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Last checked: Sep 23, 2026

Day 1 to Day 10 Decision Tree

A practical order for the first ten days: when food, the raft, and the harpoon outrank exploration, class shopping, and code hunting.

Start here

Quick answer

Do this first

Until Day 10, solve the thing that is about to stop the run. Pull resources with the harpoon, keep a food path alive, and make the raft a place you can return to. Leave codes, expensive classes, copied seeds, and long island trips until that loop is boring and repeatable.

Guide

Why it matters

The first ten days are where most runs actually die, and they die from a reasonable-looking choice. Sailing feels like progress. Opening a class menu feels like a plan. A code tab feels like a head start. None of those fix a harpoon you cannot aim or a pot you have not used. Public badges already separate the questions: Just Getting Started is Day 1, Survive 5 Days is the recovery check, Survive 10 Days is the first stretch that is long enough to leave and come back. This chapter is the order of those questions.

It matters because the rest of the wiki assumes you still have a raft. The boss prep page is useless if a ghost raid ends the run at home. The class pick page is a Pearl decision, and Pearls spent on Day 2 are Pearls you cannot spend once you know why you die. The codes page is a status board, not a route. If you skip the opening order, every later chapter becomes a shopping list for a character who is already gone.

Food, distance, and the raft compete for the same materials. A community route names Wood, Metal, a Sawmill, a Crab Trap, and a Map Radar. Those names are a lead, not a law, until your build menu matches them. What is not a lead is the shape of the failure: players who craft the travel tool first spend the pile that should have kept them fed. This page exists so you can see that trade while the pile is still in storage.

Guide

Step plan

Decision order for a fresh run

Can you pull resources?

The Hooked badge is earned by grabbing an object with the harpoon. If that action is clumsy, practice it before you sail.

Badge-backed

Is food the interruption?

A cooking pot and chowder are public badge goals. A community route also points at a Crab Trap. Fix food before optional tools.

Mixed evidence

Can you come home?

Bonfire levels are a public raft progression ladder. A raft you can return to beats a farther island.

Badge-backed

Is the trip worth the risk?

Island travel is part of the official loop, but Magellan — visit every island in one session — is a late goal, not a Day 3 errand.

Official high-level

What are you ignoring on purpose?

Unverified codes, Pearl shopping, potion indexes, and max-bonfire speedruns can wait until Day 10 feels stable.

Planning rule

Did you pass a real checkpoint?

Day 1, Day 5, and Day 10 are separate public badges. They ask different questions. Do not treat them as the same checklist.

Badge-backed

Guide

Read this as a tree, not a script

A script fails the moment the shoreline looks different from the video you watched. A decision tree still works, because it asks what is currently breaking. In the opening of 100 Days At Sea the official game page supports a simple loop: collect resources, build and defend a raft, explore islands, and deal with enemies. Public badges then tell you which pieces of that loop the game itself treats as milestones. This page uses those two sources, plus one labeled community route, to decide what to do next and what to leave alone.

Start at the beginner guide if you want the short first-session checkpoint. This chapter is the longer argument: food versus raft versus exploration, and the distractions that feel productive while the run is still fragile. If the build menu on your screen disagrees with a community name used here, follow the menu. Names such as Sawmill and Crab Trap come from a July 2026 player route, not from a screenshot stored on this wiki.

There is also a search that this page will not fake. Many players ask whether water comes before food. This wiki has not confirmed a separate drinking meter, a canteen recipe, or a thirst number. If your HUD shows a bar that is collapsing, treat that bar as the current emergency and stop the trip. If you cannot see a water meter, do not hunt a water recipe from another site. Spend the time on the meters and prompts the game is actually showing you.

Guide

First fork: can you pull resources yet?

The public Hooked badge says to grab an object with your harpoon. That is the cleanest early proof the game offers: collection is a skill, not a menu you unlock later. If the harpoon still feels awkward, the correct next action is more pulls near the raft, not a voyage. Every later craft, including whatever the community calls Wood and Metal, depends on you being able to bring material home without a panic swim.

Players lose the first hour by treating collection as something to finish. It is the loop you return to whenever a plan stalls. A Sawmill, if that station exists in your current build menu, only matters after you already have a pile worth processing. A Map Radar, the third step in the same community route, is navigation for a run that already knows how to restock. Buying the idea of a radar before the harpoon is reliable is how people sail into empty water with an empty inventory.

Use the crafting progression chapter when you are ready to turn those pulls into a build order. Until then, the decision is binary. If you can fill the raft with useful material on purpose, move to food. If you cannot, stay in the collection lesson. The items page is the place to separate resources from healing leads and special drops once you know what you are holding.

Guide

Second fork: food is the job that interrupts every other job

The We Cookin badge is explicit: cook your first chowder with the cooking pot. That is a public objective, so a cooking path belongs in the early game even though this wiki still does not publish ingredient counts. A community beginner route also names a Crab Trap as the steadier food source after the opening supplies run out. Treat the trap as a hypothesis. Open the build or craft menu, look for a food station that matches that idea, and build the one the game actually lists. Do not paste a recipe from a comment.

Food outranks optional tools because hunger, when it is the thing killing you, cancels the raft upgrade you were about to place. The same is true of oxygen if you are comparing the reported Survivor class later: player reports describe extra oxygen and reduced hunger, but those perk lines still need a class-menu screenshot. You do not need the perk to respect the problem. If eating is what you keep stopping to do, the next craft is the food craft. Map tools, weapon experiments, and class shopping wait.

Cooking also teaches a habit you will need after Day 10. Chowder is a conversion: raw supply becomes something you can rely on for a trip. If you leave with the pot cold and the storage low, the island is not the danger. The return is. The beginner guide is the short opening checkpoint for the same priority.

Glorbus, from the Feeding The Greedy badge, is a food-delivery objective that asks you to give him everything he needs. That is a detour with a public name, not a Day 1 requirement. If you meet a food demand that is not your own hunger, write it down and finish it only when your own supply can spare the cost. Early runs die by being generous with a stockpile they have not replaced.

Guide

Third fork: the raft is a place you can lose

Bonfire levels 1 through 7 are public raft milestones, and Bonfire 9 asks for a max bonfire with four or more people. That ladder is useful because it shows the raft is a progression object, not scenery. It is also a trap if you read Bonfire Master — reach max bonfire before day 3 — as advice. That badge is a rare speed goal. A normal first run should light and improve the bonfire as materials allow, then stop when the raft is safe enough to leave. Burning 1,500 items in one session, which is the Bonfire 8 description, is a late flex.

The practical test is whether you would be willing to sail out of sight. If the answer is no, you are still in raft work. Add the next structure that makes return, storage, or defense more believable, using the raft building chapter for the sequence and the crafting page for the warning against invented material counts. Defenses are part of the official description of the game. Their exact names and damage are not published here.

Ghost raids are common enough that the They'll be back badge — survive a ghost raid — is one of the more widely awarded combat badges in the public set. You do not need a boss guide to respect that. A raft with no recovery plan turns the first raid into a restart. A raft with food, a bonfire you understand, and a reason to stay on board turns the same raid into a lesson. Weapons can wait until the raft is the thing you are defending, which is the handoff into the weapons notes.

Day 10 is the right moment to ask whether the raft is boring. Boring is good. It means collection, food, and a home base no longer require a speech. That is the condition for the map and regions page, not a seed list. The seeds chapter explains why a copied best seed is not a plan.

Guide

What to ignore until the first ten days feel repeatable

Ignore code lists until you have opened the codes page and seen the current answer, which is that no working code is verified. A code cannot be your Day 1 strategy while that status holds. The longer explanation of how a future code should fit beside Pearls, Doubloons, and chests is in codes and the early economy. Hunting a redeem button while the cooking pot is empty is the most common way to lose the opening for free.

Ignore class shopping as a substitute for the loop. Reported Pearl costs on the classes page run from a cheap Survivor-style lead up to specialist classes at several hundred Pearls. Those prices are community rows awaiting a menu check. Even if they are accurate, a class does not pull the harpoon for you. Pick one only after you know which death you are having, using the solo and duo class guide.

Ignore the endgame indexes. We Need To Cook asks you to discover every potion recipe. Magellan asks you to visit every island in one session. Stranded and Gone Missing push the day counter to 250 and 500. None of those are information you need before the Survive 10 Days badge. Challenge mode tiers are the same kind of later project. If a menu offers them early, look, then close it.

Ignore fights you cannot name a reason for. The public badge set confirms a Squid Boss, an Ice Biome boss, the Lord of Lava, a Corruption Dungeon boss, rival rigs, and a Ghost Galleon. Those are real objectives. They are also the subject of boss prep and wipe recovery, which assumes you already have a home raft. Walking into a named fight on Day 4 because a thumbnail looked exciting is how a good food stockpile disappears.

Guide

Day 1, Day 5, and Day 10 are different questions

Just Getting Started asks you to survive Day 1. The question that day is whether you understand the opening: harpoon, a bit of food, and the first raft action you can see. If you are still guessing where the build menu is at the end of Day 1, repeat the opening on purpose instead of sailing to feel busy. The walkthrough outline only helps after this checkpoint is honest.

Survive 5 Days is the recovery question. Can you make a mistake — a bad trip, a wasted craft, a scare from a raid — and still be playing the next morning in game time? If every error restarts you, you do not have a Day 5 strategy yet. You have a lucky opening. Go back to food and the bonfire. Do not add a new project.

Survive 10 Days is the departure question. Can you leave, gather something the raft does not already have, and come back with the raft still yours? If yes, you are allowed to open region notes, a class comparison, and a first weapon plan. If no, another island will not fix the hole. Public badges continue at Day 20, 30, and onward, but those counters are not advice to skip the skill that Day 10 is testing.

A full group changes the clock, not the tree. Bonfire 9 and the party badges (duo, trio, four, and a full crew of five surviving to Day 100) show that co-op is a supported way to play. They do not show that five players should split into five hobbies on Day 2. Someone still has to own food, someone still has to own the raft, and someone has to be willing to stay home when the others want a look at the horizon.

Guide

If the run is already slipping, cut back to one job

When several things are wrong, players try to fix all of them in one sail. That is the failure mode. Pick the single job that, if finished, makes the others possible. Empty storage means harpoon work. A cold pot and a hungry crew means the food station. A raft you are afraid to leave means structures and a bonfire you understand. Low health with no recovery idea means you stop exploring and read the healing and revive notes before the next fight, keeping in mind that medkit behavior is still only partly checked.

Restarting is allowed. It is better than forcing a Day 8 raft that has no food and no return plan just to protect the day counter. The day badges reward survival, and survival includes the decision to abandon a run that is only alive because you have not been tested yet. Take the lesson — usually 'I left before the pot was reliable' or 'I spent the first Pearls on a class I did not need' — and apply it to the next opening.

Write down one thing the UI taught you that this page could not. Objective text, a station name, or a meter you did not expect is more useful than another guide tab. This chapter will stay qualitative on purpose until those screens exist. Until then, the tree is the whole strategy: resources, food, a raft you can return to, and a short list of things you are proud to ignore.

Guide

If this is true, do this next

A compact version of the same tree. Community names stay marked so you can check them in the build menu.

What you noticeNext actionLeave for later
Harpoon pulls are inconsistentPractice collection beside the raftMap tools and island routes
You keep stopping to eatCooking pot path, then a steadier food station if the menu has oneWeapon experiments
You would not sail out of sightRaft structures, bonfire, and a return planNamed bosses and region chains
The raft feels boring and stockedOne purposeful trip, then homeEvery-island and potion indexes
A friend is waiting on the raftSplit food and sailing; do not both leaveMatching combat classes
A code list is open in another tabCheck the codes page, then close it if nothing is verifiedRedeeming copied strings

Guide

Common wipe mistakes

The opening wipe is rarely a boss. It is a trip you cannot reverse. You pull a few objects, the harpoon still feels clumsy, and you sail because the horizon is the only objective you can see. The Hooked badge is the public reminder that grabbing an object with the harpoon is itself a milestone. If that action is not boring yet, the sea is not a destination. Come back to the raft while you still know where it is.

The second wipe is hunger dressed up as ambition. We Cookin is a public badge for cooking chowder in the cooking pot, so a food conversion is part of the game, even though this wiki will not invent ingredient counts. A Crab Trap is only the community guess for a steadier supply. If you leave with a cold pot because a radar or a weapon looked more advanced, the wipe is the craft order, not the island. Glorbus, from Feeding The Greedy, is a food demand that is not your own hunger. Do not pay it with a stockpile you have not replaced.

The third wipe is treating a rare badge as the route. Bonfire Master asks for a max bonfire before day 3. Bonfire 8 asks you to burn 1,500 items in a single session. Those sentences are on the public badge list. They are optional careers. Burning the stash that should have become dinner is how a fire level goes up and the run goes down. A normal opening improves the bonfire until the raft is a place you trust, then stops.

Sailing to feel productive

Distance is not progress while food and the harpoon are still unreliable. Come back when you can name what the trip is supposed to bring home.

Chasing Bonfire Master

Max bonfire before day 3 is a public rare badge, not the normal opening. Improve the fire, then spend material on the station that stops the current emergency.

Trusting a water recipe

A separate drinking system is unverified here. Follow the meters you can see. Do not craft from an unsourced canteen list.

Letting codes set the pace

With no verified working code, a redeem hunt is lost time. Survival badges do not care which webpage you had open.

Guide

When to ignore this guide

Ignore this chapter once leaving and returning is dull. If you can stock food, pull resources on purpose, and sail out of sight without bargaining with yourself, you have finished the decision tree. Go to the map for a route log, the weapons page before a fight you chose, and the bosses page only after the home raft survives a raid without a speech. Day 20 and later badges are counters, not permission to skip the skill Day 10 already tested.

Ignore it when your screen contradicts a community name. If the menu has no Crab Trap, no Sawmill, and no Map Radar, do not hunt a screenshot that matches this paragraph. Build the station that stops the meter you can see. Also ignore any water or canteen recipe you found elsewhere. This wiki has not confirmed a separate drinking meter. A collapsing bar on your HUD is the emergency. An unsourced drink recipe is not.

Ignore it for a speedrun you are doing on purpose. Bonfire Master and a day-3 max fire are real public challenges for players who already know the opening and want a rare badge. This chapter is for the run that is trying to still exist on Day 10. If that is not your goal, the chapter will feel slow, and it should.

Guide

FAQ

What should I do on Day 1 if I only remember one thing?

Learn the harpoon, start a food path, and touch the raft build before you travel. The Day 1 badge is a survival check, not an exploration check.

Should I build the Crab Trap or the raft first?

If hunger is what keeps stopping you, take the food station the menu actually offers. If you cannot safely leave or store anything, fix the raft first. The community order is a lead, not a law.

Is there a confirmed water priority?

No separate thirst meter or water recipe is confirmed on this wiki. Treat any collapsing HUD bar as the emergency, and ignore unsourced drink recipes.

When am I allowed to explore?

After you can leave and come back without losing the raft or the food plan. Day 10 is a fair public checkpoint for that question. Earlier trips should be short and aimed at a named need.

Do I need a class before Day 10?

Only if a reported starter class clearly answers a death you are already having. Otherwise the harpoon, the pot, and the raft teach more than a Pearl purchase.

Guide

What this page will and will not claim

Evidence

Day counts, Hooked, bonfire levels, We Cookin, ghost raids, and the named late badges are public Roblox badge descriptions. Wood, Metal, Sawmill, Crab Trap, and Map Radar are a community route and still need build-menu proof. No thirst recipe, material count, or day-by-day coordinate route is claimed.