General Tips
- The S.O.S. pitch in the bottom right dilemma of your shade is your hint. As you fool around by the game, you can collect up purple butterflies to consequence additional hints. If you run out of hints, the pitch will automatically recharge after 60 seconds.
- To the right of the spirit pitch is the notebook, that annals all the messages you’ve seen.
- The right-most pitch is the magnifying glass, that does just that: it gives you a magnifying potion so you can wizz in on the scenes to get a improved view.
- This beam will assistance you to swell by the game; however, there have been most some-more things to see and try on the side. If you wish to sense some-more about the sum of the story, demeanour around in the main scenes, or take a opposite trail at the finish of each section and see what happens.
- If you’re carrying difficulty elucidate a mini-game, you can wait for for the jump over pitch to fill up, and jump over the mini-game.
- Sometimes, an intent competence be located in a opposite partial of the stage than shown in this walkthrough. If this unequivocally gives you trouble, you can regularly make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of a hint.
- For the initial couple of chapters, all equipment will be circled in the locations as we have found them in the playthrough, to assistance you get started. Key items, that should regularly be in the same place in a scene, have been circled in a opposite color.
- In the latter chapters, usually the key equipment will be circled.
- Butterflies dark in the dark intent scenes will be circled in a opposite color than the listed items.
Chapter 1: Home

Welcome home.
Click on the sparkles on the brush closet and find all the requested items.

Click on the sparkles on the cupboard and find all the requested items.

- Take the key unresolved subsequent to the door, and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of it on the close to open the door. You can’t go out yet.
- Pick up the handkerchief, and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of it to purify the TV.
- Talk to Ann, and give her her cloak and silver purse.
- Take the square of paper from Ann’s palm to get a code.
- Use the oil can on the safe, and afterwards make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the formula on the protected to proceed a mini-game.
- This mini-game is sincerely simple. Move the shifting bars to show the 4 numbers of the formula manifest on the paper. Slide the club that does not have on of those 4 numbers left and right, until the doorknob starts intense purple. Click on the doorknob to open the safe.

- Take all the requested equipment out of the safe.

- Use the fasten on the TV to trigger an additional dark intent scene.

- Select the doorway to exit the appartment.
- For the fastest approach by these choices, name to “Leave the city”.
- Choose to “Go on foot”.
- “End” the chapter.
Chapter 2: Railway Station

- Pick up the moth to consequence an additional hint.
- Talk to Ann to find out that she’s hungry.
- Click on the bag and find the requested items.

- Give the ripened offspring to Ann, and click on the suitcase.

- Having picked up all the blue bits of paper, a mini-game will be triggered, where you need to revive both sides of the paper. Click on dual squares to switch places until the design is complete; afterwards flip it and revive the alternative side as well.

- Use the sight sheet on the sheet desk.
- Talk to Ann, and take her handkerchief.
- Enter the cashier’s office.

- Cover the design of fish with the handkerchief.
- Select the stimulating list drawers, and find all the equipment in each of the drawers.

- Use the keys on the tip right record drawer, and review the summary inside.
- Click on the appetite handle to spin on the power.
- Use the floppy hoop on the computer.
- Use the user logbook on the mechanism monitor.
- Take the following steps whilst on the computer:
– “Click here to log in”.
– In the bottom right corner, you can collect up a “butterfly”.
– In the tip right corner, click on “Menu”.
– Select “Keyboard history”.
– In the list of words, there is one name that is additionally on the clipboard below. Click divided all the difference until usually this name, that is the password, remains.

– Select “Apply” to log in.
– Select “Train Timetable”.
– Close the calendar and the computer.
- Try to exit by the door.
- After the dream, exit by the doorway again.
- After anticipating that Ann is gone, find the 5 clues to her disappearance.

- At the section end, name to “Search outside”.
- Choose to “Investigate lot”.
- Choose to “Find transportation”.
- Choose to “Search for a garage outside”.
- Choose to “End”.
Chapter 3: Garage

- Pick up the dual wheels.
- Pick up the instructions.
- Click on the stimulating shelves and find all the items.

- Click on the light blue arrow in the at the at the at the behind of of of to go to the at the at the at the behind of of of of the scene.
- Click on the case and take the tire.
- Take the battery on the shelves on the left.
- Take the final circle on the right side of the scene.
- Take the gas can.
- Click on the apparatus box and find all the items.

- Now click all the tires on their places on the car, and click screws on them to tie the tires.
- Go to the front stage and place the gas can subsequent to the fuel tank. Turn the spigot to fill the gas can, and take the gas can back.
- Click on the carry out row to reduce the car.
- Click on the metal cover of the car.

- Replace the battery.
- Click on the cables to bond the battery.
- Take the key that was dark underneath the bottom cable.
- Return to the at the at the at the behind of of of partial of the scene.
- Use the flue on the gas tank of the car.
- Use the gas can on the funnel.
- Use the car key on the car doorway and come in the car.

- Click on the air wave to trigger the dark intent scene, and find all items.

- Use the rigging shifter doorknob on the rigging shifter.
- Use the blade on the ignition, and afterwards click on the wires that crop up to trigger a mini-game.
- Click on the red wire, and find that of the alternative wires sparks. Click on the alternative handle multiform times, untill the scale at the tip reaches the immature zone. If it reaches red, you’ll have to proceed over.
- Exit the car on the right.
- Use the gears on the protected to trigger an additional mini-game. Place the gears in the scold on all sides to reach the key and afterwards click on the key to open the lock.

- Click on the protected to fool around a dark intent scene.

- Use the steel letters on the at the at the at the behind of of of of the car to proceed a mini-game. Simply spell the word “ULOST” on the at the at the at the behind of of of of the car.
- Get at the at the at the behind of of of in the car.
- Place the steering circle back.
- Place the at the at the at the behind of of of perspective counterpart back.
- Exit the car on the left.
- Click on the garage door.
- At the section end, name “Release e-brake”.
- Choose to “Buckle up”.
- Choose to “Drive away”.
- Choose to “Drive to the city”.
- Choose to “Turn right”.
- Choose to “End”.
Chapter 4: City

- Enter the Bar.
- Click on the stimulating area at the at the at the behind of of of the bar.

- Find coffee and an appetite splash prior to the fatigue scale runs out.

- Click on the TV, take the moth from channel 2, and demeanour at the alternative channels until you get a message.
- Click on the list and find the items.

- Exit the club and come in the bank.

- Click on the white arrow to wizz in on the desk.
- Click on the mechanism monitor.
- Click on “Mail (1 new)”
- After removing the confidence codes, exit the mechanism and exit the desk.
- Zoom in on the label reader, and blemish divided the charred area of the confidence label to exhibit a number. Compare this series to your records to see that of the confidence codes to use.

- Enter the confidence formula on the keypad.
- Zoom in on the bookshelf and find the items.
- When the camera pops up, click on the camera’s shade to see the final design taken.

- Return to the list scene, and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the CD on the computer.
- You will automatically see the monitor.
- Select the CD-ROM idol and press the fool around button.
- Exit the guard and find all the items; when you remove the plaque from the box, you will see the fuses.

- Go inside the safe, and move the stepladder in front of the fusebox.
- Use the keys on the fusebox and take the fuse.

- Exit the bank and go to the bakery. You will need to click the doorway multiform times to open it.
- Look on tip of the doorway to the right to find a fusebox, and click on it to proceed a mini-game.
- Place compound 9 in container 1, compound 8 in container 2, etc. (see image).

- Now lift the buttons on compound 1 and 4 to reactivate them.
- Click on the opposite to open a dark intent scene.

- At the section end, name to “Search the shop”.
- Choose to “Crack the lock”.
- Choose to “Beat down the door”.
- Choose to “Beat down the door”.
- Choose to “Go downstairs”.
- Choose to “Call “Kitty, Kitty, Kitty””.
- Choose to “Open the fridge”.
- Choose to “Take the drinks and leave”.
- Choose to “End”.
Chapter 5: Apartment building
- Look at the note with the date, and press the buttons analogous to the numbers in the date.

- Click on the mailboxes for a dark intent scene; open the mailboxes initial to see the items.


- Walk up the steps twice, to encounter a resounding figure petting a cat.
- Talk to the ghost.
- Go up the steps again.
- Although you can’t go through, click on the stimulating area for a dark intent scene.

- Go at the at the at the behind of of of to the office office building with the ghost.
- Put the cat plate down in front of the ghost, and put the cat food in the dish.
- Once the spook has put down the cat, make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the keys on the center doorway at the at the at the behind of of of the ghost.
- Enter the apartment.

- Clicking the tv, and clicking the box by the window, will consequence you a butterfly.
-Pick up the counterpart on the chair.
- Click on the shelves on the left wall for a dark intent scene.

- Click on the coffee list for a dark intent scene.

- Place the journal underneath the door.
- Use the needle on the keyhole.
- Take the key from the newspaper.
- Look by the keyhole first, and click on the girl.
- Use the key to clear the doorway and go in the room.

- Check the girl.
- Put the counterpart underneath her mouth to see if she’s still alive.
- Click on the dresser in the at the at the at the behind of of of to proceed a dark intent scene.

- Clicking on the box will proceed a mini-game.
- This mini-game is utterly wily to proceed with, as you have to click on the wheels to shift the black to the same suit. Once you have got the initial set though, removing the alternative sets is really easy by clicking the wheels in the following order: tip left, bottom right, bottom left, tip right.
- After removing all the suits on the box, it will open and exhibit an additional dark intent scene.

- At the section end, name to “Search the shop”.
- Choose to “Go by foot”.
- Choose to “Down the road”.
- Choose to “Go straight”.
- Choose to “Turn”.
- Choose to “Open”.
- Choose to “End”.
Chapter 6: Internet

- Use the FLASH-ROM on the mechanism of PC1.
- Take the axe.
- Take the key on tip of Personal Computer 7.
- Click on the list of Personal Computer 1 to proceed a dark intent scene.

- Use the key on the cabinet, that will break.
- Use the mattock on the cupboard to trigger an additional dark intent scene.

- Use the electrical fasten on the damaged wires where you picked up the mattock prior to to trigger a mini-game. It is utterly simple: bond same-colored wires until there have been no some-more lax wires.
- Use the appetite switch to spin on the power.
- A glow will mangle out. Take the Fire extinguisher and click 3 times on each of the fires.
- Use the A4 paper and the printer cartridge on the printer.
- Look in the CD trays of all the computers to find the Administrator CD.
- Use the Administrator CD on Personal Computer 1, and demeanour at the monitor.
- Click on the pitch “Net recovery”.
- Look at all of the monitors until you see a printer icon.
- Click on the printer icon.
- Click on the map, and afterwards press the imitation button.
- Take the map from the printer.
- Leave the internet cafe.
- At the section end, name to “Look around”.
- Choose to “Run”.
- Choose to “Dash”.
- Choose to “Trick”.
- Choose to “Run”.
- Choose to “Run”.
- Choose to “Run”.
- Choose to “Kick glass”.
- Choose to “Search trail to the car”.
- Choose to “End”.
Chapter 7: Crime
- Pick up the pitch on the paper in the center of the street.
- After the cutscene, click on the car on the left of the scene.
- Find 3 appetite drinks prior to the fatigue scale runs out.

- Now find some-more equipment on the list.

- When you’ve picked up the crowbar, make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of it on the car’s windshield and stand in.
- Find the rest of the items.

- When the map comes up, find the “Mental clinic, #21”, and click on the idol to go there.


- Attempt to arise the nurse.
- Pick up the cane.
- Use the shaft to mangle the potion doorway of the cabinet.
- Click on the list to proceed a dark intent scene.

- Put the oxygen cylinder on the table.
- Hit the oxygen cylinder with the cane.
- Watch the cutscene and click on the cabinet’s damaged potion doorway for a dark intent scene.

- After finishing the scene, a mini-game will start.
- Mix the colors from the bottles to get the color displayed in the ‘target’ box. If you’ve accomplished a mistake, you can dull the syringe in the crater on the right.
- When you’re done, click on the white doorway to leave the reception.

- Turn on the lights.
- Remove the carry out row to proceed a mini-game; this one is intensely easy: simply click on the series 9 in each column.
- Look at the guard in the bottom right; demeanour at the opposite cameras in the camera selector, and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the camera carry out to demeanour around. You need to find Ann, and afterwards click on her.
- Use the microphone to call Ann.
- Click on the shelves to proceed a dark intent scene.

- When you lapse to the guard room, make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the drug gun and fire a dart at the dart board.
- At the section end, name to “Go to Ann’s chamber”.
- Choose to “Check the noise”.
- Choose to “Check second source”.
- Choose to “End”.
Chapter 8: Rescue
- As the section starts, there’s a abductor in the hallway.
- Take out the drug gun as prior to long as probable and fire the abductor with a dart.
- Click on the gurney to proceed a dark intent scene.


- Pick up the valve, put it on the tip left valve branch and click it once more.
- Use the gloves on the sparking handle on the floor.
- Click on the circuit house to proceed a mini-game.
- Another really elementary mini-game: simply press all the buttons, from left to right.
- Use the entrance label on label reader 4 (front right) to proceed an additional mini-game.
- Look at the keys on the label reader that have been scratched; those have been the numbers used in the formula you need to enter. When you press a series in the right order, a immature light will show. Note: if there have been usually dual numbers scratched, it equates to one series repeats.

- Enter the room and collect up the label in the center of the floor.
- Return to the corridor and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the label on label reader 2 (rear left).
- Enter the room and collect up the label in the center of the floor.
- Return to the corridor and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the label on label reader 1 (front left).
- Enter the room and collect up the label in the center of the floor.
- Return to the corridor and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the label on label reader 3 (rear right).
- Click on Ann to arise her up.
- Click on the tabernacle in the middle, underneath the big eye, for a dark intent scene.

- Exit to the corridor and come in room no. 4.
- Click on the male to proceed a dark intent scene.

- Exit to the corridor and come in room no. 1.
- Click on the male to proceed a dark intent scene.

- Exit to the corridor and lapse to Ann’s room in the at the at the at the behind of of of right.
- Give Ann the pills and potion of water.
- When the abductor runs in, take the drug gun out and fire him again.
- Exit to the gymnasium and come in an additional room. When the abductor runs in, fire him again.
- Repeat this until he falls down unconcious.
- Return to Ann’s room to find her gone.
- Exit to the gymnasium and go to the at the at the at the behind of of of partial of the hallway.
- Click on the structure of the physique for a dark intent scene.

- Go up the steps and give Ann the roses.
- Pick the silver out of the front rose and go at the at the at the behind of of of down.
- Use the coins on the coffee machine.
- There is a small mini-game of dropping the coins in; reason the silver over the slot, and dump it in when the slider is in the immature area.
- When you’ve forsaken in all 8 coins, name “Relax tea”.
- Go at the at the at the behind of of of up to the roof tiles and give the tea to Ann.
Chapter 9: New World

- Pick up the welder.
- Click on the tub for a dark intent scene.


- Use the key to come in the shed.
- Pick up the paper from the floor.
- Take the circle off the wall.
- Take the basket from the list on the left.
- Select the shelves for a dark intent scene.

- Check the mailbox and take the letter.
- Open the minute to find a diskette.
- Check the front of the appurtenance and remove the grill.
- Go at the at the at the behind of of of outward and lift the pitch on the machine.
- Put the vegetable patch on the hole on the appurtenance and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the welder on it.
- Put the circle at the at the at the behind of of of on the bike.
- Go at the at the at the behind of of of inside and spin the 6 valves on tip of the machine.
- Use the diskette on the machine.
- Click on the hologram to listen to a message.
- Click on the chest in the dilemma to proceed a mini-game.
- Rotate the gears so that all the tumblers have been set to the left.
- Afer finishing the mini-game, there is an additional dark intent scene.

- Click on the chair to move it back; click 3 times in the immature section of the slider bar.
- Pick up the note and the method from underneath the chair.
- Go outside.
- Use the chain, the pump, and the basket on the bike.
- Click on the bike to leave.
- At the section end, name to “Set out”. (optionally, house pet the cat initial for an additional hint)
- Choose to “Search for shelter”.
- Choose to “Wait”.
- Choose to “Leave shelter”.
- Choose to “Move to the edge”.
- Choose to “End”.
Chapter 10: Lift

- Pick up the crowbar.
- Use the crowbar to mangle the boxes and collect up the 9 sweets bars inside, as well as 2 some-more sweets bars elsewhere.
- Push the pitch to call up the elevator.
- Answer the phone.
- Take the potion and fill it with the H2O dispenser.
- Open the benefaction and get the globe inside.
- Throw the globe over the edge.
- Use the crowbar on the carry out panel, and demeanour inside for instructions.
- Select the penetrate for a dark intent scene.

- Once the dark intent stage is finished, a mini-game will start.
- Put the H2O in the 3 basins, and supplement the 3 colors of paint to them.
- Use the arrows to move the levers and regulate the volume of each color you supplement to the mix.
- Try to compare the color of the reduction to the color you see in the bottom right corner.
- Once you have suited the color, press the red pitch on the bottom left of the scene.
- Take the conveyor down.
Chapter 11: Canal City

- Pick up the key from underneath the rock.
- Take the lighting device and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of it on the intense beetles to emanate a illuminated lantern.
- Use the key to open the doorway and go inside.

- Use the lighting device to find the broom.
- Use the brush to increase the hole in the roof and light up the room.
- Click on the shelf for a dark intent scene.

- Click on the carpet to lift it back.
- Use the blade on the anvil’s wire to mangle by the grates on the floor.
- Go down, and come at the at the at the behind of of of up.
- Exit the building.
-When outside, click on the junk for a dark intent scene.


- Return to the basement.
- Pick up the sail.
- Pick up the fan.
- Place the 3 fans in the fan slots.
- Use the formula on the carry out row to proceed a mini-game.
- Click on the letters looming in the rings to form the formula on the paper. The outdoor ring corresponds to the initial letter, the center ring to the second letter, and the inside ring to the final letter.
- Turn on the 3 fans by clicking the buttons subsequent to their slots.
- Click on the valve.
- Use the matches to light the 4 ovens.
- Turn on the large fan with the fan switch.
- Optionally, collect up the moth at the at the at the behind of of of the large fan once it starts moving.
- Exit the office office building and put the cruise on the boat.
- Use the blade on the boat’s wire and get on the boat.
- At the chapter’s end, name to “Peer in to the horizon”. (optionally, check the vessel initial for an additional hint)
- Choose to “Catch the wind”.
- Choose to “Turn cruise left”.
- Choose to “Turn cruise right”.
- Choose to “Turn cruise right”.
- Choose to “Turn cruise right”.
- Choose to “Sail forward”.
- Choose to “Sail forward”.
- Choose to “Go ashore”.
- Choose to “End”.
Chapter 12: Old City

- Talk to the male in robes.
- Click on the boxes to proceed a dark intent scene.


- Walk out the tunnel.
- Use the CD on the terminal, usually to find the CD broken.
- Return to the male in robes in the tunnel, speak to him and get a brand brand new CD.
- Return outward and make make make make make make make make make make make make make make make make use of of of of of of of of of of of of of of of of the CD on the terminal.
- In “Use product”, name “2. Game”.
- The game is a brew of the classical games rock, paper, scissors and memory. When you start, you will prior to long see the hands prior to they have been dark underneath subject marks. Remember that palm is where and name a palm for you and one for the mechanism so that you win.
- For those who do not know the manners of rock, paper, scissors, here they have been in short:
– A sealed palm is rock, an open palm is paper, and dual fingers out is scissors.
– Rock beats scissors, scissors kick paper, paper beats rock.
- After winning the game, you will get a phone number.
- Return to the hovel and speak to the robed guy.
- Check the phone counter and go at the at the at the behind of of of out.
- Use the blade to cut down the sacks in the tunnel, go outside, and go right.
- Pick up the pouch on the left dilemma of the soda fountain and go left again to the depot location.
- Use the blade to cut down the sack.
- Click on the game appurtenance and follow the method of the blue lights.
- After winning the game, take the pouch of weights from the front of the machine.
- Click on the rubbish to fool around an additional dark intent scene.

- Go at the at the at the behind of of of inside the hovel and inside the phone booth.
- Place the weights on the shelves.
- Place the series of weights that you need in the middle, so that the sum weight matches up to the phone series you’ve gotten. Check the fable to see that sort of weight refers to that volume of weight.
- For instance, if your phone series is 1022, use: 1 large white brick and 1 large white globe (300 + 800 = 1100), one large black triangle (1100 – 100 = 1000), 3 small white spheres (1000 + 3 x 8 = 1024), and 2 small black triangles (1024 – 2 x 1 = 1022).
- Talk to the robed figure to get a pass.
- Take the cat.
- Walk out the hovel and spin right.
- Use the pass on the label reader to the left of the embankment and pass by the gates.
Chapter 13: Chessmaster
- Talk to the male sitting at the table: The Chessmaster.
- Click on the floating brick with the call for help symbol to proceed a dark intent scene.

- Click on the floating brick with the subject symbol to proceed a dark intent scene.

- Put the scold answers with the scold questions.

- Take the net and move it really solemnly to catch the difference floating around. If you move it quickly, the difference will move around.
- Use the remote on the 5 design frames in the room.
- When the doll drops down, you need to put physique tools on the right places on the doll.
- Use the heart and the madman’s shawl from your register on it.
- Take all the equipment from the design frames and place them on the doll as well.
- When you see 3 Anns, put the cat down subsequent to one of them.
- After sniffing all the Anns, the cat will lay down subsequent to the genuine one.
- Click on the genuine Ann.
- Talk to Ann.
- Talk to the Chessmaster.
Congratulations, you have saved the universe and kick Lost in the City: Post Scriptum!
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