A preamble: Before I purchased this game, I did a fair amount of reading about it, and was particularly taken once I learned about the Legendary Ships - and whyever not? They struck me as creative, look intimidating, and I was sure learning to cope with the mechanics of these fights would be an entertaining diversion. A common refrain in discussions of the Legendaries, especially on other "Guides" to defeating them, is to ensure one's ship is heavily upgraded prior to attempting to take them on - many explicitly recommend shooting for every Elite Upgrade before even giving them a shot. I therefore decided to set myself a challenge - come my time to try them, I'd do so without a single one of those. In order to accomplish this, I needed to grasp in full the mechanics of each individual boss fight, because there's a great deal less opportunity to indulge errors when one's ship is so much weaker than it could be. After I got it done, out of curiosity, I compared my strategies to those of other players and was surprised to discover that A) most online guides are somewhat imprecise and B) may contain outright misinformation. In consequence, I resolved to write up my approach in detail, so that future players might have a slightly more reliable resource to draw on when giving these fights a shot. Naturally, everything written here is equally applicable to players sailing Elite Jackdaws - in fact, because such players will have 65% more health and vastly improved damage-dealing options at their disposal (not to mention no longer needing to brace before rams), they ought to have a particularly easy time taking the Legendaries down using the strategies below. Before we begin, a note: as a general rule, all four Legendary encounters are best beaten by sailing extremely aggressively. These battles are won at very close quarters. HMS Prince The simplest of the four encounters in terms of mechanics, the Prince is comparable to a standard Man O' War, but with enhanced health (50,000), more plentiful cannons, and, most importantly, extremely powerful mortars (that obey the standard rules for mortars - i.e. you'll be able to see where they're headed, thanks to large target reticules, and they have a minimum range, inside of which they can't hit). It is also fairly maneuverable, though by no means as much so as your Jackdaw. It possesses a weak battery of rear cannons that will open up on the player once the Prince reaches 25% health. Finally, it's fought in a thick fog, though this is chiefly a cosmetic detail, as this is a close-up fight throughout and visibility is of little relevance. In consequence, staying behind the Prince and cyclically chainshot/ramming it is a perfectly feasible strategy and the best approach to winning this fight. As with every other Legendary encounter, the battle begins at 600m distance; the Prince will start to throw mortars at you as soon as you close to 500. Close the distance as quickly as possible while dodging the mortar shots. The game plots mortar shots by scattering them over the area of ocean where the Jackdaw is predicted to be in several seconds' time, based on its current heading. Dodge them by dropping anchor and spinning off to the left or right (the fastest way by far to turn), then striking to full sails again. Once you have reached the Prince, maneuver around to its rear. This may expose you to a modicum of broadside damage, but any damage taken should prove quite manageable. Fire heavy shot as you pass. Once you have reached the Prince's rear, stay on it. Its mortars are now effectively neutralized; even though the target reticule will continue to appear, the Prince cannot fire its mortars directly behind itself. Chainshot to stun it, then ram. Rinse and repeat until the Prince sinks. Only two factors remain. First, at 25% health, the Prince will open up with its rear cannons, but the Jackdaw will sustain negligible damage, meaning this is really more of a nuisance than a threat. Second, because the Prince is reasonably maneuverable, it will on occasion manage to steer away from you to the point that the Jackdaw is no longer directly behind its rear, and is facing the Prince at something close to a 90-degree angle. This is an excellent opportunity for some heavy shot, but don't delay in getting back behind the Prince as quickly as possible, because her broadsides are really quite lethal. La Dama Negra The difficulty of this fight is highly dependent on understanding the way the Dama's mortar fire works - so much so that this fight, once understood, becomes completely trivial, but is extremely difficult if one can't predict where her mortars are going to land. La Dama Negra is a ship so heavily armored that her sides are completely impenetrable - firing anything at her side will simply result in an amusing "plink" visual and sound effect as your cannonballs bounce uselessly off her. Her broadsides are deadly, and, most importantly, she will constantly fire mortars - often to the point that she won't fire her broadsides even when she could do so to good effect. Her mortars do not display target reticules, so it's at first unclear where they're going to hit; they do not cover a large area, but are highly concentrated in their fire; are faster to hit than ordinary mortars are; and she can fire them anywhere, including directly behind herself. No wonder she's so keen to rely on these things. The Dama pays for all this by being extremely slow, having only 30,000 health rather than the Legendary-standard total of 50k, and, most importantly, by possessing a wonderful, large and exposed weak spot in the form of her stern. This is intended to be brutally obvious, as the opening cutscene homes right in on that stern and its ridiculous number of windows. The fight thus consists of reaching the stern and staying there, cycling chainshot and ram - the simple part - while evading her mortar fire as it comes in. Fortunately, the Dama's mortar mechanics turn out to be extremely simple, as well. She will invariably fire her mortars at the spot directly in front of your ship, or where you're going to be in a split second. (If and only if you're stationary at the time of firing, your ship will be targeted directly.) Therefore, the correct thing to do is to keep an eye on the sky and brake to a full stop as soon as you see the mortar projectiles arcing down. They will miss! Once the fight's begun, immediately close with her and navigate around to her rear. Dodge mortars as they come in - you'll need to do this twice or thrice before you've reached her stern. As with the Prince, there will be a moment during which you're exposed to broadside fire - but unless you're all but perfectly paralleling her, she will decide to rely on her mortars instead. Reach her stern, then commence cycling chainshot and ram as per spec. However, she can still hit you with those mortars, even when the Jackdaw is in optimal position. Therefore, as soon as she fires her mortars, interrupt whatever you're doing. If you're in the middle of a ram, the fix is simple - abort, brake, nothing will be lost. If you're caught stationary immediately following a ram, which is slightly more complicated, move away (usually, the only option is straight ahead while juking slightly left or slightly right) - even if, as a consequence, you're no longer in pole position. It's easy enough to get squarely back behind her stern because she's so slow. Simply rinse and repeat and she'll sink quickly. One final note - the entire encounter takes place in stormy, choppy seas, but because cannon fire essentially isn't part of the battle at all, this is of no importance. HMS Fearless & Royal Sovereign A modest but meaningful step up in difficulty from the previous two Legendary encounters, this one is essentially a three-phase fight, and the only one in which your mortars are of critical importance (they do come in handy vs. El Impoluto, but arguably aren't essential). The player must face two Legendary ships at once, sporting identical but color-flipped models (one has white sails and sports a hull banded black-white-black, the other's black-sailed and banded white-black-white). Each has 25,000 health, is faster than the Jackdaw, and sports broadside cannon as its only weapon. They have no mortars, no rams, no bizarre hidden batteries of guns sure to inspire jealousy in the less well- endowed player - only broadside cannon. They even appear to lack forward cannon - at least, I don't think I've ever seen them fire some. As such, they're very much one-trick ponies. Their broadsides do some damage, but it isn't very considerable, especially compared to that done by the other Legendaries' - the threat in this battle comes from the certainty of being hit on occasion and the high probability of being simultaneously and repeatedly hit from both sides if one makes a mistake. The way they sail is fairly, but not completely predictable. They will open the battle by shearing to either side of you, using their superior speed to catch you if you foolishly attempt to escape from them. They will open fire on you once they're in position, attempting to catch you, with a very high probability of success, between two broadsides with nowhere to turn or escape to. Afterwards, they will attempt to circle around you, firing broadsides as opportunities present themselves. Should you manage to attach yourself to one ship and deal significant damage to it, the ships will sail away and regroup once you peel off, then circle around one another, finally heading back towards the Jackdaw to re-attempt the shearing maneuver with which they began the fight. Additionally, when the player sinks one of the ships, the other will light itself on fire, then make a beeline for you at comical speed. Should it reach you (and you will not be able to escape), it will ram you, and you will die. Therefore, it is imperative to sink the ships in very quick succession - meaning the vast majority of the fight will be spent with both enemies still in play. Finally, although the seas will always be calm during this battle, the weather is variable. Take these guys on on a clear day, as visibility is important here! The key to surviving this fight is controlling and minimizing damage taken by exploiting the predictable nature of the enemies' sailing. What does this mean? It essentially means this will be a four-phase alternating fight - high-damage, then low-damage, then high-damage, then low-damage. Phase 1) When the battle commences, the player must do two things: sail directly towards one of the two Legendaries while firing mortars, hitting both enemies with the first shot while they're still closely grouped, then ideally picking the one not about to be directly assaulted as the primary mortar target. The Legendaries will shear out around you; this is unavoidable. Once you're in very close quarters with the Legendary you charged at, quickly maneuver around to its stern, then stay there, cycling chainshot/ram. As you swing around the one ship, try and hit the other with some heavy shot for bonus points, although this isn't essential. You will take some damage, presumably from both ships, as you charge and maneuver yourself into position, but it'll remain within the realm of the manageable. Phase 2) While you're limpeted onto the stern of the Legendary, you will take considerably less damage than you would in almost any other state during this fight - one ship's obviously incapable of harming you at this time, and the other can do no more than take potshots. Your only task at this point is to chainshot and ram until the ship's down to a sliver of health. Once it is, you must move quickly: peel off, at which point your enemies should both do the same. In order to escape, turn into an advantageous position, then pick up speed and sail off. Try for a sort of elliptical slingshot escape away from the ship you've been abusing, in order to present as few good angles for broadsides as possible. At this point, the distance between the Jackdaw and the Legendaries will increase to somewhere between 600 to 850 or even 900m - well out of weapons range. Attempt to keep it somewhere between these extreme values, towards the low end of the range - somewhere around 650 to 680m should be ideal. Phase 3) Your job is now to wait until the enemies are circling one another as outlined above, then quickly squirt in to reach the Legendary you haven't been abusing, ducking past its heavily injured twin. En route, fire mortars at your new victim - ideally, it's already been softened up a little. Be sure not to fire more than 14 of your 15 mortar rounds. Once there, you must again maneuver around to its stern as directly as possible. As before, you will take damage as you slip into position, though you should be able to endure it well enough assuming the previous phases have gone well. Phase 4) What remains is fairly simple - latch on and cycle chainshot and ram, just as you did during Phase 2, but this time, you're aiming to sink your victim. Assuming the prior phases have been properly managed, you should have accomplished the central goal of this fight, having enough health remaining to survive this last assault. As soon as your target goes down, fire a terminal mortar round at the surviving ship, reuniting it with its brother in a hurry. All done! El Impoluto This ship operates almost exactly like a medieval knight on horseback. It will charge you, ram you, spin to the side, pull out its cannons, clobber you over the head with 'em, dash off, turn itself around, then repeat the whole sorry operation to finish off what remains of you. Even better, should its victim break before the onslaught and try to escape, it will ride down and brutalize the fleeing enemy, with no possibility of escape. Substitute a lance and a mace for ram and cannon, and I'm surprised how well the comparison scans. El Impoluto has 50,000 health, extraordinary speed, a monstrous and very powerful ram, broadsides that fire, by my count, in excess of 85 cannonballs in several volleys, and, as a little added bonus, a hidden battery of lethal forward guns that do only very little less damage than a full-on ram would. These pop out on only one occasion, though: a set time after one of El Impoluto's charge attacks goes awry. Lastly, its stern is completely unprotected, though rather difficult to reach because of El Impoluto's incredible speed and propensity for ram attacks that leave one moving at a snail's pace very close in even if handled correctly. There's exactly one way to unhorse the knight, and that's beating him at his own game. Anything other than egregious and unwarranted brutality is guaranteed to send you to the bottom. Furthermore, there's almost no wiggle room for you to make mistakes. Count on having enough leeway for just one mistake. Two will render the fight all but unwinnable. Additionally, there's an element of random chance to this fight that's missing from all the others. El Impoluto will never be 100% predictable, which makes itself felt most powerfully during the frequent close-quarters phases of this fight. Finally, just as during the previous fight, the weather for this one's variable, though the seas will always be calm. Again, choose a clear day. You must always be aware of exactly where El Impoluto is - or, rather, because El Impoluto is so impressively fast, where it's going to be in another second, which is usually quite far away. El Impoluto will commence the fight by charging straight at you. You must do exactly the same to him. This is the essential approach by which this battle will be lost or won, and it's imperative that the player's timing be accurate and his angle of impact correct. Again, rather like jousting! Windows of opportunity to act during this sequence are small and tight, and a minor error can make the outcome rather unpleasant for you, possibly to all purposes ending the fight right there. Be quick and precise. When two ships charge at one another, if one of the two is either not moving or moving very slowly, it will do no ram damage. During the charge sequence, you must shoot chainshot at El Impoluto's bow to stun it, but not too early, nor too late (and needless to say, do not miss!). Too early, and El Impoluto will get a chance to open up with its hidden bow cannons, which deal enough damage to essentially obviate the whole point of trying to dodge its ram attacks. Too late, and the stun will come too late for El Impoluto to lose much momentum, meaning it'll slam into you successfully after all. You must time it just right - just under a second (perhaps three-quarters of a second) after El Impoluto first comes within chain shot range. Do it correctly, and El Impoluto will slow considerably and flounder about a bit hopelessly, generally turning slightly to the left or slightly to the right of its former beeline straight at the Jackdaw's bow. This is the time to smash into it, but you must do so at the correct angle. For best results, try and strike it slightly to the side of its ram - I really haven't got any scientific basis for suggesting this, but a little trial-and- error showed this to work quite reliably for both avoiding damage and spinning the Jackdaw into an advantageous position once both parties have come to rest. After the joust is won, the random-chance aspect of the fight really comes into play. (If it is lost, El Impoluto will generally decide to add insult to injury by hitting you with a broadside, as well - needless to say, not the route to victory.) Having struck El Impoluto, you will slide off along one of its sides - this is a perfect opportunity for some heavy shot, and you really must seize the opportunity every time it presents itself to achieve best results, because 50,000 health is a great deal. El Impoluto, for its part, tends, though this is somewhat variable, to decide not to broadside at this point, preferring to start launching itself away from the Jackdaw to set up another charge attempt instead - it's therefore reasonably safe to fire heavy shot at this point. However, the position at which you and El Impoluto end up relative to one another is extremely variable. Sometimes, you'll end up facing much the same way after a bit of turning. Sometimes, you'll end up in a position to strike its stern with chain shot, assuming you manage to turn quickly enough - this is delightful, and a huge boost whenever it happens. Sometimes, ridiculously enough, El Impoluto will bounce out of the water and off the Jackdaw's hull - should you be unfortunate enough to have this happen to you ram-first, you'll take full ram damage! El Impoluto's overriding goal following a charge is to sail away from the point of impact at an incredible speed, swinging around outside of chain shot range and at the extreme edge of cannonball range in a wide ellipse around you, before turning on a dime and heading straight for you again. It will be extremely difficult to hit it at close quarters with chainshot in order to prevent this - most of the time, you simply cannot turn the Jackdaw quickly enough to set up the shot, because she'll be moving at a nonexistent speed at the time. The only circumstance in which this is an appropriate response is one in which you end up close to El Impoluto's stern following ram impact, in which case you must make a hairpin turn, fire chainshot quickly and accurately, and finally cycle chainshot/ram for as long as possible. El Impoluto is so nimble that it'll be able to break away from you eventually - try to make this bonus damage phase last for as long as possible regardless. Missing with chainshot or firing it a split second too late will end it prematurely! In all other circumstances, your goal post-charge will be to abuse El Impoluto with heavy shot while turning as quickly as you can. El Impoluto will rapidly begin to escape from you. Give chase, firing mortars at (so ahead of) it all the while, until El Impoluto is 30%-40% through its elliptical orbit of the Jackdaw, then drop anchor and turn as quickly as possible until you're facing it down for another joust. Chasing it throughout its orbit around your ship has two major defects: first off, El Impoluto will begin to broadside you midway through, accurately and for massive damage, and secondly, by the time it does attack you with its ram again, you'll be so close to it and angled so inconveniently that effective resistance will be all but impossible. On the other hand, doing a drop-anchor turn appears to entice El Impoluto into charging you earlier than it otherwise would - reducing the Jackdaw to low speed well after a charge appears to indicate to the game that this'd be a good time to try another joust. This makes the post-charge phase semi-controllable, greatly adding to your chances of surviving the encounter. The encounter thus breaks down into these two phases - charge, then charge recovery. Interrupt Impoluto's ram with chainshot, then ram it in turn; respond appropriately to the immediate aftermath of the charge; get moving again, give a modicum of chase, then force it into another premature charge attempt. Two final notes. First, in order to drop its enormous health bar, make use of any opportunity you get to drop a mortar round on the Impoluto - the damage adds up, and can be rather helpful. Second, if the Impoluto does launch a broadside at your ship at any point, facing directly into it can be rather helpful - your ship will present a much smaller profile to target that way, and El Impoluto's broadsides come in stuttering spurts, meaning you'll do a decent job of ducking at least some of the punishment if you come in close - as if this fight didn't already reward aggression enough. Best of luck! Epilogue: Having the charge ram attack as early as Sequence 4 will make the remainder of the game's naval missions comically easy. Definitely worth it - and yes, one can indeed charge while aboard Blackbeard's frigate in that one mission, even though it doesn't even have a ram. Hooray! Thank you for reading! Copyright 2014, johncomnenus