Bones and Coins Guide
Bones and Coins Walkthrough — Vook's Route to the Final Gate
Full route from Starting Dungeon to the 100M keystone — leaf links only on economy, forge, and guild.
Last updated: September 8, 2026
Start Here
Quick answer: Skeleton limit → Blacksmith + Thief + Barbarian → Archer/Brawler unlocks → Expedition → dungeon chain → forge + guild → 100M keystone.
If I am simply asking "where do I go next?", I start with the sections below on this Bones and Coins hub page.
What this game is
Cute skeleton idle game on the surface. Under that: five currencies, a forge, expeditions, and a 100 million coin keystone before credits. The game does not tell you what to unlock first — I spent my first evening upgrading damage while silver never dropped. Wrong tree.
This hub is the route I actually run start to finish. Leaf pages only where the economy gets dense:
- Currency and material management
- Chest and loot collection
- All coin types
- Craft at the forge
- Guild heroes
- 100% achievements + finale
Chapter order I follow:
- Phase I — Starting Dungeon (core loop + first heroes)
- Phase II — Skill tree + Expedition
- Phase III — Mossy Antechamber / Moonlight Ruins (Archer + Brawler)
- Phase IV — Hero synergies + guild roster
- Phase V — Dungeon chain → Death Lord
- Phase VI — Room upgrades + actives
- Phase VII — Final Gate
Phase I — Starting Dungeon

Core loop is stupid simple once you see it:
- Hover the cursor on enemies — your skeletons hit what you're pointing at. No movement keys.
- Drag over XP orbs to pick them up.
- First XP goes to skeleton limit. I dump 3–4 points here before anything else. More bodies = more kills at once.
- Plate when it shows up — extra hero slot.
- Blacksmith — first real power jump. Forge details: craft route.
- Thief — range. You hit the pack before it reaches your line.
- Bank 50 XP for Barbarian. Drag him into the active group.
- Level the Starting Dungeon room — separate from hero levels, still matters.
One skeleton on loot duty, rest on fight. Looks dumb. Works.
Copper? Spend on coin value (Münzwert) before damage nodes. Full money talk: currency guide.
Barbarian in group + one Blacksmith upgrade → push Mossy Antechamber.
Phase II — Skill tree + Expedition

Idle games live or die on the skill tree. My order:
- Coin value, then coin drop chance
- Item drop chance — feeds the forge (chest guide)
- Auto-collect when it appears
- Damage — after income is not embarrassing
Blessings on the map I actually take: +35% crit, +7 mana after combat, Second Life if offered.
Expedition unlocks mid-early — send heroes for passive currency. Catch: expedition heroes cannot fight with you. Split the roster.
Start an expedition before you close the game. Free coins overnight.
Swamp Crypt later gives +100% expedition coin value — I rush that dungeon partly for this, not heroism.
Phase III — Mossy Antechamber + Moonlight Ruins
Enemies do not spawn until you buy them in the skill tree. I see people grind wondering where Archers went — codex node not purchased.
Unlock order:

- Archer → then Silver Coin Loot the instant it appears
- Brawler → wooden chests + materials
- Moonlight Ruins room
- Expedition (if not already)
- Arrow Storm
- Crystal Cave when affordable
Archer — silver
Archers kite. Annoying until you treat them as a paycheck.
- Buy Archer in the tree first — silver does not drop without Silver Coin Loot, not just depth.
- Farm Moonlight Ruins / Mossy Antechamber once they spawn.
- Close distance, burst before the arrow. Do not stand in the open trading shots.
- Second Archer: break line of sight behind a pillar or your melee pack.
- Spend silver. Hoarding silver is how you stay poor.
Brawler — chests
Melee thug. Slow. Drops wooden chests — early forge fuel.
- Unlock Brawler in the tree.
- Kill Brawlers first in mixed rooms — fat HP, but they're the chest pinata.
- Open chests yourself; auto-collect grabs the spill later.
- Materials → Blacksmith. Don't sit on a pile you won't use this week.
| Enemy | Drop | Why I care |
|---|---|---|
| Archer | Silver | Next upgrades |
| Brawler | Wooden chest | Forge mats |
| Skeleton Warrior | Copper | Filler XP |
Drop math: chest guide.
Arrow Storm
First active worth binding.
- Left click manual, or auto in options — I auto farm, manual on Death Lord.
- Later: Tornado groups, Lightning Strike nukes. Two mouse slots when unlocked.
Phase IV — Heroes + guild
Early group — Barbarian + Ranger

- Barbarian → War Cry (every 6 kills: team attack speed + damage).
- Blood Wave on Barbarian — third hit sends a wave. Most of my damage.
- Ranger — fast swings under War Cry.
- Shaman — mark for bonus damage.
- Pyromancer — burn on dense packs.

I keep Barbarian + Ranger fighting, send Shaman + Pyromancer on expedition. Pas besoin de both on the field.
Late guild — Paladin, Crusader, Necromancer
Details: guild heroes.
- Paladin — crit buffs on random allies; Holy Focus first upgrade.
- Crusader — line AoE; King's Edict +5% crit all heroes every 5s.
- Necromancer — needs Diamond Coins; skeleton swarm for boss adds.
Guild XP from kills + expeditions. Unlock slots before recruiting fancy heroes.
Phase V — Dungeons
Linear chain. Each step adds a currency or a multiplier.
| # | Dungeon | Why |
|---|---|---|
| 1 | Starting Dungeon | Barbarian + basics |
| 2 | Mossy Antechamber | Archer / Brawler |
| 3 | Moonlight Ruins | Silver farm |
| 4 | Swamp Crypt | +100% expedition coins |
| 5 | Obsidian Cavern | Mid spike — War Cry should be online |
| 6 | Sanctum of the Dead King | Death Lord → Eternal Scepter |
Death Lord: Arrow Storm + Tornado, Lightning Strike on adds, War Cry windows. Have Lightforged Warhammer before you walk in — last time I checked, under-geared runs just stall.
Premium coins: all coin types.
Phase VI — Room upgrades + loadout

Each room has its own XP track:
- Skeleton limit
- Coin value
- Session duration
- Expedition coin value (some nodes apply globally — grab early)
Late mouse setup:
| Slot | Skill |
|---|---|
| Left | Arrow Storm |
| Right | Tornado |
| Boss button | Lightning Strike |
Phase VII — Final Gate
Not a secret puzzle. A checklist. Missing one gray skill node = gate stays locked, zero explanation. Obvious padding, de toute façon.
- Every skill tree node bought
- Expedition upgrades maxed
- 250 loot sessions — enter, grab one drop, leave. Put a podcast on. This is rigged, obviously.
- 100M coin keystone
- Full guild at the gate (Moonlight Ruins depth)
- Ending cinematic — no boss
Full list: 100% achievements.
Quick blocker index
| Stuck on | Go to |
|---|---|
| Money / materials | currency |
| Chests / auto-loot | chest guide |
| Emerald → Diamond | coin types |
| Forge order | craft at forge |
| Paladin / Crusader | guild heroes |
| 100M + ending | 100% achievements |
| Archer / Brawler | Phase III above |
| First heroes | Phase I above |
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