The Sunken Isles

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The Sunken Isles
Zone No PvP / Sharks in the deep water
Connected to The Shores (west, by Wooden Raft)
Notable features Parrotfish, Grouper and Fangtooth fishing, rare catches (Kraken, Coral Crown, Trident, Ship's Wheel, Anchor), Old Wick's lighthouse, Sharks
Entry requirement A Wooden Raft carried (closed to free accounts)

The Sunken Isles is an open-sea realm east of The Shores, opened on 7 October 2026. Three isles sit in it — a small one in the north-west, a palm isle with a beach villa in the south-west, and a lighthouse isle in the north-east — around a coral reef, a half-sunk wreck and a dark trench. The only way there is on a Wooden Raft, and the only ones out there are Old Wick, who keeps the lighthouse, and the Sharks in the deep water.

It holds Kintara's highest-level fishing: three fish, one per ground, from Fishing 32 up to the level 40 cap, and five rare catches found nowhere else.

Requirement: A Wooden Raft (200 Gold at Dockhand Maren's Fishing Supplies shop on The Shores) is required, and it has to stay in your backpack or hotbar the whole time you're at sea: without one you're ferried straight back to The Shores. There is no level requirement to sail out. The Sunken Isles is closed to free accounts (those holding under 1,000 $KINS).

Getting there

Buy a Wooden Raft from Dockhand Maren at The Shores and keep it in your bag. Click the ocean to step aboard, and paddle to the far east edge of The Shores' ocean, just north of The Deep, where arrows on two water tiles point out to sea between a pair of lantern posts. Raft onto them and you sail across ("Sailing to The Sunken Isles…"), arriving on the water at the sea's west edge.

The way home is the same two rows on the sea's west edge, marked "Gate · The Shores" on the map — Old Wick's advice is to "steer for the two lanterns on the west edge". It puts you back on The Shores' ocean beside the gate you sailed out from.

  • Keep the raft: if the raft leaves your backpack and hotbar while you're at sea — traded, banked or lost — you're ferried back to the end of The Shores' dock at once, even from an isle ("No raft: you are ferried back to The Shores."). None of the isles connects to The Shores on foot.
  • Boarding the raft dismounts you, and you can't mount while afloat. The isles can be walked; the wreck's hull, the lighthouse and the villa can't be entered.
  • Log out at sea and you log back in at the same spot.

What's here

Place What it is
Coral Reef Turquoise shallows in the west of the sea, between the north-west isle and the palm isle — Parrotfish water. No sharks, and close enough to the isles to fish from their shores.
The Wreck A small two-masted ship gone down by the stern on a shoal, south-east of the middle of the sea. The water around it is Grouper water, and shark water.
The Trench Near-black deep water over the south-east quarter of the sea — Fangtooth water, and shark water. Where it meets the wreck's water, the wreck's ground (Grouper) wins.
Open sea The water between the three grounds. It holds no fish and takes no cast.
Lighthouse isle The north-east isle: a striped lighthouse with a pulsing lamp on a gravel pad, with a keeper's rowboat, a fog bell, lobster pots and an anchor around it. Old Wick lives here.
Palm isle The south-west isle: palms, loungers, a parasol, a hammock and a whitewashed beach villa. The villa's door is locked.
North-west isle A small sand isle with three palms.

The full map (M) marks the way home (Gate · The Shores) and the three fishing grounds: Coral Reef, The Wreck and The Trench.

Fishing

Each ground has one fish. All three need the Level 2 Fishing Rod and a Wooden Raft in your bag — the reef can also be fished from the shore of an isle, as long as the raft is on you. Bait is spent one per catch, not per cast, and nobody sells bait at sea: buy it, or trade your catch for it, before you sail.

Ground Fish Fishing level Bait Catch XP Live spots
Coral Reef Parrotfish 32 Reef Jig 150 3
The Wreck Grouper 36 Diving Plug 155 3
The Trench Fangtooth 40 Glow Jig 160 2

Live spots move every 2–5 minutes, as on every other water. The open sea between the grounds holds nothing. The wreck and the trench are shark water, and a line cast into them counts as you being there — see Sharks below.

The three baits are sold only by Dockhand Maren (1 Gold per 100), and both she and the Old Fisher trade up to them: 10 Swordfish for 5 Reef Jig, 10 Parrotfish for 5 Diving Plug, and 10 Grouper for 5 Glow Jig, raw or cooked.

Rare catches

Each rare catch is its own roll on every cast, and only on its own ground:

Catch Ground Chance per cast Notes
Coral Crown Coral Reef 1 in 15,000 Hat cosmetic. Lands in your cosmetics bag on top of the Parrotfish.
Ship's Wheel The Wreck 1 in 6,000 Furniture. Lands in your furniture bag on top of the Grouper.
Anchor The Wreck 1 in 6,000 Furniture, as above. One cast never brings up both the wheel and the anchor.
Trident The Trench 1 in 20,000 Held cosmetic. Lands in your cosmetics bag on top of the Fangtooth.
Kraken The Trench 1 in 30,000 Mount. Lands in your mount bag instead of that cast's Fangtooth (the bait is still spent).

A rod relic with rare-find shortens all five odds. Keep bag space free: a cosmetic or furniture catch that finds no room in its bag is lost, and a Kraken that finds no room in the mount bag pays the Fangtooth instead. None of the five is sold in any shop.

Sharks

Sharks hunt the trench and the water round the wreck; the reef, the open sea and the isles are safe. Stay on one tile of shark water for 45 seconds and a shark bites you for 40 HP, and it bites again every 45 seconds you stay. You get a warning 3 seconds before each bite — a fin circles you and you're told "A shark is circling you. Move!" — and moving one tile starts the count again. Your shield won't stop a bite, and armour doesn't reduce it.

A line cast into shark water counts as you being there, wherever you stand: fishing the trench or the wreck from a tile beside it runs the same 45-second count on the tile you fish from.

Death at sea

A shark can kill you. There's no grave: everything in your backpack, hotbar and worn armour is lost — the gold you carry, your tools and your raft included — and you wake up on The Shores, at the end of the dock. Mounts, pets and cosmetics go back to their own bags, furniture is never lost, and your bank is safe. Scrolls you carry burn, as on any death.

Food and potions can't be used at sea, so bank anything you can't afford to lose before you sail out.

Trading and the Marketplace

  • Trading works at sea: click another player for their card (Trade, Add Friend, View Stats, View Outfit and Report).
  • Wagers — PvP or dice — can't be started at sea.
  • The Marketplace can't be listed on at sea ("You can't list items while at sea."), and buy orders can't be filled from there either. Buying still works.
  • There is no PvP at sea: the only danger is the sharks.

Old Wick

Old Wick keeps the lighthouse on the north-east isle. He sells and trades nothing, but he will tell you what bites where, how good you have to be, how to handle the sharks and what happens without a raft — and he hints at the sea's rare catches.

Page Why it matters
The Shores The sea is reached from the east edge of its ocean.
Wooden Raft The only way to reach the sea — and it must stay in your bag.
Parrotfish Fish caught on the Coral Reef.
Grouper Fish caught at the wreck.
Fangtooth Fish caught in the trench.
Reef Jig Parrotfish bait.
Diving Plug Grouper bait.
Glow Jig Fangtooth bait.
Level 2 Fishing Rod Required rod.
Sharks The danger in the trench and around the wreck.
Old Wick The lighthouse keeper.
Kraken Mount Rare mount from the trench.
Coral Crown Rare cosmetic from the reef.
Trident Rare cosmetic from the trench.
Ship's Wheel Rare furniture from the wreck.
Anchor Rare furniture from the wreck.
Dockhand Maren Sells the raft, the rod and the sea baits at The Shores.
Fishing The skill trained here.
Locations of Kintara
Safe zonesMainland  ·  The Pond  ·  Whisperwood  ·  Frostmere  ·  The Shores  ·  The Sunken Isles  ·  The Mine
WildernessWilderness  ·  Wilderness Extension  ·  Expanded Wilderness  ·  Glade Cave  ·  Emberstone  ·  The Dunes  ·  PvP Arena
InteriorsBank  ·  Casino  ·  Alchemist Shop  ·  Whisperwood Pet Shop  ·  The Residences