Nights Guide: Ghost Raids, Kraken, Buku & Alien Invasions
Updated 2026-09-02 · Roblox 100 Days At Sea
Every night in 100 Days at Sea lasts 1 minute 30 seconds after a 3-minute day. The Anglerfish appears at night and chases any player outside the bonfire's safety limits (or anyone, if the bonfire is out). Four special nights can replace a normal night: Ghost Vessel Boarding, Buku Buku raids, Kraken attacks and the Alien Invasion. The first night is always a ghost raid; after that, special nights are random and never stack. Beating one rewards doubloons; beating an alien invasion also drops an alien transponder that summons one of the four alien islands (Glorbus, Dynamite, UFO, Ray Gun). Alien soup comes from the Glorbus food processor, not from a raid.
Special nights at a glance
| Special night | Warning | What spawns | Timer stops? | Reward |
|---|---|---|---|---|
| Ghost Vessel Boarding | Notification at start of the day before; always night 1 | Ghost pirates near green ships; ghost galleons on higher days | Yes, at 1:19 until cleared | Doubloons; each corpse = +1 glue in the crafting table; essences ~2/3 of the time |
| Buku Buku raid | None (happens during daytime) | Buku Buku, Buku Boku, Buku Poku; Buku Toku on high days | No, survivors despawn at night's end | Doubloons; sometimes meat; Buku Poku may drop a Poku Poku |
| Kraken attack | Notification the day before | 3+ tentacles around the base, ~300-500 HP each | Yes, at 1:19 until cleared | Doubloons; each tentacle +3 glue; last tentacle drops a corrupt shard |
| Alien Invasion | "The Mothership will attack your base tonight." | UFO above base spawns aliens; alien warriors on high days | Yes, at 1:19 until cleared | Doubloons; alien transponder (summons an alien island) |
Normal night rules
- Days are 3 minutes, nights are 1:30, and visibility drops.
- The cycle only starts once the bonfire first reaches 100% (or when the pirate stronghold falls, even with the bonfire unlit). An unlit bonfire means no nights, but many crafts need bonfire levels. See day count.
- The Anglerfish only appears at night. It chases players outside the bonfire's limits, bites them, and glitches the screen when close. Inside the limits it cannot hurt you. It can climb onto islands and fly to reach most dungeons (not the corruption dungeon). An Angler Flare makes it passive for about 10 seconds; it seemingly cannot be killed. More on the entities page.
- On special nights the timer freezes at 1:19 until every enemy is dead or the raid times out. Buku raids are the exception and run on the normal clock.
- All special-night enemies except the kraken target players, containers, walls and auto-turrets.
- Warnings appear under the day count the day before, again at 1:19, and once you win.
Ghost Vessel Boarding
When: always the first night, then randomly, with a warning the day before.
What spawns: transparent-green ships sail into the base and ghost pirates spawn beside them. Higher days bring stronger pirates, and ghost galleons that keep firing cannonballs at players for the whole raid.
| Ghost pirate | HP (approx.) | When it joins raids | Tip |
|---|---|---|---|
| Ghost Pirate | 100-130 (50 on night 1) | Every raid | Use ranged weapons once there are more than a few |
| Ghost Pirate Gunner | 90 | Every raid | Keep moving to dodge bullets |
| Ghost Bombardier | 90 | High-day raids | Step out of the marked zone before it fires |
| Ghost Pirate Captain | 400 | High-day raids | Ranged only; more HP and damage |
How to defend: melee is only safe for the first two raids. After that use strong guns or offensive structures inside the base: Kraken Arm (30 metal, 30 wood, 12 glue), spike traps, and auto-turrets (35 metal, 15 wood, 8 glue; build several, enemies can damage them). Keep containers on the fisherman's island: pirates target them, and losing all of a type costs -1 day multiplier. See crafting and weapons.
Rewards: doubloons, +1 glue per pirate corpse in the crafting table, and essences about two-thirds of the time. Thirty corpses or essences thrown into the Ghost Cauldron island earn the ghost sack (best sack, 20 slots); the MukuMuku merchant also sells it once for 250 doubloons. A specific "night 4 solo" strategy is not documented; raids simply scale with the day count.
Buku Buku raids
When: at random during the day, with no notification.
What spawns: several Buku near the players, even outside the base: Buku Buku (25 HP, sword), Buku Boku (45 HP, bow), Buku Poku (85 HP, spear) and, on high days, Buku Toku (200 HP, shield and spear).
How to defend: the weakest raid (few enemies, low stats); only an AFK player outside the bonfire is at risk. Leftover Buku despawn when the night ends.
Rewards: doubloons, sometimes meat, and Buku Poku may drop the Poku Poku, slightly better than the machete. Buku also target containers.
Kraken attacks
When: random, warned the day before.
What spawns: at least three purple tentacles around the base, each about 300-500 HP; count and HP rise with more players and higher days. They slam the centre of the base, or the player who last damaged them.
How to defend: tentacles delete any structure on the grid tile where they spawn, so be careful building just outside the bonfire limits. Kill one tentacle at a time; damaged tentacles target you. Melee works because tentacle damage is low, or use a low-ammo gun such as the ray gun. Only the auto-turret can hurt the kraken; kraken arms and spikes cannot. "The kraken is stealing your stuff" shows if you ignore it, but the wiki notes it does not seem to do anything.
Rewards: each tentacle drops a jar worth +3 glue; the last one drops a corrupt shard for the corruption dungeon.
Alien Invasion
When: random; the warning reads "The Mothership will attack your base tonight."
What spawns: a UFO hovers over the base and drops aliens (10 HP, the weakest hostile entity in the game). On higher days alien warriors (110 HP, about ghost-pirate strength) join in and can drop an Energy Blade or alien fruit.
How to defend: anything kills regular aliens; shoot warriors like ghost pirates.
Rewards: doubloons and an alien transponder that spawns one of four alien islands about 3 km from base. Each island appears once per run; you might see all four by day 100 or only two by day 500.
| Alien island | Task | Reward |
|---|---|---|
| Glorbus | Feed the fat alien 20 food items | Food processor; makes alien soup (5 food items, refills the whole food bar) |
| Dynamite | Drag dynamite to each UFO's yellow circle | Alien armour set (-15% dmg taken, +10% max HP); or skip the UFOs and farm essences from the aliens instead |
| UFO | Collect 5 of 6 Repair Matrix cards (guarded by Buku) and drop them on the broken UFO | UFO boat item (Alien Overlord class gets a second one) |
| Ray Gun | Solve 3 mirror laser puzzles inside the giant UFO | Ray gun: 50 damage, infinite ammo, overheats after about 11 quick shots |
Full details are on islands. The Alien Overlord class starts with the ray gun and a UFO and is the wiki's pick for strongest class; the Zookeeper class (80 pearls) doubles companion buffs and is unrelated to aliens. See classes.
Nights and the day count
Each night that ends raises the day count by the day multiplier (x1 at start, up to x12 by non-renewable means, +1 per corruption clear). Higher day counts make every special night harder: tougher ghost pirates, Buku Toku, more kraken tentacles, alien warriors. Killing the ghost galleon boss also adds one multiplier's worth of days without changing the time of day. "Night armor" is not an in-game item; any chest and legs armour helps. For healing between raids see medkit and food.