How a boss fight works
A boss fight opens with an introduction card and a lock-on, and the camera frames the fight. Watch the ground: every big attack is telegraphed by a marked area before it lands, and some bosses show a safe circle instead. Blocking, dodging and reading the tell matter more than raw damage.
A boss fought alone lasts about four minutes before it enrages: its hits land a quarter harder and its attacks come sooner. Bring a crew and every crewmate shares the credit in full.
Island bosses, in sailing order
- Captain BrakkaBreaker Cay, level 4
- The raider captain swings an anchor hammer: wide sweeps, a surge, a throw and grab, and the Breakwater slam that sends a shockwave across the Hulkhold. The first real test for a new captain.
- Maud Harrow, the Reedcloak FactorGallowmere, level 7–13
- Count her swings: every third attack is the Mire Sweep, which cannot be blocked. Step out of it or take it.
- Grael Ashcombe, the BellfounderKilnmouth, level 14–24
- A great casting hammer over three phases, ringing waves across the floor and lobbing molten slag.
- Gorran Teague, the BreakmasterBrinewrack, level 25–35
- The boss of the wreck-salvagers who strip the beached hulks at the mouth of the strait.
- Isolde Wrack, the False BeaconSaltspire, level 55
- She telegraphs Lamp Flares, and while one burns she cannot be hurt. Wait out the light, then strike.
- Ysolde Vane, the CantorChoirbone, level 78
- The Drowned Choir’s leader fights with a tuning glaive inside the singing ribs. Beating her is one of the keys to the Gate.
- Cassia Quill, the Harbour TallierTallyport, level 101
- The long fight in Ledger Hall, in three phases: Audit; Collection, when her Tallyhands pour into the hall; and Last Page.
- The EbbmawLowwater, level 114
- A shelled terror at Lamp Rock that claws, fires a beam and burrows, with Burrowers joining in its second phase. A lantern lights at its feet: the pool of lamplight is the safe circle. Watch for the shell spin.
- Anselm Hask, the ClockwardenNinefold, level 128
- Clock-hand sweeps in the Bell-less Belfry across three phases: Hours, Echoes and Stopped. In Echoes the Watch climbs the belfry and the hour repeats.
- Ossian Vell, the GlyphkeeperGlyphwood, level 131–145
- The keeper of the glyph shrines in the jungle over the drowned temple.
- GrisvaldWintermast, level 146–152
- The keeper of the Heart Chamber, deep in the glacier round a dead Deepcrown.
- Corra Lisle, the GatewardenThe Chainstacks, level 153–175
- Fought on a turning windlass drum above the great chain at the Sundering Gate.
- Orrin Vask, the MintmasterGildmarrow, level 176–200
- The master of the mint town on stilts, over a flooded treasury.
- Mother Sedge, the Briar QueenThornreach, level 201–225
- Queen of the briar-grown cliffs and the hanging village.
- Varric Holm, the StormwrightThunderhold, level 226–250
- He works the great rod on the Thunderstair, under a storm that never leaves.
World bosses, Gate Trials and sea monsters
Not every fight waits on an island. World bosses rise off their islands on a clock, the Gate Trials stand between the two seas, and some of the hardest fights in this Roblox sea monster game are fought from your own deck. Each has a guide of its own.
World bosses
The Gate Trials
World bosses
Three world bosses rise on their islands: Slagjaw at Kilnmouth, Corallith at Saltspire, Mourncoil at Choirbone. On a schedule the Deepcrown rises too, with fair warning to every captain at sea.
Raids
Three raids, built for a crew: The Sunken Admiralty, The Lampwreck Hold, The Ninth Bell Vault.
Dungeons
- The Slag Warren
- Traps that bite, rooms to puzzle out, and Gorrund Slagwarden waiting at the end.
- The Smugglers’ Grotto
- Traps that bite, rooms to puzzle out, and Saltjaw Maddock waiting at the end.
- The Drowned Undercroft
- Traps that bite, rooms to puzzle out, and Ossric Undertow waiting at the end.
- The Hushed Archive
- Traps that bite, rooms to puzzle out, and Verity Hush waiting at the end.
Fights at sea
Not every boss stands on land. Chainbiter rises from the narrows at the Gate and is fought from your own ship, the rival captain’s duel starts ship against ship, and Grimwake, a shark the size of a sloop, hunts captains at the helm. Grimwake can drop the Grimrend, a rare greatsword.
