LOST & FOUGHT

Lost & Fought › Maps

The maps of Lost & Fought

The Bureau calls its battlefields Lots. Each one is a place that got misfiled into the Lost & Found Dimension, and each plays differently: open ground, slow rivers, sliding ice, barriers on a timer. Six Lots are open for claims, for two, three and up to nine players.

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All Lots at a glance

LotPlayersSizeSpecial
Umbrella Flats22400×1600Open ground, no hazards
The Bermuda Desk32700×1800Free-for-all, triple well in a coffee lake
Laundromat Canyon22400×1600Suds rivers, spin cycle
The Frozen Aisle22400×1600Black ice: 30% faster, but you slide
Car Park of the Damned22400×1600Ticket barriers on a timer
Lost Luggage Carousel2–93800×3800Nine bays, 12 minutes, 40-unit cap

Size in game pixels. Every Lot is symmetric, so no start position has an advantage. Five Lots have their own soundtrack, written and synthesised for the game; the Carousel uses the main battle theme.

Lot 1 — Umbrella Flats

Umbrella Flats: a dusty brown salt flat with a castle headquarters on the left and a goo well in the middle
The Knights' castle on the west edge; the middle well is already contested.

"A salt flat where every umbrella ever left on a train comes to rest. It has not rained here in four hundred years."

Players
2 · 9 goo wells · 7-minute claim period
Terrain
Open salt flat with scattered rocks
Music
A sunlit pastoral score: oboe, flute and clarinet

The original Lot and the best place to learn. There are no hazards, just three wells in a line down the middle and three on each side. Everything is about the economy: whoever claims faster and loses fewer units at the centre well usually wins on the clock.

Lot 31 — The Bermuda Desk

The Bermuda Desk: a red wooden office desk with Post-it notes, mugs and a coffee machine standing in a dark coffee lake
The Coffee Machine in its lake, ringed by paperclip chains and stationery.

"An office desk on which three departments vanished. The Coffee Machine in the middle still works. Nobody knows who refills it."

Players
3, everyone against everyone · 10 goo wells · 7 minutes
Terrain
Desk top with staplers, mugs, erasers and paperclip chains
Music
Noir jazz and spy lounge, with a muted trumpet and a typewriter

The three-way Lot. Each claimant has two wells near home, and an Inbox Tray well sits on the border between each pair of neighbours. In the centre stands The Coffee Machine, a super well that counts three times, inside a coffee lake that slows every ground unit by 40%. Whoever goes for the Coffee Machine first is usually the one the other two gang up on.

Lot 7 — Laundromat Canyon

Laundromat Canyon: two foamy rivers of suds on blue tiles, with a huge round washing drum between them
Two rivers of suds and The Drum, where the spin cycle starts every 16 seconds.

"A laundromat at the bottom of a canyon. Rivers of suds, one enormous drum, and every sock that ever went missing."

Players
2 · 9 goo wells · 7 minutes
Terrain
Two suds rivers, washing machines, detergent and lint as cover
Music
A war-drum march: huge low drums, horns and a male choir

Each side is cut off from the middle by a winding river of suds that slows ground units by 45%. The well in the centre sits inside The Drum: every 16 seconds the spin cycle runs for five seconds and pushes everything inside around. Flyers cross the rivers for free, and melee armies hate it here. Cross where the river bends, and time your push on the Drum between cycles.

Lot 23 — The Frozen Aisle

The Frozen Aisle: pale freezer tiles with patches of blue black ice and giant green peas
Black ice and peas that have grown. The ice patch in the middle holds the centre well.

"The freezer section of a supermarket that closed in another reality. The lights still hum. The peas have grown."

Players
2 · 9 goo wells · 7 minutes
Terrain
Black ice patches and lanes, giant peas, freezer cabinets
Music
Cold chiming minimalism that turns into supermarket muzak in big fights

On black ice ground units move 30% faster but keep their momentum: they slide past where you sent them. The centre well sits on a large ice patch, and ice lanes run along the top and bottom edges. A fast raid along an ice lane arrives early; a fight on the ice is messy for everyone. Giant peas give cover on the way to the middle.

Lot 12 — Car Park of the Damned

Car Park of the Damned: grey concrete level with parked cars, painted arrows and a row of pillars with a ticket barrier
The pillar wall in front of the western base; the ticket barrier sits on the main lane.

"Level minus four of a multi-storey car park. The barriers lift on their own schedule. The ticket machine accepts only souls."

Players
2 · 9 goo wells, with Pay & Display in the centre · 7 minutes
Terrain
Pillar walls, parked cars, two ticket barriers
Music
Industrial metal and EBM; the lead hook is a car alarm

A wall of pillars runs in front of each base. The direct way out is a ticket barrier that is open for 9 seconds and closed for 9, on a fixed timer. Gaps to the north and south are always open but take longer. Watch the barrier: an attack that arrives as it lifts hits hard, one that arrives as it drops is stuck in a queue. Flyers ignore all of it.

The Lost Luggage Carousel: a round baggage carousel in a grey terminal hall with a red suitcase on the central well
The carousel and The Unclaimed Suitcase, a triple well, in the middle of nine claim bays.

"The arrivals hall of a terminal that was never built. Nine claim bays, one carousel, and a suitcase nobody has collected since 1994."

Players
2 to 9, humans and computers mixed · 37 goo wells · 12 minutes
Limit
40 units per claimant (alive plus queued)
Terrain
Luggage-trolley walls between bays, customs queues, suitcase piles

The big one, and the home of online matches. Nine identical bays sit around a central carousel, each with two home wells, an Excess Baggage well on the border to the neighbour and a forward well inside the queue ring. Trolley walls separate the bays all the way to the edge, so the only way to a neighbour is through the middle. The way in runs through customs queues that slow ground units by 45%. Every 20 seconds the carousel starts and carries anything standing on it for six seconds. At its heart: The Unclaimed Suitcase, a well that counts three times. With fewer than nine players the free bays stay empty and their wells are neutral loot.

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