
Sons of the Forest Beginner Guide: Surviving Your First Three Days
How to spend your first three days in Sons of the Forest, from picking a spawn near the golf cart to dodging cannibal camps.
Your first three days in Sons of the Forest set the tone for everything after. The island starts out almost polite, with weak enemies drifting around while you find your feet, plus a companion who works for sticks. That window closes. Patrols get bolder after the first few days, and winter lands around day 11 on default settings, freezing the lakes and emptying the woods of food. A default day runs about 76 real minutes, so three in-game days is a bit under four hours of play. That's plenty of time, as long as you spend it on the right stuff.
Choosing a Starting Spot Near the Golf Cart
Walking everywhere burns daylight and stamina, and this map is huge. The golf cart fixes both problems. It seats four, it moves fast on open ground, and it charges itself off the solar panel bolted to the roof, so daytime driving costs you nothing. Driving after 6pm drains the battery instead. Park it in the sun when you're done and it sorts itself out by morning.
Getting the spawn you want
The game opens with a helicopter crash, and the wreck can come down at one of three sites: a beach on the north coast, a mountain peak, or a deep woods clearing. You don't pick. For this plan, the beach is the one you want, since it's the shortest hike to the northeast corner of the island where the golf course and most of the carts sit. Restarting a fresh save before you've done anything costs you nothing but the intro, and rerolling until the beach comes up is a normal thing to do. Your call on whether that feels cheap.
Before you leave the sand, take care of a few things:
- Loot every case and crate around the wreck. Rope, duct tape, meds, energy bars, and usually a tarp all come out of these.
- Get Kelvin on his feet. He can't stand up on his own, and he's the best free labor on the island.
- Check the shoreline rocks. A can opener spawns around the north beach coves, and every canned food you find later is a paperweight without it.
The walk northeast
Open the GPS with middle mouse (click a couple times to zoom out) and aim for the northeast corner. The golf course is a wide stretch of open grass with sand traps, flagpoles, and carts parked around the fairways. Follow the shoreline east from the beach spawn, then cut inland when the trees thin out. Budget a real chunk of your first day for the trip, because Kelvin and a pack full of loot slow you down, and arriving with daylight left matters more than arriving quickly.
What the course hands you
- Carts, plural. There are about 31 on the island and a good pile of them here. Once you're close, each drivable one shows up on the GPS as a blue pulsing steering wheel icon.
- A free melee weapon. The cart parked by the red flag has a putter in the back, and golf balls wait in the sand traps.
- GPS locators and spare batteries. Batteries hide in the backs of wrecked carts.
- A quiet neighborhood. There's hardly a cannibal camp in this part of the map, and the small pond in the middle gives you water and fish.
- A firearm within reach. A revolver sits in the area around Maintenance Bunker C near the course, and it quietly ends most early fights.
The honest downside is the terrain. Grassland means trees sit a hike away, so every log for your base gets hauled in by cart or over your shoulder. For a first camp, that trade is fine. Drop your tent at the treeline, use the pond, and enjoy sightlines that let you watch anything coming from a long way off.
Building Your First Shelter Before Nightfall
For night one, all you need is a save point. There's no autosave in this game, and dying at 11pm with an unsaved hour behind you deletes that hour. The Shelter Tent covers it with two items: one tarp and one stick. Lay the tarp on flat ground from your inventory, equip a stick, and click the tarp's edge to prop it up. One stick is enough to sleep and save. Two makes a roomier tent.
Fire before dark
A fire handles cold nights and raw meat in one stop. Equip a stick, look at the ground, and press interact to break it in half where you're standing. Stack a second broken stick on the first and your character adds leaves and lights it with the crash-site lighter. A one-stick fire dies fast, so build the two-stick version out of habit. Later on you can ring it with rocks or split-log halves for a reinforced fire that burns much longer.
The hunting shelter on day two
Once you've slept once, open the Guide Book (press B, then hold X to flip it into blueprint mode) and place a Hunting Shelter. It costs 5 logs, 6 sticks, and 7 rocks. It's sturdier than the tent, it sleeps and saves, and Kelvin can handle the whole build: walk up, open the notepad, pick Build, then shelter, and he works while you chop. Have him fill a stick storage bin while he's at it (6 sticks to make), so you're not personally collecting twigs all week.
Where to put it
Placement beats size early. You want trees within axe range, water within a short walk, and ground you can wall in later, because the hunting shelter is just a starter. The pond on the golf course, or the treeline right beside it, checks all three boxes. Skip wide flat runways and worn trails, since patrols use both. A drying rack (9 sticks) next to the fire and a log storage (8 sticks) finish off a camp that basically runs itself by day ten.
Finding Food and Water Without Getting Sick
The full release added a sickness system, and it changed how you drink. Unclean water, spoiled food, and a few poisonous plants now put a sickness debuff on you that shaves your max health down toward the yellow bar and will kill you if you ignore it. It clears with meds, certain foods, sleep, or plain patience. Fixing it is cheap. Carrying it through a fight is not.
Water comes first, because thirst hurts in a hurry. Once it bottoms out, you lose 2 health every 10 seconds.
Water that won't make you sick
Most of the lakes and rivers count as unclean now, so kneeling at a shoreline and pressing E is a gamble. Your safe routes look like this:
- Berries. Blackberries, blueberries, and salmonberries each give 3% hydration plus 3% food, and a decent patch feeds you for a while.
- Energy drinks. Half a hydration bar (50%) and half a stamina bar in one can. They don't keep, so save them for long hikes.
- Boiled water. Grab a cooking pot from a camp or bunker, fill it at any water, set it on a fire, and wait for the lid to lift. That's four clean sips.
- A rain catcher. It costs 12 sticks and one turtle shell, and turtles bask on the beaches. Set it down once and it works while you sleep.
Kelvin feeds you for free
Near any body of water, Kelvin's notepad picks up a Get fish option, and he'll keep hauling them back to camp as long as you leave him to it. That's the best food source in the first week, and it costs one command. Spear fishing works too: stand in the shallows with a crafted spear and jab at the shadows.
Cook what he brings. Cooked meat and cooked fish each fill 50% of your food bar, while raw meat fills 10%. Raw fish is oddly filling at 50% right off the spear, but living on raw food catches up with you, so use the fire. Two drying racks (9 sticks each) next to the flames turn surplus into dried food that keeps indefinitely. One quirk: dried meat costs you 25% hydration per piece, so drink something when you eat it.
| Food | Food bar | Notes | | --- | --- | --- | | MRE pack | 75% | best single find, never walk past one | | Cooked meat or fish | 50% | what the fire is for | | Dried meat or fish | 50% | keeps forever, but costs 25% hydration | | Raw fish | 50% | filling, risky as a steady diet | | Cat food | 30% | needs the can opener | | Raw meat | 10% | emergency fuel only | | Berries | 3% each | plus 3% hydration, so they double as a drink |
What not to eat
The poison list is short. Twinberries, snowberries, and devil's club all carry a small poison hit, and fly amanita mushrooms are worse at 3%. Spoiled anything costs health directly. Canned food just sits there until you have the can opener, which combines with a can in your inventory to make cat food. Stick to what you recognize and you'll skip the sickness bar entirely.
Crafting the Essential Starter Tools
You're not starting from nothing. The emergency pack from the crash hands you a Tactical Axe and a lighter, and the axe cuts your logs and blocks swings in a fight. Park it on a hotkey (hover the item in your inventory and press a number key) from minute one. The rest of the early kit is sticks, rope, and tape combined on the crafting mat inside your backpack.
| Item | Materials | Why bother | | --- | --- | --- | | Crafted spear | 2 sticks, 1 duct tape, utility knife | reach, throwing, fishing | | Crafted bow | 2 sticks, 1 rope, 1 duct tape | silent ranged damage | | Crafted club | 1 skull, 1 stick, 1 rope | medium block | | Shelter tent | 1 tarp, 1 stick | sleep and save anywhere |
The crafted spear
Two sticks, one duct tape, and the utility knife from your kit, combined on the mat. The spear stabs, it throws, and it catches fish from the shallows. You can carry five of them, and throwing hits far harder than stabbing, especially since Patch 12 trimmed the stab damage from 15 down to 10. Craft two or three once you have tape to spare, and dinner plus a little reach both come along with them.
The crafted bow
Two sticks, one rope, one duct tape. This is the day-two upgrade, and it's quiet in a way no firearm manages. Stone arrows hit for 10, the 3D printed kind for 15, and carbon fiber for 17.5, with headshots doing the real work no matter the arrow. Spent arrows are retrievable, so hunt with the cheap ones. Press R while aiming down to swap arrow types.
The club, and a free upgrade track
One skull, one stick, one rope. The club's damage is forgettable, but it blocks at medium strength where the spear blocks weak, so it's what you hold when something big is mid-swing. Block the hit, then answer with the spear. Skulls turn up around camps and effigies, usually sooner than you'd like.
The quiet upgrade track is strength. Swinging tools and carrying logs fills the strength meter in the corner of the HUD, and each of its 100 levels adds 2% max health and 1% melee damage. Hauling your golf course logs on day three is training with extra steps.
Avoiding Cannibal Camps in the Early Game
The locals run on a reputation system, and it watches how you behave. In the first days, scouts will stand off at a distance and stare instead of charging, and what you do in that moment sets the tone. Attacking them raises the tribe's anger for days afterward. Backing off when they test you keeps things calmer, and some players play near-pacifist for the whole first week and get mostly left alone. That sounds soft. It works.
Reading a camp from a distance
Villages have a look: skulls on sticks, effigies, hanging limbs, log huts. Learn it, because by the time those details are clear, someone may have already seen you. Villages sit at fixed spots on the map, so the first time you blunder into one, drop a GPS locator nearby. It stays flagged forever, and next time you route around it on purpose.
The golf course end of the island is quiet by design. The nearest villages to the north beach sit back in the jungle, so camping on the open grass keeps most of the foot traffic away from your door. Not all of it. Patrols still walk their loops, and big building projects can eventually pull a raid party to you, so keep the first three days of construction small and scrappy.
Who's actually out there
Day one and two belong to the muddies, the mud-caked bottom rung of the tribe. They're weak, they're slow on the uptake, and the tougher cannibals pick on them too. Painted ones with glowing body paint come out at night, which is a free reminder to be indoors. From around day three or four, patrols start including real problems, like Igor, who charges head-first with antlers strapped to his head, and Henry, who dodges almost everything you swing.
When it goes wrong
If you get spotted and you're not ready, don't take the fight. Sprint for deep water, because they can't swim and you can. Break line of sight in the trees, then change direction once, since they run to where they last saw you. Or just get to the cart, because nothing on this island keeps up with a golf cart on flat grass.
Longer term, the answer is walls. A defensive wall is a row of logs stood upright with the tops chopped to points, and it turns your camp from a suggestion into a base. Day one, skip it. By the time effigies start showing up near where you sleep, you want it, and they will show up: one variant, Greg for short, carries an effigy on his back and plants one wherever you've slept. Finding one in the morning means a family knows your campsite, and it's your cue to get walls up before the next sunset.