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    Ending Guide by yunakitty

    Version: 1.00 | Updated: 05/16/08 | Search Guide | Bookmark Guide

    Lost In Blue 3 
    Endings FAQ
    Version 1.00
    By yunakitty (livserge331@comcast.net
    There are multiple endings possible in Lost in Blue 3.  Some can be completed 
    by all characters, and some only by one.  It's fun to try to see them all!
    Table of Contents
    Section I - Endings
    1.  Storyline Ending
    2.  Radio Rescue
    3.  Dolphin Ending
    4.  Boat Ending
    5.  Plane Escape Ending
    6.  Calling for Help
    7.  Raft Ending
    8.  365 days Ending
    Section II - Frequently Asked Questions
    Storyline Ending
    Characters who can do this:  Eric, Claire
    Take Eric and Claire into the sub room.  Run to the left side of the room.  
    You will encounter the real Sam.  He will request that you make him some 
    medicine.  He'll tell you a three digit code; write it down. Leave and go 
    back in to find his pendant. 
    Sometime before or after this, you have to get the IC card.  Go to the 
    underground lake, head over to the right, and climb up onto the little raised 
    circular area.  If you are Claire, you will get a scene, and then Eric will 
    get it for you.  If you are Eric, you'll dive for it yourself. When you have 
    it, leave, but you'll have to "fight" the anaconda AGAIN.  
    Go to the room above Kumiko's dad's room.  The code has three parts which 
    will be Eric's pendant code, Sam's spoken number, and Sam's pendant code.  If 
    you mess up or forgot Sam's spoken code, Eric will repeat it.
    Inside the room is the boys' mother's lab.  There are notes on how to make a 
    cure for the virus.  Take the compounding base with you and return home.  Ask 
    your partners about the ingredients.  They will give you hints, but I'll get 
    right to the point and tell you where they are.
    Paradise Herb - This one is easy.  You'll find it all over the island.  In 
    fact, save it for last, because you'll probably encounter it while getting 
    the other two.  It looks like a dandelion.  If you don't find it on the way 
    to the other ones, just take the right hatch to the field and there are some 
    growing right there.
    Four Seas Carrot - To the left of the hot springs in the gas zone.  You have 
    to dig it up like a carrot.  Don't put it in the shelves or a partner's 
    inventory, because they will eat it if hungry enough!
    Farewell Cherry Blossom - Build a mini raft (1 log, 1 rope) at the LEFT river 
    in the lower part of the lake area.  Take it downstream.  You can hit the 
    branches as you go along, and you just might catch a Paradise Herb or a rare 
    apple.  The most important thing is to choose Right, Right, Right, Right, and 
    then Left when prompted to choose a direction.  If you do this correctly, you 
    will end up at a new location.  Walk down to the tree and pick up the petal.
    You now have all the ingredients!  Return to Mom's room with the compounding 
    base and the three items.  You can make the medicine in there.  Then return 
    to the sub room.  You will give Sam the medicine and escape in the sub.  The 
    2. Radio Rescue
    Characters who can do this: All
    You can find a portable radio in the cage room of the lab.  After you open 
    the underground lake, this is possible.  If you are Claire or James, then 
    Eric or Kumiko will come in one morning with a broken radio.  They will say 
    what frequency it's set to.  If you forget, looking your album under Other, 
    and look at the broken radio to get the code again.  If you are Eric or 
    Kumiko, you have to fish the radio out yourself.  It can be found facing 
    north in the underground cave, but I have never actually found it. Take both 
    (or at least the working one and knowledge of the right frequency) to the 
    cliff near the flower field where Kumiko crashed.  At the top, you can go in 
    you inventory and use the radio.  Quickly dial it the right frequency.  You 
    can hear some neat things on other frequencies, but battery power is limited.  
    Though, if you do run it down, I've heard that you can put the radio in 
    James's inventory and send him out for food, and he will come back each day 
    with it partially charged.  Anyway, once you are at the right frequency, you 
    will talk to someone.  It doesn't matter what answer you give them.  After a 
    week has passed, return to the first cave and run down to the shore.  You 
    will be rescued!
    3. Dolphin Ending
    Characters who can do this: Claire
    Befriend the dolphin (see dolphin section of this FAQ.)  At a certain point, 
    you will walk up to visit him, and he'll tell you (how, I'm not sure) that a 
    boat passes by at a certain time every day.  Claire will ride the dolphin off 
    the island!
    (NOTE:  This will only happen if you cured Claire's fear of water.  To do 
    that, you must see an event between her and Eric.  It happens after you get 
    James, but before Eric regains his memory.  Eric has to like you enough that 
    asking him "What's new?" no longer makes him make that happy sound.  You have 
    to stay at the first cave, and in the morning go out near the water together.  
    If you did not trigger this, then Claire will say she's afraid of water 
    instead of riding the dolphin.  There is no way to trigger it once Eric gets 
    his memory back.)
    4. Boat Ending
    Characters who can do this: Eric
    You may encounter earthquakes from time to time on the island.  One happens 
    when you enter the bat cave for the first time.  I got another one when 
    coming in the bat cave from the lake area, later on in the story.  Eric has a 
    flashback about his mother and a boat.  Not many days later (some people have 
    said 6 weeks after you move into the lab; for me it happened on day 36, which 
    coincidentally is exactly 6 weeks on the island, and no I didn't move in the 
    lab on the first day!), the hallway directly below the lab base room opened 
    up.  I was able to go in there, then to the left and there was a rubber boat 
    with an engine!  Bring more than 10 lunchboxes, and leave between 10am and 
    3pm (this is crucial, and is apparently why I failed at this before.)
    5. Plane Escape Ending
    Characters who can do this: Kumiko
    Repair the plane and make the medicine (see storyline ending for how to make 
    the medicine.)  Note:  You have to have overcome Kumiko's fear of lightning 
    before you can fly the plane away.  I have never had a problem with doing 
    this, since all you have to do is go outside during a thunderstorm.  Chances 
    are, it will happen without you even thinking about it.  If not, you may have 
    to wait around on the island a few more days hoping for a storm to walk out 
    6. Calling for Help
    Characters who can do this: James 
    After you have woken Kumiko and unlocked her father's room, take the cherry 
    blossom path down the river (left river, then R R R R L.)  Climb up to the 
    right and you should be able to power up the equipment in Kumiko's father's 
    room with it.  (Note:  This requires that you have conquered James' fear of 
    heights, which happens when you cross the log bridge you build to get to 
    Kumiko's crash.  Which you will have had to do to have her dad's room 
    unlocked, so it's sort of a moot point.)  Return to the lab and go into 
    Kumiko's father's room.  Go up to the equipment and James will say a bunch of 
    stuff.  About a week later, go to the first cave area and head down to the 
    beach.  You will be rescued!
    7. Raft Ending
    Characters who can do this: Eric, James
    At some point after you've woken up Kumiko, if you've already visited the old 
    ship and gotten the sea map, go to the last beach, on the seashore.  James 
    will realize that he could build a raft there.  I'm not sure if you have to 
    have the treehouse built first for this to trigger, but that makes it more 
    convenient to build it anyway, since you're closer.  The raft will take many 
    logs (more than 10), lots of rope, and 6 furs.  Once it's done, bring more 
    than 20 lunchboxes, the sea map, and a partner (obviously, to hold some of 
    the lunches) and leave between 8am and 5pm.  You will sail to safety!
    8. 365 days Ending:
    It's rumored that you get a special ending if you live for 365 days on the 
    island without escaping.  I've only gotten to 91, so I'm not sure about it. 
    The Japanese Guide states that all possible furniture must be built in all 
    bases.  If anyone has actually seen this ending, please let me know about it.
    Section II - Variations on Endings
    What you see become of your character varies based on what other character 
    they were closest to.  Be really nice to whoever you want to end up with, and 
    read the "Events" FAQ on this site for special events between characters.
    Section III - Frequently Asked Questions
    Q:  I'm playing as Claire, and I made friends with the dolphin.  One day, the 
    dolphin communicated to Claire about a boat that comes by the island, but 
    Claire said she was afraid of water, and then that was it.  What did I do 
    A:  You never cured her fear of water.  There is no way to get the event now, 
    since it requires Eric to not have regained his memory yet, and if you are 
    talking to the dolphin, then you have been past the gas zone, which means 
    Eric has his memory back.  For future reference: on a sunny day, return to 
    the first cave and stay. This must be after you've joined up with James, and 
    Eric must like you enough that it doesn't make the "happy sound" when you ask 
    him "What's new?" Go outside together the next day, near the water. You 
    should get this event, and her fear of water will be cured.
    Q:  I forgot the radio frequency!  Is there any way to find it out?
    A:  Go into your Album, under Other.  Find the broken radio, and read the 
    Q:  I'm trying to escape by the boat/raft, but I keep dying.  Help!
    A:  You need to have found the sea map in the old ship first.  (I don't think 
    you have to have it with you, but it wouldn't hurt.)  For the boat, you need 
    to take 11 or more lunches, and leave between 10am and 3pm.  For the raft, 
    take 20+ lunches, a partner, and leave between 8am and 5pm.
    Q:  I can't find the stuff to repair Kumiko's plane.
    A:  It takes some time.  Copper wires can be found in the old ship (3 every 4 
    days) or by diving at the treehouse beach (unlimited.)  Plugs and fuses are 
    found in the rooms around the lab, and reappear after a while.  Just keep 
    checking every couple of days.
    Q:  I called for help, but no one came.  What should I do?
    A:  Wait at least a week after you called for help, then go to the first 
    beach.  The rescue crew will be there.
    Q:  The portable radio ran out of power!  How can I recharge it?
    A:  If you are playing as Eric, Claire, or Kumiko, put it in James' inventory 
    and send him out for food.  He will bring it back with a little charge (we 
    have no idea why.)  If you are James, I've heard people say that you can take 
    it to the satellite in the cherry blossom area to recharge it, but I think 
    that might have been misunderstood; taking James there makes him use the 
    satellite to power up the equipment in Kumiko's father's room, which you can 
    call for help on very similar to the radio.  But maybe it does recharge the 
    radio if you have it with you.

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