99 Nights in the Forest walkthrough: survive all 99 nights
Night-by-night 99 Nights in the Forest walkthrough: the Deer, night 4 cultist raid, all four missing kids, campfire levels, beds and the 9x multiplier.
Checked against Halloween 2026 (Oct 31 update) on 1 Nov 2026. We re-test every guide after major updates; if something changed, tell us.
Surviving all 99 nights in 99 Nights in the Forest is a scheduling problem, not a combat one. A forest day lasts 3 minutes, a night lasts 90 seconds, and the day counter only speeds up when you rescue the four missing children and build beds. Do both early and a run that takes over seven hours at 1x speed shrinks to roughly an hour. This 99 Nights in the Forest walkthrough covers the whole run as of November 2026: the opening nights, the night 4 cultist raid, how the Deer behaves, where each kid is locked up, what to craft, and what October's Halloween updates changed. Timings come from in-game testing and the community wiki's Days page; the basics live on our 99 Nights in the Forest hub.

How the 99 nights actually work
Everything hangs on the day multiplier. You start at 1x: one night survived, one day on the counter. Each rescued child adds +1 and each of the four beds (one per crafting bench tier, 1 to 4) adds +1. Max both and the counter jumps 9 days per night, which is why good groups treat rescues and beds as the real objective.
Some events ignore the multiplier and run on real cycles. The Pelt Trader arrives on your second real day and then every 3 to 4 cycles. The first cultist raid is always the fourth real night, repeating roughly every 20 minutes. The Owl, Ram or Cat (whichever extra biome your map rolled) wakes on night 5. Plan around the clock, not the counter.
Day 50 pays 2 Diamonds and Day 99 pays 3 (more on 2x gem weekends or in Hard Mode). The run is endless after 99, but night 99 plays the ending cutscene and stamps your completion time on screen.
Nights 1 to 3: logs, a flashlight and the map
Night 1 is free. The Deer does not attack on the first night, so work through it. This opening order keeps the fire lit and sets up everything else.
- Chop at least 10 logs before darkSix carry the fire through night 1; the rest go towards Level 2 (6 logs, 1 coal, 1 to 2 wood). Drop logs straight onto the fire.
- Craft the map (3 wood)Run a log through the scrap processor for wood, build the map at the Tier 1 bench, press M. Without it you will lose camp in the fog.
- Loot the starting ringWatchtowers, sheds and cabins hold Old Flashlights, Bandages, a Good Sack, coal and the odd Revolver. Have a flashlight before night 2.
- Kill a bunny for a Bunny FootA 1 in 6 drop. The Pelt Trader trades it on day 2 for a Good Axe, Good Sack or Old Flashlight; take the sack if you still have the 5-slot starter.
- Build the Old Bed (20 wood)Your first +1 to the multiplier, available at Tier 1. Do it before anything decorative.
Common mistake: walking into a new biome on day 3 with a spear. Bears have 300 HP and hit for 40. Until you own a rifle, stay in the inner ring and farm wolves (75 HP) for steak and pelts.
Night 4: the first cultist raid
About 20 minutes in, the info bar flashes red: something evil is approaching. That is your one-day warning. On night 4 the drums start, a short cutscene plays, the Deer walks to the edge of camp to watch, and melee cultists with old axes spawn beside your fire. The first raid never includes crossbows, so it is the easiest you will face.
Fight in the light. Cultists walk straight into the safe zone, so the fire will not protect you. Group up, focus one target, and collect the drops: ammo, mossy coins and a Cultist Gem from the last one down. Corpses burn as fuel. Any cultist still alive at sunrise makes the campfire drain faster, so finish the job.

Later raids scale: crossbow cultists from raid two, then spears and morningstars (30 damage a swing), up to 8 cultists at a time, every 20 minutes or so for the whole run, with Juggernauts in Hard Mode. The Night Raids page on the wiki tracks the escalation.
How to survive the Deer
The Deer is immune to every weapon. It spawns at night, pathfinds straight at the nearest player outside the safe zone, and speeds up the longer it chases. Base damage is 25 and climbs with the day count. Three habits keep you alive.
- Stay inside the fire's light after dark. It will not enter the safe zone unless the fire goes out, and if you cross the boundary mid-chase it stuns itself and runs.
- Carry a charged flashlight. A beam stuns it briefly, and each stun wears off faster than the last. Stun, turn, sprint. Recharge at the fire.
- Use geometry. Its pathfinding is poor; big trees and buildings break the chase for a few seconds.
Heed the two "Deer is hungry tonight" warnings. A hungry Deer has red eyes, more speed and damage, and heavy stun resistance, and hungry nights get more common as the run goes on. Be home early. A fire that goes out at night forces a hungry Deer to spawn on your camp, the fastest wipe in the game, so keep emergency coal or a fuel canister on a shelf.
Tip: From night 5 you may get the Owl, Ram or Cat instead of the Deer. The Owl punishes movement (freeze when it screeches), the Ram charges in a straight line and flattens trees, and all of them respect the flashlight.
Rescuing the four missing children
Each child sits in a locked cave guarded by animals; the key drops from the last guard. The missing-kids board by camp marks each cave once your fire level reveals it. Carry the kid back in your sack and drop them in the safe zone to bank the +1. The intended order is Dino, Kraken, Squid, Koala.
| Child | Campfire level | Guards | Key | Job once befriended |
|---|---|---|---|---|
| Dino Kid | 2 (sometimes 3 to reveal) | 5 wolves, red collars | Red | Chops nearby trees |
| Kraken Kid | 4 (sometimes 5) | 4 alpha wolves, blue collars | Blue | Fishes in the nearest water |
| Squid Kid | 5 (sometimes 6) | 2 bears, yellow collars | Yellow | Cooks raw food at camp |
| Koala Kid | 6 | 6 bears, black collars | Grey | Digs up scrap |
Dino Kid is a day-3 or day-4 job with a spear and two bandages. Kraken Kid needs a rifle or a group; alpha wolves have 125 HP and hit for 25. Squid and Koala are bear fights (300 HP, 40 damage), so bring 20-plus rifle rounds, Pelt Trader armour, and go at the start of a day. Since the 2026 Dino Kid update, rescued children can be befriended with trinkets and then work for you by day: free wood, fish and scrap for the back half of the run.

Days 5 to 30: campfire levels, beds and the bench
Fire level gates the map: Level 2 opens Dino Kid's cave, Level 4 Kraken, Level 5 Squid, Level 6 Koala plus the oil barrels that only spawn in the outer rings. Costs ramp hard, so stop feeding raw logs after Level 3.
| Upgrade | Logs | Coal | Fuel canisters | Other |
|---|---|---|---|---|
| 1 → 2 | 6 | 1 | — | 1–2 wood |
| 2 → 3 | 11 | 2+ | 2+ | — |
| 3 → 4 | 50–75 | 23+ | 9–12 | 30+ biofuel |
| 4 → 5 | 70–120 | 45+ | 19–25 | 4+ oil barrels, 30+ biofuel |
| 5 → 6 | 275–350 | 170+ | 35+ | 8+ oil barrels, 80+ biofuel |
The figures are approximate because fuels mix, but the shape is the message: Levels 5 and 6 are built from biofuel, canisters and barrels, not trees. Build the Biofuel Processor at Bench 3 early and feed it anything you will not eat. Biofuel is worth about double a log and ignores rain, which eats fire levels from day 5 (thunder from day 8).
Upgrade the bench in step with the fire. Bench 2 gives the Regular Bed, shelves (2 scrap, and they double as walls), log walls, the sundial and farm plots. Bench 3 adds the Good Bed, crock pot and Biofuel Processor. Bench 4 adds the Giant Bed, ammo crate and the Teleporter, which needs two pads but gets a stranded player home before a hungry night. By the time Koala Kid is free you should have all four beds down and the counter ticking 9 per night.
Best classes and tools for a 99-night run
Classes cost Diamonds in the lobby, and the shop now keeps every class on sale with three rotating discounts. A first full clear does not need the 600-Diamond options.
| Class | Cost | Why it helps the 99-night run |
|---|---|---|
| Ranger | 70 Diamonds | Starts with a flashlight, revolver and 18 rounds. Safest opening in the game. |
| Lumberjack | 70 Diamonds | +20% bonus log chance and a Good Axe from the start. Fastest fire levels. |
| Cook | 40 Diamonds | More hunger per meal once four kids and five players are eating. |
| Medic | 40 Diamonds | 5x revive speed. One per group for bear caves and late raids. |
| Camper | 10 Diamonds | Slower hunger drain. Best cheap pick for solo. |
Tools follow the Pelt Trader chain: Bunny Foot, Wolf Pelt, Alpha Wolf Pelt, Bear Pelt. Prioritise the Good Sack, then the Strong Flashlight, armour, then the Giant Sack. A Revolver covers wolves, a Rifle is mandatory for bears and the cultist stronghold (the three-blue-diamonds icon, worth clearing around days 7 to 10 for its Diamond chest and ammo), and bear traps from Bench 2 turn raids into a chore. Top up Diamonds when you redeem the latest 99 Nights in the Forest codes.
Common mistake: buying an expensive damage class before Ranger or Lumberjack. Nothing in the run needs high DPS; it needs fuel, keys and beds.
Days 30 to 99: closing out the run
At 9x the back half is about eight real nights. The danger shifts from the Deer to attrition: 6 to 8 cultists per raid with crossbows and morningstars, frequent hungry nights, weather eating fuel. Keep two people at camp every night, the crock pot fed and the ammo crate stocked. Speedrunners use the Temporal Accelerometer from Bench 5, which skips a night for one Cultist Gem per use; that is how the Swiftness badge (99 days under 90 minutes) gets done.
Night 99 ends with a cutscene and your time on screen. The outcome depends on the children.
The Deer approaches the camp, reaches out towards the fire and the rescued children, then turns away and retreats into the forest. Finish with all four kids for the full ending; reaching 99 without them gives the bleaker version and, if you rescued none, the Self Preservation badge. After 99 the game continues, with the Deer hungry more often and every raid's last cultist dropping a Gem of the Forest fragment.
The reliable route: fire to Level 2 and Dino Kid by day 4, Level 4 and Kraken Kid by day 15, Squid Kid and four beds by day 30, Koala Kid the moment Level 6 lands, then hold. If you have cleared DOORS Floor 2, the night loop will feel familiar; the difference is that here you can always fall back on the campfire.
What's new in November 2026
October was a Halloween month. Helping Happy (October 3) added webs across the map and the three-level Happy's Scythe. Trick or Treat (October 17) brought back the candy loop with costumes: four matching pieces earn 8 candy per knock, no costume means a guaranteed trick. Candy buys Happy's shop stock, from Halloween Decor at 10 and the Fancy Dressed outfit at 30 up to the Vampire Alpha Wolf pet outfit at 200. The Hollow, Roblox's platform-wide horror event, ran October 25 to 31, and a further update shipped on Saturday October 31 in the usual fortnightly slot. Early reports describe a refreshed Hedge Maze with a Candy Corn shop; treat the specifics as provisional until the wiki's Update Log catches up.

Bigger picture, the game won Best Survival Game at the 2026 Roblox Innovation Awards in September, and the Saturday 1 PM EST update parties remain the best place to hear what is next. The team is three developers from New Zealand; their Roblox DevForum Creator Spotlight puts the all-time peak at 14 million concurrent players, and co-founder Cracky4 marked an earlier milestone on X.
We just got to 10 million people playing at once... Our country's population is 5.3M... Surreal
— Cracky4 (@Cracky4Roblox) September 6, 2025
If 99 Nights is your first Roblox live-service grind, the same "build income early, defend it later" logic drives Grow a Garden and the economy in our Steal a Brainrot guide. Play 99 Nights in the Forest on the official Roblox page.
FAQ
How long does it take to survive 99 nights in 99 Nights in the Forest?
At 1x it takes 7 hours 25 minutes of real time (99 cycles of 4:30). With four children rescued and four beds built the counter moves 9 days per night, so a well-run group finishes in roughly 60 to 90 minutes including setup.
Can you kill the Deer?
No. The Deer takes no damage from any weapon. You survive it by staying inside the campfire's light at night, stunning it with a flashlight and breaking line of sight with trees and buildings.
When is the first cultist raid?
On the fourth real night, about 20 minutes in, after a one-day warning in the info bar. The first raid has melee cultists only; crossbows arrive from the second raid, and raids repeat roughly every 20 minutes.
Which campfire level do you need for each missing kid?
Dino Kid at Level 2, Kraken Kid at Level 4, Squid Kid at Level 5 and Koala Kid at Level 6. Some seeds need one level more to fully reveal the cave on the map.
What happens after night 99?
A cutscene plays and your completion time is shown. The run continues endlessly, with the Deer hungry more often and the last cultist of every raid dropping a Gem of the Forest fragment.
