100DAS Wiki

100 Days at Sea Container Shelter — Both Meanings, Straight

Ask about "containers" in this game and you're asking two different questions. One is a structure you build. The other is loot you raid. Here's each, with what's confirmed and what isn't.

Written by Casey Marlin · Last updated
This update: both container meanings cross-checked against player content and Sportskeeda's Cargo Ship coverage
Where the Cargo Ship sits among the verified 100 Days At Sea locations

Which container do you mean?

Four things in this game get called containers, chests or crates in player chat, and they are separate systems with separate rules. Sorting them out first saves reading the wrong half of this page.

What people meanWhat it isConfirmed?
Container ShelterA structure you build on your raft. Players grind for it because shelter count feeds the day multiplier.Exists and is blueprint-gated; recipe unpublished
Cargo Ship containersLoot rooms aboard an enterable vessel. Carry mid-run loot including up to two Medkits per ship.Confirmed by multiple sources
Loot chestsThe chests scattered across islands and encounters. The badge list counts them: 100 in a single run, 500 across an account, and a badge just for pulling a gun out of one.Confirmed by the official badge list
Companion chestsLobby purchases made with Pearls, rolled for companions. Nothing to do with either container above.Confirmed; only published chest price, 120 Pearls

Meaning 1: the buildable 100 Days at Sea container shelter

The Container Shelter is a real, named build that players actively grind to unlock — and player guides reveal why it matters more than housing: shelter count drives your day multiplier. Teams that stack five extra container buildings report a x6 multiplier (per player guide footage and comments, checked July 18), which makes it a progression objective, not decoration. Players also talk about getting its blueprint, so it appears unlock-gated rather than freely craftable.

What still has no trustworthy source: the exact material cost. The "20 Scrap Metal + 10 Wood" figure circulating online traces back to a single auto-generated source that also invents codes and boss names — no player has ever stated the real numbers on camera or in comments (we checked, July 18). Your own build menu shows the requirement directly; when footage settles it, the recipe gets stamped here with a date.

Where a shelter fits in a tested build order

Here is the fact that shapes this whole page: the only tested build guide anyone has published for this game does not mention the Container Shelter at all. Pro Game Guides' beginner guide, which we re-fetched on July 26, 2026, gives a six-building priority order — Sawmill, Crab Trap, Map Radar, Auto Turret, Magnet, Radio— and the words "container" and "shelter" appear nowhere on it, or on the same outlet's class tier list. The most-searched build in this game is missing from the only build order that was actually played.

That does not make the shelter fake — player footage is clear that it exists and that people chase the blueprint. It means it sits outside the documented survival spine. That spine is well established: the Bonfire is the progression gate, the Sawmill unlocks at Bonfire level 3 and costs 10 Wood + 2 Metal, and the Magnet arrives at level 4 for 30 Metal + 10 Wood. Full recipes on the items and structures page.

One thing the tested guide does establish about buildings in general: they have two acquisition routes, not one. The Auto Turret can be crafted, or bought from the Travelling Merchant for 150 Doubloons early in a run. Whether the Container Shelter has a merchant route as well as a blueprint is one of the specific questions our in-game verification pass is meant to answer.

The multiplier claim, kept honest

The x6 figure above comes from player guide footage and comments: stack five extra container buildings, get a x6 day multiplier. We keep it because it is the reason people build the thing — but here is what the game's own data does and does not say about it.

We pulled this game's full public badge list on July 26, 2026 — 60 badges. The only multipliers it confirms are corruption multipliers from the July 17 update: badges for hitting 10x, 15x and 20x from the corruption, the 20x one held by fewer than 200 accounts. No badge mentions containers, shelters, or a shelter-driven multiplier. So two multiplier systems are being described — one by the developers' own badges, one by players — and nobody has published whether they are the same number. We are not going to assume they are.

What the badge list does pin down is the ladder a shelter build sits inside. There are "reach bonfire level" badges for levels 1 through 7 and no higher; the two badges numbered above them are for burning 1,500 items in a session and for reaching max bonfire level with four or more people — so 7 reads as the ceiling. There is also a badge for hitting max Bonfire before day 3, which tells you how fast experienced crews move through the ladder. Whether the Container Shelter carries a Bonfire requirement of its own, the way the Sawmill (level 3) and Magnet (level 4) do, is still unverified.

What a shelter does not do

The most common invented claim about this build is storm protection. Storms are not a documented mechanic in this game at all. PGG's beginner guide runs through the threats you actually meet — Angler Fish, Sharks, Tribal Mobs, Ghost Pirates, plus event Aliens — and lists no weather event of any kind; neither of that outlet's two guides contains the word "storm".

The night dangers that are documented already have documented counters, and none of them is a shelter. The Angler Fish triggers on being off your raft after dark or letting the Bonfire go out, and is answered by keeping the fire lit or redirecting it with a Flare Gun. Raid nights are answered by defences, with the Auto Turret the standing recommendation for solo players. Raids are not an edge case either: the badge for surviving a ghost raid has been awarded more than 40 million times.

So build container shelters for the multiplier players report, and keep the part of your plan that keeps you alive built on things that are verified. If a shelter turns out to block raiders or the Angler Fish, that is a finding worth publishing — and it will appear here with a date on it.

Meaning 2: Cargo Ship containers

The Cargo Ship is an enterable encounter — a hulking vessel whose container holds carry some of the best mid-run loot, including up to two Medkits per ship. Getting its doors open is a famous head-scratcher; door-route demand is real, and it's on our in-game verification list.

If you're container-hunting for supplies rather than housing, this is the meaning you want — pair it with the Medkit sources list.

Why two Medkits is a bigger deal than it sounds

Medkits are not general healing in this game — they are the revive item. Player footage settles that picking a downed teammate back up runs on a Medkit, with bandages left for topping yourself off. And there are only five verified ways to get one: the Medic class, the Mukumuku Market vendor, the Snorflord boss, Treasure Island, and these containers.

That makes a single Cargo Ship worth up to two revives — a meaningful number in a game where runs are played by anywhere from one to five people (the badge list has a separate 100-day badge for each group size). It is also why we file the ship under mid-run loot rather than a day-one errand on the day guide.

The Cargo Ship is not the Ghost Galleon

Two large ships, two completely different encounters, and search results mix them constantly. The Cargo Ship is a location you board for loot, listed among the verified map locations. The Ghost Galleon is a boss you summon by ringing bells — the official badge list even carries a badge for defeating it three times in a single run, which tells you it is a repeatable fight rather than a place. If a guide describes the Cargo Ship as a boss with a health bar, it has merged the two.

The doors: why nobody has published a route

We re-checked this on July 26, 2026. Searching for how to open the Cargo Ship doors returns the same set of auto-generated wiki domains that publish this game's fake codes and invented island tables; the two guides from the one outlet that demonstrably played the game do not cover the Cargo Ship at all; and in the 265 real player comments we harvested on July 18, not one describes a door mechanism. There is no route to report, from anyone.

What is documented is that keyed entrances exist elsewhere in this game — the tested beginner guide describes the Tower and Fortress islands as the ones with keys, and warns solo players away from them. Whether the Cargo Ship uses a key, a lever, a route or nothing at all, no source we trust has said. The honest state of this question is open, and a page that tells you otherwise is guessing on your behalf.

FAQ

  • What is the Container Shelter in 100 Days At Sea?

    A buildable structure players grind for because shelter count drives the day multiplier — teams stacking five extras report x6 (per player footage). It appears blueprint-gated. The exact material cost still has no trustworthy public source; the numbers floating around trace to auto-generated sites.

  • How do I get Medkits from containers?

    Different containers — the lootable ones aboard the Cargo Ship. Board it, work through the container rooms, and you can find up to two Medkits per ship among the loot.

  • Does the Container Shelter protect against storms?

    Storms themselves are unconfirmed — no trusted source mentions storm weather in this game at all. Until that's verified, treat 'storm protection' claims as invented. What a shelter certainly does is give your raft defensible, enclosed structure for the night threats that definitely exist.

Keep reading

📖 Printable Survival Field Guide: this wiki's verified facts as 10 print-ready sheets — route card, build order, boss and revive cards — re-issued within 48 hours of every verified game update. $9.99, with a free sample sheet. See the pack →