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Lost: Via Domus - Forty-Two II - game guide, walkthrough, secrets, game tips & strategies

Lost: Via Domus Game Guide
Forty-Two II
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Forty-Two II  (16/37)

 

Jungle

Once again, you shouldn’t encounter any major obstacles while exploring the jungle. You will have to follow a correct path and you’re going to be attacked by some enemies once you’re close enough to the exit. This time you will have to be on a look out for yellow objects which will indicate where to go next. The only difference is that you’ll have to use your compass. Your task will be to turn the main character, so he’ll be facing a proper direction. Remember that you can always activate the FPP view manually by pressing the C key.

 

 

Here are the bearings from the yellow signs: 215 degrees, 185 degrees, 280 degrees, 330 degrees (you will also find a lot of fruits here), 105 degrees, 0 degrees (you may have some problems finding the next yellow sign – check the screen), 335 degrees. Eventually you should be able to enter a new area where the game will reward you with a cut-scene.

 

 

You will encounter Desmond here. Obviously you will be allowed to talk to him. Start the conversation by choosing some of the available general questions:

- Are you an Other?

- What do you know about the hatch?

You may now proceed with the topics from the Quest category:

- Who are you?

- You must be from the hatch.

- What are you doing out here?

- What are the numbers?

End the conversation by pressing the BACKSPACE key. The exit is located near Desmond. Examine the last yellow sign and choose the only available action from the menu – Move to next area.

 

 

Jungle – The Hatch

You may ignore the fact that the hatch has been destroyed, because you won’t be able to enter the station from here. There’s an Apollo Bar near the hatch (screen). Take it, because it’s worth 50 dollars (!!). You may proceed towards a small passageway which leads to a new area of the jungle. A stream flows through here. Ignore it and start moving left.

 

 

Eventually you should be able to reach a small bunker. Sadly, the entrance to the bunker is going to be guarded by Sayid (screen). Approach him and begin the conversation. You will be allowed to ask him one new general question:

- Do you know Desmond?

It’s very important that you ask him all quest-related questions:

- Here’s the battery for my laptop.

- What’s inside the hatch?

- My compass points to the hatch.

Sayid won’t let you inside the bunker. Thankfully, you will be given a new assignment.

QUEST 3: Learn your name to enter the Hatch

You can’t convince Sayid to let you through, so you will have to go back to the hatch. Once you’re there, move forward in order to leave this area of the jungle. Choose “Jump to the beach” option from the menu.

 

 

 

Forty-Two II  (16/37)
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Introduction
WALKTHROUGH
1x01 – Force Majeure
Force Majeure I
Force Majeure II
Force Majeure III
1x02 – A New Day
A New Day I
A New Day II
A New Day III
A New Day IV
A New Day V
1x03 – Via Domus
Via Domus I
Via Domus II
Via Domus III
Via Domus IV
Via Domus V
1x04 – Forty-Two
Forty-Two I
Forty-Two III
Forty-Two IV
Forty-Two V
Forty-Two VI
Forty-Two VII
1x05 – Hotel Persephone
Hotel Persephone I
Hotel Persephone II
Hotel Persephone III
Hotel Persephone IV
Hotel Persephone V
1x06 – Whatever It Takes
Whatever It Takes I
Whatever It Takes II
Whatever It Takes III
Whatever It Takes IV
Whatever It Takes V
1x07 – Worth A Thousand Words
Worth A Thousand Words I
Worth A Thousand Words II
Worth A Thousand Words III
Worth A Thousand Words IV
Worth A Thousand Words V
Appendix
Achievements
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