Lost in Blue Achievement Guide - RetroAchievements/guides GitHub Wiki
Set developed by QuietXOF, guide written by benit149
Hello, and welcome to my guide for Lost in Blue, a Nintendo DS game in the Survival Kids franchise. The premise is that you’re shipwrecked on a deserted island, and you need to explore for food to survive while also searching for a way to escape. This particular installment is the first in a trilogy of games released for the NDS. The main protagonists are Keith and Skye, a pair of students who were washed ashore after their ship sank. The main story has you playing as Keith, while an additional mode unlocked after beating his mode lets you play as Skye, which will be needed for completing the Scrapbook. There is a third mode unlocked after finishing Skye’s mode which is a survival challenge where you play as a third character.
I won’t mince words – this game is fiendishly difficult and tedious. Everything is designed to be rigged against the player, and even the most basic of tasks can wind up being an exercise in frustration. The only ways to overcome the numerous challenges presented are to have a TON of patience, as well as plenty of game knowledge. I’ll handle the knowledge here as best I can, but the patience is entirely up to you. If you seek to complete the Scrapbook, you’re going to be in for the long haul, and that feels like an understatement. Even just chipping away at one or two achievements per day will feel like a massive accomplishment.
The way I’ll approach this guide is to first explain the gameplay mechanics, then proceed into a general outline of how to approach Story Mode, and then outline what all of the Scrapbook items are and where to either find or craft them. From there, Skye Mode and Challenge Mode will be explained. I found that a lot of the information was a bit lacking in existing guides, so I hope to clear things up here. I've broken up the walkthrough into multiple pages:
- Gameplay Mechanics, Story Mode & Challenge Mode Guide: you're here
- Girl's Story Guide
- Scrapbook Entries
There will be story spoilers involved from here on out. If you wish to enjoy the story, please stop reading and go play the game first.
GAMEPLAY MECHANICS
Controls and Status
First of all, there are two ways to save your progress. One is to sleep in the cave, which makes a regular save. The other method is to make a Quick Save whenever you’re out on the field. ABUSE THE HECK OUT OF THIS FEATURE! It will save you so many headaches, it’s not even funny.
For your controls, you need a button assigned to the NDS’ microphone. A couple of minigames involved blowing into the microphone on the original hardware, so you need the emulator’s equivalent to replace this function. You also need either a mouse or a drawing tablet to function as the NDS’ stylus. A drawing tablet makes life a lot easier for one of the minigames, but a mouse will work fine if you don’t have one.
Now, you’re going to be very familiar with how the characters’ stats operate. Both Keith and Skye have three statuses you need to manage – Stamina, Thirst, and Hunger. Hunger is the green stomach-looking icon, and must be kept up by consuming food. Thirst is the blue water drop icon, which must be replenished by either drinking water at designated watering holes dotted throughout the island, using bottles to drink water from, or consuming food that replenishes both Thirst and Hunger. Stamina is the yellow muscular arm icon, and must be kept up by resting either in bed or sitting on the ground using the Rest option in the menu, which causes several hours to pass by as well. Hunger and Thirst are themselves consumed and converted into Stamina anytime you rest. Stamina depletes rather quickly whenever Keith needs to do any climbing or hopping across gaps. It also affects your character’s ability to run – if it reaches 0, they’re forced to walk.
If either Stamina or Thirst reach 0, then the character’s percentage starts to decrease. Think of it as their Health Gauge, which represents their overall ability to survive. If that percentage reaches 0, that character dies, and it’s game over. Hunger doesn’t affect the Health Gauge, but you cannot recharge Stamina without any Hunger, which can get dangerous if you’re out on a long trek. The Health Gauge goes down even faster if your Stamina is 0 and you have to do any amount of climbing.
There are other ways to get a game over, but those will be detailed later.
To gather food and supplies, you have a Backpack that can carry 20 items. You’ll want to make more storage space down the line. You can do this by examining the back wall of the cave, which Keith will mention he can make shelves the first time you interact with it. Five more slots are opened up, but to gain access to 15 additional slots, you want to have him ask how Skye is doing on a daily basis. Talking to her each day boosts their hidden friendship value, and she will ask about having new furniture built. The four types of furniture that open up this way are the Shelves, the Beds, the Table and Chairs, and the Jerky Maker. You want the Shelves done as soon as you can to open up storage space. Skye herself also has 20 slots if you want to hand her junk items you don’t need. Keep some slots open for her though since she needs to be given food to prepare meals.
Managing Skye
Speaking of which, it’s time I got into how Skye functions in Keith’s mode. A lot of people will say she is a useless bimbo who doesn’t have a single brain cell in her head. I am inclined to agree, but she does have some important functions. She is capable of doing the following:
- cooking
- maintaining the fire
- holding on to junk items
- making rope, baskets, and jerky
- unlocking new types of furniture
- assisting Keith in removing two obstacles on the island
- allowing you to make progress in exploration after reporting to her
COOKING: this is the most important of her functions. You can hand over any number of edible items for her to cook various dishes out of, which will restore both characters’ Hunger and Thirst depending on the dish made. She will not make good dishes at first due to the lack of resources, but she will gradually improve her skills and make better meals. This can be improved by finding the Clay Pot and the Slate on the island. The Clay Pot is found in the small beach after reaching the opposite side of the jungle, and the Slate is found in the Grasslands where Chives and Dandelions are found. These two utensils help Skye make a wider variety of meals.
An important thing to note is that if Skye prepares a meal out of either Boar Meat, Deer Meat or Goat Meat, there’s a good chance that a Large Bone will spawn in the cave around Keith’s bed. You need to pick this up ASAP! If you leave the cave without picking it up, it will despawn. Considering the trouble you’re going to go through to get these particular types of game, you absolutely don’t want that to happen. Once you pick up the Large Bone, always turn it into a Sharpened Bone. This will be extremely useful for making tools, particularly arrows made with Sharpened Bone, either type of stick, and Feathers.
KEEPING THE FIRE: at some point, the characters will discuss keeping a pile of Twigs in the cave so that Skye can keep the fire in the cave going while Keith is out. The fire has to be kept in order to sleep in the cave, or else the characters will complain about it being too cold (why Keith couldn’t make blankets with Fur baffles me). It actually has nothing to do with Skye’s cooking, but is needed for making jerky. Have Keith look for as many Twigs as he can, then add them to the pile. Skye will gradually use them for the fire, so stocking up on Twigs before a long adventure will be important
MAKING ITEMS: for this you need to find Tree Vine and Green Bamboo. Tree Vine is easily found in the jungle, but Bamboo is much trickier to acquire. On the second beach where Skye’s lifeboat is, go all the way to the right and you’ll notice a small ledge you can climb on. This spot may potentially spawn a single piece of Green Bamboo, but that’ll hardly be enough. To find the real treasure trove of bamboo, you need to wait for the tide to lower enough so that Keith can run around the cliffside to the opposite side, where the Secret Cove is. From here, you have to be quick! Run straight north until you find the ledges, climb up, run back south, climb up two more ledges, and presto. You can pick up four pieces of Green Bamboo and dig up Bamboo Shoots here.
Don’t waste time here! Pick up what you need, then get back to the cliffside and hurry back to the other side, preferably within the hour! If you’re slow, the tide will rise again, trapping Keith in the Secret Cove for a full 12 hours! If this happens and either student is not in great shape, you’re pretty much getting a game over. To be absolutely safe, make a Quick Save before running over to the Secret Cove. If you mess up, you can easily reload. Other things exclusive to the Secret Cove to look out for are Scallops and fishing up Rock Bream with the fishing rod.
So now that you have your bamboo, Skye can make baskets out of them. They’re needed to make Fish Traps and Small Traps. Fish Traps are worthless, so just make one for the Scrapbook. Small Traps will have much more use, as they’re needed for catching small game and birds. You will also need the bamboo to make various tools like arrows, a bow or a spear, so be smart about how to use them. They, and any other material for that matter, respawn after a couple of in-game days, so pay the occasional visit back there when you have time.
As far as her making jerky goes, you need to have the Jerky Maker built. You can then place five different pieces of fish or meat in it and ask her to take care of it. From what I’ve researched, getting to trigger this conversation involves putting meat and fish on the shelves. I had spent 54 in-game days without this discussion coming up even with a bunch of fish available for her, but once I got some meat there, it eventually happened. For the Lunch To-Go achievement, you need to make one of every type of jerky, of which there are five types. You don’t need to make them all at once – you can space them out as you acquire meat and fish. What they are and which items are needed to make them are as follows:
- Smoked Meat 1: meat from large game like Boar, Deer and Goat
- Smoked Meat 2: meat from small game like Rat, Squirrel and Chicken
- Smoked Fish 1: large-sized fish like Arowana
- Smoked Fish 2: medium-sized fish like Black Bass and Rock Bream
- Smoked Fish 3: small-sized fish like Crucian and Sillaginoid
I didn’t test every single type of fish and meat to figure out which kind of jerky they make. These types are simply the ones I used for my own playthrough.
FURNITURE: I’ve already explained that boosting Keith and Skye’s friendship value is needed. This involves asking Skye “How are you doing?” each day. Most of the time the stuff she says isn’t very useful, but keep at it and she’ll mention furniture improvements. To build new furniture or improve existing pieces, examine the wall just above Keith’s bed and an option to Build will come up. You will need the requisite materials first, which are detailed in the Scrapbook section. From there, a stylus minigame will come up, and you need to do the indicated inputs as the icons fall to the bottom rather quickly. This also used the NDS’ microphone, so have that set up too for when the Blow icon comes up. Make a Quick Save before attempting this so you don’t lose those precious materials.
ASSISTING KEITH: there are two obstacles on the island that Keith cannot overcome by himself. He needs Skye’s help for them, which means you need to bring her along on two separate excursions. The first obstacle is pushing a boulder into a hole to gain access to the Waterfall Cave. The second is found after completing the raft and reaching the other side of the Volcano Lake. Climb up some ledges at the right side of the area, then go down the short path to where two buttons are. Skye needs to stand on one of them and Keith on the other for the aqueduct to open up, allowing him to solve the puzzles in the Ruins. After both tasks are completed, the pair will be magically teleported back to the cave each time, so you don’t need to worry about dragging Skye all the way back. Once these two tasks are done, Skye can remain in the cave for the rest of the game until it’s time to escape the island.
There are a number of headaches associated with these tasks. For one, you need to micromanage both Keith and Skye’s overall health during the journey. Keep plenty of food on hand and have them rest periodically. If you know which mushroom will give you infinite stamina, have them consume one each. The other annoyance is that while Keith can climb up ledges that are two squares high, Skye can only climb ledges that are one square high. You will need to roll logs toward ledges ahead of time to provide a foothold for her. There is also a swamp in the Jungle that Skye cannot cross through, so you need to go around the long way there. Obviously, having to climb ledges one square at a time is much less efficient than being able to climb two-square ledges, which means their Stamina is going to deplete much faster. This only gets worse once it’s time to escape the island and you literally need to drag her across the entire island to the hideout.
PROGRESSION: this isn’t quite relevant early on, but when Keith finds the hideout and gets some initial information, he needs to return to Skye and tell her what’s going on before you’re allowed to investigate further for the gear needed to escape the island
FIELD ACTIONS
As you run around in the field, you are able to perform various actions. Some of them require a tool to be used. These are all of the various actions you can do. Note that the tools you use will eventually break, so you need to make more than just one.
EXAMINE GROUND: tap the ground with the stylus, and you will see a view of what’s in front of the character’s feet. This is pertinent for finding a Clam, as well as catching crabs and reptiles
SEARCH GROUND: this is different than examining the ground. Press the A button to have your character bend down and scour the ground without changing view. This is needed for foraging food and materials, as well as finding spices and fishing bait if you search any random spot on the ground
CLIMBING & LEAPING: stand in front of a ledge or large object and press A to either climb up or get down. For jumping across gaps, approach the edge and press A. Both actions always expend 1% of your character’s Stamina. Keith can climb ledges that are two squares high, while Skye can only climb one square high. In Skye Mode, you can’t climb ledges whatsoever
PUSHING OBJECTS: stand in front of the object and press Y to push it. This is needed for rolling logs in the Plains, as well as solving the block pushing puzzles in the Ruins
DRINKING WATER: there are several watering holes dotted throughout the island that the characters can drink from to restore their Thirst Meter. Simply approach the body of water and press A to drink. If you have empty bottles in your Backpack, they will be automatically filled with water, which you can then bring back to the cave to fill the Drum can with
SPEAR FISHING: have any type of spear equipped, then approach the edge of a body of water and press Y to engage in a minigame. This involves waiting for a fish’s silhouette to appear, and you need to tap over it to hopefully spear it. A lot of times you will miss, and you’ll mostly be spearing smaller types of fish like Crucian and Sillaginoid. This is only really useful in the very beginning of the game when your material resources are limited. Once you get the fishing rod, spear fishing essentially becomes obsolete
FISHING: have any type of fishing rod equipped, then approach the edge of a body of water and press Y to engage in a different minigame than spear fishing. You need bait to be able to use the fishing rod, so look for lots of worms first. Once your line is out, wait for the bait to sink into the water, then quickly press A. Now hold the Down directional button to reel it in, using either the Left or Right directional buttons to resist the fish’s pull while reeling. Once the fish is close enough, tap A again to secure your catch. Line fishing is vastly superior to spear fishing, and will be your primary source of good food for long-term survival. As long as you bring plenty of Tree Vines from the jungle, making backup fishing rods is very easy with Wood Sticks and Stones found throughout the Plains
HUNTING: have a bow and some arrows prepared. You just need to equip the bow – the arrows will be expended on their own. When you see something you want to hunt, press the Y button with the bow equipped to go into a minigame. Hold the A button to draw your bow, which you need to do to be able to look around. Find and aim at your target, then let go of the A button to shoot. Arrows without Feathers as a crafting material will be horrendously inaccurate, so always use arrows that have Feathers included. This is the most difficult action to get a handle on since there are so many things to worry about – the quality and accuracy of the arrows, the size of the animal, if it’s trapped or not, how well smaller types of game hide in the grass, the time of day, and being sure your bow doesn’t break while in the middle of a hunting session. Needless to say, this is going to require a LOT of practice
CATCHING: either by examining the ground or using a Small Trap, you can catch smaller animals like lizards, mice and chickens. If you’re examining the ground, be ready at a moment’s notice because the creature will appear randomly. Tap and hold the stylus over it, then slowly drag it into the backpack on the lower left. Don’t be surprised if you fail a bunch of times, especially with quicker animals like pigeons and ducks. If you’re using a Small Trap, wait for the trap to be removed before trying to catch
DAYDREAM: exclusive to Skye Mode, this allows you to pass time faster by pressing the Y button. You can hold the button down rather than mash
The Island’s Regions
The deserted island is broken up into multiple areas that your character can explore:
- Plains
- Waterfall Cave
- Grasslands
- Jungle
- Volcanic Lake
- Wasteland Maze
- Ruins
- Hideout
PLAINS: this is the starting point, and where you will be spending the majority of your time. It is further broken up into mini-areas like the western reefs, the two beaches, the cave, the river, the upper plateaus leading to the Waterfall Cave, and the secret cove to the far right of the second beach. As this location is a lot more complex than it lets on, I’ve made a map for the Plains, one with text that denotes where everything is found, and one without text if you just want the full map itself to add annotations in a different language (including links to such maps would be great, since English is my only language)
WATERFALL CAVE: a short cavern that’s accessible after Keith and Skye push the boulder out of the way. It has a drinking water spot, and two entrances – the northeastern one leads to the Grasslands, and the western one leads to the Jungle
GRASSLANDS: this is where you will be doing all of your hunting later on. The majority of the vegetables are also found here, with the exception of Taro, Fern and Bamboo Shoot. A portion of the Ruins are also seen here, which also has a drinking water spot if you climb up to the aqueduct. I personally never used this drinking water spot since it involves burning Stamina to do the climbing, and there’s already one in the Waterfall Cave anyway. This is also where you dig up the Slate to improve Skye’s cooking. There’s a one-way shortcut back to the Plains in the southeastern section. Once again, I’ve made a map, one with text, and one without
JUNGLE: the second-most important area in the game, with the northern exit leading to the Volcanic Lake. Taro and Fern are the vegetables exclusive to this area, and a lot of fruit are also found here. There is a swamp in the middle of the area that Keith can slog through, but you cannot bring Skye through here. The biggest reason you want to come here is for Tree Vine, which has many purposes in this game. Logs are also found here, which are needed for building the Raft and upgrading furniture. I’ve also made a map, one with text, and one without
VOLCANIC LAKE: this is broken into the southern shore and the northern shore. You’re stuck on the southern shore until Keith can build the Raft, which itself is broken into six steps of bringing Logs and Rope plus doing the minigame. Once the Raft is done, you can cross the lake and access a second cave as well as two switches that require Skye’s assistance to press simultaneously. The second cave only functions as a resting point if needed, which I found rather pointless. There’s also a hot spring that can replenish 30 Stamina
WASTELAND MAZE: simply a complex maze of winding paths and small gaps to jump across. This is made more complicated with walls of sulphureous gas that blocks a given path, with their locations randomly generated. You want to travel from the southwest corner to the northeast, where the Ruins are located. While here, you should dig around the ground with the stylus to look for a Beautiful Stone to add its entry to the Scrapbook. Apparently, it’s easier to find one near the Volcanic Lake entrance
RUINS: easily the most frustrating location of the game, since it involves solving nine block pushing puzzles that increase in complexity and difficulty, all while juggling your characters’ health. You also need to have pressed the switches at the Volcanic Lake with Skye before coming here, since it turns on the water reservoir which is needed for solving the Ruins’ puzzles. There are YouTube videos available that show you how to solve the puzzles, so you just need to worry about keeping your reserves high before attempting this. If you’re able to solve all nine puzzles in one go, all the better, but don’t force yourself if you’re not prepared. The best resource you can bring for this gauntlet is jerky that heals 30% of the Hunger Meter
HIDEOUT: minor spoiler here, but it turns out Keith and Skye aren’t alone. There’s also a hideout for some criminals that houses plenty of useful tools needed for the students to finally escape the island. Be mindful of the patrolling guards. If Keith is caught, he is thrown into a jail cell, which results in an automatic game over. Make a Quick Save before exploring. Luckily, the guards aren’t that intelligent, and you’d really have to be going out of your way to get captured. If they’re on to you though, they run faster than Keith and Skye, so you’re likely to be captured. There’s a one-way shortcut back to the Grasslands in the far southwest corner. The Hideout has some resources, but I didn’t bother with making a map since you’d want to focus on stealing the criminals’ gear anyway
WALKTHROUGH
Due to the sandbox nature of this game, I can’t exactly tell you how to do everything step-by-step. The best I can do is give a general outline of what you need to do to make progress. The pace at which you accomplish these is entirely up to you.
At the start, Keith is alone on the shore. For the first day, get some Coconuts nearby and eat them. There’s a tutorial about shaking trees to get items, but don’t bother with this. The trees rarely ever produce anything, so it’s a waste of time to try. Approach the cave to the northeast of Keith’s starting point, which he’ll examine. Go east toward the river, which you cannot cross for now. Just north is some Twigs and Tree Bark. Use one of each to craft into a Fire Maker, then go back to the cave and play the minigame to start the fire. Keith will go to bed, and the next day the river will be calm. There is a spot for drinking water immediately southeast of the cave, so replenish his Thirst Meter and cross the stepping stones. A cutscene will automatically play where Skye is introduced. Start another fire for her, and more scenes will play out.
From here, things become a lot more non-linear as you’re free to explore the Plains as much as you can. Concentrate on getting the students’ health up to snuff before doing any serious exploring. In particular, you want to discover what all of the effects are for the eight mushrooms – you will need the infinite stamina shroom, the three types that are safe to eat, and the sleepy shroom for much later. Once you’re ready to make progress, climb up the plateau that’s on the other side of the river and make your way northwest to a waterfall. You’ll need to roll logs to make footholds along the way for Skye to climb on. Eventually, you’ll come upon a large boulder blocking access to the Waterfall Cave, so you have to bring Skye with you for an excursion. Bringing her with you while progressing along the plateau is more efficient since after the duo push the boulder, you will be magically teleported back to the cave.
Take some time to recover, then go into the Waterfall Cave. There is a drinking water spot, and two entrances to new areas. Go to the northeast entrance first to discover the Grasslands. Head north to find the exterior of the Ruins, which Keith will comment on. The Slate can be dug up in the area with Chives and Dandelions as well. Go back to the Waterfall Cave, and then head out the west entrance to arrive in the Jungle. There are two paths that Keith can take to the north – the swamp in the middle of the Jungle, and a much longer way that runs along the south and west, which is a Skye-friendly path for when you need to bring her later.
Head north to find the Volcanic Lake. Keith wonders if there’s anywhere else he hasn’t explored yet, and he’ll remark that he’s gone everywhere he can as long as you do everything in the Grasslands and Jungle. This is why we went to the Grasslands first – the Ruins cutscene is connected to this one. Keith decides to build a Raft, and this is going to be a huge job. You will need 12 Logs and 10 yards of Rope in total to complete this project, so this is going to be a real time sink. You can also only build the Raft at the Volcanic Lake, so you have to make multiple trips here from the cave. The southern shore of the Volcanic Lake is also where you can dig up a Clay Pot to give to Skye for her cooking.
Once you complete the Raft and are able to cross, this is when you need to bring Skye along once again. Take her through the Plains, Waterfall Cave, Jungle, and the lake’s southern shore until you reach the northern shore. Here, there are two ledges you can climb on. The western ledge leads to a second cave that you could potentially rest in, but you cannot actually live here. I find this kind of useless since you can use the Rest function as long as you have plenty of food, plus there’s a hot spring here that restores 30% Stamina for whoever uses it. The ledge you want to climb on is the eastern one, which leads to two large switches on the ground that requires two people to press on. This turns on a water reservoir, which will be needed for the Ruins. Once that’s done, you’re teleported back to the cave. You don’t need to bring Skye along for anything else beyond when it’s time to escape the island.
Constructing the Raft was one hurdle, but I’ll argue that this is an even bigger one. Have tons of food, water and resources for both Keith and Skye before attempting this. Past the Volcanic Lake’s northern shore is the Wasteland Maze. It’s a series of twisting and turning paths, with some of the crossable gaps being blocked by toxic gas. Just find your way through to the northeast, which is the entrance to the Ruins. Climb down and push the block into the gap to open the door. From here, there are nine block pushing puzzles that get increasingly more difficult as you make progress. You needed to press the two switches with Skye because it’s required to fill the room with water after pushing the blocks into their correct positions. I’m not going to go into detail about how to solve the puzzles, as there are YouTube videos that handle those well enough. It’ll be a huge challenge to balance doing the puzzles and keeping the pair alive, so break this down into multiple trips if you feel you aren’t prepared enough.
After you finally slog through all of those puzzles, push the two blocks in the final room to open two entrances. The left entrance is a shortcut back to the Ruins’ entrance so you don’t have to go through all of that again. The right entrance finally brings you to the Hideout. If your characters are exhausted, hurry back to the cave and spend some time recovering before moving on. I suggest holding out just a little longer – if you can do so, it’ll be worth the trouble.
Once you’re outside, a scene will play where Keith spots some men, but decides not to approach them because they look suspicious. You’ll have to avoid being spotted by them, which is a lot easier than it sounds due to the guards’ limited range of vision and their predictable route. Go southeast and roll a log to the right, then go up and around to the far southwest where there is a handy one-way shortcut back to the Grasslands. From there, use the shortcut in the far southeast of the Grasslands to return to the Plains, go to the cave, and tell Skye about your findings.
After reporting to Skye, you’re finally able to steal some tools from the hideout to assist with escaping the island. If you’ve kept track of the mushrooms’ effects from way back in the beginning, bring some that induce sleep. Return to the Hideout’s entrance and watch a short cutscene of two guards stationed there. You might think that you can’t go inside right now, but there is a rather silly exploit where if you walk around and approach the right-side door from behind the right-side guard, he won’t see you because he’s still facing left. Seriously, the guards are that dumb in this game, and it only gets funnier.
Inside the Hideout, pick up the Uniform and the Flare gun. Equip the Uniform, which will trivialize the stealth aspect of this area except for when dealing with the Boss shortly. Another benefit to the Uniform is that you can walk around freely at night even when there are search lights on. Back outside, you will be given a short tutorial on saluting whenever you encounter one of the criminals, which isn’t hard whatsoever. Make your way into the Hideout’s left entrance and go all the way north to the Boss’ room, where there is a radio communicator on his desk. You can’t bring this with you, but you are able to get the Sea Chart in that room directly north of the desk.
To find out the frequency for the radio, climb up on the rafters and walk (don’t run!) toward the Boss as he is sleeping. He goes to bed at 7 pm, so wait until that time to make your life a little easier. What the frequency number is will be randomly generated, so you need to write this down. I had some difficulty getting this cutscene to show up the first time, so try exiting and re-entering.
For some incredibly dumb reason, the Boss kicks Keith out when he’s in the Uniform, but ignores him when he isn’t wearing it. He can still spot Keith and put him in a cell if caught, but his AI is just as bad as his underlings’ programming. Just make a Quick Save before entering, take off the Uniform and get the Sea Chart, then put it back on and get out of there. A hilarious thing happens where if Keith is spotted without the Uniform as the Boss is in his bed, a cutscene will play of Keith clearly running past the Boss but not being spotted. Due to how backwards the logic for this section is, as well as how silly the cutscene is, I strongly suspect the programming is bugged.
There is another item that appears in the supply room, which is Fuel. You need to find the boat on the dock and tell Skye about it before this can appear. I hadn’t gotten the Boat Key from the Supervisor yet, and the Fuel refused to spawn in the supply room despite talking to Skye about the boat. Once I got the Boat Key, the Fuel finally spawned. I assume that talking to Skye and getting the Boat Key are mandatory before getting the Fuel. To get the Boat Key from the Supervisor, bring some mushrooms that induce sleep, then go around to the back of the Hideout sometime around 12 pm. He will be tending to his potato garden there, so salute to him, then speak to him and he will demand for some food. Give him a sleepy mushroom, and the Boat Key will drop out of his pocket as he falls asleep.
There’s one last item to pilfer, which is the Warehouse Key. This is the hardest item to get because the timing for it is absurdly strict. You need to give a sleepy mushroom to the well-dressed Foreman in the Hideout, but only at 12 pm sharp when he is programmed to leave his room. You wake up in the cave at 7 am, and if you waste absolutely no time with anything other than telling Sye you’re going out for a few days, you can make it all the way to the Hideout with barely any time to spare, but only just. You need to have plenty of water, twigs and food for her before attempting this, because you’re on the clock the instant you wake up.
Go through the swamp in the Jungle to reach the Volcanic Lake in the shortest time. The biggest caveat is the Wasteland Maze that can potentially confuse you due to the randomly blocked paths. I suggest making a Quick Save when you first enter the maze, then explore the routes until you can memorize the one that gets you through the fastest. The route will remain the same, so you don’t have to worry about randomness here. Change into the Uniform before going into the Hideout, and at 12 pm sharp, the Foreman should begin moving. If you’re even a few minutes late in entering the building, he won’t do anything. Salute to him, then talk to him to feed him the mushroom.
Even after all of that, you’re still not done yet. Go back into the supply room and climb up to the rafters. Walk toward the Boss’ room with the radio, and some cutscenes will play out concerning the radio. A scene that you need to watch for one of the endings is the Boss talking to the Foreman about preparing a shipment and which container to prepare it in, and will complain about the buyer haggling for the goods. You need to watch this in order to know which crate to stow away in, as it is also randomly decided like the radio frequency number. If this scene isn’t coming up for you, go back to the cave to report to Skye, then return another day. The game’s scripting is severely janky, so breaking all of this into multiple trips should help you make progress.
ENDINGS
With those steps in the Hideout done, it’s time for Keith and Skye to make their escape. The game has four good endings that you want to get in multiple sessions.
Raft Ending: you only need the Flare Gun for this. Bring Skye to the raft she washed ashore in, then Keith will use the flare to signal a passing ship. This will net you An Unstylish Escape
Helicopter Ending: you only need to have Keith go to the Hideout. Wait for the Boss to go to bed at 7 pm, then use the radio and dial the frequency you overheard from the Boss to call for help. When asked about identifiable landmarks, one YouTube video I saw chose “there’s a lake that looks like a volcano crater”, so go with that choice. You also need the Sea Chart to tell the rescuers which island you’re on, which is called Kauia. Go back to the cave and survive for three more days - a helicopter will eventually appear at the cave’s entrance to rescue the pair. This will get you S.O.S.!
I suggest saving this ending for last. This is because of the three-day wait, and you are still able to save your progress despite not being in ‘escape mode’ anymore. This means you’re locked out of the other three endings, so if you slip up here, you’d have to either load a Quick Save or play the whole game again. When the option to save comes up when Keith sleeps, always choose no while waiting for these days to pass by, should you need to do other endings after this one
Boat Ending: you need to have Keith and Skye go to the Hideout for both this and the following ending. Note that Keith cannot wear the Uniform, or else you will not be able to hold Skye’s hand. Make a Quick Save when you reach the Ruins’ exit to the Hideout so you don’t have to do that whole journey twice. This ending involves getting onto the dock in the far east and hijacking the boat. You need the Boat Key from the Supervisor to start it, the Sea Chart for navigation, as well as Fuel from the supply room to avoid running out while escaping. If you don’t have the Fuel or the Sea Chart, it will result in a bad ending. Doing this correctly wins you Stylish Escape
Crate Ending: definitely the most complex of the four endings. This involves stealing the Warehouse Key from the Foreman, as well as knowing which container to hide in. The Boss also mentions that the shipment will be sent in 2 days, but you actually want to be there on the previous day. For instance, if you overhear his conversation on Day 70 and the shipment is to be fully delivered on Day 72, get there by midnight on Day 71. If you mess up with this process, wait for another opportunity to overhear the Boss send a new shipment out. The warehouse is the grey door to the upper right of the Hideout, which will only open once 7 pm rolls around and the Hideout guards are gone. There are still two guards patrolling in here, so keep your eyes peeled while looking for the specified crate. The crates are ordered like this in the room.
1 2 3
4 5 6
7 8 9
Once you find your container, climb atop it to get inside and wait until midnight. The ending will begin automatically, which awards you with Shipped and Delivered. If you enter the wrong crate, you will be caught, leading to a bad ending
After doing one ending, the starting menu will change Story Mode to Boy’s Story, and will include a Girl’s Story so you can play as Skye.
CHALLENGE MODE
This will not unlock until you’ve completed Skye Mode, so come back here after you’re done with that.
So, what’s so different about this mode? For one, you’re not playing as either Keith or Skye. Instead, you’re the Boss of the criminal gang! He’s on the run from the feds, and he decides to take his chances living on the island rather than going to prison. Aside from only having to manage one character’s stats, the biggest difference is that you cannot do any regular saves here. You only have Quick Saves available, so use them wisely. Don’t use it when you’re in bad shape and in a potentially unwinnable situation, although given all of the experience you’ve gained from playing the other two modes, you shouldn’t have any trouble with this.
Compared to the drudgery that is Skye Mode, this will feel a lot more exciting now that you’re allowed to explore the island, but only up to the southern shore of the Volcanic Lake. You also start with 15 slots for the shelf, and have the ability to cook but cannot make Lunch Boxes. This makes the Boss sort of a combination of Keith and Skye’s abilities. The fishing rod will still be your best source for food when near the cave, and fruits and vegetables for longer treks. I wouldn’t bother with hunting unless you’re bored. You will need to start fires pretty frequently now that you don’t have someone else to maintain it for you. The earliest you can go to sleep is at 11 am, so use that when you’re in good condition as much as you can to speed things up a bit.
The goal is to survive for 90 days, getting you the achievement I’d Rather Eat Rocks and Live on This Island! This will most likely be the final achievement you get for the entire set, unless you haven’t finished the Scrapbook yet. Not much further to say about this, so get out there and survive for three months!
CONCLUSION
That should be everything you need to know to master Lost in Blue. I played this for the Retro Adventure event in summer 2025, and delved deeper as I enjoyed the sandbox and exploration aspects. I became less and less enthusiastic with it once I had to learn how to hunt, as well as having to clear Skye Mode to unlock Challenge Mode. It's a 50/50 mix between being very fun versus being as tedious and frustrating as possible. A lot of time and patience will be required for this set, but there is a light at the end of the tunnel should you decide to go the whole way through. Good luck with your adventure, and happy cheevo hunting!
- benit149, August 2025