Gaming Guide

Survive Zombie Arena: How to Beat the Flying Dutchman Raid Boss

A stairway position on the pirate ship traps the Wave 5 boss and lets you burn down its 2,885,000 HP safely.

A stairway position on the pirate ship traps the Wave 5 boss and lets you burn down its 2,885,000 HP safely.

The Flying Dutchman is the raid boss that shows up on the pirate ship map in Survive Zombie Arena, and it arrives with a health bar of 2,885,000. Fighting it in the open on the deck means eating hits from the boss and the surrounding horde at the same time. There is a much simpler route: the ship’s lower deck opens up right when the boss is about to spawn, and the staircase leading down to it stops the Dutchman cold.

Quick answer: When Wave 5 begins, go through the doors that open to the lower deck, stand off to one side of the staircase, and let the Flying Dutchman follow you. It gets caught on the stairs and cannot reach you, so you can shoot it until the health bar empties.


What you need before starting the Flying Dutchman raid

The trick works with any weapon, but the boss has millions of hit points, so damage output decides how long you stand there. A minigun or any of the higher-tier guns will do. The Bastion class is the strongest pick here because its turrets and drones keep firing on their own while you hold the position, adding damage you do not have to aim.

DetailValue
Boss health2,885,000
Boss spawnWave 5 of the raid
Spawn warning“Boss arrives in 10…” then “FLYING DUTCHMAN HAS AWAKENED!”
Key locationLower deck staircase on the pirate ship
Best classBastion (Legendary, 200,000 Credits)
Useful gearsAuto-Turret, Landminer, Barricade

Bastion is a Legendary class that costs 200,000 Credits, so it is not a first-day unlock. If you do not own it, a Tactician’s Vanguard Turret or a plain Auto-Turret dropped next to your standing spot covers the same idea, just with less damage.


Trapping the Flying Dutchman on the stairs

Start the raid and fight normally through the first four waves on the ship deck. Nothing special is required here, so spend your Credits on weapon upgrades and health between waves. Runners will rush you, so keep moving and use the deck space.
Player clearing zombies on the pirate ship deck during an early raid wave
Clearing the early waves on the pirate ship deck before the boss arrives. Image: Nectarforge Studios
Watch for the “Wave 5 Has Started” banner. That is the cue, and the “RUNNERS ARE COMING!” warning usually follows right after. At this moment the doors leading to the lower deck unlock.
Wave 5 Has Started banner on screen as the player fires at runners on the deck
The Wave 5 banner is the signal that the lower deck doors have opened. Image: Nectarforge Studios
Head straight through the newly opened doors and go downstairs. Do not linger on the deck waiting for the boss, because you want to be in position before the ten-second spawn countdown ends.
Stand to the side of the staircase rather than directly in front of it. This is the whole trick. The angle is what causes the boss to jam against the steps instead of walking down to you.
Player holding a position beside the ship stairway with the Upgrades and Gears panels on screen
Holding the spot beside the stairway on the lower deck, with the Upgrades and Gears panels still available. Image: Nectarforge Studios
Let the Flying Dutchman come to you once it spawns. It will path toward your position and get stuck on the staircase. From there, hold fire on it continuously and let any turrets or drones you placed keep chipping away.
Flying Dutchman boss health bar at the top of the screen during the fight
The Flying Dutchman health bar tracks your damage while the boss is held on the stairs. Image: Nectarforge Studios

How to tell the position is working

You will know the setup has taken hold when red damage numbers keep stacking on the Dutchman while your own health bar stays untouched. The boss will visibly stop making progress on the staircase instead of closing the gap. If it is still walking toward you, you are standing too close to the centre of the stairs or too far into the open room.

Note: the boss health bar at the top of the screen is your progress meter. If the number is dropping steadily and nothing is hitting you, there is no reason to reposition.

Once the bar hits zero, the round wraps up and you are returned to the results screen with your Credits total for the run. Dying instead brings up the REVIVE prompt and a “REACHED WAVE” summary, which is the clearest sign the position slipped.

End of round results screen showing Credits earned and elimination totals
The end-of-round screen with Credits earned after the raid finishes. Image: Nectarforge Studios

Common reasons the Flying Dutchman does not get stuck

Most failed attempts come down to timing or footing rather than damage. Three things account for nearly all of them.

  • You went downstairs too late and the boss spawned while you were still on the deck, so it engaged you in the open.
  • You stood directly at the foot of the stairs instead of off to the side, giving the boss a clear path down.
  • You kept repositioning during the fight, which lets the boss re-path and free itself from the steps.

Placing a Barricade or an Auto-Turret near the stairway before Wave 5 gives you a backstop for the regular zombies that still trickle down, so you can keep your crosshair on the boss instead of splitting attention.


The raid is a recent addition to Survive Zombie Arena, and geometry exploits like this one tend to get patched once the developers notice them. If a future update changes the lower deck layout or the boss pathing, the position may stop holding, in which case the fallback is straightforward: bring the highest-DPS weapon you own, keep turrets down, and fight it on the deck with room to move.