About[]

Isle of Lost Skulls is the fourth #RecRoomOriginal Quest to be added to Rec Room. It is a pirate-themed quest.
In ^IsleOfLostSkulls, anywhere from one to three players play through a total of eight acts, ending with the boss battle of Ghost Beard.
This room is a #pickup room, i.e., teleporting and "walking" VR players as well as Screen Mode players can play in the same room.
A mini-update in December 2018 introduced checkpoints that allow players to continue the quest from the last checkpoint (unless all players leave the quest). The update also added back holsters to the game allowing players to carry a weapon in each hand plus one on their back.
Community Gameplay / Tutorials[]
Isle of Lost Skulls Solo Tutorial |
Walkthrough[]
Act 1, Galley | ![]() Instead of spawning in a dressing room like in most quests, players spawn trapped in a jail cell within the galley of a ship. Upon breaking out of the jail cell, you will encounter 2 Swashbucklers at the spawn point. In order to deal damage to them, hold your weapons in an X pattern, then let them swing, They are stunned for a second if their swings collide with your weapon. During this time, you can attack. They can only be hit when they're stunned or facing away. Once you kill both of the Swashbucklers, you will encounter 2 more skeletons one on each side of you. Attempting to move ahead will aggro two more skeletons in the same room. Proceeding forth, there will be three Swashbucklers waiting for you. Caution is advised as killing the greater portion of that wave will spawn two more skeletons in random locations. After killing those waves, there is a gate. Going through the gate will spawn two Swashbucklers at the top of the ramp. Going to the top of the ramp will spawn two more skeletons on the backside. Killing half that wave will spawn one more skeleton in their place. Proceeding onward, you will gain access to Bottles, Plates, respectively the Plush Fish, and the Frying Pan. There will be two Bottle Throwers and Swashbucklers each waiting for you. Killing one skeleton of that wave will start a consecutive spawn of all the previous skeletons listed. Upon killing the last enemy, you will hear a distinct tune letting you know it's okay to proceed. This act offers 14,000 points. |
Act 2, Pirate Banquet | After killing two waves of Swashbucklers, move to the next room where you will face the first Jug Skeleton and two Bottle Throwers. One on the right and one on the left. It's important to know which Bottle Thrower to kill first. The left Bottle Thrower will not spawn additional enemies when killed. The right Bottle Thrower upon death will spawn two more Bottle Throwers in the place of the prior two. Killing them will spawn three more on top of ceiling beams. Proceeding forth, there will be a decently tough fight involving two sets of two Swashbucklers and two sets of Bottle Throwers along with one Jug Skeleton on top of the stairs. Upon killing the Jug Skeleton, you will encounter the final wave of two Swashbucklers and three Bottle Throwers. Upon killing the last skeleton will silence the music. Approaching the gate, you will start the Bar Fight scene. This consists of all the previous skeletons in various areas of the room including on a high platform on either side of you. This act offers 22,000 points. |
Act 3, High Seas | You will find yourself on the deck of a ship with some Swashbuckler Skeletons and a Bottle Thrower on the mainsail of the ship. Killing two of the Swashbuckler Skeletons will spawn one Jug Thrower and a Bottle Thrower at the wheel behind you. Taking care of the two Throwers will spawn four more Swashbucklers. Killing all of the Swashbucklers and the Bottle Thrower will spawn two Canon Operators. Man the left canon to take out both of the Operators. Taking out both of them will spawn three Pirate Captains on the other ship. There is a target that must be hit with a cannon to proceed. Upon hitting the target, the bridge will fall starting a spawn of 3 Swashbucklers back to back. Upon killing the first set, you will trigger the second set. This consists of Pirate Captains and a Jug Skeleton on the last wave. Step on the platform in front of the ship to reveal another platform that takes you to Port Plunder. This act offers 15,000 points. |
Act 4, Port Plunder | Using the flintlock pistols and plenty of cover, take care of the numerous enemies that will spawn in the harbor. The first wave consists of 5 Pirate Captains in any orientation of their preference. One Captain will always spawn on the first ship. Take out the one on the ship as he can hit you fairly easily. Attempting to move ahead will spawn 4 more Captains on the same ship. Proceeding forth, there is a decently tough fight involving 6 Captains, 4 on the ground, two on high platforms, and 3 Swashbucklers. Taking out the 3 Swashbucklers will spawn two more Captains on even higher platforms along with one Jug Skeleton. Moving onward will spawn 3 Captains, 3 Swashbucklers, and 1 Jug Skeleton on a platform up high near the gate. Upon opening the gate, you will spawn 5 Captains, one behind a barrel, and the other 4 in random places. Taking out one of the Captains will spawn 4 more including one on a rooftop. Killing 3/4 of this wave will spawn another set of 4 Captains in various areas of the alley. Proceeding onward, you will spawn 4 Captains, one on each platform. This wave also consists of consecutive spawns of Swashbucklers and Jug Skeletons on the Bell Tower. Killing all of the Captains will spawn two in an alley and killing half of this wave will spawn three more out in the open of everything. Killing all of the enemies will as usual allow you to teleport to the next area. This act offers 27,500 points. |
Act 5, Gibbet Jungle | You will spawn in a jungle and face your first Gibbeted Skeleton. Grab the bombs he throws at you and fling them back, as this enemy only takes explosive damage. The next area can be quite difficult. The first wave consists of 2 bottle throwers one on each platform on your right and left. Killing the bottle throwers will spawn 3 Pirate Captains on the backside of the room. Upon taking out the Captains will spawn 3 Swashbucklers and 1 Jug Skeleton in various corners around you. Attempting to proceed will spawn a Jug Thrower and a Bottle Thrower high up on a bridge. Taking care of ONE of those skeletons will spawn Bottle Throwers and Swashbucklers on the very back end of the room . Taking out the better portion of that room will spawn two Gibbeted Skeletons. Take care of the two Gibbeted Skeletons and make your way up to the bridge. Upon going to the bridge you will spawn two more Gibbeted Skeletons right below you. Use the jugs to take them out. Proceeding forth, you will encounter 1 Bottle Thrower and 1 Captain on high platforms to your right. Taking care of those two will spawn one Captain, and two more Bottle Throwers on a high platform to your left. Killing two of the three enemies will spawn two more Captains in place of the two you took out. Proceeding forth, there will be a rock to your right. Hopping on that rock, you will encounter one Bottle Thrower, one Jug Skeleton, and one Gibbeted Skeleton all on platforms. Kill the Jug Skeleton first as his jugs will do splash damage. Kill the Bottler next he can hit you if you are on just the tip of the rock. Lastly, kill the Gibbeted Skeleton with the jugs provided on the platform. Attempting to move ahead will spawn one Bottler and one Captain on low platforms in the cove. Upon taking care of them will spawn two Captains, one on a platform, and one behind a half torn obstacle and some rocks. It's important to know which Captain to kill as one of them will spawn another Captain and a Jug Thrower. The Captain on the platform will not spawn additional enemies. The Captain behind rocks will spawn the other Captain and the Jug Thrower. Proceeding forth, there is a decently tough fight involving four Captains, two on high platforms out in the distance, and two behind you in the cove. Killing all of the enemies will allow you to cross the bridge and step on the teleportation platform. Upon which, you will hear the rocks crash and players screaming as you enter the dark, fearsome Caves... This act offers 23,500 points. |
Act 6, Caves | You will find yourself in a dark cave, with a torch nearby. One player must grab the torch and lead the others through the cave. Before the first gate, if you climb the cliff ledge, you can turn around and see some boxes and a Mice Bot from The Rise of Jumbotron. The good news is that there are no enemies until after you pass the first gate. When you reach a room with a "Not Heavy" box, climb on top of a platform behind the skeleton and pick up some extra boxes. Pile three boxes on top of one another in front of the skeleton and use a fourth box as a ladder to climb onto the other three, from where you can teleport up and keep making your way forward. After the gate, you will face the first enemies of the stage. The person with the torch must keep in mind that the others can't see without him and that he has the advantage when fighting enemies, so he is mostly responsible for the safety of the group. A Gibbeted Skeleton will eventually appear, which you can defeat using the many jugs. Moving up, more enemies will spawn, including a dangerous Bottle Skeleton on a lower platform to your left. Moving forward, you will arrive at a bridge. Pick up some pistols or projectiles, and be very careful not to fall down any holes (if you do, you will have to either leave and rejoin the match, or walk out of bounds to kill yourself and have the other players revive you, though this may be patched later). As soon as you go over the first large gap in the bridge, an enemy will spawn on a platform on both sides, so defeat them quickly using the ranged weapons. Moving forward you will not face any more enemies, you simply must male your way through the cave, using the platforms to help you. This act offers 7,500 points. |
Act 7, Sunken Ship | Head underwater and through the tunnel, where Swashers will spawn. You can use the swimming fish as weapons if you did not bring any from the cave. Ahead will see several mines, which will explode when you come close. You can throw objects such as swords to destroy them, just make sure you are far enough. After going through the mine field and out of the water, you will face several enemies. It is a good idea to defeat the Jugger up in the platform quickly. Before going through the gate, you must find the two missing puzzle pieces, in addition to the one sitting on the platform. Go down through the water hole where you will see a sunk ship. Walk carefully past the mines (or destroy them), and you can find one puzzle piece on the ship. Moving forward, the second piece is held by a skeleton near a ladder. Go up the ladder and out of the water, where you will face many enemies. Use the pistols and cannon to defeat them. Bring the puzzle pieces back to the gate and place them on the correct slot, which will open the door to the boss. This act offers 11,500 points. |
Final Act, Ghost Beard's Gauntlet | You must first clear the enemies in the ship. Standing on top of the bleachers to the right is a good place to pick off the Cannoneers and Captains. Try not to crowd together, as an unlucky cannon ball could take out multiple players at once. Once the ship is clear, pick up some pistols and head into it. The boss will now appear. To defeat him, use the cannons to shoot him, as this is the only weapon that will do damage. Waves of Swashbucklers will spawn on the bridges leading to the ship, but the vast majority of these can be taken out by skilled players on the cannons, leaving only a few to be fought in melee combat. As you fight the boss, watch for his own cannon shots, especially if you are distracted by the other enemies or sitting still at a cannon. You must hit the boss three times to defeat him, the first time with the cannon on the rear of the ship, the second with the cannon on the front, and the third with either cannon. The reward chests will appear on the pile of gold. (The boss will drop a hook that can be picked up as an object, which makes for a nice picture) Note: A good place to hide is in the rear hole of the ship. Ghostbeard will not shoot if you're hiding there when he spawns in. Note that a slightly easier but more frantic way to defeat Ghostbeard is to hit him with the same canon three times. This method takes a shorter time but you have to deal with greater waves of Swashbucklers. This act offers 34,500 points. A deathless run supposedly has 155,500 total points, but some players have obtained 160,000 total points. There may be a counting error, uncounted proximity spawns, or enemies that only have a chance to spawn. |
Weapons[]
Melee[]
To fight the most common enemy, the Swashbuckler Skeleton, you should first block their attack. This stuns them for a time, during which you can attack them with one of the melee weapons. Weapons break after a few attacks but most of them do not take damage when used to block attacks.

Cutlass, broom, and stool
Cutlass: found throughout the stages or dropped by Swashbuckler Skeletons. Kills enemies in two hits, breaks after five hits.
Stool: found throughout the stages. Stools are one of the best ways to block enemy attacks. Kills enemies in one hit, breaks after one hit.
Broom: has long range, great for keeping your distance when parrying. Kills enemies in two hits, breaks after four hits.
Paddle: found in several places, usually near boats, one shots enemies for 2 hits, then breaks and two shots for 2 more hits. Can also be found in a rope coil near where the Bottle Skeleton and Jug Skeleton spawn in part one of Gibbet Jungle.

Paddle
Fish: found hanging from the ceiling in the kitchen or "swimming" around underwater. They kill enemies in three hits. Breaks after eight hits.
Pan: found in the kitchen and the banquet. Has very short range, but one shots enemies. Breaks after five hits.
Torch: found near cannons or in the cave. Not good for blocking nor attacking, as it deals tiny damage. Not recommended for combat.
Projectile[]

Bottles, jug, and grog mug
Bottles: Thrown by Bottle Skeletons or found throughout the stages. They can be thrown at most enemies. Kills enemies in two hits.
Jugs: Thrown by Jug Skeletons or found throughout the stages. Similar to bottles, but explode when they break, which sometimes happens even when they are placed down gently. Their explosion does friendly damage. Deals half an enemy's health from the explosion, however, if the jug hits the enemy directly, it will deal more damage, usually killing the enemy.
Pirate Plates: Found in the kitchen and the bar area. Two shots enemies. Be cautious when using these, as they can friendly fire in some cases.
Grog Mugs: Found in the bar area and throughout the stages. Two shots enemies.
Coconuts: Found in the town. Deals one damage. (Can this even be considered a weapon?)
Coconut Bombs: Look like coconuts and are thrown by Gibbeted Skeletons, take about 4 seconds to explode, during which they can be grabbed and thrown back at enemies. Two shots most enemies.
Ranged[]

Loaded and unloaded flintlocks
Flintlock pistols: Dropped by Skeleton Pistoleers or found commonly after the beach, need to be cocked before firing, and can only be fired twice. To cock a pistol, either throw it in the air so it flips, or hold it in one hand and move your other, free hand over the hammer of the pistol, then pull the trigger of the controller of your free hand to cock the pistol. A headshot will be a instant kill, otherwise it will be a two shot for most enemies.
Cannons: Found in ships, have a small turning radius but their explosive shells do a massive damage. To fire them, grab a nearby torch and bring it close to the fuse of the cannon to light it. This is the only weapon capable of damaging the boss, Ghost Beard.
Blunderbusses: Unlike a Flintlock pistol, the Blunderbuss deals more damage to enemies and lasts 3 shots instead of two. They can only be found in Act 6. The blunderbuss, like any other shotgun, is effective at short range.
Enemies[]
Swashbuckler: This enemy attacks with a sword. To defeat them, block their sword swing using a melee weapon. This stuns them for about a second and allows you to hit them. You can also hit them from the back while they are busy with other players or throw projectiles at them.
Point Value: 500 |
![]() A stunned swashbuckler |
Bottle Thrower: These will throw bottles at you, which can be blocked using weapons or grabbed straight from the air. Defeat them by throwing their bottles back or attacking with any other weapon.
Point Value: 500 |
![]() |
Jug Thrower: Similar to the Bottle Skeleton, but their jugs are explosive. They can however still be blocked with a weapon or caught mid-air. Killing these enemies as quickly as possible is always a good idea, as their area of effect damage can be extremely dangerous.
Point Value: 500 |
![]() |
Pirate Captains: These enemies use flintlock pistols against you and have very good aim even from a long distance. They take a couple of seconds to aim and fire, and have unlimited ammo. Makes a growling noise upon spawning. Dodging them is as simple as staying moving in one direction.
Point Value: 500 |
![]() |
Gibbet: These enemies fight from within a cage and throw bombs at you. The only kind of damage they receive is from explosions, so either throw their own bombs back at them or use the green jugs.
Point Value: 1,000 |
|
Cannoneers: They use the cannons on ships against you. Their cannonballs are highly explosive and can take out multiple players at once, so kill them quickly. Their turning radius is very small, however, and they never leave their cannons. They have half the health of normal enemies, so most attacks can kill them in a single hit.
Point Value: 1,000 |
![]() |
Scoring[]

Update: the scoreboard has allegedly broken for the "Gifting Edition" update and has revealed the score values for defeating enemies in the quests. The point values have been added above to each enemy for reference. The scoring system seems to mimic that of Golden Trophy and Jumbotron. Killing Ghost Beard awards 10,000 points while a player death removes 1,000 from the overall score. If all players die, the combat score will reset to zero. Which means that if all players die in act 3 or any following acts, S-rank is impossible to achieve.
There are two different scores involved in this quest, gold and rank, which are independent from one another.
Gold can be found in chests and is sometimes dropped by monsters, but it must be picked up quickly as it disappears after a few seconds. If all players fail during a quest, you will each drop all of your gold on the ground and be transported back to the starting lobby. If you do not log out, even if you change rooms, the gold will still be lying there for you to pick up. When you complete the quest you keep your gold, which you can spend at the shop to buy any clothing reward item except the S-rank set. The number of gold does not determine the rank you get. The limit of gold achievable in one run is 1600. Even if you collect more, only 1600 will be added to your account at the end.
There is also a scoring system that is hidden from the players which determines the rank received. Similar to other quests, each monster kill gives a certain amount of points to the players that did damage to the monster, and each player death takes away points from the player killed. At the end of the quest, the players' collective score determines the rank. As these points are not shown, it is difficult to determine how many maximum deaths are required for each rank, but it has been generally observed that up to 9 deaths will usually yield S rank. However, this document indicates that S rank runs are technically possible with 18 deaths. This may vary between runs, as some enemies may only have a chance to spawn. This is unconfirmed in Isle, though.
The clothing rewards are randomly picked from categories based on the rank received:
- C-rank: belts or wrist pieces
- B-rank: belts or shirts
- A-rank: shirts or hats
- S-rank: any piece from the S-rank set
Ranks A, B, and C may give duplicate items, but an S-rank will always give a new item, unless the players already has the full S-rank set, in which case his reward comes from the A-rank category, etc.
Gold Shop[]
They're 5 sets in the gold shop available for purchase (4 earnable though completing the quest.)
Scallywag (Brown)
Scallywag Bracers (Brown) 800 Gold
Scallywag Belt (Brown) 800 Gold
Scallywag Vest (Brown) 1,600 Gold
Scallywag Hat (Brown) 3,200 Gold
Scallywag (Red)
Scallywag Bracers (Red) 800 Gold
Scallywag Belt (Red) 800 Gold
Scallywag Vest (Red) 1,600 Gold
Scallywag Hat (Red) 3,200 Gold
Pirate Captain (Black)
Pirate Captain Cuffs (Black) 800 Gold
Pirate Captain Belt (Black) 800 Gold
Pirate Captain Jacket (Black) 1,600 Gold
Pirate Captain Hat (Black) 3,200 Gold
Pirate Captain (Red)
Pirate Captain Cuffs (Red) 800 Gold
Pirate Captain Belt (Red) 800 Gold
Pirate Captain Jacket (Red) 1,600 Gold
Pirate Captain Hat (Red) 3,200 Gold
Scallywag (Black)
Scallywag Bracers (Black) 5,000 Gold
Scallywag Belt (Black) 5,000 Gold
Scallywag Vest (Black) 10,000 Gold
Scallywag Hat (Black) 20,000 Gold
Ghost Beards Treasures
Film (Ghost Beard) 250 Gold
High Five Potion (Explosive) 500 Gold
Glitches[]
In act 3, if playing with multiple people, one can jump off the pirate ship immediately to the left of spawn in such a way that creates a loop of falling into the sea and respawning on the edge of the ship. One will eventually be teleported to the hub (which is invisible aside from a few items) where the act 3 map is visible in the distance. This will soft lock the game until everyone dies.
Update History[]
February 21, 2018 | A teaser trailer is debuted on Rec Room's Youtube |
March 1, 2018 | The quest is officially released to the public as Rec Room's 4th quest |
December 5, 2018 | An update to the quest introduced holsters and checkpoints, subsequently resulting in levels becoming harder and more timely. This also included minor bug fixes. |