Updated June 2026

Early Build Order Guide — 100 Days At Sea

Your first ten days decide whether Nights 6–7 Alien Invasion and Angler Fish raids wipe your raft or become manageable. Pro Game Guides and AllThingsHow agree on the core priority: Bonfire Level 3 for Sawmill, passive food from Crab Trap, then Map Radar so you never sail blind to fisherman island or alien island. This guide lists the exact building order, resource loops, and night-defense basics that pair with beginner survival, raft building, and night survival.

Priority Build Order (Days 1–10)

1. Bonfire Level 3 — unlocks Sawmill. Deposit harpoon wood and furniture into Bonfire to level up before anything else.

2. Sawmill (10 Wood + 2 Metal each) — infinite Wood on raft; get two Sawmills early, more in co-op. Endgame Wood solved.

3. Crab Trap — passive fish and food on cooldown; removes starvation pressure during build phases.

4. Map Radar — unlocks full map and island markers; mandatory before Fisherman Island and Alien Island routes.

5. Auto Turret — Travelling Merchant, 150 Doubloons; best solo night defense during Alien Invasion per Pro Game Guides.

6. Magnet (Bonfire Level 4, 30 Metal + 10 Wood) — passive Metal when crafting demand spikes mid-game.

7. Radio — shows Survivor locations on map; rescued Survivors act as passive teammates on Survivor Islands.

Wood and Metal Farming

Wood early: harpoon wooden planks and furniture from the sea into crafting machine or Bonfire.

Wood late: Sawmill produces 3 planks per use — place multiple on raft.

Metal early: harpoon sea metal or haul from islands in your sack.

Metal late: Magnet passive generation at Bonfire Level 4.

Green Gum: feed Ghost Pirate corpses into crafting machine after raid nights — used in select crafts per community guides.

Food Before Crab Trap

Fishing Rod: click-timing minigame — free food Days 1–3.

Harpoon: scoop floating Potatoes; shoot birds for Cooked Bird (large satiety restore).

Crab Trap: best passive food building — craft immediately after Sawmill stability.

Fisherman Island NPC trades food for gear — visit fisherman island with spare meals.

Angler Fish — Biggest Early Threat

Angler Fish spawns at night when you leave the raft or when Bonfire goes out — chases until death.

Keep Bonfire lit and stay near it during night cycles.

Flare Gun distracts Angler Fish temporarily — Crewmate starter tool or crafted flares.

Alien Invasion Nights 6–7 stack alien mobs on top of standard night rules — see alien invasion event.

First Island Route

Day 2–5: fisherman island — two chests, Dinghy, Fisherman trades.

While sailing: Mini Islands — one–two chests, no boss.

Skip Tower Island and Fortress islands (key-gated, heavy guards) until co-op or endgame gear — Pro Game Guides warning.

Night 6–7: clear aliens → Transponder → alien island high-tier loot.

Then rejoin main spine: Jungle → Desert Sand Worm on islands.

Pearls and Codes During Early Build

Pearls sources: achievements, daily quests on daily quests, max Bonfire crafting, and codes on codes.

GamesRadar (July 3, 2026) reports no official active codes — only 20PEARLS which expired in ~13 hours. Community strings SEAADVENTURE, STRANDEDDEVS, and 100DAYS may still work — test in-game.

Spend Pearls after Day 10 on Survivor, Camper, or Crewmate — not luxury 750-Pearl classes until mid-game.

Frequently Asked Questions

What should I build first in 100 Days At Sea?

Bonfire Level 3, then Sawmill, Crab Trap, and Map Radar — in that order per Pro Game Guides.

When do I unlock Sawmill?

Bonfire Level 3. Feed wood and furniture into Bonfire to level up.

How do I stop starving early?

Fishing Rod and harpoon birds first, then Crab Trap for passive food.

What kills new players at night?

Angler Fish when Bonfire goes out or you leave the raft. Keep fire lit.

When should I worry about aliens?

Nights 6–7 during Alien Invasion. Prep Map Radar and weapons before then.