
99 Nights
in the Forest
Survive 99 nights in a haunted forest. Build your campfire by day. Avoid the entities by night. Rescue the 4 missing children to multiply your progress.
99 Nights in the Forest is attrition math: every night is more dangerous than the last, and your tools, shelter, and resource priorities decide how deep you get. The item database here tracks 230+ documented items, with the survival calculator, threat progression, and working codes alongside.
Mission Objective
You have been stranded in a forest that is not what it appears to be. Something hunts within it. Your mission: survive 99 nights. Gather resources by day. Build your campfire. Stay alive when darkness falls.
Four children have gone missing in the forest. Each rescue permanently adds +1 to your day-counter multiplier — and saving all four earns the Orienteering badge.
Core Loop
Gather wood, stone, ore. Build and upgrade campfire. Scout entity patrol routes.
Return to campfire. Prepare shelter. Equip class abilities.
Entities spawn. Stay hidden. Move only when necessary.
Reach dawn. Repeat. Find the missing children. Complete 99 nights.
Entity Threat Board
All confirmed hostile entities. Study their behavior. Your survival depends on it.
The primary antagonist. A grotesque bipedal deer-like creature that stalks the forest at night. Its unnatural gait and hollow eyes have traumatized survivors across all 99 nights.
Per Fandom: spawns at night and hunts any player outside the Campfire safe zone, dealing high damage (25+, more on later nights or when Hungry — red eyes). It gets faster the longer it chases you, and it flees as morning approaches. If the campfire goes out, its spawn chance jumps to 100% and it spawns Hungry.
Unkillable — no weapon damages it. A Flashlight beam briefly stuns it, and reaching the Campfire safe zone stuns it and makes it run away. It will not enter the safe zone unless the fire goes out.
Keep the fire fed and carry a charged Flashlight at night — the stun is your escape tool. If it locks onto you, sprint for the campfire safe zone rather than trying to lose it in the open.
A large humanoid predator with a cartoonish feline face. Per Fandom, The Cat is one of three secondary monsters with a 1/3 chance to appear per run — it spawns ONLY when the Jungle Biome is present. If the run rolls Snow it is replaced by The Owl; if it rolls Volcano it is replaced by The Ram.
Chases the player and swipes at melee range. Telegraphs a long-range pounce with a glowing red landing circle that passes through terrain and obstacles. If The Cat is active for the night, The Deer will not spawn unless a Cultist Attack also triggers.
Pounce path is telegraphed by the red marker — sidestep before it lands. Cannot be killed (unkillable per Fandom), but can be stunned by the Campfire or a Flashlight.
When you hear "The Cat has woken up," treat the night as a Cat night. Watch for the red pounce circle and move perpendicular to its path rather than running in a straight line.
Per Fandom, a giant light-purple bat and one of the five unkillable monsters — but unlike the surface monsters it is only found underground, in the Bat Cave and Caverns.
When you first enter the Caverns it screeches and flies off, then circles a set path, landing to charge up screeches. A rising screech meter warns you to hide; when it fills, an expanding red sphere damages and blurs the vision of anyone caught in the open.
The screech is fully avoidable — break line of effect by hiding behind a stalagmite, rock, or other cover before the meter fills. It never leaves the cave system, so the surface is always safe from it.
The Bat is blind, so the Flashlight stun that works on The Deer does nothing here. Move between cover points while it flies, freeze behind cover whenever the screech meter appears, and clear the cave loot between screeches.
Per Fandom, Bears (Forest) and Polar Bears (Snow) are heavy-hitting killable enemies. Yellow-collared bears drop the Yellow Key for Squid Kid; gray-collared bears drop the Gray Key for Koala Kid.
Roam their respective biomes. High damage in melee. Polar Bears are the Snow-biome variant.
Killable but tanky — bring upgraded weapons or kite with ranged attacks.
Do not engage bears before Campfire Level 4-5 unless you have a combat class like Cyborg, Vampire, or Berserker.
A horned humanoid that charges players. Per Fandom, The Ram is one of three secondary monsters with a 1/3 chance per run — it spawns ONLY when the Volcanic Biome is present. If the run rolls Jungle it is replaced by The Cat; if it rolls Snow it is replaced by The Owl.
Chases the player and periodically stops to wind up a charge (shown by a rising meter). When the meter fills, it sprints forward, destroying trees and damaging anything in its path. The direction it faces during the wind-up does not always match the actual charge direction. If The Ram is active for the night, The Deer will not spawn unless a Cultist Attack also triggers.
Unkillable per Fandom, but can be stunned by the Campfire or a Flashlight while walking (immune to stun mid-charge). Sidestep perpendicular to the charge to dodge.
When you hear "The Ram has woken up," anticipate the wind-up animation and dodge sideways at the last moment. Do not assume the charge will follow its facing direction.
A tall humanoid owl with elongated legs and oversized eyes. Per Fandom, The Owl is one of three secondary monsters with a 1/3 chance per run — it spawns ONLY when the Snow Biome is present. If the run rolls Jungle it is replaced by The Cat; if it rolls Volcano it is replaced by The Ram.
Lands near a player and stands still, running a detection minigame. An eye icon turns red as you move and white when you stand still — if you keep still it eventually flies off; fully alerting it triggers an attack. Wind blowing at nightfall is the in-game tell that an Owl night is starting.
Unkillable per Fandom. Standing still is the canonical counter to the detection minigame — movement is what alerts it. Can be stunned by the Campfire or a Flashlight.
On Snow runs, freeze in place the moment The Owl lands nearby and wait for the eye icon to fade. Sprinting past it is the worst possible play.
Robed figures that roam the forest. Regular Cultists patrol predictably. Jungle Cultist variant (added Feb 28) has increased aggression and speed in Jungle biome.
Patrol around their camps and strongholds, and periodically raid the campfire in Cultist Attack waves — unlike the monsters, Cultists can enter the campfire safe zone. Jungle Cultists are more aggressive and faster than standard variants.
Killable, unlike the five monsters — they can be fought with any weapon, and their camps can be raided for loot.
Learn where the Cultist camps are during the day and keep weapons ready for night raid waves. Sub-variants (Brute, Crossbow, Juggernaut, Shadow and more) hit harder than the basic robes — see the Fandom bestiary.
Per Fandom, Wolves and Alpha Wolves are recurring forest enemies. Red-collared wolves drop the Red Key required to rescue Dino Kid; blue-collared Alpha Wolves drop the Blue Key for Kraken Kid.
Patrol and pursue at night. Alpha Wolves are tougher and more aggressive than regular Wolves.
Killable (unlike The Deer/Cat/Owl/Ram). Vulnerable to ranged weapons and traps.
Farm collared wolves intentionally to unlock the colored-key caves rather than fighting them reactively.
Wild boars added with the Jungle biome update. Primarily environmental hazards — they will attack if provoked but do not actively hunt players like other entities.
Roam in Jungle biome. Aggressive if player comes within close range. Does not actively seek players.
Slow to react. Easy to outmaneuver. Provocation range is small — maintain distance.
Boars are a Jungle biome tax. Give them space and they ignore you. The bigger threats in Jungle are The Cat and Jungle Cultists.
Per the Fandom Entities category, the game also includes Aliens, Arctic Fox, Scorpion, Hellephant, Mammoth / Woolly Mammoth / Lava Mammoth, Frog and Frog King, plus traders (Pelt Trader, Furniture Trader, Bird Watcher) and Cultist sub-variants (Brute, Crossbow, Darkstring, Juggernaut, Melee, Shadow, Cultist King). See the Fandom bestiary for full coverage.
Varies by entity. Some are passive (Arctic Fox, Frog), some are biome-locked threats (Scorpion, Lava Mammoth), some are event/boss spawns (Hellephant, Cultist King).
Most are killable. Refer to individual Fandom entries for exact damage, drops, and stun behavior — these are not the main night threats.
Treat this group as situational. Prioritize learning The Deer, The Cat/Owl/Ram, The Bat, and Cultists first — they determine survival.
Class Tier List
35+ classes ranked by overall survival utility. Purchased in the lobby General Store. Limited classes available during seasonal events only.
Per Fandom, often considered the best combat class in the game due to the Laser Cannon's high damage and AoE. Expensive (600 Diamonds) and built around alien-tech weapons — not a starter pick. New players should buy Camper first (cheapest at 10 Diamonds) and save for Cyborg.
Per Fandom, a 600-Diamond melee combat class: lifesteal on every melee weapon keeps you healthy through fights, and the night speed and vision perks make after-dark play far safer.
Per Fandom, a 500-Diamond glass-cannon pick: a permanent +10% sprint speed traded against 15% less health — strong for covering ground fast, risky in drawn-out fights.
Per Fandom, a cheap (80 Diamonds) exploration pick: bigger map radius and fog-clearing speed boosts make scouting for the missing-kid caves faster, and the Level 3 chest wallhack turns every trip into a loot run.
Per Fandom, a 70-Diamond gathering class: the starter Good Axe (5 hits per tree vs the Old Axe's 13) plus stacking bonus-log chances speed up the campfire fuel grind that gates the missing-kid caves.
Per Fandom, a 600-Diamond summoner: an army of up to 6 resurrected cultists fights for you, which turns cultist raid waves from a threat into a recruitment drive.
Per Fandom, a 40-Diamond food-and-pelts economy pick: more meat and pelts from every animal kill, and the Level 3 perk adds an extra wolf pelt trade at the Pelt Trader — useful, but it does nothing against the night monsters directly.
Per Fandom, a 40-Diamond team-support class built entirely around reviving: 5x revive speed matters in group runs, but in solo play the perks barely fire — combat classes like Cyborg or Vampire serve a lone player better.
Per Fandom, an event-only class sold for 900 Candy during the Halloween event. Its thrown potion doubles as ranged damage and a small ally heal — only obtainable while the event shop is live.
Per Fandom, the cheapest class in the game at 10 Diamonds — the realistic first purchase for new players. Spawns with a Flashlight, which helps escape The Deer and earn better Pelt Trader trades. Fandom notes the perks are modest (hunger reduction is barely noticeable), so plan to graduate to a stronger class once you have the diamonds.
Missing Children
Four children are hidden in the forest, each behind a colored-key cave. Campfire level determines who you can reach — full walkthrough in the rescue guide.
Campfire Level Requirements
Why Rescue All Four?
Every rescue permanently adds +1 to your day-counter multiplier, and rescuing all 4 kids earns the Orienteering badge plus 4 diamonds. Full guard, key, and cave-loot breakdowns are in the Missing Children rescue guide.
Biome Guide
The Forest and Deep Forest are always present. Three additional biomes (Snow, Volcanic, Jungle) each have a 1-in-3 chance of spawning alongside the main forest.
The default biome. Dense pine trees, clearings, and the main campfire location. Every run starts here. Contains the most resources but also houses The Deer and The Bat.
- ›Main campfire spawn point
- ›Bat Cave landmark
- ›Multiple shelter-building spots
- ›Highest resource density
The darkest region of the map. Visibility is severely reduced even with light sources, and the tougher key-guardian animals roam here. The colored-key caves can generate out this deep — cave locations are procedural, so check your run's posters.
- ›Severely reduced visibility
- ›High entity density
- ›Rare resource nodes
A snow-covered expanse with minimal tree cover. Open terrain makes hiding from The Owl nearly impossible, but The Deer is easier to spot against white snow. Unique cold mechanic drains health without warmth.
- ›Cold damage mechanic — warmth items required
- ›Open terrain — reduced cover
- ›Unique snow-only resources
- ›The Owl is deadlier here
Rocky terrain with lava pools and geothermal vents. Standing too close to lava deals tick damage. Fewer entities, but terrain itself is deadly. Houses rare volcanic resources for advanced crafting.
- ›Lava damage zones
- ›Geothermal vent platforms
- ›Rare volcanic resources
- ›Fewest entities of any biome
Dense jungle added in the February 2026 updates. When the Jungle rolls, The Cat becomes the run's secondary monster (The Owl and The Ram only appear with Snow and Volcanic respectively), joined by faster, more aggressive Jungle Cultists, Boars, and a pressure-sensitive poison dart maze.
- ›The Cat exclusive biome
- ›Jungle Cultist variant
- ›Poison dart maze and Jungle traps
- ›Boar environmental hazards
Active Codes
Free diamonds and flames. Verified against the community wiki on July 17, 2026.
forestwakesup26NEWFandom Active Codes (verified 2026-06-19)
afterpartyACTIVEEaster Update
yay fishingACTIVECHAT CODEChat Code (type in-game with a fishing rod during the fishing minigame; works once)
Update History
From the community wiki's Update Log, documented through the June 27, 2026 Alien's Revenge update. The wiki also flagged a further update scheduled for July 11, 2026 that it hasn't written up yet — this list will catch up once it does.
- Alien Outposts — raid makeshift alien structures spawned by UFOs across the Forest
- Repair the UFO: find 4 batteries to restore it and prepare for launch
- New Mothership — board the aliens' flagship and fight back
- New alien technology gear, new Alien Scientist class, new event badges and Alien Wolf skin
- Bandages and the Hammer added to the Tool Trader (from 50 coins)
- 7 new structures to find
- Biome and Hard Mode selection from the lobby (locked below 10 highest days survived)
- Decorator items moved to the Supply Crate
- 8 new badges (Toolfinding, Mastery, Carnivory, and more) and bug fixes
- Code: forestwakesup26 released alongside the update
- New NPC added: the Sketchy Salesman
- More eggs to find, including the Easter Bunny's special egg
- Evil Bunny added
- Easter Bunny's Egg and Firefly Egg added
- Easter egg hunt — 11 new eggs to find and turn in to the Easter Bunny for Easter shop items
- New Egg Hunter class, free UGC, Easter pelts, and enemies with bunny ears
- Code: afterparty added around the Easter event
- Recycler added — transforms rare materials into less rare ones
- Log Wall Gate, Flag, and Totem Pole (map marker) added
- Ponds added to the map; Volcano bear trap and Heavy Ammo Crate added
- The Cat added — spawns in the Jungle biome only when neither the Volcanic nor Snow biome is present
- Mossy Mammoth added
- Fighting Pit and minor Jungle structures added, plus new badges
- Jungle Biome added as a third random biome (alongside Snow, Volcanic)
- Jungle Cultists and Boars added
- Poison Claws added, plus a pressure-sensitive poison dart maze
Frequently Asked Questions
What is 99 Nights in the Forest?
99 Nights in the Forest is a Roblox horror/survival game where you must survive 99 nights in a haunted forest. During the day, you gather resources and build your campfire. At night, deadly entities hunt you. The true goal is finding all 4 missing children hidden throughout the forest to unlock the true ending.
Who are the entities in 99 Nights in the Forest?
Per the Fandom wiki, the main monsters are: The Deer (primary antagonist, always present), and three secondary monsters with a 1/3 chance to appear per run depending on which extra biome rolled — The Cat (Jungle), The Owl (Snow), and The Ram (Volcanic). The Bat is the fifth unkillable monster, found only underground in the Bat Cave and Caverns, where its charged screech damages anyone not hiding behind cover. Other entities include Cultists (and sub-variants), Wolves and Alpha Wolves (drop Red/Blue Keys), Bears and Polar Bears (drop Yellow/Gray Keys), Boars (Jungle), plus Aliens, Arctic Fox, Scorpion, Hellephant, Mammoth variants, Frog, Frog King, and seasonal entities. See the Fandom Entities category for the complete bestiary.
What are all the codes for 99 Nights in the Forest?
Three active codes as of July 2026: "forestwakesup26" (15 Diamonds + 3 Random Flames) and "afterparty" (15 Diamonds), both redeemed via the Codes button at the bottom right of the Currency Shop, plus the "yay fishing" chat code (2 Diamonds — type it in chat during a run while holding a fishing rod in the fishing minigame; works once). The only documented expired code is "happyhalloween" (10 Candy, Halloween event only).
How do I find all the missing children?
There are 4 missing children, each hidden in a colored-key cave whose location is procedurally generated per run. Dino Kid is behind a red-key cave (Campfire Level 2, guarded by 5 red-collar wolves). Kraken Kid is behind a blue-key cave (Level 4, 4 blue-collar alpha wolves). Squid Kid is behind a yellow-key cave (Level 5, 2 yellow-collar bears). Koala Kid is behind a gray-key cave (Level 6, 6 gray-collar bears). Use the posters at the crafting bench and the in-game compass to navigate. Rescuing all 4 AND surviving to night 99 triggers the true ending.
What is the best class in 99 Nights in the Forest?
Per Fandom, the best starter class is Camper — it is the cheapest at 10 Diamonds and spawns with a Flashlight, making it the realistic first purchase for new players. For late-game combat, Cyborg (600 Diamonds) is widely considered the strongest because of the Laser Cannon's damage and AoE. Vampire (600 Diamonds, melee lifesteal) is a strong combat alternative; Assassin's +10% sprint speed and Explorer's bigger map radius and fog speed boosts suit players racing toward the missing-kid caves.
What biomes are in 99 Nights in the Forest?
There are 5 biomes: Forest (always present, starting area), Deep Forest (always at map edges, darkest zone), Snow (freezing temps, 1/3 chance spawn), Volcanic (lava hazards, 1/3 chance), and Jungle (canopy cover, The Cat, 1/3 chance — added February 2026).
How does the campfire level system work?
The campfire has 6 levels. Upgrades are fueled by burning Logs, Coal, Fuel Canisters, Biofuel, and at higher levels Oil Barrels — each level fills a fuel bar to 100%. Approximate cumulative costs to reach Level 6 (the wiki lists most values as minimums): 410-560 Logs, 240+ Coal, 65-74 Fuel Canisters, 12+ Oil Barrels, and 140+ Biofuel; the totals climb with larger parties. Level 2 unlocks Dino Kid, Level 4 Kraken Kid, Level 5 Squid Kid, and Level 6 Koala Kid and the true-ending path.
Who developed 99 Nights in the Forest?
99 Nights in the Forest was developed by Grandma's Favorite Games. The game reached 442K+ concurrent players and became the #3 most-played game on Roblox at its peak. It has received multiple updates in 2026 including two Jungle biome updates and the Easter event.
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