The Crossbone Isle is a hidden island that you can explore towards the end of the game. Of course many treasure are waiting for their discovery here, but they're also well-guarded! The isle is a last side quest so to say that you can finish before completing the game atop Venus Lighthouse! Ironically the journey will start in Suhalla Desertm though. In the final area run westwards to where there had also been the Mars Djinni here. Follow the cave before you and be carried away by the giant whirlwind.
Whoosh, you're already on Crossbone Isle! Quite unexpected, wasn't it? The isle itself is small and no monsters live on it. Still, you'll come to the cave formation at the center of the isle!
But the entrance to these caves has to be found by you here first! For starters there's some climbing to be done here. Run to the sprout left of you and let it shoot up with Growth. Do likewise a second and third time so that you'll eventually reach the very top. There's nothing behind the shrub. At the top run all the way east now, catch the Nut from the tree and jump down the easternmost notch. Grab the Mint from inside the chest!
Now it's back to the very top again. This time jump down the notch before the one from earlier. Inside the chest to which you'll come lies a single coin, ha ha! And again jump down and climb to the top. This time slide down close to the vine... You'll fall down in front of a shrub that you can easily wipe out with Growth. Behind it lies the entrance – to the underground caves of Crossbone Isle!
And it's slowly getting gloomy and frightening... Follow the tunnel here. The torch at the wall aleady doesn't mean anything good. Go downstairs, in the next room you'll immediately come to a door... And room behind it is being guarded, you'll be attacked! But have no fears, the Hobgoblin and the two Viragos are actually really weak. You'll quickly defeat them with your weapons. Enter the room they were protecting from you!
Floor 1: Like expected the first floor's not going to be that difficult. The only psynergy you're going to need here is Move. With it you'll have to move the pillars here to a favourable position so that you can eventually reach the exit, which lies right left of the entrance. There are also a few treasure chests standing here!
First of all run along the wall, you'll eventually come to a chest with an Antidote. Afterwards return to the entrance. Move the pillar on the first platform to the left and jump to the right treasure, you'll find a Nut. Exit the room and re-enter. Now move that pillar to the right and jump to the chest with 111 coins. The stone pillar north of it move to the right and jump to the next chest containing a Hard Nut. Once again exit the room now and re-enter, jump to the stone pillar from before and this time move it to the left, the next one to which you'll come to the right. Now comes the coup! At the last pillar you'll have to position yourselves at the right edge and thereafter pull the pillar twoards you, so that it stands centrally. Now jump in a kind of circle in this room until you're in front of the pillar again. Now move it to the right and the way to the other side will be free! Exit the room now.
After you're out of the room a chest will block your way – it's a Mimic! But it's no toughie. Move the stone pillar into the pit, this will make progressing here easier for you later. Now we're getting even further into the deep...
Floor 2: This area looks like the one before it outside, and it's also well-guarded! Precisely from two Grislies and a Succubus. They as well shouldn't pose a threat to you, a few slashes and psynergy will take them out quickly. Enter the second floor afterwards. By the way, you won't be encountering any enemies at all here, but still your PP will slowly recover!
Numero dos is also quite a simple one. Instead of moving stone pillars you'll have to roll some of them here! But also that won't be too difficult, and in addition there'll be plenty of treasures to marvel at here!
Ideally you can reach three out of four treasure chests right from the entrance here already. In the one before you there's an Elixir, in the one northeast of here 222 coins and in the northernmost one finally a bit of Lucky Pepper... Roll the vertically lying stone pillar here westwards, the horizontal one next to it northwards. Immediately roll the second horizontal pillar to the north then, the remaining vertical one east thereafter. Now nothing should be in your way anymore, roll the very last pillar away and take the fabulous Mystery Blade out of the chest, which might already be too weak for you, though. The way further will lead you out of the room. Move the pillar into the pit, then you'll be already going deeper into the mysterious depths of Crossbone Isle!
Floor 3: And to the next area, to the next fight before it... This time it'll be two Fiendish Ghouls led by a Lich who want to make life hell for you. But fortunately they're lacking the strong attacks needed for that. Take out the two ghouls first, then the Lich amidst them and enter therupon the now conquered room.
In contrast to the previous room you're going to need psynergy again here, this time it's Catch! You're going to need it to reach thee keys here with which you can open the many doors. Like one might expect the Blue Keys will be needed for the blue doors, the Red Key for the red one here...
Right at the entrance you'll be able to catch the first of the blue keys, for the three remaining ones you'll have to jump a few platforms further first. For two of them it's rather eastwards, for the last one more in northern direction. When you have all four jump to the locked chambers in the north and open them along with their chests. Inside them you'll find 333 coins, a Fairy Ring, a Cookie as well as a Smoke Bomb. Jump south of the last chamber onto one of the grey platforms and use Reveal to make a Red Key for the last door appear! Catch it also and head towards the blue door in the west. Unlock it and exit the room. Move the pillar into the pit and it'll go even deeper down the cave for you!
Floor 4: Damn, the passages here all look the same! The next room's also being guarded, namely by two Gryphons. But well-equipped characters should have few troubles with them. Concentrate on one of both first and attack it, afterwards same with the second Gryphon. Already you're past them!
For this room you're going to need the Halt and Cloak psynergies. It's because of the latter one why here at the latest you'd be forced to go back now if you've come this place through the ship from Kalay (see Tips page). The whole room's full of dark corners, glimmering torches and spooky statues... Now if that doesn't make you feel like being in the shoes of Sinbad the Sailor, then I don't know what does.
Keep going right and run towards the first of many statues which I guess might symbolise a goddess. You'll notice that they try to hinder you from going further. There's no chance to outdo them in their agility, the statues always know how to be in your way. Now the Halt comes into play, use it on it and it'll become paralysed. Behind it you'll find a chest with a Sleep Bomb. Now run to the statue next to the one from just and do likewise with it. You won't even be given a chance to get to the statue in the shadowy area, though... There only the Cloak will help you! Run unnoticed past it and towards the chest at the end, in which there are 444 coins. Run, still cloaked, now to the northeastern corner, in the chest there you'll find the Storm Gear, probably the best armour in zhe game. Now come back to the entrance, from there on it's just straightforward. Use your Cloak and sneak past the one statue and finally out of the room. There's a Psy Crystal in the last chest, by the way. Move the stone pillar into the gap, then the stairs will lead you deeper into Crossbone Isle's caves.
Floor 5: Familiar view by now, run to the door and stumble into the next fight. Compared to the ones from before this mob of monsters's already immense! It's two Stone Soldiers, a Harridan as well as a Lizard King that'll block your way. Finish the two Soldiers off first, then the Harridan and finally the King itself. (Long live the King!)
For a welcome change the next room won't require any psynergy, but still there are some tough trunk riddles to be solved here. Also most of the chests can only be reached by clever placing of the tree trunks. In order to have them helping you to get to the other side you'll first have to flood the area by flipping the switch near the floodgate.
Also here you can get to a chest in the northeastern corner without actually doing anything, inside it are 555 coins. Afterwards go downstairs and to the tree trunks. First of all we'll want to snatch the treasures here. You'll see two vertically lying tree trunks. Move the southern one of them west, then the horizontal one next to it south. Do the same with the other horizontal trunk. Now move first the vertical, then the horizontal one back. The constellation should now be like pictured. Head back and flip the switch. The water will rush through the gate and fill up the area. Jump to the chest take the strong Ninja Garb out of it. Exit the area and re-enter, then go back to the trunks in their original position. Now roll the northern vertical trunk westwards, the horizontal one between the two trunks northwards, then the vertical one back. It should look like on the picture! Flood everything again and jump to the chest with a Lucky Medal. Deflood the area again. Now all you have to do is to move the one horizontal trunk a bit south and fill the area with water again, then you'll be able to reach the other waterside. Take a Potion out of the chest and exit the room in the south. Move the pillar and take the stairs that'll lead you deeper...
Floor 6: The guards of this dungeon floor are a little more interesting than their predecessors again, namely it's two Chimeras who are snarling at you here. When dealing with them all you have to pay attention to is to not let yourselves be poisoned by their bites. Defeating them can be simply done with your weapons.
This area's already a little more interesting than the last one and even has a Venus Djinni that's made itself comfy here to offer apart from the usual treasures. Required synergies will only be Frost and Move, two classics, so to say. Halt in addition for the djinni.
First go to the pillar on which there stands a chest and move it into the gap of the one platform. Back at the entrance move the two stone pillars so that you can reach another chest in which you can find an Elixir. Head further and climb up the high wall so that you'll eventually come to the djinni. Scared it'll then jump down. Here keep going further though and push the stone pillar down. Jump down as well and freeze the puddle by using your Frost psynergy. Jump over the small aiding bridge towards the chest with 666 coins, furthermore approach the djinni. In panic it'll flee eastwards. Go further towards the stone pillar, move it down and in front of the ladder. The go up the ladder next to it and climb to the chest with the Demon Axe, the strongest axe in the game.
Climb back onto the high wall and go eastwards. The djinni will notice you once again and hastily flee in southern direction, where it'll seek protection atop a high platform. After it! Though it'll always be able to flee from you here... Thus stun it with Halt, then there'll be no way out for the djinni! "Bane" will be the last Venus Djinni on your journey, and maybe even the very last one in general for you, too! Run back towards the exit, to the place with the ice pillar. Move the stone pillar here after you so that you can jump to the treasure chest through it and the ice pillar. Climb onto the platform via the ladder further behind. In it there's a Water of Life. When that's done you can finally leave the area here by going back and sliding down! Move the stone pillar into the pit and keep going down.
Floor 7: Gradually the guardings monsters here are getting more demanding! There surely is no toying around with the Earth Lizards, they can hurt you badly. It'll again be sufficient to simply keep attacking them normally, but always keep an eye on your HP, too. Cheers to her who owns the Crystal Rod! :-] Afterwards enter the seventh section.
Here the only psynergy you're going to need is Carry, which means you should've already explored Venus Lighthouse! But I'm sure you've done so yet. Quite a few times you'll have to re-enter the area during the treasure hunt in order to have the stone blocks back to their original position again.
First thing to do here is to get to the northeastern treasure chest. Run to the first stone block here and move it north, then use Carry to levitate it into the gap in front of you. Climb up the ladder, there's a Lucky Medal inside the chest. Exit the area and enter it once more. This time levitate the same stone block onto the higher level west of it. Afterwards climb onto the higher ground and levitate the block again, now into the northern gap close to the wall. In the nearby chest you can find a Psy Crystal. Exit and re-enter the area again, please! This time also levitate the block onto the hugher ground, but ater that move it down again westwards. Thereupon all that's left to do is to move it between the two platforms, then you can jump over this artificial bridge to the third chest! Inside it lies the Wicked Mace, the strongest mace weapon of all, but it's cursed! Run back and towards the southern part of the room. Quite simple here! Lift up the block into the gap and proceed to the exit. You can also still jump to a chest in the west near the wall, inside it are 777 coins. Exit the room, move the shortcutting pillar and advance even more into the island's depths!
Floor 8: Same structure like the ones before it, but with thoroughly stronger enemies here you'll have to defeat! These are a Poison Toad and no less than two Thunder Lizards... Definitely finish the two liizards of first, as otherwise you're going to regret it very quickly! The Poison Toad's quite easy to defeat after that. The eighth floor awaits you!
A mysterious and misty room's stretching out before you here. It's very cold inside and a few puddles can be found all over the room. Especially eye-catching here's the big dragon statue, which will soon play a key part in reaching one of the chests here. The only psynergy required here – woo hoo! – is Frost.
First run towards the water puddle underneath the dragon statue on which there is a platform. Use Frost and an icy pillar will carry the platform up. The dragon will spit fire, but that's not of importance right now. Jump behind the puddle and use Frost as well here. Climb up towards the dragon. Jump to the chest near the eastern wall, inside it is a Smoke Bomb. Now the way goes over the pillar of ice to the other side, take 888 coins out of the nearby chest. Climb down to the next puddle and freeze it into a pillar. Go back up the ladder and jump towards the chest in which you'll find a Potion. Now exit the area and return again! Albeit you'll have to, and that's important for the moment, come inside again in the area in front of the dragon statue.
Without further ado jump behind the puddle at the dragon statue and use Frost. Now move on until you're on the higher ground with the two chests next to each other again. Now head towards the small stone here and move it eastwards, into the hollow. Run and jump back to the dragon statue, again slide down the notch then. Now roll the one tree trunk southwards and use Frost on the puddle with the lift. The dragon's fire will melt the icy pillar so that you can jump behind it a second time. Do so and freeze it once more with Frost, then jump again to the ground with the two chests. Slide down and move the second tree trunk. The path to the last chest is now open! Inside it you'll find a Cleric's Ring, which has the ability to lift any cursing effects that have befallen one of your characters! It can't remove the curse from cursed items, though. Still you can, for example, now wear the Thunder Crown or wield the Demon Axe without any risks! Now exit the room. Like always move the stone pillar and venture deeper into the cave!
Floor 9: The last of the nine floors. That's why it's being guarded by the strongest monsters on your journey thus far: two Cerebuses (Cerebi?)! The canines from the depths of Hell are no easy thing, they possess strong attacks and can poison you. Take one out first, then the other one and watch your HP. Once again the Crystal Rod from Lalivero's your friend here...! When the two adorable doggies are no more enter the ninth floor.
The last one of them all is just as rough and naturally-looking as the previous one, but here a bit more of your cleverness than before will be needed! The exit and the treasure chest can all only be reached via wooden planks on which you'll be able to cross the water. Surprisingly no psynergy at all will be required!
Actually the first chest is really easily reached. Run towards the northeastern corner and pedal the wooden plank westwards. Jump to the chest, take the Sleep Bomb out of it and return to the entrance. Here take the first wooden plank right before you now and move in northern direction. Then balance with the wooden plank before you westwards so that now two wooden planks are standing at the shore. Take the second vertical plank near you and balance north on it. Return to the eastern shore through the two wooden planks. Now a little further south the way to a small isle is free on which lies a chest with 999 coins! Now go to the two wooden planks next to each other again. Balance the west one of it a bit further, then you can jump to one that swims in the midst of the water! Through it you'll eventually come to the western shore and from there on to the second part of the room.
Here you'll then come to a chest, a Water of Life lies inside it. And already you are in the western part of the room, which is especially marked by a tricky riddle! In the lake there swim three horizontally and vertically lying wooden planks each. First of all move all of the horizontally lying planks from the southern to the northern shore. Now the clever part comes in: Move the sourthern one of the vertically lying planks westwards. North of you there's the second horizontal plank, balance it southwards. Back to the vertical ones, move the next plank west, the third horizontal one south, the remaining vertical one likewise thereafter. A neat bridge has been built through that, through which you'll be able to reach a small chamber in the wall, where there is located the last chest. Take the Muramasa from it, which quite probably is the strongest sword in Golden Sun right after the Gaia Blade, thus one of the very best weapons! Now leave the room via the exit in the south, move the pillar and go downstairs.
Well, I guess you didn't expect that now, did you? No further floors anymore, you've now reached the very bottom of the Isle, a grotto like it seems. The water at least doesn't appear to be all too fresh anymore... Go up the jetty before you. You'll now be standing on – a mouldered pirate ship. At least they've left a chest for you. But wait, that's a Mimic!
When after much hassle the Mimic's been defeated save your game and run towards the ship's stern. Prepare yourselves for an encounter of the special kind...
| Deadbeard | |
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HP: 6000 Deadbeard, the old pirate captain, sadly doesn't welcome you too warmly on his merry little ship. Now he wants to throw you out with a plentyfold of strong attacks – Spark Plasma, Inferno, Freeze Prism... Only a thick skin and strong healing psynergy will help you here! Or not, as even weak characters are able to defeat him without much effort. As all of Deadbeard's attacks are psynergies, seal those with the Djinn "Luff". Then his psynergy will be away for four turns – enough time to set the djinn again! After this just do this over and over. This way admittedly only three attackers are left, but then again Deadbeard's virtually completely harmless. With this dead certain method only heal yourself a few times, then your warriors should've already finished him in no time. And should you already have very strong characters you can obviously also use the quick method and attack Deadbeard with brute force only...! For your victory over him you'll receive a massive 8000 experience points, 9000 coins as well as a Water of Life. |
Admittedly, Deadbeard hasn't been the most difficult enemy with the right strategy. Run to the chest near the bow and take a look into it. The Demon Mail! This precious piece is the best protective armour in Golden Sun, albeit it has some disadvantages such as the curse upon it. But don't feel bad if the end of Crossbone Isle hasn't been the most enthralling one for you! To make up for that you've seen lots of strange places, fought exotic monsters and brought dozens of treasures up! Now leave the isle like you wanto, then let the whirlwind blow you back to the Suhalla.
And thus the chapter about Crossbone Isle comes to a close, and with it also this walkthrough. Well, I hope you liked this little extra chapter as much as the previous ones! But now finish the game soon so that you can start playing the second part right afterwards. Look into the previous chapter to see how to master that best!
End.
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To the previous chapter! | ![]() |