Treasure Isle is an optional dungeon featured in Golden Sun: The Lost Age. It technically becomes accessible as soon as Felix's party becomes capable of sailing the Eastern Sea with the Lemurian Ship because the island containing its cave-like entrance is located near the northeast edge of the overworld. However, it is part of a set of four dungeons that can only be completed near the end of the game and feature similarly strong bestiaries, including a superboss that guards a summon tablet for one of the game's strongest collectable summon sequences; in its case, the especially tricky Star Magician must be defeated to earn the Mercury-aligned Azul summon. On the other hand, whereas the other dungeons normally require the Teleport Lapis found in the final storyline dungeon, Treasure Isle's lower floor fully opens up as soon as your party expands its roster following Jupiter Lighthouse and the Lift Psynergy becomes available, making it possible to complete this dungeon a little earlier in the game. Prior to that, the dungeon's earlier floor can be fully explored for comparatively weaker treasures and enemies as soon as you gain the Grind Psynergy in Lemuria at the end of the Eastern Sea segment of the game.
...that Alex has a second slightly different, unused facial portrait placed in the games' code in a way that suggests he may have been planned to be a playable character at some point during development?
...that the Signal Whistle, an enemy-only consumable item used by Briggs in his boss fight in The Lost Age to summon a Sea Fighter minion, technically executes an ability named "Clarion Cry"?
...that selecting the Hover Psynergy from the Psynergy menu while sailing the Lemurian Ship will put you in a semi-glitched state where you sail as slowly as normal but don't get any random monster encounters?
...that in The Lost Age, disembarking at the lowest part of the beach immediately southwest Loho lets you explore much of the overworld land in Golden Sun, but none of the original game's locations can be entered? (e.g. when you try to enter Vale, you stay on the overworld and look like you're walking all over it)
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