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.
All Lots at a glance
| Lot | Players | Size | Special |
|---|---|---|---|
| Umbrella Flats | 2 | 2400×1600 | Open ground, no hazards |
| The Bermuda Desk | 3 | 2700×1800 | Free-for-all, triple well in a coffee lake |
| Laundromat Canyon | 2 | 2400×1600 | Suds rivers, spin cycle |
| The Frozen Aisle | 2 | 2400×1600 | Black ice: 30% faster, but you slide |
| Car Park of the Damned | 2 | 2400×1600 | Ticket barriers on a timer |
| Lost Luggage Carousel | 2–9 | 3800×3800 | Nine 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
"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
"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
"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 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
"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.
Lot 99 — The Lost Luggage Carousel
"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.
Next
- How to play: controls, goo wells and multiplayer rooms.
- The factions: which army suits which Lot.
- About the game and its 90s inspiration.