Gaming Guide

100 Days at Sea: Every Night Raid and How to Survive Each One

The four special raids that can hit your raft after dark, what they drop, and the weapons that end them fast.

The four special raids that can hit your raft after dark, what they drop, and the weapons that end them fast.

Nights in 100 Days at Sea already push your food, health, and raft defenses, but special raids raise the stakes with unique enemies that can wipe a run in minutes. Each raid brings its own threat, its own reward, and its own best counter, so knowing which one is coming lets you prepare instead of scramble.

Quick answer: Only one special raid can occur per night, and the type is random except for the very first night, which is always a Ghost Pirate Raid. A notification appears just below the day counter the day before a raid, and a second warning shows once night falls.


How night raids are announced and triggered

Special raids never arrive without notice. A warning appears at the top of the screen, right under the day counter, on the day before the raid is due. You then get a second alert the moment night begins, giving you a final window to repair walls, reload guns, and position yourself near your base center.

Illustration

Raids do not stack. You will only ever face one special raid type on a given night, or none at all, so there is no risk of two events overlapping. Apart from the guaranteed Ghost Pirate Raid on night one, the type that shows up is mostly random.


All four raid types compared

RaidThreatDropBest weapon
BukuLowA possible sword from “Boku Boku”Any basic weapon
Ghost PirateScales with day count+1 Glue per pirateGuns
AlienLow, rising laterAlien TransponderAny weapon
KrakenHigh+3 Glue per tentacleMelee or ray gun

Buku Raids: the easiest to shrug off

Buku enemies are the least dangerous of the bunch. They can appear with no warning at all, sometimes even during the day, and rush anyone nearby. Their damage is low and their numbers are small, so the only real danger is being away from the keyboard with no defenses standing.

Buku Tribe at 100 Days at Sea

Killing a “Boku Boku” among them can drop a decent sword, making these skirmishes worth engaging rather than avoiding. Stay by your raft and clear them out, and you will rarely lose much health.


Ghost Pirate Raids: your first night and beyond

Green, see-through ships sail up to your base and unload ghost pirates that head straight for you, your walls, your turrets, and your storage boxes. Every ghost pirate you kill grants +1 Glue, a material you can spend at the Crafting Table on equipment and additional raft parts.

100 Days at Sea Night Raids

These raids grow harder the deeper you get. Later runs bring full ghost galleons whose pirates fire cannons at you throughout the fight. Guns are the standout choice here, letting you drop the pirates quickly before their cannon fire chews through your defenses.


Alien Raids: clear them for an Alien Transponder

A UFO hovers over your base and beams down small green aliens, the weakest enemies in the game. Wipe out the whole group and they should drop an Alien Transponder, an item you can use to spawn one of four alien islands roughly 3 kilometers away.

Alien Invasion in 100 Days at Sea

The catch comes later. On higher days, tougher alien warriors mix into the wave and hit about as hard as a ghost pirate, so treat late-game alien raids with the same caution you would give a galleon.


Kraken Raids: fight the tentacles one at a time

Tentacles burst out of the water around your base, each carrying around 500 HP, and they hammer whatever is closest, usually your base’s center. The full Kraken totals roughly 3,000 HP, making this the most punishing raid of the four.

Kraken in 100 Days at Sea

Take the tentacles down one at a time rather than spreading damage across all of them, or you risk getting swarmed. Each downed tentacle drops a jar of glue worth +3 Glue for the Crafting Table. Melee weapons or low-ammo guns like the ray gun perform best here, since you can focus a single target without burning through ammunition.


With a warning arriving the day before each event and only one raid type possible per night, you always have time to match your loadout to the threat. Keep guns ready for ghost pirates and late-game aliens, save a melee weapon or ray gun for the Kraken, and let the Buku waves pad out your inventory while you gather Glue and the occasional Alien Transponder along the way.