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Follow the dark path or use the light
Lost in Blue Pack Shot

Lost in Blue

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Mushrooms, Ruins, and Bandits, Oh My! hint for Lost in Blue

Mushrooms, Ruins, and Bandits, Oh My!

Mushrooms: The effect of a mushroom is not forever, although there is one mushroom that is supposed to heal you. Of course, that doesn't do diddly squat if you're sleeping. The stamina/steroid/insomnia? mushroom pauses your stamina gauge so you can do stuff that would normally decrease the level and it won't, but the effect lasts only about a minute. This comes in handy in the...

Ruins: After activating the water with the double switch, there are nine water puzzles to get through the back entrance to the ruins in the grassland. They involve a butload of pushing and climbing over blocks to push them out, and only crates can float, black stones can be moved but can't float, and gray stones are unmovable and can't float either. In the first room is drinking water, and there's supposedly an escape to the grassland's water flow in the pools where the water comes from in the puzzle rooms, but I don't recommend seeing if it works. The first switch activates the water flow, so don't press it until you know you've got it, and the second switch once you get across freezes the puzzle permanently just in case you need to leave and then come back and finish. If you finish, you will find a room where the left leads to a path that goes back the first room while the right door leads to...

Bandits: They are evil and want to kill the crap out of you. If they see you, run like heck to either the supply room (middle of the screen), grassland exit (that big ol' one way log in the northeast corner), or back to the ruin entrance. Also, if you make it to the next screen (you lose sight of them behind you) there's this calming sound instead of the run like hell music that means you escaped them. The enemy circles on your screen mark their location, and if one of them disappears, either you're a. too far away from that unit for it to count or b. so close you can see them but they might not see you (sometimes, if you have the icon on your screen they might be able to see you so be on your toes). If they catch you, there's this really pathetic game over where Keith gets thrown in a prison-like room and the door shut and he extends his arm and is all "Nooooo!!!" So, head straight for the entrance to the supply room. If it's your first time there, take unguarded entrance (it should be the right) and then explore around the shelf area. There should be a uniform so that you can talk to the guards (SALUTE) or walk around and not get chased around (If you wear it and enter the cave, Skye freaks out and gets mad at you, but I think that's after you tell her about the bandits). Then there's a piece of paper on the wall that has valuable info for the endings, more so the stealing the boat/stowing away in a crate endings. Climb up on the pipes/rafters/whatever they're called (DON"T RUN) and listen in to figure out the characters. If this isn't done before 7 PM aka start of nighttime, Keith will automatically be all "I have to leave now" and you have to do it another day. Only this time (or it was for me) the guards will actually be at their posts during the day. So, you have to sacrifice any stored food and rest up until nighttime, where there are searchlights going. But they're easy to dodge. Just wait for them to pass the RIGHT door, and run in. When exiting, enter the extra space to avoid the searchlights (that extra space right in front of the entrance) and wait for them to pass by and RUN LIKE HELL to exit. I don't know what happens a third time you go or if it was just unluckiness that had them actually guard it the time I went there.

Added by: Starlight7
Jan 8th 2006, ID#487


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1 comments, latest first.
Jun 1st 2011 Guest
when do the gurds leave the doors in the hidout?
ID #46414