Part 5: Days 21-23: Beyond The Ruins
Last time on Missing in Cerulean, we discovered some ancient block pushing puzzles. Unfortunately, they've fallen into a state of disuse due to having nobody played this game for some considerable length of time. Let's fix that.Music: Good Morning
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Immediately on waking up I grab Skye and leg it to the jungle.
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Skye, in service to nothing but wasting my time, will not walk through the swamp. This just means I need to take the long way around the jungle but it's kind of a pain.
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Going back across the lake, I kinda expected the two to have something to say to each other during the cruise but they both just stand there in awkward silence for half a minute.
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Choice 1: Why don't you go in, I'll go away for a little while?
Choice 2: I'm going to go in, can you go away?
Choice 3:: Let's go in together.
I don't actually know what all of these options do because this is the first playthrough where it occurred to me to try and make them get in together. Apparently my way of thinking is too prudish for this game because I just assumed it wouldn't work previously.
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I decided to be bold.
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Nice, a positive result for our relationship score as well as a decent Energy boost, which we won't really need but it's there.
Anyway, back to business.
Music: Progress
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Music: Cave
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Just like that, we're instantly teleported back to the cave which is why I didn't do this at first opportunity. Wanted to show off the rest of the area first.
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Some amount of boring prepratory stuff later and I head off back over the lake to the ancient ruins once more.
Music: Ruins Entrance
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You can also drink from the artificial river this has created, which is a lovely act of mercy else Thirst would be a pretty huge issue while we're in here because the following section takes a very long time.
Music: Ruins
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I'd like to get on with the actual point of the ruins but Keith is once again distracted by running water despite the fact we have just established that water now runs in here.
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I like to envision Keith taking on a Jar Jar-esque accent for this line rather than it simply being more shoddy proofreading.
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This little hole is in all of the rooms of the ruins and will spit you back out at the entrance if you jump in which is a mechanic that clearly gears the ruins to being done a small bit at a time frequently backing out to rest up.
I've decided to make it much harder on myself by doing the entire thing in one shot.
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We need to arrange these crates such that we can jump from one platform to the other, even if right now they're not on the same level. This puzzle is a simple one that exists solely to force you to learn that Keith can jump upto a maximum of two squares of space in one go and no more.
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Easy enough solution, let's get moving.
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I'm sure you've grasped the significance of all this by now.
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There he goes, gleefully assuming the player isn't very bright again.
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This switch is for...backtracking the long way? I honestly don't know why this is here when the game provides a fast track back to the entrance already.
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Keith's enthusiasm mirrors my own.
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A new kind of block presents itself to us. I won't belittle your intelligence by telling you what its deal is but Keith will in due time.
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Thank you, Keith. We just need to move the crate one up from where it currently is, but this takes a bit of shuffling with all the stone cubes. Another easy tutorial puzzle.
As you may have surmised already, all this block shuffling takes a massive toll on Keith's Energy as well as just taking lots of time in general to actually do because block pushing in this game is excruciatingly slow. At any rate, this means doing the whole thing in one shot like I'm doing is both inadvisable and takes a lot of prep work, mainly involving stockpiling lots of energy mushrooms and food for Keith while also filling up on food, water and firewood for Skye. This takes a very very long time.
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Puzzle the third is a wee bit more complicated but not by a whole lot.
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Next!
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This is an almost identical puzzle with added fiddlyness in the form of a whole bunch of stone blocks to shift around.
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The fifth puzzle ups the ante somewhat by looking difficult without actually being so in the slightest. There's far more crates than is actually needed to complete the puzzle.
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Just create a line of blocks with two squares of space from the start platform to the end platform, the two crates kinda just floating in the middle there are the odd ones out.
Music: Ruins #2
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The sixth puzzle brings about a slight change in music as well as being the first one I'd actually call somewhat difficult. I mean, what you actually need to do is pretty obvious but actually doing it is a long, laborious process.
About halfway through solving this puzzle midnight actually struck and the game rolled over to the next day, this does actually bring up the Today's Results screen regardless of where you are which totally interrupted my puzzle-solving train of thought but also highlights just how fucking long this all takes.
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Nevertheless, the solution. Google a walkthrough yourself if you want to see how I actually achieved this because I'm so not detailing the 30-odd steps needed to solve these.
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Yep, there's still more of these and they're starting to scale in how elaborate they are quite rapidly. I think this one's easier than the sixth though but it still takes about as long.
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Please let this be the last one. This one introduces the blue stone blocks which neither float nor can they be moved, this is the only kind of block Keith trusts you to be smart enough to work out on your own because he won't comment on these ones.
This one also looks way more complicated than it is because the left half of the puzzle has already been solved for you, you only need to shuffle things around the right hand side to solve this one.
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I have to say this is starting to outstay its welcome and in a frustrating inversion of the previous puzzle, looks simple but is actually quite hard if you're like me and you resent block pushing puzzles because you're no good at them.
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The puzzle sensing my hatred for it refuses to co-operate with me when it comes to getting a good screenshot of the solution, this is the best I could manage sadly.
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This...definitely seems like a downgrade in complexity from the past puzzles.
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There are two such block and hole "puzzles" in this room, so I do the one on the right side now.
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Well, this is a weirdly anticlimactic end to the ruins and its puzzles. Still don't really know why or who built all this stuff and nor will we ever because apparently it's not a question worth exploring.
Instead of stepping outside for some fresh air, I'm going to go back and hit the door on the left first though.
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It connects to this room containing nothing but a rather long spiral ramp upwards, eventually at the top we enter another door.
Music: Ruins Entrance
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Unlike almost every other shortcut in this game, this one shows the sort of mercy I will debase myself in glee for by being actually two-way although I think this is a matter of necessity rather than actually thinking of the player because Skye wouldn't be able to traverse the block puzzles in the event I drag her down here.
Right then, let's head outside!
Music: Discovery
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Woah, an actual twist! Keith moves to start running towards the guy but nimbly jumps back behind the foilage when he sees another person approach.
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Oh. Okay then, new plan. Don't try and talk to the group of assholes.
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"Pretty suspicious"? Keith they loudly announced their intention to kill whoever trespasses, surely that's a bit more than "pretty suspicious"?
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Control has been returned to us at this point and the game provides us with these icons on the edge of the screen that indicate positions of the bandits.
Now they look and sound pretty bad but I'm sure that they'll help a lost teenage boy out, right? Let's give them a chance and talk to them.
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Contact achieved, let's see where this goes.
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This guy very rudely ignores our attempts at communication by walking into the wall constantly. I think I see now why Skye isn't allowed to do anything on her own if this is the standard for AI I'm working with here.
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I am seriously running into this guy's face in an attempt to dislodge him from the wall. I am trying to trigger a goddamn failstate here and the game won't even let me have that!
Music: Chase
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Finally, we have been noticed! Also it triggers a pretty cool piece of music that you will never have time to listen to in the game proper, it sounds almost Crash Bandicoot-esque.
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Don't get much time to enjoy the music though because the dick immediately makes us eat dirt before the screen fades out.
Music: Game Over
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We're thrown into some kind of cell followed by the game fading out and it instantly kicking us back to the title screen. So yeah, getting caught is functional instant death but evading capture isn't too hard, I mean you saw how hard I had to force it to happen.
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Anyway, getting onto actual stuff to do in this area, heading north I push a log near a ledge I could easily scale myself so apparently I'm gonna need to bring Skye here at some point.
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Actually up the ledge though, is nothing more than a few mushrooms and a water source. By this point I've noticed the water sources are spread evenly enough that it kind of obviates the need for water bottles, the only thing I've really used those for is ferrying water back from the river to the jerrycan for Skye. Not really complaining but I do find it curious since food becomes almost non-existant once you cross the lake.
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In the south-western bit of the map, there's another water source. This one strangely having no Skye-friendly path to reach it.
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Just east of said water source is a log we can push up to another ledge, you can't push this log towards the water source because I tried to do that and just hit some kind of invisible wall.
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Once on the ledge, we can run all the way around most of the area onto this long log which leads us to...
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Remember this? This was the one-way shortcut back to the savannah we hadn't been able to use before. I really wish all of the one way shortcuts were like the waterfall where they're designed such that you can just push some logs to form a two-way path that didn't exist before. As it stands if I jump off, I will have to walk back through the entire sodding island to get back to this point. The ruins being largely skippable helps but it's still just lots of uneventful walking.
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Heading back to the northern part of the area (the bit where the actual bandits are) I skillfully evade sight by holding down the run button and head down this little ramp.
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With no regard for personal property, I clamber onto to the top of the boat.
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Now we're getting into the end game, potential escape route #1: Steal a boat. No idea about the key right now though, so onwards further to the north.
Music: Hideout
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Since those guards are presently lingering around the left door to the hideout, we ignore them and enter through the completely unguarded right door instead.
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We appear to be in some kind of storage room right now and stuck to the wall is an inventory.
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Thanks for that, game.
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Fuck yeah, gonna steal me some playing cards!
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Music: Hideout #2
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Let's get our eavesdrop on, but don't be too hasty, running on the beams will get ourselves busted immediately, walk don't run.
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The Squad Leader expresses his shock by performing some jumping jacks on the spot for some reason. Body proportions like that take constant maintaining, I guess.
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Keith's confusion mirrors my own. I've never heard that phrase used to mean what I think it is supposed to mean in that particular context. Putting this one down to shoddy translation again, K? K. EDIT: Nope just turns out I'm not very bright with idioms.
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I like how these two kinda run into each other and screw up the pathfinding on the way out, I doubt that was intentional because it looks janky but it adds something to the scene.
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Keith continues to be sharp as a tack. Control thus returned to us there's nothing else we can do here at this point, so I make the long trek back home.
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On the way back home, Keith just passes out on the floor from exhaustion because this is apparently a thing that can happen. It is not as you might reasonably assume tied to your Energy stat because between absurd numbers of energy mushrooms and the hot spring my Energy meter is fine at this point, just seems to be a result of not having officially "slept" in the cave since Keith has been away from home for a full day and a half at this point.
Poor guy needs rest but he passed out like two minutes from where he can get it, such is the cruel hand of fate. Or not, because this lasts for about five seconds then he's right back on his feet. One last thing before going home though...
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Let's just ride the boat out to sea with no preparation whatsoever this cannot end poorly at all! No, we're not doing that, at least not yet. But it is another escape option revealed to us!
Music: Discovery
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It's cute when the game hasn't properly caught up to what I've actually done.
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Choice 1: They don't know I'm here, and it's our only hope.
Choice 2: I'm really good at running away.
Choice 3: Then I'll just join them.
I really hope Skye can appreciate an attempt at levity.
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Success! Also the game once again awkwardly immediately transitions into another cutscene because I don't like the pace the game assumes it will be running at.
Music: Friends
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words fail me with how funny it is that Keith just does not give a fuck about how excited Skye is about this.
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A second awkward immediate cutscene transition happens.
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For the record, I don't know what arbitrary flag I tripped for the lifeboat to suddenly be a viable escape mechanism, but it seems to be roughly around the time you find the other escape methods anwyay.
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And that finally puts a lid on the cutscene barrage! So, we have thus far discovered two escape options and a third has been kinda obliquely hinted at. The fourth and final escape method is random as fuck but I'll include it now anyway.
I'm going to cover all the endings eventually so need for a vote or anything but right now are options to escape are:
1.) Steal the boat.
2.) Use Skye's old lifeboat
3.) Sneak onto a container being shipped out and escape that way. Vaguely referenced in the conversation between the Foreman and Squad Leader.
4.) Using the boss's radio to call a rescue boat. How you're supposed to know this one exists is beyond me because the conditions to trigger it are fucking arcane.
But on that note, that's all there is to do for this day.
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Next time on Lost In Blue: Escape!