengthen Skeleton Forts, turning them into Reaper Fortresses. In Act 3, those forts can be “under siege from a Phantom fleet.” Defeat both sides, survive the new Fort traps, and you’ll walk with a “cache of dangerous loot.” That’s official language from Rare, and it’s the core loop you’ll be playing to.
Separately, Rare’s “This Month in Sea of Thieves: September 2025” article teases that October (Act 3) brings a Sea Fort refresh—so while the siege plays out at Reaper‑fortified Skeleton Forts, phantom mechanics and trap‑play are the seasonal theme across the map. Expect phantoms (Sea Fort staples) to feature more broadly in the month’s encounters.
Takeaway: A Reaper Fortress Under Siege is a hybrid world event: Skeleton‑manned island defenses + Phantom fleet at sea + environmental traps inside the Fort + other crews arriving to third‑party you. It’s the most “all‑systems‑go” sandbox brawl the season offers.
2) Event Timers & Cadence (What You Can Plan Around)
A quick truth: Rare doesn’t publish exact spawn timers for world events and may tweak values mid‑season. Use the following as working heuristics to help you plan and out‑rotate rival crews:
- Act window:
- Act 2 begins September 18, 2025; Act 3 follows in October. That’s the season’s cadence, and Act 3 is when Reaper Fortresses under siege hit the seas and Sea Fort gameplay is “overhauled.”
- World‑event rotation basics (unchanged principles):
- In Adventure mode, the server typically selects one world event at a time (Flameheart/Ghost Fleet, Skeleton Fleet, Ashen Winds, Fort‑type events, etc.), then rotates.
- For Fort‑type events, the community‑documented rule has long been: only one Fort event active per server at once and an active Fort times out if untouched after ~30 minutes. Use this to predict when a new Fort‑type event might cycle back into the rotation.
- Reaper Fortress clear‑time expectations:
- Uncontested duo/brig: 20–35 minutes is a realistic target (includes sea and land phases).
- Contested, with third‑parties: 35–60+ minutes, depending on PvP pressure.
- Solo sloop: Plan 35–50 minutes with safe sailing and careful trap navigation.
Note: These are performance bands, not hard timers—crew skill and server activity are the real swing factors.
- Daily/seasonal time boxes & check‑ins:
- Check the in‑game Events menu and the official Events Hub for date‑bound bonuses or Act‑specific deed requirements that might overlap with sieges on a given day. These don’t change the spawn timer, but they change the server’s incentive structure—and thus competition.
Practical timer trick: If a Fort cloud despawns without anyone engaging (≈30 min), set your own real‑time stopwatch—you can often expect the next world event to roll within a few minutes. That’s your window to reposition to likely Fort spawn clusters (Devil’s Roar excluded for faster server routes) before rivals sniff it out.
3) The Fort Siege, Phase by Phase
Below is a proven route for getting in, leveraging the PvE crossfire, minimizing exposure to third‑parties, and getting out clean.
Phase A — Approach & Mooring
- Scout first: Keep sails luffed and swing wide. Use spyglass and audio to identify:
- Island cannons firing at sea targets (Phantom fleet in contact).
- Other player ships nosing the leeward side for a stealth vault‑grab.
- Phantom fleet orientation relative to the fort’s cannon arcs.
- Mooring choice:
- Windward standoff (recommended on sloop/brig): Park 200–300m off the cannon towers so you can flex between island cannons and ship cannons without getting chain‑stunned by phantoms.
- Leeward shadow (galleon/brig): Tuck behind the fort’s mass. Phantoms will overshoot; repair/board cycles are safer here.
- Prep a cache: Drop food crate, ammo crate, and throwables (blunderbombs/firebombs) on shore near a ladder choke. Stage a rowboat on the quiet side for extraction.
Phase B — Let Them Fight (PvE Exploitation)
- Use island cannons to tag Phantom ships while the fort skeletons also shoot them. You’re doubling DPS without using your planks.
- Stay mobile. Phantom ships de‑materialize/reform; line up shots when they’re materialized and don’t over‑commit broadside trades—ghost broadsides shred crews low on food.
- Keep a boarder clearing fort cannon towers (if skeletons harass your ship), then rotate that boarder to trap recon inside the fort.
Why this works: The official brief tells you Act 3’s fantasy is exactly this cross‑faction chaos—phantoms vs. Reaper‑fort skeletons. Your goal is to steal value from that firefight while staying hard to counter.
Phase C — Trap Recon & Interior Control
Rare’s note: “provided none of the Fort’s new traps get you first…” You must assume interior routes now include environmental hazards. Don’t face‑check.
- Probe safely:
- Listen first. Many trap spaces have distinct ambient cues (grinds, clicks, flame hiss).
- Single‑file movement and callouts—never sprint your whole crew through unknown corridors.
- Sword‑lunge skip across suspicious floor sections to minimize time on potential plates.
- Blunderbomb test: bouncing a bomb down a hallway can dislodge skeletons around corners, revealing kill zones even if it doesn’t trigger traps.
- Establish a kill funnel:
- Hold stairwells and door frames; keep blunderbuss/throwables for tight angles.
- Firebomb + blunderbomb combos displace skeleton clusters into your cone.
- Key control: When the Fort Captain falls and the vault key drops, don’t rush the vault. Expect third‑parties to pounce at the key callout. Secure the roof cannons and ladder chokepoints first.
Phase D — Vault & Extraction
- Two‑stage pull:
- High‑value first: kegs, stronghold items, uniques; toss to a pre‑staged harpoon or rowboat.
- Bulk sweep only if the coast is clear; otherwise detach rowboat and go.
- Exit lines:
- Reaper’s Hideout for Reaper hand‑ins (fast Renown/Gold if you’re flying Reaper Emissary).
- If heat is high, orbit the edge of the grid and sell piecemeal at safer shops before a final dash to Reaper.
- Counter‑ambush: Before sailing, scan the waterline for tucked swimmers and drop a bait crate where you want boarders to go; hold the actual ladder with a blunderbuss.
4) PvP Meta: How to Win the Player Fight Around a Siege
Loadout:
- Ship: Chainshots; 3–4 cursed balls (Anchor/Grog/Rigging are king for ladder denial); firebombs; blunderbombs.
- Crew: 1 boarder (mobility resin), 1 helm, 1 cannoneer/repair flex (brig); 2+ cannoneers on galleon during burn windows.
Openers that decide fights:
- Anchor‑chain punch: Chain a mast, then Anchorball—this compresses their response cycle and buys you 20–30 seconds to delete their top deck.
- Wraithball finishers: If you’ve farmed ghost ships earlier in the season (they drop Ghostly Cannonball crates in related events), Wraithballs are brutal at close range for one‑pass deck wipes before you go back to the fort fight. (Phantom fleets and Sea Fort content make ghost ammo more available this season.)
- Ladder denial discipline: Never leave both ladders free. One crew member permanently cycles blunderbomb + sword at the hot ladder during vault movement.
Do not over‑chase. The siege is the gravity well. If a rival sails off to kite, don’t hemorrhage time. Reset to the fort, heal, reload, and force them to return to a ticking objective.
5) Counter‑plays (Because Someone is Reading This to Beat You)
If you’re storming a defended fort:
- False start: Sail in like you’re committing…then turn off, full luff, and watch for trap audio and defender movement. You want to pull their boarders early.
- Silent rowboat: Approach the shadow side with a rowboat and cut the vault line—steal high‑value only, don’t linger.
- Cursed cannonball sequencing: Grogball → Riggingball → Anchorball is a nightmare chain for defenders trying to rotate between island and ship guns.
- “Key denial” gambit: Kill the Fort Captain (or let defenders do it), snag the key, and leave. Stash off‑island and return later. Even if you don’t keep the loot, you’ve reset their timer and probably tilted the enemy crew.
If you’re defending the siege:
- Trap judo: Don’t race out to meet every push. Call the trap lanes your boarder has confirmed and make the attackers walk them. You control the pace.
- Two‑ring security:
- Outer ring: your ship, angled to deny chainshots (slight quartering to present smaller mast profile).
- Inner ring: island cannons + one blunderbuss tucked just off the vault stair.
- Don’t greed the vault: After key drop, dump only the irreplaceables to the rowboat, then hard reset to the outer ring to check for a new ship on the horizon.
- Bait kegs properly: Kegs in obvious spots get shot. Tuck one in a trap corridor where firing it is dangerous for the attacker.
6) Solo & Small‑Crew Routes
- Sloop: Prioritize PvE exploitation (island cannons vs. the Phantom fleet) over cannon duels. Anchor inside the fort’s lee to break line‑of‑sight with phantoms, and rowboat‑extract only the top tier.
- Duo: One dedicated island cannon/boarder, one ship pilot. Rotate key control only after you’ve stabilized sea pressure.
- Against bigger crews: Focus on disruption rather than deletion: chain -> anchorball -> rowboat loot denial. If a galleon arrives, your best win is steal & sell—not wipe & own.
7) Recommended Ship & Inventory Setup
- Ammo: 80–120 regular cannonballs; 8+ chainshots; 4–6 cursed; 15–25 blunderbombs; 8–12 firebombs.
- Food: 10+ cooked meat per head. Phantoms + skeletons + players = attrition.
- Tools: Rowboat (the MVP); storage crate (shore cache); wood crate.
- Weapons: Blunderbuss + cutlass for interior; Eye of Reach for tower heads; swap to pistol if you’re on ladder duty.
8) Common Mistakes (and the Fix)
- Face‑checking traps. Fix: Scout slowly, call lanes, sword‑lunge suspicious tiles.
- Chasing off‑grid. Fix: The siege is the prize; make them come back.
- All‑hands vault greed. Fix: Leave one player on ladder denial or roof cannon always.
- Forgetting the timeout. Fix: If a Fort’s been quiet for ages, it will despawn—either commit now or reset and catch the next rotation.
9) Deeds, Acts & Why That Matters
Season 17’s Deeds are Act‑scoped and time‑limited, with unique rewards for clearing them during each month‑long Act window. Doing siege‑related tasks during Act 3 won’t just pay gold; it advances Act‑specific Deeds and Seasonal Renown. Before you sail, skim the Season 17 page and the Events Hub so you know which actions are currently buffed (e.g., trap kills, Phantom defeats, Fort completions). That’s how you align your grind with the meta incentives the rest of the server is chasing.
10) Server Reading & Route Planning
- Scan the sky: If there’s no Fort cloud but a ghostly green cyclone, a Ghost Fleet is up elsewhere—your Reaper Fortress might be next in rotation. (Phantom activity ties into the season’s theme.)
- Emissary flags on the map: Reaper ships broadcast; avoid sailing your loot straight into the Hideout if multiple Grade 5s are milling.
- Banking runs: If heat spikes, sell partial at safe stops, then pivot to Reaper for the big score when flags disperse.
11) A Note on Uncertainty (and How to Adapt)
Rare’s own pages make it clear the season evolves across Acts and trap behavior is deliberately part of the surprise. So treat this guide as a battle plan, not a legal contract: test, iterate, and listen for that telltale trap hiss before you sprint down a corridor. For official updates as values shift, check:
- Season 17 Launch post (Act 3 siege & traps),
- This Month articles (Act dates & seasonal beats), and
- The Events Hub (limited‑time bonuses).
Sail smart, take the fights that favor you, and—if all else fails—row that jackpot out from under the bony noses and sell it while they argue about who was supposed to watch the ladder.
Alternate Play Patterns (Quick Recipes)
- “Quiet Thief” (Duo Sloop): Ignore sea brawl, rowboat to vault, lift only uniques, row out the back, sell fast.
- “Bouncer” (Brig): One permanent ladder guard, one island‑cannon rotate, helm kites phantoms; never let both ladders be free.
- “Storm Wall” (Galleon): Present quarter profile to phantoms, run chain → anchor opener on arrivals, dump high‑value to rowboat early.
Final Checklist Before You Raise Anchor
- Reaper Emissary up?
- Rowboat on?
- Chainshots, cursed balls, blunders, firebombs stocked?
- Food crate filled and staged?
- One player assigned to interior trap recon?
- Extract route and first sell point agreed?
If yes—hoist.