THE LOST KIDS WALKTHROUGH (make sure you toggle carriage return if you read this in Notepad!) Don't know which way to go in one of the levels? You've been shot way too much times by this wandering robot? You've fryed in this electrical field and never saw how you could get past it? There's an item vital for your time machine which is beyond reach? This little guide will help you getting past of the treacherous 10 levels that The Lost Kids has to offer. DISCLAIMER: Please only use this guide in order to get past parts of a level that you really can't figure out! A great deal of the fun of The Lost Kids comes at solving the puzzles by yourself, and following this walkthrough to get through the entire game will spoil a lot of the fun. You've been warned. LEVEL 1 - THIS IS JUST THE BEGINNING You shouldn't need a walkthrough for this level! But, just for the completeness of the guide's sake... 1. Have Stan cross the water pit by using his grappling arm. Head toward the exit in order to learn how to switch characters. 2. Have Kenny jump on the bridge and toggle the switch to create a bridge over the gap. Send everyone to the exit. That was pretty hard indeed! Am I right, no? LEVEL 2 - CHILD'S PLAY In this level, you'll actually need to something this time. This shouldn't be too hard, yet. This is considered as a tutorial level. 1. Have Cartman climbing the ladder and glide down the pit, thus collecting the green key. 2. Unlock the door, and kill the veloceraptor by using Stan's gun. Have everyone ride the elevator upwards. 3. Send Cartman on the floor below and have his shield down. Hold down the laser turret shots with his plate and send Stan and Kenny down. 4. Have Kenny bounce up Cartman's raised plate and reach the platform where the battery resides. 5. Send Stan downwards the elevator and kill the veloceraptors that hang around here. Once they're dead, claim the wrench and climb out of there by using the hook. 6. Send Cartman to the left and glide down the pit to claim the cable. Float away from the spikes and send everyone to the time machine... and their new destination. LEVEL 3 - BLOODY RED SKIES This new world and level will end your training lessons. Enjoy the easy ride as long as you can, since this is the last easy level you'll face. 1. Ride the elevator up and kill the veloceraptors with Stan's gun. 2. Place Cartman on the lower teeter-totter and have Kenny jump on the upper end to catapult Cartman's to the upper platform where a switch and gun turret reside. Toggle the switch and fall down. Ride the elevator back down and enter the 3. Send Cartman down the pit to block the veloceraptors and send Stan afterward to kill them. 4. Have Kenny bounce off Cartman's plate to reach the ladder, and claim the dynamite. 5. Blow the door off, then have Stan to shoot the target with a gun blast. 6. Kill the veloceraptor on the upper platform, then send Stan and Cartman besides the electrical field. 7. Bring Kenny on the platform above the electrical fields where the green switch is and toggle it to switch the electrical fields' state. Move Stan and Cartman between the two electrical fields and have Kenny flip the switch again. Move everyone to the exit. LEVEL 4 - LET'S GET SERIOUS The fun now begins! The game now takes a rather steep turn in terms of difficulty. The puzzles are getting a bit harder to solve now, but there's nothing too mad for now. However, you aren't receiving anymore hints now. 1. Have Cartman climb up the ladder and glide down to get the green key. While Cartman keep the veloceraptor occupied, have Stan kill him. 2. Use the key on the transmuter machine and have Kenny pick it up. Unlock the green keyhole. 3. Have Stan and Kenny cross the water pit, then have either of them pick up the dynamite stick. Use the teeter-totter to send the kid wielding the dynamite on the platform hanging by a chain and blow that chain up to send the platform crashing down. 4. Send Cartman on the upper platform by using the teeter-totter and make Kenny bounce off his plate to reach the high ladder. Cross the river by using the moving platform, avoid the gun turret's blast to claim the red key and battery. 5. Make you way back to the beginning and unlock the red door. 6. Have Stan using the hooks to climb to the top and dispatch the zombies in order to claim the wrench. Swing across the last pit and land on the elevator. Lower it to make the spike pit crossable. 7. Have everyone ride the other elevator down. Kill the veloceraptor, then station Cartman with his lifted plate besides the upper platform. Make Stan bounce off it in order to have him climb on the platform then make Cartman glide off the inclined ramp to have him cross the gap. Have everyone ride this new elevator down. (NOTE: MAKE SURE THAT THE LEFT ELEVATOR IS COMPLETELY LOWERED, OTHERWISE YOUR CHARACTERS WILL BE STUCK HERE!) 8. Make Kenny bounce off Cartman's plate and grab the dynamite stick, then blow the door away. 9. Have Stan climb up the high ledge by using the hook targets. Once you get up, claim the cable. Now get outta this dimension! LEVEL 5 - STEEL MINDS In this land of mechanic devices and robotised machinery, technology is bound to slow down your progress in the factory dimension. It just keeps getting harder. Beware of the water pits in this level, since they're quite tricky; one false move will get you in the drink. Although your characters can do a lot of amazing stuff, they can't swim. 1. Have Stan go the left and swing over the water pit. Take care of the zombie which walks around here. 2. Go down the elevator and kill the robot patrolling the platform. Drop to the platform with the teeter-totter and kill all zombies. Ride the rightmost elevator and toggle the switch. 3. Send everyone downwards, and use the teeter-totter to make Cartman and Kenny reach the high ledge. Make them ride the elevator upwards and make Stan cross the water pit again to reach the elevator. 4. Have Kenny jump on the platform left, avoid the robot's lasers and claim the yellow key. 5. Ride the elevator downwards and send Cartman on the middle platform between both floors. Make him glide to the left over the many spikes and claim the green key. 6. Once everyone has reached the bottom floor, send Stan to the right and kill all the robots. Send Kenny over here afterwards, then down the ladder and make him claim the dynamite stick. 7. Blow the door away, then use Stan's grappling arm to reach the red key. This is a tough swing, so be careful. 8. Send Stan and Kenny back to the elevator and unlock all doors. Kill every enemy guarding the exit and get outta here! LEVEL 6 - WARNING: DANGEROUS MACHINERY! More technologic antics ahead! If you don't wanna end up being electrocuted or blasted away to pieces, you'll need to be careful. 1. Go left and destroy the robots. 2. Have Cartman gliding over the spikes on the left and make him climb the ladder. 3. Have someone raising the elevator to the top and have Cartman activate the blue switch, then hurry to the right and collect the cable. 4. Send everyone down and kill the enemies lurking near the transmuter machine. 5. Have Stan use the hooks to collect the dynamite, then use the transmuter machine to give the dynamite to Kenny. 6. Send Kenny to the platform above the electrical field, then lay your dynamite stick over the pit so it falls next to the door. After the door has been blown up, shoot the target using Stan's gun and collect the battery. 7. Send Cartman and Stan on the floor below to kill many enemies and have everyone climb the ladder. 8. Send Stan down the pit where a robot resides and dispatch him. You might take a hit or two, but as long that you attack the robot in the back, Stan should survive. 9. Have Kenny jump (carefully!) on the moving platform that moves in and out the wall to claim the yellow key. Jump back to a safe spot as soon as possible! 10. Unlock the yellow keyhole to make a bridge appear in the gap where Stan and Kenny jumped in. Make Cartman run across, glide away from the spikes' harm and toggle the switch, thus freeing Stan and Kenny. 11. Make Kenny jump off Cartman's shield to reach the platform where the wrench and a nasty gun turret await. Claim the wrench quickly. 12. Send Cartman and Stan below to kill more zombies and robots. Once everyone is dead, just send everyone to the left to reach the time machine and you're home free. LEVEL 7 - WONDERS DISASTER This new dimension offers really fiendish obstacles and puzzles, offered in a nice and fuzzy land of crystals and water. Be careful where you tread here, since the obstacles are a lot more vicious than before. 1. Have Kenny jump over the water pit and have him stand besides the target. Have Stan fire a bullet at the target to shut the electrical field down. (To acheive this, you must switch characters before the bullet exits the edge of the screen) 2. Climb up the ladder, claim the dynamite at the left and blow the chain off. 3. Bring everyone to the ladder. Have Kenny jump off Cartman's plate to reach the other dynamite stick and blow the gun turret away. 4. Make Stan swing over the gaps and land of the platform where two veloceraptors hang out. Kill them! 5. Use the same tactic used in Point #1 to kill the robot on the left platform. Once he's dead, have Cartman glide down the platforms all the way to the right. 6. Use the teeter-totter to catapult Cartman and Kenny all the way up to the platform where a ladder is visible. Make Kenny jump off Cartman's plate to reach it. 7. As soon as the robot turns to the left, follow him and claim his key. Run away fastly before he shoots you. Unlock the exit gate and leave this area. LEVEL 8 - CRYSTAL TEASER This level's solution isn't pretty obvious at first. The obstacles seem easy to avoid at first, but if you do this level wrongly you'll find out that there's not enough bombs to complete this level. Here's how you can use the few bombs in the levels efficiently. 1. Send Stan to the right and kill all enemies patrolling the area. 2. Use the hook targets to get Stan on the upper platform. Kill the robot guarding the yellow key and cable and get them. 3. Have Stan return to the beginning of the level and use the transmuter machine to trade your key to Kenny. 4. Send Kenny to the left and climb down the ladder to the area where robots wander around. Avoid them all and unlock the yellow keyhole. This will get the platform hanging over the water moving back and forth. 5. Have Stan pick a bundle of dynamite. Position Cartman near the water pit and have Stan bounce on his plate all the way over the water pit. You should land on the lower ledge. 6. Swing over the river using all these hook targets. 7. A gun turret guards the green switch. Use dynamite to blow it away and toggle the switch, thus switching the electrical fields' states. 8. Have Cartman glide down the long vertical corridor with the electrical fields. As Cartman floats between both electrical fields and claims the wrench and red key, have Stan flip the switch again to reverse the electrical fields. Finish Cartman's glide by making him land to safety. 9. Have Cartman unlock the red gate thus getting Stan out of the green switch cavern. Have both of them get across the left water pit by using the moving platform, all the way to the time machine down the ladder. 10. Have Kenny to claim the remaining stick of dynamite, and head toward the time machine. 11. Jump towards the gate at the right and blow it away. Claim the battery and get outta here! You only have a single dimension left to explore, now! LEVEL 9 - SPACE MADNESS The madness begins! The last two levels of the game are insanely hard and will truly put all of your skills to the test. If you use the walkthrough to get through this whole level, you don't need to be ashamed about anything. Ready for action? Here we go... 1. Have Kenny jump across the gap. Have Cartman glide down the hole and as he starts falling, make Stan bounce off his plate to jump across the hole. Make Cartman land besides the spikes. 2. Position Stan and Kenny over the blue air vent and have Cartman toggle the blue switch. The air vent will make Stan and Kenny float to the upper level. 3. Kill the veloceraptors hanging nearby, then have Stan swing to the upper platform. Fire at the target to shut down the field, then have Kenny jump toward the green key. 4. Unlock the green gate, then bring Cartman back up and beyond the gate. 5. Kill the zombie hanging around and make Kenny bounce off Cartman's plate up the small platform. Make the necessary jumps toward the switch to turn the air vent on. 6. Make Cartman float to the middle platform, and make Stan float up to Cartman's lifted plate. Make him bounce on the bridge and land on the upper ledge to the right. 7. Make Cartman float up the air vent, and whenever he's high enough make a daring glide for the platform. 8. Bring Kenny across the water pit by riding the moving platform. Jump across the laser turret, continue to the right until you reach the ladder. Claim the dynamite stick. 9. Blow the laser turret away to pieces, then bring everyone to the elevator. Ride it upwards. 10. Destroy the robot, then use Stan's grappling arm to reach the dynamite stick located above. 11. Ride the elevator all the way down and blow the gate away. Have Kenny claim another stick of dynamite. 12. Send Cartman to the right and have him ride the air vents, avoiding the electrical fields. Claim the yellow key and then float your way to the left and land below. 13. Send Stan and Kenny back up and use Kenny's dynamite to blow the gate you saw earlier. Have Stan shooting through the hole in the wall whilst riding the elevator to destroy the target. 14. Claim the red key, and then proceed to pick the keyholes away. 15. Send Cartman floating over the spike wall and hold the robots' firepower with his plate. Send Stan over and kill the robots herd. 16. Send everyone to the exit. Only 1 level left! However, this is the hardest one yet. Be ready for the last and ultimate battle! Be also aware, there's SPOILERS written in the last level's walkthrough, so beware! If you don't want to know who's the final boss of the game, stop reading now and play the game! But if you're so keen to learn it, well read away. LAST LEVEL - CONFRONTATION ON DECK 9 (WARNING, SPOILER AHEAD!) In the last level, you need to take on the final boss, which is... Kyle?!? What the hell? Actually, he seems angry at you just because you forgot him when you left school. Umm okay... this oughta teach some kids a morale lesson. Whenever you leave school, don't leave without your friend, otherwise he'll abduct you and kill you! There's more to it, though, The battle is also not going to be easy. To execute the following steps, you'll need a lot of precision and practice, so you're extremely unlikely of completing the following in a single try. Here we go... and good luck. 1. The level starts with Kyle challenging everyone and then all of the kids are teleported everywhere. Stan and Cartman are trapped behind laser fields, so it's up to Kenny to save the day. 2. Leap over the spikes, then go across the ladders. Kyle is lurking below the electrical field and will shoot bullets and grenades at you. Grab the dynamite sticks and drop them at Kyle while avoding his attacks. Whenever you hang around to the right, he'll fire grenades at you so be careful. Try staying low on the ladders since most shots are fired highly. Whenever you'll have hit Kyle three times, he'll vanish and you can proceed toward the teleporter. You'll also notice that Stan's force field has been turned off. 3. Have Stan swing over the water pit, and drop down to dispatch a robot and zombie. 4. Drop down the large shaft and then do the dareful swing over the water pit to reach a platform guarded by a single veloceraptor. Kill him. 5. Kyle awaits you again in this large room with a hook target located in the middle. You will soon notice that shooting him won't do anything. Instead, you must use your grappling arm and hit his grenades, thus reflecting them back at him. Keep an eye on the grenades' location as he fires; he always fires them at the same spot. All you've got to do is to find that spot and whenever the grenade comes close, fire your arm at the grenade and watch it explode in Kyle's face. Three hits will do him in and free the way towards the teleporter, thus rejoining Kenny. Be careful when you see Kyle reloading his gun longer, he'll fire a stream of bullets at you. As he starts firing, swing across the hook target while facing the left direction. Your momentum should carry you over the bullets. 6. It's Cartman's turn. Take him upwards the air vent until you reach the electrical field. Switch to Stan and use the hook targets to reach the blue switch. Once you toggle it, all electrical fields in Cartman's way will temporarly turn off and he has a limited time to glide down the long shaft. You have limited time, so shave off some seconds by lowering your shield in the vertical parts and relifting it whenever there's a curve in the shaft. By doing so, you should reach the bottom with some seconds to spare. 7. By walking to the left you'll find yourself being trapped between two electric fields and two gun turrets. You must flip the switch which is found between both force fields, which will cause a lit dynamite to fall in Kyle's room. As always, if you hit him three times, he'll go away. However, you must deal with the laser turrets and block every upcoming lasers. Walk in the teleporter. 8. Now that your team is reunited, go to the right past the disabled force field and get Kenny across the high platform by jumping on Cartman's plate. Take the lower path afterwards, which is guarding by fiendish robots. Avoid them all and flip the switch to activate the air vent. Make your way carefully back to the left before the robots kill you, which can easily happen. 9. Bring Cartman and Stan up here and send Stan to the upper path by making him bounce of Cartman's plate, killing every zombie and veloceraptor on the way. Send the whole gang on the air vent to the right and ride it up. 10. The final encounter of the game lies here, in the time machine room. This is the last battle with Kyle, but the hardest one too. Keep Kenny on the high platform (preferably over the air vent, since he's less likely to be hit by a wandering grenade here) and send Cartman and Stan down to battle Kyle. It's important to keep them at a close distance to Kyle, otherwise they might be hit by a wandering grenade fired by Kyle. Keep Cartman close to Kyle, thus facing him at all times in order to block his machinegun assaults. Have Kenny to flip the switch, which will spawn a dynamite stick on the bottom floor. Have Stan pick it up and stand beside Cartman. As soon as Kyle stops firing his bullets, run next to him and drop a dynamite stick to his feet. Whenever he's hit, he'll start panting. Fire a bullet at him and he'll back off quite a bit. Repeat the process two more times and Kyle will be over the air vent. Stan will tell Kenny to activate the switch in order to activate the air vent. Flip the switch on, and watch Kyle being splattered on the spiky ceiling. You completed the whole game! You can now pat yourself on the back for completing such a hard task. :)