Intercepts torpedo boats coming out of the fog and opens the boss fight with a salvo that ignores shields.
Group instance · guide
Black Fog Strait
In developmentA group instance for 3–5 players that takes 20–30 minutes. Your team gets a private copy of the room, so no outsider can sail into the middle of your fight. Battles are resolved on the server the moment fleets meet. What wins is not reflexes but your lineup, the order of targets, how you split your forces and when you pull back.
- 3–5 players
- 20–30 minutes
- Private copy of the room
- 3 difficulty levels
This is a preview. Instances are not in the game yet. We're showing what we're working on, and names, numbers and rules may change before release. When it's ready, you'll see it in the changelog.
Before you set sail
Bring at least one ship for each role. Teams missing any of them usually get stuck on the second or third stage.
Takes out shore batteries from range and strips the boss's armor.
Shields the tug and soaks up full salvos.
Loads the wreck. How much you bring home depends on it.
Stage 1
The Fog
Goal: escort the tug to the wreck and haul away as much cargo as you can.
Torpedo boats lurk in the fog. You only see them up close, so attacks come suddenly — and always at the tug.
Intercept torpedo boats as soon as they leave the fog. They're the fastest ships, so they reach them before the tug does.
Sail between the fog and the tug and take the torpedoes themselves.
Loads the wreck three times faster than other ships and has the biggest hold. The more it carries, the bigger the reward.
Tips
- Keep the escort together. A destroyer that chases a torpedo boat deep into the fog leaves a hole in the screen.
- Keep the dreadnought between the fog and the tug — always on the side you can't see into.
- When things get hot, the steamer leaves with what it has. Saved cargo counts toward the reward.
Stage 2
Shore Batteries
Goal: silence the guns on the cliffs and open a safe channel.
Long-range guns stand on the cliffs, and the passage below them is mined. Every battery you destroy reveals part of a safe channel.
They have the longest range in the era. They fire from beyond the batteries' reach, and every hit permanently strips a gun's armor.
Waits out of battery range and only enters the channel the cruisers have opened.
The most common mistake
- Charging in with the whole fleet. The batteries outrange destroyers and dreadnoughts, and whatever survives the shelling sinks on the mines.
Tips
- Destroy the batteries one by one, nearest first. Each one opens the next stretch of the channel.
- The dreadnought can cover the cruisers, but it never sails ahead of them.
Stage 3 · boss
The Strait Colossus
The Colossus has three phases. In each one a different class does the work, and the rest stay out of its way.
- Phase 1
Armor
Almost everything bounces off the Colossus's armor. Cruisers strip it with fire control — every hit lasts until the end of the battle.
- Phase 2
Shield
The Colossus raises its shield. Only the destroyers' first torpedo salvo gets through. Time it together: all destroyers fire at once, not one after another.
- Phase 3
Broadside
The Colossus fires a full broadside. Dreadnoughts take it thanks to their citadel. Without them, the broadside hits light ships — and they sink.
When to pull back
- Send any ship below half hull back for repairs before phase 3. The broadside will finish it off.
- Torpedo salvo missed the window? Sail out and come back rather than keep firing into the shield. A new engagement means a new first salvo.
- Dreadnoughts stay until phase 3 is over. If the whole fleet has to fall back, they leave last.
Rewards
- Ship parts and era resources. The amount grows with your Admiralty level.
- A bonus for cargo saved in the first stage.
- The full reward once a week.
- A cosmetic trophy and a weekly leaderboard of the fastest clears on the hardest difficulty.
- Nothing from the instance can be bought in the shop.
In later eras
The strait changes along with the game world. Here's the plan:
| Era | What changes |
|---|---|
| II. World Wars | Submarines hide in the fog, and the boss is an aircraft carrier. |
| III. Cold War | Radar replaces line of sight: you see the enemy on screen before it comes into view. |
| IV. Digital Age | Radar jamming and drone swarms. |
| V. Near Future | The boss changes its resistances mid-fight. You'll have to adapt your lineup on the fly. |
| VI. Orbital Age | A narrow passage between fields of orbital debris. |
Build your team now
Instances aren't here yet, but a good team takes longer to build than a fleet. Play, learn the ship classes and find the allies you'll sail with.