Be A Pirate

Guide

Be a Pirate Bosses

Checked

Crab King is the boss you can plan around: a timer on screen says when it wakes, and players under 5% of the damage get no full loot. Gravebeard rises beside the ship and sinks it, the Kraken wants a broadside, and Poseidon is the reported gate before top hulls.

The bosses we can name

Boss Trigger Evidence
Crab King An island timer runs out; the whole server can fight Footage, timer on screen
Gravebeard the Undying Rises beside your ship at sea Footage
Kraken Turns up at sea; the store also lists a summon Footage and official listing
Poseidon Reported in the Dead Man's Sea as the gate before the Ironclad Player comments
Flying Dutchman Appears at sea and sinks ships that fight it head-on Comments and a video title
Celestial Serpent Reported in the Aurora Rift, reported to award Poseidon's Compass Player comments
Leviathan Heard, not seen; a sound cue warns of something large Player comments

The Poseidon, Flying Dutchman and Celestial Serpent rows are player reports, not recorded fights; the Abyssal Emperor rests on a video title alone.

Crab King: a countdown, a server fight, and the 5% cut

The island boss sleeps until its window opens. The panel on screen reads "Crab King Slumbers returns in 3 minutes and 42 seconds", so you get a countdown and time to position.

Damage is tracked per player, and you need at least 5% of the total for full loot. Arrive late with a small hull, chip a few shots into a boss other crews are already burning down, and you finish with nothing for the wood you spent.

Three things pay off: read the timer first, since a cycle under a minute with two islands between you and the beach is not yours; land damage early, while other crews are still sailing in; fight on the sand with sword and pistol, and keep planks in the hold.

Gravebeard the Undying arrives next to you

Gravebeard showed up beside the ship in both recorded sessions rather than on a fixed island. It rises out of the water next to the hull you are sailing, the name appears on screen as "Gravebeard. The undying.", and both recordings end the same way: the hull goes down and the cargo with it. The recording below is that sequence.

Your hold is the stake. A full hold is the worst thing to be carrying when Gravebeard surfaces, because the chests you spent twenty minutes hauling are what it takes. Sailing loaded with the sea starting to move is the moment to turn for port. Death costs cargo too, at sea or on an island, so a boss you cannot finish is a fight to leave.

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Video by Bradwizz

Gravebeard rising next to the ship and taking it apart. Watch on YouTube

The Kraken wants a broadside

Cannons fire from the sides, so a Kraken fight is about aim and angle. Point the ship so the monster sits off one beam, hold the auto-aim assist, and let the broadside work. The swivel gun turns with Q/E while the main guns reload, and crew members fire once aboard.

On a full cargo route, decide fast. Guns cannot hit anything behind the hull, so every turn costs shots, and a long fight on a loaded ship gives the monster more chances. Some players fight it on foot with guns and blades.

The store lists a Kraken summon that calls the monster up near you for a crew kill, with prices on the game pass prices.

The Flying Dutchman, measured on camera

A solo run against the Flying Dutchman is recorded end to end, and the HUD answers most of what players guess at.

The Flying Dutchman fight with its 200,000 HP bar and the Davy Jones' Locker stages

What the frame shows Value
Boss HP 200,000, dropping through 162,309 and 123,309
Stage gauge DAVY JONES' LOCKER, three segments, with IMMUNE phases
Boss level Captain of the Damned, Lv.58
Escorts Ghost Galleon Lv.24 and Ghost Sloop Lv.24
Player-side Lv.58 to 59, gold 2.26M to 2.57M, 7 kills
Abilities seen GHOSTFIRE BROADSIDE, GHOST FLEET

That single fight explains two things the comments argue about. First, a galleon can solo it, so a crew is not strictly required. Second, the IMMUNE phases are why damage sometimes appears to do nothing: the bar is locked, not bugged.

Poseidon is still only a player report. Comments place it in the Dead Man's Sea and say the kill gates top hulls, but no footage we read shows the fight or the loot, which is why the compass question stays open on the Poseidon's Compass page.

Before you sail in, and when to run

What to check before you sail into a boss

A boss that sinks ships needs a hull that floats through a bad pass, and the numbers sit on the ship ladder; recruits cost 250 gold each. Repairs consume planks, and a player with a late hull reports 150 wood for one repair. Before you sail, empty the hold and sell, then check the seas and their gates for the right sea.

Which boss the ship under you can take:

Your ship Worth trying Sort out first
Raft or Dinghy Crab King from the beach, if the timer leaves time to land 5% Planks and a short line to port
Sloop Crab King on foot with sword and pistol Timer read, one crew mate, wood for a repair
Cutter or larger Kraken broadside from a cleared hold Angle on the beam, and a sale first
Any hull against Gravebeard Leaving Sell first and sail light; both recordings end with the hull down

Turn away early, sail the shortest line to port, repair, sell, go out again. A Crab King cycle under 5% pays nothing, so leaving costs only the trip; a wrecked hull costs the cargo.

A late-October session shows a Galleon purchase followed by a Halloween boss kill, so limited-time bosses run on their own schedule, though we could not confirm the mechanics or the loot. The Drown Cathedral mission boss sits in the same gap: a video title and no verifiable fight.