100DAS Wiki

100 Days at Sea Islands & Map — Every Verified Location

The ocean is the map, and the islands are the reason to leave your raft. Here's every location with a real source behind it — and a warning about the invented island tables circulating elsewhere.

Written by Casey Marlin · Last updated
This update: location list cross-checked against PGG's tested guide, Sportskeeda and update-era video evidence
Every verified 100 Days At Sea island and location, from Fisherman Island to Alien Island and the Cargo Ship

All the 100 Days at Sea islands, verified one by one

  • Fisherman Islandper PGG's tested guide

    The nearest island to your spawn — home to a Dinghy and an NPC trader. Usually your first landfall.

  • Survivor Islandsper PGG's tested guide

    Hold out against waves of Ghost Pirates, then rescue the stranded crew — the game's rescue-mission thread.

  • Mini Islandsper PGG's tested guide

    Small rocks with one or two chests — quick loot stops between bigger sails.

  • Tower / Fortress Islandsper PGG's tested guide

    Heavily guarded loot fortresses. The standing advice: don't try them solo.

  • Alien Islandper PGG's tested guide

    Unlocked with the Transponder that drops after repelling the Night 6–7 alien invasion.

  • Cargo Shipconfirmed (multiple sources)

    An enterable vessel whose container holds carry top loot — including up to two Medkits. Getting the doors open is a famous puzzle.

  • Ice Regionconfirmed (multiple sources)

    A June 2026 content update — frozen waters with their own dangers (and the Ice Mage class arrived alongside it).

  • Volcanoconfirmed (multiple sources)

    Late-game content confirmed by walkthrough videos and the Fire Mage / Magma Staff / Magma Chest item family.

  • Mukumuku Marketper Sportskeeda

    A vendor that appears as a map icon — sells Medkits among other stock. Sail over when you see it.

Also real but mechanically undocumented: the Outpost and the Oil Drill (players feed it fuel/wood) — both on our in-game verification list.

What each 100 Days at Sea island is actually for

One line per island tells you a place exists. Here is why you would sail there, drawn from what this site has already verified elsewhere about threats, loot and progression.

Home waters: Fisherman Island and the Mini Islands

Fisherman Island is the closest landfall and the one that changes your run the most for the least risk, because it holds two things you do not start with: a Dinghy, and an NPC trader. It is where sailing stops being theoretical. The Mini Islands are the opposite trade — one or two chests apiece, no fight worth the name, quick enough to fold into a trip you were already making. Chests matter more than their size suggests: they are where guns come from (19.4% of all players have pulled one from a chest) and where Doubloons come from, and the game keeps badges for opening 100 chests in a single run and 500 chests overall.

Survivor Islands: the fight that pays twice

Survivor Islands are the Ghost Pirates' garrison, and holding out against their waves is what frees the stranded crew — this is the game's rescue thread rather than a loot stop. The second payout is stranger and easy to miss: Ghost Pirate corpses are a crafting ingredient. Feed them into the crafting machine and you get Green Gum. If you have been fighting these waves and walking away from the bodies, you have been leaving a recipe on the floor.

Cargo Ship: the best mid-run loot, behind a door nobody has explained

The Cargo Ship is enterable, and its container holds carry up to two Medkits per ship — which, given that a knock-down without a Medkit effectively ends a run, makes it the most valuable non-boss stop on the map. Opening its doors is the famous sticking point, and we will not pretend to have solved it: the only leads we have found are references to keys (a red key, and a Ghost Pirate stronghold key), and no source we trust ties either of them to the cargo doors. It stays on our in-game verification list until footage settles it.

Alien Island and the mothership

Alien Island is gated behind an event rather than a boat trip: repel the invasion that lands on your raft around Night 6–7 and it yields a Transponder, which is the key. What the official badge list adds is that the alien content keeps going well past the island — 161,649 players have repaired and flown away in the UFO, and 137,629 have completed a laser mirror puzzle aboard the mothership. Skipping the Night 6–7 fight closes the door on an entire branch of the game.

Ice Biome and Volcano: the late-game regions

The June 2026 update added frozen waters that players call the Ice Region and the badge list calls the Ice Biome — the same place, two vocabularies. It has its own boss (154,451 players have beaten it) and its own rescue objective: 165,420 players have rescued all of the penguins there. The Volcano is the more interesting entry, because the badge list documents how you get in — you unlock it by tossing three golems in, a mechanic 92,397 players have performed and no written guide we can find explains. Inside waits the lord of lava, and outside sits the item family that corroborates the whole region: the Fire Mage class, the Magma Staff and the Magma Chest.

Vendors, fortresses and the newest dungeon

Mukumuku Market is a vendor that appears as a map icon and sells Medkits, which also makes it the place your Coins are for. Treasure Island is a fifth Medkit source per July 2026 player footage. The Tower and Fortress Islands are the standing exception to all of this: heavily garrisoned, and the consistent advice is not to try them alone — worth noting that the badge set caps a co-op run at five players, so "bring friends" means at most four of them. And since July 17 there is a Corruption Dungeon, cleared by 27,769 players so far, whose interior nobody has documented.

Locations the official badge list confirms

Roblox publishes an award count for every badge in a game, and 100 Days At Sea keeps badges tied to specific places. That makes the badge list a location register no content farm can fake. We pulled it on July 26, 2026; shares are against the 66,655,999 people who have ever launched the game.

LocationBadgeWhat it takesPlayersShare
Every islandMagellanVisit all the islands in a single session61,2310.07%
VolcanoCooking With GolemsUnlock the volcano by tossing 3 golems in243,9200.27%
VolcanoBeat The HeatBeat the lord of lava boss214,8850.24%
Ice BiomeArctic RescueRescue all of the penguins in the Ice Biome165,4200.18%
Ice BiomeKing Of The SnowDefeat the boss in the Ice Biome154,4510.17%
Alien mothershipThinking With LasersComplete the laser mirror puzzle on the mothership370,8340.41%
Alien mothershipGrand Theft UFORepair and fly away in the UFO418,6660.46%
Rival rigsThere can be only oneFind and defeat all 3 rival rigs in a single session481,5920.53%
Corruption DungeonCorruption Most FoulDefeat the Corruption Dungeon boss97,0590.11%

Where these percentages come from. All of them are Roblox's own public badge counts for this game, read on 2026-09-01, divided by the 90,280,294players who hold "Out At Sea" — the badge you get for launching the game at all. Roblox awards badges once per player for life, not once per run, so these say how many people have ever reached a milestone, not what fraction of runs succeed.

The Magellan badge is the useful one for map questions: a badge for visiting all the islands in a single session proves the set is finite and reachable in one run — 39,794 players have done it — without telling anyone what the count is. That is precisely the number the invented island tables claim to know.

When to leave the raft

Islands are the reward, but sailing at the wrong moment is how early runs end. Ordering the verified locations against the confirmed timeline gives a route:

  1. Days 1–3 — stay home. Harpoon everything floating, get a Sawmill up, set a Crab Trap. You have nothing an island can meaningfully add yet, and a dead Bonfire while you are away is an Angler Fish.
  2. First trips — Fisherman Island, then Mini Islands. The trader and the Dinghy first; chests on the way back.
  3. Be on your raft for Night 6–7. The alien invasion comes to you. Fight it, take the Transponder, and Alien Island opens.
  4. Mid-run — Cargo Ship, Survivor Islands, Mukumuku Market. Go once you can absorb a knock-down. This is the Medkit and rescue phase.
  5. Late — Ice Biome, Volcano, Corruption Dungeon. The Volcano needs three golems before it will let you in at all.
  6. Tower and Fortress Islands — bring the crew. Up to four other players, and the advice against soloing them has never wavered.

The island lists to ignore

Several wiki-style sites publish a confident eight-island world map — Starter, Jungle, Desert, Shipwreck, Volcano, Ice, "Kraken Zone", "Bermuda Island" — each with a named boss. Those names appear onlyon AI-generated sites, and the boss names contradict each other from site to site, which is what invented content looks like. The verified location names above come from sources that actually played. When our tested runs confirm more, they'll be added here with dates.

FAQ

  • How many islands are there in 100 Days At Sea?

    No trusted source has published a definitive count. What's verified: Fisherman Island, Survivor Islands, Mini Islands, Tower/Fortress Islands and Alien Island, plus the Cargo Ship encounter, the Ice Region and Volcano content. The tidy 8-island tables on some sites (with names like 'Kraken Zone' and 'Bermuda Island') only appear on AI-generated wikis that contradict each other.

  • How do I get to Alien Island?

    Survive the alien invasion event that lands around Night 6–7 — clearing it yields a Transponder, which unlocks the island.

  • What's on the Cargo Ship?

    Container rooms with some of the best mid-run loot, including up to two Medkits per ship. Opening its doors is the tricky part — the door route is on our in-game verification list.

  • Is there a Kraken in 100 Days At Sea?

    Yes — the Kraken shows up in player boss-fight content, and the Snorflord is another confirmed boss (it drops a Medkit). A full verified boss list doesn't exist yet anywhere; we're building one from tested runs.

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 →