Surviving Your First 10 Nights
Updated Oct 9, 2026
Plan the first ten nights around fuel, a safe return route and a deliberate first cave rescue.

On this page
The route
Stage 1Start with the fire
Gather fuel while it is light, then raise the Campfire level. Upgrading reveals more of the map and widens the safe zone. Keep a reserve nearby instead of spending every log on a long excursion. Rain and snow can drain the fire faster; a fire that goes out disables the map and lets The Deer enter camp.
Stage 2Scout within a return route
Check nearby chests and supplies during daylight. Mark where a Locked Cave appears, but only commit to its guardians when your group has enough time and healing to return. The first cave opens after early campfire upgrades; deeper caves require more map revealed. A Flashlight is an escape tool at night because its beam can briefly stun The Deer; it is not a weapon that kills it.
Stage 3Make the first rescue a deliberate trip
The Dino Kid is normally the first child available. Five wolves guard that cave. Defeat the guardians to obtain the red key, open the cave, then bring the child back inside the campfire's radius. The key comes from the final guardian, not from a cultist camp. Later children have harder cave guards, so there is no need to rush all four in the first ten nights.
Stage 4Check before each night
Sources: Campfire, Locked Caves, Missing Children, The Deer.
Quick answer
Your first ten nights are a fuel-and-distance problem. Upgrade the campfire, plan a route that returns before dark, and treat the missing-child caves as guarded objectives rather than ordinary loot stops. These are practical goals, not a scripted schedule: the map and your group's pace can differ.
Start with the fire
Gather fuel while it is light, then raise the Campfire level. Upgrading reveals more of the map and widens the safe zone. Keep a reserve nearby instead of spending every log on a long excursion. Rain and snow can drain the fire faster; a fire that goes out disables the map and lets The Deer enter camp.
Scout within a return route
Check nearby chests and supplies during daylight. Mark where a Locked Cave appears, but only commit to its guardians when your group has enough time and healing to return. The first cave opens after early campfire upgrades; deeper caves require more map revealed. A Flashlight is an escape tool at night because its beam can briefly stun The Deer; it is not a weapon that kills it.
Make the first rescue a deliberate trip
The Dino Kid is normally the first child available. Five wolves guard that cave. Defeat the guardians to obtain the red key, open the cave, then bring the child back inside the campfire's radius. The key comes from the final guardian, not from a cultist camp. Later children have harder cave guards, so there is no need to rush all four in the first ten nights.
Check before each night
Sources: Campfire, Locked Caves, Missing Children, The Deer.
- The fire has fuel for the coming night and a way to replenish it.
- Everyone knows the route back to the lit safe zone.
- A cave run has enough daylight, supplies and a plan for its guardians.
- A flashlight is charged if someone must travel beyond the fire after dark.
