Be A Pirate

Guide

How to Get Gold in Be a Pirate

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Early on, chest runs pay best: a single chest has paid $155 to $750. Once you can win fights, sinking ships and raiding islands adds bounty on top, and the daily rewards plus the free Pirate Pass pay every day for logging in.

Three gold lines in Be a Pirate and what each one pays

A chest run, beach to broker

  1. Sail from port to a sandy beach and look for the dig patch. Hold the interact key until the sand opens and a chest sits in the hole.
  2. Lift the chest. Your walk slows by 18% while you carry it, so pick the shortest line back to the water before you grab it.
  3. Load it into the hold. On the starter raft the counter reads four out of four when the last slot fills, and a fifth chest floods the hull.
  4. Sail to port and hand the chest to the Treasure Broker. That one interaction pays gold and hands over gear: a recorded box gave $280 and a torn bandana, and another gave a pocket pistol.
  5. Spend the gold at the shipwright. A Sloop runs about $2,500 in the recorded session; it is the first hull that makes longer runs worth the trip.

These are single recorded payouts from two sessions, so read them as a range rather than a rate:

Find Gold
First chest of a session $155
Chest opened at the broker $275
Chest that also gave a torn bandana $280
Chest later in the same session $450
Golden parrot chest $750

The gap between $155 and $750 is mostly chest type and luck, both tied to where you dig. Trip time matters as much as the number on the box, and the recordings do not give that. Run your own numbers on the gold calculator.

Sinking ships and raiding islands

Sinking a rogue sloop dropped $78 of loot in one recorded fight, which is less than a mid-range chest. The money in this line comes from repetition and from bounty, which builds as you keep fighting. Recorded bounty values moved from 5 to 20 to 314 across a session.

Raiding works alongside it. Board another crew's island and pick up chests lying on the sand; the ones a player has already claimed will not come off the ground.

Dying at sea or on an island drops the cargo in your hold; one recorded death took $89 with it. A fight you cannot finish costs more than the loot it drops.

Daily rewards, the free Pirate Pass, and the Quartermaster

Open Daily Rewards when you log in. It pays without any sailing. The free track of the Pirate Pass pays on the same schedule and does not need Robux; the paid tracks are a separate question.

The Quartermaster near the docks hands out daily tasks. One recorded task paid 400 coins for a job that took a few minutes. Claim these before you sail; the gold arrives whether you fight for it or not.

Which line pays what

Line Recorded pay What it takes What can go wrong
Chest runs $155 to $750 a chest A raft, a beach, free hold slots Cargo lost on death; hull floods when the hold is overfilled
Sinking ships $78 from one rogue sloop, plus bounty from 5 to 314 Guns and a hull that survives broadsides You bring cargo into the fight
Raiding islands Whatever chests are lying on the beach Boarding a beach another crew is digging Claimed chests cannot be picked up
Daily and pass 400 coins from one recorded Quartermaster task Logging in Nothing worth planning around

When to switch lines

Situation Run this Why
Raft, four slots, no fight you can count on Chest runs One chest has paid $155 to $750, and the loop repeats without a fight you might lose
Guns win fights without much damage to the hull Sinking ships, then raiding $78 off one rogue sloop, and bounty carries from fight to fight
Ten minutes to spare, no sailing Daily Rewards, Quartermaster, free Pirate Pass 400 coins in one recorded session for a few minutes of work
The beach you landed on is already being worked Sink ships instead Chests another crew claimed will not lift off the sand

Fix hold problems before blaming the chest line; the slot rules and the carry workaround are on the cargo hold rules.

Move time toward sinking ships and raiding once your guns win fights without much damage. Bounty carries from one fight to the next, while a chest run pays the same $155 to $750 no matter how many you have already done.

Boss fights are the next step and pay a different route. Start on the boss list when you want to stop digging for a session.

If you are weighing a multiplier, the store passes are: 2x Treasure Value at R$449, which doubles every treasure sale; VIP Captain at R$399, which adds 20% gold; and Pirate Lord at R$4999, which adds 50% and stacks with VIP. Which one pays back first depends on how long you play and what you sell, so compare them on the game pass prices against your own session length.

Two numbers the recordings leave open are what bounty turns into at cash-out and whether the daily and pass amounts scale with level. Check both against your own wallet on the first day.