Bloxodes

All 35 NPCs and Mobs in 100 Days At Sea

Updated on (about 10 hours ago)

NPCs and mobs are the people and creatures you meet while sailing: survivors to rescue, traders who open gear paths, and hostiles that guard islands, board your raft at night, or hunt you in open water. Cards group them by who helps you and which fight family you are walking into, not by boss-tier encounters.

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Friendly NPCs

8 items

Rescue, trade, and quest characters that cannot be damaged. Free Survivors for Day Multiplier and base automation, unlock Fisherman early for fishing and boat progress, spend Doubloons at MukuMuku by day, and use Glorbus plus Ice penguins for later food and boss-path unlocks.

Captain Stephen

One of three named Survivors with the same rescue payoff. Free him on his Survivor Island for Day Multiplier and long-run base automation.

Alignment
Friendly
Role
Rescue
Where found
One of three Survivor Islands each run (radio-marked)
How to interact
Clear island pressure, walk up, and interact to rescue. He teleports to your base and starts working.
Threat notes
Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.
Drops / rewards
Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.
Related
Survivor Islands, radio map marks, base automation

Doctor Madelaine

One of three named Survivors with the same rescue payoff. Free her on her Survivor Island for Day Multiplier and long-run base automation.

Alignment
Friendly
Role
Rescue
Where found
One of three Survivor Islands each run (radio-marked)
How to interact
Clear island pressure, walk up, and interact to rescue. She teleports to your base and starts working.
Threat notes
Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.
Drops / rewards
Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.
Related
Survivor Islands, radio map marks, base automation

Professor Erik

One of three named Survivors with the same rescue payoff. Free him on his Survivor Island for Day Multiplier and long-run base automation.

Alignment
Friendly
Role
Rescue
Where found
One of three Survivor Islands each run (radio-marked)
How to interact
Clear island pressure, walk up, and interact to rescue. He teleports to your base and starts working.
Threat notes
Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.
Drops / rewards
Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.
Related
Survivor Islands, radio map marks, base automation

Fisherman

Top early priority. Free him for fishing gear and the Dinghy path, then climb the fixed fish-for-loot trade ladder when you have food to spare.

Alignment
Friendly
Role
Rescue trader
Where found
Fisherman Island, the large landmass next to the starting raft
How to interact
Defeat Buku guards on the island, then interact to free him. After rescue, trade cooked fish dishes for gear in a fixed order.
Threat notes
Cannot be damaged. Early Buku warriors guard the island approach.
Drops / rewards
Rescue grants a Fishing Rod for every player and unlocks a hut chest that holds a Dinghy. Trades include Crab Trap, Machete, Good Sack, Flintlock, Chowder, Flare, Doubloons, Blunderbuss, Giant Sack, and Swordfish Sword for specific fish dishes.
Related
Fisherman Island, fishing progression, early boat and tool unlocks

MukuMuku Merchant

Daytime Doubloons trader with one-time stock per player. Plan medkits, Pearls, and key gear buys instead of impulse spending.

Alignment
Friendly
Role
Traveling trader
Where found
Sails up beside your base during the day and leaves at night
How to interact
Spend Doubloons at his ship shop. Stock is limited per player and purchased lines do not restock on later visits.
Threat notes
Cannot be damaged. Missing him at night means waiting for the next daytime visit.
Drops / rewards
Doubloons-only shop with limited stock. High-value leads include Medkits (revive), Pearls, Rifle, Ghost Sack, plus boats, weapons, building materials, and Corrupt Shards.
Related
Doubloons economy, revives, Pearl spending path outside Companion Shop

Glorbus

Alien Island food NPC. Trade a large food dump for the Alien Food Machine, then decide carefully where to place it so Survivors do not auto-feed premium meals.

Alignment
Friendly
Role
Quest trader
Where found
One of the Alien Islands
How to interact
Feed him 20 food items of any kind. He then rewards the Alien Food Machine.
Threat notes
Cannot be damaged. Reach him only after Alien Island combat pressure is under control.
Drops / rewards
Alien Food Machine turns five food items into Alien Soup, which restores more hunger than regular Chowder.
Related
Alien Islands, food crafting. Placed machines can be auto-fed by rescued Survivors.
Lost Penguin

Lost Penguin

Ice Biome collectibles. Return all 20 to the Penguin Mother to open the Yeti route. Separate from the Companion Shop penguin pet.

Alignment
Friendly
Role
Collectible
Where found
Scattered across Ice Region islands when the map has an Ice Biome (20 total)
How to interact
Find each Lost Penguin on ice islands and return it to the Penguin Mother.
Threat notes
Cannot be damaged. Ice Region wildlife and travel risk are the real danger while collecting.
Drops / rewards
Progress toward the full Ice penguin hand-in that unlocks the Yeti boss path.
Related
Ice Region, Penguin Mother, Yeti boss (bosses collection). Not the Companion Shop Penguin pet.
Penguin Mother

Penguin Mother

Turn-in NPC for the Ice penguin rescue set. Finish all deliveries to unlock Yeti; do not treat her as a combat target.

Alignment
Friendly
Role
Quest turn-in
Where found
Ice Region when the map spawns with an Ice Biome
How to interact
Deliver all 20 Lost Penguins to her. Completing the set spawns the Yeti boss path.
Threat notes
Cannot be damaged.
Drops / rewards
Completing deliveries triggers the Yeti encounter path rather than a direct loot drop here.
Related
Ice Region penguin quest. Yeti fight details live on the bosses collection.
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Captain StephenOne of three named Survivors with the same rescue payoff. Free him on his Survivor Island for Day Multiplier and long-run base automation.FriendlyRescueOne of three Survivor Islands each run (radio-marked)Clear island pressure, walk up, and interact to rescue. He teleports to your base and starts working.Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.Survivor Islands, radio map marks, base automation
Doctor MadelaineOne of three named Survivors with the same rescue payoff. Free her on her Survivor Island for Day Multiplier and long-run base automation.FriendlyRescueOne of three Survivor Islands each run (radio-marked)Clear island pressure, walk up, and interact to rescue. She teleports to your base and starts working.Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.Survivor Islands, radio map marks, base automation
Professor ErikOne of three named Survivors with the same rescue payoff. Free him on his Survivor Island for Day Multiplier and long-run base automation.FriendlyRescueOne of three Survivor Islands each run (radio-marked)Clear island pressure, walk up, and interact to rescue. He teleports to your base and starts working.Cannot be damaged. Island guards (often Ghost Pirates) must be cleared before a safe rescue.Each rescued Survivor adds +1 Day Multiplier and automates base machines and material processing.Survivor Islands, radio map marks, base automation
FishermanTop early priority. Free him for fishing gear and the Dinghy path, then climb the fixed fish-for-loot trade ladder when you have food to spare.FriendlyRescue traderFisherman Island, the large landmass next to the starting raftDefeat Buku guards on the island, then interact to free him. After rescue, trade cooked fish dishes for gear in a fixed order.Cannot be damaged. Early Buku warriors guard the island approach.Rescue grants a Fishing Rod for every player and unlocks a hut chest that holds a Dinghy. Trades include Crab Trap, Machete, Good Sack, Flintlock, Chowder, Flare, Doubloons, Blunderbuss, Giant Sack, and Swordfish Sword for specific fish dishes.Fisherman Island, fishing progression, early boat and tool unlocks
MukuMuku MerchantDaytime Doubloons trader with one-time stock per player. Plan medkits, Pearls, and key gear buys instead of impulse spending.FriendlyTraveling traderSails up beside your base during the day and leaves at nightSpend Doubloons at his ship shop. Stock is limited per player and purchased lines do not restock on later visits.Cannot be damaged. Missing him at night means waiting for the next daytime visit.Doubloons-only shop with limited stock. High-value leads include Medkits (revive), Pearls, Rifle, Ghost Sack, plus boats, weapons, building materials, and Corrupt Shards.Doubloons economy, revives, Pearl spending path outside Companion Shop
GlorbusAlien Island food NPC. Trade a large food dump for the Alien Food Machine, then decide carefully where to place it so Survivors do not auto-feed premium meals.FriendlyQuest traderOne of the Alien IslandsFeed him 20 food items of any kind. He then rewards the Alien Food Machine.Cannot be damaged. Reach him only after Alien Island combat pressure is under control.Alien Food Machine turns five food items into Alien Soup, which restores more hunger than regular Chowder.Alien Islands, food crafting. Placed machines can be auto-fed by rescued Survivors.
Lost Penguin
Lost PenguinIce Biome collectibles. Return all 20 to the Penguin Mother to open the Yeti route. Separate from the Companion Shop penguin pet.FriendlyCollectibleScattered across Ice Region islands when the map has an Ice Biome (20 total)Find each Lost Penguin on ice islands and return it to the Penguin Mother.Cannot be damaged. Ice Region wildlife and travel risk are the real danger while collecting.Progress toward the full Ice penguin hand-in that unlocks the Yeti boss path.Ice Region, Penguin Mother, Yeti boss (bosses collection). Not the Companion Shop Penguin pet.
Penguin Mother
Penguin MotherTurn-in NPC for the Ice penguin rescue set. Finish all deliveries to unlock Yeti; do not treat her as a combat target.FriendlyQuest turn-inIce Region when the map spawns with an Ice BiomeDeliver all 20 Lost Penguins to her. Completing the set spawns the Yeti boss path.Cannot be damaged.Completing deliveries triggers the Yeti encounter path rather than a direct loot drop here.Ice Region penguin quest. Yeti fight details live on the bosses collection.

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Ghost Pirates

4 items

Green transparent pirates for the first-night raid, pirate islands, strongholds, and galleon boards. Farm Essences and raid Glue. Ghost Pirate Captain is a regular dual-sword elite, not the named Greenbeard or Ghost Galleon boss entries.

Ghost Pirate

Core ghost-pirate melee unit and first-night raid filler. Farm them for Essences and Glue, and clear them before boarding harder pirate structures.

Alignment
Hostile
Role
Melee
Where found
Pirate islands, cauldron treasure islands, Ghost Galleon boards, pirate raids, pirate strongholds
How to interact
Fight with melee or ranged weapons. Collect bodies when you need ghost-pirate crafting inputs.
Threat notes
Transparent green sword pirates that swarm early, including the guaranteed first-night raid. Prefer range when many spawn at once.
Drops / rewards
Essences for potions are a common lead. Night raids also grant Glue per pirate kill for crafting table use.
Related
Ghost pirate night raids, strongholds, Ghost Galleon content. Not Captain Greenbeard or the Galleon boss card.

Ghost Pirate Gunner

Ranged ghost-pirate variant. Strafe their shots, then clear them before they shred raft walls or your health during raids.

Alignment
Hostile
Role
Ranged
Where found
Pirate islands, Ghost Galleon, pirate raids, pirate strongholds
How to interact
Keep moving while closing or answering with your own ranged weapons.
Threat notes
Transparent green rifle or gun pirates. Bullets punish standing still more than pure melee ghosts do.
Drops / rewards
Same pirate-group leads as other ghosts: Essences and raid Glue when killed during raids.
Related
Ghost pirate raids and ship boards

Ghost Bombardier

AoE ghost-pirate variant on galleon and late pirate raids. Leave the telegraphed blast circle, then finish them with ranged fire.

Alignment
Hostile
Role
AoE
Where found
Ghost Galleon and higher-day pirate raids
How to interact
Watch the ground marker, step out of the blast zone, then punish after the shot.
Threat notes
Transparent green boomstick pirates that telegraph an AoE impact zone before firing.
Drops / rewards
Pirate-group Essences and raid Glue leads.
Related
High-day pirate raids, Ghost Galleon boarding fights

Ghost Pirate Captain

Elite dual-sword ghost pirate on late raids and strongholds. Treat as a tough regular unit, not the named Captain Greenbeard boss entry.

Alignment
Hostile
Role
Elite melee
Where found
High-day pirate raids and pirate strongholds
How to interact
Prefer ranged weapons and extra healing. Do not confuse this regular elite with the named Greenbeard boss.
Threat notes
Larger dual-sword green ghost with more HP and damage than standard pirates.
Drops / rewards
Pirate-group Essences and raid Glue leads. Boss-grade cutlass rewards belong to the separate Greenbeard / Galleon boss path.
Related
Pirate raids and strongholds. Distinct from Captain Greenbeard and Ghost Galleon boss cards.
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Ghost PirateCore ghost-pirate melee unit and first-night raid filler. Farm them for Essences and Glue, and clear them before boarding harder pirate structures.HostileMeleePirate islands, cauldron treasure islands, Ghost Galleon boards, pirate raids, pirate strongholdsFight with melee or ranged weapons. Collect bodies when you need ghost-pirate crafting inputs.Transparent green sword pirates that swarm early, including the guaranteed first-night raid. Prefer range when many spawn at once.Essences for potions are a common lead. Night raids also grant Glue per pirate kill for crafting table use.Ghost pirate night raids, strongholds, Ghost Galleon content. Not Captain Greenbeard or the Galleon boss card.
Ghost Pirate GunnerRanged ghost-pirate variant. Strafe their shots, then clear them before they shred raft walls or your health during raids.HostileRangedPirate islands, Ghost Galleon, pirate raids, pirate strongholdsKeep moving while closing or answering with your own ranged weapons.Transparent green rifle or gun pirates. Bullets punish standing still more than pure melee ghosts do.Same pirate-group leads as other ghosts: Essences and raid Glue when killed during raids.Ghost pirate raids and ship boards
Ghost BombardierAoE ghost-pirate variant on galleon and late pirate raids. Leave the telegraphed blast circle, then finish them with ranged fire.HostileAoEGhost Galleon and higher-day pirate raidsWatch the ground marker, step out of the blast zone, then punish after the shot.Transparent green boomstick pirates that telegraph an AoE impact zone before firing.Pirate-group Essences and raid Glue leads.High-day pirate raids, Ghost Galleon boarding fights
Ghost Pirate CaptainElite dual-sword ghost pirate on late raids and strongholds. Treat as a tough regular unit, not the named Captain Greenbeard boss entry.HostileElite meleeHigh-day pirate raids and pirate strongholdsPrefer ranged weapons and extra healing. Do not confuse this regular elite with the named Greenbeard boss.Larger dual-sword green ghost with more HP and damage than standard pirates.Pirate-group Essences and raid Glue leads. Boss-grade cutlass rewards belong to the separate Greenbeard / Galleon boss path.Pirate raids and strongholds. Distinct from Captain Greenbeard and Ghost Galleon boss cards.

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Buku Tribe

4 items

Early-island and light-raid humanoids with swords, bows, spears, and a shielded elite. Lower pressure than late pirates or corruption. Buku Poku is the spear variant with the Poku Poku weapon lead.

Buku Buku

Default Buku Tribe melee fighter and early-island staple. Clear them for island access and light raid value.

Alignment
Hostile
Role
Melee
Where found
Many early islands and Buku raids (can appear with little warning, even by day)
How to interact
Basic melee clear. Safe to farm early for chests and island control.
Threat notes
Masked humanoids in yellow-blue gear with swords. Low threat compared with pirates and later elites.
Drops / rewards
Early island chests and general loot pressure. Buku raids are low-damage skirmishes.
Related
Early island clears, Buku night or day raids, Fisherman Island guards

Buku Boku

Bow-using Buku variant. Prioritize them when they sit behind melee tribe members on early islands and raids.

Alignment
Hostile
Role
Ranged
Where found
Buku-held islands and Buku raids
How to interact
Close distance or answer with guns so archers cannot free-fire from cover.
Threat notes
Masked humanoids in green-blue gear with bows.
Drops / rewards
Tribe loot and chests. Raid sources note a possible sword drop from Boku-named fighters.
Related
Buku raids and early island combat

Buku Poku

Spear Buku variant with the Poku Poku weapon lead. Worth killing on sight when you are still building a mid-run melee kit.

Alignment
Hostile
Role
Spear
Where found
Buku-held islands and Buku raids
How to interact
Fight like other tribe melee units, then check the body for the rare weapon lead.
Threat notes
Fish-masked humanoids in red-yellow gear with spears.
Drops / rewards
Chance to drop the Poku Poku weapon.
Related
Buku Tribe loot path, weapons progression

Buku Toku

Shielded Buku elite on harder raids. Higher durability than basic Buku Buku, still lower overall pressure than late pirates or corruption packs.

Alignment
Hostile
Role
Shield spear
Where found
High-day Buku raids
How to interact
Expect a tankier tribe fighter. Break them with sustained damage rather than ignoring them for softer targets.
Threat notes
Fish-masked red-yellow fighters with shield and spear. Appear more often on tougher Buku waves.
Drops / rewards
Tribe raid loot. No unique guaranteed drop published beyond standard Buku combat rewards.
Related
High-day Buku raids
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Buku BukuDefault Buku Tribe melee fighter and early-island staple. Clear them for island access and light raid value.HostileMeleeMany early islands and Buku raids (can appear with little warning, even by day)Basic melee clear. Safe to farm early for chests and island control.Masked humanoids in yellow-blue gear with swords. Low threat compared with pirates and later elites.Early island chests and general loot pressure. Buku raids are low-damage skirmishes.Early island clears, Buku night or day raids, Fisherman Island guards
Buku BokuBow-using Buku variant. Prioritize them when they sit behind melee tribe members on early islands and raids.HostileRangedBuku-held islands and Buku raidsClose distance or answer with guns so archers cannot free-fire from cover.Masked humanoids in green-blue gear with bows.Tribe loot and chests. Raid sources note a possible sword drop from Boku-named fighters.Buku raids and early island combat
Buku PokuSpear Buku variant with the Poku Poku weapon lead. Worth killing on sight when you are still building a mid-run melee kit.HostileSpearBuku-held islands and Buku raidsFight like other tribe melee units, then check the body for the rare weapon lead.Fish-masked humanoids in red-yellow gear with spears.Chance to drop the Poku Poku weapon.Buku Tribe loot path, weapons progression
Buku TokuShielded Buku elite on harder raids. Higher durability than basic Buku Buku, still lower overall pressure than late pirates or corruption packs.HostileShield spearHigh-day Buku raidsExpect a tankier tribe fighter. Break them with sustained damage rather than ignoring them for softer targets.Fish-masked red-yellow fighters with shield and spear. Appear more often on tougher Buku waves.Tribe raid loot. No unique guaranteed drop published beyond standard Buku combat rewards.High-day Buku raids

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Rival Survivors

2 items

Hostile humans on Rival Rigs and Radio Towers. Melee and gun variants defend high-value platforms; clear the full structure for weapons, Doubloon chests, and armor leads.

Rival Survivor (Melee)

Melee rival defender on rigs and radio towers. Expect strong platform loot after the clear, not a free early farm.

Alignment
Hostile
Role
Melee
Where found
Rival Rigs and Radio Tower islands
How to interact
Clear aggressively but with healing ready. Loot the platform after the fight.
Threat notes
Hostile humans with swords or knives. Loadout can vary by location (for example ghost cutlass on larger rigs).
Drops / rewards
High-tier weapons, Doubloon chests, and armor leads from cleared rigs and towers.
Related
Rival Rigs set, Radio Towers chain

Rival Survivor (Ranged)

Gun rival defender on the same structures as melee rivals. Keep moving while you clear towers and the three-rig objective set.

Alignment
Hostile
Role
Ranged
Where found
Rival Rigs and Radio Tower islands
How to interact
Stay mobile, use cover, and answer with ranged weapons when possible.
Threat notes
Hostile humans with guns. Standing still on open platforms is punished hard.
Drops / rewards
Same high-tier weapons, Doubloon chests, and armor leads as melee rivals after a full clear.
Related
Rival Rigs set, Radio Towers chain
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Rival Survivor (Melee)Melee rival defender on rigs and radio towers. Expect strong platform loot after the clear, not a free early farm.HostileMeleeRival Rigs and Radio Tower islandsClear aggressively but with healing ready. Loot the platform after the fight.Hostile humans with swords or knives. Loadout can vary by location (for example ghost cutlass on larger rigs).High-tier weapons, Doubloon chests, and armor leads from cleared rigs and towers.Rival Rigs set, Radio Towers chain
Rival Survivor (Ranged)Gun rival defender on the same structures as melee rivals. Keep moving while you clear towers and the three-rig objective set.HostileRangedRival Rigs and Radio Tower islandsStay mobile, use cover, and answer with ranged weapons when possible.Hostile humans with guns. Standing still on open platforms is punished hard.Same high-tier weapons, Doubloon chests, and armor leads as melee rivals after a full clear.Rival Rigs set, Radio Towers chain

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Corrupt Creatures

7 items

Cargo Ship and corrupted-room enemies with high HP: military humanoids, a chest mimic, and floating jellies. Bring real mid-to-late weapons and clear rooms carefully instead of rushing.

Corrupt Crewmate

Basic corruption melee unit in cargo and corrupted rooms. Expect tankier fights than Buku or early pirates.

Alignment
Hostile
Role
Melee
Where found
Corrupted structures such as the Cargo Ship
How to interact
Bring mid-to-late weapons and healing. Clear rooms carefully instead of rushing.
Threat notes
Purple-transparent military humanoids with axes. High HP and hard hits compared with early islands.
Drops / rewards
Corruption weapon leads such as Saber, Revolver, and Corrupt Minigun from the broader corrupt set.
Related
Corruption / Cargo Ship content
Corrupt Officer

Corrupt Officer

Ranged corruption officer. Drop them early in mixed rooms so crewmates cannot pin you under gunfire.

Alignment
Hostile
Role
Ranged
Where found
Corrupted structures such as the Cargo Ship
How to interact
Prioritize while moving so gunfire does not stack with melee crewmates.
Threat notes
Purple-transparent military gunners mixed into corruption packs.
Drops / rewards
Corruption weapon leads shared with the corrupt set.
Related
Corruption / Cargo Ship content

Corrupt Saber Yielder

Saber-wielding corruption elite. One of the reasons cargo clears need real weapons and healing, not starter tools.

Alignment
Hostile
Role
Elite melee
Where found
Corrupted structures such as the Cargo Ship
How to interact
Keep distance if possible and do not trade hits carelessly.
Threat notes
Purple humanoid with a laser saber. Higher pressure melee elite inside corruption spaces.
Drops / rewards
Saber-class corruption loot is a soft lead from this family.
Related
Corruption / Cargo Ship content

Corrupt Minigunner

Heavy gun corruption elite. Treat as a priority target when clearing cargo rooms with limited cover.

Alignment
Hostile
Role
Heavy ranged
Where found
Corrupted structures such as the Cargo Ship
How to interact
Break line of sight, peek damage, and avoid long open corridors.
Threat notes
Purple humanoid in yellow gear with a minigun. Sustained ranged pressure.
Drops / rewards
Corrupt Minigun is a soft lead from the corruption enemy family.
Related
Corruption / Cargo Ship content

Chest Mimic

Fake chest that fights back. Open cargo loot carefully and keep a weapon ready on any odd chest model.

Alignment
Hostile
Role
Ambush
Where found
Corrupted structures such as the Cargo Ship
How to interact
Approach suspicious chests ready to fight instead of assuming free loot.
Threat notes
Chest body with an eye and teeth. Ambush threat mixed into corruption loot routes.
Drops / rewards
Corruption combat loot after the fake chest is defeated.
Related
Corruption / Cargo Ship content
Red Jellyfish

Red Jellyfish

Red floating jelly inside corruption spaces. Clear them so they do not chip you while you handle humanoid corrupt packs.

Alignment
Hostile
Role
Ambient hostile
Where found
Corrupted rooms and related corruption spaces
How to interact
Clear with mid-range weapons. Avoid walking through packs of jellies while low on health.
Threat notes
Human-sized red jelly that floats slightly above ground.
Drops / rewards
Corruption room combat loot. No unique public drop table isolated for color variants.
Related
Corruption / Cargo Ship content
Blue Jellyfish

Blue Jellyfish

Blue floating jelly variant in the same corruption rooms as the red jelly. Same job: clear space before the humanoid elites stack damage.

Alignment
Hostile
Role
Ambient hostile
Where found
Corrupted rooms and related corruption spaces
How to interact
Clear with mid-range weapons alongside red jellies and humanoid corrupt packs.
Threat notes
Human-sized blue jelly that floats slightly above ground.
Drops / rewards
Corruption room combat loot. No unique public drop table isolated for color variants.
Related
Corruption / Cargo Ship content
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Corrupt CrewmateBasic corruption melee unit in cargo and corrupted rooms. Expect tankier fights than Buku or early pirates.HostileMeleeCorrupted structures such as the Cargo ShipBring mid-to-late weapons and healing. Clear rooms carefully instead of rushing.Purple-transparent military humanoids with axes. High HP and hard hits compared with early islands.Corruption weapon leads such as Saber, Revolver, and Corrupt Minigun from the broader corrupt set.Corruption / Cargo Ship content
Corrupt Officer
Corrupt OfficerRanged corruption officer. Drop them early in mixed rooms so crewmates cannot pin you under gunfire.HostileRangedCorrupted structures such as the Cargo ShipPrioritize while moving so gunfire does not stack with melee crewmates.Purple-transparent military gunners mixed into corruption packs.Corruption weapon leads shared with the corrupt set.Corruption / Cargo Ship content
Corrupt Saber YielderSaber-wielding corruption elite. One of the reasons cargo clears need real weapons and healing, not starter tools.HostileElite meleeCorrupted structures such as the Cargo ShipKeep distance if possible and do not trade hits carelessly.Purple humanoid with a laser saber. Higher pressure melee elite inside corruption spaces.Saber-class corruption loot is a soft lead from this family.Corruption / Cargo Ship content
Corrupt MinigunnerHeavy gun corruption elite. Treat as a priority target when clearing cargo rooms with limited cover.HostileHeavy rangedCorrupted structures such as the Cargo ShipBreak line of sight, peek damage, and avoid long open corridors.Purple humanoid in yellow gear with a minigun. Sustained ranged pressure.Corrupt Minigun is a soft lead from the corruption enemy family.Corruption / Cargo Ship content
Chest MimicFake chest that fights back. Open cargo loot carefully and keep a weapon ready on any odd chest model.HostileAmbushCorrupted structures such as the Cargo ShipApproach suspicious chests ready to fight instead of assuming free loot.Chest body with an eye and teeth. Ambush threat mixed into corruption loot routes.Corruption combat loot after the fake chest is defeated.Corruption / Cargo Ship content
Red Jellyfish
Red JellyfishRed floating jelly inside corruption spaces. Clear them so they do not chip you while you handle humanoid corrupt packs.HostileAmbient hostileCorrupted rooms and related corruption spacesClear with mid-range weapons. Avoid walking through packs of jellies while low on health.Human-sized red jelly that floats slightly above ground.Corruption room combat loot. No unique public drop table isolated for color variants.Corruption / Cargo Ship content
Blue Jellyfish
Blue JellyfishBlue floating jelly variant in the same corruption rooms as the red jelly. Same job: clear space before the humanoid elites stack damage.HostileAmbient hostileCorrupted rooms and related corruption spacesClear with mid-range weapons alongside red jellies and humanoid corrupt packs.Human-sized blue jelly that floats slightly above ground.Corruption room combat loot. No unique public drop table isolated for color variants.Corruption / Cargo Ship content

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Aliens

2 items

UFO raid waves and Alien Island defenders. Raid clears can grant an Alien Transponder for island marks; island packs and Alien Warriors hit much harder. Alien Warrior is the world mob, not the player class with the same name.

Alien

Base alien unit for raids and Alien Islands. Raid clears open the Transponder route; island packs are among the harder regular hostiles.

Alignment
Hostile
Role
Raid and island
Where found
Alien raids on your base and Alien Islands
How to interact
Clear raid waves for the Transponder path, then fight island aliens with strong mid-to-late gear.
Threat notes
Small green aliens beam down from UFOs in raids. Island packs hit harder and should not be rushed undergeared.
Drops / rewards
Clearing an alien raid can drop an Alien Transponder used to locate Alien Islands. Island fights can lead to Energy Sword drops.
Related
Alien raids, Alien Transponder, Alien Islands, Glorbus. Not a player class.

Alien Warrior

Elite alien world enemy on later raids and islands. Separate from the Alien Warrior player class with the same name.

Alignment
Hostile
Role
Elite
Where found
Later alien raids and Alien Islands
How to interact
Keep distance, use cover, and do not treat late alien raids like the weak early UFO waves.
Threat notes
Tougher alien fighters that mix into higher-day raids and island defenses. Damage can approach ghost-pirate pressure.
Drops / rewards
Alien combat loot and Energy Sword soft leads from the alien enemy family.
Related
Alien raids and islands. Name collides with the Alien Warrior class loadout; this card is the world mob only.
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
AlienBase alien unit for raids and Alien Islands. Raid clears open the Transponder route; island packs are among the harder regular hostiles.HostileRaid and islandAlien raids on your base and Alien IslandsClear raid waves for the Transponder path, then fight island aliens with strong mid-to-late gear.Small green aliens beam down from UFOs in raids. Island packs hit harder and should not be rushed undergeared.Clearing an alien raid can drop an Alien Transponder used to locate Alien Islands. Island fights can lead to Energy Sword drops.Alien raids, Alien Transponder, Alien Islands, Glorbus. Not a player class.
Alien WarriorElite alien world enemy on later raids and islands. Separate from the Alien Warrior player class with the same name.HostileEliteLater alien raids and Alien IslandsKeep distance, use cover, and do not treat late alien raids like the weak early UFO waves.Tougher alien fighters that mix into higher-day raids and island defenses. Damage can approach ghost-pirate pressure.Alien combat loot and Energy Sword soft leads from the alien enemy family.Alien raids and islands. Name collides with the Alien Warrior class loadout; this card is the world mob only.

section

Sea Monsters

3 items

Open-ocean threats around boats: sharks, salamanders, and night-chasing Angler Fish. Prefer evasion and bonfire upkeep early; these are survival checks more than stable loot farms.

Shark

Open-sea predator that punishes bad boat fights. Prefer evasion early, and do not confuse this world shark with the Companion Shop pet.

Alignment
Hostile
Role
Open sea
Where found
Open ocean around boats and islands
How to interact
Avoid unnecessary water fights. Outrun when undergeared; only fight with real weapons if you must.
Threat notes
Can knock you off boats and deal instant-feeling water damage. Riskier than land Buku packs for early rafts.
Drops / rewards
No stable public per-kill table listed in primary guides. Survival is the main reward early.
Related
Open-sea travel. Not the Companion Shop Shark pet.
Salamander

Salamander

Rarer open-sea monster alongside sharks and angler fish. Avoid casual fights while your raft is still fragile.

Alignment
Hostile
Role
Open sea
Where found
Open ocean
How to interact
Treat as a rare sea threat. Outrun unless you are geared for open-water combat.
Threat notes
Sea monster that can knock players off boats and punish exposed swims.
Drops / rewards
No stable public per-kill table listed in primary guides.
Related
Open-sea travel. Not the Companion Shop Salamander pet.

Angler Fish

Top open-sea chase threat, especially when night lights fail. Outrun and secure the bonfire rather than farming it for loot.

Alignment
Hostile
Role
Night sea threat
Where found
Open ocean, especially dangerous at night if the bonfire is out
How to interact
Keep the bonfire lit and avoid night chases when possible. Do not bait it without a retreat plan.
Threat notes
Community guides flag it as one of the most dangerous sea threats, able to chase hard when night defenses fail.
Drops / rewards
No stable public per-kill table listed in primary guides. Keeping the run alive is the real reward.
Related
Night survival, bonfire upkeep, open-sea travel
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
SharkOpen-sea predator that punishes bad boat fights. Prefer evasion early, and do not confuse this world shark with the Companion Shop pet.HostileOpen seaOpen ocean around boats and islandsAvoid unnecessary water fights. Outrun when undergeared; only fight with real weapons if you must.Can knock you off boats and deal instant-feeling water damage. Riskier than land Buku packs for early rafts.No stable public per-kill table listed in primary guides. Survival is the main reward early.Open-sea travel. Not the Companion Shop Shark pet.
Salamander
SalamanderRarer open-sea monster alongside sharks and angler fish. Avoid casual fights while your raft is still fragile.HostileOpen seaOpen oceanTreat as a rare sea threat. Outrun unless you are geared for open-water combat.Sea monster that can knock players off boats and punish exposed swims.No stable public per-kill table listed in primary guides.Open-sea travel. Not the Companion Shop Salamander pet.
Angler FishTop open-sea chase threat, especially when night lights fail. Outrun and secure the bonfire rather than farming it for loot.HostileNight sea threatOpen ocean, especially dangerous at night if the bonfire is outKeep the bonfire lit and avoid night chases when possible. Do not bait it without a retreat plan.Community guides flag it as one of the most dangerous sea threats, able to chase hard when night defenses fail.No stable public per-kill table listed in primary guides. Keeping the run alive is the real reward.Night survival, bonfire upkeep, open-sea travel

section

Biome Wildlife

3 items

Land animals on Ice and volcano routes (wolves, polar bears, magma snails). Harder than early Buku packs. Fire Golems and other named magma bosses stay on the bosses collection.

Wolf

Wolf

Ice Region hostile animal. Expect harder fights than early islands while you collect penguins or push toward Yeti prep.

Alignment
Hostile
Role
Ice wildlife
Where found
Ice Region islands when the map has an ice biome
How to interact
Fight only with mid-to-late weapons and healing. Do not treat ice wildlife like early Buku packs.
Threat notes
Among the tougher land animals in cold regions.
Drops / rewards
No isolated public drop table beyond general Ice Region combat loot.
Related
Ice Region exploration. Distinct from the Companion Shop Arctic Wolf pet.
Polar Bear

Polar Bear

Heavy Ice Region animal threat. Clear carefully while hunting Lost Penguins; this is not a Companion Shop pet card.

Alignment
Hostile
Role
Ice wildlife
Where found
Ice Region islands when the map has an ice biome
How to interact
Keep distance, use strong weapons, and avoid multi-bear pulls.
Threat notes
High-pressure ice wildlife among the toughest non-boss land fights.
Drops / rewards
No isolated public drop table beyond general Ice Region combat loot.
Related
Ice Region exploration. Distinct from the Companion Shop Polar Bear pet.
Magma Snail

Magma Snail

Volcano-region wildlife, not the Fire Golems mini-boss trio. Clear only with real mid-run gear while traveling the magma route.

Alignment
Hostile
Role
Volcano wildlife
Where found
Volcano / magma biome spaces
How to interact
Engage only when prepared for volcano-region combat pressure.
Threat notes
Biome-specific magma wildlife listed among the harder non-boss land threats.
Drops / rewards
No isolated public drop table beyond general volcano-region combat loot.
Related
Volcano Region. Fire Golems and Lord of Lava stay on the bosses collection. Distinct from Companion Shop Lava Snail.
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
Wolf
WolfIce Region hostile animal. Expect harder fights than early islands while you collect penguins or push toward Yeti prep.HostileIce wildlifeIce Region islands when the map has an ice biomeFight only with mid-to-late weapons and healing. Do not treat ice wildlife like early Buku packs.Among the tougher land animals in cold regions.No isolated public drop table beyond general Ice Region combat loot.Ice Region exploration. Distinct from the Companion Shop Arctic Wolf pet.
Polar Bear
Polar BearHeavy Ice Region animal threat. Clear carefully while hunting Lost Penguins; this is not a Companion Shop pet card.HostileIce wildlifeIce Region islands when the map has an ice biomeKeep distance, use strong weapons, and avoid multi-bear pulls.High-pressure ice wildlife among the toughest non-boss land fights.No isolated public drop table beyond general Ice Region combat loot.Ice Region exploration. Distinct from the Companion Shop Polar Bear pet.
Magma Snail
Magma SnailVolcano-region wildlife, not the Fire Golems mini-boss trio. Clear only with real mid-run gear while traveling the magma route.HostileVolcano wildlifeVolcano / magma biome spacesEngage only when prepared for volcano-region combat pressure.Biome-specific magma wildlife listed among the harder non-boss land threats.No isolated public drop table beyond general volcano-region combat loot.Volcano Region. Fire Golems and Lord of Lava stay on the bosses collection. Distinct from Companion Shop Lava Snail.

section

Passive Wildlife

2 items

One-shot Seagulls and Crows in low sky. Harpoon them for already-cooked bird meat when food is tight. Not hostile and not the Companion Shop bird pets.

Seagull

Passive sky bird you can harpoon for quick cooked food. Not hostile and not the Companion Shop seagull.

Alignment
Passive
Role
Food bird
Where found
Low sky around the map, reachable with harpoon or guns
How to interact
Harpoon or shoot for a one-shot kill. Harpooning can drag cooked bird meat back to you.
Threat notes
Non-hostile. Lowest combat threat in the game.
Drops / rewards
Cooked bird food on death (already cooked).
Related
Emergency food. Distinct from the Companion Shop Seagull pet.

Crow

Passive sky bird twin to the seagull for emergency cooked food. Not hostile and not the Companion Shop crow.

Alignment
Passive
Role
Food bird
Where found
Low sky around the map, reachable with harpoon or guns
How to interact
Harpoon or shoot for a one-shot kill. Harpooning can drag cooked bird meat back to you.
Threat notes
Non-hostile. Lowest combat threat in the game.
Drops / rewards
Cooked bird food on death (already cooked).
Related
Emergency food. Distinct from the Companion Shop Crow pet.
ImageNameDescriptionAlignmentRoleWhere foundHow to interactThreat notesDrops / rewardsRelated
SeagullPassive sky bird you can harpoon for quick cooked food. Not hostile and not the Companion Shop seagull.PassiveFood birdLow sky around the map, reachable with harpoon or gunsHarpoon or shoot for a one-shot kill. Harpooning can drag cooked bird meat back to you.Non-hostile. Lowest combat threat in the game.Cooked bird food on death (already cooked).Emergency food. Distinct from the Companion Shop Seagull pet.
CrowPassive sky bird twin to the seagull for emergency cooked food. Not hostile and not the Companion Shop crow.PassiveFood birdLow sky around the map, reachable with harpoon or gunsHarpoon or shoot for a one-shot kill. Harpooning can drag cooked bird meat back to you.Non-hostile. Lowest combat threat in the game.Cooked bird food on death (already cooked).Emergency food. Distinct from the Companion Shop Crow pet.

Start by separating helpers from threats. Friendly NPCs cannot be damaged. You free them, trade with them, or hand in quest items. Hostile groups are the everyday island and raid pressure that sits under named boss fights. Bosses (Kraken, Greenbeard, Yeti, and the rest) are separate encounters; the regular units and utility characters around those fights are the ones you meet while sailing day to day.

Who to free first

PriorityTargetWhy
First large islandFishermanFishing Rod for the crew, Dinghy path, then a fixed fish-for-loot trade ladder
Radio-marked Survivor IslandsCaptain Stephen, Doctor Madelaine, Professor ErikEach rescue adds +1 Day Multiplier and automates base machines
Daytime ship visitMukuMuku MerchantDoubloons shop for medkits, Pearls, guns, and one-time stock
Later biomesGlorbus, Lost Penguins + Penguin MotherAlien Soup machine, then Ice penguin hand-in for the Yeti path

Clear island guards before you walk up to a rescue. Survivors often sit behind Ghost Pirates. Fisherman Island opens after early Buku clears. Glorbus waits on Alien Islands after the combat is under control.

Raid and island threat families

Night and island pressure climbs by family more than by random name:

  • Buku Tribe owns early islands and light raids (even by day). Low threat compared with later packs; watch for Buku Poku when you want a mid-run spear lead.
  • Ghost Pirates own the guaranteed first-night raid, pirate islands, strongholds, and galleon boards. Farm Essences and raid Glue; step out of Bombardier blasts; treat Ghost Pirate Captain as a tough regular elite, not Captain Greenbeard.
  • Rival Survivors defend Rival Rigs and Radio Towers. Expect real weapons and chests after a full clear, not a free early farm.
  • Corrupt Creatures fill the Cargo Ship and corrupted rooms with high-HP military ghosts, a chest mimic, and ambient jellies. Bring mid-to-late weapons and clear rooms slowly.
  • Aliens hit your base from UFOs and guard Alien Islands. Raid clears can drop an Alien Transponder that marks Alien Islands; island packs and Alien Warriors hit much harder than the first weak beams.

Open ocean and biomes use a different mental model. Sharks, Salamanders, and Angler Fish punish boat fights and dark water more than they fill loot tables. Ice wildlife (Wolves, Polar Bears) and Magma Snails sit on cold or volcano islands while you travel; Fire Golems and Lord of Lava stay on the bosses collection.

Name collisions and easy mistakes

Several world names also appear in the Companion Shop (Shark, Salamander, Penguin, Polar Bear, Seagull, Crow) or as class labels (Alien Warrior). The world NPCs and mobs are map creatures only. Pets are equip buffs from Pearl chests; classes are loadouts you buy. Do not skip a world shark because you own the shop pet, and do not treat the Alien Warrior world enemy as your class pick.

Common run mistakes:

  • Ignoring Fisherman while island-hopping for shiny loot. Early fishing and the Dinghy unlock make every later sail safer.
  • Rescuing Survivors before clearing guards. You get pinned while the rescue prompt is still out of reach.
  • Spending MukuMuku stock on junk before medkits and key gear. Purchased lines do not restock for you later.
  • Standing still on ghost or rival gun lines. Gunners and rival rifles punish open platforms harder than melee filler does.
  • Rushing Cargo Ship or Alien Islands undergeared. Corruption and alien island packs are not early Buku clears.
  • Fighting Angler Fish or sharks for "loot" when the bonfire is out. Survival and lights matter more than the kill.
  • Farming Seagulls and Crows as if they were Companion Shop pets. They are one-shot food birds, nothing more.

If a named island or raid keeps wiping you, identify the family (Buku, ghost, rival, corrupt, alien, sea, or biome), fix gear and approach for that family, and leave the big named bosses for when the regular units already feel manageable.

FAQ

Q.

Who should you rescue first in 100 Days At Sea?

Prioritize the Fisherman on Fisherman Island for the Fishing Rod, Dinghy path, and fish trades. Then clear radio-marked Survivor Islands for Captain Stephen, Doctor Madelaine, and Professor Erik so each rescue adds Day Multiplier and base automation.

Q.

What do Survivors do after you free them?

They teleport to your base and work machines and material processing for you. Each rescued Survivor also adds +1 Day Multiplier. Guard clear comes first; they cannot be damaged, but island hostiles still can.

Q.

How does the Fisherman trade system work?

After you free him, trade cooked fish dishes for gear in a fixed order. Leads include tools, sacks, guns, food, flares, Doubloons, and later weapons. Rescue also grants a Fishing Rod to every player and opens the hut chest with the Dinghy.

Q.

When does MukuMuku Merchant show up?

He sails beside your base during the day and leaves at night. Spend Doubloons on limited, one-time stock per player (medkits, Pearls, weapons, materials, and more). Plan buys because purchased lines do not restock later for you.

Q.

Is Ghost Pirate Captain the same as Captain Greenbeard?

No. Ghost Pirate Captain is a dual-sword elite on high-day pirate raids and strongholds. Captain Greenbeard and the Ghost Galleon fight are separate boss encounters with their own rewards.

Q.

What do Ghost Pirates drop?

Common leads are Essences for potions and Glue from night-raid kills for crafting-table use. Bodies also matter when a recipe needs ghost-pirate crafting inputs.

Q.

How do you find Alien Islands?

Survive alien raids on your base. Clearing a raid can drop an Alien Transponder that helps locate Alien Islands. Island aliens and Alien Warriors are much tougher than the first weak UFO beams.

Q.

What is Glorbus for?

Glorbus lives on an Alien Island. Feed him 20 food items of any kind to earn the Alien Food Machine, which turns five food items into Alien Soup (stronger hunger restore than regular Chowder). Place the machine carefully so Survivors do not auto-feed premium meals.

Q.

How do Lost Penguins and Penguin Mother work?

When the map has an Ice Biome, find Lost Penguins on ice islands and return them to the Penguin Mother. Finishing the full set opens the Yeti encounter path. Yeti itself is a separate boss fight; the penguins are quest NPCs only.

Q.

Are world sharks and birds the same as Companion Shop pets?

No. Companion Shop pets are Pearl-chest buffs you equip. World Sharks, Salamanders, Polar Bears, Penguins, Seagulls, and Crows are map creatures. Same names, different systems.

Q.

How do you get food from Seagulls and Crows?

Harpoon or shoot them in the low sky for a one-shot kill. Harpooning can pull already-cooked bird meat back to you. They never fight back.

Q.

What is the Cargo Ship full of?

Corrupt Creatures: high-HP purple military humanoids (crew, officers, saber elites, minigunners), a chest mimic, and red or blue jellies. Treat it as mid-to-late content with healing ready, not an early Buku island.

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