Pirate Ship
At 3,500 metres the path runs along the shore of Storm Coast, and a pirate ship sails alongside, its captain at the stern with his cutlass out.

What it does
The ship keeps pace just off the shore and fires cannonballs from its gun port. Each one flies in a high arc, and red dots show the arc before it fires. Every third shot is a heavy ball that counts twice if you send it back.
How to beat it
Send the cannonballs back into the hull. A line across the dots, tilted back toward the ship, bounces the ball home. Four hits and the ship lists and sinks, and the captain goes overboard.
Best ink
Pen or steel. Fire can't stop iron: a cannonball goes straight through a fire line.
Its angry phase: the broadside
After the first hit, every third shot is a broadside: three cannonballs at once, each landing a little further along. You'll see three dotted arcs. One long line across all three catches the lot; tilt it and all three go back.
Its wake also sends a pair of waves rolling in over the path. Break them with walls, or jump them, while you keep an eye on the guns.
Common mistakes
- Blocking only the first ball of a broadside. Look for three arcs, not one.
- Drawing too close to the ninja. A ball that lands still thumps the ground; catch it in the air.
Reward
50 coins, points and, the first time, the Sunk badge. Next, at 4,000 metres on the Temple Rooftops: the Samurai Lord.